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> Gainful Employment (Recruiting)
Sir_Psycho
post Feb 17 2008, 12:20 PM
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I'm bored and lamenting the amount of Shadowrun books I've got contrasted with the lack of playing I've managed over the years. Because of this I'm not the quickest GM, but I think that won't be a problem with a play by post game.

I'm offering an SR3 for up to THREE players. I'm avoiding a huge game. A bare familiarity with the rules is a must. Also, I'm on Dumpshock a fair bit, so if you've got plenty of time, that's a total bonus.

As for game focus, I like a well-rounded team with a focus on information, team-work, skill-sets and the right tools for the job. I'm not big on huge combat, although it's always a possibility. I honestly avoid vehicle combat. Role-playing is important, I'll be expecting 20 Questions sheets to go with your stats, and I'm looking to devote time to individual character advancement, too.

As for character options, I'm fairly flexible, just throw things at me. As a guideline, I'm looking at using 140 BPs, so your characters will be fairly competent in their areas, but I don't want one-trick-ponies, good broad skillsets will be rewarded. As will a nice complement of knowledge and technical skills. No teenagers, you've been around for a while, so age should be around 30 and up.

A character with a specialisation in Decking and computers will be a must. I really like versatility in a magic user, and if you're interested, I'd be open to discussing a cheap system of buying extra spell points at character creation, to facilitate versatility.

I've got pretty much every SR3 book at my disposal, as well as piles of others and supplementary material, so feel free to use anything you want in character creation, just buzz me if you've got any questions.

Hope you're interested.

---------------------------EDIT:
Team so far (confirmed):

Glyph - Spider - Face/Psionic
Kliko - Kliko - Ork Mercenary


Yet to receive character sheet:
Mister Juan - Decker/B&E Expert
I'm looking for one more team member. Ideally a decker. If you're a rare one who actually wants to play a SR3 decker, then let me know.

Also, if you can build a character that I like, I'll probably be convinced to drop the 3 member limit.


Houserules considered so far:

SR3Revised Matrix Operational Utilities:
[ Spoiler ]


Pistols:
Holdouts from 4L to 6L
Light Pistols from 6L to 9L
Heavy Pistols remain absurdly powerful (IMO) and easy to stage up at 9M

Magic:
Negotiable pricing for buying extra spell points at character creation, to facilitate versatile and supportive magicians. Rather than Willpower tank mages.

BP: 140. Open to discussion.

This post has been edited by Sir_Psycho: Mar 10 2008, 08:21 AM
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Kliko
post Feb 17 2008, 03:36 PM
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Sure add me in. Looking forward to it. Basic concept: Orc Marine, question sheets etc. follow on short notice. I'm not familiar with the bp system. But see what nscrg turns up.

Primary team roles: Mercenary/Weapon Specialist
Secondary roles: Demolitions/Communications
Tertiary: First aid/Wheels

Do you accept nscrg data files, helps a lot on data management etc.
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Mister Juan
post Feb 18 2008, 01:50 AM
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I'd be pretty interested in submitting a char also. I've been acheing for some SR3 for a while now.
Depending on what would be more appropriate, I've got ideas for a few PCs.
My first call would have been an Orc Street Sam, but seeing as Kliko seems to have a very similar idea, I can fall back to many others things.
How would a vehicle rigger fair?

Issue is, I've played a lot of Deckers and, currently, a lot of spellslingers.... so I'd rather enjoy something else for a change of pace.
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Sir_Psycho
post Feb 18 2008, 09:16 AM
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A spellslinger or a decker character would really be apt for the situation. I just honestly don't allowing myself to get into vehicle combat every session. Maybe one of the characters could have a drone or two, but a rigger probably isn't a good idea.

Also, your standard street sam isn't going to work. The non-decker non-slinger has to be fairly versatile, and rather than just capable at combat, should have a complementary of skills like stealth, demolitions, B&E, intimidation, hell, they might even have to do some social interaction. Can they drive a vehicle? Can they jump out of a plane? I'm thinking of a character like Robert De Niro in Ronin here. Capable in defending the team, but thinkers. We're looking at around 140 BP here, so it shouldn't be too hard.

I MIGHT be able to squeeze in two of those characters, if you go to all the trouble of putting the character sheets together, but the most important thing is a good background, a convincing or interesting reason why this type of mercenary operative is working as a freelancer. Ex-special ops? From which country?
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Kliko
post Feb 18 2008, 11:30 AM
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Sorry to beat you there Mr. Juan. Psycho, in fact the character will be able to do most of the above mentioned activities. The way you want to go with this game is pretty clear (at least to me). I will complete and submit the background and stats later this evening (CET).

Drones are IMO very suitable for information gathering/ remote surveillance...
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Sir_Psycho
post Feb 18 2008, 12:16 PM
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About NSCRG Kliko, I did some googling and couldn't dig up any solid links. Perhaps you could email me the file? I'm at shiny_coin@hotmail.com if you want to send it. My preferred method of background is 20 Questions, which is found in the Shadowrun Companion, or I can just email you the questions. It's pretty comprehensive, but I find that to be much more interesting to work with.

Also Kliko, what's your Shadowrun background, I mean, you've only got 5 posts here, but what's your experience like? How long have you been playing etc.


Also, anyone planning to use a deck, I use Kagetenshi & Co's SR3Revised Matrix Operational Utilities:
[ Spoiler ]
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Kliko
post Feb 18 2008, 05:16 PM
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NSCRG is on it's way. In fact your 20 questions are incorporated in the program.

I've been lurking around the forum for quite some time, but couldn't post myself due some invalid registration issues. As far as shadowrun is concerned I played in 2 tabletop campaigns over the course of 2 yrs. (SR2/SR3). This however is my first PbP game, yes.
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Sir_Psycho
post Feb 18 2008, 08:03 PM
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That's ok. It's my first PBP too. What time-zone are you in? I'm in Sydney, is that going to be a problem?

Also, I just had a look over NSCRG and it seems ok. Hit high level character when choosing build point allocation.
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Kliko
post Feb 18 2008, 08:32 PM
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Are you sure about that? I'already built a gross monster at 140 bp (adjusted it manually under program options). The high-level campaign option effectively adds 10 more skill points (upto 65) as opposed to the 'regular' 140 bp built.

Timezone is Central European Time over here (the Netherlands). Don't think it really is an issue.
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Glyph
post Feb 19 2008, 04:13 AM
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I would be interested in this game - it's been a long time since I've played an SR3 game. I have a character I would love to play again, Spider, who could fill both the mage and the face roles. He isn't done using the 20 questions, but he is built using Bull's 50+ questions, which are a similar format.

So first, I would be interested in your system of build points for spell points and how it works. Secondly, Spider is a psionic tradition mage, so let me know if you house rule any parts of that. I ask because a lot of GMs seem to house rule that tradition.
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Whipstitch
post Feb 19 2008, 04:56 AM
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Think I could get a link to these questions Bull uses? I'm rather curious and my search-fu is failing me. Considering the length of Bull's tenure here it's probably buried under god knows what detritus if it has been posted here at all. I can just message him myself too, if that's too much trouble.
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Glyph
post Feb 19 2008, 05:38 AM
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He used to have a site listed on the Dumpshock main page, but it doesn't seem to be there now. Here's a copy that I have, which I think is tweaked just a tiny bit from his:

[ Spoiler ]
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Sir_Psycho
post Feb 19 2008, 11:57 AM
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QUOTE (Glyph @ Feb 18 2008, 11:13 PM) *
I would be interested in this game - it's been a long time since I've played an SR3 game. I have a character I would love to play again, Spider, who could fill both the mage and the face roles. He isn't done using the 20 questions, but he is built using Bull's 50+ questions, which are a similar format.

So first, I would be interested in your system of build points for spell points and how it works. Secondly, Spider is a psionic tradition mage, so let me know if you house rule any parts of that. I ask because a lot of GMs seem to house rule that tradition.

Any reference to everyone's least favourite armed-to-the-teeth journalist, Spider Jerusalem?

I don't have any solid house rules to do with spell point allocation. Just try and be fair, I imagine it would be on par with buying skills point-wise, and based on your intelligence attribute? The reason for this is I much prefer the involved, versatile and helpful support magician than the "I'm an albino dwarf with Exceptional Willpower and I can cast any of my four amazingly destructive spells without breaking a sweat." Not to mention the munchy exploitation of damage compensating cyber-ware. As you can see, it's a pet hate of mine, and I like magic, but I believe it should be gritty to fit with the cyber-punk feel. If everyone else has to risk increased healing time (bioware) and nasty, nasty stress (Hello bioware again, not to mention Move-By-Wire's you're-dead-in-a-week policy), then magic users have to face that using their incredible powers hurts, and it opens up a whole can of nasty astral worms, ghosts and demons.

As for the Psionic tradition; it makes me lol, basically. But moving on from that admission, I understand that on Dumpshock, it's been given a fair amount of weight by a discussion here on DS I was privy to a while back (and I would very much appreciate any threads/links you can dig up), and I have a basic familiarity with your posts, so I believe that it can be done, and role-played compellingly. So send me your character background (of course, Bull's 50+ are more than adequate), and if I like it, we can get to pedantic discussion about what a Psionicist can and can't do, based on their hilarious neuroticism and Xenu-like beliefs. (sorry, that was out of line (IMG:style_emoticons/default/biggrin.gif) )

As for Spells, that's down to discussion. I'd also like an argument as for how a Psionicist relates to the Astral Plane, the metaplanes, spirits, the powers of other awakened etc. I don't necessarily need rulings, but something like a brief "Psionics White Paper" would really help legitimize playing a Psionicist. But at the very least, you're paying less (Aspected, IMO), but you're picking up a really wierd belief, even for the sixth world, and as thus, ye shall be punished by my GM stick, with a "fair", "role-playing" intention. (IMG:style_emoticons/default/biggrin.gif)


-------------------------------------------------

Onto more general issues, as for 140 BP's/High Level allocation, I'll go over the files you emailed me, Kliko, and if your potency does indeed burn like the sun, I may re-consider.

I'll also take suggestions from potential players and even spectators on what they think about power levels on a small-team campain.

-------------------------------

Kliko: I'm looking over your sheets at the moment. And so far I've noticed, for the combat character, you're a tiny bit slower than I would have expected. I know you're packing Jazz and Kamikaze, but a merc like yourself seems likely to have something better than a level 1 reaction enhancer. Also, I can't say I like them, but the SR3 drug rules are about as lethal as Move-By-Wire, or having a fresh breath of Green Ring in the morning.

You also have a SPAS-22 and no shotgun skill. With your amazing vision mag, smartlink-II, nice-guns, and a bit of min-maxing, you can afford to spread your weapon skills around (seriously, looking at your Assault Rifle skill and your mods, you're a god and you're going to wholesale murder people), so consider SMG/Sniper. If you fiddled around with your resources and cyber-ware, maybe you could invest in some decent skillwires. Then you could also get rid of some of those crappy skills like your car skill and your demolition skill come to mind. Not to mention that a few Build/Repairs would be good. You might also consider raising your stealth skill. It's useful, and a 5 (7) Specialisation in Hiding or Sneaking would probably serve you well.

I assume you have Cannon Companion, so I'd encourage replacing your Unarmed Combat with a martial art.

As for edges and flaws, I assume "Pirate Family" refers to your mercenary connections? Also, you're definately eligible for a good Dependant flaw (with your SIX kids)

Most importantly is role-playing though. I can tell english isn't your first language, but it's definately a good start. A few good things to add would be the names of your wife and kids. And the Physical/Mental quirks section. Your character has to have something distinctive, and also, what are his fears? You don't have to desgin any enemies, but some vague ideas could really help me out here, so I don't have to go "A guy approaches [description], you remember him from:" and then make something up completely.
------------------------------

As for more house-rules I use: My personal touch when it comes to pistols is hold-outs are bumped to 6L, and light pistols are bumped to 9L. Basically it's not a big change, because most people go for heavy pistols anyway, but this makes the more concealable pistols at least worth considering. Almost.

Hmm... this is three house-rules and counting, I may edit the OP and put this kind of stuff in for newcomers.

Also, if I'm being pedantic and ruining the fun, just let me know and I'll ease up.
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Kliko
post Feb 19 2008, 02:27 PM
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Psycho,

The reaction enhancers (boosted reflexes/ combat drugs combo) are basically there for cost-effectiveness purposes which deemed logical for me from a merc perspective. Combat drugs are only there in case we end up in a life-threatening situation (i.e. we don't hold the initiative). Also note the small unit tactics skill which provides an approx +1 initiative modifier (4 dice, tn 2-4), expected initiative ends up at 5+1+7= 13.

Weapon skills were intended to default to assault rifles (+2 tn). From a tactical point of view this will be the type of weapon most often used in merc ops. Hence I put the skill points in this category. SMG's and shotguns are secondary weapons at most from the merc perspective. With a maximum extreme range of 550m i figured the 2060 era assault rifle will suffice for sniping purposes. Laser sight weapons are there to create some diversity/expendability and reduce dependency on smartlink (skill versus tech) in case tech fails.

- Skillwires are noted and will see what I can do at the high-level campaign end (though it's mainly an essence > 3 issue, would you like a daddy which requires regular oil refills?);
- Martial arts are noted (brawling);
- Pirate family indeed refers to "the League";
- Family names and backkground will follow on short notice;

Cheers,

Kliko
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Glyph
post Feb 20 2008, 04:13 AM
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I've sent you Spider's background. Other than being a bald guy named Spider, he doesn't resemble Spider Jerusalem (I have at most only skimmed a few of those comics, although they looked interesting).

As far as the psionic tradition, basically magic is tied to a belief system of some sort, and it was simply his poor fortune to be "trained" by one of the more limited and esoteric belief systems. By the book, psionics can use: direct combat spells, detection spells, directed illusion spells, the heal spell, and various control and telekinetic manipulations. Others if they fit the psionic model (Ignite might be considered pyrokinesis, for example). They can astrally perceive and project, use spell defense and dispelling, and create wards. They summon watchers and "thought forms". They cannot use foci or banishing.
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Sir_Psycho
post Feb 21 2008, 12:24 PM
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I was having a re-think, and I've decided Psionicism is not nearly as funny as I thought. "Mana" is a wierd concept. The metaplanes are wierder. But just because the majority of awakened either subscribe to an elementalist pseudo-science or feel and believe that there's a spirit rat that really wants them to live in a dumpster, doesn't mean it's not completely wacko also.

It seems wierd that Spider just happened to be trained by a Psionicist. It seems like a pretty specific field, that requires a completely non-conventional belief system to work. It seems like if this guy just wanted to be a con-man, and use his powers in a utilitarian fashion, then he would have just signed up for MIT&T.

On the plus side, I really liked Spider's 50+, succinct but comprehensive and provoking. The one problem I had is it didn't really flesh out his magical belief system at all. Psionicists are actually a fairly loose bunch when it comes to beliefs, much like any magic users, but there's less of them. Some think they have x-men mutant powers, some believe the metaplanes are a shared subconscious dreamworld manifested through collective human id. When I'm describing magical processes as your GM, I'll need a paradigm from which to explain what you're seeing.

I'm looking forward to seeing a first draft statlist. We still need to discuss a spell-point purchase system.

Now we just need a hands up from a decker/tech. I find this slightly amusing, say what you like about the SR4 matrix being batshit insane, every man and his dog wants to be able to do fun things with computers, and yet five years earlier, no-one wants to touch them.
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Glyph
post Feb 22 2008, 08:29 AM
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Okay, I've PMed you the first draft of his stats. I also tried to explain a bit about how he sees the psionic tradition as working. I went into more detail in the PM, but basically I envision him as more of a Professor X than a new age type.
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Sir_Psycho
post Feb 23 2008, 05:48 AM
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Excellent Glyph. I like him very much. I think this will be an interesting group when it comes to problem solving. Do you still want to discuss buying extra spellpoints? It doesn't seem very in-character for Spider, but he'd probably be a little more useful as a "team-player" if he had some more support powers, such as invisibilty. Or can thought forms use concealment? Also, what are the spells marked (E)?

Also, does anyone know anyone on the forums or maybe even off who would be the team decker? We're kindof stuck without one.
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Glyph
post Feb 23 2008, 08:29 AM
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Thought forms are pretty much limited to psychokinesis and search. The spells marked (E) are bought with the Exclusive limitation. Invisibility is an indirect illusion, but I don't think Spider would have a hard time fitting it into the psionicist paradigm - it's basically affecting someone's mind, after all. The improved version, which affects sensors, would probably be too much, though.

I would still be interested in buying spellpoints. I just need to know how you're doing it. I have a few areas where I could shave some points if I need them.
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Kliko
post Feb 23 2008, 11:02 AM
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*bump*
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Kliko
post Feb 28 2008, 09:39 AM
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*bump*

Psycho, I will be on vacation hence I'm offline for the coming week. Keep us posted on new developments. Probaply wise to change the name of this thread into a catching campaign/run title and convert it into the OC-thread for this game. perhaps even add "(recruiting)" to the thread title.

cheers

Kliko
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Sir_Psycho
post Mar 9 2008, 08:41 PM
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I talked to Mister Juan again, and he might be interested in a Decker/Face. With Spider already being a potent face, it might change the nature of the game a little more towards social intrigue and investigation. It should be fine though, as I'm sure the Samurai will still have a role to play.

Also, I'm taking suggestions for a thread name change. I was thinking Gainful Employment. But given there's no real special theme, It doesn't matter so much.

Sorry it's all taking so long, but I've got plenty of run ideas, so it will pick up fairly quick once we get on with it.
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Kliko
post Mar 10 2008, 08:29 AM
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Psycho,

I'm back from my retreat in the French Alps (to be honest internet is hard to come by in that area). I'm confident the sammie will have a decent role to play. A decker/face leaves a lot of room for matrix-operations and adds versatility to the group.

Cheers,

Kliko

- huge amounts of violence, check
- magic, check
- matrix, check
- face, check
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Sir_Psycho
post Mar 10 2008, 08:59 AM
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And if you're not feeling like the violence is frequent or gratuitous enough for your merc, I can probably find time inbetween runs for you to cane your way through Food Fight, or "Oh no, ghouls moved in next door!"

Same thing with the Matrix and magic. We're playing PBP, so if you guys are interested, I can always accomodate individual goals and mini-adventures via PM.

All in the interest of avoiding assignments.
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Mister Juan
post Mar 10 2008, 08:21 PM
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I've got three questions:
-When is the game taking place timeline wise (what month/year)
-Where is the game taking place
-Do all PC already know each other? Are they an established team?
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