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Author Topic: CthulhuTech - Sectarian Crimes [Full]  (Read 5897 times)

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Offline JadedTopic starter

CthulhuTech - Sectarian Crimes [Full]
« on: April 14, 2014, 12:36:04 AM »

The San Diego-Tijuana Metroplex, November, 2085

A sprawling city that resembles a forest of gleaming trees with their branches entwined, the Metroplex’s skyline is dominated by the jagged bulk of a half-finished arcology.  There are few buildings within the city that are less than a dozen stories tall, and a nearly every building is accessible through either a sky-way or underground tunnel.  A person could walk from one end of the city to the other without ever having to go outdoors.  Natural light is rare at best, and while pollution is limited, the city could never be described as clean.

In the wake of the fall of Juneau there has been a sudden upswing in cultist activity in and around the Metroplex.  There are numerous theories as to why, ranging from the transfer of military units north to an alignment of the stars.  Regardless, the FSB's Sectarian Crimes Division have found themselves working overtime to try and deal with the threat.
*****

I would like to run a CthulhuTech game focused on members of the FSB's Sectarian Crimes Division.  They would be investigating cult activity in the area of the San Diego-Tijuana Metroplex.

Characters will be 'street level,' and should be willing and able to work with and for the FSB.  I am willing to include characters on loan from other organizations/divisions (military, consultants, and similar) as long as there is a reasonable explanation.  However, Tagers are not allowed, and mecha are (initially at least) limited to tiny sized ones (and even then would need a good reason to be walking around in). 

I am new to CthulhuTech, so patience will be required.

I would like to maintain a posting rate of at least 1 from every player every 3 days.  I understand things will occasionally happen, but do want to aim for this as much as possible.  If you have nothing to post, an OOC or 'filler' post is acceptable so I know you are still present.

I will be removing Initiative, and just having everyone go at once.  Players should, in combat, post their action(s), roll(s), and any contingency plans that may occur if things change. I'll sort it all out in my post. 

*****

Any interest?  Anyone even own the rules? :P
« Last Edit: April 15, 2014, 08:51:49 PM by Jaded »

Offline Muse

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Re: CthulhuTech - Sectarian Crimes
« Reply #1 on: April 14, 2014, 01:36:04 AM »
*poucne!* 

Me me me me me me me me me!!!!!!!   

Pick me!  :) 

I ran this game for a short period live.  I own several of the books, both hard copy and digital.  :)  I'd love to play. 

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes
« Reply #2 on: April 14, 2014, 03:42:16 PM »
Likewise!

*ploons up a social/shrink/liasion type*
« Last Edit: April 14, 2014, 03:46:05 PM by Darkling »

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes
« Reply #3 on: April 14, 2014, 04:46:14 PM »
Long have I awaited this day. Especially an investigative/criminal urban run of Cthulhutech. You have all of my attention.

It's in my .sig under 'games wanted', for crying out loud, and has been there for at least a year. :D

Offline Rajah

Re: CthulhuTech - Sectarian Crimes
« Reply #4 on: April 14, 2014, 04:47:50 PM »
I'd be really interested run in any system other than CthulhuTech/Framewerk. As it stands, I can only wish you the best of luck.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes
« Reply #5 on: April 14, 2014, 07:39:24 PM »
I know you said FSB, but I just have to ask...Would you consider an OIS liaison officer? Someone on effectively permanent loan to the SCD for cases involving Really Freaky Occult Nastiness (tm)? Or would you rather keep it All-in-the-Bureau?


Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes
« Reply #6 on: April 14, 2014, 09:39:49 PM »
Any specific thoughts on what you want to play Muse?

Sounds good Darkling. 

As long as there is at least one FSB character I am not opposed to ones from other organizations.  I was originally leaning towards making it a 'task force' type group, but decided to just go FSB with others attached if needed.  OIS would fit as there may be sorcerers and similar among the cultists. 

We should have enough to start, so if everyone interested could fill in a character sheet and post it here or PM me. :-)

I'd be willing to accept one or two more (I want to keep it at 5 or less) if anyone else is interested.

Code: [Select]
[tt]  [u][b]CONCEPT[/b][/u]

Player:               
Name:                  Callsign:
Race:                  Allegiance:
Virtue:                Flaw:

  [u][b]PERSONAL CHARACTERISTICS[/b][/u]

Gender:                Age:
Height:                Weight:
Hair:                  Eyes:
Coloring:
Dist. Features:
Birthday:
Place of Birth:

  [u][b]ATTRIBUTES[/b][/u]

Attributes  |  Rating  |  Feat Level
------------|----------|------------
Agility     |    ?     |
Intellect   |    ?     |
Perception  |    ?     |
Presence    |    ?     |
Strength    |    ?     |
Tenacy      |    ?     |

  [u][b]SECONDARY ATTRIBUTES[/b][/u]

Actions:
Movement:
Reflex:
Orgone:
Vitality:
Drama Points:

  [u][b]SKILLS[/b][/u]

Skill      |  Expertise  |  Attr. Base
-----------|-------------|------------
           |             |
           |             |
           |             |
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           |             |
           |             |
           |             |
           |             |
-----------|-------------|------------
Spec       |  Expertise  |  Skill
-----------|-------------|------------
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |

  [u][b]QUALITIES[/b][/u]

Assets:
Drawbacks:

  [u][b]SPECIAL ABILITIES[/b][/u]

  [u][b]INSANITY[/b][/u]

Points:
Disorders:

  [u][b]EXPERIENCE[/b][/u]

Total:
Spent:
Log:

  [u][b]POSSESSIONS[/b][/u]

  [u][b]SPELLS[/b][/u]

  [u][b]ARMOUR[/b][/u]

  [u][b]WEAPONS[/b][/u]

  [u][b]WOUNDS[/b][/u]

[/tt]

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes
« Reply #7 on: April 15, 2014, 12:15:23 AM »
I'll be bringing along a Military Spec Ops specialist, specialized in terminating threats with extreme prejudice at maximum range, but with skill in closer quarters combat.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes
« Reply #8 on: April 15, 2014, 01:32:43 PM »
Oh, I meant to ask, did you have any plans on houseruling the Framewerk flaw on critical failures at Novice level? This is a pretty commonly addressed issue. Unfortunately, the people who wrote Framewerk failed to really think about dice odds and game theory.

As written, characters critically fail when half or more of their dice come up with a 1. Unfortunately, it is almost exactly twice as easy to roll half or more of your dice with a 1 on 2d10 as it is on 1d10. This tapers off again as the dice pool increases, but at 2d10 it's horrible.

So Novices (which, let's face it, will be many or most of the skills for PCs when they start) will be insanely more likely to generate critical failures than any other level of skill...And critical failures with things like Para-Psychic or Sorcery rolls can kill a character.

One of the most common rules-sets used for 'fixing' this problem is John Chung's from the Cthulhutech Wiki, who offers two solutions:

Quote
Common House Rules

Credit to Jon Chung for compiling this list.subscript

1. A Critical Failure only occurs when all dice come up 1s.

This is to prevent the odd scale of Critical Failures caused by the current system. While some usage of drama dice is lost (the alternating 1-2-1-2-1-2 etc), I believe the greater coherency compensates quite nicely. However, this makes critical failures very unlikely when rolling two or more dice.

1a. The most glaring problem with critical failures is when rolling two dice (there is a 19% chance of critical failure, compared to 10% for rolling one die). This can be fixed by ruling that a critical failure occurs only if the other die shows an odd number.

1b. A somewhat more complicated fix is as follows: If more than half of your dice come up 1, that is a critical failure. If exactly half of them come up 1 (this is only possible when rolling an even number of dice), roll 1d4; if that comes up 1, it is a critical failure, otherwise not.

With this system, critical failures have very close to a power-law distribution. If you prefer to use only 10-sided dice, you can substitute 1-3 on a d10 instead of the d4, and the results are almost as good. Note that the extra die never adds to the total of the dice pool; it's purely a "saving throw" against the critical failure.

I am personally fond of 1b, as it's a little bit closer to the actual mathematical odds progression one would expect from the odds of critical failure with higher dice pools as they escalate. The 'spare' die check in 1b gives a 1 in 4 chance of the 'half-critical' becoming 'real' while the 'spare' die check (actually using the other d10) in 1a gives a 50/50 chance of it happening. So 1b is a little more lenient as well.

If neither of these changes are implemented, it will become pretty easy for characters to dice themselves to death. Just saying. :)

There are additional commonly used house rules on that page which bring the way Sorcery and Para-psychic powers work and their costs in line with the way Tager powers work  (and which also get rid of the horrible infinite XP inflation problem in the way P-p powers work as written). That's a little more complicated. I have played with those house rules in the past and have a good opinion of them, but I'm more concerned with the 'Being a Novice is fatal.' issue.

I am planning on running a White Para-psychic Field Agent on loan to the FSB (An experienced LEO (LE: Adept) who is a cryokinetic, for those moments when cultists actually turn out to have assets that can't be dealt with by conventional firepower, and with a side of psychometry which makes her of some paranormal investigative assistance in the field), so if you DO decide to use the optional rules for Para-psychic powers and Sorcery, please let me know, as it definitely changes that element of character generation.
« Last Edit: April 15, 2014, 02:39:35 PM by CarnivalOfTheGoat »

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes
« Reply #9 on: April 15, 2014, 01:44:00 PM »
If you have room still, I'll love to play.

I've long awaited the day Chuthlu comes to E and look!


Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes
« Reply #10 on: April 15, 2014, 03:43:57 PM »
Gonna toss this up so i can tinker with it as time goes, very much a WIP.

Character
  CONCEPT

Player: Darkly               
Name:                  Callsign: Redlight
Race: Xenomix    Allegiance: FSB (NEG)
Virtue: Kind         Flaw: Lusty

  PERSONAL CHARACTERISTICS

Gender: Female
Age: 18
Height: 5'10
Weight: No
Hair: Black
Eyes: Amber
Coloring: Silvery Grey
Dist. Features: Shes covered in white nazzadi tattoos, which tend to take the form of thin, intricate whorles and spirals that follow her curves.
Birthday: 7th Feb
Place of Birth: Havana, Nazza-Duhni

  ATTRIBUTES
AttributesRatingFeat Level
Agility63
Intellect73
Perception53
Presence84
Strength31
Tenacy73

  SECONDARY ATTRIBUTES
Actions:
Movement:
Reflex:
Orgone:
Vitality:
Drama Points:

  SKILLS
SkillExpertiseAttr. Base
EducationAdept(3)Int
Medicine(Psych)Adept(3)Int
ObservationStudent(1)Per
PersuadeAdept(3)Pre
Savoir-FaireStudent(1)Int
SeductionAdept(3)Pre
Science(Life)Student(1)Int
Combat
DodgeStudent(1)Agi
MarksmanStudent(1)Per
Powers
EmpathyNovice(2)Ten
MagnetismStudent(1)Ten
SpecExpertiseSkill
1Focused3
1Focused3

  QUALITIES
Assets
Alluring (1) [+1 bonus on Pre-based tests]
Sexy Voice (1) [+1 bonus on friendly Pre-based tests]
Latent Para (4)
Erupted Para (2)

Drawbacks
Misfit (1)
Watched (3)

  SPECIAL ABILITIES
Low Light Vision [Can see B&W up to 50 feet in low light]

  INSANITY

Points:
Disorders:

  EXPERIENCE

Total:
Spent:
Log:

  POSSESSIONS

  SPELLS

  ARMOUR

  WEAPONS

  WOUNDS

« Last Edit: April 19, 2014, 09:31:19 AM by Darkling »

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes
« Reply #11 on: April 15, 2014, 03:57:53 PM »
Doing the same with mine, actually.

Agent Anna Victoria
  CONCEPT

Player:  Pretty in Pink
Name:  Anita Seras     Callsign:  Kitten
Race:  Human           Allegiance:  FSB Investigator/Agent
Virtue:  Pious         Flaw:  Insecure

  PERSONAL CHARACTERISTICS

Gender:  Female        Age:  29
Height:  5'3"          Weight:  146 lbs
Hair:  Blonde          Eyes:  Blue
Coloring:  Pale skin
Dist. Features:  Hair is kept - at all times - short cropped in a fan-tail just behind the base of her skull
Birthday:  January 7
Place of Birth:  Kent, England, NEG

  ATTRIBUTES

Attributes  |  Rating  |  Feat Level
------------|----------|------------
Agility     |    8     |     4
Intellect   |    5     |     2
Perception  |    7     |     3
Presence    |    4     |     2
Strength    |    5     |     2
Tenacity    |    7     |     3

  SECONDARY ATTRIBUTES

Actions:         2
Movement:        11mph (27/6 ypt)
Reflex:          6
Orgone:          11
Vitality:        6
Drama Points:    10

  SKILLS

Skill               |  Expertise  |  Attr. Base
--------------------|-------------|------------
Communications      |             |
Streetwise          |             |
Observation         |             |
Surveillance        |             |
Law Enforcement     |             |
Marksman            |             |
Dodge               |             |
Computers           |             |
Technician          |             |
Misdirect           |             |
Persuade            |             |
Pilot               |             |
R.K. Kent, England  | Novice (2)  | Intellect
Literacy            | Novice (2)  | Intellect
Language: English   | Expert (4)  | Intellect
----------------|-------------|------------
Spec            |  Expertise  |  Skill
----------------|-------------|------------
                |             |
                |             |
                |             |
                |             |
                |             |
                |             |
                |             |
                |             |
                |             |
                |             |

  QUALITIES
Assets:
- Authority 3 - FSB Field Agent [-3]

Drawbacks:
- Duty 2 - FSB Field Agent [2]
- Damaged - 'Pain is weakness', Masochism manifestation [2]
- Dream Barren - 'Dreams?  Nightmares?  Should I have those?' [3]
- Foe 2/Hunted 1 - 'It's not my fault his father was a Cultist.  It's my job to find out what's going on with weird shit and expose it, I'm not the one that pushed the needle.' [3]

  SPECIAL ABILITIES

  INSANITY

Points:
Disorders:

  EXPERIENCE

Total:
Spent:
Log:

  POSSESSIONS

  SPELLS

  ARMOUR

  WEAPONS

  WOUNDS

« Last Edit: April 19, 2014, 04:18:43 PM by Pretty in Pink »

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes
« Reply #12 on: April 15, 2014, 05:04:02 PM »
(Yes, I'd be lying through my teeth if I said she wasn't inspired by the original French La Femme Nikita, and by River Tam from Firefly...I really like the idea of the undersocialized waif poking around in things that no sane individual would, and shifting from shy and nervous to pardon-me-but-I-believe-you're-standing-in-front-of-my-can-of-whoopass. Also a little bit of visual inspiration via Priss from Blade Runner. Because cinematic!)

Spoiler: Click to Show/Hide
  CONCEPT

Player:Carnival of the Goat     
Name:Zayry     Callsign:     Moth
Race:White Xenomix (Sidocci) (p.33 VM)     Allegiance:     NEG
Virtue:Honest     Flaw:     Withdrawn
Profession:OIS Field Agent (based on Special Services Field Agent, Damnation View p.89)
          

  PERSONAL CHARACTERISTICS

Gender:Female                                   Age:     17
Height:4'10"                                   Weight:     85#
Hair:White                                   Eyes:     White
Coloring:White (with opalescent Nazzadi 'whitework' tattoos)
Dist. Features:Obviously a Xenomix, Tiny and doll-like compared to most stereotypically athletic Nazzadi
Birthday:August 11
Place of Birth:Nazza-Duhni

  ATTRIBUTES

Attributes  |  Rating  |  Feat Level
Agility  | 
7
  | 
3
Intellect  | 
8
  | 
4
Perception  | 
7
  | 
3
Presence  | 
3
  | 
1
Strength  | 
3
  | 
1
Tenacity  | 
8
  | 
4

  SECONDARY ATTRIBUTES

Actions     2
Movement     5
Reflex     7
Orgone     13
Vitality     10
Drama Points     10

  SKILLS

Skill  |  Expertise  |  Attr. Base
Computers  |  Student  |      Int
Criminal  |  Novice  |      Agi
Cryokinesis  |  Adept  |      Ten
Dodge  |  Novice  |      Agi
Armed Fighting (NEG Military Kendo)  |  Novice  |      Agi
Languages (English)  |  Novice  |      Int
Languages (Nazzadi)  |  Novice  |      Int
Larceny  |  Novice  |      Int
Law Enforcement  |  Adept  |      Int
Marksman (SMG Gunplay)  |  Novice  |      Per
Observation  |  Student  |      Per
Occult  |  Novice  |      Int
Psychometry  |  Student  |      Ten
Regional Knowledge  |  Novice  |      Int
Security  |  Student  |      Int
Stealth  |  Student  |      Agi
Surveillance  |  Student  |      Int

  QUALITIES

Assets:
White (4)
Authority (2) - OIS Agents have a fair bit of authority over civilians: not so much to an FSB team on their operation
Special Services Training (4) - Her job is to contain supernatural threats long enough for proper forces to arrive and cordon. She is NOT NEG Special Services, I took this to represent the idea that pretty much her entire life past around age eight has been manipulated by the OIS's research into how best to make use of White para-psychics. She does not have access to the MP-6S1, just normal MP-6A1s, nor can she access the sorcerous/magical "Other Gear" mentioned at the bottom of p.81 of DV (these are standard elements for SST), but I would like her to have the armored coat and the occasional magazine of DU on tap as well as the ability to wander around without displaying emblems for her para-psychic powers. SST is a 4-point ability that costs 1 SAN to have...
Alluring (1*) - Damned sexy Nazzadi. Even short ones.

Drawbacks:
Duty (3) - Her life is pretty much her job, 7x24x365...Part of this is her perception. She doesn't know much outside the OIS. In fact, one of the reasons she has been assigned here is to get her a bit more experience working with people outside of the OIS (yes, the FSB is another law enforcement bureau...Small steps!).
Ineptitude (Persuade) (2) - an aspect of her autism
Phobia: Social Interaction (2+1) - (as opposed to professional interaction) +1 because it's an everyday common issue
Totally Honest (2) - another aspect of her autism, she couldn't lie well to save her life
Misfit (4*) - VM p.29 - she's one of those freaky hybrids (part of the 'Oddity' White racial (VM p.31))
Watched (3*) - the New Earth Government keeps tabs on Whites because they’re still not sure what’s going to come from them. (part of the 'Oddity' White racial (VM p.31))
(* = free with the White template, these neither cost points nor confer them...You just get the benefit and the drawback)

  SPECIAL ABILITIES

Night-Vision (50yds) - Nazzadi
Para-Psychic - White special, includes both the Latent Para-Psychic and Erupted Para-Psychic Assets
Oddity - Misfit 4 and Watched 3
Strong-Minded - Whites have a firmer grasp on themselves and the world around them. (+4 sv vs Fear/Insanity tests)

  INSANITY

Points: 2
Disorders: High Functioning Autism (as Schizoid Disorder p.139 Core, in combination with some of her other Drawbacks)
Zayry's autism is the result of childhood exposure to the horrors of the Aeon war (the loss of her parents before her eyes during an early EOD scouting incursion that walked right up onto the beach in Port au Prince). She was mostly raised past this point by her Nazzadi 'Uncle' who was an OIS member. When she manifested para-psychic abilities, she was almost immediately shifted into the OIS's own special educational system for para-psychics. Her latent hatred for the 'monsters' seemed to generate the most effective means of invoking her abilities, which led to an early shift in her training. As a result, she has been heavily schooled in the occult and in weapons training. During her extended training, she was exposed to (and killed) actual monsters of the Aeon War, which didn't help her sanity terribly much. As a White, a para-psychic, and a veteran-child she receives regular psychological scrutiny, undergoing bi-monthly psychiatric evaluations (as opposed to the monthlies required for most FSB, OIC and other federal employees). Her autism manifests itself as a lack of social ability: she has difficulty reading expressions or understanding vocal intonation, and is not always sure what expressions to use herself (she isn't good at all at faking appropriate expressions - most of the time her expression is somewhat creepily blank, which contributes more than a little to her Misfit status as well as the bizarre 'little porcelain doll' effect she seems to have on some people). She is a terrible liar, doesn't understand a lot of the social standards most people take for granted, tends not to get humor, and therefore avoids social situations when she can. Strangely, she does just fine on the job, both in the office and in the field, but that's because there is literally a book on procedures for communications, who talks to who, what is expected from who, and what to do when any particular thing happens. Perhaps unsurprisingly, she is almost obsessive about this book...

  EXPERIENCE

Total: 0
Spent: 0
Log: 0

  POSSESSIONS
PCPU (iWatch)
Wireless Comm Earpiece
2x Concealable Holster
Swiss Army knife w/halogen light & laser pointer
Small kit of breaking and entering tools (for use with Criminal and Larceny skills)

  SPELLS

  ARMOUR
A long, black coat (looks like a men's style) that nearly brushes her ankles and is clearly too large for her. This is an armored coat (1/2 per DV p.81) and she uses its bulk to hide her pistols.

  WEAPONS
Paired H&K MP-6A1s, laser-sighted (+1 hit), compensated and with spring-loaded folding stocks to help her deal with them.
Wakizashi - Composite (+1)

  WOUNDS

[/tt]
« Last Edit: April 16, 2014, 04:27:07 PM by CarnivalOfTheGoat »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes
« Reply #13 on: April 15, 2014, 07:43:12 PM »
Jade - Don't know if there's room for anyone else (are we going to have to audition, or something?) in this crew (BTW, is there anyone who is actually part of the FSB yet?), but if there's no space for me, I can help on the rules end of things.  I ran a year-plus-long campaign IRL using CTech, so I became familiar with it over all that time.

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes
« Reply #14 on: April 15, 2014, 09:02:03 PM »
Muse, Darkling, CarnivalOfTheGoat, Pretty in Pink, SGTDan, ReijiTabibito.

One more than intended but six should work. 

Oh, I meant to ask, did you have any plans on houseruling the Framewerk flaw on critical failures at Novice level? This is a pretty commonly addressed issue. Unfortunately, the people who wrote Framewerk failed to really think about dice odds and game theory.

I'd prefer to go with 1a just to keep it a little simpler.  So we'll houserule in:

The most glaring problem with critical failures is when rolling two dice (there is a 19% chance of critical failure, compared to 10% for rolling one die). This can be fixed by ruling that a critical failure occurs only if the other die shows an odd number.

I'll glance at the rest, but admittedly I'd prefer to change the rules as little as possible for now. 

If you have room still, I'll love to play.

You can join if you'd like. :-)

Jade - Don't know if there's room for anyone else (are we going to have to audition, or something?) in this crew (BTW, is there anyone who is actually part of the FSB yet?), but if there's no space for me, I can help on the rules end of things.  I ran a year-plus-long campaign IRL using CTech, so I became familiar with it over all that time.

You can join if you'd like, though I will cap recruitment at that point.  So far the two confirmed character concepts I have are not FSB (one military, one OIS).

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #15 on: April 15, 2014, 09:05:39 PM »
Hey, can someone fill me in on something?  I heard that there was a house rule for Psychic Abilities?  Not that I'll be using it, but...

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #16 on: April 15, 2014, 09:48:57 PM »
Hey, can someone fill me in on something?  I heard that there was a house rule for Psychic Abilities?  Not that I'll be using it, but...

Nope. I linked to a website which had a commonly used set of house rules in order to see about changing the problem with Novice skill users punching themselves in the face, and mentioned that it also had alternate rules for Psychers, Zoners, Sorcerors, etc., but as Jaded said in the message right in front of your own: except for the change to critical failures we're using RAW.

EDIT: "change" not "chance" werp.
« Last Edit: April 15, 2014, 09:51:54 PM by CarnivalOfTheGoat »

Offline Muse

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #17 on: April 15, 2014, 10:22:30 PM »
Hm... 

This is an area of C-tech I'm not too familiar with. 

<--usually plays/runs Eldritech Society games. 

I have two fun ideas since we already have a Sidocci.  (Awesome concept Carny.) 

Is anyone doing sorcery yet? 

Hm... 

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #18 on: April 15, 2014, 11:21:51 PM »
As best I can tell via scrollback it looks like this:

Muse:    ??
Darkling:   Social/shrink/liaison <--- Going to have lots of work to do!
PiPink:   Military SpecOps
Carny:   OIS Special Liaison (Parapsychic/Cleaner)
SGTDan:   ??
ReijiT:   ??

Offline RedMoon

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #19 on: April 15, 2014, 11:23:00 PM »
Wow, a CthulhuTech game... I've been looking for one for ages, and even considered making one several times. I mostly like the mecha side of things, but, the investigation is fun too! Definitely interested, so, I'll read things over and see if I can come up with anything.

Also, I own the rulebooks! Hooray!

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #20 on: April 15, 2014, 11:47:29 PM »
Hey, can someone fill me in on something?  I heard that there was a house rule for Psychic Abilities?  Not that I'll be using it, but...

No house rules at the moment.

I have two fun ideas since we already have a Sidocci.  (Awesome concept Carny.) 

Is anyone doing sorcery yet? 

Parapsychic is all that I recall having mentioned to me in that vein so far. 

Wow, a CthulhuTech game... I've been looking for one for ages, and even considered making one several times. I mostly like the mecha side of things, but, the investigation is fun too! Definitely interested, so, I'll read things over and see if I can come up with anything.

Also, I own the rulebooks! Hooray!

Unfortunately the game is full at the moment, if you'd like I can contact you if a slot opens.

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #21 on: April 16, 2014, 12:24:12 AM »
OOC and a bit of information on the setting: https://elliquiy.com/forums/index.php?topic=201710.0
Let me know if you have any suggestions, questions, or see any mistakes.  Thanks!. 

Offline Muse

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #22 on: April 16, 2014, 12:30:48 AM »
Do you want us to use that format Jaded?  I have a Google Docs template that lines up a lot more easily and has more room for details if you don't mind my using it? 

https://elliquiy.com/elluiki/images/b/b1/Sword_dancer_edit.jpg

  CONCEPT

Player:      Muse   
Name:      Maki      Callsign:   Kensai
Race:       Nazadi      Allegiance:   FSB
Virtue:            Flaw:

  PERSONAL CHARACTERISTICS

Gender:   Female      Age:      28
Height:   5'7”      Weight:   145
Hair:      Snow White   Eyes:      Ruby
Coloring:   Ebony
Dist. Features:   Buxom.  Nazadi tattoos on her tummy. 
Birthday:   October 25th
Place of Birth:   Imperial Starship Yavan'ka

  ATTRIBUTES

Attributes  |  Rating  |  Feat Level
------------|----------|------------
Agility     |    ?     |
Intellect   |    ?     |
Perception  |    ?     |
Presence    |    ?     |
Strength    |    ?     |
Tenacy      |    ?     |

  SECONDARY ATTRIBUTES

Actions:
Movement:
Reflex:
Orgone:
Vitality:
Drama Points:

  SKILLS

Skill      |  Expertise  |  Attr. Base
-----------|-------------|------------
 Armed Fighting   | Adept (3) Katana Focus    |
 Trivia          |  Novice (2) Movie Focus    |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
-----------|-------------|------------
Spec       |  Expertise  |  Skill
-----------|-------------|------------
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |
           |             |

  QUALITIES

Assets:
(2)   Alluring +2
(2)   Fast
(2)   Fearless

Drawbacks:

  SPECIAL ABILITIES

  INSANITY

Points:
Disorders:

  EXPERIENCE

Total:
Spent:
Log:

  POSSESSIONS

  SPELLS

  ARMOUR

  WEAPONS

  WOUNDS


Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #23 on: April 16, 2014, 12:31:50 AM »
I want it in text on this website, beyond that I'm not overly concerned about the format as long as I can read it easily.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #24 on: April 16, 2014, 05:20:31 AM »
Okay, I'm thinking I'm pretty much ready to go as far as the character sheet. There's a bit of background under her Insanity entry, because, well...Relevant...And a few bits and pieces derivable from around the rest of the sheet. I will probably try to encompass it all into one place tomorrow or Thursday.

Finding imagery, on the other hand, has been more than a little difficult. Please forgive bad photoshop on the eyes...



Zayry is comparatively tiny, especially for a Nazzadi, but she is a tiny young woman and not easy to mistake for a child under most circumstances, particularly since beneath the immense men's coat that drapes her like a tent she wears typically revealing Nazzadi garb (though anyone with any sense of fashion would realize it's horribly out of style...Of course the coat just makes it worse). Being White, she is, well...White. Hair (cut in a simple fringed bob), skin, nails...Even her eyes, which is probably the most creepy element of the hybrid type. But she has a fondness for bright, highly saturated colors and complex patterns, and often sprays her face or arms with streaks or bands or splotches of cosmetic temporary skin-dye, using a cosmetic 'printer' brush to form anything from animal-skin patterns to fractals to paisleys to strips excised from panoramic photographs.

While she has a broad-ranging vocabulary, her ability in both her native languages seems somewhat poor, particularly since she is so minimalist in her speech -- she doesn't talk much, and when she does, she seems to convey what she can in as few words as possible. Her lack of social skills and steady deadpan tone doesn't make this any easier to deal with. This is something team-mates will need to get used to quickly: she'll say "Duck." with the same lack of enthusiasm and emphasis as she might say "Morning," "Raining," or "Nothing."

But when she says "Duck" it is probably not a good idea to hesitate and ask why. Wherever she got her training with the small machine pistols she carries, they did a hell of a job on her, and if it isn't the pistols it's ice, and that's something she usually does only when things get really scary.

She doesn't smile, she doesn't frown, and no-one on the team has seen her cry. She can try to make all sorts of expressions, but it's patently obvious that she's trying, it isn't something that simply happens naturally on her face, and she isn't very good at it, which means it generally looks forced or fake. So most of the time, little Zayry doesn't even try. People who are around her for a while will probably be able to figure out that she has emotions. She just can't seem to express them. And that sometimes leads to misunderstandings.

This means that 'frustration' is a pretty common emotion for the young woman to have.

As to her sexuality, at least at the start it should probably be filed under "Oh hell no, I'm not going to ask her, you ask her..." ;) She's a 17-year old girl with practically negative social skills, a bizarre alien hybrid, and she has spent most of her life under total governmental surveillance and she knows it.
« Last Edit: April 17, 2014, 01:58:12 AM by CarnivalOfTheGoat »

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #25 on: April 16, 2014, 01:01:31 PM »
Question, Jaded:

Is this going to be a team which has had a bit of a chance to work together/shake itself out and get co-ordinated, or is this going to be one of those 'everybody meets for the first time in a briefing room' situations?

Given my d'ruthers, I'd prefer the former to the latter. I've seen the latter nuke a lot of games as people either a) weren't sure what to do as the meet'n'greet stretched on, or b) character troubles surfaced IC 'on first meeting' that then got roleplayed into being nearly irreconcileable.

Preplanning 'prior' relationships (at least in a professional sense, *coughcoughthisbeingElliquiy*) goes a long way to preventing any of that, allows the inevitable 'lone wolf outsider' types that crop up in various games to be implemented into a team 'fine, everyone expects you to be off to one side, and knows you sometimes go loose cannon, but everyone expects that and it's something the team coordinates around', and sometimes allows for better/deeper character backgrounds as people weave their characters together with other players in terms of 'how does my character know X?'

Zayry is neither a loose cannon nor a loner. She is so extremely (dare I say...obsessively?)  by-the-book that people can probably figure out exactly where she is and predict what she'll do simply by remembering the training manuals, and she tends to stick close (sometimes perhaps uncomfortably close...What is personal space again?) to the people she's ostensibly there to support/guard if something awful crawls out of another dimension...She just has some difficulties expressing herself and reading other people's expressions.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #26 on: April 16, 2014, 01:17:09 PM »
Good question Carn, you always bring up good points.

Both me and Pink are going SFOD operators given on loan to help hunt the cultists. Mine being an expert at tracking,hunting and exterminating sects (Not the occult, clue finding kind but more the follow the blood trail to the hideout, plant a fuck ton of C4 and enjoy a Mai Tai while watching things go boom kind). Given the fact that cult groups aren't seen as a major threat hence why no team hasn't been sent yet.

That being said, my guy will fully work with the team and give them aide anyway he can. Whether it be the response team you send to check a place out or whatever.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #27 on: April 16, 2014, 04:15:53 PM »
Both me and Pink are going SFOD operators given on loan to help hunt the cultists. Mine being an expert at tracking,hunting and exterminating sects (Not the occult, clue finding kind but more the follow the blood trail to the hideout, plant a fuck ton of C4 and enjoy a Mai Tai while watching things go boom kind). Given the fact that cult groups aren't seen as a major threat hence why no team hasn't been sent yet.

It's funny how this kind of thing always seems to happen. Last game that I was in involving an urban/law enforcement theme, everybody was a detective and nobody had any firepower. This game (because of that game) I decided to bring along a little shrimp with ice blaster powers and, well, 2 x 0.5 Mall Walkers == 1 Mall Walker.

...Aaaaaaaand now we've got potential firepower from hell (although it will probably be limited to concealable weaponry for most purposes...Moth is entirely capable of walking around undercover). Not that it's ever a bad thing to have a spare fuckton or two of firepower in Cthulhutech, but oh boy it's going to make filling out AARs interesting. "Ah, that's what happened. Head-office was wondering why the building fell down. Now we have to figure out why it took so long to do so WITH ALL THE HOLES YOU PEOPLE PUT IN IT."

On the plus side, little Moth has LEO: Adept (which should be good for some investigative capabilities) and Psychometry: Student (not great, but (sometimes) better than a fork in the eye). So she can help out with actual police-work. I probably should've stuck a point in Bureaucracy, but points were getting awfully thin on the ground already.
« Last Edit: April 16, 2014, 04:32:31 PM by CarnivalOfTheGoat »

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #28 on: April 16, 2014, 04:31:58 PM »
"First Sergeant Keys, where is the building?"

"Huh? Oh that building! Well I am not exactly sure Officer, it was there before you got here." Slight mumbling "Where's my C4...OH right..."

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #29 on: April 16, 2014, 04:38:08 PM »
"First Sergeant Keys, where is the building?"

"Huh? Oh that building! Well I am not exactly sure Officer, it was there before you got here." Slight mumbling "Where's my C4...OH right..."

"It became necessary to destroy the town in order to save it."

And sorry, for those who don't hang around the wrong kinds of people, Mall Walker == para 249 with a lunchbox and an under-the-shoulder sling for concealment beneath a heavy coat.

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #30 on: April 16, 2014, 04:45:12 PM »
"Dammit, Keys, how many times do I have to tell you, WATCH where you put that shit!  Damn near blew my eyeballs out with the flash from it.  Or did you forget your partner is a SNIPER?!"

:P  Good natured banter between the two of them.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #31 on: April 16, 2014, 04:58:02 PM »
Here is my completed character, opinions and constructive criticism is welcome.

1SGT Keys
  CONCEPT

Player: SGTDan               
Name: 1SGT Abraham Keys   Callsign: Hammer
Race: Human               Allegiance: NEG, 1st SFOD-D
Virtue: Courageous        Flaw: Pessimist

  PERSONAL CHARACTERISTICS

Gender: Male           Age: 30
Height: 5'6"           Weight: 180 lbs
Hair: Black            Eyes: Hazel
Dist. Features: Haggard,weathered face
His helmet has a set of tick marks across the side and on the back is a black skull. The other side has the word "Hammer" written on it with a Canadian flag.
Birthday: February 20th
Place of Birth: Edmonton, Alberta, Canada
Personality: Quiet, passionate and emotional, practical, persistent, stable, but often obstinate and unyielding. Keys has a sense of purpose and destiny and find truest happiness dispensing his life force to others. However, he is competitive, often with vicious tempers
Motive: Family gone to the Migou, Keys lives for one purpose; to give his life defending humanity from the forces that seek to destroy it. Even if it just temporary it's better then letting the alternative happen unopposed.

  ATTRIBUTES

Attributes  |  Rating  |  Feat Level
------------|----------|------------
Agility     |    7     |   3
Intellect   |    5     |   2
Perception  |    7     |   3
Presence    |    5     |   3
Strength    |    6     |   3
Tenacity    |    6     |   3

  SECONDARY ATTRIBUTES

Actions: 1
Movement: 11 mph (27/6 ypt)
Reflex: 9
Orgone: 10
Vitality: 11
Drama Points: 10

  SKILLS

Skill      |  Expertise  |  Attr. Base
-----------|-------------|------------
Athletics      |   Adept      |  Special
Dodge          |     Adept    |   Agility
Marksmen       |    Adept     |  Perception
Observation    |     Adept    |  Perception
Fighting       |     Adept    |   Agility
Demolitions    |    Adept     |   Intellect
Languages      |   Expert     |   Intellect
Literacy       |    Novice    |   
Regional Knowledge  |  Novice  |  Intellect
Hobbies (Wood Working)  |  Novice  |  Agility
Medicine (Trauma)  |   Novice   |  Intellect
Surveillance  |  Adept  |  Intellect
Stealth  |  Adept  |  Agility
Survival |  Adept  |  Tenacity
Armed Fighting | Adept | Agility
Thrown Weapons | Novice | Agility

-----------|-------------|------------
Spec       |  Expertise  |  Skill
-----------|-------------|------------
English     |   Specialist   | Languages
NEG Unarmed Style  |   Focused    |  Fighting
Rifle Gunplay   |   Focused   |  Marksmen
Edmonton     |   Specialist   |   Regional Knowledge


  QUALITIES

Assets:
Authority (2) NEGA NOACOM, 1st SFOD-D First Sergeant
Commendation (2) Silver Star
Driven (2) Will give his life for humanity's safety
Fearless (2) There's little left to fear for him
Peripheral Vision (1) Cultist love their ambushes and traps

Drawbacks:
Code (3)
-I cannot fail in my service – I will succeed or die trying
-I will never turn my back on a friend in need.
-I will oppose the minions of the Old Ones in all their forms.
-I always keep my word.
-I will avenge the deaths of my loved ones.
Duty (2) SFOD-D Operator
Fanatical (3) NEG's security is his soul goal in life

  INSANITY

Points: 2
Disorders: PTSD
Many of his operations caused a small crack in his psyche, EOD rape camps,Rapenii slaughters all revisit him making sleep difficult. Not only that but being unable to save his wife and kids Keys blames himself for that. He wasn't there to save them since he was on mission. Given the communication blackout the First Sergeant wasn't told till nearly two weeks later, now he haunted by their memories. 

  EXPERIENCE

Total: 0
Spent: 0
Log: 0

  POSSESSIONS
Worn on Body/Uniform:
-Multicam Camouflage Uniform with Infrared Tape on left sleeve (1”x1”)
-Combat Boots.
-Dog Tags.
-Undershirt.
-Whistle
-Socks.
-Tactical gloves.
-Spectra fiber combat armor
-Advanced Combat Helmet with night vision mounting plate,flashlight mount, comm gear and helmet cam.
-Rigger belt.
-Notebook and pen.
-Watch.
-Leatherman MUT
-Knee and elbow pads.
-Goggles.

Worn on Body Armor
-Modular MOLLE pouches.
-180 rounds of 9mm ball ammunition.
-Combat Knife
- 2x L7A2 Fragmentation
-1x UT-40 Smoke
-2x UT-42 Flash
-Map
-Binoculars
-100 ounces of water in a hydration bladder.
-Casualty and witness cards.
-Flex cuffs for personnel under custody.
-Night Vision Goggles Full Package
-Iodine tablets.
-Lensatic compass.
-Flashlight.
-4x Chemlights
-First Aid dressing and pouch.
-Canteen Cup.
-PCUP

Kit Bag
-70 ounces of water in a second hydration bladder.
-Meals, Ready to Eat (MREs).
-Poncho and/or Bivy Sack.
-Poncho liner.
-Undershirt.
-Bolt Cutters
-Spare batteries.
-Two pair of socks.
-Polypropylene or silk long sleeve undershirt.
-Gun Cleaning Kit.
-Personal hygiene kit.
-Rubber gloves.
-Sling rope with two snap links
-Modular Sleeping Bag (one bag per two men).
-Long Polypropylene Underwear of Fleece Jacket and Bibs.
-Two Undershirts.
-Two pairs of socks.
-Cold Weather Gloves.
-Knit/Fleece Cap.
-Additional ammunition.
-Sleeping pad.   

PCPU gear
Augmented Reality Googles
Comprehensive Health Monitor add-on
SFOD Locators
Special Forces Armored Case
Encrypted Earpiece
Self Destruct

  ARMOUR
Light Version
Stats
Type: Spectra fiber combat armor
Weight:  12.5 lbs
Protection:  +2/+2

  WEAPONS
Sheath:
Composite Combat Knife
Stats
Type:  Bladed (Small)
Damage:  +1

Right Leg Holster:
CS Bulldog
Stats
Manufacturer: Colt Springfield
Type:  Revolver-Med.
Caliber:  11 mm   
Weight:  1.276 kg
Range (yards):  15/30/50 
Damage:  +1
Shots:  1
Rounds: 6
Reloads: 1 speed load

Chest Holster:
Model 18 Taser
Stats
Manufacturer: Ultratech
Type:  Advanced Taser
Caliber:  9 mm   
Weight:  .75 lbs
Range (yards):  5/10/15 
Damage:  +0 (Stun)
Shots:  1
Rounds:  5 (Darts)
Mods:Laser Pointer

Slinged:
M-87 Auto Loading Shotgun
Stats
Manufacturer:  Benelli
Type:  Shotgun   
Caliber:  Slug or Shot   
Weight:  6.6 lbs loaded
Range (yards):  Shot 15/30/45   Slug 20/40/60
Damage:  Shot +2 or Slug +3
Shots:  3 
Rounds: 10
Reload: 24 Shells on Left Thigh carrier

Kit Bag:
HKS-192
Stats
Manufacturer:  Heckler Koch & SIG
Type:  Suppressed Heavy Assault Rifle
Caliber:  9 mm   
Weight:  6.9 lbs loaded
Range (yards):  30/75/200 
Damage: +1 
Shots: 3 or 3/1-5/30
Rounds:  30 (Caseless)
Reloads6 Magazines
Mods: Suppressor, Low Power Scope

  WOUNDS

Theme Song

Notes:
Due to the lack of Revolvers, I had to make the CS Bulldog. Since .44 is roughly 10mm I simply used the medium pistol stats and changed the flavor (Shots,Name and Type)
Some of the weapons are from Unveiled Threat as is the gear.

Vacation packing
-CS Bulldog, his personal sidearm
-M-87 Shotgun
-Knife
-Several scarps of wood
-Multicam uniform
-Changes of civilian clothes
-Hygiene items
-Gun cleaning items
-Change of on duty clothing
-NOACOM Ballcap
-PCPU and Glasses
-Flashlight
-Chemlights
-Canteen
-Leatherman
-Dog tags
-Map of the Metroplex
-Binoculars
-Swimming Trunks


« Last Edit: April 19, 2014, 03:55:45 PM by SGTDan »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #32 on: April 16, 2014, 06:54:17 PM »
Jade, I have a question of my own to ask.  I have my own ruling on it, too, but seeing as how this isn't my game, I figured I should ask just the question.

In the books, there's a firearm - the MP6-A1 Machine Pistol.  It's a pistol capable of automatic fire.  Would the fact that it is A: autofire capable and B: capable of being wielded in one hand allow it to be used with the SMG Gunplay Cascade?

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #33 on: April 16, 2014, 07:32:18 PM »
I'll try to glance at the sheets over the next couple of days.

Question, Jaded:

Is this going to be a team which has had a bit of a chance to work together/shake itself out and get co-ordinated, or is this going to be one of those 'everybody meets for the first time in a briefing room' situations?

Given my d'ruthers, I'd prefer the former to the latter. I've seen the latter nuke a lot of games as people either a) weren't sure what to do as the meet'n'greet stretched on, or b) character troubles surfaced IC 'on first meeting' that then got roleplayed into being nearly irreconcileable.

I am in favour of prior relationships, but don't want to force it.  It would also depend on the characters (I am still waiting to hear about a couple of them).  Generally speaking, I'd prefer people from the same organizations (especially non-FSB ones) are familiar with each other/partners.  So I asked SGTDan to talk to Pretty in Pink about that for example.  However the NEG or OIS members may not be previously familiar with the FSB ones.

I don't want to run a scene in advance, so if it is desired please do so through PM or the OOC thread.  Otherwise I will be going with people being newly assigned to the same team. 

The one advantage of going with the FSB is that they are part of an organization with a chain of command (will have to figure that out for PCs) and common goal, so harder to be a complete lone wolf. 

"First Sergeant Keys, where is the building?"

"Huh? Oh that building! Well I am not exactly sure Officer, it was there before you got here." Slight mumbling "Where's my C4...OH right..."

I should mention that as your character is operating with the FSB, his access to explosives would be limited without permission.  Sorry, should have mentioned that earlier.  C4 and frag grenades would require approval while stun, tear gas, concussion, and similar could be standard kit.  The FSB want to take people alive, and limit collateral damage as much as possible.  Not to say it will never be available, but just not something he'd be walking around with.

Jade, I have a question of my own to ask.  I have my own ruling on it, too, but seeing as how this isn't my game, I figured I should ask just the question.

In the books, there's a firearm - the MP6-A1 Machine Pistol.  It's a pistol capable of automatic fire.  Would the fact that it is A: autofire capable and B: capable of being wielded in one hand allow it to be used with the SMG Gunplay Cascade?

Admittedly I need to read up on Cascades, but I'd say that is fine.  I'm not what (if any) difference there is between a machine pistol and a submachine gun? 

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #34 on: April 16, 2014, 07:41:13 PM »
I should mention that as your character is operating with the FSB, his access to explosives would be limited without permission.  Sorry, should have mentioned that earlier.  C4 and frag grenades would require approval while stun, tear gas, concussion, and similar could be standard kit.  The FSB want to take people alive, and limit collateral damage as much as possible.  Not to say it will never be available, but just not something he'd be walking around with.

Always ruining my fun Jaded!

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #35 on: April 16, 2014, 07:46:17 PM »
The one advantage of going with the FSB is that they are part of an organization with a chain of command (will have to figure that out for PCs) and common goal, so harder to be a complete lone wolf. 

I should mention that as your character is operating with the FSB, his access to explosives would be limited without permission.  Sorry, should have mentioned that earlier.  C4 and frag grenades would require approval while stun, tear gas, concussion, and similar could be standard kit.  The FSB want to take people alive, and limit collateral damage as much as possible.  Not to say it will never be available, but just not something he'd be walking around with.

Just a note on interdepartmental relations:

In most movies when Agency A is doing something and Agency B shows up and takes over, that's one thing. They are basically pulling the 'This is our territory, and under our control.' card, and it usually also involves a vanfull of lawyers and an official document stating that they are taking over responsibility for the scene (including any damages, and responsibility for any fatalities or other outcomes of their actions).

When someone from Agency B is on loan to Agency A (which is more like what should be going on in this team) for special purposes, then they are under immediate local control of Agency A unless and until a member of Agency B shows up who outranks their local Agency A controller and pulls the first situation (This is our problem, not yours, and you will obey.). Basically unless that happens, you are there as a consultant under their local control, and nine times out of ten if you call your home office to whine about not having weapons-free, you'll be told to suck it up and soldier, soldier.

There should not be any loose cannon behavior at all.

Additionally, in an urban environment, when SF are sheep-dipped to the FBI (as an example), they will be using equipment that is standard for the office they are loaned to, and will generally attempt to 'fit in' unless they are being loaned as reinforcement to something like a CAT/HRT team (which is a bunch of gonzos in body armor with class III weapons anyway).

So if this is an investigation/find-and-call-in-support type team, those people would be sitting off in the corner next to the SPAT group, because you don't want them walking down the street terrifying civvies (and potentially alerting the targets if they have watchdogs out hidden in the crowds). The advantage to concealable weaponry and sorcery and para-psychic capabilities is that they bring the damage without requiring something that obviously and visibly looks like a fire team.

Admittedly I need to read up on Cascades, but I'd say that is fine.  I'm not what (if any) difference there is between a machine pistol and a submachine gun?

It's primarily a concealability factor. MPs are pistol-sized, SMGs are larger (but also more controllable and in many cases more powerful).

Jade, I have a question of my own to ask.  I have my own ruling on it, too, but seeing as how this isn't my game, I figured I should ask just the question.

In the books, there's a firearm - the MP6-A1 Machine Pistol.  It's a pistol capable of automatic fire.  Would the fact that it is A: autofire capable and B: capable of being wielded in one hand allow it to be used with the SMG Gunplay Cascade?

This is explicitly covered in the section on Special Services Training, no house rules needed. It's one of the things which buying SST as an Asset opens for a character. That cascade is otherwise considered rare and specialized. Elite Special Forces (think SEALs not Rangers) and MiBs type stuff.

As easy as spending 4 asset points and taking 1 SAN. ;) But it would be difficult if not impossible to justify some of the other (hardcore arcanotech) elements.
« Last Edit: April 16, 2014, 08:05:58 PM by CarnivalOfTheGoat »

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #36 on: April 16, 2014, 07:50:18 PM »
This is explicitly covered in the section on Special Services Training, no house rules needed. It's one of the things which buying SST as an Asset opens for a character. That cascade is otherwise considered rare and specialized.

As easy as spending 4 asset points and taking 1 SAN. ;)
I forgot you can take San! I took 2 as a change for PTSD, I mean...it makes sense.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #37 on: April 16, 2014, 08:02:33 PM »
I forgot you can take San! I took 2 as a change for PTSD, I mean...it makes sense.

Yeah, little Moth is running at a 2-SAN deficit as well.

Remember that at 2-SAN you get an actual Psychological Disorder from p. 136-139. One that will mess with you. Again, look at Moth. So if you're taking PTSD, make it count in roleplay (you crazy drama queen you).

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #38 on: April 16, 2014, 08:04:04 PM »
Yup, hence Kitten and Hammer know each other.  And the callsign is one she HATES with a passion, but can't get rid of.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #39 on: April 16, 2014, 08:08:55 PM »
Yup, hence Kitten and Hammer know each other.  And the callsign is one she HATES with a passion, but can't get rid of.
I imagine it was something Keys gave her, much like how pilot callsigns are always things that are embarrassing. They are never flattering or what the recipient wants.

Yeah, little Moth is running at a 2-SAN deficit as well.

Remember that at 2-SAN you get an actual Psychological Disorder from p. 136-139. One that will mess with you. Again, look at Moth. So if you're taking PTSD, make it count in roleplay (you crazy drama queen you).
Oh I will make it count! PTSD HO! Drama ho!

"You ain't seen hell till you go through a EOD rape camp ma'am" Eye twitch

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #40 on: April 16, 2014, 08:16:58 PM »
"You ain't seen hell till you go through a EOD rape camp ma'am" Eye twitch

"Were you there the whole summer, or could your parents only spring for the two-week course?"

Seriously, though.

This is getting a little out of hand. I was concerned that my character was a touch much for an investigative team, with a solid OIS background and reasoning for the special cascade, etc. Now it's looking like this is all firepower, no investigation, no context as far as loadouts (C4? In a friendly urban environment?).

I'd like to know if we're all on the same page. Because if this is just going to be 'It's over there, we go in and blow everything to hell without regard for propriety or the fact that we're in a friendly city,' then I just spent a shitload of time and points configuring a character for roleplaying in an environment where investigation was the first priority, stress and spookiness and horror was the overally metier, and firepower was probably barely usable in the occasional emergency, more as a matter of 'can we stay alive until the SPAT team gets here?' vs. a character who was nothing but badass and prepared to level city blocks.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #41 on: April 16, 2014, 08:25:23 PM »
I an considering picking up some para-psychic goodness to supplement my psychotherapy/socialness. I was wondering, how many of these powers do paras tend to develop? Characterwise. its it better to focus on one or two, or can i spread it around more?

For what its worth, my character is a socialite, she probably has little in the way of direct combat skills, the friendly face when the team needs some undercover work, and the team therapist, whatever powers i may give her will work with those themes, shes never going to be a person of mass destruction XD

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #42 on: April 16, 2014, 08:26:07 PM »
No worries, I gave him surveillance and stealth so he would be of use if you need a stake out or someone to trail someone. As Jaded mention, my lethal options are limited by the FSB. I don't have all that load out on me 100% plus being a part of the government loadouts change as needed. That is his standard kit but it isn't necessarily what he would have with him. My loadout in particular is more what options he has then what he carries with him. At most when he arrives he'll keep the pistol and taser at most, rifle and shotgun in the armory.

I know your concern and I fleshed out my character for more then shooting, gave him depth. Like I said he's used to observing cults for weeks at a time before commencing an purge. He's a specialist but not useless, he knows the signs. I have no intention to be all ass kicking. I plan to treat this as an investigation, so no worries Carn.

Heck there's military concealable body armor which he'll have issued instead of overt body armor. They aren't expecting heavy resistance after all. Since there is a base nearby the most he would be wearing is the standard on duty Multicam fatigues (Unless needed for plain clothes) and a sidearm.

So a kit bag with shotgun,rifle, change of clothes, cleaning kits, hygiene items and a pair of swimming trunks is all he'll show up with.
« Last Edit: April 16, 2014, 08:37:26 PM by SGTDan »

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #43 on: April 16, 2014, 09:08:18 PM »
"Were you there the whole summer, or could your parents only spring for the two-week course?"

Seriously, though.

This is getting a little out of hand. I was concerned that my character was a touch much for an investigative team, with a solid OIS background and reasoning for the special cascade, etc. Now it's looking like this is all firepower, no investigation, no context as far as loadouts (C4? In a friendly urban environment?).

I'd like to know if we're all on the same page. Because if this is just going to be 'It's over there, we go in and blow everything to hell without regard for propriety or the fact that we're in a friendly city,' then I just spent a shitload of time and points configuring a character for roleplaying in an environment where investigation was the first priority, stress and spookiness and horror was the overally metier, and firepower was probably barely usable in the occasional emergency, more as a matter of 'can we stay alive until the SPAT team gets here?' vs. a character who was nothing but badass and prepared to level city blocks.

I'll admit I don't think I was overly clear in my guidelines/rules.  I did/do want to open it up to a range of concepts, but first and foremost this is an FSB game. 

Investigation is intended to be the focus.  In general this would be in a (detective) police style.  So plain clothes and pistols.  Heavier weapons (rifles and similar) would be available, but generally stored in the vehicles for emergencies.  Military grade weapons (C4, etc) would be rarely used, and only with permission. 

I do want to give all the characters a chance to shine, so there will certainly be action scenes and chances to use the heavier weapons, but it isn't my intent for every scene to devolve into a shoot-out.   

The general guideline for the first investigation is that the OIS raided an underground black market for magical objects, and passed a tip on to the FSB.  The FSB command is concerned because of the rise in cult activity, and has brought in elements of the military to assist in the way of muscle (and to try and convince the military that there is  a problem here, not just with the Migou).  They believe that a closer working relationship may be needed, though the military may feel otherwise.  The first task will be tracking down and questioning a suspect. 

I will admit that the reasons for the task force ingame are somewhat half-formed, OOC I just wanted to leave things open for a range of concepts.  But my thoughts are that the FSB want them there as back up (and extra muscles so they can spread their own agents out more), while the Military may see it as a chance to learn more about potential enemies.  They are already fighting the Rapine Storm and Esoteric Order of Dagon, it may not hurt to see who they may be fighting next.

I an considering picking up some para-psychic goodness to supplement my psychotherapy/socialness. I was wondering, how many of these powers do paras tend to develop? Characterwise. its it better to focus on one or two, or can i spread it around more?

I'm not sure what is normal.  Anyone else more experience have an answer?  We do have one other para-psychic I should mention, so I'd prefer not to have too much overlap.


Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #44 on: April 16, 2014, 09:15:36 PM »
Thanks, Jade.  Right.  Now to get to business going over some stuff.

This is explicitly covered in the section on Special Services Training, no house rules needed. It's one of the things which buying SST as an Asset opens for a character. That cascade is otherwise considered rare and specialized. Elite Special Forces (think SEALs not Rangers) and MiBs type stuff.

Goat, if that's the case, doesn't buying the SST Asset mean that you are part of SpecServ?  I always took it that it was.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #45 on: April 16, 2014, 09:18:40 PM »
That makes sense Jaded and for what it is worth to make it clear, I added another spoiler under my sheet called Vacation Packing to give you an idea of what he's bringing on the trip. If you are wondering about the name yes this is a vacation to Keys. He spends his time fighting armored bugs or Old One minions. To get a chance to fight people is one hell of a improvement for him and a nice way to relax. That's meant to be messed up.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #46 on: April 16, 2014, 09:20:46 PM »
Good point, though i dont think overlap will be a issue, just in case, what are you planning to focus on Carni?

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #47 on: April 16, 2014, 09:31:24 PM »
As far as non-'murder' skills go, Spec Ops build for me includes a few things like Investigation.  I should have the full list up tomorrow, but I have things going on tonight so I don't really have the opportunity to do more than this.  I don't believe in 'all punch, no talk' characters anyway.

But it is a viable concern, Goat.  And I understand.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #48 on: April 16, 2014, 09:35:17 PM »
I just had a thought.  Hey, Jade?  Question for you.  How do you plan on handling anyone who wants to do Sorcery, initially?  Or Sorcery in general?

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #49 on: April 16, 2014, 09:48:36 PM »
Goat, if that's the case, doesn't buying the SST Asset mean that you are part of SpecServ?  I always took it that it was.

Where is the SST Asset?  I feel like I am missing something.

I just had a thought.  Hey, Jade?  Question for you.  How do you plan on handling anyone who wants to do Sorcery, initially?  Or Sorcery in general?

What do you mean?

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #50 on: April 16, 2014, 09:53:01 PM »
Special Service Training Asset.  It's in the metaplot book, Damnation View.  Special Services is essentially J & K from MiB.  They do not exist.  You do not know them.  Etc.

I mean...gaining spells is one thing - you spend a certain amount of XP to gain a spell while you're in game.  But how do you determine what spells a Sorcerer starts with?  The Cheat rules for acquiring spells makes it impossible to acquire more than 3-4 with all of your Cheats!

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #51 on: April 16, 2014, 10:00:17 PM »
Thanks, Jade.  Right.  Now to get to business going over some stuff.

Goat, if that's the case, doesn't buying the SST Asset mean that you are part of SpecServ?  I always took it that it was.

Basically I paid the full Asset and SAN price for only half the goods and posted what I feel is a reasonable and characterful background which explains why the character is effectively an OIS experimental elite field agent, trained in ways that are beyond average (Hint: It's the name of a color that has no color...Or every color, depending on how you're handling light and chroma.).

...And that's still under review by Jaded, not cleared as a given, and I'll rework the character if she says so. But she doesn't get all the special SST-only goodies, no. No special model MP, no archanotech-healing-on-tap, no ability to over-ride FSB (and even OIS) authority, and very likely no DU. So if you want to spell it out in those terms, I put in 4 Asset points and 1 SAN for an armored coat, access to the SMG Cascade, and an element of 'cool story, bro.' So definitely not a MiB.

Also, call me Carny, if you don't mind.

Where is the SST Asset?  I feel like I am missing something.

What do you mean?

Jaded, I expressly put the page numbers in my character sheet so that you could look them up when reviewing it, and specified what I was doing there. I can repost them here, out of that context, if you'd prefer.

I an considering picking up some para-psychic goodness to supplement my psychotherapy/socialness. I was wondering, how many of these powers do paras tend to develop? Characterwise. its it better to focus on one or two, or can i spread it around more?

For what its worth, my character is a socialite, she probably has little in the way of direct combat skills, the friendly face when the team needs some undercover work, and the team therapist, whatever powers i may give her will work with those themes, shes never going to be a person of mass destruction XD

This is all on p.57 of VM.

When you take Latent Para-Psychic and Erupted Para-Psychic, you get one First Order power from your primary power group (and have to name your secondary group even though you don't get a power from it yet).

If you take Zoner, you get one First Order and one Third order power from your primary power group, as well as a First Order power from your Secondary power group.

All of these Powers (for Zoners and Para-Psychics) are at Student level.

The only way to get more powers or raise their level for a starting character is by expending Cheats.

Enhancement* Cheat Cost
Increase a First Order Power to a Novice level of expertise 2
Increase a First Order Power from a Novice to an Adept level of expertise 2
Increase a Second Order Power to a Novice level of expertise 4
Start with an additional First Order Sensory or Somatic Power 2
Start with an additional First Order Environmental or Manipulative Power 4
Start with an additional Second Order Sensory or Somatic Power 4
* Check the power listings to see if you meet the Intellect, Tenacity, and Power Prerequisite requirements and to see what
Insanity Tests need to be made for the eruption of new powers.

Zayry (Moth) has Cryokinesis (cold damage) and Psychometry (object-reading).

Special Service Training Asset.  It's in the metaplot book, Damnation View.  Special Services is essentially J & K from MiB.  They do not exist.  You do not know them.  Etc.

I mean...gaining spells is one thing - you spend a certain amount of XP to gain a spell while you're in game.  But how do you determine what spells a Sorcerer starts with?  The Cheat rules for acquiring spells makes it impossible to acquire more than 3-4 with all of your Cheats!

That is by design. If you look at the above, you'll see that's really more useful abilities than you're likely to acquire from Para-Psychic using all of your Cheats, unless you take Zoner with all of its special drawbacks, or only have Student level powers.

And to give you an idea of what a 'Student-level' power is here's the one for Cryokinesis:
Quote
Student: Your touch basically acts like ice. You never get too hot
and your drinks are always cold. You cannot use this power offensively.

Feel any better about your spells? :D
« Last Edit: April 16, 2014, 10:11:07 PM by CarnivalOfTheGoat »

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #52 on: April 16, 2014, 10:26:37 PM »
*hugs* i appreciate the effort you put into such a detailed response, however unfortunately, you completely misread my question. I'm perfectly capable of reading the text in the books/not the kind of person who asks before checking.

My query was one of playing CT in general. Do players who play parapsychics tend to focus on a few powers, with a aim of achieving mastery, or spread themselves around more thinly with many lower level powers? I understand theres likely a element of preference in this, but i was hoping to ferret out if there was any caveats to the system that a more experienced player might be aware of. Like for example, say 'getting more than two/three/four powers is a waste, or 'mastery usually isnt worth it' and similar such sagely wisdom.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #53 on: April 16, 2014, 10:37:52 PM »
*hugs* i appreciate the effort you put into such a detailed response, however unfortunately, you completely misread my question. I'm perfectly capable of reading the text in the books/not the kind of person who asks before checking.

My query was one of playing CT in general. Do players who play parapsychics tend to focus on a few powers, with a aim of achieving mastery, or spread themselves around more thinly with many lower level powers? I understand theres likely a element of preference in this, but i was hoping to ferret out if there was any caveats to the system that a more experienced player might be aware of. Like for example, say 'getting more than two/three/four powers is a waste, or 'mastery usually isnt worth it' and similar such sagely wisdom.

Waiter, I'd like to order a larger palm for my face, please. *Snugs*

In my experience it varies a lot. I've seen people focus on a single power to max it, paying little attention to others (this is usually an environmental/combative blaster) and I've seen people pick up every power in their Primary (this is usually manipulation or sensory) and raise them all into the Novice/Adept range over a long time period in order to be a little good at everything.

Risk-wise, more powers acquired in-game == more chance to go insane as new ones erupt. Adaptability-wise, more powers will be usable in more situations (if you only have combat powers, and you aren't in combat much, well...On the other hand, sensory powers are useful pretty frequently).

How you use them matters a great deal, too. If you can make your own situations (low-level pyromancer lures enemies into fuel station and boom) you can do a lot with very little (Student-level is still crazy-difficult mode in most cases, though). If you want to be able to brute-force it regardless of situations, then Mastery matters.

So in short, it's kind of a 'what do you want to accomplish and are you an all eggs in one basket or a buy up all the baskets kind of person?' Sorry I can't be more helpful than that. :(

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #54 on: April 16, 2014, 10:44:16 PM »
Waiter, I'd like to order a larger palm for my face, please. *Snugs*

In my experience it varies a lot. I've seen people focus on a single power to max it, paying little attention to others (this is usually an environmental/combative blaster) and I've seen people pick up every power in their Primary (this is usually manipulation or sensory) and raise them all into the Novice/Adept range over a long time period in order to be a little good at everything.

Risk-wise, more powers acquired in-game == more chance to go insane as new ones erupt. Adaptability-wise, more powers will be usable in more situations (if you only have combat powers, and you aren't in combat much, well...On the other hand, sensory powers are useful pretty frequently).

How you use them matters a great deal, too. If you can make your own situations (low-level pyromancer lures enemies into fuel station and boom) you can do a lot with very little (Student-level is still crazy-difficult mode in most cases, though). If you want to be able to brute-force it regardless of situations, then Mastery matters.

So in short, it's kind of a 'what do you want to accomplish and are you an all eggs in one basket or a buy up all the baskets kind of person?' Sorry I can't be more helpful than that. :(
Its okay, thats plenty ^^

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #55 on: April 16, 2014, 11:32:38 PM »
Speaking of powers, that reminds me.  Jade, question for you.  Vade Mecum gave us a Somatic power for each of the Physical Attributes except for Perception.  Would it be a bit much to take the Hyperagility power, but give it a Perception oriented variant?  If you want a concrete example, think something like in the TV show The Sentinel.

Also, Carny...so, what did you get for your SST Asset?  Also, would any of the gunplay Cascades be available to your average FSB agent?

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #56 on: April 17, 2014, 12:19:02 AM »
Speaking of powers, that reminds me.  Jade, question for you.  Vade Mecum gave us a Somatic power for each of the Physical Attributes except for Perception.  Would it be a bit much to take the Hyperagility power, but give it a Perception oriented variant?  If you want a concrete example, think something like in the TV show The Sentinel.

Also, Carny...so, what did you get for your SST Asset?  Also, would any of the gunplay Cascades be available to your average FSB agent?

Like I said, presuming Jaded okays it:

...And that's still under review by Jaded, not cleared as a given, and I'll rework the character if she says so. But she doesn't get all the special SST-only goodies, no. No special model MP, no archanotech-healing-on-tap, no ability to over-ride FSB (and even OIS) authority, and very likely no DU. So if you want to spell it out in those terms, I put in 4 Asset points and 1 SAN for an armored coat, access to the SMG Cascade, and an element of 'cool story, bro.' So definitely not a MiB.

I.e., I'd like to get the occasional magazine of DU (+1 dmg, sometimes has incendiary effects but the game is vague about implementation...Real-world DU is pyrophoric (ignites spontaneously in air) and tends to fracture in such a way that DU penetrators are literally self-sharpening as they go through armor) but the rest I didn't ask for, and I don't know if Jaded will approve the DU. For me it'd be a cool thing to pull out some time as a last resort when things were really going pear-shaped and drill a dozen or so burning holes in something...But it's not as if it's in any way, shape or form fundamental to the character concept. On the other hand, if the rest of it's denied en toto I will have some re-working to do just in sheer terms of the points involved.

From Damnation View, p.81
Quote
Once upon a time, human beings used quite a bit of the element
uranium. One of the uses of the depleted heavy metal was as
special rounds for weapons. Depleted uranium (DU) rounds are
very dense – 84% as dense as osmium or iridium, which are the
densest substances under terrestrial pressures. This increased
density gives it a smaller diameter than traditional bullets, providing
less drag and deeper penetration. The rounds are also often
incendiary, especially if it meets with significant resistance.
Since there are stockpiles of DU still left, the government has created
the DU rounds for their most dangerous duties, including
Special Services. In effect, it adds an additional +1 on top of the
weapon’s normal damage rating, in addition to its incendiary
effects. Most Special Services agents carry one clip of DU ammunition
for their MP-6S1’s. It is very difficult to get DU if you’re
not top special forces or in Special Services.
« Last Edit: April 17, 2014, 12:20:07 AM by CarnivalOfTheGoat »

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #57 on: April 17, 2014, 12:19:58 AM »
I've put 3 character sheets (the ones I believe are finished) into the second post of the Game Information and OOC thread.  If I missed anything when copying/pasting, or screwed anything up, please let me know.  If anyone has free time and wants to skim through them to make sure there are no errors, I would appreciate it (if not, I'll get to it, but takes time especially with my limited experience with the system). 

Special Service Training Asset.  It's in the metaplot book, Damnation View.  Special Services is essentially J & K from MiB.  They do not exist.  You do not know them.  Etc.

I mean...gaining spells is one thing - you spend a certain amount of XP to gain a spell while you're in game.  But how do you determine what spells a Sorcerer starts with?  The Cheat rules for acquiring spells makes it impossible to acquire more than 3-4 with all of your Cheats!

I am going to leave the rules as is for now. 

Basically I paid the full Asset and SAN price for only half the goods and posted what I feel is a reasonable and characterful background which explains why the character is effectively an OIS experimental elite field agent, trained in ways that are beyond average (Hint: It's the name of a color that has no color...Or every color, depending on how you're handling light and chroma.).

...And that's still under review by Jaded, not cleared as a given, and I'll rework the character if she says so. But she doesn't get all the special SST-only goodies, no. No special model MP, no archanotech-healing-on-tap, no ability to over-ride FSB (and even OIS) authority, and very likely no DU. So if you want to spell it out in those terms, I put in 4 Asset points and 1 SAN for an armored coat, access to the SMG Cascade, and an element of 'cool story, bro.' So definitely not a MiB.

Should be fine as long as the character isn't actually an SST member.

Speaking of powers, that reminds me.  Jade, question for you.  Vade Mecum gave us a Somatic power for each of the Physical Attributes except for Perception.  Would it be a bit much to take the Hyperagility power, but give it a Perception oriented variant?  If you want a concrete example, think something like in the TV show The Sentinel.

Uh.  Hmm.  It is probably fine unless anyone has a reason why such a power doesn't exist.  I haven't seen Sentinel.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #58 on: April 17, 2014, 12:21:54 AM »
Uh.  Hmm.  It is probably fine unless anyone has a reason why such a power doesn't exist.  I haven't seen Sentinel.

I haven't, either...Could you maybe explain a little bit more about how you see the power working, Reiji?
« Last Edit: April 17, 2014, 12:23:05 AM by CarnivalOfTheGoat »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #59 on: April 17, 2014, 12:27:55 AM »
Okay.  So you can take SpecServices Training without being an agent, if you forfeit access to the equipment.  Can you just be a normal, then?  I would assume that the person in question cross-trained with SpecServ if they have the training, but lack the equipment access...or do you have to be a Psychic/Sorcerer?

The Sentinel was a 90s TV show.  The basic premise was that the main character, a cop, had spent time in South America - while there, his natural 5 senses: sight, hearing, smell, taste, touch; were heightened somehow to beyond human levels.

The way I see it working, mechanic wise, is similar to Hyperagility - bonuses to the stat, as well as the Secondary Stats derived from it.  Except this goes to Perception rather than Agility.  In roleplaying terms...the character gains the ability to hear that hushed conversation across the room; can see clearly a block away (but not at night, unless he's got nightvision).

And so on.

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #60 on: April 17, 2014, 12:28:08 AM »
There's Depleted Uranium rounds?

Too bad I'm on liaison!

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #61 on: April 17, 2014, 12:38:07 AM »
Okay.  So you can take SpecServices Training without being an agent, if you forfeit access to the equipment.  Can you just be a normal, then?  I would assume that the person in question cross-trained with SpecServ if they have the training, but lack the equipment access...or do you have to be a Psychic/Sorcerer?

I was justifying it as specialized training and equipment due to being one of the first Whites to enter federal service in the OIS (given the short period of time Whites have been around, and that she has been 'raised in' the agency) rather than having to do with being a psychic or sorceror...She's an experiment, and she's under 24x7 surveillance, and she was raised to find and kill monsters. They don't want the experiment to fail simply because she had less training than they could give somebody attending their exclusive school, or because they skimped on equipment.

There's Depleted Uranium rounds?

Too bad I'm on liaison!

Super, super, SUPER restricted. As in, 'this is the magazine signed out to you, if you fire it, we're going to know, and you're going to be filling out all the paperwork. ALL the paperwork. And then we're going to be investigating. And then maybe, maybe, if you're lucky and you're still working for us after unloading toxic, pyrophoric armor-piercing rounds in an urban environment, we'll consider the possibility of issuing you another magazine. Some day. Maybe. Don't ask.

The Sentinel was a 90s TV show.  The basic premise was that the main character, a cop, had spent time in South America - while there, his natural 5 senses: sight, hearing, smell, taste, touch; were heightened somehow to beyond human levels.

The way I see it working, mechanic wise, is similar to Hyperagility - bonuses to the stat, as well as the Secondary Stats derived from it.  Except this goes to Perception rather than Agility.  In roleplaying terms...the character gains the ability to hear that hushed conversation across the room; can see clearly a block away (but not at night, unless he's got nightvision).

And so on.

Interesting. Is it not only 'hear sounds that quiet' but 'be able to filter out that much more sound'? Figure you can hear all the conversations in a 100m radius instead of just, oh, 10m...

This is something that has always bothered me about 'Super-Hearing'. The guy whispering across the room sounds like he's right next to you...And so does the guy rattling pans in the kitchen, the car everyone else hears as a faint bass change in the background noise, and all the other conversations between you and him sound even 'louder'. It's one of those things that (pardon the pun) sounds like a good idea but I've never figured out quite how that would work.

I'd probably (personally) be tempted to tag it under clairaudience in the sense that it's like clairvoyance, and then stick it under 'Sensory' rather than 'Somatic' powers...It is kind of more of a 'sensory' element. Somatic has to do with the physical body. It isn't that a clairvoyant can 'see farther', it's that they can move the point from which they see out of their body and far away. So it'd be like being able to move the focal point of your hearing across the room so your 'ears' were sitting in the booth with the conversation you wanted to hear.

Of course then you can't hear your team member at your own table asking you to pass the salt, but details, details. XD It'd allow for the 'listen in on conversations way over there' effect, though, without worrying about 'additional noise' from everything else your 'super hearing' would pick up, because you wouldn't have 'super hearing' just 'remote hearing'.

All just IMHO, of course.
« Last Edit: April 17, 2014, 12:40:39 AM by CarnivalOfTheGoat »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #62 on: April 17, 2014, 12:49:38 AM »
Interesting. Is it not only 'hear sounds that quiet' but 'be able to filter out that much more sound'? Figure you can hear all the conversations in a 100m radius instead of just, oh, 10m...

This is something that has always bothered me about 'Super-Hearing'. The guy whispering across the room sounds like he's right next to you...And so does the guy rattling pans in the kitchen, the car everyone else hears as a faint bass change in the background noise, and all the other conversations between you and him sound even 'louder'. It's one of those things that (pardon the pun) sounds like a good idea but I've never figured out quite how that would work.

I'd probably (personally) be tempted to tag it under clairaudience in the sense that it's like clairvoyance, and then stick it under 'Sensory' rather than 'Somatic' powers...It is kind of more of a 'sensory' element. Somatic has to do with the physical body. It isn't that a clairvoyant can 'see farther', it's that they can move the point from which they see out of their body and far away. So it'd be like being able to move the focal point of your hearing across the room so your 'ears' were sitting in the booth with the conversation you wanted to hear.

Of course then you can't hear your team member at your own table asking you to pass the salt, but details, details. XD It'd allow for the 'listen in on conversations way over there' effect, though, without worrying about 'additional noise' from everything else your 'super hearing' would pick up, because you wouldn't have 'super hearing' just 'remote hearing'.

All just IMHO, of course.

One of the things in the show that was discussed was the hero needing to be able to concentrate to use his senses effectively - he would shut out his other abilities and focus on one at a time - of course, the problem was that that could leave him open to problems.  Think Man of Steel and the Kryptonians.  Superman is able to shut out the excessive sensory input that being a Kryptonian provides on Earth because of his heritage.  The new arrivals, without their helmets, aren't.

EDIT: Also, there's no Clairaudience power.  And Clairvoyance, IMO, acts more as a magic 8-ball than being able to do actual clairvoyance.
« Last Edit: April 17, 2014, 12:55:44 AM by ReijiTabibito »

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #63 on: April 17, 2014, 12:51:40 AM »
Don't make me sadder Carn!

but he's going to enjoy this little manhunt, I'm going to guess you guys are going to enjoy not having to breach a suspects house yourself now. I mean why do that when you have guys who do it for a living? I'm excited for this game, looking forward to all the sanity lose leading to insanity and eventually burning the city down.

At the end of this investigation...I think Keys may end up leveling a city block out of sheer crazy!

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #64 on: April 17, 2014, 12:56:59 AM »
One of the things in the show that was discussed was the hero needing to be able to concentrate to use his senses effectively - he would shut out his other abilities and focus on one at a time - of course, the problem was that that could leave him open to problems.  Think Man of Steel and the Kryptonians.  Superman is able to shut out the excessive sensory input that being a Kryptonian provides on Earth because of his heritage.  The new arrivals, without their helmets, aren't.

I fail at comic book. I plead having no mutant X chromosomes. I only remember any other Kryptonians from that one movie, with General whozzit and his companions, and I don't remember them having troubles. It still (purely IMHO) seems like a Sensory para-psychic power though, rather than a Somatic (of the body/matter) one...And if Clairvoyance is used as an example, well, Clairvoyance is a Second Order power. Maybe Clairaudience as a First Order power since it is less information (audio only) but with the same effects, etc. as used for each step of Clair...Hrmn, no, that's weird. I just read VM's version of Clairvoyance and it's NOT Clairvoyance in the usual sense of the word. More like some kind of psychic intuition/Sixth Sense. Weeeeeird. Why'd they do that?

I dunno. This is all just opinions anyway. Not the GM.

At the end of this investigation...I think Keys may end up leveling a city block out of sheer crazy!

You're trying to reassure me, aren't you? It's not working.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #65 on: April 17, 2014, 01:01:23 AM »
Well if Keys goes crazy, there ain't much I can reassure Carn....

People go crazy...things happen and they are usually bad. Especially in C-Tech or any Mythos setting.

Thinking of his pistol I may customize it to be sort of like the Ambassador from TF2 because I like the art. I also like the name and can see it being his human "Ambassador" to the Migou.


Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #66 on: April 17, 2014, 01:01:43 AM »
General Zod.  You probably saw the Christopher Reeves movies back in the day, with Gene Hackman and Marlon  Brando as Jor-El.  The latest Superman movie explores what it would actually be like to have superhuman senses.  Go watch Man of Steel if you can.

And yeah.  Clairvoyance doesn't do what it's supposed to.  Like I said.  Magic 8-Ball.  There isn't any sort of power - Sensory or otherwise - that lets you amplify your own natural perception, or even move it.  There should be a power that does that.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #67 on: April 17, 2014, 01:47:06 AM »
General Zod.  You probably saw the Christopher Reeves movies back in the day, with Gene Hackman and Marlon  Brando as Jor-El.  The latest Superman movie explores what it would actually be like to have superhuman senses.  Go watch Man of Steel if you can.

Alert. I am older than dust. Is that a movie? Or are all y'all kids watching three-dee holygrams nowadays? GET OFF MY LAWN.

And yeah.  Clairvoyance doesn't do what it's supposed to.  Like I said.  Magic 8-Ball.  There isn't any sort of power - Sensory or otherwise - that lets you amplify your own natural perception, or even move it.  There should be a power that does that.

Yeah, I don't know what the heck was going on there. Seems an awful lot of points to sink into 'maybe the GM will tell you something useful, maybe they won't.'

Offline Muse

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #68 on: April 17, 2014, 07:51:01 AM »
  *Waves* 

  Good morning, all.  :) 

  I wonder if my sheet's one of the ones that's been posted?  *runs to look* 

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #69 on: April 17, 2014, 09:01:37 AM »
Yeah, I don't know what the heck was going on there. Seems an awful lot of points to sink into 'maybe the GM will tell you something useful, maybe they won't.'

"All signs point to Tuesday.  Ask again later."  :P

Way I handled it was that the bigger your level, the increased chance I gave you something.  A Master Clairvoyant would almost certainly pick up on anything significant for the story of the week, in addition to the ongoing plot.

Still, a question needs answering - do I have to be Psychic or know Sorcery in order to get SpecServices Training?

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #70 on: April 17, 2014, 12:59:22 PM »
"All signs point to Tuesday.  Ask again later."  :P

Way I handled it was that the bigger your level, the increased chance I gave you something.  A Master Clairvoyant would almost certainly pick up on anything significant for the story of the week, in addition to the ongoing plot.

Still, a question needs answering - do I have to be Psychic or know Sorcery in order to get SpecServices Training?

Going by the book, all SS agents are sorcerors or psychics.

What sort of a character were you looking to run? Maybe I can be helpful in looking up ways to get similar benefits (though certainly not 'the same'. Moth is paying the full price and not getting most of the really big benefits herself).

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #71 on: April 17, 2014, 01:34:32 PM »
My thoughts on my character were one of two possible paths.  I have always wanted to play around with Sorcery (even if the Ruach costs are huge, gonna need a few assistants for some spells), so I could be a Sorcerer - I'm thinking Scrying/Warding combination, with maybe a small handful of Enchantment spells.

The other type I was thinking of was a Holmesian investigator type.  With a Watson-like sword cane.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #72 on: April 17, 2014, 02:47:13 PM »
My thoughts on my character were one of two possible paths.  I have always wanted to play around with Sorcery (even if the Ruach costs are huge, gonna need a few assistants for some spells), so I could be a Sorcerer - I'm thinking Scrying/Warding combination, with maybe a small handful of Enchantment spells.

The other type I was thinking of was a Holmesian investigator type.  With a Watson-like sword cane.

As far as I can see, you're the only applicant who is looking into Sorcery at all...

And why can't you be both? :D Sorceror who is a Holmesian investigator type, with a Watson-like sword cane?

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #73 on: April 17, 2014, 02:52:08 PM »
Oh god, is he going to be as conceited as Holmes?

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #74 on: April 17, 2014, 03:09:38 PM »
I plan on having the sword-cane either way - :P.  Make everyone think I'm a cripple until it's just the right time.

The reason that I divide up the concepts is because it's a question of how my character progresses.  The Investigator will take his EXP and turn it into additional levels in things like the Sciences, education, more Law Enforcement, etc etc.  For Sorcery, a lot of my EXP is going to be tied up in acquiring more spells, Intellect, and Tenacity.  Especially Tenacity.  Regardless of how many Spells I'm going to learn (the current number hangs between 6-8, with myself starting with 2).

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #75 on: April 17, 2014, 04:01:35 PM »
Mild concept rework incoming, and character overhaul shortly after.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #76 on: April 17, 2014, 04:20:05 PM »
I hate having so many questions to ask, but...Jade?  Would 'Idiots' (IE, INT 3 or less) be a suitable group for Prejudice?  I am aiming for a Robert Downey Jr incarnation of my Sherlock, here, and he always was a bit...prejudiced towards stupid people (See Lestrade).

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #77 on: April 17, 2014, 05:00:05 PM »
I plan on having the sword-cane either way - :P.  Make everyone think I'm a cripple until it's just the right time.

The reason that I divide up the concepts is because it's a question of how my character progresses.  The Investigator will take his EXP and turn it into additional levels in things like the Sciences, education, more Law Enforcement, etc etc.  For Sorcery, a lot of my EXP is going to be tied up in acquiring more spells, Intellect, and Tenacity.  Especially Tenacity.  Regardless of how many Spells I'm going to learn (the current number hangs between 6-8, with myself starting with 2).

Everything is always a compromise. Everything.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #78 on: April 17, 2014, 05:01:35 PM »
I'm not following, here.  'Everything'?  If this was one of my standardized tests, I would say False because statements like 'everything' or 'none' usually are on tests.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #79 on: April 17, 2014, 05:08:35 PM »
What they mean is that you always have to compromise in character design, to be stronger in one area means allocating more resources to it, meaning other areas will lack. Even within your defined concepts, youll will have to decide how to allocate your exp and other resources between the facets of the character, i believe their overall point is that, your going to have to split your focus anyway, so it makes no difference is you merge your two ideas or not.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #80 on: April 17, 2014, 08:49:44 PM »
Cool reworking Pink!

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #81 on: April 17, 2014, 08:50:34 PM »
I hate having so many questions to ask, but...Jade?  Would 'Idiots' (IE, INT 3 or less) be a suitable group for Prejudice?  I am aiming for a Robert Downey Jr incarnation of my Sherlock, here, and he always was a bit...prejudiced towards stupid people (See Lestrade).

Hmm.  I might would be willing to let you take is as a 1 point Prejudice instead of the default 2, just because it isn't something that would necessarily be immediately obvious.  You'd probably have to interact with them for a time before being able to determine it either way. 

Mild concept rework incoming, and character overhaul shortly after.

Let me know what you are changing.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #82 on: April 17, 2014, 10:02:25 PM »
Tomorrow is off, so ill get my sheet finished then *nod*

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #83 on: April 17, 2014, 10:18:06 PM »
Okay.  Sweet, Jade, thanks for asking.  Also, just wanted to doublecheck - Special Services Training is available to anyone, but you need to pay full cost and you don't get the fancy equipment unless you're an Agent?

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #84 on: April 17, 2014, 11:02:12 PM »
I won't be allowing actual agents of that type.  If you want to take the asset for something it provides, I may permit it though. 

I haven't fully brushed up on them, so not sure what precisely they provide that would be worth it. 

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #85 on: April 17, 2014, 11:11:37 PM »
I'm changing her from military into an actual FSB Agent, specialized in infiltration and investigation.

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #86 on: April 17, 2014, 11:19:35 PM »
Special Services Training allows for the acquiring of any Gunplay Cascade.  It's essentially highly-specialized combat training.  Anything else - the equipment, the erasure from the system - is for Agents only.  The game implies that while certain Cascades (like NEG Unarmed or Handgun Gunplay) can be acquired universally, some requires special training.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #87 on: April 17, 2014, 11:53:09 PM »
Just so we're all on the same page, the availability restrictions on Cascades are as follows (these are cribbed from pp. 41-50 of VM):

Hun-Zuti (Nazzadi martial arts):
Quote
Those Nazzadi old enough to have been trained as warriors in the original invasionary force of the First Arcanotech War have all been trained in Hun-Zuti to some level. It was a natural part of their fictitious equivalent of “basic training.” Children who were born in the fleet during that time may or may not have yet begun their training, though many started as young as five. Today, Hun-Zuti is a part of the New Earth Government thanks to Nazzadi martial arts schools. Some modern Nazzadi choose to study Hun-Zuti as it is effective and plays to their talents, but it doesn’t necessarily occupy a special place in their culture.

So, now that there are trainers on Earth and Hun-Zuti isn't considered 'special' to their culture, it's probably takeable by anyone who wants it.

NEG Military Unarmed Combat:
Quote
All soldiers are trained in unarmed combat as part of Basic Training. Since emphasis in the Aeon War is on fighting using guns and other kinds of ranged weapons, most soldiers lose the sophistication of their training in the field. Some choose to continue to focus on it, and it is those who are deadly in close quarters combat.
The New Earth Government also offers military unarmed combat training to civilians. There are those that take on opening schools of their own accord, but these schools are most often run by reservists who take their training to the people. Unarmed combat is popular in many arcologies as many citizens would prefer to have some sort of ability to defend themselves than to just trust the authorities to be around when something goes down.

So, anyone military should probably at least have Student, but anyone can take it.

Eldritch Society Ninjutsu:
Quote
The Eldritch Society trains Tagers in a modified form of ninjitsu, used by the shadow warriors of ancient Japan. The style concentrates on disabling strikes, hit and run tactics, and attacking from surprise.

"...trains Tagers..." Is your character a Tager? No? Okay then...

NEG Military Kendo:
Quote
With the assimilation of all cultures into the New Earth Government came certain military adaptations. That combined with the inescapable fact that many of the foes that people now face cannot be dealt with in simple hand-to-hand combat led to the inclusion of Japanese swordsmanship as a part of Basic Training. However, like military unarmed combat training, most soldiers lose the nuance of their training in the field. Those that choose to focus on it, however, can become as deadly as some of the horrors they face.
This style of swordsmanship is also offered to civilians. Most often coupled with military unarmed combat instruction, these schools are again typically run by reservists. Kendo is not as popular as straight-up unarmed combat training, because most people don’t or can’t carry swords inside an arcology.

"...is also offered to civilians." 'Nuff said.

Gunplay: Handguns
Quote
There are few organized schools that teach handgun gunplay and what few that do are expensive and exclusive. They take only those that show promise and who can pay. Military and governmental agents are typically given special dispensation, should they take it on themselves to learn this art on their own time. The only way to develop this sort of mastery for most people is to go
out into the world and put themselves in situations to learn from others who already know – and that typically involves living in a world of regular violence.

So pretty much any Mil/Govt who isn't a paper-pusher could feasibly learn this, and so could some civs...If they had backgrounds that were high-end criminal or assassins. But it's not for Average Joe.

Gunplay: Rifles
Quote
...there are few organized schools that teach rifle gunplay. Those lucky few who find themselves inside are often of a military or para-military profession. Those few that pick this up on their own often pick it up on the streets, living dangerous lifestyles.

As above, but probably only SWAT, SPAT, military, or high-end criminal assassins. Not your typical detective or desk sergeant.

Gunplay: Submachineguns
Quote
Between the military, the world of organized crime, and terrorism, there is a kind of submachinegun combat that makes law
enforcement agencies blush...
Submachinegun gunplay is only taught to elite units and isn’t found in the civilian sector. Your average citizen of the New Earth Government is unlikely to have an opportunity to learn such an art. Those who seek mastery such as this must go out into a dangerous world and find those from which to learn and face great personal peril in order to do so.

So this is high-end military elite units, high-end assassin-type criminals and terrorists...no civilians, and for most purposes the FSB is really a lot closer to being civilian than military. I interpret that list as 'people whose primary job is to kill, quickly and brutally, and everything else is a secondary element'. Most people in the police forces of the world (and even most field agents of most intelligence and secret police forces) are taught how to kill, but it isn't their primary focus.

Note that while purchasing a cascade only costs a half-point specialization (they aren't THAT mighty) the only enforcement agency mentioned in the books which is explicitly stated as having access to it is the Special Services, obviously as above, military elite units, yadda-yadda...But Special Services provides an indicator of how high-end, rare it should be:

Special Services Training (DV, p. 88), costs 4 points and 1 Insanity point. Then a half-point more to get the SMG cascade. And given how rare it seems it's meant to be, that's a lot to spend for what the SMG cascade gets you, unless you also are doing it as kind of a roleplay/special experiment or special project background, but that's between you and Jaded.

Special Services Training (4)
Quote
Prerequisite: must be either erupted para-psychic or sorcerer
Special Services training provides your Character with a variety of benefits. He can now acquire any or all of the Gunplay Cascades, if you use those optional rules. If not, he gains two free Focused combat skill Specializations during Character Design. He gains access to the special gear used by the agency*, he becomes a ghost in the system as his identity records and paper trail are carefully erased to maintain anonymity, and he is no longer required to wear visible identification if he is a para-psychic.
However, all Special Services Characters begin the game with one Insanity Point, in addition to any others acquired through learning rituals or para-psychic powers.

*The gear being referenced is from DV p. 81:
Quote
Special Services
Weapons
Automatic machine pistols are not common technology. They are unwieldy and require special training. The H&K MP-6A1 is the most common such weapon in production. However, Special Services are specially trained to use such weapons. The kind of things that Special Services investigates requires that they carry a low profile weapon that provides the maximum rate of fire and effectiveness. In fact, the government has requisitioned a special machine pistol to be made especially for the agency’s use. The H&K MP-6S1 has the same caliber (10 mm), capacity (30 rounds), and damage rating (+2) as its cousin, but with a slightly longer effective range (15/25/50) and a slightly higher rate of fire (3 or 2/1-5/15). This gun can be used with the Handgun Gunplay specialization, but its fully automatic capabilities are unleashed using the Submachinegun Gunplay specialization.
Once upon a time, human beings used quite a bit of the element uranium. One of the uses of the depleted heavy metal was as special rounds for weapons. Depleted uranium (DU) rounds are very dense – 84% as dense as osmium or iridium, which are the densest substances under terrestrial pressures. This increased density gives it a smaller diameter than traditional bullets, providing less drag and deeper penetration. The rounds are also often incendiary, especially if it meets with significant resistance. Since there are stockpiles of DU still left, the government has created the DU rounds for their most dangerous duties, including Special Services. In effect, it adds an additional +1 on top of the weapon’s normal damage rating, in addition to its incendiary effects. Most Special Services agents carry one clip of DU ammunition for their MP-6S1’s. It is very difficult to get DU if you’re
not top special forces or in Special Services.
Armor
The suit and coats worn by Special Services agents are more than the standard heavy concealed armor, giving it a 1/2 rating.
Other Gear
Special Services agents have ready access to Corporal Restorative and the Powder of Ibn Ghazi, as well as Glamour Locks.

So to clarify, yeah, I burned 4 points and 1 san for access to the coat, the not-wearing-your-psycher-markings, the cascade, and the potential DU.

The full four-point value would also include actual MP-6S1s (significantly more powerful), and being a non-existent "ghost in the machine" with absolute authority over normal law enforcement, as well as fairly heavy elder magic in the form of easy access to what are (effectively) healing potions, counter-invisibility powder, and supernatural identity masks.

So that's what an SS agent is and what the full Special Services Training asset would get a character if they were one.
« Last Edit: April 18, 2014, 12:00:52 AM by CarnivalOfTheGoat »

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #88 on: April 17, 2014, 11:57:51 PM »
Mild concept rework incoming, and character overhaul shortly after.

Looks nice!

I must say I'm looking forward to seeing more discussion on how the characters' team will be working together and interlocking of histories/how they know each other and interact (for those who would like to, anyway...I would like to, I'd like for Moth to have been around the FSB offices as a 'consultant' for at least a few months, unless Jaded wants the team to be brand new and everyone meeting for the first time).

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #89 on: April 18, 2014, 12:00:49 AM »
I'm changing her from military into an actual FSB Agent, specialized in infiltration and investigation.

Sounds good.

Special Services Training allows for the acquiring of any Gunplay Cascade.  It's essentially highly-specialized combat training.  Anything else - the equipment, the erasure from the system - is for Agents only.  The game implies that while certain Cascades (like NEG Unarmed or Handgun Gunplay) can be acquired universally, some requires special training.

It's fine if you want to take it for a Cascade.  As long as you have an in character explanation that doesn't include the actual special services.  I may allow one or two pieces of special gear, but not full access.  Though I would prefer not to have too much overlap, and from Carnival's summary only one requires the asset?

Looks nice!

I must say I'm looking forward to seeing more discussion on how the characters' team will be working together and interlocking of histories/how they know each other and interact (for those who would like to, anyway...I would like to, I'd like for Moth to have been around the FSB offices as a 'consultant' for at least a few months, unless Jaded wants the team to be brand new and everyone meeting for the first time).

I was leaning towards the non-FSB being newer, but if you want to work up a backstory with the others you could certainly have had your character around for awhile.  The local FSB is also intended to be fairly large, so the people may have just seen each other around but not really know each other. 

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #90 on: April 18, 2014, 12:05:19 AM »
It's fine if you want to take it for a Cascade.  As long as you have an in character explanation that doesn't include the actual special services.  I may allow one or two pieces of special gear, but not full access.  Though I would prefer not to have too much overlap, and from Carnival's summary only one requires the asset?

I know it's rude to ask of me, but if I'm going to spend 4 points to acquire the Asset, I would like to have more than just the Cascade access to show for it.  I'm with you, I would certainly restrict access to all things (especially the DU rounds), but I would like to be able to have a piece or two of nice shiny gear to show for the spend.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #91 on: April 18, 2014, 12:10:11 AM »
Reiji, do you have any thoughts yet on IC reasons why a sorceror/investigator would have that kind of training?

Offline Pretty in Pink

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #92 on: April 18, 2014, 12:10:52 AM »
I'm fine with Moth and Kitten knowing each other, or at least having run across each other at some point so they at least know each others' callsigns.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #93 on: April 18, 2014, 12:11:39 AM »
Looks nice!

I must say I'm looking forward to seeing more discussion on how the characters' team will be working together and interlocking of histories/how they know each other and interact (for those who would like to, anyway...I would like to, I'd like for Moth to have been around the FSB offices as a 'consultant' for at least a few months, unless Jaded wants the team to be brand new and everyone meeting for the first time).

I am unsure as to Keys connections with the group, he may be a liaison from the NEGA and a unknown. Since he would be the only one to be a complete outsider. Plus it would be hilarious to see people's reactions to his whole "vacation" slant he takes to the investigation.

Walking into a blood covered room,

"Whistle You guys take spring break seriously"
« Last Edit: April 18, 2014, 12:12:44 AM by SGTDan »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #94 on: April 18, 2014, 12:14:57 AM »
Special Services will frequently recruit sorcerers and para-psychics who show promise.  Mainly from the OIS (as well as people that they detain), but it's not unheard of for SpecServices to go knocking on the door of the GIA or the Bureau for a rather talented person.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #95 on: April 18, 2014, 12:21:38 AM »
Special Services will frequently recruit sorcerers and para-psychics who show promise.  Mainly from the OIS (as well as people that they detain), but it's not unheard of for SpecServices to go knocking on the door of the GIA or the Bureau for a rather talented person.

"Special Services will frequently recruit..."

Yes, but Jaded has said no Special Service agents. I was wondering if you had some other concept in case it was something that you might need help working into the context of the game team.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #96 on: April 18, 2014, 12:25:51 AM »
I know.  But the idea of SpecServices cross-training a rather promising potential agent in the future (IE, not this game) wouldn't be unheard of.  Isn't that your idea, as it is?

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #97 on: April 18, 2014, 12:54:15 AM »
I was leaning towards the non-FSB being newer, but if you want to work up a backstory with the others you could certainly have had your character around for awhile.  The local FSB is also intended to be fairly large, so the people may have just seen each other around but not really know each other.

I'm fine with Moth and Kitten knowing each other, or at least having run across each other at some point so they at least know each others' callsigns.

I'm picturing Moth being "that weird OIS liaison" who has been stirring around the offices at all hours unpredictably day and night for the last few weeks or so, generally making people uneasy because she's not only one of those weird alien hybrids, but her expression never changes, she's almost creepily quiet (Not when she moves...She's not a ninja, she just hardly ever talks) and she always seems to be around whenever anyone thinks they have a lead on a serious supernatural threat.

Like she's waiting for them to happen.

...And that's the only time she ever seems to have exercised her 'higher service' authority, with a quiet, little monotone "I'm coming," when a team lights out to check into such things, especially if they think it's serious enough to put SPAT on notice. So far, none of the expeditions she has tagged along on have born fruit, and she has basically managed to do a professional job of staying out of the way of the FSB's own professionals while still observing 'over their shoulders' (or, given her height, probably under an arm).

Whether they interact much or not, I am imagining that Darkling's unnamed shrink will have probably diagnosed the basics of Moth's problem within thirty seconds of seeing her (at least in the general terms of "Schizoid disorder, looks like high-functioning autism, probably has trouble expressing herself") and is liable to figure out most of the rest of Moth's troubles in fairly short order.

Pink, I'm going to message you about ideas for Kitten/Moth interaction.

I know.  But the idea of SpecServices cross-training a rather promising potential agent in the future (IE, not this game) wouldn't be unheard of.  Isn't that your idea, as it is?

No. Moth has not received SpecServices cross-training.

"Cross-training" implies a few days or weeks or maybe a month.

Moth is the product of OIS having the opportunity to raise an "in-house" White and deciding to try her out as a monster-hunter, so training her for most of her teen years rather than letting her have a 'normal life.'

"...pretty much her entire life past around age eight has been manipulated by the OIS's research into how best to make use of White para-psychics."

- Her job is to contain supernatural threats long enough for proper forces to arrive and cordon.

She has law enforcement training so she knows where the do-not-cross lines are, and how to work helpfully with others and contribute her non-combative psychic capabilities to investigations. She has limited special equipment access because it'd be silly to put all that time and effort into an experiment and then have it fail because you put it out there with a popgun. Moth's been being drilled to do her thing for years. Thus some of her by-the-book flaws and why she is so horribly out of her depth when it comes to dealing with people outside of the professional law enforcement/special enforcement community on a purely social basis.
« Last Edit: April 18, 2014, 12:55:58 AM by CarnivalOfTheGoat »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #98 on: April 18, 2014, 01:06:53 AM »
No. Moth has not received SpecServices cross-training.

"Cross-training" implies a few days or weeks or maybe a month.

Moth is the product of OIS having the opportunity to raise an "in-house" White and deciding to try her out as a monster-hunter, so training her for most of her teen years rather than letting her have a 'normal life.'

So what you're saying is that all that OIS training might as well be the equivalent of SpecServices Training.  If that's the case, then it's not unreasonable to think that the enforcement orgs - ALL the orgs - have forms of advanced combat training that are similar to SpecServices.  If that's not the case, then it doesn't matter how long your character has been manipulated by the OIS.  If they don't have the training for it, they don't have it.

It's either all or nothing.  You can't say that OIS has advanced combat training that is near-equal to that of SpecServices and expect that the FSB - which is the bigger and more widespread agency - doesn't have it, as well.  If OIS gets it, then so should the Feds.

EDIT: Never mind.
« Last Edit: April 18, 2014, 01:09:00 AM by ReijiTabibito »

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #99 on: April 18, 2014, 01:08:18 AM »
I know it's rude to ask of me, but if I'm going to spend 4 points to acquire the Asset, I would like to have more than just the Cascade access to show for it.  I'm with you, I would certainly restrict access to all things (especially the DU rounds), but I would like to be able to have a piece or two of nice shiny gear to show for the spend.

What gear are you wanting to have?

I know.  But the idea of SpecServices cross-training a rather promising potential agent in the future (IE, not this game) wouldn't be unheard of.  Isn't that your idea, as it is?

I'm fine with the explanation of special training or similar (SWAT training, etc), but would prefer to avoid involving the Special Services at all.  Any gear or training would be through FSB/OIS/Military means (even if normally limited to the Special Services, so I am handwaving some of the canon), the asset is just used to cover the 'cost' out of game and may not be a good investment. 

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #100 on: April 18, 2014, 01:14:05 AM »
What gear are you wanting to have?

All I would really want would be the armored coat.  You can skip the DU rounds, and the special machine pistol, too - if you really wanted to stretch it and give me the special model, that's fine, but I would imagine it would be the sort of thing you'd check out for a cult raid situation.  Not a sidearm.  But all I want's access to the training and the coat.


I'm fine with the explanation of special training or similar (SWAT training, etc), but would prefer to avoid involving the Special Services at all.  Any gear or training would be through FSB/OIS/Military means (even if normally limited to the Special Services, so I am handwaving some of the canon), the asset is just used to cover the 'cost' out of game and may not be a good investment. 

Advanced Combat Training.  Nearly every law enforcement agency on the planet has it.  In the police, it's called SWAT.  For the FSB, who I picture as the NEG's FBI, there would be something like the HRT - Hostage Rescue Team, who are essentially national-level trained SWAT operators.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #101 on: April 18, 2014, 01:15:12 AM »
You can't say that OIS has advanced combat training that is near-equal to that of SpecServices and expect that the FSB - which is the bigger and more widespread agency - doesn't have it, as well.  If OIS gets it, then so should the Feds.

RAW, the OIS has things that the FSB doesn't. They have a bigger purview for dealing with creepier things, and they often step in and take over from the FSB when those things come up. The SS has things that the OIS doesn't, and it deals with REALLY off the hook stuff and can step in and take over from damn near anyone whenever it feels like it.

But since you chose to put words in my mouth, what I'm saying, for the record, is that it's NOT standard for OIS or the Feds to have access to that per the RAW definition of what kind of people tend to have Gunplay: SMG, I put forward an unusual case, which is explained by basically years and years of specialized training that's atypical of the OIS, and that is why I said 'No, really, that's probably not something to explain away with a few weeks or a month of cross-training,' in the same way that you wouldn't pick up nTh-level black belt in any other martial art with just a few weeks or a month of cross-training.

Advanced Combat Training.  Nearly every law enforcement agency on the planet has it.  In the police, it's called SWAT.  For the FSB, who I picture as the NEG's FBI, there would be something like the HRT - Hostage Rescue Team, who are essentially national-level trained SWAT operators.

The FSB has SPAT teams. You'll notice that SWAT isn't on the list for GP:SMG, even normal special ops aren't on that list. It's elite units. And if you think the FBI's HRT team or even TFR compares to an elite unit (SEAL, SAS, GSG) well, okay, fine. CAT comes close, but they're SS (the real one).

But they're really on a whole 'nother level.

EDIT: My bad, the FSB does not have SPAT. The OIS does.
« Last Edit: April 18, 2014, 01:24:27 AM by CarnivalOfTheGoat »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #102 on: April 18, 2014, 02:43:13 AM »
I'm fine with the explanation of special training or similar (SWAT training, etc), but would prefer to avoid involving the Special Services at all.  Any gear or training would be through FSB/OIS/Military means (even if normally limited to the Special Services, so I am handwaving some of the canon), the asset is just used to cover the 'cost' out of game and may not be a good investment. 

Also, I'm 100% fine with leaving out the Special Services.  Technically, there are really only supposed to be people - both FSB and OIS - who know of them directly.  Most of the agencies know them as 'those dark-coated bastards who walk in and take over everything'. 

Sounds like we've got a settled ruling, then.

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #103 on: April 18, 2014, 05:10:05 PM »
As I said I am fine with the Asset being used to explain intensive training through a different organization.  My only issue is that it looks like both of you are taking the Submachine Gun Cascade and an Armoured Coat?

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #104 on: April 18, 2014, 05:47:30 PM »
As I said I am fine with the Asset being used to explain intensive training through a different organization.  My only issue is that it looks like both of you are taking the Submachine Gun Cascade and an Armoured Coat?

I don't know...It's the latest style in Paris. <_< Courtesy of Cretin D'Oribble.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #105 on: April 18, 2014, 06:03:57 PM »
Well, to be fair, Jade, there's only so much we could take.  In terms of the Cascade, it would be one of three - Handgun, Submachine Gun, and Rifle.  Handgun is available to pretty much anyone that needs to use firearms on a regular basis (IE, not an Arcanotechnician, but an FSB agent, sure).  If I wanted Rifle, I would just be a military person like Dan.  Submachine Gun is about the only one I would need specialized training like this to justify.  Also, you noted that rifles are more a 'raid only' weapon.

As for the equipment, there's only three pieces , as well - the Armored Coat, the Special Service Machine Pistol, and DU Rounds.  You've already made it clear your stance on DU Rounds, so that leaves us 50-50 on the equipment.  And I picture the SpecService Machine Pistol to be more of a 'raid only' weapon, like rifles.  Which leaves the Coat.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #106 on: April 18, 2014, 06:24:07 PM »
Im just going to toss this out there...

When it comes to CT, my preference goes Tager>Engel>Mecha>everything else, but this is a FSB game, so im playing a FSB employee. But it seems like alot of people are trying to... come at this crabwise, werid training and loaned agents and similar such things. It might be abit... neater, if we all just played FSB people?

I mean, by the GM's stance, i could have gone for a nazzadi mecha pilot in one of those tiny almost-power armour mechas. That would suit my preferences. But not the game. Which is why i never proposed it.
« Last Edit: April 18, 2014, 06:25:36 PM by Darkling »

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #107 on: April 18, 2014, 08:13:31 PM »
I'd just prefer to avoid too much overlap, and I guess I'm not sure I get the attraction to submachine guns specifically (too much spray and pray will be getting people in trouble).  Any reason you want submachine guns over pistols?

I left things open to give people more options, but at the same time, this isn't specifically intended to be a combat focused game so a cascade or similar isn't a requirement I wouldn't think.

Darkling has a point.  On the one hand, I feel bad saying one person can do this but another can't, but conversely I do want some semi-regular agents. 

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #108 on: April 18, 2014, 08:22:25 PM »
Well Jaded, you have...

Me as the NEGA liason
Pink decided to go FSB Agent
Carn is a OIS Agent
Muse is a FSB Agent
Darkling is going to be some kind para psychic

So you have two FSB Agents so far

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #109 on: April 18, 2014, 08:24:01 PM »
The thing about submachine guns is that they're highly useful for short-range fighting, but pack more ammunition than your standard handgun (which is why LEOs raiding something like a drug operation will use them).  In CTech terms, it's mainly because of the Cascade.  Each Cascade is made up of a handful of moves that can be chained together, if the character has the reflexes for them.

The Handgun Gunplay Cascade is, for the most part, crap.  It consists of moves that are found in the other sets (such as Snap Shot), or are highly specialized for use (such as Split Fire, which requires the user to be carrying a gun in each hand, and just lets the player fire one at two targets).  Handgun lacks any sort of 'extra damage' move, such as Double Tap - which any veteran LEO or military man will tell you is required when you're using something as small as a handgun.

Submachinegun, on the other hand, has the infinitely useful Three-Round Burst and Suppression moves, which allow you to either inflict extra damage on an opponent, or force any opponents that move through your line of fire to make a Dodge roll to avoid taking a hit.

And I'm going to be an FSB Agent - a Sorcerer, too.  All I want is this one combat option, and you'll never hear from me again on it.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #110 on: April 18, 2014, 08:30:41 PM »
I will mention that SMG Cascade seems really OP from my standpoint given what you can do with it. I mean it has the most moves of any of them, not to mention some of the most unrealistic moves ever.


Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #111 on: April 18, 2014, 08:33:07 PM »
Para-psychic is an entirely possible role for an FSB agent. They do have them.

The FSB's mandate is to deal with cults. The OIS's mandate is to deal with the supernatural. Unfortunately, if a cult gets enough power, it tends to invite the supernatural over for a cup of tea. (And the Special Service's mandate is to deal with 'This is way over your heads, because we said so.')

That's why the FSB tends to have mostly sensory para-psychics and investigative sorcerors on the payroll, while the OIS tends to snap up 'combat' para-psychics and sorcerors. (And the SS is almost entirely hard-hitting para-psychics and sorcerors). This is also why the OIS gets SPAT instead of SWAT.

I created Moth the way I did because the last FSB game I was in had a bunch of detectives and nobody with any firepower. At the time I started work on her, nobody had posted anything that suggested we'd have a ton of firepower. I figured (wrongly) that it'd be a bunch more investigators who wanted to do CSI, and I thought it would be a good idea to bring along someone who could deal with 'what happens if the cult succeeds in summoning something bad, or there's a hardcore psyker or sorceror involved.' And I got to thinking about that and happened to re-watch the original French LFK a few nights ago and thought it would be interesting to take a White (who are by default flipping mutants with psyker capabilities) and have her be an experimental 'How to have someone undercover who nevertheless can bring a lot of force to bear that an eldritch monstrosity might pause at.' I went MPs with GP:SMG, again going with the assumption that she might have to hold the line if the other players didn't have monster-level weaponry.

Unfortunately, instead it seems to've created an arms-race.

Would you prefer I created a different character?

I will mention that SMG Cascade seems really OP from my standpoint given what you can do with it. I mean it has the most moves of any of them, not to mention some of the most unrealistic moves ever.

Actually, I think the one with the most is Eldritch Society Ninjutsu. And all of them are supposed to be cinematic Hong Kong Gun-Fu. Not realistic. They explicitly say so.

EDIT: Nope, it's Handgun. Funny that, given how it's "weak."

Cascade move counts (not that this particularly affects OP-ness, since you still can only use 2 or 3 actions in total depending on your character's actions):

Hun-Zuti: 7/9 Special moves: Fast-draw, Move opponent, trip opponent, opponent loses action

NEG UC: 6/9 Special moves: Fast-draw, Move opponent, entangle

Ninjutsu: 6/10/6/8 Special moves: disappear, disengage, fast-draw, move opponent, opponent loses action

NEG Kendo: 7/11 Special moves: reduces attacker Reflex, reduces attacker Defense, opponent loses action, double attack

Handgun: 11/17 Special moves: move to cover while shooting, double-fire without splitting dice, instant reload, ricochet round behind target in cover, attack two targets within 180' of each other without splitting dice, use handgun as melee weapon

Rifle: 9/12 Special moves: move to cover while shooting, extra damage on attack, instant reload, ricochet round behind target in cover, attack two targets within 180' of each other without splitting dice, attack target to your rear at no penalty, lay down suppressive fire in a 180' arc, three-round burst, use rifle as melee weapon

SMG: 13/12 Special moves: Suppress in two 180' arcs (overlapping or not), 3 round burst (either hand singly), instant reload, 3 round burst (both hands), 3 round burst two targets within 180' of each other.

Please explain to me how Handgun is horribly weak when you can move to cover while shooting accurately and negate cover with bullet ricochets, neither of which is available in SMG. Is SMG more offensively oriented? Yes. It's using weapons that can do burst fire.

I don't think they should've used double-tapping to describe what rifle is doing there. Doubtle-tapping is an element of handgun ROF/controllability and skill. Previous to Vade Mecum I'd always thought that was why designers tended to have the big-bores with the lower ROF (even when the slide on a Desert Eagle cycles just as quickly as the slide on a 10mm).

« Last Edit: April 18, 2014, 09:04:47 PM by CarnivalOfTheGoat »

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #112 on: April 18, 2014, 08:51:02 PM »
That's funny Carn, I thought the exact opposite as you. When I say the title of this game, I thought everyone would go the CSI route and I wanted to bring some firepower to help. Oh how things change!

Also i did some research, SFOD can wear whatever the fuck they want on and off duty.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #113 on: April 18, 2014, 09:01:49 PM »
That's funny Carn, I thought the exact opposite as you. When I say the title of this game, I thought everyone would go the CSI route and I wanted to bring some firepower to help. Oh how things change!

Also i did some research, SFOD can wear whatever the fuck they want on and off duty.

No...In that case, you thought the exact same as me, because that is exactly why I thought I should bring the firepower.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #114 on: April 18, 2014, 09:06:52 PM »
So I did Carn, my god toady my brain is out on the beach.

Speaking of big bores...heavy pistols have stupidly large cartridges, 15 mm is impossibly large for a handgun.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #115 on: April 18, 2014, 09:23:12 PM »
So I did Carn, my god toady my brain is out on the beach.

Speaking of big bores...heavy pistols have stupidly large cartridges, 15 mm is impossibly large for a handgun.

Game-designers, man. Maybe it's magazine-forward, like a Mauser? But that'd be hell to grip around if it was a magazine in the grip, yes. Even the Eagles have a grip too large for many people to correctly hold.

I personally have hands that are on the small side, and can't manage a stock 1911 without switching out the grip panels and having the rear strap smithed for one that isn't so rounded. Oddly, I could use the 'stack-and-a-half' Para-Ordnance models, but they had (1) hyper-thin side panels and (2) not such an elongated grip cross-section as the original 1911.
« Last Edit: April 18, 2014, 09:27:36 PM by CarnivalOfTheGoat »

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #116 on: April 18, 2014, 09:34:09 PM »
Unfortunately, instead it seems to've created an arms-race.

Nobody wants to be the dead weight in combat.  That's a consistent thing I've seen across every group.  And for the most part, games require combat- conflict of a violent nature - as part of their world.  There are games, such as Golden Sky Stories, that have nonviolent conflict, but that's the minority of them.


Actually, I think the one with the most is Eldritch Society Ninjutsu. And all of them are supposed to be cinematic Hong Kong Gun-Fu. Not realistic. They explicitly say so.

EDIT: Nope, it's Handgun. Funny that, given how it's "weak."

Cascade move counts (not that this particularly affects OP-ness, since you still can only use 2 or 3 actions in total depending on your character's actions):

Hun-Zuti: 7/9 Special moves: Fast-draw, Move opponent, trip opponent, opponent loses action

NEG UC: 6/9 Special moves: Fast-draw, Move opponent, entangle

Ninjutsu: 6/10/6/8 Special moves: disappear, disengage, fast-draw, move opponent, opponent loses action

NEG Kendo: 7/11 Special moves: reduces attacker Reflex, reduces attacker Defense, opponent loses action, double attack

Handgun: 11/17 Special moves: move to cover while shooting, double-fire without splitting dice, instant reload, ricochet round behind target in cover, attack two targets within 180' of each other without splitting dice, use handgun as melee weapon

Rifle: 9/12 Special moves: move to cover while shooting, extra damage on attack, instant reload, ricochet round behind target in cover, attack two targets within 180' of each other without splitting dice, attack target to your rear at no penalty, lay down suppressive fire in a 180' arc, three-round burst, use rifle as melee weapon

SMG: 13/12 Special moves: Suppress in two 180' arcs (overlapping or not), 3 round burst (either hand singly), instant reload, 3 round burst (both hands), 3 round burst two targets within 180' of each other.

I don't think we're counting moves the same way.  The way I look at them, the melee Cascades each have 6 moves (except Ninjitsu, which has 8), and the Gunplay Cascades have 8 to 10 moves (HG 8, Rifle 9, SMG 10).

Please explain to me how Handgun is horribly weak when you can move to cover while shooting accurately and negate cover with bullet ricochets, neither of which is available in SMG. Is SMG more offensively oriented? Yes. It's using weapons that can do burst fire.

I don't think they should've used double-tapping to describe what rifle is doing there. Doubtle-tapping is an element of handgun ROF/controllability and skill. Previous to Vade Mecum I'd always thought that was why designers tended to have the big-bores with the lower ROF (even when the slide on a Desert Eagle cycles just as quickly as the slide on a 10mm).

Forgive me.  Perhaps I misstated when I said it was 'crap.'  It is 'mostly offensively crap.'  The Dive move - move to cover while shooting - is also a part of the Rifle Cascade, and while Ricochet sounds useful, it's just a simple 1-1 trade from where I stand.  Cover gives you, at most, a +4 Test Bonus to any sort of defensive roll.  Maybe a die's worth of damage.  At the same time, the Ricochet move costs a dice of damage.  If Cover gave a bigger defensive bonus, I'd consider the ability to negate useful.

And even if double-tapping is an element of control and skill, it still stands that a double-tap does extra damage.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #117 on: April 18, 2014, 09:36:29 PM »
Game-designers, man. Maybe it's magazine-forward, like a Mauser? But that'd be hell to grip around if it was a magazine in the grip, yes. Even the Eagles have a grip too large for many people to correctly hold.

I personally have hands that are on the small side, and can't manage a stock 1911 without switching out the grip panels and having the rear strap smithed for one that isn't so rounded. Oddly, I could use the 'stack-and-a-half' Para-Ordnance models, but they had (1) hyper-thin side panels and (2) not such an elongated grip cross-section as the original 1911.
15mm is aircraft cannon in your hands, it boggles my mind...even a .50 is roughly 12 mm. Even if the magazine was forward, the weight would throw your aim off.

I mean...

I mean...that's a comparison to 7.62

Just silly choice on the designers part. I love 1911, .45 is my favorite caliber but it is a big pistol for smaller hands. What's your favorite pistol Carn?
« Last Edit: April 18, 2014, 09:38:15 PM by SGTDan »

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #118 on: April 18, 2014, 09:38:27 PM »
Thought:

All of the Cascades are optional rules. All of them.

Rather than keep up all of this fuss, we can simply push everything down to the same level and use the normal rules-as-written in the Core Book: no cascades; if people want to two-fist then they use the rules on p.123 and take the full penalty; no modifiers to multi-action combat turns via Cascades. If people want to dive for cover it takes a full action and they don't get to shoot. If people want to do suppressive fire or a three-round burst then they need an autofire weapon. No skipping bullets behind barricades, no melee stuns, entangles, or effects that cause an opponent to lose an action. No special coats, no nothing. You can shoot things. You can punch things. You can cut things. End of story.

Just level the whole playing field with a bulldozer and a grader, pretend those parts of Vade Mecum and Damnation View don't exist, and move on, so nobody is tempted to build their entire character around the idea of getting a single special super-uber-OP combative (or argue about whether it is super-uber-and-OP) and nobody is worrying about whether someone else's character having something means that theirs should, too.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #119 on: April 18, 2014, 09:41:14 PM »
Or, if we want to keep the ranged Cascade (because that is what we're debating, not the melee Cascades), Jade could just go ahead and guarantee that 95% of the time, we're not going to be facing anything more complicated than a cultist carrying a Granny Gun.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #120 on: April 18, 2014, 09:42:07 PM »
Or, if we want to keep the ranged Cascade (because that is what we're debating, not the melee Cascades), Jade could just go ahead and guarantee that 95% of the time, we're not going to be facing anything more complicated than a cultist carrying a Granny Gun.

Keeping the thing we're debating does not seem like a good way to stop the debate and get on.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #121 on: April 18, 2014, 09:45:44 PM »
The debate is, I admit, mostly entirely on my end.  I'm just trying to avoid being the dead weight in combat.  I don't mind taking the Handgun option.  I just want to know that it's going to be useful.

EDIT:  Do note that if I do, though, I am carrying a pair of handguns and storing an SMG in the locker for raids and such occasions.

Or maybe I'll just say 'screw it' to the ranged Cascades and go for Kendo and a Sword Cane/Katana.  Not sure which I'd pick, there.
« Last Edit: April 18, 2014, 09:54:26 PM by ReijiTabibito »

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #122 on: April 18, 2014, 09:50:17 PM »
Reji, with me and Carn Handguns will be sufficient to be helpful in combat. Me and Carn will be towing the line in combat but it won't be making you useless as long as you have the basics. Besides a majority of this game will involve investigation.

As a buddy of mine who served in the Army said to me,

"A operation is days of preparation for thirty seconds of action"
« Last Edit: April 18, 2014, 09:51:52 PM by SGTDan »

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #123 on: April 18, 2014, 10:01:47 PM »
Reji, with me and Carn Handguns will be sufficient to be helpful in combat. Me and Carn will be towing the line in combat but it won't be making you useless as long as you have the basics. Besides a majority of this game will involve investigation.

As a buddy of mine who served in the Army said to me,

"A operation is days of preparation for thirty seconds of action"

I've also heard "365 days of training, thirty-six seconds of terror." I'm sure there are many variations on the theme.

We know this isn't going to be gunbattle after gunbattle, we've already gotten that assurance from Jaded.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #124 on: April 18, 2014, 10:04:15 PM »
The other thing I keep seeing is 'for raids'. Which is why the MPs rather than full-size SMGs...Because MPs can be hidden. (Honestly, so can many full-size SMGs, but anyway).

Raids are not what to worry about. Raids take place with medical support on tap, backup, additional teams of officers, etc.

The thing to worry about is 'If we'd known we were going to run into this we'd have called a raid. With nukes. Oops.' And that's another reason the handgun cascade is useful in ways the Rifle isn't. Concealability, and always having it with you counts a lot stronger than the massive firepower you left on the other side of town.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #125 on: April 18, 2014, 10:06:52 PM »
The other thing I keep seeing is 'for raids'. Which is why the MPs rather than full-size SMGs...Because MPs can be hidden. (Honestly, so can many full-size SMGs, but anyway).

Raids are not what to worry about. Raids take place with medical support on tap, backup, additional teams of officers, etc.

The thing to worry about is 'If we'd known we were going to run into this we'd have called a raid. With nukes. Oops.' And that's another reason the handgun cascade is useful in ways the Rifle isn't. Concealability, and always having it with you counts a lot stronger than the massive firepower you left on the other side of town.
Exactly my thoughts

On raids, raids usually involve the guys geared for it anyway and not beat cops or detectives. Raiding would be under the HRTs purview not agents.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #126 on: April 18, 2014, 10:13:29 PM »
It's kind of like away-team-madness.

The only real reason for a detective to be along on a raid (although some departments make it a habit of having them on scene...not on point!) is if there's valid concern that important evidence/personnel might otherwise be overlooked that the detective familiar with the case could identify and advise on.

Which, I suppose, actually makes a lot more sense in CT, where having someone along who knew the target's magical capabilities and habits and might recognize a trap from knowing the guy's mindset would be more significant.

But again, you wouldn't put them on point.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #127 on: April 18, 2014, 10:25:45 PM »
Quote
Para-psychic is an entirely possible role for an FSB agent. They do have them.

The FSB's mandate is to deal with cults. The OIS's mandate is to deal with the supernatural. Unfortunately, if a cult gets enough power, it tends to invite the supernatural over for a cup of tea. (And the Special Service's mandate is to deal with 'This is way over your heads, because we said so.')

That's why the FSB tends to have mostly sensory para-psychics and investigative sorcerors on the payroll, while the OIS tends to snap up 'combat' para-psychics and sorcerors. (And the SS is almost entirely hard-hitting para-psychics and sorcerors). This is also why the OIS gets SPAT instead of SWAT.

I didnt mean to say that the FSB doesnt have paras, i know full well they do, hell thats half my character's backstory, how she went from a empath riding high on using her power to help people, to a virtual pariah when her second power eurpted and she got slapped with a Invasive tag. Then the FSB comes along and offers to make it go away if she works for them~

I meant more... it just seemed like alot of people were trying to reach for stuff we wouldnt normally have, or come from other places, and it was sparking alot of debate and fuss that simply wouldnt exist with a more modest character design. Its not a combat spec game, so it just seems like much ado for nothing. I will certainly appreciate having your cryokine around if things get hot (haw haw), but do you really need to stack freaky uzi-jitsu on top of it? Especially when you have to start twisting your assets into knots to get it. You may very well be the most powerful combat character in the group already if you develop your cyrokinesis, so why go through all the fuss to get another set of combat skills. Why not use the points to get assets or skills to diversify your character?

Thats just how it see it, i dont mean any offence, and im certainly not saying you cant. Its just that theres like a page or more debate on the subject, and as i understand the game, it largely boils down to pointless debate over pointless degrees of overkill. This isnt exalted, and i think we can safely assume that the GM isnt going to throw Hastur at us.

(and as a aside, you get a gold star for calling them Pyskers. *gives a eight pointed golden star* ;D)

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #128 on: April 18, 2014, 10:26:25 PM »
Nothing like dozen heavily geared guys marching through a crime scene to make a detective have a coronary.

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #129 on: April 18, 2014, 10:47:38 PM »
Right.  That was my plan with the SMG Cascade - MPs as the always-carry gun, and then SMG as the 'raid' weapon, because it has a bigger magazine, and thus requires less reloading.  But if all we're doing is what you might see in your typical episode of Late Night Crime Fighting TV Show, then I have less compunction about giving up the gun.  Heck, it would give me more reason to take Kendo, since I could use it with my sword cane.

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #130 on: April 18, 2014, 10:58:54 PM »
I'm heading to bed shortly so will try to dig through this later.

The game is supposed to be investigation and similar with some combat, so while it is a good idea for characters to have some combat skills, being the elite is probably overkill in most situations.  The introduction draft I wrote specifically mentioned having people to call in if things get really bad (not that any of you have seen it, but that is the vein I was planning on having things in), at which point it is more about staying alive until help arrives then killing everything in sight.  There is also the power creep factor, if everyone is a master at combat, I will have to scale up the enemies to compensate. 

Skills related to law enforcement (investigation, social skills, etc) will probably come up much more often.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #131 on: April 18, 2014, 10:59:41 PM »
I didnt mean to say that the FSB doesnt have paras, i know full well they do, hell thats half my character's backstory, how she went from a empath riding high on using her power to help people, to a virtual pariah when her second power eurpted and she got slapped with a Invasive tag. Then the FSB comes along and offers to make it go away if she works for them~

I meant more... it just seemed like alot of people were trying to reach for stuff we wouldnt normally have, or come from other places, and it was sparking alot of debate and fuss that simply wouldnt exist with a more modest character design. Its not a combat spec game, so it just seems like much ado for nothing. I will certainly appreciate having your cryokine around if things get hot (haw haw), but do you really need to stack freaky uzi-jitsu on top of it? Especially when you have to start twisting your assets into knots to get it. You may very well be the most powerful combat character in the group already if you develop your cyrokinesis, so why go through all the fuss to get another set of combat skills. Why not use the points to get assets or skills to diversify your character?

Thats just how it see it, i dont mean any offence, and im certainly not saying you cant. Its just that theres like a page or more debate on the subject, and as i understand the game, it largely boils down to pointless debate over pointless degrees of overkill. This isnt exalted, and i think we can safely assume that the GM isnt going to throw Hastur at us.

(and as a aside, you get a gold star for calling them Pyskers. *gives a eight pointed golden star* ;D)

The original was really meant as a response to SgtDan's statement that we only had two FSB agents, as I knew yours was intended to be, and they do accept para etc.

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #132 on: April 18, 2014, 11:15:05 PM »
All in all, when it comes to the game, I'm most likely the one to get shot. Mainly because I'm going to be the teams choice for entering a suspects house. Ideally I don't like getting shot (Surprise!) but it's likely to happen.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #133 on: April 19, 2014, 01:01:52 AM »
Huh, hit a snag, im going to have to rework my character. Didnt realize that psychiatry was outside the easy reach of starting  player characters. It requires Education Master(5)+Literacy Adept(3)+Life Science Adept(3)+Medicine Expert(4), 15 out of the 17 points i had.

Shouldnt take too much work though.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #134 on: April 19, 2014, 01:05:58 AM »
Huh, hit a snag, im going to have to rework my character. Didnt realize that psychiatry was outside the easy reach of starting  player characters. It requires Education Master(5)+Literacy Adept(3)+Life Science Adept(3)+Medicine Expert(4), 15 out of the 17 points i had.

Shouldnt take too much work though.

I give the game designers this much, they know when realism is important.

(Science is hard.)

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #135 on: April 19, 2014, 01:06:32 AM »
Thing.  We said that Handgun GP was in the normal realm for FSB Agents, no special training required?

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #136 on: April 19, 2014, 01:09:36 AM »
Thing.  We said that Handgun GP was in the normal realm for FSB Agents, no special training required?

Correct

I give the game designers this much, they know when realism is important.

(Science is hard.)
I say realism is important in every aspect but that's just me

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #137 on: April 19, 2014, 01:14:15 AM »
I say realism is important in every aspect but that's just me
Do you say that while having tea with the psychic, sorcerer and alien, or do you wait until after a long day of investigating the activities of cults who want to summon the Old Ones back into our world?  :P

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #138 on: April 19, 2014, 01:31:23 AM »
Do you say that while having tea with the psychic, sorcerer and alien, or do you wait until after a long day of investigating the activities of cults who want to summon the Old Ones back into our world?  :P
I wait until after when all sit down and enjoy a nice hot cup of tea, you know a great way to unwind.

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #139 on: April 19, 2014, 03:32:50 AM »
Just remember not to say it where the realistic great old ones can hear.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #140 on: April 19, 2014, 08:55:58 AM »
Question, can the two focused specializations we get at chargen be applied to psychic powers?

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #141 on: April 19, 2014, 11:15:32 AM »
Just remember not to say it where the realistic great old ones can hear.
Hey now, I'm a fan of realism but Cthulhu game always did the mythos in a believable way. Like the Old Ones and their minions didn't make sense in a way that did make sense. Does that make sense? I don't know...

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #142 on: April 19, 2014, 11:19:11 AM »
Hey now, I'm a fan of realism but Cthulhu game always did the mythos in a believable way. Like the Old Ones and their minions didn't make sense in a way that did make sense. Does that make sense? I don't know...
Hehe yep.

Azathoth's symbol is a concentric circle. (Not concentric circles. Singular. does your brain hurt yet?  ;D)

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #143 on: April 19, 2014, 01:24:32 PM »
Question, can the two focused specializations we get at chargen be applied to psychic powers?

I can't find anything that suggests that they can't?

Yeah, I just checked again. The only references to focus/specialization are in spending experience to upgrade existing powers. There's nothing under the 'erupted para-psychic' (where you get your initial powers) to suggest that you can't spend starting points on para-psychic focuses.
« Last Edit: April 19, 2014, 01:44:33 PM by CarnivalOfTheGoat »

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #144 on: April 19, 2014, 03:57:57 PM »
Looking at other characters I'm afraid I built my character wrong, I went with 5 being average. So I then built points off of that, putting points into ones that would be above average due to training. I avoided going to 8...

Offline CarnivalOfTheGoat

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #145 on: April 19, 2014, 04:34:00 PM »
Looking at other characters I'm afraid I built my character wrong, I went with 5 being average. So I then built points off of that, putting points into ones that would be above average due to training. I avoided going to 8...

Can't find it, but if I remember right, 5 IS average for an average person.

But with 6 stats and 35+1 points, average for a player character is 6.

If you extreme anything, you end up having to skimp somewhere else, of course. :) Thus Moth's meek & weak...
« Last Edit: April 19, 2014, 04:35:33 PM by CarnivalOfTheGoat »

Offline SGTDan

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #146 on: April 19, 2014, 04:42:09 PM »
Can't find it, but if I remember right, 5 IS average for an average person.

But with 6 stats and 35+1 points, average for a player character is 6.

If you extreme anything, you end up having to skimp somewhere else, of course. :) Thus Moth's meek & weak...
Yeah 5 is average hence my starting point. I went average then put points into the stats that would of been pumped up due to conditioning and training.

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #147 on: April 21, 2014, 01:06:02 AM »
Thing.  We said that Handgun GP was in the normal realm for FSB Agents, no special training required?

I don't believe Handgun GP would require any special training beyond what an FSB agent could get.  (a special class or similar, but not months of specialized training). 

*****

If you have a finished sheet and it isn't transferred to the Game Information and OOC thread, please PM it to me as I missed it.  Thanks!

Offline JadedTopic starter

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #148 on: April 24, 2014, 10:33:16 PM »
I am still missing three sheets (Darkling, ReijiTabibito, Pretty In Pink), so if you haven't already, please PM them to me.  I'd like to start by Sunday or Monday at the latest. 

Offline ReijiTabibito

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Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #149 on: April 24, 2014, 10:34:08 PM »
You'll have them.  I just ran into a spat of work at work this week.

Offline ChaoticSky

Re: CthulhuTech - Sectarian Crimes [Full]
« Reply #150 on: April 24, 2014, 11:33:18 PM »
Likewise, trying to juggle too many chargens and got whacked with work, will get it finished up soon