Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: martinchaen on <09-01-14/0912:53>

Title: [OOC] Cry Havoc!
Post by: martinchaen on <09-01-14/0912:53>
All right folks, let's begin :)

Go ahead and make your first post your character sheet; I'll have an overview right here from the recruitment thread so you can all remember who's who.

Vulcan International:
General Mark "Hellboy" Wilhelm was born in the early 2020s and saw his home of San Francisco razed at the hands of the Japanese Imperial State in '36. He joined the resistance when he was only 15 years old, and participated in successfully scuttling a JIS warship blockading one of the shipping channels of the San Francisco Bay, an action that landed him in prison for nearly a decade before he bravely escaped. The general saw the ruthless effectiveness of Tsunami, a Private Military Corporation employed by the JIS, up close and personal during the invasion of California and with funds "liberated" from Tsunami safe houses in retaliation for their involvement with JIS operations, created Vulcan International in 2049, focusing on guerrilla operations in hazardous environments.

Fast-forward a few decades to 2075, and Vulcan International is on the cusp of earning an A-Rating by the Corporate Court. With operations in some of the worst locations in the world, including Chicago, Lagos, Bogotá, GeMiTo, the SOX, and Sarajevo, General Wilhelm plans to leverage the organization's operational effectiveness as a tool to gain extraterritoriality. Vulcan International has strict hiring practices that includes physical and mental acuity tests, though they do not discriminate based on gender or race. The company pays well because their people are deployed to some of the worst imaginable places in the world, but enjoy a high mission completion rate due to the exceptional training and equipment their operatives receive.


Viper Team:
Viper-1: Captain Antala "August" Marquis; human male, mid 40s; team lead and ranking officer (played by rednblack)
Viper-2: First Lieutenant Thomas "Nightingale" Robards; human male, late 20s; magic specialist and medic (played by reyjinn)
Viper-3: Chief Warrant Officer Jack "Wires" Willes; ork male, early 50s; matrix specialist and rigger (played by Ravensoracle)
Viper-4: Staff Sergeant Charles Ray "Chuck" Mitchell; human male, early 40s; heavy weapons specialist and demo man (played by Koshnek)
Viper-5: Sergeant Jane "Weedy" Smith; "ork" female, early 20s; scout (played by Poindexter)
Viper-6: Sergeant Thomas "Jack of Hearts" Calhoun; human male, late 20s; marksman (played by Blazrath)


More info to come.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-01-14/1227:16>
Alias: Weedy, Jane Lee, Viper 5
Name: Might as well be Weedy for all she knows
Race: Ork  ;) ;)
Role: Direct Combat/Scout
Short Background: Abandoned as a child in the 2050's shortly after everything turned to shit in chicago and forced to raise herself on the streets, Amid the chaos. She was small, quick, fast, and nimble, so she could fit into places and climb up things that most people couldnt. That alone would have allowed her to survive longer than most, but she was also incredibly intelligent, crafty, and creative, allowing her to not just survive on her own, but to thrive. She made a living for herself scavenging equipment from dead soldiers and mercs sent into the combat zone, then selling it back to their employers. It wasn't long before she'd amassed a decent amount of money for herself, as well as a substantial knowledge of not just the city and the various dangers that inhabit it, but also the tactics of those brave enough to venture in, both wise and foolhardy. She decided to spend a huge chunk of change to upgrade herself and begin selling her services as a guide to these men intent on going in. That's where the real money was, especially considering she could continue to do her scavenging business on the side. Not only that, but she finally had a simrig and could start recording and selling her adventures as well. She's all about that jing.

It's been four years since then. Four highly profitable years. She's made good connections with most of the local names on the who's who list, not due to her congeniality, but her reputation, which is immaculate. Never once has she even been accused of fucking up, getting someone killed, leading a group into a trap, nothing. Eventually, her name was heard by August, who hired her on as a temporary consultant/guide, but was so impressed with her work that he eventually recommended her for a permanent spot at VI. She and August have in the 2 years since then become the best of friends, trusting eachother implicitly. More than anything, she wants to retire peacefully on a ranch and watch horses or sheep or whatever all day from her porch, drinking iced tea like those old ladies in the commercials, but there never seems to be enough money to do that the way she'd like to. Plus, she loves August like the family she never knew by now and if he's going back into bug city, he damn sure aint going without a guide.

It aint all been money and friend makin though. Shit is rough out there in the CZ, and always has been. In her quest to always be faster, always be stronger, she's developed a couple addictions. Y'know? First ya need something to give ya that edge, then ya need somethin ta take it off. Few years go by and you're a regular customer. Could be the fucked up childhood, the fucked up adulthood, or all the drugs, but she hasn't been sleeping very well lately either, despite the fact that she sleeps far more safely these days than she ever has before. Within the last couple weeks, she's also started to get into BTLs. Mainly tripchips, but she also really enjoys moodchips.

Short Physical Description: She's short and small framed, even for an elf, but is covered in taught, cut muscle hardened over years of hard work. Her hands are calloused and she's always bleeding from some minor cut or scrape somewhere on her head, hands, knees, elbows, or something all the time. She wears a minor scowl most of the time, giving off an aura of cold hearted, emotional void although she actually has a warm heart underneath it all. She's one of those elves that just looks like a 14 year old human, and probably will till she starts getting some wrinkles, and she hates it, so she over accentuates her muscular arms and shoulders in her clothing whenever she can, trying to seem very masculine. She's even gone so far as to wear a bright green mohawk up until recently, but since shaving it off 4 days ago, she just has a green streak going down the middle of her buzzed off black hair and is considering growing an afro, but isn't sure how practical that would be. She has dark ebony skin and bright green eyes, a wide short nose, high cheekbones, and a strong wide jaw. 

Not that you'd know what her real face looks like anyway. Realizing that the predominant demographic of mercs and the employers thereof were men and that they had alot more respect for the battle prowess of orks than elves, not to mention far less sexual fetishization thereof, she's been an ork impersonator for about 4 years now. Had the tusks and everything implanted along with the chrome. She's short for an ork, but her Or'zet is flawless. No one, i mean NO ONE, not even August knows she's really an elf. I mean sure, the doc knows, but he's in another country, and frankly, couldn't care less.

August
In a lake of gasoline, if August said "light a match" she'd do it. Take a bullet? sure. jump on a nade? yup. Snatched up in the jaws of some egg laying horror? If it meant gettin him out? without a second thought. She knows he'd do the same thing for each and every member of the team... and he'd think about it less. August is the only person in the world she truly loves, and she secretly hopes that if he can find his wife out there and reunite his family one day, that they'll let her be a part of it.

Chuck
She wasn't sure what to think of the cigar smoking "good ol boah'" with the cold eyes when she first met him, but she's figured enough out about him to like him. She doesn't know what he's seen or what he's done, she just knows it was bad enough that he doesn't talk about it BUT that he was too tough to let it snuff out that light in him all the way, like it does most people. She'd never accuse him of it, but she believes he still just might be an idealist underneath all the bullshit. She's never met one of those before.

Jack of Hearts
On one hand, Jack is cool for a human male. He's obviously paid his dues and if his files are accurate, he's seen some shit no one should ever see and came out of it. He's reliable in a fight, and he does his frakkin job without a big deal being made about it. Somethin bout him though. Weedy can't tell if it's his model good looks, his over poetic way of putting everything, the frakkin dragontooth necklace he CANT WAIT to tell you about and show ya the scar from, or the fact that he cares so much about expensive clothing. But something about him rubs her the wrong way. There's no ill will between them, she just knows they're cut from different cloth.

Wires
Weedy didn't know orks could GET as old as Wires claims to be and she means to soak up all the wisdom he has to offer before he's out of time. She looks at Wires like a big brother, and the two of them constantly talk shit, slap box, wrestle, and generally fuck with eachother. Wires is really the only one who can make her smile. On the few occasions that Weedy goes out to socialize, it's cause Wires insisted.

Nightingale
It's scary having a mage around, considering how it usually goes for them in the CZ, so it took a while for Weedy to trust him. He was too professional to let it get to him though, and now the two of them are nearly friends, although Weedy purposely keeps her distance from him in case she has to make a tough decision one day. Her favorite thing about Gale is that he keeps it real professional, like you can tell he's used to being the only one around who HAS any professionalism and leading by example. She also respects him cause despite a history of being run through some of the worst wringers this world has to offer him, he still has a decent heart in him.

Stats
bod- 3
agi- 6/9
rea- 4/5
str- 3/6
wil- 4
log- 3
int- 5
cha- 3
edg- 4
ess- 1.05
ini- 2d6+10


composure- 7
judge intentions- 7
memory- 7
lift- 9
phys limit- 7
mental limit- 5
social limit- 4

karma: 2

-qualities
Natural Athlete
Insomnia (basic)
Ork Poser
Zen addiction moderate
jazz addiction moderate

-knowledges
Or'Zet                                  4
Street: Chicago Knowledge 5
             Magical Threats         4
              (bug spirits)              (6)
Interest: 1950's rock              4
                Vintage toys             5
profession: Small Unit Tactics 5 
                       (urban)                 (7)     

-skills
Athletics group 4
 running
 swimming
 gymnastics
Outdoors group 6
 survival
 tracking
 navigation
Firearms group  4
 pistols
 automatics
 longarms
Archery  3
Armorer  3
Computer 1
First Aid  1
Free-Fall  2
Gunnery  2
Heavy Weapons  5
 (Assault cannons)  (7)
Instruction 2
Locksmith 1
Negotiation  1
 (price haggling) (3)
Perception  6
 (hearing)  8
Sneaking   6
 (urban)   8
Throwing 4
 (non aero) (6)
Unarmed  4

Lifestyle: Barracks with team

-upgrades
Titanium Bone Lacing (delta)
Cyber-eyes (3) (std)
 low-light
 thermo
 flare comp
 smartlink
 vision mag
 vision enhance (2)
Datajack  (std)
Muscle Replacement (3) (beta)
Simrig (std)
Wired Reflexes (1)  (beta)

-weapons
Survival Knife (right boot)
Bow (6) (worn)
Defiance EX shocker (left pec holster)
Ruger Super warhawk (Right hip holster)
 smartgun internal
 flashlight, infrared (top)
 gecko grip
 quick draw holster
AK-97
 smartgun internal
 gas vent 3
 underbarrel nade launcher
 gecko grip
 flashlight, infrared (top)
 sling
Remington 990 throwback (rear holster)
 Side mount (top and bottom)
 Laser sight (top)
 Flashlight infrared (bottom)
Ares Thunderstruck Gauss Rifle
 laser sight (top)
 shock pad
 smartgun external
 gecko grip
 sling
Frag grenades

-armor
Armor vest
Ares Victory Big Game Hunter
 Custom fit
 gear access
 YNT softweave
 Radiation shielding (4)
 ruthenium polymer (2)
 chemical seal
 chemical protection (6)
 Holster
 biomonitor
SWAT helmet
 Sound filter (1)
 spacial recognizer (3)
 respirator (6)

-gear
Std credstick (1250)
Transys Avalon
 Hot sim mod
 linguasofts (1)
  yiddish
  italian
  german
  polish
  spanish
  mandarin
  tagalog
  korean
Handheld sensor (3)
 ultrasound
 olfactory sensor
 geiger counter
lockpick set
monofilament chainsaw
crowbar
climbing gear
rapelling gloves
armorer kit
survival kit
medkit (3)
2 trauma patches
10 doses jazz
10 doses long haul
30 doses zen
2 tripchips
4 moodchips (serene)
micro-transceiver
box taser darts (50)
box shotgun ammo APDS (50)
box assault rifle ammo explosive (200)
box assault rifle ammo APDS (100)
box heavy pistol ammo APDS (50)
box assault cannon ammo (100)
box frag grenades (30)
5 explosive arrow heads
4 std arrows
1 screamer arrow head

-papers
Fake SIN (5) Jane Lee, merc
 concealed carry lic (5)
 firearms lic (5)
 chrome lic (5)

-contacts                      loy    con
Comm, Arms dealer         1      5
 Comm is the slickest human she's ever met. The name is short for communist, cause he's obsessed with the socialist/marxist manifesto and hypes it up every chance he can get. This kid is still young, attractive, and full of himself. Kindof a jerk, but she's been doing business with him for 8 years now under two different identities and she knows she can trust him.

Gang liutenant            1      4
 Zhang has been with the ancients since he could hold a blade and he's always looking for a reason to use it again. He's a fat broad shouldered chinese american elf who chainsmokes imported bidi's from Bali. He's a TINY bit smarter than most of the people he knows and over the years this has given him an inflated sense of his own intelligence. He honestly believes his power comes from his just-above-average brainpower and not his complete ruthlessness and capacity for violence. The two of them don't like eachother, but the relationship is mutually beneficial.

Polish troll union leader 1      3
 Oskar Pijonowski has a lot of weight to throw around, both literally and figuratively. Yes, the big overweight balding comb over wearing bastard used to box in his youth, but his real strength lies in his complete control of the Chicago steveadore's union, which has control of Monroe harbor, more or less. He doesn't like doing business with weedy, cause she's a woman, and cause she's an ork, AND cause she's black, but they've been doing business and exchanging mutually beneficial information for years now and neither sees any reason to fuck with the formula.
 
Mechanic                  2      1
 Dookey was never gonna be much more than a junkie. He probably woulda ODd before his 15th birthday if he hadn't offered to fix that car for a hit of cram. Took him 4 weeks to figure out how, but he was so absorbed in it, that by the time he was done, he was more hooked on cars than he could EVER be on cram. Not that the skinny, shifty eyed dwarf stopped crammin, he just likes cars more. He's good with the work he does, and he keeps quiet about it. For some reason, he seems to actually like Weedy, and she can't figure out why. 

Black panther shaman      1      4 
 Chicago has a long history of segregation in one form or another, and Brother Malik is no stranger to any of it. In fact, he's been taught it's history by the spirit of the panther since before he became a field organizer in the movement. This highly intelligent and often beligerant human of african descent has been entirely self educated and will not tolerate lies from anyone. He considers Weedy an "uncle tom" for helping the oppressors in her merc squad rather than using her abilities for the benefit of her african brothers and sisters, but, as with everyone she knows, they keep in contact cause they both need things the other one has from time to time.

Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-01-14/1750:31>
Alias: Chuck, Viper-4
Name: Charles Ray Mitchell
Metatype: Human
Age: Early 40's
Desired Role: Heavy Weapons Specialist/Demo man
Short Background (two paragraphs): "I've seen some drek, boy. I don't know if I'm lucky to be here, or if I'm just that good...I guess it don't matter none." Chuck fell silent as he pulled a drag on his cigar. "I been mercin since I was knee high to a grasshopper's hoop. I reckon ya don't pull through this many op's if ya ain't at least a bit good." He paused and looked at the boy standing in front of him with eyes to give the cutest pup a run for its money. "But it ain't all glam, kid. Frag the trids. It's dirty, and I done more drek than I seen. Its a paycheck to me now. Look into my cold eyes, kid. That'll be you one day if ya sign up. That's if you're good..or lucky. Ya might just end up bug chow."

"It ain't all bad I suppose. I done and I seen some drek, but this makes it all worth it." Chuck took one more drag from his cigar and flicked it at the kids feet. "All these years and I finally get to do some real good, boy. This outfit I'm in now ain't half bad..got some soul to it. Now we're here blastin bugs 'n helpin humanity. You make it as long as me, ya just might get to do some good." He stood up and rummaged through his pack, shuffling things around before pulling out a well worn Predator and handing it to the boy. "You're what, 15, 16, boy? I was younger 'n you when my father gave me my first gun. I started out just some backwoods kid outta Texas, and now I splat bugs in Chicago. Ya get good enough with that gun to hit 5 out of 6 shots from 40 meters you give this guy a call." He scribbled contact info on a napkin and handed it to the kid. "I got folks to meet up with now, boy." Chuck stepped away from his seat and shook the boys hand before walking away from dirty little soy taco van. "Good luck, chummer."

Short Physical Description (one to two paragraphs):
Chuck's well built for an older guy. A trained eye might notice he's a little too well built. His head is always kept  buzzed down, and some days his face is clean shaven, but most days the scruff shows that he can't be bothered. His eyes lack the spark you're accustomed to seeing in others, but his face is otherwise ordinary. He has no scars, and all the other bits are remarkably intact for a veteran like him. His laughter booms on the rare occasions when its drawn out. He has a deep, gruff voice with a Texas accent.

== Info ==
Street Name: Chuck
Name: Charles Ray Mitchell
Movement: 18/36
Karma: 50
Street Cred: 5
Notoriety: 0
Public Awareness: 1
Human Male Age 43
Height 6'4" Weight 283 lbs
Composure: 5
Judge Intentions: 5
Lift/Carry: 12 (120 kg/80 kg)
Memory: 9
Nuyen: 2294

== Priorities ==
Metatype: D - Human or Elf
Attributes: C - 16 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: A - 1,000,000¥

== Attributes ==
BOD: 4
AGI: 5 (9)
REA: 3 (6)
STR: 4 ( 8 )
CHA: 2
INT: 3
LOG: 3 (6)
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                   0.07
Initiative:                9 + 4d6
Rigger Initiative:         9 + 4d6
Astral Initiative:         
Matrix AR Initiative:      9 + 4d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  9
Mental:                    6
Social:                    3
   Hardened Mil-Spec Battle Armor: Medium [+2] (Only for intimidation, Must be visible)
Astral:                    6

== Active Skills ==
Animal Handling            : 0                      Pool: 1
Archery                    : 0                      Pool: 8
Armorer                    : 2 [Firearms]           Pool: 8 (10)
Automatics                 : 3                      Pool: 12
Biotechnology              : 1                      Pool: 7
Blades                     : 1                      Pool: 10
Clubs                      : 0                      Pool: 8
Computer                   : 1                      Pool: 7
Con                        : 0                      Pool: 1
Cybercombat                : 0                      Pool: 5
Cybertechnology            : 1                      Pool: 7
Demolitions                : 6                      Pool: 12
Disguise                   : 0                      Pool: 2
Diving                     : 0                      Pool: 3
Escape Artist              : 0                      Pool: 8
Etiquette                  : 0                      Pool: 1
Exotic Ranged Weapon       : 7 [Lasers]             Pool: 17
First Aid                  : 6                      Pool: 12
Forgery                    : 0                      Pool: 5
Free-Fall                  : 0                      Pool: 3
Gunnery                    : 1                      Pool: 10
Gymnastics                 : 1                      Pool: 10
Hacking                    : 0                      Pool: 5
Hardware                   : 1                      Pool: 7
Heavy Weapons              : 6                      Pool: 15
Impersonation              : 0                      Pool: 1
Instruction                : 0                      Pool: 1
Intimidation               : 1 [Physical]           Pool: 3 (5)
Leadership                 : 0                      Pool: 1
Locksmith                  : 1                      Pool: 10
Longarms                   : 3                      Pool: 12
Medicine                   : 1                      Pool: 7
Navigation                 : 0                      Pool: 2
Negotiation                : 0                      Pool: 1
Perception                 : 3 [Visual]             Pool: 6 ( 8 )
Performance                : 0                      Pool: 1
Pilot Ground Craft         : 0                      Pool: 5
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 3                      Pool: 12
Running                    : 1                      Pool: 9
Sneaking                   : 1                      Pool: 10
Software                   : 1                      Pool: 7
Survival                   : 0                      Pool: 2
Swimming                   : 1                      Pool: 9
Throwing Weapons           : 1                      Pool: 10
Tracking                   : 0                      Pool: 2
Unarmed Combat             : 1                      Pool: 10

== Knowledge Skills ==
Combat Tactics             : 1                      Pool: 7
English                    : N                      Pool: 0
Firearms                   : 1 [Heavy Weapons]      Pool: 7 (9)
News                       : 2 [Technology]         Pool: 5 (7)
Reading                    : 1 [Westerns]           Pool: 4 (6)
Religion                   : 1 [Christianity]       Pool: 7 (9)
Small Unit Tactics         : 6                      Pool: 9
Spanish                    : 1                      Pool: 4
Tobacco                    : 2 [Cigars]             Pool: 5 (7)

== Contacts ==
"Rusty" VI Requisition's Officer (4, 2)
 "Rusty is a good ol boy. He don't say much, but the man can drink. Got himself a bit of a southern accent; it comes out with the drink. I helped him thow a couple guns back together before, and he keeps me posted on his..."available" overstock.
Mr. Burns (5, 1)
 "Mr. Burns supplies me with the things I need...Big guns, lots of ammo and high quality tobacco cigars. None of that synth drek. I got no idea where he gets 'em, but they're good.
== Qualities ==
Addiction (Moderate) (Nicotine)
Agile Defender
Aptitude (Exotic Ranged Weapon (Lasers))
Gremlins (Rating 2)
Guts
Illness (Rating 1)
Insomnia (Basic)
Quick Healer
SINner (National) (UCAS)

== Lifestyles ==
Vulcan International  1 months

== Cyberware/Bioware ==
Bone Lacing (Titanium)
Cerebral Booster Rating 3
Damper
Datajack
Flare Compensation
Image Link
Muscle Augmentation Rating 4
Muscle Toner Rating 4
Pain Editor
Reflex Recorder (Skill) (Exotic Ranged Weapon (Lasers))
Smartlink
Sound Link
Symbiotes Rating 2
Synaptic Booster Rating 3

== Armor ==
Actioneer Business Clothes          8
Armor Jacket                        12
Ballistic Shield                    6
   +Fire Resistance 6
Clothing                            0
Full Body Armor                     17
   +Chemical Seal
   +Drag Handle
   +Gel Packs
   +Nonconductivity 6
   +Radiation Shielding 6
   +Ruthenium Polymer Coating 4
   +YNT Softweave Armor
Full Body Armor: Helmet             3
   +Microphone, Omni-Directional Rating 1
      +Audio Enhancement Rating 3
      +Select Sound Filter Rating 1
      +Spatial Recognizer
   +Single Sensor Rating 2
      +Geiger Counter
   +Vision Enhancement Rating 3
Hardened Mil-Spec Battle Armor: Helmet3
   +Microphone, Laser Rating 6
      +Audio Enhancement Rating 3
      +Select Sound Filter Rating 3
   +Microphone, Omni-Directional Rating 6
      +Audio Enhancement Rating 3
      +Spatial Recognizer
      +Select Sound Filter Rating 1
   +Single Sensor Rating 2
      +Geiger Counter
   +Vision Enhancement Rating 3
Hardened Mil-Spec Battle Armor: Medium18
   +Chemical Seal
   +Custom Fit
   +Drag Handle
   +Electrochromic Clothing
   +Gear Access
   +Radiation Shielding 6
   +Restrictive
   +Medkit Rating 6

== Weapons ==
Ares Lancer MP Laser
   +Improved Range Finder
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Satchel Power Pack
   +Sling
   +Smartgun System, External
   +Tracker
   Pool: 0   Accuracy: 9   DV: 7P   AP: -10   RC: 3
Ares Redline
   +Improved Range Finder
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +Quick-Draw Holster
   +Smartgun System, External
   +Tracker
   Pool: 0   Accuracy: 11   DV: 5P   AP: -10   RC: 3
Auto-Assault 16
   +Foregrip
   +Gas-Vent 3 System
   +Improved Range Finder
   +Personalized Grip
   +Sling
   +Smartgun System, External
   +Spare Clip
   +Spare Clip
   +Tracker
   Pool: 12   Accuracy: 7   DV: 15P(f)   AP: +4   RC: 9
Aztechnology Striker
   +Sling
   Pool: 15   Accuracy: 5   DV: Missile   AP: -   RC: 3
Combat Knife
   Pool: 10   Accuracy: 6   DV: 10P   AP: -3   RC: 3
Grenade: Flash-Pak
   Pool: 10   Accuracy: 9   DV: Special   AP: -   RC: 3
Grenade: Fragmentation
   Pool: 10   Accuracy: 9   DV: 18P(f) (-1/m)   AP: +5   RC: 3
Grenade: High Explosive
   Pool: 10   Accuracy: 9   DV: 16P (-2/m)   AP: -2   RC: 3
Grenade: Thermal Smoke
   Pool: 10   Accuracy: 9   DV: (10m Radius)   AP: -   RC: 3
Panther XXL
   +Gecko Grip
   +Improved Range Finder
   +Smartgun System, Internal
   +Spare Clip
   +Tracker
   Pool: 15   Accuracy: 7   DV: 17P   AP: -6   RC: 3
Rocket: Anti-Vehicle
   Pool: 12   Accuracy: 0   DV: 24P (-4/m)   AP: -4/-10   RC: 3
Rocket: High Explosive
   Pool: 12   Accuracy: 0   DV: 21P (-2/m)   AP: -2   RC: 3
Ruger Super Warhawk
   +Concealed Quick-Draw Holster
   +Smartgun System, External
   +Speed Loader
   +Speed Loader
   Pool: 12   Accuracy: 7   DV: 9P   AP: -6   RC: 3
Stoner-Ares M202
   +Gas-Vent 3 System
   +Gyro Mount
   +Shock Pad
   +Smartgun System, External
   +Spare Clip
   +Spare Clip
   +Tracker
   Pool: 15   Accuracy: 7   DV: 10P   AP: -3   RC: 13
Unarmed Attack
   Pool: 10   Accuracy: 9   DV: 11P   AP: -   RC: 3

== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
   +Biometric Reader
   +Satellite Link

== Gear ==
Ammo: APDS (Medium Machine Guns) x140
Ammo: APDS (Shotguns) x70
Ammo: APDS (Heavy Pistols) x24
Ammo: Assault Cannon (Assault Cannons) x15
Ammo: Flechette Rounds (Shotguns) x128
Ammo: Regular Ammo (Medium Machine Guns) x900
Ammo: Tracer (Medium Machine Guns) x80
AR Gloves
Biomonitor
Certified Credstick, Gold
Certified Credstick, Platinum
Certified Credstick, Silver Rating 1
Chisel
Contacts Rating 3
   +Low Light
   +Thermographic Vision
   +Vision Magnification
Cram x10
Crash
Detonator, Blasting Cap x7
Detonator, Blasting Cap x2
Ex-Airtank R6 x2
Fake License (Concealed Carry Permit) Rating 3
Fake License (Pistol License) Rating 3
Fake License (Restricted Bioware License) Rating 3
Fake License (Restricted Cyberware License) Rating 3
Fake License (Small Blades License) Rating 3
Fake SIN (Robert Landreneau) Rating 3
Foam Explosive Rating 6 x2
Gecko Tape Gloves
Grenade: Flash-Pak x2
Grenade: Fragmentation x5
Grenade: High Explosive x5
Grenade: Thermal Smoke x5
Kamikaze
Light Stick x4
Lockpick Set
Long Haul
Medkit Rating 6
Medkit Rating 3
Medkit Supplies x15
Miniwelder
Miniwelder Fuel Canister
Plastic Explosive Rating 11 x3
Plastic Explosive Rating 19
Plastic Explosive Rating 25
Plastic Explosive Rating 25 x2
Restraint, Plastic x20
Rocket: Anti-Vehicle
Rocket: High Explosive
Single Sensor Rating 3 x2
   +Motion Sensor
Slap Patch, Stim Patch Rating 6 x5
Slap Patch, Trauma Patch x2
Subvocal Mic
Survival Kit
Thermite Burning Bar
Tool Kit (Armorer)
Tool Kit (Demolition)

== Notes ==
PDF:

https://drive.google.com/file/d/0B-ODJXibwGUuTDJJd2VHbmsyOFk/edit?usp=sharing

Loadouts:

Around town: Warhawk holstered, knife in boot, and one fist per arm. Two speed loaders Armor jacket with clothes would be worn most of the time, but the business suit is available in case Chuck needs to dress up for any reason.

Stealthy mission: Full body armor, Helmet. Laser Rifle, Laser Pistol. 1 Kilo spray foam/1 kilo r11 plastic [1], 4 discharge clips[1], discharge satchel, First aid satchel R3, flashpack/thermal smoke/he grenade[1], demo toolkit [5]. 2 stim patches/1 trauma patch/2 cram/1 kamikaze/1 longhaul [1], Lockpick [1] Ex-Airtank R6.

Smash 'n Grab (Restricted is too much of a liability): Full Body Armor, Helmet, shield. Laser Pistol, Autoshotty flechette, discharge satchel, 1 drum APDS [1], Medkit satchel R3, 1 kilo R11 plastic/1 Kilo R19 plastic [1],"Claymore" (R25 explosive w/ motion sensor) [1] Cram/Kamikaze/Slap Patch/Trauma Patch [1]. Miniwelder [1], Demo toolkit [5]. Ex-Airtank R6

Support: Heavy milspec & Helmet, Laser Pistol, Laser Rifle, Gyro'd MMG regular, 4 Peak clips [1+], 2 HE Grenades, Thermal smoke [1+], peak satchel, Claymore R25 [1], Plastic R11/Plastic R19 [1] Demo toolkit [5] belt APDS/Tracer [1]. Ex-Airtank R6

Bring The Pain: Heavy Milspec & Helmet. Laser Pistol, Laser Rifle or Launcher, Gyro'd Cannon AC, Clip AC/4 Peak Clip (Laser)/1 HE Rocket (Launcher) [2]. Peak satchel, R11 Plastic/R25 plastic [1], Demo Kit [5]. 3 HE Grenades [1] 2 Cram/1 kamikaze/1 long haul/2 stim/ 1 trauma [1]. Ex-Airtank R6

Crash loaded in Pi-Tac plate set to stabilize me when needed.

Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-01-14/1815:41>
== Info ==
Street Name: August, Viper-1
Name: Antala Marquis
Movement: 14/28
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 48
Height 1.8m Weight 82kg
Composure: 9
Judge Intentions: 10
Lift/Carry: 7 (45 kg/30 kg)
Memory: 8
Nuyen: 5,000

== Attributes ==
BOD: 4
AGI: 7
REA: 5 (7)
STR: 3
CHA: 5
INT: 5
LOG: 3 (4)
WIL: 4
EDG: 4
MAG: 0

== Derived Attributes ==
Essence: 4.2
Initiative: 12 + 1d6
Rigger Initiative: 12 + 1d6
Astral Initiative: 0
Matrix AR Initiative: 10 + 1d6
Matrix Cold Initiative: 5 +DP + 3d6
Matrix Hot Initiative: 5 +DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 10
Armor: 18 (+2 feet and lower legs)

== Limits ==
Physical: 6                 
Mental: 6                   
Social: 7
-- +2 Intimidation, SWAT armor, must be visible
-- -1 all other social tests, must be visible

== Active Skills ==
Automatics: 6 (Assault Rifles); Pool: 14/16 (+2 wireless)
Blades: 3: Pool: 10
Con: 4 (Fast Talk): Pool: 9/11
Etiquette: 4; Pool: 9
First Aid: 2; Pool: 6
Gunnery: 2 (Ballistic): Pool: 9/11
Gymnastics: 3; Pool: 10
Heavy Weapons: 5 (Grenade Launchers): Pool: 12/14 (+2 wireless)
Instruction: 2 (Combat); Pool: 7/9
Intimidation: 5; Pool: 10
Leadership: 6 (Direct); Pool: 11/13
Navigation: 3; Pool: 8
Negotiation: 4; Pool: 9
Perception: 6 (Visual); Pool: 11/13 (+2 wireless visual or auditory)
Running: 3; Pool: 6
Sneaking: 6 (Urban); Pool: 13/15 (-5 to spot) (+2 v. heat-based detection)
Survival: 3; Pool: 7
Swimming: 3; Pool: 6
Tracking: 3; Pool: 8

Small Unit Tactics: 6 (Urban); Pool: 11/13

== Knowledge Skills ==
English: N
Sperethiel: 4
20th Century Politics: 2 (Radicalism); Pool: 6/8
American Literature: 2 (Central/S. American); Pool: 6/8
Area Knowledge: Chicago: 5 (CZ); Pool: 10/12
Chess: 4 (Positional Play); Pool: 8/10
Gangs: 2 (Street Gangs); Pool: 7/9
medieval Warfare: 3 (Tactics); Pool: 7/9
Military: 4 (Special Forces); Pool: 9/11
Parazoology: 3 (N. America); Pool: 7/9
Philosophy: 3 (Continental); Pool: 7/9
Street Drugs: 2; Pool: 7

== Qualities ==
Perceptive Defender
Quick Healer
Toughness
Dependent (Nuisance)
National SINner (UCAS, Antala Marquis)
Social Stress (women and children refugees -- including women and children in "refugee-like" circumstances)

== Contacts ==
Taproot: 5/2 (Information broker and doc contact)
Taproot is a major player in the Chicago Anarchist Collective, and he knew August prior to the troubles in '55.  The two used to be close, and August had been a guest speaker at some of Taproot's collective teach-ins, where he would share his experiences as a merc in South America, and the California Free State.  Now that August is a merc again, things have been a little more strained between the two, and August probably feels more loyalty toward Taproot than the latter feels toward him.  Still, Taproot has a good finger on the pulse of Chicago, and on more than one run August has utilized the ABC's medical skills when things went completely south.  August has also been known to provide some security for CAC functions, completely off the books.  Taproot may or may not be interested in August's skills for further training of his own specialists.

Danya Schickler 5/5 (Vulcan International Informations Specialist)
A fellow elf in her late 40s, Danya is August's eyes and ears at Vulcan International.  She keeps him apprised of the goings ons, the political intrigues at corp headquarters, and what might be coming down the pipe.  A fellow chess player, Danya and August have regular games when he's at HQ, and they will often play correspondence games when he's out on missions -- which is also how they code messages, should the need arise: >>QxQ+, for instance tells August he'd better get out of Dodge.

Nutter 2/1 (Drug Dealer)
Nutter loves to call August "old man," or "pops," whenever they meet up, which admittedly isn't all that often now that August uses with less reckless abandon than when he was in his 20s.  The relationship is a friendly one, though entirely business in character.  Nutter seems like a good kid, though, and hey, he even gets in the odd shipment of cigars to add to his lineup of Cram and Novocoke.  Sometimes, they've even been humidified.

Royal T 4/1 (Smuggler)
A consummate professional, Royal T knows the best ways in and out of the wall.  While August may not agree with this ork makes his living, as far as he knows Royal T hasn't crossed the bounds into the truly abhorrent, and it pays to know the things a professional criminal knows.  An expert on turf, the players, and no-go zones, Royal T has made himself useful more than once.  August can only hope he never finds himself crossways with the guy.  It would be a shame to have to put him down.

Hallifax Borne 3/2 (Bartender)
Hallifax runs August's favorite bar, The Review.  Political deals, business deals, runs, it all goes down at The Review, and Hallifax knows just enough names to be useful.  He's a dwarf with an obvious cyber arm and an expensive cigar habit, and he just so happens to keep a fairly diverse whiskey selection.

== Armor ==
SWAT Armor
--Gear Access
--Chemical Seal
--Ruthenium Polymer Coating (Rating 3)
--Nonconductivity (Rating 1)
--Radiation Shielding (Rating 3)
SWAT Helmet
--Sensor Array (Rating 5)
----Geiger Counter
----Ultrasound
----MAD Scanner
----Directional Microphone
----Laser Microphone
Snake Mesh Socks
Mortimer of London Berwick Suit
--Custom Fit
Mortimer of London Ulysses Coat
--Custom Fit (Stack)
--Concealability
--Electro-chromatic Clothing
--Nonconductivity (Rating 4)

== Weapons ==
Combat Knife
Survival Knife
Ares Crusader II
--Smartgun system, Internal
--Gas Vent II
--Concealed quick-draw holster
--Spare Clip X3
--Total RC: 2
HK Urban Combat
--Smartgun system, Internal
--Suppressor
--Sling
--Spare Clip X5
--Total RC: 2
Ares Alpha
--Smartgun system, Internal
--Foregrip
--Gas Vent III
--Suppressor
--Sling
--Safe Target System, Base w/image capabilities
--Improved Range Finder
--Spare Clip X5
--Ares Alpha Grenade Launcher
--Total RC: 7 (5 Suppressor), assuming 1 RC from sling

== Cyberware ==
Commlink: Transy Avalon
Cyberears (Rating 2)
--Sound Link
--Audio Enhancement (Rating 3)
--Damper
--Spatial Recognizer
--Select sound Filter (Rating 2)
Cybereyes (Rating 3)
--Image Link
--Flare Compensation
--Low-light Vision
--Smartlink
--Vision Magnification
--Vision Enhancement (Rating 2)
--Thermographic Vision
Datajack
Reaction Enhancers (Rating 2)

== Bioware ==
Cerebral Booster (Rating 1)
Reflex Recorder (Skill: Automatics)

== Gear ==
AR Ammo
--APDS: 300 rds
--Stick-N-Shock: 100 rds
--Gel: 100 rds
Submachine Gun Ammo
--APDS: 150 rds
--Stick-N-Shock: 100 rds
Machine Pistol Ammo
--APDS: 150 rds
--Stick-n-Shock: 100 rds
--Gel: 80 rds.
MiniGrenades
--Flash-Bang: 15
--Fragmentation: 20
--Gas: 20
--High Explosive: 20
--Thermal Smoke: 10
Med-Kit (Rating 3) X2
Slap-Patch (Chem) X10
Slap-Patch (Stim: Rating 6) X10
Slap-Patch (Tranq: Rating 6) X5
Cram X20
Jazz X3
Long Haul X10
Novacoke X10
Certified Credstick: Gold
Certified Credstick: Silver X2
Fake SIN (Rating 4): Jack Burton
--Fake License (Rating 4): Automatic Weapons License
--Fake License (Rating 4): Conceal Carry Permit
--Fake License (Rating 4): Restricted Armor License
--Fake License (Rating 4): Driver's License
Climbing Gear
Gecko Tape Gloves
Standard RFID Tags X20
Stealth Tags X10
Trodes
Subvocal Mic
AR Gloves
Electronic Paper X5
Meta Link X2
Sony Emperor
Microwire (100m) X4
Stealth Rope (100m) X2
Catalyst Stick

Short Background (two paragraphs):
"The dogs of war are sated
Our hearts in our pride do swell
Our enemies lie bleeding at the gates
To rot with our children as well"
-- From graffiti found on a Venezuelan office complex,  signed "August 2049"

Washed up?  A relic?  Too old for the game?  These things are probably true, but if August knows anything it's himself.  After the wanton killing in South and Central America over the decades he's tried the pacifist route, changed his name to Broken Spear, even made his way back to the UCAS to try his hand at family man and eke out what existence he could.  For awhile Chicago looked like as attractive a spot as any, but when 2055 hit, August lost his wife in the chaos that followed, and he knew that if he wanted to stand any chance of protecting his infant twin daughters he was going to have to get out of the CZ and dust off the ordnance.  And it worked.  One man with two children strapped to his back, and he made it out, but not without a trail of bodies in his wake, some of whom were only refugees such as himself trying to protect their own families. 

In 2073 August was idly surfing the news feeds when a picture from Chicago brought him to his knees.  Jen?  It was undoubtedly her.  His wife had aged, but there she was in the corner of the frame, warming her hands by a cook stove.  August spent every last ¥ he had, put the kids with his wife's sister, and went scouting full-time.  Nothing came up.  Nobody seemed to know anything about some aging street rat in Chi-Town.  It was to be expected.  Not knowing what else to do, August signed up with Vulcan International, and while his resume was a few decades dusty, he was able to find some steady work and a team he could trust.  And now he's doing what he does best a midst his new family, caring for them in the way he wishes he could his own blood, but until he knows what happened he can never go home.

Short Physical Description (one to two paragraphs):
Of Caribbean stock, August is lean, almost wiry, and well into his mid-forties.  He has a prominent shrapnel scar starting at his right temple that extends to his shoulder.  He keeps his hair cropped short, doesn't wear a beard, is left-handed, and keeps a row of tattoos up his left arm that proclaims the name and age of every soldier who's ever died under his charge.  On his left hand, he has a tattoo of a circular Greek shield and the text, Νίκη ἢ Θάνατος — ἢ τὰν ἢ ἐπὶ τᾶς, a reminder to him: either with your shield or on it.  He has obvious cyber-eyes, and a hearty laugh for someone of his frame -- when he finds occasion to use it.

Common Combat Drills
"Dismount Catalan, Orientation X:" For use when the team is deploying from a vehicle.  The team immediately enters a diamond formation, with Viper-1  at 12 o'clock, Viper-6 at 3 o'clock, and Viper-4 at 6 o'clock.   Viper-2 takes a 4 o'clock position, and Viper-3 will  take 8 o'clock.  Viper-5 will be the last team member to exit the vehicle, and she will take the 9 o'clock position..

"Dismount Sicilian, Orientation X:" Same as above, except that Viper-5 takes point and Viper-1 takes the 9 o'clock position.  Dismount Clover is useful for recon insertions, where Viper-5's stealth is singularly important.

"Catalan Open, Orientation X:" Traveling diamond formation, identical to Dismount Pony.

"Catalan Closed:" Traveling diamond formation from inside a vehicle.

"Sicilian Dragon, Orientation X:" Traveling diamond formation, identical to Sicilian.

"Benko Gambit, Orientation X:" Traveling Overwatch formation.  Viper-5 takes point, with Viper-2 at 9 o'clock, Viper-3 at 6 o'clock, and Viper-4 at 3 o'clock.  Viper-1 and Viper-6 will maintain the overwatch position behind the main team, preferably with drone support.

"French Defense White/Black:" Bounding Overwatch formation.  Team members will find cover, if possible.  If the call is "white," lead team member will provide suppressive fire while rear team members will advance and then offer suppressive fire of their own so that the entire team can advance on a target.  If the call is "black," the roles are reversed and the general direction is that of a retreat.  Mechanically, only 1 team member per CT offers suppressive fire, so the nearest/farthest team member with that capability should take that role.

"Castle Long:" Counter Peal Manuever.  All team members offer suppressive fire, while the team member nearest the threat retreats.  The process repeats until all team members are clear of the engagement zone.  Mechanically, all  players should make a suppressive fire action and movement action, as all turns are taken simultaneously.

"Fianchetto:" Crossfire Maneuver.  This order will generally be followed by the list of team members expected to take the flanking position.  In general, at least one heavy weapons specialist will maintain the current heading under cover and hold down the enemy, while the flanking elements take their position.  If the ambush is planned, team members will be placed in the most advantageous positions. 

"f7:" Standard Dynamic Entry Maneuver.  Pair 1: Viper-4, Viper-5, 1 drone, breeches and peals left.  Pair 2: Viper-1, Viper-6, 1 drone, peals right.  Pair 3: Viper-3 runs drones after finding cover and Viper-2 secures doorway. 

"f7 Battery:" Same as above, but with the added benefits of a grenade being used prior to entry.

"Pin and Skewer:" Slicing the Pie Maneuver.  This order will be given when searching for threats, friendlies, or when clearing an area to be used as a Patrol Base.  Team members with high Perception should carry out the searching maneuver, while drones should supplement.

More to come


                   
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-01-14/1955:00>
== Info ==
Street Name: Nightingale(Gale)
Name: Thomas Robards
Movement: 6/12
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 29
Height 181 Weight 77
Composure: 8
Judge Intentions: 7
Lift/Carry: 4 (30 kg/20 kg)
Memory: 10
Nuyen: 1260

== Attributes ==
BOD: 2
AGI: 3
REA: 3
STR: 2
CHA: 2
INT: 5
LOG: 4
WIL: 6
EDG: 5
MAG: 6

== Derived Attributes ==
Essence: 6
Initiative: 8 + 1d6
Rigger Initiative: 8 + 1d6
Astral Initiative: 10 + 2d6
Matrix AR Initiative: 8 + 1d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 9
Stun Damage Track: 11

== Limits ==
Physical: 3
Mental: 7
Social: 6
SWAT Armor [+2] (Only for intimidation, Must be visible; reduce by 1 in all other tests)
Astral: 7

== Active Skills ==
Animal Handling : 0 Pool: 1
Arcana : 1 Pool: 5
Archery : 0 Pool: 2
Armorer : 0 Pool: 3
Assensing : 5 [Aura Reading] Pool: 10 (12)
Automatics : 6 [Assault Rifles] Pool: 9 (11)
Banishing : 5 Pool: 12
Blades : 1 Pool: 4
Clubs : 0 Pool: 2
Computer : 0 Pool: 3
Con : 0 Pool: 1
Counterspelling : 6 [Combat] Pool: 12 (14)
Cybercombat : 0 Pool: 3
Demolitions : 0 Pool: 3
Disguise : 2 Pool: 7
Diving : 0 Pool: 1
Escape Artist : 0 Pool: 2
Etiquette : 1 Pool: 3
First Aid : 5 Pool: 9
Forgery : 0 Pool: 3
Free-Fall : 0 Pool: 1
Gunnery : 0 Pool: 2
Gymnastics : 1 Pool: 4
Hacking : 0 Pool: 3
Heavy Weapons : 0 Pool: 2
Impersonation : 0 Pool: 1
Instruction : 0 Pool: 1
Intimidation : 0 Pool: 1
Leadership : 0 Pool: 1
Longarms : 0 Pool: 2
Medicine : 1 Pool: 5
Navigation : 2 Pool: 7
Negotiation : 0 Pool: 1
Page 1of 4 Thomas Robards
1.9.2014 about:blank
Palming : 2 Pool: 5
Perception : 4 Pool: 9
Performance : 0 Pool: 1
Pilot Ground Craft : 0 Pool: 2
Pilot Watercraft : 0 Pool: 2
Pistols : 0 Pool: 2
Running : 1 Pool: 3
Sneaking : 2 Pool: 5
Spellcasting : 6 [Illusion] Pool: 13 (15)
Summoning : 4 [Spirits of Fire] Pool: 11 (13)
Survival : 2 Pool: 8
Swimming : 1 Pool: 3
Throwing Weapons : 0 Pool: 2
Tracking : 2 Pool: 7
Unarmed Combat : 0 Pool: 2

== Knowledge Skills ==
Area Knowledge: Chicago : 2 Pool: 7
Astrology : 2  Pool: 7
Basketball : 3 Pool: 8
Cooking : 5 Pool: 10
English : N Pool: 0
Magic Groups : 1 Pool: 6
Magical Theory : 1 [Chaos] Pool: 5 (7)
Magical Threats : 2 [Toxic Magic] Pool: 6 (8 )
Medicine : 1 [First aid] Pool: 5 (7)
Parabotony : 1 [N. America] Pool: 5 (7)
Parazoology : 1 [N. America] Pool: 5 (7)
Pre-awakening holistic medicine : 1 Pool: 6
Small Unit Tactics : 3 [Urban] Pool: 8 (10)

== Contacts ==
Barker (3, 1)
Talismonger in Chicagoland, knows a lot of people in the magical community in the Chicago area.
Tommy Hood (1, 2)
ABC Orderly/Nurse, works out of the Trinity clinic. He and Gale met at one of the times that Gale was volunteering at the Trinity.

== Qualities ==
Astral Chameleon
Code of Honor (Must not refuse healing)
Focused Concentration (Rating 5)
Insomnia (Basic)
Magician
Mentor Spirit (Bear)
Prejudiced (Specific, Outspoken) (Shadowrunners)
SINner (National) (UCAS)

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
Bug Zapper DV: F+1
Chaotic World DV: F
Combat Sense DV: F
Detect Individual DV: F-3
Detect Magic, Extended DV: F
Detox DV: F-6
Heal DV: F-4
Improved Invisibility DV: F-1
Increase [Attribute] (WIL) DV: F-3
Increase Reflexes DV: F
Mana Barrier DV: F-2
Physical Barrier DV: F-1
Stabilize DV: F-4
Stealth DV: F-2
Swarm DV: F-1

== Lifestyles ==
Barracks

== Armor ==
Form-Fitting Body Armor 8
+Concealability
+Custom Fit
+Nonconductivity 3

SWAT Armor 15
+Chemical Seal
+Drag Handle
+Gear Access
+Radiation Shielding 6
+Restrictive
+Internal Air Tank [2]

SWAT Helmet 3
+Flare Compensation
+Flashlight, Low-light
+Low Light
+Respirator Rating 6
+Single Sensor Rating 8
+Geiger Counter
+Smartlink
+Trodes

== Weapons ==
Ares Crusader II
+Gas-Vent 2 System
+Improved Range Finder
+Quick-Draw Holster
+Smartgun System, Internal
+Spare Clip
+Spare Clip
+Spare Clip
Pool: 9 Accuracy: 7 DV: 7P AP: -RC: 5

Combat Knife
Pool: 4 Accuracy: 6 DV: 4P AP: -3 RC: 1

Survival Knife
Pool: 4 Accuracy: 5 DV: 4P AP: -1 RC: 1

Unarmed Attack
Pool: 2 Accuracy: 3 DV: 2S AP: -RC: 1

Yamaha Raiden
+Foregrip
+Gas-Vent 3 System
+Improved Range Finder
+Sling
+Smartgun System, Internal
+Sound Suppressor
+Spare Clip
+Spare Clip
+Spare Clip
Pool: 9 (11) Accuracy: 8 DV: 11P AP: -2 RC: 6

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
[2] Internal Air Tanks for SWAT Armor
Ammo: APDS (Assault Rifles) x200
Ammo: Stick-n-Shock (Machine Pistols) x140
Certified Credstick, Gold
Certified Credstick, Silver
Certified Credstick, Standard
Fake SIN (Thomas Graves) Rating 5
+Fake License (Mage License) Rating 5
+Fake License (Concealed Carry Permit) Rating 5
+Fake License (Firearms License) Rating 5
+Fake License (Talismonger License) Rating 5
Fake SIN (Thomas Roberts) Rating 2
+Fake License (Concealed Carry Permit) Rating 2
+Fake License (Mage License) Rating 2
+Fake License (Firearms License) Rating 2
+Fake License (Talismonger License) Rating 2
Magical Lodge Materials Rating 6
Medkit Rating 6
Medkit Supplies x3
PI-Tac Level II (Novatech Tactician)
Power Focus (Bonded Foci) Rating 1
Reagents, per dram x100
Respirator Rating 6
Slap Patch, Stim Patch Rating 4 x3
Slap Patch, Trauma Patch x3
Spell Formula, Detection (Detect Individual; Detect Magic, extended; Combat Sense) x3
Spell Formula, Health (Detox, Increase Willpower) x2
Subvocal Mic
Sustaining Focus, Health (Bonded Foci) Rating 5
Trodes

== Description ==
A man of average height but a little bit too thin for his own good, is in his late 20s but looks older because of the age lines in his face and his salt n pepper hair. [Think a rocker who lived a little bit too much of the rock 'n roll lifestyle]
Short sandy blond hair, hazel eyes and a skintone that could use a little more sun.
This is a man that has seen a lot of what the world has to offer but been singularly unimpressed so far.

== Background ==
Gale awakened shortly before his 18th birthday and upon graduating from high school in Detroit he decided that he wanted to join the army. His parents were adamant that he should apply at Ares as they worked for one of their medical subsidiaries, they of course saw the corp environment as a safe haven with good earning potential and him being a mage might even gain him a full corp citizenship. Gale however felt like his talents would be better served in the military, protecting his fellow countrymen and native soil from would be foreign invaders. The border skirmishes between the CAS and Aztlan were not lost on him and who knew what the NAN might get into their brains to do. “This we’ll defend” was a motto that Gale was quite ready to live his life by.

So Gale went to the recruitment center and enlisted the day after his 18th birthday, the sergeants had him do some tests and it turned out Gale had some damned impressive magical potential. The enlistment process was hastened quite a bit after that and Gale started basic training within a week. He did quite well in basic despite being less physically gifted than most of the other recruits but once the that was done with the army got down with the nitty gritty of extracting every last bit of magic out of him. At first it was no big deal, he got weary but that was to be expected they said. Gale however didn’t recover like he ought to, his fatigue kept building up over the months and his physical condition steadily worsened. In the end it got bad enough that Gale ended up in the infirmary for a few weeks, the doctors however didn’t seem to have a clue about how to improve his situation and after a good long while trying different training methods and various medicine combinations the army finally gave up on him and he received a medical discharge.

Gale was distraught over his failure and had no idea what to do with his life, he was seemingly unable to correctly channel the vast amount of mana available to him so going into the corp life his parents had wanted so badly for him was out of the question. Gale did believe a man of his training would be able to run the shadows and he found his connection through a former army sergeant, a rotten, dirty bastard so bent he couldn’t walk down a straight hallway. Gale ran the shadows for a few years but did not find it to his liking, it might have been his drekhead of a fixer but most of the people Gale had dealings with were the absolute dregs of humanity and that would be putting it mildly. One good thing that came out of running the shadows was that Gale once got talking to some weirdo at a bar who was going on and on about something he called chaos magic. Gale started to try and and find out a bit more about this stuff and found it really fitting well with how he saw the world. After practicing magic without the strict structure he was taught in the Army for a while Gale found a remarkable difference in his body, he started to be able to channel more of his energy without being wrecked with pain for days afterwards. His mentor spirit wasn't overly happy with this direction Gale was taking but even it couldn't argue with the results. Having gotten one aspect of his life in order but feeling absolutely fed up with those fragging runner tossers he was associated with Gale started reaching out to some people he knew from the army and one of them was ready to recommend him to a mercenary outfit heading to Chicago.

Gale was ecstatic to be back in an environment of professionalism and trust in ones compatriots so for the last year and a half he’s been using his talents in assisting his teammates with survival in the harsh environments of the Chicago Containment Zone.

== Concept ==
Gale is a army trained medimage who is heavily aspected towards 'Protection'.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-01-14/2232:24>
Info-
Street Name: Jack of Hearts(Jack), Viper-6
Name: Thomas Calhoun
Movement: 14/28
Karma: 0
Street Cred:
Notoriety:
Public Awareness:
Metatype: Human, 29 years old, 6'1", 240lb
Composure: 7
Judge Intentions: 8
Lift/Carry: 7
Memory: 6
Nuyen: 1590

Attributes-
BOD: 4
AGI: 6/7
REA: 5/7
STR: 3
CHA: 4
INT: 4
LOG: 3
WIL: 3
EDG: 3
MAG: 4

Derived Attributes-
Physical: 10
Stun: 10
Initiative: 11+3d6
Astral: 8+2d6
Essence: 6

Limits-
Physical: 6(7)
Mental: 5
Social: 6

Skills-
Armorer: 8
Automatics: 9
Blades: 10
Con(Seduction): 10(12)
Escape Artist: 9
Etiquette: 6
Gunnery: 11
Gymnastics: 14
Intimidation: 10
Locksmith: 8
Longarms(Sniper Rifle): 15(17)
Palming(Ledgermain): 10(12)
Perception: 8
Performance: 6
Pistols: 9
Running: 10
Sneaking: 11
Survival: 6
Swimming: 8
Unarmed Combat: 8

Alcohol: 7
Combat Tactics: 7
English: N
Gaming: 6
German: 8
Literature: 6
News: 7
Small Unit Tactics: 7
Sports: 8

Contacts-
Twister: 3/5 Journalist
Carla Schultz or by her moniker 'Twister' on the net and to most people is blonde elf that seems to always be everywhere at once and gets the best dirt. She may be short for an elf, but she more than makes it up in her attitude and unwillingness to let someone stop her when she gets traction. Well, almost no one. So far Thomas is the only one that has gotten her to stop, much to her chagrin. She still gets in his face and yells and screams like a woman severely pissed off, but through it all they can be seen and sometimes even heard quite clearly that they are together and in it for the longhaul. So far there is a competition on who can get their place of retirement paid off the fastest. Winner gets to choose and loser has to deal with it. Currently Thomas is in the lead with a flat in London that is very nice, while Carla is going for a beach house.

Nicholas Jolland: 3/3 Fixer
A war buddy while stationed in Australia, when Thomas left for mercenary work, Nicholas went corporate like his father and has been making a fine living. They stayed friends through out as they were part of a small few that were a part of the original crew. He even threw Thomas a bone right before the Dragon Civil War to get in on the winning side and get some gear that most people don't get to play with. Nicholas is Thomas' main man on getting gear as so far he hasn't been let down.

Shanghai Noon: 4/1 Smuggler
More a pirate than a smuggler, Shanghai Noon has not let anyone know his real name in years. While he no longer does pirating, he still has an armada around the world doing business for him. Its through this that Thomas has had to make a business relationship with the Pirate Lord to get him into and out of places most people find difficult. While they are not friends, every now and again Thomas will play some cards with him and his high commanders with high stakes. Debts have been made, money has spilled over the tables, but Thomas is currently clear of any debts and has none to him.

Snow: 3/2 Intelligence Officer
The woman known as Snow has on occassion been Thomas' handler for very delicate missions. They have a little bit of a social life outside of work so that they better know each other, but she has been seen mostly as cold and aloof. it doesn't help that she tries to dress more like and act like a man, which to her dismay causes more teasing from Thomas. Currently she would be running a different OP, but she knows if she wishes to talk that he is there and vice versa. Plus, she has saved his skin a couple of times with giving him more up to date info than what normally is given.

Qualities-
Indomitable(Physical)
Mentor Spirit(Dragonslayer)
Natural Athlete

Addiction(Mild): Alcohol
Allergy(Common, Mild): Sand
Insomnia(Basic)
SINner(National): Britain

Adept Powers-
Danger Sense: 2
Enhanced Accuracy(Longarms)
Improved Ability(Longarms): 2
Improved Physical Attribute(AGI): 1
Improved Reflexes: 2
Nimble Fingers

Lifestyles-
Barracks
London Flat(Middle): 10 months

Armor-
Hardened Mil-Spec Armor(Light) Armor 15
. . Chemical Seal
. . Radiation Shielding 5
. . Fire Resistance 3
Hardened Mil-Spec Helmet Armor 3
. . Smartlink
. . Low Light
. . Image Link
. . Flare Compensation
. . Vision Magnification
. . Audio Enhancement 1
Auctioneer Business Clothes 8

Weapons-
Onotari Arms JP-K50
. . Shock Pad
. . Gas-Vent System 3
. . Smartgun System, Internal
. . Imaging Scope
. . . . Vision Enhancement 3
. . Sling
. . Flashlight
. . Spare Clip x 11
Pool 17, Accuracy: 10 DV: 12P AP: -3 RC: 6
Yamaha Raiden x 2
. . Sound Surpressor
. . Smartgun System, Internal
. . Smart Firing Platform
. . Sling
. . Safe Target System(Basic, Image Recognition Capability)
. . Spare Clip x 4
. . Pilot: 6
. . Targeting Software: 6
. . Clearsoft: 6
Pool 9(12), Accuracy: 8 DV: 11P AP: -2 RC: 2(8)
Savalette Guardian
. . Smartgun System, Internal
. . Gas-Vent System 3
. . Personalized Grip
. . Spare Clip x 4
Pool 9, Accuracy: 8 DV: 8P AP: -1 RC: 5
Combat Knife
Pool 10, Accuracy: 6(7) DV: 5P AP: -3 RC: 6
Grapple Gun

Commlink-
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

Gear-
Climbing Gear
Light Sticks: 10
Fake SIN: 6 x 2
. . Adept License: 6
. . Firearms License: 6
. . Restricted Armor License: 6
Qi Focus(Bonded): 4 (Improved Reflexes)
Satellite Link
Subvocal Mic
Trid Projector
Ex-Explosive Ammo x 40 (Sniper)
APDS Ammo x 40 (Sniper)
Stick-n-Shock x 20 (Sniper)
Explosive Rounds x 100 (Sniper)
Regular Ammo x 200 (Sniper)
. . 100 rounds in a box, not in clips
Explosive Rounds x 1000 (Assault Rifle)
Flare Rounds x 10 (Heavy Pistol)
Regular Ammo x 110 (Heavy Pistol)
Deck of Cards
Grapple Gun
. . Standard Rope (100m) x 2
Certified Cred-stick: Silver x 2
Rappelling Gloves
Tool Kit(Armorer)
Glasses: 4
. . Image Link
. . Smartlink
. . Low Light
. . Flare Compensation
Autopicker: 6
Crowbar
Maglock Passkey: 4
Miniwelder
. . Spare Fuel Canister x 2
Sequencer: 6

Short Background (two paragraphs): "Either of you guys ever walk into a place and just know you shouldn't be there?" The man in grey would say. "I've had that feeling twice. The first time was when I was still in my SAS unit and we were stationed in a little place called Port Augusta. We were in charge of keeping the stretch of road north to Darwin safe. Safe.. Heh, thats a word you never knew there." He would stop, talking a long draw off his port. "Sixteen Missions.. Sixteen Missions in that cursed vehicle and the damn thing was undone by an impromptu mine. Whole back end went up in fire and shrapnel as we lost half the unit right there. Luckily I pulled the 'first to die' seat right next to the side door. I remember when Frank tried to get through the first time, tripped when running out. Damn lucky guy missed a hail of bullets by the skin of his teeth. Poor Frank, got all the Aggro and never hit by a bullet. Ripped to pieces by a Mana Storm three days before shipping out." He would say with a heavy heart.

"That whole operation was a waste of men, but the other time I knew I shouldn't be there was after I left Britain for more greener pastures was a clusterfuck. You know it as the Dragon Civil War, my outfit called it something else. Hell. Literally Hell as there was fire and most likely brimstone everywhere when we were done and the damned were left alive to live through it. A dragon never forgets and Betsy may of been designed for taking on it and its brood, but they honestly don't care. They shipped off men with the base model, letting them think it was just short of a high caliber rifle. It's not. The best you can hope for is clearing the way from Drakes and other shit like that as the tusker sets up the Cannon to knock off some scales and maybe tickle it. That operation went tits up from the word go and many people died. Most of my blokes I used to drink with died in those caves and tunnels, but we did our job. Only reason I'm still around with this is cause I dropped a bomb onto modding Betsy to a Premium Killing Machine." With that, the man in grey would grab something small and hand it to the barkeep. "Another round for the bar. I'm sure I won't lose anymore drinking friends in Chicago."

Short Physical Description (one to two paragraphs): Thomas is similar to the guys that women fall for all the time in the trideos. Tall, dark hair and eyed, musculature and with a British accent, most ladies find it hard not to keep looking at him. In another life, he could of been a model, but years of militarized living has left a couple of things that models do not like having most of the time. Scars from war wounds and tattoos. His favorite scar if asked has to be the one on his left leg where a drake made the mistake to bite down while Thomas was still armed. He keeps the teeth that were still lodged in him when they patched him up on a necklace around. His aura denotes a magical ability, though since he has not showcased breathing fire or summoning a gravel dog, people that notice this correctly assume Adept. You ever ask him when did that happen, he'll always say 'The day the sand became glass and the mountains began to walk.'

Concept-
Face from the A Team. Axton from Borderlands 2. Clyde Shelton from Law Abiding Citizens. These and others make up the concept known as Jack of Hearts.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-02-14/0044:25>
== Info ==
Street Name: Wires Finished
Name: Chief Warrant Officer Jack Willes
Movement: 10/20
Karma: 0
Street Cred: 0
Notoriety: 3
Public Awareness: 1
Ork Male Age 54
Height 6 ft Weight 196 lbs
Composure: 6
Judge Intentions: 7
Lift/Carry: 9 (75 kg/50 kg)
Memory: 9
Nuyen: -3047400

== Priorities ==
Metatype: C - Human, Dwarf, Elf, or Ork
Attributes: D - 14 Attributes
Special: E - Mundane
Skills: A - 46 Skills/10 Skill Groups
Resources: B - 325,000¥

== Attributes ==
BOD: 4
AGI: 3 (5)
REA: 4
STR: 3 (5)
CHA: 3
INT: 4
LOG: 4 (6)
WIL: 3
EDG: 3

== Derived Attributes ==
Essence:                   0.7
Initiative:                8 + 1d6
Rigger Initiative:         8 + 1d6
Astral Initiative:         
Matrix AR Initiative:      8 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  6
Mental:                    7
   Mnuemonic Enhancer [+3] (All Mental Tests)
Social:                    4
   Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
   SWAT Armor [+2] (Only for intimidation, Must be visible; reduce by 1 in all other tests)
Astral:                    7

== Active Skills ==
Aeronautics Mechanic       : 2                      Pool: 8
Animal Handling            : 0                      Pool: 2
Archery                    : 0                      Pool: 4
Armorer                    : 2                      Pool: 8
Automatics                 : 1                      Pool: 6
Automotive Mechanic        : 2                      Pool: 8
Biotechnology              : 1                      Pool: 7
Blades                     : 1                      Pool: 6
Chemistry                  : 1                      Pool: 7
Clubs                      : 1                      Pool: 6
Computer                   : 4                      Pool: 10
Con                        : 1                      Pool: 4
Cybercombat                : 6                      Pool: 12
Cybertechnology            : 1                      Pool: 7
Demolitions                : 2                      Pool: 8
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 3
Electronic Warfare         : 6                      Pool: 12
Escape Artist              : 0                      Pool: 4
Etiquette                  : 1                      Pool: 4
First Aid                  : 1                      Pool: 7
Forgery                    : 0                      Pool: 5
Free-Fall                  : 0                      Pool: 3
Gunnery                    : 6 [Ballistic]          Pool: 11 (13)
Gymnastics                 : 1                      Pool: 6
Hacking                    : 6                      Pool: 12
Hardware                   : 4                      Pool: 10
Heavy Weapons              : 0                      Pool: 4
Impersonation              : 1                      Pool: 4
Industrial Mechanic        : 2                      Pool: 8
Instruction                : 0                      Pool: 2
Intimidation               : 1                      Pool: 4
Leadership                 : 1                      Pool: 4
Locksmith                  : 1                      Pool: 6
Longarms                   : 1                      Pool: 6
Medicine                   : 1                      Pool: 7
Nautical Mechanic          : 2                      Pool: 8
Navigation                 : 1                      Pool: 5
Negotiation                : 1                      Pool: 4
Palming                    : 1                      Pool: 6
Perception                 : 6                      Pool: 10
Performance                : 1                      Pool: 4
Pilot Aircraft             : 6 [Vectored Thrust]    Pool: 10 (12)
Pilot Ground Craft         : 6 [Wheeled]            Pool: 10 (12)
Pilot Walker               : 6 [Remote Operation]   Pool: 10 (12)
Pilot Watercraft           : 1                      Pool: 5
Pistols                    : 1                      Pool: 6
Running                    : 1                      Pool: 6
Sneaking                   : 6 [Urban]              Pool: 11 (13)
Software                   : 4                      Pool: 10
Survival                   : 1                      Pool: 4
Swimming                   : 1                      Pool: 6
Throwing Weapons           : 0                      Pool: 4
Tracking                   : 1                      Pool: 5
Unarmed Combat             : 1                      Pool: 6

== Knowledge Skills ==
Area Knowledge: North American Smuggling Routes : 2                      Pool: 9
Chess                      : 1                      Pool: 8
Combat Sign Language       : 2                      Pool: 9
Comics & Manga             : 3                      Pool: 12
Data Havens                : 1 [Matrix]             Pool: 8 (10)
Engineering                : 4                      Pool: 13
English                    : N                      Pool: 0
Firearms                   : 1                      Pool: 10
Japanese                   : 1                      Pool: 8
Mandarin                   : 1                      Pool: 8
Military                   : 2                      Pool: 11
Na'vi                      : 1                      Pool: 8
Or'zet                     : 3                      Pool: 10
SCiFi & Fantasy Movies     : 2                      Pool: 9
Security Tactics           : 3                      Pool: 12
Small Unit Tactics         : 4                      Pool: 11
Tradecraft                 : 2                      Pool: 11
Video Games                : 2                      Pool: 9

== Contacts ==
Anna Gregovich (3, 2)
Jackie "Booster" ??? (3, 1)
Sgt. Helmsley (4, 3)

== Qualities ==
Aged (Rating 1)
Allergy (Uncommon, Mild) (?)
Analytical Mind
Bad Rep
Consummate Professional
Distinctive Style
Juryrigger
Low-Light Vision
Perceptive Defender
Prejudiced (Specific, Biased) (Conjuror's)
SINner (National) (UCAS)

== Lifestyles ==
Barracks  1 months

== Cyberware/Bioware ==
Cerebral Booster Rating 2
Control Rig Rating 2
Cyberdeck
Data Lock Rating 1
Mnemonic Enhancer Rating 3
Muscle Replacement Rating 2
Sleep Regulator

== Armor ==
Armor Jacket                        12
Custom Ballistic Mask               2
   +Flare Compensation
   +Respirator Rating 6
   +Single Sensor Rating 2
      +Geiger Counter
SWAT Armor                          15
   +Chemical Protection 2
   +Chemical Seal
   +Drag Handle
   +Gear Access
   +Radiation Shielding 6
SWAT Helmet                         3
   +Respirator Rating 6
   +Single Sensor Rating 3
      +Geiger Counter

== Weapons ==
Browning Ultra-Power
   +Concealed Quick-Draw Holster
   +Laser Sight
   +Spare Clip
   +Spare Clip
   +Spare Clip
   Pool: 6   Accuracy: 6   DV: 8P   AP: -1   RC: 2
Combat Knife
   Pool: 6   Accuracy: 6   DV: 7P   AP: -3   RC: 2
Extendable Baton
   Pool: 6   Accuracy: 5   DV: 7P   AP: -   RC: 2
Extendable Baton
   Pool: 6   Accuracy: 5   DV: 7P   AP: -   RC: 2
FN HAR
   +Gas-Vent 2 System
   +Laser Sight
   +Sling
   +Sound Suppressor
   +Spare Clip
   +Spare Clip
   +Spare Clip
   +Tracker
   Pool: 6   Accuracy: 6   DV: 10P   AP: -2   RC: 4
Knife
   Pool: 6   Accuracy: 5   DV: 6P   AP: -1   RC: 2
Knife
   Pool: 6   Accuracy: 5   DV: 6P   AP: -1   RC: 2
Knife
   Pool: 6   Accuracy: 5   DV: 6P   AP: -1   RC: 2
Minigrenade: High Explosive
   Pool: 4   Accuracy: 0   DV: 16P (-2/m)   AP: -2   RC: 2
Rocket: Anti-Vehicle
   Pool: 6   Accuracy: 0   DV: 24P (-4/m)   AP: -4/-10   RC: 2
Rocket: High Explosive
   Pool: 6   Accuracy: 0   DV: 21P (-2/m)   AP: -2   RC: 2
Ruger Super Warhawk
   +Concealed Quick-Draw Holster
   +Speed Loader
   +Speed Loader
   Pool: 6   Accuracy: 5   DV: 9P   AP: -2   RC: 2
Shock Gloves
   Pool: 6   Accuracy: 6   DV: 8S(e)   AP: -5   RC: 2
Unarmed Attack
   Pool: 6   Accuracy: 6   DV: 5S   AP: -   RC: 2

== Commlink ==
MCT Drone Web (ATT: 0, SLZ: 0, DP: 7, FWL: 6)
Novatech Navigator (ATT: 6, SLZ: 5, DP: 4, FWL: 3)
   +Agent Rating 5
   +Browse
   +Configurator
   +Edit
   +Encryption
   +Signal Scrub
   +Toolbox
   +Virtual Machine
   +Armor
   +Baby Monitor
   +Biofeedback
   +Biofeedback Filter
   +Blackout
   +Decrypt
   +Defuse
   +Demolition
   +Exploit
   +Fork
   +Guard
   +Hammer
   +Lockdown
   +Mugger
   +Shell
   +Sneak
   +Stealth
   +Track
   +Wrapper

== Gear ==
Ammo: APDS (Assault Rifles) x120
Ammo: APDS (Sniper Rifles) x100
Ammo: APDS (Medium Machine Guns) x300
Ammo: APDS (Medium Machine Guns) x300
Ammo: Assault Cannon (Assault Cannons) x100
Ammo: Explosive Rounds (Heavy Pistols) x100
Ammo: Flechette Rounds (Shotguns) x300
Ammo: Gel Rounds (Heavy Pistols) x20
Ammo: Regular Ammo (Heavy Pistols) x30
Autosoft (Targeting (Underbarrel Grenade Launcher)) Rating 4
Autosoft (Targeting (Cavalier Arms Crockett EBR)) Rating 4
Autosoft (Targeting (AA-16 Shotgun)) Rating 4
Autosoft (Targeting (FN Mag-5 MMG)) Rating 4
Autosoft (Targeting (Ares Thunderstruck Guass Rifle)) Rating 4
Autosoft (Targeting (Mitusishi Yakosuku MRL)) Rating 4
Autosoft (Electronic Warfare) Rating 4
Autosoft (Clearsight) Rating 4
Autosoft (Stealth (Humvee)) Rating 4
Autosoft (Stealth (GMC Banshee)) Rating 4
Autosoft (Stealth (Fly Spy)) Rating 4
Autosoft (Manuever (Fly Spy)) Rating 4
Autosoft (Manuever (Humvee)) Rating 4
Autosoft (Manuever (GMC Banshee)) Rating 4
Banshee Pilot upgrade 4 to 6
Catalyst Stick
Certified Credstick, Silver x3
Certified Credstick, Standard x3
Climbing Gear
Contacts Rating 2
   +Flare Compensation
   +Vision Enhancement Rating 1
Flashlight, Low-light
Humvee Pilot Upgrade 2 to 5
Humvee Pilot upgrade 3 to 4
Jazz x11
Lockpick Set
Minigrenade: High Explosive x20
Miniwelder
Miniwelder Fuel Canister x3
Rapelling Gloves
Restraint, Metal x3
Restraint, Plastic x20
Rocket: Anti-Vehicle x5
Rocket: High Explosive x3
Satellite Link
Stealth Rope (100m) x2
Subvocal Mic
Survival Kit
Tag Eraser
Tool Kit (Automotive)
Tool Kit (Armorer)
Tool Kit (Hardware)
Tool Kit (Aeronautics)

== Vehicles ==
Aeroquip M.E.D.-1 'Dustoff' Medical Evacuation Drone (Large)
   +Sensor Array Rating 3
GMC Banshee (Thunderbird)
   +Heavy Weapon Mount, Manual
   +Heavy Weapon Mount, Manual
   +Heavy Weapon Mount, Manual
   +Sensor Array Rating 6
MCT Fly-Spy (Minidrone)
   +Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
   +Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
   +Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
   +Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
   +Sensor Array Rating 3
Rover 2072 (SUV) ("Humvee")
   +Heavy Weapon Mount, Manual
   +Weapon Mount, Manual
   +Weapon Mount, Manual
   +Weapon Mount, Manual
   +Sensor Array Rating 4

== Description ==
Short Physical Description (one to two paragraphs): First time you guys meet Wires outside of a professional setting you're really not surprised. Wires is setting there watching the latest anime wearing an unbuttoned Hawaiian shirt, Bermuda shorts, flip flops and is eating cocoa puffs from a punch bowl with a wooden stirring spoon. The getup looks totally ridiculous on the Orc. Normally he looks like a squared away merc. Standing at 6 feet 195 lbs and being in military shape, Wires may not be the poster boy of the unit but he fits in the background shots well.

If you see him with his shirt off though you'll know he's a combat veteran. He's got a few bullet holes pockmarking his body and a rather nasty burn scar across his chest, arms, neck, and face. Looks like he was branded by a masshup of hot wires. He laughs about his scars though. Only saying "That's what you get for being stupid enough to crawl through the belly of an aircraft to repair things as it's getting shot at."

== Background ==
Chief Warrant Officer Jack "Wires" Willes, Callsign-3 (played by Ravensoravle)

Not So Short Background (two paragraphs): Wires has been a merc/smuggler all his life. He grew up watching his daddy taking a t-bird at high speeds through some of the roughest mountain passes in the Rockies on smuggling runs. When he was old enough he helped his dad with the family business. When his dad was shot down during a run. Wires moved on to merc work. Being the general tech head he was it wasn't a problem to find those who wanted him for a member of their unit.

Wires tends to be the Wild Card of the group though. He's not reckless or a danger to his unit in any way but he is kinda out there mentally. But he does have a tendency to be a little "Eccentric". That may be the polite word to use. "Just plain batshit crazy" is often a term to describe him by his previous commanders. Some of his maneuvers are somewhat unorthodox and his passengers have been known to need a barfbag every now and then. You better not make a mess in his t-bird though or you'll be polishing the whole damn thing yourself with a toothbrush.

Wires is a complete tech-head. If it has anything to with technology you'll probably see Wires drooling over it. He also spends a great deal of his personal time being a complete nerd. He watches all sorts of manga and cartoons. He reads comicbooks. He is an avid videogamer. Basically he's a kid at heart. Not something you'd expect when you see an orc in his 50's with a crewcut.

He has the merc bearing and most people that see him says he screams military in appearance. What's funny though is that he's never actually been in a official military unit. He's been a Private Military Contractor basically all of his adult life. He's been with the unit, whatever form it had, for several years (If they have existed that long). Everyone knows he can be trusted with their lives. He'll take any of the younger guys under his wing, especially if they show interest in tech or nerdy passions. Be careful if you do though cause he'll talk your ear off about them.


== Concept ==
Kid at Heart Mercenary Tech Specialist

== Notes ==
== Priorities ==

A- Skills 46/10
B- Nuyen 650,000Y
C- Metatype- Orc
D- Attributes
E- Mundane

== Karma Expenditures==

--Gained--
35 Karma Neg Qualities

--Spent--
19 Karma- Positive Qualities
15 Karma- Raise Wil from 2 to 3
25 Karma- Raise Edge from 1 to 3
2 Karma- Chemistry 1
2 Karma- Lockpick 1
7 Karma- Nuyen 14,000Y

-- 50 Bonus Karma expenditure --
:Firearms Group 1- 5K
:Close Combat Group 1- 5K
:Engineering Group 2- 15K
:Influence Group 1- 5K
:Outdoors Group 1- 5K
:Athletics Group 1- 5K
:Acting Group 1- 5K
:Biotech Group 1 -5K

-- 25 Interest Skills Karma --

Comics & Manga 3 - 6K
Video Games 2 - 3K
SciFi & Fantasy Movie References 2- 3K
Firearms 2- 3K
Or'zet 3- 6K
N'avi 1- 1K
Mandarin 1- 1K (Browncoats)
Japanese 1- 1k (Cause Anime is best without dubbing.)
Chess 1 - 1K (Just cause August needs an opponent.)

Starting Nuyen: http://orokos.com/roll/217426
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-03-14/0921:48>
Blazrath;
Keep in mind that I specified in the original recruitment thread that you all would have been working together for at least a year; these guys trust you, and you trust them. No if's, and's, or but's. You can still be the FNG, but you've all worked together long enough to be an effective team.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-03-14/1104:36>
Nah, I figured that be the cause. I put that in there cause honestly, out of the six he does stand out the most as different. All the while he may trust them, doesn't mean that he fits in exactly just yet. Either cause he or the team still thinks he needs to prove that he deserves to be on this team particularly, like a rookie on a professional team. He's good enough to get to the pros level, but still needs to earn his spot as starter.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-03-14/1200:03>
Here's the info that August sent everyone.

Chicago: https://maps.google.com/maps/ms?msid=201375040006088778489.0004dc233c3f9a36e7362&msa=0&dg=feature

Our DZ is just SE of the Cermak Crater.  If you zoom in toward Burnham Park, you'll practically go right to it.

The route: https://goo.gl/maps/mZxuI

I'm personally a little hesitant about the part of the route that has us going under I-90 and I-55, so it may be wise to send out drones to check out the area, as well as set up an optional route in case (when) things to south.  I'm also interested in what everyone has to say about a secondary route home.  If we're spotted going one way, an ambush could be set for us on the way home.  The flip side, is we might double our chance of running into something nasty by taking 2 routes.  What do y'all think?

Edit: martin, if I wanted to pick up some safe targeting systems to bring with us, is that something I could buy off the VI armory?  Also, how big are they as far as figuring my load out?
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-03-14/1314:04>
I'm thinking we don't let the engines on the Banshee evil cool a bit on this one. We do a fast drop at Meadow's park. Betty takes off when we clear and becomes our aerial "eye in the sky". She doesn't follow directly overhead but with a the high end sensor array she has we can take lateral shots of the route and easily pinpoint obstructions.  We keep her close enough that extraction can be quick.

I agree that those overpasses are going to be our number one problem for the route. If they collapsed from the blast then we'll have a roadblock. If the stand then aerial support is limited cause even that gauss rifle can't penetrate that much hardened concrete.

I say once we find the Dr. we Medevac her immediately back to the Banshee. That shoudl keep her clear of the worst fighting and keeps a valuable asset out of harms way when we follow up with the scouting mission.

As for extraction there are several parks, shopping centers and the hospital within a mile of our mission. So we have options open for a quick dustoff.   

EDIT: Why not avoid the overpasses alltogether. We follow State North to Cermak. Cermak West to Archer and Follow the river south on Archer to Normal or Wallace. We can Dustoff at the asian market there or follow 24th back to Sun-Yet-Sen Park for a secondary extraction.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-03-14/1346:52>
I'm thinking we don't let the engines on the Banshee evil cool a bit on this one. We do a fast drop at Meadow's park. Betty takes off when we clear and becomes our aerial "eye in the sky". She doesn't follow directly overhead but with a the high end sensor array she has we can take lateral shots of the route and easily pinpoint obstructions.  We keep her close enough that extraction can be quick.

Agreed.  The only exception will be when we ditch the humvee and go on foot, we won't want the engine noises from Betty giving our position away.  Is it possible to get Betty up high enough to not be heard and still get working vids from her?  We are in the windy city after all, so that should be on our side.

I agree that those overpasses are going to be our number one problem for the route. If they collapsed from the blast then we'll have a roadblock. If the stand then aerial support is limited cause even that gauss rifle can't penetrate that much hardened concrete.

I'm hoping the Fly-Spys can help with this.  Is it possible for another teammate to get a Fly-Spy feed while Wires focuses on driving, if the Fly-Spy is on autopilot?  That could help with our overall perception.  If Wires can do it all, even better. 

If things look hairy, we can head further N on State before going W, but then we're crossing a lot of open space, which I don't like the sound of much either.

I say once we find the Dr. we Medevac her immediately back to the Banshee. That shoudl keep her clear of the worst fighting and keeps a valuable asset out of harms way when we follow up with the scouting mission.

As for extraction there are several parks, shopping centers and the hospital within a mile of our mission. So we have options open for a quick dustoff.

I like the sound of this, but some things we need to keep in mind.  I'm not sure how to feel about someone chilling in the banshee while we're depending on it to get us out of there.  Can we effectively lock her in the cargo bay?  Personally, I have no problem tranq patching her, but I also want to make sure the Medevac is available if we need it for a return trip.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-03-14/1353:42>
rednblack
The armory would absolutely have STS accessories, though at normal cost (750¥ per weapon, +300¥ for image recognition capabilities with 10 profiles). You have enough data on Dr. Clay (image profile and info on her commlink) to include her in the basic set of 10 that comes with the system. Note that the image recognition requires a smartgun or a guncam link, but I don't think that'll be an issue for any of you. It is wireless, however, so just keep that in mind.

In terms of size, they can go on any accessory slot except the stock (meaning barrel, side, top, and under), so they aren't all that big. I'd guess flashlight size or smaller.


Ravensoracle
The overpasses are still standing. You can travel underneath them without issue (at least not in terms of there being a roadblock in the way. Yet :) ).

Good call on using the Medevac drone; solid plan. *nods*

Also, don't rely too much on the maps from current day Chicago; they'll be good indicators, but there's a reason I had the Colonel provide you with an LZ near the river. Landing in the Cermak blast radius might not be possible and/or advisable. You'll have lots of options to recon the area, though.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-03-14/1502:02>
I'm sorry for being dense here, but i feel like im not understanding something vital here that everyone else does.
the banshee is an aircraft, correct? why are we worried about going UNDER these overpasses exactly?
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-03-14/1512:24>
I'm sorry for being dense here, but i feel like im not understanding something vital here that everyone else does.
the banshee is an aircraft, correct? why are we worried about going UNDER these overpasses exactly?

We're going to go Banshee to humvee at Lake Meadows Park, as there's supposedly a clear place to land there.  We'll take the humvee to 26th and State, see what there is to see, and probably go on foot from there, as we don't want to let the whole neighborhood know where we're at, if we're having to search around. 

We'll be keeping the Banshee around to provide support and an aerial view, assuming we can do so quietly.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-03-14/1516:59>
I'm sorry for being dense here, but i feel like im not understanding something vital here that everyone else does.
the banshee is an aircraft, correct? why are we worried about going UNDER these overpasses exactly?

We're going to go Banshee to humvee at Lake Meadows Park, as there's supposedly a clear place to land there.  We'll take the humvee to 26th and State, see what there is to see, and probably go on foot from there, as we don't want to let the whole neighborhood know where we're at, if we're having to search around. 

We'll be keeping the Banshee around to provide support and an aerial view, assuming we can do so quietly.

OH. ok, i get it. Where on the map is the hangar located?
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-03-14/1544:46>
to Cermak
Meep! Unless the 'from' is even worse Gale and I are in agreement that is much distance from the crater as possible is just dandy :)

edit: ohhhh, just looked at the maps better... 'to' is the only option it seems.

edit2:
Gale is not being super helpful in regards to termite spirits.
Knowledge: Mag threats (http://orokos.com/roll/218521): 6d6t5 1
Remind me, are glitches half or more than half? Cause I got 3 ones there.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-03-14/1732:46>
More than half. If you roll 6 dice, gremlins not withstanding, it takes 4 1's to glitch. Which is why big dice pools are better :-).

Can Chuck make a news check to see if he's heard or read anything about the area? He keeps an ear out when the locals are talking about the local happenings, and I imagine he does a quick matrix search on relevant info in addition to reading his usual news subscriptions off his comm. Although he doesn't "enjoy" them per se, he also makes a quick scan over the local tabloid(s). Some true stories never make it to the legit press.

News roll (5d6) [6,3,4,4,3] = 1 hit (http://invisiblecastle.com/roller/view/4629214/)
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-03-14/1748:45>
What does she know about termites? (http://orokos.com/roll/218526): 11d6t5 3

What does she know about the nearby areas we'll be moving in/through (http://orokos.com/roll/218527): 10d6t5 2
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-03-14/1807:12>
Poindexter;
3 hits (along with reyjinn's 1) is essentially enough to know most of the stuff from Street Grimoire; let me know if you don't have it an I'll recap.

Area knowledge and news coverage is spotty at best, because the Cermak blast is a) full of radiation, b) full of insect spirits in torpor (at least underground, or so the rumours go), and c) not frequently travelled.

So, Poindexter and Koshnek,
You both know that the Cermak blast area is dangerous, and only the bravest and/or craziest motherfraggers venture there.

Essentially, even though y'all are familiar with the CZ, the blast zone is somewhere most (sane) people stay away from.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-03-14/1823:18>
Poindexter;
3 hits (along with reyjinn's 1) is essentially enough to know most of the stuff from Street Grimoire; let me know if you don't have it an I'll recap.

I don't have a copy, unfortunately.

Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-03-14/1945:00>
While I know speed is imperative, why don't we stay out of the underpasses? Wentworth off of the 26th looks to be an overpass and allows us to bypass the two very easily and be on the right side to turn over to Canal. Just my two cents.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-03-14/2129:48>
Just a heads up PD: maroon is my internal color. Your reaction was good, it was just to the wrong part :p. I'm kinda new to this, I guess I should put my colors in my sig haha.

Also, whose characters would not be down for a quick prayer a couple minutes before liftoff? Sort of like the quick prayer football teams do before a game. Not too religious..That ain't Chuck's style.

And who would be likely to smoke cigars if Chuck offered?

Edit: Radiation shielding is a must for this mission I think, so wear whatever you have to wear. If you can choose between restrictive and non restrictive gear, I think it might be better to go with non restrictive gear this time.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-03-14/2159:43>
Also, whose characters would not be down for a quick prayer a couple minutes before liftoff? Sort of like the quick prayer football teams do before a game. Not too religious..That ain't Chuck's style.
Gale is agnostic at best but doesn't begrudge others whatever superstitions they chose (living in a world with dragons, elfs, etc you have to consider EVERYTHING as a possibility). He just doesn't believe that any hypothetical Almighty Being cares one bit about our actions either way, we are very insignificant being in the grand scheme of things.

Quote
And who would be likely to smoke cigars if Chuck offered?
Gale likes the smell of a good cigar but has no desire to actually smoke one.

Anyone buzzed enough to want Detox before we head out?
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-03-14/2213:19>
Anyone buzzed enough to want Detox before we head out?

I think for the last few months, that's been standard procedure for Weedy before every mission.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-03-14/2215:01>
Just a heads up PD: maroon is my internal color. Your reaction was good, it was just to the wrong part :p. I'm kinda new to this, I guess I should put my colors in my sig haha.

Also, whose characters would not be down for a quick prayer a couple minutes before liftoff? Sort of like the quick prayer football teams do before a game. Not too religious..That ain't Chuck's style.

Whoops. Fixed.

Weedy aint prayin to nothin' cause aint nothin listenin, but when it comes to shit like hot sauce, cigars, liquor, "manly" kinda shit, she's ALWAYS down. Girl has a chip on her shoulder and a point to make.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-03-14/2232:04>
@Koshnek, August would partake in a prayer.  He's awfully conflicted on the whole nihilism v. belief structure thing, but he's got a philosophical mind and a spiritual bent to him, even if he hasn't processed any of it to his satisfaction yet.

And yeah, radiation shielding is definitely a must.  We are going deep in the drek on this one.  And no matter what August says IC, I think at least one person on the team better bring a cannon. 

@Blazrath, I think the plan should be the route outlined, but that way definitely seems workable.  I was thinking we could have Wires send out some drones on a few different routes, so we have at least one backup if things look gnarly. 

@All, what do you guys think about a different route for the extraction?  If we've got to get back to the park, is a separate path more advisable?
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-03-14/2316:19>
Chuck's bringin the cannon :p. I believe he has the strength to tote it around without it being a hindrance. It'll be on our special gyro-mount system too. Ill put it in my next IC. Chuck's leaving the party a little early being he has to climb into his gyromount. The book says that takes 5 minutes, but hell say something to August IC about leaving early.

Is it common knowledge what the overpasses are made of? I imagine it probably is being its public infrastructure. Chuck might be in favor of going under them if they could be dropped as a defensive measure. Anyhow, Chuck wouldn't blow 'em up willy nilly, but if we somehow wake up a hive of bugs he'd bring a section down if possible to cover our retreat. It may not be possible :p. Is the route on that map the route HQ suggested we take?
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-03-14/2323:10>
Wires wouldn't join in the prayer but he would never object to anyone else doing so. Everyone has their own pregame rituals so to speak.

I have no problem pre-mapping several routes and using the drones to scout the routes ahead of us. Only thing is it will most likely slow us down a bit. But slow and steady is sometimes preferable.

As for rolling the searches I am on a tablet cause I am not home at the moment. (Like I said in another game my dad's place got hit hard in a storm and I am helping with cleanup.) The tablet dislikes the dice rolling website. Would someone please roll for me? I trust ya. LOL 
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-03-14/2325:26>
Is the route on that map the route HQ suggested we take?

Yes.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-03-14/2327:36>
Jack would decline the prayer and a cigar, letting someone else have his.

rednblack: For the original route, I can go underground while heading there, its the leaving part I'd rather be top side, in more open areas where I can see the drek hit the fan. It would allow for aerial support if need be, I'm sure Chuck has enough explosives to make an impromptu landing pad if it comes and honestly going into dark places with many things skittering in the dark is not the way I would like to go out.

As for the mission objectives, if we are planning on trying to hit both at the same time, we may alert one position if things go badly with the other. Its not the most ideal and may be suicidal, but we may need to split up so that in case things go belly up we at least get the objectives complete. I'd suggest figuring out which ones would be best for stealth work and trying to keep quiet and which ones would be best to have around when things go loud. I know there are many flaws, but do we have a better idea?
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-04-14/0002:26>
Splitting the party in the CZ? Brave. Stupid, but brave :-)
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-04-14/0012:11>
Splitting the party in the CZ? Brave. Stupid, but brave :-)

Yes, yes it is. But trying to spy on a termite shaman after maybe having to do a hard extraction of our target and having them on edge seems like a worse idea.

Its either tempt fate that we can get the job done quietly on both fronts or try to get both done at the same time. As for the drone, I think as long as you have a commlink you can slave it to the system and have it do recon for you. All depends on whether we think this or not.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-04-14/0023:53>
For the record, I don't have a mountain of ordnance :p. I have 5 kilos of various grades. Are we going through an underpass or into a tunnel? I thought we were talking about under an overpass. I'm (literally) guessing that I might have enough explosive to drop a pillar or two of an overpass and stop or slow down anything chasing us. I don't actually know without any extra input from someone who does know :p.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-04-14/0033:25>
Blazrath
There's always an option ;)

Just saying, splitting the party is a Bad Idea (TM). You have been warned.

Koshnek
You're certainly free to try, but your character would know that while 5kg of high-yield explosives is likely enough to take out a reinforced concrete support pillar, it likely won't drop an overpass that's been designed to last through storms and earthquakes. In your character's opinion, you'd probably have better luck setting up IEDs on or along the road with remote triggers.

I'll have more answers for everyone tomorrow morning. Feel free to RP into the Banshee (which is going to be loud, by the way; if you want it to avoid detection you're looking at extreme range for an assault cannon, or 1km of altitude (or more). At that distance it certainly won't be heard, but it won't be impossible to spot.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-04-14/0103:38>
For the record, this is the loadout I'm planning to run. Being I have the gyro, Ill drop the shield. I don't think I can strap a shield to my back with a big ol cannon hangin there :p. I think the shotty is actually viable here. 32 shots with full auto or even suppressive fire as options. If distance becomes an issue, Chuck can cover 36 meters with a single run. I wasn't expecting to run into any heavily armored resistance, so I was going to leave the flechette loaded. If our BS friends aren't so friendly, I can swap drums. That's also why I wanted to bring the cannon. I have 15(30) shots if things get ugly or I need to make a long shot. Ill add a cannon clip to the loadout too.

Smash 'n Grab (Restricted is too much of a liability): Full Body Armor, Helmet, shield. Laser Pistol, Autoshotty flechette, +Cannon, discharge satchel, 1 drum APDS [1], Medkit satchel R3, 1 kilo R11 plastic/1 Kilo R19 plastic [1],"Claymore" (R25 explosive w/ motion sensor) [1] Cram/Kamikaze/Slap Patch/Trauma Patch [1]. Miniwelder [1], Demo toolkit [5]. Ex-Airtank R6 +AC clip

Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-04-14/0239:11>
Weedy will be bringing the standard loadout. That means no cannon, no bow. Those stay on the bird. All the other regular gear is going with her though.
as for ammo, she'll load up 2 of her clips for the AK with explosive and the other 2 with APDS. She'll bring one extra full load of nades for the underbarrel launcher as well as 4 regular ole throwin nades. 8 extra shells for the remington as well. As for drugs, she'll bring 4 hits of jazz, 6 doses of zen, and 6 doses of longhaul. Lockpick set instead of the crowbar or chainsaw.

She'll be ready to go in half the time everyone else will.

Also, im against splitting the party more than a couple turns sprinting can't fix. That's why god gave us drones. Now that i think about it, do we even NEED to get meat eyes on the alleged mite shaman? I mean, a recording from a drone is gonna be just as good aint it? Especially a cloud of fly spies. The more i think about it, the more i think maybe we should just drop all but one or two of them off on our way to look for the doc. Let THEM do the work on the side job, eh?
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-04-14/0910:04>
Yeah, splitting up seems like a royally bad idea to me. If it weren't for the near certainty that the doctor would come into lethal danger in the meantime I'd say we should do the scouting first.

Gale ain't nearly as gear nuts as you gun folks, just got an all purpose load out that he rolls with.

SWAT Armor, SWAT Helmet, Raiden [APDS] (on a sling, 2 spare clips), Crusader [S'n'S] (right hip holster, 2 spare clips), Survival knife (strapped to backpack), Combat knife (left hip), Medkit R6 (backpack), 3x Trauma patches, 3x Stim patches R4, Avalon commlink (w/ subvocal), 50 drams reagents, F1 Power foci (not active), F5 Sustaining foci (not active).
Hmmm, think that's about it.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-04-14/1104:28>
All right, first up is info on Termite spirits for Poindexter:
Termites, like ants and wasps, are hive insects; highly social, organized, and driven. A hive is formed by a single shaman, who summons individual insect spirits (workers, soldiers, scouts, nymphs, and caretakers) as preparation for summoning a Queen type spirit. The Queen is the focus of the hive-mind and the dominant influence that directs the hive in all actions.

Termites specifically have a rigid caste system where more mature (i.e. older) spirits have seniority, though all obey the queen as usual. Termite hives are usually build above ground, but abandoned buildings and isolated urban areas serve as typical hiding spots. Termites all have the Reinforcement power, and so their hives can be tough nuts to crack.

Koshnek
Chuck's contact Mr. Burns is only able to get a hold of more of the cheap (but real tobacco) cigars on short notice.

He's got some feelers out for the following, but so far the market is pretty tight:
Swag [7] (http://orokos.com/roll/218649)
19d6t5: 3 [19d6t5=3, 6, 4, 4, 4, 3, 3, 3, 3, 4, 1, 1, 4, 4, 6, 2, 5, 1, 3]

Unavailable: 24d6t5: 9 [24d6t5=5, 2, 2, 3, 2, 4, 2, 5, 6, 5, 6, 6, 4, 5, 2, 2, 3, 4, 5, 2, 3, 3, 1, 6]
Gurkha Widow Makers. Premium deluxe, but at a price tag of over 750¥ a piece these are pretty elusive; they are the best cigars money can buy, however.

Unavailable: 20d6t5: 4 [20d6t5=1, 2, 6, 1, 5, 3, 2, 3, 2, 1, 3, 3, 4, 6, 3, 5, 4, 2, 2, 1]
Cohiba Luxe; still pretty damned high quality, and still damned expensive at just around 450¥ per cigar.

Unavailable: 16d6t5: 6 [16d6t5=1, 3, 3, 5, 4, 5, 6, 1, 6, 2, 3, 3, 5, 6, 2, 1]
Zino Platinum Crown; a good, mid-range cigar that's fairly inexpensive at a little under 300¥ each

Available: 12d6t5: 1 [12d6t5=1, 1, 4, 2, 4, 2, 6, 4, 4, 3, 1, 4]
Rocky Patel Catch-22: these things are decent, and that's about it. They're inexpensive at only 75¥ per stick, though.

If you feed him some cash you can get your hands on more exclusive stuff, however. Buying dice at 25% will get you an additional net hit using the buying hits rules. In other words, you can pay 100% more than asking price (i.e. double) and he'll be able to get the Cohiba Luxe ones, but at 900¥ a pop


Ravensoracle
Muse searching for maps of the area
Matrix Search (http://orokos.com/roll/218652): 10d6t5 4
Threshold 3 test using browse, search takes 15 minutes and will complete just before you go airborne. Muse manages to locate recent off-grid satellite images of the entire AO, with comments from various people attached. You all get a +1 bonus to all Navigation tests you'll need to make in the area, both on foot and while mounted.

Muse searching for info on Dr. Clay
Matrix Search (http://orokos.com/roll/218653): 10d6t5 4
Threshold 3 test using browse, search takes another 15 minutes and will complete while y'all are en route. Muse manages to locate various articles penned by the good doctor and her PHD thesis; perhaps surprisingly, she's a prominent magical researcher who seems to believe that the recently discovered Royal Jelly is the solution to the "insect problem" as she describes it. Based on the documents Muse finds, Nightingale manages to build a basic psych profile on her.

Dr Clay is likely an extremely driven woman in her late 30s, having lost both parents in the Cermak blast of '55. She seems to be borderline obsessed with finding a cure for what is somewhat commonly known as inhabitation; similar to possession, insect spirits need a physical vessel to exist on the Earth metaplane or they will suffer a gradual decline in essence until they simply slip back into their native planes. Unfortunately, inhabitation is widely regarded to be irreversible, but Dr. Clay still holds out hope the Royal Jelly is the solution as it is directly related to the spirits themselves. She arrived in Chicago 5 days ago, and has been working in the CZ for the last 3. The fact that she's survived in or near the Cermak zone for so long, even with the escort, means she's definitely got a will to live.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-04-14/1121:43>
Agreed on splitting the party.  There might be some situations in which we need Jack, Chuck, or Weedy across the street, on the roof, etc, but in general I don't think it's wise to put much distance between team members that close to Cermak. 

@Poindexter, getting drones on the recon is a good idea, but I doubt we'll be able to rely on them alone.  Otherwise, a rigger could do that job jacked-in directly from base.  Who knows, maybe we'll get lucky.  If we do need meat eyes, we need altitude and distance as much as possible.  Besides the awful effects of radiation, we also have to worry about somebody falling down a bug hole at ground level.  Also, I feel kinda bad about the "mistaken for a man" comment that August made.  My absolute favorite line from Aliens is: https://www.youtube.com/watch?v=eycDq4NW88o but in general I don't like playing up gendered jokes.  Anyway, I wanted to let you know.

Augusts load-out: SWAT Armor, SWAT Helmet, Snake Mesh Socks (see above comment about bug holes.  I highly recommend them for 50¥), Combat Knife (boot), Survival Knife (backpack), Crusader (Concealed Quickdraw holster, 1 additional mag, APDS), Urban Combat (backpack, 2 additional mags, Stick-n-Shock), Ares Alpha (Sling, 5 additional mags, 4 APDS, 1 gel), Ares Alpha Grenade Launcher (loaded with High Ex., 3 Flash-bangs, 2 High Ex., 1 Thermal Smoke), Medkit (Backpack), Tranq patch X5 (backpack), Stimpatch X3 (front left pocket), Cram X3 (1 in pants pocket, 2 in backpack), Jazz (pants pocket), Longhaul X2 (backpack), Climbing gear (backpack), Gecko Tape Gloves, RFID tags X10 (backpack [for the record, these are not to confuse potential enemy deckers.  I want them for tagging our objectives]), Subvocal Mic, Electronic Paper (front right pocket), Sony Emperor (backpack), Microwire: 100m (backpack), Stealth Rope: 100m (backpack), Catalyst Stick (backpack), Rating 3 air tank (backpack)

Edit:

@All, so we don't kind of fly all over the place with the plan, I thought I'd put together a rough outline, with some of the options that have been presented.  This is by no means exhaustive, so let me know what I missed and let's discuss what our preferences are.

A: Landing:  DZ at Lake Meadows Park.  1. Banshee lands, humvee immediately exits, and takes a westerly course on 31st.  2. Banshee takes to air as soon as the humvee clears and stays out of sound range (sky should be dark, but are we likely to encounter nasties with vision that could still spot it?)

B: Route:
Option 1: Take advised course from HQ.  Go fast to maintain element of surprise and minimize chance of effective resistance or ambush being set.  Fly-Spies are sent to east bank of S. River for recon.  1-2 Fly-Spies stay close to team for when we hit 26th and State.
Option 2: Take Advised course from HQ.  Maintain low/moderate speed and have Fly-Spies scope area ahead for potential hazards.  1-2 Fly-Spies sent to east bank of  S. River for recon.
Option 3: Take route around Overpass and take high ground instead. Speed variable 
Flexibility: Depending on how long we are at 26th and State, we can recon immediate area N and W and establish route at that point. 

C: Pick Up
Option 1: Medevac Dr. Clay to Banshee as soon as she is in PC and circumstances allow.  I haven't heard anyone object to this, so I'm assuming this is the way to go. 
   2. BS mercs will follow Viper Team until extraction is complete.  I'm considering purchasing 4 Safe Target Systems that we can put on their weapons.  Time is an issue with this idea. 
   Concerns: If we haven't scoped Termite Shaman by this point, medevac drone could alert shaman to activity in area and allow her to go to ground
Option 2: Keep Dr. Clay in hand until entire team extracts.  BS mercs and Dr. Clay will follow Viper Team until recon mission is complete. 
   2. This option allows medevac drone to be filled with gear.
   Concerns: While medevac drone will not alert shaman to activity, the Dr. will potentially be at risk.  This is balanced by the fact that the good Dr. will not be unescorted or unaccompanied at any point in the mission.

D: Continued Recon
1. It has been strongly advised that we go on foot after 26th and State to maintain a low profile.
2. Humvee maintains safe distance so that we can retreat and have it advance should we need to bug out.
3. If drone recon does not yield sufficient results, Viper Team scopes suitable high ground to put eyes on S. river.  Maybe Blackshield mercs keep watch on ground floor?  Not loving this idea, but unsure what else to do with them.

E: Extraction
Option 1: Reunite with humvee, take recommended route back to Meadows Park, go have a cigar.
Option 2: Reunite with humvee, take secondary route to Meadows Park, go have a cigar.
Option 3: Reunite with humvee, take secondary route to Park No. 540 (or suitable alternative), go have a cigar.  This option will require intel from Wires.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-04-14/1127:16>
@Poindexter, getting drones on the recon is a good idea, but I doubt we'll be able to rely on them alone.  Otherwise, a rigger could do that job jacked-in directly from base.  Who knows, maybe we'll get lucky.  If we do need meat eyes, we need altitude and distance as much as possible.  Besides the awful effects of radiation, we also have to worry about somebody falling down a bug hole at ground level.  Also, I feel kinda bad about the "mistaken for a man" comment that August made.  My absolute favorite line from Aliens is: https://www.youtube.com/watch?v=eycDq4NW88o but in general I don't like playing up gendered jokes.  Anyway, I wanted to let you know.

based on what you said about the look in his eye when he said it, i assumed he was referencing the movie in character. Aliens seems like the kind of movie the whole crew would have watched at some point, y'know?
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-04-14/1130:18>
I hope no one else was offended by that line, rednblack, because I absolutely loved it. It's a classic line out of Aliens, and Poindexter did build his character on Vasquez, after all :)

I am going to have to question the use of a sling on both the Alpha and the Urban Combat, though; with a backpack, it's not going to be easy carrying both slung weapons. I'll require you to either ditch the backpack so you can have one weapon slung on your back and one in front, or stow one of the slung weapons in the pack.

Poindexter
Not sure where you're going with the message to your contacts; please elaborate if you expect some sort of feedback from my end.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-04-14/1207:13>
Poindexter
Not sure where you're going with the message to your contacts; please elaborate if you expect some sort of feedback from my end.

Whenever she goes into the CZ, there's always the chance of making a few bucks on the side by scavenging. Also, it wouldnt be the first time someone she knew wanted additional intel she was able to gather on the side of a mission. She only ever takes these side jobs if they have ZERO effect on the actual mission though. Not willing to alter her course even half a degree, but IF that course should put her into contact with something someone needs, she'd feel silly not to grab it for them.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-04-14/1211:35>
I am going to have to question the use of a sling on both the Alpha and the Urban Combat, though; with a backpack, it's not going to be easy carrying both slung weapons. I'll require you to either ditch the backpack so you can have one weapon slung on your back and one in front, or stow one of the slung weapons in the pack.

SMG will go in backpack.  I'll edit my post to reflect that change.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-04-14/1457:57>
Quote from: martin
What, half a million nuyen ain't enough for you?
Quote from: august
Anyway, whoever she is, she's got pull from up top, and 450,000¥ means she gets pulled out

Misunderstanding from August? Number after taxes? 50k extra is for the termite scouting? August skimming off the top O_o?
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-04-14/1515:11>
Quote from: martin
What, half a million nuyen ain't enough for you?
Quote from: august
Anyway, whoever she is, she's got pull from up top, and 450,000¥ means she gets pulled out

Misunderstanding from August? Number after taxes? 50k extra is for the termite scouting? August skimming off the top O_o?

Haha. I think the good Col. was rounding up. In the first IC post we get 300,000 for the extraction and 150,000 for te sneak and peek
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-04-14/1524:45>
Quote from: martin
What, half a million nuyen ain't enough for you?
Quote from: august
Anyway, whoever she is, she's got pull from up top, and 450,000¥ means she gets pulled out

Misunderstanding from August? Number after taxes? 50k extra is for the termite scouting? August skimming off the top O_o?

Haha. I think the good Col. was rounding up. In the first IC post we get 300,000 for the extraction and 150,000 for te sneak and peek
Ahh, didn't catch that :D
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-04-14/2101:04>
Hey martin. I didn't mean they had to be there as soon as we got back :-). Although they're not paid for yet, I was assuming I had enough good ciggies for those who need them upon return. This seems like the type of mission where you celebrate coming back :p. Chuck'd want a resupply to drop by the time the next mission hits. so...within a week probably? Or is that the time table you were looking at?

I didn't realize how expensive they were :p. It looks like I have 3 takers, and I have just enough money to cover 3 of those gold plated 750 nuyen cigars. Want to drop my funds and assume I already had 'em before the mission?

Also..how horrible are the 75 cigars? Might have to stick with the shit ones for the most part :p. buy a couple good ones for the weekends and party time plus the executive brand for post-mission. Chuck might invest in some real tobacco cigarettes too :p. He

I like fast 'n hard to be honest. This ladies been out of contact for 12 hours. Nothing reckless, we don't wanna spook the friendlies either. I think it's what Chuck would like too :p. Caution is the name of the game looking for the termite shaman, though.

So, it looks like its just Chuck and August for the pre-game. Do you make it or is Chuck just gunna do a silent little prayer by himself?

Edit: Technically I did say ASAP. Oops. I didn't think delivery would be so quick. Anytime within the week is good if price drops or if that affects availability. Or both :p.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-04-14/2132:07>
rednblack
Looks like a solid plan so far; good job.

Poindexter
OK, I'm not sure your contacts would go "Oh, you're going to the CZ, please bring me back a ghoul, some royal jelly, and a pony"...

In other words, if you find something that Weedy thinks they can use, they might be interested, but they're not going to be providing you with sidejobs ahead of time. Making nuyen off of contacts from stuff you find I'm good with, but I won't be providing you with alternate objectives. So, you tell me what kind of stuff you're on the lookout for, and maybe you'll get lucky.


Koshnek
You did say you wanted real tobacco; if foodstuffs have been replaced by soy and real meat is considered a delicacy only the well-to-do can afford, how expensive do you think real tobacco has gotten? :)

With the exception of the cheap 75¥ cigars (which are still decent cigars like the "cyanide" you're currently smoking, mind you, just nothing like the other three), Mr. Burns can deliver in approximately a day. The cheap ones he can deliver in 6 hours.

The price will stay the same because he actually has to get a hold of these things for you, which he's currently failed miserably at. So, tomorrow he'll get to try again, but the instant response will be that he can only get you the cheap stuff.

If you've got the cash for it you can buy anything up to normal availability limits as part of character generation; 75¥ are avail 12, next step up is avail 16, then 20, and finally 24 for the premium stuff.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-04-14/2145:38>
Yeah, thats ok. Can we assume I have a trio of the 450 nuyen ciggies then? Are those are the 20 availability ones?

Ill wait a minute and see if RnB gets back with me soon. Ill probably have to start my post within the hour. I'm kinda slow, haha, and I have a bed time on thurs fri and saturday nights.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-05-14/0154:24>
So I'd be grabbing mil-spec light armor and helmet cause that's the only armor that has rad shielding. Along with that he would have on him Matilda with a blue taped spare clip of stic-n-shock, green taped clip of APDS, 2 red clips of Explosive and 2 silver clips of regular ammo, with regular being the first loaded in, Kristine, one of the turrets, with a clip in the system and 2 more in his pack in a side pocket for easy access, the Guardian in a side holster with clips on the belt, combat knife in easy access on the front of his body, grapple gun and gear in the pack with climbing gear, couple light stics, satellite link not set up, subvocal mic, transys avalon, and his B&E gear. Rest of his stuff would be in a duffelbag on Betsy for if he needs it, like if they need to restock and go back in quickly cause something came up or something like that. Unless too much.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-05-14/0812:23>
Koshnek
Fine and dandy :)

Blazrath
Sounds good.

Everyone sound off for lift-off, and I'll take you up into the clouds...
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-05-14/0918:30>
@koshnek, sorry for any confusion there.  I am not always able to post in the evenings, but August was around, and I wouldn't have minded you RPing him standing with hands folded, etc.  As for cigars, August will chip in for some of the nicer ones, should the opportunity present itself.

@martin, nice work on those cigars, btw. 

Edit: does Ravensoracle's matrix search give us any idea what kind of condition the roads are in near the LZ?  I'd like to know what kind of speed we will be able to safely maintain.  If given the choice, I think fast is preferable, but if low and steady is what we've got, I'd like to know that ahead of us landing, if possible.  Also, does Weedy's hits on bug spirits tell us anything about best ways to bring them down mechanically?  I guess what I mean is, should we need to fire on one, will it be harder to hit or harder to damage?
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-05-14/1445:30>
OK, we're nearing the point of the game where Poindexter, with his 0% military experience beyond what is shown in movies is going to start calling actions for Weedy, who has the approximate experience of a green beret in the CZ. Chances are near 100% that im gonna have her do something that NO ONE with an ounce of military experience would EVER do unless they wanted their whole team to die horrible meaningless deaths. Those of you with actual military experience or even just more sense with these things than i have, feel free- no fuck that. Feel ENCOURAGED to correct me if/when i fuck up.

Cool?
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-05-14/1446:43>
As for cigars, August will chip in for some of the nicer ones, should the opportunity present itself.

Yeah, count Weedy as throwin in on the expensive cigars, too.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-05-14/1504:32>
OK, we're nearing the point of the game where Poindexter, with his 0% military experience beyond what is shown in movies is going to start calling actions for Weedy, who has the approximate experience of a green beret in the CZ. Chances are near 100% that im gonna have her do something that NO ONE with an ounce of military experience would EVER do unless they wanted their whole team to die horrible meaningless deaths. Those of you with actual military experience or even just more sense with these things than i have, feel free- no fuck that. Feel ENCOURAGED to correct me if/when i fuck up.

Cool?
Same from the guy from a country that hasn't EVER even had an army :) Let's give both Weedy and Gale the common sense quality.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-05-14/1509:42>
Same from the guy from a country that hasn't EVER even had an army :) Let's give both Weedy and Gale the common sense quality.

What country is that, if i may intrude.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-05-14/1536:20>
I'm guessing an island nation.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-05-14/1539:06>
@Blazrath, Bingo.

I'm from Iceland.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-05-14/1540:34>
I'll make sure to let you know to roll Common Sense if it becomes an issue :-)

The roads are relatively good, it's all the craps on them that are going to make it harder for you. Just driving along at the vehicles slowest running speed is not going to require a test; once you start going all out you'll run into threshold 4 or even 5 tests, depending on maneuver. This will be reduced by Wires' Control Rig rating, but make no mistake that these are roads that have significant amount of debris on them.

Worse is the noise the Humvee makes at high speeds; when you are idling along it will be hard to hear for the casual observer, whereas a full-tilt acceleration will be fairly easy to hear even down the block, simply because these parts of the CZ doesn't see much other traffic.

The Banshee holding 1000m up or more (your choice) will be very difficult to hear or see.

Mechanically speaking, Weedy knows that spirits are harder to damage with conventional weapons than they are to hit. That doesn't mean they're sliuchea when it comes to avoiding fire and it certainly doesn't make them stupid, but it does mean that hitting them is likely going to be less difficult than hurting them.

Also note that insect spirits aren't the only danger in the Zone :-)

The satellite imagery you have is only a week old or so.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-05-14/1630:46>
@martin and @Ravensoracle, by slowest running speed are you meaning 10m/turn?  If so, it would seem that the Fly-Spies will easily outpace the humvee unless we're getting into some serious driving tests.  Any word on how easy it will be to feed drone info directly to another char?  If so, August -- since our other high perception char will be on gun duty -- can compare the images Wires pulled from the matrix with the actual driving conditions in front of the humvee and note any potentially disastrous changes.  I figure that coupled with Wires' memory tests would put us in a good position to avoid a potential ambush.

I notice that Wires has a number of Fly-Spies but no Flying Eyes.  Any chance I could retcon August buying one for Wires?  Having a kamikaze drone could prove useful.

Good to know on noise, martin.  Thanks. 
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-05-14/1644:38>
With the tacnet I don't see it being a huge problem to feed video to one another.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-05-14/2106:22>
You can easily keep multiple vid-feeds up in AR. This will give those who do so the -2 penalty to Perception for being distracted while one or more windows are open, however.

If you've got the scratch for it, no problem rednblack.

And yes, 10m/CT (which is about 12km/h, or a really fast running speed especially while carrying a full combat load) is about as fast as you can keep the vehicles moving without incurring any vehicle tests or noise penalties for the Humvee.


Ravensoracle
Roll me a Perception test with the Banshee sensors to scope the LZ, and a Pilot Aircraft test when you're ready to land.

Everyone else can't really see too much out of the aircraft while seated, but if you want to you can take up side (left and right door guns) and rear positions (rear hatch) and get some good old fashioned mark-one eyeballs on the area as you make your descent. The Banshee has safety harnesses for door gunners and a rear hatch operator, as well as for all seated passengers; I'll need a list of who buckles in and not, just in case ;)
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-05-14/2158:47>
Weedy will move to whatever door gun is appropriate for her to be on, although she'll have the most dice with the assault cannon of course. She WILL be strapped in.

Y'know, knowing what i know now about the CZ, and radiation, and whatnot, i kinda feel like i shoulda taken either rad resistant or blighted at some level, but eh, screw it.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-05-14/2237:46>
I actually meant the tail sign for the aircraft to be Hotel-Echo-Seven-Seven or HE77. I was tired and typed Helo instead.

Perception Roll:
Perception Roll (http://orokos.com/roll/219171): 10d6x5 7

Piloting Roll:
Piloting Roll (http://orokos.com/roll/219173): 12d6t5 2

Not the best roll for the piloting but my Threshold is reduced by 2 from my Control Rig. If 2 successes isn't enough I'd spend a point of edge to re-roll succeses.

Re-roll:
Piloting Edge Re-roll (http://orokos.com/roll/219176): 10d6t5 4
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-05-14/2304:20>
Ravensoracle
No worries, I updated my post :)

Also, for your (and everyone's) information you're rolling using 6d6X5 which grants an extra success on hits. You should be rolling 6d6T5 to get the correct roll. If you're using Edge to get exploding dice you'll roll 6d6O5 (that's the letter O, not the number 0, by the way ;) ).

So, for your first roll you actually scored 5 hits (still impressive):
10d6x5: 7 [10d6x5=3, 4, 5, 3, 5, 2, 6, 6, 5, 2]

Your other two rolls were made correctly, however, so that's good.

As for spending Edge, I won't ever tell you what the thresholds are before you roll, just like I won't tell you if a shot hits or not when I roll defense. If you roll low you get to choose if you want to spend Edge based solely on your gut feeling, not meta-game knowledge. This might be slightly different to what the book says, but I find that it creates a little more tension and makes Edge a more valuable resource.

So, you get to choose if you want to keep the 2 hits, or use Edge to get 6 total.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-05-14/2306:12>
I'll use the edge then to be sure.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-06-14/0119:47>
Honestly, with how this group is acting, I think the song to sum us all up is here: https://www.youtube.com/watch?v=dWiB71D2IbI (https://www.youtube.com/watch?v=dWiB71D2IbI) :P

I'll post up a song for Jack pretty soon as he mutes the pilots songs and tries to relax before going down.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-06-14/0130:37>
Shit, the way this group is acting is awesome. I can't believe no one's called anyone a "slack-jawed-faggot" for not trying the chewing tobacco yet. :)
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-06-14/0136:11>
You've got good ol' boy, the ultimate expression of an elven tomboy and an aging leader that smokes cigars, an alcoholic adept and the others I don't know. We have the bases covered for cliches. :P
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-06-14/0144:02>
the ultimate expression of an elven tomboy

your MOTHER'S an elf, breeder!
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-06-14/0151:26>
the ultimate expression of an elven tomboy

your MOTHER'S an elf, breeder!

Heh, like I haven't heard that one before. How did you feel about us roasting your cousin?
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-06-14/0224:34>
the ultimate expression of an elven tomboy

your MOTHER'S an elf, breeder!

Heh, like I haven't heard that one before. How did you feel about us roasting your cousin?

She feels delicious. I'm sure out there in bugland somewhere, there's a queen holdin a bottle of hot sauce thinkin the same thing bout me.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-06-14/0634:00>
Damn, shit gets DONE during the night :D I'll pipe in once I'm off work later today.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-06-14/0950:57>
@Poindexter, This "cram" will make you a goddamn sexual tyrannosaurus.

Edit:  knowledge check on G. K. Chesterton. Knowledge check: G.K. Chesterton (http://orokos.com/roll/219262): 7d6t5 5

What a waste of a good roll. Martin, I don't really expect you to do anything with that. I was just trying to figure out what August would know of him for my own edification before I put in my next IC post.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-06-14/1151:16>
Honestly, with how this group is acting, I think the song to sum us all up is here: https://www.youtube.com/watch?v=dWiB71D2IbI (https://www.youtube.com/watch?v=dWiB71D2IbI) :P

I'll post up a song for Jack pretty soon as he mutes the pilots songs and tries to relax before going down.
Video didn't load for me on the phone, so I opened this ( https://www.youtube.com/watch?v=o_l4Ab5FRwM ) link... and then I scrolled down to the comments... and then I turned off my phone so the stoobid wouldn't infect me (from both sides)

The internet is the worst, present company excluded.

eta: something I got to wondering about today, how does very high background count (like e.g. near a fragging nuclear blast site) affect ones relationship with ones mentor spirit?
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-06-14/1445:47>
Honestly, with how this group is acting, I think the song to sum us all up is here: https://www.youtube.com/watch?v=dWiB71D2IbI (https://www.youtube.com/watch?v=dWiB71D2IbI) :P

I'll post up a song for Jack pretty soon as he mutes the pilots songs and tries to relax before going down.
Video didn't load for me on the phone, so I opened this ( https://www.youtube.com/watch?v=o_l4Ab5FRwM ) link... and then I scrolled down to the comments... and then I turned off my phone so the stoobid wouldn't infect me (from both sides)

The internet is the worst, present company excluded.

eta: something I got to wondering about today, how does very high background count (like e.g. near a fragging nuclear blast site) affect ones relationship with ones mentor spirit?

I didn't want to put that one up because I didn't want people think I was trying to be preachy about the cause, even though I do sympathize with the people that are left behind. I'm not a service member and I have medical problems that keep me out of it, but if I could of, I would of probably be already in the service by now. But the internet is a scary place sometimes and I didn't want to bring those comments here.

Anyways, I think still think its a fitting song. And I have no idea about the mentor spirits, it just seemed fitting for my character to have one and the one that he has.

Also, sorry you had to waste your good roll on such a trivial thing rnb.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-06-14/1502:35>
RULE NUMBER ONE OF THE INTERNET: DON'T READ THE COMMENTS.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-06-14/1512:01>
Yep, linking to a video with the comments disabled was a good call. Youtube comments are a dark dark place.

I get some sort of perverse pleasure from reading comments sections from time to time, makes me feel good about myself ;)
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-06-14/1540:08>
Yep, linking to a video with the comments disabled was a good call. Youtube comments are a dark dark place.

I get some sort of perverse pleasure from reading comments sections from time to time, makes me feel good about myself ;)

it has the opposite effect on me. I can only feel shame, unable to rid myself of the thought that i share genetic background with these people.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-06-14/1607:34>
I'll double check about mentor spirits, but there should be no negative effects mechanically speaking. If anything, it should provide a good opportunity for the mentor spirit to provide some guidance.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-06-14/1621:12>
I'll double check about mentor spirits, but there should be no negative effects mechanically speaking. If anything, it should provide a good opportunity for the mentor spirit to provide some guidance.

Yeah, I figured that the abilities bestowed would be innate. What I was REALLY curious about was if in high enough background counts, do you lose contact? The mentor spirit is based on some metaplane or other right? So, if magic is nigh unusable somewhere I was thinking that you might not be able to get a 'signal' through.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-06-14/1639:48>
Maybe, but I'd think that it would require astral rift type phenomena for that to occur, or the complete absence of mana like if you were on a space craft all by yourself. Not a problem even in the CZ, that's for sure.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-06-14/1742:31>
OK, that's all good then. How would a mage estimate the amount (or lack there of) of mana? Does he just get a feeling for the environment (so that the player can know the background count) or would you say that an assensing check is in order?
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-06-14/1753:50>
A magician would know once he steps into an affected area; call it a gut feeling. Mechanically, I'll always tell you what the Background Count is.

A mundane would have to use an AMP (4th edition thing which I don't know if made it into Street Grimoire or not).
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-07-14/0411:57>
@Blaz, no worries, chum. You certainly didn't "make" me do anything. Who knows, maybe the luck will hold.

@reyjinn, can August draft Gale for drone-watching duty? He has a high perception, iirc, and we could cover more ground that way.

@Poindexter, will Weedy be bringing the Gauss on the humvee?
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-07-14/0423:18>
@Blaz, no worries, chum. You certainly didn't "make" me do anything. Who knows, maybe the luck will hold.

@reyjinn, can August draft Gale for drone-watching duty? He has a high perception, iirc, and we could cover more ground that way.

@Poindexter, will Weedy be bringing the Gauss on the humvee?

i dont feel like there's room, so i wasn't planning on it.but if i am wrong and there is,then yeah.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-07-14/0700:05>
@Blaz, no worries, chum. You certainly didn't "make" me do anything. Who knows, maybe the luck will hold.

@reyjinn, can August draft Gale for drone-watching duty? He has a high perception, iirc, and we could cover more ground that way.

@Poindexter, will Weedy be bringing the Gauss on the humvee?
Of course, he has trodes in his helmet so getting the feed is not a problem.
If you'd like this to be a standard thing for viper team in transit I'll go back and edit my post so that he isn't just planning on shoe gazing during the ride.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-07-14/0823:14>
@Blaz, no worries, chum. You certainly didn't "make" me do anything. Who knows, maybe the luck will hold.

@reyjinn, can August draft Gale for drone-watching duty? He has a high perception, iirc, and we could cover more ground that way.

@Poindexter, will Weedy be bringing the Gauss on the humvee?
Of course, he has trodes in his helmet so getting the feed is not a problem.
If you'd like this to be a standard thing for viper team in transit I'll go back and edit my post so that he isn't just planning on shoe gazing during the ride.

aint perception through a drone called Electronic Warfare?
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-07-14/0923:08>
Suppose Gale would only be monitoring the vid feed from the drone, not actively perceiving through it.
In any case...
Quote from: SR5 core pg 270
DRONE PERCEPTION
A drone observes its surroundings with a Pilot + Clearsight [Sensor] Test. If you’re jumped into the drone, you make a Perception + Intuition [Sensor] Test. Either way, you get to use the drone’s entire sensor suite, if it has one.
Was this changed in the errata?
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-07-14/0951:20>
Suppose Gale would only be monitoring the vid feed from the drone, not actively perceiving through it.
In any case...
Quote from: SR5 core pg 270
DRONE PERCEPTION
A drone observes its surroundings with a Pilot + Clearsight [Sensor] Test. If you’re jumped into the drone, you make a Perception + Intuition [Sensor] Test. Either way, you get to use the drone’s entire sensor suite, if it has one.
Was this changed in the errata?

no, i guess i was just wrong.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-07-14/1139:58>
Suppose Gale would only be monitoring the vid feed from the drone, not actively perceiving through it.
In any case...
Quote from: SR5 core pg 270
DRONE PERCEPTION
A drone observes its surroundings with a Pilot + Clearsight [Sensor] Test. If you’re jumped into the drone, you make a Perception + Intuition [Sensor] Test. Either way, you get to use the drone’s entire sensor suite, if it has one.
Was this changed in the errata?

So being you're only monitoring what the drone sees, does the drone make a check and then you make a check based on what the drone saw? Or to me it seems like you could just make your own independent check. Maybe its logic fails to recognize a threat, but the fact is that you're still observing all data sent to you so you could likely spot anything that it's sensors actually receive.

It'll be later today or tomorrow before I post again. I'm going to my grandparents for my mamaw's birthday, and I'm not too sure when I'll be able to post.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-07-14/1248:51>
I imagined it being like watching a feed from a security cam, so the limit for Gale's perception test would probably be the drones sensor rating (indicating the quality of the footage) instead of his mental (or the lesser of the two in case of super good sensors).

eta: Have fun with the family :)
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-07-14/1621:38>
Perception through sensors can be electronic warfare:
Quote from: SR5 p445
When you use the sensor array for Perception Tests, you may use your Electronic Warfare skill in place of your Perception skill, and you may use the sensor’s Rating as your limit.

In this case, however, since you are relying on the accuracy of the feed as presented by the drone, you can roll Electronic Warfare or Perception but you will always use the Sensor Rating as a limit.


As for space on the Humvee; there's room for everyone and their standard loadout, but anything beyond that will mean you won't have room to squeeze in additional passengers. In other words, if you bring more than your standard loadout (i.e. a backpack, up to two rifle sized weapons or one MG/assault cannon) you will have to sacrifice some gear if you need to pick up someone else.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-07-14/1634:12>
As for space on the Humvee; there's room for everyone and their standard loadout, but anything beyond that will mean you won't have room to squeeze in additional passengers. In other words, if you bring more than your standard loadout (i.e. a backpack, up to two rifle sized weapons or one MG/assault cannon) you will have to sacrifice some gear if you need to pick up someone else.

This is what i assumed. The cannon stays on the bird, then. Hopefully, weedy wont need it. But if she does, the medevac drone can always bring it, right?
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-07-14/1655:49>
The cannon would have to be stored in the medevac drone for it to be able to bring it.

Which raises a good question; what did y'all store in the medevac drone?
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-07-14/1720:25>
If we're going to evac the doc then we'll have to be able to carry whatever we stash in there we we bring it down from the banshee.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-07-14/1755:11>
If we're going to evac the doc then we'll have to be able to carry whatever we stash in there we we bring it down from the banshee.

I, personally dont like the idea of sending the doc ahead on her own drone or no drone, but i aint in charge.

But if we gotta leave the drone empty, so be it. I'll be just as good with what ive got already.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-07-14/1826:46>
Is my space OK with 1 shotgun and 1 cannon? I have the cannon stored on my back using the custom gyro mount function we discussed a good ways back.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-08-14/0152:02>
"Not great, to be honest.  We're most likely looking at limited visibility, especially at the river.  It's a double-edged sword, but we'll try to keep it to our advantage.  Stay frosty, Jack."

Now all I am waiting for is 'Jack Frost' joke cause of that. lol.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-08-14/0956:53>
Of course, he has trodes in his helmet so getting the feed is not a problem.
If you'd like this to be a standard thing for viper team in transit I'll go back and edit my post so that he isn't just planning on shoe gazing during the ride.

Great.  Let's go with that, as it fits the "Information Officer" fairly well.

@Poindexter, your concerns on medevacing the good Dr. are noted.  I've posted a revised copy of the OPORD below.  I'd love to hear what others think.  Some of this we can play by ear, but we do need to know what we're packing in the medevac before we touch down,

@martin, I'd like to make a perception test for August as he looks at the satellite images.  Specifically, he's looking for buildings on the east bank of the S river that look to have a modicum of structural integrity.  I'm assuming that August will not get the +2 visual bonus for this sort of test.  August will also take a gunnery seat, by one of the ballistics guns, if available.
Perception: Perception on potential bug mound (http://orokos.com/roll/219592): 11d6t5 3
forgot bonus from Pi-Tac.  No hit: Perception on potential bug mound-bonus die (http://orokos.com/roll/219612): 1d6t5 0
Perception: Perception from Banshee: LZ (http://orokos.com/roll/219593): 13d6t5 4
forgot bonus from Pi-Tac.  No hit: Perception from Banshee: LZ-bonus die (http://orokos.com/roll/219613): 1d6t5 0
Edit: @martin, does your above comment about space on the humvee mean that no matter our load, we will be unable to hold 4 BS mercs for the extraction, or can we hold our standard load, plus 4-5 additional passengers? 
Also, Fly-Spy Perception.  Still assuming no +2 from visual, but adding in the +1 Pi-Tac: Perception: Fly-Spy (http://orokos.com/roll/219615): 12d6t5 3

A: Landing:  DZ at Lake Meadows Park.  1. Banshee lands, humvee immediately exits, and takes a westerly course on 31st.  2. Banshee takes to air as soon as the humvee clears and stays out of sound range (sky should be dark, but are we likely to encounter nasties with vision that could still spot it?)

B: Route:
Option 1: Take advised course from HQ.  Go fast to maintain element of surprise and minimize chance of effective resistance or ambush being set.  Fly-Spies are sent to east bank of S. River for recon.  1-2 Fly-Spies stay close to team for when we hit 26th and State.
Option 2: Take Advised course from HQ.  Maintain low/moderate speed and have Fly-Spies scope area ahead for potential hazards.  1-2 Fly-Spies sent to east bank of  S. River for recon.
Option 3: Take route around Overpass and take high ground instead. Speed variable 
Flexibility: Depending on how long we are at 26th and State, we can recon immediate area N and W and establish route at that point. 

C: Pick Up
Option 1: Medevac Dr. Clay to Banshee as soon as she is in PC and circumstances allow.  I haven't heard anyone object to this, so I'm assuming this is the way to go. 
   2. BS mercs will follow Viper Team until extraction is complete.  I'm considering purchasing 4 Safe Target Systems that we can put on their weapons.  Time is an issue with this idea. 
   Concerns: If we haven't scoped Termite Shaman by this point, medevac drone could alert shaman to activity in area and allow her to go to ground
Option 2: Keep Dr. Clay in hand until entire team extracts.  BS mercs and Dr. Clay will follow Viper Team until recon mission is complete. 
   2. This option allows medevac drone to be filled with gear.
   Concerns: While medevac drone will not alert shaman to activity, the Dr. will potentially be at risk.  This is balanced by the fact that the good Dr. will not be unescorted or unaccompanied at any point in the mission.

D: Continued Recon
1. It has been strongly advised that we go on foot after 26th and State to maintain a low profile.
2. Humvee maintains safe distance so that we can retreat and have it advance should we need to bug out.
3. If drone recon does not yield sufficient results, Viper Team scopes suitable high ground to put eyes on S. river.  Maybe Blackshield mercs keep watch on ground floor?  Not loving this idea, but unsure what else to do with them.

E: Extraction
Option 1: Reunite with humvee, take recommended route back to Meadows Park, go have a cigar.
Option 2: Reunite with humvee, take secondary route to Meadows Park, go have a cigar.
Option 3: Reunite with humvee, take secondary route to Park No. 540 (or suitable alternative), go have a cigar.  This option will require intel from Wires.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-08-14/1049:32>
Perception: monitoring fly spy [3] (http://orokos.com/roll/219602): 9d6t5 6
So many wasted hits :(

I'd be more afraid of attracting attention by going fast, even if it would take time they would catch up to us eventually (probably when we're stopped to pick up Dr. Clay). Being able to keep an eye on her the whole time seems like a good idea as well.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-08-14/1124:51>
@reyjinn, nice roll.  Honestly, I hope it is wasted, but if something pops up, I'll be glad you got 6 hits for sure.

Honestly, I'm thinking going slow might be our only real option.  I'd rather not have to rely on driving tests unless we're really needing to bug out of there, so at 10m/CR, the Fly-Spies will be able to canvass the area ahead of us fairly easily.  I'm thinking of going with 3 drones to the river, and 2 at the humvee.  We won't be as well-covered on our trip, but with 3 Fly-Spies scouting our recon area, I figure that our chance of adequately covering the river before we ever need to put meat eyes on it is vastly improved
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-08-14/1143:41>
rednblack
I'll get back to your (and reyjinn's) perception rolls tonight after work.

As for the Humvee; it has 6 seats. There are 6 of you. There's limited room for storage; for every additional passenger you cram in I'll follow the rules from SR4 where Handling is reduced by 1; note that Handling can be a negative number.

Also, all weapons are too large to fit on gyromounts while embarked; it only takes a complex or simple action to attach the weapon to the mount, though.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-08-14/1737:44>
Unless the captain thinks of a better idea, Chuck will likely prefer to stick with HQ's directions. If someone comes up with a better idea and they convince August that it's the route to go, he'd be fine with that too.

Going down the suggested route w/ minimal speed unless discovered.

I think he'd prefer the doctor to be on hand. Who knows, maybe some crazy ganger is siting around with a rocket launcher? Chuck would be willing to give the doc his spot on the humvee and walk with the mercs. It might be a good idea for one other to walk with him in case we get separated. That's on them, though :p. That'll be the safest place for the doc, and we'll also be able to keep a close eye on the doc. If it gets really hairy, everyone could either pile into the humvee (maybe bad idea), or everyone could hop out of the humvee and the doc + wires could haul ass to the banshee and come back for us.

Extraction..whatever. Get to the bird and go home :p.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-08-14/1756:03>
Ya, 5 of us *should* be able to hold off most dangers until Wires makes his way back to us. We'll have to see what the situation is when shit hitting fan time comes around.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-08-14/2254:25>
I updated my color. I feel like its less confusing having a second color for comm calls and such. I went bakc and updated my posts to reflect the new color. I hope I don't confuse anyone. I don't remember if I said anything, but I'm kinda new to this PbP medium :p.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-08-14/2257:49>
If I can get a proper roll I can put the t-bird into a lot of places. We don't have to extract at the park. We can bring the extraction to us if we need it.

Just so the rolls are done for the drop. I'll wait to post until everyone is ready but I wanted to get the rolls done while I was sitting at a computer rather than trying from a phone later tomorrow.

Banshee Piloting roll for Landing:
Piloting Banshee for Drop (http://orokos.com/roll/219823): 10d6t5 5

Humvee Driving Roll for Landing:
Driving Humvee drop (http://orokos.com/roll/219824): 10d6t5 3

Future Mission Planning: It sounds like we need to get a couple more MedEvacs to use as drop pods and team extractions. Not sure how many would fit along with teh humvee on the banshee though.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-08-14/2259:14>
Didn't 4E have some kind of drone-rack type thing? I don't have any 4E books, so I don't know. I think someone mentioned it. Would that help us out?
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-09-14/0735:17>
rednblack
Riverbank buildings:
Unfortunately, August is not exactly a structural engineer, but he spots several buildings that don't have any significant battle damage. Almost every building has the majority of windows blown out, however, with the exception of four that look like they've either been boarded up or bricked over; it's quite hard to tell for sure because of the angle of the satellite imagery.

All
IC post coming up for the landing.
Actually, I'll wait for rednblack to post his reply to Chuck before I take you all in for the drop.

Ravensoracle
You already rolled a pilot test for the landing, remember?

As for landing wherever, I wouldn't bank on that if I were you; satellite imagery shows few suitable landing zones for a big ole t-bird, none of them near 26th and State or the riverbank.

As for space on the Banshee; between you all and the Humvee, there aren't a lot of seats left (read: zero between you, your gear, and the Humvee and medevac drone, and you've already used all of the weapon mounts if I'm not mistaken.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-09-14/0802:21>
Yeah I remember. I just thought that was bringing in the t-bird to land. The other roll was for the combat offloading of the Humvee.

The Banshee would just barely be touched down when the humvee clears, then the Banshee would be off. Pretty dicey maneuver so I added the extra rolls.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-09-14/1141:02>
@rednblack, is august saying he wants weedy in the front seat, looking out the windshield, or does he want her on the ground, in front of the hummer. She's good either way.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-09-14/1147:22>
Alright, we need to make a call on the medevac.  On the one hand, from the psych profile on Dr. Clay, I figure that she's relatively trustworthy, and not at all suited for survivability, so I'd like to get her to the T-bird ASAP.  We can still medevac her and load the medevac with weapons, but we'll have to evacuate on foot as well as in the humvee.  If we have any surviving BS mercs, we'll have to do that anyway.  On the other hand, if there are no surviving BS mercs, we can evacuate in the humvee.  If we do so with Dr. Clay, we can still evacuate in the humvee, but we take a hit to all driving tests. 

If I've got to make a call right now, I say we load up the medevac with the Gauss and use it to extract Dr. Clay when we find her.  If space and time is an issue, I can drop some gear prior to extracting -- none of my weapons are prohibitively expensive, unlike the Gauss rifle -- and we can pile back in the humvee to get back to the park. 

I'm not married to the above plan, but I feel like we need some sort of consensus in order to alter it.  If I'm reading correctly it looks like Poindexter and Koshnek prefer to keep Dr. Clay in hand and all extract together.  Ravensoracle -- and might I add martin -- think medevacing Dr. Clay is preferable.  reyjinn, Blazrath, preference? 

@Poindexter, in the front seat, riding shotgun. 

@martin, if I would like to use Leadership, Direct to give Weedy and Gale a bonus on their Perception tests, how exactly would that work?  The rule book says that the test must be completed on or before their next action pass, so since I'm doing the whole "rallying the troops" thing prior to touchdown, does that mean that too much time has passed for it to be effective?  Once we're on the ground, can August remind Gale and Weedy how important their respective jobs are, and make the test at that time?  I'm going to go ahead and include my rolls below, but let me know how you'd like me to play this.

Leadership, Direct: Weedy (Perception) (http://orokos.com/roll/219968): 11d6t5 6
--forgot the specialization dice: Leadership, Direct: Weedy (Perception) bonus (http://orokos.com/roll/219969): 2d6t5 2
Leadership, Direct: Gale (Perception) (http://orokos.com/roll/219970): 13d6t5 4

If I'm reading this correctly, Weedy should get +6 dice and limit, as August has a 6 in Perception.  If the limit is my social limit, though, bc a Leadership test may be different from a traditional teamwork test, then Weedy gets +7 bonus to dice and limit.  Either way, Gale gets +4 to dice and limit.  Is that right?
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-09-14/1337:11>
Hey. That lime shit was brutal, yo. I changed it to teal. I couldn't hang with that. I had changed it to beige, then I hit "preview" dear god...I'm glad I hit preview :p. I'm happy with Teal as my comm/subvocal color, so I won't change it again.

I'm assuming my demolitions skill is what I would need to use to determine how sturdy a building is. It seems reasonable to me being you have to know how sturdy a building is if you want to blow it up right proper like :p.

Demolitions test:
12d6t5: 4 [12d6t5=6, 1, 6, 6, 2, 4, 4, 2, 5, 2, 1, 2]
http://orokos.com/roll/219992

I was thinking Wires could do a teamwork test with Chuck. If he does, I'll just keep my old roll and do a new roll with the extra dice only. Unless you prefer it handled differently, mr. Martin.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-09-14/1750:01>
I'm not married to the above plan, but I feel like we need some sort of consensus in order to alter it.  If I'm reading correctly it looks like Poindexter and Koshnek prefer to keep Dr. Clay in hand and all extract together.  Ravensoracle -- and might I add martin -- think medevacing Dr. Clay is preferable.  reyjinn, Blazrath, preference? 
I kinda feel like we're trying to game the system by using the medevac drone to both have our cake and eat it too. Replacing gear just from an availability standpoint might be troublesome, especially if they have some sweet sweet mods, so price point shouldn't be the only thing to take into consideration there. August has made a wow to get those BS asshats back home if they're still alive so we need to take that into consideration as well.
Although splitting the party like was mentioned earlier to get the BS crew and the doc aboard the Banshee while the majority of Viper team is left behind seems like a fantastically bad idea it does not seem like AS bad an idea as landing the bird anywhere withing hearing distance of a potential bug nest. So if we're medevacing splitting the party is the 'safer' way.
If we don't want to split up then I'd say stick the doc in the drone inside the humvee with the BS crew walking with the car at a 'safe' distance behind us while we scout out the nest. Then we make our way to a exit point with whatever penalties may apply to driving with extra passengers (unless we offer the BS to hang on to the top :) )

Point is both ways have a serious problem to them (a. splitting up Viper team, b. overcrowding penalties and keeping the doc closer to a potential danger zone). In the end I don't think it really matters, the situation is murky enough that any plan will almost certainly need to be changed on the fly. So I don't really have any preference either way.

Quote
@martin, if I would like to use Leadership, Direct to give Weedy and Gale a bonus on their Perception tests, how exactly would that work?  The rule book says that the test must be completed on or before their next action pass, so since I'm doing the whole "rallying the troops" thing prior to touchdown, does that mean that too much time has passed for it to be effective?  Once we're on the ground, can August remind Gale and Weedy how important their respective jobs are, and make the test at that time?  I'm going to go ahead and include my rolls below, but let me know how you'd like me to play this.

Leadership, Direct: Weedy (Perception) (http://orokos.com/roll/219968): 11d6t5 6
--forgot the specialization dice: Leadership, Direct: Weedy (Perception) bonus (http://orokos.com/roll/219969): 2d6t5 2
Leadership, Direct: Gale (Perception) (http://orokos.com/roll/219970): 13d6t5 4

If I'm reading this correctly, Weedy should get +6 dice and limit, as August has a 6 in Perception.  If the limit is my social limit, though, bc a Leadership test may be different from a traditional teamwork test, then Weedy gets +7 bonus to dice and limit.  Either way, Gale gets +4 to dice and limit.  Is that right?
Would that make a difference to Gale? At least limit wise I can't really see it helping since the limiting factor is still the sensor suite of the drone. The extra dice could certainly help though since there is no guarantee of hitting the limit of 3 all the time with 9 dice.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-09-14/1803:19>
For the record, I didn't intend to send the mercs with the doctor to the bird. One of 'em might be a pilot and they might be antsy to evac. I just felt safer with the doc a kilometer in the air as opposed to in the Humvee or floating around in a drone.

If we can have my MMG in the Medvac drone and maybe a couple of belts of ammo, I feel fairly confident that I can lay down enough supressive fire for the humvee to haul ass back and pick up some more passengers. Of course that would require a retcon because I didn't have the foresight to put my MMG or ammo on the plane. That's my bad, so Martin might not be OK with that.

Three trips. One with just the doc. One with half the mercs and two members of the team to watch them. One more trip for the remainder of the team and mercs. That should never put us above maximum capacity. I am assuming we're still making progress towards the extraction point while the Humvee is ferrying members to the bird, so the time will be somewhat less for each extraction. With good rolls, though, I don't think it'd take too long for the humvee to make the trip there and back.

With just my laser pistol, shotgun, and cannon we run the risk of me running out of ammo. I did bring a mine with me, I think. Not even a bug spirit is gunna laugh at getting hit with 25P -1 AP/m DV. It's motion sensor activated, though, so there's no guarantee It'll hit what we want it to hit. With smart retreating and smart shooting, I think we can pull it off without the MMG.

Edit:
Where exactly is the termite shaman suspected to be? The east bank of that river near 18th st in both the Cermak fallout radius and the noose? I feel like we might even be able to proceed towards the recon location while Wires goes ahead and hauls the doc off. I suppose I'm not considering how dangerous it might be for the Humvee to be on its own with all of this however.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-09-14/1826:56>
Engineering Knowledger Roll:
Engineering roll to examine buildings (http://orokos.com/roll/220153): 13d6t5 6

As to the plan it looks good for now but it will most likely crumple once it faces the reality of the mission so lets call it good for the moment and be prepared to improvise.

@martin: Do I need to make rolls for programming the flight patterns into the FlySpies and Banshee?
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-09-14/1833:47>
@reyjinn, well put. I see your points. Ditching gear is probably a bad idea unless the situation absolutely dictates it.

As for space on the Banshee; between you all and the Humvee, there aren't a lot of seats left (read: zero between you, your gear, and the Humvee and medevac drone, and you've already used all of the weapon mounts if I'm not mistaken.

I misread this earlier, and now I'm wondering if I'm understanding correctly. Am I right that if we get 5 BS mercs and Dr. Clay to the bird safely we cannot extract? If so, it seems our only option is to medevac everybody but Viper Team. Is that correct?
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-09-14/2048:36>
@reyjinn, well put. I see your points. Ditching gear is probably a bad idea unless the situation absolutely dictates it.

As for space on the Banshee; between you all and the Humvee, there aren't a lot of seats left (read: zero between you, your gear, and the Humvee and medevac drone, and you've already used all of the weapon mounts if I'm not mistaken.

I misread this earlier, and now I'm wondering if I'm understanding correctly. Am I right that if we get 5 BS mercs and Dr. Clay to the bird safely we cannot extract? If so, it seems our only option is to medevac everybody but Viper Team. Is that correct?
I would think that we could let some people sit in the humvee during flight, if bad shit goes down it might be dangerous but it will probably be the least of our problems by that point.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-09-14/2109:45>
@reyjinn, well put. I see your points. Ditching gear is probably a bad idea unless the situation absolutely dictates it.

As for space on the Banshee; between you all and the Humvee, there aren't a lot of seats left (read: zero between you, your gear, and the Humvee and medevac drone, and you've already used all of the weapon mounts if I'm not mistaken.

I misread this earlier, and now I'm wondering if I'm understanding correctly. Am I right that if we get 5 BS mercs and Dr. Clay to the bird safely we cannot extract? If so, it seems our only option is to medevac everybody but Viper Team. Is that correct?
I would think that we could let some people sit in the humvee during flight, if bad shit goes down it might be dangerous but it will probably be the least of our problems by that point.

I feel like he's saying there's room for 6+gear in the hummer and room for another 6+gear in the banshee.

If im correct, i feel like loading the doc and the BS boys on to the hummer while we walk alongside back to the LZ and we all load up and fly the fuck outta there at the same time. But, it's all up to august, really. Glad weedy aint in charge.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-09-14/2130:10>
And why do I feel like I drew the short straw cause I actually brought a decent amount of ammo, including a turret and I think 300 assault rifle ammo for it. Plus a hand gun. plus other gear.

Anyways, while I don't think its a bad idea to have the doc get out of the area and onto the banshee in case things go wrong, I will put my foot down on the mercs being there alone. just seems like a bad idea.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-09-14/2142:32>
Mmm. I have ammo. 64 shotgun rounds, 25 charges of battery for my pistol, and 30 AC rounds. The Pistol and Cannon hit hard (Well...the laser pistol hits soft but practically ignores armor) so they don't have many shots. The shotgun has 32 round drums, but if I use suppressive fire then that automatically kills 2/3 of my drum. I can squeeze out 2 suppressive fires and 2 full auto's at most. 6 full autos and no supressives at most, or an assortment of other types of shots. I'm loaded down with half flechette and half AP. Flechette is great in that I'll be able to obliterate defense rolls. If they're well armored, though, I won't do much damage.

I assumed the utility of a shotgun would be useful for this mission. I perhaps should have brought the MMG to balance it out...but it does make me nervous being in bug territory without a big boom. We're mostly mundane, so we need that boom for bugs :p. Your turret would be useful if we need to dig in!
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-09-14/2146:36>
If we're diggin in then Wires has not done his job of intel first and his job of vehicle fire support, second. What path the humvee can't clear should be cleared by the Banshee.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-10-14/0734:31>
All right, replying in post order here so forgive me if I cover something y'all have already discussed.

rednblack
I've got no preference on medevac'ing the doc; that's your call ;)

Leadership is indeed an initiative pass thing; however, you all do have access to various combat maneuvers that could apply here. Just because you're on foot doesn't mean you can't execute an overwatch manevuer, or even a diamond formation; that's partly what drones are for after all.

Applicable maneuvers in this case are as follows.
Diamond formation, but only if you can provide forward, rear, and side firing arcs while embarked
Traveling Overwatch, especially with Wires and the Humvee acting as one member with August or Weedy acting as a second

As for the benefits of Leadership, page 49 details the teamwork tests the hits act as. Essentially, the person you're directing receives a +1 to his or her Limit and a dice pool bonus equal to your hits, limited by the skill of the character being assisted. So, you got 6 hits; if Weedy or Gale had a Perception skill of 6 they could keep all 6 hits; if not they'd get to keep as many hits as they had skill ratings for. Now, as mentioned above Leadership is an instant thing, not a persistent thing, so no go on your attempt to use it on both Weedy and Gale at the same time for an extended duration.


Koshnek
Chuck knows that all but one of the buildings August has pointed out are structurally sound; that leaves three buildings which are not only structurally sound but could work as shelter. Unfortunately, you can't tell from the outside if the structure has been reinforced in some way or another.

No retconning gear at this time, Koshnek, sorry. I asked for gear loadouts for a reason ;)

The Termite shaman, as far as y'all know, is rumoured to be hiding out on the east bank of the South Branch Chicago River, somewhere between W Cermak Rd to the north and W24th Pl to the south. There are four buildings on the riverbank between those streets, three of which are still structurally sound according to Chuck's demo knowledge.


Ravensoracle
I'll be making some Pilot rolls for the drones to see if they manage to follow your plans; dogbrains may or may not be good at following orders. So, go ahead and roll a Navigation test; each hit will get added as a standard teamwork test to the Pilots Maneuvering roll.


rednblack
I was talking about the Humvee in terms of handling issues; the Banshee just doesn't have much room for more drones.

You could try to evac on the Humvee with Viper team, Dr. Clay, and all the BS mercs, but you'd be at potential a -5 (or more) to Handling at that point, and some of you or the BS mercs might have to hang on for dear life on the outside of the vehicle (essentially standing on the footboards and holding on to the roof rails.

The Banshee has room for everyone if some stays inside the Humvee; Banshee has 12 seating capacity, 6 of which are used for the Humvee. That leaves 6 for you all and your gear and medevac drone, which means it's a tight fit already. However, the Humvee and Medevac drone does have room for occupants, so Dr. Clay and the mercs could hitch a ride inside the vehicles without any issue.

Clearer?

All right, landing post coming up; Wires managed to execute the landing perfectly, and as sneakily as the elements and equipment allows ;)


EDIT:
Ravensoracle
I need a plan for where the various Fly-Spies are going. You're all currently in a Noise 2 environment; I hope everyone remembered to bring datajacks or similar :)

Blazrath, Reyjinn
You both instantly know this is an area that's seen some shit, and it's probably going to get worse. The current Background Count is 2, and is aspected towards Death. Any skill test that involves a magical ability (yes, that means Longarms for you, Blazrath) is at a -2 penalty. The rating of any active foci, sustained/quickened spells, and rituals are similarly reduced by 2. Sucks to be a magician in the CZ, chummers...

Blazrath
I just noticed your Adept Powers are a little mismatched in your Chummer sheet; you've got 4 Power Points but 5.5 PP worth of powers; I'm guessing you just forgot to remove Improved Reflexes 1, since you have Improved Reflexes 2 as well?

Everyone
At the time of disembarkation your various Geiger sensors blip occasionally, enough to indicate that there's no radiation present beyond the usual cosmic background radiation.

The route to 26th and State is right around 2km, which will take you about 10 minutes if you move at the fastest pace you can while remaining stealthy and keeping a solid lookout. Anything faster than 10m/CT (which is around 12km/h, or 200m/min) is going to mean Sneaking and Navigation tests that will suffer from negative penalties.

Have fun :)
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-10-14/1109:02>
Yeah, I guess so. The first one was bought with the power points, the second one was bought with a qi foci thats tattooed on his back. Looks like I'll going down a die for initiative. lol.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-10-14/1156:50>
@martin,

Understood on leadership. 

Just because you're on foot doesn't mean you can't execute an overwatch manevuer, or even a diamond formation; that's partly what drones are for after all.

Applicable maneuvers in this case are as follows.
Diamond formation, but only if you can provide forward, rear, and side firing arcs while embarked
Traveling Overwatch, especially with Wires and the Humvee acting as one member with August or Weedy acting as a second

Do you mean, just because we're not on foot in this case?  If we have the option of using Diamond Formation from the humvee, August will take one of the mounts once he gets a good look at the area via drone, and start that maneuver.  That should have Weedy taking front, Chuck and Jack on the sides, and August will take the rear view.  Gale will continue with drone perception. 

Traveling overwatch is also an option, with the drones taking the rear position, but I don't think that's as strong a maneuver in this case.  The +1 perception most likely won't help much, as we're still at a limit of 3, and I'd personally rather have the +1 surprise/ambush and +2 initiative should we need it. 

Koshnek
Chuck knows that all but one of the buildings August has pointed out are structurally sound; that leaves three buildings which are not only structurally sound but could work as shelter. Unfortunately, you can't tell from the outside if the structure has been reinforced in some way or another.

Fantastic.  That brings us down to 3 buildings to check.  Nicely done, guys.

The Banshee has room for everyone if some stays inside the Humvee; Banshee has 12 seating capacity, 6 of which are used for the Humvee. That leaves 6 for you all and your gear and medevac drone, which means it's a tight fit already. However, the Humvee and Medevac drone does have room for occupants, so Dr. Clay and the mercs could hitch a ride inside the vehicles without any issue.

Clearer?

Much.  Thanks also to the rest of viper team for making this point.

EDIT:
Ravensoracle
I need a plan for where the various Fly-Spies are going. You're all currently in a Noise 2 environment; I hope everyone remembered to bring datajacks or similar :)

My vote is one drone to each of the three buildings.  Two drones ahead of the humvee, one just to the south of 31st and the other to the north of 31st.  Once they hit State, they follow to the west and east respectively up to the corner of 26th and State, where they circle the entire intersection, preferably from altitude.

The route to 26th and State is right around 2km, which will take you about 10 minutes if you move at the fastest pace you can while remaining stealthy and keeping a solid lookout. Anything faster than 10m/CT (which is around 12km/h, or 200m/min) is going to mean Sneaking and Navigation tests that will suffer from negative penalties.

Have fun :)

Let's take the 10 minute approach, unless the situation dictates otherwise.  As for fun, I am.  Thanks!
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-10-14/1430:12>
Navigation Roll:
Navigation Roll (http://orokos.com/roll/220317): 5d6t5 2     >:( >:( >:(

Current Operating Procedures

Pi-tac:
1.Viper-1 thru Viper-6 connected as well as the Banshee and the Humvee. Flyspies are attched into feed thru Wires connection but receive no bonuses.
2. Host Unit Enhancement is boosting the RCC Firewall an aditional +3 (I am assuming round up)

RCC- MCT Drone Web:
Programs running:Encryption, Signal Scrub, Toolbox, Biofeedback Filter, Shell, Armor
Data Proc: 7(8 )   Firewall: 6 (10) Noise reduction: Maxed 6(8 ) No shared autosofts

Cyberdeck- NovaTech Navigator (Slaved to RCC)
Programs Running: AgentR6, Shell, Armor
Attack: 3, Sleaze: 4, Data Processing: 6, Firewall: 5

Orders: Constantly scan for Matrix Threats

"Betty"-GMC Banshee
Pilot: 6
Active Autosofts: Maneuvering, Clearsight

Orders: Remain in Holding Pattern Above Operational Area, Provide Sensor Data through Pi-Tac

Humvee
Pilot: 5
Active Autosofts: Maneuvering, Clearsight

Orders: Follow directed path

FlySpies 1&2
Pilot: 4
Active Autosofts: Stealth, Clearsight

Orders: Fly ahead of team on directed path, Provide sensor overwatch of threats

FlySpies 3,4&5
Pilot; 4
Active Autosofts: Stealth, Clearsight

Orders: Fly to buildings marked Alpha,Beta & Charlie, Using teamwork inspect buildings for occupancy and threats
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-10-14/2356:48>
Not gunna get a post tonight, sorry! Ill catch up on everything asap tomorrow. If needed, chuck is of course at the door mount jack didn't pick. Ill relay the info to august about the three buildings too.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-10-14/2359:11>
What did I learn from my Engineering knowledge check that Chuck asked me to make? Or did I need to roll Demolitions as a teamwork test for him? I think that got skipped when we landed.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-11-14/0259:21>
I apologize, but im having a tough time picturing the seating arrangements inside the hummer. I don't really know where weedy is supposed to be exactly.
If it's gonna be important, please try and help me out with this. If not, just feel free to write her in wherever she goes.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-11-14/0338:44>
Pretty sure that Wires is in the driver seat(no duh, I know), Gale is in the middle front seat, Weedy has shotgun or the passengers seat, Chuck and Jack are in the back seat manning side guns and August is inbetween us. Feel free to correct me if I am wrong.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-11-14/0657:21>
Pretty sure that Wires is in the driver seat(no duh, I know), Gale is in the middle front seat, Weedy has shotgun or the passengers seat, Chuck and Jack are in the back seat manning side guns and August is inbetween us. Feel free to correct me if I am wrong.
That sounds about right to me.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-11-14/0748:54>
So the way I envision the Humvee is this; 3 rows of two seats; in the front is the driver and shotgun seat each with their own doors, in the middle are two passenger seats with their own doors, and the rear row is facing the opposite direction with rear exit doors.

Because it's a military vehicle, the seats have been bulked up to be able to accomodate a person wearing mil-spec armor, so three people wide seats could cause an issue.

Heavy Weapon Mount is on a turret up top, one weapon mount is in the rear between the rear doors, and two weapon mounts are on each side between the front and passenger doors. The mid-row passengers can man the side and top-mount weapons, while the rear row passengers can man the top and rear mount weapons. Make sense?

The way I see it, August and Gale are the highest value targets on the team, being team lead and magical support, with Wires a close third as driver. As such, I think it likely that Viper 1 and 2 would have positions in the middle of the vehicle, with 3 and 5 up front and 4 and 6 in the back ready to disembark through the largest doors with guns blazing, like so:

---------------
|             |
0             0
/  [3]   [5]  \
X             X
/  [1] X [2]  \
0             0
|  [4]   [6]  |
|             |
--\__--X--__/--


rednblack
This messes with your description of maneuvers on the first page, so feel free to edit the above to something that makes sense to you all.

And yes, definitely since you're NOT on foot :) Maneuver away!

Ravensoracle
The Demolitions and Engineering rolls were indeed rolled into one. Only so much you can glean from satellite footage, unfortunately.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-11-14/0808:16>
I think Gale would need to be in the third row, at least when we're riding with guns hot, since he can't do diddly with that side weapon mount. He could provide covering fire for Chuck/Jack when he is disembarking from the rear. Unless Chuck/Jack/Wires will be operating the side mount on Gale's side with remote control.

Gale really should ask one of you guys to show him how to use one of those things when we get back from this mission.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-11-14/0831:16>
@martin, I'm more of the opinion that I should change the maneuvers listed on the first page than adjust this load out. Humvee looks solid to me as you present it. I want to go back and rename all of anyway based on chess references.

As for the medevac, it's loaded with Weedy's Gauss and ammo.  We will medevac the Dr. should the opportunity present itself.  BS mercs stay on the ground until Viper Team and the BS mercs can extract.  Some of us will have to walk, but assuming any living BS mercs, that will be the case anyway.  So long as we don't tranq patch the Dr. we may get a chance to medevac equipment back to the Banshee if we want to run light.  Time will tell.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-11-14/0855:31>
reyjinn, rednblack
Let's see what we've got here; two Auto-Assault 16s on the side mounts, an FN-MAG up top, and a Cavalier Arms Crockett EBR in the back.

Gunnery stats, smartlinks included (manual/remote):
Viper-1: Gunnery 2 (Ballistics +2) + Agility 7 / Logic 4 = 13 / 10
Viper-2: Gunnery -1 + Agility 3 / Logic 4 = 2 / 3
Viper-3: Gunnery 6 + Agility 5 / Logic 6 = 13 / 14
Viper-4: Gunnery 1 + Agility 9 / Logic 6 = 12 / 9
Viper-5: Gunnery 2 + Agility 9 / Logic 3 = 13 / 7
Viper-6: Gunnery 4 + Agility 7 / Logic 3 = 13 / 9

So, pretty decent scores across the board, with the exception of the good doctor. Fitting :)

I've got no issue with Gale sitting in the back with Jack, and Chuck and August sharing the middle seats. That gives good coverage to both side guns, and Jack can man either the top or rear gun as necessary as Wires is likely going to have to focus on driving.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-11-14/1036:10>
Catalan Closed = Diamond Formation inside a moving vehicle.  Let's do an SUT test.

SUT: Diamond Formation (http://orokos.com/roll/220522): 13d6t5 6

August will make a perception check once he gets into position at the rear turret. 

Perception Check: Humvee (http://orokos.com/roll/220526): 13d6t5 3

Well, that's not fantastic.

Edit: August hit the threshold but I bet we still need SUT rolls from the rest of the active participants: Jack, chuck, and weedy.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-11-14/1620:20>
I thought that August was middle row. Am I wrong or is there room is there room for two people to get up and switch?
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-11-14/1635:15>
Fine by me if August takes a side or even the top turret. Where's Jack, and I'll adjust my post?

Edit: by where I mean what turret is he on.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-11-14/1639:42>
thanks for the diagram, it helped alot. I totally get it now.

from the tone of the IC post, it seemed like you made perception rolls for all of us, but if that's not what happened, then Weedy will make one once she gets to the front seat.
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-11-14/1730:04>
Since I am not involved in the current maneuver, what penalties would I take for running two other SUT maneuvers myself. I am thinking of splitting my speed with VR between directiting the humvee, directing the Banshee in a Traveling Overwatch with the team, and Slicing the Pie with the three drones that are searching for the termite shaman.

Should I split dice pools or should I take a penalty? And does Analytical Mind apply to this situation?
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-11-14/1733:20>
@Martin Do you want a new perception roll for the drone feed since it is now at the three intact buildings by the river?
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-11-14/1922:30>
Gonna make another magic threats roll.

Does this thing ive seen ring any bells? (http://orokos.com/roll/220648): 11d6t5 5
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-11-14/2212:35>
Hey, guys. I'm alive. Gunna go get some water and refresh myself on what's going on. I'll have a post before the am :p.

Edit: Which seat am I in? Chuck doesn't have a gunnery spec, but he'd prefer to operate the MMG heavy mount. I think he'd to be in position to jump out and whoop ass, too. But if he needs to be in a middle row seat for tactical purposes, he's 100% on board for that too. Just caught up on IC. does Catalan Closed use the same positions Dismount Catalan?

Do we have some kind of battle-call? Like Hoo-ahh! or something? You betcha Chuck has his own, but we are paramilitary, so I didn't know if maybe VI has its own common exclamation or not.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-11-14/2249:53>
Fine by me if August takes a side or even the top turret. Where's Jack, and I'll adjust my post?

Edit: by where I mean what turret is he on.

I'm just following what the other posts were talking about, like martin's post. If its all worked out and we are good on his placement, than Jack would be on the MMG up top. Now Martin, is the gun mounted in a way where I get 360 or 180 degrees coverage or some other number?
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-11-14/2318:26>
Aboyt to head to bed so I'll answer .ore thoroughly in the morning. All weapon mounts have a fixed firing and elevation range; I believe it's 90 degrees lateral movement and either 30 or 60 degrees vertical, but I'll need to double check the book.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-11-14/2344:28>
It's about my bedtime too. I wanted to go ahead and get a post up especially being I missed a day yesterday, but I may have made mistakes. I posted assuming that Catalan Closed used the same positions as Dismount. I took the Top mount (12 o'clock) being August took the rear mount (6 o'clock. Also, Chuck really likes heavy weaponry :p) So Jack takes the passenger side mount (3 o'clock), right? So who takes the driver side mount (9 o'clock), Gale? Weedy usually would, but she's up front being our technomeat eyes.

Did I do that right? :p

If I missed anything up, lemme know I'll try to get it edited ASAP.
Title: Re: [OOC] Cry Havoc!
Post by: Blazrath on <09-12-14/0134:15>
Alright, I'm getting confused. Can someone give me a break down on what the sitting arrangement is now? Cause I thought it was Wires and Weedy up front, Chuck and August in the middle and Gale and Jack in the back. But is it now that its Wires and Weedy up front, Gale manning a gun he is not good with(sorry) and me on the other side and August and Chuck in the back? I just thought it was the first way. I don't have a problem, just confused.
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-12-14/0714:33>
Hehe. All right, so, first off, seating arrangement. reyjinn mentioned that Gale has no skill in Gunnery so would be better off seated in the back, and as such the modified seating arrangement is as follows:
---------------
|             |
0             0
/  [3]   [5]  \
X             X
/  [1] X [4]  \
0             0
|  [2]   [6]  |
|             |
--\__--X--__/--


That means August is free to take either the top heavy or left standard mount; Chuck is free to take the top heavy or right standard mount, while Jack is free to take the top heavy or rear standard mount.

Make sense? Everyone go ahead and edit your posts to reflect this.

As for weapon mount firing arcs; all mounts have a fixed 90 degree arc of both horizontal and vertical movement.


rednblack
All right, you've successfully begun executing Diamond Formation; I'll go ahead and roll for everyone else.
Small Unit Tactics (http://orokos.com/roll/220737): Viper 2 through 6
10d6t5: 5 [10d6t5=5, 1, 5, 1, 6, 1, 5, 1, 5, 1]
11d6t5: 6 [11d6t5=5, 2, 4, 6, 6, 3, 5, 6, 3, 6, 3]
9d6t5: 2 [9d6t5=4, 5, 3, 3, 6, 3, 1, 3, 4]
10d6t5: 2 [10d6t5=5, 1, 2, 2, 2, 4, 4, 6, 2, 4]
7d6t5: 1 [7d6t5=6, 1, 3, 2, 4, 2, 2]

Total hits: 22, no glitches (Viper 2 almost glitches with 5 1's on 10 dice ;) ). Everyone has a +1 bonus against surprise/ambush, and a +2 to Initiative Rolls.

I already made a perception test for you, rednblack, and the results are included in the IC post.

Poindexter
I did indeed roll Perception for everyone; I will at times roll for y'all secretly (meaning the rolls don't show up on Orokos). Also, Weedy has been in the front seat since everyone embarked on the Humvee.

Ravensoracle
You are involved in the current Diamond Formation maneuver.

You cannot run multiple maneuvers at the same time, and being included in one prevents you from running a maneuver with your drones.

Trying to drive one vehicle while using the Send Command to instruct the pilot of a second is fine.
Trying to drive one vehicle while using the Control Device action to control a second (essentially making two vehicle tests in one combat turn) is also fine.
Trying to drive one vehicle while jumped in and then jumping in to a second to drive that one too is also fine.

Driving one vehicle in a combat turn and then trying to drive a second in the same combat turn and then trying to run a combat maneuver with one or both; that's pushing it...


reyjinn
Nope, you're good; as mentioned I'm running some secret rolls for y'all since the drones are piloting themselves based on orders received from Wires.


Poindexter
I've already rolled your Magical Threats knowledge, and with your two hits you are fairly certain that this thing is a shadowhound; essentially a large, Awakened dog as far as you know, shadowhounds are dangerous pack animals with unique camouflage abilities. You don't really know much about their behaviour except that they are nocturnal, hunt in packs of up to 12-15 animals, and usually reside in areas with few people in it. It's possible that the creature you saw was a lookout for a nearby lair.


Koshnek
VI doesn't have a battle-cry per se, though their slogan (used in/on all PR materials) is "Morior Invictus"; Death Before Defeat.


Blazrath, Koshnek
See the top of this post.


All right, I'll hold off on advancing the IC story until everyone has had a chance to post up; Blazrath, reyjinn, Ravensoracle, let me know if you don't have anything to add and I'll move forward. Everyone else, feel free to continue the banter.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-12-14/1048:15>
Sorry, "Catalan Closed" did not list troop placement, as I was just wanting to go with where people were located.  We need someone to watch the back, so I say Jack on the rear, and Chuck on the top turret will probably be the best way to go.  I've got August on driver's side turret.

August won't need to do anything other than keep watch with gun ready until he's got word that the 2 drones heading to 26th and State put eyes on the target building.  At that point, August will make any necessary changes via comm to the infiltration order.  At present I'm thinking: 1st pair: 2 drones, 2nd pair: Chuck and August, 3rd pair: Weedy and Gale, 4th pair: Wires and Jack, who will not actually enter the building.  I think we should dismount and enter as quickly as possible, and then Wires should back-up the humvee to the door.  From there, he and Jack can watch Viper Team's 6 in case those critters decide to follow.

If Weedy relates the info about the critters to August, he'll want to maintain the current direction and speed.  I doubt we look like an easy meal, but once we're dismounted, things get more complicated.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-12-14/1401:33>
We gunna go with the seating RnB nust listed, or the seating Martin updated us with? I'm good either way.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-12-14/1547:34>
We gunna go with the seating RnB nust listed, or the seating Martin updated us with? I'm good either way.

There shouldn't be a difference between the two. For a diamond formation we need 360 degrees of visual and the ability to lay down fire. Weedy has the front, August has the left. So we need someone to watch our back -- Jack is the only one in position to do so as per martin's diagram -- and someone to watch the right, which would be Chuck.
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-12-14/1712:45>
Yeah that's why I was confrused. If I'm on the top turret I don't think it has enough swivel to cover the right position. Should I operate the door mount instead?
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-12-14/1737:56>
Yeah that's why I was confrused. If I'm on the top turret I don't think it has enough swivel to cover the right position. Should I operate the door mount instead?

Gotcha.  Considering that martin gave us the top turret as an option, I'm assuming it has enough swivel to still work for the maneuver, and I think that we should have someone on the heavy gun, but I think you have a definite point there, so I will leave it up to you.  Wherever you think Chuck will be most effective is fine with me.

edit: We could put Chuck on the right, and have Weedy take the top turret.  She'd still be able to watch the front in that position.  What do you guys think?  If so, I'll put it in my next IC post.  August could be a little paranoid about the critters.

Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-12-14/2134:05>
I've got nothing to add unless I spot something on the sensors. I've got enough going on that bater is goin gto most likely be limited at this point.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-12-14/2155:42>
edit: We could put Chuck on the right, and have Weedy take the top turret.  She'd still be able to watch the front in that position.  What do you guys think?  If so, I'll put it in my next IC post.  August could be a little paranoid about the critters.
So we would need to retcon the seating as such?
---------------
|                 |
0                0
/  [3]    [2]   \
X                X
/  [1] X [4]   \
0                 0
|  [5]     [6]  |
|                  |
-\__--X--__/-

In which case Gale would try to assense the shadowy creatures stalking us. Do you want to do that roll hidden if we're talking that kind of seating Martin?
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-12-14/2244:54>
Russian Perimetter references sending the Fly Spy on a Crazy Ivan maneuver favored by russian submariners. FlySpy 2 would make an immediate 360 degree perimeter check around the humvee at a seemingly random pattern to throw off pursuit.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-13-14/0012:29>
edit: We could put Chuck on the right, and have Weedy take the top turret.  She'd still be able to watch the front in that position.  What do you guys think?  If so, I'll put it in my next IC post.  August could be a little paranoid about the critters.
So we would need to retcon the seating as such?
---------------
|                 |
0                0
/  [3]    [2]   \
X                X
/  [1] X [4]   \
0                 0
|  [5]     [6]  |
|                  |
-\__--X--__/-

In which case Gale would try to assense the shadowy creatures stalking us. Do you want to do that roll hidden if we're talking that kind of seating Martin?

dun sound like we need to retcon, it sounds like we're reacting to new info. we just need to move.

i think
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-13-14/0828:10>
That'll work too.

Everyone go ahead and edit IC posts if you've mentioned an incorrect turret.

All actions that have been posted still apply; rethink, you haven't actually seen anything's ng yet but roll an Assenssing test to see what you can see in the Astral. Remember the -2 penalty.
Title: Re: [OOC] Cry Havoc!
Post by: reyjinn on <09-13-14/1226:49>
rethink, you haven't actually seen anything's ng yet but roll an Assenssing test to see what you can see in the Astral. Remember the -2 penalty.
Yep, he'd try to take a look when those critters got mentioned.
5 (Ass)+5 (Int)-2 (BGC)+5(Edge)
Assensing (-2 bg) [Push the limit] (http://orokos.com/roll/220984): 13d6t5 6
forgot to change the t to an h...
reroll 6s (http://orokos.com/roll/220986): 2d6h5 0
6 hits total on assensing

eta: Mostly looking for if there are more than one critter stalking us or if this is a solitary scout/perimeter guard, besides that I'll be trying to identify what kind of critter it is, dual naturedness, etc
if you want a Paracritters roll: Parazoology (N. America) (http://orokos.com/roll/220987): 7d6t5 1
this will be a disgustingly clear picture Gale gets of the surrounding area so here is a composure roll should you want it: Composure (http://orokos.com/roll/220988): 8d6t5 1
Title: Re: [OOC] Cry Havoc!
Post by: martinchaen on <09-13-14/1443:13>
Good roll! :)
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-14-14/1610:39>
I did a shoddy job when I edited my last post. I apologize. I corrected and made it a little better.

Edit: I think I'm pretty much just continuing to watch the road until someone says something interesting or martin continues the IC. I don't believe he needed to change seats, so he should be in proper position.

Can I make a perception roll to see the little bastards now that I know how to possibly get a good look at them and I'm sure that they actually are there?

Explanation: Ok, so I added 3 dice for specifically looking for the critters, and I added +3 for my helmet's enhanced vision. Then I took -1 for the light fog. Then I realized that I have thermo vision, so I rolled and rerolled 1 dice.

13d6t5: 1 [13d6t5=2, 5, 2, 3, 1, 2, 3, 1, 1, 2, 3, 1, 3]
http://orokos.com/roll/221318

1d6t5: 0 [1d6t5=4]
http://orokos.com/roll/221322

Edge re-roll:12d6t5: 4 [12d6t5=5, 1, 3, 4, 5, 2, 6, 2, 5, 2, 1, 4]
http://orokos.com/roll/221320

1d6t5: 0 [1d6t5=4]
http://orokos.com/roll/221323

5 total hits.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-15-14/1123:24>
edit: We could put Chuck on the right, and have Weedy take the top turret.  She'd still be able to watch the front in that position.  What do you guys think?  If so, I'll put it in my next IC post.  August could be a little paranoid about the critters.
So we would need to retcon the seating as such?
---------------
|                 |
0                0
/  [3]    [2]   \
X                X
/  [1] X [4]   \
0                 0
|  [5]     [6]  |
|                  |
-\__--X--__/-

In which case Gale would try to assense the shadowy creatures stalking us. Do you want to do that roll hidden if we're talking that kind of seating Martin?

dun sound like we need to retcon, it sounds like we're reacting to new info. we just need to move.

i think

This is my thinking.  Posted IC to get Weedy on the top turret.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-15-14/1353:19>
someone remind me what kinda gun is on the top turret?
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-15-14/1426:35>
FN-MAG
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-16-14/0427:35>
martinchaen?

your profile... It's gone...
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-16-14/0430:32>
Hopefully it's a mistake. I was having fun with this game.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-16-14/0431:13>
Hopefully it's a mistake. I was having fun with this game.

That's what I'm hoping as well.
Title: Re: [OOC] Cry Havoc!
Post by: rednblack on <09-16-14/1127:43>
I emailed martin yesterday when I saw that his profile was kaput.  No word yet.  It doesn't look good, though. 

I'm not familiar enough with this site to even know what the ¥¥¥ means in my profile image, so I'm not sure if this is the result of a ban or of his profile being closed.  Can anyone elaborate on that?
Title: Re: [OOC] Cry Havoc!
Post by: Koshnek on <09-16-14/1148:37>
Crap...
Title: Re: [OOC] Cry Havoc!
Post by: Ravensoracle on <09-16-14/1337:24>
With the amount of work he's put into this game alone this is surprising. Games be  damned if they have to I just hope MC needed a break and had to walk. That everything is ok with him.
Title: Re: [OOC] Cry Havoc!
Post by: Poindexter on <09-16-14/1355:47>
With the amount of work he's put into this game alone this is surprising. Games be  damned if they have to I just hope MC needed a break and had to walk. That everything is ok with him.

yeah, me too