Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Sentinemodo on <01-14-11/1615:22>

Title: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-14-11/1615:22>
This is the OOC topic for SRM02-01 game.

SPOILER WARNING: this game is played using the official Missions 02 - 01 Parliament of Thieves scenario. If you wish to ever play it do not read any further.

if you want to do anything before arriving to Denim (last minute shopping) you can do that now.
Chrona, whatever you did to your Technomancer she has slept of her damage, and is at full health.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-14-11/1619:11>
Oh, and by the way. You might want to know that since city of Denver is much divided between factions, there are some serious troubles travelling through different zones/sectors. if you have some illegal equipment that is difficult to conceal consider leaving it home.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-14-11/1645:49>
Is there a dice roller on here, or elsewhere you wish us to use?

Dang, I forgot to send you a background, but in short....Mata Tabi is a Nishidon clan orphan, that escaped the brunt off the attack and managed to not get killed after politely refusing to join the other Yakuza gumi's in Seattle (sometimes being a 'face' is its own rewards lol). Mata used his former clans ties to the small Naito clan in Denver to start over, albeit still as an orphan. It is through this that the Naito prefer at the moment as they have a reliable source that isnt directly tied to them.


also, saw I didnt send powers list duh! I'll get that to you as well.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-14-11/1659:00>
we'll be using http://invisiblecastle.com/

compile the card and send it as a whole
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-14-11/1842:15>
Heh. I'm playing a teenager with issues (not really angsty, but still). And he's a total rookie, so I'll sometimes make mistakes on purpose. I hope you won't whack my character on the head too often. A mage, to be specific, who was a part of a corporate combat mage breeding project.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-14-11/1859:20>
Human merc, still developing his powers as a technomancer
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-14-11/1904:05>
I don't know why this hasn't posted :/
Chrona please make a quick roll on Fake SIN rating + Charisma + Etiquette (1)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-14-11/1910:00>
SIN (4)+Charisma (3)+Etiquette (1) (8d6.hits(5)=7) (http://invisiblecastle.com/roller/view/2840704/)

Holy.... wow. Still willing to spoof a scanner for the F rated explosive bolts if i must.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-14-11/1912:59>
Do I read it correctly as critical success?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-14-11/1914:35>
Yes. You stated it's a one hit threshold.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-14-11/2255:39>
Heading to bed, moving back to University tommorrow, I'll reply once settled in.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-14-11/2303:26>
I'd be in passive mode since I didnt specify hidden, no stealth program and firewall is 3
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-14-11/2320:52>
Roll firewall then, it could beat my 2 hits
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/0339:48>
What info is on your public AR profiles?
The law here forbids going around with hiddden.

I assume it is something you'd put on your generaly accessible facebook profile.
Most of the people around post it's empty but it is very common to see corporate affiliations for example.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/0354:05>
Quote from: Sentinemodo
...
runs a scan.

(OOC:
...
If in Active or Passive Cursor takes a good look, Matrix Perception: Computer(3)+Analyze(2)+Technomancer(2 (7d6.hits(5)=2) Versus Mata Tabi's Hacking + Stealth if             applicable. Otherwise, I believe it defaults to Firewall+Stealth for his commlink. Correct me if I'm wrong.)

You need to clarify a bit, you can readily see what will be on his public profile. To see more you need to subscribe to his commlink on priviliges higher than public that is user, security or admin.  
The success on matrix perceptions yield you only information on the firewall rating of the commlink (which is rating 3)
if it is a hacking attempt to to his commlink than it's Hacking + Exploit (target’s Firewall (+3 if you want security, +6 if you want admin), Complex Action) Extended Test.
and if so each attempt may be spotted with Firewall + Analyze (your Stealth, Complex Action) Extended Test
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-15-11/0742:34>
I assume it is something you'd put on your generally accessible facebook profile.
It's probably more than that. As for Stryker, it's "Griffin McManus, Independent Magical Consultant'. He's operating in active mode, knowing that his employer will know whom to look for. Obviously, his fake SIN is an adult one, and the license he's got is for the Colt Manhunter only. He took some time to re-paint the SnS and EX-Ex ammo to look like regular ones, just in case. He's posing as an Awakened non-spellcaster, with Astral Perception only, which probably doesn't need any license.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/0817:53>
That's certainly depending in who you ask. Not everyone is willing to broadcast his name and SIN even the fake one.
Still you might want to know that within pueblo borders it is illegal to carry weapon larger then personal defense ie. Up to and inluding light pistol. I'm not sure if Manhunter fits in and if not it'd be difficult to explain how you got the license for it.
Last point. Awakened of every kind and scale is licensed. But in this case its perfectly legal.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-15-11/0840:48>
Well, I'm an Independent Magical Consultant. That can get me in trouble with full-awakened, and i carry the gun for self-defense, as it's stated in the License. Usually magical threats are hard to stop with even a heavy pistol, so it's plausible and reasonable. Also, broadcasting his data openly means he can get legal, semi-legal, or entirely illegal work any time, if someone notices it, or looks for someone to help with Awakened matters.
As for his Awakened status, for now he worked in the Barrens - he got the SIN and License recently, and he didn't really know where he was going, so he's not fully prepared. A nosy mage can look at his aura and notice it's stronger than it should be for an 'Peeping Tom' adept. And the spell he's sporting at the moment would give him away instantly. He just didn't think of it yet. :P
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/0852:48>
Just in case I wasn't clear. You carry a fun that is illegal here and you publicly broadcast yo have a license for illegal weapon. Either you have greater cohonnes than average bear or your daddy is important. Its a bluff cause you have a FAKE sin and FAKE license. Just hope nobody tries to check that bluff.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-15-11/0854:48>
No, i don't broadcast the license. That would be stupid. I just broadcast my fake SIN data, the license is attached to my SIN, but most people can't find it, because that needs either special privileges (security and police forces scanning), or hacking.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1117:34>
My commlink runs my fake-SIN Henry Gandric and Merc license, Living Persona is in hidden to avoid persecution.

Also my bad, i've re-read the Matrix perception test stuff, Igot 2 hits so i get 2 choices from

Quote
• Access ID of a user or independent agent
• Alert status of node
• Edit date of a file
• Function of a control icon
• Hidden access to another node
• Matrix damage taken by icon
• Presence of a data bomb
• Programs run by persona or agent
• Rating of one Matrix attribute
• Type (file, user, agent, program type, etc.)
• Whether a file or node is encrypted
• Whether a Trace is running
Anniversary, page 228

So I'll ask for his access ID and System rating
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1122:22>
Semtinemodo, answered your PM's, but let me know if you need page numbers or explainations and such. None of my gear is ground breaking with the exception of the empathy software which adds its rating to social tests...which is why I also got the micro camera all jazzed up. The thermo on the camera also adds to the lie detection software (+2 bonus to the rating).

You might also notice that he is a capable, although not deadly hand to hand fighter built upon reacting to a bad situation (ala counter strike) if it arises.

And, how does one link the invisible castle rolls to the thread. I'm old and new to play by post...'damn thinky box confounds the hell outta me' lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1124:20>
system 3...Novatech Navi, if you were referring to mine....access Id, well thats just an alpha numeric string correct?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1134:13>
paste the BBcode into the thread.

Yeah its just code but with it i can use spoof =P
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1144:37>
http://invisiblecastle.com/roller/view/2841373/

this is my roll...and a test to see if I can follow instructions
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1146:00>
mmmmm nope lol but 2 sucesses on firewall.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1155:46>
Dont worry, the matrix perception isnt an opposed test
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1159:07>
Boer. You have briliant opportunity to roleplay your prejudice and first impression ;) given the BP values I'd sAy that prejudice wins.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1201:42>
on whom? and I need to make composure rolls...i'm a closet humanis lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1203:36>
On the closer inspection it seems its not a bartender its the Bartenderess
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1208:49>
well, if she doesnt answer me it'll happen regardless, but I'm looking up composure rolls and will post my rolls.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1209:59>
Actually yeah whats everyone's Metatype? I'm Human but a technomancer
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1215:05>
BBCode1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=1 (http://invisiblecastle.com/roller/view/2841386/)

Got two hits, but also two 1's out of 8 dice, dont believe I glitched so I guess I keep my chauvanism in check....for now

I'm Human and Japanese, so pretty much ill disposed towards metas and women
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1220:23>
Composure tests a target 3 Boer =X
and next time you can type 8d6.hits(5)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1224:52>
only need 1 hit by the prejudice chart in Runners Companion page 108

and waiting on bartender'ess before I go further (but, i'm pretty sure Sent is waiting on late join to game), but i might come back to her after an intro.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1227:15>
Ah no problem then
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1323:18>
<...>
So I'll ask for his access ID and System rating

Not on my watch Chrona :/
Quote
Au thorization and Au thentication
In order to allow you access to anything beyond a public account, the
node must be given three things. The first is your access ID, which
is automatically given when you log on. Second, the node must have
your access ID associated with an access level/account privileges (for
example, your soycaf dispenser will have your access ID on a list that
shows that you have an admin account on its node); this is called authorization.
Third, you must have some way of proving you are the
person who has the authorization in question; this is authentication

p. 225

It is the same way as in modern web. You go to a page (node) and you see what is published. You don't automaticaly gain ability to see who is logged, whats are their access id (logins), is tracing or anything if it is not publicly publishing it.
You need to authenticate as an user/security/admin.
If you authenthicate as a owner (Boer in this example), using his accessId and password you'll be granted his rights, if he is smart enough he will have other more secure account for admin access. (most people don't, two passwords are more to rememeber than one, and people are lazy)

So, until you hack yourself in as user/security or admin you matrix perception allow you to see standard cube within Pueblo Matrix area traingulated to position in denim club that happens to be commlink of certain human. and you can judge it is firewall rating 3 based on your experience, (matrix perception), default sculpture, had you critted, you might have guess with close to certainity that this kind of firewall sculpture is usually built upon NovaTech Navi OS. It could have been Iris Orb as well as they form 90% of the OSes at this rating.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1327:41>
And one more thing - until they actively log into Matrix, and move their icons out of their commlink nodes, I don't think (and lets make it as rule until changed) you can perceive their access.id.
 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1333:57>
Theres a problem there. You can spoof without hacking an account, just need the access Id, which it says you can get from matrix perception.
Your rules forbid spoofing.

Quote
Before you can spoof, you must have an access ID from which the
target accepts commands. This can be done by finding an authorized
user in the Matrix and making a Matrix Perception test on her icon to
get her access ID.
Anniversay page 236

If in active or passive I can see your icon. As it's your presence in AR, not a node. Nodes I need to hack, spoofing is different.

Quote
If you wish to specifically examine an ARO, users, programs, IC,
nodes, files, etc., take a Simple Action to Analyze Icon/Node (p. 229).
Make a Matrix Perception test using your Computer + Analyze program
(rather than Perception + Intuition). Your hits determine how
successful the examination is. For each hit scored, you can ask for one
piece of information about the object—this could be type, rating, alert
status, or any other pertinent information; a list of possible details you
could gather from a Matrix Perception test can be found in the Matrix
Perception Data sidebar.
Anniversary page 228

Aslong as he isn't running stealth

I posted the table before but here it is again.

Quote
This is a list of possible pieces of information you can ask about icons and
nodes when you use Matrix Perception. It is a representative list, but not an
exhaustive one.
Access ID of a user or independent agent
• Alert status of node
• Edit date of a file
• Function of a control icon
• Hidden access to another node
• Matrix damage taken by icon
• Presence of a data bomb
• Programs run by persona or agent
Rating of one Matrix attribute
• Type (file, user, agent, program type, etc.)
• Whether a file or node is encrypted
• Whether a Trace is running
Anniversary page 228
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1335:24>
If theyre in active or passive they -are- logged on to be showing their sin etc
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1341:07>
Okay I'm not sure anymore after reading

Quote
Spoofing
When hacking is too slow, or you only need to send a single command to a
device, then spoofing is your weapon of choice. Spoofing a node or device
sends a forged command, ostensibly from an authorized user, to the target.
The target of a spoof attempt must either have a Pilot rating or be
a peripheral device. Most often you will spoof a drone or an agent, but
you may also use spoof to do things like unlock doors, get free cab rides,
and make the McHugh’s autocooker prepare your soyburger exactly
the way you like it.

I hate Matrix rules.



I can still get the attribute info though atleast
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1349:53>
It is the node (commlink) that is on active/passive/hidden. The icon is the user WITHIN the node. When you're outside, you see nothing.
If you can read their SIN, it is because they made the node (commlink) to broadcast it.

If they venture out form their commlink by subscribing to other node such as Denim club node, or Denver master node you can see their icons. Mainly becuase those nodes are set to publish all visiting icons to simplify interaction on both R/AR/VR level.

or at least that is how this will work this game, until I'll convince myself other way. It does not limit you really anyway. You should have no problems hacking simple commlinks.
 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1352:23>
Okay I'll leave it for now., I can get theier attributes though
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1418:12>
Just for the kicks lets try hacking one of the commlinks on user level so you could see other icons.
that would require Hacking + Exploit (3, Complex Action) ET
the Boer commlink system will roll (Firewall 3 + Analyze 5) (4 - your stealth, Complex Action) ET

it is completely OOC just to test the numbers
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1421:30>
i'm pretty sure Sent is waiting on late join to game.

correct, but not for long, I'm itching to get thing moving :D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-15-11/1424:50>
Cursor took note mentally of his access ID and System rating then turned his attention on the guy approaching him.
What? I swear thats just a kid.

(OOC: Matrix Perception on Styker:Computer(3)+Analyze(2)+Technomancer(2) (7d6.hits(5)=5) (http://invisiblecastle.com/roller/view/2841382/) )

Right on target.

(OOC: I kindly ask for Styker's System, Firewall, Responce and Signal (unless he's running Stealth, then resist with hacking+stealth) Edited after discussions with Sent.)
You notice he has a plain Novatech Airware Commlink, with an obviously pirated Iris Orb OS. There seems to be a Browse program running in the background, but besides that, nothing else. He's in Active mode, broadcasting his contact data, along with a neat portfolio of qualifications and skills, but none of them is linked to any certificates, or licenses. He doesn't seem to have any social profile info yet, just plain portfolio and personal data.

Let's keep that in the OOC thread, maybe?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1437:19>
I've just tested the rolls, and in two attempt you got in before commlink noticed, in one you set the alarm off. And this is due to the really solid Analyze software on the commlink. Against stryker's you just zip in.


 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1440:37>
Heh ok, I wont attmpt to hack them though... yet
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1449:43>
Chrona, on your Audio perception test.
In that loud environments, unless you're willing to spend the Egde, there is no way for you to hear, what the pin-stripe guy is talking about with bartenderess
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-15-11/1502:25>
Time to return the favor, guys. Besides, Stryker wants to know with whom he will have to work. He takes a moment to look at their auras, just to be sure there isn't something wrong with them.
Cursor: Intuition(5)+Assensing(2)=7 (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2841551/)
Mata Tabi: Intuition(5)+Assensing(2)=7 (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2841552/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1512:56>
The pirated OS made me go over anyway.

• The general state of the subject’s health (healthy, injured, ill, etc.). - He's in good health.
• The subject’s general emotional state or impression
(happy, sad, angry). - Calm.
• Whether the subject is mundane or Awakened. - Mundane
2
• The presence and location of cyberware implants. - Obvious Right Cyberarm.
• If you have seen the subject’s aura before, you may recognize it,
regardless of physical disguises or alterations.
3
• Any astral signatures present on the subject. - none I know of.
4
• The exact Essence of the subject. - Essence 5
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1532:07>
Cursors running on the assumption one of you is a face
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1626:56>
yep.

Rolled Negotiations using software and First Impression for 19 dice, let me know if a do over is necessary due to dice minused.

BBCode1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=1, 1d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2841635/)

11 hits by my count
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1658:37>
Balls in the Johnson's court.

Boer just use 1 roll with 19d6.hits(5) next time
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1659:57>
which line? the last one on invis castle?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-15-11/1724:23>
side note (doesn't matter here) modifiers cannot exceed Atrr+skill your natural top is 18.

What you want from the Johnson, isn't in his interest, he want the job done, and done today, but the budget has been set already. -1 dice
Cursor has already agreed (subvoc) on the terms presented, so you work to get better pay, but the time works against you, the longer you haggle, the less time you'll have to deliver, which create some additional pressure.  -1 dice

Johnson, by the entire atmosphere create an impression of important person, that can be influential in your future endavours. You don't want to sell cheap, but you want to sell. -3 dice (this modifier, will be reduced, if there will be any future negotiations)

You don't really know the background of the situation (how important it is to Johnson) nor the details of capabilities of your team. You have the right skills, but you lack the facts, to back them up. -2 dice.
 
This means -7 dice. (I've taken the first 12 form your rol) -> 7 hits (but you may reroll if you wish)

Johnson on the other hands to be a good negotiator himself, reducing your hits in opposing test by 3
9d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2841647/)

You came up victorius form this discussion, yielding you net increase of 1600 nuyen more (to 13,6k total). This is the total pay regardless if the fourth member come in or not. If he does, a quarter is his share, if he doesnt his share is a premium for increased risk.

Edited: there shouldn't be deduction for non-used software :D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1728:41>
was only using Empathy software, but I'll take the result no matter what.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1731:25>
I agree on the cash but say to ask if he knows about better or faster ways across the borders. we just hit rush hour
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-15-11/1838:38>
Borders are okay on my own, my fake SIN is pretty solid, as well as my ability to talk but not sure I trust the rest of you guy's credentials. Its not like we can come out and say they're rating 4 lol (or whatever).

Also against splitting the small team up as no one here is a powerhouse of combat.

Van is my preferred method so my car doesnt get banged up. I'd hate to see my share of the pay going towards a repair bill. And, I dont have pilot ground craft either, i use an advanced pilot and autosofts....course might be funnier to find this out in game.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-15-11/1845:28>
Cursor is used to running diversions, it's his go-to method xD Also if it hits i can do ~48P damage in one hit
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0333:54>
Also against splitting the small team up as no one here is a powerhouse of combat.

It looks like my beeing-direct-day with that, but parallel teams are acceptable around the table. on pbf where a single action can take few weeks this leads to starving one of the thread to use computer analogy.
To put it bluntly, the person who is split from the package, gets his Karma and is done for the game. They decoy will be used but purely in narrative.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0337:12>
Time to return the favor, guys. Besides, Stryker wants to know with whom he will have to work. He takes a moment to look at their auras, just to be sure there isn't something wrong with them.
Cursor: Intuition(5)+Assensing(2)=7 (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2841551/)
Mata Tabi: Intuition(5)+Assensing(2)=7 (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2841552/)


• The general state of the subject’s health (healthy, injured, ill, etc.). - He's in good health.
• The subject’s general emotional state or impression
(happy, sad, angry). - Calm.
• Whether the subject is mundane or Awakened. - Awakened
2
• The presence and location of cyberware implants. - none (Boer, correct me if I'm wrong but I don't see any on your sheet).
• If you have seen the subject’s aura before, you may recognize it,
regardless of physical disguises or alterations.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0339:00>
which line? the last one on invis castle?

no you just enter "19d6.hits(5)" into the text field
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0343:36>
i can do ~48P damage in one hit

Now I'm officially scared ;).

Would you enlight me on: how??
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0347:43>
Quote
"Can anyone drive? I use the pilot and a manuever autosoft in the car. Never had the need to learn before, and my vote is coyote. Best we stay off the radar and thats what they do best."

This is 2070 and none of you is actually from the middle of the jungle. All of you can drive (rating 0 + attribute). You'll be having hard time on stree racing, but to drive and park is within the capabilities of any of you.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0350:57>
Decisions:
use of Van 3 out of 4 (who is driving it, and are taking remaining vehicles - car and bike)
using Coyote (at least for the first border) 2 of 4
  the driver gets the final voice ;) but I don't see a conclusion here, yet
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0402:30>
Quote
Eight-Stone squeezed his massive bulk out of the autocab, then reached in to grab his ominious black duffel bag, bulging with barely-contained weaponry. He paused to fiddle with his messy black hair and stunted, granite-gray horns in the reflection of the autocab's windshield. Satisfied, he crpssed the parking lot, he opened the up the door and stepped into Denim.

Stepping inside, Eight-Stone quickly scanned the crowd. His sheer size attracted some looks and double-takes. Some eyes lingered on his duffel bag, others on his armor jacket, almost bursting to contain his barrel-chest and the grenades pinned carefully underneath the flame-retardant exterior jacket. Most eventually returned their attention to their drinks, however.

Good luck on the border ;)

and welcome :D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-16-11/0403:47>
Sorry it took me so long to post. I wasn't sure whether or not I'd been accepted into the thread or not. Now that I sat down and read it, I see my character was mentioned in an early post.
So, I'm playing Eight-Stone, a troll street samurai. His comments in the IC thread are supposed to indicate that he's in favor of taking the van and using Coyote.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-16-11/0405:10>
Hey, it said come dressed for the run! Also, I kind of missed the section on legality on my first read-through of the rulebook. So... yeah. That wasn't really a consideration when I gave my guy a belt of grenades and a giant friggin' combat axe.
So this should be fun.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0408:49>
Oh yes it will :D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-16-11/0614:31>
I say everyone in the van, the face in the drivers seat of the van to talk to patrol, sprite "driving", heres my sprite rolls
compileResonance(5)+Compile(1) (6d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2841770/)
resistRating 4 Sprite's resistance. (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2841772/)
fadeWillpower(5)+Resonance(5) (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2841775/)

R.4 Machine sprite with R. 4 pilot groundcraft autosoft. 8 Dice for it
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-16-11/0819:09>
Okay. I'm back. Just got up - i had to pull an all-nighter, but it was worth it (in terms of payment). I'd say that Stryker just decided to go with the flow, and play the 'silent magician' type.
As for Stryker's active contribution, he scans Mr. Johnson astrally, hoping that mask isn't what he thinks.
Intuition(5)+Assensing(2) (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2842465/)
And after that, he decides that more info would be good, asking his ally to use his superior senses to do the same. Using Assensing takes one service, and the Guardian Spirit (F4 by deafult) rolls 8 dice. Guardian Spirit: Intuition(4)+Assensing(4) (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2842469/)

P.S. As for the colors I'm using: Blue for speech, Teal for subvoc/texting, and Green for thoughts/mental link.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0842:44>
Okay. I'm back. Just got up - i had to pull an all-nighter, but it was worth it (in terms of payment). I'd say that Stryker just decided to go with the flow, and play the 'silent magician' type.
As for Stryker's active contribution, he scans Mr. Johnson astrally, hoping that mask isn't what he thinks.
Intuition(5)+Assensing(2) (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2842465/)
And after that, he decides that more info would be good, asking his ally to use his superior senses to do the same. Using Assensing takes one service, and the Guardian Spirit (F4 by deafult) rolls 8 dice. Guardian Spirit: Intuition(4)+Assensing(4) (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2842469/)

P.S. As for the colors I'm using: Blue for speech, Teal for subvoc/texting, and Green for thoughts/mental link.

You both assessense the same.

• The general state of the subject’s health (healthy, injured, ill, etc.). - He's in good health.
• The subject’s general emotional state or impression
(happy, sad, angry). - Calm.
• Whether the subject is mundane or Awakened. - Awakened
2
• The presence and location of cyberware implants. - none.
• If you have seen the subject’s aura before, you may recognize it,
regardless of physical disguises or alterations.
• The class of a magical subject (fire elemental, manipulation spell,
power focus, and so on). - the mask is a potent power focus
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/0850:37>
Decisions:
use of Van 3 out of 4 (who is driving it, and are taking remaining vehicles - car and bike)
using Coyote (at least for the first border) 2 of 4
  the driver gets the final voice ;) but I don't see a conclusion here, yet

I am asssuming you take the van
Boer - I am assuming you leave your car here and will be driving the car with an autopilot soft provided by Chrona
Kot - do you leave your bike here?

I still have no conlusion on Coyote - next vote for decides - Kot, Chrona?
For the information part, if you take the border and rush hours traffic, it will probably take you about 40 minutes to get to through border if nothign ill happens
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-16-11/0909:03>
I'm taking my Scoot with me - it will fit in the Van. I'd vote using Coyotes. We can get help for free this way. We can leave the car, if that's okay with it's owner. This way we could
I was thinking, a F4 spirit is limited to Body 8 objects on Concealment. If i summon another spirit and ask it for help with Concealment, would they stack and hide a Body 16 van?
I could also use help of local Earth spirits, or ask a Guidance spirit for Divination. Also, i can have a spirit on standby to use Influence or Accident on any pursuers.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-16-11/1019:23>
Yes, I'll be leaving my car at Denims and sitting in the drivers seat to 'rap' with the popo if need be.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-16-11/1343:27>
Kot, use concalment on the package.

Coyotes get  my vote
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-16-11/1629:25>
I believe coyotes are best as well since we need to stay off the grid
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-16-11/1634:03>
Chrona, great idea. And I'll get a Spirit to protect it from tampering and getting stolen if anything happens. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-16-11/1702:19>
Okay, this time having Armor and Increased Reflexes is fully justified. Before they entered the tunnel Stryker casts Armor on himself, recasts Increase Reflexes and asks the Guardian Spirit to Conceal the package after Stalker sees it.
Armor: Magic(4)+Spellcasting(5) (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2843558/), at Force 3.
Drain: Willpower(5)+Intuition(5) (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2843560/), 2S damage.
FirstAid for Drain:Logic(4)+First Aid(1)+Medkit(6) (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2843564/), that's 1S damage healed, 1S left.

Increase Reflexes: Magic(4)+Spellcasting(5) (9d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2843567/), lowered to 3, to fit in the Sustaining Focus, that's +2 IP's and Reflexes.
Drain: Willpower(5)+Intuition(5) (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2843575/), just enough to offset DV3 (F3/2+2).

After that Stryker goes astral, as written in IC. I'll roll for both Perception and Assensing though.
Assensing on Stalker:Intuition(5)+Assensing(2) (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2843589/)
Perception: Intuition(5)+Perception(2)-4 (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2843588/)
Assensing general: Intuition(5)+Assensing(2) (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2843590/)



Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/1709:02>
Assensing on Stalker:Intuition(5)+Assensing(2) (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2843589/)

• The general state of the subject’s health (healthy, injured, ill, etc.). - He's in good health.
• The subject’s general emotional state or impression
(happy, sad, angry). - Irritated.
• Whether the subject is mundane or Awakened. - mundane
2
• The presence and location of cyberware implants. - eyes, muscles, wired reflexes.
• If you have seen the subject’s aura before, you may recognize it,
regardless of physical disguises or alterations.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-16-11/1720:14>
Summoning an Earth spirit, Force 4 with Engulf
Summoning: Magic(4)+Summoning(2)+Edge(3) (9d6.hitsopen(5,6)=3) (http://invisiblecastle.com/roller/view/2843605/)
Spirit: 4d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2843598/)
Owie... This is going to hurt.
Drain: Willpower(5)+Intuition(5) (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2843608/) 4S damage.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-16-11/1727:31>
Nice post Kot, +1 Edge Point for you
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-16-11/1729:30>
Thanks. That means I didn't waste it, though. Angry spirits are angry, and you can't do squat about it. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-16-11/1806:29>
defaulting so only 2 dice:
BBCode2d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2843663/)

and not hits, no glitch either thankfully.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-17-11/0156:07>
To be specific - that was a R3 Stim Patch (Green), adorned with a Horizon logo, and Tony the Hyper(active) Troll logo.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-17-11/0402:17>
Perception rolls yield nothing, sorry guys.

Cursor's Matrix search doesn't discover any hidden nodes, however the sculpting of the Matrix in this area is peculiar at least. The walls of the tunnels have wired connections which are sculpted to light a neon light. forming an eerie tunnel. and there are occasional windows presenting repeating scenes of slave labours buildinging massive pyramids, mass prayers, totemic magic. All in all eerie node.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-17-11/0756:25>
I'll try to Assense the murals again, with a -2 penalty for successive attempt.
Intuition(5)+Assensing(2)-2 (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2844517/)
Hopefully that gets me some info on them.
Also, I'm ready for Astral Combat if anything happens, or a dual-natured creature appears. Scouting ahead for ~50 meters I'll be ready to return to my body and warn the team, and maybe even prepare for combat.

P.S. If anyone of you has the time, you could use First Aid on my meat. I have a R6 medkit handy, and a biomonitor.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-17-11/1446:04>
ic P.S. If anyone of you has the time, you could use First Aid on my meat. I have a R6 medkit handy, and a biomonitor.

Before you hit that traffic in my last post you had the time to use it if you wish.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-17-11/1508:40>
BBCode2d6.hits(5)=2 (http://invisiblecastle.com/roller/view/2844764/)

my perception, or rather the default to Intuition, 2 hits.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-17-11/1509:05>
Logic(4)+First Aid(1)+Medkit(6)-1 (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2844763/)
Okay. I assumed the Van counts as Indoors modifier of -1. That leaves Stryker at 3S damage.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-17-11/1515:26>
As a Japanese (character) can I tell what kind of Asian?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-17-11/1517:53>
BBCode2d6.hits(5)=2 (http://invisiblecastle.com/roller/view/2844764/)

my perception, or rather the default to Intuition, 2 hits.

Good enough - they are two different groups, and they seem to be focusing as much on each other as they are on you.
And with your background you can clearly see why - guys from the car are Yakuza, and guys from the restaurant are from Triads.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-17-11/1519:02>
Quote
(...) a human male sporting a long goatee (...)
I knew those will be Triads. That, and the variety.

And my Perception test:
Intuition(5)+Perception(2)+Vision Enhancement(3) (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2844774/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-17-11/1528:46>
Yakuza...could be good, or really bad for us...erm...me.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-17-11/1539:22>
And my Perception test:
Intuition(5)+Perception(2)+Vision Enhancement(3) (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2844774/)

You got better look: The troll is wearing a lined coat, which is heavily embroidered with Wuxing symbolism. Your gut feeling is telling you his awaken one.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-17-11/1548:21>
I'm summoning a Spirit of Man to help us out of this crap. He'll be Force 4 with an optional Fear power.
Summoning:Magic(4)+Summoning(2)+Edge(3) (9d6.hitsopen(5,6)=5) (http://invisiblecastle.com/roller/view/2844793/)
Spirit: Force(4) (4d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2844794/)
Drain: Willpower(5)+Intuition(5) (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2844796/), that's 1S damage.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-17-11/1608:40>
Eight-Stone's perception test:
Intuition(2)+Perception(3) (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2844828/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-17-11/1618:56>
Eight-Stone's perception test:
Intuition(2)+Perception(3) (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2844828/)

nothing new, but you got what other's have seen
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-17-11/1624:25>
I'm going green text for subvocal, and plain ol' black for stuff spoken out loud, BTW.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-17-11/1725:32>
Just in case guys, could you send on OOC your stats (the Kot's footer)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-17-11/1737:45>
Like this. :)
Code: [Select]
{[u]Health[/u]: [color=red][b]0 / 10P[/b][/color] and [color=green][b]0 / 9S[/b][/color] damage, [b][color=purple]no Wound[/color][/b] penalty, [b][color=purple]no Sustaining[/color][/b] penalty} | {[u]Edge[/u]: [color=red][b]3 / 3[/b][/color]}
{[u]Defense[/u]: [color=red]4[/color]; [u]Initiative[/u]: [color=red]9[/color]; [u]IP's[/u]: [color=red]2[/color]} | {[u]Ballistic Armor[/u]: [color=red]6[/color]; [u]Impact Armor[/u]: 4+2=[color=red]6[/color]} | {[u]Sustained spells[/u]: Increase Reflexes [color=red]F2[/color], on Focus.}
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-17-11/1914:30>
Sorry, newb question... what exactly is "Defense?" How do I derive "Defense" for the template above?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-17-11/2028:57>
Dropping the thread after the tunnel

Perception: Perception(1)+Intuition(5)+Audio/Visua(3) (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2845069/)

Also checking on triad versus yaks in Denver: Underworld Politics: Underworld Politics(3)+Inuition(5) (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2845078/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-18-11/0143:30>
Sorry, newb question... what exactly is "Defense?" How do I derive "Defense" for the template above?
It's basically your Reaction, plus any bonuses you get from cyberware, adept powers, spells, and such.

P.S. Do we have a TacNet?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-18-11/0202:52>
Dropping the thread after the tunnel

and what does it mean?

Perception: Perception(1)+Intuition(5)+Audio/Visua(3) (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2845069/)

see above - you're fully aware of whatever they noted
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-18-11/0215:45>
Also, Stryker's trying to remember anything about triad-related magicians and adepts, to recognize any possible threats. His bet are on taoist alchemist.
Logic(4)+Magical Background(3) (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2845415/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-18-11/0530:58>
Also, Stryker's trying to remember anything about triad-related magicians and adepts, to recognize any possible threats. His bet are on taoist alchemist.
Logic(4)+Magical Background(3) (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2845415/)

From what you know Triads are related to the Wuxing Megacorp. And Wuxing is well-known for its unique magical research, focusing on Spirits of the Elements and Wujen. You may bet on taoist alchemist, but there is no backup on this.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-18-11/0546:23>
Also checking on triad versus yaks in Denver: Underworld Politics: Underworld Politics(3)+Inuition(5) (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2845078/)

If I recall correctly you're not from Denver, and their relative strength varies from place to place.
Still you know that Yakuza controls half or os of the Denver crime (the other half is Mafia's) Triads are relative newcomers that has settled in so called Asian Sector in China Town, which happens to be in CAS south of your current location. Oh and of course they are constantly at war over influence.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-18-11/2017:29>
by dropping the thread i mean i stoppedsustainng my thraeded scan

afaik we have no tacnet
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-19-11/0137:05>
"Wonder twins". That's a good one. :P
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-19-11/0142:17>
Cursor can hear ALL of this conversation thanks to being a technomancer (and even then, i could hear it from my BBB regular mic)
he's just too busy hacking to respond
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-19-11/0400:39>
He turned on the Nightsky's node and fired his bow at it's firewall.

(OOC: Going for Sec Account so Firewall+ 3 target, heres 3 seconds worth of hacking attempts, so you can work out if im caught or get in:
          Hacking(3)+Exploit(4) (7d6.hits(5)=2, 7d6.hits(5)=3, 7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2845091/) )

3d6.hits(5)=1, 3d6.hits(5)=2, 3d6.hits(5)=1 (http://invisiblecastle.com/roller/view/2845616/)

Firewall (rating 3) let you in after two IP. Didn't even know what hit him. Would need two more turns to notice you.
I assume simple action to kill the trace going first.
Readily available actions:
- close doors
- change conditioner settings
- change the engine start code
- run autopilot (rating 1) to given location
- as well as other standard Matrix actions

account is valid until node reboot or patching.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-19-11/1533:12>
Stryker will Assense the Troll and the mouthy yak in the meantime. He's planning to ask his Eternal and Stalwart allies to help finish of whoever will be left, or just to assign them to use their powers as they please to defeat both groups, if that doesn't work. But not yet. He wants to see what will happen.
Yak: Intuition(5)+Assensing(2) (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2847242/)
Troll: Intuition(5)+Assensing(2) (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2847243/)



Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-19-11/1624:10>
Eight stones supposed to handle the trog...er Troll from our earlier conversation, and since the woman is near the Troll (reasonably so anyways) he might as well pick up the credsticks.

OOC: I dont plan on giving the package to either. It goes against my sense of Honor.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-19-11/1629:02>
Not mentioning common sense and street cred. Yeah. Especially since some of us live on Koshari turf.
And none of the groups seems credible to me. Approaching shadowrunners like that, and treating them like crap? Where did they crawl out from?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-19-11/1629:57>
Cursor agrees but wants to avoid open combat involving us though.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-19-11/2039:15>
Cursor agrees but wants to avoid open combat involving us though.
We'll just pick on whatever's left of them. As i wrote in character - Relax. Sit back, and enjoy the show. It's almost like a trid. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-19-11/2040:54>
Mata makes Cursor Hella Nervous lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-19-11/2042:30>
Hey. He couldn't attack his own guys, or do anything to them. I could. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-19-11/2047:41>
Hey! why'd you diss my pin stripes?! lol

Just playing out my characters preferences.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-19-11/2050:44>
Hey I ont hold it against you, i know it's IC =D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0346:37>
The next orders of action:

Stryker is doing assensing, then influence (3 CA overall)
rest of you is talking between yourselves.

Both Jonny and An expects an aneswer.
Mata do you keep them waiting, until Stryker finishes?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0348:16>
Stryker which of your spirits use the influencing power (rulebook/page please)?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0503:47>
Spirit of Man. Power is on page 296, SR4A.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-20-11/0545:44>
Spirits of Man ftw
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0547:30>
Every spirit FTW. The right help for the right job. In this case - manipulating yaks and triads to kill each other, and then pick up the nuyen and stuff, patch up the survivors, and tell them 'next time we won't be so nice'. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0631:03>
question to magick rules gurus

Does using specific power counts as using spirit service? That's what I'd say, but I need some confirmation.
If so how to resolve the use of concealment? -> I'd say that your package is concealed unitl notice or 8 hours (whichever comes first), but the number of services is reduced to zero.
This specific spirit is also performing protection service until notice or 8 hours (whichever comes first).

summing up, this spirit is performing two services and no other's may be requested unless the hold will be extended

correct? 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0639:34>
Yes, that counts as a service.
The first spirit i had summoned used one of his services to conceal the package, and the other was to protect me, so it's still viable.
The second one had three services, now has just two.
And he can still extend another service, as the Concealment service is a continuous, and the first one was broadly defined(if i'll come under attack, he'll come to my aid).
Quote from: SR4A p. 168
Continuous use of a specific power counts as only one service.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-20-11/0645:56>
You're mixing up Sprites and Spirits.

Sprite's last 8 Hours or till task's used up, continuous use of a power is still 1 task (if registered they last till all tasks are used up, using a power for 8 hours counts as one task, actions like sustaining threads for 8 hours cost 1 task).
Spirits last till the next Sun up or sun down or services used up, Using a power is a service but "engage in this combat situation" is one service, any powers used within that combat dont take another service. GM discretion if this scene is heated enough to count. Continuous use of a power is one service no matter how long.. (if bound to the mage they last a year and a day or till services are all used).

kot said the important bit while i was typing but i wanted to get the sprite/spirit differences out there.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0702:09>
Ok, just one more thing then, If spirit is freed the moment its service are used up. How to count using all services on continous services - such us guard and concealment. The use of the latter reduce the services count to zero, is the spirit then freed automaticaly? or is this service treated as not used until finished (in this case until sun down)

if they are performed but not used can they be aborted in progress before being completed?

How to treat them in terms of banishing? If the services 'in progress' are count as not used, which one gets cancelled if not all of them will be banished?

If there is no rulebook definition on this, I'm going to rule that continous service do not use up services until completed, however they me be no more continous services ongoing then the number of left services, if the ongoing service is broken for any reason it counts as delivered, in case of banishment at first unused and noncontinous services are reduced than one by one services are counted as succefuly delivered with the sequence of termination being left random or GM discretion.

 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0709:35>
He's not free until sunrise/sunset, or until all of his services are used up. He's still around, but only to protect Stryker and support the Concealment.
If someone tries to Banish the spirit, he has to be aware of it being present. And then he rolls Magic+Banishing vs. the Spirit's Force, and net hits are extracted from services. If they're reduced to zero, the spirit is banished, but can be re-summoned.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0714:01>
True,

but how many services are currently left? 2? 0?

Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-20-11/0715:01>
When I GM i count on-going services such as continuous power use as still there for banishing, but say a spirit has two services and is using them to run guard and concealment and a banisher gets 1 net hit on banish, id say along with a service the first of the two powers the mage asked it to use ends.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0720:05>
Three services on the newly summoned spirit. None on the old one - he's sustaining Concealment and protecting Stryker(he's actually still 'serving', but no further services are available).
And as Chrona wrote, continuous power use is counted as a service, as are currently used services, for the purpose of Banishing.

P.S. If he can't see the spirit, he can't banish it. And he doesn't. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0734:00>
P.S. If he can't see the spirit, he can't banish it. And he doesn't. :)

Why wouldn't he?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-20-11/0740:16>
I think it's on the other side of the van, doesn't need to materialise for a mind manip. power (no physical part) and assencing doesnt work through solid objects, i.e. the van
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0746:56>
I always thought that only mana barriers obscure the astral perception. If it isn't then why this would be listed as an characteristic of mana barriers.
Do you have any rule that standard physical, nonliving object obscure vision?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0758:00>
I always thought that only mana barriers obscure the astral perception. If it isn't then why this would be listed as an characteristic of mana barriers.
Do you have any rule that standard physical, nonliving object obscure vision?
But the troll mage would have to percieve astrally, and then look through the astral shades of the van, and assense both magical auras.

Quote from: Street Magic p. 114
Determining cover works the same way on the astral
plane as it does in the physical world (see pp. 140–141, SR4).
Shadows of physical objects in the astral plane may be drab and
insubstantial, but they are still opaque and can prevent targeting.
So, we're in the van. He can't see us just like that.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-20-11/0817:21>
Okay well every GM ive ever had said you cant astrally perceive through solid objects vehicles walls etc

it makes LOS game breaking
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0832:11>
Yeah. You can go Astral Projecting and phase through walls, but no peeking through in the meat. That would be too easy.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/0922:53>
it's easy to do that without resorting to magic:
technology
- xray google
- infrared google

matrix
- scanning nodes, commlinks will appear on matrix search even if they are on the other side of the wall., simple node signal source traingulation mapped onto map of surrounding terrain.

I don't see how this can be a game breaker, it's only a mattaer of countermeasures
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/0925:11>
Yeah, that's why it shouldn't be so easy to do without specific magic. Like a Detect Life spell.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-20-11/1207:02>
I think I need some clarification on our situation from the DM. My impression was that the van was boxed in by traffic. I know Censor now has control over the car behind us, but is that alone enough to allow us to drive off? If so, Eight-Stone would be definitely be in favor of that course of action. The assignment was to deliver the package, not kill random gangsters.

For now, Eight-Stone's staying put until either a) he gets some assurances, valid or not, that the Yaks won't shoot him once he sticks his head out of the van or b) somebody opens up the van door, thus forcing his hand.

Don't get me wrong, on an OOC level, I'd love to go all kinds of murder-crazy on these guys. First time playing Shadowrun, so I'd like to get a taste of combat and see what my character can do. But I'm just acting IC... Eight-Stone isn't about to charge into a live crossfire unless there's good reason to do so.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/1338:05>
Yeah, we're stuck in traffic, as far as i remember.
Well we're not going to fight those guys. We will just let them kill each other - with a little help of my friends. Then we can either risk and get the money they did offer us, or just scram, and hope nobody will follow us. We didn't do anything aggressive yet, so any law enforcement on-site won't shoot us. But staying there longer won't be a smart move.
Now I'm just waiting till they weaken each other. And if they don't kill themselves in the process, we can just offer them that we'll patch any injuries, and forget about the whole accident... If they can compensate us, that is. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-20-11/1410:56>
I'm still worried about the Troll with flaming hands...the one that threatened us. He may not have LOS to anyone else, but I'm in the drivers seat, so windows up or not its not a very comfortable place to be.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/1415:58>
Nah, don't worry. He'll have other problems in a few seconds.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/1443:34>
Boer,

what are you going to do?
wait until Stryker do whatever he is doing? Or you gonna respond somehow to either Yak or Troll or both?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/1449:37>
I think I need some clarification on our situation from the DM. My impression was that the van was boxed in by traffic. I know Censor now has control over the car behind us, but is that alone enough to allow us to drive off?

You're in traffic jam. You can move with the bike you have fairly easy, to move with you car, I'd require fairly heavy roll (Pilot + Reaction (3)) but it's doable.

Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-20-11/1454:11>
I tried to egg them on with the 'since its a matched offer, I'll consider dealing with who's left standing' comment.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-20-11/1456:17>
I hope by 'dealing' you mean freeing them of worldly possessions and not shooting them in the face. :P
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/1604:24>
I tried to egg them on with the 'since its a matched offer, I'll consider dealing with who's left standing' comment.

You must excuse me, I am not native ;)
what the heck does it mean 'to egg them on with'

I assume you wait, saying nothing.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-20-11/1637:15>
Rules update:
Based on some reading I have done recently.

1. access_id is an address of a node. address_id of an icon is an address of the node used to connect the Matrix. thus it is possible to get access_id of a person by matrix perception and getting access_id of their commlink node (unless of course he or she will use other commlink than observed to get into matrix)

2. you CANNOT see through solid objects using astral perception. I still believe this should be the case, but the rule rouse too many objections to force it. 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-20-11/1818:07>
To "egg somebody on" means to try and goad, taunt, trick or otherwise encourage them into action. When a frat boy is staggering about, blind-drunk with alcohol poisoning, and all his friends are still shouting "chug, chug, chug!" at him, the friends all "egging" the fratboy on.

Just one of those weird idioms.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-20-11/2044:08>
Yes, thats what I meant by that and sorry about that.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-21-11/0701:09>
Oh, don't be. I am absolutely delighted to learn new idioms :)
and please post an IC example of how you 'egg them on'
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-21-11/1013:25>
By the way, can you use subvoc while in astral?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-21-11/1032:51>
I'm not Astrally Projecting. I didn't declare that(i did in the tunnel). I'm just peeking out of the back to watch it with Assensing (-2 to non-magical, non-perception actions). I've just engaged my Astral Senses.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-21-11/1041:29>
Ok, need to correct the IC,
done :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-21-11/1056:10>
Okay. I'm off. I leave it in your capable hands - you guys can play my character along the lines if i won't post in a while.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-21-11/1057:48>
Please declare your actions for the next combat turn (if you have more then one IP, all actions fo rgiven round)
Then roll Initiaitive
 
I assume:
Stryker - do nothing (holding actions), until they shoot you. If they do ask for service to use Influence power. Init 15. IP 3.
Eight-stones - do nothing (holding actions) until somebody open the van (please roll Init anyway)
Cursor - ??
Mata - ??

Yaks (all of them): Init(8) + 8d6.hits(5)=2 (http://invisiblecastle.com/roller/view/2849938/) = 10, IP 1
Jonny: Init(11) + 11d6.hits(5)=7 (http://invisiblecastle.com/roller/view/2849941/) = 18, IP 2

Triads (all of them): Init(8) + 8d6.hits(5)=1 (http://invisiblecastle.com/roller/view/2849942/) = 9, IP 1
An: Init (7) + 7d6.hits(5)=2 (http://invisiblecastle.com/roller/view/2849943/) = 9, IP 1
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-21-11/1101:13>
Seems like we'll have a combat, and if so we won't be waiting. All of you are open for suggestion what Stryker will do.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-21-11/1206:53>
Mata will duck down for cover and pull his revolver out lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-21-11/1215:38>
I'm gonna stay in VR for this but my machine sprites got the vans node covered and my sleuths got the nightsky covered SoI will try to hack jonny's commlink so i can get control of his guns if they're smartlinked.
My Initative: VR Initiative (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/2849978/) I'm on 16.
Sleuth sprite: Sleuth Initiative. (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2849980/) So 11, 3 IP
Machine sprite: Machine Initiative. (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2849982/) so 10 3 IIP
Sprite's will hold actions unless one of us are badly hurt or things get really bad, then tey will try driving us out of here. Sleuth:Pilot(3)+Command(3) on the Nightsky (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2849986/)
Machine: Pilot(4)+Autosoft(4) (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2849990/)

If he's in Hidden I spend my whole turn scanning for him, and fail everytime.Scan(3)+Elec Warfare(3) (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2849992/) Scan(3)+Elec Warfare(3) (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2849994/) Scan(3)+Elec Warfare(3) (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2849997/)

If not Heres a Hack on the fly for my first IP, going for Admin Access (Firewall+6): Exploit(4)+Hacking(3) (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2850008/)
IP 2: Exploit(4)+Hacking(3) (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2850009/) Thats enough if hes firewall 1 but i doubt it so
IP 3: Exploit(4)+Hacking(3) (7d6.hits(5)=5) (http://invisiblecastle.com/roller/view/2850012/)

I'll duck if Its a free action

Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-21-11/1403:22>
Mata will duck down for cover and pull his revolver out lol

is that nervous breakdown laughter?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-21-11/1409:22>
xD
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-21-11/1412:40>
Mata would never suffer a nervious break down..... might get shot by his own party, but break down isnt in the cards lol.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-21-11/1431:25>
do you have any fancy (and easy to use) tool to draw maps of thing?, I can describe, but one picture is worth thousands words :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-21-11/1436:58>
I do not.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-21-11/1441:48>
a rough sketch on paint would do us
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-21-11/1709:30>
I think I'll use what I'm good at:

@ the Troll mage, Commanding Voice.

BBCode11d6.hits(5)=7 (http://invisiblecastle.com/roller/view/2850664/)

I'll post my initative roll next
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-21-11/1710:59>
Initative:

BBCode6d6.hits(5)=2 (http://invisiblecastle.com/roller/view/2850668/)

Thats 8 for me.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-21-11/1715:53>
can I spend edge to go before Triads?

It's an opposed roll of the mage's cha and leadership versus my roll (with net 7 sucesses). I'll be telling him to "Dont you fraggin' cast that!"

My max allowable words is 5 for commanding voice, and that's 5.

If I cant spend the edge to go first then disregard the roll please.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-21-11/1842:17>
My roll:
7d6.hits(5) → [3,6,2,2,2,5,5] = (3) (http://invisiblecastle.com/roller/view/2850746/)
And yes, Eight-Stone holds his action for now. Is there a way to "ready an action" in Shadowrun? Sorry, I'm new and currently away from the book. If there is, Eight-Stone prepares to activate the flashpak as soon as the rear van doors are opened. He also has his axe readied and wired reflexes on.
Oh, and I have 3 initiative passes.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-21-11/1853:50>
I have a can of barrier foam and a self deploying barrier foam foxhole in my vest if you end up outside the van and underfire bewilderbeast, cursor will use a free action to im you that
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-21-11/2247:14>
I don't see those items in the manual. What do they do? Moveable cover sounds good, though. Eight-Stone will likely need all the help he can get.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/0600:49>
All rigth, while the world of Shadowrun is delicious I am now officially hating the mechanics :/ bear with me this combat may take a LOT longer than I expected
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/0612:59>

Round 1

   Initiative pass 1

      Initiative 18

         
         Jonny quick draws both guns Pistols + Reaction (2 times at 3, quick draw holsters)
         He will shoot with his right hand at Mata, and with his left hand at troll.
         The pool is Pistols (9) + Agility (5), Pool is divided on two equal
            he is ambidextrous, so no modifier for offhand
            he is running (-2) but each gun has a smartlink (+2)
            he is shooting at short range
            second shots are at -1 due to recoil

         1. 7d6 @ Mata -> 2 hits
         2. 7d6 @ Troll -> 2 hits
         3. 6d6 @ Mata -> 0 hits
         4. 6d6 @ Troll -> 3 hits

         1. Mata reaction(3) -> 0
             Damage -> 8P  + 2 = 10
            Damage Resist -> 1

          2. Troll reaction -> none -> bullet hits, passes through hits the wall behind -> no damage effect -> the Troll continous casting
         3. miss
         4. Troll reaction -> none -> bullet hits, passes through hits the wall behind -> no damage effect -> the Troll continous casting

         Mata total Damage = 9

      Initiative 16
         Cursor - scannes for Jonny commlink - fail
      Initiative 15
         Stryker - does nothing, waiting for Jonny to attack your team       
      Initiative 10
         Yak1 - spread to the left (take cover with limo)
         Yak2 - surround the van from the left (close to the van)
         Yak3 - spread to the right (take cover with the car before you in jam)
         Mata - accelerates on init to 10 (edge spent) uses commanding voice
         Troll reaction -> none -> Troll continues casting
         Eight-Stone - does nothing

      Initiative 9
         Troll - entire Triad team disappear as if they never existed there
         Triad1 - walks from between the cars on the Yaks side, 2 short bursts at the back of the Yak1
         Attack -> Automatics (4) + Agility (5) +2 aim -2 recoil -> 6 hits
         Reaction -> none, completely surprised
          Damage -> 4P + 2 Short Burst + 6 = 12
         Damage Resist -> Body 3 + Armor Clothing (4) -> 0

         Attack -> Automatics (4) + Agility (5) -5 recoil -> 1 hit
         Reaction -> none, completely surprised
          Damage -> 4P + 2 Short Burst + 1 = 7
         Damage Resist -> Body 3 + Armor Clothing (4) -> 4
         
         Total damage: 12 -> falls to the ground dying

         Triad2 - walks from between the cars on the Yaks side, 2 short bursts at the back of the Yak2
         Attack -> Automatics (4) + Agility (5) +2 aim -2 recoil -> 3 hits
         Reaction -> none, completely surprised
          Damage -> 4P + 2 Short Burst + 3 = 9
         Damage Resist -> Body 3 + Armor Clothing (4) -> 4

         Attack -> Automatics (4) + Agility (5) -5 recoil -> 1 hit
         Reaction -> none, completely surprised
          Damage -> 4P + 2 Short Burst + 1 = 7
         Damage Resist -> Body 3 + Armor Clothing (4) -> 2

         Total damage: 10 -> falls to the ground dying

         Triad3 - walks from between the cars on the Yaks side, 2 short bursts at the back of the Jonny
         Attack -> Automatics (4) + Agility (5) +2 aim -2 recoil -> 4 hits
         Reaction -> none, completely surprised
          Damage -> 4P + 2 Short Burst + 4 = 10
         Damage Resist -> Body 3 + Lined Coat (6) -> 2

         Attack -> Automatics (4) + Agility (5) -5 recoil -> 3 hits
         Reaction -> none, completely surprised
          Damage -> 4P + 2 Short Burst + 3 = 9
         Damage Resist -> Body 3 + Lined Coat (6) -> 2

         Total damage: 15 -> falls to the ground dead

         Troll - walks from between the cars on the Yaks side, cast Flamethrower at Jonny
         Spell Force (3) -> Magic (3) + Spellcasting (4) -> 2
         Drain Value -> 3/2 + 3 = 5
         Drain Resistance -> Willpower (5) + Logic (4) -> 5 -> resisted
         Damage -> 3P + 2 = 5       
         Damage Resist -> Body 3 + Lined Coat (4I/2) -> 2

         Total damage 3 (didn't really matter, but I wanted to test the magic)
   Initiative Pass 2
      Initiative 16
         Cursor - does nothing, would be scanning for Jonny commlink node but it must be melting by now
      Initiative 15
         Stryker - does nothing (would be using his spirit service on Jonny, but he is already dead)
      Initiative 11
         Sleuth - activates (one of the team is badly wounded) - Nightsky engine is starting
      Initiative 10
         Yak3 - does nothing (would be shooting at Troll but he disappeared from his LOS)
         Eight-Stone - does nothing
         Machine Spirit - activates (one of the team is badly wounded) - van is starting to move forward
      Initiative 9
         Triad1 - does nothing (would be shooting at Yak1, but he is dead already)
         Triad2 - does nothing (would be shooting at Yak2, but he is dead already)   
         Triad3 - does nothing (would be shooting at Jonny, but he is dead already)
   Initiative Pass 3
      Initiative 16
         Cursor - scannes for Jonny commlink - fail, it must be melting by now but since he is in VR he doesn't see it
      Initiative 15
         Stryker - does nothing
      Initiative 10
         Eight-Stone - does nothing
End of combat turn 1
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/0614:00>
can I spend edge to go before Triads?

It's an opposed roll of the mage's cha and leadership versus my roll (with net 7 sucesses). I'll be telling him to "Dont you fraggin' cast that!"

My max allowable words is 5 for commanding voice, and that's 5.

If I cant spend the edge to go first then disregard the roll please.

yes
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1038:35>
I don't see those items in the manual. What do they do? Moveable cover sounds good, though. Eight-Stone will likely need all the help he can get.

They're low availability miltech he brought with him from his merc group.

Quote
Barrier Foam:  is hand-held canister comes with a built-in
spray applicator.  e chemical inside it is a foam that expands
on contact with air, then dries and hardens in seconds, creating
a protective cover that can support heavy weapon mounts. One
can contains enough foam to create a  at grey barrier one meter
tall, one meter thick, and ten meters long; it does not build up
well, but careful application of a new layer on top of a hardened
layer will create a taller, if not structurally sound, wall. Barriers can
be shaped, to a degree with the careful use of entrenching tools.
Soldiers will o en use tubes or boxes to create gun ports in the
foam while it is being applied.
When applied, barrier foam is soft until the end of the
Combat Turn in which it was deployed, at which point it hardens
into a rigid form with Armor Rating 14 and Structure Rating 8.
If used in a chemical grenade, one application of barrier foam is
enough to create a sphere just over 2.5 meters in diameter, or if
triggered on the ground, a  at dome one meter tall and  ve meters
across. Targets caught in liquid barrier foam have until it hardens
to escape or risk ensnarement and/or su ocation. MCT Gun Pit: The Gun Pit™ is standard issue among
ANZAC forces, and abandoned rings of barrier foam created
by the Pit can still be found scattered all over New Guinea.
 e device  res a charge into the air, which then spins rapidly,
deploying a ring of barrier foam around the activation site.  e
ring is four meters across, one meter thick, and one meter high,
leaving a two-meter wide “donut hole” in the middle for a soldier
to take cover in her own instant foxhole. Once used, the launcher
is discarded. It is available in hand-held and shoulder-mounted
varieties, and can be triggered manually or via wireless connection. War p.167
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1040:23>
Sorry the forum doesnt like the font in SR pdfs and when i try to edit it wont scroll down =/
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1056:52>
Initiative 16
         Cursor - scannes for Jonny commlink - fail
            
Initiative 9
         Troll - entire Triad team disappear as if they never existed there
         Triad1 - walks from between the cars on the Yaks, 2 short bursts at the back of the Yak1
         Triad2 - walks from between the cars on the Yaks, 2 short bursts at the back of the Yak2
         Triad3 - from between the cars on the Yaks, 2 short bursts at the back of the Jonny
         Troll - cast Flamethrower at Jonny
[/quote]

Cursor will keep scanning, clarification: are the triads between the van and the nightsky?

Scan(4)+Elec War(3) (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2851409/) Frag it

Scan(4)+Elec War(3) (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2851411/) FRAG IT

Scan(4)+Elec War(3) (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2851414/) FRAG IT Critical glitch, ill spend edge to make it a regular glitch.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1110:15>
dodge plus reaction:

BBCode6d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2851420/)

That's 3, fragging douche bag shot at me.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1112:08>
Question. Since Jonny douche bag shot at me can I change my target for the commanding voice?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1112:54>
Dodge? In a car? At five meters range? You kidding me?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1114:50>
Nope actions are declared for entire 3 seconds.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1118:06>
BBCode3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2851423/)

body plus armor:

BBCode9d6.hits(5)=1 (http://invisiblecastle.com/roller/view/2851425/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1123:57>
You got plus one armor for being down in car and plus two since this fletchette ammunition
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1125:47>
BBCode3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2851427/)

not much good
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-22-11/1152:20>
Can we get some of this action stuff written up in the IC thread? I'm having trouble picturing what's happening from just a series of rolls.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1157:07>
There will be along with some picture after the combat turn. I need to get home to finish rolls first.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1441:52>
Guys, the first round has completed, could you check if my rolls and combat understanding is ok?
Mata, there is a bad news inside for you, try not to die on my session please.

I am writing an IC for this, and as soon as it is done, we will move on
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1517:16>
not really my call on the dying, as A) I'm not driving or in control of the vehicle, and B) I wasnt designed as a combat type yet am the only target.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1554:42>
Is it to late to spend an edge to re-roll all the unsucessful dice?


BBCode11d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2851738/)

if so, that 3 added to my 1 for 4 total on my damage resistance.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1605:01>
the vehicle would prvide much more than +1 armour, bulldog step vans have Body 16 and Armour 8 and most of mata is behind that and jonny didnt givea called shot. At the very least hes in cover

Quote
Defender/Tar get has Par tial Cover
When up to 50 percent of the defender’s form is obscured by intervening
terrain or other forms of cover such as brush, foliage, or various
obstacles (crates, windows, doorways, curtains and the like) he benefits
from a +2 modifier to his Defense test. Note that this modifier applies
to all Ranged Combat tests and also to Spellcasting using line of sight.
Defender/Tar get has Good Cover
If more than 50 percent of the defender’s form is obscured by intervening
terrain or cover, he gains a +4 dice pool modifier to his Defense
roll against any attack. This modifier can also apply to prone targets
that are at least 20 meters away from their attackers. This modifier too
is applicable to both Ranged Combat and Spellcasting.
Note that this modifier does not negate the Blind Fire modifier
the attacker suffers. Both the modifiers to the attacker and to the defender
would apply when firing at a target that is totally concealed
(100% behind cover). anniversary p.160

if hes badly hurt still after that i would NOT scan in the round 2 so forget all that scanning, instead ill go back to AR and use my medkit rating 6 on him. I actually was staring at Mata if you remember and my goggles and BBB are slaved to me, i can see get shot through my image link which transmits to my living persona~.
also my sprites will try to get us out of herenow.

mata afaik you cantt use edge on damage resist
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1608:35>
Medkit roll on mata Medkit(6)+Logic(5) (11d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2851749/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1617:50>
Quote
Defender/Tar get has Par tial Cover

Slumping down counts as good cover. -> Mata please roll 4 dice on defence

if hes badly hurt still after that i would NOT scan in the round 2 so forget all that scanning, instead ill go back to AR and use my medkit rating 6 on him.

I actually was staring at Mata if you remember and my goggles and BBB are slaved to me, i can see get shot through my image link which transmits to my living persona~. also my sprites will try to get us out of herenow.

Once again - actions are decalred upfront for the entire round, I know basic combat instinct can help, but there is no split second changes of course of action.
You won't be scanning - no point in that (I forgot about slaving your goggles)

Sprites however will drive as you stated ( I forgot abou them too) - sorry about that, mechanics took over my coprocessor :D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1621:56>
Like i said, ill heal him in round 2, not IP 2
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1623:54>
Like i said, ill heal him in round 2, not IP 2

good team mate :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1627:57>
not really my call on the dying, as A) I'm not driving or in control of the vehicle, and B) I wasnt designed as a combat type yet am the only target.

We'll talk about it later. For now you're still alive and try keeping it that way.
As of being the target. You haven't responded to the Jonny's order. He does not, sorry, he did not spoke to lessers, nor punish underlings when their master is at fault.

   
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1629:38>
I've already corrected per Chrona remarks, waiting for the Boer roll to reduce his damage.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1632:46>
extra dice didnt help lol

BBCode4d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2851771/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1633:48>
well, glad he's flambe' now  ;D

Wasnt argueing earlier mind you, if i get geeked its only a game character....the next will be uber-bada$$ LOL
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1634:23>
luckily boer that you can spend edge on to reroll
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1744:33>
Guys, the engine of a Nightsky is starting (one more combat turn to start moving), the van is starting to move (but where?). This are not racing cars, they do not have less then 5 seconds to 100km/h and even at this speed it is not moving far within 3 seconds of the combat turn. There are cars in front of you behind end on left lane (15 meters to first line ahead, same distance behind the nightsky, one more meter to the line of cars on the fourth lane). They cars in the traffic will be clearing due to the shooting that had taken place, but to be able to move without testing pilot soft you'd have to wait about 1 minute (20 combat rounds) - wage slave do not have improved reflexes.

Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1752:35>
Well the Sprite in the van got 2 hits to the pre-emptive rolls i posted before, is that eough to get out of here?
if not, it has edge

As for the nightsky sleuth got2 hits on command so i guess now it'd be up to the nightskys pilot+any autosoft jonny had in it. at the very least it could follow  us
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1806:36>
I think I need some clarification on our situation from the DM. My impression was that the van was boxed in by traffic. I know Censor now has control over the car behind us, but is that alone enough to allow us to drive off?

You're in traffic jam. You can move with the bike you have fairly easy, to move with you car, I'd require fairly heavy roll (Pilot + Reaction (3)) but it's doable.



As I said, 3 hits to move out while the traffic is still present
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1815:48>


As I said, 3 hits to move out while the traffic is still present

my bad, missed that.

Sprite uses edge to re-roll 6 failures Edge (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2851906/) so 4 successes now, you'll have to roll the nightsky's Pilotx2
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1854:00>
If nothing else happen, you'll move out of short range in two rounds, from medium in three from long range in four. Nightsky will be in range or one more round.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/1906:44>
Cool, i say toss the flash pack out the window at them Beast, buy us some time
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1907:18>
how hard would it be to use the sidewalk?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/1937:16>
That it included in the roll, to move fast in traffic jam means you'll squize between lanes, use sidewalk, brush cars away, but not directly colliding
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-22-11/1950:47>
Yes... I'll activate the flashpak and toss it out the window. Eight-Stone'll do that as soon as he's able. Sorry, still figuring out the combat rules, and I don't really understand Initiative and holding your actions and stuff all that well.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/1956:30>
can I get a damage assessment so I can post appropriately (Damage done to Mata)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-22-11/2010:03>
can I get a damage assessment so I can post appropriately (Damage done to Mata)

not quite understood, but you're at 1/10 CM if I read correctly. You got shot with tiny, tightly packed metal slivers function as the business end of a flechette round. Straight in the chest. You have an actual massacre over front of you body, spilling lots of blood and skin parts, mixed with parts of front glass, its painy as hell to be alive, but since it was flatchette, there is nothing like big gaping hole under your neck or something like that.

and its a -3 to all dicepools btw.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/2041:51>
Drek that's a complication worthy wound i think. trying to find the rules
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/2059:46>
This is upto you sent, its an optional rule from augmentation
Quote
Heavy Damage
Any time a character takes a large amount of damage at one
time (7 or more boxes of either Physical or Stun damage from a
single attack), the character makes an immediate Edge (1) Test. If
the test fails, something is seriously wrong with the character and
will not heal without medical or magical assistance. (Alternately,
damage of this sort may be automatic with any wound that inflicts
7+ boxes at once).
Severe wounds that result from heavy damage are typically
life-threatening. Possibilities include:
• Blood Loss: Wherever those bullets went, they took part of a
major artery or vein with them. The character will leak precious
bodily fluids, incurring extra damage as if he is suffering from
Physical Damage Overflow (p. 244, SR4) until the wound is
stabilized. Even blunt trauma can cause this kind of bleeding,
though it will usually occur internally.
• Brain Damage: Head trauma disorients the character for now,
and may result in partial disablement, memory loss, retardation,
or even personality changes in the future.
• Broken Bone: A snapped rib, cracked femur, or shattered foot
is making the character miserable, though he can still function.
Apply dice pool and movement modifiers as appropriate.
• Implant Destruction: One of the character’s implants’ time
has come. His internal commlink may now be a headweight,
his chemical gland may have ruptured all over his pants, or his
cybereyes may have been ripped from their sockets. The implant
will either need some hefty restoration or replacement.
• Irreparable Organ Damage: The character loses a lung, his
liver, or his spleen. Though he can continue to function for
a short period, he needs serious medical attention and some
organ transplant surgery.
• Limb Loss: The character is separated from his arm or another
limb in a fashion that sprays blood everywhere. Arterial blood
is under high pressure and can easily spurt up to 6 meters—be
creative. The character suffers additional wound penalties and
begins dying. The character begins taking additional damage as
if from Physical Damage Overflow (p. 244, SR4) until stabilized.
A transplant or cyberlimb replacement is in his future.
• Major Disfiguration: The character suffers a massive wound
that threatens to uglify him for life. Whether he loses part of his
skull, an eye and a nose, mangles his hand, or has all of the skin
burnt from his face, he will need major cosmetic or transplant
surgery and may be unrecognizable in the meantime.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-22-11/2313:28>
You'd think someone was trying to off Mata  :P
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-22-11/2319:26>
You'd think someone was trying to off Mata  :P

Hey I'm keeping it fair to the rules, i tried to help too ;P
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-23-11/0059:02>
Okay, like I said, I'm still not sure how combat and initiative work. But I've officially decided on my course of action.

Eight-Stone will drop his axe and pick up his shotgun. If Censor gives him the barrier foam, he will spray a line of foam through the back of the van, parallel to the rear doors. This will give him some cover to crouch behind once the van starts moving, and he can fire his shotgun out the back at any pursuers once the van doors are opened.

So, I'm a newb, but I think:
Dropping the axe is a free action.

Picking up the shotgun is a simple action.

Creating the barrier, I'm assuming, is at least a complex action. Somebody with that specific book will have to tell me.

So I think that leaves me with one last simple action. I'll hold it for now... can I ready it to shoot any gangster that try to open the rear doors of the van from the other side?

Edit: It appears I'll have to use my other simple action to get the barrier foam. That's okay... I'll open the van doors and start blasting on my next initiative pass. Somebody tell me when it's my turn to post, and I'll detail Eight-Stone's actions in the IC thread.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/0135:48>
i pasted all the info from war, it lacks what kind of action. probably complex
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/0310:30>
Okay, like I said, I'm still not sure how combat and initiative work. But I've officially decided on my course of action.

Eight-Stone will drop his axe and pick up his shotgun. If Censor gives him the barrier foam, he will spray a line of foam through the back of the van, parallel to the rear doors. This will give him some cover to crouch behind once the van starts moving, and he can fire his shotgun out the back at any pursuers once the van doors are opened.

So, I'm a newb, but I think:
Dropping the axe is a free action.

Picking up the shotgun is a simple action.

Creating the barrier, I'm assuming, is at least a complex action. Somebody with that specific book will have to tell me.

So I think that leaves me with one last simple action. I'll hold it for now... can I ready it to shoot any gangster that try to open the rear doors of the van from the other side?

Edit: It appears I'll have to use my other simple action to get the barrier foam. That's okay... I'll open the van doors and start blasting on my next initiative pass. Somebody tell me when it's my turn to post, and I'll detail Eight-Stone's actions in the IC thread.

1. don't worry about the rules too much - I am as much newb as you are ;)
2.  you can do (one free and two simple) or (one free and one complex action)

also the foam needs three seconds which means entire round - you 3 Initiative Phases, which mean that in that time, you'll have 6 simple actions or 3 complex, so this is not important here. the net result would be that you'll hold your last action, kick off the door as a first action in next round.

btw you could make it faster and use Strykers body as cover *evil grin* you'd only need to make him unmoving somehow 
 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/0314:29>
I know hes cast armour on himself but thats mean sent xD
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/0316:59>
But back to Stryker
- he can also do something
1. throw granades
2. use up the service to his force 4 spirit of man to defend you
3. shoot through windows
4. cast Powerbolt
5. cast Healing

he has 3 IP, unless he goes back and overrule, I'd say, 1: throw this flashpak of yours, 2: use service, 3: cast healing

Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/0317:25>
I know hes cast armour on himself but thats mean sent xD

I am GM, that's my nature, and I can't help it
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/0320:07>
I agree with stryker's IP
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/0323:45>
You'd think someone was trying to off Mata  :P

Hey I'm keeping it fair to the rules, i tried to help too ;P

Now, now, no fighting at my table ;0

Boer, I don't know the rules. it is ok to provide me with them. this one is optional and I am not going to use it.
Heavy wounds make good story at the table, but they bog the game terribly even there (the player usualy focus on received wounds, and a fighter suddenly is more affraid of another scratch, than to lead the team out of trouble).

On PBP I am happy with making that simple -3 to all rolls and you can roleplay it as you want (slipping thing through bloodied hadns and so on).
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/0325:27>
Edit: Somebody tell me when it's my turn to post, and I'll detail Eight-Stone's actions in the IC thread.

How about 'now'? ;)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-23-11/0856:59>
I will say that Stryker would protect his friends from the troll's magic. That's counterspelling. And he's got 3 IP's, so counterspelling will be just one Complex action. Besides that he will not use Powerbolt. He could cast Levitate on someone, or Armor on someone. Figure it out - he'll be a support caster for now.

As for my IC post - he wants the spirits to help beating both sides. I'd say that's like help in combat, and won't restrict their actions to services.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-23-11/1029:38>
I think you misinterpeted me, I was merely jesting.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/1047:32>
I think you misinterpeted me, I was merely jesting.

yeah its all in good fun
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/1057:32>
Good, I am making the map right now. But the scene is fairly simple, once you open the doors, there will be three triads shooting and troll casting (obvious), there will also be two spirits manifesting and limo following your van.

Eight stones - whats your plan for the next three seconds? suppresive fire, targetting closest enemy, throwing grenades?
Stryker, is still stabilizing the spell (will need two more turns to make the effect permament)
Mata is out
Cursor? 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/1101:09>
Just got into my mind, Boer it hasn't probably got into Mata's mind yet, but the elf has saved your life. Kick straight into the face your prejudice
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/1145:38>
If this is round 3, when those doors open it'll be Load Ex-Bolt(Free Action Cursor flips an arrow from his smart vest into the bow while it's holstered, as-per his martial art) + Quick Draw (free action, in one fluid motion he pulls it from his back as soon as the smart bow grabs the arrow, as-per his martial art) + MRSI Shot Ex-Bolts on An (the arrows start firing before it's pointing at him, Cursor's brain flawless calculating the heights and speeds needed and feeding it to the smart-bow and cyberarm. (Two Free Actions Followed by One Simple action which fit into my 1IP in meat). If he's dead by my turn I do nothing.

Meat Initiative=Meat Initiative (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2853051/)
Quick Draw(2)=Reaction(3)+Archery(3) (6d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2853046/) EDGE Reaction(3)+Archery(3) (6d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2853047/) Oh well I can and will still fire the bolt I loaded with 1 simple action.
Bolt 8P= Agi(6)+Archery(3)+Smartlink(2)-Moving Vehile(3) (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2853052/) Now I'm rolling miserably, hopefully he's too busy trying to bet styker's counterspelling.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-23-11/1154:18>
When the doors open, Eight-Stone will use his free action to crouch down behind the foam barrier (even thoguh I understand it's still hardening), then he will use a simple action to take aim at the troll caster if he can see him. If he can't, he'll instead at aim at nearest hostile within sight. Then he'll use his other simple action to fire.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/1226:00>
When the doors open, Eight-Stone will use his free action to crouch down behind the foam barrier (even thoguh I understand it's still hardening), then he will use a simple action to take aim at the troll caster if he can see him. If he can't, he'll instead at aim at nearest hostile within sight. Then he'll use his other simple action to fire.

Beast, could you roll initiative please
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-23-11/1247:32>
Initiatve
Intuition (2) + Reaction (5) = 7d6.hits(5) → [2,1,5,5,2,1,4] = (2)
 (http://invisiblecastle.com/roller/view/2853114/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/1337:11>
*** this will be edited ***

Initiative
Spirit of Man: Init (10) + 10d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2853113/) = 13, IP 2
Guardian Spirit: Init (9) + 9d6.hits(5)=2 (http://invisiblecastle.com/roller/view/2853116/) = 11, IP 2
Triads (all of them) : Init(8 ) + 8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2853106/) = 11, IP 1
Cursor: Init(8 ) + 1 = 9, IP 1
EightStones: Init(7) + 2 = 9, IP 3
An: Init (7) + 7d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2853109/) = 7, IP 1

Round 3
   Initiative Pass 1
      Initiative 13
         Spirit of Man
            uses Fear power: Willpower(4) + Magic(4) -> 4 Opposed Test
            An: WillPower(5) -> 1 -> Panic for 3 combat turns
            Triad1: Willpower(4) -> 1 -> Panic for 3 combat turns
            Triad2: Willpower(4) -> 0 -> Panic for 4 combat turns
            Triad3: Willpower(4) -> 0 -> Panic for 4 combat turns
      Initiative 11
         Guardian Spirit   moves toward An Peng to attack with melee weapon
         Triads flee
      Initiative 9
         Cursor draw, loads and shoots at An Peng
         Attack: 1 hit, I got to remove two dice due to partial cover (he is covered by the limo), bu that had no effect
         Defence: Reaction(3) -> 3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2853159/) -> hit
         Damage: 8P
         Damage Resist: Body (7) + Lined Coat (6) - 1 -> 13d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2853179/) (dropped one dice due to -1 AP) no change on hits
         
         EightStones aims and shoots at An Peng
         Attack: Agility (6) + Shotgun (7) + Aim (1) + Smartlink (2) - Partial cover of the target(2) - Attacker in moving vehicle(3) = 11d6 -> 3
         Defence: Reaction(3) -> 3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2853218/)
         Damage: 5P + 2
         Damage Resist: Body (7) + Lined Coat (6) - Armor Piercing(1) 12d6.hits(5)=5 (http://invisiblecastle.com/roller/view/2853292/)

         Total damage: 8P
         
      Initiative 9
         An Peng flees                  

end of combat
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-23-11/1436:56>
Attack:11d6.hits(5) → [6,3,2,6,3,3,3,2,4,4,5] = (3)
 (http://invisiblecastle.com/roller/view/2853258/)
Ugh. Crap roll. Worthing spending Edge to reroll, guys?
Also, why only 5P from the shotgun slug? Is it because of the partial cover?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/1443:32>
EightStones aims and shoots at An Peng
         Attack: Agility (6) + Shotgun (7) + Aim (1) + Smartlink (2) - Partial cover of the target(2) - Attacker in moving vehicle(3) = 11d6 please roll
         Defence: Reaction(3) -> 3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2853218/)
         Damage: 5P + net hits
         Damage Resist: Body (7) + Lined Coat (6) - Armor Piercing(1)

         Total damage: 6P so far
                        

What shotgun, dwhat ammo beast? if it is 5P itll be 7P from your roll (remember 1 success means you hit, it's anymore that up the DV). On that note Sent, he was resisting 8P from me not 9 butit was at AP-1 as it's a heavy crossbow.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/1445:59>
EightStones aims and shoots at An Peng
         Attack: Agility (6) + Shotgun (7) + Aim (1) + Smartlink (2) - Partial cover of the target(2) - Attacker in moving vehicle(3) = 11d6 please roll
         Defence: Reaction(3) -> 3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/2853218/)
         Damage: 5P + net hits
         Damage Resist: Body (7) + Lined Coat (6) - Armor Piercing(1)

         Total damage: 6P so far
                        

What shotgun, dwhat ammo beast? if it is 5P itll be 7P from your roll (remember 1 success means you hit, it's anymore that up the DV). On that note Sent, he was resisting 8P from me not 9 butit was at AP-1 as it's a heavy crossbow.

someday I'll learn that ;)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-23-11/1522:07>
Hmmm... Can i grab one of the yaks/triads with Levitate, and use him as cover? Would be fun.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/1530:31>
Hmmm... Can i grab one of the yeks/triads with Levitate, and use him as cover? Would be fun.

Nope Heal take two round to complete (make the spell effect permanent), by that time, you went out of LOS
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-23-11/1607:17>
I vote for calling Peaches. Last guy worked out okay.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/1610:19>
He can use othr spells he is just at -2 for sustaining heal

id prefer crossing this borer normally but our face is half dead so call peaches
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-23-11/1639:48>
He can use othr spells he is just at -2 for sustaining heal

id prefer crossing this borer normally but our face is half dead so call peaches
Oh, I didn't know that. thanks
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-23-11/1726:21>
We managed to get out of there anyway. So we're cool by now. I've rolled for Medicine a while ago, but the internet here is a bit hectic here.
I'd say we should call that guy. We can always keep an eye on him. I'll keep spirit tabs on him, for example.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-23-11/1815:55>
Claw's Connection roll. Claw's a she, by the way.
Connection (2) + Connection (2) = 4d6.hits(5) → [5,6,2,1] = (2)
 (http://invisiblecastle.com/roller/view/2853524/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-23-11/2131:54>
Sorry I was away, got called into work unexpectedly.


and, Dick...moi???? lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-23-11/2134:40>
It's cursors opinion after all the shhot the troll and "fragging trog" stuff lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-23-11/2139:23>
oh no doubt he has some deep seated issues....its why i made him that way lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-23-11/2156:30>
If we dont get killed, I'll have an interesting scar (along with an elaborated story as to how he got it), and an idea for a tattoo to commemorate the job.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-24-11/0501:09>
Quote
{Health: 0 / 10P and 5 / 11S damage, NO Wound penalty (patched R3), no Sustaining penalty} | {Edge: 2 / 3}
{Defense: 5; Initiative: 10; IP's: 3} | {Ballistic Armor: 6+3=9; Impact Armor: 4+2+3=9} | {Sustained spells: Increase Reflexes F3, on Focus, Armor F3 on Focus.}
{Spirits: None}

Kot, actually this is -1 wound penalty stun damage counts
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-24-11/0753:44>
I have a stim patch that negates it. R3 patch leaves me at 2 damage counted, that's not enough for a penalty.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-24-11/1348:43>
Is Peaches riding with us? Now might be a good time to ask some polite questions, try to judge her intentions, etc...
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-24-11/1357:51>
yes
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-24-11/2031:51>
Full Scan in VR. first 3 second 7d6.hits(5)=4, 7d6.hits(5)=1, 7d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2855189/) 8/15
                second  3 second Scan(4)+ElecWar(3) (7d6.hits(5)=2, 7d6.hits(5)=3, 7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2855191/) 16/15
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-24-11/2044:02>
Stim patch doesnt rid you of negative dice pool from Physical damage does it?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-25-11/0200:31>
Yes. It takes Rating damage out of the equation. It's still there, but it doesn't count towards wound modifiers.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-26-11/1523:47>
50 yen? somebody shoot this guy! lol

I'm no tech expert, in this universe or the SR one so....our resident hacker should make this call.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-26-11/1525:45>
If he knocked out the vehicles, that easily and with -no- sign of what happened, I cant win. See IC for cursors responce.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-26-11/1541:59>

(OOC: there's a rating 4 machine sprite in the van running the autosoft btw sent, also node reboots don't decompile sprites -i think-, they should be able to escape to the resonance and return to my node, but driving the limo was it's last task so if the limo's immobile it would have left this time yes.

I need to learn more about resonance, I assumed, that when crashing node, all icons are dumped (suffer dumpschock) and all programs are terminated, since all sprites run on the resources of the node, when it crashes there is nothing to support them and the sprite decompiles. I've read a bit more and there is a clarification in uniwred the crashed sprite can still be compiled it is only banished to resonance and cannot be recompiled before 16-rating days.
Until I learn more I agree, the sprite was unable to complete the service, and could be recalled back to you.

Quote
Cursor walks over to and pats the limo. "Of course if this is your doing, we'll have to comply if you wont give us mobility back. I'd be even more inclined to let you scan it if you could make this limo mine. Do you agree Mata?

There is no nightsky limo behind your van.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-26-11/1544:59>
If he knocked out the vehicles, that easily and with -no- sign of what happened, I cant win. See IC for cursors responce.

Being a technomancer, how would you stop a car in transit?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-26-11/1553:04>
50 yen? somebody shoot this guy! lol

I'm no tech expert, in this universe or the SR one so....our resident hacker should make this call.

Hey! this make 200 yen counting all of you, a squatter could live two weeks on this. ;)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-26-11/1555:49>
based on your IC, should I assume, you cooperate?

Stryker? You're trying to do what with that scooter?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-26-11/1604:30>
Cursor is stalling while thinking as much as negotiating. Co-operation depends on below and what Dean says next

Being a technomancer, how would you stop a car in transit?

I'd hack it but my sprite would tell me if another icon was on the node unless their stealth beats its analyze+node's firewall at every roll, if their stealth does i don't stand a chance.

If they decompiled the nightsky sprite and spoofed the van's sprite (they'd have to have scanned me as i'm in hidden then done matrix perception which they'd need a minimum of 5 successes to beat my stealth and get my access ID for the sprite) id know it was decompiled by a technomancer from the mental link and could spend another task on the machine sprite to have it drive the van again.

really i need more info then they just stopped, my sprite's mental links should have provided this.

heres a knowledge test to work out what just happened if it wasn't any of that:

matrix theory: Logic(5)+Matrix Theory(2) (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2858035/) eerrrgghh
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-26-11/1608:09>
When did we lose the limo then? id have known the node my sprite is on crashed. I'll call it back from the resonance then. i'll go edit to patting the van
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-26-11/1621:15>
I just don't want to loose that Scooter. I could summon a Spirit with Movement and make the delivery. But I could also help us all the same way...
If that glitch the spirit had was enough for him to owe me a service.
If not, I'm going to try again. If I will be out cold, or not. Whatever.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-26-11/1628:03>
When did we lose the limo then? id have known the node my sprite is on crashed. I'll call it back from the resonance then. i'll go edit to patting the van

Here

You've been far away however by that time. An autopilot driven van using sidewalk, brute force, lamps and sounds sped through the jammed lanes. Limo fared much worse. Even though the autopilot tried to use the space after van before it closed, the standard autopilot wasn't able to cope with more difficult to handle Nightsky, and eventually it stuck between others cars hopelessly surrounded. Few minutes later a forced reboot, or maybe police EMP crashed the node and decompiled Cursors sprite, hopefully erasing all of your matrix traces along the way.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-26-11/1630:29>
Thanks sent sorry i missed that
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-26-11/1633:07>
matrix theory: Logic(5)+Matrix Theory(2) (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2858035/) eerrrgghh

1 success so a simple hint:

Spoof Comm and (Spoof)
You send a command to a device or agent, pretending it is from an
authorized source. You must have an access ID from which the target
accepts commands.

who could be authorized to give commands to this van?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-26-11/1643:16>
=_= he either has the johnson or Mata's access ID i see...

I'll just have my sprite override its autopilot again with it's own. but first ill slip into vr and go for admin on the van: Exploit(4)+Hacking(3 ) (7d6.hits(5)=1, 7d6.hits(5)=2, 7d6.hits(5)=6) (http://invisiblecastle.com/roller/view/2858086/) if it's firewall is 2 i'm in otherwise ill add another roll Exploit(4)+Hacking(3 ) (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2858088/) definitely in now, i kill all active subscriptions to the van's but mine and my machine sprites, this ll takes just under 6 seconds
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-26-11/2035:25>
using commanding voice on him

BBCode11d6.hits(5)=2 (http://invisiblecastle.com/roller/view/2858342/)


will be using an edge to reroll misses

BBCode9d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2858345/)

Thats an opposed willpower+leadership skill check for him to negate the effects
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-26-11/2042:56>
in terms of "releasing" stryker hes not really trapped
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-26-11/2053:00>
ah got you...i crossed the characters.... have modified post to actually make sense
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-26-11/2352:29>
Did the wounded face just pull his gun out? *facepalm*
I'm waiting until we get a better idea of what sort of crazy Matrix hijinks are happening. Only seems fair to wait for the GM, heh.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-26-11/2358:58>
I think i might need to pull out the big guns.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-27-11/0020:30>
makes a threat more credible, besides we dont have the time to play nice with someone who is just blatantly rude
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-27-11/0033:26>
I wish tank sprites could materialise lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-27-11/0223:43>
GM, would a group Movement power get us there on time?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-27-11/0332:45>
to avoid confusion people one thing (this goes specifically to Kot), we're dealing with three seconds combat rounds, with one to five passes with up to three actions per pass. There is a lot of things that can happen in between.
I know this is hard, but try to postpone your IC actions until I resolve the previous ones of the entire team. That way we'll keep the story flow in the IC thread if somebody ever read it. and there wont be the need to edit or remove posts.

There is no such limitation in OOC thread, where you can queue your action ad infinitum.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-27-11/0333:52>
GM, would a group Movement power get us there on time?

as I said, you can get on time without additional powers, unless you spend here more then ten minutes, so far it was like 30 seconds.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-27-11/0337:11>
ok im heading to a lecture, send me what's happening with cursor however you want sent and ill reply when i get back 11-12ish gmt
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-27-11/0339:30>
Did the wounded face just pull his gun out? *facepalm*
I'm waiting until we get a better idea of what sort of crazy Matrix hijinks are happening. Only seems fair to wait for the GM, heh.

I am not ill if anyone wonders, it's just I had to go away from the computer (we have different time zones), and I was wondering if we shouldn't cover the VR situation on some sort of chat with Chrona, to avoiding keeping you waiting, and just resuming the results in the IC post.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-27-11/0349:45>
ok we'll arrange that soon
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-27-11/0657:18>
right i'm back
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-27-11/0720:06>
Okay. I'll hold until my post is needed.
And to clarify things - Stryker didn't yell. He knew the guy was in their comm-net already, so he heard everything clearly. If it's an edit of the actual feed, no problem there. One more thing - who has the package? I think it's still waiting to be picked up.
My plan: Turn of the Scooter's wireless. One of you will take it - Mata would be best, as he's wounded. The rest will move on foot to the destination. We go, hand over the package, and finish this. No distractions, just ignore that cheeky bastard. So, he's good with the matrix. So what. We go dark and handle things the old-fashioned way. Screw them all.

P.S. I can patch and take care of Mata for free. I owe him that much. :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-27-11/1321:56>
GM, would a group Movement power get us there on time?

Kot, can you point me to the book/page please with that?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-27-11/1345:05>
Colt Asp is a revolver
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-27-11/1401:28>
Movement power: SR4A page 96, Spirit of Man: SR4A page 303.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-27-11/1604:30>
Colt Asp is a revolver

got me here, editing :D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-27-11/1840:04>
Movement power: SR4A page 96, Spirit of Man: SR4A page 303.

Kot, just in case I wasn't clear on this. When you tried:

Summoning a Force 4 Man Spirit, with the Movement power.

this is what happened:

Morrigan the Eternal One came. There is no advice, no scolding, no praises but she seems not pleased. She leaves.

There is no spirit of man at your disposal.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-28-11/0234:37>
Matrix scene has completed - took two days RL and 0,4 seconds ingame :)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-28-11/0410:48>
Sent, why? I had two hits, and the spirit summoned crit-glitched his opposed test. That usually means owing more services. SR4A page 188.
And Morrigan is my Mentor Spirit. She comes and goes, but cannot be summoned.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-28-11/0502:21>
Sent, why? I had two hits, and the spirit summoned crit-glitched his opposed test. That usually means owing more services. SR4A page 188.
And Morrigan is my Mentor Spirit. She comes and goes, but cannot be summoned.

The rulebooks are only guidance Kot. Everything is bound by the rules only to the extend of GM wish. The roll was unnecessary - on the table game I'd have told you not to roll when you had announced the try.

But to clarify on rationale let me explain. I understand Stryker may feel insulted by Dean. In this aspect the Morrigan acted as a mother that Stryker had never known. And this specific mother is not glad when you insult other people just for stopping you, she thinks you overuse the power she has given you over spirits. So she came instead, let you know that she think and left. You're free to try again.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-28-11/0750:19>
The thing is, rules-wise I do have power over spirits. Stryker doesn't. He believes they help him out of their own will, and because he's polite and determined. He did insult that particular guy, but he didn't exactly do the same with his agenda. On the contrary - it was said to show respect to the family. He said that he can't believe someone from the family could be that arrogant, to insult them with squatter's pocket money, and treat them like crap. He could come by openly and ask his question. This way he would still hear 'no', but it would be a polite and respectful response.
They were paid to get the package there untouched. Stryker won't allow it - that would be breaking their word, and failing the run. And that would kill their reputation...
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-28-11/1418:10>
I need a quick poll guys. Two votes against is enough to say 'no'. Majority to give the package to the hacker. I assume cursor is for and Stryker against. If either Mata or Eight is against you roll further.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-28-11/1429:47>
Eight-Stone's firmly against. He said as much in the IC thread.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-28-11/1607:15>
This is the last scene guys, try not to die on this one and we're done ;)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-28-11/1619:50>
I didn't turn my commlink on. And I'm letting others handle this. We have a Face, don't we?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-28-11/2003:48>
Sorry about the abscence. My car overheated on way from school, so thats where I've been...going about a mile at a time till i'm home.



yes, you have a face lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-28-11/2009:37>
in case the guy on the gate is a hardass my etiquette roll:
BBCode14d6.hits(5)=7 (http://invisiblecastle.com/roller/view/2861223/)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-29-11/0443:44>
cursor will first check if the ruger is cocked, if no then he does nothing, if yes:

If chavez' ruger is obviously smartlinked he'll attempt to hack chavez so he can stop it firing, going for admin, heres 6 seconds worth of rolls as i dont know his commlnks stats Hacking(3)+Exploit(4) (7d6.hits(5)=1, 7d6.hits(5)=1, 7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2861733/) Hacking(3)+Exploit(4) (7d6.hits(5)=2, 7d6.hits(5)=3, 7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2861734/)

If No then called shot to ruger, regular bolt, bow already drawn as stated, already loaded as stated.
first free action=called shot to break weapon -3 not -4 because of my krav maga manoeuvre
Quote
Break Weapon
Breaking an opponent’s weapon requires skill and, in some
cases, brute strength. A character with the Break Weapon maneuver
may make a Called Shot (see p. 149, SR4) with a +1 dice pool
modifi er to attack the opponent’s weapon; treat this as destroying
a Barrier (see Destroying Barriers, p.157, SR4). At the gamemaster’s
discretion, the remains of a destroyed weapon may still be used as
an improvised weapon (see Improvised Melee Weapons, p. 17).
second free action=take aim +1
Simple action to fire bow = Agility(6)+Archery(3)-Called Shot to Disarm(4)+Break Weapon(1)+Take Aim(1) (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2861770/)

I'll spend my 1 edge if I need to but he should be taken by surprise.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-29-11/0455:45>
Are you sure you're going to do this? there are four armed men escorting you
he has no obvious smartlink and you don't see commlink node ( ma be on hidden)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-29-11/0458:01>
Is the Ruger cocked?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-29-11/0459:18>
It is ready to fire, if that is what you have in mind
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-29-11/0509:02>
Yeah, Rugers are SS so the hammer needs to be back.
elec warfare(3)+scan(3) (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2861773/)
elec warfare(3)+scan(3) (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2861774/)
elec warfare(3)+scan(3) (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2861775/)
elec warfare(3)+scan(3) (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2861776/)
elec warfare(3)+scan(3) (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2861777/)
elec warfare(3)+scan(3) (6d6.hits(5)=0, 6d6.hits(5)=3, 6d6.hits(5)=2, 6d6.hits(5)=2, 6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2861778/)
elec warfare(3)+scan(3) (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2861780/)
elec warfare(3)+scan(3) (6d6.hits(5)=1, 6d6.hits(5)=2, 6d6.hits(5)=2, 6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2861781/)
elec warfare(3)+scan(3) (6d6.hits(5)=3, 6d6.hits(5)=2, 6d6.hits(5)=4, 6d6.hits(5)=1, 6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2861782/)

It'll take 18 seconds to find his node, if he stops aiming at the elves head in that time Cursor does nothing otherwise
cursor will first check if the ruger is cocked, if no then he does nothing, if yes:

If chavez' ruger is obviously smartlinked he'll attempt to hack chavez so he can stop it firing, going for admin, heres 6 seconds worth of rolls as i dont know his commlnks stats Hacking(3)+Exploit(4) (7d6.hits(5)=1, 7d6.hits(5)=1, 7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2861733/) Hacking(3)+Exploit(4) (7d6.hits(5)=2, 7d6.hits(5)=3, 7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2861734/)

If No then called shot to ruger, regular bolt, bow already drawn as stated, already loaded as stated.
first free action=called shot to break weapon -3 not -4 because of my krav maga manoeuvre
Quote
Break Weapon
Breaking an opponent’s weapon requires skill and, in some
cases, brute strength. A character with the Break Weapon maneuver
may make a Called Shot (see p. 149, SR4) with a +1 dice pool
modifi er to attack the opponent’s weapon; treat this as destroying
a Barrier (see Destroying Barriers, p.157, SR4). At the gamemaster’s
discretion, the remains of a destroyed weapon may still be used as
an improvised weapon (see Improvised Melee Weapons, p. 17).
second free action=take aim +1
Simple action to fire bow = Agility(6)+Archery(3)-Called Shot to Disarm(4)+Break Weapon(1)+Take Aim(1) (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2861770/)

I'll spend my 1 edge if I need to but he should be taken by surprise.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-30-11/0743:27>
Chrona - guy had no commlink at all, he was too oldfashioned for smartlinks, commlinks and that kind of tricks. Manly and personally it is he and his gun.

I am wrapping up papers, and the summary will follow. If you have any quations about hows and whys, I am open to aneswer them now.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-30-11/0824:08>
On next day you send a message to the Koshari where to find their van. As you got back your places you could see replays in trid news networks - There was a an Asian showdown in CAS sector, claimingthree Yakuza and two Triad bodies as well as several injured in speedway crashes when unidentified thrid party rammed their way through.

There were broadcasting Grid camera feeds showing the van, limo, firefight, spirits manifestations and fireballs. The Limo got caught in traffic but was revealed to be piloted remotely and the van disappeared off the grid.

News reporters speculated who might it be, since the driver of the car was visibly shot at, most probably because the van was between the fightin Asian groups. An Astral consultant for the news station described how with a simple spell the Triad group had fooled the Yakuza group into believing they came out of the restaurant, when they were realy shadowing behind them.

All in all this has given you a nice coverage in shadows (+1 reputation)

Money: there 13,6 k to share so each of you gets 3400 nuyen. Mata gets additional 500 and new suit.
Karma: 2 for delivering the package, 1 for avoiding police activity.
Additional Karma:
Stryker - 2 I liked your detailed descriptions of the magical activity and roleplaying of the unexperienced kid attitude. I didn't like the brute force approach. 
Mata Tabi - 1 I liked both your humor and activity, I was hoping for a little more ingame activity, You especially had a chance to play out one asian group against each other.  The fight was probably unavoidable, and there was pure unluck on your side, that you directed your commands at the mirage, or person in VR. But had you sided openly with one side or gained more time for Stryker's magci by talkign to them the result could have been less painful in terms of damage
Eight-stones - 2 several excelent posts, which I really wasn't expecting (no offense) - I was expecting a brute force, cahrges and generally roleplay of the stupid troll, when you instead choosen a more thoughful approach.
Chrona - 2 - I am sorry that matrix combat resulted in early shake hands, I was plannign this from the very first post I known I'd have a technomancer on board. and I was really affraid of this one. In case of combat you'd probably mop him up with ease. Needed to get several encouraging pm'esses to boost my confidence sufficiently to not boost the original adventure hacker with better gear and programs or entirelly to technomancer. Still few easy tricks made it off. Next time, check the gear of your team. Most of the offensive actions he got by hacking the Eight-stone commlink which was the weakest in the link. Anyway lots of good posts and a lot of initiative through the entire run.

Notoriety:
You have delivered the package correctly so no change.

Factions relations (this add +/- dice to all social reactions against members of particular group):

each of you
Koshari +1 point
Yakuza -1 point
Triad -1 point

each of you
Chavez Mafia +1 point (except for Cursor)

Stryker
Casquilho Mafia -1 point

Cursor
Casquilho Mafia +1 point

Contacts
please make 2 times Charisma + Charisma rolls (2) for chance to earn following as Loyalty 1 contact
Koshari Raven
Stalker Coyote

Eight stone - you have additional chance to earn
Peaches Coyote

Cursor - you have additional chance to earn
Dean Costello - Casquilho Hacker

I'll send you descriptions of apropriate contacts once your roll.

Congratulation guys, You have just earned yourself another roleplaying stroy by completing the mission. If anyone asks you've completed it on the TR 1 (which is the lowest possible).
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-30-11/0833:43>
and as final one - thank you for participation, I don't how it was for you, but I had really good times driving your through Denver and throwing logs under your wheels.

once again, Thanks :D
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-30-11/1222:21>
Are you planning on the follow on missions, or is this a one shot?
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-30-11/1225:23>
only IF there will be anyone interested  ;)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-30-11/1235:55>
I know I am for sure. It's my first attempt at a subtle type i.e. Face and I'm just starting to see how I should play one. That I'm just starting to work out Mata's Meta-hatred in character.


So, I'm in (if you'll have me back) and there's interest enough.

and thanks for hosting it.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-30-11/1248:39>
Contacts rolls:

BBCode10d6.hits(5)=4 (http://invisiblecastle.com/roller/view/2863432/)

BBCode10d6.hits(5)=6 (http://invisiblecastle.com/roller/view/2863437/)

and where the hell were these rolls in the game??   :P
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-30-11/1255:34>
I know I am for sure. It's my first attempt at a subtle type i.e. Face and I'm just starting to see how I should play one. That I'm just starting to work out Mata's Meta-hatred in character.


So, I'm in (if you'll have me back) and there's interest enough.

and thanks for hosting it.

I'd like some feedback first. this was my first attempt at SR GMing (without rules knowledge ;) too)
and it was also my first attempt at Play By Post that has actually finished :) so the success is already mine :P 
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-30-11/1327:52>
Contacts rolls:

BBCode10d6.hits(5)=4 (http://invisiblecastle.com/roller/view/2863432/)

BBCode10d6.hits(5)=6 (http://invisiblecastle.com/roller/view/2863437/)

and where the hell were these rolls in the game??   :P

Mark Longfeather “Raven”, Koshari Chieftain, Human Male
Connection Rating: 4 Loyalty: 1
Uses: Information on current Koshari activities. Assistance in obtaining BTLs or trafficking information.
Places to Meet: Various Koshari affiliated establishments, especially Denim
Contact: Commlink

“Stalker”, CAS:Pueblo Coyote, Human Male
Connection Rating: 2 Loyalty: 1
Uses: Provides safe passage across the border for 250¥ per person.
Places to Meet: Sloan Lake Park
Contact: Commlink
Availability: Requires 1 hit on a loyalty test.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-30-11/1422:07>
On parting, Mata would bow ever so slightly to Cursor and Stryker and send an AR  business card to them. His eyes only cut across Eight stone's form.


A fitting ending for my PC, but didnt want to post in IC as its concluded.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <01-30-11/1721:43>
Koshari Raven Roll:
Contact Roll Charisma (2) + Charisma (2) = (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2863769/)
Stalker Coyote Roll:
Contact Roll: Charisma (2) + Charisma (2) = (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2863775/)
Peaches Coyote Roll:
Contact Roll: Charisma (2) + Charisma (2) = (4d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2863776/)
All ya'll other NPCs can suck it, me and Peaches are gonna be BFFs.

I'd be up for another game. My goal for my first character was to survive his first adventure, and he certainly did that. More or less unscathed... but yeah, I figured that incredibly crappy commlink would come back to bite him, haha.

I think you did fine as a GM, but sometimes I had trouble understanding exactly what was going on in the IC posts, and that lead to me contributing less, and playing Eight-Stones as more reactive than proactive. I think for next game I'll have to ask a lot of clarifying questions, that'll probably help.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-30-11/1755:43>
True. Asking questions never hurts.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <01-30-11/2049:00>
I really enjoyed it, I'd love to do all of denver with you guys

Charisma x 2 (6d6.hits(5)=4, 6d6.hits(5)=1, 6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2864112/)

Koshari Raven 4
Stalker Coyote 1
Dean Costello - Casquilho Hacker 3
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-31-11/0252:55>
Koshari Raven Roll:
Contact Roll Charisma (2) + Charisma (2) = (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2863769/)
Stalker Coyote Roll:
Contact Roll: Charisma (2) + Charisma (2) = (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2863775/)
Peaches Coyote Roll:
Contact Roll: Charisma (2) + Charisma (2) = (4d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2863776/)
All ya'll other NPCs can suck it, me and Peaches are gonna be BFFs.

I'd be up for another game. My goal for my first character was to survive his first adventure, and he certainly did that. More or less unscathed... but yeah, I figured that incredibly crappy commlink would come back to bite him, haha.


I think you did fine as a GM, but sometimes I had trouble understanding exactly what was going on in the IC posts, and that lead to me contributing less, and playing Eight-Stones as more reactive than proactive. I think for next game I'll have to ask a lot of clarifying questions, that'll probably help.

Peaches, CAS:UCAS Coyote, Ork Female
Connection Rating: 2 Loyalty: 1
Uses: Provides safe passage across the
border for 250¥ per person.
Places to Meet: Abandoned buildings near the border
Contact: Commlink
Availability: Requires 1 hit on a loyalty test.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-31-11/0323:36>
I really enjoyed it, I'd love to do all of denver with you guys

Charisma x 2 (6d6.hits(5)=4, 6d6.hits(5)=1, 6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2864112/)

Koshari Raven 4
Stalker Coyote 1
Dean Costello - Casquilho Hacker 3

Dean Costello, Casquilho Hacker, Human Male
Connection Rating: 2 Loyalty: 1
Uses: Fake SINs and licenses, Lawyer, Hacking jobs and data searches
Places to meet: Marcel’s; Tower of Babel; Casquilho imports
Contact: Commlink
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <01-31-11/0327:15>
Well, in three responses all were positive about another game.

That make me officially proud of myself :D

which means, there will be another Mission

now, please recalculate your cash, buy some gear if you want, distribute your karma and PM me your compiled characters. (Chrona please in text form, the pdf is killin' me, even though it looks nice)

for healing purposes (Mata specially) count that as a week (seven days).

Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <01-31-11/0658:49>
My would be also positive. I liked the game, even if in a few posts it was a bit too chaotic - but that's probably our(mine to a slightly bigger extent) own fault. I've enjoyed it, and I'm interested in continuing, especially since Stryker is a nice character to play and fun to develop.

The rolls:
Charisma(3)x2 (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2864472/)
Charisma(3)x2 (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2864473/)

Rewards:
Karma: 5 total; Money: 3400 NY

Purchases: Medical Station, Rating 6, Costs 420 NY, no listed Availability

Quote from: In-Character
Stryker was pretty glum during the last moments, and he continued to look confused and lost afterwards. He quietly waited to get his share, and thanked everyone, also promising Mata to tend to his wounds if he wishes that.
He withdrew to his apartment, to spend some time meditating. He was lost. He lost his insight, and didn't manage to figure things out - even though he's pretty smart. Also, disappointing his Mentor was quite a burden. He spend a whole day resting, and trying to figure what he did wrong. And he managed to do that well enough. He knew that already, but decided to ignore the problem, instead of trying to fight it. He still doesn't get people. He does see how they work, but he's not one of them. He was raised to think of people as either those who give orders, or pieces of living property. So, he doesn't understand people. He doesn't understand how they work together, and how they live. He doesn't understand who he is, and how he's going to catch up on lost life. He's not going back for sure. So he decides to observe and wait until he gets it...
How? He meditated on that for some time, even asking one of the Sages for advice. What can he do to understand people better?
"Help them." said the Sage, and departed in a whirl of incense smoke and a sound of turning pages...
So he did. Stryker turned to the local spirit-healers, and asked for permission to help them, and in time establish his own little 'practice'. He started to assist those healers, and take in minor cases, thanks to his shiny new MedStation.

As for Mata's wounds, Stryker can provide both regular and magical treatment. This would be +2 for the two hits bought on Medicine, and +2 for long-term Magical Care (as it was stated in Augmentation)
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <01-31-11/2045:57>
Damn Stryker is really digging Mata deep into his Giri (Debt of Honor) lol
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Sentinemodo on <02-01-11/0317:52>
Ok, guys, we have JDA on board for the next game with his rigger.
As soon as I get your updated cards PM'ed to me we can start anew.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Chrona on <02-01-11/0331:42>
I'll be writing mine after i run my Manhattan game tonight
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <02-01-11/0426:17>
No updates on mine, besides the +2980 NY. I'm saving the Karma for later use. And Stryker will just work as community Healer.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Bewilderbeast on <02-03-11/1929:56>
Alright, I've thought it over. I'll be spending 2 karma on the "Physical" specialization for Eight-Stone's "Intimidate" skill. Hopefully this'll bring it up to a useable level, and give him something to contribute in encounters that don't involve punching things, exploding things, shooting things, or eviscerating things.

He'll also buy a pair of shock gloves (in order to give him a much-needed non-lethal option), and spend 2,000 nuyen on a month of Low lifestyle. Yay! An actual apartment. The remaining 900 nuyen and 3 karma he'll save for a rainy day.

I'll transcribe a new sheet as soon as possible. I would just update his Mythweavers sheet, but the thing is, I'm using Eight-Stone for another (slower-moving) game on another site.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Boer_Kommando on <02-03-11/2044:49>
I wont be using karma, only interested in healing and possibly finding a mempo so I dont get shot in the face.
Title: Re: [OOC] Missions 2 - Parliament of Thieves
Post by: Kot on <02-05-11/0734:23>
(...) only interested in healing (...)
That'll be +2 for Stryker's Logic+Medicine+Equipment, buying hits, and another +2 for Magical Care for your healing rolls. :)