Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: SeriousOne338 on <03-15-12/1209:28>

Title: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-15-12/1209:28>
Well here is the OOC area of the campaign so let the questions fly.

Current players:
Sichr - Ramirez (ex-Ganger)
bangbangtequila - Yuri (Smuggler)
Kayzie -  Micky (Doc)
All4BigGuns-  Sidhe (mage)
momothefiddler - Alan (rigger)
Thovr: Hank
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-16-12/0226:47>
Because of the fact that Shinobi wasn't really suited to going out like that as you pointed out, I made the more soldier/operative type. I posted it in the recruitment thread, but I'll move it in here to make sure it's seen.

Siobhan Beckman (AKA: Sidhe (pronounced 'She')

== Info ==
Street Name: Sidhe
Name: Siobhan Beckman
Movement: 10/25, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Female Age 26
Height 5'7" Weight 155 lbs
Composure: 6
Judge Intentions: 6
Lift/Carry: 12 (90 kg/60 kg)
Memory: 6
Nuyen: 0

== Attributes ==
BOD: 5 (6)
AGI: 7 (12)
REA: 3 (6)
STR: 3 (6)
CHA: 3
INT: 3
LOG: 3
WIL: 3
EDG: 2

== Derived Attributes ==
Essence:                   2.25
Initiative:                6 (9)
IP:                        1 (2)
Matrix Initiative:         7
Matrix IP:                 2
Physical Damage Track:     11
Stun Damage Track:         10

== Active Skills ==
Animal Handling            : 0                      Pool: 2
Animal Training            : 0                      Pool: 2
Archery                    : 0                      Pool: 11
Armorer                    : 0                      Pool: 2
Artisan                    : 0                      Pool: 2
Automatics                 : 2 [Battle Rifles]      Pool: 16 (18)
Blades                     : 2                      Pool: 14
Climbing                   : 1                      Pool: 7
Clubs                      : 2                      Pool: 14
Computer                   : 1                      Pool: 4
Con                        : 1                      Pool: 4
Cybercombat                : 1                      Pool: 4
Data Search                : 1                      Pool: 4
Demolitions                : 0                      Pool: 2
Disguise                   : 2                      Pool: 5
Diving                     : 0                      Pool: 5
Dodge                      : 0                      Pool: 5
Electronic Warfare         : 1                      Pool: 4
Escape Artist              : 0                      Pool: 11
Etiquette                  : 1                      Pool: 4
First Aid                  : 0                      Pool: 2
Flight                     : 1                      Pool: 7
Forgery                    : 0                      Pool: 11
Gunnery                    : 0                      Pool: 11
Gymnastics                 : 1                      Pool: 13
Hacking                    : 1                      Pool: 4
Hardware                   : 1                      Pool: 4
Heavy Weapons              : 0                      Pool: 13
Infiltration               : 2                      Pool: 14
Instruction                : 0                      Pool: 2
Intimidation               : 0                      Pool: 2
Leadership                 : 1                      Pool: 4
Locksmith                  : 0                      Pool: 11
Longarms                   : 0                      Pool: 13
Navigation                 : 1                      Pool: 4
Negotiation                : 1                      Pool: 4
Palming                    : 2                      Pool: 14
Parachuting                : 0                      Pool: 5
Perception                 : 1                      Pool: 4
Pilot Ground Craft         : 1 [Wheeled]            Pool: 7 (9)
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 6 [Semi-Automatics]    Pool: 20 (22)
Riding                     : 0                      Pool: 5
Running                    : 1                      Pool: 7
Shadowing                  : 2                      Pool: 5
Software                   : 1                      Pool: 4
Survival                   : 1                      Pool: 4
Swimming                   : 1                      Pool: 7
Throwing Weapons           : 0                      Pool: 11
Tracking                   : 1                      Pool: 4
Unarmed Combat             : 2                      Pool: 14

== Knowledge Skills ==
Combat Tactics             : 3 [Ambush]             Pool: 6 (8)
English                    : N                      Pool: 0
Japanese                   : 4                      Pool: 7
Military                   : 3                      Pool: 6
Music                      : 3                      Pool: 6
Parazoology                : 4                      Pool: 7

== Contacts ==
John Veith - Fixer (3, 3)

== Qualities ==
Amnesia (Past)
Astral Hazing (non-Awakened)
Changeling (Class III SURGE)
Distinctive Style
Extravagant Eyes
Judas
Low-Light Vision
Metagenetic Improvement (AGI)
Mood Hair
Records on File (Tir Na Nog)
Restricted Gear (Rating 3)
SINner (Standard) (Siobhan Beckman)

== Lifestyles ==
Tacoma House  3 months
   Comforts:      Middle
   Entertainment: Middle
   Necessities:   Middle
   Neighborhood:  Low
   Security:      High
   Qualities:     Easy-Going Landlord [1LP]
                  This Isn't Big Bob's Autos [-1LP]

== Cyberware/Bioware ==
Commlink
   +Skinlink
Datajack
   +Skinlink
Move-by-Wire System Rating 1
   +Skinlink
Muscle Augmentation Rating 2
Muscle Toner Rating 4
Sim Module
   +Skinlink
Spur
   +Skinlink
Suprathyroid Gland

== Armor ==
Armor Jacket              8/6
Form-Fitting Full-Body Suit6/2
   +Nonconductivity 6
SecureTech Arm Casings    0/1
SecureTech Forearm Guards 0/1
SecureTech Leg Casings    0/1
SecureTech Shin Guards    0/1
SecureTech Vitals Protector1/1

== Weapons ==
Hardliner Gloves
   DV: 4P   AP: -   RC: 0
HK Urban Fighter
   +Smartgun System
   DV: 5P   AP: -1   RC: 0
Spur
   DV: 6P   AP: -   RC: 0
Unarmed Attack
   DV: 3S   AP: -   RC: 0

== Commlink ==
Hermes Ikon (4, 4, 4, 3)
   +Custom Commlink OS [Firewall 4, System 4]
   +Skinlink
   +Subvocal Microphone
   +Fiberoptic Cable
   +Suite: Pro User [Analyze 4, Browse 4, Command 2, Edit 4]
   +Encrypt Rating 6 [Copy Protection 6, Ergonomic, Optimization 2, Registration]
   +Attack Rating 3 [Copy Protection 3, Ergonomic, Registration]
   +Spoof Rating 3 [Copy Protection 3, Ergonomic, Registration]
   +Stealth Rating 3 [Copy Protection 3, Ergonomic, Registration]
   +ECCM Rating 5 [Copy Protection 4, Ergonomic, Optimization 1, Registration]
   +Exploit Rating 3 [Copy Protection 3, Ergonomic, Registration]
   +Agent Rating 3 [Black Hammer 3, Copy Protection 3, Electronic Warfare 3, Registration, Scan 3, Track 3]
   +Decrypt Rating 3 [Copy Protection 3, Ergonomic, Registration]
Meta Link (1, 1, 1, 2)
   +Vector Xim

== Gear ==
Autopicker Rating 6
Cellular Glove Molder Rating 3
Chisel
Contact Lenses Rating 3
   +Smartlink
   +Image Link
   +Flare Compensation
Earbuds Rating 3
   +Audio Enhancement Rating 3
Fake SIN (Alexa Bryant) Rating 4
Goggles Rating 4
   +Vision Magnification
   +Thermographic
   +Vision Enhancement Rating 3
Maglock Passkey Rating 3
Medkit Rating 6
Sequencer Rating 4
Spare Clip (HK Urban Fighter) x10
   +Ammo: Regular Ammo (Heavy Pistols)
Wire Clippers
Title: Re: [OOC] Sun and Shade Campaign
Post by: momothefiddler on <03-19-12/1543:14>
I didn't quite understand the initial post - are we all meeting at the Happy Fat Man by prearrangement or was the "you" someone specific (Micky, I'd guess)?
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-19-12/1547:02>
I'm going to say your all there getting some drinks and Porter has pointed you all the the back.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-19-12/1616:28>
The Invisible Castle Roll: 3d6+4=16 (http://invisiblecastle.com/roller/view/3421844/)
== Info ==
Street Name: Yuri
Name: Vladimir Stukov
Movement: 10/25, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 39
Height Two meters Weight 80 kg
Composure: 10
Judge Intentions: 11
Lift/Carry: 7 (45 kg/30 kg)
Memory: 5
Nuyen: 800

== Attributes ==
BOD: 3 (4)
AGI: 7 (12)
REA: 4 (7)
STR: 2 (3)
CHA: 7
INT: 4
LOG: 2
WIL: 3
EDG: 1

== Derived Attributes ==
Essence:                   3.5
Initiative:                8 (11)
IP:                        1 (3)
Matrix Initiative:         7
Matrix IP:                 1
Physical Damage Track:     10
Stun Damage Track:         10

== Active Skills ==
Animal Handling            : 0                      Pool: 1
Animal Training            : 0                      Pool: 1
Archery                    : 0                      Pool: 11
Armorer                    : 0                      Pool: 1
Artisan                    : 0                      Pool: 3
Automatics                 : 4                      Pool: 16
Blades                     : 0                      Pool: 11
Climbing                   : 1                      Pool: 4
Clubs                      : 0                      Pool: 11
Computer                   : 0                      Pool: 1
Con                        : 4                      Pool: 11
Cybercombat                : 0                      Pool: 1
Data Search                : 0                      Pool: 1
Demolitions                : 0                      Pool: 1
Disguise                   : 3                      Pool: 7
Diving                     : 0                      Pool: 3
Dodge                      : 0                      Pool: 6
Escape Artist              : 0                      Pool: 11
Etiquette                  : 4                      Pool: 11
First Aid                  : 0                      Pool: 1
Flight                     : 1                      Pool: 4
Forgery                    : 0                      Pool: 11
Gunnery                    : 0                      Pool: 11
Gymnastics                 : 1                      Pool: 13
Hacking                    : 0                      Pool: 1
Heavy Weapons              : 0                      Pool: 11
Infiltration               : 3                      Pool: 15
Instruction                : 0                      Pool: 6
Intimidation               : 2 [Mental]             Pool: 9 (11)
Leadership                 : 4                      Pool: 11
Locksmith                  : 0                      Pool: 11
Longarms                   : 4                      Pool: 16
Navigation                 : 0                      Pool: 3
Negotiation                : 4                      Pool: 11
Palming                    : 3                      Pool: 15
Parachuting                : 0                      Pool: 3
Perception                 : 1                      Pool: 5
Pilot Ground Craft         : 0                      Pool: 6
Pilot Watercraft           : 0                      Pool: 6
Pistols                    : 4                      Pool: 16
Riding                     : 0                      Pool: 4
Running                    : 1                      Pool: 4
Shadowing                  : 3                      Pool: 7
Survival                   : 0                      Pool: 2
Swimming                   : 1                      Pool: 4
Throwing Weapons           : 0                      Pool: 11
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 0                      Pool: 11

== Knowledge Skills ==

== Contacts ==
John Morrison (Knight Errant Captain) (3, 2)
Porter (3, 3)
Steven Lavern (Ares Weapons Division) (3, 2)
Yuri's Runners (4 (6), 2)

== Qualities ==
Changeling (Class II SURGE)
Critter Spook
Distinctive Style
Extravagant Eyes
In Debt (30,000¥)
Low-Light Vision
Metagenetic Improvement (AGI)
Nano Intolerance
Restricted Gear (Rating 2)

== Lifestyles ==
Home  1 months
   Comforts:      Low
   Entertainment: Squatter
   Necessities:   Middle
   Neighborhood:  Squatter
   Security:      Middle

== Cyberware/Bioware ==
Muscle Toner Rating 4
Suprathyroid Gland
Synaptic Booster Rating 2

== Armor ==
Actioneer Business Clothes5/3
Form-Fitting Full-Body Suit6/2
   +Biomonitor
   +Nonconductivity 5
SecureTech Forearm Guards 0/1
SecureTech Leg Casings    0/1
SecureTech Shin Guards    0/1

== Weapons ==
Ares Desert Strike
   +Imaging Scope
   +Shock Pad
   +Stock
   +Barrel Extension
   +Silencer
   +Sling
   +Thermal Suppressor
   DV: 8P   AP: -3   RC: 2
Ares Viper Slivergun
   +Firing Selection Change, Small Mod (FA)
   +Gas Vent 3
   +Personalized Grip
   +Skinlink
   +Smartgun System
   +Sound Suppressor
   DV: 8P(f)   AP: +5   RC: 4
AVC-7.62
   +Shock Pad
   +Smartgun System, External
   +Sound Suppressor
   +Electronic Firing
   +Firing Selection Change, Small Mod (FA)
   +Gas Vent 3
   +Skinlink
   +Sling
   DV: 7P   AP: -1   RC: 7
Ceramic Knife
   DV: 3P   AP: -   RC: 0
M79B1 LAW
   DV: 12P   AP: -2/-6   RC: 0
Monofilament Sword
   DV: 5P   AP: -1   RC: 0
Unarmed Attack
   DV: 2S   AP: -   RC: 0

== Commlink ==
Novatech Airware (3, 3, 3, 3)
   +Iris Orb

== Gear ==
Ammo: EX-Explosive Rounds (Battle Rifles) x90
Ammo: EX-Explosive Rounds (Sniper Rifles) x70
Ammo: Regular Ammo (Battle Rifles) x270
Ammo: Regular Ammo (Heavy Pistols) x60
Ammo: Regular Ammo (Sniper Rifles) x56
Certified Credstick, Silver x2
Concealable Holster
Contact Lenses Rating 3
   +Image Link
   +Smartlink
   +Vision Enhancement Rating 3
Earbuds Rating 2
   +Audio Enhancement Rating 3
   +Select Sound Filter Rating 3
Fake SIN (Joseph Glukov) Rating 3
FTL Matrixware Net Wizard
   +Analyze Rating 3 [Copy Protection 3, Registration]
   +Browse Rating 3 [Copy Protection 3, Registration]
   +Command Rating 1 [Copy Protection 1, Registration]
   +Edit Rating 2 [Copy Protection 2, Registration]
   +Purge Rating 3 [Copy Protection 3, Registration]
Jammer, Area Rating 4
Novacoke x140
Spare Clip (Ares Slivergun) x2
Spare Clip (Ares Battle Rifle) x5
Spare Clip (Ares Desert Strike) x5
Tag Eraser
White Noise Generator Rating 6

== Vehicles ==
Indian Pathfinder (Racing Bike)
   +Morphing License Plate
   +Smuggling Compartment, Normal
   +Spoof Chip
   +Vehicle Sensor
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-19-12/1634:22>
Whats the dice roll for?
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-19-12/1640:44>
Starting Nuyen, it turns into 800.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-19-12/1646:12>
ahh that makes sense now.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-19-12/2104:40>
Here's the one for my starting cash.
 4d6+2=15 (http://invisiblecastle.com/roller/view/3422138/)

My total ended up at 8500 though.

*facepalms* Crap...should be 1000 less. Dang it, accidentally put the 15 into the box in Chummer when I should've taken the +2 out first. Want me to remake to correct that, Serious?
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-20-12/1021:10>
Yes I'd like it if you keep your money in line.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-20-12/1513:18>
Border crossings are always a pain, and old structures (especially ones abandoned for over a century) tend to be falling apart. I figure that she's smart enough to figure that stuff out. (Figured the troop build up would've been on the news AROs, but I'll leave that out).
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-20-12/1522:04>
Well that the atmosphere, also by what I mean is harder than usual you might be facing anti aircraft fire, not a fine.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-20-12/1526:12>
Hank's starting nuyen:
(4d6=13) (http://invisiblecastle.com/roller/view/3423025/), total of 1,300.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-20-12/1546:15>
I pushed us up to 5 on my offer, basing it off of bribes and what not. I also am assuming we can pool the 2k each towards a slush fund, if we can build ourselves up as a team after our negotiations. That way, when we need a new SIN cause somebody got dinged, we're alright.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-20-12/1558:05>
I pushed us up to 5 on my offer, basing it off of bribes and what not. I also am assuming we can pool the 2k each towards a slush fund, if we can build ourselves up as a team after our negotiations. That way, when we need a new SIN cause somebody got dinged, we're alright.

Unfortunately, slush fund creation is only really viable when you're being paid enough that putting some into it isn't a hardship on any team member. For the most part, the pay isn't enough enough to cover decent lifestyles without dipping into the 'starting nuyen' (which means bribes and stuff pretty much get cut out or rent isn't getting paid).
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-20-12/1602:17>
I'm going to be just fine, but I'm not dropping money on a team that wouldn't drop money on me. I'm also going to use some of my up front cash to double my supply of Novacoke and run it into the NAN to make some money. It's harder for them to get drugs then it is in Seattle, being a port city.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-20-12/1610:22>
I guess I just don't think that any Johnson worth his salt would lowball that bad especially if he wants decent runners. I mean heck, numbers like that are what the newbies should be getting. Any runner equivalent of 400 points and above should be getting far more.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-20-12/1611:57>
Low balling is the idea for this stage but you have the right idea to make some money. Also there is a possibility to make some real money later in the run.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-20-12/1617:44>
The figure just isn't at the point (especially now that he's giving a deadline) that it's not really worth it. (The characters don't know about such possibilities other than the one who's making his own because he runs drugs.) Johnsons may not want to pay exorbitant, but they know when a figure is much, much too low for decent teams, otherwise they wouldn't be very successful.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-20-12/1621:05>
remember where I wanted to start the game at. Right now I am working off some notes from campaign. I need to rework a lot.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-20-12/1621:55>
Enh, 4500 is a little low considering he wants us to do international work. Realistically, at 4500, there is NO guarantee that we're coming back with that document if we get it. On the other hand, he is paying the team what, 22 500, so it's not like there isn't enough money to run repairs on the helicopter. Considering this is four days work, I wouldn't call it not worth the time. If it is, however, feel free to say no :p
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-20-12/1626:46>
Don't forget your other runner, Sichr has not shown yet. I figure he knows your smuggling ring Bang, so thats how he's going to show up shortly.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-20-12/1628:32>
Enh, 4500 is a little low considering he wants us to do international work. Realistically, at 4500, there is NO guarantee that we're coming back with that document if we get it. On the other hand, he is paying the team what, 22 500, so it's not like there isn't enough money to run repairs on the helicopter. Considering this is four days work, I wouldn't call it not worth the time. If it is, however, feel free to say no :p

Exactly, at such low figures, there's a good chance (depending on what this document is) that someone else will be willing to pay far more for it, and the Johnson's attempt to save money just puts him on the bottom of the totem pole for actually getting it.

As well, I think my mind is going back to the last real life game I played where the GM just expected the first offer to be taken and the characters to be really happy they got anything at all. It's making me a bit snippy, for which I apologize.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-20-12/1632:37>
That was really my main bargaining point. The fact that I can call on a national group's resources to get us in and out is worth a few Nuyen, because everyone has to get a piece or it isn't worth it. I have a contact that handles border patrols, but I can't imagine that getting a chopper through with these tensions for less then 1500, and that's based off our pay scale not what's realistic.

Bear in mind, this is set in a world where two things apply:
1) The Nuyen is more valuable then in many games
2) Work is scarce, and we aren't the good ones who get the good jobs. Supply and demand.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-20-12/1643:31>
well you can try the bribe route or you can try the stealth route flying lowing and hoping to get past people.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-20-12/1748:23>
I'm going to accept, because my character is In Debt up to his ears, and this will get rid of the threat of leg breaking for this month. Plus, the prospect of flipping two and a half thousand in drugs for a quick 1500 profit really turns my crank.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-20-12/1752:48>
Dang and I was looking forward to breaking someones legs.  ;D Just joking.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-20-12/1800:52>
I guess I just don't think that any Johnson worth his salt would lowball that bad especially if he wants decent runners. I mean heck, numbers like that are what the newbies should be getting. Any runner equivalent of 400 points and above should be getting far more.

Note that 400 BP runners are considered newbies ;)
AND SINCE THIS WAS DECLARED AS LOW POWER CAMPAIGN...I dont see where you get the feeling that you can dictate the streets your demands...
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-20-12/2002:56>
Alright, I do have one quick query for the purpose of expediency, should I bother negotiating/rolling my Negotiation on it? Or is this a hardcap of what you're willing to give us. I'll take it if it is, but if I make a great argument can i earn that extra sum for me and mine?
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/0335:40>
well, I guess the roll is in place, I just got the bad feeling that there is a tension to change everything GM says to something different...like low-powered campaign characters (lol, we have chopper and more restricted gear then KE SWAT unit)
But that was my last remark on this, I guess Serious knows what he is doing ;)
Title: Re: [OOC] Sun and Shade Campaign
Post by: Kayzie on <03-21-12/0412:15>
At 4,5k Micky is definately in, leaving further negotiation to the other guys and gals.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/0709:33>
One funny: Bangbangtequilla: when in IC, adress me Ramirez   ;) otherwise I got confused and taken back to sanitarium  ;D
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-21-12/0734:33>
Haha, sorry, I completely forgot who you were...
Ah well. Thanks.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1036:12>
Alright, I do have one quick query for the purpose of expediency, should I bother negotiating/rolling my Negotiation on it? Or is this a hardcap of what you're willing to give us. I'll take it if it is, but if I make a great argument can i earn that extra sum for me and mine?

I will allow it, but next time roll that before making your argument. AKA a reason for me to give more money, don't argue for more cash. Fail verses the Johnson's arguement then try to get more with a skill roll. The reason you got so little in your eyes is because BigGuns failed against the Johnson negotiation.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-21-12/1359:59>
Alright, I do have one quick query for the purpose of expediency, should I bother negotiating/rolling my Negotiation on it? Or is this a hardcap of what you're willing to give us. I'll take it if it is, but if I make a great argument can i earn that extra sum for me and mine?

I will allow it, but next time roll that before making your argument. AKA a reason for me to give more money, don't argue for more cash. Fail verses the Johnson's arguement then try to get more with a skill roll. The reason you got so little in your eyes is because BigGuns failed against the Johnson negotiation.

Not so happy about how I failed.  :-[ Spending Edge to get something of a chance, only to get counter Edge'd by someone with higher dicepool and higher Edge sucks balls.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1416:37>
Dude that was the Johnson out of the book. He has a massive dice pool for negotiation.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-21-12/1420:09>
Dude that was the Johnson out of the book. He has a massive dice pool for negotiation.

The way I could tell I was counter-Edged is that the Johnson got open-ended, or is the optional rule of Rule of 6 being at all times in effect?
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-21-12/1554:37>
Yeah, it seemed a little weird for the Johnson to counter-edge, given the significantly large starting dice pool. My impression has always been that edge is for those long-shot cases, not something you use just because it's there. I can't really imagine someone with a 13 dice pool edging the opening salvo of a gun fight unless they feel like they're totally outnumbered and need to drop everyone around them as quickly as possible,

Then again, maybe the GM is following the "NPCs with encounter powers use them as early as possible, since they won't get to otherwise" school of thought...
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1605:49>
The dice pool for negotiation is Chr+negotiation, his base is charisma is 5 and his skill is 5 so 10 dice in the pool. That is with out spending edge, edge just gets you extra dice on the roll did you roll extra dice? or did you use it to get another shot at the roll?
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-21-12/1610:54>
The dice pool for negotiation is Chr+negotiation, his base is charisma is 5 and his skill is 5 so 10 dice in the pool.

So we're using Rule of 6 at all times instead of just on Edge rolls then? Kind of important since it would possibly change the number of hits on those Perception + Intuition rolls as well.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1616:54>
I will allow the rule of six for the game.

Also please remember this is the first game I have ran in the way, its a little difficult.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-21-12/1620:17>
I will allow the rule of six for the game.

Also please remember this is the first game I have ran in the way, its a little difficult.

Rule of 6 should only apply when edge is being used, according to the RaW.

This entire discussion is based on the Johnson's roll:
Quote
10d6.hitsopen(5,6) → [4,1,[6, 1],5,5,2,5,1,1,4] = (4)
Since you used the hitsopen(5,6) option, that indicates that the Johnson was using edge; if he didn't, it would have just been 10d6.hits(5). In  this particular case, of course, the Johnson didn't benefit from the rule of 6, as the one die he got to re-roll failed to score a hit. But it could have.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/1622:41>
Did you noticed that he didnt even get any more sucesses from that single 6 he rolled?

On the other side: "10d6.hitsopen(5,6)" syntaxe means: Count everything above 5 and reroll sixes...which doesnt happen in SRA untill you use edge. Are you sure you can use Invissible Castle right, Serious?

For this negotiation test...Did you guys ever heard about teamwork? I know that this is the first time we met, well since we are trying to get better pay for whole team...I can hardly see that someone is sitting at that table trying to negotiate better payment just for himself, this may be good place to use it...just a little metagaming...it seems that mostly talented for this is Yuri so lets support him with other rolls (IMO this is the way the situation would look like if it happens in real life...everyone who have some gives supporting arguments etc then Yuri closing discussion on our end of the table, addressing Johnson with final negotiation attempt...)
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1629:46>
Sorry I am newer to the dice roller, I guess I made a mistake there. As for negotiation I will let him roll for more cash I'll work it in but it's not going to be in 6 figures when you finish.

I find it really unreasonable to basically demand enough money to make rent off one run that should take a day or two, 7,000 per head is a bit high if you guys want that sure but expect Rockets, RPGS, Sea monsters, and god knows what else. This is a new Johnson perhaps this is a trial run where they might not want to break the bank to see if your crew is worth it? Also doing drug smuggling on the side, I was expecting guns but that's me, will make some more cash but also opens the team to other dangers perhaps the Johnson might not like that. This is the first mission I have plans for 3 right now or more.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/1633:58>
seems Im a bit slow... :(

Serious: welcome to the world of GMing :)
A few advices:
1. This is PbP...it gives you a lot of time to think things over, even if you are not well prepared.
1.5: That is not an excuse for being unprepared ;). Do your homework.
2. Almost nobody would rip your head off because you made a mistake, if you are not sure, ask in OOC, we are all doing this for fun, so we can find a solution for almost anything
3. 2nd also counts if you are  not sure about the rules.
4. You are the GM. If you made a decission, stand your ground. The only thing that can make you change it is direct conflict with RAW.
5. Take it like a girl...slowly :) due to the nature of PbP, there is a plenty of oportunity to learn along the way ;) and in opposite from the girl...you have another chance if you dont fuck this up completely ;)
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1640:08>
I am not trying to be mean but after the whole character creation complaints, you can't build at 350, Technomanchers are getting under cut to Deckers, my gear is too limited. Then complaints about how much money is really tricking me off, I get the idea the players don't want to pay a game with challenges they just want to do what ever and get paid for it. I am getting tired of it. I'm not going to charge for the little things like gas I want everyone to have fun but this is starting to get ridiculous.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/1704:36>
Lets get over this. Im in, Ramirez is  not participating the negotitation, he is here for a purpose and so he waits until Yuri finishes this so they can move to more technical details...the exact nature of the task, resources, informations and tactical. Also team needs to discuss things when johnson leaves...talking about resources etc. lot of work there. lets move.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1711:00>
I am ready for that as well. I have some maps made but need to get them onto the computer. 

Also a side note, Combat will be done for the PC's as cinematography game play (4,5,6), I'm going to keep NPC's to standard (5,6)
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-21-12/1715:07>
Serious, try not to take it too personally. Every rule set (RaW or homebrew) is going to have some issues, and people will talk about them. It's up to you as the GM to decide whether or not they have a valid point--and if they do, whether or not you're going to change your game accordingly. (That's important to remember: someone may have a valid point in general, but if it would break your game, you can tell them to deal with it. I've had a game or two where I'd forgotten a rule, and when someone pointed it out, I realized that following the rule would invalidate significant chunks of what had already happened. So I shrugged and said, "sorry, can't change that now." My players understood, and we moved on.)

If your players don't bite at the quest hook you're using (in this case, the 4.5k nuyen), then you have a few options--tell them that that's the price, take it or leave it; abandon the game; come up with another hook...whatever suits you best. Personally, I think your solution was fine. You offered a bit more nuyen, but added in a deadline, which I suspect may be tighter than we'd like for the run. :-)

As for Hank, he's in as long as he gets to blow some stuff up. Of course, he doesn't know as many of the details as those who were at the start of the meeting, so he's waiting to see how the dickering works out before committing to anything.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/1718:17>
Who am I to complain  ;D
on the other side, Im running fourth urban brawl in the row with the same character...and got only a new liver...survived so far in real heat, so I dont really care...accidents happen because of stupid actions, not because of dices  :P
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-21-12/1724:36>
I am sorry, I wasn't saying I wouldn't bite at this Nuyen, I was just a little curious why I never got to make a negotiation roll. I built a moderately good Face (11 dice) and built a little smuggling ring based off that, and having to bite at 4.5k because Guns rolled his poorly wouldn't have sat well. That said, I argue in character for good money, because I have to pay at least 4.5k to my debtors or I get somebody sent after me, so this isn't even enough to cover my rent (at Low lifestyle). I'll post up a roll, and sorry for any confusion or conflict! If it makes any difference, I'll only be negotiating for myself, Ramirez, and Alan, and only because we are tied in as a coherent group that is good at this exact type of work, not just 'cause.

If this will throw a wrench in, I apologize, and disregard it. I wasn't asking about a hardcap offer because I wanted to push you, but rather because I didn't. If throwing a roll well messes up your idea of the game, then don't count it, and I have no hard feelings. Exactly as Sichr says, this is PbP, and you're a new GM, so take things slow, talk about it. I'm a Shadowrun veteran of years via PbP, and it certainly seems as though Sichr is long in the game himself. You have the resources, feel free to use them.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/1725:34>
If your players don't bite at the quest hook you're using (in this case, the 4.5k nuyen), then you have a few options--tell them that that's the price, take it or leave it; abandon the game; come up with another hook...whatever suits you best. Personally, I think your solution was fine. You offered a bit more nuyen, but added in a deadline, which I suspect may be tighter than we'd like for the run. :-)

I have know Idea what your talking about  :-X
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/1732:33>
http://www.youtube.com/watch?v=UPHuE5pDlEs&feature=related
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-21-12/1903:05>
Sorry I am newer to the dice roller, I guess I made a mistake there. As for negotiation I will let him roll for more cash I'll work it in but it's not going to be in 6 figures when you finish.

I find it really unreasonable to basically demand enough money to make rent off one run that should take a day or two, 7,000 per head is a bit high if you guys want that sure but expect Rockets, RPGS, Sea monsters, and god knows what else. This is a new Johnson perhaps this is a trial run where they might not want to break the bank to see if your crew is worth it? Also doing drug smuggling on the side, I was expecting guns but that's me, will make some more cash but also opens the team to other dangers perhaps the Johnson might not like that. This is the first mission I have plans for 3 right now or more.

I'm sorry if you're upset, and I didn't mean to do so. 3000 to 4500 just doesn't sound like much for border crossing during a time of intense tension. The characters don't know she's a new Johnson, or the trial run thing.

Sichr's teamwork comment can work though--thanks Sichr for reminding of that. With Serious' permission, my 3 hits on my negotiation roll, could very well go toward the final negotiation by Yuri (giving him 3 dice), and if someone else tries, we could conceivably end up beating the crap out of the Johnson's dice pool.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/1909:38>
Yeah. Teamwork is essential :)
it gives the enemy other people to shoot at...
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-21-12/1915:20>
I am ready for that as well. I have some maps made but need to get them onto the computer. 

Also a side note, Combat will be done for the PC's as cinematography game play (4,5,6), I'm going to keep NPC's to standard (5,6)

Out of curiosity, are other rolls supposed to be using those hit values too? Just asking because it may be important in the future (especially future perception checks).
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-21-12/1926:07>
IDN...but Ill beg you to stick to standard rules, leaving as much optionals out at least until you get some experiences...4-5-6 hits are making the game extremely low-challenging=dull. If you want to try some optional, try Severe wounds (Augmentation, p. 120) instead :D
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-21-12/2002:08>
I am ready for that as well. I have some maps made but need to get them onto the computer. 

Also a side note, Combat will be done for the PC's as cinematography game play (4,5,6), I'm going to keep NPC's to standard (5,6)

Out of curiosity, are other rolls supposed to be using those hit values too? Just asking because it may be important in the future (especially future perception checks).

nope only combat. That will make things go faster especially for PbP there will be combat sometime in the future.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-21-12/2320:41>
I just noticed a bug with Chummer. Did anyone else add ammunition as plug-in to spare clips? If so, instead of it just being that amount of ammo divided among the clips (it still shows that way) it charges equal to the cost of the ammo multiplied by the number of clips. Just thought I'd point this out because it may be necessary to retool any character that ammo was added to the character in such a manner on.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-22-12/1048:55>
So you mean it's costing more? well if you want to free up some resources that is OK but please don't go crazy with the extra cash.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-22-12/1108:16>
IC? Anyone?
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-22-12/1114:55>
I am waiting for BangBang to respond/ try to get a better price I'll wait for a couple more hours, if you and the others want to ghost out of the table area to talk about the run I can supply some more info (the runs detail downloads) for you guys to talk about.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-22-12/1157:56>
Sorry, Wednesday is date night for me, and I just started a new job so i was at work all day yesterday. I'll do a roll now.
In regards to Guns, I'm only rolling 11 dice against the Johnson's ideally non-edge augmented roll to try for a better price on Yuri, ramirez, and Alan, due to the smuggling work we already do.

As to why I'm smuggling Drugs, not guns: I already have 140 doses of Novacoke, and with only (at the moment) a portion of the 6 grand we'd get up front, we couldn't really afford a great many firearms. That's only what, a dozen ak-94s if we spend all our cash? Any less then ten and it isn't even worth the risk. Weapons smuggling requires some financing, with at least 10-15k to invest in product, hoping to reap a 25-50% profit at the end of it. Less then that, and it's less "smuggling" and more fencing. If i negotiate well and get a higher up front cut, or I can swing a contract to smuggle someone else's goods, then weapons it will be!
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-22-12/1210:29>
Up and good for 5 hits. It won't necessarily be a big jump, but I should get us something with that. I had a bit of a disadvantage pulling against 13 with 11, but the law of averages says I should at least tie. In terms of purchasing, i'll read up in Arsenal for a bit and see what I can take advantage of to get weapons at low prices to bring over. The main thing would be availability, but with The Red Ring having a connection of 6, we should be able to arrange a crate of Ares Predators or something.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-22-12/1235:17>
Well who knows, I might be able to help with that end.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-22-12/1305:40>
OK read the IC post, you guys have two options for the Seizure Locker:

1- WE can do a scene there
2- I could write up a simple description of what you find

You guys choose.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-22-12/1309:36>
Well,  I'm happy just taking it.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-22-12/1317:40>
So you mean it's costing more? well if you want to free up some resources that is OK but please don't go crazy with the extra cash.

I made the retool for mine, and all that got added that I couldn't afford before was an attention coprocessor.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-22-12/1335:47>
Just purchase ammunition, and reload your guns once your sheet is made as created.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-22-12/1340:01>
Just purchase ammunition, and reload your guns once your sheet is made as created.

Not actually an option really. The starting ammo should be coming out of chargen resources, not wasting the just-prior-to-play starting money.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-22-12/1346:52>
Completely an option.Purchase it during creation, and only load it into your guns once your sheet is created. That keeps track of the ammunition in your firearms and that remaining unloaded. If you have 4 spare magazines, you get 4 reloads as Simple actions, and since Chummer doesn't keep track of how many actions you use per turn, it shouldn't be a big deal. Worst case, just keep track on your text based sheet. :)
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-22-12/1349:16>
Who is Alan ??? :)

Otherwise...if we are aup to smugling something, Id advice a few crates of grenades :)
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-22-12/1352:13>
Alan the helicopter pilot? momothefiddler's character, I did believe...

Well anyone else is welcome to buy into the smuggling run, for a cut. After we finish the run, we can talk about inducting you guys in, if you're interested.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-22-12/1352:33>
Completely an option.Purchase it during creation, and only load it into your guns once your sheet is created. That keeps track of the ammunition in your firearms and that remaining unloaded. If you have 4 spare magazines, you get 4 reloads as Simple actions, and since Chummer doesn't keep track of how many actions you use per turn, it shouldn't be a big deal. Worst case, just keep track on your text based sheet. :)

The problem is adding it as plug-in on the spare clips (I don't do the clips as weapon add-on because it's annoying to do it one by one). Buying 10 spare clips and then adding enough ammo to fill them as plug-in multiplies the cost of the ammo by the number of clips. I altered it by not adding the ammo as plug-in. Saved a lot and let me actually have dodge to benefit from my MBW bonus. Though that may not come into play unless I use my melee abilities (pretty much just the cyber spur weapon).
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1030:50>
Right everyone roll a Perception test, I'll use that to determine what you find.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-23-12/1036:10>
Right everyone roll a Perception test, I'll use that to determine what you find.


Not as good as I'd hoped, but oh well...
7d6.hits(5) = 2 (http://invisiblecastle.com/roller/view/3428366/)


Edit: I'd forgotten about the vision enhancement in my eyes (that's what I get for trusting Chummer too much). So, here's the correct roll:
10d6.hits(5) = 2 (http://invisiblecastle.com/roller/view/3428433/)
...and the dice clearly want me to only score two hits.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1100:10>
Don't worry I'm basing it off the groups hits not just a person.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-23-12/1120:13>
Wasn't sure with or without vision or audio enhancements so I did one with none, one with vision and one with both.

Without visual or auditory: 8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3428408/)

With vision enhancement: 11d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3428410/)

With both vision and audio enhancement: 14d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3428412/)
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1124:14>
Sorry this is a search, so no audio. Image only, so that makes a total of 4
Title: Re: [OOC] Sun and Shade Campaign
Post by: Kayzie on <03-23-12/1312:27>
Perception Kayzie:
9d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3428519/)
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-23-12/1349:26>
Serious, Hank would like to see if Cherry can dig up anything about Fort Casey or Project Sanctuary. Let me know if you want me to make any rolls.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-23-12/1406:42>
I`m a bit confused...what is a "raid on the asset seziure locker"???

Also..leaving for fencing weekend workshop, AFK till sunday evening...
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1417:51>
Sichr:
Asset seizure locker, its where the cops throw evidence and illegal goods they confiscate. the location was part of the deal that Yuri/BangBang was able to get, so you might find some more cash guns drugs.... maybe a vehicle. I guess this is going to be just a description/scene, I'm determining what you find by the rolls done.

Thvor:
You get nothing on Project Sanctuary the file is too old or heavy on the Top Secret side.

On the Local NAN Forces end you get some more pay dirt:
-NAN Military Forces has set up a communication relay outpost on the Gun embankment wall (this is also going to be verified by the Covert Ops agent)
    -The approach from the air from North and West might not be a good idea, the communication outpost put in a request for anti air rockets two weeks ago.
    -The approach from the South has little in the way of scrub to hide a vehicle behind, but if you flew low and at night you could touchdown near the ferry dock without being seen.

She has no real information on the fort though it is 120 years old.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-23-12/1426:38>
Sidhe will look at the map and check for likely ambush points. Both to know where to set up an ambush should it become necessary, and to know where to expect one from NAN or UCAS troops.

Combat Tactics Knowledge with Specialization in Ambush:
8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3428630/)
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1430:07>
You think that that open plain to the south might be a little too open. But the stealth system on the chopper might handle anything near there.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-23-12/1529:02>
Being ex-army, Hank considers whether he knows anything about Fort Casey that might be helpful, especially probable layouts of the subterranean parts of the fort and locations of alternate entrances.


Military knowledge with specialization in Army:
12d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3428688/)


(Note: I googled Fort Casey to confirm that it was originally an Army fort before applying the specialization. Seemed the sort of thing Hank would know offhand.)
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-23-12/1535:59>
Dang, I could've in theory made that check, but then again since she was Tir na Nog military rather than UCAS, she probably wouldn't have been able to know anything anyway.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1543:19>
@Thvor-
remember the time Its a WW2 fort not well known, so that's the best you can find out. If you want  me to start referencing the guns and history of the for I can but little else is available nothing current anyway.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-23-12/1615:29>
@Thvor-
remember the time Its a WW2 fort not well known, so that's the best you can find out. If you want  me to start referencing the guns and history of the for I can but little else is available nothing current anyway.


No worries about that. I was more hoping that Hank knew of alternate entrances; the military loves standards, and it's kind of impressive how long certain things linger on just because that's the way it's been done before. Or if Hank knew where a vault would most likely be, or if there's likely to be a tunnel from the barracks area that might need to be collapsed...or whether there's likely to be some fun unused ordinance in the large area marked "Ammo Storage"...might be worth a field trip if there are some old land mines, grenades, etc. that can be re-purposed...
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1622:46>
In this case no such luck the Fort was built to be invisible from the water so its specially designed and different from a standard template

This is what the gun enbakment wall looks like it's hidden against a hill so the front is concealed from the water:
http://gowestusa.com/images/articles/fortcasey.jpg
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-23-12/1631:11>
I am on my phone, so if someone wants to roll me 5 with 3 visual bonus, that would be awesome
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-23-12/1634:09>
Sorry for stealing your thunder but I got 4 hits so I posted what happened in the IC thread. Take a look at what you got.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-24-12/2215:21>
Sorry, but isn't a Kilo more in the 15 000 range, rather then 600? I thought a dose was closer to a gram... Not arguing the value, just the quantity.

Also, I plan on selling the crusaders, but if anyone wants one or a Defiance, feel free to buy at like half price. the EX Explosive I vote on selling as a unit, since 500 is a nice, round, awesome number for sale to a street gang. As for the k-10, if we sell that shit to a good group, we could make almost double value due to the insanely heavy restrictions and rarity of the stuff.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-24-12/2254:49>
you could also use it? ;D
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-24-12/2316:01>
Dude, you have to pass a test or stay berserk forever...

Anyways, Great. How should I proceed with organizing a shipment? It would be for somebody else, IE bringing somebody else's crate of AK-97's across the border, but I could make a quick buck doing it? I'm trying to pay down my debt asap.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-24-12/2332:47>
Humm have Yuri contact his debtors and make a run for them. They will take a little off for a good delivery.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-25-12/0116:21>
I'll be nice and pitch in my share of what we got 'up front' of the payment, assuming that gets me a share of the profits.  (Not entirely altruistic since I'm figuring that my smuggler/rigger contact is probably one of your people, and I figure that helping ya'll get the shipment to take will get me even more on her good side.  ::) )
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-25-12/0132:08>
No worries, I wouldn't risk anyone's cash without at least offering them reward. Everyone gets half the profit made on their investment in return on any deals I broker, and the profit I make of anything is going towards Debt and Slush fund. My personal stuff will come out of personal pockets.
Title: Re: [OOC] Sun and Shade Campaign
Post by: momothefiddler on <03-25-12/1051:28>
Ok. First: I'm sorry for my absence here. I couldn've sworn I'd requested email notifications to this board, but I've only been getting them for the IC board (which left me a little confused when we pulled a heist all in one post but now I understand).

Second: My starting cash is 4d6x100 = 1600 (http://invisiblecastle.com/roller/view/3431474/) and, with the 2k we got at start I could toss Yuri ~3k for gun-running.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-25-12/1104:43>
Nice, alright, so that puts us at 7500 with Guns' 2, 2500 from me, and 3 grand from Alan (Ultra generous, considering he's kicking his Chopper into the thick of it for us!).
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-25-12/1159:06>
Consider my investment all money I got up front. My sztarting cash is enoughht...to buy me a fuel for car and drones for this mission...and maybe some coffee ;)
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-25-12/1305:52>
Sorry for stealing your thunder but I got 4 hits so I posted what happened in the IC thread. Take a look at what you got.

In the future, you could roll the perception checks for anyone who doesn't respond in what you feel is a timely manner. There will also be times where you may want to make rolls for us (perhaps without our even knowing it), as just asking us to roll perception (for instance) may tell us that there's something to look out for.

Of course, one thing I like to do in actual table-top play is to call for random perception tests and ignoring the results. That's not something which would translate well to PbP, though, as it would tend to just slow things down even further.

And incidentally, Hank may be a risk taker (the willingness to charge across to the door and blow it open was pretty spot on), but he's more the sort to blow the place up on the way out, rather than to revel in using too much explosives on the way in. Don't bother re-writing the scene for that, though. :-)
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-25-12/1345:25>
And incidentally, Hank may be a risk taker (the willingness to charge across to the door and blow it open was pretty spot on), but he's more the sort to blow the place up on the way out, rather than to revel in using too much explosives on the way in. Don't bother re-writing the scene for that, though. :-)

At least you got a mention in that post.  :'(
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-25-12/1450:54>
Sorry I missed you but you were there. :( I'll try to do better next time.
Title: Re: [OOC] Sun and Shade Campaign
Post by: momothefiddler on <03-26-12/0908:20>
Ok. I'm assuming it's jargon that Alan knows, but I personally have no clue what Ramirez just said. Translation, please?
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-26-12/1046:00>
Right we have Yuri trying to secure his gun run and Ramirez is getting ready for the run. Whats everyone else doing? is there going to be a planning session, or are you guys just going to  rendezvous and go out on the run?
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-26-12/1103:00>
Um, well with the funding we're getting from the group (9.5k + Thvor's kitty) we can bring that up to AK's rather then Predators.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-26-12/1110:11>
It seems more resonable, this is more of a military action so pistols though good in the CQB in an over land battle SMGs or Assault Rifles would be better. Battle Rifles would be best but right now your ring can't get there hands on them.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-26-12/1131:00>
Um, well with the funding we're getting from the group (9.5k + Thvor's kitty) we can bring that up to AK's rather then Predators.


Hank doesn't have much starting nuyen, but I guess he can pony up 500 to make it an even 10k. Also, I think it'd be good for him to grab an extra 10 timer detonators (350 nuyen), and two kilos of TNT (400 nuyen). Drops him down to 50...
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-26-12/1135:05>
You call cherry she only has one kilo of TNT on hand right now, the Cops came by on a raid, she lost almost all of here less than legal stock.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-26-12/1140:46>
Bear in mind the 2 grand each we got in advance pay...

This is an investment, buy in and half the profit goes into your hands, a quarter goes into a slush fund I'm trying to set up, and a quarter I'm charging as a face-fee, since I have to maintain a ring of contacts and pay off my debt or risk leg-breakage haha.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-26-12/1233:12>
Bear in mind the 2 grand each we got in advance pay...


Oh, right. So make my contribution 2K.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-26-12/1253:10>
Ok. I'm assuming it's jargon that Alan knows, but I personally have no clue what Ramirez just said. Translation, please?

I meant that I have cargo in my car and want to meet you to transfer it to yourt helo. Or you are in the car with us? (you know...if yes, what would be the point of having helicopter :) ) Since I lack encryption, I was trying to sound as inocent as possible :)
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-26-12/1359:08>
Ok, final listing: 3000 Alan, 2000 Thvor, 2500 Ramirez, 1500 Siobhan, 2500 Yuri. Total: 11500, which assuming a base price of 350 each, that's 32 AK 97s. Now every hit I make on a negotiation test lowers the price by five percent. Serious, if you could roll 14 dice (11 for my skill and 3 for black market pipeline) and let me know if the price break that quality gives me applies...
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-26-12/1403:33>
With the Bulk discount you get 15% off the rifles ammo is short so you have to buy that at cost.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-26-12/1407:31>
Ok, final listing: 3000 Alan, 2000 Thvor, 2500 Ramirez, 1500 Siobhan, 2500 Yuri. Total: 11500, which assuming a base price of 350 each, that's 32 AK 97s. Now every hit I make on a negotiation test lowers the price by five percent. Serious, if you could roll 14 dice (11 for my skill and 3 for black market pipeline) and let me know if the price break that quality gives me applies...

Since we all got the same up front, and I stated I was going to be nice and put the whole up front toward it, that would be 500 more (unless for some reason I didn't get the same as everyone else, in which case, I'm peeved).
Title: Re: [OOC] Sun and Shade Campaign
Post by: momothefiddler on <03-26-12/1531:27>
I meant that I have cargo in my car and want to meet you to transfer it to yourt helo. Or you are in the car with us? (you know...if yes, what would be the point of having helicopter :) ) Since I lack encryption, I was trying to sound as inocent as possible :)

Right. I gathered it was non-encrypted code, but I didn't know what. Sounds good.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-26-12/1539:46>
So anyone going to do planning for the run? Or just wing it? :o
Title: Re: [OOC] Sun and Shade Campaign
Post by: momothefiddler on <03-26-12/1543:15>
I'm all for planning, but I have no clue what I'm doing ooc, so...
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-26-12/1544:08>
So anyone going to do planning for the run? Or just wing it? :o

I'm waiting for someone to start with planning. I'm staying low on the totem pole this time. Already one of the de facto leaders in one game.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-26-12/1704:04>
Sorry Guns, I couldn't remember what you had committed, and erred on the side of caution as I am on my phone. So 12 grand.

I will be doing some planning, was just trying to sort out what we are planning. If we run goods it's different then just us, etc
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-26-12/1849:16>
Sorry Guns, I couldn't remember what you had committed, and erred on the side of caution as I am on my phone. So 12 grand.

I will be doing some planning, was just trying to sort out what we are planning. If we run goods it's different then just us, etc

It's cool. I just wanted to make sure I got the same as everyone else (fairness sake).  :P

In preparation for the planning phase, Sidhe will take another long, hard look at the map for tactical purposes. Taking into account what she realized before on the ambush positions, and trying to figure out the best tactical scenario for the team during this whole shebang. (There's a reason I like buying the Combat Tactics knowledge.  ;D )
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-27-12/1228:34>
Right so, I am waiting for someone to take up the mantle of  leader and start planing out the run. SO someone pip up or I can assume you guys want to wing it, and are starting the run. I already know you are buying a Crate of AK's and running them across the boarder.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-27-12/1448:54>
It is my girlfriend's birthday, and I work tonight, ao while I would love to lead, i can't from my phone with no books. If you can wait til tomorrow...
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <03-27-12/1451:35>
It is my girlfriend's birthday, and I work tonight, ao while I would love to lead, i can't from my phone with no books. If you can wait til tomorrow...

Hey, spending time with your girlfriend is more important than any game.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-27-12/1505:58>
Like Guns said...spending my time with your girlfriend is more important than any of other games I have :D
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-27-12/1517:43>
Don't worry have fun I was just pointing out that not a lot was happening, so I was wondering if I should move the story forward.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-27-12/1931:11>
Just busy is all. I will be free all day tomorrow until the evening shift
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-28-12/0522:50>
Ill wait for someone else to take the leadership role. Not that I cannot do it, well Ramirez IMO cannot. OOC planning is something I dont like. So I`ll be just IC  contributor in this, and only in cases I feekl Ramirez has anything to add.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-28-12/1355:44>
Come on start planning in the IC thread, I want to get the game going again.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <03-28-12/1400:56>
I'll put up a post, I am just super hung over.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-29-12/1307:49>
Good I see the planning happening. OK locations you can try and fit in on the island: Greenbank (small town) farming community, Coupville Port town, or Oak Harbor a small city with a naval air base.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-29-12/1326:49>
Good I see the planning happening. OK locations you can try and fit in on the island: Greenbank (small town) farming community, Coupville Port town, or Oak Harbor a small city with a naval air base.


Do we know anything useful about any of those places? Are they NAN, UCAS? Where are they on the island relative to the fort?
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-29-12/1336:39>
They are real places, and are under NAN control. Local knowledge is that Coupville has 2 NAN cruisers docked there, looks like the town was rebuilt to be a ship yard for the NAN. Greenbank is a town of 2000, and a farming community. Oak Harbor has a major airbase for UCAS, and is considered UCAS territory up to 1 mile out.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <03-29-12/1449:12>
They are real places, and are under NAN control. Local knowledge is that Coupville has 2 NAN cruisers docked there, looks like the town was rebuilt to be a ship yard for the NAN. Greenbank is a town of 2000, and a farming community. Oak Harbor has a major airbase for UCAS, and is considered UCAS territory up to 1 mile out.

So, Oak Harbor is UCAS? Landing there and going over land might be an option.

Also, it looks like the Johnson's map of the Fort has the directions wrong. The arrow marked NORTH is actually pointing to the west. Should we also rotate the directions Cherry gave Hank?
Quote from: Cherry
    -The approach from the air from North and West might not be a good idea, the communication outpost put in a request for anti air rockets two weeks ago.
    -The approach from the South has little in the way of scrub to hide a vehicle behind, but if you flew low and at night you could touchdown near the ferry dock without being seen.
Presumably those would be approaching from the west/south being exposed to the comm outpost, and the area to the east not having much in the way of cover...incidentally, what about the approach from the north? Current day, at least, seems to have some nice wooded area...
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-29-12/2235:17>
The north is woods and scatter farmland.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-30-12/1046:06>
Sorry about the map north direction the way I found it it was upside down and pointing in a weird angle so I did my best. Also to answer the question about Oak Harbor, its a UCAS City/Territory but the boarder of the town is surrounded by a 10 foot high wall and has only two entrances. Due to rising hostiles NAN board patrol is limiting the number of people entering and exiting the city by ground, the air space traffic is also limited to military forces right now.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <03-30-12/1104:54>
OK Gents another weekend HEMA training so possibly AFK til sundaay afternoon.

see ya ;)
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <03-30-12/1117:27>
bye Sichr, don't worry we can take it back up on Sunday. I don't see a lot going on right now.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-01-12/1129:50>
Hey, Signature Masking reduces the sensor rating of anything trying to detect it. So, a Missile's sensors would have to be rating 7 to lock onto us, yeah?
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-01-12/1150:09>
Not sure. it reduces dicepool for detection by its rating. Still, there is Clearsight SW that can be able to increase dicepool beyond the masking, so they will still able to roll...and naval ships have radar 6 rating
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-02-12/1057:27>
You do have a pretty good masking other than a optical guided missile (laser or direct controled missile) you should be sound for a low fly near the facility. So what are you guys going to do?
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-02-12/1059:22>
Alright, I have today off and nothing to do until around 7, so I'm going to post my big game plan. If I could do whatever I have to to sort out my gun running with you/my contacts either in game or via messages, that'd be great.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-02-12/1119:42>
K, your contact is willing to take delivery in a clearing north of Greenbank, he relates you the coordinates.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <04-02-12/1443:50>
Since the weapons delivery is just north of Greenbank, which is on the island, should we all just fly out together now & use that as our base of operations?
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-02-12/1446:56>
Since the weapons delivery is just north of Greenbank, which is on the island, should we all just fly out together now & use that as our base of operations?

We could do that, or we could stop at a camping store and get some tents and other supplies to set up a base camp in the woods, acting like just a group on a camping trip (sure the chopper may make that iffy, but as long as it's properly licensed, well, there shouldn't be too many problems).
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-02-12/1727:51>
You guys are going in for bear, the place should be empty. The comm relay is about a half mile away, sorry if my descriptions are not working well the internet and type communications can be troublesome.  That being said having all that stuff on standby would be of great use.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-02-12/1744:01>
last time johnson said: I dont expect any complications, Ramirez ended up in the wheelchair :)
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-02-12/1748:20>
I dont expect any complications  ;)
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <04-02-12/1807:38>
That's the second time our GM has done something like that... o_O


Hank's fine with camping out, if we'd prefer to do that.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-02-12/1854:35>
Eff camping out, I have a national smuggling ring at my disposal here.  We're not going to be stylish, but a farmhouse with land is not unreasonable (best way to hide something: make it more effort then it's worth to find it) and a few beds would come included. Combine it with a few armed men to provide extra eyes and likely a decent sensor net to make sure we aren't getting stormed in our sleep, and I'm thinking we'll have a cozy night.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-03-12/0230:25>
I dont expect any complications  ;)

Oh shit. I see Rigger cocoon comming...
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-03-12/0231:42>
Well... I dont expect we are going to spend more than a few hours there. Do we?
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-03-12/0241:51>
Well... I dont expect we are going to spend more than a few hours there. Do we?

If we're there more than a few hours than things have gone totally FUBAR, and the majority of the team will either have been captured or killed. What do you think of the idea I posted in the IC thread about the 'two-pronged attack', Sichr--or anyone?
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-03-12/0316:08>
SUpport this. That is why I`ve posted my question on teams we form...who is going where. To get the file, one person is enought. Others should diverse/ provide cover. That retrans station is good target IMO, if we have anyone able to make something usefull out of it (well, Ramirez coud try to listen to possible trasnmissions...even remotely, but he aint no hacker...)
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-03-12/0850:53>
Why are we hitting the retrans station... The point of this is to go unnoticed. We blow that, and whoever was getting service from a national defense outpost will notice it down, scramble fighters from that nearby naval base, and mess us up like a two year old's Mr potato head. Not to mention what happens if the nan catches a stealth craft armed with military grade weapons assaulting a military facility guarding the border that is currently under massive tension. Tension is good for business. Starting a war is very, very bad.

I vote on getting in, keeping a drone watching the base, getting the document, and then buying some illegal awakened drugs to bring back to ucas for profit.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-03-12/0901:08>
Why are we hitting the retrans station... The point of this is to go unnoticed. We blow that, and whoever was getting service from a national defense outpost will notice it down, scramble fighters from that nearby naval base, and mess us up like a two year old's Mr potato head. Not to mention what happens if the nan catches a stealth craft armed with military grade weapons assaulting a military facility guarding the border that is currently under massive tension. Tension is good for business. Starting a war is very, very bad.

I vote on getting in, keeping a drone watching the base, getting the document, and then buying some illegal awakened drugs to bring back to ucas for profit.

Ah... I wasnt talking about blowing retrans station to hell, but about infiltrating/intercepting the communications (if I understand it right and Retrans station is some kind of radio/communications retranslation node/station)
If the idea was to blow the station to hell, I missed that :O ...
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-03-12/0922:49>
Whatever we do to it, we have no hacker and no serious electronic warfare equipment. Even if we don't blow it up, we are purposefully trying to stop it from working.  I can't imagine that the military wouldn't notice their first line of border defense failing, and if their investigation turns up a stealth craft originating from the UCAS, we get caught in the middle of an erupting war. Again, I vote against it, and simply trust our rating six signature masking (this is the best available anti-detection after all) and fly low over uninhabited area. If we get in, it means we aren't really in trouble, since even if we get pinged while leaving, they won't scramble military assets over a fleeing craft for fear of igniting hostilities with the technologically superior UCAS. If the only detection we need to worry about is getting in, and we can't do anything to the communications station until we are already there, why tempt fate by messing with a military installation?

Don't get me wrong, I think we should invest some of our profits into jammers (I already have a rating 4 Area jammer) which we set up around our target, and keep our two best recovery assets (Ramirez and Alan) on standby to make sure we have an out, but if we mess with the military they are going to mess back, and they are better at it then we are.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <04-03-12/0938:20>
Blowing the comm station was Hank's idea. (I should note that he has the poor self control (thrill seeker) quality, so he's going to tend to periodically suggest/opt for some riskier things than an appropriately cautious player would. He and I don't agree on that, but that's part of the fun. :) )


Just to metagame for a bit: our GM has hinted that this job may not be "a few hours"; remember, when everyone was negotiating, he imposed a four day deadline in retaliation. If the scenario was as simple as being able to send one person in quietly, nip off for beers afterwards, and still be home in time for the game (metaphorically speaking), four days would seem extremely generous. I'm nervous that we're walking into more here than we're planning for, and I really don't like the thought of sending one guy solo into the tunnels looking for the vault...
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-03-12/1018:23>
Agreed. My ideal plan would be we simply fly on in, trusting Alan's skill and signature masking to keep us undetected, drop down in Greenfield, make our sale (obviously we don't fly the crate to the drop, since any smuggler worth his salt takes the cash then gives the guns to prevent the, you know, killing of himself using the guns he just gave them in order to save the several thousand nuyen he's charging) and then hit the target for the document. Alan runs our escape route and keeps on the sensors to ensure we don't get surprised leaving, Ramirez runs drones, the rest of us head inside.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-03-12/1042:20>
Just to metagame for a bit: our GM has hinted that this job may not be "a few hours"; remember, when everyone was negotiating, he imposed a four day deadline in retaliation. If the scenario was as simple as being able to send one person in quietly, nip off for beers afterwards, and still be home in time for the game (metaphorically speaking), four days would seem extremely generous. I'm nervous that we're walking into more here than we're planning for,
*cackle*
Quote from: Thvor
and I really don't like the thought of sending one guy solo into the tunnels looking for the vault...

*Evil cackle*

I have not Idea what you mean. Also keep your big plans to IC, and tell me when to move the game along.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-05-12/1025:36>
Right I am poking this game to see if I can't kick start it back into going IC.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-07-12/1246:48>
Sorry, I haven't been home in around a week, I'll put something up.

If i maintain this level of non-committance, i may just drop it in favour of somebody who can maintain consistent posting. I don't want to hold anyone back.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <04-09-12/0843:12>
BangbangT--I wouldn't sweat it. You and I were the last ones to post anything, anyhow; I don't think you can claim more "non-committance".  :)

Personally, I was hoping some of the others would chime in. We need to decide our team's approach to the assault. You and I seem to be on the same page (go in as a group), while All4 and Sichr, at last posting, seemed to be in favor of splitting the team. No clue where Kayz and Momo stand.
Title: Re: [OOC] Sun and Shade Campaign
Post by: momothefiddler on <04-09-12/0915:08>
Like I said, I'm new and don't really know what I'm doing. I feel intimidated by all the strategy ideas thrown around, so I'm just having Alan sit back and go with whatever everyone else decides.

I see the benefit of having more people (more firepower) inside, but I also see the benefit of having the escape craft on standby, so I'm fine with either. Beyond that... I'm lost. Sorry >_>
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <04-09-12/1021:29>
I see the benefit of having more people (more firepower) inside, but I also see the benefit of having the escape craft on standby, so I'm fine with either. Beyond that... I'm lost. Sorry >_>

Out of curiosity, does anyone in the team have any camouflage netting (Arsenal p. 53)? A few squares of that should be enough to cover the chopper while we're away from it, and I'd assume that Al could use his commlink to rev up the chopper while we're running for it if we need to make a fast exit.

Eh, whatever. Serious, before we head out, Hank heads out to the store and picks up a tent, a sleeping bag, and at least one square of forest-pattern camo netting. If no one else on the team has any (and assuming no one else steps forward to buy some), he'll get a total of four squares; I think that should be enough to make sure the chopper is sufficiently covered. Let me know what I need to put in my Chummer.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-09-12/1024:22>
That should cost about 100, figure used version from a military surplus 75.


Also are we ready to move forward?
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-09-12/1338:03>
If you'll look, my 'splitting the group' is a two-pronged attack designed for one portion to take and gain control over the comm relay while creating a diversion for the remainder to get into the vault. This would be the group in the most danger.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-09-12/1341:27>
Right I've PM'd everyone about the game so I hope to hear from everyone else soon then I guess we can move the game along.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-09-12/1343:52>
this said, I still consider destroying retranslation station as quite dangerous...maybe we are going to get more attention that we would if just enter the site.
Well this planning...Id really love to have drones recon done prior to action. We dont know headcount...if there even is any armed forces presence in target area, or it can be guarded by autoatic defvense grid...etc. too much unknown values so far
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <04-09-12/1420:39>
this said, I still consider destroying retranslation station as quite dangerous...maybe we are going to get more attention that we would if just enter the site.
Well this planning...Id really love to have drones recon done prior to action. We dont know headcount...if there even is any armed forces presence in target area, or it can be guarded by autoatic defvense grid...etc. too much unknown values so far

Ok, how about (partly in order to get the game moving again) we go out to the farming community [too lazy to go back through and find its name], make the weapons sale, and send some drones in for recognizance? And Micky can do an astral check from there, right?

It seems like everyone's got all the gear they want at this point, so there's no reason for us to be hanging out in Seattle proper.

All in favor?
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-09-12/1422:44>
this said, I still consider destroying retranslation station as quite dangerous...maybe we are going to get more attention that we would if just enter the site.
Well this planning...Id really love to have drones recon done prior to action. We dont know headcount...if there even is any armed forces presence in target area, or it can be guarded by autoatic defvense grid...etc. too much unknown values so far

Ok, how about (partly in order to get the game moving again) we go out to the farming community [too lazy to go back through and find its name], make the weapons sale, and send some drones in for recognizance? And Micky can do an astral check from there, right?

It seems like everyone's got all the gear they want at this point, so there's no reason for us to be hanging out in Seattle proper.

All in favor?

That would work. The drones could get us the needed information about patrol times and routes so that we could decide whether the all-one-group or the two-pronged attack would be better based off of that information.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-09-12/1428:21>
possitive
Title: Re: [OOC] Sun and Shade Campaign
Post by: momothefiddler on <04-09-12/1545:42>
Ok, how about (partly in order to get the game moving again) we go out to the farming community [too lazy to go back through and find its name], make the weapons sale, and send some drones in for recognizance? And Micky can do an astral check from there, right?

It seems like everyone's got all the gear they want at this point, so there's no reason for us to be hanging out in Seattle proper.

All in favor?

I approve of this
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-09-12/1611:40>
OK so planning is done? We can move it along to green bank. The safe house will cost the party 1,500 to set up the location and make it safe.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-10-12/1118:34>
Right so I've been talking to the players, We've lost Kayzie and BangBangtequila this is going to be troublesome because the method of entering the island is through the Bangbang's character.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-10-12/1121:04>
Don't forget about Sidhe's smuggler contact, though with two people down, we don't really have the manpower to go into a military fortification.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-10-12/1122:23>
Yeah so I am wondering if we want to continue the game or should we end this game. I could start another for the same four players left.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-10-12/1125:53>
That may be a better idea. Those of us left (assuming everyone else sticks with it) can just explain to the Johnson that we were abandoned by those two and that there is little chance of being able to pull everything off successfully without them. Sidhe's knowledge of tactics should be able to be used as proof that those left can't really pull it off.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-10-12/1138:42>
If I start another game I think were going to need new characters, I'm thinking of a DocWagon HTR team.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-10-12/1146:04>
I've heard of that game concept before, but it doesn't really sound all that interesting to me (of course I also don't wanna switch chars, but...).
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-10-12/1311:57>
Sorry guys, I simply do not have a lot of time around my books anymore. It isn't that I want to abandon this, simply that you are all moving much faster then me. If you like, convert Yuri into a Connection 5 Loyalty 2 contact and have at it.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-10-12/1313:10>
OK I'll start a new run, its for street level characters no crazy aircraft and heavy machine guns. All players here have priority for the slots.
Title: Re: [OOC] Sun and Shade Campaign
Post by: All4BigGuns on <04-10-12/1601:54>
Karma generation is a deal breaker for me. I can not stand that generation system and wish they'd let it die off after the change to 4th edition. So long as things aren't too heavily restricted and the superior generation system (build point) can be used instead, I may still attempt.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Sichr on <04-11-12/0313:02>
Well you know, if the problem is the tempo it too hectic, I can go around with having about 2 posts/ week. This will take a while, well Bangbang would be able to stay with us and we may move forward slowly. PbPs are this way, no matter what you want or think you can get from your players, even runs aka Missions 2, which basicaly take 6 hours to get done, lasts for 4 months of time. So maybe you are just trying to speed up too much...and in that case, every other attempt will fail on this.

And...as a remark...DocWagon HTRT is only interresting for me as NPC contact.
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-11-12/1031:45>
OK I willing to keep this game open. Bangbangtequlia said he might not be able to play. I'd like to see some movement in the IC thread by this time next week though.
Title: Re: [OOC] Sun and Shade Campaign
Post by: bangbangtequila on <04-11-12/1037:49>
I can do one or two a week, it just seemed that you always wanted to jump ahead, and I couldn't commit to more then one or two. If we slow it down, and everyone is ok with that, then great! I'll have one up shortly, I'd imagine.
Title: Re: [OOC] Sun and Shade Campaign
Post by: Thvor on <04-11-12/1052:49>
I've got no problem with a slower pace. Any chance of getting Kayzie back in? Unless I'm mistaken, he was our only source of anything astral...
Title: Re: [OOC] Sun and Shade Campaign
Post by: SeriousOne338 on <04-11-12/1059:43>
not sure he is having RL issues.