yeah, it's more of a military history/common sense thing to me...
and I like to argue about weapons.
and I like to argue about weapons.
whit10 wrote:yeah, it's more of a military history/common sense thing to me...
and I like to argue about weapons.
Robyo wrote:Any thoughts and when this might kick off?
Robyo wrote:Good example and great idea! I have a few notions already, but the guidelines will help focus them.
I will post more concrete details on my page, but for now:
Ghost has been in Night City for several months. He has a girlfriend in town who got him some work with a private investigation business. Ghost is tasked with "questionable" runs, mostly for gaining evidence. He's won't do extortions or wetwork. He hopes to open up his own PI company one day.
Allies:
1- Lead dick in the PI biz (Night City)
2- His girlfriend, also a street samurai (Plane of Demons, yes she's demon blooded)
3- A fellow expat from the Corp (the Barrens, and like Ghost, he was also a "project" and gone a little mad)
MAS wrote:Really digging this, and would like to jump on board, but not while I am GMing. I'll probably post up some material just for fun, and maybe get in down the road.
A few ideas:
A grave priest from the Necroburb. (Cleric...looking at a few twists)
A Terminator style combat bot (Monk/Psionic combo!)
navyik wrote:I'm not sure how quickly I will be ready. Not too much longer though.
Chris wrote:Planes travel and incongruity rules:
What happens when a mage goes onto a high tech\low magic plane? or when a cyberpunk visits a low tech plane?
If a character has abilities tied to a certain quality (magic, tech, social, divine) and they visit a plane with a lower value, they risk losing their abilities and becoming "disconnected" from their home plane.
After 1 long rest, the character suffers DISADVANTAGE on all rolls related to the incongruous abilities.
After 1 long rest per level, they lose all access to use those abilities until they return to their home (or similar level) plane.
Also, NB (note well) these rules do NOT apply in Meta City or near the Road that connects the planes. These rules only apply if you leave the area of the Road (which is why Meta City is not affected) and really go deep into the plane itself.
GM explanation
This is more of a world-flavor thing and not really meant to hinder the PCs (unless you really go off the Road and deep into a plane). PCs can rest on\near the Road and be fine. This feeds the idea of short "shadow runs" because you really don't get a full chance to take a long rest. Short rests are fine.
Robyo wrote:Chris wrote:Robyo wrote:
Ok cool. On a job like this Ghost would use the device for recording or transferring data.
If it matters, he would have gotten the comlink from a fixer, and with a fake SIN (system ID number). Charge for black market?
You could do this one of 2 ways:
1) Burner SIN card, not really a counterfeit (meaning you are not pretending to be someone else) just a SIN# that doesn't go anywhere. Companies today sell burner cell phones, burner email, burner text.... if you trace it, it just goes to some company in Canada. That you can get at Walmart, no extra charge.
2) a true black-market, forged\counterfeit SIN# that goes to someone else and\or that can be changed over time. Using SW rules as a guide, but considering the lower bonus numbers in 5e, an item that gave a +1 equipment bonus (not magical) would be a big deal in 5e. In 5e it would be created\altered using Forgery Tools.
I would price a "master-craft" Forged fake SIN# at 300 which would give a +1 bonus to Deception or Stealth checks for the device to be tracked or identified (plus prof bonus if applicable and skill check).
Go with option 2 sounds good. I will pay the 300 cred.
Stealth and Deception seem plausible for hiding my data trail. Also, an Investigation (Intelligence) check might be for searching data on the matrix.
What about some kind of Scrying ability? Maybe once/day? Or is that overpowered?
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