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oriongates
Mar 14, 2013

Validate Me!


Hey, looking for a few players to round out our shadowrunning team after losing a couple of runners.

System: we're using a Savage Worlds hack to play Shadowrun. Rulebook for the hack is here: https://drive.google.com/open?id=18YxegneG7Ph_yTLNJ_9jEmAMrvVsYrs_

Where: We play on Discord with roll20 for mapping and rolling.

When: Goal is weekly (but that's flexible, we've averaged 3 games a month or so), monday evenings at 7 PM PST.

Group: We've got 3 runners left on the team now:

*Edge Maverick: A human street samurai type with wired reflexes and a focus on melee and machine pistols.
*Isosceles: A cyber-troll with a focus on heavy weapons and explosives.
*Smooth: An elf hermetic mage and party "face" (he's very, very pretty).

Looking for at least one more team member, and I'd accept more as well. I try not to force people into standard Shadowrun archetypes or team styles, but obviously we could use someone to open doors or deal with security in a non-exploding way...whether by hacking or just someone good at electronics and physical infiltration. Just throwing that out there.

If you're curious about what the team has been up to, here's a brief game-log I've been keeping: https://docs.google.com/document/d/1gD4OeHQZ_4aKZXks8e3J2lanOGY63ksgCyyTfjXKMZw/edit?usp=sharing

Worth mentioning that the style of Shadowrun we're playing leans a bit more towards 3rd edition (especially with a focus on wired technology over wireless), but incorporates some stuff from 4th and 5th editions.

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malbogio
Jan 19, 2015

I've got a concept for a cybered-up dwarf vent crawler I could write up if you're interested. I'd be available on Mondays aside from April.

MinutePirateBug
Mar 4, 2013
Orc-Decker in progress

oriongates
Mar 14, 2013

Validate Me!


malbogio posted:

I've got a concept for a cybered-up dwarf vent crawler I could write up if you're interested. I'd be available on Mondays aside from April.

Yeah, sounds great. If you know you won't be available in april we could always come up with an excuse to have the character out of focus for those sessions.


quote:

Orc-Decker in progress

Awesome, decker support is certainly always good.

Arkangelus
Jan 23, 2007
Is there a preferred/standard format for posting character stats? Just about done with a thief/deception+contacts face.

malbogio
Jan 19, 2015

Here's the dwarf. Heavy B&E/Infiltration focus. Should be about 99% done, happy to take input on tweaks.

Handle: Krampus
Real Name: Xavier Vasquez

Background:
Xavier grew up in an Aztechnology orphanage. The company paid for his education and training, then quickly put him to work with an extraction team in the Allied German States. Everything was going fine until a target shared some particularly sensitive intel during a grab.
Within an hour of sending the recordings back to HQ a directive was issued to destroy all records of the op. Three minutes later his team was dead and their safe house was in flames, a safety measure buried in the cement foundations having been detonated by their employers.
Since then Xavier has burned his SIN, changed his face, and tried to stay clear of old associates.

Priorities:
Race D Dwarf (+Vigor Die, thermographic vision)
Magic: C The Sight (Possesses Astral Perception, can see/effect astral entities and vice versa)
Resources: A 1,000,000
XP: B 25 (2 Advances to Skills, 3 Advances to Edges)
Connections: E 0


Attributes
Agility d12 (includes 3 raises from cybernetics))
Smarts d8
Spirit d6
Strength d10 (includes 3 raises from cybernetics)
Vigor d8 (includes 1 raise from Dwarf)

Skills (15 + 4 from Advances +1 from Hindrance)
Electronics (Smarts) d6
Repair (Smarts) d6
Notice (Smarts) d6
Driving (Agility) d4
Shooting (Agility)d10
Fighting (Agility)d8
Stealth (Agility) d10
Climbing (Agility) d6

Hindrances:
Dual Natured (Major)
You can only take this hindrance if you have Astral Projection or Perception. You are unable to “turn
off” your Astral Perception and always exist in both the physical and Astral world. The one advantage
is that your senses are adapted to astral perception and you don’t suffer a penalty for physical actions.
Delusional (Minor)
Vasquez believes all major media is directly controlled by Dragons. This includes the news, best selling novels, and blockbuster movies.
He believes their purposes vary from propaganda to coded messages in metadata to fulfilling complicated magical rituals.

Edges (1+1 from Hindrance + 3 from Advances)
Acrobat
Requirements: Novice, Agility d8+, Strength d6+
Those who have formal training in the acrobatic arts or are
naturally agile may take this Edge. It adds +2 to all Agility
rolls made to perform acrobatic maneuvers (including Trick
maneuvers), and also adds +1 to a character’s Parry as long
as he has no encumbrance penalty.
Thief
Requirements: Novice, Agility d8+, Climb d6+, Electronics d6+, Stealth d8+
This is a more modern variation of the Thief edge. You get +2 to Climbing and Stealth in an urban
environment as well as Electronics and Repair rolls made to disable security systems or locks. You also
receive a +2 to Notice things like alarms, traps or similar hidden security hazards.
Infiltrator
Requirements: Smarts d8+, Repair d6+, Electronics d6+, Stealth d6+
You specialize in all forms of breaking and entering. You get +2 to Repair and Electronics rolls made
to disable or bypass security systems and locks. Any attempts to use Investigation or Tracking to locate
traces of your presence suffer a -2 penalty.
Hard-Wired
Requirements: Seasoned, EC rating of 4 or higher, Vigor 1d8+
You’ve been toughened by layers and layers of cyberware, making you not only a walking weapon but
a walking tank too. For every four full points of Essence Corruption you get a +1 Armor bonus (so +1
at EC 4-7, +2 at EC 8-11, +3 at EC 12-15, etc). This bonus also applies to your cyberlimbs.
Gun-Fu
Requirements: Seasoned, Fighting d8+, Shooting d8+
You mix martial arts with gun-fighting. You are not considered unarmed when using a gun (heavy or
exotic guns don’t count) and when using a handgun in close combat you can add +1 to damage. You
get the damage bonus whether shooting or pistol-whipping.

Equipment:
Shoddy SIN (3k)
Flawless SIN w Class A License (19,500): Good for Hot items, carrying concealed weapons or combat cyberware.
Ares Viper Slivergun w Recoil Compensation (2100): 2d6 damage. Flechette ammo only, Auto, 3RB, built in suppressor.
100 Rounds Pistol Flechettes (60) bonus damage die against unarmored targets
Browning Max Power w Silencer (1450)
100 Gel Rounds (30)
Armored Jacket, Subtle (1800): -2 to Notice Armor.
Gecko Gloves (500) +4 to Climbing.
Maglock Sequencer (4k): +2 vs Electronic locks.
Autopicker (2k): +2 vs Mechanical locks.
Subvocal Mic (50)
AR Shades w Magnification (2500): Allows AR & cancels 1 point of range penalties.
Signal Jammer (3000)2lb: Interferes with signals.
39,990nuyen

Vehicle: Motorcycle (13k)
High Power Engine (1300)
14,300

Cybernetics
Essence Corruption: 16
Advanced Cyber Ear/AlphaWare (25k) 0.5EC: +1 to Notice hearing, +2 vs loud noises, ignore 6 points penalties.
Bone Lacing/Aluminum/AlphaWare (95k) 1.75EC: 20lbs, +2 Tough/Soak, +1 Unarmed Damage.
Boosted Reflexes/Extreme/AlphaWare(450k) 4.5EC: Agility +3 Steps, -3 to enemy hit rolls.
Reaction Enhancer/x2/AlphaWare(12.5k) 1EC: +2 Initiative Cards.
Muscle Replacement/Extreme/AlphaWare(250k): 3EC Increase Strength by three steps.
Ambidexterity/AlphaWare(25k) 1EC: Grants Ambidexterity Edge
AutoInjector/AlphaWare(2500) .25EC: Autoinjects one dose, activated with pattern on upper palate.
Dermal Plating +5/Subdermal(56,250k)2.5EC
Filtration System/Deluxe/AlphaWare($22.5k)1EC: +4 to resist toxins and diseases
Datajack/Subtle(2k)0.5EC.
940,750

Spent 995040
Remaining 4960

malbogio fucked around with this message at 08:30 on Mar 5, 2018

Arkangelus
Jan 23, 2007
pre:
Name: Johnny 4s



Background:
Once an up-and-comer in the Triads, Johnny jumped at an opportunity to be on the ground floor of an attempted 
expansion into the Athabaskan Council. The project ended in spectacular failure and saw the complete 
disintegration of the fledgling Triad. Now Johnny is back in Seattle as a rank-and-file member of the 88's, the
failure having cost him a great deal of prestige and resources. Exhausted by Triad politics he has spent most of
his time since returning in the shadows as a fixer and runner.

Priorities:
Race: E Human
Magic: D Lucky - extra benny
Resources: C 90,000
XP: A 40 (5 Advances to Skills, 3 Advances to Edges)
Connections: B 30

Attributes(5 + 1 from Hindrances
Agility d8 
Smarts d10
Spirit d6
Strength d4 
Vigor d4 

Skills (15 + 5 from Advances)
Climbing (Agility) d6
Deception (Smarts) d8
Driving (Agility) d4
Electronics (Smarts) d6
Fighting (Agility) d4
Gambling (Smarts) d4
Investigation (Smarts) d4
Knowledge (Underworld Politics) d10
Knowledge (Corporate Politics) d10
Notice (Smarts) d6
Persuasion (Spirit) d6
Repair (Smarts) d4
Shooting (Agility) d6
Stealth (Agility) d8
Streetwise (Smarts) d6

Languages:
English		Cantonese	Cityspeak
Inuit		Japanese	Korean
Mandarin	Or'zet		Russian
Spanish		Triad

Hindrances:
Wanted (Minor - Crimes in Athabaskan Council)
Your hero has committed some crime in his past and will be arrested if discovered by the authorities. This assumes the
setting actually has laws and police officers to enforce them. 
Loyal (Minor)
Your character may not be a hero, but he’d give his life for his friends. This character can never leave a man behind
if there’s any chance at all he could help.
Habit (Major - BTLs)
A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. 
This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high-tech
setting. A character who doesn’t get his fix must make a Fatigue check every 24 hours thereafter (see Fatigue on page 86).
The first failed roll makes the character Fatigued, then Exhausted. The final result is a coma for hard drug
use, or a bad case of the shakes for things like alcohol or VR. Medical care may ease the symptoms. 
Otherwise the victim must live with the penalties for 1d6 days. Afterward, the hero must buy off the
Hindrance by sacrificing an opportunity to Advance or he eventually falls back into
his dependency.

Edges: (1 + 1 from Hindrances + 3 from Advances)
Face
Requirements: Charisma +1 or higher, Persuasion d6+, Deception d6+
You are a people person and are usually the one chosen to handle negotiations, distractions and
diplomacy. You can add your Charisma bonus to Deception and can ignore up to two points of penalties
to Persuasion, Deception and Streetwise skills.
High Life
Requirements: None
You’ve hit it big for a runner, perhaps you had a big score in the past or maybe you’ve got a nice,
reliable source of sideline income. Your Lifestyle starts at High instead of Middle (see pg 46 for more
info).
I Know A Guy
Requirements: Novice, Persuasion d6+, Streetwise d6+
Your network of contacts is large enough that you’re never completely cut off. Once per session you
may “create” a 1-point Contact for free. The contact does not remain on your list after the session ends
(although you can always use this Edge to “renew” the relationship later).
Linguist
Requirements: Novice, Smarts d6+
The character has an ear for languages and a rare talent for recognizing similarities between them.
A character with this Edge starts with a number of languages equal to his Smarts die, and can make
a Smarts roll at –2 to make herself understood in any language or dialect she has heard spoken
for at least a week.
Thief
Requirements: Novice, Agility d8+, Climb d6+, Electronics d6+, Stealth d8+
This is a more modern variation of the Thief edge. You get +2 to Climbing and Stealth in an urban
environment as well as Electronics and Repair rolls made to disable security systems or locks. You also
receive a +2 to Notice things like alarms, traps or similar hidden security hazards.

Equipment:
Shoddy SIN			3000
Decent Sin w/ Class B		8500
AR Shades			2000
- Low Light			1000
- Thermographic			1000
- Flare Compensation		400		+2 to resist light-based effects and vision penalties.
- Magnification			500		Cancels 1 point of range penalties when Aiming
Electronics Kit			500
Repair Kit			500
Gecko Gloves			500		+4 to Climbing
Rope x 300 ft			50
Maglock Sequencer		4000	+2 vs Electronic locks.
Autopicker			2000	+2 vs Mechanical locks.
Micro Cam			1600	-4 to find.
Audio Bug 2x			1500	-6 to find.
Securetech Armored Jacket	1400	-2 to Notice
Ingram w/ Recoil Comp		2500
Streetline Special w/ Smartgun	640
Ceska Black Scorpion w/
Suppressor & Laser Sights	3700
Streetline Ammox50		10
Ceska Ammox350			70
Ingram Ammox350			70
Streetline Flechette Ammox50	30
Ceska Ammo APDS x100		60
Ingram Ammo APDS x200		120
Ingram Ammo Gel x100		30
HE Nade				60

Weapons:
Ingram w/ Recoil Comp		
Range: 12/24/48 Damage: 2d6+1 RoF: 3 Weight: 6 Clip: 32 
Notes: AP 1, Auto, 3RB, integrated smartlink, -1 to recoil penalty

Streetline Special				
Range: 5/10/20 Damage: 2d6-1 RoF: 1 Weight: 1 Clip: 7
Notes: AP 1, composite materials (-2 to detect with MAD scanners), -4 to find, integrated smartlink

Ceska Black Scorpion w/ Suppressor & Laser Sights		
Range: 12/24/48 Damage: 2d6-1 RoF: 3 Weight: 6 Clip: 35 
Notes: Auto, -2 to find, -2 to Notice Shooter, +1 to Shooting at short ranges.

Cyberware:
Essence Corruption:  7
Alphaware Reaction 
Enhancers Rating: 2  		Cost: 12500	EC: 2	+2 Initiative Cards.
Custom Looks			Cost: 10000	EC: 1	+3 Charisma
Cyber-Arm			Cost: 15000	EC: 2	
- Smartlink			Cost: 2500	EC: (0.5)	+1 to Shooting -1 to negative modifiers.
- Precision Fingers		Cost: 1500	EC: (1)	Improved fine manipulation, +2 to precision work.
- Strength 2			Cost: 2000	EC: (2)	+2 to Strength rolls
- Shock Hand			Cost: 1200	EC: (1)	As Shock Glove
- Fingertip w/ IR Smoke		Cost: 990	EC: 0	
- Fingertip w/ Frag		Cost: 930	EC: 0	3d8 damage but inflicts half damage to “hard” targets.
Datajack	 (Concealed)	Cost: 2000	EC: 0.5	
Chipjack			Cost: 1000	EC: 1	Accepts Knowsofts and Datasofts, requires datajack
Radio				Cost: 4000	EC: 0.5	Mini-radio. Can also be used for phone service.
Subvocal Mic			Cost: 850	EC: 0	


Contacts:		Contact Points (13)
Aunty Wu (Triad Underboss) 3pt
Knight Errant Sergeant 2pt
Seoulpa Smuggler 2pt
Street Doc 2pt
Ganger Lieutenant (28 Dragons) 2pt
Ms Johnson (Evo) 2pt

Followers:		Contact Points (2)
'Bought' Knight Errant beat cop		
Triad Ganger			

Safehouses:		Contact Points (6)
Medium Lifestyle	1x

Memberships:		Contact Points (8)	
Eighty Eights	Triads (World-wide)
Lotus Dragon Lounge	(Local)	

Favors: 1x 		Contact Points (1)	

	

Arkangelus fucked around with this message at 06:01 on Mar 6, 2018

malbogio
Jan 19, 2015

Arkangelus posted:

XP: A 40 (4 Advances to Skills, 4 Advances to Edges)

Sweet build. Was this changed to 5 Advanced to Skills & 3 Advances to Edges? If so I'd expect 25 skill points (15 +2 per Advance) but I'm counting 31. Should be a flexible and useful character regardless.

Arkangelus
Jan 23, 2007

malbogio posted:

Sweet build. Was this changed to 5 Advanced to Skills & 3 Advances to Edges? If so I'd expect 25 skill points (15 +2 per Advance) but I'm counting 31. Should be a flexible and useful character regardless.

Thanks, changed it in the subheadings but forgot it there.

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MinutePirateBug
Mar 4, 2013
i'm out due to time constraints sorry guys!

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