• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

NC Game Day VII - April 23!

Oops.. :)

I cast a "summon new DVD-RW and Hard Drive" spell last night, and what was supposed to be short and sweet went sour and wasted my night. I spent the entire night messing with it instead of digging into BC's magic like I planned. Once I get that squared away (Western Digital's Data Lifeguard program is slower than evolution!!!) then I'll be much better off. Come to think of it, I might play with some of that in a minute or two, if I get time...

...god, I'm such a slacker. :)
 

log in or register to remove this ad

Quasqueton said:
Your note on what to bring to the table says "Nothing". Pregen characters? What edition? (I've played 1st and 2nd. I have 2nd book.) Bring a bucket of d6ers?
I see you've rating Action at an 8 of 10. Cool. I'm really looking forward to burning through some ammo.

3rd ed actually, the character creation system is a LOT sharper in that. I have a habit of looking forward to burning through some health bars. ;) As a troll vs. machine gun turrent, and a phys ad vs. a vampire lord, can attest.

If you have a good 2nd ed character I can do a conversion to at least something that feels the same even if it's not a direct cross over. Just drop it to me via email or thread. Dice are assumed you'll be needing. ;)

Already logged for the game: 1 conjuration expert (and annoying familar).

Game warnings: This *is* a Shadowrun game but this is the third in an ongoing series. In order to set it up so players could come and go I set it up with a fairly interesting twist.

ACME Inc is the company you work for - you're mostly legitimate workers too, not *true* shadowrunners. ACME Inc is that company that fills hte niche of delivery - no questions. You run out of ammo in a run, call them and they air drop it in. They do courier, smuggling, and general project work but will not carry unwilling sentients. Will not steal things for you. And generally if it's illegal they want it in a box so they can say they never saw it. ACME Inc works much like the ACME in the Road Runner cartoons.... hence the name.

Which means character wise there are a few requirements. The jobs are generally snatch and grab smuggling style jobs. So, no need to play the decker who sits back at the cafe while on overwatch. Riggers have a risk in that they may get left behind if the team goes on foot. I try to avoid that, but that's why deckers better be able to carry a gun, and riggers better be carefully constructed to avoid playing the wheel and getting to sleep at the table.

Rules wise I tend to be fairly loose, I don't get to DM a lot and generally I'm more concerned with making the story fun than in looking up something obscure in the book. So if you plan to have your character play on something not often used. *glares at a certain conjurer* let me know so I can read up.

I also expect you folks to play smart, especially this go around. You've got three days to prepare for the run - so there may actually be some deal dealing this time. Especially since we're on home turf the whole run. ;)

Henry said:
Damn. Next time you run a Shadowrun game, Clueless, I'm in.

Well... I could always kidnap you from the table over. ;)
 


Clueless said:
My gaming group slowly got used to it - Clueless being the male I've played for nearly 3 yrs now and me being most definately a girl. The slip ups eventually became something of an inside and even in character joke, considering Clueless wasn't exactly 'butch' even for a deadly fighter.

The one guy who was the worst about it, had me get to the point of threatening to have my character kick his character's ass...... :] All in game. Never mind his cleric was 6'4" and my ranger was only 5'6"..... there was seriously going to be some butt kicking if it got too annoying. He should be glad it did. ;)
 


Darth K'Trava said:
The one guy who was the worst about it, had me get to the point of threatening to have my character kick his character's ass...... :] All in game. Never mind his cleric was 6'4" and my ranger was only 5'6"..... there was seriously going to be some butt kicking if it got too annoying. He should be glad it did. ;)

Clueless was patient. Exceedingly patient. ;) And sneaky so as far as he was concerned it just made people underestimae him even more. ;)
 

hehe

Rel said:
I gotta say that the BCCS magic system sounds very intriguing. I may have to see if I can convince one of the guys in our group to run it in the future.

*pokes Riggs* ;)

Word.

As soon as I can get over to the game store it's ordered ;) I've got some store credit courtesy of Cathal and CathaLee burning a hole in me pocket!

At some point, I'd like to run one, especially in the North timeline. Hands-on experience at GD7 and possession of all the BC books = good.
 


Hmm, apparently I missed a few pages of stuff.

die_kluge, BelenUmeria, Henry, I read over the rules for the RR, and the subsequent comments. I'm on board for pretty much everything that was said.

Will we be declaring a theme (in addition to the mcguffin and BBEG)?
 

Well, I just failed my Will save and ordered the Black Company CS from Green Ronin today. I'll be getting it around wednesday next week.

I'm just having so much fun playing with this thing! There's so much you can do to stack, fiddle with, and create effects that you could spend an afternoon building a better magical mousetrap.

For example:
Assailment of the air spirits
  • Cast DC 16, swift action - Force, 3d4 dmg non-lethal, 30’ ranged touch, 1d8+3 drain
  • Cast DC 16, swift action - Force, 4d4 dmg non-lethal, 10’ ranged touch, 1d8+3 drain
  • Cast DC 21, std. action - Force, 6d4 dmg non-lethal, 20’ ranged touch, 1d8+4 drain
  • Cast DC 26, full-rd action - Force, 6d6 dmg non-lethal, 20’ ranged touch, 1d8+5 drain

Vexations of Kryshni
  • Cast DC 16, swift action - Afflict, -1 att, saves, & checks, 20’ ranged touch, 1d8+3 drain
  • Cast DC 16, swift action – Fear, target saves or shaken, 20 range, 1d8+3 drain
  • Cast DC 26, full-rd action - Afflict, target loses one sense, 20’ ranged touch, 1d8+5 drain

Kiss of Kryshni
  • Cast DC 49, 4 full rounds – Afflict, target loses one sense, 30 foot radius area, 10 rounds, 60’ range, 1d8+9 drain
  • Cast DC 49, 4 full rounds – Fear, targets save or frightened, 20 foot cone, 3 rounds duration, 1d8+9 drain

Breath of the Shadow
  • Cast DC 49, 4 full rounds – Fear + Cold, 30 foot range, 10 foot radius burst, 5d6 cold dmg, 7 rounds duration, save DC 18 for half, save DC 18 or shaken, 2d8+12 drain

And that's just with three of the five talents - I haven't given much thought to defense, yet. For my GT character, I've been sticking to DC 49 and lower, because I can safely cast that if taking 10 in calm conditions, and adding a somatic and fetish component.
 

Into the Woods

Remove ads

Top