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[OOC] Chicago Depths: Open Recruitment and Game info thread

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Crossbow

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« Reply #30 on: <11-16-10/2003:18> »

To let you all know, as an experienced crew of foragers, I'm going to be starting you guys off with a handfull of shitty links and some Telematics Infrastructure software for free. 

I will have you know I have already purchased my own shitty little commlink with it's very own crapass software, thank u very much :)

Kontact

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« Reply #31 on: <11-16-10/2206:19> »
Oh, no.  These links aren't for personal use.  They're used to set up a digital net around your target location.  Sort of like a shark cage in the digital ether.  Telematics Infrastructure software is used by corps in order to keep track of all the signals within their borders.  You'll be using it to try and maintain watch over the ground floors of buildings while you're creeping around 40 stories up.

Cage goes in the CZ
Runners go in the cage.

Do remember though, I want you guys to come up with some of your own security measures and whatnot too.  Your biggest fear should be getting stuck in the top floors of a crumbling building while 40-60 gangers below you try and starve you out.  Well, scratch that, your biggest fear should be bugs, but your most common fear should be getting cornered up some building like a stuck cat.

Kontact

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« Reply #32 on: <11-17-10/0104:19> »
Alright.  Quick announcement.
Rather than trying to make the Restricted gear quality a % of the starting availability, I'm just going to do it up basic math style.  It normally lets you get one item 8 availability higher than your starting cap (20-12=8,) so that's what it'll do here.
The Restricted Gear quality from Runners Companion allows one item of availability up to 16 (8+8=16.)  Do remember though that this is a quality so whatever you get with it is supposed to be quite significant to your character.  That's an item/implant/weapon with a story behind it and jealous eyes watching it.
« Last Edit: <11-17-10/0227:02> by Kontact »

AJBuwalda

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« Reply #33 on: <11-17-10/0547:01> »
After checking out Muscle Replacement I had to take it... Fiddle around with stuff and made it my high rating item :D
Greetings from the Netherlands, comrade!

inca1980

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« Reply #34 on: <11-17-10/1002:04> »
Does a flamethrower fall under Immunity to Normal Weapons, it seems like it should when I read the description of the Critter power, but do you know otherwise?

joe15552

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« Reply #35 on: <11-17-10/1403:53> »
You know what, Inca? I think that rule alone is why so many complaints have been made about possession mages. The fact that the quality doesn't specifically state what a normal or abnormal weapon is leaves a lot of room for player exploitation and GM confusion. Of course, if you wanna play a possession mage, don't let me be your GM. I'll roll a d6 and on a 6 decide the spirit wants to be set free and kills itself... and the possession mage in the process. And I'll also consider sticks fallen from a tree abnormal weapons. I mean seriously. Who would normally attack a spirit with a stick? If someone did in my game, that spirit would be toast. Guess that's why noone asks me to GM...

Unisus

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« Reply #36 on: <11-17-10/1443:35> »
While not really involved here, just my two cents: In nearly every system i know, normal weapon damage is the usual physical damage dealt by a hitting weapon. A flamethrower would do fire damage, so this should actually be no normal weapon damage (while of course there are such things like immunity to non-magical fire, but that would also shield against fire as elemental sideeffect of a spell).

By the way, any sensible runner who visits the CZ should bring some insecticides with him - hoping never to need them *smile*

I find this whole thing rather interesting and would like to join, if i had more time (and if i was sure that i get everything right playing in English)

If i wasn´t to write this here, please tell me, and sorry, if my English sounds a bit odd, but i usually apeak and write in German.

Greetings

Unisus

Crossbow

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« Reply #37 on: <11-17-10/1523:41> »
I, personally, don't have a problem with sideways comments from the peanut gallery in an OOC thread, as long as they aren't trolls or what not.  Just saying.

AJBuwalda

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« Reply #38 on: <11-17-10/1615:27> »
Speaking of mages; spells seem to have a generous drain rating. Are spells viable compared to say shooting a gun (for Combat Spells)?
Greetings from the Netherlands, comrade!

Crossbow

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« Reply #39 on: <11-17-10/1641:25> »
Speaking of mages; spells seem to have a generous drain rating. Are spells viable compared to say shooting a gun (for Combat Spells)?

Spells are very viable, most of the good ones ignore armor, or are defended a stat other than Body.  The ones that will really kick a mages ass usually have some carrier, like a fireball or toxic wave.  Plus spells always work, unlike bullets against, say, INSECT SPIRITS.

You also gotta remember how fast combat usually is in Shadowrun, a combat mage usually only has to chuck a spell or two at most in a firefight before it is over.  If he ain't built to handle that kinda mojo, he ain't built right.

Kontact

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« Reply #40 on: <11-18-10/0318:35> »
Does a flamethrower fall under Immunity to Normal Weapons, it seems like it should when I read the description of the Critter power, but do you know otherwise?

Well, it won't bypass ItNW, but it will still halve their armor.  So, a rating 6 spirit which would normally ignore any damage below 12 would only ignore damage below 6 from a weapon like the blazer that halves armor.  So, basically, with the Blazer's 6P base damage, you'd be able to put a hurting on any spirit of force 7 or lower with only a single net hit.  Not shabby.  That and you can target up to 3 guys with a single blast of flame.  Just watch out you don't burn down a building around you...

And spells, particularly direct combat spells, are massively deadly.  1) they're only resisted with a person's willpower, and counterspelling if they have any, and any damage done is damage done.  No soak roll at all.  It completely bypasses armor.  Powerbolts can blow up tanks.
« Last Edit: <04-19-11/1643:25> by Kontact »

AJBuwalda

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« Reply #41 on: <11-18-10/0501:48> »
That is indeed pretty bad-ass! ;D
Greetings from the Netherlands, comrade!

inca1980

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« Reply #42 on: <01-24-11/1433:10> »
This is the one i wanted to post to in order to get it to the top of the list and not have to go to 2nd page.

Kontact

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« Reply #43 on: <01-25-11/0106:50> »
I've actually got links in my signature.

This thread  is CS for character sheets.  8)

Mindset

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« Reply #44 on: <04-19-11/0648:35> »
Name: Jack Foster
Alias: Jack Thievery, Jack
Race: Elf (30bp)
Sex: Male
Nationality: UCAS Chicago
Lifestyle: Squatter
Karma Spent: none
Physical Description: 5’ 11” 170lbs, short-cropped brown hair gray cybereyes.
Personality/background Hard bastard zoner who works the southeast gate to the corridor.

Attributes

Body   Agility   Reaction   Strength
3 (+1)   5(6)   4(6)   3
Charisma   Intuition   Logic   Willpower
4(6)   4   2(3)   3
Edge   Magic/Res   Essence   Initiative
2   0   1.325   7(9)

Positive Qualities
First Impression  +2 to social skill roles on the first time meeting someone
Guts  +2 to resist Fear and Intimidation

Negative Qualities
Addiction (mild, cigarettes)  Smokes.  +1 Cha and +2 to enemy perception DP while smoking. -1 Cha after nicotine wears off.
Allergy (mild, gold)  -2 dice penalty when exposed to this substance
Spirit Bane (Earth)  Earth Spirits will attack him first, every time.  Refuse to work with mage associated with him.
Thrill Seeker   Composure (2) test to not put reward over risk
Vindictive   Composure (2) test to not pay back any slight

Active Skills
Athletics Skill Group   1(3)
-Climbing   1(3)
-Gymnastics   1(3)
-Running   1(3)
-Swimming   1(3)
Influence Skill Group   4
-Con   4
-Etiquette   4
-Leadership   4
-Negotiation   4
Armorer (repair)   1
Automatics   3
Infiltration (Urban)   2
Longarms (Battle rifles)   4
Perception   2(5)
Pistols (Semi-auto)   1
Survival (urban)   1
Unarmed Combat   3
Knowledge Skills ( [Logic + Intuition] x 3 = 18 free points)
Chicago Gangs   3
Local Traders   3
Safehouses   2
City Politics   2
Language Skills
English   N
Spanish   3
Japanese   2
Sperethiel   2
Or'zet   1


Cyber/Bioware
Cyberware   Grade   Essence   Cost   Notes
Attention Coprocessor R3   Used Std.   0.36   4,500¥   +3 to Perception tests
Datajack   Standard   0.1   500¥   interface without radiowaves
Bone Lacing (Plastic)   Standard   0.5   5,000¥   +1 die for Damage resistance Punch for (Str/2)+1P
Dermal Sheathing R1   Used Std   0.72   5,000¥   Covers torso to groin +1 ballistic +2 impact armor
Reaction Enhancer R1   Used Std   0.36   5,000¥   +1 to Reaction; stacks w/ everything
Wired Reflexes 1   Alpha   1.6   22,000¥   +1 Reaction and +1 IP
Cerebral Booster R1   Standard   0.2(0.1)   10,000¥   +1 Logic
Muscle Toner R1   Standard   0.2(0.1)   8,000¥   +1 Agility
Sleep Regulator   Standard   0.15(0.075)   10,000¥   Only sleep 3hrs a day; up for 48 hrs w/o fatigue
Synthacardium R2   Used Std   0.24(0.12)   10,000¥   +2 to all athletic skills
Tailored Pheremones R2   Used Std   0.48(0.24)   15,000¥   +2 to all social and charisma linked skills

Cyberparts
Cyberware   Grade   Capacity   Cost   Notes
Cybereyes R3   Standard   +12   1,000¥   0.4 essence
-Lowlight Vision   Used Std.   -2   500¥   Provides lowlight vision
-Smartlink   Used Std.   -3   500¥   Allows for use of Smartgun system
-Thermographic Vision   Used Std.   -2   500¥   Provides Thermographic vision
-Vision Enhancement R3   Used Std.   -3   2,250¥   Provides +3 dice on visual perception
-Vision Magnification   Used Std.   -2   500¥   50x optical zoom

Gear (9,750¥)
Colt Government 2066   500¥   Heavy Pistol - SA; 14(c); 1RC; 5P -1AP; +2 Conceal
=electronic firing   Integral   -1 to hear where shot came from +1 RC
+internal silencer mod   400¥   -6 to hear shot
+internal smartgun mod   500¥   +2 to DP; camera; laser range finder; fire by thought
+skinlink mod   50¥   Communicates through DNI
AVC-7.62   2,800¥   Battle Rifle SA/BF/FA; 30(c); 7(8)RC; 7P -1AP; +4 concealability
=Integral RC   integral   Chamber design provides 1pt RC
+Gas Vent 3 (barrel mount)   400¥   Provides 3pts RC
+Bipod (bottom rail)   100¥   1pt RC as foregrip or 2RC deployed w/ complex action
-Barrel Reduction   10¥   -1 Conceal; Range is 80, 200, 400, 600
-Sling (one point)   50¥   -2 to conceal; 1RC
-Personalizzed Grip   100¥   Provides 1RC
-Small Firing Selection Change   300¥   Allows full autofire
-Powerd folding Stock   100¥   Free action to deploy; provices 1pt RC (unlike sling is cumulative with deployed bipod)
+Smartgun system (top mount)   400¥   +2 to DP; camera; laser range finder; fire by thought[
++Lowlight camera   100¥   Allows smartgun to function in low light
++Vision Magnification   100¥   50x optical zoom
6x clips w/Explosive Ammo   930¥   Red tape; 30 rounds 7.62x51 explosive fragmenting; +1DV
2x clips w/Capsule Rounds   180¥   Green tape; 30 rounds 7.62x51 gel capsules; +2AP stun
74x KE-IV Toxin   740¥   Power 8; instant; acid damage; contact/ingestion
2x clips w/Explosive Ammo   150¥   Red tape; 14 rounds .45 explosive fragmenting; +1DV
1x clip w/Capsule Rounds   42¥   Green tape; 14 rounds .45 gel capsules; +2AP stun
Armored Vest   600¥   6/4 B/I
PPP System Forearm guards   200¥    0/1 B/I
PPP System Shin guards   200¥    0/1 B/I
R1 Shooting Glasses   75¥   Glasses with flare compensation
Armorer tools   500¥   For use with armorer skill
Pry-Bar   50¥   Use full Str score for destroying barriers/locks.
Gas Mask   200¥   1hr of immunity to inhalation toxins
10 packs of cigarettes   60¥   effects last 10 minutes
1 month squatter lifestyle   500¥   Crash pad in ABC turf
Molle Backpack 40¥
Bedroll 20¥
Trade Supplies 80¥

Contacts
Contact   Category   C/L
Wild Mike   Fixer/Fence   3/3
Doc Cutty   Street doc   1/3
Cynthia Mars   ABC Arms Merchant   2/3
Calypso Blue   Union Leutenant   2/4

Build Point totals:  350bp = 30 race + 170 attributes +10 sp atts + 128 skills +10 pos qual -35 neg qual +22 gear +15 contacts
"Can you blow me where the pampers is?"

 

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