IZ2.0: Ashes of Phoenix

Game Master Aloha-Shirt-Samurai


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Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

Instead of food for 1dr0meda, I assume she will need some charged and possibly rechargable batteries and perhaps a solar recharger. The book lists a battery pack @ $100 and 0.25 lb. and a power pack ($250, 0.5 lb.). How long can 1dr0meda run on either one of these? What would a solar recharger cost and weigh? Also let me know if she can plug herself into the cigarette lighter of a land cruiser to recharge, so long as the motor is running.


@Alanna: all solid assumptions and yes please list your amount of rations. We can work something out with regards to other necessities like water. :)

@1dr0meda: All good questions I'll be reading up on while I'm in the air tonight. I'll make an update with answers when I get to my layover. :) (The only one I know off the top of my head is that you can definitely plug into the cruiser somehow. it may involve jumper cables instead of the cigarette lighter though. )

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

I can't wait until I get to ask 1dr0meda: "So, um, how long do you want me to attach these jumper cables to your ears for?"


@Alanna: To answer your earlier questions about the roleplaying, you can roleplay your occupation a bit if you'd like to, and there will be Things (tm) happening during the week of prep time as well. Whatever you do to manage your money is your affair--I assume in your case it's just laundering the money you already have. Since the only thing scarier than the IRS is the IRS with cyberware.

@1dr0meda: The book is frustratingly unclear about this, as all it says is you need to plug into "some sort of outlet" once a night. Since a power pack provides one week of continuous use to a weapon and you only need to plug in for (I would assume) about an hour a night, but you likely use significantly more energy than a chainsaw, we'll say it averages out and you can still get a week of charge out of a power pack for simplicity's sake.

I don't know how much a solar unit would cost on its own, but Alanna's car already has one to power its electric engine and DeepLink. Buy a set of jumper cables and an appropriate converter for 50 creds and we'll call it good (assuming Alanna is too amused to say no to hooking 1dr0meda up to a set of jumper cables).

Given that you don't need to sleep and only need to briefly charge a night, approximately 2/3rds of the time during the pause you can safely spend on personal projects.


Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

1dr0meda has little posts that stick out of her neck when she needs a jump. :)

Actually, I suspect she has a section of 'skin' near her 'bellybutton' that opens to let out a power cable.

If anyone has data they want kept in a place where it won't likely be searched, 1dr0meda has a fair amount of internal data storage that cannot be accessed via by hacking into her TAP. The input jack is under her bellybutton also.


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Monetary Gain=5000creds from working as a "seer"

Total Creds=1500(saved)+5000=7500+500 from Eleanor= 8k

I don't really have anything to spend the creds on so its gonna get banked. Ghiv will pitch in and buy supplies though, Ghiv will spend 100 creds for 50 meals.
Other than that Ghiv is ready to go into Phoenix.

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

I'm just brainstorming at this point, but let me know if there's meat to work with here.

Ya, the money from the Filthy Rich part, we've already agreed has the trapping of Laundering on it. Done. But the money from the Occupation:Smuggler modifies the tag to: 'Laundering in a quasi-legal, Firefly-esque smuggling rig.'

Since all of my posts are not "I drive 12 hours to point X, pick up 3 dozens waggelbinders, drive 16 hours to point B, sell them for 4 dozen fluggeldeebees, sleep for 4 hours, and drive 10 hours to point C where I sell them for 100 credits and 2 dozen rare blippiltybobbities" one could say that my "Occupation" is messaging half a dozen people who do drive those distances, and coordinate with a dozen other fixers in other towns who need contraband and are willing to pay market prices for it, according to demand.

Hence.

A plan forms 2-fold: 1) I roll in "Water, food, and medical smuggling" into my normal routes. This could provide some data on the "setting" and "narrative" of Phoenix, if you like.
And, 2) In theory, I could offer the recently unemployed Charger a slot in my stable of drivers. He'd be off the grid, away from Royce (for the most part) and would still employ his trade of driving like a maniac. Not unlike, say, a certain Transporter.
Then we could keep the NPC in the loop, with all the potential for wacky hijinks that implies.

Just a thought to chew on.

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

Also, Alanna, having much curiosity and little sense, and even less self-control, may have many, many, many many questions about "ports" on 1dr0meda's "skin".

Wacky hijinks to ensue. ;-D


@Ghiv: Sounds good. Sorry about skipping your post by the way! I made the campaign update before getting on my last plane and I guess I was working on it before you posted so I didn't notice until now. My bad.

@Alanna: There is definitely some meat to work with here and I like that working of your occupation. :)

Here's the thing with regards to Phoenix as of right now, though: It's been dead for months and nobody has gotten out. Phoenix is starting to get a reputation as where runners go to die. I'm not saying there's not a market, just that A) getting your usual drivers to go to Phoenix is going to be hard and B) you have more info about Phoenix right now than anybody else, but you still don't actually know what the inside is like--you don't have people on the inside to sell to yet. You need to make contacts.

It's a real good idea, and it's a good way of keeping Cruiser in the loop as a contact without necessarily having to keep him as an NPC body you have to be constantly worried about. That said, his main ride is also totaled at the moment. Then again, hotwiring a car during your downtime probably isn't that big of a stretch for you.

One more campaign post and then I'll shoot everybody a PM or spoiler up the thread with everything that happens to you individually during your down week. :)


Let me know if any of you have any additional concerns or purchases during the down week. If not, the next update will likely put you on the road. :)


Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

I'm just working on the sprite stats. It's been a busy week and my laptop broke and so at present my posting is limited to afternoons and late night. Should be ready soon. Probably won't need it first thing anyway.


Female Hybrid/fox Cybermonk/Novice(2); Parry 7, Toughness 10, EMP Toughness 8, Neural Toughness 7, Firewall 7, Pace 10, CHA +0, Strain 7/8, Street Cred 2

I'm just trying to resolve buying some grenades and patches, which could easily be ret-con'd...


Yeah, so the listed prices for grenades in the book are hella expensive. The creator of the game said as much, and then listed an alternate price scheme which was absurdly cheap (flashbangs on his price scheme cost less than three creds each ._.). Underbarrel grenade launchers are also really silly, because they can store 12 grenades at a time, which is... Not how underbarrel grenade launchers work??

I averaged them out to something that seems more fair. Bear in mind I'm no economy wizard. Explosives stay the same (Molotovs in the book are hand-mixed special by Bomzaway, and have a different stat spread than say, these incendiaries, so averaging them out to the same seems okay. Let me know if you disagree), as do mines (since they seem to be exclusively military grade tech).

APC-40 ANTIPERSONNEL CLUSTER: 200/ea
HE-40 HIGH EXPLOSIVE: 100/ea
HIGH EXPLOSIVE INCENDIARY GRENADES: 100/ea
FLASH BANGS: 75/ea
SM-40 SMOKE: 75/ea
MICRO FUSION GRENADE: 500/ea

Assume a 5/10/20 range for hand-thrown

(Micro Fusions are going to stay expensive because they're essentially the "f*++ your chrome" button)

@Neon: Use the prices above for your ammo. You can use the stats for the Foley Arms TAW underbarrel grenade launcher, but replace the 12 shots with 2. Pay 800 for the optional grenade launcher, which brings the cost of your gun up to a round 4000.

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

Ya, funny thing, I was thinking about that as I was like 'Hmm, I think I'd like a couple grenades I'll just see how much they OH MY GOD THEY COST HOW MUCH?!?!?!?!?!?!?!?!?!'

Okay, whew, nice to know! I'll update asap.

Of note, 2 things: 1) How about the TAZ-40? I thought a nice little non-lethal concussion grenade would be nice, but 3500(!!) each is just...redonkulous.

2) Also where are the stats for these "micro fusion grenades"?

3 things: By this formula it might do to reduce the Molotovs a touch. The Incendiary have the same Fire! mechanic, but now do more damage for the same cost. Jus' sayin'. =)


Oh god, okay. I got an updated version of the book from DTRPG which has some new explosives (like the MicroFusions) in it and a stat balance or two. Ugh. So somebody took a long hard look at explosives and decided they needed more, but couldn't take ten minutes to average out some costs? Lord.

I got a stat confused on molotovs and thought they covered a different burst template. Also: didn't realize 40mm incendiaries increase both damage and burst template (so they're just objectively better). So ignore the chart up above and I'll rebalance here.

TAZ-40: Let's say 350/ea? It's still a more specialized weapon that would have more specialized parts, but I am in utter agreement that 3500 is ridiculous.

So total price shakedown:

APC-40 ANTIPERSONNEL CLUSTER: 200/ea
HE-40 HIGH EXPLOSIVE: 200/ea
HIGH EXPLOSIVE INCENDIARY GRENADES (25MM): 125/ea
HIGH EXPLOSIVE INCENDIARY GRENADES (40MM): 200/ea
FLASH BANGS: 75/ea
SM-40/SM-19 SMOKE: 75/ea
MICRO FUSION GRENADE: 600/ea (they're Military costwalled originally, I would say you can get them through a fixer/Miltech contractor)
BOMZAWAY MOLOTOV COCKTAIL: 75/ea
TAZ-25/TAZ-40: 350/ea
TG-40/TG-7: 250/ea

Micro Fusion Grenade Stats:
3d10 AP2 HW MBT
Timer delay can be set from 1-4 rounds
Magnetically adheres to metal surfaces

You can buy any grenade you want as a throwable variant. If you get a throwable grenade, it can't be loaded into a grenade launcher, vice-versa if you have a grenade for your launcher, it can't be thrown (their pin mechanism is different--I guess you could throw it and then make a called shot if you're a badass).


Oh and LifeSavers uh... Lets say 35/filter? Bear in mind you probably still want to bring water with you. The major obstacle here is that the heat dries out any still water extremely fast.

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

Inevitable follow up question: How much water can we fit in the Cruiser?
How much would a trailer be? Like, a covered flatbed that we could just shove a dozen 50-gal drums of water onto. (and, yes, Imma totally try and find a way to charge people for this. >_<

Also, I'm not sure why, but I just have more "energy" for this character. I'm a -lot- more involved in the micro/trivial stuff for this character than for any other game. ^_^


Haha, I think part of that is the setting. Cyberpunk makes people detail oriented, and there's more options/threats to consider. I almost never put that much thought into my gear list, but oh man did I go over my Shadowrun characters with a fine tooth comb...

Let's spitball and say a 100 gallon tank can actually fit in the back of the cruiser (or two 50 gallon drums). If you only have three people inside (Kitsune and Ghiv travelling on their bikes--that's a lot of time in the sun, though), you could probably put a seat down and fit another 50 gallon drum.

Trailer... Oh lord. Again, not an economy wizard, so feel free to argue with these if they seem unfair:

Uncovered Flatbed Trailer: 1200 Creds
Covered Flatbed (Ribbed Tarp): 2000 Creds
Covered Hardened Flatbed: 3000 creds

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

Getting half a dozen water purifiers, and Imma spring for the hardened flatbed because there's approximately all of the chance that we're gonna get in a firefight at some point, and you won't be able to resist having all the stray bullets happen to hit the trailer, possibly spilling all those cool, sweet profits all over the hot dry highway.

I mean, I'd do the same thing. Jus' sayin'. =)


I mean, I'd give the barrels an innocent bystander roll... :P


So I'm going to leave on Monday for a trip for one week. I should be able to update at least once or twice but it may be a little more sparse.

Basically I need to know if you guys are going to try and take the Nexxon offer and we'll proceed from there. It may somewhat modify the logistics of your entry if you do.


Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

GM:
I'm working on the sprite and I'm wondering if any of these would be acceptable hindrances.

Clueless (Major): seems reasonable that a sprite would have less than complete knowledge of things.

Outsider (Minor): Assuming sprites are not necessarily welcome, given the bad rep of AI's that have gone rogue.

Overconfident (Major): Not sure about this one, but it could be something programmed in so it won't balk at difficult assignments.

Owned (Major): Seems obvious, given that it essentially is owned by 1dr0meda.

I'm not sure if any of these work in the world the sprite would inhabit, so let me know which are okay. If you think there are any hindrances that would be more or less automatic, that would be helpful to know as well.

Once I'm clear on the hindrances, I'll finalize the one's the sprite will have and then select an edge or two. Otherwise, this is what I'm thinking for the rest:

Attributes:
Smarts: d8
Spirit: d6
Vigor: d4

Skills
Smarts
Hacking (Cyber Combat) d6
Hacking (Firewall penetration) d6
Taunt d4
Investigation (Computer Database) d6

Spirit
Intimidation (mental) d4


Female Hybrid/fox Cybermonk/Novice(2); Parry 7, Toughness 10, EMP Toughness 8, Neural Toughness 7, Firewall 7, Pace 10, CHA +0, Strain 7/8, Street Cred 2

It sounds like we're going to try the Nexxon offer, but we haven't heard from Neon yet...


1dr0meda:
Those all seem like pretty reasonable hindrances. Outsider would mostly function as the sprite not caring about physical space norms, but otherwise those are all reasonable assessments. :)

@Kitsune: I think you're good to go now. Once you reply to Mr. Plant he'll get back to you with further details and I can advance the campaign. Once you have the travel info from him, you can adjust fire to fit Nexxon's plans for transporting you. :)


Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

Aloha-Shirt-Samurai: I sent you a PM with questions about the mechanics of the sprite.


Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

I notice that the SW Interface Zero source book says nothing about computers. There is no listed price for purchasing a computer. Are computers obsolete as stand alone systems? Is computer hardware accessed through TAPs so that one does all computing essentially via a kind of cloud based system? There are computer based systems, such as targeting computers and tactical computers. There are entertainment computers. But no general computers.

Should we just assume we have the whatever computer resources are needed to do whatever we need through the global datanet?

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1
DM Ten-Speed wrote:
Two of them are beginning to climb up the outside supports with Gecko gloves.

Whoa, whoa. Whoa. Whoa. ... Whoa.

Fun fact: No Gecko gloves are listed in the Interface Zero 2.0 Core Rulebook. But they are listed in Shadowrun 5E. Are they in some Savage Worlds supplement?

I'm not normally one to b+&%~, in fact I try to avoid it, but I've found that nothing twists my nipples faster than thinking that my character is unique, and then getting nerfed in a massive way, hence, apologies, but this minor point might like some clarification.

I'm just asking because I invested a metric butt- ton of money and Vigor-Essence to get what I thought was a unique ability. That is, with the assumption that due to the physics involved, the Gecko thing doesn't work with something worn, but needs to be implanted into the body itself.

If Gecko is a thing that can just be picked up at the local Buy U Stuff for 50 nuyen credits, then I'd like to incorporate that new information.

If the mooks at the bottom are climbing with a standard Zipline Grapple Gun, that's one thing. If they actually have the cyber, that's something too. But if a unique cyber is obsolete because you can get the gloves, then that's something else. =)


NPC Wound tracker:
  • none yet
Ashes of Phoenix on Roll20 Current GM bennies: 5 Current Wild Card Bennies: Roomy Ray - 3

It was a whiff on my part--I thought Shadowrun for a moment and typed Gecko Gloves (thinking of the Gecko Tape kit), but they do actually have the Gecko Hands modules and cyberlimbs. (They also have shitty gutterware so it's the bulk of their strain)

I'm not going to take away your toys or invalidate them with a vastly cheaper option. If at any point I do that, feel free to call me out.

That said, pretty much anybody can buy whatever augs they want, and if I put half the party in a vertically-oriented combat situation, I might be inclined to give some of the mooks those augs. It's not to make Alanna less special, it's because I'm reading the same book you are.


NPC Wound tracker:
  • none yet
Ashes of Phoenix on Roll20 Current GM bennies: 5 Current Wild Card Bennies: Roomy Ray - 3

So when I started up this campaign, I had more free time since I was in the desert and all my time outside my regular shifts was my own. Now I work full-time with an hour commute in each direction, run errands/do commission work/go to school in my off hours and my off days mostly go to my partner since our shifts are incompatible and I don't get to see him during my workweek.

The pace of updates is frustrating to me and I'm sure it's frustrating to you guys. Ideally I'd like posting once a day, but finding the time to put enough thought in is at times killer so I've been updating whenever I can scrape it together.

So, potential solutions:

1. I could just put the campaign on hold until I have more free time, but I feel like if I do that it probably just won't start up again, at least not for a while.

2. I could take a shot to the quality of posts and just make sure you guys get a push post before I sleep every night.

3. I could drop my other PBPs. I run one other campaign and I play in two. The player campaigns don't have much of an affect on timing (both tend to be fairly hack and slashy and my posts take <5 minutes). Dropping the other campaign I run would honestly kind of suck, but if I had to only keep one, it would be this one since I've put a lot more time and elbow grease into this one.

Thoughts?


Female Hybrid/fox Cybermonk/Novice(2); Parry 7, Toughness 10, EMP Toughness 8, Neural Toughness 7, Firewall 7, Pace 10, CHA +0, Strain 7/8, Street Cred 2

I'd go for option #4 - we keep going as we are, and when time in your life opens up, you can speed up the game again. I'm ok with the current speed, and can put up with it for a while longer.

Or maybe #2.5 - don't feel obligated to post *every* night, but maybe every 2-3 days, with less of a hit to the quality? But now that I look, you're already posting about every 3-4 days (recently, at least), so I don't know if this is a viable option.

I wouldn't want to be responsible for your dropping your other PbP's.

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

I concur. This is definitely not my slowest game, so the current pace is just fine. Hence, I don't feel an impetus to aggressively change anything.

For what it's worth, I'd rather have a slow campaign than one on hold. Putting a campaign on hold is almost always a death blow. For all the campaigns that went on hold, only one actually came back, and that was a self-admitted slow campaign from the start.


N30N "Neon" Bioroid Novice Bennies: 1/3 Wounds:1 Pace:6 Parry:5 Toughness: 6 Firewall:4 Strain :6 Street Cred: 2 Ag:d12 Sm:d8 Sp: d6 St:d4 Vi:d6

No real issue with pacing.
I'd rather you didn't drop other game for the sake of this one.

If things slow down, just let us know.


Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

I know that being a GM is a big responsibility and takes time to do right. I'd love this game to continue and slow pace is not a big issue as long as we don't start seeing longer and longer wait times, which is usually a prelude to complete collapse.

GM's call as far as I'm concerned. It's got to be fun for the GM. So do what feels right.

I'm not likely to disappear and can pick up later if it comes to that.

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

So, um, Aloha. Do, ah, do we got a ruling on Diagonal movement? I hear that's the cool thing that all the hip, young cats are talking about these days. ;)

It gonna by 1 for 1?


So in case the last couple days haven't made it clear: Just gonna try to post as much as possible, and if I occasionally have to dip for a couple days, try to roll with it. I'll try to give you guys warning when I can. :)

Alanna: I'm gonna sleep on that one before I commit to it. I've always played diagonal movement as 1.5", but Clint Black runs 1" diagonal movement. Then again, I don't always agree with Clint (he says you can wild attack into a called headshot?? for real???)


NPC Wound tracker:
  • none yet
Ashes of Phoenix on Roll20 Current GM bennies: 5 Current Wild Card Bennies: Roomy Ray - 3

So posting this real quick to both of the games that I GM:

I got very short notice that I'm going to be in a friend's wedding party this Friday. I'm going to get you guys an update tonight (within the next couple of hours if time allows). I'll try to get you an update while I'm travelling tomorrow. Friday I will likely not be online at all, and then I'll get an update either late Saturday when I'm travelling or early Sunday when I'm home.

Thanks for bearing with me. :)


Female Hybrid/fox Cybermonk/Novice(2); Parry 7, Toughness 10, EMP Toughness 8, Neural Toughness 7, Firewall 7, Pace 10, CHA +0, Strain 7/8, Street Cred 2

I have no complaints about the time between updates you've been maintaining lately - thanks for the effort! Go enjoy the wedding!

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

Alanna: I'm sure they're bored!
*cut scene*
N30N: *BLAMBLAMBLAM*

Classic!

@N30N: Where does the +2 in the d12+2 come from? Are you doing a ROF full auto, or a 3RB (three round burst)? They're different things.

ROF: You get separate attacks up to the ROF of the weapon (which it looks like that's what you're doing.)
Down side to ROF is that you only get 1 WILD die. (Not that it mattered!)

With the 3RB you get one normal attack, but both +2 to hit and damage.


N30N "Neon" Bioroid Novice Bennies: 1/3 Wounds:1 Pace:6 Parry:5 Toughness: 6 Firewall:4 Strain :6 Street Cred: 2 Ag:d12 Sm:d8 Sp: d6 St:d4 Vi:d6

Yeah they're all 3 round bursts... Tbought that gave you +2 to hit and damage on all of them


Male NG Human Priest Mystic | SP 21/21 HP 23/23| RP 3/3 | EAC 15; KAC 17| Fort +2; Ref +2; Will +5 | Init: +1 | Perc: +9, SM: +9, Darkvision 60’ | Speed 20ft | Active conditions: None.

Can you use 3RB and take advantage of the ROF4? I thought it was either 1)fire 4 times normally, or 2)3rb or 3)go full auto?


N30N "Neon" Bioroid Novice Bennies: 1/3 Wounds:1 Pace:6 Parry:5 Toughness: 6 Firewall:4 Strain :6 Street Cred: 2 Ag:d12 Sm:d8 Sp: d6 St:d4 Vi:d6

Well, thats what happens when you hastt look up a rule on the net

Live and learn...

Aloha, I'll resubmit my post or do you want to sort it out based on what i already posted


Female Hybrid/fox Cybermonk/Novice(2); Parry 7, Toughness 10, EMP Toughness 8, Neural Toughness 7, Firewall 7, Pace 10, CHA +0, Strain 7/8, Street Cred 2

Also, Neon, for future reference - *if* your weapon can do 3RB (has an "Auto" or "Semi" tag), the +2 to the Shooting roll *also* applies to the Wild die...


NPC Wound tracker:
  • none yet
Ashes of Phoenix on Roll20 Current GM bennies: 5 Current Wild Card Bennies: Roomy Ray - 3

Sorry about the delay. Wedding was exhausting. Will be updating when I get home in about an hour and a half.

I'll double check rules when I get home, but yes I believe turning your TAP off is a free action (I seem to recall that a graceful shutdown/startup is about 30 seconds, but you can just turn it off outright for free).

Neon: Yeah, it's pretty easy to work out. I think everybody covered the rules already (only 1 wild die, 3RB is for a single attack roll only, etc.). I'm just going to take your skill dice for your full rate of fire and subtract that +2 you were giving them. :)


Encounter Map

I thought it was an action to shut it down the right way, and free if you drop it quickly but it causes problems. I'd have to reread the rules honestly.


Female Hybrid/fox Cybermonk/Novice(2); Parry 7, Toughness 10, EMP Toughness 8, Neural Toughness 7, Firewall 7, Pace 10, CHA +0, Strain 7/8, Street Cred 2

ALL - from the IFZ2.0 book, page 274 : "Characters can turn their TAP off any time they wish. The process takes about 30 seconds to cleanly shut down, but if characters is in combat, it requires an action."

Neon, Fatigue is another "damage tracker" number like Wounds. It goes away quicker, but until it does, you subtract your Fatigue level from *all* your rolls (which fortunately doesn't affect the result of your last Shooting roll), just like Wounds.

Dark Archive

Android Op 3 | HP 22/22 SP: 14/21 RP: 7/7 |  EAC: 19 KAC: 19 | Init: +6 | Perc: +8 | F: +1 R: +7 W: +3 | Atk:+7/d6+1

All: The IZ0 2.0 book has a bunch of very useful rules up to page 100, and then delves into 150 pages of fluff and backstory...and then, for some reason, starts spewing rules again on page 262.
Because reasons.


N30N "Neon" Bioroid Novice Bennies: 1/3 Wounds:1 Pace:6 Parry:5 Toughness: 6 Firewall:4 Strain :6 Street Cred: 2 Ag:d12 Sm:d8 Sp: d6 St:d4 Vi:d6

Merry Christmas , everyone!
Enjoy your family, food, friends and fun!


NPC Wound tracker:
  • none yet
Ashes of Phoenix on Roll20 Current GM bennies: 5 Current Wild Card Bennies: Roomy Ray - 3

The rules segregation is supposed to be character creation rules, then backstory, then "game-running" rules... But it doesn't work because half the time you need rules from that third section to make a character. Cyberware, hacking, bioware, powers, etc. are all there.

Plus, this is personal bias, but I like to have a sense of the setting rules up front. I'm not going to run a shonen action hero in a setting that uses Blood and Guts (...ever again.).

By the way, Merry Christmas, Happy Holidays, etc. :) Update inc, and more consistent scheduling after Christmas and heading into January.


Bennies 3/3 Street Cred 3/3 Parry 4, Toughness 7, EMP Toughness 7, Neural Toughness 6, Firewall 8 Condition: normal, Wounds: 0, Fatigue 0, Strain 3/6 Roll20

Up to this point, I've avoided reading the Nexxon portion of the posts, since 1dr0meda is not aware of any of that. But seeing mention of a handsome NPC named Derrick, I went back and read the Nexxon portions and related posts from PCs. The information of the Mr. Plant using VR to make attacks while at the same time 1dr0meda and Allana are witnessing Kayla's demonstration melds well and the two scenes playing out in parallel reminds me of a movie cutting back and forth between two related scenarios.

Just letting all know I'm enjoying this campaign a great deal. Creative plot, complicated factors to learn and factor into decisions, new data coming in regularly. It's great fun.

Now all we need to do is work out how to get back together and figure out the next move. Hope everyone has a Happy New year!


N30N "Neon" Bioroid Novice Bennies: 1/3 Wounds:1 Pace:6 Parry:5 Toughness: 6 Firewall:4 Strain :6 Street Cred: 2 Ag:d12 Sm:d8 Sp: d6 St:d4 Vi:d6

Yeah, i agree...been studiously avoiding reading the other scenes :)

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