Recruitment: Vengeance of the Heavens, Looking to start a new game |
Recruitment: Vengeance of the Heavens, Looking to start a new game |
Jan 15 2008, 08:31 PM
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#126
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Man Behind the Curtain Group: Admin Posts: 14,871 Joined: 2-July 89 From: End of the Yellow-Brick Road Member No.: 3 |
In an earlier post, Karaden noted his character name as Hads.
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Jan 15 2008, 09:48 PM
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#127
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
There is an unfortunate mistake on my character sheet, I've got a chemical gland implanted that produces psyche, but Whipstitch has pointed out to me that is not a technically legal option.
I will provide you with a corrected sheet (I will tweak my cyberware slightly) as soon as possible. |
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Jan 15 2008, 11:25 PM
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#128
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
Yes, that was me. Was rather late when I sent that in and I hadn't thought about the fact that you wouldn't know my name based off my e-mail.
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Jan 16 2008, 09:54 PM
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#129
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
Why do I get the feeling that I'm going to want to modify my character when Arsenal hits the street. Martial Arts rules, cool body armor, and some crazy weapons. (And my home game character is itching for more drones). Dual Natured Demon Martial Artist with weapon focused cyber spurs GO! :lick: Sorry, I'm bored at work and am itching for some Yakuza smackdown. Running out of forums to browse and things to post. |
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Jan 16 2008, 10:09 PM
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#130
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
Okay, something actually quasi important to post. If we're going by http://forums.dumpshock.com/index.php?showtopic=20183 Then I'd have to redo some math on my karma expenditures, as I was going by the Base/Augmented magic we had decided on earlier instead of the "loss" that was decided on in that thread. In which case I've got a few more karma to throw around (and balance out parts of my character that I wanted to balance out). 12 more karma to be exact (just checked the spreadsheet I have at work). (I obviously make productive use of my work time) Any suggestions on what I should do with him? He's in a spoiler a bunch of posts back, and I'd appreciate some feedback, especially since I haven't played that much sr4 (or even sr in general). |
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Jan 16 2008, 10:18 PM
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#131
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Runner Group: Members Posts: 2,650 Joined: 21-July 07 Member No.: 12,328 |
Stick with the augmented magic methodology, because Budda clearly expressed his preference for it when confronted with the options, and hasn't reversed that position?
I'd suggest that as an option ;) |
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Jan 16 2008, 10:20 PM
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#132
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
That option is fine with me. I like the character a lot and spent a bunch of time on him. I'm just super bored atm and one of my hobbies is tinkering with characters in different rules sets. Would still appreciate opinions on him and such, always like to hear what people think. |
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Jan 16 2008, 10:42 PM
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#133
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
I know how you feel, I like tinkering too. But no, as much as I'm fairly sure the rules are for a loss and not an augmentation, as I said in that thread, it is spesificly how it works out in the case of being given 300 free karma to start with, since you can circumvent that part where you have to run around with 1 magic. This does however bring up a question for me: Is latent awakening allowed? And if so, how would you deal with it happening when you already have cyber? For instance if I had enough cyber to drop down to 1 essence before the awakening took place, would I be given a magic of 6(1) and have to spend 21 karma to raise it, or would I just start at 1 magic with a max of 1, and then spend 6 to raise it? I'm curioius because I'm making another character because I got a bit bored and I've been toying back and forth with making him magic, but just barely, and I don't want to have to burn 100+ karma just to give him linguistics or something. P.S. The other guy is mainly a hacker, and the magic stuff is really just to make him a bit more interesting then be particularly powerful, figured it would be useful since noone has said they're playing the hacker role (I hardly count someone using an agent program to do all their work as a hacker, no offence) |
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Jan 17 2008, 12:19 AM
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#134
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
Yah, my intent wasn't to cheese it with a magic rating of 1. I started with a magic of 5, reduced to 4 with under 1 essence worth of bio/cyber, and then boosted it 4 points with karma. I'm just worried that doing a melee shaman I've spread myself too thin.
Either way, I think the character is really cool, and I hope I get a chance to play him. |
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Jan 17 2008, 12:39 AM
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#135
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
Yeah, but some would try and cheese it. I would with the character I'm making if he had to go adept right from the start, but that is because his magic is secondary to him and isn't as important to him as it is to a mage for example, or even an adept that relies on his powers to fight with. More along the lines of the social adept. Sure his powers help with what he does, but he can operate just fine without them. I'll have to go back and read over your character. I've been on the busy side with school starting up and whatnot, but it is settling down now (Though going through my physics homework I feel like I've missed a lesson) |
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Jan 17 2008, 01:48 AM
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#136
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
Ahhh, good old physics. I remember the days. As for the character, his back story is pretty much a latent awakening. As he used to be a bodyguard/enforcer for a korean crime syndicate, and he only awakened while he was on the ground bleeding out. However, latent awakening part way through building a character would just be messy, so I decided to ignore that fact and just build him right after he'd awakened (the 400bp part). And then advance him past that point to where he is now (300 karma part). |
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Jan 17 2008, 06:56 PM
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#137
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Moving Target Group: Members Posts: 138 Joined: 28-August 04 Member No.: 6,611 |
How does latent awakening effect the magic score of a character that already had essence loss due to augmentations? Are you still considered a mundane at character gen or does your aura give away your latent ability? Do you plan on using the virtual (augmented) magic score taking into consideration the magic you would have loss due to implants when increasing your magic attribute and max rating?
I told a player he would have to use his virtual magic attribute and we got into an arguement over how can someone have a negative magic score. We got into the whole "How does my character know I'm magically active and should invest karma to increase my magic if I can't see any effect if technically I have a magic score of 0 I'm still considered mundane?" I told him I didn't like the cheese factor and he walked away. He made a gun bunny with 3 points of essence loss then wanted to add a magic template overtop of it with the latent feature. I was happy to see him go it would have ruined the game for everyone. |
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Jan 17 2008, 07:15 PM
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#138
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
See, that's why I didn't do it in the case of this character. If I remember latent awakening however it's GM decision when and if the character ever awakens. So you could always say that the cyber/bio in his body makes it much more difficult for him to awaken. And potentially the way in which he awakens could cause negative qualities to be attached to the character. A phobia or an allergy, or even something like buggy ware or cursed could all be attributed to a late awakening in a situation like that (and would be good rp'ing hooks). Latent awakening let's you awaken POST character gen. (At least as far as I remember, I'm at work with no books :rotate: ) |
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Jan 17 2008, 07:38 PM
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#139
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The back-up plan Group: Retired Admins Posts: 8,423 Joined: 15-January 03 From: San Diego Member No.: 3,910 |
Per RAW, Latent Awakening allows you to awaken when the GM decides. If you have essence loss due to cyberware etc, you still begin with a Magic of 1. The natural cap (normally 6) is reduced by your essence loss. The character must then spend karma to increase their magic.
As the awakening is dependent upon the GM, it would need to be a one-off discussion with Buddha as to whether or not you could go the Latent Awakening route with Cyber/Bio and increasing your magic through Karma. |
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Jan 17 2008, 07:51 PM
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#140
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
Basicly you are a mundane for all intents and purposes untill you properly awaken. I think (but am not sure) that a really high assense test may be able to spot the latent potental. On to the other question, the magic stat doesn't work as an augmentation due to loss of essence, it is a simple loss, just like the essence itself. You have an essence of 4 or whatever, not an essence of 6(4), you have a magic of 3, not a magic of 5(3). Someone already posted a link in here to the thread discussing it. Latent awakening provides rather spesificly that it is a stat that is lost from essence and not augmented by it, because otherwise it would be impossable to have a latent awakening. The rules quite spesificly state that if your magic is ever dropped to 0 due to magic loss (ie essence loss) then your character loses all magic ability forever. Thus if you go by augmented stat and got so much as a cyber fingernail with latent awakening, you'd awaken to find that you'd already lost your magic ability forever. Now, for this campaign spesificly (as has already been stated) we are using the augmented magic ruling spesificly to stop people min/maxing by leaving their magic at 2, adding a bit of cyber, dropping it to 1, then raising it back to 2 for only 6 karma, then getting more cyber, then repeating for really cheap magic to compensate getting cyber. I don't see what problem there is with your player getting magic. He'll start at a magic of 1 (which isn't very good) and with no magic skills. He'll also have to pay a good deal of karma just to get his magic (20 for magician, 10 for mystic adept, none for adept, and you get to pick which of these he has). He'll also have a maximum magic of 3 before he needs to initiate. Personally I don't see a mage with magic 1, a single spell, and 0 spellcasting ability to be all that much trouble. He'll get to roll what? 0 dice to cast his spells? I don't see that doing much for him. And as you move down the line, sure he can build up his magic, but your looking at sending several dozen karma just to become passable in magic. In the mean time the true mage in the group will be far more powerful magicly, and the pure gunbunny will be far far better then him at actually shooting stuff. Honestly I don't see any problem with someone who can dabble in both. Just for you to look at raising magic to 3 is 15 karma, raising spellcasting, counterspelling, and summoning to 3 is 14*3=42 and each spell costs him 5 karma, oh, and just being a mage cost him 20 karma. So sure, in about... oh 100 or so karma he can become mediocer as a mage while everyone else becomes exceptional in their chosen field. Honestly don't see much problem with that. Maybe a bit more trouble with him being an adept, but it still wouldn't be that bad. Anyway, I think we should avoid going into that any more. I was just curious what our GM thought about rules for creating a character with latent awakening (Spesificly in his campaign, I know them by RAW, but since we have the jump start thing I wanted to know if he wanted them adjusted at all) |
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Jan 17 2008, 08:03 PM
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#141
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
I agree with Karaden, by raw and advancing it while playing is no problem in any way. In a game where you're starting with a bunch of karma it can get messy.
But that doesn't get to the real point. Karaden promised he'd look at my character and he hasn't yet! |
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Jan 17 2008, 08:45 PM
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#142
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
I never promissed I'd say anything about him afterwards did I? :P Anyway, I don't know much about magic, at least not the more advanced stuff in street magic. Overall looks good. Few things I did notice is that your skills seem a bit lacking, but I'm guessing that you'll rely on your spirits to make up for that, though if that is the case I'd suggest at least getting a better summoning skill. I'm not too good with ally spirits, does it have to possess someone (Maybe you) in order to do anything since your a possesion type? I'll also guess your relying on your high initiation grade to help with various things (counterspelling and drain resistance high among them). On to actual suggestions... You may want to raise your English skill a bit more, as unless we happen to have someone to translate for you, there may be trouble with getting the more advanced plans accros (GM's discression on how much he messes with you on that, hopefully not too much so you don't get hit hard for picking something besides english as your native tongue) You may also want to put your smartlink and flare comp from your cybereyes into contacts or some such, that way you can save yourself a bit of essence for something else, or perhaps put things like vision magnification or enhancement into the actual eyes. Daredrenaline may be a good thing to add (gives you +1 to all willpower tests including resisting drain) and it only costs .1 essence, so you might be able to swing it if you drop your eyes down a bit. (costs 25k, but oh well) And I'm sure you thought of these and decided against them, but trauma dampener and platelette factories are great for helpping resist drain, and just plain old normal damage in general. Hmm, just noticed that you miscalculated your eseence (You forgot that cyberware only counts half if you have more essence worth of bioware and vice versa), you should have 5.14 as it stands, which is plenty for the daredrenaline or with dropping your eyes a bit and getting alpha you could manage platelette factories or trauma dampener. Crazy mages and their inability to use cyber/bioware properly. Ok, that is all I can come up with for the moment, like I said, not the best at mages. |
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Jan 17 2008, 09:25 PM
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#143
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Great Dragon Group: Members Posts: 5,316 Joined: 24-July 02 From: San Diego, CA Member No.: 3,026 |
Ok final list that I will be picking form tomorrow for the 8 spots for this game.
Bakatare played by Fenris - human hermetic chaos mage Spider played by Sponge - elf ex-dancer/martial artist Dvalinn Runar played by Cthulhudreams - dwarf Jungian humanist mage Godzilla played by Redjack - elf mage Vance played by ? - dwarf mafia made decker/hacker Rayne played by BishopMcQ - human physical adept Krossfire played by Dirtz - troll street sam ? played by ZenZen - sneaky assassin type Munkir played by Ezeckial - human mundungu Hads played by Karadeb - human heavy weapons expert Vice played by Blackhat - human mage Haze played by Whipstitch - elf druidic shaman So I have quite a few characters submitted and I've decided to start the thread with 8, it's been my experience that we'll lose a few in the first month or so. I'm going to post the wait list of characters as well that if a spot opens up I would love to have join the game if the players don't mind the wait. I'll be posting the lists tomorrow. As to the latent awakening question, that is for certain something I would want to have happen in game and I love the idea of it. If the character did indeed awaken but already had cyber or bioware they would start with a Magic of 1 and their cap reduced by 1 unless of course their essence was lees than 1 but I'm going to assume the player would avoid that since they picked the merit in the 1st place. From that point on I would go with the augmented attribute we're using so if they raised their Magic to 2 with a cap of 5 (assuming a point of essence loss from implants) and then put another point of essence into implants their new score would be 1 (2) with a cap of 5 and so on. |
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Jan 17 2008, 10:03 PM
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#144
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
Uggg, I had a big long post I'd been typing about my character and why I'd built him that way (for karaden cause I was enjoying the conversation) and how I perceived his weaknesses and what his strong points were. And then my comp crashed at work before I could post it.
And It was de-stressing me from the stupid caller who couldn't get it into his head that he was doing something wrong, and it wasn't our fault. Grrrrr. Long story short. He possesses himself with his ally, and tears things to pieces with his weapon focused cyber spurs. Due to having to spread himself thin he's short on knowledges and languages (which annoys me). Moving some points to English would probably be key, I'm not quite sure what #'s equal what level of fluency. High attributes (physical from possession, and magic from initiating) are ment to boost his dice pools up to more respectable levels. Oh, and my math on the essence (0.74 from bioware + 0.5(0.48) cyberware = .98). Could be wrong if the spreadsheet I was using for char gen is off somewhere. (you might have missed the alpha ware cyber spurs which are also weapon focii). |
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Jan 17 2008, 10:53 PM
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#145
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
I'd kind of guessed that is what you where doing with the ally spirt as I've heard others talk about it on the boards, but like I said haven't read the rules from street magic much. Your right, I did miss the spurs. Should have remembered them considering your specialty in them, but ah well.
As for fluency levels... well that partly depends on your logic. I think a DP of 3 represents barely able to speak it (Generally able to recognise simple phrases and speak slightly better then that) a DP of 6 represents generally being able to follow the gist of a conversation, and being able to say what you want most of the time. DP 9 is reasonably fluent, accents, dialects, and advanced/obscure subjects may trip you up, but otherwise you should be ok. 12 would be basicly fluent, you may have an accent, but can always follow conversations unless they are on obscure subects, and even then you can usually get it. 15-16 would likely represent someone who can actually impress most native speakers, and quite likely knows more words then the average native knows. Of course this is just sort of my gussing based on average hits, buying hits, and what the various threshholds are. Someone with a 16 DP could buy the hits for obscure subects for example, and someone with 12 DP could hit obscure more often then not. Given your logic of 2 I'd say getting your language skill up to at least 4 for a DP of 6 would be good, otherwise I could definetly see you having trouble getting around without a translator. That or our tactics will have to be something along the lines of "Go there, kill stuff, come back." in order for your character to get them. Perhaps you could convince Buddha to let you buy a matrix language subscription or something so you can get that +1-4 bonus for AR spesificly mentioned for languages. I'd assume this is access to some fancy Language 1 to Language 2 dictonary, possably with a mic on your commlink so it can pick up words and auto look them up for you, without you having to guess how to spell them. *edit* Wow, language is intuition based? Who's bright idea was that. I'd always assumed it was logic since that makes more sense to me, and because Mnemonic Enhancers give you a bonus to it, as well as memory (which doesn't deal with intuition at all)? Well, anyway, in that case I suppose your fine with a skill of 3, unless you can bump it up to 6, or maybe a skill of 4 with a 2 point bonus from the AR stuff. I'd say go for landmarks of 4, 6, 8, 9, 12, 15, 16 for language DPs. |
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Jan 17 2008, 10:57 PM
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#146
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Runner Group: Members Posts: 2,883 Joined: 16-December 06 Member No.: 10,386 |
Languages are linked to intuition.
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Jan 17 2008, 10:59 PM
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#147
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
Yeah, I happened to notice that right after I put up my post. |
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Jan 18 2008, 01:23 AM
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#148
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Moving Target Group: Members Posts: 154 Joined: 3-January 08 From: My Side of the Mirror Member No.: 15,027 |
So, just looking up the chart, it looks like I'd want to be able to buy 3 hits to effectively communicate all but the most obscure subjects. Which means with an intuition of 3, AR of 4 (at best), I'd need 5's in languages. I was just going off of the sample characters which had a dice pool of 5-8, with the street sam and covert ops having dp's of 6 (what munkir has)
Full AR would be a dice pool of 10, which isn't bad at all. And that wouldn't require me to change anything on the character. Would just require me to spend the money on it. And I can't find how much it'd cost...... Or I could scrounge up the essence to get a datajack (alphaware and I think I can do it without any modifications) and get some Linguasofts and Knowsofts (or trodes + sim module now that I think of it). Edit: Alphaware the datajack and the reflex recorder and we're gold. |
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Jan 18 2008, 02:15 AM
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#149
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Moving Target Group: Members Posts: 861 Joined: 27-November 07 Member No.: 14,397 |
Well, buddha will be the one that determines what kind of a bonus you can get for what price. I'd think it would be based off linguasofts, but maybe on a subscription basis. Like perhaps you could get the bonus at 500:nuyen:/year/point or something like that. Well, up to him, but I don't think it would be really expensive or everyone would get linguasofts instead.
Oh, and I would think you could get the jack at delta or some such, since it is so cheap. 5k isn't all that bad. |
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Jan 18 2008, 02:56 AM
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#150
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Man Behind the Curtain Group: Admin Posts: 14,871 Joined: 2-July 89 From: End of the Yellow-Brick Road Member No.: 3 |
And the anticipation builds..... :D |
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