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> OOC: Shadows of Conflict
BishopMcQ
post Jun 10 2013, 03:46 AM
Post #26


The back-up plan
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Thanee--A middle lifestyle, plus cash for upgrades is where I'm aiming. If the team does extra work or finds side projects to push along the main thrust, you could get to High or Luxury, it just takes more work and risk. If you want to be new to town, working with the team the last 3 months would be fine. Please use the BP system.
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Thanee
post Jun 10 2013, 11:34 AM
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Ok. Writing description and background together and making any final changes to the character sheet, once I got feedback from you.

So, I should be done today or tomorrow. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Redjack
post Jun 10 2013, 09:25 PM
Post #28


Man Behind the Curtain
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Azzo "Whisper" Rais

Azzo came up through the ranks of Forever Tacoma and then the Gianelli Family in Loveland, Puyallup. Coming from pretty violent beginning, he has done almost everything. The final straw however came when Rico "the Claw" Nicci sent Azzo, then a mafia soldier, to kill the daughter of a businessman who wasn't acquiescing to Rico's requests. Azzo walked away and Rico was infuriated. Azzo spent a tour with the UCAS military to avoid his wrath.

By the time Azzo returned, Rico had gotten himself aired out, allowing Azzo to blend into the shadows without drawing heat. As with everything, that is not the entire story though. Rico's brother Johnny blames Azzo for the circumstances that led to his brother's death.

QUOTE (BishopMcQ @ Jun 8 2013, 03:53 PM) *
1--Where are your character's boundaries? Do you do wetwork, unwilling extractions? What groups are not viable targets (women, children, etc)? Are you a stone-cold professional--I took the job, so I'll do the job--or can factors change your willingness to follow-through when information changes?
A former military soldier, mafia solider and ganger, Azzo has done about everything. These days he declines work that is overly messy or harms obvious innocents.

QUOTE (BishopMcQ @ Jun 8 2013, 03:53 PM) *
2--Do you share your private life with your team? What do they know about you? Any Quirks (don't call before noon, I'm a Luddite, etc.)
He works close up (hand to hand) or at a distance (sniper) for the team.
Azzo is generally the quiet schemer. He is known to sometimes go on a bender in the off-hours and hates fire. The team knows he has connections to both Forever Tacoma and the Mafia, as well as having been a sniper in the UCAS Marine Corps; specifics about all are unknown.

Questions:
- Will you use SR4 (3 karma per) or SR4A (5 karma per) for attribute increases?
- Is the availability cap still 12?
- With the 20 karma, is there any bonus nuyen to go with that? If so, is the availability cap the same or different? (IMG:style_emoticons/default/smile.gif)
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Thanee
post Jun 10 2013, 09:53 PM
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QUOTE (Redjack @ Jun 10 2013, 11:25 PM) *
- Will you use SR4 (3 karma per) or SR4A (5 karma per) for attribute increases?


Pretty sure this is x5.

QUOTE
- Is the availability cap still 12?


Pretty sure this is so.

QUOTE
- With the 20 karma, is there any bonus nuyen to go with that? If so, is the availability cap the same or different? (IMG:style_emoticons/default/smile.gif)


Don't think so.


And a follow-up question... do the 20 Karma count towards our Total Karma/Street Cred or not?

Bye
Thanee
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BishopMcQ
post Jun 10 2013, 10:49 PM
Post #30


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Attribute x5, cap is normal for chargen 12 (unless Restricted Gear quality). You will have your starting cash--presume the runs were enough to cover all expenses and lifestyle during the last few months that the team has been working on jobs for Falcone.

20 karma counts as normal earned karma.
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Thanee
post Jun 10 2013, 10:53 PM
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Can we use our Starting Nuyen to buy stuff already? I would like to upgrade my SINs a bit, then. (IMG:style_emoticons/default/smile.gif)

Should we make Availability rolls for those?

Also... do we use -1 die cumulative per roll as standard for extended tests (or only for some)? How about Availability tests (-1 cumulative for all / or only for restricted/forbidden stuff)?

And... could I attempt to summon/bind spirits before the game begins?

When using Edge here, I assume I start with those points being used up?


Oh, and what about Empathy Software / Emotitoys? Do we use those? Banned (esp. Emotitoys)? House ruled to work different (i.e. Teamwork test instead of bonus dice)?


Bonus question: How do you understand SoftWeave (from War)?

i.e. (assuming STR 3) when using a 6/4 (SoftWeave) armor vest with a 4/1 (SoftWeave) form-fitting body armor and 0/1 (SoftWeave) shin guards - what is your armor for encumbrance purposes?

1) 6/4 + ( 4/1 x ½ -> 2/0 ) + 0/1 = 8/5 => 5/5 (i.e. SoftWeave is applied once to the total)
2) ( 6/4 => 4/4 ) + ( 4/1 => 1/1 x ½ -> 0/0 ) + ( 0/1 => 0/0 ) = 4/4 (i.e. SoftWeave is applied to each individual armor piece)
3) something else? (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Buddha72
post Jun 11 2013, 09:34 PM
Post #32


Great Dragon
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Kimi has a decidedly Native American feel down to using traditional weapons (bow and tomahawks) but seems comfortable with the modern world as well. It seems to be her blending the disparate parts of her life. She has a deeply spiritual relationship with the Matrix referring to it as another consciousness - Kichi Manido - that she speaks to and communes with. She carries all the trappings of a NAN shaman but applied to the digital realm. Her icon seems to reflect her deep immersion and bond to the matrix as flesh and machine intermix in her form in constant flux.

QUOTE (BishopMcQ @ Jun 8 2013, 01:53 PM) *
1--Where are your character's boundaries? Do you do wetwork, unwilling extractions? What groups are not viable targets (women, children, etc)? Are you a stone-cold professional--I took the job, so I'll do the job--or can factors change your willingness to follow-through when information changes?

Kimi does not do wetwork unless convinced of the justice of it - she would take money to kill someone who betrayed a significant trust or whose actions led to the deaths of others particularly those they were entrusted to care for or innocent bystanders. She draws the line at children though. Extractions she would be willing to do if the person was willing. She seems to have no problem with theft, sabotage or espionage especially amongst the corporations or criminal groups. She will not take runs that seem to be working against the interests of the NAN or are blatant violations of the natural world. She likes to know enough about a job to make sure she is clear on the fall out but doesn't need to know more than that. She is not the usually criminal and seems more like this is an adventure or something else for her. She runs for a reason but it seems one born of choice and following her passions not circumstance or necessity.

QUOTE (BishopMcQ @ Jun 8 2013, 01:53 PM) *
2--Do you share your private life with your team? What do they know about you? Any Quirks (don't call before noon, I'm a Luddite, etc.)

The team would know she lives in the area, has a pet cat she is incredibly fond of and seems to share a lot of traits with. She likes to have a more personal relationship than most with other runners but keeps a clear boundary on her other life and running. She has another life that she seems just as invested in and its not just a shell she hides in between jobs. She is occasionally confused by what's AR and what's not - trying to move AROs that aren't there or violating personal space trying to access a data window or call one up to get specs on real world objects.
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BishopMcQ
post Jun 12 2013, 06:35 PM
Post #33


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Thanee--

Yes, you can buy stuff with starting Nuyen. If it is under Avail 12, no rolls needed. Binding spirits is also fine. Just post your rolls. If you spend Edge now, it will be spent when the game starts.

Empathy Software: It can use it's full rating to make Judge Intentions tests as standard. It provides half its Rating round down as a dice pool modifier to Social tests.

Softweave Armor: The reduction is applied once, so it would follow line 1.
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Thanee
post Jun 12 2013, 09:27 PM
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Ok. Thank you! (IMG:style_emoticons/default/smile.gif)

Availability will be above 12, so I will make the appropriate rolls.

Bye
Thanee
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Thanee
post Jun 12 2013, 09:40 PM
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Upgrade 1st Fake SIN from R4 to R6 (18, 2 days)

Charisma 9 + Glamour 3 + Negotiation 1 + Street Cred 2 - Notoriety 1 = 14 dice -> 10 days

Upgrade 2nd Fake SIN from R4 to R6 (18, 2 days)

Charisma 9 + Glamour 3 + Negotiation 1 + Street Cred 2 - Notoriety 1 = 14 dice -> 6 days

Upgrade 1st Fake License from R4 to R6 (18, 1 day)

Charisma 9 + Glamour 3 + Negotiation 1 + Street Cred 2 - Notoriety 1 = 14 dice -> 5 days + 1 more day (6 days total)

Upgrade 2nd Fake License from R4 to R6 (18, 1 day)

Charisma 9 + Glamour 3 + Negotiation 1 + Street Cred 2 - Notoriety 1 = 14 dice -> 4 days

Buy Fake License R6 for the armored car for the 1st Fake SIN (18, 1 day)

Charisma 9 + Glamour 3 + Negotiation 1 + Street Cred 2 - Notoriety 1 = 14 dice -> 4 days

- 5,000¥ altogether

Bye
Thanee
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Thanee
post Jun 12 2013, 09:59 PM
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Summon F6 Plant Spirit (Accident, Noxious Breath)

Magic 5 + Power Focus 4 + Summoning 4 + Mentor Spirit 2 + Aspected Domain 2 = 17 dice -> 8 hits
Spirit's Resistance -> 2 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 4P -> 6 hits (no Drain)

Binding F6 Plant Spirit (Accident, Noxious Breath; 6 Services)

Magic 5 + Power Focus 4 + Binding 4 + Mentor Spirit 2 + Aspected Domain 2 = 17 dice -> 8 hits + Edge 3 hits = 11 hits
Spirit's Resistance -> 3 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 6P -> 5 hits (1P Drain)

Wow, that worked rather well! (IMG:style_emoticons/default/smile.gif)

End result is a bound F6 Plant Spirit (Accident, Noxious Breath) with 13 12 services.

Bye
Thanee
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Thanee
post Jun 12 2013, 10:12 PM
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Ok, let's try that again...

Summon F6 Spirit of Man (Innate Spell: Levitate, Movement)

Magic 5 + Power Focus 4 + Summoning 4 + Aspected Domain 2 = 15 dice -> 6 hits
Spirit's Resistance -> 2 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 4P -> 6 hits (no Drain)

Binding F6 Spirit of Man (Innate Spell: Levitate, Movement; 4 Services)

Magic 5 + Power Focus 4 + Binding 4 + Aspected Domain 2 = 15 dice -> 7 hits
Spirit's Resistance -> 2 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 4P -> 5 hits (no Drain)

The Spirits are very tame tonight. (IMG:style_emoticons/default/smile.gif)

End result is a bound F6 Spirit of Man (Innate Spell: Levitate, Movement) with 8 6 services.

Bye
Thanee
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Thanee
post Jun 12 2013, 10:19 PM
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Let's see if my lucky streak continues...

Summon F6 Plant Spirit (Confusion, Noxious Breath)

Magic 5 + Power Focus 4 + Summoning 4 + Mentor Spirit 2 + Aspected Domain 2 = 17 dice -> 9 hits
Spirit's Resistance -> 1 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 2P -> 2 hits (no Drain) -- good timing for the first bad roll (IMG:style_emoticons/default/wink.gif)

Binding F6 Plant Spirit (Confusion, Noxious Breath; 8 Services)

Magic 5 + Power Focus 4 + Binding 4 + Mentor Spirit 2 + Aspected Domain 2 = 17 dice -> 4 hits + Edge 3 hits = 7 hits
Spirit's Resistance -> 5 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 10P -> 5 hits + Edge 6 hits = 11 hits (no Drain)

End result is a bound F6 Plant Spirit (Confusion, Noxious Breath) with 9 services.

Bye
Thanee
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Thanee
post Jun 12 2013, 10:30 PM
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Last one...

Summon F6 Spirit of Man (Fear, Innate Spell: Heal)

Magic 5 + Power Focus 4 + Summoning 4 + Aspected Domain 2 = 15 dice -> 6 hits
Spirit's Resistance -> 1 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 2P -> 6 hits (no Drain)

Binding F6 Spirit of Man (Fear, Innate Spell: Heal; 5 Services)

Magic 5 + Power Focus 4 + Binding 4 + Aspected Domain 2 = 15 dice -> 6 hits + Edge 4 hits = 10 hits
Spirit's Resistance -> 3 hits
Drain Resistance: Charisma 9 + Willpower 4 + Aspected Domain 2 = 15 dice vs. DV 6P -> 7 hits (no Drain)

Yay! (IMG:style_emoticons/default/smile.gif)

End result is a bound F6 Spirit of Man (Fear, Innate Spell: Heal) with 11 9 services.

Bye
Thanee
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Thanee
post Jun 12 2013, 10:42 PM
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Now a bit of rest is in order...

Body 3 x2 = 6 dice -> 2 hits

After one day of rest the damage is healed.

Bye
Thanee
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BishopMcQ
post Jun 13 2013, 01:27 AM
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Thanee--A couple of things:

--Spirits share the same tradition as their summoner. Binding them in the domain will apply the Force increase, the same way you get an increase. That would give each of them 4 more dice to resist the Binding.
--Once a spirit has been summoned, you cannot swap their optional powers during the binding ritual.
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Thanee
post Jun 13 2013, 08:59 AM
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QUOTE (BishopMcQ @ Jun 13 2013, 03:27 AM) *
--Spirits share the same tradition as their summoner. Binding them in the domain will apply the Force increase, the same way you get an increase. That would give each of them 4 more dice to resist the Binding.


Are you sure about that? It only speaks about Magical skills and Drain Resistance there...

QUOTE
Instead, the Awakened character receives a dice pool bonus for any Magical skill tests and Drain Resistance Tests performed in the domain’s area of influence equal to the background count (up to a limit equal to his Magic attribute).


Nothing about Force.


If it is so, I will (obviously) do the Binding elsewhere... removing 2 dice from the appropriate rolls above would result in the following: -1 / -2 / -0 / -2 Services and no change in Drain.


QUOTE
--Once a spirit has been summoned, you cannot swap their optional powers during the binding ritual.


Yeah, that's just a copy&paste error... I will fix it.

It is correct on the Notes at Invisible Castle. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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BishopMcQ
post Jun 13 2013, 01:38 PM
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You can call it a base inference. Spirits have their force reduced, the same way that a caster's magic is reduced in a normal background count. The aspect doesn't reduce, and instead provides bonuses, so the spirit's force would receive a similar bonus. On the plus side, spirits defending your home will be that much burlier when fending off intruders.
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Thanee
post Jun 13 2013, 03:21 PM
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Ok, no problem. I'll just reduce the services accordingly.

Bye
Thanee
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Thanee
post Jun 13 2013, 04:22 PM
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Ok, I am completely ready then. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Buddha72
post Jun 15 2013, 04:57 AM
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Great Dragon
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I'm ready - was going to post a bunch of roll for compiling & registering and started to but frankly was not very fun without the game story behind it. (IMG:style_emoticons/default/smile.gif)
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Fenris
post Jun 16 2013, 07:19 AM
Post #47


GM of DOOM!
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Palming rolls for initial gear hide:

Palming + Agility (7d6.hits(5)=3, 7d6.hits(5)=3, 7d6.hits(5)=4, 7d6.hits(5)=2)
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Thanee
post Jun 16 2013, 08:28 AM
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QUOTE (Fenris @ Jun 7 2013, 01:01 AM) *
Shamelessly stealing Thanee's format because it works.


(IMG:style_emoticons/default/smile.gif)

I would probably make an extra spoiler for weapons. I only did not include it, since Miko has no weapons. (IMG:style_emoticons/default/wink.gif)

Bye
Thanee
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BishopMcQ
post Jun 16 2013, 04:32 PM
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I have versions of most of the characters (final and otherwise). This week will be discussing the jobs that you have done.

Please talk and post about feelings or actions which may have been apparent, initial tactics suggested, etc. Below is the basic information that you are given for each job. You can get more information by asking specific questions within the discussion between yourselves.

Run 1 -- The Skeeze:
Hired to target a low-level MCT manager, who is believed to be changing the personafixes in his workers to be more compliant to sexual advances. Gather proof that he is doing it or get him fired.

Run 2 -- The InfoDump:
A courier is transporting an encrypted drive through Seattle. Switch the drives with one you were given by the Johnson without him realizing that he is being targeted.

Run 3 -- The Hitter:
James Townshend is a former UCAS marine and current tenement slumlord. Last month, he went on a bender and started shooting folks who were late on rent. All the tenants want him gone and have pooled enough money to hire a group to get him gone by any means necessary. Kill him, run him out of town, whatever.
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Saytr
post Jun 16 2013, 04:57 PM
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Run~1. Mel wouldnt have to much to offer other than tailing the target to get behaviors, attitude etc.

Run-2- mel would run itnerferance during the switch.

Run3- mel would just kill the guh but the rest of the team isnt inclined to sucb work so he would have his ke errant contact make an arrest by planting evidance of narcodices and gun running and have him put away.

Just a quick idea run down of what mel would offer.
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