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[OOC] Soulless in Seattle

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RHat

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« Reply #210 on: <04-13-13/1831:27> »
Odd:  Just took a quick glance at your sheet, it doesn't look like you have any tools at all.  Not sure if you noticed that part of the rules or not when you were building your character, but basically for more build/repair/mod work you need a certain level of tools, without which you suffer from penalties or cannot do the work at all.  They're purchased on a per-skill basis, with costs as follows:

TOOLSAVAILCOST
Kit---500
Shop85000
Facility12100, 000

Kits are portable, shops can fit into large vehicles, and facilities are fixed.  If you wanted, you could use some of your advance to get an Armorer Shop, in which case Tink could get Shark to do the actual searching and bargaining (AKA, I could do the availability test for you).
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odd

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« Reply #211 on: <04-13-13/1904:33> »
Sounds good to me, would need 1 shop per skill or one per group?

RHat

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« Reply #212 on: <04-13-13/2012:33> »
Per skill.
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odd

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« Reply #213 on: <04-13-13/2048:34> »
I'll but some money into it, would we like a cybertech shop or armor shop?  I'll get the other as a kit (which I did some searching and didn't find anything in the book about them (besides negatives for them not being adequate.

Retrokinesis

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« Reply #214 on: <04-13-13/2056:11> »
To my knowledge, Armorer is far more useful than Cybertechnology. I'm not actually sure if it's even possible to build cyberware under the rules as written.

Looking at it again, I actually have no idea how the "building things" rules work at all. I should probably correct that.

EDIT: So I dug through the using technical skills to build rules... they don't seem functional for anything beyond basic junk like improvised weaponry. Mainly because they don't list the cost of raw materials for anything. Suppose you wanted to put an implant together and I determined it was an Exotic (threshold 16) task... there's still no cost for the materials anywhere. Gear modifications at least list both the cost of the mod and the skill to assemble/attach it.
« Last Edit: <04-13-13/2130:59> by Retrokinesis »
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RHat

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« Reply #215 on: <04-13-13/2137:00> »
Thing is, to do much with Cybertech, you've also gotta have Medicine - and typically, it's best to have a surgical team.
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Retrokinesis

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« Reply #216 on: <04-13-13/2138:19> »
Yeah, I found the rules for repairing and maintaining cyberware with it but that still requires Medicine for the implant surgery. There doesn't seem to be any actual way to use it to build things, despite what the skill description says.
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odd

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« Reply #217 on: <04-13-13/2141:03> »
Oh, that stinks.  Makes taking all the making skills seem pointless.

Retrokinesis

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« Reply #218 on: <04-13-13/2157:52> »
Well, Armorer and the various Mechanic skills are still useable for installing mods, at least. But yeah, Cyberware definitely seems like an NPC skill.
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RHat

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« Reply #219 on: <04-13-13/2158:49> »
Nah, you just have to invest some Karma in Medicine if you want to do that kind of thing.  I've got a Street Doc contact who could assist, as well.  If you've got the skills, you can do pretty well - you just need the right setup.

As for building things, it's doesn't really have explicit rules for building anything.  Just the very general case build/repair rules.
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Retrokinesis

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« Reply #220 on: <04-13-13/2203:01> »
It would seem to imply that you can only build stuff when the cost is negligible and or you happen to have the parts lying around already. But then in Augmentation it has time periods for growing bioware from cell cultures, so that implies it IS something you could theoretically do. There's just no cost listed for it.

Speaking of street docs, did you have a personality written out for him/her/it? Because if not, you could make it into the same (named and statted) doc that Steelfish introduced Draco to. Just an option, as she may or may not be plot relevant depending on stuff you do or don't do later. Cryptic!
« Last Edit: <04-13-13/2207:45> by Retrokinesis »
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RHat

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« Reply #221 on: <04-13-13/2211:54> »
From my contacts writeup:

(1, 4)
Holly Abrahms - Street Doc
   Uses: Medical care, ‘ware implantation and maintenance, info, hooding jobs
   Holly is a skilled surgeon who has taken to working on the street-level after corruption in hospital administration directly caused her to lose patients; she’s something of a bright spot in the local shadows, and Jimmy is protective of her.

Basically, skilled street doc and legitimately a good person, but she doesn't have much of an operation going yet.
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Retrokinesis

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« Reply #222 on: <04-13-13/2219:59> »
Ah, I forgot all of that wasn't on your sheet. Which I seem to be the only person updating hint hint :P.

That's actually very similar to the doc Draco was introduced to. Add "is a vampire" and "Adept" as well and they're basically the same character:
Her clinic is out of a plain-looking but well made house in a lower end neighborhood. The city government would say it is "in the process of urban renewal". The Ancients and Bloody Screamers gangs keep trying to move in but the highly-mixed neighborhood keeps banding together to keep them out, with no small assistance from the doctor.

She patched [Draco] up for free and, for the future, prefers to deal in favors ("Go kill this BTL dealer", etc.) rather than cash. Everyone in the area knows she's a vampire and donates blood for her to live off of. If [Draco] assensed her, she's an adept of no small ability and can clearly handle a gun.

Would you mind if I crushed them together into the same NPC? Purely optional, of course, but it might make sense from a story perspective.

Also, Draco! I read through the drake entry again and happened to notice that it says transforming destroys all of your currently-equipped gear. Since we're dealing with bucking magic here already, you can consider that rule ignored :P. Unless you wanted that to happen for some reason.
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RHat

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« Reply #223 on: <04-13-13/2224:51> »
Eh.  Might be better to keep them separate for two reasons - first, to expand the game's supporting cast, and second, because I really see her as being about as close to an innocent as you can get in the shadows; doesn't really jive with being a vampire.
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Retrokinesis

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« Reply #224 on: <04-13-13/2236:04> »
Sure, makes sense. Supporting cast is appreciated because I'll probably start mixing non-premade adventures in as early as the next mission as I do have parts of the metaplot written already.

If anyone ever has any personal story beats or conflicts they'd specifically like to see at some point, please feel free to PM them to me! I'll work it in to the story if I can and, if not, you could always convince the rest of the team to deal with it.
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