Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Ryo on <09-22-14/2104:41>

Title: [5e OOC] Kindred Bond
Post by: Ryo on <09-22-14/2104:41>
Players

1. Ravensoracle as Detective (http://forums.shadowruntabletop.com/index.php?topic=18112.msg320386#msg320386) - Special Agent
2. Koshnek as Thorn (http://forums.shadowruntabletop.com/index.php?topic=18112.msg320412#msg320412) - Chaos Mystic Adept
3. Zweiblumen as Waffe (http://forums.shadowruntabletop.com/index.php?topic=18112.msg320430#msg320430) - Engineer
4. Scawire as Stix (http://forums.shadowruntabletop.com/index.php?topic=18112.msg320580#msg320580) - Mage/Decker
5. Malevolence as Skynet (http://forums.shadowruntabletop.com/index.php?topic=18112.msg347847#msg347847) - Technomancer Rigger

Operation Lost Call

At 0400 hours, November 4th, 2075, Firewatch Team Three was sent into a top secret Ares research facility located in the Salish-Shidhe Council, responding to an imminent threat to incredibly important corporate research. The place technically didn't exist, and you were told the scientists there were working on cutting edge communications technology, technology that absolutely could not fall into the hands of a competitor. Shadowrunners were in the building, they had already accessed the host archive, and Ares had every intention of bringing the hammer down. Team Three were called in from their station in Seattle to make sure nothing escaped the facility.

Detective and Thorn went in as part of the team. The runners put up a fight, but they were completely outgunned. The runners were splitting up, and while the rest of the team was laying down fire on the group heading for the exits, Detective and Thorn had cornered the decker in one of the labs. He was taking cover behind one of the prototypes, something the brass was telling you absolutely could not under any circumstances be damaged, and making threats to hack it or smash it unless you let him walk. One of you made a call. You don't remember which.

Your memory of what happened next is hazy. There was an explosion like nothing you had ever seen. A searing agony that felt impossible, seemed to eat at you from the inside out, like psychotropic black IC trying to cook your brain. And after that, nothing.

The Mindlink

Johnathan Aresco and Christopher Thorndyke are declared KIA, posthumously awarded medals for their achievements and given funerals befitting heroes. Firewatch Team Three moves on without them. Their loved ones move on without them. As far as the public is aware, they both died in the line of duty.

In reality, they woke up in the medical labs of a secret ares base they would later come to know as Cygnus, located somewhere within the 1000 square miles of Ares extraterritorial land in the California Free State. Though they were kept in separate rooms, they quickly came to realize that the lab accident changed them, bonded them mentally in a way the world had never seen. They have been subjected to a great number of tests ever since, trying to discover as much about this link as possible.

You know from all the tests they've been running that the nature of your connection doesn't seem to be Magical or based on Resonance. They've stuck you in background counts, they've stuck you in two separate Faraday cages, they've launched one of you into space while the other stayed in the lab, and numerous other tests to see whether there was any actual weakness to the link.

Everyone has so far refused to explain anything about the lab you were in when the accident occurred, or what the machine that exploded was, or how it worked. You have no idea what you were exposed to, or how it resulted in this mindlink. And if the scientists have any idea how this happened, they haven't let you in on it.

From all the testing, you know the following facts about the link. (so far)

The link has two states: Passive and Active.
In both states, the link is unaffected by background count, noise, or range. Whether on opposite sides of the planet or in space, contact has remained constant and instantaneous. The furthest distance they've tested has been 15,000 kilometers, putting one of you into orbit while the other remained on Earth. Even when the entire Earth was between you, your connection experienced no degradation, latency or interference of any kind. Your connection to each other easily outperformed every other means of communication the ground forces had with the spacecraft at the time. The scientists were thrilled with the results of this test.

Passive Link:

With a little effort, you can focus on each other and increase the connection between you to an Active link. This requires both of you to spend a Free Action. If only one of you is trying to forge the connection, it is a Simple Action. If, for whatever reason, one of you does not want to switch to an Active Link, it becomes an opposed Charisma + Willpower roll. The one who initiates uses a Simple Action, and the one resisting uses a Free Action.

Active Link:

While it is fairly easy to establish an Active Link, it is difficult to sever it again and return to a Passive Link. It requires both of you to spend a Simple Action to return to a Passive Link. If only one of you is trying to sever the link, it's a Complex Action. If, for whatever reason, one of you does not want to sever the link, it becomes an opposed Charisma + Willpower roll. the one who initiates uses a Complex Action, and the one resisting uses a Free Action.

You do not know if there is a deeper connection above Active, as you haven't attempted to forge one.

Cygnus

The Facility Thorn and Detective woke up in, and have been living in for the past several months, officially does not exist. Internally within Ares and in all documents and budget reports that exist relating to it, it is referred to as the Inyokern Waste Facility, and is claimed to be part of the Inyokern Testing Site. Unofficially, it is an underground structure with 5 levels built beneath a mountain somewhere within the 1000 square miles of Ares extraterritorial land in the California Free State. It is codenamed 'Cygnus.'

Cygnus Map (https://drive.google.com/file/d/0B-iXaSx9kHyqd0R1NHN5aElLVHM/edit?usp=sharing)
This is a cross section map from the side, with a scale of 1 pixel = 10 cm, and each dot is exactly 10 pixels. So each dot is 1 meter. This is just to get a general idea of the layout of the facility, as I made entire departments single boxes (like Research and Engineering) when they would be multiple floors in and of themselves. They're also fairly wide in the direction this map doesn't showcase.

The central shaft connecting each of the B levels consists of two personnel elevators, a service elevator, two flights of stairs and also maintenance tunnels. Here's a quick diagram of how that looks.

| Stairwell | Elevator | Service Elevator | Elevator | Stairwell |

The service elevator is large enough to move tank sized vehicles, while the two elevators on either side can fit between 2 to 6 people, depending on how many of them are trolls. This central pillar is located in the middle of the facility and is the only place where the separate B levels connect, as it is designed to be a choke point that is easily defensible should anyone attempt to breach the facility. The only exception to this is another service elevator that connects the Workshops and Manufacturing facilities on B2 directly to the Engineering department on B1.

Cygnus is designed to be extremely self sufficient, requiring minimal resources from the outside. As such it has its own power generation, water filtration and food production on the B3 level. The only shipments it receives are raw materials for research and development, which are regularly scheduled once a month.

You all live in the Barracks, which is divided into 5 levels. Each living quarters is divided into two rooms, making up the living area and bathroom. The living area has a bed, a closet and a desk, and the bathroom has a toilet, a standing shower and a sink. The total space of the living quarters is a 3m x 3m x 3m cube, divided between these two rooms. It's somewhat cramped, but everything is designed to fold up or tuck away to save space when not in use.

The Barracks are laid out in a 10 x 5 grid, with space in-between for hallways, making 50 rooms per level, and a total of 250 rooms for all of the staff in the facility.

None of you are aware of what's on B4 or B5, not even Waffe or Stix.

Important Cygnus Staff

(http://img.photobucket.com/albums/v130/ryowolf/Ellis.png)Commander Roger Ellis - Commanding Officer of the Cygnus Facility and Project Kindred Bond
Connection 10 / Loyalty 1
Commander Elis is a human in his late 60s, a veteran of UCAS Special Forces before being recruited into Ares, and has served as a high ranking officer in the corporation for longer than most of you have been alive. He's harsh and disciplined, with little humor and allowing for no argument or insubordination. He's a military man through and through, but is also an honorable man with complete devotion to the corporation. Commander Ellis has three priorities: The safety and security of Ares, the safety and security of his personnel, and the success of the mission, in that order. He is the commanding officer of Cygnus and is the one to which you all answer. He gives the orders, and everyone else complies. Due to the extremely secretive nature of Cygnus, the only person higher in the chain of command is Damien Knight himself.
(http://img.photobucket.com/albums/v130/ryowolf/Adler.png)Dr. Diana Adler - Chief Scientist and Head of Research
Connection 7 / Loyalty 2
Dr. Adler is quite possibly the smartest metahuman on the planet, and certainly the most important scientific asset available to Ares, with an impressive level of intelligence even before Ares started throwing every form of cognitive augmentation at her. This alone speaks volumes of the importance of the research that takes place at Cygnus, as Dr. Adler is never allowed to leave the facility and gives all of her attention to the projects that have been relegated to the Cygnus labs. She can come off as absent minded, often trying to focus her attention on dozens of things at once, and almost always lost in thought. Trying to have a conversation with her can be difficult, due both to her odd personality and her sheer intellect making it difficult to understand what she's talking about. Even so, she is unquestionably brilliant, and what little of her research you can understand would have you convinced that her name would be as famous as Einstein and Newton, were Ares not doing everything in their power to keep her existence a secret.
(http://img.photobucket.com/albums/v130/ryowolf/Lenny.png)Captain Leonard "Lenny" Mendoza - Cygnus Requisitions Officer
Connection 8 / Loyalty 1
It's Lenny. Not Leonard, Not Cpt. Mendoza, and definitely not Cpt. Lenny. Lenny is an irritable dwarf getting on in years, possibly older than even Commander Ellis. You would not be surprised in the slightest if someone told you Lenny was one of the first dwarves ever born, and he'll often lament about how things used to be better in the good old days. The context clues of his various complaints would lead you to believe that the 'good old days' happened sometime between 1990 and 2030. Lenny is the Requisitions Officer for the Cygnus facility, and is responsible for the inventory, oversight and maintenance of all of the supplies and equipment that come and go. He also happens to be Awakened, and is one of three Security Mages on staff, and has numerous Spirits patroling the facility, especially the storage rooms. If you need to use a piece of equipment or request a piece of gear that Commander Ellis did not specifically authorize you to use, you have to ask Lenny. Best to ask nicely.
(http://img.photobucket.com/albums/v130/ryowolf/Stieber.png)Lieutenant Jordan Stieber - Cygnus Pilot
Connection 6 / Loyalty 3
Jordan is a former Firewatch pilot and rigger with an exemplary record, top of his class throughout military training and skills in a vehicle that were second to none. Ares offered him a super secret mission to be a flyboy in one of their most secret facilities, and he eagerly agreed. Jordan is your glorified chauffeur, ferrying you from the base in the California Free State to whatever far off destination the job requires. He's always the joker and has a friendly personality, and is more than happy to have a chat whenever he's available, even in the middle of a mission. Jordan lost his legs in a crash, and due to an overactive immune system that reacts poorly with augmentations, can't get replacements. Doctors tell him that with the modifications he's already had to his nervous system, trying to attach cyberlimbs would kill him. He takes this in stride, however, as he's far happier in a vehicle than out of it. He will often joke that the crash may have taken his legs, but thanks to his Control Rig, he has wings.

Other Cygnus Staff

Major Elena Lebedeva - Chief of Security
You're only aware of the elusive Major Lebedeva due to her name appearing on personnel lists and the fact her job is pretty damn important. Despite this, you've never met her. When asked, Commander Ellis simply states that matters of Cygnus security keep the Major constantly busy, and she doesn't have time to fraternize with facility staff.

Major James Jones - Head of Magic Security
Like Lebedeva, you've never seen Major Jones, although you've probably encountered his patrolling spirits from time to time. Commander Ellis is equally vague about why you've never seen another important member of the Security team in person.

Samsonite - Vice Head of Magic Security
Another mysterious member of the security team, and the third Magician responsible for on site magic security. Again, Ellis won't tell you who he is, or what he is, or why he has such a weird name. Lenny insists you probably saw him, you just didn't realize it, and then laughs at you when you ask him to elaborate.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-22-14/2105:16>
Rules and Regulations

This post will be edited for the purpose of clarifying any rules, as well as posting any house rules that come up during play.

Rulebooks in Play

All 5th edition rulebooks, including PDF only books, should be consider valid. 4th edition content not yet available for 5th can also be consider valid on a case by case basis.

The optional rules from Bullets & Bandages will be used.

More serious damage, from permanent scars to outright dismemberment, will be possible, and may require more urgent medical care than can be provided from a simple Medkit. In general, this will occur if you Glitch or Critically Glitch on Damage Resistance tests, or if you take an exorbitant amount of Physical Damage from a single attack (7 or more boxes.)

Optional Rule RG6 from Run & Gun is in use:

Quote from: Run & Gun page 110
RG6: DAMAGE FOR NO DEFENSE
If an attack decreases a target’s Defense Test pool below 0 dice, additional penalties are added to the DV of the attack at a rate of 1 DV per two lost dice. This makes Full Auto or Burst Fire attacks against unaware or restrained foes truly deadly.

Houserules

Magic

My Street Grimoire rules modifications: http://forums.shadowruntabletop.com/index.php?topic=17178.msg303690#msg303690

The initial Damage Value of the fire created by Ignite is equal to Force.

Levitated objects have a Movement Rate of Force * Net hits in meters per turn.

Spells that create a barrier, such as Mana Barrier, Physical Barrier and [Element] Wall, create a barrier with a Structure equal to the Force of the spell, and an Armor equal to Force+hits. This is to prevent hilariously flimsy barriers and make these spells actually useful. A magical Barrier is still a Barrier, and is subject to the Penetration Weapons rule; only barriers of sufficiently high Armor will actually stop bullets.

Instead of Alchemy being opposed by Force of the preparation, it is opposed by Force - Alchemist's Skill. Therefore, an Alchemist with an Alchemy skill of 6 casting at Force 6 or lower would roll Magic + Alchemy [Force] unopposed, but if he were to overcast to Force 12, he would be opposed by 6 dice. This makes it easier to create preparations with decent Potency.

An Initiatory Ordeal gives a 20% discount to the Initiation Karma cost, and can be combined with Group Initiation and Schooling for a total discount of 40%.

Vehicles

In Handling Environments, Catch Up/Break Away is a threshold test based on the complexity of the obstacles as normal. In Speed Environments, Catch Up/Break Away is instead an opposed Vehicle Test, pitting the speed of both drivers against each other.

When crashing, a vehicle is treated as if it rammed itself, resisting with Body+Armor as normal. Half of the unresisted damage is applied to the passengers of the vehicle, resisted with Body+Armor -6 AP. If a passenger is not properly secured (wearing a safety belt/harness), then they must resist the full initial damage of the crash instead, and may be hurled from the vehicle (gamemaster discretion). This may result in further damage from impact with the terrain or other vehicles.

Drones that have their Condition track filled can still be repaired. The cost is 1% of the base cost per box of damage sustained.

So long as a Vehicle is moving, the driver defends against attacks with Reaction + Intuition. They can choose to use Full Defense, adding their Willpower for the remainder of the Combat Turn, and losing 10 initiative. They can also choose to use Evasive Driving, the equivalent of Gymnastics Dodge, and add their Pilot skill to the defense test. Doing this adds the Handling of the vehicle as a limit to the test.

A vehicle that is not moving does not get to defend against attacks.

Sensors

The signature table is nonsense. The signature of a given target is dependent on the type of sensor attempting to perceive it; Cameras are subject to vision penalties, Thermographic sensors lock on with heat, MAD sensors lock onto ferrous metal, Radio Signal Sensors lock on to Matrix Icons, etc. etc.

The Sensor Housings table should instead read Sensor Array Housings table. Single Sensors do not have their Ratings limited by the size of the Housing.

Missiles

Firing a missile is a two step process.
Step 1: Lock onto your target. This is Perception + Intuition [Sensor] vs. Reaction + Agility (People) or Reaction + Pilot Skill (Vehicles). Net hits on this test are applied as a penalty to the target's Defense test in Step 2.

Step 2: Fire the missile. This is a standard Attack Test. You get modifiers on this roll based on the type of Sensor in the missile.

Sensor Types: Motion, Heat, Laser, Radio.

Motion Sensors lock on to a moving target. You get a +2 bonus on the Attack Roll against targets moving at walking speed, and +4 against targets at running speed. You cannot lock-on to a target that is stationary.

Heat Sensors lock on to a target's heat signature. Suffers penalties the same as Thermographic vision, with bonuses against targets significantly hotter than their surroundings.

Laser Sensors lock onto a designating laser pointed at the target. Allows for separate characters to lock onto the target and fire the missile. Takes double penalties for smoke/fog.

Radio Sensors lock onto radio signals and specific frequencies, most commonly Matrix devices. Locking onto a Matrix Device is a Perception + Intuition [Sensor] (2) test. If the Device is Running Silent, the test is instead opposed by Logic + Sleaze. Noise is applied as a penalty on the Sensor Test and the Attack roll. Radio Sensors count as wirelessly active and can be hacked.

Rockets/Grenades

Grenades have three different settings: Timer, Impact Trigger and Wireless Link. Rockets have either Impact Trigger, or Wireless Link if using Airburst. You can choose to either aim at a specific location or a specific target. Aiming for a location is a simple Weapon Skill + Agility [Accuracy] (3) test. If you succeed, the explosive lands exactly where you wanted. If not, it scatters. Note that when aiming for a location, any targets in the danger zone can use an Interrupt Action to flee, if they have the Initiative necessary to do so, and may be able to escape the blast even if you succeed. If you aim at a specific target, you roll your Weapon Skill + Agility [Accuracy] against their Reaction + Intuition, and roll scatter if you fail. The target you aimed at cannot take an interrupt action to flee, even if you miss.

Timer: The explosive is set to go off on a timer. The default time is 3 seconds, and so will detonate on the next Combat Turn on the same Initiative Score on which it was activated. The timer can be modified with an Armorer + Logic [Mental] (3) test, allowing it to explode on a specific initiative score relative to when it was thrown. If you fail this test, you set the timer incorrectly, and the grenade will explode either sooner or later than you intended (Gamemaster discretion).

Impact Trigger: Once armed, the projectile will detonate after any sudden stop or change in direction, such as if it hits something. A failed attack roll still scatters, but immediately explodes wherever it ends up landing. On a glitch, the trigger malfunctions and the explosive bounces, doubling scatter distance. On a critical glitch, the explosive arms before being fired or thrown, and detonates in the attacker's hands.

Wireless Link: A wirelessly active explosive only detonates when it is given the command to do so. This is either a Free Action with a DNI, or a Simple Action without one. The explosive can be detonated by anyone who has a mark on it. On a hit, the explosive lands exactly where it was aimed, and can be detonated at the first opportunity. On a miss, the explosive scatters as normal. If the attacker (or anyone else who has a mark) has the action necessary to do so, a wireless explosive can be detonated as soon as it misses, halving total scatter distance. A grenade launcher or rocket launcher with an Airburst link will automatically detonate the explosive as close to the target as possible, functioning like an Impact Trigger on a direct hit and halving total scatter distance on a miss.

Technomancers

http://forums.shadowruntabletop.com/index.php?topic=19440.0 (http://forums.shadowruntabletop.com/index.php?topic=19440.0)

Run & Gun Changes

The Ares "One" Monosword has an AP of -6.

The Cougar Fineblades have Accuracy 7 and AP -3.

The Thunderstruck Gauss Rifle has an AP of Half - 6. In other words, it treats the target as having half its armor rating, and then reduces it by 6. It uses Assault Cannon ammo. It's Availability is 24 F.

Laser Weapons can be Defaulted to Pistols (Redline), Longarms (Lancer), or Heavy Weapons (Archon) at a -3 penalty.

Flamethrowers can be Defaulted to Heavy Weapons at a -4 penalty.

Personalized Grip is available as an accessory for the stock slot. It costs 100 nuyen and adds +1 Accuracy. Has to be custom made to your hand. If you use a weapon personalized to someone else, it instead imposes -1 Accuracy.

Remove a 0 from the price of each of the Tactical Networks, and change their Availabilities to 12R, 16F and 20F for Level 1, 2 and 3 respectively.

Bulls-Eye Double-Tap/Burst has a Modifier of -(4+bullets fired), and eliminates the defense penalty you would normally get from firing a burst. The base AP is the AP of the gun, not counting bonuses from ammo.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-22-14/2105:42>
Custom Build/Repair rules

I'm just gonna link to my google docs for this, because these things are long.

Weapon Creation (https://docs.google.com/document/d/1wxkzRNV-F-sk7ZfHmXgcAjRxS--HT522lwl0ZXfPiFs/edit?usp=sharing)

Other types of gear to follow.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <09-22-14/2116:02>
(http://i4.photobucket.com/albums/y146/RavensOracle/Detective.jpg)

== Info ==
Street Name: The Detective
Name: John Aresco
Movement: 14/28
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Metatupe: Ork
Sex: Male
Age: 35
Height: 6' 4" 
Weight: 200lbs
Composure: 7
Judge Intentions: 8
Lift/Carry: 10 (90 kg/60 kg)
Memory: 14
Nuyen: 900

== Priorities ==
Metatype: B -  Ork
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: A - 46 Skills/10 Skill Groups
Resources: A - 500,000¥

== Attributes ==
BOD: 4
AGI: 5 (7)
REA: 4 (6)
STR: 4 (6)
CHA: 4
INT: 4
LOG: 5 (8 )
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                   0.51
Initiative:                10 + 3d6
Rigger Initiative:         10 + 3d6
Astral Initiative:         
Matrix AR Initiative:      10 + 3d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  8
Mental:                    8
Social:                    4
   Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Zoé: Executive Suite [+2] (Must be visible)
Astral:                    8

== Active Skills ==
Aeronautics Mechanic           : 2                      Pool: 10
Animal Handling                    : 0                      Pool: 3
Archery                                  : 0                      Pool: 6
Armorer                                 : 1                      Pool: 9
Automatics                             : 6                      Pool: 13
Automotive Mechanic            : 2                      Pool: 10
Biotechnology                        : 4                      Pool: 12
Blades                                   : 1                      Pool: 8
Chemistry                              : 1                      Pool: 9
Clubs                                     : 1                      Pool: 8
Computer                              : 3                      Pool: 11
Con                                       : 2                      Pool: 6
Cybercombat                        : 1                      Pool: 9
Cybertechnology                   : 4                      Pool: 12
Demolitions                           : 8 [Plastic Explosives] Pool: 16 (18)
Disguise                                : 0                      Pool: 3
Diving                                    : 0                      Pool: 3
Electronic Warfare                : 1                      Pool: 9
Escape Artist                         : 1                      Pool: 8
Etiquette                               : 4                      Pool: 8
First Aid                                : 4                      Pool: 12
Forgery                                 : 2                      Pool: 10
Free-Fall                               : 1                      Pool: 5
Gunnery                                : 6                      Pool: 13
Gymnastics                           : 2                      Pool: 9
Hacking                                 : 1                      Pool: 9
Hardware                              : 3                      Pool: 11
Heavy Weapons                   : 4                      Pool: 11
Impersonation                       : 2                      Pool: 6
Industrial Mechanic               : 2                      Pool: 10
Instruction                             : 1                      Pool: 5
Intimidation                           : 4                      Pool: 8
Leadership                            : 4                      Pool: 8
Locksmith                             : 6                      Pool: 13
Longarms                             : 6                      Pool: 13
Medicine                               : 4                      Pool: 12
Nautical Mechanic                : 2                      Pool: 10
Navigation                            : 0                      Pool: 3
Negotiation                           : 4                      Pool: 8
Palming  [Pickpocket]           : 1                      Pool: 8 (10)
Perception                            : 6                      Pool: 10
Performance                         : 2                      Pool: 6
Pilot Aircraft                          : 3                      Pool: 9
Pilot Ground Craft                 : 4                      Pool: 10
Pilot Walker                           : 2                      Pool: 8
Pilot Watercraft                     : 1                      Pool: 7
Pistols                                   : 6                      Pool: 13
Running                                : 2                      Pool: 8
Sneaking [Urban]                  : 6                     Pool: 13 (15)
Software                               : 3                      Pool: 11
Survival  [Urban]                   : 2                     Pool: 5 (7)
Swimming                             : 2                      Pool: 8
Throwing Weapons               : 1                      Pool: 8
Tracking                                : 1                      Pool: 5
Unarmed Combat                 : 5                      Pool: 12

== Knowledge Skills ==
Area Knowledge: Seattle    : 1                      Pool: 8
Bars and Clubs                   : 3                      Pool: 10
Engineering                        : 1                      Pool: 12
Explosives                          : 1                      Pool: 12
Fashion                              : 1                      Pool: 8
Firearms                             : 1                      Pool: 12
Forensics                            : 4                      Pool: 15
Literature                            : 3                      Pool: 14
Music                                  : 3                      Pool: 10
Security Design                  : 2                      Pool: 9
Shadow Community           : 1                      Pool: 8
Small Unit Tactics               : 3                      Pool: 10
Sports                                 : 3                      Pool: 10
Tradecraft                           : 4                      Pool: 15
Trids                                   : 2                      Pool: 9

== Contacts ==
"Dice" (1, 1)
Not really known to the Detective. Dice is a low-level bookie that he met during his undercover work. One well placed bribe to Dice got him the intro he needed to Jax.

Byron "The Troll" Menan (3, 2)
Need a place to stay in the slums of Seattle? Talk to Byron. He's actually a trol but got the nickname by his slimy attitude and creapy dealings. But he has control of a large number of slums spread throughout the Barrens of Seattle.

Eddy "Drinks" ... (3, 2)
A bartender at Dantes Inferno. Eddy aka "Drinks" He puts on a hell of a show when he tends bar. His specialty is flaming drinks and juggling bottles. He also has a rep as a good source of shadow info.


Jax (8, 4)
Jax is a well to do fixer well-known in the Seattle Metroplex. He knows the Detective as a runner that goes by the name of Jester. An alias that the Detective spent using in an undercover operation for Firewatch that lasted about 6 months and ended just a couple of months before the accident.

== Qualities ==
Agile Defender
Analytical Mind
Insomnia (Basic)
Low-Light Vision
SINner (Corporate) (Ares)

== Lifestyles ==
Ares Corp Apartment  1 months
Jack Jeffries' Office & Shop  1 months
Safe House  1 months

== Cyberware/Bioware ==
Bone Density Augmentation Rating 2
Cerebral Booster Rating 3
Control Rig Rating 1
Datajack
Mnemonic Enhancer Rating 3
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Sleep Regulator
Synaptic Booster Rating 2

== Armor ==
Armor Jacket                        12
   +Electrochromic Clothing
Custom Ballistic Mask               2
   +Respirator Rating 6
Form-Fitting Body Armor             8
   +Concealability
   +Custom Fit
   +Electrochromic Clothing
Full Body Armor                     15
   +Drag Handle
Full Body Armor: Helmet             3
   +Respirator Rating 6
Zoé: Executive Suite                12
   +Custom Fit
   +Electrochromic Clothing
   +Newest Model

== Weapons ==
Ares Alpha
   +Sling
   +Smartgun System, Internal
   Pool: 13   Accuracy: 7   DV: 11P   AP: -2   RC: 4
Ares Predator V
   +Concealed Quick-Draw Holster
   +Smartgun System, Internal
   Pool: 13   Accuracy: 7   DV: 8P   AP: -1   RC: 2
Combat Knife
   Pool: 8   Accuracy: 6   DV: 8P   AP: -3   RC: 2
Extendable Baton
   Pool: 8   Accuracy: 5   DV: 8P   AP: -   RC: 2
Forearm Snap-Blades
   Pool: 8   Accuracy: 4   DV: 8P   AP: -2   RC: 2
Knife
   Pool: 8   Accuracy: 5   DV: 7P   AP: -1   RC: 2
Krime Wave
   +Bipod
   +Smart Firing Platform
   Pool: 11   Accuracy: 5   DV: 10P   AP: -2   RC: 4
Shock Gloves
   Pool: 12   Accuracy: 8   DV: 8S(e)   AP: -5   RC: 2
Shuriken
   Pool: 8   Accuracy: 8   DV: 7P   AP: -1   RC: 2
Unarmed Attack
   Pool: 12   Accuracy: 8   DV: 7P   AP: -   RC: 2

== Martial Arts ==
52 Blocks
   +Called Shot (Disarm)

== Commlink ==
Maersk Spider (ATT: 0, SLZ: 0, DP: 4, FWL: 5)
   +Signal Scrub
   +Browse
   +Toolbox
   +Encryption
   +Virtual Machine
   +Armor
   +Shell
   +Biofeedback Filter
Sony Emperor (ATT: 0, SLZ: 0, DP: 2, FWL: 2) x2

== Gear ==
Ammo: APDS (Assault Rifles) x100
Ammo: Explosive Rounds (Heavy Pistols) x30
Ammo: Regular Ammo (Light Machine Guns) x300
Ammo: Regular Ammo (Heavy Pistols) x100
Ammo: Stick-n-Shock (Assault Rifles) x100
Biomonitor
Certified Credstick, Silver
Chisel
Contacts Rating 3
   +Smartlink
   +Image Link
   +Vision Enhancement Rating 1
Crowbar
Earbuds Rating 3
   +Select Sound Filter Rating 1
   +Audio Enhancement Rating 2
Fake SIN (Jack Jeffires) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4
   +Fake License (Restricted Bioware License) Rating 4
   +Fake License (Bodyguard License) Rating 4
   +Fake License (Firearms License) Rating 4
   +Fake License (Private Investigator License) Rating 4
Lockpick Set
Medkit Rating 6
   +Medkit Supplies
Miniwelder
   +Miniwelder Fuel Canister
Satellite Link
Sensor Array Rating 6
   +Ultrasound
   +Atmosphere Sensor
   +Geiger Counter
   +Cyberware Scanner
   +Olfactory Sensor
   +Radio Signal Scanner
   +MAD Scanner
   +Motion Sensor
Shuriken x10
Subvocal Mic
Tool Kit (Hardware)
Tool Kit (Armorer)
Trid Projector

== Vehicles ==
Ford Americar (Sedan)
   +Morphing License Plate
   +Rigger Interface
   +Spoof Chips
   +Sensor Array Rating 2
Horizon Flying Eye (Minidrone)
   +Sensor Array Rating 3
Horizon Flying Eye (Minidrone)
   +Sensor Array Rating 3

== Karma Expenses ==

== Nuyen Expenses ==


== Background ==
See Attachment
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-23-14/0118:50>
Link to PDF, Txt, and Chummer5 versions of Thorn (https://drive.google.com/folderview?id=0B-ODJXibwGUuYVY1d3VCdUFVeXc&usp=sharing)

(http://i192.photobucket.com/albums/z179/Koshnek/200ff7ad2b7ece334f10c857469e54de.jpg)
== Info ==
Street Name: Thorn
Name: Christopher Thorndyke
Movement: 8/16
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 29
Height 5'5" Weight 159 lbs
Composure: 9
Judge Intentions: 10
Lift/Carry: 6 (45 kg/30 kg)
Memory: 9
Nuyen: 139

== Priorities ==
Skills: A - 46 Skills/10 Skill Groups
Special: A - Mystic Adept 6 Mag/10 Spells/2 R5 Magic Skills
Attributes: B - 20 Attributes
Metatype: C - Elf (3)
Resources: C - 210,000¥

== Attributes ==
BOD:3
AGI:4
REA:2 (4)
STR:3
CHA:4
INT:6
LOG:4
WIL:5
EDG:3
MAG:7

== Derived Attributes ==
Essence:6
Initiative:10 + 3d6
Rigger Initiative:10 + 3d6
Astral Initiative:12 + 2d6
Matrix AR Initiative:10 + 3d6
Matrix Cold Initiative:6 + DP + 3d6
Matrix Hot Initiative:6 + DP + 4d6
Physical Damage Track:10
Stun Damage Track:11

== Limits ==
Physical:5
Mental:7
Social:7
Astral:7

== Active Skills ==
Arcana:6 [Spell Design]Pool: 10 (12)
Armorer:2Pool: 6
Artisan:7 [Drawing]Pool: 13 (15)
Assensing:9 [Aura Reading]Pool: 19 (21)
Automatics:1Pool: 5
Computer:3 [Matrix Search]Pool: 7 (9)
Con:4Pool: 13
Counterspelling:9 [Combat]Pool: 16 (18)
Disguise:7Pool: 14
Etiquette:4 [Corporate]Pool: 11 (13)
Exotic Ranged Weapon:7 [Lasers]Pool: 11
Gymnastics:5Pool: 9
Impersonation:4Pool: 11
Instruction:1Pool: 8
Intimidation:1Pool: 8
Leadership:0Pool: 6
Longarms:7 [Long-Range Shots]Pool: 11 (13)
Navigation:1Pool: 7
Negotiation:2 [Bargaining]Pool: 9 (11)
Palming:7Pool: 12
Perception:2 [Visual]Pool: 12 (14)
Performance:4Pool: 11
Pistols:1Pool: 5
Running:1Pool: 4
Sneaking:7Pool: 11
Spellcasting:6 [Manipulation]Pool: 13 (15)
Survival:1Pool: 6
Tracking:1Pool: 7
Unarmed Combat:1Pool: 5

== Knowledge Skills ==
Art:1 [Van Gogh]Pool: 7 (9)
English:NPool: N
Japanese:3Pool: 9
Latin:1Pool: 7
Magic Traditions:3 [Magic Adepts]Pool: 7 (9)
Magical Theory:6 [Sorcery]Pool: 10 (12)
Music:1 [Classical]Pool: 7 (9)
Or'zet:1Pool: 7
Religion:3 [Christianity]Pool: 7 (9)
Security Tactics:3 [Corporate]Pool: 7 (9)
Small Unit Tactics:3Pool: 9
Sperethiel:1Pool: 7

== Contacts ==
Commander Roger Ellis (10, 1)
Dr. Diana Adler (7, 3)
Captain Leonard "Lenny" Mendoza (8, 4)
Lieutenant Jordan Stieber (6, 3)
Li Fong (4, 3)
Reuben Patel (5, 1)
Samson (5, 2)

== Qualities ==
Addiction (Mild) (Cram)
Allergy (Uncommon, Mild) (Cats)
Exceptional Attribute (MAG)
Illness (Rating 1)
Low-Light Vision
Mentor Spirit (Raven)
Mystic Adept
SINner (Corporate) (Ares)
The Magician's Way

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
[Element] Wall (Fire)DV: F+2
Ball LightningDV: F-1
CatfallDV: F-3
Chaotic WorldDV: F
FlamethrowerDV: F-3
FlingDV: F-2
LevitateDV: F-2
Mana StaticDV: F-1
ManaboltDV: F-3
Shape [Material] (Fire)DV: F-2

== Powers ==
Astral Perception
Cool Resolve Rating: 3
Enhanced Perception Rating: 4
Facial Sculpt Rating: 1
Improved Reflexes 2
Keratin Control
Magic Sense
Motion Sense
Nimble Fingers
Sustenance
Traceless Walk
Voice Control Rating: 1

== Lifestyles ==
Street  1 months

== Armor ==
Ares Victory: Big Game Hunter       14
   +Custom Fit
   +Gear Access
   +Liner - Chemical Protection (6)
   +Nonconductivity 6
   +Pulse Weave
   +Radiation Shielding 3
   +Holster
Ares Victory: Industrious           9
   +Gear Access
   +Tool Kit (Disguise)
Clothing ("Street Clothes")                             0
Forearm Guards                      1
   +YNT Softweave Armor
   +Single Sensor Rating 8
      +Ultrasound
   +Transys Avalon
   +Trid Projector
Helmet                              2
   +YNT Softweave Armor
   +Microphone, Laser Rating 4
      +Audio Enhancement Rating 3
      +Select Sound Filter Rating 1
   +Microphone, Omni-Directional Rating 5
      +Audio Enhancement Rating 3
      +Spatial Recognizer
   +Trodes
   +Vision Enhancement Rating 3
Murder Armor                        13
   +Custom Fit
   +YNT Softweave Armor
   +Biomonitor
   +Holster
   +Tool Kit (Armorer)
Padded Leather                      7
   +Custom Fit
   +Padded
Snake Mesh Socks                    0
Vashon Island: Ace of Cups          9
   +Electrochromic Clothing

== Weapons ==
Ares Desert Strike
   +Guncam
   +Imaging Scope
   +Shock Pad
   +Silencer
   +Smartgun System, External
   +Spare Clip
   +Spare Clip
   +Stock
   +Tracker
   Pool: 11   Accuracy: 9   DV: 13P   AP: -4   RC: 2
Ares Lancer MP Laser
   +Imaging Scope
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +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: 11   Accuracy: 9   DV: 7P   AP: -10   RC: 1
Ares Redline
   +Improved Range Finder
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +Smartgun System, External
   Pool: 11   Accuracy: 11   DV: 5P   AP: -10   RC: 1
Grenade: Flash-Bang
   Pool: 3   Accuracy: 5   DV: 10S (10m Radius)   AP: -4   RC: 1
Grenade: Flash-Pak
   Pool: 3   Accuracy: 5   DV: Special   AP: -   RC: 1
Grenade: Fragmentation
   Pool: 3   Accuracy: 5   DV: 18P(f) (-1/m)   AP: +5   RC: 1
Grenade: Gas
   Pool: 3   Accuracy: 5   DV: Chemical (10m Radius)   AP: -   RC: 1
Grenade: High Explosive
   Pool: 3   Accuracy: 5   DV: 16P (-2/m)   AP: -2   RC: 1
Grenade: Smoke
   Pool: 3   Accuracy: 5   DV: (10m Radius)   AP: -   RC: 1
Grenade: Thermal Smoke
   Pool: 3   Accuracy: 5   DV: (10m Radius)   AP: -   RC: 1
Mossberg AM-CMDT ("Ares Phalanx III")
   +Flashlight, Low Light
   +Gas-Vent 3 System
   +Improved Range Finder
   +Shock Pad
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   +Spare Clip
   +Spare Clip
   +Spare Clip
   +Tracker
   +Underbarrel Weight
   Pool: 11   Accuracy: 7   DV: 12P   AP: -1   RC: 6
Shock Gloves
   Pool: 5   Accuracy: 5   DV: 8S(e)   AP: -5   RC: 1
Unarmed Attack
   Pool: 5   Accuracy: 5   DV: 3S   AP: -   RC: 1

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

== Gear ==
Ammo: APDS (Sniper Rifles) x70
Ammo: APDS (Shotguns) x60
Ammo: EX-Explosive Rounds (Sniper Rifles) x70
Ammo: Flechette Rounds (Shotguns) x60
Ammo: Stick-n-Shock (Sniper Rifles) x70
AR Gloves
Biometric Reader
Biomonitor
Certified Credstick, Gold
Certified Credstick, Silver
Certified Credstick, Standard Rating 1
Chisel
Climbing Gear
Contacts Rating 3
   +Flare Compensation
   +Image Link
   +Smartlink
Cram x10
Fake SIN (Johnathan Jones) Rating 5
   +Fake License (Adept License) Rating 1
   +Fake License (Mage License) Rating 1
   +Fake License (Military Ammunition License) Rating 1
   +Fake License (Military Weapons License) Rating 1
   +Fake License (Private Investigator License) Rating 1
   +Fake License (Restricted Armor License) Rating 1
   +Fake License (Concealed Carry Permit) Rating 1
Flashlight, Low-light
Gas Mask
Gecko Tape Gloves
Glue Solvent x2
Glue Sprayer x5
Gorepack
Grenade: Flash-Bang x5
Grenade: Flash-Pak x2
Grenade: Fragmentation x5
Grenade: Gas x5
   +Neuro-Stun X
Grenade: High Explosive
Grenade: Smoke x2
Grenade: Thermal Smoke x3
Jazz x2
Kamikaze
Long Haul x2
Magical Lodge Materials Rating 7
Micro-Transceiver
Miniwelder
Miniwelder Fuel Canister x2
Mystic Cuff Rating 1
Mystic Jacket Rating 1
Mystic Mask Rating 1
Power Focus (Bonded Foci) Rating 1
Psyche x2
Qi Focus Rating 1
Qi Focus Rating 1
Rapelling Gloves
Reagents, per dram x250
Restraint, Plasteel x2
Restraint, Plastic x20
Satellite Link
Sim Module
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch
Spellcasting Focus, Combat Rating 5
Subvocal Mic
Survival Kit
Sustaining Focus, Manipulation Rating 5
Telescoping Mirror on a Stick
Tool Shop (Disguise)
Tool Shop (Artisan)
White Noise Generator Rating 6

== Description ==
Thorn is shorter than most, but he commands the area around him. You can't help but smile at his big grin. Perhaps his antics annoy you. The chances are he might just walk by you without you ever noticing his passage.

He has a kind face which he controls with ease. His grey eyes usually shine bright with kindness, but when necessary they can darken into an angry glare with ease. Only the most intuitive individual could discern the true feelings behind those eyes. Anyone who knows anything about Firewatch and HTR Corpsec knows that Chris has to have seen some drek, but the bad never shines through. Not if he doesn't need it to.

Thorn wears his dark hair buzzed. He doesn't wear facial hair, but he usually goes several days between clean shaves.

He has several different outfits should he need them, but he normally lounges about in an old Ares tee and jeans with a pair of broken in combat boots.

His go-to combat outfit is a tricked out Big Game Hunter. It may look a little out of place, but it's got protection from practically everything but fire. If he's ever lit on fire he can manage that himself. Plus, it looks snazzy combined with his helmet.

Finally, no one expects the mage to be the one wearing cammo armor with a full loadout of weaponry. Thorn often tells his buddies that one nice thing about being an awakened sniper is landing a manabolt from 1500m out with no one ever finding out. If that's not enough, he'll tell them that a bullet between the eyes works almost as well.


== Background ==
See attachments or follow the link (https://drive.google.com/folderview?id=0B-ODJXibwGUuYVY1d3VCdUFVeXc&usp=sharing) for PDF + Txt file.

== Concept ==
Ares-born Elven Combat MysAd Firewatch member of the Chaos tradition specializing in magical detection and protection.

== Notes ==
Regarding the picture, Thorn doesn't have any glowy tattoo's (yet). I like the feel of the picture otherwise: Chris under fire launching a lightning bolt while walking through fire. If you'll forgive the tattoo and the armor, I think this is a pretty good representation of Thorn if he were in combat.

Illness R1= ADHD. Roll is Will+Will (3). Not taking meds currently.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-23-14/0347:08>
(http://cf.badassdigest.com/_uploads/images/27991/mts_soboredomg-1332601-joseph-gordon-levitt-gq-2012-cover-900-600__inline.jpg)
== Info ==
Street Name: Waffe
Name: Gunter Schwarz
Movement: 20/40/+2 (10/20/)
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Human Male Age 35
Height 2m Weight 95kg
Composure: 5
Judge Intentions: 8
Lift/Carry: 8 (45 kg/30 kg)
Memory: 9
Nuyen: 9,135¥

== Priorities ==
Metatype: B
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: A - 46 Skills/10 Skill Groups
Resources: A - 500,000¥

== Attributes ==
BOD: 5
AGI: 6 (10)
REA: 5 (7)
STR: 3
CHA: 3
INT: 5
LOG: 7
WIL: 2
EDG: 6

== Derived Attributes ==
Essence:2.6
Initiative:10/12 + 3d6
Rigger Initiative:10/12 + 3d6
Astral Initiative:
Matrix AR Initiative:10 + 3d6
Matrix Cold Initiative:5 + DP + 3d6
Matrix Hot Initiative:5 + DP + 4d6
Physical Damage Track:11
Stun Damage Track:9

== Limits ==
Physical:6
Mental:8
Social:4

== Active Skills ==
Aeronautics Mechanic:4Pool: 11
Animal Handling:0Pool: 2
Archery:0Pool: 9
Armorer:9 [Firearms]Pool: 16 (18)
Automatics:0Pool: 9
Automotive Mechanic:4Pool: 11
Biotechnology:0Pool: 0
Blades:0Pool: 9
Chemistry:0Pool: 0
Clubs:0Pool: 9
Computer:0Pool: 6
Con:0Pool: 0
Cybercombat:0Pool: 6
Cybertechnology:0Pool: 0
Demolitions:0Pool: 6
Disguise:0Pool: 0
Diving:0Pool: 4
Electronic Warfare:4Pool: 11
Escape Artist:0Pool: 9
Etiquette:2Pool: 5
Exotic Ranged Weapon: Laser Weapons:10Pool: 20
First Aid:2Pool: 9
Forgery:0Pool: 6
Free-Fall:0Pool: 4
Gunnery:4Pool: 14
Gymnastics:5Pool: 15
Hacking:0Pool: 6
Hardware:2Pool: 9
Heavy Weapons:0Pool: 9
Impersonation:0Pool: 0
Industrial Mechanic:4Pool: 11
Instruction:0Pool: 0
Intimidation:2Pool: 5
Leadership:1Pool: 4
Locksmith:4 [Maglock]Pool: 14 (16)
Longarms:0Pool: 9
Medicine:0Pool: 0
Nautical Mechanic:4Pool: 11
Navigation:0Pool: 4
Negotiation:0Pool: 0
Palming:2Pool: 12
Perception:4Pool: 9
Performance:0Pool: 0
Pilot Aircraft:4Pool: 11
Pilot Ground Craft:4Pool: 11
Pilot Walker:0Pool: 0
Pilot Watercraft:0Pool: 0
Pistols:6 [Semi-Automatics]Pool: 11 (13)
Running:5Pool: 8
Sneaking:2Pool: 12
Software:0Pool: 0
Survival:0Pool: 1
Swimming:5Pool: 8
Throwing Weapons:0Pool: 9
Tracking:0Pool: 4
Unarmed Combat:0Pool: 9

== Knowledge Skills ==
Armor Schematics:4 [Ares]Pool: 11 (13)
Corporate Law:2 [Ares]Pool: 9 (11)
Corporate Politics:2 [Ares]Pool: 9 (11)
Gun Schematics:4 [Ares]Pool: 11 (13)
Laser Schematics:9 [Ares]Pool: 16 (18)
MMA Fighting:1Pool: 6
Police Procedure:1 [Knights Errant]Pool: 8 (11)
English:6 [Technical]Pool: 11 (13)
German:NPool: -
== Contacts ==
Captain Leonard "Lenny" MendozaAres Req Officer(8, 4)
Commander Roger EllisAres Spec Ops Commander(10, 2)
Dr. Diana AdlerAres Lead Scientist(7, 4)
Lieutenant Jordan StieberAres Pilot/Rigger(6, 3)
Nyah EgwuLab Assistant(4, 3)
Paul JonesLab Assistant(4, 3)
Serah WellsLab Assistant(4, 3)
Sgt Ralph SuarezBeat Cop(6, 6)

== Qualities ==
Agile Defender
Aptitude: Exotic Ranged Weapon: Laser Weapons
Brand Loyalty: Ares
Exceptional Attribute: Logic
SINner (Corporate) (Ares)

== Lifestyles ==
Seattle Downtown Loft (High lifestyle) 1 month

== Cyberware/Bioware ==
Control Rig Rating 1
Cybereyes Rating 3
    +Flare Compensation
    +Image Link
    +Low-LIght Vision
    +Smartlink
    +Thermographic Vision
    +Vision Enhancement 2
    +Vision Magnification
Erika Elite Commlink
Muscle Toner Rating 4
Synaptic Booster Rating 2

== Armor ==
Hardened Mil-Spec Battle Armor (Light)  15
    +Custom Fit
    +Gear Access
    +Holster
    +Restrictive
    +Shock Weave
    +Universal Mirror Material Rating 4
Hardened Mil-Spec Battle Armor Helmet   +3
    +Audio Enhancement 3
    +Gas Mask
    +Micro-Tranceiver
    +Spatial Recognizer
Rapid Transit                           9
    +Concealed Holster

== Weapons ==
Ares Lancer MP Laser
    Pool: 23   Accuracy: 10  DV: 7P      AP: -10  RC: -
    +Advanced Safety System (Immobilization)
    +Custom Grip
    +Smartgun System, Internal
    +Sling
Ares Light Fire 70
    Pool: 21   Accuracy: 10  DV: 8P(f)   AP: +5   RC: 5
    +Custom Grip
    +Gas-Vent System 3
    +Smartgun System, Internal
    +Spare Clips x3
Ares Redline
    Pool: 23   Accuracy: 12  DV: 5P      AP: -10  RC: -
    +Advanced Safety System (Immobilization)
    +Custom Grip
    +Smartgun System, Internal
    +Sling
Shock Gloves
    Pool: 8    Accuracy: 6   DV: 8S(e)   AP: -5   RC: -
Unarmed Attack
    Pool: 8    Accuracy: 6   DV: 3S      AP: -    RC: -

== Commlink ==
Erika Elite Commlink (ATT: 0, SLZ: 0, DP: 4, FWL: 4) (Gunter Schwarz SIN loaded)
Hermes Ikon Commlink (ATT: 0, SLZ: 0, DP: 5, FWL: 5) (Tommy Jones SIN loaded)

== Gear ==
Ammo: Power Clip (10 charges) x7
Ammo: Power Backpack (30 charges)
Ammo: APDS Rounds x100
Ammo: Flash-Bang Minigrenade x10
Ammo: High Explosive Minigrenade x10
Fake SIN (Tommy Jones) Rating 6
    +Fake License (Concealed Carry Permit) Rating 6
    +Fake License (Restricted Cyberware License) Rating 6
    +Fake License (Drivers License) Rating 6
    +Fake License (Firearms License) Rating 6
    +Fake License (Fireamrs Manufacturer License) Rating 6
Shop, Armorer

== Vehicles ==
Ares Cobra Roto-Drone (Medium Drones)
    +Ares Alpha
        +Smartgun System
        +Grenade Launcher
            +Smartgun System

== Background ==
Gunter was the youngest of 4 children born to an upper-middle class family in the
sprawl of Hannover Germany.  His father was a mechanical engineer at the local Ares
factory and his mother was a minor corporate exec.  They were able to live in realitve
comfort in their community and were able to send all of their children on to University.

As an infant he was very precocious and inquisitive.  By the age of 3 though, they
new something was wrong.  After testing, he was found to be somewhat autistic.
In the late 20th century they would have called it Asperger's Syndrome.  He was
fascinated with all of the tools his father would bring home from work.  By the
age of 5 he was able to tell you the entire catalog of Ares weapons, and could field
strip one as well.  While his almost exclusive interest in firearms, and to a lesser
degree general amror, was somewhat disconcerting his parents where pleased with
his marks in school.  Ares however was very interested in his particular interests.

When he was a teenager, mother was promoted and this moved the family to Detroit.
His father was able to find an engineering department to run locally, so the family
was able to move in whole.  This was very stressful on the already socially challenged
Gunter.  Ares, howerver, took this opportunity to continue to keep an eye on young
Gunter.  When it came time to go to college, it was obvious that he was going to
major in engineering and he was readilly accepted into [Whatever school Ares controls].
While there, he was able to broaden his horizons somewhat and in addition to getting
his PhD in Mechanical Engineering he also recieved his law degree.  The one thing
that kept him from becoming an complete social introvert was sports.  He was able
to just let his mind work while his body trained.  He tried a few team sports,
but those were almost completely hopless for him.  He was able to find respite
in the gym and the dojo.  He was never good enough to compete, but it kept in
him good physical form.

While at the gym, another of the students suggest they try the shooting range to
work off some steam.  With his encyclopedic knowledge of the Ares line of guns,
this seemed like a good idea to Gunter.  And this was a life changing moment for
him.  That knowledge of every aspect of the weapon made him a great shot.  He
really favored pistols.  After this, he spent inordinate amounts of time at the
range until he became an expert in hand guns.

Once he was done with school, Ares offered him a job.  It only made sense to keep
it within the family.  He'd lived his whole life in Ares after all.  He quickly
rose through the ranks and found himself working on more and more high end projects.
Finally, he found the laser department.  He was working on both the Redline and
the MP series.  His internal focus became magnified, and quickly became one of
the worlds leading experts on laser technology.

Someone doing a review of personel found his fairly unique combination of knowledge
and practical ski lls and he was recruited to run the Engineering Department for
Cygnus.  There he met Commander Ellis whom he respected and worked reasonably
well with, as long as he didn't break the tools he was making for Lenny.  Lenny,
or Leonard, was the Requisitions Officer for the project and doled out the equipement
Gunter and his team designed for the field teams.  Two of the few people he'd
actually call friends were Lenny and Diana.  Dr. Adler was an amazing person, the
way her mind could work through a problem and find the theory behind it just amazed
him.  She's the first person he's ever found that truely outclassed him in every
way when it came to theory and planning.  Many assumed that he was trying to find
his way into her bedroom, but those were only rumors.  This is about the time he
also met Stix.  He worked reasonably closely with the Spider to make sure everything
in the labs were running correctly.

After working at Cygnus for a few years, Gunter finally demanded loudly enough to
Commander Ellis that he be allowed to go test for himself how the Armor and MPs
worked in concert.  The Commander assigned him to as a temporary attachment to a
Firewatch Team and sent him into the field.  As a fairly valueable, though by no
means irreplaceable, asset the team was told to basically keep him out of any real
danger.  The op started to go south, and no one was able to keep Gunter out of
trouble.  Turns out he was more than capable of holding his own.  Lt. Stieber was
really impressed with the storied the team told him on the return trip, and he
mentioned this to Cdr. Ellis after the debrief.  Between that and the results coming
out of the labs, it was decided that Gunter would be permenantly assigned as an
Special Operations Agent in addition to running the labs.

Luckily, he has a great assistant.  5 years out of school now, Serah is almost
as good as he is.  In 10 years, she'll probably be better given she's not hampered
with Autism or getting to go and "play", as she calls it, in the field.  Along
with Serah, Paul and Nyah keep the labs running smoothly.

In the 5 years he's been in the CFS, Gunter has found few reasons to wander out
from Ares, but on the occasions he has he goes by the name Tommy Jones.  Tommy is
a very well formed false idendity that "lives" in Seattle.  There Tommy has become
exceedingly good friends with a local KE Sargent by quietly helping out on several
high profile cases.  Sgt Ralph Suarez started off as your average beat cop and
has worked his way up the department, and is one of the few people that aren't
family that would be willing to go to the wall for Tommy.

EDIT: Bought personalized grips for all guns based on Ryo's rules posted above
EDIT2: Put it in tables so it's easier to read
EDIT3: Fixed Paul's name in background
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <09-23-14/1855:30>

Image of Stix
(http://moe.animecharactersdatabase.com/uploads/chars/thumbs/200/5688-550846622.jpg)

INFO

NOTE: PRIME RUNNER W/ AABCC for priorities

Karma
Start with 35 – 11 Contacts – 10 spells  - 12 P Q, + 35 N Q, - 25 Gear, - 12 Bonding

Priorities
Race: C (Human, 5 special Att.)
Attributes: A (24)
Magic C (Hermetic Mage, 3 magic and 5 spells)
Skills:  A (46 and 10 SG’s)
Nuyen: B (325,000 Y)

Street Name: Stix
Name: Ken Ryudo
Fake SIN Name: Ginko Sato
Movement: 8 / 16
Swim: 0
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Japanese Human Male Age 32
Height 5’9” Weight 179lbs
Composure: 8
Judge Intentions: 8
Lift/Carry: 6
Memory: 13
Nuyen:110 + 4d6 X 100
Eyes: Brown
Hair: Brown
Skin: Asian

Attributes
BOD: 3
AGI: 4
REA: 3
STR: 2
CHA: 4
INT: 5
LOG: 6 ( 8 )
WIL: 5
EDG: 4
MAG: 5 (7)

Derived Attributes
Essence: 5
Initiative: 8 + 1d6
Astral Initiative: 10 + 2d6
Matrix Initiative: 8 + 1d6 (AR), 5 +DP +3d6 (cold), 5 + DP + 4d6 (hot)
Physical Damage Track: 10
Stun Damage Track: 11
Armor: 12 + 2 (otho skin) + 2 (helmet) = 16

Limits
Physical 4
Mental 9
Social 6 (+1 with Argentum Coat)


Active Skills (180 Karma Via GM Gift Upgrades in RED)
Cracking SG 9
-Cyber Combat
-Electronic Warfare
-Hacking
Engineering SG 1
-Aeronautics Mechanic
-Automotive Mechanic
-Industrial Mechanic
-Nautical Mechanic
Computers 9
Hardware (Cyber Decks) 1(3)
Software (data Bombs) 1(3) 4(6)
Spellcasting (Combat) 9 (11)
Counter Spelling (Combat) 9(11)
Summoning (Man) 1(3)  4(6)
Binding (Man) 1(3)
Automaics (SMG) 8(10)
Sneaking (Urban) 1(3) 4(6)
 
Perception (Visual) 3 (5)
Chemistry 1
First Aid 3
Locksmith 4
Pilot Ground Craft 1
Etiquette 2
Con (Fast Talking) 3 (5)
Negotiation 1
Assensing 3
Gymnastics 3
Artisan (Flute) 1(3)
Unarmed Combat 1
Astral Combat 1
Banishing 1
Enchanting 1(SG)
-Alchemy
-Artificing
-Disenchanting



Knowledge Skills (22 free)+ (30 Karma Give from GM)
English N
Data Havens 6
Magic Theory 5
Engineering (Electrical) 4(6)
Magic Threats (Insect Spirits) 3(5)
Security Design (Matrix) 1(3)
   
Parazoology 2
Spirits 2
Police Procedures 2
Corp Procedures 1
Corp Politics 1
Matrix Gangs 2
Forensics 2
IC Identification 2
Matrix Security Procedures 2
Cannibalizing Hardware 2
Chat Rooms 1
Data Brokerage 2
 


Contacts (24 Free + 11 Karma)

Name: Akimi and Genji Ryudo
Job: Ares Wage Mages, in the field of Magical items creation
Race: Human (Both)
Age: 52 and 54
Knows Stix Via:  Mother and Father to Stix
C: 5 L:6

Name: Zack “The Hack”
Job: Works as an ARES Spider in ARES CIA Organization
Race: Elf
Age: 32
Knows Stix Via: Close Friends since they both grew up together in ARES w/ Shaun too.
C:8 L:4

Name: Shaun Johnson
Job: Works in ARES Magical R&D Department
Race: Human
Age:32
Knows Stix Via: Best friends and grew up together in ARES w/ Zack too.
C: 7 L:5



Spells (5 free + 2 (10 Karma))
Stun Bolt: Type M Range LOS Damage S Duration I DV F-3
Lightning bolt Type: P Range: LOS Damage P Duration I DV F-3
Mind Probe Type: M Range: T Duration  S DV F
Increase Reflexes Type: P Range: T Duration: S DV F
Improved Invisibility: Type: P Range: LOS Duration S DV F-1
Physical Mask: Type: P Range: T Duration S DV F-1
Influence: Type M Range LOS Duration P DV F-1

Tradition Hermetic Drain Will +Logic = 13


Qualities
 Positive ( 12 Karma)
Focused Concentration R3

Negative (35 Karma)
Insomnia (Nightmares)
Corp SIN (Ares)

Gear (325,000+ 25 Karma 50,000

Lifestyle (7,000 Y)
Middle (Linked To Fake SIN)
House In a nice Neighborhood
Cost 5,000 / Month
1 months paid for (5,000 Y)

Low (Linked To Corp SIN)
Appartment # 402
Cost 2,000 / Month
1 month paid for (2,000 Y)


Cyberware and Bioware (76,000 Y)
Bioware 0.9
Cerebral Booster R2 (63,000 Y)
Ortho Skin R2 (12,000 Y)
Cyberware: 0.1
Datajack (1,000 Y)

Armor (4,300 Y)
Mortimer of London: Argentum Coat AR 12 / +4 (3,600 Y)
-Custom Fit (Stack)
-Concealablity
-Electrochromic Clothing (500 Y)

Helmet AR +2 (100 Y)
(A Black Fedora)

Helmet AR +2 (100Y)
(Black Raiden looking Hat)

Armor AV total 16

 Weapon(4,090 Y)
Unarmed Attack 2S

HK-227 (730 Y)
Acc 5 (6) (7) DMG 7P Mode: SA/BF/FA RC 3(4)  Ammo: 28 ©
-Built in Retractable Stock
-Built in Smart Link
-Built in Sound Suppressor
-Laser Sight (125 Y)
-Gas Vent R3 (600 Y)
-Sling (15 Y)
-Spare Clips (4) (20 Y)
-Ammo APDS (30 Rounds) (360 Y)
-Ammo Stick and Shock (280 Rounds ) (2,240 Y)

Commlink (217,725 Y)
Name:
Renraku Tsurugi (214,125 Y )
Device Rating: 3
Attribute Array: 6/5/5/3
Programs: 3
Common Programs (400 Y)
-Browse
-Edit
-Encryption
-Signal Scrub
-Virtual Machine

Hacking Programs (2,250 Y)
-Armor
-Baby Monitor
-Biofeedback
-Biofeedback Filter
-Defuse
-Exploit
-Lockdown
-Stealth
-Track


AR Gloves (Black Leather) (150 Y)
Micro- Transceiver (100 Y)
Trid Projecto (200 Y)
Satellite Link (500Y)



Magic (37,000Y)
Power Foci F 2 (Bound) (36,000 Y)
Magical Lodge Materials F2 (1,000 Y)

Drugs ( 1,150 Y)
Psyche 1 (200 Y)
2 Stimulation Patches R4 (200 Y)
Medkit R3 (750 Y)

Ears and Eyes (2,325 Y)
Goggles R6 (300 Y)
-Vision Enhancement R1 (500 Y)
-Image Link (25 Y)
-Flare Compensation (250 Y)
-Vision Magnification (Optical) (250 Y)
--Low-Light (500 Y)
-Thermographic (500 Y)

ID (19,500 Y)
Fake SIN R5 (Ginko Sato) (12,500 Y)
Fake License R5 (Mage) (1,000 Y)
Fake License R5 (Cyber Deck) (1,000 Y)
Fake License R5 (Automatic Weapons) (1,000 Y)
Fake License R5 (Concealed Carry) (1,000Y)
Fake License R5 (Matrix Software) (1,000Y)
Fake License R5 (Restricted Cyber and Bioware) (1,000Y)
Fake License R5 (Private Investigator) (1,000Y)


Other (5,800Y)
Tool Shop (Electronics) (5,000 Y)
Tool Kit (Electronics) (500 Y)
Respirator R6 (300 Y)

Vehicle
I need a driver. Anyone want to volunteer?

Description

Human with short brown hair, wears a suit Long coat, Black Japanese style shirts (like a karate gi), black pants and a blue or black sash.. Loves smoking his Ares Gold Cigs likes hates not having them.

Background
Birth: Stix was born to two Ares Corp wage mages, Akimi and Genji Ryudo. The three lived in a corporate complex. This complex helps to make sure that Ares personal assets are safe and that Ares can keep an eye on them.
Age5: Stix went to a normal Ares run school.
Age 10: At the Ares ran school all the kids had to go under magical assessment regularly from age 8 forward. It was at age 10 that Stix had his magical talent spotted. Most of Ares suspected that Stix would be an awakened kid since both his parents are Full Hermetic Mages. Once his mystical abilities where spotted Stix was put into a Special Ares ran Magic based school. This is where Stix met his best friend Shaun who is also a Full Hermetic mage. The two became best friends and are still best friends to this day.
Age 12: Stix had shown get skills with computers and a keen mind for figuring out the Matrix. Since Ares wanted to bring out all the latent talents their corp kids have, Stix was put in an advanced matrix training class.
Age: 13: A new kid to the advanced Matrix class showed up, a  guy by the name Zack. Stix, Zack and Shaun started to hang out together a lot. Since all three kids where stuck in the Corp Ran housing Complex most of the time, the three would spend most of their time together both at school and at home.
Age 16: The three friends where given part time jobs in their field by Ares, Stix and Zack picked Matrix jobs, and Shaun picked up some magical work.
Age 18: Still with part time jobs the three friends went to a University ran by Ares where they honed their skill farther. Shaun and Stix spent 4 years in magic training, and Zack went into studding the matrix.
Age: 22 Zack went on to special training for the intelligence agency of Ares. Shaun went into the R&D department for magical gear. Stix went back to the University to get 4 more years in the field of the Matrix.
Age 26: Stix begins work full time at Ares. Some think this would be the year of beginners luck but not for Stix. This was the year he was on a job for Ares and him and the team he was a part of come in contact with an Insect Shaman. The sights he saw in this crazed Shaman’s layer have never left Stix to this day he will get attacked by Insect Spirits in his dreams. There is hardly ever a night that goes by without Insect Spirits trying to feast on Stix in his dreams.
Age 28: With the work Stix had done and the contacts that his friends had made, give Stix an opportunity to be added to a secret lab that Ares owned.  This is where Stix is now assigned to, but he has proved himself to the personal there to give himself a lead job in Matrix security for the sight. It seems having magic and matrix skills does help you get some cool jobs.
Age 32: Well that is now let’s see what the GM has in store for Stix.
Oh ya all his friends call Ken Ryudo Stix since he most of the time has a nic-stix in his mouth.

Concept

Brainy Mage / Decker. The Nice guy, bit of a push over at times..

NOTES
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-24-14/1900:14>
How's everything lookin? There anything we need to correct or anything? After reading ur house rules and making a few changes I'm pretty happy with Thorn.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-24-14/1904:28>
I'm pretty well set, just need the results for my contact rattings for the lab assistants.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-24-14/1920:23>
Your lab assistants are all Loyalty 3 / Connection 4.

And we're basically good to go, I'm just working on transcribing my Build / Repair rules to google docs for future use, and already posted the Weapon's page. (Third post in this thread, after the Rules section)

I should have the IC post up later today.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-24-14/1934:31>
Your lab assistants are all Loyalty 3 / Connection 4.

And we're basically good to go, I'm just working on transcribing my Build / Repair rules to google docs for future use, and already posted the Weapon's page. (Third post in this thread, after the Rules section)

I should have the IC post up later today.

Ahh, thought you wanted me to choose 3 rattings that totaled 9 and you'd randomly assign them.  This is easier ;)

Amazing work you've put into the Weapons page.  Looking forward to making new weapons for these boys!
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-24-14/2313:52>
The IC thread is now live. By my count, the only one of you who doesn't have DNI is Thorn, so he's the only one with any chance of sleeping through this message.

As for the time stamp, its in military time format.
120437Z MAR 76
DayHourTimeZone Month Year
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-25-14/0042:37>
Gunter will wait until 0442Z to get a response, failing that he'll grab the transit and the redline then head to the briefing room.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-25-14/0048:20>
Gunter will wait until 0442Z to get a response, failing that he'll grab the transit and the redline then head to the briefing room.

Ellis is in his office, which is directly to the right of the briefing room, so he's pretty prompt in his reply.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-26-14/0041:51>
I just had an awesome idea while writing my IC post. Although this attack is a little too advanced for him at the moment, would you allow a combo attack of Fire Wall + Shape Fire? I feel like its within the scope of both spells. I'd weave the spells together (splitting the pool as per CRB and casting the spells simultaneously as a complex action without a reckless casting of either).

My general thought was creating a dome around the target(s?) with the Fire Wall pool (in the rules) and using Shape Element to coat the unfortunate target(s?) in flames (in the rules-ish). Multiple would be cool, but it's probably outside the scope of possibilty :p. Sustained AoE's  can be moved with a complex action, and both spells are sustained. I think it would be fair if you imposed a visibility modifier against me (boo :p) for either glare from the fire or only being able to see his shadow within the flames.

My thoughts were that if I used an action each turn the target(s?) moved, I could follow him or her (them?) with the flames. If they moved and I didn't use an action to move the flames, then they get out of the flame coat. Of course, if they can move faster than the hits allow my shape fire to move (in the rules), then they can escape anyhow. Even a low force version of this spell combination would be a powerful intimidation factor, IMO.

I'm not sure how effective this combination would be, but I think it has a cool factor of +10 :p. If you'll allow it, Ill wait a couple missions before I try it. It'll be one of those intuitive combat moments where he draws upon his past use of the combination in the facility to try a new attack.

Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-26-14/1745:21>
Shape Fire on Fire Wall sounds valid to me, yes. I'll figure out the specifics of how that would work in a bit.

In other news, They released the errata for Street Grimoire and have said that the Commanding Voice from Stolen Souls stands, and the version in Street Grimoire is now a separate power called Authoritative Tone. You may want to adjust your powers accordingly.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-26-14/2232:46>
With the increased price of the changed power, I don't think I will retain either if you don't mind. I'd actually like to pick up Keratin control. It'd be a nice addition to his secondary skillset, and it would compliment Melanin control well. For the remaining .25 pp, I'd like to take Sustenance. I don't know if well ever be in a survival type situation, but the description of the power is very much Thorn. Only needing to eat once a day (maintaining the same level of health as mundanes eating 3 times a day) and needing to drink less is very, very Thorn-y.

One question about Keratin Control. Does it allow one to stunt the growth of their hair/nails/horns (or outright kill them in the case of hair follicles)? Or is the effect limited exactly to what the text says (acceleration)?

The Wall DV was clarified which is nice. Treating it as drain was downright weird. I did some further thinking at work today, and I wanted to run something else by you. If I picked up the spell or power elemental body, would you allow a similar spell interaction? I was thinking I could run around with fiery body, and if someone closes into melee range I could use Shape Fire to lash them with a whip of flame. The effect doesn't have to be used offensively. If they come into contact with the flame coating they take damage. I'm not sure I'd invest further down the fiery path Thorn is on, but It's a possibility at a later time :-). Also..IMO, this use also has a cool factor of +10.

Edit: Is it only me, or is the picture for Elden bugged? If its not just me, are you able to get us a copy that works? I really like how you supply visuals. I have problems forming mental images so it helps me a lot :-).

Edit 2: Just some examples of what I meant by Fire Art in IC. Something similar to these pictures, but real fire molded into whatever Thorn desires in the moment.

(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcR494fzBdz26wzfBIGeGsvGWlj2KQEdu9aG1eeCOiE-rHZqJDie3Q)

(http://cdn7.staztic.com/app/a/2202/2202551/fire-art-566791-0-s-307x512.jpg)

(http://img3.wikia.nocookie.net/__cb20120217025403/bionicle/images/4/49/Concept_art_of_a_Fire_Monster_LBLMA.jpg)
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-26-14/2347:56>
Broken image for me as well 😞

@Ryo could I use my corp politics knowledge to see if I know anything more about this family?  And I'm assuming that KE has not been involved yet, so my contact there wouldn't know anything yet?  Though I may reach out to him for some possible leads as I'd expect he'd be willing to keep it on the DL for me.  Is this reasonable?  If so, I'll get that up IC.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-28-14/1717:34>
Weird, I'll see if I can't fix the image.

@Zweib: Yes, that would be a valid use of corp politics. KE has not been involved yet. This happened literally minutes ago. Ellis was extremely fast on the uptake of this kid getting taken. It'll take you a few hours to reach Seattle, so you may be able to call him up and expect some intel by the time you're actually in the city.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-28-14/1747:20>
With the increased price of the changed power, I don't think I will retain either if you don't mind. I'd actually like to pick up Keratin control. It'd be a nice addition to his secondary skillset, and it would compliment Melanin control well. For the remaining .25 pp, I'd like to take Sustenance. I don't know if well ever be in a survival type situation, but the description of the power is very much Thorn. Only needing to eat once a day (maintaining the same level of health as mundanes eating 3 times a day) and needing to drink less is very, very Thorn-y.

Sounds good to me.

One question about Keratin Control. Does it allow one to stunt the growth of their hair/nails/horns (or outright kill them in the case of hair follicles)? Or is the effect limited exactly to what the text says (acceleration)?

I think its fair that you can both slow or even stunt growth in addition to accelerating it. Pretty sure it even lets you change the quality, like having straight or curly hair at will.

The Wall DV was clarified which is nice. Treating it as drain was downright weird. I did some further thinking at work today, and I wanted to run something else by you. If I picked up the spell or power elemental body, would you allow a similar spell interaction? I was thinking I could run around with fiery body, and if someone closes into melee range I could use Shape Fire to lash them with a whip of flame. The effect doesn't have to be used offensively. If they come into contact with the flame coating they take damage. I'm not sure I'd invest further down the fiery path Thorn is on, but It's a possibility at a later time :-). Also..IMO, this use also has a cool factor of +10.

Any source of fire is a valid use for Shape Fire, as it takes a complex action to shape it or move it anyway.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-29-14/1354:48>
Weird, I'll see if I can't fix the image.

@Zweib: Yes, that would be a valid use of corp politics. KE has not been involved yet. This happened literally minutes ago. Ellis was extremely fast on the uptake of this kid getting taken. It'll take you a few hours to reach Seattle, so you may be able to call him up and expect some intel by the time you're actually in the city.

Image works now

Corp Politics roll about Shaw Family (http://orokos.com/roll/224979): 11d6t5 4
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-29-14/1803:56>
Weird, I'll see if I can't fix the image.

@Zweib: Yes, that would be a valid use of corp politics. KE has not been involved yet. This happened literally minutes ago. Ellis was extremely fast on the uptake of this kid getting taken. It'll take you a few hours to reach Seattle, so you may be able to call him up and expect some intel by the time you're actually in the city.

Image works now

Corp Politics roll about Shaw Family (http://orokos.com/roll/224979): 11d6t5 4

You've heard of Mary Ellis Shaw, a human corporate executive in the Seattle branch of Ares Arms, as well as her husband, now deceased, Eldwin Shaw, an elvin man who was a senior executive within the Ares Macrotechnology home office. He was involved in the oversight of a great number of internal projects and was said to be close friends with several members of the board of directors, including Damien Knight. Rumor has it he was killed in a botched extraction attempt three years ago, but there are an equal number of rumors that suggest Ares faked his death to discourage further attempts to extract him.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-29-14/1815:58>
Schweet!

IC coming up.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-29-14/1844:59>
9d6t5: 5 [9d6t5=6, 2, 6, 1, 5, 3, 6, 1, 6]
http://orokos.com/roll/225042

I saw an opportunity for a trick, but I resisted the impulse :p. I'm not sure if I'm supposed to roll like this, or if I  just wait for it to come up from Mr. GM...I'm still a little new to all this.

On a side note, can I add in one final retcon? I reread the raven text when I looked up the roll, and he's kind of darker mentor than I had realized. Can I change it to Coyote instead? Its the same mentor spirit benefits, but less darkness.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-29-14/1916:32>
9d6t5: 5 [9d6t5=6, 2, 6, 1, 5, 3, 6, 1, 6]
http://orokos.com/roll/225042

I saw an opportunity for a trick, but I resisted the impulse :p. I'm not sure if I'm supposed to roll like this, or if I  just wait for it to come up from Mr. GM...I'm still a little new to all this.

On a side note, can I add in one final retcon? I reread the raven text when I looked up the roll, and he's kind of darker mentor than I had realized. Can I change it to Coyote instead? Its the same mentor spirit benefits, but less darkness.

For the most part, I will call for it, but if I don't notice something that you feel is an opportunity, feel free to roll it yourself and follow the results.

And I'm pretty sure that sentence is written confusingly. Coyote is the darker version of the two, from what I know of Native American mythology, and from what a quick google search turned up. That's why Raven is the main entry and Coyote is the alternative, I imagine.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-29-14/1923:12>
Ok. I'll leave it the same then. I added in Keratin Control and Sustenance and removed the 3 points of your version of Commanding voice. It should be a .75 <-> .75 trade. I'll update the chummer5 file and PDF soon, but the OOC page is accurate now.

Edit: Everything should be up-to-date now.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-29-14/2011:41>
I was trying to wait to see what the Detective was going to do before I posted. If he's busy, I might just go ahead and put one together anyhow
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <09-29-14/2014:50>
I was trying to wait to see what the Detective was going to do before I posted. If he's busy, I might just go ahead and put one together anyhow

Pretty sure Raven said he'd be gone all weekend. Don't know if he plans to post today or not.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-30-14/1207:04>
Ah, ok. Well, if he hasn't posted by later tonight I'll go ahead and show up to the meeting. (Technically I had just arrived at the end of my first post, but I left it that way in case I was going to show up without further input from anyone).

Also, I wish I had known about Shadow Spells sooner :p. I see at least two powers Thorn would have taken, and several useful spells. Meh :-). For the sake of my sanity I'm going to ignore its existence until we earn some Karma. I had initially planned on going for metamagics, but I might get a power point or two first :D.

Fire Burst, Flame Grenade and Looking Glass from the spell side. Eidetic Memory, Enthralling Performance and possibly Heightened Concentration on the Adept side :p. Merrrrrr. Flame burst seems kind of unprofessional. I think its more of a Shadowrunner/Ganger spell. It's got a pretty sick cool factor, though. If I read it right you can Shoot/Swing a weapon in addition to throwing out a fan of flames each combat turn.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <09-30-14/2138:01>
Literally just got in front of a computer. I tried posting from my tablet this weekend but the hotel wifi sucked with so many tech heads using it. I will get something up soon but truthfully I am so exhausted and am afraid it may be incoherent.

EDIT: With a dice pool of 15 with a 4 rating in Forensics, how much of an expert would Detective be?

Edit #2: I forgot to add that Analytical Mind may also play a role at time with the skill making it 17 Dice pool.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <09-30-14/2248:37>
Just going by the only information that I'm aware of pertaining to what you're asking, skill rating four is listed as "proficient." Which is good enough to be considered professional (which, confusingly, isn't at the Professional level. Professional is rating 6. I think the difference between 4 5 and 6 is experience. Level 4 you have the ability to professionally operate with your skill. However, you're entry level. Rank 5 is the been in the biz and know a few things level. Rank 6 is a full on professional. If you want to you could go out and start up your own business and be sucessful, or you would be skilled enough to get on at any business you wanted to join.

No one's really seeking you out, but you are far from a noob. Rank 7 and above are when you start getting into the people who look to you for advice and seek your skill for their needs. Rank 7 people in your field start asking you how things are done. You already know what will work or won't work before you try it. Rank 8-12/13 you're approaching the best of the best. Corporations begin to seek you out and extract you, and you eventually become the face of that skill. Eventually you even become one of the best to ever have practiced that skill .

With regard to your dice pool, I think you are skilled enough to be at the professional or veteran level even though you are at the proficient skill level. Thank goodness for natural ability and good old fashioned 'ware :p. That's just my, non-GM interpretation of the rules, what you're asking, and my connection between the two.

Edit: The table on p 131 CRB had the information I'm referring to.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <09-30-14/2352:42>
Literally just got in front of a computer. I tried posting from my tablet this weekend but the hotel wifi sucked with so many tech heads using it. I will get something up soon but truthfully I am so exhausted and am afraid it may be incoherent.

EDIT: With a dice pool of 15 with a 4 rating in Forensics, how much of an expert would Detective be?

Edit #2: I forgot to add that Analytical Mind may also play a role at time with the skill making it 17 Dice pool.

Welcome back :) Don't fret, RL happens to everyone.
@Ryo would have to confirm, but I'd say a 17DP total would make you pretty damn good.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-01-14/0004:40>
Guess that's why I'm not a GM :D. I was mainly going by the skill level descriptions in the book. I didn't know how the Attributes + Augmentations played into the equation.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-01-14/0142:06>
Guess that's why I'm not a GM :D. I was mainly going by the skill level descriptions in the book. I didn't know how the Attributes + Augmentations played into the equation.

I'd guess you're more correct than I am.  I'm just impressed with 17 dice!

/me is a newb
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-02-14/1622:55>
With 17 dice, Detective is pretty damn good at Forensics, yes.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <10-02-14/1729:26>
I'm working on a plan at the moment so an IC post should be coming up later tonight.

Overall I was thinking we play a dual identity role once we reach Seattle.

Role #1: Ares assets called in to deal with the problem. Basically with a cover like "The Operative" from Serenity. We don't have any rank or name. We don't exist to KE. No one sees our faces.

Role #2:  This role actually plays into Detective's undercover backstory. (Thanks Ryo)  The rest of the group are Jester's (Detectives Alias) new teammates of Runner's. I'm thinking we pick a corpse that we can identify somewhat. We're hired by an unknown to find the team responsible for the attack so we can get the story on why our ID'd victim died. We aren't hired to look for blood. Just answers. That way we may get a face to face with the extraction team.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-02-14/1759:56>
Sounds like a good plan to me.  Gunter may want to leverage KE a little more since he's got the connections there to make life a little easier.  Could probably be talked out of it though.  For now, he's got them just keeping the area clear so you guys can do your work.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <10-02-14/2343:47>
I want to roll Forensics on what I see so far in the drone feed. I think -4 should be good to represent the poor quality of the feeds compared to being on site. If it should be higher feel free to remove more dice.

Forensics -4 for drone feed (http://orokos.com/roll/225880): 13d6t5 6
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-03-14/1742:23>
I want to roll Forensics on what I see so far in the drone feed. I think -4 should be good to represent the poor quality of the feeds compared to being on site. If it should be higher feel free to remove more dice.

Forensics -4 for drone feed (http://orokos.com/roll/225880): 13d6t5 6

That was a pretty fantastic roll.

The camera on the drone isn't the best, and its hard to make out the fine details, however you are able to see some things on a large scale with ease. Starting with the first room, you see evidence of two separate attacks. The inside of the room is burned and destroyed, filling with smoke, and is consistent with what you know of white phosphorus grenades. You would guess at least two, if not three grenades were used, judging by the spread of the burning and how certain localized areas look more thoroughly destroyed than others. You also note a strange discrepancy between the two bodies in the room. One of them is frozen in a position that suggests a painful death, writhing on the floor in pain, hands up near the face. It is likely this one was alive, and then set on fire. The other one, however, is laying flat, arms at his or her sides, looking like they simply fell to the ground and were burned post-mortem. You're unsure of the actual cause of death from the video feed alone.

Another thing that stands out to you is the edges of the wall that appears to have been removed from the building. Something looks strange about it, inconsistent with blast damage, which suggests to you that the wall was not removed by the force of an explosion. You can't tell what exactly did remove it from the drone feed alone.

Moving on to the next room, you're able to easily conclude from the grouping of the shots and the size of the bullet holes in the wall that this was an amazingly focused, high velocity burst of machine gun fire. You suspect it was either high power or anti-tank rounds, and probably something even bigger than an HMG,  possibly a drone or vehicle mounted weapon. You also see evidence that the angle of attack was not from the direction of the other room. It's hard to tell from the drone feed, but you suspect the Troll never got off a shot. He took cover expecting an attack from the smoke filled room, and was ventilated from the side in a surprise attack.

Finally, getting to the ork that was cut apart, you suspect he was killed with a monofilament edged weapon, most likely a monofilament whip. You'd need a clearer image of the wounds to confirm, but the way the walls are cut apart suggest that the room was sliced apart in every swing, along with the ork himself.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-03-14/1813:29>
@Ryo
Will Gunter have the space to take both sets of armor with him?  Looks like the firepower is heavy enough, he's gonna want that.
He'd actually probably wear that on site to look the part of an Ares FW/special devision mission, but want to keep the Transit with him for moving around town.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <10-03-14/1831:54>
Since I have a basic idea of the MO of the group that attacked I am thinking a roll to recognize any group or individuals that the evidence may point to.

Shadow Community Roll with Edge spent to Push the Limit:
Shadow Community to identify the MO (Limit Break) (http://orokos.com/roll/226044): 13d6h5 7

Wow, I need to hit Vegas this weekend.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-04-14/1844:04>
Since I have a basic idea of the MO of the group that attacked I am thinking a roll to recognize any group or individuals that the evidence may point to.

Shadow Community Roll with Edge spent to Push the Limit:
Shadow Community to identify the MO (Limit Break) (http://orokos.com/roll/226044): 13d6h5 7

Wow, I need to hit Vegas this weekend.

The first group you can think of off the top of your head is actually only one man, a Rigger who goes by the name Manticore, and is known to use a trio of drones to perform contract killings on runners, mercenaries, corporate executives and anyone else expected to be heavily armed and able to fight off a would-be assassin. This looks similar to his MO, since you've heard at least one of his drones is armed with a monofilament whip, and one of the other two could easily have a large machine gun. You don't know him to have a reputation for extractions, however, and typically works alone.

The use of white phosphorus is also pretty unique, and not exactly easy to come by. Last group of runners you've heard of that used the grenades extensively was a former mercenary group that turned to the shadows after the end of the war in Bogota. The grenades and the high caliber machine guns would both be right up their alley, but they're a strictly ranged group that would never get close enough to use a monofilament weapon. An extraction does make more sense for them, however.

The only other group well known enough to have a reputation that comes to mind call themselves the Royals. They are, however, magic heavy, and you don't currently have any evidence that magic was used.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-05-14/1346:16>
Blargh. Accidentally deleted my post before I sent it. Anyhow, can you easily remove gear which is using capacity in armor? I thought that after mods, capacity just represented the amount of room left in the armor for convenient storage. Can I remove my disguise kit from my ares industrious and bring it with me? If there's room I'd like to actually bring the outfit, but it's not necessary.

I didn't mention it in IC but in addition to his weaponry and armor, Thorn's also carrying his chemical goodness. 12 tabs of Cram and Psyche and an inhaler with 3 capsules of jazz and kamikaze, and 3 slap patches (band aids, eh?) should fit into a small pouch or even sandwich baggy, right? He also has his 2 hits of long haul stashed somewhere, but I'm not familiar enough to know if the syringes would also fit into the baggy.

I'd like to take two cans of spray glue and a can of solvent. They only contain enough glue for a 1 meter square, so I was thinking the sprayers weren't very large. If that's too much, then just 1 can of spray glue and no solvent. He has his gecko gloves, but no other climbing gear. He also has his chisel, miniwelder and a spare fuel can tucked away in his pack. He has his cred sticks stowed away too.

Do comm accessories attach to the comm in some way? Sattelite link, biometric reader, etc. I thought of them as comm upgrades that didn't need to be carried with you, but I don't know.

Thorn also has his small low-light flashlight and telescoping mirror. I figure his plastic restraints (zip ties?) shoudln't take up much space, so they're in his pack too. I'd like to take the gas mask, but if I'm pushing for space then I won't. The contacts are worn, as is his power focus. It's not always active, but he never takes it off. If Elden is awakened, then he will take his mystic cuffs and mask. If not he will take a pair of plasteel cuffs. (Thorn will inquire in my next IC post before leaving the birefing). He also brought an old fashioned drawing pad and pencils with him to pass time.

Finally, his biomonitor is around his wrist, and he does have his forearm guards on. He keeps his comm in there so he doesn't misplace it on accident. Speaking of which, for flavor I was hoping his forearm guards could have a little flap that popped up and allowed him to use his commlink and trid player directly without having to remove his comm when he doesn't have access to trodes. Um...Buzz Lightyear was the best example I could find :p. I think the flap is necessary because of the nature of forearm guards. Sometimes they're going to take a beating.

(http://www.1999.co.jp/itbig13/10131947a8.jpg)

Edit: Assensing isn't something you can default on. I could show you what I see, but you wouldn't understand any of it whatsoever. You would probably be able to recognize the difference between an astral form and an aura for example, but you wouldn't be able to get any clues about what kind of preparation I'm looking at. Do you want to retcon at least a point into assensing for John if Ryo will allow it? I think it actually makes a lot of sense that I would spend time training you in the basics of assensing so that we could discuss our different interpretations of what I see through the active link. It could lead to more accurate results (assensing teamwork rolls). Your and Ryo answers will reflect on Thorn's reaction in my next IC.

Edit 2: Assensing is a magic skill, and mundane character's cannot learn magic skills. So that's another ruling Ryo will have to make. If he says no the retcon, I won't be able to help you learn assensing in the future if he says no to this. I looked through the book, and there don't seem to be any Assensing tests which require a magic stat, so it should work fine. I imagine assensing isn't a learnable skill only because mundanes (and all adepts) do not have natural access to astral perception. Once they have the power, adepts can learn assensing, so in effect I suppose the active mental link can work the same for you as it does an adept.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-05-14/1701:24>
Blargh. Accidentally deleted my post before I sent it. Anyhow, can you easily remove gear which is using capacity in armor? I thought that after mods, capacity just represented the amount of room left in the armor for convenient storage. Can I remove my disguise kit from my ares industrious and bring it with me? If there's room I'd like to actually bring the outfit, but it's not necessary.

you can remove the disguise kit in that you can remove all the different tools included in a disguise kit, but by having it built into your armor, your armor is essentially the tool box you carry it in. You can move all the tools to a different box or bag, but it won't be as convenient to carry it around, essentially. For other examples of things that take up capacity, if it's been built into a piece of gear, you'd have to disassemble the gear to take it back out again.

I didn't mention it in IC but in addition to his weaponry and armor, Thorn's also carrying his chemical goodness. 12 tabs of Cram and Psyche and an inhaler with 3 capsules of jazz and kamikaze, and 3 slap patches (band aids, eh?) should fit into a small pouch or even sandwich baggy, right? He also has his 2 hits of long haul stashed somewhere, but I'm not familiar enough to know if the syringes would also fit into the baggy.

I'd like to take two cans of spray glue and a can of solvent. They only contain enough glue for a 1 meter square, so I was thinking the sprayers weren't very large. If that's too much, then just 1 can of spray glue and no solvent. He has his gecko gloves, but no other climbing gear. He also has his chisel, miniwelder and a spare fuel can tucked away in his pack. He has his cred sticks stowed away too.

You can carry what you need with you, within reason. If all of it can fit in a duffel bag or two, along with your pockets and pouches on your person, you're fine.

Do comm accessories attach to the comm in some way? Sattelite link, biometric reader, etc. I thought of them as comm upgrades that didn't need to be carried with you, but I don't know.

Yes, they attach to the comm in some manner. The biometric reader is definitely built right in, and at worst I think the satellite link would be a large antenna add-on or something.

Finally, his biomonitor is around his wrist, and he does have his forearm guards on. He keeps his comm in there so he doesn't misplace it on accident. Speaking of which, for flavor I was hoping his forearm guards could have a little flap that popped up and allowed him to use his commlink and trid player directly without having to remove his comm when he doesn't have access to trodes. Um...Buzz Lightyear was the best example I could find :p. I think the flap is necessary because of the nature of forearm guards. Sometimes they're going to take a beating.

Buzz Lightyear arm sounds fine to me.

Edit: Assensing isn't something you can default on. I could show you what I see, but you wouldn't understand any of it whatsoever. You would probably be able to recognize the difference between an astral form and an aura for example, but you wouldn't be able to get any clues about what kind of preparation I'm looking at. Do you want to retcon at least a point into assensing for John if Ryo will allow it? I think it actually makes a lot of sense that I would spend time training you in the basics of assensing so that we could discuss our different interpretations of what I see through the active link. It could lead to more accurate results (assensing teamwork rolls). Your and Ryo answers will reflect on Thorn's reaction in my next IC.

Edit 2: Assensing is a magic skill, and mundane character's cannot learn magic skills. So that's another ruling Ryo will have to make. If he says no the retcon, I won't be able to help you learn assensing in the future if he says no to this. I looked through the book, and there don't seem to be any Assensing tests which require a magic stat, so it should work fine. I imagine assensing isn't a learnable skill only because mundanes (and all adepts) do not have natural access to astral perception. Once they have the power, adepts can learn assensing, so in effect I suppose the active mental link can work the same for you as it does an adept.

Detective cannot learn Assensing. However, he doesn't have to. Since you need an Active Link anyway to share your Astral Perception with him, he can also borrow your Assensing skill. He would roll Intuition-1 + the hits you roll on an Assensing Teamwork test.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-05-14/1704:34>
@Ryo
Will Gunter have the space to take both sets of armor with him?  Looks like the firepower is heavy enough, he's gonna want that.
He'd actually probably wear that on site to look the part of an Ares FW/special devision mission, but want to keep the Transit with him for moving around town.

Your normal armor, the disguise armor you requisitioned for the investigation, plus a full set of hardened armor is kind of pushing it for your storage capacity on the vehicle you'll be using. You'd probably have to wear the hardened armor during the flight, since otherwise it would take up the same amount of space as an additional passenger. The other types of armor can at least be folded up, since they're made of armored fibers and what have you.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-05-14/2109:57>
@Ryo
Will Gunter have the space to take both sets of armor with him?  Looks like the firepower is heavy enough, he's gonna want that.
He'd actually probably wear that on site to look the part of an Ares FW/special devision mission, but want to keep the Transit with him for moving around town.

Your normal armor, the disguise armor you requisitioned for the investigation, plus a full set of hardened armor is kind of pushing it for your storage capacity on the vehicle you'll be using. You'd probably have to wear the hardened armor during the flight, since otherwise it would take up the same amount of space as an additional passenger. The other types of armor can at least be folded up, since they're made of armored fibers and what have you.

I think his Transit Suit will work as "disguise" armor, at least that's the intent I had when I chose it to begin with.  That and taking 3 sets of armor on a trip seems a bit absurd, and likely people would make some rather disparaging comments about the luggage he was packing (if it were another personality archetype, I could see doing that with designer luggage, but I digress)  ;).

That said, the MilSpec armor would make IDing him out of it rather difficult.  He's got the doss locally to ditch gear at while in town.  The way I see it, he's mostly here to protect the others and possibly use his contact in KE.  That said, as a high ranking tactical group within Ares, we probably don't need to use his contact at all.  :-\  Which is probably a good thing since he's so socially incompetent!

Also, any word back from Ralph?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-05-14/2215:24>
Oops, I forgot about him being able to borrow my skills! That's even better. Just to be sure I understand everything correctly, while the link is active he doesn't gain astral of his own, right? He can see everything I see while astrally perceiving like a video feed within his mind, but he can't perceive anything astrally with his own "eyes" (for a lack of a better word).

Would I be able to requisition a disguise kit? If we're being given disguises for the mission, the disguise kit is the only thing I can think of that I might want which I'm not already bringing. Will headware come with the disguise? If not, I'll ask for a ballistic mask. I don't want to use his personal gear on the scene.

Ill go ahead and include the industrious in the pack. I'll keep everything else I mentioned too. Ill add in the mystic jacket if he turns out to be awakened, and I'll add in the white noise generator for good measure :p.

Lenny kinda likes Thorn. Could he be convinced to request one of his buddies in the Seattle branch to sign over say a bulldog with a disguise shop in the back for us? That'd be pretty rad.

Thorn will make the request to Lenny personally after Thorn is finished speaking with the commander. He probably won't appreciate being messaged in the early AM, but time is of the essence.

Also, I just realized I minorly messed up my first IC post. Thorn's comm was already in his forearm guards back then. I'll fix it :p.

Edit: How do Trid Players work? Are they kinda like the hologram projector that R2D2 used to show Luke Leia's message in the original starwars movie? (episode 4)

Can I have it display over the palm of his right hand by shooting the hologram lights out of the bottom of the right forearm guard?

Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-05-14/2332:28>
Assensing roll for reading captain Ellis' aura. He hit the limit.
21d6t5: 9 7 [21d6t5=4, 5, 3, 5, 3, 1, 6, 3, 3, 3, 3, 2, 6, 6, 1, 6, 6, 4, 2, 5, 6]
http://orokos.com/roll/226364

Judge intention roll to specifically see how truthful Captain Ellis is being, and if possible determine if he is holding anything back. Do any modifiers come into play for judge intentions? I didn't see any in the book.
10d6t5: 2 [10d6t5=5, 1, 2, 2, 1, 1, 2, 1, 6, 3]
http://orokos.com/roll/226366
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-06-14/1828:13>
I think his Transit Suit will work as "disguise" armor, at least that's the intent I had when I chose it to begin with.  That and taking 3 sets of armor on a trip seems a bit absurd, and likely people would make some rather disparaging comments about the luggage he was packing (if it were another personality archetype, I could see doing that with designer luggage, but I digress)  ;).

That said, the MilSpec armor would make IDing him out of it rather difficult.  He's got the doss locally to ditch gear at while in town.  The way I see it, he's mostly here to protect the others and possibly use his contact in KE.  That said, as a high ranking tactical group within Ares, we probably don't need to use his contact at all.  :-\  Which is probably a good thing since he's so socially incompetent!

Also, any word back from Ralph?

The way the disguise plan was mentioned made it sound like you guys are posing as a high ranking ares investigation unit, which would mean matching uniforms. Your personal armor wouldn't match with what Thorn, Detective and Stix would be wearing. Unless you aren't planning to be part of the investigation, and so won't be on site when they're talking to local Knight Errant.

Ralph has not yet replied.

Oops, I forgot about him being able to borrow my skills! That's even better. Just to be sure I understand everything correctly, while the link is active he doesn't gain astral of his own, right? He can see everything I see while astrally perceiving like a video feed within his mind, but he can't perceive anything astrally with his own "eyes" (for a lack of a better word).

Would I be able to requisition a disguise kit? If we're being given disguises for the mission, the disguise kit is the only thing I can think of that I might want which I'm not already bringing. Will headware come with the disguise? If not, I'll ask for a ballistic mask. I don't want to use his personal gear on the scene.

Ill go ahead and include the industrious in the pack. I'll keep everything else I mentioned too. Ill add in the mystic jacket if he turns out to be awakened, and I'll add in the white noise generator for good measure :p.

Lenny kinda likes Thorn. Could he be convinced to request one of his buddies in the Seattle branch to sign over say a bulldog with a disguise shop in the back for us? That'd be pretty rad.

Thorn will make the request to Lenny personally after Thorn is finished speaking with the commander. He probably won't appreciate being messaged in the early AM, but time is of the essence.

Also, I just realized I minorly messed up my first IC post. Thorn's comm was already in his forearm guards back then. I'll fix it :p.

Edit: How do Trid Players work? Are they kinda like the hologram projector that R2D2 used to show Luke Leia's message in the original starwars movie? (episode 4)

Can I have it display over the palm of his right hand by shooting the hologram lights out of the bottom of the right forearm guard?


You can get a disguise kit, and head gear will come as part of the disguise. As for getting a bulldog from Seattle, you'd have to take that up with someone in Seattle. Lenny only handles gear and equipment stored in Cygnus.

Trid Players are essentially holographic projectors of a sort, yes. Creating a star wars style projection in your hand sounds fine to me, since your commlink is built into your forearm guard and does have a micro trid projector in it.

Assensing roll for reading captain Ellis' aura. He hit the limit.
21d6t5: 9 7 [21d6t5=4, 5, 3, 5, 3, 1, 6, 3, 3, 3, 3, 2, 6, 6, 1, 6, 6, 4, 2, 5, 6]
http://orokos.com/roll/226364

Judge intention roll to specifically see how truthful Captain Ellis is being, and if possible determine if he is holding anything back. Do any modifiers come into play for judge intentions? I didn't see any in the book.
10d6t5: 2 [10d6t5=5, 1, 2, 2, 1, 1, 2, 1, 6, 3]
http://orokos.com/roll/226366

You assense Ellis and find him to be in excellent health, despite his age. His emotional state has a combination of anger, disappointment, annoyance and concern, although you note very little of this seems directed at you. He also has a rigid focus, not letting any of those emotions distract him from the task at hand. He is mundane, with an essence of 1.1, with extensive augmentation throughout his body, all delta grade from what you can tell.

You get the sense from his aura that he isn't being entirely open with you about the situation, but you can't read him at all. As usual, the commander is a closed book to you.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-06-14/1834:35>
I think his Transit Suit will work as "disguise" armor, at least that's the intent I had when I chose it to begin with.  That and taking 3 sets of armor on a trip seems a bit absurd, and likely people would make some rather disparaging comments about the luggage he was packing (if it were another personality archetype, I could see doing that with designer luggage, but I digress)  ;).

That said, the MilSpec armor would make IDing him out of it rather difficult.  He's got the doss locally to ditch gear at while in town.  The way I see it, he's mostly here to protect the others and possibly use his contact in KE.  That said, as a high ranking tactical group within Ares, we probably don't need to use his contact at all.  :-\  Which is probably a good thing since he's so socially incompetent!

Also, any word back from Ralph?

The way the disguise plan was mentioned made it sound like you guys are posing as a high ranking ares investigation unit, which would mean matching uniforms. Your personal armor wouldn't match with what Thorn, Detective and Stix would be wearing. Unless you aren't planning to be part of the investigation, and so won't be on site when they're talking to local Knight Errant.

Ralph has not yet replied.

I mis-understood the plan.  I'll fix my IC.  What sort of armor is the "disguise"?  If he's not going to be able to take heavy armor, can he get it shipped seperately?

And damn, I thought I had waited long enough for everything else to happen IC.  Shouldn't have left the room yet :(  Sorry, still getting  used to PbP.  Once everyone else actually leaves, I'll reply to Lenny with a CC to the Commander requesting the proper clearance for the PI-Tac.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-06-14/1851:56>
I mis-understood the plan.  I'll fix my IC.  What sort of armor is the "disguise"?  If he's not going to be able to take heavy armor, can he get it shipped seperately?

The armor you are being given is similar in appearance to this, in black and red with a logo patch on the shoulder of a swan in flight.
(http://fc02.deviantart.net/fs70/i/2012/110/5/5/sci_fi_cyberpunk_modular_armor_design_commish_by_rejan22-d4wyj7n.jpg)

Mechanically, it is an Ares Industrious armor with a helmet.

If you tried to ship your armor, it'd take a few days to get there. You're expected to finish this mission in less than 24 hours.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-06-14/2016:02>
Thanks!

Opps, forgot to actually ask Ellis for the gear.  Wrote that up IC.  As for my interactions with Lenny, I'm assuming we are friendly given I've taken him at a loyalty 4:
Quote
Buddy. There’s actual friendship here, or at least solid mutual respect. The contact will go out of his way for the character if needed.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-09-14/2101:48>
Lenny doesn't so much have friends as he has people he hates less than everyone else. So you're higher than the rest of these chumps on his list, but that doesn't mean he's particularly polite or positive.

As for the accessible part of the armory, it basically looks like the picture posted, with weapons on racks and display cases with boxes of ammo and such. If it's an Ares weapon with availability less than 20, its on a rack in front of the counter. Ammunition options includes ammo for every type of weapon of availability 20 or less as well, including small amounts of explosives and grenades. Fancier things, like unusual types of chemical grenades, are behind the counter, but Lenny most likely has it in stock anyway, assuming you can convince him to part with it. You can basically assume that you can grab a clip of just about any ammo from the front of the armory, and as long as you only take one, Lenny won't stop you.

If you want to take more than one, that's gonna be a palming check, and lord help you if you fail.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-09-14/2150:13>
Negotiation roll with Lenny to get the battery backpack. I rolled +2 for bargaining, +2 for friendly (I know he's not "Friendly," but I do have good relations with him), and I took the -1 for annoying request to offset the fact that he isn't actually friendly and that this also wasn't an official requisition and therefore most likely actually an annoyance for Lenny.
12d6t5: 4 [12d6t5=3, 4, 2, 3, 5, 1, 6, 6, 6, 1, 1, 3]
http://orokos.com/roll/227402

Assensing roll. I didn't include the aura reading specialization. He's really just examining the magic and spirits in the armory to see if he can find anything novel or just useful. Thorn would have checked to see what kind of mood Lenny is in before making his request, but thorn isn't trying to dig deeply into his aura for anything else.
19d6t5: 6 [19d6t5=6, 1, 3, 6, 1, 6, 4, 4, 2, 1, 4, 6, 1, 2, 5, 2, 2, 5, 1]
http://orokos.com/roll/227403

If Thorn doesn't get the backpack, he'll grab a clip of APDS for his Phalanx. If Lenny coughs up the backpack, Thorn will run to the bunker to grab the Lancer. If not, he'll hit the hangar as-is. Thorn will change in the plane while waiting on everyone else to catch up. The message form Ellis said be ready to deploy, so Thorn took it to heart :p.

Being Elden isn't supposed to be awakened, He's going to take regular cuffs. He'll leave the mask and jacket. He'll take the awakened cuffs too just in case. Ya never know, ya know? He'll have one duffle with everything previously listed and one with the BGH + Helmet he's currently wearing and the Industrious. I think the BGH is probably a bulky garment, so It and the helmet probably take up most of the space in a bag. I figure the industrious can be squeezed in too, but that pack is otherwise full. That also gives him somewhere to store the disguise when they get out of uniform.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-10-14/0140:31>
Lenny doesn't so much have friends as he has people he hates less than everyone else. So you're higher than the rest of these chumps on his list, but that doesn't mean he's particularly polite or positive.

As for the accessible part of the armory, it basically looks like the picture posted, with weapons on racks and display cases with boxes of ammo and such. If it's an Ares weapon with availability less than 20, its on a rack in front of the counter. Ammunition options includes ammo for every type of weapon of availability 20 or less as well, including small amounts of explosives and grenades. Fancier things, like unusual types of chemical grenades, are behind the counter, but Lenny most likely has it in stock anyway, assuming you can convince him to part with it. You can basically assume that you can grab a clip of just about any ammo from the front of the armory, and as long as you only take one, Lenny won't stop you.

If you want to take more than one, that's gonna be a palming check, and lord help you if you fail.

I'll take less grumpy :)  It's not like Gunter is the epitome of friendliness himself.  So tempted to try and palm something simply because he can, but he's not suicidal, and he knows it's easier to just ask for it than take it at this point.  Also wishing I'd not spent all that money on the mil-spec suit I can't wear.  Could have almost gotten Cerebral Boosters for that ¥¥.  Oh well, maybe it'll come in handy next run.

Oh, and @Koshnek, Waffe is a laser weapons expert bringing two with him.  He's got his backpack and 7 powerclips with him.  Always happy to have more pew pew, but didn't want you to think we weren't going in heavy.  Waffe doesn't bring much to this but his logic and his ability to shoot people in the face with lasers.  Mostly his ability to shoot people in the face.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-10-14/1727:10>
When you Assense Lenny, you actually beat his Masking roll, so you see that he is a magician with Magic 11 putting up a mask to make him look like Magic 5. His aura is actually far more expressive than his face is, suggesting he's currently in a good mood and enjoying his day, though he looks as gruff and annoyed as he always does. Assensing the spirits, you identify them as Task spirits, most of them Force 4, seemingly on Long Term Binding to serve as assistants to Lenny in his duties as Requisitions officer. You manage to count at least 7 such spirits in his service, though they all look the same in appearance, they each have unique auras.

You also note that Lenny has set up wards within the armory, both in the main room you're in now and the back room where he's standing. The wards are invisible, and not designed to impede either movement or astral vision. Instead, you recognize them to be alarm wards, which surely inform Lenny whenever anyone or anything enters or leaves his Armory.

Also wishing I'd not spent all that money on the mil-spec suit I can't wear.  Could have almost gotten Cerebral Boosters for that ¥¥.  Oh well, maybe it'll come in handy next run.

You can wear it, you just have to be wearing it while you're on the flight. Mil-spec armor is rigid armor that is always person shaped. If you aren't wearing it, its taking up the same amount of space as an additional passenger, which severely hampers the amount of gear your team can take with them.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-10-14/1747:27>
Also wishing I'd not spent all that money on the mil-spec suit I can't wear.  Could have almost gotten Cerebral Boosters for that ¥¥.  Oh well, maybe it'll come in handy next run.

You can wear it, you just have to be wearing it while you're on the flight. Mil-spec armor is rigid armor that is always person shaped. If you aren't wearing it, its taking up the same amount of space as an additional passenger, which severely hampers the amount of gear your team can take with them.

I understand, it's just not appropriet for this mission.  Can't wear the Disguise armor once we drop that persona, and wandering around .... really anywhere in the mil-spec suit (even if it's the light version) will draw a *lot* more attention than his transit "workers" suit would.

That and getting access to the PI-Tac will help a LOT.  This is more the consideration.  I should have held off and just Requisitioned the armor, instead of spending the cash on it.  But at least this way it's fully kitted to his specs (yay shock weave!) ;)
I just planned poorly ;)  He's still reasonably armored, and can actually move fast this way.  Will allow him to get in and out of places and close distances so he's not taking the range penalties on the lasers (for damage or accuracy) as much.  I'm sure it'll come in handy on the next run or soon.  The idea of the lab geek being the tank/shooter is pretty badass IMHO.  Also, the surely Elf.  Which I'm not sure I'm playing great, but working on it.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-10-14/1908:23>
Also wishing I'd not spent all that money on the mil-spec suit I can't wear.  Could have almost gotten Cerebral Boosters for that ¥¥.  Oh well, maybe it'll come in handy next run.

You can wear it, you just have to be wearing it while you're on the flight. Mil-spec armor is rigid armor that is always person shaped. If you aren't wearing it, its taking up the same amount of space as an additional passenger, which severely hampers the amount of gear your team can take with them.

I understand, it's just not appropriet for this mission.  Can't wear the Disguise armor once we drop that persona, and wandering around .... really anywhere in the mil-spec suit (even if it's the light version) will draw a *lot* more attention than his transit "workers" suit would.

That and getting access to the PI-Tac will help a LOT.  This is more the consideration.  I should have held off and just Requisitioned the armor, instead of spending the cash on it.  But at least this way it's fully kitted to his specs (yay shock weave!) ;)
I just planned poorly ;)  He's still reasonably armored, and can actually move fast this way.  Will allow him to get in and out of places and close distances so he's not taking the range penalties on the lasers (for damage or accuracy) as much.  I'm sure it'll come in handy on the next run or soon.  The idea of the lab geek being the tank/shooter is pretty badass IMHO.  Also, the surely Elf.  Which I'm not sure I'm playing great, but working on it.

Mil-spec is custom fit, so you wouldn't be able to requisition it, it has to be specifically designed for your body when built. If Ellis ever deems it necessary to equip the team with Mil-Spec, it'll be manufactured on site and that'll take a few days to do.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-11-14/0300:52>
Makes sense.  Gunter would probably be the one making it anyway ;)

Looking forward to designing some gear.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-13-14/1323:45>
Thorn would like a collapsible sniper at some point :p. I could also pick up the shape material spell at some point to help you out if none of your assistants are magically active.

Thorn went ahead and changed while he was there so he wouldn't have to fool with everything in the air. Does the armor or the helmet come with any kind of mods or anything or is it basically a standard ares Industrious/Helmet combo?
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-13-14/1429:56>
@Koshnek
I'm sure Gunter could be convinced to make you something in the near future.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-13-14/1849:16>
Thorn would like a collapsible sniper at some point :p. I could also pick up the shape material spell at some point to help you out if none of your assistants are magically active.

Thorn went ahead and changed while he was there so he wouldn't have to fool with everything in the air. Does the armor or the helmet come with any kind of mods or anything or is it basically a standard ares Industrious/Helmet combo?

It has more armor than a standard Ares Industrious/Helmet, but other than that it's mechanically identical. Base Armor rating is 14, instead of 9, making it 16 with the helmet. The armor in question is what is worn by Cygnus security personnel around the base.

I'll be getting to my custom rules for Armor creation at some point. I've had a lot of personal matters to attend to lately that limits my time to work on shadowrun things.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-13-14/1857:11>
@Ryo
Thanks for everything you've done.  Personal stuff comes first, no rush IMHO.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-13-14/1858:23>
Ya. Do things at your own pace :-).
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <10-21-14/1744:25>
Ravensoracle is missing and that kind of puts a damper on things, since he's a necessary part of the bond. Losing one player is enough to basically shelf this game.

If he should turn up we can get back into it, but I can't really move the game forward without the Detective.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <10-21-14/1934:38>
Ok
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <10-22-14/0428:44>
Unfortunate, but understood.  Here's hoping he comes back.
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <10-22-14/1414:34>
Ok I'll still be waiting if he comes back it might be an idea to PM us to let us know we are back and running.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-18-15/1705:21>
It doesn't seem like Ravensoracle is coming back, but I would still like to do this game. If you guys are still interested, we can retcon out the Detective and find a replacement for the second member of the bond.

Any of you still interested?
Title: Re: [5e OOC] Kindred Bond
Post by: Poindexter on <01-18-15/1732:05>
OH DUDE!

I'm really swamped for time and energy right now, but if you're bringing this shit back, I am 100% down.

I'll MAKE the time, somehow.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <01-18-15/1743:12>
I'm in!  Still interested in my ugly elf!
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-18-15/1749:58>
Hm, might have to replace both members of the bond. Koshnek hasn't been active since November. I'll send a PM just to be sure.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-18-15/2110:12>
I'm up for this as well, but like Poindexter, I'm nearing my limit on PbP, so I'd defer to another player if you get a lot of interest.


If I do play, I'd be fine being one of the players not part of the bond if one of the current non-bond players wants to switch (and you are okay with it). But either way, I'll certainly be following this one.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-19-15/0230:24>
Sorry guys for the dissapearance. Life got real crazy real fast for me for a while. Hopefully it is all sorted out now. Looks like I got back to the site with the right timing.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-20-15/2057:10>
I have not been looking for a new game since we paused this one, so I haven't been on the forums much. I appologize for the slow response. If we start back up Id be happy to join. I don't have any other pbps going so it shouldn't be a problem. I can't post on Thursdays though. I have a game as soon as I get off work from my 12 hr shift and we often don't get done before 12 am. If that's cool with yall then feel free to keep me on the roster!
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-21-15/0052:45>
I have a full-time job and only have about three free hours a day during which to post, only free on the weekends. So posting requirements will be pretty lax.

It is nice to see both bonded members are back, though! Haven't heard anything from Scawire, so we'd either NPC-ify the matrix spider, or tap in somebody else to pick up the role.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-21-15/0221:45>
Would we just be picking up when the flight lands?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-21-15/2246:31>
Probably pick up in the hangar, but the flight would happen shortly after, yes.

Just need to either get Scawire, or a Scawire replacement, and then we'll be good to go. Might post a recruitment thread, unless pre-existing people call dibs.
Title: Re: [5e OOC] Kindred Bond
Post by: Poindexter on <01-21-15/2348:34>
If RednBlack is down, you should holler at him.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <01-22-15/1431:52>
Probably pick up in the hangar, but the flight would happen shortly after, yes.

Just need to either get Scawire, or a Scawire replacement, and then we'll be good to go. Might post a recruitment thread, unless pre-existing people call dibs.

Scawire's been around most of January, just missing this past week.  Guessing he'll be back soon, he's been in The Old Smoke forever.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-22-15/1449:00>
Probably pick up in the hangar, but the flight would happen shortly after, yes.

Just need to either get Scawire, or a Scawire replacement, and then we'll be good to go. Might post a recruitment thread, unless pre-existing people call dibs.

Scawire's been around most of January, just missing this past week.  Guessing he'll be back soon, he's been in The Old Smoke forever.

Yeah, I'm basically waiting until he turns up to see if he's still interested. Not in a big rush, maybe a few days or a week.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-23-15/0134:56>
If we are basically picking up where we left off, then do you care if I put a post in the IC thread?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-23-15/0146:06>
If we are basically picking up where we left off, then do you care if I put a post in the IC thread?

go for it.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-23-15/0318:42>
Can't believe I forgot spare magazines for the weapons with this character. BTW the two duffel bags are all of my gear with "Black Betty" case holding the Krime Wave w/ Smart platform.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-24-15/1447:32>
Can't believe I forgot spare magazines for the weapons with this character. BTW the two duffel bags are all of my gear with "Black Betty" case holding the Krime Wave w/ Smart platform.

Cool.

Also, it's worth noting that since Run Faster has come out since we played, you guys can do some rebuilding if you want to take advantage of the new qualities and such.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-24-15/1510:11>
There's not a whole lot i'd change with the Detective so I thikn I am good.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <01-24-15/1715:55>
Without completely re-making Gunter, I'm fine with him the way he is.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-24-15/2137:38>
Truthfully now that I have a chance to play again I am already thinking of John's future karma expenditures rather than ret-conning him.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-24-15/2138:11>
I do have a character I'd like to alter and a scrapped character I'd like to recreate with Run Faster, but after glancing back over Thorn's sheet, I find that I'm rather happy with him the way that he is.

Edit: Yeah, I was excited to play Thorn and he was one of my favorite characters out of the one's I have created. I'm happy that we are managing to start back up!
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-24-15/2157:17>
Thorn responded to a question that the Detective asked him through the link on page 2 before we paused if you wanted to address it. I'm good either way; I just didn't know if you knew or not.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-24-15/2209:52>
I saw it but forgot to put any response in my post. I added it to the current post.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-25-15/2152:11>
I'm happy to say that Malevolence will be joining the game as a Techno-rigger, working for Cygnus as a security spider. Stix will still exist and be an NPC until such time that Scawire reappears, but in the meanwhile we'll be retconning to say that Malevolence's character is the one that is being deployed on this mission.

Once he's ready and posts his character, I'll update the IC and get this show on the road.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-26-15/2101:11>
Welcome to the game Malevolence.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-27-15/0132:26>
Thank you, it's good to be here.


I'm finishing outfitting my drones and fine-tuning my qualities, then I'll be good to go. I was hoping to finish that tonight, but it doesn't look like I'll have the time so I'll get it up tomorrow, hopefully before noon but definitely by the evening.


Edit:
Here's my character sheet: https://docs.google.com/spreadsheets/d/1cVGh6Vfwt4kUTNRyFQjKCyzehY9rRbCCTTX6iT_-0mw/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1cVGh6Vfwt4kUTNRyFQjKCyzehY9rRbCCTTX6iT_-0mw/edit?usp=sharing)
I'll get a forum friendly version later tomorrow, along with a story.



Name: Skynet
Alias: Marcus Neuman
Race: Dwarf
Sex: Male
Nationality: UCAS (Ares)
Lifestyle: Middle
Karma Spent: 0
Unspent Karma: 7
Physical Description: 137cm, 47kg. Gaunt but tall for a dwarf, he's the sort of pasty that straddles the line between creepy and porcelan. Brown hair (frosted, natch) and golden eyes with a healthy dwarvish nose. His fingers are long and deft. Soul patch because he thinks that's rebellious for a dwarf.
Personality/background An Ares drone, through and through. He is apathetic towards the plights of others unless it benefits himself or Ares to be interested. Any conversation with him is likely to be filled with subtle insults or passive aggressive dismissal. It's a surprise that such a gem hasn't been married yet, but Ares is probably working on it.


Attributes
BodyAgilityReactionStrength
4543
CharismaIntuitionLogicWillpower
4566
EdgeResonanceEssenceInitiative
2669+1d6, VR: 11+4d6


Positive Qualities
Perfect Time - 5
Trust Fund (Ares Shell) - 5
Negative Qualities
Did You Just Call Me Stupid - 3
SINner (Corporate, Ares) - 25
Day Job (Ares Rigger, 10hr/wk) - 5

Active Skills
Armorer4
Automatics4
Con1
Demolitions (Defusing)3 (5)
Disguise1
Diving1
Etiquette1
First Aid1
Free-fall1
Gunnery (Ballistic)9 (11)
Hardware1
Leadership4
Locksmith1
Longarms1
Negotiation1
Palming1
Perception6
Pilot Aerospace1
Pilot Aircraft6
Pilot Groundcraft6
Pilot Walker2
Pilot Watercraft1
Pistols1
Sneaking6
Survival1
Throwing Weapons (Non-Aerodynamic)1 (3)
Athletics Skill Group1
Close Combat Skill Group1
Engineering Skill Group1
Tasking Skill Group6
Operating Skill Group9


Knowledge Skills
Biology1
Business2
Chemistry1
Data Havens4
Economics1
Engineering2
Military2
News1
Politics1
Security Design (Corporate)3 (5)
Security Tactics (Corporate)3 (5)
Shadow Community2
Smal Unit Tactics9


Language Skills
EnglishN
Japanese (Speaking)3 (5)
Sign Language2


Echos
Submersion Grade: 3
Echo
Mind Over Machine
Performance Upgrade
Resonance Program




Spells/Complex Forms/Programs
FormFVNotes
PuppeteerL+2


Gear
Earbuds (R3, Audio Enhancement 3)
Contacts (R3, Flare comp, Vision Mag, Vision Enhancement 1)
Medkit R6
Medkit Supplies x1
Fairlight Caliban (DR7)
Area Jammer (R5)
Data Tap
Micro-Tranceiver
Tag Eraser
Psyche (1 dose)
Satellite Link
Silver Credstick
Standard Credstick
Sensor Tags (R2, 3x Camera, 3x Omni-mic, 3xDirectional Mic, 3xLaser Mic, 3x Ultrasound, 2x Motion Sensor, 1x Laser Rangefinder, 1xRadio Signal Scanner, 1xGeiger Counter, 1xOlfactory Scanner, 1xMad Scanner, 1xCyberware Scanner)
Security Tag x10
Armorer Toolkit
Automotive Toolkit
Aviation Toolkit
Hardware Toolkit

Clearsight Autosoft R6
Maneuvering Autosoft R6 (MCT Fly-spy, Steel Lynx, MCT-Nissan Roto-drone)
Stealth R6 (MCT Fly-spy, MCT-Nissan Roto-drone)
Targeting R6 (ArmTech MGL-12, Ranger Arms SM-5, RPK HMG, Shiawase Blazer)
Common Programs (Browse, Configurator, Edit, Encryption, Signal Scrub, Toolbox, Virtual Machine)
Hacking Programs (Armor, Baby Monitor, Biofeedback, Biofeedback Filter, Blackout, Decryption, Defuse, Demolition, Exploit, Fork, Guard, Hammer, Lockdown, Mugger, Shell, Sneak, Stealth, Track, Wrapper)
Agent R5
Smartlink program

Fake SIN Rating 4 (Malcomb Jones) w/ Firearms, Concealed Carry, Restricted Drone, Technomancer, and Restricted Software Licenses

Weapons
Ares Crusader II
 - Smartgun
 - Concealable Holster
 - Personalized Grip
 - 2x Spare clip
 - 40 rounds Regular ammo
 - 40 rounds APDS ammo
Ranger Arms SM-5
 - Silencer
 - Imaging Scope
 - External Smartgun System
 - 100 rounds APDS ammo
RPK HMG
 - External Smartgun System
 - Gas Vent 3
 - 500 rounds APDS ammo
Shiawase Blazer
 - External Smartgun System
 - 500 rounds ammo
ArmTech MGL-12
 - External Smartgun System
 - 12 Frag Grenades
 - 12 HE Grenades


Armor
Full Body Armor (15 Armor)
 - Chemical Seal
 - YNT Softweave
 - Nonconductivity 6
 - Fire Resist 6
 - Insulation 3
 - Shock Frills
 - Electrochromic Mod
Full Body Armor: Helmet (+3 Armor)
 - Biomonitor
 - Ultrasound Sensor R6
 - Electrochromic Mod
Ares Globetrotter Jacket (12 Armor)
 - Holster
 - Fire Resist R4
 - Electrochromic

Vehicles
MCT-Nissan Roto-drone
HandlingAccelSpeedPilotBodyArmorSensor
4243443
Heavy Weapon Mount
Front camera has Low-light, Vision Magnification, Smartlink

Steel Lynx
HandlingAccelSpeedPilotBodyArmorSensor
52436123
2x Standard Weapon Mount
1x Heavy Weapon Mount
Front Camera has Smartlink

MCT Fly-spy
HandlingAccelSpeedPilotBodyArmorSensor
4233103


Shiawase Kanmushi
HandlingAccelSpeedPilotBodyArmorSensor
4123003

Nuyen: 208¥

Contacts
ContactC/L
Commander Roger Ellis10/2
Dr. Diana Adler7/2
Lenny8/4
Jordan Steiber6/3
Jarrod Nelson5/5
Karrin Murphy5/2
Michael Holcomb2/2
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <01-27-15/1853:20>
Ok I just got back from a week long vaction with no WiFi. I can rejoin the group, but can anyone give me a quick over view of what is going on to get me up to speed. That would help me not have to re read everything you have posted since we last played.


EDIT OK Never mind it is only one post, but a team lay out would be good and we are just starting off where we left off right.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-27-15/1940:46>
Ok I just got back from a week long vaction with no WiFi. I can rejoin the group, but can anyone give me a quick over view of what is going on to get me up to speed. That would help me not have to re read everything you have posted since we last played.


EDIT OK Never mind it is only one post, but a team lay out would be good and we are just starting off where we left off right.

We are starting up where we left off, yes.

With the return of Scawire, nothing is being retconned. Detective, Thorn, Stix and Waffe are on their way to the Hanger to take a direct flight to Seattle.

Malevolence's character is already in Seattle, and will be meeting up with you upon your arrival. I will PM Malevolence what his character is up to and any difference in knowledge between him and the rest of the group.

I'll also have an IC post up sometime later tonight, covering you entering the hangar and take-off.

@Malevolence: Once you're done with your character sheet, go ahead and edit your last post with it, and I'll link to it from the first post. Once we finish this mission and start Chapter 2, you'll get a slot in the first row of posts.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-28-15/0013:22>
Posted. Still working on backstory, but short of it is:
Born to mid-level Ares wageslaves. Emerged at 7, by 9 his parents were relocated so that he could be trained and properly indoctrinated.


He is Ares through and through. He's worked with Firewatch since forever, first as bomb-squad due to his affinity for rigging (drones make good bomb disarmers), then overwatch.


He's generally a dick (hence the Did you Just Call Me Stupid quality) and if you aren't Ares, he can largely not care less what happens to you. He'll put a bullet in your head without hesitation if ordered to do so or if it might further Ares's needs.


He's received basic training as a Firewatch member - he can skydive, swim, shoot, run, etc. But for the most part he stays clear of the battlefield and lets his drones do his dirty work.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-28-15/0059:27>
@Everyone: Body + Willpower (3) test to not pass out from the G-forces of hitting Mach 3.

Looks good, Malevolence. I'm surprised you didn't take end up taking Resonance Hub, since you've got a bunch of drones you are presumably slaving to yourself. You'll be getting a PM from me shortly.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-28-15/0135:12>
Going to slave them to the commlink. The noise reduction is nice, and I'll probably kick myself for not taking it, but it didn't do anything for me beyond that once sharing was off the table.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <01-28-15/0209:47>
I'm likely passing out ;)  Desk-jocky/shooty-mcshooterson isn't made for high G situations!
Willpower (2) + Body (5) = 7 (http://orokos.com/roll/250505): 7d6t5 2
Close but no cigar :P
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-28-15/0237:24>
This is what just happened to Waffe: https://www.youtube.com/watch?v=eMjjGgRLG8k

From my understanding, you'd be hit with the high G-force during acceleration, but once at speed you'd regain consciousness. So you blacked out for a few seconds, not the entire trip.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-28-15/0733:47>
7d6.hits(5)=4 (http://invisiblecastle.com/roller/view/4761588/)

Looks like John handles it well. Will wait to post to see how the others roll.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-28-15/2136:31>
At those speeds you'll probably pull a few G's if any turns are made. Higher G's would come from sharper turns.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-28-15/2233:08>
Skynet's sheet is up in my previous post, and here's a quick backstory for him. I might fine tune or expand it later, but it's a solid start. I'm not familiar with the inner workings of Ares, so the departments are generically named and no location names are given. Suggestions welcome.


Marcus was born to Harry and Sally Neuman on August 29th, 2040. Harry and Sally were second generation Ares and both held mid-level positions without much hope of climbing higher in the Ares corporate hierarchy. That changed when Marcus was 7. He claimed that he could “talk to the computers” and indeed, he seemed rather adept with them. For a while, his parents thought little of it, but soon it became apparent that he could interact with the systems around the house without a DNI or any other interface.
By the age of 9, Ares had relocated his family to a more secure, and more prestigious, facility and his parents had been given a modest boost in living accommodations. While still allowed to live with his parents, Marcus was subject to “special schooling”, first testing his capabilities, then exhaustive training to improve his mastery of them. The instruction was accompanied by no small amount of indoctrination, and Marcus has never wavered in his loyalty to Ares.
Marcus showed a special interest in manipulating drones and vehicles. Before his first submersion, he would use his mind to control the devices remotely, performing intricate choreographies and getting into his fair share of trouble. When he was ready for his first submersion, it was obvious what his focus would be.
Noting his strong skill with drones and his raw capability as a Technomancer, Ares drafted him into Firewatch at age 17. He underwent extensive training with the other Firewatch recruits, training not entirely different than the old Seal training in the US Navy before the turn of the century. He was kept back from the field of battle as he was not brought in to Firewatch for his physical prowess or skill in combat. To ease him in, he was first assigned to the Remote Operations Division where he operated a variety of drones to do largely dull tasks in safe places - setting up forward bases once the area was secure, mining and other operations in extreme environments where only drones could operate effectively, and so on.
After a couple years of that, he was promoted to the Bomb Squad. Disarming bombs is not something done frequently, but the average day at Bomb Squad involved patrols and scouting missions in hostile territory - not front line stuff, but dangerous enough. Dumpshock was a frequent enough occurrence.
He rose through the ranks, and was soon overseeing “peace time” drone operations for all of Western North America - in and out of UCAS. Superiors took note of his talent for coordinating teams to work effectively, mastering efficient patrols and when needed, scouting and clearing hotspots with few drone losses and some of the top speed and accuracy results. He was transferred to Rapid Response detail where he oversaw strike team operations around the world for the better part of ten years before being hand picked for Ares Black Ops, where he took on a role a bit closer to the battlefield, in a way.
Largely modeled after Shadowrunners, but with significantly better support and funding, the Black Ops teams operated with autonomy, going undercover (often as Shadowrunners) and doing whatever it took to get the job done. His ability to manage large and small scale operations, providing both drone and matrix support while directing ground human resources earned him the moniker Skynet.
This is where Ellis found him.
Fiercely intelligent and gifted in thinking “outside the box”, Skynet has little patience for dimwits, or those that waste his time asking him for things he feels they should be able to do themselves. He speaks his mind, and takes pleasure in subtly flaunting his mental superiority.
His education in Ares was not one filled with an emphasis on empathy, and as a result, he is cold and calculating, bordering on psychopathic behavior. He takes no pleasure in killing or causing pain, but if it serves his or Ares purpose, he’ll end a life without hesitation.
An accounting “error” from his previous life in Black Ops provides him with an expense account that covers a comfortable undercover base of operations and a small stipend each month in addition to his normal pay.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-28-15/2235:16>
It also occurs to me that my dates might not track with the timeline for the emergence of Technomancers. So I'll probably have to change that (by making him younger I suspect). But I'm not going to have the chance to look into it properly tonight.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-28-15/2242:05>
After reading that, I think John and Marcus should get along pretty well. John has some pretty in depth demolition skills and is basically a jack-of-all-trades technology-wise. He even has a Control Rig and an RCC though his drones are currently rather sparse. He primary used the control rig for handling explosives and remotely operating with his medical skills.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <01-29-15/0020:21>
Yeah, I can see Marcus and Gunter *not* getting along.  But then, Gunter doesn't really get along with anyone.  So there's that.  We've got *lots* of skill overlaps going now which can be a good thing.  We'll probably want Marcus running the pi-tac... how does that work with a technomancer?  Normally those are integrated into a deck or comm unit.  Do they need to integrate into a persona or can they just run on the comm unit as a device that the living persona manipulates?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-29-15/0041:02>
Marcus would have to run the PI-TAC on his Commlink. Wouldn't work with his Living Persona.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-29-15/0111:55>
Yo! I've been keeping an eye out but I haven't been vigilant. I'm sorry for the slow roll. Now that we're back on track I'll be more active. Unfortunately, I may not be able to make my actual post until Friday as tomorrow is my game and I'm getting in bed now.

If everything is acceptable, then Thorn can't resist playing a fiery crash prank on the unsuspecting Waffe. I'm rusty with the rules, so I'll use this time to roll fairly often to re-familiarize myself with the system. If that's not OK let me know, and I will stop.

Edit - Quick breakdown: Thorn remains conscious and notices Waffe succumbed to the G's. Thorn quickly swaps to astral and monitors Waffe's consciousness while readying a condensed ball of flame in front of Waffe. Once he's conscious, Thorn uses his comm to blast some explosion/crash sounds from his comm while simultaneously exploding the ball of flame near his face (at a safe but toasty distance). If anything goes awry, Thorn will split his counter spelling dice up to protect anyone who might panic and run through the flames.

I haven't decided if I give anyone a heads up.

Roll to remain conscious.
Bod + Wil (3) (http://orokos.com/roll/250733): 8d6t5 3

Being Thorn remains conscious, here's perception roll to quickly notice anyone that might not have, mwehehe.
Perception to notice anyone succumbing to the G's [Visual spec no other mods] (http://orokos.com/roll/250736): 14d6t5 5
I found my book after I rolled and added the specifically looking modifier. +3 specifically looking for it mod (http://orokos.com/roll/250738): 3d6t5 1(6/limit 7)

Assuming Thorn notices Waffe, he immediately swaps to astral to wait for the moment when waffle begins gaining consciousness.
Astral Perception to notice Waffe regaining consciousness [Aura Reading spec] (http://orokos.com/roll/250743): 21d6t5 2 although an unimpressive roll, I believe a 1 should have been good enough for this? I think unconscious is one of the most general states of health.

If Thorn doesn't miss his chance, here's a couple of Spellcasting rolls for some poor natured humor. I Split the pool to use a single action to cast both spells without using Reckless Spellcasting. Modifiers were added after the split as per CRB:
Force 1 Fire Wall 4 die with +1 power focus, +2 manipulation spec, +2 raven bonus: Fire Wall F1 Spellcasting Split (http://orokos.com/roll/250746): 9d6t5 7
Force 4 Shape Fire 9 die with +5 as above: Shape Fire Spellcasting split (http://orokos.com/roll/250747): 14d6t5 5

(Edited) Rolls to resist drain.
Will + Int roll to resist 3S drain DV from F1 Fire Wall: Drain reroll for F1 Fire Wall (3 Drain) (http://orokos.com/roll/250941): 11d6t5 2
Will + Int roll to resist 2S drain DV from f4 Shape Fire:Drain reroll for F4 Fire Wall Shape Fire (2 drain) (http://orokos.com/roll/250944): 11d6t5 1
Thorn starts the mission with 2 boxes of stun damage. Horrible rolls, haha.

Here's my Performance test at -2 for being in astral. It will involve using my comm, but it's not complicated enough for a roll I don't think. (Playing specific sounds). Performance Roll against Waffe (http://orokos.com/roll/250749): 9d6t5 3. Waffe can give me a target roll if he wants to with Cha + Will roll, or however u do or don't want to play it out.

Lemme know what does and doesn't work and how well, and I'll get a post put up IC ASAP!
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-29-15/0137:31>
Casting spells is always Spellcasting + Magic [Force], and you add all your bonuses before the split. So for both Fire Wall and Shape Fire, you would roll Spellcasting 6 + Magic 7 + Specialization 2 + Raven bonus 2 + Power Focus 1 for 18 dice. Splitting the dice pool would give you 9 dice for each spell. The Force of the spell becomes your limit, so at Force 1, you only keep 1 hit, and at Force 4, you only keep 4 hits.

Drain is not cumulative. You resist each spell separately. You have to roll again for Shape Fire.

Other than that, looks fine. What exactly are you planning to do with a 1x1 meter worth of DV 1 fire?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-29-15/0152:26>
Set off the aircraft's fire suppression system and singe everyone's eyebrows off? Just kidding
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-29-15/1825:09>
Marcus would have to run the PI-TAC on his Commlink. Wouldn't work with his Living Persona.
My understanding of PI-Tacs is that each member gets a dongle or something that they attach to the device the form their persona on. In our case, we have 9 such dongles. The dongle will add (again, in our case) 6 to the FW and DP rating of that device, which maintains its own PAN covering the gear for that particular individual. All devices in each of those PANs are then accessible in some fashion by any other persona formed on a device that has the dongle installed on it. For the other team members, this is pretty straight forward as they form their personas in a conventional way (using a commlink, deck, or RCC) and have basic devices slaved to them.


For me, I have an odd case. My LP cannot accept a physical dongle, so unless it is software only item, it's a no go for me.


As for my drones, they are slaved to a commlink that can take the device (funny enough, this makes Resonance Hub even more lackluster for a rigger), so they should be covered. But this opens an interesting question - do all my drones then count as a single team member since they are slaved to the commlink that is a member by virtue of having the dongle? It seems this would be the case since an RCC is specifically mentioned as an option. Can they take advantage of the PI-Tac resources and benefits, or are they in turn only a resource? Can they even participate if they are slaved to a device that does not have a persona formed on it?


In all cases, this makes them useless to Technos by RAW, since Resonance Program being able to run anything besides Common or Hacking programs is a house rule, and thus even if the PI-Tac was software only it would not be usable by a LP.


So, how will this work for our game? Can my drones take advantage of it or bonuses to sneak, perception , and combat? Or am I completely wrong in my interpretation and there is only one dongle and every team member somehow has to be a member of the PAN formed by the device hosting that dongle? Or something completely else?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-29-15/2032:16>
Hmm, thats not what it says in the CRB. Do you want me to change my roll?
Quote from: p 281 CRB
Casting Multiple Spells: ...You can attempt to cast multiple spells simultaneously in the same action, even at different targets. To do this, you have to split your Spellcasting + Magic dice pool between the spells you want to cast (see Step 4), with a minimum of 1 die per spell. Since the modifiers per spell may be different, they are applied after you split the dice pool. The number of spells you can cast simultaneously is limited to your magic attribute.)

The plan is to basically attempt to trick Waffe into thinking that the plane is goin down or under attack as he waking up. Hell cast the Fire Wall in front of Waffe at a safe but warm distance, and use the Shape Fire spell to manipulate the flame to look like the ship is under fire or going down, while using Audio from his comm and a little old fashioned acting thrown in for greater effect. No one should be at risk of getting burnt, but who knows how the team will react?

Edit: I did a quick search on the forums, and the concensus seems to be that you do split the pool as desired, and you do apply the modifiers to each cast after the split instead of before as is usually the case with multiple actions. However, the drain is resisted separately so I would need to redo my drain roll. If I understand the CRB correctly and the forum goers are correct, anyhow. You're the GM so your word is the law here, haha.

Here's a link (http://forums.shadowruntabletop.com/index.php?topic=18353.msg324933#msg324933) to what I searched if you're interested.

Edit 2: I had a minute before my game, so I cleaned up my previous post and corrected my drain rolls. Let me know if I need to make any additional adjustments.

Edit 3: Singing everyone's eyebrows is an excellent fallback plan.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-29-15/2255:10>
I didn't have the book in front of me when I posted that, just going off my memory of how it used to work. But it does seem like you do actually add modifiers after the split, which makes multicasting much better than it used to be.

So Waffe gets to resist your trickery with a few rolls.

Intuition + Willpower (2) To determine its a prank.

Charisma + Willpower Composure test in response to waking up with fire in your face. Threshold 2 if you realize its a prank, 4 if you do not.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-29-15/2304:17>
Does anyone else need to roll for the surprise? I didn't see what Scawire rolled for g-loc. got a snide comment for the faiures.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-29-15/2308:53>
PI-Tac:

My understanding of the PI-Tac is that it is a single unit, enhancing a single device, be it a commlink, cyberdeck or RCC. This device then acts as a master for a PAN, and grants benefits down the chain as appropriate. This is why there is a designated Team Leader who coordinates combat manuevers and transfers Initiative. Everybody doesn't get a dongle, just the Host Device that the PI-Tac is plugged into. So that device is the only one that's getting the Data Processing and Firewall bonus, although the devices down stream still get the Master's firewall as normal for a slaved device.

What this means for Skynet is that he cannot participate in a PI-Tac Tac-net, since his Living Persona cannot serve as a Slave, and he can't plug a PI-Tac into his ear or anything silly like that to be the Master.

Your drones are all separate individuals in the tac-net, something that is spelled out explicitly in the book. If you plugged the PI-Tac into your commlink, you'd be able to use the Tac-net bonuses on each of your drones, and anyone else who slaves themselves to your commlink. If Stix instead acts as the master of the PI-Tac, your drones would likely be excluded, since you'd have to slave them to his deck to have them part of the network. Your commlink and your drones would be separate entities.

Overall, I kind of hate PI-Tacs, and very much prefer the way Tac-Nets worked in 4th edition where you had to meet a minimum number of sensor channels and such. It made it a lot clearer who gained the bonus and how the bonus worked. PI-Tacs feel very arbitrary, and the mechanics don't match the flavor for me at all.

TL;DR: No Tac-nets for Technomancers.

Does anyone else need to roll for the surprise? I didn't see what Scawire rolled for g-loc. got a snide comment for the faiures.


I don't think he rolled at all. Koshnek's casting should be obvious to anyone who didn't pass out, and especially Detective, since last I checked you guys still had an Active Link going, so no surprise roll necessary.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-29-15/2311:27>
Yeah, the active link should still be open. I mentioned that we could shut it down, but neither of us has done so in IC, so the Detective would be highly likely to be aware of what I'm doing.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <01-29-15/2323:27>
Knowledege Trids - Looking for the perfect scene to broadcast with the trid projector (9d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4763439/)

Rolled knowledge to come up with a easier way than to light a fire in a pressurized cabin.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-29-15/2349:45>
The problem I have with the PI-Tac being one dongle and everything having to slave to one device is that the maximum number of devices that can slave to a device is DR*3. I have the best commlink you can get at DR 7. Cyberdecks and RCCs top out a 6. That means 21 devices total on the PAN. A PI-Tac III can have up to 9 team members (Rating of 6 times 1.5). Considering that each team member has to at least have their communication device in the PAN in order to form a persona and receive the benefits, that means that there are only 12 devices left. The fluff for the PI-Tac indicates that it provides feeds from audio and video devices from each team member, biomonitor feeds, and weapon status. That is at least three devices per team member in addition to their commlink, for a total of 36 devices in order for the PI-Tac to operate as explained. Spirits forbid any given member of the type of high end military units likely to deploy a PI-Tac should have a secondary weapon like a sidearm.


This all excludes the fact that Personas cannot be slaves in a PAN, so their commlinks can't be a member of the PI-Tac network if they are used to form their Persona. This is why I have envisioned it as operating more as a network of PANs than as a single enhanced PAN. In my envisioned scenario, each team member is really a PAN that is subscribed to the PI-Tac, with no real "master" member aside from the temporary and changeable "team leader". It mentions that they "form a shared PAN/WAN", so it implies that it can work with a Host, though it specifically mentions that it is designed to work with a "commlink, cyberdeck, or rigger command console".


Your assessment that PI-Tacs feel very arbitrary follows what the actual designer of the section supposedly mentioned in some interview on the Critical Glitch podcast. Apparently they weren't meant to be used by PCs and so the rules (and costs) were all hand wavy. We could just go with the 4e version adapted to 5e if you like those better, or run it with your interpretation from your post and just pick our slaved devices very carefully.


We have 4 team members that can benefit from it and I have 6 drones, so we have 9 team members and one odd-drone-out, but only the four metahuman members would have additional devices to join (I'm assuming that the weapons mounted on the drones do not count as separate devices in the way that hand held weapons are for the purposes of joining PANs). So, the additional 12 slots (11 after keeping my non-team member drone on the PAN) can be split among their gear, giving almost three additional devices per team member. That also leaves the rest of our gear unprotected since their phones can't be masters while slaved to another device in a traditional PAN, so they will have to pick their 3 devices carefully and probably leave the rest wireless off, as I will have to do with all of my gear.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <01-29-15/2358:45>
There's little reason to connect anything to the PI-Tac except whatever device is running the user's PAN, since the benefits are strictly dice pool bonuses to the character, not their gear. Each player and drone is about all that is needed.

But yes, I am most likely going to do away with PI-Tacs entirely in the long run, but for now I'll just run with it. It is a poorly designed piece of gear and completely fails to walk the fine line between 'too good' and 'completely useless.' It does a lot of things that are meh or alright, and then it gives +6 Data and Firewall, which is completely fucking insane.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <01-30-15/0134:36>
I'm happy to retcon out the pi-tac, or just leave it as flavor and not worry about the mechanics of it.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <01-30-15/1118:01>
I didn't have the book in front of me when I posted that, just going off my memory of how it used to work. But it does seem like you do actually add modifiers after the split, which makes multicasting much better than it used to be.

So Waffe gets to resist your trickery with a few rolls.

Intuition + Willpower (2) To determine its a prank.

Charisma + Willpower Composure test in response to waking up with fire in your face. Threshold 2 if you realize its a prank, 4 if you do not.

Int 5 + Will 2 = 7 (http://orokos.com/roll/251034): 7d6t5 4
Will 2 + Cha 3 = 5 (http://orokos.com/roll/251035): 5d6t5 2

Gunter is not amused.  I'll get an IC post with him passing out and then his response to Thorn's prank.  Need to come up with something appropriate ;)
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-30-15/1327:52>
Lol dang Ya made it :p. I'll have my post up later tonight.. I won't even be off work until 6 pm central
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <01-30-15/1955:30>
never knew I was to roll anything, what you want me to roll for the g-loc
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <01-30-15/2004:27>
never knew I was to roll anything, what you want me to roll for the g-loc


Body + Willpower (3) (http://forums.shadowruntabletop.com/index.php?topic=18112.msg348191#msg348191)
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <01-31-15/0152:38>
Heres a quick con roll to convince Waffe that I'm sorry. Wasn't sure if it'd be Con or Ettiquite, but I think Con fits more here.

Con Rolll (http://orokos.com/roll/251233): 13d6t5 5
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-02-15/0102:49>
body 3 + will 5 = 8

8d6.hits(5)=0 (http://invisiblecastle.com/roller/view/4766403/)

And stixs is out cold
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-02-15/1216:26>
Heres a quick con roll to convince Waffe that I'm sorry. Wasn't sure if it'd be Con or Ettiquite, but I think Con fits more here.

Con Rolll (http://orokos.com/roll/251233): 13d6t5 5

He can't defeat that roll, so you've convinced him you're sorry.  But honestly, he won't care if you are sorry or not.  And you're going to be making that apology with a laser pointed at your face.

Quickdraw roll: quickdraw Lasers 10 + reaction 7 = 17 (threshold 3) (http://orokos.com/roll/251751): 17d6t5 8 (limit 6)

He's not going to shoot (this time)
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-02-15/1234:56>
Basing the ignoring the fire off of making his composure roll.
Basic translation: "You are special, so you don't die.  We are on a mission, you won't get hurt.  On the way back, maybe you won't get so lucky?"

Essentially, the only reason Thorn doesn't have a small hole in his forehead is because of how loyal Gunter is to Ares.  He's not a nice guy, and he really doesn't like people.  :(

@Ryo: What time is it, and has Gunter heard back from Sgt Suarez?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-02-15/2151:46>
Leadership roll to calm everyone down and put them on point. (8d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4766975/) Limit 4

Trying to quell the tension.

Edit: sorry to come off harsh at Gunter but I've never known a professional with a firearm not willing to do something like that when a gun gets pulled on a teammate, especially by another teamate.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-02-15/2340:44>
You do what you gotta do :) but Thorn literally tried to light a teammate on fire.  Think on that.  I'm pretty sure I explained everything OOC, but let me know if you need more info to understand where Gunter is coming from.

EDIT: That statement is *not* quelling tension, that's literally picking a fight.  I want to move the plot foward and not have this fall into a petty dispute before we even land.  On another note, nice roll!  5 hits on 8 dice :P  Though I think you should change it to an intimidate roll instead of a leadship one (IMHO, that's really Ryo's call and I don't want to try and supercede his opinion).  All said, I'd rather just let this float away and be a funny joke people can laugh at (Gunter won't because I don't think he actually has what most people would call a sense of humor, but that's neither here nor there) later over beers.  Lemme know how you want to roll with this.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-02-15/2342:09>
No  explanation neccessary, just letting you no it was rp not anything else.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-03-15/0040:11>
Since you brought it up OOC you feel setting a teammate on fire is kosher (IC and OOC) but pulling a gun isn't?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-03-15/0058:46>
No John would have went of on thorn if it wasn't quite apparent that what he was doing was a controlled prank not intended to do any damage. Remember John can see the details of Thorn's mind. SOmething he can't do with gunter so it may seem like double standard.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-03-15/0115:30>
Considering Detective made a threat instead of any kind of diplomatic statement, I would say that's intimidate, not leadership.

I'll post something tomorrow night moving things forward, so feel free to settle whatever qualms have developed or discuss a plan between now and then.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-03-15/0139:12>
Cool, Gunter will be intimidated by the detective. And we'll have it resolved. Let's move on to some planning. Gunter isn't specialized in any detective work, but he's well suited to assist on teamwork tests. He sees his primary goal at the site to be protecting the team and assisting the linked members of the team. Especially after being 'put in place' by the detective.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-03-15/0312:43>
Man. I'm as bad at typing in accents as I am in speaking in them.  Hope the feel is decent, I'm trying to have the stress of the situation make his accent more pronounced.  With his 13 dice for speaking English, he'd probably normally speak with almost no accent at all.  But dealing with people isn't his strong suit and it shows.  Lemme know if I'm overdoing it or if it just becomes too difficult to read and I'll just use another color to indicate when his accent is kicking in.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-03-15/1117:10>
To be fair, OOC, Thorn was definitely not literally trying to set a teammate on fire :p. I can see how Gunter might not take it kindly. He should have realized that he wasn't in danger of being injured, however, especially if he made both his rolls.

I was gunna go a little further with the situation, but my perception roll bombed with a 2. Oh well :p.

When everything cools down, Thorn will shoot his contact Samson in Seattle to see if he can get any info on what went down or who might have done it.

Edit: Matrix Search Google Translate for what Waffe said. I did the first roll as Computer + Logic, but matrix search is actually + Intuition, so I added the second roll.
German Matrix Search (http://orokos.com/roll/252028): 9d6t5 2
Rolling extra intuition dice for Matrix Search. (http://orokos.com/roll/252029): 2d6t5 1
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-03-15/1149:02>
Making his first roll meant he knew the plane wasn't on fire and that he was being specifically targeted, making his second roll meant he didn't loose control of his faculties.  There was no indication that you weren't setting him on fire aside from the fact that he happened to not combust.

OOC have you ever had some one pretend to set you on fire?  This is screwing with basic human instinct/nature here and kicking in fight or flight.  And as you didn't actually set Gunter on fire, he didn't actually shoot you.

I'm very confused as to why people are okay with one person threatening a teammate but the other teammate reacting proportionately is taboo.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-03-15/1207:38>
I'm not upset, but the fire never touched him...it was just mimicing explosions and on the floor so that it looked like the plane was on fire/going down. He probably would have felt some heat, but that's all. The (apparently) poorly improv'd acting and low quality comm audio would have been a big tip offs when he passed the roll telling him that it was a prank.

Is it ok to assume that I would have had Lenny give me a helmet that had trodes in it? I don't think I specifically requested it earlier, but I don't have DNI without it. My personal helmet has Trodes, but I'm wearing the disguise Lenny supplied us with.

Edit: I kinda like how it all played out. Very dramatic and over the top haha.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-03-15/2013:46>
Cool, Gunter will be intimidated by the detective. And we'll have it resolved. Let's move on to some planning. Gunter isn't specialized in any detective work, but he's well suited to assist on teamwork tests. He sees his primary goal at the site to be protecting the team and assisting the linked members of the team. Especially after being 'put in place' by the detective.

Beyond saying the dice are the same with either leadership or Intimidate so either would work, I'll say it played out well and lets move on.

Now changing subject got a background question for the team. Thorn and John have obviously trained together since that would be one way the link would have been tested, but what about Stix and Gunter? Have we all trained together to from the new team or have they just been studying the link?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-03-15/2130:37>
Samson is definitely not a KE contact :p. Actually, I thought that neither of us had any KE contacts left because we "died"? If Ya wanna leave it like that it's fine and I'll answer accordingly.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-03-15/2133:54>
Meant to say he pointed at Gunter who if I read an earlier IC post called a contact at KE to secure the scene. I was thinking Gunter and typed Thorn.  FIxed in IC post.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-03-15/2139:01>
Ok, works for me.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-03-15/2202:05>
Yeah still waiting to hear from my KE contact.  I'll get a post up after dinner. Another note that your characters would at least know about if not seen, Gunter is an amazing shot with pistols and lasers (>20 die pool for each).  He is a short/mid range combat specialist.  Though technically with the big laser could be long range also.  If he could carry the beast ;)
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-04-15/1630:30>
Yeah still waiting to hear from my KE contact.  I'll get a post up after dinner. Another note that your characters would at least know about if not seen, Gunter is an amazing shot with pistols and lasers (>20 die pool for each).  He is a short/mid range combat specialist.  Though technically with the big laser could be long range also.  If he could carry the beast ;)

Writing up the post now. Couple of things;

You've listed Ralph as Connection 6, Loyalty 6. Not only does that mean he's willing to take a bullet for you, but he's way above the rank of Sergeant. Connection 6 is state-wide power, which is more like a precinct Captain, if not the Chief of Police, unless he's a dirty cop or something and most of that Connection is with criminals, like a Mafia Consiglieri.

Secondly, in order for him to be Loyalty 6, you'd have to maintain pretty regular contact. Anything above Loyalty 3 is a personal relationship that requires upkeep.

@Koshnek

I'm working under the assumption that your contacts know you as your Fake SIN, since your real identity has been declared dead.

Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-04-15/1644:51>
Good point about him being a Sergeant.  I envisioned him having enough pull to be able to mobilize things.. Maybe a lieutenant or a colonel?  So that would be a Connection 5?  Is Gunter able to keep in touch as "Tommy" with folks while being at Cygnus?  If nothing else, just emails and such?  If I can't have remote contacts at that rating (understandable), I'll just re-write the contact and set up another one.  Not the end of the world, and given that, I'm guessing Ralph won't be able to help out?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-04-15/1647:34>
Samson would know Thorn as Jonathan Jones, or more likely John/Johnny. Not sure if ya give your full name to your fixer, even a fake one?

Edit: Ooh, JJ. I like that, nice one.

Edit 2: did ya see my Trodes question regarding our disguises?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-04-15/1950:22>
Good point about him being a Sergeant.  I envisioned him having enough pull to be able to mobilize things.. Maybe a lieutenant or a colonel?  So that would be a Connection 5?  Is Gunter able to keep in touch as "Tommy" with folks while being at Cygnus?  If nothing else, just emails and such?  If I can't have remote contacts at that rating (understandable), I'll just re-write the contact and set up another one.  Not the end of the world, and given that, I'm guessing Ralph won't be able to help out?

You can keep in touch through emails and, yes, but you obviously have to be secretive about where you're working, and any outgoing messages are screened. An active conversation is virtually out of the question unless you leave the facility to have it, so you'd have to arrange regular trips to a nearby town for a matrix conversation or take trips all the way to seattle.

Samson would know Thorn as Jonathan Jones, or more likely John/Johnny. Not sure if ya give your full name to your fixer, even a fake one?

Edit: Ooh, JJ. I like that, nice one.

Edit 2: did ya see my Trodes question regarding our disguises?

Yes, the helmets have trodes.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-07-15/1209:29>
I apologize (not really) for the length of my first post but Ryo and I covered a fair amount of ground in private chat and I wanted to give a little idea of how Marcus works. As an aside, the Roadmaster is on loan and has no modifications from stock - it was just a nondescript van for surveillance and hauling drones. If we want a beefy death machine for our ride, we'll have to make other arrangements.


I think it is safe to assume that Jordan provides me with your contact info after I ask, in which case Marcus will relay what he has found to the team. He has opted not to attempt hacking the cameras as they are Ares property and thus sacrosanct (to him). Well, mostly - if the information was critical such that seconds mattered he would, but since (from his knowledge of Ares and KE operations) he knows that the footage they have captured will still be available in the foreseeable future, and the investigation could wait an hour of so for proper channels to be used, he's not inclined to hack first and ask for forgiveness later.


However, "proper channels" are complicated by the need for secrecy regarding the investigation, so we'll probably have to make requests through contacts so that it isn't traced back to Cygnus and as a player I haven't determined the best way to go about that yet, so I'm sort of passing it off on you guys.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-07-15/2256:23>
Stix should be able to get that pretty easily. It's part of his special boon. Speaking of, I should probably post those in this thread.

Detective
Job Title: Special Operations Agent
Special: Bonded to Thorn

Thorn
Job Title: Special Operations Agent
Special: Bonded to Detective

Waffe
Job Title: Head of Engineering / Special Operations Agent
Special: Is the lead Engineer of Cygnus, and has unlimited access to the workshops, materials and facilities within Cygnus to work. Can delegate projects to his three assistants, allowing him to go into the field. You can choose the Loyalty of your three assistants. One of them is Super Competent (almost your equal in skills and attributes) and the other two are normal (Good, but not as good as you). You have a total pool of 9 free loyalty points to assign between them, so you could have one of them really like you while the other two hate you (6, 2, 1) have all three average (3,3,3) or any combination you want. They count as Contacts with Connection 4 and the Loyalty you assign them. Which one ends up being the Super Competent one will be randomly assigned after you pick their Loyalties.

Stix
Job Title: Lead Matrix Spider / Special Operations Agent
Special: Is the Lead Matrix Spider for the Cygnus Host, granting him Owner level marks for the entire facility from Levels B1 through B3, and the ability to launch IC in the host. Also has security clearance in various other Ares hosts, granting basic access to files that lowly shadowrunners would have to hack for, including Knight Errant's databases.

Skynet
Job Title: Rigging Spider / Special Operations Agent
Special: Is a Rigging Spider for Cygnus, granting him Owner level marks for the drones and vehicles in the facility, as well as access to the vehicles and drones in other Ares controlled areas.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-08-15/1646:18>

I think it is safe to assume that Jordan provides me with your contact info after I ask, in which case Marcus will relay what he has found to the team. He has opted not to attempt hacking the cameras as they are Ares property and thus sacrosanct (to him). Well, mostly - if the information was critical such that seconds mattered he would, but since (from his knowledge of Ares and KE operations) he knows that the footage they have captured will still be available in the foreseeable future, and the investigation could wait an hour of so for proper channels to be used, he's not inclined to hack first and ask for forgiveness later.



Do you mind if we cover this IC since we just met? It gives us some RP direction.

Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-08-15/1711:26>
Do you mind if we cover this IC since we just met? It gives us some RP direction.
Go for it - Ryo pretty much set it up that way.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-08-15/1721:41>
He kicks the link up to active so he can talk with Thorn without extra ears, "You got anything on our newest teammate? Think he's another handler for us lab monkies."

Just a reminder: with a Passive Link, you have a constant empathic transfer you have no control over, but with effort, can communicate telepathically. In other words, Emotion transfer is automatic, and with a Free Action, you can talk mentally.

With an Active Link, telepathic communication also becomes automatic, meaning you are communicating telepathically whether you want to or not. All your thoughts are instantly and automatically shared with Thorn. And as a Free Action, you can also share your senses, such as hearing, vision and what have you.

Also, last I checked, you guys never broke the Active Link after you started it, something I suspect you probably would want to do, since there are dangers associated with keeping the link Active constantly, and you get no privacy in your own head at all.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-08-15/1734:38>
Thanks for the clarification.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-08-15/1858:51>
I have to apologize for my math. Skynet is much taller than I had him listed. My description had him as "tall for a dwarf" but his 97cm placed him well below average. I have corrected it so that he is now taller than the 120cm dwarven average (at 137cm), giving him an extra foot plus of height. I didn't realize my error until Ryo had described him as just North of 3 feet in the IC.


Hey, if NASA can screw up imperial to metric, I should get a pass at least once...
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-09-15/0026:40>
Went back through to re-read the IC. Needing to get clarification on something. I was under the impression that Gunter called in KE to secure the scene. Now it looks like Skynt actually secured it as a Cygnus agent. I recommended the armor suits as a cover ID because I thought we'd have to deal with KE on scene and wanted to keep our identities hidden.

Am I missing something or is KE not going to the house now?
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-09-15/0040:12>
I'm pretty sure KE is still inbound, hence why I was ordered to stand down until you guys arrived. Cygnus involvement is need to know and KE does not need to know, so disguises are a good call. I couldn't find a post describing exactly what the disguise is - KE or Firewatch or whatever - but presumably whatever it is provides us unquestioned access.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-09-15/0053:31>
There's an earlier post in the OoC describing what the disguise is. You're actually dressed as Cygnus agents.

And yes, KE is inbound, and will likely be there by the time you arrive. It takes at least an hour for KE to show up to something in the Barrens. Elden was grabbed at 8:30 PM Seattle time, and you guys just landed in Seattle at 9:25 PM. It'll take you around 10-30 minutes to get on sight in Skynet's roadmaster, so you'll be arriving at the scene shortly after KE. To them, you'll be showing up crazy fast.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-09-15/1344:44>
@Ryo: I'm still unsure of how you want me to deal with my KE contact.  Do you want me to change the concept, or just roll with it?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-09-15/1717:34>
I'm a bit behind, wasn't home at all this weekend. I'll get a post up today or tomorrow!
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-09-15/1733:25>

The armor you are being given is similar in appearance to this, in black and red with a logo patch on the shoulder of a swan in flight.
(http://fc02.deviantart.net/fs70/i/2012/110/5/5/sci_fi_cyberpunk_modular_armor_design_commish_by_rejan22-d4wyj7n.jpg)

Mechanically, it is an Ares Industrious armor with a helmet.

If you tried to ship your armor, it'd take a few days to get there. You're expected to finish this mission in less than 24 hours.

Just for ease of reference here is the pic of the armor fomr the previous post in OOC.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-09-15/1812:18>
Ah, I missed the significance of the swan logo.


So, we are going around advertising the super secret Ares research base that doesn't officially exist? Should we be covering the logo first?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-09-15/2255:12>
@Ryo: I'm still unsure of how you want me to deal with my KE contact.  Do you want me to change the concept, or just roll with it?

His Loyalty could probably be lower, but you can just roll with him being super well connected. He just needs more info if you want his help, because shit happens in the barrens multiple times a day.

So, we are going around advertising the super secret Ares research base that doesn't officially exist? Should we be covering the logo first?

The swan insignia is a known unknown within Ares. Both myth and legend, it's included in the list of official seals and insignias given to all security forces within Ares, but has no label and no information, other than maximum security clearance. Nobody really knows what it means, just that it's Super Important and that if you ever saw someone wearing it, you don't want to get in their way. Before joining Cygnus, you had all heard rumors of the swan insignia during your time at Knight Errant and Firewatch. You probably never saw it in person until you ended up in the facility.

Basically, Cygnus does not officially exist, but Ares personnel are aware that 'something' exists, and they wear a Swan insignia.

The name Cygnus actually comes from the insignia, not the other way around. As mentioned, the Facility is not officially named Cygnus at all. That's a nickname that is used by personnel who get tired of calling it 'The Facility'.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-10-15/0021:58>
Then the unmarked black van should be iconic - this sounds kind of Secret Three Letter Acronym.

Skynet will forward the feeds from the Kanmushi (including audio) and the Fly-Spys to the team. I'll get that up in a future IC but I want to give others a chance to get theirs up first. Or I might edit my previous post to add that detail.
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-10-15/1902:41>
Ok still been busy so I will get onto the hacking rolls and such very soon.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-10-15/2248:34>
Being Marcus is more or less an unknown, Thorn reads his aura to see whats up. I'm going to assume, for now, that I know he's a Technomancer from my roll. I'll edit in any additional information that seems useful or nifty that you might give me.
Assensing roll against Marcus w/ Spec (http://orokos.com/roll/254416): 21d6t5 6

I'm working on my post, so you may very well see this before I'm finished.

Edit: Perception roll to notice that Marcus looks familiar (specifically looking bonus, spec)
Perception to recognize Marcus (http://orokos.com/roll/254421): 17d6t5 4
I'm assuming that his appearance peeks my interest until I hear otherwise.

Memory roll to remember more about Marcus.
Memory test to remember Marcus (http://orokos.com/roll/254425): 9d6t5 1
Assuming from that roll that I don't remember much if anything, haha.

Edit 2: Being stuck at the facility, Thorn is likely to have seen Skynet's aura before while scoping the place out. Does he recognize it?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-10-15/2350:47>
Since we haven't said we have gone back to passive, Thorn's recognition of Marcus might kick off John's memory as well.
Memory test for Marcus (14d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4774368/) Limit:8

Holding off on posting in IC until everyone gets a chance to post.

@Ryo:

Has a chain of command been set for the four that are aware of the bond?
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-10-15/2351:59>
You'll see that:
He's a Technomancer
He has no implants
No diseases or toxins affecting him
No bioware
He has Essence 6
He is healthy
He's mildly annoyed and curious


OOC, he's mildly annoyed because he had to wait on you guys before probing deeper into the kidnapping - he would have much preferred to have beat KE there and possibly been in and out before they arrived. He's curious because he's heard whispers and seen you around the base, and has pieced together that you are part of some program or experiment that he is not cleared for. He's not sure if you guys are going to Hulk out or teleport through walls or what, so he's curious to see what you guys can do.


It's possible you've seen me before, but (ad Ryo has final say) I suspect it was simply as a face among dozens or hundreds - it's likely we've never been in the same room at the same time, much less been introduced. But since I have access to pretty much all of the drones at the base and likely the camera feeds for all but the most sensitive areas, I've probably come across you before in the common areas - I'm assuming they don't keep you locked up all the time.


At any rate, with a memory roll like that, if you have seen me, you probably don't remember. The only reason I would remember you two is because in a base full of secrets, you guys are extra secret. When he sees you in the camera feeds, he doesn't get a hit on your identity or purpose. "Access Denied" is a phrase Skynet takes notice of, and there are very few occurrences of it that he hasn't "rectified".


However, looking at your edit, if you were actively scoping the place and poking your nose in odd places, then yes, you might have seen him. Or maybe a chance meeting in the mess hall or gun range. Again, it's up to Ryo, though it's probably not important for anything more than flavor.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-11-15/0051:08>
From those rolls, I'll say that Thorn does not remember skynet, but Detective's memories are triggered through the link and he does. You most likely met in passing, perhaps in a hallway, in the barracks, or during one of your training exercises.

As for a Chain of Command, one has not been established. Waffe is meant to observe the bond, while Stix is there purely for matrix support. The bonded pair themselves are expected to take charge during away missions, and between the two I would imagine Ellis would give Detective the command.

If I had to put all 4 in order, it'd go like this:

Detective
Thorn
Waffe
Stix

Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-11-15/0051:57>
I think I've done a sufficient job with my post, but Im' exhausted and falling asleep. I'll double check tomorrow after work. In the mean time, I did mean to make an ettiquite roll, but my roller website isn't letting me log in. I'm not fighting with it tonight, so I won't have the dice.

The dice roll was etiquette to come off as nice to Skynet. It would have been 11 dice with +2 for corporate for 13 total. That'd let me buy 3 hits if you'd rather do it that way.

Edit: Not "nice"..but professional and leave a good impression.

I changed my post to reflect not remembering Skynet at Cygnus.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-11-15/0809:11>
I'm going to default a Knowledge Roll for extraction timelines, just to prove that while me ,as the player, may be talking out his butt a little. John actually knows what he is talking about.

Extraction Timelines (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4774579/) Limit:8

I am extrapolating some of this from FBI hostage and kidnapping timelines but have to modify it to fit within the Shadowrun Universe of extractions.

Edit: Agi 7 + Rea 6 = 13 dice to gather gear in the speeding van. (13d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4774582/)

Figured I'd see how well John could gear up while being in the back of the van. 1 hit
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-11-15/1411:32>
So, KE is already on it's way here?  Guess me sending that message to Ralph was completely superfluous.  Or do we want to have KE back off?  Sorry, I've gotten a bit lost and re-reading the IC didn't help me.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-11-15/1727:58>
Ryo will have to clear it up if I am wrong but my understanding is this:

-Skynet was responsible for the drone overwatch of Elden while he was on the streets. Hence why we were aware of the extraction before anyone else.

-Gunter sends the message to let his KE contact know about a ruckus in the Barrens. It is taking time for the contact (A well placed higher up in Seattle's KE division) to mobilize KE and to locate the disturbance.

-This gives the Cygnus team time to gain transport to Seattle and arrive shortly after KE

-Since Gunter's KE contact doesn't know that Gunter is Cygnus, then it will appear like Cygnus is the boogeyman organization it is rumored to be when they show up within minutes of KE securing the scene.

Do I have it right Ryo?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-11-15/2307:22>
Alright, here's a rundown on events.

At 8:30 PM Seattle time, Elden was grabbed. In the process of this, a large chunk of a building was apparently blown up, and shot with high powered fully automatic machine gun fire. Even in the barrens, that's the kind of thing that gets noticed, and Knight Errant investigates. However, the response time in the neighborhood Elden lived is 1d6 hours.

Skynet was responsible for the drone overwatch of Elden, and the feed from his drones is what you saw in the briefing room. He did a bare minimum of investigation but was told to wait for your team to arrive before going in. Local KE is already en route. You took armor to use to conceal your identities and get access to the site as soon as you arrive, and ensure KE stays out of your way.

Gunter called his KE contact, however he wasn't specific enough for the contact to know what incident he's talking about. Gunter can clarify and then his KE contact will be able to do whatever it is he wants him to do, presumably stand back and not interfere with the crime scene before you get the chance to investigate.

So what do you guys need at this point? Are you all good to skip ahead to the scene of the crime? Anybody planning to call up a contact? Review any information you currently have available?
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-12-15/0246:23>
Sorry for the confusion, and thanks for the clarification.  I think having my contact run interference for us will be helpful.  I'll have him keep the local LEOs back. Does Gunter know Elden's address?
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-12-15/0304:39>
@Zweiblumen - Skynet knows Elden's address. You have video feeds from a Kanmushi that is on site as well as an areal drone that has eyes on the surrounding area . I think you can use that to determine the address. For simplicity's sake we can assume that Skynet also sent AROs to the team indicating the safe house and the crime scene.

@Ryo - I think that someone was going to hack the street cams, but other than that, yeah, I think we're ready to move to the scene of the crime.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-12-15/1314:58>
I think I'm good to continue.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-12-15/1458:51>
I'm good to get on scene.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-12-15/1502:25>
Think I'm good now.  Sorry if I've been holding everyone back :(
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-12-15/1808:24>
Well here is a small IF statement roll for hacking if at anytime something stops the flow from one roll to the next the rolls can be used the next time I use that actions. In order to help keep the game at a faster paces I will try to give 5 rolls for each action and roll for all actions I think are needed to get the job done.

DECK SET UP.

Actions     F.W/A/S/DP
1,2,4,5        5/3/5/6
3


ACTIONS

1) Matrix Perception to find the camera
Computers + INT (Data Processing) (Vs. Logic + Sleaze)
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-12-15/1812:10>
Stix should be able to get that pretty easily. It's part of his special boon.
[...]
Job Title: Lead Matrix Spider / Special Operations Agent
Special: Is the Lead Matrix Spider for the Cygnus Host, granting him Owner level marks for the entire facility from Levels B1 through B3, and the ability to launch IC in the host. Also has security clearance in various other Ares hosts, granting basic access to files that lowly shadowrunners would have to hack for, including Knight Errant's databases.

Don't think you even need to hack mate.  You can just log into the systems and grab it as an authorized user.
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-12-15/1825:39>


IF NEEDED TO HACK SINCE LOG IN FAILS (I did all the rolls so why not post it)

Well here is a small IF statement roll for hacking if at anytime something stops the flow from one roll to the next the rolls can be used the next time I use that actions. In order to help keep the game at a faster paces I will try to give 3 rolls for each action and roll for all actions I think are needed to get the job done. Unless I roll really bad then I'll add a roll or two more.

DECK SET UP.

Actions     F.W/A/S/DP
1,2,4,5        5/3/5/6
3                 5/3/5/6

Programs running
-Virtual Machine
-Baby Monitor
-Signal Scrub
-Exploit
-Stealth

Running in Hot Sim VR (+2 dice) and Running Silent (-2 Dice)



ACTIONS

1) Matrix Perception to find the camera
Computers + INT (Data Processing) (Vs. Logic + Sleaze)
9 + 5 = 14

Roll 1
14d6.hits(5)=2 (http://invisiblecastle.com/roller/view/4775763/)

Roll 2
14d6.hits(5)=4 (http://invisiblecastle.com/roller/view/4775764/)

Roll 3
14d6.hits(5)=5 (http://invisiblecastle.com/roller/view/4775765/)


Ok that should find it


2) Matrix Perection To 1) analyze Firewall rating, 2) see if there is counter measures of any kind in place
Computers + INT (Data Processing) (Vs. Logic + Sleaze)
9 + 5 = 14

Roll 1
14d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4775768/)

Roll 2
14d6.hits(5)=1 (http://invisiblecastle.com/roller/view/4775769/)

Roll 3
14d6.hits(5)=5 (http://invisiblecastle.com/roller/view/4775770/)


3) Hack on the Fly
Hacking + logic (Sleaze) v. Int + FireWall
9 + 6(8) = 17

Roll 1
17d6.hits(5)=5 (http://invisiblecastle.com/roller/view/4775772/)

Roll 2
17d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4775773/)

Roll 3
17d6.hits(5)=8 (http://invisiblecastle.com/roller/view/4775774/)


4) Matrix Search, To find video file
Computer+ INT (Data Processing)
9 + 5 = 14

Roll 1
14d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4775776/)

Roll 2
14d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4775778/)

Roll 3
14d6.hits(5)=8 (http://invisiblecastle.com/roller/view/4775779/)

5) Matrix Perception, To see if a data bomb is there, or other Counter measures
Computer + INT (Vs Logic + Sleaze)
9 + 5 = 14

Roll 1
14d6.hits(5)=2 (http://invisiblecastle.com/roller/view/4775780/)

Roll 2 (double check)
14d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4775781/)

Roll 3 (Skipped this roll since Stixs thinks only a double check was needed.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-14-15/0010:05>
I'm not going to let you keep old rolls for new actions. Even without the simple fact that dice pools are variable and there's no guarantee the same action will use the same number of dice, pre-knowledge of your roll results dramatically affects risk assessment when it comes to a roll.

For example, let's say you rolled 2 hits, and then 7 hits, and I told you 2 hits was enough and you kept that roll. You now have a 7 hit roll effectively in the bank that you can use at your leisure with relative confidence you'll succeed. The game doesn't work that way.

If you want to roll 3 times for every action, feel free, but your unused rolls are wasted.

Secondly, you should reconsider how many rolls ahead you want to toss out. Every action you declare and roll for, I will hold you to. Again, pre-knowledge of the results of your rolls dramatically changes your risk assessment. Just now you rolled a Matrix Perception to find a Firewall and check for Data bombs, then immediately rolled Hack on the Fly after. You got 5 hits on Hack on the Fly. If I said that it had a Firewall of 12, you might want to reconsider hacking it, but if I said the Firewall was only 4, you'd be happy with your roll and hack away. That's not a decision you get to make after already making the roll.

And what if I said there was a Data Bomb on that file? You just hacked it before I informed you of that, triggering the bomb.

Anyway, this is somewhat moot since you didn't need to do any hacking in the first place, as you have access to Knight Errant's traffic system, but this is relevant for future notice.

You pull up the video feed on the three cameras Skynet directed you to, however it'll take you awhile to comb through it, especially since you don't know what vehicle you're looking for. You will arrive at the building site before then if you start that search right now.

To comb through the video feed, roll Computer + Intuition [Data Processing] (6, 30 minutes) Extended Test, with a -4 penalty, since the only info you have is 'something like a roadmaster.' If you wait until after the investigation, you might find more evidence to go on that will give you better odds on that search.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-14-15/0016:22>
Sounds like a good task for an agent or even a sprite. They can at least pre-filter the feed for vehicles of interest and then we could work it from there with less time required.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-15-15/1521:12>
Do our provided credentials come with new fake names, or do we use our own names? Or do we just come up with them on our own?
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-15-15/1728:55>
I'm assuming boogeymen such as these do not broadcast SINs.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-15-15/1944:28>
Yeah, I doubt you're broadcasting SINs. You can call yourself whatever you want.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-16-15/1720:05>
I'm not sure how you anonymize a sender, but here's the Matrix perception to spot his device:
Encoding 9 + Logic 6 + Signal Scrub 2 - Noise 2 = 15
Matrix Perception (http://orokos.com/roll/256244): 15d6t5 3


I'm assuming that since I can see him, and thus have an exact geo location of the commlink, I can spot it without having to spend minutes filtering out every other device in the area.


Let me know what to roll to send a message without revealing the originating commcode. If needed I can just do Puppeteer to just command it to display the message.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-16-15/2107:07>
Intimidation (8d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4779126/) {Limit 4 + 1 for Cygnus Armor }

Figured an Intimidation roll to look like the badass boogeyman of Cygnus legend would help the cause.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-16-15/2211:20>
Think teamwork test would work best for the intimidation, there are 5 of us, well armed and wearing scary/significant insignia...

If you want that route: Intimidation 2 + Cha 3 = 5 (http://orokos.com/roll/256354): 5d6t5 2
Not much of a help, but beter than nothing :P
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-16-15/2356:37>
@Malevolence: Yes, the perception was enough to get his commcode, and a commcode is all you need to send a message. If you want to conceal the origin of the message, I'd say roll Hide.

@ Ravensoracle: You also get +2 for outnumbering them and +2 for wielding obvious weapons, in addition to a +2 imposing bonus from the Swan insignia. Not that it matters, since it looks like you knocked that roll out of the park already.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-17-15/0026:27>
I'd have to look it up cause I can't remember. Does teamwork tests increase limits? If not he is already there just with the roll alone so all the extra dice are a wash.

Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-17-15/0031:25>
I'd have to look it up cause I can't remember. Does teamwork tests increase limits? If not he is already there just with the roll alone so all the extra dice are a wash.

You get +1 to your limit per participant in the teamwork, yes.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-17-15/0051:46>
I'll roll the extra dice once everyone that wants to do the teamwork test and step out of the van do so. Just to make sure we don't glitch in some way.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-17-15/0059:24>

Running the following: Encryption (+1 FW), Toolbox (+1 DP), Wrapper, Signal Scrub (2 noise reduction), and Armor (+2 to resist Matrix damage)
FW 6 (7), DP 6 (7)
Get Sleaze of 6
Programming 9 + Resonance 6 = 15
Sleaze 6 (http://orokos.com/roll/256404): 15d6t5 4 (8 CT)
Resist Fade (F - 2 = 4)
Resonance 6 + Will 6 = 12
Resist Fade (http://orokos.com/roll/256405): 12d6t5 4 - Hallelujah!
Hiding the source commcode
Decoding 9 + Intuition 5 + Signal Scrub 2 - Noise 2 = 14 [Limit 6]
Hide (http://orokos.com/roll/256402): 14d6t5 5 vs. Int + DP
Skynet starts accumulating OW.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-17-15/0103:25>

Running the following: Encryption (+1 FW), Toolbox (+1 DP), Wrapper, Signal Scrub (2 noise reduction), and Armor (+2 to resist Matrix damage)
FW 6 (7), DP 6 (7)
Get Sleaze of 6
Programming 9 + Resonance 6 = 15
Sleaze 6 (http://orokos.com/roll/256404): 15d6t5 4 (8 CT)
Resist Fade (F - 2 = 4)
Resonance 6 + Will 6 = 12
Resist Fade (http://orokos.com/roll/256405): 12d6t5 4 - Hallelujah!
Hiding the source commcode
Decoding 9 + Intuition 5 + Signal Scrub 2 - Noise 2 = 14 [Limit 6]
Hide (http://orokos.com/roll/256402): 14d6t5 5 vs. Int + DP
Skynet starts accumulating OW.

Yup, that guy just got a message that didn't have a commcode listed as the sender.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-17-15/1259:48>
Out of curiosity, since it will likely come down to it sooner rather than later, what drones are available from the Monohan Vehicles facility? And though I have owner marks on them, am I normally authorized to take them off base? I'm just curious what sort of paperwork may be needed in order to exercise my "ownership".


Oh, and do I have ownership on the KE cruiser?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-17-15/1824:43>
Not to steal Malevolence's thunder but since he brought it up I have a question that will be coming up soon as well that I may as well aske while the others are posting their IC.

I have varying dice pools for the perception skill.

Base perception: Intuition 4 + Perception 6
Visual: Base + Vision Enhancement 1 with contacts
Hearing: Base + Audio Enhancement 2 with earbuds
Smell: Base + Olfactory Sensor built into a Rating 6 sensor array

SO how would you want me to roll perception when I start to investigate the building. DO I roll base dice and then separately roll the dice for the enhancements to represent the different aspects or do I roll the entire pool for each sense separately?
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-17-15/2051:47>
Planning a search on Data havens

Search on who is who in this part of the REDMOND BARRENS

DECK SET UP.

F.W/A/S/DP
5/3/5/6


Programs running
-Virtual Machine
-Baby Monitor
-Signal Scrub
-Browse
-Stealth

Not 100% on the rolls but here goes

Knowledge skill Data Havens 6 + INT 5 = 11

11d6.hits(5)=5 (http://invisiblecastle.com/roller/view/4780104/)
 Ya I do have a brain see wizard of OZ I do I do.


Matrix Search

Computers + INT [Limit DP 6]
9 + 5 = 14
14d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4780107/)
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-17-15/2317:22>
Gunter is keeping an eye on the Bond, but is also going to scan the area for threats cycling through thermo/low-light/normal vision as appropriet.
Looking for threats (Perception 4 + Intuition 5 + Vision Enhancement 2 + Specifically Looking 3 = 14) (http://orokos.com/roll/256823): 14d6t5 4 (limit 7)
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-18-15/0054:49>
With the aerial drones covering the outside, I'm going to send the Kanmushi inside. Anyone want a bug on their shoulder? It's got ultrasound and can get into tight spaces for a closer look.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-18-15/1616:34>
I've got a r6 sensor array strapped to my back with ultrasound. It may be a better idea to pair it with one of the others.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-18-15/1659:21>
Out of curiosity, since it will likely come down to it sooner rather than later, what drones are available from the Monohan Vehicles facility? And though I have owner marks on them, am I normally authorized to take them off base? I'm just curious what sort of paperwork may be needed in order to exercise my "ownership".


Oh, and do I have ownership on the KE cruiser?

Monohan has two classes of drones: Worker drones that help run the facility, and security drones to fend off any would be car thieves or other threats that the barrens have to offer. You are not normally authorized to take them off base, however it wouldn't be very hard for you to take some drones for your own use, assuming you return them in the same condition you found them. Swan shows up and takes a drone, you don't ask questions. Taking a drone and returning a pile of scrap, however, gets questioned.

And yes, you have access to the KE cruiser. Three marks, not owner level.

@Ravensoracle: You would roll each sense separately. As for using the Olfactory sensor, that is a Perception+Intuition [Sensor] roll. The rating of the sensor is your limit, it's not part of the dice pool.

Everybody can feel free to start rolling perception checks or relevant skill checks (like forensics) for the site. Remember that it is the middle of the night and there's not a whole lot of illumination, so you'll be taking illumination penalties if you don't have flashlights or a form of vision that can handle darkness. The cloud cover and pollution make illumination from the sky effectively zero, and there are barely any street lights or anything to help either. You're dealing with Total Darkness, mitigated by light you provide.

@Scawire: You got some good hits there, but I'm not sure what you're looking for in regards to Data Havens. Let me know what you're trying to find so I can tell you how well you did.

@Zweiblumen: Do you have thermo/low-light/normal flashlights or anything? You'll be losing some dice to light if not. However, y ou still got at least 3 hits on that.

Searching the immediate area, you see very little that could really be called a threat. In fact, just about the only signs of life you can spot are the heat signatures of devil rats digging in the rubble nearby. There's surprisingly little metahuman activity in the area, especially for the barrens. You're not sure what to make of that.

If you have any relevant knowledge skills related to behavior, barrens knowledge, street gangs, etc, you can roll it here.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-18-15/1714:11>
That's fine with the olfactory sensor. I was just going off that it uses the same rules as the cyberware which gives you the boost. I have no problem either way.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-18-15/1718:55>
@Zweiblumen: Do you have thermo/low-light/normal flashlights or anything? You'll be losing some dice to light if not. However, y ou still got at least 3 hits on that.

Just my cybereyes:
Quote
Cybereyes Rating 3
    +Flare Compensation
    +Image Link
    +Low-LIght Vision
    +Smartlink
    +Thermographic Vision
    +Vision Enhancement 2
    +Vision Magnification

And I know nuttin.  Area Knowledge Seattle 4 + intuition 5 = 9 (http://orokos.com/roll/257008): 9d6t5 0 (no hits, but not a crit glitch... but close!)
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-18-15/1732:45>
Perception to study the scene. Intuition 4 + Perception 6 + Specifically Looking 3 + Pushing the Limit 5: [Limit 6 for sensor Array, Edge Spent] (18d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/4780810/)

Not the best roll for the dice but not bad. I didn't add the enhancements for the contacts ro earbuds since I was using the sensor to overcome the poor conditions.

Analyzing the evidence with the Forensic skill Logic 8 + Mnemonic Enhancer 3 + Forensics 4 + Analytical Mind (17d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4780815/) Limit Mental 8

Edit: Meant to preview not post. I will wait to post IC for the results of my rolls and to give Koshnek a chance to post IC so he is not left behind.

Edit 2: For ease of reference here is the sensor array being used.

Sensor Array Rating 6
   +Ultrasound
   +Atmosphere Sensor
   +Geiger Counter
   +Cyberware Scanner
   +Olfactory Sensor
   +Radio Signal Scanner
   +MAD Scanner
   +Motion Sensor
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-18-15/1752:30>
@Zweiblumen: Do you have thermo/low-light/normal flashlights or anything? You'll be losing some dice to light if not. However, y ou still got at least 3 hits on that.

Just my cybereyes:
Quote
Cybereyes Rating 3
    +Flare Compensation
    +Image Link
    +Low-LIght Vision
    +Smartlink
    +Thermographic Vision
    +Vision Enhancement 2
    +Vision Magnification

And I know nuttin.  Area Knowledge Seattle 4 + intuition 5 = 9 (http://orokos.com/roll/257008): 9d6t5 0 (no hits, but not a crit glitch... but close!)

Yup, you lose 3 dice to the lack of light, but that doesn't affect your roll much. You still see what you see, mostly with thermo, since low-light does jack all in total darkness.

And wow, what a roll. Yeah, you know nothing, Jon Snow.

You are free to question the locals if you want, though. They're just standing there in shock, but can be used to aid your investigation.

Perception to study the scene. Intuition 4 + Perception 6 + Specifically Looking 3 + Pushing the Limit 5: [Limit 6 for sensor Array, Edge Spent] (18d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/4780810/)

Not the best roll for the dice but not bad. I didn't add the enhancements for the contacts ro earbuds since I was using the sensor to overcome the poor conditions.

Analyzing the evidence with the Forensic skill Logic 8 + Mnemonic Enhancer 3 + Forensics 4 + Analytical Mind (17d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4780815/) Limit Mental 8

Edit: Meant to preview not post. I will wait to post IC for the results of my rolls and to give Koshnek a chance to post IC so he is not left behind

I'll give you the results of that in the IC, after you start searching in IC.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-18-15/1909:47>
I don't have any scene investigation skills, but I can roll general perception I suppose.


Perception 6 + Intuition 5 + Vision Enhancement 1 (Thermo); This is from the driver seat of the Roadmaster
Perception (Crime scene) (http://orokos.com/roll/257021): 12d6t5 5


And for the drones on autopilot:
Pilot 3 + Clearsight 6 = 9
K = Kanmushi, R = Rotodrone, F = Fly-spy, Fs = Fly-spy w/ sprite (same dice pool, so no real difference)
Drone Perception [K, R, F, Fs] (http://orokos.com/roll/257030): 4#9d6t5 2 2 1 3


Commanding the Machine Sprite into the Kanmushi and sustaining Diagnostics:
Level 6 * 2 = 12
Diagnostics (http://orokos.com/roll/257031): 12d6t5 5


Jumped in to the Kanmushi with the Machine Spirit
Encoding 9 + Intuition 5 - Control Rig 3 + VR 2 + Diagnostics 5 - Noise 2 = 22 [Sensor 3 + CR 3 + Diagostics 1 = Limit 7] using Ultrasound and Laser Range Finders (hidden rooms or other structural abnormalities)
Kanmushi Perception (http://orokos.com/roll/257032): 22d6t5 7
On the nose!

The flying drones are only looking outside unless someone calls them in (which I doubt). I'll jump into the Kanmushi to look around in the house, including ducts, etc.

I doubt the rolls from outside will return any new information, but they can't hurt.

@All: Since the detectives don't seem to want to go anywhere, does someone more Face-y want to maybe ask them about why it might be so quiet here?

@Ryo: For future upgrades, I'd like to add speakers to some of my drones so that I can talk to people without having to send them anonymous messages/AROs on their commlink. How would that work, especially if I wanted to electronically disguise my voice? A video display could also work.

Which actually gives me an idea. Can a device create an ARO? Since I have marks on the cruiser, could I have it create an ARO directed at the detectives that would be tied to it and not my persona?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-18-15/2129:38>
Ok, so I don't have my book and I'm not sure this roll was good enough to hear the rotodrone. If it's not let me know, and I'll edit it out ASAP.
Perception to notice the Roto Drone (http://orokos.com/roll/257067): 12d6t5 2
Edit 3: This wasn't a visual perception check. I didn't use my Visual spec either, so I also did not include a darkness modifier. Thorn doesn't look at the officers, or back, or up at the sky. He just passes them silently.

Teamwork roll for Intimidation to be imposing as Thorn disregards the KE officers.
Intimidation against the KE officers (http://orokos.com/roll/257075): 8d6t5 5

General assensing roll. Right now he's just looking at the overall picture, and looking at individual auras until he finds something worth digging deep into. I included the Aura Reading spec.
First, general Assensing roll on site (http://orokos.com/roll/257078): 21d6t5 10 7 (Hit the limit)

Edit: Is there away to get the roller to record 1's? I have not been checking, but I just went my recent rolls over the past week or two, and I seem to be good. I don't want to glitch and miss it. I'm not a cheater :D.

Edit 2: Thorn is probably the face-y one, but he really doesn't care what they're doing. The only thing he cared about with regards to them is not getting to fool with them. Well, unless he wanted to make the Detective look bad/make his intimidating strategy backfire. Should I have rolled to resist pranking for that, or will you call for things like that yourself, Ryo?

Edit 4: I'm not at my book, how long does it take for Cram to kick in, and how long does it last? I would like to pop one before Thorn steps out of the truck, but I don't want to add content to a completed post without permission...even if it was only a little while ago :p.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-18-15/2222:43>
Looking around in the Matrix near the house for icons or data streams of interest. This should also alert me to any hidden icons.
Encoding 9 + Logic 6 + VR 2 - Noise 2 = 15 [Limit 7]
Matrix Perception (http://orokos.com/roll/257100): 15d6t5 6
Also, 2 more dice because I forgot signal scrub negates the 2 noise:
Two whoops dice (http://orokos.com/roll/257101): 2d6t5 1
Woo! Reached my limit. 7 hits total.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-19-15/0441:21>
@Ryo:
Is there any relevant info from my 2 months of surveillance? Traffic patterns, people they might have met with, etc? Is this area always ultra low traffic, or is tonight a special case?
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-19-15/1818:45>
Sorry some times when I'm busy I'm a bit vague.

The point of the data havens and the search was to find out...

Primarily who's the shot callers in this area of the Redmon Barrens

First who's the gang or underworld organization in charge.
-who is who in that organization

Second is there anyone else in a position of power in this part of the Barrens.
-Who are they and what do they do.

That would be the main reason for the data haven search and the search in the matrix. In order to help the team know the players down here better. I hope that answers your question.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-19-15/2301:19>
@Ryo:

Would Skynet's search among the house be considered a teamwork test or it's own seperate test?

If teamwork then he maxes out th number of dice I can roll at 6. I believe sinec I spent edge they would also have Pushing the limit apply. I will make the roll Ryo to save time and if it is correct then use it. If I am wrong then disregard.

 Teamwork perception (6d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/4782014/)

Combined with my previous rolls:

Perception to study the scene. Intuition 4 + Perception 6 + Specifically Looking 3 + Pushing the Limit 5: [Limit 6 for sensor Array, Edge Spent] (18d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/4780810/)

Not the best roll for the dice but not bad. I didn't add the enhancements for the contacts ro earbuds since I was using the sensor to overcome the poor conditions.

Analyzing the evidence with the Forensic skill Logic 8 + Mnemonic Enhancer 3 + Forensics 4 + Analytical Mind (17d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4780815/) Limit Mental 8

Edit: Meant to preview not post. I will wait to post IC for the results of my rolls and to give Koshnek a chance to post IC so he is not left behind.

Edit 2: For ease of reference here is the sensor array being used.

Sensor Array Rating 6
   +Ultrasound
   +Atmosphere Sensor
   +Geiger Counter
   +Cyberware Scanner
   +Olfactory Sensor
   +Radio Signal Scanner
   +MAD Scanner
   +Motion Sensor
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-20-15/1512:15>
Perception 6 + Intuition 5 + Vision Enhancement 1 (Thermo); This is from the driver seat of the Roadmaster
Perception (Crime scene) (http://orokos.com/roll/257021): 12d6t5 5

I'll assume you're using the Roadmaster's headlights to eliminate the darkness penalty, at least within their range.

And for the drones on autopilot:
Pilot 3 + Clearsight 6 = 9
K = Kanmushi, R = Rotodrone, F = Fly-spy, Fs = Fly-spy w/ sprite (same dice pool, so no real difference)
Drone Perception [K, R, F, Fs] (http://orokos.com/roll/257030): 4#9d6t5 2 2 1 3

Presumably, this was with the Radar sensor.

Encoding 9 + Intuition 5 - Control Rig 3 + VR 2 + Diagnostics 5 - Noise 2 = 22 [Sensor 3 + CR 3 + Diagostics 1 = Limit 7] using Ultrasound and Laser Range Finders (hidden rooms or other structural abnormalities)
Kanmushi Perception (http://orokos.com/roll/257032): 22d6t5 7
On the nose!

Hell of a roll. You spend several minutes getting a thorough map of the building with your drones, which the rest of the team will be able to reference for their own rolls, such as Architecture, Forensics, or Tactics and similar rolls to gauge how things went down here.

@Ryo: For future upgrades, I'd like to add speakers to some of my drones so that I can talk to people without having to send them anonymous messages/AROs on their commlink. How would that work, especially if I wanted to electronically disguise my voice? A video display could also work.

There aren't any speakers in the gear, so I'd say treat it as the same cost as a microphone. Electronically disguising your voice would probably be an Electronic Warfare roll, so Decoding for you.

Which actually gives me an idea. Can a device create an ARO? Since I have marks on the cruiser, could I have it create an ARO directed at the detectives that would be tied to it and not my persona?

Yes, Devices can create AROs. It's quite common for people to just drop tags around that display AROs for anyone to see, so you can hack a device and make it display public messages, or even play audio/video, without sending a message to a specific recipient.


Ok, so I don't have my book and I'm not sure this roll was good enough to hear the rotodrone. If it's not let me know, and I'll edit it out ASAP.
Perception to notice the Roto Drone (http://orokos.com/roll/257067): 12d6t5 2
Edit 3: This wasn't a visual perception check. I didn't use my Visual spec either, so I also did not include a darkness modifier. Thorn doesn't look at the officers, or back, or up at the sky. He just passes them silently.

Nobody ever accused rotors of being silent. It's also really close by, so you hear it.

General assensing roll. Right now he's just looking at the overall picture, and looking at individual auras until he finds something worth digging deep into. I included the Aura Reading spec.
First, general Assensing roll on site (http://orokos.com/roll/257078): 21d6t5 10 7 (Hit the limit)

Holy shit, I forgot how many dice you have on Assensing. Results of that will be in my next IC post.

Edit: Is there away to get the roller to record 1's? I have not been checking, but I just went my recent rolls over the past week or two, and I seem to be good. I don't want to glitch and miss it. I'm not a cheater :D.

I check your rolls for 1s. You're good.

Edit 2: Thorn is probably the face-y one, but he really doesn't care what they're doing. The only thing he cared about with regards to them is not getting to fool with them. Well, unless he wanted to make the Detective look bad/make his intimidating strategy backfire. Should I have rolled to resist pranking for that, or will you call for things like that yourself, Ryo?

I will make calls for that myself if I feel it's relevant. Right now, there's not much need for that, as you're already scaring the crap out of them.

Edit 4: I'm not at my book, how long does it take for Cram to kick in, and how long does it last? I would like to pop one before Thorn steps out of the truck, but I don't want to add content to a completed post without permission...even if it was only a little while ago :p.

Cram takes 10 minutes to kick in and lasts 12-Body hours. Feel free to say you took a shot of it.

Looking around in the Matrix near the house for icons or data streams of interest. This should also alert me to any hidden icons.
Encoding 9 + Logic 6 + VR 2 - Noise 2 = 15 [Limit 7]
Matrix Perception (http://orokos.com/roll/257100): 15d6t5 6
Also, 2 more dice because I forgot signal scrub negates the 2 noise:
Two whoops dice (http://orokos.com/roll/257101): 2d6t5 1
Woo! Reached my limit. 7 hits total.

You see nothing of particular interest. In fact, you see surprisingly few icons at all. Even the nodes you'd expect from nearby residences, like household appliances and basic locks, are conspicuously absent. The matrix is practically a deadzone going out to at least 100 meters. The only icons of note are your own, those of your group, and the devices the two Knight Errant detectives are carrying.

@Ryo:
Is there any relevant info from my 2 months of surveillance? Traffic patterns, people they might have met with, etc? Is this area always ultra low traffic, or is tonight a special case?

Thinking back on your 2 months of surveillance, you recall this area being a lot busier than this. The neighboring buildings had a few dozen squatters each that you recall, and there was a relatively robust homeless population that would wander through from time to time, settling down in any given alley for the night and moving on. In fact, the building three doors down from here is a BTL den run by one of the local gangs, and was always a hotspot of activity at all hours. Now it looks abandoned. You've never seen this neighborhood so empty.

@Scawire:

Stix is aware that this area of the Redmond Barrens is the turf of the Basement Breakers, a neighborhood gang that claims most of the northern Bargain Basement as their turf, and largely deal in drugs, BTLs and protection rackets in the area. The leader of the gang is an Ork who goes by Frenzy, and is said to operate out of an old abandoned gun store about three blocks north of your current location. He has several subordinates that coordinate the drug trade in the Basement, and the one in charge of this area is a human named Sideways. He runs a BTL den a few doors down from your current position.

Other people in power in this area of the barrens are the ghoul gang the 162s. They operate sporadically throughout the Redmond Barrens, but are rumored to be based in the Bargain Basement, and quite frequently clash with the Basement Breakers over territory, and there's a sore spot with the Breakers over the way the 162s keep stealing corpses of their fallen comrades.

there's also some Mafia influence in the area, but not much, and mostly in the south of the Basement. There isn't much of value in the neighborhood that would interest the Mafia, and the Breakers control most of the region.

@Ravensoracle

You can treat it as a teamwork if you like, as everyone can benefit from the mapping he's doing, but its more likely to be a resource on which to roll your own related tests studying the building.

I'll post the results of these scans in the IC.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-20-15/1819:22>
@Ravensoracle and Koshnek

You've still got an Active Link going, so you're both immediately aware of all of eachother's thoughts on your respective discoveries. You can basically treat any OoC discussion between you two as IC knowledge, because you two are communicating telepathically instantaneously, sharing all thoughts.

I also want both of you to roll Intuition + Willpower.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-20-15/1836:56>
Intuition 4 + Will 3 (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/4782786/)

That was a bust

Edit: working on a longer reply post but it will be later tonight once I get a chance to go through all the info. Thinking of using the map to do a trid representation using the SKynet's map.

11d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4782795/) Computer roll to edit a copy of the map so everyone has a walkthrough of what happened.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-20-15/1842:32>
Intuition 4 + Will 3 (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/4782786/)

That was a bust

Yeah, that's not good.

You've had the Active Link going for so long at this point, Detective is beginning to lose track of which thoughts are his own and which belong to Thorn.

Intuition 4 + Will 3 (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/4782786/)
Edit: working on a longer reply post but it will be later tonight once I get a chance to go through all the info. Thinking of using the map to do a trid representation using the SKynet's map.

11d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4782795/) Computer roll to edit a copy of the map so everyone has a walkthrough of what happened.

You successfully make a file for the walkthrough map.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-20-15/1856:24>
There aren't any rules in 5e for modifying vehicles beyond weapon mounts and a half-assed bit on sensors - Stolen Souls provides more modifications, but no rules for applying them (short of the general rule form the Core book concerning repair tasks) or any rules about how they impact capacity. Presumably the speaker only borrow the cost of a microphone, and not the requirement to be installed as part of a sensor or sensor array. Microphones are 50¥ per capacity/rating. Is there any reason to get more than a capacity/rating 1 speaker?


Alternatively, a trid projector presumably does audio as well. For 200¥, could I bolt that on to a drone? It is listed as a comm accessory, so I doubt it is large, but nothing indicates how large it is. What would you say is the smallest drone size you could feasibly mount speakers or trid projectors on? Also, if I wanted to just slap on a single sensor (mic) instead of using the RFID trick, how would you rule that as far as skill/threshold and cost and size limitations, etc?


This is all strong houserule territory, and if you'd rather not deal with it, I can work around it (using RFID tag mics and having the drone transmit audio in AROs).
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-20-15/1939:10>

Yeah, that's not good.

You've had the Active Link going for so long at this point, Detective is beginning to lose track of which thoughts are his own and which belong to Thorn.


I am going to wait for Koshek to post before I give my IC post for that.

@Koshnek, please include some of Thron's thoughts and feelings at the scene for me to play off of. thanks
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-20-15/1946:40>
@mal I think Ryo is working up some docs for that. He wrote up some stuff for weapons for me and is getting armor to us. Guessing he'll do drones/vehicles as well.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-20-15/2006:58>
Yeah, I thought he might be, so I guess my last line should be more of a "if you don't want to deal with this NOW..."
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-20-15/2035:57>
@Ryo - let me know if you want me to make any rolls for my IC. Largely they things he's looking for are probably pretty obvious, but if you wan't me to roll to make sure I don't glitch or something, just say.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-20-15/2059:21>
Int + Wil (http://orokos.com/roll/257661): 11d6t5 1

Oh shit, we're becoming one Entity haha.

I may not get posted until tomorrow. It depends on if I'm going out tonight, I'm not sure yet.

I'm thinking based off the IC that they mowed everyone but Elden down from outside, and they went in and recovered him from there. I won't know completely until I post, but I don't imagine he will care much for the dead team. His concern won't show until he starts cluing in on Eldens staircase fight. Those are  my initial thoughts anyhow.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-20-15/2127:32>
Yeah, I'm planning to have the creation rules ready by the next mission, as it isn't really relevant for this one. Drone and Vehicle rules are on my list. My rules are largely based on 4th edition, since the mod rules there were pretty robust and functional.

@Ryo - let me know if you want me to make any rolls for my IC. Largely they things he's looking for are probably pretty obvious, but if you wan't me to roll to make sure I don't glitch or something, just say.

Only things that would require rolls would be the new things you're looking for: points of entry/exit for your hypothesized stealth unit, the way the fight played out with Elden, what was used to burn the bodies, and so on. Roll whatever you feel would be applicable: Forensics, Tactics, Chemistry, or just Perception.

Int + Wil (http://orokos.com/roll/257661): 11d6t5 1

Oh shit, we're becoming one Entity haha.

Yeah, not great. You are also starting to feel strange, and are having difficulty telling where you end and Detective begins. You also hear a strange buzzing noise in the back of your mind, and as you notice it, The Detective notices as well, due to sharing all your thoughts, especially as you begin to bleed through into one another's minds. You collectively realize that the sound has actually been there for awhile now, and has just been progressively building in intensity as time has progressed with your Active Link. Now that you're paying attention to it, it's hard to ignore. It's giving you a headache.

@Everyone Else: Perception checks to notice the Bonded Pair behaving strangely; Threshold 4. Waffe gets +3 for specifically looking, since he has repeatedly stated he's keeping an eye on them. Everyone else gets -2 for being distracted with their investigation.

@Mal: Is your fly-spy checking one of the random buildings, or the BTL den?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-20-15/2147:53>
If I wanted to roll my knowledge of Small Unit Tactics to determine what happened during the firefight and knowledge of explosives to determine if the fire had a mundane source what sort of penalties am I looking at with what is happening with the link?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-20-15/2153:15>
If I wanted to roll my knowledge of Small Unit Tactics to determine what happened during the firefight and knowledge of explosives to determine if the fire had a mundane source what sort of penalties am I looking at with what is happening with the link?

What's currently going on with the link counts as Disorientation, so a -2 penalty.

You can roll Logic + Intuition to kind of self assess and try to figure out what's going on, or simply spend an Action to sever the link and return to a Passive Link.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-20-15/2201:44>
Noticing odd behavior (Int 5 + Percp 4 + Specifically looking 3 = 12) (http://orokos.com/roll/257679): 12d6t5 3 (limit 7)
Gonna roll edge.  Could have just bought that failure, and he's actually trying to observe these guys in action.
re-roll misses 9 (http://orokos.com/roll/257681): 9d6t5 3

Waffe is down to 5 edge.

Yup, you lose 3 dice to the lack of light, but that doesn't affect your roll much. You still see what you see, mostly with thermo, since low-light does jack all in total darkness.

And wow, what a roll. Yeah, you know nothing, Jon Snow.

You are free to question the locals if you want, though. They're just standing there in shock, but can be used to aid your investigation.

So did he just see the locals standing around?  I thought you said there was no one around even though this place normally had a decent amount of traffic.

I'm hesitant to have him actually try to talk to anyone, especially strangers... mostly he's keeping an eye on the pair, keeping them safe and observing them for Ares.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-20-15/2228:22>
Small Unit Tactics to for the firefight:

Intuition 4 + Small Unit Tactics 3 + Mnuemonic Enhancer 3 + Analytical Mind 2 - 2 Penalty = 10d6[Limit 8] (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4782893/)

Explosives Knowledge skill for the fire:

Explosives dice pool 12 + Analytcal Mind 2 - 2 Penalty (12d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4782895/)

Logic and Intuition for self assessment:

Logic 8 + Intuition 4 (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4782897/)


I am actually heading out tonight myself so my IC post will probably be tomorrow as well.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-20-15/2244:12>
@Zweiblumen: With 6 hits, Waffe definitely notices something weird with them. He recognizes the signs of the Active Link, and has noticed they've kept it going for the past hour or so; much longer than they've ever maintained the link during testing.

And by locals, I meant the two KE detectives. They're the only people around

Small Unit Tactics to for the firefight:

Intuition 4 + Small Unit Tactics 3 + Mnuemonic Enhancer 3 + Analytical Mind 2 - 2 Penalty = 10d6[Limit 8] (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4782893/)

Explosives Knowledge skill for the fire:

Explosives dice pool 12 + Analytcal Mind 2 - 2 Penalty (12d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4782895/)

Logic and Intuition for self assessment:

Logic 8 + Intuition 4 (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4782897/)


I am actually heading out tonight myself so my IC post will probably be tomorrow as well.

From your assessment of the forensic evidence and what you know of unit tactics, you can tell that Elden was hunkered down in a defensible position near the top of the stairs, using suppressive fire and directed bursts to keep the invading squad from advancing towards him. The tide turned at some point and the unit was able to advance up the stairs, where a second shootout took place on the second story landing. It's much more hectic there, and you're not quite sure how things played out or how the squad was able to advance past Elden's choke point, but it looked like the fight didn't travel much further than there.

You're fairly certain the fire damage was done with conventional explosives, as its consistent from what you'd expect of a large blast. The only thing that looks strange is the large hole in the wall were one side of the building has seemingly collapsed. The damage there does not look like it was blown out by explosives. You're not sure what caused it.

As you assess yourself, you are reminded of the moment when you first established an Active Link. It's a slipping sensation, like your mind is drifting away from yourself towards something else, like a log in a stream. Maintaining an Active Link for so long appears to be pushing you slowly towards a deeper connection, stronger than Active. There's a watefall downstream of you and if you're not careful, you'll go over the edge. And once again, Thorn is immediately aware of this too.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-20-15/2250:42>
Only things that would require rolls would be the new things you're looking for: points of entry/exit for your hypothesized stealth unit, the way the fight played out with Elden, what was used to burn the bodies, and so on. Roll whatever you feel would be applicable: Forensics, Tactics, Chemistry, or just Perception.
These things I was delegating. But I probably should to a SUT roll. I'd also like to know what angle the sniper was at - mostly to determine if it was likely a drone/person on a chopper or someone firing from an elevated position that we might still have access to. I'll do a straight perception for that one I guess.
SUT 9 + Intuition 5 + Urban spec 2 = 16
Small Unit Tactics (http://orokos.com/roll/257691): 16d6t5 7 [limit 8]
Perception 6 + Intuition 5 + Vision Enhance 1 = 12
Perception (http://orokos.com/roll/257693): 12d6t5 4
Not sure if I get specifically looking for the perception roll, but it shouldn't matter - that's probably enough hits to determine the path the bullet took and give me a short  list of possible positions for the sniper.
Chemistry 1 + Logic 6 = 7
Chemistry (http://orokos.com/roll/257694): 7d6t5 0 Almost a critical glitch
That's not going to help much, so if that was needed for determining the cause of the fire, then we're going to have to see what Detective comes up with...



@Everyone Else: Perception checks to notice the Bonded Pair behaving strangely; Threshold 4. Waffe gets +3 for specifically looking, since he has repeatedly stated he's keeping an eye on them. Everyone else gets -2 for being distracted with their investigation.
Perception 6 + Intuition 5 + Vision Enhance 1 - Distracted 2= 10
Perception (http://orokos.com/roll/257695): 10d6t5 4
Vision enhance might not be applicable, but removing the dice doesn't remove any hits.


[/size]

@Mal: Is your fly-spy checking one of the random buildings, or the BTL den?
Both, but it will start with one of the random buildings first - if I can get an acceptable answer without veering toward a building that almost certainly (normally) has armed security, it'll reduce the chance of having my fragile drone shot up. It'll be checking discreetly, so here's a stealth roll for the pilot:
Pilot 3 + Autosoft 6 = 9
Drone Stealth and Perception (http://orokos.com/roll/257696): 2#9d6t5 1 4
Added a perception roll - it's looking for signs of life - lights, activity, or if it comes down to it, bodies and signs of combat. The stealth roll sucks, so it's probably not going to succeed there, though due to its size there should be a penalty to observe it, so maybe it'll get lucky. But the perception roll should find most anything useful. I'm also keeping an eye  on the feeds, but the roll of the drone should be sufficient to get the info we need, so I'll skip mine.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-20-15/2253:04>

You're fairly certain the fire damage was done with conventional explosives, as its consistent from what you'd expect of a large blast. The only thing that looks strange is the large hole in the wall were one side of the building has seemingly collapsed. The damage there does not look like it was blown out by explosives. You're not sure what caused it.

Is this room on the first or second floor? I'd say something rammed the wall down, but I'm guessing there are no tracks outside the breach in the wall?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-21-15/1615:30>
SUT 9 + Intuition 5 + Urban spec 2 = 16
Small Unit Tactics (http://orokos.com/roll/257691): 16d6t5 7 [limit 8]

You've got a pretty good sense of how things played out. The extraction team breached and took up positions at the base of the stairs, while Elden hunkered down at the top, using the stairwell as a choke point to hold the team at bay. There's enough bullet holes to suggest this position was held for awhile. From what you know of tactics, you deduce that the extraction team likely waited until Elden needed to reload, then rushed the stairs, sending their fastest man up first to push the offensive and either force Elden to retreat to a new position or engage him directly.

From the way things played out upstairs, Elden was smart about it too. He's either exceptionally fast at reloading, or had multiple firearms on him the whole time. As you work out the tactics that would make the most sense for him, you come to the conclusion that he likely waited until his first weapon was empty, then crouched down and readied himself with the second to shoot the first person sent up the stairs as soon as they came around the corner. Sure enough, you look towards up towards the ceiling and see a bullet hole near the top corner of the landing that would be in line with a headshot to a relatively tall person from a crouching position. There's also some blood spatter.

After that, you suspect Elden fell back to the next defensible position as the remaining men charged up the stairs and fanned out as soon as they hit the landing. However, it looks like Elden failed to create a second choke point, which surprises you, considering the hallway leading to where the ork was killed would have been an ideal location for one. Either the infiltration team got up the stairs faster than he anticipated, or he chose not to run down the hall for some reason, instead taking up a poor position within the second floor landing where he quickly got boxed in and overwhelmed.

Perception 6 + Intuition 5 + Vision Enhance 1 = 12
Perception (http://orokos.com/roll/257693): 12d6t5 4
Not sure if I get specifically looking for the perception roll, but it shouldn't matter - that's probably enough hits to determine the path the bullet took and give me a short  list of possible positions for the sniper.

The window is open, robbing you of one bullet hole, and the fact that the body collapsed makes it difficult to determine the exact position of the elf before she died. However, she appears to be roughly 5' 4", and was standing on the second story, and the edges of the hole in her skull are angled downward. She was shot from above, or from such extreme range the bullet was on the downward arc of its trajectory. Either option places the shooter either in mid air or on the rooftop of another building a great distance to the north of your current position. The Detective may be able to give you a more accurate position of where the Elf was standing prior to her death using Forensics, which would give you a line of effect to compare to a local map.

Chemistry 1 + Logic 6 = 7
Chemistry (http://orokos.com/roll/257694): 7d6t5 0 Almost a critical glitch
That's not going to help much, so if that was needed for determining the cause of the fire, then we're going to have to see what Detective comes up with...

You have a major brain fart and forget how chemicals work. You've no idea what started this fire.


Perception 6 + Intuition 5 + Vision Enhance 1 - Distracted 2= 10
Perception (http://orokos.com/roll/257695): 10d6t5 4
Vision enhance might not be applicable, but removing the dice doesn't remove any hits.

You totally notice the bonded pair are acting weird, though you're not sure what's up with them, since you're unaware of the bond.

[/size]

@Mal: Is your fly-spy checking one of the random buildings, or the BTL den?
Both, but it will start with one of the random buildings first - if I can get an acceptable answer without veering toward a building that almost certainly (normally) has armed security, it'll reduce the chance of having my fragile drone shot up. It'll be checking discreetly, so here's a stealth roll for the pilot:
Pilot 3 + Autosoft 6 = 9
Drone Stealth and Perception (http://orokos.com/roll/257696): 2#9d6t5 1 4
Added a perception roll - it's looking for signs of life - lights, activity, or if it comes down to it, bodies and signs of combat. The stealth roll sucks, so it's probably not going to succeed there, though due to its size there should be a penalty to observe it, so maybe it'll get lucky. But the perception roll should find most anything useful. I'm also keeping an eye  on the feeds, but the roll of the drone should be sufficient to get the info we need, so I'll skip mine.

As your fly-spy starts making its way through the first residence, it finds it to be fairly abandoned. It doesn't look like anyone was staying here, even squatters. It passes through a window on the far side of the building, having found nothing of note, and picks the next one in the line. At first, this one appears empty too, but then the fly spy starts finding the bodies. Squatters collapsed in various states of activity, as if they just fell to the ground in the middle of whatever they were doing. A woman in the kitchen who looks like she smashed her head against the counter on her way down is lying dead in a crusty pool of her own blood, and a nearby man at a rickety old table is face down in a bowl of soup, spoon still in hand. The drone finds two orks lying in a crumbled heap at the bottom of the stairs with a couch between them. It looks like they were carrying it down when they both collapsed. The couch crushed the first one against the wall at the bottom of the stairs, while it looks like the second suffered severe injuries as the fell and was partially dragged. He has an exposed fracture to one of his arms, and appears to have bled out.

It finds no other bodies, but less squatters than you would expect to be in the place. After that, it heads into the BTL den, and the number of bodies increase. Numerous junkies lie dead, still plugged into their gear, wherever they happened to be jacked in at the time. Lying in the halls, sitting on various chairs or couches, and makeshift beds. The fly-spy doesn't find any guards, or gang members, living or dead.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-21-15/1616:17>

You're fairly certain the fire damage was done with conventional explosives, as its consistent from what you'd expect of a large blast. The only thing that looks strange is the large hole in the wall were one side of the building has seemingly collapsed. The damage there does not look like it was blown out by explosives. You're not sure what caused it.

Is this room on the first or second floor? I'd say something rammed the wall down, but I'm guessing there are no tracks outside the breach in the wall?

The room is on the second floor, yes. Like the picture I posted in the IC, the entire building appears to have been gutted with part of the wall missing.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-22-15/0504:55>
Is the building in game is more than two stories tall? Is it 5 like in your picture?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-22-15/1354:06>
The building is three stories tall, with the top floor being largely collapsed and uninhabitable.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-22-15/1432:55>
One more roll and I'll tie it all together in a IC post. I want to roll agian to see if I can identify the attackers by their MO.  John isn't trying to collect the evidence to build a case, he just wants to use the info to get a name.


Intuition 4 + Shadow Community 1 + Mneumonic Enhancer 3 + Analytical Mind 2 = 10d6 [Limit 8] (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4784290/)

I didn't count the link as a penalty cause I was gonna clear that up in the IC post before he tries to figure this out.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-22-15/1534:47>
One more roll and I'll tie it all together in a IC post. I want to roll agian to see if I can identify the attackers by their MO.  John isn't trying to collect the evidence to build a case, he just wants to use the info to get a name.


Intuition 4 + Shadow Community 1 + Mneumonic Enhancer 3 + Analytical Mind 2 = 10d6 [Limit 8] (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4784290/)

I didn't count the link as a penalty cause I was gonna clear that up in the IC post before he tries to figure this out.

When taken as a whole, this situation doesn't fit the MO's of anyone you're aware of, as even the ones that mostly fit have a detail or two that break from their normal tendency. However, once Thorn starts to intuit that there were two separate attacks involved, and Skynet starts to feed you the intel on the neighboring buildings, a clearer picture starts to appear.

Completely discarding what happened with the team that breached and took Elden, the rest of this completely fits with the MO of the rigger named Manticore. You recall that rumor has it Manticore follows a Code of Honor when it comes to his contracts, refusing to kill anyone he isn't paid to take out, but he also has something of a stick up his ass about witnesses. If he can't separate his target from an inhabited area, he has been known to use canisters of Neuro-stun to incapacitate everyone in an area that might see him in action. You're willing to bet you'll find traces of the toxin in the neighboring buildings. You hypothesize that the dead bodies were just unlucky, and the rest of the inhabitants were knocked out, regained consciousness, and then fled.

There is also a rumor that Manticore has gotten his hands on some kind of  corp secret weapon that wipes out Matrix devices within a 100 meter radius, as the last few jobs he has performed left a large hole in the Matrix Grid. That would explain the lack of a Matrix presence in the area, and would also likely explain the BTL den full of corpses; Dumpshock can be a hell of a thing.

The second team still makes this very strange, however, as Manticore always works alone. Someone must have paid him a hefty sum for him to break from his MO and participate in an extraction.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-22-15/1637:14>
I'm going to try a security roll to see if I remember much about explosives from my training.
Security + Corp Spec check against explosion (http://orokos.com/roll/258064): 9d6t5 2

Ill try to hold off for a bit to hear back. If I don't, I'll just post assuming I don't know. If 2 hits gets something and I've already posted, I'll let Raven pick it up on the Detective.

Edit: I forgot about the link penalty, but neither the penalty nor cutting off the Corp spec would reduce the hits. (I'm assuming we would cut off the dice from the last one moving back?)

Edit 2: Only a machine would leave no emotional evidence in the Astral plane right? Or would it also be possible for someone trained with masking?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-22-15/1643:30>
You would cut off dice from the end, yes.

And while you're fairly confident an explosion was involved, you can't tell for sure what type. You also agree that the wall doesn't look like it was taken out by an explosion, but you'd have to examine the edges of the wall closer to try and find out what.

That'd be Perception, Assensing, and any knowledge skill you think would be applicable.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-22-15/1703:37>
Leadership test to command the Detectives to stay busy at the scene for 24 hours:

Charisma 4 + Leadership 4 + Higher Rank 3 (At least the detective probably thinks so) - Suspicious 1 [limit 4 + 1 for Armor] (10d6.hits(5)=6) (http://invisiblecastle.com/roller/view/4784482/) 6 5 hits with limit

EDIT: sorry I missed Koshneks post while I was putting together my long IC post.. If we need more time I will edit my IC actions.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-22-15/1720:24>
Sorry it took me so long. I've had a hectic weekend, lol. I'm actually posting from what's my sister in law's birthday crawfish boil as we speak, haha. After the bash, I'll review your post and edit mine as well...

Until then:
Assessensing to view the wall and determine if magic was used.
Assensing the wall damage (http://orokos.com/roll/258076): 19d6t5 4
I took two dice off to account for being distraction.

If that fails, Thorn will drop out of Astral Perception and examine the wall physically.
I took -2 off for distraction, but I have a low-light flashlight, so do I need to take any additional points off?
Using Perception against the wall (http://orokos.com/roll/258077): 12d6t5 6

And finally a SUT to see if I can figure out what happened based on what I gather from looking at the wall:
SUT Knowledge check against the wall (http://orokos.com/roll/258078): 7d6t5 2
Edge to reroll misses (http://orokos.com/roll/258079): 5d6t5 2 (2/3 Edge until further notice)

I think it could be pretty important for us to know how the wall was taken down when we find these guys, so I'll go ahead and sacrifice one of my few points of edge!

Edit: I read your post real quick. Everything looks like it matches up for the most part..think you could move the bit about closing the link to after my post, though? If not I'll edit mine some after the party.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-22-15/1746:42>
@Scawire I would prefer to be given a chance to respond to your questions before you assume I would give information I haven't put out myself.
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-22-15/1801:26>
Sorry about that just get a bit rushed at times, I've edited the post.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-22-15/1802:58>
No problem that post was a gut reaction sorry to come across as an asshat.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-22-15/1805:05>
@Koshnek: You assense the wall and find obvious evidence of magic. Though the astral signature has long since faded, you recognize the work of a Shape Material spell. A magician used magic to remove this wall in an expedient fashion, though why you aren't sure.

When you switch back to normal perception, you notice that the edges of the wall are scorched by the same explosives that burned out the entire room with the two victims. The wall was already torn open when the explosives went off.

You are now both back in a Passive Link and the distraction and buzzing is gone. You are still able to communicate telepathically while Passive, it just takes a Free Action like any other speech.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-23-15/1720:48>
@Not sure how to respond to your post IC post. When did you approach me cause the last part of my ost puts me standing next to the two KE detectives trying to tell them to stay put for a while. Did you want to talk to me in front of them verbally?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-23-15/1836:37>
Hmm. Were you talking to me? We kinda posted at the same time, so I was going to see if you wanted to edit it so that you closed the link down sometime after my post. But I  edited mine to fit better with yours. I think my post came out kind of akward this time, but I think it'll do.

Everything in my most recent post is edited, and I think I'm done with it. I have to take a shower, I have company coming over. I was told I will be working 11 am-7 pm central this week, so I may be able to get my next post up in the early AM before I go to bed. (Ill probably go to bed between 3-4 am central, depending on how tired I get between then and now).

My post will detail the collapsing wall. I assume we intend to let the locals handle the surrounding buildings? Between the Detective and Stix, that seems to be the plan. Thorn wouldn't mind being left behind to check out the buildings, but I don't think a firewatch team would ever leave a man hanging like that :p. He's not able to astrally project, either.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-23-15/1919:13>
Sorry  I meant to post at Scawire
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-23-15/1934:28>
May I ask what the wall was made of? Like is it brick, plasteel, concrete? Also, can I tell if the magician deliberately ripped the wall down? Or do I notice that it seems more like they opened a hole in the wall, and then the wall later collapsed from instability?

Going by the picture alone, it seems like the magician probably took the wall down intentionally.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-23-15/2255:07>
May I ask what the wall was made of? Like is it brick, plasteel, concrete? Also, can I tell if the magician deliberately ripped the wall down? Or do I notice that it seems more like they opened a hole in the wall, and then the wall later collapsed from instability?

Going by the picture alone, it seems like the magician probably took the wall down intentionally.

The wall is old brick, nothing fancy like plasteel. It looks like it was deliberately ripped down.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-24-15/0058:46>
Sorry I've been MIA.  Work has been crazy recently and my wife and I have been doing a lot of volunteer work recently on top of that.  I know I've got a responsibility to this commitment as well, and I'll get a post up tomorrow.  I should be able to get back to 1 post a weekday again.
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-24-15/2035:39>
@raven I'd say I don't want to ask anything when the detectives or anyone else not in the team could hear so I'll shadow you until you are out of their ear shot.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-24-15/2054:11>

@Scawire Fair enough I put up a big post so I didn't want to catch you off guard. I've gotten real busy tonight so I'll get something up tomorrow.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-24-15/2132:53>
Did we pinpoint the location of the fire in the room? Or only that it was it was started by an explosive?

Edit: Ignore the edit. Being we were actively linked during the investigation, I went off of the OOC information.

Edit 2: Con roll to hide our bond from Skynet in my text.

Con roll against Skynet (http://orokos.com/roll/258819): 13d6t5 1
Lol, bombed. Oh well, I'm sure he'll find out sooner than later anyhow :p.

Edit 3: Hmm, I just realized this, but we're assuming that the Elf was a mage aren't we? I just went back through some of the IC and OOC, and I don't think Ryo ever actually noted that she was, and I didn't ever specifically assense the Elf.

Edit 4: Hate to make assumptions, but I guess we're left with that now unless stix wants to quickly run back to the building by projecting and check the elf's corpse out.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-24-15/2307:09>
We still have access to KE files and IF they follow directions will spend time scouring the scene. We have some info and a trail with the cameras yet to follow and we have a scene that is secured by KE. If we need to come back we can.

EDIT: I was working on trying to put together a post but got caught up with real life and had to take some of my pain meds. I don't want to post something so in depth as we are right now when I have some heavy meds screwing with my head so I'll have it up first thing tomorrow.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-24-15/2342:29>
Did we pinpoint the location of the fire in the room? Or only that it was it was started by an explosive?

Edit: Ignore the edit. Being we were actively linked during the investigation, I went off of the OOC information.

Edit 2: Con roll to hide our bond from Skynet in my text.

Con roll against Skynet (http://orokos.com/roll/258819): 13d6t5 1
Lol, bombed. Oh well, I'm sure he'll find out sooner than later anyhow :p.

Edit 3: Hmm, I just realized this, but we're assuming that the Elf was a mage aren't we? I just went back through some of the IC and OOC, and I don't think Ryo ever actually noted that she was, and I didn't ever specifically assense the Elf.

Edit 4: Hate to make assumptions, but I guess we're left with that now unless stix wants to quickly run back to the building by projecting and check the elf's corpse out.

Assensing a corpse won't tell you if the person was a mage while alive, since dead things don't have Essence, let alone Magic ratings.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-24-15/2349:04>
Oops. Welllll I'm gunna omit that bit of my post then so that Thorn doesn't seem completely incompetent.

120437Z MAR 76 is 4:37 AM Greenwich (UTC 0) March 12, 2076 right? Which is the time the Facility runs on.

So we are at the scene now at 112136U MAR 76. Which is basically 9:36 pm PST (UTC -8) March 11, 2076, although it would be 5:37 the next morning going by base time. So we've covered roughly an hour's worth of time during this mission?

I took a moment to understand the timestamp so that I would know when we were in the post. Did I do alright?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-25-15/0004:05>
Oops. Welllll I'm gunna omit that bit of my post then so that Thorn doesn't seem completely incompetent.

120437Z MAR 76 is 4:37 AM Greenwich (UTC 0) March 12, 2076 right? Which is the time the Facility runs on.

So we are at the scene now at 112136U MAR 76. Which is basically 9:36 pm PST (UTC -8) March 11, 2076, although it would be 5:37 the next morning going by base time. So we've covered roughly an hour's worth of time during this mission?

I took a moment to understand the timestamp so that I would know when we were in the post. Did I do alright?

Yup, that's the military standard time code. I don't know why they put the day first and then the time, but that's how it is. Explaining how to read the time stamp was one of my first OoC posts.

It's been a little over an hour, probably close to 1 hour and 30 minutes now that you've completed your investigation.

As for the time stamp, its in military time format.
120437Z MAR 76
DayHourTimeZone Month Year
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-25-15/1123:50>
With the new information about magic being used. Does that affect who Detective thinks is likely to have done the job?

Intuition 4 + Shadow Community 1 + Mneumonic Enhancer 3 + Analytical Mind 2 = 10d6 [Limit 8] (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4786665/)
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-25-15/1654:17>
With the new information about magic being used. Does that affect who Detective thinks is likely to have done the job?

Intuition 4 + Shadow Community 1 + Mneumonic Enhancer 3 + Analytical Mind 2 = 10d6 [Limit 8] (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4786665/)

The use of Magic muddles things a bit, as Manticore has never been known to use it, and as he works alone, he isn't known to work with any mages. If Thorn's two team theory is correct, the Mage would be part of the second team.

So either its two teams, and someone managed to convince Manticore to not work alone on this one, or someone is trying to frame Manticore, and doing a really lousy job of it from how severely they're messing up his MO.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-25-15/1725:53>
One more quick question and I will put up a post.

What corpses showed signs of cyber? Especially focusing on the two burned in the fire.

Logic 8 + Cybertechnology 4 = 12d6[Limit 8] (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4787078/)
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-25-15/1835:15>
One more quick question and I will put up a post.

What corpses showed signs of cyber? Especially focusing on the two burned in the fire.

Logic 8 + Cybertechnology 4 = 12d6[Limit 8] (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4787078/)

Neither of the bodies in the fire look cybered. The troll and the ork look like they have signs of cyber, but you'd have to autopsy them to know what specifically.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-25-15/1930:24>
Would it be reasonable/SOP for Waffe to contact someone back at Cygnus to have some labwork done, or would they do it locally?  If locally, Waffe can reach out to his KE contact and try to leverage that for a lab report, it'll also give him a chance to "explain" the call from earlier.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-25-15/2250:14>
Would it be reasonable/SOP for Waffe to contact someone back at Cygnus to have some labwork done, or would they do it locally?  If locally, Waffe can reach out to his KE contact and try to leverage that for a lab report, it'll also give him a chance to "explain" the call from earlier.

I would assume locally, as its not really feasible to ship a dna sample back to Cygnus expediently. Better to use local KE resources.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-26-15/1555:23>
Guess it's time for Waffe to set up a meet with Ralph.  Any objections?
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-26-15/1724:51>
Other than Scawire trying to get info on Manticore, I think you're pretty much done here.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-26-15/2043:00>
Hey, Ryo, I just had a thought, and I was wondering how you wanted to handle it.

I double checked both my PDF and my OOC post of Thorn's character sheet, and I don't believe he's taking meds for his ADHD. Most ADHD medicine are actually stimulants, so could I role play him as being more calm and collected when on cram? He's still mildly addicted to cram of course and will eventually have to roll for it.

I could even say he's self medicating if you're ok with the idea I had. I think that this fits Thorn pretty well by not wanting to be hooked into going to the man every month to get his meds. I thought that'd be a fun (and accurate) direction to go, but I wanted to see how you felt about it. If you don't like it, then I'll just go with how the book lists it. (Thorn wouldn't get a bonus to his Illness roll from the cram because while it helps its obviously not the correct medicine or right dose that he actually needs)

Jazz would definitely make him jittery and jumpy, but I think maybe not quite to the degree its described in the book. Kamikaze wouldn't change at all.
Title: Re: [5e OOC] Kindred Bond
Post by: Scawire on <02-27-15/1738:55>
Thank you ever one for the great game but work has picked up to a level that I will be unable to continue my two games on this site. Sorry if this causes any problems in the game.

I'd like to wish you all loads of fun in your travels in this stellar game Shadowrun.

I'd also like to make a request of the GM. My character Stix would love it if he could be a contact for free to the group, maybe a random lvl 2 or 3 for the team from base and a starting lvl 1 for our new 'trix wiz. Also could you please let the group have the option to call in my contact Zack "the hack" through me if needed on this rescue mission, as away to help out these four fine runners.

Thank you all again.......

........ Adventure aways and hopeful fun will be a reward in all your hearts.


SCAWIRE...... Knighted
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-27-15/1749:19>
Trust me understanding real life takes precedence. I have to say I have enjoyed playing with you and look forward to when you get a chance to come back to play more games together.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-27-15/1846:30>
Thanks for your time Scawire!  Totally understand when RL gets in the way.  Also thanks for letting us know.  Best of luck to you, it was a pleasure.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-27-15/1907:31>
Sorry to see you go.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-27-15/1927:24>
I hope that work is picking up in a good way (more opportunity/income/profit) and not just more work heaped on you for the same pay.


It was good playing with you and I hope you get the opportunity to stop back by again someday.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <02-28-15/0011:11>
Adios, Scawire.

Since Scawire is stepping out that means we're done with this scene. Shortly I will post in the IC with the detective's reactions to finish up this scene.

What is your plan from here?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <02-28-15/0017:57>
Currently I am thinking of using Detectives high connection fixer to set up a face to face chat with Manticore. If the rigger is being setup then he may have some info on who. Or who piad him enough to change teh way he works. We may even find out why Eldan would be so valuable in that case. No violence planned for that, yet, Just a friendly chat.

I'm also thinking that if that doesn't pan out then we watch the reports generated by KE and get that blood analysed. KE may already have their own sample and can give us some more info. We also need to track the camera footage. Maybe we can get a face to place with the crew for identification.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <02-28-15/0344:00>
Stix was digging through the footage from the street cams looking for the getaway van. Do you want to give us the results of that or say that he handed off the footage to Skynet and have him dig through it (I can task my Agent or a sprite to do it)?


But yeah, I think our next steps could be talking to the local gang leader while the Detective tries to chat up Manticore (though he shouldn't go to that meet alone). Though all things considered, they aren't likely to know much since they were caught off guard as evidenced by the state of the BTL den. But they might have their own surveillance that might have seen something suspicious that only makes sense in hindsight.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <02-28-15/0445:53>
Waffle can talk to his KE contact about analyzing the blood.  Gonna get sticky with jurisdiction stuff, but they've a long history. So hopefully that'll help.
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <02-28-15/1831:14>
I think Thorn is probably the most face-y, so he should probably meet up with Manticore if we get that meet together. I think he'd be down for meeting the guy behind taking out Elden's team too.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-01-15/0217:47>
Do we want to split up then and cover as many angles as possible.

1. Street Cams
2. Setup the meet with Manticore
3. Analyze Blood sample 
4. Monitor KE's investigation into the extraction

For the Detective, he could get in touch with his contact and arrange a meet with Manticore & Thorn. Then he could tag along for extra security.

If I can make a suggestion Gunter and SKynet could then get the blood analyzed, have a sprite track the camera feeds for our target van, and monitor KE's investigation and KE's own results.

That is just an option guys feel free to offer alternatives.

BTW Detective has a Americar tricked out in a discreet rigger style, so if we split each team would have wheels.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <03-01-15/1932:38>
Alright, so Stix exits stage left. On to the next step.

1: Stix was not able to find a roadmaster on any of the cameras. He did, however, find a blank spot in the camera feed to the north, about 20 minutes after Elden was grabbed. He suspected that the camera was hacked and disabled by someone.

2: Feel free to post IC calling your respective Contacts and making your plans for the next step.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-01-15/2259:27>
I'd like to wait for some of the others t opost their opinions OOC of what I had planned changing the part that was checking the cams to Malevolence's to question the local gangers. Since Detective seems to  have taken a leadership role for the team doesn't mean I as a player want to start issuing orders or requests of other characters IC without talking to the players OOC.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <03-01-15/2352:02>
Skynet doesn't have a KE contact, so getting the blood sample checked would be down to Gunter I guess. I think that the blood is probably better used for magic tracking, in which case time is paramount as the longer we wait the farther they get and the farther they get, the more difficult it is to locate them using magic. And I'm pretty sure that as professional as these guys were, the blood sample would not lead to any usable info from the SIN databases. We might find that the DNA is on file and linked to other crimes, but that'll probably be all that comes back. It almost certainly won't lead to a SIN or ID. However, if we have enough blood to do both things, then it can't hurt, but if we only have enough blood for one or the other I think that magical searching will provide the better results.


Of course, I also don't think anyone has the rituals needed, so we'll need to call upon a contact. My only magical contact is in the California Free State and so can't help here.


Moving forward, I'd like to scan the street camera footage prior to the abduction on the off chance that they didn't wipe that information. Do we have that footage (the previous hour), or am I going to have to get that?


I will assume that if I am asked to do something by a superior officer, that it is sanctioned. So if I need to hack the KE servers to keep tabs on the investigation, etc., it won't be a problem. Again, if someone has contacts that you can use to get that info, then that works as well.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <03-02-15/0029:58>
@Ravensoracle: I'm fine with your suggestions.  Pretty much what I was looking to do anyway :)

@All: I'll get my message to Ralph finalized tomorrow.  It changes a lot if we decide not to send the sample to him.  I'm fine either way, but Mal makes a good point about the likelyhood of KE having any useful information on this DNA is slim.  That said, if they do have any SINs, criminal or otherwise, than this'll be a good lead.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-02-15/0032:53>
Skynet still has the KE detective's comm codes. He could send a message to collect the blood and identify it STAT. That would leave us with a blood to to use for magical tracking. Anyone have a magical contact in Seattle or I can arrange to get connected with a mage capable of doing so.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <03-02-15/0038:36>
I've just got a high ranking KE contact in Seattle that I'm excellent friends with (loyalty 6).  Probably fairly easy for me to get him to run the lab work on the blood, but I don't know about having a KE mage run a ritual on it, especially on short notice with little to no explanation.  He doesn't know I'm cygnus, so I can't pull that card... though someone else might be able to.  Dunno how much Ellis would like us making a big noise like that.  These two detectives are already going to know we were here, we should probably tell them to keep their mouths shut about it.  IIRC this was supposed to be "quiet."
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-02-15/0041:59>
Ellis could have given us KE armor. He was the one to give us stuff marked with that particular logo. If he didn't want us to use it, He shouldn't have given it to us. ;)
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <03-02-15/0045:57>
Ellis could have given us KE armor. He was the one to give us stuff marked with that particular logo. If he didn't want us to use it, He shouldn't have given it to us. ;)

He did tell you to make sure you changed armor after investigating, though.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-02-15/0047:06>
Damn it! You weren't suppose to remember that part. LOL
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <03-02-15/2347:50>
I have a Talismonger contact in Seattle. He's C/L 3/2, but he might be able to get us in touch with a quiet individual with the necessary skills. Thorn would be totally OK with attempting to go this route, but that may not be the case for Ellis (or the detective for that matter).

Edit: I could ask Samson. He's 5/2, and he's a fixer. He's into procurement more than anything, but he probably knows some people from when (Thorn suspects) he ran the shadows himself. I also like this, because it brings Samson back into the picture. Thorn likes Samson. Likes, not trusts. Thorn's not stupid, and Samson is a Fixer.
 
Edit 2: Did you have someone who could set up the meet with Manticore, Raven? Samson isn't big into organizing runs. He's the guy who know's a guy because Samson get's things, often illegal things, moved, and sometimes you need to know the right guy to acquire something and know a different guy to get that something where it needs to be. It could be he either knows Manticore or the guy who does know him. I imagine this kind of auxiliary meet up would be costly, though.

Should I expect to hear anything back from Samson from when I originally contacted him, Ryo? Also, how did you feel about my RP for Cram?

Edit 3: How legal are drugs? I know the book says that they're readily available whereve you go. Are they basically legal now? I double checked the book, and most drugs are F or R. So for "R"estricted drugs, I'm assuming if you're standard law enforcement/spec ops/military/etc, you can obtain Cram/Jazz legally? If you have a medical scrip, you would you be able to obtain the others legally? I assume the other "F"orbidden drugs are straight up illegal?
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-03-15/1806:54>
Yeah I have a fixer that could probably set up the meet. Jax is a Fixer that I have at 8 Conn, 4 Loyalty. I could probably ask him for a meeting with with Manticore and to find a mage to track the blood if necessary. Just not sure of the cost associated with doing both.

EDIT: I'll have a post up tonight. I had one of my dogs get into it with a coyote and the dog got the worst of it so I have been dealing with that this last couple of days. But the dog is doing much better now.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <03-03-15/1839:11>
Glad to hear the dog is okay.  Be safe out there.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <03-04-15/1521:56>
Feels to me like Waffe is singularly ill-equiped to be of any use during this part of the mission.  He's a smart guy and can do some teamwork tests to help work out any puzzles folks would like to use him for.  But it seems like even his contact isn't going to be that useful in this situation.  If no one needs him, might be best for him to go try and smooth some feathers with Ralph over a late night beer or something?
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <03-04-15/1712:51>
If Skynet and Waffe aren't too comfortable with meetin up with the ganger, I could do it and leave manticore for the Detective. I can try to convince him to kick it up to active during the meet only, so that I can be aware of whats going on and maybe help him with the smooth talking. That would leave me free to go check out the gangers, and Waffe could bring a laser for moral support?

Edit: So is that the plan? Detective sets up a meet with manticore through his contact, I can check back with Samson for soemone who can use blood to magically track someone, Thorn invites Waffe and or Skynet to back him up with the gangers while the detective meets Manticore?
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <03-04-15/1753:57>
Oh, I missed the part about dealing with gangers.  Waffe would be happy to go and do that.  Not much of a talker, but good to have as backup in case things go south.

That plan works for me.  Someone get that going IC and Waffe will follow up with it.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-04-15/1837:27>
I mentioned the talking to the gang to see if they could describe the extraction team or just give more information. I tried to leave the issue open for the other characters to step in with whatever part of the operation they wanted to take.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <03-04-15/2021:49>
I'm fine going anywhere, but we'll likely need some face-iness wherever we go. I'm mostly a backup role, so I'm not keen to walk in to danger, but I can function outside a van. I'd prefer dealing with the gangers as I don't have a counter for Manticore's Matrix-free zone trick yet, and that would effectively shut me down. I have 5 dice in negotiate, and no intimidate (defaulting to 3 dice), so unless the goal is to question their corpses, I'm not a good choice to take lead there.
Title: Re: [5e OOC] Kindred Bond
Post by: Ryo on <03-06-15/1620:41>
@Koshnek: Samson has not yet replied about finding anything, no. Your RP for Cram works fine. Legal drugs are things you can get over the counter, R drugs would require a prescription, and F drugs are just straight illegal.

@Raven: I'm not sure what you mean by Jax not call you directly. You gave him a commcode, said you'd hear from him soon, but then said he wouldn't call you directly, so I'm a little confused.

@Everyone: Is anybody else going to make a move, or is the plan to wait and see what Jax has to say?
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <03-06-15/1721:03>
I'll go with Thorne to meet the gangers. He's probably the best Face we've got. With the link open, he can sort of be in two places at once and help the Detective with his meetup with Manticore. Or if Detective wants to meet the gangers, I can accompany him. Basically, Skynet is visiting the gangers, but would prefer a Face - either Thorne directly or through the link with Detective. Of course, as a potential last resort, I can get the commcode of the gang leader for Thorne and he could barter over that while my drones provide the muscle.


Maybe we need to do both things as a team, though Manticore still concerns me.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <03-06-15/1728:28>
Waffe is ready to move on to whatever the team decides.  His role is very support/watch.  So I thought that he'd go to the gangers as it seems like the Detective didn't really want company.  But if Skynet is going with Thorne, then Waffe can go with the Detective.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-06-15/1852:49>
I have no problem with however we split up. I just wrote up Jaz the connection 8 fixer as someone that you wanted to be professional around, plus the suit gives me social bonuses. I'm rolling 6-8 dice with social skills so if I can get the bonus from Thorn through the link I should be okay with the meeting. Waffe is more than welcome. I was thinking he would want a chance to checkout the Matrix weapon Manticore is suppose to have anyway,

Edit: Sorry If that was confusing. I meant that one didn't just contact someone of Jax's importance directly. He has people for that. I left the message in the dead drop cause with me being gone for so long because of the accident, Jax had probably changed commcodes by then. I had definitely changed my commcode so I couldn't just call him up. I was waiting for him to get back to me in some way. Mainly I was just trying to rp the importance of such a high level contact.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <03-06-15/2034:59>
Waffe is more than welcome. I was thinking he would want a chance to checkout the Matrix weapon Manticore is suppose to have anyway,
This is a good point. I'd like to perform a matrix search to find out more information about this - the rumor is it was a prototype, so it must show up associated with some corp and thus have a trail that can be followed to find more info on it.
Matrix Search
Running the following: Encryption (+1 FW), Toolbox (+1 DP), Wrapper, Signal Scrub (2 noise reduction), and Browse (Cuts search time in half)
Use Performance Upgrade to add 3 to my DP: FW 6 (7), DP 9 (10)
Encoding 9 + Logic 6 + VR 2 - Noise 2 + Signal Scrub 2 = 17 [Limit 10]
Matrix Perception (http://orokos.com/roll/261822): 17d6t5 7
I'll put Performance Upgrade back into FW for FW 9 (10), DP 6 (7) and swap Browse for Armor (+2 to Matrix damage resist)
I rolled one too many dice (Should be Intuition, not Logic). I also suspect there is a -2 dice pool modifier due to the data being obscure and possibly another -2 for being on another grid, which brings my hit down to either 5 or 4.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <03-07-15/1355:34>
Quick change if I could. I'd like to spin up my agent to provide a teamwork bonus, so I'll be firing up VM and adding my agent to the list of running programs while searching.
Agent R5 * 2 + Hotsim = 12
Agent Matrix Search Teamwork (http://orokos.com/roll/261919): 12d6t5 4
Teamwork extra dice for Matrix Search (http://orokos.com/roll/261920): 4d6t5 1
So new total (before subtracting dice from modifiers) is 8 on 20 dice.
Title: Re: [5e OOC] Kindred Bond
Post by: Zweiblumen on <03-13-15/1432:51>
I think Waffe is pretty much ready to go when/where ever the team decides.
Title: Re: [5e OOC] Kindred Bond
Post by: Malevolence on <03-13-15/2047:18>
Quote from: Ryo
To comb through the video feed, roll Computer + Intuition [Data Processing] (6, 30 minutes) Extended Test, with a -4 penalty, since the only info you have is 'something like a roadmaster.' If you wait until after the investigation, you might find more evidence to go on that will give you better odds on that search.
I'm going to compile a Machine Sprite again. A Data Sprite might be better suited to the task by the fluff, but the only advantage it has over any other sprite is a DP of L+4, but the Machine Sprite has L+3, and really it's unlikely to roll L hits, so it's pretty much moot.
Compile Machine Sprite [Level 6]
Tasking SG 6 + Resonance 6 = 12
Compile Machine Sprite (http://orokos.com/roll/263679): 12d6t5 1
This is going to suck


Machine Sprite Resist [Level = 6]
Machine Sprite Resist (http://orokos.com/roll/263680): 6d6t5 0
It's a Miracle!


Resist minimum of 2 DV
Resonance 6 + Willpower 6 = 12
Resist Fade (http://orokos.com/roll/263681): 12d6t5 7
THERE'S my hits...


one service, so I'll have him assist me on the search through the video footage prior to the hit:
Sprite Assist:
Intuition 6 + Computer 6 = 12
Sprite Assist Video Search (http://orokos.com/roll/263683): 12d6t5 3
2 more dice for Hotsim:
Extra dice for Hotsim (http://orokos.com/roll/263684): 2d6t5 1


Agent Assist:
Intuition 5 + Computer 5 + HotSim 2 = 12
Agent Video Search Teamwork (http://orokos.com/roll/263685): 12d6t5 5


Video Search:
Operating SG 9 + Intuition 6 + Hotsim 2 + Agent 5 + Sprite 4 = 26 [Limit 12]
Video Search (http://orokos.com/roll/263688): 26d6t5 6
Wow, that's piss poor, but it gets it done in a half hour, unless you assess the -4 penalty:
4 dice penalty (http://orokos.com/roll/263689): 4d6t5 3
Seriously? Ugh, second half hour:
Video Search (http://orokos.com/roll/263690): 21d6t5 6
Already including the -4 penalty and the -1 for the second interval.
So, we have the results in an hour. Or less if I can apply the bonus hits to cutting the time.


I'll summon another machine sprite to assist with the search for information on the Matrix device Manticore uses:

Compile Machine Sprite [Level 6]
Tasking SG 6 + Resonance 6 = 12
Compile Machine Sprite (http://orokos.com/roll/263691): 12d6t5 5
Finally a good roll on Compiling. Maybe I'll get more than one service this time.

Machine Sprite Resist [Level = 6]
Machine Sprite Resist (http://orokos.com/roll/263692): 6d6t5 3
Nooooooo!


Resist Fade [3 Hits x 2 = 6]
Resonance 6 + Willpower 6 = 12
Resist Fade (http://orokos.com/roll/263693): 12d6t5 7
Wow! I thought for sure I was taking some Fade damage.

Okay, he owes me two services. The first is to assist for the Matrix Search:

Sprite Assist:
Intuition 6 + Computer 6 + Hotsim 2 = 14
Sprite Matrix Search Teamwork (http://orokos.com/roll/263694): 14d6t5 6

Extra dice for Matrix Search:
Extra dice (http://orokos.com/roll/263695): 6d6t5 1
Ugh. So, 9 hits on 26 dice [Limit of 12]. Roll whatever you need to subtract for Obscurity and being on another grid (though I could possibly hop grids if needed).
Title: Re: [5e OOC] Kindred Bond
Post by: Koshnek on <03-14-15/2159:24>
Im still checking up on this. Looks like we've slowed down a bit recently, but I'm still here. Thorn will go check up with the gang with anyone that wants to come while the Detective gets the meet set up with Manticore.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-14-15/2258:11>
I was waiting for the reply from the fixer to set up the meet.
Title: Re: [5e OOC] Kindred Bond
Post by: Ravensoracle on <03-17-15/1949:46>
Any one seen Ryo or know what happened?