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WeaverMount
I was just tipped off that you were starting up a game. The time slot works perfectly for me. Either of the two setting sounds great. I would vote for the lower BP characters in either though. On mars I think that we would have massive skill redundancy. While that might be realistic, I think it might hurt game-play. That said I'd really love to play a rigger if archetype is still available
Whipstitch
I'm fine with the idea of some skill redundancy happening on Mars. Technical skills could very well be at a premium and the extra dice from teamwork tests can go a long way towards making life easier for everyone. There's also the very real possibility that the group may need to accomplish two relatively difficult tasks within a short amount of time and could benefit from technical jobs being handled concurrently. Every other skill category is often beneficial on a per individual basis anyway, like survival tests and general combat ability, so redundancy isn't much of an issue there.
Cthulhudreams
Frank has previously expressed the opinion on this forum and others that it is vital for shadowrunners to operate as an independent unit as well as a team.

as such I'm making sure I can handle most situations atleast a bit nyahnyah.gif
Whipstitch
Yep. Stuff like patching up an enviroment suit to prevent anymore heat/oxygen loss isn't exactly something I want a 2 logic character to attempt to learn "on the job". I mean, yeah, we're going to be in pressurized facilities and all that jazz, but I still don't really want to be caught with my pants down just because I mistakenly figured Bob the Phd. Janitor would still be alive to handle everything. I've also noticed that the more you depend on one rigger to drive you home the more likely he is to be decapitated by bug spirits.
Cthulhudreams
Question that just occured to me. Gear is provided by the corp, but with cyberware/bioware that is a 'private' purchase, is that limited to availibility 12 like normal?
Whipstitch
I would think so, but my inner power gamer wouldn't complain about the opportunity to start with a Pain Editor and Cerebral 3 either. My inner roleplayer would though; consider me torn.
Cthulhudreams
Yeah, I figured it would, but I'd figure I check.

A tangentially related question. Skillwires, or more specifically the activesofts to go with them. Are the activesofts corp provided or do I pay for them myself?

Actually are commlinks, programs, skillsofts and *guns* speciality equipment or not? I just re-read that post and think I got it upside down frown.gif

I've just been re-reading my old paranoia books and I'm thinking a Evo Internal Investigations Security Team 'Morale Officer' (note the sarcastic air quotes)

The Company is happy. The Company is crazy. The Company will help you become happy. This will drive you crazy. Being an Employee on Mars Base is fun. The Company says so, and Evo is your friend. Many traitors threaten Mars Base. Many happy employees live in Mars Base. Most happy employees are crazy. Which are more dangerous—traitors or happy citizens?

Remember, Stay Alert! Trust No-one! Keep your rifle handy!

Evo accepts no liability for injury or accident arising from high powered firearms being discharged in pressurised areas. Trust Evo. Evo is your friend.
kzt
Umm, Frank didn't complain (yet) when I kind of busted the 12 limit. But it was gear, not implants.
Whipstitch
Raising the cap would hardly bother me, although I'd prefer not to go higher than 16-18 or lift it entirely. If it's lifted entirely my conscience and I would have to fight to the death over whether or not I really have the temerity to write up a sheet that starts with bound Force 6 Power and Spellcasting Foci. And of course, being the good li'l paranoid shadowrun player that I am, I would then proceed to have nightmares about the monstrosities Frank would sheet up for a group with those kind of toys. dead.gif
Catharz Godfoot
I'm interested to see how skillwires pan out in Frank's game. In effect, they're almost twice as costly as in a normal game. They're still cheaper (using 7kY per BP, one skill rank costs 14 times what a rating costs for your activesoft, as opposed to the normal 20x ratio), but they still have the same failings. When you factor in the lack of Technical activesofts (probably the most useful type) and the cheap specialization they're even less attractive.
Cthulhudreams
I'm running out of essence, but I may have made some pretty dodgy assumptions about equipment, so I might just get that clarifed.
FrankTrollman
Clever. Only the cyber parts got an availability listing at all, so I hadn't even noticed that some of the gear went above Availability. Yeah, a Rating 10 Jammer is a bit off the availability listing for you guys. smile.gif

Standard limits of 12 apply to things you are taking in your body or personal items.

-Frank
Cthulhudreams
What is covered by evo provided gear, and what is specalist?

Examples I'm particularly intrested in are skillsofts, and high end commlinks and programs for hackers.
Whipstitch
I'd think you'd pay for them with bps just like anything else since it's specialist equipment, just like my mage will be paying for binding and lodge materials. Remember, gear bps are simply a measure of the things you've acquired in life. Chargen is a game balance conceit and for the most part the bp system doesn't care whether your items come from the back of a truck or are are part of an employee benefits package. I'd assume that the stuff Evo will be providing for us will be primarily things that we could reasonably be assumed not to own, such as gyrojet weapons that perform fine in a vacuum or nitrogen rich enviroment or light excavation and space survival gear not even listed in the book. I'll admit to being a bit curious as to what sort of items we'll reasonably be able to purchase or commission from the station itself, but then, again, where's the fun in knowing all the details?
kzt
QUOTE (FrankTrollman)
Yeah, a Rating 10 Jammer is a bit off the availability listing for you guys. smile.gif

Standard limits of 12 apply to things you are taking in your body or personal items.

Well, 12 is a lot like 15, or 18 , or 30. smile.gif

Truthfully I can justify having the electronics, as he can make most of them. The commlink parts in 4 days on average. The 3 point power focus not so much. wink.gif

I'm also not exactly sure why Evo wouldn't be willing to have their employees buy rating 6 response chips. As they are legal and everyone has a SIN. . . But they have a rating of 16.
Cthulhudreams
QUOTE (Whipstitch)
I'd think you'd pay for them with bps just like anything else since it's specialist equipment, just like my mage will be paying for binding and lodge materials. Remember, gear bps are simply a measure of the things you've acquired in life. Chargen is a game balance conceit and for the most part the bp system doesn't care whether your items come from the back of a truck or are are part of an employee benefits package.

eirely valid point. Time to redo that character sheet with *less* cyberware.
FrankTrollman
There are Rating 4ish commlinks available for use, but they won't be "yours." If you want a place to staff you elven lesbian pornography and mutant commie traitor missives, you'll want a commlink of some sort of your own. They are Fairlight Gilgamesh, and run copies of Orb system mobile and also have a Firewall and System of 4. All of them are connected to the base AI at all times.

Armored uniforms are also available. The ballistic weave jumpers are 4/3. The chemical-resistant coveralls are 6/6 and have Chemseal, Flame Resistance, and Non-Conductivity 6, and radiation protected 4. The hard vac containment suits are 12/12 and are full chem seal, total insulation, fire resistance and radiation protected 10, and non-conductive 6.

Gyroget weaponry is available. As are the chem dispensers, digging machines, fire extinguishers, medkits, high-yield plastic explosives, clip boards and mops.

-Frank

Narse
Couldn't we store our elven porn on our headware memory(i.e. Datajack, yes its description also includes memory for "downloading and saving files"). Also, could personally purchased programs be stored in such memory and then be run on a company comlink?

EDIT: Forgot to ask: does standard availability mean only Standard and Alpha 'ware? Specifically, I was thinking along the lines of Delta-Datajack, and maybe Delta-Retnal Mods or Cybereyes.
FrankTrollman
QUOTE
Couldn't we store our elven porn on our headware memory(i.e. Datajack, yes its description also includes memory for "downloading and saving files"). Also, could personally purchased programs be stored in such memory and then be run on a company comlink?


Yes. And yes.


QUOTE
Forgot to ask: does standard availability mean only Standard and Alpha 'ware?


Yes. Beta and Delta have availabilities in excess of 12.

-Frank
Scope_47
I think that the thing to remember is that equipment that is yours should be bought with BP. Might seem a little obvious, but look at it this way... your character didn't just fall off the hay cart - if you are being trusted as one of fifty people in a multi-billion Nuyen Mars-based facility, you've been around the block a few times. That means that you've collected a bunch of random crap over the years unless something happened that you lost it all. So even if the company is providing good commlinks, even the poorest son of a slitch working there is going to have at least a Metalink if for no other reason than that when he goes home to earth he needs to be able to walk around in high security zones without being arrested for 'hiding in public.' And if you are a hacker... you should have a pretty nasty rig of your own since you had to learn those skills somewhere.

Oh, and never underestimate the power of laziness/mischeif. Example: I can certainly see a janitor having gotten a hold of a maglock sequencer just so that if he forgets a code he doesn't have to trundle up two flights of stairs and through half the facility to get to the security office and request the code again. You'd be surprised at the sorts of shortcuts people take on the job (a good friend of mine was a purchasing director at an RBC Bearings manufacturing plant... oh the stories I heard LOL).

(And for the record, I'm in like the fifth revision of my own equipment list LOL.)

Oh yeah... intros...

Hi, I'm Scope_47... I'm playing a Safety and Security Administrator - a human resources position. +grins+

- Scope
Whipstitch
Sounds like we're 100% on board with the Mars station then? Seems like we had 4 opinions and are now looking at like 7 players. Could be an interesting dynamic with the amount of company men we have too...
Narse
One more question: are the gyrojet weapons covered by the normal firearms skills or by Exotic Ranged Weapon? The BBB would seem to indicate ERW. (see the entry for ERW where it lists gyrojet weaponry)
FrankTrollman
The Exotic Ranged Weapon Skill is contradictory. There are a number of ways to handle it:
  • The ERW skill limits your number of dice when using unusual weapons, but you still use the most appropriate skill (longarms for a pain inducer, pistols for a gyrojet pistol, heavy weapons for a speargun).
  • The ERW skill is itself limited in that you can't raise it higher than your Firearms group, but it is used for any crazy weapons you get.
  • The ERW skill doesn't exist, just use whatever skill is most appropriate for whatever weapon you use.
  • The ERW skill is used for any weapon which calls for usual firing techniques. And we just agree to not abuse this by doing something stupid like strapping all weapons to your back (even though gunnery already works that way).

I don't have strong opinions actually. But the write-up on page 112 is incompatible with the equipment lists or the combat rules.

-Frank
kzt
Of course, regular guns should work just fine on mars. You might have slightly increased recoil, but nothing insane. You really only need to use gyrojets in zero G. Reading accounts of the people who played with gyrojets in SOG they worked pretty much like regular guns, but they were impressed. Though never saw any combat evals as the team that had one got overrun in Cambodia IIRC.
Narse
QUOTE (kzt)
Of course, regular guns should work just fine on mars. You might have slightly increased recoil, but nothing insane. You really only need to use gyrojets in zero G.
...

You're a little mixed up, regular guns should work fine in Zero G but you need an atmosphere in which to fire them, and that atmosphere needs to be oxygen rich. Mars (and outer space) does not have an oxygen rich atmosphere. Hence if you want to fire weapons on the surface of mars, you need to use a propellant that has its own oxidizer. I am assuming any gyrojet weapons that Evo would send to mars would use such a propellant. Really, the real advantage of Gyrojets is that they use self propelled projectiles (rockets) and as such can work in almost any environment (as long as the fuel does not require external reactants, such as oxygen).

That being said, I don't see why militaries don't just use gunpowder with oxidizers in aquatic environments, I think it would save them a lot of hassle ('cause then guns would work when wet). But they don't, so I'm assuming that it is impractical for some reason.
FrankTrollman
Guns do have oxidizers in them generally. Explosions, after all, are fires which burn in a confined space. The reason guns don't fire underwater is because water is nigh incompressable and the result is that the explosion ends up getting forced back and crushing the gun.

In low gravity, minimal atmosphere areas, guns function fine - but the holder of said gun is often thrown off their feet.

The gyrojet solves both problems by giving a graduated acceleration so that the water can get out of the way and the equal and opposite reaction doesn't throw you off your feet.

-Frank
Scope_47
QUOTE (FrankTrollman)
The Exotic Ranged Weapon Skill is contradictory. There are a number of ways to handle it:
  • The ERW skill limits your number of dice when using unusual weapons, but you still use the most appropriate skill (longarms for a pain inducer, pistols for a gyrojet pistol, heavy weapons for a speargun).
  • The ERW skill is itself limited in that you can't raise it higher than your Firearms group, but it is used for any crazy weapons you get.
  • The ERW skill doesn't exist, just use whatever skill is most appropriate for whatever weapon you use.
  • The ERW skill is used for any weapon which calls for usual firing techniques. And we just agree to not abuse this by doing something stupid like strapping all weapons to your back (even though gunnery already works that way).
I don't have strong opinions actually. But the write-up on page 112 is incompatible with the equipment lists or the combat rules.

-Frank

My personal opinion is that anything shaped like a rifle, regardless of crazy internal stuff, should use the same skill as a rifle.

But crazy-loony-toons weapons like mono-filament whips should be their own skill (exotic weapon: Whip) off in the corner just because there is nothing anywhere that functions the same.

- Scope
Narse
I agree with Scope_47, my interpretation was that anything significantly different should be an Exotic Weapon. They give some good examples of in the skill description, things like flamethrowers and lasers are obviously Exotic. This is why my character is planing on taking Exotic Ranged Weapon (Chemical Sprayer), because he has experience aiming one of them.

Edit: ah, yes I forgot that the recoil of a normal weapon would be a problem in Zero G (uncharacteristic of me, but I suppose I thought that they wouldn't work in a vacuum, not sure why I had that idea...)
kzt
No, gunpowder/smokeless powder/denatured HE all have the oxidizer mixed or chemically bound to the fuel. Explosives and guns will work just fine in space or vacuum, or zero-G. Eventually the lubricants might evaporate or sublimate, causing malfunctions or jams, but they will function fine until then.

The reason you don't want to use them in zero-G is that the recoil really sucks, as it will have greatly magnified effects. Unless you are well braced against something it's going to start you moving and probably spinning. Gyrojets, being rockets, have essentially no recoil.

Mars is lower gravity, but 38% is still enough that firing a pistol isn't going to bounce you off the ceiling 20 feet down the corridor. It might in zero-G. Ok, it would probably take a few minutes to slowly float there, but it could eventually do that.
Whipstitch
Yeah, I kinda figured that this campaign may be one of the very few places where goofy crap like the magnetization system and foot anchors could actually see some use.
Cthulhudreams
Yeah Mars should be fine for guns. Zero-G would be bad if you tried to bust out a machine gun or something though I imagine.
Scope_47
I can however see a desperate space-marine using his trusty ares alpha as a propulsion system LOL.

As for the magnetic thing, remember that most materials are non-ferrous (as the item's description points out).

I find it more likely however that gecko-tape soles will be on the standard-issue shoes/boots for space-work (not necessarily on planet though). Its relatively cheap, and doesn't need to worry about ferrousness of metal. Plus, in a research setting it would be annoying to have to keep recalibrating equipment due to dozens of random magnetic fields walking around.

However, the Gastric Neurostimulator is good because nausea is a big problem with gravity changes and wierd spinny rooms in space stations. It even says in the description it is favored by space-workers. (though personally, if it were real, I'd have one just because I'm a motion-sickness poster-child.)

BTW... one day I so want to see someone with a jackhammer cyberarm just because its so cool smile.gif
WeaverMount
I was interested in playing an Ork Rigger with extremely high knowledges, languages, and a good social net work.
Couple questions:
1) Are we settled on the Mars setting? It's starting to feel like it.
2) What dice pool sizes are people envisioning for their core skills?
3) I was really interested in taking the Learning Stimulus (110 Aug). Frank, do you care to stat a Learning Stimulus that works under your advancement rules, or should I just let it slide? I'd pitch something but I'm not even sure what a conversion would look like give the transition to a linear cost.
Whipstitch
My mage looks like he'll have a lot of dice with Illusion and Manipulation spells and will be good to above average in most other magical tasks. In all honesty though, I probably wouldn't have bothered with that many dice if it weren't for the fact that I'm taking a dozen spells at chargen. A ridiculous amount, to be sure, but hey, what can I say, I'm indecisive, and I can name at least 14 spells I really like off the top of my head at any given moment. He's not finalized though and Frank could always give him the boot, I suppose. cool.gif
Scope_47
I really like the idea for the Mars setting, but if we were to switch to another one it wouldn't be the end of the world or anything - I could tweak my char's backstory fairly easily.

My character is pretty much finalized (there are a few last-minute tweaks I'd like to make if Frank will let me though smile.gif) My core skills (social) are around 11 to 14 dice with a couple of knowledge skills at 7 to 9 (In a research station, she'll probably most of the time feel like the dumbest person in the room LOL). There are a couple of skills 14+, but IC for her job description those are secondary skills (which happen to just be really easy to pump up with equipment).

Her Human Resources position basically means that she has to take care of all the small town BS that comes up when you cram fifty people in a tin can with little outside contact for months or years at a time - kinda like a small town community oriented sheriff (Think Sheriff Carter from Eureka - a show on Sci Fi channel).

<EDIT: I can't smell, err, spell tonight. +le sigh+>
Whipstitch
I'm building my character in such a manner that I think it could work for either setting, basically. Owning a few staples of your own that don't necessarily appear on the company ledger never hurt anyone, after all.
Cthulhudreams
I'm struggling with my character, I set out to build a technomancer, but am having difficulties with developing a cohesive skillset. Can so far work either game, though I'd probably have to retool equipment if I'm not expecting to be able to pick up alot of stuff on site.

I'll post what I have later for feedback.


Also

Question for Frank Just a point of clarification, implant cyberware still reduces a technomancers resonance?
FrankTrollman
QUOTE
Are we settled on the Mars setting? It's starting to feel like it.


People have sent in characters and backstories for the Mars setting, so yes. At this point, I think we'll be ready to start next Saturday.

QUOTE
I was really interested in taking the Learning Stimulus (110 Aug). Frank, do you care to stat a Learning Stimulus that works under your advancement rules, or should I just let it slide? I'd pitch something but I'm not even sure what a conversion would look like give the transition to a linear cost.


The Learning Stimulus is hack to make up for the fact that skills are too expensive in the normal rules. Seriously it costs 12k and then upgrades all your knowledge and language skills to 3 for free. It would be broken and silly if it wasn't for the fact that people who buy up Knowledge skills are getting hosed anyway.

So yeah, once we've addressed the rules issue which required its creation, the Learning Stimulus has no need to exist.

QUOTE
Just a point of clarification, implant cyberware still reduces a technomancers resonance?


Yes.

-Frank
kzt
Character has 10-11 dice in running a fusion reactor and in plasma physics (or building laser fusion bombs . . ) but only 9 dice in electronics and hacking stuff. I intend to have a decent set of programs and commlinks. Right now he has 8 dice (plus smartlink) for guns. He's also a darn good industrial mechanic and can probably eventually design and build (assuming nobody better is doing it) about anything that needs to be built using the machine shop or the base industrial nanoforge. He's also got pretty good skill in operating in mars atmosphere (mars survival) and fixing various awful things that could happen to the base.

He;s also a mediocre mage, with an assortment of spells mostly useful for things like fixing large holes in the side of the base and minimal defense/utility.
Scope_47
Did we ever decide what chat program we are going to use? The only one I have installed right now is AIM and YIM (only have it connected when I need to), but I don't mind installing other ones. My yahoo name is Jacqualine47 and my AIM name is jackendavoxgsf

@Frank: Since our characters all work at the same facility and thereby should reasonably know of each other, should we go ahead and post PC descriptions and 'what is common knowledge' here so that during the game people will have this thread as an easy 'who is who' reference?

- Scope
FrankTrollman
Psych Report
by Zdenka Ondráková

Remote and hostile, the surface of Mars is bad for the psychological health of workers. The following have been determined to be key points that threaten the wellness of mission staff, as well as steps which are being taken to counteract these influences:
  • Limited opportunities for human contact: Social activities are encouraged amongst mission staff. Games, trid nights, and scheduled meal times have been introduced to facilitate
  • Non-standard daily cycle: While the Mars day length is actually closer to the metahuman internal day approximations than that of Earth, the fact that a Martian-based clock falls farther and farther behind that of the Earth day has shown to exacerbate “cabin feverâ€? among mission staff. For this reason, Earth time at UTC (GMT + 10) is used exclusively. Lights inside the base are cut to 2/3 normal from 19:00 to 22:00 and from 2:00 to 6:00. Lights are cut to 1/3 normal between 22:00 and 2:00.
  • Hostility of outside environment: While the short periods of the surface being warm enough for ice to melt are not something which can be directly addressed by the psychological staff, virtual weather has been provided in background, overwrite, and BTL formats to cosmonauts.

Mission Critical Staff (10/11)
    Dr. Viktor Wollstonecraft
    Position: Biothaumaturgical Researcher
    Origin: Bern, Switzerland
    Profile: Viktor is distinctly prejudiced against metahumans, a group which he considers to include humans. His transhumanism and low-moderate corporate loyalty mark him as a suicide and treachery risk. Dr. Wollstonecraft is extremely reluctant to actually finish projects, preferring to begin new research. Dr. Wollstonecraft has requested a pet of some kind on each resupply and has grown bored with it each time.

    Dr. Michael Praetorius
    Position: Thaumaturgical Researcher
    Origin: Venice, Italian Confederation
    Profile: Dr. Praetorius is mildly addicted to a list of chemicals long enough that he has lost count. He is essentially always in withdrawal from something. Most of the time he is also under the influence of one or more chemicals.

    Dr. Boris Dellenov
    Position: Facility Administrator
    Origin: Moscow, Russia
    Profile: Classified.

    Dr. Yamato Kochi
    Position: Cultural Anthropologist
    Origin: Edo, Nippon Empire
    Profile: Dr. Yamato is severely autistic and incapable of interacting with other metahumans on an empathetic or emotional level. Dr. Yamato is hyper analytical with respect to metahuman interaction and keeps track of an extremely detailed and elaborate “point system� of his own devising.

    Dr. Vladimir Kurchek
    Position: Archeology Researcher
    Origin: Grozny, Russia
    Profile: Dr. Kurchek has social anxiety disorder, a condition for which he refuses treatment. He is also noticeably discomfited by loud noises or direct physical contact.

    Dr. Ayanami Yui
    Position: Thaumaturgical Researcher
    Origin: Tokyo, Empire of Nippon
    Profile: Dr. Ayanami is obsessed with a massive war she believes will inevitably occur and spends most of her time making elaborate plans to “win,� something she has said would be worth any price. Also she believes that proper use of magic can render metahumans immortal.

    Dr. Neela Amirthakaii
    Position: Chief Linguist
    Origin: Chennai, Tamil Nadu (Elf)
    Profile: Dr. Amirthakaii is borderline flat affect disorder, and she has reported having suicidal thoughts “very frequently.� She also cuts herself and is largely to be kept away from sharp objects when alone.

    Dr. Kauravya Saikia
    Position: Thaumaturgical Antiquarian
    Origin: Wokha, Nagaland
    Profile: Dr. Saikia has almost no respect for metahuman life, and is openly contemptuous of the rules which govern society. A staunch proponent of the headhunting activities of the Naga people, Dr. Saikia himself has four life beads and is considered a threat to co-workers.

    Dr. Victoriya Kuchma
    Position:
    Qualifications:
    Origin: Zhytomyr, Ukraine
    Profile: Dr. Kuchma has an inflammatory disease of her bones which causes excruciating pain. She is addicted to a cocktail of painkillers, and presses the button on her auto injector thirty to forty times a day.

    Dr. Ljubomir Nemanjić
    Position: Virtuakinetic Researcher
    Origin: Smiljan, Croatia
    Profile: Dr. Nemanjić considers himself to be friends with the base AI and has little time for contact with metahumans of any kind. He mutters to himself about the effects of various lesser known rays.


Technical Staff (15/20)
    Taro Sato
    Position: Director of Technical Operations
    Origin: Handa, Empire of Nippon
    Profile: Taro is convinced that he is capable of replicating the effects of a biological sleep regulator by willpower alone. Competency tests have proved this conceit to be unwarranted, but so far Taro has rationalized contrary information as being atypical.

    Dr. Henry Adams
    Position: Medic
    Origin: Suffolk, United Kingdom
    Profile: Filled with replacement cyberware from numerous injuries received during his time as a CrashCart combat medic, Dr. Adams goes by a number of nicknames such as “Captain� and “Patch� in reference to his single glowing cybernetic eye. His forced jollity wears thin on him more and more frequently.

    Dr. Joy Kellogg
    Position: Medic
    Origin: Sherbrooke , Quebec (Changeling)
    Profile: While the actual SURGE effects on Dr. Kellogg are quite modest and she can trivially pass for an unchanged human, the fact she has lost all of her birthmarks and asymmetric qualities has left her feeling distinct from herself, with a crushing desire to conform coupled with a deep and angry resentment to declare her own individuality.

    Dr. Wen Xia
    Position: Medic
    Origin: Guyuan, Shannxi (Elf)
    Profile: Dr. Wen is a surgery addict. She has confided that she really wants to conduct unnecessary implant surgery on other people.

    Kira Smith
    Position: Fusion Technician
    Origin: Las Vegas, Pueblo Corporate Council
    Profile: Kira has been conditioned by an abusive family to accept virtually any behavior from others as “normal� and is virtually incapable of direct confrontation, even while being sexually tormented. She signed on for space work as much to get away from others as anything.

    Takeda Akio
    Position: Lead Reactor Engineer
    Origin: Osaka, Nippon Empire
    Profile:

    Takeda Machi
    Position: Reactor TS
    Origin: Osaka, Nippon Empire
    Profile: Machi is alternately pleased and insulted that his younger brother Takeda was promoted above him.

    Jack Chapman
    Position: Matrix Security
    Origin: Rapid City, Sioux Tribal Territory
    Profile: Jack feels compelled to fulfill the ethnic stereotypes of both his Sioux and Navajo lineage, which has driven him to excel at the cerebral pursuits of Matrix manipulation and the aggressively visceral pursuits of

    Captain Jason Calhoun
    Position: Matrix Security
    Origin: Montgomery, Confederation of American States (Elf)
    Profile: Jason is a former political radical. With his alienation from his former political agenda has come a growing despair and pervasive apathy which is beginning to affect his work.

    Ilya Zelezny
    Position: Machine Operator
    Origin: Sukhumi, Georgia (Ork)
    Profile: Ilya is directly uncomfortable being an ork and is in passive denial about his non-human subspecies.

    Jacob Shark
    Position: Machine Operator
    Origin: Arctic Transport Administrative Region, Trans-Polar Aleut
    Profile: Jacob is a show-off who is desperate for the attention and approval of his peers.

    Gilbert Belfast
    Position: Air Filtration Engineer
    Origin: New York, UCAS
    Profile: Gilbert is a hopeless and persistent romantic. While he is actually quite shy, he nonetheless is frequently making elaborate relationship plans with people who in reality barely know him. Gilbert has a gambling habit.

    Michelle Wan
    Position: Water Filtration Engineer
    Origin: Changsha, Hunan
    Profile: Michelle collects and breeds fish. She is in hard denial that other metahumans don't find fish as interesting as she does, and will obsessively turn conversations to her fish collection when she is uncomfortable, which is often.

    Mark Apfelman
    Position: Diagnostic Technician
    Origin: Europort, United Provinces of the Netherlands
    Profile: Mark has a severe case of Obsessive Compulsive Disorder, an ailment for which he was specifically recruited given his position.

    Kelly Hernandez
    Position: Communications Operator
    Origin: Yautepec, Aztlan
    Profile: Kelly hates all organic life.

Support Staff (9/20)
    Zdenka Ondráková
    Position: Psych Chaplain
    Origin: Příbor, Czech Republic
    Profile: Feeling Fine.

    Elizabeta Katenin
    Position: Cook
    Origin: Kernerovo, Russian Federation
    Profile: Elizabeta is an attention seeker and atavist.

    Colonel Sarah O'Sullivan
    Position: Human Resources
    Origin: Dublin, Tir na nOg (Elf)
    Profile: Colonel O'Sullivan was injured severely in a now-classified incident where a friend lost her life. As a result, Colonel O'Sullivan has been outfitted with the skin of another person, and reacts badly to mirrored surfaces and verbal descriptions of her appearance.

    Sergeant Isaac Karloff
    Position: Security
    Origin: St. Petersburg, Russia (Dwarf)
    Profile: Addicted to jazz. Gambles heavily. Isaac has a particularly cavalier attitude to his own continued existence, which he justifies with a litany of depressing Russian poetry.

    Sergeant Takamura Hoshi
    Position: Security
    Origin: Tokyo, Nippon Empire (Ork)
    Profile: Hoshi is somewhat prejudiced against humans and people from the Nippon Empire, a position which he himself agrees is unreasonable. This has led to him being somewhat patronizing in his attempts to deal with either group.

    Sergeant Leila Ortmeyer
    Position: Security
    Origin: Essen, AGS (Troll)
    Profile: Leila complains of claustrophobia. As is normal for her subspecies, outdoor areas are important to her. The requisite time spent inside on the Mars mission wears heavily on her.

    Sergeant Ghenadie Heines
    Position: Security
    Origin: Bucharest, Allied Counties of Romania
    Profile: Ghenadie is addicted to the attentions of vampires, a habit he is unlikely to long survive indulging. He has but to space in part because he realizes that his survival depends upon moving to a place where vampires cannot go.

    Julia Gilmore
    Position: Janitor
    Origin: Salem, Tir Tairngire (Elf)
    Profile: Julia holds unpopular political and economic ideas, which motivate her to speak out against management.

    Takenaka Juichi
    Position: Janitor
    Origin: Seattle, UCAS (Dwarf)
    Profile: Juichi is extremely motivated to impress his superiors and is exaggeratedly helpful to the point of provoking disbelief and paranoia among management.
Scope_47
+Applause+

Very impressive... makes me want to load up SPSS and plug the data in to get demographic charts LOL

How much of the Psych Report is available In Character?
FrankTrollman
QUOTE (Scope_47)
+Applause+

Very impressive... makes me want to load up SPSS and plug the data in to get demographic charts LOL

How much of the Psych Report is available In Character?

These are the abstracts, which means that it's available to all mission staff.

-Frank
Whipstitch
I've got 5Â¥ that says the shrink is probably the single most batshit insane person on the station. I mean, after all, she thinks she's fine.
Scope_47
Nah, Put 5 nuyen.gif on Dr. Dellenov to win.

But who cares if someone is crazy so long as they continue to function as productive members of society, right?
Whipstitch
Nah, I figure he's just equal parts ambitious and incompetent, which really is just as dangerous, especially in a station filled with crazy people. smile.gif

Ah, by the way, if we can commute taking skill groups does that mean we can take specializations at any time as well?
WeaverMount
I created a PBwiki for the game ( http://mars2070.pbwiki.com/ ). I think it will be god resource. I'm willing to format and maintain it myself if people will post characters etc on the wiki or on DS.

Also. I remember talk of Franks matrix rules getting turned into a PDF. Did that happen?
Scope_47
Nice Resource, but the 'NPC Roster' is a bit of a misnomer since some PCs are on said roster.

For the PCs shadowdocs you could do dosiers sorted by security clearance - IE: some hacker on Jackpoint decided to get info on the mission for dreks and giggles (my vote is for Puck, but then again I just always liked the 'hated but too useful to kill' types in fiction smile.gif)... basically each player post their own dosier, and then for fun others could edit into it shadow comments.

The thing to keep in mind though is that said shadowdocs would be OOC info (unless your character had the security clearance to look at personel documents) and therefore not that useful.

An alternative would be to just have it be non-shadowdoc paragraphs just saying what is common knowledge on the station, how the character looks/acts, and what their office/workspace/quarters look like. I guess you could put it into the form of some random guy's e-mails home or e-journal/blog - but that would be stretching it.

Anyway, that's just my two cents.
- Scope

<EDIT: Hey Weavermount, you should probably give us the wiki password if you want us to add stuff to it smile.gif>
Whipstitch
...God, I keep having to fight the urge to try grandfathering in a technician named Lister.
WeaverMount
password is sr4sr4, sorry about that

Thanks for the heads up on some of the people in the psych report being PCs. Once/If I have a little more content to work with I/we can arrange it better

There are any number was to get the basic info about you character across IC, and we don't have to use the same method -verity is nice.
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