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Old 12-17-2011, 10:59 AM   #231
Talosian
 
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Default Re: [OOC] Worlds of Fire

Yeah, I finished finals yesterday. And by the end of yesterday I was miserably sick.

Feeling... Less awful. Hopefully I'll be more functional soon.

Seann's opinion (when I get around to writing stuff up) will be that the SS should deploy a few sentries to (as subtly as possible) keep watch on the Sallis Estate and St Augustine Hospital. Hopefully they can provide a little bit more information by the time we move against those.

Seann's favorite would be the warehouse, because it has the most obvious people at risk. The night club should be easy to watch, as it's in the city center, so they can keep an eye on it. Seann would prefer to move around more subtly for a bit, and talk to some of the workers at the factory before going for a confrontation.

Until it comes down to requiring it, Seann would prefer to avoid militarizing the whole thing and bringing in teams with guns.

PS: Also, Seann has some equipment that could be useful for recon, and some of the things I may be adding would be helpful as well.
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Old 12-17-2011, 11:03 AM   #232
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Default Re: [OOC] Worlds of Fire

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That was intentional. I used the physician template from GURPS BioTech as a basis for Lucie. If I remember correctly, First Aid defaults directly to Physician without any penalty and Lucie has Physician 14 so she effectively also has First Aid 14.
That is bizarre. Keep in mind that it is a default, and may come back to haunt you. (In other news, I'm going to go look for information on why that's set up like that...)
I just had another look at Basic Set and sure enough, it says that First Aid defaults to IQ-4, Esoteric Medicine, Physician, or Veterinary-4.

There's also the equipment modifiers that Lucie gains from the crash kit, something I neglected to remember when I built her with First Aid 20!

In any case, she's a young doctor. She's good, but she's not THAT good.

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Where is that rule for expensive gadgets? In Basic Set?
High Tech P.10 (I think it's in a couple of the other Tech books as well).
Hmm... I just had a read through and it is a convenient rule, although I'm not sure if it can be applied to a whole package of items...

If I drop the backpack, I come to a similar weight (19 lbs.) and end up saving $320!

Anyway, if Lucie needs help with carrying something, she can always ask Douglas, Seann, John or Jacobson for a helping hand. ;-)

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Well I'm done with finals now, but on the choices of where to go, the night club and warehouse look good spots due to actual confirmed disappearances. The warehouse seems especially good if people are working on something there; that speaks to me of something majorish.
I concur.

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Until it comes down to requiring it, Seann would prefer to avoid militarizing the whole thing and bringing in teams with guns.
Lucie would agree.
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Old 12-17-2011, 01:20 PM   #233
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Default Re: [OOC] Worlds of Fire

I'll post a reminder here that I don't have any of the -Tech books/ expansions. I'll try to rectify this later on, and I'm willing to accept equipment from such things provided a copy of the details can be provided in the thread where necessary. I'm less sanguine about accepting rules from such material though. I've done it a couple of times already (mostly because I got confused looking through the Basic Set about the specific circumstances), but please don't make the assumption that I will all the time.

On a similar note prerequisites are going to be based on what is in the Basic Set rather than anywhere else.
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Old 12-19-2011, 01:03 PM   #234
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Default Re: [OOC] Worlds of Fire

I'm still waiting to hear back from Ginnungagap, but it looks like we might (don't know) be down to four players again. I've got a possible player in waiting, so I'll check on that angle before we kick off. But it looks like the actual action will be starting in the new year. If anyone does come up with anything for checking things out that the SS won't have thought of then feel free to suggest them before then.
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Old 01-03-2012, 08:43 AM   #235
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Default Re: [OOC] Worlds of Fire

Hi guys here is the background of my character:

Picture: Lucius Frost

Spoiler:  
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Old 01-03-2012, 09:24 AM   #236
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Character sheet:

Lucius Frost

Spoiler:  


Edit: aslo increased acc on pistol since I had spare signature gear money I changed the pistol portion of the sword to be very fine (Accurate) instead of just Fine. Also added All-lighting googles and Changed Weapon Bond to pistol sword and made it cost 2 points instead of 1.
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Last edited by Skullcrusher; 01-04-2012 at 09:19 AM. Reason: reduced scrounging by 1 and increased signature gear by 1
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Old 01-03-2012, 12:46 PM   #237
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Default Re: [OOC] Worlds of Fire

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Weapon Bond (Guns (Pistol)) [1]
Weapon Bond (Shortsword) [1]
You take Weapon Bond for one weapon, not for weapon types. A gunblade might be ruled to take two points, though.

Also, if the goggles are meant to negate his vision problems during the day, then they should be priced the same as appropriate nightvision gear...
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Old 01-03-2012, 01:26 PM   #238
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Default Re: [OOC] Worlds of Fire

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You take Weapon Bond for one weapon, not for weapon types. A gunblade might be ruled to take two points, though.

Also, if the goggles are meant to negate his vision problems during the day, then they should be priced the same as appropriate nightvision gear...

Why would darkly tinted glasses cost as much as night vision goggles. All it is meant to do is bring the light level down? It would be comparible to requiring a flash light to see at night...inexpensive and obvious.
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Old 01-03-2012, 04:10 PM   #239
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Default Re: [OOC] Worlds of Fire

It's more of a game balance issue. I doubt it'd be that easy to solve that degree of light sensitivity, and if so, then it's extremely beneficial to make every character that way.
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Old 01-04-2012, 04:37 AM   #240
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Default Re: [OOC] Worlds of Fire

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Why would darkly tinted glasses cost as much as night vision goggles. All it is meant to do is bring the light level down? It would be comparible to requiring a flash light to see at night...inexpensive and obvious.
It's more of a game balance issue. I doubt it'd be that easy to solve that degree of light sensitivity, and if so, then it's extremely beneficial to make every character that way.
I'd agree here; normal sunglasses might provide a +1 to +3 against bright lights before you get up to the Cat.4 rated ones that they can't sell in some shops because it's not safe to drive while wearing them or something (or so I was assured when I was buying some Cat.3 ones for a trip up the mountains). To reduce a -9 penalty in normal daylight to a 0 would require Lucius to be to all intents and purposes blindfolded without access to some kind of suitably high-TL materials. And the darkening effect would be constant unless it was something very specialised, so it would provide the same level of darkening at -9 darkness as it would at 0 darkness.

The Western Harbour has access to TL^ technology (it was made in seven weeks, so it has to have something decent backing it up). That means that you can get sunglasses that will adjust to the darkness penalty and keep it at an effective 0 constantly.

Quote:
All-Lighting Sunglasses
Cost: $600 + $25 per level of Night Vision required to accomodate.
Weight: 0 lbs (effective)

All-Lighting Sunglasses are a necessary part of the Western Harbour's ongoing development based around the vast range of different individuals and species that have turned up there. In this case they are intended to allow those adapted to very low-light conditions to operate in what most races would refer to as 'normal' lighting.

The materials involved in these glasses are fairly exotic and almost impossible to reproduce at low TLs, however the glassess are purely based on chemical functions and so do not suffer penalties from such things as EMP, magic that targets electronics and the like.

Owing to the need for the glasses to shield the eyes entirely from incoming light, the glasses are tight fitting and need to be adapted to an individual. The frames have been known to interfere with peripheral vision in some cases despite the best efforts however.

These glasses do not protect against levels of lighting beyond the 'normal' level.

Grants:
Normal Vision to Night Vision down to purchased level.
No Peripheral Vision.
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