(4) New Orleans by Night (Shadowrun) (Inactive)

Game Master mdt

Legality Codes


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Ok, no problem then. It's likely an artifact of the program. If you bought it as equipment you're fine.


When using a smartlink - 2 apply only a +2 called shot modifier (rather than the usual +4). Also apply a -1 modifier for linked weapons such as underbarrel grenade launchers, grenade guns, rocket launchers, and similar systems.

Missile launchers and other systems with an inherent intelligence rating can't benefit from a smartlink system.

Smartlink 2 systems only work with guns that are smartlink 2 equipped.

Note that I houserule that SL2 will work with SL1 guns and equipment, but only give the benefits of a SL1.

Scarab Sages

I'm still slowly working through a character. I've gotten to spells and I'll post them here just in case there's something that people *really* want me to have and its missing from this list:

Stunbolt [F6]
Heal [F6]
Armor [F5]
Sterilize [F3]
Improved Invisibility [F1]
Stealth [F1]
Increased Reflexes +3 [F1]
Mindlink [F1]
Detect Life [F1]

I'm well aware of the downsides of F1 spells, but sacrifices must be made.


Lessah wrote:
2) Can I pick up hydraulic jacks without having actual cyberlegs and/or would lower leg replacements perhaps suffice?

Replacement is required; up to the GM whether or not lower leg replacements are sufficient.

Lessah wrote:

3) Also, max starting skills of 6 and specializations - is 4/6 (as in, specialization at 6), 5/7 (6 'skill points' spent) or 6/8 (ordinary skill at 6) the maximum?

5/7 (6 points spent) is the max.

Apti, If you can afford it, get a spell lock for that IR+3. But you undoubtedly already know that. ;)

Shugyōsha's basically-complete sheet(s) can be found here. An HTML-reading plug-in for Google docs is recommended, though I don't mind people downloading and viewing them if they don't want to bother with the plug-in.

I decided to do some maximizing of starting skill points, since at the higher end, a couple points now can equal up to 16 karma later. I was VERY tempted to not take Bike (because defaulting at a +4 TN when you have -2 TN and 11 dice to throw is actually kind of workable), but went ahead and did it anyhow. Glad I got mnemonic enhancer to start with, though. ;)

Any questions, please ask. :)


@1) - All right, good to know : )

@2) - Mkay. So just like 4th ed then. Have to think about if chopping ones legs off is worth being able to jump hilariously high.

@3) - Okay - good to know.

@Shygyösha - Too lazy to even download, I just glared at the html directly :P

Only thing odd is the Sypthoid (sp?) Gland that seems to be applying its bonuses at all times. When I looked at the documentation earlier, it seems to be a known bug, but just a heads up : )

@Skills - Yes, I know the feeling. It's uh an odd system, I think. Personally I prefer (in the edition I've played at least, but it seems similar) the karma builds as it removes the temptation from my sometimes oh so weak mind. But then, I just end up with a giant list of rank 2 skills ...

Also, coming from 4th ed, it feels a bit odd that the attributes does not impact the skill rolls (other then how easily it is to train and various pools). Makes me think, are IPs still the king of combat (probably!) or should one aim for quality?


Oh and another bonus question - on the topic of complimentary skills and group roles - I was thinking of having Redline sometimes serve as a spotter for our sniper.

It would place her in a nice vantage point if her more destructive talents are needed and having an extra warm body around is always helpful when someone decides that they are tired of being sniped :P

I know there is a spotter functionality for heavy weapons but is there one for 'mere' snipers?


Oh and another - is it possible to flag a language as native in that little software of ours?

(I assume that is a thing in 3rd ed, remember seeing it on some of the char sheets that has been floating around)

Sczarni

How does dice-throwing work? I'm guessing here, but if Roy's got 8 'Combat' dice and 8 in his 'Pistol/Particular Revolver', with -1TN for Aptitude, is he rolling 16 dice, and aiming towards a TN, which is reduced by 1 by aptitude?

Basically, what I gather is, Roy wants to shoot someone who's bein' disagreeable, and the TN to hit him is 5.

Roy rolls the 16 dice, and tries to get 4 5's and 6's, and every 6 is rolled again?

Am I right, or am I mixing up the systems horribly?

I also found a picture for Roy.

Scarab Sages

Yeah, I can't afford any spell locks. And I even thought of dropping the IR+3 given that. But eventually I'll want it so I might as well have it now and get that spell lock when I can.

The biggest difference between 3rd and 4th is the change in importance in attributes. In 1st through 3rd edition the game was built around skilled characters that did the job. The move to attributes gives the feel of many other rpgs that are more "superhero" in style. It simpler and easier for people to get, but it strips that skilled expert theme. (Neither are wrong, it's just a different feel to the game.)

IPs are still the king of combat. Though the further away you are, the less IPs you need (in practice). If you can stay hidden and hit hard, you'll do fine. Also, stats play a much more important role the closer you get to combat. Strength is a notable attribute that is either really important, or not important at all.

Currently, I don't think we have a sniper? Or at least not a dedicated one.


Dice roll would be like this :

Roy : I have 6 and I will use 6 dice from my 8 combat pool to hit the target. He is at long range, but I have vision magnifiction, so the target number is 4 anyway. My aptitude reduces the TN from 4 to 3, and my smartgoggles reduce it again to 2.

Remington 990: 12d6 ⇒ (4, 2, 2, 3, 2, 2, 5, 5, 6, 6, 4, 5) = 46 12 successes

Target : I dodge! I put everything from my combat pool into it. My quickness is 5, and my dodge pool is 6. My TN is 4.

Dodge: 11d6 ⇒ (2, 3, 3, 6, 1, 5, 2, 2, 4, 3, 4) = 35 4 Successes, 1 one, 3 Net Successes

Roy : My rifle does 7S damage. I have 12 successes, minus 3 reduction, is 9 successes. My damage is 7D (2 successes to up to Deadly) with 7 extra successes.

Target : My armor is 8 Ballistic, meaning I soak versus 7 - 8 = -1, so TN of 2. I'm a troll, and I have 9 body.

Body: 9d6 ⇒ (4, 2, 2, 2, 2, 4, 4, 4, 5) = 29 9 successes

Target : I reduced the 7 extra successes, and had 2 left over to reduce it by one level. I take a Serious wound.

EDIT : Fixed typo with 16 vs 12 successes.

Sczarni

Huh. That's really different from what I expected. I'll try and get the Core Rulebook (or whatever the name of the SR3 CRB is) and give it a read.

Thanks for rolling with a newcomer to the system!


BTW : Fixed the example, I used 16 successes instead of 12 originally.

Dark Archive

Wraith is getting (among other things) cyber climbing claws, a balance augmenter, and a sniper rifle (still not sure which one, looking at the Walther MA-2100 from CC), so she'll be able to climb anything to get anywhere. Other than tricking out the rifle, I'm not sure how much more dedicated a sniper can get. (I mean, she'll still have CQ stuff, of course, just sayin'. =)

@aptinuveil: I'm sorry, what are "IP"s?

Scarab Sages

IPs are initiative passes.

For "sniping" I recommend using a sports rifle for regular work. In CAS they're really normal weapons. Hunting rifles are about as common a weapon as it gets. (Just as now in rural areas owning a hunting rifle is more common than owning a pistol.) Not that you shouldn't have a good sniper rifle for when we have the chance to set you up in a decent spot and the mission calls for it.

As for what you want: I'd suggest Smartlink II and good vision mods. That pretty much takes care of a wide range of modifiers to TNs that are likely to pile on. And they're useful in more than just shooting situations. The only other thing that'll be important is stealth. Everything else is just up to character style. And for your character, the best part is that these things synergize well with a close quarter fighter. Having good vision and being stealthy is important for just about anyone.

Liberty's Edge

Man is it going to take some un-learning to get back into the 3e feel. Kept looking at the example and saying "that is not a 5 or 6...so they are misses!" Dud!!
Anyway, I am going to change my are from synth to cyber so I have room to fit all the stuff I need in it. If that works, then I think my character is pretty much done...just need equipment and vehicles and a place to call home!

I was thinking of purchasing (if I have the money) a permanent home (a garage) that might act as a base for our group. I was going to put it on the outskirts of the city, next to the bayou (where no one but the 'gater shamen can hear you scream!!)

@ Lion: I can picture HepCat coming to your place before he setup in New Orleans looking for allies. Maybe you initially turned him down, but he left an open invite for you to come, and when something happened on the farm and you needed to leave, well you remembered your old friend's son and came to visit!

Liberty's Edge

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Ok...here is the link to my Shadowrun 3 folder in Google Docs. It has the NRSCG file for HepCat if you wish to download it and make any alterations. Also has some of the books if anyone needs a link.

HepCat


@Daniel - The arm has a DNI for interfacing into electronics, specifically an RCD (which is designed to also jack physically into vehicles). That means you don't need the Datajack as well, as you can jack in from the arm using the DNI for the RCD which is designed to jack into electronics.

Also, you're likely to get yelled at by Paizo for a link that includes PDFs.

Liberty's Edge

woops..thought I excluded those ones...just meant to link the character stuff...will remove that now...

And will return the datajack from the character as well...thanks


sorry been busy will catch up later.


Lessah wrote:
Only thing odd is the Sypthoid (sp?) Gland that seems to be applying its bonuses at all times. When I looked at the documentation earlier, it seems to be a known bug, but just a heads up : )

You're too used to turn on / turn off cyberware - or the 'must fill' adrenaline pump. The suprathyroid gland, like most bioware (excluding the aforementioned adrenaline pump), is 'on' all the time, and thus applies its benefits (and disads) all the time as well. (It's one reason why she always carries 3 days worth of survival bars.)

mdt wrote:
@Daniel - The arm has a DNI for interfacing into electronics, specifically an RCD (which is designed to also jack physically into vehicles). That means you don't need the Datajack as well, as you can jack in from the arm using the DNI for the RCD which is designed to jack into electronics.

Technically not true. A deck (of whatever kind) inside a limb still needs to be jacked into. Something that's normally in that location (cyberspurs, a cybergun, smartlink, etc.) that's in a cyberlimb still has its standard neural link, or else piggybacks on the limb's link, but dodging the high implant cost by installing something in a cyberlimb (notably the VCR and cyberdecks) typically means you still need the DNI implanted.

Your game, of course, can be different. ;)


Nah I just misremembered what I read from the programs documentation (here) and got it mixed up. I assume the suprathyroid glad is the boosted metabolism one then, given the food comment?

Also, if you are going to carry extra snacks, go with the good stuff :P

Scarab Sages

Listener:

======================================
Attributes (Cost 29)
======================================
Body = 5
Quickness = 3
Strength = 3
Charisma = 6
Intelligence = 6
Willpower = 6

Essence = 6
Magic = 6
Reaction = 4
=======================================
Skills (Cost 37)
=======================================
Active:
Pistols (QCK) 3
MA: Brawling (STR) 2
Aura Reading (INT) 6
Sorcery (WIL) 6
Conjuring (WIL) 6
Athletics (BOD) 5
Stealth (QCK) 3
Etiquette (CHA) 6

Knowledge:
English (LAN) 4 (R/W) 2
French (LAN) 3 (R/W) 1
Spanish (LAN) 3 (R/W) 1
ST: Security Procedures (KNO)/Government 4/6
AC: Spell Design (KNO) 6
AC: Security Design (KNO)/Magical 4/6
AC: Parazoology (KNO) 3
SW: Magic (KNO) 6
IN: Cooking (KNO) 4
==============================
Spells
==============================
Stunbolt [F6]
Heal [F6]
Armor [F5]
Sterilize [F3]
Improved Invisibility [F1]
Stealth [F1]
Increased Reflexes +3 [F1]
Mindlink [F1]
Detect Life [F1]

==============================
Edges (Cost 7)
==============================
College Education (1)
Perceptive (3)
Good Looking and Knows It (1)
Focused Concentration (2)
=================================
FLAWS (Cost -9)
==================================
Incompetence [Car] (-2)
Hung Out To Dry (-4)
Simsense Vertigo (-2)
Extra Enemy (-1)

=================================
Gear (Resources 5k, Cost 0)
==================================
Colt American L36
Concealable Holster
11-rnd Clip (Gel)
11-rnd Clip (Regular)
Permit Colt American L36

Secure Jacket
Form-fitting Full-Body Suit [Non-conductive Rating (2)]
earplug Cell Phone
Ordinary Clothing
Expendable Fetish (Healing)
Low Lifestyle [1 month]

(Rebate on the Low Lifestyle means he's got 100 nuyen)

Some things of note:
1. I initially had the idea of just going with 3's in all physicals and 6 in all mental attributes. But then as the character came together in my head he struck me as someone that almost religiously works out. (Though a runner rather than a lifter.)

2. I'm pretty happy with how his skills worked out. His active skills are a good mix of really good mage and some low level intelligence training. He's competent in a fight, but nothing special. His knowledge skills are spread between his ridiculous savant nature when learning magic in school and his duties in counter-intelligence and security with the government. Though if anyone sees any knowledge skills that are glaringly absent, let me know!

3. I'm not married to the spells. Especially IR+3. If anyone can think of a good F1 spell to replace it with I'd be happy to switch. I'll eventually pick it up with a spell lock, but it's not my biggest priority at the moment.

4. Flaws: So, Ashley can't drive. Given I've taken it as a Flaw, it's going to come up. So...don't let him drive your cars! :)

5. As you can see he has essentially no gear. The lack of weapons isn't a huge deal. He's not the one that has to pump out the bullets in this group. But the lack of foci is going to hit hard. He's also a good conjurer, but has no conjuration materials. So, at least early on, he'll be using a lot of Watchers. (Which, frankly, I'm more of a fan of anyway.)


The Wyrm Ouroboros wrote:


Technically not true. A deck (of whatever kind) inside a limb still needs to be jacked into. Something that's normally in that location (cyberspurs, a cybergun, smartlink, etc.) that's in a cyberlimb still has its standard neural link, or else piggybacks on the limb's link, but dodging the high implant cost by installing something in a cyberlimb (notably the VCR and cyberdecks) typically means you still need the DNI implanted.

Your game, of course, can be different. ;)

You are correct.

However, he had both a datajack and a DNI (He payed for an extra DNI). I was pointing out he didn't need to have both, as once he had the DNI for jacking into the deck, which itself is designed to jack into other things, he didn't need the datajack. If you check his sheet, you'll see both a DNI into the RCD for the arm, and a Datajack. The datajack is redundant.


Ok, so, I'd like to get us up and running next week.

What I need :

Your character source file. You can e-mail it to mdtPathfinder @ gmail.com (remove the spaces) or you can PM me a link to a drop box or google drive location. If you aren't using the program, I need a fully filled out sheet, with all equipment on it. I'll put that into the program. I intend to use the program to keep everyone's characters up to date and audited.

You'll need alias's as well. The alias's should contain your stats. They should also contain your skills, and links to your character sheets if they are online. If not, I'll be making PDFs of them and putting them in my drive so I have access to them.

You'll also need to put your important need to know info in your alias's gender/race/class fields so they show up in posts. I'll have to figure out exactly what that info should be. Lessah can show you examples of what I am talking about with one of their alias's from a previous game (likely the space game Lessah). A link to a post is fine if you don't mind.


Lessah wrote:

Oh and another - is it possible to flag a language as native in that little software of ours?

(I assume that is a thing in 3rd ed, remember seeing it on some of the char sheets that has been floating around)

3rd edition assumes your native language is the one you put your free language points into.


Lessah wrote:

Oh and another bonus question - on the topic of complimentary skills and group roles - I was thinking of having Redline sometimes serve as a spotter for our sniper.

It would place her in a nice vantage point if her more destructive talents are needed and having an extra warm body around is always helpful when someone decides that they are tired of being sniped :P

I know there is a spotter functionality for heavy weapons but is there one for 'mere' snipers?

By 2067, snipers no longer need a spotter. Modern sniper rifles have windage, range finders, and other 'spotter' aspects built into them already.

If using a broken or antique sniper rifle, penalties would be to the target numbers for not having a spotter.


Here's my profile. I mailed the character sheet. I've got a copy in the profile, though I'm not sold on the format.

I also still need a way for the character to have joined up with the group. Any of the 'established' runners interested in a recent run-in with a mage that needs a friend?


If you finalize the character (link is on the Karma page), you can print out the character to an HTML character, which you can then print into a PDF. Save the finalized character into a different file, in case you make any last minute changes.

Ashley as PDF


Lessah wrote:

Mkay I'm making some progress on my character. I just have some questions I'd like to bring up:

1) As someone whom is missing Man & Machine - What's the difference between Smartlink and Smartlink II?

2) Can I pick up hydraulic jacks without having actual cyberlegs and/or would lower leg replacements perhaps suffice?

3) Also, max starting skills of 6 and specializations - is 4/6 (as in, specialization at 6), 5/7 (6 'skill points' spent) or 6/8 (ordinary skill at 6) the maximum?

Sorry, had to wait until tonight to answer 2 and 3. 3 Already got answered, here is 2...

Hydraulic Jacks wrote:


HYDRAULIC JACKS
Hydraulic jacks require extensive and obvious modifications to the legs, making them most common among those with cyberlegs. Hydraulic jacks greatly increase the maximum distance (both vertical and horizontal) the user can jump, increase running speed and absorb impact from falls.

Game Effects
A character equipped with hydraulic jacks adds rating x 20 percent to his maximum jump distance (see p. 47, SRComp). Each rating point also adds an extra die for Athletics (Running) Tests. Add a number of dice equal to the jacks’ rating to Athletics (Jumping) Tests.
If a character can manage to land on his feet, hydraulic jacks can also absorb some of the impact of a fall. (Landing on one’s feet requires a successful Quickness (5) Test for a height of 5 meters or less, +1 to the target number for every additional 4 meters.) Reduce the Power level of the fall by the jacks’ rating. Hydraulic jacks have a maximum rating of 5.

So, yes, you can get them in meat legs. However, they are obviously heavily modified and have metal bits sticking out of the flesh to handle the jack.


Legality codes are at the top of the thread now.

CAS uses Confederate Dollars, not Nuyen, but for character creation purposes and buying equipment, we will assume book prices are in CFD, not Nuyen. Makes it easier.

CAS has gotten rid of Intent vs Threat logic in their laws, if you threaten you intend to use.

They've also stopped putting people in jail for possession of drugs. Transport of drugs has penalties that include jail time. Transport refers to, under CAS laws, transport with intent to distribute. So, walking around with a baggie of pot isn't transport. Walking around with more than can be used in a week is.

Illegal software transport refers to either transport of multiple copies of the same software (minimum 50 chips), or transmitting it over wireless or wired networks.

Posession of light arms is not punishable, although selling to people who can't legally own them can be (such as selling to a convicted fellon). Shotguns fall under fifles, unless they are capable of automatic fire. Smartgun equipped weapons are considered 'military grade' weapons, so any pistol or rifle with a smartlink is considered Military Weapons. Permits can be gained for what is classified as 'security grade' weapons (including smart link 1 weapons). These permits are generally granted to people without a criminal license. Smartlink 2 weapons are Military Grade weapons, and permits for these are much harder to come by and looked at closely.

Those who live in the swamps can apply for special 'Hostile Environment' permits for light anti-vehicle weapons to deal with awakened critters.


Bugger. Because of course ALL my weapons are SG2 equipped. I may just have to ... hm. Is the difference between SG1 and SG2 going to be a particularly easy thing for a cop to deduce? (Not that the NOPS aren't bloody corrupt as it is, but still ...)

And, um ... top of which thread?


Scroll to the top of the page when you're reading this. Look for a blue link called 'Legality Codes'.

It's not easy to tell just looking at it, unless you leave the Logos on the equipment. :) If they click a chip to it and run a test, it'll show up as SL2. Or if they just use their own SL to access it.


Ooo, ahhh, ohhh, thanks. (Dur.)

Hm. So normally, we wouldn't need licenses for standard handguns, but if it's SG1, we would. Hrm.

OTOH, with the long coats - (which, I somewhat assume, are locally going to be the lighter-weight sorts for the non-freezing temps?) - my lowest weapons concealability is a 9 - or, well, a 7 for the katana, but still ....


The katana is legal to walk around with, as long as you aren't threatening anyone with it. Although a Katana will get you laughed at, as it's one of those 'jap' weapons. A good old fashioned machete on the other hand won't raise an eyebrow.

That varies by location of course. Restaurants tend to frown on it.

There are permits available for SG2, but they're for security forces, PD, and members of the Confederate National Guard.


Doing a (pretty quick) meatball look at it - and my katana is not your run-of-the-mill weapon (i.e. dikote does lots of wonderful loving things to it :D ) - and I'm looking at almost 30k for licenses, which would be on 'burnable' SINs anyhow.

I don't think I'd spend that much in bribes to ask the NOPS at the cop stop to look the other way. I'd definitely be better off spending that much for contacts in the local precincts ... which I am reminded I haven't got. *goes back to widgeting*


mdt wrote:
You'll also need to put your important need to know info in your alias's gender/race/class fields so they show up in posts. I'll have to figure out exactly what that info should be. Lessah can show you examples of what I am talking about with one of their alias's from a previous game (likely the space game Lessah). A link to a post is fine if you don't mind.

There. Nothing fancy, just a few stats in the lines as you can see if you click on the alias (note: they only show up in discussion/gameplay threads, which is likely why our dear mdt wanted the link :P).

As for what to put there I nominate all the derived pools/stats (that are relevant; initiative, combat pool, reaction ect), the social first glance/impression skills, condition tracks, armour.

Edit: Another small note, it is just the Race and Class/Level (and I *think* perhaps one more field) that actually show up, and they don't show up in the order listed on the edit profile page. You can go to your alias tab and see what it displays.


@mdt - legality question: Would types of hidden cyberware weaponry (say retractable razors) be considered cyberware of what letter or a weapon from a legal point of view (aka retractable razors = small blades or = Cyberware X)?


Race, class, and Gender.

If it can normally be carried legally, it's Class A cyberware. If you normally need a permit, it's Class B, and if it has a prison term for carrying it it's Class C.


In the book, it is classed as Class A cyberware (which do indeed carry a prison term). Just thinking since that column lacks a threat or use section and the severity of hand razor possession seems particularly tied to if they are used or not ... :P

I may simply rely on the fact that they are retractable and thus hard to detect and then refrain from walking trough cyberware scanners


Put some more info in the character sheet. Also tried out a few formats for stat lines. I'm sure someone could find a way to make it more efficient and look better. Just let me know how you want it and I'll switch it up right away.


ok..here is alias and basic character...still buying gear and vehicles/drones. Money might be tight, so it might come down to 1 vehicle and 2-3 drones to start...will have to wait and see.


Oh, I've altered gear a little bit. First, to make the character's armor work better and second to get permits for some spells. I'm working on the spell permits being 10% of how much the spell formula would be? (That's generally how I handle it, but it's never specifically stated in the book so I figured I should double-check.)

I've sent you the "final" copy of the character with the updated gear.


10% of the spell formula cost seems reasonable.


Howdy, folks!

I've send a character to mdt, and I've finalised a version of Roy, one that I'm happy with. (More Wyatt Earp-y one.)

I've also prepared the PDF file. Sorry if I got something wrong.

Cowboy, shotgun style.

EDIT: I now realised that I haven't got the name of the specialisation/Imp. Abil skill right. It's definitely the Defiance he's using.

EDIT: I just noticed that Ashley has Parazoology as a skill as well. Maybe he knows the Professor of the Parazoology department in the New Orleans uni, who is an old friend of Roy's? Sound good?


Just a note, the rules suggest that Aptitudes should not be allowed for Combat, Magical, or Computer skills to avoid disruption of the game. I'm not sure I want to allow Aptitude (Shotgun)... I need to think about it.

Thoughts of people who've seen it before?

Also, is there a reason why you got one concealable holster and one regular holster?


mdt wrote:

Race, class, and Gender.

If it can normally be carried legally, it's Class A cyberware. If you normally need a permit, it's Class B, and if it has a prison term for carrying it it's Class C.

Slight correction, if it can be carried or can be had a permit for, it's Class A. If it's not normally legal to own the weapon, then it's class C for a cyber version.


The Wyrm Ouroboros wrote:


OTOH, with the long coats - (which, I somewhat assume, are locally going to be the lighter-weight sorts for the non-freezing temps?) - my lowest weapons concealability is a 9 - or, well, a 7 for the katana, but still ....

Long Coat, Nawlin's style


Got it on the Aptitude. I'll remove it. Also, I may've gone a bit too quick on the finalising the character, and as bad I am with saving data, I'm going to need to re-edit it.

As for the shotguns, I was thinking one was the open carry one, with the flechettes and the other one was hidden in the coat, for emergencies.


You might want to use the slugs as primary, due to collateral damage.

And I did warn you to save the finalized in a different file. :)


Oh, Ashley definitely didn't go to school locally. (I'm not solid on where I want him to have gone just yet, but it definitely wasn't NOU, and it might not have even been in the CAS.)

He's been out of town for a bit and only grew up here. I'm really hoping to run into one of the other characters randomly and get caught up for the ride, so to speak. Anyone up for that?

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