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 Here ya go, Chummers

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yanamari

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PostSubject: Here ya go, Chummers   Fri Mar 29, 2013 7:54 am

Beep bop boop.

Use this forum for general chatter!
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AmaraD



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PostSubject: Re: Here ya go, Chummers   Fri Mar 29, 2013 8:17 am

Thank you!

Everyone, please feel free to create threads, ask questions and bounce ideas off each other. I can't login to IM/Google at work, but I can pop in to check for posts all through the work day and provide information. Very Happy
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Dalmarus



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PostSubject: Re: Here ya go, Chummers   Fri Mar 29, 2013 4:46 pm

FYI - The Grimiore finally arrived today so I'll start working on Nova this weekend. Woot! ^_^
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AmaraD



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PostSubject: Re: Here ya go, Chummers   Fri Mar 29, 2013 9:22 pm

Score! Let me know if you have any questions. If you have any ideas not covered by the book, let me know and we'll see if we can make it.
You'll also be getting a 5 point flaw for Nova if you keep the current background. Flaw is Secret (true identity). You can spend those on skills, spells, additional contacts/allies or attributes at 2 points to each attribute point.
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AmaraD



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PostSubject: Re: Here ya go, Chummers   Mon Apr 15, 2013 6:18 pm

OK, since I'm stuck home sick, I'm info dumping as much stuff as I can for the SR game over the next day. Got the monster timeline finished and I'm getting the remaining behind-the-scenes stuff written.

For our two remaining members who haven't been messaging me(Swede and Vay) Pleaaaase feel free to ask questions here and throw out ideas. Nothing is too crazy for Shadowrun, and if you've got an idea but don't know how to execute it, throw it out here and we'll figure out how to make it work

I'm thinking we'll need one more face-to-face gathering to hammer out remaining questions/details for characters. Vay lives a little too far out, but we can see about arranging a meeting at some point in the next week or so for the rest of the gang.

Time/dates anyone?
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yanamari

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PostSubject: Re: Here ya go, Chummers   Mon Apr 15, 2013 8:46 pm

Awww D: I hope you get to feeling better, Marissa. Being sick sucks. I am just nitpicking and working out spending moola for my toon.

Would you like us to post our character info here on the forums? So you have numbers, dots, etc? Or want like a Word Doc format?
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AmaraD



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PostSubject: Re: Here ya go, Chummers   Tue Apr 16, 2013 9:45 am

If you want to post 'em here in some fashion - either word doc or just typed out - that's 100% fine.

Otherwise I have a really nice scanner here at my place. So our last planning/meet-the-party gathering before we kick this off, I'll get scanned copies made of everyone's character sheets for safe keeping.

Couple of things we'll need to set up still:
  • Programs, Persona's and persona sheets for our deckers
  • i.e. your appearance, programs and stats in the Matrix.

  • Astral info for the mage/potential shaman.
  • i.e. your stats while astrally projecting.


If you're still looking at character sheets, here is one I found that I really like - Character sheets.

These are particularly awesome because it includes multiple options for your character sheet - depending on what you feel your going to need more space for. Also has the biggest space for skills that I've found so far.

Plus a ton of optional separate pages for tracking different vehicles, weapons, fake ID's, cred... anything you want!
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AmaraD



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PostSubject: Re: Here ya go, Chummers   Tue Apr 16, 2013 12:13 pm

One thing the sister-system Cyberpunk 2020 was really notable for was the metric fuckton of really crazy and fun items it regularly introduced into game play through the Chromebook supplements.

I actually found a site where someone has taken all the items, toys and vehicles from the Cyberpunk 2020 system and fully converted them to Shadowrun 2nd Ed. So I've got conversions for all four Chromebook releases now, plus tons of supplemental stuff a group of ST's put together.

The conversions are saved as PDF - I'm sorting through them all now, and I'm going to email them to Lori to get hosted. They're totally optional, but something you guys might leaf through.
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yanamari

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PostSubject: Re: Here ya go, Chummers   Tue Apr 16, 2013 1:22 pm

Awesome I'll post them tonight! Been working on a comic I took over drawing.

I'll get to work on Lotus and Exalted soon as I finish the comic. Smile I have a lot of things I wanna buy, or figure out.

So question, cause I think I asked but wasn't sure the exact answer. If you jack into your bike when rigging, do you go limp. Some versions you do. Some you don't. I really wanna be able to use bikes being jacked in, but if riggers go limp, don't wanna spend a ton of nuyen on the bike.
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yanamari

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PostSubject: Re: Here ya go, Chummers   Tue Apr 16, 2013 1:59 pm

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AmaraD



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PostSubject: Re: Here ya go, Chummers   Tue Apr 16, 2013 9:19 pm

yanamari wrote:
So question, cause I think I asked but wasn't sure the exact answer. If you jack into your bike when rigging, do you go limp. Some versions you do. Some you don't. I really wanna be able to use bikes being jacked in, but if riggers go limp, don't wanna spend a ton of nuyen on the bike.

So this is one point where Decking and Rigging really diverge.

Short version:

Deckers go limp or close to it, and it takes considerable effort for them to even pull their datajack to unplug.

Riggers still retain some physical control, as long as the actions are related to a vehicle they're currently rigging.

Long Version:
Decking is full on virtual reality connection, and you do what you do via your intellect and brains making conscious decisions. Your full awareness is within the Matrix, and you've got only the faintest awareness of your physical form - and then, only when you suffer severe trauma or someone is trying to disturb you.

Rigging on the other hand, is removing the clumsy interface of a steering wheel from the equation. It's still your instincts, training and muscles sending the commands. But the Vehicle Control rig wired through your body translates the commands directly to the machine. Faster, more efficient and precise.

Now some conscious control is involved with rigging - like deciding if you're going to send a drone in to scout or attack. That kind of thing is still made by the 'thinking' part of the brain. But the majority of Rigging commands, particularly the piloting side, is instinct.

Since this is all taking place in muscle memory and instinct being sent to the machine, Riggers do not go limp. Often when they're handling something particularly intense, like a high-speed chase with multiple pursuit vehicles, a rigger will be very twitchy because of the number of commands they're sending.

So although a Rigger is going to be very limited otherwise, they can still perform vehicle-piloting actions with their physical form.
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PostSubject: Re: Here ya go, Chummers   Tue Apr 16, 2013 10:57 pm

Ah kewl! WOOHOO! Thank you Marissa! I really wanted to be able to play with rigging up motorcycles. <3!
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Dalmarus



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PostSubject: Re: Here ya go, Chummers   Thu Apr 18, 2013 9:59 am

AmaraD wrote:

  • Astral info for the mage/potential shaman.
  • i.e. your stats while astrally projecting.

I built him as a Sorcerer Adept - can only cast spells - no conjuration - no access to the Astral plane - etc
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PostSubject: Re: Here ya go, Chummers   Thu Apr 18, 2013 10:06 am

Just realized - that means no enchanting. I can live with that, but that means I need to alter the background story, just a bit - just need to alter the work I did with Aztech.

I still haven't finished the character (grabbing Foci for his spells), so this is not a big deal.
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PostSubject: Re: Here ya go, Chummers   Thu Apr 18, 2013 10:30 am

No worries or rush! We've still got a ways to go on our remaining characters. Adept is a fun concept, but you'll definitely have to change from a Foci-crafter for Aztech.

Sorcery adepts are probably in the highest demand of all the Adepts, so that works fine - depending on the spell specialty, you could have been a combat or defensive mage for them, or an interrogator (though that last one makes it less likely that they would just let you leave).

Just curious, why'd you switch over to Adept instead of full mage?
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PostSubject: Re: Here ya go, Chummers   Thu Apr 18, 2013 11:24 am

Resources had to be first for the character concept ^_^ - Plus I remembered, that's how I built him before, hehe. He was a combat mage. I'll work on altering his story sometime next week. Smile
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PostSubject: Re: Here ya go, Chummers   Thu Apr 18, 2013 3:39 pm

Cool! So keep in mind resources is just your starting nuyen/force points, not your actual income. And I can always give you some extra flaws to get extra nuyen. That's how Lori paid for all her rigger gear and a really nice deck.

In your case, with the background in question and the many hidden costs you've written yourself, we can talk about monthly stipends ect.

If you've actually spent a million nuyen, I'm super impressed!
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yanamari

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PostSubject: Re: Here ya go, Chummers   Fri Apr 19, 2013 8:37 am

If he has extra and wants to spend it...by all means....I HAVE WAYS! <.<

Also, first game, may be jacking a sexy car. JUST SAYING.
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PostSubject: Re: Here ya go, Chummers   Fri Apr 19, 2013 9:59 am

Hahaha. Also true! You can spend it on your fellow Shadowrunners. Razz
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PostSubject: Re: Here ya go, Chummers   Mon May 06, 2013 7:58 pm

Everyone, the final member of the gang for those out of the loop. Playing the Physical adept from Tir Tairngire, the elven troublemaker Zhan....HanaNoir!

Vaynette (Shaman, Salish Council) has also registered but not said anything yet.

Crew Compliment:

Merisol (Runner handle: Hot Lips) - Ork sniper and smuggler. Gun expert, local contact and resource.

Genesis (Runner handle: ??) - Human Shaman, totem of the Raccoon. Talismonger, Native American contact.

Novastorm (Runner Handle: Novastorm) - Sorcerer-Adept, Rich Boy from Denver with a lot to prove.

Shoko Masaru (Runner Handle: Iron Lotus) - Rigger, the woman from Japan with the wheels, drones and nerves of steel.

Zhan (Runner Handle: Shadowblade) - Elven Physical Adept. Blade master and ladies man.

Dwarven Decker as yet unnamed from the German States.
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AmaraD



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PostSubject: Re: Here ya go, Chummers   Mon May 06, 2013 8:04 pm

So at this point, we're coming down to final tweaks, questions and character creation quirks. Nothing at this point is set in stone, but if you want to make major changes/reroll, start thinking about it now.

I'm going to be working on fleshing out the final plot hooks and background details, making sure everyone is happy with what they have. Then it's a matter of getting the quirks hammered out of OpenRPG so we can use it for visual stuff/dice rolling and we should be able to kick this thing off.

Please feel free to post here, send me a private message, carrier pigeon, ect. I'm on steam as AmaraD, which is one of the best ways to find me when I'm not hitting refresh on the forums.
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yanamari

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PostSubject: Re: Here ya go, Chummers   Tue May 07, 2013 12:17 pm

Awesome group that's for sure!
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AmaraD



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PostSubject: Re: Here ya go, Chummers   Sat May 11, 2013 8:12 am

Unrelated but funny - the 2175 Things Mr. Welch Can No Longer do During an RPG.

This list is very cross-genre, based on the adventures of many gaming groups of varying skills.

Part one http://theglen.livejournal.com/16735.html
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