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CorSec
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Post by CorSec »

Arthur_Tuxedo wrote:And the PSG-1 is from that site :)
I didn't mean to indicate that you weren't going to detail the inventory, not by a long shot. I only happened across that site trying to eyeball the weapons you did mention. I was just trying to <cough> help you. That's all. Like I did with Stacey Alvarez. <cough> That's all. Just helping out where I can. Because I'm a helpful kind of guy. Yep, that's me. Mr. Helpful.
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Alyrium Denryle
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Post by Alyrium Denryle »

*ponders what to make CorSec's character *do* when I reach higher skill levels :twisted: :P
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Post by Hotfoot »

lazerus wrote:"EMP cannon" is just a name. The weapon is actually a micro-waver that induces a much smaller EM charge. But it dosn't take much to fry cybernetics. (or so says the cyberpunk rulebook)

Also, to amend my "no damage" statment. If you have cybernetics that directly interface with your brain you either die or loose INT.
You'll have to forgive me if I'm none too fond of a weapon that would instantly kill or lobotomize well over half the characters in this campaign by a stray shot or close proximity (let's not forget the claymore-like spread that EMP/MW weapons in CP2020 have). Also, the no damage statement is way off, unless you're perhaps pulling the rules from, say, Shadowrun, which I am not as familiar with. MW weapons do 1d6 burn damage (stick something in a microwave, you'll see why), and in addition anything within 1m of the path of the beam has to roll on the MW chart, none of the results of which detail total brain death or loss of INT. In any event, laser weapons are also noticably missing from the weapons list, and would likely be easier to get your hands on than EMP/MW weapons. The exotics, in any case, are extremely rare and difficult to obtain, and seeing as how a simple high quality kinetic slugthrower can nearly bankrupt your starting funds in this game, I doubt that you'll need to worry much about obtaining that nice shiney new Microwaver.

Even if you did, you can bet the cyborgs of the group would be none too happy if you decided to start waving it around shouting, "See this? This'll fry your circuts!"

You could wind up in a very uncomfortably dead position, da? ;)
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Symmetry
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Post by Symmetry »

Arthur_Tuxedo wrote:
lazerus wrote:Also, while the G&G weapons list is quite extensive, there is one weapon missing. The EMP cannon.

It does not damage, simply disables any cybernetics or electronic equipment the person is carring. Can I "import" it?
Someone more knowledgeable about such things will correct me if I'm wrong, but it was my impression that it's not at all certain that it's possible or feasible to produce a significant EMP effect without the large explosion to go along with it.
For a few thousand dollars you can build an easily car portable microwave gun that will fry the electronics its pointed at. For big, area of effect EMPs, though, you'd need a honking big flywheel, and the old briefcase-sized dynamite and flux compressor combo is really your best bet. I think that with 2030 tech a man-portable microwave gun that fries any unhardened, unshielded elelectronics its fired at is reasonable.

*Note: The above is all second person from people I basically trust who've done this personally, but I might have misunderstood something and I'm too lazy to do the math now.
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Post by Arthur_Tuxedo »

lazerus wrote:One other thing, I notice that "bodyguard" and "obsenely ritch" are two different traits (advantages, perks, whatever you wish to call them.)

Given the setting, if I have "obscenly ritch" as a charachter perk, can I have a small squad of merc's with me? Of couse I will have to pay them, but that's not a problem.
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CorSec
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Post by CorSec »

lazerus wrote:Given the setting, if I have "obscenly ritch" as a charachter perk, can I have a small squad of merc's with me? Of couse I will have to pay them, but that's not a problem.
If you search the early posts of this thread, you'll find that all Traits and that deal with having a lot of money are not allowed in this campaign. The reasoning is that the rich corporate types are hated and reviled by all - at least everyone you'd run into on one of these campaigns. I won't assume that having a bodyguard trait or other, lesser, protector trait is also not allowed, that's not my call.
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Post by Arthur_Tuxedo »

No, the bodyguard trait is still in.
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Post by Symmetry »

Oh, I was also thinking about joining, now that I've finished term sans finals and what we at the institute affectionatly call "Digital Death Lab." I'll have to look over the rules just a bit more, but I could have a character ready this weekend.
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Post by Arthur_Tuxedo »

Symmetry wrote:Oh, I was also thinking about joining, now that I've finished term sans finals and what we at the institute affectionatly call "Digital Death Lab." I'll have to look over the rules just a bit more, but I could have a character ready this weekend.
Rad. Come on in! :D

Although to be sure I think we're rapidly approaching the practical limit on players. At a certain point it's just overload. So no more after these new 2 unless someone REALLY wants in.
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Post by lazerus »

"Ah, whoops. I missed and killed lenny."
But then again, this is CYBERPUNK!
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Post by lazerus »

One thing I noticed, the "world history" mentioned mutants. Are they NPC-only, or can we be one?

EDIT: I'm really sorry i'm asking so many questions about the rules. But how much money DO we start with?
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Post by Alyrium Denryle »

What do you think telepathy is? :P
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Post by lazerus »

Doh!
And how much money do we start with?
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Post by CorSec »

$4,000

There's a price guide at the beginning of the 'punk book for most common items. If you have a weapon not on any lists, Arthur's very good at being accomodating.
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Post by CorSec »

lazerus wrote:"Ah, whoops. I missed and killed lenny."
You killed Lenny!

You bastard!
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Post by lazerus »

Just writeing up my charachter and I noticed something.

Why has the "agility" stat been removed from the charachter sheet. And where did this new "aptitude" stat come from?

I don't remember reading about them in the rules, and I did a search for the word "aptitude" in the docuement and nothing relevent came up.
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Post by CorSec »

Unless I'm mistaken, Agility was rolled into Coordination. Aptitude is a gateway stat for, well, aptitude. On the second column of the character sheet, you'll see that aptitude is applied to scholastically learned skills.
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Post by Gerard_Paloma »

lazerus wrote:Just writeing up my charachter and I noticed something.

Why has the "agility" stat been removed from the charachter sheet. And where did this new "aptitude" stat come from?

I don't remember reading about them in the rules, and I did a search for the word "aptitude" in the docuement and nothing relevent came up.
Art can correct me if I'm wrong, but I believe Agility is only relevant for fantasy campaigns, where the majority of combat is hand to hand/melee. If I remember right, under the standard rules, Agility is the relevant stat for Defense and some other physical skills. Under the cyberpunk and G&G rules, however, since the majority of combat is ranged, Agility doesn't make any sense. After all, you can't defend against a bullet.

As for Aptitude, it's the relevant stat for many mental skills (except Telepathy) like Engineering, Medicine, Law, etc. The cyberpunk rules explain the new (i.e. different from the standard rules) skills in detail, as well as their relevant stats.
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Post by Gerard_Paloma »

CorSec wrote:Unless I'm mistaken, Agility was rolled into Coordination.
Yeah, that's it.
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hey!

Post by Marcao »

I hope everyone that cares to read my post finds it enjoyable. He is a charming fellow once you get to know him, really. :wink:
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Re: hey!

Post by Gerard_Paloma »

Marcao wrote:I hope everyone that cares to read my post finds it enjoyable. He is a charming fellow once you get to know him, really. :wink:
:D Though your characters have no way of knowing this, rest assured that Dirk doesn't want a bigger share of what's in the van, but he does want a share, hence his unwillingness to let Mikal drive it off alone. Things have a tendency to disappear that way, and given the general shadiness of everyone's characters, I wouldn't trust any of them farther than I could throw them. :lol:
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Post by Utsanomiko »

Hard to say. One method I've been using to accurately keep Stavis unaware of other events is by skimming over any non-relevant posts. I had to re-read the last 2 pages just to get an idea of where the hell my car pulled up.

*Shrug* I learned it from Michael Richards.
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Re: hey!

Post by Utsanomiko »

Gerard_Paloma wrote: :D Though your characters have no way of knowing this, rest assured that Dirk doesn't want a bigger share of what's in the van, but he does want a share, hence his unwillingness to let Mikal drive it off alone. Things have a tendency to disappear that way, and given the general shadiness of everyone's characters, I wouldn't trust any of them farther than I could throw them. :lol:
But regardless of shadiness, I'm understanding that your characters' still need someone to break into that van, start it up, and tag along with the driver?

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Post by Symmetry »

Forgive my ignorance, but I was wondering if sawed-off shotguns are ever used with slugs or sabots in the .410 caliber. And do they use the rifle or the pistol skill?
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Post by Gerard_Paloma »

Symmetry wrote:Forgive my ignorance, but I was wondering if sawed-off shotguns are ever used with slugs or sabots in the .410 caliber. And do they use the rifle or the pistol skill?
Rifle. But as for the other question, Art's the expert there.
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