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Symmetry
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Re: Looks good

Post by Symmetry »

Marcao wrote:I like the way your character is shaping up. However, I am very certain that he is not going to be the most likeable guy if the cyborgs in the group realize he is messing with EMP. As Mikal once said "you don't walk within a mile of me!". I think that will be the typical reaction.

:(
Hey, I'm a cyborg too! If you use the right sort of transmitter the EMP can be nice and directed.
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Post by Gerard_Paloma »

Damn, CorSec, you've got the rules down better than I do. :wink:

Two things, though, Symmetry.

I only count 126 XP spent. You've got 150 to play with.

The rules become constant once a campaign starts. So whatever rules were in effect when we created our characters, they're the same for new characters. While I'm not clear on the whole Hard Memory thing, if CorSec didn't get any extra points to distribute because of it, than no one else does, either. But like I said, you've got 24 XP left to spend regardless.

Right, $4000 to start with, so fix that.

Other than that, it looks ok.
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Post by CorSec »

Dirk wrote:"You. Stay the fuck out of my head. This is your last warning."
Or as Samuel L. Jackson would say, "Stay out of my mind, mother fucker, or I will fuck you up!"
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Re: Looks good

Post by Hotfoot »

CorSec wrote:
Marcao wrote:I think that will be the typical reaction.
Bah! It'll be fun when a group of cybernetically enhanced soldiers can't hit a target 5 feet away because *magically* all the shots miss.

(See Arthur's text about PvP.)

Tee hee!
Yes...let's let in a weapon which is easily available to anyone who decides to write it into their character backstory, instantly making all cyborgs (which you have to pay a considerable amount for in character creation) utterly worthless halfway into the game because, whoops! RF EMP rules weren't in the game to start with. So there's no chance of hardening your components now, or getting copper mesh-lined armor, you're just screwed. While we're at it, let's make a rule which causes EMP to not just KO or kill cyborgs, but it knocks out telepaths too, since they're so highly sensitive to such things.

Instead of Cyberpunk, we can play EMP-punk. Wee. :roll:

RF EMP for everyone! Pulse 'em all and shoot who's left standing! :P
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Re: Looks good

Post by Gerard_Paloma »

Hotfoot wrote:
CorSec wrote:
Marcao wrote:I think that will be the typical reaction.
Bah! It'll be fun when a group of cybernetically enhanced soldiers can't hit a target 5 feet away because *magically* all the shots miss.

(See Arthur's text about PvP.)

Tee hee!
Yes...let's let in a weapon which is easily available to anyone who decides to write it into their character backstory, instantly making all cyborgs (which you have to pay a considerable amount for in character creation) utterly worthless halfway into the game because, whoops! RF EMP rules weren't in the game to start with. So there's no chance of hardening your components now, or getting copper mesh-lined armor, you're just screwed. While we're at it, let's make a rule which causes EMP to not just KO or kill cyborgs, but it knocks out telepaths too, since they're so highly sensitive to such things.

Instead of Cyberpunk, we can play EMP-punk. Wee. :roll:

RF EMP for everyone! Pulse 'em all and shoot who's left standing! :P
This is Art's game, so it's ultimately his decision. Don't get me wrong, I agree with you, but I have no idea what he wants to do. He might want to compromise, I don't know. Nothing's going to happen until he gets back and gets some rest anyway, though.
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Post by CorSec »

Gerard_Paloma wrote:Damn, CorSec, you've got the rules down better than I do. :wink:
Bah. I'm just lucky that whatever discrepancies I saw were ones I've dealth with.
I only count 126 XP spent. You've got 150 to play with.
According to Hotfoot's calculator he spent 147 points.
While I'm not clear on the whole Hard Memory thing, if CorSec didn't get any extra points to distribute because of it, than no one else does, either.
I wouldn't raise a stink because the rulebook was changed after the campaign started - or right as - or whenever Hard Memory was changed. Most likely I noticed it but was too damned lazy to change it on my sheet.
Last edited by CorSec on 2003-12-12 07:02pm, edited 1 time in total.
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Post by Symmetry »

Well, here's the revised character.


Name Yuuki “Thomas” Sakamoto
Player: Symmetry
Height: 5’ 10”
Weight: 160
Age: 38
Features: Japanese Ancestry
Clothing: Casual
Concept: Sane Bomber
Conformity: -5
Morality: +1

Combat
Body: 6
Coordination: 7
Willpower: 5

Non-Combat
Awareness: 5
Charisma: 4
Talent: 6
Aptitude: 8

Languages: English, Japanese

Profession: Semi-employed revolutionary

Tier 1 Skills: (2 * n XP per point)

No relevant Stat:
Ranged – 5
Education – 6

Tier 2 Skills: (n XP per point)
Coordination:
Handgun – 5
Rifle – 3
Heavy – 0
Long range – 0
Hand to hand – 7
Throwing – 4
Pilot (automobile) – 2
Pilot (specificy) –

Charisma:
Leadership – 0
Persuasion – 3
Empathy – 2

Awareness: 0
Alertness – 2 (+8 Audio Processor)
Spot – 2 (+4 Visual Processor)

Talent:
Security – 4
Stealth – 4
Sleight of hand – 0

Aptitude:
Hacking – 0
Medic – 2
Engineering(Electrical) – 6
Law – 3

Tier 3 Skills: (1/2 * n XP per point)
Talent:
Demolitions – 8

Aptitude:
Music –
Field of study (specify) –

HP(2 x Body): 12
FP(4 x Body): 24
AP: 1
Impact Resistance(1 x Body + Armor): 11
Lethal Resistance(Armor): 5
Special Resistances: Immune to Inhaled Toxins, x2 Threshold Head vs Impact
Damage: 3
MV: 2

Available XP:
Earned XP:
Starting XP: 50

Money: $45 in pocket, $200 hidden in ceiling.
Inventory:
Brown Leather Jacket with extra pockets added on inside($50)
Laser Site ($100)
5 lb C4 ($175)
4 lb TNT ($40)
2lb Thermite ($20)
6 Tear Gas grenades ($60)
4 grenades ($40)
4 Flashbands ($40)
200 9mm rnds 120 EFMJ 80 SC ($20)
Homemade briefcase EMP bomb, lots and lots of electronics spare parts, soldering iron, portable electronics case, oldish laptop, ($2000)
Plain old goggles ($5)

Weapon Dam Rng ROF Recoil AT
Steyr TMP1D8 10 - 15 - 1(3) - 0
CZ-75----1D8 10 - 2 -- 1 - 0
Kubaton 1D4*Dmg ---------+2 AT
Notes:
TMP – Cap 30, Conceal Jacket, $500
CZ-75 – Cap 16, Conceal Jacket, $700
Kubaton – Conceal Pocket, Freetarget(general), $5

Armor Res Stealth MV AT Alertness
X-Light 5 -2
Notes:

Traits Magnitude Effect
Decked Out 2 $25,000 of Cyberware

Weaknesses Magnitude Effect
Wanted 2 Wanted by the Law

Cybernetic upgrades:
Hard Memory: $20,000 ½ Price for Knowledge Skills
Visual Processor: $500 +4 Spot
Audio Processor Mk2: $2000 +8 Awareness
Cranial Shock Absorber: $500 Doubles Thresholds above Jaw
Circulatory Regulator: $1000 No bleeding
Nasal Filters: $500 Immune to harmful substances in air
Replacement Lungs: $500 Hold breath 30 minutes


Character background/description:
When Yuuki, a sansei from Hawaii, entered college Japan was the USA’s valued ally. When he left, the two countries were at war, making it quite hard to find a job. Luckily, a few years later came the second civil war, and Yuuki found some people who were willing to employ him, and in a good cause too. They called his work terrorism, but as long as he was careful to attack only soldiers and to limit collateral damage he knew that he was a true revolutionary, and he did his best to try to restore the country he had been taught to love. It didn’t work out though, and the revolution failed, in his home state ironically.
After that Yuuki tried to find work helping causes he believed in, but not many were willing to employ someone as fastidious as he was. Still, he found work and was able to buy a bit of cyberware over the years. Unfortunately things have been slow lately, and he has been eating boiled potatoes for the last month. He's living in the basement of an abandoned building right now, and has for the last month. This, and his unemployment, have given him timie to perfect his security setup, and he currently has all his TNT devoted to his "I'm not here" security mode, and half his grenades to the "I'm here" mode.
Yuuki, who goes by Thomas because everybody mispronounces his same as “Yuki,” has studied Isshinryu Karate for most of his life, off and on, and has picked up some knowledge of firearms in the revolution. Ultimately he believes that everybody deserves to live, but that some people deserve to live less than other people because of their actions and so can be hurt or killed if there is a good reason.
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Symmetry
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Re: Looks good

Post by Symmetry »

Hotfoot wrote:
CorSec wrote:
Marcao wrote:I think that will be the typical reaction.
Bah! It'll be fun when a group of cybernetically enhanced soldiers can't hit a target 5 feet away because *magically* all the shots miss.

(See Arthur's text about PvP.)

Tee hee!
Yes...let's let in a weapon which is easily available to anyone who decides to write it into their character backstory, instantly making all cyborgs (which you have to pay a considerable amount for in character creation) utterly worthless halfway into the game because, whoops! RF EMP rules weren't in the game to start with. So there's no chance of hardening your components now, or getting copper mesh-lined armor, you're just screwed. While we're at it, let's make a rule which causes EMP to not just KO or kill cyborgs, but it knocks out telepaths too, since they're so highly sensitive to such things.

Instead of Cyberpunk, we can play EMP-punk. Wee. :roll:

RF EMP for everyone! Pulse 'em all and shoot who's left standing! :P
Given that this thing uses a stick o'dynimite, and probably has at least a 15 second arming time for the flywheel I wouldn't throw away your gun anytime soon.
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Post by Symmetry »

CorSec wrote:
Gerard_Paloma wrote:I only count 126 XP spent. You've got 150 to play with.
According to Hotfoot's calculator he spent 147 points.
While I'm not clear on the whole Hard Memory thing, if CorSec didn't get any extra points to distribute because of it, than no one else does, either.
I wouldn't raise a stink because the rulebook was changed after the campaign started - or right as - or whenever Hard Memory was changed. Most likely I noticed it but was too damned lazy to change it on my sheet.
Gah!
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Post by CorSec »

Symmetry wrote:Gah!
Imagine my frustration muddling through this for three pages. ;)
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Post by Arthur_Tuxedo »

The EMP bomb was appropriately expensive, and since it's a one shot deal I'll allow it. Just don't expect EMP cannons, grenades and the like anytime soon, or ever for that matter.

The hard memory basically applies to anything based on Aptitude or Talent. Anyone who did not take this into account on creation should re-configure their skill points with that in mind. Think of it as a Christmas gift :D

In general, the character looks good. I like him.

EDIT: Why is we wanted? Because he was a known revolutionary?
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Post by Symmetry »

Arthur_Tuxedo wrote:The EMP bomb was appropriately expensive, and since it's a one shot deal I'll allow it. Just don't expect EMP cannons, grenades and the like anytime soon, or ever for that matter.
Why get an EMP cannon when an automatic grenade launcher would be lighter and cheaper? I'm thinking of these EMP bombs as something it takes at least a full days work to throw together, and not really any more effective than a block of C4 of 1/8 the weight-save that there's less collatoral damage.
The hard memory basically applies to anything based on Aptitude or Talent. Anyone who did not take this into account on creation should re-configure their skill points with that in mind. Think of it as a Christmas gift :D
So I guess I only have a few extra XP, instead of 24. Enter revision 3!

In general, the character looks good. I like him.

EDIT: Why is we wanted? Because he was a known revolutionary?
Oh, I should have mentioned that. Yeah, basically he was identified during the revolution. He wasn't captured then because, frankly, the government had their hands full catching even bigger fish. He pretty much shook them off for a while and got some plastic surgery, but they eventually managed to track him down (he doesn't know how) and came close to getting him about 14 months ago.
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Post by Symmetry »

Third Revision! This time I'm just listing skills, assuming that I get 50 points and that the hard memory knocks 50% of all aptitude and talent skills.

Tier 1 Skills: (2 * n XP per point)

No relevant Stat:
Ranged – 4
Education – 6

Tier 2 Skills: (n XP per point)
Coordination:
Handgun – 4
Rifle – 0
Heavy – 0
Long range – 0
Hand to hand – 6
Throwing – 3
Pilot (automobile) – 0
Pilot (specificy) –

Charisma:
Leadership – 0
Persuasion – 1
Empathy – 1

Awareness:
Alertness – 0
Spot – 0

Talent:
Security – 2
Stealth – 3
Sleight of hand – 0

Aptitude:
Hacking – 4
Medic – 0
Engineering(Electrical) – 6
Law – 1

Tier 3 Skills: (1/2 * n XP per point)
Talent:
Demolitions – 8

Aptitude:
Music –
Field of study (specify) –
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Post by Arthur_Tuxedo »

Symmetry wrote:Third Revision! This time I'm just listing skills, assuming that I get 50 points and that the hard memory knocks 50% of all aptitude and talent skills.

Tier 1 Skills: (2 * n XP per point)

No relevant Stat:
Ranged – 4
Education – 6

Tier 2 Skills: (n XP per point)
Coordination:
Handgun – 4
Rifle – 0
Heavy – 0
Long range – 0
Hand to hand – 6
Throwing – 3
Pilot (automobile) – 0
Pilot (specificy) –

Charisma:
Leadership – 0
Persuasion – 1
Empathy – 1

Awareness:
Alertness – 0
Spot – 0

Talent:
Security – 2
Stealth – 3
Sleight of hand – 0

Aptitude:
Hacking – 4
Medic – 0
Engineering(Electrical) – 6
Law – 1

Tier 3 Skills: (1/2 * n XP per point)
Talent:
Demolitions – 8

Aptitude:
Music –
Field of study (specify) –
Looks good to me. *Stamps seal of approval* :)
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Post by Symmetry »

Symmetry wrote:Why get an EMP cannon when an automatic grenade launcher would be lighter and cheaper? I'm thinking of these EMP bombs as something it takes at least a full days work to throw together, and not really any more effective than a block of C4 of 1/8 the weight-save that there's less collatoral damage.
Oh, the materials would probably come to about $500 total, including the lb of TNT and the flywheel, but the TNT is restricted and I'd either need to borrow legitimate identity to order the flywheel online and have it shiped, or get access to a machine shop and machinist. And realistically any military grade cybernetics are going to have some EMP hardening.
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Post by CorSec »

Symmetry wrote:Third Revision! This time I'm just listing skills, assuming that I get 50 points ...
Isn't it 150? It doesn't change your skills at all, really.

The new system is a cumulative addition. If you want skill level 5 in a Tier 2 skill, you add the numbers: 1+2+3+4+5= 15 XP used. Hotfoot created a calculator for idiots like me: Skill Calculator

(Just put a 1 in cell B1)

The hard part is redoing the math for Talent/Aptitude areas that cost half.

By my estimation, you used 146 XP, leaving you with 4.
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Post by Symmetry »

CorSec wrote:
Symmetry wrote:Third Revision! This time I'm just listing skills, assuming that I get 50 points ...
Isn't it 150? It doesn't change your skills at all, really.

The new system is a cumulative addition. If you want skill level 5 in a Tier 2 skill, you add the numbers: 1+2+3+4+5= 15 XP used. Hotfoot created a calculator for idiots like me: Skill Calculator

(Just put a 1 in cell B1)

The hard part is redoing the math for Talent/Aptitude areas that cost half.

By my estimation, you used 146 XP, leaving you with 4.
OK, thats why everybody has 150 points then :oops: Unfortunatly I don't have Excel on this computer, so I can't use the calculator. I guess I'll go over everything again with the 1+2+3+... system.
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Post by CorSec »

Symmetry wrote:OK, thats why everybody has 150 points then :oops: Unfortunatly I don't have Excel on this computer, so I can't use the calculator. I guess I'll go over everything again with the 1+2+3+... system.
Oh, that stinks. Why do I get the feeling I'll be at the wrong end of that EMP bomb? "Oh yeah, cock sucker! Make me edit my sheet four times, will you!"
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Post by Symmetry »

[quote="Symmetry"]Fourth Revision! Using the 1+2+... system for skill points, adding up to 150, and deviding by two for aptitude and talent skills.

Tier 1 Skills: (2 * n XP per point)

No relevant Stat:
Ranged – 4
Education – 6

Tier 2 Skills: (n XP per point)
Coordination:
Handgun – 4
Rifle – 2
Heavy – 0
Long range – 0
Hand to hand – 6
Throwing – 4
Pilot (automobile) – 2
Pilot (specificy) –

Charisma:
Leadership – 0
Persuasion – 2
Empathy – 1

Awareness:
Alertness – 2
Spot – 2

Talent:
Security – 3
Stealth – 3
Sleight of hand – 0

Aptitude:
Hacking – 4
Medic – 0
Engineering(Electrical) – 6
Law – 1

Tier 3 Skills: (1/2 * n XP per point)
Talent:
Demolitions – 8

Aptitude:
Music –
Field of study (specify) –


Skill total 2*(31)+47+4+6+.5*12+.5*32+.5*.5*36
=62+47+4+6+6+16+9=150

There!
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Post by Symmetry »

CorSec wrote:
Symmetry wrote:OK, thats why everybody has 150 points then :oops: Unfortunatly I don't have Excel on this computer, so I can't use the calculator. I guess I'll go over everything again with the 1+2+3+... system.
Oh, that stinks. Why do I get the feeling I'll be at the wrong end of that EMP bomb? "Oh yeah, cock sucker! Make me edit my sheet four times, will you!"
I don't mind, and I think I'll be saving the EMP for something more imortant. I really wouldn't do anything worse than a Kubotan to the top of the head, really. :lol:
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Post by Alyrium Denryle »

Well... After I tabulated my xp, I have enough to boost my telepathy another point, so... that skill is up to date with the updated character sheet I sent a while back (attribute total is now 19)... And the slate starts over with 0 xp to spend.
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Post by Hotfoot »

Blaine wrote: Though his accent is thick, it's not so bad as to make it impossible to listen to him.
Just so you know, Mikal can speak flawless english when desired. For the moment, his accent is on "light", just enough to give the flavor without making it so rough as to be difficult to choke down. A (very rough) approximation can be found here. The clip is describing a less than intelligent member of a previous group I've played with.

I'd record something new, but with the sore throat I've got now, I don't think that's in the cards. ;)
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Post by CorSec »

[edit]That's some damn good adding you did there, Symmetry. Much better than me, apparently.[/edit]
Ranged - 4
Education - 6
((1+2+3+4)*2) + ((1+2+3+4+5+6) * 2) = 62
Handgun - 4
Rifle - 2
Heavy - 0
Long range - 0
Hand to hand - 6
Throwing - 4
Pilot (automobile) - 2
Pilot (specificy) -
(1+2+3+4) + ( 1+2) + (1+2+3+4+5+6) + (1+2+3+4) + (1+2) = 46
Leadership - 0
Persuasion - 2
Empathy - 1
3 + 1 = 4
Alertness - 2
Spot - 2
3 + 3 = 6
Talent:
Security - 3
Stealth - 3
Sleight of hand - 0
(1+2+3) + (1+2+3) / 2 = 3
Aptitude:
Hacking - 4
Medic - 0
Engineering(Electrical) - 6
Law - 1
(1+2+3+4) + (1+2+3+4+5+6) + (1) / 2) + 3 = 19

(Skills with that start with no number require an investment of one XP to advance to 0.)
Tier 3 Skills: (1/2 * n XP per point)
Talent:
Demolitions - 8
((1+2+3+4+5+6+7+8 ) / 4) + 1 = 10

Total: 150

My ego'll be really hurt if I'm wrong about this. ;)
Last edited by CorSec on 2003-12-12 09:53pm, edited 2 times in total.
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Post by Hotfoot »

CorSec wrote:(1+1+2+3+4+5+6+7+8 ) / 4 = 9.25

My ego'll be really hurt if I'm wrong about this. ;)
Well...to start, why are you dividing by 4? Secondly, 1+...+8 = 36, and unless I'm mistaken, the 1 XP per non-zero skill is not affected by the tier modifier, but is a flat sum, meaning that the cost for level 8 demolitions is 18 + 1

Edit: oh, wait, the hard memory thing, right, right...that's why it's cheaper...so in this case 9 + 1 then, I think.

Fractional XP will be shot on site, lieutenant!
Last edited by Hotfoot on 2003-12-12 09:44pm, edited 1 time in total.
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Post by CorSec »

Hotfoot wrote:Just so you know, Mikal can speak flawless english when desired. For the moment, his accent is on "light", just enough to give the flavor without making it so rough as to be difficult to choke down.
Ah. Noted and thanks.
Last edited by CorSec on 2003-12-12 09:46pm, edited 1 time in total.
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