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> Recruitment: Behind the Crown, 3rd Edition Shadowrun , 2060
Koekepan
post May 30 2020, 05:01 AM
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Welp, it happened. I had too much 'shine, lost a bet, and here we are: I'm running a shadowrun PbP game.

This thread is to collect players and gauge interest.

Need to know:

Character generation limited by what's in the main book, and the companion, with limited excursions to the Grimoire as appropriate. Whichever chargen method suits you best is fine by me; I expect most will use point buy.

No initiates. Want to initiate? Do it in-game.

Party to contain a maximum of one full mage, and one adept. This isn't magicrun, and I intend to keep limits on how magically-dominated (as opposed to magic-fascinated) the milieu is. I don't care what magical tradition, within common sense (no, you're not a praying mantis adept, get over it).

'ware of any sort will be bog standard level. Want deltaware? Find it in-game.

Play whatever race you want (except as detailed below), but in-milieu racism is a thing that I will enforce, so be prepared. This goes double for uncommon variants, so your Night One/Giant/Satyr party might not do well.

Forbidden races: no ghouls, no 'shifters, no immortal elves, and of course no changelings, because of course not. Similarly, I don't do otaku/technomancers.

To add some flavour, I will allow one special thing for the nonmagical, and one for the magical:

Nonmagical: I allow for cyberzombies. Essence 0 does not mean death, it means that you're a vestigial meatbag piloting a robobody. This has all the implications you might imagine, and then some. It's ... probably not a thing that you want to be, but if that's your bag? Go for it.

Magical: Magicians can, without expending karma, create a single-use item, usable by anyone with some essence left (sorry, cyber-zombies) for any spell for which they have the formula whether or not they've spent the karma to inscribe it on their own souls. This means that, in theory, a team's medic could have a healing spell on hand despite being about as magical as a burrito fart. It also means that a magician could in principle cast a spell for which they haven't spent karma. The catch is that creating such a thing:

* costs 100 NY * force * force in ingredients
* takes drain as if the caster had cast it
* takes force * hours to create
* must be done in a lodge
* nonmagical characters must be instructed in its use
* magicians can use them, but only after analysis unless they're of the same tradition as the original creator
* they are visible on the astral
* generally this only applies to sorcery
* summoning and banishing is on a per-spirit basis, hence generally not worth it

Game concept:

You will start as a corporate employee. Not one of the majors. This has the various social implications that you should imagine, so if your plan was to create an unemployable kleptomaniac with constant anal leakage, you might have to do some very fast talking to explain why. (Or save yourself the time and effort and come up with someone who looks plausible in sarariman suit for long enough to get hired.)

This will not be pure Redneck Run, but don't be surprised if the natural world, and primary industries intrude in various ways.

The employment in question will be in a satellite office that will need a few staff, from some clerical (good for the decker and gumshoe types), some technical (ditto riggers), and some office security (good for the more mercenary and magical types).

Preview of coming attractions:

The opening/get-to-know-you run will be how you leave the corporate world and get all shadowy. Whether you decide to go Pink Mohawk until the majors hunt you down like dogs, or Mirrorshade it for the long game afterwards, is up to you.

Style:

Big, loud noises get big, loud responses. Going loud in downtown Seattle is a good way to get wasted, and fast. What happens under the eye of cameras should be assumed to be seen, and analysed, automatically. The saving grace is that just because it got captured on camera doesn't mean that anybody gave a damn, and most of the world suffers from a tragic camera deficit. This means that knowing the security profile of an area is vital. The panopticon does not exist, and definitely not in depressed or rural areas.

Recommendations for group makeup:

One full magician. As above, shamanic/hermetic doesn't matter much, but employability is a concern so while a shaman of Mouse might be fine, a shaman of Rat would be questionable.

(At least) One decker. You may have heard that there are a lot of computers around. Deckers can help.

(At least) One rigger. Everything from building installations to drones to forklifts are easier to handle this way, if you have the rig.

(At least) One intel operative. This could easily be a pretty face being one half receptionist, one half HR representative in a branch office, with a knack for dealing with people and digging up their secrets. Being able to jimmy cabinet locks without leaving evidence is just a bonus.

(At least) One muscle. Sure, riggers can provide awesome tools, but sometimes the right tool for the job is a maladjusted vandal with a short temper and size 15 boots just right for kicking a door in.
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pbangarth
post May 30 2020, 08:42 PM
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I'm interested!

Here are the constraints on me:

1) I haven't played 3rd edition since 4th came out. I have the BBB and Companion in PDF format on my computer, and I -hope- I still have hard copy of these and other books somewhere. So I would be rusty at the beginning.

2) I currently play two PbP PCs, a 'tank' who drives well, and an adept face. From the very beginning I have avoided playing a decker, in no small part because after thirteen years as a programmer I have had enough. I wanna be other things in my fantasies. So that leaves magic most likely, either magician or adept. Which is fine, as these are the roles I am most comfortable with (especially adepts).

I've always maintained that 'magic run' is more an artifact of GMs not playing the world as it should be for the Awakened. This has gotten me into trouble with people who think, "Who are you to tell me I don't know how to run a Shadowrun game?" I am glad to see in your intro, Koekepan, that you won't let it happen.

Given the above, if it's OK with you I would like to start building a magician. Hey, being a corporate mage (until the drek hits the fan) could be fun.
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Koekepan
post May 30 2020, 09:14 PM
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QUOTE (pbangarth @ May 30 2020, 11:42 PM) *
I'm interested!

Here are the constraints on me:

1) I haven't played 3rd edition since 4th came out. I have the BBB and Companion in PDF format on my computer, and I -hope- I still have hard copy of these and other books somewhere. So I would be rusty at the beginning.


If I hear enough screamings about 3rd Edition, I guess we could investigate 4th. I'm familiar with it, and I have the books, but I just happen to dig 3rd Ed. So, consider that option open.

QUOTE (pbangarth @ May 30 2020, 11:42 PM) *
2) I currently play two PbP PCs, a 'tank' who drives well, and an adept face. From the very beginning I have avoided playing a decker, in no small part because after thirteen years as a programmer I have had enough. I wanna be other things in my fantasies. So that leaves magic most likely, either magician or adept. Which is fine, as these are the roles I am most comfortable with (especially adepts).


Sure. First come first serve, I reckon, and I'm sure you could do the job. Why not throw together a concept and we'll see where we land?

QUOTE (pbangarth @ May 30 2020, 11:42 PM) *
I've always maintained that 'magic run' is more an artifact of GMs not playing the world as it should be for the Awakened. This has gotten me into trouble with people who think, "Who are you to tell me I don't know how to run a Shadowrun game?" I am glad to see in your intro, Koekepan, that you won't let it happen.

Given the above, if it's OK with you I would like to start building a magician. Hey, being a corporate mage (until the drek hits the fan) could be fun.


Magicrun doesn't have to happen if you consider the rarity and the uses of magicians. I don't want to show too much of my hand, but here are some short takes:


Magicians are mostly employed in either academia, high end corporate gigs or the magical support field (talismongering and so on). This is a comfortable, well-supported, relatively low-risk environment, so most people with strong employment options will pick one of the above. An additional cadre are in various nation-level forms of employment such as forensics, military security and so on, but the same thing applies: it's a plum job, so they have little reason to go off on their own, and they're rare enough that the forces that employ them won't be throwing them willy-nilly at every silly mission that crops up.

By adding the bit where magicians can actually create one-time uses for other people to use, it makes even more sense to put a corporate mage in a magical lab where they crank out single-use items for others to use in various exotic means, and keep them far the hell away from anything too risky. They're too big and valuable an investment. If a wagemage can crank out 4 Force 2 shots in a working day, for NY1600, that enables a factory to crank out 40 items worth NY50000 each every day, that wagemage is going to get a fat paypacket, all the footrubs the corporate brothel can dish out, and no incentive to go anywhere or do anything except climb the corporate wagemage ladder until they're cranking out 1 Force 6 shot a day, for NY3600, that enables a factory to crank out 600 items worth NY500000 each daily.

So magicians on the street? Are slumming, crazy, or insanely specialised. And they're a tiny minority, of which you happen to be one.
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pbangarth
post May 31 2020, 02:43 AM
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Hey, it's like a marriage. If the GM is happy, you are happy.
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Koekepan
post May 31 2020, 03:13 AM
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QUOTE (pbangarth @ May 31 2020, 05:43 AM) *
Hey, it's like a marriage. If the GM is happy, you are happy.



I await your cyclops raccoon shaman with bated breath.
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pbangarth
post May 31 2020, 10:37 PM
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Any hints about the corp we work for? I'm trying to figure out spells, and maybe if I knew what my position is in the company, I could work them out more easily. I could go for the generic mix that is common, but if my guy is a counter-espionage, interrogation dude, that colours the spells I would choose.

I assume the Companion suggestion of no more than 60 BP for Attributes applies?

Is it allowed to start with a bonded focus?

EDIT: Wow. Already I'm talking about "my" spells. No problem suspending disbelief, here. Nope.
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Koekepan
post May 31 2020, 10:52 PM
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QUOTE (pbangarth @ Jun 1 2020, 01:37 AM) *
Any hints about the corp we work for? I'm trying to figure out spells, and maybe if I knew what my position is in the company, I could work them out more easily. I could go for the generic mix that is common, but if my guy is a counter-espionage, interrogation dude, that colours the spells I would choose.


Your role would be in R&D support, cranking out single-use healing spell and growth promoting items for the use of technicians. However, because of my remarks above, that shouldn't be taken as a mandate that you take healing spells. The corporation would supply any formulae that you require for cranking out items. What would make more sense is some thought given to supporting skills such as arcana, alchemy, that sort of thing. Within those limits you can have a pretty wide range of capabilities.

The corp itself is in the business of producing biological substitutes for petrochemicals for the bulk manufacturing field, but your role in R&D has more to do with supporting bioreactors for research engineers than anything near the front lines of factory work. As I said, it's a satellite office.

QUOTE (pbangarth)
I assume the Companion suggestion of no more than 60 BP for Attributes applies?


Yes, but more as a suggestion than a hard law. Violating it would make me look hard at the sheet, figuring out if you're a rabid min-maxer, or true to a concept.

QUOTE (pbangarth)
Is it allowed to start with a bonded focus?


I'll allow it provisionally, with a caveat that you probably don't want something so valuable that you would be a target just for having it. But isn't that true for all runners?

QUOTE (pbangarth)
EDIT: Wow. Already I'm talking about "my" spells. No problem suspending disbelief, here. Nope.

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pbangarth
post Jun 1 2020, 01:09 AM
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So, I'm trying to wrap my head around how a magician, who is basically a lab tech, will escape the corporate world fully equipped with Fireball and Increase Reflexes spells. I am, at heart, that min-max guy who wants his PC to be the fastest in the room. But I don't see it for this magician ... unless, what? ... he is a Karl Kombat Mage afficionado and pretends/prepares?

Hmmm. I don't buy it. And I wonder how the corp will react to Mini-Karl the lab tech accessing their library to study combat spells.

But, if I don't buy it, the first combat round will be his last.

Hmmmm.

I cogitate further.

Buuuut ... what if his studies preceded his current employment, which he took under heavy parental/societal pressure?

And now he chafes at the boredom and predictability and banality and soul-destroying corporate indoctrination, and the utter, unbearable weight of the prospect of decades of cranking out meaningless little trinkets for fools with half his intelligence and a tenth of his Will to Power!

What then?
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Koekepan
post Jun 1 2020, 01:31 AM
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He doesn't have to start out as a walking, talking artillery piece, but even so:

There are lots of good reasons for a biotech lab to have some capability to lay various forms of smack down. Nasty critter getting loose in the equipment room? How about a little stunbolting? Euthanasia time, how about manabolting? Quick sterilisation of a used tank, how about a fireball, or for that matter how about some of the acid-related spells?

Think different!

And of course, lots of reason for healing abilities.
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pbangarth
post Jun 1 2020, 02:42 AM
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Thanks for being more out of the box than I! That's very helpful.
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Koekepan
post Jun 1 2020, 03:09 AM
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Out of the box?

That's where I live, chummer!

Of course, you could also make a very good research magician, expert at dealing with spirits, simply cranking out the single-use items as a way of making the wage machine crank out nuyen for your lifestyle. And those can be great ways of affecting combat.
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pbangarth
post Jun 1 2020, 03:37 AM
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Yeah, I have been considering spirits as the way out of the conundrum.

I have to look more closely at the mechanism for generating items you describe. I didn't think my guy could use it to generate income for himself -while- employed by the corp.

Just so I am sure I understand SR3 mechanics, an Increase Reflexes +3 spell could be cast at Force 1 and still increase reflexes by 3D6 -- assuming the caster survives the Drain. Correct?
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Koekepan
post Jun 1 2020, 03:55 AM
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It's not really good for an independent income, because of the costs involved. For an individual, this is not a cheap nor easy way of making serious cash. Talismongers will of course do it, if they are magicians, or sponsor or hire magicians to do it on an on-demand basis, but it's usually just corps or the military who will spend the time and money to have a magician crank out a bunch of on-demand improved invisibility whatsits for their special forces, or something.

Or in your case, growth boosters for the biolab techs.

It's a living. A tiring, dull living. But the pay's good and the perks are cool.

Yes, Increase Reflexes +3 cast with Force 1 still works - but it's easier to dispel than one cast with Force 2. Or 6, for that matter.
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pbangarth
post Jun 1 2020, 10:55 PM
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Along the lines of the " I would have thought ..." thread I started in the Shadowrun subgroup, I would have thought with all the posters wingeing about Shadowrun going to pot after SR3, there would be people lined up to join this game. Where are they all?

Hey! I found my SR3 source material! Yay! It includes #763 of the limited edition BBB, complete with cartoons and signatures by Hooper and Nelson inside the front cover. It was a present from my ex-wife who stood in line for a long time to get one. Ah ... there are some fond memories.
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Koekepan
post Jun 2 2020, 01:34 AM
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QUOTE (pbangarth @ Jun 2 2020, 01:55 AM) *
Along the lines of the " I would have thought ..." thread I started in the Shadowrun subgroup, I would have thought with all the posters wingeing about Shadowrun going to pot after SR3, there would be people lined up to join this game. Where are they all?


Maybe they got scared at the idea that I might shut them out of the magicrun? I don't know. Maybe it's too old and crusty and they want SR4?

QUOTE (pbangarth)
Hey! I found my SR3 source material! Yay! It includes #763 of the limited edition BBB, complete with cartoons and signatures by Hooper and Nelson inside the front cover. It was a present from my ex-wife who stood in line for a long time to get one. Ah ... there are some fond memories.


Sweet. Do you also have the old Grimoire? Any other goodies? A memorabilia egg from the Universal Brotherhood? A still-wrapped, unsigned packet from Chicago?
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pbangarth
post Jun 2 2020, 02:21 AM
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The only Grimoire I can lay my hands on right now is in Magic in the Shadows. I seem to be missing some materials, like my standard BBB for third edition (which, admittedly, was pretty beaten up). I thought I had a grimoire of some sort. I have various books ans supplements from 1st, 2nd, 3rd and 4th editions, plus the core book for 6th. Hey, I wanted to see what it was like.
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Koekepan
post Jun 2 2020, 02:28 AM
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No big deal. If there's something you need, I should be able to dig it up for you, but mostly there are things like additional spell lists, enchanting, ritual magic, druids and initiation.

I think it was officially a 2nd Ed book, but was more or less carried along for 3rd Ed.
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pbangarth
post Jun 2 2020, 05:15 PM
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EDIT #1: 6 June 2020 This is being radically redone. Wait for update.

EDIT #2: 6 June 2020 Done.


EDIT #3: 12 June 2020

EDIT #4: 19 Dec 2021 - after some game play - gear, money, karma earned and spent

So, here's preliminary character data, to be fleshed out, of course:

Connor Tupolev: Bright, young magician, stuck in a boring, repetitive job in a mid-level corporation. A mental, not so much physical, athlete, he revels in the challenges posed by philosophers old and new, and by the mysteries of the Astral world beyond our own. Everybody likes him, despite his sometimes acerbic tongue, but he likes few people, most of whom he feels are living way below their potential. "If ever there was an example of Nietzche's 'Superman'," thinks Connor, "it is I."

Background

[ Spoiler ]


20 Questions

[ Spoiler ]


Stats

[ Spoiler ]
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Koekepan
post Jun 2 2020, 06:26 PM
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Not bad so far.

A little puzzled why he'd have the bonded sustaining job on increased reflexes of all things - the spell list on the other hand makes lots of sense to me, and I have no problem with the MitS import spell.

Any particular thought behind the Owl shamanic approach? And obviously there's some work to be done on the TBD bits.
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pbangarth
post Jun 2 2020, 09:49 PM
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Well, to some degree I'm projecting onto Connor my own preference to be the first and most frequent to shoot in a gunfight. And Connor's physical stats are not too strong, so I can be safe in saying he doesn't want to be in a war of attrition. Most everything else he does does not need to be sustained while he does another task.

And, what the Hell, if biological meta-shit hits the fan, the faster one reacts the better.

I thought that Connor might go for sustaining a spell that increases a mental Attribute (another three points in Willpower and all his pools go up one), but stuck with vanilla.

Owl's limitation favours night. +2 dice to all spells and conjuring at night. When do runs mostly happen? So both offensively and defensively Connor is primed for prime time. And no environment restrictions, so the lodge can be set up anywhere. Now, Is Connor a 'night owl' because he just is, and therefore Owl took a liking to him, or is he a night owl because Owl took a liking to him long ago, and the totem effect slowly seeped into Connor? I'm not telling.

Working on TBD stuff.
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Koekepan
post Jun 2 2020, 10:09 PM
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OK, the one other part that struck me as a little weird was giving this guy humungous charisma, which makes sense in a min-maxy way but isn't really the way I read this character.

I'm fine with Owl as a totem, based on a night-owly kind of character.
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pbangarth
post Jun 2 2020, 10:18 PM
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I see your point about Charisma, and if it strongly worries you, I can adjust. I think it ties into his view of himself as one who will lead the rest of us into a bright future. He believes in himself completely, and has the intellectual chops to live up to that belief. Such people have an aura that attracts people to the cause.

Rereading the description of Charisma in the BBB, I can see much of it does fit Connor. That perusal does point out to me that I made a glaring error in the Skills department. He has -no- Perception! I will fix that for sure, possibly finding some points for it in Charisma.

EDIT: Oh. That's because there is no separate Perception Skill. Wrong edition. Oh.
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Koekepan
post Jun 2 2020, 11:17 PM
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I won't scream too hard about the charisma, but I'll expect you to play him as the budding cult leader, then.
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pbangarth
post Jun 2 2020, 11:39 PM
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That's like, "OK, little boy, but I expect you to eat ALL the candy."
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pbangarth
post Jun 2 2020, 11:41 PM
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Oh! Oh! And thanks for the corp background. Connor has a -work related- reason to know German! Yet another reason for him to have been hired.
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