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> Charm City [OOC]
sunnyside
post Jan 16 2025, 08:26 AM
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Those are slow enough actions in a not necessarily threatening environment. Bongo can buy successes. Getting to be known as someone that is around. Using etiquette to be accepted.

Actually Koekepan, what the Angel character really needs to spend the funds from the last run on is a concealed weapon mount on their wheelchair. So they have an option between disarmed and rolling probable cause. I'm away from my book, but I think she shouldn't have a problem affording the parts and the chair should have the slots. I don't think that mod takes a lot of time. Mostly it's a question if Paul wants to charge, do I pro Bono, or have her get it done
elsewhere.

In any case PB could assume it was done prior to heading out together, if he does that.
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Koekepan
post Jan 16 2025, 04:39 PM
Post #752


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Paul would do it pro bono. No problem, teammates get special benefits. He'll even be careful to adjust it to factors like her arm length and natural hand placement.
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sunnyside
post Jan 19 2025, 05:01 AM
Post #753


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Well, I'm finally back home. I'm glad getting back from LA to the east isn't like the Oregon Trail, but it's still a long day.
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sunnyside
post Jan 19 2025, 10:18 PM
Post #754


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So thinking about some of Angels disadvantages, it occurs to me for some disadvantages, including the newcomer one, it seems like it would be more reasonable to buy them off gradually as opposed to the usual breakthrough that people treat buying off disadvantages as.

Though, come to think of it, [layers buying off disadvantages happens pretty rarely. But Angel is working on hers, especially if you guys help her figure out the real world. In principle that might be something for the newcomer disadvantage too.
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Koekepan
post Jan 20 2025, 04:05 PM
Post #755


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Yup, Paul's back at the house, with the drone, working on repair, maintenance, and the early stages of building spiderdrone ... tarantudrone ... dronula ... thing.
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sunnyside
post Jan 21 2025, 06:52 AM
Post #756


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In terms of moving on, I could see putting off the bit with Vex and the tourmaline, maybe just because Bongo gets busy playing with Rose and various kids from the neighborhood and maybe wants to let Angel build up skills before taking her out into the real world.

Or, more mechanically, it would seem fair to give Bongo back his edge if we hurry things in the real world, since that would give him the time not to have to rush things in game.

Paul could be presumed to have the mark 1 version of the spider. Willie and Bongo have their skills and purchases. I think the only thing that might really require rolls in that case are Selina binding and Angel registering.



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pbangarth
post Jan 21 2025, 02:39 PM
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I'm happy with moving on for now. Vex can wait.
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pbangarth
post Jan 22 2025, 01:42 AM
Post #758


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Hey, Tubesnake!

https://www.facebook.com/share/v/18t1VJFGq2/
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Koekepan
post Jan 22 2025, 03:54 PM
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Nice. Now make it weld a seam.
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sunnyside
post Jan 23 2025, 02:03 AM
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I dropped the opening post for the next mission.

Originally I had the idea there would be a couple jobs in between. But forum games just take a long time! Also, you guys are already particularly skilled at the game. I also expected the players to have more of a kick down the door style that would need some nuance prior to this job. But you guys have that already.

For those that didn't read Willie's adventure, he was on a job that wasn't supposed to be overly difficult combat wise. However neither Willie nor the two PCs turned NPCs had invested in high quality silent weaponry.

As a result Willie just took an absolute beating. PB just about gave up on the mission to survive, but ultimately managed. So all around impressive jobs as far as Brewster is concerned.
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pbangarth
post Jan 23 2025, 02:39 AM
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Thanks for starting the new run. I'll post in IC once I've thought through the intro.

Willie: "Narcojet?? WTF?? On what planet did I land?" (IMG:style_emoticons/default/wink.gif)
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sunnyside
post Jan 23 2025, 03:19 AM
Post #762


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QUOTE (pbangarth @ Jan 22 2025, 09:39 PM) *
Thanks for starting the new run. I'll post in IC once I've thought through the intro.

Willie: "Narcojet?? WTF?? On what planet did I land?" (IMG:style_emoticons/default/wink.gif)



Yeah, yeah, NarcojeCt

Though now I'm having trouble finding the pistol's rules in this edition. They still have the drug.


Ugh. I wouldn't want to impose supersquirts on players.
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Thanee
post Jan 23 2025, 07:09 AM
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QUOTE (sunnyside @ Jan 23 2025, 04:19 AM) *
Yeah, yeah, NarcojeCt


Oh, wow! I always read that wrong also. "...ject" (from "inject") makes so much more sense. (IMG:style_emoticons/default/biggrin.gif)

QUOTE
Though now I'm having trouble finding the pistol's rules in this edition. They still have the drug.

Ugh. I wouldn't want to impose supersquirts on players.


I believe, that is the regular one. Not sure, if they have a specialized version in one of the books. I will have a look.

There are the dart guns in the main book, and capsule rounds in Arsenal.

I don't think there is a "Narcoject Pistol".

Bye
Thanee
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Thanee
post Jan 23 2025, 07:33 AM
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QUOTE (sunnyside @ Jan 23 2025, 03:03 AM) *
I dropped the opening post for the next mission.


I believe, that was a question a while ago...

Do we maybe want to start a new IC thread for this?

It would make things a bit easier to find, when it is not all in one huge thread. This way you know exactly where the new run started (at the beginning of the new thread).

I'll just do that and seperate sunnyside's last post. Hope you don't mind. (IMG:style_emoticons/default/smile.gif)

This way you can also just use the original IC thread for wrapping things up there... but a retrospective in the new thread should work for that as well to keep things connected.

Bye
Thanee
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Thanee
post Jan 23 2025, 08:23 AM
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As for wrapping things up... still have to do some Binding rolls. (IMG:style_emoticons/default/smile.gif)

Summoning F6 Spirit of Air

Summoning 3 hits
Spirit's Resistance 1 hit
Drain Resistance 2S 1 hit (1S Drain)

Binding F6 Spirit of Air

Binding 6 hits
Spirit's Resistance 3 hits
Drain Resistance 6S 6 hits

Wow! Those were some good rolls. I guess, it can only go downhill from here, but let's try one more...

Summoning F6 Spirit of Air

Summoning 3 hits + Edge Re-Roll 2 hits
Spirit's Resistance 2 hits
Drain Resistance 4S 2 hits (2S Drain)

Binding F6 Spirit of Air

Binding 5 hits + Edge Re-Roll 2 hits
Spirit's Resistance 3 hits
Drain Resistance 6S 7 hits

That should be good enough for now! (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Thanee
post Jan 23 2025, 08:50 AM
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@pbangarth: I have been looking at the old IC thread from the previous game where Willie and Selina have been on a run. Was looking for a description of "Dawn", but there wasn't much, so I will just make it up. But when I did so, I realized we have traveled through time! The old game was set on March 13th, 2073. (IMG:style_emoticons/default/wink.gif) I would simply change that to 2069, I suppose, so roughly one year before Baltimore (our current year here is 2070).

Bye
Thanee
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sunnyside
post Jan 23 2025, 10:56 PM
Post #767


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QUOTE (Thanee @ Jan 23 2025, 02:09 AM) *
I don't think there is a "Narcoject Pistol".


Sure there is!(In the Street Samurai Catalog)

Ok, so I couldn't find the dart guns in this edition because they stuck it in with the exotic weapons. They beefed up the stats on the thing, but that still makes it almost unusable unless you build a character around it. I wonder if there was a house rule in the past I forgot (or just didn't follow the rules right). Why would taser darts fall under regular pistols and traq darts under exotics? I could at least, from a playstyle perspective, see why they separated out things like the gyro rockets and lasers. It made them gimmick options that could differentiate and define characters.

Anyway, if you'd like to stay RAW I could just switch that to tasers or silenced pistols with stick 'n shock, which is what the devs seem to want people to use. It could also be RAW with Narcoject pistols simply using the parashield stats, maybe with a differentiating mod out of arsenal like a laser sight. There's a distinct chance your characters wouldn't even want to use them regardless, so that might be a minimalist and RAW approach.

Alternatively I'd be open to a slightly house ruled blast from the past where they are actually Narcoject pistols. They have a magazine of 5 darts, only use darts that come loaded with Narcoject, and follow light pistol rules. These would have laser sights and concealable holsters.




On the note of rules, just to avoid any potential confusion from the first run, negotiation is still a thing. The first run was just odd in that those portions with the Johnson had already occurred.
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Thanee
post Jan 24 2025, 10:26 AM
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QUOTE (sunnyside @ Jan 23 2025, 11:56 PM) *
Sure there is!(In the Street Samurai Catalog)


The "... in this edition" was implied. (IMG:style_emoticons/default/wink.gif)

Bye
Thanee
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pbangarth
post Jan 24 2025, 04:20 PM
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QUOTE (sunnyside @ Jan 23 2025, 05:56 PM) *
Sure there is!(In the Street Samurai Catalog)

Ok, so I couldn't find the dart guns in this edition because they stuck it in with the exotic weapons. They beefed up the stats on the thing, but that still makes it almost unusable unless you build a character around it. I wonder if there was a house rule in the past I forgot (or just didn't follow the rules right). Why would taser darts fall under regular pistols and traq darts under exotics? I could at least, from a playstyle perspective, see why they separated out things like the gyro rockets and lasers. It made them gimmick options that could differentiate and define characters.

Anyway, if you'd like to stay RAW I could just switch that to tasers or silenced pistols with stick 'n shock, which is what the devs seem to want people to use. It could also be RAW with Narcoject pistols simply using the parashield stats, maybe with a differentiating mod out of arsenal like a laser sight. There's a distinct chance your characters wouldn't even want to use them regardless, so that might be a minimalist and RAW approach.

Alternatively I'd be open to a slightly house ruled blast from the past where they are actually Narcoject pistols. They have a magazine of 5 darts, only use darts that come loaded with Narcoject, and follow light pistol rules. These would have laser sights and concealable holsters.




On the note of rules, just to avoid any potential confusion from the first run, negotiation is still a thing. The first run was just odd in that those portions with the Johnson had already occurred.



Shadowrun 2050, p. 173

QUOTE
WEAPON DA MAGE AP MODE RC AMMO AVAIL CO ST
Narcoject™ Pistol As toxin — SA — 5 © 6R 600¥
Narcoject™ Rifle As toxin — SA — 10 © 8R 1,700¥


QUOTE
Narcoject™ Pistol: Sometimes you need to bring
your targets in unhurt. Well, unharmed. Well, maybe
just not dead. This little number fires darts with
Narcoject™ patented toxin and uses light pistol ranges.
Narcoject™ Rifle: This is basically the same as
your Narcoject™ pistol, except it uses shotgun ranges
for those hard-to-reach targets.


So, how about a bunch of narcoject pistols, and one narcoject rifle. (You know for whom. (IMG:style_emoticons/default/biggrin.gif) )
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sunnyside
post Jan 24 2025, 11:44 PM
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I didn't know about Shadowrun 2050, but I'm happy to see RAW 4th ed Narcojects!

If Willie wants a rifle version or people want other less lethal options that's something you could negotiate with Brewster IC.
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sunnyside
post Feb 5 2025, 04:01 AM
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So I think we're waiting on Thanee. She hasn't been posting much, and I appreciate that if she gets a minute she'd prioritize her own game. I don't know what she does. But life in the states has gotten pretty crazy lately. After my last trip I've had my own share of getting my tail kicked by a work backlog, and my doom scrolling went from a waste of time to finding out what crazy stuff I'd have to deal with at work tomorrow. So I've also appreciated a little slow roll.

But I'm starting to get my head above water and so I'm worried about losing pbangarth and Koekepan.

However this isn't exactly a high churn forum, and it looks like the two of you have other games going. So one possibility is to just go slow here for a time. In some ways that also might be the smartest thing for me for a while....

Another possibility is to spin off another thread like with Willie. Remember I skipped a couple missions, so I have those in my back pocket, Willie skipped a side job I could expand on, and there was something I'd been working on for some people IRL before someone's health got really bad. Even if they get better and I get that going, I doubt they'd think to look here. (IMG:style_emoticons/default/smile.gif) Koekepan could perhaps make another character, and I could post again in the "looking" thread, to maybe get a third.
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pbangarth
post Feb 5 2025, 04:31 AM
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I've been quieter than my normal self, leaving space for others to speak. I am definitely not falling away. I often feel as if I am monopolizing the conversation and try to rein myself in.
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Thanee
post Feb 5 2025, 09:16 AM
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Assuming, we want to negotiate, I believe, Bongo is probably the one who should do the actual roll (Selina could probably help with Teamwork).

Teamwork roll: Just 1 hit, so +1 dice for Bongo's Negotiation.

Bye
Thanee
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sunnyside
post Feb 5 2025, 07:45 PM
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I suppose I hadn't run the math on the rolls. Maybe it really is in Bongos court. I guess Thanee has put it on him either way!
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Thanee
post Feb 5 2025, 10:04 PM
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I mean, there is not much to math out... both Charisma 6. Selina has Influence 2 (and First Impression, but that won't help here). Bongo has Influence 4. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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