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

Game Master mdt

Legality Codes


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Just realized I didn't answer this.

Examples of 'light anti-vehicle' weapons you can get a permit for if you don't have a record and live outside the city.

Full-Auto Weapons
HVAR (High Velocity Assault Rifle)
LAW (Light Anti-Armor Weapon)
RPG (Rocket Propelled Grenades)
LMG (Light Machine Gun)*

An LMG is the most powerful gun you can get a permit for, and it requires quite a bit of loop holes to get the permit. They also check the permits really hard.


You also don't need to 'dot' the threads; just go to your campaigns tab, and they'll be laid out whether you've posted to them or not.

*bouncing eager to start* I wanna post!! I wanna post!! Can I post going to my gunperson to try to arrange for some guns or bullets?? :D


Just about done. Got to spend an extra 100k, and I'll be good. Here's what I've got so far.

Selachii:
123 BP
Human - 0

ATTRIBUTES: 40 (80) 83 BP
Body - 3
Strength -2
Quickness - 3
Intelligence – 6(8)
Willpower - 4
Charisma - 3

ACTIVE SKILLS: 33 (33) 50 BP
Cyber Taser – 3
Cyber-Implant Combat(Shock Hand) – 1(3)
Etiquette(Matrix) – 2(4)
Biotech - 2
Computer(Decking) – 5(7)
Computer (B/R) -5
Electronics - 5
Electronics (B/R) –5

KNOWLEDGE SKILLS
Feng Shui – 2
Pop Culture - 1
Cybertechnology - 3
Video Games - 2
Shadow Hubs -4
Oceanography -3
Zen Philosophy - 3
Biology – 3
Philosophy -3
Security Procedures -2
Gang Identification -1
Host Design - 3

LANGUAGE SKILLS
Cityspeak - 2
Japanese - 3
Netspeak - 4

EQUIPMENT 50 BP – $1M

•Cyberware:
[D]Induction Datajack : -.12E $12k
(3) Induction Adaptor: - $300
(2)[A]Shock Hand: -.4E $5200
Cyber Taser: -.3 $2000

•Bioware:
Cerebral Booster (L2): -.8 $110k
Clean Metabolism: -.2 $10k

•Gear:
DocWagon Gold Contract $25k
R5 Credstick: $25k
• Edan Lavoie, Security Systems Contractor for TechSys (CAS Issued)(Cyberdeck Permit, Cyberware Permit)
R7 Credstick: $35k
• Lucian Xavier, Security Systems Analyst for SysTech (CAS Issued) (Cyberdeck Permit, Cyberware Permit)

6mos Low Lifestyle $6000
3mos Middle Lifestyle $15K
Microtronics Kit $1500
Pocket Secretary $2000
(2) Fine Clothing $1000
(5) Ordinary Clothing $250
Armor Jacket $900
R5 Micro-Transceiver $5000
Subvocal Mic $500

Deck:
Transys Highlander $600k
R5 Analyze, Browse, Commlink, Deception, Decrypt, Read/Write, Relocate, Scanner, Spoof $9000
R5 Sleaze, Track $2000
R5 Attack, Killjoy, Slow $3000
R6 Armor, Cloak, Lock-On, Medic $7200
$122,150 Remaining

FLAW
Matrix Addiction (Mild)


Tips, Suggestions, Advice:

Typically, ratings at game start can only go up to R6, just for your fake IDs. You also might not want to link them to a corporation; make yourself a freelancer.

Cyber/Bioware:
As I recall, betaware and cultured bioware is accessible; deltaware is not.

IMO, dump the cybertaser; you have the shock hand, that should be enough for a desperate situation. Pick up pistols and a couple of high-quality holdouts, light pistols, and - here's the kicker - silencers and KO chem rounds. (See Shugyōsha's stuff for examples on that.) If you don't want to muck with that, go with SMGs.

Get a smartgun link. SG2, by preference. Sure, it's illegal (per se), but you have the cash to be able to load the perms for it into your IDs.

Get the highest level of Mnemonic Enhancer you can afford - L3 should suit you very nicely. It is worth it, trust me.

Skills:
Skill points are VERY valuable at this stage, you're getting a straight 1:1 result. Don't waste them on low-end skills.

Active Skill Recommendations: dump biotech and cyber-taser. Put both into Pistols or SMGs; if you don't want to muck around with chemicals, go for SMGs. This lets you do something in physical combat besides cower and hopefully find a wireless link you can hack through. (Remember, not all the world is wireless at this point, and I would imagine most cyberware isn't.)

Knowledge Skills: I like the wide spread, but again, it's a 1:1 result at this point, and if you go for the mnemonic enhancer, you'll rack up KSs in no time. Drop Gang ID and Pop Culture; turn Philosophy and Zen Philosophy into Philosophy (Zen) 3(5), and spend 2 points elsewhere.

Languages: You currently do not speak English. This is a major oversight. Typically, you should speak your native language at a 4 or 5; Cityspeak, Deckerese, Netspeak, all the 'jargons' and 'ebonics' stuff are specializations of the language. I would suggest Deckerese/Netspeak. (Why they have two ... I don't know. I guess Netspeak is what the general public babbles.) So really, you should have English (Deckerese) 5(7), then Japanese 3.

Gear:
Again, I -think- our starting limits are the standard ones - Availability 8, Rating 6; that puts your Transys Highlander well out of your reach. The CMT Avatar (250,000) would be your highest available deck, if this is so. Might let you cut back on your cash in favor of another few skill or attribute points, or perhaps get a backup deck - which might actually be a good idea, if you want to stick with the $1M.


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....aaand Shugyosha is done.

Much, much prettier character sheets on Shugyōsha are in my Google Drive folder.

Basic Information and Background:

Name : Suki Liane. Street name 'Shugyōsha'.
Gender : Female
Phenotype : Japanese elf. (As this is a starting character, unlikely it would reach the point where she Awakens, as is part of the character 'path'.)
Archetype : Mastermind / Street samurai.
Stat Spec : Human average; high intelligence, very high agility. Ambidextrous in regards to hand use, but not simultaneous weapon use.
Personality : Cool, collected, and above all professional. She is a firm believer in the structure of battle being 'Intelligence before speed; speed before strength; strength before weakness,' and is set to ensure that she is capable of being the first and second.
Skill Set : Very good pistols and blades; good stealth; some capability for motorcycles, unarmed combat, etc. Datajack and a little computer knowledge; magic potential.
Abilities / Implants : Primarily low-key cyberware and bioware implants, designed for subtlety and precision.

. . . Liane Suki grew up within the warm, caring family of Shiawase. Suki's native intelligence and agility were noted early on, and she was guided into the executive protection group. Her parents' lifelong committment to the zaibatsu helped to counteract their daughter's status as kawaruhito, as did the facts that their daughter's metatype showed only a mild expression, and that she was attractive in a classic Japanese style. Early on, her extraordinary agility was making itself known; Shiawase manipulated her parents into putting her into kendo, and from there her path was set.
. . . At age 16, Suki entered training to become a bodyguard for the children of the Shiawase family itself; The Family wanted agents who could blend in with the pre-school personnel, but protect their children by not only taking a bullet for them, but extracting them from the combat zone. At age 20, after surgery for low-key but highly effective implants, Suki was appointed the guardian of Hitomi Shiawase, then only 2 years of age; within three years, she had successfully defended and extracted her charge no fewer than nine times, receiving several commendations as well as being officially named as samurai.
. . . Things got even better when love came her way. Suki became involved with another Shiawase rising star, Nawaru Yoshiro, a 'paper samurai' executive in service to The Family. The two dated, marriage was approved, arranged, and executed, and it wasn't long before Suki had a bun in her own oven. Though she had to stick to desk duties the last six months, she and Hitomi remained close.
. . . Everything changed when Riian was born.
. . . Suki's daughter, you see, unlike Suki herself, was clearly an elf, a despised kawaruhito, 'changed one'. This was extremely embarrassing to Yoshiro, who for several days publically claimed that his wife of less than a year must have been unfaithful to him, causing Suki much anguish. Then, barely a week after Riian's birth, a four-man hit team came after mother and daughter. The resulting gunfight ended with Suki's mother and sister dead, but three gunmen as well. The last remained alive long enough for Suki to apply some crude field interrogation, to get him to reveal his employer, which he did: Yoshiro.
. . . The violence, however, brought corporate security. Unfortunately for Suki, when one of them recognized one member of the hit squad as being a high-threat response team member, the two drew on Suki - and once again, she was forced to defend herself and her child. She immediately snatched what she could - weapons and her credsticks - and called the young Hitomi. Apologizing and explaining what happened, Suki then fled the compound in a running gun- and sword-battle before she could vanish into the Tokyo underground, and later flee the country.
. . . It should be said that Hitomi took the news with dissatisfaction, for she had been looking forward to Suki's return. The daughter of an ultra-rich family often has little stability to the people in her existence, and the Shiawase family is particularly paranoid in this regard; their worst enemies are quite often each other. Suki and Hitomi had become very good friends indeed, and though Suki can probably never call Hitomi again, the latter ... may have more flexibility ...
. . . Ever since, though she's been on the run from Shiawase - or rather, from her highly-offended ex, who thought she was a proper human, but he's become a Junior Vice-President for Shiawase Power, which means he can go almost anywhere in the world to hunt her down - she has considered herself a warrior on pilgramage, and sought to find a master worth serving. She has, in fact, discovered that she has a talent for more than just bodyguarding, but for ... agent work. And so she stays in the job, keeping a few steps ahead of her ex, trying to figure out a way to shake him forever. She has had to abandon several cities in the past, as he has eventually found her each time; she has had to burn most of her bridges behind her when she's had to leave Manila, San Francisco, Seattle, and Denver. Now she's in New Orleans, making a name and a home for herself, however temporary it is.

Also see the story Pananagutan for a feel for her both before (Manila) and after (Seattle) current events.


Attributes and Conditions:

4 Body 3 + 1
12 Quickness 7 + 5
5 Strength 4 + 1
4 Charisma 4 - -
6 Intelligence 6 - -
5 Willpower 5 - -

1.98 Essence 6 -4.02
4.6 BioIndex (4.98)

11 Reaction 9 + 2
2 Initiative 1 + 1

Pools:
Combat: 11
Control: 11

Condition Monitors:
L_____M______S_________Unconscious
[_][_]-[_][_][_]-[_][_][_][_]-[_] Extra to Physical
v-------------------------------------|
[_][_]-[_][_][_]-[_][_][_][_]-[_] Overflow: [_][_][_][_] Dead
L_____M______S_________Dying

L = -1 Ini, +1 TN
M = -2 Ini, +2 TN
S = -3 Ini, +3 TN

Edges and Flaws:

(4) Aptitude: Blades TN -1 for all tests with chosen skill.
(2) Ambidexterity-2 When firing two weapons, TN +2 for the first, TN +1 for the second weapon.
(2) Good Reputation Lev 2 TN -2 for social skill tests.
(1) Good Looking and Knows It TN -2 for social interactions with the opposite gender, -1 with the own gender.
(1) Human Looking Exactly that. Only for elves, dwarves and orks.
(-1) Day Job 10hrs/week: Courier Character has a day job. Salary: 1,000 ¥ per month.
(-3) Dependent(-3): Riian, child Character has a person that depends on him. GM's discretion about the flaw's value.
(-2) Hunted Lev 1: Ex-lover/husband, Riian's father Character is hunted by a level 3 enemy.
(-2) Allergy Uncom & Mild: Cherry Blossoms TN +1 when exposed to the substance.
(-2) C:Philia: Uncom & Mild: Attractive/Athletic Ork Males TN +1 to social tests with such individuals.

Skills:

Active Skills: +1D
Pistols(QCK): 6 + Smartlink
Edged Weapons(STR): 5 (-1TN)
Unarmed Combat-SR3(STR): 5
Stealth(QCK): 5
Athletics(BOD): 3
Bike(REA): 4

Social Skills: -4/-3 TN
Etiquette(CHA): 4
Negotiation(CHA): 4

Knowledge Skills
ST:Police/Security Procedures(KNO): 5
SW:Megacorporate Politics(KNO): 4
IN:Current Events(KNO): 4
AK:Greater New Orleans Area(KNO): 4
AK:Greater New Orleans Waterways(KNO): 3
BK:Magic Background(KNO): 3
IN:Poetry(KNO):/Haiku 1/3
AC:Philosophy(KNO):/Bushido 1/3
IN:Gardening(KNO):/Bonsai 1/3

Languages
Japanese(LAN): 6
Japanese(LAN): (RW): 3
English(LAN): 4
English(LAN): (RW): 2

Implants:

Cyberware
Induction Datajack(A) (0.24), Requires Adapter (100¥)
Transducer(A) (0.08), Translates mental impulses to words
Knowsoft Link(A) (0.08), Access headware/datajack knowsofts
Cybergill(A) (0.6), Breathe underwater
Retract. Climbing Claws(CYB)(A) (0.24), (Str-1)L, -2 climbing TNs
Smartlink Processor II(A) (0.16),
Induction Pad(A) (0.08),
Induction Pad(A) (0.08),
Lim. Simsense Rig (SmrtLnk)(A) (0.08),
+ Range Finder (SmrtLnk)(A) (0.08), w/SM2 Shows range to target. -1 TN to targets at Long range and -2 TN at Extreme range. Not compatible with other vision magnifications.
+ Eyes, Image Link(A) (0.16), Display text and images in field of vision
+ Eyes, Thermographic(A) (0.16), Thermographic vision
+ Eyes, Vis Mag Ele[3](A) (0.08), Undetectable, see pages SR3-110 and SR3-280 for effects
Ears Cyber Repl (0.3), Holds .5 Essence of ear mods free of Essence cost
+ Balance Augmentor (0.4), -2 Balance and Knockdown TNs, WIL(4) test to fall
+ Ear Dampener (0.1), Protect against loud/damaging sound
Vehicle Ctrl Rig [1](A) (1.6), Mods only apply when rigging

Current Essence: 1.98

Bioware:
Suprathyroid Gland (1.4), +1RCT,+1STR,+1QCK,+1BOD
Enhanced Articulation (0.6), +1RCT, 1 addt'l die to Combat, Physical, Technical,& B/R skill tests
Nictitating Membranes (0.1), -1 eye irritance mods, flare comp
Muscle Toner[4] (1.6), +4QCK
Mnemonic Enhanc.[1] (0.2), +1 die Memory and Language tests, -1 Karma cost to learn/improve skills
Sleep Regulator (0.3), Only require 3 hours of sleep, 48 hours of wakefulness before TN modifiers occur
Synaptic Accel.[1] (0.4), +1INI

BioIndex: 4.6

Carried Gear:

Retract. Climbing Claws(CYB) (STR-1)L
Katana(EDG) (STR+4) 9S
- Dikoting (900 cm^2)
- Quick Draw Holster (Conc.)
Wakizashi(EDG) (STR+3) 8S
- Dikoting (500 cm^2)
- Quick Draw Holster (Conc.)
Tanto(EDG) (STR+3) 8M
- Dikoting (150 cm^2)
- Quick Draw Holster (Conc.)
Hardliner Gloves(UNA) (STR+1)M Stun
Colt Manhunter Smart2 (HPist) (cl) Conc. 5, 16(c), SA, 9M
- Personalized Grip
- Silencer
- Quick Draw Holster (Conc.) +1 Conc.
- Clip (16r) (Reg)/HermeticSeal (cl)
- [2]Clip (16r) (Reg)/HermeticSeal (cl)
Walther PB-120 Smart2 (LPist) (cl) Conc. 8(6), 10(15)(c), SA, 6L
- Personalized Grip
- Silencer
- Quick Draw Holster (Conc.) +1 Conc.
- Clip (10r) (Cp-G-S/DMSO)/HSeal (cl) 10D Stun
- Flash-Pak (N) Conc. 12, (Special)
- Flash-Pak (N) Conc. 12, (Special)
- Smoke Grenade (N) Conc. 6
- Smoke Grenade (N) Conc. 6
- Smoke (IR) Grenade (N) Conc. 6
- White Phosphorus Grenade (N) Conc. 6, 14M/10L
Mortimer "Ulysses" Coat Conc. 10, B4/ I2
Secure Jacket Conc. 9, B5/ I3
Forearm Guards Conc. 12, B0/ I1
Form-fitting Full-Body Suit Conc. 12, B 4/ I 1
V-Island "Actioneer" Jacket Conc. 13, B 1.5/ I 1
V-Island "Actioneer" Slacks Conc. 14, B 1/ I 0.5
V-Island "Actioneer" Shirt Conc. 14, B 1.5/ I 0.5
V-Island "Actioneer" Long Coat Conc. 13, B 2/ I 2
Ordinary Clothing
Fine Clothing
Tres Chic Clothing
Rappelling Gloves
Victory "Rapid Transit" Hvy J. Conc. 6, B 2/ I 4
Plastic Restraint Melters-Acc
Victory "Rapid Transit" Helmet B 0/ I 2
Victory "Industrious" Coverall Conc. 9, B 4/ I 2
Victory "Industrious" Hardhat B 0/ I 1
Earplug Cell Phone
Basic Pocket Secretary
Handset Cell Phone
Nav-Dat GPS
Ultrasound Detector
Data Cable (5m) w/interface
Respirator
Survival Kit
[3]Ration Bar (1 Day)
CUS:Dental Mirror
Wire Cutters
[3]Restraints, Plasteel
Savior Adv. Medkit
[2]Antidote Patch [6]
[2]Stimulant Patch [3]
[2]Tranq Patch [6]
Trauma Patch

Gear At Home:

Handset Cell Phone
Ration Bars (10 Days)
False-Bottom suitcase (.2CF)
Small Military Rucksack
Grapple Gun
Stealth Grapple Line (100m)
Stealth Line Catalyst Stick
Fins
- [4]Clip Heavy Pistol (16r) (Reg)/HermeticSeal (cl)
- Flash-Pak (N)
- Flash-Pak (N) Conc. 12, (Special)
- Smoke Grenade (N) Conc. 6
- Smoke (IR) Grenade (N) Conc. 6
- White Phosphorus Grenade (N) Conc. 6, 14M/10L
[2]Fine Clothing
[8]Ordinary Clothing

Gear In Stash:

Katana(EDG) Conc. 3, 1, (STR+3) 8M, 1
- Quick Draw Holster (Stand.)
Wakizashi(EDG) Conc. 5, 0, (STR+2) 7M, 1
- Quick Draw Holster (Conc.)
Enfield AS7 Smart2 (ShtG) (cl) Conc. 3, 10(c), SA/BF, 8S/11S
- Shock Pads (RC:1)
- Gas Vent IV
- Under Barrel Weight
- Sling
- [2]10-Rnd Clip (EX Explosive) (cl)
- 50-Rnd Clip (Regular) (cl)
- [2]50-Rnd Clip (Stun Shells) (cl)
- 10-Rnd Clip (Stun Shells) (cl)
Colt Manhunter Smart2 (HPist) (cl) Conc. 5, 16(c), SA, 9M
- Personalized Grip
- Quick Draw Holster (Conc.) +1 Conc.
- Silencer
- Clip (16r) (Reg)/HermeticSeal (cl)
- [2]Clip (16r) (Reg)/HermeticSeal (cl)
- [4]Clip (16r) (Reg)/HermeticSeal (cl)
Walther PB-120 Smart2 (LPist) (cl) Conc. 8(6), 10(15)(c), SA, 6L
- Personalized Grip
- Silencer
- Quick Draw Holster (Conc.) +1 Conc.
- Clip (10r) (Cp-G-S/DMSO)/HSeal (cl) 10D Stun
Hardliner Gloves(UNA)
Secure Long Coat Conc. 10, B 4/ I 2
Secure Jacket Conc. 9, B 5/ I 3
Forearm Guards Conc. 12, B 0/ I 1
Ordinary Clothing
[30]Ration Bar (1 Day)
Data Cable (5m) w/interface
Handset Cell Phone

Lifestyles & Contacts:

Primary:
Area:A-Hgh Comforts:Mid Entertainment:Low
Furnishings:Mid Security:Mid Space:Mid
Bribed Security, Defensive Setup, Privacy Screen(1), Escape Tunnel, Terrific View, Annoying Neighbors (2), Trigger-Happy Landlord, Cacophonous Neighborhood, Rough Neighborhood, Mail Leftovers, Gnomes Under The Floorboard (A) - 18 pts, 7000/mo
A 3-bedroom apartment in the French Quarter.

Stash:
Area:E-St. Comforts:-- Entertainment:--
Furnishings:-- Security:Squatter Space:Squatter
Easygoing Landlord, Privacy Screen (1), Inconspicuous Housing (Small Storage Unit); Rough Neighborhood, Disgusting Neighborhood, No Hazard Alarm - 2 pts, 63/mo. Purchased.

Kenshiro Kumamoto; Kumamoto, JIS
Swordsmith (Armorer); Lvl 2
Male Japanese human, approximately 65 years of age.
Shu met Kenshiro when her Shiawase kendo master introduced her in person when she was looking for a professional weapon; Kenshiro only takes new clients that way. He is very protective of his privacy and his independence, and though several corporations would want to have his exclusive services, since you cannot force someone to create a work of genius, they remain content with monitoring him and trying to figure out who his clients are.
Edged Weapons B/R at 10+. Creates blades the equivalent of dikoted, at prices to match. (Katana = STR+4 S damage.)

Mr. Cleaner; Central Business District / Various
Clothing / Armor Rental (Armorer); Lvl 1
Various.
Mr. Cleaner is a sub-rosa organization operating in numerous NorAm cities which operates out of several different clothing and security stores, which specializes in taking care of your clothing needs - and, if necessary, cleaning them afterwards.
Specifically, Mr. Cleaner will rent you - with the full purchase price as a security fee - whatever corporate-specific clothing or armor (up to security-level gear) you might need, at a rate of 10% per day, minus any repair and cleaning costs. Pull a clean run, need some up-to-the-nanosecond fashion for a party recon job for one night, and Mr. Cleaner is your 'man', dry-cleaning and sterilizing the clothing afterwards to get rid of any lingering evidence. Get the crap shot out of you, and though they won't patch you up, they might be able to either patch up your clothing, or securely dispose of it - for a fee, of course. T'ain't nothin' free.

The Wyrm Ouroboros
Decker / Infobroker (Decker); Lvl 2
Male Caucasian elf. Appears to be in his mid-40's; brown hair worn long, grey eyes, Midwestern accent.
The Wyrm has an extensive history (found here); suffice it to say that he's been involved in the Matrix since its inception. He has ties with several 'known' otaku tribes, and close ties to one particular not-very-well-known-at-all-at-this-point tribe, Overwatch, as he'd almost single-handedly established its first iteration in NOLA back in '55. The Arcology Shutdown is a major concern for him.
The Wyrm is very skilled, but also rather expensive; consider his shadowrunning services as costing at least equal to that of another team member. His general information services aren't cheap either, but aren't as expensive as his active involvement - only 2-5 times the normal cost, but the request must pique his interest in some manner for him to take the job.

The Fisher King; Holy Cross
Fixer; Lvl 1
Male Creole (negroid) ork, long black hair in dreds, rough but quick-witted and charismatic.
Shugyosha hasn't known the Fisher King all that long; she was introduced to the fixer by the Wyrm. While the two get along on a business level, Suki has kept her emotional distance from him, despite her generally adept way of interacting with people; she acts this way because, to be blunt, she is sexually attracted to him.
Fisher operates out of a dockside warehouse in Holy Cross, just downriver from the main action; from this location, he meets with both city runners and bayou smugglers, and deals equally with the Mafia, the zobops, and the cops.
The Fisher King is a Goblinized ork in his mid 30's.

Matty O'Hara; French Quarter
Socialite / Infobroker; Lvl 1
Female Caucasian human, strong French heritage - variable (usually long) hair, dark eyes, light skin. Always dresses very well.
Like the Fisher King, Matty was introduced to Shu by the Wyrm Ouroboros. To be blunt, Matty is a rich b!%#+ who dabbles in the shadows. She knows quite about about the high-end movers and shakers in the corporate and political (i.e. high society) portion of the city, and is often willing to sell that information to people who have made her list. People who dress well and know how to behave themselves are the only sorts who make her list - Suki being an excellent example. The only reason Suki is on it is due to those qualities, as well as being introduced by someone O'Hara trusted.
She only meets 'associates' (as she calls them) in places in the French Quarter; it is not known if she lives there, rents an apartment, or simply goes there when she wants to slum it with the tourists and the scum.

Dorah Sammamash; Mid-City
Babysitter (Pedestrian (Ork)); Lvl 1
Female French-Creole ork.
Babysitter for Riian, lives in Mid-City. Runs something of a 'Shadow Daycare', which is off-limits for violence.

Red; Red's Bar / The Red Floor, Iberville
Pit Fight Runner/Promoter (Street Samurai / Media Entrepeneur); Lvl 1
Female hispanic ork. Massive red mane, red eyes.
Owner of a bar just outside of the French Quarter in Iberville. It has an apparently overt bias against corporate types, and for combat sorts; this is a screen, because Red runs an illegal pit-fighting operation downstairs, and tourists and the rich are her primary prey clientele. With purses equal to 15% of the house take on the betting, Red has no problem finding combatants.
Red is an excellent (7-9) unarmed/cyberfighter, but only moderately competent (3-5) when it comes to firearms. She got her training as a pit fighter in Aztlan, but identifies as Mexican; she has no ties to either country or corp, and runs fights that are never intentionally lethal. She has an excellent eye for talent, however, and a genius for setting up interesting fights. Shu has won a purse or two on the Red Floor.

Spotlight; Waterways
Smuggler (Rigger); Lvl 1
Male Caucasian Human. 'Bland.'
Spotlight is one of those runners whose name is the opposite of his activities; he avoids the spotlight. An arms smuggler, Spotlight has contacts throughout the NorAm weapons-manufacturing community, and given enough time can get you anything that's made, up to and including Very Frickin' Heavy Weapons Indeed - because his primary action has been shipments and sales to the rebel forces in the Yucatan, and you need HMGs, ATGMs, vehicle-mounted weapons, and SAMs to fight armored infantry, tanks, and fighter jets.

Monk; Top Stop Shop, Dillard
Mechanic; Lvl 1
Female Caucasian troll. Bald, brown eyes.
Monk is both very smart and very strong. The garage does a lot of its business with the 'rocket' couriers for C3; Monk lets her more publically-acceptable brother run the front while she takes care of the vehicles. Keeps a telescoping staff on her at all times; pretty good with it, too (4-5). Right arm is obvious cyber (very mechanical / framework appearance) with a modified switch-out socket for different hands, so she can use a human hand in tight places or for delicate work.
Monk is very skilled in repairing trucks, cars, and bikes (B/R of 5-7), and she does have some contacts with vehicle manufacturers, but primarily with makers of those same vehicles; she's less savvy about boats, and knows almost nothing about drones or aerial vehicles; don't even try to make a buy through her for them.

Jose' Tonito; Desire
Owner, Crescent City Couriers (Business Entrepreneur); Lvl 1
Male hispanic human. Very sleazy.
Tonito runs Crescent City Couriers out of Desire; most couriers are strictly local, 1-2 milers on foot, skates, boards, or bikes. For packages going further, Central (C4, or the Boom Box) arranges for a rocket (car/bike/boat) for the courier to hand off to, plus another in the target area to pick it up. C3 consists of about 70% locals and 30% rockets, with a handful of deckers keeping them organized. Skaters like the C4 parking lot, it having been converted into a skate park.
Jose thinks he's hot s#~*, but he's not. Trying to get in with the Spanish-Creole Romero Mafia family, he's a fringe operator at best. He's occasionally thrown courier (read: smuggling) runs for low-bulk packages that need to get somewhere very quick; Shugyosha is one of his better rockets. That said, Tonito might be able to introduce Shu to a contact or two in the Mafia if it became necessary.

Clever Blackhand; Varies
Mystic Healer (Voudoun Mage); Lvl 1
Male Negroid human. Dreds, tattoos, the works; about 60.
A gang-neutral voodoo mage, Clever heals them all. Members of their own gang will whack guys who try to attack/stiff Blackhand, if one of his spirits doesn't do it to them first. Clever's mait-tete is Ghede, and because Ghede knows that all will come to him in the end, he's more than willing for Clever to heal people - because living people are so much fun to watch and play games with. (Or at least that's Clever's explanation.)
Blackhand lives out of a battered A-Team van, but is usually found somewhere between Desire and Treme-Lafitte; he can always be found in the French Quarter during Mardi Gras, and if you're lucky he might even be capable of spellcasting.
Blackhand is also a Zobop member, but is opposed to Tamanous and the organlegging operations, and prefers to work magical security for drug (and especially alcohol) smuggling ops.

Det. Jacob Paulson; 8th District (French Quarter & Central Business District)
Homicide (NOPS); Lvl 1
Male Caucasian human. Something of a hick, but still relatively athletic.
Paulson didn't cut his teeth on Homicide in the 8th district; the 8th is where homicide cops go to either recuperate or die, figuratively speaking, as the 8th gets one homicide every five or six months, while the surrounding districts (1st, 5th, and 6th) seem to produce a body every week. Having worked in all three, the 45-year-old Paulson is both a cynical burn-out and a desperate romantic; he's seen too much of humanity to believe that there's a 'universal goodness' at the heart of it, but still has a driving need to close his cases with a conviction of the guilty party.
It's this drive that led him to employ shadowrunners in the ferretting-out of a well-placed suspect; it's the conviction that got him sent to the 8th instead of turned into gator food.

Expanded Clothing:

To use the Expanded Clothing information from the clothing and lifestyle worksheet in your NSRCG program, simply follow these directions:

1) Copy the information from page 2, 'NSRCG Code', of said worksheet. You can do it in a clump, just select all of those cells.
2) Open your NSRCG folder, then the 'Data' folder.
3) Open the 'Gear.dat' file in a text editor; I prefer Notepad.
4) Do a text search for 'Tres Chic'; go to the end of the line, and hit 'return' a couple of times.
5) Paste in the copied information.
6) Eliminate empty lines. (Not necessary, but neater.)
7) Save and close the 'Gear.dat' file.
8) Open your NSRCG file(s) and enjoy!!

In regards to the cost required by the 'Needle'n Threads' clothing - the multiplier shown in the name (such as 'MrJ Spec-Need'nThread (x3-5)') is a cost multiplier for the base amount listed for that particular type of clothing. It is up to the GM how high that multiplier is going to go; the base given is a generally good minimum. You cannot, unfortunately, get a one-of-a-kind cutting-edge fashionable dress that would stop them on the red carpet at the Oscars for a measely $2500, sorry. ;)


@Me'Mori - You don't need permits for shock hands or tasers, they are non-lethal self defense weapons (and obvious weapons, given you don't have a cyberarm), so no concealed weapon permit needed.

A) Availability 8 limit, so as pointed out, deck is out of your availability.

B) Maximum rating is 6, so cred stick R7 is above your limit.

C) Delta grade cyber isn't available, Alpha only.

D) As pointed out, you'll need to either slot an English language chip, or get English.


Hi mdt

Sent you my latest file the other day...hope all is ok with HepCat. If so, then I will start to fill out his alias more completely (and updated)


On the language note, 3 is fluent. Knowledge skills are a little weird like that. A 4 in a language would be that person that occasionally corrects people's grammar. Though, I should note, that as someone who works in a very technical field Selachii would probably want at least a 4 in whatever language he normally works in.


Not sure where you get that from, apti, but I've always played and seen it played that 5 - standard Int +2 - is baseline for common-conversation fluency in a language. But to forego an argument, I'll simply point out that languages are found on pp. 91 and 97 of the core rulebook. If you want to risk complex interactions (TN 6) on 3 dice ...

Oh, and you don't get a R/W for a language in which you have only 1 point.


Oh, that's just from the description of Knowledge skills (pg. 98). Dedicated is the description under level 3. Whereas 4 is Well-rounded (and probably someone that pays actual attention to grammar rules rather than just knowing usage.)

To be fair, there is a massive disconnect between description of skills and mechanics. but that's true in any game. In general, I tend to handle knowledge skills as the level telling me what you know, with only specific/obscure knowledge having to be rolled for. But, to be clear, that's just how I handle it. I don't know how mdt will. I'm happy to switch my language skills around based on however he runs it.

But beyond that, the average Intelligence is three and languages key off Intelligence. So having a higher than 3 language skill will be rare for the average person. (Not that shadowrunners are even a little bit average.) ;)

Dark Archive

Quick question: I noticed that Me'Mori has a Cyber Taser skill? Is there a different category for each level of cyber weapons as well? Like, if I had a implanted cyber pistol, would I need a different skill for that, separate from the Pistols skill?


Actually, no, Atlas.


Shugyosha / Suki wrote:
(Sound Advice)

• Deltware: Thank you for pointing that out, I was trying to work with a minimal level of 'ware, essentially that 1 point (round down) that got eaten with the datajack/ bioware. I've decided that he's been approaching the "Purist" angle by trying to keep the number of additions to his body as minimal.

• Smartlink 2: The quasi-legal area of that is something I'd like to avoid at start. More to reflect the non-necessity of the item (as well as the attendant essence cost), in his work as a decker. He's not had to shoot much and the shock hands have been surprise enough.

• Skills: The advice on pistols is noted, and I'll be amending that once I figure out where to pull a point or two from. I had forgotten about concentrations/specializations in Knowledge Skills, though. I do grudgingly agree on the taser. A Knowsoft Link and Skillsoft Jukebox can save on essence and provide necessary access.

• Language Skills: I was unaware that one could specialize in languages, since those are rather organic, and while they may borrow from other languages, they do tend to scatter wide after a while of establishment.

--*looks to GM* For the non-standard languages that have developed (the various "-speak" instances), can they be traced back to a "base" language that one can default to?

Additionally, how many of us have French, either standard/Cajun/Creole? We are going into N.O., and having been a Louisiana native, I can attest that hearing French there was much like Spanish in CA. That was an oversight for English, though, thanks for catching that. I tend to think of characters as originating from Seattle, where the influences of corporations have turned Japanese into a rival for the primary language.

• Gear: Huh.. I had forgotten that. Decker gear is rather overwhelming to get in order. Thanks for reminding me of the Availability limitations.


It should be 'Cyber Implant Weaponry'/Cyber-Taser, so a specialization, not a full on skill of it's on.


I think I'm all set, barring any misunderstandings about languages and proper levels. :)

Dark Archive

Sorry if this is thick, but I just want to make sure because I can't find a solid answer (and searching online just seems to bring up answers for either 5e or the video game).
Are all implanted cyber weapons governed by the Cyber weapons skill? The description in the rulebook implies that it only affects melee weapons "Combining the quick strikes of edged-weapon fighting with the in-your-face style of unarmed combat."
(Is this because they only included razors and stuff in the core, and held out guns until M&M?). So what about cyber pistols and shotguns? (I can see it either way, but it seems fuzzy that a system that needs a skill for pistols and a different for SMGs would make the same skill that makes you good at hitting with claws also good at shooting with the rifle in your arm. =-)


I think I am set too, with the same language concerns.


Ok, I went and looked it up in the man and machine book. It varies by weapon.

Basically, the rules are muddy as all get out, as they only specify for Dartgun, and leave the others unspecified. I'm seriously considering making 'Cyberguns' it's own skill, as using something implanted in your arm is fundamentally different than holding a gun in your hand.

So we'll consider that a house rule. Melee cyber weapons use 'Cyber-Implant' skill, while ranged weapons use 'Cyber-Gun' skill (linked to Dex). Specializations for Cyber-Gun are Dartgun, Pistol, SMG, Shotgun, Squirt, and Tazer.


Work is heating up, I'm aiming for this weekend to start at this point.


Sounds like a plan.


Technically, the lingos develop off the local language - in New Orleans, English, French, and to a lesser extent Spanish. Shu doesn't have French, but I decided that on purpose, again to maximize the build point usage; karmawise, it'll be one of my early purchases. (I should note that the NSRCG unfortunately does not account for Mnemonic Enhancer karma reductions, nor does it enable any sort of discount. Might have to tweak files directly. :/ )

... seriously considering a last-second 5-point shift to a million nuyen for a Pain Editor ...

... naah. That can wait, if ever. :D


There! That link *should* lead to a folder with a (non-finalized) NSRCG file with Redline. Once I'm certain I haven't done any major screw-ups I'll finalize it and start to migrate the useful info to her profile.


Shugyosha / Suki wrote:

... seriously considering a last-second 5-point shift to a million nuyen for a Pain Editor ...

... naah. That can wait, if ever. :D

I know the feeling. There is always more shiny stuff to buy ...^^


mdt wrote:
Specializations for Cyber-Gun are Dartgun, Pistol, SMG, Shotgun, Squirt, and Tazer.

What about the poor eye and/or oral guns :P?


*smacks Lessah* Bad Shadowrunner!! No teasing the GM before he starts!!

Other things I saw ...

Cloudy:

Knowledge Skills: Same note on these as with Me'Mori - it's 1:1 right now, so cutting a couple low-end skills to boost others is not necessarily a bad move gamewise. Flavorwise, I agree with you.

Languages: You don't get your native language for free. See also above regarding language levels (in my experience, a 3 is workable, 5 is standard). Don't forget you can spend your free knowledge skill points on languages as well, and that Cityspeak is a lingo/concentration of English - in NO, it just might be blended with French instead of Japanese.

Edges:
You do not gain another contact with your 'Connected' Edge; you use that on one of the ones you already have. Typically the best one to use it on is your fixer, via whom almost everyone gets stuff; while using it for selling-to is workable (you might, for example, get 3-4 automatic successes to increase the sale price of loot), generally the purchase-price option is more reliable.

Extra Contact and Friends in High Places - this is 4 points you would be better off either spending elsewhere or not taking in order to remove that Hunted (which is a MASSIVE Bringing Hell With Me sort of Hunted). If you're going to keep the Hunted, find a point somewhere and just boost your wealth by 5 points, purchasing one or two 'powerful' contacts as Level 2s, and getting a whole handful of extra L1 contacts. This would fit you much, much better.

Wraith:

Skills: Unarmed Firsts? ;)

Edges: 'Bonus Attribute Point'. While it has always been my belief that you cannot exceed your racial maximum (6) with a bonus attribute point (you would also need Exceptional Attribute), on a fresh reading I can see how that can work - you're simply going into the 7-8-9 territory. :P

Gear: ... don't forget your gear!! :D

Redline:

Since this just came in, here's my $0.02 worth ...

Edges/Flaws: IMO, Do Not take Gremlins as a demolitions girl. You will not know if your detonators are working properly until they fail to go off. You can get a -1 somewhere else ... safer for you. (Because you don't want it to just 'go off' all of a sudden while you're working on the stuff either, y'know?) While Impulsive will make for an interesting demolition expert ... I also expect hilarity to ensue. ;)

Skills: Big set; nicely done. Might do a little tightening on the knowledge skill distribution, but overall, good point spreads.

Cyberware: Smartlink II: if you're going to double up on the induction pads like I did, either just add one (preferable for you) or else dive into the entirety of the subsystems (which you don't need to do, unless you also ...) You might consider some vision and ear modifications - flare comp, low-light and/or thermo for the eyes, dampeners for the ears. (This'll help with your flashbangs.)

Bioware: Looking at your skills ... do you really need your STR so high? I understand that that's what your hand razors do damage with, but between the dikote and the suprathyroid gland, you'd be at 6 STR, so 9M for the razors. (Yeesh.) Use the 40k to cybertweak your eyes and ears for the better use of demolitions. ;)

Contacts: Nice assortment. :D

Listener:

Skills: I'd personally knock down Aura Reading by a point or two, and use those to supplement your physical combat skills. Very nice on the rest of it.

Gear &C.: Personally, I would eliminate all your permits; they're costing you cash and with your Hunted and Hung Out To Dry, you're a wanted man anyhow - a permit is just a flag to be waved to your Hunted. Get a Secure Jacket, switch the expendible fetish in Healing to reusable, and galumph on.

Otherwise, pretty good.

HepCat:

Magic - remember you don't have any. ;) And if you did, it'd be reduced.

Skills: Nice assortment. I'd drop Biotech and add 1 to Small Unit Tactics, though.

KS: Might take a point from a 4 and put it into that Military Theory. Nice group, otherwise. :)

Cyberware: The DNI - is that for your VCD, as I presume it is? That's what I'd have, anyhow. I -believe- that you'd need a DNI for each extra piece of electronics, but MDT may rule that one is all you need for the lot. Interesting, that you put a radio in there.

Eyes: are those cyber replacements, or are those all retinal mods? And is the Vision Mag-3 ocular (more clear) or digital (invisible)?

Edges/Flaws: Remember, it's SPIKE resistance, not SPOKE resistance. Getting rubbed against a wheel will hurt you just as much as anyone else. ;)

Cowboy:

Attributes: I know you went with that high QKN and all, but a STR of 2 might hurt you in both the short and the long run. Could balance STR and BOD; up to you, though.

Skills: Good skill set. Note that a R1 language does not give you any read/write in it, but you DO automatically get R/W at 1/2 (rounded down) the level of the language. With 7 language and 25 knowledge points, that should mean you have 3 more KS points to distribute. IMO, drop corporate finance, boost Desert Wars by 2, and give a point each to Choctaw and Mechanical Traps.

Adept Abilities: You don't need (and shouldn't have) a specialization on your Improved Ability. Otherwise, great assortment. Makes for a very serious gunman.

Gear: Having just eyeballed your gear, drop the Shotguns specialization and just go with the skill at 6. Double-check with the GM to see if your sawn-offs get used with Pistols or Shotguns; important, considering your Aptitude and Improved Ability are both shotgun-based.

I would also consider switching the secure clothing for a secure jacket; higher B/I, for not much more.

As a side note, remember that the Magazines are internal - stock-held or pump-action sort of things. You can get fast-loaders, though, and with Nimble Fingers it'll almost not matter. ;)


@Redline considerations

Impulse) It is aimed to make all my friends feel better that I'm watching over them with a rocket launcher : )

Gremlins) It is only rank 1, so they should not fail to go off (or go off too early!), I put some thought in it! But the 'percussive engineering' fix angle felt too nice to pass up ("oh no, my hi explosives are acting up again. Better smack 'em a bit!"). It is my understanding from what little I know of explosives that we are way past the 'explodes from a simple nudge' explosives of old anyhow, so it *shouldn't* be a major issue.

Might need some gm input/validation on that one though :P

Know Skills) I'll look over them again : )

Induction pads) Mostly so that I can wield my weapons in either hand if I really need. Also I like symmetry, see the razors :P

Strength) The Heavy Weapon skill is capped by Str, so I felt it was wise to invest in some. Especially so I can drag along all my nice stuff : )

Razors) Actually, if I understood things right, it is far worse then that! p121 in core mentions that a paired cyberweapon gives an additional .5Str to the power. So the power would be 8 (Str) + 4 (0.5str) +2 (carbide/improved razors) + 1 (dikote) for 15M.

It is my understanding that every long range combatant will eventually be attacked by some sort of melee ninja while trying to shoot people for a nice vantage point. My plan was to make the experience extremely unpleasant for that melee ninja :P

Also cyberweapon feels alot more lacklustre in 4th ed so it felt so nice to actually really *hurt* someone with them!

Eyemods) I was actually thinking of pimping my googles with stuff, but the money sorta ran away. I have to think about it ...

I do have low-light/thermo in them at the moment, so not completely visually impaired.
_______________________________

But in summary - sound dampeners and flare compensator should be on the top of my list then : )


Re: Induction pads - as purchased, you currently have 3 induction pads - the one that comes with the SG2, and two more. Remove one of 'em.

Strength: Skills are not 'capped', they just increase in karma cost. Since you can get the biomuscles later, use the monies elsewhere - unless you plan on going gonzo on the STR skills immediately.

... yeah, that's pretty scary clawiness. Note that that's only if you can engage with both hands; if you're still holding a weapon with one of them, you can only engage with one.

Regarding the goggles, well - I'd leave those behind. Though you're not Ms. Wraith, the less you have to have visible or muck around with, the better.

Adding E-mag 3, Thermo, Low-Light, and Ear Dampener, along with Nictatating Membranes (bioware flare comp that also helps vs. smoke) will all fit into the cost for 1 level of Muscle Aug, so you'd still have a +1 there... with almost 2k left over for added toys, not to mention the goggles and whatnot you can leave behind.

And all the standard explosives (dynamite, etc.) are still used; C4 is still C4, and while it won't normally go off that way, well, if you burn it first .... ;) I personally wouldn't stick with Gremlins. Might want to be missing a finger or two. ;)


I dropped the Aptitude, to be honest. With the laser sight and option for an aim action, Roy's still a terror in mid-range combat.

Regarding strength, I realise that it's a flaw, but I didn't want to drop skill points, and he's way deep into his seventh decade. Not going to be picking fistfights, and he's quicker on the draw than many, many people.

About the Adept abilities and the specialisation, I really like the Winchester as a gun, and I'm planning to make use of one of them as a specialty weapon later on, if possible. I don't know if the Imp. Ability is illegal, and the more points, the merrier, I think.

The clothing is picked since I can have both the clothes and the long coat on at the same time, for 7 Ballistic. Any more and I get penalties, since I got a quickness of 7. (Git darned elves.)

Not taking Choctaw at start is an intention. He's only been to the Nawlins swamps once before, and barely picked up the language. Don't feel that more would be reasonable for him to have. May change a point of Spanish in English, since 3 is a bit low.

I'm pretty sure a sawn-off lever action is still (mostly) used with two hands, unless someone's showing off and doing Terminator style stuff.

That, and I'm used to optimising a bit more that I should, so I'd rather not make any more changes. Think he's pretty good so far.


@Induction pads - Opsie yeah then one of them needs to go : )

@Str - Yeah, true. But still, it would feel wrong to pay 'overprice' for something (even if it may turn out cheaper just to pay the premium and save on the muscles).

@Claws - Indeed. But when I envision them most useful, she won't be holding anything useful in melee anyhow (ie camping with an lmg/rocketlauncher or trying to appear unarmed).

@Eyes/stuff - Hmm. I think I'll have to think about it a bit more, but I'm still on the fence. If Redline is caught with full shadowrunner kit a pair of goggles will be the least of her worries. And if someone is going to screw with her goggles, being able to take them off is a big plus!

(Also, having +1 str augs feels like I might need to send her under the knife real soon again, where +2 is more future proof.)

@Boom! - Then she should be *mostly* safe : ) But yeah, also thinking about this one : )


@Magnification - Those aren't compatible with Smartlink are they (p280)?

The Smartlink & Rangefinder combo is superior on all but extreme range unless I missed something (2 3 3 5 vs 4 4 4 4).

@Ear dampener/flare compensator - Dropped some mundane toys and fitted those in. Both actually do feel like something someone whom likes explosions would have ponnied up for :P


@DNI in Cyberarm - Only one is needed to interact with the equipment in the arm, as long as one is the 'primary' equipment, and that equipment is designed to interact with other electronics (such as a deck or RCD). The downside is, if that deck is damaged, it causes access to the other equipment to fail, as the DNI is going through that piece of equipment. A dedicated DNI per equipment resolves that problem, but is less user friendly. It's a trade off between essence and reliability of the equipment.

@Magnification - Correct, not compatible with SGL. However, still useful for perception checks or non-smartlinked weapons. If you have both, you can use whichever combo is better for you (IE: 2 3 3 4 target numbers).

@Extra Attribute - It's legal, it just pushes him over racial limit, which can be done. Normally not at character creation, but that's a limitation on the stat points, not the edges.

@Wyrm - Thanks for the audits, saves me time this weekend I can devote to starting up the game.


@Magnification - Mkay. I can use mundane binoculars for that too, if I really need : )

(and if something is 1200+ meters away, I'm not sure if we really want to fire at it too many times ^^)

@mdt: gremlins I/explosives - No input on this one? Then I will assume explosive compounds are about as stable as IRL and won't explode from a simple slap :P


Quote:
Skills: I'd personally knock down Aura Reading by a point or two, and use those to supplement your physical combat skills. Very nice on the rest of it.

I'm not sure how that would help, but I'll think about it.

Quote:
Gear &C.: Personally, I would eliminate all your permits; they're costing you cash and with your Hunted and Hung Out To Dry, you're a wanted man anyhow - a permit is just a flag to be waved to your Hunted. Get a Secure Jacket, switch the expendible fetish in Healing to reusable, and galumph on.

I agree that the permits are a bad idea for the character to have. But that's also part of the point. I thought about not having them for his spells, but they're definitely appropriate. Also, note that he's not actually "Hunted". His family has powerful enemies that have cut off his resources, but otherwise don't much care about *him*...for now. He's not really in trouble with the law. At least not officially. Certain officials may be taking money to make his life more difficult, but that's just life.

As for a Secure Jacket, it would slow him down. Hence the FFBA and Long Coat. I originally had the Jacket because I kept waffling between Body/Quickness. If I switch that to a 4/4 instead of the 5/3 (which is tempting and I may do as it fits my idea of the character) then I'll switch back to the Jacket. In which case I might switch around a few of the fetishes as well (to free up money, of course.)


Didn't think I needed to input.

Gremlins won't make the explosives blow early. However, they might make the *detonator* short and send a signal early. You can slap the detonator to fix it afterwards, of course, but, not sure if that will help.


Sorry for the delay on language clarification, wanted to spend some time looking through the rules...

Da Rulez wrote:


Skills
All characters begin the game knowing at least one language. Language Skills represent the languages the character grew up speaking, or learned from school or their environment. Each character gets a number of Language Skill Points equal to 1.5 x Intelligence Rating (round down). These points can be spent on one or more Language Skills. If they wish, players can also spend Knowledge Skill Points to raise Language Skill Ratings.

Specializations of Language Skills are called Lingos. Lingos are the languages of subgroups: deckers, mages, lawyers, corp wage slaves, street gangs, tribes and so on. For more information, see p. 91 of the Skills chapter.

Each character also has Reading/Writing Skill in the language(s) he or she knows at half the rating of that Language Skill, rounded down. Gamemasters can raise or lower this rating depending on the background of the character. Because Reading/Writing Skills are based on languages your character knows, characters cannot specialize in them.
All the limitations and costs of Active Skills apply to Language Skills (see p. 57). For information on learning new languages or improving a character’s ability to speak, read or write a language, see the Skills chapter.

Example wrote:


A Troll has 6 Language Skill Points, so we give him English at Rating 4 and Chinese at Rating 2. We have him specialize in Cityspeak, a lingo used by gangers and street urchins, and Triad, a lingo used by the secretive Chinese underworld groups. The troll can only barely read and write English at Rating 1 (he’s been trying to teach himself to do so for magical formulas and spells). Cityspeak and Triad are oral languages only.

So, from the above, yes, Cityspeak is a Lingo used by gangers and street urchins. Even if it's a polyglot of multiple languages. In this case, you'd have Cityspeak being a Lingo (In New Orleans) of French, English, and Spanish. If you had any of these three languages, you could make yourself understood to anyone who has the Lingo of Cityspeak, even if they don't have your native language (for example, someone with Spanish(Cityspeak) would be able to get basic ideas from someone with English. Someone with English(Cityspeak) could converse pretty normally with the spanish speaker, even though they don't speak each other's languages, because they know the common Cityspeak for NO.

The way I handle Lingos is, you have to have the specialization to converse normally across different languages. If you don't, you can make yourself understood to someone who does have it, but that's it.


mdt wrote:

Didn't think I needed to input.

Gremlins won't make the explosives blow early. However, they might make the *detonator* short and send a signal early. You can slap the detonator to fix it afterwards, of course, but, not sure if that will help.

"When the character uses a device, roll 2d6. On a 2, the device only works with a +1 or -1 modifier (whichever is against the character). A hard punch (Simple Action) brings it back to life.|src.29"

Mkay. I did not infer anything about random activations from the flaw, only varying effectiveness once the device did activate* (and whatever consequences that 'hard punch' has!), which is sorta why I asked :P

The chance of premature explosion is probably not worth 1 BP, I might change it then.

(I was going for the scene that starts about ~30s in [too lazy to link with timestamp and sorry about the speech-bubble thingys, it was the first link google found]) : )

edit: *Although, it may make timed explosions a bit more interesting ...


Reviewing my sheet and speaking of languages, did anyone else have problems with increasing their R/W skill independent of their languages? I was interested in having a high R/W skill in English, but the program wouldn't allow it.


I believe you can do it after game start.

Re: Gremlins, you activate the detonator when you plant it, not when it's meant to go off. That could mean it blows late, like in the movie, but it could mean it gets what it THINKS is a detonation signal, and blows early.

For the licenses etc., I guess for some reason I was thinking you had a maxed-out Hunted. Are you going to stay a SINner?


@Lessah - If you just want situational gremlins (which won't kill anyone but have comedic effect), just pencil in 'Gremlins - 0 BP' in your character notes. :) Then it's there, but never can kill anyone by activating.


Shugyosha / Suki wrote:
I believe you can do it after game start.

Heh, yeah, that doesn't exactly help me now with a character that would be better than the average person with reading and writing skills. Do people not normally allow R/W to be bought just like any other knowledge skill?

Mdt: May I buy up R/W from the 'half language' value that it gets set to with starting knowledge skill points? Also, what do *you* consider fluent in a language? (There's a little bit of table variance within the group at the moment.)

Quote:
For the licenses etc., I guess for some reason I was thinking you had a maxed-out Hunted. Are you going to stay a SINner?

Yes.


Aye was thinking more of the scale of:

1p Gremlin: nuisance and annoyance, mostly throwing off timing

4p Gremlin: don't touch *anything* electronic

and not the 4p unseeingly deaths starting at the 1p grade. But as mentioned earlier, there are other flaws I can pick : )


Some feedback for Suki:

Armor
Actioneer Line: The suit jacket and long coat can't be worn together (at least not without the armor stacking rules). That's what the * indicates.

Forearm Guards: The impact armor works against melee and not ranged attacks. I'm sure you know this, but you might want to note it somewhere in your armor area. It's an easy rule to miss in the "heat" of fighting. Not that ranged impact comes up often. ;)

Skills
Looks good to me. I think the group is rolling in negotiation and etiquette, which is never bad. I'd recommend more Athletics but you have minuses to TNs there, so you're fine. Knowledge skills are always personal for me. I don't see anything glaring that you're missing.

Gear
Your gear looks like my usual character's gear list. :)
The only thing I noted was that's a serious amount of gear to be rolling in on a daily basis. Two pretty visible blades, one shorter (though still not tiny), two pistols, and a half dozen grenades. It's not *bad*, it's just a lot of stuff. It's just tough to imagine carrying it all in a way that doesn't constrict movement. But if you can, that's really all that's important.


Ashley St. George wrote:
It's just tough to imagine carrying it all in a way that doesn't constrict movement. But if you can, that's really all that's important.

I recommend augmented muscles and a really big bag. And if push comes to shove, you can just light a fuse at random and fling the whole shebang at it. *Something* is bound to get the kill :P


If you have at least a 3 you are fluent. However, if the other person isn't, you may need to make language checks. If something is highly garbled or badly mangled (written text) you may have to make a check. If something is complex and you don't have a skill in it, you might need to make a check.

If you're trying to communicate something complex in a time critical manner, you might have to make a roll.

@Lessah - It really depends on how often you're doing explosives, if you're playing with them 10 times per day, gremlins is likely to come up. If you are playing with them once a month, the 1p is unlikely to come up.


mdt wrote:

If you have at least a 3 you are fluent. However, if the other person isn't, you may need to make language checks. If something is highly garbled or badly mangled (written text) you may have to make a check. If something is complex and you don't have a skill in it, you might need to make a check.

If you're trying to communicate something complex in a time critical manner, you might have to make a roll.

Perfect. More or less as I've seen it run.

As to my other question, may we spend knowledge/language skill points on increasing R/W? The program doesn't let you during character creation, but I know of no reason why it shouldn't be possible.

In either case, I'm going to shift around a few points now that I've seen the rest of the characters. I'll have it all done tonight and send you the copy with the list of alterations. (They'll all be very minor, like a skill point here or there to fit with the rest of the group.)


Not during creation, because of the way the rules work. You calculate the R/W after you spend the points. It's annoying. But you can buy it up after game start.


Alrighty, character should be all done. Only thing remaining is hooking up with the group. If either Redline or Wraith are up for that previous idea (Ashley hooking up with a friend of theirs and being made acquainted by happenstance) that'd be great!


Roy 'Cowboy' Jefferson wrote:


The clothing is picked since I can have both the clothes and the long coat on at the same time, for 7 Ballistic. Any more and I get penalties, since I got a quickness of 7. (Git darned elves.)

Note that when stacking armor you take half (rounded down) of the "lower" set of armor. Stacking armor has odd problems unless you're stacking on top of Form Fitting Body Armor. Given your Quickness, the armor you have wouldn't actually bother you, but you'd only get a Ballistic of 5 out of it. A Jacket and FFBA would get you to 7/3. A Jacket and Vest would get you to 6/3 as well without any problems given your Quickness rating.


Sure. Redline probably has a bunch of odd friends, so there is plenty of creative space there. Any sort of specific friend you had in mind?


Thanks Suki! i will start looking into making some changes!

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