Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Sentinemodo on <12-09-11/1631:01>

Title: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-09-11/1631:01>
SPOILER WARNING: this game is played using the official Missions 02 - 09 Tunnel Vision scenario. If you wish to ever play it do not read any further.

I am opening up another thread my friends,

on list are:
Netzgeist, snake_eyes, Sichr and Kouryuu.
lets greet new player - Larzarus

It would help if all of you could post here the runner current status and dice pools in the Kot's format.

since you got another runs under your belt succesfully completed, you might want to add another descriptions part into your background stories
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-09-11/1906:49>
-------------
Safehouse in the Warrens:
Address: 4494 S Granby Ct, 39.63518,-104.810587  (http://maps.google.pl/maps?q=39.63518,-104.810587&hl=pl&num=1&t=h&vpsrc=0&z=19)
Description:
Peeling avocado green paint and a trim that may have been brown a few decades back, the rundown apartment building looks like it was
abandoned shortly after the decision to cut all utilities in the Warrens (there is a self made connection to electricity, but there is no running water). At severalplaces, three golden crowns have been tagged onto the building, a clear sign of marked territory. (the building is under protection of the Three Kings gang).
Unit number five has a plaque hanging on by the residual adhesion of paint, which reads “Manager.”
Categories:
comforts: low 2 -> You have a six beds, table and several chairs. There is a shower (though it doesn't have water connected), cleaning drone (five years old at least), soy-processor and a fridge. -> cannot be increased if you do it will be stolen right away.
entertainment: squatter 1 -> You can go out for drinks at a local dive or attend a dogfight. There is a selection of Yakuza bordellos and Mafia casios nearby. You can watch the pirated trid -> can be increased (buying a matrix service for example)
necessites: low 2 -> Your home has all four walls, a mostly watertight roof.  You have electricity for your place, although it is from illegal tap, so a backup generator would be a good idea. Wireless coverage is available but at a low signal rating. There’s a lot to park your cars. You
can eat soy nutria-bars or universal patties with flavor packets, and do your laundry at a coin-op facility.-> can be increased
neighbourhood: street 0 (Denver's Warrens) -> The streets around are almost uninhabitable - condemned buildings, rusted-out car frames - a miserable, dangerous place to live. The down and out you call neighbors consist of other homeless, drug addicts, criminals, transients, and street gangs. There is little to no police presence. For the most part, the Thee Kings provide security to those who can afford it (and prey on the rest) -> limits comforts to low
security: squatter 1 -> You have a place to put your stuff, even if it’s just a locked box inside the appartment. It’s out of sight, but even common thieves will have little trouble getting access. There is a mechanical lock (rating 1) to the doors -> can be increased

Qualities
poor condition  -1 -> like most in the area the home is vulnerable to certain weather or elemental conditions. When it rains, the roof leaks and the basement floods.
rough neighbourhood -1 -> well, this are Warrens - sin city. Gangs are active, people are aggressive, they people don’t even walk in the daytime without protection.
crash pad -1 -> this was is a Three Kings area, they consider own. And they feel always welcomed there, sometimes bringing booze, or stuff they've  just stolen. Locking the place will result only in destroying doors. they are an inconvenience to the comforts and necessities (drinking beer from the fridge or eating soy) but they also provide presence in case you need someone to receive a package or message..
trigger happy landlord -1 -> since the landlord is Three Kings friend, he has no problem calling them to kick you out if you stop paying.
worse neighbors -1 -> While running isn't the safest business line, neighbors have worse occupations, and they occasionally bring it home, legal or otherwise. Undesirables hang around your neighborhood, and the police make constant visits there.
hasty exit +2 -> The house has exits on both east and west sides for observation, and there are windows to the south and north providing convenient exit points, in case of need.
inconspicuous housing +2 -> the place is hard to find using the Grid, there no street labels around, and the house doesn't differ from the surroundings

roommates: 5 -> the place could house 6 people, the price include it regardless of using that or no.

rent: 5 -> 500 * 150% (roommates) => 750 nuyen per month

special negative quality lonestar infiltrated - it can be target of occasional inspection or monitoring without reason, will be checked if there will be searchings nearby, crash pad guests trigger more frequents visits, each vists may leave bugs)
There are also some combined effects, worse neighbourhood + crash pad means, you can easily find some highly illegal thing in the basement
and combined with lonestar infiltration, means you can have some trouble for being there while it is found.

Safehouse in the Tunnels:
Address: tunnels under old Aztec secotr
Description:
Having cleared the security, and set it up properly, Eliza is going to have the car rented for some highly stylish hideout.

Lifestyle Points: 14 (low)
Categories:
comforts: low 2 -> You have a beds, table and chairs in each of the prison cell. She's gonna install external shower, buy a cleanign drone and other basic machines like soy-processor and a fridge.
entertainment: none 0 -> No matrix connection (dead zone), and several dozens of hard concrete to the surface. Unless you're up to watchign how the devil rats bite themselves, there is nothing to kill the thoughts on.
necessites: low 2 -> there are all four walls, maglocks on each cell. no risk of rain days.  You have electricity, water, but that's it.
neighbourhood: street 0 (none) -> There is only neighbourhood of Eliza.
security: high 4 -> There are live ammo armed drones with a range of sensors, for mundane protection, and patrolling spirits for the astral.

Qualities
roommates: 8 -> the place could house 8 people, the price is double person, or single if you take it all.
Qualities - Aspected domain +1 (Blood magic and Aztec tradition)
Easy-going landlord +1
No-neighbours +1
Privacy screen +3 (no matrix connection, astral security, range of sensors installed)
Security Conscious +2
Network Dead zone -2

rent: 4400 * varied% (roommates) => 1100 nuyen per month per person or 6600 for the whole car.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-09-11/1909:41>
Updated Sam.
{Health: 0 / 10P and 0 / 10S damage, NO Wound penalty, NO Stun penalty} | {Edge: 4/ 4} {Defense: 4; Initiative: 12; IP's: 3} |
{Ballistic Armor: 10; Impact Armor: 8 ; Mods : Thermal Dampening (4); Nonconductivity (4); Skinlink} |

Concept:
Infiltrator/Demolition expert + face features

Description:
Former Corp [The Draco Foundation] spec. Op. Who faked his death.

(http://i1117.photobucket.com/albums/k596/kouryuuLV/cygoth.jpg)

Name: Sam Mule
Alias: Sam Race: Human
Sex: Male   Age: 21
Nationality: UCAS
Lifestyle:
CAS Sector Loft - Low lifestyle(4 weeks paid)
3K' s Safehouse in the Warrens - Low lifestyle(4weeks paid)
Karma Spent/Total Karma: 34/41
Nuyen: (Left after chargen= 0¥ Starting Nuyen= 400¥ (http://invisiblecastle.com/roller/view/2981957/) - 22,500¥ In Debt+10935(M1)+10000(DJ)+9750(M2)- 18125(buying stuff)+3750(Smuggling)+6300(M3)-2190(Rent) = On Hand 570¥
Motto: Prepare for the worst, hope for the best and expect nothing!
Street cred: 1
Factions relations (this will give you a bonus dices to any social roll with members of that faction):
 +2 Casquilho Mafia
 +2 Kirillov Vory
 -1 Fronts Gang


Personality/background

Sam was sold to the Corp as a child or maybe he is some sort of freakish experiment of a kind, the fact is Sam himself does not remember how it came to be, that he grew up in the Spec. Op. training facility in the „The Draco Foundation” Corp.

As far as Basic education is considered Sam got his fill. He not only did get the basic skills of Disguise, Infiltration and Demolitions, but also Basic Psychology and social interaction skills. The Corp even insisted him to have the mundane Math and natural sciences class. Languages, on the other hand, where fun to learn.

The Every day knowledge is not a thing you can get inside a secluded corp. compound. Mostly you get what you need and you need a lot of information on your targets. And the typical targets are criminal organization, mostly Yakuza and Triads, but many Mafia families have been targeted too.

Sam has no problem eradicating the Baddies, but his definition of baddies is a subject of discussion. Morals are the better part of this argument. Sam always tries to go for a non-lethal solution, but being a demolition expert it is not always easy. Sam’s Decision to fake his death to get rid of the corp. has been mostly because of the more unconsidered bombing tasks he was given in China town and other places where important Criminal Ringleaders commute.

After faking his death Sam has been working of his debt to a Mr. Johnson who not only lends him the [so desired, but most likely not his own] funds for doing it, but helped to make it happen. But this deal never came to fruition, because the Johnson vanished, just as Sam was prepared for his first mission. 20 Kg of plastic explosives and no targets, that will not end well.

Sam did improve his close combat skills just as he had the first use of them. The next task that challenged him was born in a realm that is filled in mist to his eyes, the matrix, or even more precise the “Res-something” or how Mouse used call it… Oh right Resonance. This job had a strange wibe around it, but it paid well, and Sam got a new SIN as a special force officer, witch is rather lucky as it opens a lot of doors for him.
The job itself was not hard, at least for him, but his team mates really took a beating, no wonder they could not hold their emotions back and even killed a few of the innocent people, Sam on the other hand avoided to kill anyone and it is something he is very proud about.

Talking a Gang into joining the Vory, could have been the most nerve wrecking job Sam had done up until then, and the relationship drama unfolding in the middle of it did not help either. It was luck that the Gang was easily scared of their superior skill and equipment and surrendered without a fight, then Sam was not sure what the causalities would have been in that case.

As a surprise the Johnson, who had helped Sam to fake his death, reappeared and had a message for Sam. “Droco knows, they have your file and they plan to …” more he could not say as a bullet pierced his throat. Sam made a rush retreat and got lucky, the strike force from Draco missed him completely, or maybe they let him go, who knows, but from now on Sam will be a prime target for them.

Once seen you will remember him because of his Cyber Goth style, good thing you won't see him, at least, until its too late.
As a Day job he works in the Lunar Nocturne (http://maps.google.com/maps/ms?ie=UTF8&hl=en&msa=0&msid=201298613949152916759.00047d5da8e9a5da8ea37&ll=39.743131,-104.963808&spn=0.0099,0.019312&t=m&z=16&vpsrc=6&iwloc=lyrftr:msid:201298613949152916759.00047d5da8e9a5da8ea37,00047d62bddeaa3a770ad,39.743032,-104.963808,0,-16&f=d&daddr=%4039.743032,-104.963808) as a Bartender and if necessary as a bouncer, but that happens rarely in this kind of establishment

Attributes

BodyAgilityReactionStrength
45(7)2(8)3(5)
CharismaIntuitionLogicWillpower
443(5)4
EdgeResonance/MagicEssenceInitiative
401.4756/12 IP 1/3


Positive Qualities
Restricted Gear
Restricted Gear
Linguist
First Impression

Negative Qualities
Record on File (Draco Foundation)
Day Job (2500¥/20hrs) ["Lunar Nocturne"]

Active Skills
Influence skill Group3
Athletics Skill Group1
Close combat skill Group1
Electronics skill Group1
Disguise [spec. in cosmetic]6
Infiltration [spec. in urban]4
Demolitions [spec. in plastic]4
Pistols [spec. in Tasers]4
Shadowing3
Palming2
Preception2
Dodge [from skillsoft]4(6)
Knowledge Skills
Corp - The Draco Foundation4
Criminal - Denver Gangs3
Criminal - Yakuza2
Criminal - Triads2

Language Skills
EnglishN
Cantonese2(4)
Japanese2(4)
German2(4)
French2(4)
Italian2(4)

Cyber/Bioware
CyberwareEssenceCostNotes
[R]Move-by-Wire System Rating 2[R]385,000¥+2 initiative pass, +4 reaction, +2 dodge skill,Skillwire Rating 4
Reaction Enhancer (2)0.620,000¥+2 reaction
Muscle Augmentation (2)0.414,000¥+2 strength
Cerebral Booster (2)0.420,000¥+2 logic
Radar Sensor (4)0.312,000¥Visibility modifiers ultrasound, penetrate 20 Barrier Structure ratings, detect persons, their cyberware, weapons
Sleep Regulator0.1510,000¥ sleep 3 hr/day or 48 hr awake with no modifiers
Skillwire Expert System0.13,000¥Can use edge for re-rolls on skillwire tests
Muscle Toner (2)0.416,000¥ +2 agility

Equipment
ArmourB/IMods
Form-Fitting Body Armor Half-Body Suit4/1none
Chameleon Suit 6/4Thermal Dampening(4), Nonconductivity(4), Skinlink
Forearm Guards0/1none
SecureTech Helmet0/2none
Street Clothes0/0none
CommlinkRe/Si/Fi/SyOperation SystemMods
Erik Fjordson Commlink5/5/4/4unknnownorigial<Response 5,Signal 5, System 5, Firewall 5>
Commlink Soft-, hardwarepriceNotes
Biofeedback filter R44000Soft
Stealth R44000Soft
Exploit R44000soft
Encrypt R44000Soft original - Encrypt 5
Analyze R44000Soft original - Analyze 5
Browse R44000Soft original  - Browse 5
Command R44000Soft original  - Command 5
Edit R44000Soft original - Edit 5

CommlinkRe/Si/Fi/SyOperation SystemMods
Renraku Sensei2/4/6(4)/4Iris OrbBiometric Lock, Armor Case 5
Commlink Soft-, hardwarepriceNotes
Biofeedback filter R44000Soft
Stealth R44000Soft
Exploit R44000soft
Analyze R44000soft
Browse R44000soft
Command R24000soft
Edit R44000soft

Activesofts R440000¥Dodge level 4
Subvocal Microphone           50¥–4 dice pool modifier to be heared in an audio Perception Tests     
Fake SIN (Sebastian Leer)                 (4)  4000¥Fake System Identification Number - Sebastian Leer
3x Fake License  R41200¥(concealed and carry; restricted weaponry;armour and accesory) - Sebastian Leer
Fake SIN (ZDF Officer Harald Black)                 (5)  15000¥Fake System Identification Number - Harald Black
WeaponTypeMods
VertigoColt ManHunterAdditional Clip, Melee Hardening, Skinlink, Smartgun System, Personalized Grip, Laser Sight
Concealable Holster75¥accesory
50x Stick'N'Shock Ammunition 255¥ammo
50x Gel Ammunition 255¥ammo
4x Spare Clips 25¥accesory
Streetline SpecialStreetline Specialnone
6x Regular Ammunition ammo
ZapdosYamaha PulsarShock Pad, Melee Hardening, Skinlink, Smartgun System, Personalized Grip, Chameleon Coating
Concealable Holsteraccesory75¥
35x Taser Dart 255¥ammo
5x Spare Clips 25¥accesory
Sensory enchanmentspriceNotes
Goggles                     300¥
   -Vision Enhancement      R3  300¥adds 3 dice to visual Perception Tests
   -Vision Magnification           100¥zoom magnifies vision by up to 50 times(optical or electronic enhancement)
   -Thermographic (Malfunctioning)           100¥Enables infrared vision, helps spot living beings in darknes darkness, check motor or machine has been running lately, and to track heat footprints.
   -Flare Compensation           50¥No modifers from blinding flashes, glare and heat flashes.
   -Image Link           25¥displays visual information in the field of vision or user’s retina
   -Smartlink           500¥interacts with a smartgun system for visual aid
Headphones             50¥300¥
   -Audio Enhancements       (3)300¥adds 3 dice to Listening Perception Tests
   -Select Sound Filter      (3)600¥allows the to block out background noise and focus on specific sounds, 3 groups
   -Spatial Recognizer(Malfunctioning)           100¥receives +2 dice pool modifier Perception Tests to find the source sound.
B&E GearpriceNotes
Gecko Tape Gloves           250¥Climbing help
Autopicker R              (6) 1200¥open locks
Maglock Passkey           (4)8000¥open maglocks
2x Microwire  100m           100¥
2x Standard Rope 100m          100¥
Combat Load Vest           300¥holds your stuff
White Noise Generator     (6) 300¥helps hide sounds
Gas Mask           100¥immune to airborne toxins, diseases
ExplosivespriceNotes
[R]18x Plastic explosives[R]  1800¥
16x Radio Detonator           800¥
20x Timer Detonator           700¥
20x Neuro-Stun           1200¥
20x Gas Grenade           400¥
10x Flash-Bang Grenade     300¥
8x Laes cigarette     450¥

Contacts

Jeffry "Jef" Fernandez, "Lunar Nocturne" Club Owner, Possibly Awaken.
Connection Rating: 3 Loyalty: 2
Uses: Secure Location to meet at, Latest buzz and information, Link to the Magic community.
Places to Meet: "Lunar Nocturne"
Contact: Commlink

Tabitha “Tabby” Morgan
, Denver fixer, Changeling Female
Connection Rating: 3 Loyalty: 1
Uses: Corporate Procedures, Run offers and information, Identifying affiliations.
Places to Meet: CAS Sector Clubs
Contact: Commlink

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

Miguel Sanchez, Casquilho Fixer, Ork Male
Connection Rating: 3 Loyalty: 1
Uses: Mafia activities; BTL smuggling; Hiring muscle for street jobs
Places to meet: Marcel’s; Tower of Babel; Casquilho imports, UCAS dive bars; Ganger hang-outs
Contact: Commlink

Nikolai Kirillov Aurora Warrens Vor, Human Male
Connection Rating: 4 Loyalty: 1
Uses: Information on Vory practices, assistance with any extra-legal activities in the Aurora Warrens
Places to meet: Wherever he asks, but typically in the Warrens.
Contact: Commlink


Quote from: Edge Log
4 start
4 left in Total
Quote from: modifiers and Changes

Change Log
+6300 $
+5K two week pay from Day-job
+2500 smuggling
-10k debt -> removing neg quality "In Debt(15k)"
2k  paying Rent for the next month
-190$ paying rent for the 3K safehause
-2300$ Buying Colt ManHunter "Vertigo"
new contact - Nikolai Kirillov
+13 Karma
Learning Electronics skill group (http://invisiblecastle.com/roller/view/3292158/)
-10 Karma
+1 Loy Jeffry

End mission
-2 flashbanng
-1 neurostun gas grenede
-2 SNS
-3 Taser Darts
-a lot of his pride and health

Tacsoft Rating 3 w/ Ergonomic option acquired (cost is 9300 nuyen, each team member contributes with 1860 nuyen for the cost to be even)

4 Karma for removing Enrio threat
2 Karma for rescuing Sun To-Wai
2 Karma for succesfully completing side quest for Eliza
Sam - 2 - your luck run out along with edge, but still you got several nice ideas. It was thanks to you that the microtapper got in place within a week and the grenades idea really got me thinking if perhaps the 'great boss fight' isn't going to end up with a less spectacular one-shot kill.

Street cred:
+1 for removing a rooting evil underneath of Denver

Factions relations:
you got a +1 to your relations with Wuxing

Contacts:
All of you get Eliza as a contact:
Eliza Khanduri PCC:CAS coyote, Elf female
Connection Rating: 3 Loyalty: 2
Uses: Information on Koshari practices, assistance crossing the CAS: PCC border, current smuggling activities.
Places to Meet: Smuggling bars, Koshari establishments, Tunnels near the CAS:PCC border
Contact: In person, commlink

Tabitha “Tabby” Morgan, Denver fixer, Changeling Female
Loyalty: +1

Pistol 4 -> 5 Spec. SA
-12 Karma

tunnel Lifestyle
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-09-11/2214:33>
{Health: 0 / 10P and 0 / 11S damage, 0 Wound penalty, Sustaining Focus: - } | {Edge: 0 / 2}
{Defense: /; Initiative: 8; IP's: 1} | {Ballistic Armor: 4 + 3; Impact Armor:  3} | {Sustained spells: -.}

Name: Eric Bäcker
Alias: Lips
Race: Human
Sex: Male
Nationality: German
Karma Spent: 10 (Initiation 1)
Money: Starting Money: 4D6 = 16 * 100 = 1600$ (http://invisiblecastle.com/roller/view/3265245/) + 6000 (Tunnel Vision) +4800 - 7600 (Shoping TV) -1860 (TacSoft) = 2940$

Karma:  3 (Tunnel Vision I) + 11 (Tunnel Vision 2)
Streed Cred:  1
Fraction Relations::  +1 Wuxing

Physical Description: Imagen a slender british gentleman with black hair, in an Berwick Line suit and a cane. Black hair in a ponytail.
Personality/background He is not british! He studied at RK-University magic as well as serveral courses of different languages. Next to linguistic, his hobbies are krimis and classic movies.
He started as a security mage in different smaller companies. But he was quickly bored by the linearity of those jobs. An with some contacts from his old university he started to make real money in the shadows.
As a citizen of old europa, he sees it at his duty to act with at least some classic style. But since he is rather new to this buisness, he don't have a problem to take orders, as long as the on in charge seems to have some experience, authority and dignity. (One reason why he stop working in some corps)
What he does not like is everything related to water and water magic. This is based on his first great spirit binding at the university, which went extremly wrong. From there on, he had a bad relation with everything involving water spirit, which also inflected his opinion about water in general and everything magical with a water aspect.

Lifestyle: Middle (Paid: 1M) Small appartment in a bigger housing complex, in the east side of Denver. The electricity of the whole was a mess, but Lips didn't care much about that anywhy. More important was the magical aspect of the small living room. [Advances Lifestyle: All categories middle, except Necessities (Low), Apsepct Domain +5, AI in Residence -3, Green Plan -1)

Attributes

BodyAgilityReactionStrength
3231
CharismaIntuitionLogicWillpower
3545
EdgeMagic/ResonanceEssenceInitiative
2568

Initiation Grad: 1
Metamagic: Psychometry

Positive Qualities
Magican
Astral Chameleon
Perceptive
Negative Qualities
SINer
Prejudiced 2 (Illusion Magic/Mages including Water Spirits and also Clowns[but that an other story])
Gremlins 1
Incompetent (Swimming)
Spirit Bane (Water)

Active Skills
Conjuring Skill Group4
Spellcasting6
Counterspelling4
Astral Combar4
Assensing3
Perception1
Etiquette (Mage Society)1
Blades(Sword)2

Knowledge Skills
Psychology3
Magical Background3
Forensics5

Language Skills
GermanN
English5
French1
Russian2
Arabic2
Spanish1
Japanese2
Sioux1
Or'zet1
Sperethiel1

Spells/Complex Forms/Programs
SpellCostNotes: Type - Range - Duration
LevitateF/2 + 1P LOS S
Heal (Fetish)DV - 2M T P
Increase ReflexesF/2+2P T S
Mob MoodF/2 + 2M LOS(A) S
Mana Barrier F/2 + 1M LOS(A) S
Napalm (Indirect, Fetish)F/2 + 7P LOS(A) I (Damage: P)
Stun Bolt (Direct, Fetish)F/2-1M LOS I (Damage: S)
Mana Bolt (Direct, Fetish)F/2M LOS I (Damage: P)

Gear (114995¥)
Weapons
Rapier550¥
+Hidden in Cane200¥
Cavalier Scout (destroyed in the u-tunnel while posing as a flying drone to save Sam)375¥
Morrissey Élan Sam
+Chameleon CoatingSam
+Improved Range FinderSam
+Personalized GripSam
+SkinlinkSam
+Smartgun SystemSam
+Concealable Holster75¥
+Gel Rounds (10 shots)30¥

Armors
Berwick Line Dinner Jacket, Trousers, Shirt2100¥5/3
Clothing (Regular)50¥0/0
Armor Clothing500¥4/0
Form-Fitting Body Armor: Shirt500¥3/0
PPP-System: Leg, Arm, Shin Guard500¥0/3

Other Gear:
Commlink : Sony Emperor700¥
+Analyze (Rating 2)100¥
+OS : Renraku Ichi600¥
Commlink : Hermes Ikon3000¥
+Subvocal Microphone50¥
+AR Gloves250¥
+Mapsoft (Rating 2)10¥
+Analyze (Rating 4)400¥
+Encrypt (Rating 3)150¥
+Anti-Virus (Rating 3)150¥
+Datasoft (Rating 2)20¥
+OS : Novatech Navi1500¥

Equipments

Weapon Focus (Rating 2) Rapier 20k¥
Power Focus (Rating 2) 50k¥
Sustaining Focus (Rating 3) 30k¥
3x Combat Fetishe 400¥
Healing Fetishe 500¥
Certified Credstick (Silver)25¥
Glasses25¥
+Low Light Vision100¥
+Flare Compensation50¥
+Image Link25¥
+Vision Enhancement (Rating 3)100¥
Contact Lenses50¥
+ Smartlink500¥
+ Vision Magnification100¥
+ Thermographic100¥
Earbud10¥
+ Audio Enhancement (Rating 3)300¥
Medkit (Rating 6)600¥
Medkit Suplies50¥
Gas Mask100¥
Handheld
+ Biomonitor300¥
+ Atmosphere Sensor (Rating 2)50¥
+ Olfactroy Sensor (Rating 2)1000¥
Fake Sin (Rating 4) Fred Eiland4000¥
+Fake License (Rating 4) (Magican)400¥
+Fake License (Rating 4) (Rapier; Member of the Frankfurter Gentlemen Fencing Club)400¥
Spirit Binding Material (Rating 2)1000¥

The three combat fetishes are three copper rings on Lips left hand, some almost unreadable letters are writen on each of them. The healing fetish is a small bag, containing some bones from a former mage. Lips does not exactly who he was, but that isn't neccessary to use the fetish anyway.
The substain focus consists of a small rock and some metal fibers, which are embedded in a elastic hair band. The weapon focus is the handle of Lips cane, which also is the grip of his rapier. The handle is build after an sleeping owl, but in such a way that it perfectly fits into Lips hand, when he removes the lower part of the cane to reveal und use the rapier.
Lips power focus is a bronze necklace with a pendant, greek equation writen all over it. Embedded in the pendant is a small piece of a meteorite.
Contacts
ContactC/L
Fixer: Karmen "Truck" Johnson, small-time fixer for jobs and simple half-legal goods. He can be found either in the old bar "NoStop" or is driving around town in a truck from buisness to buisness.2/3
Foci Dealer: Immu "Arab" Bin-Eliad for Magical Equipment. He has a small job near the south end of the Sioux Nation.2/1
Coyote Eliza Khanduri, PCC:CAS coyote, Elf female. Uses: Information on Koshari practices, assistance crossing the CAS: PCC border, current smuggling activities.
Places to Meet: Smuggling bars, Koshari establishments, Tunnels near the CAS:PCC border
Contact: In person, commlink
3/2
Fixer Tabitha “Tabby” Morgan, Denver fixer, Changeling Female, Uses: Corporate Procedures, Run offers and information, Identifying affiliations. Places to Meet: CAS Sector Clubs, Contact: Commlink3/1
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-10-11/1610:05>
First things first:
Welcome, Larzarus; hope you enjoy playing with us.

And then, let's update the runner status:
Quote from: Runner Current Status
Fractal
{Health: 0 / 10P and 0 / 10S damage, NO Wound penalty, No Stun penalty}
{Edge: 0/ 4} {Initiative(Meat/Matrix): 7/18; IP's: 1/3}
{Armor Vest: Ballistic Armor: 6; Impact Armor: 4}

The updated character sheet will come soon (my last update of it made it exceed the characteres posting limit, so I want to change it a little bit before posting), as well as the Spending Time Before Being Called for the Next Job Planning Table!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-11-11/1349:02>
Larz, if you are worried about this run - we are still finishing the downtime period. We should be ready to go in the next couple of days.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-11-11/1437:36>
Fine with me.

I anyhow thinking about slightly changes for Lips, so some more days are fine. I have the habit to work on the character until the last minute.

Right now:
Logic: +1
Char: -1

--> New Knowledge Skill: Magical Background 3 (for free)

Spell:
Remove 'Increased Reflexes', I thought it also increase the Astral Combat Passes.
Add Napalm, as a heavy spell for mass destruction.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-11-11/1446:01>
:) - don't forget about tweaking that lifestyle
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-11-11/1543:13>
AI in Residence, Green Plan and Low Neccessarity. The other categories are middle.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-11-11/1632:25>
:) - don't forget about tweaking that lifestyle
you can live in the street at first then move in the teams safe house.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-11-11/1638:46>
Yeah, but Lips does not know about the safe house. It isn't his style to live on the streets and since he planed to stay in Denver for a while, a apartment seems appropriate. After the run, he maybe move in, if its possible that he can increases the conformt part (new bed, better couch, etc. in his room) increase to middle or so for him self.

He probably can add some wards for protection.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-12-11/0426:38>
All right - everybody who didn't so, post here updated cards.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-12-11/0458:49>
and here we go again :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-12-11/0500:35>
if its possible that he can increases the conformt part (new bed, better couch, etc. in his room) increase to middle or so for him self.

You can, but you knwo this are Aurora Warrens (pretty much Barrnes in Seattle) -> comforts cannot be increased, if you do, the movable things, will just be stolen right away.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-12-11/0520:56>
Okay: Update Log during downtime:

Cash:

Previous: 20725 ny

-> Paying for a month of the CAS Sector appartment -> - 4500 ny
-> Paying 1/4 of the new group safehouse -> -190 ny
-> Implantation of Echolocation Bioware -> -15000 ny
-> Painting of Omar's Rover -> -250 ny

Total nuyen for the start of the run:785 ny (it would be quite less, but my lifestyle cost was calculated wrong)

Karma:

Previous: 16

Raising Body to 3 -> -15

Total Karma unspent: 1
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-12-11/0521:39>
Fractal's updated sheet:

Name: Pietro "Fractal" Miller
Alias: Fractal, AROsmith, The Aesthet...
Race: Elf (Class II Surge Changeling)
Sex: Masculine
Nationality: American
Karma Spent:  29
Karma Unspent:  1
Reputation:
   Street Cred: 1
   Notoriety: 0
   Public Awareness: 1
Physical Description:
Pietro is a bit like any elf you ever seem. Even though SURGE affected him, fortunatelly it didn't left many visible marks, except for his eyes that are now silver like globes (the chromatic aberration they produce is in part responsible for his nickname Fractal) and his silver hair, which presents a distinct  metallic flash. Usually he keeps his eyes hidden behind his googles. He keeps his unusual hair long, so he can use it in a large variety of styles. What suits him more is to make a braid at the back. Even though it's a little strange it does not qualify him as a freak. Most people can point at him and say he is a Changeling (no artificial hair would be so strange and yet so natural), but he is lucky in that it didn't turned him into any inconceivable lifeform. What suits him more is to make a braid at the back. Usually, he wears leather pants, boots and leather overcoats (with or without his trademark red silk shirt), but when a situation asks for a more formal meeting, he looks really good in a suit.
Personality/background:
Even before SURGE manifested, the elf guy was always an inspired artist. More, he was an digital artist with an ideal: to provide everyone with an aesthetic experience. He thinks society is truly stagnant, and people need to awaken. The way for them to learn to feel again is by having an artistic revelation, so he took the mission in his capable hands. He works as a guerrilla digital artist: he creates elaborated forms and AR animations and install them in unusual places (by hacking a system or by leaving an RFID tag at the place he wants his work to be). He considers his doing an humanitarian mission, and is not know because he always sign his deeds in a different name (he does not want recognization... or at least, that's what he says).
Pietro is something of an hedonist (how can one provide other with aesthetic experience with his life is not complete aesthetic, he questions), and likes to live well. He has an easy time among people (specially after he became even more Fae-like after he suffered from a SURGE outbreak) and know how to deal with them. It was just too obvious for him that being a negotiator among shadowrunners would be a good idea for him to raise funds to finance his artwork.
By 2069, Fractal started renting a somewhat luxurious apartment with a friend, the tattooist Damien Blake, AKA the Inkling. At first, he divided the place as a mean to pay for it, but they both discover they can both benefit from that friendship: the patterns Pietro designs are often used by Damien.
Fractal also has a soft spot for cats, and raises one in his leisure time (which is almost the whole of it).
The history so far:

Trash the Body Electric: On the beggining of 2070's May, Fractal was called for a job with a completely unknow and recently assembled team. Thge group needed to, by all means necessary, stop the production of an industrial plant on Bow Mar, so that it's value would dive really low and it would be impossible for the then current owners to keeo it. The job was more than succesful, it was masterfully done (all the objectives of the job were accomplished without anyone even catching a glimpse of them working, no one died and almost no one was hurt, the team raised it's profit rate by stealing some interesting resources, and Fractal could implant a really remarkable piece of art on the whole affair), and the sinergy of the team of 'runners was what made it possible. Even though he couldn't work with this guys on their next run, he knew they were the team he wanted to belong.
Twist and Insult: After a week or so, he was contacted by the same team (Omar, the ork rigger from Lagos; Sam, a somewhat pacifist street-samurai who knows his way with explosives; and Ryker, the ork mage who keeps it mostly to himself; also, integrating the team was Mouse, a boy gifted in knowing his way around the 'trix without a need for external equipment) in order for them to smuggle some guns for the Aurora Vory. When the simple job was done, they were hired to convince a street gang to join the Russians, which they accomplished to do, saving an undercover Lone Star in the way and providing some help for a love couple to free themselves from their "family fights" situation and ride the train to the sunset (also, Fractal had a mental crashdown of sorts, but managed to fight it and win, becoming a little more confident and assured that he makes the person he wants to be). They gained the Vory respect, and by the end of the month, the team is a real group, even though the mage left them to pursue his own road.


Attributes

BodyAgilityReactionStrength
3/93/103/91/9
CharismaIntuitionLogicWillpower
8/124/94/94/9
EdgeEssenceInitiative
44,37/18

Positive Qualities
Restricted Gear - Response Rating 6 Module (5BP)
Class II Surge (Fey-Like, Arcadian, Metallic) (10BP)
Negative Qualities
Combat Paralysis (-20BP)
Vindictive (-10BP)
Thrill Seeker (-5BP)
Metagenic Qualities (20 BP in positive / -10 BP in negative)
Glamour (15BP)
Magnetosense (5BP)
Extravagant Eyes (Metallic Mirrored Silver-tinted Eyes) (-5BP)
Unusual Hair (Metallic Silver Hair) (-5BP)

Active Skills
Artisan6   +2 to Digital Art
Computer4   +2 to Edit
Data Search2
Hacking4   +2 to Exploit
Infiltration2   +2 to Urban
Influence Skill Group4
Pistols1   +2 to Tasers
Intimidation1
Cybercombat1
Knowledge Skills ( [Logic + Intuition] x 3 free points)
Art Scene4
Artistic Trends3
Drawing2
Fine Cuisine1
Art Theory2
Art History2
Underworld Politics3
Denver Nighthouses1
Language Skills
EnglishN
Cantonese2
Spanish2
Sperethiel2

Bioware
BiowareEssenceCostNotes
Tailored Pheromones 30,6  45000¥    +3 dice to Charisma and Social Tests
Vocal Range Enhancer0,112000¥Make any sound (even ultra and infra) and mimic voices
Cerebral Booster 20,420000¥+2 to Logic
Hearing Enhancement0,15000¥+1 to hearing; can hear ultra and infra-sound
Muscle Toner 20,416000¥+2 to Agility
Echolocation0,115000¥Completes Bio-sonar system

Gear (32 BP - 160000¥)
CommLinks
-Disposable CommLink
Erik Fjordson Commlink
                    - At least System 5
                    Carrying Browse 5, Edit 5, Command 5These all degraded to 4 by now
                    Analyze 5 and Encrypt 5
-Primary Commlink
Hermes Ikon3000¥
                    - Upgraded to Response 66000¥
        OS Novatech Navi1500¥
                    - Upgraded to Firewall 5 and System 62900¥
Common Use and Hacker Programs21350¥
    Analyze 4
    Browse 4
    Command 4
    Edit 6
    Encrypt 4
    Purge 4
    Reality Filter 6
    Scan 3
    Exploit 6
    Spoof 6
    Stealth 6
ARE Software Wall Space50¥
ARE Software Virtual Surround Music50¥
German Linguasoft 21000¥
Japanese Linguasoft 21000¥
Or'zet Linguasoft 21000¥
Denver Mapsoft 630¥
Datasoft 330¥Art Encyclopedia with Sample Gallery
CommLink Acessories
AR Gloves250¥
BTL Hot Sim Module250¥
SkinLink50¥
Trodes50¥
Subvocal Microphone50¥
Weapons
Sturm - modded Defiance EX Shocker650¥  Total cost, weapon + mods
   mod Smargun System
   mod Smartgun Camera Vision Enhancement 3
   mod SkinLink
Drang - modded Yamaha Pulsar650¥  Total cost, weapon + mods
   mod Smargun System
   mod Smartgun Camera Vision Enhancement 3
   mod SkinLink
17 Taser Darts100¥
2 Concealable Holsters150¥
Armors
Auctioneer Business Clothes1500¥
Armored Vest600¥
Electronics
Googles 6300¥
    Vision Enhancement 3300¥
    Smartlink500¥
    Image Link25¥
    Flare Compensation50¥
    Vision Magnification100¥
Earbuds 330¥
    Audio Enhancement 3300¥
    Select Sound Filter 3600¥
5 Datachips
100 Standart RFID Tags100¥
30 Stealth RFID Tags150¥
IDs, Licenses e Credsticks
Fake SIN 4 "Nicolas Machiav"4000¥
Certified Credstick25¥
Medical
MedKit 6600¥
9 MedKit Supplies500¥
Biomonitor300¥
7 Disposable Syringes70¥
2 doses of Trance
Nanotech
4 area applications of Nanotattoos R 33000¥
Pets
"Mephistopheles" (Cat) 50¥       A yellow-eyed black cat
Three Months of Paid Lifestyle for Mephistopheles 75¥    - 25¥ each
Lifestyle
One Month of Payed Lifestyle5500¥- Only half of total amount, the roommate pays the other half
Others
Gas Mask
Drones
1 Microtapper Bug
Wasted Money
Nuyen burned3000¥- Let's consider he just had'n made good uses of what could have lasted.
Total Nuyen Spent (Character Creation)160000¥
Total Nuyen Left (Character Creation) 


                    Lifestyles
CAS Sector Appartment - (on the whereabouts of the University of Denver); shared with Inkling
Lifestyle Characteristic    LP
Comforts   4
Entertainment4
Necessities4
Neighborhood3
Security4
Perfect Roommate2
Animal Lover 11
AI In Residence-3
Total LP19
Base Monthly Cost9000¥
Factor for having 1 roommate (Inkling)        10%
Monthly Cost9900¥
Total paid for each member (50%)4450¥

Aurora Warrens Safehouse - 4494 S Granby Ct, in the Three Kings territory
Lifestyle Characteristic    LP
Comforts   2
Entertainment1
Necessities2
Neighborhood0
Security1
Poor Condition-1
Rough Neighborhood-1
Crash Pad-1
Trigger Happy Landlord-1
Worse Neighbors-1
Hasty Exit2
Inconpiscous Housing2
Total LP5
Base Monthly Cost500¥
Factor for having 5 people sharing the space    50%
Monthly Cost750¥
Total paid for each member (20%)150¥


Contacts
ContactC/L
Ramón "Quase-Nada" Madruga (Fixer)  Connections 4/ Loyalty 3     The latino dwarf specializes himself in making ends meet, for a reasonable price. As the saying go, being a fixer, he lives by his contacts. No he does not die by his contacts, since that would make him a lousy fixer. He does not work with the wrong people, and even the ones with potential may have a difficult time to get in his good side. This dwarf prefers to work from a secure point, and you just get one of these choosing well who you work with.
Thomas "Thorn" Cain (Taxi Driver)   Connection 2/ Loyalty 1    Thorn lives his life as a cabbie at Denver, and in the shadows people says he can really turn your life a little easier when you need to cross some of the boundaries: the man is an specialist in transportation inside in Denver, and he knows some coyotes who work on the borders. He is also a good source of Denver streets gossip, if you have the patience to filtrate it from his cheap driver seat philosophy.
Damien "Inkling" Blake (Tattooist Roommate)   Connections 2/ Loyalty 1    Fractal's roommate is not what most would call a resourceful man, but he listen what's been going on in the art and style scene of the city and know some nice things. Sum it with the fact he is quite an enjoyable guy and you will come to the conclusion it's worth having him around.
Nikolai Kirillov (Aurora Warrens Vor)   Connections 4/ Loyalty 1    A Russian human male, prejudiced against non-Russians, Nikolai is a brute man for whon Fractal's team has worked on ocassion; he can be of assistance in providing information on Vory activities, and with any extra-legal activities in the Warrens.

Build Point totals:  400BP = Stats (195BP) + Edge (30BP) + Race (30BP) + Active Skills (120BP) + Positive Qualities (15BP) + Negative Qualities (-35 BP) + Resources (32BP) + Contacts (13BP)

Current Nuyen = 785¥


Karma Log

Earned
Mission:  Trash the Body Eletric
Reason                                                                                                  Karma
Successfully kidnapping Bow Mar plant CEO4
Impressive activity2
Successful infiltration of Bow Mar Plant4
Avoiding any death2
Good Roleplay - Being a good Face Player4
Mission:  Twist and Insult
Avoiding Kev's death1
Doing a great "solo" during a face-style run4
Completing Vory's job with less than 5 deaths4
Safely delivering Maria and Tony at trainstation2
Good Roleplay - Being a good Face Player3
Total                                                                                                30


Spent
Reason                                                                                                  Karma
Raising Infiltration 1 to 24
Specializing in Urban Infiltration2
Buying Cybercombat 14
Buy Intimidation 14
Raising Body to 315
Total                                                                                                29

Reputation log
Street Cred
+1 - Being the artist which painted Omar's Rover
Total = +1

Notoriety
1 point for having the Combat Paralisys negative quality
-1 point for helping Tony and Maria during the Twist and Insult
Total = 0

Public Awareness
1 (Street Cred) + 0 (Notoriety) / 3 = 0
Total = 0

Factions relations
Kirillov's Vory +2
Fronts Gang -1
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-12-11/0658:20>
guys, could you edit your posts with runners cards and remove spoilers tags  -> copying them out to external tool or checking on webpage on tablet is a nightmare.

thanks
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-12-11/0910:09>
Done.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-12-11/0943:20>
Which one of you lives in Pueblo?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-12-11/0950:17>
I am sure Fractal and Lips, not sure about Sam and Omar&Mouse.

Sam  in CAS sector. Next to Lunar Nocturne, His workplace. After the First run you assumed we were in another sector, but that one we changed after the first run. so that the map I use is correct.
@39.743032,-104.963808 (http://maps.google.com/maps/ms?ie=UTF8&hl=en&msa=0&msid=201298613949152916759.00047d5da8e9a5da8ea37&ll=39.743131,-104.963808&spn=0.0099,0.019312&t=m&z=16&vpsrc=6&iwloc=lyrftr:msid:201298613949152916759.00047d5da8e9a5da8ea37,00047d62bddeaa3a770ad,39.743032,-104.963808,0,-16&f=d&daddr=%4039.743032,-104.963808)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-12-11/1009:03>
guys, could you edit your posts with runners cards and remove spoilers tags  -> copying them out to external tool or checking on webpage on tablet is a nightmare.

thanks
even on the PC right click and the spoiler closes. char-sheet is not so large that we could not let it be as it is. right
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-12-11/1011:52>
made a mistake - already corrected in IC - the address is actually in the CAS sector - I;'ve confused Englewood is Edgewater districts.
Englewood is in CAS (actually it's former Aztlan, but annected by CAS). I'm getting confused about who claimed which region after Ghostwalker - all masp that are online, are from BEFORE Ghostwalker appearance, while thos that are after (ie in Missions) are of so bad quality, that it's easy to make errors like this.

Sam, the above counts for you - your map, still shows Aztlan sector and Ute sector. Aztaln was conquered by CAS and Ute joined PCC
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-12-11/1028:14>
Sam, the above counts for you - your map, still shows Aztlan sector and Ute sector. Aztaln was conquered by CAS and Ute joined PCC
that's the reason I gave you the coordinates.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-12-11/1136:38>
edited the initial post with Jeffs answer, for a cleaner and more time-line based story
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-12-11/1155:20>
Text@Jeff > there is a new team addition on my side, a mage who goes by the name of Lips, ever heard of him?<

Larz - any rumors about you? I'm ok with whatever, that isn't "he is the uberpowerful mage, that can take on Ghostwalker on his own", you might be a compelte enigma, but you got some contacts, so you aren't total newcomer to the scene.

He probably has done some smaller, almost legal runs in German. There probably won't be much rumors about him being a former security Mage, since he didn't use his street name. But before he settled in Denver, he had  one or two jobs about transporting goods from and to Denver (That's how he came in contact with  Karmen)., but he is very much new to Denver itself. He is no con/face or stealth mage, but a normal combat mage. For those jobs he usually worn a Berwick Suit.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-12-11/1647:04>
Can Lips put the Increse Reflexes (F3) on himself while he is still at home and substain it through his R3 Foci? With the Power Foci, and the home quality, he can buy three hits for spellcasting and drain resistance.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-12-11/1729:30>
Can Lips put the Increse Reflexes (F3) on himself while he is still at home and substain it through his R3 Foci? With the Power Foci, and the home quality, he can buy three hits for spellcasting and drain resistance.
should be ok
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-12-11/1814:47>
good to go
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-12-11/1825:57>
Larz. Go ahead  with the spell.  Try not stick too much to increased init - may develop addiction. And just. Like being on drugs can lead to fatal body damage. 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-12-11/1848:44>
Larz. Go ahead  with the spell.  Try not stick too much to increased init - may develop addiction. And just. Like being on drugs can lead to fatal body damage. 

Then I probably wait until Lips encounters some realy danger and until I have a better feeling how  good/bad Lips is in combat.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-12-11/1859:27>
Larz. Go ahead  with the spell.  Try not stick too much to increased init - may develop addiction. And just. Like being on drugs can lead to fatal body damage. 

Then I probably wait until Lips encounters some realy danger and until I have a better feeling how  good/bad Lips is in combat.
I think it's ok to have them active while in mission, but in downtime deactivate them.
but the GM can decide it
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/0453:25>
Which one of you lives in Pueblo?

I've been living a dream where all of you had your places in Pueblo sector. I've even checked the previous posts (and it seems that we moved Lunar Ncoturne to the Pueblo sector). Somehow, you do not. It seems, that only Omar and Mouse, would have been living there.

Whatever, I don't want to fight that. Please update your cards and note specifically in which sector you live, it would help if you could actually mark the spot of you homes on google maps for future reference.

Sichr, Snake, waiting for your initial posts before moving on.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-13-11/0523:33>

Whatever, I don't want to fight that. Please update your cards and note specifically in which sector you live, it would help if you could actually mark the spot of you homes on google maps for future reference.


I haven't really thought about it, but consider Fractal's appartment is near the S Vine Street with E Harvard Avenue (Harvin Appartments, E. Harvard Ave., 2101,Denver (http://maps.google.com/maps?saddr=2101+East+Harvard+Avenue,+Denver,+CO,+United+States&daddr=39.678771,-104.987267&hl=en&sll=39.672776,-104.963164&sspn=0.009711,0.01929&geocode=FRhXXQId2WW--SnpFYFZPX5shzEETR_A07o8Bw%3BFTNzXQIdfQW--Q&vpsrc=0&dirflg=w&mra=ls&t=m&z=15); they even accept cats!).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/0626:16>

Whatever, I don't want to fight that. Please update your cards and note specifically in which sector you live, it would help if you could actually mark the spot of you homes on google maps for future reference.


I haven't really thought about it, but consider Fractal's appartment is near the S Vine Street with E Harvard Avenue (Harvin Appartments, E. Harvard Ave., 2101,Denver; they even accept cats!).

ok, so you're  here  (http://maps.google.com/maps/ms?ie=UTF8&hl=en&msa=0&msid=201298613949152916759.00047d5da8e9a5da8ea37&ll=39.743131,-104.963808&spn=0.0099,0.019312&t=m&z=16&vpsrc=6&iwloc=lyrftr:msid:201298613949152916759.00047d5da8e9a5da8ea37,00047d62bddeaa3a770ad,39.743032,-104.963808,0,-16&f=d&daddr=%4039.743032,-104.963808) in CAS

actually you're within walking distance to the place of the run.(30 minutes walk or 10 minutes by cab)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/0705:22>
Since we still don't have a description of your network.  This at least for now doesn't apply to Lips. Check if the following description is apropriate. Comments welcome. I'll be editing this post on changes for future referal. We don't want to make it super-real. I hope I've made it simple and secure enough.

Master node for all of your communication is Omar's commlink. The communication is encrypted. Keys for communication encryptions are automatically changed every day (every ten minutes during run). I assume that the encryption rating for the communication is Omar's encryption program rating.

All of your links are slaved to the Omar's link. This provide you +2 to firewall on direct hacking attempts, but also provide Omar with security access to your links and peripherals. All of you have at least user credentials to the Omar's commlink stored on your links to be able to access your own links. If Omar is out of reach (eg. when his commlink is turned off, your commlinks automaticaly turn into independent mode ie. they are not slaved to his node, but automaticaly reslave when he gets in range).

Omar's link node is encrypted and datamined on access. All of you know the databomb password. He has strong encryption with a 6 hours interval on decrypt. The encryption code for that is changed on a weekly basis.

If you do have a encrypt program and it is running your own node your own node is also encrypted strongly (6 hrs interval) encryption codes are shared within the network. (ie. unencrypted nodes have encryption code for Omar's link to allow access). You may also encrypt your access log - note this require dedicated encrypt program instance to do so.

All of you maintain personas in Omar link, both for encryption of internal communication and to automate encryption sharing tasks (Omar, make sure you have enough persona limit capacity)

your peripherals, are DNI controlled, but all cyberware, AR googles, AR lenses, AR gloves, and controllable but non-sklinlinked pieces of equipment are having signal 0 for maintenance. Which means, they are accessible once your commlink is hacked. They can also be hacked if the intruder succesfully connect mutual signal range of 3 meters (with +2 modifier for being slaved to the commlink, note this modifier isn't cumulative with the master network layer).

Please note on your cards signal ratings of your drones/vehicles.

Make sure you note (by putting a loaded/run comment on your runner cards) programs that are being used on a normal basis. Note the capacity and used capacity of the commlink. Make sure, you do not have any program exceeding response or system attribute of your commlink if they do reduce them to that value. If there is overloading of the programs number, note effective Response.

On request, all nodes, may be datamined by Omar. What is the result of datamine. Note, that datamined entry on routine access, can be dangerous, particulary during stressfull/confusive situation. Had you happen to relog to your node during dumpshock, under the effects of drugs or mind confusing spells I may request a memory check Logic + Logic (1) with modifiers apropriate to situation. Failure means accidental tripping of the datamine.

I'd need a status of your nodes, whether they are encrypted w/rating and or datamined on entry w/rating and additional effect. Make sure to note that on your cards.

All of your links are running a resident Analyze program (if you have any) to support Firewall during hacking attempts. Since you don't own any ICs the ARC in your node is to issue alert and scramble Omar and Mouse into the alerted node. If possible all identified hacking attempts trigger restricted alert against the intruder. if neither Omar not Mouse scrambled in the fallback action is to cut the connection of the intruder.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/0744:27>
Im thinking about using standard Cluster format from Unwired for description, just need to get to it and that would be possible much later today...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/0750:27>
One more thing: if your node uses Strong encryption, it has to be decrypted prior to hacking attempt. Standard procedure is to reboot commlink at least once per hour, so every Probing or Decryption attempts has to be restarted.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/0808:10>
One more thing: if your node uses Strong encryption, it has to be decrypted prior to hacking attempt. Standard procedure is to reboot commlink at least once per hour, so every Probing or Decryption attempts has to be restarted.

I'm not sure, probing means trying to run different traces of known exploits and you go by the list of them. restarting (unless its restart to patch) doesn't mean you need to start over. Same for decryption. You gather signal/response and initiate decryption on your own commlink.

You need to decrypt prior to probe. And decryption can be broken by changing keys only.

The problem remaining is the keys distribution. The safest is the physical distribution, but that's not always possible.
From the top of the head I devised two potential attack routes on routine keys exchange over wireless.
1. crack the encryption of signal 2. wait for new encryption codes transfer and after reboot 3.  node encryption change to the known key
1. change the node encryption code, 2. instantiate encrypted channel. 3. send new code - if the transmission of codes is saved, then 4. encryption of the transmission is broken withing few combat turns 5. node encryption keys are retrieved from saved transmission.

also routing reboots means, that every hour you lost several combat turns of connection between links which opens a window of opportunity (slaved nodes are disconnected, no +2 bonus) and need to logon, reload programs and necessity to walk carefully over datamine - all very easy, but if it happen in combat or during road race on the streets this can be disastrous. on routine reboot you could be gracefully logged off, to avoid dumpshock.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-13-11/0843:25>

Whatever, I don't want to fight that. Please update your cards and note specifically in which sector you live, it would help if you could actually mark the spot of you homes on google maps for future reference.


I haven't really thought about it, but consider Fractal's appartment is near the S Vine Street with E Harvard Avenue (Harvin Appartments, E. Harvard Ave., 2101,Denver; they even accept cats!).

ok, so you're  here  (http://maps.google.com/maps/ms?ie=UTF8&hl=en&msa=0&msid=201298613949152916759.00047d5da8e9a5da8ea37&ll=39.743131,-104.963808&spn=0.0099,0.019312&t=m&z=16&vpsrc=6&iwloc=lyrftr:msid:201298613949152916759.00047d5da8e9a5da8ea37,00047d62bddeaa3a770ad,39.743032,-104.963808,0,-16&f=d&daddr=%4039.743032,-104.963808) in CAS

actually you're within walking distance to the place of the run.(30 minutes walk or 10 minutes by cab)

Actually, this links leads me to the Lunar Nocturne location, Sam's place; I've  updated my previous post showing where it should be (http://maps.google.com/maps?saddr=2101+East+Harvard+Avenue,+Denver,+CO,+United+States&daddr=39.678771,-104.987267&hl=en&sll=39.672776,-104.963164&sspn=0.009711,0.01929&geocode=FRhXXQId2WW--SnpFYFZPX5shzEETR_A07o8Bw%3BFTNzXQIdfQW--Q&vpsrc=0&dirflg=w&mra=ls&t=m&z=15); but you are right, walking distance. I just don't know how to activate the sectors overlay like you were using to the map (I'm really bad at using Google Maps).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-13-11/0912:13>
Quote from: ooc
An astral scope of the runner team reveal to Lips that three of the runners are modified, the last one that isn't is a boy no trace of cyber in him. None of them are awakened. Their aura vary. An elf, isn't having aura of a typical metahuman, 'changed' or 'multiple personalities squized into single frame'  would be perhaps the best description. Confidence, pride are most dominant virtues. The driver is going on the last drops of the soul energy, more a machine than a men his soul torned between hatred, revenge and fury with some almost nonexistant sparks of compulsion and kindness). A human under layers of armor, cyberware is worn out to the point of sleeping awake, with a lot of yellow and green threads in the aura, that were responsible for ideals, passion. The boy is a mixture of surprisingly mature and cunning feelings.

On the other side, radar sight reveal to you that you new mage isn't sporting any cyber but he does have a gun and commlink. Fast matrix analysis tells you he is also having wifi enabled glasses and earbuds. The link is by the responses and AR sculpture is a off-the shelf unencrypted  Emperor riding on Ichi.

Sent, I really liked the astral description of the team. Really nice.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-13-11/0948:59>
Cool first post Sent.
And I like how you made Sam a Radar-addict  ;D
Does Omar have less essence then Sam?  ???
When at a pc will post IC.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/0952:20>
Cool first post Sent.
...
Does Omar have less essence then Sam?  ???
...

indeed
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/1104:48>
These exploits do not remain
forever, and can be removed if found by the node’s security or if the
node is rebooted. As long as it remains in the node, you may use a Log
On action to use your hacked account.

you were right, rebooting is not affecting the process of probing, well results are in wain after max 1 hour, if target follows the security procedure. Imo even probing would be forced to begin again, because those cracks in firewall, that are repaired by reboot, dissapears in both options:
You are in the process of probing
You had sucessfully probed target and found exploit you can use.
once they are gone you have to start again.

Well this is just a theory :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/1143:37>
Well this is just a theory :)
Theorizing further - exploit do not disappear automagically. They disappear as a result of patching known exploits. Every second links are hacked by the thousands. security incidents are raised. exploits are found and corrected. reboot on itself does not remove them, they are removed by the applying a patches or by fetching them from the software developer node or coding them by yourself.

We might agree however that a reboot immediately followed by automatic update/patching process should break the probing process.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/1203:14>
and further:
Maybe those cracks in firewall are not flaws inherited to the program itself, but caused by interacting with megatons of spam in every single moment, also retranlating wirelss signal as a part of mesh network makes it difficult for Firewall to keep the same effectivity when operating non-stop. So rebooting causes reloading flawless version, that didnt suffered erosion in constant wifi hum. And thus those flaws and cracks that are used for exploit are removed by this restart.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-13-11/1317:04>
I assumed that the hole is deeper than just a simple jump down to the next floor. Is it possible to bring a smaller crane down to the hole?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/1330:28>
http://www.youtube.com/watch?v=gTlArkmvVHI&feature=player_embedded#!

lol from cca 1:30 Sam on the scene :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-13-11/1547:41>
Does they have gasmasks, flashlight  and chalk (or something similar to mark our route down there) in their supplies?

... and body bags ... (just preparing for the worst)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/1553:31>
Gasmasks can be provided, along with reserves of oxygen lasting 1hr piece. There is some 20 pieces of oxygen bottles.
Flashlight as well
as for the chalk, you could probably use some of smaller rocks from the ruin, but instead, you might prefer RFID tags with display. The same type as the ones used by the previous team (they glow in darkness), showing timestamp of placement, and are having signal 1 which means they can be wirelessly spotted from 30 meters. You can take 50 of those with yourself. Batteries in each of them last for about a year after placement. .
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/1606:00>
flashlihts are good. tell me. Do they have duct tape? I knew they have.
Our PM solved now...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-13-11/1614:11>
what is your plan with duct tape?

Did Omar put Lips on their chat channel? Does he to see the drone video stream?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/1626:52>
IC
About that stream and "chat" access...if you get commlink from Mouse, you are in, that commlink is part of the network. Otherwise we will have to solve it elseway.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/1634:14>
What kind/quantity of equipment are you taking with yourselves? (I've seen bottles of oxygene, I assume you take all of them)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-13-11/1651:27>
IMO one for each player...well IDN if they weight less than 100 kilos that we can load onto Beaver
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-13-11/1751:47>
Just noticing, Fractal grabbed the RFID tags (it's better than bread crumbs, anyway).

About the profiles text; they are readable to me; nothing to good, but enough to be understandable.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-13-11/1815:04>
What are Tsengs and Miaos titles? Can read that very well.

Is there some space in the drone for Lips' climbing gear or even two sets and also seven body bags (in case they have something like that in the carage, bigger plastik bags are probably also okay)?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-13-11/1816:50>
Tseng is an speleologist, Miao is a paleontologist.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/1829:50>
Actually there are two Tsengs :D - one is the physician, mage if you understood correctly
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-13-11/1831:01>
Is there some space in the drone for Lips' climbing gear or even two sets and also seven body bags (in case they have something like that in the carage, bigger plastik bags are probably also okay)?

plastic bag. there is space - they don't weight much.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-13-11/1839:48>
Actually there are two Tsengs :D - one is the physician, mage if you understood correctly

Damn mages and their invisibility spells!  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-13-11/2035:18>
you went overdrive, thats just amazing, and Sam got no time to speak up at all.  :-\
but that's ok will try to be more useful.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/0017:42>
Sry, was a little bit over-excited, that there is a pbp which is actually moving forward. (Can understand that exame-time, RL, etc. take his toll from players and gm)


Lips would put one or two reserve climbing gears into the drone, if Omar does not stop him and carry one himself.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/0219:01>
Its OK, Kouryuu would do the same, had he enough time :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/0331:03>
Its OK, Kouryuu would do the same, had he enough time :)
Posting like from LMG, you bet i would.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/0355:53>
Sry, was a little bit over-excited, that there is a pbp which is actually moving forward. (Can understand that exame-time, RL, etc. take his toll from players and gm)

LOL,

you'll get used to, this games tend to move fast :) I got excellent players on board.
We got some downtime as all games, but an overall pace is blazing fast in comparison to other games out there. Hope you'll enjoy it :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/0357:09>
We need to wait half a day or so for Snake, to catch up.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/0421:55>
Netz, by the way, as I was checking your card. You got Thrill Seeker (-5BP) quality. I think, you should start gathering Karma to clear it ;P you planner.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/0448:04>
Ouch. Too true, too true. That's one facet of Fractal I've been forgetting about latelly.

Will remember for now on.  :D

Here's an excelent excuse to get into action more times than not, as we were discussing last run.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/0453:50>
... and get killed *evil grin*
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/0456:09>
... and get killed *evil grin*

That's a minnor problem.
It's just a flesh wound.
But with Karma expenditure, he got better.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/0503:19>
Ouch. Too true, too true. That's one facet of Fractal I've been forgetting about latelly.

Will remember for now on.  :D

Here's an excelent excuse to get into action more times than not, as we were discussing last run.
Fractal Nooooooo........
Do not leave Sam all alone on the planing department.  He will have to come up with some crazy out of the box ideas and then manage Omar's impulsiveness.
 ;D Omar Decided not to follow? S'N'S ammo + LMG + omar -> hmmm.......   ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/0745:06>
Took  me 40 min to post the last IC from my handheld with colors and eveything.
Sent I respect you for being able to do it on daily basis.

P.s. the mistakes will corect later.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/0803:09>
When I post from handheld or tablet, I don't color, and I try as hell not to make any rolls. and I color the post later when I get to them on the pc. I post from handheld only to push the action or ask a quick question. Can't wait to see that upgrade to the blackberry tablet, that will allow me use phone keyboard on the tablet.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-14-11/0855:49>
{Health: 0 / 9P and 0 / 11S damage, 0 Wound penalty, 0 Stun penalty} | {Edge: 2/2}
{Initiative: 7; Initiative Passes: 1 } | {Initiative(Matrix): 11; Initiative Passes(Matrix): 3}
{Ballistic Armor: 6; Impact Armor: 4 ; Mods : None}
Alias: Mouse
Name: Nathaniel Smith. Race: Human
Sex: Male   Age: 14
Nationality: UCAS

Lifestyle: Low lifestyle(1 month spoofed)

Description: a thin wiry boy,  slightly malnourished and pasty white (about 85lbs) with short light brown hair clumped into small spikes (Jap Anime style) stuffed under a Rockies ball cap. His light brown eyes carry hints of things unseen to most and has lost the innocence of youth. He sports a Magma T-shirt under a lined jacket and worn blue jeans and sneakers to complete the ensemble.
 
Motto: there’s always a hole, you merely have to be small enough to slip through it.
Attributes
Body   Agility   Reaction   Strength
2   2   2   2
Charisma   Intuition   Logic   Willpower
3   5   5   5
Edge   Resonance   Essence   Initiative
2   5   6         IP
Norm   7   1
Matrix   11   3


Active Skills
Tasking Skill Group [Resonance]
•   Compiling
•   Decompiling
•   Registering   4
Cracking Skill Group [Logic]
•   Cyber-combat………………………………   4
•   Electronic Warfare……………………….   4
•   Hacking (+2 Exploit)……………………   4
   
Electronics Skill Group [Logic]
•   Computer
•   Data Search
•   Hardware
•   Software   4
Dodge [Reaction]…………………………………   3
Perception [Intuition]………………………….   2
Pistols [Agility]…………………………………….   1
   Knowledge Skills
Mathematics……………………………   5
Matrix Security Procedures…..   4
Data Havens…………………………..   4
IC Identification……………………..   4
Data Encryption Theory…………   3
Matrix Phenomenon……………….   2
Matrix Theory…………………………   2
Japanese Anime…………………….   2
   
Language Skills
English   N
Japanese………………………………   4

   


Technomancer
   
Living Persona
Firewall [Willpower]…………………………….   5
Response [Intuition] (+1 Full VR)………   5 (6)
Signal [Resonance / 2, round up]……..   3
System [Logic]…………………………………….   5
Biofeedback Filter [Charisma]……………   4[3]
Matrix Perception…………………………………
 (Computer + Analyze) + 2   11
   Complex Forms
Common
Analyze   5
Browse   3
Command   2
Edit   3
Encrypt   -
Scan   3

Registered Sprites
Fault Sprite (Medic)   R5   Srv 7
Crack Sprite (Defuse)   R4   Srv 3
   Hacking
Armor   5
Attack   5
Decrypt   3
Defuse   1
Exploit   5
Sniffer   -
Spoof   2
Stealth   5
Track   5

Submersion
Rank    1
   
   Echoes
Skinlink   
   


Qualities
Positive   Negative
Technomancer
Natural Hardening
   SINner (Criminal)
Combat Paralysis
Addiction, Mild (BTL)



Equipment
Armor   B   I   Mods
Lined Jacket   6   4   



Commlink, Soft/Hard-ware   Qty   Re   Si   Fi   Sy   Operation System   Mods
Hermes Ikon (comlink)      4   3   3   3   Iris Orb OS   Satellite Uplink
Hardening 6
•   Agent 3, 4
•   IC 3
•   Pilot 3
•   Analyze 4*
•   Browse 4
•   Command 4
•   Edit 4   •   Attack 4*
•   Armor 4
•   Defuse 4
•   Exploit 4
•   Stealth 4
•   Russian Translator 3
•   Omar’s Encryption R?*      
VR Games   2                  
Datachips   20                  


Item   Rating   Qty   Notes
Fake SIN (Mark Deptula)   4   1   
   Fake Driver’s License   4   1   
Fake SIN   1   1   


Weapon   DV   Stats   Mods
Colt America L36   4P   5/15/30/50 SA 11(c)    Smartgun System Internal
Hidden Gun Arm Slide
5 Clips Regular Ammo
Ingram White Knight   6P   -1AP BF/FA 50(c) or 100(b)   RC5(6)


Vehicles   Hndl   Accel   Spd   Pilot   Bdy   Armr   Sns   Mnts
Dodge Scoot(Scooter)
     [Stock]Imp Eco   +1   10/15   60   1   4   2   1   
Drones:                        
MCT Fly-Spy ”Wiz”   +1   3/15   15   3   1   0   2   
Doberman “Dobby”   0   10/25   75   3   3   6   3   


Cyberware/Bioware
Cyberware   Essence   Cost   Notes
None         



Contacts
   Con   Loy
Fixer   2   2
Gimmly, Matrix Ghost in the Machine
Uses: Friend/Mentor; Information on Matrix activities; Exploiting software; Data Havens
Places to Meet: Abandoned Nodes
Contact:    3   3
Taske, free machine sprite
Uses: Information on Matrix activities; BTL source code; security flaws in OSes
Places to Meet: Matrix chat hubs
Contact: Message left in Denver's master node chathub   2   1
Dean Costello, Casquilho Hacker, Human Male
Uses: Fake SINs and licenses, Lawyer, Hacking jobs and data searches
Places to meet: Marcel’s; Tower of Babel; Casquilho imports
Contact: Commlink   2   1
Miguel Sanchez, Casquilho Fixer, Ork Male
Uses: Mafia activities; BTL smuggling; Hiring muscle for street jobs
Places to meet: Marcel’s; Tower of Babel; Casquilho imports, UCAS dive bars; Ganger hang-outs
Contact: Commlink   3   1


Street cred: +1
+1 the sheer amount of bodies and damage warranted plus successful clearing Dean of his charges, made you a little more known in the shadows. There was little in a story that has to be hidden, so you could brag about the job (and how you four-handedly tacked an army of BTL zombies) in the street pubs, basking in glory and waiting for another job.

Factions relations:
Casquilho Mafia: +2d
Kirillov Vory: +2d
Fronts: -1d


Nuyen:
Starting   ¥250       
Through Rose Colored Display Link   9,750   Pants   20
      Costly BTL x9 @¥200ea   180
Twist and Insult

   6300

   Russian Translator Software R3
Wedding Present to Tony and Maria
MCT Fly-Spy
GM-Nissan Doberman x1
Aurora Warrens Safehouse   1500
2000
2000
3000
150
         
         
          
Total:   ¥8,450       

Karma:
Through a Rose Colored Display Link   13       
      Learn Spoof  (R1)   2
      Learn Command (R1)   2
      Specialize in Exploit    2
      Learn Defuse (R1)   2
Twist and Insult   12   Spoof (R2)
Command (R2)
Submersion (R1) 13-3(┌20%┐)   2
2
10
         
Total Gained:   25    Total Spent   22


Background:
A male human about 14yrs old physically small and frail looking. The only child of Middle Class parents who worked most of the time to make ends meet. Despite that they were never there, Mouse’s parents were extremely over-protective of their only son. He was rarely allowed out of their sight (even when away they were always watching) and only rarely ventured outside. He grew to be extremely introverted immersing himself in the datastreams of the Matrix and science of computing (in which he found his special gift.) Several years ago his parents were killed in the crossfire between a gang and security personnel. Sent to an orphanage, he continued surfing the tides of the Matrix. During one of his surfing (hacking) escapades, he happened upon an entity in the Matrix (a Ghost) claiming to be the essence of a hacker trapped in the Matrix during Crash 2.0. This ghost took Mouse under his wing becoming a mentor and friend to a lonely orphaned boy. The derelict attitude and trouble with law enforcers caused the orphanage to expel him. The mouse is free at last!

Through a Rose-Colored Display Link
Caught while intercepting a call to a shadowrun team in a Casquilho Mafia restaurant, he is taken under the wing of the team’s rigger/decker. There he tries to aid the team to fight against the BTL zombies created by a renegade sprite named Taske—all to free the mafia’s top hacker Dean.

Twist and Insult
His first run as a full-fledged member of the team, he works to join a remnant faction of the Fonts gang to join the Vory (Russian Mafia) while protecting to young lovers seeking a new beginning.

Aurora Warrens Safehouse - 4494 S Granby Ct, in the Three Kings territory
Lifestyle Characteristic       LP
Comforts      2
Entertainment   1
Necessities   2
Neighborhood   0
Security   1
Poor Condition   -1
Rough Neighborhood   -1
Crash Pad   -1
Trigger Happy Landlord   -1
Worse Neighbors   -1
Hasty Exit   2
Inconpiscous Housing   2
Total LP   5
Base Monthly Cost   500¥
Factor for having 5 people sharing the space       50%
Monthly Cost   750¥
Total paid for each member (20%)   150¥

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/0904:01>
It seems, that BTL is hard to shake, and Mouse had just woken up from another trip at the back of the Rover.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-14-11/0907:40>
Sorry guys for being soo late. I've posted my character sheet. I removed the BTL recordings he had (I figured Unca Omar would have done so.) I will buy the addiction off as I get karma during the run. I think it would make more sense to kick the habit over a little more time.

I bought the one doberman (I call him Dobbey) and Fly-Spy (I call Wiz) Unca Omar can help me with them as an extra project (no weapons) other than what a claw and bite (it is a dobberman right?) They will be Mouse's first exercise on rigging 101.

From the management side, I think the nodes should be slaved under Mouse's bio-node. Only a technomancer or sprite can hack a bio node. The remaining nodes can be slaved under Omar's commlink and encrypted.

Forgot to scratch off the White Knight (my pdf must be an older version) and add the taser gun. Now to go through the IC posts.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/0933:45>
Ouch. Too true, too true. That's one facet of Fractal I've been forgetting about latelly.

Will remember for now on.  :D

Here's an excelent excuse to get into action more times than not, as we were discussing last run.
Fractal Nooooooo........
Do not leave Sam all alone on the planing department.  He will have to come up with some crazy out of the box ideas and then manage Omar's impulsiveness.
 ;D Omar Decided not to follow? S'N'S ammo + LMG + omar -> hmmm.......   ;D

Never worry, my friend; Fractal is more complex than he look, and although he want to feel the thrills, he also wants to stay alive; he will plan, but he will be there rightly after. That's it. He continues in the planning department, but he will move more and more to the action department also.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1003:08>
don;t forget to use up some BTLs from the inventory since the addction haven't been removed. Also while the doberman is called after dog - it's only a 200kg weighting weapon platform. It does not have claws are fangs.

Here, that's a good picture, that I really like:
(http://i51.tinypic.com/34et93a.jpg)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-14-11/1012:33>
That's cool...
It's hard to imagine what they look like when the book doesn't give you a picture or good desc. I have more posts to do so bear with me.

I'm assuming I can hack it with no trouble.
As I don't have a "spare" (my com link is my spare)
Looking at Lips com link how long to get it set up for use with our system? Cleaned an purged as he probably has a virus on it (among other things)?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/1032:10>
Fractal has a spare, which seems to at least be better than what Lips is carrying (Erik Fjordson Commlink will change owners again... All it's programs have degraded to rating 4, but it's still better than a low 'link).. Fractal can provide him it when all the team goes to the elevator, and Mouse can use the time to go down the tunnel to adjust it as he seems needed.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/1032:59>
Sent, what do you say about perceiving trough the radar sensor?

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1036:49>
@snake: The "19:17" in green letters on the RFID tag are most likely the marks left by the first team, if I understod Sent correct.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1037:28>
Looking at Lips com link how long to get it set up for use with our system? Cleaned an purged as he probably has a virus on it (among other things)?

The link is clean, it's just (i think, that's what omar had in mind - that it doesn't have encrypt program, and it's not slaved. You just need to hack into, get admin access, slave it under Omar's node (if you follow what I have described as your security architecture). But as far as that goes I think, that most of your commlinks, except Omar's and maybe your's do not have encrypt. And since programs are copy protected and start to degrade if hacked, it's better to just buy them at the rating allowable by the link. Still, there is no time, to encrypt it the way Omar like (takes six hours) - but even five minute long encryption is an eternity in combat, so it just might be enough.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1038:39>
@snake: The "19:17" in green letters on the RFID tag are most likely the marks left by the first team, if I understod Sent correct.

you could ask Bob, but yes, that's the hour of marking the RFID on the wall
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1039:37>
Sent, what do you say about perceiving trough the radar sensor?

it will be in the description of the tunnel, once we get into IC on that.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1048:35>
sprite roll: data search(4)+browse(4)+edge(4)=12d6.hitsopen(5,6)=4 (http://invisiblecastle.com/roller/view/3300808/)
Data Search(4)+Browse(3)+2TM+Sprite(4)=13d6.hits(5)=7 (http://invisiblecastle.com/roller/view/3300811/)

This are extended tests with interval of 15 minutes. so the first info package (under general knowledge or public) will arrive by then. I'll provide you as soon as it will available, but unless you wait for it you need to be going. Also full VR, assume you're going limp and cannot move. as far as the sprite compilation went it's ok for doing so, you need to be awake to use crane and go down. if you don't wait this will knock one hit from the achieved (as it reduced your dicepool by 2)

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1049:24>
@Larzarus: IMO you will need to make assensing test for the tunnel.

@Snake: Perfect morning post :D
Omar:
:o
you little....
 :-\
 ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1052:29>
Sent, what do you say about perceiving trough the radar sensor?

it will be in the description of the tunnel, once we get into IC on that.

it seems, I misunderstood, radar works, it has range of 50 meters unobstacled, each wall equivalent (half a meter) of concrete reduce it by 5 meters, so you should be able to peek about 3 meters over the corners. This can be reduced further if there will be something else in the walls the blocks the wave more than concrete
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1053:18>
This are extended tests with interval of 15 minutes.
::)
OK.
No way. We will wait untill we got full info. Our employer must understand this. Omar sits in the Rover and takes a nap.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/1054:24>
Looking at Lips com link how long to get it set up for use with our system? Cleaned an purged as he probably has a virus on it (among other things)?

The link is clean, it's just (i think, that's what omar had in mind - that it doesn't have encrypt program, and it's not slaved. You just need to hack into, get admin access, slave it under Omar's node (if you follow what I have described as your security architecture). But as far as that goes I think, that most of your commlinks, except Omar's and maybe your's do not have encrypt. And since programs are copy protected and start to degrade if hacked, it's better to just buy them at the rating allowable by the link. Still, there is no time, to encrypt it the way Omar like (takes six hours) - but even five minute long encryption is an eternity in combat, so it just might be enough.

Both 'links Fractal carries have encrypt program. His usual commlink has it at rating 4 (not that much, but Fractal is no "real" hacker) and the stolen one now has it at 4 also (but next month it will be 3, since it stopped downloading upgrades).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1056:22>
Added a assensing roll to my IC post. (3 hits)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1112:45>
Lips, Can you give us astral insight on this place? Anything wrong with this environment? Some expert knowlege before we run into pack of bloody Aztech vampires or whatever they are?

"Let me see." Lips sits down in the elevator and move into the astral space. Leaving his meat body behind he dives around the hole, let himself drop to its ground and come back again, to report if he saw anything mentioning (http://invisiblecastle.com/roller/view/3300847/) down there.

He also tries to remember anything about Aztech and their Blood Magic (http://invisiblecastle.com/roller/view/3300836/), which could be of importance

with that roll, I consider eveyrthing that is within Street magic as known to you, and through you to all of the team member. but feel free to post an IC to tell them the gory details.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1114:46>
This are extended tests with interval of 15 minutes.
::)
OK.
No way. We will wait untill we got full info. Our employer must understand this. Omar sits in the Rover and takes a nap.

will you wait another 15 ... and another 15 ... and another fifteen - Mouse has 11 dicepool, he can go for 11 times 15 minutes until giving up with "I cannot learn anything more"

there are people that might be dying out there right this moment
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/1118:09>
Sent, what do you say about perceiving trough the radar sensor?

it will be in the description of the tunnel, once we get into IC on that.

it seems, I misunderstood, radar works, it has range of 50 meters unobstacled, each wall equivalent (half a meter) of concrete reduce it by 5 meters, so you should be able to peek about 3 meters over the corners. This can be reduced further if there will be something else in the walls the blocks the wave more than concrete
one thing i have not really grasped, it is said that it's sensor range is signal 2 in other words 100m, but you are allowing only 50m, why?
do you understand that it has to travel back as well?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1121:22>
While the others deal and debate, Mouse hacks into Lips' comlink. Nothing special about the hardware or software, just enough to get by. Reminds me of Unca Ryker's comlink. Mouse goes through the process of disabling the wireless feature for the moment so as to drop all other connections/subscriptions to the link except via his touch. He then proceeds to ensure the fellow's link is clean by running several scans, utilizing one of the services of the data sprite if needed, looking for viruses and trojans and spyware and all of the fun stuff that hackers love to leave behind. Check the access logs and change the access id. Once satisfied that the link is clean, he will set himself and Unca Omar as admins.  Then he will ensure the OS is updated and patched, begin the encryption process and set up the slaving and the aleart mechanism also running by default and analyze program and attack program if available. Then he will re-enable the wireless and satisfied that no erroneous connections are being made or operations are being performed and it's working as it should, he will give Lips his com link back, he will probably have to take a break in order to help Unca Omar load equipment. If this fellow is to be the new mage, then Unca Ryker healed many a bloody nose for Mouse in the past, so he would like to stay on good terms with Mr. Lips. As such, he won't go probing around his personal data other than to ensure those files are clean.

there are no encrypt and attack programs. You could buy rating 2 encrypt program immediately using the Lips own funds (never leave a link in hands of the hacker) for 100 of nuyen. it's unable to run anything stronger anyway.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1126:11>
one thing i have not really grasped, it is said that it's sensor range is signal 2 in other words 100m, but you are allowing only 50m, why?
do you understand that it has to travel back as well?

actually, I've never check that I think, jsut assumed, based on some thought train I was having half a year or so ago. :D
I'll stand corrected, it's hundred meters range in clear space, and five meters around the corners
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/1130:20>
one thing i have not really grasped, it is said that it's sensor range is signal 2 in other words 100m, but you are allowing only 50m, why?
do you understand that it has to travel back as well?

actually, I've never check that I think, jsut assumed, based on some thought train I was having half a year or so ago. :D
I'll stand corrected, it's hundred meters range in clear space, and five meters around the corners
Augmentation page 36,
just in case, 
and it is also saying that it replaces visual sense when active, ultrasound eyes so to say, with a improved differentiation. no colours and so on
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1130:41>
there are no encrypt and attack programs. You could buy rating 2 encrypt program immediately using the Lips own funds (never leave a link in hands of the hacker) for 100 of nuyen. it's unable to run anything stronger anyway.

Even a Gremlin like Lips can see the result from the online bill and do you really want to piss off a mage? But if Mouse asks nicely,... 100 are not that much.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1132:28>
LOL, on the gremlin,

Sichr, I never got info what kind of modules you want to have installed on the beaver.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1132:56>
This are extended tests with interval of 15 minutes.
::)
OK.
No way. We will wait untill we got full info. Our employer must understand this. Omar sits in the Rover and takes a nap.

will you wait another 15 ... and another 15 ... and another fifteen - Mouse has 11 dicepool, he can go for 11 times 15 minutes until giving up with "I cannot learn anything more"

there are people that might be dying out there right this moment

Yes...well thats not us killing them. Its that 15 minutes houserule  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-14-11/1136:17>
Unless Fractal interrupts Mouse as he is configuring Lips com-link Mouse will purchase the encryption program R2 with Mr. Lips funds of course :D and continue process of setting it up. I'd figure we'd wait the 15 at least assuming that doesn't trigger other questions that will require Mouse to do some more searching. Mouse won't do anything else to jepordize the first 15min. I'll keep the roll, thank you.

As to a second 15 minutes i'll leave that up to the team. Plus, it will take Mouse about 15min getting gear (trying on the climbing gear) The rest of the group could be loading the equipment, while waiting.

I'm guessing then that the rfid tag is creating a mesh network?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1137:48>
LOL, on the gremlin,

Sichr, I never got info what kind of modules you want to have installed on the beaver.

Oops...Im leaving here, so just short. Drill, pneumatic hammer, manipulator...thats all. IMO that manipulator would be good for our purposes
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1149:03>
you can have two (one for each 'hand').
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/1149:38>
Infiltration (http://invisiblecastle.com/roller/view/3300910/), not sure it is or is not urban, as it's in the city old City tunnels, but might be not it either so take the last two hits away if not Urban
Perception in the cave while scouting (http://invisiblecastle.com/roller/view/3300913/)
just in case you want to go on playing, will be away this evening so leaving you the scouting rolls. Sam is the spearhead in the tunnel about 50-100m in front of the group advancing with care.


Apply any modifier you think there should be.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-14-11/1150:15>
there are no encrypt and attack programs. You could buy rating 2 encrypt program immediately using the Lips own funds (never leave a link in hands of the hacker) for 100 of nuyen. it's unable to run anything stronger anyway.

Even a Gremlin like Lips can see the result from the online bill and do you really want to piss off a mage? But if Mouse asks nicely,... 100 are not that much.
I may have to stand corrected. I am assuming that I could make the purchase with his comlink w/o having to hack his personal accounts. If it means hacking his personal info I already said I wasn't going to do that. Otherwise I will. And since I had to make the purchase there will be a message for him. That I can post in IC if needed
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1152:53>
Infiltration (http://invisiblecastle.com/roller/view/3300910/), not sure it is or is not urban, as it's in the city old City tunnels, but might be not it either so take the last two hits away if not Urban
Perception in the cave while scouting (http://invisiblecastle.com/roller/view/3300913/)
just in case you want to go on playing, will be away this evening so leaving you the scouting rolls. Sam is the spearhead in the tunnel about 50-100m in front of the group advancing with care.


Apply any modifier you think there should be.

it's not urban :) far from it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1155:56>
more like "Suburban" IMO :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1157:52>
I'm guessing then that the rfid tag is creating a mesh network?

Nope, they only emmit their signal, and since they have signal of 1 and about 40 meters range, they are visible from about 40 meters in straight tunnel or just around the corner.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1200:05>
there are no encrypt and attack programs. You could buy rating 2 encrypt program immediately using the Lips own funds (never leave a link in hands of the hacker) for 100 of nuyen. it's unable to run anything stronger anyway.

Even a Gremlin like Lips can see the result from the online bill and do you really want to piss off a mage? But if Mouse asks nicely,... 100 are not that much.
I may have to stand corrected. I am assuming that I could make the purchase with his comlink w/o having to hack his personal accounts. If it means hacking his personal info I already said I wasn't going to do that. Otherwise I will. And since I had to make the purchase there will be a message for him. That I can post in IC if needed

You'd need to use his personal info. an IC please if you buy the program from his funds. (you can of course buy it from you own). or you can buy it on the account of future payment after ekhem... succesful ... ekhem .. run.)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1202:10>
Unless Fractal interrupts Mouse as he is configuring Lips com-link Mouse will purchase the encryption program R2 with Mr. Lips funds of course :D and continue process of setting it up. I'd figure we'd wait the 15 at least assuming that doesn't trigger other questions that will require Mouse to do some more searching. Mouse won't do anything else to jepordize the first 15min. I'll keep the roll, thank you.

As to a second 15 minutes i'll leave that up to the team. Plus, it will take Mouse about 15min getting gear (trying on the climbing gear) The rest of the group could be loading the equipment, while waiting.

if you try things for fifteen minutes, you are not data searching. I'm affraid that going full VR disable your body.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/1233:27>
Which way do the RFID tags go? Or can't we see them yet?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1329:43>
ok. Sent was right, I was wrong. Missions dont follow RAW, they have their own rules for things like datasearch and legwork.
Solved and will never reappear.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1331:54>
Does the carage also contain some eletronical paper? For example for the architects to show their blueprints to the works etc.?

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1401:44>
you can work on ar and share it. unless of course yiu want to have 'printed' copy.
in any case it is at your disposal.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1420:10>
AR? Lips does not have that kind of fancy high-tech stuff.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1426:50>
maybe smoke signals would be better for him :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/1427:01>
Lips and his gremlins quality will be a fun addiction to a very high-tech-geared team.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1436:55>
Who needs AR if one can let rain fire and lightning down on ones enemies.  ;D

Did Lips know anything mentioning about Atzech Magic or  Blood Magic? (see IC post with the roll: 3 hits)

Next spell will be the entertainment spell or something similar so that Lips can project stuff similar to AR, but by his pure will.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1515:19>
Who needs AR if one can let rain fire and lightning down on ones enemies.  ;D

Did Lips know anything mentioning about Atzech Magic or  Blood Magic? (see IC post with the roll: 3 hits)

Next spell will be the entertainment spell or something similar so that Lips can project stuff similar to AR, but by his pure will.

there was an ooc reply to that


Lips, Can you give us astral insight on this place? Anything wrong with this environment? Some expert knowlege before we run into pack of bloody Aztech vampires or whatever they are?

"Let me see." Lips sits down in the elevator and move into the astral space. Leaving his meat body behind he dives around the hole, let himself drop to its ground and come back again, to report if he saw anything mentioning (http://invisiblecastle.com/roller/view/3300847/) down there.

He also tries to remember anything about Aztech and their Blood Magic (http://invisiblecastle.com/roller/view/3300836/), which could be of importance

with that roll, I consider eveyrthing that is within Street magic as known to you, and through you to all of the team member. but feel free to post an IC to tell them the gory details.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1659:46>
Okay, I read through the Street Magic subsection and modified my post appropriately.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-14-11/1730:37>
I modified the IC post in dealing with the com link. I'll wait until after the initial search. My understanding, according the to the book, is that when in hot sim, you are not totally oblivious to your surroundings, just mostly oblivious. I could get up an move if I wanted to but the amount of concentration is extreme and any dice rolls would be at -4 or -6d (something like that) so it's not something your going to hide. If I can operate in AR w/o a time penalty, then I will do that.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-14-11/1813:27>
I seem to be confused a bit about those spare commlinks. Mouse has spare commlink from Alice, if I remember this right? Or is that his only commlink?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1816:14>
Hi guys, sorry for delay, just got back to the comp, I'll read up and push the action forward.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/1838:06>
if Doberman can do sneak i am all for it to be in the front if not, then Sam should be the first reckon. then this task is just made for him.  ;D
Fractal would be the better tail light with his echolocation so that there is no chance for someone to sneak up on the team.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/1846:54>
just thinking
me using ultrasound Radar, Fractal Echolocation, will they not get tangled and jamm each other, at least disturb them.?
one more thing to consider.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/1855:35>
I don't think so; Fractal could just interpret the echoes of your radar, or your radar could be set to passive, just interpreting the echoes. This way, there's no chance for negative interference.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1902:10>
Netz, judging by the current routine, you can tell, that they stick the RFID in the direction they go just after the turning point. There was an RFID to the right (east direction), and just after you found another to the left this time (north direction). This is also by your senses the only possible way, but judging by the time difference (there were 10 minutes delay, on somthing you covered in just three or four, they could be debating, and/or inspecting other tunnels before going further. 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1909:39>
I modified the IC post in dealing with the com link. I'll wait until after the initial search. My understanding, according the to the book, is that when in hot sim, you are not totally oblivious to your surroundings, just mostly oblivious. I could get up an move if I wanted to but the amount of concentration is extreme and any dice rolls would be at -4 or -6d (something like that) so it's not something your going to hide. If I can operate in AR w/o a time penalty, then I will do that.

when you got hot sim you go full vr, and as such you are almost totaly oblivious to the surrounding. when hacker does so his body is turned off to avoid unwanted movement, as a technomancer you don't have to turn your body off, but it is still not enough to walk, much less pay attention to anything around.

going AR you can operate matrix, you don't receive TM bonus as you are not in VR, and in case of heavy AR operation (like in data search) you'll receive -2 to your dicepools regarding perception. BUT you can move/walk/talk with other member normally. and on your dicepool of 13d6 two dices aren't much harm.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1912:43>
Quote from: OOC
Assuming that Lips has either a new commlink or someone is so nice to telling him whats going on...

Lips extends his map at the electronic paper with some quick strokes.

(http://i47.servimg.com/u/f47/16/47/93/92/th/sewers12.jpg)

the tunnel to the south goes a little longer south before turning, but otherwise ok.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1913:41>
I seem to be confused a bit about those spare commlinks. Mouse has spare commlink from Alice, if I remember this right? Or is that his only commlink?

We all forgot about that one - and he isn't having it noted on the card, so he probably lost it during one of his BTL trips.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-14-11/1919:50>
if Doberman can do sneak i am all for it to be in the front if not, then Sam should be the first reckon. then this task is just made for him.  ;D
Fractal would be the better tail light with his echolocation so that there is no chance for someone to sneak up on the team.

Drones 101 -> pg 247 SR4A
Pilot (3) + Cover Ops autosoft(0)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/1924:42>
Quote from: OOC
Assuming that Lips has either a new commlink or someone is so nice to telling him whats going on...

Lips extends his map at the electronic paper with some quick strokes.

(http://i47.servimg.com/u/f47/16/47/93/92/th/sewers12.jpg)

the tunnel to the south goes a little longer south before turning, but otherwise ok.

Just one problem, it's small, otherwise it's very good. thanks
if Doberman can do sneak i am all for it to be in the front if not, then Sam should be the first reckon. then this task is just made for him.  ;D
Fractal would be the better tail light with his echolocation so that there is no chance for someone to sneak up on the team.

Drones 101 -> pg 247 SR4A
Pilot (3) + Cover Ops autosoft(0)
So it's nowhere near Sam's Level  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/1944:53>
Sent: I assume the IC post 'the other one' corresponds to the location of the body?

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/1947:28>
I'm also confused on the meaning of this one...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/2105:46>
just Sam Rolled 5 hit on infiltration so if someone would want to see him he had to roll 9 hits on visual, and 5 on audio perception.

the drone and Fractal would be easier to notice, this is the idea of my strategy, and  fractal has echo location, that means a second Radar sensor almost, that would make a surprise attack from behind unthinkable

If you disagree on this just say so, just like Fractal has started to do so.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/2108:14>
How hard is it so see Sam with Astral Perception? Liveforms are glowing in their auro while everything else is grey.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/2111:49>
How hard is it so see Sam with Astral Perception? Liveforms are glowing in their auro while everything else is grey.
astral and ultra sound - 5 i guess, simply the infiltration roll, but not sure.

By the way Sent, did Sam's Radar not get trough the rubble on the west side? can i assume it's not freeable part of the way??
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/2212:24>
If you disagree on this just say so, just like Fractal has started to do so.

Well, Fractal wants to be on the center of the action: he both feels responsible for making the group being there, and there's this itching sensation that makes he want to see what is ahead of them. But he will stay back, since now he agrees with the necessity, and he does not like to invade other's area of expertise (not completely true, but almost true).

About my last OOC post, it was about Sent "the other one" post, just like Larzarus. I still have no idea what it was about.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/2226:38>
If you disagree on this just say so, just like Fractal has started to do so.
About my last OOC post, it was about Sent "the other one" post, just like Larzarus. I still have no idea what it was about.
I got that one, just was making sure if you agree with the layout i have imagined. Sam, at least, agrees with me.

I for one would have no problems with Fractal being there with Sam, but he is a tactician, and surprise is a very effective tactic.
fractal could actually suggest going for the other dead ends take a peak there and explore places Sam skips, but Sam is the curios one so he might even go for a swim in the water.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/2240:10>
That last part is the one not very tactical for any point of view...  :D

Specially remembering that Sam will be wet latter, and that's not a quality that helps in being sneaky.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/2245:52>
That last part is the one not very tactical for any point of view...  :D

Specially remembering that Sam will be wet latter, and that's not a quality that helps in being sneaky.  ;D
there is the curios part fighting the Strategist one, that's why he asked Lips to see if it goes ahead or is just a water reserve. there might be somthing interesting in there, maybe a head, at least.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-14-11/2249:49>
The real deal is if there's not just a head down there...

But then again, it's on the water, and we got tasers and stick-and-shock ammunition, which is nice! ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-14-11/2253:58>
The real deal is if there's not just a head down there...

But then again, it's on the water, and we got tasers and stick-and-shock ammunition, which is nice! ;D
one more thing i am curios about is the other west side tunnel, might the beaver clean it? that might be a short cut.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-14-11/2305:54>
The RFIDs would suggest to take the tunnel to the north.

 Lips already send a watcher to check the tunnels for livesigns. Waiting for Sents answer.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0250:14>
The RFIDs would suggest to take the tunnel to the north.

 Lips already send a watcher to check the tunnels for livesigns. Waiting for Sents answer.

but will it check if there is a connection trough the water place, Sam wants to know if the well is connected to another tunnel or just a place where water has gathered. it's a place that we can not ignore, just like the place where the tunnel has caved in, it is danger as well.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0326:06>
Salut:
Drone sneaking: Without CoverOps autosoft drone is unable to sneak, so no, doberman or Dalmatian would not sneak. Ive used the drone just because we are following in their tracks, so the path should be clear, and because drone is some 50-100 meters ahead, so if anything goes wrong, we will have time to react for the situation before it reaches us, even Sam would be able to hide somewhere etc. Otherwise Sam would be the forst one who runs into the danger
As for sneaking...since Sam doesnt have the Astral sight and have no idea how it looks like in there, also...taken into consideration there wery little lifeforms down there, IMO it wont be any help.
I dont want to steal Your spotlight, Kour, well IMO its better to risk a piece of metal and electronics which costs 2200Y, than human life in this situation. Considering that automatic machine wont necesarry mean that there is group of runners behind it, and it moves much faster, even in tunnels, this mechanized survey may be done in some intervals...Id say 250 meters as I wrote before. Then we get to the spot, then another 250 meters. When we find last RFID marker, Ill eave this completely up to you, because further there would be alien space...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0506:37>
Salut:
Drone sneaking: Without CoverOps autosoft drone is unable to sneak, so no, doberman or Dalmatian would not sneak. Ive used the drone just because we are following in their tracks, so the path should be clear, and because drone is some 50-100 meters ahead, so if anything goes wrong, we will have time to react for the situation before it reaches us, even Sam would be able to hide somewhere etc. Otherwise Sam would be the forst one who runs into the danger
As for sneaking...since Sam doesnt have the Astral sight and have no idea how it looks like in there, also...taken into consideration there wery little lifeforms down there, IMO it wont be any help.
I dont want to steal Your spotlight, Kour, well IMO its better to risk a piece of metal and electronics which costs 2200Y, than human life in this situation. Considering that automatic machine wont necesarry mean that there is group of runners behind it, and it moves much faster, even in tunnels, this mechanized survey may be done in some intervals...Id say 250 meters as I wrote before. Then we get to the spot, then another 250 meters. When we find last RFID marker, Ill eave this completely up to you, because further there would be alien space...

sacrifice your precious drones? to hell with people, but the drones ;)

post incoming
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0509:51>
How hard is it so see Sam with Astral Perception? Liveforms are glowing in their auro while everything else is grey.
astral and ultra sound - 5 i guess, simply the infiltration roll, but not sure.

By the way Sent, did Sam's Radar not get trough the rubble on the west side? can i assume it's not freeable part of the way??

you didn't close enough to the rubbles
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0511:04>
If you disagree on this just say so, just like Fractal has started to do so.

Well, Fractal wants to be on the center of the action: he both feels responsible for making the group being there, and there's this itching sensation that makes he want to see what is ahead of them. But he will stay back, since now he agrees with the necessity, and he does not like to invade other's area of expertise (not completely true, but almost true).

About my last OOC post, it was about Sent "the other one" post, just like Larzarus. I still have no idea what it was about.

I mixed the threads, Larz, draw a map, I told him to draw a longer tunnel to the south, and then when he prolonged the one i didn't mean I "the other one"d
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0525:28>
Ok, ok will not protest. and as I said in earlier post if the drone can sneak and has sensors for seei-g in the dark without the flashlight. radar sensor can pick up distance, movment, even the one made just by breathing.
my idea was that Sam has the best, or at least one of the best perception and sneaking.

strategy wise having him as first reacoon would mean possibility to spot the group or danger we are up against and be able to surprise them.

Sneaky infiltrator thinking like one. But the life point you make is a good one.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0528:57>
Ok, ok will not protest. and as I said in earlier post if the drone can sneak and has sensors for seei-g in the dark without the flashlight. radar sensor can pick up distance, movment, even the one made just by breathing.
my idea was that Sam has the best, or at least one of the best perception and sneaking.

strategy wise having him as first reacoon would mean possibility to spot the group or danger we are up against and be able to surprise them.

Sneaky infiltrator thinking like one. But the life point you make is a good one.

Talking about life. How about you make that surprise roll?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0540:55>
Ok, ok will not protest. and as I said in earlier post if the drone can sneak and has sensors for seei-g in the dark without the flashlight. radar sensor can pick up distance, movment, even the one made just by breathing.
my idea was that Sam has the best, or at least one of the best perception and sneaking.

strategy wise having him as first reacoon would mean possibility to spot the group or danger we are up against and be able to surprise them.

Sneaky infiltrator thinking like one. But the life point you make is a good one.


Talking about life. How about you make that surprise roll?
First off all you moves Sam way to deep in, hew went just up to the corner, not into the crossing. the idea was not to be seen from the sides, but having the Radar scane them trough the sides of the walls
Roll coming up, what threshold has Sam to beat?  so i know if edge should be used
Surprise roll (http://invisiblecastle.com/roller/view/3302360/)
and if there is a point to that.
You are not the only one who InCa hates today.
keeping the right to re-roll after TRH is known,  is it INI+surprise or just the surprise roll?

INI (http://invisiblecastle.com/roller/view/3302366/) -> INI = 16 = 11+5 as the last 3 dice are only in the surprise roll.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0549:02>
Corrected. it's within his attack reach, so no difference.
and you need to beat 3 hits of ambush, ties resolved by edge and then initiative then by reaction
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0550:58>
separate initiative roll
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0553:36>
rerolled misses from the surprise roll (http://invisiblecastle.com/roller/view/3302368/)
1+3=4 in the end
BTW could you repost the Burst fire modifiers like narrow burst ,full auto wide, as i lack the books at the moment in the work and would have to resort to take my pistol in case i am not sure how to use this big gun.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0556:25>
rerolled misses from the surprise roll (http://invisiblecastle.com/roller/view/3302368/)
1+3=4 in the end

ok
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0606:51>
Ok, ok will not protest. and as I said in earlier post if the drone can sneak and has sensors for seei-g in the dark without the flashlight. radar sensor can pick up distance, movment, even the one made just by breathing.
my idea was that Sam has the best, or at least one of the best perception and sneaking.

strategy wise having him as first reacoon would mean possibility to spot the group or danger we are up against and be able to surprise them.

Sneaky infiltrator thinking like one. But the life point you make is a good one.

Talking about life. How about you make that surprise roll?

p.s. this alligator just makes Sam's Point more clear.  ;D
thanks Sent.
the drone is too loud and the cave could fall on us as well.

And how did the Alligator detect Sam? 9 dice on visual and 5 on audio from water maybe less on audio, but still with intuition of 2.
perception roll Sent or did he go for the Drone after all? ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0611:51>
BTW could you repost the Burst fire modifiers like narrow burst ,full auto wide, as i lack the books at the moment in the work and would have to resort to take my pistol in case i am not sure how to use this big gun.

the modifiers:
range point blank +2
smartlink +2

possible called shot for damage (require free action) up to -4 dice pool for +4DV
recoil (that gun has 5 points of recoil compensation) -> Burst-fire weapons receive a –2 recoil modifier for the first burst fired in that Action Phase and –3 for the second. Long bursts suffer
–5 (first burst in phase) or –6 recoil (second). Full auto bursts suffer –9 recoil. Remember that light machine guns (as a heavy weapon) has all of its uncompensated recoil doubled.

the area is well lit by the Beaver so no light modifiers, except for you activated radar (-2?)
Narrow short bursts cause more damage to the target. Increase the attack’s DV by +2.
Narrow long bursts apply a +5 DV modifier to the attack.
Narrow full bursts apply a +9 DV modifier to the attack.
Wide short  bursts spray bullets around for a better chance of hitting the target. Decrease the defender’s dice pool by –2.
Wide long bursts apply a –5 dice pool modifier to the defender’s dice pool
Wide full bursts apply a –9 dice pool modifier to the defender’s dice pool.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0614:14>
And how did the Alligator detect Sam? 9 dice on visual and 5 on audio from water maybe less on audio, but still with intuition of 2.
perception roll Sent or did he go for the Drone after all? ;D

by scent - when did you last time had the time to take shower Sam if you hadn't time to sleep?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0620:28>
And how did the Alligator detect Sam? 9 dice on visual and 5 on audio from water maybe less on audio, but still with intuition of 2.
perception roll Sent or did he go for the Drone after all? ;D

by scent - when did you last time had the time to take shower Sam if you hadn't time to sleep?
then the nose better have been outside of water. ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0626:10>
:D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0626:55>
How about strenght? Do you negate the recoil in the amout of strenght or what did you mean by uncompensated?
Take aim was simple action, right?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0628:03>
Ehh
Drone is aerial so if that aligator cannot jump to 3 meters I dont think so ;)

Shouldn`t that aligator showed up on the radar? Radar in drone or Sams UWB are capable to pass liquids, arent they? Or does surface reflects radar waves? In fact, I recall hearing that water can fool microvawe detectors, so Im not sure?
(BTW: Sam...Idea of UWB radar confusing Usltrasound :D UWB is milimeter lenght electromagnetic wawes, Ultrasound is ...well.. sound. Movement of molecules etc. Completely different stuff)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0630:40>
How about strenght? Do you negate the recoil in the amout of strenght or what did you mean by uncompensated?
Take aim was simple action, right?

yes take aim is a simple action
uncompenstaed example.

if you fire full auto burst you get -9 recoil, you got compensation of 5 so there is 4 points of uncompensated recoil, this trasnalte into -8 modifier to dicepool
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0631:41>
How about strenght? Do you negate the recoil in the amout of strenght or what did you mean by uncompensated?
Take aim was simple action, right?

Strenght adds 1 RC at STR 4 (maybe more, really IDN), White Knight has 6 points of recoil compensation, So if you fire 10 bullets you will get -3 for uncompensated recoil
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0634:21>
I need to read more on that vector thrusted drones ;) AFB now
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0634:44>
Ehh
Drone is aerial so if that aligator cannot jump to 3 meters I dont think so ;)

Shouldn`t that aligator showed up on the radar? Radar in drone or Sams UWB are capable to pass liquids, arent they? Or does surface reflects radar waves? In fact, I recall hearing that water can fool microvawe detectors, so Im not sure?
(BTW: Sam...Idea of UWB radar confusing Usltrasound :D UWB is milimeter lenght electromagnetic wawes, Ultrasound is ...well.. sound. Movement of molecules etc. Completely different stuff)

it's not jumping at dalmatian.

As far as the sensors. I must admit I am no expert. but I assumed (in other words ruled), that water surface reflect radar and ultrasound waves. being covered he hidden from the plain camera and he was plainly visible to astral view.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0638:38>
Ehh
Drone is aerial so if that aligator cannot jump to 3 meters I dont think so ;)

Shouldn`t that aligator showed up on the radar? Radar in drone or Sams UWB are capable to pass liquids, arent they? Or does surface reflects radar waves? In fact, I recall hearing that water can fool microvawe detectors, so Im not sure?
(BTW: Sam...Idea of UWB radar confusing Usltrasound :D UWB is milimeter lenght electromagnetic wawes, Ultrasound is ...well.. sound. Movement of molecules etc. Completely different stuff)

it's not jumping at dalmatian.

As far as the sensors. I must admit I am no expert. but I assumed (in other words ruled), that water surface reflect radar and ultrasound waves. being covered he hidden from the plain camera and he was plainly visible to astral view.

That drone part was on Sam.
As for that radar under water, Also lack knowledge about it
For that vector thrust: It about dog sized drone. Do you think it would really make such noise? IDN its signature right now, that should help us to determine such thing, well its not breaking through sound barrier or something. really need to read if there is something on this at Arsenal or some rules:(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0641:28>
How about strenght? Do you negate the recoil in the amout of strenght or what did you mean by uncompensated?
Take aim was simple action, right?

Strenght adds 1 RC at STR 4 (maybe more, really IDN), White Knight has 6 points of recoil compensation, So if you fire 10 bullets you will get -3 for uncompensated recoil

in SR4A, pg. 152  there is
Characters can only counter a recoil modifier with recoil compensation or gyro stabilization.

but that might have been changed elsewhere. point me to that paragraph if so.

and I must admin I am a little lost with the description of the white knight - it says you have 5 points of gasvent, but the notation is 5(6) - anyone can provide explanation?
also, Sichr, how much ammo is in the belt?

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0654:27>
For that vector thrust: It about dog sized drone. Do you think it would really make such noise? IDN its signature right now, that should help us to determine such thing, well its not breaking through sound barrier or something. really need to read if there is something on this at Arsenal or some rules:(

I found nothing in core and Arsenal, dig a little on the web. it got me wonder more. The classic vector thrusted examples are figher jets, missiles and similar. There is a fancy drone the has vtol capabilities, by shooting the gases through four movable thrusters (looking like wings).

Regardless when Doberman is medium sized drone of a size of a dog. The Dalmatian is LARGE. so at least twice as that. Even if it has lighter frame (it has less armor on the greater body) then most of it weight would be fuel. There is no data in the rules for that, but I'll guess it's weighting 250 kg. do you imagine how large must be jet engine to thrust 250 kg into the sky? an 'jesus-how-loud' it must be?

The secondary problem is the operating time. jet engines burn the fuel like hell.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0655:22>
so it's actually the size of a beaver drone, and you actually need to drop down as it flies over you.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0659:25>
The radar is basicly ultrsound vision, just stro-get, so it penetratrs walls bodies and almost anything else that does no absorb the waves.
When home will post full description, but as far as i know - water is not one of the materials that do this.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/0703:43>
so it's actually the size of a beaver drone, and you actually need to drop down as it flies over you.
and enjoy the crispy tan it givrs you with its engines.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0712:59>
The radar is basicly ultrsound vision, just stro-get, so it penetratrs walls bodies and almost anything else that does no absorb the waves.
When home will post full description, but as far as i know - water is not one of the materials that do this.

AFAIK, it's not only the question of material, but also the surface. the wave reflect from the surface at the angle it had approached. You get surface when environment change (eg. from air to water). only waves that fall directly at the surface (angle 90) pass through (depending on their energy). That's why on the naval ships you got both radar (for surface monitoring) and sonar (for underwater monitoring). Note that the sonar sensor is actually installed under the level of water.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0839:35>
I see, it has +1 body then Doberman
Im sorry for that . This drone will have to stay outtside the tunels.
250 KG is too much on the other side...we can talk about it as it wont matter with the drone out, but IMO materials and compounds used for built (even in 2070) are something far from what`s used today. Well, im not an aerospace engineer. Will do some research eevening on this topic, it quite new for me.

Belt: 100 x Stick`n`Shock, reserve 100xRegular is loaded on the Beaver, 90 more left in the ammo bin in Rover

The radar is basicly ultrsound vision, just stro-get, so it penetratrs walls bodies and almost anything else that does no absorb the waves.
When home will post full description, but as far as i know - water is not one of the materials that do this.


There is VERY VERY VERY big difference between sound wawes, taht are unable to pentrate any material, and Milimeter Radio wawes that are capable of passing thwought xx cms of steel or plastoconcrete. Saying that there is no difference is saying that your subwoofer works on the same basis as X-ray generator :)

The radar is basicly ultrsound vision, just stro-get, so it penetratrs walls bodies and almost anything else that does no absorb the waves.
When home will post full description, but as far as i know - water is not one of the materials that do this.

AFAIK, it's not only the question of material, but also the surface. the wave reflect from the surface at the angle it had approached. You get surface when environment change (eg. from air to water). only waves that fall directly at the surface (angle 90) pass through (depending on their energy). That's why on the naval ships you got both radar (for surface monitoring) and sonar (for underwater monitoring). Note that the sonar sensor is actually installed under the level of water.

Possitive. Well, and that is why i hessitate, there are submarine hunting aircraft bombers.  :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0850:27>
I think you're right on the weight - maybe it's time to start a discussion on rules forum. until we solve this, we can assume 100 kg for the the doberman and 250 (including fuel) for the dalmatian.
I'm ready to change that as soon as we have some other opinion on that.

same about radar, once we get more info we'll change the rules, until then, I assume that radar waves reflect from the surface of water

Sichr, you're the only one that can have init greater then Sam, could you make the rolls? Maybe that other roller will work for you. unless you declare you delay anyway to see Sam's action I believe he will shred the poor beast to pieces, so he could make the rolls already.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0853:25>
http://en.wikipedia.org/wiki/Battle_of_the_Atlantic_%281939%E2%80%931945%29#Submarine_warfare

look for Leigh Light

consider ww 2 technology 130 years old... :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0900:54>
that could work. The problem with that is the wave are emitted almost directly down and thus passing the surface border. Also it says that the radar was able to catch them during the final phase of the attack run - that is close to the surface from high altitude. I still believe that from almost horizontal position the wave would be reflected.

reading more on the subject, there is a lot of technical details in articles to follow, but they still keep to the one point, L/L had ASV (Air-To-Surface radar) Mk II. at MK XI (the last one in the article, possible, end of ww2 but maybe a current model, there is no info on that) could detect surfaced submarine at 20 km range from 600 meters altitude. That's very good result, but still it's catching the top of the ship onthe surface not the submarine below the sea level.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0926:06>
Hm, possible. thats why I love Shadowrun, man always learn somthing more about  the world around him :)
On thing about this UWB radar. When I first read it, I thought that it gave character 360 view, well, it seems that it is concentrated radio beam that follows LOS. So its as easy to miss something as it is when you are looking around you in daylight with your own eyes..

btw:
http://www.timedomain.com/news/wall.php
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/0931:28>
and still there is nothing there on detection of things underwater.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0936:55>
jup. Im studying Radar basics now :)
http://www.radartutorial.eu/01.basics/rb02.en.html

and asked Fizzygoo for advice, he seem to be some kind of physicist (well, on internety, everyone may be everything  :P )
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/0943:36>
Corrected. it's within his attack reach, so no difference.
and you need to beat 3 hits of ambush, ties resolved by edge and then initiative then by reaction

So Fractal is not surprised, his edge is higher than the alligator-thing one.

So, people went in overdrive mode again, this time on the OOC topic.  ;D
I really like playing with you, guys. ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/0955:13>
nope. just Chuck Testa.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/0957:27>
nope. just Chuck Testa.

First I was about to answer that I've posted on the roll on IC; but then I LOL.
 ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1019:12>
Techno bla bla bla, whiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii!  ::)  ;D
Radar is such a good theam.
just one more thing to throw at you - as the radar goes into the earth then changes into water , not from air, how will it reflect if at all?

 ::) more consideration   ::)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-15-11/1022:30>
Result: GM says, we didn't see the aligator except for the watcher. Can Lips see the aligator to fire a direct spell at him? For example, Mana Bolt.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/1026:26>
Lips got surprised (he tied with the alligator and has a lower edge score); so he cannot act against it on this combat phase.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/1029:09>
I dont have much hope, that you'll have anything to shoot at, but yes. there is los he'll have partial cover though and bonus for being prone to the defense.

i still can't get ovrr the pathethic roll i got on that surprise :('
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1032:19>
i still can't get ovrr the pathethic roll i got on that surprise :('
And me that i had to use edge to go befor the beats.  :(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-15-11/1034:05>
kk

Is it allowed to move closer to the aligator, if so, how near does he have to be at the alligator to through a Mana Bolt, hopefully not in the melee range of the animal.

Direct spells shouldn't harm any other player, does it?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/1034:38>
i still can't get ovrr the pathethic roll i got on that surprise :('
And me that i had to use edge to go befor the beats.  :(

You should have just went into full defense for one round; I got the force of numbers by our side, and Sam has three IPs to enjoy. He could avoid his attack and then put some holes on its body without any edge expenditure, I think.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/1037:48>
kk

Is it allowed to move closer to the aligator, if so, how near does he have to be at the alligator to through a Mana Bolt, hopefully not in the melee range of the animal.

Direct spells shouldn't harm any other player, does it?

If you have line of sight, then you can cast it; you don't need to move any closer. And there's no chance you would harm ony of the other PCs with this spell.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-15-11/1038:52>
LOL, I almost had Lips warn everybody aboud the 5 other metas ...  :o

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1039:37>
Visual modificators aplly for direct combat spell, just so you knw. Beware of glitches :)

LOL, I almost had Lips warn everybody aboud the 5 other metas ...  :o

 ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1043:43>
Sorry Omar but this calls for a repeat of the Tony Draw duel  ;D.
quickdraw + fire a shot (http://invisiblecastle.com/roller/view/3302524/)

Looking if the beast is affected by Elec-damage
free - hold
simple - quickdraw + fire a shot
simple - hold

P.s. the Colt has Gel as 1st clip as taser has elec-damage

i still can't get ovrr the pathethic roll i got on that surprise :('
And me that i had to use edge to go befor the beats.  :(

You should have just went into full defense for one round; I got the force of numbers by our side, and Sam has three IPs to enjoy. He could avoid his attack and then put some holes on its body without any edge expenditure, I think.
melee range is a bitch to be in, at least Sam is no expert in that.

oh yeah by the way is there a melee modifer as well?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/1045:54>
LOL, I almost had Lips warn everybody aboud the 5 other metas ...  :o

 ;D

Sorry Omar but this calls for a repeat of the Tony Draw duel  ;D.
quickdraw + fire a shot (http://invisiblecastle.com/roller/view/3302524/)

Looking if the beast is affected by Elec-damage
free - hold
simple - quickdraw + fire a shot
simple - hold

P.s. the Colt has Gel as 1st clip as taser has elec-damage

i still can't get ovrr the pathethic roll i got on that surprise :('
And me that i had to use edge to go befor the beats.  :(

You should have just went into full defense for one round; I got the force of numbers by our side, and Sam has three IPs to enjoy. He could avoid his attack and then put some holes on its body without any edge expenditure, I think.
melee range is a bitch to be in, at least Sam is no expert in that.

oh yeah by the way is there a melee modifer as well?


I think you are at point blank range, aren't you?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1051:05>
you got smartgunned LMG in your hands, capable of firing whatever mode you want to (well, onkly BF/FA mode is possible) loaded with electric  ammo, shooting from meter at 3 meters long beast (EDIT: that is in the water), which most possibly you are able to dodge. and you quickdraw taser to shot it. LOL.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-15-11/1057:02>
Visual modificators aplly for direct combat spell, just so you knw. Beware of glitches :)

Are there any modificators in astral view? The aura of an aligator should be easy to see among the meta-auras and the grey blocks from the drones
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1100:35>
If aligator is not dual, you cannot cast through Astral sight. yo must perceive the same plane he exists.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/1102:46>

melee range is a bitch to be in, at least Sam is no expert in that.

oh yeah by the way is there a melee modifer as well?


I think you are at point blank range, aren't you?

You are right...

Quote from: SR4A, pg. 150
Attacker in Melee Combat
If the attacker is attempting to conduct a ranged attack while engaged in melee combat, or if he is aware of another character trying to block his attack within two meters of him, the attack suffers a –3 modifier.

Quote from: SR4A, pg. 153
Target Point-Blank
A target within one meter can be difficult to miss; apply a +2 dice pool modifier to the attack. Note that this may be offset by the Attacker in Melee Combat modifier.

A total modifier of  -1 you would have, I guess.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/1103:47>
And no, people, I'm not a rules-lawyer... I'm just preparing myself to GM a game soon, and I'm foretelling this situations to happen a lot.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1105:13>
I think you are at point blank range, aren't you?
Point blank (http://invisiblecastle.com/roller/view/3302573/) add 2 dice, if meele range you can take some of them down.

Sent. use these 3 dice as modifiers in any way.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/1107:04>
watch out for explosive players, they got bonus against GMs
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1108:27>
you got smartgunned LMG in your hands, capable of firing whatever mode you want to (well, onkly BF/FA mode is possible) loaded with electric  ammo, shooting from meter at 3 meters long beast (EDIT: that is in the water), which most possibly you are able to dodge. and you quickdraw taser to shot it. LOL.
Sam wants to make sure Elec. Damage works on this critter, if not he can quick-draw the Clot and shot a gel round at him.  ;D

Sam is a strategist. he knows that against one opponent the team will win easy. and on the LMG he would have to default on Pistols he gets 5 dice more then LMG
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1110:38>
watch out for explosive players, they got bonus against GMs
Good thing i am at least 1000km apart from him, even if he goes nuclear i am safe, thou the fallout would be a bitch.
and Omar is not really danger for Sam, his drones on the other hand  :-\

If elec damage works Sent make a second roll for me, if not quickdraw and roll for colt  who has Gel clip loaded.

i am off for the evening, a have theatre to be at, so no more rolls from me, but i might comment some things from the Handheld
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-15-11/1112:21>
watch out for explosive players, they got bonus against GMs

Hehe, that's an advice I will remember.

you got smartgunned LMG in your hands, capable of firing whatever mode you want to (well, onkly BF/FA mode is possible) loaded with electric  ammo, shooting from meter at 3 meters long beast (EDIT: that is in the water), which most possibly you are able to dodge. and you quickdraw taser to shot it. LOL.

Sam wants to make sure Elec. Damage works on this critter, if not he can quick-draw the Clot and shot a gel round at him.  ;D

Sam is a strategist. he knows that against one opponent the team will win easy. and on the LMG he would have to default on Pistols he gets 5 dice more then LMG

From an In Character perspective, you could also say that Sam is really used to quick-draw his taser in combat situation, and he acted on reflex when he perceived the ambush.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1129:56>
From an In Character perspective, you could also say that Sam is really used to quick-draw his taser in combat situation, and he acted on reflex when he perceived the ambush.
;D  +1
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1212:38>
I just cannot imagine you drop machine gun you carry in both hands and quick draw taser "because you got +5 dices"
but whatever, its your character.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1232:11>
The Dalmatian
vectored-thrust recon drone features a unique limited hover capability and a sturdy frame for its light weight.

But still:
these drones range from the size of a motorcycle to a small car.

LOL I should have taken Rover with me :)

watch out for explosive players, they got bonus against GMs

Too tired to react properly on this.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/1300:37>
LOL

nice post Sichr.

seems like we tot evryone except mouse, who won't be before sam anyway. i'll start resolving shots as soon as I get to the comp

take care
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1438:13>
The poor thing, out cold for a while.
Someone restrain him please. Or make an autopsy to get the head back.  ::)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-15-11/1439:18>
That was quick....
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1441:48>
Ok just FYI we were solving the Dalmatian size with Sentinemodo. Ive searched sourcebooks, and in This Old Drone I found comparabel, Body 4 drone: Taranis
Real deal:
http://www.baesystems.com/Sites/Taranis/MissionCommand/index.htm

there is scale.
then we LOL
and Im sending dalmatian back on surface :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/1444:04>
That was quick....

poor bastard slipped on the ambush. I still can't believe that
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-15-11/1457:46>
all glory to my minon watcher  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/1500:24>
yup. what's next?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1553:20>
this makes me cry...crocodile tears...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-15-11/1700:51>
So, who's taking point, what's the order and where do you go?

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-15-11/1708:12>
D1 is point, I wrote it before in some IC post...IMO when I was talking to Sam...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-15-11/1806:38>
Sam draws his colt and points it to were he think the beasts brain is.
" Your missery end here."
He pulls the triger 3 times.
something has gone wrong, this was supposed to be just after the results from the data search. This way to act is no where near what Sam would do.  >:( the hell happened on this forum


So editing it according to the character, Sirch can i ask you to edit yours as well?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-15-11/2008:54>
I seem to be confused a bit about those spare commlinks. Mouse has spare commlink from Alice, if I remember this right? Or is that his only commlink?
I thought it was taken away from me; due getting trapped in BTL. I can still hear the shot :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-15-11/2012:45>
if Doberman can do sneak i am all for it to be in the front if not, then Sam should be the first reckon. then this task is just made for him.  ;D
Fractal would be the better tail light with his echolocation so that there is no chance for someone to sneak up on the team.

Drones 101 -> pg 247 SR4A
Pilot (3) + Cover Ops autosoft(0)
I can make a Covert Ops autosoft while jumped in. :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-15-11/2102:25>
I may have missed it, but what does the RFID tag near the current location says?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/0133:04>
Laz, the cave in was that locked section. on the west side of first crossing
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-16-11/0426:04>
OK. so lets make it clear. Lips get  fractals reserve commlink
So we have two commlinks (Fractal and Lips) that are vulnerable to EMP, others and drones are Hardened. Just in case this matters in some case
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-16-11/0644:08>
Overdrive mode again?

Any one of us who is unable to post for some time will take some effort to get back. We are really fast this days.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-16-11/0706:22>
As Fractal closed to the crossing, his enhanced senses picked up new details of the surrounding area.

The tunnel leading north is about three or four times longer then the path you've covered so far. and at the end of that area there is another T-like junction. The junction room is round and there is also well leading upward. The noise of the water is louder now (at least for him).

Sent, I'm a little lost here; which crossing are you talking about? The second one? Is these tunnels the ones at the right or the ones at the left of the map Larzarus draw?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-16-11/0713:18>
aligator crossing
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/0736:02>
Radar or normal vision with flashligjt
if normal the are there som modifirst
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-16-11/0738:37>
Radar or normal vision with flashligjt
if normal the are there som modifirst

no radar, straight visual, no light modifiers thanks to flashlight
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-16-11/0739:22>
Overdrive mode again?

Any one of us who is unable to post for some time will take some effort to get back. We are really fast this days.  ;D

X-mass frenzy :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/0805:41>
Radar or normal vision with flashligjt
if normal the are there som modifirst

no radar, straight visual, no light modifiers thanks to flashlight

uying hits would have been nice but i think this should do Perception (http://invisiblecastle.com/roller/view/3303764/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-16-11/1040:43>
So, does anyone of the team know about a local gang or so who take heads as trophies or something like that?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/1110:48>
So, does anyone of the team know about a local gang or so who take heads as trophies or something like that?
Sam can roll gang knowlage
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-16-11/1127:49>
So, does anyone of the team know about a local gang or so who take heads as trophies or something like that?
Sam can roll gang knowlage

no need. in close proximity there is no organized crime dealing with that.of course madmens happen from time to time as you could read in news, but not lately. however farther to the east in aurora warrens is so called meat market. you can buy there cheap cyber and bioware.second hand quality. if you catch the drift.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-16-11/1139:23>
Radar or normal vision with flashligjt
if normal the are there som modifirst

no radar, straight visual, no light modifiers thanks to flashlight

uying hits would have been nice but i think this should do Perception (http://invisiblecastle.com/roller/view/3303764/)

sorry i am writing from the tablet all day, buyinghits would be enough
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/1150:36>
Radar or normal vision with flashligjt
if normal the are there som modifirst

no radar, straight visual, no light modifiers thanks to flashlight

uying hits would have been nice but i think this should do Perception (http://invisiblecastle.com/roller/view/3303764/)

sorry i am writing from the tablet all day, buyinghits would be enough
3 hits sorry
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/1210:52>
Not sure but as far as i know you can not see objects from astral only auras and objects hove no auras
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-16-11/1221:18>
Quote from: Core Rules, page 182
By assensing something’s aura, a magician can gain infor-
mation. The auras of living beings show their general health,
emotions, and magical nature (if any). Enchanted objects show
their magical nature. Non-magical and non-living objects have
only gray, lackluster shadows rather than auras, but pick up im-
pressions from being in contact with living auras. Assensing can
read any impressions let behind on an object.

What I didn't find is, how difficult it is for Lips to move through a solid wall, 1m thick.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/1335:58>
Quote from: Core Rules, page 182
By assensing something’s aura, a magician can gain infor-
mation. The auras of living beings show their general health,
emotions, and magical nature (if any). Enchanted objects show
their magical nature. Non-magical and non-living objects have
only gray, lackluster shadows rather than auras, but pick up im-
pressions from being in contact with living auras. Assensing can
read any impressions let behind on an object.

What I didn't find is, how difficult it is for Lips to move through a solid wall, 1m thick.
earth has aura herself, but as this is custom mad it should be ok. meaning no problems to get trough, just walk, you can run if it makes you feel safer.
just like Potter.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-16-11/1746:49>
A assume devil rats are bigger than Lips head.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-16-11/1754:11>
at least some of them are
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-16-11/1947:47>
Sent: would you mind making the infiltration roll for me? I'm heading out for a trip tomorrow morning and my books are packed? BTW, I'll be travelling for a couple of days, so I won't be able to post until Monday probably.

{Health: 0 / 9P and 1 / 11S damage, 0 Wound penalty, 0 Stun penalty} | {Edge: 2/2}
{Initiative: 7; Initiative Passes: 1 } | {Initiative(Matrix): 11; Initiative Passes(Matrix): 3}
{Ballistic Armor: 6; Impact Armor: 4 ; Mods : None}
Alias: Mouse
Name: Nathaniel Smith. Race: Human
Sex: Male   Age: 14
Nationality: UCAS

Lifestyle: Low lifestyle(1 month spoofed)

Description: a thin wiry boy,  slightly malnourished and pasty white (about 85lbs) with short light brown hair clumped into small spikes (Jap Anime style) stuffed under a Rockies ball cap. His light brown eyes carry hints of things unseen to most and has lost the innocence of youth. He sports a Magma T-shirt under a lined jacket and worn blue jeans and sneakers to complete the ensemble.
 
Motto: there’s always a hole, you merely have to be small enough to slip through it.
Attributes
Body   Agility   Reaction   Strength
2   2   2   2
Charisma   Intuition   Logic   Willpower
3   5   5   5
Edge   Resonance   Essence   Initiative
2   5   6         IP
Norm   7   1
Matrix   11   3


Active Skills
Tasking Skill Group [Resonance]
•   Compiling
•   Decompiling
•   Registering   4
Cracking Skill Group [Logic]
•   Cyber-combat………………………………   4
•   Electronic Warfare……………………….   4
•   Hacking (+2 Exploit)……………………   4
   
Electronics Skill Group [Logic]
•   Computer
•   Data Search
•   Hardware
•   Software   4
Dodge [Reaction]…………………………………   3
Perception [Intuition]………………………….   2
Pistols [Agility]…………………………………….   1
   Knowledge Skills
Mathematics……………………………   5
Matrix Security Procedures…..   4
Data Havens…………………………..   4
IC Identification……………………..   4
Data Encryption Theory…………   3
Matrix Phenomenon……………….   2
Matrix Theory…………………………   2
Japanese Anime…………………….   2
   
Language Skills
English   N
Japanese………………………………   4

   


Technomancer
   
Living Persona
Firewall [Willpower]…………………………….   5
Response [Intuition] (+1 Full VR)………   5 (6)
Signal [Resonance / 2, round up]……..   3
System [Logic]…………………………………….   5
Biofeedback Filter [Charisma]……………   4[3]
Matrix Perception…………………………………
 (Computer + Analyze) + 2   11
   Complex Forms
Common
Analyze   5
Browse   3
Command   2
Edit   3
Encrypt   -
Scan   3

Registered Sprites
Fault Sprite (Medic)   R5   Srv 7
Crack Sprite (Defuse)   R4   Srv 3
   Hacking
Armor   5
Attack   5
Decrypt   3
Defuse   1
Exploit   5
Sniffer   -
Spoof   2
Stealth   5
Track   5

Submersion
Rank    1
   
   Echoes
Skinlink   
   


Qualities
Positive   Negative
Technomancer
Natural Hardening
   SINner (Criminal)
Combat Paralysis
Addiction, Mild (BTL)



Equipment
Armor   B   I   Mods
Lined Jacket   6   4   



Commlink, Soft/Hard-ware   Qty   Re   Si   Fi   Sy   Operation System   Mods
Hermes Ikon (comlink)      4   3   3   3   Iris Orb OS   Satellite Uplink
Hardening 6
•   Agent 3, 4
•   IC 3
•   Pilot 3
•   Analyze 4*
•   Browse 4
•   Command 4
•   Edit 4   •   Attack 4*
•   Armor 4
•   Defuse 4
•   Exploit 4
•   Stealth 4
•   Russian Translator 3
•   Omar’s Encryption R?*     
VR Games   2                 
Datachips

Lips’ Comlink   20
                 


Item   Rating   Qty   Notes
Fake SIN (Mark Deptula)   4   1   
   Fake Driver’s License   4   1   
Fake SIN   1   1   


Weapon   DV   Stats   Mods
Colt America L36   4P   5/15/30/50 SA 11(c)    Smartgun System Internal
Hidden Gun Arm Slide
5 Clips Regular Ammo
Defiance Ex-Shocker   8S   -1/2AP SS 4(m)   RC -
Ingram White Knight(Omar’s on Dobbey)   6P   -1AP BF/FA 50(c) or 100(b)   RC5(6)


Vehicles   Hndl   Accel   Spd   Pilot   Bdy   Armr   Sns   Mnts
Dodge Scoot(Scooter)
     [Stock]Imp Eco   +1   10/15   60   1   4   2   1   
Drones:                       
MCT Fly-Spy ”Wiz”   +1   3/15   15   3   1   0   2   
Doberman “Dobbey”   0   10/25   75   3   3   6   3   


Cyberware/Bioware
Cyberware   Essence   Cost   Notes
None         



Contacts
   Con   Loy
Fixer   2   2
Gimmly, Matrix Ghost in the Machine
Uses: Friend/Mentor; Information on Matrix activities; Exploiting software; Data Havens
Places to Meet: Abandoned Nodes
Contact:    3   3
Taske, free machine sprite
Uses: Information on Matrix activities; BTL source code; security flaws in OSes
Places to Meet: Matrix chat hubs
Contact: Message left in Denver's master node chathub   2   1
Dean Costello, Casquilho Hacker, Human Male
Uses: Fake SINs and licenses, Lawyer, Hacking jobs and data searches
Places to meet: Marcel’s; Tower of Babel; Casquilho imports
Contact: Commlink   2   1
Miguel Sanchez, Casquilho Fixer, Ork Male
Uses: Mafia activities; BTL smuggling; Hiring muscle for street jobs
Places to meet: Marcel’s; Tower of Babel; Casquilho imports, UCAS dive bars; Ganger hang-outs
Contact: Commlink   3   1


Street cred: +1
+1 the sheer amount of bodies and damage warranted plus successful clearing Dean of his charges, made you a little more known in the shadows. There was little in a story that has to be hidden, so you could brag about the job (and how you four-handedly tacked an army of BTL zombies) in the street pubs, basking in glory and waiting for another job.

Factions relations:
Casquilho Mafia: +2d
Kirillov Vory: +2d
Fronts: -1d


Nuyen:
Starting   ¥250       
Through Rose Colored Display Link   9,750   Pants   20
      Costly BTL x9 @¥200ea   180
Twist and Insult

   6300

   Russian Translator Software R3
Wedding Present to Tony and Maria
MCT Fly-Spy
GM-Nissan Doberman x1
Aurora Warrens Safehouse   1500
2000
2000
3000
150
         
         
         
Total:   ¥8,450       

Karma:
Through a Rose Colored Display Link   13       
      Learn Spoof  (R1)   2
      Learn Command (R1)   2
      Specialize in Exploit    2
      Learn Defuse (R1)   2
Twist and Insult   12   Spoof (R2)
Command (R2)
Submersion (R1) 13-3(┌20%┐)   2
2
10
         
Total Gained:   25    Total Spent   22


Background:
A male human about 14yrs old physically small and frail looking. The only child of Middle Class parents who worked most of the time to make ends meet. Despite that they were never there, Mouse’s parents were extremely over-protective of their only son. He was rarely allowed out of their sight (even when away they were always watching) and only rarely ventured outside. He grew to be extremely introverted immersing himself in the datastreams of the Matrix and science of computing (in which he found his special gift.) Several years ago his parents were killed in the crossfire between a gang and security personnel. Sent to an orphanage, he continued surfing the tides of the Matrix. During one of his surfing (hacking) escapades, he happened upon an entity in the Matrix (a Ghost) claiming to be the essence of a hacker trapped in the Matrix during Crash 2.0. This ghost took Mouse under his wing becoming a mentor and friend to a lonely orphaned boy. The derelict attitude and trouble with law enforcers caused the orphanage to expel him. The mouse is free at last!

Through a Rose-Colored Display Link
Caught while intercepting a call to a shadowrun team in a Casquilho Mafia restaurant, he is taken under the wing of the team’s rigger/decker. There he tries to aid the team to fight against the BTL zombies created by a renegade sprite named Taske—all to free the mafia’s top hacker Dean.

Twist and Insult
His first run as a full-fledged member of the team, he works to join a remnant faction of the Fonts gang to join the Vory (Russian Mafia) while protecting to young lovers seeking a new beginning.

Aurora Warrens Safehouse - 4494 S Granby Ct, in the Three Kings territory
Lifestyle Characteristic       LP
Comforts      2
Entertainment   1
Necessities   2
Neighborhood   0
Security   1
Poor Condition   -1
Rough Neighborhood   -1
Crash Pad   -1
Trigger Happy Landlord   -1
Worse Neighbors   -1
Hasty Exit   2
Inconpiscous Housing   2
Total LP   5
Base Monthly Cost   500¥
Factor for having 5 people sharing the space       50%
Monthly Cost   750¥
Total paid for each member (20%)   150¥

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-16-11/2215:50>
A assume devil rats are bigger than Lips head.

D&D -> everybody carving XP killing Rats,
SR -> everybody Carving to survive, even Rats  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1200:17>
O_o  :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/1237:04>
How heavy is everybody, including the two drones?


Lips has the Levitate spell, (I planed to us it to avoid swimming....)
With Magic 5 + Spellcasting 6 + PowerFoci 2, statistically, I will roll at least 3 hits.

But to lift the whole Beaver will probably be a little bit to much.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-17-11/1243:59>
Fractal weights something along 70 kg; and he is not carrying too much equipment; but most of the characters are more cybered and heavy, and more geared.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-17-11/1307:40>
"And when you return, materialize down there and check if the small flying metal drone is still flying, if not, bring it up to me."

Watchers can manifest, but cannot materialize.

Quote
"Gentlemen, as you might guess, I'm not very good at climbing. Can the Beaver work as a crane?"

Yes, he weight a lot, if you cut your climbing gears, and combine them you can make strong enough rope, to keep you. The drone could lower you on it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1311:44>
Omar is to 100 kg with all equipement
IMO Dobermans weight up to 200 kg, Beaver, well that would be something slightly differnt (IMO half a ton or something around this value)

Sent...does it mean that FlySpy fell into water?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-17-11/1324:20>
Sent...does it mean that FlySpy fell into water?

yes
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1330:07>
OK
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/1431:58>
Increase Reflexes:
Threshold 2: +1 Intitiative +1 Ini Pass
Threshold 3: +2 each

With Force 3 (Substain Focus does not allow more), and 3(7) hits, is that +2 or +1 to  Lips reflexes?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1433:43>
You meet the thresshold 3, so +2
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1523:42>
btw...you would need max force 4 levitation for Beaver, its 200kg/force point
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/1538:33>
oh, you are right, I had 100kg/force point in mind. I will changed the IC a bit, still a little bit risky.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1554:51>
 :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/1651:35>
Does the drone float or is it under water?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/1658:20>
If possible, I would let Lips us a Force 1 levitate to move him to dry ground.

+ Lips put on his gasmask, before he went down the well.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1700:16>
Does the drone float or is it under water?

under water and unable to take off
it shows up on PAN...or commlink display
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/1721:10>
I almost post the following, before, I realized, that we went overdrive again, a little. Hence, in case someone wants to post something before Lips goes down the well, I wait until posting the following.
Quote from: IC

Right when Lips went through the  hole into the big room, he ask Omar to stop the Beaver, so he can take a look of the surroundings first. Next, Lips tries to locate the FlySpy an levitate it into his hands.
That down, the Beaver can continue to let Lips down, but right before Lips would reach the water, he levitate sideway, to some halfway dry ground.

Leviate Force 1, no substaining: 6 and 4 hits (http://invisiblecastle.com/roller/view/3305124/)
Drain: F/2 +1 = 1
Resist: 2 and 5 (http://invisiblecastle.com/roller/view/3305125/), no damage
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1733:12>
 ;D
you afraid to get wet? Well how would you untie those drones when you are away
 ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/1743:55>
You mean, the doberman? Good points. I leave the FlySpy at the dry ground, and go back to the middle of the well, without troping the leviation spell. As you said, the Doberman should survive 50cm water.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-17-11/1801:58>
that flyspy fits into the pocket, its really mini...like bigger insect. Ill send doberman...well You are right...full automatic posting :) so Ill wait untill sam and fractal reponds :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-17-11/1909:37>
As a rule of thumb guys. Don't worry. About going overdrive unless I tell you or we are in combaT mode. I doubt there is anything crucial one of you minght want to do between your actions.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/2028:50>
Does that mean, Lips can not call Omar from the bottom of the well, e.g. to stop the Beaver?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-17-11/2043:02>
Second question: Is the background directed? There are usually mana picks and ebbs, which let me assume there is also a local minima respectively maxima around somewhere in the second level. Can Lips roughly guess the direction to that point?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/0509:08>
Let's clear some mess on commlinks range - signal 5 can't reach the surface directly - it can reach the upper tunnel if it is a signal 4 or greater.
so if you leave signal 4 device on the upper level, you can communicate with the surface while you are down. I am editing the post
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-18-11/0542:37>
Sorry for making trouble.
but at least it gives good. opurtunity to RP
and the dead tired Sam is prone to make mistakes. at least RP wise.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/0635:26>
Larz,

I totaly forgot about that oxygen mask. you've got to excuse me as I wasn't too sober last night ;)
you're of course saved from the drowning damage
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/0711:18>
Second question: Is the background directed? There are usually mana picks and ebbs, which let me assume there is also a local minima respectively maxima around somewhere in the second level. Can Lips roughly guess the direction to that point?

The man ebb here (meaning there is more of it around, but it's difficult to manage for you). Make an astral perception roll please, you may use your quality, don't forget about modifier of -1 due to the background count. the treshold is 2.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-18-11/0713:10>
Quote
then he rejoins the team and they all walk for a while in the footsteps of the previous team, when coming to the ledge Sam activates his gecko gloves and prepares his climbing equipment. he looks at the wall, ...  wet, so much form my gecko  :( ...  Better not Risk it, but any way he sets a foot on the ledge to try it out(1hit;G) (http://invisiblecastle.com/roller/view/3305421/), how hard would it be, and slips the fall is immanent,

saving himself(5) (http://invisiblecastle.com/roller/view/3305480/)


Sam had slipped on the very first move. He tried climbing as a part of his training, but he really was amateur when it come to the real life risking climb. He did however remembered well, how to tie the knot. The harness hold, and after two seconds of  fall, that in his accelerated world were enough to think over his life twice, the rope swinged him hard on the wall. Still breathless, wet and a little dizzied he hung, catched the pipe that was sticking out of the wall here to stabilize himself 6 meters from the top of the well.

Quote from: ooc
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

Kour, I'd prefer you put the results of the roll in ooc quotes instead of the way you do so now. It's difficult to say at glance if you succeeded or no when browsing on mobile or tablet, as it require to open another tab in browser. thanks.
adding the soak roll from yesterday, you might have missed this one 4 hits, but would this format do showing hits in brackets after the link?
Sam Whirls in the air to prepare for a hard impact(4) (http://invisiblecastle.com/roller/view/3305443/).
so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/0716:00>
With the exception of Sam, all of you can safely go down via the Beaver-crane (if you're using the oxygen mask).

you got total of 2hrs oxygen per man, after that you'll have 10 minutes of. If you don't use the mask, resist the drowning damage.

somebody make an IC post about it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/0719:40>
Quote
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?

Yes that's physical damage.
make a climbing roll(1)  to climb over or gymnastic roll(2) to jump to the line from the winch. The latter if failed means another fall. In the first only on glitch.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-18-11/0727:47>
Quote
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?
Yes that's physical damage.
make a climbing roll(1)  to climb over or gymnastic roll(2) to jump to the line from the winch. The latter if failed means another fall. In the first only on glitch.

Climbing over to the winch(3)
(http://invisiblecastle.com/roller/view/3305845/)
forgot the modifiers, but all hits are on the first dice, so ...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/0734:01>
Quote
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?
Yes that's physical damage.
make a climbing roll(1)  to climb over or gymnastic roll(2) to jump to the line from the winch. The latter if failed means another fall. In the first only on glitch.

Climbing over to the winch(3)
(http://invisiblecastle.com/roller/view/3305845/)
forgot the modifiers, but all hits are on the first dice, so ...

guess you made it :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-18-11/0743:01>
A night out with friends can get your SR character killed - Now that's a lesson i am happy not have learned.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/0831:32>
Larz. One mroe thing on the background count - since you entered it, the spell you've cast (increased reflexes) got reduced in strength by one hit. I am not sure (not checked yet), but this probably mean you have one IP less.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-18-11/1243:08>
Second question: Is the background directed? There are usually mana picks and ebbs, which let me assume there is also a local minima respectively maxima around somewhere in the second level. Can Lips roughly guess the direction to that point?

The man ebb here (meaning there is more of it around, but it's difficult to manage for you). Make an astral perception roll please, you may use your quality, don't forget about modifier of -1 due to the background count. the treshold is 2.

Actively looking around in Astral: 4 hits (http://invisiblecastle.com/roller/view/3305970/)

Larz. One mroe thing on the background count - since you entered it, the spell you've cast (increased reflexes) got reduced in strength by one hit. I am not sure (not checked yet), but this probably mean you have one IP less.

I had  7 hits in the spellcast check (http://invisiblecastle.com/roller/view/3304991/), but the Substain Focu 3 only allowed 3 hits to be counted
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-18-11/1253:57>
Sustaining focus may be affected, not the spell. Well not sure...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/1312:32>
I am not that sure myself, but my reasoning was:
- at the moment of casting you had 7 hits
- you took only 3 and discarded the additional ones
- the spell casted had effectively 3 hits
- you got into background count zone
- spell was reduced in strength

you may want to recast the spell - but you need to recast it at force 4 to have the same effect as outside the zone
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-18-11/1319:40>
+1 each should be enough for now.

How does it work with my combat spells? E.g. I cast a Force 3 spell at someone.
Does the background only reduce -1 from my magic attribute or does it also reduce -1 from the Force, i.e. I have to cast a Force 4, to get a Force 3 spell?

I.e. without overpowering Lips, he only can cast effectively Foce 3 spells?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/1327:17>
Street Magic pg 118.
Whether positive or negative, in game terms background
count reduces a character’s Magic attribute by its absolute value.
...
If background count reduces
a character’s Magic to attribute to
0 or less, he is rendered unable to
use any magical abilities within the
area. A background count-modified
Magic attribute counts for all uses
of magic, including dice pools and
limitations imposed on the Force
of spells or spirits. Additionally, the
process of gathering and shaping
mana is more difficult in areas with
background count, so the absolute
value of the background count is
also added to the Force whenever
a character resists magical Drain.


---------

So the ansewer is that without overpowering you are limited to force 4 spells, but you cast them as if on force 5 for drain value purposes.
There is an example on pg 120
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/1351:19>
Sichr, did you left any signal 4 or stronger commlink with the beaver?

Otherwise, you'll be cut from the matrix as soon as you move out from the direct vicinity of the well.

Also, Bob probably expect another report.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-18-11/1405:43>
Ill leave damaged Fly Spy on that crossroad as another retrans...it aslo provede us with overview of the situation at our back...just for sure...Rover(r5) - Dalmatian(r4) - Beaver (r3) - Flyspy (r3) - We have that Erics commlink with signal 5 at next step, also my equipement is signal 5 rating and Dobermans are r4 devices
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-18-11/1408:22>
also the same goes for radar sensors, if equiped. Dalmatians have 1km range radar for mapping and orientation purposes.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/1410:01>
You need R4 to communicate from the well with surface.

The range might be 1 km, but it does not include concrete tunnels full of metal.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-18-11/1427:06>
Beaver is at the top of the well. Signal 3
Flyspy is bellow, max 50 meters away from it, also rating 3. This is not enought to bridge it?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-18-11/1432:55>
Beaver on it's own isn't able to reach surface
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-18-11/1435:23>
Beaver on it's own isn't able to reach surface

That is why there is Dalmatian in the half way.

You need R4 to communicate from the well with surface.

The range might be 1 km, but it does not include concrete tunnels full of metal.

True, well it does include industrial and military complexes wit lots of concrete, metal, active electronics and even heavy wifi traffic :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-18-11/1520:52>
Wasn't Fjordson's commlink with Lips?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-18-11/1533:05>
True, but we can leave it at the well and Lips can use his own commlink. I don't assume we get in any matrix trouble down there.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-18-11/1541:28>
jep. It was a bit of mishmash, consider dalmatian drone is not in the caves and I had to solve it somehow, because I was building on the false presumption. It is solved now, and more to it...he was able to broke that commlink just by taking it to his hands :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-18-11/1549:05>
Okay, understood.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/0943:19>
"on my way." Sam disapeared in the shadow. he was exited tobe of use. while wakking he drew his colt. ... hope. this ends diferently then the LMG ...

what about the drones? they follow, they stay? infiltration roll hold.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-19-11/1021:19>
"on my way." Sam disapeared in the shadow. he was exited tobe of use. while wakking he drew his colt. ... hope. this ends diferently then the LMG ...

what about the drones? they follow, they stay? infiltration roll hold.
THEY stay, but have the command to defend Sam and team, nonleathal way in the case of fire fight.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1025:44>
"on my way." Sam disapeared in the shadow. he was exited tobe of use. while wakking he drew his colt. ... hope. this ends diferently then the LMG ...

what about the drones? they follow, they stay? infiltration roll hold.
THEY stay, but have the command to defend Sam and team, nonleathal way in the case of fire fight.

they don't have nonlethal means, do you strictly order them to shoot only at weapons targetted against you? should they shoot against any weapon, or only after first shoot?
as defined above they stay behind you, they will join the combat in case of firefight, but will not join the shooting in any way since they do not have non-lethal means. Is that what you wanted?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-19-11/1036:52>
"on my way." Sam disapeared in the shadow. he was exited tobe of use. while wakking he drew his colt. ... hope. this ends diferently then the LMG ...

what about the drones? they follow, they stay? infiltration roll hold.
THEY stay, but have the command to defend Sam and team, nonleathal way in the case of fire fight.

they don't have nonlethal means, do you strictly order them to shoot only at weapons targetted against you? should they shoot against any weapon, or only after first shoot?
as defined above they stay behind you, they will join the combat in case of firefight, but will not join the shooting in any way since they do not have non-lethal means. Is that what you wanted?
yep + targeting limbs, legs and arms, to disable their usahe or at least give penalties.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-19-11/1045:37>
Only D1 follows Sam, equiped with SMG and 50 rounds. It is the only drone that has the cover ops autosoft.
Sam have the privileges to apply simple command, and pilot dont recognize nonlethal harm, this is Omars drone, Shot to kill is only option. Well this doesn`t mean Sam is aware of it. Simple commands are free action phrases, not a philosophic disspute.
Dobbey with LMG stays with us.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-19-11/1056:07>
Only D1 follows Sam, equiped with SMG and 50 rounds. It is the only drone that has the cover ops autosoft.
Sam have the privileges to apply simple command, and pilot dont recognize nonlethal harm, this is Omars drone, Shot to kill is only option. Well this doesn`t mean Sam is aware of it. Simple commands are free action phrases, not a philosophic disspute.
Dobbey with LMG stays with us.
they both stay put. The command is in case of a fire fight join and target nonleathal area's - arms legs.  Shoot to disarm and icapacate movment respectevly. Even with leathal ammo.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1101:02>
Kour, SR mechanics is impossible to deliver such orders with lethal ammo, even in the best intention, drone can just shoot of the arm, which will result in death. (or formally speaking delivering more P damage, than a target can accept)

The drone will join the combat in case of firefight but will not shoot. You'll be allowed to make a Pilot(1) roll, if succesful the drone will target firearms, but will not go into targetting limbs.

anyway, this will be overriden as soon as Omar or Mouse jumps in (which by the way I assume they are, from the moment you told the D1 to stay - Mouse in D1, Omar in Dobbey).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-19-11/1108:22>
Ok no drone. then. Do I see just one target?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1115:26>
actaully two - human and snake
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-19-11/1120:23>
The only big snake, Lips could recognize is the magical snake called Naga, using his Magical background knowledge. Should I roll, or is it obvious that it's not an Naga?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1125:46>
That's a pretty far reach from the magical background - which I assume a general knowledge about magic. Still I consider the core rulebook to be pretty common (read: presented in trid shows) knowledge. If it's naga, it would have a colorfull scales, and would be awakened. Which you can't tell right now. (it's too dark to judge colors, and visual feed doesn't tell anything about it being awaken)

On the visual side, it could be any type of large snake. (but large is also questionable, because most of it is probably hidden in the water stream, and that is not penetrated by Sam's radar).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-19-11/1133:43>
[quote author=Sentinemodo link=topic=5619.msg94697#msg94697 date=1324311326]
actaully two - human and snake
[/quote] human with the snake - one, right?
Called shot +  take aim to shoot the snake off.
Can Sam get supprise? As pre fast move.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-19-11/1148:25>
Handheld. Sent could you make the roll for me please.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-19-11/1152:56>
I don't have the Corerules with me right now, so.

Assumeing we deal with a dual natured creature (otherwise, Lips isn't in danger at all)

1) Can dual natured be stopped by Mana Barriers?

2)In Astral Space, what do I roll instead of Reaction to let Lips block a melee attack with his weapon foci?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-19-11/1158:58>
I don't have the Corerules with me right now, so.

Assumeing we deal with a dual natured creature (otherwise, Lips isn't in danger at all)

1) Can dual natured be stopped by Mana Barriers?

2)In Astral Space, what do I roll instead of Reaction to let Lips block a melee attack with his weapon foci?

1) Yes, they are stopped;

2 I couldn't find anything on this one;

Also, sorry for the slow posts, my connection is erractic right now.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-19-11/1202:16>
Kour, tell me how much dices and I can roll for you at Invisible Castle.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1202:48>
I don't have the Corerules with me right now, so.

Assumeing we deal with a dual natured creature (otherwise, Lips isn't in danger at all)

1) Can dual natured be stopped by Mana Barriers?

2)In Astral Space, what do I roll instead of Reaction to let Lips block a melee attack with his weapon foci?

2) There is nothing in rules about that I think, but I'd rule, that Astral combat - exactly the same way as in unarmed combat case - you must have interrupt action though and act before the snake

Netz, can you point the fragment about the first one?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1203:11>
Kour, tell me how much dices and I can roll for you at Invisible Castle.

already rolled and edited in the combat post
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1206:15>
Quote
Mana Bbarriers SR4A pg 194
Magic can be used to create mana barriers on the physical or astral
planes, and sometimes dual-natured barriers that exist on both. These
barriers are created as spells (physical or astral), magical lodges (dual
barriers), and wards (dual barriers).
Mana barriers on the physical plane are invisible (except to astral
perception), but they act as solid barriers to spells, manifesting entities,
spirits, and active foci
. Should a magician try to cast a spell through a
barrier, the target of the spell adds the Force of the barrier to its resistance
dice pool.
Mana barriers on the astral plane are solid, hazily opaque walls.
Such barriers stop astral movement and impose a visual penalty to
astral perception equal to the barrier’s Force. Astral mana barriers
are resistant to astral spells as well as other astral forms, in the same
manner as physical mana barriers noted above.
Dual-natured mana barriers are active on both planes simultaneously,
and affect both as noted above.
Adept powers and many always-on critter powers are innate and
so are unaffected by a barrier
, though if the gamemaster chooses certain
ranged and sustained critter powers (such as Concealment or
Movement) may suffer the same fate as spells or foci (using the critter’s
Magic rather than Force).
Mana barriers do not affect their creators, who can see through
them or pass through them at will and allow others to do so as well.
Any attack on a mana barrier or attempt to break through is immediately
felt by the creator.

From the above - it seems, that barrier would not stop dual being critter
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1208:04>
I am sorry to do so right now, but I have to leave - I'll return in two-three hours. I'll be on the tablet though to respond on quick questions if the need arise.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-19-11/1208:35>
Netz, can you point the fragment about the first one?

It's the conclusion I reached after reading this:
Quote from: SR4A, 194, Passing through barriers, - last paragraph
In some cases a focus, spirit, or even a character may be unintentionally
forced into a situation where either they or the barrier
must give. For example, a character who unknowingly walks through
a mana barrier carrying an active focus, or a dual being in an elevator
that passes through a ward on its way up. In this case, make the
same Opposed Test described above (using Force x 2 for spells, spirits,
foci, etc.). If the barrier wins, however, the item or entity still breaks
through but is automatically disrupted.
Disrupted spells immediately
end and disrupted foci deactivate. Disrupted spirits are sent back to
the spirit’s metaplane, whereas disrupted characters are knocked unconscious
(fill in their entire Stun Condition Monitor).

The way I read it, they may attempt to break through, but normally they can't just pass through them.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1234:00>
IT would be so if it was a physical barrier. Mana barriers block only astral movement. Plus an innate and adept abilities are unaffected at all.

There is a small differnece between spell barriers and wards which are dual in nature, that I do not understand well, though.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-19-11/1236:52>
Well, another situation in which Shadowrun rules are not that clear... I can understand both rulings.
GM's call, it seems.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-19-11/1244:49>
Just for position, Lips floats above Sam.

How far is the snake away?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-19-11/1254:32>
Also, how far are all the others from the fighting scene?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1310:14>
It is seven meters away.

But to continue the discussion. Mage is a dual being should he be blocked physically by a mana barrier or only when travelling astrally?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1314:32>
Also, how far are all the others from the fighting scene?

D1 hundred meters, team further 20. Fractal further 20.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-19-11/1328:09>
I may be wrong in this, but I think a mage is only a dual-being when he is astrally perceiving.

Quote from: SR4A, pg. 191, on Auras and Astral Forms
Anything active on the astral plane has a tangible astral form — projecting magicians, spirits, dual-natured beings, and so on. Astral forms are more colorful and brighter than auras, as they are astrally “real.” The Earth has an astral form, and many regard this as proof that the planet is a living entity apart from the creatures that inhabit its surface.

And later:

Quote from: SR4A, pg. 191, on Astral Perception
A character using astral perception is considered dual-natured, active on both the physical and astral planes simultaneously.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-19-11/1356:25>
I have no rule for this, but a mana barrier stops everything astral, so for a dual-natured being (half mundan, half astral), a mana barrier should at least have some effects since half of the body is stoped. E.g. half the barrier strength.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1401:19>
Still mana barrier doesn't affect innate creature ability and it does not affect. Adept so why should it stop body?

Sichr. How do you rule that case in your games? 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-19-11/1415:17>
Maybe Sam makes a one-hit kill against the snake, and Lips does not have to use any spell. After all, its a tiny snake.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1442:36>
Maybe, I just want to iron out those rules. We have had A LOT of discussions regarding matrix rules, and I am pretty confident in them by now. Magic is foreign to me yet. Until proven otherwise, I'd like to set the rule and keep to it in future encounters.

I've asked a quick question on the rule subforum, and the quick answer so far is in favor of blocking dual creatures by the mana barrier.
To me the matter isn't yet clear, but we can proceed with temporary verdict.

Netz, I assume that you think that mana barrier should block physical movement of dual being creature, as well as for example an astrally perceiving mage. I also assume that you Larz think the same.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-19-11/1448:21>
From the rules so far, yes. movement is blocked for dual-natured the same as for pure mana beings.

Personally I owuld say, in case of dual-natured, half the force of the barrier.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-19-11/1614:36>
I've asked around on the forum. Until further notice, mana barrier blocks dual natured beings..

I think we're ready to roll.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-19-11/1706:15>
My posts will be spurratic while I'm on vacation. Mouse will if not jumped into D1 or Dobbey and if his communication idea fails to work, then he could offer to act as a relay between you guy and the surface.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/0253:48>
I don't have the Corerules with me right now, so.

Assumeing we deal with a dual natured creature (otherwise, Lips isn't in danger at all)

1) Can dual natured be stopped by Mana Barriers?

2)In Astral Space, what do I roll instead of Reaction to let Lips block a melee attack with his weapon foci?

1) Yes, they are stopped;

2 I couldn't find anything on this one;

Also, sorry for the slow posts, my connection is erractic right now.

In astral you use Astral combat. if you are just perceiving and want to use Melee skill, you do so with -2 mod for physical action while astraly perceiving
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/0306:39>
Still mana barrier doesn't affect innate creature ability and it does not affect. Adept so why should it stop body?

Sichr. How do you rule that case in your games?

Astral forms and dual beings are affected the same way by mana barrier.
Ward are completely different (well may be created by any dual being without restrictions, without specific spell, like building from bricks)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-20-11/0434:56>
with the second one-IP combat done (btw. DAMN) I think it's time for Santa to show up

Karma

1 Karma for saving Miao Jhong

Additional Karma:
Fractal - 2 - great all-around posts (face, hacker, combat even scout), even though the combats tend to be one sided (DAMN) you finally showed up you thrill seeker side.
Omar - 2 - great drones usage (scouting, cranes, and poor aligator), several excellent posts (including memorable give and take of LMG)
Sam - 2 - spectacular performance (DAMN ;) ), good IC posts, but I am getting a bit irritated by the min-maxing in OOC. Try to postpone taking IC decisions solely on the number of dices you have, kinda kills the immersion.
Mouse - 1 - I understand there is not much for you, and the game progress at insane speed, which unfortunatelly means you are drawbacked by the time zone. still a some good use of threading skills which significantly boost Omar drones' capabilities..
Lips - 2 - What a fine addition to the team you are. I enjoyed your posts and efficient magic use (DAMN ;) ). You are rounding out a nice character IC. 

I hope you enjoyed so far the completely different game. Let me tell you that dungeon crawling form GM perspective is completely different in shadowrun with all that drones, watchers, echolocation, radars. It's difficult to place traps and the combats were single sided so far but rest assured, I haven't given up yet *evil grin*
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-20-11/0511:27>
While talking to Netz, he remind me of a quote from The Adventures of Alvin Sputnik: Deep Sea Explorer, it's probably from something else originally (let me know if do know), in regard to the need of increasing challenge of encounters, and that it is difficult to balance things in SR.

However, I've decided to take up the challenge and balance the game and take the risk as did Commander Alvin.

Quote from: Commander of Alvin Sputnik to his brave crusaders
“Many of you will die, in fact, you will all probably die, but that is a risk I am willing to take.”

:P

for your entertainment (http://www.weepingspoon.com/AlvinSputnik/Video.html)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-20-11/0518:51>
When the GM takes it personal, run to the hills...

Dammit, we were underground!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-20-11/0615:18>
Sam - 2 - spectacular performance (DAMN ;) ), good IC posts, but I am getting a bit irritated by the min-maxing in OOC. Try to postpone taking IC decisions solely on the number of dices you have, kinda kills the immersion.
can't really disagree, but thats OOC  just for that exact reason.
in IC and RLwe tend to chose things we are more comfortable with, in other. words things we are inclined to feel mentality better. or logically better.
in Sam's case mentally taser is pure nonlethal weapon, colt and LMG are not, logically - skill, Sam, just as we on RL would tend to use the thing he's most skilled with. in game mechanics it is represented in dice count. Sorry if its takes you out of the game feel.
Gamewise the LMG was something unknown, taser an extension of him. as fractal so wisly said, reaction calls for known , routine movments.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-20-11/0626:55>
That's just a perception of mine, and we can't really discuss with perception becuase they just are.
keep that in mind that I'd prefer you to act first and roll later, than count the dices and act upon simulated results, and lets play.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-20-11/0631:24>
That's just a perception of mine, and we can't really discuss with perception becuase they just are.
keep that in mind that I'd prefer you to act first and roll later, than count the dices and act upon simulated results, and lets play.
Sure will, let's have some fun  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-20-11/0650:34>
sure, carrying him would mean a lot of time loss, but it has some benefits as well, and at the moment there are no safe place around the caves, at least no place we can be certain there will be no danger.

doubt you will place an earth queck and free the 50 devilrats to get us ambushed from befind, but you are the GM with an EVIL GRIN, so who knows, losing this Man even thou we have karma for saving him, we might lose Karma for not protecting him.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/1053:17>
thinking about Karma? :)
reminds me DnD...killing everything for experience points ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-20-11/1054:45>
All right guys, what's next? You are at the crossroads again.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/1102:09>
Ill roll that pending rolls as soon as i get home and act accordingly to informations i get.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-20-11/1103:24>
Is a doberman drone able to carry both snake and Miao? I mean, does it looks that way in the eyes of Lips?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/1106:20>
nope
It may be able to pull him on the rope. Well it wont be able to hook them up on the crane, and they will probably drown in that half a meter of water :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-20-11/1110:23>
Idea was, to carry both with us until we find a save place.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/1121:22>
well, if this is naga territory, everything will stay out of this place, IMO as safe as anything...and i dont have a feeling there will be safe place, where we are going :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-20-11/1139:21>
What do you mean, there will be no safe place? Didn't they told you that there's a surprise birthday party for Omar at the end of the tunnel and we're just playing along and...

Oh, sorry, guys. I've spilled the beans.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-20-11/1140:11>
There will be cake!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-20-11/1142:20>
well, if this is naga territory, everything will stay out of this place, IMO as safe as anything...and i dont have a feeling there will be safe place, where we are going :D
no place is safe with the ?Naga? around
Naga wakes up next to her meal. what do you expect her to do?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-20-11/1151:59>
Invites us to dinner? Are Snakes so impolite as to eat in front of their starving guests?

Just a note: Fractal does not know in character that a projecting mage can't affect the physical plane, and that dual-natured creatures do not project, hence the question.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/1347:31>
tatata

who is going to wake up?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-20-11/1357:44>
OK Sent Ive updated my post with rolls for analyzing the node and decryption of the node.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-20-11/1432:23>
Demolition (http://invisiblecastle.com/roller/view/3308454/) for making a charge to secure the snake killing in case it tries to runn, not sure thou how Laz intends to watch it, but it's better then nothing.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-20-11/1512:54>
Sorry if it was missunderstandable, Lips intention was, in case it cannot free itself but follow and attacks the team through the astral space, blow its meat body up.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-20-11/1624:13>
Sorry if it was missunderstandable, Lips intention was, in case it cannot free itself but follow and attacks the team through the astral space, blow its meat body up.
then we can drop him anywhere we like, someone Com must be able to detonate it. meaning, as long we still have matrix we have detonation possibility
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-20-11/1748:06>
Demolition (http://invisiblecastle.com/roller/view/3308454/) for making a charge to secure the snake killing in case it tries to runn, not sure thou how Laz intends to watch it, but it's better then nothing.

can you describe, how you do so? and an IC please.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-20-11/1755:00>
Demolition(2) (http://invisiblecastle.com/roller/view/3308454/) for making a charge to secure the snake killing in case it tries to runn, not sure thou how Laz intends to watch it, but it's better then nothing.

can you describe, how you do so? and an IC please.
there was restraining roll i think somehow, but i am not sure how it would apply to this situation.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-21-11/0305:57>
It would be much easier to understand your posts if one can see your roll and successes on the first glance, in case that InvisibleCastle is behind a firewall, for instance...or one uses tablet or phone (I remember someone calling thise links a "nightmare") :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-21-11/0327:35>
Sent: the roll is: Computer skill + analyze, in mz case Computer(spec Analyze) + Analyze
Since it has response 2 it cannot wield OS/Firewall 3...or they are limited to 2 by the processor performance.
The roll would also tell me that fact about strong encryption and its rating, So im able to estimate the time how long would it take...IMO approx 20-30 minutes to crack (since its running Encryption max. 2, thresshold is 4 (Encx2)) We may proceed, I will only initiate cryptoanalyse, and it will continue without my active participation.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-21-11/0716:03>
Sorry guys, I got a little lost. I thought Mouse was jumped into the Dalmation (D1) and was taking point. Sent had mentioned that it is no longer in the tunnels, so I'm not sure what had happened.  Or is D1 Dobbey? Is the Dalmation the flying air craft that we are using as the first relay station? Were we able to rig a communication device up through the well like I had suggested or are we dealing with poor connectivity? Did anybody help Mouse down or is he still up there with the beaver?

If he was jumped into the Dalmation, then he will be controlling Dobbey instead unless Unca Omar is controlling Dobbey.
If Mouse is still up at the top of the hole, then he will tell Unca Omar that he will get some communication equipment to assist with ensureing that we have comms with the upper part of the world. He could also help with extracting the patient.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-21-11/0721:09>
Sorry guys, I got a little lost.
1. I thought Mouse was jumped into the Dalmation (D1) and was taking point. Sent had mentioned that it is no longer in the tunnels, so I'm not sure what had happened. 
2. Or is D1 Dobbey?
3. Is the Dalmation the flying air craft that we are using as the first relay station?
4. Were we able to rig a communication device up through the well like I had suggested or are we dealing with poor connectivity?
5. Did anybody help Mouse down or is he still up there with the beaver?

LOL, that was like ages ago :)

1. You may be jumped in the Dalmatian, but it is outside the tunnels. We have found out the the dalmatian has 10 meters of wingspan, while the tunnels at the upper level had only 5. SO for the sake of physics, we decided to take it out of the tunnel and never return
2. D1 is Omar's doberman, Dobbey is marked as D2 - But it is D1 that has threaded infiltration, so it he who took the point.
3. nope. the relay station has been made of the Erik's commlink (singal 5), but the signal is getting weaker as we say, and by the point of chasm (see last IC post) it will disappear.
4. You've dealt so far, but you'll need to relay again around the chasm
5. yes you've been helped down, and you are with the team at the point marked as survivor on the map.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-21-11/0730:40>
LOL, that was like ages ago :)

Scratch that - it was just two days ago - LOL
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-21-11/0742:10>
That's what I get for having finals followed by vacation. :D
I'll be controlling Dobbey (D2) then with my Machine Sprite "Mac" manning the gun.

Is there anyway to use the enhanced singal strength of the satellite uplink module to greatly improve the patient's comlink signal, so that we can still maintain matrix communications? The uplink module is a high powered focused signal that is meant to be transmitted to satellites in space. All in all, it is still a wireless signal that by dispersing the signal and adjusting the frequency, we could theoretically turn it into a high powered antenna. Of course, its max signal strength would still be five in order to communicate with Unca Omar's com link (mutual range.)

P.S. I know this isn't Mouse's cup of tea, but this will impress upon him to develop more rigging skills.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-21-11/0753:25>
good thinkingg

Hardware + Logic(3) test please to modify sattelite dish followed by Hardware + Logic(8, 1 minute) extended test to tune in the frequencies of commlink (the range and thus signal strength is derivative of the wave length, which in turn must be multiplication of the lowers' commlink frequency to avoid compensation - I just love technobabble).

the second test would have to be repeated each time you move the dish. Keep in mind that this is reception point. You cannot use him to transmit the signal further, unless linked with another commlink (which could be weaker in signal, but considered to be within mutual signal range with the last retrans station)

Lesson learnt - before next tunnel buy yourself few dozens of signal 2 mini retrans stations. :)

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-21-11/1018:20>
did the team used all their robes from the climbing gear to get down the well or do we still have enough to at least to put a robe between each team member?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-21-11/1047:23>
You didn't use any. Down the well you went using the line from the beaver winch. Only Sam used his climbing gear, but he didn't have to cut it at all.

In other words you have enough.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-21-11/1059:44>
Snake, there are two things at this point I need to talk with you about, son :D
1st
Read this post:
http://forums.shadowrun4.com/index.php?topic=5616.msg94113#msg94113
there is our drone`s tactics description
I know you have Dobbey fo personal use :) well its mounted with heavy weapon and I would prefere to have it under control
the D1, Omars dobberman, that is on the point, on the other side is more in possition of "mouse in the hole". Otherwise the drones are almost the same...wait...they are no? D1 has Mk.II engine, nextgen for this purpose. Its faster than common Doberman (Dobbey)
Well it not a problem to swap weapons, it takes about 5 minutes, mounts are compatible and weapons dont need any mods for it.

2nd
I really dont know if there is possibility that Sprite would be operating the gun while you are jumped in. Jumped in rigger replaces even Pilot and targetting autosoft with "himself", and the drone...IDN if sprite can be jumped in (IMO no, but Ive seen discussion on it somewhere on the forums)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-21-11/1150:40>
Sent, your previous monolog from the awakened snake, Birago Sembene, does not make it easy to kill it / him, at least ooc.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-21-11/1157:36>
No one thinks about the cannon fodder feelings... So sad, so sad...  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-21-11/1200:08>
HH
well if its Naga, itis sapient being that should had such monologue. not that it makes it easier.
And also...living specimen should be sold for a good price. maybe we should only electro-fry it to the point its barely alive...and hope it would stay out of our way (that it would) or stay put fo a while so can take it on the return path (if we are supposed to go the same way...)

What makes me scarry is that chasm...if Sam is supposed to clim on the other side to give us some way to cross it...well, we have sen him climbing before :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-21-11/1219:28>
if Sent want to ambush the team on their way back, it doesn't reallz matters if the snake is alive or not...

idea: Lips do the same, as did the first team with the alligator. put up a mana barrier around the snake. using the substain focus (drop the current spell on it), a force 2 barrier won't stop the snake for long, but the Lips will know, when the barrier is down.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-21-11/1235:08>
That would be good, but how does sustained spells, sustaning foci and backgorund count influence each other?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-21-11/1252:47>
Lips has a Force 3 Focus, but due to the background, it is effectively a Force 2 Focus.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-21-11/1307:44>
Oh, okay then. Sweet. I believe this would work.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-21-11/1320:14>
Larz, will you post this new soution of yours in IC? It seems Sent is only waiting for this before proceeding.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-21-11/1348:12>
Done, I updated my last IC post.
Don't know if mana barrier is visible for the mundane team members, but as long as they believe Lips, that shouldn't be a problem.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-21-11/1633:13>
A note: It's not exactly a sure thing, but it's very possible that I'll be completely unable to post from December 25th to January 2th. Probably going to a very feral place.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-21-11/1930:29>
Can Sam asses the strenght and quality, age and safety of the bridge using his climbing skill dice?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-21-11/1935:17>
This are the same types of the climbing set you got - they even got the Wuxing markings on. as for the safety, not really possible to check in any other way than by hanging on it. It's safe enough or not. Though you can see the wall is broken, and does not give a sure hold.

I assume, you'd be using your own sets for safety in case of fall, the stronger of the two will hold.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-21-11/2000:13>
The roll for climbing
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/0320:02>
A note: It's not exactly a sure thing, but it's very possible that I'll be completely unable to post from December 25th to January 2th. Probably going to a very feral place.

very good idea indeed
I as the other, go for very feral place...to play shadowrun with my tabletop group :)
Ill be active for this day and tomorow and then spontaneously (that means IMO 24/7 :) )
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/0325:51>
sorry guays seems Id be possibly able to post afternoon well xmass rush is on its peak here  :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-22-11/0643:29>
Snake, there are two things at this point I need to talk with you about, son :D
1st
Read this post:
http://forums.shadowrun4.com/index.php?topic=5616.msg94113#msg94113
there is our drone`s tactics description
I know you have Dobbey fo personal use :) well its mounted with heavy weapon and I would prefere to have it under control
the D1, Omars dobberman, that is on the point, on the other side is more in possition of "mouse in the hole". Otherwise the drones are almost the same...wait...they are no? D1 has Mk.II engine, nextgen for this purpose. Its faster than common Doberman (Dobbey)
Well it not a problem to swap weapons, it takes about 5 minutes, mounts are compatible and weapons dont need any mods for it.

2nd
I really dont know if there is possibility that Sprite would be operating the gun while you are jumped in. Jumped in rigger replaces even Pilot and targetting autosoft with "himself", and the drone...IDN if sprite can be jumped in (IMO no, but Ive seen discussion on it somewhere on the forums)

My assumptions for when I asked where is Mouse is that he was back in Dobbey, letting you use the pilot program and CF that Mouse worked up for stealth. Mouse is just sustaining the CF for your pilot program. Honestly, I don't know if I can share CF's like this or not. Technically they are just programs, but when jumped in the stealth is based off his infiltration (which is 0) he is better off letting Mac do the driving and him just supervise from within the drones' node.

It would appear that Mouse needs to acquire some new skills. :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/0657:48>
My mistake, I thought that Mouse have some Stealth skills :)
Actually, this was very good move, I never realized, that autosofts may be threaded. Excelent idea.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/0728:00>
that is called dronomancing :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/0803:29>
indeed :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-22-11/0950:54>
Confused: Fractal going down the chasm, where does the rest wants to go? From the post so far I would assume  acrose the hole in the tunnel floor. Split up then?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-22-11/1010:37>
Until I figured out:

Two Force 2 Levitation (each lifting 400kg) should be enough to bring Mouse, Fractal and the Body, first and then Lips and the doberman either over or down the chasm

Quote from: http://invisiblecastle.com/roller/view/3310740/
1. Spellcasting: 7
1. Drain Resistance: 4

2. Spellcasting: 5
2. Drain Resistance: 5

I really hope the next mission includes stairs....
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/1013:41>
or elevator :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1018:24>
Confused: Fractal going down the chasm, where does the rest wants to go? From the post so far I would assume  acrose the hole in the tunnel floor. Split up then?

almost as i am.

netz so far only flyspy drone has descended and streams you the view on subway car. do you go down? or more specifucally: dies lips levitate you down?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1020:01>
sichr, snake please list the modifications you done to the drones to avoid confusion later.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/1033:00>
D1 = Nissan Dobermann Mk.II

HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
020/3090336363000¥

Clearsight 3
Targeting 3

Walker Mode
Weapon Mount (external, fixed, remote control, Ammo bin)

HK MP 5 TX = 5P AP:0 RC 2(3) 68 reg. (SA/BF/FA)

Or

White Knight = 6P AP: -1 RC 5(6) 100 SnS (belt) (BF/FA)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1127:00>
D1 is carrying Knight or Dobbey is having it?
Dobbey has threaded Cover Ops?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/1135:36>
Ive left this for mouse to choose and correct.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1142:31>
all right I need to know, who goes where (down or across) and what about the equipment.
The spells Lips has casted where enough to move him whenever he himself goes and one other (Fractal or Mouse or one of the drones)
Mouse can be hurled along with someone else. He can catch on somebody being transported. But each of the drone will have to be transported on it's own spell unless you net them together somehow.

I'd like it in IC please.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/1202:00>
talking about IC...can you roll that knowledge test for me? it should speed up my decisions or creaet some space to act while Im waiting for transport.
Larz
Maybe Astral survey of that corridors down bellow? Where those voices can be heard?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-22-11/1208:25>
Confused: Fractal going down the chasm, where does the rest wants to go? From the post so far I would assume  acrose the hole in the tunnel floor. Split up then?

I had made a confused post when I was on a confused state...  :o Sorry about that.
But Fractal would go after the voices, probably, so assume he at least wanted to do that...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1210:57>
Larz, I assume, you levitate everyone down except one drone, and one Sam, correct?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/1214:24>
Brazilian weed+Magic mushrooms+Ayahuasca+A few beers= Confused state  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-22-11/1216:47>
But Fractal would go after the voices, probably, so assume he at least wanted to do that...

And so you did, due to my current IC.

Quote from: not published IC post:
While riding on Dobby over the chasm, Lips pulls his ponytail upwards and break out in laughter: "Beware, Baron Münchhausen, is coming to you!"

Larz, I assume, you levitate everyone down except one drone, and one Sam, correct?

I hoped that Omar, Sam and Mouse could embrace each other, so that I can levitate all at once.

So that one body and one drone is left behind.

If Sam has to levitate seperately:
Quote from: http://invisiblecastle.com/roller/view/3310816/
Spellcasting:6 hits, Drain: 2 hits
still no damage with drain: Force/2 + 1 = 2
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/1219:30>
well now I got confused :)
IMO Hangouts are places like, lets say, Jackpoint or something...Shadowrun forums...everyone has his/her login disputing over and over things that happened and matters for the specific comunity...
but it may be wrong translation of "hangout" confused me :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1221:54>
well now I got confused :)
IMO Hangouts are places like, lets say, Jackpoint or something...Shadowrun forums...everyone has his/her login disputing over and over things that happened and matters for the specific comunity...
but it may be wrong translation of "hangout" confused me :P

That's my understanding also, only it's not only matrxi places, but also pubs or restaurants where you could find and meet smugglers and coyote in person. Still nobody put's there their home addresses.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-22-11/1225:47>
nonono, but he may be contacted te way I can send you a PM :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1227:46>
true
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-22-11/1246:40>
can Lips pass the wards after her invitation
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-22-11/1248:59>
You'd need to try, but to save us exchanges, and oneline posts - yes.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-22-11/1926:09>
Notification: will be on xmas-holidays from tomorrow on. Hence, only will post sporadic.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-23-11/0038:58>
Sorry, I'm with problems to be connected, so probably I will not be able to post often, if at all.

Brazilian weed+Magic mushrooms+Ayahuasca+A few beers= Confused state  ;D

How had I hope it was such a recipe... But it may have missed some of the elements... some of them.  ;) ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-23-11/0541:38>
Netz, Sam's discussion is taking place several meters outside the car. it seems that only you, Lips, and Mouse entered the car. Omar and Sam is standing outside.

please, edit the post (basically telling the same thing as Sam instead referencing to what he said).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-23-11/0627:01>
I editted it. I will make a post as soon as I can, but I'm with some connections problems.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-23-11/0736:21>
Netz, Sam's discussion is taking place several meters outside the car. it seems that only you, Lips, and Mouse entered the car. Omar and Sam is standing outside.

please, edit the post (basically telling the same thing as Sam instead referencing to what he said).

Reading again Kouryuu's post I really have no idea how I made the mistake of thinking that Sam was talking with Eliza also. But after all, when I first read it I was really drunk and sleep deprived, so no big deal here...

It's really strange and disturbing when you go to a concert and during it you most of you can think is that you know your game character would be doing really better on the stage than the actual band playing...  :o :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-23-11/0755:03>
IMO we can all use some holiday, Im also thinking about Omar quite too much, and when Im driving, I sometimes forget that Im not riggeed in :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-23-11/0946:15>
Good points there Larz, well since every signal is treamed throught  Omars and Mouses node, and every node and electronic device around is under constant survey and scanned, there is not so much danger in this...Omar didnt mean photoes of the team descending to the hole. But this pictures are something completely different from standard team tactics, roles of single teammebers that would be readable by tactics specialists, equipement, weaknessess, using mind probe to get every piece of info they can exploit from survivors head, and, last but not least info about smuglerrs safehouse down there in the tunnels. What Bob has from us untill now is reports. We are telling him what we do and results. We decie what information he gets. But having this man with us is like being tapped and constantly recorded. Not even talking about the fact we are taking him back to the danger he once tried hard to escape...place where his brain changed into that jelly...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-23-11/1016:21>
IMO we can all use some holiday, Im also thinking about Omar quite too much, and when Im driving, I sometimes forget that Im not riggeed in :)
yep and we will, i think, at least i will lose my activity till january, but the game will not stop, i think, as we all am a bit too addicted to it  ;D
and as for me the Xmas rush has just eneded, i can even sleep more then 3 h a night now.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-23-11/1020:28>
Doesn't really mean you will. You'll be checking the forum every ten minutes :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-23-11/1024:34>
IMO we can all use some holiday, Im also thinking about Omar quite too much, and when Im driving, I sometimes forget that Im not riggeed in :)
yep and we will, i think, at least i will lose my activity till january, but the game will not stop, i think, as we all am a bit too addicted to it  ;D
and as for me the Xmas rush has just eneded, i can even sleep more then 3 h a night now.  ;D

Addicted is a good word for it. Its good to be in game with this team :) Even with personal disagreements, the professional cooperation is smooth and almost flawless :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-23-11/1026:54>
Doesn't really mean you will. You'll be checking the forum every ten minutes :D
cant any more, not on the go that is.  :'(
and knowing how unstable the network on the countryside is with all the snow, this could mean no Sam for a few days.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-23-11/1027:31>
IMO we can all use some holiday, Im also thinking about Omar quite too much, and when Im driving, I sometimes forget that Im not riggeed in :)
yep and we will, i think, at least i will lose my activity till january, but the game will not stop, i think, as we all am a bit too addicted to it  ;D
and as for me the Xmas rush has just eneded, i can even sleep more then 3 h a night now.  ;D

Addicted is a good word for it. Its good to be in game with this team :) Even with personal disagreements, the professional cooperation is smooth and almost flawless :)
To this i rise my glass,  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-23-11/1028:32>
oh...not again :O
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-23-11/1031:03>
oh...not again :O

 ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-23-11/1034:42>
oh...not again :O

ROTFL
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-23-11/1540:23>
IMO we can all use some holiday, Im also thinking about Omar quite too much, and when Im driving, I sometimes forget that Im not riggeed in :)
yep and we will, i think, at least i will lose my activity till january, but the game will not stop, i think, as we all am a bit too addicted to it  ;D
and as for me the Xmas rush has just eneded, i can even sleep more then 3 h a night now.  ;D

Addicted is a good word for it. Its good to be in game with this team :) Even with personal disagreements, the professional cooperation is smooth and almost flawless :)
To this i rise my glass,  ;)

Cheers to that!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-23-11/2301:15>
OK my perios if periodical posting starting now, hope to see you around, if not have fun, and i will be back in a few days.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-24-11/0642:10>
Both Wiz and Dobbey are out of the box drones from SR4 (Fly-spy and the Dobberman.) The only mod done was to Dobbey and that was to mount the Ingram White Knite LSMG. Omar's drone had the Covert Ops CF, but I moved it to Wiz to let the machine sprite pilot Wiz to get the conversation/argument down the tunnel.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-24-11/0646:44>
you need to thread the form again if you move it between drone types. it's completely different matter to fly stealthily and crawl stealthily
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-24-11/1923:23>
hope you didn't mind a little slowdown (I had to eat the xmas stuff at some point, and I got two families to visit)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-24-11/2136:40>
hope you didn't mind a little slowdown (I had to eat the xmas stuff at some point, and I got two families to visit)

By me, no problem about that; some of us have already mentioned a need for a break at some point (even though this need is joined by an interest in keep going... This game is awesome);

As we are in this subject: Merry Christmas, fellow players; I'm having a lot of fun in playing with you all, and even though we just meet in virtual space, it's being a great relationship so far. I'm quite glad to know you all, and I really hope the best for all of you!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/0838:28>
As far i undertstood the rock heap o the right is inside the 100m secure zone right.
at least doing IC according to this.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/0905:25>
Yep, thaere is - do you activate white noise generator?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-25-11/0908:55>
White noise generator, as described, creates common sound background. Ive been thinking about this many times, but it needs to be heavily modified to work the way we need it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-25-11/0916:55>
for purposes of radar detection, Sam is in the middle of 5 meters diameter ECM r4. You need stronger signal or radar rating to pierce it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/1000:42>
OK Radar and ultrawideband radar do they have the same jamming?
if so can Sam activate the jamming later on.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/1040:10>
I'm still doing it, though, i forget that Sam is half blind without the radar.  Rememberd false mods on the goggles.  Just making sure i can turn it of if this goes bad.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-25-11/1041:13>
If you posess Electronic Warfare skill, you can switch it on/off anytime you want by yourself. Otherwise restart would be enought.
Its just that when used for Jamming on fly, commlink cannot be used for anything else. So Ill bve unable to connect to turn it off.
+
it is
EW(4)+Signal(4) (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3313055/)
against oponents roll (EW+Signal+ECCM if present)
So it is not sure it would work (well, EW cannot be defaulted, so no roll possible if there is no EW autosoft...)

EDIT: Modified IC, Sam had been instructed for case something goes south.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/1053:34>
 Then let's just hope they use searchlights again  ;D
That would make Sam see again.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/1058:10>
Kour if you proceed, you need to make infiltration roll to get withing 25 meters, and another to get to the entrance..
if you don't see anything (missing mods or something) - apply visual modifiers to the roll the same as for perception
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/1138:55>
So is the jammer of?
As I understood the com wont work.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-25-11/1229:06>
If you reboot, it is off and I you will need to tell me that you want me to start it over.

Omar used standard VOYP: Voice-Over-Yelling Protocol to ask Sam if he is on place...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/1435:45>
So is the jammer of?
As I understood the com wont work.

The way I read it, Omar (having the admin priviledges) started it to jamming on the fly, thus disabling communication. You can return it by rebooting the commlink.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-25-11/1502:55>
hai  8)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/1638:15>
It's not in raw, but I assume that hitting a microdrone, is around the difficulty of hitting bulls eye at the target - ie .hitting something that is a size of the pistol bullet. hence -4 modifier to hitting it. minidrones, are largers but still have -2. starting from small drones there is no modifer.

are there any official rules on that?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-25-11/1641:01>
Hi everybody and happy holiday.

Back to the shadows: can Lips summond a fire spirit to manifest but not materializes next to the target drone? and can a manifested spirit be damaged by mundane weapons? and is it seen by radar or ultrasound?

I will ask in IC if it would be a good idea, later.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/1658:21>
manisfested spirit, cannot harm physical world and cannot be harmed. HOWEVER it MIGHT confuse the sensors (visual reporting target, radar reporting nothing in range) 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-25-11/1709:10>
It has a better part...
it has imunity to normal weapons
so practicaly it has 2xForce of Hardened armor

EDIT: When materialized, not manifested...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-25-11/1731:50>
manisfested spirit, cannot harm physical world and cannot be harmed. HOWEVER it MIGHT confuse the sensors (visual reporting target, radar reporting nothing in range)

I don't know if that's right, but I believe a manifesting entity does not appear even on a camera record, so it would not have a visual match... Somewhere it's noted that manifesting is just a psychic effect (that's written about manifesting mages, but I think it's the same for spirits).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/1732:53>
2 on 1 is not fair, so Sam joins in too
As for rolls, sent you do them for Sam.
As the next time i can be at a pc is 20h from now, you can even asume Sam keeps fireing SNS rounds at them, and if they are imune change to gel -   free action, the second clip in the colt.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/1733:14>
Kour - I haven't edited that part - you might want to cancel your action. The Omar drone wasn't found in the first stage. BUT as you have no communication, you could have take the shooting that has started shortly after as the sign of drone being found.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/1736:52>
Kour - I haven't edited that part - you might want to cancel your action. The Omar drone wasn't found in the first stage. BUT as you have no communication, you could have take the shooting that has started shortly after as the sign of drone being found.
for all Sam knows it might be lips under a invisibility spell being shot to pieces.
Comlink reboot and shooting is still on.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/1738:53>
manisfested spirit, cannot harm physical world and cannot be harmed. HOWEVER it MIGHT confuse the sensors (visual reporting target, radar reporting nothing in range)

I don't know if that's right, but I believe a manifesting entity does not appear even on a camera record, so it would not have a visual match... Somewhere it's noted that manifesting is just a psychic effect (that's written about manifesting mages, but I think it's the same for spirits).

So it can do neither harm nor be harmed
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-25-11/1750:08>
As soon as the com has finished restarting Sam woult take a peak in his sensordata to see if there are somthing to take advantage on. Broken droneraolil part, extwrnal antrna to target, so on. by the way, how far out is sam from the car?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-25-11/1824:54>
As soon as the com has finished restarting Sam woult take a peak in his sensordata to see if there are somthing to take advantage on. Broken droneraolil part, extwrnal antrna to target, so on. by the way, how far out is sam from the car?

You said you shoot as you hear shooting.
You are 50 meters from the car
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-26-11/0015:12>
Should have expected noncoductivity :P
But how did you manage to soak 7S damage with 2 hits?
Anyway, if I am up, do the full defence
Quote from: OOC
Reaction7+Dodge6+dodge6+Cover4-WideSpread2 -> 21 dice ->21d6.hits(5)=4,21d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3313515/)
Only first 20 are counted
and use the gel round clip. free action to change it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-26-11/0208:18>
As soon as the com has finished restarting Sam woult take a peak in his sensordata to see if there are somthing to take advantage on. Broken droneraolil part, extwrnal antrna to target, so on. by the way, how far out is sam from the car?

You said you shoot as you hear shooting.
You are 50 meters from the car

As the drones start shooting, Sam reboots his com.
... there is no more point in hiding ...

Then he takes a shot on hitting the drone.
His colt let's a few SNS bullets fly in the direction of the drone.

yes while the com is rebooting. then when it boots up i will try to ask the team what the hell is going on. then i can take a look in the readings from the radar.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/0653:49>
Should have expected noncoductivity :P
But how did you manage to soak 7S damage with 2 hits?
Anyway, if I am up, do the full defence
Quote from: OOC
Reaction7+Dodge6+dodge6+Cover4-WideSpread2 -> 21 dice ->21d6.hits(5)=4,21d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3313515/)
Only first 20 are counted
and use the gel round clip. free action to change it.

One I didn't - I was soaking damage - I was checking if the shock disabled the drone:
Quote from: SR4A, 164
Electronic equipment, vehicles, and drones can also be affected by Electricity damage.
They never suffer Stun damage, but they do roll Body + Armor (drones and vehicles) or
Armor x 2 (other objects) to resist secondary effects.
If they achieve equal or more hits than
the attack, they are unaffected.
Otherwise, they cease to function for a number of Combat
Turns equal to 2 + net hits scored on the attack test (and may need to reboot after that).
More hit's then the attack not damage.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-26-11/0708:46>
One I didn't - I was soaking damage - I was checking if the shock disabled the drone:
Quote from: SR4A, 164
Electronic equipment, vehicles, and drones can also be affected by Electricity damage.
They never suffer Stun damage, but they do roll Body + Armor (drones and vehicles) or
Armor x 2 (other objects) to resist secondary effects.
If they achieve equal or more hits than
the attack, they are unaffected.
Otherwise, they cease to function for a number of Combat
Turns equal to 2 + net hits scored on the attack test (and may need to reboot after that).
More hit's then the attack not damage.
thanks for educating me,  ;D, defiantly gel rounds from now, or id Omar wishes so Taser + vision magnification so i can hit that drone right.

By the way, Doubt VOYP would work in a gunfight, Omar will have to wait until the Com restarts to tell Sam this.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-26-11/0715:37>
Im afraid so. NP Ill wait. At least, it may have worked as a distraction so something usefull can be exploited from every action ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/0716:16>
thanks for educating me,  ;D, defiantly gel rounds from now, or id Omar wishes so Taser + vision magnification so i can hit that drone right.

By the way, Doubt VOYP would work in a gunfight, Omar will have to wait until the Com restarts to tell Sam this.

It works, you got hearing enhancement and sound filters on, so no problem in hearing on 50 meters, only that Omar had to return to meat, so he lost his remaining IPs for that CT
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-26-11/0722:41>
ah...touchée
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-26-11/0730:32>
ah...touchée
if so then Sam will stop.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-26-11/0855:33>
First I though of summoning a spirit, but I have another idea. Are the drones fixed/locked to the rail or can Lips levitate them away from the rails, away from ther power & communication supply?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/0917:13>
You would have to try, Logic + Mechanic roll (2) to make an educated guess.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-26-11/0959:18>
Educated Guess: 0 hits (http://invisiblecastle.com/roller/view/3313699/) Lips has no idea...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-26-11/1109:51>
A question (which will just be important to the next Combat Phase); how do you interpret this?

Quote from: SR4A, pg 150
Attacker Using Image Magnification
Image magnification equipment allows the character to “zoom in” on the target, reducing the Range category to Short, and thus eliminating any range modifiers. The character must take a Take Aim action (p. 148) to “lock onto” the target (the Take Aim does not apply a +1 aiming bonus for this purpose, unless additional Take Aim actions are made). As long as the target and attacker do not move, the attacker remains locked on and may continue to get the image magnification bonus on subsequent actions without further Take Aim actions. Image magnification can be used in conjunction with a laser sight or smartlinked weapon (but not both).

If I'm not mistaken, the drone is some 100m away from Fractal's place. Taser extreme range is only 20m; I don't know if using Image Magnification will allow me to shoot at it without any penalty (as written on  the rule) or even using it it should not be possible, since I'm away even from extreme range. My guess is that it would be impossible, but how do you rule it?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/1127:38>
The modifier for extreme range is for target within 16 to 20 meters for taser.
it is impossible to shoot from that weapon outside this range.

had the target be withing 20 meters, you could shoot without range modifier.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-26-11/1149:10>
Okay, I also thought so.

At whom the drones are shooting now? Everybody? So we all should make this dodge tests?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/1152:26>
nope. locked on Sam.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-26-11/1302:20>
nope. locked on Sam.
Ohh, happy me. ;D
This means at least that Sam's plan to distract the turret worked.
But I I guess Sent wants t get Sam wounded by the turret, you can imagine the shame the player has done more harm to the char in one stupid move, then the GM in 4 missions.
Poor Sent, I feel.for you.  ;)
But that does not mean you will have it easy with Sam.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-26-11/1325:40>
Eletronics: 1 hits (http://invisiblecastle.com/roller/view/3313807/) Does Lips knows at least that those little tap drones exist? Have so much idea, but don't know if Lips know them.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-26-11/1341:53>
let me tell you, after small talk with Sent over skype and rererererereading your posts, I finaly understanded what happened and what is going on...Crap. In this situation there is only thing I can do for you, Sam, well it will take a second, because Ive spended too much time speaking (i actualy thought that you also have full cover). Sent do I have any actions left?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-26-11/1441:41>
12d6=7hits (http://invisiblecastle.com/roller/view/3313842/) ;D
15d6=5hits (http://invisiblecastle.com/roller/view/3313843/) >:( why so little, with edge even  >:(
Sam will soak second full burst +1 net hit.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/1930:46>
But I I guess Sent wants t get Sam wounded by the turret, you can imagine the shame the player has done more harm to the char in one stupid move, then the GM in 4 missions.

that's the second stupid move this mission (first one was the climbing the well).
and actually, it's typical, that the runner dies because of a stupid move. if you get killed doing right things, that would mean I wasn't fair or have the game rigged against you, which I assure you isn't the case - I am enjoying your successes and your progress.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/1934:46>
Eletronics: 1 hits (http://invisiblecastle.com/roller/view/3313807/) Does Lips knows at least that those little tap drones exist? Have so much idea, but don't know if Lips know them.

what tap drones? the one that Omar is using? if so yes.

Scratch that - Hardware skill isn't defaultable
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-26-11/1937:54>
Lips at least witnessed Fractal handin over the drone to Omar and them talking about it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-26-11/1938:57>
Lips at least witnessed Fractal handin over the drone to Omar and them talking about it.

That above is true, but I don't really understand Larz question.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-27-11/0120:19>
But I I guess Sent wants t get Sam wounded by the turret, you can imagine the shame the player has done more harm to the char in one stupid move, then the GM in 4 missions.

that's the second stupid move this mission (first one was the climbing the well).
and actually, it's typical, that the runner dies because of a stupid move. if you get killed doing right things, that would mean I wasn't fair or have the game rigged against you, which I assure you isn't the case - I am enjoying your successes and your progress.
;D Just joking around Sent, not planing on letting Sam bite the dust, not yet anyhow.
Full defence is Complex action so there is still the free one for running, speaking or something like that, right?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-27-11/0130:00>
One moment here, last time there where my second IP and the same Full defence carried over, now it's the 3rd IP, and Sam could actually change his intentions and actions or not?

not sure any more how it works so there is the soaking roll 14D6=5 hits, but forgot the -1AP, so actually 4 hits or taking 3S damage (http://invisiblecastle.com/roller/view/3314334/)
Next dodge round, still under questions, but to make things faster
13d6=2 hits, (http://invisiblecastle.com/roller/view/3314342/)
12d6=2 hits (http://invisiblecastle.com/roller/view/3314343/)
so no soaking this IP

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-27-11/0912:26>
Fractal will answer Lips question in his Initiative pass, on the other round; during combat our communications are "reduced", since we need to spend our free action to communicate briefly every turn.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-27-11/0929:19>
Fractal will answer Lips question in his Initiative pass, on the other round; during combat our communications are "reduced", since we need to spend our free action to communicate briefly every turn.
6 words max
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-27-11/0932:25>
Should have expected noncoductivity :P
But how did you manage to soak 7S damage with 2 hits?
Anyway, if I am up, do the full defence
Quote from: OOC
Reaction7+Dodge6+dodge6+Cover4-WideSpread2 -> 21 dice ->21d6.hits(5)=4,21d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3313515/)
Only first 20 are counted
and use the gel round clip. free action to change it.

sorry for didn't catching that earlier in ranged combat you add you dodge only once in full defence. double dodge is only in melee.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-27-11/0935:14>
Should have expected noncoductivity :P
But how did you manage to soak 7S damage with 2 hits?
Anyway, if I am up, do the full defence
Quote from: OOC
Reaction7+Dodge6+dodge6+Cover4-WideSpread2 -> 21 dice ->21d6.hits(5)=4,21d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3313515/)
Only first 20 are counted
and use the gel round clip. free action to change it.
sorry for didn't catching that earlier in ranged combat you add you dodge only once in full defence. double dodge is only in melee.
OK, then just take away the 6 dice sorry for making the mistake,
lately i am kinda out of my usual self, sorry to you and to Sam, as he is the one shot over the heap.

down for good
3 hits and 2 hits (http://invisiblecastle.com/roller/view/3314530/) so 3S + 6S = 10S +1P

reading on edge burrning  :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-27-11/0946:23>
if I see correctly, the only change is that on the last unsuccesful dodge you had one hit less which mean ond more stun damage. 

i am not sure about your last question, but you have a free action left from ip2 if you want to use it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-27-11/0951:15>
wound modifiers do not apply to damage resistance rolls
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-27-11/0955:22>
wound modifiers do not apply to damage resistance rolls
first soak No change (http://invisiblecastle.com/roller/view/3314535/)
second soak +1 hit (http://invisiblecastle.com/roller/view/3314537/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-28-11/0655:27>
Just out of curiosity, How do drones define when a combatant is out? do they look for movement , there should be some way the define when to end to shoot, as there would be no point on wasting ammo on a long dead foe.

if movement, would someone be able to play dead when being shot and mildly wounded?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-28-11/0829:30>
Just out of curiosity, How do drones define when a combatant is out? do they look for movement , there should be some way the define when to end to shoot, as there would be no point on wasting ammo on a long dead foe.

if movement, would someone be able to play dead when being shot and mildly wounded?

That depends of course, it might have different criteria.

One of them could be if the offender stopped moving then fire a long burst to make sure and forget. Especially if the ammo isn't an issue.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-28-11/0858:25>
Just out of curiosity, How do drones define when a combatant is out? do they look for movement , there should be some way the define when to end to shoot, as there would be no point on wasting ammo on a long dead foe.

if movement, would someone be able to play dead when being shot and mildly wounded?

That depends of course, it might have different criteria.

One of them could be if the offender stopped moving then fire a long burst to make sure and forget. Especially if the ammo isn't an issue.
2 more questions, burning edge would require an edge point unsued or not?
and taking a flashbang and throwing it as last resort?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-28-11/0910:56>
I'd say you need to have unspent point of Edge to burn it. Never actually thought about it.

That throw you mean as a hand of god? What effect you would like to achieve? as it certainly wouldn't hurt the drones.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-28-11/0919:11>
I'd say you need to have unspent point of Edge to burn it. Never actually thought about it.

That throw you mean as a hand of god? What effect you would like to achieve? as it certainly wouldn't hurt the drones.
throwing of sensors as it is sound and light burst, but not really doing it, just mentioning ideas i had along the way.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-28-11/0920:23>
you better get some sleep  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-28-11/0926:42>
I'd say you need to have unspent point of Edge to burn it. Never actually thought about it.

That throw you mean as a hand of god? What effect you would like to achieve? as it certainly wouldn't hurt the drones.
throwing of sensors as it is sound and light burst, but not really doing it, just mentioning ideas i had along the way.

UNLESS the drones have flare compensation this could give you a momentary lock off from visual sensor. sound could hide your movement and disrupt the ultrasound. if combined with turning on jamming, this would give you a chance to roll infiltration again and disappear form the sensors.

if the flare compensation would be installed, you'd still be locked on regardless of the roll.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-28-11/0936:25>
you better get some sleep  ;D
ill and living in bed, so yes i do sleep a lot now, still this last was a RP decision, not plain stupidity from sleepless nights.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-28-11/1111:53>
Nothing much Fractal could make this turn, but he will try to run to where Sam felt in the next one, with his medkit ready, regardless of the drone behavior.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-28-11/1129:07>
Quote from: The turn, from a game mechanic perspective
Free Action = Communication
Simple Action = Observe in Detail (The drone)
Simple Action = Observe in Detail (the place where Sam has felt)
Quote from: Observe in Detail (drone)
4 (Intuition) - 1 (Defaulting Perception) + 3 Vision Enhancement = 6 dice = 2 hits, no glitch (http://rolz.org/myroomlog?r=Missions)
Quote from: Observe in Detail (Sam's location)
4 (Intuition) - 1 (Defaulting Perception) + 3 Vision Enhancement = 6 dice = 2 hits, no glitch (http://rolz.org/myroomlog?r=Missions)

Had forget to put some modifiers on it: I was considering the light modifier to be partial light (due to the shots) and then it's no modifier, since Fractal is an elf with low-light vision; maybe it also would consider that he is actively looking for (so +3); but I'm not sure.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-28-11/1512:33>
Okay, now it's a sure thing: I will be unable to read or post anything on the forums from tomorrow (december 29th) until Janurary, 3th;

If it's needed to move Fractal along, he would probably just try not to get shot and to provide medical assistance to any fallen or hurt friend; as it seems we are going to probably enter a cybercombat situation, he could provide some assistance, but he is just good enough in VR, and probably he would not think a very smart idea to drop into VR while in the middle of a shooting zone. He can help, but from a secure location, probably.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-28-11/1517:21>
@netz
The perception modifier net to zero +3 form active perception and -2 for being far away and -1 for short light periods (I know you have lowlight and or ultrasound to boot, but the glare from need short adaptation and it's difficult to note details)

still is there anything more you would like to know?

@larz
please use rollz, if possible - what spirit force you were calling? did you include background count modifier?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-28-11/1519:23>
@netz
The perception modifier net to zero +3 form active perception and -2 for being far away and -1 for short light periods (I know you have lowlight and or ultrasound to boot, but the glare from need short adaptation and it's difficult to note details)

still is there anything more you would like to know?

No, I'm quite satisfied with that amount of information. Fractal only observe the two things since it was the logical thing for him to do.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-28-11/1845:19>
@larz
please use rollz, if possible - what spirit force you were calling? did you include background count modifier?

Inv.Castle still down (but made the rolls there), I called a force 4 spirit and assumed that it will drop down to force 3 after the summoning (i.e. resists with 4d instead of 3d). For the latter battle it only has Force 3.
If its also only a Force 3 for the summoning resistance, Lips will have no drain damage.

Quote from: Alternative I can reroll it using http://www.sternenmeer-rpg.de/inhalt/info/info_wuerfel.htm
Summoning 4 + Magic 4 + Power Focus 1 = [6,2,4,1,2,6,3,2,6]
Spirit Resistance (Force 4) = [2,3,4,4]
Spriti: 3 Services
Drain: min 2S
Drain Resistance: Wil 5 + Int 5 = [6,4,1,1,2,2,2,3,5,5]
0 Damage

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-28-11/1909:27>
How untrustworthy can a face player be? A lot.

I said I was going to be away for a few days, and that it was a sure thing... Thing is, the place where I live is during a complete transportation chaos, and so my wife and I have decided not to travel to where we would be...

So here I am, again. I really hope that spreading false alarms will not become my new hobby.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-28-11/1929:54>
How untrustworthy can a face player be? A lot.

I said I was going to be away for a few days, and that it was a sure thing... Thing is, the place where I live is during a complete transportation chaos, and so my wife and I have decided not to travel to where we would be...

So here I am, again. I really hope that spreading false alarms will not become my new hobby.
;D At least we are happy that you are still with us,
Sam especially for Fractal and his Medkit ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-29-11/0448:48>
@larz
please use rollz, if possible - what spirit force you were calling? did you include background count modifier?

Inv.Castle still down (but made the rolls there), I called a force 4 spirit and assumed that it will drop down to force 3 after the summoning (i.e. resists with 4d instead of 3d). For the latter battle it only has Force 3.
If its also only a Force 3 for the summoning resistance, Lips will have no drain damage.

Quote from: Alternative I can reroll it using http://www.sternenmeer-rpg.de/inhalt/info/info_wuerfel.htm
Summoning 4 + Magic 4 + Power Focus 1 = [6,2,4,1,2,6,3,2,6]
Spirit Resistance (Force 4) = [2,3,4,4]
Spriti: 3 Services
Drain: min 2S
Drain Resistance: Wil 5 + Int 5 = [6,4,1,1,2,2,2,3,5,5]
0 Damage

No need really, I just failed to notice it was Force 4 spirit, and I like to know the dices pools and their breakdown to make sure no modifer was ommitted. So if you'd put the rolls in the format like the one above, there wouldn't be any question at all. in the invis downtime, you can actually roll with you own physical dices, I trust you enough.

With the latest 2S, what is your current damage/wound modifier status? ( think you had some damage from previous spellscasting, but I am not sure)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-29-11/0719:19>
you better get some sleep  ;D
ill and living in bed, so yes i do sleep a lot now, still this last was a RP decision, not plain stupidity from sleepless nights.

no defense possible...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-29-11/0729:22>
So far:
1P from overcast stun bolt against the snake
1S from the last levitation.
2S from current summoning
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-29-11/0730:02>
One more question Larz - does the spirit have Elemental Attack - electric or Energy Aura power?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-29-11/0731:01>
So far:
1P from overcast stun bolt against the snake
1S from the last levitation.
2S from current summoning

ok,

Sichr, Larz, do you do anything before spirit action?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-29-11/0735:06>
Crawling  :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-29-11/0736:07>
Crawling  :o

single vehicle roll is enough, the drone know what to do. and don't forget to make the infiltration roll. ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-29-11/0738:32>
well I got an imprssion Im behind the drones, well I think I understand...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-29-11/0743:18>
One more question Larz - does the spirit have Elemental Attack - electric or Energy Aura power?

Lips does not know much about drones, but he is very sure that electric attacks make good damage to those drones. Hence: elemental attack (electric)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <12-29-11/1559:29>
New appartment near University, new internet provider, but hardware and installation is on 6. Jan., I wll have internet at the university, but won't be there to often.

Lips plan  in case I'm not responding until 6.01.2012: Only if the spirit succesfully distract the rail drone, he and Fractal will take Sam and move him out of the danger zone.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-29-11/1644:19>
ok, turn of the year get on all of us.

i forgot the power adapter for the laptop and cannot make my rolls. they will be tommorow.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-30-11/1638:27>
In case you plan on running for Sam - it's 50 meters to run so it's 2 combat turns of running under fire, unless of course you can score 13 hits on running, in which case you can sprint this in one combat turn.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <12-30-11/1714:51>
How long before we get there? At least approximate expectation....
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-30-11/1721:19>
How long before we get there? At least approximate expectation....

One CT to crawl over half of the car length, so maximum two turns.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-30-11/1900:04>
Based on his own perspective, will Fractal be an easy target if he drops into VR? And can I drop into VR this turn? If so, do I roll initiative as if into VR or as in the meat world, or both (since my first action would probably be changing mode of operation to VR)?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-30-11/1915:49>
you can flip into vr and roll init in matrix but you first free is used
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <12-31-11/1252:14>
Do I read correctly guys, that you gamble with Sam's life?

Omar is crawling ahead (hoping to get that tech without destroying it from range), Mouse is prepping for matrix (worried about Dobbey), Fractal is prepping for matrix (worried about his life) and Lisp went out of astral (still waiting for his declaration)

basically this bottoms to that drones will have their init in a moment, and since you neither destroyed them, nor provide them target they can return to the only threat (albait low priority one) they got - warm, cybered body of Sam. It's still alive, within range and possibly dangerous.

you gamble on that programming include or not a 'finish off' clause.

regardless of the actual existence of that clause, it's pretty interesting fact to note. 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-31-11/1545:35>
Isn't life cheap on the Sixth World?

Now seriously, I just believe we all took for granted that there was nothing much to do about Sam's. Fractal does not understand quite well how this drones choose their targets, and he would not risk his life by exposing himself without any chance of surviving (he knows he can't dodge bullets, has a very useless armor and can do nothing to damage the drones if he choose to step into their firing range).

Also, the end of the year time probably is being a confused time for we all, and maybe we just are being unable to truly perceive the gravity of the situation. I blame the time of the Awakening for this.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <12-31-11/1737:26>
Happy new year.
I heard it will be water dragon's year.

Now you can Google translate kouryuu.  ;)
P.s. Japanese. ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-31-11/1753:27>
You guys with Wired Reflexes are way too fast; we Brazilians with only 1 Initiative Pass are still three hours from 2012...

But a happy and good new year for the ones who are already on them!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <12-31-11/2101:59>
Happy New Year all of you! It's still 4hr 20min away for me but anyway...
For the record, it's not so much that Mouse is worried about Dobbey, it's just that Dobbey isn't configured for combat other than adding a gun. He figured that Dobbey would last as long as the spirit did. So what would that accomplish?
Even if Mouse could get there, he couldn't do anything.

Or can he???

Does the tool kit contain a spectral analyzer? Something that analyzes sigal frequencies?
I'm thinking Id the freqs used and see if he can counter.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <12-31-11/2220:15>
Happy New Year to you all guys (now on the same year as you all!)!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-01-12/0844:18>
Happy New Year!
For the record, it's not so much that Mouse is worried about Dobbey, it's just that Dobbey isn't configured for combat other than adding a gun. He figured that Dobbey would last as long as the spirit did. There wouldn't be enough time to do anything, so what would that accomplish?

Or can he???

Does the tool kit contain a spectral analyzer? Something that analyzes sigal frequencies?
I'm thinking Id the freqs used and see if he can counter. Or send the freq to Mr Fractal
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-01-12/1123:03>
Happy ne year :)

Omar don;t want to get the tech unharmed. He just knows enought about this things to know that any kind of frontal assault would be suicide. Drones we have are not armed to confront heavily armored targets, changing ammo belt in Dobbey from SnS to regular would take more than 1CT. Omar just sees the possible hack of the drone as the fastest and safest way to ged rid of it, and possibly save Sam

And on addition, Omar has a good memory and it serves him well...

http://forums.shadowrun4.com/index.php?topic=5294.msg89510#msg89510
... the last sentence matters
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-01-12/1211:39>
Damn, you have a good memory...

anyway, waiting for Lips.

Mouse, we are in combat mode, since you are using your pass for threading of complex form, you'll search for flares in the next pass
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0412:06>
Happy New Year everybody.

Lips only has Napalm as a physical spell. He can't use it more than once, if he don't want to be knocked down by drain. Dobby should be able to do the rest, if the Force 4 spell hits.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0418:24>
I must be dreaming some kind of fucking nightmare
Plan was to take the microdrone to the vehickle and disable it via hack
Omar about twice loudly and one trought PAN say that he is almost there. Now, dditionaly to one that feels like one shot=one kill hero begin shooting his pistol while microdrone is trying to get there, another begin to spray napalm all over, most probably hitting everything around with fire. So instead of final action when the drone jacks into the line, Omar possibly suffers damage from destroyed microdrone and will also be physicaly harmed by dumpshock. No matter how much he comunicates with others, no matter what he says, people he is working with dont listen (or players eventualy don`t read or pretends they are not informed)

EDIT: Removed some nice words Ive used to keep this civilized  :-X
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0425:00>
EDIT: Removed some nice words Ive used to keep this civilized  :-X

Thx.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0425:26>
The last message you are talking about was only to Fractal and Mouse and as far as I understood it from Sent, Sam is going to be shoot in the next CT.

What are the two doberman drones doing by the way? If they are jumping in to distract the rail drone, Lips want fire in the area.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0431:15>
But you are right, the two messages before are only a few IP old.

1) On the one side: rolled is rolled and Lips has already fired the spell.

2) On the other side, Lips most likely doesn't has forgot  Omars loud comand to stay down only few seconds ago. A mistacke from me and not from Lips.

@ Sent, Sichr: Hence, what should I do? Remove the spell casting post or not?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0435:16>
Sending in dobermans to distract the drone will lead only to their destruction. And..more to it, it will take some actions that I dont have, and Mouse also made his decision. Since we are going in Peacefull way, LMG is loaded with non lethal ammo, so probability that the armored target will be harmed is minimal. Reloading will take actions which I dont have. Ill jack in in the next CT, and as we are three matrix capable operatives, I hope that we will be able to crash the node or do anything soon enought to keep Sam alive. That is what I am thinking. Sam made a mistake. As soon as we follow his example by making more mistakes, there will be more people harmed than just one.
And you are right, the last PAN message was text only, well it follows about 3 seconds later after those loudly yelled, and has its piurpose...loading and running programs takes actions, time which may be essential when doing the hack.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0436:43>
Sichr, Larz, there is no way  for any of you to know if SAM will be shot THIS (not next) Initiative Pass or if there is not such clause.

And while Omar decided to stick to the plan and let Sam face the consequences of his (understandable even if disastrous) action, Lips and Fractal and possibly Mouse DO try to save him.

What are the two doberman drones doing by the way? If they are jumping in to distract the rail drone, Lips want fire in the area.

They are prone (after previous suppresive fire) doing nothing.

But you are right, the two messages before are only a few IP old.

1) On the one side: rolled is rolled and Lips has already fired the spell.

2) On the other side, Lips most likely doesn't has forgot  Omars loud comand to stay down only few seconds ago. A mistacke from me and not from Lips.

@ Sent, Sichr: Hence, what should I do? Remove the spell casting post or not?

Keep it for a moment, I have a problem of missing LOS (need to consult the rules), but if the action is legal it is done.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0442:57>
But you are right, the two messages before are only a few IP old.

1) On the one side: rolled is rolled and Lips has already fired the spell.

2) On the other side, Lips most likely doesn't has forgot  Omars loud comand to stay down only few seconds ago. A mistacke from me and not from Lips.

@ Sent, Sichr: Hence, what should I do? Remove the spell casting post or not?

Well, I cant blame you, everything is a bit foggy in last two weeks and those few seconds are spread over the long time...even the year in the date is different :)
Sorry for explosion...you maybe get used to it ;)
Also...since I dont know how far Im from drones IDN if I get caught bythe fire, it was just an act of despair. Getting back to work after new year really didnt made my day :P
Im calm and peacefull once again waiting for GM

(Is this really happening? Most complications we made ourselves?? :P)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0444:00>
Okay, I will be back in some 2h or so, reallife work.

If the spell isn't legal after all, I would use the rolls from the napalm spell for an other spell and let Lips levitate the whole stone heap (or at least, as much as he can carry with a force 4 spell, which would make no drain damage then) and use it as a shild to move forward to Sam. A moving stone wall should have a higher priority than a unconsicouse body. Hopefully the drone also has to reload at some point.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0451:15>
What about levitating Sam back to us? IDN how fast the levitation flies the object, well it may get him out of the reach soon enought...Also...sprits have ist powers, dont forget them. Calling the spirit and commanding it to cause Accident on drones my lead to weapon jam or something like that (if its possible)...
Understand...no matter possible sentiments, even Omar understands that Sam is one of columns of the teams performance. He just dont see any other way than to finish the task as planned...by his opinoon the most efficient way...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0504:47>
Keep it for a moment, I have a problem of missing LOS (need to consult the rules), but if the action is legal it is done.

The LOS problem affect both the Napalm and Levitate spell (either targetting Sam or heap of rocks - which by the way can't be targetted - you could lift a single rock, maybe pick up the one close to the ground to force them to roll over Sam.

There is a 50 or 100 meter of complete darkness, that is only lit by a machinegun fire and strobo flashes of the searchlights.

I am leaning toward the opinion, that if Lips have flare compensation he could make a perception roll (-2 distance modifier, +visual enhancements rating) treshold 2, and that there is no possibility to lock on drones (they do not lighten themselves).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0513:07>
What about levitating Sam back to us? IDN how fast the levitation flies the object, well it may get him out of the reach soon enought...Also...sprits have ist powers, dont forgget them. Calling the spirit and commanding it to cause Accident on drones my lead to weapon jam or something like that (if its possible)...
Understand...no matter possible sentiments, even Omar understands that Sam is one of columns of the teams performance. He just dont see any other way than to finish the task as planned...by his opinoon the most efficient way...

I won't go now into possible solutions. we can discuss it after the scene.

As for the spirits, calling them takes complex action, then free to give command. Then (starting from the next IP) they could use their power. still this is at least one Initiative Pass too late.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0522:03>
(Is this really happening? Most complications we made ourselves?? :P)

Yep :P

btw. there is 100 meters distance - the crawler drone is in mutual signal range? (please don't tell me it isn't)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0619:16>
Int 4 + Perception 1 + Gear 3 + Perceptive 2 - Modifier 2 = 8 dice

Hence, Lips can buy himself the result.

Alternatively: Dice Roll Result: 8d6.hits(5): [13151436]
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0621:35>
I must be dreaming some kind of fucking nightmare
Plan was to take the microdrone to the vehickle and disable it via hack
Omar about twice loudly and one trought PAN say that he is almost there. Now, dditionaly to one that feels like one shot=one kill hero begin shooting his pistol while microdrone is trying to get there, another begin to spray napalm all over, most probably hitting everything around with fire. So instead of final action when the drone jacks into the line, Omar possibly suffers damage from destroyed microdrone and will also be physicaly harmed by dumpshock. No matter how much he comunicates with others, no matter what he says, people he is working with dont listen (or players eventualy don`t read or pretends they are not informed)

EDIT: Removed some nice words Ive used to keep this civilized  :-X

Well, I can just once again state that Sam did this to help, partly my mistacke as i asumed je has good cover. Omar call to stand down came to late, there was no more stoping the circle.
And, Sam only fired, once he restarted his com. He could not see, or talk to the team. Seconds after realesing the bug there was gunfire,

By the. way, who assumed that Sam realeased it anyway?
Do not remember doing it myself. As i had the wish to go even further.

With no actall knowlage on the others, the com restarting, Sam took the attention of the dtones on him, in the mindset that someone from. The team might be under attack.
So much for the situation from Sams prospective.

It was meant as a bit of RP, but ened up costing a lot more then I would ever expected.

I, Kouryuu, am very thankful for what you are doing for Sam, but remember not to Metagame.
You are not sure if Sam is live or not.
Lips - you care for your spirits and sam is a stranger, sacrificing one of them while not sure Sam is alive.

Even if that would mean enroling a new char, remember it's shadowrun, so Omar is right here.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0632:05>
Int 4 + Perception 1 + Gear 3 + Perceptive 2 - Modifier 2 = 8 dice

Hence, Lips can buy himself the result.

Alternatively: Dice Roll Result: 8d6.hits(5): [13151436]

Assuming, you got flare compensation, you can cast a spell on rock or Sam.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0640:51>
Well, I can just once again state that Sam did this to help, partly my mistacke as i asumed je has good cover. Omar call to stand down came to late, there was no more stoping the circle.
you have good cover - good cover isn't total cover.

whatever Omar yelled was AFTER you shoot

only Omar/Mouse at the point of shooting could have done anything as they were in matrix speed. You were downed the same CT as you started shooting, Lips and Fractal really had no say about this.
Quote
And, Sam only fired, once he restarted his com. He could not see, or talk to the team. Seconds after realesing the bug there was gunfire,
the comm restarting didn't even finish yet. we are two CT after you started shooting, and restarting take several CTs
Quote
By the. way, who assumed that Sam realeased it anyway?
Do not remember doing it myself. As i had the wish to go even further.

I did - there was a posting spree -you were in position, and Omar was jumped in (with a strong enough signal to overcome your jamming) so he just crawled away - he did crawled for 50 meters (taking several minutes to get there) - during this time Fractal was throwing rocks to provide distraction. After this time (and after the crawler arrived under the car) drones decided to take care about that constant rattle of rocks, which you took for 'team under attack' condition.

Quote
With no actall knowlage on the others, the com restarting, Sam took the attention of the dtones on him, in the mindset that someone from. The team might be under attack.
So much for the situation from Sams prospective.

It was meant as a bit of RP, but ened up costing a lot more then I would ever expected.

I, Kouryuu, am very thankful for what you are doing for Sam, but remember not to Metagame.
You are not sure if Sam is live or not.
Lips - you care for your spirits and sam is a stranger, sacrificing one of them while not sure Sam is alive.

Even if that would mean enroling a new char, remember it's shadowrun, so Omar is right here.

Actually Lips know you're alive - he was assensing you or at least seen your aura while in Astral calling the spirit - he is the only one I think who knows you're alive..
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-02-12/0655:44>
I going from the standpoint of Mouse not really knowing what is going on other than the bug inching its way closer to its destination. When Omar suggests to go to AR, then Mouse is able to perceive the things going on around him. I figured that he noticed Sam down, probably alive if things are materializing out of thin air to attack the drones. Not knowing what else to do at the time, he decides to continue with the hack plan. Therefore threading the complex form. He then gets the idea of throwing flares, chem sticks, or rocks to keep the drones ocupied on moving targets instead of Sam. However, once Unca Omar is ready, he will be there to go in. He didn't know that the SMG Dobbey has didn't have letal rounds. :o 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0657:50>
(Is this really happening? Most complications we made ourselves?? :P)

Yep :P

btw. there is 100 meters distance - the crawler drone is in mutual signal range? (please don't tell me it isn't)

Not needed, I dont want to Hack it, I already have a subscription...it is within my signal range for sure and it works as a bridge WiFi/Wire for the purpose of hacking. Otherwise, it has pilot 3 so it would be at least r3 device...

@Kour: Hey man I understand, you know me for a while, and Im not the nicest guy you ever met, well still I respect you...just being disapointed that what was about to be a good way to show that the team is well prepared (Fractal said to that coyote that we work to amaze :) ) and able to get the best of the situation, well this ended up with bloody chaos and man down situation. I know part of it is my own doing, disabling Sams wireless comunication with the jamming and also his radar partialy was a good oportunity to glitch. and it happened. I was surprised a bit because Sam was always double checking everything and suddenly he sprung into action without any attempt to assess the situation. Well this is shadowrun, like you say, and even if characters die sometimes, it takes more than a few bullets to kill the character while the (almost) medic is present and possible magic healing is available...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0702:05>
Omar is ready, he will be there to go in. He didn't know that the SMG Dobbey has didn't have letal rounds. :o

Well, SMG has live rounds...but i was talking about weapons :) SMG would help if loaded with APDS...at least in Omars imagination...since rail sentinels are not limited by their weight and have only limited maneuverability, Omar assumes that it is heavily armored target.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0707:18>
Omar is ready, he will be there to go in. He didn't know that the SMG Dobbey has didn't have letal rounds. :o

Well, SMG has live rounds...but i was talking about weapons :) SMG would help if loaded with APDS...at least in Omars imagination...since rail sentinels are not limited by their weight and have only limited maneuverability, Omar assumes that it is heavily armored target.

Actually you can't put more Armor on a a drone than a three times it's body rating. Even on sentinels.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0712:59>
which may be for instance 9 in case of doberman...and it has maintain maneuverability, speed and such things. even Armor 9 means that you need 4 net hits from smg. And the most difficult is...ranges...smg would be (not likely but possibly) effective maybe for 50 meters...that is inside killzone...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0713:13>
Is there a rock big enough to count as full cover for Lips? Otherwise, how large is the biggest rock next to Lips?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0714:48>
If Sam would have give Lips more time, he would have tapped his pistol on the rock, to make it more dangerous for the drones ;D

I wonder what the drone will assume, if a rock floates directly towards/into it. Maybe results in a bug in its programming....
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0733:04>
which may be for instance 9 in case of doberman...and it has maintain maneuverability, speed and such things. even Armor 9 means that you need 4 net hits from smg. And the most difficult is...ranges...smg would be (not likely but possibly) effective maybe for 50 meters...that is inside killzone...

Doberman is medium drone. Sentinels are small ones. you got that by either hardware roll (1 hit, got on buying hits) or from senser perception on the drone you have there
SMG has 150 meters range (but yes it's in extreme range, which wouldn't really mattered if you hadn't skimped on image magnification ;P - that laser sight you got built-in is good only for 50 meters)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0736:34>
Is there a rock big enough to count as full cover for Lips? Otherwise, how large is the biggest rock next to Lips?

The entire heap is serving only good cover. A single rock might went for partial, at most. The largest one have probably half a meter in diameter. It's weighting perhaps a hundred kilograms.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0746:05>
If Sam would have give Lips more time, he would have tapped his pistol on the rock, to make it more dangerous for the drones ;D

I wonder what the drone will assume, if a rock floates directly towards/into it. Maybe results in a bug in its programming....

I wouldn't count on programming bugs, if I were you ;P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0748:21>
Anyway, the Napalm isn't legal so remove the post or change it so it targets Sam to cut his pain. (that would really make for an amazement).

make your move, and it's drone time.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0749:18>
Well is anything going on in IC? Were the drones hit by the napalm? Were line taper bug hit by the napalm? :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0750:40>
Well is anything going on in IC? Were the drones hit by the napalm? Were line taper bug hit by the napalm? :P

We really need to stop simultaneus posting :P it's too close to Yelling Protocol
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0751:59>
p.s. Sam is on the ground behind a heap of rocks, if the bullets go trough the rocks, they lose damage done to the target right?

sniping trough a wall has been on my action plan, so what about this good cover?
or is part of Sam outside cover?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-02-12/0754:11>
Actually Lips know you're alive - he was assensing you or at least seen your aura while in Astral calling the spirit - he is the only one I think who knows you're alive..

And Fractal assumes that too, from the inmformation you provided him in the perception test I made, but is not so sure.

A little busy right now; I could read all the posts in OOC, but will only read IC and comment on them in two hours or so.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0759:10>
@Larz...I dont know what spells you got, well isn`t there any way to hide Sam? I see...spirit and Concealement power...well it takes too long...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0759:23>
p.s. Sam is on the ground behind a heap of rocks, if the bullets go trough the rocks, they lose damage done to the target right?

sniping trough a wall has been on my action plan, so what about this good cover?
or is part of Sam outside cover?

This is not a wall - this is a heap of rocks, that pulled down from the side and ceiling - large enough to be hidden behind it.

From the mechanics POV - you're treated as behind good cover. But also unaware of attack which means I'll treat that as success test, and just remove 4 dices from the attack pool.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0800:50>
Actually Lips know you're alive - he was assensing you or at least seen your aura while in Astral calling the spirit - he is the only one I think who knows you're alive..

And Fractal assumes that too, from the inmformation you provided him in the perception test I made, but is not so sure.

A little busy right now; I could read all the posts in OOC, but will only read IC and comment on them in two hours or so.

Oh yes, correct - Fractal, was also observing in detail so he does know.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0802:19>
Changed IC, a big rock is flying towards the drone now.

I didn't assume that, painting a simly on the rocks surface takes a free action.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0819:53>
With no actuall knowledge on the others, the com restarting, Sam took the attention of the drones on him, in the mindset that someone from. The team might be under attack.
So much for the situation from Sam's prospective.

It was meant as a bit of RP, but ended up costing a lot more then I would ever expected.

I, Kouryuu, am very thankful for what you are doing for Sam, but remember not to Metagame.
You are not sure if Sam is live or not.
Lips - you care for your spirits and sam is a stranger, sacrificing one of them while not sure Sam is alive.

Even if that would mean enroling a new char, remember it's shadowrun, so Omar is right here.

Actually Lips know you're alive - he was assensing you or at least seen your aura while in Astral calling the spirit - he is the only one I think who knows you're alive..
Yep he might, but he was protective on his watcher, not throwing him in harms way, but he put his air-spirit up to be rearranged in Swiss cheese style.  :-\
sorry had forgot you were astral at that point but this still is your first run with Sam.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0824:23>
Yep he might, but he was protective on his watcher, not throwing him in harms way, but he put his air-spirit up to be rearranged in Swiss cheese style.  :-\
sorry had forgot you were astral at that point but this still is your first run with Sam.

I really though that the Spirit would stay alive long enough for Lips to call him back after some hits, ... to save the spirit.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0830:08>
Yep he might, but he was protective on his watcher, not throwing him in harms way, but he put his air-spirit up to be rearranged in Swiss cheese style.  :-\
sorry had forgot you were astral at that point but this still is your first run with Sam.

I really though that the Spirit would stay alive long enough for Lips to call him back after some hits, ... to save the spirit.
yep we both underestimated these drones,  :'(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0831:07>
It probably would last longer if not the background count, -1 to all attributes is a bitch.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0831:42>
I'll wait for you to confirm the assumption I made, if not I'll proceed to the final IP in this CT.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0835:38>
Good assumption, only Omar needs just single IP to drive, so he is free to do other things in other IPs....like loading Spoof and Decrypt
So no other actions in IP 2,3
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0841:03>
@Kour: Hey man I understand, you know me for a while, and Im not the nicest guy you ever met, well still I respect you...just being disapointed that what was about to be a good way to show that the team is well prepared (Fractal said to that coyote that we work to amaze :) ) and able to get the best of the situation, well this ended up with bloody chaos and man down situation. I know part of it is my own doing, disabling Sams wireless comunication with the jamming and also his radar partialy was a good oportunity to glitch. and it happened. I was surprised a bit because Sam was always double checking everything and suddenly he sprung into action without any attempt to assess the situation. Well this is shadowrun, like you say, and even if characters die sometimes, it takes more than a few bullets to kill the character while the (almost) medic is present and possible magic healing is available...
there really was no way, without his radar he had difficulties to perceive the team, the stone throwing meant a addition to the plan or possible plan change, and waiting for communication to be re-established took to long, he either risked his life by taking the role of bait or waited until "possibly" the one under attack was long since dead.
If you had uses the VO** protocol to inform him before doing something different, then it could have ended differently.
but as for that point he had to act, at least in his mind,
P.s. meta game wise, you know that Sam would never let Omar Die, and never really shoot Mouse, But he is the kind of person who Uses Social interactions to get the results he needs.

this said,

Sam knew that team being under attack is less then 50% probable, but he could not risk it to be true. so he acted on a feeling and him dying here would be moral retribution for playing the strict guy.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0844:15>
Well, now it's a matter of how long will that stone last ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0848:01>
I have the feeling, that the drone won't make the same mistake twice and shoot at a second flying rock instead of Sam.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0848:58>
you know, simple visual check with thermographic vision would reveal, that nobody from team is in line of fire, when spressive fire begun. Sam didnt even look over his shoulder.
I was really confused of what happened that I`ve lost two CTs returning to meat and going back to drone...not just Omar...even I was :)
And the thing is that he still see the hack as the only way to save you, because drones would last approx the same as the spirit lasts..1IP each (they have the same body/armor values) and even if we sacrifice them to draw fire, it is not enought to transport Sam to safety :(

And...
You are not dead...yet ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0850:26>
I have the feeling, that the drone won't make the same mistake twice and shoot at a second flying rock instead of Sam.
And can you use another levitation to move Sam back to safety? What is Levitate speed? Hitsx20 meters per CT?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0852:15>
you know, simple visual check with thermographic vision would reveal, that nobody from team is in line of fire, when spressive fire begun. Sam didnt even look over his shoulder.

You know he was used to Ryker "invisible buddy" - who usually just went ahead of him, when he was crawling slowly :P
and without radar Sam is effectively blind
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0852:45>
I have the feeling, that the drone won't make the same mistake twice and shoot at a second flying rock instead of Sam.
And can you use another levitation to move Sam back to safety? What is Levitate speed? Hitsx20 meters per CT?

force * net  hits meters per CT
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0855:18>
you know, simple visual check with thermographic vision would reveal, that nobody from team is in line of fire, when spressive fire begun. Sam didnt even look over his shoulder.

You know he was used to Ryker "invisible buddy" - who usually just went ahead of him, when he was crawling slowly :P
and without radar Sam is effectively blind

Ah my...what happened to his googles  :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0858:42>
Ah my...what happened to his googles  :o

Let's say, they were a little overmodded ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0859:18>
I have the feeling, that the drone won't make the same mistake twice and shoot at a second flying rock instead of Sam.
Sw long as they pose a biger threat, it might.
A rock crushing unto them with 14km/h. Is still posible to do some harm.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-02-12/0903:08>
Without overcast, Lips only has Force 4, i.e. max. 16 meter per turn. Hence, Sam would float in the middle of the tunnel.

But maybe the drone assumes that its a trap and continue shooting the rock, since nobody is that stupid to float directly infront of its gun...

Next time, we bring a heavy metal plate with out, 1m x 2m x 1ocm or so, for cover.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-02-12/0904:19>
nope
next time he will stay in cover :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0913:40>
nope
next time he will stay in cover :)
he is still in cover, and activly invisible to heat and visual, sensors,  as he never deactivated his suit.
Not dire hier abiura sound and if the dtone. eritrea his position in the memory.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0917:41>
he is still in cover, and activly invisible to heat and visual, sensors,  as he never deactivated his suit.
Not dire hier abiura sound and if the dtone. eritrea his position in the memory.

err, what?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/0934:58>
he is still in cover, and activly invisible to heat and visual, sensors,  as he never deactivated his suit.
Not dire hier abiura sound and if the dtone. eritrea his position in the memory.

err, what?
Chameleion suor www never deactvated wnd it has still thermal dempening, so. Exept sound, and ultrasound, its rather hard to spot Sam, if the dron has Not stored the location of sam or kept the lock on. It would be hard to see him, with the one exception - sound wave based.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/0936:37>
yep, except ultrasound and radar
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-02-12/1432:57>
castle back for now
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-02-12/1625:45>
Sichr - init please,

waiting for Mouse and Lips
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-03-12/1331:14>
Just one thign about this teamwork suggestion on hacking the node: The total of dice that we can add to the primary character (It will be Mouse, right) is equal to his skill, in that case, Hacking, which Mouse has at a rating of 4 (6 if we can count on his Exploit specialty). Do you think these 6 additional die will be that great a deal for us to trade two Complex actions on it?

Also, when we Hack on the Fly, someone is automatically logged onto the node; in this case, can we just determine it will be the sprite, or wouldn't it need to be the primary character?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-03-12/1438:04>
In fact..IDN how this cooperation will be treated, and I dont know how will other be able to contribute. I still wait for Mouse to go first since I dont know what will follow...
just keep in mind possible dangers...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-03-12/1704:30>
In fact..IDN how this cooperation will be treated, and I dont know how will other be able to contribute. I still wait for Mouse to go first since I dont know what will follow...
just keep in mind possible dangers...

If you decide to teamwork, then each of you commit complex action. each success give additional hit to the one performing the roll.
If you want a Mouse to make a roll, he might declare to delay action until each of you make your own.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-04-12/0325:26>
Lips plan: Take his helmet with the flashlight taped to it, add his pistol (with the handy pocket clip) to the helmet and throw it in the direction of the drone. Then change the target of the levitation spell from the rock to the helmet to fly latter towards the drone instead of the remains of the rock.

Goal: New target for the rail drone with light and heat (the flashlight) and a target of any MAD-scanner (the pistol). Lips own little flying combat drone :D

1) Possible?
2) How long would it take, one complex action?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/0409:21>
For us the thing is we need to do:
Perception test
Decrypt signal in the line (beware of IC in encryption)
Then to deal with drones (Spoof, Decrypt +Hack)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/0450:58>
Lips plan: Take his helmet with the flashlight taped to it, add his pistol (with the handy pocket clip) to the helmet and throw it in the direction of the drone. Then change the target of the levitation spell from the rock to the helmet to fly latter towards the drone instead of the remains of the rock.

Goal: New target for the rail drone with light and heat (the flashlight) and a target of any MAD-scanner (the pistol). Lips own little flying combat drone :D

1) Possible?
2) How long would it take, one complex action?

Cool idea, but few issues.

1. you cannot change target of the spell - you need to recast it
2. if ou'd be able to cast a spell on the thrown object, why not use that for stopping knifes thrown at you. Not sure if that's not too powerful.But still very cinematic, so I am going to allow it :D use -4 modifer for the spellcasting test.
3. you need to spend at least complex action to attach the pistol to the helmet, and then complex to throw it and cast a spell on it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/0458:20>
re IC:
I really envy you that you have that much time :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/0458:40>
For us the thing is we need to do:
Perception test
Decrypt signal in the line (beware of IC in encryption)
Then to deal with drones (Spoof, Decrypt +Hack)

Perception test -> Complex + Free to share the results (just a note)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/0459:07>
re IC:
I really envy you that you have that much time :)

Nah, I'm just good with powerpoint
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/0531:22>
Programs listed on quick reference list, just click on the link any you are there :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-04-12/0652:08>
Really, really nice picture. It does help to understand all the nodes in question.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-04-12/0704:10>
Really, really nice picture. It does help to understand all the nodes in question.
Completly agree
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-04-12/1018:29>
Cool idea, but few issues.

1. you cannot change target of the spell - you need to recast it
2. if ou'd be able to cast a spell on the thrown object, why not use that for stopping knifes thrown at you. Not sure if that's not too powerful.But still very cinematic, so I am going to allow it :D use -4 modifer for the spellcasting test.
3. you need to spend at least complex action to attach the pistol to the helmet, and then complex to throw it and cast a spell on it.

So that I don't slow done the action:

Hoping that the rock and Sam will survive one CT on their own, Lips will follow his build-your-own-fly-drone-plan.
1.CT: Attach Pistol to Helmet while substaining the levitation of the remaining rock.
2.CT:Throw and levitat the Helmet towards Sam and the rail drone.

Force 4 Levitation: 2 hits; Drain Resi: 4 hits (http://invisiblecastle.com/roller/view/3316609/)
0S damage and the "drone" floats with 8m per turn towards the rail drone. At least Lips throw should brought the "drone" in the danger zone.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1030:41>
The first stone will have to survive three IP of shooting - seeing that it barely survived two I don't think that with last 2 points of structure it will survive 6 shots.

Just my guess, I'll be rolling at the due time.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1032:55>
Quote from: Initiative roll
4 (Intuition) + 6 (Response) + 1 (Hot-Sim VR) = 11 dice = 3 hits, no glicth (http://invisiblecastle.com/roller/view/3314837/)
Fractal Initiative score for the #4 CT = 14
Quote from: Active Programs
Programs Running (System 6, Response 6, Firewall 5, Signal 3)
Analyze 4
Encrypt 4
Stealth 6
Browse 4
Exploit 6
Edit 6

Netz, with that amount of load, you'll have response reduced by one. Is that what you wanted? If so reduce the init roll.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-04-12/1152:07>
I thought about holding action, but I can take a look for IC and data bombs. To get the ball rolling. The eploit wouldn't occur until after the decryption process.

Looks like I extended what I was able to do in my 1st CT. I have a habbit of that. :)

But I will share the results of the perception test with Unca Omar and Mr Factal. I can remove the latter of assuming no data bomb from the IC post if you want. But depending on what happens, I still may be able to keep the action.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/1200:55>
Beautifull roll, and twice at onbe time. I dont want to ruin your day, trust me, but it is Matrix perception: Simple action...and Initiate cryptoanalysis (Complex action)  :'(
More, the way rules describe this...decrypted traffic is only decrypted for you, and remains encrypted for all others  :'(  :'(  :'(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1249:18>
a word of comment - there is no possibility to implant databomb to the traffic encryption - it is possible only for nodes and files.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/1251:13>
a word of comment - there is no possibility to implant databomb to the traffic encryption - it is possible only for nodes and files.
There may be IC in encryption...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1259:04>
There is no patrolling IC (at least nothing with stealth high enough to beat the perception roll), and you may assume there is no IC in encryption.

what exactly do you decrypt (communication, security node)?
I assume you don't try to initiate cryptoanalysis on any of the drones nodes
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/1312:37>
ah..nono..sorry I forgot to say that...Decrypting Traffic, since it should be faster if nodes are hard encrypted (which I dont know)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1314:59>
I see - I understand you want to eavesdrop on the commands and the spoof the commands to the drone nodes.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/1317:47>
I may be wrong, well I thought that I first need to decrypt the comunication to enable the signal to be used for Spoof (using the same encryption for my own signal so the node recognizes it)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1330:19>
I may be wrong, well I thought that I first need to decrypt the comunication to enable the signal to be used for Spoof (using the same encryption for my own signal so the node recognizes it)

correct
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-04-12/1334:43>
Quote from: Initiative roll
4 (Intuition) + 6 (Response) + 1 (Hot-Sim VR) = 11 dice = 3 hits, no glicth (http://invisiblecastle.com/roller/view/3314837/)
Fractal Initiative score for the #4 CT = 14
Quote from: Active Programs
Programs Running (System 6, Response 6, Firewall 5, Signal 3)
Analyze 4
Encrypt 4
Stealth 6
Browse 4
Exploit 6
Edit 6

Netz, with that amount of load, you'll have response reduced by one. Is that what you wanted? If so reduce the init roll.

My bad. Would you allow that Fractal had used his last simple action of the last CT (which he used for nothing) to stop running Browse? I've only had that one running since it made sense (he had datasearched before). If you allow it, I will edit my post taking Browse out.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1336:59>
My bad. Would you allow that Fractal had used his last simple action of the last CT (which he used for nothing) to stop running Browse? I've only had that one running since it made sense (he had datasearched before). If you allow it, I will edit my post taking Browse out.

Yes, I thought you just slipped on that
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-04-12/1338:16>
AS far as I get, it's not possible to start hacking the node without decrypting it first, is it right?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-04-12/1340:20>
Yep.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-04-12/1342:08>
and those databombs :p
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-04-12/1344:22>
Quite sad, so there's nothing that Fractal can do this turn... He cannot decrypt nor defuse.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-05-12/0844:39>
Quite sad, so there's nothing that Fractal can do this turn... He cannot decrypt nor defuse.

Larz: There is one thing in first IP, so you don`t loose your action...
To be able to spoof, AcessID of the master Node would be needed. This information should not be encrypted (because if it is, node would be unable to connect to matrix - No AcessID= no matrix) and even when this nodes are separated from matrix, still the principle would be the same...So maybe matrix perception roll would be good to reveal this info.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-05-12/0905:15>
Sent, would you allow that Fractal uses his actions on the first IP yet, just after the drones? I'll roll a Matrix Perception on the security master node and see if I can get some info (even though it's encrypted so far). If not, then Fractal will delay again, and act after Mouse and Omar.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-05-12/0911:11>
you may act first, a single hit would be enough to get access_id of the security node, free action to share it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-05-12/0911:37>
or since you delayed, you might even go after the drones in the previous pass
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-05-12/0941:59>
That's what I'll do; better to save this second pass action to hacking.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-05-12/1011:42>
Mouse's Complex Forms
Common
Analyze 5
Browse 3
Command 2
Edit 3
Scan 3

Hacking
Armor 5
Attack 5
Decrypt 3
Defuse 1
Exploit 5 (10 threaded)
Spoof 2
Stealth 5
Track 5
 I'll post Sprite Init and it will start disarming the databomb on the main security node
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-05-12/1015:04>
I'll post Sprite Init and it will start disarming the databomb on the main security node

There is no bomb on main security node.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-05-12/1028:31>
Updated post to the first drone node.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-05-12/1143:31>
BTW Decrypt is linked to Electronic Warfare skill
I know you hate me :P
I also hate myself because it takes interval 1 CT, not 1 IP as I failed to remember. I know now :-X
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-05-12/1145:45>
Does it mean you do nothing for the next 6 IP?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-05-12/1208:54>
6IP?
Updated my post, but 6IP is quite enought :P :) well there is nothing I can do...maybe run another decryption in 3rd. IP working on one of those nodes.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-05-12/1435:46>
In order for you not needing to wait for me on my turn: since there's nothing more that is possible to do right now, Fractal will spend a simple action turning his encrypt program off (so that, if next IP there's still no decrypted node, at least he can run his Spoof 6 without losing Response.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-06-12/0649:58>
BTW Decrypt is linked to Electronic Warfare skill
I know you hate me :P
I also hate myself because it takes interval 1 CT, not 1 IP as I failed to remember. I know now :-X
This is from the SR4 p225 pdf that I have (its an older one, not the anniversary edition.) So the newer version may have changed that. The roll sounded odd to me as well.
Quote
Encryption and Decryption Files, signals, and devices may all be encrypted with a Simple Action . If you have the proper key, decrypting takes only a Simple Action. Without a key, you must employ a bat-tery of advanced sampling, pattern-matching, and brute-force attacks to bypass the encryption. Make a Decrypt + Response (Encryption rating x 2, 1 Combat T urn) Extended T est to break the encryption.

Sent: which way should it be?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-06-12/0658:43>
Does each node have to be decrypted individually? or when the master node is decrypted, we have the remaining slaves decrypted?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-06-12/0700:16>
well, I can imagine the situation that once Main node is decrypted and sucesfully hacked for admin privileges, It would take a free or simple action to turn off encrpytion programs running in any node in the network.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-06-12/0703:58>
well, I can imagine the situation that once Main node is decrypted and sucesfully hacked for admin privileges, It would take a free or simple action to turn off encrpytion programs running in any node in the network.

or, maybe, sucessfully spoofed would be enought
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-06-12/0728:01>
Sent: which way should it be?

Quote
In itiate Cryptanalysis (Decrypt)
You have your Decrypt program start working on an encryption to
which you have access. Cryptanalysis is an Electronic Warfare +
Decrypt (encryption rating x 2, 1 Combat Turn) Extended Test
. When
you reach the threshold, the encryption is broken. When you break the
encryption of a file, the file becomes decrypted. When you use this on
a node, you may access that node, but it remains encrypted to others.
Once you have initiated cryptanalysis, your Decrypt program
takes over and runs autonomously, using your Electronic Warfare skill
rating. A running Decrypt program can only work on one encryption
at a time, but multiple Decrypt programs can work on different
encryptions simultaneously; each Decrypt program makes its own
Extended Test and cannot collaborate with other programs
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-06-12/0750:34>
Does each node have to be decrypted individually? or when the master node is decrypted, we have the remaining slaves decrypted?

If you crack the main security node, you will find the encryption keys of the drone nodes. You may crack the encryption to get them without doing so. Cracking the encryption is requried to get access on any type of privileges.

To spoof commands you need to decrypt the encrypted line, as thi sis the only way the drone is accepting commands.

Now the drone nodes are identical, but it is improbable anyone would use identical encryption keys.  So the short answer is that yes, each of the nodes must be cracked individually.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-06-12/1104:10>
Quote
Iniitiate Cryptanalysis (Decrypt)
You have your Decrypt program start working on an encryption to
which you have access. Cryptanalysis is an Electronic Warfare +
Decrypt (encryption rating x 2, 1 Combat Turn) Extended Test
. When
you reach the threshold, the encryption is broken. When you break the
encryption of a file, the file becomes decrypted. When you use this on
a node, you may access that node, but it remains encrypted to others.

Once you have initiated cryptanalysis, your Decrypt program
takes over and runs autonomously, using your Electronic Warfare skill
rating. A running Decrypt program can only work on one encryption
at a time, but multiple Decrypt programs can work on different
encryptions simultaneously; each Decrypt program makes its own
Extended Test and cannot collaborate with other programs

Sent, I've been wondering; the way it's written in the rules, a file which passed through a cryptanalysis process just became decrypted, but a node is only acessable to the one who decrypted it. Omar is decrypting the traffic between the nodes. So, once he decrypt it, would any of us be able to spoof them, or just Omar (traffic being not a node)?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-06-12/1113:32>
Encryption works on key - if any of you break the node encryption and share the key, all of you will be able to exploit the node.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-06-12/1126:08>
Also, Ive posted the alert: Encryption change
Once decrypted, Ill synchronize our signal encryption with that inside the node. So you will get new keys automaticaly when my Decrypt finishes the task.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-06-12/1701:06>
I'm surprised the software hasn't degraded to a rating one encryption by now considering that this rail car has been down here for a while.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-06-12/1819:27>
now i feel silly as Lips and his stones are delivering more damage then Sam and his pistol  :(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-07-12/0631:11>
see, next time throw rocks against the enemies instead of your fancy smartlinked future-weapon stuff.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-07-12/0651:03>
Larz, I hope you don't mind I've played along with your actions?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-07-12/0717:19>
see, next time throw rocks against the enemies instead of your fancy smartlinked future-weapon stuff.

Makes me wonder about mounting catapult on the Rover instead of Machine gun :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-07-12/0729:56>
Larz, I hope you don't mind I've played along with your actions?

NP, that was the plan. I'm still waiting for internet connection at home and can only check this forum from university.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-09-12/0708:05>
who is up?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-09-12/0712:07>
IDN...oposed to our postingfrenzy before xmass, its strange silent here :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/0722:38>
waiting for Snake and his actions

he is the only one involved - assuming that Omar and Fractal do nothing waiting for encryption break.
other than that there drones shooting at will. and damaging themselves.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-09-12/0741:13>
maybe Miri ay be able to summon another spirit and conceal Sam during the meantime...well I understand that with his relationship to ilussions a manipulation this may not not be an option...or maybe earth spirit to engulf Sam...otherwise, like you say, we are waiting for decryption (in final we messed up that cooperation test, one of us, mouse or Omar, should have used other ones hit to roll additional dices...)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-09-12/0805:39>
so far, his levitation tricks seems to work, hence he will keep up floating his 'drone' towards the rail drones.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/0805:58>
Isn't it the kind of situation when every second counts?
Oh well, you'll learn to cooperate eventually... maybe not all of you.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-09-12/0808:42>
so far, his levitation tricks seems to work, hence he will keep up floating his 'drone' towards the rail drones.

Ah ... sorry!!! How could I forgot about that jurry rigged device :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/0810:56>
which unfortunatelly happen to be sprayed currently all over the tunnel :(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-09-12/0812:42>
Sam, you own Lips a drone helmet.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-09-12/0813:52>
Sam, you own Lips a drone helmet.
Do not forget the Flash-light and duct tape as well.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-09-12/0813:59>
now, Im really confused...what else is to be levitated there?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-09-12/0816:23>
First the rock, which was shoot to pieces.
Then Lips self-build drone, which also is shoot to pieces (I assume IC post will come up later)

Hence, after the drones action, nothing is floating in the tunnel near the drone.
Next levitation target... Lips has to think about that.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-09-12/0816:43>
now, Im really confused...what else is to be levitated there?
Omar's Limp Body  ;D
just as last resort.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/0825:54>
First the rock, which was shoot to pieces.
Then Lips self-build drone, which also is shoot to pieces (I assume IC post will come up later)

Hence, after the drones action, nothing is floating in the tunnel near the drone.
Next levitation target... Lips has to think about that.

it was in IC:

Quote from: ooc
...
drones immediatelly pickup new threat, a notable fact - both drones start shooting though one is shooting less keen than previously
take aim and two short burst.
Pilot(3) + Targetting(3) + Smartlink(2) - Damage Modifer (2) -> 6 -> 6d6.hits(5)=1, 6d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3319520/)

However since the target is a size of head, I'd apply a modifier equal to headshot (-4 called shot)
6d6.hits(5) → [5,1,3,1,3,3] = (1) hit
6d6.hits(5) → [1,3,2,5,2,2] = (1) 0 hits

8d6.hits(5)=2, 8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3319523/)
8d6.hits(5) → [2,2,1,1,2,2,5,5] = (2) 0 hits, and a glitch -> CRITICAL GLITCH again
8d6.hits(5) → [1,5,5,1,3,1,6,2] = (3) 2 hits, but the weapon jammed so no effect

No dodges possible
the AlmostDrone have Armor 2 and a Structure of 2
Damage Value 6P + 1
Damage Resist Armor(2) + Armor(2) -> 4d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3319530/) 4 damage applied
AlmostDrone destroyed
...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/0826:46>
First the rock, which was shoot to pieces.
Then Lips self-build drone, which also is shoot to pieces (I assume IC post will come up later)

Hence, after the drones action, nothing is floating in the tunnel near the drone.
Next levitation target... Lips has to think about that.

The problem is you are out of IP for that turn and the drones have two more IP
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-09-12/0829:45>
First the rock, which was shoot to pieces.
Then Lips self-build drone, which also is shoot to pieces (I assume IC post will come up later)

Hence, after the drones action, nothing is floating in the tunnel near the drone.
Next levitation target... Lips has to think about that.

The problem is you are out of IP for that turn and the drones have two more IP
has he not Increased reflexe on? he had a sustainable foci to hold it i think.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-09-12/0832:49>
Can Mouse do something else while decrypting (such as call a sprite)? I'm thinking no, other than the free actions such as IMing.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/0837:05>
decryption is a separate process - while it is going you may do whatever you like, it only take a complex action to start it
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/0841:25>
I'll apply the successes as you get there in time. Sprite, and Mouse done, Omar delays, Fractal delays, Larz has no IP. seems like he drones time has come.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-09-12/0843:32>
I'll apply the successes as you get there in time. Sprite, and Mouse done, Omar delays, Fractal delays, Larz has no IP. seems like he drones time has come.
Omar was only rolling for the Decrypt program, He himself is, like you say, delaying :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/1438:40>
I don't know guys if you noticed, but you can act in IC now. ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-09-12/1533:07>
Sorry, guys, I haven't been able to follow the threads efficiently for the last two days (as I am in a hard and tiresome part-time job which will end by Wednesday).

Sent, there's one thing I didn't understand: when you say we have no need to worry about initiatives right now, but still keep acting in Combat Turns, do this mean we can act in any order, so long as the action takes just a CT?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/1616:59>
I only meant that you don't act like you have twenty minutes to act. just expect that I could interrupt.
but as of now there is nothing happening, and you broke the encryption
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-09-12/1815:47>
Sichr,

I don't think there is anything about that in the rules.
What happens, if you have Response reduced due to Reality Filters?
Does it mean, that ALL programs slows down, and as such System degrades (because Response limits system) and as such program ratings degrade as well as the capacity?

Is it acceptable or will you explode? ;)

Netz, until further notice, as of now you have only your response reduced, no further limitations imposed
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-09-12/1837:25>
Quote from: ooc
Haven't checked it. if you have no reality filters, you got no save on this

Note that it's not that I have no Reality Filter program... Fractal has it, and it's cutting edge. The thing is that it was not running at the time.

Also, maybe this bit of rules data will help on sorting the response reduction issue:

Quote from: SR4A, pg. 232, section Programs
[...] A running program counts against the device’s processor limit. For every (processor limit) programs running on a device (not including persona programs but including agents), the device’s Response rating is temporarily reduced by one; this Response loss does not affect the device’s maximum System rating. A commlink has a processor limit equal to its System rating.[...]

I know it's not the same situation (it was not the amount of programs that reduced the Response as in this rules fragment), but still...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-10-12/0322:20>
Sichr,

I don't think there is anything about that in the rules.
What happens, if you have Response reduced due to Reality Filters?
Does it mean, that ALL programs slows down, and as such System degrades (because Response limits system) and as such program ratings degrade as well as the capacity?

Is it acceptable or will you explode? ;)

Netz, until further notice, as of now you have only your response reduced, no further limitations imposed

You know...What happens if you have program r. 5 on response 3 device. Are you able to run it without optimization? Or are you able to run it but on the response level? Or does the sysetm rating matter in this situation? IDN. Comfortable with anything. Not able to post , bussiness trip to Ggermany from tomorow and then weekend on self-defense training, so maybe in hotel but sporadicaly...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-10-12/0505:52>
Quote from: ooc
Haven't checked it. if you have no reality filters, you got no save on this

Note that it's not that I have no Reality Filter program... Fractal has it, and it's cutting edge. The thing is that it was not running at the time.

Also, maybe this bit of rules data will help on sorting the response reduction issue:

Quote from: SR4A, pg. 232, section Programs
[...] A running program counts against the device’s processor limit. For every (processor limit) programs running on a device (not including persona programs but including agents), the device’s Response rating is temporarily reduced by one; this Response loss does not affect the device’s maximum System rating. A commlink has a processor limit equal to its System rating.[...]

I know it's not the same situation (it was not the amount of programs that reduced the Response as in this rules fragment), but still...

I was browsing the description of Nuke program. and I am reaching a conclusion, that it is a system that limits the program ratings, but we have it specific in RAW that response reduction isn't limiting System.
.
In other words.
Response reduction DO NOT affect System. If you have Response reduced for some reason to lets say 3, but your base Response is 5. You can run System up to 5 and if you do you can run programs of up to rating 5. If you have System 6 it is limited to rating 5.
System reduction DO affect programs. If you happen to have System 5 and programs rating 6, they are limited to rating 5 (some functionalities are unavailable due to system limitations).
If you happen to have System reduced for some reason (like in the Nuke case), you automatically suffer from processor limit (number of programs available at once is equal to modified System rating per modified response) and subscription limit (equal to twice the modified system rating). Your programs are also automaticaly limited to rating allowed by the new system rating.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-10-12/1257:06>
Omar to the rescue! hehehehe.

I don't even know if you need to spoof your command; if it's something that a security user can do, you should be able to as well. And if the Agent Program finds it out, Fractal is more than ready to crash him.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-10-12/1302:04>
Agents and IC cannot be crashed, only Attacked. But you may crash that reality filter if the spoof dont work.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-10-12/1304:47>
I'm not doubting you, but where can I find the reference for this?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-10-12/1306:37>
Agents and IC cannot be crashed, only Attacked. But you may crash that reality filter if the spoof dont work.

Crash Program (Exploit)
You initiate an attack on a running program that is not an agent, persona,
or other icon with a Condition Monitor.
The target program
must be running in the same node as your icon or run by an icon that is
in the same node as your icon. Make an Opposed Hacking + Exploit vs.
the target’s Firewall + System. If you succeed, you crash the program,
which changes its status from running to loaded.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-10-12/1307:04>
Beat you :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-10-12/1307:33>
Ive seen nothin  ::)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-10-12/1312:19>
Really did. I don't know how I missed this.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-10-12/1317:51>
@Sent: You see, I beat you :D

@Netz: What I see everyone else see. And I see shit coming down the tube and you are the only one with Edit loaded :O
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-10-12/1322:51>
Q: Since we have mutual subscriptions, Am I able to use program running on another node Im subscribed at? Like Fractals Edit?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-10-12/1333:21>
I don't really think it is that dangerous to have Edit loaded. The thing is, Fractal hadn't made the accounts he created hidden (this process takes ten minutes in the better cases, and we have not that amount of time), so they leave logs of their actions. But our stealth programs should be almost enough to hide us. In fact, thinking better now, you are more in danger than Fractal, since you are the one using the account which leaves logs...

Sorry for that.

If it's really needed, then we just crash the node. This really should not be that difficult since the node is a little out-dated.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-10-12/1340:55>
No

FRxxr
Q: Since we have mutual subscriptions, Am I able to use program running on another node Im subscribed at? Like Fractals Edit?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-10-12/1354:49>
I don't really think it is that dangerous to have Edit loaded. The thing is, Fractal hadn't made the accounts he created hidden (this process takes ten minutes in the better cases, and we have not that amount of time), so they leave logs of their actions. But our stealth programs should be almost enough to hide us. In fact, thinking better now, you are more in danger than Fractal, since you are the one using the account which leaves logs...

Sorry for that.

If it's really needed, then we just crash the node. This really should not be that difficult since the node is a little out-dated.

NOOOOO :O

I mean...to alter traffic we need to Edit that traffic :P and you are the only one who has it loaded :P Its complex action...you should be able to remove us from that AcessLog the node is sending to master...IMO for analysis....I will then use sniffer again and traffic will be altered so analyze will reveal nothing...I just didnt had it loaded since It will be over my procesor limit :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-10-12/1427:25>
Just tell Fractal about the issue IC and tell him what to do, and let the magic happens.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-10-12/1602:36>
Just in case that wasn't clear - you noticed a package being trasnmitted (as a result of passive signal capture) - which means that part of access_log was already routinely sent, and by now is probably under analysis (unless of course it sent there only for backup).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-10-12/1622:37>
ah
ok
so negate my IC
and we will be prepared if something like that happens again
Is anybody decrypting the main node?
If not, Im onto it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-10-12/1656:14>
ah
ok
so negate my IC
and we will be prepared if something like that happens again
Is anybody decrypting the main node?
If not, Im onto it.
I thought Omar was working on decrypting the main security node. I was decrypting the drone 1 node.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-10-12/1703:31>
Nope, mOmar was decrypting communication line
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-10-12/1704:20>
Sichr, what did you tried to do with that roll in IC?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-11-12/1159:01>
Insert false traffic after Fractal make his Edit. Ive just rolled in prior because I didnt knew if I make connection here
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-12-12/1422:53>
Everything is quiet... Way too quiet.

Nothing new in the front?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-12-12/1547:30>
I've nothing to do. waiting for you actions, while you probably wait for Snake's moves.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-12-12/1551:38>
By the way - I was reading Game set match stroy from the main book again.

Noticed somethign interesting/relevant -> Slam!O is using nuke program. Nuking the rigger to response zero he decreased his subscription limit, to the point he couldn't keep a subscription and it had fiddled.

If the subscription limit is affected, then the processor limit should be affected as well. Meaning that as you have your response reduced, the load of programs you are carrying should reduce it even more, and you should unload them to regain the speed.

Thoughts? I know this isn't rules as written only strory as written, but that story is pretty much the game example
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-12-12/1605:19>
I think it makes sense, as painful as it may be...

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-12-12/1649:35>
Well, like Slam!O had said - works both ways :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-12-12/1658:29>
Yeah... But you would need to have nuke... and I'm a few nuyens short.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-13-12/0355:51>
By the way - I was reading Game set match stroy from the main book again.

Noticed somethign interesting/relevant -> Slam!O is using nuke program. Nuking the rigger to response zero he decreased his subscription limit, to the point he couldn't keep a subscription and it had fiddled.

If the subscription limit is affected, then the processor limit should be affected as well. Meaning that as you have your response reduced, the load of programs you are carrying should reduce it even more, and you should unload them to regain the speed.

Thoughts? I know this isn't rules as written only strory as written, but that story is pretty much the game example

On the other side...you suffer Response decrease only when operating Inside the node, and it is fail to assume that it will lead to decrease the processor limit of your own commlink...when operating anywhere else, your response is unchanged...so which one would you count....? ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-13-12/0447:02>
Guys, what do you do? You have access to one of the drones on all levels - admin, security and user. And ??
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-13-12/0450:12>
On the other side...you suffer Response decrease only when operating Inside the node, and it is fail to assume that it will lead to decrease the processor limit of your own commlink...when operating anywhere else, your response is unchanged...so which one would you count....? ;)

Hmm, that made me thinking...

Since an effect in one of the node affect all subscription (an attack being most obvious example), then response reduction affect all subscription as well. The response reduciton happen at the original commlink node - the reality filters in one of the subscription do not match and the processor power is put into translating incompatible signals.

result - as long as you are in the node ALL of your subscriptions (including suffer from reduced response)
as long as you have reduced response your subscription limit and processor limit are reduced
since processor limit is reduced, and you were loaded to the max with programs you suffer additional response reduction because you are overloaded
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-13-12/0456:25>
Not true...The way it is described it is mechanics in game, to have at least some effect. We had discussion about this waaay back but this is really wrong interpretation. That response reduction is only meant to happen INSIDE the node, when dealing with icons of the node. The way you are interpreting this is realy funny. Just to have subscription on that node doesnt mean that you need to deal with hte interface, unless you are working on it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-13-12/0504:05>
How do you want to access the node (having a subscription is accessing the node), if you aren't using it's interface? It has a sculpture and available services (at apropriate elvels of priviledge) and it is  broadcasting it, reaching directly to your brain if you're in full VR or to the link if you're in AR.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-13-12/1606:53>
So with admin privlidges on the drone node I cannot shut down the drone pilot or is the pilot not running on the drone node. What all is running on the drone node?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-13-12/1621:13>
Pilot is running in the node. You can shut the pilot down.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-13-12/1734:03>
How do you want to access the node (having a subscription is accessing the node), if you aren't using it's interface? It has a sculpture and available services (at apropriate elvels of priviledge) and it is  broadcasting it, reaching directly to your brain if you're in full VR or to the link if you're in AR.

Oh yes, now you are talking about working inside the node, working with its interface. I was talking more about the Omars current situation: He has the subscription on the node, but he is working in his own, with Sniffer, Decrypt etc. What I understand you said is that even in his own Node he is affected by subscrition to node running reality filter, which he didn`t really face. You can act in only one node at the time, and I have quite a lot of active subscriptions in the moment...Dobermans, fly spies,  Bug tapper, tem nodes slaved to my com..and now that drone...you mean I will suffer response reduction even when ..i.e. jumped in the D1?
Yes, the situation when I jump in the sentinel or log on there to deal with something in the node, I will suffer from that Response reduction, that is true. IMHO  ???
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-13-12/1841:11>
Yes. That's what I meant. 

You can remove this restraint by removing reality filters program on the sentinel  or configuring them to your interface. 

I've seen your IC post but I"ll post reply ttommorrow
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-14-12/1553:51>
By the number of characters in your reply IMO youve been celebrating once again didnt you?  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-14-12/1602:17>
just a little bit ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-14-12/1838:38>
So we have a decrypted main node, or am I wrong? In positive case, then the action will go there; if not, Fractal will do something about this reality filter program.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-14-12/1840:35>
you decrypted the node that is issuing orders to drone nodes
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-15-12/0412:18>
Seeing a non-conductivity mod on a drone makes me feel special ;D
Lesion learned.
You will see.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-15-12/0432:28>
Be my guest. :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-15-12/0656:25>
Seeing a non-conductivity mod on a drone makes me feel special ;D
Lesion learned.
You will see.  ;)

Things seems like Sam really should go lethal sometimes...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-15-12/0715:02>
I thought that was the master node... my bad. Well, just one edge point left, and there's little chance for him to use it on this scene. Too much edge spent already.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-15-12/0717:21>
The gate which openeed is just a way to indicate that Fractal entered the node without a problem or is it the one which is marked Principal?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-15-12/0838:25>
The gate doesn't scan icons having privildges of security or higher. Even though The node technicaly didn't know you've logged. (they did not beat your stealth or at least there is no alert) the gate (analyze IC) will not hinder your way to principal node and as such node automatically sculpted it as open for you.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-15-12/0848:17>
One more thing since you don't have reality filters your warden icon is having his response reduced. By one due to incompatible filters and by further one  due to overload of programs.

I don't think there. Is a problem with subscriptions limit.

You can keep 12 active ones and with reduced response 8. You have one in your Commlink one in sichrs (communication) one in microcrawler drone one in drone #1 and one in corridor node. 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-15-12/0929:41>
Do TMs have a natural reality filter? I assumed they don't so I didn't roll. Or is it something like a will power roll for TMs?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-15-12/0935:42>
you got natural biofeedback filters based on charisma, but no reality filters so if you dont have that complex form you are forced to perceive the node as it is sculpted and since they arent matching standard responses you have your response limited.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-15-12/1032:47>
I'm once again in a bit of hurry right now, so when I come back I'll post something IC (an hour or two from now, tops).
Just one question: I always though a technomancer could only mantain one threaded CF at a time. I may be wrong on that one, but I always thought it worked this way.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-15-12/1034:17>
I'll check, but I  think its just -2 for each form they have
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-15-12/1248:10>
You are right, my mistake:

Quote from: SR4A, pg 240, Threading
Threaded complex forms must be sustained (similar to how magicians sustain spells). Sustaining requires effort on the technomancer’s part, so he suffers a –2 dice pool modifier to all tests for each sustained complex form. This modifier does not apply to use of the threaded complex form, but it does apply to all other actions the technomancer makes.

Yes, they can thread more than one. My mistake.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-16-12/0630:48>
To see Omars final point is to reconfigure Smartgun X Sensors. They both are to be linked devices for this node, so Omar seeks the way to reconfigure those devices or recaliber its input so gunfire is targetted lets say, 3 meters left from the target. Simultaneously modifying data sent to Main node to show no targets, no status change, no sensors input... so Main node pilot is not able to analyze x repair those changes.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-16-12/0859:18>

Quote from: ooc
you have one edge left?

I had forgot to answer before, but yes, I've got just one more Edge to spend.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-16-12/0906:17>
Mouse, that hack into the node, was a critical success, you may refresh one point of edge, nice work.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-16-12/0941:01>
Just a little correction: Fractal is no longer logged in Drone #1.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-16-12/0945:08>
corrected.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-16-12/1136:19>
Can I edit an admin account on the Principal node even being in the public area, or should I hack it first?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-16-12/1139:49>
You need to hack at least user.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-16-12/1158:24>
Okay, will wait for the others, so.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/0524:40>
While reading the rules yesterday, I encountered a sentence, that state that technomancers cannot thread autosofts, IC and agents.

I don't see a reason why it would be so. but that's because I think that technomancers complex forms are just threaded programs.
it is repeatedly used in the rules, that compelx forms are not typical programs - resulting in for example bionode being resistant to mundane hacking or sprites resistant to mundane spoof.

I'd like to houserule, that while different in the coding method, the technomancer creations are essentialy programs and as such there just isn't anything so special in them.
In that sense I see no reason that technomancer wouldn't be able to thread IC or agent (though it's much more efficient to compile a sprite that come with a set of programs, than to thread IC and then set of it's programs). I also see no reasons, why bionode or sprite should be mundane hacking/spoofing resistant if they stepped out of resonance. (I have a problem with Resonance, but I leave it for now). I also see no reasons why techno should be unable to thread autosofts (already being able to thread programs they have no idea about from scratch, is no different to creating autosofts - I amgine that the logic is automagicaly drawn from resonance where as we know every ever written piece of code is stored forever).

Your thoughts?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-17-12/0709:16>
to those autosofts, now I know why I had a bad feeling about it at the beginning.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/0710:47>
You'll be posting in the IC or you delay?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-17-12/0731:25>
My vote would be to stick to rules in this matter
When talking about Autosofts. Lets say for example that CoverOps mouse threaded.
Something else is to thread Exploit complex form, program designated to deal with other programs, within the matrix, which is TMs field of work and life. Well Autosoft is basicaly designed to deal with meat world situations, and I can hardly imagine techno with no sneak skill to thread sneak program to be able to infiltrate corps buildings etc. Moreover you say every autosoft is specificaly designed for specific type of drone, so it may be far beyond matrixmagic.

IC when home, no desire to play at work lately  :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-17-12/0740:54>
As far as I understand, autosoft and Agents/IC work independent from the Technomancer. But for that, Technoc have their sprites.

So, I would say, stay with the rules and if a Technomancer wants autosoft, it has to compile a sprite and equip it with the fitting program/power.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/0756:49>
But really, if techno has no Attack Complex Form can thread an Attack Complex Form from scratch and he can create it to the double of his resonance, which means rating 10 way beyond what most corps can produce.

He can do so, because he reaches into the resonance to find somewhere an attack program written to rating 10, which he weaves into his own code. and voila from zero to hero, he has rating 10 form on something he had no idea how to do. Going on that way, someone, somewhere, somewhen had written an autosoft for a specific drone type. it is all in the resonance.

and just to reinforce - a Machine Sprite can have any type of autosoft equipped and it is a complex form in that case. if a sprite can why not a technomancer?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-17-12/0807:13>
As I see it, the threaded autosoft can only work in the technomancers head or within a sprite (working as a compiler from technomancer software to car comands).
Threaded software wouldn't work on its own on mundane hardware. So, a technomancer can thread autosoft, but can only load it in his head or to a spirit.

I think it is also impossible to upload a threaded complex form to a normal commlink. So the only case, for which autosoft should be usefully be threaded is when the technomancer has skillwires, move-by-wires or something like that, and load autosoft (walker) in his brain, so the autosoft walks his body through the wires while the techno is in VR.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/0810:00>
And if he thread the form. And jump into the drone?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-17-12/0816:28>
Do as you please. Attack is Attack...SW designed to fight SW. Technomancers are not sprites and dont posess such powers, thats why they need to call sprites to do the job for them. Mages also cannot use Fear or Engulf....but this may be different story. IDN if there is maximum rating foer autosofts, well you can simply get every technomancer to have Steel Lynx drone or something worse with Autocanon, Maneuver 10, Targetting 10, Clearsoft 10, Coverops 10 and EW 10 and can continue to ask yourself why the game is a bit unbalanced :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-17-12/0820:15>
The wat I see it is that the complex forms have nothing to do with programs, except that they may be used for the same function. So when a Technomancer thread that Attack CF, he does not exactly emulate an Attack program (he does not develop a code designed specifically to damage other code-based entities, but he rather concentrate his special way of thinking into reaching for codes in a more disruptive way). If that was not the case, I would have quite the difficult to justify why a TM wouldn't be able to use thread into upgrading a normal program.

Since agents, autosofts and IC are not exactly just another way to work in the code, but semi independent decision making entities (in the case of IC and Agents) or things designed to work beyond the "pure" Matrix, I would rule that TMs can't thread them, or learn them as CFs. So I'm with the book in this one.

The technomancer does not take the information to emulate the program from the Resonance (he may do that if he wants to steal the code of a program, but that would involve a trip to the Resonance realms, and even though he would not be able to thread the program).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-17-12/0823:53>
And if he thread the form. And jump into the drone?

If he is jumped in, no Autosofts come into play. On the other side, there may be the issue that no Pilot program is able to work with Technomancers complex forms, because of their different nature. Why Technomancer is not able to compile Agents, Pilots, IC but only Sprites, Resonance being, is a question on rules and setting. IMO it is cannon. And IMO it is because Agent/Pilot/IC are just stupid dogs, designed with the only purpose, while Sprites are like matrix spirits...maybe called fo some tasks, well Sentient.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/1140:00>
Do as you please. Attack is Attack...SW designed to fight SW. Technomancers are not sprites and dont posess such powers, thats why they need to call sprites to do the job for them. Mages also cannot use Fear or Engulf....but this may be different story. IDN if there is maximum rating foer autosofts, well you can simply get every technomancer to have Steel Lynx drone or something worse with Autocanon, Maneuver 10, Targetting 10, Clearsoft 10, Coverops 10 and EW 10 and can continue to ask yourself why the game is a bit unbalanced :)

You tell me it is balanced now?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/1146:43>
The wat I see it is that the complex forms have nothing to do with programs, except that they may be used for the same function. So when a Technomancer thread that Attack CF, he does not exactly emulate an Attack program (he does not develop a code designed specifically to damage other code-based entities, but he rather concentrate his special way of thinking into reaching for codes in a more disruptive way). If that was not the case, I would have quite the difficult to justify why a TM wouldn't be able to use thread into upgrading a normal program.

Since agents, autosofts and IC are not exactly just another way to work in the code, but semi independent decision making entities (in the case of IC and Agents) or things designed to work beyond the "pure" Matrix, I would rule that TMs can't thread them, or learn them as CFs. So I'm with the book in this one.

The technomancer does not take the information to emulate the program from the Resonance (he may do that if he wants to steal the code of a program, but that would involve a trip to the Resonance realms, and even though he would not be able to thread the program).

My problem with this is that if I cannot spoof the sprite or hack the node, how am I able to attack it with an Attack program? Going with that we should probably go with optional rules that are in Unwired and introduce something along the immunity to normal weapons and make sprites resistant to normal attacks. That inconsistency is itching and irritating
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/1158:11>
As for the sprites being sentient. I have a huge issue with program decompiling on itself because the number of tasks you command it to do run out, or that it mentally resist being compiled. Part of the changes I wanted to introduce was to remove that also ...

I don't know, I hate the SR rules. I love the settings I passionately hate the rules. But it's such a complex mess. Changing a single piece, create a ripple of issues, and since most of the practical operations require referencing to some obscure sentences scattered over several rulebooks you would need to rewrite them completely into SR5 to be usable. :(

forget it, Mouse, it's good you have let that CoverOps autosoft go away, going by RAW you can't compile it anymore .... :(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-17-12/1627:43>
I dont see that complaining about rules leads anywhere possitive. Im comfortable that sprites in matrix behave the same way as Spirits in astral...even resisting sumonning/compilation. Thre is not too much said on the nature of sprites, free sprites havent even been introduced to the characer possibilities in RC, no physical manifestation yet, so I believe we will have a lot of it comming. That optional rule you mentioned about Imunity to normal attacks sounds completely sane to me...only...when you do magic, you have only Awakened and mundane, one of them can do magic, another cannot. When it comes to matrix, you have Emerged and normal. Both can do matrix, well only emerged can do resonance. Well resonance is overlaping with matrix so there is something magic do not have to solve. Im currious about the further developement.
BTW:
I personally spent more than 500 USD for SR4 or SRA books and I would be quite happy if they remain usable a bit longer...buying that again for the new editions would probably make me unwilling to continue with the game...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/1639:43>
complaining about the rules can take as long walk, but then again ic could be a rocket travel *hint*
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-17-12/1650:13>
by the end of the week. I promise :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-17-12/1758:17>
Mouse, that hack into the node, was a critical success, you may refresh one point of edge, nice work.
Sweet! Thank you!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-17-12/1811:23>
As for the sprites being sentient. I have a huge issue with program decompiling on itself because the number of tasks you command it to do run out, or that it mentally resist being compiled. Part of the changes I wanted to introduce was to remove that also ...

I don't know, I hate the SR rules. I love the settings I passionately hate the rules. But it's such a complex mess. Changing a single piece, create a ripple of issues, and since most of the practical operations require referencing to some obscure sentences scattered over several rulebooks you would need to rewrite them completely into SR5 to be usable. :(

forget it, Mouse, it's good you have let that CoverOps autosoft go away, going by RAW you can't compile it anymore .... :(

That's fine. My vote would have been to stick to the rules anyway. I can summon Machine sprites for the autosofts and creating an autosoft as a CF wouldn't do him any good, since jumped in it would use his stealth (or equivalent) skill. Besides, we haven't even touched the fact that bio-nodes can't run programs or store data. That would have to be rectified if the rules were changed. Since Mouse doesn't have the actual physical skill set to jump into drones; it would be better if he just used sprites and command programs
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-17-12/1858:48>
The bomb was defused without problems - it was rating 3 bomb, so it had almost no chance to get 6 hits achieved by the sprite.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-18-12/0546:21>
If one of you character has some free action, a small status report for Lips would be nice. I know, in real time, only some seconds/minutes have passed, but there is still an Sam left on the ground infront of Lips.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-18-12/0549:23>
Larz, it's really crawling toward the end of matrix session :D
I hope you'll endure it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-18-12/0553:35>
Don't worry, Larz, my next action will include this.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-18-12/0624:02>
NP, I don't have internet at home anyway so don't get in a hurry just because of me. My request was more about the roleplay aspect, to keep Lips in the loop.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-18-12/0627:28>
my only problem that keeps recurring to me all the time is, where does this thing get the power down here, is it really an old relic from before or is some one using it and supplying it with batteries, if so then how does he get it to stand down?  ???
one more thing, should i come up with a dream for Sam or a nightmare? people usually do not dream while unconsciousness, but still no IC from me in quite a while.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-18-12/0636:10>
oops I forgor. would security be enought for operations I was doing on previous node?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-18-12/0637:26>
yes, assuming so
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-18-12/0657:44>
In Arsenal is a vehicle modifications, where you can supply your car through the rail roads. I would assume the same happend here: A power line embedded in the rails and the local government simply didn't shut down the rail power don't here.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-19-12/0609:14>
I am waiting for Mouse action, before proceeding
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-19-12/1346:02>
ok. Ill wait...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-20-12/0712:17>
Snake,

if you call the sprite without Stealth, it will raise an alarm, unless you first create legitimate account for it. Do you still want to do it?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-20-12/0758:42>
Hey, Sent, thanks a lot about that recommendation on AalithHUN's game. What you said was really nice.  :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-20-12/0816:04>
Hey, Sent, thanks a lot about that recommendation on AalithHUN's game. What you said was really nice.  :D
And very true,
Netz you are a fun Player to have around, a pity you had already read the Horizont adventure.  :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-20-12/1221:16>
Well, thanks a lot you too. I'm having quite a great time with you all.
And I also find it a pity to have already read the Horizon adventures, I am really looking for your game.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-20-12/1546:55>
Snake,

if you call the sprite without Stealth, it will raise an alarm, unless you first create legitimate account for it. Do you still want to do it?
I will create an account for it first, then summon the sprite. I have updated the IC post to accomodate.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-20-12/1658:25>
Is this the proper time to roll initiative again?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-20-12/1700:25>
Not really, You'll be always faster, the nodes are overloaded, their response time is almost at the stop.
We'll just continue, on the basis, you act, then IC, unless you delay to see their actions.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-20-12/1724:41>
Take that you mean 14 dicepool hacker, I'll show you what it is to mess with a 6 dicepool IC :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-20-12/1730:27>
Take that you mean 14 dicepool hacker, I'll show you what it is to mess with a 6 dicepool IC :P

Gosh, how I hate this digital bullies. Just because they are big and bad and scary, they think they rule over the Matrix!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-21-12/0934:54>
Good job guys :D I was hoping for a little more dead hackers, but one cannot have everything, no?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-21-12/0954:44>
time to ask if Omar can get his rover in here to pack all this stuff in it, right?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-22-12/0854:15>
 ;)

Im positive to make this a conversation, so don`t be tempted to solve it whole with some WOT monologue ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-22-12/1913:54>
Some hours away from the computer and you enter in overdrive mode again...
I love this group!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-22-12/1919:30>
Some hours away from the computer and you enter in overdrive mode again...
I love this group!
who does not?
We are our best Fans.
keep the fun flowing  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-23-12/0511:14>
i damage - Stun i guess? or physical?
as far as i understand you can do first aid and then do the medicine test as well.
253 page SRA
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-23-12/0651:17>
@Fractal:"Let me take a closer look..."

Quote from: ooc
What would be the dice pool modifier to heal Sam?

Sam has the essence of 1.3 so taht would be a -5, i think
is it worth trying?

Quote from: SRA Page 207
Healing Characters with Implants: Low-Essence characters are
more difficult to heal, as implants (or other damage) disrupt the body’s
holistic integrity. In game terms, this means a dice pool modifier applies
to the Spellcasting Test equal to the subject’s lost Essence (rounded
down). So trying to heal a character with Essence 4 (2 Essence
points of implants) incurs a –2 dice pool modifier.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-23-12/0658:28>
+ working conditions and such things. we better get his somewhere else...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-23-12/0705:24>
Yup, I do agree on that. And let's get the story rolling.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-23-12/0719:34>
Yup, I do agree on that. And let's get the story rolling.
if you healed stun Sam is going to awake and can go by himself, if physical then not, depends.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-23-12/0856:27>
Yup, I do agree on that. And let's get the story rolling.
if you healed stun Sam is going to awake and can go by himself, if physical then not, depends.

I don't know if that's GM's call or not, but if we can go without needing to drag another body, that's a lot better!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-23-12/0915:04>
Well it would be nice to avoid this  (http://www.youtube.com/watch?v=ihH_-O7ev2o&feature=related)kind of "Eliza situation"

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-23-12/0921:46>
Great reference, man.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-23-12/1624:37>
the sleep regulator would not help in healing stun would it?
1 stun healed after one hour of sleep in Eliza's place. (http://invisiblecastle.com/roller/view/3341638/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-23-12/1631:16>
If you stay that long at Eliza's place you can scratch one stun box damage.
Sleep regulator doesn't help.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-23-12/1634:51>
no, but it helps you to get into forced sleep, necesary for regeneration...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-23-12/1637:17>
Snake, What Sichr is calling for is that you bought some stimpatches during last run - they could help alleviate Sam's wound modifiers. That is if any of you have them written in the character cards.

and yes sleep regulator helps falling asleep
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-24-12/0240:58>
btw, is Lips 'drone' recoverable?

Helmet and the small scout pistol?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-24-12/0319:47>
Nope. IT's completely destroyed.

Modifer. The same -5, but not sure if it is a modifier to spellcasting roll or a treshold for hits.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-24-12/0329:03>
Nope. IT's completely destroyed.

Modifer. The same -5, but not sure if it is a modifier to spellcasting roll or a treshold for hits.
Healing Characters with Implants:
Low-Essence characters are more difficult to heal, as implants (or other damage) disrupt the body’s holistic integrity. In game terms, this means a dice pool modifier applies to the Spellcasting Test equal to the subject’s lost Essence (rounded down). So trying to heal a character with Essence 4 (2 Essence points of implants) incurs a –2 dice pool modifier.

even the pistol?
that mist have been some weaponfire. :( wonder How Sam Survived

I do not want to sound ungratefull but Larz dont you want to reconsider healing Sam, as far as i understand healing drain is "Damage to Sam" -2 meaning at this moment the drain you have to endure is 3P and 9S -2 = 10 and it would be very hard.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-24-12/0540:03>
The forums are quite hard to use these days. The post I just made in IC was prepared yesterday, and I've spend some good thirty-five minutes trying to post it, but there were always these connection problems...

Tiresome.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-24-12/0638:42>
Nope. IT's completely destroyed.

Modifer. The same -5, but not sure if it is a modifier to spellcasting roll or a treshold for hits.
Healing Characters with Implants:
Low-Essence characters are more difficult to heal, as implants (or other damage) disrupt the body’s holistic integrity. In game terms, this means a dice pool modifier applies to the Spellcasting Test equal to the subject’s lost Essence (rounded down). So trying to heal a character with Essence 4 (2 Essence points of implants) incurs a –2 dice pool modifier.

even the pistol?
that mist have been some weaponfire. :( wonder How Sam Survived

I do not want to sound ungratefull but Larz dont you want to reconsider healing Sam, as far as i understand healing drain is "Damage to Sam" -2 meaning at this moment the drain you have to endure is 3P and 9S -2 = 10 and it would be very hard.

Only what was really healed counts for drain IMO
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-24-12/0643:40>
Nope. IT's completely destroyed.
even the pistol?

It doesn't take much to render the pistol unusable with a concentrated machingun fire. A single bullet could jamm the trigger or ammunition loading mechanism or stray the aim. It's probably possible to fetch it and repair with proper armorer skill, but since this wasn't some very special and very expensive pistol, I think it would cost more to hire the skilled person to fix than to buy new.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-24-12/0710:28>
We are staying in the Elliza`s just for that single (1) hour.
We will finish our report soon so we can send it to Bob ASAP.
BTW from this point I may be able to check sensor readings etc from my nodes, So Id like to check Rover just for sure and its surroundings...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-24-12/0738:31>
Intutionx2 ->8d6-> 2,3,2 Hits without modifiers and 1,2,0 hits with -4 from 3 stun 1p modifier (http://invisiblecastle.com/roller/view/3342431/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-24-12/0740:28>
ouch i wanted single roll, there are different results depending on the treshold reached.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-24-12/0755:20>
ouch i wanted single roll, there are different results depending on the treshold reached.
i can reroll  ;)
but mu modifiers are heavy, can just barley see me succeeding with 4 dice.
heal spell took P or S damage? if P i get less neg modifiers
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-24-12/0813:17>
Ill roll once Elliza conversation is over and report sent. we got an hour to spend with coyote, I really don`t want to hurry at all costs...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-24-12/0925:32>
ouch i wanted single roll, there are different results depending on the treshold reached.
i can reroll  ;)
but mu modifiers are heavy, can just barley see me succeeding with 4 dice.
heal spell took P or S damage? if P i get less neg modifiers

Heal spell only heal Phisycal damage.

By the way; I've failed at the intuition roll (8 dice, 1 hit, no glitch) (http://invisiblecastle.com/roller/view/3342499/).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-24-12/1038:31>
how is counterspelling a negative modifier? For Lips or for the one how put this spell in place?


Int5 + Int5 + CouterSpelling 4 - Background Count 2 = 12dice: 3 hits (http://invisiblecastle.com/roller/view/3342581/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-24-12/1152:52>
Im trying to find out if Lips anounced that he is providing Counterspell for every team member in LOS...well since we were warned this conversation would probably take place before continuing our journey, befor GM created kind of...huh...schisophrenic situation....
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-24-12/1309:47>
You might can assume that Lips will provide couternspelling afte he did his roll.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-24-12/1331:11>
INTx2(10)+Counterspeling(4) (14d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3342780/)

Note that Background count reduces character Magic attribute, nothing else, so Counterspelling is not affected...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-24-12/1418:30>
Note that Background count reduces character Magic attribute, nothing else, so Counterspelling is not affected...

Taking that into account, 2 additonal dices: 1hit  (http://invisiblecastle.com/roller/view/3342828/)
With that, Lips has 4 hits in total.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-24-12/1544:49>
Got your rolls, but I'll wait for your posts if you want to do anything else before departing further.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-24-12/1619:08>
Got your rolls, but I'll wait for your posts if you want to do anything else before departing further.
counter-spelling?
do i get some extra dices as well?
if so modify my roll. or roll in my place if it is really more then +3
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-24-12/2153:33>
I didn't say anything about bringing along any of the stimpacks. He was mostly worried about being able to see. :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-26-12/1104:49>
From the way i read the last post, we could try to convince Elize to cook the rat for us.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-26-12/1111:51>
we go to the machine, connect two wires, turn on the switch, fry rat, turn on the switch, take rat away and go back. no need to fill her kitchen with that stench...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-27-12/1115:58>
I have not understood... which machine are you talking about?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-27-12/1131:25>
Me neither - waiting for IC. That will explain :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-27-12/1143:14>
Me neither - waiting for IC. That will explain :D
the drone car i guess, using it's electricity to fry the rat
 my guess
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-27-12/1801:36>
will wait for IC that should explain.

anyway I've just got back from the cinema - the film had a title 'In Darkness'. It's a film by Agnieszka Holland. You might want to watch it to get a feel of the tunnels.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-27-12/1833:05>
:)
Ive just finished Alien Breed 2, loading Alien Breed 3

Kour+1 for rihght gues
well Im waiting with IC for Mouse, he seems to be AFK now ??
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-28-12/1028:59>
My apologies, i have been trying to post for a couple of days now. I finally got through.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-28-12/1141:49>
ShadowCook: The mix of magical delicatessens and technological efficiency on a world dominated by coorporate fast-food.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-28-12/1151:31>
LOL...we may open some RatBurgeKing down in this tunnels maybe...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-28-12/1154:45>
I was thinking something more on the line of SubWay (the tunnels got me thinking thematically).  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <01-28-12/2001:41>
now everybody can "eat fresh"  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-29-12/1344:31>
Sent, you have it wrong, Omar scored 7 hits on the test, not sure about mouse.
Also...Im sure Omar was affected. Not so sure Sichr was affected too :D

Can we roll for Composure check?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-29-12/1356:22>
have to leave...dealt with it by my best conscience
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-29-12/1628:41>
Sent, you have it wrong, Omar scored 7 hits on the test, not sure about mouse.
Also...Im sure Omar was affected. Not so sure Sichr was affected too :D

Can we roll for Composure check?

I deduced Counterspelling - like I said - Counterspelling was NEGATIVE modifier to the roll.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-31-12/1032:53>
Is the background count of 2 only at those special location around the tunnel or everywhere after the tunnel turned west?

I'm thinking about summon a spirit since it seems we coming to the end-boss soon.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-31-12/1045:35>
It is still BC 1. But you can feel it going up with each meter closer to the doors.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-31-12/1052:40>
BTW, what happend with the mana barrier around the big snake?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-31-12/1056:56>
No change. Or at least nothing that you felt.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-31-12/1109:50>
Do the doors open forward or in our direction ? Do they have handles?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <01-31-12/1130:19>
Is the background count of 2 only at those special location around the tunnel or everywhere after the tunnel turned west?

I'm thinking about summon a spirit since it seems we coming to the end-boss soon.
°the resting at Elizas
1 hour, just like Sam i guess, as Lips was not very talk active.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-31-12/1133:06>
°the resting at Elizas
1 hour, just like Sam i guess, as Lips was not very talk active.

Lips is new to the town himself, so no much rumors from him to tell Eliza.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-31-12/1133:29>
larz - 1 hour of rest. if you reduce your  damage you possibly have one more dice at summoning.

netz - the double doors opening in your direction.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-31-12/1209:37>

 Without the wound mod: 0 hits (http://invisiblecastle.com/roller/view/3352222/)

Hence, no extra service,

but healing through rest: 3 hits (http://invisiblecastle.com/roller/view/3352226/)

New current Health: 1P / 1S
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-31-12/1531:52>
So, any more considerations before opening the door?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <01-31-12/1533:06>
If you want to open doors without any further wait, just go ahead in IC.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-31-12/1554:21>
No, that would be unwise, and after all, Fractal is a polite guy; he will wait one answer, if he does not have to wait long for one.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <01-31-12/1557:05>
you knocked?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <01-31-12/1602:45>
I even pushed on the doorbell and clapped!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <01-31-12/1705:38>
only that Lips is not in the first line  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-02-12/1633:24>
Netz, you might want to edit your last post.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-02-12/1709:53>
Netz, you might want to edit your last post.

Sorry?
The description about the anti-climatic opening of the doors was about the one they have opened before, the first one. What is there to edit?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-02-12/1711:38>
The part where you reach the doors ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-02-12/1714:02>
Oh, okay. Now I reread your post, and it made sense. Sorry!  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-03-12/0202:17>
Looks like Sam Has some unlucky streak, Falling, being almost killed, and Falling again .....
I don't like where it is going.  :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-03-12/0250:20>
Sent, I like you, I really do, but please, it is Omar down there in that hellhole. Not Sichr :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-03-12/0253:39>
Sent, I like you, I really do, but please, it is Omar down there in that hellhole. Not Sichr :)
Maybe he wants to send Sichr there too.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-03-12/0336:15>
hh
I don`t see why would he want to do such a thing :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-03-12/0411:45>
the armour rule apply -> meaning you take stun damage (not sure if you're happier with that)

Netz. full impact armor because you were sliding for a part of a move, lessening the impact. (actually from the missions it would be halfimpact armor on TR 3 and higher, up to TR 2 full impact armor)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-03-12/0422:29>
hh
I don`t see why would he want to do such a thing :)

There were times I 'd like to ;)

But honestly, I was rereading that post and found out that I wanted Kour to follow Fractal. I corrected to Sam, and happily pressed POST. Corrected now, you can feel safer ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-03-12/0429:02>
the armour rule apply -> meaning you take stun damage (not sure if you're happier with that)

Netz. full impact armor because you were sliding for a part of a move, lessening the impact. (actually from the missions it would be halfimpact armor on TR 3 and higher, up to TR 2 full impact armor)
Ok, Sam would prefer P , but for Fractal S would be better i guess, not sure thou.
If we were sliding, could Sam not grab MOTO the wall with gecko glowes set?
Maybe even grab fractal on the way down. :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-03-12/0447:49>
No
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-03-12/0458:01>
No
:o
a pity, but maybe next time  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-03-12/0821:55>
Ok, Sam would prefer P , but for Fractal S would be better i guess, not sure thou.
If we were sliding, could Sam not grab MOTO the wall with gecko glowes set?
Maybe even grab fractal on the way down. :D

Don't worry, Kour, our medicine-man who knows nothing of medicine was able to completely negate the damage you took on the fall, be it Stun or Physical (since you took only one point worth of damage, isn't it?).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-03-12/0826:41>
hh
I don`t see why would he want to do such a thing :)

There were times I 'd like to ;)

But honestly, I was rereading that post and found out that I wanted Kour to follow Fractal. I corrected to Sam, and happily pressed POST. Corrected now, you can feel safer ;)

We are getting a little too identified with our characters, aren't we?
Larz (Previously I had also written Lips here...), know your fate... it's a dark one.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-03-12/0830:00>
In fact...Sichr IS my 2nd ed character. Physical adept...who lately become also a rigger. IRL time about 13-14 years now, well I didnt played him for at least 8 years (point where I started to GM :) )
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-03-12/1039:49>
Is there anything that rope can be attached to?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-03-12/1046:01>
We have a heavyly cybered ork... Doesn't this count?  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-03-12/1051:46>
Is there anything that rope can be attached to?

doors look fairly solid
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-03-12/1053:47>
We have a heavyly cybered ork... Doesn't this count?  ;D

Do we? Where? Why isnt he helping?  :o

OK maybe we will be able to hold the rope for our teammates... ;)

Is there anything that rope can be attached to?

doors look fairly solid

Yeah. So did the floor... :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-03-12/1218:31>
Wasn't it Marx and Engels who said: "All that is solid melts in the shadows"?

Those were some creepy Johnsons.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-03-12/1300:56>
flawless
+1 and bow ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-04-12/0532:06>
Did you heard about Lenin's books property, that they match everything?
He wrote somewhere around 80 books. You could take anyone of it, open it on any page and read any of the paragraphs there, and it would match the current discussion you're having.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-04-12/0533:47>
So, assuming you use the rope from the climbing sets to pull out Fractal and Sam and (with common effort) Doberman do you move further, or do you retreat, it's still not too late for you to get out with your lives.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-04-12/0608:44>
So, assuming you use the rope from the climbing sets to pull out Fractal and Sam and (with common effort) Doberman do you move further, or do you retreat, it's still not too late for you to get out with your lives.
Sam has given his word, but considering his condition he would advise to move with caution. the other team had fire-power, automatics and magic and still they are missing so we should assume we are against something big, in tactic-wise, of course, only with lips agreement sending a watcher ahead to search the tunnels for life signs, and if there are no in the vicinity we move, if the tunnel ends with no team in there we can take a rest and then finish moving one or two more hours and we are ready to move out, at least Sam would be.
Sam would not really throw this mission or suggest to do so even as he knows that he is the weakest link at the moment, He has too much pride to do so.

OK, will have make a shorter version if we are having a IC discussion about retreating, but for now i see no one even thinking about it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-04-12/1015:10>
flawless
+1 and bow ;)

Thanks, thanks; as I (or was it Fractal?) said before, we aim to amuse!

Did you heard about Lenin's books property, that they match everything?
He wrote somewhere around 80 books. You could take anyone of it, open it on any page and read any of the paragraphs there, and it would match the current discussion you're having.

He is not the only one, but probably the examples I have are a little more... exagerated than others. There are some philosopher's that are studied in my area that are so imprecise that everything they say fits anything, and it's intentional.

About that thing of retreating: it's not like Fractal to do it, at least not for now. Also, if before us came a team with superior firepower and magic also, chances are that whatever it is that made battle with them is also a little bit tired/wounded.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-04-12/1306:24>
So far only Sam got hit a little bit, as long as it stays that way. Lips sees no reason to retreat.

Onwards!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-04-12/1311:16>
So far only Sam got hit a little bit, as long as it stays that way. Lips sees no reason to retreat.

Onwards!

So how about a little IC?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-05-12/0502:58>
Did Lips ready the book: "How to disarm a magical trap in three easy steps, by E.R.R.R.Muggel"?

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/0512:14>
i dont know, did he?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-05-12/0518:58>
He is a mage, he knows how to remove spirit with his banishing skill. I have to read through Street Magic to see how to banish magical traps.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-05-12/0528:43>
Its like a trap or alarm ward:

1) Take your weapon Foci (if available)
2) Switch into astral space and focus on the trap
3) Charge!

Alternative, it is a spell:

1) Switch into astral space and focus on the trap
1) Use Counterspelling!

Lips made assensing, so he propably can tell the difference.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/0535:08>
It is a spell not a ward.

I am not that much more proficient in magic rules than you :), but, I can think of three approaches.
1. cirucumventing the spell's trigger. It's safe to assume, it will not fire on himself, or on the beings that he marks with his signature, so if you're able you can do some masking
2. you can trigger it by disturbing the anchoring - casting a mana spell on it in astral should be enough, if it is however a mana spell it might be set to fire on astral disturbances so you might be affected
3. you can dispell it using a standard counterspelling on sustained spells (anchoring however gets a bonus from the karma to resist such attempts)

In the cases 2 and 3 the caster will know if the spell was dispelled or triggered. In the case 1 he will not.
advisable read. pg. 59 of street magic (anchoring)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-05-12/0537:00>
What skill do I need for case 1, masking?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/0545:04>
Yes, for 1 you need to know masking and you'd need to win an opposed tests of Intuition + Magic vs spell's net hits + Karma used on quickening
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-05-12/0549:56>
1) Don't have masking yet

2) Lips might get hit by a Force 10 Mana Spell

3) Lips dispell-dice-pool: 4+4+1 vs 10 + Enemy Magic + Karma + BC, and for every attempt: Drain for an overcast combat spell (Force 10)

Seems like Case 2 is the winner.

Hmm, ... is that triggered combat spell a mana or physical spell? Or is the answer: Lips can't see/say.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/0601:18>
I would tell you an exact spell name on 5+ hits on assension. on 2 hits you got the spell type, on 4 you got exact force.
So you don't know if it is man or physical spell, but one thing, the spell is anchored in physical plane - it wouldn't affect that plane otherwise. You can observe it with astral perception/travel, but to affect it you must be on the same plane.
The actual procedure would be to openup a LineOfSight in physical to the spell and hit it form the physical plane with a mana spell with a Force enough to trigger it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/0631:24>
Who's gonna be the hero and hold the doors? I'll wait a bit to see if anyone has something to say or do.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-05-12/0646:05>
Who's gonna be the hero and hold the doors? I'll wait a bit to see if anyone has something to say or do.
I vote for Sam as hero. He has not much health to lose anymore.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-05-12/0844:14>
BTW, guys, I'll be out of town on business for the week, so my responses will probably be sporradic at best.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/1003:42>
Ok, I'll try to have Mouse out of harms way. ;)

Larz, wanna change the vote?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-05-12/1010:48>
Quote from: Something that NOT happens!
Lips tapes Mouse' back onto his (Lips) forarm. Armed with sword and "shield" he enters the room.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-05-12/1012:36>
Okay, it's not being funny or anything, but Sam is the quickest of us, and the one with more IPs, isn't it? So the chances of him closing that damn door faster than the others are better. It's a little bit of a metagaming thinking, but we all remember him shooting a gun he had not readied yet in a combat with more than thirty people involved before anyone else could blink and stop the whole mess (in Twist and Insult), so I would believe this is a reasonable thinking.

If not, then Fractal would volunteer in doing that. But in this case, would Combat Paralysis affect his attempt of closing the doors in anyway? It's not specifically a combat situation, but he could be surprised and could waste some time, so I'm just thinking.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/1018:59>
it is advisable to choose character with most initiative.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-05-12/1206:07>
IDN...does the spell have some delayed actions? :O
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-05-12/1441:16>
Quote from: IC
One more thing, Sent, how do you read the "patient has implants modifier" on the healing modifiers table (SR4A, pg. 253)? I don't know if it should be - 1 for each complete two points of essence or for each 2 points of essence or fraction; if it's the latter, them Fractal would also have a -1 on this test.

Sent, how did (or do) rule this, just for future reference?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/1452:57>
Quote from: IC
One more thing, Sent, how do you read the "patient has implants modifier" on the healing modifiers table (SR4A, pg. 253)? I don't know if it should be - 1 for each complete two points of essence or for each 2 points of essence or fraction; if it's the latter, them Fractal would also have a -1 on this test.

Sent, how did (or do) rule this, just for future reference?

for each full 2 points of essence
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-05-12/1818:27>
about blood traces :)

There were blood stains at the place where the bullets were fired in the first (the largest) chamber. There were no other traces. No bodies, no traces of bloody remains being dragged over the floor.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-06-12/0346:34>
INI - 12
-1(reaction 12h sleep
-2 Stun Damage
final INI = 9(buying 2 hits if possible)
or is a roll neccesary? if so i will do one.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-06-12/0350:27>
INI - 12
-1(reaction 12h sleep
-2 Stun Damage
final INI = 9(buying 2 hits if possible)
or is a roll neccesary? if so i will do one.

No roll needed.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-06-12/0531:01>
Like a well oiled machine, the team clicked in motion. Mage casted a spell through a minimal opening in the doors. Spell hit and a blue lighting sparks circled over an invisible ball hovering near the ceiling. Samurai closed a door a split second after the spell was cast. Just in time to feel a shockwave from the imploding ball and exploding spell.
Samurai - Ohh, that's new  :o
Should i get myself a sword and some armour too?  ;D

By the way, can you read the aura that one is conciousness or just hurt?

Sam could play being hit by the stun ball as his stun-meter is almost full and he has a good reaction he should be able to draw the mage in and then pull the gun on him before he can cast.
or we just wait and hope we can speak with him like normal people?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-06-12/0536:56>
dependign on assension sucessess - 1+ would know if you're hurt or faking, 3+ hits would know know if you're stunned or faking. 5+ would know detailed number of damage boxes left
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-06-12/0546:58>
dependign on assension sucessess - 1+ would know if you're hurt or faking, 3+ hits would know know if you're stunned or faking. 5+ would know detailed number of damage boxes left
so until 5+ Sam would seem like the stunball could have caused him to be down right?
or did i misread your text right now, still bit sleepy after long hours tonight.  :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-06-12/0548:32>
at 3+ on assension he would know if you're stunned or no
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-06-12/0554:15>
at 3+ on assension he would know if you're stunned or no
OK if he Casts F10 Trap i would assume he can assense with 3 hits just by buying them so ... this wont really work. or Sam would have to be very lucky.  ;D
This is pure meta-game stuff I was thinking about, but Sam might have the same thoughts if he new what the spell was.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-06-12/0655:59>
BC only effects the Magical Attribute, but not the Intuition. Hence I don't think BC -1 should reduce Lips Ini.
Otherwise, last roll was  no hit anyway.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-06-12/1103:28>
but bc affect force of the spirits and hence their init
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-07-12/0642:30>
What about those bullet holes?
Any other sighs of the firefight inside the first room? Blood traces or drops anywhere around?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-07-12/0644:51>
Fractal, Could you convince the mage that we are sent by the Atzlan? Looking for some spy's taken alive if possible,
calling the mage by name and using his longing for the good old times, not sure if he has been to the surface, but this might be a way in. with no fight., but not really sure he would believe Sam - who is one on his way to become a CyberZombie.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-07-12/0647:29>
What about those bullet holes?
Any other sighs of the firefight inside the first room? Blood traces or drops anywhere around?

It basicaly look like the fight has ended in the first chamber. Further on, there are no traces of the previous team, nor of any kind of fight or trespass.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-07-12/0652:02>
Fractal, Could you convince the mage that we are sent by the Atzlan? Looking for some spy's taken alive if possible,
calling the mage by name and using his longing for the good old times, not sure if he has been to the surface, but this might be a way in. with no fight., but not really sure he would believe Sam - who is one on his way to become a CyberZombie.

Calling for Fractal makes me wonder if this should be in IC.  ;D

Well, could try doing that, but this time we have almost no thing to back our claim, and not a lot of knowledge besides his name and nationality to create a convincing history.  :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-07-12/0658:03>
Calling for Fractal makes me wonder if this should be in IC.  ;D

Well, could try doing that, but this time we have almost no thing to back our claim, and not a lot of knowledge besides his name and nationality to create a convincing history.  :-\
As you walk back Eliza fills you in with details on the Wuxing expedition.

You see they were behaving like on some kind of tourist trip, I mean they seemed tense but excited, like on some kind of Sunday walk. I've heard them expedition shortly after they passed the waterfall. I've heard them talking about fighting critters, but they seemed confident. I've followed them quietly for some time. Once they crossed the “abyss” their mood changed abruptly. They started to act as though they were threatened, started talking about aborting the mission.

They kept slowing and debating. After half an hour, I was kinda bored and left them. Some two hours later I heard sounds of gunfire. Since then everything has been fairly quiet.

When I think about it I feel kinda sorry for them, but they walked like they own the place, killing everything that didn't escape, loudy...

There is a men living down the tunnel. He's name is Enrico, an Aztlaner. He built himself a small laboratory there. He said he found a quietness necessary to practice.

Few years ago, before Ghostwalker came to Denver, he used to be a funny fellow, full of tricks, even if a bit lost in his thoughts. I used to meet him often to chat about business. He used to spell out of thin air all kind of tasty food. ... and then you know Ghostwalker drove Aztech out of Denver, and they completely forgot about him. He seemed to grown more and more confused with time. After some time, we ceased to meet... I haven't seen him in two years or so ...

If you move down there. You should know that he put some spells in the tunnel. That's what scared your guys I think. Just ignore them. They are to confuse only and stave away curious people, and they rarely last more then few meters. I think they've grown a little stronger lately.... enough to keep me away.  she added quietly

Now the tricky part is that he has a pet - actually it's a hell hound. It was a really happy puppy and I called him Fofinho. He loved smoked meat. Especially if it was smoked to the point of being more coal then meat. I think it might have grown since I last seen it.

she silenced for a moment lost in thoughts

where was I .... oh yeah. When your gang'o'fools went there the shooting was heard. I don't think Enrico could have done them anything unprovoked, so they had to do something stupid. But I'm sure he only gave them a lesson, he wouldn't hurt anybody. But still, I don't think they returned since then.... I might have missed their passing however, as I didn't heard the one you brought to cross the gap....

All right. That's all I know. I hope we're even. If not I can add a cup of tea  :D she smiles beautifully.
[/spoiler]
At least we couls say we come in peace. we have not attacked yet or shown aggression against him, but he is confused.
Confused might mean we could use it for planting ideas, but also that he would not listen at all.
do we try?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-07-12/0802:11>
You already started. I'll follow. Let's wait for an answer before proceeding.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-07-12/0903:46>
http://www.rockpapershotgun.com/2011/10/25/cliffhanger-talk-shadowrun-online/
Just in case you do not know  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-07-12/1004:13>
Drone's radar taken over from the Sam on the point revealed the next room after the bedroom - it is some kind of living room chamber containing table, office desk and chairs complete with a kitchen to the right wall. This chamber also ends with a short corridor and a doors leading further.

Entering the bedroom chamber you notice that the bed is unmade, bathtub looks a little rusty and a rotten devil rat hangs from the ceiling. The air smells of spoiled meat. Most of the surfaces are covered with dust and many of them are made of fireproof materials. The opposite doors have a meter wide opening in the lower part that is covered with a leathery curtain.

Radar notices movement in the living room, but it indicated that something or someone moved out to the further chamber.

There isn't much happening on the astral side, the opaque walls block the line of sight, and the background count make travelling through the side walls uncomfortable at best for the risk of getting lost. The matrix side is also empty, with no nodes in range.

My point - We are in the room.

So the problem is not rushing or being impatient, but making best of the situation.
Fractal even got to the next room to look trough the curtains.
this is happened, there is no turning time back.
Sichr it looks like you are still standing in the room with the trapdoor in your mind, but the GM has moved us along here, so please could we get back to the story.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-07-12/1250:05>
I guess we will, for the first time, see what this team is worth in combat.

I bet on the opposition right now.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-07-12/1308:52>
I guess we will, for the first time, see what this team is worth in combat.

I bet on the opposition right now.
Defensive pessimism - Well well.  ???
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-07-12/1315:34>
The thing is that so far we don't know what the opposition is; it could be an awakened rabbit or the attack of the giant hogweed as far as we are concerned (and if it was, I would run as fast as I could).

Or it could be the ressurectionist bird from the Trash the Body electric mission, seeking revenge!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-07-12/1317:13>
OK
first, impatience almost get Sam killed. Twice.
Now
It would possibly get us killed all :)
As you say, in mz imagination, I was still at that chamber with trapdoors, surveying next room with the drone (I believe the room with trap spell).. If GM jumps us forward without oportunity to get good search, what can I do. It is even possible that Mouse will return at the end of the week to find out he is the only one left to face bloodmage. Bravo.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-07-12/1333:09>
OK
first, impatience almost get Sam killed. Twice.
Now
It would possibly get us killed all :)
As you say, in mz imagination, I was still at that chamber with trapdoors, surveying next room with the drone (I believe the room with trap spell).. If GM jumps us forward without oportunity to get good search, what can I do. It is even possible that Mouse will return at the end of the week to find out he is the only one left to face bloodmage. Bravo.

Your drone went into the room with a trap spell. Radar has a certain range, so I am always introducing you the next chamber, that is within range. Since the doors were safe, I've allowed you a peek into the room as well as a glimpse of movement there.

It didn't took long before Netz went further to the curtain and listened to what is happening further (which is happening regardless of how long you stay in previous chambers because of what happened in the spell trap room), and Sam carried over by shouting through the doors.

If you felt jumped over without an opportunity to perform detailed search, I can understand that, but the world isn't standing still around you.

Further on, you made a search in the trapdoor room, and there was no sign (physical, matrix or astral) of them ever walking on their feet into spell trap room. There are no hidden tunnels revealed by the radar, and there were no sign earlier of them retreating anyhow. Was there anything else you wanted to search for?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-07-12/1407:37>
Sorry seems that I am getting more and more confused :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-07-12/1415:43>
At this point it would seem proper to look for the way they get off that place the firefight happened, well since others are forward, I will comply and move on to meet our destiny...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-07-12/1434:20>
ain't gonna be pretty ;)
an IC please
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-07-12/1444:11>
Since we're probably going into combat mode soon and the scream was from the chamber that is after the living room (assuming that most of you are in bath room or  spell trap chamber), please make it quite clear in what order do you enter the final chamber.

as of now I assume that Fractal is diving in first.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-07-12/1538:13>
As I said, if no one interrupts him or call any better idea, yes, Fractal will dive in first. Hopefully with Lips astral form support, but that's Larz call.

We already know there is more than a mage there, at least a spirit can join him, and we're in his turf, which is bad.

But, hey, we are the protagonist, and the protagonists never die on their stories, isn't it? Well, except for that terror stories... What? Underground tunnels, headless corpses, people missing, the scene of a brutal murder? Oh, now I get it...  :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-07-12/1553:08>
at last ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-07-12/1718:11>
at last ;)
Sam is trying to make the living room a dead zone, filled with stun gas and frequent flash-bangs we can use the narrow tunnel to our advantage.
P.s. Sent i guess Neiro-stun is a clear gas right? so it should not temper with LOS  :(
For everyone
Neiro-stun is contact gas so if you are not in a biohazard suit it will have an effect on you. so if it comes to it, run.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-07-12/1727:17>
Kour, you are aware, of the fact that the radar readings show nothing alive in living room? there WAS movement, and it indicated that something moved out to the third chamber.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-07-12/1811:05>
Kour, you are aware, of the fact that the radar readings show nothing alive in living room? there WAS movement, and it indicated that something moved out to the third chamber.
yep, but do you close doors if you are in a hurry? - Actually Radar could tell us that, so in case i can edit it.
and the main thing is the gas grenade. and the question to the team if we make a no mans zone in the living room,
might even smoke the mage out.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-07-12/1838:29>
You guys are over complicating things, just bring the roof down on his head. That will take care of the mage.
:D
Hopefully, it won't take care of us as well.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/0346:02>
Kour, you are aware, of the fact that the radar readings show nothing alive in living room? there WAS movement, and it indicated that something moved out to the third chamber.
yep, but do you close doors if you are in a hurry? - Actually Radar could tell us that, so in case i can edit it.
and the main thing is the gas grenade. and the question to the team if we make a no mans zone in the living room,
might even smoke the mage out.

Maybe I wasn't clear enough?
The doors are closed, the leathery curtain is for the dog to move freely between chambers. Mind you the doors aren't locked, just closed.

also Fractal is going to dive into the lving room, you still want to throw grenades after him?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-08-12/0434:18>
Kour, you are aware, of the fact that the radar readings show nothing alive in living room? there WAS movement, and it indicated that something moved out to the third chamber.
yep, but do you close doors if you are in a hurry? - Actually Radar could tell us that, so in case i can edit it.
and the main thing is the gas grenade. and the question to the team if we make a no mans zone in the living room,
might even smoke the mage out.
Sam is faster, if the second door has the same hole for the dog, then he will just throw it in there.
Throwing delayed until i know whether there is a curtained lower part of the next doors.


Maybe I wasn't clear enough?
The doors are closed, the leathery curtain is for the dog to move freely between chambers. Mind you the doors aren't locked, just closed.

also Fractal is going to dive into the lving room, you still want to throw grenades after him?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/0518:55>
Take a look at the picture pls.
You are in bathroom chamber (first one from the left), there are two pairs of doors on each end of the short 1 meter long corridor, presumably there are two more pairs on each end of the second short corridor that separate living room (the second chamber) from the chamber that you heard somebody cutting himself while making sandwitch (the chamber that isn't yet on picture, but is located to the right).

The curtains give way easily if you are a large dog, but stilll throwing a grenade through two of them will be problematic. You can try though, I'll probably ask you to roll throwing weapons with a negative modifer of (not sure yet how large, probably -4 or -6), on failure the grenade will stop on first or second curtain.

The safest way, (that will require no modifiers to roll, or even no rolls if you don't care where the grenades land) would be to enter the short corridor, move the curtain with one hand and throw the grenades with the other.

and yes you're faster, if you want to dive in into living room before Fractal, please make it in IC. Note that the corridors between chambers are only one meter long and wide, so it will be difficult to squize two of you together while running through the opened doors and it would be impossible for two of you to simultaneusly go through the leathery curtain.

I am still waiting for reply from Larz and Sichr on how they will behave.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/0521:02>
Then again. I reread your IC posts, and it seems that you knew the situation well enough.

I've proceeded, as neither Lips nor Omar could have acted before you without resorting to using EDGE.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-08-12/0829:47>
Then again. I reread your IC posts, and it seems that you knew the situation well enough.

I've proceeded, as neither Lips nor Omar could have acted before you without resorting to using EDGE.
Grenada blows in one CT? right?
so Sam taking a grenade and activating it in the 1st IP in his pocket and throwing it only in the 3rd IP would be possible?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-08-12/0855:00>
Ok, people may think my action was careless, but I just wanted to enjoy the effects of Sam's grenade, okay? If needed, we just retreat.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/0902:26>
Then again. I reread your IC posts, and it seems that you knew the situation well enough.

I've proceeded, as neither Lips nor Omar could have acted before you without resorting to using EDGE.
Grenada blows in one CT? right?
so Sam taking a grenade and activating it in the 1st IP in his pocket and throwing it only in the 3rd IP would be possible?

I'd think that grenade blows in single IP, not CT, point me to a reference if otherwise.
If it's set to explode immediately after throw, you could do so in single IP IMO.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-08-12/0905:34>
There's this bit which corroborates your opinion, Sent:

Quote from: SR4A, 155
Timing Grenades
As noted under Timed Items and Initiative (p. 145), a grenade detonates on the next Initiative Pass using the Initiative Score of the character who threw it (unless the attacker is using an airburst link, see p. 322, in which it detonates on that Action Phase).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/0910:27>
thx.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/0937:47>
Kour, you are aware, of the fact that the radar readings show nothing alive in living room? there WAS movement, and it indicated that something moved out to the third chamber.

I've told there is no one in the living room :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-08-12/0949:44>
Well, after reading everything over again, I've noticed that I was imagining things quite differently (my mistake, but I was reading the map on the wrong direction).

Let's just assume the tension is really confusing the characters.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/0959:38>
I'll post some pictures in a moment. Hopefully they'll clear up things
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-08-12/1003:25>
Kour, you are aware, of the fact that the radar readings show nothing alive in living room? there WAS movement, and it indicated that something moved out to the third chamber.

I've told there is no one in the living room :D
And i told you i am making sure there will be no one.
Explosion first,  - flashbang, will make sure he thinks twice before opening that door, and if need arises there will be a neiro-stun to seal the tunnel so he can not follow without getting some nasty stun damage.

Sam can go in and if it goes bad the team can make sure the ones inside are gassed, would mean thou one more body to carry and a pair of hands less, but using neiro-stun in a closed room is bad too.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-08-12/1118:51>
Quote from:  Lips wants to finish this job as fast as possible
Weapon Foci: Deactivated
Power Foci: Deactivated
Lips Magic Attribute: 5-3 = 2
Spirit Force: 5-3 = 2

Estimated enemy spirit force: 4 + 3 = 7

It's only half as bad.
I've been thinking long about it, and while it is true, that background count reduces force of spirits, the positive impact, does not increase the spirit force but it's magic attribute (true that most of it's skill base on magic, but the skill themselves aren't increased like when the force is increased.

sogoing by your estimate - it would be force 4 with magic attribute of 7.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-08-12/1150:10>
It makes it interesting, a little challenges.

Lips hope is that the other kill the mundane body of Enrico fast and the spirit moves home, after the master is gone, usually spirits see no reason to fight for their (slave) master.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-08-12/1155:46>
There is just a little problem in all that scheme, Larz;
Lips is astrally project, ie. he can just target astral creatures... if our mage is not astraly projecting or perceiving, you cannot target him, only his spirits...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-08-12/1229:17>
I hope 3 runnes and 2 drones can deal with one mage.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-08-12/1238:21>
I hope so...

But are we still betting?  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-08-12/1523:11>
Quote from:  Lips wants to finish this job as fast as possible
Weapon Foci: Deactivated
Power Foci: Deactivated
Lips Magic Attribute: 5-3 = 2
Spirit Force: 5-3 = 2

Estimated enemy spirit force: 4 + 3 = 7

It's only half as bad.
I've been thinking long about it, and while it is true, that background count reduces force of spirits, the positive impact, does not increase the spirit force but it's magic attribute (true that most of it's skill base on magic, but the skill themselves aren't increased like when the force is increased.

sogoing by your estimate - it would be force 4 with magic attribute of 7.

Magical background affects directly spirits force. There is example in the Artifacts campaign, the scond IMO, where team meets insect spiricts on attuned area. scarry shit :p
(IMO you cannot separate force/magic of the spirit anyway, it is the same thing...)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/0520:45>
I hope 3 runnes and 2 drones can deal with one mage.  ;)

2 runners (Fractal and Sam) and 1 drone.
Omar, mouse and Lips bodies are behind guarded by a second drone

Magical background affects directly spirits force. There is example in the Artifacts campaign, the scond IMO, where team meets insect spiricts on attuned area. scarry shit :p
(IMO you cannot separate force/magic of the spirit anyway, it is the same thing...)

no spoilers please ;) I am playing artifacts, BUT STILL Force of spirits is directly affected  ->  increased ....

waiting for your next moves in IC
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/0928:14>
I hope 3 runnes and 2 drones can deal with one mage.  ;)

2 runners (Fractal and Sam) and 1 drone.
Omar, mouse and Lips bodies are behind guarded by a second drone

Magical background affects directly spirits force. There is example in the Artifacts campaign, the scond IMO, where team meets insect spiricts on attuned area. scarry shit :p
(IMO you cannot separate force/magic of the spirit anyway, it is the same thing...)

no spoilers please ;) I am playing artifacts, BUT STILL Force of spirits is directly affected  ->  increased ....

waiting for your next moves in IC

It aint spoiler. You will realize this possibility at the moment you speek with Johnson in second adventure :) this, or you are terribly optimistic :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/0931:09>
LOL, I hope I'll be abel enough to live until Artifacts II, that game is going MUCH slower than my own. We landed in Lagos, after a month RL or so. which I assume is still an entry scene or maybe the second.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/0940:04>
do you want me to roll for the fly spy drone? or is it easy enought that it can handle this as a routine?
Q: what is the light conditions in those rooms?

Also...you call for Initiative?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/0941:16>
Netz, I am assuming modifed version of your post, that you  carefully open the first one, enter the corridor and then kick open the second door. (rememebr there are short corridors between chamber with doors at every end.

please all of you make an init roll, will go into combat mode for clearer actions.

Kour, Sichr, yo are probable faster than Fractals, do you delay you action until he does his own, or do you act before him?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/0943:16>
do you want me to roll for the fly spy drone? or is it easy enought that it can handle this as a routine?
Q: what is the light conditions in those rooms?

No need to roll, until you'll need to do something along dodging lines.
There are electric lamps in the chambers past the spell trap chamber. Sorry for not mentioning it earlier.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/0946:18>
Netz, I am assuming modifed version of your post, that you  carefully open the first one, enter the corridor and then kick open the second door. (rememebr there are short corridors between chamber with doors at every end.

please all of you make an init roll, will go into combat mode for clearer actions.

Kour, Sichr, yo are probable faster than Fractals, do you delay you action until he does his own, or do you act before him?

You may roll inits, seems like we are not yet in combat mode, but we'll use the rolls later.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-09-12/0953:17>
Netz, I am assuming modifed version of your post, that you  carefully open the first one, enter the corridor and then kick open the second door. (rememebr there are short corridors between chamber with doors at every end.

please all of you make an init roll, will go into combat mode for clearer actions.

Kour, Sichr, yo are probable faster than Fractals, do you delay you action until he does his own, or do you act before him?

You may roll inits, seems like we are not yet in combat mode, but we'll use the rolls later.

Flash-bang has no stun effect but how does it work? in your games that is?

INI Sam 9+3=12 (http://invisiblecastle.com/roller/view/3368258/)
not sure if the not rolable part of the ini has the same modifers from damage if not then it's 14

I will probably flesh-bang the room before Fractal opens the door. or open the curtain for the drone to get in. :P

And what is my Radar saying, assuming Sichr is not jamming it again?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-09-12/1023:47>
Netz, I am assuming modifed version of your post, that you  carefully open the first one, enter the corridor and then kick open the second door. (rememebr there are short corridors between chamber with doors at every end.


Sorry, made the post in a hurry. You are right.

Also, sorry for making so much mistakes in the posts lately. It's been an strange period.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-09-12/1025:49>
Lips: Ini 13; Spirit: Ini 2 (http://invisiblecastle.com/roller/view/3368296/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-09-12/1029:47>
Quote from: Initiative
Intuition 4 + Reaction 3 = 7
Combat Paralysis in effect (First CT), so it's 4 dice to roll (in fact, 3, ignore the last one, as there's the stun modifier that I forgot to add)
3 dice = 1 hit (http://invisiblecastle.com/roller/view/3368300/); Initiative score = 4
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-09-12/1041:24>
Post assumed Sam sees everyone on his radar, being next to the door and everything.
Sent can you give us the dodge mod for the small space we are in. so we know how to roll when you surprise us.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1050:30>
wait...dowes it mean Sam stands between possible Target and D1 and has no place to move??? :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/1055:54>
There is a place in the corridor for one person and one drone to stay  and shoot through opened doors. Another person could shoot OVER the drone.

If the doors are closed, only a single person or drone can shoot through the curtain.

as of now, Fractal is in corridor, so Sam cannot open the curtain for a drone. but no problem Fractal can do so.

I'll be posting radar reading along with tactical update and info after FlySpy, as I assume, that no matter what, it seems that it will be going first.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/1058:14>
Netz, I am assuming modifed version of your post, that you  carefully open the first one, enter the corridor and then kick open the second door. (rememebr there are short corridors between chamber with doors at every end.

please all of you make an init roll, will go into combat mode for clearer actions.

Kour, Sichr, yo are probable faster than Fractals, do you delay you action until he does his own, or do you act before him?

You may roll inits, seems like we are not yet in combat mode, but we'll use the rolls later.

Flash-bang has no stun effect but how does it work? in your games that is?

INI Sam 9+3=12 (http://invisiblecastle.com/roller/view/3368258/)
not sure if the not rolable part of the ini has the same modifers from damage if not then it's 14

I will probably flesh-bang the room before Fractal opens the door. or open the curtain for the drone to get in. :P

And what is my Radar saying, assuming Sichr is not jamming it again?

about flashbang I think that it does 6S within 10 meters radius.
the rollable part of the ini is equal to attributes, so yes it gets reduced as well
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/1100:20>
guys, question to the rules wise.

is character action phase interruptable?

I mean you have simple action and simple action. Can a delayed action be used between simples?
Seeing that you can delay a single simple action, I'd think that it is possible to do so.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1101:14>
also giving some penalties due to flash -4/-2(with protection). There is roll to look away to not get blinded...IDN reactio + st, thresshold
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1104:08>
guys, question to the rules wise.

is character action phase interruptable?

I mean you have simple action and simple action. Can a delayed action be used between simples?
Seeing that you can delay a single simple action, I'd think that it is possible to do so.

Well you need to spend your delayed actions since the end of IP, isn`t it? Or leave it for another IP but that will replace your actions for that IP, so no problem anyway.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-09-12/1111:41>
Netz, I am assuming modifed version of your post, that you  carefully open the first one, enter the corridor and then kick open the second door. (rememebr there are short corridors between chamber with doors at every end.

please all of you make an init roll, will go into combat mode for clearer actions.

Kour, Sichr, yo are probable faster than Fractals, do you delay you action until he does his own, or do you act before him?

You may roll inits, seems like we are not yet in combat mode, but we'll use the rolls later.

Flash-bang has no stun effect but how does it work? in your games that is?

INI Sam 9+3=12 (http://invisiblecastle.com/roller/view/3368258/)
not sure if the not rolable part of the ini has the same modifers from damage if not then it's 14

I will probably flesh-bang the room before Fractal opens the door. or open the curtain for the drone to get in. :P

And what is my Radar saying, assuming Sichr is not jamming it again?

about flashbang I think that it does 6S within 10 meters radius.
the rollable part of the ini is equal to attributes, so yes it gets reduced as well
Not rollable and i meant stun damage modifier, not the Reaction Reduction.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-09-12/1229:29>
in the car now, tbe post will be when i arrive

not rollable part is not reduced, attributes aren't modified by damage only rolls
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-09-12/1233:21>
in the car now, tbe post will be when i arrive

not rollable part is not reduced, attributes aren't modified by damage only rolls
So Sams INI is 14

Base 12-1Reaction = 11
11 - 2 damage mod =9
Roll 9d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3368258/)
INI = 11+3=14
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-09-12/1235:32>
In this case, Fractal INI = 5;
Not much better.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1245:17>
damage counts into INI, so 9+3=12 ;)

SRA p.144. That was cheap, Sam ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-09-12/1306:21>
damage counts into INI, so 9+3=12 ;)

SRA p.144. That was cheap, Sam ;)
Quote from: SRA Page 144 and Page 163
Damage modifiers
Wound modifiers are dice pool modifiers that apply to nearly all tests the injured character may attempt, except for resistance tests. Wound modifiers are also applied immediately to a character’s Initiative Score, potentially affecting whether he goes before or after someone else in an Initiative Pass. If a wound modifier reduces his Initiative Score to 0 or less, the character cannot take any actions that Combat Turn.

Initiative Score
To determine a character’s Initiative Score, make an Initiative Test using his Initiative attribute. (A character’s Initiative attribute is the sum of Reaction and Intuition.) Edge may be used on this test. Add the hits to your Initiative attribute—this total is your Initiative Score. The gamemaster records the score for each character, from highest to lowest. The character with the highest score goes first and the others follow in descending order. If two characters get the same score, then they act simultaneously. If for some reason it is imperative to determine which one acts first, compare attributes to see who has the highest Edge, Initiative, or Reaction (resolving ties in that order).

INI is made up from the INI attribute and the net hits on INI test = INI Score.

My question was does the Damage Mod affect just the INI test OR the INI attribute as well.

Sent judged that it affects just the test so
11+((11-2)d6.hits(5)=3)=14  :P

Hope this clears everything up.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1413:47>
(A) Held up as a lovable children's rolemodel.
(B) Hung from a tree.
(C) Hung from a tree and shot.
(D) Hung from a tree, shot and run over by a Buick.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-09-12/1445:27>
(A) Held up as a lovable children's rolemodel.
(B) Hung from a tree.
(C) Hung from a tree and shot.
(D) Hung from a tree, shot and run over by a Buick.

Didn't see that coming... What?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1448:50>
Nothing :) just giving Sam the possibility to choose the way Ill treat him for teching me what "Initiative score" is, Ive never noticed that slight difference before :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-09-12/1501:12>
You guys are really weird... :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1504:41>
http://www.youtube.com/watch?v=kQ_4rqqet4I
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-09-12/1506:13>
Nothing :) just giving Sam the possibility to choose the way Ill treat him for teching me what "Initiative score" is, Ive never noticed that slight difference before :)
I will ge with
E) Getting a Hedgehog to give Sichr a hug  ::)
 :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1518:36>
poor animal :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-09-12/1544:13>
poor animal :)
everybody needs love, even you.  :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-09-12/1556:22>
well I dont

http://www.youtube.com/watch?v=Jkz1i1CNUo4

;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/0158:35>
 :o You Son of a human being!
We have now to thing not to kill the poor to death bleeding man, but still have to get by the Mage.  :-\
Neiro-stun in case he dies, but for now i think risking a Flash-bang would be OK, Team? 6S, could he take them? it seems he has his P monitors filled and in overflow, but what about stun? most likely that too. So we will need fast healing.
the mage seems to have armour spell on him, purely meta-game here as Sam has no visual.

Every one has Sam's Radar view as he shared it not long ago, so i assume they have seen the same thing he has, 4 headless corpses and one barely alive one.

My actions plan

Stun grenade

Or if Sent approves this:

Quote
One more Important Q before i post IC, and i intend to do so as fast as possible.

Would Smartgun and Radar Overlay interact?

The radar makes a 3D overlay on my vision, smartgun gives a cross-hair and other information one the gun, but would the cross-hair still be there if the only way to see the target would be trough Radar?

Idea is to shoot the mage even before the door opens using the taser and the small curtains, taking the -2 from using Radar vision and might even get some cover negatives for the spirit.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-10-12/0418:30>
You can shoot with smartgun and radar. no reason for them to be incompatible.
there would be modifeirs for -2 from radar, there will be modifier from range (no laser or visual enhancement apply) and shooting over barrier (this is a fireproof leather with an AR of 2), the mage is having a good cover from the spirit also for the purpose of defense.

btw. The feed from FlySpy is also shared IIRC
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-10-12/0457:56>
Does Lips see such a flash pang? If not, since he does not see/hear what the others discuss, he will charge.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-10-12/0535:35>
I guess our best bet is the flash-bang. And then rush in, guns blazing again. I believe Sam and Omar (on the drone) can make some bullets on most things, and I hope Lips can put up the fight against the spirit. Fractal will try to help, but frankly, with his only one IP and low dice pools, the most he can do is put a taser dart or two on someone, if he is lucky enough.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-10-12/0600:04>
Dont forget about soaking damage :). Very important function. 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-10-12/0600:47>
That third Body point bought will come into play, yeah!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-10-12/0601:24>
Your character may know from Trids or Shadowtalk that spirit usually vanish when the corresponding mage is knocked out or killed.

Which isn't what happens with Bloodspirits, I think, they go nuts and kill everything around them ... and then vanish. But I don't know if even Lips will know that.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-10-12/0618:56>
In fact, Fractal could even do an attack of will against the spirit; the problem would be hitting the guy, but his force of personality would make the attack quite powerful.

But I guess he would do better trying to cure the bleeding and coughing guy.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/0650:53>
If you need some rolls Sent Can make them, i will be away for 2 days
leaving you with the first action of Sam
activating chameleon suiteInfiltration(4) (http://invisiblecastle.com/roller/view/3369685/)
Grenade on first action and then  attacking with Taser:
first priority - Mage
second - Dog
third - spirit

hope to rejoin you sooner, then expected
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-10-12/0656:12>
Don't forget the roasted rat, which should count as improvised throwing weapon.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/0709:11>
Don't forget the roasted rat, which should count as improvised throwing weapon.
throw it down the pit, , jumping down to get it will be no problem for the beast, but getting back up will. :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-10-12/0914:58>
[...]Sam had already activated and thrown the grenade. it went off just as fractal kicked the door losing intensity every cm it moved. only fractal could have got blinded.[...]

Nope; Flare conpensation on the glasses prevents this unfortunate event... and even so, Fractal could navigate through ultrasound; no visibility modifier from glare.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/0928:49>
[...]Sam had already activated and thrown the grenade. it went off just as fractal kicked the door losing intensity every cm it moved. only fractal could have got blinded.[...]

Nope; Flare conpensation on the glasses prevents this unfortunate event... and even so, Fractal could navigate through ultrasound; no visibility modifier from glare.
as far as i know, and this is not much, but i think it only limits it's effect.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-10-12/1007:24>
Quote from: SR4A, pg.333
Flare Compensation: This protects the user from blinding
flashes of light as well as simple glare.
Flare compensation also protects
users with thermographic vision from heat flashes and glare from
infrared lighting. It eliminates the vision modifiers for glare.

Okay, a Flash-Bang is not just about the flash, there's also the bang (the loud sound); and for this one there's Select Sound Filter, when you already know there will be the sound.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-10-12/1304:44>
just a note, you go right after grenade explode, or right after it's thrown? (ther is one IP difference)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-10-12/1308:29>
Right after it explodes.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-10-12/1310:59>
Sorry for that speech, Sam :) You`ve always appreciated some tactical preparations (aehmplanningaehm) and I didnt to waste that recon I made to skip using the info at least to offer some targets assignation :)
Im prepared to act at the end of it ;)
GM: Sent: the message will be sent any way...if Mouse won`t use his spy, Ill use mine.
And lets hope mage is set to normal perception so flashbang would have some effect on him
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/1314:10>
just a note, you go right after grenade explode, or right after it's thrown? (ther is one IP difference)
after n at the time of explosion.
There is no point to go sooner.

Mouse has  one flasbang and one gas grenede. They are ment to keep the rear team safe in case Sam and Fractal bites it. Or sooner if needed.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-10-12/1320:51>
please
serriously consider the possibility everyone living will stay out of LOS from that mage...lets at least try to lure spirit and dog outside that room...
and let D1 in as first so if wasted, it is only a machine, not Fractal   ???
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/1330:33>
please
serriously consider the possibility everyone living will stay out of LOS from that mage...lets at least try to lure spirit and dog outside that room...
and let D1 in as first so if wasted, it is only a machine, not Fractal   ???
That would be preferable, but Sam likes to be prepared.

But much easier would be to blow the home skyhigh.
Sam sill has a Kg of plastic explosives.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-10-12/1331:58>
lets make this D1 kamikadze then ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-10-12/1336:37>
As you wish, people, as you wish.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/1340:06>
lets make this D1 kamikadze then ;)
one kg should be enough. To destroy two rooms if placed in the door frame.
The footage of the men sjould show that this was too dangerous to let go on.

We are at planing again  ;D
Bow mare plant, Ohh memories.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-10-12/1342:35>
There are IC's in place, I'll resolve, them as they were, I just wanted some confirmation.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-10-12/1349:01>
There are IC's in place, I'll resolve, them as they were, I just wanted some confirmation.
IC is stone that can not ne changed at a whim, but that does not mean we can not joke around with ideas
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-11-12/1530:15>
OK ill try to get attention and lure the beast into the previous room to separate it from the master (too bad we dont get oportunity to use that Rat-on-the-String trick we have  been planning :) ) Just As a memory note for anoe :)
Stay out of LOS from mage!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-11-12/1747:18>
Sensor(3)+Gunnery(4)+Smartgun(2)+VR(2)-Recoil(2) (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3371312/) :'(

Well, you said the dice would come to bite your hand in your next roll... And they listened!  :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-12-12/0400:39>
Where is the flash bang? It was slingshoted out of the room.
so where did it stop?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/0404:36>
at the west wall of the living room
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/0521:54>
Lips: Why dont you use your weapon foci? Just for curriosity? BGC doesnt affect it, so it is available, well Ive noticed that you turned it off previously ???
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-12-12/0646:06>
Background Count does effect Foci.

Quote from: Street Magic, p.118
    Pre-existing   wards,   mana   barriers,   active   foci,   sustained   
spells,   and   quickened/anchored   spells   are   similarly   affected.   
Reduce   their   Force   by   the   absolute   value   of   the   background   
count.   If   the   Force   is   reduced   to   zero   or   less,   wards   and   mana   
barriers    will    collapse,    foci    will    deactivate,    and    spells    will   
fizzle.   The    enchantment    on    a    quickened/anchored    spell    or   

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-12-12/0652:07>
Is this barrier a wall or more roundly shaped like the visible part of a ball?

Latter would suggest, Lips can't fly around it through the walls to first attack the protecting guard spirit.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/0717:48>
The guardian spirit stepped out of the protecting barrier.
The barrier itself is part of a ball around a center being the sacrifice circle.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/0727:02>
Background Count does effect Foci.

Quote from: Street Magic, p.118
    Pre-existing   wards,   mana   barriers,   active   foci,   sustained   
spells,   and   quickened/anchored   spells   are   similarly   affected.   
Reduce   their   Force   by   the   absolute   value   of   the   background   
count.   If   the   Force   is   reduced   to   zero   or   less,   wards   and   mana   
barriers    will    collapse,    foci    will    deactivate,    and    spells    will   
fizzle.   The    enchantment    on    a    quickened/anchored    spell    or   

Ah...
Understand. Maybe a technical pause to clear something out:
Negative background count affects foci. Well negative background count will affect everyone here, despites traditions. What we have here is domain. Positive background count Aspected to some tradition. Affects other traditions as negative dicepool. Well it speaks about affecting characters, IDN is you can have Foci affected by tradition.

So this are two different things:
Negative BGC: 0 to -xxx : affects anyone, including foci etc
Aspected possitive BGC: depends on tradition or nature of Aspected domain...may be possitive or negative for character.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/0735:34>
Since you need to Bind a foci to the character, you spend Karma on it, you atttune it for use with a given tradition.

The answer is yes BGC affect Foci.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/0752:58>
OK
As for that pictur..
Wasnt it necessary for D1 to be able to fire at dhe dog to inside the room? It is quite fast but it looks like that it stopped inside some corridor...?
Edit: I also posted that D1 passed through those opened doors...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/0901:04>
is it as it should be now?

You got LOS toward Enrico, but -2 for being in melee
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/0936:54>
affirmative
:(
not that I like this possitionmuch more, I hear hellsbells there, well what Ive said Ive said, so no pulling punches   >:(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-12-12/1012:29>
Lousy, lousy roll for a lousy, lousy action...

Well, there's one thing that I think I overlooked, and now I need to ask (if needed, I change the last action): I don't know if it's possible to do an Attack of Will with just a simple action (it's not explicitly stated if it takes a Simple Action or a Complex Action, but I guess it would be a Complex one, since it's said that "When in melee with a spirit, a character may elect to make an attack of will rather than a normal melee strike", and since a Melee attack is a complex action, I believe I made a mistake).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-12-12/1020:12>
Sent, are there other ways out of the chamber Sam knows of due the radar or is there only this one?

trapping the mage seems the only tactical option with minimum risk and maximum effect, but it will take time until we can get the bodies.

also can fractal close the door or is the spirit blocking them?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/1025:43>
Lousy, lousy roll for a lousy, lousy action...

Well, there's one thing that I think I overlooked, and now I need to ask (if needed, I change the last action): I don't know if it's possible to do an Attack of Will with just a simple action (it's not explicitly stated if it takes a Simple Action or a Complex Action, but I guess it would be a Complex one, since it's said that "When in melee with a spirit, a character may elect to make an attack of will rather than a normal melee strike", and since a Melee attack is a complex action, I believe I made a mistake).

yep, that's complex. I'm removing my post also.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/1045:20>
Sent, are there other ways out of the chamber Sam knows of due the radar or is there only this one?

trapping the mage seems the only tactical option with minimum risk and maximum effect, but it will take time until we can get the bodies.

also can fractal close the door or is the spirit blocking them?

Doors are opening to the inside of the laboraty chamber. Fractal kicked them in, and now they are blocked both by the guardian spirit, and by drone.

There are no other ways to this chamber. The tunnel probably was meant to lead somewhere, when it was built, but at some point the work was abandoned and it is now a deadend that Enrico adapted for his laboratory.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-12-12/1105:24>
Doors are opening to the inside of the laboraty chamber. Fractal kicked them in, and now they are blocked both by the guardian spirit, and by drone.
at least the outer ones can be closed right?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-12-12/1119:26>
Okay, I've deleted the last post... By the map you put here, do Fractal has any possibility of shooting the mage, or is the guardian spirit blocking him completely?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/1123:12>
You have LOS, there is -2 for being in melee, the closing also removed the good cover. So only distance matter now (6 meters) and melee modifier.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-12-12/1204:18>

Quote from: ooc
You forgot about the modifier of -3 for being in melee range (two meters) from someone actively trying to block your attack. That knocked out the hit you got.

moving to the next IP.

And I was with the OOC thread opened, reading your last post. Even then I forgot this...

This will teach me not to post crazily while on fever.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/1229:32>
what the...he paid Edge to go first?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/1232:16>
Since the Guardian Moved in first IP, so he no more has delayed actions, and he acts an the initiative he uses his action, which was After the D1 moved...am I wrong?

Hm...
Also...Enrico commanded the spirit to throw out the grenade at first IP...well he may have more IPs, so this is just comment
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/1249:44>
Whatever. At least you gave me sattisfaction.,

Saving this for later:
Omar dont need any further directions, as he heard Fractals shout and understatnds what his commerade fees, having that spirit in face to face possition.

Narrow Long burst (+4Damage)
Sensor(3)+Gunnery(4)+Smartgun(2)+VR(2)-In Melee(3) (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3372295/)

Narrow Short burst(+2Damage)
Sensor(3)+Gunnery(4)+Smartgun(2)+VR(2)-In Melee(3) (8d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3372298/) (at least no glitch)

EDIT: Aiming for mage this time...

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/1800:49>
what the...he paid Edge to go first?

Guardian spirit and Enrico had delayed their action from previous CT.
But then again, they weren't needed. Since you all delayed until Fractal which happened at initiative 5, all of you had to delay and then acted on interrupts. Enrico used his free action to send a mental command and delayed his complex action further to the second IP
Guardian spirit acted complex (on psychokinesis) and later a free (on movement).

In the IP 2, they have Guardian spirit his normal second IP and Enrico his delayed complex action from previous IP.

Do I miss something? Is it something illegal?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-12-12/1818:43>
Kour, I got a little discussion with Thermo on the Radar sensor operations, and it cleared a thing for me (you can read it in Dawn of the Artifacts OOC). Startign form the next game, this will work like he described.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-12-12/1843:46>
what the...he paid Edge to go first?

Guardian spirit and Enrico had delayed their action from previous CT.
But then again, they weren't needed. Since you all delayed until Fractal which happened at initiative 5, all of you had to delay and then acted on interrupts. Enrico used his free action to send a mental command and delayed his complex action further to the second IP
Guardian spirit acted complex (on psychokinesis) and later a free (on movement).

In the IP 2, they have Guardian spirit his normal second IP and Enrico his delayed complex action from previous IP.

Do I miss something? Is it something illegal?

I realized this sequence after Ive posted this...you better adjust initiative list in your post to avoid confusion..since we all have Fractal`s ini (or lower)...even spirit and Enrico (who reacted on the grenade thrown, command is simple action so he don`t have anything delayed for second IP ;) maybe single and free action if you rule that player can separate his pass into more phases...)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/0318:07>
Hi Snake. Please, just add one thuig to your post...since Omar mentions the Hub in prevous conversation related to message, IMO Mouse will understand that it means more than just Bob (and since the hub is home to the most technomancers in Denver Mouse will probably know this and have his own ways...). Omar will provide specific adress - Shadowrunnes BBS (something like this forums :) ) where to send the message.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/0403:01>
Kour, I got a little discussion with Thermo on the Radar sensor operations, and it cleared a thing for me (you can read it in Dawn of the Artifacts OOC). Startign form the next game, this will work like he described.
Sure, this is somthing we still have in the gray area, can you give me a pointer where exactly it is? in the Artefact OOC? approximate page or ...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-13-12/0732:23>
preety much last page as of now (9)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-13-12/0733:09>
Snake, excellent post :)
+1 edge point if you aren't at full.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-13-12/0742:41>
what the...he paid Edge to go first?

Guardian spirit and Enrico had delayed their action from previous CT.
But then again, they weren't needed. Since you all delayed until Fractal which happened at initiative 5, all of you had to delay and then acted on interrupts. Enrico used his free action to send a mental command and delayed his complex action further to the second IP
Guardian spirit acted complex (on psychokinesis) and later a free (on movement).

In the IP 2, they have Guardian spirit his normal second IP and Enrico his delayed complex action from previous IP.

Do I miss something? Is it something illegal?

I realized this sequence after Ive posted this...you better adjust initiative list in your post to avoid confusion..since we all have Fractal`s ini (or lower)...even spirit and Enrico (who reacted on the grenade thrown, command is simple action so he don`t have anything delayed for second IP ;) maybe single and free action if you rule that player can separate his pass into more phases...)

You were going in IP 1 at init of Fractal, but since you all interrupted usign delayed action, the sequence of interrupts was set by the original initiative.
That still leave a question if a free and complex actions can be separated into more than a single pass. I don't see a reason why it shouldn't be allowed, so until proven otherwise this is how it stands.

Last thing is the command to the spirit. I assumend (incorrectly) that commanding a spirit is a free action - the telepatic link and sending a phrase being a free action. Since it isn't, Enrico has only a simple left for the rest of CT and cannot cast a spell.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/0826:41>
OOC:
radar perception: any cyber on them? all cyber with 100 meters are detected automaticaly
matrix perception - any other nodes except the commlink in common signal range? What are the stats of the commlink?
Computer(1) + Analyze(5) -> 6d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3372224/), presence of nodes, beatup commlink access_id, firewall on the beat commlink


Detection out to 100m? Automatic success with a Rating 1 Radar Scanner? doesn't work like that, omae...
Your radar cyberware system has a range of 100m, but it only functions as a millimeter wave scanner up to 15m (SR4a pg. 262). You'll need to roll to detect the cyberware on that table. Trying to detect standard cyberware only takes one hit, but you only bought a rating 1 scanner for 3000 nuyen, so you only roll one die.

Roll 1d6 10 times, I'll let you know if you detect anything on the hits


:), finally understood that piece of cyber, makes a lot more sense now. there is modifer, if they got more than one piece of cyber.
anyway, here's the roll. 1d6.hits(5)=1, 1d6.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)=0, 1d6.hits(5)=0, 1d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3372666/) single hit.

Quote
Radar Sensor:
 This device emits ultrawideband and terahertz radar in short stepped-frequency pulses. An expert system analyzes the Doppler shift in the bounced signals and converts the information into a three-dimensional “map” that overlays (or replaces) the user’s visual senses, similar in some ways to ultrasound. The advantage to the radar sensor is that it can “see” through walls and other materials, which appear as translucent. This system is excellent for detecting motion (even as slight as breathing), calculating exact distances, and allowing the character to visualize floorplans, locations of people, and placement of materials like weapons. It is unaffected by visual tricks like camouflage and Invisibility spells. It is unable to ascertain colors, lighting, or other visual features.
The radar sensor uses the same Visibility modifiers as ultrasound. It can penetrate its rating x 5 of cumulative barrier Structure ratings (see p. 157, SR4). For example, a Rating 2 radar sensor could “see through” two Structure rating 5 walls. It can be used to detect weapons and cyberware on a person in the same way as millimeter wave radar (p. 255, SR4). Radar sensor cyberware has an effective Signal rating of 2 for determining the sensor’s range. Radar sensors are vulnerable to jammers and jamming.

Quote
Millimeter wave detection systems, also known as cyberware scanners, process video taken in the millimeter wave spectrum to identify the energy signature of cyberware and concealed items (specifically weapons) on a person. These devices can “see through” thick layers of clothing and other concealment to identify items from a distance of 15 meters away. To determine if the detector scans cyberware or a prohibited item, roll the Device rating and compare the hits scored to the thresholds given on the Cyberware Scanner Table. Millimeter wave scans can detect any non-biological item by its shape and composition, assuming the item is listed in the device’s database. If the threshold is reached, the scanner detects the item/implant and notes its general locations and type; additional hits provide more detail (function, model, grade, etc.).

This actually is quit good, now i know what to roll when using the radar, the automatic succes was a bit boring, but i would say i daubt the 15m rule.

the Millimetre works only 15m it is it's effective range, and it does not do anything outside it is range and if you want one here it costs only 225¥ at max rating (MAD Scanner (Rating 1–3)  Rating x 75¥)
Radar sensor is much more powerful it works on 6 times the range, you say that it loses the power to see cyberware after the first 15, right? then why can it still perceive iron doors and stone walls and humans later on? if it works in the 100 m range why can it only see cyberware in the first 15? is there some logical explanation why this arbitrary number?

It can be used to detect weapons and cyberware on a person in the same way as millimeter wave radar (p. 255, SR4)

this is matter of interpretation, I agree, but this states the way not the distance or the way the dice should be rolled. if it works exactly the same way then why not write it follows exact the same rules? i think it described the functionality of the sensor more then the attributes. stating it uses waves to see trough the person and see non-biological stuff on him.

The advantage to the radar sensor is that it can “see” through walls and other materials, which appear as translucent. This system is excellent for detecting motion (even as slight as breathing), calculating exact distances, and allowing the character to visualize floorplans, locations of people, and placement of materials like weapons. It is unaffected by visual tricks like camouflage and Invisibility spells.
Why will these functions work as well just for 15m and then become a blur?

My point in short - How can i allow a device to see trough a wall and see a human there in the distance of 80m if you say it does not see a LMG in a coat in the distance of 20m.

Hope this looks like no explosion but an argument  :) not meaning to take away Sichr's Monopoly.  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/0905:40>
9d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3373488/)
forgot to include in the IC  :-\

Edit:
adding Resistance roll here 9d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3373571/)
re-rolling misses 5d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3373574/)
resisted, but edgeless
As far as i remember Fractal got only one IP, Sam remembers it too, so he will have to get fractal out of the door and to safety in the next IP
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1346:03>
got a idea, could we call Ryker to send some spirits our way?
he would help us out don't you think?  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1347:23>
got a idea, could we call Ryker to send some spirits our way?
he would help us out don't you think?  ;D

no signal here :(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1351:55>
got a idea, could we call Ryker to send some spirits our way?
he would help us out don't you think?  ;D

no signal here :(
you are sending a message by a drone, just ad one more to the one for BOB.
 astral help will be here in a sec as they can travel fast and summon is just a complex action.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1400:18>
About that satisfaction I mentioned before...Ive been looking at FAQ if Rig improves dicepool for full defense dodge...and according to FAQ it does, even for gunnery etc, so that made my day :)
Well you better read it...IDN if I read that answer correctly :P

got a idea, could we call Ryker to send some spirits our way?
he would help us out don't you think?  ;D

no signal here :(
you are sending a message by a drone, just ad one more to the one for BOB.
 astral help will be here in a sec as they can travel fast and summon is just a complex action.
Well it would take lot of time for the drone to reach Signal point...and by that time we may be dead  :'(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1540:50>
Not sure this is doable in one turn, but I hope we can. Sam should be able to carry 80Kg  and i doubt fractal is over average, i recall him being smaller then average.


Sam takes Fractal(3) (http://invisiblecastle.com/roller/view/3374018/) and starts running out of the Room where he had just set the Charges

Lifting and Carrying (STR + BOD )
A character can lift off the ground 15 kilograms per point of Strength without making a test. If the character wishes to lift more than that, she may make a Strength + Body Test. Each net hit increases the weight she can lift by 15 kilograms more.
 A character can lift 5 kilograms per point Strength over her head without making a test. If the character wishes to lift more than that over her head, she may make a Strength + Body Test. Each net hit increases the weight she can lift by 5 kilograms more. Characters can lift and carry their Strength x 10 kilograms in weight without any sort of test. Lifting and carrying more than that calls for a Strength + Body Test. Each hit increases the weight she can lift by 10 kilograms more. For more details on carrying gear, see Carrying Gear, p. 310.


Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1545:52>
and what the hell happened to fractal?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1547:22>
I mean...he is still kicking aint he?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1547:59>
and what the hell happened to fractal?
Out of ip's and he is playing the combat monster here.  :-\
Last turn Sam said to get out, but he attacked so now Sam has to get him out.
And taking 6S with a body of 3 is knock-down.
Edit : kicking 9/10S and on the ground
Sam and Fractal need to vanish as fast as they can, one hit and they are down.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1553:49>
knocked down ON that spirit!!!

http://www.youtube.com/watch?v=yu_RRBh_EKU
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-13-12/1555:17>
Larz. there are no forms of ranged attack in astral other then mana spells (which on it's own is a conflicting rule IMO).
Thus there is no matter of range only LOS.

However, you might fly over the chamber wall to the living room chamber, the wall will make an opaque barrier between you, breaking the LOS.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-13-12/1614:41>
and what the hell happened to fractal?
Out of ip's and he is playing the combat monster here.  :-\
Last turn Sam said to get out, but he attacked so now Sam has to get him out.
And taking 6S with a body of 3 is knock-down.
Edit : kicking 9/10S and on the ground
Sam and Fractal need to vanish as fast as they can, one hit and they are down.

Yup, Fractal is out of actions (damn 1 IP characters); well, in fact he didn't use his Free Action (and if Sam will try to drag him out of the fight, he will use it to curse "Damn you, damn you to hell" at the spirit and the mage, since that's the right thing to do).
I don't think this "fight" (or Fractal) will last any more Combat Turn; but if it manages to go so far, he will run like hell out of it.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1626:26>
and what the hell happened to fractal?
Out of ip's and he is playing the combat monster here.  :-\
Last turn Sam said to get out, but he attacked so now Sam has to get him out.
And taking 6S with a body of 3 is knock-down.
Edit : kicking 9/10S and on the ground
Sam and Fractal need to vanish as fast as they can, one hit and they are down.

Yup, Fractal is out of actions (damn 1 IP characters); well, in fact he didn't use his Free Action (and if Sam will try to drag him out of the fight, he will use it to curse "Damn you, damn you to hell" at the spirit and the mage, since that's the right thing to do).
I don't think this "fight" (or Fractal) will last any more Combat Turn; but if it manages to go so far, he will run like hell out of it.
I was thinking more on the Shoulder, but i can drag too  ;D
depends how heavy Fractal is?
average elf is 80Kg, but I remember him being a bit smaller then that?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1627:38>
throw there that toxin before you go...please...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-13-12/1632:54>
He is lighter than most elves, something on his 70kg or even a little less, on my imagination.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1644:11>
throw there that toxin before you go...please...
it will go of in Sam's turn, after the spirit will have had the chance to bring it back to us, and vector is bad news for us too.

if mouse throws one in and fractal blows the door while i am getting him out of there i am all game for it  ;D
just do not let the spirit bring it back to us.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-13-12/1652:46>
Larz. there are no forms of ranged attack in astral other then mana spells (which on it's own is a conflicting rule IMO).
Thus there is no matter of range only LOS.

However, you might fly over the chamber wall to the living room chamber, the wall will make an opaque barrier between you, breaking the LOS.
Can Lips fly directly to the left (e.g. to the left door between bed and living room), without any walls or obstacles in his LOS to the spirit. And if so, what would the BC be there?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1700:49>
Knockdown (for 6 meters actually)

EDIT: And please please, read Augmentation p. 120 -121 :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1702:53>
I know its optional...well I like it veeeery much :) not the same for my players...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1704:33>
The last free action Omar uses to Jump into the FlySpy, that is silently observing the room. Autopilot takes D1 from here...

Moved to IC. I deffintly should use so many browser windows for shadowrun :) at least none of them is facebook... :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1742:53>
Not sure this is doable in one turn, but I hope we can. Sam should be able to carry 80Kg  and i doubt fractal is over average, i recall him being smaller then average.


Sam takes Fractal(3) (http://invisiblecastle.com/roller/view/3374018/) and starts running out of the Room where he had just set the Charges

Lifting and Carrying (STR + BOD )
A character can lift off the ground 15 kilograms per point of Strength without making a test. If the character wishes to lift more than that, she may make a Strength + Body Test. Each net hit increases the weight she can lift by 15 kilograms more.
 A character can lift 5 kilograms per point Strength over her head without making a test. If the character wishes to lift more than that over her head, she may make a Strength + Body Test. Each net hit increases the weight she can lift by 5 kilograms more. Characters can lift and carry their Strength x 10 kilograms in weight without any sort of test. Lifting and carrying more than that calls for a Strength + Body Test. Each hit increases the weight she can lift by 10 kilograms more. For more details on carrying gear, see Carrying Gear, p. 310.


He is lighter than most elves, something on his 70kg or even a little less, on my imagination.


Still my action if it is possible, is to carry Fractal out of the Danger zone of the Explosion, 15 m should get us out of the second room, and if there are no secondary explosions this room should still be intact. not so sure about the living room and the laboratory. at least halfway they should be destroyed and collapsed.

Even thou he could geek the mage, or at least hurt him a bit more, everything he knows from the old horo-flics point toward life stealing zombies and blood magic using sacrifices to stay alive even when fatally wounded, so better getting away from here while they still can trap him down here.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-13-12/1818:08>
Knockdown (for 6 meters actually)

EDIT: And please please, read Augmentation p. 120 -121 :D

The sever wounds are optional. I've decided to not use them some time ago (not sure which run). SInce they work both ways, and I dont want to cripple players, beyond fun factor.

As for the knockdown. Enrico is prone (after he bounced from the wall behind him), but he isn't knocked down in the meaning of stun.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1819:19>
you know...lol
this delaying action since 3rd IP, when character has only 1IP...tststs lol
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-13-12/1822:13>
you know...lol
this delaying action since 3rd IP, when character has only 1IP...tststs lol

;) initiative sequence is SR is just one big mess, I don't think I've seen two GM's where it has been conistently ruled on.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1823:43>
Can sam carry Fractal or not ???
Waiting for an answer for a long time now  :-\
if what I described is doable, Sam will try to leave the Room toward the team.
and what would it be action-wise?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-13-12/1826:14>
Can sam carry Fractal or not ???
Waiting for an answer for a long time now  :-\
if what I described is doable, Sam will try to leave the Room toward the team.
and what would it be action-wise?

I think, I've responded on that :/ in next IP you can pick him up. (you can run only one/third of your running pace in a single IP) and you have 8 meters to run out of this chamber.

picking him up is a complex action.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-13-12/1827:51>
let me help you at least with that separating actions for different passes..which is really hilarious.

Quote from: SRA p.144
A. DECLARE ACTIONS
The acting character declares his actions for the Action Phase. He may
take  two  Simple  Actions  or  one  Complex  Action.  Alternately,  the
character can choose to delay his action until a later Action Phase in
that Combat Turn (see Delayed Actions, p. 145).
The character may also declare one Free Action during either this
Action Phase or on any subsequent Action Phases in the Combat Turn.
Likewise, any character who has already acted in the Combat Turn
prior to this Action Phase and still has his Free Action left may declare
it at this point if he chooses.

2s or 1c
At least that spirit left some space for Sam to get Fractal away.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/1836:03>
Can sam carry Fractal or not ???
Waiting for an answer for a long time now  :-\
if what I described is doable, Sam will try to leave the Room toward the team.
and what would it be action-wise?

I think, I've responded on that :/ in next IP you can pick him up. (you can run only one/third of your running pace in a single IP) and you have 8 meters to run out of this chamber.

picking him up is a complex action.
Closing the door is simple action or complex?
and if the spirit is still in the Room i will have to shoot the Mage no point in doing it if he can get out by himself next turn.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-13-12/2024:28>
Snake, excellent post :)
+1 edge point if you aren't at full.
Thanks.
If Mouse would have interpreted Unca Omar's instructions to include some sort of blog site or TM node, then a copy would be sent to Gimly as well, he (it) will know what to do with it.
Otherwise, I'll leave the post as is.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-13-12/2054:05>
Succeed on a Stand Up Simple Action (which is unlikely, due to damage modifiers), he could run on his own legs...

But as it really seems unlikely, he would appreciate any help possible.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/2104:26>
Succeed on a Stand Up Simple Action (which is unlikely, due to damage modifiers), he could run on his own legs...

But as it really seems unlikely, he would appreciate any help possible.
if you add edge you can buy the 2 hits

Does Sam receive a Critical success for Knock-downing Fractal? and almost knocking himself unconscious? 
Joke - ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Thermo on <02-13-12/2112:54>
OOC:
radar perception: any cyber on them? all cyber with 100 meters are detected automaticaly
matrix perception - any other nodes except the commlink in common signal range? What are the stats of the commlink?
Computer(1) + Analyze(5) -> 6d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3372224/), presence of nodes, beatup commlink access_id, firewall on the beat commlink


Detection out to 100m? Automatic success with a Rating 1 Radar Scanner? doesn't work like that, omae...
Your radar cyberware system has a range of 100m, but it only functions as a millimeter wave scanner up to 15m (SR4a pg. 262). You'll need to roll to detect the cyberware on that table. Trying to detect standard cyberware only takes one hit, but you only bought a rating 1 scanner for 3000 nuyen, so you only roll one die.

Roll 1d6 10 times, I'll let you know if you detect anything on the hits


:), finally understood that piece of cyber, makes a lot more sense now. there is modifer, if they got more than one piece of cyber.
anyway, here's the roll. 1d6.hits(5)=1, 1d6.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)=0, 1d6.hits(5)=0, 1d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3372666/) single hit.

Quote
Radar Sensor:
 This device emits ultrawideband and terahertz radar in short stepped-frequency pulses. An expert system analyzes the Doppler shift in the bounced signals and converts the information into a three-dimensional “map” that overlays (or replaces) the user’s visual senses, similar in some ways to ultrasound. The advantage to the radar sensor is that it can “see” through walls and other materials, which appear as translucent. This system is excellent for detecting motion (even as slight as breathing), calculating exact distances, and allowing the character to visualize floorplans, locations of people, and placement of materials like weapons. It is unaffected by visual tricks like camouflage and Invisibility spells. It is unable to ascertain colors, lighting, or other visual features.
The radar sensor uses the same Visibility modifiers as ultrasound. It can penetrate its rating x 5 of cumulative barrier Structure ratings (see p. 157, SR4). For example, a Rating 2 radar sensor could “see through” two Structure rating 5 walls. It can be used to detect weapons and cyberware on a person in the same way as millimeter wave radar (p. 255, SR4). Radar sensor cyberware has an effective Signal rating of 2 for determining the sensor’s range. Radar sensors are vulnerable to jammers and jamming.

Quote
Millimeter wave detection systems, also known as cyberware scanners, process video taken in the millimeter wave spectrum to identify the energy signature of cyberware and concealed items (specifically weapons) on a person. These devices can “see through” thick layers of clothing and other concealment to identify items from a distance of 15 meters away. To determine if the detector scans cyberware or a prohibited item, roll the Device rating and compare the hits scored to the thresholds given on the Cyberware Scanner Table. Millimeter wave scans can detect any non-biological item by its shape and composition, assuming the item is listed in the device’s database. If the threshold is reached, the scanner detects the item/implant and notes its general locations and type; additional hits provide more detail (function, model, grade, etc.).

This actually is quit good, now i know what to roll when using the radar, the automatic succes was a bit boring, but i would say i daubt the 15m rule.

the Millimetre works only 15m it is it's effective range, and it does not do anything outside it is range and if you want one here it costs only 225¥ at max rating (MAD Scanner (Rating 1–3)  Rating x 75¥)
Radar sensor is much more powerful it works on 6 times the range, you say that it loses the power to see cyberware after the first 15, right? then why can it still perceive iron doors and stone walls and humans later on? if it works in the 100 m range why can it only see cyberware in the first 15? is there some logical explanation why this arbitrary number?

It can be used to detect weapons and cyberware on a person in the same way as millimeter wave radar (p. 255, SR4)

this is matter of interpretation, I agree, but this states the way not the distance or the way the dice should be rolled. if it works exactly the same way then why not write it follows exact the same rules? i think it described the functionality of the sensor more then the attributes. stating it uses waves to see trough the person and see non-biological stuff on him.

The advantage to the radar sensor is that it can “see” through walls and other materials, which appear as translucent. This system is excellent for detecting motion (even as slight as breathing), calculating exact distances, and allowing the character to visualize floorplans, locations of people, and placement of materials like weapons. It is unaffected by visual tricks like camouflage and Invisibility spells.
Why will these functions work as well just for 15m and then become a blur?

My point in short - How can i allow a device to see trough a wall and see a human there in the distance of 80m if you say it does not see a LMG in a coat in the distance of 20m.

Hope this looks like no explosion but an argument  :) not meaning to take away Sichr's Monopoly.  ;D

Actually, I stand by my ruling that it only works out to 15m as a cyberware scanner. I've actually got some experience with millimeter wave scanners in the airline security industry. They're typically referred to as "backscatter" sensors. They shoot a specific high-frequency wavelength at the target at a really high power and it can penetrate clothing to see things underneath when the reflected energy is measured. Since it's a high-frequency high-power system, it needs to be very directed and the range is not very far. A standard radar system has a much longer wavelength, and therefore can go much further using a given amount of energy. But as the wavelength increases the resolution decreases. Hence the difference in the two ranges.

The fact that a portable scanner and an integrated cyberware scanner have a big price difference is immaterial, as this is the case with ALL the optical devices. Price out a pair of Rating 4 goggles versus a comparable set of cybereyes and the price difference is staggering.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-13-12/2152:56>

Actually, I stand by my ruling that it only works out to 15m as a cyberware scanner. I've actually got some experience with millimeter wave scanners in the airline security industry. They're typically referred to as "backscatter" sensors. They shoot a specific high-frequency wavelength at the target at a really high power and it can penetrate clothing to see things underneath when the reflected energy is measured. Since it's a high-frequency high-power system, it needs to be very directed and the range is not very far. A standard radar system has a much longer wavelength, and therefore can go much further using a given amount of energy. But as the wavelength increases the resolution decreases. Hence the difference in the two ranges.

The fact that a portable scanner and an integrated cyberware scanner have a big price difference is immaterial, as this is the case with ALL the optical devices. Price out a pair of Rating 4 goggles versus a comparable set of cybereyes and the price difference is staggering.
yap but the radar uses different waves. millimetre and ultra-wideband terahertz. Admittedly I not relay in the mood to look them up at 4:00 AM, but you  can rule as you think is correct in your games, so can Sent here. we had this sensor a Gray area for a while now and you are welcome to join the discussion.

By the way, the problem of the rang of the Milimter is not the wave length, but the power, it has not got much of it and it scatters too much so only a fraction of the waves return limiting the range.

Edit:
OK teraqherz is actually called Sub milimeter wave as well so it is even more prcise then the one we are using today and UWB is the delivery system.
as far as I understand these wavs go the full distance, but it's getting really late, my shift starts in 4h and I will finish up tomorrow.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: JDA on <02-13-12/2209:01>
Oh my fellow mates. I do troll on the board about once a week and casually glance over what's going on. Emphasis on the glance. Looks like y'all are still having fun and sent. Is keeping a good story going. But boy are y'all in a pickle. Anyway, filer is always a PM away for a cameo appearance as I don't have much time to do anything more than that. If you need a spirit just figure out someway to get me a message and I'll see what I can do. Otherwise bis. Is good in Seattle.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0318:08>
Oh god Id like to have at least one fraggin grenade to toss it in...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0322:33>
On this UWB Radar topic...Thermo, RL examples usualy sucks when compared to 2070 SOTA. Im AFB now so I cannot comment this more, well the fact is that UWB Is able to see throught walls for 80 meters(somehow affected by barriere rating if I remember)...RAW

EDIT: BTW, UWB is no wide array, it is focused beam, so it has standard LOS. so it can be possibly used as cyberware scanner, well you have to look at the man and possibly also roll some recognization (or have sensor equiped with proper SW) to be able to distinguish what kind of ware you see...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0441:10>
Oh god Id like to have at least one fraggin grenade to toss it in...

I guess whiteknight mod of underbarrel grenade launcher is coming up :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0442:56>
Closing the door is simple action or complex?
and if the spirit is still in the Room i will have to shoot the Mage no point in doing it if he can get out by himself next turn.

closign doors is simple
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0445:24>
Hey. I forgot my Mind Barrier!!!

I cannot see the second defense roll, and I may seem a bit sadistic...
well
You are always forgtting Defended versus previous attack (since last action) modifier :) (he would be dead if some previous rolls has hit on last dices ;))
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0448:03>
Larz. there are no forms of ranged attack in astral other then mana spells (which on it's own is a conflicting rule IMO).
Thus there is no matter of range only LOS.

However, you might fly over the chamber wall to the living room chamber, the wall will make an opaque barrier between you, breaking the LOS.
Can Lips fly directly to the left (e.g. to the left door between bed and living room), without any walls or obstacles in his LOS to the spirit. And if so, what would the BC be there?

You can fly into the doors, the BC there would be 1. as range combat is impossible. It would be either that you go to attack him (BC 3) or he goes and attack you (BC 1).
Since he materialized in physical now, he won't be attacking you this turn.

I am not sure if you can attack dual natured (spirit materialized are dual natured I think) from astral. But I am assuming so.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0450:35>
Hey. I forgot my Mind Barrier!!!

I cannot see the second defense roll, and I may seem a bit sadistic...
well
You are always forgtting Defended versus previous attack (since last action) modifier :) (he would be dead if some previous rolls has hit on last dices ;))

That's because I'm alwasy resetting the counter of defenses. But I've already been convinced some time ago that this aren't successful defenses, but just defenses. will look into the rolls, again.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0456:42>
corrected rolls, Enrico is now at 9P and 9S, for a whooping -10 modifiers
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/0457:03>
by the Way sam is one side of the Double door, the spirit on the other, you said between the doors is 1m so i think i am well outside melee range or does it have a larger reach then 1m?

That way i did not add the Melee mod. you can always deduct dice, but it's hard to wait for a extra roll

Sorry about the whole Two pistol thing, next time will take just one with me.  ::)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0458:44>
Range of InMelee modifer is normally 2 meters, but he is also having +1 reach for being invoked
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/0519:28>
Range of InMelee modifer is normally 2 meters, but he is also having +1 reach for being invoked
OK, then it's how it has to be.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0530:57>
Sorry, I know I may be a bit annoying. This habbit seems to get over my head (playing PbP on forums, not to be annoying) (Media Junkie - Severe IMO... :)
And TBH, the only way to keep myself at lesast a bit in good condition, I found it necessary to stick to the rules...i.e. in UrbanBrawl, Inca is very strict about every detail in combat, and forgetting something always leads to some painfull consequences...and Im not talking about that hungarian I had a conflict before and a new GM, Forged...If every game has its own set of house rules and every GM treats things differently, Ill very soon find myself in some kind of sanitarium...offline :O
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0535:16>
BTW..this is pure evil for 1IP characters...since 3 IP character can fire 6 times on him...that means -5 for the last shot...1IP character spends 2 IPs just gaining additional negative mod for defense, so with reaction 5 he is automaticaly hit with las bullet (if atacker succeeds in roll) :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0536:37>
Chill. :)
The reason we are still TR 2 (second easiest) is that I don't know the rules, but I'm learning. And we'll be soon moving to TR 3, and then I'll show you.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-14-12/0600:24>
Larz. there are no forms of ranged attack in astral other then mana spells (which on it's own is a conflicting rule IMO).
Thus there is no matter of range only LOS.

However, you might fly over the chamber wall to the living room chamber, the wall will make an opaque barrier between you, breaking the LOS.
Can Lips fly directly to the left (e.g. to the left door between bed and living room), without any walls or obstacles in his LOS to the spirit. And if so, what would the BC be there?

You can fly into the doors, the BC there would be 1. as range combat is impossible. It would be either that you go to attack him (BC 3) or he goes and attack you (BC 1).
Since he materialized in physical now, he won't be attacking you this turn.

I am not sure if you can attack dual natured (spirit materialized are dual natured I think) from astral. But I am assuming so.
Why is ranged combat impossible there? Lips uses mana bolts and not astral combat.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0607:23>
I don't really know. this part is not even slightly confusing, and hasn't been much more clear after street magic.

Astral Com bat
Astral combat is resolved in the same way as physical combat. Astrally
perceiving and dual-natured characters use their Physical attributes
and skills to fight opponents with a physical body, and their Astral
Combat + Willpower to fight wholly astral entities. Astrally projecting
characters use their Mental attributes in place of Physical ones (see
the Astral Attributes Table, above) along with the Astral Combat skill.
There are no known ranged weapons that function in astral space, so
unarmed attacks, active weapon foci (p. 199), and mana spells are the
only options for astral combat.

Most astral combat damage is based on the character’s astral
strength (Charisma), as noted on the Astral Combat table. Damage
inflicted from astral combat attacks can be either Stun or Physical
(attacker’s choice). Astral objects like barriers can only be affected by
Physical damage.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0611:07>
But if there is a mana spells an option, than I don't understand why a bow cannot be a foci. or why distance, position is so irrelevant.

They made an OVERLY complicated rules for ranged/physical combat and then they made matrix and astral combat so plain and boring, I don't get it :(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0615:05>
I don't really know. this part is not even slightly confusing, and hasn't been much more clear after street magic.

Astral Com bat
Astral combat is resolved in the same way as physical combat. Astrally
perceiving and dual-natured characters use their Physical attributes
and skills to fight opponents with a physical body, and their Astral
Combat + Willpower to fight wholly astral entities. Astrally projecting
characters use their Mental attributes in place of Physical ones (see
the Astral Attributes Table, above) along with the Astral Combat skill.
There are no known ranged weapons that function in astral space, so
unarmed attacks, active weapon foci (p. 199), and mana spells are the
only options for astral combat.

Most astral combat damage is based on the character’s astral
strength (Charisma), as noted on the Astral Combat table. Damage
inflicted from astral combat attacks can be either Stun or Physical
(attacker’s choice). Astral objects like barriers can only be affected by
Physical damage.

Well its quite clear. There are no Ranged Weapons (no assault cannon foci), but there ARE Mana spells (Manabolt). So ranged attack is possible with those.
Dont mix Weapon for Attack any you are OK :)

@Lips: You still need LOS to cast the spell

Chill. :)
The reason we are still TR 2 (second easiest) is that I don't know the rules, but I'm learning. And we'll be soon moving to TR 3, and then I'll show you.

Im OK, I just didnt want to hurt your feelings :) I see I become quite the ruleslawyer recently...not sure if its good, but it can be usefull sometimes...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0617:59>
But if there is a mana spells an option, than I don't understand why a bow cannot be a foci. or why distance, position is so irrelevant.

They made an OVERLY complicated rules for ranged/physical combat and then they made matrix and astral combat so plain and boring, I don't get it :(

Well...there is a lot of things that work well in astral combat. Barriers. Mana spells (not just manabolts but also manipulation ets. Mana Powers. Domains. Counterspelling, Astral Combat, whole astral topography works well - visibility reduced by BGC, barriers, Physical objects...and Visibility modifiers Count for Combat spells ;)n )
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-14-12/0619:49>
Had the same thoughts as Sichr, therefore Lips floated above the other (between their heads and the ceiling)
away from the circle but still with LOS.

As I understood only in the circle-chamber is BC 3.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0620:26>
Im OK, I just didnt want to hurt your feelings :) I see I become quite the ruleslawyer recently...not sure if its good, but it can be usefull sometimes...

try to avoid the situation, when the rules of play cloud your fun from playing.
Difficult, since in SR it's a matter of single long wide burst to end your career and you fight with every nail to survive.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0621:42>
Had the same thoughts as Sichr, therefore Lips floated above the other (between their heads and the ceiling)
away from the circle but still with LOS.

As I understood only in the circle-chamber is BC 3.

yep, and a meter or so of the living room chamber close to the circle chamber.

as for the LOS, you have clear one to the guardian spirit, and obstructed (good cover) to the fire one
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/0629:04>
funny:
RulesLawyer vs. RuleSlayer
 :P

am I retard...or am I just dreaming :O
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/0632:25>
funny:
RulesLawyer vs. RuleSlayer
 :P

am I retard...or am I just dreaming :O

vs RulesLiar
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-14-12/0640:24>
Okay, edit my last IC post: no defense but Lips still moves a little bit away to a lower BC.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/1242:03>
anyone goes for EDGE to act first?
If no, I'll resolve spirits actions first.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1247:59>
anyone goes for EDGE to act first?
If no, I'll resolve spirits actions first.
Sure,  no more edge left.

Seeing Enrico has many modifyers, Da i know what they are, as you used them for dodge and soak. Would love to know what they are..
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/1250:02>
I'll share them after the run. We never really had a an after run talk methinks.
When I was young I was always pestering my GM with question along the lines, how did he did that, why did she did that.

You guys are dried out of curiosty ;P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1258:36>
I'll share them after the run. We never really had a an after run talk methinks.
When I was young I was always pestering my GM with question along the lines, how did he did that, why did she did that.

You guys are dried out of curiosty ;P
I see nonconductiviry R2 in his armour, right?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1307:08>
well I dont care :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1501:13>
Sam ini 12 + 0 =12 (http://invisiblecastle.com/roller/view/3375265/)
1 dice on 1 more and it had been crit. glitch.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1510:40>
OK, to that Radar issue, imo it is safe to say, that
Radar Sensor works for 80 meters, based on the signal rating 2
allow to perceive throught Rx5 barriers
for 15 meters it is accurate and the image is clear enought to also work as weapons and cyberware scanner.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-14-12/1553:46>
You guys are dried out of curiosty ;P

Well, when this is all over, I REALLY want to know how that two other guys ended up being the meal of an alligantor and a naga(?), for sure.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1604:39>
OK, to that Radar issue, imo it is safe to say, that
Radar Sensor works for 80 meters, based on the signal rating 2
allow to perceive throught Rx5 barriers
for 15 meters it is accurate and the image is clear enought to also work as weapons and cyberware scanner.
my problem are the 15m
this sensor works like ultrasound not like x-ray, not even scatter x-ray (millimetre wave).
the wave bounces back from denser structures more then from squishy ones, meaning the bigger the Structure rating the more signal bounces back, if the radar can got 100m and get trough 20 points on structure telling be how dense the material is recognising a person breathing trough a reinforced door, how can it not see that the man in front of me  - some 20m has a cyber arm and 2 cyber legs.
that is just absurd, the whole radar functions on seeing the difference on different densities, if it were just small things i could agree that the picture might get a bit blurry or i would have neg mod on rolls to see it, but not seeing the difference between flesh and a metal armoured hand, really?

OK Some of the time, my Logic teacher said if you have difficulties to prove that you are right help them prove you are wrong until they see that you are right.

So if UWB function like a Millimetre wave scanner, then why do i see trough walls? why do i have the 100m  and the 20 barrier structure to see trough, can a MAD scanner do that? No, then i shall not be able to do that as well.

My point being this is not MAD Scanner. it may detect weapons and cyber like the Mad does, following the same rules Mad does, but the range and the technical side differs, millimetre does not penetrate structure, it does not go trough the body, UWB does, Millimetre has only 15m range, UWB has 100m

It's comparing Apples and oranges in my book. Yes they both are round and grow in trees, but they are not the same.

http://www.timedomain.com/news/wall.php - UWB, they are just deweloping it, so no real life examples
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1609:39>
Kour. Your problem is that you are trying to impose logic against rules. What i wrote is what rules say it does. Nothing more, nothing less :) It maykes thinghs much easier...just a little faith :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1630:12>
Kour. Your problem is that you are trying to impose logic against rules. What i wrote is what rules say it does. Nothing more, nothing less :) It maykes thinghs much easier...just a little faith :D
i live in world where logic rules everything.

If the i say that the "eurowind 2300" sports car function just like a "jack- rabbit" car, it would not mean it has the same top speed and handling.
the rule never states it has a range limit of 15m. as my previous sentence never states any stats on the both cars, but if we assume one we have to assume the other too.

i just do not get why they start to limit the range.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1641:41>
Ah.
Rules says:

Quote from: Augmentation, p.37
It can be used    to detect    weapons and cyberware on a person in the same way as millimeter wave radar (p. 255, SR4)

Quote from: SRA , p.255
Millimeter   wave   detection   systems, also known as cyberware   
scanners, process video taken in the millimeter wave spectrum to iden-
tify the energy signature of cyberware and concealed items (specifically
weapons) on a person. These devices can “see through” thick layers
of clothing and other concealment to identify items from a distance
of 15 meters away.
To determine if the detector scans cyberware or a
prohibited item, roll the Device rating and compare the hits scored to
the thresholds given on the Cyberware Scanner Table. Millimeter wave
scans can detect any non-biological item by its shape and composition,
assuming the item is listed in the device’s database. If the threshold is
reached, the scanner detects the item/implant and notes its general lo-
cations and type; additional hits provide more detail (function, model,
grade, etc.).

Dead simple...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1642:13>
More to the point

Quote
Radar Sensor:
 This device emits ultrawideband and terahertz radar in short stepped-frequency pulses. An expert system analyzes the Doppler shift in the bounced signals and converts the information into a three-dimensional “map” that overlays (or replaces) the user’s visual senses, similar in some ways to ultrasound. The advantage to the radar sensor is that it can “see” through walls and other materials, which appear as translucent. This system is excellent for detecting motion (even as slight as breathing), calculating exact distances, and allowing the character to visualize floorplans, locations of people, and placement of materials like weapons. It is unaffected by visual tricks like camouflage and Invisibility spells. It is unable to ascertain colors, lighting, or other visual features.
The radar sensor uses the same Visibility modifiers as ultrasound. It can penetrate its rating x 5 of cumulative barrier Structure ratings (see p. 157, SR4). For example, a Rating 2 radar sensor could “see through” two Structure rating 5 walls. It can be used to detect weapons and cyberware on a person in the same way as millimeter wave radar (p. 255, SR4)[/color]. Radar sensor cyberware has an effective Signal rating of 2 for determining the sensor’s range. Radar sensors are vulnerable to jammers and jamming[/b].

Quote
Millimeter wave detection systems, also known as cyberware scanners, process video taken in the millimeter wave spectrum to identify the energy signature of cyberware and concealed items (specifically weapons) on a person. These devices can “see through” thick layers of clothing and other concealment to identify items from a distance of 15 meters away. To determine if the detector scans cyberware or a prohibited item, roll the Device rating and compare the hits scored to the thresholds given on the Cyberware Scanner Table. Millimeter wave scans can detect any non-biological item by its shape and composition, assuming the item is listed in the device’s database. If the threshold is reached, the scanner detects the item/implant and notes its general locations and type; additional hits provide more detail (function, model, grade, etc.).

This system is excellent for detecting motion (even as slight as breathing), calculating exact distances, and allowing the character to visualize floorplans, locations of people, and placement of materials like weapons. It is unaffected by visual tricks like camouflage and Invisibility spells.

this sentence alone speaks to my theory, "placment of weapons"
according to you it's only 15m
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1643:39>
you know, that pink really sucks...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1650:26>
Dead simple...
there is the problem, interpretation.
The same way?
does it mean range
does it mean rolls to make
does it mean that the scanner cannot penetrate the body?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1651:39>
This:
Radar sensor cyberware has an effective Signal rating of 2 for determining the sensor’s range.

Speaks about the radar sensor in general, not about its usability as cyberware detector. Cyberware detector is more than just x-ray eyes. It compares the reflection with database and gives you some results. You may assume, taht fbeyond 15 meters range its resolution is beyond ability to recognize the cyberware/weapon type, and as such it wont get the match against database, so it wont say anything.
Maybe...read Whole milimeter radar article. It says exactly how it works. It doesnt work like...I see eveything. It is an expert system linked to database that is working with predefined signatures and notices you of mathces found, providing more informations, if available.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1653:25>
Dead simple...
there is the problem, interpretation.
The same way?
does it mean range
does it mean rolls to make
does it mean that the scanner cannot penetrate the body?

It does mean, that if you want to use it as cyberware or weapons detector, you use rules for cyberware and weapons detector. Occams razor.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1704:56>
This:
Radar sensor cyberware has an effective Signal rating of 2 for determining the sensor’s range.

Speaks about the radar sensor in general, not about its usability as cyberware detector. Cyberware detector is more than just x-ray eyes. It compares the reflection with database and gives you some results. You may assume, taht fbeyond 15 meters range its resolution is beyond ability to recognize the cyberware/weapon type, and as such it wont get the match against database, so it wont say anything.
Maybe...read Whole milimeter radar article. It says exactly how it works. It doesnt work like...I see eveything. It is an expert system linked to database that is working with predefined signatures and notices you of mathces found, providing more informations, if available.
if so then it would not be problem of resoulution but of energy singatures, but here we come to the problem, it is not a scanner who said he has a weapon or not this is a visual modfier, I can actually see the difference in density, the difference makes the walls the humans, the everything, how can one density just disappear?
in my book UWB had never a database, i ah always to recognise the things myself, i just knew he had some ware in his arm, what - i guess something.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1707:07>
Dead simple...
there is the problem, interpretation.
The same way?
does it mean range
does it mean rolls to make
does it mean that the scanner cannot penetrate the body?

It does mean, that if you want to use it as cyberware or weapons detector, you use rules for cyberware and weapons detector. Occams razor.
I could care less if it's a Browny or a Colt, i just need to know that on this mans leg is a piece of steel that has a form of pistol.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1714:45>
well, not my problem any more ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1731:42>
well, not my problem any more ;)
It's my Problem. Always has been.  :'(
I could agree that in the 15m I would have a database for all items and ware someone has on and in him, but do not expect me to agree that the Radar will not differentiate between bone and titanium - their density is just that similar...

Sorry Sichr Has just lost his exploding Monopoly, i guess.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1740:03>
welcome to my tribe :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/1741:41>
LOL :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1750:49>
If Sam Bite it in this mission i Will enrol Akuma here.
Just in the mood for it now.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1751:16>
keep smiling
then re-read rules on fire damage
Drone is Object. your discretion if steel is not flamable (Armorx2)  or that some parts are flamable so it can be damaged by fire (Armor)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1754:15>
If Sam Bite it in this mission i Will enrol Akuma here.
Just in the mood for it now.

well, it would be ok if you remove UWB from your head and memories, and life will be sweet as always.
For your Visual perception test on that topic we talked above, Id say OK and use thressholds for Perception test. for weapons...and maybe some kinds of ware..well...not for wired reflexes of move by wire or such, nor any headware, just for body augmentations like bone lacing, dermal armors etc.

Also it will take Observe in detail action for every single object.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1801:44>
If Sam Bite it in this mission i Will enrol Akuma here.
Just in the mood for it now.

well, it would be ok if you remove UWB from your head and memories, and life will be sweet as always.
For your Visual perception test on that topic we talked above, Id say OK and use thressholds for Perception test. for weapons...and maybe some kinds of ware..well...not for wired reflexes of move by wire or such, nor any headware, just for body augmentations like bone lacing, dermal armors etc.

Also it will take Observe in detail action for every single object.

Akuma -  Tank and want to see how Sent stops him.  >:(

Visual sense - that's exactly I am speaking about, large Cyberware - on perception roll -  large objects and such.
 ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/1807:35>
This are rules on catching fire meaning that after you get you initial damage, there is a chance that the object ignite and is burning on its own further on (meaning that it will get additional damage at the end of each consecutive turn)

While the rule on this would be that the object is not flammable. AFTER you get your initial damage inflicted, we will get the fire damage rating by resisting it with double armor.

example.
we got 9P(fire) damage now to resist, you roll your resist and score 2 hits, this means that the damage inflicted will be 7P.
this 6P is the base fire rating, you resist it with Armor(6) + Armor(6) -> scoring 3 hits.
this means the the drone catches fire, and at the end of the combat turn it will inflict 3P(fire) damage resisted normally (Body+ HalfImpact)
assuming you again score 2, it will be additional 1P damage.
after this turn a fire will die out.

rules:
Fire Damage
Certain types of flame or heat-based attacks inflict Fire damage, including (but not limited
to): thermite, flares, Flamethrower and Fireball spells, and the Energy Aura and Engulf critter
powers. Treat Fire damage as Physical damage, but Impact armor only protects against it
with half its value (round up). The fire resistance armor upgrade (p. 327) adds its full rating
to the armor value.

Objects hit by a Fire damage attack are at risk of catching fire.
Make a damage resistance test using the item’s Armor x 2 (see Barriers,
p. 166), or just Armor if they are vulnerable to the effect (flammable
material vs. fire, for example). The gamemaster should use her discretion
as to which objects in the area are worth rolling a test for; most
effects can simply be improvised. The gamemaster also decides which
items have caught on fire and will continue to burn—as a rule of
thumb, any item with a (modified) Armor rating less than the Fire
DV has caught fire.
If an object is on fire, note the original Fire DV inflicted—this is
the Fire damage rating.
At the end of each subsequent Combat Turn,
the gamemaster decides whether the fire has grown, shrunk, or stayed
the same, depending on the item’s flammability, efforts to put the fire
out, environmental conditions, etc.; adjust the Fire damage rating accordingly.
If the rating is reduced to 0, the flames are put out. In any
other case, make another damage resistance test against DV equal to
the adjusted Fire damage rating.
Continue in this way until the fire
diminishes (nothing burns forever—but the fire may also spread to
nearby items).
The exact secondary effects of Fire damage on items are determined
by the gamemaster. Wood and paper are likely to be consumed;
common plastics and fabrics melt; while fire-resistant fabrics
and metals scorch but otherwise remain unharmed by normal flames.
Damaged electronics may short-circuit and cease to function while
weapons lose their integrity and are likely to misfire or fracture.
Ammunition and explosives may explode.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1808:48>
apply tables at SRA p. 135-6 and you are almost home :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/1809:49>
Akuma -  Tank and want to see how Sent stops him.  >:(

Hey, this is nothing personal, I am not into trying to stop any of you. This are shadowrun missions not uncle emma coffecup parties.   :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-14-12/1811:37>
OK. So nethits increases dmg? I gues yes. Ill roll against 9P(fire)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-14-12/1814:30>
OK. So nethits increases dmg? I gues yes. Ill roll against 9P(fire)

Yep, this power is treated as a ranged attack with reference to normal ranged combat rules.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-14-12/1822:17>
Akuma -  Tank and want to see how Sent stops him.  >:(

Hey, this is nothing personal, I am not into trying to stop any of you. This are shadowrun missions not uncle emma coffecup parties.   :o

And he is just a Faster Bigger and stronger version of Sam.
This is the one hit one Dead, type  :P

And as you said we are going TR3, so i want someone who can soak a full auto.  ;D

was meant more as a joke, but whatever.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-14-12/1914:48>
OK. So nethits increases dmg? I gues yes. Ill roll against 9P(fire)

Ouch... Reality hits you hard, drone... (http://www.youtube.com/watch?v=FCSBoOcGFFE)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/0333:05>
Sent, IDN right now...does Barriers degrade when it is penetrated? Like armor degradation?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/0836:00>
Sent, IDN right now...does Barriers degrade when it is penetrated? Like armor degradation?

Physical barrier from spell do not degrade, and they even regenerate at the end of each CT.
Physical barriers like doors do not degrade.
The Armor spell, do not degrade.

Actually, I think the only armor that degrades are the smart armors upgrade on drones.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/0939:14>
Ee, standart armor also...when you are hit above armor, so you get physical damage, your armor is reduced by 1 for every such attack. So Ill lower drones Armor to 5.

Arsenal p. 44. Good rule when you have characters with milspec armor :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/0944:30>
We can start using that rule from the next run. I don't want to go through the run to see if there were any similar situations already.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-15-12/0958:02>
Ee, standart armor also...when you are hit above armor, so you get physical damage, your armor is reduced by 1 for every such attack. So Ill lower drones Armor to 5.

Arsenal p. 44. Good rule when you have characters with milspec armor :)
is it repairable?
I mean, gan you get it back to maximum?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-15-12/1045:16>
Sam Dodging 17d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3376173/)
Sam Soaking damage a lot of it  :( 12d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3376189/)
Taking 2S and 3P damage

{Health: 5 / 10P and 10 / 10S damage, NO -1 Wound penalty, No-3 Stun penalty} | {Edge: 0/ 4} {Defense: 4; Initiative: 12; IP's: 3} |
{Ballistic Armor: 10; Impact Armor: 8 ; Mods : Thermal Dampening (4); Nonconductivity (4); Skinlink} |

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1132:00>
Lips, who do you target?,
and you are in BC 1
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1201:10>
Ee, standart armor also...when you are hit above armor, so you get physical damage, your armor is reduced by 1 for every such attack. So Ill lower drones Armor to 5.

Arsenal p. 44. Good rule when you have characters with milspec armor :)
is it repairable?
I mean, gan you get it back to maximum?

Standard Armorer work
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-15-12/1205:21>


Quote from: Street magic page 95
Spirits and Edge

A spirit is generally under the control of the magician who
conjured it, but to one degree or another it is still an indepen-
dent entity. Even while bound and compelled to obey, a spirit
has its own fate and its own free will—as such, a magician can-
not compel a spirit to use (or not use) Edge
on a given test.
Spirits will likely use Edge to save themselves from disruption
or banishment, or to assist with the completion of a goal im-
portant to the spirit or if completion of a service demands. Any
use of Edge is at the discretion of the gamemaster.
It's your discretion, so just making sure i remember to ask later  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1219:58>
That I can tell you rigth away - in the BC 3, they got boosted, this is very comfortable terriotry for them as the magic here is aspected for their liking. They actually want to have this mage protected.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1221:42>
And we actually want to have this mage dead. So it seems the conflict is necessary.
Hey...but we are in conflict :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-15-12/1347:12>
Lips, who do you target?,
and you are in BC 1

Is the guardian spirit still behind the barrier?

If not, I was planning to shoot the guardian spirit to remove this counterspelling from the fire spirit.

If yes, Lips continue to hit the fire spirit.

A mana bolt only needs LOS, partial cover does not interfere with this since its an direct spell.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1502:06>
You were right. Now Im also really currious what that (+6 bonus) is :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1504:24>
Also...is there a way to get out of that close combat ? I got tired of this crocoshit
Since D1 isnt really engaged in Melee combat, isit? Only attack he suffers are ranged so far. And the spirit is not actively trying to block his attack, since it is attacking Sam
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1506:23>
I guess it was taken care of :(
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1509:02>
You were right. Now Im also really currious what that (+6 bonus) is :)

My bets are on Combat sense spell (force 6  :o  :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1512:48>
Also...is there a way to get out of that close combat ? I got tired of this crocoshit
Since D1 isnt really engaged in Melee combat, isit? Only attack he suffers are ranged so far. And the spirit is not actively trying to block his attack, since it is attacking Sam

It's large enough, it got four hands (well 3), it is a magical being, and it attacked you at least once in the past two seconds, and you didn't moved away.
To get out of it you would need to be separated by four meters from Sam. It would have to concentrate on one of you.

I guess it was taken care of :(

That was just kidding. Congrats Lips. I was pretty sure, you need to kill the mage to banish this frag of a spirit. That wasn't a crit, but +1 edge for an achievement.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1513:13>
Also:
I dont talk about Drain resistance text. Im talking about:

Quote from: SRA, p.163
WOUND MODIFIERS
As a character records damage on his Condition Monitor, he suffers
certain effects that simulate real-life injuries. For every 3 boxes of cu-mulative damage taken on a Condition Monitor track, the character
suffers a –1 wound modifier. These wound modifiers are cumulative,
so a character who has taken 6 boxes of Physical and 3 boxes of Stun
suffers a total –3 wound modifier.
Wound modifiers are dice pool modifiers that apply to nearly all
tests  the  injured  character  may  attempt,  except    for  resistance  tests.

It doesnt specify any, so it is safe to assume that All resistence tests are not subject to this modifiers (Damage, Drain, Fading, Toxin, Viral...)

IDN if it can be applied to this situation well I feel it is fair to give you this opinion....

wow
16 dice = 2 hits...you are also as good as Im today: 11 dices = 1 hit :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1517:51>
I'll let it be, even if I scored two more hits, Lips would hit, and the spirit was out of edge.
but you're right ruleswise, I considered that first as a defense roll not spell resistance, and I was thinking I'll have a damage resitance later, but then I re-checked the rules, and this was the only roll he got.

as for the rules, compare our rolls to the Kour's ones (10 dices, 7 and 5 hits), he's must have bribed the invis admins

btw. Netz, you're no longer inmelee, CrocoShit is dead, you may roll 3 more dices.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-15-12/1521:03>
When I was writing the post, your answer was not yet posted. But that's a nice addition to the math.

Let's see: 3 more dice = 2 more hits! (http://invisiblecastle.com/roller/view/3376464/)

For a total of 5 hits.

I can (almost) feel sorry for Enrico...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1521:40>
Well I had my roll on that defense :) To say the truth, I feel a bit sorry for that...Ive just began to imagine what would 180 bullets in the fire do in this sized room :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1522:50>
When I was writing the post, your answer was not yet posted. But that's a nice addition to the math.

Let's see: 3 more dice = 2 more hits! (http://invisiblecastle.com/roller/view/3376464/)

For a total of 5 hits.

I can (almost) feel sorry for Enrico...

Hope it will made it throught barier  :-X
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-15-12/1531:31>
Oh, don't spoil my fun...
You would love to see Fractal, the Killer Version.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-15-12/1537:58>
Short summary plz: who is still standing?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1544:08>
Short summary plz: who is still standing?

Enrico isn't among them.
Sam is laying against the wall on the other side.

Fractal is laying with a smoking Taser
and a drone is smoking on the whole surface
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1545:21>
Oh, don't spoil my fun...
You would love to see Fractal, the Killer Version.

Oh, I counted it before I posted, so I was just jesting ;)
Now...I Do love to see him this way...
Enrico is FUBAR. We try to save that sacrificed man?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-15-12/1547:17>
Sent, is the battle over? I know there's still Fofinho hiding in the dark, but are we still moving in Initiative Passes?

A necessary comment: Fractal has surprised me now. Really.And this is going to mark him.

Next posts may be a little evil-toned (Fractal is feeling particularly cruel, Vindictive kicked in after that grenade).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-15-12/1547:53>
Oh, don't spoil my fun...
You would love to see Fractal, the Killer Version.

Oh, I counted it before I posted, so I was just jesting ;)
Now...I Do love to see him this way...
Enrico is FUBAR. We try to save that sacrificed man?

I guess so. Last I remembered, he layed down with a gash on his throat, wasn't it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-15-12/1548:31>
Who is the most wounded (including the one on the altar)
Assensing: 1 hit (http://invisiblecastle.com/roller/view/3376509/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1552:49>
well definitelly that guy in the circle, he has 9 seconds of life left, unless you do something
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-15-12/1559:13>
1) I assume there is still a BC 3 inside the circle.

2) I also assume, transporting him out of the circle takes a) too long and b) risk his life further

3) Is anyone running towards him with a metkit?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1601:36>
Sent, is the battle over? I know there's still Fofinho hiding in the dark, but are we still moving in Initiative Passes?

A necessary comment: Fractal has surprised me now. Really.And this is going to mark him.

Next posts may be a little evil-toned (Fractal is feeling particularly cruel, Vindictive kicked in after that grenade).

I'll tell you if we switch into combat mode. So far the battle is over.
and yes Fofinho is hiding in the dark somewhere there

ps. you might want' to join the celebration on Skype
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-15-12/1604:40>
ah...for that fihno thing :( I took it that we need to go in to save the guy, just tell me if I hit that poor animal...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-15-12/1639:51>
Congrats Fractal, way to go.  ;)

why not try to get the dog on the good side? the meat should calm it, and most of us can stun it. ::)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-15-12/1642:15>
Congrats Fractal, way to go.  ;)

why not try to get the dog on the good side? the meat should calm it, and most of us can stun it. ::)

I'm affraid, that 'most' excludes Omar. and Fractal is busy with healing dying people.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-15-12/1919:25>
Does Mouse's drone have stun rounds in them? I am pretty sure it wasn't regular ammo and I know it wasn't armor piercing. Mouse is not sure about trying to lure the crazed dog with extra crispy rat--sorry guys.

Hopefully, the 7 successes will stun the animal. Then Fohinho can be Mouse's pet doggie. Or is it Mouse would be Fohinho's pet human??? Assuming Unca Omar allow Mouse to keep the hell hound as a pet.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-15-12/1929:36>

Quote from: Healing
Don't know what should come first, mundane or magical healing. Anyway:

Larz, always mundane first; if you try magical healing first, you can't use first aid. The only way to try both is trying using first aid first, then magic.

Congrats Fractal, way to go.  ;)

why not try to get the dog on the good side? the meat should calm it, and most of us can stun it. ::)
Thanks!
We aim to amuse... and to inflict pain on the opposition  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-16-12/0309:41>
Does Mouse's drone have stun rounds in them? I am pretty sure it wasn't regular ammo and I know it wasn't armor piercing. Mouse is not sure about trying to lure the crazed dog with extra crispy rat--sorry guys.

Hopefully, the 7 successes will stun the animal. Then Fohinho can be Mouse's pet doggie. Or is it Mouse would be Fohinho's pet human??? Assuming Unca Omar allow Mouse to keep the hell hound as a pet.

Ee. Live rounds on both dobermans. SnS Belt has Omar around his shoulders :P

Impressive 6 seconds, guys :) Spectacular finale with lots of special effects :D

:) seems like we all had spent every piece of edge, or anyone has some left?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-16-12/0335:25>
That was just kidding. Congrats Lips. I was pretty sure, you need to kill the mage to banish this frag of a spirit. That wasn't a crit, but +1 edge for an achievement.

I don't think thats a real Edge Point but only a refill, anyway Lips has one edge left and I plan to spent it for the healing.
Or can I spent it for Fractals First Aid roll? (Can you give your luck to other people?)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-16-12/0758:56>
That was just kidding. Congrats Lips. I was pretty sure, you need to kill the mage to banish this frag of a spirit. That wasn't a crit, but +1 edge for an achievement.

I don't think thats a real Edge Point but only a refill, anyway Lips has one edge left and I plan to spent it for the healing.
Or can I spent it for Fractals First Aid roll? (Can you give your luck to other people?)
nope you can not simply give it to, you can make a assistance roll and give him the hits as positive dice pool mod to him.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-16-12/0826:16>
Congrats Fractal, way to go.  ;)

why not try to get the dog on the good side? the meat should calm it, and most of us can stun it. ::)

I'm affraid, that 'most' excludes Omar. and Fractal is busy with healing dying people.

Sorrry, seems that I didnt expect heavily wounded and cornered Hellhound to be cooperative. Well, Paid the price for it :P But better the drone, than fried Fractal or something. Dont tell me that you would consider that place safe zone with the dog inside...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-16-12/0833:33>
Congrats Fractal, way to go.  ;)

why not try to get the dog on the good side? the meat should calm it, and most of us can stun it. ::)

I'm affraid, that 'most' excludes Omar. and Fractal is busy with healing dying people.

Sorrry, seems that I didnt expect heavily wounded and cornered Hellhound to be cooperative. Well, Paid the price for it :P But better the drone, than fried Fractal or something. Dont tell me that you would consider that place safe zone with the dog inside...
I would not, but i would not push him to attack us, or try to attack him. you never know what a frightened and desperate animal can do.

Sam's approach would have been to see to it that he feels safe while having some one ready to take him out if he makes a move to attack.

but Sam is out cold.

The only character who has done so far in Sent's game in my knowlage.
even more so both times in this run  :-[
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-16-12/0905:34>
The dog reacted even on the attempt to locate (ok, target) him with full force. Rest of it is history :(
I (Omar ;) ) dont see it would react otherwise on the presence of metahuman.
Well, maybe it would use its teeth instead of flaming breath

And we desperately needed to get in that room to save the sacrificed chineese...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-16-12/1051:45>
Both drones were equiped with LMG. D1 with my Whiteknight, Dobbey with LMG unmounted from that sentry drone in tunnels. Ive posted this somewhere before...at least I hope I did.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-16-12/1057:06>
Quote from: ooc
Any tags from previous team nearby?
Any sign of radio comunication? Nodes?
Our last connection point made was the satelite uplink instaled near the chasm.
To tell the truth...Im not able to recall if we had any retrans left so we can use them in the corridor.

Give me a second...

Running Scan (EW(4)+Scan(5)+HotVR(2)=11d6, extended)

Drones set position against the doors. Both are armed with light machen guns, SMG on Dobbey was replaced with gun unmounted from sentry. D1 loaded with lead, Dobbey with S`n`S belt. Omar readz to jump in the D1, Dobbez left for Mouse of his sprites....just for case fried rat wont work. SMG unmounted from drone keeps Omar for himself, watching their back cautiously.
Waiting for Lips to provide more info and scan results.

Hey, here it is, and Mouse was right, Dobbey was SnS loaded :) I was a bit tired earlier, and my memories confused and foggy :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-16-12/1059:02>
doesn't really matter with 10 hits and 4P left
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-16-12/1101:33>
The run is over guys, it's only mopping up phase left now that we can RP.

THANK YOU very much.
this was completely different one than the previous, packed with action and really tense, I hope you enjoyed it as much as I did.

until very end I wasn't sure if the opposition wasn't too tough, but you made it.

I'll be rounding up rewards and posting soon.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-16-12/1107:33>
The run is over guys, it's only mopping up phase left now that we can RP.

THANK YOU very much.
this was completely different one than the previous, packed with action and really tense, I hope you enjoyed it as much as I did.

until very end I wasn't sure if the opposition wasn't too tough, but you made it.

I'll be rounding up rewards and posting soon.
With that IC can I assume Sam is up again, Medkit + magic healing combo?

The run was awesome, thou I did a lot of blunders myself and made it even harder for other team members, sorry for that, but it made it that much more fun, maybe not for me, laying on the ground, but it was a challenge
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-16-12/1115:00>
Yeah, assume you have physical damage reduced by what Lips will score. and the stun will receed after an hour to make you operational again.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-16-12/1121:03>
Yeah, assume you have physical damage reduced by what Lips will score. and the stun will receed after an hour to make you operational again.
Or medkit  :P in a few min
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-16-12/1538:58>
Mission summary:
You've completed The Tunnel Vision, an Official Shadowrun Mission 09, on TR 2. Congratulations :)

Money

Income:
The job income is 30 000 nuyen.

Expenses:
Legwork - 300 nuyen
small expenses - rover&drones fuel  500 nuyen in total
Fractal spent some medkit materials and most of you had lots of bullets/darts spent.
If I miss anything let me know.
 
Karma
4 Karma for removing Enrio threat
2 Karma for rescuing Sun To-Wai
2 Karma for succesfully completing side quest for Eliza

Additional Karma:
Fractal - 3 - Hacker at subway car, killer of the mages (with a stun weapon), infiltrator in the tunnels. An elf with many faces (pun intended). 
Omar - 3 -  Fantastic idea of using the microttaper drone to get into the subway car. You saved the entire team with that drone in the final clash. You might have lost it to the hellhound, but without it, you wouldn't stood a chance and the dog woud have fried Fractal crispy. And on top of that great IC posts.
Sam - 2 - your luck run out along with edge, but still you got several nice ideas. It was thanks to you that the microtapper got in place within a week and the grenades idea really got me thinking if perhaps the 'great boss fight' isn't going to end up with a less spectacular one-shot kill.
Mouse - 2 - spectacular performance at the subway car. If you waited one more combat turn there I would have been able to roast all of the hackers in the node. Good idea with roasted meat near the hellhound, a pity you weren't able to use it. 
Lips - 3 - I loved the Lips micro drone idea, and fighting in that background count with a fire spirit that was protected by counterspelling of 8 plus finally slaying a force 8 guardian spirit. That was heroic.   

Notoriety:

Street cred:
+1 for removing a rooting evil underneath of Denver

Factions relations:
you got a +1 to your relations with Wuxing

Contacts:
All of you get Eliza as a contact:
Eliza Khanduri PCC:CAS coyote, Elf female
Connection Rating: 3 Loyalty: 2
Uses: Information on Koshari practices, assistance crossing the CAS: PCC border, current smuggling activities.
Places to Meet: Smuggling bars, Koshari establishments, Tunnels near the CAS:PCC border
Contact: In person, commlink

Since you accomplished your job so well, you also got your Loyalty boosted with Tabitha by 1 (or you get her as loyalty 1 contact).
Tabitha “Tabby” Morgan, Denver fixer, Changeling Female
Connection Rating: 3 Loyalty: +1
Uses: Corporate Procedures, Run offers and information, Identifying affiliations.
Places to Meet: CAS Sector Clubs
Contact: Commlink

Fractal gets Migeul as a contact:
Miguel Sanchez, Casquilho Fixer, Ork Male
Connection Rating: 3 Loyalty: 1
Uses: Mafia activities; BTL smuggling; Hiring muscle for street jobs
Places to meet: Marcel’s; Tower of Babel; Casquilho imports, UCAS dive bars; Ganger hang-outs
Contact: Commlink

There will be one week (6 days) of downtime before next run, unless all of you decide to even bother with looking for job for any given period. I know that Omar isn't planning to work anytime soon, but you can either go without him  or maybe he'll change mind once he know what kind of opportunity he misses.

-------------
Safehouse in the Tunnels:
Address: tunnels under old Aztec secotr
Description:
Having cleared the security, and set it up properly, Eliza is going to have the car rented for some highly stylish hideout.

Lifestyle Points: 14 (low)
Categories:
comforts: low 2 -> You have a beds, table and chairs in each of the prison cell. She's gonna install external shower, buy a cleanign drone and other basic machines like soy-processor and a fridge.
entertainment: none 0 -> No matrix connection (dead zone), and several dozens of hard concrete to the surface. Unless you're up to watchign how the devil rats bite themselves, there is nothing to kill the thoughts on.
necessites: low 2 -> there are all four walls, maglocks on each cell. no risk of rain days.  You have electricity, water, but that's it.
neighbourhood: street 0 (none) -> There is only neighbourhood of Eliza.
security: high 4 -> There are live ammo armed drones with a range of sensors, for mundane protection, and patrolling spirits for the astral.

Qualities
roommates: 8 -> the place could house 8 people, the price is double person, or single if you take it all.
Qualities - Aspected domain +1 (Blood magic and Aztec tradition)
Easy-going landlord +1
No-neighbours +1
Privacy screen +3 (no matrix connection, astral security, range of sensors installed)
Security Conscious +2
Network Dead zone -2

rent: 4400 * varied% (roommates) => 1100 nuyen per month per person or 6600 for the whole car.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-16-12/1602:08>
There will be one week (6 days) of downtime before next run, unless all of you decide to even bother with looking for job for any given period. I know that Omar isn't planning to work anytime soon, but you can either go without him  or maybe he'll change mind once he know what kind of opportunity he misses.
Sam will have to heal up and the Day-job will take it's toll too,
i think he would be ready to go after 6 days, but only if Omar is, They have been running together whole SR carrier of Sam and since last run Omar is kinda the lucky charm For Sam.

in Short, i am with the Majority - Even Omar needs Money for parts  ;D And Sam has got rid of the Debt so he can provide funds, at the moment.
And i think the Team can pay for the Dobberman together, he saved us!!!!!

p.s. Sam might help Omar in repairs of Hardware and Software sense.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-16-12/1619:49>

Nice game everyone
BTW: Sam owes Lips a hold-out pistol.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-16-12/1622:44>

Money

Income:
The job income is 30 000 nuyen.

Expenses:
Legwork - 300 nuyen
small expenses - rover&drones fuel  500 nuyen in total
Fractal spent some medkit materials and most of you had lots of bullets/darts spent.
If I miss anything let me know.
 

I have not yet read everything (and probably won't be able to do this today, so let me just remember that Bob told us he could provide a little reward (don't remember how much, I believe it was 500, but I will check it later) if we took a sample of the fungus we found in the tunnels to him. And we would do it,  believe me, Fractal will seize the most profit he could from this one. Also, the legwork was Fractal's expense. Later I will sum and divide all thee money as always.


It was a great mission. Some times, it got a little slower (whenever there's a matrix action, it slows down); but it was really nice. And was the most difficult one so far. It was really great, I liked it a lot!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-16-12/1714:00>
Larz, I'd love to hear a little more feedback on the game, what you liked most, what has disappointed you.
The rest of you is welcome to do so also of course, but I more or less know how they feel, and you are a new addition to the team, so you might point out something that I could improve.

let me know if any of you are up for another mission.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-16-12/1723:57>

Nice game everyone
BTW: Sam owes Lips a hold-out pistol.
That and not only that! his life also  ;) too all of you.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-16-12/1743:23>
money first: I don't know, if Wuxing claims all of Enricos magical books, foci and material for themself. What would Lips guess?


Comments:
+ the Background Count, didn't see that so far in any other game.
+ very fast game, almost just 2 month
+ narrow victory, made a exciting final fight.

(-) less legwork, planning, more a dungeon adventure. though that was made is so fast. I like some planning, observation work etc, but also know that those things can make a pbp-game very slow with all these discussions. Hence, only half minus.
- I liked the drone intermezzo with Eliza, only problem: why?
    it was a obvious quest-line/hook and it sounded interesting so Lips accepted Elizas deal, but the team also could have said 'no' and follow the previous team. I missed some more InGame-Motivation to help Eliza.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-16-12/1749:58>
money first: I don't know, if Wuxing claims all of Enricos magical books, foci and material for themself. What would Lips guess?


Quick comment (had no time to read all yet); Enrico has nothing to do with Wuxing job for us, at least on the terms they putted on. In this way, we made our part of the deal, and they don't even need to know about the books and whatever.  They are ours, they didn't pay us to deliver them.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-16-12/1929:30>
Does anyone knows how much a small baby hellhound cost as present for poor little mouse?  :'(

Lips foci dealer might even know someone who deals with those magical creatures.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-16-12/1937:12>
A very nice game everyone.
Including Sent  ;)

I still can't believe how fast everything went.

I know the rail car was an alternate quest, but I am glad we did it. It gave mouse the opportunity to do something more than just attempt to keep communication with the rest of the world. Which reminds me, Mouse is sure to pick up his jurry rigged satelite uplink module and convert it back into a satellite uplink module. :)

All in all, he was more useful than what I expected.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-16-12/1940:03>
Does anyone knows how much a small baby hellhound cost as present for poor little mouse?  :'(

Lips foci dealer might even know someone who deals with those magical creatures.
Ooohh, I like that idea  :o
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-16-12/1942:47>
Does anyone knows how much a small baby hellhound cost as present for poor little mouse?  :'(

Lips foci dealer might even know someone who deals with those magical creatures.

Found it in Running Wild:

Hell Hound (grown but untrained) : 10.000$
A Unicorn (grown but untrained): 8.000$

Mayber we get it a little bit cheaper since we only want a baby killing maschine. 

But note that peaceful unicorns are 2k cheaper than hell hounds?! There is something seriously wrong in this world!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-16-12/2115:58>
Does anyone knows how much a small baby hellhound cost as present for poor little mouse?  :'(

Lips foci dealer might even know someone who deals with those magical creatures.

Oh, that would be quite nice!

By the way, snake_eyes, great IC post. A sad heart-warming post massacre moment is not something everyone can do. +1 for you.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-16-12/2130:32>
A bunch of little things:
I've just found the thing on the fungus:
We've got Contact!
[...]
Around this point Bob sent you a message that the fungus you've found is originating in Aztlan caves. His presence here means it must have been implanted here by Aztlan government, probably some kind of colony and it's properties must be useful. However other than the fungi is awakened there is no more information available, and if you could take a sample for analysis a small token of gratitude would be provided. (500 nuyen). In exchange you delivered a report along the lines: "nothing is happening, we are following the trail". And turned east.
[...]
So, 500 nuyen more, is it?


----

Finances:
(3000 [Job Income] - 500 [Small expenses] + 500 [fungus collecting reward]) / 5 = 6000 nuyen for each of us (5700 nuyen to Fractal, which paid Miguel's fee to provide Eliza's commcode). Then we can start thinking about helping in the repair of D1.
In the case of Fractal, he shot two taser darts and used some Medkit Supplies (the book say it's one per run, at the gamemaster discretion, but it was a lot of first aid uses, so two or three should be addequate... How many, Sent?).

----

On the possible new shared Lifestyle:

So, does anyone want to give up the hole we got from Johnny and start our own Teenage Mutant Ninja Turtles themed secret lair?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-17-12/0119:31>
On the possible new shared Lifestyle:

So, does anyone want to give up the hole we got from Johnny and start our own Teenage Mutant Ninja Turtles themed secret lair?

Not in with Lips: He has a little bit higher standarts than sleeping in old prison cells (even open ones) and the BC=1 around him is also very uncomfortable.

Any other place without BC1 and the total cost around middel would be more acceptable.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/0134:16>
On the possible new shared Lifestyle:

So, does anyone want to give up the hole we got from Johnny and start our own Teenage Mutant Ninja Turtles themed secret lair?

Not in with Lips: He has a little bit higher standarts than sleeping in old prison cells (even open ones) and the BC=1 around him is also very uncomfortable.

Any other place without BC1 and the total cost around middle would be more acceptable.
Sam needs 4h of sleep to heal the Stun damage (http://invisiblecastle.com/roller/view/3378722/)
Small egoistic Q.
Does Lips heal Sam too, or?
Sam sleeping (http://invisiblecastle.com/roller/view/3378724/)
if not then 2 days of additional rest to heal phisical d., to stun damage resting
if Lips heals at least one box, then Sam only needs one day to heal his physical damage.

And i guess edge refresh.

Lifestyle:
Sam could agree to this one - no real problem with living in a cave if we could get the mechanics in here, but first priority would be Make the 3K Lifestyle better, getting rid of the crashed, cleaning up upgrading security so on.

In the case of Fractal, he shot two taser darts and used some Medkit Supplies (the book say it's one per run, at the gamemaster discretion, but it was a lot of first aid uses, so two or three should be addequate... How many, Sent?).
Sam used 2 SNS and 3 Taser darts, and a lot of his health

The only one here wasting a lot of ammo is Omar with his automatic fire  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-17-12/0459:15>
So, 500 nuyen more, is it?
yes

Quote
Finances:
(30000 [Job Income] - 500 [Small expenses] + 500 [fungus collecting reward]) / 5 = 6000 nuyen for each of us (5700 nuyen to Fractal, which paid Miguel's fee to provide Eliza's commcode). Then we can start thinking about helping in the repair of D1.
In the case of Fractal, he shot two taser darts and used some Medkit Supplies (the book say it's one per run, at the gamemaster discretion, but it was a lot of first aid uses, so two or three should be addequate... How many, Sent?).
how about just buying new drone? instead of repairing it? this would hit you 500 nuyen per head.
as for the medkit supplies, let it be three supplies, the reason is your lack of skill :D, you just open up new package when emergency hits the fan. if you get at least rating 1 we'll get you to the one supply point per run.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/0624:59>
Will we role-play the getting out part, if not then consider Sam using the explosives to let the mage cave cave-in, noone should use it ever again!!!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-17-12/0635:08>
Will we role-play the getting out part, if not then consider Sam using the explosives to let the mage cave cave-in, noone should use it ever again!!!

Fully agreed on this one. And let's not forget Wuxing dabbles in magic and has not told us what was their real reason to go exploring these tunnels.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-17-12/0640:13>
God I have terrible hangover  :P Will post later
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/0645:10>
Will we role-play the getting out part, if not then consider Sam using the explosives to let the mage cave cave-in, noone should use it ever again!!!

Fully agreed on this one. And let's not forget Wuxing dabbles in magic and has not told us what was their real reason to go exploring these tunnels.
the Chinese wont talk that we did it on purpose will he?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-17-12/0715:17>
The chinese won't die... but I don't believe he is very conscious... He lost a lot of blood and had severe wounds. And he has no need to know about the entire thing; we can just walk away of the scene, and you detonate it from distance (you used a radio detonator, isn't it?), no need for us to talk openly about it (that's why we talk with DNI and subvocally).

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/0808:12>
The chinese won't die... but I don't believe he is very conscious... He lost a lot of blood and had severe wounds. And he has no need to know about the entire thing; we can just walk away of the scene, and you detonate it from distance (you used a radio detonator, isn't it?), no need for us to talk openly about it (that's why we talk with DNI and subvocally).
thats good  with me :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-17-12/0821:56>
I guess it's better to inform you all, people, that from tomorrow on I will take two weeks on vacations. So, there's a great possibility of silence from my part during these days, as in a lot of time I'll have no internet connection.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/0843:16>
I guess it's better to inform you all, people, that from tomorrow on I will take two weeks on vacations. So, there's a great possibility of silence from my part during these days, as in a lot of time I'll have no internet connection.
Have a great time!!!
;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-17-12/1001:55>

Lips can heal Sam when they are out of the BC:
Healing: 4 hits (http://invisiblecastle.com/roller/view/3378932/)
Drain: 4 -2 = 2S (which I can buy)

For himself, Lips only use some meds and bandages to stop any bleeding and headache for now and waits to get home. There he sleeps almost a full day through and then makes a first healing spell.
Heal: 2 hits; Natural Healing; 2 hits (http://invisiblecastle.com/roller/view/3378943/)
After another hour of sleep, Lips makes a second healing on himself (and buy one hit for spellcast and drain resistance check each)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-17-12/1009:27>
Why do we get notority for selling Enricos stuff?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-17-12/1011:54>
Because it is a goddamn blood magic.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/1019:05>
Lips can heal Sam when they are out of the BC:
Healing: 4 hits (http://invisiblecastle.com/roller/view/3378932/)
Drain: 4 -2 = 2S (which I can buy)
so i think i had -2 because of a lot of cyber
but the last are empty, so  1 day for me to heal phisicly.
thanks Larz  ;)

by the way, should Sam get you a Holdout or would a Heavy pistol will be better?
Sam likes his equipent heavy modifyed, so i could buy you one of such ones.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-17-12/1032:06>
Lips doesn't have a pistol skill, so Lips would prefere something easy to conseal and hidde (hold-out or taser)

If Lips is aware of this options about the blood magic , it fowards them to the other team members, before someone starts to blow the cave up: So, what should we do with all the material?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-17-12/1034:25>
Lips should carry a taser: it's a legal weapon, you have no problem carrying it around, and it's the bane of blood mages!

Seriously, if you are thinking in conceability, you should get a Morrisey Élan; it's a very small hold-out pistol which can't be detected by MAD scanners.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-17-12/1036:54>
Larz, Lips is aware of the consequences.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-17-12/1045:58>
Since the mission is over; Sent, how come the first survivor we found ended up in the situation he was in? Did he managed to flee during his team fight with the mage, and then become a victim of the snake?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-17-12/1217:43>
1) Can Lips go one a Initiation during down time?

2) In the hermetic tradition there is no guardian spirit listed. Does that mean, Lips can not summon such a spirit?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/1223:49>
2) In the hermetic tradition there is no guardian spirit listed. Does that mean, Lips can not summon such a spirit?
No you can not.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-17-12/1224:30>
1) Can Lips go one a Initiation during down time?

2) In the hermetic tradition there is no guardian spirit listed. Does that mean, Lips can not summon such a spirit?

1. yes, and on top of that I consider defeating blood mage going through magical ordeal (I also have them as necessary condition for initiation)
2. you cannot summon them, at least as far as I know. You can however sell the foci without notoriety point. Only the blood magic books are cursed that way.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-17-12/1236:14>
1) Can Lips go one a Initiation during down time?

2) In the hermetic tradition there is no guardian spirit listed. Does that mean, Lips can not summon such a spirit?

1. yes, and on top of that I consider defeating blood mage going through magical ordeal (I also have them as necessary condition for initiation)
2. you cannot summon them, at least as far as I know. You can however sell the foci without notoriety point. Only the blood magic books are cursed that way.

1) Cool, my fire spirit becomes a crocodil warrior bathing in flames...

2)What whould my foci Talismonger contact give me for that foci?

Quote from: SR4, p. 340
Sommoning Focus: Cost: Force x 15.000$

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/1237:54>
(http://www.old-picture.com/indians/pictures/Indian-Travois.jpg)
Sam intends to make something like this to transport the bodies

And does Sam find something interesting on the Radar?

12d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3379151/)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/1248:53>
Then Lips go into himself and reaches out for the barrier he had build around that sapient snake, to see if its still intact.

The barrier is empty. It will be some time before you'll be able to look at it physically, but as of now you can only tell it's empty.
good that we brought him to Eliza
 :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-17-12/1409:44>
Since the mission is over; Sent, how come the first survivor we found ended up in the situation he was in? Did he managed to flee during his team fight with the mage, and then become a victim of the snake?

Yes, that's exactly what happened. The two specialists engaged in combat supported by the mage. But once the spirit get rid of the mage, taking out the operatives was easy for him to do. Then he chased out remaining team members until the chasm. Only one of them make it over so he was safe from the spirt but then Naga got him.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-17-12/1414:06>
Quote from: SR4, p. 340
Sommoning Focus: Cost: Force x 15.000$

Yep, it is worth 30 thousands nuyen. You can sell it or exchange it for a similar force foci matching your tradition's spirit choice using normal fencing rules. need to chekck the rulebook on that but for 10-20% of value I guess you could go with exchange or sell it for at least 15 thousands or more.

all depending on time you spend on selling it. The longer time, the closer it get to the original value.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-17-12/1452:01>
Does 10-20% means I only have to pay 10-20% cost of the new foci I want, or does it mean, that the new foci has cost: original cost - 10-20% cost of the old foci?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-17-12/1620:19>
10-20% of the foci price if you give the one you have in exchange. i'll check the rules and let you know in more detail
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-17-12/1853:28>
Morrissey Élan cost 3050$ avalibility 10R
   +Chameleon Coating
   +Improved Range Finder
   +Personalized Grip
   +Skinlink
   +Smartgun System
   DV: 4P   AP: -   RC: 1

Will this do for Lips? Are there any other specifications he would like?
Or do you have other wishes in respect of a hold-out like it being a Taser, seeing Fractal electrocute a mage?

Getting myself another HP

Colt Manhunter ("Silent")  cost 1445$ avalibility 10R
   +Concealable Holster
   +Spare Clips
   +Spare Clips
   +Spare Clips
   +Spare Clips
   +Additional Clip, Pistol
   +Laser Sight
   +Melee Hardening
   +Personalized Grip
   +Skinlink
   +Smartgun System
and
50 ASPD amm - 16F
50 Ex-Explosive Ammo

Using Krivlov and Tabby to swag, but need to know their respective  Charisma+Negoation points to make the rools
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/0621:56>
Lips don't realy care if its a taser or a hold-out, its only for show. Enemys sometimes don't see/notice that someone is a mage, so pointing a gun in their face stops them from doing stupid things.

But I noticed, his glassed don't have a smartlink, so you don't need all this heavy modifications and for the rest, it is up to Sam.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/0632:12>
Sednt, I got a list of upgrades.
Ive rolled those repairs, and is seems that D2 is ready to go, Ive spent 4 days of work on it before this run, as posted in the day-by-day list in recent OOC. D1 would take another 4 days, so Im good to go fully equiped.
Well
not lucky with that learning roll, Armorer would have to wait for one more week. You said that specializations are OK to get anytime, So Ill think about it, I have some favourites.
Im not able to raise any other skill during the armorer learning, so this would be all. Those further upgrades are just notes, need to talk about them with rest of the team..

http://forums.shadowrun4.com/index.php?topic=3199.msg111144#msg111144
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/0653:02>
If Lips can't exchange it with a spellcasting foci, he probably will sell it to his foci dealer and divid the money omang the team.

What Lips do during down time:

Sitting at home, meditate and reflect his fight with the blood mage and his spirit: Initiation Grad 1
Karma Cost: 10 (with the ordeal)
Metamagic: Psychometry

Shoping List:
Ammo for whatever gun he gets from Sam (from his fixer)
MedKit Supplies, 50$ (from a local stuffer shake)


I like the idea of a HQ, but with Elizas hideout: low comfort, bad connection (mundane and in terms of matrix) and the BC1. We was moe thinking about an old warehouse or so, Lips has no problem to pay more than double of the hideout rent.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-18-12/0810:03>
Sednt, I got a list of upgrades.
Ive rolled those repairs, and is seems that D2 is ready to go, Ive spent 4 days of work on it before this run, as posted in the day-by-day list in recent OOC. D1 would take another 4 days, so Im good to go fully equiped.
Well
not lucky with that learning roll, Armorer would have to wait for one more week. You said that specializations are OK to get anytime, So Ill think about it, I have some favourites.
Im not able to raise any other skill during the armorer learning, so this would be all. Those further upgrades are just notes, need to talk about them with rest of the team..

http://forums.shadowrun4.com/index.php?topic=3199.msg111144#msg111144
you might think about increasing edge
or any other attribute - that does not need time

BTW

As far as Sam goes he might have noticed you lack your pistol but he does not know how you lost it. He was out cold and  doubt t was put in IC
secondly, you can take a look at Sam's stuff, you can even have a teaser like his. or just ask for a replacement, and Sam actually has a street line Light pistol from Trough rose colored display he can give you.

And you can ask Sam to make the smart-link upgrade for your glasses. ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/0821:16>
thinked about it too

Ill need your help with Termination system (Arsenal p. 143) What doy ou say? We deftly need better payment so I can do some major upgrades, this is all just cosmetic...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-18-12/0840:45>
thinked about it too

Ill need your help with Termination system (Arsenal p. 143) What doy ou say? We deftly need better payment so I can do some major upgrades, this is all just cosmetic...
Sam's Comlink is one of my biggest Blunders, so i was thinking, that as we advance to a TR3 we would do good making a Tactnet and improve our Com's

will help with the selfdestruck, if it is what you need.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-18-12/1235:28>
I really like the idea of forming a Tacnet, that would be great. Also, it would be interesting if all of us who don't have a biomonitor also buyed on, so that the tacnet would be constantely feed with the vital signs of all it's members, which is a really good thing to know.

On this question, how many "senses" to a Tacnet can any of us provide? I will list Fractal's latter, when I verify this.

Sent, is it possible for us to patch our programs with program options? Fractal would really like to patch some of them to be ergonomic (it would cost 300 nuyen each); the list is as follows: Stealth, Exploit, Analyze, Encrypt, Edit and Reality Filter (my Commlink has a limit of  6 ergonomic programs)...
I will think of other advancements later... But be sure that Fractal will get his first rating in First Aid after this mission, that's for sure (and maybe an specialty on Combat Wounds).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-18-12/1320:48>
Mouse will get rid of his BTL addiction.
Not sure what else to spend karma on. May just wait until resonance can be increased.
Time wise, he will register a couple of sprites not sure what yet. I'll get the rolls out to you shortly.
I think a tac net is a good idea.
I'll have to think on what to get.

Mouse has no interest in the prison safehouse. no matrix connectivity.

how many bullets are used in a burst?

I will think about what I can do in 6 days and get back with you, sent.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-18-12/1326:03>
A short Burst uses up 3 bullets.. I don't remember right now how much on a long burst, though.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/1334:19>
3, 5, 10, 15(minigun)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/1458:48>
For TacNet:

Lips has 2 sensor: GPS for position and low-light-vision and video from the videoEnhencments in his glasses and audio from the audio enhencments in the ear-plugs.

Maybe smartlink from a new gun and Lips probably can also buy himself a biomonitor.

In total: 6 sensors
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-18-12/1505:29>
I was slightly mistaken on the fencing rules :(

You can sell the foci right away to your foci dealer (he is bound to have requried cash, and this isn't very powerful foci).
However the base amount you can get is 30% plus 5% per each hit on Negotiations + Charisma + Availability(8), if you ask Fractal to do the negotiations, you can get about 60-70% of the original value of 30 000.

You can buy any new foci up to rating 3 from your dealer. But you need to buy also a license for it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/1524:19>
However the base amount you can get is 30% plus 5% per each hit on Negotiations + Charisma + Availability(8), if you ask Fractal to do the negotiations, you can get about 60-70% of the original value of 30 000.

Then Lips gives it to Fractal for selling, after we left the tunnels.


----------------

Everybody, what do you think about a team HQ?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-18-12/1530:47>
Everybody, what do you think about a team HQ?
For it. and i think the Tunnel one could be a good one, if there would be access for Cars - Rover and we could make a Matrix connection.
there is the Aurora house from last run as well.
And, of course, we could just start looking for real estate on our own
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/1541:11>
iF THE AREA IS CLEANSED, IT IS POSSIBILITY, STILL, WE WILL NEED A LOT OF WORK TO (oops sory for caps) to get matrix connection there, otherwise it is no go for mouse...
and
well
uuntill now I was able to spoof my life for free...IDN if I want to change it... on the other side, this place has good connection in two sectors, so we save 500Y every time we would need to transit :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/1557:42>
sent, can we upgrade the safehouse?

matrix connection, cleansing and more comfort?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-18-12/1602:03>
sent, can we upgrade the safehouse?

matrix connection, cleansing and more comfort?
we would need a workshop as well for our Rigger
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-18-12/1611:55>
However the base amount you can get is 30% plus 5% per each hit on Negotiations + Charisma + Availability(8), if you ask Fractal to do the negotiations, you can get about 60-70% of the original value of 30 000.

Then Lips gives it to Fractal for selling, after we left the tunnels.


----------------

Everybody, what do you think about a team HQ?

Let's hope my luck on the dice does not fail me now.

About the HQ; Fractal actually spends a lot on his Lifestyle; he really could work well with someplace cheaper... but he would also like to make it a better place. He likes it being a little stranger and even thematically, but he needs confort and an easy way in and out. Also, a face without easy access to his contacts would be a crippled face.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/1631:12>
Ill move my own there if needed. dont skin the cat, we still need to get out of there :)
Anyone has an idea how long this toke? Im getting a bit hungry...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-18-12/1633:52>
Another thing; the Mission's FAQ states that:
Quote from: Missions Season Four FAQ, Pg. 6
You may train one skill between each Mission automatically. It takes one full calendar week to train, during which you cannot do anything else. You simply pay the karma cost at the end of the week. You may train more than one skill between adventures, but skills after the first follow the normal rules for training (p. 270, SR4A) and take up additional time on your Missions Calendar. You may hire Instructors or buy Tutorsofts, as usual.

Are we using this rule? I ask because if it isn't, it's quite unlikely Fractal could learn First Aid in just one week.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-18-12/1642:02>
It's possible to upgrade the location's standard.
The investment will reduce your monthly payments for the first few months, but after that the costs will increase.

Installing network connection and upgrading comforts, entertainment and necessities to middle will turn this car into LP 21 location, and turn into High Lifestyle with 15 000 a month of cost.

Building it up to that level will costs 100 000 nuyen.
50k are requried for matrix issue. most of this is the contracting secure matrix provider, contracting deployement of relay stations, as well as backup hardwire thorugh the dozen of meters of the concrete above the subway tunnel. Finally costs of subscirbing to the entertainments available through the matrix. 

30k are required for magical issue - reaspecting the area for hermetic tradition.
Remaining 20k are for improving comforts and necessities.

There is also an initial 10k requried to make the thing operational (repairing the drones, general cleaning, basic furniture replacement). 

Eliza will cover those initial 10k, she can participate in costs of investement up to 30k, or she can improve the location on her own with part of your payment and gradually improve the standard.

For investment of 100k you'd be free from rent for six months. If Eliza invest her own funds, your free period would be shorter.
The improvement will take at least a month, so you may imburse funding at a 25k rate per week. 

 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/1651:43>
for that matrix..all we need is receiver...maybe satelite uplink, at the exit of the tunnel, and a few kilometers of optical line. cheap and easy. And I really dout Im going to pay Eliza rent for the area we have secured...she hired us just to clean the route for her...well IDN...having this kind of sub-level fortress is nice but sharing living with you guys seesm a bit ...GAY... to me :)

see...I dont like the idea that everyone in Denver owns something he can sell us, and we have nothing but obligation to secure another previously nobody`s property so it can become someone`s property and s/he can sell it back to us.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-18-12/1703:54>
Not juging on the homo thing.
The area is hers, she is acknowledged as the coyote for that area. She already claimed that car as hers. You don't know the tunnel exits, so once you clear the tunnel through the wuxing one, you won't be able to reach it EVER without being guided here by her.

You can try to take the location by force now, or by some kind of con later (like helping her to set thing up and then take it over form her).
But then expect trouble from her friends, simple as that, if you can live with the consequences, go on, otherwise, you can use that location as you hideout if the need arise, or rent it for some semi-permanent HQ location.

now to the solution. bringing up a line of receivers through the tunnel is good, until one of them break (dire rat, biting one, or somebody walkign steal it, or one of them simply malfuncation), a satelite uplink, is good on the exit, where if left unprotected will be stolen as well. so low below you just won't be able to get connection. Either way a cheaper solution, will reduce the negative quality from dead-zone to network bottleneck, and you won't be able to upgrade entertainment past low. 
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-18-12/1707:08>
However the base amount you can get is 30% plus 5% per each hit on Negotiations + Charisma + Availability(8), if you ask Fractal to do the negotiations, you can get about 60-70% of the original value of 30 000.

Then Lips gives it to Fractal for selling, after we left the tunnels.


As for the next days I will probably be posting less; I will make a roll simulating the selling of the focus (I don't know if the modifiers would be used, but feel free to take them out if needed):

Quote from: Fencing test
8 (Charisma) + 4 (Negotiations) + 8 (Avaliability) = 20 dice = 6 hits, no glitch (http://invisiblecastle.com/roller/view/3381122/)
So it would be 60% of the value
Just if you rule he should use the other modifiers usually present in negotiations:
3 (Glamour) + 3 (Tailored Pheromones) + 1 (Vocal Range Enhancer) + 2 (Street Cred) = 9 dice = 4 hits, no glitch (http://invisiblecastle.com/roller/view/3381125/)
So there's a maximun of 10 hits, or 80 % of the value. Let's wait for Sent ruling on this
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-18-12/1709:42>
it's 80% then. But it will take a half a day from your downtime.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/1715:33>
ok, IF COYOTE MEANS SOMETHING LIKE LOCAL LANDLORD, i UNDERSTAND.
wELL i WASNT TALKING ABOUT RETRANS STATIONS, BUT oPTiCAL LINE.
god not that caps again :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-18-12/1717:14>
Another thing; the Mission's FAQ states that:
Quote from: Missions Season Four FAQ, Pg. 6
You may train one skill between each Mission automatically. It takes one full calendar week to train, during which you cannot do anything else. You simply pay the karma cost at the end of the week. You may train more than one skill between adventures, but skills after the first follow the normal rules for training (p. 270, SR4A) and take up additional time on your Missions Calendar. You may hire Instructors or buy Tutorsofts, as usual.

Are we using this rule? I ask because if it isn't, it's quite unlikely Fractal could learn First Aid in just one week.

You need only 1 hit, so maybe spend an edge? you got 8 days before next run offer.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-18-12/1719:37>
ok, IF COYOTE MEANS SOMETHING LIKE LOCAL LANDLORD, i UNDERSTAND.
wELL i WASNT TALKING ABOUT RETRANS STATIONS, BUT oPTiCAL LINE.
god not that caps again :P

Well, she just became a landlord of that car :D
And that's pas discussion. If you want to use that car and do not pay the rent for it, you'd need to remove Eliza from play.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-18-12/1721:48>
nope it would be quite easy to reinstal weaponry and reactivate autopilot :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-18-12/1843:17>
Another thing; the Mission's FAQ states that:
Quote from: Missions Season Four FAQ, Pg. 6
You may train one skill between each Mission automatically. It takes one full calendar week to train, during which you cannot do anything else. You simply pay the karma cost at the end of the week. You may train more than one skill between adventures, but skills after the first follow the normal rules for training (p. 270, SR4A) and take up additional time on your Missions Calendar. You may hire Instructors or buy Tutorsofts, as usual.

Are we using this rule? I ask because if it isn't, it's quite unlikely Fractal could learn First Aid in just one week.

You need only 1 hit, so maybe spend an edge? you got 8 days before next run offer.

By the rules, I need two... It's new rating x 2 hits needed...

Anyway, let's make the roll

Quote from: Learning skill test
Learning First Aid
4 (Intuition) = 3 hits, no glitch!  (http://invisiblecastle.com/roller/view/3381230/)
First Aid 1 Learned!

Can I also buy a Combat Wounds Specialization? Or shoud I wait the next run?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/1852:11>
With all this additional cost to make Elizas cars more to our liking, we might want to look for some place else as HQ?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-18-12/1855:12>
You can take specialization anytime, but you can't change it without upgrading the original skill.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-18-12/1931:36>
ok, IF COYOTE MEANS SOMETHING LIKE LOCAL LANDLORD, i UNDERSTAND.
wELL i WASNT TALKING ABOUT RETRANS STATIONS, BUT oPTiCAL LINE.
god not that caps again :P

Well, she just became a landlord of that car :D
And that's pas discussion. If you want to use that car and do not pay the rent for it, you'd need to remove Eliza from play.
My opinion:
Elizas tunnel - good for keeping something safe, but living is problematic
3K safehouse - Until Crashpad and KE investigations are not removed we can really do nothing there except use it from time to time to be there.

How hard would it be to find a empty half decent warehouse in the Aurora Warrens, if possible in the 3K territory for renting purposes?

Quote from: this might wait until next week
Sam upgrades his Pistol skill to 5 and changes Specialisation from Taser to Semi-Automatic. - 10 + 2 Karma
Rushing Pistol skill upgrade 1 12d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3381328/)
Rushing Pistol skill upgrade 2 12d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3381329/)
Rushing Pistol skill upgrade Rule of 6 6d6.hitsopen(5,6)=1 (http://invisiblecastle.com/roller/view/3381331/)

And for future planing how do you reference martial arts Positive quality, what time period to learn them and their manoeuvres?
guess nothing changes in the Day-job this week, but Sam will do not side jobs (smuggling) this week, some resting training and helping around
Using Krivlov and Tabby to swag, but need to know their respective  Charisma+Negoation points to make the rools
Krivlov - the two pistols
Tabby - ammo and Smartlink upgrades for Lips glasses
I need the interval and threshold for working on mine and, if i get the parts, Lips Glasses respectivley mine minor repait on thermograci vision, Lips adding smartlink.
you of course can make the roll for me as well.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-18-12/1953:44>
Register Crack Sprite R4 [w Defuse]
Register(4)+Res(5)+TM(2)
11d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3381245/)
Sprite Resist Rx2:
8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3381258/)
Fading: Will(5)+Res(5)=10d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3381284/)
Mouse takes 2 stun. Mouse has 3 successes
Register Data Sprite R4 [w Sniffer]
Register(4)+Res(5)+TM(2)=11d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3381308/)
Spend Edge to reroll misses: 8d = 8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3381311/) tot 6 successes
Sprite resist Rx2=8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3381313/)
Fading Will(5)+Res(5)=10d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3381317/)
Mouse takes another 2 stun total of 4 stun -1d penalty
has 3 services remaining...
That was done in first day. Will take 8 hours total.
With 7 days remaining Mouse will attempte to learn Sniff
Intuit(5)+Res(5)+Sprite Tutor(4)  [5, 1day] test requires 1 Aid Study from Data Sprite
Can auto buy hits in two days time.

I haven't decided on what to purchase. Ideas range from better comlink and upgraded pilots with autosofts to the pet hell hound. :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-18-12/1956:46>
it's 80% then. But it will take a half a day from your downtime.

Well, half a day lost of this six, so. And at least 8 hours a day just to learn First Aid... Probably Fractal will spend the rest of his time to find some gear and talk to his contacts (as well as recovering his wounds, which would happen if he slept for some hours).

Lips, you got 24000 nuyen thanks to Fractal's efforts.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/2001:54>
it's 80% then. But it will take a half a day from your downtime.

Well, half a day lost of this six, so. And at least 8 hours a day just to learn First Aid... Probably Fractal will spend the rest of his time to find some gear and talk to his contacts (as well as recovering his wounds, which would happen if he slept for some hours).

Lips, you got 24000 nuyen thanks to Fractal's efforts.
 
Means: another 4800$ for everybody!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-18-12/2005:30>
I guess the only other possiblity would be Enrico's lair. It too would require a good bit of work and money, but we did clean the place out (and not at anybody's request.) So we should have the rights to own it, correct?

Bat cave, anybody??? Still got to get good 'trix connection though.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/2015:54>
As far as Sam goes he might have noticed you lack your pistol but he does not know how you lost it. He was out cold and  doubt t was put in IC
secondly, you can take a look at Sam's stuff, you can even have a teaser like his. or just ask for a replacement, and Sam actually has a street line Light pistol from Trough rose colored display he can give you.

And you can ask Sam to make the smart-link upgrade for your glasses. ;)

I'm sure either Mouse or Omar will make a small video with Sams creates moments during this run and send it to him  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-18-12/2052:10>
Idea for a HQ:

 A large familiy house, either in a run-down area, a little bit outside of the city or near the barrens for example. 6 bedrooms, kitchen, dinning room, 2 bath rooms over 2 floors, garage for 2 cars, basement and attic.

3LP Comfort: Middle,  we probably rent all the stuff together with the house
3LP Entertainment: Middle, but maybe Mouse can hack some nice PayTV channel for use.
4LP Necessities: High, we need space
2LP Neighborhood: Maybe in the Barrens, somewhere with less problems with police or loud gunfire.
4LP Security: We pay the local gang well to keep us alone.

Qualities:
2xWorkplace +1, a large garage with a workshop for the drones, a small magical lodge in the attic and a secure room in the basement for meetings
Rough Neighborhood -1
------------------
Summe: 17LP = 7000
5 Roommates: 9k * 1,4 = 9,8k
means, 2k each

Would we find something like that somewhere, Sent?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-19-12/0533:55>
Gentlemen, I really appreciate your efforts to build us a house, well do you realize, that when in one place we will be: Traceable and linked to each other anytime. Any matrix trace when mouse or Omar will do something ilegal nad fail to Spoof the trace will lead cops right at our doors and they will probably arrest whole team? Any astras survey will compromise everyone in the team. More to it, our safehouse will be full of Materials for ritual spellcasting...again, against whole team.
IDN
Living separately can have its advantages...every time somebody is compromised, the hit wont cripple whole team...rest of us can possibly try to find a way to help him...
Well combined knowledge and skillsets can make place like this really good for defense, If Lips ward the place, set some guardians for protection, and Mouse take care of matrix safety, Omar will do something about drones and automatic security systems and Sam lays down the minefield...also really good. And face can negotiate protection from local gags or something (just remember we have issue with Fronts ;) when you are choosing location)

Another cash means Ill be able to upgrade one of drones with chameleon coating. Id prefere D1, also agging winch and gecko pads, so we dont need to rely on borrowed equipement next time :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-19-12/0542:22>
Gentlemen, I really appreciate your efforts to build us a house, well do you realize, that when in one place we will be: Traceable and linked to each other anytime. Any matrix trace when mouse or Omar will do something ilegal nad fail to Spoof the trace will lead cops right at our doors and they will probably arrest whole team? Any astras survey will compromise everyone in the team. More to it, our safehouse will be full of Materials for ritual spellcasting...again, against whole team.
IDN
Living separately can have its advantages...every time somebody is compromised, the hit wont cripple whole team...rest of us can possibly try to find a way to help him...
Well combined knowledge and skillsets can make place like this really good for defense, If Lips ward the place, set some guardians for protection, and Mouse take care of matrix safety, Omar will do something about drones and automatic security systems and Sam lays down the minefield...also really good. And face can negotiate protection from local gags or something (just remember we have issue with Fronts ;) when you are choosing location)

Another cash means Ill be able to upgrade one of drones with chameleon coating. Id prefere D1, also agging winch and gecko pads, so we dont need to rely on borrowed equipement next time :)
In my mind the HQ is more a hangout and workplace then actual living, Sam will keep his loft - defiantly, but one safe place where to stash his not so legal stuff and be sure it will not be stolen without a few of those damn thieved going Boom! is a heart warming feeling.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-19-12/0552:21>
About the betterment of D1; Fractal is willing to share that new 4800 ¥ earned if the seeling of the foci (that Lips decided to share) for the team to enhance the drones and buy a good tacnet (what do you say, guys? Should we try to go for a rating 3 tacnet? a rating 4?; Fractal can try to get that with Miguel ot Quase-Nada; both of them may work in electronics).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-19-12/0559:21>
Idea for a HQ:

------------------
Summe: 17LP = 7000
5 Roommates: 9k * 1,4 = 9,8k
means, 2k each

Would we find something like that somewhere, Sent?

I was going to post:

"With time of course :)
You now how hard is to find a perfect flat in a big city? One that is for sale/rent? to the sinless runners?

But you can search, Nego+Charisma+modifers applicable for matrix searches + teamwork (if you work together)
each 4 hits you got on extended test will give you a location.
I'll roll +/- 2 points in each category and 0-4 qualities if the interval is 1 day or +/- 1 point and 0-2 qualities if the interval is 1 week. "

but then I thought about it again and you know, if you want a HQ, just go for it. you may have your specs, tell me only which sector you want it, select which one of you will spend a day to find it on go for it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-20-12/1341:19>
Okay, if we got six days before our next run, here's how Fractal will be willing to spend them:
First - Sleeping a little bit more than usual in order to fully feel recovered of all injury (made a roll [it's here] (http://invisiblecastle.com/roller/view/3383614/), by the third hour of sleep Fractal would be completely healed); half of the day would be spent in selling Enrico's Foci
Second - half of the day would be spend in searching for the gear Fractal wants (starting with the ergonomic patches for his software - would Miguel Sanchez be able to provide them?);
Third - half of the day would be spend trying to find a Rating 4 Tactical AR Software with Ergonomic option (that's for the group)
Fourth and so on- the other days would be spent in trying to find the same gear as before for the group...

On all of them, at least 8 hours are devoted to the learning of First Aid.

If any of the fifth or sixth day would be "empty of previous agenda", he would try to get out with Tabby.

EDIT: Just saying, the Tacsoft would be an Avaliability 21 item, with a cost of aproximatelly 12300 nuyen (if we share the cost between the five of us, it's 2460 nuyen to each; Fractal would even let the rest of his share in the foci on the pool of resources for the drones).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-20-12/1510:34>
Mouse, any upgrades for Dobbey?
Also...
While Im working on this, can you take care of our roof?
Spof another month :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-20-12/1535:52>
TacSoft Rating 4 or 3?

Lips buys himself a new commlink (rating 4) and some sensors, so he can either spend some extra money for the drone repair or to buy the TacSoft, but propably not both.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-20-12/1712:25>
There are two ways to run a Tacsoft; one of them is by each member of the team to have a copy of the software, and the other is to have just one copy and everybody to be subscribed to the node of the one running it. I believe we would work with the second possibility (since it's far cheaper).
The thing is, to have an effective Rating 4 Tacsoft, we would need each member to broadcast 8 "different sense data"... I don't know about you, but Fractal (which is a really "heavy tech guy") has 6, at most...

A Rating 3 would be faster to get and cheaper... So the question is there, guys... What do you think, a rating 4 or a rating 3 one? Fractal can look around for any.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-20-12/1729:03>
I am really busy lately (you might have noticed).
so just a single note: if you want to buy something that is costing over 10+ knuyen, and availability of 21, think about having it somewhere inside a month from now game time, maybe faster if Fractal himself start looking for it, but if you ask Kirilov or Miguel to get it for you, they'll get 4-6 hits per week I think, unless of course you drop in some serious nuyen.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-20-12/1739:55>
I am really busy lately (you might have noticed).
so just a single note: if you want to buy something that is costing over 10+ knuyen, and availability of 21, think about having it somewhere inside a month from now game time, maybe faster if Fractal himself start looking for it, but if you ask Kirilov or Miguel to get it for you, they'll get 4-6 hits per week I think, unless of course you drop in some serious nuyen.

Understood...

Well, I guess I have just separated some of Fractal spare hours to go hunting for this thing...

And, if it is the Rating 3 one, it's Avaliability 16 and "just" 9300 nuyen...

Also, all things considered, that's not a restricted gear at all... Sam could buy this software legally with his Fake ZDF SIN
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-20-12/1744:50>
That's probably within a week (2 days interval, 4-6 hits, should make it, but I really don't have time to check the exact nego+char values, if they are around more sane 14 dicepools, this might be 3 hits per 2 days, which migth get you the thing  within 2 weeks)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-20-12/2022:29>
Gentlemen, read TacNet carefully around one more time, for tacsoft 3 we need 6 sensor input Everyone... anyone fails, he is out of the net. So count if you are able...Omar i.e. would only be via vehicle, himself he maybe dont have enought sensors :P
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-20-12/2028:44>
Fractal can easily achieve 6 sensor input if he buys a Simrig, so by his side that's all clear...
(And ultimately, we can buy this next downtime also...).
How about the others?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-20-12/2040:38>
Biomonitor, Smartlink, Visual Enhencement Glasses, Visual-LowLight, Visual-Thermographi, Audio-Enhencement Ear-Plugs, Commlink-Position, Atmospher Sensor, Olfactory Sensor. (I bought the last two sensors (Rating 2) in case, we get into a situation again, where we don't know if it's save to breath without gas mask)
 
Hence, in total 9 sensors (even if some fail, Rating 3 TacNet should be no problem)

If Mouse can get everyone a cracked version of the scan program on their commlink, automatied scans  should also cound as sensor input for every one.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-20-12/2048:49>
It's decided; Fractal will invest a thousand nuyen for a Simrig; this way, he will have a great number of sensor channels

Channels = Natural Vision, Low-Light Vision, Augmented Hearing, Natural Olfactory, Magnetosense; Echolocation - Six Sensor Channels just from his natural senses.
Additional Channels = Smartlink, Biomonitor;

8 for most situations, but ultimately at least 6.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-21-12/0532:35>
looks like i will have to up Sam's com for tactsoft
Visual - thermografic; echatmets; radar
sound
smartgun

adding
biomonitor
Simrig - smell

will think of some more later but first thig to do would be getting a better COM
BTW
Is Eric's com still i use by Fractal or was it permanently give to Lips?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-21-12/0541:16>
Lips has bought himself a new one  8)

Hermes Ikon with OS: Novatech Navi

BTW: with simrig you get at least all 5 natural senses.
electronical input from glasses and cybereyes for exampl counts extra.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/0802:41>
Lips has bought himself a new one  8)

Hermes Ikon with OS: Novatech Navi

BTW: with simrig you get at least all 5 natural senses.
electronical input from glasses and cybereyes for exampl counts extra.

But taste and tact won't help a TacNet (on the chapter about it, it's explicit said that visual, hearing and olfactory are the natural ones counted, plus the low-light/thermographic vision depending on the metatype of the individual.
Also, if you got cybereyes, then you don't have your natural vision anymore.  ;D But I guess glasses enhancements trully count as extras.

Well, if Lips has bought himself a new Commlink, then Sam is welcome to have Eric's Commlink.

And just saying; I'm voting for a Rating 3 Tacsoft... It would be really easier to find (Avaliability less than 20 and price less then 10000 nuyen, which means probably Fractal could get one to the next run (although he would need to get 15 hits on three tests buying tests... which is really a lot; still possible, though).

Sent, how much time should one devote per day to search for gear? 8 hours, as most things are taking?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-21-12/0808:14>
Well, if Lips has bought himself a new Commlink, then Sam is welcome to have Eric's Commlink.
can you give me a rundown on the stats of Erics Com
Sam might loan it until he has enough for a Battle buddy or equivalent
and how much?
loan/buy
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-21-12/0809:07>
Whole Simrig can IMO be easily substituted by Trodes or Nanopaste trodes. With no essence cost. This will finally need good protection :) so that said commlink (response 4) will be minimal requiremnt, and firewall at least 4 for it, Novatech Navi is not good enought (F3:S4)
Also, in requirements, Encrypt and Analyze (4) would be good. Possible Viral resistance prefered.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/0813:13>
Here it is:

Eric's Commlink (at the time I got it)

Erik Fjordson Commlink
Response 5, Signal 5, System 5, Firewall 5    
Programs: Browse 5, Edit 5, Command 5, Analyze 5 and Encrypt 5   

It's programs have all degraded to 4 by now, and are bound to degrade to 3 next month if no patch is installed on them.

So right now, Eric Commlink is like that:
Erik Fjordson Commlink
Response 5, Signal 5, System 4, Firewall 4    
Programs: Browse 4, Edit 4, Command 4, Analyze 4 and Encrypt 4

Fractal wouldn't charge any team member to get a piece of gear he has and to which he has no need of.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/0815:28>
Whole Simrig can IMO be easily substituted by Trodes or Nanopaste trodes. With no essence cost. This will finally need good protection :) so that said commlink (response 4) will be minimal requiremnt, and firewall at least 4 for it, Novatech Navi is not good enought (F3:S4)
Also, in requirements, Encrypt and Analyze (4) would be good. Possible Viral resistance prefered.

Read again about the Simrig, Sichr. It does not need to be cyberware, it's just the (much more expensive) piece of gear that is an upgraded trodes, with the capability of recording the senses of the user. So, it's the gear we are really looking for. We won't spend any Essence, it's used the same way as the trodes. Cost is 1000 nuyen.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-21-12/0828:03>
Here it is:

Eric's Commlink (at the time I got it)

Erik Fjordson Commlink
Response 5, Signal 5, System 5, Firewall 5    
Programs: Browse 5, Edit 5, Command 5, Analyze 5 and Encrypt 5   

It's programs have all degraded to 4 by now, and are bound to degrade to 3 next month if no patch is installed on them.

So right now, Eric Commlink is like that:
Erik Fjordson Commlink
Response 5, Signal 5, System 4, Firewall 4    
Programs: Browse 4, Edit 4, Command 4, Analyze 4 and Encrypt 4

Fractal wouldn't charge any team member to get a piece of gear he has and to which he has no need of.
sweet, Sam's Com is useless because it has Response 2.
so he can even bring his own OS
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/0837:06>
sweet, Sam's Com is useless because it has Response 2.
so he can even bring his own OS

You can mark it on your character sheet. I'm taking it out of Fractal's.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-21-12/0930:17>
Good. More on Drones and Weapon support setup.
So far we have
Rover: LMG
D1, D2: SMG
Dobbey: Unarmed
This guns may be changeable for purpose
My advice is:
One more White Knight (or any casual LMG) to have two weapon platforms
HREF gun for Electronic warfare purposes
Chameleon coating for at least one Dobermans, for Covert ops purposes
Gecko pads for all of them, so they are able to operate despites Terrain obstacles
At least 1 Winch
I would love to upgrade Dalmatian also, but right now it is beyond my reach.
Sam
Next time we are going to infiltrate with drones, you should be able to use your Infiltration skill for it, since Anyone can be jumped in via VR, rig only gives +2 dices for driving. So maybe Pilot ground vehicle skillsoft r1 may be the option, with your Move-by-wire it is good choice (Oh its bloody expensive, Ive just find that in the book :P ) well it can be defaulted (Pilot ground craft, so no problem)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-21-12/0939:41>
Good. More on Drones and Weapon support setup.
So far we have
Rover: LMG
D1, D2: SMG
Dobbey: Unarmed
This guns may be changeable for purpose
My advice is:
One more White Knight (or any casual LMG) to have two weapon platforms
HREF gun for Electronic warfare purposes
Chameleon coating for at least one Dobermans, for Covert ops purposes
Gecko pads for all of them, so they are able to operate despites Terrain obstacles
At least 1 Winch
I would love to upgrade Dalmatian also, but right now it is beyond my reach.
Sam
Next time we are going to infiltrate with drones, you should be able to use your Infiltration skill for it, since Anyone can be jumped in via VR, rig only gives +2 dices for driving. So maybe Pilot ground vehicle skillsoft r1 may be the option, with your Move-by-wire it is good choice (Oh its bloody expensive, Ive just find that in the book :P ) well it can be defaulted (Pilot ground craft, so no problem)
for ow default  reaction 8 - >> roll 7 dice on a test ->> ad a simrig is planed hotsim as well
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/0943:18>
Okay, guys, would you be willing to part each with 1860 nuyen on the TacNet (Ergonomic Tacsoft Rating 3)? I guess this is the best bet for Fractal to search on... if he rush the job, I guess he can get it.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-21-12/0947:16>
Okay, guys, would you be willing to part each with 1860 nuyen on the TacNet (Ergonomic Tacsoft Rating 3)? I guess this is the best bet for Fractal to search on... if he rush the job, I guess he can get it.
Sam is up or it.  Now that he has a good Com or it. ;)

by the way Mouse still has the two grenedes Sam gave him you ca note them or give them back, do as you please.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-21-12/0957:01>
Okay, guys, would you be willing to part each with 1860 nuyen on the TacNet (Ergonomic Tacsoft Rating 3)? I guess this is the best bet for Fractal to search on... if he rush the job, I guess he can get it.

Thats okay with Lips. When we have Rating 3 instead of 4, Lips has enough money to also buy Encrypt 4 and Anti-Virus 4 for his commlink.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/1005:23>
Sent, let me organize the downtime again (by the healing roll, Fractal will be a hundred percent as soon as he sleep a little):

1º day - Selling Enrico's Foci
2 - Trying to buy the Tacsoft (Rushing the Job) - 6 hits, no glitch (http://invisiblecastle.com/roller/view/3384733/)
3 - Trying to buy the Tacsoft (Rushing the Job) - 6 hits, no glitch; total - 12 hits (http://invisiblecastle.com/roller/view/3384734/)
4 - Trying to buy the Tacsoft (Rushing the Job) - 7 hits, no glitch; total - 19 hits (http://invisiblecastle.com/roller/view/3384737/) Dangerously close to glitch, but it didn't happen - Tacsoft Rating 3 w/ Ergonomic option acquired (cost is 9300 nuyen, each team member contributes with 1860 nuyen for the cost to be even).
5 - Fractal calls Miguel Sanchez to see if he can patch six of his softwares to also be ergonomic (the total cost would be around 1800 nuyen); he also buys a Simrig on the regular market (1000 nuyen) using his fake ID;
6 - If Tabitha is available at night, Fractal would buy her a drink.


EDIT: Just as a financial note: If this spending are approved, Fractal would still have 6625 nuyen with him - 3000 of these he would give to Omar for the drone's repair/upgrades.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-21-12/1028:00>
Oops. No fractal left for parts, equipement and weapons :) also not sure about that money...not that Im against (even if thats hammer) but that I need some things for myself :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/1057:06>
Oops. No fractal left for parts, equipement and weapons :) also not sure about that money...not that Im against (even if thats hammer) but that I need some things for myself :)

The money part is really not that much. Remember that each of us also got 4800 nuyen more just by the selling of the foci, so that's 1860 won't hurt that much; everyone is still profitting.

And if it's really needed, Fractal still has half a day to spend (although he preffer to be relaxing and partying hard than being errands boy).  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-21-12/1107:46>
Well, see here for price of upgrades and repairs...and weapons also. Omar uses his 11000, so it is up to the team to get another 6050 together, if we want it all.
Highes availability is HERF gun: 16F

And we still lack ECM or good SmartJammer...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-21-12/1113:52>
As I said, Fractal alone can contribute with 3000 nuyen; but that's after everyone pays for the TacSoft, which I think is priority. I also believe Mouse will have something to contribute to the pool, since he also is one of our tech-guys.

And I guess the HERF Gun will need to wait for the next down-time. 16 on the dice is something I need at least three rolls, I there's not that much time left after all.

But it's in the list for the next downtime, for sure (as well as editing the footage).

I will probably be unable to post further until friday. See you later.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-21-12/1139:39>
Morrissey Élan cost 3050$ avalibility 10R
   +Chameleon Coating
   +Improved Range Finder
   +Personalized Grip
   +Skinlink
   +Smartgun System
   DV: 4P   AP: -   RC: 1

Getting myself another HP

Colt Manhunter ("Silent")  cost 1845$ avalibility 12R
   +Concealable Holster
   +Spare Clips
   +Spare Clips
   +Spare Clips
   +Spare Clips
   +Additional Clip, Pistol
   +Laser Sight
   +Melee Hardening
   +Personalized Grip
   +Skinlink
   +Siliencer (Accesoory) + one more for "Vertigo"
   +Smartgun System
Simrig+hotsim module + biometric reader + trodes - 1500$
smartlink Goggle mod - 500$
and
50 ASPD amm - 16F - 350$
50 Ex-Explosive Ammo - 500$

and


Using Krivlov, Miguel and Tabby to swag, but need to know their respective  Charisma+Negoation points to make the rools
I am really busy lately (you might have noticed).
so just a single note: if you want to buy something that is costing over 10+ knuyen, and availability of 21, think about having it somewhere inside a month from now game time, maybe faster if Fractal himself start looking for it,
but if you ask Kirilov or Miguel to get it for you, they'll get 4-6 hits per week I think, unless of course you drop in some serious nuyen.
on the assumption this is correct i will change the interval and presume that Sam can get his packages as well
both guns avalibility 12 interval 2 days - 4-6 hits per inteval -> 4-6 days to get it
ammo and Smartgun mod For Lips - > avalibility 16 interval 1 days - 4-6 hits per inteval -> 3-4 days to get it

money after all expenses =4k - additional cost to get the gear(like ?10%? for Swag) = this Sam is willing to invest in Drones, So Omar can be sure that there are at least 2k or 3k Coming his way.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-21-12/1744:41>
Mouse, any upgrades for Dobbey?
Also...
While Im working on this, can you take care of our roof?
Spof another month :D
I was thinking of a couple of Pilot 4 programs for both Dobbey and Wiz along with their respective machinery autosofts. For Wiz, I think, a Covert Ops Autosoft along with a perception enhancement maybe even a sensor upgrade depending on what Unca Omar would suggest there. For Dobbey, a LMG autosoft. Even a covert ops autosoft as well. And the encryption program. I think that would be all they could run.

Mouse will attempt to spoof a lifestyle in between working with Unca Omar on Dobbey and Wiz and any repairs/maint on the drones.

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-21-12/1804:50>
Here it is:

Eric's Commlink (at the time I got it)

Erik Fjordson Commlink
Response 5, Signal 5, System 5, Firewall 5    
Programs: Browse 5, Edit 5, Command 5, Analyze 5 and Encrypt 5   

It's programs have all degraded to 4 by now, and are bound to degrade to 3 next month if no patch is installed on them.


So right now, Eric Commlink is like that:
Erik Fjordson Commlink
Response 5, Signal 5, System 4, Firewall 4    
Programs: Browse 4, Edit 4, Command 4, Analyze 4 and Encrypt 4

Fractal wouldn't charge any team member to get a piece of gear he has and to which he has no need of.

Where is this comlink at? Mouse wants...
Mouse has a natural sim rig being a TM, but I could get some glasses that have low-light, flare comp, thermal, and ultrasound. That would be cool...an expensive pair of shades.  8)

Right now I'm looking at the following:
Glasses R4 (low-light, flare comp, thermal, and ultra-sound) -- 1,450
For Dobbey: Targeting(LMG), Maneuvering (Doberman), and Firewall all at R3  -- 3,600
For Wiz: Covert Ops, Maneuvering (Fly Spy), and Clear Sight all at R3 -- 4,500
Plus a bio-monitor -- 300

That totals to 9,850 before the TactNet
Mouse has Mr. Lips' comlink, so he will give it back.


What is the cost to update the pilot of a drone?
What are the costs to upgrade the response time and signal ratings of comlinks?


Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-21-12/1807:13>
Good. More on Drones and Weapon support setup.
So far we have
Rover: LMG
D1, D2: SMG
Dobbey: Unarmed
This guns may be changeable for purpose
My advice is:
One more White Knight (or any casual LMG) to have two weapon platforms
HREF gun for Electronic warfare purposes
Chameleon coating for at least one Dobermans, for Covert ops purposes
Gecko pads for all of them, so they are able to operate despites Terrain obstacles
At least 1 Winch
I would love to upgrade Dalmatian also, but right now it is beyond my reach.
Sam
Next time we are going to infiltrate with drones, you should be able to use your Infiltration skill for it, since Anyone can be jumped in via VR, rig only gives +2 dices for driving. So maybe Pilot ground vehicle skillsoft r1 may be the option, with your Move-by-wire it is good choice (Oh its bloody expensive, Ive just find that in the book :P ) well it can be defaulted (Pilot ground craft, so no problem)

Dobbey has the LMG from the security drone (unless you give it back.)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-21-12/1818:33>
Mouse does have enough after his share of the TackSoft to pool for the rest. He would have 6,540 remaining. Since Unca Omar was doing some hardware upgrading for Dobbey and perhaps Wiz (the chameleon coating /w the covert ops prog would be useful) he was going to use some of that to help out Unca Omar.

Mouse has a few days to play with, so other than helping Unca Omar and spoofing next months lifestyle he could probably find the patches you need. Or send a sprite to do it.

Sent: what kind of rolls do i need to make?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-21-12/1919:51>
That casual LMG will be placed on Rover, since it has no recoil compensation and Dobbey makes only 3 points with body 3. It is heavy weapon, so uncompensated doubles. Thats why I vote for another Whiteknight, because that has 5(6) points built in...with 3 dobernam it is longburst+shortburst with no penalty and full auto with -4 (we have two SMG in reserve with RC2, if you want to pack light)

Chameleon coating Wiz is 1000Y

So...if the TacNet is for weeks, Id prefere that HREF gun (good against vehicles, drones, sentries, cybered characters...only positives :) well Im not paid by Ares for advertisement...)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-22-12/1021:18>

So...if the TacNet is for weeks, Id prefere that HREF gun (good against vehicles, drones, sentries, cybered characters...only positives :) well Im not paid by Ares for advertisement...)

Well, Fractal aready managed to buy the Tacnet in three days; the HERF gun will have to wait for next week.

snake, that link i described was the one Fractal took from Erik during the /trashing the body electric mission, and which he lended to Lips this time (and now he "donated" to Sam).... But don't worry, Fractal can teach Mouse how to kidnap managers of little corporations an steal their items one of these days... ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-22-12/1115:07>
Hm. You may missed that HERF was only part of the package, which consists of: Parts for reparations, weaponry for drones, upgrades.
And you know...
Until now, every run was about getting the most pacifist solution ever. Only military type was Omar, and he was hated for this
And instantly
Team changed into Military unit.
Omar`s vote, if ther is a vote, is to have diverse weaponry and possible tools rather than +3 bonus.
Since Omar is working as a slave, spending all money and time to keep machinery working and ready for next run without any real chance to get some character improvements or financial reserves, he would argue hard about this, well he will comply to the team vote. I hope that this discussion happens BEFORE all money  and time is spent...

(for me, its more personal dislike to how tacnets work because it is that when you get 10 grunts from the street, pack them with some sensors and run tacnet 4 for them, they`ll be able to beat the shit out of anything with this +4 bonus...with NO skill for using or operating the software or tactics knowledge at all :P )
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-22-12/1234:28>
snip...
I and Sam agrees with Omar, even though it was originaly my proposal, it shoul Never interfere with upkeeping and upgrading what we have
there has been a lot of talk about a team HQ, Tactsoft. All garnish, but we do not have a clue how our TEAM works, do we have a leader or votes. what are team expe-ses what private. who has what responsibilities.


Sam and Omar have military backgrounds, not sure about others.
my point beeing, we have to think how can we make a team, not what soft would make us one.
sorry for pushing this.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-22-12/1255:35>
I thought about that on my way home from work.
I understand, that everyone, even me as a player, loves + dicepool modificators. Well from the gameplay perspective, I see that this is pretty dull.
IMO its better to have variability in equipement and firepower, and clever solutions (like that lucky taper bug), then:
+3

On the other side, I can clearly see the moment when dicepools come to play and Ill hit my desk with my forehead shouting:
God, gimmie another +3 dices!!!!  ;D ;D

I and Sam agrees with Omar....
:o  :o  :o  Ill be damned!!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-22-12/1311:46>
Well, Fractal has no military background, but he has plenty of management experience and he knows his way around tech, so he value a lot a Tacsoft. Mostly not because of the dicepool modifiers, but because of the interface which help sharing knowledge about each others perception (they would have know that when Sam had fallen down to the drones, he had just fainted, not died, and things like that). That's why he really thinks it's the better way to go. Maybe it goes unnoticed, but I am a little tired of be asking the other team members to "stream the visual feeds" of all the drones and googles all the times we go into some serious action.

But if the team decides otherwise, okay, Fractal will agree. Not happily (more firepower is something that does not sound as a solution to him in any sense), but he will agree.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-22-12/1333:28>
Well, for this issue IMO it is OK to make a setting that allow anyone from team within the encrypted network use any sensor input freely. It may be acessible via AR, same as data from biomonitors. This we are able to get without need of Tacnet. Tacnet is more than this...it gives tactical analysis of battlefield, extrapolates models and maps from different sources, have some kind of tactical behaviour prediction algorithms etc. I really do think it is valuable, well, ingame terms, it is just +3 dices. Everything you asked about is possible to get done with thared subscriptions (and since our coms are slaved we dont need even that) and this "steam me please the feed" etc is more RP fluff than real need, because from your PAN or AR window, you are able to have opened 10 screens every one with different team member POV.

Ive said that Omar would argue hard :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-22-12/1342:25>
BTW, Netz,  didnt you thought about some sensor software...like Lies detector or Emosoft? I have recognition software on my to buy list for Dalmatian camera, but those other two would be a good help in some of tasks you may meet.

just my 2c ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-22-12/1432:51>
Character motives: Fractal does not have Cyberware in him (just bioware) for fluff reasons, and that's the same reason why he does not trust Empathy Software: in his mind, computers can't ever be more reasonable than himself on metahuman interaction, so even if he would have it (let's say, he borrow someone's glasses with Empathy software), I wouldn't use the extra dice it would provide, since he would ignore the clues provided for it.
(Also, as a metagaming perspective, 21 dice on a lot of social situations is almost absurd, so I won't give Set any reason to put a better Pornomancer against the team trying to convince someone to pull the trigger against it's own head  :o.)

I don't have my books right now, but if that's the team decision, then just substitute my previous rolls for the values of the HERF Gun (if it's less than avaliability 17), and consider the new value. But as said before, Fractal will think a little low on the team by this decision ("Tech and military guys just want  bigger toys and more dakka... How childish.").
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-22-12/1444:00>
Can live with that :)
If you can teach me some skills for the edge I wont be that much on the edge :)
And tacnet next time :) now even Mouse will have well equiped drone so he can take his role anytime he wants to in multiple roles, so he don`t have to sit in the rover and guard the node, he can be on the battlefield right above your head on the ceiling jumpedin his almost invissible Dobbey :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-22-12/1516:32>
Another thing... We have a contact which specializes in fencing weapons: Nikolai Kirilov. Maybe we could even get both the gear at once (Fractal going after Tacnet and Nikolai after the HERF Gun). I don't know if the costs would allow that (again, away from books right now).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-22-12/1531:42>
One thing I was thinking about and all this talking lead me away from it. I wanted to ask if we cannot make those things one big pack (well maybe except for those repair parts, I need to start working)
+1 for making me to recall that Im an old man with shaking hands and unreliable memory...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-22-12/1543:21>
...
Sam and Omar have military backgrounds, not sure about others.
my point beeing, we have to think how can we make a team, not what soft would make us one.
sorry for pushing this.
Hopefully you know that Mouse has no military training. Either that or they really lowered the bar. :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-22-12/1546:48>
...
Since Omar is working as a slave, spending all money and time to keep machinery working and ready for next run without any real chance to get some character improvements or financial reserves, he would argue hard about this, well he will comply to the team vote. I hope that this discussion happens BEFORE all money  and time is spent...
Mouse will help...:D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-22-12/1608:40>
So the final answer for purchasing the TacNet R3 software?

Mouse dosen't really have a care factor on the TacNet. It's more a cool thing to him. He read something on it during his 'trix runs and said something to Unca Omar, if he thought it would be a good idea. (Durning the Twist and Insult) Mouse is quite content to keep the stun rounds on Dobbey (even if it means we only mount a pistol on him for the time being.) Or mount a directed jammer on him.

Given the brutality of the last run (esp for a rescue mission) Mouse is willing to go with his elders' decision on how best to defend themselves. Besides, he's not in much of a mood to argue.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-22-12/1725:29>
...
Since Omar is working as a slave, spending all money and time to keep machinery working and ready for next run without any real chance to get some character improvements or financial reserves, he would argue hard about this, well he will comply to the team vote. I hope that this discussion happens BEFORE all money  and time is spent...
Mouse will help...:D

Children labour :o If we dont get arrested for this, then never.
Well, I see taht I could ask Sam for help with sensors ec..well I dont want to end up with blind robots walking around in circles randomely hiting things with long bursts :)
OK
Seems we have compromise, all inclusive package.
Price would be: 26050
Omar pays 10000 For package (and 500 for personal upgrade- Datajack)

In fact, Availability 106 F has the other White Knight, its more backup then actual need.

@Snake: OK Ill mount SMG from D2 on Dobbey, just get some SnS ammo if you want non lethal...and maybe Sound supressor.

So the final setup would be
D1: WhiteKnight, gecko, Sensor 6
D2: HERF, Gecko, Sensor 6, Winch
Rover: Whiteknight (or casual LMG we have from underground drones)
Dobbey: Smg, Gecko Chameleon coating
Dalmatian: Ares Desertstrike/ High visual/audio surveillance, Radio signal scanner 6

Maybe for Dobbey we dont get shot on sight, only sent to labour camps in ore mines 8)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-22-12/1931:33>
What is in the all incluse pack now?

HERF gun + TacNet 3, or more?

If so, costs 26050$  (- 10k from Omar) , i.e. around 4012$ for the rest of us?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <02-22-12/2054:41>
What is in the all incluse pack now?

HERF gun + TacNet 3, or more?

If so, costs 26050$  (- 10k from Omar) , i.e. around 4012$ for the rest of us?

We must wait for Sent to say if it's possible for Fractal to get the Tacsoft + drones equipment and to make Nikolai get the HERF gun all at the same time... if it's not like this, them I believe we will only have drone components + HERF Gun, no TacNet.
But I wouldn't be so optimistic. Too much to do in very few time (and I would like to save at least some nuyen for further investments - hell, Fractal's lifestyle is the most expensive of our team!).
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <02-23-12/0259:30>
We must wait for Sent to say if it's possible for Fractal to get the Tacsoft + drones equipment and to make Nikolai get the HERF gun all at the same time... if it's not like this, them I believe we will only have drone components + HERF Gun, no TacNet.

:(  Lips would have prefered to have new funny software instead of more shinny dog maschines , now that he followed the teams advice and bought a better commlink.

What exactly is a HERF gun, btw?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-23-12/0348:10>
Liek I said, HERF is only 12F, so its nowhere close to Tacnet in availability.last time Ive been requiring package it was here:

id rather get those dicepools so I can roll availability rolls and finish this Omar upgrades :)

If you insist, I can give them to you but I've send this to you on Skype today:

Quote
[10:12:39] kaczy27:
I made the rolls - you got you stuff ;D
no, availability doesn't change - but with the increased cost for batch - so does change the interval for the roll

still the intervals is 2 days, Nikolai used shestiorka with dicepool of 10 you need to score 16 hits (highest availability target from the package) -> 5 hits per 4 days on buying hits -> 15 hits on 12th day -> your stuff arrived just the evening before the run.
You may make your rolls to get the stuff earlier, or roll on your own, if you score less then 16 you'll get delivery after next run

EDIT: if you want you may make rolls for individual things - spending days and acquiring things earlier

If the scenario is the same, we will have complete gear in 4 days, we need to score 16 hits on availability, with price over 10K, RAW interval is 1 week, IDN how this rushing the job works...aha I know.
So it seems it would be betrter to divide this package in multiple packages and use more contacts.

Oh god. It needs more systematic approach :)

For drones and parts I have blackmarket pipeline - Stalker (I need values for him, Sent) who was visiting the shop not even 2 days ago, So ill try to ask him about this.
HERF (A:12) and Whiteknight (A:16) + possible ammo, thats Kirillovs field of interrest, Interval 2 days.
Tacnet...since Fractal already rolled for it, why not leave it that way, Interval 2 days
Electronics+Sensor upgrades: A/V - Standard on-shelf stuff, Radio signal scaner A:4, Radar A:8, whole package price is 5400, so interval also 2 days - I hope that Stalker would be helpfull even with this but if not, IMO we are able to get those things using any other contact - Tabitha or Miguel, if necessary.

Any ideas? I know we are discussing this for almost a week, but ingame this discussion will be done in Sams bar while sipping drinks and before we got too drunk...taking everythiong into account, the run should have lasted max 8 hours, so we end up in the middle of afternoon.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-23-12/0403:59>
We must wait for Sent to say if it's possible for Fractal to get the Tacsoft + drones equipment and to make Nikolai get the HERF gun all at the same time... if it's not like this, them I believe we will only have drone components + HERF Gun, no TacNet.
:(  Lips would have prefered to have new funny software instead of more shinny dog maschines , now that he followed the teams advice and bought a better commlink.
The comlink will do good, as it is harder to hack and that is one thing you do not want that it happens in a fight.


Up until now, we have lost someone in every battle we were in. Both times it was a Drone, but it might have been a Character as well.
The thing is We lack a real Street Samurai, yeah Sam fills this role quite well, but he was built as a B/E specialist and demolition expert.
until now we have always won by taking out the head of the group, but if there is no leader? no way to talk our way out?

Enrico and the train episode opened Sam the eyes(at least i imagine it this way) that you, at least, have to be prepared to use deadly force, not that this will be his first chiose, but he at least will have some clips for that.

Fighters:
Sam - 11 dice on Pistols; 14 dice on Dodge
Lips - 11 dice on spell-casting; 3 dice on Dodge (no skill at all)
Fractal - 7 dice on smart-linked Taser; 3 dice on dodge (no skill at all)
Omar - defaulting on Str 3 Agi 4; 9 dice on dodge
Mouse - 3 dice on pistols; 5 dice on dodge
Drones, Spirits - to various to put up here

Looking at the team i would say that Sam; Lips and Fractal are able to deal some damage, but Sam and Omar are able to avoid it.
This might show the picture more clear - wee need to maintain our drones or we are in deep problems.
P.s. Lips is limited to 3 bound spirits, due to charisma 3.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-23-12/0408:53>
Any ideas? I know we are discussing this for almost a week, but ingame this discussion will be done in Sams bar while sipping drinks and before we got too drunk...taking everythiong into account, the run should have lasted max 8 hours, so we end up in the middle of afternoon.
All the Legal stuff like parts can be bought with no problems in local store, as far as i know it, we need to use black market only for the restricted and Forbiden Items.
that would be one category that would be the easiest to get.

P.s. how much for the gun?
Sam has still some nuyen free in the bundle he is getting from Krivlov - 4 k to be added to the 10k limit, and he will get them in 4-6 days
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-23-12/0422:15>
Any ideas? I know we are discussing this for almost a week, but ingame this discussion will be done in Sams bar while sipping drinks and before we got too drunk...taking everythiong into account, the run should have lasted max 8 hours, so we end up in the middle of afternoon.
All the Legal stuff like parts can be bought with no problems in local store, as far as i know it, we need to use black market only for the restricted and Forbiden Items.
that would be one category that would be the easiest to get.

P.s. how much for the gun?
Sam has still some nuyen free in the bundle he is getting from Krivlov - 4 k to be added to the 10k limit, and he will get them in 4-6 days

WhiteKnight    2000 16F
HERF gun       2500 12F
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-23-12/0433:56>
WhiteKnight    2000 16F
HERF gun       2500 12F
Adding the HERF as the avalibility of the package is 12
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <02-23-12/0434:25>
Morrissey Élan cost 3050$ avalibility 10R
   +Chameleon Coating
   +Improved Range Finder
   +Personalized Grip
   +Skinlink
   +Smartgun System
   DV: 4P   AP: -   RC: 1

Getting myself another HP

Colt Manhunter ("Silent")  cost 1845$ avalibility 12R
   +Concealable Holster
   +Spare Clips
   +Spare Clips
   +Spare Clips
   +Spare Clips
   +Additional Clip, Pistol
   +Laser Sight
   +Melee Hardening
   +Personalized Grip
   +Skinlink
   +Siliencer (Accesoory) + one more for "Vertigo"
   +Smartgun System
Simrig+hotsim module + biometric reader + trodes - 1500$
smartlink Goggle mod - 500$
HERF gun       2500 12F
package total 12F 9495$
and
50 ASPD amm - 16F - 350$
50 Ex-Explosive Ammo - 500$
Package total 16F 850$

Using Krivlov, Miguel and Tabby to swag, but need to know their respective  Charisma+Negoation points to make the rools
I am really busy lately (you might have noticed).
so just a single note: if you want to buy something that is costing over 10+ knuyen, and availability of 21, think about having it somewhere inside a month from now game time, maybe faster if Fractal himself start looking for it,
but if you ask Kirilov or Miguel to get it for you, they'll get 4-6 hits per week I think, unless of course you drop in some serious nuyen.
on the assumption this is correct i will change the interval and presume that Sam can get his packages as well
both guns avalibility 12 interval 2 days - 4-6 hits per inteval -> 4-6 days to get it
ammo and Smartgun mod For Lips - > avalibility 16 interval 1 days - 4-6 hits per inteval -> 3-4 days to get it

money after all expenses =4k - additional cost to get the gear(like ?10%? for Swag) = this Sam is willing to invest in Drones, So Omar can be sure that there are at least 2k or 3k Coming his way.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-23-12/0524:39>
OK. The secong Whiteknight should be long term order, no need to hurry on that one, we have those LMGs from underground (still, one of them is damaged and I have no skill yet to repair it) well we still have backup SMGs so no problem with that,maybe we should buy some ammo for them, if there is still a place in the package. at least 200 rounds, 100 each.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <02-23-12/0959:25>
just dropped in to say 'fuck what a week', didn't even had time to read the posts on the toilet :/

glad you went into overdrive without me
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-24-12/1557:01>
Is Mouse in the bar too? Sipping drinks with the big boys?
:D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-24-12/1654:25>
Is Mouse in the bar too? Sipping drinks with the big boys?
:D

In his age? Hardly for the first time :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-26-12/1006:01>
What kind of gun is on Dobby (we said it was an SMG from the security drones) but I don't remember seeing any stats for it.

I picked up Hero Lab with the Shadow Run module so that I can keep track of Mouse a little better. It seems that the Pilot rating of the drone has a firewall rating and also has a maneuverability program for its type. It also claims that there is a targeting autosoft by default as well for the weapon mount.

Sent, can you confirm that this is accurate?

They have some other errors, I've noticed such as Fading is Willpower + Resonance not Charisma + Resonance. But, it seems to track about everything. I've made the fading roll enough to know better. :)

If so, then it changes some of the applications that Mouse needs to purchase.and Mouse will pay Omar for the Gecko Tips and the Chameleon Coating for Dobbey.

Sent: will the contacts work in conjunction with the glasses?

Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-27-12/0400:24>
Doberman has Clearsight and Targetting autosoft included. Maneuver is another autosoft that should be bought for it (no sourcebook has changed this fact so far) It would increase Pilots capabilities for operating the vehicle. (so the driving roll will be "Pilot+Maneuver", instead of "Pilot")
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-27-12/1516:42>
@ Snake: As for Dobbey gun: consider it HK MP5 with another 2 points of recoil (with drone body 3 this means total 5, means two short bursts with no penalty), that is what we have in reserve and what Omar will mount on it (can be silenced)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <02-28-12/2014:33>
Here is Mouse (in Labview):
What Mouse has bought:
Dobbey
Covert Ops and Manuever: Anthroform R3 - 3000
Sound Supressor - 600
SnS/Reg Rounds - 360
Geck Tips - 300
Chameleon Coating - 3000
=7,260
Wiz
Covert Ops and Clear Sight R3 - 3000
=3,000
Karma was used to buy off the Addiction: BTL and acquire Sniffer R1 Complex Form and replenish his registered sprites.

Contact Lens R3 (Flare Comp, low-light, thermal) - 400
Glasses R4 (Ultrasound, Vision Enh R3, Vision Magnification) - 1600
Bio-monitor - 300
=2,300
TacNet R3 - 4012
=======
16,572

Mouse had 16630 to start with so that leaves him with 58NY
So much for college :(

Mouse (Human Technomancer)
B 3, A 2, R 2, S 2, C 3, I 5, L 5, W 5, S 1, E 2, Ess 6, R 5, Init 7, IP 1
Condition Monitor boxes (Physical/Stun): 10/11
Hermes Ikon Commlink Condition Monitor: 11
Living Persona Condition Monitor: 11
Armor (Ballistic/Impact): 3/3
Skills: Cracking Group 4, Dodge 3, Electronics Group 4, Hacking 4 (Exploit +2), Perception 2, Pistols 1, Tasking Group 4
Knowledge Skills: Data Encryption Theory 3, Data Havens 4, English N, IC Identification 4, Japanese Anime 2, Japanese 4, Mathematics 5, Matrix Phenomenon 2, Matrix Security Procedures 4, Matrix Theory 2
Qualities: Combat Paralysis, Natural Hardening, SINner (Criminal SIN), Technomancer
Complex Forms: Analyze 5, Armor 5, Attack 5, Biofeedback Filter 3, Browse 3, Command 2, Decrypt 3, Defuse 1, Edit 4, Exploit 5, Scan 3, Sniffer 1, Spoof 2, Stealth 5, Track 5
Gear:
. . Agent (4)
. . Armor Jacket
. . Biomonitor
. . Command (4)
. . Contact Lenses (3) with Flare Compensation, Low Light Vision, Thermographic Vision
. . Datachip x20
. . Glasses (4) with Ultrasound, Vision Enhancement (3), Vision Magnification, Optical
. . GMC-Nissan Doberman
. . Hermes Ikon Commlink with Analyze (4), Attack (4), Browse (4), Command (2), Edit (4), Encrypt (5), Firewall (6), Hardening (6), Linguasoft: Russian (3), Mapsoft: Denver (6), Pro User Suite, Response Upgrade (5), System (6), TacNet (2), VR Game: Elder Scrolls, VR Game: Modern Warfare
. . Markus with Fake SIN (1), Street Lifestyle
. . MCT Fly-Spy
. . Mouse with Fake SIN (4), Street Lifestyle
. . Nathaniel Smith with Street Lifestyle
. . Satellite Link
Weapons:
. . Colt America L36 [Pistols, DV 4P vs. B, SA, 11 (c)] with Regular Ammo x11
. . Attack of Will (vs. Spirits) [DV 3P vs. I]
. . Unarmed Strike [Unarmed, DV 1S vs. I]
. . Regular Ammo (Light Pistol) x44 [DV – vs. B]
Ammunition & Resources:
. . Colt America L36 - Regular Ammo x11
. . - Independent - - 0/0
. . Addiction: BTL - 0/0
. . Biomonitor - 0/0
. . Combat Paralysis - 0/0
. . Contact Lenses (3) - 0/0
. . Datachip - 0/0
. . Dropped to Ground - 0/0
. . Edge Pool - 0/2
. . Glasses (4) - 0/0
. . Natural Hardening - 0/0
. . Regular Ammo (Light Pistol) - 44/44
. . Satellite Link - 0/0
. . SINner (Criminal SIN) - 0/0
. . Technomancer - 0/0


--------------------

Agent (Agent)
Fir 4, Pil 4, Rsp 5, Init 5, IP 3
Matrix Condition Monitor: 10
Armor (Matrix): 8
Skills:
Knowledge Skills: English N
Gear:
. . Armor (4)
. . Defuse (4)
. . Exploit (4)
. . Stealth (4)
Ammunition & Resources:
. . - Independent - - 0/0
. . Dropped to Ground - 0/0
. . Mundane - 0/0


--------------------

Crack Sprite (Crack Sprite)
Rat 4, Fir 4, Pil 4, Rsp 5, E 4, R 4, Init 12, IP 3
Matrix Condition Monitor: 10
Armor (Matrix): 4
Skills: Computer 4, Electronic Warfare 4, Hacking 4
Knowledge Skills: English N
Complex Forms: Analyze 4, Exploit 4, Stealth 4
Gear:
. . Sniffer (4)
Ammunition & Resources:
. . - Independent - - 0/0
. . Dropped to Ground - 0/0
. . Edge Pool - 0/4
. . Mundane - 0/0
. . Suppression (2 combat turn delay) - 0/0


--------------------

Data Sprite (Data Sprite)
Rat 4, Fir 2, Pil 4, Rsp 4, E 4, R 4, Init 8, IP 3
Matrix Condition Monitor: 10
Armor (Matrix): 4
Skills: Computer 4, Data Search 4, Electronic Warfare 4
Knowledge Skills: English N
Complex Forms: Analyze 4, Browse 4, Decrypt 4, Edit 4
Gear:
. . Sniffer (4)
Ammunition & Resources:
. . - Independent - - 0/0
. . Dropped to Ground - 0/0
. . Edge Pool - 0/4
. . Mundane - 0/0
. . Stenography - 0/0
. . Watermark - 0/0


--------------------

Fault Sprite (Blade) (Fault Sprite)
Rat 5, Fir 6, Pil 5, Rsp 7, E 5, R 5, Init 15, IP 3
Matrix Condition Monitor: 11
Armor (Matrix): 10
Skills: Computer 5, Cybercombat 5, Hacking 5
Knowledge Skills: English N
Complex Forms: Analyze 5, Armor 5, Attack 5, Stealth 5
Gear:
. . Medic (5)
Ammunition & Resources:
. . - Independent - - 0/0
. . Dropped to Ground - 0/0
. . Edge Pool - 0/5
. . Electron Storm (14dicepool vs. Response * 2) - 0/0
. . Mundane - 0/0


--------------------

GMC-Nissan Doberman (GMC-Nissan Doberman)
B 3, Sen 3, Han +0, Fir 3, Pil 3, Rsp 3, Sig 3, Init 6, IP 3
Physical Condition Monitor: 10
Armor (Vehicle): 9 [6]
Skills: Automatics 3, Clearsight 3, Maneuver: Anthroform 3
Gear:
. . Chameleon Coating
. . Clearsight
. . Covert Ops (3)
. . Gecko Tips
. . Maneuver: Anthroform (3)
. . Rigger Adaptation
. . Targeting: Automatics
. . Walker Mode
. . Weapon Mount (Turret, External, Remote)
Weapons:
. . HK MP-5 TX [Submachine Guns, DV 6S(e) vs. ½I, SA/BF/BF-L/FA, RC 6, 20 (c)] with Folding Stock, Gas-Vent 2 System, Laser Sight, Regular Ammo x20, Sound Suppressor, Stick-n-Shock x40
Ammunition & Resources:
. . HK MP-5 TX - Stick-n-Shock x20
. . - Independent - - 0/0
. . Chameleon Coating - 0/0
. . Dropped to Ground - 0/0
. . Gecko Tips - 0/0
. . Mundane - 0/0
. . Rigger Adaptation - 0/0
. . Walker Mode - 0/0
. . Weapon Mount (Turret, External, Remote) - 0/0


--------------------

MCT Fly-Spy (Wiz) (MCT Fly-Spy)
B 1, Sen 2, Han +1, Fir 3, Pil 3, Rsp 3, Sig 3, Init 6, IP 3
Physical Condition Monitor: 9
Armor (Vehicle): 1
Skills: Clearsight 3, Maneuver: Aircraft 2
Gear:
. . Clearsight (3)
. . Covert Ops (3)
. . Improved Takeoff and Landing, Level 2
. . Maneuver: Aircraft
. . Rigger Adaptation
Ammunition & Resources:
. . - Independent - - 0/0
. . Dropped to Ground - 0/0
. . Improved Takeoff and Landing, Level 2 - 0/0
. . Mundane - 0/0
. . Rigger Adaptation - 0/0

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2012 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <02-29-12/1111:23>
What exactly is a HERF gun, btw?

:) noted this just now.
High Energy Radio Frequency Gun, more device than weapon, this "gun" produces concentrated beam of High energy radio waves, that acts as EMP for any target in the distance up to 50 meters. Good for disabling whole lot of things from security and comunication devices, drones, machinery, computers, cyberware etc.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <03-04-12/1218:56>
Hello, gentlemen! Netzgeist is back, and if it's batteries fully charged!

So, any word on our new purchases or anything worth noticing? Is everyone fine?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <03-04-12/1705:56>
I sent my shoping list to Sent, and ready to go on the next mission.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <03-06-12/1744:12>
got you messages guys.

it'll be a longer break this time...

RL is fighting back for the time I was spending here, and it is winning right now, I'll be back when I'll be able to post somewhat more regularly
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <03-06-12/1809:46>
Take your time... Real life (whatever that is) always comes first...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <03-25-12/1850:40>
I think (or maybe I hope) that I'm back.

I need to get back to full speed in the games I am in. Thermo's game is a little slow, so there should be no problem, Kour's is my priorirty now.
But as soon as I get thing fully under control (and I really need to vent the everyday stress here) I'll launch another game for you.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <03-25-12/1906:26>
I think (or maybe I hope) that I'm back.

I need to get back to full speed in the games I am in. Thermo's game is a little slow, so there should be no problem, Kour's is my priorirty now.
But as soon as I get thing fully under control (and I really need to vent the everyday stress here) I'll launch another game for you.

Glad to see you back and hope this game will move on as well.  ::)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <03-25-12/1925:46>
That's quite nice! Glad to have you back, Sent!
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <03-26-12/0314:56>
Awesome!  ;D
I thought that I will adress you in Thermos OOC...something like..."hey...aren`t you supposed to work on Denver, cabron?" :) but I gues I knew that you will find your way home/back to us as soon as possible for you :)
Welcome back, you who bring the water to the thirsty...
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <03-26-12/0458:27>
Welcom back,

can't wait to go for another run.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <03-27-12/1802:38>
Welcome back...I was begining to wonder if RL swallowed you whole.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <03-27-12/1807:52>
Not yet my friend, not yet.  :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <03-27-12/1842:19>
Not yet my friend, not yet.  :)
Post at this time of the night evening, looks like your wife is starting to lose the battle against SR.  :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <03-28-12/0525:05>
Not yet my friend, not yet.  :)
Post at this time of the night evening, looks like your wife is starting to lose the battle against SR.  :D

Constant uphill battle :)

well it seems whole gang still in play :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <04-07-12/2110:47>
Sichr; does not forget Fractal donated 3000 nuyen fot Omar to repair and upgrade the drones.

And that everyone must also provide 1860 nuyen for the Tacsoft.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <04-08-12/0333:48>
and the HARF gun Sam got for you. :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <04-09-12/0442:20>
HARF gun reference please
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <04-09-12/0741:20>
HARF gun reference please

HERF. Arsenal p. 57
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <04-09-12/1020:28>
you need to have at least two weeks of downtime to get this one.
IIRC, Sichr wanted at least two so no problem with that I think.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <04-09-12/1334:36>
well you told us we have only a week before next Mission. Well that was 1/4 year back :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <04-09-12/1449:14>
So there's a week more of down time? Then Fractal can edit the Blood Mage battlew footage, if that's still up?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <04-09-12/1529:04>
And we even get to make up a name for our team. :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Larzarus on <04-10-12/0645:00>
I read Dunkelzahn's will and found this
Quote
To further encourage an end to the use of blood magic by Aztechnology and other parties, I offer a bounty of 1 million nuyen on any blood mages captured alive and delivered to the Dunkelzahn Institute of Magical Research for the purposes of studying the effects of blood magic use on metahumanity. I further authorize the Draco Foundation to provide suitable rewards for the receipt of verifiable accounts of blood magic use, the rewards to reflect the usefulness of the information provided.

Is this still active and if so, should the team try to get some mone from DF?
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <04-10-12/0720:29>
I read Dunkelzahn's will and found this
Quote
To further encourage an end to the use of blood magic by Aztechnology and other parties, I offer a bounty of 1 million nuyen on any blood mages captured alive and delivered to the Dunkelzahn Institute of Magical Research for the purposes of studying the effects of blood magic use on metahumanity. I further authorize the Draco Foundation to provide suitable rewards for the receipt of verifiable accounts of blood magic use, the rewards to reflect the usefulness of the information provided.

Is this still active and if so, should the team try to get some mone from DF?
Looks promesing
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <04-10-12/0744:29>
And gues what? Someone was too scared about carrying this books around so we burn them  :-\
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <04-11-12/1431:01>
don't get too greedy guys.
I am not willing to unbalance all the future mission runs by giving you million nuyen.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <04-11-12/1441:08>
Well, you know, we have brilliant contact for meeting with DF representtives. Am I wrong, Sam? :D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <04-11-12/1445:13>
Well, you know, we have brilliant contact for meeting with DF representtives. Am I wrong, Sam? :D

You do :D
You got your fair warning, you'll act as you will, it's a roleplaying game after all.
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <04-11-12/1624:16>
Well, you know, we have brilliant contact for meeting with DF representtives. Am I wrong, Sam? :D
Sam could try out his lethal ammo on Omar just for suggesting it.  ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: snake_eyes on <04-11-12/1634:09>
Mouse would prefer to keep his surrogate family intact over a million neuyen. ;)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Kouryuu on <04-11-12/1700:31>
Mouse would prefer to keep his surrogate family intact over a million neuyen. ;)
No one important has yet died from a shot in the knee, and Omar sits mostly in his Car anyway :)
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sichr on <04-12-12/0043:51>
Mouse would prefer to keep his surrogate family intact over a million neuyen. ;)
No one important has yet died from a shot in the knee, and Omar sits mostly in his Car anyway :)

no kidding
http://www.youtube.com/watch?v=UoZWuvEtMvc
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <04-12-12/0812:06>
Mouse would prefer to keep his surrogate family intact over a million neuyen. ;)
No one important has yet died from a shot in the knee, and Omar sits mostly in his Car anyway :)

no kidding
http://www.youtube.com/watch?v=UoZWuvEtMvc

I should have seem this coming. Hehehehe,  ;D
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Sentinemodo on <04-12-12/1619:35>
Mouse would prefer to keep his surrogate family intact over a million neuyen. ;)
No one important has yet died from a shot in the knee, and Omar sits mostly in his Car anyway :)

no kidding
http://www.youtube.com/watch?v=UoZWuvEtMvc

OMG, I've almost fell of the sofa LOL
Title: Re: [OOC] Missions 2 - Tunnel Vision
Post by: Netzgeist on <04-12-12/2103:59>
Not sure how this could be done, but consider that Fractal spent the entire second week of downtime meeting his contacts and editing the footage we got from the battle with Enrico (and the chamber's with carnage or ritual-thingies); his plan is to make a video/trideo that is both informative of what went on, but being it dramatic (in order for people to really get hooked on it) and artistic:

Quote from: Dice rolls
Editing footage of Enrico's situation:
4 (Intuition) + 6 (Artisan) + 2 (Digital Art Specialization) = 12 dice = 3 hits, no glitch (http://invisiblecastle.com/roller/view/3464007/)