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NC Game Day VII - April 23!
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<blockquote data-quote="Clueless" data-source="post: 2103067" data-attributes="member: 11802"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> As a troll vs. machine gun turrent, and a phys ad vs. a vampire lord, can attest.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Already logged for the game: 1 conjuration expert (and annoying familar). </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Well... I could always kidnap you from the table over. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Clueless, post: 2103067, member: 11802"] 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. ;) Well... I could always kidnap you from the table over. ;) [/QUOTE]
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