Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Sentinemodo on <04-06-12/1540:22>

Title: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-06-12/1540:22>
SPOILER WARNING: this game is played using the official Missions 02 - 11 Rising Sin 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 and Larzarus

Please post here the runner current status and dice pools in the Kot's format (or a head up that it has been updated in black book)

since you got another runs under your belt succesfully completed, you might want to add another descriptions part into your background stories

I am going to run this was one TR 3.

Let me know how much tim eyou want before accepting next run.
I assume at least week since your last run, but it might be longer.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-07-12/0432:33>
Quote
Have you accepted the purchases an training from the OOC of the last run?
There were a lot.
honour (http://www.cyberport.uqam.ca/english/countries/japan/CultWinter2001R.htm)
Yes.

{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: 46/51
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)-10345(shopping)+10800(M4)+5000(DJ)= On Hand 6025¥
Motto: Prepare for the worst, hope for the best and expect nothing!
Street cred: 2
+1 for removing a rooting evil underneath of Denver
+1 From KoffeKlutch massacre
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 Wuxing
 -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.

A small trip to the Tunnels under Denver proved the first and foremost rule of survival to Sam Predator and prey, better to be the predator. He had gone soft, the recent success had made him believe he was the best there is, let him get overconfident and make some big mistakes. He was lucky to have survived the Metro car and the Blood mage. Will he have learned his lesion or will he still act all high and mighty?

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 SA]5
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(6)/4Upgraded Sam's OSorigial<Response 5,Signal 5, System 4, Firewall 6>
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/SyEF Com OSMods
Renraku Sensei2/4/6(4)/4Iris Orborigial<Response 5,Signal 5, System 5, Firewall 5>Biometric 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 EX-Explosive Ammunition 255¥ammo
50x Gel Ammunition 255¥ammo
4x Spare Clips 25¥accesory
Siliencer25¥accesory
SilentColt ManHunterAdditional Clip, Melee Hardening, Skinlink, Smartgun System, Personalized Grip, Laser Sight
Concealable Holster75¥accesory
48x Stick'N'Shock Ammunition 255¥ammo
50x ASPD Ammunition 255¥ammo
4x Spare Clips 25¥accesory
Siliencer25¥accesory
Streetline SpecialStreetline Specialnone
6x Regular Ammunition ammo
ZapdosYamaha PulsarShock Pad, Melee Hardening, Skinlink, Smartgun System, Personalized Grip, Chameleon Coating
Concealable Holsteraccesory75¥
32x Taser Dart 255¥ammo
5x Spare Clips 25¥accesory
Siliencer25¥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)
   -Thermographic100¥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 Recognizer100¥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¥
19x Neuro-Stun           1200¥
19x Gas Grenade           400¥
8x 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: 2
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

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

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

TactSoft channels
Quote from: Channels
Visual:
^thermografic;
^ enchantments;
^ radar;
Simrig:
^smell;
^Audial
^ smart-gun
^ bio-monitor



Change Log
1k nuyen given to Omar :) if he does not give it back .... you know!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-07-12/0434:20>
 Yes.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-07-12/2057:37>
Name: Pietro "Fractal" Miller
Alias: Fractal, AROsmith, The Aesthet...
Race: Elf (Class II Surge Changeling)
Sex: Masculine
Nationality: American
Karma Spent:  35
Karma Unspent:  6
Reputation:
   Street Cred: 2
   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.
Even though Ryker went out to pursue his own destiny, the magical role was not vacant for long... On the next run, Tabitha provided the team with Lips, a combat mage. This time, the group entered a series of undergroung tunnels trying to find a missing Wuxing expedition team, and found something far worse down below. A crazy blood mage and his rituals were expecting them at the end of the tunnel. It was a tough and difficult time, but the team managed to defeat this foe and is now becoming even more confident on their capabilities. Fractal is becoming quite keen of his new echolocation sense and his improvised task as the team paramedic.


Reputation log
Street Cred
+1 - Being the artist which painted Omar's Rover
+1 - Removing a rooting evil underneath Denver (Enrico)
Total = +2

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
2 (Street Cred) + 0 (Notoriety) / 3 = 0
Total = 0

Factions relations
Kirillov's Vory +2
Fronts Gang -1
Wuxing +1
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-07-12/2107:29>
Quote from: Runner Current Status: Fractal
Fractal
{Health: 0 / 10P and 0 / 10S damage, 0 Wound penalty, 0 Stun penalty}
{Edge: 0/ 4} {Initiative(Meat/Matrix): 7/11; IP's: 1/3}
{Auctioneer Business Clothes: Ballistic Armor: 5; Impact Armor: 3}

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
First Aid1   +2 to Combat Wounds
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
-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  - Ergonomic
    Browse 4
    Command 4
    Edit 6- Ergonomic
    Encrypt 4- Ergonomic   
    Purge 4
    Reality Filter 6- Ergonomic     
    Scan 3
    Exploit 6- Ergonomic
    Spoof 6
    Stealth 6- Ergonomic
           Tactical Software 3- Ergonomic
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
SimRig
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¥
6 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
Two 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.
Eliza Khanduri (Elf Coyote)   Connections 3/ Loyalty 2    A coyote who workds the CAS/PCC border, and has solid connections to the Koshari
Tabitha "Tabby" Morgan (Cat-like Changeling Female Fixer))   Connections 3/ Loyalty 1    A Fixer which can provide us some runs, she is also good at knowing affiliations of key figures and corporate procedures
Miguel Sanchez (Ork Casquilho Fixer)   Connections 3/ Loyalty 1    His uses are Mafia activities, BTL smuggling and hiring muscles for street jobs.

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 = 3625¥


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
Mission:  Tunnel Vision



Removing Enrico Threath4
Rescuing Sun-To Wai2
Eliza's Side Quest2
Elf of many faces3
Total                                                                                                41


Spent
Reason                                                                                                  Karma
Raising Infiltration 1 to 24
Specializing in Urban Infiltration2
Buying Cybercombat 14
Buy Intimidation 14
Raising Body to 315
Buying first rating in First Aid4
Specializing First Aid: Combat Wounds2
Total                                                                                                29
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-08-12/0333:01>
-------------
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 - Rising Sin
Post by: Larzarus on <04-10-12/0702:11>
{Health: 0 / 10P and 0 / 11S damage, 0 Wound penalty, Sustaining Focus: - } | {Edge: 0 / 2}
{Defense: /; Initiative: 8; IP's: 1} | {Ballistic Armor: 5+3; Impact Armor:  3+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.

His first impression of the team was a group of over-cybered (=soulless) technic-nerds. However, how they dealt with the guard drone and the support through their maschine dogs was impressive, especially when his own support spirits had so much drouble based on the mana turbulence. So Lips looks forwards to see  more of their matrix actions when they are back in technological normal areas (hopefully next time, far away from all the water!) and also hopes that they appreachiate all his levitation work he done down in the tunnels. With all their technic, Lips seems to be the own character in this group how can deal with magical problems.


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 - Rising Sin
Post by: Kouryuu on <04-10-12/0719:03>
Laz i have put aside work hours and cash or a smartlink four you, if you do not need it let me know :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-10-12/0747:18>
Looks like Ill need to compile the changelog.

Now...Sent...what about that downtime: 1 week or 2 weeks...Id vote for 2weeks (at least Ill manage to finish my new skill training)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-10-12/0840:01>
Looks like Ill need to compile the changelog.

Now...Sent...what about that downtime: 1 week or 2 weeks...Id vote for 2weeks (at least Ill manage to finish my new skill training)
OK,
either way we would be better to rethink everything we done there at the end of Tunnel vision, as Sam's Training was rushed, meaning he did it inside 6 days, now it should not be that way, and many more things
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-11-12/1433:23>
I take it you want two weeks of downtime then.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-11-12/1627:13>
I take it you want two weeks of downtime then.
Sam does not really need more then that, but if Omar needs it, I guess I could work on the small Aurora project. :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-11-12/1816:04>
I'm not at my computer at the moment to generate the output from herolab. I'll get his stats posted tomorrow.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-12-12/0046:01>
2weeks are ok with me, it took 2 weeks to learn the Armorer skill. I will compile list of changes later, quite bussy last few days :)

good day everyone :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-12-12/1759:31>
So far the only issue I see is that it is not removing my BTL addiction (since I bought that off this time) and doesn't display my SkinLink echo.
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: Addiction (Mild): ????, 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
. . Rodeney 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 (Mild): ???? - 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 8, Pil 8, Rsp 5, Init 9, IP 3
Matrix Condition Monitor: 12
Armor (Matrix): 12
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 8, Pil 8, Rsp 9, E 8, R 8, Init 12, IP 3
Matrix Condition Monitor: 12
Armor (Matrix): 8
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 - 0/8
. . Mundane - 0/0
. . Suppression (2 combat turn delay) - 0/0


--------------------

Data Sprite (Data Sprite)
Rat 4, Fir 6, Pil 8, Rsp 8, E 8, R 8, Init 8, IP 3
Matrix Condition Monitor: 12
Armor (Matrix): 8
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 - 0/8
. . Mundane - 0/0
. . Stenography - 0/0
. . Watermark - 0/0


--------------------

Fault Sprite (Blade) (Fault Sprite)
Rat 5, Fir 11, Pil 10, Rsp 12, E 10, R 10, Init 15, IP 3
Matrix Condition Monitor: 13
Armor (Matrix): 15
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 - 0/10
. . Electron Storm (24dicepool 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 0, Clearsight 0, Maneuver: Anthroform 0
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 0, Maneuver: Aircraft 0
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

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Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-14-12/0951:22>
[...]
Tabby was geourgous as always, and Fractal was doing his best as well, they would make a good couple, or at least it seemed fractal is playing with that idea.
Sams instincts told him otherwise, it was smalltalk, nothing more, just buisnes as usual.
[...]

Is it just business?

Fractal's Personality/background:
[...]
Fractal also has a soft spot for cats, and raises one in his leisure time (which is almost the whole of it).
[...]

 ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-14-12/1005:33>
Guys, I am not sure, on the damage reports - was the two weeks enough for you to heal all the wounds?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-14-12/1028:01>
At least in Fractal's case, he could heal all his wounds on the first night after the run (it was just stun damage, at all); the only guy which was heavily beaten was Sam, wasn't it?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-14-12/1030:52>
snake,

you bought an agent program? can you pm me a log of changes?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-15-12/0128:59>
At least in Fractal's case, he could heal all his wounds on the first night after the run (it was just stun damage, at all); the only guy which was heavily beaten was Sam, wasn't it?
Guys, I am not sure, on the damage reports - was the two weeks enough for you to heal all the wounds?
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.
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.
this should do with the rolls. :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-15-12/0418:47>
Guys, I am not sure, on the damage reports - was the two weeks enough for you to heal all the wounds?
I'm sure Lips is able to heal himself within the first 48h
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-15-12/0702:11>
snake,

you bought an agent program? can you pm me a log of changes?
The agent was a program he picked up from red wire along with the programs it is using. All Mouse did was purchase some autosofts for the drones, some upgrades for Dobbey and his share of the tact net purchase the contacts and glasses. From a karma standpoint all he did was buy off the BTL addiction and updated a CF.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/1049:38>
I was just organizing a post in which I will described each programs Fractal has running on his 'link right now and each sensors he is sharing with the Tacnet, when I noticed the optional rule about Initiative Bonuses provided by a Tacnet accessed through DNI (Unwired, pg. 126).

Is this in effect, or not?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-15-12/1110:15>
OK. Omars list upgraded, actual changes are italic
http://forums.shadowrun4.com/index.php?topic=3199.msg33456#msg33456
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-15-12/1119:35>
That commlink optimization. Is it hardware or software upgrade?
If it's hardware than an operation would be required.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-15-12/1127:03>
That commlink optimization. Is it hardware or software upgrade?
If it's hardware than an operation would be required.

Missed that, this was done a few runs before. Not actual. Only operation is needed due to that Datajack, and that is 3S damage
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-15-12/1135:45>
Ok
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/1310:19>
I was just organizing a post in which I will described each programs Fractal has running on his 'link right now and each sensors he is sharing with the Tacnet, when I noticed the optional rule about Initiative Bonuses provided by a Tacnet accessed through DNI (Unwired, pg. 126).

Is this in effect, or not?

What about that optional rule question, Sent? How do you rule it?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-15-12/1644:18>
Hadn't yet a chance to take a look ...

loading ....
loading ....

... the rule is in effect,

guys, please list you sensor channels, I assume that each of you has commlink capable to run the tactsoft.
Do you run it centralized or decentralized?
in the latter case, did you paid licenses for each commlink?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-15-12/1645:25>
snake,

you bought an agent program? can you pm me a log of changes?
The agent was a program he picked up from red wire along with the programs it is using. All Mouse did was purchase some autosofts for the drones, some upgrades for Dobbey and his share of the tact net purchase the contacts and glasses. From a karma standpoint all he did was buy off the BTL addiction and updated a CF.

Snake, please update your sheet with sprites/agents ratings.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-15-12/1810:58>
So we bought the tact-net not the guns?

Way to go, now I am confused about the shopping again....

OK will try to sort it out tonight

BTW way to Franzy post again, just a day+ and we are almost at the end of Page 2 of the IC
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/1820:24>
As far as I understand, we buyed both... that's why we spent entire two weeks of downtime, isn't it?

And answering Sent's question... I guess we need to run it centralized; I believe we just paid for program, so it seems like the only way (but correct me if I'm mistaken). This being the case, Fractal can run it (Fractal Commlink is the one that can handle the largest number of programs and subscriptions).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/1824:29>
Hm... Will Sam be able to help in to disguise ethnic features Fractal requested on? If that's not the case, Fractal won't bother searching for a better Japanese Linguasoft than he already has (rating 2).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-15-12/1830:40>
Hm... Will Sam be able to help in to disguise ethnic features Fractal requested on? If that's not the case, Fractal won't bother searching for a better Japanese Linguasoft than he already has (rating 2).
Yep if we get some nanoPaste then yes, i did not get any last shoping spree but i guess it's legal so just a cosmetic shop stop for us :)

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-15-12/1836:33>
Hm... Will Sam be able to help in to disguise ethnic features Fractal requested on? If that's not the case, Fractal won't bother searching for a better Japanese Linguasoft than he already has (rating 2).
Yep if we get some nanoPaste then yes, i did not get any last shoping spree but i guess it's legal so just a cosmetic shop stop for us :)

It's availability 12, which mean it isn't in your everycorner stuffer shack. You got large enough network of contacts however to have it within an hour at the book price.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/1837:40>
Well, it's no big deal, really. Just something to grease the conversation with the Yaks, if we could...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-15-12/1843:33>
Well, it's no big deal, really. Just something to grease the conversation with the Yaks, if we could...
I was hoping to get a large container myself, but as the HERF was put instead of it.

Guess we will take it then from Krivlov

and if anything fails Sam is fluent in Japanese and is human :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-15-12/1845:43>
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.

just making sure all this is OK with you Sent

---------

Do System anf Firewall degrade as programs do in Comlings if they are not upgraded systematicly - Eric's comling from Trash the body electris
and if so can OS be changed between Comlinks?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/1856:47>

and if anything fails Sam is fluent in Japanese and is human :D

I still think it would give the team an edge if most of our characters were japanese-ish, but that's not something that's really needed...
As I've looked into the sheets, Sam and Mouse are both humans which can talk good Japanese (though Mouse has the little problem of being a child); and Fractal and Lips can communicate, even if not as perfect as the others.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-15-12/1905:53>

and if anything fails Sam is fluent in Japanese and is human :D

I still think it would give the team an edge if most of our characters were japanese-ish, but that's not something that's really needed...
As I've looked into the sheets, Sam and Mouse are both humans which can talk good Japanese (though Mouse has the little problem of being a child); and Fractal and Lips can communicate, even if not as perfect as the others.

and you'd probably have Omar gagged in his van even if he spoke the japanase fluently :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-15-12/1907:55>
just making sure all this is OK with you Sent
---------
Do System anf Firewall degrade as programs do in Comlings if they are not upgraded systematicly - Eric's comling from Trash the body electris
and if so can OS be changed between Comlinks?

1. I think it's ok. let me know if you hit 50k nuyen treshold with purchases via Kirilov, that will grant you +1 in loyalty
2. yes they can be switched. and yes they degrade as any kind of software.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-15-12/1925:43>

and if anything fails Sam is fluent in Japanese and is human :D

I still think it would give the team an edge if most of our characters were japanese-ish, but that's not something that's really needed...
As I've looked into the sheets, Sam and Mouse are both humans which can talk good Japanese (though Mouse has the little problem of being a child); and Fractal and Lips can communicate, even if not as perfect as the others.

and you'd probably have Omar gagged in his van even if he spoke the japanase fluently :P

Not that he desire to go anywhere..in meat...to the whorehouse...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-15-12/1928:14>
And about the second week, I will it incorporate in my sheet, and i think we can do something nice with it in the Aurora warrens :)
Still have the job to do, maybe smuggling, will re-roll the Pistols skill as a extra week negates the Edge i had to spend on it to get it in one.

Form me staying with one week had been easier :p
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/1931:39>

and if anything fails Sam is fluent in Japanese and is human :D

I still think it would give the team an edge if most of our characters were japanese-ish, but that's not something that's really needed...
As I've looked into the sheets, Sam and Mouse are both humans which can talk good Japanese (though Mouse has the little problem of being a child); and Fractal and Lips can communicate, even if not as perfect as the others.

and you'd probably have Omar gagged in his van even if he spoke the japanase fluently :P

That's sound like a plan to me!

It's not often that the GM start giving the player tips so early on the mission!


On a completely unrelated note; why since Tabitha has told the team what the run is about I can stop thinking about the first episode of Ghost in the Shell?

Form me staying with one week had been easier :p

For Fractal it would also be better... 4500 nuyen monthly expenses on lifestyle are really draining his earnings... If not by that, by now he could have some really nice gear.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-15-12/2028:25>
snake,

you bought an agent program? can you pm me a log of changes?
The agent was a program he picked up from red wire along with the programs it is using. All Mouse did was purchase some autosofts for the drones, some upgrades for Dobbey and his share of the tact net purchase the contacts and glasses. From a karma standpoint all he did was buy off the BTL addiction and updated a CF.
Hmmm...interesting that Hero Lab didn't include that info with its export.
The data and crack sprites are both rating 4, the fault sprite is rating 5. The pilot is rating 4.

Snake, please update your sheet with sprites/agents ratings.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-15-12/2125:29>
Just for you to know, I've updated the IC post in which I had put the information on the programs Fractal has running on his link and the sensor channels he is sharing through the Tacnet with the subscriptions he has currently opened with his 'link (in case, four subscription, to all the team's commlinks, in order to mantain the Tacnet; he still has 8 to go).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-15-12/2229:26>
Sent, what are the limitation of disguise, Gender Race wise?
Sam should know what he can do, but I do not :)
Disguise 6 +2(Cosmetics)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-16-12/0413:22>
Talking about the second week...Sent, what is the price of upgrading contacts? Id like to invest some karma in them, at least the Diamond and Elisa, maybe even Stalker...would I need some money, or I have to do this by karma?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-16-12/0744:02>
Missed post by a little
Larz posted first.
Phone typing is so not used to me, must have been some time since the last mission.
Ohh well.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/0746:48>
Damn. You went into overdrive again :)
I Had no chance to interrupt.

Fractal, I forgot about your lifestyle. With that high level you can have nanopaste out of it for free.  (it s just a leftower from some haloween party your room mate threw last year.)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1017:23>
Talking about the second week...Sent, what is the price of upgrading contacts? Id like to invest some karma in them, at least the Diamond and Elisa, maybe even Stalker...would I need some money, or I have to do this by karma?

Your contacts improve always at the end of the run. I always list possible upgrades.
There is only a roll involved - Charisma + Charisma -> you need to score more hits than your current level of loyalty.
I'm affraid nobody likes you, and you have difficult time to change their opinion on that.

During downtime it's non-karma issue - if you invest your time in downtime, they'll upgrade with time, but it's very subjective.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1018:36>
Sent, what are the limitation of disguise, Gender Race wise?
Sam should know what he can do, but I do not :)
Disguise 6 +2(Cosmetics)

with rating 6 of disguise skill you can convince everyone that Fractal is Britney Spears reborn.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1059:01>
all rigth, done with your posts...

if I missed anything you wanted let me know.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-16-12/1257:01>
all rigth, done with your posts...

if I missed anything you wanted let me know.
missed Krivlov's answer if he answers that is :)

Does tactnet start counting in the rolls? like preception, as without it i have 1 die for a target of 2
 :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1308:46>
Not missed. Omitted on purpose. You can get nanopaste from. Fractals house which is nearby I assume. I thouught you might want to remove it. If no I'll post a reply.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1310:45>
Tactnet gives bonus if Omar is in the loop providing additional radar sensor and there is enough of you to give bonus.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-16-12/1311:59>
Fractal house is about 6,5 miles (or 10,5 km) away , acording to GoogleMaps.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-16-12/1322:17>
Omar is on the loop, providing full sensory input from Rover: 2cameras, 2 laser rangefinders, 2 motion sensors, Radar, atmosphere sensor, Smartgun, Dalmatian: Camera, Thermographic, low light, Directional microphone, Select sound filter 3, Radio scanner...other sensors as drones, IDN what is standard, but for aerial I guess Radar, rangefindes, motion sensors and GPS are on place... Scan and Analyze programs (Matrix perception) , and Fly-Spy-Visual(IDN, there are no sensors listed for minidrones, just sensor rating). Also Mapsoft, if that counts...(I guess GPS is built in the comlink, since it needst to know its location for AR overlay)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1439:47>
So you got tactnet bonus. Enjoy. :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-16-12/1456:17>

Fractal easily found Japanese linguasoft, it's one of the most often sold worldwide anyway.

I'd assume it's book prices, isn't it?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1458:33>
Yes.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-16-12/1510:08>
Well, well, if Omar wants it now, he can have Fractal's old Japanese Linguasoft 2 license for free, and then we all speak Japanese, at least a little.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-16-12/1518:06>
:)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-16-12/1914:41>
How was it with wards. Lips either can blow down the ward by force or get permission of the ward creator to get inside the tea house?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-17-12/0841:32>
You can blow the ward (attacking the wall like a structure 4 Armor 4 object)
You can force yourself through (magic + Charisma vs Force 4 + Force 4)

You can trace the link (Assensing + Intuition (5, 1 hour) Extended Test with modifiers) and ask createor to let you in
You can trace the link and stun or kill the creator to take down the ward.
You can try to fool the ward using masking metamagic (Magic + Intuition vs Force 4 + Force 4)

attacking ward or (obviosuly) trying to kill creator will alert creator.
Trying to pass thorugh if you get spotted by watcher will also alert the creator.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-17-12/0913:17>
Obviously there is one more...remove the physical anchor for the ward. well it seems that that is too much complications.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-17-12/0916:51>
Iin some circles bazooka is considered a simple resolve for too much complications.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-17-12/0946:34>
You can blow the ward (attacking the wall like a structure 4 Armor 4 object)
You can force yourself through (magic + Charisma vs Force 4 + Force 4)

You can trace the link (Assensing + Intuition (5, 1 hour) Extended Test with modifiers) and ask createor to let you in
You can trace the link and stun or kill the creator to take down the ward.
You can try to fool the ward using masking metamagic (Magic + Intuition vs Force 4 + Force 4)

attacking ward or (obviosuly) trying to kill creator will alert creator.
Trying to pass thorugh if you get spotted by watcher will also alert the creator.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-17-12/1050:03>
i guess that passing the ward physicaly is possible, but only without any active foci. It guards only astral...but IDn, masking may be imperative to pass unrecognized. Well...I guess that it is public place, so it only alerts creator/owner on magical entity passing the gate...it depends how Yaks treat awakened...if they are allowed into brothel or they are ban to enter...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-17-12/1111:35>
Your Last IC is a little outside omars knowledge i thnik
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-17-12/1244:09>
What about the radar reading?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-17-12/1325:55>
Your Last IC is a little outside omars knowledge i thnik

Yes. Thats why the sentence ends with "?"

 :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-18-12/1035:58>
@Elisa: Heard that name before, well it would be better if you can ask around. Thx, Id try to get additional info on my own. ping me if you got something...ME3XST out

@Omar: Done. I've had to make it worthwile to her. She says that the there are small draining pipes that were used for taking out wastes that lead to the larger tunnel some ten meters below the ground. That tunnel is accessible from the metro station, though you'd need to pass by the security on the station. The draining pipes however aren't used since 20 years or so, and might have been closed when the building was rebuilt as teahouse - there was a gogo club previously that got demolished. If necessary I can arrange a meet. Turist guide tour she says will costs you 300 nuyen.

Quote from: ooc
'making it worthwile' have costed 300 nuyen. You're either going to refund her that, or owe a favor.
This piece of info arrive around 9:30 PM.

So...we got the money or we owe a service? the second option is NASTY...Omar has last 400Y well he would pay the price, if we really dont have any funds up front. Ill IC.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-18-12/1128:32>
@Elisa: Heard that name before, well it would be better if you can ask around. Thx, Id try to get additional info on my own. ping me if you got something...ME3XST out

@Omar: Done. I've had to make it worthwile to her. She says that the there are small draining pipes that were used for taking out wastes that lead to the larger tunnel some ten meters below the ground. That tunnel is accessible from the metro station, though you'd need to pass by the security on the station. The draining pipes however aren't used since 20 years or so, and might have been closed when the building was rebuilt as teahouse - there was a gogo club previously that got demolished. If necessary I can arrange a meet. Turist guide tour she says will costs you 300 nuyen.

Quote from: ooc
'making it worthwile' have costed 300 nuyen. You're either going to refund her that, or owe a favor.
This piece of info arrive around 9:30 PM.

So...we got the money or we owe a service? the second option is NASTY...Omar has last 400Y well he would pay the price, if we really dont have any funds up front. Ill IC.

Sam has 2+k  and you can have it
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-18-12/1527:56>
Sent, was there any hidden nodes from the roll that I made? 3successes
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-18-12/1721:00>
No hidden nodes within the teahouse or direct vicinity.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-19-12/0513:20>
BTW adding one more week pay from Dayjob :) so i should have enough for a suite, a mortimer or even Zoe
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-19-12/0756:16>
Sent, was there any hidden nodes from the roll that I made? 3successes

You also need 4+ hits to detect hidden node IMO

EDIT: Ive editted my last IC post, your quote is non - actual...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-19-12/0829:37>
k, what do i need o do perception trough Dalmatians cameras?
finding stuffer shack and other places where people gather.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-19-12/0839:11>
Sichr and snake, can you post here which channels can D1 ,Dobbey and the Dalmatian provide? I believe they have a wide array of sensor and can provide the 6 needed, but I'm not excatly sure.

Also, is there any other drone which shiuld be put on the Tacnet?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-19-12/0914:29>
Rover: 2cameras, 2 laser rangefinders, 2 motion sensors, Radar, atmosphere sensor, Smartgun, Dalmatian: Camera, Thermographic, low light, Directional microphone, Select sound filter 3, Radio scanner, Smartgun...other sensors as drones, IDN what is standard, but for aerial I guess Radar, Rangefindes, motion sensors and GPS are on place...

Also: Peripheral devices dont use subscriptions on Fractals commlink, all those data are streamed to Rover node and Via Omars link to Fractal. So its only 1 subscription for you.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-19-12/0942:01>
Well, if this work this way, great, but I think Fractal should have a subscription to them, since it's the one maintaining the TacNet (so he also need to stream data to them on real time).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-19-12/0947:01>
So it is Fractal has subscription on THEIR nodes, not them having subscriptions on His commlink...or am I confused?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-19-12/1025:59>
In fact, I am also confused about that.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-19-12/1107:42>
good we have wise GM that would told us (well I dont think he ruled the licence thing right...buying tacsoft for every commlink that is about to be in team sounds pretty silly to me...at least that would be listed in rules)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-20-12/0612:59>
Sent if you have other ideas how perception trough the Dalmatian works just say so and i will reroll  the new dices :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-20-12/0619:13>
1. VR
2. Sensor + Perception (see Drone description in character sheet, Most sensors are r. 6 well i recall that there were some adjustments..mainly on Dalmatian visual)
3. Post Result
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-20-12/0628:24>
You guys...do you have any idea how to do this? Extract the girl without bringing shame on the house? looks like I need to look at the Geisha movie to get a grip on what kind of hobnour is this...and how to bend it to work for us :P

I really am not sure that I know what to do...
Maybe if they expell her, banish her...Or maybe if she or goblinize/surge...she would be banished from the traditional japan house...or maybe if we can prove that she is something like that...
Otherwise...I guess that the
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-20-12/0651:17>
Classic: Holding a gun to the head of Mayuri's boss or blackmail him/her, invent some nasty detail about Mayuri to buy her out.

We don't need to tell Mayuri every detail, but banishing = dishonor for sure, but being bought free.... maybe not so much dishonor.

But maybe Mayuri herself has an idea...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-20-12/0748:10>
banishing would mean dishonour for Mayuri, not the house. And she want to avoid dishonour for the house she feels obliged for her life. So I guess that calls for the way to get her out without the house being put in bad light (hope this simile exists in english) That means...we find a way that allows Myuri and the house to depart ways, while the house cannot be accused of failure or lack of responsibility etc. This means violent solution is out of question...even threatening their guests would call for retaliatory strike from them so they dont loose the face...
Huh this is quite a hell...it seems that this culture is firmly bound by responsibilities, code of honour and obligations...on the other side, man, who accepts this...and finds his way around...is almost completely free to do anything he wants to. We would hardly come with proper solution without Mayuris help. On the other side...our power lies in Out-Of-Box thinking and action...hope we can use it as advantage...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-20-12/0936:22>
good we have wise GM that would told us (well I dont think he ruled the licence thing right...buying tacsoft for every commlink that is about to be in team sounds pretty silly to me...at least that would be listed in rules)
Actually in rules there is an example about different servicing model which is equal to licencsing model IMO.

The tactnet software works like encryption.
You can have centrally running encryption program (single license) that require each of you to maintain a subscription on the central node.
You can have a local encryption (licencses for each node) if you want to maintaing encrypted communication between two nodes, when the third one (central) becomes inavailable.

That's actually the case now. Lips and Fractal have been cut off from your network. Which means that neither of you have tactnet bonus now. and also since the encryption programs are working on the Omar's node, they don't have an encyrpted communication line also.

as to how to treat drones as tactnet participants.
1. they can participate in tactnet network on individual basis (under above licensing rules and subscriptions limits).
2. they can serve as additional senses channels for main tactnet users. 
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-20-12/1048:52>
Netz, Larz, I forgot about the doberman. It wasn't allowed into the teahouse, I'm editing the post on your entry to reflect that. Hope it doesn't change anythign as of yet.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-20-12/1148:09>
Its Omar, Sent :) Omar and Mouse...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-20-12/1153:19>
Is it ? ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-20-12/1156:39>
 ;D
Sichr loves women
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-20-12/1730:50>
Netz, Larz, I forgot about the doberman. It wasn't allowed into the teahouse, I'm editing the post on your entry to reflect that. Hope it doesn't change anythign as of yet.

As far as I understand, doberman never move towards the house; it just stand still and waited when we got there.

So, I guess nothing changes.

Well, it seems that the only part not updated yet was the inside of the teahouse. I'm waiting for Mayuri's reply.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-20-12/1738:25>
You guys...do you have any idea how to do this? Extract the girl without bringing shame on the house? looks like I need to look at the Geisha movie to get a grip on what kind of hobnour is this...and how to bend it to work for us :P

I really am not sure that I know what to do...
Maybe if they expell her, banish her...Or maybe if she or goblinize/surge...she would be banished from the traditional japan house...or maybe if we can prove that she is something like that...
Otherwise...I guess that the

Classic: Holding a gun to the head of Mayuri's boss or blackmail him/her, invent some nasty detail about Mayuri to buy her out.

We don't need to tell Mayuri every detail, but banishing = dishonor for sure, but being bought free.... maybe not so much dishonor.

But maybe Mayuri herself has an idea...

A Geisha may not be married. A very simple thing. If she marries, she has to retire.
I just don't know if having a married geisha who conceals her marital status may not be dishonoring to the house which raised her.

Gosh, traditional Japanese honor system is a complicated thing.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-20-12/1813:14>
She probably wants to marry, that's why the runners are here. Beautiful geisha fell in love with one of her customers and visa versa. Romantic...
But since its not allowed to fall in love or even marry and also because her evil boss will make an example and kill her when she tries to run away, the young, sexy geisha which is trained in the secrets of geisha martial art, has to fight her way out of the dark labyrinth of the tea house and discover her true self. With her, a group of fearsome heroes, played by us!

Maybe the last part is a little bit over-dramatic.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-20-12/1821:04>
That's cheating !!!

You read the mission script :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-20-12/1836:12>
Well, it seems that the only part not updated yet was the inside of the teahouse. I'm waiting for Mayuri's reply.

I got only so much time :(
But I'm catching up - more to come tommorow
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-20-12/1843:13>
I have the feeling there will be ninjas at the end.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-20-12/1935:16>
The heart of her aura is darkened. She is very well hiding an extreme displeasure of having to deal with changelling and ganjin. The purple streaks at the sides are hinting strong affection of erotic nature, arousal even.
Does she thinks about sex during a tea ceremony? Can Lips see at whom this affection is directed?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-20-12/1951:56>
Who doesn't think of sex during a tea cerimony? What, don't you all? Serious, guys...

About what Lips has said before (about the combat oriented geisha and the possibility of ninjas), has anyone watched the trailer of RoboGeisha? Not shadowrun; just creepy and bizarre.

And don't worry, Sent; as much as you have some time, we can bear the slow-pace. Slow is not a halt, after all!  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-20-12/1953:42>
Also, the marriage thing: think for a while that she is already married, and that the story may be discovered soon. Not very good for any part, but if she leaves before the unveiling of the truth, then the house suffer no dishonor.

Now just change the "truth" in the above sentence for "our dearly constructed phony history".
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-21-12/0828:22>
If she has displeasure at dealing with a gaijin and a changeling then just imagine how much fun she'd have with Unca Omar  ;D

How old is this girl? If marriage is what she has in mind as the best recourse, she probably has someone in mind. Tabby did send her pictures of us. Does the language skill give knowledge to the culture and etiquette?

Depending on age, the purple streaks may not be uncommon. She does work at a tea house/brothel. Mouse probably has some himself when not faced with the prospect of being eaten by ghouls. :D thanks to the easy access of adult content these days.

There's always the good ol' fake your own death scenario. A movie classic.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-21-12/1022:18>
Depending on age, the purple streaks may not be uncommon. She does work at a tea house/brothel.
Mouse probably has seen this site on the 'trix here (http://en.wikipedia.org/wiki/Geisha#Misconceptions)
for having intimate relationship geisha would be expelled,

witch brings me an idea, Fractal is good in editing, we could edit her doing something UN-geisha like and then propose to buy her out of the house service as this information would bring shame on the house.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-21-12/1704:42>
Times change. this is shadow run after all--a darker place. She may be the traditional old-fashioned geisha. That doesn't mean that there isn't more to this tea house than meets the eye. She may not be involved in it, but that doesn't mean she is ignorant of it either.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-21-12/1754:46>
Times change. this is shadow run after all--a darker place. She may be the traditional old-fashioned geisha. That doesn't mean that there isn't more to this tea house than meets the eye. She may not be involved in it, but that doesn't mean she is ignorant of it either.

Time changes, but this is a Yakuza teahouse, and the Yakuza are the old-timeys which even in 2073 won't accept females, metahumans and maybe even awakened on their ranks. This guys are bound to tradition.
Also, Tabby said Mayuri was the old-fashioned type of geisha, and the info we got (both from previous knowledge or through Matrix searches) points out that this Aikiwa TeaHouse is a very by-the-book teahouse (the description of services offered does not include prostitution).


witch brings me an idea, Fractal is good in editing, we could edit her doing something UN-geisha like and then propose to buy her out of the house service as this information would bring shame on the house.

That's one of the ideas I was implying with the marriage talking; not that she is into it, but that's something that has not changed over Japanese tradition: a geisha who marries must leave geisha-hood; so it was just the matter of coming up with "proof" that Mayuri is a married woman concealing the marriage from the world (including the house), making her Okā-san knows that the information exists, and then just imply that it would be a very good idea to let Mayuri goes free of the Aikiwa Geisha House before the information becomes public, in order to avoid dishonor.

Of course, we could come with drastic stories, if needed, as the ungeisha behavior you are implying... But I guess this would make our vision on the eyes of Mayuri a little less grittering (and she is a friend of Tabitha, so her opinion matter).

But Fractal's still waiting for Mayuri's answer on if she has any idea, or what the idea of dishonor for the Aikiwa House comprehends.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-22-12/0730:54>
Well
I saw Memories of Geisha yesterday
and IMO that part with her marriage may be one of those possible, still, if she is Already Geisha, she is not a virgin and her relationship with man would be undesirable but not exactly the reason why remove her
I would only draw one possibility: If she is well established Geisha, she would have stabile list of clients.
Contacting some of them with medical questions, just creating the possibility that they had come into contact with some ilness...implying that Mayuri may be carrier...and maybe we can get some false eveidence she really is ill...(this would also mean that we need to find out their house doctor)...they would get rid of her pretty quickly...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-22-12/0739:32>
Well
I saw Memories of Geisha yesterday
and IMO that part with her marriage may be one of those possible, still, if she is Already Geisha, she is not a virgin and her relationship with man would be undesirable but not exactly the reason why remove her
I would only draw one possibility: If she is well established Geisha, she would have stabile list of clients.
Contacting some of them with medical questions, just creating the possibility that they had come into contact with some ilness...implying that Mayuri may be carrier...and maybe we can get some false eveidence she really is ill...(this would also mean that we need to find out their house doctor)...they would get rid of her pretty quickly...
the house owns her, so she would still be working for the house, cleaning floors for all they care.
we need something that would make them cast her out, buying her out after proving that she is bad for their business should work best
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-22-12/1018:36>
Okay, sorry if this ends up seeming like a lecture, but here it comes:

- I saw Memoirs of a Geisha; it was a good movie, and it informs a little about what the world of a Geisha is; BUT, do you know that it does not reflect how the thing really is, right? The girl on who most of the story was based upon even wrote another boook in order to set some events and custons right (for example, the virginity auction issue, which is not a common practice among Geisha's houses). In fact, the marriage thing is a custom in itself; A geisha shall not be married, and if she becomes, she must retire.

- About the thing that the house owns her. Well, that bit is true. But now let's think strategically. All the thing that's on the table is in order to avoid dishonor. Mayuri is a famous and well-sought geisha; why would she suddenly be demoted* to a cleaner? That's not something that does not make suspicions rise, and that's exactly what the house wouldn't want not to happen. So, I really don't think the house owning her would be a problem if she couldn't mantian her geisha position.

- The idea about Mayuri being a disease carrier seems pretty good; the way Sichr has worded it, it would imply that 1) she may have had a kind of contact with a client which went over the boundaries of geisha-hood and 2) well, she is carrying a nasty disease. It's a good trump. But I'm thinking on how to operationalize it:
1 - Feeding the rumor mill is an easy enough way of doing it; but it's time consuming and once the fact is jumpimg from mouth to mouth, we lose control about the dishonor issue;
2 - Creating false evidence of disease could include falsifying medical records or the like; that would involve more legwork from our part and money spending, since not one of our characters is skilled on forgery (okay, the marriage thing could have this problems also, but the way I was planning it, it had no need to).

I'm not trying to toss water on the idea's fires (I guess this expression does not exist in english, but you can get my point), just raising up possible problems we may run into (Fractal would be doing it In Character if we had connection with each other and if we were planning IC). I'm sorry if I got too passionately discussing the things (I don't think I was, but it's difficult to evaluate one's own arguments, specially when most of us have different mother languages and are talking in a second one).

* Being demoted to ungeishahood is a compeltely wrong use of the word demote, as I see it. Being a geisha is not exactly a profession, it's more of a caste, so you couldn't be demoted.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-22-12/1036:17>
Before we go further into this, Fractal should continue asking Mayuri for more details.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-22-12/1043:59>
He is still waiting for the answer in his first question.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-22-12/1203:30>
Oh, and just for the group to discuss how I was thinking of creating a marriage story:
Fractal has with him some nice Canisters of Rating 3 Are Applications of Nanotattoo. With them, you could do a very nice tattoo on your ring finger of a marriage ring. Okay, it will no foll anyone that it's not a material ring, but that's exactly the thing: it's a symbol crafted directly on one's skin, and which can be (in the case of a geisha) perfectly easy to conceal with make-up. So much for a secret marriage, okay?
But then, right now, there are two guys enjoying a nice tea cerimony with the mentioned geisha, and by any chance, the white make-up which she uses in her hands could have been careless wiped by some movement, and the eyes of one of these custumers could have met the strange pattern on her hands and got curious. More than that, could have registered that pattern (our googles, the simrig, etc... are some really marvelous things). After that, it's just a matter of confronting the evidence to the geisha house manager. How could we do that? Well, maybe one of us can pass himself as a japanese Yakuza fan, that only wants the best for the organization, or maybe someone may try to blackmail the woman. The important thing is that, once this is done, the only thing the Aikiwa house can do about Mayuri is to send her away.
And in some weeks time, the nanomachines which make the tattoo will be degrade by her own body, so no harms done (also, it's quite difficult to tell a static nanotattoo from a regular tattoo).

So, people, can you help me spot holes on this all, and build it better, or have another ideas?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-22-12/1218:35>
- The idea about Mayuri being a disease carrier seems pretty good; the way Sichr has worded it, it would imply that 1) she may have had a kind of contact with a client which went over the boundaries of geisha-hood and 2) well, she is carrying a nasty disease. It's a good trump. But I'm thinking on how to operationalize it:
1 - Feeding the rumor mill is an easy enough way of doing it; but it's time consuming and once the fact is jumpimg from mouth to mouth, we lose control about the dishonor issue;
2 - Creating false evidence of disease could include falsifying medical records or the like; that would involve more legwork from our part and money spending, since not one of our characters is skilled on forgery (okay, the marriage thing could have this problems also, but the way I was planning it, it had no need to).

Feeding the rumor mill would be, like you say, time consuming, well, we may make those people act immediately...

1) we make one of those clients disappear, or at least we create datafile that would tell people that he has been hospitalized...creating such data background may be possible with mouse and fractals efforts...
2) we immediately after this begin to call others from the list, asking them for symptoms. They would possibly give us the answer, possibly not, well alarmed, they may have call their own medic assistant to get some care. Good, this is bonus, our work will cause some income in pockets of a few doctors :)
3) It is possible that some kind of lead would slip from us during the call, implying that amongst other things those guys from the list have in common is some geisha...not necessarily she is the source of infection, well, we need to check every posible track
4) It may drop into right ear, and some of those guys check the information with the teahouse.
5) Such possibility would be disaster, so I can see that teahouse doctor is on his way there after second/third call...or Mayuri in limo on her way to the doctor (maybe even better)
6) We need to know if they have medic using magic (well since they are Yaks...) if yes,, it would be more difficult to "Influence" If they have doctor who is using technology for diagostics...well...I guess that he would get whatever reading we would like to give him.
7) Only...we need to chose good ilness, so they dont put the bullet to her brain to get some kind of bounty... :)

Well, this can be our Plan B, we better have more options :)

P.S.: This is second best use of nanotatoo: some kind of eczema .. symptoms...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-22-12/1235:23>
I liked the ideas. A lot.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-22-12/1251:32>
the good part is, that we can work on both those plans simultaneously :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-22-12/1306:07>
I'll try to fetch you a bit of infection so you could share with her without needing to use nanotattoos ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-22-12/1353:28>
Sent, how many people does ??? Sam face?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-22-12/1412:29>
Sent, how many people does ??? Sam face?

At the entrance however two asian featured humans are standing. They noticed you.
I could use that jacket.

Two, it seems.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-22-12/1502:41>
Two, it seems.
Yeah, I meant the bar or whatever establishment it was.
And if they seem conected to the two, afraid of them Or indifferent.
That would determine my next move.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-22-12/1513:14>
Sent, how many people does ??? Sam face?

Not sure what are you asking precisely - there is watering hole before you - lot's of people gossiping, drinking, talking. exactly the place you need to learn more about local nightlife. the two are blocking your way inside.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-22-12/1533:40>
Sent, how many people does ??? Sam face?

Not sure what are you asking precisely - there is watering hole before you - lot's of people gossiping, drinking, talking. exactly the place you need to learn more about local nightlife. the two are blocking your way inside.

OK, might have misunderstood the place.

In my mind it's something like a beer garden where you can see the people at the bar and talking and the actions i take with these two can give Sam some rap with the locals.
either make them fear me or be thankful for taking care of the thugs.

that's what i was playing at, but ok will post after some sleep
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-22-12/1703:48>
It's may, evening turning night, there is a beer garden but it's empty, the doors are open wide, so your action will be noticed by insiders.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-23-12/0035:59>
@sent
Roll yakuza knowledge for Sam, as I am on phone for the day.
Also, does Sam has yactsoft or not?  As Omar and Mouse are unavailable.

@Netz
Quote
Kun (君【くん】?) is used by persons of senior status in addressing or referring to those of junior status, or by anyone when addressing or referring to male children or male teenagers. It can also be used by females when addressing a male that they are emotionally attached to or have known for a long period of time. Although kun is generally used for boys, that is not a hard rule. For example, kun can be used to name a close personal friend or family member of either gender. Also, in business settings, young female employees may also be addressed as kun by older males of senior status. It can also be used by male teachers addressing their female students.

not really sure how you intended it but as i am learning Japanese right now and the usage of -Kun honorific was bit surprising :) not saying it was false, just ood.

in my mind Chan would have been much better :)

Quote
Chan (ちゃん?) is a diminutive suffix; it expresses that the speaker finds a person endearing. In general, chan is used, but is not limited to, babies, young children, grandparents and teenage girls. It may also be used towards cute animals, lovers, close friends, any youthful woman, or even between friends. It can be used for males in some circumstances, but in general this use is rather condescending or intimate. Using chan with a superior's name is considered to be condescending and rude.

Although traditionally honorifics are not applied to oneself, some young women adopt the childish affectation of referring to themselves in the third person using chan (childish because it suggests that one has not learned to distinguish between names used for self and names used by others). For example, a young woman named Kanako might call herself Kanako-chan rather than using a first person pronoun. Also, the very common female name suffix -ko (〜子) may be dropped, as in Kana-chan.


And i love you using Japanese,  ;D Might take the example as well  ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/0332:01>
Yeah...and 4chan would be even better...as a source for learning japan :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-23-12/0543:52>
In fact, I was not sure of how to say it. It was a bit of wild guess, based more on observation than study.

As it seems, it turns out to be more odd than wrong, and I fortunately can see Fractal speaking this way.

Anyway, thanks for the clarification, Kour! It is nice to know, for now on.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/0618:53>
Well, IMO it may be correct, since:
persons of senior status in addressing or referring to those of junior status
this may imply that Fractal views her as a junior because of her age (as he said correctly, he is elf, and it is difficult for her to say how much older he is than her)
Also...he deffinitively is senior to her in things like running, knowledge of the outside world (it impress me that she has only limited knowledge and even possibility to talk to outside people, that are not her clients)

And I (EDIT: definitely) love to see that by saying that, it can be considered intentional minor diplomatic "insult", that replies on her bigotry she tries so hard to hide...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-23-12/0639:03>
And I deffinitively love to see that by saying that, it can be considered intentional minor diplomatic "insult", that replies on her bigotry she tries so hard to hide...
Definetly.  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/0644:40>
And I definitely need to begin to write that word correctly:

http://www.d-e-f-i-n-i-t-e-l-y.com/

 ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-23-12/0703:30>
And I definitely need to begin to write that word correctly:

http://www.d-e-f-i-n-i-t-e-l-y.com/

 ;D
You are not alone.
I need to learn it too.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/0709:04>
srsly. Ive been always mispelling this like czech: "Definitivně" so i thought that it is definitively. At least this moved me beyond the point f understanding, and now all is clear... :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/0710:44>
Sent , I believe you have Coyote mismatch, we are dealing with Peaches now IMO
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-23-12/0716:04>
damn, I need to sleep more ... edited ... and I removed Sichr from the story as well ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/0728:17>
Well, I guesed that that would happen one day :(

 ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/1044:35>
As I read sams situation, I just dont know if that would be:
"Zap" "Zap"
"Bang" "Bang"
"punch" "punch"
or
"kick" "kick"

type of sound Im about to hear...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-23-12/1320:05>
Sichr. You remember when I wrote about ladders?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/1347:19>
Sichr. You remember when I wrote about ladders?

and?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-12/1350:01>
Ah...I see...
well
Both dobermans are equiped with gecko pads. They are able to climb almost any wall. D2 is also equiped with the winch. I can hardly imagine terrain that will stop them, well it would be somewhere where Omar is not able to get for sure.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-23-12/1435:24>
As I read sams situation, I just dont know if that would be:
"Zap" "Zap"
"Bang" "Bang"
"punch" "punch"
or
"kick" "kick"

type of sound Im about to hear...
"Bla" "Bla"  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-23-12/1447:33>
And I (EDIT: definitely) love to see that by saying that, it can be considered intentional minor diplomatic "insult", that replies on her bigotry she tries so hard to hide...

That was accounted for on the original writing; if you look well, Fractal is quite prone to make minor insults or not-so-nice remarks, even when he is cajoling someone.

And... I'm liking where the three different scenes are going.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-23-12/1452:40>
damn, I need to sleep more ... edited ... and I removed Sichr from the story as well ;)

All work and no sleep make Sent a drowsy boy.  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-23-12/1737:05>
@sent
Roll yakuza knowledge for Sam, as I am on phone for the day.
Also, does Sam has Tactsoft or not?  As Omar and Mouse are unavailable.
OK now i can make the roll, but the question is still open.  :)
Yakuza Knowledge skill, leadership, tea-house and Yoshiro-san, 7D6.hits(5)=2 (http://invisiblecastle.com/roller/view/3484681/)
Denver gang knowlage - The two asian 8D6.hits(5)=5 (http://invisiblecastle.com/roller/view/3484685/) if they are in a gang in what gangs territory Sam is and so on :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-23-12/1753:20>
Ah...I see...
well
Both dobermans are equiped with gecko pads. They are able to climb almost any wall. D2 is also equiped with the winch. I can hardly imagine terrain that will stop them, well it would be somewhere where Omar is not able to get for sure.

Nice :)

I missed somehow that you made them Dobercats. Allright, they are with you.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-24-12/0316:49>
Dobercats :)

well I guess we will have to rename Dobbey...it has Cameleon coating above those mentioned, that would make it something like Cheshire Cat
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-24-12/1706:46>
Big smile  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <04-24-12/1939:16>
Sry that I didn't post so much last few days, defended my master thesis.

Also, I will be one celebration vacation the next week away from work and most likely also from internet.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-25-12/0341:25>
HEeey man, good luck with the defense... ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-26-12/1452:12>
Sry that I didn't post so much last few days, defended my master thesis.

Also, I will be one celebration vacation the next week away from work and most likely also from internet.

Hope everything went alright with your thesis, Larz.

Have a good time!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-27-12/0513:36>
sorry for a small delay - got an awful lot of work for the last three days.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <04-27-12/1523:03>
sorry for a small delay - got an awful lot of work for the last three days.
no prob, you are not the only one to have a hell of a week, this month got only 4 days where i had not to go in Work, and tthis does not count the work i had to do from home :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-29-12/1707:40>
Sent, two things:

1 - I'm loving this mission; as I said before, I find it very interesting the way every scene is happening so far and where they are going.

2 - You evil man! First it was the naga on the tunnels the mission before, now the cop-almost father-almost ghoul! That's cruelty with your fellow players!  :'(
Now, seriously, it's great! I really liked the guy having that story! Can't wait to see how Omar and Mouse will respond on that one!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-29-12/1715:51>
glad you like it :D
The pain is on my side as well - having three stories to develop takes more time than pushing a single one
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-01-12/0444:34>
@sent
Roll yakuza knowledge for Sam, as I am on phone for the day.
Also, does Sam has Tactsoft or not?  As Omar and Mouse are unavailable.
OK now i can make the roll, but the question is still open.  :)
Yakuza Knowledge skill, leadership, tea-house and Yoshiro-san, 7D6.hits(5)=2 (http://invisiblecastle.com/roller/view/3484681/)
Denver gang knowlage - The two asian 8D6.hits(5)=5 (http://invisiblecastle.com/roller/view/3484685/) if they are in a gang in what gangs territory Sam is and so on :)

Back to posting today :)

Sent any news on the knowlage roll or should i assume i did not know anything about the gangs and yakuza in this region ?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-01-12/0500:54>
Oops. Sorry missed that.

1. You know nothing about yoshiro IC. The teahouse is under protection of yakuza.
2. The two Asians are yakuza. You recognize wrist tattoos as Denver chapter. And you are on yakuza turf. 
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-01-12/1016:42>
Oops. Sorry missed that.

1. You know nothing about yoshiro IC. The teahouse is under protection of yakuza.
2. The two Asians are yakuza. You recognize wrist tattoos as Denver chapter. And you are on yakuza turf.
OK wll post Horizon IC and then prep one here :)

BTW is Intimidation part of the influence skill group?
What would a ZDF officer present when confronting some one? do they have a badge or the SIN is enough?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-01-12/1039:34>
Nope, intimidation is not in the influence group, sadly.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-01-12/1729:54>
Uh Sent, you do realize that Mouse currently had the low-light feature enabled through his contacts. So if there is enough after-glow from the drones, Mouse should be able to see adequately enough.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-01-12/1742:24>
No I didn't ;), lemme edit
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-01-12/1744:15>
well
IMOOmar doesnt have LowLight, since his natural eyes were replaced with that shitty piece of cyberware that I happen to forget to finish during character creation...and hadnt upgraded since then...so I depend on radar readings from drones and flashlight :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-01-12/1749:01>
No I didn't ;), lemme edit

edited ... I'll try to remember in future which one of the tunnel crawlers is blind ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-01-12/1754:30>
What would a ZDF officer present when confronting some one? do they have a badge or the SIN is enough?
this is still needed before i try to squeeze some information out of them. :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-01-12/1800:17>
ZDF officers have physical badges as well as SINs. This is for matrix-less locations, and to present themselves to people that do not routinely check SINs.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-01-12/1938:34>
Sent, are Omar and Mouse still in range of commlink communications with Sam, Fractal and Lips, or aren't they?

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-01-12/1943:47>
Sent, are Omar and Mouse still in range of commlink communications with Sam, Fractal and Lips, or aren't they?
as soon as they went into the sewers they lost it, but might have regained, who knows :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-01-12/2015:18>
Sent, are Omar and Mouse still in range of commlink communications with Sam, Fractal and Lips, or aren't they?
as soon as they went into the sewers they lost it, but might have regained, who knows :)

Ops, I had missed this bit.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-02-12/0830:47>
Actually they lost it because you went into the teahouse. Omar has strong enough signal to regain connection when you get out but we have slight synchro to do first.

Depending on next posts of Omar&Mouse (slightly behind you in time) and Sam (long behind you in time), the connection will return...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-02-12/0906:10>
Actually they lost it because you went into the teahouse. Omar has strong enough signal to regain connection when you get out but we have slight synchro to do first.

Depending on next posts of Omar&Mouse (slightly behind you in time) and Sam (long behind you in time), the connection will return...
Sam should have the same time, as he walked away from the tea house while they spoke, or is he just that fast? :)

i assume that he had to walk at least 10 min, and that the conversation Fractal and Lips had was about 30 min, but you can state you thoughts and correct me ::)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-02-12/0911:05>
The tea ceremony lasted almost an hour. Tunnel cralewrs needed 30 minuts to meet with Peaches and 15 to reach their current point.  You are walking the streets for about  15 minutes.   
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-02-12/0920:53>
The tea ceremony lasted almost an hour. Tunnel cralewrs needed 30 minuts to meet with Peaches and 15 to reach their current point.  You are walking the streets for about  15 minutes.
so i assume i do not know any names :(
OK will work around it :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-02-12/1157:57>
in fact, you have quite simple situation to solve...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-02-12/1322:42>
in fact, you have quite simple situation to solve...
yeah but i want to solve it with no violence and in our favour :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-02-12/1439:16>
well, if it takes you another two weeks be my guest, im so ocupied that I barelly have time to read OOC, nor to post IC...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-04-12/0352:07>
A few more days with this kid and Im going to embrace trees and sniff some flowers

I've tried to imagine this one and almost fell of the chair laughing. Though I've added Dobbercats having shrek cat eyes to the picture.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-05-12/1516:03>
Excellent post Kour, and educational too :D
You're full of Edge if I recall correctly.

If not, you got 1 point replenished.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-05-12/1635:08>
Excellent post Kour, and educational too :D
You're full of Edge if I recall correctly.

If not, you got 1 point replenished.
yakuza intimidation roll :)
guess now is to late to use the edge you awarded to replenish the edge used for this roll :
4d6.hitsopen(5,6)=3 (http://invisiblecastle.com/roller/view/3504193/)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-05-12/1737:21>
Sam ini roll - 12d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3504255/)
Final INI Sam =17
quick-drawing dual weapons would need dice pool splitting or?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-05-12/1738:19>
:) act then
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-05-12/1740:22>
yes quickdrawing dual and shooting dual will both split dicepools
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-05-12/1741:34>
yes quickdrawing dual and shooting dual will both split dicepools
thanks but Sam is waiting for an answear so drawing a weapon would be the false way to go,
Delayed action.
Awaiting the decision of the man before acting :)

Quite the thugs you got there - INI 11 wow! :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-05-12/1749:07>
it's good to be on drugs :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-05-12/1808:16>
indeed  8)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-05-12/2124:06>
did not put in Tactsoft as we are missing Omar and mouse, but if it's still operational you can add it :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-05-12/2256:34>
By a realisyic perspective, I wouldn't think so... Even if we were all in mutual range and providing our sense information to the TacNet, it really makes no sense that receiving information from other guys that had no tactical value to the situation should provide any bonus.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-06-12/0354:49>
Tactnet isn't providign you bonus - central software is still behind the wifi inhibiting walls and there is nothing except a drone that could provide you with tactical information.

Got another issue though.
Now you are in melee range with that yakuza, so I'd rule that he can use parry to defend against that shot. But if there is a general consensus he can't I'll go with range defense. Need some voice on that not explosions.

EDIT: There is a rule that full parry may not be used against ranged attacks, though I don't think it applied to melee situation where you parry arm keeping gun, just a generic statement that you can't parry bullets that have been shot at you.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-06-12/0419:25>
Got another issue though.
Now you are in melee range with that yakuza, so I'd rule that he can use parry to defend against that shot. But if there is a general consensus he can't I'll go with range defense. Need some voice on that not explosions.

EDIT: There is a rule that full parry may not be used against ranged attacks, though I don't think it applied to melee situation where you parry arm keeping gun, just a generic statement that you can't parry bullets that have been shot at you.
Not sure myself.
Just for consideration:
The way melee attacks work and ranged work is different, puling a trigger and taking a swing is not the same, one needs space and power, time, the other precision and timing.
Sam could easily hold his pistol out of reach of the man and still be able to fire it. For example his side

Looking at it mathematically
you gain a lot instead of simple R+Dodge you get additional (Unarmed Attack(4) + Specialization(2)) extra 6 dice but that would still be the case even if i used a melee attack so I only lose 3 for being in melee range
Total +9 dice to your dicepool change in case of melee
You hate me when i get into the numbers, I know ::)

Not voicing opinion just representing the other side.
As Always GM has the final word :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-06-12/0441:02>
I try not to hate people ;)
I am leaning toward your version though ...
If you were able to pull up that gun in time, that's it. There is modifier for being in melee.

any other voices?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-06-12/0510:51>
IMO I saw the example somewhere in rules...

EDIT: Hmm..looks like I haven`t :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-06-12/0513:46>
Full defense Buying 5 its, so you are up again Sent.
that is if they do not have touch weapons :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-06-12/0547:45>
they are not using touch weapons.

make a dodge roll please, with that amount of dodge dices, it seems they can beat you senseless only if you make a dice roll blunder, so let's have a chance on that :)

and make an init roll by the way. CT #1, has just ended
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-06-12/0623:06>
they are not using touch weapons.

make a dodge roll please, with that amount of dodge dices, it seems they can beat you senseless only if you make a dice roll blunder, so let's have a chance on that :)

and make an init roll by the way. CT #1, has just ended
Dodge
20d6.hits(5) = (6) (http://invisiblecastle.com/roller/view/3504973/)
INI
12d6.hits(5) = (5) (http://invisiblecastle.com/roller/view/3504974/)
Final INI =17

attack on the second thug if i am first again :)
15d6.hits(5) = (5) (http://invisiblecastle.com/roller/view/3504975/)
9d6.hits(5) = (3) (http://invisiblecastle.com/roller/view/3504978/)
re-rolled the last attack 3 times (-6 modifier) to get above 2 hits, dice do not love me this weekend :(

And yes, i have started to reroll dice as Sent is aiming for my Edge again :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-06-12/0649:20>
Fractal will answer Lips questions as soon as the different in character time coordinate again.

On the parry ranged on meele thing; really, no idea.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-06-12/0653:11>
The tryign again rule is for trying again, meaning that the attempt is spent. there is a cooldown period between retries.
It's not allowed to reroll immediatelly with stacking modifiers, unless you sepnd edge.

this means, that the second shot is on 2 hits.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-06-12/0655:00>
The tryign again rule is for trying again, meaning that the attempt is spent. there is a cooldown period between retries.
It's not allowed to reroll immediatelly with stacking modifiers, unless you sepnd edge.

this means, that the second shot is on 2 hits.
OK fair enough :)
good that the difference is not that big  and that this is not that important  :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-06-12/0710:12>
The tryign again rule is for trying again, meaning that the attempt is spent. there is a cooldown period between retries.
It's not allowed to reroll immediatelly with stacking modifiers, unless you sepnd edge.

this means, that the second shot is on 2 hits.
OK fair enough :)
good that the difference is not that big  and that this is not that important  :)

would have dodged anyway, and we got one more rule straightened.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-06-12/0742:05>
Dodge
20d6.hits(5) = (6) (http://invisiblecastle.com/roller/view/3505004/)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-06-12/0814:48>
Full dodge again?
Damn :)

But that was close.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-06-12/0833:14>
Full dodge again?
Damn :)

But that was close.
Soon i will have to spend some edge, soon.
But it will happen when and where  want it to happen :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-07-12/0713:37>
Dodge
20d6.hits(5) = (6) (http://invisiblecastle.com/roller/view/3505004/)

We waiting for his or something else Sent.?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-07-12/0722:49>
I run out of time. Resume as soon as possible.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-07-12/0730:57>
You need to stop playing that CivV :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-07-12/0833:56>
That. Was mean ;)

And I was playing elemental :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-07-12/0846:41>
Q from me

Full dodge just to be clear
[Sam IP1 attack][Y IP1 dodge/attack][Sam IP2Full defence][Y attack IP2][Sam IP3 ?]

As far as I understand the rules both attacks are dodged by the full defence from IP2 ?
as the 1st is interrupt from IP1 and both other are from IP2

Am i correct in this assumption?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-07-12/0851:34>
1st full dodge using delayed action
2nd attack
3rd full dodge using interrupt and consuming IP #3 action

the full defense lasts until your next action.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-07-12/0855:14>
1st full dodge using delayed action
2nd attack
3rd full dodge using interrupt and consuming IP #3 action

the full defense lasts until your next action.
it was for the CT2 as this time it was [IP1 Attack][IP2 Dodge][?]

So basically will have IP2 [dodge 2] and [dodge 3] with -1 and -2 all from the full Dodge from IP2
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-08-12/1040:48>
1st full dodge using delayed action
2nd attack
3rd full dodge using interrupt and consuming IP #3 action

the full defense lasts until your next action.
it was for the CT2 as this time it was [IP1 Attack][IP2 Dodge][?]

So basically will have IP2 [dodge 2] and [dodge 3] with -1 and -2 all from the full Dodge from IP2

I see two options:
1. you use IP 3 action as interrupt dodge - resetting the counter of previous dodges
2. you continue your dodges (since you already declared full defence) having the counter starting at -1 (since you have one succesful dodge), but you have IP 3 for you disposal.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-08-12/1750:32>
Sent can you tell me the surroundings places to take cover so forth,

have a evil idea making this fight a bit more fair :) Would omar like to test his sniper skills form the drone?
sam has some free actions to make and as far as i know this is still while he is driving to his location 15 min after separation Omar went underground 30 after split :)

Sam will be ashamed to ask for help but who had imagined these people where so Legendary athletic, or maybe they are magic Yakuza :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-08-12/2147:25>
Kour, remember that one of the dobermans were with you (Mouse instructed it to follow orders from Sam or Fractal; or to protect them if they need, and as Fractal and Lips went into the house, there's a good chance he would stick closer to you).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-09-12/0117:19>
Kour.
1. I didn't get into that detail previously (I didn't expected you to play with them for so long really ;) ). So I am making things like that car/table on the go. We can put there anything you want as long as this fits the story (a car on the other side of the street, a shop there, that you could run into. a balcony that you could hang on, or the staircase to run in... basicaly whatever, as long as it isn't a dragon ... make an IC ... gimme a chance to approve howevere if you think out something crazy
2. This aren't legendary gimnastic yakuza, and there certainly is nothing magic in them (battery of the comp with their stats has died, and I left the charger at work so I cannot check right away). The point in increased skill comes from TR3 but you can't stop to wonder what a shot of bethamine can do to a common yakuza (common = using triad standard ganger stats).
3. Omar/Mouse are reachable for sure, I'd hate however to mix the threads of time ;) - you sure you can't do this with a command (again, I don't see the dicepool of the dogbrain)?

Netz.
The doberman was following you, and it was left at the teahouse. Sam can call him to reach his position and protect him, overriding the command to stay by the teahouse, but it will need at least a minute to reach you. (assuming, Sam walked for 15 minutes more or less in circle around the teahouse)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-09-12/0433:49>
Kour.
1. I didn't get into that detail previously (I didn't expected you to play with them for so long really ;) ). So I am making things like that car/table on the go. We can put there anything you want as long as this fits the story (a car on the other side of the street, a shop there, that you could run into. a balcony that you could hang on, or the staircase to run in... basicaly whatever, as long as it isn't a dragon ... make an IC ... gimme a chance to approve howevere if you think out something crazy
2. This aren't legendary gimnastic yakuza, and there certainly is nothing magic in them (battery of the comp with their stats has died, and I left the charger at work so I cannot check right away). The point in increased skill comes from TR3 but you can't stop to wonder what a shot of bethamine can do to a common yakuza (common = using triad standard ganger stats).
3. Omar/Mouse are reachable for sure, I'd hate however to mix the threads of time ;) - you sure you can't do this with a command (again, I don't see the dicepool of the dogbrain)?

Netz.
The doberman was following you, and it was left at the teahouse. Sam can call him to reach his position and protect him, overriding the command to stay by the teahouse, but it will need at least a minute to reach you. (assuming, Sam walked for 15 minutes more or less in circle around the teahouse)

The Doberman is at the tea house, but the Dalmationa with it's sniper rifle is over the Beer garden :)
command, not a possibility, 2 dice for shooting, i would have to be very lucky not to glitch and you could buy a dodge.

On the Magic gymnastic issue,  i just find it interesting them having so high attributes :)
Natural Attribute of :
3 is an average value according to the book, 4 is above average, 5 is elite, top class athlete or so, 6, man that's Legendary

Sam has only one natural Attribute at 5 and everything else is bellow.
Of course he has been beefed up by Cyber :) Reaction the most ::), but they did not have cyber, or beta+, Drugs? do not know them so you might be that the beef you up like that, if so you just got yourself even more dangerous Sam on your hands *evil grin*

Just got the feeling we are evenly matched so this could take a while :)
they are a bit lover in dice pools but they are two, so it makes t for a fun match, but just for moving it forward i wanted to see if there could be a possibility Omar could use the Dalmatian to imposter LS and scare them away :)

By the way, what modifiers are for in the split dice pool and what are not for dual wielding?
For example Smartgun,  positioning offhand so on.  are there any that count toward both guns?

Edit:
 know you you dislike me talking about dice pools, but this is may way to judge the situation, AND Sam is not  a min/max character :) he might even count toward Jack of all trades :)
This is a min max character ::)  (http://forums.shadowrun4.com/index.php?topic=5842.msg99734#msg99734)

It was a scene like from some kung-fu flick (though the more knowledgable observers would have recognized Aikido stances) with spectacular kicks, sweeps, blows and shots parried and dodged at the last instance, with bullets flying in all directions as Sam was trying to pin down the thug.

The Yakuza guys seem to know themselves good enough, that on a signal given by the one you're shooting they spread out in two directions drawing their light guns and hiding behind table of the beer garden and a nearby car and shooting from behind them.

Quote from: ooc
CT #2, IP #2
[Sam 17, full defense][Thug #1 15][Thug #2 15]

free action: move
quick draws: Reaction(6) + Pistols(4) + Specialization(2) (treshold 3) 11d6.hits(5)=4, 11d6.hits(5)=7 (http://invisiblecastle.com/roller/view/3508124/), I've counted the dices wrongly, and should add one more, but it do not matter. Thug #2 scored critical success on that roll giving him +1 dice for the shoot.

9d6.hits(5)=5, 8d6.hits(5)=3, 10d6.hits(5)=2, 8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3508143/)
Thug #1
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2)  -> 9d6 -> 5 hits
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2) - Recoil(1, for second shots) -> 8d6 -> 3 hits
Thug #2
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2) + Critical Quick Draw success(1) -> 10d6 -> 2 hits
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2) - Recoil(1, for second shots) -> 8d6 -> 2 hits

they got you currently in cross fire, you can still see both of them, but if they spread any further - one of them will get behind you, getting a superior position bonus from shooting at your back.
Making the rolls right now, wish me luck as i am phone-doing it. Done
Re-rolling infiltration if i am first in CT3, but not if edge is to be spent, as re-rolling misses is much better in such a case :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-09-12/0848:00>
1. got a slight mechanics issue (but no problem in the end as it seems)

Full dodge might be taken as interrupt, but not running. You are be able to take the remaining free from IP 3 to run when the defense rolls are resolved. Also turning and showing them your back actually would mean giving them superior position (+2 to shoot, negating your running modifier), since you wouldn't be able to see them shooting. And running backward while full dodging ... no, that's not the option.

so, dropping the two dices from running, and assuming you use your third IP as complex
16d6.hits(5) → [5,3,3,5,3,6,2,5,3,2,6,6,5,2,2,2] = (7) -> 7
16d6.hits(5) → [3,1,2,3,1,5,5,3,3,4,5,5,1,1,5,1] = (5) -> 6
16d6.hits(5) → [4,1,6,4,1,2,4,6,6,6,5,3,6,6,3,2] = (7) -> 5
16d6.hits(5) → [6,4,3,3,6,5,4,6,5,2,1,3,4,1,3,3] = (5) -> 5

even so, you still dodge every shoot :D

2. activation of chameleon suit is at least free action if you operate via dni, which isn't possible I think so this is at least simple action. Also you can't full doge, run and take of your clothes all in the same IP, which will eat your next simple action. I need to know if you completely disappear around the corner or take good cover, but still maintain LOS.

3. on the magic gymnastic issue, standard is 3, street guys (the one that survive) are slightly better, and those ones are on drugs, I've said that already earlier. Cram is nice, and Betameth also. They last long (like from last night party). They make you jumpy and aggressive. Seems like they found victim to blow the steam on. Also note that this are all supercheap, ganger affordable treats, they are not wearing high tech chameleon suits, or heavily modified guns with smartlinks :D. I guess you can safely tell your friends, that you were chased of the street by a pair of hyped punks, and it's all on the video :D

4. as for the splitting dicepools, one thing I noticed yesterday or so, is that you can quickdraw two guns within one action (that would increase treshold to 4 in each gun), for the shooting you split your normal dicepool into two pools and roll independly. Since you don't have the ambidextrous quality, there is a modifeir for shooting with off-hand, smarltink bonus is counted only once, and recoil modifiers stacks. Don't know if others apply, will resolve if you start shooting.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-09-12/0959:39>
1. got a slight mechanics issue (but no problem in the end as it seems)

Full dodge might be taken as interrupt, but not running. You are be able to take the remaining free from IP 3 to run when the defense rolls are resolved. Also turning and showing them your back actually would mean giving them superior position (+2 to shoot, negating your running modifier), since you wouldn't be able to see them shooting. And running backward while full dodging ... no, that's not the option.
Just following the standard rules on Full dodge from the book, but you have the right to house rule it, and i have no clue witch direction the corner is, as i have no map or something like that, so it's up to your discretion.
Quote from: Full Defense 20th anniversary Page 160
Characters who are expecting to be attacked can spend a Complex Action and go on full defense until their next Action Phase. Characters who choose this option focus all of their energy on dodging, weaving, ducking, and blocking incoming attacks. Characters on full defense may still walk or run, and in fact may be better off moving
towards cover.
Full defense can be taken as a full dodge, full parry, or gymnastics dodge
Quote from: Page 159
Moving targets are harder to hit with ranged attacks, and give a charac-
ter more maneuverability when dodging. Defenders who are running
receive a +2 dice pool bonus.


2. activation of chameleon suit is at least free action if you operate via dni, which isn't possible I think so this is at least simple action. Also you can't full doge, run and take of your clothes all in the same IP, which will eat your next simple action. I need to know if you completely disappear around the corner or take good cover, but still maintain LOS.
IP2
free - run
Complex - Full dodge
IP3
free run
Simple - Turn on Chameleon(infiltration)
simple - take of jacket before corner

Hope this makes it clear, and fully around the corner, thou the Jacket is left right on the corner so it's visible *evil me*

3. on the magic gymnastic issue, standard is 3, street guys (the one that survive) are slightly better, and those ones are on drugs, I've said that already earlier. Cram is nice, and Betameth also. They last long (like from last night party). They make you jumpy and aggressive. Seems like they found victim to blow the steam on. Also note that this are all supercheap, ganger affordable treats, they are not wearing high tech chameleon suits, or heavily modified guns with smartlinks :D. I guess you can safely tell your friends, that you were chased of the street by a pair of hyped punks, and it's all on the video :D
Sure will tell them, but in a way they first rushed and hid behind cover, so i am just following their example.
Don't get me wrong, i am happy about how it plays, i was just wondering about those numbers, as i try to do characters in the RPing way believable, and  was just wondering how RP wise this is going in context
RP wise Sam Had his whole childhood training in pistols in demolition in infiltration and disguise, but these punks have the same level of skill?
So will they take the bait or will i have to sneak up to them ?
4. As for the splitting dicepools, one thing I noticed yesterday or so, is that you can quickdraw two guns within one action (that would increase treshold to 4 in each gun), for the shooting you split your normal dicepool into two pools and roll independly. Since you don't have the ambidextrous quality, there is a modifeir for shooting with off-hand, smarltink bonus is counted only once, and recoil modifiers stacks. Don't know if others apply, will resolve if you start shooting.
Smartgun does not count at all. but i doubt i will use it, but will see, it was either shoot at both or take cover and the second idea seemed more like Sam, he is no Macho and defiantly not crazy :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-09-12/1025:24>
1. on the dodge. I've seen the rules. That's how I interpret them. Superior position is also more related to melee combat then ranged (though it mention that when defending against ranged attack from behind as well). Not really a house rule, but rather arbitrary GM modifer in this case. You run away showing them back, you got +2 for running but -2 for being shot at the back.

2. the actual sequence must be a little different.
On IP2, you first used up complex on previous dodge, then you're shot, you use another complex from IP3. The unused actions do not stack, but are exchanged with fresh ones.
Anyway, since you decided to continue dodging, that means, you inherited -1 modifer from previous dodge in IP1. Doesn't really change much, as it only knock off one hit from the first dodge, which still is enough to avoid the shot. and you were able to use the free after the complex.

IP1 -> complex attack, interrupt dodge
IP2 -> complex action (interrupted dodge) used, free action to run
IP3 -> run, simple, simple.

keep in mind, that you were able to run some 5 meters away only (though you've completely hidden behind the corner)

3. re: "RP wise Sam Had his whole childhood training in pistols in demolition in infiltration and disguise, but these punks have the same level of skill?"
There must be some reason for that, but you'd need to chat with them about their childhood. Then again they are 3 points behind you in terms of skill in attack. You got Agi 7 Pistol 7. they got agi 5 pistol 6 - that's about 85 karma difference and if you remove the drug effect, it is 110 Karma. there is probably double that if you include dodge.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-09-12/1117:28>
1. on the dodge. I've seen the rules. That's how I interpret them. Superior position is also more related to melee combat then ranged (though it mention that when defending against ranged attack from behind as well). Not really a house rule, but rather arbitrary GM modifer in this case. You run away showing them back, you got +2 for running but -2 for being shot at the back.
1. got a slight mechanics issue (but no problem in the end as it seems)

Full dodge might be taken as interrupt, but not running. You are be able to take the remaining free from IP 3 to run when the defense rolls are resolved. Also turning and showing them your back actually would mean giving them superior position (+2 to shoot, negating your running modifier), since you wouldn't be able to see them shooting. And running backward while full dodging ... no, that's not the option.

so, dropping the two dices from running, and assuming you use your third IP as complex
16d6.hits(5) → [5,3,3,5,3,6,2,5,3,2,6,6,5,2,2,2] = (7) -> 7
16d6.hits(5) → [3,1,2,3,1,5,5,3,3,4,5,5,1,1,5,1] = (5) -> 6
16d6.hits(5) → [4,1,6,4,1,2,4,6,6,6,5,3,6,6,3,2] = (7) -> 5
16d6.hits(5) → [6,4,3,3,6,5,4,6,5,2,1,3,4,1,3,3] = (5) -> 5

even so, you still dodge every shoot :D
so this is canceled. Whiiiiiii  ;D
and here one more example :)
Quote from: 20th A P160
An exchange with the Mob goes bad, and lead starts flying. Klaus’s Initiative is 10,
but one of the Mafia gunbunnies goes on 12 and starts shooting at him. Klaus is out
in the open, and there are other attackers to worry about, so he decides to declare
full defense so he can make his way towards cover. Klaus rolls Reaction + Dodge
against the goon’s attack, and manages to avoid getting shot. On 10, however, Klaus
has already used his Complex Action to defend, so he spends his Free Action to run
towards cover.


2. the actual sequence must be a little different.
On IP2, you first used up complex on previous dodge, then you're shot, you use another complex from IP3. The unused actions do not stack, but are exchanged with fresh ones.
Anyway, since you decided to continue dodging, that means, you inherited -1 modifer from previous dodge in IP1. Doesn't really change much, as it only knock off one hit from the first dodge, which still is enough to avoid the shot. and you were able to use the free after the complex.

IP1 -> complex attack, interrupt dodge
IP2 -> complex action (interrupted dodge) used, free action to run
IP3 -> run, simple, simple.

keep in mind, that you were able to run some 5 meters away only (though you've completely hidden behind the corner)
I guess IP2+IP3 is 16 m  :P but 5m is fine by me :)
Quote from: 20th A Page 149
Example on running
witch the elf samurai is chasing down an opponent. He’s an elf, so his Running Rate
is 25 meters per Combat Turn. This particular Combat Turn is three Initiative Passes
long, so he moves (25 ÷ 3) 8 meters per pass. If Twitch stopped running for one pass
to help up somebody his opponent knocked over, then he would only be moving 16
meters that Combat Turn.

3. re: "RP wise Sam Had his whole childhood training in pistols in demolition in infiltration and disguise, but these punks have the same level of skill?"
There must be some reason for that, but you'd need to chat with them about their childhood. Then again they are 3 points behind you in terms of skill in attack. You got Agi 7 Pistol 7. they got agi 5 pistol 6 - that's about 85 karma difference and if you remove the drug effect, it is 110 Karma. there is probably double that if you include dodge.
If you remove all of Sams Cyber, these punks have no access to Sam stats are bellow their :), but enough of it :)
I am still holding the bigger gun here :) and My shoes are way more in Fashion :D

OK, i guess i have made you mad enough to take a tank to the next battle :D so i will stop now :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-09-12/1131:36>
You'll never make me mad my friend, nor will you force me to use a tank :D
I am content with finding a lowest possible power level necessary to hand your own ass to you on a plate :D

right now the record is belonging to long forgotten sentry drone, but that was more you action than it's own.
pair of thugs is now proudly standing on a second prize with a zero-zero draw
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-09-12/1132:33>
and you're right on running, this could be up to 16 meters meters - somehow I though that your running speed is ten.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-09-12/1148:09>
You'll never make me mad my friend, nor will you force me to use a tank :D
I am content with finding a lowest possible power level necessary to hand your own ass to you on a plate :D

right now the record is belonging to long forgotten sentry drone, but that was more you action than it's own.
pair of thugs is now proudly standing on a second prize with a zero-zero draw
Sam is an assassin build, not a Forcer, so do not tempt me on trying out some of those skills. :D

Actually i could just Neuro stun the whole establishment, drag those two sorry asses to the nearest Latern and hang them at their Balls, then interrogate the hell out of them,in the end let them hang there just to make an example.
but nahh, it's not Sams style :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-09-12/1244:06>
Sorry if this looks like an explosion, well what the f..ck is going on there. Discussing About NPC stats...oh, Kour..IMO we are over this, arent we? Dealing with tho guys on JET...srsly it took about 30 posts in OOC?
For the defence/attacks issue

3IP = Every turn Sam is able to Full Dodge (2x) every Yaks attack if they have 2IP and he has on IP left (1x) for his own use: two shots, melee attack or whatever. That simple it could be.

And I tell you...if you waste some APDS shots and give out the Dalmatian because of those two punks...grrr....;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-09-12/1255:49>
Sorry if this looks like an explosion, well what the f..ck is going on there. Discussing About NPC stats...oh, Kour..IMO we are over this, arent we? Dealing with tho guys on JET...srsly it took about 30 posts in OOC?
For the defence/attacks issue

3IP = Every turn Sam is able to Full Dodge (2x) every Yaks attack if they have 2IP and he has on IP left (1x) for his own use: two shots, melee attack or whatever. That simple it could be.

And I tell you...if you waste some APDS shots and give out the Dalmatian because of those two punks...grrr....;D
::) Just having fun.

This is what OOC is meant for. For discussing speaking and thinking, parallel to that we made IC posts and not just a few :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-09-12/1301:00>
well, I got it more like Metagame discussion. And I just imagined, that Im sitting at the table, running close cobat 2 on 1 with one of PCs, and player disputes with me about NPC statis etc.[KABOOM] But I know, this is PbP, and I may be a bit tired from journey, another trip to germabny, another 960 km in the saddle (with only 1 break to refuel my Škoda horse :D

And I was cathced by this on my way to take a shower...
which means...
I need to go...
 ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-10-12/1639:48>
I'm not sure what you want us to roll for the 20% chance. An Edge + Edge? Or d100?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-10-12/1653:30>
srry guys I have terrible connection here will be able to post toorrow when I got home
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-10-12/1719:39>
I'm not sure what you want us to roll for the 20% chance. An Edge + Edge? Or d100?

I wanted d100, but an Edge + Edge(1) test is also ok and more in shadowrun style.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-11-12/1544:57>
I'm not sure what you want us to roll for the 20% chance. An Edge + Edge? Or d100?

I wanted d100, but an Edge + Edge(1) test is also ok and more in shadowrun style.
Edge(2) x2 = 4d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3513677/)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-12-12/0704:26>
I guess, you want to wrap the findings up between yourselves and do some planning.
There is one callback from Fractal's roommate, but you're not sure when he will call back.

You can also make some additional calls.

If there is anythign you're waiting for from me, let me know.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-12-12/1656:47>
Guys, who here have biomonitors, and who don't?

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-12-12/2035:29>
Mouse has one.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-12-12/2037:38>
Omar dont have any IMO
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-12-12/2206:59>
Please, get one to the next mission; it helps a lot the other characters to determine the extent of one's wounds and health status (and we don't want to pass for another situation like when Sam was shot down on Tunnel Vision) now that we have an effective TacNet... And it could provide some diagnostic bonus to our team resident field medic (wannabe)...  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-13-12/0435:13>
Omar opens that Tunnel knowledge for 2 karma points.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-13-12/1105:47>
Omar opens that Tunnel knowledge for 2 karma points.

You got it :)
Not sure though if we should use Logic or Intuition as linked attribute, probably the latter as this is the street knowledge
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-13-12/1114:08>
Thanx Peaches. See you around.

Once again, Omar jumps into micro bug and crawls its way to the Tea house ceiling. Fiberoptic cable, connected to the drone, slowly unrolls, and when destination is reached, there is still plenty meters to make radio outpost down here. Omar disconnects cable rom his datajack and looks at  Mouse:

Mouse, you still have that Satelite uplink , do you? We can station it here, as far as the optical line is able to reach, and I then be able to rig the drone from outside, considering its signal is strong enought to reach the orbit even from here. I have about 40 meters left, so we can place the station about 20 meters back and I still would still have some reserve. I hope Fractal or Lips were able to locate at least some line or device we can tap .

Sichr, not sure what you want to achieve.
If you set up the link, your be able to connect to it as a form of relay station (there might be slight difficulties, as it is directed beam not a sphercial range as in commlinks, but this might be overcame easily). Still the drone itself will quite easily lost it signal between the wifi inhibiting walls as soon as you make it out of the cellar (a wall or two away from the exit anyway).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-13-12/1140:31>
The drone is connected by cabel...this wass the reason to this whole...tap their lines with the bug that is connected to relay that is not jammed...

So now it is
Micro tapper bug ------------- 50 m fiberoptic cable -------------Satelite uplink

Target is:

Teahouse wired system//Micro tapper bug------------------------Satelite uplink

got it?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-13-12/1353:08>
Ok, that will probably require you to station there at least one more commlink/drone as a relay.

Microtapper is to small to pull 50 meters of fiber cable, so it must be physically brought up by Omar or Mouse. There are metal bars on top, and you need something to cut the metal. Unless you got something like that you need to put a drone or commlink at the end to communicate with microtapper.

Microtapper itself need to find a lines in the teahouse. Using the radar sensor it's possible to find them and hook onto it.
All in all - you got yourself hooked into internal wired network. The transmission in the line is encrypted, but the scan reveals multiple peripheral nodes and a single encrypted node.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-13-12/1402:06>
I love those details :)

And also...
I like that we have it done

BTW.
bug needs to pull cca 10 meters (from tunel to cellar), so IMO it is quite capable to do so.
for the sensor drone has, I simply cannot say nothing else but Thank you (I really didnt know how to make it work)

OK. Mouse, digital playground is yours, if you need some help, just tell us:)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-13-12/1405:12>
I love those details :)

And also...
I like that we have it done

BTW.
bug needs to pull cca 10 meters (from tunel to cellar), so IMO it is quite capable to do so.
for the sensor drone has, I simply cannot say nothing else but Thank you (I really didnt know how to make it work)

OK. Mouse, digital playground is yours, if you need some help, just tell us:)

:D
even 10 meters of a cable will weight at least one kilogram IMO, which for a drone that has -6 to be even noticed must be quite a burden.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-13-12/1438:39>
for the drone its just mechanical task
but jumped-in Omar would sweat like a pig down there :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-14-12/0720:50>
I take it we set up the tap and then head back to where Mouse can jump in safely w/o becoming snack for ghoul?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-14-12/0721:55>
Yep
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-14-12/0727:04>
I'm making post know. BTW Mouse will also take that Tunnels knowledge at R1.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-14-12/1020:40>
There is still an issue of Flynn, to be solved, before we move on.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-14-12/1024:39>
And all of this in a day's work...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-14-12/1224:16>
There is still an issue of Flynn, to be solved, before we move on.

oh..ok, I thoght we are hacking on place, but Snake is right, better to get somewhere safe.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-16-12/0744:09>
Sorry guys, but I'm confused. Are mouse and Omar back where Flynn is or did we move on to the rover where and Omar is conversing that way?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-16-12/0748:56>
THings got a little out of sync again.

I've stopped the action nearby the flynn where Peaches said good buy, but you pressed the time further (when you get back to the rover) while Sichr first returned back in time (to the point of planting the drone) and the went back to the point I left you (nearby the Flynn).

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-16-12/0809:58>
Sorrry guys Im sick as hell and feel like that Flynn so no reasonable posts from me, at leas today.
Ill try to solve this Flynn situation ASAP so we can merge the teqam and clariffy everything, but not today. Sorry for chao I created, Snake

And... Kour:
Happy birthday ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-16-12/2216:10>
Hey, happy birthday, Kour!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-17-12/0239:56>
second that :D

happy birthday
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <05-17-12/0301:08>
Thanks!

Here is some cake for all of you
For the ill spirited:
(https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcRErX2IljQ-HJNvbwgwLYP_tmooOpeImHf_mAQkDWFUs28sXWUD)
For the gearheads:
(http://steampunkcostume.com/wp-content/uploads/2009/10/steampunk-wedding-cake.jpg)
And for the Magical ones:
(https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcSMgFT7uMazUOYfWvyyuQcQPxY9zCKleY1t1TzQUSEn_a9Yk79d)
B-Day post in coming :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-19-12/1119:20>
Guys, is everything alright?
Just checking the recent silence reason.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-19-12/1120:24>
I'm still here.
But I've also noticed somewhat lessened activity.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-19-12/1122:53>
Ah, sorry, I guess Im mostly all right now, Ill try to post toda so we can move forward...I still need to solve this Flynn situation (I know there is also quick way ;) well Im trying to be human here...maybe...)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-20-12/0945:19>
Ok. So Unca Omar and Mouse are back at Flynn. So Mr. Lips and Mr. Fractal haven't emerged from the tea house yet and Unca Sam is playing with some Yakuzza thugs.

That's how i'll handle my next IC post.

I was waiting for any info back from my data bomb perception check on the main node. It was a very good roll that I'd hate to waste :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-20-12/1016:37>
We'll keep the roll - in fact, I'd like you to repost you previous IC after we finish with Flynn to keep the chronology.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-20-12/1019:20>
after reading your post: It is evening. and the Wiz signal is enough to be reachable from above (it will use normal matrix connection to do so not direct one).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-20-12/1345:45>
Sichr, you're last post was kindof inconclusive.

Should I assume, you leave him Wiz and move on. If that's the case. Snake, please repost your last post.

You may also add to your IC that there indeed is a databomb in the central encrypted node.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-22-12/1548:46>
Sorry Sichr, missed the last question.
Snake, please repost your matrix action, I've kind of lost the track of it.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-22-12/1927:01>
Ok I posted the perception check and did the defuse databomb roll.
I am going to use the data sprite to do the research so that I can begin hacking the node. I wasn't sure how you want me to roll it (considering there are five people in the list.)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-23-12/0630:53>
Gents sorry for being away, I had a professional training for last 3 days and wasnt able to get to computer (too much alcohol :D ) Ill read IC and post ASAP....
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-23-12/1914:18>
Sorry if I railroaded everyone to be in the same place, but I think that's where it was leading on, isn't it? If it's not, feel free to ignore my last post.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-24-12/0929:54>
Looks like Denver if full of desperate lovers.

sigh..
as a GM I got not much choice in terms of motivations behind every run, desperate lovers story arc is being used by each and every of the five or so missions authors in season 2....

still this create the Paris-like touch of the Denver's nights.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-24-12/0931:23>
And your players will not help, either...

Fractal got so mixed up in the Denvers night that he is currently considering a date part of his payment.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-24-12/0935:06>
Ouch, I need to remember that one - you've been teahousing so long I already forgot what I have devised for that
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-24-12/1257:22>
Omar and Mouse were tunneling, Fractal and Lips were teahousing, was Sam Yakuzing?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-24-12/1324:41>
Yep. Except, that omar Had been ghouling :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-25-12/0050:36>
yeah, you know...just ghouling around man...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-25-12/0055:21>
Omar and Mouse were tunneling, Fractal and Lips were teahousing, was Sam Yakuzing?

...jacuzzing?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-25-12/1719:56>
Quote from: Netz
We don't have  Mr. Yoshiro office address.

you do have address of the bar he visit. - Lucky Eight bar (UCAS District). as good office address as it gets for the street workers.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-25-12/1741:33>
I had the fact of having the bar address in mind when I posted. I just thought that, unlike other kinds of offices, that's not the kind of place where you could dig material evidence of anything against the office owner (when the one is supposed to be there, that is).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-25-12/1748:15>
Snake, sorry for not spotting it earlier.
I'll have my data sprite run the search for the plate.
[...]
I'll do an hour max; hopefully the first 30min will be enough. And that would be the sprites' last service.

Do you got some other data sprites? Kind of lost count. I think you have the unregistered machine sprite but no other data sprite.
if you want we could have this one freed so you could compile a new data sprite instead. otherwise, just make the datasearch rolls on your own forms.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-26-12/1315:26>
Wouldn't make a hole large enough for the ghouls to get into the teahouse take us too much time?

Anyway, remember that freeing Mayuri is just the first thing we should do in this mission, and we want to complete the whole deal in a day!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-26-12/1321:51>
Less than hour IMO...if we put some efforts to it

If Peaches still has the light (or if there is sufficient light) for Mouse to use his low-light vision he will use that; otherwise, Mouse reverts back to his ultra sound eyes.

As Peaches stops at the intersection to listen, Mouse only half-heartedly listens to the sounds of the tunnel. He's too busy looking around (left, right, up, down, front, back) to make sure nothing gets the drop on them.
Intuition(5)+perception(2)=7d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3508938/) no glitch

We go to the south along a dead end tunnel. That was a poor choice of words, he thought. He's not sure if he really wants to go down that tunnel or not; it seemed like ringing the dinner bell to him.

He does a quick scan to see if he can catch any nodes from within the tunnel intersection and look for any hidden by taking a moment to go into VR.
EW(4)+Scan(3)+2TM-4Sus=5d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3508952/)

While the high powered signal of Mouse bionode pickups signatures of some nodes on the surface (cars, shops, commlinks), there is no nodes in vicinity in the tunnels.

Again, Omar kneels, D1 moves to the crossroads, then it stops and omar begin to scan for anything interresting on audio readings:
Sensor(6)+Perception(4)+Actively looking(3)+Sound would stand out some way-like any sound in complete silence (2) (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3509903/)

You hear the muffled sound of the traffic (it is not that deep for complete silence) a distance thunder or fast moving maglev train.
More importantly however you pickup sounds of movement - a small electric engine. moving north from your location, the source is slowly getting farther with a sound fading away.

Peaches feels confident enough that she flares up her shoulder spotlight to speed up the march and leads you further down the tunnel. She watches closely her scanner and her commlink. You pass by some tunnels, and enter some other that do not differ in any way from the previous. The tunnels indeed are partially colapsed or walled in some points,, but you seem to always have a way ahead and slightly down.

At one point some 5 minutes later, Peaches stops. Here.  According to your coordinates (there is no clear signal from the GPS, so you must resort to triangulation based on the nearby matrix transceivers) you are almost directly under the teahouse. We're 8 meters below the basement level. Though I think, they have filled it during construction.  She points at shaft about half a meter in diameter several meters further on the side of a tunnel. This is it - unless they moved the house it should lead straight to the building.

Quote from: ooc
There is a 20% chance that the basement hasn't been filled completely, and that the shaft is passable to the top. Sichr/Snake, The first of you online make a roll, you might use Edge to get it without rolling, or use Edge to reroll if the first roll fail. 
On success you might introduce there a microdrone drone.
Regardless of the result, with smaller or greater (depending on the roll) effort to excavate it, you might be able to break into the teahouse in person.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-26-12/1341:58>
Oh, now I see. Yup, seems possible.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-27-12/1342:47>
Snake, sorry for not spotting it earlier.
I'll have my data sprite run the search for the plate.
[...]
I'll do an hour max; hopefully the first 30min will be enough. And that would be the sprites' last service.

Do you got some other data sprites? Kind of lost count. I think you have the unregistered machine sprite but no other data sprite.
if you want we could have this one freed so you could compile a new data sprite instead. otherwise, just make the datasearch rolls on your own forms.
That was an unregistered data sprite I summoned to do the searching. Since you didn't mention anything, I assumed the search came up empty. So I then did the machine sprite.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-27-12/1431:31>
Do you have machine sprite or data sprite? What rating in either case?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-27-12/1636:43>
Kour and Sam have been suspiciously quiet for some days now... I wonder what they are plotting.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-29-12/0252:57>
Not really lost, just way too overburdened with work will get back. To posting as soon as possible.
Miss SR way too much.  ::)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-29-12/1911:28>
Do you have machine sprite or data sprite? What rating in either case?
The compiled data sprite (R4) was before the machine sprite (R3). The machine sprite is currently active controlling Dobbey which since Unca Sam never called him to his side (wasn't part of the fight scene), so Dobbey would have waited for Mr Fractal and Mr Lips to exit the tea house and would follow them when they exited.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-30-12/1617:00>
@all: sorry for the small delay
@snake: so you got a data sprite to be sent on your queries or you don't have it? The R4 one did his job and decompiled if I understand correctly.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <05-31-12/1720:42>
Now I'm feeling bad for Flynn.

Sent, you are getting pretty good at being evil! Congrats!  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-31-12/1723:42>
snake, I assume you released the machine sprite (as you cannot have two unregistered sprites at a time) at the point you're issuing a search requests.
Please make the roll to compile a data sprite. I need to know at least the rating of it to make the search rolls and the number of services you'll get.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-31-12/1724:11>
Now I'm feeling bad for Flynn.

Sent, you are getting pretty good at being evil! Congrats!  ;D

*wink*
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-31-12/1729:02>
Guys, depending on Larz, action you'll need to wait a little longer, but you can move on with your talking/planning.
As soon as we'are done with astral Aikiwa you can drive to either of the two obvious locations (Aikiwa or Lucky Eight) or somewhere else.
Alternatively you can wait a little longer, for more useful  (or useless) information from Omar's KE contact or Mouse's sprite.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <05-31-12/1751:18>
I guess there is some time waiting for kour, no need to haste, , Ill sit and watch Lips show :)
Or maybe Ill get some itch, well I have tabletop on saturday so Im spending most time preparing for finale grande of Artifacts: Midnight
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <05-31-12/1800:37>
all right, as you've noticed my tempo fell as well - and I am expected to get my hand full of diapers in 3 weeks
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <05-31-12/1850:07>
The data sprite R4 I compiled did his thing and departed. The machine sprite R3 is currently active controlling Dobbey. I have a registered Data sprite that I am using to do these searches. I'm out of town until Saturday, but I have a Fault sprite R5 with 7 services left, a Crack sprite R4 and a Data sprite R4. I don't remember which is which, but the number of services remaining are 3 and 2. I think the Crack sprite was at 2 remaining.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <06-01-12/0314:13>
You guy should probably move one for now. I moving to a new home today, so I have to sign a new electricity contract, the internet provider sent a technician to install the internet, and so on. If I'm not back tonight either one of those produced a little problem.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-03-12/1103:57>
I'm not bickering in order to make Lips attempt to summon a spirit unsuccesful (as I remember, usually Sent goes on with what was already done and then correct it in the next situations), but I'd just like to correct one little mistake on the rolls made: a spirit resist summoning with a roll of Force x 2, not just Force.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-03-12/1109:03>
I'm not bickering in order to make Lips attempt to summon a spirit unsuccesful (as I remember, usually Sent goes on with what was already done and then correct it in the next situations), but I'd just like to correct one little mistake on the rolls made: a spirit resist summoning with a roll of Force x 2, not just Force.

I was pretty wrong in that. The roll was correct. My mistake. Sleep deprivation makes this to people.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-03-12/1239:44>
Force x 2 is used for binding. But. It's good somebody is still on guard. With a latest. Słow down I am loosing the grip on rules as well.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-03-12/1602:07>
Well Ive finished Artefacts 2 run yesterday with my group...with some nice headcount in final moments
I have also the plan for Omar...
adn Audit tomorrow in the work, so Ill post tomorow evening
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-05-12/0327:31>
Guys, pretend that you are not listening to my private encryptet chat with my contacts ;)
Otherwise you will miss the surprise (like police action that has nothing to do with us or our mission ;) )
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-05-12/0648:37>
The data sprite R4 I compiled did his thing and departed. The machine sprite R3 is currently active controlling Dobbey. I have a registered Data sprite that I am using to do these searches. I'm out of town until Saturday, but I have a Fault sprite R5 with 7 services left, a Crack sprite R4 and a Data sprite R4. I don't remember which is which, but the number of services remaining are 3 and 2. I think the Crack sprite was at 2 remaining.

There it go

Quote
Compiling R4 Data Sprite with Japenese liguasoft
Compile(4)+Resonance(5)=9d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3469423/)
Sprite Reist: R4=4d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3469425/) No glitch
Fading 2S (I can autobuy 2)  so no fading


Sorry, it was this piece of info I was missing - that the sprite that has performed his last service was not the registered one. You indeed have a data sprite registered, I just assumed it was this one that you used for your last searches.

Anyway I'll follow up with the search results.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-08-12/0454:28>
it's euro 2012 day today.
and I have my fancy bluish volunteer suit :D
I'll post something to your reply tommorow,
feel free to IC if you move out to either of the locations, guiding ghoul will take some time
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-11-12/0728:59>
Snake, relating to:
I'm still working on the others: Shijeo Iijima and the two yakuza goons by picture.[/color]

Assumign you've had 3 services at your disposal for the registered data sprite, they're used up and the sprite unregistered and decompiled.

Could you please find the orignal rolls on the compile/register to verify how many service you got with it?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <06-11-12/1725:20>
I thought you said that it was the unregistered Data sprite that was used up...I'm confused...we must me missing something in translation. The registered data sprite has/had three services left. I just need to know if I need to summon another sprite to do any further searches, or do it myself.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-11-12/1808:20>
yeah, I am lost a little bit in your little companions as well.

from what I understood:
1. before a mission you had a registered data sprite with 3 services
2. you compiled another unregistered one to perform searches during initial meeting with Tabby.
3. the searches during that meeting used up all of the unregistered sprite services, and it had decompiled
4. you compiled unregistered machine sprite to ride your bot
5. you ordered your registered data sprite (from point 1) to do searches on Kikuya and Yoshiro
6. the two searches (due to glitch) costed you three services and the data sprite had unregistered and decompiled.

if the baove is correct as of now you have no available data sprites, and you have you unregistered slot taken up by machine sprite.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-11-12/1845:35>
Quote from: ooc
The closest way the surface, or the closest way for the KE evac team to get Flynn is the exit you've used, not the one under teahouse.
some rolls behind the curtain ....
Indeed. But it is
1) Coyote entry point I dont want to compromise
2) Ex-subway station with some homeless population living there (if I remember correctly)...thus not the best place I want to lure infected KE officer into :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-11-12/1855:45>
Whatever the reasons. You lied. And with your truth-on-face lying abilities...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-11-12/1906:29>
hh
good that it was text chat :)
And you are right. I dont exactly give a fuck...if we can move forward. I aint saw Kouryou for a while and IDN if we are able to spend some more time steping around a single place trying to do whatever it takes to not let the game fade out and squeeze some fun out of it.. Rather do something stupid that do nothing.
But..
it seems that more PbPs here are in some kind of koma. Not just this one.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <06-12-12/1552:55>
yeah, I am lost a little bit in your little companions as well.

from what I understood:
1. before a mission you had a registered data sprite with 3 services
2. you compiled another unregistered one to perform searches during initial meeting with Tabby.
3. the searches during that meeting used up all of the unregistered sprite services, and it had decompiled
4. you compiled unregistered machine sprite to ride your bot
5. you ordered your registered data sprite (from point 1) to do searches on Kikuya and Yoshiro
6. the two searches (due to glitch) costed you three services and the data sprite had unregistered and decompiled.

if the baove is correct as of now you have no available data sprites, and you have you unregistered slot taken up by machine sprite.

That sounds right. I can deal with that.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-13-12/1101:49>
hh
good that it was text chat :)
And you are right. I dont exactly give a fuck...if we can move forward. I aint saw Kouryou for a while and IDN if we are able to spend some more time steping around a single place trying to do whatever it takes to not let the game fade out and squeeze some fun out of it.. Rather do something stupid that do nothing.
But..
it seems that more PbPs here are in some kind of koma. Not just this one.

I certainly hope, it's only slowing down not going into coma.

Larz, you still around?

I am ready to tell you more stories, as soon as you move in one direction or another.
As for Kour, you might assume Sam didn't show up, but sent you a message that he was urgently called back to the work and he is terribly sorry for leaving you during the job.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-13-12/2106:26>
Maybe it's the slowdown, but I completely forgotten what the plan was about, if there ever was any plan.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-14-12/1436:45>
Tabby:There are dozens of runners in town, I hadn't had a feeing yet that you're taking only the easiest jobs, actually I was thinking you're going to be my prime team very soon. I know you can handle combat I've been hearing about you here and there. I need to know first hand if you can handle more discreet jobs wihtout months of preparation.

Discreet was the word I ws looking for. Now I found it. Even though, Fractal said his memory was not crystal clear (and during this entire conversation he was just partially focused on the words spoken, as the subtext was clearly more interesting).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-14-12/1443:50>
IC shows what I understand that word means :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-14-12/1458:29>
Next shopping list will included some "gear" from Running Wild:

The Hell Puppy for Mouse and the Shining White Horse (is there any Awakened horse with Glamour?) for Sam.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-14-12/1503:50>
Nay, well I can see Ghazu Horse from Parazoology would quite fit :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <06-15-12/0349:00>
Larz, you still around?

Yeah, I'm usually have enough time to read all post, but not much for something significant in IC. I have to wait till 19.06., then I finally get internet back at home :/
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-17-12/1029:32>
My Thrill Seeker timing is tingling.

Let's move the plot, omaes!  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-17-12/1201:03>
Yea. One thing Id like to ask...
Would we try to recruit someone on Sams place?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-17-12/1247:45>
Up to guys. If you want to hire some npc muscle you can turn to Vory or Mafia. Or I can open up a recruitment.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-17-12/1255:20>
I don't think there's a necessity just yet; maybe to deal with the second part of the plan, but right now... I'd go with just trying.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-18-12/0350:48>
Did we saw anything in the basement via flyspy sensors before I`ll need to fly it away?

Would you give us any kind of time schedule ofevents...like how much time after KE departs Yaks arrived etc...because now it seems everything is happening at a single moment ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-18-12/0411:40>
:)

sure, I've tried to give you enough time to react between each action point, but anyway:

-40 minutes your call to Jack
-25 minutes KE arrive and storm the building
-20 Flynn take over, most of the KE ride away
-15 minutes the last of the KE ride away
-5 minutes Yakuza appear
now Yakuza reach the basement

this is enough time for you to talk and Mouse to do his cleaning traces
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-18-12/0433:38>
Perfect. And for that first point? Was there anything in the basement?

(This is how shit happens. I was calculating that even if I trigger some events this way, Sam would be able to get there quickly and dispose our SatUplink and the bug. Murphy was right. Again :P)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-18-12/0702:47>
Sent...
I mean that gave us 15 minutes to get FlySpy to the basement. Even with our conversation this is matter of tens of seconds at worst. FlySpy is on the entry point and the entrance hole is cleared. So...Was there anything else to see before those guys appear? We still have no info on that place...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-18-12/0742:36>
Not sure if I get you. ...
You have had Fly Spy in the basement.
Nothing special happened there in the meanwhile

The KE dropped down, took the Flynn, and evacuated him. They left a pretty glaring hole in the basement leading down to the tunnels.

Nothing happened in the tunnel near the entrance, nothing happened in the basment - no yakuza/geishas wandered down there.

The first movement that get there is the yakuza that just arrived....
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-18-12/0819:12>
Ah...you are focused on EVENTS, where we were focused on INVENTORY. When you read our (mainly Mouse`s) posts a few back, you find out that he had a suspicion about some things that are downthere in the basement...likae that med/marix gear Kikuya bought and some other things. Fly Spy was ther to test those hypothesis....If I understand you correct there is nothing interresting downthere???
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-18-12/0822:50>
Correct, whatever was bought by Madame, isn't in the basement.

If you got other impression, let me clarify that the invoice Mouse had found, had a delivery address to the Geisha schoold not the teahouse.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-19-12/1201:54>
According to this, we better change IC a bit. Since Fly Spy was there only to do the recon, and if nothing is there, it is away in the time those guys enter.... Im quite currious how microdrone is doing (it has speed 10 listed, that means it is able to move pretty fast (20 m per chase turn...imo 1 minute)...and since we only need to get out from the basement, throught cleaned pipe and hide amongs debris in the tunnel...it is not really great distance...but the more away we can get, the better :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-20-12/0449:12>
Crawler was needed to keep connection.  Mouse was working on removing traces of his presence. Turning it off is the only chance to keep it hidden, but honestly not big.

So an IC please what do you do next. Unless you just wait to see how the situation evolve.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Larzarus on <06-20-12/0610:04>
Bad new for/from me. My fight with the local internet provider will take a little bit longer. Hence, I open my slot for a new character, or you could play Lips as NPC.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-20-12/0622:36>
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. . . . . . . ./. . . . . . . . . . . . . . . . . . . . . . . . . ,:”. . . ./
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. . . . . . . . . . . . . . . . . . .`=-,. . . . . . . . . .,%`>--
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-20-12/0812:30>
OK. Sent we need a serrious recruitement if we want to continue this story. Or we can call it a pause, and get together at the end of the summer, which would be best for all...Kour may be done with whatever he is doing, Larz may have stable line and You will become experienced nappy swapper and be able to do it one handed while posting on Forums simultaneously :)
And...we all would possibly have enought enthusiasm to continue...
Otherwise we need ninja and mage. Possible even in one package.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-20-12/0955:26>
Hmmm,

I might pause this game and return to the was in heavens I was planning.
Sober life without even a bit of rpg is just too much ...

We got Snake, Netz and You in this game left, I'd call for a vote.
Once I get another runner, it's not difficult to weave him into the game. So both options are open, and it is pretty much up to you.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-20-12/1003:17>
I would have no problem calling a break into it right now... It seems as if we are, more or less, on a break already.
Then when we come back, we come full-throttle.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <06-20-12/1557:41>
I am ok with either option. I think a break is the better of the options at this point. Life happens; what can you do? If the break winds up being longer than expected then we can re-evaluate everyone's interest and recruit new members for those who are no longer interested or unable to play.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-20-12/1637:48>
So I get that a suspension is a method of choice.

I'll freeze the game and I'll make an interest/presence check every month or so.

given that - are you guys open for the spirits only game?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-20-12/1727:39>
Yup; as ready as one can be.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-20-12/1746:13>
So I get that a suspension is a method of choice.

I'll freeze the game and I'll make an interest/presence check every month or so.

given that - are you guys open for the spirits only game?


This, and recruitement maybe?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-20-12/1817:29>
The recruitments, tends to go really fast.
If we do it, we'll get two more players within a week easily - I THINK you guys need a little break from Denver.

For the spirits game, there will be recruitment.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <06-21-12/1543:10>
The spirits game? What is that?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-21-12/1619:11>
War in heavens. Game for free spirits only.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <06-22-12/0229:26>
I got "Raiden" ready to roll :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-22-12/1133:50>
Snake,

I've resumed the War in heavens thread - you can find it on the first page of the forum, feel free to join.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-01-12/0347:47>
He's back :)
Unbelievable, but it's true....

Larz, how about you?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-01-12/0441:52>
He's back :)
Unbelievable, but it's true....

No promises on my end, but i will do my best ::)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-01-12/0457:28>
The recruitments, tends to go really fast.
If we do it, we'll get two more players within a week easily - I THINK you guys need a little break from Denver.

For the spirits game, there will be recruitment.

take me out of this if my char is still considered :)
that would just take time from this game and others, time that i lack at the moment
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-01-12/1633:46>
If you ever leave a note saying whats going on, like "sorry guys too much work here I wont be able to participate for a while", I would salute you. but the way you just slam the doors to us, cut off comunication and simply diappear, I dont care what you are going to do. Even if that means the team come at its end.
got it, going to screw myself. :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-01-12/1635:10>
ehhh... 8)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-04-12/0848:45>
I see you've been posting, regardless of hold or no :D
Heart warming feeling

I'll only hint one thing - as you head toward Lucky Eight, you know that Yoshiro isn't there currently but he is in the teahouse?
From what I understood you plan to mimick him there, correct?

(gosh I'm sleepy ;))
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-04-12/1911:15>
Well, well, in fact, I was the one that, after seeing Yoshiro at the TeaHouse, proposed to still roll to the Lucky Eight bar. The thing is, I was quite unaware of it by the time... sleeping head and all...

Still, the idea of impersonating him is also interesting, if anyone think it can work.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-04-12/2105:35>
Well, well, in fact, I was the one that, after seeing Yoshiro at the TeaHouse, proposed to still roll to the Lucky Eight bar. The thing is, I was quite unaware of it by the time... sleeping head and all...

Still, the idea of impersonating him is also interesting, if anyone think it can work.
i think we could try that
:)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-05-12/1136:54>
Or Omar can just blow his head off and we can deal with his sucessor... ;D

Good dammit there is 40°C outside and I think my mind can be a bit bluryy today. At least it is national fiesta here...we are celebrating two guys who brought letter here
Tomorow we are celebrating our first national astronaut. Jan Hus. Too bad he got burnt down on the launching pad hehe...http://en.wikipedia.org/wiki/Jan_Hus
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-08-12/1709:00>
That would be an interesting twist :D

I have close to 40 here as well during the day. and with a ll that baby rush I feel like I'm boiling.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-09-12/0339:01>
That would be an interesting twist :D

I have close to 40 here as well during the day. and with a ll that baby rush I feel like I'm boiling.
Now imagine having to preform in wool outfits in the heat, or even worse having iron Armour on :S
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-17-12/0342:23>
since ive spent last week dressed in light blossfechten armor swinging federschwert, I know exactly what you are talking about. Its a kind of miracle Im able to move, but Im back and alive. What about rest of the team? Sam? You are back with us? Or are we taking littel break right now?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-17-12/0850:15>
Back to typing. ;D
SR deficit to large.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-17-12/1545:25>
I think we lost Larz.
I could NPC him until end of the mission if needed.

Not sure though if you had been waiting long enough :P
Is your appetite for Denver wet enough?
Or maybe you have still some vacations planned...

I certainly have a lot less time on my hands
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-20-12/1001:01>
I think we lost Larz.
I could NPC him until end of the mission if needed.

Not sure though if you had been waiting long enough :P
Is your appetite for Denver wet enough?
Or maybe you have still some vacations planned...

I certainly have a lot less time on my hands
At the moment I have enough free time to post at least every other day, not sure about August though no promises just yet, as it can go both ways.

I would love to get back into Denver, but if I !m alone, then I'm waiting, as people had to. wait for me.

Larz, hmm, dunno, do you have his email, Skype, we could ask him.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-20-12/1012:54>
we'll wait. every other day is good enough, but I don't want to detract you from the game that are moving (Messy Biz) and specifically the one you're gming (Horizon). If you can manage that, and still have spare time, we'll restart.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-20-12/1225:32>
Guys, I'm with a tehcnical problem with my computer (it has decided it will no longer works, so now I must concentrate efforts in trying to salvage what I can of my files), so probably I won't be able to be posting or even reading this is some while (that also applies to the other games).
I will inform when the situation becomes normal again.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-20-12/1558:37>
we'll wait. every other day is good enough, but I don't want to detract you from the game that are moving (Messy Biz) and specifically the one you're gming (Horizon). If you can manage that, and still have spare time, we'll restart.
if i have time i have it for all of them, as even though i GM, on all games people have to wait for me, and if that happens i can not prioratize my game, or i would drop out of others :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-21-12/0537:46>
CHLASTÁME :D  :D :D :D :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-21-12/0651:02>
na zdraví  ;D

I've been drinking last thursday, got to senses around todays morning :D tummy button has just fallen off
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-23-12/0846:48>

What have you been on? Belly buttons falling of - must be something strong or at least very hallucinogenic.

(http://us.i1.yimg.com/us.yimg.com/i/mesg/emoticons7/39.gif)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-23-12/0906:07>
I've been drinking because belly button has fallen off the belly of my babygirl.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <07-23-12/1651:23>
Hi guys, just checking in to let you know I'm still out there in the 'trix...watching.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-23-12/1737:16>
Good to know.

Larz seems to be out.  Netz. Is having comp problems. Kour is on probation period ;)

And sichr is probably still stoned.

But with you and me online  we almost got a GM and a team.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-24-12/0026:53>
Nope. back with my Day job quality. And it sucks.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-26-12/2229:58>
Your trustful friend Netzgeist has taken his time, but is now back from the land of fried Hard-drivers, and ready to roll! The best thing, most of my archives were salvageabla, so maybe I even have my sheets intact!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-27-12/0310:11>
[Omar] pulls the trigger...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-27-12/0407:48>
Omar pulls the trigger...
Sam uses edge to reroll misses on the dodge :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-27-12/0451:48>
[Omar] franticaly pulls the trigger again and AGAIN and AGAIN!!!


....


....


.....


click click :O
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-27-12/0943:11>
While Omar is franticly searching for the next clip to reload, Sam sprints towards him for the Killing Word "Boo!"
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-27-12/0954:27>
[D1] Pulling the virtual HERF gun trigger

[Omar] Locking Rover entry points.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-27-12/1010:52>
"Serious, are we?" Sam Called while dodging the bullets and preparing a 1 kg of plastic explosives with a magnetic attachment.
A bullet hit him in the shoulder, but it was not enough to stop him from attaching the bomb on the Rover. now we need just to wait for the surrender, or there would be some fireworks :D

Sam is out of Edge now :(

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-27-12/1018:32>
Drones, Explosives and Ultraviolence... How have I missed that!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-27-12/1036:30>
D1 hits the bomb with another EMP blast. Detonate this  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-27-12/1049:39>
D1 hits the bomb with another EMP blast. Detonate this  ;D
Sam un-holsters his Colt and select the SnS ammunition for it.  the jolt should be enough to triger the explosion of the Explosives :)
"Your last chance Old friend Your last one or your Car will be your Grave."
Sam calls out to Omar
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-27-12/1110:01>
High caliber APDS round from Dalmatian sniper riffle cuts Sams gun hand at wrist.
Next one would be headshot. So collect your spare parts and let me take you to the hospital. ol`friend. Good that they can grow you a new one this days :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-27-12/1256:00>
The next sniper round hits the spot where Sam had just been a few miliseconds ago.  Sam goes into a bullet dodging frenzy while 3 round objects roll under the rover.  White light overpowers rhe sensors, a loud bang made Omars ears hurt. The explosion was so strong even the rover was moving a wavy fashion. Milisecounds after the blast a message appeared on Omar's AR window. " 3 HE granades would have ripped you in pieces. Well played friend. :)"
Sending the message had taken away bit of Sams concentration or maybe he run out of luck, either way a gel round hit him on the forehead and sent Sam himself for a few hours into the land of the sleeping. An AR message appeared on Sam's glases as well. " would it had been a real bullet, a headache would be the smallest problem you would have."
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-27-12/1350:24>
Applaud :D

both of you :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <07-27-12/1420:02>
Applaud :D

both of you :)

Do we get karma as well?  ::)

I think this pretty much means we want more Denver.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-27-12/1441:59>
Omar and Sam battle seems to be coming to an end, when the trid-camera trembles a little bit and loses some seconds of footage. Cut to Fractal, who is sat at a director chair wearing sun shades and a prop Kurosawa's trademark cap; the elf looks disapointed to the camera point of view and shouts:

"Cut, dammit! How many times should I ask you not to make your drones dance while recording, Mouse?" He then faces the battlefield and continues: "Sorry guys, we will need to shot this one again. Same emotion, a little bit more tempo, shall we? Good!"
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-28-12/0054:33>
1) Omar is watching Sam dodging the bullet and grenade explosion via Dalmatian sensors. As he is jumped into the drone, he realizes that his body may had been hurt, and he applauds to his teammates stubborness. Thats the man who will always be relieable when the shit goes down, and thats the man Omar would backup anytime is needed.
Watching the Rover fly and roll in the blast of explosin, and Sams body torn apart by the blast, he feels calm and proud of his ol`friend.
2) Then he burns his point of edge for the Hand of God ( ;D ) to escape certain death...and having heavy armoured vehicle absorb the most of the energy of the attack, he waits for medics to take their place. Sending one last bullet is a routine, and as Sam falls, Omar almost fade away to unconscoiusnes.
3) then Omar sets one of devices he had Admin account in, Sam`s implanted comlink, back to AR, ending the VR session he had prepared for his mate. As Sam blinks, a bit surprised from instant change of reality...


Hey I`d call it a draw man. Liked it? They call it Tekken 2071. Originaly it was programed as average action game, well I`ve loaded it with our TacNet data and IMO it seems we can use it quite usefull for training purposes. Mouse helped me with that...well...he did most of programming. Man that boy is genius...it almost felt like real.  ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-28-12/0623:25>
I'm convinced :D

I'll NPC Larz's so you can post in the IC
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-28-12/0805:18>
@Fracta:. Ahhh gimmie a break. We are doing this again and again for fifteenth time. There is something strage about your perfectionism. Grrrrhh. I just cannot understand why would anybody dream of being a tridstar.
At least Clapperboard is cute.

Omar returns to the marks, having fun of Mouse`s stunned expression. At least some fun to have during this tridmaking torture.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-31-12/1629:42>
"that little bit is dedicated to my rude and violent friend ME3XST, friend to all drones and to no man".

Omar switches to binary mode.

Priceless. Just priceless!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-31-12/1636:15>
we need that printscreened and put into some kind of hall of glory :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-31-12/1637:28>
one of those moments :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-31-12/1703:34>
Guess it worked, uh?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-01-12/0305:17>
Lets wait for mouse (anyone able to email notice him that we are moving?) Mouse may want to send yoshiro some excerpts from the blackmail data file we got on him, so he is better aware what he faces...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-01-12/0307:21>
Kour. Just for info, where are you during the situation? So we can play tactics if yoshiro fails to understand the message? (Also...OOC x IC...you know the difference :) )
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-01-12/0408:16>
Kour. Just for info, where are you during the situation? So we can play tactics if yoshiro fails to understand the message? (Also...OOC x IC...you know the difference :) )
IC Right now in preparation Sam is sneaking on them hiding behind cover, to close in, while monitoring from dalmation that he is not seen by the yaks. Base idea to be close if it goes south.

Would have prefered to be the Bodyguard of Fractal but i guess it's too late to ad it in. :S
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-01-12/0706:02>
Kour. Just for info, where are you during the situation? So we can play tactics if yoshiro fails to understand the message? (Also...OOC x IC...you know the difference :) )
Done and done,

sorry for the late response but at least now i have had a bit of sleep and learned to read again :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-01-12/1033:43>
:)

I got firewalled in work today for this forums :( Seems Id be able to post anoly in later afternoon hours CET...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-01-12/1055:27>
:)

I got firewalled in work today for this forums :( Seems Id be able to post anoly in later afternoon hours CET...
or you will have to learn the pain of using mobile devices :D

in all earnest i feel for you, this is some terrible news :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-01-12/1649:16>
Snake, if you read one of my previous posts, Omar posted on PAN list of localy active nodes (Dalmatian is equiped with R6 Radio frequency scanner and is circling around for enought time that it should have list of every hidden node in the mutual signal range) Hope that may be usefull ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-02-12/0606:42>
Knowlage rolls 3 in 1 (http://invisiblecastle.com/roller/view/3634725/)
Denver Gangs 1 hit/8d
Yakuza Denver 2 hits/7d
Triads Denver 3 hits/7d
If Sam is satisfied with the knowledge he has he will take a nap for the drive if not then he will do some more data searched :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <08-02-12/0930:54>
Quote from: ooc
also unless you resort to interrogationyou can IC yourself out of the location and move to the PCC sector - Fractal need to make a roll on his Charisma + Etiquette + SIN rating (lowest of the team) with modifier (-1) against treshold of 2 (make a roll this time instead of buying hits please) or Omar make a denver tunnels roll against treshold of 2 to find an open tunnel to bypass the borders.

taking direct road will take you 1 hour to arrive (it's almost entire Denver to cross) or 2 hours using the tunnels at the border.

for the reference it is just over the midnight and 16 hours to you self impsoed deadline or 30 hours to the base deadline..

Let's do a round out: which of us has the worst Fake Sin? Fractal's is rating 4; I know Sam has a rating 6 one... what about the others?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-02-12/0949:39>
Quote from: ooc
also unless you resort to interrogationyou can IC yourself out of the location and move to the PCC sector - Fractal need to make a roll on his Charisma + Etiquette + SIN rating (lowest of the team) with modifier (-1) against treshold of 2 (make a roll this time instead of buying hits please) or Omar make a denver tunnels roll against treshold of 2 to find an open tunnel to bypass the borders.

taking direct road will take you 1 hour to arrive (it's almost entire Denver to cross) or 2 hours using the tunnels at the border.

for the reference it is just over the midnight and 16 hours to you self impsoed deadline or 30 hours to the base deadline..

Let's do a round out: which of us has the worst Fake Sin? Fractal's is rating 4; I know Sam has a rating 6 one... what about the others?
R5 only, but i can have a R4 as well if needed :)

Also my knowlage skill rolls are on the previous page :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-02-12/1509:42>
I hve my own SIN. Not a fake. Licences included...well...for most stuff...(the taser club :P)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-02-12/1656:37>
Snake, make a data search rolls - note if you're doing them yourself or via data sprite, in the latter case, each topic is a separate service. Don't use Edge unless the sprite is registered. interval is 10 minutes
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-03-12/1546:09>
Mouse has a r4 fake sin.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-03-12/1550:12>
Snake, make a data search rolls - note if you're doing them yourself or via data sprite, in the latter case, each topic is a separate service. Don't use Edge unless the sprite is registered. interval is 10 minutes
How many tasks did my compiled data sprite r4 complete before I interrupted him? I had 5 services to start with and I gave him 4 requests.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-03-12/1605:20>
I recall two (yoshiro and kiikuya).  not sure if there wasn't. Any glitches along the way.  I am on phone only by now so. You must search the thread on your own.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <08-03-12/1741:38>
So far, the lowest Sin Rating we got was 4... So I will do the roll with this value, and if it turns out it should be lower, just drope the dices:

8 (Charisma) + 4 (Ettiquette) + 4 (Lowest Fake SIN Rating) - 1 (modifier) = 15 dice = 4 hits, no glitch (http://invisiblecastle.com/roller/view/3637387/)

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-04-12/0825:11>
I don't see any rolls for him. I'll assume avg success for those two, unless rolling it may be important for future events and with that, three services remaining.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-06-12/0517:30>
yeah, I am lost a little bit in your little companions as well.

from what I understood:
1. before a mission you had a registered data sprite with 3 services
2. you compiled another unregistered one to perform searches during initial meeting with Tabby.
3. the searches during that meeting used up all of the unregistered sprite services, and it had decompiled
4. you compiled unregistered machine sprite to ride your bot
5. you ordered your registered data sprite (from point 1) to do searches on Kikuya and Yoshiro
6. the two searches (due to glitch) costed you three services and the data sprite had unregistered and decompiled.

if the baove is correct as of now you have no available data sprites, and you have you unregistered slot taken up by machine sprite.

That sounds right. I can deal with that.

Snake, based on the above - you need to edit your post with compiling new data sprite. ou also need to free your machine sprite to do so.

btw. the rolls for the last service where in this (http://forums.shadowrun4.com/index.php?topic=6822.msg133802#msg133802) post.
I'll post the search results as soon as I know the rating of the sprite you summon.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-06-12/2103:58>
yeah, I am lost a little bit in your little companions as well.

from what I understood:
1. before a mission you had a registered data sprite with 3 services
2. you compiled another unregistered one to perform searches during initial meeting with Tabby.
3. the searches during that meeting used up all of the unregistered sprite services, and it had decompiled
4. you compiled unregistered machine sprite to ride your bot
5. you ordered your registered data sprite (from point 1) to do searches on Kikuya and Yoshiro
6. the two searches (due to glitch) costed you three services and the data sprite had unregistered and decompiled.

if the baove is correct as of now you have no available data sprites, and you have you unregistered slot taken up by machine sprite.

That sounds right. I can deal with that.

Snake, based on the above - you need to edit your post with compiling new data sprite. ou also need to free your machine sprite to do so.

btw. the rolls for the last service where in this (http://forums.shadowrun4.com/index.php?topic=6822.msg133802#msg133802) post.
I'll post the search results as soon as I know the rating of the sprite you summon.

I already compiled a data sprite...
@Mac: thank you my friend. at the present time I don't need your services, you are free to go. as Mouse releases the Machine Sprite he had compiled from Dobbey.
Quote
Summon
Data Sprite R4 (Japanese)
Mouse Compile(4)+Resonance(5)+TM(2)-4Sustaining=7d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3562143/)
Sprite Resist(4)=4d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3562146/)--No glitch.
No fading...cool
5 services remaining.
@Data: hello Data, I need you to perform some tasks for me...I need you to do some queries for me on:
-Shijeo Iijima, a Yakuza small-fry in Denver area
-medical records/purchasing history of the tea house <<ARO: info on the medical equipment purchased from the Madam's query>> Top queries are who's sick and with what illness
-the fill in the blank information for the formalized "dossier" for Mr Fractal.
-finally on these two Yakuza goons <<ARO: pics of both goons>>. You may need some hacking assistance on the medical records and purchases so let me know
When Data had left, Mouse turned his attention back to the feeds in the tea house and formalizing the dossier to blackmail the Yakuza Lt.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-07-12/1747:17>
I am sorry snake.
I really don't know how this could have happened again. those data sprites must have messed my mindmap notes on the game.... :(
I'll be posting the search results soon...

Netz/Sichr/Kour you do anything meanwhile?

and where is Kour again?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <08-07-12/1830:55>
Fractal is making no specific action during this time; just feeling awesome, the usual.  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-08-12/0850:40>
Netz/Sichr/Kour you do anything meanwhile?

and where is Kour ag
[/quote]

Kouryuu is having a lot to do.

Sam is having a nap. Or I can make some data searches, just need to know what to roll.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-08-12/0855:51>
The rolls are following the requests. What are you looking for?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-08-12/1018:14>
The rolls are following the requests. What are you looking for?
I search for a way to get some invites. :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-08-12/1403:32>
The rolls are following the requests. What are you looking for?
I search for a way to get some invites. :D

Thats a good one :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-08-12/1412:39>
Okay well need some kind of tactical before entering. Headcount, Sams querry responded, security network breaches etc. We have enought time to even probe the network.
Well there is one thing we need to know first

Where is the chip ???
Did I missed its location in descriprion? Or the only thing we know is that it is inside the building (  :P )
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-08-12/1452:31>
Okay well need some kind of tactical before entering. Headcount, Sams querry responded, security network breaches etc. We have enought time to even probe the network.
Well there is one thing we need to know first

Where is the chip ???
Did I missed its location in descriprion? Or the only thing we know is that it is inside the building (  :P )
as far as I remember the paydata was on the server.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-08-12/1459:40>
OK
1) Get invites
2) Get Sam and Fractal In
3)Locate server
4) Create distraction while Sam is stealing the thing
...
.,.
...
Profit!

easy peasy :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-08-12/1805:31>
easy peasy :)
No doubt :D

Guys, I got few thoughts on the current matrix rules in play.
Strong encryption, makes most of the hacks virtually unplayable.

I mean that it does not take a rocket development engineer degree, to install and run encrypt on everything with 24 hours interval.
I've been a little liberal with this, judging in some cases that people without technical knowledge might not do so , but it's gonna be the case for any node, that have even most dumb security hacker....

I'm considering dropping that rule, and revert to normal encryption to improve gameplay.

The other though regards the cyberware, drones and other stuff that is considered peripheral node. those nodes do not have capacity to be encrypted at all, unless they are specifically upgraded with node.

thoughts/opinions?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-08-12/1827:32>
Welll. Encryption key is possible to obtain from some other source. I think that this would demand us to play smart...pickpocket someones commlink, disable it and use its AcessID, find the part of the network with lowest Response rating pickpocket someones commlink, , since it willl run low rating encryption, but with the same key...at least for user account etc.  Influence and mind control spells and spirit powers also apply...like "Send encryption key to this commcode" etc... :P IMO story tool
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-08-12/1829:22>
BTW...Im quite sure that passive or hidden nodes cannot be targetted by Spam :p
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-08-12/1834:54>
BTW...Im quite sure that passive or hidden nodes cannot be targetted by Spam :p

yes they can

1. they can find you (finding hidden node, is only matter of time)
2. they can bypass your filters (passive mode is just a filter anyway)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-08-12/1844:38>
bypassing the filter means beating the firewall IMO...but I like the view on the spammed street...just not surer if that cannot be avoided by experienced hacker...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-08-12/1855:38>
The rolls are following the requests. What are you looking for?
I search for a way to get some invites. :D
just need to know what to roll. Atribute + skill? Prog rating + skill?all 3?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-08-12/1904:21>
Knowlage rolls 3 in 1 (http://invisiblecastle.com/roller/view/3634725/)
Yakuza Denver 2 hits/7d

among the various thigns you recall:
  • To get on the invitation list, a Yakuza member must sponsor you. Technically, this means that a verified Yakuza member must come with you or add you to the invitation list using valid credentials on the parlor server.
  • The entrance itselft is free.
  • Prostitute services start at 100 nuyen per hour.
Mouse, you had the access code to Yoshiros com, can you use it to get us invited?
Or we could ask mayuri's lover to do it. And of coyrse if you search you will find a individual selling invites, just need to do the data search.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-09-12/0414:46>
The rolls are following the requests. What are you looking for?
I search for a way to get some invites. :D
just need to know what to roll. Atribute + skill? Prog rating + skill?all 3?

"Finding a person that will put you on invite list" using matrix search.
the test is DataSearch skill + Browse program + (optionally) VR bonus
since this is a simple query, matrix wide, it's a complex action in length.
I'm affraid though that the treshold is 5.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-09-12/0416:09>
Or we could ask mayuri's lover to do it.

There is a little problem so far with finding that one.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-09-12/0419:57>
bypassing the filter means beating the firewall IMO...but I like the view on the spammed street...just not surer if that cannot be avoided by experienced hacker...

just treat it like a background count of sort. basically the link is busy filtering the spam, it is not a complete DOS but it is reducing it's Response rating. I didn't wan't to put the modifier on response tests only only though, because each time you interact with other nodes (either to hack it, or simply use) you open yourself just a bit for the spam to try to get through the filters, hence there is a -1 to all matrix actions.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-09-12/0549:11>
Or we could ask mayuri's lover to do it.

There is a little problem so far with finding that one.
Mayuri would know how :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-09-12/0639:09>
Knowlage rolls 3 in 1 (http://invisiblecastle.com/roller/view/3634725/)
Denver Gangs 1 hit/8d
Yakuza Denver 2 hits/7d
Triads Denver 3 hits/7d
If Sam is satisfied with the knowledge he has he will take a nap for the drive if not then he will do some more data searched :)
does he know anything about the triad attack on the last yakuza data center?
any presence of triads in the area of the target?
any other gangs showing presence
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-09-12/0654:34>
Nothing in particular on the Triads, past the normal gang wars activites in Denver.

other gangs in the area:
top-tiers are
Godz (of course) - go-gang roaming all over Pueblo, orignating from now-defunct Ute sector
Ghost riders - another go-gang roaming PCC

second-tier are
Zombies - thrill gang
Dambusters - go-gang

thrd tier
Komun'go/Dogmen/First Nations - smuggling/thrill gangs

This particular area is claimed by Yakuza of course, but this is a patch of no more then few blocks radius.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-09-12/1604:21>
As far as the encryption goes, I would think that there would be some limitations based on the nodes hardware ratings. A really tough encryption would require more resources in order to run the encryption/decryption algorithims (the tougher the encryption/the more resources.) Despite "today's" resources, there are still limits.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-09-12/1706:41>
As far as the encryption goes, I would think that there would be some limitations based on the nodes hardware ratings. A really tough encryption would require more resources in order to run the encryption/decryption algorithims (the tougher the encryption/the more resources.) Despite "today's" resources, there are still limits.
from my experience
encryption slows down processes on the pc, if you keep the whole sys encrypted every file needs to be decrypted and encrypted and then again - making the system a slowpoke. single files you use rarely like information storage can have heavy decryption because they do not need to be accessed by the system for everyday functions.

hope you get my idea. :|
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-09-12/1755:58>
There is a cost - it's called response.
You need one copy of the encrypt rpogram to encrypt node then the other to encrypt communication. If you don't have them optimized it takes half of the processing power you usualy have add analyze,and stealth and if you have less then 6 response you're already on the verge of loosing one point.

There is no other cost though, and I see no reason that everybody shouldn't be using it. If they have computer skill level 2 it's a must.

The real problem is that it makes hacking on the fly practically impossible, and I do like hacking on the fly.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-09-12/1844:07>
Ive got only two things to say

1) Barbora Špotáková

2) http://www.youtube.com/watch?v=l7TWLxCIgwE
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-10-12/0814:19>
Are there any unanswered questions left?

If no, IC please what do you do. Everybody is online often enough to push the action further...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-10-12/0938:32>
Are there any unanswered questions left?

If no, IC please what do you do. Everybody is online often enough to push the action further...

just doing some thinking on the best approach, either blow stuff up to make them panic,
or infiltrate do it stealth
or mixed
or just let the guys jump coms until they get to the server, these days you do not have to be present to hack something :D

also i think we could call Dean the hacker i have my sin from, he might be interested in the server for some gains as well some Yakuza secrets you know :)

but i lack time to make up a bigger post ATM :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-10-12/1012:39>
Are there any unanswered questions left?

If no, IC please what do you do. Everybody is online often enough to push the action further...

just doing some thinking on the best approach, either blow stuff up to make them panic,
or infiltrate do it stealth
or mixed
or just let the guys jump coms until they get to the server, these days you do not have to be present to hack something :D

also i think we could call Dean the hacker i have my sin from, he might be interested in the server for some gains as well some Yakuza secrets you know :)

but i lack time to make up a bigger post ATM :(

Just so you don't worry that you'll be bored during this run, Hackers alone would be unable to complete it. You've got GM's word on it.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-12-12/1418:45>
guns smokin', doors blowing out, server ripped from the floor ... that approach hasn't been tried yet in any of the previous runs :D
shall we start rollin'?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <08-12-12/1638:00>
Is Lips able to cast Orgy? 'Cause that would be so fitting...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-13-12/0524:25>
The AR looks. Interestingin that it has half naked manga-like babes
You didn't spot anything dangerous from. Tthe ccode perspective, but it might be your tiredness and or spam load.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-14-12/1552:56>
http://www.youtube.com/watch?v=zfAYAyIuYvM

Thats doable
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-14-12/1600:37>
The bouncer that's controlling entry...how is he checking for people with references? I'm thinking about either hacking a couple of people in line and either copying or borrowing their invitation. My character should be able to determine if that's feasible.
:D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-14-12/1603:45>
They give him their names (long range directional microphones rocks ;) ) , and they check if the name is on the list on thei commlinks
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-15-12/0433:57>
Snake, not sure what you aim for.
Presumably you want to identify their commlinks nodes and identify parlor nodes.

There is at least several dozens of non-hidden nodes within 50 meters from the parlor.
Some of them are in public mode, broadcasting their exact positions, and facebook like information.
Filtering them out there is still 20 or so nodes without any special AR overlay. Since none of them gives you user credentials you can't pinpoint them if they are the bouncers' links. The basics of matrix security hints they should be hidden and encrypted, but they might have the security flaw up there.

To check all the available nodes you need to hack all non encrypted ones. This will take you 10 minutes to check them all (with the compelx forms you carry no rolls are necessary for that), less if you hit any of them earlier. to hack all the encrypted ones will take few hours at least, and that basing on assumption there is no matrix geek around that walks with his link encrypted with 24h interval..

Let me know if you check the public/weak encrypted nodes nodes.
If you try to scan for hidden nodes using other equipment, remember to apply -2 for additional try. and that it is a limited extended test

if you teamwork, Omar, can use the 1 hit you generated as bonus to his dicepool
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-15-12/1502:31>
I wont be able to focus till friday afternoon
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-15-12/1618:43>
Not sure what I'm aiming for either except to get in there. :)
Since this appears to be a simple name check, Mouse will start to start to check the public/weak encrypted nodes, first.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-16-12/1044:37>
đent: I believe you are trying to push us forward, well it doesnt help at all...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <08-16-12/1329:02>
đent: I believe you are trying to push us forward, well it doesnt help at all...
sorry all, will try to make a post tonigth, not sure about the quallity as i am effing tiread as it is, but i have the feeling as i am keeping you down again an i do not want that. :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-16-12/1420:02>
nope, we are all a bit bussy recently...at least me IMO, and I cannot fully concentrate to this...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-17-12/1446:07>
Waiting for Kour, unless you got anything else to discuss with Omar or follow the AR or do anythign else, my next post will begin with "As you approach the entrance ..."
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <08-17-12/1449:10>
That's exactly what I'm waiting for. Kour answer.

Well, even then, I will be having a harder than usual time posting 'till next tuesday...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-17-12/1618:05>
Same here. But only till sunday
Ill need to sober a bit. Because it is:
"As I approach the club entrance..."  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <08-22-12/1725:32>
For the 5 hits needed to find someone who can add us to the list...
Quote
It was a simple search (find someone who can add you to the list), complex action. Just like i stated previosuly 5 hits were necessary, so it is a failure.
On the other search, Data sprites lack the scan complex form, so it is unable to find hidden nodes for you. sorry.
I take it this search is not interval based, otherwise, the data sprite can aquire by default the other two successes in 20min (30min total.)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-23-12/0635:50>
yes, I should have stated it better. I meant this is a standard (instead of simple), non interval test, that since it is matrix wide take one combat turn (or complex action, don't recall now, but it doesn't matter really) to complete.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <08-23-12/0636:31>
đent: I believe you are trying to push us forward, well it doesnt help at all...
sorry all, will try to make a post tonigth, not sure about the quallity as i am effing tiread as it is, but i have the feeling as i am keeping you down again an i do not want that. :(

Kour, you're doing it again... :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-31-12/1926:13>
He does.
Vote:
Cuting Sam out, since there is no way we can finish this with Sam (or waiting for Sam) included
We need to to work like there is no infil specialist in the team. Even Magicia is NPC
Get this done in 3 man army
Recruitement. I mean...Roleplay Recruitement in downtime. I have no more patience for this. I like that guy and the team as it was, but it is not even close to reciprocity from his side.
Another option is to give this up. Not my way, but possible in the light of current lags.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <08-31-12/1940:41>
OK
From our observation, what is the power supply for the building? Above/Underground? Generators?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <09-04-12/1536:08>
It's settled by now, that Kour is out from this team.

I had to take some time to post so. :(

I must admit I kind of lost drive for the SR games and had to take few weeks off the boards.
I've been seeing your posts. (Nice roll on that data search Snake, you definitelly are on the invited list now). But I need to gather myself a bit and think out what are we gonna do now. There is a possibility of me running one of the players as NPC, playing two is too much.

Options are to take out Sam out of the picture or have him played by someone else.
I think the best way now is to continue with 3 + NPC, but that's just my thought. I'd like you guys to voice yourself on this.

If we survive to the next mission, there will be recruitment/replacement.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <09-04-12/1700:11>
I like how he words that, "if we survive."  :o
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <09-05-12/2039:08>
Maybe unexpected from Sichr:
http://www.youtube.com/watch?v=xF5bADlrhTc

Good bye Kouryouu. Good bye our latvian dragon. I will miss you. Maybe somewhere, under another circumstances....Im not sure if you even read this message...fuckin pacifists...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <09-06-12/1724:25>
Well, that's really sad.

About the situation on how to proceed in game, I think the best option is to take Sam out of picture...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <09-18-12/2022:55>
Well, it's been some days, so I ought to ask:

Sent, when you feel like it's time to put this ball to roll again, just say.
I'm missing the game.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <09-22-12/0413:54>
I guess I should say I am too, but every time, I try to get back to it, and wirte a post (like the one in the spirits game, that was even written and lost due to power outage, that should be fairly easy to recover) I can't find that joy I used to have :(

Still, I'm around...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <11-09-12/1524:16>
 :-[
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <11-28-12/1859:14>
just curious, because I was a bit shocked when I see player who became inactive in our campaign without ANY explanation and IMO caused whole campaign to stop to apply for another PbP...that is Denver missions campaign...

Am I the only one who asks WTF or is this for real????

Are we guys still online...to finish the last job at least???
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <11-28-12/1904:43>
just curious, because I was a bit shocked when I see player who became inactive in our campaign without ANY explanation and IMO caused whole campaign to stop to apply for another PbP...that is Denver missions campaign...

Am I the only one who asks WTF or is this for real????

Are we guys still online...to finish the last job at least???
i would love to, but as i understood i lost my spot in this team ...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <11-28-12/1908:49>
Sent has said before that he lost the drive to GM this, so I was going on with that in mind.
Yet, I'd really liked playing it, and I really miss being on Fractal shoes (and with the pleasant company of his companions).

If by any chance this dead story begins to breath again, count me in.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <11-29-12/0407:40>
1. Kour will not play my games.
2. This game might be reinstated, but not yet. I don't want to spark an enthusiasm and then fail it. I try to play Horizon game, Dawn of the Artifacts is pretty much dead, but I don't feel quite ready to GM.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <11-29-12/0420:23>
Who's running/playing DoA? Why's it pretty much dead?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <11-29-12/0425:13>
Thermo (as GM) and Faro and me as players,
we had early dropout out of four players, then player vs gm confrontation resulting in antoher dropout, then two players got on board, but after brief time (and a longer gm inactivity) they both dropped out.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <11-29-12/0503:07>
Understood.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <11-29-12/0531:45>
I -might- consider taking up the game if Thermo's really finished with it. Last logged in only a couple of days ago though and I certainly don't want to steal it away from him or something.

Also, no guarantees! December is hell for me, working all but 3 days in a very, very busy store with very, very annoying customers.

But just in case, who's still game? (maybe in January)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <11-29-12/0918:47>
If there will be spots to be filled up on the DoA game, I'd apply.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <11-29-12/1101:49>
Netz, you'd need to aplly in the ooc thread so Thermo could see. I belive the easiest way would be to takeover one of the leftoever chars (combat medic or shaman).

Xzyl. I think the problem is with low (and dropping) number of players rather than the gm, but you might talk to him via pm about it.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <11-29-12/1133:20>
@Sent: Hm. Yeah, that can work pretty demotivating for both sides of the table. If I ever run a game here, it'd be with pretty strict rules on player activity and would be mercilessly enforced.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <11-29-12/1354:32>
@Xzylvador +@Sent: You know that you have something in common IRL? it is small, it cries a lot, shits itself and soon it would be trying to say: "Daddy" for the first time :)

Im all in to continue Omar`s adventures with the team...at least fractal is still alive...as I`ve  one of best roleplay experience and in depth character feeling with him and mouse. Hell...IDN if snake is still around, haven;t seen him for a while.
I understand that it would be difficult to restart the game now, since xmass are soon and as I remember we all have it crelated to a few drinks here and there, so that is where the fun starts ;)
But I realy hate to leave unfinished business behind me...IRL and RPG both
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <12-04-12/1648:08>
We do. The difference is that IIRC it his second, while mine first.

As far as finishing the business, xmass is not a problem, never was for this team. I'm not ready. Not yet. But I loved this game, and I think we'll eventually get it back.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <12-04-12/1651:56>
well, never left the board...Id PM mouse, just to see how is he doing...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <12-29-12/0905:37>
Mouse is still here. I figured it would be awhile before Sent is ready to resume DMing again. I had gotten out of the habbit of checking posts.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <12-29-12/1006:38>
I've set up an email notification and with blackberry on your belt, you're never out of touch with ShadowWorld ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <12-29-12/1135:21>
 :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <12-31-12/2057:30>
happy new year chummers, I still love you (hic)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-01-13/0036:47>
Year 1.
Day 1.

Success to your plans, gentlemen.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <01-01-13/0806:35>
All the best for 2013!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <01-01-13/0810:56>
A great new year for all of us, chummers.

And the old saying keep being as true as ever: "Watch your back, shoot straight, conserve ammo, and never, ever, cut a deal with a dragon."
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-22-13/0645:57>
I am back.

if you're - let's play.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-22-13/0909:18>
I've given you an option to back out from the mission, so we could start a new one once we'll do some recruitment, but you can also opt to to continue this one in a smaller team.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-22-13/1006:45>
Seems like, I've missed a lot of SR action. 5th edition coming out? some tabletops games?
anyone care to brief me what should I read? The threads are frighteningly long on the forums.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <01-22-13/1054:33>
What a great new!

Welcome back, Sent! Hope you are refreshed for some more 'running, 'cause, you know, the shadows are as unforgiving as ever.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-22-13/1220:11>
Seems like, I've missed a lot of SR action. 5th edition coming out? some tabletops games?
anyone care to brief me what should I read? The threads are frighteningly long on the forums.

Shortstories for 5th ed. should be fun, find related thread by Darkloyd IMO. Also, official announcement for Year of Shadowrun and some threads in General discussion are interresting to some point, but given how much shit you can also find in those, IDN if I could recomend reading them fully.

Otherwise, IC post ASAP.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-22-13/1227:29>
What a great new!

Welcome back, Sent! Hope you are refreshed for some more 'running, 'cause, you know, the shadows are as unforgiving as ever.

So am I Netz, so am I.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-22-13/1242:07>
OK IC on. Send an email to mouse? IDN if Larz is still around...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-22-13/1248:32>
hmmm larz seems to be away for long time. anyone have an email for the man?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-22-13/1312:18>
Sent email to snake already.
I'll npc lisp until the end of this run.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <01-22-13/1853:15>
Welcome back!
How far are you removed from Winter Wonderland? ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-23-13/0340:10>
Welcome back!
How far are you removed from Winter Wonderland? ;)


next one was Winter Wonderland, but I am gonna skip it for now. Feel invited for the next run. We'll be needing mage and/or sam. A combo would be nice.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <01-23-13/0421:08>
Will see if I can get some work done when I get home!
Out of curiosity, why are you skipping Winter Wonderland? (If it's for me, no need! I only played the meeting with the Johnson.)

Would you or the players mind posting a short desc of their chars (and/or main abilities) so I know who I'm dealing with and what potential holes to fill? (Like: do we need stealth or toughness?)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-23-13/0450:53>
check the begining of this ooc thread or signatures of the players.
You can also read the IC begining of the tunnel job - there were fairly good descriptions during Johnson meeting.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <01-23-13/0936:50>
If we are now following silent protocol, then the information Omar is receiving is unknown to the others.

Well, anyway, we are all just outside the Rover, so making a not so loud call may be the thing to do.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-23-13/1152:36>
We go quiet as soon as everyone confirms it.
BTW usefull to recall:
Omar: in the Rover Aerial drones on guard, D1/D2 I cannot recall, will read thread to get more info. For silent protocol we have to wait for mouse, this way or another, since he is our master node :p
Mouse + Fractal: On their way to club doors.
Lips???
Sams body???
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-23-13/1154:21>
@Xzylvador: It would be honour...and pleasure I hope.Just dont bring Silk to the firefight, that would be awesome for roleplay (since Omar is biased towards women :D )
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <01-23-13/1231:49>
@Xzylvador: It would be honour...and pleasure I hope.Just dont bring Silk to the firefight, that would be awesome for roleplay (since Omar is biased towards women :D )

Oh, that would be FUN!
But naw, you got Fractal... A second face would be much, much uglier.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <01-23-13/1248:44>
Also, we really need someone who can stand a fight. That is, which is not a drone. And someone who can cover us on the astral side of problems.

Even then... Well, Fractal could always have some rivalry with someone who is stepping into his turf. Don't worry, he's mostly a good player. I guess.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-23-13/1259:12>
yeah. we need kungfu panda  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <01-23-13/1645:16>
Regular 400BP build, right?
Any extra starting karma so I'm better in line with the rest of the crew? *beam*
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-23-13/1748:36>
Nope :P
But you'll manage. I'm sure.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-23-13/1750:21>
We'll wait a day or two for snake to reappear.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <01-25-13/1548:15>
Astral cover and good in a fight? That pretty much leaves me with a combat mage, no?
Tried building something good with a weapon and casting, but mages just take too much BP... 
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-25-13/1552:20>
there is an archetype somewhere in the forums, something along the lines of next generation human, mystic adept boosted with some cyberware.

might be fun, you know ...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <01-25-13/1612:00>
Yeah, mystic adept crossed my mind, using Mind over Matter for to use Logic for combat instead of Agi.
But then I remembered you guys could use some help on astral and MA's don't get that unless spending a whole point of magin on buying the rediculously expensive adept power to do so, and they still can't project.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <01-25-13/1621:01>
Maybe you could fill just one of this holes, and then we recruit another member? Five people is not that much...

Also, Umaro's Transhuman Mystic is a savage beast protecting it's spawn and on crack (unless there's background count, when he becomes a little harmless kitty cat). Oh, the good times shooting elfs as Shortcut, how I miss them...

Any news from snake?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-25-13/1627:22>
Nope. Nothing from snake.

And yes, we can have another recruit. Let's finish the current run first though.

Do you want me to start icing your entry to the club or do we wait for snake?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <01-25-13/1642:18>
I believe that's your call, storyteller.

I'm just waiting for it.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-27-13/1705:23>
Just to make things clear:
The d2 drone, one I was taking to the roof across the street, is armed by HERF gun. High Energy Radio Frequency shots acts like EMP grenade for any electronic hit. Thus, my primary target for this drone are electrical lines  (Electric connection of the building) that goes into the whorehouse, since IMO i can cause some troubles if I send EMP down throught the wire. Shooting with EMP through walls is not covered by rules, IMO it may follow some rules for UWB radar or Wifi inhibiting materials, well I dont expect Ill try that... The description in Arsenal is pretty vague, still, usefull harware when used properly.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-27-13/1722:25>
noted,
just made sure you knew there is no direct visibility to the basement.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-27-13/1735:06>
ok
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <01-28-13/1941:39>
Ah...activity. I need to check that emailer again. I don't see any post messages.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <01-28-13/2027:21>
Sent, I'm out of town right now for the rest of the week. I can monitor what is going on and reply, but I don't have my character sheet so I don't remember my stats.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-29-13/0234:38>
Your sheet is at the beginning of this thread.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-29-13/0342:18>
btw, I've sent you an email from the forum. Might be you've entered wrong address in your profile.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <01-29-13/1450:31>
btw, I've sent you an email from the forum. Might be you've entered wrong address in your profile.

same here. or it was some kind of technomojo spambox :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <01-29-13/2035:11>
So to get this straight...
The intruder used one of the drone nodes, navigated our network structure, got past my firewall, took my encryption keys, and used it to hack our network?

I'm thinking on how mouse will respond to this beyond what is posted. How long will it take to correct and what has to be done? I'm assume that was what the security roll was for.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <01-29-13/2038:45>
btw, I've sent you an email from the forum. Might be you've entered wrong address in your profile.

same here. or it was some kind of technomojo spambox :)
Aka the spam sandbox.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <01-31-13/1405:24>
Netz, you're ICing anything?

Lisp isn't going to do much thinking for you, but he will (reasonably) follow your lead.
Backing off is also the option.

Snake? what about you?

Omar can't do anything else form that van, unless he get's bored and move in with a drone shooting anything
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <01-31-13/1859:59>
In fact, I was waiting for Mouse or Omar answer in that one:

[...]
@Team: [...] Anyway, I'm noticing an eerie silence from the boy's part; if someone can make sure he is not once again diving into BTLs and is ready to work, it would make me feel better. Here's what I am thinking right now; if someone can use my 'link as a relay point and hack into the guard's link, with his name and some other information I may send him a message using the voice of our Yakuza friend. I don't know, maybe tell him to check on some guy in the parlor or something like that. [...]

But I've also wanted to reply both to Omar and to the whore a crafty remark, but here I am, not doing it. Guys, I'm afraid it will be a little difficult for me to post something until Monday... I'm studying for a selection test and games in general are really making my attention drifts. Sorry.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-01-13/0501:08>
No problem Netz, really.
It's just the usual hyperactivity related to starting (or restarting) things.
Take your time.
We'll dig a little Mouse feelings meanwhile, I wouldn't count on him being much productive in the IC, though Sanke don't be shy and help Netz OOC how to play this out - I guess he is a little affraid of attacking five guards with submachines and a mage with a spirit with just his good humor. Maybe they die from the laugh?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-02-13/0356:50>
Bleh
I cannot IC
since I made a promise
I will post only while Im sober
and
meh
it would take a while :)

Anyway
Hows the traffic on the roads around the whorehouse. Pedestrians only? Or is there anything that could crash?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-02-13/0414:37>
cars, bikes are moving, once per minute probably.
All kinds of commotion, taxis, buses (those a little rarer), shadow denizens
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-02-13/0415:12>
and to whom did you make that promise? he?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-02-13/0421:47>
and to whom did you make that promise? he?

I can`t remember :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-02-13/0427:01>
Grid is online in this parts?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-02-13/0442:11>
yes, or at least close enough, but since they got a deal with cops, it might be corrupted/not working correctly
Edge + Edge(1) roll if you want it to be  off.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-02-13/0448:50>
nope. If I want it to be off, Id make it that way. as soon as mouse puts himself together...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-04-13/1055:06>
How's your test?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-04-13/1213:02>
Terribly bad. Not only I went bad in it, it was also poorly designed, and there's a general consensus among the people who had taken it that we feel cheated in having wasting our time and money preparing for it.

The worse is that this is the second test I made that was prepared by the same foundation; and both were awful. Well, guess shit happens, anyway.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-04-13/1411:41>
How's your test?

In case you meant this one:

http://invisiblecastle.com/roller/view/3906289/

(I told you Id have to make it happen :P )
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-04-13/1719:34>
Out of curiosity is it possible to back door a bionode?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-04-13/1727:18>
Snake,

I'll repeat myself:
Quote from: ooc
GM note: that thread is not critical for the run, unless you insists to follow it will resolve it post the main run, probably in downtime. The only thing of note is that he is tagged as somebody's property, his location probably known, so a retrieval team is on the way.

I meant it, I had to somehow deal with Kour's character. This thread of your network being hacked is not critical to the current run. If you wish we can dig it further, but the run will end the moment the main thread will be completed anyway.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-04-13/1729:40>
Out of curiosity is it possible to back door a bionode?

There is nothing about it IIRC in the books on that. However since the bionode is just a program like any other complex form, there is no reason there shouldn't be such possibility.
The difference is that it is probably rethreaded from scratch when restarted, so a simple restart should be enough. There is no way to have the backdoor imprinted on you anyhow.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-04-13/1741:46>
I understand about why the hack was made and that it isn't part of the main thread. I'm merely responding to events as they happened. Mouses main concern at the moment is that the intruder isn't in their network now. That is the immediate threat. I don't plan to do any further tracking after this point until later.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-04-13/1749:15>
welcome back :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-04-13/1809:45>
To game:
By the look of map it doesnt seem that there is any hardened room in upper floors, so no chip there. IDN. Basement vault is just too obvious, and it puts the chip into risk in case someone (burglars) come just for money etc.
...but I may be wrong. Id love to have this alternative proven false, if you can find the way.
Without ninja, IMO distraction and chaos is the only way available for us, if the talk-fu fails. IDN if we are even able to open the doors that are locked. I  can, or at least I think I can, put the building to blackout and offline. With distraction at the entrance (car accident should be enought, if Mouse helps me to hack local grid or some of vehicles there) there is a chance Ill be able even to get one of dogs inside...best bet is Dobbey since it is chameleon.,  With the EMP and some shots fired downstairs there is a chance there will be lot of panic, in and out, and the cahnce for fractal and lips to get into hidden chambers. IDN what to do next, like I said, IMO if doors are locked we are screwed until we have any tool or option to get in. BTW. target datachip would be offline so it wont be harmed by EMP IMO. Entrance guards would possibly try to hold people inside since they dont want to loose the bills, would prefer to hold the position and wait untill inside guards deal with intruder...more panic, well this may be harsh a bit for the drone, well we cannot say for sure...
What would be your plan in such situation gentlemen?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/0511:11>
I'll chime in:

Quote from: ic
Once settled on the floor, she start telling. The data that Tabitha is looking for are located on a server in an old building in a quiet part of Littleton, in the PCC sector. That building might be old but is well maintained and the Yakuza is discreetly running there an illegal brothel and casino. OOC: she provides you with detailed address The data are stored there temporarily, as after recent clashes with Triads, Yakuza lost their most secure Denver datacenter. Once they purchase and install new hardware, they will transfer them out.

relevant parts marked
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/0530:37>
Snake, relatign to your earlier question.

a reboot of all nodes should deal with all existing connections.
setting it on alert, will not help dicewise, but you'll be treated as activelly percepting, and I'll notice you the moment (ie. same initiative pass) anything doubtful happens in your network (but will also imbue -2 to all other actions, due to heavy AR overlay)

if there are backdoors, they will allow intruder to hack in again, but you can prepare yourself by threading high level analyze complex forms and maintaining active connections to all higher signal nodes (slaving all commlink nodes might help but this enforce only +2 to the difficulty).

You can and should probably employ high level sprite (all of them have analyze CF) to patrol the nodes.

And of course you should start scanning all the nodes for backdoors prefereably employing several Browse/DataSearch sprites to do it independently.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/0653:33>
Since we are expecting the data to be on a server there, putting the building in blackout would not be a good idea before we have the data in hands, isn't it?

Anyway, maybe we could put into in blackout to facilitate the escape, if all else fails. I don't know what gear Lips have with him to see in the dark, but if there's no dwarf/ork/troll guards (and thankfully, that's an Yakuza house, so that's unlikely), they would need to rely on their optical advancements, all of which can be hacked by Omar, Mouse and Fractal. Fractal at least can find his way on the dark, and if necessary, can even engage in an advantageous fight (never the best option, but shooting blind and unaware targets may be easier).

Well, I don't have any idea for a plan right now...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/0703:37>
no metas on duty in Yakuza. there are some among the customers (most notably one surged elf.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/0705:14>
Lisp has contact lenses with thermographic
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/0721:29>
no metas on duty in Yakuza. there are some among the customers (most notably one surged elf.

Who would this be? This dirty metas and 'lings... ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/1056:22>
Somehow, I haven't perceived Sunshine's answer's post before and just read the other ones. Well, now I saw it and reacted accordingly.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-05-13/1205:02>
I'll chime in:

Quote from: ic
Once settled on the floor, she start telling. The data that Tabitha is looking for are located on a server in an old building in a quiet part of Littleton, in the PCC sector. That building might be old but is well maintained and the Yakuza is discreetly running there an illegal brothel and casino. OOC: she provides you with detailed address The data are stored there temporarily, as after recent clashes with Triads, Yakuza lost their most secure Denver datacenter. Once they purchase and install new hardware, they will transfer them out.

relevant parts marked
¨

Glad you brought this back, I really forgot some facts. Ok, so EMP is out of options, at least for the start of the run.
So the main job is to localize node or any wired peripheral, use microbug if needed and than do the hacking. Since Yoaks are biased to anything but pure human, there possibly wont be any technomancers on duty, well we better be prepared for anything. Fire support stays on alert his way or another.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/1237:52>
There's a little problem in the microbug idea. We don't have it anymore, remember? It was abandoned in the geisha house.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-05-13/1423:42>
Do you have Datajack or Skinlink then?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/1428:29>
Netz, I didn't undestand clearly. Do you want her to go with you, or do you want her to let you in, or do you let her decide... *confused*
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/1441:36>
To go together... Sorry, I should have been clearer.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/1605:15>
Just informing everyone that Fractal will need a loan; he is more than just technically out of money.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/1614:01>
I think you had some up front money
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/1623:46>

Well, I was making a post when you move the things a little bit faster than I expected. Anyone, just 'cause the post had a roll in it, and it was a bad roll, I will post it here for all to see what was my intentions before things took speed.

Quote from: The post that never was in IC

As soon as the transaction with Sunshine ends, Fractal walks slowly towards the gaming tables, and send a message to the team. @Team: Guys, I'm broke. One of you will need to lend me some credit; 500 nuyen would be sufficient, but with a grand it would be better. don't worry, I will give it back as soon as this is over... whenever this is over.

Quote from: ooc
make a gambling roll

Quote from: Gambling roll
4 (Intuition) - 1 (defaulting) = 3 dice = no hits, and it's a damn glitch. (http://invisiblecastle.com/roller/view/3908462/)
Don't know what should be the appropriate additional problem here... an increase on the money spend?

Certainly, Lady Luck was on vacation. Or maybe it was just behaving like the bitch she is.

And then Sunshine returns, and the Yaks do their dance on the saloon. As the situation just confirms that luck is not on their side, Fractal sends a message to Lips. It seems like they will need to bet higher. @Lips: Well, here we are. I need you to make this guy leave the place. Can you make a diversion? He is the only guard here now, so maybe the drunk patron accusing someone of cheating or being jealous of one of the prostitutes may be enough for him to move... Well, if you have a better idea, go for it. But it needs to be soon, we don't have a lot of time."

Also, on the money issue, I believe this time we didn't get any upfront payment. And by my calculations, Fractal is (after the first gambling attempts) carrying only 320 nuyen.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-05-13/1638:29>
Read IC conversation, Mouse was returning the money to Omar who expected this turn of events, so consider those 200Y + to your account, Fractal.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/1658:31>
I've edited my own post adding yours, also stating the penalty for critical glitch.
You went with game and overbet. That is you were having strong cards, were sure you'll win, you know how that goes. Unless you negate it, you lost 500 nuyen, that you had to borrow from yakuza. You'll need to repay 1000 though.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-05-13/1721:50>
OK. I can see some targets gathering on the Tacnet so Omar will slowly move into action. AFK till tomorrow evening so leave some fun on me (I just need to know of any bonuses for initiative, since Omar was ready for show.) Ill IC accordingly tomorrow.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-05-13/1739:57>
down in the basement is Fractal only and a very busy Lips.
up on the ground level is Omar and Mouse.
remind me if we counted drones into this.

if we did, than for the external view you can count on dalmatian and drone with EMP
and fro lobby view you can count the drone with EMP only.

hence the tactnet bonus would be +2 for street level and +1 for into-the-building activities.

secondary we need to refresh the initative bonus as the way I read it there is no bonus for the initiative bonus
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-05-13/2040:01>
Well, all the hell broke loose and probably I will be a little busy for the next two days. I believe I can make some posts, but nothing too elaborate during this time. I'm too sleepy for anything right now, so I'll see what can be done tomorrow.

Do you have Datajack or Skinlink then?

No datajack, but all of Fractal's equipment is skinlinked.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/0646:35>
I need help, on rules.

I assume, you don't have maglock sequencer so you can't open the doors without direct intervention.
The maglock has no wifi, nor has a skinlink option.
You need to crack it open which is Hardware + Logic (Maglock rating - 4 in this case x 2, 1 Combat Turn) Extended
Test, modified by available tools. can be defaulted. A crowbar would be nice if you want to open it brute force - 4 combat turns, no test.

After that, it's either rewiring the circuits—another Hardware + Logic(Maglock rating x 2, 1 Combat Turn) Extended Test. or Hacking + Exploit (Maglock firewall - 5 in this case, 1 Complex action) extended test, to open it by wiring you commlink and hacking via matrix.

is my understanding correct?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-06-13/0906:27>
Well, I believe your understanding is correct. At least, that's how I usually think this kind of situation should be handled.

I was trying to mimic the prologue story of the Technomancers chapter in Unwired (pg. 129), in which a Techno with an Echo which emulates skinlink touches a maglock to hack it. But now I took a deeper look at the echo in question, and it does say that the echo works even if the device does not have skinlink active, which is not said of normal skinlink.

Yeah, I think you're right.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/0910:47>
Which means. Mouse could do. It. But he is in the car.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-06-13/0954:29>
If he had that specific Echo. I couldn't figure out where his echoes are in the character sheet, so I'm not sure.
Anyway, guess we will need to go the brute way. Unfortunately, we got the wrong guy in place for it, I guess.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/1020:20>
He has skinlink echo.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/1135:16>
Anyway, guess we will need to go the brute way. Unfortunately, we got the wrong guy in place for it, I guess.

should I take it for abandon mission call?
We'll wait to give some actiontime to Snake, after that I'd like you to post some IC action, on how you proceed further.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-06-13/1212:30>
Anything can be done the brute way. Things went wrong when mouse stayed in the car well there was good reason for it, as we had to response the situation. I do not like that option, well IMO this wont end nice. Ill need to chek the ammo settings for drones. back in a few seconds.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-06-13/1305:02>
OK.
Seems: D2 on the roof is HERF so there is no need to resolve the ammo
D1: LMG, 100x SnS
Dobbey: SMG: 40xSnS
Rover: 200xRegular

Talking about lobby, D1 has clear shot into the lobby, as stated previously in IC post. So this space is covered by Dalmatian and both D1 and D2. Dobbey should be able to get in building ASAP thought window and it depends on distances how fast it would make it to stairway, down the stairs to basement. and cover Lips ass.

That is all nice

worst it is...that none of this ammo can damage any barriere or doors :P

So the options are:
1) To get Dobbey down ASAP to assist Lips and hope that Lips knows the spell that would be able to open doors...by any meaning

2) To pacify whole area with SnS fire and get some real firepower there to assist fractal with last phase

3) to back off for a moment, since we possibly have the server localized...
we have more than 16 hours to get the job done...and we can consider this a recon...sucesfull recon IMO

Votes?
Other options?

Edit:

4) Omega 13
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-06-13/1312:39>
http://www.youtube.com/watch?v=bI5hi4c4y9k

 ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-06-13/1328:33>
Anyway, guess we will need to go the brute way. Unfortunately, we got the wrong guy in place for it, I guess.

should I take it for abandon mission call?
We'll wait to give some actiontime to Snake, after that I'd like you to post some IC action, on how you proceed further.

Never! I just said Fractal is probably the weakest party member strength-wise and the one who carries less firepower, so physical damage is really not something he will shine doing. I will make a post soon enough (as soon as I deem myself sober, last days were terrible and only beer was able to salvage the last of today).

http://www.youtube.com/watch?v=bI5hi4c4y9k

 ;)

I'm not exactly sure what that was... but I guess it's proof I'm really not sober!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-06-13/1344:42>
Galaxy Quest.
If you havent seen it yet, I wholeheartedly recomend it  ;D
BTW: First time I saw that movie was on colege when I was...sobering :p
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-06-13/1405:22>
seens like a piece of awesome advice. As soon as possible, and probably sharing the same circunstances.  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-06-13/1414:45>
At least our characters aren`t alcoholics :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-06-13/1546:38>
Do you have Datajack or Skinlink then?
I have a skin link TM style. But after griping through all of the posts you already knew that.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/1557:40>
Sorry Snake :)
seems like we went overdrive again.
There was some 20 mintues minutes, that you can spend anyway you wish in iC, plus, I'd like you to respond to the current situation in IC.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/1605:12>
btw, if you're asking for some demolition spells
Lips could use Mana Bolt or use his spirits
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-06-13/1618:33>
FYI, at the present time mouse only has the fault sprite registered and the summoned courier sprite. I kept the exploit, since I figured I may need it for hacking.

Depending on the amt of time all this takes, though I doubt it will take 20 min. Mouse could help mr fractal win at one of the machines  :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/1620:58>
Well, he played at the physical table (the game is slower that way and he had time to kill) so you wouldn't help him. 
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-06-13/1629:46>
Snake,
What exactly, you tried to achieve with that roll?
Cause I understood you tired to identify type of the maglock. if so you succeed, on the rewiring attempt you'll have +1 dice thanks to AR plans available.

You can also try to crack the maglock with exploit (make a standard hacking extended test I described above)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-07-13/0220:01>
I was kind of hopin' for a little more in IC from Snake ...

All right, we wait, or Omar/Netz tries hacking?

you're just over 30 seconds into the radioactive zone.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-07-13/0610:13>
I don't have time to roll, so I bought the hits. I missed the hacking part when I skimmed the thread. If u need me to roll I will have to take care of that when I get back from work.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-07-13/0618:35>
ok, fragging time zones ..
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-07-13/0631:12>
what's your stealth rating after you dropped the threaded CF?
There is a -2 for sustaining form, but doesn't change anything, you still buy 4 hits per complex action.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-07-13/0632:07>
got it basic stealth is rating 5
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-07-13/0641:45>
hmm, buying hits, is good when the chance are good for safe outcome. Here we have large chance, you'll get detected on buying hits.
The device will have two rolls on on your attempt, and needs to get 5 hits total.

we'll wait for you to roll.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-07-13/0729:02>
With that dice pool, you shouldn't buy hits. There's some chance you manage to hack it on your first try!

Well, let's see how that goes.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-07-13/1840:43>
what's your stealth rating after you dropped the threaded CF?
There is a -2 for sustaining form, but doesn't change anything, you still buy 4 hits per complex action.
It doesn't affect the exploit roll since the cf is exploit. It will other rolls though.

Ok rolling...
I placed the results in the original post replacing the autobuy text. Not much better than the autobuy. I only did the autobuy to maybe speed things along since I don't have a lot of time for posting
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/0309:37>
That's a life and death difference snake :)

that's what I rolled for firewall intrusion detection
9d6.hits(5)=1, 9d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3911094/)

Had you roll less than 5 hits there would be alert issued.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1026:38>
With admin privileges, wouldn't I be able to set the alert off, stop the shutdown sequence and issue new parameters to the ICs? I guess it's doable, but while it's not entirely done, I would most probably be an easy target.
Anyway, that far off, it still seems like our best bet (and really, mostly all that Fractal can do).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1033:26>
Yes, with admin priviledges you'll be able to do all that things.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1034:33>
I was initially, wondering though why didn't you went for standard priviledges instead of admin. but given how the things turned out (3 hits on the first roll only) it's good you chose that way.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1053:25>
Any roll involved for these actions, or is it just description? My understanding is that these should be Issue Command actions (maybe some Deactivate Program, in the IC case), which involve no rolls and are simple actions. But I'm not that sure about it.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1123:24>
since the node is on alert, that would be Hacking + Exploit  against the node’s Firewall(5) + System(5) + Alert(4)

note that there is nothing preventing you form data searching and trasnfering files, once you log in (except, you'll be doing so under fire).

the best try as to perform admin operations would be to unload IC, there is still fairly far away to shutdowning the node in terms of time (at least 5 more init passes, maybe 8 )
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1137:16>
It's still a simple action, or is it a complex action (since an exploit roll means another hacking attempt)?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1144:50>
using an exploit program is a complex action
had you hacked in without alerting the system, you'd be able to do so in simple action
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1209:07>
There was some initiative issues, once you resolve your defence, I'll resolve your shutdown IC
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1220:28>
you got one last edge I think that can be use either for defense or for damage resistance
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-08-13/1228:57>
Ah crap, it seems I was missing something. Im leaving now for fencing weekend, so I`ll be AFK till sunday afternoon. If Omar is able to participate in the matrix fight, he will do whatever possible, mainly using his Exploit to crash IC`s analyze and Offensive programs, if possible, to give mouse time to search and download.

Exploit rolls:
Hacking/Cybercombat(4)+Exploit(5+1=6)+VR(2) (12d6.hits(5)=4, 12d6.hits(5)=4, 12d6.hits(5)=5, 12d6.hits(5)=2, 12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3913463/)

Stealth Rolls:
Hacking/Stealth(4/6)+Stealth(5)+VR(2) (13d6.hits(5)=3, 13d6.hits(5)=8, 13d6.hits(5)=6, 13d6.hits(5)=3, 13d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3913464/)

Initiative rolls:
Init(VR)=11 (11d6.hits(5)=5, 11d6.hits(5)=5, 11d6.hits(5)=3, 11d6.hits(5)=2, 11d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3913465/) means: 16, 16, 14, 13, 15

Perception rolls:
Computer/analyze(3/5)+Analyze(5)+VR(2) (12d6.hits(5)=2, 12d6.hits(5)=5, 12d6.hits(5)=3, 12d6.hits(5)=3, 12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3913466/)

Defense rolls:
Firewall(5)+Analyze(5)+VR(2) (12d6.hits(5)=3, 12d6.hits(5)=8, 12d6.hits(5)=6, 12d6.hits(5)=6, 12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3913469/)

Damage resistance:
Will(5)+BFB(5)+Natural Hardening(2) (12d6.hits(5)=3, 12d6.hits(5)=5, 12d6.hits(5)=3, 12d6.hits(5)=4, 12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3913471/)

I know this is WOT but I hope it would be usefull.

God luck everyone, If in troubles, call for help :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-08-13/1231:29>
Wait. WHAT!

He aint there alone IMO...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1358:10>
why do you think he is, 'cause he is behind wifi inhibiting walls, how could you join him?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1442:07>
If (or should I be writing when?) Fractal dies on this mission, I'm going Street Samurai/B&E afterwards. For a change.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1459:39>
sorry for a lag, I needed to reach home and bath a daughter

IC coming
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1512:37>
RL first, always, and specially when it involves small children that depends on us. Have a nice parenting time!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1516:16>
She's so sweet I can't stand it sometimes.
and she is the only project I took part in that lasted 9 months plus already 7 months of stabilization after go-live, that not only was all out success, but it has both hands, both legs and a head to boot.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1530:33>
If (or should I be writing when?) Fractal dies on this mission, I'm going Street Samurai/B&E afterwards. For a change.

That kind of thoughts usually stick.
While it seems that Fractal survived this particular moment, he may still die trying to get out from the node and parlor afterwards.
Yet .. if he still lives this through, and you'd like to play another character you can do so, let me know between the missions.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1538:01>
Don't worry, I will let you know.

I'm also a little bit worried about trying to exit an Yakuza controlled place with almost all my damage boxes filled up and not being a stealth nor combat based character. But one problem at a time, I guess.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1543:32>
As a side note.... What size are the pictures in the room? In, like, how difficult would it be to conceal them, and move with them?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-08-13/1554:09>
about 1,6 meter by 0,9 meter each.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-08-13/1753:39>
Wait... if Fractal's possibly leaving and Netz wants to play a Street Sam... that means there might be room for... Silk?
Muhahaha
MUHAHAHAHA

(Don't feel pressured at all. If anything, the thought of inflicting Silk upon your fellow team members might dissuade you from that path.)

Edit: Oh, uhm, sorry. Kind of following this OOC more than the IC ('cuz if/when I jump in, I'd like my character to get to know yours without already being prejudiced because of stuff they've done but he/she doesn't know about). But I just read some of the IC stuff that's going on and I realize this post might not be very appropriate, characters (nearly) dying kind of blows... doubly so when simultaneously missing a chance to get laid. So, uhm, yeah, just to be clear: It's just a joke!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-08-13/1841:48>
No problem, Xzyl; no problem at all.

I'm not one to worry that much about a character's death. Well, I've grew attached to Fractal (he is my first Shadowrun character, after all), but people die, and character's die, specially when they stress their luck too much (something the elf has been doing lately). And making fun of the thing is the reason we are gaming, after all, so it's better to have a good laugh when we can, even if the situation seems grim.

I'm getting "curiouser and curiouser" about Sichr's characters and Silk relationship, though. Someone care to explain?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-09-13/0223:00>
I've no idea.
Silk must be, like, the nicest person in the world!

In truth, I've almost forgotten, lol. I think it pretty much started with two of our characters  clashing in a game two -or is it three already- years ago. Just two people certain they should be the one in charge.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-09-13/0744:38>
Strange things happen in the shadows. Or so they say.

Sent, now that connection to the TacNet has returned, where and how is Lips? I don't want him to come to another fight, but it would be nice to know how beaten he is and what his diversion has costed him.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-09-13/0823:25>
I've written that in ic. He got 6s in damage and is already out.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-09-13/0838:42>
I think I missed it. Well, okay.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-10-13/1000:44>
why do you think he is, 'cause he is behind wifi inhibiting walls, how could you join him?

I thought Mouse was helping him to hack the maglock...
well I was in hurry on friday, maybe Ive missed something in IC. So Ill be back when I scan IC and the current situation.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-10-13/1106:19>
For Jumped-in attack it counts Sensor+Gunnery. Visual sensor that applies is Camera 6, well it has Vision enhancement +3 so it depends on you, Sent, if you want to count it into the sensor rating for this situation.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-10-13/1720:59>
All right, everybody, post your initiative rolls, for the next combat turn.
Mouse can act first, using delayed action

Fractal don't exactly go in init passess, but try to describe actions that will fit within 3 seconds

Sichr, post you 2nd and 3rd IP, the guards have only 1 IP.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1359:59>
GM, I need your eyes.
I should be able to shoot at the target in the first floor, next to stairway, from Dalmatian, through window, to clear the path for Dobbey. I need modificators for the shot (cover, visibility etc...)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-11-13/1507:39>
GM, I need your eyes.
I should be able to shoot at the target in the first floor, next to stairway, from Dalmatian, through window, to clear the path for Dobbey. I need modificators for the shot (cover, visibility etc...)

You don't see him from the high altitude angel. He must have been closer to the opposite wall. Dalmatian would have to lower itself to the window level. I'm not sure if it has hover capabilities to do so, you might try doing a passing shot, but you'll need to take at least two turns to close in to have a passing shot.
The passing shot would be conditioned with 3 hits at maneuver test and it will have a -3 modifier (instead of -2 for running) - single shot or short burst only.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1511:38>
Cyberspace   Designs   Dalmatian:
The Dalmatian vectored-thrust
recon drone features a unique limited hover capability and a sturdy
frame for its light weight. Lone Star has licensed the design for urban
surveillance duties

Thats what I bought it for :)

Improved Takeoff and Landing (Standard, Aircraft
Only):This modification comes in two levels. Level 1merely
shortens the takeoff and landing distance of an aircraft (see
Takeoff and Landing,p. 103). With Level 2,the vehicle has
gained true vertical takeoff and landing (VTOL) capacity

it is equiped with level 2

Speed 120, Accel 15/40

Anyway...if it would take more than 1IP, I`ll act differently (since Omar is aware for sure of that) so just tell me
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-11-13/1518:07>
:), ok, so you need two CT to reach destination (6 seconds shouldn't be too much) after that you're free to take shot
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1519:50>
Hehe...no way ;)
Just one more thing...what is the measure of the map? I need to know how far it is for Dobbey to get to stairway.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-11-13/1530:45>
the building and the street might be off, but the building inside is 9 x 13 meters, and the street is a standard two way plus walking lines ie. 10 meters. (3 meters each driving lane and 2 meters each walking lane
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1544:48>
thanx :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1621:26>
For damage purpose you need to determine speed of Dobbey. Ill leave this upon you. IMO I will be able to achieve 20+ but its up to zou. Remember GeckoPads add +2 to strenght IE, so it could mean something (no slipping). Damage table is:
Speed: 1–20    Damage: Body ÷ 2
Speed: 21–60   Damage: Body

Dobbey`s Body is 3

It still has chameleon activated.
defender rolls Reaction + Dodge in the best case, depends on situation again. Net hits count to damage. Resist with 1/2 Impact.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1625:07>
reading IC, Im idiot. I meant right, I wrote left  ;D

But that doesnt matter, that would be next phase so it is OK as it is now.

really
Idiot.left/right problem  :-[
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-11-13/1626:23>
just one issue, I think you need simple action to jump into the drone, maneuver like this is complex.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-11-13/1629:14>
nevermind 2nd IP -> jump in
3rd IP -> maneuver
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-11-13/1629:49>
Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1630:32>
just one issue, I think you need simple action to jump into the drone, maneuver like this is complex.

I should add...
And that is what it feels to be More than metahuman ;) (jumping in becomes free action with this quality)


For that D1 descend:
As long as the material is strong enough to take the weight of the drone, the
drone will be able to climb it. Water does not affect gecko tips’
ability to stick to objects, though oil or grease does. (Arsenal quote)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-11-13/1641:53>
Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

Assuming you want to hack grid nodes nearby you'll need to find one for this district - simple action, analyze disctrict node (1hit necessary, on autobuy) to find grid node (not hidden, public access)
matrix perception another simple action (if not actively looking) to identify the stats at least
from earlier experince you expect something along the lines of Firewall 4, System 4.
They should not be activelly patrolled by security spiders, but might scramble IC on identified intrusion attempts.
continous reboot would require at least security access level to edit the starting routine.
if you go for admin, then it is a simple reboot action -> System + Response (10, 1 Combat Turn) Extended Test
or you can then crash the node from security action -> Hacking + Exploit (System + Firewall, Complex Action) Extended Test. Keep in mind that the latter will initiate alert and scramble IC.
if you don't care about leaving traces in the access log, hacking is doable within one CT probably rebooting within another 3CT..

single crash is enough to put this distrcit in grid chaos. and it will take a visit by physical repair team to restore order, unless they wake a security spider to log in and repair things in between reboots.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-11-13/1706:27>
Snake, you can increase Dobbey Acceleration rating by +2 because of Gecko pads. GM approves :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-12-13/0914:05>
Snake? what do you do?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-12-13/1915:39>
How long would it take mouse to create a back door in the node?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Razhul on <02-12-13/2052:09>
Quick question for Snake_eyes concerning the Agent giving +4 to help hack the node. How is that done? All I could find was +1 per helper for Mass Tests in Unwired. Would be cool to understand how that works so I can do that as well in my campaign.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/0052:58>
It's under teamworked tests - each of the helpers rolls his test, and thir hits add to the pool of the one making the actual test.
My only rule on that is that the nodes gets the lowest stealth of the teamworking hackers for issuing the alert, and only hacker making the test gets a hacking account
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/0325:49>
Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/0329:20>
IMO Omar feels a bit envy always when he watches mouse doing the hacking.

So what now. Next CT?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/0929:03>
need to resolve Snake, but you can roll init, and post your next IP actions
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/0931:03>
Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.

care to post rules reference?
the roll will stay as is for the current situation
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/0951:47>
damn he's good :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1154:06>
srry away for Django. Good time, the cinema was completely empty, except for me :D feel like home, just missed a joint or two...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1244:16>
I can't imagine that in Czech language. I think I'd die from laughing from the translation.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1247:22>
You're jacked into Dobbey?
You go first than.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1250:56>
I can't imagine that in Czech language. I think I'd die from laughing from the translation.

Thats why I watch it in original :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1256:50>
Ill IC soon, I need to collect my thoughts and words on it.

Do you think Dobermans and Dalmatian has Audio output? I know we dealt with this before, saying that since those are security drones, it is highly probable. My question is: How loud would it be...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-13-13/1359:46>
If you need a loud enough audio output, there's a battered and angered elf next to the stairs on the basement floor. Depending on what is to be said, he can be pretty scary.  :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Razhul on <02-13-13/1413:20>
Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.

care to post rules reference?
the roll will stay as is for the current situation

Found it on page 65 of the core rulebook:
"Teamwork tests
Each of the secondary characters makes the appropriate test; each hit they score adds +1 die to the primary character's dice pool."

Seems quite powerful but I like keeping the lowest stealth of the group as the threshold.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1417:41>
Ill IC soon, I need to collect my thoughts and words on it.

Do you think Dobermans and Dalmatian has Audio output? I know we dealt with this before, saying that since those are security drones, it is highly probable. My question is: How loud would it be...

about the loudness of the car horn
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1417:54>
Q:
Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

A:

Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

Assuming you want to hack grid nodes nearby you'll need to find one for this district - simple action, analyze disctrict node (1hit necessary, on autobuy) to find grid node (not hidden, public access)
matrix perception another simple action (if not actively looking) to identify the stats at least
from earlier experince you expect something along the lines of Firewall 4, System 4.
They should not be activelly patrolled by security spiders, but might scramble IC on identified intrusion attempts.
continous reboot would require at least security access level to edit the starting routine.
if you go for admin, then it is a simple reboot action -> System + Response (10, 1 Combat Turn) Extended Test
or you can then crash the node from security action -> Hacking + Exploit (System + Firewall, Complex Action) Extended Test. Keep in mind that the latter will initiate alert and scramble IC.
if you don't care about leaving traces in the access log, hacking is doable within one CT probably rebooting within another 3CT..

single crash is enough to put this distrcit in grid chaos. and it will take a visit by physical repair team to restore order, unless they wake a security spider to log in and repair things in between reboots.

rereading OOC for some info and Sent, I have a feeling that Question and Answer didnt connect this time. I know I was sending a message to mouse about hacking the grid, well this OOC questio I understand he asks for commlinks, cameras etc, so he can erase traces...not the grid node.

Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.

care to post rules reference?
the roll will stay as is for the current situation

Found it on page 65 of the core rulebook:
"Teamwork tests
Each of the secondary characters makes the appropriate test; each hit they score adds +1 die to the primary character's dice pool."

Seems quite powerful but I like keeping the lowest stealth of the group as the threshold.

I believe Sent asked for that Mass attack reference, which is relevant in this case...Unwired, p. 101
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1418:20>
Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.

care to post rules reference?
the roll will stay as is for the current situation

Found it on page 65 of the core rulebook:
"Teamwork tests
Each of the secondary characters makes the appropriate test; each hit they score adds +1 die to the primary character's dice pool."

Seems quite powerful but I like keeping the lowest stealth of the group as the threshold.

that much I knew - I was asking for the mass attack

ninja'd :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1422:20>
MASS ATTACKS
A mass attack refers to a team of hackers pooling their re-sources to hack a particular system. Functionally, a mass attack is
Probing the Target (see Probing the Target, p. 236, SR4A) with a
Teamwork Test. Hackers and technomancers can work together
on mass attacks. If the test is successful, all of the participating
hackers gain access to the node.
Agents and sprites cannot participate directly in Teamwork
Tests, but add +1 die to the prime character’s dice pool for each
agent or sprite assisting (maximum +5).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1424:03>
Q:
Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

A:

Sent, how many nodes and what kind of time frame are we looking at to be able to hack the nodes that route data to the trix that weren't affected by the emp blast. Other than the one I'm accessing I wanted to put them on a continuous reboot. The one I'm accessing, I want block all comms except ours or mine (whichever is faster to implement)

Assuming you want to hack grid nodes nearby you'll need to find one for this district - simple action, analyze disctrict node (1hit necessary, on autobuy) to find grid node (not hidden, public access)
matrix perception another simple action (if not actively looking) to identify the stats at least
from earlier experince you expect something along the lines of Firewall 4, System 4.
They should not be activelly patrolled by security spiders, but might scramble IC on identified intrusion attempts.
continous reboot would require at least security access level to edit the starting routine.
if you go for admin, then it is a simple reboot action -> System + Response (10, 1 Combat Turn) Extended Test
or you can then crash the node from security action -> Hacking + Exploit (System + Firewall, Complex Action) Extended Test. Keep in mind that the latter will initiate alert and scramble IC.
if you don't care about leaving traces in the access log, hacking is doable within one CT probably rebooting within another 3CT..

single crash is enough to put this distrcit in grid chaos. and it will take a visit by physical repair team to restore order, unless they wake a security spider to log in and repair things in between reboots.

rereading OOC for some info and Sent, I have a feeling that Question and Answer didnt connect this time. I know I was sending a message to mouse about hacking the grid, well this OOC questio I understand he asks for commlinks, cameras etc, so he can erase traces...not the grid node.

seems like, I've lived under that impression:

Grid is online in this parts?

and
yes, or at least close enough, but since they got a deal with cops, it might be corrupted/not working correctly
Edge + Edge(1) roll if you want it to be  off.
and
nope. If I want it to be off, Id make it that way. as soon as mouse puts himself together...

that's barely 10 pages of OOC from now :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1426:45>
MASS ATTACKS
A mass attack refers to a team of hackers pooling their re-sources to hack a particular system. Functionally, a mass attack is
Probing the Target (see Probing the Target, p. 236, SR4A) with a
Teamwork Test. Hackers and technomancers can work together
on mass attacks. If the test is successful, all of the participating
hackers gain access to the node.
Agents and sprites cannot participate directly in Teamwork
Tests, but add +1 die to the prime character’s dice pool for each
agent or sprite assisting (maximum +5).

all right, we'll use it from now on.
Sprites and agents (and I'll extend it to spirits in the magical plane for consistence) do not participate in Teamwork tests on standard rules but add only +1 to the dicepools if they have relevant program/cf/skill/ability
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1431:18>
yup just not to forget :) i was thinking about hacking that sunshine cyberware if any, since she can connect fractal to datastore, well tat was before override :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1431:56>
I forgot about this, I think this wouldn't have changed anythign in the Fractalrolls (and he was't affected during the node encounter. but Mouse and Omar are affected (mosue for hacking and omar for rigging)

As you approach the building and park on a safe distance few block away you observe it and it matches both the description given by Mayuri and from what Mouse was able to dig out on the building.

The neighbourhood is rough, dangerous people are walking the streets with weapon carried openly.
You're also immediately attacked with countless spam messages offering sex services and online gambling mainly.

Quote from: ooc
Until further notice, you get -1 to all matrix related rolls and -3 instead of -2 to physical actions if you are heavily using AR.

As you zoom your visual observation aides you single out bouncers. They are Asians, visibly armed with heavy pistols and armor vests they also wear helmets as well as arms and legs guards. People from a short queue after being verified are allowed in or sent away.

The last round of combat stay as it was anyway. I don't want to reroll it, and the only significant thing that could have went other way was the mage oneshotted or not.

verified, that singel dice on that attack wouldn't change anything
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1440:28>
you know, since we are in Hidden mode, all of us, it is hard to believe that this has anything to do with rules.
No offense. But Ive just ignored it. sorry. Anyone would have to bypass locate my commlink/ our network and bypass our firewall, Mouse bionode etc, to get anything on my AR/VR that I dont want to see...IDN why S0R0 spam tags may succeed in that
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1552:41>
you know, since we are in Hidden mode, all of us, it is hard to believe that this has anything to do with rules.
No offense. But Ive just ignored it. sorry. Anyone would have to bypass locate my commlink/ our network and bypass our firewall, Mouse bionode etc, to get anything on my AR/VR that I dont want to see...IDN why S0R0 spam tags may succeed in that

Seems like we're back on the old tracks. :(
If you want I could send you a previous mission we're playing to show you an example of this particular ruling, that it is RAW by Missions.
(going by distributing your access_id to spam sites, that gives you -3 for all matrix actions due to spam).

Finding hidden nodes is matter of hitting 15 hits treshold on extended test, for all nodes that appear within mutual signal ratio.
I could change the ruling into low level DDOS attack - basically having your nodes attacked by botnet averaging to 30 bots per node and reducing your response by 1 instead of penalty to matrix actions. But I won't this kind of rule is similar to magic background rule. I find it well fitting. certainly not crippling.

real life, regardless of ad blocking tools you use you still see popups you didn't want to while browsing. this is just a hyperbole from that. 
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1601:02>
Snake, since I didn't understood properly and I've described you hacking the Grid node. I'm thinking on solution.
We could switch that into hacking attempt of casino node, but I'll just enable you infromation from the courier sprite perception action, that the casion node is separated into two nodes.
- front node - with public access and signal 0 wired to tables, with signal 1 repeaters enabling AR games (only public access, drawing gaming results from the main server.
- main casino server - strongly encrypted node.

You could start decryption, but it will certainly take longer than the combat to break it.

We could also switch that attempt into hacking the individual guards commlinks, but that will also take lot's of indivudal hacks (there are about 15 guards in the vicinity if I count correctly) and you need to identify them as there are at least 50 other commlink nodes around.

Tell me what you want me to do. Or propose something entirely other as guess I mislead you with my answer. Sorry about that.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-13-13/1611:48>
Actually the main district node was what I was looking for. I was thinking that there may be more than one, but I could always move higher up the chain. The objective was to block coms except for us.

I did have one outstanding question though, how long to create a back door? I'm looking to block all open ports, but I need a back door to maintain connection. The idea was to create the back door, create new admin account, reconnect as new admin account via back door, del all other accounts, close all ports, clean logs.

Another question if the analyze program were to shut down, does that automatically trigger an alarm (or trigger a spiders investigation?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-13-13/1621:21>
depending on the script.
usualy not, as the programs do crsah from time to time. (particulary if you edit access log and wirte there something about memory error or something like this). Each node is probably patrolled by agent from time to time to check if all the programs are up and running, but the Grid is one hell of a network, so this might be quite large time frame before spider gets notified.

blocking all comms is not function of this node (this ones provide services for cars drivign over the streets)
the communication node that provide matrix service, might be more difficult to hack (as it has a signal greater range and is a better hardware overall), plus there are multiple matrix service providers in Denver. (just like currect cell phones providers). and you'd need to hack them all to block matrix access to all 'links in range.

creating backdoor - unwired, pg. 97
Creating a reusable exploit requires a
successful Extended Software + Exploit (Firewall + System, 1
Initiative Pass) Test if you have at least security-level access on the
node—otherwise replace Software with Hacking. Once created,
this provides a hidden exploit that gives the hacker a +6 dice pool
modifier to gain access to that node using the Exploit program.

creating hidden account
A hacker who has hacked the node may also create a “legit”
account on the system (see Hackers & Editing, p. 225, SR4) and
then hide the fact that they created it. This requires a successful
Software + Editing Test if you have at least security privileges on
the node, or a Hacking + Edit (2) Test if you do not. For securitylevel
access, increase the threshold to 3; for admin access, increase
it to 4.
...
A hidden account is not visible to spiders or administrators,
being discernible only by the system.
...
To create a hidden account, you must already have access to
the node (either legit or hacked) and must follow the procedure
for creating a legitimate account noted above. On the next action,
the legitimate account must then be hidden with a Hacking +
Stealth (Firewall, 10 minutes) Extended Test.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-13-13/1642:35>
..., that it is RAW by Missions.
....

OK.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-13-13/1647:36>
[Nostalgia=on]Oh, all this talk about hidden accounts and creating backdoors reming me of the RMD mission... Those were the good times, eh? [nostalgia=off]
Well it is somehow expanded Teamwork rule, since Mass Attacks count every active hacek in the group adding dices for teamwork test, but agents or sprites add only +1 for the test. IMO its close to houserule land.

care to post rules reference?
the roll will stay as is for the current situation

Found it on page 65 of the core rulebook:
"Teamwork tests
Each of the secondary characters makes the appropriate test; each hit they score adds +1 die to the primary character's dice pool."

Seems quite powerful but I like keeping the lowest stealth of the group as the threshold.

Just don't forget that there's also a possible maximum bonus modifier a character can get.
Quote from: SR4A, pg. 61, Dice Pool Modifiers
Optionally, gamemasters may choose to cap dice pools (including modifiers) at 20 dice, or at twice the sum of the character’s natural Attribute + Skill ratings, whichever is higher.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-13-13/2007:21>
Control of traffic...ok...traffic jam it is then...

 ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-14-13/1300:18>
OK. Back in town. What is fractals position? How long for him to get on stairway?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-14-13/1354:33>
and for that noise...is there at least possible Electronic Warfare roll to clear the signal? Since when Jumped in IMO there is little AR, as Im using command line for messages and smartgun and tacnet overlay at max, rest of it is direct input. I have -1 if I understand it right, for this moment, so I go with that.

And the last...if you tell me that I need more passess to do this, I will use that single action for another burst instead of talking (Omar would be aware that he could not make it...) Dont understand this as threat, since if we are both online, I would ask for this prior to IC ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-14-13/1417:41>
You can do it in one pass.
There will be intimidation roll however needed.

I need to check the modifiers though. Will post them in ic.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-14-13/1425:42>
You can do it in one pass.
There will be intimidation roll however needed.

I need to check the modifiers though. Will post them in ic.

Intimidation is epic fail for me. I don`t have any social skills, my charisma is 2. In fact, and I dont even appear on scene during an attempt. All they hear is digitalized words from Rover, three Dobermans, Dalmatian and even FlySpies if those are able of audio output, but in thier case I can imagine more R2D2 then C3PO :D

(well maybe composure? Or judge intentions on theis side? Since I sure as hell am not lying. :D ) just a remark :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-14-13/1437:23>
OK. Back in town. What is fractals position? How long for him to get on stairway?

That.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-14-13/1448:17>
that what? :D

Sorry Id love to give you opportunity for intimidation well I needed to act before the goons have their CT:(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-14-13/1716:24>
I'm juts asking Sent the same question. I'm not exactly sure where Fractal is right now. Anyway, even with Sichr low dicepool, situational modifiers can turn the advantage to us... after all, they are being stormed by some serious security drones and some of them area already down.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-14-13/1736:47>
IMO we`ll continue after fulfilling our Valentine duties ;)
So till tomorrow :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-15-13/0059:56>
;) done

good morning Denver
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-15-13/0102:48>
OK. Back in town. What is fractals position? How long for him to get on stairway?

That.

I'm sorry I missed that.
There is quite a crowd at the stairs. you can't be basically anywhere (since the rest of the room is almost empty.
Reaching stairs however is at least two CT of pushing through the people to have clear stairs acceess.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-15-13/0747:59>
Okay. Now I know. No problem about the time; in fact, there may still be a day or two before this info really becomes crucial.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-15-13/1018:47>
Okay. Now I know. No problem about the time; in fact, there may still be a day or two before this info really becomes crucial.

Right. IMO it would be difficult to encounter any of us sober during the weekend :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-15-13/1023:40>
I usually have saturdays alcohol-frei until late evening :D

*before you ask I am working on IC since morning, but had no time to finish it (and it's not that long anyway)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-15-13/1031:57>
Well, Im leaving for pub in 30 minutes. Not sure when Ill be back. Probably Sunday :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-15-13/1053:29>
I do envy your habits, east europeans.

Also, I do envy yours alcohol quality. Too much.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-15-13/1056:31>
we`ll have to pay you a visit. So you can return that to us :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-15-13/1106:15>
-1 and defaulting leaves me no dices to roll. Seems I`ll have to do that hard way.

Also...mark Katsua`s new position pls
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-15-13/1110:44>
got no access to the dropbox here (firewalled) - I'll update tactical when I get home. but he has just moved a little north (enough to get out of the line of fire)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-15-13/1114:44>
http://www.youtube.com/watch?v=iuevw6218F0


:)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-15-13/1129:15>
we`ll have to pay you a visit. So you can return that to us :)

It would be my pleasure.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-16-13/0723:27>
Sent, for any purposes (dodge, targetting etc.), you should make perception test at first for spotting chameleon coated (-4 to perc) Dobbey (otherwise chameleon would be waste of money.) Also its SMG is equiped with sound supressor, so there is a little to be heard over the background noise
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-16-13/0840:09>
I know there's still quite the time before my action, but how many CTs to get near the guard in the basement floor (preferably, trying to approach him unnoticed)?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-16-13/1105:45>
Sent, for any purposes (dodge, targetting etc.), you should make perception test at first for spotting chameleon coated (-4 to perc) Dobbey (otherwise chameleon would be waste of money.) Also its SMG is equiped with sound supressor, so there is a little to be heard over the background noise

1. I will remind you about that (relevant part marked):
they yakuza guard was on patrol, and while there is machine gun fire outside, he could hear the shriek of his partner on the floor, also 200 of metal thumping on the floor kind of stand out from the normal sound (well the thumping is common, but rarely metalic one)
Intuition(3) + Perception(3) + sound enhancement(3) + distracted(-2) + sound stand out(2) -> treshold silenced gunfire(2), shriek and thumping(1) -> heard on autobuy.

he spent his free action to communicate and delayed rest of the actions.

2. hearing 200 kg of a drone thumping over the stairs isn't that difficult for someone who has been warned of the threat upstairs and have sound enhancing equipment (a total cost 310 nuyen per earbuds piece),

3. chameleon coating is excellent tool when you're not moving or shooting from beyond movement hearing range and certainly not waste of money, IMO of course.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-16-13/1108:12>
I know there's still quite the time before my action, but how many CTs to get near the guard in the basement floor (preferably, trying to approach him unnoticed)?

You can get to him in a singel (even this) CT, he is within walking distance. reaching him unnoticed is another question as he is standing back to the wall trying to have eyes in all directions. It's dark though (and even if he (as you suspect) have any kind of low-light vision enhancer) he can't see the blood that stained your shirt so you're not that much different than anybody of the 30 or so people down there.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-16-13/1112:43>
3. chameleon coating is excellent tool when you're not moving or shooting from beyond movement hearing range and certainly not waste of money, IMO of course.

Then again, while it's enough for making a dodge (all you need is hear a noise to tip you for a dodge, you can't move as fast as a bullet anyway).
it should be necessary to have a good visual ...

I stand corrected, I'll make a perception rolls for targetting.

btw. check your lowlight equipment and see if there aren't any modifiers for shooting in low light.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-16-13/1139:10>
3. chameleon coating is excellent tool when you're not moving or shooting from beyond movement hearing range and certainly not waste of money, IMO of course.

Then again, while it's enough for making a dodge (all you need is hear a noise to tip you for a dodge, you can't move as fast as a bullet anyway).
it should be necessary to have a good visual ...

I stand corrected, I'll make a perception rolls for targetting.

btw. check your lowlight equipment and see if there aren't any modifiers for shooting in low light.

Ah. Dobbey. It has Radar equipped, well imo visual is necessary for targetting ranged and it has no sensor upgrades, so Ill count LowLight mods for attack rolls.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-16-13/1141:21>
OK, will you modify attack rolls somehow? I will roll my defense and wait for damage codes, if changed.

(an I know what oyu mean, but I ereally feel 200KG for medium doberman drone is a bit too much. but just my feeling after Ive seen this:
http://www.youtube.com/watch?v=CmlRK8Da6GE

cca 02:00 foot print in the snow...not too deep...
:)

EDIT: That was good use of second IP :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-16-13/1658:19>
OK, will you modify attack rolls somehow? I will roll my defense and wait for damage codes, if changed.

modified - looks like you managed to tecah the drone on how to dance :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-16-13/1705:13>
EDIT: That was good use of second IP :P

I am not done with you yet :P

your turn D1 and D2
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-16-13/1805:55>
Read IC conversation, Mouse was returning the money to Omar who expected this turn of events, so consider those 200Y + to your account, Fractal.
Do not know if it's relevant but Omar has 1k cred stick Sam gave him befor they split at the Geisha house, and you probably can use Sam's come to do a transaction of his chash, there shoud some more left. he was saving up for better Equipment.

Nice seeing you all have a spree of posting again.  :)

Wish you the best of luck in this mission.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-16-13/1808:35>
commlink was reformated with new OS and cut off, but the 1k cred stick is valid
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-16-13/1843:56>
I do envy your habits, east europeans.

Also, I do envy yours alcohol quality. Too much.
I think this is very stereotypical of you.
CCCP has done us all a favor in that i think :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-16-13/1847:06>
Im done with 1st IP, expect only defense rolls if necessary. D2 is continuing its descend, taking no offensive action.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-17-13/0129:37>
Sichr, I'll let it flow this time.
But next time, the drone would continue suppressing left area UNLESS I find in IC direct order to suppress entire area OR you buy adaptive mod for the pilot program OR you spend an action to send it new order.

This is the dogbrain not trained commando. I would not expect a dog to bite left person right person left person, but to let it loos against single target or group.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-17-13/0315:25>
Fractal, you may post your action, casino gaurds is delaying
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/0402:25>
Sichr, I'll let it flow this time.
But next time, the drone would continue suppressing left area UNLESS I find in IC direct order to suppress entire area OR you buy adaptive mod for the pilot program OR you spend an action to send it new order.

This is the dogbrain not trained commando. I would not expect a dog to bite left person right person left person, but to let it loos against single target or group.

I disagree, as the drone has full tactical capacity. Any target coming into area is possible threat, and I believe every single target on our tacnet has assigned some kind of Danger rating. Drone uses this kind of data for its advantage, well I dont count TacNet for its rolls, just for battlefield analysis. It has pilot 3, its quite smart, and IMO secure and protect the are is something Doberman is well capable off even without LMG :)

On the other hand, this is wastly in the GM/Player agreement field. Next time, I will write some basic scripts appliable for tactical situations...at least roughly, Im not an AI programmer :)
Otherwise Ill leave Drones decision making up to you ;) And I`ll look for some pilot upgrades ASAP. As soon as we will actualy have another combat ready operative, Ill have enought time for issuing commands remotely  :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/0423:07>
Just read IC:
Ohmygodohmygod  :o
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/0505:00>
ohmygodohmygod for real now, we are Dobbey down :(

My appology, Natural Hardening is only +1. Reducing dicepools by 1 wont affect the hits score, but for next time I will remember.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-17-13/1349:19>
Guys, I'm really trying not to be melodramatic here, but since yesterday my life has turned upside-down and inside-out all at the same time and I'm not feeling like the normal me yet. I was thinking of announcing to you that I would abandon the game, but after some thought I realized that I don't want to, and that at least for now it's something that can make me feel occupied when I'm tired of all the serious business.

Well, I'm not leaving the game, but my posting pattern has a good chance of becoming erratic, at the best. Also, it would not be strange for the quality of said posts to decrease considerably. If I become too absent, I'm okay with any ruling you decide to keep the game flowing. I'm sorry, but real life can sometimes be a relentless bitch which hate us all.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/1400:05>
Guys, I'm really trying not to be melodramatic here, but since yesterday my life has turned upside-down and inside-out all at the same time and I'm not feeling like the normal me yet.

Situation on the battlefield changes every second ;)

This sounds pretty serrious, well I hope you will be able to use your manifested inteligence and skills to find a way to deal with the situation. Since you are the only man in charge in your own life, you will have to. Good luck with that and dont worry to ask for help, if needed and possible.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-17-13/1404:23>
Netz.

First of all this game is for me an escape from real life. my best therapy for stress (unless it's starting to generate stress and frustration on its own, that is).

We've been virtually drinking and playing since two years I guess, (or at least a year). If you need a little more time don't worry.

secondary you can use echolocation and smartlink. for the light modifier - it is total darkness down there, so it is -3 for you.

in the darkness down there, you can go for point blank. Roll for surprise (+3 modifier).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-17-13/1500:40>
Netz,

I am sorry to add mountain of game troubles to your RL troubles.
roll dodges
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-17-13/1509:56>
No problem, really. Gaming problems are fun problems. Furthermore, here in Brazil we have a saying which goes "O que é um peido pra quem tá cagado?" (roughly, "Why matter with a fart when one has already shat himself?").

Anyway, I thought the defender also suffered visibility modifiers, but I just realized that would make no sense in ranged combat, so whatever. Poor thinking on my part.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-17-13/1525:35>
Thrill seeker he was. Applaud for the Fractal.

Netz, do me a favor and start creating another runner for the next run.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-17-13/1538:28>
Already got a idea. In fact, I think I'll be recycling an old character who has seen the light of day twice only for a few minutes.

Guess what? This one can shoot. And be in a firefight.

And talk. Though he is not the devil that Fractal was, for sure.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-17-13/1545:40>
Already got a idea. In fact, I think I'll be recycling an old character who has seen the light of day twice only for a few minutes.

Guess what? This one can shoot. And be in a firefight.

And talk. Though he is not the devil that Fractal was, for sure.
you can burn one point of edge and Fractal will live, (this is not using edge, but burning it, reducing the number of points he has.)

I am sorry this happened, it's mostly my fault i guess.

Quote from: 20th Page 75
Hand of God: this option allows characters to escape certain
death. This use of Edge represents another shot at life—something
the spirits are rare to provide. The streets have decided that
they have more uses for this character before she’s discarded to
the trash heap and miraculously pull her from the jaws of Death.
Gamemasters can explain this phenomena with any rationale they
like, from sheer coincidence to the intervention of the gods. Note
that this does not mean the character gets off scot free. The character
should not escape unharmed from whatever circumstances
would have led to her death. In fact, the character should suffer
most of the consequences of the action that would have killed
her; if shot in the head, for example, she may be knocked into a
coma and appear dead to her enemies, but she will survive to get
revenge another day. A character who uses Hand of God should
be incapacitated until the end of the current adventure or until
the gamemaster deems she has recovered from the side-effects of
her close call.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/1548:10>
Already got a idea. In fact, I think I'll be recycling an old character who has seen the light of day twice only for a few minutes.

Guess what? This one can shoot. And be in a firefight.

And talk. Though he is not the devil that Fractal was, for sure.

I dont exactly like when dead speak here, well Id have the same advice: Hand of GOD. I still hope we will be able to pick you up.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-17-13/1554:47>
Nah, people die, and 'runners die wholesale. Interestingly, it's only my second character to die so far (I'm not counting Paranoia characters, of course). In fact, as careless as Fractal grew to be (if one remember our first missions, when he definitely was pretty careful) he has lived a lot. I'll have fond memories of him, but I guess his time was over, and maybe it's only fitting that I change characters now. I don't know if I could keep putting his shoes right now.

Fractal deserves his rest. He has stretched his luck far enough. And I believe he was angry but smiling inside while he kicked the bucket. Even a stupid death is a real one when soaked into adrenaline and spiced with a larger-than-life spotlight moment. He wanted to feel alive more than be alive... even though it may be a shorter existence, I guess it was a well-played one.

About this burning an Edge point thing, I've seen some discussion about, and I think RAW does not clarify it. So that falls in GM ruling territory. In this specific stream of games, does one need to have an spare use of Edge to burn an edge point, or does one needs only to have the point to burn?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-17-13/1554:59>
I dont exactly like when dead speak here, well Id have the same advice: Hand of GOD. I still hope we will be able to pick you up.
Good will not speak anymore here.

Wish you all the best.

 :-X
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-17-13/1556:15>
I can't help. Really. Unquiet dead, you know?

Boooooo.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-17-13/1557:32>
I can't help. Really. Unquiet dead, you know?

Boooooo.
+1
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/1711:02>
I can't help. Really. Unquiet dead, you know?

Boooooo.

God dammit burn that edge or Omar sure as hell find a hougan who will turn Fractal into zombie. or something like this.
Dont let mouse lose two uncles in one evening, instead of getting laid :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/1720:23>
sent, for the timesaving purpose Ive rolled 4 bursts at once. Note that for 4rd, the last one, aplies -2 for next target and as such there is -1 sucess. But that depends if there is any target and if drone isnt shooting at the same target twice at 3rd IP, so you can deal with it only if needed....
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-17-13/1727:34>
I can't help. Really. Unquiet dead, you know?

Boooooo.

God dammit burn that edge or Omar sure as hell find a hougan who will turn Fractal into zombie. or something like this.
Dont let mouse lose two uncles in one evening, instead of getting laid :D

That's a vision I would like to conserve. Imagine that: Fractal, former runner, former artist, but currently the most charismatic zombie in the shadows. Rot is the new hot!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/1734:42>
Get the fuck out of my carr. You leaving stains on seat covers..
well...
...not that I can distinguish them from those made by gass, oil and chili soybeans that were here before...
...And you SMELL....
...Sorry. I forgot I took my shoes off...
AARGH...
...I have piece of YOURSELF under my break peddal!!!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-17-13/1744:47>
break pedal? that's something from trasnfromers? you press it and your van break apart?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-17-13/1800:28>
break pedal? that's something from trasnfromers? you press it and your van break apart?

;D

Let me tel you something nice and personal for such jokes:

EDIT: just for sure, I meant Brake pedal. Not sure if typo or linguasoft glitch
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-17-13/1818:48>
Get the fuck out of my carr. You leaving stains on seat covers..
well...
...not that I can distinguish them from those made by gass, oil and chili soybeans that were here before...
...And you SMELL....
...Sorry. I forgot I took my shoes off...
AARGH...
...I have piece of YOURSELF under my break peddal!!!
You know, i am so dead i cant really move and i cant even Edge burn, or your Rover would be set on fire, so be thankful i only smell and drip, and not flame and smoke, dear god, i might even ignite or explode. Then Mouse would lose one more uncle. that would be hard for poor little mouse.
 :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-17-13/1844:21>
Not exactly concerning this game, but could you guys please look into your Unwired books and into Chummer and see if it's just me, or there's a price discrepancy in some skillsoft clusters? I'm talking specifically about Knight Errant Self-Defence here.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-18-13/1247:10>
Ive noticed it before. Thought it was adressed by chmmer authors, but not sure, I didnt used this more than once...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-18-13/1355:34>
I'm waiting for snake's init roll and actions in the first CT ( as I expect he'll go first) plus I think he has some action from the previous CT.

I'll move the yakuza tonight anyway.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-18-13/1419:58>
And just to remind you all about it; you already got the data. Fractal's first action when he left the dead zone was to send a copy of it to Omar.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-18-13/1455:08>
Well omar publicly promissed Katsua to die. Once he allow him to live, there is no way he will able to regain the trust. Honour etc.. Thats the way Igbos believe things work.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-19-13/1236:51>
OK. Ill possibly be able to post tonight, so if there is anything to be done in IP1, do it. Ill use 2nd IP(not sure how, TBH :) ) , and 3rd IP for driving to finish the maneuver.

@Sent: Does Lips have any spirit or something usefull for house cleaning? Dont let him just sit there pls, we are still a bit "outnumbered"
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-19-13/1242:08>
And just to remind you all about it; you already got the data. Fractal's first action when he left the dead zone was to send a copy of it to Omar.

Im aware ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-19-13/1453:06>
I will. I am running away from my daughter. She is trying to eat my tablet.  But I'll post as soon as she's asleep.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-19-13/2149:34>
not soon enought. and dont ask wat I menat by that :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-20-13/0824:03>
hehe. arrived to germany. went for my interpreter`s birthday celebration. Got drunk. passed out. dindt wrote a thing. then woke up and worked. now need to sleep. then, I hope, IC :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-20-13/0903:54>
hehe. arrived to germany. went for my interpreter`s birthday celebration. Got drunk. passed out. dindt wrote a thing. then woke up and worked. now need to sleep. then, I hope, IC :D
typical trip to Germany then. Good for you.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-21-13/1148:25>
Just wanted to say: Holy crap, this crew is fraggin' insane.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-21-13/1225:54>
Just wanted to say: Holy crap, this crew is fraggin' insane.

Yeah. You should see themwhen they are actually playing :D

@Sent: Pls post Katsua`s action so I can start my IP. We really should be done with this to have the game concluded and decide what to do next.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-21-13/1321:02>
Hide forever from the wrath of the Yakuza?

I hear Mars is lovely this time of year ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-21-13/1334:04>
Hide forever from the wrath of the Yakuza?

I hear Mars is lovely this time of year ;)

1) Yaks would take this, if we finish it successfuly, as Katsuyas responsibility and failure. Sure, there will be call for punishment. Well, there always is. and since we didnt made it completely silently, mostly because Omar just didnt wanted their mage to execute Lips on the street (as it looked like that is about to happen) But back to this reprisal...it is possible. Like there is every time, no matter if you attack triads, yaks, gangers or some corporations, blood mages etc etc. Thats the part of the job.

2) Ballance of power. We may had pissed off Yakuza, but we also have some allies in this game...

3) We may get hired by yakuza, since we have proven our capabilities.

But not yet. There are still some teammates to pick up and way to run.


Lets skin the cat once it is dead, not before ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-21-13/1436:11>
You're not aware of any of the Katsua's actions. and I asked you to roll init.
I am also waiting for Snake's damage resistance roll and his own init roll.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-21-13/1437:02>
Just wanted to say: Holy crap, this crew is fraggin' insane.

Yup, I know.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-21-13/1442:27>
You're not aware of any of the Katsua's actions. and I asked you to roll init.
I am also waiting for Snake's damage resistance roll and his own init roll.

I got IC posted, waiting for  greenlight...since if I know nothing about katsuas actions, Im about to open fire at the goon standing in front of me...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-21-13/1456:10>
I know, let's wait for snake. got some online trainign to do this evening, so I'll get back to it. Sichr if you see Snake rolls feel free to post your IC action for the next IP. There is one healthy goon going in the same time as you (init 9). - this is one to the left from the van position armed with uzi.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-22-13/1136:59>
Just wanted to say: Holy crap, this crew is fraggin' insane.

Srsly? Now here is something to contemplate :)

http://www.youtube.com/watch?v=eMVNjMF1Suo
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-22-13/1306:02>
In fact Stim patches would be enought, well it depends on mouse.
im leaving for training weekend, so Ill be AFK posssibly till sunday.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-22-13/1323:29>
I'm going to roll lips initiative and possibly resolve his actions tonight. But I need to get back to home first.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-23-13/0826:21>
Mouse wouldn't be able to handle the fading roll involved with threading a command complex form that high. Not being medically inclined the thought of using a stimpack wouldn't have crossed his mind.we were just in a car accident after all he's thinking more serious injuries.
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-23-13/1222:45>
Ok,just an idea, since omar has little time to comunicate. Just..we are now in really hi-res situation where every simple action counts. Well i like that ic mouse, since it is high quality RP as usual :)
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-23-13/1301:15>
P.S. I'll post as soon I get home from weekend training. Just lo-quality phone posts possible from here.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-24-13/0751:50>
Thank you Sichr. Mouse has his moments. I was thinking of bringing d1 into play to deal with the guy on the van roof. A low enough trajectory and some of the bullets may even miss the van.

Talk about insane...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Bewilderbeast on <02-24-13/1407:37>
Just wanted to pop in and say I've been reading the IC thread and it has been incredibly awesome, particularly the climax. Hope you guys pull through, and the dice land in your favor!

Also, just wanted to point out... it's pretty fantastic that a run intended to prove your discretion and subtlety ended with your crashing an armored van into a whorehouse. Bravo!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-24-13/1413:01>
In their defense I can say, that they stood discreet until the end of the job. Now it's bloody personal.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-24-13/1453:12>
Quoting from one Deus Ex mod: A GEP (Guided  Explosive Projectile) Gun is always the most silent takedown, or something like that.

And this team has something for explosive finales!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-24-13/1453:54>
That makes me wonder - Sam has any explosives on him?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-24-13/1457:28>
I don't know if you follow SR5 development,
here (http://www.harebrained-schemes.com.s3.amazonaws.com/wp-content/uploads/2013/02/character.jpg) is a character sheet from SR5.
Couple of changes I noticed is sprit/drone control (not only summoning)

Decking returns - instead of hacking I assume,
and reaction is changed for quickness
and HP were introduced instead of condition daage track
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-24-13/1504:23>
Etiquette will be subdivided in categories! That makes sense.

And it seems like skills and specializations will work out a little bit more like in the earlier editions. And here I was thinking the changes would be minimal...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-24-13/1623:50>
That makes me wonder - Sam has any explosives on him?
yep he does, there are radio and timer detonators as well :) -  they should be able to level the building if they liked to :)

Flash bangs and Neuro-stun gas granades as well :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-24-13/1723:09>
Seems like an odd thread for an SR5 discussion, but I'm game:
Where's that a screenshot from?
'cuz to be honest, that doesn't look like SR5 but more like a computer game...
It's more than likely a screenshot for a levelbuilder for one of the two SR games being developed: Combat skills only, AI-behavior settings, etc.
Depending on what style of game (and this looks mostly focused on combat) characters and especially NPC's don't need social or any other skills at all.
Since they're calling the hacking 'decking', I'm guessing it's for the Shadowrun Returns game.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-24-13/1843:34>
That makes me wonder - Sam has any explosives on him?

IMO je does. I hope Ill get the chance to use them :D

For the discreete...you know,,,with almost 90% of the team abilities down we are already screwd...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-25-13/0421:47>
Seems like an odd thread for an SR5 discussion, but I'm game:
Where's that a screenshot from?
'cuz to be honest, that doesn't look like SR5 but more like a computer game...
It's more than likely a screenshot for a levelbuilder for one of the two SR games being developed: Combat skills only, AI-behavior settings, etc.
Depending on what style of game (and this looks mostly focused on combat) characters and especially NPC's don't need social or any other skills at all.
Since they're calling the hacking 'decking', I'm guessing it's for the Shadowrun Returns game.

Yep. that's Shadowrun Returns.
Full coverage here (http://www.shadowrun.com/shadowrun-returns/2013/02/23/jordans-dev-diary-power-to-the-people/)

But I think, that all the games released this year will be SR5 compatible.
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-25-13/0437:33>
God! Came back from training, went to pub to "lower muscle tensions". Got drunk. Imo the game will be much faster if i put more efforts into self control :)
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-25-13/0446:19>
@snake: d1 had fired everything it had. No ammo, mouse would know this from tactical. On the other hand, there are both flyspies right next to entrance, and ie I remember correctly, Wizz should be equiped with Taser (but im not sure, we fluff-talked about this during last mission or downtime training)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-25-13/1208:33>
@Sent: I`ve updated the IC post for 1/2/3rd IP.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-25-13/1226:30>
Who do You shoot at ?
Mąkę a vehicle test to move. Over The rubble. Single hit treshold.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-25-13/1237:11>
Who do You shoot at ?
Mąkę a vehicle test to move. Over The rubble. Single hit treshold.

Target for machine gun is man in front of the rover.
Target for sniper is goon on the street
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-25-13/1239:56>
done
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-25-13/1331:21>
Also..I had one more idea, but it is up to you to decide.
If I hit the guy with autofire, can you make composure test for others who are able to see that?  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-25-13/1837:38>
I just came upon this:
Control Rig: This implant harnesses the raw data-coordinating and synchronization
power of the middle brain for the express purpose of directly manipulating rigged vehicles/
drones. The control rig provides a +2 dice pool bonus on all Vehicle skill tests while the
rigger is “jumped into” a vehicle/drone via full virtual reality. This bonus does not apply to
other drone manipulation through the Matrix.

is gunnery usage a vehicle test?
doesn't change anything for the todays combat, just for the future reference.
I seem to recall we agreed it is, but I am not sure now.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-25-13/1844:35>
By RAW it is.
I've seen GM's who think it's cheesy stacking all those +2's and only accept the driving skills as vehicle tests , but SR4A certainly lists gunnery under vehicle skills.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-25-13/1910:44>
I failed to noticed that rig is about vehicle skill test not vehicle test
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-26-13/0308:39>
Yup. It is strange that rig boosting nanites are helpfull just for piloting, but thats the way rules are sometimes. The rig usage is also covered in FAQ.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-26-13/1400:18>
How were those guys able to get of the LOS? In the first moment there is one standing in front of rover, trying to full defense his way from bullets, another on the roof, and the second moment both guys are out of LOS, one behind the cover, second also behind the cover left from rover (IMO thats the one that was forced to jumd down from the rover...into all those debris, from pretty unstable platform) You say you want it shadowrunesque and cinematic, well If I had to do that, I would have to roll ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-26-13/1618:55>
How were those guys able to get of the LOS? In the first moment there is one standing in front of rover, trying to full defense his way from bullets, another on the roof, and the second moment both guys are out of LOS, one behind the cover, second also behind the cover left from rover (IMO thats the one that was forced to jumd down from the rover...into all those debris, from pretty unstable platform) You say you want it shadowrunesque and cinematic, well If I had to do that, I would have to roll ;)

1. they did not get out of LOS, they just got good cover
2. there are four of them
a) 3S one is the former door guard with manhunter, the one who destroyed dobbey, and the one you shot at. He full defensed north.
b) 4P one is the one trampled on the first floor, he run toward rover, but as you wheeled back, he had to full defense to the east to avoid being ridden over.
c) healthy one in the room, he was shooting you when you were crashing in, he used his action last turn to avoid being ridden over when you crashed, he is the only one to act this turn
d) healthy one (he was in the corridor previously), he jumped onto the rover and had to full defense from it, to avoid being hit by the wall as you backtracked. and landed to the west. He probably should roll to avoid falling damage. I'll edit the IC.
3. Of course you'd have to roll :D they aren't as smart and creative as you do so they need some kind of bonus. ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-26-13/1644:39>
There is fucking army of them. That is a fucking bonus.
Just imagine what kind of movement had the one jumping down from the rover do to get to the safety behind that wall.
Rover moved quite quickly backwards. Even for cat would be hard not to fall in front of the rover but manage to jump at the side right after the moment he landed on the roof. Maybe one second after he get there.

EDIT: Nice to see that he fell, but there is still big question where he would fell. I may read the map wrong, but he is behind the wall (grey wall) now. out of LOS.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-26-13/1714:45>
There is no wall there anymore. each and every of them is within LOS now.
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-27-13/0256:22>
Got it. Will get to this at evening.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1303:43>
Need for tactical update: Katsua
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-27-13/1325:42>
Shouldn't armor from the car be added to the armor of the characters inside (and rigger cocoon, if applicable)? Kind of like 'shooting through barriers'?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1332:23>
We had the discussion, well I knew there is a catch. It is completely safe to kill the MBT Stonewall or Banshee crew with machine pistol that is FA capable, since in case of Full-Auto, "Vehicle and Passengers resist damage equally". IMO bullshit and glitch in rules, well RAW, so we cannot avoid that.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-27-13/1355:46>
updated
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-27-13/1357:13>
Shouldn't armor from the car be added to the armor of the characters inside (and rigger cocoon, if applicable)? Kind of like 'shooting through barriers'?

Read through some previous OOC's :D
We had quite a few Sichr's EXPLOSIONS whenever there were RAW violations.
I've learnt to live by the RAW, saves me trouble
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-27-13/1358:14>
I'll try to reply quickly today, if you post. I am feeling like a shitbag walking, snoozing all over the place. So it's goona be a short evening for me.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-27-13/1512:05>
I'm not going to start a rules argument, I'll  go with whatever the GM decides...
But if the GM decides we shoud use RAW: I don't think that the rule which says "FA targets both the vehicle and the passengers" overrides the rule that says "the vehicles armor should be added to the passengers armor when passengers are attacked".
Using FA/explosives overrides the general rule that "you have to choose between targetting either vehicle or passengers, leaving the other unaffected", instead allowing you to target both the vehicle and its passengers with the same attack.
It doesn't override the rules of how targetted passengers should be dealt with (in this case: good cover and vehicle armor added to their own).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1531:25>
IMO special thread in Rules section would be nice :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-27-13/1532:51>
I'm not going to start a rules argument, I'll  go with whatever the GM decides...
But if the GM decides we shoud use RAW: I don't think that the rule which says "FA targets both the vehicle and the passengers" overrides the rule that says "the vehicles armor should be added to the passengers armor when passengers are attacked".
Using FA/explosives overrides the general rule that "you have to choose between targetting either vehicle or passengers, leaving the other unaffected", instead allowing you to target both the vehicle and its passengers with the same attack.
It doesn't override the rules of how targetted passengers should be dealt with (in this case: good cover and vehicle armor added to their own).
You are risking a Sichrplosion here :D

but you are right in my book :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-27-13/1535:36>
You are risking a Sichrplosion here :D

but you are right in my book :)
Oh, don't you worry.
That's nothing compared to the hell and fury which awaits me when Sichr finds out that now Fractal's dead, I can bring Silk into the game ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-27-13/1537:07>
Tension, recipe for a good gaming experience. And for murder, also.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1548:37>
@Netz:I was having this conversation with Sent over mail, as Im unable to reach forums when in work, and he told me that you actually made another character yet. Omar would be really sad about that. And a bit angry about loosing an artist who painted his car :'(
But in fact, I felt a bit demotivated. Fair feeling, when most of the team is gone. Well never give up...

@Kour: Are you really sure, that you have anything to say in this thread? I remember how disrecpetfully you treat us, as fellow players, not characters, by disappearing without single word or explanation, in the middle of mission. I know RL is a bitch sometimes, but it would be at least polite just to stop by and say:
Sorry folks, Im not able to continue.
True, it gave time Sent to get back on his GM feet and find the way to be able to be both good GM to us and good father to Kathy, well I guess you better stay silent as you were for that year.
As Omar would say: We have multiple casaulties and it is your fucking fault.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1558:23>
I hate that man !

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-27-13/1600:10>
About Fractal's death, that's true. I intend in letting he rest. It was nice playing it, and I really liked how he interacted with the team and vice-versa, but his time is over. Also, my current state of mind turns it a little bit difficult to wear his shoes, so I'm going for another thing.

In some sense, a pity, indeed. By the current IC action, I believe the Rover will need a repainting when this is all over. It may look great in its new rugged and dented from war appearace, but it will call too much attention.  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-27-13/1601:03>
Wow Sichr, chill out man.
RL's got his way on sneaking up on anyone at the most unexpected and inconvenient moments.
At those moments, a person's got to prioritize and put his full focus and effort in stuff that matters the most and much as it sucks for the rest of the players, a PbP's not nearly the level of importance of lots of RL stuff.
Does that mean a person doesn't have the time to pop in and post "sorry guys, I'm out"? Probably not. But it can sure as hell lead to moments when a person doesn't even think about PbP at all, no matter how engaging it was.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1605:10>
Wow Sichr, chill out man.
RL's got his way on sneaking up on anyone at the most unexpected and inconvenient moments.
At those moments, a person's got to prioritize and put his full focus and effort in stuff that matters the most and much as it sucks for the rest of the players, a PbP's not nearly the level of importance of lots of RL stuff.
Does that mean a person doesn't have the time to pop in and post "sorry guys, I'm out"? Probably not. But it can sure as hell lead to moments when a person doesn't even think about PbP at all, no matter how engaging it was.

I am sure you have your opinion. I have mine.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1606:52>
I hate that man !

And by this I meant that Yakuza motherfucker ingame, not Kouryou :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1608:50>
You know, Xzyl...the fact that irritates me on that is that if he kept the same post ratio when he was member of the team as he does when he is dead, the game would be over year ago :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Kouryuu on <02-27-13/1649:59>
@Kour: Are you really sure, that you have anything to say in this thread? I remember how disrecpetfully you treat us, as fellow players, not characters, by disappearing without single word or explanation, in the middle of mission. I know RL is a bitch sometimes, but it would be at least polite just to stop by and say:
Sorry folks, Im not able to continue.
True, it gave time Sent to get back on his GM feet and find the way to be able to be both good GM to us and good father to Kathy, well I guess you better stay silent as you were for that year.
As Omar would say: We have multiple casaulties and it is your fucking fault.
[/spoiler]
I fully understand that it's my fault.

and this is my last post in this thread, wish you all good luck.

Over and out ....
Kouryuu
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <02-27-13/1658:46>
and now...ritual cleansing.

just kidding

http://www.youtube.com/watch?v=mSLqhZk-hA4
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <02-27-13/2157:23>
Is it the Doberman or the dalmation that is out of ammo? At the moment, mouse is not all that inclined to be shot while attempting to conduct first aid for Unca Omar. If its the Doberman that's out, then I'm going to have him ram the yakuza "war god"
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-28-13/0326:50>
D1 is out of ammo. It is on oposite side of the street, outside the building, with way in blocked by rover.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-28-13/0433:35>
I fully understand that it's my fault.

and this is my last post in this thread, wish you all good luck.

Over and out ....
Kouryuu

Kour, you're always welcomed in my OOC threads, You won't be playing, but I like you and I am pretty sure everyone here likes you (Sichr included, he just need to vent over loosing a friend, you know him, sometime I think we're playing with Omar not Sichr).

drink a shot or two, and get over it. your posting here will always be appreciated.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-28-13/0439:18>
God, I feel like shit today. :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-28-13/0500:02>
@Sent: Have some soup and crawl back into bed.


@Players: From what I get from either PM's or this thread's BBBoR, both of Netzgeist and Farothel's chars have some face splashed in.
You think we still need a full-fledged face, or want me to build something else?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-28-13/0502:50>
Nocantdo sir. I am at working doing some shitty board presentation ... snooze ... now it's even more shitty ...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-28-13/0514:56>
Sichr: you put Larz again near the bordello. I am sure he is a decent man, who doesn't have to shadowrun for money and thrill. Moreover the theft protection would certainly zap him.

I think however you meant Lips.
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-28-13/0617:57>
Haha. No realy. lol. You just made my day :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-28-13/0931:45>
What role is farothel intending to fill?

In answering Xzyl, I don't know. So far, there were so much things that we manage to accomplish with a dedicated face, that I do believe a full-fledged one could help us a lot. Anyway, I am yet to see a face he does not perform good on a secondary field, also.. But our first necessity is still a mage.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-28-13/0940:19>
mages usually do very well seconding as face due to high charisma

I'd also suggest all of you to take at least basic matrix skills, that way it's much easier to do matrix part if you're all involved in them (at least passively).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <02-28-13/0958:15>
I thought Farothel was joining with a Charisma-based mage build.
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-28-13/1003:32>
Would you mind, if we do recruitement ourselves, in case we survive? We know what roles we need to fill and with our face gone, we would have to use our contacts/resources to complete the team. Would be good for roleplay :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-28-13/1006:36>
I don't mind, so I graciously allow
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-28-13/1018:48>
Well, the fun part for you will be to impersonate those contacts, so there will be oportunity even for you to enjoy that :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <02-28-13/1022:03>
as soon as I die.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <02-28-13/1025:35>
I've changed.  It's now an hermetic mage (logic+willpower as drain), so not too much face.  Magical investigator (ex-cop).
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <02-28-13/1205:46>
Seems like the fever finaly get on his mind. Braainz! Braainz! Kill it! Kill it with fire!!!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <02-28-13/2217:58>
Snake, you will probably need to double check encumbrance. I believe your jacket is over your body limit.
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <03-01-13/0644:31>
By what he says Sent has real hard peak now, before medicals kick in and the rest and care would bring any effect. I just stoped by to say: Rest, take care, this all can wait. Just take your time to put yourself together, I can see people who thought that three days should be enought and work har higher priority than health...breaking down with serrious troubles, unable to work for weeks, months. It is fucking rat race, I know. Not an easy thing to be able to take a break. You are clever enought to know this :) jurt releasing the friday afternoon steam. Live long, eat brainzz!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/0651:38>
Mission summary:
Before (if) you decide to die defending the Sam's body. I wanted to tell you, that you've succesfully completed (or should I say survived) The Rising Sin, an Official Shadowrun Mission 11, on TR 3. Congratulations
There will be some IC still in the main thread to resolve some issues, and possibly recruitment, but from now the scenario has ended.

Money

Income:
The job income is 35 500 nuyen.
You also received certified credstick from Sam 1 000 nuyen

Expenses:
Legwork - 600 nuyen
lost at gaming table 650 nuyen
spent on Sunshine - 400 nuyen
Japanese linguasoft - 2 500 nuyen
spent on Elisa - 300 nuyen

small expenses - rover&drones fuel 500 nuyen in total

Net: 31 550, divided on Omar, Mouse, Lips that is 10 500 nuyen per head
If I miss anything let me know.
Don't forget to remove any equipment lost during the run (ammo, drone, uplink, cables etc)

Karma
3 Karma for freeing Mayuri vithout violence
3 Karma for stealing the file
3 Karma for succesfully completing side quest and helping Flynn


Additional Karma (a little more than usual, since there was no mid-run santa)
Omar 6 - There were several moment of an exceptional roleplay - I've really felt for him, when Mouse woken up something metahuman in him. I loved the Flynn scene and admired you druing the moment of crashing van into the wall to rescue your friend.
Mouse 4 - when you hack, it's amazing, but that is more or less the stats effects - you add some amazing pieces of roleplay to the sauce. My only issue is that you seem busier RL than usual, and you're posting seem a little sporadic in this hyperactive game. I'd like to have you more. This is especially visible now, when the game was ending, and it was practically only you and Sichr playing. There were no OOC discussion on how to deal with situation, nothing, not even OOC humor or praising how good a GM you have ;)

Notoriety:

Street cred:
+1 for blowing up the Yakuza parlor big time

Factions relations:
you got a -3 to your relations with Yakuza (obviously)

Contacts:
Since you accomplished your job, you also got your Loyalty boosted with Tabitha by 1.
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

you also get Peaches as a contact
Peaches, CAS:UCAS Coyote, Ork Female
Connection Rating: 2 Loyalty: 1
Uses: Provides safe passage across the border for 250¥ per person.
Places to Meet: Abandoned buildings near the border
Contact: Commlink
Availability: Requires 1 hit on a loyalty test.

Omar's contacts,

your action with rescuing Flynn, gave you both loyalty boost and him a promotion.
Jack Diamond, Knight Errant Detective Lieutnant, Human Male
Connection Rating: +1, Loyalty: +1
Uses: Information on syndicate and law enforcement activities; Police database searches
Places to Meet: Seedy restaurants throughout the CAS sector, KE HQ
Contact: Commlink, HQ Office meets
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sentinemodo on <03-01-13/0653:12>
By what he says Sent has real hard peak now, before medicals kick in and the rest and care would bring any effect. I just stoped by to say: Rest, take care, this all can wait. Just take your time to put yourself together, I can see people who thought that three days should be enought and work har higher priority than health...breaking down with serrious troubles, unable to work for weeks, months. It is fucking rat race, I know. Not an easy thing to be able to take a break. You are clever enought to know this :) jurt releasing the friday afternoon steam. Live long, eat brainzz!

I've taken a day off. the board presentation done and sent yesterday. so when not sleeping I can do some shadowrun (and work of course ;) )
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <03-01-13/0717:06>
He is alive! Run for your lives :)  I had explosive finale ready, well it would have to be your way. Maybe even better (its up to you, well you know that dulkezahns will speaks about 1M bounty on blood mages, paid by DF :) )
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/0720:46>
you almost got it right, its ZDF to pay 1M yen for blood mages

DF is Draco Foundation, ZDF is Zone Defence Force, and they got nothing in common
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/0725:25>
anyway, this is the end of this run.

remaining parts is officially downtime

Lips could cast some healign spells making you feel a little beeter, but he first need to rest himself (or apply some stimpatches) and even so magic doesn't work very against essneceless characters, not on technomancers, so I wouldn't have high hopes.

tell me how downtime do you want.
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <03-01-13/0727:01>
Need to see the book/will. DF also offers rewards for toxics, i may have it mixed
Title: Re: [Recruiting] TriSeq runners, Private Military Company Adventures[Full]
Post by: Sichr on <03-01-13/0731:22>
Ah. Rewards are for both, but for captured alive :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-01-13/0735:26>
Ugh. More karma our characters will be behind the rest. *sob*

Anyhow, congratz. At our table, this mission pretty much turned into a TPK.
Still kind of wondering if Sent has written "Enemy (Yakuza)" with invisible ink on your charsheets though.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/0738:24>
all other downtime rules are in force, but I remember only one - contact loyalty must be maintained.
loyalty 1 contacts need a phone call every christmas, loyalty 2 need an phone call every week, loyalty 3 need an hour every week to meet/chat, loyalty 4 need half a day, loyalty 5 need full day every week, loyalty 6 need half a week every week - from Loy4 this are times spend on being together, doing some common things, might requrie short trips, or minor 'runs.

neglection may (GM's call) result in reduction of loyalty, dedication may (GM's call) lead to increasing loyalty.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/0740:49>
Ugh. More karma our characters will be behind the rest. *sob*

Anyhow, congratz. At our table, this mission pretty much turned into a TPK.
Still kind of wondering if Sent has written "Enemy (Yakuza)" with invisible ink on your charsheets though.

it takes -5 faction relation to get 'shoot at sight', -4 is actively hostile, -3 is just hostile, better not come around them.
all in all that's how shadowrun works, you don't get angry at tools, you get angry at the person who swung them ...  until the tools get marked for disposal that is
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/0743:25>
also, Xzyl, if you want to get up to the SIchr/Mouse level soon, just vote for TR4 on next run it wil yield more reward for all of you.
this was still a pretty easy setting (TR3).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-01-13/0941:38>
Naw, I was just hoping for free Karma from GM sympathy :p

Any objections for me bringing in Silk (if I can manage to squeeze her in 400BP) or would you rather have me bringing something new to the game?

Question about character advancement for future use: Do you allow the optional 1PP instead of metamagic feat (from Street Magic Errata)?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/0948:47>
I wouldn't disrespect you by offering for free something others have paid for with their blood and lives.

About the optional rule, I've no idea what are you talking about. Care to copy post the excerpt?

Lastly I've no objections whatsoever to the team composition. Solve it between yourselves.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-01-13/0953:07>
AFB and not at a PC which allows pdf copypasta at the moment, but simply put it allows adepts to gain an extra Power Point instead of a metamagic when they initiate.
Link to errata: http://www.shadowrun4.com/wp-content/uploads/Downloads/sm_errata_v141.pdf
It's one of the errata for p31.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1001:04>
I'm okay with this one.

Btw. I assume that all of you agree with Xzylvador interpretation of raw relating to vehicle armor and full auto fire? Armor stacks? Do we extend it for ramming?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-01-13/1032:46>
I wouldn't disrespect you by offering for free something others have paid for with their blood and lives.

About the optional rule, I've no idea what are you talking about. Care to copy post the excerpt?

Lastly I've no objections whatsoever to the team composition. Solve it between yourselves.

No problem with having less karma than the others who have done a couple of runs, but if some runners have for example over 100 karma and the others have none, it is difficult for the latter to keep up.  One or two mission runs is not a big problem though (I know those are quite light on karma).  :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-01-13/1047:47>
Sent, ramming's got its own rules for damage.
As far as I know, my interpretation of "attacking passengers" should have no reflection whatsoever on ramming. (But, again, AFB.)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-01-13/1120:21>
You know, karma really dowesnt matter, since we didnt had tiome to use it. Downtimes are too short. Omar ends up with 56+current gain karma, and has 26+current gain to spend.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1235:21>
that's why those retired prime shadowrunners are so insanely powerful - they finaly had time to spend their karma
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-01-13/1443:27>
hehe
I think I will use t to buy a few positive qualities. But I dont have time right now to do it.
You know why?
Because  Of this (http://www.isitfriday.org)

And you what that means :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-01-13/1449:39>
Say that for yourself. (Better to modify the sentence so that people can understand to what I was replying here. That was my reaction to Sichr's comment on karma quantity not mattering.)
Fractal had the same time constraints as the others, and yet he never managed to have too much unspent Karma. His career Karma was 41 so far, and he only had 4 saved.

Sent, I have taken a look at the things you sent me, but I want to read them once more with a little bit more attention before positioning on the matter.

On the vehicle defense thing... I prefer not to say anything on that. Really, I've read the discussion on the other thread, and my only comment on that is that I'm pretty glad now not to be the GM when this specific question arise, as I think there's legit arguments for ruling that in a lot of ways.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1454:31>
Fair enough
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-01-13/1456:57>
Sent, are Martial Arts from Arsenal in the game?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1514:15>
Sent, are Martial Arts from Arsenal in the game?

they are allowed.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1528:19>
Sent, ramming's got its own rules for damage.
As far as I know, my interpretation of "attacking passengers" should have no reflection whatsoever on ramming. (But, again, AFB.)

I am game for any interpretation. My understanding was how we played it in the last run.
ie. for neither ramming nor full auto, passenger get vehicle armor stacked to his own.

I understand you're saying that when soaking full auto damage passengers get the armor stacked, and when ramming/rammed they do not.
Sichr you're ok with that interpretation?

what about motorcycles? do we houserule them out or do we leave them under general rule?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1557:52>
No problem with having less karma than the others who have done a couple of runs, but if some runners have for example over 100 karma and the others have none, it is difficult for the latter to keep up.  One or two mission runs is not a big problem though (I know those are quite light on karma).  :)

Well, I give quite a lot of Karma here.
The reasoning is that when you play at table you get 4-6 karma for a six hour session, in a month of gameplay you get somewhere around 15.
Here the same game last a bout three months, (sometimes a year) I like to see characters progress, they may do VERY fast, but so are NPCes. (ie. people you met in previous runs usually learns few tricks between runs, and have better gear just like you do) so it's in balance. and I'll retire any character that passess 150 karma treshold.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-01-13/1621:49>
Mouse is safe from retirement, for now...

I'd have to check herolab, but I think his karma earnings is in the thirties, I haven't had any problems spending it.

A TM qu for Sent: what is the max rating a cf can be bought with karma? Is it limited by resonance or 2x resonance?

Based on this last adventure, I'm deciding whether or not to persue a medical career. Considering what happened to Unca Sam and mr fractal and how shot up we got. First things first...nap time.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1629:18>
Complex Form Ratings
Complex forms have ratings just as programs do, purchased during character creation or
bought or improved with Karma during game play. A complex form’s base rating may not
exceed the technomancer’s Resonance.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-01-13/1727:04>
I understand you're saying that when soaking full auto damage passengers get the armor stacked, and when ramming/rammed they do not.

what about motorcycles? do we houserule them out or do we leave them under general rule?

Quote from: Ramming (SR4A 169)
Characters resist ramming damage with half their Impact armor (round up).
That's all it says about ramming. So no, imo, you shouldn't add vehicle armor there. (You can get the Passenger Protection vehicle mod for extra protection, though.)


And when being otherwise attacked while in a vehicle:
Quote from: SR4A 170
... the passengers are always considered to be under Good Cover (though the Blind Fire modifier may apply to the attacker as the situation dictates.) Passengers attempting to defend an attack inside a vehicle suffer a -2 dice pool modifier to their dodge, since they are somewhat limited in movement. Additionally, the passengers gain protection from the vehicle’s chassis, adding the Armor of the vehicle to any personal armor the characters are wearing.
Plus they'll usually get +3 Moving Vehicle and/or other things, as GM decides.

Bikes... Maybe only Partial Cover instead of Good Cover, that's half the defense bonus (and then negated by the -2 to dodge). Maybe could do half armor too?
Then again, there's really no RAW for this.
*shrug* Whatever you want man, I think the GM's got the right to run his game however he pleases and I'm all for houserules as long as it makes sense and they aren't introduced/changed mid-game.


Edit/addendum:
(So, so close to finishing the char... and then I notice I forgot contacts! :(  )
I'm sure I asked already, but I'm tired and might be confused with one of the two (now dead) games I joined last month. Just to be clear : We don't get any free contacts?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-01-13/1740:31>
We're specifically talking about full auto fire.
If I want to target a person on (or in) vehicle the rules are clear enough.
in the full auto case, they say that damage is resisted equaly which in my book means same damage value (ie after good cover, inisde vehicle defence modifiers)
in other words, you need to hit vehicle to hit all the passengers inside.

as of now and until further notice. if a passenger is inside the vehicle (ie. car, tank, coocon inside a drone) the vehicle armor stacks with passenger armor, for motorcycle and similar, vehicle armor offer no protection.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-01-13/1743:12>
Yeah, just read that too.
"Inside" is the word being used, so no armor on bikes! :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-02-13/0207:54>
there will be one more house rule regarding full auto shots. this one is against 10 bullets kill schoolbus in one action - the area of effect of a full auto is limited to half of the area given in suppresive fire (becuase suppresive use 20 bullets and full auto 10). that is 5x2 meters maximum - enough to encompass a car but not enough to take out battlestar galactica in one shot.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-02-13/0445:35>
You know, I really dont care, Ill go with whatever you decide. Tired of reasoning about armor being abstact number so it should be added even in case of motorcycles. One rule for all, KISS. But if you want my opinion, I would tell you to ask Bull for interpretation, since this is Missions world, and then go with his word.

now...
BLUEH. Things are quite difficult this morning. Must have been drinking or something. I just cannnot remember it :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-02-13/0537:43>
No problem with having less karma than the others who have done a couple of runs, but if some runners have for example over 100 karma and the others have none, it is difficult for the latter to keep up.  One or two mission runs is not a big problem though (I know those are quite light on karma).  :)

Well, I give quite a lot of Karma here.
The reasoning is that when you play at table you get 4-6 karma for a six hour session, in a month of gameplay you get somewhere around 15.
Here the same game last a bout three months, (sometimes a year) I like to see characters progress, they may do VERY fast, but so are NPCes. (ie. people you met in previous runs usually learns few tricks between runs, and have better gear just like you do) so it's in balance. and I'll retire any character that passess 150 karma treshold.

For me it's just wanting to avoid feeling useless because the others have so much karma they can do whatever I'm specialised in much better than I can, or opponents having to be so tough for the ones with high karma that they easily one-shot the others (a bit less of a problem in shadowrun as compared to other systems fortunately).  Well, if it really is a problem adjustments can be made later.  :)

@Sent: did I already sent you my character?  I think I did, but I can't remember and I haven't kept the PM in my outbox.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-02-13/0635:23>
You know, I really dont care, Ill go with whatever you decide. Tired of reasoning about armor being abstact number so it should be added even in case of motorcycles. One rule for all, KISS. But if you want my opinion, I would tell you to ask Bull for interpretation, since this is Missions world, and then go with his word.

now...
BLUEH. Things are quite difficult this morning. Must have been drinking or something. I just cannnot remember it :D

Bah, the rules for this table are my own and already set two posts before.
I keep flaming in the rules thread because it's downtime and I'm under boring recuperation, but don't tell Xzyl ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-02-13/0647:24>
For me it's just wanting to avoid feeling useless because the others have so much karma they can do whatever I'm specialised in much better than I can, or opponents having to be so tough for the ones with high karma that they easily one-shot the others (a bit less of a problem in shadowrun as compared to other systems fortunately).  Well, if it really is a problem adjustments can be made later.  :)

tha's not really happening in SR.
750 BP characters die from narrow full auto assault rifel just like 400 BP.
and with the current age of optimized freshgens, it's really hard for generalist to reach optimized char in 150 karma, even second choice is barely comparable to freshgen after that time.

lastly take a look at what we have now, there is rigger/hacker and pure techno. there is no interaction with your classess at all, and the hacking issue if you want to get into their league is only hacking skill cost at 4 plus specialization in exploit and a set of programs really.

it's true that Omar has 16+ dice to kill something from that rover of his, but I'm sure you'll find something about that dicepool for yourself too

Quote
@Sent: did I already sent you my character?  I think I did, but I can't remember and I haven't kept the PM in my outbox.

yes
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-02-13/0650:31>
Im trying to free my body of alcohol residues, so dont expect any activity. Besides, tabletop SR session starting in 2 hours :)
dont be envious, I can see you ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-02-13/0654:05>
*fumes*
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-02-13/0822:35>
Bad for your health.
Just dock him some karma instead. ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-02-13/0853:55>
And I was thinking about investing some karma to lower Omars prejudice towards Silk women.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-02-13/1408:03>
http://www.shadowrun.com/shadowrun-tabletop/2013/03/02/the-matrix-clarifying-the-rules-amping-the-awesome/

so the decks and the deckers are back :) told 'ya
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-02-13/1556:16>
So far, I'm really liking what I'm reading about the new edition. Seems like people are really eager on solving some of the most glaring problems of 4A, yet keeping it simple and even more simple, if possible. Really nice.

Guys, just a notice. In past posts, I've said that I was preparing myself for some selection tests. Well, there's good news on that; I was selected in the one I wanted the most, and from now on, I will work the next two years in a project that I really believe and in which I was dreaming of working for a long time. The bad news is... my work routine will rob me of 60 hours a week at the minimum, and most probably in some days I will be on call/on duty (I'm not really sure how to convey the exact idea in English, but I guess that's the right translation, anyway). What I am saying is that, starting this Monday, my posting patterns will probably become more regular, but also more sparse. And, as I'm closer to snake's timezone than all the rest of you, you may count that our free hours will be roughly the same.

Hope that doesn't slow us down much, anyway.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-02-13/1817:54>
God dammit CONGRATULATIONS man!!! :)

Fractal would be proud of you ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-03-13/0052:10>
Fuck Fractal, WE are proud of you :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-03-13/0418:04>
Gratz... but could you be anymore vague? :p
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-03-13/0626:57>
Sichr, Snake,

post your updates, assume two weeks downtime.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-03-13/0641:24>
Still working on character, will hopefully have it finished by tonight.
(Going to the zoo with wife and kids in the day.)

Sorry it's taking so long... Did I mention I suck at building characters?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-03-13/0712:55>
Sent: I've seen that you have set-up the next missions IC thread.  I'm not sure when you want to start it, but please be advised that I'll be AFK from the 13th to the 28th.  I hope I have said this to you before (I think so, but I'm not sure anymore).  :-[
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-03-13/0714:03>
Sichr, Snake,

post your updates, assume two weeks downtime.
Is that before or after recovery?

And my posting probably will be unusual. Posting on mon, tue and thurs will be light at best, weekends depend. RL takes precedence, sorry.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-03-13/0715:20>
So far, I'm really liking what I'm reading about the new edition. Seems like people are really eager on solving some of the most glaring problems of 4A, yet keeping it simple and even more simple, if possible. Really nice.

Guys, just a notice. In past posts, I've said that I was preparing myself for some selection tests. Well, there's good news on that; I was selected in the one I wanted the most, and from now on, I will work the next two years in a project that I really believe and in which I was dreaming of working for a long time. The bad news is... my work routine will rob me of 60 hours a week at the minimum, and most probably in some days I will be on call/on duty (I'm not really sure how to convey the exact idea in English, but I guess that's the right translation, anyway). What I am saying is that, starting this Monday, my posting patterns will probably become more regular, but also more sparse. And, as I'm closer to snake's timezone than all the rest of you, you may count that our free hours will be roughly the same.

Hope that doesn't slow us down much, anyway.

Congratulations!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-03-13/0902:58>
I would need a bit time to reconsider further developement and deal with that post orgasmic thrill. Ill be able to post during the week IMO. Ill do my best to be coherent in role. Besides
I have dinner tomorrow with Jack, where I have to be, and since he said I would better get some company, Ive sent Tabitha an invitation (read somewhere in IC). Not sure how she would respond on this. She may be there...or she may sent someone she knows there ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-03-13/0906:53>
I remember - IC is still open for that kind of things exactly.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-03-13/0909:38>
Sent: I've seen that you have set-up the next missions IC thread.  I'm not sure when you want to start it, but please be advised that I'll be AFK from the 13th to the 28th.  I hope I have said this to you before (I think so, but I'm not sure anymore).  :-[

I was advised :) about three times already, and I told you it's no problem.
don't worry, there is a spot for you, and you'll play, considering that the last game took us about a year two week don't really matter, we've seen longer delay due to Sichr's hangover.

the next mission IC is my playground for a while
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-03-13/0916:47>
Sichr, Snake,

post your updates, assume two weeks downtime.
Is that before or after recovery?
it is two weeks or recovery + single skill advancement, whichever is longer. (which means if you recover in two days you got one and half more to upgrade)

Lips will help you recover a bit (from the rolls I made it seems 2P boxes due to heal spell at least. - need to post it and I have it on other computer)

Quote
And my posting probably will be unusual. Posting on mon, tue and thurs will be light at best, weekends depend. RL takes precedence, sorry.

Now, this is a real problem. i understand RL taking precedence for longer or shorter periods, but throughout the game I need all players to participate. Last game suffered from this. I don't want to repeat that. What are the perespectives that you'll get more active in the ooc and ic?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-03-13/0954:22>
from the physical standpoint after healing 2p of damage I have 1p left. 8stun (which i think heals after 8 hrs of rest.) not sure off the top of my head how long to heal 1p of damage.

Basically, what i want to be able to accomplish is registering two more sprites, getting with Task to do another dive, spending a day with Gimmly, notifying Unca Ryker of Unca Sam's death. Mourning the loss of Unca Sam and Mr. Fractal.

as far as posing activity/quality. honestly probably no more than what i have currently been able to do. at least until this semester is done. but then I will have something for summer semester as well. i could have more time available or not.

i understand if this is a problem and I don't want to slow down the game. we could say that after the loss of Unca Sam and Mr Fractal, Mouse takes some time off to visit with Unca Ryker. We could see what my schedule looks like after this semester. We can also play it by ear during the next run. If i'm not responsive enough, then I can bow out.

The character of Mouse would not abandon his family (which only Unca Omar and Unca Ryker remain.) Mr. Lips and Mr. Fractal would have to give him some time. He'd stick by Unca Omar (even if he doesn't understand or agree with him.) Besides, Unca Omar lets him have so much fun!  ;D I'm still a newbie to the game (the environment and rules) and it's been fun exploring this new world.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Padawan on <03-03-13/1000:57>
Hi there! I feel kinda like I'm intruding on a dinner party, but I saw the most recent one has finished and it looks like you are planning to start another one. Any chance you've got open space for other players?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-03-13/1028:46>
Ill quote GM:
Recruitement is ours. Keep an eye on recent mission IC as we will deal with one thing after naother, and If sent feels like there is a chance...or you feel there should be, get iC and act. Only oe thing before. Recruitement RP may be one thing, but you will have to seek our GM approval on character etc. Omar is nothing but a pawn on Sentinemodo`s chessboard :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-03-13/1232:17>
I wouldn't put it that way....

I would say that we'll handle recruitment via RP in the IC, but the players are known, and as of now this are Sichr, Snake_eyes, Netzgeist, Xzylvador and Farothel..
I don't plan to GM more than five. I did, and it was too many players, so five is a maximum.
Unless one of the above resigns, I am affraid Padawan, that there are no free slots.

keep around, you're free to join OOC threads of course and lurk the IC, long time lurkers (hi Xzyl :) ) eventualy get chance to play 
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-03-13/1238:44>
not that I push anyone into anything...but could we have him at east in the reserve Mouse decides to leave to visit Ryker?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-03-13/1345:13>
Hey, I'm not a lurker! I posted on your OOC boards!
Okay, sure, I didn't really belong there or had a good reason to post there other than to remind you I was still waiting, but it's not lurking when you post!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Padawan on <03-03-13/1347:18>
Hey, I'm not a lurker! I posted on your OOC boards!
Okay, sure, I didn't really belong there or had a good reason to post there other than to remind you I was still waiting, but it's not lurking when you post!

Are you saying being a lurker is bad? What'd we ever do to you? :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-03-13/1350:46>
Oh, no. I lurk plenty of other threads.
I'm just saying: If you want in, you better prepare to annoy and harass the hell out of Sent for, uhm, 2 years or so.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-03-13/1355:18>
fair Probezeit
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-03-13/1404:39>
Oh, no. I lurk plenty of other threads.
I'm just saying: If you want in, you better prepare to annoy and harass the hell out of Sent for, uhm, 2 years or so.

I take that as compliment. :) *blush*
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Padawan on <03-03-13/1411:54>
Oh, no. I lurk plenty of other threads.
I'm just saying: If you want in, you better prepare to annoy and harass the hell out of Sent for, uhm, 2 years or so.

Hahaha. I think I can do that... Maybe I'll just harass him the amount of two years in a shorter time, though that just might make him mad instead ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-03-13/1746:19>
I leave for one day to visit my old folks, and when I come back there's a ton of posts, as usual. You guys keep me proud.

Anyway, thanks for all the compliments! It's a really strange thing that just now this would happen (being accepted in the residency program), and, as Sichr have said before, since we are almost virtual drinking buddies, I had to share that with you, guys.

It's great being part of this game.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-07-13/0951:11>
Snake,  I'm sorry, but there was nothing in the last run, that you did, that would allow further submersion.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-07-13/1128:23>
I am almost completely RL blocked, I hope Ill be able to get to it today.
I need to:
Burry Fractal (cracking his skull open to get that Response 6 chipset)
Take the rover down to the tunnels, where we worked for Eliza. Conserve it there
Get to hospital to get bandaged
Meet with Tabitha, if she wants to abroad me for a dinner with cop, or she would delegate this to anyone else ;) . Consult recruitement specifics and hear what she has to say
Meet diamond at the dinner.
Steal a car or find something usefull and cheap enought
Repair D1
Scan the market for possible upgrades etc.
learn some skills possibly
Invest some karma into new qualities/lowering old ones.
Meet with other contacts, if necessary

too much shit to do, not enought time, as always...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-07-13/2151:43>
[...]
I need to:
Burry Fractal (cracking his skull open to get that Response 6 chipset)
[...]

No need to be so "destructive"... Remember that Fractal never trusted cyberware, his body was immaculate in this sense. He was a 100% flesh (even if cultured flesh).
His commlink, which is external, is the piece of equipment which had a response 6 module.

And yes, if you dare conpurscate his corpse, the most charismatic ghost will bring the army of the dead to haunt you. And he will convince your own happiness and the little you have of hope to go away and never come back... Really, you know he can do that, even from beyond the grave!  ;D

Before trying to go all barbarian, you may catch a glimpse of his state-of-the-art 'link and hear that convincing voice in the back of your skull:"Frankly, Omar, I can be dead, but even if you try to disfigure me, I'm still the most handsome guy in the team. Don't bother trying to proove me wrong. You know that's a hopeless endeavor.

Ever heard of "Die young and leave a beautiful corpse? If the guy who said that saw that, he would be jealous. Too jealous. Poor chummer."
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-07-13/2154:42>
By the way, Sichr and Snake, great ending dialogue on the game. If the elf had survived the endeavor, he would say that there are few times in which he wanted some dangerous and murderous sociopath with corpse-making machines helping him, but that this day you were there for him...

Unfortunately, that's not the case. Anyway, he would have liked that he left an impression on these quite different runners.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-08-13/0311:15>
[...]
I need to:
Burry Fractal (cracking his skull open to get that Response 6 chipset)
[...]

No need to be so "destructive"... Remember that Fractal never trusted cyberware, his body was immaculate in this sense. He was a 100% flesh (even if cultured flesh).
His commlink, which is external, is the piece of equipment which had a response 6 module.

And yes, if you dare conpurscate his corpse, the most charismatic ghost will bring the army of the dead to haunt you. And he will convince your own happiness and the little you have of hope to go away and never come back... Really, you know he can do that, even from beyond the grave!  ;D

Before trying to go all barbarian, you may catch a glimpse of his state-of-the-art 'link and hear that convincing voice in the back of your skull:"Frankly, Omar, I can be dead, but even if you try to disfigure me, I'm still the most handsome guy in the team. Don't bother trying to proove me wrong. You know that's a hopeless endeavor.

Ever heard of "Die young and leave a beautiful corpse? If the guy who said that saw that, he would be jealous. Too jealous. Poor chummer."

External. Now thats much better. Ive just started to search chop-saw in the trunk. After two months in denver he may get a little more civilized, well not enought to leave prescious technology wasted somewhere. You saved me quite difficult post :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-09-13/0945:54>
Snake,  I'm sorry, but there was nothing in the last run, that you did, that would allow further submersion.
Kill joy! I guess I'll have to do something else with my day then. I'll see if Gimmly wants to go resonance realm hunting with me. I can catch him up with what's been going on.

Out of curiosity what are your rules for just buying echos? Also, if I created a botnet of 4 agents r4 with exploit r4 would I be able to use +1 for each agent (max 4 because of agent rating) for assistance in hacking? Or would it be a straight +1 regardless of botnet size?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-09-13/1529:47>
Guys, I believe you should consider in your time schedule that you will do the recruiting interview sessions.

By the way, is there any idea on when we will start it?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-09-13/1624:33>
On or before meeting with tabitha. Sorry I fell off the grid but I had bussy week and on friday I got sick (finaly). Worst fevers are behind me, I still can barrely write in czech, nor english, without too much corrections, IMO tomorrow Ill be operational fo some posting. Meanwhile Im spending my time transfering Omar to chummer so It doesnt take that much time to find out what to do during downtime.

Also...

looking forward to Sent finishing his fixed "News"...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-09-13/1626:41>
IC post, coming up, news will take some time, have some busy period myself. but anywya, I can put in some reserved space and we can start the run.
upgrading Omar and Mouse is a priority though.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-09-13/1633:56>
Like I said, Ill be done tomorow with Omar.
The most important part of down time for Omar would be acquiring new vehicle, and since we are paid as we are, I have no other otpion but to steal one. So that would need some RP IMO. Even Mouse and some machine sprite would be able to do it but at least Ill need to ask nice.

Also...Fractals burrial etc.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-09-13/1636:25>
and before i forget:

http://www.youtube.com/watch?v=hN5my0Z09uU

about motocycles and armour ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-09-13/1701:30>
Just one thing about that News footage: Rover is equiped with Signature masking r.6, highest even possible. It isnt chameleon coating, well it would offer some things that are connected to breaking visual identification...breaking signature, strange angles etc. I know we have beautifull paintjob all around, well just for omars professional gues...how much recognizable the car would be if repainted?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-09-13/1703:53>
and before i forget:

http://www.youtube.com/watch?v=hN5my0Z09uU

about motocycles and armour ;)

And that's, folks, is an example of what happens when an Human with Lucky and maxed Edge decides to get dangerous!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-09-13/1704:49>
not at all. unless there will be a Rover searching order. cops around know about forging plates and hacking the digital IDs, I'd say though, give it a month of garage time (at least one run), repaint, and it will serve as before.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-09-13/1726:02>
not at all. unless there will be a Rover searching order. cops around know about forging plates and hacking the digital IDs, I'd say though, give it a month of garage time (at least one run), repaint, and it will serve as before.

Understand.
Well Ill keep it garaged for sure.
So far we used "Tank" tactics and mindset with car, it is about time for inovation even on Omars side, following the same pattern for too long leads to Stereotypes:Standardization:Stagnation:Death :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-09-13/1728:49>
HEYHEYHE you are too jumpy on putting words and thought in my mouth in IC. Id really like to finish the day first befor I get stucked in some randez vous with pissed of Tabby. I even plan to spend karma on lowering Omars prejudice...I didnt even finished reading that IC post before I detonated like hell...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-09-13/1732:39>
Two things.
1. Faro is going for a break, I wanted first introduction done before that.
2. That meet should give you nice incentive to work on yourself. After such event, you'll have reason to lower that prejudiceness. ;)

anyway, I could edit it and remove the post/repost it after your post - it's not critical.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-09-13/1741:15>
I dont feel fit for this fucking conversation. Temperature is high and I feel sick even withou such arguments. sorry. manan.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-09-13/2017:48>
Mouse kicks back at home and watches the dinner party through Omar's TacNet. This is better than real life trids. Rofl
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-10-13/1545:40>
Its not too much better But Im trying to put sentences one after another to finish the RP part.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/0853:35>
What!
=
Prejudice-Women: Active => Prejudice-Women: Outspoken. Difference 5 BP = -10 Karma

GM Approval?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1040:57>
What!
=
Prejudice-Women: Active => Prejudice-Women: Outspoken. Difference 5 BP = -10 Karma

GM Approval?

Approved. (also removing my previous post)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1059:02>
Thanks.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1238:54>
Whispers of thhe shadows will be broadcasted in a week from now. The cops in denver arent that good.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1241:33>
Read tthe second paragraph of The first whispers posts.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1243:21>
pfuuuu :D

I was really afraid :D

Since I didnt think that this has anything to do with cops, watching the ExEx ammo killing innocent bystanders (since IMO the only collateral cassaulty was that man with heart attack, who was possibly saved if he had at least basic DocWagon services :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1244:08>
Read tthe second paragraph of The first whispers posts.

aha, I see
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1247:05>
I like The poor puppy part The most.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1251:39>
Well, IMo Omar is almost done with IC. HE would try to call Tabbitha before the meeting, so she isn`t unprepared, and she knows that she is about to meet KE detective :) or if she would like to send someone instead of her (not that Im asking for Silk ;) )

I like The poor puppy part The most.

damned PR beast :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1308:20>
Do whatever you can. Ive just watched Stargate S10E06 and there is nothing you can do to me that they didnt :D
ROFL
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-11-13/1311:34>
From what I've seen in the new IC topic, the fecal matter has really hit the oscillating unit.  :)
Maybe time to steal some Laes from the KE evidence locker to make sure that people don't remember us.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1323:09>
maybe we can use it on ourselves :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1501:39>
I like The poor puppy part The most.

damned PR beast :D

If you ever die in my games, the ganger that will do you, will shot you again sayin': and take that for the puppy, you bloody bastard
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1505:03>
LOL
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1510:14>
IMO when mouse will see the scene, he recalls that hellhound we killed down in tunnels (not sure but IMO he was the one who pulls the trigger, but you know...kids memories) and then Dobbey that was destroyed with Omar jumped in...and now this one...

Omar the PuppySlayer
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1517:47>
hope the current post is more to your liking than the previous, and before you explode prejudice outspoken might be overriden for s hort time (sentence, two, short talk) with a token of will, but not during the two hour dinner.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1518:21>
Faro, if you wish, you might join in the IC.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1718:12>
Sichr, awesome post, applaud.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-11-13/1741:44>
Faro, if you wish, you might join in the IC.

Okay, first post done.  As my character doesn't know Omar yet (and I don't want to metagame  :) ), she reverts to character, playing the tough mage cop.  ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-11-13/1745:09>
Nice entree :) He need some more womanish lashes and maybe even some leashes
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-11-13/1752:30>
Nice post Sichr. Mouse is proud of you. The ladies didn't throw anything at you.

Update for character...
New Satellite uplink 500
Signal upgrade r5 1000 For comlink.
Mouse will grab mr fractals comlink. We can probably make use of it. What kind is it?

For future submersion:
Resonance realm search res5 + will5 + submersion 1, 12, 1 hr extended test:
11d6.hits(5)=3, 11d6.hits(5)=3, 11d6.hits(5)=4, 11d6.hits(5)=7, 11d6.hits(5)=4, 11d6.hits(5)=5, 11d6.hits(5)=4, 11d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3967538/)
Looking for widget crafting echo...this should allow him to find the realm.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-11-13/1758:32>
Nice post Sichr. Mouse is proud of you. The ladies didn't throw anything at you.

so far :p
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-11-13/2319:12>
Well, guys, believe me or not, even though I choose not to use hand of god, letting Fractal go will be tough. And I really want to, in the honor of the deceased, thank Omar and Sichr for that memorial. Really, that late posts really make me feel like Fractal was more than a bunch of numbers and dice, and that's all he and me always wanted him to be.

Strange thing to say, but in all my years of gaming, I believe this is my best character death. Even though the death itself was not that epic... but I guess that's just Fractal's pull. Allow me to raise a glass and toast one of my favorite RP experiences.


And now, back to the logistic things: the elfs commlink had this characteristics:

-Primary Commlink
Hermes Ikon   3000¥
                    - Upgraded to Response 6   6000¥   
        OS Novatech Navi   1500¥   
                    - Upgraded to Firewall 5 and System 6   2900¥   
Common Use and Hacker Programs   21350¥   
    Analyze 4     - Ergonomic   
    Browse 4      
    Command 4      
    Edit 6   - Ergonomic   
    Encrypt 4   - Ergonomic       
    Purge 4      
    Reality Filter 6   - Ergonomic        
    Scan 3      
    Exploit 6   - Ergonomic   
    Spoof 6      
    Stealth 6   - Ergonomic   
           Tactical Software 3   - Ergonomic   
ARE Software Wall Space   50¥   
ARE Software Virtual Surround Music   50¥   
German Linguasoft 2   1000¥   
Japanese Linguasoft 2   1000¥*
Or'zet Linguasoft 2   1000¥   
Denver Mapsoft 6   30¥   
Datasoft 3   30¥   Art Encyclopedia with Sample Gallery
CommLink Acessories
SimRig      
AR Gloves   250¥   
BTL Hot Sim Module   250¥   
SkinLink   50¥   
Trodes   50¥   
Subvocal Microphone   50¥


* I don't really remember the rating of the new Japanese Linguasoft which Fractal bought for this mission. The rating 2 one he gave to Omar, but he had bought a better one which was rating 4 or 5 during this mission. I will look into it as soon as I'm sober and with free time (really, don't wait on me on this.).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-12-13/0601:28>
Quick look into the astral:


Of course, + any GM comments :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-12-13/0606:44>
Sichr, you probably meant OOC thread for your last post

:( you steal the fun :(

Faro just rolled for assensing, so it fits right where it is. Nothing personal :p
should I remove it? He didnt even saw it yet :(

OKAY
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-12-13/0623:36>
What you`ve just described sounds exactly like me. Errr. I mean...Omar The PuppySlayer :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-12-13/0638:16>
Faro, what might be important for you is that I will use visibility modifiers for astral combat as I found it to be pretty bland.

exporting from the game that wasn't (war in heavens)

actually it seems that the way I thought it should work was already planned, here excerpt from SR4A, pg. 183

Some spells simply require a Success Test, with hits determining the level
of success (as noted in the spell description). The Spellcasting + Magic
test must generate at least one net hit to succeed and may need more if
the effect has a threshold for success. The spellcaster can always choose
to use less than the total number of hits rolled in a Spellcasting Test.
Spells cast on living or magic targets are often resisted, and an
Opposed Test is required. For area spells, the magician rolls only once,
and each target resists the spell separately. The target resists physical
spells with Body and mana spells with Willpower. If the target is also
protected by Counterspelling (p. 185), she may add Counterspelling
dice to this resistance test. This Opposing dice pool is further modified
by any positive cover modifier the target might benefit from (see
Defender/Target has Partial Cover or Good Cover, p. 160). If the target
of a spell is on the other side of a mana barrier (p. 194), dice equal to
the Force of that barrier are added to the target’s resistance test. The
caster must generate at least 1 net hit on the Opposed Test for the
spell to succeed.


so while partial cover/good cover are covered :D, and visibility is in the SM pages, the only non-canon things, that IMO make sense is that if we treat spellcasting as ranged form of astral combat all other modifiers like freinds in melee, higher ground, spellcasting while in melee could be applied.

Quote
Guys, based on so far encounter, I feel that astral combat is pretty bland so I am going to introduce more modifers to astral combat. This seems to be inline with the description of astral visibility (SM 114).

I am also going to start treating non touch spells as range weapons.

this means for example.
1. in astral combat you can hide behind an aura of another dual or astral being granting you partial cover modifier. on glitch this being is hit instead.
2. you can hide behind opaque items like walls, cars granting standard bonus from partial, good and total cover
3. you can move to avoid being hit
4. if in melee (astral combat) casting a spell have modifeir, like when shooting while in melee
5. visibility modifer apply to both spellcasting and astral combat tests

all modifeirs applies to spellcasting, astral combat as well as to resistance rolls
ie. if a spell is going to hit a target behind a cover in crowded place there is spellcasting - visibility modifer and target use Willpower + cover modifer.

lastly and this seems to be houserule, you can go full defense in astral combat - against melee attacks this is Willpower + Astral Combat + Astral Combat and against spells this is Willpower + Willpower Counterspelling + Counterspelling
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-12-13/0638:29>
What you`ve just described sounds exactly like me. Errr. I mean...Omar The PuppySlayer :)

:) glad you liked it.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-12-13/1048:34>
Faro, what might be important for you is that I will use visibility modifiers for astral combat as I found it to be pretty bland.

exporting from the game that wasn't (war in heavens)

actually it seems that the way I thought it should work was already planned, here excerpt from SR4A, pg. 183

Some spells simply require a Success Test, with hits determining the level
of success (as noted in the spell description). The Spellcasting + Magic
test must generate at least one net hit to succeed and may need more if
the effect has a threshold for success. The spellcaster can always choose
to use less than the total number of hits rolled in a Spellcasting Test.
Spells cast on living or magic targets are often resisted, and an
Opposed Test is required. For area spells, the magician rolls only once,
and each target resists the spell separately. The target resists physical
spells with Body and mana spells with Willpower. If the target is also
protected by Counterspelling (p. 185), she may add Counterspelling
dice to this resistance test. This Opposing dice pool is further modified
by any positive cover modifier the target might benefit from (see
Defender/Target has Partial Cover or Good Cover, p. 160). If the target
of a spell is on the other side of a mana barrier (p. 194), dice equal to
the Force of that barrier are added to the target’s resistance test. The
caster must generate at least 1 net hit on the Opposed Test for the
spell to succeed.


so while partial cover/good cover are covered :D, and visibility is in the SM pages, the only non-canon things, that IMO make sense is that if we treat spellcasting as ranged form of astral combat all other modifiers like freinds in melee, higher ground, spellcasting while in melee could be applied.

Quote
Guys, based on so far encounter, I feel that astral combat is pretty bland so I am going to introduce more modifers to astral combat. This seems to be inline with the description of astral visibility (SM 114).

I am also going to start treating non touch spells as range weapons.

this means for example.
1. in astral combat you can hide behind an aura of another dual or astral being granting you partial cover modifier. on glitch this being is hit instead.
2. you can hide behind opaque items like walls, cars granting standard bonus from partial, good and total cover
3. you can move to avoid being hit
4. if in melee (astral combat) casting a spell have modifeir, like when shooting while in melee
5. visibility modifer apply to both spellcasting and astral combat tests

all modifeirs applies to spellcasting, astral combat as well as to resistance rolls
ie. if a spell is going to hit a target behind a cover in crowded place there is spellcasting - visibility modifer and target use Willpower + cover modifer.

lastly and this seems to be houserule, you can go full defense in astral combat - against melee attacks this is Astral Combat + Astral Combat and against spells this is Willpower + Willpower

Given the fact that my mage is absolutely not trained for astral combat, I doubt it will happen often.  If she has to do astral combat, she will probably just use stunbolt to get rid of astral spirits or projecting mages.  I will try to remember and ask for the modifiers, and should I forget about those modifiers, please just remind me and I'll roll again.  :)

I assume that when I use spellcasting (even mana spells) without going to the astral, I just use the standard modifiers from normal combat, should there be any.

Any other houserules I need to know about?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-12-13/1059:08>
I try to avoid house rules in general.
There are however some standing interpretations (like the one about vehicle armor).

relating to the above it is only one houserule, that for astral attacks it is possible to go full defence
that is Willpower + Astral Combat + Astral Combat to go full defence against astral melee attacks and Willpower + Counterspelling + Counterspelling against magic attacks.

both use up next IP as per standard full defence rules.

I am thinking about introducing the latter as an option for physical world combat against magic.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-12-13/1110:01>
I've just noticed, you might have added 3 dices for observing in detail (though that would make you switch off from the conversation for a noticable seconds)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-12-13/1145:08>
I was listening to Rodriguez, somehow I thought of Mouse and his dying Uncas when listening to this (http://www.youtube.com/watch?v=ajxHkA-8tqw)

... you've been out too long ....
... you're gonna end up alone
you need some love and understanding
not that dead-end life you're planning
Street boy

... your're just a street boy
with a streetlights in your eyes
you better get yourself together
look for something better

street boy...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-12-13/1153:18>
On a more personal and sided though, I've just reviewed palladium books pages.

You know the company? They did Palladium Fantasy RPG back in 1980s. I got hold of the books about 15 years later I think, and I love them still...

To some extend they are similar to the Shadowrun books ... full of ideas, full of complexities, full of intermixing relations, deep, vast, detailed in some areas and blank in others.... they also share the same trait of being absolutely nightmarish in terms of managing that complexity both in rules and settings.

Is it something wrong with me that I like both of them? Why the people that write books can't deliver a quality, coherent, single view material throughout five books?

I need to read a bit of Earthdawn to see how well structured that system is, cause I am having an itch for a high fantasy game

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-12-13/1343:40>
I've just noticed, you might have added 3 dices for observing in detail (though that would make you switch off from the conversation for a noticable seconds)

No, that's ok.  I have what I need to know.  Someone hard on his way to become a cyberzombie, on the brink of being a psychopath (or already past that, that's not entirely sure).  :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-12-13/1407:35>
wel, not quite right about that cyberzombie, in fact he omar wot even qualify for Way of samurai, he is quite light on implants so far...
and with competent team, he would continue that way :)

On the other hand...he did lost 2,5 essence...and every single point in the head, rest of the body is clear :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-12-13/1559:26>
god its much easier to coun ammo replacements for D1 thats empty than for Dalmatian :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-12-13/1639:00>
This is going to be my last post here.  See you all back in two weeks.  8)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-12-13/1656:05>
have a nice holiday :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-12-13/1740:50>
seconded :), have fun
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-12-13/1807:51>
ok
SO far:

Cyber eye upgrade:
Eye Light system
Low light

New vehicle:
Thundercloud Contral

Repairing D1 would take 4 days, rest of the time I`ll be working on further upgrades. Ill need to do more table calculations :).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-13-13/0959:52>
ok
SO far:

Cyber eye upgrade:
Eye Light system
Low light

New vehicle:
Thundercloud Contral

Repairing D1 would take 4 days, rest of the time I`ll be working on further upgrades. Ill need to do more table calculations :).

1. regarding bike, assuming you buy it through your black market pipeline - it will come in 2 days, no question asked, but it also comes without any kind of SIN so you need to take care of it to cross the borders.
2. regarding eyes, assuming you don't want higher grade 'ware and assuming the eyes got the capacity for all for the mods, you can have the operation performed in the same facility Fractal used or just go to local mall and have it done in the closest bodyshop. in any case this goes under replacement so you need to order new cybereyes complete with the mods you want. Secondly I assume you want the wifi access disabled and only DNI enabled. depending on the essence cost (below or over 0.2) of the full eyes this is either 3S or 3P operation that will take about 3 hours to complete.cost of the surgery is 250 yen, unless you want to stay under intesive care for faster recovery that would cost you another 1000 nuyen per day. you can sell the old eyes on the spot if you take a bodyshop for a 30% of buying cost.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1019:43>
if fits perfectly into the capacity of my curent cybereyes. IMO done without surgery...
Ill write moe about modifications for the cycle. I`ll use the blackmarket pipeline because of price. Also parts for:
Motorcycle Gyro Stabilization
Sidecar
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-13-13/1108:01>
if fits perfectly into the capacity of my curent cybereyes. IMO done without surgery...

I don't think so...
I think, that you'd need to connect additonal links to operate new capabilities from the thing from your brain even if it was componentized enough to allow adding such mods, and thus it would require surgery

but I think also that the thing is not car sized to allow putting in and out of components, it's more like watch. you want one with a lap timer, and your current watch isn't sporitng one (I'm talking about hardware piece, not another window on the digital screen and a piece of software) you buy new watch not remove cover instal the read and mechanism to operate it. other example, upgrading GSM phone with LTE capability, yes you can try to remove the old radio and install new, upgrade battery, fix the cover, upgrade OS to use it.... but it's easier to buy new phone, phones producer/telco operators don't even offer such capability and a corner GSM shop won't do it for you neither.

so... in 2070 it's easy 3 hours is the time we need for a tattoo currently and surgery of that scale can be done as routinely as tattoos are done now, but it still is a surgery.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1159:17>
Pulls out oculus
Instal upgrades
Return oculus where it belongs.
Repeat on another eye.

Most possible damage 3S since it costs NO essence. But Im not really sure why do we go into such details...should I describe whole downtime hour by hour???
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1202:24>
Sorry if Im not in the right mood for talking, which may look like Im rude...Im home, time passess and things are not improving as expected. But I have better moments also, so maybe later Ill be able to return to this discussion with another level of enthusiasm...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-13-13/1238:36>
Pulls out oculus
Instal upgrades
Return oculus where it belongs.
Repeat on another eye.

Most possible damage 3S since it costs NO essence. But Im not really sure why do we go into such details...should I describe whole downtime hour by hour???

You need to get better chummer, It takes a week to fight off the flu, or seven days whatever is faster.

we go into details, because this a level of details provided by rules.
I said, that cybereyes are not modular enough to install upgrades, and that you replace the whole stock for new ones with the mods you want.
I said that surgery will take 3 hours, which is unimportant detail really and that it will cost 250 yen to perform which is important.
I said that you'll take 3P damage because the cybereyes have 0.3 essence cost.

new eyse cost 4250 plus surgery 250 -> 4500
old eyes can be sold 850
total costs 3650 and 3P that will be healed over two days, or faster if you get a hold of a mage.

I understand you don't agree with the first point that lead to all further.
meaning that you think that your cybereyes (since they have rating 2, have capacity of 8 and used only 4, and it is goddamn 2070) can be modifed in surgery-less mode.

let's rule it that way then, all cyberware that has capacity and can be modifed is therefore modable.
new mods for your eyes is 1750 yen plus 100 for installation - 1850 yen
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1246:15>
YOU got to be kiding about those new eyes. I have capacity free for further upgrades and now you tell me that : NO, you need another set of cybereyes. IMO you are the one who neds to get better man, what you say makes no fucking sense. Im not the type who is slamming the doors too often but now you really made me think about it. It is called UPGRADES for christs sake! I better log out before I say something bad.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Padawan on <03-13-13/1253:40>
let's rule it that way then, all cyberware that has capacity and can be modifed is therefore modable.
new mods for your eyes is 1750 yen plus 100 for installation - 1850 yen

Not to get in the middle... but he already said you can just upgrade them.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1301:49>
let's rule it that way then, all cyberware that has capacity and can be modifed is therefore modable.
new mods for your eyes is 1750 yen plus 100 for installation - 1850 yen

Not to get in the middle... but he already said you can just upgrade them.

I really need to read those TLDR posts to the last word. Thanks
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Padawan on <03-13-13/1307:39>
Haha, no problem. Figured I'd make myself a useful lurker ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1322:32>
Haha, no problem. Figured I'd make myself a useful lurker ;)

(http://24.media.tumblr.com/tumblr_lyszsigY141qm36c1o1_500.gif)

For the upgrade: I have really hard time to imagine, that when you need strenght increased in your cyberarm, you need to buy a new one, IMO we follow the path of reason now ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-13-13/1730:53>
He already lost two uncles today and sure didn't plan to loose his last one today as well. The extra time he spends going over Mr Fractal's com link. A very artistic node and some very nice software to go with it. Mouse is impressed. All in all, a better com link than what he has. Mouse will check the com link for any surviving relatives that may want to know of his unfortunate demise. If he finds any he will figure out how to contact them. Mostly what to say. While not Mouse's style, he decides to keep the artistic virtual node that Mr. Fractal created as a remembrance.

Not a good thing to keep tabs on relatives on your running 'link, kid. Don't want people who get you to have a chance to get them, you know?
Anyway, Fractal does not have any relatives alive (I got plans on one day telling how shocking can be to see one's own mother SURGEing into an unstable form in front of you, and years latter to SURGE yourself, but the time never came), and all you would be able to find are messages from some friends (mostly his contacts, and a lot of instructions on how to take care of his cat sent to his roommate).

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-13-13/1751:03>
Im not the type who is slamming the doors too often but now you really made me think about it.

It's a gift borthers, i tell ya, it's a Gift! ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-13-13/1755:42>
For the upgrade: I have really hard time to imagine, that when you need strenght increased in your cyberarm, you need to buy a new one, IMO we follow the path of reason now ;)

How boring and predictable would be the world if everyone could imagine a thing in a one and only one way? Why would we have imagination at all?
and yet we did somehow reach a path of reason* now ;)

*isn't reason orthogonal to imagine?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1807:04>
Now I know it for sure. You are drunk! :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-13-13/1809:06>
Now I know it for sure. You are drunk! :)

shut up and post your updates, the game is getting cold
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1825:43>
I did.
Bike, sidecar and gyrostabilization. Not enought money for anything else
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-13-13/1829:25>
I thought Tabbitha would talk to us about recruitement and the talents she had in her pool...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-14-13/1119:08>
Xzyl, gave you an opportuinty for some IC, before Sichr finishes his updates
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-14-13/1302:39>
for other upgrades:

Thundercloud Contrail   4000Y

Sidecar                                                  Thr: 24
Motorcycle gyrostabilization                 Thr: 16
Sensor upgrades: Camera 6x2            Thr: unknown
 - Low light, Flare compensation

Clothing fo 50Y
Nuyen remaining (based on chummer info): 25Y

Thresshold 40
Contrail modification: Logic(6)+Automotive mechanics(2)+Superior conditions(1)+Shop(1)+AR Plans(2) (12d6.hits(5)=5, 12d6.hits(5)=2, 12d6.hits(5)=5, 12d6.hits(5)=3, 12d6.hits(5)=5, 12d6.hits(5)=4, 12d6.hits(5)=5, 12d6.hits(5)=5, 12d6.hits(5)=4, 12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3972394/)

10 intervals
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/0533:32>
any karma spendings?

I've edited messages for Silk. Since we changed her contact from Chavez to Mark Longfeather.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/0546:43>
On a more personal and sided though, I've just reviewed palladium books pages.

You know the company? They did Palladium Fantasy RPG back in 1980s. I got hold of the books about 15 years later I think, and I love them still...

To some extend they are similar to the Shadowrun books ... full of ideas, full of complexities, full of intermixing relations, deep, vast, detailed in some areas and blank in others.... they also share the same trait of being absolutely nightmarish in terms of managing that complexity both in rules and settings.

Is it something wrong with me that I like both of them? Why the people that write books can't deliver a quality, coherent, single view material throughout five books?

I need to read a bit of Earthdawn to see how well structured that system is, cause I am having an itch for a high fantasy game

We really need to start soon. I've stumbled upon my old mindmaps form a palladium game and I can't shake it.
Had I had the possibility I'd start creating chars and GM a fantasy game right away.
But I have no forum (you don't think I should start a high fantasy game in other system by competing company here?) no players (none of you would play fantasy? you're all cyberpunk guys right?) and no time (we all know how the spirits game ended, low priority games are just that low priority and tend to die horribly, and there is nothing we could do about it?)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-15-13/0735:35>
any karma spendings?

I've edited messages for Silk. Since we changed her contact from Chavez to Mark Longfeather.

Only that prejudice lowering and Edge +1, 20 points total. with 4 days repairing D1 and at least two others working on new bike, I dont have too much time to learn anything.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/1518:41>
Snake, any nuyen spendings on your side?

I guess we are ready to roll otherwise?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-15-13/1618:01>
I replaced the satellite uplink, upgraded the signal strength on mr fractals former commlink to r5 and an r6 analyze program. I haven't decided on a medkit or some stim paks. I don't think he wants to replace Dobby just yet.the lapse in security on the network (I know it was GM necessity, but it happened) he would focus more on improving his TM abilities rather than rigging.

Only karma spent was for learning a new cf, ECCM, and specialization for Ew, communications, for better being able to scan for nodes.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-15-13/1633:52>
Buy those two Biker armors Ive asked in IC, please.
Also, you wanted wizz upgraded by that miro taper...we may even need some more of those buggs and Optial line, at least 50 meters :P. Replacing dobbey may not be necessary...despites we dont have the meaning of transporting it,...sorry for that...upgrading dobermans with chameleon coating is too expensive , maybe after next run.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/1701:46>
all right, if that's the case, I'll open up another ooc thread, so you could post your chars (I know SIchr consider this stupid, but I like to have a snapshop from the run begin)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-15-13/1703:35>
Otherwise, Id say we are waiting for Xzylvador reply in IC...IMO gouys would really love to see Silk before the run.
And I really love to start another Mission :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-15-13/1704:16>
all right, if that's the case, I'll open up another ooc thread, so you could post your chars (I know SIchr consider this stupid, but I like to have a snapshop from the run begin)

Thats negative. Its a smart and intelligent idea :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/1746:57>
Xzyl, Netz, you're free to IC and describe yourselves.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-15-13/1751:13>
There is also one more thing that we have to do...clean up Sams warehouse...he got some beers in the fridge. I will visit the place and look whats left there...if there is anything usefull (like prepared satchel charges etc... :))
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/1800:08>
Omar isn't the least logical denvertie, so I let you remind himself that on buying hits.
He had his enitre place wired and bombed and he used some combination of timing and acrobatic movement to enter it and lacking both knownledge on how to disarm it and skills to do so in his style ... well, that is a shortcut to hell
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-15-13/1804:25>
Omar isn't the least logical denvertie, so I let you remind himself that on buying hits.
He had his enitre place wired and bombed and he used some combination of timing and acrobatic movement to enter it and lacking both knownledge on how to disarm it and skills to do so in his style ... well, that is a shortcut to hell

I thought so. Well Kouryou PMed me that Since Omar know the way in and had acess to all Sams electronic, he should look there. So I gave it a try :)
Id d like to ask you to move the meeting with snakebite and Silk to the second week...We would be healed and we would have the bike ready, otherwise we would have to go there by taxi :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/1808:53>
no problem.it's a week later

Netz: you got similar info like Silk - that the group is looking for a muscle for a run. nor un details were given, except that Lagosian Orc leading it will decide yay or nay for you participation. The invitation came through Sam from Tabby 'Tabitha' Morgan. Sam passed on because she wasn't interested in the type of jobs she usually offer.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-15-13/1810:22>
Omar isn't the least logical denvertie, so I let you remind himself that on buying hits.
He had his enitre place wired and bombed and he used some combination of timing and acrobatic movement to enter it and lacking both knownledge on how to disarm it and skills to do so in his style ... well, that is a shortcut to hell

I thought so. Well Kouryou PMed me that Since Omar know the way in and had acess to all Sams electronic, he should look there. So I gave it a try :)

you can try, I've never written you can't. gave you fair warning only.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-15-13/2034:06>
Omar isn't the least logical denvertie, so I let you remind himself that on buying hits.
He had his enitre place wired and bombed and he used some combination of timing and acrobatic movement to enter it and lacking both knownledge on how to disarm it and skills to do so in his style ... well, that is a shortcut to hell

I thought so. Well Kouryou PMed me that Since Omar know the way in and had acess to all Sams electronic, he should look there. So I gave it a try :)

you can try, I've never written you can't. gave you fair warning only.

Nay, I get the right idea. As soon as mouse fills the gap Im ready for the meeting in the park (not that I want to force you into anything, Snake...if you feel that Omar is (or I am) too demandig or pushing Mouse to something you dont want him to do just tell me to back off, it is meant to be interaction, not command :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-16-13/0247:00>
It was an strange movement that closed the book as the elf shoot her question.
Hey now! Silk's human, I assure you!
(Well, at least that's what she wants the world to think.)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-16-13/0412:17>
visual perception (4) test to recognize she is elf
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-16-13/0453:14>
?!
*cry*
You're the GM...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-16-13/0519:45>
you can pass as human in *most* situations, treshold 4 is high enough that people with 16 dicepools won't recognize you, and those that do have 16 would recognize one species of the fly from another without using microscope
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-16-13/0532:48>
btw. Xzyl great initial post :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/0539:52>
by the description of the quality it seems to me that it doesnt mean you are indistinguishable from human, that it suffoces to avoid racial prejudice etc..."can pass human in most circumstances". Note that quality also says, that you may be targeted by anti-humans for "trying too hard to look like a human" so it seems that it is possible to fond out your eal origin...
Still...no problem with elves, so it doesnt really matter :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-16-13/0610:16>
btw. Xzyl great initial post :)
*blush* Thanks!

Human Looking Elf stuff:
I know, not going to make a fuss. (Leave that to Sichr :p )
Just kind of hard to believe she managed to hide it for 60 years. *shrug*
Ah well, was going to be a "different Silk in a different city" anyways...
Now, bitchier than ever!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/0645:27>
also...Im not sure if elven origin won`t appear via assensing....
An dno, Im much more patient lately, the flu is over (at least I hope) and I feel much better now :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1013:30>
@Snake_eyes: You devil! My tools. MY TOOLS!!! OH MY...

Everything has its place, everything on its place...
THIS IS  SABOTAGE!

revenge is yours :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1042:17>
btw what about those datasearches?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-16-13/1404:49>
4 (Intuition) + 4 (Perception) = 8 dice = 4 hits, no glitch  (http://invisiblecastle.com/roller/view/3975770/)

It seems like the Snakebite manage to discern some elf's features after all.

But do not fret about it. In the spirit of the quality, he is just suspicious of her being an elf, and nothing more. Also, he had not said anything, and probably won't care about it anyway.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1410:54>
Im sorry for delay well Omar cannot move without fedback from mouse on those background info searches. I hope Im not "averacting" but IMO it has to be this way.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-16-13/1546:05>
sorry, been figuring out what to buy.
Satellite Uplink...500
Improved Signal Rating of mr. fractals commlink...$1000
Hardening r6 of mr. fractals commlink...150
Analyze R6 (Ergonomical)...900
Micro Tapper Drone...1000
Fiber Optic Tap (for Wiz)...100
Data Cable (50m)...250
Tool Kit (Hardware)...500
2 Biker Armors and 2 Helmets...1000 + 400
Med Kit R6...600
Stim Packs (r2) x 4...200
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-16-13/1546:53>
Im sorry for delay well Omar cannot move without fedback from mouse on those background info searches. I hope Im not "averacting" but IMO it has to be this way.
I just posted a series of rolls
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-16-13/1549:50>
@Snake_eyes: You devil! My tools. MY TOOLS!!! OH MY...

Everything has its place, everything on its place...
THIS IS  SABOTAGE!

revenge is yours :)
The life of a cat... ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1612:13>
I have a few ideas :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1631:30>
Im sorry for delay well Omar cannot move without fedback from mouse on those background info searches. I hope Im not "averacting" but IMO it has to be this way.
I just posted a series of rolls

Nice. I wonder what GM reveals about them.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-16-13/1912:39>
As prdited: wa tii drubj fior a longer post?

Wow.
let's try again:
As predicted: way too drunk for a longer post. (this line took me like 10 minutes of effort and editing).
Maybe more tomorrow.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-16-13/1915:39>
No problem rly. I have a weekend (that are those two days in a week that my girls claim as much of my time as they can)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1923:42>
As prdited: wa tii drubj fior a longer post?

Wow.
let's try again:
As predicted: way too drunk for a longer post. (this line took me like 10 minutes of effort and editing).
Maybe more tomorrow.

I see you already have your  place amongst us :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1929:27>
...
Tool Kit (Hardware)...500
...

You have Hardware shop at your disposal (well lite version could come handy when you ont want to spend the time picking the tools for the mission)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-16-13/1932:48>
God bless autocorrect :)
Still, need sleep and all this typing takes me way too much effort (and correcting takes twice as much).

CYA tomorrow!

Silk and Omar are SO going to collide.
Can't wait.

(first post was just an example of me not putting in the effort of correcting typo's)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1937:02>
hehe Ill need to work harder on this bottle to keep up with you :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-16-13/1943:02>
Far as I can remember:
1 x Duvel (33cl 8.5% high fermentation beer)
(Steak and peppersauce, potato in oven with garlic butter)
3 x glass of red wine
2 x Duvel
(exit, move to bar)
1 x Duvel
1 x Bowmore Whiskey
2 x Duvel
(go home, first post)
Atm, just drinking straight from a bottle of Glenfiddish.

In doubt between sleep or playing Civ4.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-16-13/1952:38>
Nice. Ive resisted the call today, saying that it is too soon after that flu to go to pub. So Im finishing my last bottle of Delaforce Fine Ruby Port. Good things always run out first :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-17-13/1429:00>
drinking so early? I had no time to scratch during this weekend.

anyway, I'll dig something on Snakebite for Mouse. and post it soon (tm).

sorry for small delay ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-17-13/1451:39>
Netz, Xzyl, how are you running you 'links? hidden, passive? Any special sculpting on your nodes? Haven't seen any AR software on them so I assume standard of the shelf.

Snake, make your hidden nodes detection rolls (remember this all extended test are limited - reduce number of dices by one with every roll).

Once found make matrix perception tests on both - (I've little doubt he'll found them) first thing first they are both unencrypted.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-17-13/1525:32>
Unless hidden mode would be frowned upon at the park, she'll be in hidden.
If/when it should come up, her matrix icon is a fuchsia monochrome silhouette of a naked woman on high heels. Beyond that, just off the shelf stuff.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-17-13/1608:20>
hidden is ok here.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-17-13/1716:43>
Currently, Snakebite's 'link is running in hidden mode. It's node sculpting is really simple, and it's best described as framing everything in a very contrasted grey scale pallete; his icons scream "noir style" all over the place, and as Snakebite almost never goes into VR, it's AR sculpture is really better than it's VR counterpart (which just seems like a simple full imersive representation of the AR one). He has two matrix icons stored on his node for use (besides the ones which are common features of the OS): a noir styled private eye guy (which is his regular icon) and an ouroboros (which is the icon he uses when discussing jobs).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/0608:29>
Only karma spent was for learning a new cf, ECCM, and specialization for Ew, communications, for better being able to scan for nodes.

Snake two things.
1. the specialization should be jamming. that would work both way to fight of jamming/jamm on your own. and is useful for identifying nodes that are hidden (I consider hidin as a for of jamming and vice verse). specialization in communication narrow your specialization to communication devices - which will allow easier finding other commlinks, but no hidden server nodes and no hidden peripherals. at least that is how I read it. Sichr?

you can also put the specialization straight as 'hidden nodes detection' to avoid any confusion. Cause your intent is clear. Don't forget that specializing in a skill breaks your skill group. reflect that in your card please.

2. you should always use your skills.
in this case threading higher scan by 2 points, you can do so on autobuy fading resist and it takes so short time, that in situation that are not combat ones, you can safely assume you can roll two hits on your threading rolls.
this would effortlessly give you two additional dices on the roll so you'd start with 13 dices instead of 11. You could drop that form just after using it to avoid modifier for sustaining.

lastly you can upgrade your complex forms with options for 2 karma per option. there are few particulary useful ones that you should consider: Mute (for your exploit form), Optimization (for your both exploit and stealth option), Area effect and Armor Piercing (for attack). Even when not bought you can always thread them - you use up net hits per option (or option rating point) - fading as usual, sustaining as usual. CF can have a number of options threaded up to half it's rating so it's usually non-issue.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/0632:42>
Xzyl, please double check availabilty of the ruthenium coated h-jumpsuit, you're limited to 12. also please.
Netz, is your move-by the-wire system having wifi enabled or is it only DNI controlled?The latter case have standard penalty of requiring operation to install updates of the software and perfoming routine maintenance checks every 3-6 months. Signal 0 wifi is a standard. but your call.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/0728:11>
did you noticed, that we have crossed 1000th post in this thread and 10000 view?
spectacular :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/0734:28>
Sent: like I said earlier in PM's, Ruthenium Polymer doesn't add to the availability.
(Out of the top of my head) The jumpsuit is avail 8, RuthPol is avail 12. But that doesn't make the equipment avail 20. The availability just becomes 12.
You'd only add them together if the availability was "+12", as is the case with vision/audio enhancers etc.

As for the wifi stuff: you're right that they're wireless, but more than likely they'd have signal rating 0, which means they can only be found (and controlled) at up to 3m distance.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-18-13/0748:55>
so the ware would pop out on the scan also....
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/0903:53>
I thought Omar was there alone?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-18-13/0907:54>
yesss. I got mouse in my head :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/0925:48>
Sent: like I said earlier in PM's, Ruthenium Polymer doesn't add to the availability.
(Out of the top of my head) The jumpsuit is avail 8, RuthPol is avail 12. But that doesn't make the equipment avail 20. The availability just becomes 12.
You'd only add them together if the availability was "+12", as is the case with vision/audio enhancers etc.

Both true and false.

true because like you said, ruthenium has a base av. of 12. and doesn't change anythign in the limit.
false because I actually put ruthenium in my head when I meant YNT SoftWeave, which increase the base armour availability by +3.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/0931:03>
also, Xzyl, I assume that both of your ware are wifi enabled ones?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/1014:24>
I always figured that internal 'ware was pretty much hardwired to your nervous system...

You're right about the YNT. Sorry, didn't catch it. (Was looking at the Ruthenium! :p) It worked for the armor I had previously; forgot to switch it. Will see what I can do to fix that.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1049:00>
I always figured that internal 'ware was pretty much hardwired to your nervous system...

You're right about the YNT. Sorry, didn't catch it. (Was looking at the Ruthenium! :p) It worked for the armor I had previously; forgot to switch it. Will see what I can do to fix that.

not really, while you CAN switch off the wireless on them, you need to access them from time to time to perform routine diagnostic and software update.
if they don't have that, then to access them a surgery is needed.and all ware should be monitored at least once in half a year.

Those are peripheral nodes however and their ability for protection is somehow limited. They might be slaved to your link (granting +2 to hacking attempts resistance), operated via DNI (like to enable/disable wifi via DNI, but otherwise wifi capable) or be wifi-disabled devices all-together, with only DNI operation.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1056:49>
that's how all those famouse hacking the cybereyes stories came from.
all you need is to hack the soldier link, and then turn off his eyes. or throw a wifi repeater grenade like to get within 3 meters, and hack the eyes directly.

Omar has all his 'ware's wifi disabled except his implanted link IIRC
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-18-13/1101:36>
Nope- Slaved to commlink. Costs time and money and it wasnt necessary so far.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1108:12>
Nope- Slaved to commlink. Costs time and money and it wasnt necessary so far.

might be Sam was having all DNI'ed then. hell somebody must had :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/1140:57>
Like I said, it's controlled through DNI so the wireless is disabled for the moment.
If/when the time comes the 'ware needs to be updated, all it takes to turn on the wireless is a single though.

It can be hacked through the DNI (which is the commlink if it's activated).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-18-13/1144:52>
Like I said, it's controlled through DNI so the wireless is disabled for the moment.
If/when the time comes the 'ware needs to be updated, all it takes to turn on the wireless is a single though.

It can be hacked through the DNI (which is the commlink if it's activated).

turning off wireless is hardware operation...and the ware have to be accessible, so it means some surgery would be needed.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/1150:37>
Wow. That's silly. Is that RAW?
I can turn off the wireless of my PC by a simple setting...

*shrug*
Slaved it is.

Armor availability should be fixed. Lowered insulation, moved softweave, increased nonconductivity. Turns out with 40Y profit, spent on ammo.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-18-13/1158:59>
jup. RAW. Not that it makes too much sence :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-18-13/1557:02>
Only karma spent was for learning a new cf, ECCM, and specialization for Ew, communications, for better being able to scan for nodes.

Snake two things.
1. the specialization should be jamming. that would work both way to fight of jamming/jamm on your own. and is useful for identifying nodes that are hidden (I consider hidin as a for of jamming and vice verse). specialization in communication narrow your specialization to communication devices - which will allow easier finding other commlinks, but no hidden server nodes and no hidden peripherals. at least that is how I read it. Sichr?

you can also put the specialization straight as 'hidden nodes detection' to avoid any confusion. Cause your intent is clear. Don't forget that specializing in a skill breaks your skill group. reflect that in your card please.

2. you should always use your skills.
in this case threading higher scan by 2 points, you can do so on autobuy fading resist and it takes so short time, that in situation that are not combat ones, you can safely assume you can roll two hits on your threading rolls.
this would effortlessly give you two additional dices on the roll so you'd start with 13 dices instead of 11. You could drop that form just after using it to avoid modifier for sustaining.

lastly you can upgrade your complex forms with options for 2 karma per option. there are few particulary useful ones that you should consider: Mute (for your exploit form), Optimization (for your both exploit and stealth option), Area effect and Armor Piercing (for attack). Even when not bought you can always thread them - you use up net hits per option (or option rating point) - fading as usual, sustaining as usual. CF can have a number of options threaded up to half it's rating so it's usually non-issue.
Regarding 1: I need to review the threading rules again it would seem (I was thinking it was going to be fading of 5 for the final value of the CF.)
Regarding 2: Is there any learning time for the CF options?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-18-13/1602:42>
So the two nodes that I am focusing on belong to the two we are talking to and Unca Omar? Since Mouse is in Unca Omar's head.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1636:57>
Regarding 1: I need to review the threading rules again it would seem (I was thinking it was going to be fading of 5 for the final value of the CF.)
Regarding 2: Is there any learning time for the CF options?
1.
Quote
For threading, the Fading DV equals the hits used for rating
points.
If the final rating of the threaded complex form exceeds the
technomancer’s Resonance, the damage is Physical rather than Stun.
so no you fade only for the extension not for the total rating.
secondary unwired extend this definition, by stating that you can use those point to implement option.
2. no time, just like specializations, 2 Karma and you're done.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1637:36>
So the two nodes that I am focusing on belong to the two we are talking to and Unca Omar? Since Mouse is in Unca Omar's head.

yes, ... unles one of them is carrying two links and the other none.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-18-13/1728:39>
It pains me to say so, but John's Move-by-Wire system will need to be wi-fi enabled. There's a need to update it's skillsofts from time to time and so on.

But woe to the one who tries to get into signal range and be funny. In ten meters people will hear rattle signs, three meters will be a threatened zone.  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/1751:52>
Sent, how many people around in the park? And how many in proximity?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1753:48>
close to four people seemingly discussing busienss? you're damn sure nobody is withing heavy pistols' short range ...

Netz, I might have missed your perception roll, if I did remind me, if I didn't and you want to take it do so, if you did and failed the treshold 4 she is human to you. no metagaming please.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/1757:24>
Wait, I'm lost now. 4 people?
Silk, John, Omar, ?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-18-13/1758:45>
And it's not so much shooting Silk's worried about, it's more people who watch the news and might recognize the wanted felon.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1800:07>
Wait, I'm lost now. 4 people?
Silk, John, Omar, ?

sorry, three of course
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-18-13/1803:15>
No wonder you missed it, Sent. It was posted just two days ago and it's already four pages behind.

4 (Intuition) + 4 (Perception) = 8 dice = 4 hits, no glitch  (http://invisiblecastle.com/roller/view/3975770/)

It seems like the Snakebite manage to discern some elf's features after all.

But do not fret about it. In the spirit of the quality, he is just suspicious of her being an elf, and nothing more. Also, he had not said anything, and probably won't care about it anyway.

You're dealing with a very perceptive ork.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-18-13/1806:45>
sorry about that :)

EDIT: and damn, 4 hits on 8 dices?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-18-13/1808:59>
sorry about that :)

No problem, following a game in this speed is really a challenge.

EDIT: and damn, 4 hits on 8 dices?

Yeah, I'm just that good.
No, really, that's me getting my revenge on the dice for the last run. And I'm not done with them!

Title: Re:
Post by: Sichr on <03-18-13/1846:17>
He made it, posted somewhere around here.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-19-13/0443:25>
You know, I wasn't expecting this kind of PvP here :p
But since we're doing this, no holds barred, eh?!
j/k ;)

Anyhow, I was thinking, I was unaware of the whole spotting-she's-elven thing.
If Silk was aware of this, and is passing through life as a human though, it kinda makes sense for her to be trying to hide/disguise her elven features in daily life, no? At least when she's carrying a human SIN...
So here goes: Disguise (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3980173/)
Which would mean John/Snakebite doesn't spot a thing.

*shrug* Up to Sent to allow it or no...
Not -really- a problem for me, though I'd welcome it.
This new way of ruling Human Looking can actually play out pretty good. Sure, she can be detected. But that means that when she's actively trying to pass for an elf, it'd be easier on her too, right?

Word of advice, though, IF your character spots her true nature and isn't completely socially inept, he'd probably know: She's obviously trying to hide it, she may not appreciate you mentioning it.
Title: Re:
Post by: Sichr on <03-19-13/0521:59>
Unless absolutely necessary for situation, i cannot even think why would anyone care abou the fact she is elven :P. And if the situation calls for that, like negotiating with Ancients etc, it would possibly be in her own field of expertise. Im not sure how this can affect mechanized weapons tactics so omar doesnt exactly care about that fact :P
Title: Re:
Post by: Sichr on <03-19-13/0524:48>
Btw im back in the work so Ill be able to IC at evening.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-19-13/0527:35>
I've no problem allowing disgusing, still treshold 4 is usually enough to pass for human without disguise, so you might have routinelly going without disguise.
That create the dilema of Silk character - yes she looks like a human, but is she wanting to become human, is she embarassed of being elf? jealous of not being human? why she tries to hide what left of her elven origin? she hates herself for being mutant?

I know how she was raised. My understanding is she actively tries to disguise and it is deep in her to hide it.

Netz, unless you got a problem with that she is disgusied and you wouldn't know her elven roots. Maybe some day you'll wake about her without her makeup done ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-19-13/0542:36>
Nah, really, I got no problem. Consider it done, John does not know about Silk's elven nature.

I believe I took out all references of Snakebite suspecting Silk was an elf from my posts. But if you guys find one I missed, point it out.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-19-13/0610:06>
Oh, don't get me started on her psyche... She's pretty messed up :p
Maybe easiest to understand: Everyone she grew up with, familiy, friends, everyone she knew, all hated what she is. The first two and a half decades of her life she was pretty much brainwashed into the same hatred. She was also brainwashed into loving and working for a country and agency she trusted that 1. no longer exists and 2. sold her out for financial benefits.
In short, the only reason all the people she's ever loved, trusted or cared about don't want her dead is, that they all believe she died almost half a century ago.
So yeah, she's stuggled with quite some self-loathing and probably still has a quite disturbed self-image.
First psychological reason for not wanting people to know she's an elf, among many other things, is that it's a first barrier between the outside world and her inner self. As long as they don't know her, they can't get close to her and they can't hurt her.

On the field though, she simply enjoys the fact that people underestimate her when they see a 20-something year-old girl, as evidenced by Netzgeist original post. No need for them to realize she's got more experience than any of them.

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-19-13/0709:37>
Xzyl, Netz great :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-19-13/0743:55>
FYI, I'd have taken Humanis as an enemy, but that's not allowed in missions.
Also an active prejudice against, euhm, prejudice itself or racism might fit Silk; only it's not really allowed by the rules. You can only take the quality to be 'unjustly' prejudiced.
Title: Re:
Post by: Sichr on <03-19-13/0944:25>
Imo prejudice towards hatred group members, or antimetas is quite legal. Antifa ftw.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-19-13/1310:17>
well played by Omar, to leave them wonder who is displaying the fake vid - respected news site or accused murderer with a face and charisma of a prisoner who just escaped from jungle prison

well played ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-19-13/1644:59>
agreed nicely played.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/1651:13>
In the company like this, man has to try to do his best :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-19-13/1652:57>
Which node has the most smart gun devices on it? That would be the one Mouse would go for first. There is one with a firewall 6 and the other with an unmodified firewall (iris orb os) is 3 right? Is the firewall 3 the ones with most of the smart gun devices on it?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-19-13/1717:20>
there are four smartguns linked to the firewall 3 and five linked to the firewall 6
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/1721:31>
armed to their teeth, are they :)
That would possibly be nice change of approach. Waiting for Farothel would possibly be even fun :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/1906:16>
You know, I wasn't expecting this kind of PvP here :p
But since we're doing this, no holds barred, eh?!

Id like to adres tis PvP thing...its not that way. But since Omar and mouse lost 4/5 of the team because of consequences of compromised security, Omar and as I recall Mouses feelings after Sams death he also would want to eliminate such threats for the future. Omar is not the most charismatic guy, well on the other side he is almost genial, at least for an ork. So IMO he would be trying to do whatever he can in the way he sees fit and necessary.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-19-13/1932:43>
Writing IC atm. Maybe can use the results of this? Judge Intentions, 4 hits (http://invisiblecastle.com/roller/view/3981054/)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/1939:32>
As far as I can tell, Omar is not trying to lie, and for silk it is obvious that he tries to provoke her...intentionaly, to see how she handles such situation. He isnt very good at it, well he does his best :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-19-13/1941:39>
ninja'd :)

there are two thing that you can identify
1. he is saying truth (or at least belive in what he say), hell if he tried to lie to you, you'd die from laughing
2. he is trying to provoke you and loose control

knowing that he's trying to provoke you does nothing good, roll composure please for your vindicative trait.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/1943:14>
he never sleeps :)
sorry I thought that it would be faster if we dont need to wait for tomorrow. seems liek we are all the same :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-19-13/1952:34>
Composure (10d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3981106/)

Oh, this'll be fun.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/1953:05>
oh shit :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-19-13/2006:14>
Sent, not sure how vindictive you consider vindictive.
I've personally always considered it the urge to get payback; but unlike others don't think it always needs to be done with violence.
In this case, it's provocation which she feels need to be answered with more provocation: you press her buttons, she presses yours harder.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/2021:59>
lovely :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-19-13/2031:48>
Hell I got a problem with wording the last sentence in that speech, well IMO you get the idea  :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-19-13/2342:09>
Oh, gosh, we lost a vindictive face, and then we have a vindictive face.
This is going to be great, really!  ;D

Whatever, I believe that I1m the one who post the better when drunk, and the last posts are probably proof of that (I will check tomorrow, though).,
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-20-13/0314:52>
I just hope that I understand correctly, that Silk bold is Silk yelling. I build my reaction on this...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-20-13/0327:58>
Sent, not sure how vindictive you consider vindictive.
I've personally always considered it the urge to get payback; but unlike others don't think it always needs to be done with violence.
In this case, it's provocation which she feels need to be answered with more provocation: you press her buttons, she presses yours harder.

great post, my understanding exactly

also case one on 'why gm should never let players handle introductions' - given ocassion they'll always choose to kill themselves in pissing contest instead cooperating (and they will always say they were just playing their characters) - always
Title: Re:
Post by: Sichr on <03-20-13/0357:37>
Lol :)
Title: Re:
Post by: Sichr on <03-20-13/0407:08>
Also funny how the worst personal traits find the way to affect the situation.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-20-13/0447:22>
The bolded part wasn't really shouting, more emphasis.
Shouting'd probably be written in caps...
Title: Re:
Post by: Sichr on <03-20-13/0545:50>
That would possibly spare some insults and lower Omar`s resolve to  refuse her. First I can do by editing that part about "fucking around", the second would have to be solved in further talk. That vindictive roll actualy worked the best it can for what Omar was trying to test. He didnt even imagine that the trap would actualy work this good. And as far as I dont read other people's sheets, I was a bit surprised by that vindictive furry :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-20-13/0608:41>
Silk's not done talking, but I think we're going way too fast. Going to wait and give snake_eyes a chance to catch up with his actions... with all the talking-time that's passed, loads of matrix actions could've/should've taken place.
Title: Re:
Post by: Sichr on <03-20-13/0616:39>
Right. Im currious how he woul proceed.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-20-13/0916:20>
Seriously, what the hell is in those packages anyway?
Title: Re:
Post by: Sichr on <03-20-13/0929:59>
@Bittersnake is mostly described in IC. + tacnet client, network settings etc. @Silk is complete list of team contacts, so she can arrange her agenda, tacnet client, network settings and personal file for Farothels character, so Silk can contact her and fill the blind spot in data mouse revealed via matrix: her motivation to quit KE despites perfect career and to became runner.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-20-13/1859:53>
Sent: before I roll, I earlier asked a question about using agents. I planned to set up my alternate commlink with a small bonnet to use to assist in hacking. I know an agent or sprite can add +1 die to the roll. I was wondering if 4 agents (r4) would be able to add up to 4die for the hacking attempt? It's based on the strategy that Mouse used earlier as part of this previous adventure.

Sorry guys, this has been a really busy week.

Oh. I looked at the program options: I added Mute to exploit and Area (+2) and Targeting to attack.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-21-13/0628:57>
Im back in the bed for a difference. Two days in the work and the fever is back :(
@Snake_eyes: Take your time...beter to practice now than later during real mission. And dont push yourself over the edge...no shame ta stand back if node is secure enought. Thats what probing is for :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-21-13/0642:22>
Quote
If a hacker is using mass probing to place bots, accounts
lost to security upgrades and system audits will usually remove
the bots as well. A botnet can also assist a hacker in performing
a mass probe; add a 1 die positive modifier to the hacker’s Mass
Probing Test
for every bot in the botnet carrying an Exploit
program, up to a maximum bonus equal to the character’s
Hacking skill.

the problem is that probing even in VR takes 1 hour minimum
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-21-13/0643:50>
but if you go for hack on the fly, you can use them as well:

Quote
Mass Attacks
A mass attack refers to a team of hackers pooling their resources
to hack a particular system. Functionally, a mass attack
is Probing the Target (see Probing the Target, p. 221, SR4) with a
Teamwork Test. Hackers and technomancers can work together
on mass attacks. If the test is successful, all of the participating
hackers gain access to the node.
Agents and sprites cannot participate directly in Teamwork
Tests, but add +1 die to the prime character’s dice pool for each
agent or sprite assisting (maximum +5).
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-21-13/0707:01>
as i read it: "Functionally, a mass attackis Probing the Target..." means this also cannot be made on fly...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-21-13/1857:32>
While not in a hurry, technically. I don't think the conversation is going to last an hour. Not with Omar leading the conversation, anyway.

So the intent was to hack on the fly. Mouse would start with the rating 3 firewall. Which he should be capable of accomplishing w/o incident. The firewall rating 6 potentially has the ability to be more problematic for him.

Sent: I will leave the decision up to you re: +4 from the agents with a hack on the fly.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-21-13/1928:57>
until further notice, we'll play with: +1 per agents apply only to probing attack.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/0327:49>
Snake, what is your stealth rating?
I assume it's basic one so it is treshold 5.
Netz, will you please roll two times your Firewall + Analyze?

Snake I assume, you want to have mute option on. This mean you cannot autobuy fade resist on 3P (one net hit is used for option) - so you either have exploit 6 with mute on autobuy or you roll fade resist for 3 net hits.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-22-13/0529:52>

Netz, will you please roll two times your Firewall + Analyze?


Done.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/0607:51>
I know Sent calculated the thresshold here in OOC nad you go with that, Snake, but can anyone explain to me why you are hacking for admin account? To plant files User level is comfortably enought, and even security would be enoughht to manage alerts etc. Why do you go for +6 thresshold when you dont have any use for admin rights ???
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-22-13/0637:40>
Not too sure if every system automatically has these difference kinds of accounts.
Sure, the node of a corporate site will have these, but a single-user commink?
I know my cell-phone only has an admin account, no others.

If not, I'd agree on user -usually- being high enough to write a file... but it's up to the admin to set these restrictions; for a single-user device I'd think it makes sense to for the admin-user disallow anything that's not your own level.
Security accounts shutting down security is a big no-no, even for corporate accounts imo. They can call in IC, kick/temp-block user-level accounts and maybe manage some smaller settings and shut down low-level operations to make sure the security programs get priority, but actually disabling security on a node should definately be a admin-only right.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/0646:46>
Quote from: SRA, p. 225
ACCESSACCOUNTS
When you log on to a node, you do so at a certain access level, which is
defined by your account.There are four types of accounts, public, user,
security,and admin,in order of least to most access. Except for public
accounts, access to an account level requires authorization, which is
described in the next section, Authorization and Authentication.

A public account is a sort of “foyer” for a node. When logging
on without any authentication, you get a public account. Public ac-counts usually allow the user to access public information about the
node, and could also allow a small amount of functionality, like the
ability to order food, shop, fill out forms, etc., depending on the node’s
purpose. Most retail outlets, malls, restaurants, and other nodes open
to the public offer this account to customers.

A user account is offered to users who belong in the node, like
the employees of a company or paid customers of a Matrix nightclub.
Icons with this account are generally allowed to run programs, create
and edit files, and perform the usual work of the node (whatever that
may be), depending on the function of the node. User accounts require
some form of authorization to access.

A security account is for users who are responsible for safeguard-ing the node. These users are allowed the privileges of user access, plus
the ability to delete files, run IC, log off users, and initiate alerts. The
threshold for hacking a security account is increased by +3.

An admin(short for administrator) account grants a user full
access to the node. No action or command is denied to an admin ac-count. Most nodes only offer this account to a few users, or only one.
The threshold for hacking an admin account is increased by +6.
Peripheral nodes are simple constructs and only have public and
admin access. The hacking threshold increase for admin access does
not apply to peripheral nodes
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/0652:47>
I recall some discussion about this, possibly on this forums...standart user would have User rights. Security would be for matrix connection provider. Admin account for commlink/system manufacturer only.

IMO there is some ballance in rules, and automaticaly suppose that every account around is admin, thats IMO somehow breaks that balance...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/0707:59>
But maybe it was Mouses choice, IDN...Im just saying that its like using battering ram to drive a nail...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-22-13/0751:07>
"generally allowed to run programs, create and edit files" pretty much seems to imply this can be changed by higher-level accounts and would depend on the node/device (settings) itself.
And what I said about security accounts seemed to match your quote too: they can kick users or start alerts and IC, not shut down security itself.
That's all I was saying.

But yeah, it's all up to Sent & Mouse.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1043:04>
"generally allowed to run programs, create and edit files" pretty much seems to imply this can be changed by higher-level accounts and would depend on the node/device (settings) itself.

Absollutely correct. Ive just read a few Sample systems in Unwired, and most of those have PRivileges: Standard...Even Zurich Orbital Terrestrial Substation, New York (where users are allowed to make transactions from their accounts) so IMO it is quite standard days. But AFAIK this will enourage Sentinemodo, who is IT specialist himself, to demand to put whole architecture of our PAN down on paper, and as far as Ive tried this once...Ill just say its really different cup of tea for me, so Ill just...stay quiet :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/1439:25>
user is enough to create files if that is a question.

it is acceptable to use admin account for all tasks, (if you'd ask any security specialit, he would say it create more risks then solves problems)

I'd say, that at least basic level of computer knowledge is neceassary to change admin/security/user priviledges

however the dices were rolled.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1453:32>
I really want to hear what he was trying to accomplish. But...its just a game.

Since Im really sure Ive seen your post where you calculated all dicepools and thressholds. Even if I couldnt find it now. I just had the feeling that snake just followed the easiest way and followed that post. But I may be wrong.

And yes, I do care because it is Omar who will eat the lead, not Mouse...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1520:56>
I know, I am unbearable as Im frustrated by this illness.
Lets just have a look on next Snakebite`s great escape :)

http://vimeo.com/62092214
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/1523:45>
I'll wait for him to post an ooc before resolving
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1540:22>
btw...about this frustration...Ive just bought this: http://boardgamegeek.com/boardgame/118063/infiltration game and tomorrow we will grill some steaks and give it a test, so Ill tell you how does it feel. This whole NetRunner/Android universe looks quite interrecting. If someone made a PC version of this, something like Duels of Planeswalkers for MtG, it would be Day1 mustbuy for me...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-22-13/1546:22>
Snake, what is your stealth rating?
I assume it's basic one so it is treshold 5.
Netz, will you please roll two times your Firewall + Analyze?

Snake I assume, you want to have mute option on. This mean you cannot autobuy fade resist on 3P (one net hit is used for option) - so you either have exploit 6 with mute on autobuy or you roll fade resist for 3 net hits.
I bought the Mute option with Karma for exploit (along with area2 and targeting for attack) which I previously posted. So just to advance Exploit by 2 is 2p fading roll which I could autobuy.

I figured that only an admin would be able to apply settings and configuration changes. In any case, it would require above user. Which based on my first roll required the second anyway.

Ok Sent, I have one full combat turn before alarm goes off. First question, do I know that I have triggered an alarm. Like i slip through the firewall to be spotted by the analyze program.
If I know that I have triggered an alarm-can I turn it off?

Off to a good start and the adventure hasn't even begun yet.  :P
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1552:13>
Sorry I`ve doubted your awareness :)
Playground is yours, as Xzylv correctly said, the conversation lasts enought to allow you to finish what are you doing in matrix.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-22-13/1554:59>
It was also my interpretation of what Unca Omar was intending. Plant the files with configuration settings and whatnot would mean to me (and Mouse) to apply them as well. Otherwise you could have just sent the configuration to them and let them apply it.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1609:26>
Otherwise you could have just sent the configuration to them and let them apply it.

That, in fact, was the idea. Never mind :)

my mistake. And Im not in command or something, just too much time, too little to do. This changes ASAP when I get back to work...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/1631:26>
yes, you know you've triggered it, and you knwo you triggered it becuase you hacked in.

regarding the autobuy
I satnad corrected, it seems you can thread the options you haven't bought for additional hits, and if you bought them, they don't need to be threaded.
Sichr, can you pass this p.136/ p.148 Unwired.

you've triggered it on your second pass at the same time you hacked yourself in with admin priviledges.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/1707:35>
JIC: snake, you're free to IC, you got one combat turn before the alarm turns on, but as such, you need only one IP to turn it off. so you're free to go about.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1723:41>
yes, you know you've triggered it, and you knwo you triggered it becuase you hacked in.

regarding the autobuy
I satnad corrected, it seems you can thread the options you haven't bought for additional hits, and if you bought them, they don't need to be threaded.
Sichr, can you pass this p.136/ p.148 Unwired.

you've triggered it on your second pass at the same time you hacked yourself in with admin priviledges.

I have no technonmancer in my group, and hacker left for Malaga, Spain for 6 months to work on local Budhists centre. So I trust you and keep my fingers crossed for Snake :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-22-13/1727:50>
Guys, just some food for thought:

Wouldn't the things being ruled as they are turn things a little bit too easy for hacker/'mancers? For a primary hacker/technomancer, it will take only two or three rolls to enter any node, and it's really, really hard for one to be spotted on his first turn. So, if one triggers an alarm and has the mute option, virtually all the time he will just turn it off afterwards and all is green and cream. Mute, all things considered, seems really overpowered.

I have no problem with this situation being ruled as it is, but I would suggest that, for the next occurrences,  at least a Matrix Perception Test should be successful for the hacker/'mancer to know that he triggered an alarm (alert status of a node is something that an MPT reveals).

Anyway, just my opinion.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/1738:46>
Higher security nodes, have IC trying to spot and identify hackers, that while able to use admin priviledges do not have the passkeys, credentials.
while turning off alarm is simple and almost unnoticeable (actualy system rating times CT to appear in system log, where it can be spotted by MPT), truning off ICs is certainly noticeable by any vigilant spider.

in your case - you're busy talking to Omar and Silk. You're not in VR, and if you had been monitoring your node, all of your rolls would be at -2 due to AR clutter. hence, you're not observing it at all. alarm would flash an AR to you grabbing your immediate attention.

IMO, it's no more overpowered than 20 armor rover with a machinegun, just in a different way.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-22-13/1743:22>
Yours is the ruling. Just expressing my thoughts. I'm good either way.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/1747:38>
I'll try to put up enough challenge for the sneaky, snaky, mousy one *wink*
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1759:20>
Mute is good option, well it is, as always, two edged sword. Same option, and note that it doesnt cost much, would possibly use every professional hacker attacking us. Also, it mutes only alarm rised on the action with Muted program. It wont save you from IC or Spider. IE...if someone is trying to hack Omars link right now, not only he would have to pass firewall (5, built when I thought that Firewall is limited by response) but he would also needo to avoid Mouses perception roll. And IMO the same goes if we are all connected to team PAN with Mouse on master. Well, as we saw before, it still isnt bulletproof.
I wonder how much of things we are doing now (I mean this almost paranoid recruitement) we wont need to do, if such breach didn`t happen to the team in the past :) But I thank for this RP opportunity.
IMO PbP is better then tabletop for such things. Much more space to "tell the stories".
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-22-13/1816:12>
I know, I am unbearable as Im frustrated by this illness.
Lets just have a look on next Snakebite`s great escape :)

http://vimeo.com/62092214

That is awesome.
Really. Awesome.  :o
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-22-13/1826:35>
yep. nice one
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-22-13/1829:11>
Crazy russians  ::)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-26-13/1734:23>
Nice avatar, Sichr. I hope you haven't changed it last year, and I am noticing it just now ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-28-13/0656:57>
Uhm, Sent, some things got me confused:

The surprise:
Rea + Int (6d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3995891/) So yeah...
But how/why are we surprised? We know they're coming, Silk already went for cover and actually engaged them...
Smoke, sure. But that's what thermal vision, ultrasound and vision enhancements are for, no?

Commanding Voice:
They resist with a +4 group bonus, using highest rating, get bonus dice from range/volume (?)... Silk still manages to defeats them, yet only one of them actually does what he's ordered?
That's... harsh.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <03-28-13/1106:13>
I'm back and I'll try to get up to speed as soon as the jetlag is gone (or mostly gone).  Where am I supposed to be at the moment?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-28-13/1112:33>
far away, we got a little situation to resolve
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-28-13/1119:44>
imagine you're driving in fog, you know there is a turn to the right very soon, you drive at 80 km/hour. at this speed you travel 15 meters per second.
There is a chance to miss it? that's what I tried to mimick, if they've driven at the constant speed and a constant vector you might expect them (or even calculate the time of their arrival).
but they do change their course, and slow down/accelerate slightly (but meaningfully during the 3s period).

thermovision helps, ultrasounds less because it's an open terrain, vision enhancmeent no +3 to your init dicepool since you have thermo

now about the command voice. they are drviing large bikes generating lots of noise on their own, you shout at very loud volume, making it slightly difficult to understand the exact words, and don't forget you're shouting over the distance of 50 meters..

you got exceptionaly good combo for such feat, and it's still astonishing you managed to do what you did
Title: Re:
Post by: Sichr on <03-28-13/1146:39>
If you want RAW solution, roll for Audio Perception with each ganger. With every available  modifiers. And I don`t believe gangers would tune their chopper to be more silent :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-28-13/1948:43>
Let me know when I can act.
Title: Re:
Post by: Sichr on <03-29-13/0202:18>
Imo you can anytime, you are at the speed of light :)
Title: Re:
Post by: Sichr on <03-29-13/0206:25>
Omar will start long burst-short burst sequence from oposite sidd Snakebite was targetting, every shot a new target. I just dont have oportunity to roll IC so pls be patient.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-29-13/0915:28>
Eeps, just thought of something I completely forgot about and which Silk could do (/could've done) with the free action she got left:
Instead of using the bench only for cover, she'll also use it to hide; free action: deactivating the holoclothing to reveal the ruthenium polymer beneath it.
These guys are behind a smoke cloud; she's hidden in chameleon-wear, thermal dampening (in case these guys got thermal too) and behind a bench with a very immobile ork on it and another ork with a gun next to it. She'd figure chances of her being a target should be pretty damned low... Not to mention feeling really good using Omar as a meat-shield vs guys with taser-lances.
Title: Re:
Post by: Sichr on <03-29-13/0950:28>
Good there is drone providing cover to omar. Btw I ve imagined the seating as: bench - TABLE - bench, Omar on one side, silk and snakebite on the other. The situation now would be
 gangers-smoke-D1-bench+Omar-table-bench+Silk+SB.
Am I right?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-29-13/0957:44>
Let me know when I can act.

you can act now - single combat turn for you (3 IP) since you can act before they appear on the other side.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-29-13/0958:08>
Eeps, just thought of something I completely forgot about and which Silk could do (/could've done) with the free action she got left:
Instead of using the bench only for cover, she'll also use it to hide; free action: deactivating the holoclothing to reveal the ruthenium polymer beneath it.
These guys are behind a smoke cloud; she's hidden in chameleon-wear, thermal dampening (in case these guys got thermal too) and behind a bench with a very immobile ork on it and another ork with a gun next to it. She'd figure chances of her being a target should be pretty damned low... Not to mention feeling really good using Omar as a meat-shield vs guys with taser-lances.

you can do so and post in IC.
Title: Re:
Post by: Sentinemodo on <03-29-13/0959:01>
Good there is drone providing cover to omar. Btw I ve imagined the seating as: bench - TABLE - bench, Omar on one side, silk and snakebite on the other. The situation now would be
 gangers-smoke-D1-bench+Omar-table-bench+Silk+SB.
Am I right?

there is no TABLE, not even table.

just a bench, John was sitting on.
Title: Re:
Post by: Sichr on <03-29-13/1001:20>
So no seating, just a bench by the sidewalk. Got it.
Title: Re:
Post by: Sentinemodo on <03-29-13/1001:40>
Good there is drone providing cover to omar. Btw I ve imagined the seating as: bench - TABLE - bench, Omar on one side, silk and snakebite on the other. The situation now would be
 gangers-smoke-D1-bench+Omar-table-bench+Silk+SB.
Am I right?


no time for ppt today (I will when I have some

Code: [Select]
|
|
|====================== <- line of smoke
|
|   BSbt
|   B    Omr         D1 Bike
|SlkB
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-29-13/1126:29>
Can she roll under? She's quite slender and lithe, you know... unlike Orks :p
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-29-13/1134:35>
yeah, no problem,
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-29-13/1223:03>
Can she roll under? She's quite slender and lithe, you know... unlike Orks :p

Am I smelling a little hint of prejudice here?   :o So wrong, Xzyl...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <03-30-13/1201:14>
Some of my actions bled over into the next CT. Sorry.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <03-31-13/0744:13>
no problem, snake, it just means you'll not act before they arrive.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <03-31-13/1535:31>
I don't really have a problem with him using the bike instead of his body to dodge, if the bike's more mobile.
Seems like he can choose: keep bike steady and dodge himself, or do a maneuver with the bike and use its speed & agility to dodge. He picked the last.
Whatever the RAW (uncertain and not going to start that thing again), it certainly seems to fit fluff wise.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <03-31-13/1633:20>
I see things the same way as Xzyl. Both ways of dodging seem plausible, so it appears to be a matter of choosing one.

But there's one thing I'd think it's better for us to address here, so that we can all go by the same rule when the situation come again.
Usually, when a character is attacked twice in the same character IP (as was this case, John using both his simple actions to shoot the same guy), I roll the first dodge, then soak and apply damage, and then repeat the process to the second one. In doing so, if the character is injured in the first attack, his dodge on the second could suffer a damage penalty. If we roll they all together and then apply damage, then that's not the case.
Again, I can understand the reasoning for ruling it both ways, and it seems to me as a matter of tuning the lethality level of the game rather than any other thing. So I just want to know which way we are going so that we are all on the same page and in the next situation I will know how to properly roll the dice.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-31-13/1652:07>
I`m back. I`d like to hit the front whell (not the tire, more the "front axle(im not sure if it is the right word...)") What would be modifier for called shot?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-31-13/1742:41>
And IMO RAW:
Quote from: SRA
DAMAGE AND PASSENGERS

Attacks must specifically target either the passengers (in which case,
the vehicle is unaffected) or the vehicle itself (in which case, the passengers are not affected). The exceptions to this rule are ramming, full-automatic bursts and area-effect weapon
attacks like grenades and rockets—these attacks affect both passengers and vehicles. If an attack is made against passengers, make a normal Attack Test, but the passengers are always considered to be under Good Cover (though the Blind Fire modifier may apply to the attacker as the situation dictates.) Passengers attempting to defend an attack inside a vehicle suffer a –2 dice pool modifier to their dodge, since they are somewhat limited in movement. Additionally, the passengers gain protection from the vehicle’s chassis, adding the Armor of the vehicle
to any personal armor the characters are wearing. Called shots may be used to circumvent one armor or the other but not both. In the case of ramming, full-auto and area-effect attacks, both pas-sengers and vehicles resist the damage equally.

Is simple.
No blind fire since IMO he is visible on the bike, it is obvious that he is sitting on the bike seat (not like in the car, where passenger may be hidden)
-2 for gangers dodge if he is trying to dodge
Add vehicle armor to his own (since there was no called shot AFAIK)
Additional -1 dodge for second burst

Called shot to ignore bike armor (HD Scorpion) would mean -4
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <03-31-13/1902:56>
BTW for defence pool:
RE+Handling or RE+Handling+Pilot skill if Vehicle is attacked

OR

RE-2+4(full cover) or RE-2+Dodge+4(full cover) if passenger is attacked / tries to dodge... (and possibly +2 for running)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-01-13/1237:58>
BTW for defence pool:
RE+Handling or RE+Handling+Pilot skill if Vehicle is attacked

OR

RE-2+4(full cover) or RE-2+Dodge+4(full cover) if passenger is attacked / tries to dodge... (and possibly +2 for running)

marked is what I used Re + handling + pilot (skill + specialization) + running.

as for armor, he is ON the vehicle, not behind it, not inside it. no vehicle armor for him. 
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-01-13/1430:30>
BTW for defence pool:
RE+Handling or RE+Handling+Pilot skill if Vehicle is attacked

If vehicle is attacked. IIRC Snakebite said "one of the bikers". Clearly the next part applies.

OR

RE-2+4(full cover) or RE-2+Dodge+4(full cover) if passenger is attacked / tries to dodge... (and possibly +2 for running)

marked is what I used Re + handling + pilot (skill + specialization) + running.

as for armor, he is ON the vehicle, not behind it, not inside it. no vehicle armor for him.

You know rules are clear. If you wat to avoid hitting vehicle armor, you use called shot. Abstraction. Sometimes you push as hard as you can for rules that are missions optional, but sometimes you are trying to ignore rules that are Core.
You are IT specialist. Take that paragraph and draw flow chart for it. Why are you trying to impose optional houserule when text is that clear?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <04-01-13/1551:44>
Why be so hard on a rulescall the GM and the player in question both agree with (and which imo, makes sense too)?
Rule zero & cinematic game ftw.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-01-13/1600:46>
So what are rules for? Inspiration?
EDIT: How would we solve the situation next time? We wil seek this conversation to have a look and then we will have some conversation about how that situation is/is not simillar to this one, and if the whole applies or if it is necessary to find another interpretation of rules?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <04-01-13/1603:54>
SR4A is the muse to the artist that is Sentinemodo :p
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-01-13/1620:56>
I`ll recall this next time my PC does things right, hits the wall with tank, with pre-calculated risk, and then he get almost killed by different interpretation of rules.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <04-01-13/1633:15>
Which bears no similarity to this situation -at all-.
Hell, the whole encounter is mostly fluff...

Anyhow, really don't feel like having this discussion again.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-01-13/1720:51>
You know, I understand that this area of rules is not that relevant for you in this game, since it isnt related to any social interaction and whatever else silk is capable of. For me, on the other side, this is crucial, since my field of interrest in this game lies almost exclusively in the area of vehicle combat.

... and Ive just bought a bike ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-01-13/1804:28>
Usually I'm not very talkative when rules-wielding is the topic, but this time, I'm a proponent of calling the official rules as they are terrible and completely nonsense. When I read about this specific topic, it seems to me that the responsible for the core rule book had just forgot that the term vehicle means a little bit more than a car or a plane.
I understand how Sichr is argumentative on the "going by the book" way (that couldn't be made more clear than you did on the game where I first introduced Gentleman John as a character), but here the GM in me is being quite annoyed. Hell, I guy receiving armor for standing in a bike make no sense at all (and if we take in account the way Sent just described the dodge maneuver of the guy, it would make even less sense to consider vehicle armor to him). And even though rules are an abstraction, one of the things I like about Shadowrun is that it's not so simplistic as D&D and the like.

When we were playing the War in Heaven, Sent introduced a House rule regarding astral visibility that was not cannon, but fluff-wise made sense. Part of the GM work, besides narrating interesting stories, is to improvise the ways of making these stories possible and more entertaining to all - at least to a part of me, that means, among other things, sharpening some rough edges of the rules, in a way that they can make more sense. As always, I guess that's Sent's call, but in a debate about "official core rules" against "simple yet realistic rules", I am all for what makes sense.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-01-13/1856:43>
http://www.gods-inc.de/macavity/IsleOfShadows/vehicles/bikes.html

Find Scorpion on that page
tell me how much it doesnt protect man sitting on it.

This and Honda Viking...Ive seen this pictures long ago in Street samurai Catalog in 2nd Ed. And it makes complete sense to me that this bikes provide armor to those driving them.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-01-13/1905:09>
I will be completely sure that when I scrolled down and found General Grievous in one picture, I disregarded most of the page.  ;D

And if I was the GM, I would still rule that it wouldn't give any armor bonus on most situations.
Title: Re:
Post by: Sichr on <04-02-13/0338:36>
I would scan previous editions, if I have those books with me. Not just to find some more official picture, but also to show you that bike armor protecting passengers is nothing new in SRA and it simply isn't mistake no matter how passionate your crusade against it would be. But Im tired of this. I'll just wait for the final GM decision and arrange accordingly.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-02-13/1516:49>
Done in IC.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-02-13/1807:08>
... and Ive just bought a bike ;)

this :(

We're specifically talking about full auto fire.
If I want to target a person on (or in) vehicle the rules are clear enough.
in the full auto case, they say that damage is resisted equaly which in my book means same damage value (ie after good cover, inisde vehicle defence modifiers)
in other words, you need to hit vehicle to hit all the passengers inside.

as of now and until further notice. if a passenger is inside the vehicle (ie. car, tank, coocon inside a drone) the vehicle armor stacks with passenger armor, for motorcycle and similar, vehicle armor offer no protection.

this is what I said couple of weeks ago, after lengthy discussion relating to what consists of being inside vehicle and on vehicle.
that's point one

point two is that the rules are not clear, why would I apply vehicle armor from second last sentence if the first sentce say that if you attack passenger the vehicle is unaffected. the same set of rules fueled discussion not that much time ago.

you show me pictures of motors, that I could call tanks on their own, with the main difference being they have two wheels or three not four like the tanks proper. and yet there is a difference between being inside the vehicle and on it. if you sit on your doberman drone or just jump on it and catch something to not fall to the the ground - should I consider your behind drone armor or not? because technically you're driving it motor-style, heck you might even be jumped-in inside the VR and strapped on the drone.

point three is that I don't consider it an abuse of the rules stating that driver of a bike decide to dodge the bullets by maneuvering the vehicle instead of dodging in person, provided he doesn't do both. If you go melee you can use dodge skill or your melee/unarmed/weapon skill to reduce net hits of an attack. so there is an example of similar behaviour within the rules. it's not against the rules, it's rather their applicance in different way. If you have a mean to steer the vehicle, why should you dance on the motor instead of using it's greater speed to dodge bullets. BUT it is my interpretation of RAW.

point four is that I might be wrong in this ruling. Why did you agree (or at least voiced no objection) to my interpreatation of combat rules that allowed consecutive attacks by number of gangers going out of the smoke area? they should act on their respective initiatives, roll it and act upon it. it's clearly against RAW. point four is that since the rules are so clear, we should play by them ...let's roll back the situation, there are five gangers on the bikes, they won't use shock lances, or smoke grenades, by RAW they don't stand a chance against any three punks on the street so because they wouldn't make it past last corner being that stupid. they won't do anything surprising. just drive and and pass you by.... if you decide to attack them, you roll your dices, roll mine as well let me know how this thing ended,

lastly, it's becoming increasingly difficult to pose a challenge without increasing numbers of opponent to dozens or increasing their 'ware level to the point of hundred thousands nuyen per street level ganger with mage in every squad. I might have reached the boundaries of my GM skills and to keep things interesting (despite my interpretation of what is within RAW) I might have gone cheap with breaking the rules (by your interpretation of the same)... it's also becoming increasingly time consuming .. I know I was the one to delay for the last few days (went to my home city, visit parents, had my baby girl sick (nothing serious, but she is my one and only and I am 500 km away from our doctor)), but when I am back to the IC and I am wondering whether -2 or -3 modifer for called shot against wheel of the bike moving at 60 kph will or will not launch a discussion on raw, I just save it for the next day...

Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-02-13/1818:23>
...
whatever I say, doesnt matter. I cant find those 2nd and 3rd Ed books, so Ill post no refference from previous editions. Pictures are as official as they could be. Also previous editions references and scans.
HD Scorpion armor is r.4.
That means less than armor west. Even Balistic shield rating is higher.
That for the chpper that from the front leaves maybe the bikers head behind winshield visible.

BTW: RAW it is forbiden to use drones as personal carriers.
Not rolling initiative was your call, and I have other things in my life than argue every time you make a decission as GM.
I reacted on your OOC text in IC, where you said that you have difficulties with resolving the attack. IMO this happens when you are trying to create your own rules in system like shadowrun. I`ve just tried to make it easier...by following the rules.
As for the challenge...I recall some characters dying during last run, I also recall us being hardly pressed before...almost every time we came to the conflict. Even if we dont loose lives too often, we have great material expenses, fractions pissed off on every side, even Eagles watching for some of us. We never visited Sioux sector, where Omar would feel like home since their mentality...and standard street gear...is on the same level as in the mercenary camp. We have no tail, no snipers, no attacking drones, no boobytrapped fridges and poisoned food...but sure as hell three professionals with our level of equipement and skill investment we are abe to deal with five gangers...even when protected by bike armor...
BTW even armor has its maximum related to the body rating, its not like we have flotila or armor 20 combat skateboards...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-08-13/1547:08>
You guys ok out there? No postings in several days. Not like you.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <04-08-13/1721:33>
Present.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-08-13/1823:26>
Present, and half-alive.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <04-09-13/0126:09>
I'm still here, but having not much to do right now.  :(
Title: Re:
Post by: Sichr on <04-09-13/0335:57>
Present.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-09-13/0337:14>
present somewhat.

sorry for delay.
Title: Re:
Post by: Sichr on <04-09-13/0408:56>
And sorry if my "lawful ruleslawyer" has been too disruptive. Not fun to anyone, including me. There are more important things we have in common. Like ... and such ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <04-23-13/1205:48>
guys,

lets start with I am sorry...

I've been having real bad weeks. There have been work related issues, travel difficulties, family health problems and ingame tension. I don't think I understood how much toll had it took on me, and how irritated and touchy I was (was hopefully).

luckily, my family is either healthy, getting better or dealing with their illness better then expected.
double luck is that my holidays had ended, work issues are being solved.
tough thing is that my wife asked me to be a little more at home when I actually am at home, meaning I'll be posting less often.

I'm posting this head up for you to know that I am still around (and you might have seen me posting in Kour game). I haven't posted here as I needed some time to process the latest discussion and to overcome vent reaction and be constructive in resolving the situation.

bottom line is that I do feel the need to adapt the rules given in a books to the situation sometimes, as much as I am open for out-of-the box ideas from you. I do make some calls that are optional, extrapolational or clearly contradictional to the ones given in text. I try to play by raw as much as possible and I was and intent to remain as open to discussion on it as ever.
 
in this current context it means that both of the calls I made will be in place:
1. if the vehicle is considered to be a motorcycle it will not as a rule of thumb provide any additional armor to the passenger. the rule of thumb means that if there will be additional armor, passenger protection, rigger cocoon or other mods installed this is subject to change. similarly removing two wheels from a car does not make it a motorcycle and thus it still provide armored protection)
2. if the driver of the car is shot at and can avoid the bullets by making a maneuver with a vehicle, he can do so instead of using dodge (he/she gets all the remaining modifers as well, it's just other skill being used) - if he'll get hit anyway he will need to make another roll for avoid crashing similarly to the knockout roll.

Sichr, I understand your desire to play by raw or as close to it as possible. I think the game should be a fun experience and fight over every call are opposite to it. let us have fun in IC or barring that let's hang out in OOC, it's been silent long enough.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <04-23-13/1331:41>
You know, when I was leaving my office today I was trying to turn of my computer with light switch. Lets not talk about work and such things. :D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Xzylvador on <04-23-13/1640:29>
You know I'm here. Though I'm dealing with RL stuff myself and activity and post quality can vary from 'few & short' to 'lots & super-mega-awesome' on a daily basis.

Good to hear you & your family are doing better!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <04-23-13/1905:34>
Sent glad to hear that things are going better for you and the family.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <04-23-13/2113:44>
I'm here, as always, though the amount of work I'm having to do right now is making my time management be an epic feat. Anyway, I can delay my participation a while, but I will always try to be in time.

Glad to know things are arranging themselves, Sent.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <04-24-13/0210:58>
I'm also still here.  Online almost every day (while my computer is running programs there's not much else I can do on this slow machine), but currently my character is a bit out of it, so I'm not posting for the moment.  :(
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <06-19-13/1833:16>
April ended, May has come and gone, and here we are in June... After some terrible work days, I've ended up reading Critias' Neat, and now my mind is stuck with Shadowrun related stuff. I miss the games, and I miss the good ol' talking and bickering with you, guys. So, how are my chummers from the Matrix faring?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <06-20-13/1635:44>
I'm still here, alive and kicking.  :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <06-21-13/1657:32>
Still skittering about the 'trix
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <06-24-13/1624:05>
alive, overworked and waiting for vacations
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-17-13/0340:53>
SR5 is out.
Opinions already?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <07-17-13/1203:42>
I still have to read it.  Maybe I'll put the PDF on my tablet and read it on holiday next week.  :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-17-13/1237:52>
bought it. Downloaded. Not had time to read it yet. Like anyone else. This is crazy summer...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-17-13/1506:00>
I believe I am going to reach a little stabilization soon and with more time on my hands ... gonna buy it methinks, I'd need to convert the missions even more to be able to run them in 5th.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: farothel on <07-17-13/1555:39>
I wouldn't switch to 5th.  It's going to be hell to convert the characters, let alone all the NPCs.  Especially with qualities tied to the background which might not be in the new book.
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <07-17-13/1617:58>
I agree with farothel. Besides, I'm just starting to get used to these rules.  :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-17-13/1712:51>
IMO it would be difficult but not impossible. Most of all, it would be extensively time consuming. and since I had to put my own game to IC because of insufficient time I vote for staying with SRA, maybe if someone here on forums posts how to houserule matrix with SR5 rules for SRA we can all agree to se...
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-17-13/1722:38>
...that and I still have to see for myself if Bikes provide armor to driver  ;D
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-17-13/1727:16>
wait:

http://rpg.drivethrustuff.com/product/116922/Shadowrun-Fifth-Edition-Character-Conversion-Guide?filters=0_0_1700_0_0
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-21-13/1701:13>
something bad happened to my email notifiers ...
just logged in to see if I was being ignored and I see multiple responses ...
nothing in the spam folder ...
must have the notifiers disabled after changing theme
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <07-21-13/1701:51>
either way, downloading conversion file
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <07-21-13/2323:25>
You spend two days in the Astral, and when you came back... boom, your commlink is buzzing with a whole cartload of messages and all the new stuff going on...

Gosh, I haven't had the time to look over SR5, and unfortunately things seems like I won't be able to do it in a while. Anyway, I will eargerly read your opinions on that, chummers. Things are a little crazy here, but when weren't they?
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <07-23-13/0249:18>
Amen :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Netzgeist on <12-25-13/1419:12>
Odd.

Yesterday, I was there, fighting the tiredness and drowsiness while reading the texts I need to finish my project. Then, I clearly remember, the clock was about to chime midnight, and although I was almost napping, I do believe it was not a dream, but - from where I don't know - , a voice came to me, startling my pour tired soul. "Netz", it called, "aren't you forgetting something?"
My mind filled itself in dread and doubt! Something inside my head told me I knew that voice, but I was sure to be alone at my safehouse... also, why would it speak to me in English, and how come it could call me by my handle? Amidst this haze, I rose my head and, alas, there in front of me was a guy - not a normal person, mind you, I could clearly perceive he as an apparition, and even if this was not the case, there was no mistaken. The visit in front of me was no human... rather, it was a metahuman, and from a very specific ilk.
Tall, slender and handsome, its seeming suggested it was an elf - but no, that was not the case. As my eyes met his, I was staring at my own image, lost in the reflective surface of a mirror! His eyes were as if liquid metal, as metallic was also his hair!

"Fractal!", said I, "but it cannot be! You are dead!" After a brief moment, I added, "also, you are a fictitious character!"

Without as much as flinching, he started smiling and replied: "Look, I was about to introduce myself, just before you went on and destroyed both the ambiance for these mystic meetings and the proper etiquette. Yeah, while I walked among the living - and the fictional - they called me Fractal. But now, for this moment, you shall know me as the Ghost of Games Sessions Past".

Something in his voice was really reassuring, and I accept this visitation from a World Beyond The Sixth. We talked a lot, about a variety of things, but eventually he vanished. I found myself waking without having been gone to sleep, but I know it to be true. Afterwards, a feeling that something was missing come to me. And I know that it is a game, and fellow players.

So, what I came here to say today is that it was an honor playing with you, my friends, and I wish you all a Merry Christmas (and, in the next days, a really fascinating and Happy New Year). Hope that shadows has not been rough with you, and I also hope it not to be in the future.

Netzgeist
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <12-25-13/1457:48>
And now the pointy ear is gettin all mystery and poetry, talkin to people from the past like this is some kind of game. Fuckin great!
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <12-25-13/1533:06>
Omar must have some backdoors here on my comp. And again he proves, that he has no sense of beauty. I must admit, thatreading your post I recall why the game with you was so amazing. Thank you for your wish and the same to you, Netz. Live well and prosper.

And don`t let your clever and creative mind got lazy ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <12-25-13/1809:59>
And may the stars be in order ... wait that's not that game...

All the best Netz :)
All the best Sichr,

whoever is out there still :)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sentinemodo on <12-25-13/1811:14>
Damn, Sichr got ahead of me by two thousands posts
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: Sichr on <12-25-13/1922:48>
U gettin soft, papa ;)
Title: Re: [OOC] Missions 2 - Rising Sin
Post by: snake_eyes on <01-04-14/1507:21>
Merry Christmas and Happy New Year fellow runners! (I know it's a bit late, but you know how it is over the holidays.  ;D