IZ2.0: Ashes of Phoenix

Game Master Aloha-Shirt-Samurai


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Background:

The year is 2090, and Phoenix, Arizona is burning. The whole net of America's fifth largest city has gone down, and nobody knows why. The Badlands, and by extension, North America losing almost a fifth of its processing power and a huge chunk of its population being cut off didn't exactly make for a clean break. You and your friends in Denver are moving in while the getting's good, making up the hole in manpower that's leaving some of the megacorps and streetgangs struggling to make up their sudden deficit.

Everybody wants to know what happened in the valley. But for the first time in your life, the answer isn't waiting for you on the other side of the net through a search query. If you want to know what happened to Phoenix, you'll have to go there and root through the ashes yourself. Getting the answer and figuring out who's at the top of the scrapheap in the ruins of Phoenix might be the most profitable decision you ever make in your life. But if getting into Phoenix and getting back out was easy, somebody would have done it already. A few people have gotten in--nobody's gotten out.

Are you going to be the first?

Notes:

I'll be using the rules from Savage Worlds Interface Zero 2.0. Having the book isn't required, but there's enough going on that I'd highly recommend it. I'll do my best to support if you don't have a copy of the book. The setting is pretty standard Cyberpunk fare--most countries have exploded or imploded and are run, either overtly or covertly by gigantic conglomerate megacorporations. This will be a street-level campaign, at least to start with.

Supplements: Empire of the Rising Sun characters are acceptable, but do not take any edges or hindrances from Phoenix: the Terrible Valley of Static at character creation. A lot of the campaign is going to be based around firsthand finding out and experiencing just what's going on in Phoenix.

Character Creation:

You'll be making a novice character at 10 XP (two advances). Background wise, you are either taking advantage of or are benefiting from the power vacuum left from the destruction of Phoenix. You have likely done street-level jobs for either one of the Megacorps or one of the prominent south-western gangs. In theory, you should have a few missions under your belt, so you'll be starting with 6,000 credits instead of 5,000 and you have your choice of either +1 street cred or +1 contact. No bonus credits for Augments unless you take the Chromed edge.

If you don't have the book, please PM me with an idea for a character concept and we can see how to get you the rules you need to build. For more details, check under the expandable:

What's Different in IZ2.0.:

Setting Rules: The biggest thing is that Interface Zero uses Skill Specialization. In other words, for most skills, you need to pick a focus and you'll suffer a penalty outside of it. For instance, your street-level merc might be an expert with a small sidearm, so she'd have shooting at a d8 with a specialization in Pistols. If you wanted her to fire a rifle, you'd still roll your d8 in shooting, but you'd take a -2 penalty for operating outside your specialization.

Interface Zero also affords characters an extra point of fatigue before being incapacitated (a maximum of -3 fatigue) and uses Gritty Damage (temporary hindrances based on wounds).

Races: All races from the Interface Zero 2.0 handbook are acceptable. If you would like to use a nonstandard template as a hybrid, please PM me and we can discuss it.

Arcane Background: There are two ABs in Interface Zero: Psionics (Zeeks) and Cybermonks. There are also Meeks, which are a single, un-upgradeable power you can take as an edge. In other words: low-grade psionics, or if you've played Deadlands: Reloaded "definitely not Tempests, no sir, no Tempests here".

Edges: All edges from the main Savage Worlds Deluxe book are acceptable, with the following exceptions.

Adept, Champion, Gadgeteer, Holy/Unholy Warrior, Mr. Fix It, Noble, Power Points, Power Surge, Rapid Recharge, Improved Rapid Recharge, Soul Drain and Wizard.

Additionally, the following Edges function differently in Interface Zero:

Ace: When taking ace, select vehicles (as per the normal edge), Golemmech Piloting or Drone Jockeying. You can take Ace multiple times with these specializations.

Rich/Filthy Rich: If your character is rich, you have a serious obligation (as a vow minor/vow major) to uphold whatever provides you with that money, whether it's a sponsorship, business, trust fund or other less-savory source of income.

Beyond that, all Interface Zero 2.0 edges are acceptable (obviously). There are loads of them, so if you don't have the book I can tell you about them once I know your character concept.

Hindrances: All hindrances from SW are acceptable, with the exception of Doubting Thomas.

Additionally, a few hindrances function differently:

Any physical disability hindrance (Bad Eyes, Blind, Hard of Hearing, Lame, One Arm, One Eye, One Leg, Ugly) is easily fixable via cybernetics. In order to fix them with cybernetics, you also have to spend one advance. Personally, I'd suggest avoiding them altogether unless you have a good (wanting to remain a "pure human", for instance) reason.

Code of Honor: there are a lot of different forms of honor in the future and you can modify this hindrance accordingly (with GM approval).

Habit (minor): Lots of people have small addictions. Instead of taking a -1 charisma penalty, Habit (minor) in IZ gives you a vigor check with a penalty of fatigue every 24 hours you don't get your fix.

Illterate (major): Illiterate is a major hindrance in this setting.

Poverty (major): Ditto illiterate, and you also lose half of your bonus credits/savings from your occupation.

And IZ adds the following hindrances:
Appointed Monitor, Bad Filters, Bad Reputation, Bad Street Cred, Blacklisted, Debt, Giri, Latent Talent, Magnet, Nano-Infection, Off the Grid, Owned, Racist, Secret, Shakes, Shell Shock, Stress Trigger, Unplugged.

Some of those are fairly self explanatory, others not. Ask if you need to.

Aside from those things listed, go nuts. I'm hoping to start around the beginning of June. If we get 4-6 good apps before then it could be sooner.


Would having a vehicle be helpful, or a bad idea?


Not a bad idea at all. :)


Always up for running around in a cyberpunk setting. And never played in Interface Zero before. Think I'll buck my usual trend of skill focused or charismatic folk and just play a reliable, beefy bodyguard/bounty hunter.


I will play a Quick Hybrid Jump Bike Racer who is trying to find the other prisoner camps to free his fellow freaks.


Pathfinder Adventure Subscriber

Cybermonk sounds fun. I'm on a business trip, and don't have my hardcover with me. I'll have to search and see if I can find the pdf... or re-download it. Today might be tough, but tomorrow or Monday concept up for sure.


I'm loving these character concepts so far. The more I read the cooler this setting gets to me. :)


Alright, got the major crunch sorted out. Went with a Tiger Hybrid Bounty Hunter. Tony Ripley, Manhunter for Hire. He gets a kick out of it, playing into his primal instincts to hunt prey, and get paid for it. On top of that, he's also looking for someone specific; The person that made him into a Hybrid in the first place. Let's just say he didn't sign up to undergo an everything-lift.


Interested!

Human 2.0 Teek:

Name: Race:Human 2.0 Rank: Novice 10XP
- - - - -
Power Points 10/10
Toughness: 5(7)
Current Status:
Parry: 4
Pace: 6
Charisma: +2
Firewall 4
Strain 0
Street Cred 3 (+1 from Start, -1 from Hinderance, +1 Occupation)
Contacts 2
Languages English, Chinese, Hindi, Spanish, Portuguese
• Superior Immune System: +4 bonus to resist the effects of disease
- - - - -
ATTRIBUTES 5 to spend
Agility: d6 (1)
Smarts:Advanced Ability d8 (1)
Spirit: Genetic Abnormality: d8 (2)
Strength: d4
Vigor: d6 (1)
- - - - -
SKILLS 20 to spend (Specs cost 1)
- - - - -
[b]Fighting Agility:
d4 (1)
Intimidation Spirit: d6 (2)
*Mental (1)
Investigation Smarts: d4 (1)
Notice Smarts: d8 (3)
*Body Language (1)
Persuasion Spirit: d8 (2)
*Diplomacy
Savant Psionics Smarts: d10 (3)
*Peek (1)
Shooting Agility: d4 (1)
*Pistols (1)
Streetwise Smarts:
Taunt Smarts: d6 (1)
*Verbal

- - - - -
EDGES
- - - - -
Attractive:(Racial) It’s no secret that beautiful people have an easier time getting their way in life. This Edge grants your beautiful or handsome character +2 to Charisma.
Arcane Background (Psionics) Arcane Skill: Psionics (Smarts) Starting Power Points: 10
Starting Powers: 3 (Blind, Mind Reading, Confusion)
►► Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound.
PEEK A character with the Peek Edge gains a +2 bonus to Psionics skill checks when using peek powers. This bonus can stack with the Mentalist Edge

- - - - -
HINDRANCES
- - - - -
Arrogant (Major)(Racial) Your hero doesn’t think he’s the best—he knows he is. Whatever it is—swordsmanship, kung fu, running—few compare to his skills and he flaunts it every chance he gets. Winning just isn’t enough for your hero. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back with a smirk. Arrogant heroes always look for the “boss” in battle, attacking lesser minions only if they get in the way.
Curious (Major)It killed the cat, and it might kill your hero as well. Curious characters are easily dragged into any adventure. They have to check out everything and always want to know what’s behind a potential mystery.
Stubborn (Minor) This stubborn individual always wants his way and never admits he’s wrong. Even when it’s painfully obvious he’s made a mistake he tries to justify it with half-truths and rationalizations.
BAD STREET CRED (MINOR) Your character seriously botched a mission in her past and permanently subtracts 1 from her Street Cred

Occupation
READER Nicknames: Adviser, Counselor, Eyes, Spook
• Bonus Credits: 2,000 plus (500×Psionics die) each Advance (12000)
• Requisites: Peek, Notice d8+
• Perks: +1 bonus to Street Cred

- - - - -
EQUIPMENT 6000 cred to start plus 12000 from Occupation
- - - - -
AGA Black Knight Limited 12/24/48 2d8 ROF 1-2 COST 5,000 WT 3 Shots 6 — AP 2, Revolver
Harley-Davidson-Indian ‘Iron Horse’ Cruiser ACC/TS15/30 TOUGH 8(2) COST 5,000 CREW 1+1
ED Business Suit Armor +2 WT 15 Cost 5,000 Covers torso, arms, legs; concealed holster
T-APP NEWSLINK This T-APP keeps you linked in with all the world news, with instant translation, and multi-window displays of relevant news streams. Characters using T-APP NewsLink have a +1 bonus to Investigation rolls 2000
1000 Creds for spending cash

ADVANCES
Starting
Arcane Background (Major Hindrance)
PEEK (2 minor hindrances)

XP
5) Spirit to d8
10) Taunt to d6, Persuasion to d8

I also went ahead and chose an occupation...hopefully that is ok.

I'll need to do some reading to make a background and contacts. I appreciate any feedback.


Tyeal: Looks good, although I'd recommend taking some sort of fighting concentration (at least a d4), otherwise your parry with no weaponry will be a 2. I love that backstory hook, that's actually perfect for my campaign. You'll need contacts as well (if you want, you can leave them vague, like "a fixer" and I can fill in where appropriate), and feel free to take the Bounty Hunter or Bodyguard occupation (along with the additional credits they provide).

Niles: Taking an occupation is fine, and good catch, I forgot about the bonus credits for your two starting character advances. Backstory wise come up with something for that bad street cred--but I love that you're playing a human 2.0 Peek, it seems like a great fit (and this way we're already leaning on a complete racial spread). =)


I've read through the pdf a little...and with what the internet is telling me about Pheonix I have the basics of a background.

(I don't have a name picked out yet. So I'm substituting PEEK for the name. )

PEEK was born to very wealthy parents who chose the very best for him, genes that is. He lived a very coddled life (I'm thinking in the Republic of Cascadia.) Dad was a midlevel government bureaucrat who was quite amenable to the occasional bribe to keep his lifestyle up. Mom was a socialite. Everything was hunky dory until PEEK hit puberty and starting exhibiting "strange" behavior. This became a bit of a problem for PEEK's parent's who had NAC sympathies (and alot of their money). By the age 17 PEEK's parents were seriously considering shipping him off to the Republic military so he could be brainwashed and used as a Zeek shocktrooper, PEEK wasn't having any of that so he stole his dad's car and took off...South. He ended up in Vegas and blew through the creds he stole. He took a job as a Reader for the Valentini Family in their casino, reading minds and pointing out cheats. This worked well for PEEK, right up until he read the wrong mind, turns out this one gal was an Agent for the Combine and well, let's say the aftermath had PEEK on the run again. This time he heard about how Pheonix went dark and he figured he could hide there for a while.

Ideas for contacts
1) Local Zeek hangout
2) Guy who makes fake ids (hacker?)


Aloha-Shirt-Samurai wrote:
Tyeal: Looks good, although I'd recommend taking some sort of fighting concentration (at least a d4), otherwise your parry with no weaponry will be a 2. I love that backstory hook, that's actually perfect for my campaign. You'll need contacts as well (if you want, you can leave them vague, like "a fixer" and I can fill in where appropriate), and feel free to take the Bounty Hunter or Bodyguard occupation (along with the additional credits they provide).

Derp, completely forgot about Contacts. Got them added now in the 'Contacts/Friends' field on the 2nd page. Spend my extra 12000 credits and took up Krav Maga


Niles: That looks great (and has great hook potential for me as the GM). The first bit of the game at least will be taking place in the NAC capital of Denver though. As a slight adjustment, can you be interested in going to Phoenix, but haven't made it happen yet?

Contacts are good as well. :)

Tyeal: Great, looks good now! :D


Sure, that last line would read

This time he figured the Combine wouldn't be looking for him in NAC land so he figured he could hide there for a while. Best to keep a low profile though, Denver not known for its friendly nature to Zeeks.


I'm up for it! Just got to give the book a read before I submit a character. I'll try to have it by the weekend


@Niles: Awesome! Yeah, that works out. It gives off a vibe of going where they absolutely least expect.

@Winter Phoenix: Aw yisss :D


Sounds interesting. ....count me in...need to get the book, then read it ☺


Pathfinder Adventure Subscriber

I will get my Cybermonk up this weekend...


I'll probably cut off submissions after I receive five complete sheets, so if you want in make sure to finish up. :)

Also, once you have a completed character, let me know when you've made an alias. I was going to send some specific information out to certain players before the gameplay thread opens up.


Alright then. Here's Tony's profile, loaded and ready to be given messages.


Pathfinder Adventure Subscriber

Here is Ludwig the Forth. I've got a lot of reading to do to determine contacts etc... unless the GM would like to give some hints.

I see him as an elite agent trained and enhanced either by a religious sect, a mega-corporation, or both. He constantly struggles with his humanity.

Ludwig the Forth

Spoiler:

Name: Ludwig the Forth
Race: Human
Archetype: Cybermonk
Occupation: Bounty Hunter
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d10
Skills: Acane Skill: Cybermastery d6, Climbing d6, Fighting d8, Notice d6+4, Stealth d4, Streetwise d4, Throwing d8
Pace: 6, Parry: 7, Toughness: 13(6), Charisma: 0
Gear: Staff d8 (Str+d4), Heavy Pistol d4-2 (2d6+1, 12/24/48), Unarmed Strike d8 (Str), Infantry Battle Suit (+6)
Special Abilities:
• Custom Minor Hindrance (Debt): Start with additional funds, but the character's cost of living is increased as he pays off the loan. Bad things happen if he defaults.
•Code of Honor: Honor is key; Keeps word, won't abuse/kill prisoners, etc.
•Loyal: Will never leave a man behind
• Custom Edge (Bodyguard): Free Contact (Employeer)
•Arcane Weird Science: Gain the Weird Science arcane background
•Contact(Employeer): Get help from inside group
•Contact (Cyberwear Tech): Get help from inside group
•Contact (TBD2): Get help from inside group
•Contact (TBD3): Get help from inside group
•Two-Fisted: Ignore multi-action penalty on attacks with 2 weapons
Arcane Powers:
•Armor: Confers 2 or 4 points of Armor
•Boost/Lower Trait: Raise/lower a trait by one die-type (or two with raise)

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Officer Houston reporting for duty!

Character Stats:

Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6 | Parry: 5 | Charisma: 2 | Toughness: 5 | Street Cred: 3
Armor: Reinforced Biker Jacket (+3; torso, arms; M3 Impact System)
WEAPONS
AGA Thunderbolt (2d8+1; AP 4, ROF 1, ammo 11/15, Semi-auto; 12/24/48)
WT Wanderer (2d6; AP 1, ROF 3, ammo 30, 3RB; 12/24/48)
SKILLS
Driving (bike) d6; Fighting (judo) d6; Investigate d4; Notice d4; Shooting (Pistols) d6, (Submachine) d4; Persuasion d4; Knowledge (Phoenix) d4; Intimidate d6; Repair d4; Streewise d6+4
EDGES
Sector Cop - +2 Streetwise / Spend benny to make wild card/extras look the other way
Attractive - +2 Charisma
HINDERANCES
Heroic (Major); Enemy (Minor); Loyal (Minor)
ADVANCES
+1 Edge
Shooting Specialization (Submachine gun)
TAP
Firewall 5 (Firewall Sapper Protection), Neural Toughness 5, AMS 4 (1 used), Range 6
VEHICLE
Lawboss motorcycle (30 ACC/90 TS; Toughness: 9(4); Climb 2; Weapon system: LAC-15 [2d10+1; AP 5, RoF 4; Shots 120, Auto])
GEAR
Repair kit
Stim Patch x2

Background:

"But Serge...!" Officer Houston shot up from her chair.
"No, Emily!" The bull-like Sergeant Candle spun from his window overlooking the vast Badlands beyond, "You screw'd the pooch this time. I can't save you from this one."
"Are you kidding me?" She leaned forward on his desk, "I informed I.A. about the commissioner's corruption and I'm the one getting punished?!"
"The commissioner is the law around here. Every other officer here knows what to focus on and it certainly isn't the commissioner's affairs!" Candle leaned forward, asserting his dominance, "Now pack your crap. You've been reassigned to Denver."

---

Officer Houston about put her fist through her locker. She had done the right thing and now she had to leave everything and everyone she had grown up with. She took a few moments to recompose herself before she shrugged her duffle bag onto her shoulder and exited the station.

Outside, the dust caked everything in a faded orange color. Houston mentally activated her TAP and called home. Valerie's voice was soothing to the agitated beat cop, "Hey sweetie! Glad you called. I'm about to start dinner and I invited Raven, the new neighbor, over. Is that ok?"
"Actually..." Houston set her bag into the cargo of her bike and climbed on, "Something happened...we need to talk."

That night there was a lot of crying and two hearts breaking. As much as Valerie loved Emily, she couldn't leave Phoenix. Her job was too important and they were on the verge of a big break through. But Emily was being metaphorically run out of town and she couldn't stay unless she joined stooped to the level of bounty hunter or worse...ganger. Neither was likely to happen. She hadn't worked as hard as she had to just throw it all away. In the end, they spent that last night together before Emily left for Denver. Emily promised Valerie that she would visit soon and often. Houston was still Valerie's girl, no matter what.

---

Six months went by. Emily hadn't had the chance to visit as she had hoped. The new beat kept her too busy and too poor to fly down. She had kept in contact in those early months, but communication became difficult and Valerie seemed to be increasingly unavailable. Emily couldn't figure out if it was just the work or something else. Then came the rumors...rumors that Phoenix went dark.


Been reading the rule book and assimilating all that stuff....whooo, lots to digest...

hope to have something up tonite.


Tony: Rad. Shot you your pre-game message. :) Just noticed on your sheet that you don't have hindrances, when I thought you did before. No rush and no worries, just try and get them up in the next couple days.

Scranford: That looks awesome so far! :)

A couple of things with regards to your skills: I'm counting and I've only got you marked for 14 skill points spent, when you start with 15. As well, don't forget about skill specialization. For Cybermonks that also means you'll pick one power to specialize in, and you'll need to buy specialization for the others or suffer a -2 when you try to use them. Don't forget that you have an extra two advances on top of your starting character creation. That includes extra money through your occupation (though it's reduced by 500 per advance due to your debt hindrance).

You'll also need to take some augmentations in order to be a cybermonk. I'm assuming that's the source of your debt hindrance. You can go full custom and buy the exact augmentations you want, or you can take an Augmentation Package listed on page 55 in the PHB. Either way, pick which powers are associated with which augment and decide how they work.

With regards to your employer, it's up to you whether you want to be working for a religious sect or a megacorp, but it's probably not both. If you want to work for a religious sect, I'd recommend adding in some sort of Vow Hindrance, and your day job is protecting a Cybermonk religious figurehead. If you're working for a megacorp, no vow, and they'll put you to work on whoever they need protected at any given time--you're likely a little more free to take on freelance work as well. I can give you more details once you make the choice between the two. :)

Finally, contacts: Since you're a cybermonk, I would highly recommend having one of your contacts be a surgeon of some sort who can help you fix/install cyberware. A hacker or a fixer always makes for a good secondary contact as well (especially since the party is shaping up to have no one who can hack *steeples GM fingers*) Let me know if you have any other questions.

Emily: Awesome! I have a couple of questions with regards to backstory stuff mostly just details on what Valerie looks like, and if you had further plans for Raven. On a related note, do you have anybody in mind in particular for your Enemy: Minor, or is it a "surprise me"?

Spazmodeus: Sounds good! :)


K, could I have some guidance in character creation?

From the rulebook I gather you can:
1. choose a race then an occupation...
2. Or choose an archetype. And change the race if you wish.
3. Or choose an archetype and change its occupation as well?


Those are all fairly independent things. The archetypes are there if you want a fast character you can make it in a couple minutes by picking a pre-built template, throwing the hindrances on it that you like if you either don't want to or don't feel like building a character from scratch.

I don't have my book in front of me at the moment, but most of the archetypes are built to support their occupation. You can start with an archetype and then rework it to have a different occupation as long as you meet all the requisites for the occupation


Occupations have requisites...like the Reader Occupation has

• Requisites: Peek, Notice d8+

So, I had to take the PEEK edge and put notice at d8+ to get the occupation. Most occupations can be taken at creation...but I saw a few that have tougher requisites and there was no way I could take them at creation.


@Aloha: I left some things open ended in case you wanted to use some of it in the story. If not, no big deal. I imagined Valerie to be the scientist type (not as athletic, glasses, etc.), red hair. Raven could be a wild card/extra, but I didn't have plans. It's there if you want to use it :)

As for the enemy, I didn't have anything too particular. I was thinking that the commissioner (if still alive) could still hold a grudge. Or if you have a more fitting idea, I'm open to a surprise


@Spaz: I guess I didn't think about what you were asking. You can do any one of the things you listed or you can build a character from scratch. Let me know if you need any help doing that or if you need help hammering out what kind of concept you're playing. :)

@Niles: You're pretty much correct, although I don't see any occupations you couldn't build as a novice. Granted, you'd have to specialize hard to make a novice-level character into, say, a Corporate Executive, it's still technically possible. (You'd also need to play a human, for that sweet, sweet free starting edge.)

@Emily: Sounds good! I've sent out your pre-game message. ;)


Here is GM Niles' character.


Ghiv: Awesome, I'll be getting you a PM tomorrow, had a bit of a long day at work today.


Still here, just got busy with kids and work. Will try to get something together tonite....


Dotting for interest. I've run a couple of characters in SW this past year, so I'm familiar with the system. I'd love to run a character in a cyberpunk world, so interest is high if I have time to look at the rules and work up a character. If the roster already looks full, let me know early so I don't spend a lot of time jumping in late.

Faith Sierra is a character I ran in a present day black ops paranormal investigation game. I might consider modifying this character for the future world.


Spaz: No worries, still trying to get a last couple things worked out before I kick off the campaign anyway.

Faith: I was shooting for 4-5 and I have 3 right now. If you can take a look at the book and start converting your character over in the next couple days or making a new one, you should be fine. :)


Pathfinder Adventure Subscriber

Life has gone crazy this week. Tried to use Hero Lab to create my character, but it's too confusing for all the custom stuff. I should have time this weekend to make my character the old fashion way.

Dark Archive

Hi there!

Quick question. I'm literally reading the rules right now, and on page 16 it says that if you are using skill specialization rules, you get 20 skill points (and each spec costs 1).

Is that the rule we are using?

Thank you!! =)

P.S. Are we also using the alternative rule of Athletics?


I have the source book and am looking it over. I'm thinking of sticking with the general outline of Faith as a LEO or an Ex-LEO with appropriate changes for the way the world has evolved. I'm assuming if we are outside Phoenix going into a power vacuum, a cop won't be actually working as a cop, so I imagine some edges and occupations won't be relevant. I'll have more pointed questions after I've fleshed out a concept a bit. If you can suggest anything for such a character, I'm open.

If you're looking for more players, you might try PMing some of the players in the game Faith was in: WR Patriot Inc. I know ZenFox42 is unavailable due to poor health. Now that I look, I notice two of those have already posted here (Scranford and Nohwear).


Just noticed mention that there was not yet a hacker type character. I think I'll try to fill that gap, starting with the Hacker Archetype and filling in details. I'll try to get savvy on the game mechanics of hacking after that. If you have any suggestions beyond what the Hacker archetype lists, let me know. Thanks.

Dark Archive

I was looking at the Rich edge, but it says I should consult with the GM first? What are your thoughts on that?

I'm thinking of an Adam Jensen-esque kinda thing. Except different. =)


I'm thinking of running an Android. Do androids start off looking similar to humans unless they take a hindrance that makes them obviously an android? Or do they start as obviously an Android unless they take an edge that gives them a look similar to human? Or is it up to the players with no edge/hindrance required.

Also, it says they need damage repaired using the repair skill. Since we're using the specialization rules, which of the repair specializations would be used: Armor, Cybernetics, Electronics, Mechanical, Structures, Weapons? Could an android character repair itself if it has this skill, or would it require someone else to have the skill? I realize some of these could be dependent on the situation, but if you have any general advice, let me know.


This is all I'll have time to work on for now, but I thought I'd put her forward to show progress (See profile for what I have so far).

I have selected all her important elements except equipment, cyber enhancements, and detailed background. See Background spoiler for rough draft. She's only got enough fighting skills to keep from being at a severe disadvantage if she's attacked. But she has a number of useful skills that will help with dealing with computers and the like.

She will benefit from having someone in the group with appropriate repair skills so if she is damaged she can be fixed up. If no one has that, she'll use one contact slot for getting repaired.

Although she is an Android, she has a connection to Native American gangs that exist in the old Southwest. I haven't read up on this angle, but that will have to wait for the weekend.

Let me know if anything looks askew and feel free to make suggestions.

Edit: I would be willing to take the Enemy hindrance (major or minor) if it seems appropriate, assuming the corporation that created her wants her back and might recognize her on the street or in the net.


@Scranford: No worries. There are definitely a bunch of extra rules in Interface Zero. I usually use Wild Card Creator but for some reason I can't get it to recognize the book, even though it says it should be able to. :c

Atlas2112 wrote:

Hi there!

Quick question. I'm literally reading the rules right now, and on page 16 it says that if you are using skill specialization rules, you get 20 skill points (and each spec costs 1).

Is that the rule we are using?

Thank you!! =)

P.S. Are we also using the alternative rule of Athletics?

Oh man, I can't believe they don't mention that under the Skill Specialization rules themselves, I completely missed it. I've been explaining it to people using the standard Skill Specialization rules in Savage Worlds so far. Let me ruminate on that for a minute, because it'll give people who already made characters an extra 5 skill points. For now: yeah, probably. I see now that certain archetypes (hackers especially) would have a really rough time without those extra specialization rules.

(and yes, let's go ahead and use the athletics specialization rules)

With regards to Rich: the main reason you need to consult with me is that you need some sort of overarching responsibility tied into your richness. It basically means that in exchange for more money, the GM can throw plot hooks and constraints at you left and right. ;) I didn't play DX:HR, but Adam Jensen was a heavily augmented (former) head of security for a megacorp, right? Is that the sort of Rich background you're going for?

@Faith: Planning on starting the game in Denver. Don't wanna give too much away, but almost all occupations may be questionably relevant inside Phoenix. The first couple beats of the game (equivalent to about 2-4 sessions of a face-to-face game, depending on individual player choices) will be taking place outside of it. If you'd like to be an LEO it's possible (Emily Houston is doing it). That said, taking a hacker is a great idea from a party support perspective. It means I can't just push you guys around with one well-placed nerd. ;)

I'm inclined to think that Androids are fairly obvious given that they innately have the "Outsider" hindrance. That said, you could be a less obvious Android, but you'd still receive the Outsider penalties due to being kind of uncanny valley.

The specialization would be Repair: Cybernetics. You can repair yourself under most circumstances (I might give you an additional penalty if, say, you're injured on your back).

Dark Archive

Excellent!

Character alias from Atlas2112. (Crunch is still in progress, so don't check it yet. :p)

It looks like the backstory may play a key role, so I'm just gonna put this here. (Character kept rattling around until I got this down. I still don't know that much about the setting, so I just filled the holes with Shadowrun. =)

plz read in order. ^_^.

Age 23:
Alanna woke up, and stared down the barrel of his gun.

Age 13:
Running from the house, the blood from her freshly broken nose flowing freely, it dawn on Alanna that her thirteenth birthday could've gone better. The plan, hatched with the genius of the teenaged, involved her working for Old Man Harper, getting enough credits for her mom to take her dad out and get him good and pre-drunk enough for the party to go flawlessly.
Not enough. Not enough credits.

As soon as they got to the bar, he just ordered better stuff and burned through the cred, getting mad that he wasn't wasted yet. He returned home and got mad that people were in his house, having fun without him. Just started throwing punches.

"Hey, kid, keep it down."

"Whaaaha?" she stammered, her tears surrendering to her growing confusion. She'd walked many blocks, and saw she was near an alley she ought not be near.

"Keep it down," he repeated, 'he' being a devastatingly handsome older boy of 15 years. He had sea-blue eyes and harvest-wheat hair. "You can cry up a storm later but right now--" his words were cut off as an angry man appeared out of nowhere.

"HEY!" yelled the man. "There you are! Where is it? She got it? Your partner got it? Give it here!" he thundered, stalking toward her.

Without thinking she brought up her taser ('no, srsly, don't leave home without it') and fired. At this range she couldn't miss. The dwarf spasmed twice, wet his pants, and dropped.

As if on cue a pretty asian girl ran up to them, stopped at the boy. "Oh, hey, I got the stuff! Ooooo, looks like you took care of him good already. Wizard!"

"Actually, Spirit," said the beautiful boy, "our...new friend here did the honors. Good job, kid. I guess that means you get a share. We're gonna go fence it, if you wanna come along we can pay you now."

Alanna looked at them, eyes wide in pure, unadulterated wonder. She rubbed her eyes, smearing her running mascara even more, and, hypnotically, said an extremely witty, "Yeah."

"Pleased to meet you. I'm Derrick."

Age 17:
"No, Alanna, you can't come," Derrick said, -again-. "You're just...you're slower than Spirit, you're not as accurate as RockOn, and you're noisier than Shadow. The run calls for 5, and unless you've been hiding a decade of Rigger talent under your skirt, you can't come."
She didn't have anything to say. She'd worked hard, gotten better, got some gear, ran with some third-tier gangs, but she wasn't good enough for his crew.

After he left, she made a phone call.

Next time she'll be better.

Age 19:
Derrick gave a nice speech. Spirit deserved it. She was a nice person. The pretty asian girl had become a competent runner.
As he passed Alanna all he said was, "You were too slow." The look in his eyes, the hurt...she couldn't bear it. Okay, he had loved Spirit. Okay, she hated her for that. But she didn't deserve to bite it. Especially not like that.

Everyone else had got out. And the run had paid well.

She made a call. She'd -be- better.

Age 22:
"Alright team! This is the Big One" Derrick announced proudly to the crowded room. He took a breath and his eyes accidentally laid a heartbeat too long on her chrome. He still wasn't used to the augs. Not on the streets, not in bed.
"All the intel says the security is gonna be diverted, and all we have to do is break in, grab one thing, and get gone. Someone else is doing the heavy lifting, we just gotta be the net. I know all of you are thinking that I'm bringing on too many hands for so simple a grab, and are worried about the payday. But trust me on this one, it ain't gonna matter!"

Frag he was happy.

"Hey, Derrick," called RockOn, "What exactly are we 'just grabbing'? Is it heavy?"

"Absolutely not," he answered. "By all accounts it's just some bottle. A very ,very valuable one, to be sure, but just a bottle. Let's roll!"

****elsewhere***

"Greetings, Lord Borak. I'm sure you'll find that--"

"Shut up," he said, walking down the column-filled corridor, his pearl-inlaid boots making soft clacking sounds on the immaculate marble. While being a bull-hybrid made people doubt his power, it made ordering lackeys much easier. "Every moment I'm here is one more moment I'm not in Ireland getting fed grapes by naked princesses. I'm here to re-lay a collapsing psionic barricade that thinks it's going to usher in the next EarthDawn. If everything is NOT according to my explicit instructions I'm going to start killing people until they are. Speak again and I'll set your vocal chords on fire."

Lord Borak the Despoiler had a lot of work to do. He hated interruptions.

**********************

"Okay, Alanna. You grabbed it. Now hang on to it!"

Derrick was beaming. They did it. They FRAGGING DID IT! The object of the run, the bottle, was in her pack. All they had to do was get out.

"Oh. What. The. Frag?" came a booming voice from down the marble hall. The end of the hall where the exit was.

Derrick looked at the focus-speckled bull-hybrid that was confidently striding down the hall. "He...he isn't supposed to be here."

Somebody opened fire. Then everybody did.

"And here I thought this would be boring," said the hybrid.

****************

Everyone died.

Except her.

No bullet could touch him. No weapon could harm him. He killed them all.
She just...ran. Ran past him. Through the fire and the flames and the pain and the horrible blue light she ran.

Derrick had been open about where the meet with Mr. Johnson was. She presented the bottle.

Dispassionately he handed over the credstick. There were.... so. many. zeroes.

"Our business is concluded," Mr. Johnson said. Of course it was.

But she had lost him. Lost Derrick, lost everything.

She made a call.

She wouldn't just be better. She'd be...everything.

Age 23:
Alanna woke up, and stared down the barrel of his predator.
"Just go," whispered Derrick. He sheathed his pistol and walked away.

She'd heard good things about Denver. She bought the first ticket that was going there.

Of course she'd come back. She had to get Derrick back. She knew how. She owed him one million cred. There had to be a way.

The jovial man in a nice suit sat down heavy next to her. He offered a hand and a smile in that way that corporate people do. "Hi there. My name's Propoket."

She didn't want to make small talk, but she had to. She didn't want to offer her name. She wasn't Alanna. She was just...nobody. A ghost.

"Hi there yerself. I'm Wraith."


I'm not clear how the point cost for Knowledge skills works.

Would Knowledge (Programming) cost 1 point for d4 but without any penalties for non-specialization, since there are none?

Can you explain how you'd like to work the Common Knowledge aspect for knowledge? I've always been a little perplexed by that.

The rules state: If a character’s background suggests he should know something about a subject and he must make a roll, add +2 if most in his area or profession would know the answer. If the subject is foreign to a character, subtract 2 or more from the roll. Everyone else breaks even and gets no modifier.

So if I wanted my Android to know science I could specify that as part of her background? How many such areas could be included before it got excessive? I know there's no general answer since there are so many possible areas, but some such as science and engineering seem to be particularly useful, as might others such as economics, history, etc. As a player, I've always felt skill poor when creating SW characters so I want to make the most of what I can get. Thanks.


Officially closing recruitment now. :)

@Alanna: I like your backstory but I might need some clarification on the finer points--I'll be PMing you once I get back up tomorrow. :)

@1dromeda: Knowledge in regular Savage Worlds runs as an individual skill for each area, even if you're not using skill specialization. I haven't been able to pull up an official ruling, but I would say that knowledge specializations are considered a specialization, and you can add two of them per advance (or 1 per skill point at character creation) under Interface Zero rules. General knowledge or common knowledge refers to things you should know if you have a certain background--you roll straight smarts. It's mostly up to GM decision, but it allows me to assume you should know certain things about your country/city/job.

To be honest, I'm a pretty flexible GM, and I wouldn't suggest more than a couple of broad specializations and one or two specific ones. The knowledge: hacking spec is obviously going to be important for you. I'd tentatively suggest Knowledge: Hacking and Knowledge: Engineering as general areas, plus one or two more. You could also take the Jack of All Trades edge and have a courtesy d4 in any smarts-based specialization you cared to roll.


Ah..shoot.
Can I still get a submission in?


@Aloha I'd agree with you about Knowledge being already a specialized skill.


I'm close to setting my gear, but I wanted to check on how you want to determine programs and such that can be created with the Knowledge (Programming) skill.

On page 275 is a list of Engrams (a kind of mental program) and in the text is a description of how they can be created instead of purchased:

Engrams are created with the Knowledge (Programming) skill.
To create them, the character makes a skill roll at a difficulty modifier equal to the number of Active Memory Sectors
(AMS) the engram uses. When an engram is created, it must
be coded to a specific TAP. The engram will not function on
any other TAP than the one it was originally programmed for.
If the character’s Knowledge (Programming) roll fails, the
character must start over losing any invested time. On a Critical
Failure, he must spend 24 hours clearing the corrupted engram
from this TAP and then start the programming process over.

So, for example, if 1dromeda wanted to create her own Stealth Module (2), she could roll as follows:

Penalty: -2
Knowledge(Programming): 1d8 ⇒ 6
Wild: 1d6 ⇒ 5
Result = 6 - 2 = 4, success.

So does she now have a program she can load into her TAP to make her harder to detect?

Since failure doesn't prevent another attempt, is there any reason to roll for low level programs? She only has a capacity for 5 AMS at present, so that would rule out the outrageously powerful programs, but with enough tries, she could succeed eventually on just about any program requiring 5 or fewer AMS slots.

Similar questions surround the creation of one's own Avatar program. Can I make rolls to build that? Is that going to be necessary right from the start?

Another gear question: The programmer occupation grants an advanced firewall giving +1 to the character's firewall. Does this stack with other bonuses to the firewall, such as Firewall 4th Dimension Security (p. 78: Grants +3 to a character’s Firewall! Does not stack with other T-APP Firewall products.)


I've been reading some in the sections on history and culture of Denver and the NAC. Please clarify what an android would face living in this region. Would she just suffer prejudice and potential abuse or would she face arrest and imprisonment? Either way, I'm assuming she could try to pass for human using the Stealth (Disguise) skill specialization. If doing so will greatly facilitate her ability to remain unharrassed and/or unarrested, let me know and I'll rearrange my skills to be able to cover that.

I was looking at p. 276 under Skill Specialization Bonus Engrams: "This is a one-time bonus to a single skill specialization. Each time a character obtains this engram quality, she must apply it to a different specialization."

I'm not clear what is meant by "one-time bonus". Does that mean it only works as a bonus to a skill specialization once? Or does that mean it only works for one skill specialization at a time?


I found a link with an example of how hacking works and how it is connected to hyper-reality events.

It answers one of my questions. The skill bonus engrams do not seem to be usable only once.

I also found a clarification of a rule regarding the length of time it takes to make a trace to locate an intruder in a network.

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