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eraser

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Posts posted by eraser

  1. dragon, go to the link i poasted previously, node 16. they have all the character gen stuff plus rules from official supplements. i'll be willing to help you rol up a char if you want.  what we really need are techs, several of them. a good idea might be to browse some movies and form a "character concept" by drawing a basic idea for the char from movie characters.  ie, in heat val kilmer plays a sort of demo tech, things like that.  from what i hear there's a demo tech in the works, what we need are people good at reparing and maintaining vehicles. you could still  incorporate the cooking thing using pickup skills, to add depth to the char (everybody's got a hobby, right?)  as for a reason to hate sov-oil, say your char worked on one of their pacific ocean drill rigs as a maintinance person, working on the rig and suporting watter vehicles. you got fired, pick a reason, and are pissed off. we recruit you for our opp for technical suport. you get to stick it to the company and make some serious coin in the process. just an idea, send me a message if you want help with the char, please.

     

     

    also, to the group, i would subjest you poast your characters in the boards reservoir dogs section upon compleetion, so we can establish where the group is strong/week. now, please wait for thumpert yeah or nay before doing so, but i think it will help us create a well rounded team. thats all for now.

  2. dragon, go to the link i poasted previously, node 16. they have all the character gen stuff plus rules from official supplements. i'll be willing to help you rol up a char if you want.  what we really need are techs, several of them. a good idea might be to browse some movies and form a "character concept" by drawing a basic idea for the char from movie characters.  ie, in heat val kilmer plays a sort of demo tech, things like that.  from what i hear there's a demo tech in the works, what we need are people good at reparing and maintaining vehicles. you could still  incorporate the cooking thing using pickup skills, to add depth to the char (everybody's got a hobby, right?)  as for a reason to hate sov-oil, say your char worked on one of their pacific ocean drill rigs as a maintinance person, working on the rig and suporting watter vehicles. you got fired, pick a reason, and are pissed off. we recruit you for our opp for technical suport. you get to stick it to the company and make some serious coin in the process. just an idea, send me a message if you want help with the char, please.

     

     

    also, to the group, i would subjest you poast your characters in the boards reservoir dogs section upon compleetion, so we can establish where the group is strong/week. now, please wait for thumpert yeah or nay before doing so, but i think it will help us create a well rounded team. thats all for now.

  3. hey thumper, if its cool with you i think i'll swap the dedicated med tech i had on the team out for a former military intell officer with passable netrunning skills as well as a wide breth of intelligence related skills, since we are sort of low in that area. is that cool? or should i work up something else? i dont want to wander into tech territory since thats the group's focus. any ideas?

     

    as to dragoonCav's prediciment, my team is from seal team 8, so that region is the teams area of operation. possibly she was a source for cia/mil intell that we extracted in exchange for her intelligence data. possibly she kept tabs with the group and when she heard we were heading back after sov oil asked to come along. just a thought. or, if you go the rout of being saved by the team durring play, prior to your induction you are welcome to controle whichever boat crew members you wish (this excludes the seal team and comander). you could have a little fun controling one of the worlds best snipers durring the interrum.

  4. hey thumper, if its cool with you i think i'll swap the dedicated med tech i had on the team out for a former military intell officer with passable netrunning skills as well as a wide breth of intelligence related skills, since we are sort of low in that area. is that cool? or should i work up something else? i dont want to wander into tech territory since thats the group's focus. any ideas?

     

    as to dragoonCav's prediciment, my team is from seal team 8, so that region is the teams area of operation. possibly she was a source for cia/mil intell that we extracted in exchange for her intelligence data. possibly she kept tabs with the group and when she heard we were heading back after sov oil asked to come along. just a thought. or, if you go the rout of being saved by the team durring play, prior to your induction you are welcome to controle whichever boat crew members you wish (this excludes the seal team and comander). you could have a little fun controling one of the worlds best snipers durring the interrum.

  5. actualy fix, a fixer would be a great addition to the team. from what thumper has said, it sounds like terrorist cells are active in the area. we can cover more ground by convincing them to atack targets that help us to our ends (negotiator). or, instead of a con job that could blow up in our face as above, we could bribe them with captured sov-oil equiptment (black marketeer, fence, trader). or, you could make some cash on the side selling the captured loot on the black market. a fixer would make a great addition to the team, and if we got 2 different fixers with different areas of experties then all the better. between selling the guns/equiptment to the black market and possibly doing some organ dealing if the med tech is up to it, we could make up the inevetible expenses we are shure to incure durring the mission, so the pay checks would be all gravy.

     

     

    another thing, thumper, will acomidations be made for our gear to be shipped as well? or will we have to make seperate arrangements for that ourselves? (is customs something we should even worrie about with reguard to the teams heavy weapons and sutch, on the us side? if so we can alwayse truck it over to nevada to have it shipped out, where there is for all intents and perpouses no law to speak of. if there's trouble on the reciving end is it safe to assume some palm greesing will aleviate the problem? thats all the questions i have at present)

  6. actualy fix, a fixer would be a great addition to the team. from what thumper has said, it sounds like terrorist cells are active in the area. we can cover more ground by convincing them to atack targets that help us to our ends (negotiator). or, instead of a con job that could blow up in our face as above, we could bribe them with captured sov-oil equiptment (black marketeer, fence, trader). or, you could make some cash on the side selling the captured loot on the black market. a fixer would make a great addition to the team, and if we got 2 different fixers with different areas of experties then all the better. between selling the guns/equiptment to the black market and possibly doing some organ dealing if the med tech is up to it, we could make up the inevetible expenses we are shure to incure durring the mission, so the pay checks would be all gravy.

     

     

    another thing, thumper, will acomidations be made for our gear to be shipped as well? or will we have to make seperate arrangements for that ourselves? (is customs something we should even worrie about with reguard to the teams heavy weapons and sutch, on the us side? if so we can alwayse truck it over to nevada to have it shipped out, where there is for all intents and perpouses no law to speak of. if there's trouble on the reciving end is it safe to assume some palm greesing will aleviate the problem? thats all the questions i have at present)

  7. just a heads up for you new commers, and a belated one to the old ones (cant belive i forgot to poast this before. *kicks self*). here's a link to where the comando force half of the group is written up:  http://forum.cyberpunk.co.uk/cgi-bin/ikonboard.cgi?act=ST;f=3;t=125

     

    if you make a character that overlaps one of them, like Gabriellyon said he was considering a med tech, then i will drop the corrosponding character from the list, or change it so as not to step on the real pc's toes (it'd be less work for me anyway, only have to do actions for 12 instead of 13, but however it works out is cool with me.).

     

    p.s. if anyone has subjestions/comments on the team please bring them up with me, they are there for your protection so i welcome your input with reguard to their creation.

     

    ok, i'll shut up now. i look foward to gaming with you all.

  8. just a heads up for you new commers, and a belated one to the old ones (cant belive i forgot to poast this before. *kicks self*). here's a link to where the comando force half of the group is written up:  http://forum.cyberpunk.co.uk/cgi-bin/ikonboard.cgi?act=ST;f=3;t=125

     

    if you make a character that overlaps one of them, like Gabriellyon said he was considering a med tech, then i will drop the corrosponding character from the list, or change it so as not to step on the real pc's toes (it'd be less work for me anyway, only have to do actions for 12 instead of 13, but however it works out is cool with me.).

     

    p.s. if anyone has subjestions/comments on the team please bring them up with me, they are there for your protection so i welcome your input with reguard to their creation.

     

    ok, i'll shut up now. i look foward to gaming with you all.

  9. just buy cheep sawed off shotguns, one book listed them at 100eb and another at 200eb. you make hatch marks in the barrles for each shot and when each has 5 in it, you spend half the weapons cost to get a new set. its the ultimate muntchkin cannon!!! on the other hand, you could put an integraly silenced  10 shot 9mm in a wrist launtcher and make yourself look un-important, then when things go bad pop it out at point blank range ("where the #### did that come from"). and cap them in the head where its next to impossible to put armor, under the chin is best or put the shot in the "iron triangle" (or is it golden? ohh well, its the spot in the middle of the face where a shot causes instant death without postmortum spasams ie they wont jerk their trigger finger and rouin your day). either way, the choice is yours.

  10. its called a slasher shell, and its in one of the official supplements. (the mono wire shell that is). verry expensive if i recall correctly, like 75eb per shell. the real effective ones were the 40mm grenade versions, 3m long wire cutting through anything in its path, dealing 3d6 mono ap dammage (1/3 soft sp, 2/3 hard sp). they're too expensive to be worth while though, unless sombody's picking up the cost of ammo for you.

  11. well, i'm not shure what's taking thumper so long to respond, but last i heard he was still taking new players. now, i'm not running the game so dont quote me on it, just saying its a good bet that he will take you. just make a char like thumper outlined before in earlier poasts and hopefully he will let you in. hope you make it, laterz.

  12. well, i'm not shure what's taking thumper so long to respond, but last i heard he was still taking new players. now, i'm not running the game so dont quote me on it, just saying its a good bet that he will take you. just make a char like thumper outlined before in earlier poasts and hopefully he will let you in. hope you make it, laterz.

  13. shrap follows rat into the van and takes a seat

    "well, we dident get full on mil-spec gear like i origionaly asked for, but this stuff should work. mastoid units with a simple modulation chip to scramble the transmission. for what we need it's good, the average street operator couldent hope to tap them."

  14. here's a novel idea, quit worrying about dammaga potential and focus on skill instead. i use to be one of those guys that thought hand cannon's were the end all be all, but then one day i saw something that changed my whole outlook. there was a special on the discovery channel about the navy seals, and they had an instructor talking about all the weapons they use. when he came to the sidearm he held up their standard issue sig 9mm then proceeded to explain "this is the sidearm we use, it is a 9mm pice with good handling characteristics and a deecent magazine size. now, lots of suposed "gun buffs" like to argue that we shoud pack real guns. they'll say why dont you guys get 45's or desert eagles or what have you. my answer to them, after i put 2 in your heart and one in your head it wont make a damn bit of difference what i'm shooting, your gone."

     

    in short, stop using uber guns as a crutch. if you've got the skill, you can be hell on wheles even with knock off junk and cheep sov imports.

  15. name: ted stockton aka:god

    age:28

    hair:brown, short&neat

    position: boat crew, sniper

     

    stats:

    bod:8/11, ma:6, cool:6/7, ref:9, tech:7, int:8, luck:5, attr:5, emp:6/5(6)

     

    skills: (2 trips spec opps training+dive school)

    combat sneek:6, awarness:7, stealth:6, endurance:7, swiming:4, first aid:3, wilderness survival:5, heavy weapons:2, melee:3, rif:10, handgun:5, sambo:4, athletics:2, weaponsmith:3, nuscuba:3, underwatter survival:2.

     

    pickups:

    hide/evade:6, zoology:2, drive:2, geology:2, gen education:1, botany:2, shadow/track:2

     

    personal gear:

    barret m-90 w/compensated barrle &custom stock :3000, computerized sight w/thermo:700, bipod:20, bowie knife:70, sling:10

     

    web gear:

    (no picture availble)

    adjustable pockets to hold loose rounds and 2 barret clip poutches

     

    starting cash:12,140

    cash left:5,070

     

    ted grew up in the soulth and learned to hunt at an earily age. he proved to be incredibly skilled at this and he won several junior target shooting matches when he was young. he spent all his spare time either hunting, practicing his field craft, or reading books about related subjects. when he reached 19 he signed up for the marines where he excelled to become one of their top marks men. however, one of his higher upps had it out for him and arranged for him to get cut in the rif. jack knew him by reputation, and from working with him on a few operations and convinced him to joine his merry band. he is somewhat well known, and apeared in solo of fortune last year in their worlds 10 best snipers (non smartlinked catagory).

  16. name:ray hawkins

    age:24 (6 years in)

    hair:black, long&straight

    position:boat crew, driver

     

    stats:int:7, ref:8, cool:6/7, tech:8, luck:5, attr:5, ma:7, emp:8/7(8), bod:6/9

     

    skills: (1 trip spec opps training+dive school)

    vehicle zen:6, awarness:4, handgun:4, brawling:1, first aid:3, swiming:4, basic tech:4, watter vehicles:7, pilot ship:7, heavy weapons:5, sambo:3, pilot: vector thrust:5, nuscuba:3, under watter survival:2, endurance:4.

     

    pickups:

    drive:5, gen education:2, motorcycle:3, streetwise:2, seduction:3

     

    personal gear:

    25mm grenade launtcher:255, 3 point sling:15

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

     

    starting cash:8,300

    cash left:4760

     

    ray alwayse had a way with vehicles that was beyond comprehension. he grew up in a middle class family and their hobby was riding dirt bikes in the desert. when he got his lisence at 15 he was pulling j turns and controled skidds within weeks, if it moved ray could handel it like an ace. after high school ray wanted to go airforce abd be a fighter jock, but his parrents persisted that it was too dangerous, and said go navy, which he did. ray's ability earned him a slot on the seals special boat unit, and specilized training that came with it. this fact is ommited from his parrents, obviously.

     

  17. name: joseph conrad

    age: 26 (6 years in)

    hair:long and ratty, brown

    position: boat crew, heavy ordinance officer

     

    stats:

    ref:9, cool:7/8, ma:7, int:6, tech:6, bod:6/9, luck:6, attr:6, emp:7/6(7)

     

    skills:(1 round spec opps+dive school)

    combat sense:5, awarness:4, handgun:3, brawling:1, first aid:1, swiming:4, basic tech:3, watter vehicles:5, heavy weapons:6, pilot;ship:3, naval artillary/missle systems:8, target acquitition:6, weaponsmith:3, sambo:3, nuscuba:3, under watter survival:2, endurance:4.

     

    pickups:

    strength feat:2, resist torture/drugs:3, streetwise:4, seduction:2, gen education:2, dance:2.

     

    personal gear:

    25mm pump grenade launtcher:255, 3 point sling:15

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

     

    starting cash:8,300

    cash left:4760

     

    joseph's family came over following wwII fearing stalins purges.

    his grand father and father were sea faring men and joseph followed their example, joining the navy. he quickly found he had a nack with ship based weapons and he was discovered by his superriors. they transfered him to a corvet class ship that suported seals and he received specilized training.

     

  18. name:leroy brown

    age: 25

    hair: black, short&curley

    position: boat crew gunner

     

    stats:

    bod:6/9, ma:7, cool:8/9, ref:8, tech:6, int:7, luck:6, attr:5, emp:7/6(7)

     

    skills: (1 trip spec opps training +dive school)

    combat sense:5, awarness:7, handgun:5, brawling:1, first aid:1, swiming:4, basic tech:1, watter vehicles:6, heavy weapons:8, sambo:4, pilot;ship:3, rifle:5, target acquisition:3, under watter survival:2, nuscuba:2, endurance:4.

     

    pickups:

    melee:3, drive:4, persuasion:3, streetwise:2, shadow/track:3

     

    personel gear:

    m-60D:1000, sling:10, bipod:20

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

    4 belts, 3 liter hydrastorm

     

    starting cash: 8,300eb

    cash left:4000eb

     

    leroy was a ship mate with thompson and when thompson went to the seal special boat unit leroy signed up for it too. he grew up in a port town, sp joining the navy was a natural thing to do, but his skills behind the trigger made him stand out.

     

  19. name:eric thompson

    age: 24

    hair:brown, wild & all over

    position: boat crew gunner

     

    stats:

    bod:5/8, ma:6, cool:8/9, ref:9, tech:7, int:6, luck:6, attr:6, emp:7/6(7)

     

    stats: (1 round spec opps +dive school)

    combat sense:5, awarness:7, handgun:4, brawling:1, first aid:3, swiming:6, basic tech:3, watter vehicles:4, heavy weapons:7, weaponsmith:4, sambo:3, exp; target acquisition:5, endurance:5, nuscuba:3, underwatter survival:2.

     

    pickups:

    streetwise:2, seduction:2, dance:2, drive:5, ship engin tech:2, resist torture drugs:2

     

    personal gear:

    m-60D machine gun:1000, bipod:20

     

    web gear:http://www.blackhawkindustries.com/cgi-bin/storenew.pl?page=/new/product.html&setup=1&ida=848&idp=1196&his=0|1196&cart_id=8872375.2112

    4 ammo belts and hydrastorm 3 liter

     

    starting cash:8,300eb

    cash left:4010eb

     

    thompson knew he wasent going to college, so he decided to go to the navy after high school. he took the riverine patrole mos where he excelled and was recruited into the seals special boat unit.

     

  20. CHARACTER IS NO LONGER ACTIVE FOR THUMPER PUNK.

     

     

    name:leckna kim

    age: 23 (6 years service)

    hair:black, long&straight

    position:boat crew, medtech

     

    stats:

    int:8, tech:7, ref:6, cool:7/8, bod:5/8, ma:6, luck:6, attr:8, emp:7/6(7)

     

    skills:(no spec opps, dive school)

    med tech:6, awarness:4, handgun:4, brawling:1, swiming:1, basic tech:3, wattervehicles:1, diagnose:5, pharmacuticles:4, cybertech:4, cho le fut:3, cryotank:1, chemistry:3, nuscuba:3, endurance:4, underwatter survival:2

     

    pickups:

    gen edu:3, streetwise:2, athletics:3, drive:, seduction:2, persuasion:2

     

    personal gear:

    duo ming shan:60, glock 30:705, med scanner:300, surgical kit:400, med kit:100, cell phone:400

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

     

    starting cash:10,300

    cash left:5065

     

    leckna grew up in night city's china town, her family had immigrated to the us just before her birth fleeing the communist secret police (her dad was a "polotical dissedent"). when she came of age she decided to join the navy and help bring down the empire in her own small way.

  21. name: paul nguyen

    age: 28

    hair:black, short&neat

    position:5th position, breetcher

     

    stats:

    bod:7/10, ma:7, ref:8, tech:8, int:6, emp:6/5(6), attr:5, luck:6, cool:7

     

    skills: (2 times spec opps+buds)

    combat sense:5, awarness:4, brawling:1, stealth:3, endurance:8, first aid:1, heavy weapons:5, rif:7, basic tech:2, sambo:3, demolitions:6, melee:3, pilot hover:4, wilderness survival:3, handgun:4, operate heavy machinery:2, underwatter survival:3, swiming:4, nuscuba:3, espert tactics:3.

     

    pickups:

    gen education:2, chemistry:2, strength feat:2, resist torture drugs:2, seduction:2, streetwise:4

     

    personal gear:

    militech mk-4:800, computerized sight w/thermo:700, 25mm grenade launtcher:255, supressor:100, det cord:900, 3 point sling:15, back pack entry kit:200

     

    entry kit:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

    12 grenades, 6 rif mags, poutches, 3 liter hydarstorm

     

    starting cash: 12,140eb

    cash left:5,900eb

     

    paul is another legacy, his dad was a lifer in the army and the idea rubbed off on paul. he's a tough guy of pacific islander heritage and the door kicker of the unit.

     

  22. name:eric pike

    age:28

    hair:blond, spiked

    position:3rd cover, first responder medical

     

    stats:

    bod:8/11, ma:7, ref:8, cool:6/7, tech:7, int:7, luck:5, attr:5, emp:7/6(7)

     

    skills: (2 trips spec opps training+buds)

    combat sense:5, awarness:5, brawling:1, stealth:5, endurance:7, first aid:6, heavy weapons:5, rif:7, pilot gyro:5, athletics:2, handgun:4, sambo:3, wilderness survival:3, expert tactics:2, weapons smith:2, nuscuba:3, swiming:5, underwatter survival:2.

     

    pickups:

    social:2, personel grooming:2, gen education:3, library search:2, stock market:2, oratory:2, human perception:2

     

    personal gear:

    militech mk-4:800, computerized sight w/thermo:700, 25mm grenade launtcher:255, supressor:100, 3 point sling:15, mil med kit:100, med scanner:300.

     

    web gear:http://www.blackhawkindustries.com/cgi-bin/storenew.pl?page=/new/product.html&setup=1&ida=838&idp=1196&his=0|1196&cart_id=8872375.2112

    6 rifle mags, gear poutches, 3 liter hydrastorm

     

    starting cash:12,140eb

    cash left:6600eb

     

    eric was the son of corp parrents, and lived the high life for moast of his childhood, untill at age 17 his parrents were cought embezzling corp funds and fired. his parrents found low paying jobs on the street since they were black listed in the corp community. when eric tried to get a corp job he too was black listed and this fostered a deep hatred of the corperations. one day he read an article about a seal team launtching a raid on a corp that defied the government and eric knew that was his future, his way at getting even with the corps. he signed up to be a seal the next day.

     

  23. name:carlos ramirez aka:ding

    age:27

    hair:shaved bald

    position:4th position, second entry team

     

    stats:

    bod:7/10, ref:9, ma:7, tech:5, int:6, cool:9/10, luck:5, attr:5, emp:7/6(7)

     

    skills: (2 trips spec opps training and buds)

    combat sense:5, awarness/notice:7, brawling:1, stealth:7, endurance:8, firstaid:1, heavy weapons:5, rif:7, handgun:5, melee:5, sambo:6, exp:tactics:3, wilderness survival:3, swiming:4, underwatter survival:2, nuscuba:3.

     

    pickups:

    intimidate:3, streetwise:4, seduction:2, wardrobe:3, pick lock:3

     

    personel equiptment:

    militech dragon light asault weapon:700, scope sight w/low light:300, supressor:100, 3 point sling:15.

     

    web gear:

    http://www.blackhawkindustries.com/cgi-bin....75.2112

    6 rif mags, 6 pistol mags, poutches, hydrastorm 3 liter

     

    starting cash:12,140

    cash left:7755

     

    former LA vato that got pinched with some drugs and was given the classic offer you cant refuse, jail or military, due to prision overcrowding. he dident want to run with any buntch of grunts, he wanted rock hard hommies in a fire fight, so he went seal.

     

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