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Celtibero

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« Reply #135 on: <05-15-14/1734:32> »
i meant more, what else ya got in the way of motive and "funk" for the Dawon?

only swimming in my brain waiting to be put to "paper", couple of snippets and a biography resume. 
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Triskavanski

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« Reply #136 on: <05-15-14/1813:29> »
Dust - He doesn't have time for your Mystical mumbo jumbo, or your technobable. Even so, he's oddly intentellegent, capable of making blackpowder from a high school chemistry book. Has a habit of finding women attractive just before the turn into some sort of monster. Though he tends to a bit of a smartass and womanizer.


Kervokian - Refers to his explosives as office supplies. Developed a passion for explosives after the Soy Cafe his parents ran blew up from a mix up in a local fireworks shop. Boom Bam, no more soy cafe. Since then he began developing his own little "fireworks" studio, while getting commishioned out to do work in the shadows. In the light, he's a mild manner demolitions expert, using a rather generic explosive that most others use in order to demolish buildings legitimately. Work for him on both front has been a bit slow, but he's hoping one of them will pick up.
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Poindexter

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« Reply #137 on: <05-15-14/1844:21> »
i dunno, trisk.
still not really feelin it.

Im not sure if our styles are suited to one another.
« Last Edit: <05-15-14/1922:58> by Poindexter »
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« Reply #138 on: <05-15-14/2019:12> »
Tyres smoking, engine screaming, Johnny slides around a hairpin, several lengths ahead of the competition. Too damn easy, stupid bookies keep taking my bets, I keep cashing in. Gonna be a good payout this time Johnny releases several microskimmers, frag grenades attached with some heavy duty duct tape. They hover in his wake. Seconds later an explosing, causing the van on his heels to flip. Bullseye! It's the home stretch, baby, this race is mine Johnny sparks up, cruising toward the last turn. Suddenly an explosion from the rear of Johnny's vehicle. "DREK! Where the fuck did that come from? There's noone behind me! His bulldog sliding, tiling then toppling over. Some bastard's sabotaged my danm van! The van keeps rolling, Johnning slipping in to unconsciousness
 
I'd like to try and make Johnny work as a troll (Or ork if the troll metatype is too restrictive), in the drek from gambing and drug debts he took up an offer as a street racer, entering no rules street races run by go-gangers in abandoned industrial areas, hoping to repay debt to his bookies. He has a knack for driving, his father was a professional racer, teaching Johnny all he knew growing up. He started winning, becoming the prized racer of a gang, their secret weapon. He wanted to repay his debt and move on, the gang wanted him to stick around. He started betting on himself, placing larger and larger bets, winning more and more. Bookies eventually got annoyed, sabotaging his vehicle, causing him to crash and be badly injured. I'd like to try and fit some basic cyber in to portray the injuries, though again would depend on numbers while building the character

This time will be different, no more damn gambling Johnny is serious this time, though when he has a drink he finds it almost impossible to control himself...



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Triskavanski

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« Reply #139 on: <05-15-14/2138:38> »
As the smoke began to clear from the room, there appear not a man alive. There in the center of the room layed a troll, a twisted grin still on his face, blood splattering all over him and the floor. Bodies of foes around him. A mg42 layed under one hand, its barrel glowing. A gernade launcher in his other hand.

A crew slowly began moving in, a crew of troops attempting to kill this troll. Stunned that he was already 'dead', they began to secure the area.. Only to have a large GMC bulldog crash through the wall, no driver in it, blocking their access to the trolls body, as he suddenly jumps moving into the vehical, like he knew  it was going to happen.

Because, indeed he did know. Flamburge was just like that. He would often pull this sort of stunt, or similar such things, using his technomancy powers, as he bursts out another wall in the armored transporter. The crew, stunned by this begins to get to their senses just a moment too late, a small explosive device detonating behind him.

But he wasn't out of the woods yet, oh no. The crew had more friends with them, that began to chase the troll. Controlling the vehical in AR, while, he moved to the back of the van, He loaded his gernade launcher.. "Suck on this!" he shouts out, bombing the vehicals behind him with grease gernades. This was Flamburg, the demolitionist troll. A beast of a man, who often would solve most of his problems by punching into its freeking face.


*************************************************************

Dust kicked open the door to the cabin as ghouls began rushing him from outside the cabin. It had went bad, real bad. The girl he was with suddenly surged, and her personality changed. Whats more she was a blood sucking vampire. Even worse, is she got real ugly.

Pulling out his trusty lever action shotgun, he began blowing bits and pieces off the ghouls, "Ugh, what a mess.  Just wanted a little quite time with my gal on a cabin by the lake. Was that too much to ask?" He mused to himself, switching to his chain saw  to strike against the ghouls. Thats when she came, throwing out her curses and magical hoohexes.

Her magic gripped his mind, and his body, attempting to force him to submit to her. But he was too willful and full of himself. Instead he cut off her ability to control him, by forcing a higher power into play,  Pain. And with that he brought his chainsaw to his own hand. Screaming loudly he charged his former girl, the vampire who was summoning the ghouls.

A Mighty swing he brought his chainsaw against her belly, slicing and ripping. Crying out she screamed "I thought the good guys couldn't ever strike a woman!" and to which he replied, burying the chainsaw into her chest. "Good.. bad.. I'm just the guy with the chainsaw."
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SlowDeck

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« Reply #140 on: <05-15-14/2144:00> »
Dust needs skill in long-arms with a specialization in shotguns.
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Tenlaar

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« Reply #141 on: <05-16-14/0030:22> »
So!  Alchemy!  I'm excited.  Here, in no particular order, are the things I can think of right now that need a GM decision.

1. Touch preparations.  There are a few things regarding these.  As I understand it, it's not a skin touch that matters, it's an aura touch.  Which makes these...tricky.
1a. How does my own aura interact with these at creation?  Do I have to create it from a short distance away and then handle it with tongs?
1b. Auras are supposed to go through physical objects (clothes, bags, etc.), so...can you keep a touch prep in your pocket?  In a specialized lead case?  In a pocket on the side of a backpack that is away from your body?  Potions are specifically mentioned multiple times in the book, so it stands to reason that some kinds of containers are able to keep them from going off.
1c. What do you think of a houserule that touch preparations are simply activated by the next aura they come into contact with that isn't the creator?  That would mean that I could not use any touch preparations on myself and kind of balances itself out - it would allow me to use contact preparations on both team mates and enemies MUCH easier, but it would also mean that I would have to make command preparations for myself meaning +1 drain to any personal buffs.

2. Maintained spells.  Protective and detection spells are basic, but illusion and manipulation, those get trickier again.
2a. How does an illusion preparation work?  Do I need to decide what the image will be in detail when I am making the preparation?  Do I decide when I activate the preparation?  Once activated, do I have normal control over the illusion as if I had cast it?  If I make an illusion preparation that is touch activated, does the person who activated it have control over it?
2b. How does a manipulation preparation work?  If I used a Magic Fingers prep, would I have mental control over it as if cast?  Or Mass Animate?  Do I have control of levitation effects or does the person it triggers on?  Also, the same question about a touch activation.  Does somebody who touch activates a levitate prep control their own movements or do I?

3. Alchemical arrows.  Possible or no?  I personally feel like double dipping on damage is unbalancing, so my original idea included stuff like grapple kinda arrows that do no damage but can stick to a door/window/armor/etc.

4. Drain.  Do the +1 and +2 drain for touch/timer and command triggers come before the minimum of 2 drain or after?  For example, would a Force 3 Levitate touch prep (F-2, +1 from touch trigger) be (3-2) +1 = 2 drain or (3-2, min 2) +1 = 3 drain?

5. The opposition roll.  I will admit that I am a bit concerned over not super min-maxing my alchemy ability mainly because of this aspect of it- it's an added penalty on to something that is already working off of a reduced dice pool.  For example, a Force 6 preparation is rolling Magic + Alchemy [Force] vs. Force, so potency is a max of 6 hits minus the 2-3 from the opposition roll.  I've seen a few people recommend just houseruling the opposed test out, making it hits = potency.  Thoughts?

6. Workshop.  Would I need to pay extra on my lifestyle for access to a Special Work Area for the workshop in the talismonger shop I work at, seeing as I don't own it in any way?  Having that could help with the issue in #5 as well, as it would make the limit for my preparations [Force +2].

Ok, that's enough for right now.  I'm sure other stuff will come up.  Unrelated to alchemy, is Run & Gun gear alright?  I hope so, the expanded arrowheads would help a lot.
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Triskavanski

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« Reply #142 on: <05-16-14/0111:31> »
Youll find it rather difficult to really use a lot of magic arrows actually. Mostly because of it rapidly decreasing in effectiveness.. A force six arrow might net you a potency 2-3 usually, which would give you a total of 8-9 dice to use against a guy.


OF course when I was doing it, I wasn't using the direct touch spells to cut down on drain and defense. And of course you know this already with the oppoosition tests.
« Last Edit: <05-16-14/0805:49> by Triskavanski »
Concepts are great, but implementation sucks. Why not improve it?

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Poindexter

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« Reply #143 on: <05-16-14/1312:54> »
So!  Alchemy!  I'm excited.  Here, in no particular order, are the things I can think of right now that need a GM decision.

1. Touch preparations.  There are a few things regarding these.  As I understand it, it's not a skin touch that matters, it's an aura touch.  Which makes these...tricky.
1a. How does my own aura interact with these at creation?  Do I have to create it from a short distance away and then handle it with tongs?
1b. Auras are supposed to go through physical objects (clothes, bags, etc.), so...can you keep a touch prep in your pocket?  In a specialized lead case?  In a pocket on the side of a backpack that is away from your body?  Potions are specifically mentioned multiple times in the book, so it stands to reason that some kinds of containers are able to keep them from going off.
1c. What do you think of a houserule that touch preparations are simply activated by the next aura they come into contact with that isn't the creator?  That would mean that I could not use any touch preparations on myself and kind of balances itself out - it would allow me to use contact preparations on both team mates and enemies MUCH easier, but it would also mean that I would have to make command preparations for myself meaning +1 drain to any personal buffs.

1a- don't worry about tongs. we'll work it out.
1b- we'll work it out based on your intent. If you start to abuse something, I'll fix it.
1c- it seems over complicated

2. Maintained spells.  Protective and detection spells are basic, but illusion and manipulation, those get trickier again.
2a. How does an illusion preparation work?  Do I need to decide what the image will be in detail when I am making the preparation?  Do I decide when I activate the preparation?  Once activated, do I have normal control over the illusion as if I had cast it?  If I make an illusion preparation that is touch activated, does the person who activated it have control over it?
2b. How does a manipulation preparation work?  If I used a Magic Fingers prep, would I have mental control over it as if cast?  Or Mass Animate?  Do I have control of levitation effects or does the person it triggers on?  Also, the same question about a touch activation.  Does somebody who touch activates a levitate prep control their own movements or do I?

2a you decide when you prepare it. the rest will be worked out on a case by case basis, and reviewed in case of abuse.
2b some spell effects will be harder to justify working into an object than others. Those will simply be up to you and i on a case by case basis to decide on. A general guideline is, if you can't explain it in a way that doesn't seem really goofy, it probably just wont work.

3. Alchemical arrows.  Possible or no?  I personally feel like double dipping on damage is unbalancing, so my original idea included stuff like grapple kinda arrows that do no damage but can stick to a door/window/armor/etc.

same as the rest; Case by case basis, but not if it seems goofy or overpowered.

4. Drain.  Do the +1 and +2 drain for touch/timer and command triggers come before the minimum of 2 drain or after?  For example, would a Force 3 Levitate touch prep (F-2, +1 from touch trigger) be (3-2) +1 = 2 drain or (3-2, min 2) +1 = 3 drain?

ummmmmmm

5. The opposition roll.  I will admit that I am a bit concerned over not super min-maxing my alchemy ability mainly because of this aspect of it- it's an added penalty on to something that is already working off of a reduced dice pool.  For example, a Force 6 preparation is rolling Magic + Alchemy [Force] vs. Force, so potency is a max of 6 hits minus the 2-3 from the opposition roll.  I've seen a few people recommend just houseruling the opposed test out, making it hits = potency.  Thoughts?

i dig that. we'll do it unless it gets outta hand.

6. Workshop.  Would I need to pay extra on my lifestyle for access to a Special Work Area for the workshop in the talismonger shop I work at, seeing as I don't own it in any way?  Having that could help with the issue in #5 as well, as it would make the limit for my preparations [Force +2].

ah, the workshop helps with that roll? so in your example above, you'd have a max of 8 hits, - the 2 or 3 from the opposed roll? That doesn't sound so bad anymore. maybe we'll leave the opposed roll in there. As for the workshop where you work at, naw, you aint gotta pay for it, but you also can't use it whenever you want, as it's not yours.


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Poindexter

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« Reply #144 on: <05-16-14/1314:07> »
Triskavanski, honestly, i just dont think our styles are gonna work well together.

sorry dude. 

be well.
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Poindexter

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« Reply #145 on: <05-16-14/1320:38> »
Tyres smoking, engine screaming, Johnny slides around a hairpin, several lengths ahead of the competition. Too damn easy, stupid bookies keep taking my bets, I keep cashing in. Gonna be a good payout this time Johnny releases several microskimmers, frag grenades attached with some heavy duty duct tape. They hover in his wake. Seconds later an explosing, causing the van on his heels to flip. Bullseye! It's the home stretch, baby, this race is mine Johnny sparks up, cruising toward the last turn. Suddenly an explosion from the rear of Johnny's vehicle. "DREK! Where the fuck did that come from? There's noone behind me! His bulldog sliding, tiling then toppling over. Some bastard's sabotaged my danm van! The van keeps rolling, Johnning slipping in to unconsciousness
 
I'd like to try and make Johnny work as a troll (Or ork if the troll metatype is too restrictive), in the drek from gambing and drug debts he took up an offer as a street racer, entering no rules street races run by go-gangers in abandoned industrial areas, hoping to repay debt to his bookies. He has a knack for driving, his father was a professional racer, teaching Johnny all he knew growing up. He started winning, becoming the prized racer of a gang, their secret weapon. He wanted to repay his debt and move on, the gang wanted him to stick around. He started betting on himself, placing larger and larger bets, winning more and more. Bookies eventually got annoyed, sabotaging his vehicle, causing him to crash and be badly injured. I'd like to try and fit some basic cyber in to portray the injuries, though again would depend on numbers while building the character

This time will be different, no more damn gambling Johnny is serious this time, though when he has a drink he finds it almost impossible to control himself...

tell me more about johnny the troll.
is he still with the gang?
does he still owe money?
is he a rigger or just a bad-ass driver?
why does he run the shadows?
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Poindexter

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« Reply #146 on: <05-17-14/2044:04> »
If no one else is interested, we can go with four players just fine.
I'm gonna give this, maybe another week and then start with whoever we've got.
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Nimbasa

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« Reply #147 on: <05-17-14/2048:37> »
If no one else is interested, we can go with four players just fine.
I'm gonna give this, maybe another week and then start with whoever we've got.
Sounds good, I'm exited for this!
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SlowDeck

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« Reply #148 on: <05-17-14/2050:20> »
Sounds good to me too! I just need to get to work on getting those states translated to a readable form.
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Celtibero

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« Reply #149 on: <05-17-14/2105:49> »
If no one else is interested, we can go with four players just fine.
I'm gonna give this, maybe another week and then start with whoever we've got.

have fun guys :)
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