January 8, 2019 at 6:30 am #13660
Thanks, Beta!January 8, 2019 at 7:38 pm #13715
Yeah, I’ve been getting pretty depressed over the holiday season and I just keep giving no fucks about anything. I don’t think I am really motivated anymore, and should probably step out.January 8, 2019 at 9:37 pm #13717
Sorry that you have been depressed, Lorebane. I know how crushing that can be. I hope you manage to pull up some for your new school term — an in light of that, I see where a game may not be a priority. All of that said, sucks to lose you. I love the premise of this game that you had put together.January 14, 2019 at 12:43 pm #13929
With Lorebane officially out, do we want to keep running this? (continuing with the plan of rotating GMs, maybe?) Or has the energy ebbed too much? I like the slightly different premise and the unusual mix of characters, so I’d be happy to keep going, but I’m sure we also all have a lot going on so if this gets shelved I’ll be fine with that too.January 14, 2019 at 1:56 pm #13930
My take is to finish this run and then open recruitment perhaps we can get a few more players.January 14, 2019 at 2:23 pm #13932
Yeah, I think finishing the run is the least we can do.January 15, 2019 at 1:48 am #13942
Sorry, I’m behind. I’ll catch up Tuesday.January 15, 2019 at 6:25 pm #13957
Sounds like a good plan coming together. I think Ginsburg could potentially do a lot – I like the idea of replacing the guard with one of us via Physical Mask – but I don’t want to assume that Mato knows much about Ginsburg’s capabilities ICly.
OOCly, let’s talk either now or later about what we want the game to be, both in terms of rules and style of play.
For rules, I like most of the house rules around skills (reordered skill groups, some active skills changed to knowledge skills) and gear. I would vote to keep a lot of those. But it sounds like we can move away from some of the house rules around magic that might not fit our style as well.
For the game itself, some topics include:
1) Do we want to continue the story arc around tarot cards?
2) Do we want long, complex runs and plots, or do we want shorter missions?
3) Do we want to open up recruitment, or do we want to stay small?
Speaking for myself, I don’t mind playing in games centered around tarot cards but I’m not well-equipped to GM those games. (I think Book of the Lost might be the only 5E book I don’t have.) I wouldn’t mind if we kept the runs shorter and simpler. Texas Hold Em is a great game, but I think another game of that size and intensity would crush me. Similarly, I’d be okay if we kept things small, or kept the added players to a minimum to keep the number of moving parts manageable.
Open for discussion, either now or later.January 15, 2019 at 10:22 pm #13961
Tecumseh pretty much captured my feelings perfectly, other than that I did break down and buy Book of the Lost during one of the sales on PDFs, but I don’t have the cards themselves and even with BoL I couldn’t say that I have a very firm grasp on them. Sure I could scatter them in occasionally, but that plot line only makes sense if it builds to something eventually.
I hadn’t thought about the shorter, simpler, runs vs complex ones, but as soon as I read that I was thinking shorter was nice.January 16, 2019 at 1:31 am #13964
I can’t promise it will be right away (because there are 78 cards in total) but if you guys did want to keep the tarot theme going, I could make scan of the rest of the deck and send them to someone.January 16, 2019 at 10:42 am #13966
@Lorebane, that is a very generous offer, and could be a real help. I don’t know if I would have bought the tarot cards if I’d seen them in store, but I never did see them, and they’ve never published a digital version. I don’t know if they can even be ordered on-line anymore or not?January 16, 2019 at 2:20 pm #13968
I’m also for a shorter format – nice little bites of adventure.
As for recruiting: I wouldn’t start active recruiting. The current size is good enough for most purposes to get things done (and since we are PIs we aren’t going to need the full complement of runner roles anyway)
Once Texas Hold’em is wrapped up I can also take an active role as GM.January 16, 2019 at 5:27 pm #13982
I’m up to GM some quick hits. I’m thinking about random encounters (I can put “random” in quotation marks to make it seem like foreshadowing), short interludes, things that only last for a scene or two. I’d like to do stuff that plays with the setting, including our HQ and the surrounding area. Having something to do and something to react to can provide a lot of good RP opportunities. The classic Food Fight at a Stuffer Shack might be a good example, something we could crank through in 3 or 4 weeks. We can slot those in between larger runs, if we want.
I agree that recruitment is optional. Things can be adapted for the PCs that are available. We only need to recruit if we want more voices at the table.January 17, 2019 at 3:16 am #14001
Alright, let’s keep it short runs. I am also fond of them, and they seem to fit the theme of starting shadow runners on their first steps in this world.
PS: Feel free to position yourself as you want regardless of space/time (even before 17:50), I posted to give you something to interact with.January 18, 2019 at 9:56 am #14060
aura read spirits: 13d6t5 1 <– I rolled one too many dice, forgetting about the background count. But it was such a lousy roll that re-rolling with 12 dice was only apt to make it better. Last die was a 1, and there was no danger of a glitch, so just leaving that as one success.
aura read Mr. Chou: 12d6t5 7 (limit is 9).
visual perception Mr. Chou: 6d6t5 3
Well, between them the rolls gave the average successes each, just oddly distributed. Not much about the spirits, plenty about the target from asensing, and maybe a bit from the visual.
I’m guessing that the booth isn’t visible from the line-up. Hence the IC about sending a spirit to watch.
summon spirit of Man: 5d6t5 2
spirit resist: 2d6t5 1 (technically a glitch, but not sure what impact that would have)
drain resist: 12d6t5 2
One service, no drain.
“bright hunter aura” is a placeholder for whatever would be a good description, given Jawsey’s asensing hits on Mr. Chou.
I’ll pre-edge the spirit’s asense roll to watch what is going on, since it only has 3 dice otherwise.
redjacketboy asense: 7d6h5 3 Hopefully enough to provide a reasonable narrative, and hopefully in the middle of “He is holding the tall round thing to his mouth again and tilting it up” there will be either a notice of something very magical or at least of an appropriate sized package getting put somewhere.January 18, 2019 at 1:55 pm #14065
SR5 uses a 51% threshold for glitches, so the spirit did not glitch its resistance. (SR4 used 50%, which I personally found more interesting, but not everyone enjoys the drama of glitches.)
I suppose I should roll Perception too, as Mato is good at that.
Visual Perception: Intuition 6 + Perception 5 + Visual Spec 2 + Glasses 3: 16d6t5 5 hits
In addition, Mato has a Cyberware Scanner in his cyberarm and Radar Sensors in his cyberlimbs.
The cyberware scanner is R5. There are rules for it on p. 362 of the core rulebook. Basically I roll the scanner rating and compare it to the results table:
Cyberware Scanner R5: 5d6t5 2 hits
Per the table, that’s enough to detect standard or alphaware cyberware, weapons, and other non-biological items. Range is 15 meters.
For redundancy, Chrome Flesh says that the Radar Scanners can see through clothes to identify things like weapons. Also, depending on where Chou’s reserved booth is, Mato could potentially “watch” the meet through the wall(s). “The radar sensor … can penetrate a cumulative Structure Rating equal to its own Rating x 5.” With R4 sensors, I can see through 20 points of walls within 20 meters. Maybe 10 points for a plascrete exterior wall, plus 8 points for two booths (“furniture”, 4 points each)? Up to the GM. The images wouldn’t be detailed, but I might have enough resolution to watch larger moves like where his hands go.January 18, 2019 at 2:28 pm #14068
@tecumseh: hunh, I guess I mis-read that on my first pass through the book and never looked back. I’ve been playing with it wrong now three or four years 😀 Anyway: the spirit did not glitch then, and thanks for the catch. (also: The number of toys that Mato has is impressive!)January 18, 2019 at 4:52 pm #14071
I mostly play adepts and magicians. I realized that I hadn’t played a street sam in 10 years, nor had I ever built a character with a cyberlimb. Mato’s gone through 3 or 4 different versions as I experiment with different combinations. I’m not sure he matches the pure versatility and utility of a magician, with all that their spells and spirits bring to the table, but I wanted him to have things to do outside of the holy trinity of sneaky/shooty/stabby.
I wouldn’t mind having him in Texas Hold Em right now, shrugging of background counts and punching like a freight train.January 19, 2019 at 1:55 am #14086
Mato’s suggestion was for Ginsburg to take the mall entrance/exit, so your IC post works perfectly with that.January 20, 2019 at 2:22 am #14138
Social tests, curses! Mato’s Achilles heel!
Well, that’s what Edge is for. I need to spend it pre-roll both because it significantly increases my dice pool but also because, ahem, Mato’s Social Limit is 2. (I guess it’s technically 4 if I use the suit’s wireless bonus.)
Charisma 2 + Etiquette 1 + Edge 5: 8d6t5 5 hits
Ha, ha, Edge to the rescue! I technically get to reroll a 6 too: Reroll 1: 1d6t5 0 hit
5 hits it is, as Edge lets me Push the Limit. Mato is an exquisitely polite bathroom companion.
I don’t know if Ginsburg’s Clairvoyance spell allowed him to see where the card was placed, or if Ginsburg relayed this information to Mato, but presuming he did Mato can try a little pickpocketing:
Well, geez, that roll would have been nice the first time. Edge to the rescue again! Mato’s Physical limit is 11 for the left hand and 12 for the right hand, and Mato is ambidextrous to boot, so he keeps all 9 hits.
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