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SleepIncarnate
QUOTE (GrimWulf @ Mar 5 2010, 08:58 PM) *
If you do have to leave the meatbod behind, not to worry as Helmut would likely be left behind (or in the transport) on most occasions also. I have him up to 5 IP's in hotsim, 4 otherwise. I've never ran with a TM before so not sure of your abilities, nor how well they can work in tandem with a hacker, but we should be able to take on anything that comes our way.


How did you get up to 5 IP in the Matrix? As far as I know, Advanced Overclocking is the only exception to the 4 IP's max rule (in fact, it says specifically that in Unwired, that it's an exception to the rule). Extra IP from things like Wired Reflexes don't carry over into VR (though they do apply for AR).
GrimWulf
Figured they couldn't be too radically different. At least with a mix of the two if a situation arises where one is a better fit then the other that person will have backup.

I'm packing all programs at max level, and will be planning on running them off the Nexus I purchased, so unless I read wrong, and believe me that is totally possible (probable?) I can have all my programs running off of it. It's bulk would of course necessitate remaining behind with it. I am also sporting a custom commlink, and rating 6 comm's in the light military armor he has if he really needs to go in with the team.
GrimWulf
QUOTE
How did you get up to 5 IP in the Matrix? As far as I know, Advanced Overclocking is the only exception to the 4 IP's max rule (in fact, it says specifically that in Unwired, that it's an exception to the rule). Extra IP from things like Wired Reflexes don't carry over into VR (though they do apply for AR).


AFB at the moment but.... uhm... simsense accelerator...? Think that might be it. (also has that exception to the rule comment on whatever it is I'm using)
Karoline
QUOTE (SleepIncarnate @ Mar 5 2010, 10:12 PM) *
How did you get up to 5 IP in the Matrix? As far as I know, Advanced Overclocking is the only exception to the 4 IP's max rule (in fact, it says specifically that in Unwired, that it's an exception to the rule). Extra IP from things like Wired Reflexes don't carry over into VR (though they do apply for AR).


Hackers and TMs can both get up to 5 IP. TMs start at 3 in hot, and get 2 from each of their overclocks, which brings them to 5. Hackers start at 3 in hot, can get simsense booster cyberware for +1 IP, and then there is something similar in unwired (Commlink accessory I think) that gives another +1 IP and says that it allows breaking of the 4 IP max.
GrimWulf
QUOTE (Karoline @ Mar 6 2010, 03:18 AM) *
Hackers and TMs can both get up to 5 IP. TMs start at 3 in hot, and get 2 from each of their overclocks, which brings them to 5. Hackers start at 3 in hot, can get simsense booster cyberware for +1 IP, and then there is something similar in unwired (Commlink accessory I think) that gives another +1 IP and says that it allows breaking of the 4 IP max.


Thanks Karoline!

Yeah was the combination of the two items.
Karoline
Yep. Simsense Booster (Augmentation p37) costs 65,000 and .5 essence. Simsense Accelerator (Unwired p199) goes on your commlink and costs 15k.

QUOTE
Simsense Accelerator
This state-of-the-art mod increases the speed at which simsense
signals are transmitted between the commlink and a persona controlled
via hot-sim VR. It increases a VR-using character’s Matrix
Initiative Passes by 1. It does not boost Matrix Initiative in cold-sim
VR or AR. It is compatible with simsense booster cyberware (so a
hacker in hot sim with a simsense accelerator and simsense booster
cyberware has 5 Initiative Passes). Initiative Passes; this is an exception
to the rule that normally limits IPs to 4).
SleepIncarnate
Ok, just looked it up, you must have both the simsense accelerator AND the simsense booster cyberware. Wow, I never knew about those, kinda makes TMs a little less special in the Matrix if anyone can start with those and the TM hasta spend a total of 29 karma to get it, and you can still pull off 4 IP in cold sim which makes you less vulnerable to taking damage (at the loss of the extra 2 dice modifier for hot sim), while as a TM I take real damage even when running in AR from basic Attack programs. Hehe, I'm looking to leaning more towards letting a TM have the optional rules in Unwired if I ever GM a Matrix heavy game.
Karoline
QUOTE (SleepIncarnate @ Mar 5 2010, 10:26 PM) *
Ok, just looked it up, you must have both the simsense accelerator AND the simsense booster cyberware. Wow, I never knew about those, kinda makes TMs a little less special in the Matrix if anyone can start with those and the TM hasta spend a total of 29 karma to get it, and you can still pull off 4 IP in cold sim which makes you less vulnerable to taking damage (at the loss of the extra 2 dice modifier for hot sim), while as a TM I take real damage even when running in AR from basic Attack programs. Hehe, I'm looking to leaning more towards letting a TM have the optional rules in Unwired if I ever GM a Matrix heavy game.


Yeah, the general consensus is that TMs get fairly well reamed overall. Personally I think that the devs realized how powerful magic was compared to mundane alot of the time, and so instead of fixing the magic system directly with a huge overhaul which would have enraged old SR fans, they took this new 'matrix magic' and experimented with a way to balance it out better, and the end result is that hackers win out most of the time. They can start with better programs for way less BP, they start with a better commlink for way less BP, they have easy access to all kinds of cool 'ware, and they can grab an agent which is largely similar to a sprite, only you don't have to pay for it multiple times or risk it injuring you. You also don't have to worry about being injured on the matrix if you don't want. Keep yourself in cold VR and pump yourself up to 4IPs, then set your commlink to auto-shutdown if you ever go unconscious. You might end up bedridden for a bit, but you basically can't be killed over the matrix. And if you're really paranoid about taking damage or being taken out of the hack, have a second commlink and operate via AR. Compensate for lost IPs with some wires and/or maybe drugs. This also leaves them more viable in the meat world if they already have combat enhancement drugs and ware.

Hackers can also improve their program library alot easier, more cheaply, and generally to higher levels early on. TMs can do some cool stuff with threading and sprites, but I don't know that it makes up for all the huge costs. Late late late late game when several hundred karma and a few million nuyen have been handed out, TMs overtake hackers due to massive resonance, but even that is less impressive with most people following the Logic + Skill (max hits program) optional rule because hackers will have the one up again with things like neocortical nanites, PuSHeD, and cerebral boosters, along with platelet factories and trauma dampers to help reduce damage on those high risk hacks.

I could be wrong about TMs, as I haven't actually played one and more or less avoid looking at unwired (Way too many complications to the matrix system for my tastes, I'd guess the echos and new sprites are a huge draw for TMs), but it seems like they are the latest bloomers of all.
Karoline
Oh, right, and when did he mention that we could buy an initiation/emersion? I thought we got the one freebe and that was it.
SleepIncarnate
Eh, I do have a few advantages they don't, even at creation. Shield makes me a lot harder to hit in Matrix combat (another 6 dice in this case to my defense rolls), I can go into the Resonance realms to access stuff they can't, and even at creation I can have ridiculously high CFs that they can't touch with their Programs. Mundanes are better suited to "combat hacking" via AR, doing the more brute force methods like breaking into someone's link and messing up their slaved cyberware, etc. while TMs will be better at the more "information hacker" style, being able to be 12-16 in Stealth, Exploit, etc at creation with just a couple registered sprites.
SleepIncarnate
QUOTE (Karoline @ Mar 5 2010, 09:50 PM) *
Oh, right, and when did he mention that we could buy an initiation/emersion? I thought we got the one freebe and that was it.


He said we could do a 1 BP = 2 karma just for buying a second initiation/submersion or for buying related things that require karma (like Item Attunement).

QUOTE (LurkerOutThere @ Mar 3 2010, 05:26 PM) *
We will use a 1bp = 2 Karma ONLY for the purposes of purchasing initiation/submersion related items. You may also purchase ONE additionally intiation/submersion under this system.

Yes i'm insane.

Karoline
Oh, cool, as if I'm not already 64 BP over budget nyahnyah.gif

Edit: *sniff* I just went from about 30 skills to about 10.

I think I may also have succeed in making her too non-combative.
SleepIncarnate
Yeah, it looks like I may have to do the same, drop a bunch of skills I wanted and just be passed out in the back of the Wagon with a machine sprite in a doberman protecting me and Helmut, while I hack or just sit in my biological node and do the rigger thing with other drones (my smaller ones will be carried by members of the team to be used when I need to, the roto-drones will just fly about on their own). So can once again drop Athletics, Firearms, Infiltration, etc. On the plus side, if I can get tacsoft as a CF, I can do wonders for hooking everyone up.
ravensoracle
One more quick question on gear. What is the standard loadout for DocWagon Vehicles? Not the Stats for the vehicles themselves but for the gear normally found on them.
Karoline
QUOTE (SleepIncarnate @ Mar 5 2010, 11:10 PM) *
Yeah, it looks like I may have to do the same, drop a bunch of skills I wanted and just be passed out in the back of the Wagon with a machine sprite in a doberman protecting me and Helmut, while I hack or just sit in my biological node and do the rigger thing with other drones (my smaller ones will be carried by members of the team to be used when I need to, the roto-drones will just fly about on their own). So can once again drop Athletics, Firearms, Infiltration, etc. On the plus side, if I can get tacsoft as a CF, I can do wonders for hooking everyone up.


Yep. Dropped athletics, longarms, cracking, electronics, and mechanic group. Still a bit over cost though. Going to have a huge list of things I want to get with karma.

Edit: Oh, also, since there aren't enough outstanding questions..... Well, I forgot mine, so I guess our GM gets to rest a bit easier biggrin.gif
pbangarth
QUOTE (Karoline @ Mar 5 2010, 07:21 PM) *
Perhaps not the most practical route, but it might be the only option in cases like dead-man triggers.
I thought dead-man triggers worked when someone lost control and stopped holding a trigger shut. Wouldn't being sucked into the Matrix make you lose control of your body?
ravensoracle
Speaking of TacNets if anyone is coming up short on sensor channels here is a cheap tool that may help.

....Additional Sensor Channels Handheld Sensor....(Signal 3-Range 400m)
Cost 800Y (Avail-12R)
Handheld Sensor w/
-Radio Signal Scanner R6 -150Y (Avail 4R)
-Motion Sensor -50Y (Avail 4)
-Non-Linear Junction Detector R6 -600Y (Avail 12R)
Karoline
QUOTE (pbangarth @ Mar 5 2010, 11:16 PM) *
I thought dead-man triggers worked when someone lost control and stopped holding a trigger shut. Wouldn't being sucked into the Matrix make you lose control of your body?


Yeah, that is how it works. When they relax (As generally happens when someone is killed) they release the trigger and it blows up. If they're dumped into the matrix though... well, I'm not sure if their muscles all relax or are 'stuck' in their current position. If they relax then I guess it doesn't help any. Maybe someone should pick up a petrify spell for this case.

Edit: I currently have 14 sensor channels I think. Most are cheap so they'll be staying.
pbangarth
QUOTE (Karoline @ Mar 5 2010, 09:19 PM) *
Maybe someone should pick up a petrify spell for this case.
That sounds cool.
SleepIncarnate
Here's a quick quote from a good thread about hacking and Matrix basics for us, can help us all decide what our roles will be.

QUOTE (Johnny B. Good @ Mar 4 2010, 09:54 PM) *
Thanks for the compliment Malachi. I did forget a couple things about my views on hacking - namely AR hacking vs. combat hacking vs. infohacking.

Your average mundane hacker is probably going to be better as what I like to call an AR hacker, a cybered hacker who uses their hacking abilities to suppliment their combat or infiltration. This usually involves brute-force hacking into enemy tacsofts and commlinks to screw with enemy cyber and vehicles. Important programs: Scan, Exploit, Browse, Attack, Armor, Corrupt, Blackout. The goal here is to scan for their pan (which will most likely be in hidden), crack open the commlink firewall, access a slaved device (Wired reflexes, etc.), and corrupt some sort of file necessary for its function. Bing, bang, boom, baddie's spinal cord is offline. Oh, then you shoot them in the face with your supplementary pistol skills. With this method you'll likely encounter some nasty IC including agents and a matrix oversight specialist, so it's useful to have some attack and armor programs to protect yourself. Any supplimentary money/karma will probably be used to upgrade your agents/programs up to military grade, and to purchase better general running gear.

An alternative view of an AR hacker is an infiltration specialist who can hack into localized security systems and open doors/decrypt nodes and steal locally housed data. For this I'd add a stealth, decrypt, and disarm program for good measure.

Combat-focused VR hackers are silly unless you're doing pink mohawk or specialized matrix oversight. I say don't bother, as there are much better hacker countermeasures than an attack program.

Infohackers are really where the hacker shines. This is the hacker that hacks security systems, loops cameras, reroutes drone patrols and opens locked doors. They're "easy buttons" for the rest of the team, and basically make everything a lot more manageable. Important programs: Stealth, Exploit, Edit, Spoof, Armor, Disarm, Decrypt, Tacsoft. This usually relies on a lot of hacker tricks for effectiveness, as well as management of the team's network/tacsoft.

I find the best AR hackers are mundanes whereas the best dedicated infohackers are Technomancers. I'm my team's primary hacker and I've spent a lot of time reading the matrix rules and if you'd like to know some tricks to piss your GM off, just PM me.


The full thread can be found here http://forums.dumpshock.com/index.php?show...mp;#entry898252 but here's where I picture our strengths as being from what I've seen.

GrimWulf/Helmut - AR Hacker (if you have Wired Reflexes or something similar), otherwise an Infohacker
Me - Infohacker all the way, with a bit of rigging via machine sprites.
Darquewing - Infiltration specialist
GrimWulf
QUOTE
QUOTE
Infohackers are really where the hacker shines. This is the hacker that hacks security systems, loops cameras, reroutes drone patrols and opens locked doors. They're "easy buttons" for the rest of the team, and basically make everything a lot more manageable. Important programs: Stealth, Exploit, Edit, Spoof, Armor, Disarm, Decrypt, Tacsoft. This usually relies on a lot of hacker tricks for effectiveness, as well as management of the team's network/tacsoft.
GrimWulf/Helmut - AR Hacker (if you have Wired Reflexes or something similar), otherwise an Infohacker
Me - Infohacker all the way, with a bit of rigging via machine sprites.
Darquewing - Infiltration specialist


Infohacker sounds about perfect for Helmut as well. He's got some combat skills but those are old and unused from back in his military days, though he does still try to stay in shape... (no ogre gut for him)
SleepIncarnate
Combat hacker is more the mundane/cybered with a lot of meatspace IP who does AR hacking in enemy nodes to help in combat situations, an infohacker is more the "help with everything outside of combat" stuff.
SleepIncarnate
How bout this, Grim, let's do a quick comparison of my CFs to your programs.

[ Spoiler ]
GrimWulf
Err well, with the extra cash I bought all the programs (except blackhammer, corrupt, data bomb, defuse, and nuke) at rating 6. Uhm... like 82K nuyen.gif
SleepIncarnate
Hehe, well, at least I got Shield and you don't (it's CF only) and I can thread them or have a registered sprite loan me some, give me some way of keeping up with you in the Matrix.
SleepIncarnate
Ok, I couldn't sleep, so I thought up a few ideas on what our issued vehicles might be. Not saying this is what they'd be, but if Doctor had enough money and skill, this is what she'd build, or recommend to Mizz Fixit to build. So without further ado, here's my two vehicle ideas.

Ares Roadmaster - For missions where we don't care about sticking out like a sore thumb. [16 modification slots]
Standard Upgrades: Life Support 1, 2 Gun Ports, Personal Armor 6 (total armor 16)
Added Upgrades [Mod slots taken]
1 Reinforced size Weapon Mount, Turret Flexibility [5 slots] equipped with Panther XXL
2 Enhanced Rigger Cocoons [4 slots]
Rigger Adaptation [1 slot]
Valkyrie Module [2 slots]
Satellite Communication [1 slot]
Enhanced Image Screens [1 slot]


GMC Hermes Van - For missions where subtlety is a bit more important [17 modification slots]
Standard Upgrades: 2 Small landing drone racks (armor 6)
Added Upgrades [Mod slots taken]
Rigger Adaptation [1 slot]
Enhanced Image Screens [1 slot]
Valkyrie Module [2 slots]
2 Enhanced Rigger Cocoons [4 slots]
Satellite Communications [1 slot]
2 standard Weapon Mounts, Internal Visibility, Flexible Flexibility [8 slots] equipped with Ingram White Knights
LurkerOutThere
QUOTE (GrimWulf @ Mar 5 2010, 09:18 PM) *
AFB at the moment but.... uhm... simsense accelerator...? Think that might be it. (also has that exception to the rule comment on whatever it is I'm using)


No simsense accelerators please.

Alright on consulting with the oracle for purposes of buying intiation, initiation related items and binding foci 1bp = 1karma. Unfortunately no, no echos/metamagic outside of submersion/initiation for now.

For the record TM's are not underpowered compared to normal hackers, far from it actually. Sprites and threading put them a fairly signifigant step ahead of their mundane counterparts which is more or less where you want them to be given their trade offs.
SleepIncarnate
QUOTE (LurkerOutThere @ Mar 6 2010, 02:34 AM) *
Alright on consulting with the oracle for purposes of buying intiation, initiation related items and binding foci 1bp = 1karma. Unfortunately no, no echos/metamagic outside of submersion/initiation for now.


Am I safe in assuming this applies to submersion as well? i.e. 1 bp = 1 karma instead of the previously mentioned 1 bp = 2 karma
LurkerOutThere
Yes sorry, i'm pretty tired.
SleepIncarnate
Heh, ok, so that's a big area of tweaking in my sheet, seeing as it's an extra 8 BP to move around now, either to keep the 2nd grade of submersion or to put into other areas.

Will you be allowing Tacsoft as a CF? i.e. hooking into the whole Tacnet via my CFs rather than my commlink?

And if I spend 1 BP on getting 1 Loyalty for Kritz, would I have to buy his Connection as well like a normal contact, or does that 1 BP of loyalty make him count as an otherwise free contact like the others?
LurkerOutThere
Yes I allow Tacsoft as a CF as with most other programs, you can also have it as a optional CF on Tank, Tutor, and Courier sprites if you want them to carry it or gain the benefits of it. Also one important thing to rember if you take the living skill wires echo you don't suffer the maintaining a thread penalty on that skill roll.
bmcoomes
I've posted Ariel Juagahan up on Cast of Shadows for those who want to see.

Here
GrimWulf
QUOTE (LurkerOutThere @ Mar 6 2010, 09:34 AM) *
No simsense accelerators please.

Alright on consulting with the oracle for purposes of buying intiation, initiation related items and binding foci 1bp = 1karma. Unfortunately no, no echos/metamagic outside of submersion/initiation for now.

For the record TM's are not underpowered compared to normal hackers, far from it actually. Sprites and threading put them a fairly signifigant step ahead of their mundane counterparts which is more or less where you want them to be given their trade offs.



Well that'll save me some cred. So 3/4 IP's for me instead of the 4/5. You've got speed on me now Sleep.
SleepIncarnate
Assuming I spend 16 BP on a second submersion grade (which I'm very heavily considering still, it'd most likely be worth it), and Lurker allows Advanced Overclocking (if he doesn't want the simsense accelerators, he may not want the Advanced Overclocking echo either), then yes I'd have speed. If not, we'd be equal in speed and I'd have to find some other way to keep up with you and your 6 in everything until I get some sprites registered. On the plus side, with my charisma as high as it is, I can register one of every type I can compile and still have room for a double or two of a different type (mostly likely double up on machine sprites if I'm going to be the rigger).
LurkerOutThere
Actually my beef with Simsense Accelerator has nothing to do with it's actual speed and more to do with the fact that it should be a piece of cyberware or basically soething else that has a cost. That plus the benefits just make me wonder what someone was thinking because now we get into a emotion software situation, the benefit is so big and the cost is so small that everyone should have them. AO at least has some rather signifigant costs involved, plus I do believe TM's should be a little bit faster.

Edit and addendum, just worry about the loyalty of the contacts i've provided and an explanation on how you met beforehand.
SleepIncarnate
Awesome, will work on tweaking the sheet a bit. Any word from Method on what he's going to play as?
LurkerOutThere
I think most everyone has gotten their sheet to me some way or some how. I will review them for storyline reasons and then get the first in character thread posted hopefully by monday depending on how slow things are at work this weekend. Right now i'm doing to the dual task of both revieing approving characters and writing up the first mission scenario. After that point everything gets easier.
SleepIncarnate
Ok, so if Method's got his sheet in, I'm gonna take a stab at guessing that he's a combat mage, maybe with a bit of healing magic thrown in, since we lack in that area (i.e. someone who can fight magic with magic, fight spirits, etc), so that still leaves me as the nerfed rigger (with my whole of 5 drones), so will get you a completed sheet tonight and a more fleshed out back story with the 20 questions and all that either tonight or sometime tomorrow.
Branmac
My guy is trained as an EMT, and fairly good at it if not world shaking. Magically he is specialized as a summoner with a few support spells thrown in. Since Karoline had the massive investment in healing spells I bypassed that for the most part. I am finnishing up a sheet and 20 questions for Lurker and should also have them for him tonightish.
ravensoracle
I have like 3000Y left to spend and work on the quesitons. Should have it in by tonight or tommorow. But Lurker has a pretty close draft on hand.
Karoline
Sorry, been busy today and somewhat unhappy with my sudden lack of skills with my mage build. I'll get over it, and finally got under BP limit, just need to play around with my equipment a bit as I'm like 20k over cost.
SleepIncarnate
Hehe, I know the feeling, Karoline. about 60 BP into CFs and over half of my total into attributes (Resonance 6 doesn't come cheap, and mental attributes = Matrix attributes means they needta be a bit high as well), combined with needing gear, contacts, etc. I ended up only having about 100 BP for skills, I justified it as having to relearn how to work with the Matrix via her mind instead of a commlink and programs so it took her longer to develop her abilities, so she's not where someone else with her experience would be, but she also doesn't need the tech they do and can make up for her lesser skill by being extremely adept at adjusting to situations on the fly. In fact, I already know what I'm going to once I have 2 karma to spend, get my threading spec.
SleepIncarnate
Bumping this here again since Lurker was busy with his game that day and missed it.

QUOTE (SleepIncarnate @ Mar 4 2010, 05:21 PM) *
Ok, so while flipping through the TM chapters in SR4A and Unwired, I came across a couple side bars of optional rules and was wondering which ones we're using, if any, once we get into play. I'm asking here in the open because one of them I swear has a mage equivalent to it, and I know there's a bunch of optional mage rules in Street Magic. I'm sure most (if not all) will be shot down, considering our discussion in PM already about slaving and TMs, but never hurts to ask.

The others I'll pretty much just let you look up, as there's too many of them to list in one post sanely. The TM ones in Unwired are on pages 137 and 138, and the mage ones in Street Magic are on page 31 (roughly, I have the older blue cover, not the reprinted orangish color one so might be a page or two off), and page 79 for spirits aiding enchanting.

LurkerOutThere
I'm not sure what your asking we will be using nothing from the resonance difference sidebar Likewise we will not be using freeware and pirated software. Is there anything else you were wondering?
SleepIncarnate
Yeah, was asking bout the stuff in Resonance Difference sidebar in Unwired, and for the mages, in the Tweaking the Rules sidepage at the end of the awakened character chapter in Street Magic.
SleepIncarnate
While putting my character into the spreadsheet, I noticed something. It considers my Response to always get +1 or +2 from Overclocking/Advanced Overclocking, not just in VR. Is that how you're going to run it, or only when in VR, but not AR? Just wondering how I should be considering my Response, i.e. is it 7(+1 in VR) or 5(+3 in VR)?

Edit - Looks like the Damien Knight sheet doesn't like Tehcnomancers. That or my Open Office doesn't like it. Gonna try going into the office tomorrow and use excel there, see if that fixes it.
Karoline
QUOTE
Together with
the Overclocking echo, the technomancer receives a total bonus of
+2 Response and +2 Initiative Passes while operating in full-sim VR


Sounds like it only works in VR, though the wording could be interpreted either way.

Ah, actually the wording of overclock makes it clear:
QUOTE
Th is grants the technomancer + 1 to his Response
(also increasing his Matrix Initiative), and grants him an additional
Initiative Pass while operating in full-sim VR.


You get the response at all times and the IP only while in VR. Notice the inclusion of , and which means the two things can be broken into separate sentences. This means it is equally valid to read it as "This grants the technomancer +1 to his response. (It) grants him an additional IP while operating in VR."

Not sure if that is what they meant, but that is certainly what it says.
SleepIncarnate
Sweet, if that's the way it works, then yeah, that's an extra 2 die to Matrix defense while in AR, very important.
bmcoomes
it's open office, there are so many background calculations that excel does just fine but for some reason Open officer doesn't' which makes the sheet crash. If you look at his thread I think he talks some were about how to fix it so it doesn't crash so much.
Method
Hey folks,

I've been way too busy this weekend to follow this tread effectively and/or build a decent character. Now it looks like the team is pretty well filled out already. I love the premise of this game, but I think I'm going to bow out.

Thanks for the consideration, Lurker. Good luck with the game.
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