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> OOC: Juggernaught, High-powered campaign setting
kevyn668
post Jan 25 2004, 08:08 AM
Post #101


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Someone that can pass as "normal". :)
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Digital Heroin
post Jan 25 2004, 10:26 AM
Post #102


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Fenris: My guy's not entirely reliant on the suit... he's a technical mastermind too... *nod* He'll be useful outside of the suit, escpecially with these creation rules... in the past he wasn't so much so...

kev: Remove the suit, and you've got a lightly cybered guy who can easily pass as a run of the mil techie... :D
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Matrix Monkey
post Jan 25 2004, 05:04 PM
Post #103


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Fenris: Deck design is OK with me, program design too but try to stick to standard programs mainly, makes it easier for me to keep track of things.
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Callidus
post Jan 25 2004, 05:44 PM
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Sorry for the delay guys but hectic weekend.... again *8-> Anyhoo here's Harlot's char sheet and advice is always good as I've not played that many mages.... normally a cyber grunt *8-> Oh and Matrix I'll send you the background as soon as I get a mo to write it down sensibly... hopefully Monday but more likely tuesday *8-<

Player: Nick Kennett-Brown, aka Callidus
Name: Harlot, real name Helen Hartshorn
Race: Human Albino Female (0)
Resources: 90,000 (10)
Stats: 34 (68)
Skills: 44 (44)
Magic: Full Shaman (Lover) (30)
Edges/Flaws: Total (-2)
Computer Illiterate (-3)
SimSense Vertigo (-2)
Total Pacifist (-5)
Focused Concentration (2)
Exceptional Attrib (WIL) (2)
Bonus Attrib (WIL) (2)
Friendly Face (1)
Good Looking And Knows It (1)
Senstive System (From Albino) (0)
Mild Allergy Sunlight (From Albino) (0)

Nat/ Race/ +100 Karma/ Final
Body: 6/ +0/ / 6
Quick: 6/ +0/x3/ / 6
Stren: 4/ +0/ / 4
Char: 6/ +0/ / 6
Int: 6/ +0/ / 6
Will: 6/ +2/ / 8
React: 6/ +0/ / 6
Init: 6 + 1d6
Magic: 6/ +0/ +3 but -1 ally/ 8
Essence:
Combat Pool: 10/ / 10
Spell Pool: 7/ / 7
Astral Combat: 10/ / 10

Totem: Lover
Mods: +2 Illusion Spells, +2 Control Manipulation Spells, +2 Spirits of the Water
Pens: Must have min Charisma 6

Spells (25)
Improved Invisiblity 5
Stunbolt 5
Control Emotions 5
Increase Reflexes 3 1
Stealth 1
Physical Camoflague 1
Physical Mask 5
Health Glow 1
Fashion 1

Active Skills (44)
Sorcery 6
Conjuring 6
Enchanting 6
Stealth 6
Ettiquette 6
Atheltics 6
Biotech 6
Brawling 2

Knowledge Skills (30)
Magical Theory 6
Talismonering 6
Paranormal Critters 6
Safe Houses (Seattle) 6
Beauty Treatment 6

Langauge Skills 9
English 6/3
Latin 3/1

Gear Total (89,800)
Sustaining Focus Force 1 15,000
Mind Probe Force 5 Formula 2,500
Treat Force 6 Formula 6,000
Leviate Force 6 Formula 600
Armour Force 6 Formula 600
Makeover Force 6 Formula 600
Ally Summoning Materials rat 6 6,000
2 Sets Fine Clothing 1,000
4 Tres Chic Clothing 4,000
Secure Jacket 850
Lined Coat 700
Forearm Guards 250
Formfitting BA Fullsuit 2,000
1 months high lifestyle 10,000
Battletac Receiver Component 10,000
Medkit and 2 Supply reloads 300
Rapid Transit Line Helmet 50
Wrist Cellphone with flip up screen 150
Pocket Secretary 2,000
Personnal Tactical Comms Rating 4 6,000
Shamanic Lodge Materials rat 6 3,000
Enchanting Kit 10,000
Squencer rat 3 4,500
Goggles with Lowlight and Thermo 2,700
2 Trauma Patches 1,000

100 Karma Spent on:
10 goes to Karma Pool (10)
Bond sustaining Focus (1)
Learn Mind Probe (5)
Learn Treat (6)
Initiate Level 1 (Self with ordeal Mediation) (15) gains Masking
Initiate Level 2 (Self with ordeal Deed) (17) gains Shielding
Initiate Level 3 (Self with ordeal Familiar) (20) gains Invoking
Ally Summoning (26)

Ally: Cost
Single Form: Beautiful Male Human with angel like wings (Free)
Force: 6 (15)
Attributes: No Bonus Attribute points (Free)
Skills: Sorcery 6 (Free)
Stealth 6 (6)
Powers: All Standard, no Sense Link (Free)
Spells: Stunbolt 5 (Free)
Control Emotions 5 (5)

[edit] sorta fixed the spacing.... badly [/edit]
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Grey
post Jan 25 2004, 08:43 PM
Post #105


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QUOTE (Fortune)
QUOTE (Grey @ Jan 24 2004, 12:28 PM)
A memory chip is not DNI by default.  At least that was how I took it.  The chipjack is DNIed, so the chip put into it gets used.  If you want to put a chip into a cyberhand you need to add DNI.

Yes, but my point is that the Comm Unit is already DNI-capable. There should be no need to actually make this adjustment to the actual Comm Unit to use the Memory Chip(s). As I said though, I agree that you have to implant a DNI-link to the device itself, but the actual unit shouldn't need any further adaption.

Heh, then we are both on the same page, but we just didn't think we were. When I added the Personal Comm Unit to NSRCG's cyber page, I didn't add the +50% cost to DNI it. We agree then, we just didn't know it. ;)

The only thing that I said needed the DNI upgrade was the memory chip.
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Fortune
post Jan 25 2004, 10:54 PM
Post #106


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QUOTE (Grey)
The only thing that I said needed the DNI upgrade was the memory chip.

That's cool. I am still wondering why the chip itself needs to be adapted though, if it is going to be used in the Comm Unit. I wouldn't have thought it would be necessary. Maybe I'm just a little dense today though, so could you please go through your reasoning one more time for me.
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Digital Heroin
post Jan 25 2004, 11:28 PM
Post #107


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Alright, I've been thinkin' the powersuit might not be the best of ideas, eh? I've got a backup character concept though. One which requires less number slinging, and which fits the bill still, given that we're playing runners who've been around for a bit... what timeline we looking at for characters? I can make both still, see which fits better.

Character A: Rigger/Techie Dwarf w. Powersuit Drone Armor
Character B: Former-Otaku/Decker/Sammie (Speed Addict)

*morns the too high cost of a Deltaware level 4 MbS*

What? He's addicted to speed...
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Grey
post Jan 26 2004, 04:23 PM
Post #108


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QUOTE (Fortune)
That's cool. I am still wondering why the chip itself needs to be adapted though, if it is going to be used in the Comm Unit. I wouldn't have thought it would be necessary. Maybe I'm just a little dense today though, so could you please go through your reasoning one more time for me.

Because I don't use them in the Comm, I use them as if they were head memory, but without the insane essense and nuyen costs. ;)
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Grey
post Jan 26 2004, 05:21 PM
Post #109


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Know what guys. I think I'm gunna limit myself to 10 games, so I'm gunna back out of playing this one. Have fun, yal. :)
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Fortune
post Jan 27 2004, 05:07 AM
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QUOTE (Grey)
Because I don't use them in the Comm, I use them as if they were head memory, but without the insane essense and nuyen costs.

Ah, I see. Carry on then. ;) :)
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Digital Heroin
post Jan 28 2004, 03:39 AM
Post #111


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Alright... due to the fact I just can't decide how to work it... the power armor sadly is dead... ok... it was misguided in the first place... fun for an NPC, bad for a runner... also, due to the high cost of a Move by Wire system (ok, the Deltaware Level 4), the speedfreak decker's out... doesn't mean a decker is out altogether... geh... I'm indecisive, and don't really know what to make... hate me...
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Matrix Monkey
post Jan 28 2004, 07:37 AM
Post #112


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Meh, you can still get alpha-grade Wired 3 and a Reflex trigger with some cash and essence to spare :)
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Digital Heroin
post Jan 28 2004, 08:42 AM
Post #113


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Still not... fast enough... *c* This is a guy when, just as an unlimited budget for the heck of it concept character, had a bike that he couldn't even corner at top speed or the force'd rip him off... I could try and make a proto version though... that might work...
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kevyn668
post Jan 28 2004, 08:58 PM
Post #114


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Do we have a start time? I'm procrastinating something fierce. Well, that and a lot of True Crime...
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Matrix Monkey
post Jan 30 2004, 09:53 AM
Post #115


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Gah, real life™ is keeping me way too busy...
Consider this run "on hold" for now, I wouldn't want to bail on you guys after it gets going.

To be continued...
-MM
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Digital Heroin
post Jan 30 2004, 10:39 AM
Post #116


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I'm gonna have to bail from this game. Usually I can take one look at a run and decide what to play. This one's different for me, just doesn't feel right. Sorry all for my ramblings on the thread. Was just trying to work things out.
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