Emerging Conflict OOC & Recruitment, Fast Paced, Rules Light - Single Mission (Recruitment Always Open) |
Emerging Conflict OOC & Recruitment, Fast Paced, Rules Light - Single Mission (Recruitment Always Open) |
Jan 21 2011, 10:16 PM
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#301
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Target Group: Members Posts: 89 Joined: 14-January 11 Member No.: 19,988 |
Hi. Is there any space for another player? In real life I am Seth's son.
If there is space, what sort of character would you like me to play? |
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Jan 21 2011, 10:58 PM
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#302
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Moving Target Group: Members Posts: 515 Joined: 27-May 10 From: Helios Space Station, L3 solar LaGrange Point Member No.: 18,624 |
Sucks to be Captain Hacker
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Jan 22 2011, 01:17 AM
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#303
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
Yeah, Captain Hacker is having a BAD day.
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Jan 22 2011, 08:25 AM
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#304
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
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Jan 22 2011, 08:28 AM
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#305
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Hi. Is there any space for another player? In real life I am Seth's son. If there is space, what sort of character would you like me to play? Always room for more! You could easily play one of the hard shell soldiers with Gash if you wanted (you could rename one or use the one i've given them already) ...it would be easy enough to fit more or less any character on the plane with him though so what are your favourite character types?... |
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Jan 22 2011, 08:30 AM
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#306
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Do we have space for Big Fella? I think Captain Hacker would be ... challenging ... to play. Any ideas for what we need?
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Jan 22 2011, 08:33 AM
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#307
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Do we have space for Big Fella? I think Captain Hacker would be ... challenging ... to play. Any ideas for what we need? Check above (IMG:style_emoticons/default/smile.gif) |
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Jan 22 2011, 08:42 AM
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#308
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
I'm not really sure what to roll for Dahlia looking up treatment for Psychotropic IC. I know it's frustrating to not be able to 'cure' him but I kinda want you lot in charge of the mission. The online data Dahlia finds suggests he might well need long term psychological treatment! Don't worry, there will be plenty more for her to do in the next few seconds (IMG:style_emoticons/default/ork.gif) I'm in the process of working up a 3D model of the tower to help you lot visualise where everything is...will upload it some time during next week hopefully... |
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Jan 22 2011, 08:53 AM
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#309
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE Check above We must be in the same time zone...time stamps so close |
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Jan 22 2011, 09:04 AM
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#310
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Target Group: Members Posts: 89 Joined: 14-January 11 Member No.: 19,988 |
Thank you for invite (IMG:style_emoticons/default/biggrin.gif) . can I be a hard shell sniper?
What is the max availability on my weapons and armour? |
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Jan 22 2011, 10:57 AM
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#311
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Thank you for invite (IMG:style_emoticons/default/biggrin.gif) . can I be a hard shell sniper? What is the max availability on my weapons and armour? Yes you can but just bear in mind that most of the action will be indoors from now on (although it's an indoors with fairly large spaces...), things could get messy if you face off against Ice (IMG:style_emoticons/default/nyahnyah.gif) , will try and minimise PvP I think otherwise PCs could end up needing a new character very quickly...there are plenty of NPC targets that it shouldn't be a problem until near the end of the mission (IMG:style_emoticons/default/smile.gif) Character gen is normal 400BPs with normal availabilities so you'll need restricted gear quality for the milspec armour etc (and I'd prefer light or med rather than heavy otherwise the opposition might need to call out some really big guns themselves...). You get access to TacNet 4 for 'free' and if I'm feeling very nice I might give you some wizzy ammo for whatever weapon you choose (and possibly some other kit)...will have to see, don't want to unbalance things for everyone else Any more questions let me know... |
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Jan 22 2011, 11:05 AM
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#312
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Target Group: Members Posts: 89 Joined: 14-January 11 Member No.: 19,988 |
OK thanks I will post a character soon.
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Jan 22 2011, 03:24 PM
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#313
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE Welcome to SNAFU central lol."Room clearing plan alpha 7" I propose means: "invisible assassins in every room. Start with a grenade or two. and fill the room with suppressing fire even if you cannot see anything". Structurally speaking its not likely to do the tower much good, but its not very good for those invisible assassins either (IMG:style_emoticons/default/ork.gif) . Its interesting that I haven't played much with background count, and hadn't realised how bad it is for magicians: I will have to make more use of it future (IMG:style_emoticons/default/smile.gif) For example that level 2 power focus isn't working. When I join the heavy squad:
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Jan 22 2011, 04:00 PM
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#314
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
lol. "Room clearing plan alpha 7" I propose means: "invisible assassins in every room. Start with a grenade or two. and fill the room with suppressing fire even if you cannot see anything". Structurally speaking its not likely to do the tower much good, but its not very good for those invisible assassins either (IMG:style_emoticons/default/ork.gif) . Its interesting that I haven't played much with background count, and hadn't realised how bad it is for magicians: I will have to make more use of it future (IMG:style_emoticons/default/smile.gif) For example that level 2 power focus isn't working. When I join the heavy squad:
So if I make it Rt 4 then it'll cancel the effect on the background count?!? That's what I was aiming fr...and yes, it is aspected so expect NASTY opposition (IMG:style_emoticons/default/smile.gif) At the Heavies: There are 7-8 toxic spirits dragging Dozer back towards the river Dozer has the Astral Hazing flaw so your magic will be further reduced near him...the toxic spirits seem to be enjoying it although they are also weakened as per usual rules They don't appear to have noticed the other 3 who are firing at them (to little effect) @Sabs, not that I want to contradict your IC post too much but the Nimrod will be naff all use against spirits! It might be more use against the minigun emplacements before they demolish your rotadrones... |
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Jan 22 2011, 04:44 PM
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#315
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Thanks for the power focus upgrade: it offsets about 1/4 of the pain which is probably what you are after. (By the way that wasn't a whine about background count, I think its an excellent game mechanism, and provides a good reason why this game isn't called magic-run. I think more GMs should use it).
I'm just checking the situation is as follows. I am assuming the toxic spirits are crazy unpleasant, so rating 6..8. If they are more than rating 8 I am going to go into a fetal ball for a few minutes! The toxic stuff buffs them, but not when near dozer. When near dozer their force (and hence stats and powers, but not skills) are reduced by 4. Critically for Dozer's well being, their immunity to normal weapons is reduced to 4..10 I am assuming that dozer isn't on the point of death and is still struggling (my search fu on this thread failed me...) With a name like that in the heavy squad, he's probably in crazy hard armour. This is the rational behind my plan therefore is to instruct one member of the heavy squad to throw a single grenade at dozer. The rest to fire narrow bursts at the spirits. By my best guess, the spirits will have a body of around 4..6, immunity to normal weapons 4..10. I predict the spirits are about to be toasted. If they move away from dozer ( I guess he hasn't got much essence, so the radius of hazing will be around two metres or less) then the heavy squad is in trouble again. |
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Jan 22 2011, 05:43 PM
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#316
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Moving Target Group: Members Posts: 515 Joined: 27-May 10 From: Helios Space Station, L3 solar LaGrange Point Member No.: 18,624 |
Don't worry, there will be plenty more for her to do in the next few seconds (IMG:style_emoticons/default/ork.gif) I hope you can see my face of delight through the internet. |
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Jan 22 2011, 05:51 PM
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#317
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE I hope you can see my face of delight through the internet. Its nice to see a GM who take a pleasure in his work |
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Jan 22 2011, 07:00 PM
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#318
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Thanks for the power focus upgrade: it offsets about 1/4 of the pain which is probably what you are after. (By the way that wasn't a whine about background count, I think its an excellent game mechanism, and provides a good reason why this game isn't called magic-run. I think more GMs should use it). I'm just checking the situation is as follows. I am assuming the toxic spirits are crazy unpleasant, so rating 6..8. If they are more than rating 8 I am going to go into a fetal ball for a few minutes! The toxic stuff buffs them, but not when near dozer. When near dozer their force (and hence stats and powers, but not skills) are reduced by 4. Critically for Dozer's well being, their immunity to normal weapons is reduced to 4..10 I am assuming that dozer isn't on the point of death and is still struggling (my search fu on this thread failed me...) With a name like that in the heavy squad, he's probably in crazy hard armour. This is the rational behind my plan therefore is to instruct one member of the heavy squad to throw a single grenade at dozer. The rest to fire narrow bursts at the spirits. By my best guess, the spirits will have a body of around 4..6, immunity to normal weapons 4..10. I predict the spirits are about to be toasted. If they move away from dozer ( I guess he hasn't got much essence, so the radius of hazing will be around two metres or less) then the heavy squad is in trouble again. Plan noted...will try and get an IC post up beginning of next week I think "friend Dozer" might be a bit off though, with astral hazing even mundanes will find it difficult to like him! It's why the toxic spirits are having a party!!! |
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Jan 22 2011, 07:50 PM
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#319
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE I think "friend Dozer" might be a bit off though No problem I will tweak it a bit. |
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Jan 22 2011, 08:08 PM
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#320
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
Well, and I just sent one of the Nimrods to come help. Never under estimate aerial firepower (IMG:style_emoticons/default/smile.gif)
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Jan 22 2011, 09:03 PM
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#321
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Spirits are grim. But once you get very heavy guns in there they melt away as though they had never been there. I once had a force 7 spirits summoned (I normally only do 4s and 5s as force 7 can kill you if it goes wrong). It got hit by a troll with an panther assault cannon. 9P AP -5, 5 nett successes. It died on the first bullet, never mind once you start doing bursts.
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Jan 23 2011, 12:30 PM
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#322
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Target Group: Members Posts: 89 Joined: 14-January 11 Member No.: 19,988 |
Here is my first draft of a hard shell archer. Archer = spirits no more (IMG:style_emoticons/default/ork.gif)
I still have some equipment to buy (mostly grenades, military backpack, smartpouches and stuff), but I though I would put this draft up for comment to see if its the kind of hard shell you are happy with. If you want to reduce the value of armour or weapons, I can always tweak it a bit. Joshua the spirit suppressor [ Spoiler ] |
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Jan 24 2011, 08:09 AM
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#323
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Hi Big Fella, concept is fine (although you are a long way from the bogs of Ireland and a bow, in a spec ops unit?!?!)
Couple of concerns though: 1. Logic 1 (from SR4A) QUOTE Logic represents a character’s memorizing ability and raw brainpower. It denotes how fast a character learns, how much she can remember, and how well she can execute pre-planned sequences. A Logic-lacking character might get overwhelmed when confronted with a lot of details and may have a poor memory—especially for facts and figures. Might be worth dropping will a point and at least getting logic 2? Otherwise a TacNet 4 will certainly count as 'confusing' ! 2. Lack of any firearms skill at all...you a very specialised! 3. Lack of any sort of infiltration skill...they are going to know you're coming...! 4. Is it heavy milspec armour (which would have higher ballistic / impact rts) or light? 5. I think 'day job' is a bit of a given...perhaps you'd swap it for a mild addiction or something? Anyway, a few things to think about, other than that, welcome on board the flight! (IMG:style_emoticons/default/smile.gif) |
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Jan 24 2011, 10:08 PM
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#324
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Target Group: Members Posts: 89 Joined: 14-January 11 Member No.: 19,988 |
1. Logic: Dropped a point of body, took a point of logic
2. Lack of any firearms skill: I hope this works: I have blades for up close, and a hideous bow for ranged 3. Lack of any sort of infiltration skill...they are going to know you're coming... Its fair. But thats why I am with the assault squad! 4. Is it heavy milspec armour (which would have higher ballistic / impact rts) or light? Its Heavy milspec armour 5. I think 'day job' is a bit of a given...perhaps you'd swap it for a mild addiction or something? Done. [ Spoiler ] |
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Jan 24 2011, 10:15 PM
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#325
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Now we just need to make sure we can fit you and that damn big bow on the plane (IMG:style_emoticons/default/smile.gif)
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