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> Recruiting: The Windy City, Just surviving is sometimes enough....
Sphynx
post Sep 20 2004, 04:38 PM
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I once tried to run an online game and it died due to my computer being stolen and me being offline for 3 months. So, let's try again.

Anyone wanna go back in time some? 2056, a team of Knight Errant screw up a special ops to destroy a hive, causing the quarintine of Chicago. You have an oppurtunity to be on that team, trapped in the Windy City with Bugs being only 1 of your many worries.

Game is to be set in 2056, however some more 'modern' tech will be allowed.

Guidelines for character creation.

No SURGE. I love Surge, but it's too early....
Nothing above Availability 8.
No "Heavy Weapons", if it's under the Heavy Weapons category, the answer is no.
No homemade gear. Rayguns is out, as is a self-made deck or gun or vehicle.

You may have anything else that's availability 8 or lower, that includes Cultured Bioware, Beta Datajacks, etc, etc.

Books allowed for character creation:
Core Rulebook
Man and Machine
Magic in the Shadows
Shadowrun Companion
Cannon Companion

System: 256 BP using the following Table for Magic, Resources, and Attributes over the Racial Modified Limit.
CODE

Magical Ability Cost: 5
This is the basis of all Magic, to perform magic in any manner at all, even for the simplest things such as Astral Perception, you must first buy this. Once purchased, the following categories are also available for purchase. You start with 1 Magic Point that may be raised with the Magic Point option listed below.

Magic Cost: 1 per level
Every level of it gives you an increase to your Magic attribute by 1 point. This may only be bought to a Magic Rating of 6, any further increases require the Initiation listed below. Any loss of Essence at Character Generation, such as Cyberware installation will reduce your Magic Rating by the amount of Essence lost.

Magic Points Cost: 1 per level
This gives the purchaser a number of Karma points to bond foci, learn spells, conjure starting spirits, and any other magical purchase where Karma is used to purchase. The number of Magic Points gained in this manner is 5 per level, maximum of 50 points.

Astral Perception Cost: 2

Astral Projection Cost: 3
To purchase Astral Projection you must first purchase Astral Perception. A Dual Natured player does not need to purchase Astral Perception for this purchase.

Mana Manipulation: 2
This allows you to purchase levels in Conjuring and Sorcery as fits your character. Without this purchase you may not purchase even the first levels in those abilities. You must choose a tradition upon purchase such as Shamanic or Hermetic. This is all you need to be able to use Enchanting type skills.

Sorcery Cost: 1, 2 or 4
If you have purchased the Mana Manipulation listed above, you may take multiple levels in this Power. This purchase is available in 3 levels. The first level is the most rudimentary level with the basic understanding of Magic allowing a player's character to use his Sorcery and Spell Pool for Defense Dice, Dispelling and other non-casting uses of Sorcery, such as teaching an Ally Spirit. The 2nd level allows the player's character to cast spells from only 1 category. Any character with a Shamanic Totem may purchase the 2nd level to be allowed to cast spells from their totem which may include more than one category, the Totem disadvantages compensate for the additional categories. The 3rd level allows a player to cast spells from any category.

Conjuring Cost: 1, 2 or 4
If you have purchased the Mana Manipulation listed above, you may take multiple levels in this Power. This purchase is available in 3 levels. The first level includes the most basic understanding of conjuring spirits allowing a person to conjure Watchers and Banish spirits. The 2nd level is the minimum allowed to conjure an Ally. At the 2nd level the character may conjure one type of spirit from their tradition. As with Sorcery, any character with a Shamanic Totem may purchase the 2nd level to be allowed to conjure spirits from their totem which may include more than one category, the Totem disadvantages compensate for the additional categories. The 3rd level allows a character to conjure any spirit type of their tradition. This can also be purchased to conjure spirit types outside of your tradition at double the cost as it would be to conjure the same number of categories within your tradition. Ie: For 12 BP a Shamanic Type could conjure all 4 Elemental type of spirits.

Mana Focus: 3
This allows you to purchase levels of Adept Magic. Without this purchase, you may not start with any Adept powers.

Adept Magic Cost: 2 to 4 points per level
If you have purchased the Mana Focus listed above, you may take multiple levels in this Power. Each Power Point costs 2 BP up to your Magic Rating. Every point past your Magic Rating costs 4 BP. The Magical Power listed in the book Magic in the Shadows is not available for purchase through this system.

Initiation Cost: 4, 8, 16, 32, 48, 64 points.
Each level of this grants you an extra Magic rating point via Initiation. As a player you may choose if you belong to a group, did ordeals, ignored ordeals, or went solo. Choice does not change the BP cost of Initiation. May not Initiate more levels than your Natural Magic rating.  Thus losing 2 Magic to cyber/bio (regardless of Geasa) will limit you to 4 levels of initiation.

Initiatory Group: 1 point.
This allows a character to start the game already initiated into a group. It does not alter the BP costs for Initiation at Character Generation.

MetaTechnique Cost: 1 point per Tech
This may be purchased up to the level of Initiation one has achieved. Each level grants the character a Meta Technique from the books.

Failed MetaTechnique: -1 point per Tech
This may be purchased up to the level of Initiation one has achieved. Each level prevents the character from ever learning a technique listed in the book.

Resources
  BP      Nuyen
  -5        500
  -4       1000
  -3       2000
  -2       3000
  -1       4000

   0       5000
   1       7500
   2      10000
   3      12500
   4      15000
   5      20000

   6      30000
   7      40000
   8      50000
   9      70000
  10      90000

  11     110000
  12     130000
  13     150000
  14     175000
  15     200000

  16     225000
  17     250000
  18     300000
  19     350000
  20     400000

  21     450000
  22     500000
  23     550000
  24     600000
  25     650000

  26     700000
  27     750000
  28     800000
  29     900000
  30    1000000

Every Attribute point over the Racial Modified Limit cost 4 BP.

Every point over 30 put into resources is an extra 100k nuyen.  


Anyhows, if a trip to the Windy City sounds like fun, email me at wing_lion@hotmail.com

Friday I will stop accepting new characters.

Note: Deckers will be all but useless in this setting, I don't mind if you've got the equip and skills to jack, but don't focus the character there if you want to enjoy the game.

I recommend at least 1 Security Rigger.

Sphynx
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Ecclesiastes
post Sep 20 2004, 05:09 PM
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Sweet... I'm do down for this one.
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Cthulhu449
post Sep 20 2004, 06:09 PM
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I'm in and will start making a character. Chi-town is where I go to school so this should be cool.
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Ecclesiastes
post Sep 20 2004, 06:30 PM
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Do edges and flaws work the same with this system?

Also, I may take the Rigger slot. Being that we are/were working for KE, would there be a 'company funded' vehicle? Or do I just work it in with the reasorces?

Bleh... No using Rigger 3?
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BishopMcQ
post Sep 20 2004, 06:38 PM
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Did I read 256 BP correctly? Basically, we just advance our characters through BPs rather than adding Karma and cash later right?

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Sphynx
post Sep 20 2004, 06:39 PM
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Resources must be bought. Vehicles, guns, ammo, cyberware, armour, etc, etc, all must be bought with starting resources. No using Rigger 3.

Sphynx
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Ecclesiastes
post Sep 20 2004, 06:41 PM
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Can we buy Karma Pool with BPs?
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aeon
post Sep 20 2004, 06:41 PM
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i'll work on something :)
with that creation rules i will go for a conjurer
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Ecclesiastes
post Sep 20 2004, 06:42 PM
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Oh! What are your thoughts on Shapeshifters? I just got a wicked idea for one that I'd like to run by you...
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Sphynx
post Sep 20 2004, 06:43 PM
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256 : You read that correctly

Karma Pool : No, Karma Pool will be a static number I give to the players after they turn in character sheets (Karma Pool size is dependant on background story and overall coolness of character)

Shapeshifters : I treat Regeneration VERY differently from other people. Other than that, it's all Canon for me.

Regeneration : Doesn't exist in my games in either PC nor NPCs.

Sphynx
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aeon
post Sep 20 2004, 06:52 PM
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quick question about initiation:
u list under magic point cost that they are used for initiation, however later in the list you got a seperate entry for initiation
what of that is used?
another question to that second initiation entry: cost for level 4 initiation are 32 or 60 (32+16+8+4)?
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Ecclesiastes
post Sep 20 2004, 06:58 PM
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QUOTE (Sphynx)
Shapeshifters : I treat Regeneration VERY differently from other people. Other than that, it's all Canon for me.

Regeneration : Doesn't exist in my games in either PC nor NPCs.

Ok, thats cool. Do you reduce the cost of being a shapeshifter if they don't get Regen (as that is the most powerful thing about them)? Do I buy all stats seperately, as per normal, or has that changed too? I really like the idea I just came up with, so I think I'm gunna run with it, someone else will have to take the Rigger slot.

I'll PM you with my idea.
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Sphynx
post Sep 20 2004, 07:02 PM
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Initiation question fixed in original post.

Level 4 costs 32, not 60.

Shapeshifter costs 25 BP still (Regeneration should make them worth 100)

Stats are bought seperately (Bigger discouragement to having one played)

Sphynx
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Ecclesiastes
post Sep 20 2004, 07:04 PM
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QUOTE (Sphynx)
Shapeshifter costs 25 BP still (Regeneration should make them worth 100)

Stats are bought seperately (Bigger discouragement to having one played)

Sphynx

No problem. I'm doing this for the concept, not the cool uber powers.
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Ecclesiastes
post Sep 20 2004, 07:12 PM
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Another question...

You say we can take Stats beyond racial max... can we take skills past 6?
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Sphynx
post Sep 20 2004, 07:18 PM
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No, 6 in both ratings and max skills still applies. :P

Sphynx
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BishopMcQ
post Sep 20 2004, 07:35 PM
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Thinking about Elven Combat Engineer. Something breaks, I fix it. Something moves, I kill it.
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Chance359
post Sep 20 2004, 08:15 PM
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Still room for a ork sam?
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Ecclesiastes
post Sep 20 2004, 08:16 PM
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This just got posted today, so I'm sure there is room for lots of stuff.
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Shadow
post Sep 20 2004, 08:21 PM
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With Ecc, Chance, and Mcq in the game.... so tempted.

Ok so is the Rigger slot open?
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Cthulhu449
post Sep 20 2004, 08:30 PM
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I'll probably just be a pretty basic Spec-Ops grunt, maybe the communications guy with a small deck as well. Of course he'll have a good story, but nothing overly flashy or anything that takes up any super cool job someone else on the team may want. Hope that helps everyone out.
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BishopMcQ
post Sep 20 2004, 08:38 PM
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Shadow--The rigger was tentatively claimed by Ecc, but if he sticks with his Shapeshifter concept, it is probably opening back up again...

And we can always have a Security rigger separate from our vehicle rigger...
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Ecclesiastes
post Sep 20 2004, 08:44 PM
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I'm doing the Eagle Shapeshifter.

I'm blowing all my points in Magic. He is a full Eagle Shaman, as well as a Physical Adept.

Acts as a scout for the team, but is good in combat too.
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aeon
post Sep 20 2004, 09:04 PM
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I will concentrate my abilities more on backup and protection then. Esp. when considering what threats we are going to face (if i make it in the team, as everyone else seems to know each other already :()
main concept atm looks like a leopard shaman conjurer and some adept powers to cover some coolness issues :P. only basic spellcasting.
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Silverspur_2020
post Sep 20 2004, 09:09 PM
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I have not used the points system for building a charecter before... I have always used the priority system. If I try to build one using points would somebody help me to refine it when I cock up please?!
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