Shadow's Dawn: Diving into the past- recruitment, Recruiting reserves |
Shadow's Dawn: Diving into the past- recruitment, Recruiting reserves |
Feb 28 2011, 12:03 AM
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#76
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Okay, here's a list of some things I'd like to do as far as leg work goes. I'm not sure how much time we have, so I'll probably have to streamline it a bit. But for now, here's the list in order of priority/desireability.
I also wasn't really happy with my Knowledge Skills so I went and rebuilt them from scratch. I think this selection is a lot better. But if any of you have any suggestions, I'd love to hear them. Also, despite Seth being really generous in this regard, I decided to stick to the same limits as Active Skills. Knowledge Skills [ Spoiler ]
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Feb 28 2011, 12:29 AM
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#77
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
4th Age Remnants is a knowledge skill. Nice thing about knowledge skills is you can just invent them (IMG:style_emoticons/default/smile.gif) Its mostly the skill of knowing (and recognizing) people that have been around since the 4th age.
QUOTE My personal goal would be to focus on finding those signatures the datafiles You already have them, I will go back and make the briefing a little clearer. One of the council's lackeys masked himself as each of the three mages, and you studied him. I didn't respond to your question earlier. The briefing you have is your copy of the briefing notes you were given as flew to Aztlan (on a plane that was flown by a shadowrunning / smuggling team recruited for the job). I'd like to roleplay your response to them as flashbacks in the game. |
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Feb 28 2011, 12:53 AM
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#78
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Regarding 4th World Remnants, cool. I was looking for a way to cover that angle anyway (I was using "History of the Fourth World" with a Personal specialization, but that didn't feel right).
And doubly fantastic with the signatures. Wait, does that mean we have a ritual sample, too? :O Can I use a portable alchemy kit to brew an Elixir of Metamorphosis for one or more of them during the flight, or would I need my full lab for that? I'll revise my plan above based on the response. I wasn't sure what was going on, truth be told. :) |
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Feb 28 2011, 01:08 AM
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#79
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
The material samples are sadly not included in the security briefing. Now if someone had the metamagic "sympathetic link"...that could be exciting.
As an aside it might be interesting if some of you are get ritual magic: as a magical group you could do some fairly serious mojo. |
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Feb 28 2011, 01:18 AM
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#80
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Drats, foiled again. (IMG:style_emoticons/default/biggrin.gif)
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Feb 28 2011, 03:52 AM
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#81
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Regarding Ritual Spellcasting: Are you going to be employing a lot of house rules to make this work for us? If my memory isn't completely abandoning me, I believe everyone has to be of the same tradition (an easy house rule to get past) and they have to have a magical lodge equal to the number of participants and the lowest skill level cannot be less than the number of people participating. So if six of us wanted to perform Ritual Spellcasting, we'd need a minimum Lodge of rating 6 and everyone would have to have Ritual Spellcasting 6 or higher.
So all around, it's not very practical for a large group. But we can certainly have a small subgroup that's gifted in that arena. Assuming no house rules, of course. |
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Feb 28 2011, 05:31 AM
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#82
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Ritual spellcasting the recipe:
So assume primary spell caster rolls: skill 4 + magic 9 + edge 4 + aid sorcery 9 + foci/background/mentor + all the other successes = say 26 + foci etc + all others. With 3 of you supporting and getting 10 successes between you (very conservative, as they can roll edge as well, and have aid sorcery / foci / ... as well) that would be around 40 die This means that you can hit someone with a force 13 spell from a level 4 lodge. A force 13 spell with 40 die backing it up is fairly serious mojo! The only house rules I am thinking of introducing are:
This of course means that someone has to get great ritual, otherwise you are looking at a force 4 spell with maybe 20..30 die backing it up, and its lot less impressive. |
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Feb 28 2011, 05:51 AM
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#83
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
This really sounds interesting, though I don't recall the rules reading anything like that. (IMG:style_emoticons/default/biggrin.gif) Of course, I never paid much attention to them to begin with, so ignorance abounds on my part!
That said, do you think it would be cheesy if I included a point or two for Ritual Spellcasting considering I have an Incompetent: Spellcasting quality? I originally had that on my first draft, as well as a couple of spells so I could take advantage of my Spirits of Man, but it seemed kind of weird to me. Would love to hear your guys' opinions on the subject. I can certainly afford to shift a few points around to get at least rank 1. |
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Feb 28 2011, 06:46 AM
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#84
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Totally different skill, and more its totally different usage. Gets you some spells for your spirit of man as well if you want
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Feb 28 2011, 06:52 AM
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#85
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
I think part of my problem was that there's no real way to explain how I got the spells in the first place. Despite the character creation rules allowing it, learning a spell requires a Spellcasting Test. Ritual Spellcasting isn't a suitable replacement. And...
Wait, why am I talking myself out of this? |
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Feb 28 2011, 06:58 AM
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#86
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Old Man of the North Group: Dumpshocked Posts: 10,075 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Wait, why am I talking myself out of this? It's best to get all the wrinkles out at the start, rather than having to retcon. This does sound interesting. Maybe Mandala can get 1 level in Ritual Spellcasting. Or he could be the one who gives 9 dice in Aid Sorcery. Hmmm. can each spellcaster in the ritual who can Bind have his own spirit for Aiding? |
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Feb 28 2011, 07:05 AM
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#87
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
It's best to get all the wrinkles out at the start, rather than having to retcon. This does sound interesting. Maybe Mandala can get 1 level in Ritual Spellcasting. Or he could be the one who gives 9 dice in Aid Sorcery. Hmmm. can each spellcaster in the ritual who can Bind have his own spirit for Aiding? I would get it anyway: you can use it for astral tracking. I suspect you will be aiding the primary caster, otherwise its 4500nuyen and a potentially deadly load of drain. The spell casters IIRC can bind their own spirits, and use their own foci and edge. You can be certain that the bad guys will be using ritual sorcery, as will many of the other 4th age remnants. Its a slow but powerful tool. |
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Feb 28 2011, 07:09 AM
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#88
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Old Man of the North Group: Dumpshocked Posts: 10,075 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
I would get it anyway: you can use it for astral tracking. I suspect you will be aiding the primary caster, otherwise its 4500nuyen and a potentially deadly load of drain. The spell casters IIRC can bind their own spirits, and use their own foci and edge. You can be certain that the bad guys will be using ritual sorcery, as will many of the other 4th age remnants. Its a slow but powerful tool. OK, back to the drawing board. At least I have those BP I spent on 4th Age Remnants! |
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Feb 28 2011, 07:14 AM
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#89
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
Cripes, I'm feeling more and more useless. "It's okay guys, I can help protect us from this massive incoming ritual spell that we have no idea is being cast; I have Counterspelling 3!" <dies three seconds later> (IMG:style_emoticons/default/biggrin.gif)
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Feb 28 2011, 07:31 AM
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#90
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Cripes, I'm feeling more and more useless. "It's okay guys, I can help protect us from this massive incoming ritual spell that we have no idea is being cast; I have Counterspelling 3!" <dies three seconds later> (IMG:style_emoticons/default/biggrin.gif) You'll be glad to know that assensing is your friend. You have a very good chance to spot the incoming spell (the bigger it is, the easier it is), then you get behind a nice big ward, get some people help you countermagic, and have a good healer near by. Increase body/Increase willpower are your friends (being possessed by a nice spirit to buff your body is not bad). You can also astral track them to their starting location, and head them off, or you can try and deal with their ritual spotter. You could even try and do an astral quest to break the link. If you decide to tough it out though, you summon a nice big force 7+ish spirit and ask it to countermagic. Just as a start: countermagic 7 + your ward 9 (you do make your own wards don't you) + attribute + edge gives you around 20..25 die to resist with. Other people can add their countermagic using teamwork, so you could easily get 8 or more bonus die there. But in practice a GM that does that without good reason is no different to one that snipers someone in the head from 2 miles away, thats actually more likely to kill some one. In the games I have played and GMed in, we mostly use ritual magic to deal with low powered/magically inactive targets or track people and call in the troops. Powerful magicians tend to cancel out other power magicians, and it comes down to the grunts kicking the door down and blasting away. |
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Feb 28 2011, 07:37 AM
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#91
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Immortal Elf Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 |
If it wasn't clear, I was just picking on myself for not being as combat-oriented (or defensively-oriented) as I often am with my characters. I'm kind of nervous about screwing this up and ending up like Senor Chang's mage in Community's Dungeons & Dragons episode. (IMG:style_emoticons/default/biggrin.gif)
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Feb 28 2011, 03:08 PM
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#92
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
Is Great Ritual a Metamagic ? If it is, I'll pick it up.
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Feb 28 2011, 03:12 PM
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#93
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Old Man of the North Group: Dumpshocked Posts: 10,075 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Yes, it is on page 57 of Street Magic.
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Feb 28 2011, 03:47 PM
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#94
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Ryl has some background story up and running now on page1 of this thread.
I'm a little nervous being the only decker on this little jaunt, mainly because I really don't know the rules...when I eventually get the rest of my stats posted please pull apart with a fine toothed weapon foci!!! Any build tips in advance of that would be much appreciated!!!!! |
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Feb 28 2011, 04:08 PM
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#95
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
I know Hackers pretty well (IMG:style_emoticons/default/smile.gif) so if you don't mind some kibitzing (IMG:style_emoticons/default/smile.gif) I can help.
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Feb 28 2011, 04:28 PM
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#96
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
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Feb 28 2011, 04:37 PM
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#97
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Don't worry: you get to face Zero on your own (see security briefing).
Programs: You want to buy all your programs at 6. Pirate software is much cheaper (p94 unwired) but has a high monthly maintenance cost. If you pay the full cost, the programs won't degrade. Program options are important: ergonomic is nice on a few programs (the ones you run all the time), optimisation is critical as it lets you run a program above the maximum rating of the commlink, mute is awesome for exploit and spoof. Commlink: The hardware skill acts like the software skill for availability. See table SR4a p222, so you can start with response 6 if you have hardware 4. You might as well start with all other attributes at 6. Skills: Most hackers I have played with rate "hacking" as a killer skill, and recommend starting at 6 with a spec in exploit. You should get at least 1, and probably 4 in electronic warface and cybercombat. I would probably get the electronics group at 4: gives you hardware/software 4, which lets you get better equipment as described above. You might want to consider a few points in gunnery, pilot and perception skills so that if you should hack a drone, you can use it. Qualities: Code slinger (hacking on the fly) is good (other options good too). More than metahuman is good if you have those few points in gunnery and pilot. Attributes: Intuition and willpower are the really important ones (intuition especially, as its initiative). Logic is a bit useful, but for some reason not very. Cyberware: Encephalon and maths spu are good. Geneware: PuShEd and daredrenaline are good. Nanotech: I personally am not a fan of nanotech, but many people like the logic skill boosting nanoware. Note though that as you take damage the nanotech gets zapped. However as a drake I'll give you a bonus: the nanotech vanishes when you are in drake form, so damage taken then doesn't impact the nanotech. I don't know if thats RAW or not. If you get nanotech, get a nanohive in a cyber hand or foot. Bioware: I don't think helps you much Remember the bioware and cyberware you get as deltaware for the cost of standard, but not geneware or nanotech (a nanohive counts as cyberware for these purposes to make life simpler). Adept powers: As an adept I'd get enhanced skill(hacking), enhanced skill(cyber combat) and consider enhanced skill(electronics warfare or computer). I like multi-tasking a lot: as using matrix perception is a free action. Heightened concentration is awesome, as it lets you ignore loads of minus's (wound penalties being a big one). |
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Feb 28 2011, 05:39 PM
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#98
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
I haven't had a chance to look at the hacker advice yet but I've updated my sheet again. I'm still over the BP limit by a bit and there are more things still to consider so it's a work in progress (IMG:style_emoticons/default/nyahnyah.gif)
I went for an implanted comm so I don't need to worry about elastic bands! Don't I use logic for all my hacking skills?!? |
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Feb 28 2011, 05:48 PM
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#99
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
No, not really, not unless Seth decides to use the really excellent alternative rules.
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Feb 28 2011, 06:10 PM
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#100
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Ah: I don't really like the excellent alternative rules: if people get lucky I like them to get the benefit of that luck, and I like hackers to be able to do something other than hack (otherwise they will be just better if they were a technomancer IMHO). I quite like an alternative system that uses logic + skill, and assumes that the hacker has good programs and equipment, but its so far away from RAW that I'm not going to run it on dumpshock.
We are using the standard hacking rules in a pnp game and they seem to work well. I have some minor whines about them (mostly I think the probe rules are flawed), but overall it seems much better than previous efforts. The party hacker tried a low logic hacker in the pnp game, and it just didn't work. You probably only need about logic 3 or 4 though. (Someone needs to make those hardware + logic rolls to hack into the wired systems, and matrix knowledge skills can be useful) |
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