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DWC
QUOTE (Muspellsheimr @ Jan 8 2009, 07:56 PM) *
Follows all the normal rules for Assault Cannons - aka you need a Tripod or Gyromount, but it is doable.


Or you need a Strength and Body of 8 or higher, and a willingness to soak a piddling amount of stun damage every time you pull the trigger. smile.gif
Mickle5125
*grins*so I've decided.

Adrian is being replaced by a Rigger Adept pixie.

^___^
crizh
I think the easiest way to spend the extra karma will be a couple of Grades of Initiation and the Ally Spirit I couldn't afford previously.

I've got a shed-load of extra cash to spend which might take me a while...
JoelHalpern
the reported extra cash is flipping me back to looking at buying Synpatic-3, Skillwires-5, and a bunch of full price activesofts.
Still end up with Combat Sense 8.

Joel
Dumori
The game will use karma based chargen with 1250 karma and 10000 nuyen per karma. And items above aliviabley 18+ items costing karma like this:
availability
<18= 0karma
19-22= 1 karma
23-26= 2 karma
27-30= 3 karma
31-34= 4 karma
etc

Useing a cyber wear availibility rules with alpha +2 beta +4 delta +10

The max of one skill at 7 and one skill group at 5.
A max of two atributes at max.


Wiki adress and password
http://fieldsoffire.wikidot.com
password: fieldsoffire

inniation: no limt but with in reason

Qualitys:
max negative : -70
max posative : with in reason


Definitions:
with in reason: Riquires GMs aproveal nor let few with small amount but full on explots will be stoped
Free Knowledge Skills - RAW, Karma generation discourages taking Knowledge skills, because it cuts into your characters more "real" abilities. At (Intuition + Logic ) x 10 free Karma worth, most characters will begin with slightly more Knowledge skills than the Build Point system; not enough to make a huge difference, &amp; more knowledge can add character depth.

just now im compiling all the rules and and ruling ive made so its slightly easyer to read and look up as a GM and as a Player.
Muspellsheimr
Perhaps instead of paying Karma per item above Availability 18, you can do something along the lines of the following (I still say charging Karma per item based on availability is a clumsy way of doing it - this keeps the same general idea while streamlining it).

5 Karma: Availability limit is increased to 22
10 Karma: Availability limit is increased to 26
15 Karma: Availability limit is increased to 30
etc.
Dumori
Im afried im a big fan of this system as the one you purposed can be quite expenvcive for one high avilibility item
Muspellsheimr
I have been thinking about it, and may be changing my character as well. Either way, I am somewhat unclear on skill maximums. How many are we allowed to have at rating 6, assuming no 7's?


Edit: Also, by RAW, the maximum rank of Adept powers a Mystic Adept may have is based on it's total Magic attribute, instead of simply those dedicate to Adept. Is this also true for the maximum Force a spell may be cast at (3/3 split; 6 total - is the maximum Force of a spell going to be 3S/6P, or 6S/12P)?. If I remember correctly, this is supposed to be clarified sometime in upcoming Errata/FAQ, but was not said which way it would go. Personally, I support maximum Force being based off total Magic - makes them a bit more playable.


I believe I asked before, but do not recall the answer. Is the following allowed? It certainly helps Adepts, who run out of useful Metamagics very rapidly, & I fully support using it smile.gif. Not using it hurts Adepts, particularly at this high of a power level, & using it makes Mystic Adept hybrid builds doable, especially if Force is limited off total Magic.
QUOTE (Street Magic Errata)
p. 31 Tweaking the Rules
Add the following Tweak:
“Adept Initiation. Groups may consider allowing adepts
to gain 1 Power Point instead of a Metamagic at Initiation.”
JoelHalpern
I had been assuming the use of Initiation powers for Adept Power points. So a response on that is fairly important.

The question of the maximum power level for adept powers and spells does make a big difference for the viability of Mystic Adepts.

Joel
crizh
On the subject of optional rules I've rather been assuming that it is ok to buy Metamagics with karma independent of Initiation.

Initiation gets massively expensive after Grade 6 so I planned to stick to 6 and just buy any additional Metamagics I wanted after that.
Dumori
buying metamagics and powerpoints for initation are ok.
Muspellsheimr
& maximum spell Force for Mystic Adepts? What ruling are you going with on this?
Dumori
he example clearly says in my eyes the mystic adepts magic focused on mana affect only the magic used to roll skill+ magic tests only. So force is caped by full magic not a faction of it.
Muspellsheimr
If anyone is willing, I would apreciate some assistance in designing a Magical Group.

What I know so far:
Individual Strictures - Deed, Fraternity, & Secrecy
Group Strictures - None or Oath (undecided)
Concept - Assassination organization, roughly based on the Dark Brotherhood (Elder Scrolls)

Suggestions welcome on flushing this organization out.
Mickle5125
magical assassins would require the oath. Additionally, dues would be required. probably as much as 50% of every hit. I'll have to think more on it later, though.
Muspellsheimr
Edit: Was getting things confused - I'm tired

For dues, I'm going with that already being covered as part of Deed. Someone approaches the organization for service, & they pay you a percentage to execute the hit. Dues being covered by the percentage they take, before you are even aware of the hit.
Mickle5125
did we decide on any free knowledge skill points?
Muspellsheimr
I hope we do, as it would help me immensely, but I do not believe so.
DWC
Another quick question. How would you handle making a drum fed weapon into a belt fed one? It's not a listed weapon modification, so I figured I'd check.
Muspellsheimr
Okay, I have decided. I will indeed be changing characters, unless Dumori has a problem with it.

Concept: Human HMHVV I (Vampire), Mystic Adept Assassin; focuses in Adept aspect with bio-augmentation - martial combat. Legal identity as a bounty-hunter. Focuses in heavy defense; prefers melee combat, but skilled with pistols & snipers; stealth expert. Sex addict & sociopath, hobbies include rape & torture.


Character description, portrait, & build coming soon. For now, the background I wrote for her 4-6 months ago & never finished.

[ Spoiler ]
Dumori
QUOTE (DWC @ Jan 12 2009, 06:46 PM) *
Another quick question. How would you handle making a drum fed weapon into a belt fed one? It's not a listed weapon modification, so I figured I'd check.

By saying nope but you can get two 100 round dums stuck to it for a similar effect.
QUOTE (Mickle5125 @ Jan 12 2009, 04:08 AM) *
did we decide on any free knowledge skill points?

we didn't but im going to be using the house rule Muspellsheimr sent me I like it. I'll post it in the rules section as well ASAP


Free Knowledge Skills - RAW, Karma generation discourages taking Knowledge skills, because it cuts into your characters more "real" abilities. At (Intuition + Logic ) x 10 free Karma worth, most characters will begin with slightly more Knowledge skills than the Build Point system; not enough to make a huge difference, &amp; more knowledge can add character depth.
DWC
QUOTE (Dumori @ Jan 13 2009, 07:25 AM) *
By saying nope but you can get two 100 round dums stuck to it for a similar effect.


Fair enough. Probably not a good idea to have a belt fed, fully automatic grenade launcher anyway, even if only from a perspective of avoiding having to resolve full wide bursts of grenades.
Dumori
yeah any exploseive weapon with over SA is a pain to work out though boging downist that big and issuse on PBP. well im yet to start remaking dust as exams are still in full swing though only one on manday now so i can get some work done on feilds
JoelHalpern
Just trying to figure out who we have, and what skill holes we are going to have.
If I read the email exchanges right, we have lost Tarantula / AD-80 and blackhat / "OverKill" (not sure about Intro / Zé Ninguém and scope_47 / Kiara Godard)
AD-80 was our primary rigger / transportation. He was also the only character with good hacking skills and a suite of software to go with it. It does seem we will need that some of the time. (Infiltrating an enemy camp. Drones have to be hacked. Human guards can be taken out, but their biomonitoring / remote status needs to be hacked.)

Possibly I am being excessive in worrying about this.

Joel
Dumori
scope_47 shoudl be back in or was at least intrested when i asked. Yeah a hacker would be a good idea but i can add a NPC one if you guys want.
Muspellsheimr
I can hack. I have Agents biggrin.gif
Mickle5125
I'm rigging, have a very good hacker ally, and am taking some small skills in hacking as well (gotta love stealing drones and turning them back on their owners!). I'm also putting considerable effort into scouting. That's right, I'm just that Epic. ^_^
JoelHalpern
I have replaced the posting of Tam on the web site with something close to what I think he should be.
I would certainly appreciate comments (or corrections.)
While he still loves his Ares Alpha, he actually expects to use the Gauss rifle most of the time.

Thanks,
Joel
crizh
Looks pretty good Joel. I might be able to do the same with Abaddon tonight.

Were we not limited to one skill at six? Tam has sixes in Automatics and Heavy Weapons I think.
Dumori
No two 6 sixes or one 7
crizh
Cool.

I've posted most of my alterations on the wiki. I'm still not done with knowledge skills and gear but should have that covered shortly.
DWC
DangerClose is updated. It won't be the same without the FA grenade launcher, or the burst firing rocket launcher, but that's probably for the best.
Mickle5125
Lilith's mostly posted
Muspellsheimr
I'm still trying to figure out what to cut to bring Seraph to 1250 Karma - currently overspent by approx. 60. I will likely post the stats later tonight, asking for suggestions.

For now, only the background is up on the wiki.
Dumori
some how dust is a god at his role now. And has 35k and 6 karma left to spend. Ideas?
crizh
Prostitutes and hard drugs?
Mickle5125
arts. No need to have him only be a one-demensional soldier. Give him some crazy cool skills with music or something.
Dumori
Allready got him artisan and soical skills no this is really gear ideas.
DWC
3 troll sized body cavity escape kits?
crizh
Whew!

OK, I think I have finally finished Gear and Knowledge Skills. The new and improved Abaddon is complete.
Dumori
I'm going with ryngu fill capsule rounds and some B&E stuff I think. And see what I've got left after that.
DWC
Something just dawned on me. Dust is an NPC. Can't you just give him whatever the hell you want to?
Dumori
well yes and no i could but i want him to be equal-ish to you guys.
DWC
Should be interesting to see how equal things really are out at 1250 karma. I'm guessing the end result is that everyone ends up absolutely murdering everything until they hit someone targetting their specific vulnerability. Then the instant death happens.
Dumori
very likely XD well see so should recurite from some more players or should I drop in NPCs or dose any one want to one an extar PC to buff up numbers I like the later ideea less work for me all round XD
JoelHalpern
In terms of additional people, there are several factors:
1) We could probably use a rigger, with gear, since we lost one. With the increased money, the gear ought to be something!
2) Depending upon what we are trying to accomplish, we could probably use a few more specialists.
3) There presumably ought to be quite a number of support characters. One or two 1250 Karma supporters, with the rest as generics might make sense. If people make those as secondary, then that might work.

I would be happy to make up a secondary character. I am tempted to provide a technomancer, although that might be more than Dumori wants.

Thanks,
Joel
crizh
Having spent a few seconds thinking about the sort of Dronomancer I could build with 1250 karma I'm off for a cold shower....
Muspellsheimr
Well, I was delayed, & Seraph should be posted soonish.


If we are doing secondary characters, mine would be an armorer, & would require the following weapon to be approved for use:

Gauss Pistol [Heavy Pistol]
5P
-2AP*
SS
-
10 ( c ) + Energy
N/A
8,000
* Half armor before applying armor penetration.

Designed by Nicholas Rhys, the Gauss Pistol is the first hand-held Gauss weapon system. The weapon combines the armor-penetrating force of rail weapons with the portability of heavy pistols. The weapon takes an energy cell to power its magnetic accelerators (same as those used by the Ares laser weapons), in addition to its ammunition clip. Each shot consumes 1 point of energy; each clip has enough power to fire the weapons 10 shots.

The weapon uses specialized ammunition costing 200 per 10 rounds. The weapon is not available on the market, & must be obtained through Mr. Rhys.
Mickle5125
nobody's looked through Lilith's gear listing yet, have they? She has 30+ drones, most of which have LMGs or better.
Muspellsheimr
Augmented skills (such as Improved Ability) work differently from augmented attributes - you are limited to 1.5 x your current rating, not maximum rating, round down. So, you will need to adjust your Gunnery & Artisan skills.

For your Agent; Homeground is an Autosoft, which are limited to Rating 4.
I am unsure about Replicate, & to lazy to look it up.


Otherwise, looks pretty good.
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