MnM Cyberpunk Game "Digital Seed" OOC Thread

Hi all,

Call me a vulture, but I've noticed you need a player. S'ok if I pencil myself in pending approval of my character (which I should have posted by this evening, EST)?

:)
J
 

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Evil Ujio,

How are you going to treat hacking? Will you cover it by skill checks or will it be a seperate environment that a hacker enters (as in Gibson's Neuromancer)?

If it's just skill checks, hackers will be more versatile, whereas total immersion requires more specialization to be effective.

Imagine, though:

The Astral Projection power is close to how I'd model total immersion. Use Datalink as the gateway, and then other powers where they make sense. Firewall? Mental Protection. Cybernetic decryption subprocessors? Comprehend.
Any power in the MnM book that could have the "Psionic" source could easily be adapted to cyberspace.

Or would that be too much work?

:)
J
 

I was wondering if there is room for another. I was thinking of creating a cyber-human specially created for infiltration and covert ops, leaning towards who would've become an assassin under the control of the agency that trained and basically created him. Now living in the shadows, he needs to make a living, while on the run from Those That He Doesn't Discuss.

One question I have is... what powers are specifically NOT allowed?
Another question is... where are you guys coming up with the lower point disadvantages? I just have the main MnM book so I don't have access to the weaker but more useful disadvantages.

A third question: Which corporations are the ones seen as the 'bad guys' and the 'neutral guys'.

Another: Is this more like Shadowrun with magic, or magic does not exist at all?
 

not sure about all your questions BUT the one I can answer is about Weakness. They are from the Annual #1, they give 2, 5 and 10 point weakness that are VERY cool. If you have a specific I can dig up the game info (like Naivie, 2pt is -1 to Sense Motive vs. Surprise I am pretty sure, Berserk 2p is a DC10 will roll, etc)

Powers I think depend on how you explain it... it has to be cyber, bio, etc stuff. Not sure if there is magic (don't think so)
 


Karl Green said:
not sure about all your questions BUT the one I can answer is about Weakness. They are from the Annual #1, they give 2, 5 and 10 point weakness that are VERY cool. If you have a specific I can dig up the game info (like Naivie, 2pt is -1 to Sense Motive vs. Surprise I am pretty sure, Berserk 2p is a DC10 will roll, etc)

Powers I think depend on how you explain it... it has to be cyber, bio, etc stuff. Not sure if there is magic (don't think so)

I have a few ideas for powers, they would be technological based... a.k.a. Cybernetics. I don't know if these would get the device flaw or not.

As for weaknesses...one I think I am interested is like a type of Code... not the Mercenary Code, although something like that... Does the Annual go into different types of Codes? I guess another one is one where I am on the run from an organization, like Hunted in HERO System. Another one I can think of is a personality quirk where I always accomplish my mission I am hired for, and nothing gets in the way (make a Will save to avoid persuing it).

Karl, you are the MnM master on these forums, so I ask you, which disadvantages would work best for these? I've read some of the games you run, I wish I could've gotten into them, they are awesome reads (I have some in my favorites folder on my comp).
 

:D thanks!
well if you look earlier in the Thread you will see Mr. Black the character I created along with some others all with minor Weaknesses :D and the Annual also has a new Weakness Adversary which is basically Hunted from Hero games.

I don't think the cybernetics give device flaw as they are pretty much part of our characters and to remove them is very difficult/painful

Code could be Quirk, depending on how sever, so minor would be 2pt and require a will save of a DC10 to ignore/overcome it I believe (at work and don't have my book here), 5pt is a DC15.
 

Hi guys,

I've got the annual here, and the actual difference in severity on quirks is:
Minor - simple codes or annoying habits (never lie, obsessed with all things purple)
Moderate - more involved codes, phobias (chivalry, fear of heights)
Major - debilitating fear (claustrophobia so bad you can go inside anything smaller than a warehouse), psychotic code of belief("you are so extreme in some belief as to be certifiably insane as to your conviction toward it" pg.92).

No save at any level, only a hero point lets you ignore a Quirk.

Antagonist is MnM's Hunted. The different levels just determine how often they appear, there's no change for relative power like Champions. Minor=infrequently, Moderate=Sometimes, Major=frequently.

Minor is -2pp
Moderate is -5pp
Major is -10pp

:)
J
 


I just put in an order for the Annual with my FLGS, it should get here in a week or two.

Here is what I have so far... is there a Japanese name that means "White Ghost" ?

name: unknown at this time
sex: male
race: caucasion (raised in Japan)
height: 5'9"
weight: medium solid build
hair: black
skin: white
face: plain, no facial hair

Abilities -

Strength: 14 +2
Dexterity: 20 +5
Constitution: 12 +1
Intelligence: 12 +1
Wisdom: 18 +4
Charisma: 10 +0 total spent: 26pp

Base Attack: +2 (6pp)
---melee: +7
---ranged: +7
Base Defense: +2 (4pp) total spent: 36pp
---Armor Class: 18 (19 - dodge)
---Touch AC: 18 (right?)
---Flat-footed AC: 10
---Mental Defense: 14 (right?

Fortitude: +1
Damage: +1/+7 (Evasion)
Reflexes: +6
Will: +4

Initiative: +9
Damage -
*Fist: 2S/5S (Surprise Strike)
*Sword: 4L/7L (Surprise Strike)
*Pistol: 3L/6L (Surprise Strike w/in 30 ft)

Feats:
Attack Finesse, Dodge, Evasion, Improved Initiative, Surprise Strike total spent: 46pp

Powers:
Light Pistol 3/L
Sword 4/L (device; 4pp)
Combat Sense 2 (source - cybernetics; 2pp)
Wired Reflexes 1 (Super-Dexterity: source - cybernetics; 4pp) total spent: 59pp

Skills: (26pp)
Acrobatics – (2)+6 = +8
Balance – (2) +6 = +8
Climb – (4) +2 = +6
Disable Device – (3) +6 = +9
Escape Artist – (4) +6 = +10
Gather Information – (4) +0 = +4
Hide – (4) +6 = +10
Jump – (4) +2 = +6
Knowledge (Japanese culture) – (1) +1 = +2
Knowledge (Century City Underworld) – (1) +1 = +2
Language – (2) (English, Chinese, Japanese)
Listen – (4) +4 = +8
Move Silently – (4) +6 = +10
Open Lock – (2)+6 = +8
Search – (3) +1 = +4
Survival: Streets – (4)+4 = +8
Spot – (4) +4 = +8

total spent: 85pp

Weaknesses:
Hunted - Japanese Yakuza, one of them in Century City (moderate: 5pp)
Code - Always finish the mission (moderate: 5pp) *I want to define this one better, but I think you guys get the idea of this one*
 

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