HMHVV Hunter
Jun 6 2006, 06:35 AM
While I finish up my character sheet, here's a personality/background of Jon "Davey" Grif:
[ Spoiler ]
Jonathan Grif has always enjoyed taking on things bigger than himself - and winning. From the playground bullies in his school days to the tanks he hunts now in the service of the CAS military, Grif has gotten a thrill out of taking them on and defeating them. Joining the CAS military because he couldn't stand the thought of living the boring 9-to-5 life, Grif soon discovered he had an aptitude for demolitions - his smarts and his sheer willpower, both of which sprang from his habit of taking on larger opposition, served him well in the field of demolitions. After graduating from the academy and completing a tour of duty, Grif decided he was a lifer and stayed active, where he has remained ever since.
Few things excite Grif more than taking on a tank with nothing but his wits and some explosives to slap on its armored hull. Most people that know him only casually call him crazy, but those that have known him longest have come to realize that, while he is a bit nuts (anyone that enjoys taking tanks on on foot HAS to be a LITTLE nuts, at least), a very well-ordered mind of steel is working away under that vineer of instability. Without his brains and a strong enough willpower to do things that scare him drekless, Grif never would have survived as long as he has. Early in his career, Grif underwent surgery to install cerebral booster bioware, enhancing his already high mental capacity and making him an even bigger threat to his targets.
Grif's habits have earned him the nickname "Davey" among his comrades (as in "David and Goliath"). While agreeing that it is fitting, the somewhat sissified-sounding nature of the name has given Grif a love-hate view about it.
NeonWraith
Jun 6 2006, 12:40 PM
In terms of mines vs. explosives, there are other things to think about...with a mine you'd have to be able to make sure the vehicle goes a certain way, where as with the explosives you'd just have to sneak up on the vehicle and stick it somewhere vulnerable.
I think you'd be able to kill anything short of an MBT with that sort of explosive, and if you couldn't 'kill' the tank with it you could certainly immobilise it & get rid of the crew the old fashioned way.
So personally, I'd take the explosives.
Edit:
The concept I've come up with doesn't really work with him as a meta, so my character'll be human, not an elf.
Shadow
Jun 6 2006, 04:24 PM
C12 would be the way to go.
HMHVV Hunter
Jun 6 2006, 09:30 PM
Anyone know the stats for explosive-defusing gear? I can't find it in SOTA: 2063, so I don't know where else I'd look.
Raiko
Jun 6 2006, 10:02 PM
You could buy it as an "explosive-defusing" toolkit.
JackRipper
Jun 6 2006, 10:04 PM
ahhheemmm...Wire cutters, voltage meter (ohm*meter), screw drivers, or for game purposes i'm guessing a microtronics kit might do the trick.
HMHVV Hunter
Jun 6 2006, 10:26 PM
Yeah, I'll just purchase it as a standard tool kit.
HMHVV Hunter
Jun 6 2006, 10:47 PM
Got a mostly-completed character sheet up right here. Lemme know if there's anything that sticks out that oughta be changed up.
[ Spoiler ]
Name: Jon “Davey” Grif
Race: Human
Gender: Male
Age: 30
Concept: Demolitions/anti-armor guy
Rank: Sergeant (6th-in-command)
Build Points: 125
-Attributes: 25 (50 points)
-Resources: 1,000,000 (30 points)
-Skills: 45 (45 points)
Karma (30 points)
-Demolitions (from Rating 6 to 7) (10 karma)
-Barrett M95 (from Rating 7 to 8 ) (8 karma)
-Submachine Guns (from Rating 6 to 7) (10 karma)
-2 karma remaining
Attributes
Body: 4 (6)
Quickness: 3 + 4 = 7
Strength: 5 + 4 = 9
Charisma: 3
Intelligence: 5 + 2 = 7
Willpower: 5
Bio Index Used: 6.0
Essence Remaining: 3.84
Reaction: 7
Initiative: 7 + 3D6
Dice Pools
-Combat: 9
Skills:
Active Skills:
-Assault Rifles: 5
-Athletics: 4
-Demolitions: 7
-Etiquette (Military): 4
-Parachuting: 4
-Rifles (Barrett M95): 5 (8 )
-Stealth: 5
-Submachine Guns: 7
-Wilderness Survival: 4
Knowledge Skills
-Armored Military Vehicles: 5
-Anti-Tank Tactics: 6
-Architecture: 5
-Chemistry: 5
-Metallurgy: 6
-Military: 5
-Music: 3
Language Skills
-English (Military Jargon): 4/6
-R/W: 2
-German: 3
-R/W: 1
-Spanish: 3
-R/W: 1
Augmentations
Cyberware
-Cybereyes (with low-light, thermographic, flare compensation, image link, protective covers, optical magnification 3) (0.6 Essence) (21,100 nuyen)
-Datajack (0.2 Essence) (2,000 nuyen)
-Dermal Sheathing (Rating 1) (alphaware) (0.56 Essence) (48,000 nuyen)
-Headware Memory (30 Mp) (0.1 Essence) (4,500 nuyen)
-Internal GPS (0.1 Essence) (2,000 nuyen)
-Smartlink II (0.5 Essence) (3,500 nuyen)
-Transducer (0.1 Essence) (2,000 nuyen)
Bioware
-Cerebral Booster (Rating 2) (.8 BI) (110,000 nuyen)
-Muscle Augmentation (Rating 4) (80,000 nuyen) (1.6 BI)
-Muscle Toner (Rating 4) (100,000 nuyen) (1.6 BI)
-Synaptic Accelerator (Rating 2) (200,000 nuyen) (2.0 BI)
Gear:
Weapons:
-Barrett M95 Anti-Material Rifle (with integral muzzle brake (2 RC) and bipod (2 RC when deployed); added Magnification 3 scope with low-light and thermographic capabilities, sling)
-Ammo: 19 clips and 95 rounds of APDS-DU (depleted uranium) ammo
-Weight: 10.35 kilos for the rifle w/scope, 19.95 kilos for the ammo
-Cost: 9,470 nuyen for the rifle w/scope, 7,505 nuyen for the ammo)
-Heckler & Koch MP5/10A3 SMG (with integral retractable stock; added sling, Gas Vent IV, internal Smartlink-2)
-Ammo: 5 clips and 150 rounds of FMJ ammo
-Weight: 4 kilos for the rifle, 1 kilos for the ammo
-Cost: 4,220 nuyen for the rifle, 52 nuyen for the ammo
-45 kilos of C12 with radio detonator (45.25 kilos, 9,250 nuyen)
Armor:
-Camo Full Suit Armor (5/3) (2 kilos, 1,200 nuyen)
-Mine Detection Gear (Rating 10) (1.5 kilos, 125,000 nuyen)
-Large military rucksack (0.5 kilos, 140 nuyen)
-Explosive-defusing tool kit (5 kilos, 1,500 nuyen)
Carried Weight: 89.55 kilos (light encumberance)
Total nuyen spent: 731,437 nuyen
Also, as long as I've got some massive nuyen left, can I trade some of it in for karma? Sorry if this was covered earlier; I can't remember/
PBTHHHHT
Jun 7 2006, 04:23 PM
Ok, any suggestions of spells?
So far, I'm thinking of Treat, Stabilize, Awaken (yes, when you're character is unconscious, I'm thinking of waking you up for a few more minutes), Nutrition (no need for food...), Manabolt, Sterilize, and Physical Camouflage.
I can change it, but I'm just running these by first.
NeonWraith
Jun 7 2006, 04:46 PM
Well, I think I'm gonna have to drop out of this one....I've got a concept, but after several hours of staring at my monitor, I've realised I can't come up with a decent background.
Oh, and I have no idea where my 3rd ed. Companion is, so I can't find the BP rules either, which sucks.
So, I'm out.
Shadow
Jun 7 2006, 06:34 PM
Damn, thats like the 3rd guy to drop out.
PBTHHHHT
Spells sound good. You might want to take heal (as well) just incase you get in a situation where the time limit on treat has expired.
PBTHHHHT
Jun 7 2006, 08:10 PM
K, I'll probably switch treat to heal instead. Hmmm... Still, it's kinda of a crunch since I'm trying to meet all the other requirements in terms of abilities and skills. Heh, ah well, I guess my character will be a SOF operator first and mage second.
Shadow
Jun 7 2006, 08:53 PM
That was generally the idea. Spec Ops first, everything else second. No matter how good a mage you were, you would never be recruited to Spec-ops if you couldn't cut it as a soldier. I think Heal has a much higher drain than Treat, so you might want to stick with Treat and resort to normal medical procedures for wounds more than an hour old.
PBTHHHHT
Jun 7 2006, 09:08 PM
That was my original thought. Though, hmmm... I'll have to knock some other skill off to get my biotech skill higher. Hmmm...
Shadow
Jun 7 2006, 09:13 PM
3 should be fine. Trust me, anything you can't ahndle with treat wont be worth handling.
"Here's some morphine son, good luck."
PBTHHHHT
Jun 8 2006, 04:21 PM
Great, I'll be handling the folks like a horse vet would (ala Far Side). Oh, I can't fix that? *kablam!*
JackRipper
Jun 8 2006, 04:26 PM
I'd prefer the morphine thanks
PBTHHHHT
Jun 8 2006, 06:03 PM
But it's cheaper and quicker to administer the several ounces of lead compared to shot of morphine...
JackRipper
Jun 8 2006, 10:34 PM
Anyone else find it wierd that a 30 round clip of APDS (the lightest ammo there is) weighs 3.3 pounds or regular ammo weighs 4.84 lbs by conversion from the metric system to pounds? [conversion =multiply kg by 2.2]
For SHADOW:
Are PC's alowed to be slightly encumbered at start? You'd be amazed at how your load lightens as you rip through a few clips or belts. Also, i in my experience i've never been on a hump i wasnt encumbered (at 5'6 with pack and gear i looked like an angry mutant turtle) So any guidance here would help.
HMHVV Hunter
Jun 8 2006, 10:40 PM
| QUOTE (JackRipper @ Jun 8 2006, 06:34 PM) |
Anyone else find it wierd that a 30 round clip of APDS (the lightest ammo there is) weighs 3.3 pounds or regular ammo weighs 4.84 lbs by conversion from the metric system to pounds? [conversion =multiply kg by 2.2]
|
Actually Shadow ruled that 30 rounds of Regular ammo (5.56 mm) weighed about half a kilo. I couldn't find any weights on Raygun's site, so I asked Shadow and he went with that.
Shadow
Jun 8 2006, 11:30 PM
Actually I said about a half pound. The weight rules involving guns in SR are redicoulus. Its okay to be encumbered. I want everyone to be aware of how much weight they are carrying.
HMHVV Hunter
Jun 8 2006, 11:53 PM
Ok to be encumbered, eh?
I think my character just got a bit deadlier
HMHVV Hunter
Jun 9 2006, 01:08 AM
Modified my character sheet above to carry more ammo and explosives. Got enough plastique and APDS-DU anti-material ammo to bust a friggin' tank battalion
Shadow
Jun 9 2006, 01:33 AM
A little bit encumbered. I have said from the begining, weight is a factor. I have intentionally been vague on how much weight because I don't want to have to re-define everythings weight. You need to think long and hard on the realism of what you bring along, could you carry it for a 30 klick march through enemy territory.
Whne I was in the army one of our grad tests was a 25 klick forced march in full gear. That's over 80 pounds of gear. It kicked our butts, and we were just marching, not dodging enemy patrols or anything.
Shadow
Jun 9 2006, 01:49 AM
A reminder, this is Thursday, I only have characters from,
Ronin (LT)
Frosty (Top)
Whizbang (Sniper)
HMHVV Hunter (Demo-AV)
Shadow
Jun 9 2006, 01:53 AM
Heres what interest has been expressed so far.
1st LT - Squad Leader - General Combat Specialist
TheOneRonin
Sergeant First Class - Second in command - General Combat Specialist.
FrostyNSO
Staff Sergeant - Third in command - Sniper/Scout
Whizbang - possible adept
Staff Sergeant- Fourth in command - Medic/Mage
PBTHHHHT
Sergeant - Fifth in command - Demolitions/anti - vehicle
HMHVV Hunter
jacktheripper
Sergeant - Sixth in command - Heavy weapons
Raiko
Like I mentioned above though, tomorrows the deadline and I am not seeing any characters.
HMHVV Hunter
Jun 9 2006, 02:14 AM
Oh alright, I'll make my loadout...*grumbles* reasonable

Hehe just jokin'.
I'll change it up later; gotta do work. Stupid job.
What do you mean by "not seeing any characters?" I've got mine up there and at least one other person does too.
Shadow
Jun 9 2006, 03:16 AM
Read the last three posts.
PBTHHHHT
Jun 9 2006, 03:34 AM
Ok, here's what I have so far. I wanted to add more for the character history, but I just wanted this out first.
Shadow: I also emailed this to you, but I'm posting this also just in case.
[ Spoiler ]
Name: John Tsai Davis
Hometown: Alpharetta, GA, CAS
Human Male, 31 years old
5'9", 195 lbs
Short Black Hair, Tan skin, visable asian heritage
Mage, Initiate lvl 1
w/ Reflecting
Attributes:
Body - 4
QUI - 4
STR - 4
CHA - 3
INT - 5
WIL - 5
Ess - 6
MAG - 6 (7)
REA - 4
INI - 1D6 +4
Pools:
Combat - 7
Spell - 5
Astral combat - 6(7)
Active Skills:
Athletics - 4
Pistols - 2
SMG - 4
A Rifle - 4
Stealth - 4
Biotech - 3
Ettiq(MIL) - 4
Parachute - 4
Wilderness Survival - 4
Conjuring - 2
Sorcery - 4
Aura Reading - 1
Spells:
Awaken - 2
Nutrition - 2
Physical Camouflage - 4
Treat - 6
Sterilize - 3
Manabolt - 4
Stabilize - 4
Knowledge Skills:
Military Tactics - 3
Geography - 4
Zoology - 3
Magical Threats - 3
Northwest culture - 3
Aztlan military tactics - 1
NAN politics - 3
Beer - 3
CAS military lore - 3
Languages:
English - 5
R/W - 2
Salish - 2
R/W - 1
Equipment: (allocated points for 90k for equipment but havent' spent it all)
Combat vest
loadbearing harness
rifle pouches x 4
pistol pouch x 1
field rations x 4
survival kit
medkit
tranq patch rating 6 x 4
trauma patch x 6
antidote patch ratig 8 x 6
stim patch rating 6 x 6
Climbing gear (harness; kit; gloves)
NAV-DAT GPS
goggles w/low-light & thermo
comm gear:
microtransceiver
encryption rating 6
ECCM +3
armor:
Camo suit 3/1
Weapons:
M23C w/ sound suppressor
w/ LPR rangefinder
w/ smarlink ADVA.328 lvl2 internal
w/ windmeter
w/ low-light mag 1 scope
6 magazines w/ 180 rounds
M1911 TRPO pistol
w/smartlink ADVA.328 lvl2 external
3 magazines w/ 21 rounds
smartgoggles lvl. 2
grenades:
smoke IR x 2
John Tsai Davis born in the 2040's, grew up in the suburbs of the Atlanta Metrolex. His father was a member of the CAS military and his grandfather was in the old US military. He is of a mixed heritage from the chinese community that was established in Atlanta from the 1980's. John signed up for the CAS army upon his 18th birthday making his father proud and what was a surprise was his the discovery of his magical talents through the screening of the recruits by the military. John's family includes his sister, Annie 27, and her husband, thier kids, Tammy 3 and Edward 5.
John learned the trade by the military mainly for treating troops as a medic and with some limited abilities in conjuring. After completion of his course John was assigned to a regiment watching the Aztlan border. After initiating he was selected for additional training to see if he was up to the standards to join the CAS delta force. After qualifications and training, John learned a little of the Salish language for operations in the Northwest region monitoring the NAN in the region and to watch the Tir border. In light of the Bug threat in the UCAS, John additionally received further schooling in identifying the magical threats that might threaten the CAS.
John grew up in a Catholic environment and believes his abilities is a blessing with which he will use to the best of his abilities. Since he is the team's medic/healer, he is very protective of his unit members and believes it'll be a failure on his part if a teammate cannot be saved if he can make it to them. John believes in protecting the CAS from the various external threats to protect his friends and family and their way of life. The stories he heard from the good old days of how life was in the old US and comparing it to the latter turmoil in the world has made John vow to protect the CAS from further invasions.
Any suggestions by people of what to change in the equipment loadout?
I'm thinking of buying 3 expendable spell focuses just because they're cheap and can aid in drain or something like that. More of an oh drek situation.
edit: I've updated some more with the background.
HMHVV Hunter
Jun 9 2006, 04:43 AM
Alright, here's an updated sheet. Got what I think is my final loadout. It leaves me encumbered by about 8 kilos, but I think this is about what my character's gonna need for his work.
[ Spoiler ]
Name: Jon “Davey” Grif
Race: Human
Gender: Male
Age: 30
Concept: Demolitions/anti-armor guy
Build Points: 125
-Attributes: 25 (50 points)
-Resources: 1,000,000 (30 points)
-Skills: 45 (45 points)
Karma (30 points)
-Demolitions (from Rating 6 to 7) (10 karma)
-Barrett M95 (from Rating 7 to 8 ) (8 karma)
-Submachine Guns (from Rating 6 to 7) (10 karma)
Attributes
Body: 4 (6)
Quickness: 3 + 4 = 7
Strength: 5 + 4 = 9
Charisma: 3
Intelligence: 5 + 2 = 7
Willpower: 5
Bio Index Used: 6.0
Essence Remaining: 3.84
Reaction: 7
Initiative: 7 + 3D6
Dice Pools
-Combat: 9
Skills:
Active Skills:
-Assault Rifles: 5
-Athletics: 4
-Demolitions: 7
-Etiquette (Military): 4
-Parachuting: 4
-Rifles (Barrett M95): 5 (8 )
-Stealth: 5
-Submachine Guns: 7
-Wilderness Survival: 4
Knowledge Skills
-Armored Military Vehicles: 5
-Anti-Tank Tactics: 6
-Architecture: 5
-Chemistry: 5
-Metallurgy: 6
-Military: 5
-Music: 3
Language Skills
-English (Military Jargon): 4/6
-R/W: 2
-German: 3
-R/W: 1
-Spanish: 3
-R/W: 1
Augmentations
Cyberware
-Cybereyes (with low-light, thermographic, flare compensation, image link, protective covers, optical magnification 3) (0.6 Essence) (21,100 nuyen)
-Datajack (0.2 Essence) (2,000 nuyen)
-Dermal Sheathing (Rating 1) (alphaware) (0.56 Essence) (48,000 nuyen)
-Headware Memory (30 Mp) (0.1 Essence) (4,500 nuyen)
-Internal GPS (0.1 Essence) (2,000 nuyen)
-Smartlink II (0.5 Essence) (3,500 nuyen)
-Transducer (0.1 Essence) (2,000 nuyen)
Bioware
-Cerebral Booster (Rating 2) (.8 BI) (110,000 nuyen)
-Muscle Augmentation (Rating 4) (80,000 nuyen) (1.6 BI)
-Muscle Toner (Rating 4) (100,000 nuyen) (1.6 BI)
-Synaptic Accelerator (Rating 2) (200,000 nuyen) (2.0 BI)
Gear:
Weapons:
-Barrett M95 Anti-Material Rifle (with integral muzzle brake (2 RC) and bipod (2 RC when deployed); added internal Smartlink-2, Magnification 3 scope with low-light and thermographic capabilities, sling)
-Ammo: 8 clips and 40 rounds of APDS-DU (depleted uranium) ammo
-Weight: 10.60 kilos for the rifle w/scope, 8.4 kilos for the ammo
-Cost: 17,345 nuyen for the rifle w/scope, 3,160 nuyen for the ammo)
-Heckler & Koch MP5/10A3 SMG (with integral retractable stock; added sling, Gas Vent IV, internal Smartlink-2)
-Ammo: 5 clips and 150 rounds of FMJ ammo
-Weight: 4 kilos for the rifle, 1 kilo for the ammo
-Cost: 4,220 nuyen for the rifle, 52 nuyen for the ammo
-20 kilos of C12 with radio detonator (20.25 kilos, 5,250 nuyen)
-Camo Full Suit Armor (5/3) (2 kilos, 1,200 nuyen)
-Mine Detection Gear (Rating 10) (1.5 kilos, 125,000 nuyen)
-Large military rucksack (0.5 kilos, 140 nuyen)
-Explosive-defusing tool kit (5 kilos, 1,500 nuyen)
-Combat Vest (190 nuyen)
-3 Pistol Pouches (24 nuyen)
-3 Rifle Pouches (33 nuyen)
-3 Large Equipment Pouches (90 nuyen)
-5 Field Rations (25 nuyen)
Carried Weight: 53.75 kilos
Total nuyen spent: 730,329 nuyen
Raiko
Jun 9 2006, 10:01 AM
I'm still submitting the Heayy Weapons guy, just running at the last minute because I've been busy.

As I'm the junior team member, I've decided that this is his first Delta combat operation, he's just completed his special ops training, having transfered from the Rangers. (This looks acceptable having researched the Delta Force a little).
He name is Jose Ramos, he was born in San Angelo Texas, his parents being mexican refugees from Aztlan (hate those Azzies).
He'll be armed with a Minimi as the SR mortar & ammo are too heavy for long distance operations.
I'll post his full background & character sheet tonight (I'm at work at the moment).

I was looking through the other submissions to see what Comm gear is being used, and I noticed that not everybody has a radio at the moment.
I know we'll be operating under radio silence much of the time, but I still think everybody should have at least a micro-transceiver with encryption.
Anyway I'll be using Datajack/Transducer/Personal Comm Unit or Micro-Transceiver/Broadcast Encyption(6)
PBTHHHHT
Jun 9 2006, 02:49 PM
Yup, bought the microtransceiver and encryption, heck I even bought some ECCM to it too.
Whizbang
Jun 9 2006, 04:05 PM
Had been waiting to see if comm stuff was supposed to be military issue, or if we were going to be buying it, and if so, at what ratings.
Whizbang
Jun 9 2006, 04:22 PM
Edited my char sheet....will try to get the background posted sometime today.
Shadow
Jun 9 2006, 04:36 PM
Any gaps in your equipment can and will be covered. So if you all need Comm. gear I will get you some.
11 am today my time is the deadline. So call it two and a half hours from this post.
PBTHHHHT
Jun 9 2006, 05:22 PM
I've added some more to the background. that's it since I have to get back to work.
Raiko
Jun 9 2006, 06:04 PM
| QUOTE |
| 11 am today my time is the deadline. So call it two and a half hours from this post. |

Sorry I thought it would be in the evening, your time.
I've got to go out soon, but was planning on finishing my character before going to bed (given the big difference in our time-zones). Would you mind if I send him in later, it'll be in 5-7 hours from now.
Sorry that I've left it so late, but I'm definitely submitting a character.
TheOneRonin
Jun 9 2006, 08:43 PM
Sorry about being out of the loop for a couple of days...work has been killer.
My character sheet is done, and pretty much has been since I posted it.
I'll try to add some more background this weekend, but what I have so far stands.
Shadow
Jun 9 2006, 09:01 PM
This is always the hardest part, casue someone always has to get cut. Everyone did a great job with there characters and I apreciate all the time and effort put into them. In the end though there is never enough room.
1st LT.
TheOneRonin
1st Sergeant.
FrostyNSO
Sergeant First Class.
Whizbang
Staff Sergeant.
PBTHHHHT
Sergeant
jacktheripper
Sergeant
Raiko
The IC will officially start on Monday. Though I will probably put it up sooner with soem story posts. The OOC will be up today with some additional information.
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