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Aug 17 2010, 05:01 AM
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#1
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Moving Target ![]() ![]() Group: Members Posts: 230 Joined: 17-August 10 Member No.: 18,942 |
So in Rifts, there are rules or guidelines for creating your own gang or mercenary group or even your own organization.
Are there any such rules in SR? If so, please guide this noob here to the right book(s) which contain those particular rules. Cheers! |
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Aug 17 2010, 06:01 AM
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#2
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,705 Joined: 5-October 09 From: You are in a clearing Member No.: 17,722 |
No rules, but that does seem like a decent topic for one of the "monthly" web-only PDF releases... of which there have been none for over 4 months...
CGL IS DOING FINE FOLKS |
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Aug 17 2010, 07:52 AM
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#3
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Moving Target ![]() ![]() Group: Members Posts: 410 Joined: 5-April 07 From: Vancouver, BC Member No.: 11,383 |
Wasn't there rules for gangs in 3rd edition?
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Aug 17 2010, 08:19 AM
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#4
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Canon Companion ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 8,021 Joined: 2-March 03 From: The Morgue, Singapore LTG Member No.: 4,187 |
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Aug 17 2010, 08:23 AM
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#5
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Moving Target ![]() ![]() Group: Members Posts: 572 Joined: 6-February 09 From: London Uk Member No.: 16,848 |
I would say start with a group contact and gradually take them over / add to them making them more usefull
In our game we got a shipment of weapons and basic armour and armed a local gang up to use as a distraction. The up shot is we have a gang now who are very friendly with us and are always up for abit of a caper. Downside is we have now started to change the political landscape abit as other less well armed gangs are now upset with us for causing them so much trouble. |
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Aug 18 2010, 03:42 AM
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#6
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Moving Target ![]() ![]() Group: Members Posts: 504 Joined: 8-November 05 From: North Vancouver, BC Member No.: 7,936 |
In 3rd you made a gang during character creation by having each member of the gang cost you 50k or something like that. (Had max 1mil rather than 250k in that edition, so probably should tone it down to 1/4, so 12.5k). The player who bought the most members became the leader at the start, but it mentions that if they aren't a good leader (No leadership skill/low charisma) other players are encouraged to take over or infighting is possible and up to GM.
For 4th personally I find it easiest to do the 12.5k route with a bonus of members to half the pooled CHA for a small gang or full CHA for a larger starting one, with gear relatively half the quality and price that the players have at most. |
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