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> One Shots, Quick games
Tanka
post Oct 18 2004, 10:10 PM
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One Shots

BP: 150
Karma: 50 (and the extra Karma Pool as per race)
Avail: 14, Special (explained later)
Rating: 10

Houserules:
Intimidation: Linked to lower of Bod, Str, or Int.
-Physical Intimidation: Linked to lower of Bod or Str
-Mental Intimidation: Linked to Int
--Example: Human with Bod 6 and Str 5 may take Intimidation/Physical 4/6. Troll with Int 4 may take initimdation/Mental 3/5. Elf with Bod 3, Str 4, Int 4 may take Intimidation 3.
No riggers/deckers
Anything goes.
-HMHVV1 Infected: +30BP
-Cyberzombies accepted (any players becoming one may buy up to 2mil in resources, explained later).

Extra Edges
Parent Unit (Corp, Being, Nation, et cetera): 6
-Required for Drake/Cyberzombie
-Required for Beta/Delta/Cultured
-This flaw nets you some extra fluff. Basically, the ability to purchase Beta/Delta/Cultured at chargen, as well as some harder to find things.

Removed Flaws
Borrowed Time
Amnesia
Flashbacks
Sea Legs
Sea Madness
Vindictive
Day Job
Dependent
Extra Enemy
Hung Out to Dry
Bad Karma
Hunted
Mysterious Cyberware

No background/history required, but if you want to throw one my way, feel free.

No cash-for-karma or karma-for-cash.

Availability
You may purchase one item up to Avail 20 for flat-rate costs. Any item thereafter with Avail more than 14, I will require you to include Street Index. If you take the Parent Unit Edge, the single item Avail cap increases to 24 and the "up to" increases to 20.

Example:

A regular character purchases one Ares Redline. Being Avail 18, he can purchase it for 75,000 nuyen. Now, if he wants another, he must pay Street Index on it as well.

A character with Parent Unit wants a Vindicator Minigun. Being Avail 24, he gets it for 2,500 nuyen. If he wants another, he must pay Street Index.

Cyberzombies
For 35 points, you get a total of 1,400,000 nuyen. For 40 points, you get 2,000,000 nuyen.

No more than that, though.
You must have a Parent Unit that is known to have the ability to make Cyberzombies.
-Known units: Aztechnology, Saeder-Krupp, Yamatetsu, Universal Omnitech, "London."
Automatically receive Area Cranial Bomb (flaw) at no cost.

Allergies
Allergies cannot be regenerated from until it is removed/gotten away from. This means no Vampires constantly smoldering but not taking damage.
There is no Alleviate Allergy spell.

Basics
One Shots are just that -- A one-shot campaign. You build the character, use it for one run, then dump it. You can archive it, use it again later, or get rid of it. It's up to you.

I will not be awarding any karma or cash, as the character will, most likely, never be used again (excepting somebody matches my exact creation rules, ha!) so therefore get no rewards, as it would be pointless.

Don't worry about contacts too much unless they're vitally important during the game (which probably won't happen too often). Don't worry about lifestyle, as the character will be done right after the game. Same goes for ammunition, usually no more than 100 rounds will be enough. I'll post if this could be different (id est a combat oriented game).

This is supposed to be a semi-high powered game (or games) that allows you to play things you don't normally get to. Why am I doing this? Who knows. Probably because I got bored. :P

Either way, anything goes except for deckers and riggers (because they just take too damn long to deal with and make, IMO).

Game 1
Cyberzombies under SK. You all get the Edge Parent Corp (SK) for free (yes, this means you get the higher avail cap for free. Great working for a corp, eh?). Humans, metahumans, and regular metavariants only. No Ghouls, no Vampires, et cetera. Don't worry about the weekly chemicals, as, once again, the character won't matter after the game. You may want more ammunition for this game. It depends on how well you do. You could make it the whole way without firing a shot, or you may have to burn through several thousand rounds of ammo.

As per the rules in M&M, Cyberzombies cannot utilize any magics. This includes casting, Adept powers, Initiating, et cetera. The only "magics" they can use are those inherit with being a Cyberzombie (dual nature, astral hazing, so on and so forth).

Date: September 19, 2061. This means you may be affected by SURGE. However, nothing that induces magic (as it would be cancelled out). If you take any replacement parts (head, torso, legs, arms, et cetera), then the point value of any skin-based change is reduced by half (round down, yes this means some effects will be free. Too many of those and I start cutting them out). If you go full replacement, then the point value is reduce to 0.

Example:

Somebody with a replacement torso takes Altered Skin Color (Major), as such, it is reduced to -1 points. If they had everything replaced, it would change to 0 points.

Full replacement and dermal deposits: For example, Trolls. They lose their dermal deposit (extra die for damage resistance). The SURGE Edge Dermal Deposits has zero effect.

Required cyberware: IMS, Radio/Transducer/whatever

The Rigger and Decker will be played as NPCs.

Due to the houserules I have, it would be best to not use NSRCG for these characters.

E-mail all submissions to thesmilingbandit (at) gmail (dot) com

Due date: October 25th, one week from today.

Questions? Comments? Leave 'em!

Have at!
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Whizbang
post Oct 18 2004, 10:37 PM
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Oneshot? *runs in fear* I hate making a good char that I'll never use again.
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Tanka
post Oct 18 2004, 10:43 PM
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You can use it again, but it may be tough finding a game to use it in.
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paul_HArkonen
post Oct 18 2004, 10:48 PM
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so basically this is to practice our mad min maxxing skills, and to have some fun blowing stuff up?

Could be interesting, don't know about it though.
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Ol' Scratch
post Oct 18 2004, 10:57 PM
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QUOTE (paul_HArkonen @ Oct 18 2004, 04:48 PM)
so basically this is to practice our mad min maxxing skills, and to have some fun blowing stuff up?

Could be interesting, don't know about it though.

I've got some spare time and could use a little powergaming fun. Count me in if you'll have me once I submit a character. Need to read up on those cyberzombies, though. Should be cool finally getting to use some Move-By-Wire. :D

Edit: Actually I misread at first. I might try something a little more exuberant, probably hermetic mage-y in nature. Who knows, might even try an HMHVV-infected bugger or something.
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Tanka
post Oct 19 2004, 01:26 AM
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Wrong, Game 1 is Cyberzombies. No magics other than those inherit with being a Cyberzombie.
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Ol' Scratch
post Oct 19 2004, 01:33 AM
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QUOTE (tanka)
Wrong, Game 1 is Cyberzombies. No magics other than those inherit with being a Cyberzombie.

Behold the awesome might of my reading comprehension skills getting frelled-up by my afterthoughts. :D
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Kremlin KOA
post Oct 19 2004, 04:05 AM
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as a side note novatech is known for cyberzombies
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Tanka
post Oct 19 2004, 04:55 AM
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According to M&M... Nope. It specifically says that it's quite unlikely that they do have it. They have a Delta Clinic, but is most likely not fit for Cybermancy.
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Kremlin KOA
post Oct 19 2004, 05:16 AM
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true they are to maybe status now... but it was their NAN clinic that made over hatchetman... ps am in the middle of making my cyberzombie need to talk on msn or aim or something for an idea for a char type for a later iteration of this one shot thing
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Fortune
post Oct 19 2004, 05:20 AM
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QUOTE (Kremlin KOA @ Oct 19 2004, 03:16 PM)
... but it was their NAN clinic that made over hatchetman...

According to whom?

As far as I knew, Hatchetman was zombified quite a while before Novatech came into being.
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Kremlin KOA
post Oct 19 2004, 05:31 AM
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yeah back before the death of fuchi, and if you read cybertechnology it was in the villiers section of fuchi that hatchet was done... now enough of the thread jack, I like the idea of playing a dragons toys lets get back to that
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Glyph
post Oct 19 2004, 06:50 AM
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I'm interested. I'll work up a character and probably get it to you sometime later in the week - I have a concept in mind already.
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Tanka
post Oct 19 2004, 11:20 AM
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QUOTE ("Man and Machine @ p. 53")
[...]The deaths during the corporate war of numerous cybernetic and magical researchers connected to this clinich diminish the possibility that Novatech possesses cybermantic capabilities.

Kremlin: I'll try to get on AIM, however my connection seems to be jumpy, so I may be in and out every few minutes. I should be on in... 6 hoursish.
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Lindt
post Oct 19 2004, 01:47 PM
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QUOTE (tanka)
Date: September 19, 2061. This means you may be affected by SURGE.

Isnt that too early for SURGE?
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Tanka
post Oct 19 2004, 04:57 PM
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I'll be online for the next hour or so while I do some schoolwork. If you have questions, now's the time to grab my attention.

AIM: Collapsed Hrung

Edit: As soon as I trick my connection into working for more than a few seconds at a time, that is...

Edit #2: Maybe not. Seems my PC is hating a lot of ports at the moment. Best I can offer is help here or via e-mail.
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Tanka
post Oct 21 2004, 01:41 PM
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This much disinterest? I'm surprised.

I was setting these up as, simply, a way to play something people will rarely allow, not to min/max to your best ability. Basically to allow you to make whatever, run with it for one game, then do whatever you want with it afterwards.

If you guys would be more interested in a literal anything for the first game, I'm down with it. Just post your thoughts on the matter.
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Sphynx
post Oct 21 2004, 02:33 PM
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Well, I made the character I would have played as a cyberzombie, but it wasn't fun anymore. It was very hard for me to even come up with that much cyberware since Beta grade was allowed... And of course, once I saw the "light effects" for all the bioware I was wanting (after all, a good cyber-guy is nothing without some decent levels of Bio), and I was like, "There's no WAY this guy would survive a week...". I'd enjoy it more if I didn't have to do a CyberZombie, but had to have at least 8 essence/BI of Cyber and Bio (Ie: We're all Sammie types, but not necessarily Zombified for the process...) :P

Sphynx
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Kremlin KOA
post Oct 21 2004, 02:58 PM
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sphynx I know what you mean, I ended up with requiring rating 6 Zeta interferon and rating 6 antibac on a daily basis, also had problems where I would wake up with stiff limbs and not notice due to the pain editor.
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TargetPractice
post Oct 21 2004, 03:52 PM
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Is there still any interest in this or not? I have an idea for a character but, don't want to put the time getting the books together if its not going to happen??
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Kremlin KOA
post Oct 21 2004, 04:18 PM
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I would like to play, as long as I can have access to zeta interferon and antibac along with asprin
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Tanka
post Oct 21 2004, 06:37 PM
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It's within availability Kremlin. Go for it. (Like I said, it's only going to be one run, so you really don't need all the chemicals. However, if you want them for posterity's sake, go for it.)
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Kremlin KOA
post Oct 21 2004, 06:42 PM
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needs them daily... will company supply or should I just buy up lost?
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Tanka
post Oct 21 2004, 06:46 PM
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As I said, the chems are unimportant.

Those "survival chemicals" that Cyberzombies require are good for 10 days. So, unless the game goes super long (over 10 days), those chemicals are just something superfluous.

Antibac and ZI can be supplied by the company, but there'll have to be a special request for them and how many day's worth you'll need. (In other words, you can get them in-game for free from SK, but only for as many days as you'll be out. If you come back early, you turn in your extras.)
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Kremlin KOA
post Oct 21 2004, 06:52 PM
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that's cool
will have char finished by end of weekend
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