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Jack VII
post Nov 3 2014, 09:03 PM
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QUOTE (Lobo0705 @ Nov 3 2014, 02:35 PM) *
I cant find where it says he pays you 5% per Loyalty point, although I'm okay with that (if you do find it though, let me know where it says that).

Contacts & Fencing, p. 419

Sure, why wouldn't the writers reference this in both the Contacts and the Gear section, you might ask? The answer is the same one as how many licks does it take to get to the center of a Tootsie Roll Tootsie Pop.
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Lobo0705
post Nov 3 2014, 09:13 PM
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QUOTE (Jack VII @ Nov 3 2014, 04:03 PM) *
Contacts & Fencing, p. 419

Sure, why wouldn't the writers reference this in both the Contacts and the Gear section, you might ask? The answer is the same one as how many licks does it take to get to the center of a Tootsie Roll Tootsie Pop.


Lol - thanks for finding it (IMG:style_emoticons/default/smile.gif)
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Jack VII
post Nov 3 2014, 09:31 PM
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Any thoughts on the Notoriety house rule? Now that we're running, we do kind of need to figure out the effects of things like Public Awareness and Notoriety since the game doesn't really give you much to work with... It seems crazy that they have Notoriety in there, but no actual mechanic for how it effects people (Hell, that makes Bad Reputation the absolute best Negative Quality to take hands down).
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DrZaius
post Nov 3 2014, 09:33 PM
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Since it's fairly nebulous, I think being notorious could have it's advantages, provided I keep up on the street-cred aspect of the business (IMG:style_emoticons/default/cyber.gif) Not to mention with the track he is on, it is increasingly likely Grease WILL have trouble finding work.

@Lobo/Jack: Yep- that's where I was looking. If it's alright with you, I'll go with the more favorable ruling; although using the one on pg 419 makes it have some value to having your face (i.e. ME) try and fence some of your swag, since in theory I should be able to get a better price than Loyalty x 5%. All that said, I think this is unforuntantely another one of those cases where they thought a concept 75% of the way through without thinking of what any of the consequences would be (i.e. a player actually trying to sell an item in game (IMG:style_emoticons/default/rotfl.gif) )

@Jack: I'll point out that there is already a negative quality called "bad rep"; which starts you with 3 notoriety.

ETA: Cross post. I'll keep "Bad Rep" in mind for future characters- He's got a checkered past, which may or may not have any effect on him!
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Jack VII
post Nov 3 2014, 09:38 PM
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QUOTE (DrZaius @ Nov 3 2014, 03:33 PM) *
Since it's fairly nebulous, I think being notorious could have it's advantages, provided I keep up on the street-cred aspect of the business (IMG:style_emoticons/default/cyber.gif)

I could see it providing a bonus to Intimidation checks, given the same rule of hitting that Shadowrunner Knowledge check of (6 - (Notoriety + Public Awareness)). One of the ways you can earn notoriety is through wanton killing and probably extreme torture, so that would make sense. Then again, considering it is supposed to be a negative thing in-game, maybe the stories are that you promise not to hurt people if they tell you things, but then go back on it anyway. I don't know...
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Lobo0705
post Nov 3 2014, 09:47 PM
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QUOTE (Jack VII @ Nov 3 2014, 04:31 PM) *
Any thoughts on the Notoriety house rule? Now that we're running, we do kind of need to figure out the effects of things like Public Awareness and Notoriety since the game doesn't really give you much to work with... It seems crazy that they have Notoriety in there, but no actual mechanic for how it effects people (Hell, that makes Bad Reputation the absolute best Negative Quality to take hands down).


So, Appropriate Knowledge Test with a Threshold of 6 -(Notoriety + Public Awareness). If successful, Notoriety acts as a negative dice pool modifier.

I would actually say it isn't harsh enough, only because it takes 2 points of Street Cred to negate one point of Notoriety, and every point of Street Cred gives a +1 die modifier.

So why spend 2 points of Street Cred (sacrificing a +2 die modifier) to negate 1 point of Notoriety (a -1 die pool modifier).

Let me think on this one.
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Jack VII
post Nov 3 2014, 09:50 PM
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Oh yeah, that's part of that "The Chart doesn't match the Text" deal. The text says Street Cred acts as a positive limit modifier, rather than a positive dice pool modifier like the chart says (even though the chart references the page number that says limit modifier).
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Lobo0705
post Nov 3 2014, 09:52 PM
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QUOTE (DrZaius @ Nov 3 2014, 04:33 PM) *
@Lobo/Jack: Yep- that's where I was looking. If it's alright with you, I'll go with the more favorable ruling; although using the one on pg 419 makes it have some value to having your face (i.e. ME) try and fence some of your swag, since in theory I should be able to get a better price than Loyalty x 5%. All that said, I think this is unforuntantely another one of those cases where they thought a concept 75% of the way through without thinking of what any of the consequences would be (i.e. a player actually trying to sell an item in game (IMG:style_emoticons/default/rotfl.gif) )


We'll play it as if you sell it to your Fixer, you get Loyalty * 5%.

This means that for someone like Grease, you get to use your Face skills and make more money if you sell it on your own.

Example.

You selling it on your own should take about 6 days and net you somewhere around 600 nuyen.

Jack doing the same thing would take him forever (rolling 6 dice base then 5 then 4 trying to get 10 hits altogether, and each roll is 2 days), and then he would have a hard time getting above asking (and could very well get below depending on who he ran into)

While if you just both went to Chapel, your profit is based on who he is more Loyal to.
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Lobo0705
post Nov 3 2014, 09:54 PM
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QUOTE (Jack VII @ Nov 3 2014, 04:50 PM) *
Oh yeah, that's part of that "The Chart doesn't match the Text" deal. The text says Street Cred acts as a positive limit modifier, rather than a positive dice pool modifier like the chart says (even though the chart references the page number that says limit modifier).


Arrrgggh - stupid editing of the text.

Well, that's something I did wrong all adventure, LOL.

That makes much more sense, and makes your house rule better (IMG:style_emoticons/default/smile.gif)
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DrZaius
post Nov 3 2014, 09:59 PM
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Ok; I'll try to sell the glasses on my own then. Also, I'll be able to do the same for members of our team (if they'd like).

Once we figure out how much I get for the glasses, I think my shopping list is pretty much complete. I'm almost out of 'yen; time to start a new job!

-DrZ
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Jack VII
post Nov 3 2014, 10:05 PM
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QUOTE (DrZaius @ Nov 3 2014, 03:59 PM) *
Ok; I'll try to sell the glasses on my own then. Also, I'll be able to do the same for members of our team (if they'd like).

Don't forget that the item Availability acts as a teamwork test for the Finding A Buyer Part, although I don't really understand how teamwork tests work for Extended tests. Do you roll once at the beginning, adding the hits as dice to the initial pool or do you roll a teamwork test for each interval?

ETA: I was going to sell my Actioneer Business Suit, but decided to keep it for now. You can never have enough suits.
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Lobo0705
post Nov 3 2014, 10:10 PM
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QUOTE (DrZaius @ Nov 3 2014, 04:59 PM) *
Ok; I'll try to sell the glasses on my own then. Also, I'll be able to do the same for members of our team (if they'd like).

Once we figure out how much I get for the glasses, I think my shopping list is pretty much complete. I'm almost out of 'yen; time to start a new job!

-DrZ



First roll
11d6.hits(5)=5

2nd
10d6.hits(5)=4

3rd roll
9d6.hits(5)=1

So it takes 6 days to find the buyer

Roll for his stats:

Charisma
1-5: 1
6 to 40: 2
41 to 70: 3
71 to 85: 4
86 to 95: 5
96 to 100: 6

Negotiation

1 to 20: 0
21 to 40: 1
41 to 70: 2
71 to 85: 3
86 to 95: 4
96 to 100: 5

Charisma
1d100=30

Negotiation
1d100=67

So his die roll is Charisma 2, Negotiation 2 or 4 dice.

Grease rolls 12 dice:
12d6.hits(5)=4

He rolls 4
4d6.hits(5)=2

Netting you 577.50

Meaning you spent 6 days searching for a buyer to get an extra 262 (IMG:style_emoticons/default/nuyen.gif) (IMG:style_emoticons/default/wink.gif)

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Chrome Head
post Nov 3 2014, 10:22 PM
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QUOTE (Lobo0705 @ Nov 3 2014, 01:02 PM) *
I stand corrected (IMG:style_emoticons/default/smile.gif)

With Grease and Jack on board, then go ahead and summon away (IMG:style_emoticons/default/smile.gif)

So, what are the particulars of the Spirit you are going to try and summon?

Force, Optional Powers, Type, and how many hits do you want to try for?

Ok!

Not sure yet, but I'd like to know, do I lose the reagents if the binding attempt fails?
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Lobo0705
post Nov 3 2014, 10:28 PM
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QUOTE (Chrome Head @ Nov 3 2014, 05:22 PM) *
Ok!

Not sure yet, but I'd like to know, do I lose the reagents if the binding attempt fails?


Good question - I believe the answer is yes, in that when you summon a spirit, the reagents are used up regardless of whether or not you actually succeed in summoning anything.
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Lobo0705
post Nov 3 2014, 10:29 PM
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QUOTE (Jack VII @ Nov 3 2014, 05:05 PM) *
Don't forget that the item Availability acts as a teamwork test for the Finding A Buyer Part, although I don't really understand how teamwork tests work for Extended tests. Do you roll once at the beginning, adding the hits as dice to the initial pool or do you roll a teamwork test for each interval?


My guess is that you would require the teamwork test per interval, with the team members losing a die each time as well (and of course having to spend their time as well).
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Jack VII
post Nov 3 2014, 10:32 PM
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QUOTE (Lobo0705 @ Nov 3 2014, 04:28 PM) *
Good question - I believe the answer is yes, in that when you summon a spirit, the reagents are used up regardless of whether or not you actually succeed in summoning anything.

When you summon, you don't have to spend reagents (although you can if you want to jack with the limit). The reagents are used up.

If you attempt to bind, I think the reagents you have to use are expended regardless of whether you succeed at the binding or not. While it doesn't explicitly state that, there are no other uses for reagents in core that don't consume the reagents as part of the process (with that said, artificing explicitly tells you that the reagents are used at the beginning). I know the folks on the Official Boards roll with the reagents being expended per attempt.
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Chrome Head
post Nov 3 2014, 10:41 PM
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QUOTE (Jack VII @ Nov 3 2014, 06:32 PM) *
When you summon, you don't have to spend reagents (although you can if you want to jack with the limit). The reagents are used up.

If you attempt to bind, I think the reagents you have to use are expended regardless of whether you succeed at the binding or not. While it doesn't explicitly state that, there are no other uses for reagents in core that don't consume the reagents as part of the process (with that said, artificing explicitly tells you that the reagents are used at the beginning). I know the folks on the Official Boards roll with the reagents being expended per attempt.

Wow, binding is so expensive. I can pretty much forget about binding anything higher than a level 4 spirit without risking a huge financial loss (and I've lost my fair share of 12 dice vs. 8 dice or worse so far). I'll really have to think about how I want to go about it. Waiting until a run starts to have access to edge is pretty much essential if I'm to try binding a F5 or F6 spirit. Tough call.

I'll work on finalizing my karma and nuyen spending list and hopefully have it done within a day or two.
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Lobo0705
post Nov 3 2014, 10:44 PM
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QUOTE (DrZaius @ Nov 3 2014, 10:49 AM) *
Grease's shopping list (all items include COLA):
  • Berwick Suit. (IMG:style_emoticons/default/nuyen.gif) 2,990, availability 9. Armor 9, custom fit, +1 to social limit, -2 to concealability. Wireless: +1 to social tests. Category: Armor
  • White Noise Generator, Rating 6. (IMG:style_emoticons/default/nuyen.gif) 255, availability 6. Built into Berwick Suit. Category: Surveillance Countermeasures.
  • Tag Eraser, (IMG:style_emoticons/default/nuyen.gif) 382.5:, availability 6. Built into Berwick suit. Category: Surveillance Countermeasures.
  • Bug Scanner, Rating 6. (IMG:style_emoticons/default/nuyen.gif) 510, availability 6R. Built into Berwick suit. Category: Surveillance Countermeasures.
  • Vehicle Repair Shop. (IMG:style_emoticons/default/nuyen.gif) 5,000, availability 8. No category?
  • Rent, (IMG:style_emoticons/default/nuyen.gif) 3000. Low lifestyle with special work area.
  • Rotodrone Manuevering Autosoft, Rating 2. (IMG:style_emoticons/default/nuyen.gif) 2,250, availability 4. Category: Programs, etc.
  • Rotodrone Stealth Autosoft, Rating 2. (IMG:style_emoticons/default/nuyen.gif) 2,250, availability 4. Category: Programs, etc.
  • Novacoke, 5 doses. (IMG:style_emoticons/default/nuyen.gif) 50, availability 2R. No category?
  • Cram, 5 doses. :nuyen : 50, availability 2R. No category?
  • Concealable Holster, :nuyen : 187.5, availability 2. Category: Firearms accessories
  • AR plans for Doberman, :nuyen : 1,100. Availability 4. Category: Drones
  • Fixing Rhex. 400 nuyen.
  • 196 regular ammo, 490 nuyen. Category: Ammunition
  • Contact lenses with flare compensation, smartlink. 3,445 nuyen, Availability 11R. Category: Vision Enhancers.
  • Lunch with Chapel, 200 nuyen.
  • Repairing Rotodrone, 1,480 nuyen.

Total cost: :nuyen : 24,040. Remaining: :nuyen : 2,513.


Ok so add to that 2,513 another 577, bringing your total to 3090 nuyen.

What are you doing with your 12 karma?
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Chrome Head
post Nov 3 2014, 10:46 PM
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Oh btw, Jack and Grease will both receive 400 from Amy because she sold the focus that was looted at the sacrifice site.
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Lobo0705
post Nov 3 2014, 11:04 PM
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QUOTE (Chrome Head @ Nov 3 2014, 05:46 PM) *
Oh btw, Jack and Grease will both receive 400 from Amy because she sold the focus that was looted at the sacrifice site.


So, just to not confuse anyone, you didn't actually sell it, you gave it to Hubert, and are giving Jack and Grease the percentage of what you would have gotten had you sold it, right?
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Jack VII
post Nov 3 2014, 11:05 PM
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Oh, I don't need payment for that. If Amy tells Jack why he's getting money, he'll tell her to keep it. Hubert's babysitting meant Nic didn't have to keep babysitting.

ETA: I have Jack and Grease's Resource Chart updated. Can I get a final list (or a link if there already was one) indicating how much money Amy is spending? I have also updated the ammo tracker. It should be current. I haven't touched the reagents, since I don't remember where we are with that (LOL).
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DrZaius
post Nov 3 2014, 11:45 PM
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Scandal- I am going to use $, since the board doesn't like too many emoticons.

Grease's shopping list (all items include COLA):
  • Berwick Suit. $2,990, availability 9. Armor 9, custom fit, +1 to social limit, -2 to concealability. Wireless: +1 to social tests. Category: Armor
  • White Noise Generator, Rating 6. $255, availability 6. Built into Berwick Suit. Category: Surveillance Countermeasures.
  • Tag Eraser, $382.5:, availability 6. Built into Berwick suit. Category: Surveillance Countermeasures.
  • Bug Scanner, Rating 6. $510, availability 6R. Built into Berwick suit. Category: Surveillance Countermeasures.
  • Vehicle Repair Shop. $5,000, availability 8. No category?
  • Rent, (IMG:style_emoticons/default/nuyen.gif) 3000. Low lifestyle with special work area.
  • Rotodrone Manuevering Autosoft, Rating 2. $2,250, availability 4. Category: Programs, etc.
  • Rotodrone Stealth Autosoft, Rating 2. $2,250, availability 4. Category: Programs, etc.
  • Novacoke, 5 doses. $50, availability 2R. No category.
  • Cram, 5 doses. $50, availability 2R. No category.
  • Concealable Holster, $187.5, availability 2. Category: Firearms accessories
  • AR plans for Doberman, $1,100. Availability 4. Category: Drones
  • Fixing Rhex. $400.
  • 196 regular ammo, $490. Category: Ammunition
  • Contact lenses with flare compensation, smartlink. $3,445, Availability 11R. Category: Vision Enhancers.
  • Lunch with Chapel, $200.
  • Repairing Rotodrone, $1,480.
  • SELLING Smart glasses, Net gain of $577
Total cost: (IMG:style_emoticons/default/nuyen.gif) 23,463. Remaining: (IMG:style_emoticons/default/nuyen.gif) 3,090.

I am going to spend 10 karma to raise my edge to 2, and keep the remaining 2 karma for later use.

@Jack: Not sure if you factored this in, but the table on pg. 107 says new positive qualities are "karma cost x2". Of course, I'm sure it reads the other way somewhere else in the book..

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Jack VII
post Nov 4 2014, 12:08 AM
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QUOTE (DrZaius @ Nov 3 2014, 05:45 PM) *
@Jack: Not sure if you factored this in, but the table on pg. 107 says new positive qualities are "karma cost x2". Of course, I'm sure it reads the other way somewhere else in the book..

I did. Quick Healer is criminally cheap at 3 karma during CharGen.
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Lobo0705
post Nov 4 2014, 12:52 AM
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QUOTE (Jack VII @ Nov 3 2014, 06:05 PM) *
Oh, I don't need payment for that. If Amy tells Jack why he's getting money, he'll tell her to keep it. Hubert's babysitting meant Nic didn't have to keep babysitting.

ETA: I have Jack and Grease's Resource Chart updated. Can I get a final list (or a link if there already was one) indicating how much money Amy is spending? I have also updated the ammo tracker. It should be current. I haven't touched the reagents, since I don't remember where we are with that (LOL).


I'll have Chrome put up the final amounts spent as far as money - with Reagents she has 78 Hermetic reagents which she is going to trade to Hubert for 58 Shamanic Ones.
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Chrome Head
post Nov 4 2014, 01:59 AM
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QUOTE (Lobo0705 @ Nov 3 2014, 07:04 PM) *
So, just to not confuse anyone, you didn't actually sell it, you gave it to Hubert, and are giving Jack and Grease the percentage of what you would have gotten had you sold it, right?

Absolutely yes.

ETA: I'll be clear about that part when I write down the final shopping list so we can figure it out between ourselves, Jack.
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