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> Dangerous Game, Recruitment Thread
Rastus
post Dec 19 2010, 08:18 AM
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Dangerous Game


The year is 2073, and Africa's people thrist for Merode Ngobobo's blood after he has gone a step too far by not only unleashing enough Ringu to blanket a large agricultural town, but has been discovered to possess much more Ringu and insists on using it on anyone who does not agree to his demands. Unfortunately, Merode decided to do the smart thing and vanish shortly after claiming resonsibility. All known hiding places, including his personal fortress atop mount Nyiragongo according to moles within his army, have turned up dead ends, people suspect he could be anywhere in Africa.

Wishing to know how he managed to produce such a ridiculously complex nerve gas in the alleged volumes he has, as well as where all his caches are located, the powers-that-be have placed a 50,000,000 bounty on his head for his live capture, with half offered for a corpse. Obviously, this has caused a huge rush of mercenaries and other such private soldiers to come into Africa wanting to take the prize. Africa, however, is a very big place with lots of ground to cover, and Merode could be hiding within any given meter of land.

The players will be one small group of mercenaries amoungst the vast ocean that flooded into the continent since the bounty went public. While your characters should certainly have their own reasons for pursuing the bounty and working in Africa, one thing that everyone can agree on is that taking Merode would net the company a huge bankroll and a boost in publicity that would easily put them on the easy path to the top.

Info on Africa and it's various nations can be found in the following pages of the Sixth World Almanic:
Asamando, pg. 102
Azanian Confederation, pg. 104
Egypt, pg. 106
Kenya, pg. 108
Kingdoms of Nigeria, pg. 110


Not listed as far as I can tell:
Algeria
Angolia
Asante Nation
Anyl
Baatonum
Baule Empire
Congo Tribal Lands
Ethiomalian Territories
Gold & Ivory Coast Tribal Lands
Kingdom of Benim
Liberia
Madagasgar
Mauritania
Mali-Faso
Morocco
Sheba
Tunisia
Nation of -oh thank god there are no more!


Those other places are not accounted for in 4th Edition as far as I can tell. My guess is that not only did they run out of space in 6WA, but they felt that The Heart Of Darkness within the Congo was completely indescribable by human means. So why do I list every nation in the whole country? Because that's the entire area you get to play around in, all 30,221,532 kilometers squared. The geography is all a lovely mix of dry savannah, scorching desert, humid jungles, high mountains peaks, and densely packed urban landscapes. Adding to that, every enviroment has it's own critters and assorted armed groups who may or may not like the PC's very much.

Expect the game to be half action-packed combat, and half heavy roleplay-oriented. The other thing I want to advertise is freedom; once you are finished with the opening bit, you are pretty much free to accomplish the main goal however you wish. Or you could say fuck that shitbother that nonsense and pursue your own goals for a while. There are no 'wrong' ways to go about doing things, I'm not the type to get all huffy when you don't do something discrete so long as you do it successfully and intelligently(of course, that's probably why I'm running a Merc campaign).

Chargen Boundaries
Looking to start with 5-6 players. Recruitment will still be open after that, but anybody else who joins will be stuck in the Reservist spot until someone drops out. Seeing as this is a pbp, reservists oughta expect to be able to join every month at the latest.

Characters are to be generated at the standard 400bp limit, and get bonus BP for the sole purpose of purchasing contacts equal to their Charisma x 2. There isn't much more to chargen then that. It should be stated though that while I'm not going to force it, characters should be able to hold their own in a firefight even if they are not focused on combat, otherwise they'd be a unnecessary liability in a group of otherwise professional(hah!) soldiers-for-hire. Key phrase here being 'hold their own'. I don't demand everyone dominates with 24 dice for Automatics, that can be left to actual combat focused characters. (IMG:style_emoticons/default/smile.gif)

I suppose I should do as most other GM's and outright say no to all the silly things in Runner's Companion like AI's, Drakes, Changlings, Infected, Sapient Critters, and Free Spirits, but I'd allow those anyway so long as they make for good characters as opposed to shameless constructs made soley to get high dicepools or other weird benefits(I'm looking at all of you people who get SURGE qualites for attribute bonuses and little else).

Aside from that, I expect people who join to be somewhat dedicated. I can handle people vanishing for a few days at a time as that's what pbp games are for, but if you're going to disapear until the end of time I'd highly appreciate some warning beforehand.

Oh yeah, and don't bother paying for lifestyles. I doubt you'll be getting much use out of them, and there are more effective money sinks besides. (IMG:style_emoticons/default/wink.gif)
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Rastus
post Dec 19 2010, 08:23 AM
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Gameplay Features:
One of the most unique features that I plan for this game is the fact that the players are not mere guns-for-hire working the city streets to scratch a (comfortable)living, but are actual soldiers who have command over other soldiers. After all, it's rather daunting to take on large armies with just 5-6 people and their casual aquantances.

And so, because the players characters(the original five or six, anyway) are all co-founders of their own PMC it only makes sense they get to have their own redshirts to push around. The redshirts you can hire come in squads of 8 and range from three grades: Green, Regular, and Veteran. Each is progressively more competant and more expensive to pay for. When hiring new redshirts, you have to pay the first month up front(consider this an abstract of equipping and re-training them).

Cost per redshirt type(in squads of 8 & individuals):
Green: 30,000/month(3750 per person)
Regular: 45,000/month(5625 per person)
Veteran: 60,000/month(7500 per person)

These 'redshirts' can either be used to fight offscreen battles to aid the players indirectly, or they can be used to help out in individual fights alongside the PC's, but they will likely be subject to dice fudging in the latter circumstances to preserve my sanity. The players will get one squad of 8 Greens for free when starting.

There are also specialists that do things typical redshirts cannot, such as fighter pilots, artillery officers, etc. But they are outside the redshirt system and have their own costs that will be adressed when they become availible.

Factions:
What's the point of being a mercenary willing to work for anyone without a few factions to play against eachother?

There are four major 'factions' in the whole of Africa the players can cooperate and work with in order to help chase town their primary target. These are not so much individual groups and governments as a whole entity in the continent(the logic being that if you do good with the government in one area, the reputation will make governments in other areas more trusting).

The reputation works more or less like advertised in Runners Companion, working on a scale that goes from -6 to +6. Obviously the more positive the rating the more the faction likes the players. Getting a faction to favor the group comes with special priviledges and perks unique to that faction.


Government Forces: Getting on the good side of Government Forces results in the players getting authority within civilized areas, allowing them to move about freely while fully armed to the teeth and driving tanks through city streets(players will otherwise be watched intently, if not pestered to keep their firearms unloaded or leave them inside vehicles). It may also give them access to restricted areas.

Criminal Element: When you become favorable to those whose career involves stealing and dealing, you tend to get a discount. Good rep with these guys results in players being able to buy black market(Forbidden) items at reduced cost.

Rebel Groups: When you're well into the Information Age, knowledge is power; which is why the various rebel groups meticulously maintain a wealth of spy networks across the whole of africa to give them every edge possible against their 'oppressors'. This can be used to dig up dirt on individuals, possibly even the primary target.

Corporate Interests: Unlike the other three, the only real thing the corporations have to themselves is money and SOTA gear. Lots of money and SOTA gear in fact, and they're likely to give any hired troubleshooters much more money for jobs if they happen to like them more.


The Simple Houserules:

1. Free Regular Ammo: Regular ammo requires no test or money to aquire, just assume that base camp always has a steady supply(unless it doesn't for whatever reason). This doesn't mean you can carry infinite regular ammo on your person though. (IMG:style_emoticons/default/wink.gif) Note that things like flamethrower fuel, assault cannon shells, laser batteries, etc. do not count as 'regular' ammo, even if they are pretty much standard for it's particular weapon.

2. Scatter: Use pre-Aniversery scatter ranges.

3. Tasers, shock hands, Stick'n'Shock rounds and other such less-lethal shock weapons do not do any actual damage, instead only causing the secondary effects of shock attacks(p.164 SR4A). Lightning Bolt spells and other explicitly deadly shock attacks still do actual damage, however.

4. This just in, some gear fixes including ones from the new War! suppliment. Anything in War! that is not mentioned is cleared and okay for use.
[ Spoiler ]


-----
Well, my pitch is done, so now all I gotta ask is if it all sounds good? If so, then fall in!



Oh, and no I don't yet have 'War!' so I'm not allowing anything from that book until I can get a look at all the crunch. Got high hopes for this book though, judging from all the people screaming "WORST SHADOWRUN PRODUCT EVAR!!!11" (IMG:style_emoticons/default/nyahnyah.gif) . When I get it I'll produce a list of whats allowed and what isn't.
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Abschalten
post Dec 19 2010, 08:25 AM
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Dude, you know I'll play. I'll whip up something and submit it soon. What's the deadline?
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Rastus
post Dec 19 2010, 08:28 AM
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Deadline? There isn't really one. After I get about six people gameplay begins. Anyone else who wants in after that is on reserve, just like I stated.
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pragma
post Dec 19 2010, 09:52 AM
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Very, very interested. Going to see if I have any reserve characters I can brush off and get into play.

If not, this may be the only good opportunity to get the cocky, fighter pilot rigger I've brainstormed into play. Though an artillery/demo specialist speaks to me as well.
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Aria
post Dec 19 2010, 10:40 AM
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I'd be interested too! Will see what I can come up with shortly...! Will you be accepting stuff from the War! sourcebook (provided restricted gear qualities taken...)?!?

A
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Thanee
post Dec 19 2010, 12:04 PM
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I would like to express interest as well.

Character Sheet

Bye
Thanee
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Isinghar
post Dec 19 2010, 02:13 PM
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I am interested as well. I like playing ex-soldier / special forces types. Will start working on a character
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Zyerne
post Dec 19 2010, 02:21 PM
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The chance to recreate one of my favourite SR2 characters? I'm in. This'll be the easiest DS character I've ever done.

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Rastus
post Dec 19 2010, 06:32 PM
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QUOTE (Aria @ Dec 19 2010, 06:40 AM) *
I'd be interested too! Will see what I can come up with shortly...! Will you be accepting stuff from the War! sourcebook (provided restricted gear qualities taken...)?!?

A

Sure, but I don't have the book. If someone were to send me the coles notes version of all the gear(or the book itself, it's Christmas!), I can immediately get to work on determining what's in and what's veto'd.
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Zyerne
post Dec 19 2010, 06:54 PM
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Are you allowing in-debt? I've got 254k spend on 'ware (IMG:style_emoticons/default/smile.gif)
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Rastus
post Dec 19 2010, 06:57 PM
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QUOTE (Zyerne @ Dec 19 2010, 02:54 PM) *
Are you allowing in-debt? I've got 254k spend on 'ware (IMG:style_emoticons/default/smile.gif)

Good god, are you making a cyborg? Well, I guess I'll allow it for now seeing as I'm curious as to what monstrosity you're intending to make. I can always say no later. (IMG:style_emoticons/default/wink.gif)
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Zyerne
post Dec 19 2010, 07:07 PM
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Heh, when I made this char in SR2 there was enough cash left over for a Westwind and then some (IMG:style_emoticons/default/smile.gif)
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Rastus
post Dec 19 2010, 07:11 PM
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Actually, I just looked at the quality and gave it some thought, and no, I'm not going to allow In Debt for THIS particular game. Too easy to resolve it considering the money you could make just looting bodies for milspec weapons.
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Zyerne
post Dec 19 2010, 07:15 PM
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No problem, I'll adjust.
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Doc Chase
post Dec 19 2010, 07:16 PM
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Hm. I think by the time I thought up a concept and made a character for this one, it'd be full.

We'll see.
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Rastus
post Dec 19 2010, 07:22 PM
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QUOTE (Doc Chase @ Dec 19 2010, 02:16 PM) *
Hm. I think by the time I thought up a concept and made a character for this one, it'd be full.

We'll see.

Lemmie guess, you were thinking of playing:

An american former Delta Force operator?

Or!

A swedish former artillery officer and part time biker?

Or!

A chinese-british ex-MI6 assassin?

(IMG:style_emoticons/default/nyahnyah.gif)
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Abschalten
post Dec 19 2010, 08:50 PM
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The character I'm going to make isn't going to be as combat-centric as some others, but he'll be a pretty helpful guy to have around. I'm thinking something along the lines of an adept translator/diplomat sort of guy. Who isn't a slouch with an automatic weapon. (IMG:style_emoticons/default/smile.gif)
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Doc Chase
post Dec 20 2010, 01:17 AM
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QUOTE (Rastus @ Dec 19 2010, 07:22 PM) *
Lemmie guess, you were thinking of playing:

An american former Delta Force operator?

Or!

A swedish former artillery officer and part time biker?

Or!

A chinese-british ex-MI6 assassin?

(IMG:style_emoticons/default/nyahnyah.gif)


>.>

Maybe.
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Zadaine
post Dec 20 2010, 02:57 AM
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I want to try a Wakyambi scout/infiltrator just to see if he gets treated any differently...

He could probably run demolitions as well (we'll see) (IMG:style_emoticons/default/biggrin.gif)

Edit: Just a question, does Availability of equipment go up since this is more of a military-type op?

This post has been edited by Zadaine: Dec 20 2010, 02:59 AM
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Rastus
post Dec 20 2010, 06:01 AM
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QUOTE (Zadaine @ Dec 19 2010, 09:57 PM) *
I want to try a Wakyambi scout/infiltrator just to see if he gets treated any differently...

He could probably run demolitions as well (we'll see) (IMG:style_emoticons/default/biggrin.gif)

Edit: Just a question, does Availability of equipment go up since this is more of a military-type op?

Uh no, availability stays the same. Don't worry, you'll soon be swimming in hard to get things.

Anyways, good news people! I managed to snag War! and looked through the gear section. To see what's in, what's out, and what's been changed in order to stay, just look to the spoiler in the second post of this thread. Shocking results abound.
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yoippari
post Dec 20 2010, 07:38 AM
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I'm interested. Don't have war so won't be playing with any of the new shinies. I've been trying to put together a voodoo mage who keeps a couple of mildly cybered pets around for possession. Still reading up on possession though.
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Thanee
post Dec 20 2010, 07:56 AM
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Just out of curiosity, what does that Recharge spell do?

Bye
Thanee
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Rastus
post Dec 20 2010, 07:58 AM
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Recharges any electric device provided you can overcome it's object resistance. With creative use, it could likely provide free energy. There is NO way in hell the corps would let a spell like that exist. They'd kill everyone who came close to figuring it out, even their own mages.
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Thanee
post Dec 20 2010, 09:20 AM
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What should we do with the character sheets? Send you via PM?

Bye
Thanee
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