The shadows of Seattle are only so big, the events of a run in one area may well have more than a butterfly effect on the lives of other runners at the far end of the ‘plex. This campaign / living world pbp hopes to address some of that effect by running standalone threads that share a common background / metaplot, potential contacts etc.
This is a multi IC thread game, cross forum, with two unifying OoCs, one here on ShadowGrid and the other on Dumpshock. Events in one IC can and will spill over into the others although you don't have to follow the others if you don't want to, the individual ICs will be playable in isolation...timelines will vary along with location etc but common themes/ threads will be woven throughout.
Recruitment is always open! Jump in, all are welcome!
***
This thread is an extension of the very successful 2072 thread started by Unsound on Dumpshock (a very long time ago now), [
IC,
OOC] and it is now cross forum to attract more potential players.
ShadowGrid OoC: You’re in it!
Dumpshock OoC:
<<Here>>For current IC threads please refer to the second post in each respective OoC
Obsidian Portal Campaign Page
<<Stormy Waters>> note this contains campaign data, map links etc. I would prefer all players to have an account (it’s free) and maintain their characters there, and there are in-game rewards for doing so (see below). Let me know your user name and I can invite you to the page.
***
All three character gen levels from SR5 will be accommodated to provide players and GMs with a wide range of options. Normal folks/low powered/street level, typical runners and prime runners! Each IC recruitment will set out which options (and any minor variations) should be used.
In addition to players I’d welcome anyone who would like to GM within the framework of the multi-thread!
***
Character Gen RAW applies unless specifically stated otherwise. All current books are available (including the pdf minis like Assassin’s Primer). Check with your GM if you want to use any of the optional rules.
In addition each GM will provide a freebie intro contact, who might be a fixer, Johnson or anyone needed to get the runners into the game.
Character Advancement Prior to the game:
1 karma for inputting your character stats on OP
1 karma for providing a character physical description
1 karma for providing a character sketch/image (if you source it from inside the team, here’s looking at Obidancer, then they get a point of karma too)
2 karma for providing a detailed background or 20 questions or similar
In game: Every two IC posts you make will net you 1 karma and 2,000 nuyen. This means a much faster progression than is normally achieved in a pbp game. Karma and cash can usually be spent mid game (subject to your GMing agreeing), with some purchases just being retconned, some needing some IC justification.
Every additional OP post (eg. location or contact write-up) counts as an IC post for calculating awards.
If you are posting in multiple IC threads you can in theory allocate the karma/cash in whichever way you want. This is mostly applicable if you are posting IC information that isn’t directly from the POV of one of your characters – in the past we’ve had JackPoint type info posts, news flashes, anything that adds flavour to the game world is perfectly acceptable!
Edge Refresh This will be down to the GM of the individual sub-thread. I will tend to refresh it for every major scene which may be slightly more often than is strictly RAW but works ok given the typical progression of pbp games.
***
House Rules and Combat Options (so far):
RG2: Target Size Modifiers will be applied. Otherwise the various additional rules from sourcebooks can be applied according to the needs/desires of the players and GM.
Spirits / sprites summoned at a level over magic / resonance will almost always roll edge to resist summoning – you have been warned!
Background count is considered to be a min. of 1 in the barrens and other locations noted by your GM but this will not generally be applied as runners are considered to have acclimatised themselves to the effects (without the need for the Homeground quality). So you know when background count does strike that the GM has something nasty in store for you!
***
Any questions please fire away!
Optional OP PC Format Here:
h2. #Name & Handle#
h4. #Ethnicity & Metatype#
*Age* ## *Sex* ## *Height* ## *Build* ##
*Nationality* ##
*Description* ##
table{border:1px solid black}.
|>. *Race* |=. # |>. *Attributes* |=. # |>. *Magic* |=. # |>. *Skills* |=. # |>. *Resources* |=. # |
h4. Attributes
table{border:1px solid black}.
|>. *Body* |=. # |>. *Agility* |=. # |>. *Essence* |=. # |>. *Mag/Res* |=. # |
|>. *Reaction* |=. # |>. *Strength* |=. # |>. *Initiative* |=. #+1d6 |>. *Matrix Init.* |=. #+1d6 |
|>. *Willpower* |=. # |>. *Logic* |=. # |>. *Astral Init* |=. #+2d6 |>. *Composure* |=. # |
|>. *Intuition* |=. # |>. *Charisma* |=. # |>. *Judge Intent* |=. # |>. *Memory* |=. # |
|>. *Edge* |=. # |>. *Edge Points* |=. # |>. *Lift/Carry* |=. #kg |>. *Movement* |=. # |
| | | | | | | | |
|>. *Phys. Limit* |=. # |>. *Mental Limit* |=. # |>. *Social Limit* |=. # | | |
table{border:1px solid black}.
|>. *Street Cred* |=. # |>. *Notoriety* |=. # |>. *Public Awareness* |=. # |
h4. Qualities
table{border:1px solid black}.
|>. *Positive* |=. Value |>. *Negative* |=. Value |
|>. ## |=. # |>. ## |=. # |
|>. ## |=. # |>. ## |=. # |
|>. ## |=. # |>. ## |=. # |
|>. ## |=. # |>. ## |=. # |
h4. Skills
table{border:1px solid black}.
|>. Skill | Specialization |=. Rank |=. Pool |=. Notes |
|>. *BODY* | |=. # | | |
|>. Diving | |=. # |=. # | |
|>. Free-Fall | |=. # |=. # | |
|>. *AGILITY* | |=. # | | |
|>. Archery | |=. # |=. # | |
|>. Automatics | |=. # |=. # | |
|>. Blades | |=. # |=. # | |
|>. Clubs | |=. # |=. # | |
|>. Escape Artist | |=. # |=. # | |
|>. _Ex. Melee_ | |=. # |=. / | |
|>. _Ex. Ranged_ | |=. # |=. / | |
|>. Gunnery | |=. # |=. # | |
|>. Gymnastics | |=. # |=. # | |
|>. Heavy Weapons | |=. # |=. # | |
|>. _Locksmith_ | |=. # |=. / | |
|>. Longarms | |=. # |=. # | |
|>. _Palming_ | |=. # |=. # | |
|>. Pistols | |=. # |=. # | |
|>. Sneaking | |=. # |=. # | |
|>. Throwing Weapons | |=. # |=. # | |
|>. Unarmed Combat | |=. # |=. # | |
|>. *REACTION* | |=. # | | |
|>. _Pilot: Aero_ | |=. # |=. / | |
|>. _Pilot: Aircraft_ | |=. # |=. / | |
|>. _Pilot: Exotic_ | |=. # |=. / | |
|>. Pilot: Ground | |=. # |=. # | |
|>. _Pilot: Walker_ | |=. # |=. / | |
|>. Pilot: Watercraft | |=. # |=. # | |
|>. *STRENGTH* | |=. # | | |
|>. Running | |=. # |=. # | |
|>. Swimming | |=. # |=. # | |
|>. *CHARISMA* | |=. # | | |
|>. Animal Handling | |=. # |=. # | |
|>. Con | |=. # |=. # | |
|>. Etiquette | |=. # |=. # | |
|>. Impersonation | |=. # |=. # | |
|>. Instruction | |=. # |=. # | |
|>. Intimidation | |=. # |=. # | |
|>. Leadership | |=. # |=. # | |
|>. Negotiation | |=. # |=. # | |
|>. Performance | |=. # |=. # | |
|>. *INTUITION* | |=. # | | |
|>. _Artisan_ | |=. # |=. / | |
|>. Assensing | |=. # |=. # | |
|>. Disguise | |=. # |=. # | |
|>. Navigation | |=. # |=. # | |
|>. Perception | |=. # |=. # | |
|>. Tracking | |=. # |=. # | |
|>. *LOGIC* | |=. # | | |
|>. _Aero Mechanic_ | |=. # |=. / | |
|>. _Arcana_ | |=. # |=. / | |
|>. Armorer | |=. # |=. # | |
|>. _Auto Mechanic_ | |=. # |=. / | |
|>. _Biotechnology_ | |=. # |=. / | |
|>. _Chemistry_ | |=. # |=. / | |
|>. Computer | |=. # |=. # | |
|>. _Cybertech_ | |=. # |=. / | |
|>. CyberCombat | |=. # |=. # | |
|>. Demolitions | |=. # |=. # | |
|>. _Elec Warfare_ | |=. # |=. / | |
|>. First Aid | |=. # |=. # | |
|>. Forgery | |=. # |=. # | |
|>. Hacking | |=. # |=. # | |
|>. _Hardware_ | |=. # |=. / | |
|>. _Industrial Mechanic_ | |=. # |=. / | |
|>. _Medicine_ | |=. # |=. / | |
|>. _Nautical Mechanic_| |=. # |=. / | |
|>. _Software_ | |=. # |=. / | |
|>. *WILLPOWER* | |=. # | | |
|>. Astral Combat | |=. # |=. # | |
|>. Survival | |=. # |=. # | |
|>. *MAGIC* | |=. # | | |
|>. _Alchemy_ | |=. # |=. / | |
|>. _Artificing_ | |=. # |=. / | |
|>. _Banishing_ | |=. # |=. / | |
|>. _Binding_ | |=. # |=. / | |
|>. _Counterspelling_ | |=. # |=. / | |
|>. _Disenchanting_ | |=. # |=. / | |
|>. _Ritual_ | |=. # |=. / | |
|>. _Spellcasting_ | |=. # |=. / | |
|>. _Summoning_ | |=. # |=. / | |
|>. *RESONANCE* | |=. # | | |
|>. _Compiling_ | |=. # |=. / | |
|>. _Decompiling_ | |=. # |=. / | |
|>. _Registering_ | |=. # |=. / | |
| | | | | |
| *Knowledge Skills* | | | | |
|>. L: ## | |=. N |=. N | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
h4. Augmentations
table{border:1px solid black}.
|>. *Augmentation* |=. *Rating* |=. *Cost* | *Description* |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
h4. Adept Powers
table{border:1px solid black}.
|>. *Power* |=. *Rating* |=. *Cost* | *Description* |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
|>. ## |=. # |=. # | |
h4. Spells / Complex Forms
table{border:1px solid black}.
|>. *Spell/Form* |=. *Type/Target* |=. *Range* |=. *Duration* |=. *Drain* |=. *Dmg Type* |
|>. |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>. |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>. |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>. |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>. |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>. |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>. |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
h4. Weapons
table{border:1px solid black}.
|>. *Weapon* |=. *Acc* |=. *DV* |=. *Reach* |=. *AP* |=. *Recoil* |=. *Ammo* | *Notes* |
|>. |=. # |=. #P/S |=. # |=. # |=. # |=. # | |
h4. Ammunition
table{border:1px solid black}.
|>. *Ammo* | *Type* |=. *Amount* |=. *DMG* |=. *AP* |=. *Blast* |
|>. APDS | Assault Rifle |=. |=. - |=. -4 |=. - |
h4. Armour
table{border:1px solid black}.
|>. *Armour* |=. *Rating* | Description |
|>. | # | |
|>. Total | # | |
h4. Gear
h4. Lifestyle
h4. Vehicles
table{border:1px solid black}.
|>. *Vehicle* |>. *Handle* |=. *Spd* |=. *Accel* |=. *Body* |=. *Armor* |=. *Pilot* |=. *Sense* |=. *Seat* |
|>. |>. # |=. # |=. # |=. # |=. # |=. # |=. # |=. # |
h4. Cyberdeck
Standard Array: 5 Data Processing, 4 Firewall, 3 Sleaze, 2 Attack + Edit + Configurator
Configurator Array: 5 Sleaze, 4 Firewall, 3 Data Processing, 2 Attack + Exploit + Sneak
table{border:1px solid black}.
|>. *Program* |=. *Type* | *Decription* |
|>. Armor |=. Hacking | +2 Resist Matrix Dmg |
|>. Biofeedback Filter |=. Hacking | +2 Resist Biofeedback Dmg |
|>. Browse |=. Common | Cuts search time in half |
|>. Configurator |=. Common | Stores Alternate Configuration |
|>. Decryption |=. Hacking | +1 to Attack Attribute |
|>. Defuse |=. Hacking | +4 to Resist Data Bomb Dmg |
|>. Demolition |=. Hacking | +1 to Data Bomb |
|>. Edit |=. Common | +2 to Data Processing Limit |
|>. Encryption |=. Common | +1 to Firewall Attribute |
|>. Exploit |=. Hacking | +2 Sleaze to Hack on Fly |
|>. Guard |=. Hacking | Reduce Dmg from Marks by 1 DV per Mark |
|>. Hammer |=. Hacking | +2 DV to Attack Actions |
|>. Mugger |=. Hacking | +1 Dmg from Marks on Others |
|>. Shell |=. Hacking | +1 Resist Martix and Biofeedback Dmg |
|>. Signal Scrub |=. Common | Rating 2 Noise Reduction |
|>. Sneak |=. Hacking | +2 vs Trace User, GOD Canont Find Your Physical Location |
|>. Stealth |=. Hacking | +1 Sleaze Atribute |
|>. Toolbox |=. Common | +1 Data Processing Attribute |
|>. Track |=. Hacking | +2 Data Processing Attribute When Tracing User, or Negate Sneak |
|>. Virtual Machine |=. Common | +2 Program Capacity, Dmg increased by 1 DV |
|>. Wrapper |=. Hacking | Override Matrix Icon Protocols |