Never Deal with a Shoggoth: A CthulhuPunk Shadowrun Story

Game Master Loup Blanc

Conserve your sanity, run when you need to, and never, EVER pick up the strange book.


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Liberty's Edge

Male Historian/Curator

Well here is an example of a "Face" with medic skills. Take a look and see if you think he will fit into your group. I could look into a "Face/Mage" combo, but he might turn out to be weak in both areas...otherwise I could go complete mage. I have a melee-specific physical adapt that I could pull in as well...so may characters and so few games...lol

Hollywood:

Robert "Hollywood" Cummings (Elf)
B 2, A 2/4, R 2, S 2/4, C 8, I 4, L 4, W 4, E 1, Ess 4.1, Init 6, IP 1
Condition Monitor boxes (Physical/Stun): 9/10
Disposable Commlink Condition Monitor: 9
Hermes Ikon Commlink Condition Monitor: 10
Armor (Ballistic/Impact): 12/4
Skills: Blades 3, Computer 3, Data Search 3, First Aid 4, Influence Group 4, Intimidation 4, Medicine 4, Pilot Ground Craft 2, Pistols 5
Knowledge Skills: English N, Favourate "Meeting" Places 4, French 4, Gang Boundaries 3, German 3, Italian 3, Japanese 6, Spanish 4, Sperethiel 4
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Allergy, Common (Mild): Platinum, Enemy, Exceptional Attribute: Charisma, Linguist, Mania/Phobia, Common (Mild): Heights, Trustworthy (1): Negotiation
Cyberware:
. . Cybereyes (3) with Eye Recording Unit, Image Link, Low-Light Vision, Smartlink, Thermographic Vision
Bioware:
. . Echolocation
. . Hearing Enhancement
. . Muscle Augmentation (2)
. . Muscle Toner (2)
. . Tailored Pheromones (3)
. . Vocal Range Enhancer
Gear:
. . Disposable Commlink
. . Executive Suite Outfit with Long Jacket, Plain Blouse/Shirt, Skirt/Trousers
. . Ford Spiral 115Ti
. . Form-Fitting Full-Body Suit
. . Greatcoat with Chemical Protection, Insulation
. . Hermes Ikon Commlink with Analyze (3), Browse (3), Encrypt (3), Iris Orb Operating System, Skinlink
. . Robert Cummings with Alberto Tangelio, Fake License: Firearm Carry/Conceal (4), License: Firearm Carry/Conceal , Middle Lifestyle
Weapons:
. . Colt Government 2066 [Pistols, DV 5P vs. B-1, SA, RC 1, 14 (c)] with Electronic Firing, Hollow Point Rounds x50, Regular Ammo x50, Silencer, Smartgun System, Internal, Spare Clips
. . Attack of Will (vs. Spirits) [DV 8P vs. I]
. . Knife [Blades, DV 3P vs. I]
. . Unarmed Strike [Unarmed, DV 2S vs. I]

--------------------

Ford Spiral 115Ti (Ford Spiral 115Ti)
Body 10, Sensor 1, Handling +2, Firewall 3, Pilot 2, Response 3, Signal 3, Initiative 5, Initiative Passes 3
Physical Condition Monitor: 13
Armor (Vehicle): 6 [6]


Female Human

While the party has several people who are excellent at very obvious murder, Victoria is supposed to be good at sneaky murder. So I'm more or less going full Infiltrator with the combat skills to take care of herself. Not a lot of branching out other than the computer skills to handle electronic security systems and the like.


Hi all!

I got the call from Wraith, so I'm checking in to see what you're looking for. I was looking for the chance to play Ol' Roy here once more, but the poor geezer's been through three systems and 4 games, so nothing but his concept is set in stone.

I'm going to build him quickly, but that also depends on what the party is looking for - He can take a more face or a more combat-y leaning, just give me some feedback!

Looking forward to playing in a SR game, especially a fun looking as this one. I'll give the Gameplay a read-through.

If you're looking for a dedicated face/infiltrator or a Melee-oriented Sammy, I've also got a couple of concepts I'd like to give a run for their money!


Male Elf Shadowrunner
Spoiler:
Physical Damage: 0/11 | Stun Damage: 0/10 | Melee Defense: 10 | Ranged Defense: 6 | Initiative: 9 (2), Matrix Initiative: 9/10 (2/3) | Perception: 9

Hey, good to see you. We've got some familiar faces here.

I think a melee-oriented street samurai might be a strong character for this group. None of us are good enough at melee that we could hold the line, so to speak. Having someone capable of that would be useful.

Daniel, I might suggest the face/mage combo, and just let the face side be the secondary function of the character? As I said, we have a few people who are taking some face skills, so having someone who's just okay at them is fine. We can work together for things like that when necessary.

Sovereign Court

Yes!

Hi guys. ^_^

I'd like to concur with my esteemed colleague's assessment that Cowboy go hard c0r3z cyber-close an' Dan S. go FaceMage. (I'd say to go whole-hog on the Face part, since many people can roll in combat, but only one usually roles in the talkings. =)

Liberty's Edge

Male Historian/Curator

Ok, here is another possible contender to join your ranks. Check him out and give me your feedback!

Hugo Rune:

Hugo Rune (Elf Magician)
B 2, A 3, R 3, S 2, C 6, I 4, L 4, W 5, E 1, Ess 6, M 6, Init 7, IP 1
Condition Monitor boxes (Physical/Stun): 9/11
Renraku Sensei Commlink Condition Monitor: 9
Armor (Ballistic/Impact): 7/7
Skills: Arcana 3, Influence Group 3, Pistols 2, Sorcery Group 4
Knowledge Skills: 1980's Club Music 4, Ancient Cultures (European) 5, Arabic 1, English N, Hebrew 4, Latin 5, Magical Conclaves 4, Safe Houses 4
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities: Enemy, Magician, Records on File: MIT&T, Wanted: Tacet Fratribus (Silent Brothers)
Spells: Armor, Heal, Mind Probe, Physical Barrier, Powerball, Powerbolt, Stunbolt, Trid Phantasm
Gear:
. . Hugo Rune with Middle Lifestyle, Silvanus Carolinus
. . Renraku Sensei Commlink with Renraku Ichi Operating System
. . SecureTech Vitals Protector
. . The Index Finger of Saint Dominus
. . Urban Explorer Jumpsuit
Weapons:
. . Walther PB-120 [Pistols, DV 5P vs. B-1, SA, 15 (c)] with EX-Explosive Rounds x50, Hollow Point Rounds x50, Silencer
. . Attack of Will (vs. Spirits) [DV 6P vs. I]
. . Unarmed Strike [Unarmed, DV 1S vs. I]

Sovereign Court

*reads Hugo Rune*
Mmmm-hmm. Mmm-hmmm. Mmm--waitwut?

Twas brillig, and the Tacet Fratribus
Did gyre and gimble in the wabe:

=P


Hi all! Again.

Now, this particular stat block under here appeared as I was scratching my head over how to play a melee character. Then I realised I was going around it the wrong way, and I went looking for inspiration and found a picture.

This particular picture, to be exact.

So, seeing as how you already have one bubbly, weird-speaking, overly energetic ork with a mind for battle, why not have two?

I'm going to write a backstory soon, but the gist of it is that Geezer here (you'll find out why he's called Geezer very soon), had a little bit of a sporting career in the A&A (Augmented and Adept league) back in Jolly Old England, until he was kicked out for substance abuse, vulgarity tolerance abuse and not-punching-the-referee-in-the-face-clause abuse. In that order.

Working odd jobs for mobsters in England, eventually he immigrated to Boston, and has started working for the Muldoons as extra muscle. Breaking a leg with a kick isn't a challenge to someone who is used to routinely score goals from 80m mark free kicks. Even if said leg is high-quality chrome currently attached to a troll.

A couple of years past his prime, he's currently co-habitating and is a partner in a chopshop with a low-level Muldoon 'bird', who had apparently fallen for his charming accent. (Note: Charming isn't how people would describe his accent back where he's from.), helping with work like collecting rental cars back and helping fix the ledgers, for which he has a surprisingly good head for.

And to those who hadn't guessed that yet, if this were a movie, he'd totally be played by Vinnie Jones.

Stat Block, not set in stone.:

== Info ==
Street Name: Geezer
Name: Anthony Talbot
Movement: 10/25, Swim: 5
Karma: 0
Street Cred: 0
Notoriety: 2
Public Awareness: 0
Ork
Composure: 6
Judge Intentions: 5
Lift/Carry: 15 (105 kg/70 kg)
Memory: 4
Nuyen: 0

== Attributes ==
BOD: 8
AGI: 5
REA: 4 (7)
STR: 7
CHA: 3
INT: 2
LOG: 1
WIL: 3
EDG: 3
MAG: 6

== Derived Attributes ==
Essence: 6
Initiative: 6 (9)
IP: 1 (4)
Astral Initiative: 4
Astral IP: 3
Matrix Initiative: 5
Matrix IP: 1
Physical Damage Track: 12
Stun Damage Track: 10

== Active Skills ==
Climbing : 1 Pool: 8
Con : 1 Pool: 4
Dodge : 4 [Ranged Combat] Pool: 11 (13)
Etiquette : 1 Pool: 4
Gymnastics : 1 Pool: 6
Intimidation : 1 Pool: 4
Leadership : 1 Pool: 4
Longarms : 1 Pool: 6
Negotiation : 1 Pool: 4
Unarmed Combat : 6 [Martial Arts] Pool: 13 (15)

== Knowledge Skills ==
Economics : 3 Pool: 4
English : N Pool: 0
Gangs : 3 Pool: 5
Sports : 1 Pool: 3
Underworld : 2 Pool: 4

== Qualities ==
Addiction (Mild) (Cram)
Adept
Adrenaline Surge
Allergy (Common, Mild) (Cats)
Day Job (20 hrs/week)
Drug Tolerant
Low-Light Vision
SINner (Criminal) (His Facee)
The Warrior's Way

== Powers ==
Combat Sense Rating: 1
Critical Strike Rating: 6
Improved Ability (Combat) (Unarmed Combat) Rating: 2
Improved Reflexes 3
Killing Hands

== Lifestyles ==
Chopshop Apartment 2 months
Comforts: Middle
Entertainment: Middle
Necessities: Middle
Neighborhood: Low
Security: High
Qualities: Dug a Hole [2LP]
Friendly Neighbors [1LP]
Fully Stocked Bar [1LP]
Workplace [1LP]
Household Gremlins (Rating 1) [-1LP]
Loud Neighborhood [-1LP]
Rough Neighborhood [-1LP]

== Armor ==
Form-Fitting Full-Body Suit 6/2
Mortimer of London: Greatcoat Line 10/7
+Chemical Protection 2
+Gel Packs
+Insulation 2
+Nonconductivity 3
+Delta-Amyloid

== Weapons ==
Enfield AS-7
+Laser Sight
Pool: 7 DV: 7P AP: -1 RC: 0
Unarmed Attack
Pool: 13(15) DV: 12P AP: - RC: 0

== Martial Arts ==
Kickboxing
++1 DV on Unarmed Combat attacks
++1 DV on Unarmed Combat attacks
Kick Attack

== Commlink ==
Novatech Airware (3, 0, 0, 3)

== Gear ==
Ammo: EX-Explosive Rounds (Shotguns) x60
Ammo: Flechette Rounds (Shotguns) x60
Autopicker Rating 6
Contact Lenses Rating 3
+Flare Compensation
+Image Link
+Smartlink
Cram x10
DocWagon Contract: Basic
Fake SIN (Jimmy Saville) Rating 4
Goggles Rating 6
+Vision Enhancement Rating 3
+Ultrasound
Guts x3
Hurlg (bottle) x4
Oxygenated Fluorocarbons
Trauma Patch

== Vehicles ==
Mercury Comet (Sedan)
+Vehicle Sensor

The gist of the stat-block - Extremely fast melee adept, who always throws in the first punch. In direst circumstances relies on a shotgun. Might go and pick up Negotiation at a higher value as well, since that felt in-character, since he's a bit older and technically running a shop part-time.

Liberty's Edge

Male Historian/Curator

Twas brillig, and the Tacet Fratribus
Did gyre and gimble in the wabe:

Umm..what? Sorry love, your accent is a bit too thick for this poor boy...lol


Both those stat blocks look good to me, and suggest some very neat and fun things going on with the characters. Daniel, if you could get me something of a backstory for Hugo, that'd be great--some of the things in the stats obviously hint at certain elements, but I'd love to know a little more about the character and what you're thinking with them!

As was mentioned, we're coming to the end of the group's first mission, so hopefully you'll be coming in before too much longer--hopefully in a few days, since I do need to wrap up a couple things here. Also, when I hand out Karma shortly, the two of you can also pick it up and spend it if you want, so everyone's on the same level.


Also since we've just ended our first real mission, I'd like to get you guys' thoughts on how it went. I like to try and do this sort of thing with my games, particular with something like Shadowrun where I don't have a ton of experience running it.

What did you like about this run? What didn't you like? Anything you'd want to see again, or leave behind? Any lingering questions or other comments you want to make? I'd like to get some feedback to help inform future endeavors--obviously not everything will make it into everything, but it'll give me an idea of whether to include elements or concepts again, and help make the campaign more enjoyable for everyone. Feel free to post thoughts here or PM them to me, although if you have a lot to say it might be good to use a spoiler if you post it in this thread.

(I know pacing was a big issue with this one, I think more due to my posting than the mission itself, so no need to comment on that unless it's something you particularly want to point out.)


Female Human

I didn't really have any problems. It was a little bare bones, but we were basically just hunting down some small timer who ultimately wasn't important to anyone, so it makes sense to be simple.


Ok here is Hugo..sorry his back story got a little long and involved..


Male Ork

Oi there, lads and birds, this here Geezer ready to start a bloody scuffle!

I've read the Gameplay, and wrote some of his contacts and backstory around it. I've gone with the barest and lowest level of connection to the Muldoons, but if that's too much, I can change it.

The backstory got me a bit carried away - whoops, but I think it describes what his current situation is. I don't know how he's going to meet the party, but I've got a couple of ideas - He could be 'asked' to go along with the task from Rebecca, which isn't something he'd refuse. He could've been chasing Donny for his own means, and arrived just in time to get involved in the shenanigans.

Regarding knowing other PC's - Maybe Nick knows him as a low-level street level peddler and thug. Anyone with a particularly s@#%ty car could've bought it from his lot, as well.

Sovereign Court

Daniel Stewart wrote:

Twas brillig, and the Tacet Fratribus

Did gyre and gimble in the wabe:

Umm..what? Sorry love, your accent is a bit too thick for this poor boy...lol

Heehee =3

It's just the name "Tacet Fratribus" was nothing like I'd ever encountered before, so it seemed like it belonged in a Lewis Carroll poem, specifically, The Jabberwocky. =)
(sry, sometimes I forget that it's possible that not everyone on the planet has the words to that poem tacked on their wall. Go figure! =p)

Dark Archive

Human
Tony "Geezer" Talbot wrote:


Regarding knowing other PC's - Maybe Nick knows him as a low-level street level peddler and thug. Anyone with a particularly s!+#ty car could've bought it from his lot, as well.

Well, I know who did sell me my bike, that's sure.

As a matter of fact, I didn't knew what to do with 34 grands and was considering buying a slightly bigger and better armored carriage. That and a bigger gun, but I don't think will be possible unless you can mod a Warhawk into being SemiAuto or there are heavy pistol mods to change the caliber to 0.Huge.

Sooo, Geezer, if I were on the look for a trusty ride capable of... hypothetically speaking... carrying around a team of Runners and a lot of heavy ordinance, what would you recommend?


Male Elf Shadowrunner
Spoiler:
Physical Damage: 0/11 | Stun Damage: 0/10 | Melee Defense: 10 | Ranged Defense: 6 | Initiative: 9 (2), Matrix Initiative: 9/10 (2/3) | Perception: 9

Nick, you can actually do both of those things.

You can modify a revolver to be semi-automatic, and High-Powered Chambering increases the DV by 2 and your AP by 1. High-Powered Chambering gives an automatic 2 points of recoil though, so you'd want to invest in some way to cut down on that if you decide to go that route. You can also purchase an increased cylinder, giving you 8 shots in between reloads. It would be difficult to nullify your recoil problem without cybernetics, but with them the cyberarm gyromount would cancel out your penalties even on your second shot per round. The gun upgrades themselves would only cost you 1050¥. Nathaniel can install those upgrades as well, since I have the Armorer skill.

If you wanted to cancel the recoil with cybernetics, you'd need some portion of your arm to be a cyberlimb. You could actually accomplish it with just a cybernetic hand as it has the total capacity you need. That would run you another 11,000¥. Nathaniel could also install that, if you chose to purchase it, since he has the Cybertechnology skill. Without cybernetics, you could get something like a personalized grip to reduce recoil by 1, but that's about it unless you get the okay to adapt some other form of recoil compensation (such as a gas-vent system) to absorb some recoil mostly because you're almost out of modification slots for the pistol.

As for a car, my personal favorite vehicle is... a little outside our price range.

Dark Archive

Human

If you can add a hidden flask to store some booze, I am game.

On a more serious note, I don't think Nick is the type to go willy nilly replacing limbs and such. Not yet, but probably later when the spooky begins. Is it possible to add such things in a non invasive or non cyborg way? There's plenty of Nuyen to spare even after paying some more months of rent.

That's it, if the Gas Vent 2 or 3 (which i was already looking at) is off the table. Oh, and gotta add a Smartlink to that.

Man, in all truth I simply want the hugest handcannon I can find without gimping myself into being useless. Something about technomagic era Dirty Harry just speaks to me on a spiritual level.

@FNF: I'll bank the Karma for now. I am eirher getting my Pistols or Body boosted later on, or going the Ambidextrous and dual wielding Warhawks. In any case, it ain't cheap so better start saving.


Male Elf Shadowrunner
Spoiler:
Physical Damage: 0/11 | Stun Damage: 0/10 | Melee Defense: 10 | Ranged Defense: 6 | Initiative: 9 (2), Matrix Initiative: 9/10 (2/3) | Perception: 9

Gas-Vent systems are only allowed to be placed on submachine guns, assault rifles, and machine guns by the rules. However, he may make an exception; my shotgun has a Gas-Vent 3 system installed. You unfortunately cannot install the cyberarm gyromount without a cyberarm, as it has no listed Essence cost. Keep in mind that if you plan to dual-wield the revolvers, you can't use a smartlink system with it. You can use laser sights which give a +1, however.

The actual dual-wielding rules in Shadowrun are pretty realistic, meaning that they don't work very well. You split your dice pool to make two attacks as a simple action, which without an absolutely huge pool can result in you just missing a lot of shots. You could always carry two revolvers and just shoot each one as a standard action, I guess, but then you're spending a lot of money for what is effectively 6-8 additional shots before you reload. If you really pump your dice pool up though, dual-wielding can work pretty well. It works better with guns than melee, since dice pools to avoid gunfire are generally much smaller.

I'm also banking my Karma, as I think I'm going to wait and upgrade my Body at some point here in the future. Nathaniel has a pretty strong need for more armor at the moment. However, I can't really upgrade it all that much because my Body is a little lower than I'd like. I still need 12 more Karma to get my Body up by a point, so we'll save for that I think.


Female Human

Also banking my Karma. I'm still looking through piles of Bioware to decide what step towards not being human Nix wants to take next. I might save the cash too and hold off until I can buy something a little juicier.


Male Ork
Nicholas "Nick Sarge" Smith wrote:
Tony "Geezer" Talbot wrote:


Regarding knowing other PC's - Maybe Nick knows him as a low-level street level peddler and thug. Anyone with a particularly s!+#ty car could've bought it from his lot, as well.

Well, I know who did sell me my bike, that's sure.

Sooo, Geezer, if I were on the look for a trusty ride capable of... hypothetically speaking... carrying around a team of Runners and a lot of heavy ordinance, what would you recommend?

"Oh! Look at that, a returning customer. How's the bike, constable?"

"Now, constable, if you're making some more beer tokens on the side, not one to judge, most of the geezers running the shadows go for a GMC Bulldog."

"Which is bloody pish, mate! Bloody thing's might as well have a Shadowrunner sign on its front hood, and ten bloody pink sirens on top! It's costs a pretty penny too, and it's not worth it without a rigga."

"And if you don't have a bloody rigga, you're not going to outrun the bobbies, mate! What I'd recommend is, get yourself a Volkswagen Supercombi III van. Precision German engineering, tried and tested. Beats all your Yankee crap, if I'm honest."

"Them wheels used to be buzzing all around Boston couple o' years back, outdated now. First car I ever sold, swear on me mum. It's sneakier than a Tir terrorist, and a lot nicer to look at. Could fit a whole Urban Brawl team, including the coach, if they're not those c+&#ing Schwarzwald Titanen. And, if you're not doing the whole copper b*&#+!$s anymore, I know a guy who knows a guy who can fit a little tax-evasion compartment on the thing. Alltogether, I say it should be about 30 grand, including labour, but me and you, mate, we go way back, I'll be willing to shake hands on 27. You know what, call it 25 and a pint, aight?"

-------------

Sorry, couldn't resist! A 'new' van of the sort with a shielded smuggling compartment would be 22k. With an assumed used vehicle discount, it'd be 17.5k for the lot, if the GM is nice and avoids commission. The car's from the 'Used Car Lot' book, which I wasn't imagining I'd use! But look at that! That car is basically the best for what we're looking at - subtle transportation. Another option that would last a fair bit in a firefight would be a pick-up truck, which is what I had for Roy's 4e embodiment, but it doesn't fit Boston or Nick, and it's not really worth the extra cash.

Regarding Hand Cannons - Getting a Warhawk to SA would be a great start, but you'd need to reload the thing often. I don't think that Gas Vents could realistically work on a revolver, so you're looking at a LOT of Recoil. The cyberarm gyro is very good for stuff of the sort, but I would completely understand not wanting to go for it for character reasons.

What you can do is get a Warhawk with the High-Power Chambering, Firing Selection Change, a Personalised grip and an Underbarrel weight, which has a net RC of 0. Still more kick than your average SA pistol, but it's the price you pay for getting a gun with more damage than a HMG. (Per shot, not net.)

Sovereign Court

Nathaniel Kenson; "Paladin" wrote:

You can modify a revolver to be semi-automatic, and High-Powered Chambering increases the DV by 2 and your AP by 1. High-Powered Chambering gives an automatic 2 points of recoil though, so you'd want to invest in some way to cut down on that if you decide to go that route. You can also purchase an increased cylinder, giving you 8 shots in between reloads. It would be difficult to nullify your recoil problem without cybernetics, but with them the cyberarm gyromount would cancel out your penalties even on your second shot per round. The gun upgrades themselves would only cost you 1050¥. Nathaniel can install those upgrades as well, since I have the Armorer skill.

If you wanted to cancel the recoil with cybernetics, you'd need some portion of your arm to be a cyberlimb. You could actually accomplish it with just a cybernetic hand as it has the total capacity you need. That would run you another 11,000¥. Nathaniel could also install that, if you chose to purchase it, since he has the Cybertechnology skill. Without cybernetics, you could get something like a personalized grip to reduce recoil by 1, but that's about it unless you get the okay to adapt some other form of recoil compensation (such as a gas-vent system) to absorb some recoil mostly because you're almost out of modification slots for the pistol.

However, I _am_ the kind of person to start sticking things in other things just to see if we can make the boom bigger. ^_^

Paladin, can I ask where those rules are, both the custom firearms things, and the cyberhand thingys? I don't recall where I saw those, but I'm certainly interested in exploring them. =)


Male Elf Shadowrunner
Spoiler:
Physical Damage: 0/11 | Stun Damage: 0/10 | Melee Defense: 10 | Ranged Defense: 6 | Initiative: 9 (2), Matrix Initiative: 9/10 (2/3) | Perception: 9

I left out the under-barrel weight, because I was including an increased cylinder. I guess the real solution is we need to get Nick's arm blown off. You could always skip increasing the damage values of the weapon for now until you feel Nick might spring for some chrome in the future. I agree that a gas-vent seems like a stretch for a revolver, though; gas already 'vents' out of the sides of the cylinder with enough force to sever your finger, so I don't see that working very well.

All the rules for purchasing weapon (and vehicle) modifications are in Arsenal, starting on page 148. There are also additional attachable accessories detailed in that book. The cyberarm gyromount is just from the Core book; I was going to purchase one for Nathaniel but I may save the capacity in his cyberlimbs for other things instead. You can do a lot of stuff with the weapon modding rules. I have a lot of plans for my own weapons, but I'm waiting until I have the cash to do so.

Dark Archive

1 person marked this as a favorite.
Human
Paladin wrote:


I guess the real solution is we need to get Nick's arm blown off.

Only in Shadowrun, gentlemen.

I just remembered that I did look at chrome hands as part of Nick's backstory and subsequent partial reconstruction surgery, where he got some rad cybereyes and muscle enhancers, but I was running out of funds. So I had the following idea, that I'd like FNF to judge if it isn't stepping out of character:

Nick's in pain since the chemical incident. That's where his irish juice addiction come. If Paladin can solve that pain through cyberware, in the future I'll buy off the Quality (not now because I can't afford it) and Nick can become a whiskey lover instead of booze dependant.


Male Elf Shadowrunner
Spoiler:
Physical Damage: 0/11 | Stun Damage: 0/10 | Melee Defense: 10 | Ranged Defense: 6 | Initiative: 9 (2), Matrix Initiative: 9/10 (2/3) | Perception: 9

That's a neat idea. Yeah, he could replace as much of the arm as you want with 'ware. You could get the whole lower arm for a few more capacity, if you so chose. You could get a specialized limb to give a small dice pool bonus to Pistols, for instance. Even just a hand gets you the recoil compensation and saves some modification space in the gun for other goodies if you want them.


Male Ork
Anya "Wraith" Whiteangel wrote:

However, I _am_ the kind of person to start sticking things in other things just to see if we can make the boom bigger. ^_^

Paladin, can I ask where those rules are, both the custom firearms things, and the cyberhand thingys? I don't recall where I saw those, but I'm certainly interested in exploring them. =)

Arsenal has a lot of sweet weapon modifications, so I'd recommend checking that out. For l33t guns, there's no better book. (Except WAR!, but that one is notoriously overpowered.)

Cyberarm Gyromounts are in the SR4 CRB, so that'd be a good place to start.

Wraith, actually a 9/9/9 Arm with a gyromount is 34.1k and 1 Essence, if standard quality. It's expensive, but it could be worth it. Adepts are great, but razorboys and gunbunnies got the domination on automatic fire, by a long shot.

A lower arm with Agility 9, Strength 3 and Body 4 and a gyromount (chosen since the first one is the possible maximum, while the others are his other stats) for Nick would cost him .45 Essence and 27.2k nuyen. That's an excellent gunslinging arm, if he's feeling lucky. Or any accident leaves him disarmed.

Also, I'll go ahead and dot and delete.


Male Elf Shadowrunner
Spoiler:
Physical Damage: 0/11 | Stun Damage: 0/10 | Melee Defense: 10 | Ranged Defense: 6 | Initiative: 9 (2), Matrix Initiative: 9/10 (2/3) | Perception: 9

A singular arm is probably more worth it for Nick than Anya, since I believe her main weapon is a submachine gun which... realistically is requiring two hands. You'd only take the average there, and since her Agility is nearly maxed and her Body is at a 9, the only actual improvement is Strength which isn't a huge focus for her. Nick however is getting a significant boost to his gunslinging ability, since his stats are lower for the most part. I generally don't end up buying limbs with higher attributes than the character actually has, although I recognize it's effective. Usually I just have characters with good physical attributes.

I'd have to disagree on them having the edge necessarily, though. With weapons that take gas-vent systems and some investing in recoil compensation, you can easily get a fully automatic weapon that isn't taking any penalties. Off the top of my head... you could take a gas-vent system, personalized grip, under-barrel weight, and a shock pad for a recoil compensation of 6, which allows a fully automatic weapon with no recoil assuming you don't take High-Powered Chambering. And auto-adjusting weight or perhaps a Heavy Barrel can solve that if you're so inclined. I guess you could fire a full burst, but statistically they're just less effective than two long bursts.

Also, adepts have access to Weapon Foci, which it seems augmentation-reliant characters can't use? You have to spend points to attune them but only magically active characters can have them at character creation, so it certainly seems as if only they can use them. A foci can add I believe a total of 6 dice to your pool, so that's pretty damn nice.

Also, adepts typically have their augmented cousins beat when it comes to melee. You can pump your damage to obscene levels if you so choose.

-----

It is worth noting, however, that cyberlimbs can theoretically be specialized to give bonuses to certain skills. Also, they can house a lot of neat stuff if you want to do so. Nathaniel actually doesn't have a gyromount in his arm because I like the option of using it for armor or any of the variety of things I could stick in it if I felt like it. He'll have a second one at some point as well, so there's even more room for fun.


Male Ork
Nathaniel Kenson; "Paladin" wrote:


Also, adepts typically have their augmented cousins beat when it comes to melee. You can pump your damage to obscene levels if you so choose.

*Whistles casually* I might know a thing or two about obscenities when it comes to melee damage, having just a bit more punch than your average everyday assault cannon. ^^

Main advantage of the gyro is that they reduce movement penalties as well - you can run and shoot, where an adept would be taking in significant penalties regardless of RC, and Weapon Foci are melee only. All in all, I think sammies got the wizboys beat on automatics, but neither of those groups are people I'd like to piss off.

I think we sidetracked this a bit, though. Itching to get started!

Dark Archive

Human

Well, the pimp'd up ride will have to wait, because being one tough sonuva with a hell of a huge gun simply is costly.

This is what I decided I'll be purchasing, obviously rping it and/or acquiring the appropiate amigos to get them.

Gadget Arm:

Lower Arm Cyberlimb; 0.45 Essence, 10k Nuyen.
•Increasing Agility to 4 (Matching Nick's), 1500 Nuyen
•Increasing Body to 4, 1500 Nuyen
•Increasing Strength to 6 (Iron Fist, nuff said), 4500 Nuyen
•Gyromount, 6000 Nuyen

Total Cost: 23.5k Nuyen


In the end I decided not to overdo the whole Agility thing, as it would be powergamey given that I decided not to be a ubermench when I created Nick. When we first meet a Shoggoth he will change his mind, but that's the line I've drawn before I start going through the suplements hunting for ways to become a killing machine.

The Gun:

I'll need some help with prices and availability here
Ruger Super Warhawk; 250 Nuyen
•Increased Cilinder, 500 Nuyen
•Firing Selection Mode(SS to SA), 300 Nuyen
•High Power Chambering, This one I don't know.
•Personalized Grip, 100 Nuyen.
•Smartgun System, 250 Nuyen
Total Cost: 1.4k Nuyen plus HPC cost.

I will need some help, as already stated, with the High Powered Chambering. A quick google search says that I'd need what basically amounts to military grade rounds for it, but I lack access to the book it appears in (Onky have CRB and Armory one) sooo, plz help?

In any case, The Gun, looks good. Capable of semi auto bursts and with enough power and penetration to go through goons and thin steel plates alike. Such a piece of art.


Male Ork

Ah, I did re-read the things in the book. I never really got High-Power Chambering for any gun, since it felt a bit too powerful.

It turns out, while the modification is 7R, and not hard to acquire (it costs as much as the weapon you're putting it on), it locks the weapon to only fire HP rounds, which have availability of 20F... which is far from ideal - even Geezer would be struggling to find something of the sort, and he knows people!

I'd suggest grabbing some EX-Explosive rounds, which are, while illegal and somewhat difficult to obtain, objectively better than the HP rounds. And if you're looking for something to put in those two modification slots, maybe a lengthened barrel (250 nuyen), or Melee Hardening (300 nuyen), for bashing those perps in the head with that shining new arm?

I like the arm!

@GM - I revised some things - I removed his goggles and earbuds, added the Empathy and the Vehicle Identification software for his commlink, both at rating 3, and nabbed an extra doctor's appointment for some H4SO. I promise not to touch any more things!

Dark Archive

Human

Yes, better get rid of the obsnoxiously illegal ammunition and simply get a huge handcannon.
I also decided to name it after Nick's exwife.

Rosa:

Added the slots used
Ruger Super Warhawk; 250 Nuyen
•Increased Cilinder, 1 Slot, 500 Nuyen
•Firing Selection Mode(SS to SA), 1 Slot, 300 Nuyen
•Barrel Extension, 1 Slot, 250 Nuyen
•Personalized Grip, 1 Slot, 100 Nuyen.
•Smartgun System, 1 Slot, 250 Nuyen
•Custon Look (Golden Yellow and Jet Black with Rose .50 engraved on the side of the barrel), 1 Slot, 250 Nuyen.
Total Cost: 1.9k Nuyen

Now I only need o find an appropiate image, but this one is a good starting point.


I was picturing something more like the gun Hellboy uses in the movies!! Big and scary!!

Hugo is just chilling...hoping no one notices him working his rosary beads and quietly praying.

Sovereign Court

Tony "Geezer" Talbot wrote:


Cyberarm Gyromounts are in the SR4 CRB, so that'd be a good place to start.

Wraith, actually a 9/9/9 Arm with a gyromount is 34.1k and 1 Essence, if standard quality. It's expensive, but it could be worth it. Adepts are great, but razorboys and gunbunnies got the domination on automatic fire, by a long shot.

A lower arm with Agility 9, Strength 3 and Body 4 and a gyromount (chosen since the first one is the possible maximum, while the others are his other stats) for Nick would cost him .45 Essence and 27.2k nuyen. That's an excellent gunslinging arm, if he's feeling lucky. Or any accident leaves him disarmed.

Where are the rules for partial cyberarms? Are they also in the core book?

P.S. OH MY GOD WHY CAN'T THEY JUST PUT ALL THE WEAPON MOD TABLES ON THE PAGE!?!?!?!!!??11?!?!11/??!@#$%^&$%*#%%@^eleven$#%&^#^&@^!?!?


Female Human

Okay, I've got a list of stuff that I want to get to round out my infiltrator kit. It should all be pretty basic stuff.

Purchase List:
Keycard Copier 6
Maglock Passkey 4
Laser Microphone 6
Miniwelder
Chisel
Wire Clippers
Gecko Tape Gloves
Rappelling Gloves
Grapple Gun
Microwire (4)
Glasses 4 (Upgrade)
- Vision Enhancement 3
- Thermographic

Cat's Eyes


Re: Gas-Vents in Revolvers--I'm gonna rule no on that one. It doesn't make a lot of sense from a realistic standpoint, even if we were to use some handwaving for future technology; Shadowrun's a little more hard-science-fiction than some settings, magic notwithstanding. That, and the point of high-powered chambering is trading accuracy for damage, so it should take some real work to cancel it out. And don't forget or discount that it makes ammunition more expensive, along with being generally rarer and illegal.

Re: Nick Overcoming Pain--That actually sounds like some neat development, so I'd be okay with that. It may have more impact if it comes after the next mission, but I'm not against it happening a little sooner.

Re: RPing Purchases--If you're just buying something basic and simple, we don't need to do anything, but customized gear, as well as anything particularly expensive or hard to find, should be played out. We can do that pretty soon and quickly enough in Gameplay, though; let's say after the full team comes together with our new folks, but before the next job. This would include Nick's super-pistol, but not things like the basic equipment Nix listed.

Update hopefully coming later tonight--I'm on another trip with the family, and we're about to go out for a bit, but I should have time when we get back (and wi-fi courtesy of the hotel).

Dark Archive

Human

As I won't be truly needing any more Recoil compensation than the one a Personalised Grip provides (perfect to cancel out the Semi-Auto recoil), the cyberarm can wait until nect mission... but that was pretty ominous, FNF.

Also, regarding Anya and Nick, assume he smiled when within the confines of his safe space -he only keeps a serious face when engaged in bussiness mode- and that he and Anya rode the motorcycle to the Green Rythm. Already suspected they were going to end like that, but didn't want to jump the trigger. That's Anya's schtick.


Just letting you all know that I'm leaving for a camping trip for a couple of days with my family--I know, it's another short-notice absence, but it is what it is. My apologies, but if it's any consolation I may be able to post on this one. I'm not sure exactly what the situation at the campground will be, some have wi-fi these days and some don't, but if I get the opportunity I may even use my phone to get a hotspot and check in if I can. In any case, I'll be back on Wednesday, and I'll update as soon as I can. Thanks!

(Also, sorry for not having updated this one already--you guys are doing great with RP, and each time I check in with hopes of posting there's even more to go over and potentially respond to. That's a good thing! This one in particular I'll try to post in and respond to questions/updates if I get the chance over this trip.)

Sovereign Court

Paladin, are you able to modify guns during this downtime, yeah?

I got some ideas...I just need time to look over the rules. UGh things have been nuts, but I soooooooo do likey to customize some drek. ;-)


Male Ork

Heyo! Thanks for the scrip, GM!

Geezer mentioned what he wouldn't do because that's one of the things one would do to a new fixer (I imagine), not because I'm implying you'll set us up on those kinds of tasks.

I'll spend 4,800 on one extra months on my lifestyles, 200 on random stuff. Not planning to go and save for Foci (doesn't feel like a character who'd use those), and stash the rest in his boxing bag.

Anyone have an idea on what to spend it on? Not sure how Karma for cash works here (or even if it does), but I might invest in a secret compartment for his car and increased seating. It's an exceptionally boring vehicle for a reason, but we can all fit inside if we cuddle.


Male Ork

Hi all!

I'm just warning you, I'm about to finish my final bachelor's degree project, so my posting might be patchy in the next week-ish. I'll still try and post, but it's possible that a day or two might pass where I'd be unable to do so, so feel free to bot me, if need for combat arises. Geezer enjoys long walks on the beach, football and rugby games and running towards people and beating them senseless.


Male Ork

Hey guys! Quick update, I mentioned I will be scarcely posting this week, as I'm just about wrapping up with university, period.

In addition, my laptop had honorably passed away, luckily the day after I handed in my final report. I'll be looking into getting it fixed, but for now I'll be posting scarcely, if I find somewhere to do it from. I'd ask you to bot me, if possible, and I'll try and get on with the game ASAP.

Cheers, and sorry! I'm not dropping the chance to be in a SR game, especially with such a cast!

Sovereign Court

@ GM and Paladin: IS this current break long enough for Paladin to modify two guns? If not, then one?

What I'm trying to do:

What' I'd like to do is modify two guns, one for loud, one for concealment. I'd like my current SMG to get a heavy barrel (3 slots
16/facility), a personalized grip 1 slot (10/kit), and a underbarrel weight 2 slots (kit).

Then I'd like a Ares Predator with reduced barrel 1 slot (6/kit) and a firing selection change to add Burst Fire, and a personalized grip.

Is that doable? =)

Dark Archive

Human

Oi mates! Sorry for my lack of posting these last few days. As I mentioned in other games you might be a part of (Hola Anya!) I got basically blackbagged by my family into a camping trip.

As it is, I managed to post on some games but couldn't get long posts. Tonight I return home and I'll be able to read the last five posts and post myself.


Hmm. The Ares could probably be done, since those are relatively simpler changes. The SMG would probably have to wait, though, unless you want to take a couple days off here--keep in mind, you've suggested talking with your fixer tomorrow, and it's already afternoon of "today" in-game.

(Side note: I may add a "clock" to the campaign's header, to keep up with what day and time it is.)

No problem, Nick--there hasn't been a ton of movement here, so unless other people jump in I'll probably just move us forward once I'm done with Nix's interlude.


So Hugo will be looking for something in a lower rent district, near the universities. He will need space for a workshop and library, if possible, and will make sure the place is secure. That is really it. He just wants to kinda blend in with the university crowd.


Hmm, as I'm looking up things to set up your scene Hugo--assuming you don't mind, I'll offer you a Lifestyle based on that plan--a thought occurs to me. Does Hugo have a SIN, whether his own or a fake one? I don't see anything in your profile, but I know that's the sort of thing that might not have been included. (Also, feel free to have a SIN even if you're at the limit for negative qualities--you just don't get the extra points for it.)


As far as I know he has his "real" SIN, along with the fake SIN of Hugo Rune and another "fake" SIN he used when with the Brotherhood as Silvanus Carolinus. That one was issued by the Vatican as a Papal SIN. So I guess he has 3 SIN's: Once that is his Birth SIN, one that is his church SIN and a final one that is a fake SIN.


Alright, cool. Could you list those on your profile for ease of access, along with their Ratings? And I'll assume that he's looking to rent using the Hugo Rune SIN, but let me know if it's otherwise. (Actually, I believe I can prompt that in the Gameplay post, so I'll do that.)


I will add them to the character ASAP. He will use the Hugo Rune SIN (Rating 5) for right now. The other two are "real" SIN's, so I am not too sure what kind of rating they would have.


Hmm. If they're real, they wouldn't have Ratings, but rather they have other complications--namely that they're easy to trace and have a lot of public records associated with them. So it makes sense to use the Hugo identity for something like this.

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