Looking to play...or GM... |
Looking to play...or GM... |
Sep 24 2009, 03:22 AM
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#376
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Just skimming through the posts I missed, but ECM doesn't block OUR stuff. We can set it to not blanket our own frequencies and whatnot so it doesn't disrupt us.
I'm all for not dying due to lack of medical care. |
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Sep 24 2009, 03:29 AM
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#377
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Shooting Target Group: Members Posts: 1,978 Joined: 26-February 02 From: New Jersey, USA Member No.: 500 |
Ladies! Gentlemen! Species that can't pick between the two!
Once you spend that final (IMG:style_emoticons/default/nuyen.gif) 17640 of your employer's loan (I highly recommend using it for provisions, weather data subscriptions, and so forth - whatever you don't spend, you lose), I'd also like to see the ship packet done. What is the ship packet? Well, as Milk ducks noted a lot of pages ago, in a campaign like this, your home ship is as much a character as you guys are. this post lays out what I'm looking for in the ship packet: Name it. (The prefix is MY, Motor Yacht.) Pick what country it's flagged with, and where it's port of registry is within that country. Ship dimensions and basic data (floorplan recommended) - I really, really recommend this step include a floorplan, but won't insist upon it. It'd just be a great help, and I could see awarding karma to the best floorplan and illustrations presented.) Ship background (is it new? old? Well-maintained? Used and rusty?) - even the newest ship can have a history. If you can't think up stuff, I can - the only thing I can't do *taps his cane* is the graphical stuff. --- Once the ship packet is done, and once the final characters are in (we're really waiting on the characters, I think), then we're off. While you're waiting, this post lays out some of the OOC and IC background of the campaign. Yes, I checked all my "Shadowrun case law" (every. Single. Book. that mentions the UCAS Constitution) to make sure the Constitutional bit still applied. I even looked into real case law, too, because I didn't want to be shown up by some US Supreme Court decision.(IMG:style_emoticons/default/smile.gif) Keep in mind: Your characters do not know about the Letters of Marque. They MAY know about the Secret Session of Congress, if they keep up on the news, but it took place 4 weeks ago - an eternity in NewsTime, and it was wedged in between the final weeks of the 2072 campaign for President. It would be a very rare thing (IRL, the House has only met in closed session 8 times since 1825; The Senate rather more frequently, 54 times since 1929 (before that they met commonly in closed session); I can imagine further closed sessions in the SR timeline but won't guess when they occurred - suffice to say, it'd be rare, and memorable)...And for once, perhaps because of the (bipartisani? multipartisan? howevermany parties are in the Congress in SR...) nature of the debate and the resolutions which followed from it, nothing leaked. Well, yet, anyway. Washington, it appears, can still keep secrets tightly-held when it wants to. Campaign start is 1 June, 2072. (Actually putting us a bit ahead of the SR timeline - but what happens in SR will happen in-game, to the extent your GM has the books.) A bit moved back from the original 1 October start, but I remembered that 2072 is an election year - hence nothing gets DONE in Congress after about June, anyway. Hurricane season starts that day - no storms are on the radar screens at the National Hurricane Center, but the season is forecasted to be active. Oh, yeah. Memorial Day, as celebrated in the CAS and UCAS, was a few days back, marking the unofficial start of the summer season. Tourists are already flooding Miami. |
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Sep 24 2009, 03:30 AM
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#378
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Shooting Target Group: Members Posts: 1,978 Joined: 26-February 02 From: New Jersey, USA Member No.: 500 |
Don't ships have an external and accessible fueling port? It is a pain to refill by hand since the seas are rolling, but it's possible. BTW, I like the ship's load-out. Perhaps it could use some Drones, but I'll leave it to the riggers. The ships get my thumbs up! Yeah, but I'm not sure (anybody a boater IRL that can say?) if that port is accessible when you're at sea. Particularly if the engine or generators are running. |
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Sep 24 2009, 04:21 AM
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#379
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Moving Target Group: Members Posts: 206 Joined: 25-August 09 Member No.: 17,548 |
Yes, it's a really !@#$%^&*()_)(*&^%$#@!#$%^&*() to fuel a yacht by hand, I got involved in helping out with that once... we ended up towing it back to the docks.
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Sep 24 2009, 04:57 AM
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#380
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Moving Target Group: Members Posts: 206 Joined: 25-August 09 Member No.: 17,548 |
Okay, I have some concerns about the running gear:
QUOTE Autopicker Rtg 6 1200 Catalyst Stick x 4 480 Chemsuit Rating 6 x 4 2400 Climbing Gear x 6 1200 Directional Jammer Rating 7 1400 Diving Gear x 5 10000 GPS x 10 2000 Grappel Gun x 4 2000 Keycard Copier Rtg 6 1800 Light Sticks x 50 250 Med Station Rating 6 420 Mini-Welder x 3 750 Monofilament Chaisaw x 3 900 NanoPaste Disguise, Large x 5 5000 NanoPaste Disguise, Small x 10 5000 Rapelling Gloves x 10 700 Stealth Rope (400 meters) 340 Survival Kit x 5 500 Tag Eraser x 5 750 White Noise Generator Rtg 6 300 Wire Clippers x 5 125 Autopicker? I see alot of stealth being thrown around, and I'm not really sure how stealthy you can be abord a ship... Catalyst Sticks are cool and all, but do we need 4 of them? Especially considering that I know at least one person already bought one in their personal stash... 6 Chemsuits? Again... that seems a little overkill, and I don't anticipate us having to go after something radioactive or a chemical agent of some sort as we are not equipped to transport it. That seems like something we should pick up if we're told we'll need it. I can see gas masks or respirators, but not full chemsuits. Climbing Gear for what? We need a rope ladder and a couple of poles to lift it up. We're not going to be scaling mountains here... a set or two of rappelling gear, perhaps, but not climbing gear. 10 GPS units? Dear god! 1, perhaps 2, but not 10... Grapple Gun requires an exotic skill that no one seems to have taken yet. I still say we're better off lifting up a rope ladder with some poles. Light Sticks... okay, I can go with this, but we might want to check into how many of our combat personell have low-light/themographic vision. I know I do... Medical Station... I thought we were installing a Valkyrie Unit on the boat? That's like having an ambulance onboard... I don't see us needing a full medical station if we have the VU. We can carry regular medkits. 3 Monofiliment Chainsaws... do we really need 3? I bought one for my personal stash so we'd actually have 4... I don't really see us needing more than 1 or 2; unless we are going to have fencing matches with them. Rappelling gloves, I don't think we really need 10 pairs of them, seeing as how there's not much we can really rappel from... I might be able to air-drop a couple of people off my Sparrow and they can fast-rope down, but not that many. Survival Kits, okay... I think this is one of those things that people should choose to buy on their own, because you can make arguments for and against needing one. Tag Erasers... we just need one or two... not five. I'm also not convinced we actually need a white noise generator. Who is going to be listening in on our conversations in the middle of the ocean? Wire clippers... again, I think 5 sets is just overkill. 2 at the most. Also, why are we putting personal armor on the Classique? Isn't that a little pointless? Personal armor is supposed to be like bullet-proof glass and stuff for small vehicles and does nothing for us if we already have 20+ points of real armor, it's just redundant. I think we should drop it in favor of the Valkyrie Module. Also, why are we putting a pilot program on the Zodiac? And a smoke projector? With the high-visibility of the water, I don't think that a smoke projector will be of much real use. Why is our shop aeronautics rather than nautical? Why do we need 10 fake SINs? Don't we have to specify what exactly they are and who's biometrics they line up with specifically? Rather than ex-ex, I think we should use APDS. We have enough personal arms to fend off a small army, we need anti-vehicular weapons. Anyone coming after us is going to be doing so in something with alot of armor and teeth. We're better off punching alot of holes in their craft... 5000Y of explosives is alot when we only have 1 point of demolitions in the entire group (as of this posting). I mean... are we going to sneak onto the ship with stealth ropes and such, or are we going to cut it to bits and blow it up with our chainsaws and explosives? What are the bikes for again? That's 13000Y for two racing bikes... can we get something cheaper that we can actually use to put stuff in and transport it (and perhaps us?)? I'm REALLY sorry to be such a douche about all of this, but I just want to make sure that we are spending out money in the most efficient manner possible. |
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Sep 24 2009, 05:58 AM
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#381
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
I think we do need to go over our expenses to make sure we're not wasting anything, but if I may reply?
Autopicker's not just for stealth, it's sometimes easier to stick that into something that shoot off the lock or break it somehow. There are 4 Chemsuits of Rating 6, that might come in handy. 6 sets of Climbing Gear is also probably useful, even if we have our own we need backups. These probably include ascent and descent harness, more gloves, carabiners and crampons. Perhaps not all useful but we could make use of the harnesses. The GPS is probably for our own use, perhaps even disposable. But I think we can make do with 5. Grapple Guns only require an Exotic skill if you want to use it as a weapon. Light sticks are fine, I'd take even more just for the fun of it. I don't know what either of those are. Is it in Arsenal? Probably glossed over that. And yes we need 3 mono chainsaws! (IMG:style_emoticons/default/smile.gif) Why do you think we won't be rapelling down as often? Some of those freighters get real big. White Noise Generator... hmm I should probably get one. It only takes a Clairaudience spell to hear us, or for some kinda audio amp to do so. Regardless, it's just good ol' paranoia. Personal Armour - It's for the glass, the stuff that can break while we're getting shot at. QUOTE Personal Armor (Standard): Personal armor is an attempt to protect the passengers from damage infl icted by people outside the vehicle. Th is includes ballistic cloth lining the interior of the vehicle, bullet- and shatter-resistant glass, interior items made of non-frangible material, and curtains of fl exible armor that can moved into place as needed. Personal armor has a rating of 1 to 10, which is added as a dice pool bonus to any test to avoid damage infl icted by outside sources onto passengers. I like that. Ballistic cloth lining the interior, non frangible interior stuff, and curtains of flexible armour. I'm not gonna complain about having 10 free armour while we're getting shot at. Can we get APDS rounds? I went for Ex-Ex because APDS is 16F. Otherwise go right ahead and swap 'em! We bought 5000 (IMG:style_emoticons/default/nuyen.gif) of explosives? We do need some sorta ground vehicle don't we? I would suggest a hovercraft if we weren't nearly broke already. The GMC Everglades is 25,500 while a GAZ Pickup truck is 12,000. I'd argue for a Hovercraft, but we'll need to put Rigger Adaptation on it too. MusicMan I wasn't trying to counter you or anything, just providing a different view. You brought up some great points and it pays to be that critical for shared resources. I'm also working on a packet. But I've yet to nail the actual "look". Do we want shiny new or old? Reliable or work of art? Because some of these yachts are just purdy. And some are not. Some even have floorplans too! But they don't put in sleeping quarters and the engine room and the like. |
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Sep 24 2009, 06:17 AM
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#382
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Moving Target Group: Members Posts: 206 Joined: 25-August 09 Member No.: 17,548 |
My point about the armor is that I don't think they stack, I think that it is redundant... perhaps we need a VoG for that...
I maintain that we could go further with dropping the personal armor and getting a Valkyrie unit. We're not a warship, we don't need that much armor. |
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Sep 24 2009, 06:22 AM
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#383
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Moving Target Group: Members Posts: 986 Joined: 29-June 07 Member No.: 12,093 |
Perhaps. But seeing as how there are an awful lot of pirates in the Caribbean it may be a good idea to think about defense. Or surprise attacks for that matter.
We already don't have weapon mounts, I don't see the ship turning into a warship anytime soon. Question: What are the SR3 stats of the Classique? Does it say how long it is? 50-60m sound about right? Also, do we really need 10 Fake SINs for everyone? Can we not just work it into our existing Fake SINs? I'm sure we all have at least a rating 4, part of that background is working for the ship. Saves us a whopping 40k, enough for a hovercraft and free up stuff for the Zodiacs. |
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Sep 24 2009, 06:47 AM
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#384
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Moving Target Group: Members Posts: 315 Joined: 30-December 08 Member No.: 16,720 |
My point about the armor is that I don't think they stack, I think that it is redundant... perhaps we need a VoG for that... I maintain that we could go further with dropping the personal armor and getting a Valkyrie unit. We're not a warship, we don't need that much armor. I concur... personal armor is better on a car... if someone shoots at it, you have a very good chance of getting hit. This is a huge ship, it's much, much less likely that you'll be in the way of any stray bullets. The Valkyrie would be more generally useful. There's a lot of duplication of basic runner gear on the list... We should concentrate more on specific shipboard stuff, I think. Most of that stuff is legal and can be picked up later as needed. I took 2 fake SINs and Boat Licenses myself. 10 seems like overkill. If we're going through them THAT fast, we're in too deep for them to help. Vis a vis diving gear, how many in the crew have Diving skill? Given that all of them will surely have their own gear, I'd say one suit each for backup would suffice. A Gaz pickup with rigger adaption and a pintle mount for one of the MGs would be a very useful investment, a good utility vehicle. One or two Thundercloud Morgan ATVs (Only 7,500 nuyen) would be good for scouting on the ground and letting the clients drive around and shoot at things. Speaking of which, we should get more than just Predators (though that is a good choice to start)... A few AK-97s and MP5-TXs would serve as "real" runner guns, though Smart Targeting systems are a must, or harmless ammo, plus some Lined Coats. Drones... perhaps a Neptune sub recon drone (22K, Arsenal 122), and a few rotodrones or a Dalmatian. |
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Sep 24 2009, 07:36 AM
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#385
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Moving Target Group: Members Posts: 293 Joined: 12-July 06 Member No.: 8,868 |
Kojiro's Gear
[ Spoiler ] Comparing my Gear list with the Shared Gear this is the overlap: [ Spoiler ]
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Sep 24 2009, 08:11 AM
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#386
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Moving Target Group: Members Posts: 206 Joined: 25-August 09 Member No.: 17,548 |
Perhaps we should wait on equipment and see what everyone chooses for their personal stuff before we start putting together "team" equipment.
I also don't think that we need all too much in the way of a ground vehicles. We are not going to be an amphibious operation (at least, that's the impression I've gotten from Penta). We should just have a simple vehicle that we can use as transportation when we make port. @Budoka I apologize in advance for this, today just seems to be my "be an a-hole" day... Nothing personal, but your character has a really narrow array a skills, and you can only fight in extremely close quarters. Why should our team need you if you can only fight in unarmed combat? We already have two characters who can tear things up at close range with shotguns and have useful secondary and tertiary skills, and a third who is deadly with a knife. Your character fills a single role that we have more than covered. You might consider moving a few things around and rethinking your concept just a little. You also never answered my original question: "what use would the Navy have for someone who is just a martial artist and how did you go through an enlistment and never pick up any firearms skills?" To which I would add, "why would they bother training you as a diver and not give you any particular skills to go with it?" I know Penta approved you, and I hate to call you out like this, but I don't see what, exactly, your character adds to the team that we need. Unless we are in a position where you can hit someone, you are almost totally useless to us... unless I missed something? It's a good concept for an urban group, but I can't see how you function on a ship. I'm sorry... |
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Sep 24 2009, 08:47 AM
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#387
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Moving Target Group: Members Posts: 315 Joined: 30-December 08 Member No.: 16,720 |
Gear is quite important in Shadowrun... the personal group gear/ship's locker should be dealt with some input from everyone. More LMGs would be good though, and a LOT more ammo for them. The Gaz is a must, the Thundercloud a useful backup... and small enough that it could be loaded onto the Gaz when/if the Gaz was stored on the ship (Is there the cargo room for that?).
Rusty's Gear [ Spoiler ] Overlap [ Spoiler ]
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Sep 24 2009, 08:58 AM
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#388
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Moving Target Group: Members Posts: 293 Joined: 12-July 06 Member No.: 8,868 |
Oooo, I just found something in Unwired that would be kick ass: Tacical Networking. Essentially, the software combines all of our information from various sensory inputs and adds dice to certain tests! It is on page 125 of Unwired.
Shall we get it? Tacsoft: Availability - Rating x 5 Cost - Rating x 3,000¥ Max Rating: 4 Text from Unwired: [ Spoiler ] I guess my only question is whether the software can be used on Drones? |
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Sep 24 2009, 09:17 AM
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#389
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Shooting Target Group: Members Posts: 1,978 Joined: 26-February 02 From: New Jersey, USA Member No.: 500 |
Oooo, I just found something in Unwired that would be kick ass: Tacical Networking. Essentially, the software combines all of our information from various sensory inputs and adds dice to certain tests! It is on page 125 of Unwired. Shall we get it? Tacsoft: Availability - Rating x 5 Cost - Rating x 3,000� Max Rating: 4 Text from Unwired: [ Spoiler ] I guess my only question is whether the software can be used on Drones? VOG says Yes it can be. In fact, if I recall Buzzkill from SR4, that exemplifies a use of the tactical net perfectly. Drones may be indeed be used to -feed into- the tacnet. |
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Sep 24 2009, 09:21 AM
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#390
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Shooting Target Group: Members Posts: 1,978 Joined: 26-February 02 From: New Jersey, USA Member No.: 500 |
Perhaps we should wait on equipment and see what everyone chooses for their personal stuff before we start putting together "team" equipment. I also don't think that we need all too much in the way of a ground vehicles. We are not going to be an amphibious operation (at least, that's the impression I've gotten from Penta). We should just have a simple vehicle that we can use as transportation when we make port. I'm going to leave the stuff re Budoka aside. Budoka, that said, MM brings up legit questions, which deserve answers. In re your amphibiousness: It may be needed. It may not be. Real-world, it may be that I, or you guys, want a brief change of pace, but without scrapping the campaign. We can certainly move to a land-based mission or two. I'm -not- sure the yacht has the space for a Gaz, when combined with everything else. |
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Sep 24 2009, 09:26 AM
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#391
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Moving Target Group: Members Posts: 293 Joined: 12-July 06 Member No.: 8,868 |
Fortunately my char is flexible, he does not specialize in or only capable of Amphibian Operations. He can do it if needed.
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Sep 24 2009, 09:26 AM
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#392
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Shooting Target Group: Members Posts: 1,978 Joined: 26-February 02 From: New Jersey, USA Member No.: 500 |
My point about the armor is that I don't think they stack, I think that it is redundant... perhaps we need a VoG for that... I maintain that we could go further with dropping the personal armor and getting a Valkyrie unit. We're not a warship, we don't need that much armor. Here's my ruling: Concealed armor and personal armor do different things. Concealed armor deals with the hull and the exterior of the vessel. Personal armor armors up the interior of the vessel. |
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Sep 24 2009, 09:44 AM
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#393
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
UGH! My head is too full of numbers, I am resigning as gear designated gear getter guy after this post. We are still missing any sort of food or water (how do you want to handle that stuff Penta). And I was not able to get us TWO zodiac ships but I got us 1 tricked out one... Purchases with the 500,000 Loan: [ Spoiler ] Well, if your retiring I'm happy to take over as chief equipment officer. My character is already largely about equipment management so it totally makes sense. My character is competent in explosives and already looks to have about 14 DP for it, so that could very much be made useful. Give me a bit to go through the equipment list and what people are saying and we'll see if we really need everything we have and in the amounts we have. Along these lines I'm also happy to work on the ship blueprints. I am fairly busy for the rest of this week though, so I won't have tons of time to work on this till Saturday. |
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Sep 24 2009, 09:51 AM
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#394
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Moving Target Group: Members Posts: 293 Joined: 12-July 06 Member No.: 8,868 |
Looking through the requirements of the TacNet, the requirements can be quite high:
QUOTE In order to be counted as a member of the tactical network (and to receive bonuses from it), each member must contribute a number of sensor channels equal to the tacsoft rating x 2. For the cybered guys, this shouldn't be a problem contributing extra sensory info. However, for use non-cybered, we'd need to buy extra equipment for higher rated TacNet software. Ex: for rating 4 TacNet, each of us would need to contribute 8 sensor modalities. Also something else: QUOTE They can analyze acoustics to determine direction and caliber of the weapon, and count spent ammunition. To judge exactly what a tacsoft spots or knows, the gamemaster can make Perception Tests using Response + tacsoft rating. If the tacsoft needs to search for something online, it rolls tacsoft rating + Browse. Although this just applies to test by the software itself and not to test of boosts to character perception, this would definitely apply to situations for drones or having out CommLinks do the perception work for us. |
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Sep 24 2009, 10:12 AM
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#395
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
I don't think # of sensor channels means the same thing as # of different types of sensors.
I'm fairly sure it means that your going to have to burn up 8 connections on your commlink to be able to receive and transmit all the data that is needed. I mean I can't even remotely envision every member of the network having to have 8 kinds of sensors on them, that would be ridiculous. |
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Sep 24 2009, 10:17 AM
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#396
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Moving Target Group: Members Posts: 293 Joined: 12-July 06 Member No.: 8,868 |
Thanks for the correction! Yes, only types of sensors.
From reading Unwired and SR4a, I'm not seeing any information about that connections and information problem. Real world that is a problem; it could hamper a network by quite a lot. However, may in SR4 there is more than adequate bandwidth...? Certainly there is no commlink penalties I can tell from having multiple sensors running simultaneously...or am I wrong? |
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Sep 24 2009, 11:03 AM
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#397
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Great Dragon Group: Members Posts: 5,679 Joined: 19-September 09 Member No.: 17,652 |
Thanks for the correction! Yes, only types of sensors. From reading Unwired and SR4a, I'm not seeing any information about that connections and information problem. Real world that is a problem; it could hamper a network by quite a lot. However, may in SR4 there is more than adequate bandwidth...? Certainly there is no commlink penalties I can tell from having multiple sensors running simultaneously...or am I wrong? I hadn't read it before posting, but just found it in unwired. Basically each person would have to be able to provide 8 types of input. Visual and audio both count as input, as does lowlight and thermographic vision. Even smell counts if you can transmit that data somehow. QUOTE Any visual, audio, olfactory, or other sense acquired via cybereyes, cyberears, olfactory booster, orientation system, etc. Sensory enhancements such as low-light, thermorgraphic, smartlink, ultrasound, radar, spatial recognizers, and so on each count as a separate sensor channel. Most people can likely provide the following without trouble: Visual, smartlink, low-light, and thermographic. That lets people work under a rating 2 system without difficulty. And given as rating 2 is all we can manage due to availability I think that works out well. Actually it wouldn't be too hard to add audio and spatial recognizers via earbuds, so even a rating 3 wouldn't be hard. After that we'll likely have to break out sensors for people to have ultrasound and UV or something else. |
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Sep 24 2009, 12:05 PM
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#398
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
I hadn't read it before posting, but just found it in unwired. Basically each person would have to be able to provide 8 types of input. Visual and audio both count as input, as does lowlight and thermographic vision. Even smell counts if you can transmit that data somehow. Most people can likely provide the following without trouble: Visual, smartlink, low-light, and thermographic. That lets people work under a rating 2 system without difficulty. And given as rating 2 is all we can manage due to availability I think that works out well. Actually it wouldn't be too hard to add audio and spatial recognizers via earbuds, so even a rating 3 wouldn't be hard. After that we'll likely have to break out sensors for people to have ultrasound and UV or something else. Not a participant in this thread, but my Face2Face group just went through the rigors of solving TacNet issues which may help you guys in coming to a conclusion over TacNets. I believe we've ruled that drones can both contribute and gain benefit from TacNets because its adding additional sensory input for the Pilot to use when making judgments. Natural senses can contribute if you have a way to send them. The easiest way to do that is to have a direct neural interface, which is easily obtained by having a datajack. That's what my Bio-Sammy does, so he provides Low-Light, scent, and Hearing as natural senses (I treat cat's eyes as overriding natural vision) through his datajack, then provides thermographic and his smartlink. Cheers. |
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Sep 24 2009, 12:09 PM
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#399
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Shooting Target Group: Members Posts: 1,978 Joined: 26-February 02 From: New Jersey, USA Member No.: 500 |
Thanks for that info, StealthSigma.
I'm going to take that ruling.(IMG:style_emoticons/default/smile.gif) |
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Sep 24 2009, 12:14 PM
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#400
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Thanks for that info, StealthSigma. I'm going to take that ruling.(IMG:style_emoticons/default/smile.gif) No problem and you're welcome. Just make sure to keep track of what types of input are being given so that you can know if a check would gain benefit from the TacNet. The only reason any of us provide scent to the TacNet is because our face has his perception specialized in smell along with many augments that boost his scent. Remember that the Rating x 2 in required input is the minimum and that you aren't prevented from contributing more. |
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