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War! merc game - Currently full

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Sichr

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« Reply #150 on: <02-21-11/1135:24> »
Just an update; I'm still keeping an eye on the thread. My computer went in for repairs on Saturday. Hopefully I'll be getting it some time during the week, and I'll be able to start posting regularly again.
Good news! we look forward to your return.

Damnyankee

+1

Blue

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« Reply #151 on: <02-21-11/1221:58> »
I'm certain I said to submit a concept before the actual character.    The inability to follow simple instructions does not make a good first impression.  Try Again.

Damnyankee

Bleah. That's what I get for paying attention. Mea Culpa.

Begin again ... Let's try this from a much different perspective: What roles open? What's not being covered? What  could be handled by someone who's new to Shadowrun (but not RP) and is experiencing a period of "following directions" challenges?

Steve G.
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Blue

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« Reply #152 on: <02-21-11/1619:26> »
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?
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Sentinemodo

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« Reply #153 on: <02-21-11/1626:08> »
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)
Sorry for a small delay ;)

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Blue

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« Reply #154 on: <02-21-11/1652:09> »
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)

This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)
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Loki

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« Reply #155 on: <02-21-11/1800:40> »
Welcome aboard Blue.
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)

This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)

So then drone rigger or combat hacker are right out. The squad would probably have a heavy weapons specialist.  Intimidation, a greneade launcher with flashbangs and tear gas should soft force be needed, and of course the big guns for any insurgents who get upity.

I was gonna ask about the intolerance as well. Is he intolerant of non-elves or intolerant of racist elves.

Damnyankee

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« Reply #156 on: <02-21-11/2037:04> »
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?
I have said I don't intend to be combat heavy.  That said, the SAW gunner role is a good one. 
AS for grenades: every last one of you was issued a magazine fed under-barrel grenade launcher with air-burst link.   A specialist grenadier... is less important.
A reason to play the SAW gunner:  The needed skills/abilities are low allowing you to have lots of backup/ OR completely not relevant but interesting skills.  (the Astrophysicist turned SAW gunner...)

Damnyankee
SAW Squad Automatic Weapon.  Light/medium MG.  Currently its the M249 in the Us army.

Loki

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« Reply #157 on: <02-21-11/2116:03> »
I am keenly aware that I have grenades MWAHAHA :-X um... and uh..... I promise to use them responsibly. Yeah, that's the ticket. ;)


Blue

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« Reply #158 on: <02-21-11/2318:32> »
One role that had occurred to me (that currently isn't directly covered) is Mil Ops/Weapons specialist. I.e. the Heavy. On the other hand our illustrious GM has said that this won't be a combat heavy game so I'm not sure if that role would even be necessary? Comments?
I have said I don't intend to be combat heavy.  That said, the SAW gunner role is a good one. 
AS for grenades: every last one of you was issued a magazine fed under-barrel grenade launcher with air-burst link.   A specialist grenadier... is less important.
A reason to play the SAW gunner:  The needed skills/abilities are low allowing you to have lots of backup/ OR completely not relevant but interesting skills.  (the Astrophysicist turned SAW gunner...)

Damnyankee
SAW Squad Automatic Weapon.  Light/medium MG.  Currently its the M249 in the Us army.

Makes sense to me. I'll update Erik in the next day or so (busy tonite...) as SAW gunner / Unit support. I'm open to suggestions for primary and backup skills.


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Blue

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« Reply #159 on: <02-21-11/2319:52> »
Welcome aboard Blue.
Maybe a spirit heavy mage a shaman maybe? I am not much into combat (that is no more than necessary, there is no place in merc company for rifle-idiots).

And the heavy weapons may have its uses other then combat, we are missing some muscle and I mean muscle like body 6 and higher (within the limits of APC)

This could work - and a peacekeeping force would certainly want to give the occupied a reason to keep the peace, if you know what I mean! My only concern with this type of build is that it be something easy to play. I'm new to SR and I want to limit the hand-holding the GM is going to have to do. ;-)

So then drone rigger or combat hacker are right out. The squad would probably have a heavy weapons specialist.  Intimidation, a greneade launcher with flashbangs and tear gas should soft force be needed, and of course the big guns for any insurgents who get upity.

I was gonna ask about the intolerance as well. Is he intolerant of non-elves or intolerant of racist elves.

He's just intolerant of role players who can't follow directions. ;-)
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Loki

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« Reply #160 on: <02-21-11/2332:05> »
I asked because both our characters have been with CC a few years so it they've probably been squad mates a while. Didn't want to misplay it like you were a bigot if ya hated them or visa-versa.

Heavy weapons at 5 or 6 of course. Also either the whole firearms group or at least pistols and automatics should be at 3s. One or more close combat skills at 3. You'll need a point or two in navigation (I just took the whole group at 1) and the athletics group to meet the fitness/skill requirements. Perception is always good.


Blue

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« Reply #161 on: <02-22-11/1957:15> »
@DamnYankee: PM'ed a (fairly significantly) changed character to you.
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Blue

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« Reply #162 on: <02-23-11/2111:36> »
@DamnYankee - sent you a fairly significantly changed concept via PM, but never heard back from you. I'm going ahead and posting here so you can comment on the changes.



Erik was born the second of three children to middle class parents, with an older brother and younger sister. He was the classic 'forgotten' middle child. This was unfortunate for Erik as his older brother was an accomplished sadist who took a world of delight in making Erik's life miserable. His parents, while doting on his little sister, treated their two boys with a 'boys will be  boys' attitude and ignored most of Erik's torment. Such would have been Erik's life except for one small detail. At puberty he expressed as an Ork - astonishing everyone who thought that the times of 'goblinization' were over.

Erik was at first embarressed and humiliated at the changes he was going through. Puberty is hard enough without goblinizing into an Ork. Erik's brother took full and thorough advantage of the situation until Erik started to grow. When Erik realized he outweighed his brother by nearly a hundred pounds of pure muscle, the situation was reversed. Erik had learned the fine art of torment from a master and in the spirit of 'turnabout is fair play', made his brother's life as much of a living hell as his brother had done to him.

Boys will be boys, but boys grow up. Being really big and very strong had helped Erik with his brother but not with his studies. Erik graduated high school with a decidedly average grade and, taking advantage of his natural skills, started working in security. He did corp sec for a while and eventually worked for a company that provided bodyguards for celebrities. His size and strength - and knowing how to use them - made him very effective. Still, something was missing. Being a bully boy for bored and spoiled celebrities was something that Erik could stomach for only so long. The thrill of meeting celebrities and moving in high society circles quickly wore off and left Erik bored and wanting more excitement.

Erik could have easily slid into the shadows, getting his thrills and paydays as a runner. Instead chance led him to Conrad's Conquerors. It was a match made in heaven. Erik could satisfy his need for thrills with the constantly changing challenges a merc faces; he could have and use the heavy firepower he enjoyed, and, best of all, it was legal!



Erik Stonefield
Ork                 (20 BP)
Male


Edge                (20 BP)


Stats               (180 BP)
Body:        7            Charisma:     4                    EDGE:          3
Agility:     6            Intuition:    3                    INITIATIVE:    9
Reaction:    6            Logic:        2                    PASSES:        3
Strength:    6            Willpower:    3                       


Qualities           (25 BP / -30 BP)
Veteran Mercenary        10
Ambidextrous             5
Tough as Nails (1)       10
Thrill Seeker            -5
Allergy (Cmbt. Stim.)    -5
In Debt (20000)          -20


Active Skills       (158 BP)
Close Combat (Group)     3
Navigation               2
Dodge                    4
Firearms (Group)         3 
Heavy Weapons            5
Etiquette                2
Intimidation             5
First Aid                1
Athletics                1
Perception               3

Knowledge/Linguistics (17 BP / -15 BP)                   
BK:Heavy Weapons          2
IN:Cuisine                2
IN:Cooking                2
IN:Fine Dining            1
SW:Paprazzi Control       1
SW:Patrol Procedures      2
SW:Military Procedure     1

English                   N
Spanish                   3
Sioux                     3
                           
Contacts            (12 BP)                           
SSgt Kimball Kineson (quartermaster corps.)    3/4
Major Art Thompson (former CO)                 3/2
                           
Resources           (10 BP)                           
Eye Recording Unit   
Muscle Replacement II   
Wired Reflexes II   
Smartlink   
Internal Air Tank   
Cybereye Rating 2   
    Flare Compensation   
    Vision Magnification   
    Thermographic Vision   
    Vision Enhancment I   
    Eye Laser Range Finder     
    Low-Light Vision   
    Protective Covers                   
Erika Elite               3/4       
    Novatech              5/5   
    Agent                 3               
    Analyze               3
    Browse                3
    Edit                  3
    Encrypt               3
    Scan                  4
    Armor                 3
    Stealth               3
                   
Resources:  50000NY + 20000NY (debt)
Spent:      52750NY + 13400NY                   
Remaining:  3850NY                   
                   
Summary                   
    Stats                180
    Infection            20           
    Edge                 20           
    Mundane              0           
    Active Skills        158           
    Know./Lang. Points   17/-15       
    Positive Qualities   25           
    Negative Qualities   -30           
    Resources            10           
    Contacts             12           
    Total                399/400       
      
« Last Edit: <02-28-11/1933:53> by Blue »
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Loki

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« Reply #163 on: <02-23-11/2128:23> »
One technical problem, at character creation you can have either one skill at 6 or two at 5 and all others 4 or less.

All so, if you bought the eye recording unit, don't. It and image link come free in all cyber eyes.

Blue

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« Reply #164 on: <02-23-11/2152:26> »
@Loki: Thanks for the heads up. I'll post an update as soon as I have a few changes (as I'm sure there will be others). This way I'm not doing an update every 15 minutes. :-)

P.S. Knocking Intimidation and Heavy Weapons down to 5 should give me points to spend elsewhere. Any ideas on one-off skills that can help round out the team?
« Last Edit: <02-23-11/2154:14> by Blue »
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