Recruitment for IZ 3.0: Chicago Woes

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Koshnek
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Recruitment for IZ 3.0: Chicago Woes

Post by Koshnek »

Welcome to Chicago, omae! The sky is the limit for you, if you have the cryptodollars to climb that high. But be warned: 2095 is full of trouble, and it's up to you to deal with it. From toe-curling biohorrors, to overzealous gangers, to secrets best kept behind better firewalls, there's always money to be made and street cred to be gained cleaning up other people's messes. So get yourself a zeek, a couple ronin and maybe a drone jockey and get to it. Just watch your back, because if you solve enough problems, you are bound to become a problem for someone else.

I'm opening up recruitment for a new game on the site. Interface Zero 3.0 is a cyberpunk setting for Savage Worlds. It has no fantasy races or magic like some other cyberpunk settings, but it does offer a variety of sci-fi races (androids, human-animal hybrids, genetically enhanced humans and more) and the potential to be psionically gifted.

In IZ 3.0, the Earth has suffered catastrophes both natural and man made, but humanity survived and grew stronger. The Megacorps rose up and seized power, and in some ways they're more powerful than governments. Neither is interested in the comfort or privacy of its respective citizenry. Many escape to space only to find out that freedom can be just as scarce as oxygen out in the void.

Only Texas and the city of Chicago remain from the splintered nations formed from the previous United States. The Reformed United States and its president specifically are eager to make the RUS "whole" by bringing Chicago and Texas into the RUS. Your characters form a team of freelancers operating in the free city of Chicago.
I'm looking to recruit 4-6 players for this game. We have a lot of new folks on the site, so I would like to give them preference for openings. I do want to include some site veterans, however. There will be two slots reserved for veterans and four slots for anyone, but preference for the four slots will be given to new players. If we somehow fill the game up with two veterans and four new guys, I will bite the bullet and open up to two more "overflow" slots strictly for new players. Post here or PM me if you're interested in joining up!

Openings (6/6 + 1(2?)/2 Filled)
  • Veteran: Pursuit - Whiskers, Cybered Rodentia Hybrid Hacker
  • Veteran: High Command - Black Swan, Bioroid Fixer and generalist
  • Anyone: Shiftier (New) - Joe "Shift" Trihun, Human 2.0 Freaker
  • Anyone: Bright (New) - Clinic Doc
  • Anyone: Dreskiri (New) - Undecided
  • Anyone: Icosa - Emi, Bioroid "Techninja"
  • Overflow: Drake (New) - Human Marksman
  • Overflow: Cornelius (potential new recruit) - Undecided
Waiting List: Trilan, Stoic, Snake Eyes, KahlessNestor

(Link to the community's Google Hangouts group chat. Get a link to Discord and we'll get you set up with permissions for the IZ channel on the Discord server.)
(Link to detailed map of Chicago on Kanka)
(Link to additional Player Resources not found in the IZ 3.0 PG)
(Link to the Setting Rules for Chicago Woes)
(Link to the IZ 3.0 format of the site Character Sheet template)

A few notes on Character Creation: characters begin play as Novice characters with one advance. The skills gained from an Origin are added to the character's Core Skills (for a total of 7 instead of the standard 5). Skill specialization is in play, so don't forget about that when you pick your skills. When spending Hindrance points on starting funds, you gain 10,000 not 20,000 extra starting funds. Characters will also begin play with one minor contact as detailed in the Setting Rules post.
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Shift
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Shift »

Hello, I'd be keen to play as a freaker, but I'm based in Australia so would be posting at different hours.
Shift
Pace: 6(d6); Parry: 8(3); Toughness: 15(4)
Combat-Relevant Edges & Abilities:
  • -4 Cover when shield active
Wounds: 0/3; Fatigue: 0/3; PP: [color=#0080FF4/15[/color]
Bennies: 4/3; Conviction: 0/1
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Icosa
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Icosa »

CYBERPUNK YOU SAY WELL OK

...

Seriously though, this is super duper my jam.

Genefreak maybe? Experiment that escaped?

Or an AI of some kind?

I'll read up on Interface Zero.
Last edited by Icosa on Sat Apr 11, 2020 2:19 pm, edited 1 time in total.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Koshnek
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Koshnek »

@Shiftier Welcome to the site! I'm Derrick from FB. We definitely have room for a freaker. If you want to hop into the hangouts via the chat link in the OP we can chat easier, or you can just post here either way.

@Icosa you seem excited ;). I went ahead and penciled you into the list above. Feel free to join the chat too.

At this point, we're only accepting new-to-the-site players. Site regulars would be asked to volunteer their spots for a new member, or barring that in the order you joined (Icosa, Snake Eyes, High Command).
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Icosa
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Icosa »

Ah yeah, of course. That's fair. :)
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Trilan

Re: Recruitment for IZ 3.0: Chicago Woes

Post by Trilan »

I’d like to go on the waiting list. I’ll have to pick up the third edition book, but have everything for the first two.
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Koshnek
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Koshnek »

@Trilan Hey, Trilan! You're new to our site, aren't you? If you want to play in this game, we'll make it happen!

Edit: If you want go ahead and jump into our hangout group with the link above, or we can just keep communicating here if you prefer.
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Icosa
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Icosa »

Rough draft for my character, a mysterious bioroid of sinister origins who's escaped captivity and experimentation to try to find some kind of a future for herself on the streets of Chicago...

Player Name: SalmonMax
Google Handle: samminmax@gmail.com

Character Name: Emi
Rank: Novice
Race: Bioroid
Origin: Fugitive
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8
Pace: 8; Parry: 6; Toughness: 8

Skills: 16
Athletics 1d8 (+1 to climb in urban) (2)
Common Knowledge 1d4
Notice 1d8 (3)
Persuasion 1d6+1
Stealth 1d8 (+1 in urban) (2)
Survival 1d6 (1)
Thievery 1d8+1 (2)
Fighting (Unarmed) 1d8+1 (2)
Shooting (pistols) 1d8 (2)
Battle 1d6 (2)
Electronics 1d4 (1)

Languages
- English
- Chinese
- Spanish

Hindrances
Race: Ruthless (Minor)
Race: Secret (Major) - Is a bioroid
Minor: Driven - End the threat " poses me
Minor: Loyal
Minor: Watched (parent corporation)
Minor: Quirk - Huge Appetite

Edges
Race: Martial Artist (+1 on unarmed attacks, they do Str+1d4 dmg)
Aug: Attractive
Hind: Agility +1d
Nov1: Thief

Cbucks: 10

Armor (3095)
Armored hoodie (arms, head, torso), +1 armor, free
Black Knight Ghost Suit (full), +2 armor, +4 stealth (requires battery), 2350
Reaper Technology Tactical Security Suit (full), +4 armor, Str+1d for carrying cap, 10km rating 2 comm gear, requires battery, 745

Weapons (505)
AGA Prophet 9mm (2d6+1 dmg AP 1, RoF 1, Range 12/24/48, 13 shots), free
Reaper Technology Vengeance 9mm (2d6 dmg AP 2, Rof 1 (3 rnd burst capable), Range 12/24/48, 24 shots, flash/sound suppressor, tactical rails) 255
- Stacked Magazine, 100
- Red Dot Sight, 150

Ammo (140)
- 9mm regular 100rnds, 40
- 9mm AP 100rnds, 80
- Batterypack, 20

Gear (2250)
Goggles, 2000
- Low Light
- Flare Comp
Binoculars, 25
RadBand, 150
Stim Inhaler, 25
TRIAGE patch, 50

Augmentations (6/6 strain, 24000)
+1d Str (customware), 1, 4000
+1d Vig (customware), 1, 4000
Edge: Attractive (customware), 1, 4000
Rapid Healing (customware), 1, 4000
Pace +2 (customware), 1, 4000
Tough +2 (customware), 1, 4000
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
Trilan

Re: Recruitment for IZ 3.0: Chicago Woes

Post by Trilan »

Koshnek wrote: Sat Apr 11, 2020 5:34 pm @Trilan Hey, Trilan! You're new to our site, aren't you? If you want to play in this game, we'll make it happen!

Edit: If you want go ahead and jump into our hangout group with the link above, or we can just keep communicating here if you prefer.
I had actually had joined the 1st SET game about a week ago so I don’t want to impose. But if a slot opens up, I love cyber punk and never get to play (or run).
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Koshnek »

Oh, ok. If we get extra room, I'll let you know @Trilan :).
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Bright
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Bright »

I'm brand new here and fairly new to IZ, but am a longtime Cyberpunk and Shadowrun player and well versed in SW rules. If there's an empty spot I'd love to join. Thanks!
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
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Koshnek
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Koshnek »

@estarrion sure, feel free to join in the game hangouts chat via the link above! We have room for ya. If you prefer we can communicate here, but Hangouts chat would be best if you don’t mind.
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Bright
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Bright »

Great, I will join the chat. I didn't want to pop in unless I was sure there was room.
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
Edit Signature
Dreskiri
Posts: 1
Joined: Mon Apr 13, 2020 11:38 am

Re: Recruitment for IZ 3.0: Chicago Woes

Post by Dreskiri »

Hi,

I beleive i spoke to you on google hangouts and you said there may be a spot available for me to join your game?
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Koshnek
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Koshnek »

@Dreskiri yes sir, I would have checked in sooner, but work has been hectic! Feel free to join our IZ group chat via the link in the original post, or we can continue talking here if you prefer.
IZ3 GM Bennies 5/5
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KahlessNestor
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Joined: Thu Feb 15, 2018 4:02 am

Re: Recruitment for IZ 3.0: Chicago Woes

Post by KahlessNestor »

Put me on the waiting list. I'd be happy to play. I'll have to get IZ though.
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Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Re: Recruitment for IZ 3.0: Chicago Woes

Post by Koshnek »

@KahlessNestor for sure, I'll add you to the list!

Note: It may be wise to get IZ 3.0 now. It is currently on DriveThru as Pay What You Want. So even if you do not end up getting a chance to play it in my game, you will have it available. The book is quite good.
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