Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Thermo on <12-16-11/2150:58>

Title: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-16-11/2150:58>
I'm starting a new PbP game, if you are interested PM me. I'm going to GM Dawn of the Artifacts.

I've got a couple requests:

Players who have already played through or read this adventure will be politely asked to not submit a character. Honor system, people.
I'm looking for characters with interesting back-stories. As a GM I am much more lenient if you are playing in character.
Try to stick to the core books - if you can keep your character Missions legal that would be best. I may allow exceptions but it'd better be a good concept.
No min-max characters please.
War! sourcebook is banned (with some exceptions), if you want something from that book you need to run it past me first.

I'll send back replies in an expedited fashion and will have a couple questions for each player before they're accepted into the game. I'm looking for around 4 players.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: All4BigGuns on <12-16-11/2335:38>
I'd suggest at least allowing people who play in this under you to get that 'Battle Buddy Basic' commlink. Honestly, it's nice with it's ratings, but isn't terribly powerful considering it's 10K price tag.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-16-11/2353:40>
Sure, why not?

Wait, you sure you want a 10,000 nuyen commlink in a poor area of Africa that's run by warlords and gangs of thugs?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: mistrornge on <12-17-11/0133:24>
Never played Artifacts and am interested in playing. Would use Mutt from previous attempt to play (he is in my sig).
Title: Re: Recruiting: Dawn of the Artifacts
Post by: RelentlessImp on <12-17-11/0205:46>
Any special rules we should know about? House rules and whatnot? Maybe the ever-popular free Contacts equal to Cha*2? :D
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-17-11/0754:03>
So very in.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Sentinemodo on <12-17-11/0958:18>
if you accept Butcher than I am all in
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Netzgeist on <12-17-11/1148:42>
How many players/characters are you planning to accept? I'm quite leaned towards building a mage (I haven't had any chance to play one yet). Will try to build one tomorrow.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Xzylvador on <12-17-11/1258:21>
Since kirk seems gone... can Rafa join?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: All4BigGuns on <12-17-11/1324:32>
Actually pretty tempted to make a character for this, but I'm also not sure about it. I've never actually played a game via Play-by-Post before (never actually played via any form of forum RPing really).
Title: Re: Recruiting: Dawn of the Artifacts
Post by: DoomerEX on <12-17-11/1327:42>
I'd be interested too. Thinking about doing an adept of some sort. By core books do you mean things like Street Magic, Arsenal, Unwired, and the others in the core book?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-17-11/1443:34>
The game is going to have 4 players. Doing combat with 5-6 players seems like it would be a bit overwhelming. Plus, I like to get to know the people I game with.

400 BP standard build, core books include SR4a, Arsenal, Augmented, Street Magic, Unwired, and Runner's Companion. If you want something outside these books you must ask first, and it should have an interesting backstory otherwise it'll probably be rejected.

I'm going to allow characters to have free contacts up to Cha*2, but there's a catch. Since they'll be traveling outside their home base of Seattle, contacts should be appropriate otherwise they'll be wasted. Local Seattle gang contacts will be virtually useless for this adventure. Useful contacts will include information dealers, international smugglers, etc. You won't need a Fixer contact.

There are some severe restrictions on what gear characters will be allowed to bring with them. It's going to be on a case-by-case basis, but don't assume that you can bring a Panther XXL, 30 lbs of plastic explosives, flying combat drones, etc. If you have a question, ask. The limitations are based on weight as well as size. Spoiler alert: you'll be traveling via small aircraft at some point in the mission. There is some good news, however. Once on-site, characters will have the opportunity to get their hands on some gear (for a price). The gear listing will be provided by me and will include a motley selection of weapons, armor, etc. Some if it will have modifications already applied, some will be modifiable by a local armorer, and if you want something truly specialized I'd suggest picking up a basic armorer skill.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-17-11/2032:18>
I'll modify Iceblade to fit.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: OzGeek on <12-17-11/2034:11>
Hi Thermo,

I went ahead and finished off my first ever PC before reading your Cha*2 thing. :)

I will tweak but, in the meantime, for your consideration: Rin - a gun adept with some matrix skills: http://forums.shadowrun4.com/index.php?topic=5677.0 (http://forums.shadowrun4.com/index.php?topic=5677.0)

Cheers!
Title: Re: Recruiting: Dawn of the Artifacts
Post by: farothel on <12-18-11/0636:26>
I'm willing to join in.  I have a an Ork Adept gunbunny well suited for Africa.  Need to work out the backstory a bit, but it wouldn't be much of a problem.  One question: do you accept the way of the adept positive qualities?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: DoomerEX on <12-18-11/0934:21>
Name: Fang Nielsen
Alias: Alex Bernhardt
Race: Human
Sex: Male
Nationality: American
Lifestyle: Low (1 Month)
Karma Spent: --
Physical Description: Tall and lean for a Human, leaning towards the proportions of an Elf. Likes dressing like action heroes from old movies, so long as it's still practical enough.
Personality/background Fang's life had seemed pretty good a while back. His mother was in the UCAS Military for a while, although she never told you where. From the moment he could lift one she'd trained him in the art of firearms, and she'd also provided a fair bit of training in melee weaponry. Your father was an unremarkable wageslave, but his mother thought the world of him anyway. He was caught in the crossfire of gang warfare when you were 12, and died in the resulting chaos. Fang's mother disappeared for a week after that, and he's pretty sure he knows why. From then on, he was entrusted to look after himself, and she provided Fang with steady income which was more than sufficient to pay schooling fees, rent, and of course, for weaponry. He was a devoted athlete, trying to understand his Adept abilities that were coming to light. He spoke with many others who were Awakened, and took up hobbies that went along with his skills, such as climbing, gymnastics, and martial arts. It was around his 18th birthday when his mother returned home, gave him a new SIN and Commlink, and had Fang leave behind everything for a life in the shadows. A politician had used her as a scapegoat to cover up for his own vices, and she'd gone straight for him when she found out, stopping only to cash in a few favours on the way. She kept him as safe as she could, but the entire police force had her mugshot. She didn't stand a chance. He was left with the money he had on him, a small selection of gear stashed in a few supply boxes, and his legacy. A fixer who knew his mother well gave him a call, said that he'd heard he was well trained. He said he thought he could hook him up with some runners. Fang agreed almost immediately.

Attributes

BodyAgilityReactionStrength
354(6)5
CharismaIntuitionLogicWillpower
2333
EdgeMagic/ResonanceEssenceInitiative
2667(9)

Positive Qualities
Restricted Gear
Adept
Ambidextrous
Negative Qualities
Allergy (Uncommon, Moderate, Iron Oxide)
Elf Poser

Active Skills
Unarmed Combat3
Pistols3
Automatics4
Infiltration4
Climbing4
Gymnastics3
Blades3
Running2
Armorer3
Dodge2
Knowledge Skills ( [Logic + Intuition] x 3 free points)
Engineering4
Military4
Security Procedures4
Security Design3
Language Skills
EnglishN
Sperthiel3

Adept Powers
PowerCostNotes
Attribute Boost Agility 20.5-
Attribute Boost Strength 10.25-
Improved Reflexes 23-
Gliding1-
Wall Running1-
Great Leap0.25-


Cyber/Bioware
CyberwareEssenceCostNotes
---

Gear (40000¥)
Goggles (w/ Smartlink, Ultrasound, Image Link and Low Light Vision)
Miniwelder
Gecko Tape Gloves
Survival Kit
Medkit Rating 6
Low Lifestyle (2 Months)
Fairlight Caliban (w/ Novatech Navi)
Lined Coat (w/ Thermal Damping 6)
Fake SIN 4
Glasscutter
Fake Gun License 4
Fake Concealed Carry License 4
AR Gloves
Certified Credstick (w/ 4140 Nuyen)
Ceramic Knife
Vibro Blade Sword (w/ Personalized Grip)
Hardliner Gloves
Shock Glove
Ares Predator IV (w/ Concealable Holster, Smartgun, Silencer, Electronic Firing, Barrel Reduction and Ceramic/Plasteel Components Level 1)
Ares Alpha (w/ Underbarrel Grenade Launcher, Smartgun and Barrel Reduction)
Ruger Super Warhawk (w/ Speed Loader, Concealable Holster, Firing Selection Change SA, Smartgun and Personalized Grip)
4 Predator Clips Regular Ammo
4 Predator Clips Stick 'n' Shock
2 Alpha Clips APDS
4 Alpha Clips APDS
10 Warhawk Speedloaders EX-Explosive Rounds
1 Grenade Launcher Clip High Explosive Grenades
3 Gas Grenades (w/ Neuro-Stun)




Contacts
ContactC/L
International Arms Dealer4/3

Build Point totals:  400 = Stats 200 + Magic 65 + Skills 124 + Positive Qualities 15 + Resources 8 + Contacts 3 - Negative Qualities 15

This acceptable, or have I overlooked something?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-18-11/1123:49>
I'm pulling the team together now, I'll have replies sent out by this evening.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-18-11/1348:54>
Iceblade is modded to fit. Link is in my sig.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: RelentlessImp on <12-18-11/1947:00>
Gonna go ahead and toss down my character since I've already sent it to the GM and made the modifications requested.

Name: Iokua Kaʻanāʻanā
Alias: Lost
Race: Elf
Sex: Male
Nationality: Hawaiian
Lifestyle: High (20 LP)
Total Karma: 0
Karma Spent: 0
Physical Description
Meat:
1.93 meters tall, with a medium build (heavy for an elf) and milk-white skin, which is almost completely covered by tattoos, all done in a vibrant black ink that contrasts the colorless skin. Dark pink eyes and darkly vibrant red hair kept cut to shoulder-length.

Astral:
Astral form appears to be almost the same as his meat body sans tattoos, but completely translucent and traced by a thick black border.

Icon:
On the Matrix, Lost appears to be a soap bubble floating in the air, iridescent and translucent.

Personality/Background
Lost is, to most people, a quiet, reserved individual, a friendly person always willing to help out a neighbor. Those people have never seen the inside of his apartment. Or the inside of his mind. Lost is a pure hedonist, seeking out the pleasures in life for himself, willing to use whatever tools are at his disposal to attain those goals. He practices his magic because it brings him pleasure to do so, and it affords him opportunities that would otherwise be denied him.

Born December 31st, 2049 at 11:59:59pm, Iokua was raised in the belief that his family was descended from the kahuna that had protected the rulers of Hawai'i of old from mystical threats. When his magical talent surfaced, his family was thrilled that they had produced a new kahuna and began to groom him to one day take his "rightful" place as a defender of the independence of the islands and those who would support it.

Iokua had a single friend throughout most of his life - a menehune named Akani who was born at the same time and date as Iokua was. The two became close fairly quickly, and were all but inseparable throughout their formative years and later. They became blood-brothers through ritual, carried out in secrecy from their families. As they grew older, they began to discuss how to leave the island and escape their lives; Iokua from his 'destiny' and Akani from being 'just another dwarf'. Between the two of them, they formed a workable plan.

Akani was skilled with his hands; Iokua was magically gifted. With the combination of summoned spirits and Akani's workmanship, they crafted a boat sturdy enough to carry them to the mainland, where they could find their own lives. On the eve before their eighteenth birthday, after Iokua had spent almost a week erasing all material links the two had, they set off in the ship, christened the Freedom.

Alas, it wasn't meant to be. A tropical storm broke out over the ocean a few days into the voyage. Even with a water spirit propelling the ship forward, they couldn't outrun the storm. Akani was tossed overboard as the ship was thrown back and forth like some child's toy over the waves, and Iokua was thrown head-first into the deck of the ship, knocking him unconscious.

Iokua awoke hours later, a very wet, half-drowned elf on the shores of CalFree, just outside of San Francisco. He'd made it... but lost his brother in the process. He vowed to not let his blood brother's death be in vain, though. The plan had worked, after all; the ship had gotten at least one of them to the mainland. So Iokua set out to find a new, better life.

He didn't find it. He obtained a legal SIN in CalFree, but with no background and nothing to really offer, the young mage couldn't find any kind of work and was forced to live on the streets. One night, he was jumped by a group of younger teens belonging to a local wizgang called the Satanists of Diablerie. After he killed them (in self-defense), he was approached and made an offer - join or get geeked. He joined; after all, how much worse could it be than having to eke out a meager existence on the streets, getting jumped?

The Satanists of Diablerie were a black magic group who demanded their followers practice magic their way. Their initiation rite involved making a pact with their Mentor - the Dark King. Iokua made the pact freely, an almost Faustian deal - in exchange for the Dark King's assistance in life, in death he would become the Dark King's servant, a guardian in the land of the dead.

Iokua took to the black magic outlook of the wizgang quickly; hedonism, being self-serving, and taking what one wants in life appealed greatly to the young mage who had fled his home in an attempt to escape the trappings of tradition. For a time, he became almost sociopathic, using his magic to bull his way through obstacles and hammer aside opposition.

That changed pretty quickly around 2070. The Satanists of Diablerie were approached by an organized crime group - Iokua never found out who. When they refused to sign on with them, the wizgang became their target of opportunity, to make a name for themselves in the town by wiping out an established local presence who refused them. The gang was systematically assassinated, in drive-bys, bombings and other assorted nastiness.

Iokua booked it when the majority of the gang had been wiped out. He cleansed his material links and tried to get away as quietly as he could. When the bus he had boarded (to get to Los Angeles) was attacked by the crime syndicate, Iokua thought his all-too-short life had come to an end. That's when Akani showed up; he'd washed up in LA and spent the last two years trying to find his blood brother, slowly becoming an information broker in the process. Along with Akani came a well-established go-gang on bikes with heavy weapons that blasted the vehicles of the syndicate to pieces.

Reunited after three years apart, Iokua and Akani returned to LA together, where Iokua played "magical assistance" to Akani's information broker services. Which meant that he spent a lot of time on his ass while his rich and influential friend made nuyen hand over fist. After a year of this, however, Iokua became... well, bored. At least in the wizgang, he was living on the edge, dancing the knife-edge between life and death every day. Akani gave his blood-brother a chance at finding that excitement again; he sent him to Seattle and fixed him up with a comfy life and a Fixer. Running the shadows should be pretty exciting, right?

Well, after another year went past, and a small number of shadowrunning jobs under his belt, Iokua began looking for something... bigger. He'd lived in small places all of his life; the islands, the ten mile radius that the Satanists had control over, the apartment building Akani owned and worked out of. He wanted size. He wanted immensity. He wanted to see the world and all that was in it.

A few phone calls later, and a job out of the country was lined up...

Attributes

BodyAgilityReactionStrength
5/62/73/61/6
CharismaIntuitionLogicWillpower
7/83/62/65/6
EdgeMagicEssenceInitiative
1/6666/12

Positive Qualities
Magician (15); Black Magician Tradition.
Mentor Spirit (5); The Dark King.
Restricted Gear (5); Force 4 Power Focus

Negative Qualities
Albinism; Mild allergy to Sunlight (-2 to all actions while in sunlight), flashing/glare effects at 1.5* power.
SINner (Standard); Tesh Kana, CalFree citizen.
Media Junkie (Mild); 2 hours/day browsing Matrix, can skip one day. -2 dice to resist the urge to surf the Matrix and Addiction tests.
Prejudiced (Common, Biased); Lost is intimidated by Trolls and tends to react badly to their presence, but tries to keep it to himself.
Nano Intolerance; Nanonware degrades at 1 point/4 days instead of 1 point/week.

Active Skills
Spellcasting6
Counterspelling4
Summoning1
Binding1
Assensing1
Dodge3
Perception1
Knowledge Skills
Magic Theory3
Spell Design2
Underworld Politics2
Language Skills
HawaiianN
English4
Japanese4


Bonded Foci
Spell/FociCostNotes
Power Focus Force 4100000¥Bonded, 4 BP; polished ring of petrified balsa wood with a 1/16th inch wide inlay of orichalcum running down the center.
Health Sustaining Focus Force 330000¥Bonded, 3 BP; finger-sheath in the shape of a skeleton coiled around the finger.

Spells
SpellNotes
Stunbolt(F/2)-1
Stunball(F/2)+1
Acid Stream(F/2)+3
Toxic Wave(F/2)+5
Heal(Damage)-1
Levitate(F/2)+1
Detect Enemies, Extended(F/2)+3
Trid Phantasm(F/2)+3
Improved Invisibility(F/2)+1
Metal Wall(F/2)+5
Increase Reflexes(F/2)+2

Gear (165,000¥, 85¥ unspent)
Form-Fitting Body Armor, Full Body Suit with Nonconductivity 62950¥
Urban Explorer Jumpsuit with Thermal Dampening 63500¥
SecureTech PPP Leg and Arm Casings with Fire Resistance 6950¥
SecureTech PPP Forearm Guards200¥
SecureTech PPP Shin Guards150¥
2 Fake SINs8000¥
Force 6 Magical Lodge Materials (Used)3000¥
Tag Eraser150¥
Rating 6 Goggles with Image Link, Flare Comp, Vision Enhance 3, Thermographic Vision775¥
10 Tranq Patches Rating 61200¥
Modified Erika Elite (Response 3, Signal 1) with Iris Orb OS (Firewall 3, System 3) and Pro User Package (Analyze/Browse/Edit 4, Command 2)3610¥
Rating 3 Earbuds with Audio Enhancement 3 and Spatial Recognizer430¥

Contacts
The InformantC6/L6
5er0HackerC4/L2


Tradition
Black Magic
Combat: Fire
Detection: Water
Health: Earth
Illusion: Air
Manipulation: Man
Drain: Willpower+Charisma

Mentor Spirit: The Dark King (+2 dice to Perception and Assensing, +2 dice for spirits of Man, -1 die to resist Physical damage)

Identities
IdentityRatingNotes
Tash KanaLegalCitizen of CalFree
Seito Kaiba4Citizen of UCAS
Deis Davros4Citizen of CAS


Build Point totals: 400 = 170 Attributes + 30 Metatype + 105 Magic + 68 Active Skills + 25 Positive Qualities + 33 Resources + 4 Contacts - 35 Negative Qualities
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Sentinemodo on <12-19-11/0222:15>
Didn't got message from GM - so Butcher didn't make it :('
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Kouryuu on <12-19-11/1803:59>
Didn't got message from GM - so Butcher didn't make it :('
i had not time to put Raven in as well, just had to making the final touches, and where is the point of it now.  ???
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-19-11/2108:19>
Team has been established:

Relentless Imp: Black magic combat mage (Alias: Lost)
Mirikon: Possession-based melee mage (Alias: Iceblade)
Sentinemodo: Combat medic mage with ranged attack (Alias: Butcher)
Farothel: Ork adept gun-bunny Lagos native (Alias: Zebra)

Thanks everyone for the interest. We just had a campaign go bust right after spending a ton of time getting it started and several (but not all) of the current players were in that campaign. If things go well we may have a chance to add players later or I may start another campaign in the future.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: RelentlessImp on <12-19-11/2110:39>
Three mages and an adept. I think this says something.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: All4BigGuns on <12-19-11/2111:18>
Just as well. Never done forum RPing in PbP or any other format before really, so I'm not even sure how to do things.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-20-11/0007:33>
Should be an interesting group.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Sentinemodo on <12-20-11/0358:48>
Three mages and an adept. I think this says something.

Well, we go for an artifact hunt, that's no wonder it had lured many mages.
we should synchronize spellbooks though
Title: Re: Recruiting: Dawn of the Artifacts
Post by: farothel on <12-20-11/0611:30>
take at least one with the sterilize and clear water spells.  Those are worth gold in Africa.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-20-11/0908:08>
I've got Manabolt, Icebolt (Ice-element version of Flamethrower/Lightning bolt), Ice Slick, Physical Mask, Orgy, Heal, and versions of Astral Armor, Increase Reflexes, and Combat Sense that can only be cast on myself (I have bad luck on drain rolls). Not as strong at summoning spirits, and no skill at banishing them. I tend to 'banish' spirits with my F2 weapon focus.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: RelentlessImp on <12-20-11/0916:42>
I've got Manabolt, Icebolt (Ice-element version of Flamethrower/Lightning bolt), Ice Slick, Physical Mask, Orgy, Heal, and versions of Astral Armor, Increase Reflexes, and Combat Sense that can only be cast on myself (I have bad luck on drain rolls). Not as strong at summoning spirits, and no skill at banishing them. I tend to 'banish' spirits with my F2 weapon focus.

That's the best way to banish them. Well, Stunbolt works, too. :D

Should we start working on getting some stuff together on how the runners know each other and wind up on the same job together?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Sentinemodo on <12-20-11/0928:27>
I am real good (tm) at healing -> spellcasting 6 with specialization in healing plus magic 5 giving me 13 dices without BC, I need to think a bit on taking some kind of fetish or foci.
also not good at summoning/banishing

spellbook so far:
Armor (Manipulation) DV: (F÷2)+3
Combat Sense (Detection) DV: (F÷2)+2
Heal (Health) DV: (Damage Value)-2
Increase Reflexes (Health) DV: (F÷2)+2
Manabolt (Combat) DV: (F÷2)
Mindnet (Detection) DV: (F÷2)+3
Offensive Mana Barrier (Manipulation) DV: (F÷2)+3
Stabilize (Health) DV: (Overflow damage)-2

I am a combat mage, so I'd rather avoid dropping the combat sense/reflexes, though the truth is I'll probably not have them both on myself at once, so maybe that clear water would find it's spot.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: farothel on <12-20-11/0936:16>
I'm the adept, so I don't have any spells at all.  I do have astral perception and a weapons focus, so we can all go in the astral to chat.

As for knowing each other, I'm sure we can come up with something, even if it's the classic 'you were recomended by a friend of a friend'.  At least the three mages should have a talismonger network in common (those magical lodge materials and foci don't show up by themselves).
Title: Re: Recruiting: Dawn of the Artifacts
Post by: RelentlessImp on <12-20-11/0941:19>
I am real good (tm) at healing -> spellcasting 6 with specialization in healing plus magic 5 giving me 13 dices without BC, I need to think a bit on taking some kind of fetish or foci.
also not good at summoning/banishing

spellbook so far:
Armor (Manipulation) DV: (F÷2)+3
Combat Sense (Detection) DV: (F÷2)+2
Heal (Health) DV: (Damage Value)-2
Increase Reflexes (Health) DV: (F÷2)+2
Manabolt (Combat) DV: (F÷2)
Mindnet (Detection) DV: (F÷2)+3
Offensive Mana Barrier (Manipulation) DV: (F÷2)+3
Stabilize (Health) DV: (Overflow damage)-2

I am a combat mage, so I'd rather avoid dropping the combat sense/reflexes, though the truth is I'll probably not have them both on myself at once, so maybe that clear water would find it's spot.

I highly recommend dropping Manabolt for Stunbolt; Stunbolt is a M spell, so it can still hit Astral targets, and it has a lower Drain code (F/2-1 vs F/2) and it's Stun damage for those times when you wanna drop someone without killing them. Plus it's brutal for dispersing spirits.

Also maybe dropping Armor; it makes you glow, so you're an obvious target.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-20-11/0950:31>
Imp, maybe you missed the point where he's a combat mage. Manabolt is always a good thing to have for a combat mage. Personally I picked Astral Armor instead of Armor because when fighting on the astral, you need a lot of extra help. If you were going to drop any of those spells, I would drop Stabilize or mindnet, and pick up a couple trauma patches or a medkit.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: RelentlessImp on <12-20-11/0954:33>
Imp, maybe you missed the point where he's a combat mage. Manabolt is always a good thing to have for a combat mage. Personally I picked Astral Armor instead of Armor because when fighting on the astral, you need a lot of extra help. If you were going to drop any of those spells, I would drop Stabilize or mindnet, and pick up a couple trauma patches or a medkit.

There's those spells, too. But he's also a combat mage that has no spells that affect non-living targets, like vehicles or drones, which might not be as much of a threat in Africa and various Feral Cities, but still something he has no way to affect beyond a gun or grenade... and most of them have high enough Body to just outright ignore smaller arms.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Sentinemodo on <12-20-11/1000:56>
Imp, maybe you missed the point where he's a combat mage. Manabolt is always a good thing to have for a combat mage. Personally I picked Astral Armor instead of Armor because when fighting on the astral, you need a lot of extra help. If you were going to drop any of those spells, I would drop Stabilize or mindnet, and pick up a couple trauma patches or a medkit.

There's those spells, too. But he's also a combat mage that has no spells that affect non-living targets, like vehicles or drones, which might not be as much of a threat in Africa and various Feral Cities, but still something he has no way to affect beyond a gun or grenade... and most of them have high enough Body to just outright ignore smaller arms.

You both missed also that I am healer mage (actually from the background I am a battlefield medic - hence combat sense and armor for patching guys under suppresive fire, armor and barrier to protect subject being treated and stabilize for quick stop of bleeding). The mindnet is a support function for tactnet in jammed environment (we used to have a good commo guy, but he went into some tunnels lately).

also for the things that cannot be affected with manabolt I have an assault rifle (a must proficiency in a mercanery company)
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-20-11/1011:33>
That works nicely, then. Iceblade has a katana, a knife, and a katana swordcane, as well as his Fubuki loaded with ExEx ammo.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-20-11/1109:03>
I wanted to give you guys a heads up that you will be encountering some areas with a high background count. Seems only right to mention it since we don't have any mundanes in the group. Make sure the group is able to function if your magic gets a little "thin". If you are concerned about this I'll allow one of you to make a substitution (for a mundane cyber/bio sammy, etc). You guys make the call.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Sentinemodo on <12-20-11/1124:59>
Like I said, I could go for a rigger
1. I'd need a little time to prep him
2. What are conditions of taking vehicles/drones with me. No need to buy them on the chargen, if I won't be able to take them with myself.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-20-11/1136:49>
If needed, I could switch Iceblade out for a Street Sam I have, but his idea of 'diplomacy' is 'claymore to the face'.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: RelentlessImp on <12-20-11/1143:22>
If needed, I could switch Iceblade out for a Street Sam I have, but his idea of 'diplomacy' is 'claymore to the face'.

You mean that's not how diplomacy is done?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Mirikon on <12-20-11/1146:13>
Well, not normally, no. And it looks like Iceblade is the closest thing we have to a Face in this group.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-20-11/1221:29>
Like I said, I could go for a rigger
1. I'd need a little time to prep him
2. What are conditions of taking vehicles/drones with me. No need to buy them on the chargen, if I won't be able to take them with myself.

If you wanted to go with a rigger that would be fine, I'd suggest making him pretty flexible (drone rigging, vehicle piloting, some hacking, good ranged weapons skills, some build/repair skills, first aid). That would fill the MacGyver role that any team in a feral city needs. Only MacGyver didn't like guns, I don't think you'll have that same reservation. :)

As for drones, you'll only be able to bring a select few with you, and they need to be small. I will make sure that you have a chance to get some locally; they'll be a Mad Max assortment but I promise they won't be junk. Might even have some surprises for you. Lagos works on something similar to a barter-token system, where you transfer money to an intermediary and they arrange for local goods. This would normally not be something you could arrange with BP-based money at chargen, but I'll allow you to put aside up to 4 BP's (20k nuyen) for barter tokens that will get you some serious local gear.

If you do a rigger, you'll have all the bases covered nicely. A ranged combat mage, a melee combat mage, a street sammy-ish gun adept, and a heavy gear rigger for support fire and mission support.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Sentinemodo on <12-20-11/1236:04>
I'd be happy to create a rigger. :)
Title: Re: Recruiting: Dawn of the Artifacts
Post by: AalithHUN on <12-20-11/1248:47>
Hi!
Still recruiting or you haven't got any more room left?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: farothel on <12-20-11/1309:53>
I wanted to give you guys a heads up that you will be encountering some areas with a high background count. Seems only right to mention it since we don't have any mundanes in the group. Make sure the group is able to function if your magic gets a little "thin". If you are concerned about this I'll allow one of you to make a substitution (for a mundane cyber/bio sammy, etc). You guys make the call.

I've made my adept so I can shut down 1-2 power points, depending on the situation, without much problem.  Just one question.  If you have to remove, say 1 power point worth of powers, can you shut some down, but if the situation changes, shut down others and re-activate some of the ones you shut down before?
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-23-11/1114:01>
We're getting pretty close to having all 4 characters finalized, I should have a chance to start an OOC thread over the holiday weekend. If you haven't done so (or have made changes) send me a clean copy of your character sheet over PM.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: farothel on <12-23-11/1246:08>
We're getting pretty close to having all 4 characters finalized, I should have a chance to start an OOC thread over the holiday weekend. If you haven't done so (or have made changes) send me a clean copy of your character sheet over PM.

I've send you my sheet earlier this week and I'm awaiting comments.  I already have a BB code version ready to put on the forum.
I'm also at home the week between christmas and new year.  Except for a couple of family and friend visits I should be able to be online quite a bit of time.
Title: Re: Recruiting: Dawn of the Artifacts
Post by: Thermo on <12-23-11/1248:40>
I'm going to recommend that everyone make sure they have a medkit