Man, I really don't get the way they organize stuff sometimes.
SR3 Pg. 123 Determine Damage
"If the character is able to stage his damage up to Deadly, any extra successes can be used to increase the Power Rating of the attack by one for every two remaining successes achieved by the victor."
Does it mention that at all in the staging up section? No, of course not.
So, question, would it be terribly bad if I had a gun that was rather obvious equipped?
I mean, I understand that sometimes I'd have to leave it at home or something. Or would the cops just jump my shit?
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Gabriel_Pitt(effective against Russian warships)Registered Userregular
edited November 2008
It entirely depends on where you are. Even in the less savory parts of the sixth world, people are going to look at you funny if you're wearing a shotgun strapped to your leg, and at the very least tell you to check it at the door. In general, walking through average, public places with weapons in plain view is the kind of thing that draws unwanted attention.
Might be the kind of thing you grab and take with you on a mission though, assuming you are going somewhere you shouldn't be in the first place. I guess if I had a sawed off, couldn't I just stick it in like a duffel bag? No real item I can buy for this but, I mean, it would make some difference as opposed to just sticking it on my back.
Your shotgun you would probably take with you on missions when you're not concerned with concealment, and you'd have a more discrete handgun or such for day to day work and moving about and checking contacts and such in case of emergency.
As a player that's pretty much how it always boiled down for me, have a "it's on" set of equipment and an off-time set.
Updated, and most likely finalized character sheet, assuming I didn't miss anything. Swapped pistol skill for shotguns specialized in the enfield, and bought a kitted out enfield (laser sight, vent II, shockpad and a 50 round clip loaded with ex explosive? Yes please).
Adept Powers:
Improved Reflexes: 2
Improved Quickness: .5
Enhanced Perception: .5
Great Leap level 4: 1
Free Fall level 4: 1
Traceless Walk: .5
Sixth Sense level 2: .5
Gear:
Sap
Knife
Club
Streetline Special
1 spare clip
20 bullets
1 concealable holster
Enfield AS-7 Shotgun w/ integrated laser sight, shock pad, gas vent II and a 50 round drum full of EX explosive rounds*
Flashpack
2 IR Smoke Grenades*
2 HE offensive grenades*
Ordinary Clothing
Armored Jacket
Earplug Cellphone
Pocket Flashlight
Wireclipper
Climbing harness, kit, gloves and rope*
Survival kit*
10 day ration bars
330 yen left.
Items with a * indicate items that are worn for missions and not day to day.
Edges/Flaws
Braggart +1 point
Impulsive +2 points
Distinctive Style +1 point
Sensitive System +2 points
Exceptional Attribute (Quickness) -2 points
Sense of Direction -1 point
Lightning Reflexes -2 points
Double Jointed -1 point
Edit: Crap, this is the wrong list...lemme dig up the right one.
Edit 2: Fixed.
Inquisitor, mostly a formatting thing, but this does actually make a difference when it comes to actually training things further with karma. Specializations at character generation work like such:
Spend points purchasing the base skill to the level desired as usual, for costs appropriate to your linked attributes. Then choose a specialization if you wish. Make the base skill -1, and the spec +1.
For example, you have:
Shotguns: 4, specialization Enfield AS-7
I assume you spent points to get Shotguns up to 4? You would write this as:
Shotguns (Enfield AS-7): 3(5)
You then have five dice with the Enfield, but only three with other shotguns and uses of the skill.
Also a note for languages, you get Int * 1.5 points for languages only but don't forget you can spend some of your Knowledge points on languages as well. You also get Language (R/W) at half-rounded-down for free. If you consider yourself passably fluent, the language should probably be at least 3. With 2 you're definitely workable but it's not going to be the smoothest conversation ever. Not that I usually worry about languages too much but just making sure people have a feel for the level of them.
For example, Inquisitor is bilingual and would have the following:
Is it just me, or does no one ever want to play the Rigger? In all the games I've played, I think there was one person who wanted to try it out.
Where's the love for the tricked out cars and inviolable drone hordes?
The nice thing about when noone is playing the rigger, you can gloss over that stuff pretty easily.
Plenty of times we just had an NPC rigger for the run, keeping our ride warm. We weren't really ever hampered by the lack of a PC one, and it also allowed for some situations wherein our crew has to deal with a high-speed pursuit/escape without benefit of VCRs. Those were always highly entertaining because we relied on quite mundane skill.
Also a note for languages, you get Int * 1.5 points for languages only but don't forget you can spend some of your Knowledge points on languages as well.
I knew there was something like that, but I was only briefly skimming over the rules when reading through and couldn't find where it said that. I'll probably be dropping quite a few knowledge skills to pick up Spanish and bolster the languages I do have.
I'm not sure I'll be able to play but I can't resist making a character. I've never played Shadowrun but what I've read of the setting is so unique and awesome. I'm thinking of making a pulpy private eye type with a Shadowrun spin. I'm not sure what that spin is yet but I'll get back to you.
I'm cool with people using this thread for SR discussion in general, I think people want that kind of thread but no one bothered to be the one to make it hah.
Carl Savage was an orphan in the sprawl who was dumped with some smart-ass name from the 20th and some genes full of recklessness. Bouncing between junkies and gangers as surrogate parents wasn’t much of a life, especially when Jim Dandy, King of the South Side Sonics, sent him to shake down a butcher for protection. Don’t ask him about his missing ear.
Anyway, never too hot over the tough guy thing, Carl started a detective agency soon as he got the funds. With his old contacts he was managing pretty well for a slum orphan and was doing the Daedalus when he got Icarus’d. If you don’t wanna get your wings clipped don’t fly in the face of the Corps.
Savage took on a job to find some skirt’s missing husband: a cakewalk with his handle on the city. After a short while he found slick rick sprawling in some chiphead joint, just as he was gunned down. When he met with the man’s “wife†to deliver the news she pulled her iron and Carl barely managed to escape.
It turns out a Corp (he still doesn’t know which one) had set him up to track down one of their rogue programmers. Now he’s considered a loose end and although they don’t know a whole lot about him, either than what he looks like, he is officially out of business.
Savage, hoping to make some money and maybe stick it to the Corps has taken up the runner life.
Hurray! I'm not gonna lie. Although this isn't great, it's much better than the bios I've been writing lately. Still not sure why this isn't ultra-generic but I'll do my sheet and go from there.
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lonelyahavaCall me Ahava ~~She/Her~~Move to New ZealandRegistered Userregular
edited November 2008
alright, so from what I see we have one shaman already.
So I will leave it to Infy if he wants a 2nd Shaman.
Or, if he wants Kieffer, the slightly possible could be looking like a Street Sammy.
I can play either, but I dunno if Infy wants a shaman who has 2 companions....
But, i'm gonna post Jenifer's sheet for y'all to look at. It's C&Ped from a word doc
General:
Name: Jenifer Talldeer Gagne
Race: Human
Hair: Black
Eyes: Grey
Height: 6'1
Weight: 159 lbs (71kg)
Gender: Female
Stunbolt: Force 2; Drain: -1 (Dmg lvl)
Analyze Truth: Force 2: Drain: L
Clairaudience: Force 2; Drain: M
Clairvoyance: Force 2; Drain: M
Detect Life: Force 3; Drain: L
Mind Probe: Force 2; Drain: S
Heal: Force 3; Drain: Wound level
Stabilize: Force 2; Drain: +1(M)
Stealth: Force 2; Drain: +1(M)
Petrify: Force 1; Drain: +1(s)
magic Fingers: Force: 2; Drain: +2(M)
Fling: Force: 2; Drain: +1(M)
Totem: Buffalo +2 dice to Health spells, +2 for prairie spirits, -1 illusion spells
Equipment and Gear:
2 sets of deerskin pants/vest/boots (1 buckskin, 1 doeskin)
2 pairs of old and weathered blue jeans
1 pair of sturdy steel-toed boots, well worn
2 leather vests (1 black, 1 brown)
3 solid white t-shirts, plain material
1 ceremonial buckskin dress
1 nice “whitelands†outfit (fancy red shirt, black leather mini-skirt, black boots)
2 Feather fans
1 bundle of sage and other herbs
Fire making device
Dried food (meat, fruits, etc)
Sewing kit
Waterskin
Sunglasses
Tobacco
Rolling Papers
LoneStar badge
porcupine quill and bead necklace which is a choker around her neck and then goes to a
medallion center chest
Contacts:
Michael Carter: Jenifer’s partner while in LoneStar. They grew up in the program together, both children of the tradition.
Running Water Stays Calm: Jenifer’s mentor within the Sioux Nation. Running Water is a learned Medicine Chief thrilled to have a student so ripe for the education.
Lanarkshane “Lanâ€: grey timberwolf that found Jenifer within the Sioux lands. He found her during her first vision quest and did not leave her unconscious body. Even still he remains at her side. Jenifer is not sure what to make of Lan, but she trusts him and the wolf has given her no reason not to.
Riyishonei “Riyiâ€: a peregrine falcon accustomed to the high rooftops and inner city life. Riyi showed up during Jenifer’s last vision quest and was waiting for her when she woke up. Riyi likes to stay close to Jenifer, but does take her own flight from time to time, and where she goes, Jenifer has yet to find out.
Medicine Name: Ulisgita Ga’ne’ga –Hidden Sacred Dancer
Lakotah Name: Kele Makya – Sparrow Hawk Who Hunts Eagles
UCAS Name: Jenifer Gagne
I forgot what a pain buying things was so that phase might take a while. But so far I seem to have a pretty well rounded / faceish character in the works.
don't you guys wish you had someone who was dual-natured to run with
I don't even know what that means. So...
Maybe?
dual natured creatures like ghouls exist simultaneously on the physical and astral plane and can interact with both pretty much
i think one of the best examples somewhere is that if there were say an astral wall and not a physical wall, you could scale the astral wall, and all the people around you would see you climbing thin air (and you would be.)
Magically active people currently perceiving exist in the spirit world and real world at once. Most magical creatures do that all the time.
I suspect that Salt is talking about a spirit or ghoul. Not positive on ghouls though.
Man, fuck ghouls, stinky cannibal bastards. I had a face character once who was a tiger shapeshifter. Excellent face. He regarded metahuman relations as absolutely fascinating, the same way a cat watching a cricket hop across the floor is absolutely fascinating. He started off with a 6 in etiquette, and negotiations, and then a couple combat ones, I think. That's a problem with shifters, you have to buy two sets of attributes for them, which eats up a lot of points.
Of course, being permanently dual matured does have some problems. You can hide your astral signature, but that takes a lot of in game work and experience, and until then, not only does it make you tend to stick out in the astral, but you have a real problem with things like magical wards, which are set to go off when magical things like fetishes, focuses, spirits, or active astral signatures cross them. When you're a mage or a shaman, you can just stop being active on the astral plane, which means you can get through that ward pretty easily. But if you're something that's permanently astrally active, like a ghoul or a shapeshifter, you're kind of screwed.
Hey infy, I just realized I totally forgot knowledge skills and such.
I'm going to fix that later and send you the revised sheet. OOPSIE!
Anyway, I'm curious, how many players do you plan on taking? The "basic" SR group is one magically active character, one decker for overwatch, one gunner for blasting the things the magey type can't kill, but larger groups provide more options and can take on much more complicated missions.
I'm thinking like the Orc Bullet Time Adept Dude sneaking in and Sam Fishering it up while Michael runs a Hollywood-style con, Cross and (Jennifer or Keiffer) go with different groups for weapons backup, a Decker pulling overwatch and security-killer, and our Cat shaman goes wherever she's needed to provide Astral support, while a rigger if we get one either Drones it up or plays Insertion/Exit Strategy and provides backup overwatch on the Decker...
Posts
SR3 Pg. 123 Determine Damage
"If the character is able to stage his damage up to Deadly, any extra successes can be used to increase the Power Rating of the attack by one for every two remaining successes achieved by the victor."
Does it mention that at all in the staging up section? No, of course not.
I mean, I understand that sometimes I'd have to leave it at home or something. Or would the cops just jump my shit?
Might be the kind of thing you grab and take with you on a mission though, assuming you are going somewhere you shouldn't be in the first place. I guess if I had a sawed off, couldn't I just stick it in like a duffel bag? No real item I can buy for this but, I mean, it would make some difference as opposed to just sticking it on my back.
As a player that's pretty much how it always boiled down for me, have a "it's on" set of equipment and an off-time set.
Valkun - Benjamin Lucas aka Cross - Ork Gunpriest
Inquisitor - Mortimer Bristow aka Bonk - Ork Adept
piL - Lesly Gearhardt - Human Decker
Gabriel Pitt - Corinna St. John - Elf Cat Shaman
KrataLightblade - Michael - Human Facilitator
lonelyahava - Jenifer?
Zellpher - ?
Ork, Adept
Lifestyle: Squatter
Body: 8
Quickness: 6(7)
Strength: 7
Charisma: 2
Intelligence: 5
Willpower: 5
Essence: 6
Magic: 6
Reaction: 6(9)
Combat Pool: 8
Active:
Athletics: 6
Clubs: 4
Unarmed: 1
Shotguns (Enfield AS-7): 3(5)
Stealth (Sneaking): 4(6)
Electronics (Maglocks): 4(6)
Bike: 3
Intimidation (Physical) :1(3)
Biotech (First Aid): 1(3)
Etiquette (Seattle Gangs): 1(3)
Knowledge:
Safehouse Locations:3
Gang Identification:3
Smuggling Routes:4,
Background Build/Repair Motorcycles:2
Parkour:4
Motorbike Racing:2
Security Systems: 4
Engineering: 3
Languages:
English (Seattle Gangs): 3(5)
-English R/W: 1
French: 3
-French R/W: 1
Adept Powers:
Improved Reflexes: 2
Improved Quickness: .5
Enhanced Perception: .5
Great Leap level 4: 1
Free Fall level 4: 1
Traceless Walk: .5
Sixth Sense level 2: .5
Gear:
Sap
Knife
Club
Streetline Special
1 spare clip
20 bullets
1 concealable holster
Enfield AS-7 Shotgun w/ integrated laser sight, shock pad, gas vent II and a 50 round drum full of EX explosive rounds*
Flashpack
2 IR Smoke Grenades*
2 HE offensive grenades*
Ordinary Clothing
Armored Jacket
Earplug Cellphone
Pocket Flashlight
Wireclipper
Climbing harness, kit, gloves and rope*
Survival kit*
10 day ration bars
330 yen left.
Items with a * indicate items that are worn for missions and not day to day.
Edges/Flaws
Braggart +1 point
Impulsive +2 points
Distinctive Style +1 point
Sensitive System +2 points
Exceptional Attribute (Quickness) -2 points
Sense of Direction -1 point
Lightning Reflexes -2 points
Double Jointed -1 point
Edit: Crap, this is the wrong list...lemme dig up the right one.
Edit 2: Fixed.
Where's the love for the tricked out cars and inviolable drone hordes?
Spend points purchasing the base skill to the level desired as usual, for costs appropriate to your linked attributes. Then choose a specialization if you wish. Make the base skill -1, and the spec +1.
For example, you have:
Shotguns: 4, specialization Enfield AS-7
I assume you spent points to get Shotguns up to 4? You would write this as:
Shotguns (Enfield AS-7): 3(5)
You then have five dice with the Enfield, but only three with other shotguns and uses of the skill.
Also a note for languages, you get Int * 1.5 points for languages only but don't forget you can spend some of your Knowledge points on languages as well. You also get Language (R/W) at half-rounded-down for free. If you consider yourself passably fluent, the language should probably be at least 3. With 2 you're definitely workable but it's not going to be the smoothest conversation ever. Not that I usually worry about languages too much but just making sure people have a feel for the level of them.
For example, Inquisitor is bilingual and would have the following:
English (Seattle Gangs): 3(5)
-English R/W: 1
French: 3
-French R/W: 1
If you didn't specialize in a dialect it would be flat English 4 and R/W 2.
The nice thing about when noone is playing the rigger, you can gloss over that stuff pretty easily.
Plenty of times we just had an NPC rigger for the run, keeping our ride warm. We weren't really ever hampered by the lack of a PC one, and it also allowed for some situations wherein our crew has to deal with a high-speed pursuit/escape without benefit of VCRs. Those were always highly entertaining because we relied on quite mundane skill.
I sure as hell don't have time to run this right away.
Edit: Formatting all cleaned up.
I knew there was something like that, but I was only briefly skimming over the rules when reading through and couldn't find where it said that. I'll probably be dropping quite a few knowledge skills to pick up Spanish and bolster the languages I do have.
Hurray! I'm not gonna lie. Although this isn't great, it's much better than the bios I've been writing lately. Still not sure why this isn't ultra-generic but I'll do my sheet and go from there.
So I will leave it to Infy if he wants a 2nd Shaman.
Or, if he wants Kieffer, the slightly possible could be looking like a Street Sammy.
I can play either, but I dunno if Infy wants a shaman who has 2 companions....
But, i'm gonna post Jenifer's sheet for y'all to look at. It's C&Ped from a word doc
Race: Human
Hair: Black
Eyes: Grey
Height: 6'1
Weight: 159 lbs (71kg)
Gender: Female
A : Magic B : Atts C : skills D : money E : human
Attributes:
Strength: 3
Intelligence:6
Essence: 6
Quickness 4
Charisma: 4
Willpower: 6
(Magic): 6
Skills:
Conjour: 4
Sorcery: 3
Instruction: 2
Staff: 3
Stealth: 2
Shotgun: 3
Interrogation: 2
Leadership: 2
Negotiation: 2
Edged Weapon: 2
Whips: 2
Etiquette: 2
Bike: 2
Knowledges:
Read/Write English: 4
Native Language: 4
Read/Write Native: 4
Medicine: 4
Lore: 5
Animals: 4
Native History: 4
Native Cult: 2
Paranormal Animals (nature): 2/4
Weapons:
Rem Rooms: Hea Pis; Conc-6; Mode-SA; Ammo-8(m); Damage- (9)s (f)
Staff: Conc-2; Reach-2; Damage- )Str+2)M stun
Defiance T-250; Shotgun: Conc-4; Mode-SA; Ammo-5; Damage- 14(s)
PB 120; Light pistol: Conc-8; Mode-SA; Ammo-18; Damage- 6L
Whip: Conc-5; Reach-2; Damage- (Str)M stun
Costs:
Staff: 50
Whip: 300
Shotgun: 500
Roomsw: 300
Chopper: 13,000
Apartment: 2,000
Ammo: 1,500
Pistol 1,050
Lasersite: 500
Total: 18,930/20,000
Spells:
Analyze Truth: Force 2: Drain: L
Clairaudience: Force 2; Drain: M
Clairvoyance: Force 2; Drain: M
Detect Life: Force 3; Drain: L
Mind Probe: Force 2; Drain: S
Heal: Force 3; Drain: Wound level
Stabilize: Force 2; Drain: +1(M)
Stealth: Force 2; Drain: +1(M)
Petrify: Force 1; Drain: +1(s)
magic Fingers: Force: 2; Drain: +2(M)
Fling: Force: 2; Drain: +1(M)
Totem: Buffalo +2 dice to Health spells, +2 for prairie spirits, -1 illusion spells
Equipment and Gear:
2 pairs of old and weathered blue jeans
1 pair of sturdy steel-toed boots, well worn
2 leather vests (1 black, 1 brown)
3 solid white t-shirts, plain material
1 ceremonial buckskin dress
1 nice “whitelands†outfit (fancy red shirt, black leather mini-skirt, black boots)
2 Feather fans
1 bundle of sage and other herbs
Fire making device
Dried food (meat, fruits, etc)
Sewing kit
Waterskin
Sunglasses
Tobacco
Rolling Papers
LoneStar badge
porcupine quill and bead necklace which is a choker around her neck and then goes to a
medallion center chest
Contacts:
Running Water Stays Calm: Jenifer’s mentor within the Sioux Nation. Running Water is a learned Medicine Chief thrilled to have a student so ripe for the education.
Vehicle:
Handling: 4/5
Speed: 120
Acceleration: 6
Body/Armor: 2/1
Signature: 2
Autonav/Pilot: 2/0
Sensor: 0
Cargo/Load: 4/60
Companions:
Riyishonei “Riyiâ€: a peregrine falcon accustomed to the high rooftops and inner city life. Riyi showed up during Jenifer’s last vision quest and was waiting for her when she woke up. Riyi likes to stay close to Jenifer, but does take her own flight from time to time, and where she goes, Jenifer has yet to find out.
Lakotah Name: Kele Makya – Sparrow Hawk Who Hunts Eagles
UCAS Name: Jenifer Gagne
Democrats Abroad! || Vote From Abroad
is that a lighter or flint and tinder or what
Democrats Abroad! || Vote From Abroad
I haven't done up the sheets for the other two yet, mostly cause of the holiday and my work schedule this last week.
But, I get out tomorrow at 4, so I can work on them then.
Democrats Abroad! || Vote From Abroad
I don't even know what that means. So...
Maybe?
I suspect that Salt is talking about a spirit or ghoul. Not positive on ghouls though.
dual natured creatures like ghouls exist simultaneously on the physical and astral plane and can interact with both pretty much
i think one of the best examples somewhere is that if there were say an astral wall and not a physical wall, you could scale the astral wall, and all the people around you would see you climbing thin air (and you would be.)
Ghouls vampires dragons, other magical beasts, typically.
Fixed for GM sadism.
Nah, if done right it'll happen when only the mundane party members are around so they can suffer by not having any way to help.
Of course, being permanently dual matured does have some problems. You can hide your astral signature, but that takes a lot of in game work and experience, and until then, not only does it make you tend to stick out in the astral, but you have a real problem with things like magical wards, which are set to go off when magical things like fetishes, focuses, spirits, or active astral signatures cross them. When you're a mage or a shaman, you can just stop being active on the astral plane, which means you can get through that ward pretty easily. But if you're something that's permanently astrally active, like a ghoul or a shapeshifter, you're kind of screwed.
I'm going to fix that later and send you the revised sheet. OOPSIE!
Anyway, I'm curious, how many players do you plan on taking? The "basic" SR group is one magically active character, one decker for overwatch, one gunner for blasting the things the magey type can't kill, but larger groups provide more options and can take on much more complicated missions.
I'm thinking like the Orc Bullet Time Adept Dude sneaking in and Sam Fishering it up while Michael runs a Hollywood-style con, Cross and (Jennifer or Keiffer) go with different groups for weapons backup, a Decker pulling overwatch and security-killer, and our Cat shaman goes wherever she's needed to provide Astral support, while a rigger if we get one either Drones it up or plays Insertion/Exit Strategy and provides backup overwatch on the Decker...
Be all Oceans Eleven with more guns and magic!
Damn, how did you guess?