Gilon 3010

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Gilon 3010

Shadowrun game in an alternate, homebrew universe.


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    Post by GameMaster Tue Jul 03, 2018 10:16 am

    To keep the IC section from getting overly flooded with OOC questions, ask your questions here.
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    Post by GameMaster Tue Jul 03, 2018 7:41 pm

    Looks like the adept dropped out. Our decker should hopefully be joining us in a day or two.
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    Post by Fuchou 复仇 Wed Jul 04, 2018 11:57 am

    Darn...

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    Post by GameMaster Wed Jul 04, 2018 12:14 pm

    on the up side, we may be getting a couple other adepts, one a martial artist and the other a gunner.
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    Post by Fuchou 复仇 Wed Jul 04, 2018 12:18 pm

    Nice! I actually have a friend that wants to play in my Earthdawn/Shadowrun crossover game as an adept martial artist/thief combination. She's also a cat/human hybrid, which should make things interesting. I'll look forward to see how they play their character. Smile

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    Post by GameMaster Wed Jul 04, 2018 12:48 pm

    Adepts are pretty much good at whatever they set their mind to. Thief, gun bunny, martial artist, investigator, infiltrationist, face, decker, whatever. They can do it all pretty damn effectively.
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    Post by Fuchou 复仇 Wed Jul 04, 2018 1:01 pm

    Gun bunny, lol

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    Post by Fuchou 复仇 Wed Jul 04, 2018 1:03 pm

    Sorry could you remind me how to roll on here? I'm on the mobile app

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    Post by Fuchou 复仇 Wed Jul 04, 2018 1:03 pm

    And what do we look at for perception rolls...

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    Post by GameMaster Wed Jul 04, 2018 1:11 pm

    chougou wrote:And what do we look at for perception rolls...

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    Its a skill. if you dont have it, roll intuition. I don't think either of you have any ear mods, but if you had enhanced hearing you would roll. As for how to roll, if you, for example, want to roll 5d6, roll it like this:

    (roll="d6")5(/roll)

    except replace the () with [] like this:

    GameMaster carried out 5 launched of one d6 :
    OOC questions 2 , OOC questions 1 , OOC questions 2 , OOC questions 1 , OOC questions 1

    alternately go to rolz.org and roll in the chat room over there, then post the results here (which is what kingfisher is doing)
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    Post by GameMaster Wed Jul 04, 2018 1:12 pm

    though hopefully you roll better than that...
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    Post by KingFisher Wed Jul 04, 2018 5:31 pm

    Great to have some more players.

    Here's hoping the dice are kind to us.
    KingFisher is essentially trying to sneakily get the spirit to do things for her and not count it as a service.
    She reckons of the summoner didn't tell you to do it then it can't be a service as you weren't asked to do anything.
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    Post by Fuchou 复仇 Wed Jul 04, 2018 5:41 pm

    Lol, electronics do what you want without having to ask...usually. 😂 They certainly aren't as versatile though, here's to the con! *Raises glass*

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    Post by KingFisher Wed Jul 04, 2018 5:52 pm

    That is true but if a spirit breaks I can always summon another one.
    Always nice to be perved over by a spirit.
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    Post by Fuchou 复仇 Wed Jul 04, 2018 5:59 pm

    It would be convenient if I could seduce machines into working for sure!

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    Post by GameMaster Wed Jul 04, 2018 7:36 pm

    chougou wrote:It would be convenient if I could seduce machines into working for sure!

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    That's a technomancer's job Wink
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    Post by GameMaster Thu Jul 05, 2018 1:35 am

    Okay. So, let's see if I've got this right... I roll 3d6:

    And then add to that data processing (4) + my intuition (5) = +9

    Is that right?

    Yep, 9+4 so 13 initiative. The way a combat round works is whoever has the highest initiative goes first. Then you go down the list until everyone has gone. After that, you subtract 10 from everyone's initiative and everyone with a positive number gets to go again. This is called an initiative pass and it repeats until everyone's initiative is 0 or less. So with a 13 initiative, you get to go twice in a combat round.

    Each pass you get either 2 simple actions or 1 complex one. Brute force is a simple action, while hacking on the fly is complex, so brute force is twice as fast as hacking on the fly at the cost of making a whole lot of matrix noise. I am going to guess you are going to try hacking on the fly, so now roll computer+logic, your max hits are your sleaze rating.
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    Post by GameMaster Thu Jul 05, 2018 2:03 am

    I should probably further explain the overwatch score as we go along. It starts at 0 and ticks up from the moment you do anything illegal in a system. Every 15 minutes it goes up by 2d6. Also every time you perform an illegal action, every success the system gets in its resistance test goes towards that score. This is total successes, not net. So even if you succeed in your actions, the overwatch score can still tick up as you leave a trail of mayhem through the system.

    You can check your overwatch score as a simple action, requiring a computer+logic check limited by sleaze, but checking your score is an illegal action and can potentially raise your overwatch score.

    What happens when your overwatch score hits 40 depends on where you are. If you are on the general grid, you take 12 matrix damage, get booted from the system and your location is traced. If you are in a host, you get 3 marks and bad IC starts coming out to kick your butt. If you exit the host after you have been found, you are out on the grid and immediately take the penalties mentioned before.
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    Post by Fuchou 复仇 Thu Jul 05, 2018 2:03 am

    Ok, so in dealing with the cyberdeck, I would like to make my Sleaze and firewall higher so I'm assuming the ASDF could be 2512 from 4331?

    I get the impression that there isn't a limit to what each category could be as long as I take from another one for each one that I move, but then I'm confused why have a default number that they list everywhere as 4331? Just a recommendation?

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    Post by GameMaster Thu Jul 05, 2018 2:05 am

    The numbers can be swapped around, but not changed. So you have to have one thing at a 4, two of them at a 3 and one at a 1. Which particular stat is up to you.
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    Post by Fuchou 复仇 Thu Jul 05, 2018 2:06 am

    Ok, that ties up the questions nicely with a bow. Smile
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    Post by GameMaster Thu Jul 05, 2018 2:07 am

    More expensive decks have a better spread to work with.
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    Post by Sam Dekker Thu Jul 05, 2018 2:13 am

    How long is an initiative pass?

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    Post by GameMaster Thu Jul 05, 2018 2:17 am

    evan wrote:How long is an initiative pass?


    Some fraction of 3 seconds. A combat round is 3 seconds long.
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    Post by Sam Dekker Thu Jul 05, 2018 2:19 am

    So, wouldn't I have to be hacking for some multiple of 300 rounds before fifteen minutes passed?

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