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[SR] New Campaign Idea

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zebulingod

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Oct 7, 2008, 11:24:34 PM10/7/08
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So, I'm getting back into the saddle to GM, and the idea I had was
something rather simple at first glance:

Corporate Strike Team

My idea was basically to come up with a core skillset, core cyber/bio
and core magic set for each character, give them a few extra points to
customize their character a little, and then provide them with gear that
the "Johnson" (or in this case, their handler(?)) deems necessary. All
they really will need to do at character creation is choose race, sex, a
few custom points for skills/attributes/magic/etc and edges/flaws and
then we can start playing.

I currently have something like 12 people interested in playing, which
provides its own challenge (how do you get 13 people in one place at the
same time?), but I think I can get around that by forming two "teams"
and then depending on who can show up, subbing in people for the ones
that can't make it (while keeping the playing group relatively small
(6-8).

The real problem I'm having is that I'm not exactly sure what sort of
team makeup we should have or what skills those team members *need* to
qualify as special forces. (Obviously a lot of combat skills, but I know
I'm missing something.) Here's what I'm thinking so far:

(Of 12 players)

A combat medic (mages can double in this role due to spells)
A full mage
1-2 Adepts (of any type)
1-2 Demo experts
1-2 Hackers/Riggers (If you drive a car/drone, you're a rigger, I don't
care if the distinction's been removed in the new rules)
1-2 Snipers (specialized in long range combat, heavy weapons work might
be a cross-trained skill for these types?)
2-6 "Guns" (basically filling in the other spots, these are the
'grunts')


ALL team members would have a firearms skill, a "class" skill, a
hand-to-hand skill, some assorted related active skills.
ALL team members (not 100% sure about magically active ones) will have a
smartlink, tactical computer and some level of reaction enhancement.


What am I missing? This is just a really brief overview. Oh, and they
won't (probably) be working for one of the Big Ten. However, one of the
other AA Megacorps is a possibility. This will start in Seattle since
that's a familiar location, but may take them all over the world.

Any thoughts, ideas, anecdotes? I'd love to hear it.

Zebulin

Ingo Siekmann

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Oct 10, 2008, 1:12:44 PM10/10/08
to
zebulingod schrieb:

> So, I'm getting back into the saddle to GM, and the idea I had was
> something rather simple at first glance:
>
> Corporate Strike Team

-snip

> A combat medic (mages can double in this role due to spells)
> A full mage
> 1-2 Adepts (of any type)
> 1-2 Demo experts
> 1-2 Hackers/Riggers (If you drive a car/drone, you're a rigger, I don't
> care if the distinction's been removed in the new rules)
> 1-2 Snipers (specialized in long range combat, heavy weapons work might
> be a cross-trained skill for these types?)
> 2-6 "Guns" (basically filling in the other spots, these are the
> 'grunts')

-snip

> What am I missing? This is just a really brief overview.

Maybe some electronics/security system specialists? And somebody should
know something about shadowing/observation.

Bye
Ingo

Ubiquitous

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Oct 20, 2008, 12:38:12 PM10/20/08
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QBAAAAAA==@gmail.com>, zebul...@gmail.com wrote:

Wasn't there a sourcebook which covered alternative campaigns such as this
one?

--
It is simply breathtaking to watch the glee and abandon with which
the liberal media and the Angry Left have been attempting to turn
our military victory in Iraq into a second Vietnam quagmire. Too bad
for them, it's failing.


mcv

unread,
Jan 23, 2009, 11:10:49 AM1/23/09
to
Ingo Siekmann <Ingo-S...@web.de> wrote:
> zebulingod schrieb:
>> So, I'm getting back into the saddle to GM, and the idea I had was
>> something rather simple at first glance:
>>
>> Corporate Strike Team
>
> -snip
>
>> A combat medic (mages can double in this role due to spells)
>> A full mage
>> 1-2 Adepts (of any type)
>> 1-2 Demo experts
>> 1-2 Hackers/Riggers (If you drive a car/drone, you're a rigger, I don't
>> care if the distinction's been removed in the new rules)
>> 1-2 Snipers (specialized in long range combat, heavy weapons work might
>> be a cross-trained skill for these types?)
>> 2-6 "Guns" (basically filling in the other spots, these are the
>> 'grunts')

Add another mage. If you usually have only half this team, then you
may want to be sure there's a mage present always. Or you need specific
non-magical adventures for when no mage shows up for the session.

>> What am I missing? This is just a really brief overview.
>
> Maybe some electronics/security system specialists? And somebody should
> know something about shadowing/observation.

Do security riggers still exist? But you also need stealthy hands-on
types, ofcourse.

Also, I think in a corporate team there will be several specialised
riggers/hackers, each with their own specialty. These might be
standardised by the Company.

And if everybody has the same cyberware and (mostly) the same skills,
they also probably did the same training. Except for the magic types,
who probably don't have any cyberware and come from some specialised
magic training facility, so mages and adepts are likely to have a
special position, be the odd ones out or stuff like that. I mean,
they're a valuable part of the team, of course, but they're not quite
like us. Hey, they might be great guys for the stealthy infiltration
shadowing security stuff. Sounds very apropriate for physical adepts
at least.


mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel

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