OOC: Origins, Check your guns at the door |
OOC: Origins, Check your guns at the door |
Oct 24 2008, 07:22 PM
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#1
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Okay team, this is gonna be the OOC thread for the game. Before we begin, you guys are gonna have to come to a consensus on some of the following issues so I have a better idea of how to set up this game:
1) What setting would you guys like to play in? I know Seattle is the default, but if there's some other city that you've always wanted to do unsightly criminal things to, let me know! If you choose a place that you're familiar with, then be prepared for me to fuck it up beyond all recognition, because I like making stuff up. (IMG:style_emoticons/default/grinbig.gif) 2) What direction do you want the moral compass of this game to point? How altruistic/evil are your characters going to be? What values do they hold? What are their limits? If you want to play a good guy, then it would probably be a bad idea for me to send you on a mission to assassinate a baby. 3) What kind of challenges would you prefer? Combat? Infiltration? Investigation? Puzzle solving? All of the above, and more? Let me know what kinda stuff you like to do in games and I'll try my best to oblige. 4) Any house rules you like? I'm probably going to come up with some of my own after I've had a chance to re-read the system, because last I remember SR4 had a lot of its own limitations, but suggestions are always welcome. More to come if I think of anything. In addition to the above, now is the time to work on your character sheets. Forget about build point guidelines. Stat out your characters as you envision them in your head. Keep in mind that this game may run the long stretch if things go well, so it would probably be wise not to create a couple of superheroes with no room for future advancement. You guys can also coordinate with each other to ensure that your respective PCs are on a roughly even playing field, and I'll sort out any discrepancies at the end of the process. Also, character histories - the more you give me, the more I can integrate into the game, so if you want to expand on what you wrote for the original concepts, this is a good time. Alternatively, you can choose to figure it out as you go along. Woo hoo, let's get this party started! (IMG:style_emoticons/default/love.gif) |
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Oct 24 2008, 08:05 PM
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#2
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Copied from my PM (for Glyphs reference):
QUOTE The idea is a metasapient AI (From Runner's Companion, if you don't have that, you might not be interested). Although, rather than make it a hacker or a rigger (which I think is pretty common), I wanted to play one who is in a particular drone body, which is very lifelike, and who is both interested in learning about life, and fills the role of street-sam, weapon-specialist, or covert ops. The concept is very much like Cameron from the "Terminator" TV series (no idea if you watch that or not). "Zee" aka "Zero", "Z-0" Occupation: Bodyguard, occasionally Close-Combat Specialist, Covert Ops Suppliments used: Metatype from Runner's Companion, a lot of stuff from Arsenal, a couple of things here and there from other books. Zee started out, she supposes, as a complex drone pilot program. Everything before she awoke to sapience is pretty much a blur of disjointed thoughts and concepts. This was only a few months ago - which leaves her fairly clueless about many things that your average Sprawler takes for granted. At the same time, she somehow knows (perhaps remnants of her original program) some things she could not have learned in a few months, such as how to speak and move. She hasn't had a lot of time to become accustomed to the body she found herself in, either - but, like any drone pilot, she can load up autosofts to take care of a number of tasks that the body was designed for. Like a child, she is getting used to her body, and just beginning to learn how it, and the world it exists in, works. This body is also as special as she is. It is humanoid, and very realistic (mimic modification) - similar in form to cyborg units, but rather than a CCU (for a human brain), it houses her home node. Zee's body has tactile sensors throughout its skin, a fuzzy-logic processor, and a library of software that would enable it (and thus, her) to act and behave like a human. On its own, it is fairly convincing, but is still just a dumb lifelike doll. However, with Zee's metahuman-level cognative abilities, there is a spark of intelligence in its movements and new motivations to its actions. I have not decided if she is property, or not - she was probably stolen from some Corp (maybe "liberated" by the other player, during a Run). In any case, Zee's life is now in the shadows. She is still learning, and growing, and is, in many ways, like a child - she even looks like a harmless young girl - but her body is tough, strong, and artificial, and she would make a great addition to any shadowrunning team (filling the role of street-sam, or covert ops). Fun Fact: My current job is for a company working on AI, so I am fascinated by them. I don't normally play female characters, but I figured since I am blatantly taking my inspiration from the Terminator show, I might as well go with it. (IMG:style_emoticons/default/smile.gif) I'm planning to have her look *just* like Summer Glau. Hopefully the Terminator references stop there, though. I thought it was kind of amusing that the two PCs will both be girls. What's the opposite of a sausage-fest? Crunch-wise, I was planning to use the vehicle modification rules in Arsenal, and a "similar model" of a drone in Runner's Companion, and the mimic modification (from the new Arsenal FAQ) to put together a "discount cyborg body" (Which will actually look more realistic than the Otomo, due to the higher rating mod). Personally, I think AI is cooler than cyborgs, anyway, and a hell of a lot cooler than a character with all cyber limbs. This character has a lot of room to grow, too, so I think that will be cool to play out. Point-wise, it might be a tight squeeze, but I'm pretty sure this character will work with standard chargen rules, if we decide to go a little higher, it will just work better. (IMG:style_emoticons/default/biggrin.gif) I'll work on getting more of the crunch together this evening. 1) What setting would you guys like to play in? I know Seattle is the default, but if there's some other city that you've always wanted to do unsightly criminal things to, let me know! If you choose a place that you're familiar with, then be prepared for me to fuck it up beyond all recognition, because I like making stuff up. (IMG:style_emoticons/default/grinbig.gif) No preference. Despite 3 of my siblings living in Seattle currently, I don't know the real-life city very well - so make up whatever you like. I won't notice. Seattle seems like a good default location. We can always pack our bags and move if we need to. 2) What direction do you want the moral compass of this game to point? How altruistic/evil are your characters going to be? What values do they hold? What are their limits? If you want to play a good guy, then it would probably be a bad idea for me to send you on a mission to assassinate a baby. I can go either way on this one. Zee is very likely to be influenced by the company she keeps, though. I think the inhumanity of something that wouldn't blink at assassinating a baby would be kind of interesting - but I had planning to have Zee learning about her humanity, and doing so would be a lot harder if she's asked to strangle kittens for a living. 3) What kind of challenges would you prefer? Combat? Infiltration? Investigation? Puzzle solving? All of the above, and more? Let me know what kinda stuff you like to do in games and I'll try my best to oblige. Well, since you suggested it. I'll take some "All of the above, and more." I'm guessing we'll be better suited to (light) combat, but I like all of those things, and it is always fun to be presented with something you're not necessarily good at, but can do. Also, since you said you like to keep things deadly, it would be good to switch it up a bit, so we're not constantly at risk of party-wiping. (IMG:style_emoticons/default/wink.gif) 4) Any house rules you like? I'm probably going to come up with some of my own after I've had a chance to re-read the system, because last I remember SR4 had a lot of its own limitations, but suggestions are always welcome. I'm always a fan of the 2x Cha free contacts house rule. Spending build-points on contacts always feels like a rip-off. (IMG:style_emoticons/default/biggrin.gif) I understand why they added software degradation rules in Unwired - but it always seems like they would make it horrendously expensive to use software (if a game ever lasted more than a month). Even putting IC on a few things to keep the hackers out costs more than a lifestyle (unless you register it with a SIN - but this is a game where you commit crimes on a daily basis). I plan to take a lot of autosofts, regardless, but it sure would be nice not to have to pay 1/4th of that money every month to keep them up to date, or to register them with a Corp (although that would be an interesting twist). Other than that, I like a lot of the "Optional Rule" blocks in the various supplements - but none of them jump out at me as being critical. I'll probably come back and revisit some of those questions when Glyph chimes in. |
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Oct 24 2008, 08:26 PM
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#3
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
I'm planning to have her look *just* like Summer Glau. Hopefully the Terminator references stop there, though. And the Firefly references begin! Mwahaha.I warn you that I'm a total technology buffoon, and right now all I've got are my e-book versions of SR4 core and Street Magic, so you might have to explain a lot of stuff to me during the character creation process. I was fascinated with your character idea though and wanted to see how it'll play out, so I thought it's worth the hassle. (IMG:style_emoticons/default/smile.gif) |
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Oct 24 2008, 08:35 PM
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#4
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
I don't mind at all. I'm sure Glyph (if he/she/it has the extra books) can correct me if I misrepresent anything, but I'm pretty familiar with the other books - so I hope I don't.
Glyph: I was not familiar with what a "Gunsel" was, until I googled it. Assuming you didn't mean it in the prison-slang way ( (IMG:style_emoticons/default/eek.gif) ), am I correct in assuming you were planning for Tasha to be sort of a street-level character? That was the impression I got from the definition - that a gunsel was more of a hoodlem, than a hitman(or woman). You had mentioned growing up in the Barrens, so that fit - but I wasn't sure of the sort of jobs you saw her taking now. Breaking into AAA corps, or dealing with a druggie who owes the wrong dealer money? |
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Oct 25 2008, 03:22 AM
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#5
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
1) What setting would you guys like to play in? I know Seattle is the default, but if there's some other city that you've always wanted to do unsightly criminal things to, let me know! If you choose a place that you're familiar with, then be prepared for me to fuck it up beyond all recognition, because I like making stuff up. (IMG:style_emoticons/default/grinbig.gif)
Tasha's background is pretty grounded in Seattle, so that setting would work best, although the game could certainly start out in Seattle and wind up jet-setting to other places. 2) What direction do you want the moral compass of this game to point? How altruistic/evil are your characters going to be? What values do they hold? What are their limits? If you want to play a good guy, then it would probably be a bad idea for me to send you on a mission to assassinate a baby. Tasha is amoral in a lot of ways, but has lines she won't cross - wetwork on innocents, "sick" stuff, etc. And she will occasionally show a softer side to down-and-outers such as squatters. 3) What kind of challenges would you prefer? Combat? Infiltration? Investigation? Puzzle solving? All of the above, and more? Let me know what kinda stuff you like to do in games and I'll try my best to oblige. It's all good. I think my favorite parts of the game are fighting and chewing the scenery. Looking back, it seems like most of my characters are combat-oriented with a side of face thrown in. 4) Any house rules you like? I'm probably going to come up with some of my own after I've had a chance to re-read the system, because last I remember SR4 had a lot of its own limitations, but suggestions are always welcome. I like the Charisma x 2 in free contacts rule, too. @Blackhat: Tasha is street-level, more than most of my other builds (she is one of my rare adepts with no bioware), but kind of between those two levels - shaking down punks was what she used to do, but she's not quite ready to hit an AAA yet. What method of character generation are we using? Her background is complete, and will only need slight tweaking if her stats change. But there is a big difference between 300 BP, 400 BP, or karmagen (in Runner's Companion - I know krayola red doesn't have that book, but it's fairly easy to explain). |
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Oct 25 2008, 03:53 AM
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#6
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Well, from the sounds of it, Krayola wants us to put together the characters the way we envision them, and then look and see how many points that turns into. That said, I could see these characters fitting into standard (400 points) chargen. 300 would probably be too tight, on my end at least. I do like karmagen (if only because it makes the rules identical for character generation and later advancement - and it discourages maxing out stats.
I think it also discourages knowledge skills, though, and the rules for metavariants works for standard species, but would need to be tweeked for AIs (since their BP cost is high, but their minimum and maximum stats are in the human range). It is pretty easy to consider it a 110 point quality (and thus 220 karma) - like infected, etc - but it does complicate the issue. Also, like you said, there's the thing about the GM not having the book. I suppose I could get behind the idea if Krayola likes the idea of using karma for character generation rather than points. From what I gathered, the actual method we use to come up with the stats, right now, doesn't matter so much as long as they're in a similar ballpark. It might matter if this trial run goes well and new members join up, though. Unless Krayola feels strongly in favor of karma-generation, I'm going to assume we're using build points. Unless you think we'll need more than the standard 400 for any reason, lets start there and see how it treats us - if we need more to make the characters work, its always easy to add some. Starting lower down gives us more room to grow, though. I'm hoping to have a first draft at stats together tomorrow. |
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Oct 25 2008, 04:20 AM
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#7
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Update: I have succeeded in my mission to procure the rest of the SR4 rulebooks! Mwa.
I'm taking a look at karmagen now and tried it out by creating a test character, but he ended up being ridiculously powerful. I have no idea how they manage to correlate 750 karma to 400 BP, because my standard karmagen character that I made without any effort can easily beat the crap out of all but the most min-maxed build point characters I've rolled up in the past. I do like the philosophy behind it though, and if you guys want a more structured character creation system, I'm going to try to revise karmagen into something less ridiculous. Hell, I think I might just do it anyway for future reference. For now, yeah, stat your characters with a 400 BP rough baseline, and it looks like this will be a lower power level game, so keep that in mind while you create your characters. Edit: Charisma x2 in free contacts it is! |
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Oct 25 2008, 08:11 AM
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#8
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Yeah, karmagen makes nice characters, but definitely more powerful. Even if you shy away from huge dice pools, you will still end up with lavish Attributes and Special Attributes, with a dizzying array of skills. Blackhat is right about it discouraging knowledge skills - they cost Karma, so it's tempting to just a bare minimum. When I do karmagen, I need to force myself not to skimp on them. Usually, I will figure out how many free points the character would have gotten under BPs, and get that many points in skills, whatever it costs in Karma.
I have finished tweaking Tasha. Do you want characters PMed to you, or posted to this thread, or posted to the sticky thread for characters? |
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Oct 25 2008, 01:52 PM
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#9
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
The other thing karmagen does really nicely (even though it sounsd like Krayola has decided to go without it for now) is opening up the option of using karma for things that you nromally can't do until after character generation. At least, IIRC, there is a note about how the GM might let you save some of your 750 points for post-character-creation stuff. The few times I have seen it used, some characters have really appreciated being able to start with some initiation or submersion.
Enough on that though. I have a draft of Zee, too, which I can post here once I get some food and get back on my computer. I'll try to post references to where various things come from so you can look them up quickly (since you probably haven't gotten a chance to memorize the new books, yet). |
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Oct 25 2008, 02:47 PM
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#10
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
You guys can post the sheets here. And thanks BlackHat, that'll be really helpful. (IMG:style_emoticons/default/smile.gif)
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Oct 25 2008, 04:29 PM
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#11
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Okay first draft. Very likely to change as I get feedback from the two of you.
Picture Using (395/400) so far. "Zee" [ Spoiler ]
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Oct 25 2008, 04:45 PM
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#12
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Here's Tasha. I did what Blackhat did, and noted anything from something other than the main book.
[ Spoiler ]
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Oct 25 2008, 07:29 PM
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#13
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
I'll try to steal the 50 background questions, and see how many I can answer right now and learn somethign about Tasha at the same time.
Another addition. Contacts. [ Spoiler ] I might spend some of the leftover 5 points here, too, but I haven't decided what I want to do with that. I would also be interested (see question 53 below) in taking an "enemies" flaw (that isn't normally allowed to AIs) even if I don't get points for it. I would leave the details up to Krayola, and basically let him use it as he sees fit - but basically let there be some mysterious corporation out there who knows more about Zee than she knows about herself, and who occasionally send people to look for her, or try to take her in. They might be bad guys, or good guys looking to get her back home, but either way, Zee's not going to risk it. Maybe she's been freaked out, because a few times she's been "attacked" while alone, after killing the guy, she noticed with her ultrawideband radar sensor, that they had a long number of some sort eched on their collar bones too - tipping her off that someone is after her. (See question 20 below) [ Spoiler ] Again, first-draft, I might alter a few things - I was basically making that up while I wrote it. Now, Krayola, are you looking for our characters to already be acquainted (which might cause us to change some background things, if we know one another), or to meet in play? Either one works fine, for me. |
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Oct 25 2008, 08:24 PM
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#14
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Holy crap BlackHat, that is one beefy character sheet. Makes my head hurt just looking at it. I'm not even gonna try to figure it all out now, I trust you to know what you're doing, and I'll try to work it out as we go along. Quick question though: What's the point of increasing the Agility of your mechanical limbs? As far as I can tell, drone tests replace physical attributes with their Pilot rating. Is it used when you jump into the drone? Also, how did you get an Initiative of 18?
Greenlight on the commlink modification rules, though getting armor casing will make it significantly more obvious that you're a robot. What are the ramifications of making your home node a second processor? |
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Oct 25 2008, 08:30 PM
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#15
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
I think I will need to completely re-work Tasha. For two combat characters, there is way too much of a disparity in the power levels. I need to either beef her up, or change her focus to something else like face.
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Oct 25 2008, 08:49 PM
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#16
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Wait, there is? Drones roll Pilot + Targeting Autosoft for combat tests, yeah? As far as I can tell, Zee's host has a Pilot of 4 and rating 4 autosofts, for a grand total of 8 dice. What am I missing?
Edit: Aside from Fuzzy Logic, which apparently adds another +2. |
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Oct 25 2008, 09:33 PM
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#17
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
{From Arsenal pg.102} A drone acting on its own with limbs, rolling skill tests (like guns, or fighting) would roll Pilot+Autosoft+Handling, a jumped-in rigger would roll response+skill (or autosoft, in this case)+handling. It isn't listed there, but a "remote-controlling" hacker uses command in place of response there.
Come to think of it... no, agility doesn't seem to matter. I figured it would help on agility-based tests, but it appears not. Still, we might as well leave it in, and say she's quick. The strength matters for punching or kicking or whatever, but the agility doesn't seem to make a difference. Initiative of 18 comes from matrix initiative: Response 9 (node has response 6, from lifestyle, increased by 3 from being the AIs home node), + Intuition 5 + 3 from Response Enhancer + 1 assuming that agents, sprites, and AIs get the same VR bonuses everyone else gets. I just noticed that having a customized user interface also gives a +1 bonus to matrix initiative so its actually a 19. Drones and Jumped in Riggers both use their matrix initiative to act in the drone, even though it is acting in the real world (and 3 initiative passes). As far as the armor casing, if I went with that, I would just want it to be an extra layer around the processor to protect it from being destroyed after the body is disabled. If it would make things more obvious, that's okay, just assume I don't take that one. Lets see, ramifications of second processor... mostly, two nodes - potentially that would allow more programs doing things - physcially located next to one another. I prefer the first option, actually, where the drone IS the home node, and there is only one node on there - but I wanted the home node to have some modifications (optimized for command, and customized interface). If you don't mind allowing the drone's node to be customized separately from the drone's physical modifications - that is probably the safer way to rule. @Glyph: I'm sorry that Zee made you not want to play Tasha the way you envisioned her. I could probably pull Zee back a little bit too, and we could meet somewhere in the middle. I like the idea of two combat oriented chicks, especially if one is magical and the other technological - but I agree that we would want them to be in the same class. Seems like we'd have the same IPs, similar dice pools, etc already (Zee will have 13 or so dice, you look like you've got 16 with pistols, but much less with other types of combat). Zee would be able to mix it up with close-combat, as well as ranged, and she has a higher initiative score, but that just means going first - doesn't really affect what she can do in a round. Are there other areas where you think Tasha isn't up to snuff? It might be easier for me to pull back on Zee than for you to push forward with Tasha. |
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Oct 25 2008, 09:57 PM
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#18
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Actually, I have nearly finished re-working her as a face. Turned out pretty well, actually, and I was able to keep her distinctive qualities (tattoos, good with a pistol, good on a bike, etc.). I think it's better for me to re-do Tasha. A face actually works better as the companion to a newly-assimilating AI, and they won't be as redundant in their specialties. I am done re-working her stats, but I need to go down her 50 questions - the change from insecure gunsel to smooth-talking face will alter some parts of her background and personality.
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Oct 25 2008, 10:05 PM
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#19
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
As long as you're happy with her. (IMG:style_emoticons/default/smile.gif)
I promise to let you shoot some bad-guys too. |
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Oct 25 2008, 10:15 PM
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#20
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
BlackHat: Would you by any chance be able to point me to the page that says riggers can use autosofts when they're jumped in? The rules seem to be all over the place and I'm having a hard time tracking it down. I was under the impression that they use their own skills when they jump into a drone. Also, go ahead with making your device a second processor if you want to.
Anyway, keep it up, guys! It's worth noting that one of the things I'm gonna try to do for this first run is to re-acquaint myself with the rules, so feel free to go nuts and try crazy stuff out when developing your characters. You'll probably have to re-make your PCs later on anyway if we decide to continue and bring more players on board. Let me know when you've finalized your sheets, and I'll fire up the IC thread. To answer BlackHat's earlier question, unless you guys reeeaallly want to create a shared history, we're gonna do this the old fashion way and have you meet in game. (IMG:style_emoticons/default/smile.gif) |
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Oct 26 2008, 01:15 AM
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#21
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Okay, here's the re-worked version of Tasha:
[ Spoiler ]
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Oct 26 2008, 02:22 AM
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#22
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
BlackHat: Would you by any chance be able to point me to the page that says riggers can use autosofts when they're jumped in? The rules seem to be all over the place and I'm having a hard time tracking it down. I was under the impression that they use their own skills when they jump into a drone. Also, go ahead with making your device a second processor if you want to. Normally, riggers CANNOT use autosofts. You're right about that. However, the "Drone Origin" quality (RUnner's COmapnion, in the AI section - reference in character sheet) comes in two levels. THe 5-point level just lets you jump into a drone the way a rigger does. The 10-point version, which is what I took for Zee, allows you to load autosofts like a drone pilot. QUOTE To answer BlackHat's earlier question, unless you guys reeeaallly want to create a shared history, we're gonna do this the old fashion way and have you meet in game. (IMG:style_emoticons/default/smile.gif) That sounds fine to me. I don't feel strongly about it, either way. |
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Oct 26 2008, 02:33 AM
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#23
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Affirmative. The IC thread will be up shortly. Warm up your dice, 'cause I'm gonna drop ya'll right in the middle of the action.
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Oct 26 2008, 12:52 PM
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#24
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Speaking of warming up our dice, is there a particular method for rolling you prefer? Invisible Castle? Honor System? etc?
Can I spend the remainin points and money (since I don't have the additional node, that actually frees up a few thousand nuyen) or should I not bother. Things look mostly good as they are, and if you said we'd probably have to revisit them after the run, there isn't anything too critical I need to do with either of those. Any special wishes for formatting or color? Should rolls go in the IC thread, or in the OOC thread? Anything else we should know? (IMG:style_emoticons/default/biggrin.gif) Looking forward to getting started. |
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Oct 26 2008, 01:11 PM
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#25
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
First thing I want to check, is that the ultrawideband radar sensor can see through up to 20 barrier-rating-worth of material (so hopefully through a shitty apartment wall) - so from behind the couch (or maybe popping a head up) to see if I can make out where the intruders are (perhaps to shoot through the barrier at them, or at least know when they get to the door).
Perception check: Sensor (4) + Clearsight (4) = 8 dice [2,2,3,6,2,2,3,1] = 1 hit. It is unclear, since this has visibiity modifiers like ultrasound, if you should use rules for normal vision, or rules for picking up signatures (BBB pg162) which are much better at noticing cars, than people. Even if I should take a -3 penalty for detecting metahumans, I should net one hit, which should be enough if they're rushing a door, and not sneaking around. If they're sneaking, its an opposed check, and they can probably beat me. Current program loadout: Edit: Found problem with my reasoning here. Check next post. |
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Lo-Fi Version | Time is now: 13th January 2025 - 08:40 AM |
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