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> Seeking Seattle runners…, Recruitment thread for a PbP game in Seattle, 2072
milk ducks
post Oct 26 2009, 02:13 PM
Post #101


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My character sheet and background will be submitted later on today. I work only a short shift this morning, then I'll have all evening to finish it up.

-milk.
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BlueMax
post Oct 26 2009, 02:37 PM
Post #102


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QUOTE (Kerenshara @ Oct 26 2009, 05:17 AM) *
Roles
Healing would appear to be a hole for the moment.
You're still light on decking, generally, from what I've been given.
You're excellent in close combat and passable in ranged combat.
You seem to have transport covered for now.
You've got infiltration and B&E pretty well covered.
You should be AOK in the Face department.
You could use a scrounger, though one of the generalists may have that set.
You could use a Build & Repair person, though one of the generalists may have that set.[/font]


Considering the rules used for Healing, do you mean long term healing? Not that I can fit medicine into Orb either in background or in points.

BlueMax
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pbangarth
post Oct 26 2009, 02:42 PM
Post #103


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QUOTE (Karoline @ Oct 26 2009, 06:29 AM) *
Just a quick note on stardust peter, you gave him 66 free karma for knowledge skills, but I only count 60 points worth.


I recounted and kept getting 63, so I fixed it. Thanks.
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pbangarth
post Oct 26 2009, 02:49 PM
Post #104


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QUOTE (Kerenshara @ Oct 26 2009, 08:17 AM) *

Roles
Healing would appear to be a hole for the moment.
You're still light on decking, generally, from what I've been given.
You're excellent in close combat and passable in ranged combat.
You seem to have transport covered for now.
You've got infiltration and B&E pretty well covered.
You should be AOK in the Face department.
You could use a scrounger, though one of the generalists may have that set.
You could use a Build & Repair person, though one of the generalists may have that set.


For healing, Stardust has spells Heal and Resist Pain; and skills First Aid (3) and Medicine (1 - obviously the assistant rather than the lead surgeon) plus equipment to support these.

For build and repair, Stardust has Mechanic Group (2) plus equipment.

How about other PCs? Should one character be the primary, or can teamwork make things happen?
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DigitalOYABUN
post Oct 26 2009, 02:54 PM
Post #105


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In what aspect are you refering to scrounger? ie a dumpster diver? someone with low/street contacts?

In a build & repair guru, are you looking for a more static person? ie the geek in the lab?

Healing...remember those concepts I sent you in a PM kerenshara? lol
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Kerenshara
post Oct 26 2009, 03:00 PM
Post #106


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OK, Stardust is a full mage and has a 6+ MAGic, so that's good for Magical Healing (the only "instant" healing that's really healed). I was more thinking somebody with good First Aid to help mitigate wound penalties on the 'run. Skill 3 or 4 preferably. Medicine 3 would be useful.

Scrounging includes contacts, build & repair, whatever it takes to get or improvise the odd piece of gear that might be needed.

Build & Repair 2 is passable, I was just wondering if with this many boddies we had a real mechanic/armorer.
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Marwynn
post Oct 26 2009, 03:09 PM
Post #107


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I neglected to mention my character has a Rating 3 in Arcana, Enchanting, Armorer, and Hardware. No Electronics I'm afraid, which I don't know if it makes sense for a Rigger not to have. He's not a hacker-rigger, so if you want him controlling something someone needs to give him access.

Does that count?

And sadly no I don't have First Aid. I have Magic 7 (6) and Heal too though. And I'll probably have a CrashCart somewhere.

I'll probably have to use the Advanced Lifestyles to get some sorta shop somewhere, and a Magical Lodge.


Kerenshara, okay that stuff makes sense thanks. I'm working on the fluffy stuff now since the skills are in flux still.


Spell requests anyone? Spending an awful lot of Karma on spells so might as well get one you may want cast on you.

EDIT: Also, if we're getting too heavy on the Magic I can do a great Mundane Hacker/Rigger if we're in need.
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pbangarth
post Oct 26 2009, 03:19 PM
Post #108


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I might as well toss this out now, and see how the sharks circle. Drain cannot be healed by magic. Period.

Now, the Resist Pain spell (SR4A, p. 208) does not heal damage. It merely removes the effects of the damage, and if more damage is suffered, the effects of Resist Pain are nullified. So, fellow players too, but Kerenshara in particular, can Resist Pain be used on damage suffered through Drain?
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Kerenshara
post Oct 26 2009, 03:28 PM
Post #109


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QUOTE (pbangarth @ Oct 26 2009, 10:19 AM) *
I might as well toss this out now, and see how the sharks circle. Drain cannot be healed by magic. Period.

Now, the Resist Pain spell (SR4A, p. 208) does not heal damage. It merely removes the effects of the damage, and if more damage is suffered, the effects of Resist Pain are nullified. So, fellow players too, but Kerenshara in particular, can Resist Pain be used on damage suffered through Drain?

As it only counteracts wound modifiers, hai. It works fine.
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Kerenshara
post Oct 26 2009, 03:30 PM
Post #110


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QUOTE (Marwynn @ Oct 26 2009, 10:09 AM) *
I neglected to mention my character has a Rating 3 in Arcana, Enchanting, Armorer, and Hardware. No Electronics I'm afraid, which I don't know if it makes sense for a Rigger not to have. He's not a hacker-rigger, so if you want him controlling something someone needs to give him access.

Does that count?

And sadly no I don't have First Aid. I have Magic 7 (6) and Heal too though. And I'll probably have a CrashCart somewhere.

I'll probably have to use the Advanced Lifestyles to get some sorta shop somewhere, and a Magical Lodge.


Kerenshara, okay that stuff makes sense thanks. I'm working on the fluffy stuff now since the skills are in flux still.


Spell requests anyone? Spending an awful lot of Karma on spells so might as well get one you may want cast on you.

EDIT: Also, if we're getting too heavy on the Magic I can do a great Mundane Hacker/Rigger if we're in need.

Bear in mind, with this many people, it's likely I may split you up, so having two "real" mages could be a real help. And a second person with Heal makes healing well done. Those skills are also a plus. Keep on as you are.
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Embers
post Oct 26 2009, 03:47 PM
Post #111


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What metamagics can adepts actually make use of that are actually worthwhile? I have masking but I'm wondering if without Astra Perception I can use it, I'm likely to get adept centering next initiation, but after that, is there anything more worthwhile than extra PPs?

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Marwynn
post Oct 26 2009, 03:52 PM
Post #112


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Alrighty, thanks.
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DigitalOYABUN
post Oct 26 2009, 04:18 PM
Post #113


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with 2 full blown mages and a mystic adept, I can drop my mystic adept idea and focus on something close to a scrounger with out losing the 'dapper ork ganger' image...although he'll still be without repair and build. He'll just have lots of useful contacts.

I do not mind playing a completely supportive role in the least bit. So, let me know what's needed guys and I will try to fill that gap (with a bit of style! lol)
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pbangarth
post Oct 26 2009, 05:21 PM
Post #114


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QUOTE (Embers @ Oct 26 2009, 11:47 AM) *
What metamagics can adepts actually make use of that are actually worthwhile? I have masking but I'm wondering if without Astra Perception I can use it, I'm likely to get adept centering next initiation, but after that, is there anything more worthwhile than extra PPs?

Without Astral Perception, it may be difficult for your character to control what change happens to his aura. He may be able to effect change, but it could be random.

Adept Centering is good for sure. Sensing doesn't appear to need Astral Perception. The Attunements are kind of cool and the Item one can beef up combat or driving or all kinds of things. Cognition and Somatic Control look right up the alley of adepts, but I'm not so sure the Drain doesn't make them too dangerous to use. Infusion seems to me to be a very good follow up to Adept Centering. If Masking is not good without Astral Perception, then you may consider Adept Centering and Infusion. Infusion too comes with Drain, but it can power up any adept power your character has, and with the addition of an Infusion Focus (Digital Grimoire), you can even avoid Drain.

Just for the fun of it, I am working on and off on a shepherd with Attunement (Dog) and Empower Animal. You'd be surprised what a mojoed up border collie can do!
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Karoline
post Oct 26 2009, 05:23 PM
Post #115


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As I'm one of the magic types (Mystic Adept) I guess I can share that I only have 2 points of my magic put towards spells and I only have a mostly supportive roll in my spells:
Stunball
Mana Bind
Improved Invisibility
Control Thoughts
Levitate
Fashion

And yeah, low spellcasting, so don't expect my character to be blasting anything into tiny little bits, her spells are mostly to support her adept side and to provide her with some level of ranged combat.
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pbangarth
post Oct 26 2009, 05:28 PM
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QUOTE (Kerenshara @ Oct 26 2009, 11:28 AM) *
As it only counteracts wound modifiers, hai. It works fine.


Great! So we may be glass cannons, but our guns will blaze well till we die!
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Karoline
post Oct 26 2009, 05:32 PM
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QUOTE (pbangarth @ Oct 26 2009, 12:28 PM) *
Great! So we may be glass cannons, but our guns will blaze well till we die!


Speak for yourself. I'm fairly good at resisting damage. All hail double digit armor (IMG:style_emoticons/default/biggrin.gif)
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Marwynn
post Oct 26 2009, 06:01 PM
Post #118


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Chaos Mage Tradition.

So far my Spell List is:

Stunball
Lightning Bolt (one of the other Elements, not made up my mind yet)

Combat Sense
Detect Life Extended
Astral Window
Spatial Sense

Increase Reflexes
Heal

Trid Phantasm
Vehicle Mask

Alter Memory
Control Thoughts
Levitate
Fix
Mana Static
Pulse-like Spell
Another Spell

Power 3 Health Sustaining Focus, easier to cast Heal and/or keep up Improved Reflexes. Maybe the spare spell could be Stabilize?

As you can see it's again mostly supportive. It's subject to change of course, and if there's something you want let me know.


Transportation

Will I be buying the transports? Because they're going to have to be used since I'm using up a lot of Karma as it is. I have 52k roughly left with no gear bought just yet save the ware and foci. So lemme know if I have to arrange transport for everyone.
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Kerenshara
post Oct 26 2009, 06:28 PM
Post #119


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QUOTE (Embers @ Oct 26 2009, 10:47 AM) *
What metamagics can adepts actually make use of that are actually worthwhile? I have masking but I'm wondering if without Astra Perception I can use it, I'm likely to get adept centering next initiation, but after that, is there anything more worthwhile than extra PPs?



QUOTE (pbangarth @ Oct 26 2009, 12:21 PM) *
Without Astral Perception, it may be difficult for your character to control what change happens to his aura. He may be able to effect change, but it could be random.

Adept Centering is good for sure. Sensing doesn't appear to need Astral Perception. The Attunements are kind of cool and the Item one can beef up combat or driving or all kinds of things. Cognition and Somatic Control look right up the alley of adepts, but I'm not so sure the Drain doesn't make them too dangerous to use. Infusion seems to me to be a very good follow up to Adept Centering. If Masking is not good without Astral Perception, then you may consider Adept Centering and Infusion. Infusion too comes with Drain, but it can power up any adept power your character has, and with the addition of an Infusion Focus (Digital Grimoire), you can even avoid Drain.

Just for the fun of it, I am working on and off on a shepherd with Attunement (Dog) and Empower Animal. You'd be surprised what a mojoed up border collie can do!

Bottom line on Masking: you can make your aura appear brighter (more powerful), dimmer (less powerful), or mundane. That's it, unless you have Astral Perception. But that covers the biggie most people worry about: "Who, me? Awakend? Sorry, chummer, I think you have the wrong metahuman."
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Embers
post Oct 26 2009, 06:36 PM
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QUOTE (Kerenshara @ Oct 26 2009, 02:28 PM) *
Bottom line on Masking: you can make your aura appear brighter (more powerful), dimmer (less powerful), or mundane. That's it, unless you have Astral Perception. But that covers the biggie most people worry about: "Who, me? Awakend? Sorry, chummer, I think you have the wrong metahuman."


Which is all I want it for. People take mundanes a lot less seriously when they have been disarmed if they have no cyber.
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pbangarth
post Oct 26 2009, 07:08 PM
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QUOTE (Marwynn @ Oct 26 2009, 01:01 PM) *
Chaos Mage Tradition.

So far my Spell List is:

Transportation

Will I be buying the transports? Because they're going to have to be used since I'm using up a lot of Karma as it is. I have 52k roughly left with no gear bought just yet save the ware and foci. So lemme know if I have to arrange transport for everyone.


Damn, if I had known there would be two of us in Chaos, I might have considered Ritual Spellcasting.

There seems to be a bit of overlap in our spells (see post #93). Redundancy can be good, but we may want to have another look at our lists. I went for a second Initiation, so my list is shorter than yours.

Are we getting a rigger in here somewhere? He/she will probably be transport-heavy.
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Kerenshara
post Oct 26 2009, 07:24 PM
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We have a Magigger apparently. *grin*
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pbangarth
post Oct 26 2009, 08:05 PM
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Oh yeah. Now I've caught up to the same page as everybody else.
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ravensoracle
post Oct 26 2009, 08:35 PM
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To fill in some of the support role. My character has First Aid 3, Armorer 3, Chemistry 3, Demolitions 3 and Electronics Group 2. I just couldn't fit any B/R skills in there without sacrificing too much from other skills.
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Lok1 :)
post Oct 26 2009, 08:45 PM
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If its not to late I'd like to through my hat into the ring, I'd be playing my adapt Takedown, his character concept and character sheet can be found hear.
If he dosn't fit the campagin I've been DIEING to try out a technomancer so I'd be glad to roll one up.
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