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> OOC: Snatch and Grab, Don't get caught!
BishopMcQ
post Mar 27 2005, 04:44 AM
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Alright team, put your characters together. Grind through all the rough details and mechanics once the game gets rolling in this thread.

Final drafts of characters can be sent to me at mcquillan at san.rr.com

Sphynx
[ Spoiler ]
AES
[ Spoiler ]
Whizbang
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Shadow
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Ecc
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Sandoval Smith
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Shadow
post Mar 27 2005, 10:37 PM
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Why oh why didn't I take the blue pill.
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*Does the happy first poster dance*

The magical group works for you guys but Ariel isn't a PhysAd. Of course nothing would stop you guys from forming a group after we met.
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Shadow
post Mar 27 2005, 11:03 PM
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Is Raygun's gear (not his rules) available?
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Sandoval Smith
post Mar 28 2005, 01:27 AM
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I think that forming an intiate group after the game starts might not be a bad idea, but since we're supposed to be rivals of some sort when we start, already having one wouldn't make a great deal of sense to me.
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Shadow
post Mar 28 2005, 01:50 AM
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I think we are friendly rivals who formed a team. I think the ideas was that we are a team when the game starts and have worked together before, maybe even for years. Having a initiate club before hand would be fine under that situation.
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BishopMcQ
post Mar 28 2005, 07:48 AM
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Shadow--Raygun's gear is being approved on a case by case basis. Throw me the links for the gear you want to use.

RE: Initiate Groups--I'd like the team to be very familiar with each other and their abilities. My recommendation if you are going to build an initiate group for yourselves is to have built it before the run begins. This is only a suggestion because I've only seen a team actually stop to initiate once and that was a decision made to take an astral quest by the combined decision of all the players.

All that being said, I will leave up all the interpersonal details up to you as a group to figure out as long as everyone can work together and you aren't going to attempt to activate the PVP light.
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Sphynx
post Mar 28 2005, 09:25 AM
Post #7


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Brotherhood of the Hand

Type: Thieve's Guild
Members: 40

Strictures:
Deed **Annually on the day of their Anniversary into the group, they must break into a museum or other high security Art location, and take the most secure item, leaving it at the front desk of the building**
Exclusive Membership
Fraternity **Honor amongst Thieves, and immediately react to free any incarcerated members**
Secrecy **Thieve's Guild... not something you broadcast**
Oath

Resources/Dues: High, 200 per month

Customs:
The Brotherhood of the Hand seek out the best of the best B&E experts in the Magic field. Having been founded 10 years ago by a small team of runners, it has blossomed out into a full fledged group that has its fingers into a bit of everything from the far east to the heart of Europe. It has not yet reached America due to a similar group that exists on that continent, and is having trouble maintaining membership in the far east due to an unknown group that runs there. The group's main strengths are in central europe and the headquarters are based in Switzerland. To become a member of the group, one must perform such an incredible feat over security that it hits the front page of a major newspaper.

<Thoughts?>
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Sandoval Smith
post Mar 28 2005, 02:50 PM
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Not a bad group at all. I like it. A very appropriate intiartory group for a group of jet setting thieves to belong to.

Here are the stats for John Calvin, I had to pretty much rework his sheet from the ground up to work in him having self intiated once (with the Meditation Ordeal. During that time he was visted by his Avatar, which took the form of a dragon emisary of the Yellow Emperor, urgining to give up the immoral life he lead, and return to China to resume protectorship of his villiage) and to have joined the proposed intiatory group.

John Calvin, 'shifter Adept
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Whizbang
post Mar 28 2005, 03:05 PM
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Not sure about exclusive membership...OOC it would likely work fine, but IC Lleu still has some loyalty to his friends back in Wales. That group was big into deeds, striking blows against the English authorities, helping the oppressed and the like. The rest of it looks great.

Char sheet is still a work in progress.

Lleu Llaw Gyffes, Human Phys Adept Magician

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Sandoval Smith
post Mar 28 2005, 03:18 PM
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Wow, 74 karma spent on intiation? That's some mighty huge power. I'm going to be rather amused if John comes out looking like the weak sister, magic wise. I ended up spending most of his karma on skill and attribute advancment, to better round out the few skills he had at chargen.

Also, don't forget you still need to buy scanners for that ruthenium cloak.
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Aes
post Mar 28 2005, 03:39 PM
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Still working on the sheet. Magical group looks good, though we'll need to know how much the monthly membership dues are so I can set lifestyle nuyen aside for it.

In the same vein as the Raygun guns, are we allowed to make weapons using the Cannon Companion rules? The sniper rifles are a wee bit clunky as they stand, so I'd like to make something with a bullpup configuration that could be easily broken down and hidden in a suitcase or backpack.
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Ecclesiastes
post Mar 28 2005, 03:50 PM
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I'm cool for doing the magic group stuff. We'd have to work it so that all traditions could join, being that some of us are spell slingers and others are adepts.

And again, here is my first draft of Wraith.
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Aes
post Mar 28 2005, 04:16 PM
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You can take the incompetence flaw in a skill the character doesn't posess?
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Ecclesiastes
post Mar 28 2005, 04:26 PM
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As long as you can skill web to it, yes. I actually wanted to take Imcompetence in Full-Auto guns, but McQ said I'd have to take it in a specific skill, so thats the best I could do.
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Aes
post Mar 28 2005, 04:50 PM
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*makes a mental note to yell at his PnP GM*
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Shadow
post Mar 28 2005, 07:58 PM
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My character isn't magical, but it sounds like all of you are, is this going to be a problem?

Is the magical group going to be the central draw?
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Ecclesiastes
post Mar 28 2005, 07:55 PM
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I don't think it'll be a big deal, just a way for a lot of us to know each other. I actually had an idea for a background between Wraith and Ariel. Hop of AIM later if you can and we'll chat.
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Shadow
post Mar 28 2005, 11:01 PM
Post #18


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QUOTE (McQuillan)
Shadow--Raygun's gear is being approved on a case by case basis. Throw me the links for the gear you want to use.

Here are the gun I would like to use, mostly for flavor,

Glock, Model 20

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Sandoval Smith
post Mar 29 2005, 12:08 AM
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QUOTE (Aes)
*makes a mental note to yell at his PnP GM*

What is this 'skill web?' I know of no such thing...

Since there's no skill web for SR3, I've always ruled that you generally have to take Incompetence in a skill you have (or if the player is really masochistic and has no Athletics or Stealth skill, they can be Incompetent in things like that if the don't mind even worse defaulting penalties).
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Aes
post Mar 29 2005, 01:14 AM
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Skill web is 2nd ed. But yes, I did check the SRC (pg. 18) before yelling at my pen & paper GM today. States that you can only take aptitude/incompetence in a skill you can use without defaulting. But if our GM OK'ed the flaw in this campaign, that's fine I suppose. Just be wary of the time we're all locked in a room containing nothing but assault rifles ;)

I ought to be going to sleep now, but I'll fire up NSRCG and finish up Ms. Johnson's (Lin's lovely cover ID being "Mai Johnson") character sheet before hitting ze bricks.
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Shadow
post Mar 29 2005, 01:43 AM
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QUOTE (Aes)
"Mai Johnson"

... you are not serious...
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Sandoval Smith
post Mar 29 2005, 01:40 AM
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Mai Johnson? That hurts my brain _so_ much.

Anyway, I always liked the defaulting rules more than skillweb, but that's just me.

Also, anyone want to take a look at his Adept Powers, give me any feedback on the selection?
(I also am lacking a copy of SR 2064, so if someone could tell me the fine details on Kinesiecs and Penetrating Strike, I'd appreciate it).
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Shadow
post Mar 29 2005, 01:50 AM
Post #23


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Did we ever decide on a local? Nice would work well for Ariel. While I can certainly have her relocate to the States, it wouldn't really fit her character.

If you have ever seen The Transporter it is set in Nice. And I have to say it's a beautiful place. And in driving distance of several large cities.

I would gladly tackle the design of the safe house if you all want.
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Aes
post Mar 29 2005, 04:26 AM
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QUOTE (Shadow)
QUOTE (Aes @ Mar 28 2005, 04:14 PM)
"Mai Johnson"

... you are not serious...

It seemed an obvious choice once you get past the initial poor jokes. Johnson IS used so often because it's as nondescript a last name as a dane called Hansen or a briton called Smith. Seeing as her background doesn't have her running the shadows, she wouldn't have had the dubious pleasure of meeting Johnsons by the time she set up her fake ID.
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BishopMcQ
post Mar 29 2005, 05:13 AM
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AES--To use the CC rules you need to either have the appropriate B/R skill yourself or have a contact who is a gunsmith. Those criteria being met, just post the stats up here and I'll take a look at it.

Re: incompetence--Generally my rule is that incompetence can only be taken in a skill that you actually have, so as to avoid people getting free points. That said, I'm going to allow it here because I have an awful tendency of making flaws come up in a game...see some of my other games for examples of Hunted characters...

Shadow--The link you posted goes to Raygun's main page. I presume it is the Full-size Glock model 20. If that is the gun you were referencing than yes it is fine.

Adept powers--I don't have SOTA:64 in front of me, but Kinesics is basically control over body motion to an extreme. Each level in the power gives you modifiers to social tests and helps in keeping the fact that you are lying from being noticed. Also, 2 adepts with kinesics can send brief subtle messages to each other through body language.
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