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krayola red
Okay team, this is gonna be the OOC thread for the game. Before we begin, you guys are gonna have to come to a consensus on some of the following issues so I have a better idea of how to set up this game:

1) What setting would you guys like to play in? I know Seattle is the default, but if there's some other city that you've always wanted to do unsightly criminal things to, let me know! If you choose a place that you're familiar with, then be prepared for me to fuck it up beyond all recognition, because I like making stuff up. grinbig.gif

2) What direction do you want the moral compass of this game to point? How altruistic/evil are your characters going to be? What values do they hold? What are their limits? If you want to play a good guy, then it would probably be a bad idea for me to send you on a mission to assassinate a baby.

3) What kind of challenges would you prefer? Combat? Infiltration? Investigation? Puzzle solving? All of the above, and more? Let me know what kinda stuff you like to do in games and I'll try my best to oblige.

4) Any house rules you like? I'm probably going to come up with some of my own after I've had a chance to re-read the system, because last I remember SR4 had a lot of its own limitations, but suggestions are always welcome.

More to come if I think of anything. In addition to the above, now is the time to work on your character sheets. Forget about build point guidelines. Stat out your characters as you envision them in your head. Keep in mind that this game may run the long stretch if things go well, so it would probably be wise not to create a couple of superheroes with no room for future advancement. You guys can also coordinate with each other to ensure that your respective PCs are on a roughly even playing field, and I'll sort out any discrepancies at the end of the process.

Also, character histories - the more you give me, the more I can integrate into the game, so if you want to expand on what you wrote for the original concepts, this is a good time. Alternatively, you can choose to figure it out as you go along.

Woo hoo, let's get this party started! love.gif
BlackHat
Copied from my PM (for Glyphs reference):
QUOTE
The idea is a metasapient AI (From Runner's Companion, if you don't have that, you might not be interested). Although, rather than make it a hacker or a rigger (which I think is pretty common), I wanted to play one who is in a particular drone body, which is very lifelike, and who is both interested in learning about life, and fills the role of street-sam, weapon-specialist, or covert ops. The concept is very much like Cameron from the "Terminator" TV series (no idea if you watch that or not).

"Zee" aka "Zero", "Z-0"
Occupation: Bodyguard, occasionally Close-Combat Specialist, Covert Ops
Suppliments used: Metatype from Runner's Companion, a lot of stuff from Arsenal, a couple of things here and there from other books.

Zee started out, she supposes, as a complex drone pilot program. Everything before she awoke to sapience is pretty much a blur of disjointed thoughts and concepts. This was only a few months ago - which leaves her fairly clueless about many things that your average Sprawler takes for granted. At the same time, she somehow knows (perhaps remnants of her original program) some things she could not have learned in a few months, such as how to speak and move. She hasn't had a lot of time to become accustomed to the body she found herself in, either - but, like any drone pilot, she can load up autosofts to take care of a number of tasks that the body was designed for. Like a child, she is getting used to her body, and just beginning to learn how it, and the world it exists in, works. This body is also as special as she is. It is humanoid, and very realistic (mimic modification) - similar in form to cyborg units, but rather than a CCU (for a human brain), it houses her home node. Zee's body has tactile sensors throughout its skin, a fuzzy-logic processor, and a library of software that would enable it (and thus, her) to act and behave like a human. On its own, it is fairly convincing, but is still just a dumb lifelike doll. However, with Zee's metahuman-level cognative abilities, there is a spark of intelligence in its movements and new motivations to its actions.

I have not decided if she is property, or not - she was probably stolen from some Corp (maybe "liberated" by the other player, during a Run). In any case, Zee's life is now in the shadows. She is still learning, and growing, and is, in many ways, like a child - she even looks like a harmless young girl - but her body is tough, strong, and artificial, and she would make a great addition to any shadowrunning team (filling the role of street-sam, or covert ops).

Fun Fact: My current job is for a company working on AI, so I am fascinated by them.


I don't normally play female characters, but I figured since I am blatantly taking my inspiration from the Terminator show, I might as well go with it. smile.gif I'm planning to have her look *just* like Summer Glau. Hopefully the Terminator references stop there, though. I thought it was kind of amusing that the two PCs will both be girls. What's the opposite of a sausage-fest?

Crunch-wise, I was planning to use the vehicle modification rules in Arsenal, and a "similar model" of a drone in Runner's Companion, and the mimic modification (from the new Arsenal FAQ) to put together a "discount cyborg body" (Which will actually look more realistic than the Otomo, due to the higher rating mod). Personally, I think AI is cooler than cyborgs, anyway, and a hell of a lot cooler than a character with all cyber limbs. This character has a lot of room to grow, too, so I think that will be cool to play out. Point-wise, it might be a tight squeeze, but I'm pretty sure this character will work with standard chargen rules, if we decide to go a little higher, it will just work better. biggrin.gif I'll work on getting more of the crunch together this evening.

QUOTE (krayola red @ Oct 24 2008, 02:22 PM) *
1) What setting would you guys like to play in? I know Seattle is the default, but if there's some other city that you've always wanted to do unsightly criminal things to, let me know! If you choose a place that you're familiar with, then be prepared for me to fuck it up beyond all recognition, because I like making stuff up. grinbig.gif

No preference. Despite 3 of my siblings living in Seattle currently, I don't know the real-life city very well - so make up whatever you like. I won't notice. Seattle seems like a good default location. We can always pack our bags and move if we need to.

QUOTE (krayola red @ Oct 24 2008, 02:22 PM) *
2) What direction do you want the moral compass of this game to point? How altruistic/evil are your characters going to be? What values do they hold? What are their limits? If you want to play a good guy, then it would probably be a bad idea for me to send you on a mission to assassinate a baby.

I can go either way on this one. Zee is very likely to be influenced by the company she keeps, though. I think the inhumanity of something that wouldn't blink at assassinating a baby would be kind of interesting - but I had planning to have Zee learning about her humanity, and doing so would be a lot harder if she's asked to strangle kittens for a living.

QUOTE (krayola red @ Oct 24 2008, 02:22 PM) *
3) What kind of challenges would you prefer? Combat? Infiltration? Investigation? Puzzle solving? All of the above, and more? Let me know what kinda stuff you like to do in games and I'll try my best to oblige.

Well, since you suggested it. I'll take some "All of the above, and more."
I'm guessing we'll be better suited to (light) combat, but I like all of those things, and it is always fun to be presented with something you're not necessarily good at, but can do. Also, since you said you like to keep things deadly, it would be good to switch it up a bit, so we're not constantly at risk of party-wiping. wink.gif


QUOTE (krayola red @ Oct 24 2008, 02:22 PM) *
4) Any house rules you like? I'm probably going to come up with some of my own after I've had a chance to re-read the system, because last I remember SR4 had a lot of its own limitations, but suggestions are always welcome.

I'm always a fan of the 2x Cha free contacts house rule. Spending build-points on contacts always feels like a rip-off. biggrin.gif

I understand why they added software degradation rules in Unwired - but it always seems like they would make it horrendously expensive to use software (if a game ever lasted more than a month). Even putting IC on a few things to keep the hackers out costs more than a lifestyle (unless you register it with a SIN - but this is a game where you commit crimes on a daily basis). I plan to take a lot of autosofts, regardless, but it sure would be nice not to have to pay 1/4th of that money every month to keep them up to date, or to register them with a Corp (although that would be an interesting twist).

Other than that, I like a lot of the "Optional Rule" blocks in the various supplements - but none of them jump out at me as being critical.


I'll probably come back and revisit some of those questions when Glyph chimes in.
krayola red
QUOTE (BlackHat @ Oct 24 2008, 01:05 PM) *
I'm planning to have her look *just* like Summer Glau. Hopefully the Terminator references stop there, though.
And the Firefly references begin! Mwahaha.

I warn you that I'm a total technology buffoon, and right now all I've got are my e-book versions of SR4 core and Street Magic, so you might have to explain a lot of stuff to me during the character creation process. I was fascinated with your character idea though and wanted to see how it'll play out, so I thought it's worth the hassle. smile.gif
BlackHat
I don't mind at all. I'm sure Glyph (if he/she/it has the extra books) can correct me if I misrepresent anything, but I'm pretty familiar with the other books - so I hope I don't.

Glyph: I was not familiar with what a "Gunsel" was, until I googled it. Assuming you didn't mean it in the prison-slang way ( eek.gif ), am I correct in assuming you were planning for Tasha to be sort of a street-level character? That was the impression I got from the definition - that a gunsel was more of a hoodlem, than a hitman(or woman). You had mentioned growing up in the Barrens, so that fit - but I wasn't sure of the sort of jobs you saw her taking now. Breaking into AAA corps, or dealing with a druggie who owes the wrong dealer money?
Glyph
1) What setting would you guys like to play in? I know Seattle is the default, but if there's some other city that you've always wanted to do unsightly criminal things to, let me know! If you choose a place that you're familiar with, then be prepared for me to fuck it up beyond all recognition, because I like making stuff up. grinbig.gif

Tasha's background is pretty grounded in Seattle, so that setting would work best, although the game could certainly start out in Seattle and wind up jet-setting to other places.

2) What direction do you want the moral compass of this game to point? How altruistic/evil are your characters going to be? What values do they hold? What are their limits? If you want to play a good guy, then it would probably be a bad idea for me to send you on a mission to assassinate a baby.

Tasha is amoral in a lot of ways, but has lines she won't cross - wetwork on innocents, "sick" stuff, etc. And she will occasionally show a softer side to down-and-outers such as squatters.

3) What kind of challenges would you prefer? Combat? Infiltration? Investigation? Puzzle solving? All of the above, and more? Let me know what kinda stuff you like to do in games and I'll try my best to oblige.

It's all good. I think my favorite parts of the game are fighting and chewing the scenery. Looking back, it seems like most of my characters are combat-oriented with a side of face thrown in.

4) Any house rules you like? I'm probably going to come up with some of my own after I've had a chance to re-read the system, because last I remember SR4 had a lot of its own limitations, but suggestions are always welcome.

I like the Charisma x 2 in free contacts rule, too.


@Blackhat: Tasha is street-level, more than most of my other builds (she is one of my rare adepts with no bioware), but kind of between those two levels - shaking down punks was what she used to do, but she's not quite ready to hit an AAA yet.


What method of character generation are we using? Her background is complete, and will only need slight tweaking if her stats change. But there is a big difference between 300 BP, 400 BP, or karmagen (in Runner's Companion - I know krayola red doesn't have that book, but it's fairly easy to explain).
BlackHat
Well, from the sounds of it, Krayola wants us to put together the characters the way we envision them, and then look and see how many points that turns into. That said, I could see these characters fitting into standard (400 points) chargen. 300 would probably be too tight, on my end at least. I do like karmagen (if only because it makes the rules identical for character generation and later advancement - and it discourages maxing out stats.

I think it also discourages knowledge skills, though, and the rules for metavariants works for standard species, but would need to be tweeked for AIs (since their BP cost is high, but their minimum and maximum stats are in the human range). It is pretty easy to consider it a 110 point quality (and thus 220 karma) - like infected, etc - but it does complicate the issue.

Also, like you said, there's the thing about the GM not having the book. I suppose I could get behind the idea if Krayola likes the idea of using karma for character generation rather than points. From what I gathered, the actual method we use to come up with the stats, right now, doesn't matter so much as long as they're in a similar ballpark. It might matter if this trial run goes well and new members join up, though.

Unless Krayola feels strongly in favor of karma-generation, I'm going to assume we're using build points. Unless you think we'll need more than the standard 400 for any reason, lets start there and see how it treats us - if we need more to make the characters work, its always easy to add some. Starting lower down gives us more room to grow, though. I'm hoping to have a first draft at stats together tomorrow.
krayola red
Update: I have succeeded in my mission to procure the rest of the SR4 rulebooks! Mwa.

I'm taking a look at karmagen now and tried it out by creating a test character, but he ended up being ridiculously powerful. I have no idea how they manage to correlate 750 karma to 400 BP, because my standard karmagen character that I made without any effort can easily beat the crap out of all but the most min-maxed build point characters I've rolled up in the past. I do like the philosophy behind it though, and if you guys want a more structured character creation system, I'm going to try to revise karmagen into something less ridiculous. Hell, I think I might just do it anyway for future reference.

For now, yeah, stat your characters with a 400 BP rough baseline, and it looks like this will be a lower power level game, so keep that in mind while you create your characters.

Edit: Charisma x2 in free contacts it is!
Glyph
Yeah, karmagen makes nice characters, but definitely more powerful. Even if you shy away from huge dice pools, you will still end up with lavish Attributes and Special Attributes, with a dizzying array of skills. Blackhat is right about it discouraging knowledge skills - they cost Karma, so it's tempting to just a bare minimum. When I do karmagen, I need to force myself not to skimp on them. Usually, I will figure out how many free points the character would have gotten under BPs, and get that many points in skills, whatever it costs in Karma.

I have finished tweaking Tasha. Do you want characters PMed to you, or posted to this thread, or posted to the sticky thread for characters?
BlackHat
The other thing karmagen does really nicely (even though it sounsd like Krayola has decided to go without it for now) is opening up the option of using karma for things that you nromally can't do until after character generation. At least, IIRC, there is a note about how the GM might let you save some of your 750 points for post-character-creation stuff. The few times I have seen it used, some characters have really appreciated being able to start with some initiation or submersion.

Enough on that though. I have a draft of Zee, too, which I can post here once I get some food and get back on my computer. I'll try to post references to where various things come from so you can look them up quickly (since you probably haven't gotten a chance to memorize the new books, yet).
krayola red
You guys can post the sheets here. And thanks BlackHat, that'll be really helpful. smile.gif
BlackHat
Okay first draft. Very likely to change as I get feedback from the two of you.

Picture

Using (395/400) so far.

"Zee"
[ Spoiler ]
Glyph
Here's Tasha. I did what Blackhat did, and noted anything from something other than the main book.

[ Spoiler ]
BlackHat
I'll try to steal the 50 background questions, and see how many I can answer right now and learn somethign about Tasha at the same time.

Another addition. Contacts.
[ Spoiler ]

I might spend some of the leftover 5 points here, too, but I haven't decided what I want to do with that.

I would also be interested (see question 53 below) in taking an "enemies" flaw (that isn't normally allowed to AIs) even if I don't get points for it. I would leave the details up to Krayola, and basically let him use it as he sees fit - but basically let there be some mysterious corporation out there who knows more about Zee than she knows about herself, and who occasionally send people to look for her, or try to take her in.

They might be bad guys, or good guys looking to get her back home, but either way, Zee's not going to risk it. Maybe she's been freaked out, because a few times she's been "attacked" while alone, after killing the guy, she noticed with her ultrawideband radar sensor, that they had a long number of some sort eched on their collar bones too - tipping her off that someone is after her. (See question 20 below)

[ Spoiler ]


Again, first-draft, I might alter a few things - I was basically making that up while I wrote it.

Now, Krayola, are you looking for our characters to already be acquainted (which might cause us to change some background things, if we know one another), or to meet in play? Either one works fine, for me.
krayola red
Holy crap BlackHat, that is one beefy character sheet. Makes my head hurt just looking at it. I'm not even gonna try to figure it all out now, I trust you to know what you're doing, and I'll try to work it out as we go along. Quick question though: What's the point of increasing the Agility of your mechanical limbs? As far as I can tell, drone tests replace physical attributes with their Pilot rating. Is it used when you jump into the drone? Also, how did you get an Initiative of 18?

Greenlight on the commlink modification rules, though getting armor casing will make it significantly more obvious that you're a robot. What are the ramifications of making your home node a second processor?
Glyph
I think I will need to completely re-work Tasha. For two combat characters, there is way too much of a disparity in the power levels. I need to either beef her up, or change her focus to something else like face.
krayola red
Wait, there is? Drones roll Pilot + Targeting Autosoft for combat tests, yeah? As far as I can tell, Zee's host has a Pilot of 4 and rating 4 autosofts, for a grand total of 8 dice. What am I missing?

Edit: Aside from Fuzzy Logic, which apparently adds another +2.
BlackHat
{From Arsenal pg.102} A drone acting on its own with limbs, rolling skill tests (like guns, or fighting) would roll Pilot+Autosoft+Handling, a jumped-in rigger would roll response+skill (or autosoft, in this case)+handling. It isn't listed there, but a "remote-controlling" hacker uses command in place of response there.

Come to think of it... no, agility doesn't seem to matter. I figured it would help on agility-based tests, but it appears not. Still, we might as well leave it in, and say she's quick. The strength matters for punching or kicking or whatever, but the agility doesn't seem to make a difference.

Initiative of 18 comes from matrix initiative: Response 9 (node has response 6, from lifestyle, increased by 3 from being the AIs home node), + Intuition 5 + 3 from Response Enhancer + 1 assuming that agents, sprites, and AIs get the same VR bonuses everyone else gets. I just noticed that having a customized user interface also gives a +1 bonus to matrix initiative so its actually a 19.

Drones and Jumped in Riggers both use their matrix initiative to act in the drone, even though it is acting in the real world (and 3 initiative passes).

As far as the armor casing, if I went with that, I would just want it to be an extra layer around the processor to protect it from being destroyed after the body is disabled. If it would make things more obvious, that's okay, just assume I don't take that one.

Lets see, ramifications of second processor... mostly, two nodes - potentially that would allow more programs doing things - physcially located next to one another. I prefer the first option, actually, where the drone IS the home node, and there is only one node on there - but I wanted the home node to have some modifications (optimized for command, and customized interface). If you don't mind allowing the drone's node to be customized separately from the drone's physical modifications - that is probably the safer way to rule.



@Glyph: I'm sorry that Zee made you not want to play Tasha the way you envisioned her. I could probably pull Zee back a little bit too, and we could meet somewhere in the middle. I like the idea of two combat oriented chicks, especially if one is magical and the other technological - but I agree that we would want them to be in the same class.

Seems like we'd have the same IPs, similar dice pools, etc already (Zee will have 13 or so dice, you look like you've got 16 with pistols, but much less with other types of combat). Zee would be able to mix it up with close-combat, as well as ranged, and she has a higher initiative score, but that just means going first - doesn't really affect what she can do in a round.

Are there other areas where you think Tasha isn't up to snuff? It might be easier for me to pull back on Zee than for you to push forward with Tasha.
Glyph
Actually, I have nearly finished re-working her as a face. Turned out pretty well, actually, and I was able to keep her distinctive qualities (tattoos, good with a pistol, good on a bike, etc.). I think it's better for me to re-do Tasha. A face actually works better as the companion to a newly-assimilating AI, and they won't be as redundant in their specialties. I am done re-working her stats, but I need to go down her 50 questions - the change from insecure gunsel to smooth-talking face will alter some parts of her background and personality.
BlackHat
As long as you're happy with her. smile.gif
I promise to let you shoot some bad-guys too.
krayola red
BlackHat: Would you by any chance be able to point me to the page that says riggers can use autosofts when they're jumped in? The rules seem to be all over the place and I'm having a hard time tracking it down. I was under the impression that they use their own skills when they jump into a drone. Also, go ahead with making your device a second processor if you want to.

Anyway, keep it up, guys! It's worth noting that one of the things I'm gonna try to do for this first run is to re-acquaint myself with the rules, so feel free to go nuts and try crazy stuff out when developing your characters. You'll probably have to re-make your PCs later on anyway if we decide to continue and bring more players on board. Let me know when you've finalized your sheets, and I'll fire up the IC thread.

To answer BlackHat's earlier question, unless you guys reeeaallly want to create a shared history, we're gonna do this the old fashion way and have you meet in game. smile.gif
Glyph
Okay, here's the re-worked version of Tasha:

[ Spoiler ]
BlackHat
QUOTE (krayola red @ Oct 25 2008, 05:15 PM) *
BlackHat: Would you by any chance be able to point me to the page that says riggers can use autosofts when they're jumped in? The rules seem to be all over the place and I'm having a hard time tracking it down. I was under the impression that they use their own skills when they jump into a drone. Also, go ahead with making your device a second processor if you want to.


Normally, riggers CANNOT use autosofts. You're right about that. However, the "Drone Origin" quality (RUnner's COmapnion, in the AI section - reference in character sheet) comes in two levels. THe 5-point level just lets you jump into a drone the way a rigger does. The 10-point version, which is what I took for Zee, allows you to load autosofts like a drone pilot.

QUOTE
To answer BlackHat's earlier question, unless you guys reeeaallly want to create a shared history, we're gonna do this the old fashion way and have you meet in game. smile.gif


That sounds fine to me. I don't feel strongly about it, either way.
krayola red
Affirmative. The IC thread will be up shortly. Warm up your dice, 'cause I'm gonna drop ya'll right in the middle of the action.
BlackHat
Speaking of warming up our dice, is there a particular method for rolling you prefer? Invisible Castle? Honor System? etc?

Can I spend the remainin points and money (since I don't have the additional node, that actually frees up a few thousand nuyen) or should I not bother. Things look mostly good as they are, and if you said we'd probably have to revisit them after the run, there isn't anything too critical I need to do with either of those.

Any special wishes for formatting or color?

Should rolls go in the IC thread, or in the OOC thread?

Anything else we should know? biggrin.gif Looking forward to getting started.
BlackHat
First thing I want to check, is that the ultrawideband radar sensor can see through up to 20 barrier-rating-worth of material (so hopefully through a shitty apartment wall) - so from behind the couch (or maybe popping a head up) to see if I can make out where the intruders are (perhaps to shoot through the barrier at them, or at least know when they get to the door).

Perception check: Sensor (4) + Clearsight (4) = 8 dice
[2,2,3,6,2,2,3,1] = 1 hit.
It is unclear, since this has visibiity modifiers like ultrasound, if you should use rules for normal vision, or rules for picking up signatures (BBB pg162) which are much better at noticing cars, than people. Even if I should take a -3 penalty for detecting metahumans, I should net one hit, which should be enough if they're rushing a door, and not sneaking around. If they're sneaking, its an opposed check, and they can probably beat me.

Current program loadout:
Edit: Found problem with my reasoning here. Check next post.
BlackHat
QUOTE (BlackHat @ Oct 26 2008, 07:52 AM) *
Can I spend the remainin points and money (since I don't have the additional node, that actually frees up a few thousand nuyen) or should I not bother. Things look mostly good as they are, and if you said we'd probably have to revisit them after the run, there isn't anything too critical I need to do with either of those.

Actually, I remembered one thing I wanted to pick up - now that I have a few hundred buck. Adding thermal dampening ot the armor. So... stats final? or can I do one last nuyen shuffle?

Also, remembered how the programs ACTUALLY work for AIs. Doesn't seem to matter that the response is huge. I can only load up 6 programs (my rating). So, I think for now, they should be.

- Clearsight
- Defense
- Covert Ops
- Disguise
- Gynmastics
- Unarmed Combat


Phweew, that seems a little more reasonable than what I was thinking above. Surprisingly, though, if the drone were to act on its own, it could load up whatever it wanted at once. biggrin.gif
krayola red
BlackHat: Go ahead with the last minute revisions. Regarding the radar, I'm going to rule that sensor modifiers do apply. Speaking of modifiers, here's how it's going to work in this game: you roll the base number of dice for every test, and I make a counter-roll with a pool equal to the size of the modifiers. My successes subtract from yours. I totally jacked it from Serbitar's house rule package, and it seems perfect for forum games: speeds things up, keeps results semi-mysterious, and from a mechanical standpoint, has the benefit of eliminating the possibility of some tasks being outright impossible because the modifiers reduce your pool to 0.

Dice rolls: You can post them here or inside spoilers in the IC thread. I'm not familiar with Invisible Castle, but it seems like I'll have to navigate my butt to another website for every roll, and since I trust you guys, that seems rather unnecessary. Just post the results themselves.

Also, BlackHat: No targetting autosoft? You said something about possibly trying to shoot them, so I wanted to double check to make sure that if you left it out, it was intentional.
BlackHat
Well, targeting autosofts are for mounted weapons (which use the gunnery skill). I was going with the rules in the mechanical arms section that says you can get autosofts for combat skills (blades, pistols, etc) to be able to use the hand to fire the weapon effectively.

If you *prefer* that I use targetting autosoft, I could, but then that one autosoft would cover every type of weapon Zee picks up - so having it use seperate skills like a player is probably best.

As far as modifiers, whatever way you like, works, but what I have seen done in the past is that the PC posts whatever dice his pool is, and if there are modifiers that he doesn't know about, or didn't take into account, the GM can jsut go from right to left, pulling off numbers (as if he had not rolled those dice) to see if it affects the number of hits.

The way you proposed would allow the GM to get more hits on the netative dice roll than the player gets on his positive dice roll (resulting in a negative number of hits) - or allow the opposite, where the PC gets a lot of hits, and the GM gets none, and the PC ends up getting more hits than his modified dice pool would allow.

If you like that method, though, I am fine with it.

I'll be working on the gear adjustments, so let me know if you want me to pick up targetting as opposed to individual skills.
BlackHat
I'll spend the last 5 character points picking up the "Code Flux" AI quality (RC pg89 has the cost, and points to Unwired pg.168 for the details - basically means her built in access id automatically spoofs a new one automatically - like a spoof chip, for her brain). That should maker her harder to track. Otherwise, tracking her would be pretty easy since a track program on her access id could pinpoint her location in seconds, and it would take her hours to change it (even if she had a spoof program). This way, she can get online once in a while. biggrin.gif

Final Gear (50 = 247,121 / 250,000)
[ Spoiler ]


2,900 or so left over (even after tucking 1,200 away for more starting cash) but I can't think of anything else, so I don't mind loosing it.

Also, at the bottom of that gear list, I rolled for starting cash (took average, if that is okay) so 4d6 averages to 14 + 12 (from extra cash left over) = 26x500 (for high lifestyle) = 13,000 nuyen

If we need to make any adjsutment for the programs (like, adding targetting), I could fit one mroe autosoft in the left over money. Since she doesn't have any weapon-mount modifications, though, I didn't think Zee could make use of it.
krayola red
QUOTE (BlackHat @ Oct 26 2008, 07:52 AM) *
Well, targeting autosofts are for mounted weapons (which use the gunnery skill). I was going with the rules in the mechanical arms section that says you can get autosofts for combat skills (blades, pistols, etc) to be able to use the hand to fire the weapon effectively.
Whoops, that's what I meant. Do you want to load a combat skill autosoft?
BlackHat
Right now I have unarmed combat loaded cause I thought that made a good default - I'll spend an action (not sure which kind it is) to unload one and load a new gun skill if I need to. I just picked a program loadout that I thought would make sense when not expecting trouble - and might resort of unarmed combat depending on how many actions I get before they get in anyway.

So, does the one hit detect the people, through the wall? That's probably what I'll base my decision on.
krayola red
Initiative:

Elf - 17
Tasha - 12

The elf opens fire on Tasha with his action. Make one Dodge roll, then make your move.

Edit: BlackHat - check IC. smile.gif
BlackHat
Can I get in on that initiative too - or did the combination of diving behind the couch and sensing use up the round?

It is a simple action to deactivate programs, and a complex action to activate a new program, so I probably won't be doing that right away - they would theoretically be through the door before I got the gun program loaded.

So, instead, I'll take a shot (defaulting) through the wall at one of the guys - but you can let me know if I need ot wait until the next IP or not.

krayola red
How exactly does drone defaulting work? Response -1?

Go ahead and jump in with your roll.
BlackHat
Well, as a rigger jumped into a drone, I normally roll Response + Skill (which you can default on, and I don't have). It just so happens that my Pilot Origin quality allows me to load an autosoft in place of that skill, but since I have not, that shouldn't change anything. So, yeah, I think response -1 is right.

So, assuming the first simple action was sensing, the second one will be to take the shot (maybe at the guy not moving towards the thrid body - since he's a stationary target), with the sniper rifle (currently loaded with subsonic rounds).

Response (9) + Defaulting (-1) + Handling (+1) = 9 dice
#D=9 : 224621612 n1=2 n6=2 nHit=2

Not sure if him being stationary, and maybe not expecting combat yet, means he doesnt' get a reaction roll to dodge the bullet, or not. Depends on if it a surprise, I suppose.

Gun stats are currently 8P (2 hits brings it to 10?) Armor penetration -1 (-3, +2 from subsonic rounds) and it should be fairly silent (the combination of silencer, electronic firing, and subsonic rounds means -9 to locate direction of shots by sound)
BlackHat
Also, with an initiative of 19, I expect that I don't even need to roll to go before the other two. Just for kicks, Zee's initiative is a
#D=19 : 4452236654335511664 n1=2 n6=4 nHit=8
so 19+8=27
Glyph
Dice rolls for Tasha. Since you don't want links, I just cut and pasted the results from Invisible Castle. Not sure how BlackHat's actions will change things - probably not too much from Tasha's perspective, since Zee is shooting at the other guy, unless that makes the first one change targets. But dodge roll in case it's still needed:

Dodge: 6d6.hits(5) → [3,4,5,4,2,4] = (1)
She has 4 Body and 10 points of Ballistic armor, and if she is in danger of getting wounded this early, she will probably spend Edge to re-roll the non-successes if she has to.

Assuming she is alive after this:

2 shots with her pistol:
First shot: 16d6.hits(5) → [5,2,4,2,4,4,6,5,4,1,2,3,6,4,6,3] = (5)

Second shot: 16d6.hits(5) → [5,3,2,5,5,3,5,4,4,1,1,4,2,1,6,3] = (5)
krayola red
Holy crap BlackHat, you have a sniper rifle? Haha, I totally missed that. But hey, I did say you have your guns on you. I'm gonna stick on a penalty for using a sniper rifle without proper positioning though, but you manage to hit him anyway because he wasn't expecting it.
BlackHat
Yeah. I figured neither of the pistols would have the penetrating power to make it through a wall - so I went for the sniper rifle (shooting from the hip). I'll put an IC together tonight, if you haven't already moved forward by then - but I've gotta log off for a while.
krayola red
Tasha has 6 points of stun damage.
Mister Juan
ok! This has to be one of the neatest game going! You guys are definitly going to have me hooked as a reader nyahnyah.gif
BlackHat
Remaining actions this combat turn (since I believe I'm the only combatant with more than one left).
Pass 2: Put away rifle, Sprint across room (Free actions to activate Camo on armor and rifle)
Pass 3: Put on hood, draw fubuki.

Stealth test to hide behind door while Tasha enters.
Response (9) + Covert Ops (4) + Handling (1) = 14 dice
#D=14 : 42355421312625 n1=2 n6=1 nHit=4

And the ruthenium camo provides -4 on perception tests to spot.
BlackHat
QUOTE (Mister Juan @ Oct 26 2008, 05:29 PM) *
ok! This has to be one of the neatest game going! You guys are definitly going to have me hooked as a reader nyahnyah.gif

Yeah, this was a fun intro. smile.gif
krayola red
Thanks a lot Mister Juan! We'll try to keep you entertained. smile.gif
BlackHat
Ediit: Oops

Forget what I posted here (before the edit). I completely forgot about the fact that Zee's stealth mattered at all. biggrin.gif I posed a bunch of nonsense about how you could buy enough successes to notice her, which I thought was odd, since I thought she should have had a good chance to stay hidden. Turns out, she does. Eve observing in detail with 7 dice doesn't stand a good chance of getting 4 hits....

So, in the morning, I'll post an IC reponse making the first move, if you haven't. Otherwise, assume Zee is watching to see what you do, or at least waiting until you move enough away from the door to let her slip by.
BlackHat
I admit, my rule recollection has been off to a rocky start, this game, but I've managed to catch myself within minutes twice. biggrin.gif
Glyph
Assuming normal visibility, Tasha would get +3 for actively looking/listening, so with 10 dice, it might be possible for her to spot Zee. I think krayola red wants to roll perception for us, though, so I will let him post what Tasha sees, or doesn't.
krayola red
Well, Tasha knows somebody is in there, and Zee isn't exactly hiding behind anything, so it's probably just a matter of time before they spot each other, stealth or no stealth. You guys can play it however you want.

For future reference, I will never call for a perception check, but you guys can feel free to make your own if you want to try to actively look for something.
BlackHat
Maybe I added up wrong, but I thought the 7 dice included active searching (but, you might know more modifiers that I noticed).
Intuition 3 + Perception 3 + Enhanced Perception 2 + Active Searching 3 = 11 dice -4 for active cammo = 7 dice, needs 4 hits.

But, it looks like you made the first move IC anyway, so I'll post something when I get out of the shower (just got up).
BlackHat
Millimeter wave scan with radar (Arsenal pg.60), 4 dice +3 since Tasha has around 10 weapons on her ( = 7 dice
#D=7 : 3622632 n1=0 n6=2 nHit=2

= Cyberware (which she doesn't have) and weapons (2 pistols, and 10 grenades, right?)

Disguise check for passing as human. Response (9) + Disguise (4) + Handling (1) + Mimic (3) = 17 dice
#D=17 : 21313611154443655 n1=5 n6=2 nHit=5
Not unbeatable by Tasha's perception pool, but pretty convincing.
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