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13:22, 28th March 2024 (GMT+0)

OOC Thread 1.

Posted by Data SourceFor group 0
Spartan
player, 4 posts
Thu 26 Nov 2020
at 07:46
  • msg #40

Re: OOC Thread 1

Ok, here's where I'm at:


Alexander Cruz
aka ‘Lube Job’
aka ‘Cruz Control’
aka Al Crews

Bodysculpted Puerto Rican chop shop owner.  Ex-U.S. Navy Electronics Technician (Nuclear Power).

Alexander Cruz grew up in the Aldecaldo camp in Heywood.  From a young age, he was more interested in girls, guns, gadgets, and grease than bugs-in-your-teeth rides across the hellscape of ‘merica.  At sixteen he took the ASVABs and scored high enough to be offered a huge signing bonus for a six year stint in the U.S. Navy's Submarine Electronics/Computer Field.  Alex couldn’t see past the dollar signs and signed up not fully understanding that he was committing to spending most of those six years in a tin-tube, deep in the ocean.  Unwilling to pay back his recruitment bonus, he toughed it out, earned his dolphins, then promised himself he’d spend the rest of his life on land after EAOSing.

Returning to Night City, he hoped to find work as a reactor operator, but 'Nuclear' wasn't exactly a popular word in Night City.  Despite his honorable discharge from the military, few could look past his Aldecaldo heritage or the burning rubber Aldecaldo light tattoo on his right forearm.  So Alex crashed with his cousin, with whom he soon partnered with to open a garage in a forlorn Heywood Industrial warehouse.  After a slow start, business picked up when word got around that Cruz & Cousin was more than happy to indulge in illicit activities, including chopping, VIN forgery, and illegal combat mods.


For skills, I'm going to stick with the exact same skills granted by the Tech Street Rat template, with Physics as the Science selection.  That should easily balance skills with background.  I figure that should cover all the key bases for the role. For attributes, I'm going with 6 in every stat, with 2 point bumps to REF, TECH, and 1 point each to INT and COOL.

Haven't decided on the remaining 9 pts - I'll probably select them after you guys have a better idea of your skills, to avoid duplicating efforts.  Given a small the party size and how many skills CP has, it's best not to double up too much, IMHO.

Cyber and gear will mostly track with the defaults in the templates as well.
This message was last edited by the player at 12:03, Thu 26 Nov 2020.
Dave
player, 6 posts
Thu 26 Nov 2020
at 11:26
  • msg #41

Re: OOC Thread 1

Tegyrius:
Rae:
Hey, the PDF version came with an editable char-sheet PDF but I can't get it to save it once it's filled out. Google is no help. Do any of y'all know if/how it's possible to save after completion?


Weird.  I'm seeing the same issue on my Mac.  Must be a bad setting in the PDF.  I have the full version of Acrobat on my work machine and will try to find a fix over the holiday break.


I exported it as a PDF on my MacBook and it seems to have worked OK.

ETA. This may be stating the obvious, but once you save it you can't go back and amend it, so it's no good for saving a partly done one to complete later.
This message was last edited by the player at 11:43, Thu 26 Nov 2020.
Spartan
player, 5 posts
Thu 26 Nov 2020
at 14:21
  • msg #42

Re: OOC Thread 1

So for my Maker Role Ability, I'm planning to put 5 points in Field Expertise and 5 points in Upgrade Expertise specialities.

Upgrade has a few cool options:

Improves an item in one of the following ways. An item can only benefit from 1 upgrade granted by this specialty.

• Lower the Humanity Loss of non-borgware cyberware by 1d6 if its typical humanity loss would be 2d6 or greater.
• Grant a typically non-concealable one- handed weapon the ability to be concealed.
• Increase an Average Quality Weapon to an Excellent Quality Weapon.
• Increase an item's SP by 1, but only if it had any to begin with.
• Upgrade a vehicle with an upgrade that only requires a Nomad Role Ability Rank of 1.

There are a few other things it can do, but these are the coolest from my POV.

So if there's some cyber you want, but don't need right off the bat, think about holding off on it for later, when it can be given a proper 'Lube Job', to make it better, stronger, faster (and most importantly, take less HC)... Likewise, there's maybe no need to buy an excellent weapon, if we find some time to take a hack at upgrading a standard weapon.
This message was last edited by the player at 14:30, Thu 26 Nov 2020.
Rae
player, 10 posts
Thu 26 Nov 2020
at 16:08
  • msg #43

Re: OOC Thread 1

Spartan:
Haven't decided on the remaining 9 pts - I'll probably select them after you guys have a better idea of your skills, to avoid duplicating efforts.  Given a small the party size and how many skills CP has, it's best not to double up too much, IMHO.


Kenji's skills are going to be almost exclusively medical and ranged combat.

Speaking of which, First Aid and Paramedic are two different skills but have very similar descriptions (and P costs 2x). I'm not sure I can parse the difference. P sounds a bit beefier, so I should probably invest in that; should I also buy some First Aid, or is it redundant?

First Aid isn't listed as a MedTech skill in either the Streetrat or Edgerunner lists so that pretty much answers my question.

-
This message was last edited by the player at 19:13, Thu 26 Nov 2020.
Rae
player, 11 posts
Thu 26 Nov 2020
at 19:14
  • msg #44

Re: OOC Thread 1


Data Source, what are the chances of the campaign leaving the city for any length of time. Trying to decide if I should spend any SP on Wilderness Survival (it makes sense for Kentucky's background, but I don't want to waste SP).

-
Data Source
GM, 17 posts
keys138
GM
Thu 26 Nov 2020
at 19:28
  • msg #45

Re: OOC Thread 1


I’m not planning on any wilderness activities for the foreseeable future.
Spartan
player, 6 posts
Thu 26 Nov 2020
at 19:59
  • msg #46

Re: OOC Thread 1

In reply to Rae (msg # 43):

First Aid is one the skills everyone has to take.  So MedTech Street Rat has it at 2, then Paramedic at level 6 (Page 86.).
Rae
player, 12 posts
Thu 26 Nov 2020
at 23:12
  • msg #47

Re: OOC Thread 1

In reply to Spartan (msg # 46):

Ah, yes- seen and forgotten. Thanks for reminding me. Since they left FA at 2, I'm going to leave it be and invest in 6 or 7 PM (a bit costly as it's a 2x cost skill, but yeah).

Assuming either Teg or Dave is going to play a Solo with Tactics? Again, the skill makes sense for an ex-SOF combat medic, but Spartan's point about intra-party skill redundancies is well-taken.

-
Tegyrius
player, 10 posts
Thu 26 Nov 2020
at 23:49
  • msg #48

Re: OOC Thread 1

I can entertain myself in several ways, so I'll defer to Dave's preference.
Spartan
player, 7 posts
Sat 28 Nov 2020
at 06:14
  • msg #49

Re: OOC Thread 1

So already I've got some issues with Melee in this edition:

1) Taking a knife to a fight - ok, you've got a knife, baseball bat, whatever and want to go to work on the homies - fine, you need Melee skill, you do damage based on melee weapon size/type, and Armor only counts for half.  Kewl.

2) Mad squabbles - guy looks at your input wrong and you start throwing punches, Brawling gets used, you do damage based on body type (7-10 body = 3d6) and armor counts for the full amount.  Seems reasonable.

3) Strike First, Strike Hard, No Mercy - Also damaged based on body type and armor counts for half - No problems here, now we know why everybody was Kung Fu fighting.

Where it gets weird is Big Knucks.  I wants me some Big Knucks.  And I want mad squabbles (bumping up Brawling).  Should be a good combo right?  Nope - Big Knucks are some sort of melee weapon, so you need the Melee skill, and even then they only do 2d6 damage... but with a BOD 7, do you do 3d6 base to Brawling...  Now I have to do math to see if 2d6 and half armor is better than 3d6 and full armor.. why?

I don't understand why Big Knucks don't just give you some extra Brawling damage.  <sigh>
This message was last edited by the player at 09:52, Sat 28 Nov 2020.
Dave
player, 7 posts
Sat 28 Nov 2020
at 11:12
  • msg #50

Re: OOC Thread 1

Tegyrius:
I can entertain myself in several ways, so I'll defer to Dave's preference.

I'll try and get something sorted out over the weekend. (I'm still trying to get my head round the mechanics - it's not an area of RP'ing I enjoy...)
Rae
player, 13 posts
Sat 28 Nov 2020
at 16:46
  • msg #51

Re: OOC Thread 1

Spartan:
Where it gets weird is Big Knucks.  I wants me some Big Knucks.  And I want mad squabbles (bumping up Brawling).  Should be a good combo right?  Nope - Big Knucks are some sort of melee weapon, so you need the Melee skill, and even then they only do 2d6 damage... but with a BOD 7, do you do 3d6 base to Brawling...  Now I have to do math to see if 2d6 and half armor is better than 3d6 and full armor.. why?

I don't understand why Big Knucks don't just give you some extra Brawling damage.  <sigh>


That is weird. Could it be 2d6 on top of the base brawling damage? I mean, it prolly doesn't state that (or you would have found it), but that would make sense, no?

-
Tegyrius
player, 11 posts
Sat 28 Nov 2020
at 17:14
  • msg #52

Re: OOC Thread 1

We can always house-rule it.  It's not like we're in an organized play environment.

Also, they're still releasing errata - two drops (and updates to the PDF) already.  Latest PDF is v1.2.3.
Data Source
GM, 18 posts
keys138
GM
Sat 28 Nov 2020
at 17:44
  • msg #53

Re: OOC Thread 1

I’d probably lean more towards a 1d6 bonus.  A decent body score and 2d6 bonus and your punches are as effective as a shotgun
Tegyrius
player, 12 posts
Sat 28 Nov 2020
at 18:34
  • msg #54

Re: OOC Thread 1

somethingsomethinggunshowmeme.jpg
Data Source
GM, 19 posts
keys138
GM
Sat 28 Nov 2020
at 20:36
  • msg #55

Re: OOC Thread 1

I think I’m going to steal Teg’s individual character intros from Grey Cell.  Give us a chance to work on finding some individual character voices prior to jumping in.  I’m still a ways out on full start, but maybe as characters come in we can work on getting back into the flow.
Dave
player, 8 posts
Sat 28 Nov 2020
at 20:47
  • msg #56

Re: OOC Thread 1

In reply to Data Source (msg # 55):

I think that’s a jolly good idea.
Spartan
player, 8 posts
Sun 29 Nov 2020
at 17:26
  • msg #57

Re: OOC Thread 1

In reply to Tegyrius (msg # 52):

Thanks.  I updated mine earlier. Hopefully there will be more.
Tegyrius
player, 13 posts
Thu 3 Dec 2020
at 15:53
  • msg #58

Re: OOC Thread 1

@Dave, is there anything we can do to help you get more comfortable with the system or setting?
Dave
player, 9 posts
Thu 3 Dec 2020
at 17:33
  • msg #59

Re: OOC Thread 1

In reply to Tegyrius (msg # 58):

My primary challenge is lack of time. Time to get my head round a character concept, time to digest the mechanics and then convert that concept into the various stat blocks. Given this is a Group 0 thread I'll expand more elsewhere.
Rae
player, 14 posts
Thu 3 Dec 2020
at 22:00
  • msg #60

Re: OOC Thread 1


I checked "Heaven" a few days ago and no one's posted a CBPR char-sheet yet.

I was waiting for my hard copy of the rules to arrive before finalizing stats & gear, but since it's currently still MIA (last tracking update was 11/25) and the seller doesn't have to respond to me until 12/8 (I bought it from Noble Knight through E-Bay because their site said SOLD OUT- go figure), I'll try to bite the bullet and use the PDF to wrap char-gen up this weekend.

-
Tegyrius
player, 14 posts
Thu 3 Dec 2020
at 23:20
  • msg #61

Re: OOC Thread 1

That seems suspicious.  I always buy direct from Noble Knight's site and they usually ship within 48 hours.
Rae
player, 15 posts
Thu 3 Dec 2020
at 23:38
  • msg #62

Re: OOC Thread 1

Tegyrius:
That seems suspicious.  I always buy direct from Noble Knight's site and they usually ship within 48 hours.


It's Noble Knight, and they shipped on time. I've been corresponding with them re the delay. It's the USPS that have boobed things up; the tracking info confirms this.

My theory is that NK reserves sets aside a couple of items and posts them on E-bay so as to maintain a virtual storefront there. That's why they were selling a rulebook on E-bay when their own online store stock said Sold Out. I reckon there'd be a way to cross-reference stock between the same platforms, though, so I could be wrong.

-
Tegyrius
player, 15 posts
Thu 3 Dec 2020
at 23:47
  • msg #63

Re: OOC Thread 1

Ahhhh.  Roger that.
Tegyrius
player, 16 posts
Sat 5 Dec 2020
at 01:34
  • msg #64

Re: OOC Thread 1

Option 1

Lucius Herrera - "Hornet"

Not so long ago, the Velásquez pack was a big name around the Nomad fires.  Based out of an old US Air Force base in Idaho, they flew three deltas, touching the Black and trading with the Highriders.  Then some bad shit went down.  Exactly what is a subject of rumor - betrayal, sabotage, internal strife, crossing the wrong megacorp, breaking some esoteric Highrider taboo - and the Velásquez pack fell from grace - literally.  Night Mail and Falconer are scars on mountainsides and no one's seen their third ship in years.

Now the Velásquez survivors are earthbound like the rest of their Nomad kin, scraping for whatever scraps are left in the time of the Red.  The pack elders keep to the High Roads, staying on the move.  The younger members - hungry, eager, and expendable - are the Velásquez agents in the cities.

Hornet is one such scion.  Born before the pack's fall but coming of age after it, he was supposed to be one of the next generation of Velásquez Deltajocks.  Rebuilding the pack's fortunes is more than a duty for him.  It's the road to the future that was yanked out from under him.  He grew up on his parents' stories of the Black and he's not content to remain down here in the ruins of humanity's past.

Key skills: Drive Land Vehicle +15, Persuasion +11, Streetwise +11

Cyber: Neural link; interface plugs (wrists)

Key equipment: Roadbike w/ enhanced interface plug integration; excellent-quality SMG (antique H&K MP7A4)
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