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{| border="0"
 
{| border="0"
 
|-
 
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| rowspan="16" valign="top" | http://www.nighthawks.org.uk/images/corin/talho_01.gif
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| rowspan="16" valign="top" | [[Image:talho_01.gif]]
 
| '''Dice''': Willing to try anything once, Dice's easy going attitude and random bouts of unexplained proficiency often get her ''into'' more trouble than out. Grew up with two younger sisters, only to be kicked out of the house at age 13 when a surge-induced astral shift sparked phenomenal cosmic powers that started attracting hungry spirits. An aptitude for athletics and games of chance naturally lead her to fighting and gambling on the streets of Hong Kong to survive. Ironically, it was an extended run of good luck at the exclusive 'Blue Bamboo' Casino on Lantau Island that lead a 16 year old Dice to being accused of using magic to cheat and forced to return all of her recent winnings or suffer the consequences. Unfortunately, Dice's bemusment at the complexities of compound interest meant that her forgotten repayments soon developed into a substantial debt. Making good on the threat, an assortment of goons were deployed to 'collect', only to be overpowered and sent packing in short order. After three more failed attempts to retrieve payment, Dice's case was brought to the attention of the Casino's owner, Naomi Double, an aspiring figurehead of crime and corruption who uses her social ties to high-profile customers (and their lost assets) to continually expand her illicit business portfolio. Seeing the potential in Dice's astral talents, Naomi convinced her to join the Blue Bamboo's payroll to help retrieve 'contested' property from the Casino's many clients to help pay off her debt, giving her her first taste of life in the shadows. Ten years on and Dice looks up the family...
 
| '''Dice''': Willing to try anything once, Dice's easy going attitude and random bouts of unexplained proficiency often get her ''into'' more trouble than out. Grew up with two younger sisters, only to be kicked out of the house at age 13 when a surge-induced astral shift sparked phenomenal cosmic powers that started attracting hungry spirits. An aptitude for athletics and games of chance naturally lead her to fighting and gambling on the streets of Hong Kong to survive. Ironically, it was an extended run of good luck at the exclusive 'Blue Bamboo' Casino on Lantau Island that lead a 16 year old Dice to being accused of using magic to cheat and forced to return all of her recent winnings or suffer the consequences. Unfortunately, Dice's bemusment at the complexities of compound interest meant that her forgotten repayments soon developed into a substantial debt. Making good on the threat, an assortment of goons were deployed to 'collect', only to be overpowered and sent packing in short order. After three more failed attempts to retrieve payment, Dice's case was brought to the attention of the Casino's owner, Naomi Double, an aspiring figurehead of crime and corruption who uses her social ties to high-profile customers (and their lost assets) to continually expand her illicit business portfolio. Seeing the potential in Dice's astral talents, Naomi convinced her to join the Blue Bamboo's payroll to help retrieve 'contested' property from the Casino's many clients to help pay off her debt, giving her her first taste of life in the shadows. Ten years on and Dice looks up the family...
 
|-
 
|-
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|-
 
|-
 
|
 
|
| '''[[SURG Ed]] [5BP]''': Power [[E Xtreme]]!
+
| '''[[SURGE|SURGEd]] [5BP]''': Power EXtreme!
 
|
 
|
 
|}----
 
|}----
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| '''Rating'''
 
| '''Rating'''
 
| '''Base Attribute'''
 
| '''Base Attribute'''
 +
| '''Dice'''
 
| '''BP Cost'''
 
| '''BP Cost'''
 
|-
 
|-
| Unarmed Combat (charge)
+
| Unarmed Combat [charge]
| 6(8)
+
| 6[8]
 
| Agility
 
| Agility
 +
| 11[15]
 
| 26
 
| 26
 
|-
 
|-
| Astral Combat
+
| Gymnastics [jump]
| 4
+
| 4[6]
| Willpower
+
| Agility
| 16
+
| 9[11]
 +
| 18
 
|-
 
|-
| Gymnastics (jump)
+
| Infiltration
| 4(6)
+
| 1
 
| Agility
 
| Agility
| 18
+
| 6
 +
| 4
 
|-
 
|-
 
| Pistols
 
| Pistols
 
| 1
 
| 1
 
| Agility
 
| Agility
 +
| 6
 
| 4
 
| 4
 
|-
 
|-
| Perception
+
| Pilot Ground Craft
 
| 1
 
| 1
| Intuition
+
| Reaction
 +
| 7
 
| 4
 
| 4
 
|-
 
|-
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| 1
 
| 1
 
| Charisma
 
| Charisma
 +
| 4
 
| 4
 
| 4
 
|-
 
|-
| Infiltration
+
| Perception
 
| 1
 
| 1
| Agility
+
| Intuition
 +
| 4
 
| 4
 
| 4
 
|-
 
|-
| Pilot Ground Craft
+
| Astral Combat
| 1
 
| Reaction
 
 
| 4
 
| 4
 +
| Willpower
 +
| 9
 +
| 16
 
|}----
 
|}----
 
{|
 
{|
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| '''Rating'''
 
| '''Rating'''
 
| '''Base Attribute'''
 
| '''Base Attribute'''
 +
| '''Dice'''
 
| '''BP Cost'''
 
| '''BP Cost'''
 
|-
 
|-
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| 3
 
| 3
 
| Intuition
 
| Intuition
 +
| 6
 
| 0(3)
 
| 0(3)
 
|-
 
|-
| Spirit types
+
| Gambling
 
| 2
 
| 2
| Logic
+
| Intuition
 +
| 5
 
| 0(2)
 
| 0(2)
 
|-
 
|-
| Gambling
+
| Hong Kong crime syndicates
 
| 2
 
| 2
| Intuition
+
| Logic
 +
| 3
 
| 0(2)
 
| 0(2)
 
|-
 
|-
| Hong Kong crime syndicates
+
| Spirits
 
| 2
 
| 2
 
| Logic
 
| Logic
 +
| 3
 
| 0(2)
 
| 0(2)
 
|-
 
|-
 
| English
 
| English
 
| N
 
| N
 +
| -
 
| -
 
| -
 
| 0
 
| 0
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| 3
 
| 3
 
| -
 
| -
 +
| 3
 
| 0(3)
 
| 0(3)
 
|}----
 
|}----
 
{|
 
{|
 
|-
 
|-
| '''Adept Power'''
+
| '''Adept Powers'''
 
| '''Level'''
 
| '''Level'''
 
| '''Points'''
 
| '''Points'''
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| 6
 
| 6
 
|}----
 
|}----
 +
----
 +
{| border="0"
 +
|-
 +
|
 +
|}Race 5BP, Qualities -10BP, Attributes 315BP, Active Skills 80BP, Knowledge Skills 0BP, Gear 4BP, Contacts 6BP || ||
 
----
 
----
 
{|
 
{|
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{|
 
{|
 
|-
 
|-
| '''Karma Spent on...'''
+
| '''Karma Expenditure'''
 
| '''Amount'''
 
| '''Amount'''
 
|-
 
|-
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|-
 
|-
 
|
 
|
|}Dice's Unarmed DV = 7S/0 [[Strength/2]+6 Critical Strike] (p.147,187)<br>
+
|}Dice's Unarmed DV = 8S/0AP [[Strength/2(round up)]+6 Critical Strike] (p.147-148,187)<br>
Shock Glove DV = 5S/*0.5 Electrical Damage (p.147,154)<br>
+
Shock Gloves DV = 5S/*0.5AP Electrical Damage (p.147,154)<br>
Shock Frills DV = 6S/*0.5 Electrical Damage (p.317,154)<br>
+
Shock Frills DV = 6S/*0.5AP Electrical Damage (p.317,154)<br>
<br>
+
<br>
 
Dice's DV with Ares Predator 4 = 5P/-1AP<br>
 
Dice's DV with Ares Predator 4 = 5P/-1AP<br>
 
EX explosive rounds give +2P/-2AP<br>
 
EX explosive rounds give +2P/-2AP<br>
 
Smartlink gives +2 dice<br>
 
Smartlink gives +2 dice<br>
<br>
+
<br>
 
Dice's Normal Armour = 10/8 = 6/4[lined coat] + +4/+4[Mystic Armour]<br>
 
Dice's Normal Armour = 10/8 = 6/4[lined coat] + +4/+4[Mystic Armour]<br>
 
Dice's Astral Armour = 4/4 = +4/+4[Mystic Armour]|| ||
 
Dice's Astral Armour = 4/4 = +4/+4[Mystic Armour]|| ||
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''Attacking to only make touch contact (shock gloves?) gives +2 dice (p.148)''<br>
 
''Attacking to only make touch contact (shock gloves?) gives +2 dice (p.148)''<br>
 
''If a moving opponent attempts to pass within 1 meter of you without attacking, you can try to stop them with a free melee attack (p.151)''<br>
 
''If a moving opponent attempts to pass within 1 meter of you without attacking, you can try to stop them with a free melee attack (p.151)''<br>
<br>
+
<br>
 
Defender rolls:<br>
 
Defender rolls:<br>
 
Reaction + Weapon Skill (Parry)<br>
 
Reaction + Weapon Skill (Parry)<br>
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''Infiltration can be used to sneak up and attack someone in melee combat, if successful they are counted as surprised and can't defend (p.148,150)''<br>
 
''Infiltration can be used to sneak up and attack someone in melee combat, if successful they are counted as surprised and can't defend (p.148,150)''<br>
 
<br>
 
<br>
Net hits = +/- DV|| ||
+
Net successes increase DV|| ||
 
----
 
----
 
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{| border="0"
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Physical/Stun:<br>
 
Physical/Stun:<br>
 
Defender rolls Body + Armour -AP<br>
 
Defender rolls Body + Armour -AP<br>
Net hits reduce DV<br>
+
Successes reduce DV<br>
 
Each remaining DV removes 1 box from the appropriate condition monitor<br>
 
Each remaining DV removes 1 box from the appropriate condition monitor<br>
 
<br>
 
<br>
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Electrical damage is treated as Stun damage and resisted using Impact Armour*0.5 (round up)<br>
 
Electrical damage is treated as Stun damage and resisted using Impact Armour*0.5 (round up)<br>
 
If any damage is taken, the defender ALSO rolls Impact Armour*0.5 (round down) + Body + Willpower (3) to remain concious<br>
 
If any damage is taken, the defender ALSO rolls Impact Armour*0.5 (round down) + Body + Willpower (3) to remain concious<br>
If the target fails he immediately falls unconcious and prone for 2 + net hits from the attack test turns<br>
+
If the target fails they immediately fall unconcious and prone for 2 + net hits from the attack test turns<br>
 
Even if the target succeeds he still suffers a -2 Dice penalty to all action tests for 2 + net hits from the attack test turns|| ||
 
Even if the target succeeds he still suffers a -2 Dice penalty to all action tests for 2 + net hits from the attack test turns|| ||
 
----
 
----
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|
 
|
 
|}Attacker rolls: Willpower + Astral Combat Skill|| ||
 
|}Attacker rolls: Willpower + Astral Combat Skill|| ||
 

Latest revision as of 12:17, 1 September 2008

Talho 01.gif Dice: Willing to try anything once, Dice's easy going attitude and random bouts of unexplained proficiency often get her into more trouble than out. Grew up with two younger sisters, only to be kicked out of the house at age 13 when a surge-induced astral shift sparked phenomenal cosmic powers that started attracting hungry spirits. An aptitude for athletics and games of chance naturally lead her to fighting and gambling on the streets of Hong Kong to survive. Ironically, it was an extended run of good luck at the exclusive 'Blue Bamboo' Casino on Lantau Island that lead a 16 year old Dice to being accused of using magic to cheat and forced to return all of her recent winnings or suffer the consequences. Unfortunately, Dice's bemusment at the complexities of compound interest meant that her forgotten repayments soon developed into a substantial debt. Making good on the threat, an assortment of goons were deployed to 'collect', only to be overpowered and sent packing in short order. After three more failed attempts to retrieve payment, Dice's case was brought to the attention of the Casino's owner, Naomi Double, an aspiring figurehead of crime and corruption who uses her social ties to high-profile customers (and their lost assets) to continually expand her illicit business portfolio. Seeing the potential in Dice's astral talents, Naomi convinced her to join the Blue Bamboo's payroll to help retrieve 'contested' property from the Casino's many clients to help pay off her debt, giving her her first taste of life in the shadows. Ten years on and Dice looks up the family...
Character notes:
• Elder sister of Rez and Eclipse and half-sister of TNO???
• Has fair skin like her Irish mother, dark hair like her Chinese father, and shiney purple eyes like, um?
• Hates spirits (the see-through scary kind)
• Likes spirits (the see-through drinky kind)
Pointed in approximately the right direction by Corin.
----
Human [0BP]: Female, 30 years old
SURGEd [5BP]: Power EXtreme!
----
Qualities [-10BP] Notes (Page No.) BP Cost
Adept Powers listed below (p.77) 5
Lucky +1 Max Edge (p.79) 20
Day Job Astral security in the Blue Bamboo Casino [10hrs/w] (SR3) -5
In debt to loan sharks Owes the Blue Bamboo 5000 (wiki) -5
Spirit Bane Something doesn't like her... (p.81) -10
Altered eye colour Shiney Purple (surge) 0
Dual Natured A veritable schmorgasboard of magical mystery (surge) -15
----
Attributes [315BP] Rating BP Cost
Body 3 20
Agility 5 40
Reaction 5(6) 40
Strength 3 20
Charisma 3 20
Intuition 3 20
Logic 1 0
Willpower 5 40
Edge 7 50
Magic 6 65
----
Derived Attributes Rating
Essence 6
Initiative (R+I) 8(9)
Initiative Passes 1(2)
Physical Damage Track (8+B/2) 10
Stun Damage Track (8+W/2) 11
----
Active Skills [80BP] Rating Base Attribute Dice BP Cost
Unarmed Combat [charge] 6[8] Agility 11[15] 26
Gymnastics [jump] 4[6] Agility 9[11] 18
Infiltration 1 Agility 6 4
Pistols 1 Agility 6 4
Pilot Ground Craft 1 Reaction 7 4
Etiquette 1 Charisma 4 4
Perception 1 Intuition 4 4
Astral Combat 4 Willpower 9 16
----
Knowledge Skills [0BP(12SP)] Rating Base Attribute Dice BP Cost
Astral signiatures 3 Intuition 6 0(3)
Gambling 2 Intuition 5 0(2)
Hong Kong crime syndicates 2 Logic 3 0(2)
Spirits 2 Logic 3 0(2)
English N - - 0
Cantonese 3 - 3 0(3)
----
Adept Powers Level Points Notes (Page No.)
Critical Strike 6 1.5 +6 Damage Value in Unarmed and Astral Combat (p.187)
Improved Reflexes 1 2 +1 Reaction, +1 Initiative passes (p.188)
Mystic Armour 4 2 +4/+4 Armour and Astral Armour (p.188)
Wall Walking - 0.5 Err, can walk on walls? (SR3)
----
Gear (20,000) [4BP]
Yamaha Growler (5,500)

Fake SIN II (2,000)
4 certified credsticks (100)
Renraku Commlink (1000)
Shock gloves (200)
Ares Predator 4, external smartlink, smart glasses, concealable holster, silencer (1,550)
10 spare clips, 90 EX Explosive rounds, 30 regular rounds, 30 gel rounds (1,100)
Grapple gun, stealth line, catalyst stick (1,470)
Lined coat, Fire Resistant VI, Insulating VI [6/4] (2,500)
4 Metal Restraints (80)
500 left for char gen... ||

Cash = ???
----
Contacts (Link) [6BP] Connection Loyalty BP Cost
Naomi Double (Casino Owner) 3 3 6
----
Race 5BP, Qualities -10BP, Attributes 315BP, Active Skills 80BP, Knowledge Skills 0BP, Gear 4BP, Contacts 6BP || ||
Career History
Total Karma
Current Karma
Street Cred
Notoriety
Public Awareness
----
Karma Expenditure Amount
----
Dice's Unarmed DV = 8S/0AP [[Strength/2(round up)]+6 Critical Strike] (p.147-148,187)

Shock Gloves DV = 5S/*0.5AP Electrical Damage (p.147,154)
Shock Frills DV = 6S/*0.5AP Electrical Damage (p.317,154)

Dice's DV with Ares Predator 4 = 5P/-1AP
EX explosive rounds give +2P/-2AP
Smartlink gives +2 dice

Dice's Normal Armour = 10/8 = 6/4[lined coat] + +4/+4[Mystic Armour]
Dice's Astral Armour = 4/4 = +4/+4[Mystic Armour]|| ||



Attacker rolls: Agility + Combat Skill
Attackers making a charging attack (jumping off a wall?) get +2 dice (p.148)
Attacking to only make touch contact (shock gloves?) gives +2 dice (p.148)
If a moving opponent attempts to pass within 1 meter of you without attacking, you can try to stop them with a free melee attack (p.151)

Defender rolls:
Reaction + Weapon Skill (Parry)
Reaction + Unarmed Combat (Block)
Reaction + Dodge (Dodge)
Defender using Full Defense rolls: Reaction + Dodge + Weapon Skill or Dodge
Infiltration can be used to sneak up and attack someone in melee combat, if successful they are counted as surprised and can't defend (p.148,150)

Net successes increase DV|| ||



Physical/Stun:
Defender rolls Body + Armour -AP
Successes reduce DV
Each remaining DV removes 1 box from the appropriate condition monitor

Electricity:
Electrical damage is treated as Stun damage and resisted using Impact Armour*0.5 (round up)
If any damage is taken, the defender ALSO rolls Impact Armour*0.5 (round down) + Body + Willpower (3) to remain concious
If the target fails they immediately fall unconcious and prone for 2 + net hits from the attack test turns
Even if the target succeeds he still suffers a -2 Dice penalty to all action tests for 2 + net hits from the attack test turns|| ||


Attacker rolls: Willpower + Astral Combat Skill|| ||