Shadowrun
Shadowrun Play => Play-by-Post => Topic started by: Celtibero on <03-30-14/2100:51>
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good evening, morning , whatever is in you location when you are reading this chummers.
so, start date: To be announced
roster:
1- Triskavanski - Pirate Captian "Lucky Dog" Corma
2- martinchaen - Moto (rigger)
3-bewilderbeast - Bad Johnny Juju
4- jackVII - Baron Mojo
5- vandarl - Count Zorro
Backup players
6- Jim1701
7-p1exor
-This topic will be used for anything out of character related to the game. I encourage everyone to use this thread to bounce ideas off of each other, and possibly discuss previous interactions each characters may have had with each other.
-This topic will also be used for general random chat.
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I'll start off with the background story on Moto
[spoiler=Character Background]
Yoshiro Nakahara was born in Neo-Tokyo to reasonably well-to-do parents, considering his heritage. Despite having the majority of humans looking down (literally and figuratively) on him and the rest of the Koborokuru population of the Japanese Imperial State, Yoshiro managed to prosper in the State schooling system. Earning a reputation as something of a prodigy student, the young dwarf was enrolled at a prestigious Neo-Tokyo university with backing from a privately funded think tank at only 15 years of age.
Graduating with honors at only 21 years of age with bachelors degrees in chemistry and computer science, masters degrees in materials science and artificial intelligence, a civil engineering degree in mechanical engineering, and a doctorate in robotics, Yoshiro was quickly snapped up by the megacorp subsidiary Mitsuhama Automatronics, where he would spend the next few years working for their R&D department. During his employment, he received several cyberware and bioware implants to further enhance his value to the company.
During a routine excursion to the Mitsuhama-Benget Mining aquacology in the Sea of Japan, Yoshiro was severely traumatized when an exterior pressure door malfunctioned and water quickly began flooding the airlock he and his team were in. Maintenance techs were on-site almost immediately but were unable to open the internal door due to safety protocols, and helplessly stood by and watched as the dwarf jacked in to the airlock himself. After several minutes, despite suffering from early stages of hypothermia by the now chest-high (for the dwarf) water levels, Yoshiro managed to override the faulty mechanism and close the outer door which allowed the inner door to open, saving not only himself but his two fellow researchers. Despite an outward calm, the experience shook him deeply and he spent months in therapy trying to overcome the fear of water the experience had left him with. He never visited an aquacology again nor spent any time on or in water, and dedicated the next few years of his life to work focusing on developing better matrix security protocols.
At age 26, after 5 years of frustration with restrictions placed on his research and boredom with the endless simulations and a lack of proper field tests of his designs, Yoshiro finally decided to end his employment with the company, and over a period of several months secretely arranged his own extraction. A daring night-time raid performed by shadowrunners hired at Yoshiro's own initiative took the corporate subsidiary by surprise, and the dwarf took some time travelling the world to enjoy his new-found freedom. Before long, however, he grew restless and settled down in Seattle hoping to elude his former superiors as well as their competitors.
With all of his savings and the funds he had appropriated during his escape, Yoshiro assumed a new identity and set up shop in Puyallup, focused on continuing his work without corporate interference this time. He decided to specialize in auto repair and modification, providing a cover for him to secretly work on improving his designs at his own pace and on his own time. Due in large part to his natural talents with machines the business flourished, and soon he was taking only the work he wanted without having to worry about bills.
Yoshiro soon realized that research and development was far more challenging than he had expected without the advanced and specialized equipment and near endless resources of a megacorporation at his disposal, and quickly came to the conclusion that he would need to expand his sphere of influence if he was to make any real progress. Opportunity came when a well connected client contacted him for an elaborate modification job; he performed the work beyond expectations, and asked for a a simple favor instead of the agreed upon sum of money as payment.
The client, a female Nordic Giant named Tora Halvardsdottir who went by the alias Valkyrie, was intrigued by the dwarfs proposal, and took it to one of her contacts in the shadows. Yoshiro assumed another fake identity and became Moto, Rigger Extraordinaire; he further customized his vehicle and extensively modified some of his utility drones with hardware and software of his own designs, and soon began working the shadows in earnest.[/spoiler]
[spoiler=Character Description and current details]
Yoshio, now living under the name Kenji and going by the street name Moto, is a male Koborokuru of Japanese decent. Of average height and weight for his metatype, he is still concerned that his former corporate overlords is looking for him, and as such rarely ventures outside of his workshop except in the safety of his rigger enabled vehicle, preferring to interact with the world using one of his many drones. He also uses these drones to keep his property secure, maintaining constant surveillance and overwatch, with drones overlooking and patrolling the perimiter of his workshop 24/7.
Moto's native tongue is Japanese and while he does speak (albeit brokenly) a few other languages his ability to communicate with others can be somewhat lackluster.
Clients seeking to make use of his talents are at this point by referral only, though he will perform any repair jobs or modification work, no matter how exotic, as long as the client can provide payment and exotic parts, if needed.
Moto is driven by a thirst for knowledge and a curiosity that lends itself well to research and design. He thrives when challenged to come up with unusual designs, or when he comes across new and/or secret schematics during a run. Though he has yet to purposefully sabotage data to keep information to himself, he has on several occasions copied prototype schematics and state of the art research papers and applied them to his own research and development.
In spite of his rather significant academic knowledge, Moto is fairly closeted and prefers the company of his drones to other metahumans. He will often sleep in the safety of his rigger cocoon if and when he can sleep, eschewing such trivial pleasures as soft sheets and pillows as they allegedly "interferes with" his "creative process".[/spoiler]
In summary;
It's possible that other characters would have worked with Moto in the past, as he's worked as a wheelman and surveillance specialist for some years at this point.
PS:
Celtibero, I believe you're looking for the word "roster", as "rooster" refers to a male bird ;)
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you are correct, but you can blame Sincereagape as i ripped off part of his OOC thread :D
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nope, did not rip that part off :D just blame me for doing it and blaming him in the process :D
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John Cormac
https://docs.google.com/document/d/17zBi0AddmW_HRtLJguO0eZqLhbRHWS4R0Vrnv6D1f54/edit
He's basically a dude who got a little too obsessive with the idea of being a pirate. Everything he own in his rather large house is actually based off Caribbean pirates, and he does own the entire collect of Pirates of the Caribbean, Hook, Pirates and the like.
Sadly this obsession of his has landed him in a bid of a debt streak, causing him to have to start running in the shadows. He's got a reputation of being a bit loud and flashy for a shadow runner, which actually comes in use when he fights dishonestly, as people expect him to be rather loud and flashy, so when he's not.. he's practically invisible.
One of the weapons his carries, an 1855 Springfield musket, is probably his most dreadful weapon. Dubbed the One Shot Sure-Kill Final attack weapon (He does get into a bit of the 'ranger' shows as well) due to its unusually high accuracy. A feat that science cannot explain. Not even magic can explain it. He's the only person capable of the amazing shots. But like a true action hero pirate ranger guy, he only brings it out once in combat, usually.
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@Celtibero: Where does the story start? I have Baron Mojo set up to begin play in Seattle, but I can easily bump him somewhere else. I left his past deliberately vague. He was a runner in Boston, bad stuff happenedTM, and he fled to wherever the story starts, down on his luck with basically the clothes on his back. He's partial to other Awakened folks, so it's possible he knows any of the other spellcasters/adepts in the crew (which would appear to be Bewilderbeast's Bad Johnny Juju).
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it starts in Seattle.
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Thanks, looks like I don't really need to change much then.
@Bewilderbeast: Baron Mojo is most likely to know Juju, if anyone. We could share a mutual talismonger contact pretty easily. If you have someone in mind, just let me know and I'll change it. The one I have listed is a dwarf shaman talismonger named Susan Hecker. Their relationship is basically a business one, Mojo collects and sells hermetic reagents to her for her shop. As for Juju's past, the Baron is far enough down the morality scale that he's actually intrigued by the few whispers he's heard and wonders how well the "blood magic" experiment worked out.
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John might know people. You might know john, you probally heard rumors
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Ah, didn't realize you were an adept. It's possible, although Baron Mojo has little time for what he perceives as tom-foolery. I think his initial reaction would be to avoid someone with such an obsession.
With that said, it's possible Mojo may wonder if you're possessed or something, which would certainly intrigue him. :D
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@Bewilderbeast: Baron Mojo is most likely to know Juju, if anyone. We could share a mutual talismonger contact pretty easily. If you have someone in mind, just let me know and I'll change it. The one I have listed is a dwarf shaman talismonger named Susan Hecker. Their relationship is basically a business one, Mojo collects and sells hermetic reagents to her for her shop. As for Juju's past, the Baron is far enough down the morality scale that he's actually intrigued by the few whispers he's heard and wonders how well the "blood magic" experiment worked out.
I like that idea. I had a generic talismonger contact worked out, but that could just as easily be Susan Hecker. Johnny would basically be a regular customer on friendly terms; he'd probably blow a big chunk of nuyen on spirit binding materials whenever he got a big payday. What's Susan Connection rating? We should probably try to keep that consistent.
At any rate, I've made some tweaks to Johnny's skills and gear. Here's the updated character:
Metatype: C (Elf 3)
Magic: D (Magic 2 Aspected Conjurer)
Attributes: B (20)
Skills: A (46/10)
Resources: E (6,000) + 10,000 from Karma
Karma: 25
+7 Bad Rep (rumored to have murdered his girlfriend in a ritual; was actually a drug overdose)
+5 Distinctive Style (skin is a patchwork of tattoos)
+7 Spirit Bane (Spirits of Man; appear to him as his dead girlfriend)
+4 Mild Addiction to Bliss
+3 Biased against Wagemages
-5 Mentor Spirit: Thunderbird
-30 for Magic 5 -> 6
-5 for nuyen
-10 for Edge 1 -> 2
ATTRIBUTES
Body 3
Agility 4
Reaction 3
Strength 2
Willpower 5
Logic 2
Intuition 4
Charisma 8
Essence 6
Magic 6
Edge 2
SKILLS
Influence Skill Group 6
Stealth Skill Group 4
Summmoning 6
Binding 6
Banishing 6
Automatics 6
Con 6
Intimidation 5 (+2 from Thunderbird)
Running 5
Assensing 3
Perception 3
KNOWLEDGE SKILLS (12 free Points)
English (N)
Spanish 4 (Language)
Spirits 3 (Professional)
Magical Theory 2 (Academic)
Awakened Community 2 (Street)
Drug Dealers 1 (Street)
GEAR
Fake SIN Rating 4 (-10,000) w/ Fake Awakened License 4 (-800), Fake Weapon License 4 (-800), Fake Concealed Carry License 4 (-800)
Contacts w/ Image Link (-225)
Renraku Sensei (-1,000) w/ Subvocal Microphone (-50)
Lined Coat (-900)
Ceska Black Scorpion (-270) w/ Laser Sight (-125)
100 normal ammo (-200)
50 gel rounds (-125)
3 spare clips (-15)
1 month squatter lifestyle (-500)
4 doses of bliss (-60)
15,870 nuyen spent, 130 nuyen remaining
CONTACTS
Mr. Snow -Fixer, Loyalty 2 Connection 4 Mr. Snow is a well-connected fixer who has been organizing shadowruns for a long time. Although they've worked together several times, Johnny knows very little about him, which is just the way Mr. Snow likes it. He is curt, professional, and more than a little paranoid. He communicates primarily through the Matrix, which is where he gets his street name from; his video commcalls display only a screen of snowy static. Johnny has met the man in person only a couple times. He assensed him and detected no magic or cyberware. He appeared to be a normal human male in his early 40s with a predilection for dark clothing and intrigue.
Susan Hecker -Talismonger, Loyalty 3, Connection 2 Hex is a dwarf shaman following the Bear totem. She runs a small shop on the outskirts of the Redmond Barrens simply called Hex. It's a small run-down shop that serves the small Awakened population of the Barrens. Given the general lack of cash flow among the population, the majority of the goods are reagents and supplies for creating lodges and circles, rather than foci or other expensive goods. She can create foci and spell formulae on commission.
Claw -Ganger Lieutenant, Loyalty 4, Connection 3 After leaving the orphanage, Johnny and Julissa got wrapped up in a wiz gang, where Johnny met Claw. An elven adept with a dangerous affinity for monowhips, Claw was an enforcer for the two-bit gang. Eventually, the gang leader made some stupid choices and got the wiz gang tied up in a turf war with a larger gang; an endeavor that meant certain doom for everybody involved. Together, Johnny and Claw conspired to rebel against the gang's leadership and make a plea for peace for the surviving gang members. It worked, and Claw eventually joined the ranks of the encroaching gang. The two aren't exactly friends, but they hold a deep respect for one another as two men who owe each other their lives. Claw is well-connected in the criminal underworld, but in many ways still a Barrens kid. He wears an armor jacket and bears a hideous facial scar, rumored to be from a tangle with a barghest.
Adam Smits-Drug Dealer, Loyalty 1, Connection 2 An independent drug dealer that supplies Johnny's Bliss. He's heard Johnny swear he's going to quit a hundred thousand times, and he didn't care and didn't believe it after the first. An imposing troll with no gang affiliations, as far as Johnny is aware, he has an annoying habit of casually playing video games in AR windows even while conducting business.
Erin Warsong -Smuggler, Loyalty 1, Connection 2Erin is pretty for an ork, slim but muscular. She's also an excellent smuggler. She specializes in weapons, but is willing to move just about anything if the price is right. The exception is BTLs; she will refuse any deal where BTLs are part of the equation. Anybody who asks twice gets a fist to the face.
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I had her at a 2/1, but had some left over karma, so I bumped her to a 3/2. I need to flesh out my other contact, a rat shaman ganger.
ETA: I just modified my current Charsheet in the organizing thread with a bio on Hex (Susan Hecker). Let me know if that works. I can, of course, adjust it if not.
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I need contacts
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I've included a single fixer contact as Moto would only have worked the shadows as an actual runner for a relative short amount of time.
Valkyrie (real name Tora Halvardsdottir, a nordic female Giant in her mid-30s) works as an import/export agent in Seattle, and also runs the Emerald City shadows as a fixer specializing in transport and surveillance. Moto has been working as Valkyrie's go-to mechanic and customization wizard for about a year and a half, and in the past few months he's also completed the the odd as wheelman and/or surveillance expert on her behalf.
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Feel free to plunder any of Bad Johnny Juju's contacts, for anybody interested. I will happily adjust connection levels to accomodate.
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Here's the most updated character sheet for Baron Mojo
Alias: Baron Mojo
Name: Trevor Dyson
Race/Ethnicity: Human/Caucasian
Gender: Male
Role: Hermetic Mage Superior
(Priorities - A: Magic, B: Attributes, C: Skills, D: Metatype, E: Resources)
ATTRIBUTES (20/20)
BOD 3 WIL 6
AGI 2 LOG 5
REA 3 INT 5
STR 2 CHA 2
EDG 4 ESN 6
MGC: 7
INI: 8 + 1D6/10+2D6(A)
Limits (M/P/S) 7/4/6
Monitor (P/S) 10/11
SKILLS (28/28 : 2/2)
Active
Physical: Perception (1)
Magical: Assensing (4), Binding (6), Enchanting SG (2), Counterspelling (6), Spellcasting (6), Summoning (6)
Social: Con (4), Negotiation (4)
Technical: Computer (1)
Knowledge (20/20)
Academic: Magic Theory (4)
Professional: Awakened Security TTPs (4), Magic Research (4)
Street: Magic Organizations (3), Magic Threats (4), Seattle Safehouses (1)
Language: English (N)
QUALITIES (25 – 21 + 5 = 9)
Positive: Exceptional Attribute (Magic), Focused Concentration (1), Quick Healer
Negative: Prejudiced (Non-Awakened)
CONTACTS & REP (2 Karma Spent)
Piker, Male Dwarf Rat Shaman (2/1): Piker is a rat shaman running with the Red Hot Nukes. He knows the general lay of the land in the Redmond Barrens and is fairly well versed in the magical and mundane threats that exist there. Mojo and Piker don't necessarily like each other, but if something presents itself that would be to their mutual benefit if they worked together, they're willing to see past any personal issues.
Susan “Hex” Hecker, Female Dwarf Talismonger (3/2): Hex is a dwarf shaman following the Bear totem. She runs a small shop on the outskirts of the Redmond Barrens simply called Hex. It's a small run-down shop that serves the small Awakened population of the Barrens. Given the general lack of cash flow among the population, the majority of the goods are reagents and supplies for creating lodges and circles, rather than foci or other expensive goods. She can create foci and spell formulae on commission.
Current Karma (2), Total Karma (0), Street Cred (0), Notoriety (0), Public Awareness (0)
GEAR (Starting Nuyen: 95)
Armor Vest: 500
Meta Link w/Electronic Paper: 105
Flashlight: 25
Credstick [Standard]: 5
10x Reagents
Fake SIN (2) [Michael Harrington]: 5,000
1x Month Squatter Lifestyle [Cramped, Dangerous Area]: 350
Spells (5 Karma Spent)
Combat: Ball Lightning, Shatter, Manabolt
Detection: Extended Detect Enemies, Mind Probe
Health: Increase Reflexes
Illusion: Improved Invisibility, Mass Agony
Manipulation: Control Thoughts, Levitate, Physical Barrier
Description: Dressed in a shabby suit, the man before you still carries himself with a certain degree of stature. The suit is one of those odd hooded numbers that corporate wage mages wore about 10 years ago, but he still manages to pull it off fairly well. The man’s hair is a premature gray and his eyes are nearly the same color. Worry lines tracing across his face seem to add ten years to his age, but you peg him around 40 years old give or take a year. Briefly, you wonder what the man could have gone through that brought him so low. That thought disappears as the man catches your glance and gives you a cruel smile, in what appears to be a silent challenge.
Personality: Baron Mojo is arrogant, despite his recent brush with mortality and failure. An incredibly gifted mage, he does have reason to be proud of his abilities, but it certainly doesn’t make him many friends. His spell repertoire generally reflects his personality, with a fairly substantial number of them causing harm or taking away control from his opponents. His treatment of spirits also leaves much to be desired, most of the ones he binds dislike him greatly for the way he treats them.
Background: There comes a time in every runner’s career when he has to simply burn everything to the ground and start over. For Baron Mojo, that time is now. After a run against Renraku in Boston went horribly wrong leaving half his team dead, Baron Mojo grabbed his go-bag and got the frag out of the city. Fleeing to Seattle to hide, he found himself destitute with nothing more than a commlink and a drek fake SIN. Presently holed up in a coffin motel in the Redmond Barrens, Baron Mojo has been slowly gathering his strength and testing the Seattle shadows for work. When he isn’t working a job, he has been working on a contract basis for “Hex” Hecker, selling her hermetic reagents that he harvests in the Barrens.
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All right, here is a little info on Count Zorro. Feel fer to critique as needed, I hope you like him.
BACKGROUND
Roberto ‘Bobby’ Diaz
Bobby is a human male, early 20’s at a glance, lanky built and about 1.7m tall. He sports an obvious cyberarm (left) though he will generally wear long sleeves and gloves when he can. His style of dress tends to change to suit the need; corp casual, street tough, to business formal though he is most comfortable in street casual.
Born in the Redmond Barrens, in Touristville, Bobby is the son of a BTL-head and prostitute.Like a lot of the SINless street rats he eventually gravitated to one of the local gangs, in his case the Wilson Street Irregulars. Bobby wasn’t the toughest or fastest guy on the street but he was smart and managed to learn a little about boosting tourist cars for joyrides and the occasional salvage. In his late teens he was part of the ‘security detail’ for a group of runners passing through their turf when a double squad of corp security hit them. The fight was short and brutal, and end the end Bobby went down trying to help two of the injured runners get free; that cost him his arm and 4 years in Lone Star care. He learned a lot in prison, listened and picked up tips, and when he got out he hit up the streets, learned more tech, and started cracking files. With a shiny new criminal SIN it wasn’t like he could get a day job after all, and he had learned his lessens well. Quiet, unseen and professional…that is what he wants to be.
These days he has been getting most of his work from Michael ‘pops’ Donaovan, orc and the owner of a janitorial company and pawn shop as well as being a Fixer; he also keeps in touch with one of his old friends from the gang days, Sam Saturn, who has moved up to ‘middle management’ with the Cutters.
STATS
A Skill 46/10
B Cash 275000$
C Attributes 16
D Meta Human(3)
E Magic None
B3 A2/4 R2(3) S2/4 W4 L6(7) I5 C3 Edge5 Ess 2.15
Physical 3 Mental 7 Social 4
Initiative 8+2d6
AR Initiative 8+2d6
Coldsim VR DP+5+3dt
Hotsim VR DP+5+4d6
Qualities
Codeslinger(hack on the fly)
Allergy, bees, mild
SINner, criminal
Karma
25base+20negatives-10positives-30attributes-5contacts=0net
Active Skills
Electronics Group 6
Acting Group 4
Cyber combat 6
Electronic Warfare 6
Hacking 6
Etiquette 4
Disguise 4
Locksmith 4
Perception 4
Clubs 2
Automatics 4
Automotive Engineering 2
Industrial Engineering 2
Pilot-ground craft(wheeled) 1(3)
Knowledge Skills
Matrix Security 5
Gang Identification 5
Security Procedures 4
Security Systems 3
Seattle Area knowledge 2
English N
Or’zat 3
Contacts
Fixer C4/L3
Gang Lieutenant C3/L4
Augmentations
CyberEyes R1 [Flare Compensation, Low Light, Smartlink, Vision Enhancement 2]
0.2 Ess 18500$
Cerebral Booster 1
0.2 Ess 31500$
Datajack
0.1 Ess 1000$
Wired Reflexes 1
2.0 Ess 39000$
Cyberarm-obvious-Used-Left[Strength 4,Agility4, Cyberdeck, Sensors [all Level 4:Ultrasound, Radio Signal Scanner, Cyberware Scanner, MAD Scanner]
1.25 Ess 24000$
Gear
One month medium lifestyle
Extendable baton
Remington Suppressor machine pistol w/ smartlink external
Concealable holster
Spare clip x10
MP stick-n-shock ammo x50
MP regular ammo x100
MP ADPS ammo x50
Armored Vest
Hermese Chariot Cyberdeck [DR2 5442]
Commlink – Erika Elite /w satellite link
Data Tap
Micro-Transceiver
Tag Eraser
Common Deck Programs x7[all]
Hacking Deck Programs x9[Armor, Baby Monitor, Decryption, Exploit, Guard, Hammer, Sneak, Stealth, Wrapper]
Fake SIN R4
Fake Licesne R$ x4[Security consultant, decking gear, firearms, cyberwear]
Earbuds /w select sound filter, audio enhancement 2
Flashlight
Lockpicks
Suzuki Mirage
274935spent, 65 nuyen remaining
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Vandarl, I love the character overall but I'm a little confused on the sensors in the cyberarm? I just honestly never thought of it before. I know that ultrasound sensors are something I've tried to cram into numerous characters but never could because they end up stupid crazy expensive.
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Never heard the phrase talk to the hand? ;D
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All right, I believe I have finally ironed out all the kinks of my rigger, Moto.
[spoiler=Moto]PERSONAL DATA
Aliases: Moto / Kenji Takahashi
Name: Yoshiro Nakahara
Ethnicity: Japanese
Metatype: Dwarf (Koborokuru)
Age: 28
Gender: Male
Height: 1m
Weight: 40kg
Role: Drone and Vehicle Rigger (Wheelman/Scout)
PRIORITIES
A: Resources: 450000¥
B: Skills: 36/5
C: Metatype: Dwarf (1)
D: Attributes: 14
E: Magic: -
KARMA (25 of 25)
15: Edge 3
2: Demolitions 1
2: Sneak 1
2: 4000 Nuyen
4: Valkyrie
ATTRIBUTES (14 of 14)
BOD 3
AGI 1
REA 2
STR 3
WIL 6
LOG 5 (7)
INT 6
CHA 1
EDG 3
ESS 0.825
DERIVED ATTRIBUTES
Physical Limit: 4
Mental Limit: 10
Social Limit: 3
Physical Condition Monitor: 10
Stun Condition Monitor: 11
Composure: 7
Judge Intentions: 7
Memory: 13
Physical Initiative: 8 + 1D6
Matrix Initiative (Hot-Sim VR): 11+4D6
ACTIVE SKILLS (36/5 of 36/5 + 4 Karma)
Physical: Sneaking 1
Technical: Engineering 5, Armorer 1, Computer 4, Demolitions 1, Electronic Warfare (Jamming) 6 (+2), Hardware 2, Software 1
Vehicle: Gunnery (Ballistics) 6 (+2), Pilot Aircraft (Rotary Wing) 6 (+2), Pilot Groundcraft (Wheeled) 6 (+2)
Knowledge Skills (26 of 26)
Academic: Chemistry (Materials Science) 4 (+2), Computer Science (Artificial Intelligence) 4 (+2)
Professional: Mechanical Engineering (Robotics) 6 (+2), Security Design (Physical) 4 (+2)
Interest: Music 1, Sports 1
Language: Japanese N, English 1, Mandarin 1
QUALITIES (25 – 25 + 25 = 25)
Positive: Analytical Mind, Jury Rigger, Natural Hardening
Negative: Distinctive Style (Koborokuru), Insomnia (Mild), Prejudiced (Common, Biased: Humans), Sinner (National: Japan)
CONTACTS & REP
Valkyrie (Tora Halvardsdottir, C4/L3); a Nordic Giant working as both an import/export agent and a fixer, Valkyrie uses her connections to fence stolen art, antiques, high-end cars, electronics, jewelry, and other luxury goods in and out of Seattle utilizing everything from hand-carry through cars to boats and air transport. Her work revolves mostly around meeting transportation needs; extractions, retrieval of lost loved ones, bounty hunting, and simple border crossings. Valkyrie is well connected in the Seattle smuggling scene and has a solid working relationship with Moto as he's completed several highly specialized customization jobs on her behalf.
Current Nuyen: 0, Current Karma 0, Total Karma 0, Street Cred 0, Notoriety 0, Public Awareness 0
LIFESTYLE
Middle [Special Work Area (workshop), 1 month], Motozone Auto Repair & Body Shop/apartment in Des Moines, Tacoma
Squatter [Extra Secure, Obscure, 1 month], abandoned warehouse/chop shop south of Fife, Tacoma
Squatter [Dangerous Area, Obscure, 1 month], derelict factory/safehouse on the outskirts of Puyallup City, Puyallup
GEAR
Worn at all times:
1x Urban Explorer Jumpsuit
1x Respirator (Rating 6)
Carried on person (pockets of jumpsuit):
1x Proteus Poseidon RCC [Encryption, Signal Scrub, Toolbox and Wrapper running at all times, Browse or Virtual Machine (Biofeedback Filter and Shell) running when needed]
1x Simrig
1x Meta Link
1x Fake SIN [Rating 4 (Kenji Takahashi), with 4x Fake Licenses (Rating 4, permit to operate vehicles, possession of restricted augmentations, programs, and electronics)]
1x Certified Credstick, Gold
1x Long Haul
1x Psyche
1x Stim Patch [Rating 2]
Stored in Ares Roadmaster:
1x Medkit [Rating 6]
1x Survival Kit
2x Tool Kits (Armorer and Hardware)
At workshop:
2x Tool Shops (Aeronautics and Automotive Mechanic)
CYBERWARE
All Used: Control Rig [Rating 3], Datajack, Smartlink, Platelet Factories,
BIOWARE
All Standard: Cerebral Booster [Rating 2], Damage Compensators [Rating 4, Physical]
VEHICLES
1x Ares Roadmaster [Rigger Interface (direct connection to RCC), Satellite Link]
2x MCT Fly-Spy minidrones [Clearsight (Rating 6), Maneuvering (Rating 6), Running Silent unless otherwise specified]
1x MCT-Nissan Roto-Drone [Standard Weapon Mount (Cavalier Arms Crockett EBR (Imaging Scope, Silencer, Smartgun System)), 100x APDS rounds, Clearsight (Rating 6), Virtual Machine (Maneuvering (Rating 6), Targeting (Rating 6))]
1x MCT-Nissan Roto-Drone [Standard Weapon Mount (Ares Alpha (Grenade Launcher, Silencer, Smartgun System)), 250x regular rounds, 6x Flash-Bang grenades, Clearsight (Rating 6), Virtual Machine (Maneuvering (Rating 6), Targeting (Rating 6))]
NOTES
The Wrapper program is used to obfuscate the icons of all forbidden and some restricted gear.
The Roto-Drone icons will remain unchanged, but the icons of the weapon mounts and mounted Cavalier Arms Crockett EBR and Ares Alpha (as well as the accessories and ammunition of both) will be changed to look like telemetry sensor arrays (atmosphere sensor, camera, geiger counter, microphone, olfactory sensor, radio signal scanner, etc). Similarly, the icon of the Targeting autosoft they are both equipped with will be masked as a Signal Scrub program.
The icon of the Directional Jammer stored in the Ares Roadmaster will be changed to look like a trid projector.
DESCRIPTION:
Moto is a Japanese dwarf of average stature with substantial body hair (as is common for people of his Koborokuru heritage), with frail limbs and a hunched stance due to the long hours he's spent in research labs and university classrooms. He regularly wears a loose-fitting urban jumpsuit that also doubles as coveralls for when he's working on his latest assignment or research project, and whenever he goes outside his workshop/apartment he does so in the back of his customized Ares Roadmaster.
PERSONALITY:
As with most Koborokuru in Japan, Moto was subjected to discrimination by Japanese humans while growing up. As a result, he developed a dislike for all humans, finding them to be arrogant and intolerant. Consequently, he prefers spending time with other metahumans when he's not working, although he mostly keeps to himself in any case. Moto is curious by nature and has a passion for engineering and AI research, and will go out of his way to obtain schematics, research data, or other information he believes can aid him in his endeavors as a private developer.
BACKGROUND:
After arranging his own extraction from Mitsuhama Automatronics, Moto settled in Puyallup, Seattle and opened up an automotive repair shop to make ends meet. His talents with mechanical items of all sorts quickly enabled him to expand his business, and soon he was fixing, modifying and improving every sort of vehicle known to metahumanity. After performing a particularly delicate job for Valkyrie, who saw his potential as an operative, he began running the shadows, seeing the opportunities offered both in terms of potential troves of information and nuyen by such activities as worth the risk
[/spoiler]
Also, Celtibero, how do you want to handle dice rolls; do you have a dice roller and/or format you prefer, etc, do we post all rolls here or in spoiler tags in the IC thread.
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Vandarl, I love the character overall but I'm a little confused on the sensors in the cyberarm? I just honestly never thought of it before. I know that ultrasound sensors are something I've tried to cram into numerous characters but never could because they end up stupid crazy expensive.
I was playing around with the cyberarm and noticed that sensors could be put in one, several of the sensors seemed handy for someone trying to do B&E or security stuff, I also hate the idea of boosting the arm up to strength and agility 9 and wanted something different. Honest truth I almost pulled a couple of karma off that second contact and went with a synthetic arm instead of obvious.
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I'm a fan of synthetic cyberarms. They might not be optimized, but they're cool. I use one on my decker, Pepperface. Also, I outlined my confusion regarding the sensors here:
http://forums.shadowruntabletop.com/index.php?topic=15918.msg279840#msg279840
Ultrasound sensors are something I've tried to include in many characters and never could due to the price. But then I actually looked at that sensor table and saw you could get a rating 5 one for 500 nuyen and I was like, "Huh?"
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It's not RAW, but the way I think I would handle sensors is that, unless they explicitly replace your normal vision in some way (cybereyes, visual devices providing an overlay, ultrasound headware, jumping into a drone, etc), you would have to use the EW skill for tests with them (rather than being able to sub EW for Perception). So, like for Count Zorro's arm, there would be a screen on his arm that would read out information or provide an image of what is being interpreted and/or being shunt in as an AR feed to an image link, but he would need to use the EW skill to interpret it.
TLDR: A lot of this stuff was not very well thought out. Honestly, any character could throw an R2 ultrasound sensor into a helmet for 200 nuyen and still have 5 capacity leftover for whatever they want.
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So, when are we starting up this shindig?
Seems like my character would not have known any of the other player characters, except perhaps by happenstance.
Also, Celtibero, would you mind expanding on every player character's one-line summary? Street name, gender, race, role would be very helpful for reference. Cheers.
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starting up.. 1 weeks gents, i have a RL you know :)
sry for being a bit slow posting ans taking care of stuff but has been a rough week, way too many double shifts thus i ask for your comprehension guys.
Ill be looking into the pending matters during the next 2 days and as soon as i am capable (i would say 1 week) we can get the show on the road.
Thanks in advance
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Thanks for the update, Celtibero.
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Cool as cool, looking forward to it.
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on dice rolls
http://orokos.com/roll/
feel free to throw any thing you think should be obvious, ill ignore if its not necessary, and ill ask for any roll in particular if need arises. i may also eschew any roll if i think you can accomplish the action and there isn't any major pressure on the character to succeed.
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OK cool, I haven't used this roller before. Let's see...
Starting Nuyen Roll (http://orokos.com/roll/179197): 2d6*40 80
Fuck... I'd like to formally object to this die roller. LOL.
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Lifestyle (http://orokos.com/roll/179205): 5d6 20 so 20x500 = 10,000
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Starting Nuyen, Middle Lifestyle (http://orokos.com/roll/179217): 4d6*100 1400
I'll admit I rolled this three times to get formatting right as I haven't used this roller before, got 16, 10, and 14 respectively. I'll keep whatever roll you decide.
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Starting Nuyen, Middle Lifestyle 4d6: 15
1500 buckaroos!
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http://orokos.com/roll/179289
440 starting nuyen! Not bad for a squatter.
EDIT: Upon further reflection, this almost feels like a waste of two hits on a dicepool of two... what're the odds?
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Odds aren't that long if we're talking pure probabilities. If I remember my junior high math and we assume that we're looking for a six on one die, the odds are 1/6. If we're rolling two dice, the chance of rolling exactly two sixes is 1/6*1/6, or 1/36. However, we're only interested in the cases where we're rolling at least one 5 or 6 on each die, which I believe works out to something like this:
1-(4/6)^n, or 1-(0.6666666667)^2 = 0.55555555, or 20/36, or just over 3/6. So, not that long odds at all, really.
Of course, this is just math (that only works on a large enough sample size), and we all know the bitch goddess of luck will always screw you over when you actually need it...
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That math seems a little off. There's less that a 50% chance of getting one hit on one die, how does it go over a 50% chance for getting two hits on two dice? I think it's supposed to be 0.1111111111. I think your supposed to calculate the exponential last.
I did manage to hit the 1/36 chance though, just in the wrong direction. LOL
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Heh, been a long time since junior high maths, that's for sure. I could very well be wrong.
Looking at the maths again, I believe the above is actually the probability of getting [/i]at least one 5 or 6[/] on two dice. Rolling exactly two (5s or 6s) on two die would probably be 2/6 * 2/6 = 4/36, or as you point out, 0.111.
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Yeah, that's right. At least one hit on two dice is 20/36. I like 2-dice equations because you can always check your answer with a two axis grid.
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Alright, so character connections so far:
Baron Mojo <Talismonger Contact> Bad Johnny Juju
Moto </>
Count Zorro </>
Captain Cormack </>
Next to Baron Mojo who pretty much just arrived from Boston, Moto seems like the least likely to be connected to the other runners due to his prejudice from an RP perspective. He might know Johnny since he's a meta.
Count Zorro and Captain Cormack could have a connection, there isn't really enough to say.
P.S. It's funny that half of the team has contrived titles for their handles.
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JackVII; yep, Moto keeps to himself to start with, and since he doesn't particularly like humans he'd be unlikely to hang out with them unless they were exceptionally trusted colleagues or particularly good friends.
However, it's possible that other characters might have used his services as a mechanic at some point; having an Auto Repair & Body Shop in a fairly decent area of Kent in Tacoma and a fixer who promotes his work, he'd be somewhat known in the shadows by merit of his reputation as a consummate professional who doesn't try to scam people and who performs quality work.
You'll have to excuse me as English isn't my first language, but what do you mean by the team having "contrived titles"?
I also added the following to my character sheet, just as an FYI in case it ever comes up:
NOTES
The Wrapper program will be used to obfuscate the icons of all forbidden and some restricted gear.
The Roto-Drone icons will remain unchanged, but the icons of the weapon mounts and mounted Cavalier Arms Crockett EBR and Ares Alpha (as well as the accessories and ammunition of both) will be changed to look like telemetry sensor arrays (atmosphere sensor, camera, geiger counter, microphone, olfactory sensor, radio signal scanner, etc). Similarly, the icon of the Targeting autosoft they are both equipped with will be masked as a Signal Scrub program.
The icon of the Directional Jammer stored in the Ares Roadmaster will be changed to look like a trid projector.
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Alright, so character connections so far:
Baron Mojo <Talismonger Contact> Bad Johnny Juju
Moto </>
Count Zorro </>
Captain Cormack </>
Next to Baron Mojo who pretty much just arrived from Boston, Moto seems like the least likely to be connected to the other runners due to his prejudice from an RP perspective. He might know Johnny since he's a meta.
Count Zorro and Captain Cormack could have a connection, there isn't really enough to say.
P.S. It's funny that half of the team has contrived titles for their handles.
Well, pretty much for Captain, he might be connected due to his rather over the top antics and fashion based contacts.
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However, it's possible that other characters might have used his services as a mechanic at some point; having an Auto Repair & Body Shop in a fairly decent area of Kent in Tacoma and a fixer who promotes his work, he'd be somewhat known in the shadows by merit of his reputation as a consummate professional who doesn't try to scam people and who performs quality work.
Possibly, although I think Count Zorro is the only one with a vehicle (other than Moto).
I imagine this might be a situation where the majority of us don't know each other at all, other than through street rep or notoriety.
You'll have to excuse me as English isn't my first language, but what do you mean by the team having "contrived titles"?
"Made-up" Titles. We have a Count, a Baron, and a Captain, none of whom are really nobility or masters of a ship.
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I'd agree with you on that, JackVII, seems to me that it would require a little bit of forcing to make the characters connect, somehow. Also, thanks for explaining about the titles :)
So, just for my own sanity, if y'all want to just make sure I got your character summaries right:
Triskavanski: Pirate Captian Lucky Dog Cormac, Human male... uuuhm, adept(?), age unknown
Bewilderbeast: Bad Johnny Juju, Elf male face/conjurer, age unknown/20s?
JackVII: Baron Mojo, Human male hermetic mage, 40-ish
Vandarl: Count Zorro, Human male decker, early 20s
MartinChaen: Moto, Dwarf male rigger, early 30s
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That looks about right to me.
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I have no problem with CZ having meet Moto befor, he does have the bike, and even has some minor skill in mechanics. That could make a minor connection if we want one.
As for the name, CountZorro is me poking fun at the classic Gibson cyberpunk character Count Zero, which was a reference to programming code as in 'count zero interrupt'. What can I say, sometimes I think funny thoughts. :)
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Vandarl
That sounds good to me.
Moto and Count Zorro could at the very least be acquainted somehow; similar to how a loyalty Rating 1 contact functions, in that Moto might not like Count Zorro and as such it's a strictly business relationship. Moto could have tuned the bike for him in the past, or removed the restriction on top speed, or answered a question or two the decker posted on a "Zen and the Art of Motorcycle Maintenance" shadowboard, or any number of some such reasons. What do you think is more likely? All of the above works for me, and I'm open to other suggestions as well.
EDIT:
And here's my own homebrew character sheet with all details:
https://drive.google.com/file/d/0B18kgI86Mqa8RGxsTExVemxPNzA/edit?usp=sharing
Anyone have a good idea for how to use Wrapper to "hide" a Fly-spy that's not running silent (to avoid the -2 penalty)? I was think of other non-stationary objects that have RFID tags, but I can't come up with any reasonable ones. In part, this is due to my lack of understanding of how physical movement and distance from the observer translates into Matrix iconography.
If the icon "moves" around in the Matrix similar to how it does in the meat world, all stationary objects are out (which is a shame, because piggy-backing off of the icon of a Soy Processing Unit sounds like an excellent idea), leaving non-stationary ones.
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dont worry too much making connections between chars m8's, if done the better if not dont sweat it, i´ll find a way to make them connect
/me grins evilly
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Cool. I'll leave it up to Vandarl to decide how, if at all, Moto and Count Zorro would have known each other, as I'm happy either way. Moto wouldn't be acquainted with any of the others.
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Anyone have a good idea for how to use Wrapper to "hide" a Fly-spy that's not running silent (to avoid the -2 penalty)? I was think of other non-stationary objects that have RFID tags, but I can't come up with any reasonable ones. In part, this is due to my lack of understanding of how physical movement and distance from the observer translates into Matrix iconography.
I've always understood that the icons in the Matrix are a rough approximation of where the device is, but not exact (thus requiring a Trace Icon check if you wanted to know exactly where something was). I mean, if you're in an empty room with a pistol and you see an icon of a pistol, you probably don't need to Trace (barring RFID shenanigans) it. If you're in a room with 10 identical pistols, but you MARKed one of them earlier, then you could Trace the icon to actually distinguish which pistol it is.
WRT a Fly-Spy, that one's kind of tough. If it stays in a small area, I don't think the icon would have to move around much if at all, but out in the open I would imagine the icon would move quite a bit. In one of the PbPs I am in currently, our rigger wrapped his Fly-Spy in the icon for stage lighting as it hovered above the dance floor at a nightclub.
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Thats why hed be using wrapper program, or did i misunserstand something?
He's trying to figure out what icon he could use to conceal his Fly-Spy. If it's sitting still, he could cover it as just about anything. But if it's chasing after a mook down an alley, wrapping it as a toaster probably isn't going to cut it.
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He's trying to figure out what icon he could use to conceal his Fly-Spy. If it's sitting still, he could cover it as just about anything. But if it's chasing after a mook down an alley, wrapping it as a toaster probably isn't going to cut it.
Hehe, my point exactly. I did want to disguise something as a toaster, just because toaster.
But yeah, I'll have to think on the moving Fly-Spy a bit.
I'm also curious if you can use Wrapper on your Persona, as your Persona is also on Icon. Make me look just like the car I'm currently rigged into, for instance, so it stands just a little less out.
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I'm also curious if you can use Wrapper on your Persona, as your Persona is also on Icon. Make me look just like the car I'm currently rigged into, for instance, so it stands just a little less out.
Sure. I think the Wrapper description even includes thee example of making your own persona appear to be a Mitsubishi Nightsky.
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That might be some cool uses for a technomancer
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OK, I will pay you like 100nuyen to make your fly-spy look like a toaster when it is following someone,just because toaster. :) {I loved the old flying toasters screen saver!}
And I like the idea of having meet on the Zen and the Art of Motorcycle board and then getting a tune up. Sounds like a solid and believable connection.
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Here's my pirate code
1) Any insult to me crew must be dealt with in an accordingly manner.
2) Challenges to me that are not of a suicidal nature must be answered accordingly. IE I don't need to to take on 40 mechatanks with a herring. But a challenge to one on one duel does, even if the other's skill greatly out matches mine.
3) Take what I can, give only to me crew. Work is rewarded, laziness is not. Give not to charity.
4) Successful jobs are met with loud parties
5) Those who died, are given drink as well, whenever partying was done.
6) Honestly be dishonest. Always seek to gain the upper hand in any method needed to do so.
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Are we still on to start sometime this week? i'll admit I've been distracted by FTL: Advanced Edition recently. I don't know how many of you enjoy games of the video variety, but seriously a great game for only ten bucks.
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As far a I know, its projected for some time this week
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still on ;)
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OK, I will pay you like 100nuyen to make your fly-spy look like a toaster when it is following someone,just because toaster. :) {I loved the old flying toasters screen saver!}
And I like the idea of having meet on the Zen and the Art of Motorcycle board and then getting a tune up. Sounds like a solid and believable connection.
Cool. Cool, cool, cool.
And Challenge Accepted! :D
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I posted this on the On the Run 2 OOC thread (which is a game I know our GM is a part of), but just to re-iterate... I just accepted about 14 hours of overtime at my job, so I'm going to be pretty darn scarce this week. So it might be a slow started for Bad Johnny Juju. Just a heads up.
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np at all m8, thanks for the heads up.
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ok heads up gents, what do i need? a brief description of your homes.
I will put the IC thread up today night after i put the kid to bed. i guess that's it, thank you for your patience and lets have some fun and get the ball rolling.
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Baron Mojo is taking the coffin motel version of the Squatter Lifestyle. I guess Stoker's in the Barrens is the classic choice in Redmond.
Dingy walls accompany the dim, flickering lighting of the interior hallway of Stoker's Coffin Motel. Ten rows of "rooms" stacked three high line one side of this hallway, giving the distinct impression of a mortuary. The occasional noise seeps out from some of the closed coffins, a snippet of the Seattle Screamers Urban Brawl game being broadcast from an occupant's commlink from one to the sound of crying from another. Nothing about the place inspires hope.
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Moto currently has three locations available for use.
The first is Motozone Auto Repair & Body Shop located in Des Moines, Tacoma, near Sea-Tac international airport; a typical legitimate mechanics workshop in a reasonably well to-do area with a B security rating, this brick building is approximately 10m wide and 30m long for a total of 300m2 of workspace, enough for two extra large vehicle bays capable of servicing anything from motorcycles through semi-trailers to ultra-light gliders through small airplanes. This facility houses Moto's aeronautics and automotive workshops, and Moto spends most of his time here either working on new R&D projects of his own doing or doing repair and/or modification work for clients. The facility does not have a lot of creature comforts being a workshop first and a residence last, but Moto prefers sleeping amongst his tools and so has installed a cot and some basic creature comforts in the front office. The building is watched by security cameras and Fly-Spy drones set to alert Moto if anything metahuman-shaped attemts to force its way in, and is secured by biometric maglocks on all external doors. The workshop also houses Moto's Ares Roadmaster, which has served as a second home on many occasions.
In addition to his primary workshop, Moto has also appropriated an abandoned building just south of Fife in Tacoma for his less-than legal activities; hidden away in a forested area near the Puyallup River, this steel structure used to be a warehouse of some kind, and Moto has repurposed the place to serve as a chop shop. He'll perform illegal modifications and cut vehicles down to parts here, as the facility is nearly impossible to see from both land and sea, and even the access road is hard to find unless you know where to look. A few throwback cameras wired up to a low-end commlink and old-fashioned mechanical locks provide security for the facility, but since anything of value is rarely stored here Moto relies more on the obscurity of the location rather than any physical security to keep it relatively safe.
Finally, Moto has set up a bolt-hole in an old, derelict factory on the outskirts of Puyallup City; he's secured an old bomb shelter with a similarly old key-pad maglock, and has gotten rid of a devil rat infestation and the worst of the grime and dirt. It's not much, but just like the warehouse/chop shop it's remote and nothing of value remains in the old factory, so it should be reasonably safe from prying eyes. The walls of the shelter is thick enough to block wireless signals, and this part of Puyallup isn't exactly safe for tourists, so it is purely for emergency use only.
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The Count is living in Renton, though not by much.
Located near the tri-point where Renton, Redmond Bellview meet, Chesterfield Oaks is a small apartment complex just south of 90. A 48 unit complex located a few kilometers south of 90, it was built in the late 40's and has been mostly maintained though it is showing it's age. Apartment 1202 is on the bottom flow of a two-story building made of red brick in a block like uninspired design. Two bedrooms, a small kitchen, a living room all decorated in beige paint on the walls and tan carpet, a little worn, on the floor. A basic boring starter apartment, a little past it's prime. The complex is filled with what would once have been described as 'blue-collar' types, with the meta being mostly a human and orc mix. All in all, a boring, unnoticeable hole in the wall.
Down the street about 2 blocks is a Stuffer Shack sharing a corner lot with Honest Wu's Pawn and Loan. Nearby eateries include McHuhes, Noodle Palace, Mogul's a surprisingly good Indian eatery.
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Tacoma/Puyallup, Renton, and the Redmond Barrens; not too bad so far, if 5 and 405 is similar in 2075, it should be 30-45min to get from Motozone to Mojo's place...
Need a VTOL, I say.
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Housing? Non applicable for Bad Johnny Juju. He's the couch surfer version of the squatter lifestyle, using his charm, connections in the Barrens Awakened community, and some nuyen to make sure he (generally) has a place to sleep at night. He tries hard not to wear out his welcome, and is generally nice and helpful to whoever is putting him up at the moment.
Currently he's crashing on a futon at his drug dealer's place. He provided some astral security for an exchange and earned himself a few doses of bliss and a couple of nights under Adam Smits' roof. He was told no shooting up on the premises, however, so he's already looking to move on.
Smits' place is a typical drug dealer's apartment; a cheap and shoddy building filled with expensive toys paid for in cash. Being a troll, Smit's place is expansive though cluttered with Stuffer Shack boxes and wrappers. Posters for various classic and current video games, simsense games and AR games line the walls. An avid gamer with plenty of "disposable income," Smits sprang for a massive trideo display set with plenty of gaming mods. The gaming console is, unfortunately, only a few feet away from the futon Johnny's using as a bed. He has a habit of waking Johnny up in the middle of the night with a rousing game of Call of Duty: Black Ops: Urban Warfare XXXVII.
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For John, his house is in a more high end location.
Despite his pirating flair the house is more like a castle, with access to water and such. Not as big as luxury, but stillpretty big
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You've got lots of options, then, Trisk.
Auburn is an industrial region full of factories and blue-collar workers, but there are some AA security rated neighbourhoods here (Auburn proper, and Lake Wilderness).
Bellevue is where the cream of the crop lives, with several AAA, AA, and A rated districts, such as Hunt Point, Rosemont Beach, Inglewood, Yarrow Point, and Bellevue proper. Some of these would likely be waterfront properties (but these might require Luxury lifestyle if you ask me)
Downtown is the cultural center, again with plenty of AAA and AA neighbourhoods; Matthews Beach and North Beach seems like credible places for water access.
Everett has an actual ship yard, and Norma Beach or Edmonds should have access to water while being AA rated or above.
Fort Lewis obviously has a significant military presence, so might be out.
Puyallup is land-locked, if you don't count the Puyallup River.
Redmond has access to water, but is a hellhole.
Renton is landlocked.
Snohomish might have access to water for all I know, but it's always been the woodlands of Seattle as far as I can remember.
Tacoma houses the Tacoma docks, and an extensive coastline. Ruston is a AAA rated neighbourhood close to Point Defiance Park, and has a LOT of waterfront properties.
Outremer is a collection of islands, so could potentially serve as your own personal castle ground... :)
Also, remind me not to shack up with Johnny Juju.
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Also, remind me not to shack up with Johnny Juju.
I may have space in my coffin for you, if needed.
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You've got lots of options, then, Trisk.
Auburn is an industrial region full of factories and blue-collar workers, but there are some AA security rated neighbourhoods here (Auburn proper, and Lake Wilderness).
Bellevue is where the cream of the crop lives, with several AAA, AA, and A rated districts, such as Hunt Point, Rosemont Beach, Inglewood, Yarrow Point, and Bellevue proper. Some of these would likely be waterfront properties (but these might require Luxury lifestyle if you ask me)
Downtown is the cultural center, again with plenty of AAA and AA neighbourhoods; Matthews Beach and North Beach seems like credible places for water access.
Everett has an actual ship yard, and Norma Beach or Edmonds should have access to water while being AA rated or above.
Fort Lewis obviously has a significant military presence, so might be out.
Puyallup is land-locked, if you don't count the Puyallup River.
Redmond has access to water, but is a hellhole.
Renton is landlocked.
Snohomish might have access to water for all I know, but it's always been the woodlands of Seattle as far as I can remember.
Tacoma houses the Tacoma docks, and an extensive coastline. Ruston is a AAA rated neighbourhood close to Point Defiance Park, and has a LOT of waterfront properties.
Outremer is a collection of islands, so could potentially serve as your own personal castle ground... :)
Also, remind me not to shack up with Johnny Juju.
Lets go with Outremer. Not one of the big islands, but a small one.
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Ju-Ju ex-girlfriend.. dont know if i missed her name so i just named her Sally, correct me if i am wrong and she had her name somewhere ;)
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She's named Julissa according to his chargen thread:http://forums.shadowruntabletop.com/index.php?topic=14951.msg270645#msg270645
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Gotcha ;) i knew it had to be down there somewhere... reckon i missed that detail, easily corrected though :D
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ok chummers here is the thing, i have thing lined up (in my head) but not typed in yet, 2 down 3 to go, so ill ask for you guys to be patient and ill do the remaining 3 tomorrow. and now time for my beauty sleep.
o/
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@Celtibero: Do you want us to wait until you post up all of the intro posts before replying?
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since the group is not on a single location yet there should be np about making posts before certain parts are ready. the time each character receives the "summons" may also be different, so yeah, post away. when that part is done i plan to fast-forward to the Banshee neighbourhood.
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Cool. What time did I receive my text from Hex? I see that Bewilderbeast's was around 0912. If I received the call early enough, I want to do the following:
1) Figure out where the Banshee is and possibly find out more about it (Probably a message to Hex for that).
2) See if I can't go harvest a few reagents before the meeting.
I'll post up IC.
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around the same time yes, early morning.
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Sweet! Great start to a Saturday morning. Good job Celtibero, looking forward to this.
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From my soon to be post:
Spirit Summoning Test: Spirit of Man w/Fear Power
Summoning Spirit of Man (F4): Summoning (6) + Magic (7) [Limit: 4] Spirit Resistance: Force (4) Resist Drain: Willpower (6) + Logic (5) (13d6.hits(5)=5, 4d6.hits(5)=0, 11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4466058/)
4 Services (5 net hits, limited to 4 due to Force with 0 resistance) & No Drain.
Damnit, I forgot we were using the other dice roller. I'll use that one, hold up edit pending.
Summoning a Spirit of Man (F4), w/ Resistance & Drain Resistance (http://orokos.com/roll/181935): 13d6t5 4 4d6t5 1 11d6t5 4
OK, same basic deal, just one less net success. 3 services, no drain. Fear as Optional Power.
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update for vandarl, i know i promised to finish it today... :S i got this one done, i hope you guys are enjoying it, just wanted to say sorry for being slow posting that drek. any ways, that's it for today. hopefully as soon as all intro is done and i have the feel for each character done (and as soon as the group gets together) it should move faster from there, until i just ask for your comprehension.
On a side note, i figure you might have said Indian as in native American for the Mogul place, but i could not resist making it into a Indian (the asian type) eatery :D
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Nope, you nailed it in one. Indian as in the sub-continent is what I had intended.
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good :) because i know jack about native American cuisine and a good deal about the other Indian type :D
anyways, i am taking a few liberties with the support cast, depending on whether i have information on their demeanour/description or not. if you guys had any other idea for them drop a line in here so i can tweak it further down the line.
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@Celtibero:
1) How far away is the Banshee from my present location? Examining Map (Default to Intuition) (http://orokos.com/roll/182437): 4d6t5 2
2) How do you want me to handle making reagent gathering attempts? The Barrens seem like an appropriate place to locate hermetic reagents, but it would involve a bit of searching through abandoned buildings and stuff, which could be dangerous. It sounds like you are intending on fast-forwarding to the meet once everyone had worked through their initial posts. Baron Mojo's plan was to have the spirit manifest and follow him around while he worked to dissuade anyone from trying to mess with him. Ultimately, he was going to work his way toward the Banshee while trying to gather reagents. It takes an hour to search a given area, so let me know if I can make any reagent harvesting rolls and how many before I arrive at the Banshee. I am shooting for being 10-30 minutes early.
3) I'm good with your interpretation of Hex. Not being particularly good with tech and being a bit scatter-brained ring true to me.
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1. around 3 miles on foot
i had some issues with location, so i am setting stokers in Bargain basement, not too rough, not too nice, its close to touristville where the banshee is located, should be about 45m to 1h walk if much. cabs are not impossible to find if you wish to take one, if it was the rats nest the story would be different :)
2- go ahead, tell us that story, ill intervene if need arises 8)
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Cool, thanks. I'll walk it. I've got like 10 hours to get there and can clear 3 miles in an hour with a brisk walk.
I'm going to post three hours worth, which should take him up to lunch time. I'll wait to post another IC post after that.
Hour One of Reagent Hunting: Alchemy (2) + Magic (7) (http://orokos.com/roll/182450): 9d6t5 1 = Nothing
Hour Two of Reagent Hunting: Alchemy (2) + Magic (7) (http://orokos.com/roll/182451): 9d6t5 5 = Two reagents
Hour Three of Reagent Hunting: Alchemy (2) + Magic (7) (http://orokos.com/roll/182453): 9d6t5 4 = Two reagents
One service used to have the Spirit of Man use its Guard power on the two of us. IC post up!
ETA: I don't wall of text when the crew is together, promise! LOL
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Aaah fuck, we're heading into Touristville? But I don't want my shiny Ares Roadmaster to end up on blocks! :D
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could be worst :D rat´s nest and there would even be no blocks to tell the spot where it was parked :D
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I'm trying to get a post up, but it appears orokos is down. Or is that just me? Keeps giving me database errors.
EDIT: Nevermind, appears it's back up!
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Bad Johnny Juju is summoning a Force 6 Spirit of Air to watch his back.
Summoning roll grants him 5 hits: http://orokos.com/roll/182463
Spirit's resistance roll, 0 hits: http://orokos.com/roll/182469
Drain resistance, resisting the minimum drain of 2: http://orokos.com/roll/182470
Yup, no drain. Force 6 spirit with 5 services. Johnny specifically waited until sundown so the spirit should be there throughout the night.
Optional powers are Fear and Elemental Attack.
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Not sure if people know, but figured I'd let you know as I just figured it out after looking at JackVII's roll on Orokos.
You can chain rolls in Orokos by separating them with a semi-colon. You can also roll a number of dice X times by using X#4d6t5, for instance.
So, Bewilderbeast, if you wanted to roll the summon, resist, and drain resist all in one go, you could do:
Multiple roll test (http://orokos.com/roll/182493): 14d6t5 3 6d6t5 4 13d6t5 7
(which would have been a horrible roll, but you get my point :) )
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Yeah, I noticed that when I tested it out. If the descriptive box were a little easier to work with (like similar to IC), I'd probably do it that way more frequently. It does work pretty well with summoning/resistance/drain and probably would be fine with spellcasting/drain as well.
One thing I like about Orokos is that you can hit back and it takes you to the input screen with all of the information still listed, so if you do need to do a sequence where you don't need to change much (like an extended test), you can do it that way too.
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I was not aware of that, thank you!
But, uh, yeah, just going to stick with my current rolls, thanks. I got pretty lucky there, hopefully it's a good omen.
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@Celtibero: I stopped around 1300 with Baron Mojo's reagent hunting. I can continue my IC post if you'd like and take him up to just prior tot he meet. I wasn't sure if you wanted to throw a challenge in there or not or how many more checks you would allow me to make. Just let me know.
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let me consult the oracles of player misfortune and i´ll get back at you in a couple of hours :)
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you can continue, sry for the delay, i have been having toddler teeth aggro :S im going to update the rest of the peeps posts in a bit
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@martinchaen
3k in your account, mind if you wrap it up? :)
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Here are my final reagent harvesting rolls. While he had 9 hours to continue harvesting, I only rolled three times as the area was going to start getting ridiculous. Baron Mojo just basically took his time in his search, trying to get a lay of the land.
Reagent Harvesting (3 Hours): Alchemy (2) + Magic (7) (http://orokos.com/roll/182993): 3#9d6t5 3 5 6
6 additional reagents in total. That's not bad!
Spirit Summoning
Summoning Spirit of Man (F4 w/Fear), Spirit Resist, & Drain Resist (http://orokos.com/roll/182997): 13d6t5 6 4d6t5 1 11d6t5 2
F4 Spirit of Man w/ Fear (3 services, No Drain)
Assensing Rolls: I just rolled 5 assensing tests for bar employees and any aura that looks like it's conspicuously hanging out by themselves. Looking for information that would be provided on the astral perception chart. I can roll more as needed or feel free to roll for me.
5 Assensing Tests: Assensing (4) + Intuition (5) (http://orokos.com/roll/183005): 5#9d6t5 4 6 4 7 6
These rolls seem surprisingly high in some instances.
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@martinchaen
3k in your account, mind if you wrap it up? :)
Wait, what? Valkyrie just paid Moto? Hey, if yes, I'll take it. Guessing I'll need it for repairs eventually
I'll reply in full first thing tomorrow morning. Moto will run a data search on the place.
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Johnny's arriving to meet very early to get a sort of social "lay of the land." Since he would've been in the Banshee while Baron Mojo was scoping it out, he could be one of the auras Baron Mojo assensed if he so choices.
Baron Mojo and Johnny already met, though, right? So maybe he'd skip him once he recongized the aura. I don't think we ever hashed out how well they know each other, but... believe it or no, Baron Mojo is probably the kind of guy Johnny would like. Both because Johnny's very personable and tries befriend almost everybody in the Awakened community, but also because they seem to treat their spirits in a similar manner (though with different motives, I imagine). I'm sure Baron Mojo will give him some crap for being aspected, though.
I'm going to do an Etiquette roll for "picking up news and rumors" and generally blending in. Let me know if you want some other social skill rolled for rumor-sniffing and general schmoozing, Mr. GM.
Wow, 10 hits. Amazing roll. It's limited to 9 due to his Social Limit, though. Bad Johnny Juju is the life of the party!: http://orokos.com/roll/183033
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All right, Moto is going to look for some info on the Banshee bar of the Redmond Barrens, jumping into Hot-Sim VR on the Emerald City Grid and with the Browse cyberprogram loaded:
Matrix Search w/Browse: "Banshee bar, Redmond Barrens" (http://orokos.com/roll/183050): 12d6t5 3
Spending 200 nuyen to have a (micro) Trid Projector delivered to the workshop from a nearby Hardware Etc (cost 200, avail -), and using one of my mechanics skills (they're all the same, having been bought as a group) to mount the projector onto Romeo-2 (one of my Fly-Spy drones). Since I have a workshop, I judge the working conditions to be good (no negative modifiers), I have adequate tools, and if we're using the Modification rules from Run&Gun I might be able to find some work plans for a +2. Right now I'll just roll my base mechanic skill with an assumption that the task is Average (Threshold 12 due to the size of the items) with an interval of short (10 minutes, since the task is only fitting the RFID tag sized projector onto the drone and connecting it to a powersupply).
Engineering: mounting a (micro) Trid Projector on a Fly-Spy (http://orokos.com/roll/183057): 12d6t5 3 12d6t5 2 12d6t5 5
Assuming my projections (hah!) is correct, I'd almost be able to make it work in about 30 minutes time.
Engineering: mounting a (micro) Trid Projector on a Fly-Spy (http://orokos.com/roll/183058): 12d6t5 5
Another 10 minutes, for a total of 40, and I'm happy with the finished product. Fly-Spy with trid projector; complete.
Attached is what Moto's Matrix avatar will look like, but in all matte black and carrying a futuristic looking (i.e. not real in-game weapon) assault weapon. It will be about the size of an average Ork.
[EDIT]
Using the Edit File Matrix Action to keep the trid projected drone animated:
Edit File: Trid Projection action (http://orokos.com/roll/183411): 13d6t5 3
Finally, Perception test to spot Mr. Johnson and/or other runners in the Banshee:
Jumped In Perception [6]: Looking for other runners/Mr. Johnson (http://orokos.com/roll/183064): 19d6t5 6
Sweet, hit my Data Processing/Sensor limit (which is equal to the Sensor Limit of my drones, Sensor 3 augmented by the Rating 3 Control Rig).
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I pretty much figured Baron Mojo and Bad Johnny Juju had met a time or two before at Hex's, but not to any great degree. Hex probably shared rumors with each of them about the other. Given the context of their interactions, it probably would be appropriate that we've seen each other's auras. In the Banshee, he probably wouldn't have assensed Juju's aura since he didn't meet his criteria (on the wrong side of the bar for staff and not sitting discreetly by himself but rather at the bar).
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ok gents, sry for the slow posting rate to start with, kid and RL stuff to do.
now, those who entered (the banshee) please edit the post, arriving in the vicinity is good enough, sorry for not stating sooner. ill read your posts today and ill make the appropriate post(s) as soon as i am able.
thanks in advance m8's
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now, those who entered (the banshee) please edit the post, arriving in the vicinity is good enough, sorry for not stating sooner. ill read your posts today and ill make the appropriate post(s) as soon as i am able.
Does that include me doing an astral projection fly-by of the place prior to walking over?
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no :) project away
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and if ppl want they can alsu bug-away (and by that i mean fly-spy) just remember bugs get squished :D
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Just noting that I have reviewed my post and am ready for the next movement.
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Hey, that's why I said I'd keep well out of reach of fly-swatters! :D
But yeah, I'll be attending virtually. In fact...
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Hey, that's why I said I'd keep well out of reach of fly-swatters! :D
But yeah, I'll be attending virtually. In fact...
I thought that was a really cool idea. I wasn't so sure you could actually get a trid projector that small, but I do think it's a cool idea.
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JackVII
Hehe, yeah, I wasn't sure either, but I just went with it and hope the GM agrees. I do have Juryrigger, if if comes down to it :p
That being said, modern so-called picoprojectors are gettting smaller and smaller, and I just figured that in SR5 times they could probably have made something even more impressive, hence the micro-sized Trid Projector. Hello Virtual Representative; everyone's going to know it's a fake, but I don't care :)
celtibero
Updated my previous post to reflected the Edit File action needed to keep the trid projection moving. The Fly-Spy will be projecting straight down, so it will be somewhat hidden on top of the drone's head; not going for something that looks realistic, just representative. If it needs to have some sort of shimmer or a few glitches or something due to the size of the trid projector, I'm totally down with that (I would even go so far as to say I prefer it, seeing as how it would be a cost/benefit limitation or tradeoff as a result of the miniaturization.
For your convenience, here are my rolls:
Matrix Search w/Browse: "Banshee bar, Redmond Barrens" (http://orokos.com/roll/183050): 12d6t5 3
Engineering: mounting a (micro) Trid Projector on a Fly-Spy (http://orokos.com/roll/183057): 12d6t5 3 12d6t5 2 12d6t5 5
Engineering: mounting a (micro) Trid Projector on a Fly-Spy (http://orokos.com/roll/183058): 12d6t5 5
Edit File: Trid Projection animation (http://orokos.com/roll/183411): 13d6t5 3
Jumped In Perception [6]: Looking for other runners/Mr. Johnson (http://orokos.com/roll/183064): 19d6t5 6
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ok, there is the description etc etc, ill just wait for trisk and then i´ll handle martin trid and the rest of the peeps.
good touch on the trid m8 :D
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ah, I was waiting to arrive or something. Do I just go ahead and arrive?
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@trisk
just play it out m8 :) creds for playing it through at the end if the happy-go-lucky GM is dazzled ;)
@everyone
short list of what youre packing (for the ones with the HUGE inventory)
@the ones doing "on the run 2"
don't leave Aki speaking by herself w/ the Johnson please, the pooches are scary enough without you guys being silent :D
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I'm carrying all my gear, which isn't much: armor vest, commlink, credstick, laminated electric paper, flashlight, and a handful of reagents.
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I'm a little under the weather, but my charsheet has locations for all of my gear. I'm in my Roadmaster, so pretty much everything except for the two shops and anything not listed as being worn, carried, or in a vehicle.
http://forums.shadowruntabletop.com/index.php?topic=15964.msg280782#msg280782
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Johnny has literally all his gear on his character sheet on his person, including the Ceska machine pistol. Does the Banshee have a place to check guns? I have a plan B if not, but figured I'd ask.
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I've got basically all my gear on me as well.
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I've edited my last post to include interacting with the bouncer and checking his gun. He's still arriving early for the meet, and still trying to chat people up to get a lay of the land and generally be comfortable.
While I get this place is a craphole, this honestly seems like the sort of place Johnny would hang out in. He's pretty comfortable here.
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sry gents was sick as a dog. posts coming up as soon as i can.
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@martin
can you give me a perception (visual) + judge intentions roll plz :)
thanks m8
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Huzzah for vintage rifles.
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@martin
can you give me a perception (visual) + judge intentions roll plz :)
thanks m8
In addition to the one I rolled for the Fly-Spy inside the bar?
Judge Intentions (http://orokos.com/roll/184350): 7d6t5 4
[EDIT]
Here's the previous roll:
Finally, Perception test to spot Mr. Johnson and/or other runners in the Banshee:
Jumped In Perception [6]: Looking for other runners/Mr. Johnson (http://orokos.com/roll/183064): 19d6t5 6
Sweet, hit my Data Processing/Sensor limit (which is equal to the Sensor Limit of my drones, Sensor 3 augmented by the Rating 3 Control Rig).
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oops missed that one :D
never mind it then
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Assensing Tests
Assensing Test on Mr. Johnson: Assensing (4) + Intuition (5) (http://orokos.com/roll/184529): 9d6t5 3
Assensing Test on Count Zorro: Assensing (4) + Intuition (5) (http://orokos.com/roll/184533): 9d6t5 1
Assensing Test on Captain John: Assensing (4) + Intuition (5) (http://orokos.com/roll/184535): 9d6t5 3
No test needed on Moto. Trid Projections don't show up on the Astral.
ETA: I don't really need feedback on the PCs, I can check their sheets and posts to determine what the test results would tell me, I just didn't want to metagame considering Baron Mojo's prejudice. Just need feedback on Mr. Johnson.
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Juju is going to size up the Johnson, as well. He'll save assensing his fellow runners for later.
3 hits on assensing versus the Johnson: http://orokos.com/roll/184707
5 hits on a Judge Intentions check: http://orokos.com/roll/184710
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The sweep of the hand is also a quick scanner test.
Ultrasound, Radio Signal Scanner, Cyberware Scanner, MAD Scanner - all rating 4
Electronic Warfare + Intuition
http://orokos.com/roll/184724
Results 11d6: 42 [11d6=3, 1, 2, 5, 5, 5, 6, 4, 3, 3, 5] 5 successes, limit 4
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Juju is going to size up the Johnson...
20 years ago, I would have been laughing my ass off at that phrasing.
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Heh, since everybody is assensing, Moto is going to look for what kind of electronics the potential team is packing. In order of priority; commlink/cyberdeck and commcode), then audio/visual enhancements, then cybernetics, and finally any concealed weapons if they are unwise enough to leave these wireless on.
If anyone's gear is running silent or is wireless off let me know, as the Matrix Perception Test will be opposed by Logic (+ Sleaze if it has one), though like JackVII I'll just look at people's sheets:
Matrix Perception Test [6]: Spotting Hidden Icons (http://orokos.com/roll/184727): 12d6t5 2
If he can't find a hidden icon on anyone, he'll try again as the meeting progresses (being the paranoid sort, he expects runners to keep their devices off or running silent).
Matrix Perception Test [6]: Spotting Hidden Icons (http://orokos.com/roll/184728): 12d6t5 5
After detecting hidden icons or seeing active icons/personas, he'll check for the folloing:
Type (1 hit), commcode (1 hit), then Type until he runs out of hits
Matrix Perception Test [6]: Bad Johnny Juju (http://orokos.com/roll/184720): 12d6t5 6
Matrix Perception Test [6]: Baron Mojo (http://orokos.com/roll/184721): 12d6t5 4
Matrix Perception Test [6]: Count Zorro (http://orokos.com/roll/184722): 12d6t5 3
Matrix Perception Test [6]: Pirate Captain Lucky Dog Cormac (http://orokos.com/roll/184723): 12d6t5 7
If Mr. Johnson has a commlink (or an icon running silent as per the above), then checking for:
Type of icon (1 hit), then a commcode (1 hit), then which grid it's using (1 hit), the device rating of the 'link (1 hit), and finally if there's a databomb on any files on the 'link (1 hit)
Matrix Perception Test [6]: Mr. Johnson (http://orokos.com/roll/184725): 12d6t5 7
Limited to 6 as per my data processing.
As far as I can tell, each member is carrying the following electronics of interest:
Bad Johnny Juju (LOG 2, automatic 4 net hits): Hermes Ikon (DR5) and commcode (1 to 3 hits), Contacts (1 hit)
Baron Mojo (LOG 5, no automatic net hits) : Meta Link (DR1) and commcode (1 to 3 hits)
Count Zorro (LOG 7, no automatic net hits): Erika Elite (DR4) and commcode (1 to 3 hits), probably unlikely to detect Hermes Chariot (DR2) as it actually has a Sleaze rating
Pirate Captain Lucky Dog Cormac (LOG 4, automatic 2 net hits): Renraku Sensei (DR3) and commcode (1 to 3 hits), Monocle (1 hit)
Once he's obtained the commlink details and commcodes of people, he'll shoot a quick message to everyone.
[EDIT]
Vandarl
Moto is running his drone silent, but you'd probably be able to pick up the traffic pretty easily but I rolled lucky:
Running Silent (http://orokos.com/roll/184732): 7d6t5 4
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@Celtibero: Just wondering, are you using Noise rules? Some GMs do, some don't. I don't (currently) have any gear that would really be affected, but it would be helpful to know for gear planning purposes.
Baron Mojo's commlink is on. You're not scanning the Johnson?
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i am... looking at the assesing fest... i am... using noise rules yes, but i dont enforce it in most situations, combat yes, during conversations, general RP and other types of activities i just go through it at an eye glance.
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Hehe, JackVII, I was getting to that; requires a little more finesse.
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Cool, so in this case (assuming we don't start a shoot-out with the Johnson or other bar denizens) we don't need to account for the noise rating of 2 this place would normally have. Thanks!
(You can't Set Data Bomb on a Device. Might be on some files he might have though)
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Hehe, thanks for that. Updated the post to reflect SR5 changes :)
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Juju is going to size up the Johnson...
20 years ago, I would have been laughing my ass off at that phrasing.
Nyuk nyuk nyuk. :P
Regarding Juju's commlink, his is on, wireless, probably broadcasting his Fake SIN. He's a friendly guy, and would probably give you his commcode/accept your friend request/what-have-you if you just asked, especially since he's planning on working with you.
That's one thing that's always been weird about the Matrix for me... how do commcodes work? Are they just like cell numbers? It seems likely that in 2075 it'd work more like Facebook friend requests or other social media; anybody can ask to start a Matrix conversation with you (unless you have your privacy settings high? ie. running silent?), and it's up to you whether or not to accept.
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I honestly don't know how it works in SR5; in SR4 you had Active (anyone can initiate a chat request), Passive (only people you allow can see you), and Hidden (similar to Running Silent in SR5) modes.
The way I see it, if you're not running silent with a commlink, anyone just needs 1 hit on a Matrix Perception test to find your commcode, at which point they can call you.
And this is not an agressive act; just checking his new team for potential weaknesses in defenses/protocols.
[EDIT]
Also, Moto has a CHA of 1 and no social skills. He's socially awkward, to say the least. Checking his team for their commcodes without their knowledge and then messaging them seems right up his alley :D
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The Count's commlink is wireless on, broadcasting his fake SIN. His cyberdeck is running silent Sleeze set to 6 and Firewall to 5. All augmentations are wireless off at the moment.
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Also, Moto has a CHA of 1 and no social skills. He's socially awkward, to say the least. Checking his team for their commcodes without their knowledge and then messaging them seems right up his alley
Yup, that's exactly why Baron Mojo assensed everyone but Bad Johnny Juju. He already knows he's Awakened. He has to know who he should be thinking less of and applying that 2 Charisma towards. LOL
I am guessing Data Trails will have more on commcodes. Currently, I usually play that it's basically a universal code tied to your commlink that people can use to contact you. I would guess there is a way to re-assign commcodes, but nothing in the book indicates how it is done (Data Trails probably). Since it is a piece of information concerning a commlink that (currently) doesn't change, it seems like it will be very easy to have your commlink get burned if a competent decker is part of your opposition.
As I said before, I'm going to say Baron Mojo has his commlink On, but he probably (as a general rule) has it default Off since a) there are only 2 (now 3) people who have that commcode and b) he doesn't have any AR display devices, so having a commlink on for spotting AROs in the meat world does him little good at the moment.
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guys, i know i am falling behind on the post et all, but RL is imposing, i really need to finish some work tonight, post coming up early tomorrow gents.
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Take your time, man, it's all good.
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No problem, thanks for letting us know.
Side note: I just realized our group doesn't really have a dedicated combatant? Except maybe the pirate? We have a decker, a face/conjurer, a full mage, a strictly no-meatspace rigger, and a pirate. We're going to have to come up with some interesting approaches* to problems.
*Manifesting spirits throwing lightning bolts totally counts as an interesting approach, guys.
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First of all, that was an AWESOME writeup, Celtibero, kudos! I greatly enjoyed the "We make the dots conNET!" pun :D
Bewilderbeast
Agreed; I'm capable of throwing FA fire from an Ares Alpha with the option of launching some flash-bangs from one drone, and I've got a Crokett EBR loaded with APDS rounds on the other, so I've got long range fire support covered, but I'm by no means a front line-combatant as my drones are apparently made out of paper mache, especially under the Run & Gun rules.
My aim (heh!) is to hover the sniper drone at long range (i.e. beyond the range of most normal weapons, so at around 300 meters or so, high up in the air), and have the drone take one Initiative Pass worth of Take Aim actions (once to reduce range penalties, once to increase accuracy (to 9) and 1 dice to the dice pool (wireless smartguns!) and then fire at whatever is attacking the team. I'm hoping the GM will allow me to fire through barriers using the camera feeds from my recon drones, which will be shadowing the team, and/or other team members video feeds, at a penalty of course, if it's impractical to take the drones inside somewhere.
The Ares Alpha drone is the most likely to actually accompany the team if they go in somewhere, as I can lay down some heavy suppressive fire with it to keep the mooks behind cover, and/or fire off the occasional grenade.
Spirits are tough, no doubt about it. But isn't that what we have two magicians for? :D
The good news is, I'm a pretty good shot with drones and vehicles, so if our resident decker can get me an account on defensive emplacements I can easily turn those on the enemy too. I'm rolling Gunnery 6 + Logic 7 + Hot-Sim 2 + Rigger Command Console 1 + Vehicle Control Rig 3 = 19 dice (-2 if Running Silent - 2 if operating on a different grid).
For my own Smartgun equipped weapons, it's the same as the above but +2 for Smartgun and +2 for Specialization with Ballistic weapons, but probably at least -1 for range. All in all, around 20 dice on the attack, and I might be able to get a surprise shot or two in by moving the drones around to ensure they are kept out of the line of fire (i.e. aim one IP, fire one IP, move and hide one IP, then repeat) and don't get shot down.
[EDIT]
With Hardened Armor, it's my understanding that a Force 6 Spirit is going to be a tough nut to crack, even with a surprise attack from my sniper drone.
If I get to roll my full 23 dice, representing my maximum damage potential, that's a mathematical average of 7.67 successes;
If the spirit gets to roll to avoid the attack, they roll anywhere from REA 5 + INT 6 = 11 dice (Spirit of Earth) to REA 10 + INT 6 = 16 dice, representing a mathematical average 3.67 and 5.33, respectively. This reduces my net hits to anywhere from 4 to 2.33, respectively.
The good news is that as long as I hit (i.e. one net hit) I'll always punch through their hardened armor due to the base (12+ minimum 1)P -7AP of the Crockett EBR with APDS. A Force 6 Spirit has a Hardened Armor value of 12 against normal attacks, which is reduced to 5 when hit by the sniper rounds, and the resist with their BOD 6 + Hardened Armor 5 = 3.67 + (5/2 rounded up = 3 autohits) = 6.67 soak.
On average, then, as long as I hit the spirit I'll do at least 6.33 boxes of damage, which isn't bad for a drone operator. The added bonus is that Spirits have range increments of F meters, so at least I'll be safe from retaliation for a while, since my drones are pretty fast. My best bet is to try and draw any spirits present away from the team and harass them with alternating drones from beyond range :)
[EDIT 2 for IC rolls]
Stealthily launching my Crockett EBR armed Roto-Drone to 300m altitude with the weapon in Wireless Off mode:
Jumped In Stealth [6]: Roto-Drone launch and hover at 300m (http://orokos.com/roll/185383): 13d6t5 3
Perception test with the same Roto-Drone to ensure there aren't any suckers trying to mess with my car, and no obvious gang/turf wars about to roll over us:
Jumped In Perception [6]: Looking for trouble outside the Banshee (http://orokos.com/roll/185385): 19d6t5 4
Computer test to mark the position of ghouls and prominent/violent gangers on my VR senses in order to target them through the roof if need be (not expecting this to give me any bonuses or anything, I just think it's cool from a narrative perspective):
Edit File [6]: Target marking (http://orokos.com/roll/185386): 13d6t5 5
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I don't believe an RCC provides any bonuses to dice rolls. There is a confusing line that makes it sound like riggers receive a total of +3 to dice rolls for drone/vehicle related stuff when in Hot-Sim, but I believe it was clarified in the FAQ thread that they just receive the normal +2 bonus as those tests are treated as Matrix Tests. Still, 22 dice is pretty ridiculous.
Stealthily launching my Crockett EBR armed Roto-Drone to 300m altitude with the weapon in Wireless Off mode:
Jumped In Stealth [6]: Roto-Drone launch and hover at 300m: 13d6t5 3
Can you walk me through this dice pool? I'm kind of confused since it says Jumped In and Moto would be pretty terrible at Stealth Rolls if he is jumped in to the drone.
Also, I guess we're playing with the non-FAQ answer on Gunnery? According to the FAQ answer, you use Agility when jumped in for Gunnery unless you're using a Passive Targeting or Active Targeting gunnery test.
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Sorry to jump into the middle of things, but I was the guy who asked about the hot-sim VR + rigging question back in the day, so I figured I could point you guys to the response easily.
http://forums.shadowruntabletop.com/index.php?topic=11514.msg238706#msg238706
I haven't seen an update, but it's possible I missed one. As of Sept '13, they stacked.
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JackVII:
To answer your questions:
1. RCC does indeed provide the additional +1, at least according to Aaron. I'll see if I can find the quote.
[EDIT]: Thanks, Kincaid! That's what I was thinking, I knew I'd seen Aaron respond to a question like that. Much obliged.
2. Stealth for Jumped In Moto is (as per p270 of SR5):
Sneaking 1 + INT 6 + Hot-Sim 2 + Rigger Command Console 1 + Vehicle Control Rig 3 = 13 (not running silent, as it is beyond the 100m range of most people)
3. Gunnery uses Agility when Jumped In? That's crazy talk :D
Seriously, though, where was this stated? I've not heard of it, and the FAQ doesn't address this as far as I'm aware.
[EDIT]
I see what you're referring to, JackVII.
How does that mesh with the rules for remote gunnery which (in all but one place) specify logic + gunnery for remote firing?
It doesn't, but I think that's a typo. Sensor targeting uses Logic, remote targeting uses the normal attribute and skill like every other remote operation.
I'll let our GM weigh in here.
Celtibero, two rulings needed from you, both of which have been addressed (semi-) officially by Aaron:
1. Does the +1 bonus from a Rigger Command Console applying to Vehicle and Matrix Actions stack with the +2 bonus from Hot-Sim?
Source of Aaron's statement (http://forums.shadowruntabletop.com/index.php?topic=11514.msg238706#msg238706)
My assumption until now has been that it does.
2. Does Jumped In Gunnery without Sensor Targeting use Logic or Agility as its linked attribute?
Source of Aaron's statement (http://forums.shadowruntabletop.com/index.php?topic=11514.msg230514#msg230514)
My assumption until now has been that Logic is used; I was not aware of Aaron's reading of this.
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Yeah, that was the quote I was thinking about. It would also lead one to the answer that Jumped In Stealth checks as listed should be Agility based rather than Intuition based (since meat-body stealth is based on Agility rather than Intuition).
ETA: Also, I don't see anything that ties that +1 bonus to a Rigger Command Console. The VR & Riigging section in which it appears mentions control rigs, as far as I can tell. You know... if that is how it is ruled, I don't see why more hackers don't dump a few nuyen for a control rig since the text states it applies that +1 bonus to Matrix Actions, which would include hacking.
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Ugh, I hope not, at that makes life a LOT more difficult for Riggers, which they quite frankly do not need given how they're already tricky to play (especially given the low armor value of most drones and the prohibitive expense of repairing them according to Run & Gun).
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I generally agree with you, I don't think it's fair that riggers have to have generally superior attributes across the board to be effective. I always thought that was pretty dumb.
The problem is that they provide riggers with so many gear and situation-based bonus dice that it is relatively easy to create a character with extremely high dice pools if they are even slightly optimized for it. I don't think the fragility to expense ratio of drones was a good way of balancing it, if that was their intent.
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I'll happily take the Gunnery hit (I can make sensor tests, even with a -3), as long as Sneaking is left as is. Aaron does seem to confirm that Intuition is the intended Sneaking stat:
I have to object to this. First, remote control is different from rigger control. Remote control is described as a video game, while rigger control is direct neural interface. Jumped-in riggers use Intuition for Sneaking rolls, not Agility.
That is correct. Also, forgive me for pointing out that a specific rule doesn't always indicate a general one.
Second, Riggers are already relying on Reaction, Willpower, Intuition, and Logic for doing everything else, plus they actually have to possess the necessary skills. Why add Agility to the list? At this point, what benefit exactly does a rigger get from rigging, as opposed to just walking out there and doing it himself?
If it helps, you can always use sensor targeting (p. 184) to do your shooting, which uses Logic instead of Agility. You never actually have to fire a shot with Agility if you don't care to do so.
Time to read up on Sensor Targeting. Page 184, here I come! :)
[EDIT]
OK, so that's ridiculously easy; I roll 16 dice and I need one hit unless they are avoiding detection... Seriously? Why even roll; the chance of NOT getting a single hit on 16 dice is 0.15%, though I will take a -3 to the attack dice pool, and the Sensor becomes the limit for the weapon instead of Accuracy of the Weapon. That is potentially problematic; oh well, Take Aim it is.
Active
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Yeah.. its too easy to break drones.
Even with a holdout pistol, you could potentially kill off most of the drones in one shot.
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Simply to commiserate: I play with a clinical neuropsychologist and there's no way he'd by the, "it's the same part of the brain" rationale and he'd eat up 45 minutes of table time explaining it to me. I've houseruled that fully jumped-in riggers (which is a control rig thing, not a RCC thing) use the same attribute equivalencies as astral stuff (p. 314).
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Simply to commiserate: I play with a clinical neuropsychologist and there's no way he'd by the, "it's the same part of the brain" rationale and he'd eat up 45 minutes of table time explaining it to me. I've houseruled that fully jumped-in riggers (which is a control rig thing, not a RCC thing) use the same attribute equivalencies as astral stuff (p. 314).
That's a cool houserule, Kincaid, I'll steal that for my table!
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Active sensor targeting is pretty awesome, IMO, if you have the time to set-it up. A good roll is like having burst fire without the recoil.
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Woah, no kidding! That's an AWESOME ability... I'll EASILY take a Simple Action to get to roll 16 dice and apply any hits (5.33 mathematical average) as a negative dice pool modifier to their dodge and the -3 to my attack pool of (up to 23); if they are sneaking, so be it.
Then either fire immediately or take another Simple Action to Take Aim to reduce range penalties or increase accuracy and add a dice back (the latter seems like a better deal with high dice pools).
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I think it would 18 dice right? (EW (6) + Intuition (6) + Hot-Sim (2) + CR (3) + "Disputed" Additional CR Bonus (1) = 18 Sensor Test?
The problem with Aaron's rulings is cherry-picking the ones that actually seem right without making it appear that you're only grabbing interpretations that benefit you, it's tough to draw the line about what is appropriate and what isn't. For instance, he also ruled that Control Rigs don't come with a Hot-Sim mod as standard (which also makes little sense to me as I'm not sure why they would be restricted gear). (http://forums.shadowruntabletop.com/index.php?topic=11514.msg231652#msg231652)
I'm glad we're getting this worked out now though, better to do so before it actually becomes an issue.
ETA: Aaron's answers aren't always the clearest either, although I think he does this intentionally when people ask him compound questions. I just noticed this post (http://forums.shadowruntabletop.com/index.php?topic=11514.msg232972#msg232972) from Michael Chandra that I must have missed earlier which made me laugh.
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Then either fire immediately...
I've fought about this one with folks before, but I think they're correct when they say that any use of the Gunnery skill (even a jumped in drone) is going to be a Complex Action. I don't like it, but it seems to be the case (it also helps to balance against the super initiatives of independently operating drones). So, Sensor Lock + Take Aim in one IP, then take the shot in IP 2 with significant bonuses. Also, there's no reason that a drone can't try to do a sensor lock or take aim outside of combat, IMO.
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Just getting the perfunctory negotiations out of the way; I'm personally ready to get to the action but I have to fulfill my face duties.
4 hits on Negotiation, no glitch: http://orokos.com/roll/185418
Not a great roll but my Edge is sparse so we'll let it stand.
Johnny is a face, but a coarse, ganger face type guy. He's not going to argue about the meaning of "shall" on a contract. He really shines in low-class situations and Intimidation in particular. I really like playing this guy.
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John, being a guy in many trades, assists Juju with some flowery words Negoation Assistance (http://orokos.com/roll/185422): 6d6t5 1
Giving +1 dice +1 limit for the teamwork test, I do believe. Unfortunately, since the guy counts as a 'ninja' for John, being the bit of a racist he is, John suffers I believe a -2 to his dice pool. So instead of 8, it was 6. Still a single hit though ^^
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If we can do a teamwork test here (I could see it, with everyone dog-piling on whatever Johnny says to the Johnson), Baron Mojo's assistance:
Negotiations Teamwork (Assist) Negotiation (4) + Charisma (2) - Prejudice (2) (http://orokos.com/roll/185430): 4d6t5 2
+1 Limit/+2 Dice
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I think it would 18 dice right? (EW (6) + Intuition (6) + Hot-Sim (2) + CR (3) + "Disputed" Additional CR Bonus (1) = 18 Sensor Test?
You are correct. For some reason I'd used Logic 7 for the EWAR test, which is incorrect, thank you for catching that.
The problem with Aaron's rulings is cherry-picking the ones that actually seem right without making it appear that you're only grabbing interpretations that benefit you, it's tough to draw the line about what is appropriate and what isn't. For instance, he also ruled that Control Rigs don't come with a Hot-Sim mod as standard (which also makes little sense to me as I'm not sure why they would be restricted gear). (http://forums.shadowruntabletop.com/index.php?topic=11514.msg231652#msg231652)
Gah, I hadn't seen that one! Shame on me for assuming the RCC comes with a hot-sim module, I guess; oh well, guess what I'm buying with my starting cash...
I'm glad we're getting this worked out now though, better to do so before it actually becomes an issue.
ETA: Aaron's answers aren't always the clearest either, although I think he does this intentionally when people ask him compound questions. I just noticed this post (http://forums.shadowruntabletop.com/index.php?topic=11514.msg232972#msg232972) from Michael Chandra that I must have missed earlier which made me laugh.
Agreed; what does ETA, mean, by the way? I've seen it used on the forum before, but couldn't find any reference to that abbreviation beyond Estimated Time of Arrival, which I already knew.
And yes, Aaron definitely has a bit of a tongue-in-cheeck answering style at times. Also, definitely not trying to cherry pick; first time playing a rigger, so this is very educational. Thanks for chiming in!
Then either fire immediately...
I've fought about this one with folks before, but I think they're correct when they say that any use of the Gunnery skill (even a jumped in drone) is going to be a Complex Action. I don't like it, but it seems to be the case (it also helps to balance against the super initiatives of independently operating drones). So, Sensor Lock + Take Aim in one IP, then take the shot in IP 2 with significant bonuses. Also, there's no reason that a drone can't try to do a sensor lock or take aim outside of combat, IMO.
Rereading it, I agree. I think that was my initial thinking with using two Take Aim actions instead of just one; makes perfect sense to me, I probably just got excited of the Sensor Targeting section, forgetting that Gunnery does indeed seem like it always requires a Complex Action (which is a little ironic, if you ask me, given that everything a Rigger does, at least according to Aaron, seems to rely on the motor cortex anyway; why should pulling the trigger be any different, but oh well).
I also agree on being able to "set up" an attack ahead of time; a rigger shines with a good decker who can pinpoint target through walls for him; four drones with rifles = four potentially dead people and/or four very destroyed commlinks :)
Also also, I've PMed Celtibero so he doesn't need to trawl through this thread to answer the previous rigger related questions (man, Riggers got absolutely SHAFTED in SR5; so much confusion about their rules)
Also also also, Moto is going to stay the HELL out of teamworking negotiations, with his massive dice pool of 0 :p
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Some rulings also don't make sense, like how magic arrows need to do 1 point of physical damage to trigger the spell. Which would mean that all touch preparations would need to do 1 point of physical damage to trigger the spell.
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ETA = Edited to Add
In case you want to specify what you edited.
Personally, I love the idea of spotter drones. I think you should be able to use the Fly-Spy inside the building to at least reduce the Blind Fire penalties considerably. Also, WRT to the Hot-Sim module, I believe the issue is with the Control Rig rather than the Rigger Command Console I personally like to think that a Control Rig (which comes with a sim-module) is automatically hot-sim enabled to bring it inline with a cyberdeck WRT legality. TBH, the rigger rules are really poorly written and don't blend together very well. There are a lot of references to things that don't seem to exist (Control Tests, etc) and other things that seem to mirror other rules, but then (probably) misprint them. That additional +1 bonus for jumping in in Hot-Sim is basically the Hot-Sim rules with a different positive modifier listed (thus creating the additive effect).
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Agreed. We'll see what Celtibero says; I'm good either way.
And thanks for the reference, I was scratching my noggin' trying to figure that one out.
I don't mind the -6 blindfire modifier, to be honest; to me, it represents the difficulty of firing at something you can see directly; if Celtibero lets me use my spotter drones to reduce that penalty somehow, awesome; if not, it's all good :)
But yeah, unless Celtibero is OK with retconning a hot-sim module onto my RCC or VCR, I'm calling Valkyrie for a hot-sim module immediately... I figure I'll use Run & Guns modifcation rules for guns, translated for electronics. Details to come, possibly.
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@Celtibero: If you want any input, I'd personally just assume that a control rig comes standard as hot-sim capable. While the rules don't specifically say it comes with it, they imply that using a control rig allows Cold- and Hot-Sim by default (particularly given that neither the control rig nor RCC listings come with the commlink Hot-sim modification notation).
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Ok.... from assensing feast to this :D this is (besides setting, flavour, blablabla) i love shadowrun tbh... you guys will have to give me time to chew on all of that ;)
so... i'll probably put an update post today, just let me work on the Neverland char, crunch some numbers (RL imposing....), splintered stare update followed by looking at all those figures and rulings.... :)
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Cool as cool, Celtibero. The drone rulings aren't important right now (I hope; unless someone decides to start a fight with the ninj... ehem... Mr. Johnson :) ).
Moto will performs some Matrix Searches over the next couple of minutes/hours, looking for more than just general information (i.e. Threshold 3, Limited Interest or Not Publicized, if applicable)
Matrix Search w/Browse [6]: "Oxycode" "Oxycode, Redmond Barrens" "Oxycode street alias" (http://orokos.com/roll/186077): 12d6t5 6
Matrix Search w/Browse [6]: "Novelty Hills Sleep & Eat" "Novelty Hills Sleep & Eat directions" (http://orokos.com/roll/186079): 12d6t5 6
He'll then try to research Mr. Johnson, probably while on the way to Novelty Hills unless the meeting drags out;
Matrix Search w/Browse [6]: [image of Mr. Johnson] (http://orokos.com/roll/186081): 12d6t5 8
Holy hell, the dice gods are kind today; first two rolls with 6 hits, then 8 hits on 12 dice? Whaaaaaat? Shame I'm limited to 6 hits.
Same as above, looking for information of limited interest or that might not have been publicized, so Threshold 3.
Since all searches are done with a Browse program, the base time to search is halved from 30 to 15 minutes. Additional hits beyond the threshold of 3 is used to reduce the time spent searching the Matrix. With 3 net hits on all tests, that means 5 minutes spent on each topic.
Oh, and one more thing regarding dice rolls; since we're making rolls potentially without knowing if we need to modify our pool, I'm OK with you just subtracting dice results as appropriate from the end of the rolls. So, for instance, if I rolled the following 20 dice (whoops, rolled d8 but oh well, example is still good):
Dice Pool Modifier Example (http://orokos.com/roll/186083): 20d6t8 5
But was only supposed to roll 16 dice, you could just disregard the last four dice on my roll, changing the result to 4 hits instead of 5. Sound fair?
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Johnny's rolling his Drug Dealers knowledge skill to see if he's heard of this clown before. 1 hit: http://orokos.com/roll/186176
He'll likely hit up contacts later, once we get on the road. But yeah, he definitely wants to know the make/model of the commlink. If the Johnson doesn't know, I saw we just pick up a Meta-Link from the Stuffer Shack and hope Johnny's Con roll is high! Heh.
No, seriously, that'd be a bad idea. Ballsy and funny but no way it'd work out in our favor.
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@Bewilderbeast: LOL.
Us: "Here you go, Mr. J. Just like promised!"
Mr. J: "This commlink is still in the package?!?"
Us: "Of course! We're professionals!"
@Martin: Not that it matters, but I believe Bad Johnny Juju may have asked the follow-up question you were thinking about.
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Good catch, JackVII; still tired, apparently :)
Hehehe, and that's an awesome plan, Bewilderbeast! Let's do that and put a bunch of garbage files on there, say that this is how we found it. Johnson doesn't know squat, we earn 8000 smackaroos, job's a good'n!
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Matrix searches: In the order to be done as time permits.
Oxycode = Results 11d6: 41 [11d6=1, 4, 1, 3, 4, 3, 4, 6, 5, 5, 5] 4 successes
Novelty Hills Sleep & Eat = Results 11d6: 30 [11d6=1, 1, 4, 2, 4, 2, 4, 2, 3, 6, 1] 1 success
Captian "Lucky Dog" Corma = Results 11d6: 39 [11d6=2, 3, 4, 3, 3, 5, 5, 5, 5, 2, 2]4 successes
Baron Mojo = Results 11d6: 43 [11d6=4, 1, 6, 5, 6, 3, 4, 4, 4, 2, 4] 3 successes
Bad Johnny Juju = Results 11d6: 39 [11d6=2, 1, 6, 3, 6, 4, 3, 4, 5, 1, 4] 3 successes
Mr Johnson = Results 11d6: 38 [11d6=1, 2, 3, 5, 4, 3, 1, 6, 5, 2, 6] 4 sussesses
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ok looking deep at the RCC issue... post coming up asap gents
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ok so here is the thing, i tend to agree with Aaron that the gunnery entry is a typo. Logic can still be used to fire a weapon according with the "Sensor Targeting" entry, i believe its a good compromise.
as far as the hot-sim, i dont see any reason to think it does not come embedded into the RCC so the +2 +1 apply imo.
as far as using spotter drones to reduce the penalty i dont have any problem with that.
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Cool as cool, Celtibero, I'll make sure to keep that in mind.
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Are we done in the bar IC? I think we're waiting for one more response from Johnson, maybe? After that we can clamber into the Roadmaster and head to the target location. I can do Astral Recon, Moto can cover Physical Recon, Count Zorro can cover Matrix Recon?
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Sounds about right to me, JackVII, unless the pirate decides to pick a fight with the ghouls or the gangers for being ninjas or something...
Roadmaster is ready and able to transport any and all willing passengers, and I'll send the drones ahead of me to scout the place out.
Reposting my previous activities:
Moto will performs some Matrix Searches over the next couple of minutes/hours, looking for more than just general information (i.e. Threshold 3, Limited Interest or Not Publicized, if applicable)
Matrix Search w/Browse [6]: "Oxycode" "Oxycode, Redmond Barrens" "Oxycode street alias" (http://orokos.com/roll/186077): 12d6t5 6
Matrix Search w/Browse [6]: "Novelty Hills Sleep & Eat" "Novelty Hills Sleep & Eat directions" (http://orokos.com/roll/186079): 12d6t5 6
He'll then try to research Mr. Johnson, probably while on the way to Novelty Hills unless the meeting drags out;
Matrix Search w/Browse [6]: [image of Mr. Johnson] (http://orokos.com/roll/186081): 12d6t5 8
Holy hell, the dice gods are kind today; first two rolls with 6 hits, then 8 hits on 12 dice? Whaaaaaat? Shame I'm limited to 6 hits.
Same as above, looking for information of limited interest or that might not have been publicized, so Threshold 3.
Since all searches are done with a Browse program, the base time to search is halved from 30 to 15 minutes. Additional hits beyond the threshold of 3 is used to reduce the time spent searching the Matrix. With 3 net hits on all tests, that means 5 minutes spent on each topic.
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Dry for the delay, trial actually told me so today, the fact was that I was a bit thrown off by the rigging rules and had to change some things, post coming today gents
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All right, in terms of Matrix Security, Vandarl, how are you (out of character) statted?
I'm currently taking up 9 of a possible 15 subscriptions on my own Proteus Poseidon, which has Firewall 7 plus my Willpower or Intuition of 6 for defending against Matrix Attacks; with Full Matrix Defense, I'd add my Willpower of 6 to devices slaved to my gear (as per Aaron's reading allowing for both mental attributes and Matrix attributes of the Master to be used when defending), for a total of 19 dice on the defense.
However, and this is a big one, I am useless beyond the initial defense (well, and resisting Matrix/Biofeedback damage, which I do with 15 and 17 dice, respectively). If an enemy decker fails a Sleaze action on one of my devices (most likely a drone) I don't really have anything I can do (the Trace Icon action requiring two MARKs is ridiculous; deckers are never going to be able to do that unless they branch out and try being a small-time decker as well, or the enemy decker fails TWO consecutive Sleaze actions.
So, with that in mind, it might be better if we ask the team to run their devices on the public grid (if they aren't already) and then slave their devices to your deck; enemy hackers would be getting a -2 to all Matrix actions against them, and the team would gain the benefit of your Firewall and Intuition (unless theirs is higher, which is unlikely, perhaps except in the case of one of the players who has a DR5 commlink).
Thoughts?
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FYI: If we're going with Aaron's rulings, there is one major issue with Matrix Defense, namely that in order to add something to your PAN, you have to be the owner of it (http://forums.shadowruntabletop.com/index.php?topic=11514.msg241022#msg241022).
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OK, I see what Aaron is saying, but that isn't stated anywhere in the rules that I can find; I've just read the "PANs and WANs" section on page 233 and the "Recognition Keys" on pages 236 and 237, and there's nothing in there about a requirement for devices to be owned to be included in a PAN.
Thoughts?
[EDIT]:
The only reference to owner in the PANs and WANs section is this:
There are risks to slaving devices. Because of the tight connections between the devices, if you get a mark on a slave you also get a mark on the master. This happens even if the slave was marked through a direct connection, so be careful about who you give your slaved devices to. This doesn’t work both ways; if you fail a Sleaze action against a slaved device, only the device’s owner gets the mark on you, not the master too.
[EDIT2]:
I'm going to protect all of my files :)
Edit File [6]: Protect files on commlink (http://orokos.com/roll/187437): 13d6t5 3
Nope, not satisfied (1 complex action); I'll keep trying once in a while (checking on comms, driving around, etc, before trying again)
Edit File [6]: Protect files on commlink (http://orokos.com/roll/187438): 13d6t5 5
Close, but not quite...
Edit File [6]: Protect files on commlink (http://orokos.com/roll/187439): 13d6t5 2
Sighs...
Edit File [6]: Protect files on commlink (http://orokos.com/roll/187440): 13d6t5 6
There we go :D
Probably won't get this done until we arrive at the frakkin' motel thing.
Celtibero, no rush, but I'd prefer to get some results on the Matrix searches we've all been running before we get to the place (unless it takes us less than 10 minutes to get there; my searches all would have taken 15 minutes or so).
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I don't think it's a good ruling, just that it is one of Aaron's rulings.
Because there is a bit of a disconnect between the PAN/WAN rules and the Device Defense rules in the Matrix Actions section (which caused multi-page arguments), the way I personally decided to run it was that slaving a device that you don't own only grants the Firewall attribute, rather than the Mental Attribute as well.
Regardless of which way we go on the deal, Full Matrix Defense can only be taken by the Owner of a device.
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Fair point. I guess one option would be to hand over Ownership of devices, then, takes about a minute per device if anyone's interested, and would allow for substantially higher defense pools. Nothing stops an owner from inviting three marks on a device so that others can use said device, after all...
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Fair point. I guess one option would be to hand over Ownership of devices, then, takes about a minute per device if anyone's interested, and would allow for substantially higher defense pools. Nothing stops an owner from inviting three marks on a device so that others can use said device, after all...
IC, I'm pretty sure none of us would trust the others yet to hand over ownership of our gear.
Still, even if Celtibero only went with subbing Matrix Attributes, it would be a big boost.
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Seeing as how deckers are supposed to be more involved in the team, I would allow a slaved device to use both the Master devices' Mental and Matrix attributes; anything else is just silly as I see it, and penalizes deckers for no good reason. Going by the fluff (a less intuitive user is likely to mess up the security protocols or whatever), it should be possible to my mind for a Matrix specialist to improve the defense of a device by tweaking it; this would be represented in game mechanics term by allowing both attributes of the Master to apply.
Of course, there's that whole bullshit about a Persona not being allowed to be a Master, and a device ceasing to be a device when it's used to connect to the Matrix as a Persona, which means neither Vandarl's or my character has any useful option for Master devices, as he's (presumably) using his deck to form his persona, and I'm using my RCC to form my persona...
Matrix and rigger rules needs some overhaul for sure. Whelp, looks like we need some more input, Celtibero.
1. Can a device be part of a PAN without needing to be owned by the Master?
2. When a device is part of a PAN, can it use the Mental and Matrix attributes of the Master (even if the Master is not the same owner as the slave), or just the Matrix attributes?
Cheers :)
[EDIT]
By the way, guys, the first attached picture is how the Arsenal book shows the Roadmaster.
The second is how I see it :D
It's a Gurkha LAPV, which was featured in one of the Fast and Furious movies; an actual, roadgoing armored truck, used for both civilian and police use (with various options, like a gun turret, not available to civilians (at least not in the US; in the Middle East, you can get a .50 cal machine gun mounted)). The gun turret mount on the civvie version is an internally retractable top hatch (think something like a sun roof), which Moto would use to launch and land his drones through.
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Seeing as how deckers are supposed to be more involved in the team, I would allow a slaved device to use both the Master devices' Mental and Matrix attributes; anything else is just silly as I see it, and penalizes deckers for no good reason.
They can still provide a valuable service, particularly with a cyberdeck which boosts Running Silent defenses by providing a Sleaze rating.
Going by the fluff (a less intuitive user is likely to mess up the security protocols or whatever), it should be possible to my mind for a Matrix specialist to improve the defense of a device by tweaking it; this would be represented in game mechanics term by allowing both attributes of the Master to apply.
The problem is that the fluff doesn't match the mechanics. You don't have to have ANY capability with technology the way the rules are currently written since defense isn't based on a Skill, but an Attribute. If a hacker with an Intuition of 4 and a back-to-nature tribesman with an Intuition of 5 are both given the same commlink, for some reason the tribesman has better dice to defend against a Hack on the Fly attempt than the decker.
I would have preferred to see Matrix Defense work somewhat similarly to counterspelling. Keep the basic Owner Mental Attribute + Device/Master Matrix Attribute, and then supplement that roll with either a new skill or Cybercombat/Hack on the Fly to defend.
Of course, there's that whole bullshit about a Persona not being allowed to be a Master, and a device ceasing to be a device when it's used to connect to the Matrix as a Persona, which means neither Vandarl's or my character has any useful option for Master devices, as he's (presumably) using his deck to form his persona, and I'm using my RCC to form my persona..
Yeah, this is a terrible rule with all kind of stupid consequences. I don't really understand why the Persona has to replace the Device icon. If the device icon just stayed where it was while a persona was formed, it would pretty much solve all of the stupid shit that results from the rule.
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JackVII
Excellent point; the Sleaze attribute is a huge addition to Running Silent. Too bad I can't slave my RCC to your deck and gain that benefit for all my slaved drones.
Agreed on the matrix "counterspelling"; I think EWAR would be a good skill for that, personally, or maybe just Computers (as it would encourage more people to take it, which would reflect the basic competency runners have with computers).
And yep, the Persona =/= device thing is just annoying. Oh well, ce l'est vie!
All right, some basic info on the armored vehicle:
The Roadmaster (last picture above, but with dark, blood red racing stripes over the whole vehicle from front lip to rear fender) has two rows of bench seats in the back, one on each side, with room for four non-troll sized metahumans per bench, and two fairly obvious charging cradles up near the drivers cabin (which is locked externally with no access internally, by the way ;) ) for the Roto-Drones. In one of the cradles rests a Roto-Drone with a mounted Ares Alpha with underslung grenade launcher, and if any character looks for them they'll also spot two much smaller cradles up near the roof of the vehicle where the Fly-Spys will be charging.
Once everyone is seated, Moto will check the surrounding area for people and cars and wait until the street is clear, then throw the big armored truck into reverse and pull a high-speed J-Turn, tires screeching like a banshee.
Celtibero; I gauge this to be a base Threshold 3 test (hairpin turn of more than 130 degrees) with either a +1 Threshold modifier for the Light terrain (main street thoroughfares) or +2 for Restricted terrain (side streets), and with a -3 to the Threshold for my Rating 3 Control Rig.
My Ares Roadmaster has a base Handling attribute of 3, modified by +2 for Piloting in VR, and a further +3 for the Control Rig, total of 8. The crazy part is, the +3 for the Control rig applies to not just Handling, but Speed (unfortunately not Acceleration, though) and Sensor tests as well; with a base speed of 3 + 3 for the Control Rig, that means I can, by the rules, push what is essentially a small tank up to around 400km/h... That seems more than just a LITTLE off to me, so I'm hereby officially stating that I have no intention of trying anything like that...
Anyway, Pilot Groundcraft test to pull of the J-Turn to hopefully scare some sense or at least show Lucky Dog that "this ain't no boat, chummer!":
Pilot Groundcraft [8]: Performing a reverse J-Turn with Ares Roadmaster (http://orokos.com/roll/187500): 16d6t5 7
Heh, I think it's safe to say that that is a success...
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To answer the questions about matrix defense, my deck stats are 5,4,4,2.. In my default walking around configuration the 5 is on firewall, the 4's are on sleeze and data processing, and the 2 is on attack. With program boost included, that puts firewall at 6. So 6 + 5 for my intuition for defense. My deck is normally running silent, and my commlink is normally not, but as we go active that may change. I tend to run matrix perception both to look for things running silent, and for marks on my decvices when not actively involved in anything else.
I have no problem with slaving for defense, but the only person that knows me well is Moto, the rest may not feel comfortable doing that yet. As mentioned, if Moto wants me to do so, I can control a drone or rigged vehicle, but not as well as he can by quite a bit.
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I would suggest that a J-Turn is way easier than a (3) Threshold. I imagine we've been to several of the same driving schools. I think a J-Turn is way easier to make than a high speed hairpin (and a bootleg even easier). It's all relative though since your Control Rig pretty much eliminates most of it and your roll was ridiculous.
One fix I have seen for the "Control Rig Speed Problem" is to allow the CR to boost the LIMIT rather than the actual value. There's a post somewhere about how you could theoretically incinerate the Earth's atmosphere with an R3 Control Rig and the fastest bike in the book (LOL).
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I know, I read that post, JackVII; it was fantastically well written. And yes, a J-Turn might be easier than 3, I just took kind of a Worst Case Scenario (TM) and my roll obliterated even that, so it's all good :)
Like I said, gentlemans agreement as far as I'm concerned with regards to speed. Speed 3 is a running speed of a mere 48km/h, and that seems low even for an armored vehicle; the Ghurka LAPV which I've pictured above as what I see the Roadmaster as weighs over 8 tonnes and still manages a top speed of 150km/h (and it "only" has a 6.7L turbodiesel V8 producing around 400hp; I'm betting electromotors, high capacity batteries, and/or advances in fuel efficiency and engine manufacturing would be able to improve upon this).
Seeing as how the Acceleration of the Roadmaster is only 1 (as it should be, for a vehicle that size), it would take me 6 full combat turns of nothing but acceleration (equivalent of 18 seconds) to reach top speed; should it be 400mph? Most certainly not. Will I try to claim that it can go that fast? Absolutely not...
Vandarl
Cool, Moto will keep all his gear to himself, seeing as he would know that your Firewall is inferior to his own; he might be persuaded to have you pilot a Fly-Spy to begin with, see if you manage to keep it safe before allowing you a hand at a Roto-Drone (they're expensive!); I'll certainly keep that in mind.
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I admit, I can't imagine a situation where he would drop his firewall to lower than a 4 setting, but it is a potential. A big part of the difference between Moto and Count Zorro, is if they do manage to get a mark against my defense, I can actually work at countering. Moto counts on being slightly harder to mark.
Erase Mark = Computer + Logic Vs. Willpower + Firewall [Attack]
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@Vandarl: Basically, Baron Mojo isn't down yet for slaving his device to anyone, but he would be more than willing to let you MARK it if you want to be able to keep tabs on it. Mojo has pretty much no tech, so the main issue with his commlink is the potential for it to be Snooped or Traced, which would require MARKs. In other words, regular Matrix Perception checks are probably the most beneficial overwatch for my mage.
NB: Quick glance through our character sheets revealed this important point: DON'T GET INJURED! We don't have a single rank of First Aid between the five of us, from what I can tell. LOL
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I'm about to head to work, so I won't be able to post for about nine hours or so, but feel free to plan and stuff without me. But that's pretty much Johnny's plan; try to meet Oxycode for "business" and either subtly steal the commlink from him or just straight up jump/intimidate it out of him.
To our GM: I assume the 1 hit on the Drug Dealers knowledge check wasn't enough for Johnny to know/know of Oxycode personally. I'd be interested to know if Adam Smits knows the guy, but since Adam is only a Loyalty 1 contact he might be too busy playing video games to bother responding to Johnny.
EDIT: Oh, also, for the record, Johnny totally got his machine pistol back from the bouncer. He wouldn't have just walked off with it, after all.
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JackVII
No problem, the basic setup I am envisioning is to have people invite a mark on their gear so that I can keep track of it while it is running silent, and then doing matrix perception sweeps looking to see if marks other than mine appear on the items. At that point I can either recommend a quick reboot, or work at removing the marks and finding the bad guy. As I understand the matrix rules that should be the easiest/simplest way to keep an eye on peoples gear.
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-Exactly what I envisioned-
That's perfect. Mojo does have a single rank in Computer, so he will know how to invite a MARK if Zorro wants to suggest the crew do so.
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1. Can a device be part of a PAN without needing to be owned by the Master?
2. When a device is part of a PAN, can it use the Mental and Matrix attributes of the Master (even if the Master is not the same owner as the slave), or just the Matrix attributes?[/b]
1. Ofc, if people trust each other to do that ofc :)
2. no, just the matrix attribute. I personally see it as people messing around with their equipment (when they should stay quiet), the layman leaving backdoors open (no matter how good the firewall), the sort of mishaps we know that happen when you put the general public playing with PC's :D
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Any results on the Johnson, Celtibero? I got 6 hits each on Oxycode, the hotel, and Mr. Johnson.
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@Martin: Not sure if you posted before or after our GM, but it seems or Johnson is with a syndicate. Celtibero mentioned it in his last post.
Also, some late assensing rolls, just for kicks and because assensing is cool:
3 hits on the Cap'n: http://orokos.com/roll/187764
1 hit on the Count: http://orokos.com/roll/187765
To ease the burden on the GM, I'm pretty sure we can resolve these rolls ourselves. With one 1 hit on the Count, Johnny is assured that our hacker is mundane and healthy, and also reads his current emotional state. With 3 hits, Johnny gets the Captain's current emotional state, the fact that he's Awakened, and also now knows that his Magic rating is lower than his own (if I recall correctly the Captain is a Magic 2 Adept, right?)
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That is correct. The Cap'n is also currently anxious, ready to go into combat.
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big part of the difference between Moto and Count Zorro, is if they do manage to get a mark against my defense, I can actually work at countering. Moto counts on being slightly harder to mark.
Yep, cool as cool, will definitely keep that in mind. I think it's kind of sad that a Rigger will never actually be able to trace icons that are attacking him due to the lack of a Sleaze and Attack attribute; the only choice I have is reboot, or have a decker/technomancer provide matrix defense.
NB: Quick glance through our character sheets revealed this important point: DON'T GET INJURED! We don't have a single rank of First Aid between the five of us, from what I can tell. LOL
Hehe, good point, JackVII, I guess I'm the closest to a medic the team has ("What, not that much difference between metahuman circulatory system and hydraulic system of car; this is easy, gajin!" :) ); with my Rating 6 Medkit (which is stashed in an overhead compartment in the back of the Roadmaster along with other tools and various misc items, by the way) and 7 Logic, I'll be rolling 12 (- modifiers) dice on First Aid, same as it would if operating independently, though I can of course use Edge if it's critical.
Bewilderbeast
Copy that, didn't see it in his post. Choson Seoulpa, huh; figures he's connected. All right, let's not doublecross this guy, neh? :)
Information the team receives from Moto on the way:
Video footage as per Celtibero's description.
List of drones (and subscription status, i.e. all slaved to RCC, icons Wrapped as per character sheet, etc for Count Zorro)
Lecture of the importance of buckling up :D
To summarize on the drones:
2 Fly-Spy mini-drones with clearsight and maneuvering autosofts, usually piloted as jumped-in
2 Roto-Drones with standard weapon mounts, one armed with a Crockett EBR sniper rifle loaded with armor piercing ammo, the other armed with an Ares Alpha with grenade launcher loaded with regular rounds and flash-bang grenades, respectively.
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Couple of Assensing Rolls (This is, of course, assuming Moto is even in the truck and not remoting everything):
Assensing Moto's Aura (http://orokos.com/roll/187863): 9d6t5 1
Strongly presuming he has some cyber, the Baron will try again...
Assensing Moto's Aura (Try Again) (http://orokos.com/roll/187864): 7d6t5 1
Now he presumes Moto may have some native resistance to being assensed, since the Baron won't consider that he just didn't do a very good job assensing Moto (LOL)
Assensing around the Truck (http://orokos.com/roll/187867): 9d6t5 3
To assense the area around the Truck in order to spot any astral tails.
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@ assensing rolls
Hehehe, that's hilarious, and seems to fit his personality perfectly :)
I'm tempted to roll to see if I detect your aura passing through mine, since you'd have to get real up close and personal to get inside the cocoon, but it really makes no difference.
I'll post up an arrival description after lunch, give everyone a chance to do something during the ride over there since it is half an hour. At that point, I'll park the car and send one scout drone (Romeo-2, with the trid projector, in the study) to autopilot around the building to check for entrances (doors, windows, ventilation shafts, cracks in the building, etc), and jump into the other, Romeo-1, bog standard Fly-Spy then pilot it in the main entrance to look around and head towards room 312.
Unless something happens on the way to the Sleepy Novelty Hills, Moto will just drive to the Stuffer Shack and park with line of sight to the entrance of the hotel.
Tests for Alpha-1 (Moto Jumped-In):
Jumped In Perception [6]: Looking for armed persons outside Novelty Hills through Imaging Scope with Vision Magnification (http://orokos.com/roll/188188): 18d6t5 7
Limited to 6 hits, but should be enough to spot even concealed carries without too much trouble; even with a -6 to the dice pool I'll still have 6 hits.
Tests for Romeo-1 (Moto Jumped-In):
Sneaking in the main door, following someone else in if I have to, or just flying in where possible
Jumped In Stealth [6]: Fly-Spy (Running Silent) (http://orokos.com/roll/187871): 11d6t5 3
Checking out the lobby and immediate area:
Jumped In Perception [6]: Surveying the lobby and surrounding area (http://orokos.com/roll/187874): 18d6t5 4
Whoops, forgot Running Silent on this one so I'll take off the last two dice; fortunately, they were both 1s, so no change in result.
Keeping out of sight, or up towards the ceiling, Moto will try to locate room 312 either by AR tag or similar (Matrix Perception Test), or by just looking at the door numbers as he flies around.
Matrix Perception Test (Running Silent) [6]: Icon of room/door/lock "312" (http://orokos.com/roll/187875): 10d6t5 7
Hahaha, ridiculous. I see all!
Using 1 hit to look for hidden icons, another to see if I can find an icon with the numbers 312 on it, then 2 more to check if 312 is actually located near icons with 313 and 314 on/in them.
Jumped In Perception (Running Silent) [6]: Visually looking for/verifying Room 312 (http://orokos.com/roll/187876): 16d6t5 6
That should do; looking for the door also includes looking for a way in. Once I've found the room, I'll send a message to Count Zorro to say that I've found it, indicate my location in the Matrix (since he has a mark on the drone by having a mark on the RCC it's slaved to), and ask him to check for Matrix activity while I keep lookout in the physical.
Tests for Romeo-2 (auto-pilot):
Drone Auto-Pilot [4]: "Circle around this building until further notice, alternate between watching the building and watching the surroundings each pass" (http://orokos.com/roll/187872): 9d6t5 0
Well, that drone is going to get stuck somewhere :) Once Moto realizes it isn't doing what it's supposed to, he'll issue a new command.
Drone Auto-Pilot [4]: "Circle around and keep sensors trained on that building " (http://orokos.com/roll/187873): 9d6t5 4
Better.
Drone Perception [6]: Romeo-2, circling around Sleepy Hills looking for entrance points (http://orokos.com/roll/187869): 9d6t5 3
Looking for any alternate entry/exit points besides the main entrance.
Once he's found the room and communicated to Count Zorro, he'll review the feed from Romeo-2, and relay the video feeds and all information he's obtained from both drones to the rest of the team, then provide overwatch inside the building while keeping an occasional eye on the exterior as Romeo-2 goes about it's business.
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I'm tempted to roll to see if I detect your aura passing through mine, since you'd have to get real up close and personal to get inside the cocoon, but it really makes no difference.
You should go for it. 6 dice vs. a Threshold of 4 is going to be tough, but possible. Given his personality, Baron Mojo probably goes out of his way to pass through people's auras. LOL.
ETA
since he has a mark on the drone by having a mark on the RCC it's slaved to...
MARKS only pass from slave to master. If you MARK the master, you still have to individually MARK all the slaves. It doesn't really matter in this case, since you would probably just invite MARKs from Zorro for your drones. He can have as many MARKS as he wants (which I hope look like the classic Z from Zorro).
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You should go for it. 6 dice vs. a Threshold of 4 is going to be tough, but possible. Given his personality, Baron Mojo probably goes out of his way to pass through people's auras. LOL.
5 dice actually, no Perception skill as I'm used to seeing through sensors, remember :)
Astral Detection [10]: Sensing Baron Mojo's aura (http://orokos.com/roll/187886): 5d6t5 0
Hahaha, I sense NOTHING! Seeing as how I'm in full VR immersion, that makes total sense...
MARKS only pass from slave to master. If you MARK the master, you still have to individually MARK all the slaves. It doesn't really matter in this case, since you would probably just invite MARKs from Zorro for your drones. He can have as many MARKS as he wants (which I hope look like the classic Z from Zorro).
Great info, thanks! This thread is proving highly edumacational, keep 'em coming folks. Thanks again, JackVII, I'm greatly enjoying this.
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@Celtibero: Just want to make sure we aren't going too fast/taking too many liberties with the story as it seems like we're moving things forward at this point. Do you want to give us a marker where we should stop and wait for feedback (i.e. we RP up to arriving at the Stuffer Shack and then holding off until you post)?
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Matrix Perception on the hookers , Hot Sim VR
http://orokos.com/roll/187889 Results 13d6: 47 [13d6=1, 6, 1, 5, 4, 6, 6, 4, 1, 3, 1, 6, 3] 5 Successes, limit 4
Matrix Perception on Stuffer Shack, Hot Sim VR
http://orokos.com/roll/187891 Results 13d6: 51 [13d6=1, 5, 4, 4, 6, 1, 5, 5, 5, 6, 2, 3, 4]
6 Successes, limit 4
Matrix Perception around Van/Motel, Hot Sim VR
http://orokos.com/roll/187893 Results 13d6: 44 [13d6=5, 2, 6, 4, 2, 5, 2, 4, 3, 4, 5, 1, 1]
4 successes, limit 4
Matrix Perception, Motel defenses/access Hot Sim/Runing Silent, VR
http://orokos.com/roll/187894 Results 11d6: 42 [11d6=3, 1, 4, 3, 6, 6, 5, 4, 1, 5, 4] 4 successes, limit 4
Matrix Perception on group gear
http://orokos.com/roll/187895 Results 11d6: 45 [11d6=5, 3, 5, 4, 3, 3, 6, 4, 4, 3, 5] 4 successes, limit 4
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Safty Dance - Edge Test, threshold 2. (http://orokos.com/roll/188159): 7d6t5 2
Anti-Vomit Test threshold 2 (http://orokos.com/roll/188160): 8d6t5 4
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@Celtibero: Just want to make sure we aren't going too fast/taking too many liberties with the story as it seems like we're moving things forward at this point. Do you want to give us a marker where we should stop and wait for feedback (i.e. we RP up to arriving at the Stuffer Shack and then holding off until you post)?
by all means m8, these moments are the bread and butter of roleplay games (and PbP imo), its where the team glues and connects. and no, youre not moving too fast, but thank you for asking, in fact i should have said as much about the point where you guys should stop, making a mental note for the future posts :D
i also fell asleep putting the kid to bed, thus no post yesterday... oh well.. coming up today as soon as i can pull it off
on another note, i hope you guys are having fun, i am definitely am having fun reading the character interacting together ;)
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Having a great time, thanks!
For my current IC post, I've had Baron Mojo examine the area around the building, assense the people outside, and sneak into the lobby through the ceiling... all the while keeping an eye out for active astral forms and watchers. I didn't want to go too far in the event that I would have to retcon something.
For assensing all of the people outside, I figure we can do it two ways. You can either give me the number of people and I make that number of rolls or we can do the buying successes deal (4 to 1 conversion, which means I would net 2 successes on everyone I assensed). Your call, the dice roller makes it easy to do it the first way, you would just need a list of people to know which rolls applied to which people. If we do the Buying Successes deal, I am mainly looking for Awakened auras and cyberware of significance, both of which I should pull with two successes (making the broad assumption that most people around here aren't sporting alpha-grade ware). If I do spot an Awakened aura, I am going to Try Again with my assensing roll at 7d6 to get better information.
Once I am actually inside, there will hopefully be fewer people, which will make assensing checks a bit more manageable.
Let me know what you want to do.
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Absolutely, Celtibero, greatly enjoying this so far, and looking forward to seeing how things turn out.
Like JackVII, I've stopped with one Fly-Spy outside the lobby looking for a way in, one Fly-Spy making rounds of the building looking for alternate ways in, and the Sniper Roto-Drone in the sky looking at the people outside to find out what kind of armaments they're carrying. The next moves for me is described in a previous post, if everything goes according to plan.
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At some point, Bad Johnny Juju passing off the Captain as a chiphead that slotted a p-fix is a thing that needs to happen.
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At some point, Bad Johnny Juju passing off the Captain as a chiphead that slotted a p-fix is a thing that needs to happen.
Hahaha. That reminds me of the scene from Baldur's Gate 2 where you, the protagonist, is trying to get into an insane asylum of some sort; if you have Minsc in your party, one of your dialogue options is simply:
"Meet my friend Minsc!"
and he goes off on a diatribe about fighting evil and "have you met Boo, my giant miniature space hamster", to which the warden just goes
"Whelp, you're clearly insane, in with you..." and locks you up :D
And agreed, that has to happen!
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Any results on the Johnson, Celtibero? I got 6 hits each on Oxycode, the hotel, and Mr. Johnson.
ok on rolls... you guys are throwing so much (rolls) it might be be kinda difficult to keep track of them all or include them in a reply :) i´ll resolve them by relevance, some rolls i might even ignore or just reply in general way, for instance Oxycode, fact is he really is a small time crook, the chances that a matrix search reveal anything useful (on the given time frame) are slim at best.
compiling the data for the post gents :)
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ok on rolls... you guys are throwing so much (rolls) it might be be kinda difficult to keep track of them all or include them in a reply :) i´ll resolve them by relevance, some rolls i might even ignore or just reply in general way, for instance Oxycode, fact is he really is a small time crook, the chances that a matrix search reveal anything useful (on the given time frame) are slim at best.
No problem, man. I don't have a problem if you just want to post OOC stuff that isn't going to get us anywhere or that we've exhausted.
ETA: @Celtibero, can you clarify something?
As soon as the Baron enters the building, he sees that the more "luxurious" side of the motel has four floors of rooms in a U-shaped configuration: each floor has fifteen rooms against the west wall, five rooms against the south wall and another fifteen rooms against the west wall. A narrow metal catwalk with a weak-looking railing provides access to each of the rooms on each level. A stairwell in the north-east corner and a elevator on the south-west corner allow easy access between floors. there is single metal security door on the NW corner, 1st floor. The feed from the drones clearly showing a stair leading directly outside in the back of the building.
Fifteen rooms on the west wall is mentioned twice. Is it supposed to be (using North-South-East-West): Lobbyx5x15x15? Trying to sketch up a map to upload. See attached, is that correct?
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Not sure if I am in Room 312, but I imagine I'll find it at some point. When I do, I plan on assensing all auras in the room. Just let me know how many assensing rolls I need to make.
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there was plenty of information that i had to post, some of it i left behind i reckon, i assume you and motos's drone "arrive" at room 312 at pretty much the same time (give or take), thus i was going to handle that part tomorrow.
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Cool. If I have the time to assense in the room, here are 5 rolls in advance:
Assensing Rolls for Room #312 (http://orokos.com/roll/188375): 5#9d6t5 3 0 3 4 3
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ok on rolls... you guys are throwing so much (rolls) it might be be kinda difficult to keep track of them all or include them in a reply :) i´ll resolve them by relevance, some rolls i might even ignore or just reply in general way, for instance Oxycode, fact is he really is a small time crook, the chances that a matrix search reveal anything useful (on the given time frame) are slim at best.
compiling the data for the post gents :)
Sure thing, Celtibero; I'll just keep rolling for stuff I think makes sense as that sometimes influences how I play (like the drone command for Romeo-2 meaning it got stuck somewhere and me reacting accordingly), and if it doesn't matter to the game you can just ignore them.
Fifteen rooms on the west wall is mentioned twice. Is it supposed to be (using North-South-East-West): Lobbyx5x15x15? Trying to sketch up a map to upload. See attached, is that correct?
Seconded; I'm a little unsure of where the outside entrance that is not the lobby is; I would have thought the security door to the outside would have been opposite from the lobby, but I could very well be wrong on that. Good job on the map, though, JackVII! :)
Also, I presumed the door to the room wasn't open, so I'd have looked for an air vent or something similar to make my way in; feel free to let me know if I can't actually make it into the room and I'll edit my post.
Checking sensor feeds from all drones and vehicles before entering the room.
Drone Perception [3]: Alpha-1 (http://orokos.com/roll/188487): 9d6t5 1
Roto-drone in the sky armed with Crockett EBR, hovering at 300m (apparently forgot to use it's vision magnification; silly dog brain!)
Drone Perception [3]: Romeo-2 (http://orokos.com/roll/188485): 9d6t5 2
Fly-Spy making it's rounds outside Novelty Hills
Drone Perception [3]: Omega-1 (http://orokos.com/roll/188488): 9d6t5 6
Ares Roadmaster, making sure no one tries to steal her... :D
Romeo-1 (Moto Jumped In) Rolls:
Jumped In Perception (Running Silent) [6]: Visually searching room 312, specifically looking for an Ork and/or a commlink (http://orokos.com/roll/188482): 19d6t5 6
Not much to say here, surveying the physical layout of the room and looking for a drugdealing ork and his commlink, essentially :)
Matrix Perception Test (Running Silent) [6]: Nearby vicinity of room 312 (http://orokos.com/roll/188484): 10d6t5 3
Looking for any icons that are running silent in/near room 312
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Hacking the dwarf
http://orokos.com/roll/188516 Results 11d6: 37 [11d6=1, 4, 3, 5, 4, 3, 3, 6, 1, 6, 1] 3 successes, limit 6 (sleeze 4 + Exploit)] 2 marks
http://orokos.com/roll/188518 Results 15d6: 57 [15d6=2, 5, 3, 4, 5, 2, 6, 2, 3, 5, 5, 1, 4, 6, 4] 6 successes, limit 6 1mark, 3 marks total
matrix perception on dwarf's commlink
http://orokos.com/roll/188519 Results 11d6: 36 [11d6=6, 6, 6, 1, 2, 1, 2, 2, 4, 3, 3] 3 successes, limit 4
Hacking orc 1
http://orokos.com/roll/188520 Results 15d6: 55 [15d6=3, 3, 2, 5, 4, 6, 6, 5, 6, 1, 3, 3, 3, 4, 1] 5 successes, limit 6, 1 mark
http://orokos.com/roll/188521 Results 15d6: 65 [15d6=3, 1, 6, 4, 6, 5, 4, 3, 5, 4, 6, 2, 6, 6, 4] 7 successes, limit 6, 1 mark, 2 marks total
http://orokos.com/roll/188523 Results 15d6: 49 [15d6=4, 6, 2, 5, 5, 2, 2, 4, 1, 2, 4, 3, 3, 2, 4] 3 successes, 1 mark, 3 marks total
http://orokos.com/roll/188524 Results 11d6: 42 [11d6=6, 4, 3, 4, 5, 1, 5, 5, 1, 3, 5] 5 successes, limit 4
At this moint, assuming neither the dwarf not the ork have high end commlinks I should have effective control of them. The dwarfs will be monitored and shut down to prevent call outs as needed.
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Just a heads up, I have some old friends in town this weekend. Might be too busy to post properly, but I'll try to keep an eye on the proceedings. Saturday or Monday morning I should have free time to get another post up, at which point Johnny will exit the vehicle and make his "sales pitch."
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No worries, Bewilderbeast. I don't think we've got any further actions planned until we get more info from Celtibero, and this means he can take a short break :D
Good stuff so far, everyone! :)
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I need to rig john up with some chemicals, like a hallusination smoke toxin, or something. As well as make a hallows dirge
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ETA: @Celtibero, can you clarify something?
Fifteen rooms on the west wall is mentioned twice. Is it supposed to be (using North-South-East-West): Lobbyx5x15x15? Trying to sketch up a map to upload. See attached, is that correct?
correct :)
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Ah, so the security door is more like a side door?
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which security door?
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I think he is talking about the one described to be in the NW corner of the 1st floor of the building.
Clarification: Does the form lying on the bed have no aura at all? That would mean he is dead. I just want to make sure I understand what you intend. Thanks!
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:D that's exactly it :D
Edit: referring to the body
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the one on the 1st floor, yes, yes, it gives access to a stairway in the back of the building.
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:D that's exactly it :D
Edit: referring to the body
Interesting...
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OK, to make sure I understand this correctly; we have a door into the loby, we have another door to the back of the building? and a room with what looks like a body?
I have access to the dwarf's commlink, does it have control of the back door or the door to the room with the body?
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yes, yes and yes
atm you have 1 mark on the dwarf 'link, it does control the other doors including the one in the 1st floor leading to the back of the building.
and 5 matrix perception questions.
edit: 1 mark is fine if you just want to "edit file" and copy the info.
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Of course Cormac is also a stealth expert, though he really doesn't give the impression much that he is. Nor would he ever really say he is.
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Alright, Johnny is calling up his demon about 12 meters (a little under 40 feet) above Novelty Hills, in a vantage point where it has a clear view of the Stuffer Shack and where the prostitutes are hanging out. He has also ordered it to use its Concealment power on its self. The command is basically "Materialize here, conceal yourself and guard me." I would think that would count as 1 service, but if our GM wants to rule that it's 2 services (that "conceal yourself" and "protect me" are separate services), then that works too I guess. Just let me know so I have an idea of how many services are remaining on the guy.
Concealment gives everybody a -6 dice pool modifier to notice the spirit, so it should be pretty hard to spot. However, just to be safe, I'll roll a Sneaking roll for the spirit, too. It has an Agility of 9, with a -2 for defaulting, it gets 2 hits: http://orokos.com/roll/188927
Johnny's Perception check to see if he notices anybody reacting to the spirit's presence, 1 hit: http://orokos.com/roll/188929
And finally, Bad Johnny Juju's Etiquette roll to blend in/act like he belongs/interact with the prostitutes, 3 hits: http://orokos.com/roll/188930
That's a pretty bad roll for him for Etiquette, but not vital enough to merit an Edge expenditure, I don't think.
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Defaulting is only a -1 penalty, although there is some disagreement on whether Concealment works for hiding obvious things. If something is deemed obvious by the GM, no perception check is needed, thus no penalty is applied. Depends on which way Celtibero spins it, I guess. Shouldn't be hard to adjust in any event, just stick him on the roof of a building.
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I could have sworn that defaulting is a -2 penalty. Wow. Okay, one more die for the spirit's Sneaking, with predictable results: http://orokos.com/roll/189009
And yes, we should probably better define how Concealment works, exactly. It's unclear if it's an obviously magical "camoflouge", transparent, quasi-invisibility effect, or more of a mind effecting "there's nothing interesting over here" effect. I don't see anything in the description of Concealment that says it can't be used to hide obvious things; just size limitations (nothing bigger than metahuman).
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Moto piloting Alpha-2 into place, 5 hits:
Jumped In Sneaking (Running Silent) [6]: Piloting Alpha-2 into position above secondary entrance to Novelty Hills (http://orokos.com/roll/189023): 11d6t5 5
Looking for Johnny's spirit (forgot to include the +3 for specifically looking for something, but I hit my limit even with the -6 modifier), 6 hits vs Spirits 2:
Jumped In Perception [6]: Spotting Johnny Juju's Materialized Spirit (http://orokos.com/roll/189019): 12d6t5 7
Sensor Test for the purposes of using Active Targeting with Alpha-1, 2 hits:
Jumped In Active Targeting Sensor Test [6]: Alpha-1 locking on to physically largest gang member with Crockett EBR (http://orokos.com/roll/189026): 15d6t5 2
If it comes down to fighting, the target will be suffering a -2 Dice Pool modifier to his defense test.
Roll potentially not needed:
Went ahead and rolled the first attack just in case it comes to violence; with a base DV of 12P -7AP (APDS ammo) and the target likely being unaware of the first attack (seeing as how he'd have to spot a drone 300m up in the sky firing a silenced sniper rifle in his direction), he'd be facing a grand total of 19P -7 AP.
Jumped In Gunnery [7]: Moto firing Alpha-1's Crockett EBR at locked target (http://orokos.com/roll/189027): 24d6t5 7
Drone at 300-350m range + Sniper Rifle with APDS ammo + Active Targeting + Take Aim + Control Rig enhanced Gunnery + Ambush is scary stuff, especially considering that if the gangers only have Heavy Pistols they won't be able to return fire. Bring the rain, indeed :)
[EDIT]
Good point, JackVII and Bewilderbeast, be good to get Celtibero's input on Concealment. In this case (concealing a cloud in the sky) seems fairly easy to do; it'd be like hiding a tree in a forest, as I see it.
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@Bewilderbeast: Yeah, it isn't so much the Concealment power as much as it is what the power does. By penalizing a Perception test, it brings in the rules for Perception tests.
Perception Tests are for any situation involving basic senses (sight, hearing, smell, touch, or taste) where you’re looking for something that isn’t obvious.
The main question is whether the act of the using the Concealment power in and of itself makes something not obvious. This is the third PbP I have played in that has gotten anywhere and the Concealment question has come up in the previous two, so it seems to be a common question.
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Yeah, I was looking at your old posts and I see what you mean now. The problem (not really a problem... rules discrepancy ? Vagary? Idiosyncrasy?) isn't with the Concealment power, but more with the Perception skill. Obvious things don't require a Perception check. Therefore you can't (effectively) hide something obvious with Concealment. That makes some amount of sense to me.
And, just to be clear, Manifested spirits are always obvious. I don't have time to look up the particular rules citation, but this is why the spirit can't hide as a cloud. Sure, a spirit could look like a butterfly or a cloud or a guy in a suit, but it's very obviously not a butterfly or a cloud or a guy in a suit.
That said, it shouldn't effect the post other than the fluff. The spirit is actively hiding, so should need a Perception check to be seen. If Celtibero rules that it can't "hide" in mid-air, then it'll hide on the roof instead.
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its just fluff tbh, a spirit can hide in mid air, it goes translucent or anything that is plausible, but again, its mostly fluff. a earth spirit can mesh with the ground and rise from it when it attacks that sort of drek, a loony or animal can sometimes "feel" its presence (more fluff) alerting other that something is off and they can dismiss it (fail perception check) as being an animal or the loony being a loony, i cant stress it too much, it mostly falls down on the description and its purely fluff.
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Just straight up buying some time with the hooker would be a great excuse to get into Novelty Hills, but then what? Johnny's a good sneak but he can't pick a lock or anything. Maybe the Matrix guys could clear a way for him? In either case, I decided it was safer to be honest and clear that Johnny's intention is to speak to Oxycode instead of sneaking around. Sneaking around can always be Plan B.
Negotiation roll to convince the hooker this will be worth her while. With 7 hits, Johnny kinda crushes it: http://orokos.com/roll/189477
Judge Intentions to make sure she actually knows Oxycode, and isn't just going to grab the credstick and run. 4 hits: http://orokos.com/roll/189480
Where'd Johnny get the credstick from? Well, I discovered something interesting while reading through the rulebook recently. Check out Page 442, under Credit Account:
The cost of banking
services is included in your lifestyle costs if you’ve
got a Low Lifestyle or better—otherwise you’ll need to
keep all your money on credsticks.
Since Johnny's only got a Squatter lifestyle, that means that credstick contains every nuyen he has in the world. He'll definitely have to upgrade to Low if he ever makes it big (which was always the plan, assuming he survives his first couple runs).
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I believe Count Zorro managed to get access to the receptionist's commlink, which may have door access control options.
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1 Mark in that one
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Just wondering... if CZ failed to Hack on the Fly the dwarf's commlink, wouldn't the dwarf have been alerted and had a MARK on his deck? I think I remember vandarl rolling a two MARK hack and then a one MARK hack on that commlink.
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Good point, JackVII, I believe you're right.
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yes he is right ;D
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@martinchaen
you spoilsport :D and there i was ready to turn the lady into a queen of scream :D
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Hehehehe :D
Moto may not be a great speaker, but he recognizes a screamer when he sees one (pun intended) :D
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Sorry for the lack of posting over the weekend, mild health panic. Back home now.
I will scann the posts and get something up.
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Hope it's all good, man. No worries.
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Hack dwarf commlink
http://orokos.com/roll/189959 Results 13d6: 41 [13d6=2, 4, 4, 6, 2, 1, 3, 2, 4, 4, 4, 2, 3]
http://orokos.com/roll/189961 Results 13d6: 43 [13d6=5, 1, 2, 5, 2, 1, 6, 2, 3, 2, 6, 2, 6]
http://orokos.com/roll/189962 Results 13d6: 54 [13d6=2, 6, 3, 6, 6, 1, 4, 4, 5, 2, 6, 3, 6]
Limit 6
That should be enough with the earlier work to get me 3 marks on the commlink
Matrix perception, groups gear looking for marks other than mine
http://orokos.com/roll/189963 Results 11d6: 31 [11d6=3, 1, 4, 3, 2, 4, 4, 2, 3, 4, 1]
failure, no glitch
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Well, that could have gone better...
Summoning F6 Spirit of Fire (Fear & NB): Summoning (6) + Magic (7) (http://orokos.com/roll/189972): 13d6t5 3 6d6t5 3 11d6t5 3
I have 3 points of Stun Damage.
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Hey, it could have gone a lot worse, too :)
But yeah, that sucks. It's just stun though, fortunately; you can sleep it off in the truck once we get the 'link.
[EDIT]
Romeo-1 command to observe the hotel from the inside as Johnny makes his way to the room
Drone Auto-Pilot [4]: "Hold here until Johnny Juju [picture] passes by, then climb to an altitude of [3 floors] and observe this room [ARO]" (http://orokos.com/roll/190027): 9d6t5 2
Jumping back into the Ares Roadmaster to take a look at the Baron when he puts his head in his hands
Jumped In Perception [6]: Noticing what happened to Baron Mojo (http://orokos.com/roll/190028): 16d6t5 6
Triskavanski
I don't think there are any ways in, really; it was described as an old warehouse, which would have pretty sleek walls.
Celtibero
Can you describe what the outside of the building looks like? Between the Fly-Spy making it's rounds on the outside and the two Roto-Drones hovering high above (and my previous perception tests with all of them), I should be able to make out any detail regarding the structure of the building.
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Even so, I rolled.
Perception Check for climb (http://orokos.com/roll/190057): 7d6t5 1
Glitched. :D
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I want to see if there is a way to get close to the back of the building where the other stairwell is. I'll tell Captain John about it,.
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sorry for the short post, just doing a quick hit to move the story along till I have something to mess with.
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Just to be clear, the ork gangers are addressing Johnny? As in they don't want him and his "date" using the elevator for some reason?
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they are just asking, the look bored to hell :)
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Let me know if you require a con or etiquette roll, but right now Johnny's just trusting that Dana knows where to go.
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con roll for Dana plz or no roll if your char is answering truthfully ;)
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If no one has a better way of getting the maglock open, I can try to Shatter it or the door.
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Lies of omission are still lies, so let's call it a Con roll. 5 hits: http://orokos.com/roll/190583
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Nicely played, Bewilderbeast, that was an excellent con (and con roll!) :D
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@Vandarl
u have 3 marks on the commlink i need you to do 1 thing:
spoof maglock to open roll plz :) not running silent
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One genuine spoof command!
http://orokos.com/roll/191099 Results 11d6: 28 [11d6=6, 2, 2, 1, 2, 2, 2, 5, 4, 1, 1]
if that does not succeed I will give it another shot.
http://orokos.com/roll/191101 Results 11d6: 24 [11d6=4, 1, 4, 1, 1, 3, 3, 1, 3, 2, 1]
Burning an edge to reroll
http://orokos.com/roll/191103 Results 11d6: 41 [11d6=4, 4, 6, 4, 3, 1, 1, 5, 6, 6, 1]
Stinkin awful maglock, Grrr!
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Hey Vandarl, just FYI you can type 6d6t5 to get results compiled for you. The t5 part at the end specifies to the roller that it should count 5s and 6s.
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hit count example 6d6t5
exploding dice example - 6d6o6n5 ( "o6" rerolls all "6's"; "n5 counts and up as hits)
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Some quick public Matrix Searches using my Browse program (threshold 1 with additional hits reducing search time by (base time divided by net hits)). I find this very odd, because the more hits you get the less time is reduced. 1 minute divided by 1 net hit is 1 minute, meaning the search is reduced by 1 minute as the rule is written. Get 5 net hits and the reduction is (60/5=12) 12 seconds. That can't be right. I'm taking this to mean that the "base time divided by net hits" means that that is how long it takes for the search to complete in total. So, 1 net hit on a 1 minute interval = 1 minute. 5 net hits on a 1 minute interval = the search takes 12 seconds.
[EDIT]
Updated search times as per the below.
Matrix Search w/Browse [6]: "Komun'Go Seoulpa overview" (http://orokos.com/roll/191328): 12d6t5 4
30 second base / 3 net hits = 10 seconds total
30 second base time / 3 net hits + 1 = 7.5 seconds total
Matrix Search w/Browse [6]: "Komun'Go Seoulpa activity in Seattle" (http://orokos.com/roll/191330): 12d6t5 2
30 second base / 3 net hits = 30 seconds total
30 second base time / 1 net hit + 1 = 15 seconds total
Matrix Search w/Browse [6]: "Relationship between Komun'Go Seoulpa and Choson Seoulpa in Seattle" (http://orokos.com/roll/191333): 12d6t5 4
30 second base / 3 net hits = 10 seconds total
30 second base time / 3 net hits + 1 = 7.5 seconds total
So, 50 30 seconds total search time. After that, Moto will spend some time researching both of the Seoulpa rings looking for known and suspected activity in Seattle on private boards and similar, for a Threshold 3 test with a base time of 15 minutes (due to Browse).
Matrix Search w/Browse [6]: "Komun'Go Seoulpa and Choson Seoulpa known and suspected activities in Seattle" (http://orokos.com/roll/191339): 12d6t5 3
15 minutes base / 0 net hits + 1 = 15 minutes total
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Some quick public Matrix Searches using my Browse program (threshold 1 with additional hits reducing search time by (base time divided by net hits)). I find this very odd, because the more hits you get the less time is reduced. 1 minute divided by 1 net hit is 1 minute, meaning the search is reduced by 1 minute as the rule is written. Get 5 net hits and the reduction is (60/5=12) 12 seconds. That can't be right. I'm taking this to mean that the "base time divided by net hits" means that that is how long it takes for the search to complete in total. So, 1 net hit on a 1 minute interval = 1 minute. 5 net hits on a 1 minute interval = the search takes 12 seconds.
Hmm the threshold is how difficult it is to get the info, any net hits (imo) is the added skill that makes the search go faster, but on 1 net hit you gain nothing. thus imho it should be:
base search time / (net hits +1)
1m/(1+1) =30s
1m/(2+1)=20s
1m/(5+1)=10s
the difference isn't much, but as the rule is framed it gives you zero reward for being above the threshold by 1 hit.
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For clarification, am I correct in my understanding that Cormack and the Baron have climbed three flights of stairs on the exterior of the building and are at the door that leads into the hotel?
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yes, they are on the 1st floor back entrance.
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yes, they are on the 1st floor back entrance.
So we're not on the third floor? I'm apparently having trouble visualizing this. Is the stairway internal to the building or on the outside (like a fire escape). Also... is this place open-roofed? It sounds like one f those buildings with a large courtyard in the middle that the rooms surround.
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they are on teh 1st floor, its sort of a fire escape, it leads just to the 1st floor, the interior stairwell and elevator lead to all the 3 floors.
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OK, so we do need to go inside the building to gain access to the third floor. So, there is a security door in the northwest corner, an interior stairwell in the northeast corner, an elevator in the southwest corner, and another door that leads to the first floor which I would guess is in the southeast corner?
Is the interior of the building open to the sky?
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For the record, Johnny is waiting for some confirmation from Dana that 312 is Oxy's room. Or to otherwise be directed to Oxycode's room.
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For the record Trisk, I am going to do my best not to knock you out or something if you do something crazy. ;)
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Moto is standing by with Suppressive Fire :D
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To surpress whom exactly ? :)
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Everyone. (https://www.youtube.com/watch?v=74BzSTQCl_c)
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(http://i1174.photobucket.com/albums/r617/Nuno_M_Santana/Plant1.png)
My bad on the description, it has a skylight in the middles of the building, the "fire escape" or "VIP" entrance is in the SE corner, the stairwell being in the back.
hope my crude drawing is more enlightening :D
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I'm actually really lost, but I guess it isn't important. LOL
Is that area with the arrows supposed to be the stairwell in the back? It connects to the elevator area then?
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yes :) i told you it was crude :D
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Ooooh. So that means the Orks that are inside the hotel are hanging out near the rear entrance, seeing as how they are near the elevator? Shit, that might change some things...
[EDIT]
Hehehe, also, Celtibero, you've put the South East entrance on the South West corner ;)
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typo, the drawing is correct (you really dont want to see the hand drawn.....) SE should read SW.... its like when they say for you to raise the right hand you raise the left... then an annoyed voice goes "your other right..." :D
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Running the scann on the door area, lets make sure the camera is dead!
http://orokos.com/roll/192195
Results 13d6t5: 6 [13d6t5=6, 2, 5, 4, 6, 4, 5, 1, 5, 5, 1, 2, 3]
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you don't spot any icon :)
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guh.. I though the elevator was more towards the front of the damn thing. Obviously, I should have go in through the front instead.
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Johnny does not have lockpicks or skill at picking locks, so he's asking Count Zorro if he has some way of remotely unlocking the door. He's asking Moto, too, because he's not entirely sure how the Matrix works, haha.
Perception check to see if he can smell Oxycode's meat rotting beyond the door. 2 hits: http://orokos.com/roll/192337
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Vandarl
I think Bewilderbeast just asked if you could open door 312 if it's locked; he's already right outside the door :)
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Vandarl
I think Bewilderbeast just asked if you could open door 312 if it's locked; he's already right outside the door :)
This is correct; Johnny is trying to open the door. If it's locked, he's asking Count Zorro to open it. Otherwise it's bashing time for the face with 2 Strength, I guess.
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OK, that makes so much more sense that what I read. :)
spoofing one lock in 5...4...3...2..1!
http://orokos.com/roll/192665
Results 13d6t5: 4 [13d6t5=4, 4, 3, 6, 5, 5, 4, 3, 3, 5, 3, 2, 3]
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Alright, ultra-sneaky Face mode activate!
First things first, a Leadership roll to make sure Dana stays quiet/cooperative. Basically just checking to make sure she accepts Johnny's authority and hopefully follows his lead. 5 hits: http://orokos.com/roll/192883
Second, a Perception check. Johnny's obviously not a medical examiner, but he can at least get an idea if the body is warm or cold, if rigor mortis has set in yet, if it's riddled with obvious bullet-holes, and so on. Only 1 hit though, sadly: http://orokos.com/roll/192887
Next, a Con fast-talk roll to keep Dana distracted. He's interested in her answers to these questions, but more interested in keeping her thinking than watching him try to snatch the 'links. 4 hits: http://orokos.com/roll/192888
Finally, moment of truth... a couple of Palming rolls to snatch the commlinks and stuff them into the pockets of his lined coat. First one is only 1 hit: http://orokos.com/roll/192889
Hmm... yeah. I'm going to spend a point of Edge to re-roll the failures on that one. Damn, much better, an additional 3 hits for 4 total: http://orokos.com/roll/192896
Second one is 2 hits: http://orokos.com/roll/192891
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Johnny makes one last Perception check for anything of value/interest in Oxy's room. 5 hits, rollin' hot: http://orokos.com/roll/193186
Also, out of curiousity, what sort of commlinks are they? Cheap meta links or higher-end models? Any visible damage on them?
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One is a Sony Emperor and the other is a Hermes Ikon, no visible damage on them.
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Quick Note: I am heading out of town today through Sunday. I will be AFK, but will have my cellphone. I may be able to post OOC from there. Thanks!
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ok info on commlinks, they are disconnected, not running silent, simply someone just switched them off, so no matrix icon nor anything.
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checking the gang and dwarf
http://orokos.com/roll/193254 Results 11d6t5: 6 [11d6t5=4, 3, 6, 6, 6, 6, 4, 3, 6, 6, 3]
Perception
http://orokos.com/roll/193255 Results 9d6t5: 3 [9d6t5=4, 5, 5, 3, 3, 1, 6, 4, 3]
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Sensor lock on the hobo in the back for Alpha-2:
Drone Active Targeting [3]: Vagrant (http://orokos.com/roll/193760): 9d6t5 3
Romeo-2 maneuvering back to the Roadmaster
Drone Maneuvering [3]: Romeo-2 (http://orokos.com/roll/193762): 9d6t5 2
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Yeah, Johnny's not scared of a horny hobo. In fact he's probably on a first-name basis with the guy. He just keeping heading toward the Captain and Mojo.
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martin: give me the call names of the drone, their types and position list
all: waiting on JackVII post (RL 1st m8, so no rush) so lets keep it as it is (positions wise)
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Alpha-1; Roto-Drone with Crokett EBR, 400m above main entrance, currently target locked on the biggest ganger outside.
Alpha-2; Roto-Drone with Ares Alpha, 400m above secondary entrance, currently target locked on hobo.
Romeo-1; Fly-Spy, following Johnny Juju out of Novelty Hills
Romeo-2; Fly-Spy with trid projector, was orbiting outside Novelty Hills, currently on its way back to Roadmaster.
Omega-1; Ares Roadmaster, currently being piloted by Moto to secondary entrance.
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Back. I didn't have nearly as much internet access as I thought I would.
@Celtibero: Do you still need a Perception test? If so:
Hearing Test: Perception (1) + Intuition (5) (http://orokos.com/roll/194379): 6d6t5 1
I've got a bit of work to catch up on, so I am not sure if I will get a post in this morning. Mojo's response is basically a look of disgust aimed at both the hobo and Cormack. If the hobo looks like he is going to be a significant problem, the Baron will consider a Control Thoughts spell.
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no, sodomite-wanna-be roll was difficult anyways, just handle him :D
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I'm going to wait to see what the guy says in response to the Captain
Also, the part about casting Control Thoughts on Trisk's character is merely IC stuff. I'm not a big fan of roll-playing against other players, I stick to role-playing for that... although I could see a few situations where it might crop up. LOL
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Jumped In Active Targeting Sensor Test [6]: Alpha-1 locking on to advancing gang member with Crockett EBR (http://orokos.com/roll/194526): 15d6t5 6
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Johnny just keeps heading to the back exit, figuring he can bluff his way past any horny hobos or ganger guards.
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Waiting to see how/if the hobo responds to the ork arrival. Also, do we have an ETA on when Johnny would be arriving?
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The ork who just exited, is that Dana? Moto and anyone who's been watching his feeds should be able to recognize her if it is...
-
you can do a perception roll (-2 for light) but you can (almost) safely assume its her.
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Wait, is that our Roadmaster or someone else's Roadmaster that just turned the corner?
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ask the driver :)
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I don't recognize if it is the vehicle I was just in 10 minutes ago? I just confused as far as the glaring deal and the non-specific location of the voice shouting.
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ok seriously, it's Moto's roadmaster, shouting voice is coming from the corner in your side of the building no perception roll, single ork. the voice is loud, chances are that more will listen.
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Cool. Do we need to roll initiative yet?
-
i guess that would be about right :D
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9 for initiative: http://orokos.com/roll/194760
Yeah, a combat monster Johnny is not. Hopefully not everybody will be dead by the time his IP comes around...
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Wait wait wait, I have the ork ganger target locked and I've been tracking his every move. I think it's safe to say that he hasn't noticed the drone tracking him in the air 400m up, so I definitely would get an ambush attack on him before he even moves his arm inside the jacket...
With that in mind, I'm posting my response. This would be the right time for everyone to head to the Roadmaster ASAP...
[EDIT]
Moto Jumped In Ambush roll (http://orokos.com/roll/194776): 14d6t5 6
Target number 3; Moto is not surprised...
Moto Jumped In Initiative (http://orokos.com/roll/194778): 12+4d6 21
Inititative roll could have gone better (two 2s, a 1, and a 4), but I'll take it...
Actions:
Free Action: Send Message (DNI)
Complex Action:
Firing a Semi-Auto Burst (3 rounds), with a -2 for visibility as per the perception roll, a -4 for the Ammo Whammy called shot Bulls-Eye Burst, and 3 Edge.
Sensor lock from earlier gives target a -6 to defend, though he shouldn't be getting a defense roll at all given the ambush. If we're using RG6 from Run And Gun, the shot gets +3 DV from the -6 defense reduction. If not, I'm fairly confident he's still dead given my roll...
Jumped In Gunnery, Edge [NA]: Firing Alpha-1's Crockett EBR at locked target (http://orokos.com/roll/194769): 21d6t5 11
Jumped In Gunnery, Edge [NA]: Re-rolling 6s (http://orokos.com/roll/194770): 9d6t5 3
Jumped In Gunnery, Edge [NA]: Re-rolling 6s again (http://orokos.com/roll/194771): 2d6t5 0
So, that's 14 net hits from the attack because of Edge, which makes the modified DV 12 + 14, with a base AP of 3 augmented to 9 for the called shot plus 4 for APDS. The total attack therefore is 26P -13AP. Pretty sure the ork is dead...
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Dead? More like a fine pink paste on the sidewalk!
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Nah, that only happens in movies; armor piercing rounds fired at human targets have a tendency to kill by concussive trauma, as the shock wave caused by the round passing through the body simply destroys the tissue surrounding the trajectory of the round.
In my estimation, the ork will have a single bullet wound despite the three rounds due to the called shot, but it'll run from the top of his head down through his spine or something equally gruesome. :D
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Initiative (http://orokos.com/roll/194802): 1d6+8 12
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Do we even need to roll now?
Physical Inititive (http://orokos.com/roll/194810): 2d6+9 15
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I'd say initiative is definitely necessary. Ganger had friends, after all.
Can I get an update on Bad Johnny Juju's situation? Where is he inside of Novelty Hills? How close is he to The Mystery Machine and the gang?
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en route, description coming up, but i figure he will be inside the elevator when he ears the shrill scream :)
oh wait... what scream? ;)
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Sounds good. Also:
Just a heads up, I'm going to a wedding this weekend. Most of my free time is spent preparing for this thing, unfortunately. I'll be scarce until Tuesday, and likely unable to post at all on Friday, Saturday and Sunday.
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Cool as cool, Celtibero. I look forward to dousing more gangers with hot lead...
Bewilderbeast
I was going to say that it might be safe to assume that Johnny makes a beeline for the Roadmaster, but at this point all the gangers are likely to rush the back entrance, so Moto might send him a message to head for the Stuffer Shack so Moto and the rest can move out of the alley before the remaining (still alive) gangers make the Roadmaster.
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i still need all the players initiative :)
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Who are you missing? Vandar? He is in the car, which just rolled up to the back of the alley.
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and you are correct sir, no need to wait ;) ill be masking a post later on
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I am sorry, I assumed you didn't need an init from me because I was in the van. Which is silly of me looking back on it. Here you go.
http://orokos.com/roll/195455 Results 2d6+8: 15 [2d6=3, 4]
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Soooo... now what?
Initiative order is as follows (summarized for my own sanity):
21: Moto (martinchaen)
15: Captain Cormac (Triskavanski)
15: Count Zorro (Vandarl)
12: Baron Mojo (JackVII)
Not sure who has higher Edge, Reaction, Intuition, or C... the hell is the C for again... Oh, right, coin toss... between Triskavanski and Vandarl, though I do suspect I just took my first action :D
[EDIT]
Oh, and Celtibero, this line might need a little editing or at least mention for future reference:
"A roadmaster comes cruising down the back of the building, inside, its occupants glare at the scene"
The Roadmaster will have tinted windows as a default, and a rigger cocoon for Moto. As such, no one would see into the vehicle, and at that moment only Count Zorro was inside, and at the time he was in full VR. :)
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Soooo... now what?
Initiative order is as follows (summarized for my own sanity):
21: Moto (martinchaen)
15: Captain Cormac (Triskavanski)
15: Count Zorro (Vandarl)
12: Baron Mojo (JackVII)
Not sure who has higher Edge, Reaction, Intuition, or C... the hell is the C for again... Oh, right, coin toss... between Triskavanski and Vandarl, though I do suspect I just took my first action :D
[EDIT]
Oh, and Celtibero, this line might need a little editing or at least mention for future reference:
"A roadmaster comes cruising down the back of the building, inside, its occupants glare at the scene"
The Roadmaster will have tinted windows as a default, and a rigger cocoon for Moto. As such, no one would see into the vehicle, and at that moment only Count Zorro was inside, and at the time he was in full VR. :)
I was assuming as much (tinted etc etc)
edit: it would need editing if it said: "outside they glared at the occupants of the roadmaster" one assumes that the occupants of the vehicles can glare at will, it can also be assumed that whoever is on the outside can glare at the the vehicle itself as the description does not mention any kind of glaring into whatever is inside... so... just glare away ;)
15: Captain Cormac (Triskavanski)
15: Count Zorro (Vandarl)
12: Baron Mojo (JackVII)
-> Dana
-> Sodomite-wanna-be
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My point was more that none of the occupants where actually in a position to glare at that point, but whatever, it's all good.
Also, what part if the ork is actually flying? I don't get that last description at all. A high velocity round passing through the body wouldn't even shake it, as soon as the target lost muscle control (typically when the round destroys the motor cortex) the body would just slump. Maybe I'm just misreading it, but I don't get it at least.
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Movie physics
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Movie physics
Gah, heresy. I hope not...
EDIT:
Triskavanski, was that your action by the way? If so, I believe Vandarl is holding his action (please do correct me if I'm wrong) as per his previous post, which leaves Baron Mojo.
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movie physics/ dragons flying / magic in the world -» suspension of disbelief... players are advised to keep it well cooled (the disbelief in question) and properly stored in a air tight container, refrigerator provides for optimal storage of your disbelief while in suspension.
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I personally think the "because magic and dragons!" argument is bogus since we still have gravity and Newton's laws of physics in Shadowrun, but whatever.
EDIT:
Sooooo... Is it JackVIIs turn or not?
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Yes the same law that does not affect people running on walls..... just go and put your disbelief in suspension least it gets spoiled will ya?
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I have a few requests:
1) Can we avoid the pedantry? Celtibero assumed the unenviable role of GM. The game is going to be described as he sees fit. If it bothers anyone significantly, I'd challenge them to start their own game. (To this specific issue, we don't know exactly how dense the bone of an ork's skull is. They get a significant increase to their Body, when compared to a regular human, so it isn't out of the question that their bone density may impact the way an ork's body reacts to a high velocity round than what we are accustomed to seeing IRL.)
2) With that said, can everyone double-check their posts and make sure their spelling and grammar are reasonably accurate and their posts clearly describe what is happening? I know I have had trouble muddling through a few posts due to misspelling/grammar or lack of clarity. I get that not everyone is a primary English speaker/writer, but greater care wouldn't hurt here.
If it is my turn, I need to know who/what I can currently see. I figure I can see the sexual predator and the prostitute, but I would be interested to know if I can see the other orks or not.
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Hehe, that's because people running on walls is perfectly plausible in the real world. And no matter how much bone density increases in orks, it would take a force of immense magnitude to lift a body off it's feet. Even then, my biggest issue was that the shot came from above, not straight on so to me it just didn't make any sense that he would or even could go flying anywhere.
And honestly, if the game doesn't make any sense I will challenge it, because that makes it a little hard to play. That being said, I've said my piece, so let's just move on.
(And JackVII, I am in fact running my own game; I joined this one because I felt like playing in one too; that doesn't mean I should expect this to turn into Matrixrun all of a sudden in my opinion; the world of Shadowrun has always been fairly grounded in reality in most areas, again in my opinion, so when that is changed on the fly I take exception, because my expectations are suddenly thrown out of whack. That is all. But I agree, enough of this and back to the thugs)
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@JackVII
You can currently see John the pirate heading calmly towards the van (i would say 2 initiative passes to get there and inside), the "sodomite-wannabe"" is in shock, the ork hooker is screaming.
The door is still ajar, the light condition are low (-2 penalty if not using any sort of visual help, cybereyes, goggles, etc etc)
The ork is down on the ground, and there seems to be no sound from the inside (or exterior) indicating that the other gang members are coming this way.
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Good, as long as everyone is okay with their objections being noted, even if there is no action, I don't really care.
@Celtibero: I'll get a post up here in a second.
Casting Control Thoughts spell on the prostitute
Control Thoughts (F4): Spellcasting (6) + Magic (7) (http://orokos.com/roll/196059): 13d6t5 4
Resist Drain (3S): Willpower (6) + Logic (5) (http://orokos.com/roll/196060): 11d6t5 7
No drain. She resists with Willpower + Logic. If I achieve net hits, she is mentally controlled until she breaks free. This requires reducing my net hits to zero by using a Complex Action on her turn to make a Logic + Willpower test with a dice pool penalty of 4.
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Hehe, that's because people running on walls is perfectly plausible in the real world. And no matter how much bone density increases in orks, it would take a force of immense magnitude to lift a body off it's feet. Even then, my biggest issue was that the shot came from above, not straight on so to me it just didn't make any sense that he would or even could go flying anywhere.
And honestly, if the game doesn't make any sense I will challenge it, because that makes it a little hard to play. That being said, I've said my piece, so let's just move on.
After giving it much thought:
Dully noted. If you do not agree with the description i will take that into consideration, and no, i will not change it because you said you disagree, i have asked for your opinion recently (the ballistic effect of the bullet) and acted accordingly because i believe you are correct after all things considered. but that is one issue, if you disagree on the way i make the description of the scenes the door is open, it was open to enter and it is still open to leave. and no, this is not an invitation in case anyone is wondering. The game is meant for people to have fun, if you believe there is no fun to be had or that the style of play is not what you thought then anyone is free to leave (myself included).
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It's all good, Celt, just voicing my opinion. You're the GM, it's your call. I'm having tons of fun :-)
Oh, speaking of movement; you said it would take the Captain 2 Initiative Passes to get to the vehicle. Movement in 5th isn't spread across passes unless the character chooses to do so, though, and movement speed is based on Agility. It would be easier for us if you reference distance instead of an abstracted time, as we can then determine if we need to make our characters walk or run to accomplish a goal.
Also, I'm looking at your drawing; how far from the staircase and door am I parked? It doesn't look like it should be more than a couple meters at worst, unless I'm parked around a corner or something.
Also 2, there's no -2 light modifier in the book, only 1 and 3; it's cool if you do your own, but that makes for another unknown for us in terms of things that need to be clarified (how much does ultrasound reduce that penalty vs thermovision, etc). I do hope we can all agree that the more we stay in accordance with the rules the less questions we have to ask and the more we can advance the game without interruption.
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Have a few moments pre-wedding... if Johnny's turn comes up, he'll pull out his weapon and rush toward the back exit and Moto's ride. He has a dicepool of 7 for Running checks, too, so maybe he can get some more speed if necessary?
But yeah, he's presumably still patched in to Moto's feeds so he has an idea of what's going on outside. He's gonna try and get out of there ASAP.
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Mazel Tov to the happy couple! :D
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@Bewilderbeast
Congratz m8 :)
@martinchaen
correct you are, read it wrong i have, -1 it will be.
edit: as for the distance, John is walking, even if its like 10m it still takes 2 passes, walk at leisure, open door get in etc etc, if he wants to run and you want to open the door its fine, its not likei am setting a dragon on you is it? oh... wait.. dragon... you see a sudden light burst as the flames engulf the roadmaster ;)
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Haha, just to be clear... not my wedding. One of my lovely cousins was getting married. It was a fun time, though.
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Coolio. Who's turn is it?
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back to top, 2nd pass, Dana and sodomite are "down for the count" orks are only moving last.
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Cool; mine is real simple.
Complex Action: Jump Into Rigged Device (Alpha-2)
Free Action: Send Message (two separate short messages, as per the Speak/Text/Transmit Phrase action with DNI.
But first, Penny Dreadful :-)
[EDIT]
Question:
What are the possible exit routes away from the building? I figured there would be a back alley that led to the parking lot somehow, but now that I'm revisiting the drawing I'm not so sure any longer. What are my options, here, considering I somehow managed to get the Roadmaster to the back of the building without driving past the gangers out front?
Can I assume that the Roadmaster is hidden behind the south side of the building? If not, I'll edit in a command to Omega-1 to have it move up X meters (where X is the number of meters of movement needed to have the vehicle fully obscured behind the building +1).
Also, how do we deal with drones and changing initiative? I just realized that I should probably roll for all my vehicles independently, but Romeo-1 and 2 are faster than all the other characters and would reach the vehicle at the same time they did or sooner, so only Alpha-1, Alpha-2, and Omega-1 really need rolls. So, here they are just in case, and we can either just subtract 10 from each to represent the one initiative pass and/or (and being my preference) have them act immediately after Moto acts if they have higher initiative. Thoughts?
Drone Initiative (Alpha-1, Alpha-2, Omega-1) (http://orokos.com/roll/196720): 6+4d6 22 6+4d6 22 6+4d6 20
So, Alpha-1 and 2 would act right after Moto on 11, since I just jumped from one to the other (presuming I retain my own initiative of 21), with Omega-1 following right after on 10. Sound good?
Roll for Alpha-1 understanding and executing order given:
Drone Pilot [3]: Understand order given (http://orokos.com/roll/196734): 9d6t5 4
Limited to 3 net hits, which should be more than enough to make it fire a single Semi-Automatic shot at any armed target that comes into it's view based on the phrasing of the order.
New initiatives for IP2:
11: Moto/Alpha-2 (martinchaen) (hovering over secondary entrance)
11: Alpha-1 (hovering over Omega-1 and holding action to fire at armed target closest to Omega-1)
10: Omega-1 (Roadmaster may move forward a little to become fully obscured behind structure if needed)
5: Captain Cormac (Triskavanski)
5: Count Zorro (Vandarl)
2: Baron Mojo (JackVII)
???
1: Moto/Alpha-2 (martinchaen)
1: Alpha-1
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If I understand that Johnny has successfully exited the building, I'm heading for Rolling Thunder as quickly as possible. Once inside, I'll release Dana so she can kick that dude's ass.
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Seems like it, JackVII.
All right, Vandarl, you're up.
11: Moto/Alpha-2
11: Alpha-1 (holding action)
10: Omega-1 (holding action)
5: Captain Cormac (Triskavanski)
5: Count Zorro (Vandarl)
2: Baron Mojo (JackVII)
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I've returned from my trip, but I'm a bit travel sick. I'll try to get a post up tomorrow.
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It's all good, Bewilderbeast, Celtibero moved you out of the building and to the van :D
Hopefully, you'll all be inside by the start of the next Combat Turns first Initiative Pass, so we'll be on our way shortly.
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Martin, thanks for keeping tabs and put it into perpective (initiative).
I am dead tired, just dallying here in fron oof the PC but too damn tired to make a post, one coming up tomorrow gents and sorry for the delays.
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Soo. Do we wait around for Vandarl to post his initiative pass or do we move on; he hasn't been online for two days. Count Zorro is in the van already, and his last post was to essentially assist anyone needing help getting back into the van. In the interest of getting the hell out of dodge and because we only have one more initiative pass before everyone is inside which hopefully means we'll manage a clean getaway, can we just move along?
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Cool as cool, Celtibero.
By the way, found this cool map of the Barrens; never seen it before, figured I'd share.
http://redmondmedical.wikispaces.com/file/view/Redmond_Map_Manifest.jpg/79223765/Redmond_Map_Manifest.jpg
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I know very little about Shadowrun's version of Seattle. Or... the real version of Seattle, if I'm totally honest. Can anybody give me more detail on these neighborhoods? Never even heard of the Plastic Jungle, for example.
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The book Seattle 2072 (4th Edition) has a lot of information on these areas and the rest of the Seattle Metroplex. I believe the map in the above link is from the 1st Edition Seattle Sourcebook, on which someone has drawn in the rough area borders with markers to help identify some of the distinctive areas of the Barrens.
That being said, here's a brief overview of the areas presented, taken from Seattle 2072:
Bargain Basement:
This area used to be home to the most upscale apartments and condoplexes in Redmond, but that was forty years ago, before the Crash. Now, most of those buildings are slowly decaying, occupied by squatters or claimed by slum landlords backed up by criminal syndicates, their power coming from illegal hookups. A three-bedroom luxury condo once owned by a single corporate middle manager is now home to three different families sharing the common kitchen area and making do with boiling water on a hot plate since the stove stopped working years ago.
The Crash Zone:
Listed on the map as Carnation-Seattle Ranch, according to Seattle 2072 was the site of a spacecraft crach in 2059. The explosion and ensuing fires destroyed structures in a nearly three-kilometer radius, and killed most of the area’s few thousand inhabitants. The remaining fuel on board the spaceplane was sufficient to cause fires hot enough to fuse the ground into glass at the center of the crash site.
One of the worst side effects of the crash was damage to the nearby Seattle Metroplex Reformatory. The prison was in pretty bad shape even before the equivalent of an explosive ICBM hit Redmond. After the crash, hundreds of prisoners rioted. A mass jailbreak ended in the deaths of most of the prison guards and staff, with the prisoners in control of the facility, the largest intact building near the blast-zone. The former inmates from the Reformatory quickly claimed control over the whole of the Crash Zone and began scavenging whatever they could from the ruins. The zoners fiercely defend their territory using weapons from the former prison, but they are allowing squatters to set up in the area, so long as they recognize their authority.
Glow City
The partial meltdown of the Trojan-Satsop nuclear plant in the southeastern area of Redmond some sixty years ago contaminated Beaver Lake and the surrounding land for kilometers with radioactive particles. In 2028 Shiawase Atomics built a new plant next to the rusting hulk of the old one, reasoning that the already contaminated land would be available for development on the cheap (they were right).
After the Ghost Dance War and later the Crash of ‘29, squatters and refugees moved into the abandoned area nicknamed “Glow City,” taking over empty buildings and facilities and setting up their own tent cities and ghettos. The metroplex government made some token attempts to remove them, but quickly gave up, and the squatters stayed. Since then, the transient population has continued to grow, despite the incredibly high death rate from cancer and radiation sickness, to say nothing of the massive infant mortality rate and some of the hideous radiation-induced mutations. Some magicians have done their best to help the locals cope using healing magic, but their efforts are too small to make much of a difference.
The Plastic Jungles
The Plastic Jungles are quite a sight, even by Seattle standards. Acres of dirty grayish and tattered canopies of bioplastic stretched high overhead from support struts create a near-tropical world underneath, warm and filled with greenery, the rainwater and (to a degree) the air filtered by the bioplastic netting and the plant-life. There are small trees and bushes, creeping and climbing vines, and exotic flowers in every color of the rainbow, filling the air with a heady scent. Under the foliage are tents and shelters built out of discarded bioplastic sheeting, scrap wood and plastic, thatching and materials harvested from the jungles. It is a strange indoor-outdoor rainforest on the outskirts of one of the largest cities in the world.
The Rat's Nest
Officially the North Seattle Refuse and Reclamation Center, the Rat’s Nest is a huge, open-air landfill several kilometers across. Just north of the Snoqualmie River, not far from the edge of the Salish-Shidhe border, it is a regular point of contention between the metroplex and the Sovereign Tribal Council, since toxins from the dump leech into the soil and groundwater and refuse to respect political borders for some reason.
Touristville
The only marginally safe area of Redmond borders Bellevue, near the offices of the so-called Redmond District Government. Known as “Touristville,” this is where the tourists and slummers from Bellevue come to experience the thrill of “the Barrens” and hang out in sleazy clubs. Knight Errant has started patrolling here, but the smart citizens bring along their own protection, either packing heat or (if they can afford it) having their own bodyguard.
The Verge
Not depicted on the map is an area called The Verge, located just east of Bargain Basement. Novelty Hills would technically be located in this area.
The last major eruption of Mount Rainier sent tons of ash pouring down on the south and eastern parts of the Seattle metroplex. One heavily affected area was the border between southeast Redmond and Salivsh-Shidhe territory, now known as the Verge. Both sides of the border largely washed their hands of having to clean up or deal with the ashfall, since they had other priorities. Federated-Boeing negotiated the purchase of the land with the metroplex government, largely as a public relations move. There were press releases, video statements, and a little ceremony about how FB could develop the area, then nothing. Maybe the whole stunt didn’t generate as much good press as FB hoped, or they just lost interest. Whatever the case, the squatters soon moved back into the area, taking over the empty buildings and storefronts, digging things out as best they could, and life (such as it is) resumed.
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OK, I was going to summon a spirit to watch me while I napped, but realized that it didn't really take us all that long to get here, so it might not take us that long to get back. I am going to save the summoning roll since I end up taking a box of stun damage from it, but will apply it at a point where the Baron can reasonably expect to get at least an hour's worth of rest, if that is okay with you Celtibero. If not, not a big deal, I'll have the spirit with me for when I do take a nap. Just let me know.
Here's the roll for the summoning:
Summoning a F2 Spirit of Man to basically serve as a watcher.
Summon F2 Spirit of Man: Summoning (6) + Magic (7) - Wounds (1) (http://orokos.com/roll/197926): 12d6t5 6 2d6t5 1 11d6t5 1
Can't catch a break on drain resistance tests. Jeez...
If possible, I am going to try to rest in the vehicle and recover some of my stun damage. Not sure how long it is going to take until we get to our destination. If we know it isn't going to take more than 15-20 minutes, he would wait to summon the spirit for when he would expect to get a chance to rest.
Keeping the IC post text here if I need to update my post
Feeling that a nap might help his headache, but not entirely trusting the folks around him, Mojo slipped his senses into the Astral. Focusing himself, he a weak spirit of man whose sole purpose was to watch over him and wake him up if anything untoward happened. Given their surroundings, it wasn't entirely unusual that the spirit took the form of a miniature version of Moto's truck, albeit with a giant rack of KC flood lights along the grill and on top of the roof... all pointed in Cormack's direction at the moment. Summoning the little spirit winded the mage further, but he hoped to get some rest immediately.
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Moto could always take the long route, and we could just handwave that traffic was bad or something, and make it one hour to get to the Banshee.
[EDIT]
JackVII
I modified my post so that you and Triskavanski's posts came in sequence rather than disjointed after Moto had already pulled away. I also slightly modified the ETA, so you can have time to rest before we make it to the Banshee. Call it evasive driving with a lot of doubling back to make sure we're not being followed. Moto is fairly paranoid to begin with, so it suits his character pretty well in any case.
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I'm just not sure if Celtibero is going to allow a moving truck to be considered an appropriate place for resting. I'll wait to roll a recovery check until I get a response.
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Resting doesn't mean sleeping though. And as a veteran I would challenge anyone claiming that you can't rest in a moving vehicle; if I can sleep while strapped into the back of a C-130 Hercules, most people can rest in a car :-)
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Its funny that some onetook the guy dressed up like a pirates' comment about simething being a land boat as an insult
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Moto is particular about his vehicles. Also, his backstory gives the reason for why he dislikes water. So yeah, calling his pride and glory a "boat" did not go over well :-)
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Resting doesn't mean sleeping though. And as a veteran I would challenge anyone claiming that you can't rest in a moving vehicle; if I can sleep while strapped into the back of a C-130 Hercules, most people can rest in a car :-)
Sure, I fell asleep on the C-130 during jump school. The engines actually give off a nice bit of white noise that makes falling asleep particularly easy. That doesn't necessarily mean it was high quality rest though, IMO. So yeah, I'm waiting for a GM opinion on this one.
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Fair point :)
Though given the fact that there is a whole table of Healing modifiers, I'm sure the back of a car will count as one of the following:
Good conditions (sterilized med facility) +0
Average conditions (indoors) –1
Poor conditions (street or wilderness) –2
Bad conditions (combat, bad weather, swamp) –3
Terrible conditions (fire, severe storm) –4
To my mind, it'd be either average or poor conditions, with my money on average (you're indoors, comfortably seated and secured, and just like on the C-130 the engine makes a nice rumble :) ).
Moto also has a Rating 6 medkit in the back of the Roadmaster; if Mojo talks about recuperating at all, Moto would likely offer assistance.
Scratch that, silly magicians and their Drain. Only Medicine can help in that case, right?
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OK, I was going to summon a spirit to watch me while I napped, but realized that it didn't really take us all that long to get here, so it might not take us that long to get back. I am going to save the summoning roll since I end up taking a box of stun damage from it, but will apply it at a point where the Baron can reasonably expect to get at least an hour's worth of rest, if that is okay with you Celtibero. If not, not a big deal, I'll have the spirit with me for when I do take a nap. Just let me know.
Here's the roll for the summoning:
Summoning a F2 Spirit of Man to basically serve as a watcher.
Summon F2 Spirit of Man: Summoning (6) + Magic (7) - Wounds (1) (http://orokos.com/roll/197926): 12d6t5 6 2d6t5 1 11d6t5 1
Can't catch a break on drain resistance tests. Jeez...
If possible, I am going to try to rest in the vehicle and recover some of my stun damage. Not sure how long it is going to take until we get to our destination. If we know it isn't going to take more than 15-20 minutes, he would wait to summon the spirit for when he would expect to get a chance to rest.
Keeping the IC post text here if I need to update my post
Feeling that a nap might help his headache, but not entirely trusting the folks around him, Mojo slipped his senses into the Astral. Focusing himself, he a weak spirit of man whose sole purpose was to watch over him and wake him up if anything untoward happened. Given their surroundings, it wasn't entirely unusual that the spirit took the form of a miniature version of Moto's truck, albeit with a giant rack of KC flood lights along the grill and on top of the roof... all pointed in Cormack's direction at the moment. Summoning the little spirit winded the mage further, but he hoped to get some rest immediately.
as long as the other members don't start pulling practicall jokes on you and you guys dont enter a war zone nor find yourselves engulfed by a dragons flame i see no reason why you should not rest ;)
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as long as the other members don't start pulling practicall jokes on you and you guys dont enter a war zone nor find yourselves engulfed by a dragons flame i see no reason why you should not rest ;)
Awesome, this is the exact reason I conjured up that spirit. So, if we're allowed an hour to rest, I'll conjure that spirit and make a healing test.
Healing Check: Body (3) + Willpower (6) + Quick Healer (2) (http://orokos.com/roll/198084): 11d6t5 3
Down to one box of stun and no penalties to track.
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as long as the other members don't start pulling practicall jokes on you and you guys dont enter a war zone nor find yourselves engulfed by a dragons flame i see no reason why you should not rest ;)
As funny as it would be to draw dicks on Mojo's face like he's a passed out college freshman, the fact is over half our team makes frequent use of hostim or astral projection. It'd probably look bad if half the team shows up to a meet with Sharpie mustaches.
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And that is why Moto has his own part of the vehicle all to himself :)
[EDIT]
Hey guys, should we be worried? Vandarl hasn't been online since May 27th, and he hasn't responnded to a PM I sent him. How long do we wait before moving the action on?
I didn't want to post anything until he'd had a chance to examine the commlinks...
Also, with Stolen Souls released, Celtibero, will you allow things like spoof chips, morphing license plates, and the various emergency light equipment described in the book? When I created Moto for SR4, I had all those upgrades on the Roadmaster, but left them out in SR5 as they obviously didn't exist. With the upcoming payday, Moto is going to ask Valkyrie to acquire some of them and install them himself.
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ok, 6h to vandarl, i pmed him, 6h and ill be npcing the char
illget back to u on the stolen souls martin.
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Sigh... I still haven't picked up Run and Gun. I'm too broke! Stolen Souls sounds awesome and frankly interests me more.
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Whoops, I knew I'd left something out.; must have decided to hold off on a jammer until I could get a high rating one. And it doesn't look like I can provide jamming at all, as the Jam Signals Matrix action requires an Attack action (which I think is weird; filling the airwaves with Static should be a Data Processing action to my mind, but it looks like the developers really screwed Riggers over in this edition, seeing as how Riggers can't really do much on the Matrix at all except rigging...).
One more thing on the shopping list, then... I'll be contacting Valkyrie to get me;
1x Morphing License Plates (availability 8F, 1000¥, base delivery time of 1 day)
1x Rating 6 Area Jammer (availability 18F, 1200¥, base delivery time of 2 days)
1x Spoof Chips (availability 8F, 500¥, base delivery time of 1 day)
Valkyrie's avail rolls:
Valkyrie Swag Roll [7] (http://orokos.com/roll/198600): 17d6t5 5 17d6t5 6 17d6t5 6
Valkyrie's opposed rolls:
Valkyrie's Opposed Swag Roll (http://orokos.com/roll/198601): 8d6t5 4 18d6t5 6 8d6t5 2
All right, so the Morphing License Plates takes 1 day, the Rating 6 Area Jammer takes 4 days (booo), while she can get the Spoof Chips in just 6 hours (1 day = 24 hours / 4 net hits).
Presuming we're using the Run & Gun modification rules for weapons for automotive gear as well (the rules port over nicely enough), I'll roll to see if Moto knows how to install the mods himself. If not, he's going to key off a couple Matrix Searches for some plans to install the Spoof Chips and the Morphing License Plates while on the road/during whatever comes next.
Automotive Mechanic + Logic (4): Knowledge test for Spoof Chips and Morphing License Plate installs (http://orokos.com/roll/198602): 12d6t5 6 12d6t5 5
So Moto already knows how to install the mods.
I'll leave it up to you Celtibero to give me a threshold for the Build/Repair test; for reference, in SR4 Spoof Chips required a Hardware + Logic (2) test, while Morphing License plates required no test at all to install.
If you go with the Hardware + Logic test, Moto will succeed.
Hardware + Logic (2): Spoof Chip install (+1 Superiour Working Conditions (Workshop with Tool Shop), +1 for AR) (http://orokos.com/roll/198604): 11d6t5 4
These are all future actions, though, just rolling for my own sake as I looked all of this up before starting work :)
Carry on.
[EDIT]
Sooo... how are we getting further, Celtibero? I think we're waiting for Vandarl to actually take a look at the links while en-route to the Banshee, no?
Moto would park somewhere else this time around, something like an alley behind the main entrance of the Banshee instead of out front. Feel free to move the action along, as Moto has done all he needed to until we arrive.
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It's the stupid but more fun option. I'm in favor of cracking open the commlinks. Bad Johnny Juju will do nothing to stop it.
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Baron Mojo would argue that it wasn't professional, but he's resting/sleeping at the moment so his opinion isn't really relevant.
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Just realized Vandarl posted earlier about a health scare; hope he's ok...
Are we waiting for something? If not, it's up to you Celtibero; Count Zorro can jam the airwaves with his deck, and I can take a look at the links using my RCC with inherent noise reduction + Signal Scrubber + the ability to Compensate On The Fly.
Just in case he rolls well:
Compensate on the Fly [6] (http://orokos.com/roll/199306): 17d6t5 4
So, with my Proteus Poseidon RCC (Device Rating 5) using one program slot for Virtual Machine (Signal Scrub, Toolbox) and 4 slots for noise reduction, and Compensating on the Fly with 4 net hits, I'm up to 2+4+4=10 Noise Reduction. I'm confident he doesn't have the capability to exceed that (unless he uses edge, and even then that's a long shot), so I'll be able to take a long, hard look at each link as he powers them up.
Matrix Perception Test [6]: First commlink (http://orokos.com/roll/199310): 12d6t5 6
1 hit to spot the icon I'm looking for
1 hit to check for it's commcode
1 hit to check for data bombs
1 hit to check the last Matrix action it performed
1 hit to check for the most recent edit date of any file
1 hit to check for file protections
Matrix Perception Test [6]: Second commlink (http://orokos.com/roll/199311): 12d6t5 2
1 hit to spot the icon I'm looking for
1 hit to check for it's commcode
1 hit to check for data bombs
Matrix Perception Test [6]: Second commlink, later on (http://orokos.com/roll/199312): 12d6t5 3
1 hit to check the last Matrix action it performed
1 hit to check for the most recent edit date of any file
:D
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How much Noise is there? Barrens is usually 2 or 3, IIRC.
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should be correct, 2 or 3 at most.
I´ll be doing a post later tonight, lots of work so you'll have to excuse me for the slow rate gentleman ;)
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All good Celtibero.
By the way, what kind of models are they, do we know?
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i did describe them in an earlier post if i recall correctly, ill have to go through the posts, but i am pretty sure its there somewhere.
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Hidden device has a device rating 5.
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Matrix Perception Test on the second device;
Matrix Perception [6]: Hidden device (http://orokos.com/roll/199505): 12d6t5 3
1. Presence of data bomb.
2. Presence of file protection, and rating
3. Last Matrix Action performed
Taking a second look at all three devices to look for ownership information:
Matrix Perception [6]: Looking for ownership information (http://orokos.com/roll/199506): 12d6t5 4
Essentially, this equates to looking for the marks on an icon, to determine who has 4 marks on it.
Finally searching the Matrix by cross-referencing the owernship marks and the commcodes; looking for non-publicized information (threshold 3).
Matrix Search [6]: Cross-referencing device commcodes with owner marks (http://orokos.com/roll/199507): 12d6t5 3
Takes 15 minutes.
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RL imposing on me, ill have to asl for you guys to have patience, post coming up as soon as i can (probably tomorrow after lunch service).