Recruting is currently Closed Toivoton and ES Sparky you'll be the last two in.
Character Creation Rules.
Characters are members of Knight Errant Firewatch. Firewatch is a paramilitary organization within KE skilled in everything from police procedure to counter terrorism operations.
Basic rules:
Create standard 400 BP characters using the standard rules, then add 300 karma. Karma can be exchanged for cash at a rate of 1 for 1500¥. I’m looking for versatility over one trick ponies here. Characters should be capable of doing anything from holding their own in a firefight, to tailing a suspect, to intimidating (beating?) information out of a suspected terrorist, to performing a HALO drop on an insect spirit hive. You are however green troopers (at least for Firewatch) I'll be sure to let you know of any skills that you'll need to pick up as we go along.
Any dice rolls will be with Invisible Castle. Please use the user name Firewatch:[your character name]. When posting a roll break down the number of dice by bonus’. For example:
Negotiation roll:
Cha: 5 + Neg 3+ Tailored Pheromones 1 = 9
Negotiation Roll (1d6=1, 1d6=3, 1d6=4, 1d6=4, 1d6=6, 1d6=1, 1d6=2, 1d6=1, 1d6=2) One Sucess (heh crappy roll)
Background rules:
Remember that your characters have all been accepted into a highly competitive and extremely professional Special Forces unit. Assume that your character has passed a very stringent psychological examination and that anyone who wasn’t a team player and willing to work within the confines of the law would have washed out.
Required Skills:
Each character must have a minimum body of 4 (five is highly recommended) and a minimum automatics skill of 5. If you want to swap automatics for something else like longarms then PM me. Everyone must also possess the knowledge skill “Police Procedures” at 4.
Beanies:
Each individual Firewatch officer is issued with a certain basic amount of equipment.
Ares Alpha Combat Rifle
Ares Predator IV Pistol
Combat Webbing
Combat Knife
Dress Uniform
Helmet with chem. seal, Smart link, low light, thermographic, vision mag x 4
Armored Jacket
Full Body Armour (if body is 5 or above)
Fatigues
Collapsible Club
Heavy Impact Gloves
Combat Boots
A comlink with System 5, Signal 5, Firewall 5, OS 5 and rating 6 black hammer IC. This can only connect to the teams secure net however so its use is limited, a personal comlink is nessesary.
The team also has a City Master dedicated to their use and an Ares MR-55 SO tilt wing (Stats will be posted below). Your wages include a middle lifestyle in KE corporate housing with 700¥ remaining at the end of each month. The Ares Alphas must be checked in each evening, you keep the same gun from day to day but you aren’t permitted to take it home. You have a concealed carry permit for your Predators though.
When it comes to purchasing your own equipment and cyberware you can largely ignore availability. Keep it reasonable and we’ll all be happier. Anything that isn’t outright illegal or mil-spec is available, and I highly recommend purchasing a permit to go with any restricted items you might want. Keep in mind, this isn’t a ban on military weaponry, this is a ban on personal ownership of military weaponry. Each mission will have a budget that you can work with to requisition necessary supplies, that’s when you’ll get access to the mini-guns and assault cannons.
As far as cyberware goes, alpha and betaware are available with a max availability of 16.
Everyone also starts with Captain Holstine as a free Connection 4, Loyalty 2 contact. He's your immidiate superior and the commanding officer of Firewatch in Seattle. You are one of three teams stationed in Seattle
Karma:
Karma will be awarded once per "scene". I plan on each scene taking between a week to two weeks. Awards will be on a case by case basis, mostly for taking actions that move the plot forward. Everyone who posts at least once over the course of the scene will recive two karma just for posting, even if it is just your character saying "I agree". Karma can be spent during any downtime that comes up which will usually coincide with new scenes. Karma can also only be spent on skills you've actually been studying. This is mostly just to encourage a greater connection with your characters, "studying" can be as simple as "Bang sets his gun on the fireing platform and walks away from the range when the com-call comes in so he can hear over the other officers fireing." or "After getting home Merric starts pouring over the hacking program he's writing." Naturally skills that you acutally use during the course of the game count too.
Initiation: Characters can initiate up to two times. You must spend the full Karma to do so however, no group initiation, quests or anything else that lowers the Karma cost.
Final Note:
Remember you are Police Officers first and formost, you wear a uniform, carry a gun, have a badge and are expected to act as representatives of Knight Errant. KE is currently attempting to get the policing contract for Seattle away from Lone Star so they expect good impressions from all their officers, including you.
Also I forgot to mention, everyone must have a legal SIN, you don't get the bonus BP's for it though. Ares simply wouldn't hire SINless for a job like this.
Current Characters approved: Please post their stats here under (spoiler) tags to keep the thread from getting too long.
Merris: playing Bang. A troll unarmed combat physad.
Fastball: playing Eleanor Hartford(Owl Eyes). A counjuring/Counterspelling magician.
SyberCat: Playing Casey. A Former undercover operative
Toivoton: Playing (wires). A combat Mage.
ES Sparky: Playing Raleigh Alice Haeffner. An Assult Rigger.
Characters pending approval: Please PM your characters to me before posting them here.
APDS: Paranormal hunter
@ES Sparky
[ Spoiler ]
If anyone else has any final character changes they wish to make please just email them to me first. Otherwise we're just waiting on APDS to get started here. Expect the first IC post sometime this weekend.
If there are any questions please feel free to either PM me or email me at imperialus1@hotmail.com