OOC Chat

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GM: Koshnek
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Koshnek
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OOC Chat

Post by Koshnek »

You can post OOC chat here.
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Black Swan
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Re: OOC

Post by Black Swan »

So on Specializations

Anyone with Driving can operate Civilian Cars, Vans, and Trucks without penalty. They can also choose a Specialty from cycles, commercial / industrial transports (buses, semi-trucks, et.), Golemmechs, hover vehicles, and tracked vehicles.

Anyone with Fighting can use it without penalty with Unarmed Attacks, or using Natural Weapons. They can also choose a Specialty from bladed weapons, bludgeoning weapons, power armor and cyber melee weapons, and Golemmech melee systems.

Anyone with Healing can do basic lifesaving (e.g stop a character from Bleeding Out). They can also choose a Speciality from augmentation
surgery, pathology and analysis (diseases, poisons, etc.), and trauma treatment for healing Wounds
Black Swan
Black Swan Bioroid Fixer and Combat Negotiator
Parry: 7, Toughness: (Armored Jacket): 11 (2); (Tactical Armor): 13 (4)
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Re: OOC Chat

Post by Koshnek »

Thanks for the write-up, that was useful.
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Re: OOC Chat

Post by Drake »

Vehicle Suggestion:

Wasteland NOS Adventure-X

Combining Wasteland Trader's offroad know-how with the performance that NOS Automotive is renowned for, the Adventure-X is the premier go-anywhere, do-anything bike on the market today.

• Size: 1
• Handling: +1
• Top Speed: 150
• Toughness: 8
• Passengers: 1+1
• Cost: 5000
• Notes: Exposed Crew, Off Road (treat as AWD)
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Re: OOC Chat

Post by Koshnek »

This looks like a cool suggestion. I will add it to the Malmart Vehicle thread.
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Re: OOC Chat

Post by Black Swan »

Oh I kinda like the idea of the Bratva for the loans (but that may be my Arrow fandom showing) - that would give Bright, Black Swan, and Emi a definite link - could have met making payments, and then run into each other later at the Downside and built up a working relationship.
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Black Swan Bioroid Fixer and Combat Negotiator
Parry: 7, Toughness: (Armored Jacket): 11 (2); (Tactical Armor): 13 (4)
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Re: OOC Chat

Post by Koshnek »

How do these look? I used stats in the book (starlight flare ammo for flare gun, Smoke keyword, and tracking bug) and tweaked them a little bit for arrow.

Arrows
Recovery: Roll a d4 after battle when appropriate. On a 1-2, standard arrows are broken or otherwise lost. On a 3-4 they may be recovered. Non-standard arrows cannot be recovered.

Flare, Starlight
• A starlight flare emits an extremely bright light and has an attached parachute, so it falls slowly. Sheds Dim light for 50” (100 yards) in all directions.
• Cost: 75

Flare, Signal
• Incandescent
• Cost: 10

Polymer
• Polymer arrows are constructed from synthetic materials which cannot be picked up by metal detectors. Polymer arrows may be recovered similar to standard arrows, however they are lost on a 1-3 instead of 1-2.
• Cost: 1/3 Arrows.

Smoke
• Creates an area of smoke which obscures vision (-4 Medium Cover) in a LBT for 1d4 rounds, plus 3 additional rounds in enclosed spaces.
• Cost: 50

Tracking Bug
• A small hyper object projector, tracking bugs project a virtual icon that can be viewed from almost any distance by the linked software. Sticky for attaching to targets.
• Cost: 50
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Emi
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Re: OOC Chat

Post by Emi »

Hm! The starlight flare makes me wonder if we could put a flashbang on an arrow. :)

Also, just confirming, you're saying explosive arrows (as per bullets) are okay?

I'm also interested in working out two types of high-tech quivers for arrows.

Base stats in SWADE: 25 bucks, 20 arrow capacity, 2lbs...there's no Conceal stat in SWADE of course, but it seems reasonable to assign it a -1, for being larger and bulkier than a pistol, but not as large or bulky as a full sized rifle.

I'd be interested in

1) Slimline Quiver - 200 bucks, reduces capacity by 10, reduces Conceal penalty to 0. (based on cost/mechanics of folding stock)
- A slim, flexible case that is strapped to the upper leg or arm (the arm that holds the bow generally) and molds itself to its contours. Arrows are stored entirely within individual tubes inside the case and held securely to prevent rattling. A manual control adjusts the seating of the arrows to extend the fletching out the top, making them ready to draw.

2) Smart Quiver - 250, increases Conceal penalty to -2, allows any specific arrow in the quiver that's desired to be drawn without spending an action to ready
- This is a hard plastic cylinder with a series of 20 tubes in it that hold the arrows. There is a mechanism at the top that can rotate over the tubes and grip and extend any arrow, along with sensors and a computer that interfaces with the user's TAP. When loading the quiver each tube is 'tagged' with the kind of arrow that's in it. Then during combat, the user can request the contents of any one tube quickly and easily via their TAP. This is useful for carrying a variety of arrows in a single quiver. You don't want to accidentally pick out an explosive arrow when you meant to grab a nonlethal one!

3) Bulk Quiver - 150, carries 60 arrows, conceal -3
- This is basically a backpack designed to be stuffed with arrows. Standard rules for quivers apply, it's just really big.
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Re: OOC Chat

Post by Koshnek »

Yes, Explosive Arrows are OK. The arrows I listed above also use similar mechanics to other effects that are in the book, but toned down a little bit so as to not make the original options obsolete (they're also getting the boost of precision firing at range as an arrow to compensate). I was trying to keep them mostly aerodynamic and small. But also not too fancy mechanically. Between flare guns and actual guns, you can do everything a bow can do with a gun (except the smoke arrow and tracking arrow). Maybe I shouldn't have added them, but I thought they were cool.

How about combining the concealed quiver with the smart quiver? You have 10 arrows and can choose which to use per draw via TAP. That's great for stealth missions. If you're not running stealth you can use a regular quiver plus your stealth quiver loaded with special ammo.
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Re: OOC Chat

Post by Koshnek »

Ravenlocke Industries Slimline Quiver
This Slimline quiver is compact and easily fits under clothing and most armors. For the utilitarian archer, the Slimline also features individual tubes for up to ten bolts or arrows. By connecting the Slimline to the TAP, a user can reflexively choose which amongst many specialty bolts or arrows to draw for the next shot.
• Weight: 1 lbs. (Concealability: -1)
• Notes: As a free action, any individual arrow loaded into the slimline can be identified and selected via TAP and drawn.
• Cost: 350
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Re: OOC Chat

Post by Koshnek »

Wasteland Trader QuiverPack
The QuiverPack was originally designed for hikers and hunters, but has seen surprising purchase among the mean streets around the world. Outwardly it is a fairly normal, if bulky, backpack. However, the main compartment is divided into quarters and designed to store bolts or arrows with space for 8 projectiles apiece. The outer pockets of the QuiverPack hold the equivalent of a knapsack's worth of items.
• Weight: 5 lbs. (Concealability: +1)
• Notes: Quad compartments can store up to 32 arrows total, with 6 external pockets capable of storing objects of pistol sized or smaller.
• Cost: 200
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Re: OOC Chat

Post by Koshnek »

Black Swan, Kat Novak, Bright, and Whiskers can add Common Bond to their list of Edges. Read below for my suggestions on hindrances for your characters. Caelia Seacoal and Shift opted out as far as I can tell.

@Black Swan: Phobia (Minor) - Actually facing biohorrors came as a shock. Nearly having your face bitten off put a damper in your style, and it'll take some experience to shake off your phobia. You may buy this off at no cost after at least a couple encounters with biohorrors.

@Kat Novak : Watched - That hacker logged your GISP and has used it to track you before Whiskers kicked him out of your TAP. You're now under surveilance. You may buy this off for free once you've either convinced the enemy hacker to lay off, find someone to get you off the radar, or otherwise deal with the situation.

@Caelia Seacoal - Opted out.

@Bright: All Thumbs (tweaked) - Automatically bought off after completing the next mission. That shot could have been nasty, but you talked Emi through patching it up. Unfortunately, her skilled hands weren't a doctor's hands, and the wound is slowing you down. Any task involving that limb is at -2.

@Whiskers: Hesitant - Actually being in the streets doing dangerous jobs is exactly what you wanted, right? Well, its not all fun and glory, and you're a little shook up after that encounter with the golemmech. This hindrance can be bought off after successfully completing a mission.

@Shift - Opted out.

@Emi: Phobia (Minor) - You don't have a lot of experience with hackers nor being subjected to the things a skilled hacker can put you through. You're comfortable with Whiskers, mostly, because he seems like an OK guy and you work together, but any time you know there's a hacker working against you and the team, it puts you off your game.

If you don't like the suggestions above, get with me on discord or post here and we'll try to work out something thematically appropriate to your liking.

You may all take a Benny for your interludes. That's +1 to your total to all, or +2 to your total for those who also choose to take advantage of the character tracker benny opportunity (or have already done so). Without the (Great) Luck Edge that is 4/3 bennies for the interlude or 5/3 benies for the interlude + benny opportunity.
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Bright
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Re: OOC Chat

Post by Bright »

Testing out the dice roller...

Persuasion 1d10!!: [9] = 9
Persuasion wild die 1d6!!: [10!!] = 10
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
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Shift
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Re: OOC Chat

Post by Shift »

Testing out as well
Dice rolls
Psionics 1d12+2!!:: [9]+2 = 11
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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Re: OOC Chat

Post by Bright »

Once more...
Dice rolls
Wild 1d6!: [4] = 4
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
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Bright
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Re: OOC Chat

Post by Bright »

@Koshnek, do you have a preferred style of notating the dice rolls? Should we use OOC tags, attachments like the above, etc.?
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
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Koshnek
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Re: OOC Chat

Post by Koshnek »

Totally missed this comment.

However you like, just preferably contained within inline or ooc code.

It's nice to have 'em list out the modifiers (from edges, wounds, etc), too.

(Note: Please don't leave 'em hanging around as a big white box at the end of your post, however you choose to do them!)
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Re: OOC Chat

Post by Koshnek »

Does your team have a group name? Should they? If you guys want your characters to be collectively known as a team by some name, work it out here. If you do, come up with some snazzy names for your group of freelancers, and then when we have some cool names I can throw a poll up for you guys to narrow it down.
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Re: OOC Chat

Post by Baltimore »

The Mousketeers. 8-)
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Re: OOC Chat

Post by Koshnek »

Q4 2021 - Each player +1 Advance (Novice 2); Reset Bennies
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Re: OOC Chat

Post by Ndreare »

Koshnek wrote: Sun Nov 07, 2021 9:30 am Q4 2021 - Each player +1 Advance (Novice 2); Reset Bennies
Isn't this like 6 weeks away?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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