[Interest Check] Shadowrun: The Caribbean League (Semi-Freeform)

Started by Ciosa, December 04, 2018, 01:31:28 AM

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Phaia

Almost have Boudicca 'Bo' Greywolf, "Boca" ready...figuring out history and a few items here and there.
Just do not listen to any of the BS stories about her and firearms. I mean no one could chamber a round, release the clip, fire the round and hit nothing but a ceiling fan and then pop off the top of the pistol all in less then 10 seconds and from just picking it up to look at it....a story...Right! RIGHT!-- [Flaw-incompetent firearms]

Dhi


Crash


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Phaia

there is a story about Boca and the fight on the carrier. Rumors about her picking up a SMG and trying to use it. Shot out lights, the hat off another pirate, the ocean, dropped the clip jammed the gun all in less then 10 seconds, then used the SMG as a club to beat people over the head with!

Of course Boca will just shake her head but there are at least 6 known pirates that will swear they saw it all... damn liars!

Crash

I have sent my update off to Ciosa to look at.

And I forgot so much equipment for my character to buy lol!

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Phaia

QuoteAll characters start with a number of Knowledge Points equal to the number of points they've allocated to skills, and also gain a bonus equal to the average of their Logic and Intuition traits
.

I am using the adept ability to add a few more skills to My character. Are those counted in for Knowledge Points?

TFcommando

Some mage questions...

How does Mentor Spirit work?  I presume it'd be a 1 point merit, giving you a sorcery bonus to one type of spell and a bonus to one skill, going by the examples in the SR5 book, with a behavior flaw as well (though that could be gamed out without rules).

Is it still 6 spells to start with?  Pick any spell from the rules?  Or, ways to consolidate...

Have the single target and area versions both available for that spell pick? 

Have just two combat spells, one for mana spells and one for elemental/physical ones?  Or each of those has both a single target and an area option, so 4 combat spell options total?
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Ciosa

Quote from: Phaia on December 06, 2018, 11:13:12 PM
.

I am using the adept ability to add a few more skills to My character. Are those counted in for Knowledge Points?

No, they should generally be for Active Skills, not Knowledge skills.

Quote from: TFcommando on December 07, 2018, 02:41:24 AM
Some mage questions...

How does Mentor Spirit work?  I presume it'd be a 1 point merit, giving you a sorcery bonus to one type of spell and a bonus to one skill, going by the examples in the SR5 book, with a behavior flaw as well (though that could be gamed out without rules).

Is it still 6 spells to start with?  Pick any spell from the rules?  Or, ways to consolidate...

Have the single target and area versions both available for that spell pick? 

Have just two combat spells, one for mana spells and one for elemental/physical ones?  Or each of those has both a single target and an area option, so 4 combat spell options total?

Mentor spirit is a three point merit.  The effects are listed - but the player selects a skill, a spirit type, and a specific spell they get a +1 bonus too. 

Pick any of the spells listed under the magic section for now.  (There should be a link; this will require overhaul in the future as well.  I didn't do everything up front because I find when I set out to write all the wiki pages before a game has even started, I burn out or set myself up for disaster.) 

I normally run spellcraft slightly differently - doing an AOE version is always just a much higher degree of drain, etc, but that the basic principle of casting a bolt of fire vs a ball of fire was just a matter of degree.  The same is true of the range limiter - if you learn 'manabolt,' you also pick up death touch (which is just a zero-range manabolt, which saves on drain) and manaball.  The Grimoire has a larger list of spells.


Crash


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Phaia

Just double checking Ciaso, You also said a mentor Spirit for an adept is a 2 point merit. and only gets the +1 bonus to a skill?

Ciosa

Quote from: Phaia on December 07, 2018, 02:05:29 PM
Just double checking Ciaso, You also said a mentor Spirit for an adept is a 2 point merit. and only gets the +1 bonus to a skill?

Yes, because a mentor spirit is capable of offering at least some guidance/insight into the astral.  That's not a guaranteed thing for adepts. 

Phaia

Okay Knowledge skills;
If I want my PC to know the Caribbean and its islands would that be two different skills or one?
I would like her to know where there are hidden coves? Reefs that can shift, Currents , best fishing spots, wrecks
She has grown up in the Caribbean mainly on her grandfather's fishing/multi-function[smuggler] boat based out of Borinquen [formerly Porto Rico].


Ciosa

Quote from: Phaia on December 07, 2018, 04:40:09 PM
Okay Knowledge skills;
If I want my PC to know the Caribbean and its islands would that be two different skills or one?
I would like her to know where there are hidden coves? Reefs that can shift, Currents , best fishing spots, wrecks
She has grown up in the Caribbean mainly on her grandfather's fishing/multi-function[smuggler] boat based out of Borinquen [formerly Porto Rico].

As an active skill, that will be covered by high navigation.  As far as culture and the like, a Knowledge: TCL Geography or TCL Culture is appropriate.

Phaia

Quote from: TFcommando on December 06, 2018, 01:32:51 AM
I'll start making Corsair Mage Archaeologist.  Anyone want to be on her crew?  Could probably use a sailing master.  And that's presuming I can afford a decent boat or plane.  Though one thing that was possible was pooling money between characters to buy a big vehicle.  Is that in effect here?

On a general note, it looks like you're using SR4/20A gear and prices?  If there's a particular bit if gear from there I'd like, should I bring it up?  Hmm, the prices for the vehicles don't all match up with 4 OR 5, so much for that theory!  I'll have to wait until there's more gear up to make a call on what sort of vehicle and pirating setup I can go with.  Having a houseboat or cabin cruiser to live on could be fun as well.

Will the used vehicle rules apply to boats and aircraft?

Going back to the 1e/2e days, perhaps a Merit that gives you access to a gang or companions?  The amount and quality could scale up with the level of the merit... that'd be handy for a pirate!


My character may be able to fill the sailing master roll [and look good in a bikini doing so] If I have extra I suppose she could buy a share of your boat. As thing develop we will can discuss this!

Phaia


Ciosa

Quote from: Phaia on December 07, 2018, 04:50:46 PM
@Ciaso:
Extra languages are knowledge skill?

Yes, two points is fluency.  I removed it from active skills.

Crash

Quote from: Phaia on December 07, 2018, 04:40:09 PM
Okay Knowledge skills;
If I want my PC to know the Caribbean and its islands would that be two different skills or one?
I would like her to know where there are hidden coves? Reefs that can shift, Currents , best fishing spots, wrecks
She has grown up in the Caribbean mainly on her grandfather's fishing/multi-function[smuggler] boat based out of Borinquen [formerly Porto Rico].

Those are multiple knowledge skills.  For a reference I will show you what I am taking since you seem to be making a very similar character.

Navigation should cover reefs and regular dangers

Caribbean League Seas (General knowledge of the area but not specifics)
Marine Ecology (Beasties of the seas)
Pirates of the Caribbean League (Recognize pirate ships, captains and tendencies)
Fishing Spots (Fishing specific areas)
Maritime History (This should cover treasure spots)

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Phaia

Quote from: Crash on December 07, 2018, 05:12:37 PM
Those are multiple knowledge skills.  For a reference I will show you what I am taking since you seem to be making a very similar character.

Navigation should cover reefs and regular dangers

Caribbean League Seas (General knowledge of the area but not specifics)
Marine Ecology (Beasties of the seas)
Pirates of the Caribbean League (Recognize pirate ships, captains and tendencies)
Fishing Spots (Fishing specific areas)
Maritime History (This should cover treasure spots)

It does seem our PCs will have similiar knowledge and maybe backgrounds... we can discuss this if you like 'Bo' grew up in the Caribbean based out of Borinquen manily but on her grandpapa's boat

Crash

Windeline bounce back and forth between Haiti and Miami and was a wage slave for much of her adult life so it is likely they haven’t met yet or just met recently.  When we get characters up and can read personalities and backstories we can look into it.

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TFcommando

Quote from: Phaia on December 07, 2018, 04:45:00 PM

My character may be able to fill the sailing master roll [and look good in a bikini doing so] If I have extra I suppose she could buy a share of your boat. As thing develop we will can discuss this!

Looking over Rigger 5, it could be the Waterking Cabin Cruiser (A nice base ship to operate out of, a mothership for jet skis or a zodiac), 74K, the Cottonmouth, an armed assault cigarette boat, 120K, plus weapons, or, for the air pirate style...

The PBY Catalina II Seaplane, 250K.  Land, get a Zodiac or a couple of jet skis off of it and make the raid on them, return and ditch any pursuit by air.

Mine has 30K in resources total, so she could afford the first on her own if it's Not Paid For.

I'm thinking she was a corporate mage, a good corporate girl who was sent to the best magic training and education when her gift was discovered during routine testing.  Everything in her life was perfectly planned channeled and orderly, all for the good of the corp.  Corporate-selected job, residence, car, lover.  She worked on teams that recovered ancient artifacts in areas full of wild mana, hostile people, ancient traps and paranormal animals, only to see them vanish into R&D labs for metaphysical disassembly.   An entire culture, hitherto unknown and with only hints from dragons to go by.  Working out that history was the one thing not under corporate control in her life. 

One day, she just had enough, or there was a sudden but inevitable backstab, in the megacorp way, or she started hearing her mentor spirit, so she quit.  Quit by faking her own death on the job in a violent magical explosion... it was dangerous work, after all. 

Now she's working for herself, seizing artifacts for herself as a pirate...she knows the operations and the sites in the CL fairly well after all, sending them to museums after she's studied them herself.  Going wild in making her own choices, and fucking a lot.  Fourth World artifact recovery isn't a full time job... there aren't that many around!  So she and her like-minded (or at least paid) crew will take jobs that appeal to her, doing some good or Robin Hooding, at least to some degree.  It's a rough world!

Style-wise, a lined coat in the pirate captain style, left open without much under it... tube top and booty shorts, bikini or one piece suit.
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Canon Character Roleplay and System-based Roleplay

Ciosa

Apologies I’ve been a little quiet last two days.   Flu season kicking my ass.

Remiel


Bibliophilia

#197
So, wait, all our attributes start at 0, not 1?  'Cause, I'm looking at the 4th edition book and it shows all the attributes starting at 1/6.  If the characters start at 0, then how does that affect the bonuses from race?

Edit:  Also, on the equipment, I assume that one has to buy the corresponding 'ware to suit the rating of the enhancement they're purchasing?

For example, if I wanted to buy Morgan Vision Enhancement x3, I'd have to spend the initial cost of 750 for Eyeware x3.  Also, I assume that Vision Enhancement x3 is at the Rating x 1500 cost, not the 300 shown earlier in the equipment list?

Edit Again: Would it be possible to just see a sample sheet, just the numbers and equipment bits?  I can parse most of my questions for myself if I can see an example of the sheet.

Crash

The attribute and skill system has nothing in common with any edition.  All attributes and skills start at 0.

The new equipment has yet to be added so I would hold off on buying to much stuff just yet.  Ciosa has been sick and hasn’t had a chance to okay or ask for edits yet.

Though for a cyber eye with only vision enhancement you would only need a rating 1 cyber eye since it can hold .2 essence loss in enhancements and vision enhancement is a .1 in essence loss.


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Dhi

Is anyone working on a character who needs high society or hacker PC connections?