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> RECRUITMENT: YARR!, The return of the YARR!! game
Sandoval Smith
post Jan 12 2005, 07:48 PM
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Twenty points gets you 400k.
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Morgannah
post Jan 12 2005, 07:50 PM
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Aye, fair enough, lass. :wobble:

We'll do it your way first.

<edit: thank you Sandoval! *goes back to shopping*>

This post has been edited by Morgannah: Jan 12 2005, 07:51 PM
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Whizbang
post Jan 12 2005, 07:54 PM
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hmm...still pondering between adept or full mage... don't plan on conjuring much... there is the matter of astral projection, though...though sorceror adepts do get 10 more spell points...and they save 5 bp...
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Fix-it
post Jan 12 2005, 08:11 PM
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and Here be Neal the Pirate.

[ Spoiler ]


That's all i've got so far. Comments?

and whizbang, KEEP CONJURING.
Sea spirits = GOOD THING.
Water & Air elementals = Even Better.
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Whizbang
post Jan 12 2005, 08:19 PM
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hmm...vehicle mask...good for disguising a pirate ship...hmm...question is, what is the body of a ship?
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Morgannah
post Jan 12 2005, 08:36 PM
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My book (lowly R3, I know :( ) says yachts (as in the one Lindt has submitted on our behalf) have a Bod of 8, so it wont' be possible to mask right away though your Sea Spirit's Concealment power might just do the trick. :) And take full mage if you can spare the points, astral projection is a very VERY good thing.
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Whizbang
post Jan 12 2005, 08:38 PM
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was thinking mage rather than shaman. Elementals are still handy, though. Plenty of conjuring materials for water elementals at sea. :)

And any clue what the cost for those jet skis are, or are they coming with the yacht? :)
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Sandoval Smith
post Jan 12 2005, 08:45 PM
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No kidding. My medico is an Otter shaman (favoring sea spirits). I took PHysical Mask at five, although I'm not sure if I'll be keeping it. You can mask a pretty big boat with that (not to mention smaller ones). At that level, if the main ship is large, that can't be masked. But say, sea scooters, runabouts, and other small things...
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Morgannah
post Jan 12 2005, 08:46 PM
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Good call, hermetics kick ASS!! Just save your spell points, then, and try to get a higher rating of Vehicle Mask later on.

<edit: I'm making a shaman as well, so spirits will be covered just fine, I'd say.>

This post has been edited by Morgannah: Jan 12 2005, 08:47 PM
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Whizbang
post Jan 12 2005, 08:49 PM
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Hmm...wonder if we could run our masking together to be able to cover the ship? :)
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Nikoli
post Jan 12 2005, 08:52 PM
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Any room left?
I've a mind for a frogman
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Fix-it
post Jan 12 2005, 09:00 PM
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Why are we buying a yacht?
Can we custom-design a small (and fast) cargo ship/submarine, buy it, then modify from there?

and sweet jeebus that's a lot of mages.
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Sandoval Smith
post Jan 12 2005, 09:13 PM
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Don't look at me, there was only, like, one viking shaman when I got started. Pirating is obviously a very awakened business.
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Whizbang
post Jan 12 2005, 09:14 PM
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here's my char sheet (a work in progress)

[ Spoiler ]
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Whizbang
post Jan 12 2005, 09:15 PM
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perhaps magic is what drew quite a few of us together. :)
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Morgannah
post Jan 12 2005, 09:18 PM
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Could be. :) I just got sick of editing and re-editing my character to avoid overlap, so I made something I could play (and fairly well) that wouldn't be too much of an overlap. It'll make sense by the end of the night, Guide's honour.
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Jaruen
post Jan 12 2005, 11:27 PM
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Are you asking RangerJoe what the modified jet skis are going to cost, or straight stats on a water scooter? Here is the only one in Rigger3:
Suzuki Water sport Hand: 2 Speed 45/30 (G/E), Accel 7/4, Body 2, Armor 0, Sig (3/3)/(5/5), Auto 0, Pilot --, Sensor 1, Cargo 4/1, Load 38/53, Seating 1, Entry --, Fuel 20 liters/ 100 PF, Econ (7 km/l)/(.5km/PF), SI 1, Avail 2/24 hrs.
Cost: 10,000/9,250
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Lindt
post Jan 13 2005, 12:11 AM
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Any thing with a hull rating is pretty much above cost scope, unless you want a fishing trawler. And a COMPLETE stripper trawler is 1,650,000. Thats hull and a deisel engine.

As it turns out Im playing the heavy artillary, big guns and stuff.
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Fix-it
post Jan 13 2005, 02:33 AM
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QUOTE (Lindt)
Any thing with a hull rating is pretty much above cost scope, unless you want a fishing trawler. And a COMPLETE stripper trawler is 1,650,000. Thats hull and a deisel engine.

As it turns out Im playing the heavy artillary, big guns and stuff.

we could EASILY make that if everyone throws in enough :nuyen:
Plus Joe said he'd give us a discount on the initial ship.

making enough to arm it and fit it out, (rigger adaptation, pintle and remote turret mounts, weapons, speed upgrades, electronics systems, living space, and a commercial freezer.)
would be another thing.

I Figure we need about :nuyen:2-3 million.

I've got 500K :nuyen: down, how much y'all put in?
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Lindt
post Jan 13 2005, 04:50 AM
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Point to remember, we (as PCs) can not staff a ship. Period. Min ENGINEERING crew for a ship is (hull+1)^2. So for hull 2 its 9.
And the next size up (light merchmentman) is (again, this is just engine and hull) is 6 million. It also requires a crew of 16 to keep from breaking down.

I still say a big boat would work better.
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Jaruen
post Jan 13 2005, 08:11 AM
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There is the Vulcan Mini sub, pp 188-189 in Rigger 3. It can hold up to 8 people, in patrol mode, 'only' costs 1.2 mil. We could beef one up if RangerJoe comes up with a good discount. This would keep us closer to shore, maybe operate from a secret base, YARR!!!!, but it would be doable. And kinda fun, go more for a 20,000 leagues under the sea instead of the Black Pearl. Just a thought. Probably a dumb one. YARR!!!!!!!!!!!!!!!
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Sphynx
post Jan 13 2005, 08:58 AM
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We could staff it Lindt.... if all our contacts were Crewmen... I'd add a good number of contacts to my sheet if that'd be allowed, and still donate 500k towards the boat itself.

Sphynx
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Nightcrawler472
post Jan 13 2005, 01:29 PM
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The thing is, with an actual ocean-capable vessel as opposed to a modified ocean going yacht type thing we'd end up spending most of the money made from pirating on keeping the sodding thing running.

Plus I'm not keen on the idea of having a load of crewmen aside from the core bit...just doesn't seem right to me.

As for my character..

I've decided against a decker so I'm not really sure what I'm gonna do. Is there anything the group especially needs? If not I'll probably go for an up close gunbunny type using shotguns.
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Tarantula
post Jan 13 2005, 04:04 PM
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Edit: Charlie the cargomaster is here.
[ Spoiler ]
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RangerJoe
post Jan 13 2005, 04:31 PM
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I'm open to whatever kind fo craft the final crew is most interested in, although I'm less inclined to have to roll a bunch of dice for NPC crewmen. I'm amused by the prospect of mini-sub pirates, but wouldn't force on on the team.

Since jet skis fall more under the "gear" section than the "vehicle" section of the game in my mind, I'm willing to give you 15% off each one (so 8500 :nuyen: for the gas powered one).

YARR!!
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