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 Ork Underground OOC

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Drugged dwarf
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PostSubject: Re: Ork Underground OOC   Wed Sep 22, 2010 6:01 pm

Thanks for the feedback guys. It's the second character I've ever made, and took me practically all bloody day to do it too.

Think I'm getting the hang of it though.

Silver, he's a Troll.. because horns are cool. Thanks for the attribute thing. forgot to fill it out.

Warez, thanks for that, I think I will use it. gonna update it tonight/tomorrow and hope its cool.
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WearzManySkins
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PostSubject: Re: Ork Underground OOC   Wed Sep 22, 2010 6:08 pm

@ Silver
Since you Mentor does aspect healing
First Aide?
Medicine (Magical Health, Traditional Healing) to get around the -2 mod when used on awakened/technomancer patients.
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PostSubject: Re: Ork Underground OOC   Wed Sep 22, 2010 7:02 pm

WearzManySkins wrote:
@ Silver
Since you Mentor does aspect healing
First Aide?
Medicine (Magical Health, Traditional Healing) to get around the -2 mod when used on awakened/technomancer patients.

ooo, that's a neat idea.

I'm also thinking of scraping up some points to boost the Gretch contact and actually take Mama Grogby as my underground contact. Grogby would be an old friend of Mama Mouse, and Pip got to do some conjuring tutoring under Grogby when she was smaller to get a handle on the basics. She still visits when she can, usually bringing some fresh produce from the garden for Grogby. Heck, Mouse could have been one of the free spirits that helped Grogby and the other shamans convince Lone Star to back off from trying to bust the blockade back when the changeling mess happened.

*edit* In fact, if you check, Pip now has the medicine skill with magical health specialty. I decided to skip on First aid since her first choice would typically be magical with medicine for the long-term care and diagnosis. Also, went ahead and made the contact changes. Grogby makes more sense, as does the cavern area in general (Pip being an apprentice talislegger and all, seems like a good place to visit).
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WearzManySkins
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PostSubject: Re: Ork Underground OOC   Wed Sep 22, 2010 9:13 pm

@Silver
Reading about First Aide and Medicine on Aumentation page 120, Medicine skill can do all the things that First Aide can do ie stabilization.
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PostSubject: Re: Ork Underground OOC   Wed Sep 22, 2010 9:17 pm

WearzManySkins wrote:
@Silver
Reading about First Aide and Medicine on Aumentation page 120, Medicine skill can do all the things that First Aide can do ie stabilization.

It can, it just takes longer. First Aid does it in combat turns rather then minutes / hours / days. But hey, that's what Stabilize and Heal are for Smile And in a pinch, Spirits of Man casting Heal or Stabilize.
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PostSubject: Re: Ork Underground OOC   Wed Sep 22, 2010 11:45 pm

Okay, looking between the two posts on this, sounds like you guys still need a rigger, if I'm correct? I'll start drawing something up. I have a few character concepts half fleshed out, if this isn't the case, but I would be happy to fill any roll that is still needed.

Absolute worst case scenario, I have a shifter that could easily fit in, with his back story as added muscle. Would just have to rewrite a few points worth of spending, and update the story for him to include the underground.
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PostSubject: Re: Ork Underground OOC   Thu Sep 23, 2010 7:10 am

I'm always on a personal level violently against the idea that any group would "need" something, but yes we do not hava rigger currently. ^_^
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PostSubject: Re: Ork Underground OOC   Thu Sep 23, 2010 7:19 am

A rigger would work, but remember that you may be going into "tunnels" where a Bull Dog Step Van will not fit. Any drones will need to be able to transport themselves or able to be carried. Try to keep the drones roughly Troll Size or smaller.Smile

I in part agree with Silver, trying to "Balance" a Team, is not always enjoyable for the player trying to do so.

But Riggers and Muscle can be "Hired" for the occasion needed.

My aim is to make this game as fun for all the players and myself.

If Balancing the Team is fun for you, go for it. If you wish/want to play a shifter, go for it.

And yes there is as of yet a rigger in the Team, but there is also no shifters. Smile
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PostSubject: Re: Ork Underground OOC   Thu Sep 23, 2010 9:03 pm

*Chuckles* Shifter it is then. I like the story I have in mind for him so far. And who needs drones, when you have a tiger to go in first? Will put the finishing touches on it, and post it up for you to take a look at it.
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PostSubject: Re: Ork Underground OOC   Fri Sep 24, 2010 6:43 am

done. Finally. fully completed and now ready for inspection

http://www.shadowrunonlinepbp.com/characters-concepts-f3/big-b-boris-the-quiet-mystic-t527.htm#13033

Jesus that took me forever and a day. making characters for shadowrun is HARD!
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PostSubject: Re: Ork Underground OOC   Fri Sep 24, 2010 12:36 pm

Drugged dwarf wrote:
done. Finally. fully completed and now ready for inspection

http://www.shadowrunonlinepbp.com/characters-concepts-f3/big-b-boris-the-quiet-mystic-t527.htm#13033

Jesus that took me forever and a day. making characters for shadowrun is HARD!

Drugged Dwarf

Martial Arts is now defined ie Krav Magra etc. If you are going to specialize in martial arts you need to select which one, which will mean choosing the martial arts quality and the specific art.

Good Details on your living accommodations.
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PostSubject: Re: Ork Underground OOC   Fri Sep 24, 2010 12:52 pm

Actually Martial arts the Quality and Martial Arts the Skill Specialization are independent still unless your making that a house rule. The Quality merely accounts for various special moves but you can still have, going by the rules a less advanced grasp of martial arts. Enough that it's a specialty of hand to hand combat (As opposed to say pure brawling) but not yet enough that you have it as a quality with additional special bonuses and manoeuvres. The quality itself is really more mastery than specialization.
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PostSubject: Re: Ork Underground OOC   Fri Sep 24, 2010 1:27 pm

Kesslan wrote:
Actually Martial arts the Quality and Martial Arts the Skill Specialization are independent still unless your making that a house rule. The Quality merely accounts for various special moves but you can still have, going by the rules a less advanced grasp of martial arts. Enough that it's a specialty of hand to hand combat (As opposed to say pure brawling) but not yet enough that you have it as a quality with additional special bonuses and manoeuvres. The quality itself is really more mastery than specialization.

OK I am Corrected Sad

I am going to have to load my Flashdrive with the SR4 books I have on PDF. Smile
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PostSubject: Re: Ork Underground OOC   Fri Sep 24, 2010 5:44 pm

Actually I might also be tat fault here. The statblock of soon didn't register my maneuvers or the martial art I had taken. Dumb thing... changed now to add them, but does this mean that my specialisation doesn't count? Can I not just change it to Muay Thai for the phat bonuses? If not I REALLY could use the BP.

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PostSubject: Re: Ork Underground OOC   Sat Sep 25, 2010 1:05 pm

Specializing in a skill is separate from qualities "Martial Arts" For each 5 BP of martial arts Positive Quality you can get a martial art PLUS access to two Maneuvers of 2BP each for each 5BP of martial arts you've purchased.
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PostSubject: Re: Ork Underground OOC   Sat Sep 25, 2010 9:45 pm

'Martial Arts' is a more or less catch all that is a specialization of Hand to Hand. That said if I recall Arensal suggests changing the specialization from generic to a specific hand to hand form if your going to take Qualities. That said you can have multiple martial arts qualities (One for each 'form' you know, and the bonuses stack to an extent as I recall).

That said you can buy the quality and technically have no actual hand to hand combat skill, but personally when I'm the GM I don't allow that. I do however allow generic 'martial arts' to be a specialization of hand to hand that then applies any time your using hand to hand combat that ties in with the actual quality your using (Such as lets say Karate). Keep in mind you can also buy up the quality, and not buy any special manoeuvres for it. You can 'learn' manoeuvres in game at the cost of 2 Karma, which is far cheaper in the long run than 2BP (considering what 2BP can buy you when pooled). That said there is a set learning time, cost and so on and so forth associated with it and it's not a path I'd recommend unless your sure the game is going to actually last long enough for you to benefit from it. And frankly from long experience here, they very rarely do. As such your better off just biting the bullet on the BP cost for the manoeuvres you want, or at least buying a few with BP and leave a few slots open for later training.
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PostSubject: Re: Ork Underground OOC   Sun Sep 26, 2010 2:09 pm

Hey threre,

I've been on holiday and I'm just catching up with all that happened here. Regarding the Ork Underground IC thread, are we actually starting and we should react to the message from to tusks? Or is there still set up work in progress for the characters etc.?

Yours
Stamp
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PostSubject: Re: Ork Underground OOC   Sun Sep 26, 2010 4:23 pm

Just to help keep things in check... I've gotten rid of the specialisation and taken Parrying as my spec, and lowered the BP spent on maneuvers to just have two
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PostSubject: Re: Ork Underground OOC   Sun Sep 26, 2010 4:25 pm

Give it a couple of more days,,,I believe some characters are still being tweeked.
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PostSubject: Re: Ork Underground OOC   Sun Sep 26, 2010 5:11 pm

Just as an FYI, main reason I never bothered working further on the background is because it takes a fair bit of time to do up a decent one and the game seemed to drop off the grid entirely.
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PostSubject: Re: Ork Underground OOC   Sun Sep 26, 2010 6:13 pm

Kesslan wrote:
Just as an FYI, main reason I never bothered working further on the background is because it takes a fair bit of time to do up a decent one and the game seemed to drop off the grid entirely.

NP do what you can then put what you have finished.
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PostSubject: Re: Ork Underground OOC   Sun Sep 26, 2010 6:57 pm

Yo Wearz, do you need me to add more to my background? It is rather small.
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PostSubject: Re: Ork Underground OOC   Wed Sep 29, 2010 2:42 am

As stated before in the want adds section
Smiley is ready for final inspection and hopefully GM approvel
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PostSubject: Re: Ork Underground OOC   Thu Sep 30, 2010 6:32 am

What color codes do we use in ingame posts?
Yellow for commlink I guess
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PostSubject: Re: Ork Underground OOC   Thu Sep 30, 2010 7:05 am

maartendp wrote:
As stated before in the want adds section
Smiley is ready for final inspection and hopefully GM approvel

Approved.
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