Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: inca1980 on <09-04-10/1751:46>

Title: [OOC] The Road to Redmond
Post by: inca1980 on <09-04-10/1751:46>
House Rules:

1. When you roll defense for grenades, you just move your character X meters away from the blast point depending on the number of hits you got on your defense test (which is at -2) and in the direction you can choose.

2. The only way to sneak up on someone and attack them without them getting a defense roll is to win a surprise test.  If you win an infiltration test, or they fail a perception test, that just gives you a +3 to surprise roll...not an automatic sneak attack.  If it's truly an ambush where you are lying in wait, then it's a +6.  I'll say those who are surprised can delay their 1st IP action until 2nd IP and then be able to act, but you do lose your 2nd IP action if you had one.  This means 1IP'ers don't have to go a whole combat turn without a good solid action before you can act again.

3.  If friend is in melee range (2m) of a target or I deem that based on peoples relative locations you can hit a teamate with friendly fire when you take a shot, then the friend has to roll a:
    SS, SA or NSB: Edge+Reaction(1) if attacker fails on attack roll.
    WSB and NLB: Edge+Reaction(1) even if attacker hits target.
    WLB and NFA: Edge+Reaction(2) even if attacker hits target.
    WFA: Edge+Reaction (3) even if attacker hits target.

Glitch on this test would mean a heavy injury as in Augmentation.  These tests are only for FRIENDLY FIRE meaning you can't use them to try to attack multiple targets indirectly without getting the penalties for trying to hit multiple targets.

With SS, SA, you can avoid hitting a friend with friendly fire by using a Simple action to do a Take Aim and you still get the +1 bonus.

4. To change your state of Cover:  none, partial, good or full, you have to spend a free action to go in between any of these options.  If you are under partial, or good you get the standard -2 to ranged attack.  If you are under full then it can only be done with an indirect attack or total blind fire with an additional -2.  So this would mean if i'm behind a corner under full cover and without a smartgun, if I poke my gun around the corner and shoot, then that's a -8 total on an Agility + Intuition test.

5.  The number of meters moved/ IP = (how man meters you move in a combat turn) / (# of IP's in Turn) and round normally.  So 3 IP CT would be 7m/IP for dwarves, 8m/IP for humans, 12m/IP for trolls.  You need to spend a free action to increase your movement mode.  This means if you have to do an action that stops your running, then you have to spend a free to start again.  Any special movement maneuvers might be possible with a certain test decided by GM.

7.  If you want to infiltrate someone who can hear you, going at your running speed incurs a -2 dicepool modifier, sprinting incurs a -3 dicepool modifier.  If the perceiving character is only using visual, then these penalties don't apply.

8.  In order to burn Edge you need to have that point your gonna burn still in your EDGE POOL.  So if your Edge pool is empty, then you have no Edge to burn and if you die, you die.  So that last point of Edge is a real big decision you gotta make. 

9.  If you manage to gain astral perception through some mechanism (i.e. deepweed, through a mental link, etc.) I'll allow you to default on Assensing to Intuition - 1.  These is you're regular ol' "perception" test on the astral plane to "see" stuff.  You can't gain any of the info on the Assensing Table SR4A pg. 191 through defaulting though. 

Road to Redmond II OOC begins here. (http://forums.shadowrun4.com/index.php?topic=73.msg53154#msg53154)

First Karma pit stop for Road to Redmond I (http://forums.shadowrun4.com/index.php?topic=73.msg36307#msg36307)

Final Karma give-out for Road to Redmond I (http://forums.shadowrun4.com/index.php?topic=73.msg46034#msg46034)

First Karma pit stop for Road to Redmond II (http://forums.shadowrun4.com/index.php?topic=73.msg72042#msg72042)

Second Karma pit stop for Road to Redmond II (http://forums.shadowrun4.com/index.php?topic=73.msg90952#msg90952)
Title: Re: The Road to Redmond
Post by: Critias on <09-04-10/1851:28>
Got any input as to what sort of characters you're looking for?  Magic heavy, magic light, just sort of generic Shadowrunners, folks with gang or syndicate affiliations, any particular skillsets?  A mix of combat, magic, tech, and social characters, or a group that's leaning more heavily to one extreme or another?

Inquiring minds want to know!
Title: Re: The Road to Redmond
Post by: inca1980 on <09-04-10/1917:29>
Good question....basically I would say that the runners should be well rounded and detective work will be just as important as combat skills.
Title: Re: The Road to Redmond
Post by: FastJack on <09-04-10/2059:40>
Hmmm... got an idea for a face, but was wondering about having a Group Contact (Runner's Companion, p. 124) with the Laésa (Seattle, p. 180). How big should the group be? Their the elven exiles/crime family in Puyallup who helped orchestrate the Princes in Tir being overthrown. I wasn't looking at knowing the entire group, probably just one faction (so, the small size: 2-19), and only have the district Area of Influence. But I'm not sure about the magical/matrix assets.

If you can give me an idea of what you think their Modified Connection rating would be, it's determine whether or not I'd use them.
Title: Re: The Road to Redmond
Post by: inca1980 on <09-04-10/2124:34>
I'll say that for a local chapter of Laesa it would be Membership:+4 Area:+1 Magic:+1 Matrix:+1....total=+7 And for the organization as a whole it would be Membership:+6, Area:+4 Magic:+1 Matrix:+2....total=+13

So i would say the max connection for this campaign would be 14BP spent on connection rating for a group contact. 
Title: Re: The Road to Redmond
Post by: FastJack on <09-04-10/2130:30>
I'll say that for a local chapter of Laesa it would be Membership:+4 Area:+1 Magic:+1 Matrix:+1....total=+7 And for the organization as a whole it would be Membership:+6, Area:+4 Magic:+1 Matrix:+2....total=+13

So i would say the max connection for this campaign would be 14BP spent on connection rating for a group contact. 
Thanks!
Title: Re: The Road to Redmond
Post by: Sludig on <09-04-10/2206:29>
I would be interested, not entirely sure what I'd make for this, just yet.
Title: Re: The Road to Redmond
Post by: FastJack on <09-04-10/2226:18>
Hey inca, you might want to change the title of the post to [OOC] and add a planning tag to it...
Title: Re: The Road to Redmond
Post by: FastJack on <09-05-10/0023:04>
Name: Haydée Vega
Alias: Mercedes
Race: Elf
Sex: Female
Nationality: Latina
Lifestyle: Middle (2 months paid)
Karma Spent: 96 {12 banked}
Initiate Grade: 1 (13 Karma spent)
Metamagic: Masking (Assensing + Intuition against Intuition + Magic + Initiate [10 dice])
Physical Description: Dusky skin with platinum hair, green eyes. Dresses fashionably to impress the drek out of the Johnsons. (Kinda like Morena Baccarin (http://www.hairfinder.com/hair4/morena-baccarin4.jpg))
Personality/background Born in Aztlan, she and her elf mother migrated to Seattle in 2061 when Mercedes was 11. They tried to get into Tir Tairngire, but were refused, leading to their becoming connected with the Laésa. Her mother did the odd data runs for the group, but Mercedes decided the only way to really control your fate in the shadows was to dictate the rules. When she awakened at 14 with the abilities to charm those around her, she zeroed in an honed those abilities into a razor's edge. Establishing contacts as she played 'tagalong' on some runs, she take the pragmatic view that it's easier to get in and out using words instead of bullets.

"When you start shooting, somebody will wind up dead. And from all I've seen, it usually turns out to be the person that first started firing."

Attributes

BodyAgilityReactionStrength
2431
CharismaIntuitionLogicWillpower
8434
EdgeMagicEssenceInitiative
2567

Positive Qualities
Physical Adept (5 bp); First Impression (5 bp)
Negative Qualities
Pacifist (RC p107, -5 bp; actively avoids needless violence and will not kill unless in self-defense) - 10 Karma buyout

Active Skills
Influence Skill Group5
--Con (Kinesics +3, Improved Ability +1, total +4)5 [9]
--Etiquette (Kinesics +3, Improved Ability +2, total +5)5 [10]
--Leadership (Kinesics +3)5 [8]
--Negotiations (Kinesics +3)5 [8]
Stealth Skill Group1
Computers (Commlink +2)1 [3]
Pistols (Semi-Automatics +2)2 [4]
Pilot Groundcraft1
Dodge3
Assensing (Enhanced Perception +1)3 [4]
Perception (Enhanced Perception +1)1 [2]
Gymnastics (Dance +2)3 [6]
Knowledge Skills (21 free points)
Philosophy (Academic)2
History (Academic)2
Aztechnology (Street)4
Music (Interest)3
Wine (Interest)2
Language Skills
SpanishN
English3
Sperethiel3
Japanese2
Or'zet2

Adept Powers
PowerCostNotes
Astral Perception1SR p195
Enhanced Perception (L1).25SR p195
Improved Ability (Con, L1).25SR p196
Improved Ability (Etiquette, L2).5SR p196
Kinesics (L3)1.5SR p196
Voice Control.5SR p197
Commanding Voice.25RC p176 (Charisma+Leadership vs Willpower+Leadership to make forceful command to target/s)
Cool Reserve (L2).5RC p176 (+2 to die pool when defending against Opposed Social Active Test)
Linguistics.25RC p177 (Learn new language with Magic*2 hours of contact [1 rank free, no karma paid])

Gear (18,275¥ + 6,700¥ Vehicle; 5 bp)
Morrisey Élan (w/20 rounds Ammo; Arsenal, p20-21)550¥
Cavalier SafeGuard (w/6 Ammo; Arsenal, p20)300¥
Silver bullets (20 rounds)500¥
Half-Body Suit FFBA (4/1; Arsenal p48)900¥
Stylish Leather Jacket (2/2; SR p326-327)700¥
Stylish Clothing (AR Feedback enabled; SR p326-327)1,000¥
Commlink (Sony Emperor w/Mangadyne Deva, Basic+; SR p328)1,900¥
  -(Res 2, Sig 3, Fire 2, Sys 3, Analyze-3, Browse-3, Command-1, Edit-3; SR p232)
Contacts (R3, Flare Comp, Image Link, Vision Enh R2, SR p332-333)425¥
Tag Eraser (SR p330)150¥
Fake SIN (R3 - Morena Baccarin ID; SR p332)3,000¥
Fake License (R3; SR p332)300¥
Fake SIN (R6 Saffron Reynolds ID; SR p332)6,000¥
Fake License (R6; SR p332)600¥
AR Gloves (SR p328)250¥
Medium Lifestyle (2 months, 1,600¥ starting nuyen)10,000¥
Medium Lifestyle (5 months)25,000¥
Contacts (R3, Flare Comp, Image Link, Smartlink)725¥
Internal Smartgun upgrade to Morrissey Élan550¥
Electro Shocker Safety System to Élan500¥
Walther Secura Kompakt (Smartgun version)600¥
Electro Shocker Safety System to Walther500¥
FFBA (Full-Body 6/2, Nonconductivity R6, Fire Resistance R6)3400¥
Zoe Moonsilver Scarf (+1/0)1000¥
Lipstick (Chemical Cosmetic dosed with Warp, 20 doses)12,500¥
5 Flash-Bangs150¥
5 HE Grenades225¥
5 Thermal Smoke Grenades165¥
Medkit (R6)600¥
5 Stim Patches (R6)750¥
5 Tranq Patches (R6)600¥
5 Trauma Patches2500¥

Total Armor: 7/2 (Enc 4/1)
Weapons: Taser 5S(e); Gun 4P
Cred: 3,700¥

Vehicles
Evo Pegasus (similar to Thundercloud Contrail; Arsenal p108)
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
120/401801641-5,000¥
Vehicle Enhancements
  - Run flat tires (500¥; Arsenal p106)
Vehicle Modifications
  - Anti-Theft (1,200¥; Arsenal p132)
Contacts
ContactC/L
Laésa (Group contact; RC p124)2 (9)/3
Fixer (SR p290)Diego Guerin - Latino ork fixer, has ties to media and politics4/2
Corporate Wage Slave (RC p137)Tiff Hirot - Human wageslave working for Aztechnology Seattle2/2
Bartender (SR p289)Joey - Human bartender at Underworld 93 club.2/1
Johnson (SR p291)Mr. Grey - Human, unknown real name. Strictly a business relationship.2/2
Hannibal2/5

(http://www.mattdroz.com/images/005%20Mercedes.jpg)
All right. Let me know what you think!

Edit:Almost forgot the Build Point totals:  400 = 30 (elf) + 10 (PosQual) - 5 (NegQual) + 195 (Phys/Ment Abilities) + 10 (Edge) + 40 (Magic) + 86 (Skills) + 5 (Gear) + 29 (Contacts)
Edit-2:My math's been bugging me on this and I didn't realize why until I quadruple-checked it and realized I hadn't added in the 2BP for skill specialization. So, I removed the Motorcycles Specialization and lowered Perception to just 1 to get the BP total right. Sorry 'bout that! (that'll teach me to build characters when I should be going to bed...)
Edit-3:Update after Karma and Gear. (15 Karma, 12,500¥)
13 Karma to Initiate
Edit-4:End of Road to Redmond (45 Karma + 14 Banked, 12,500¥):
Purchased Dancin' with the Simstars! Tutorsoft (Gymnastics Rating 5) - 2,500¥
Instruction roll - Dancin' with the Simstars [Gymnastics Tutorsoft - Rating 5] (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027673/) Adds +1 to my Extended test (2, 1 week) to learn Gymnastics.
Learning Gymnastics - Intuition [4] + Instruction [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027685/) - 1 week
Learning Gymnastics - Intuition [4] + Instruction [1] (5d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3027686/) - 2 weeks (damn cha-cha)
Learning Gymnastics - Intuition [4] + Instruction [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027687/) - 3 weeks Success! 4 Karma spent
Specialization Dance for Gymnastics skill - 2 Karma
Increase Gymnastics (1->2) Extended Test (4, 1 week)
Instruction Dancin' with the Simstars Rating 5x2 [10] (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3027690/) Adds +2 to Extended Test
Increasing Gymnastics - Intuition [4] + Gymnastics (Dance) [3] + Instruction [2] (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027692/) - 1 week
Increasing Gymnastics - Intuition [4] + Gymnastics (Dance) [3] + Instruction [2] (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027693/) - 2 weeks Success! 4 Karma Spent
Increase Influence Skill Group (4->5) Extended Test (5, 1 month)
Increasing Influence - Intuition [4] + Influence [4] (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027698/) - 1 month
Increasing Influence - Intuition [4] + Influence [4] (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027699/) - 2 months (Edge Reroll (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3042552/)) - Success! 25 Karma spent
Increasing Influence - Intuition [4] + Influence [4] (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3027700/) - 3 months Success! 25 Karma spent
Increase Or'zet Language (1->2) Extended Test (4, 1 week)
Increasing Or'zet - Intuition [4] + Influence [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027707/) - 1 week
Increasing Or'zet - Intuition [4] + Influence [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027708/) - 2 weeks Success! 2 Karma spent
Increase Japanese Language (1->2) Extended Test (4, 1 week)
Increasing Japanese - Intuition [4] + Influence [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027710/) - 1 week
Increasing Japanese - Intuition [4] + Influence [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027711/) - 2 weeks
Increasing Japanese - Intuition [4] + Influence [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027712/) - 3 weeks Success! 2 Karma spent
Increase Assensing (2->3) Extended Test (6, 1 week)
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027720/) - 1 week (Edge Reroll (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3042553/))
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027723/) - 2 weeks
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027724/) - 3 weeks Success! 6 Karma spent
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3027726/) - 4 weeks Success! 6 Karma spent
Increase Pistols (1->2) Extended Test (4, 1 week)
Increasing Pistols - Intuition [4] + Pistols [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027729/) - 1 week
Increasing Pistols - Intuition [4] + Pistols [1] (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027730/) - 2 weeks Success! 4 Karma spent
6 Months spent training skills
2 Months Medium lifestyle was pre-paid, need 5 months = 25,000¥. She has 10,425¥ in the bank. She came up a 3 months short:
Missed Lifestyle Payment (1d6.hits(2)=1) (http://invisiblecastle.com/roller/view/3027747/) - Phew! Her credit's good (and she sweet-talked her landlord).
Missed Lifestyle Payment - 2nd Month (1d6.hits(3)=0) (http://invisiblecastle.com/roller/view/3028868/) - Nuts... Lost the apartment. Down to a Low lifestyle, which costs 2,000¥ she doesn't have. Let's see if she convinces her new landlord that the check's in the mail...
Missed Lifestyle Payment - 1st Month (Low) (1d6.hits(2)=1) (http://invisiblecastle.com/roller/view/3028871/) - Yep, landlord believes the story that her ex owes her a bunch of money and she just needs a couple of weeks to wring it out of him.
But she's definitely in trouble. 11,575¥ in the hole, and the credit card companies are starting to call...

Using Advanced Lifestyles, she cuts back on everything but her Neighborhood:
Comforts:2She had to sell off some furniture (good bye queen-sized pillowtop, hello full-sized futon) and has to get by washing dishes by hand instead of having a drone.
Entertainment:1No more wine-bars and tickets for the latest show. Now it's cheap beer and pirate TriD
Necessities:2Missed a couple utility payments, downgraded her wireless access and there's a lot more soy in her meals then she's used to.
Neighborhood:3Hanging on the to the apartment by the skin of her teeth.
Security:2It's not that the building's any less secure than before, but the SecGuards haven't been as polite and their response time is waaaay down.
This lowers her monthly cost to 2,000¥. She needs 4 months during training and she has 10,425¥ in the bank. That leaves her with 2,425¥ left.
Edit 5Update - 14 Karma
Increase Dodge from 2 to 3
Increase Gymnastics (Dance) from 2 (4) to 3 (5)
Edit 6Updated gear and karma from downtime
[/spoiler]
Title: Re: The Road to Redmond
Post by: Critias on <09-05-10/0133:49>
Quote
"When you start shooting, somebody will wind up dead. And from all I've seen, it usually turns out to be the person that first started firing."
Makes me wanna make a straight-up shooter, street sam/muscle type, just to contrast.

"Then you must not hang out with good shots.  From all that I've seen, it's much better to shoot first than second."   ;D
Title: Re: The Road to Redmond
Post by: FastJack on <09-05-10/0135:46>
Quote
"When you start shooting, somebody will wind up dead. And from all I've seen, it usually turns out to be the person that first started firing."
Makes me wanna make a straight-up shooter, street sam/muscle type, just to contrast.

"Then you must not hang out with good shots.  From all that I've seen, it's much better to shoot first than second."   ;D
Yeah, I know that somebody's going to be on the other side of that quote, but it fits SOOO well with the Pacifist Negative Quality.
Title: Re: The Road to Redmond
Post by: Critias on <09-05-10/0141:58>
Hmm...y'know, I've actually got a Laesa guy.  Smuggled when he was a kid, did some prison time, got a "work release" program as an Urban Brawler, then fell into the Seattle shadows (trading his brush with fame as an Outrider for the Sioux's Lakota Arrows for the chance to work for the Elven syndicate).  Wouldn't make the worst bodyguard/wheelman for a social Adept, now that I think about it.    ;)
Title: Re: The Road to Redmond
Post by: inca1980 on <09-05-10/1104:03>
Cool, so we have a great face...who can also see astral.  Now let's get 2 more players, maybe 3 if there's the demand....and then we'll start it up.
Roster thus far:
-Mercedes (player: Fastjack)
Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-05-10/1828:02>
Working on it, but...think mine will be a ex-Knight Errant detective/forensics type.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-05-10/1937:38>
@Sludig
That sounds really cool....it'd be nice to get this thing started tomorrow, so do we have anyone else?  Also keep in mind if you have the time/motivation to check posts regularly if you want to participate.
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-05-10/1938:44>
Critias' Laeras character sounds good. (It's the one in the short story, right?)
Title: Re: [OOC forming group] The Road to Redmond
Post by: Critias on <09-05-10/2014:26>
Yeah, that's him.

Can't seem to find his sheet anywhere, gotta sit down and work him back up, I guess.  He's just a solid combat type, to do the heavy lifting while everyone else does the thinking and talking.   ;D
Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-05-10/2021:13>
@Sludig
That sounds really cool....it'd be nice to get this thing started tomorrow, so do we have anyone else?  Also keep in mind if you have the time/motivation to check posts regularly if you want to participate.

Working on it slowly, can't get the charcter generator to work so I'm doing it the old fashioned way :D

Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-05-10/2045:29>
OK I'm in

Here we go


Name: Cynthia Noland
Alias: She Who Walks Through Walls
Race: Elf
Sex: Female
Nationality: American Indian (Souix)
Lifestyle: Middle
Karma earned: 77
Karma spent: 68
Reputation: 7
Notoriety: 1
Physical Description: Long brown hair, blue eyes. Either dressed in auctioneers business clothes, nothing flashy just blends into the crowd or when 'working' a chameleon suit with the pants having pockets everywhere as well as the shirt having a harness for carrying extra items and keeping them handy.
personality/background: Grew up just one bad day away from being homeless. She quickly learned that looks can get you somethings, but you have to take what you really want. Soon after that she figured out it is much easier to take it if no one sees you. When she awakened she found that she was blessed with the ability (though limited) to cast spells as well as exceptional ability at sneaking.
Her nickname came from her first run. When thing went south and the Samurai who had brought her into the shadows took her with him to a safe house to regroup. When there he met up with some other associates. One asked what she did and the samurai answered "She walks through Walls" Later when planning the leader said,"She Who walks through walls is going to gain entry here and then disable the alarm system......." When she did break into the complex the name stuck.

"It's (walking through walls) really quite easy when you know where the doors are."

Attributes:

Body: 3   Agility:6       Reaction:3    Strength:3    Charisma:5    Intuition:4     Logic:3     Willpower:4

Edge:2 {3}     Magic:5   Essence:6   Initiative:7(10)        (initiate grade 2)

Positive Qualities:
Mystic Adept (shamatic tradition), Mentor spirit (Moon Maiden)

Negative Qualities:
Allergy Gold (unc/Mod), sensitive system, and criminal SINer

Metamagics:
Quickening
Masking

Active Skills:

palming 1
pistols   1                 specialization tasers
spellcasting 4             {specialization illusion spells}
counterspelling 3       specialization combat spells
climbing 3                 specialization building scaling
gymnastics 2             {specialization tumbling}
Infiltration 2             specialization urban
first aid 1
locksmith 1
influence group 1
perception 1
Hardware 2               specialization maglock
conjuring group 1       {summoning 2, binding 1, banishing 1}
{shadowing 1}

Knowledge skills (21 free points)
English as native language
Spetheriel 3
Souix  1
Corporate Affiliations (street) 1
Ares Security Procedures (professional) 3
Lonestar Procedures (professional)
valuable artworks (interests) 3
physical security designs (professional)
security systems (interests) 2   -based on knowledge of different design capabilities kind of like a stereo guru only in security systems
Elven hot spots (interests) 2
Corporate security design (professional) 2

Adept Powers (3 magic points)
Gliding  (1pt)
Traceless Walk (1pt)
Eidetic Sense Memory (.5pts)
Cloak level 1   (.25pts)
freefall level 1 (.25pts)

Spells :
Increase reflexes (quickened cast at force 4 with 4 successes- 4 karma invested)
Improved Invisibility
physical mask
sound barrier
Mass sight removal
Hot Potato
Heal
Mindnet
thought recognition

3100 nuyen

Gear:
Actioneer Business clothes
medkit level 6
cellular glove Molder level 3
glass cutter
Subvocal mic
Mage sight goggles
20 stealth tags
Tag eraser
Gecko gloves
Rappelling gloves

(I deleted the gear that was lost when we the meet went bad since I wouldn't have been able to go back to my place and retrieve it.)
fake SIN rating 6 (Samantha Sanders)



Yamaha Pulsar w/ smartlink   100 darts (80 left)
3 clips for the Pulsar preloaded

colt manhunter 100 rounds regular ammo, 50 gel rounds, and 50 stick and shock
6 preloaded clips -for the manhunter- (2 of each ammo type)

The following gear was taken acquired at area 59:
Chameleon Suit w/ thermal dampening 5 and nonconductivity 3 11,100 nuyen
medkit level 6                                                                                    600 nuyen
auto picker level 6                                                                          1,200
keycard copier level 6                                                                     1,800
glass cutter                                                                                       100
3 thermite burning bars                                                                  1,500
Mage sight goggles                                                                         2,000
20 stealth tags                                                                                       5
Tag eraser                                                                                           150
10 Plastic restraints                                                                                1
3 Plasteel restraints                                                                            150
1 metal restraint                                                                                   20
1 set of Containment manacles                                                           200
earbuds with audio enhancement 2 and spatical recognizer               310
GPS                                                                                                      200
Gecko gloves                                                                                        250
Rappelling gloves                                                                                   70
Contact lenses w/ flare compensation, thermographic, lowlight image link, and smartlink  825
Glasses with ultrasound                                                                  1,025
Miniwelder                                                                                          250
grapple gun                                                                                        500
100m micro wire X2                                                                            100
100m of stealth rope X2                                                                     170
3 glue sprayers                                                                                   450
3 catalyst sticks                                                                                   360
3 light sticks                                                                                          15
5 thermal smoke grenades                                                                 175
5 flash bang grenades                                                                        150
1 thermite bar                                                                                     500 nuyen

Defiance Ex Shocker  w/ Additional Clip, Extended Clip, Firing Selection SS->SA, Personalized Grip, Chameleon Coating, top-mounted Smartgun System                                                                             2,600 nuyen
100 darts with 4 clips preloaded                                                         600                       

Total                                                                                                  27,376 nuyen

I would also like to pick up a chameleon coated backpack I don't know how to figure the price.
Then I am going to pick up the following for Woofer:
chameleon suit                                                                                  8,000
Savalette Guardian                                                                              800
Armor Clothing                                                                                  1,500
Form Fitting (half-suit)                                                                          900
Armor Jacket                                                                                         900
Contacts with Smartlink                                                                        550
Transys Avalon with Iris Orb OS (R: 4, S: 4, F: 3, System: 3)             6,000
Total                                                                                                  18,650

contacts:
talismonger L1, C2
fixer L2, C2
Hanibal L1, C3
Sheldon L2, C5
Crimson Crush L3/C12
Jeshua L5/C1
Bird Bear House L1/C5
Spiderman L3/C4


Build point totals:400= 30(elf)+15(Pos Qualities)-35(Negative Qualities)+250(attributes(including edge&magic)+102(skills)+18(spells)+8(resources)+7(contacts)


Let me know if this will work





Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-05-10/2150:29>
Ooo! Sneaker!
Title: Re: [OOC forming group] The Road to Redmond
Post by: Critias on <09-05-10/2201:18>
So, I'm looking through these folders of old Shadowrun fiction I've got, some with character sheets mixed in, and you know what I discovered?

I've only ever played three mages, and each of them for -- at most -- one adventure.  And without a single piece of SR fiction based around a spellcaster/summoner.  In 18 years of playing Shadowrun!  So, heck.  I'm gonna try and throw a mage of some sort together for this game.  Maybe an "update" to SR4 of one of my old SR3 mages, maybe not...but not just another adept/sammie, this time.

EDIT:  Crap, just noticed there's already a mage submitted.  Hrm...all we're really missing is a dedicated electronics guy, and I'm just flat out not terribly interested in that (spend too much time on computers IRL!).  ;)  I'll just sit this one out and let y'all have your fun.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-05-10/2249:56>
Name: Woofer      Real Name: Marcus Steele
Ht: 5’9”   Wt: 165  Hair: Short brown   Eyes: Green

400 bp
(210)
Body:    4 (30)      Cha:   2 (10)      Edge: 3 (10)
Agility: 5 (7) (40)      Logic: 3 (20)   Essence: 4.35
Strength: 3 (20)      Intuition: 4 (30)   Magic:
Reaction:  3 (4) (20)   Willpower: 3 (20)   Initiative: 8 (2IP)

 
Qualities:
Analytical Mind:  +5
Perceptive: +10
College Education: +5

Drawbacks:
Records on File (Knight Errant): -10
Flashbacks: -5 (Gruesome murder scene by Serial Killer)

Skills: 126
Longarms: 4 (16)
Pistols: 4 (16)
Athletics Skill Group: 2 (20)
Perception: 4 (16)
Datasearch: 3 (12)
Stealth Group: 3 (30)
Intimidation (Interrogation +2): 4 (16)

Knowledge Skills: 21
KE Procedures: 3
Forensic Sciences: 3
Local Area Knowledge (Seattle): 3
Gang ID: 2
UCAS law: 4
Corporate law: 3

Languages:
English: N
Ork’zet: 3

Gear: (50 bp) (249585 spent)
Cyberware:
Zeiss Senstation Line (Live caster [Alpha]) (52,100)
   Rating 3 Cybereyes with Eye-light system, eye recording
   Image Link, Low-light vision, Rating 3 vision enhancement,
   Vision Magnification, Microscopic vision.

   Rating 2 Cyberears with Rating 2 Audio enhancement, Dampner, Ear    recording unit, Select Sound Filter (Rating 3), Sound link, Spatial       recognizer
   Simrig, Rating 3 Radar system
Bioware:
Muscle Toner 2: .4 (16,000)
Synaptic Accelerator 1: .3 (80,000)
Enhanced Articulation: .3 (40,000)

Gear: 249585
Transys Avalon with Iris Orb OS (R: 4, S: 4, F: 3, System: 3) 6,000
Program Suite: Singularity Seeker 8,200
   Browse (Crashguard) 5, Browse Agent (Pilot 3 with Browse 3)
Facial Recognition 4 (2000)
Lie Detection 4 (2000)
Noise Analysis 4 (2000)


Savalette Guardian 800
Armor Clothing 1500
Form Fitting (half-suit) 900
Armor Jacket 900
Contacts with Smartlink 550
Forensic kit 500
Mercury Comet 14000
Concealable Holster 70
Internal Smartgun system 800
5 clips of Stick and Shock 500
5 clips of EX explosive 615
Fake SIN rating 4 with liscenses for PI, and weapons (1800)
Subvocal Mic
Micro-transceiver 6 (1200)


Lifestyle: 7,000 (2 months)
Comforts: Middle 3
Entertainment: Low 2
Necessities: High 4
Neighborhood: Middle 3
Security: Middle: 3
(Perfect Roommate +1, Workplace +1)

Contacts:
Merlin: Hacker Con: 3, Loy: 4
Angel: Fixer Con: 3, Loy: 4
Abby: KE forensics Con: 2, Loy: 3

Marcus grew up in a middle class neighborhood in Ohio.  Was always fascinated by forensic sciences, as his father was a forensic scientist himself.  He went to college, got his degree, and then applied to Knight Errant, was accepted and went through the academy, and it was decided he would be partnered up with and made a detective.  All was going well, until that case, that damn case…he and his partner tracked and never caught a serial killer, crime scene after crime scene, horror upon horror…he cracked and resigned.  Now, well…he can track him still…from the other side.

Let me know how you feel about this one.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Tobias on <09-06-10/1303:59>
Hrmm, I'd love to play if you are accepting the 4th person. Was thinking about a technomancer
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-06-10/1823:55>
@Critias

If you want to play a mage you won't be stepping on my toes. I would not call She Who Walks Through Walls a mage character. She is a sneaky person who happens to be able to cast a few spells.

I am always up for more magic support.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Maelstrom on <09-06-10/2022:08>
I'd like to play a hacker if there's still room.  I'll create and post the character for your review.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Arkalem on <09-06-10/2221:13>
Got room for a Gunslinger Adept?
Title: Re: [OOC forming group] The Road to Redmond
Post by: Critias on <09-06-10/2223:33>
@Critias

If you want to play a mage you won't be stepping on my toes. I would not call She Who Walks Through Walls a mage character. She is a sneaky person who happens to be able to cast a few spells.

I am always up for more magic support.
Were I to throw a guy together, he'd be pretty close to the Combat Mage archetype from the book.  I'm sure they're not top-notch spell slingers, but they look like a half-assed cross between what I'm used to (a character who's not TOTALLY worthless in the meat) and what I'd want to try out (someone who tosses some mojo around to make people's heads explode).  I'm playing around in a chargen program right now and trying to tweak the Combat Mage pregen by making him a Mystic Adept, and swapping around a few points here and there. 

I don't think it'll be a TOTAL failure.   ;D
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-07-10/0346:03>
Combat hacker on the way.

Buffering.....
Buffering....

Name: Brian Crenshaw
Alias: "B. B." "Bee Bee" Fake SIN - Mike Patterson
Race: Gnome [25 BP]
Sex: Male
Age: 22
Nationality: Formerly of Cal-free
Physical Description: Greasy chin-length black hair.  Vacant eyes.
Personality/background: B. B. is a kid who never grew up.  Quite literally so.  Les Enfants Terribles, in his way, he has little time for social mores. 
Karma earned:64
Street Cred: 2
Notoriety: 3
Public Awareness: 1

Attributes [230BP] {30}

Body: 3 [10]
Agility: 4(6) [30]
Reaction: 2(4) {3(5)} [10] {15}
Strength: 3 [zero]
Charisma: 2 [10]
Intuition: 5 [40]
Logic: 5(7) [40]
Willpower: 6 [40]
Edge: 2 {3} [10] {15}
Magic: 5(4) [40]
Essence: 5.0
Initiative: 10 - 3IP

Physical Track: [ ][ ]-1[ ][ ]-2[ ][ ]-3[ ][ ]-4[ ]
Stun Track: [ ][ ]-1[ ][ ]-2[ ][ ]-3[ ][ ]-4[ ][ ]-5[ ]

Positive Qualities: [35 BP]
Adept [5]
Type-O System [30]
Thermographic Vision [Inn]
Arcane Arrester [Inn]

Negative Qualities: [-35 BP]
Media Junky (moderate) [-10]
Low Pain Tolerance [-10]
Scorched (Hacker) [-10]
Mild Addiction (Betel) [-5]
Neoteny [Inn]
Distinctive Style 1 [Inn]

Active Skills: [86 BP] {28}
Athletics Group: 1(4) [10]
-Climbing: 1(4)
-Gymnastics: 1(4)
-Running: 1(4)
-Swimming: 1(4)
Cracking Group: 4 [40]
-Cybercombat 4
-Electronic Warfare 4
-Hacking 4(6)
Electronics Group: 1 [10]
-Computer: 1
-Data Search: 1
-Hardware: 1
-Software: 1
Stealth Group: 1(2) {2(3)} [10] {10}
-Disguise: 1(2) {2(3)}
-Infiltration: 1(2) {2(3)}
-Palming: 1(2) {2(3)}
-Shadowing: 1(2) {2(3)}
Automatics {(SMG)}: 1(2) {3(4)} [4] {12}
Clubs {(blocking)}: 1(2) {2(3)} [4] {6}
Perception: 2 [8]
{Arcanum: 1} {4}
{Pilot Aircraft: 1} {4}

Knowledge Skills: 28 free {6}
Hangouts (Matrix): 3
Procedure (Matrix Security): 3
Astral Research: 1
Comic Books: 1
Computer Theory: 1
Conspiracy Theories: 1
Corp (Ares Macrotechnology): 1
Corp (Mitsuhama): 1
Corp (Renraku): 1
Corp (Security Companies): 1
Corp (Shiawise): 1
Criminal (Seattle Gangs): 1
Hangouts (Shadowrunner): 1
History: 1
Law: 1
Magic Knowledge: 1
Matrix Theory: 1
Music Theory: 1
Navigation (Public Trans. Routes): 1
Politics (UCAS): 1
Procedure (Security): 1
Regional (Seattle): 1
Regional (San Francisco): 1
Sci-fi Trids: 1
{Street Drugs: 1} {2}
{Parazology: 1} {2}
{Pirate Trid Broadcasts: 1} {2}

Language Skills: 2 free
English: N
Japanese: 1
Spanish: 1

Powers:
Analytics (0.25)
Improved Reflexes II (2.5)
Improved Ability (Hacking) 2 (0.5)
Multi-Tasking (0.5)
Sustenance (0.25)

Path: The Artisan's Way

Initiation level: 1 {13}
Metamagics:
1) Masking

Expenditures: [50 BP]  250,000¥ on the dot

Cyber/Bio-ware:  177,150¥
Obvious Cyberhand (Used Std.) -2,500
+Customized Limb - agility 3 (Used Std.) -2,250
+Nanohive (2) (Used Std.) -10,000
+Radar (4) (Used Std.) -6,000
+Auto-Injector (4 dose) (Used Std.) -400

Cerebral booster (2) -20,000
Muscle toner (2) - 16,000
Reflex Recorder (automatics) -10,000
Reflex Recorder (clubs) -10,000
Reflex Recorder Group (Stealth) -25,000
Synthacardium (3) -30,000

PuSHeD -15,000

Neural Amplifier Nanites - Limbic (3) -15,000
Neural Amplifier Nanites - Neocortical (3) -15,000

Gear:   72,850¥

Form-Fitting Body Armor - shirt -500
+nonconductivity 6 -1,200
Industrious Line Coverall -900
+Chemical Resistance 2 (Intg)
+Fire Resistance 2 (Intg)
SecureTech PPP System Forearm Guards -200
SecureTech PPP System Shin Guards -150

AZ-150 Stun Baton -800
+Personalized Grip -100
FN P93 Praetor E -850
+foregrip -50
+sling -10
+Metahuman Customization -50
+Sound Suppressor -600
+Improved Range Finder -1000
-Gas Vent 3 (Barrel) -400
-Smartgun System, Topmount -400
=Electronic Firing (Intg)
=Folding Stock (Removed)
_Spare Clip -5
_100x Explosive rounds -500
Ceska Black Scorpion -550
+Extended Clip -500
+Firing Selection Change FA (from BF) -300
+Personalized Grip -100
+Melee Hardening -300
+Underbarrel Weight -25
-Gas Vent 3 (Barrel) -400
-Smartgun System, topmount - 400
=Folding Stock (Intg)
_3x Spare Clip -15
_176x Explosive rounds -880
_Quickdraw Holster -100

Medkit (6) -600
2x Medkit Supplies -100
4x Stimulant Patch (6) -600 [in autoinjector]
Fake SIN (r4) -4000
Fake License (r4) Security Consultant - 400
89x Betel -89
Handheld Sensor -1
+Radio Signal Scanner R6 -150

Goggles (5) -250
+Flare compensation -50
+Image link -25
+Smartlink -500
+Vision Enhancement (3) -300
+Vision Magnification -100
Earbuds (2) -20
+Audio enhancement (3) -300
+Select sound filter (3) -600

Novatech Airware -1,250
+Response 5 chip -4,000
+Signal 5 upgrade -1,000
+Optimization (Exploit) -500
+Skinlink -50
-Sim Module -100
-Trodes -50
-AR gloves -250
-Subvocal Microphone -50
-30x Datachip -30

Firewall 6 -3000
System 5 -2500

Armor 3 -1,500
+Ergonomic -100
Attack 5 -5,000
+Area 2 -1,500
+Targeting - 1,500
Corrupt 3 -1,500
Data bomb - in game
Decrypt 3 -1,500
Defuse 3 -1,500
Exploit 5 -5,000
+Mute -100
Medic 3 -1,500
Sniffer 5(0) - in game
Spoof 3 -1,500
Stealth 5 -5,000
+Optimization 2 -200
+Ergonomic -100
Track 3 -1,500
ECCM 3 -1,500

Analyze 6 -600
+Ergonomic -100
+Optimization 1 -100
Browse 6 -600
+Optimization 1 -100
Command 6 -600
+Optimization 1 -100
Edit 6 -600
+Optimization 1 -100
Encrypt 6 -600
+Optimization 1 -100
+Ergonomic -100
Scan 6 -600
+Optimization 1 -100
+Ergonomic -100

Unrestricted Agent R5 - in game

1 Month of Lifestyle -6,000
Starting cash +12 -1,200

Lifestyle: Custom high{medium} 6000{5000}/mo
-comforts: 3
-entertainment: 4{3}
-necessities: 2
-neighborhood: 3
-security: 3
+Free Access [1]

Contacts: [9 BP] I'll write these guys up if you like.
Jimmy Locke (Warez geek): Loyalty 2 connection 2
Maurice Mothersbaugh (Fixer): Loyalty 1 connection 4

Starting cash {4d6 → [1,4,3,2] = (10) (http://invisiblecastle.com/roller/view/2679864/) + 12} x 500 = 11000¥

50 Questions:
1. What is your characters Sex?
Male

2. What is your characters physical size?
Brian is exceptionally tall for a Gnome, coming in at a whopping 92 centimeters.  For all the world, he strikes the impression of a three year old boy.  Just, without the baby-fat..

3. What is the color of the characters Hair, eyes, and skin?
Hair: Black and kind of stringy.  He lets it grow long enough to hang straight, since he doesn't spend much time tending to his appearance.
Skin: His European heritage and habits have left him with the Classic Pale™ monitor tan.  His eyes are black, but the goggles will pretty much always cover them anyway.

4. What is the character's general appearance (i.e., How does he dress, etc.)?
Well, he doesn't go out too much, but when he does, he usually wears oversized shirts and shorts or just his coveralls.  He is always a little disgruntled at the clothing choices left him, being 2/3rds the size of a dwarf and with different proportions to boot.  He often wears an old-style driving cap over the trode net which he regularly leaves too long in his hair.

5. Where was the character born (City, State, Hospital Name)?
He was born in Sacremento in the California Free State.

6. What is the characters date of birth?
6th of September, 2049

7. What was the character's family life like?
Brian was raised in a mixed society.  His family was largely accepted within the community due to the common reaction to the fascist attitudes of nearby San Francisco.  Naturally there was still a significant number of people who were encouraged by the nearby racist state.   The result was that Brian attended normal classes with human children, but received considerable abuse from some of the much larger children.  Later, after Saito's forces pushed into Sacremento, his family moved to Diablo Valley where the local Dwarves had built a home.

8. Has the character begun his own family?
No.  How could he develop personal relationships when there are still people who are wrong on the Inter-trix?  Basically he has a lot of PTSD issues and there are maybe 30 other Gnomes in all of Seattle, so..

9. Where or how was the character educated?
He started off in a number of private schools in Sacremento, then the community school in Diablo Valley.  Finally, after Awakening, he sought training from a local Adept, named Louis.  This relationship did not last through the conflicts from 61-67 as Louis was a casualty of a retaliatory strike. 

10. Has the character ever done anything else for a living?
Brian worked as a saboteur during the conflicts with Saito's troops.

11. What are the characters beliefs on church and state?
He's not real big on authority, but that doesn't stop him from forcefully expressing his views to or upon others.  Pretty typical anarchist, really. 

12. Describe the characters Moral code. Include how mercenary he is, whether or not he'll kill innocents, etc.
He has been responsible for death and destruction, directly through his actions, and indirectly from the response to his actions.  He knows about consequences, but he's still not fully in touch with the true depth which consequence can provide.  In the end though, he knows that every moral system breaks down to me > you.

13. What are the character's goals?
Respect.  It's how you make things happen.  Things like killing the yaks off the face of the Earth.  But ultimately, he's too emotionally scarred to see a real future ahead of himself yet.  He still needs to heal before he can move on to real goals.

14. Why does the character run the shadows? (Why does he run the shadows still, rather than getting a "real" job?)
There's not many corps who would hire an ex-guerrilla saboteur to a desk.  Well, Ares might, since they were on the same side of the California Protectorate conflict, but he's got a good thing going, so why bother?

15. What kind of personality does your character have? This should not necessarily be obviously stated in the background, as it is more important for actually playing the character, but it may color or add mood to the history.
Brain comes from a background of oppression and discrimination which has lead him to sink himself into trivialities as an escape.  Though, when he is about his business he can focus, he often finds himself falling back into the comforting digital world of just entertaining himself.

16. What special qualities does the character possess? This does not refer to skills, but rather at other things, such as How he gets along with people, does he plan ahead, etc.
He operates in a logistics type of capacity, so he plans pretty well.  His experiences have taught him that plans usually don't survive an engagement though.

17. Are their certain things the character can't or won't do? Why?
Brian has solid respect for Knight Errant as they were instrumental in toppling Saito.  He avoids conflict with them at all costs.

18. What things, people, or ideas does the character hate?
He hates the Yakusa pretty fierce, but more than anything he hates anyone thinking they can take advantage of him.  He also hates the fact that Black IC has reduced the joy of simsense for him to the point where he feels safer working in AR only.

19. What things people, or ideas does the character love?
He loves the Matrix as a place where the mind is free and a person is judged on their works alone.

20. What is the character's name? Give both full birth name, as well as nicknames, street names, etc.
Brian Jordan Crenshaw.  Baby Brian.  Bee Bee. Mike Patterson (of Black Box Consulting.) 

21. Determine what your character used to do, before becoming a shadowrunner (very important).
He worked alongside the Triads, Mothers of Metahumans and Ares forces in the war against General Saito.

22. Decide why your character left his or her old job, if he had one. (also important).
The war was won, so Brian grabbed up what he could from his former allies and made a run for the now unguarded border.  There was no one really left for him to go back to but horrible memories.  He was only there to finish the fight.

23. Come up with a reason for why the character became a shadowrunner. (This very often will tie in with #22. This is not the same as #14, but rather why he started running the shadows originally. What led him to it?)
He had the skills, knowledge and experience to make money running the bad parts of the nets.  Why not cash in?

24. How did your character come to know his or her contacts? Contacts are an important part of Shadowrun, decide how and why you know them.

Jimmy Locke - They run in similar circles.  Jimmy runs gear.  Brian runs data.  These sort of partnerships are as natural as they come.

Maruice Mothersbaugh - MM is a pretty typical downtown fixer.  He runs info for cash.  Corporate espionage for the most part, but fixers move with the money.  They were originally introduced by a Shadowland pal, and quickly developed a working relationship.

25. Does the character have a SIN? Does the character actually use it? Or is the character one of the SINless_masses? This may be affected by the characters previous employment.
Brian operates a small business, Black Box Consulting, under the name Mike Patterson.  This is a front for funneling funds from his illicit activities.

26. Is the character a full-time shadowrunner? Or does the character lead a Batman-like double existence?
Yep, full time runner.

27. Which person(s) or group(s) do you love the most?
Matrix dweebs.  Brian is quite the shut-in.

28. Which person(s) or group(s) do you hate the most?
Matrix dweebs.  He really doesn't interact with many other types of people...  Japanese Imperialists and Human Nation types naturally piss him off, but they can be Matrix dweebs too..

29. Which person(s) or group(s) do you respect the most?
The old guard who fought through the crash are all legendary. 

30. Which person(s) or group(s) do you fear the most?
Well, Trolls are terrifyingly large, but being hit by old-school runner hunter squads like Lone Star's "Circuit Breakers" are a recurring nightmare.  Those kind of kick-ins are something he has intimate knowledge of.

31. What is your favorite color?
Deep Blue

32. What is your favorite food and/or drink?
Vat-grown hamburger.  Amazing.

33. What place would you most like to visit?
His bookmarked sites.

34. Which person(s) or group(s) are you most loyal to?
He doesn't roll over for, or on anybody.  He won't mess with K.E. though.  At least not so anyone gets hurt.

35. What pastime (that you participate in regularly) gives you the most enjoyment?
Setting up backdoors in as many systems as he possibly can.  Also, arguing on the 'Trix.

36. What pastime (that you participate in regularly) gives you the least enjoyment?
Working in AR.  It pales in comparison to hotsim, but Brian can't hang with Black IC anymore..

37. What annoys your character the most?
Dealing with people in the flesh.

40. What do you think is your characters best quality?
His breadth of knowledge.

41. What do you think is your characters worst quality?
He's a know-it-all.

42. What is the most important thing you have ever done?
Disabled an entire airfield during a main assault on Saito's forces, thereby preventing Saito's air-superiority from wiping out resistance forces.

45. What are your three most common dreams?

1)He is moving through a world of doors.  With the slightest realization, he determines that he is trapped in VR.  This realization does not come alone.  He now also knows with certainty that he being hunted by something too horrible to look at - Always at his back, as he moves and moves until he can not go anywhere else.  Just as he tuns, it grabs him with impossibly cold hands, paralyzing him in an eternal moment of nerve-destroying pain.

2)He is back in the Berkley Ghettos while imperial marines storm the tenement.  He has to hide and so he crawls into a corner.  But the corner collapses and he falls backwards into a tunnel.  The tunnel takes him back to the caverns of Diablo Valley.  His family is there.  Some of his human classmates are there, but they somehow fit in a strange dream way.  His mother tells him that it's alright, that they are all alright now.  Everything seems so far away from him, as if he is drawing back, being pulled away from himself.  The cavern fills with smoke.  There is the thudding of the bombs.  The smoke turns into whips of wind as all the air is sucked out of the caverns.  Everyone stands there looking concerned as he gasps for breath and falls away from them to blackness.

3)He is in Seattle, working.  Moving, as he often does, through an air-vent.  He has to crawl across a hallway, but is surprised by a corp guard.  He turns quickly and fires on the guard, but to no effect.  The guard calls over another guard and they look down upon him in a strange sense of confusion and sympathy.  Brian continues to fire on them while they discuss his presence.  "What is he doing?" one asks. "I think he's playing," the other responds. "Oh.. well.." "Yeah.." and the guards give one last pitying look and turn to leave, a little sad and a little confused by the behavior.. Brian lays there, embarrassed and helpless, his gun empty, and that emptiness slowly creeping into himself.

46. What is the Characters current relationship with his family?
His family suffocated to death along with many others after a napalm strike sucked all the air out of the Diablo Valley caverns.

51. Where does your character live?
In a downtown studio apartment.  There's not that much room, but it's still well furnished and safe.  There's no parking, (which isn't a problem since he doesn't have a car, and would probably have to stand on the seat to see anyway,) but it's centrally located, and has tons of transit options.  Luckily for him, the massive amount of signal traffic in the building makes it easier to hack from home without the threat of being traced.

Fiduciary Expenditures: 
1000¥  For Targeting Program option for Attack 5 and a cracked copy of Sniffer 5
500¥ for a Hardware kit
405¥ for 50 rounds of stick-n-shock ammo for the SMG and an extra magazine
405¥ for 50 rounds of stick-n-shock ammo for the Machine Pistol and an extra magazine
300¥ for 10 flash-bang grenades
200¥ for 10 hits of Betameth. (3R)
50¥ for 10 hits of Snuff (-)
60¥ for 60 hits of Betel (-)
50¥ for one hit of Nitro (2R)
50¥ for one hit of Long Haul (-)
5,000¥ for R5 Programming Suite
5,000¥ for rent
4,000¥ for R4 Homeground Autosoft
1,500¥ for R3 Cascading Autosoft

Fiduciary Acquisitions:
11,000¥ Starting cash
200¥ credstick from Sam M.
12,500¥ from Germaine
12,500¥ also from Germaine
250¥ from paydata

{Current cash reserves 17,930¥}

Homebrew Programs:
R5 Databomb + pavlov option
R5 Agent, unrestricted.

Physical Expenditures:
65 Betel (one every 30 minutes)  {ya see, Betel is cigarettes in disguise}
6x Ex ammo for ceska
9x Ex ammo for P93
1x Betameth

Karma Log: {0 points in pool}
+15 pts
-10 raising Automatics from 1(2) to 3(4)
-2 Specializing Automatics in SMG
-2 Acquiring Street Knowledge skill Street Drugs.
+1 pt (PARTY HARD)
+3 pts
+45 pts goooooaaal
-15 raise Reaction to 3
-15 raise Edge to 3
-10 raise Stealth group to 2
-4  raise Clubs to 2
-2  Specializing Clubs in Blocking
-2  Acquiring Professional Knowledge skill Parazoology
-2  Acquiring Interest Knowledge skill Pirate Trid Broadcasts
+14 The long Jump
-13 Initiate
+7 Planning
-4 Arcanum
-4 Pilot Aircraft
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-07-10/0419:00>
Ok so the Roster thus far is:
-Mercedes [social adept](player: Fastjack)
-She who walks through walls (i'll call her Cynthia for short) [mystic adept good at infiltration]  (player:Walks through walls)
-Woofer [forensics expert](Player: Sludig)

So a few more people want to join, we'll make it one more.  I'll say that the next one who posts their character is in since it's been first come first serve up until now. 

One thing to keep in mind is to please be specific as you can in making the character.  For example, if you have a knowledge skill called "Local Area Knowledge"...that's just too general...you need to specify which area (Seattle, Denver..etc.), and what type of knowledge (Clubscene, street drugs, rumors..etc.), otherwise it's going to be very hard for me to let you use it for any tests.  Also for your qualities, you need to be specific in the way the quality description asks you to be specific.  If you're not sure what i'll accept, just put something concrete down, and then i'll let you know if it's not cool.  For example, with the Flashback negative quality, in addition to what experience you're flashing back to, you have to decide on a trigger....like axes, or dead children for example.

Once the 4th character is posted, i'll start the IC thread.  Now the following is basics for any PnP rpg, but let me reiterate it.  Now I have put in a lot of work to learn the 4e rules, I've played several campaigns and i know them quite well....but many things are open to interpretation and/or I'm contradicting some fluff...but once the GM makes a call, even if you got good evidence for why I'm wrong in OOC thread....it's still going to be how the story goes, otherwise we could spend forever debating, and that's what the rules forums are for.  So this also includes my interpretation of what your character sheet is saying and whether or not you can apply a certain knowledge skill or contact to certain tasks.  Of course there can be some discussion before I rule...but since this is PbP, it's going to be mostly rulings for times sake.

On IC vs. OOC...i'm not going to be real a stickler on this...just make sure everything that goes into the IC thread is pertaining to what your character's actions are.  IC is also for questions about scenery, maps, npc's or even what skills would be appropriate for a given situation ...you get it?  I'd prefer if you wrote in the first person for your character.  You can also ask questions like "Can I make it to the door this combat turn?" and such.  Now unless there's a group decision to be made or we're in initiative rounds, i'll keep the action moving even if everyone hasn't posted yet.  If we are in initiative then we'll wait for everyone to post...if a whole week goes by while we're waiting on someone and that player hasn't posted, then we'll assume you're not in the adventure anymore if you haven't let us known otherwise and probably be killed off eventually.  I also have the right to also act for your character when I need to or the plot dictates it. 

OOC thread will be for anything that isn't pertaining to what you want your character to think or do or directly pertaining to the adventure.  That would be more discussions about meta-gaming type stuff.  Basically, just post IC until I say that this conversation needs to be moved to OOC thread.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Tobias on <09-07-10/0712:22>
Lol darn it, was a race and you won Kontact... was just finishing all the details and was about to post.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Maelstrom on <09-07-10/0729:04>
Name: Treece Braxdon
Alias: Axe
Race: Ork
Sex: Male
Nationality: UCAS
Lifestyle: Low
Karma Spent: 0
Physical Description: 5’ 11, 210 lbs., black hair
Personality/background:
With his greasy black hair and 5¥ vending machine flats, Axe is no different from the thousands of other low-life scum filling the streets.  Born into yet-another undocumented ork litter, Axe’s unpromising childhood took a turn for the better with a fake SIN that opened the door to citizenship and schooling.  Unfortunately, he largely squandered the opportunity.  School was mind-numbingly boring, and his class time was spent hacking the PANs of his holier-than-thou classmates.  Eventually he was caught, of course, and his repeated suspensions finally resulted in expulsion.  Now a dropout living life day-to-day, Axe makes any nuyen he can by cracking copy protections and illegally updating programs.  He is extremely bitter toward society’s “upper crust”, and loathes the metahuman haters.

Attributes: (200BP)
Body: 4 (0)
Agility: 3 (20)
Reaction: 5 (40)
Strength: 3 (0)
Charisma: 2 (10)
Intuition: 5 (40)
Logic: 5 (40)
Willpower: 3 (20)
Edge: 4 (30)
Magic: 0
Essence: 4.325
Initiative:
Physical and AR Initiative/passes - - 10/1
Cold VR Initiative/passes - - 11/2
Hot VR initiative/passes    - - 11/3


Positive Qualities: (30BP)
Codeslinger – Hacking on the Fly
Exceptional Attribute (Logic) (20)

Negative Qualities: (+20BP)
Addiction, mild (BTL) (+5)
Addiction, mild (media junkie) (+5)
Vindictive (+10)

Active Skills: (128 BP)
Cracking Skill Group – 4 (40)
Electronic Skill Group – 4 (40)
Mechanic Skill Group – 2 (20)
Perception – 4 (16)
Pistols – 2 (8 BP)
Pilot Ground craft – 1 (4)

Knowledge Skills: (27 Free BP)
Corporate Matrix Security Procedures – 5
Operating Systems – 5
Seattle Roads and Transportation – 4
Seattle Hacker Underworld – 4
Seattle Safe Houses – 4

Language Skills:
English (‘l33tspeak) – N (2)
Or’ Zet – 3

Gear: (28BP / 140,000¥)

Cyber ware: (28,000)
Cyber Eyes Basic (R4) (0.5 E) [7/16] - - 1,500
- Low Light [2] - - 1,000
- Thermographic [2] - - 1,000
- Smartlink [3] - - 1,000
Commlink with BTL/ Hot Sim Mod (0.4E) - - 7,000
Control Rig (0.5E) - - 10,000
Datajack (0.1E) - - 500
Datalock (Encryption 5) (0.1E) - - 6,000

Bio ware: - - (10,000¥)
Sleep Regulator (0.15E) - - 10,000

Gear: - - (15,550¥)
AR Gloves - - 250
Armor Vest (6/4) - - 600
Biometric Reader - - 200
Subvocal Microphone - - 50
Hardware Tool Kit - - 500
Medkit (R6) - - 600
Fake SIN #1 R4 – William Hartnell - - 4,000
Fake SIN #2 R4 – Patrick Troughton - - 4,000
Fake License R4 (ID = SIN #2) - - 400
Hammerli 620S - - 650
Ammo, regular, 6c [x10 clips] - - 200
Low lifestyle (2 months prepaid) - - 4,000
Bank Safety Deposit Box (1 year, ID = SIN 1) - - 100

Commlink: - - (9,750¥)
Erika Elite+ (R3/S4) - - 2,500
Response 5 Upgrade - - 1,750
Signal 5 Upgrade - - 500
5 – Firewall, 5 – System - - 5,000

Programs: - - (73,700¥)
Hacking:
Agent R4 - - 10,000
Armor – 6 - - 6,000
Attack – 6 - - 6,000
Data Bomb – 2 - - 1,000
Decrypt – 6 - - 6,000
ECCM – 6 - - 6,000
Exploit – 6 - - 6,000
Sniffer – 6 - - 6,000
Spoof – 6 - - 6,000
Stealth – 6 - - 6,000
Track – 6 - - 6,000

Common:
Analyze – 6    - - 600
Browse – 6    - - 600
Command – 6 - - 600
Edit – 6 - - 600
Encrypt – 6 - - 600
Reality Filter – 6 - - 600
Scan – 6 - - 600

Autosofts:
Clearsight (optimization 1) – 4 - - 2,250
Defense (optimization 1) – 4 - - 2,250

Drones: - - (3,000¥)
Sikorsky-Bell Microskimmer (R3) - - 1,000
Firewall – 5, System – 5 upgrade - - 0
MCT Fly-Spy (R3) - - 2,000
Firewall – 5, System – 5 upgrade - - 0

Contacts: (14BP)
Seattle Hacker Underworld (organization) C 4 / L 4
Fixer C 3 / L 3

Edit: Not sure if Kontact got their character in first; will check back later to verify per GM.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-07-10/0759:54>
You want we should play 20 questions, 40 questions, whatever - for the background?

I sort of remember you saying this was a closed-ended game...
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-07-10/0923:23>
Okay, for everyone's ease:

Mercedes (http://forums.shadowrun4.com/index.php?topic=73.msg585#msg585)
She Who Walks Through Walls (http://forums.shadowrun4.com/index.php?topic=73.msg836#msg836)
Woofer (http://forums.shadowrun4.com/index.php?topic=73.msg881#msg881)

and either B.B. (http://forums.shadowrun4.com/index.php?topic=73.msg1359#msg1359) or Axe (http://forums.shadowrun4.com/index.php?topic=73.msg1456#msg1456) depending on inca's call.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-07-10/1537:06>
Ok, so Kontact can thank Tobias for putting a time stamp on when he posted his character....otherwise I would have no way of knowing since he just edited it into his last post.  So the roster is

Mercedes
She Who Walks Through Walls
Woofer
B.B.

Alright, get ready!  I'll post the first IC thread tonight.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Tobias on <09-07-10/1540:00>
lol should have been less honest and popped my character on their ;-)
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-07-10/2049:22>
Yeah, sorry.  Perfectionist in me requires near constant editing.

So... then... this is a "backstory not needed" type situation?  Okay..  I like the momentum...  8)
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-07-10/2319:57>
You be working on your backstory while i work on the first post.  Also make sure you describe your backstories, just edit into the post where you posted your character.  Also give your contacts some names and at least a line of description.  The higher the loyalty rating, the more i'd like you to flesh them out.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Devil on <09-08-10/0056:28>
Hi there,
I just found out about being able to play here. I can see that I'm too late to join in, but maybe next run I could jump in? I don't have anyone to play with where I live. I've only played like 4 runs before but I have alot of roleplay experience and really love Shadowrun. I was thinking I could play a medic type maybe. Probably a human.

Would it be alright if I play next run please if I get a character ready? :)
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-08-10/0109:21>
@DC
Ya, that would be awesome.  I totally know how that feels.  Where i live it was hard finding people who do PnP much less Shadowrun 4e.  Luckily I'm in a good group right now....but i know that it can't last because people schedules are alway interfering....so PbP is like my outlet when I can't get my SR fix with my friends.  I used to just play by myself...and actually it's really fun....i don't know why it's not more of a popular thing to do.  I just write down the plot like a story and then I do a whole lot of dice rolling since there's no 3rd party to arbitrate stuff.  The nice part is that once i'm done I have a whole short story to show for all the time I spent in doors:) 
Of course the best part of PnP rpg'ing though is interacting with people....so nothing beats the real thing. 

Don't wait thought because I have no idea how long this run will take on PbP....so I would also watch out for other people who might start GM'ing....these forums are really new....or even start your own thread!
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-08-10/0142:42>
I update Mercedes' contact info. Have we agreed on how we're going to handle dice-rolling?
Title: Re: [OOC forming group] The Road to Redmond
Post by: Devil on <09-08-10/0154:31>
Thanks for the swift reply. Yeah, I suppose it could take a while. maybe I'll post something to try to get together another game. Still, if nothing comes together I will wait for a spot in this one.

I was playing with some friends who showed me the game, but they stopped playing right as I was getting really into it. I've played alot of D&D and that stuff, but I like this better.

I was thinking of using a new version of my character from my old game, since I like him so much. He was a medic that used crossbows with injector bolts(filled with Narcoject usually). Alot of fun. I'm still figuring out his background, but I know hes a second generation Irish immigrant and that he used to work in the medical field.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-08-10/0555:44>
There's always games on Dumpshock (http://forums.dumpshock.com/index.php?act=SF&s=&f=9).   :)
Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-08-10/0957:42>
Though, have to wonder, are we assuming we've worked together before?  I was assuming we did not.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Devil on <09-08-10/1048:52>
Thankyou Kontact. I'll give it a shot.
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-08-10/1058:01>
From the description in the IC thread, it sounds like we have worked together.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-08-10/1428:22>
Ya, i'm just assuming you guys have worked together before.  Otherwise i'd have to figure out how all your other fixers or contacts know about the job to give it to you....and that wouldn't make much sense since most johnson's want things to be on the DL.  So in general, it makes more sense to have one fixer give out the job to his shadowrunner, and then the shadowrunner forms the team from people who he knows and trusts....to the extent that anyone can be "trusted" in the shadows.  The other alternative is that you all have the same fixer...and you're all part of his "stable"...but then that's basically a waste of a contact for everyone but the guy whose fixer got the job. 
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-08-10/1501:33>
Getting jobs is boring.  Doing jobs is wiz.  8)

+1 in the "know each other" camp.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-08-10/1509:42>
@Team
Ok so the dice-rolling is going to be with Invisible castle (http://invisiblecastle.com/).  The idea is to keep the story going and not have things slow to a crawl.  PbP is fundamentally different then us sitting around a table with pizza and mountain dew....so the idea is to make the SR rules, which are written for table top, work in a PbP setting.  Here are some rules which I think should make things faster:

Perception tests or using other skills (i.e. just a single straight success test with threshold number)
--If you are initiating the test,  simply [OOC:] ask if you can make the test...(do this all in the IC thread).  You calculate the DP putting in all modifiers you think should apply to your DP.   Then I'll approve the modified DP or adjust it depending on my ruling, and then I'll make the roll against the target number I have decided on and post it with Invisible Castle.  This means tests can be accomplished in only two posts.  
--If i'm initiating it then without even consulting you I'll just grab the DP off your character sheet and do the whole thing myself and i'll post the results.  This makes things like random perception tests just take one single post on my part, and also integrates it more into the story.
--We'll handle single opposed tests using the same system.

Extended tests outside of initiative:
--If RAW rules already give threshold and interval, you just keep rolling your dice pool (up to a max of the actual value of your dicepool) until your total hits exceed the threshold.  Then I will look back at how long it took and either say you completed the task in the time your rolls say it took or you got interrupted and couldn't finish (i.e. like in the case of hacking on the fly where it's like two racing extended tests going on simultaneously)
--If the threshold and interval depend on me, then i'll do the roll for you.

Once we've entered initiative:
--I'll call for an iniative test and I'll roll it myself and put it up all in one post.  Then you'll know your order and you post accordingly.
--aside form initiative, it can become a lot of work if i'm having to do all the rolling.  In this case I would like you to make all the rolls to resolve the combat action your character has decided to make.  So I will give you the needed stats for most enemies once i ask for an initiative roll.  i.e. when you attack a ganger, you roll your hit roll, enemy's reaction roll, damage resistance roll.  You will also see the enemy's damage meter.  In PnP this would never fly because it's too much of a give-away....but in PbP it makes it so that I don't have to weigh in at every single step with un-needed posts....and you can also use more team work (i.e. i'll hit the big wounded troll and you hit the unscathed dwarf!).  Now any modifiers which you added which I think are inappropriate, or if you simply calculated something wrong etc...will mean I will re-roll for you and we will simply go with my roll.  So if a ganger gets killed because you gave him a -4 defense modifier which I think should have been -2....then I will post a re-roll and the ganger simply just won't be dead yet.  That means that if you guys know the rules and are making reasonable decisions on modifiers that don't make me feel too uncomfortable, then combat could go pretty quickly.  If there's time I'll also weigh in in-between your guys action posts and narrate the blood shed you guys are inflicting..or to handle glitches...but I don't want you guys posting qualitative description about the effects of the rolls you guys have been making....(i.e. "He critical glitches on his damage resistance test....I lop his head right off!!".....I'll decide who's head is on or off)
--I really want you to stick to the 1 free+2 simple/2 free+1 simple/1 free+1complex action guidelines.  No midair exposes on battle tactics, ok....saying "Woofer hit the floor!" is a free action.  Saying "Woofer hit the floor, when i'm up over the fence then you cut the power!" is a simple action....etc.  Remember combat in SR has elements of abstraction....some things which by the rules occur in a certain order are interpreted to literally occur simultaneously....that should help when trying to visualize the whole "1 combat turn = approximately 3 seconds" thing.....I tend to visualize the whole Matrix Movie combat scenes "slow cam".....especially when visualizing wired reflexes and other such speed boosters.  Movies butcher the mechanics of space-time, so it's natural that rpg's will too.  As long as we're not reaching Michael Bay levels of action sequence time distortion i'm not gonna get too bent out of shape.

I do reserve the right to rewind or change anything at anytime though....ok!

Well those guidelines should help....I'll guide you guys along while we're doing it.  If we hit any bumps along the way we'll just improvise.

Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-08-10/1939:52>
Ok I just signed up for an invisible castles account.

It looks pretty easy, but how do I set up the die roll so it will show successes and # of 1s?

Inca do you need my account name or how will you get the information?

Thanks
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-08-10/2047:42>
If you type in xd6.hits(5), it will give you the number of dice of x that were greater than five. You'd have to eyeball 1's for glitches/critical glitches.

An Example:
5d6.hits(5)=1 (http://invisiblecastle.com/roller/view/2681059/)
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-08-10/2120:25>
So in your example it would be rolling 5 dice and then it would tell me the number of successes and the number of 1s correct?
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-08-10/2204:39>
It only tells you the number of successes. You'd have to manually count the glitches.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-08-10/2325:25>
As something to consider, since Invisible Castle gives you all the dice rolled, e.g.(12d6.hits(5) → [6,4,4,6,4,4,1,3,2,1,6,1] = (3), it can sometimes be faster to roll the full hand and then subtract the negative modifiers from the back end of the roll.  Like applying a -4 penalty to the above roll would change it to 8d6.hits(5) → [6,4,4,6,4,4,1,3] = (2), but we still have the pure roll to draw from in case of numbers dispute.

So, in your example with the ganger, I wouldn't assume any negative modifier, when making the roll, but would then subtract the last 2 or 4 dice based on ruling.  Sometimes, like above, -2 or -4 doesn't even matter since it's 2 hits either way. 
This way, you don't have to reroll as much, and all that would change after the fact is the agreed-upon DV.  Time saved.  :)

Even with something like Edge rerolls, which shouldn't be too common, and you can just do the same "subtract of the back-end" thing again, just applied to each roll.

Speaking of edge, here's the exploding 6 form.  12d6.hitsopen(5,6) → [2,5,4,4,[6, 4],1,1,[6, 5],5,2,1,4] = (5)
You'll notice it boxes off 6s and pairs them with their exploding reroll.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-09-10/0539:48>
That's actually not a bad idea, because you're randomly pulling the dice out of the end roll so it works out the same.  Let's do it that way.  If I disagree with your modifiers, i'll just lop of the tail end of the dice you rolled.  Lol, doesn't work in table top because there's not a good random way of taking dice away from a roll that's already been made without knocking the dice around and messing up the roll.  The only way i could think of is that you make sure all the dice you rolled are of the same color, and then you replace the dice that were hits with dice of a different color, and then you put them all in a bag or something, shake it up, and then remove some dice....then see how many colored ones you're left with. 
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-09-10/0949:23>
Naturally stuff that's not up for interpretation, like armor penetration, can come off the dice pool before the roll.
It's just useful for those up in the air situations, like social modifiers and whatnot.



On another note, for extended tests, do you want to do full dice pools or diminishing dice pools?
Diminishing is doable, but more of a pain.  Makes the game considerably tougher when you realize that only the SR4a core book had them in mind when setting up thresholds.  Good luck hitting an Unwired target number with diminishing dice  :-\

this (http://invisiblecastle.com/roller/view/2681468/) is an uncharacteristically bad example of doing an 8x8d6 extended test.  I wouldn't let it cloud your choice too much.

So, this is full pool.
8d6.hits(5) → [6,1,2,1,3,2,4,1] = (1)
8d6.hits(5) → [1,1,2,4,4,1,5,3] = (1)
8d6.hits(5) → [6,3,1,6,1,1,3,3] = (2)
8d6.hits(5) → [5,3,3,1,4,5,4,3] = (2)
8d6.hits(5) → [3,4,4,1,3,2,4,4] = (0)
8d6.hits(5) → [3,6,1,1,1,1,6,6] = (3) Glitch: roll 1d6 and subtract # from hits so far.
8d6.hits(5) → [6,5,4,3,5,5,1,6] = (5)
8d6.hits(5) → [4,1,4,5,4,6,2,1] = (2)
If this was a Data Search, the player with an 8 dice pool would have been able to find publicly available information about a common, popular topic with 4 minutes of searching, and probably had unpublicized information after 8 minutes.  Hidden and actively erased info would have still eluded him.  Again, these were some garbage rolls.

and this is diminishing
8d6.hits(5) → [6,1,2,1,3,2,4,1] = (1)
8d6.hits(5) → [1,1,2,4,4,1,5] = (1)
8d6.hits(5) → [6,3,1,6,1,1] = (2) Glitch: roll 1d6 and subtract # from hits so far.
8d6.hits(5) → [5,3,3,1,4] = (1)
8d6.hits(5) → [3,4,4,1] = (0)
8d6.hits(5) → [3,6,1] = (1)
8d6.hits(5) → [6,5] = (2)
8d6.hits(5) → [4] = (0)

If this was a Data Search, the player with an 8 dice pool would have been unable to find publicly available information about a common, popular topic with 8 minutes of searching.  Zilch.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-10-10/1832:17>
@Sludig:  I just noticed that you only spent 1800 for a rating 4 Fake SIN an 2 liscences.  A fake SIN is ratingx1000Y ...so they're all at rating 4 then the total would be 4800Y....but that puts you over the BP limit for gear....so just swap out gear to compensate for this, you choose what gear.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-10-10/1930:51>
I didn't notice either *sigh* I dumped the hacking program
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-10-10/1950:54>
She who walks through walls has a SIN, but he probably wouldn't be happy if I started broadcasting it. (I didn't know elves could turn such a light shade of grey)  ;D

Well first on the to do list with some of my cut is new fake SIN and license. ( I knew I forgot something)
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-10-10/2212:55>
I didn't notice either *sigh* I dumped the hacking program

I was sort of curious about that anyway.  Was that meant to be Exploit?  If it was, it wouldn't have done you any good without a Stealth program anyway.  :-X
Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-11-10/0813:32>
Well, no, it's the pocket hacker in the main book, before you had made your hacker we didn't have one. :D
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-11-10/2131:21>
@Fastjack
You're right, Kinesics makes it harder for others to judge your intentions, my bad.  That confused me so I thought you were including that bonus into your charisma somehow.  The dicepool is 12 either way so we don't have to reroll.  Besides, BB and Cynthia both got a good roll.  
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-11-10/2132:53>
No problem, I figured as much.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-12-10/2024:34>
It also might do to remember that, outside of combat, with Increased Reflexes II and Multi-Tasking, B.B. can take 5 Observe in Detail actions per second with a Perception pool of 5 Int +2 Skill +1 Reflex recorder +1 Betel +3 Limbic Nanites +3 Vision/audio enhancements for a total regular pool of 15 dice.  Combine that with Analytics, and you're looking at some Sherlock Holmes biz right there.  I, uh, don't want to be rolling 15 dice every .2 seconds, but I do want to convey that fact in my actions and attitudes as a character.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-12-10/2323:48>
@Kontact
Wouldn't it be 3 observe in detail actions/sec?  If 1 combat turn is approximately 3 seconds, and you have 3 IP's, then that's 1 action phase/sec.  If you're not in the middle of combat, in 1 action phase you can take 2 free actions with multi-tasking and you can convert one of your simple actions into 1 free action, so you could take 3 free actions max per action phase....meaning 3 observe in details/sec.  I understand what you're saying though and you're doing a good job of conveying it :)

What I was saying before though about intuition based skills and attribute tests really was more along the lines of the difference between technologically enhanced mental abilities and natural or magically enhanced abilities.  In RAW there isn't too much difference, but in RAI there is the idea that technological enhancement of the mind can only go so far.  For example, if you are using skill wires....there should be a difference (mostly qualitatively...but on occasion even quantitatively) between the skill soft and the natural or super-natural analog.  For example if a guy with an unarmed combat 4 skill-soft goes up against a martial-artist with an unarmed combat of 4....as the GM I would introduce qualitative flare that reflects the difference between a canned martial arts technique and an actual professional fighter who can improvise and use strategy....and if the martial-artist scored a critical success or the skill-wire guy glitched, I might even interpret that as a the martial artist improvising a new technique, or adapting to the subtly "monotonous" technique the skill-wire guy is using and then introduce modifiers reflecting this.  The only technology which can reach the level of raw human intuition is AI in my opinion....and that's the cutting edge.  Nanites are also very cutting edge, but they are a far cry from true AI....that's why I feel the SR4e developers made it a point to say that Limbic amplifiers add their bonus to intuition based skills and didn't just say "it improves your intuition by the rating".  Logic and Reaction boosters I have an easier time of accepting because that does translate more into raw computing power of the brain or speed of the synapses which by 2072 i feel could be very well understood and mapped out....but intuition is more of that gut-level "what it means to be sentient".

Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-13-10/0234:37>

For sure.  :) 
I know that one way the devs naturally kept artificial skills from having that "human" touch was prohibiting Edge use on skillwires tests.  In a heads up fight to the death with an equivalent opponent, Edge is, well, like it says on the tin.  ;D

Personally, I'm plenty happy that nanites add to linked skills since all the hacking actions are Logic based, but having a high logic score is meaningless. ¯\(°_o)/¯
A little extra juice on those preventative matrix actions like decrypt or analyze, or even data search, is a great boon.

BTW, For some reason I took the 2 free actions outside of combat to mean +2 free actions.  :-X  Pretty obvious that's not what they meant as I read it now.
Again, good calls all around.   8)
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-13-10/0556:11>
Fake SIN's are just that..FAKE  :)  A valid SIN doesn't even have a rating.  I feel the rating on a SIN scanner is not so much the quality of the scanning device, but the thoroughness of the actual background checking process...you could have a really shitty scanner feed your fake SIN number to a very sofisticated background checking program on some nexus at a bank in another country with a lot of connections....and vice versa.  Imagine all the information a SIN contains attached to it...all the stuff needs to be cross referenced and then faked...it's a miracle SIN's can even be faked at all IMHO...thank god for hacker undergrounds.  
I would say a stuffer shack doesn't even verify your SIN at all....they just care if you got one and mostly you'd be paying with credstick so that the stuffer shacks bank doesn't run a scan on your SIN.  Fake SIN is there so when you go to an upscale corporate mall or something and then when you make a purchase with cred you have in a bank account  there'd be a verification step..probably max rating 2....think about it, that's a lot of resources checking all those databases.  I'd say KE has got a rating 3 verification system max.  Border crossings and/or AAA corporate territory would be rating 4-6. 
 
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-13-10/0638:52>
it's a miracle SIN's can even be faked at all IMHO...thank god for hacker undergrounds.

You ain't just whistling there, brother.  You ever seen the threshold for forging a fake SIN?  Rating x32 1 week.  You want a rating 6, it'll take you (and a massive team of others running teamwork tests with you) about a year to get one done.  If you're working by yourself, the sun will go nova before you finish one successfully if rolls are limited by DP.  Threshold of 192.  Madness.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-13-10/1500:10>
Don't you hate the Man... 8)
Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-13-10/2328:57>
Sooo tempting to crush Germaine's hopes of advancement. :D  Woofer really doesn't like this guy.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-14-10/0332:13>
By the way, do you mind if I roll to identify the drug, rather than just the smell?

If so, can I use my nanites on the roll since Street Knowledge is an Intuition-linked skill? So, 7 dice?

Btw, isn't Mercedes ex-Laesa?  That's weird that she can't recognize an awakend drug...
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-14-10/0433:59>
None of you had any knowledge skills about drugs so i defaulted it and you guys didn't make it.  I would say you would have to have something in your mind to actually be able to recall if nanites are going to help you for a knowledge skill test...if you're defaulting then your using the random association part of your brain rather than established neural pathways which nanites are good at reinforcing.
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-14-10/0901:31>
Mercedes isn't ex-Laésa, just knows some guys that are part of the group. Her street knowledge is focused more on Aztechnology due to her background with the corp.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-14-10/1640:59>
I would say you would have to have something in your mind to actually be able to recall if nanites are going to help you for a knowledge skill test...if you're defaulting then your using the random association part of your brain rather than established neural pathways which nanites are good at reinforcing.

Ah, word.  So like the Learning Stimulus nanites which lower karma cost for improving knowledge skills under the condition that you already have some knowledge of the topic.

Well, with the 4 dice from my Intuition minus defaulting, can I just buy a hit to identify the substance and its general effects (gets you high, you see magic things?)  I figure general knowledge should be able to tell me that much, rather than specific knowledge of its effects, after effects, average duration, means of cultivation, smuggling, street price and all the other things that someone truly familiar with it would know.

Basically, I would want to get an idea of what it is, then do a data search and look for possible side effects, finding the whole dual-natured thing is going to bring up the concept of wards and the problems that we're about to run into there.  Namely that a dual-natured being passing through a ward has to roll charisma+magic vs the ward's forcex2 or be knocked unconscious, filling their Stun Track all the way to the top.  Oh, and if they win the test against the ward, kablooey.  Ward goes down and magical alarms go off.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-14-10/1709:55>
Can't you "harmonize" with the ward to pass through it? Or is that only with a metamagic
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-15-10/0041:12>
Yeah, I think that takes Masking metamagic.  Looks like Mercedes didn't get enough dose to stay dual-natured long enough for that to be a problem though.  Good shake, that.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-15-10/1827:43>
Inca I have a question that was brought up in one of the discussion boards. Being a mystic adept for your game what is the max force I can cast a spell at without overcasting? I will go with whatever you say no problem just need to know so I can decide how to proceed.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-16-10/0345:39>
I don't have my book with me right now, but I would say that it would be the same value as the value you use for your spellcasting dicepool.  If the book says that you use your full magic attribute + spell-casting skill, then it makes sense that over-casting is also going over your full magic attribute.....but if the book says your dicepool is you magic attribute minus the points you spent for powers, then I would say over-casting is for forces bigger than that value. 
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-16-10/2033:56>
ok works for me
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-17-10/1557:45>
Just a note, I'll be at my monthly game tomorrow, so I'll have limited access to the boards.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-17-10/1759:25>
Have fun at your game.

Title: Re: [OOC forming group] The Road to Redmond
Post by: Sludig on <09-17-10/1943:31>
I know I'll be at a historical mini's con tomorrow, but I'll look in when I get home that night.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-17-10/2301:24>
Re-checking the Comlink Optimization entry, I just realized that it adds a +1 DP modifier, which doesn't really mesh with Stealth as a thing which creates a threshold.  So, I guess I'll switch it to Exploit.  Ghost knows you can't have too much Exploit juice.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-18-10/1621:21>
Sorry guys these last two days have been nuts for me....I'll definitely post tomorrow and keep the action moving along
Title: Re: [OOC forming group] The Road to Redmond
Post by: Walks Through Walls on <09-18-10/1629:41>
No problem I understand

I am sure I will have periods like that also.

Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-20-10/1358:49>
Just so you guys don't get confused, I like to keep as much material inside 1 post as possible, so if I posted something, but then wanted to add some info and I see no-one has really read it yet, sometimes I won't post again, i'll just edit it into the last post I made.  I"ll only do this if just a little time has gone by since my last post or if it's clear that not everyone has read and responded to my last post yet.  If I go back and edit older posts it's because of spelling mistakes or wording mistakes, but not content edits. 
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-20-10/1411:30>
In terms of time stamps, I don't think it's super important....i'll keep you guys posted of the time from time to time.  I just feel it kind of takes away from the whole feel....makes it less story-like...more video-gamey.   I hope it doesn't annoy you guys that I don't use colors or fancy time-stamps because I just don't really dig that esthetic.  A lot of PbP's that i've seen kind of confuse me with all the colors they use and it's hard for me to read....but that's just me.  It also probably reflects my attitude towards time in real life....let's just say time is a very nebulous concept for me.
Title: Re: [OOC forming group] The Road to Redmond
Post by: TranKirsaKali on <09-20-10/1703:30>
Sorry didn't mean to interrupt a game.
Title: Re: [OOC forming group] The Road to Redmond
Post by: Kontact on <09-20-10/1912:17>
In terms of time stamps, I don't think it's super important....i'll keep you guys posted of the time from time to time.  I just feel it kind of takes away from the whole feel....makes it less story-like...more video-gamey.   I hope it doesn't annoy you guys that I don't use colors or fancy time-stamps because I just don't really dig that esthetic.  A lot of PbP's that i've seen kind of confuse me with all the colors they use and it's hard for me to read....but that's just me.  It also probably reflects my attitude towards time in real life....let's just say time is a very nebulous concept for me.

Null sweat.  I just separate the things that way to make it easier for people to keep track of what information is public for all players and such.  Though, most of that could be abstracted away in the assumption that (by and large) there's no benefit to keeping the info to yourself.  That would certainly avoid the echo effect of 'GM tells player - Player must tell other players'
I do still like bolding the name of a player the first time it comes up in a post, just to make sure it catches the eye and establishes who is involved in that action.
Title: Re: [OOC forming group] The Road to Redmond
Post by: inca1980 on <09-20-10/1922:21>
@TranKirsaKali:
I'm glad you felt like sharing that with us....but we're right in the middle of a shadowrun right now....basically 50% into it....but it really depends if things go well or bad....if they go well then we're 50% into it, if people fudge the run then it'll be done sooner.....have i said too much?  ;) 
It would be cool to keep a campaign going, so i'll give preference to the current runners, but if any of them wants out, then you're in.

 
Title: Re: [OOC forming group] The Road to Redmond
Post by: FastJack on <09-20-10/1928:07>
Just so you guys don't get confused, I like to keep as much material inside 1 post as possible, so if I posted something, but then wanted to add some info and I see no-one has really read it yet, sometimes I won't post again, i'll just edit it into the last post I made.  I"ll only do this if just a little time has gone by since my last post or if it's clear that not everyone has read and responded to my last post yet.  If I go back and edit older posts it's because of spelling mistakes or wording mistakes, but not content edits. 

Heh... discovered a slight hiccup regarding editing the posts... I didn't actually notice until now since I check "Unread Posts Since Last Visit", and editing the post didn't mark it as unread... Guess that means I better set up the notification on the thread. ;)
Title: Re: [OOC forming group] The Road to Redmond
Post by: TranKirsaKali on <09-20-10/1953:17>
@TranKirsaKali:
I'm glad you felt like sharing that with us....but we're right in the middle of a shadowrun right now....basically 50% into it....but it really depends if things go well or bad....if they go well then we're 50% into it, if people fudge the run then it'll be done sooner.....have i said too much?  ;)  
It would be cool to keep a campaign going, so i'll give preference to the current runners, but if any of them wants out, then you're in.

 

I am sorry.  I did not realize a run was being held in here.  I thought this was the OOC forming group spot.  So I posted.  I will remove it from your game so the character doesn't get in the way.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-21-10/1739:47>
@TranKirsaKali
Sorry my bad, it still says forming group....
Title: Re: [OOC] The Road to Redmond
Post by: TranKirsaKali on <09-21-10/1808:47>
 ;D  It is all good. 
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <09-23-10/0800:52>
Okay, how close are we when this is going on? IIRC, we'd just started driving to the address.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-23-10/0919:35>
You guys are still 20 min. away.  That's going about 8-9 miles through seattle daytime traffic.  Current time is 3:10 Pm.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-24-10/1551:00>
Don't feel like you guys who are en route can't post doing further investigation though...contacts you may have, searches, etc...
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-24-10/1557:03>
D'oh! Contacts!!  :P
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-24-10/1635:18>
Lol, people weren't posting much, so I thought I'd throw you guys a bone.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <09-25-10/0520:36>
**sigh**

I just had one of those moments. I can do this you think. Then as you start to you go what in the frag am I doing?

Success starts and you get confident. i knew I could do this why was i worried
Then something goes wrong and you realize oh no I really am in trouble what was I thinking.
Oh well no one wants to live forever right??? Though seeing tomorrow would be nice


Inca not complaining, but just curious how did you come up with the 2 threshold for the troll to hear Walks Through Walls because I thought it was an opposed test between perception and infiltration.

We'll go with this I just would like to know how you came up with it as one GM to another to see if it is something I want to start using in some of my games thanks
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-25-10/0756:27>
Heh.  Personally I wouldn't think that a 400lb Troll would be too concerned with creaking floor boards.  His whole world is creaking floorboards.  :D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-25-10/1755:24>
@Walks
Well this is how i see it, for future reference with similar situations.
I use success tests in situations where I feel the actual character doesn't have a great deal of control over the opposing npc's test.  I just basically feel that in a realistic scenario, when you dive through someone's legs, you need a certain amount of momentum and really your acrobatics test is taking total precedence because you goal is to get through....and once you're flying through the air, that's it, you're committed to the maneuver and there's not a whole lot you can do to make it all that much quieter.  The only factor I felt could really have a noticable influence is you're traceless walk, so I included that.  If you had been wearing steel toed boots or  been an ork then the threshold would have been 1 for the trolls perception test...I would have even made the threshold 1 if you were defaulting on the acrobatics test because you obviously made it through the legs through shear luck but you don't know how to land smoothly at all....you'd come tumbling down.

I get threshold numbers by imagining how hard it would be if i just described the scenario in a generic way (i.e. an stealthy elf-chick just dived through the legs of a troll and landed behind him=threshold 2 to notice it IMO).... then all the finer specifics come into play through modifiers to the dice-pool.   The specifics of our situation i.e. he's distracted, he knows that when you hear something like that it probably means something (that's why he thought it was a devil rat...because it's happened to him before), you have a magically silent contact with the ground....all come into play through their modifiers to the dicepool.

Then when you're just standing their behind him, I feel that if infiltration affected affected being seen by the troll, then I feel the SR developers would have made chameleon suit give you a bonus on your infiltration roll, but it always applies instead to the perception of the observer because you could just be standing there and someone would overlook you.  Same thing with traceless walk, it seems that if all contact with the ground was influenced by infiltration, then it should give you a bonus to infiltration, but instead it affects the observers perception because I feel SR developers didn't intend infiltration to basically be the skill of controlling how much sound each one of your individual movements makes. 

Of course there's arguments for doing it differently, but this is the way I see things.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <09-25-10/1833:43>
Inca I like your interpretation of this. I wasn't looking to argue it, and am sorry if you felt I was. I enjoy running games and am always looking at how other GMs interpret the rules to see if I am missing something or if I can learn something to make the experience in my future games better for my players so they and I will have more fun.

The idea of a threshold since there isn't any way for the sneakers skill to come into play makes perfect sense. This is a perfect example of a different and in many ways better way of looking at the rules than I had before. Thank you for taking the time to explain it to me.

Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-25-10/1947:55>
Oh no man, don't sweat it, i was just sharing since you wanted to know how i interpret some of the mechanics....btw i been reading your game, it's a good one!  Maybe i'll get to be in on the next time around.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-26-10/0516:00>
Yowza!  Nice data dump Inca. :)

Did I pull a pic of the girl off the news feed?  I don't know if Mercedes would want to confirm the story/identity with Joey, but it might be worth it to confirm the lead.

BTW, since it took me a good chunk of time to run down that info over the matrix, I don't know if anyone wants to fill that interim time up.  I don't want to monopolize too much of the time here or drag out the "we're driving to a place" scene, but I might be able to get solid info off my warez contact.  I figure I could at least leave a message at a digital drop spot and see if he'll call me back when he's available.  That way we can concentrate on resolving the Renton biz as 1st priority.

sound kosher?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-26-10/1159:52>
By the way, Walks. I noticed you didn't have the links to your dice rolls in your post. If you want to link to the Invisible Castle rolls, after you get the results you should see a "BB Code" with some code after it that if you copy and paste into your post it will show the results and link back to the rolls:

Test Roll (5d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2701344/)
Code: [Select]
[url=http://invisiblecastle.com/roller/view/2701344/]Test Roll (5d6.hits(5)=4)[/url]
(And, yes, I am a little saddened that I wasted rolls like that on a test... :'()
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-26-10/1336:53>
In terms of time, just because your posts are in a certain order doesn't mean events don't overlap to certain extent....i would just assume that anything that goes on in the car is happening simultaneously.  You're not at the scene until i post saying that you're at the scene so feel free to act however you like.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-28-10/1443:21>
let's post people!  Virtual Underground 93 threads are gaining on our Road to Redmond threads in terms of number of posts!  They're at 216 posts and we're still winning at 230 posts...and that's impressive because our posts are much longer than theirs....but we gotta pick it up!! lol

Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-28-10/1447:35>
Just waitin' on when we get there. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-28-10/1454:52>
lol, You guys are there already....I was just waiting for you guys to ask Cynth if you could get buzzed in.   Basically, you don't got to be timid in posting what you feel like doing at any point....the worst thing that could happen is I say that something is a no-go and then I just rewind the action a little bit for you. or modify the outcome......no big deal....otherwise we get into a play-by-post showdown
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-28-10/1457:08>
Oh, okay... the last thing you had mentioned was that we were two blocks away when our conversation started.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-28-10/1503:10>
Next time i'll be more explicit that "2 blocks out" = "you're there, i just don't want to park your car right in front of the building because maybe you're feeling a little extra paranoid and you wanna scope things out"
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-29-10/0212:40>
Oh, man.  Does no one have any Pixie dust or laes cigarettes?

Nothing to wipe your faces from their minds?  Just being a gnome is too much for me to go in there.  There's only a handful of gnomes in the whole metroplex.

How the hell do we pull the heat away without killing Sam?  Blame our presence on Chaz?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-29-10/0224:25>
Well, you know Mercedes is going to be against killing Sam on principle. Oooooh... Idea forming. She's got Voice Control allowing her to mimic or change her voice. Plus a couple of pillowcases...

See ya in IC.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-29-10/1100:41>
@Cynthia:
Pg. 184 in SR4A says
"If an area-effect spell is sustained, the affected area may be moved
with a Complex Action, as long as it remains within line of sight.
Characters who 'drop out' of the affected area are no longer affected
by the spell; characters who are 'enveloped' by the area must defend
against the effects of the spell as appropriate"

Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-29-10/1642:24>
I almost exclusively PbP from work....otherwise i'd be bored shitless
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-29-10/1651:07>
Okay, so I'm going to have limited access to the boards over the next five (!) days. I'm attending a seminar/training for Sharepoint/Office 2010 tomorrow and Friday, going to a ball game tomorrow night, Flying to PA Saturday, Job Interview Monday and flying back to MN Monday.

I'll probably be able to check in occasionally between all this, but if anything major happens and you don't hear from me right away (or within a few hours), Mercedes' general practice in fight is to use her Commanding Voice (Opposed test between her Charisma + Leadership (15) against the target's Willpower + Leadership) to order them to "Drop it! On the ground!" in her best "I'm-frakkin'-Knight-Errant" type of voice. If anyone resisted, she'll take cover, but won't fire back unless they are targeting her (Pacifism).

I don't plan on being away too much, but I also cannot guarantee when I might be on...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-29-10/1656:04>
If there's too much dead time I'll move you around a little to keep the action going at least in terms of going places but I won't do anything too crazy with her....i.e. get her pregnant, addicted to Tempo, getting a management level job with Renraku...etc.....she's in good hands  ;)
Have fun!
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <09-30-10/0746:16>
I'll apologize for my lack of posting the last couple of days, taking pet to two different vets (guinea pig), finding out it had bone cancer and ultimately putting it to sleep...meh...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-30-10/1809:54>
Poor little guy....

So anyways, just describe your action now that all of you are in the apartment and you got Sam and Lana bagged up....don't worry about medkits, i'll just say if you wanna wake Sam up you can just slap him or throw some water on him and he'll come around...if not, he'll be awake in about an hour.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-30-10/2043:17>
I guess since the rest of the crew is distracted, I might as well hack.   Can I get Hannibal's comm-code and track it over the inter-trix?  Once I've got access, I should be able to find its location with the built-in GPS.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-02-10/1412:09>
I think we have what we need and don't know that we can get much else from Sam. I vote for heading to Sonoma and looking for Hannibal. I also think we should take Sam's weapons though I am open to discussion on this because I can see it has drawbacks also
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-04-10/1157:09>
I'll be MIA the rest of the afternoon and evening (might be able to pop on sometime, but no guarantees). Whatever everyone else decides is good with me (as long as it's not a running murder spree... ;))
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-04-10/2037:09>
I'd want to leave a note for Sam for when he wakes up. 
"We're taking your gear and cred as collateral.  Interfere with our business in any way, and you forfeit everything we've taken and any hope to living through the night.  Keep your head down and you'll get it back when we return your woman."

Oh, also, I'd like to ride in the trunk during the trip to Touristville.  There's not really enough seats in the compact for all the big folk.  Besides, I can still see into the car with radar and communicate through the comms.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-04-10/2102:45>
The trunk it is!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-05-10/1343:13>
Well, I thought it would be pretty awkward and dangerous to walk around outdoors with a pillowcase on her head, i think that would arouse a lot of suspicion....so since no-one said anything about specially cloaking her or hiding her, in order to avoid problems our on the street i'll just say the only hitch in the whole thing is that she's seen all your faces.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-05-10/1905:30>
I vote we head to Auburn. If we can find him there we will save the time. If we miss him we haven't lost anything. Besides it kind of sounds like the type of area that the two corp brats might hang out and finding them is the bottom line.

I think Lana having seen our faces is no big deal. Then again she had already seen mine so I didn't lose anything. I am open to suggestions on how we get more information about what is going on. I still feel like there is a major piece of the puzzle we are missing, and obviously we are on a time table
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-05-10/2058:26>
I'm liking that idea. If we get to the club before him, I can go inside and check the place out, then try and "convince" him back out so we can question him.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-05-10/2102:00>
Auburn isn't where the club is. The club is in touristville or is that part of Auburn? I was thinking if we can catch up to him before the club that much better. Less people, less witnesses or potential problems
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-05-10/2113:05>
Sorry, been brain-dead most of the day. Touristville's in Redmond. :P
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <10-06-10/0110:25>
The club does seem like a good lead, so Touristville is a good thought.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-06-10/0243:02>
Well, I thought it would be pretty awkward and dangerous to walk around outdoors with a pillowcase on her head, i think that would arouse a lot of suspicion....so since no-one said anything about specially cloaking her or hiding her, in order to avoid problems our on the street i'll just say the only hitch in the whole thing is that she's seen all your faces.

Part of B.B. hopping in the trunk was that she wasn't supposed to know he was there.  No biggie though, as long as you say it's no biggie.  One of the reasons B.B. shys away from direct contact with people is that he is recognizable as a member of an extreme minority.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-06-10/0256:52>
Lol, you said it was cuz there wasn't enough seats!  Don't worry about it....women in her line of work are used to keeping a lot of secrets...especially if you pay her off a little....or kneel her down in an alley and put a bullet in the back of her head which is how they handle things in Redmond. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-06-10/1106:24>
@B.B.:
I'll count your hour watching Jack-knife Jones in the trunk as an hour towards the 4 you need to spend for Media Junkie Negative Quality to not get penalties.  Actually, i'll make the rule that with multi-tasking, each hour you spend on Media while you're doing some other task that requires concentration counts as 15 minutes towards your Media Junkie Requirement.  So if you're probing a node and it takes you 4 hours, but at the same time you had an ARO with Jack-knife Jones on, then that would also fulfill  1 hour of Media Junkie.  That just reflects not so much how much you can concentrate on Jack-knife Jones, because you're able to devote full attention to multiple tasks through magic....but rather it reflects how much enjoyment you'd get out of doing so and addiction has more to do with how much endorphin production a given task is stimulating.  
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <10-07-10/0935:18>
What kind of club is it?  I was thinking it was a strip club for some odd reason.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-07-10/1014:12>
What kind of club is it?  I was thinking it was a strip club for some odd reason.
That's 'cuz your mind's in the gutter. ;)

I was thinking it's a normal dance club/bar type of place.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-07-10/1128:51>
Maybe you got confused because it's on the "bar-strip" of Touristviille...meaning a series of blocks that have clubs and bars....which however most likely has a few strip-bars on it.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-10-10/1442:19>
I can't think of any way to pass the message in-character, but I think we can cut Lana loose since we don't need her anymore.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-11-10/0007:36>
So Mercedes wants to know if everybody is on the same page and then i'll continue.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <10-11-10/0055:57>
Which page? Get what we can however we can? I'm down.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-14-10/1356:12>
To get a very vivid sense of how Crimson Crush and basically most of Redmond works I highly recommend watching this british documentary: Dancing with the Devil (http://www.youtube.com/watch?v=QZqEd5A1BmU&feature=related).  It's excellent and heartbreaking and the whole thing is on youtube.  I feel it paints the most accurate picture of how the slums of Seattle 2072 would be like and it's the way I want to portray them.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-16-10/1220:23>
Anything new? Or are we just heading to the Chalice?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-17-10/0306:11>
Sorry guys, I been busy as hell!   I'll post tomorrow for sure.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-18-10/1922:44>
Ok, hope our little break freshened you up a little and got you ready for what Redmond's got in store for you! :)

I actually just started running this same shadowrun with my table-top group and they're a fun bunch....but they're not as subtle as you guys....and not as good detectives!  They haven't even bothered searching the boys rooms and it's gonna cost'em!!!
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <10-19-10/1007:56>
Yeah, well...

Right now, going into a club with the amount of drugs and other illegal activities Woofer is going to have to fight urges. :D
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-24-10/2136:19>
After that last post Inca, all I have to say is:

;D HEE-HEE-HEE-HEE! ;D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-02-10/1901:13>
Wow guys, sadly it looks like our PbP thread is the only one that has survived so thanks for being such cool players and making this super awesome for me so far! We've been going two months and it's still going strong so just want to say thanks and you guys rock and let's keep going!!!

Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <11-03-10/1152:43>
I don't know if I should be scared that Woofer is becoming arm candy. :D
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-04-10/0310:45>
Did we not make it back downtown to get B.B.'s P93?  It's his work gun.  :(
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-04-10/0442:21>
Wasn't in Woofer's trunk?  Well we'll just say it's in woofer's trunk ok cuz i don't remember and i'm too lazy to look back. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-04-10/0452:25>
Sounds good to me.  :)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-06-10/1616:37>
Since Mercedes has a supernatural talent for languages, then for me it made sense at character creation that she could know Or'zet, if for any reason just for the novelty/exotic factor.  Maybe there's fluff out there that kind of contradicts my view, but from the way I see things I feel that Or'zet is a lot different than Sperethiel.  

First of all, I feel that in Shadowrun, or at least in my campaigns, cultural identity still is an extremely powerful force which categorizes metahumans.  Does a japanese elf feel more allegiance to japanese culture, or "elven" culture?  Well it depends on the individual, but I feel it depends mostly on the environment in which the individual was raised.  For example, in today's world, take a white person in the U.S.....would they feel more kinship with a white european from germany, or an asian-american who went to the same college with them?  I would say by and large it would be the asian-american.  Nonetheless, there would be a certain amount of ties with the german simply based on the fact that they both were of the same race.  Maybe it's a bad example, but i'm just trying to illustrate the relationship between culture and meta-type in the Sixth world.   Not to say that meta-type in Shadowrun is completely analogous to racial identity in today's world, but it does lend itself to some parallels.  So I just feel that cultures based on meta-type are heavily complicated by ethnic identity and only meta-types which are able to form a strong infrastructure for disseminating culture are able to form a viable identity and language, like the elves do with the Tir's.

I used to also think Sperethiel was a bunch of bullshit and it's existence annoyed me until I learned about the existence of Immortal Elves, meaning a handful of elves which survived the ages since the 4th World and along with Dragons are pretty much the main source of knowledge the Sixth World has about the previous eras.  At that point it started to make more sense to me that Sperethiel could within a matter of a decade become a viable language.  It was these immortal elves which were the source of "elven" culture which we see in Shadowrun.  Everyone else however is just a bunch of people that were born with pointy ears, nice bone structure and they don't seem to get old but aside from that they would be culturally totally human, which is one aspect I like about shadowrun.  I love the aspect that all these new "races" which are genetically still considered homo sapiens are wrestling with identity.  The awakening happened so recently that they would basically still consider themselves human but humanity has rejected them and they have been forced to forge a new improvised identity.  It is these immortal elves and dragons who know the real truth behind the awakening and who essentially serve as guides in this turbulent quest for an identity.  So if I take the following factors into consideration: formation of the Tir's which was spearheaded by a few immortal elves, the existence of magic, the exitence of linguasofts and tutorsofts........then yes, it is concievable for me that there are a good number of elves which speak Sperethiel and it's much like how modern Hebrew is today and the formation of the state of Isreal, 50% actual culture, 50% created culture.  

Or'zet however was only introduced in 2057 in Dunkelzahn's will and before this point there was no real Ork Nation movement.....it was the discovery of this ancient language which made Orks realize that they, just like elves, actually had an ancient culture.  The difference is there was no one around who practiced that culture and language because there are no Immortal Orks.  So Or'zet as opposed to Sperethiel is much more of a symbol than an actual language which is commonly spoken.  Most Orks, even in 2072, still are second-class citizens and lack any sense of over-arching identity and other than the occasional riot or Ork rights group, they don't have a viable infrastructure for instilling culture and much less language.  

When I fleshed out the Crimson Crush gang, I wanted them to be an exception to this.  Basically they are the only stabilizing force in these predominantly ork neighborhoods and part of the way they do it is paying tribute to recent Ork Nation ideologies.  Even then though, it's more or just a tip of the hat and by and large their culture is Redmond street culture and their language is English city-speak.  To reflect this I gave members of the gang a language skill of 1 in Or'zet.  Sheldon, the leader of the gang is very sympathetic with the Ork rights movement and even though he himself also only knows a smattering of a few words in the language (skill of 1), he encourages the other gang members to also know a few words just for the shear sake of being able to lay a little bit of a legitimate claim to some kind of ork identity that is separate from street culture.  

However, almost nobody in the actual ork neighborhoods of Seattle knows any Or'zet at all except for perhaps one or two words......they don't really spend their time thinking too much about ork identity, they're more concerned with eeking out a living.  They live in the neighborhoods they live in out of circumstance and because their parents and maybe grandparents were refugees from the night of rage and years of persecution.  Another factor is "human flight" to better neighborhoods.

So to sum up my long treatise on Or'zet ..... If any character is going to have Or'zet as a language skill, they better have some good background for it.......but in Mercedes case, picking up langauges for her is like going down to the mall and buying a pair of Evo thong underwear.....so i'll except it.  But you shouldn't assume that orks you meet know Or'zet because practically none of them do, even Crimson Crush.  If you want to culturally connect with the Crushers, very local Redmond street slang is surest bet.  



Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-06-10/1631:56>
Good point inca! I had thrown that in there totally because it's something she would do, even if they didn't know the language. Her way of thinking on it was that he'd recognize the gutteral language as being Or'zet even if he didn't know how to speak it, making her that much more interesting to him for the seduction purposes... (Along the lines of "I could teach you some, if you want...") ;)

And, for background purposes, she had learned Or'zet because of running the shadows and having to had dealt with some orks in the past. It's always favorable to at least attempt the language of the persons you're dealing with... Which is actually the same reason she's got that one point in Japanese, but for the other side of the shadow spectrum.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-07-10/1219:01>
I've always thought of Or'zet as being little more than a few words from the rather sparse codex being added to the Ork Underground dialect colloquially known as Trog.  ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-07-10/1227:52>
I don't know for sure, but my impression is that the codec did lay out the whole language....or at least was written in the whole language so it makes sense that linguists would be able to piece it together.  But nonetheless I feel that it hasn't moved too far beyond that stage of being a linguistics project.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-07-10/1415:58>
I've always thought of Or'zet as being little more than a few words from the rather sparse codex being added to the Ork Underground dialect colloquially known as Trog.  ;)
Check out State of the Art: 2064, p 128-135 for more detail.

Basically, Robert Page received the Or'zet Codex from Dunkelzahn which was a book with metallic pages. On the left page was a story/treatise/whatever written in Sperethiel, on the right page, the same text written in Or'zet. This gave a primer to the ork language. With money donated from Maureen Williams. By 2060 they had the basics (verbs, nouns, sentence structure) figured out. By 2061, they had enough figured out that they began teaching the language to those interested. A little later, they had enough to program Linguasofts with the language.

By 2072, Or'zet is well-used by ork communities and is as fully functional as Sperethiel.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-07-10/1425:29>
The "all from one book" part is what made me think that the palate was pretty bare.  Hard to get a functional vocabulary out of a single story carved in metal.  With the book as a, well, rosetta stone, they could take a myriad of Or'zet texts and begin to decypher them through the shared story, but I wasn't aware that there were enough Or'zet texts floating around to provide the full view of the language.

I don't know, though.  Maybe it was a lengthy tale.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-07-10/1457:51>
Funny you bring up the Rosetta Stone:

Quote from: Wikipedia
... contains 36 lines of hieroglyphic text, 73 of demotic text, and 74 of Greek.

So, from that little bit of text, scholars were able to finally crack the hieroglyphic language of the Egyptians. They were able to use that small bit of text to work out most of the Egyptian hieroglyphs in about 25 years (1799-1824). Now, with the Or'zet, you're dealing with an entire book (the Rosetta was broken off a much larger stele) written side by side with another "living" language (the Rosetta Stone was Ancient Greek, Demotic and Hieroglyphs). Add in computers and such and I'd say they could get the complete language in a much shorter time.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-08-10/0449:55>
Ya, with the computing power of shadowrun Or'zet would get cracked really fast.  I just don't understand the cultural part of Ork communities everywhere adopting it as a functional language.  It just doesn't make sense to me....why on earth would they do that?  I mean, unless linguasofts and tutorsofts have completely changed the way language is seen and used, I feel that ork communities just don't have that much social cohesion and strong sense of identity.  Elves managed to form nations, but that makes sense cuz they had the guidance of immortal elves and they would be trying to form a national identity and a language is the first part of that.  But my impression is that the only real ork "communities" are the ones which exist in slums and the ork-underground where a lot of the social fabric is dysfunctional and the concept of an Ork Nation is really only alive inside activist groups.  I could see activists passing out flyers in poor ork neighborhoods telling all the brothers and sisters to unite and recognize the ancient heritage that is rightfully theirs.....but the communities are so stricken with violence, drugs and other such vice, nobody is really that receptive to the feel-good message and may just acknowledge it but none of it really gets put into much practice.  

Elves just never suffered the same intense level of prejudice and thus they were able to quickly form successful functional communities based around the guidance of people who probably had been planning the logistics behind the formation of these nations for centries in anticipation of the upcomming awakening.  

It makes more sense that despite the revelation that the orks had an ancient language, it seems that most urban orks, at least in seattle would continue to feel that they are able to culturally express themselves more fully in dialects like Trog rather than a whole different language like Or'zet.  
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-08-10/0638:45>
Yeah, language arises from need for communication.  If they already can communicate, then why would they learn a new language?  The only reason I could imagine Orks adopting a specific Ork language is so that they can talk to Orks all over the world.  From what I recall, Orks have a strong sense of unity, so I guess it's not outside of the realm of possibility.  Besides there's still magic in the world.  Maybe they are drawn to the language because it feels right to them for a reason beyond common sense.

And, Fastjack, the point I was making with the rosetta stone is that it was a limited key, used to decipher lots and lots of text elsewhere.  As far as I know, there weren't a lot of Or'zet works waiting to be translated.  So, the codex may have been useful only in understanding itself.  There would be a lot in it, since it's probably long enough to get a basic vocabulary of ~1000 words, but that would still leave Or'zet as a language of borrowed words.  Like a thousand true Or'zet words and seven times that in borrowed nouns and verbs.  All like, 'Kart ouso et  wireless signal draan jack er computer terminal paar lulz."
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-08-10/1019:05>
Mostly, the movement came from Orkland (formerly Oakland) in California. They have a VERY strong power base there and lots of racial pride. Some smaller communities might take it up as a way of putting their stamp on things, and to thumb their noses at the supposed "elven supremacy" that they see.

It's more about racial pride than a need to be filled. Much like many people will look at their own ancestry and learn their family's language to get more in touch with their own personal history.

I agree Kontact, but you can take that base of a language and create new words from the base. For instance, there isn't a word for "wireless" in the old ork language, but they could combine old words for "air" and "talk" to create that that new word. Even in most languages nowadays, words are more often based off other words (split off, spelled differently or merged) than created whole cloth. After all, fifty years ago words like "cellular", "wireless" and "laptop" either meant something else or didn't exist at all.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-08-10/1507:18>
Hey inca, what kind of effects can i hope to produce by messing with the dude's cybernetic muscle replacements?
Like, would I be able to paralyze them completely, give them a penalty equal to the benefit normally received, or just switch it off so that it no longer factors into their stats?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-08-10/1804:03>
Muscle replacements are weird because they should fall under Bioware really cuz they're "vat grown" muscles....but they fall under cyberware so the only real cybernetic part about them I would say is diagnostic features that measure and give readouts for tensile strength, bloodflow, oxygen levels etc.  A cyberarm could be controlled or shut down, but not muscle replacements.  It really only increases the amount of muscle tissue. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-09-10/0512:48>
Ah yeah.  so at least I can kill their wires.  That should have an immediate effect on their initiative, right.

Biologically though, the muscle replacement thing being just organic muscle analogous to human muscle isn't really workable without some sort of nanite system.  Human muscle is constantly breaking down, so replacing human muscle with bigger human muscles wouldn't work.  It would last about a month before it was baseline normal again.  So, the muscles would have to be artificial.  Definitely not McKibben-type artificial muscles since that's a far cry from "vat-grown," but the sheer invasiveness of them at 1 essence per level makes me think that they are electrically controlled somehow.  Definitely not rocking that ATP activation.  Probably electrical power via piezoelectrics and control by the standard nerve signals, so it wouldn't necessarily be hooked up to an artificial controller system.  CNS is still the best controller in town.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-10-10/1414:34>
@Fastjack.  To resolve a tie you compare Edge first and he has a higher edge than you, and he also has higher initiative and reaction.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-10-10/1416:53>
Ah... Got it. Thanks!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-10-10/1419:30>
Thank me later....once your edge attribute has been burned to 0....MUAAAHHAHAHHA
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-10-10/1425:27>
Oh, and I also really like the "Severe Wounds" and "Heavy Damage" rules in Augmentation pg. 120&121.  If you guys take more than 7DV S or P on a single hit, roll an Edge (1) test.  I'll choose an appropriate result.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-10-10/1632:17>
@Sludig: For Full Defense, you'll need to roll your Reaction (4) + Gymnastics (2) + 2 Partial Cover = 8 dice to reduce the net hits of Guard1. Then you'd need to soak the Physical damage [Body (4) + Armor (8 ) - AP (1) = 11 dice]. You got some decent dice, so you could do it!

If he shoots at me, I think I'm fragged.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-10-10/1645:44>
@Fastjack:
Good thing Cynthia's Taser is SA, so she can fire it again if she wants with her other delayed simple action.  Hopefully she'll have a heart and do so.  Or hopefully she's available to post before Guard2's action!  It's post or die people! post or die!!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-10-10/1657:54>
Cynth still has surprise on the 2nd guard, yeah?  So the -2 for shooting at a 2nd target in a pass shouldn't be a big deal?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-10-10/1752:12>
Ya, it's all the same IP so surprise is still valid.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-11-10/0957:31>
@Sludig: For Full Defense, you'll need to roll your Reaction (4) + Gymnastics (2) + 2 Partial Cover = 8 dice to reduce the net hits of Guard1. Then you'd need to soak the Physical damage [Body (4) + Armor (8 ) - AP (1) = 11 dice]. You got some decent dice, so you could do it!

If he shoots at me, I think I'm fragged.

Okay, what's Woofer wearing? I had done the above calculation with just the Armor Jacket. If he's wearing Armor Clothing and FFBA, then the roll remains the same. However, if he's wearing the Armor Jacket with FFBA, then you get another four dice.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-11-10/1059:25>
At first, I thought that a flack jacket would be a bit much for a bachelor party, but...
Quote
Armor Jacket: The most popular armor solution on the streets
comes in all styles imaginable. It offers good protection without catching
too much attention, but don’t think of wearing it to a dinner party.

Seems like it's de rigeur.  Woof could have slipped it on when we decided to gear up before heading to Redmond, you know, going back for the bike and such.  Honestly, Seattle really isn't so big that it takes an hour to get anywhere..
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-11-10/1106:15>
Ever since the "Runner's Chic" craze in the late 50's, no-one blinks an eye at it. It's kinda like wearing a leather jacket nowadays (used to be only the 'bad boys' in the 1950's wore them--Thanks Fonz!)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-11-10/1347:40>
@Woofer
Ya, we can assume that you had your form fitting half-suit on under your armored jacket.  That does give you a -1 encumbrance (Jacket 8 + 1/2 FFBA 2=10) though, so I will subtract 1 from your defense roll, but it doesn't change anything luckily. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-11-10/1353:14>
@Woofer
Ya, we can assume that you had your form fitting half-suit on under your armored jacket.  That does give you a -1 encumbrance (Jacket 8 + 1/2 FFBA 2=10) though, so I will subtract 1 from your defense roll, but it doesn't change anything luckily. 

So... Just to make sure I'm getting it right in my own head, his Full Defense dice should be:

Reaction (4) + Gymnastics (2) + 2 Partial Cover - 1 Encumberance = 7 dice

And then his Damage Resistance should be:

Body (4) + Armor (12) - AP (1) = 15 dice

Correct?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-11-10/1357:35>
Well, it's more like Reaction is just across the board now = 3.....So it's Reaction (3) + Gym(2)+ Partial Cover (2) = 7.......but ya, same thing, those are his dicepools. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-11-10/1430:05>
Thanks! It's been a while since all the combat rolls.... ;)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-11-10/1646:22>
Even more important though is that the wound he takes if any is now going to be stun instead of physical because the base DV won't exceed the armor ballistic rating correct? Or does it the DV just have to be greater than each individual part?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-11-10/1648:54>
Since his total armor exceeds the damage, it will be all stun damage.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-11-10/1651:12>
I saw that over in the IC post after I posted here. I thought I would look at the mechanics before the playing to see what was going on and such happens
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-11-10/1803:50>
Since inca's into optional damage rules, Id's suspect that the attack being enough to pierce his jacket will drop the armor rating by 1, ala the armor degradation rules.  Not that it matters too much for poor woof, since he's going to be unconscious for the rest of this fight, and maybe longer.. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-11-10/1954:00>
By the way, WTW... I noticed that you're usually copying and pasting everything from Invisible Castle. All you need to copy and paste is the last bit (highlighted in the picture below):
(http://webpages.charter.net/mattdroz/InvCastle.jpg)

Also, for the normal skill tests, if you type in XXd6.hits(5) where XX is the number of dice, it will count all the hits for you and you just have to manually count the ones to see if you glitch. If you use an Edge point, use XXd6.hitsopen(5,6) to have it reroll 6's and count all the hits.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-11-10/1956:33>
ok Just wanted to make sure Inca had what he wanted to be able to check the rolls if he was so inclined
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-11-10/2150:54>
No problem, I figured as much. :)
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <11-11-10/2330:31>
I haven't been able to get things to C&P like that. :(
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-12-10/0025:17>
Just for reference:

Quote from: Street Magic, p. 176
Commanding Voice
Cost: .25
     This power channels the adept’s magic into his voice to enhance the modulation and pitch, subliminally influencing the actions of any listeners. The adept takes a Complex Action to give a simple but forceful command (file words or less) to the target, making an Opposed Test with Leadership + Charisma against the target(s) Willpower + Leadership. If the adept succeeds in the test, the target uses his next action to either carry out the command or stands confused (gamemaster’s choice, but the more net hits achieved the more likely he will obey the adept’s command). Such commands carry no weight beyond the immediate impetus, and the affected characters will quickly reassert their wits, returning to their original course of action. If multiple individuals are targeted, use the largest dice pool among the defenders and add +1 dice per additional target (max. +5).
     Commanding voice may only be used on metahumans who can directly hear and understand the adept’s words. It has no effect when the voice is amplified or broadcast via technological means (eg. wireless transmission, loudspeaker, etc). It is also less effective on subsequent uses against the same target. Apply a cumulative –2 dice pool penalty for each use within the preceding 24 hours.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-12-10/0127:01>
BTWs, inca, if we're playing with the advanced combat rules from arsenal, does that mean that any shots taken at B.B. are -2 since he's a small target (roughly the size of a dog)?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-12-10/1124:25>
Also, has my Corrupt action gone off yet?  I originally set it to go off after 1 minute when I though were were being waved through, but then the guys came and started going over the car, and I don't know how much time passed between that and guns being drawn..
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-12-10/1614:26>
Armor degradation would be fun :)  I'll use it.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-12-10/1709:25>
Inca on the commanding voice it says it is an opposed test not a resistance test which is why I was thinking that the negative modifiers would apply, but it is your game so we will go with your ruling.

I kind of see it as the magic gives your voice more force, but it is the leadership and command of it not the magic that the subject is fighting against in the opposed test, but as I already said I'll go with whatever you decide
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-12-10/1732:06>
Ya, i guess it is a little bit more on the side of using a skill and it does say OPPOSED test as opposed to "resistance," so let's go ahead and include wound modifiers with commanding voice.   The failed anyways so it doesn't change anything.  From now on though I do feel that anyone within earshot is compelled to obey as far as logic dictates...i.e. If adept says "show me your titties" and you're a guy, then I'd say you'd be immune.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-12-10/1918:22>
Well, cynth didn't use her gun last round, and you'll notice Brian delayed picking his up until after Mercedes' turn, since both he and I know the standard operating procedure of "drop your weapons" when it comes to an adept face.

Here's a question for you though, how long would it take to roll up the car's window? I'm contemplating using my 3rd pass to take cover back in the car...
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-12-10/1931:59>
From now on though I do feel that anyone within earshot is compelled to obey as far as logic dictates...i.e. If adept says "show me your titties" and you're a guy, then I'd say you'd be immune.

Probably won't change much in this fight since only they know Or'zet. :) afir

Quote
Commanding voice may only be used on metahumans
who can directly hear and understand the adept’s words.

I suppose we can use this as a retcon explaining why it only affected them last turn.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-12-10/1940:34>
Actually in IM messages me and Fastjack determined that it only affects selected targets.  A subtle way in which the last paragraph is worded convinces me that it's actually selected targets.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-12-10/2008:35>
Another question.  Sprint actions.  Can I take multiple in a pass and do they count towards that pass' movement, or do they only add to the total movement across all passes?  The rules concerning it (p. 149) are really not well worded or thought out.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-13-10/0102:21>
Well since it says "Characters may increase their running distance by spending a Simple Action (rather than just a Free action to run)..."  that makes me think that sprinting is just like running and with running you can't spend multiple free actions to be able to run farther so it makes sense that it's the same for Sprint.  You just do one Strength + Running test and for every hit adds 2 meters/turn, meaning for a combat turn with 3 Initiative passes it would be an extra 2/3 meters/IP per hit, so i'll say that since I rounded 8.33 to 8 meters/IP, then i'll say 2/3 rounds to 1 meter/IP.  So recapping, spend a simple action to run and for each hit on a Str+Running test you get 1 extra meter/IP since most CT's have 3 IP's in them.  You can only spend 1 simple action per action phase to sprint.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-13-10/0833:06>
So your interpretation is that sprinting is like running, but you spend a simple action to sprint instead of a free action to run? Regardless, that's out.  Do I have the ability/permissions necessary to crank up the opacity on the windows of Woofer's car?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-13-10/1022:47>
You should just spoof the command to the car device rating 3 and it's a user level command.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-13-10/1228:50>
So, can I spoof like a "panic command" to black out the windows and secure the car, or would I have to spoof each command separately with 2-3 complex actions?  I'm just lost in a sea of actions where I don't know what's possible or not.  Like, needing to run to get from the back seat of a car to the trunk, I don't really get that.  8m/3 = 2.6m ~= 9 feet.  I don't think that it's 9 feet from the rear door of a sedan to its trunk... you know what, I'm make some MS paint garbage and throw it up on tinypics.  You can let me know if I've got a good idea of the situation or not.

(http://i51.tinypic.com/33lf0rb.jpg)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-14-10/1950:05>
Dude, nice job!  That's it except I maybe didn't communicate well that the Crushers were up against the north doors of the car.  But even if you were going to the trunk, getting out of the car is going to be at least a free action.  If ducking in and out of cover is a free action, then that's essentially what you did by leaving the car.  But the map is totally right, except let's put the Crushers up against the north doors of the car. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-15-10/0009:51>
Ahhh.. Everything's coming into focus now.  So, about the whole lock the doors and black out the windows with a single panic command, is that possible?  Seems like that kind of thing would be standard in 2070.  Sort of like how in South Africa had the Blaster (http://en.wikipedia.org/wiki/Blaster_%28flamethrower%29) back in the bad days. 

I'm just trying to figure out how B.B. can get away with not killing a bunch of Crushers over a misunderstanding, since that seems like something he'd be opposed to, having fought alongside Ork rights groups for several years in Cali.

Besides, if it came down to an us or them thing, Mercedes could make them eat their guns as easy as she made them drop them... or at least make them toss their guns over the wall..
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-15-10/0219:03>
or at least make them toss their guns over the wall..
Hmm... if it hadn't been for Woofer getting gunned down, she might have thought of that. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-15-10/1250:36>
I was outa town for the weekend......  To use commanding shout again it's at a -2.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-15-10/1329:41>
Yeah, I'm waiting to see where we are once it gets back to me.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-15-10/2014:20>
@Kontact:
Ya, with a single complex action you can spoof all those things as a list of commands to the vehicle.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <11-16-10/1028:33>
I'll just lay here unconcious, *breaks our pompoms*
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-18-10/1752:01>
@Kontact:

Under the description of shooting at a barrier, it doesn't say that you compare the DV to the armor rating anywhere.  Comparing the DV to armor is only mentioned in Shooting Through Barriers on pg. 166 of SR4A, but that is not mentioned in Destroying Barriers.

Now you're, right, I totally meant that the Guard1 picks up his weapon just like Guard2 did, but I didn't explicitly say that he did, so to be fair I'll just assume he didn't, so I'll redo his action.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-19-10/0039:24>
@Kontact:

Under the description of shooting at a barrier, it doesn't say that you compare the DV to the armor rating anywhere.  Comparing the DV to armor is only mentioned in Shooting Through Barriers on pg. 166 of SR4A, but that is not mentioned in Destroying Barriers.

Yeah, it's just something drawn from the regular damage rules.  If damage is less than or equal to armor, then the damage done is stun instead of physical.  Since a barrier doesn't have a stun track, any attack which doesn't pierce its armor is considered deflected. 
It's one of the things that makes drones so scary.  :)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-19-10/1201:57>
My family and I are going out of town this weekend till after thanksgiving. So if I need any rolls go ahead and make them Inca. Hopefully I will survive long enough for it to matter
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-21-10/0849:27>
I'm out of town at the moment and will be back tomorrow!
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-21-10/1007:28>
No problems, have fun!

Besides, I'm off to see Harry Potter in IMAX 3D this afternoon.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-22-10/0516:16>
IMAX 3D is the way and the light.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-22-10/1659:35>
Mercedes and Cynthia are 10 meters from the grenade.  They'd have to take a sprint action (simple) to reach it and make a running roll (Str+Running).  I'll say you can kick it with a simple action and i'll make it an agility + str action and each hit you get knocks it 2 meters away.  B.B. needs to use a simple action to get out of the car.  Picking up and throwing the grenade is a Complex action so if you use edge to go before the Guard1 next IP, then it's doable. 

We'll treat dragging Woofer as a Str+Body test, for every point of Str, you can drag 20kg at half your normal movement rate.  For every hit on the Str+Bod test you can either add 1 meter to your movement rate/IP or you can add 20 kg to the limit of weight that you can drag.  So say I have Str 3, and I score 3 hits on a Str+Bod test.  Woofer is 75kg and I can drag without a test 60 kg at 4 m/IP, so I use 1 hit to make that limit 80 kg at 4m/IP and use the other 2 hits to make that 80kg at 6m/IP. Woofer is 75kg so i'd need 1 hit on str+body test.  It takes a complex action to drag him. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-23-10/0131:16>
Is woofer directly behind the vehicle?  Does the vehicle run on batteries, or some kind of fuel that will possibly produce a sympathetic explosion?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-23-10/0245:00>
Ya, he's directly behind the vehicle.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-23-10/1656:59>
What I'd really love to do is grab woofer and grab the trunk opening and then spoof the vehicle to peal out, pulling us both away, but I don't have time for that, and no one has bothered to mention that there's a grenade in the first place...

It could have been really cool, but thems the breaks.  Everybody is waiting for Walks to complete that "boot the grenade" action, I guess.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-26-10/1337:21>
We'll pick it back up (pun intended) as soon as the holiday weekend ends....happy thanksgiving everyone!!!!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-27-10/0339:03>
Just read this comic and thought of Mercedes.. (http://www.viruscomix.com/page429.html)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-27-10/1923:57>
Just read this comic and thought of Mercedes.. (http://www.viruscomix.com/page429.html)
Heh-heh... Sometimes, she'll go to the local comic store and do that for fun.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-28-10/1526:37>
Ok I'm not sure why since I only have one pass and can move 20 m in a combat turn that I cannot reach the grenade as a simple running action especially since you said it is only 10 m to the grenade. It is the reverse of the smart grenade thing that was mentioned earlier. Since other people are moving faster I can't run as far?????

Anyhow since I don't have running and only a strength of 2 can I even attempt a sprint default action. If not I'm going to have to figure something else out. Can I use a gymnastics maneuver to cover more ground?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-28-10/1842:42>
Your movement rate should be 25 meters/ combat turn so we're saying that's 8 per IP rounding down.  
pg. 149 in SR4A says:

"If a character mixed his modes of movement during a Combat Turn and it becomes important to know exactly how far the character
moved in a particular pass, simply divide his Movement Rate by the
number of passes in that turn."

It's not that because other people are faster you can't move as far, it means that their actions are interrupting your movement...i.e., you're not going slower, they're just allowed more actions/ combat turn.  You're still moving 25 m in approximately 3 seconds.  IP's split the Combat Turn into finer time increments.  If you sprint for just 1 IP, then you figure out your movement rate / combat turn, and then divide by the total number of IP's in that Combat Turn.   If you default on Running, then each hit on a Str - 1 = 1 adds 2 meters/ combat turn = 2/3 m/ IP since there's 3 IP's this Combat Turn.  Rounding that up we'll say that for each hit you can move 1 more meter / IP for each hit on the test.  That means that w/o edge you can go up to 9 m/ IP which still wouldn't be enough.  

I'll also let you burn edge on any test as well to get a critical success...i.e. four net hits. 
You could do a running jump which it says is a free action so I'll say you can use a free action to switch movement mode to running, and a free action to do a jump which would go 2x the number of hits on an Agility+Gymnastics test.  So if you got 3 hits say, then you'd go 8 meters + 6 meters in 1 IP.  You'd still have a simple action left over and you could kick it in the way I described above.



Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-28-10/1858:42>
I understand that, but the fact still is that I only have one action in the 1st IP so since I can only cover 1 IP worth of distance since there are multiple passes I cannot move as far because I only have an action in the 1st IP. If everyone only had 1 IP then I would move my full movement rate before having to take my other actions.

Also the section you quoted above said if a character mixed their movement types during a combat turn. That isn't what is happening here. I am asking to run to the grenade to then pick up and throw it

Therefore my comment about since others are moving faster I cannot go as far before I act. In my opinion I feel that the rules are penalizing a person with fewer passes.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-28-10/1918:04>
I see what you're saying now....you can't move 25 meters then pick up a grenade.   By RAW the closest you could come to this in a multiple IP CT is by delaying your action to the following IP and then you'd basically go 16 meters and then you could pick up the grenade.  But there'd be no way of doing the equivalent...i.e. moving 25 meters and then picking up a grenade. 

I think every RPG combat system is going to have some logical/realistic fallacies.  Movement is one of the weird ones and is very carelessly described in SR4e.....however it's so crucial in any combat situation.  Hence we just need to houserule stuff that isn't as clear.  One houserule  that might fix this logical fallacy is that you can delay your action as many IP's as you desire, but if you already have an action phase during an IP during which you have kept a delayed action or used a delayed action, then you lose that action phase.  This might even already be RAI.  Otherwise you do get the weird, "I can go 25 meters and pick up a grenade, but then because my friend can go faster, all of a sudden I can't."  That still won't solve your dilemma because grenades are still seemingly going off faster with more IP's/CT, but it still does fix the logical fallacy that when there were less IP's I could move more before acting. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-29-10/0411:29>
After you kick the grenade, you should still have 2/3rds of your movement left to run to a different location during the rest of the IPs as part of your total movement for the turn.

You can cover the rest of that ground, just not before the grenade goes off.

Alternately, you could let us know that the grenade is there, and I can handle it by spending edge to go before it explodes or Mercedes could make the 2nd guard take care of it.

Honestly, Walks is in the worst position to handle this grenade thing..  well, except for Woofer.  I don't want to dictate your turn for you though.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <11-29-10/0906:43>
I understand I'm not in the best position to take care of it, but it has to do with how I envision the character acting. She was a thief and because of this doesn't always think about letting others know so they can react to a threat. For so long she was her only backup.

However, since she has become part of a team she feels a loyalty to that team team and with woofer down right by the grenade (and she doesn't know if he is knocked out or took a severe wound) so acted to try and prevent disaster and is hoping for the best.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-30-10/1109:33>
@Kontact:
 I think it's a little bit subjective what "moving past" means...it really has to do with intention of the mover.  I would say intercept can be used anytime the mover moves into melee range of a player but does not attack.  Otherwise it gets dicey trying to figure out what "moving past" the player means and if you really want to get down to semantics Mercedes was moving with no intention of attacking the guard and the grenade was somewhat "behind" the guard.  But rather than argue where things are microscopically placed let's just say that intercept can be used anytime a player moves into melee range of an enemy and does not attack that enemy during that action phase.  

The qualms you have are legitimate but are primarily due to the fact that what i'm imagining in my head is different from how you're imagining it in your head on the micro level.  For example i imagined that the grenade had been kicked in a direction that made it easier for Mercedes to get to and I imagined that when the guard picked it up and threw it, Mercedes' attempt to move towards the grenade brought her in melee range of G2.  Next time we have a melee I can clearly see that it's not gonna work unless I keep a rather detailed map of the situation otherwise we're all thinking different things in our heads.  Perhaps my carelessness in describing the physical layout of what I'm seeing in my head is partly to blame so I will attempt to be more consistent from now on, but I think a constantly updated map that is to scale is the only way to solve this.  I don't have any problem doing that because I actually feel combat in PbP is pretty fun and works almost as good as table top except for that one little detail which we can fix.  This melee is almost over it seems so we'll just keep going as we have and just accept that actions that were taken as part of the plot and then just move on from here.  Next melee will have a detailed map.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-30-10/1216:38>
Hey, I'm good with it. Sore jaw and all... ;)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-30-10/1955:01>
@Kontact:
 I think it's a little bit subjective what "moving past" means...it really has to do with intention of the mover.  I would say intercept can be used anytime the mover moves into melee range of a player but does not attack.  Otherwise it gets dicey trying to figure out what "moving past" the player means and if you really want to get down to semantics Mercedes was moving with no intention of attacking the guard and the grenade was somewhat "behind" the guard.  But rather than argue where things are microscopically placed let's just say that intercept can be used anytime a player moves into melee range of an enemy and does not attack that enemy during that action phase. 

The qualms you have are legitimate but are primarily due to the fact that what i'm imagining in my head is different from how you're imagining it in your head on the micro level.  For example i imagined that the grenade had been kicked in a direction that made it easier for Mercedes to get to and I imagined that when the guard picked it up and threw it, Mercedes' attempt to move towards the grenade brought her in melee range of G2.  Next time we have a melee I can clearly see that it's not gonna work unless I keep a rather detailed map of the situation otherwise we're all thinking different things in our heads.  Perhaps my carelessness in describing the physical layout of what I'm seeing in my head is partly to blame so I will attempt to be more consistent from now on, but I think a constantly updated map that is to scale is the only way to solve this.  I don't have any problem doing that because I actually feel combat in PbP is pretty fun and works almost as good as table top except for that one little detail which we can fix.  This melee is almost over it seems so we'll just keep going as we have and just accept that actions that were taken as part of the plot and then just move on from here.  Next melee will have a detailed map.

Oh, I'm not trying to make a stink or anything.  It's just that entering melee range with someone is a pretty serious thing, and I wouldn't assume someone was doing it without them stating their intent... unless they didn't know the combatant was there... But, it's one of those things where, because it's difficult for all of us to get on the same page with the location of things, that I'd appreciate it if you warned me that I was moving an arms length from an enemy.  I may not know where everything is, but my character really ought to. :D

At least the guy is now officially engaged in melee combat with Mercedes, and even the +3 melee bonus from attacking a prone target is quite alright when balanced against the -3 firing in melee penalty to fire a full auto burst and straight up end her.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-30-10/2325:42>
I think what happened is that I moved up to where Woofer is, told the ork to toss the grenade, and in the process he wound up in melee range with me... At least that's how it played out in my head.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-01-10/0418:13>
Oh, man, you totally did just try and run past a dude...  ha!
Only way you could have seen the grenade and arrived by woof..

yikes..
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-01-10/0941:20>
Figure it's better to discuss here.

Okay, Mercedes might be able to talk our way out of trouble, but we'd have to knock out all the guards before reinforcements arrive--and there's no guarantee that it would work. Otherwise, we need to beat feet. B.B. can drive Woofer's car, I'm assuming, and if Cynthia wants to stay behind to recon, I have no objection. The big problem is if she is spotted, she's on her own since we're down a man and probably won't be able to come to the rescue if the fit hit the shan.

Also, Sludig, you out there? Haven't heard much from you (granted, Woofer's been unconscious...)
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <12-01-10/1428:45>
Yes, I'm here, woofer being unconcious, no point in posting. :D
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-01-10/1827:55>
Can we even get the car into the neighborhood?  If so, Walks would be better off using Physical Mask to disguise it and all of us.

Something to consider is that the whole combat took roughly 6 seconds.  Patching the Shaman up took about 3 more seconds.  All-in-all, it's been about a minute since shot one.

If you need a good lie to try and buy us some time, you could say that some guys on bikes drove past and threw a pipe bomb then drove off.  Convince him that it's probably a distraction and they should increase the security at the other entrances.

Or, we could book it out of there and I use Sheldon's contact info to try and talk to the guy.  Do the shadowrunner special.  Offer services in exchange for leniency and access to what we need.  Honestly, the dude needs to have his matrix infrastructure upgraded... It would take me less than 15 seconds to turn off both guards wired reflexes and then blind their shaman with streaming porn.  That's three massively reduced assets and 70k worth of gear broke or gone.  Dude needs to fix that.

Oh, and sludig, what's Woofer's damage track looking like?  How many hits do I need to patch him back to consciousness?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-01-10/2029:55>
That's the story I was thinking of using, but it only works if the shaman and guards are out cold...
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <12-01-10/2122:41>
10 stun, so he was out like a light, no physical.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-01-10/2208:09>
That's the story I was thinking of using, but it only works if the shaman and guards are out cold...

Not really.  I can just cut the guard's mics and route your audio through the unconscious shaman's link.  He's the leader of the squad, so the one that Sheldon would want to talk to.

Want to give it a try?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-01-10/2223:11>
10 stun, so he was out like a light, no physical.

So, first aid should get you back on your feet in no time and I've got some R6 stims if you need, for the penalties.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-02-10/0250:08>
I took it from inca's post that reinforcements are about to come out on top of us...
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-02-10/0928:22>
I could use my taser to knock out the guards if that is really necessary. I think that we need to either go for it right here right now or else fall back and try to figure out another plan. Probably using stealth to get through the perimeter and leave the vehicles stashed somewhere. I am up for either. I think we are majorily on the clock at this point so I think whatever we do it needs to be soon. I mean for the overall mission not just the fact that we just jumped a crush checkpoint.

The other question that brings up is that this was a pretty heavy duty checkpoint with two wired guards and a shaman. I understand the Crush are a mojor player in the gang scene, but this rivals the security that a good corp would have at a perimeter. Either we got unlucky and hit the strongest one or there is something very serious going on.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-02-10/1146:54>
The other question that brings up is that this was a pretty heavy duty checkpoint with two wired guards and a shaman. I understand the Crush are a mojor player in the gang scene, but this rivals the security that a good corp would have at a perimeter. Either we got unlucky and hit the strongest one or there is something very serious going on.
It might just be runner's paranoia, but that's something that keeps us alive. I'd hate to try and get in here and now. If we get in, we don't know what's going on inside and by bluffing our way in, we have to make sure the story stays true so we can get out again... And the only way we can insure that is by killing the shaman and guards, but that's something that Mercedes' pacifism won't do. Which is why I vote for a beat it and regroup and figure a different way in. We are under a time crunch (it's 12:37 am), but if we are dealing with vamps it may be better to grab a few hours of scouting and planning and hitting the place again at dawn.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-02-10/1936:20>
The other question that brings up is that this was a pretty heavy duty checkpoint with two wired guards and a shaman. I understand the Crush are a mojor player in the gang scene, but this rivals the security that a good corp would have at a perimeter. Either we got unlucky and hit the strongest one or there is something very serious going on.

Well, like Inca said, the Crushers are all about quality over quantity.  they probably have about 10-15 guys with ~45k worth of cyber in them, a handful of serious wizzers and one or two enforcer mofos with 60k+ in chrome. 

Anyway, yeah, you guys are going to have fatigue problems soon.  Bail on day 1 sounds good to me.  I'll write it out if that's cool.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-02-10/2352:38>
That is fine with me
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-02-10/2354:14>
Good with me too. I'll follow on my bike if you're driving the car. Is Cynthia going to scout out the place or bail as well?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-02-10/2356:22>
I think that bail might be the wisest action at this point. I think we need a serious plan to get quietly into crushers territory without being detected
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-03-10/0022:48>
Agreed. B.B., take us out of here!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-03-10/2204:49>
Hey inca, can I pull up feeds from BB's goggles and earbuds, or did Sheldon say that before I had a chance to erase the Shaman's eye feed??

In a related note, check out these (http://www.youtube.com/watch?v=7QrnwoO1-8A) videos (http://www.youtube.com/watch?v=f1ieKe_ts0k) of a primitive trideo capture, using the Kinect.  Here (http://www.youtube.com//watch?v=5-w7UXCAUJE)'s a 2 source trid cap.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-05-10/1037:57>
Use the feed from you any vision or audio gear of the team....like Mercedes contact lenses, or Woofers cybereyes.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-06-10/1427:50>
@B.B.:
Improving Sheldon's computer expert's hacking skill would be an Instruction extended test with an interval of 1 day.  You could also rush the job to make it 1/2 day.  Then setting up the computer system would take as much time as it takes to get the software and hardware you'd need. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-06-10/2201:16>
Haha... Instruction... uh..  Can I buy an Emotisoft program to help me with the rolls?  Otherwise I'd be defaulting to 1 die.. unless maybe Mercedes helped with it as a teamwork thing.  I suppose that's possible?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-07-10/0106:41>
You talk, I'll translate. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-07-10/1354:20>
Ya, you can do a teamwork test on instruction.  I'm just imagining it...
Mercedes: "You've been a very bad bad little boy!!!...<<pout>>" 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-07-10/1831:58>
If you also want to use the time to heal I'll say that B.B. can take you along as a trid hologram and you'd basically be in bed resting and you could help with the instruction test at  -1 modifier cuz it's not actual physical presence.  B.B.'s dicepool will have to be the base DP though and you'd both be defaulting. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-07-10/2237:41>
If you also want to use the time to heal I'll say that B.B. can take you along as a trid hologram and you'd basically be in bed resting and you could help with the instruction test at  -1 modifier cuz it's not actual physical presence.  B.B.'s dicepool will have to be the base DP though and you'd both be defaulting. 
That sounds good to me...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-14-10/1344:55>
Ok everyone, so i think we've reached a really good resting point in the run and I'm gonna borrow a page from Kontacts book and have a Karma pit-stop.  Since this is play-by-post it inherently takes a lot of real world time, so character advancement is going to be pretty slow.  On the other hand, in terms of game time, it's only been like 24 hours since the adventure began so of course character advancement in that period of time doesn't make much time-line sense.  So in order to not make you wait too long to start advancing, but at the same time to not completely rape the in-game timeline i'm going to try and find a happy middleground between these two extremes.  I also want you to advance a little because you know my GM'ing style now as opposed to during character creation.....you're also probably going to need it for what lies ahead.....

So what i'll give you right now is a decent chunk of karma which i think is big enough to satisfactorily improve your character, but not too big to just make no sense (i.e. suddenly you're a level 2 initiate!).  So it'll be a little more than table-top karma levels for a single run.  We'll ignore the extended tests needed to learn, and just abstract it.   We can try to find some plot device to explain that advancement since you only have a few days until you gotta move on with the run.  Run any improvements you have doubts about past me, but here are the guidelines i'm gonna use:
-You can increase any attribute, including Edge, as much as you'd like.  Attributes are more abstract than skills and even in real life they change in un-predictable ways.
-You can increase any active or knowledge skill which you already have used during this shadowrun so far.  This would explain the increase a little better.
-You can buy any active or knowledge skills which you have defaulted on at some point in the run but only to level 1.
-It's possible to initiate but you can't do group initiation at this Karma pit stop and any ordeals have to be approved by me.
-Street Cred is going to have to be handled differently because it's based on much smaller Karma handouts/shadowrun..so don't up your street cred.

This Karma is for stuff that stood out to me off the top of my head, and remember, there's more Karma coming at the end of the Shadowrun.  It's basically to motivate people when they're doing stuff that Inca likey!
Karma:
@Woofer:
10 Karma - base level
1 Karma - Good detective work and use of your background to dig up info.
1 Karma - letting everyone use your car which has been critical
1 Karma - Being able to take a bullet and having to stay out of the action for a while but not give up.
1 Karma - good level of role-playing, from Woofer's description i can totally imagine him and you've been consistent with that description.

@Cynthia:
10 Karma - base level
2 Karma - nice solo fight with Sam
1 Karma - fulfilling your role of being stealthy very well.
1 Karma - good level of role-playing.  From your description of Cynthia she seems like the one to take chances and you've been consistent with that.

@Mercedes
10 Karma - base level
3 Karma - amazing use of your social skills to get out of so many jams!  Some really nail-biting dice-rolls in there..
2 Karma - Just awesome all around role-playing, you really brought  so much color to the social skill dice rolls in your posts, i have such a picture of her personality and you've really brought her to life.  Nice angle with the whole "getting close to Woofer" thing :)

@B.B.:
10 Karma - base level
2 Karma - great use of hacking at every turn in very useful ways.
2 Karma - Awesome role-playing and also bringing B.B.'s personality to life and making him someone I can imagine and won't forget.
1 Karma - Very clear that you spent a lot of time on each post and packed them not with irrelevant fluff but really trying to post as if you had the "multi-tasking" quality which your character does.

@Everyone:
So regarding loot, just keep on buying stuff normally the way you have been doing it so far.  I actually don't remember anyone ever actually getting the payment transaction from Germaine.  If you can show me the post where it was done, then you'll have that much dough extra for the group to spend on stuff who's availability is doable in the time it takes until you go on the move again.  

So anyways, you guys have all made this PbP super-cool and it's been because of the efforts of each one of you.  I feel like there's a lot of people reading our threads and hopefully having a good time along with us!  So let's carry on and keep truckin' down that ole' Road to Redmond!  
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-14-10/1402:25>
@Everyone:
So regarding loot, just keep on buying stuff normally the way you have been doing it so far.  I actually don't remember anyone ever actually getting the payment transaction from Germaine.  If you can show me the post where it was done, then you'll have that much dough extra for the group to spend on stuff who's availability is doable in the time it takes until you go on the move again. 
Mmmm... loot.

Here's the post where he gave us the 50,000¥ credstick (http://forums.shadowrun4.com/index.php?topic=187.msg5007#msg5007)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-14-10/1644:53>
Y'know, I got about five different things I could spend Karma on, but I keep coming back to Initiation. The first grade costs 13 Karma, leaving me 2 Karma in the bank (or I could raise Or'zet one point). The other things I could do that make some sense of what has happened are: Remove Pacifism (10 Karma), Raise Body to 3 (15 Karma, that hit HURT), Raise Assensing to 4 (14 Karma [6 for 3, 8 for 4], not really necessary, but still useful), or raising Con to 5 (10 Karma, but then the Skill Group is broken). Unless someone has a good argument against Initiation w/Masking (Assensing+Intuition oppose to my Intuition [4] + Magic [5] + Grade [1] to see through Masking), that's what I'm going with.

As for the loot, I don't think it's any surprise that Mercedes will be buying some form-fitting body armor. A Half-body Suit is 900¥, Availability 7 and keeps the encumbrance value at a reasonable level. Looking at her gear, she's also looking to purchase a Cavalier SafeGuard (Arsenal, p. 20; Taser - Avail 4/300¥); B.B. and Cynthia's got her worried, so a box (20) of silver bullets (Avail 12R, 500¥ total) are being sought after; and a new Fake SIN w/weapons license (R6, Avail 18F/6,600¥) since the her current one almost got her busted. She's going to go outside the normal channels to get the items (don't want to leave a data trail for B.B. to clean up), so let me know if she needs to make any Availability checks and adjusted costs.

That's a total of 8,300¥ spent of her 12,500¥ cut and she's left with a tidy 4200¥ to buy some frivolous stuff.

Some rolls for the various items:

Negotiation (4) + Charisma (8 ) + Kinesics (3) = 15 (7, 1 day)
     Availability FFBA (15d6.hits(5)=8) (http://invisiblecastle.com/roller/view/2803061/) - 1st day Success

15 (4, 1 day)
     Availability Cavalier SafeGuard (15d6.hits(5)=5) (http://invisiblecastle.com/roller/view/2803062/) - 1st day Success

15 (12, 1 day)
     Availability Silver Bullets (15d6.hits(5)=8) (http://invisiblecastle.com/roller/view/2803063/) - 1st day
     Availability Silver Bullets (15d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2803065/) - 2nd day
     Availability Silver Bullets (15d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2803066/) - 3rd day Success

15 (18, 2 days)
     Availability R6 SIN (15d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2803067/) - 2 days
     Availability R6 SIN (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/2803068/) - 4 days
     Availability R6 SIN (15d6.hits(5)=5) (http://invisiblecastle.com/roller/view/2803069/) - 6 days
     Availability R6 SIN (15d6.hits(5)=5) (http://invisiblecastle.com/roller/view/2803070/) - 8 days Success

15 (18, 1 day)
     Availability R6 License (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/2803072/) - 1st day
     Availability R6 License (15d6.hits(5)=6) (http://invisiblecastle.com/roller/view/2803073/) - 2nd day
     Availability R6 License (15d6.hits(5)=6) (http://invisiblecastle.com/roller/view/2803074/) - 3rd day Success

Depending on whether or not these are concurrent times and how many days we're actually down will determine what I got or not, but I did them in order of importance in case the tests are consecutive.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-15-10/1314:31>
Well, getting Edge up to 3 would be nice, but I don't see B.B. as being a lucky guy ...despite some of those rolls. Initiating/Masking to prevent future... altercations, would be nice, but I see him still on the path of the Burnout rather then delving into the deeper mysteries.  Also would love to blow it all upping Reaction, but it sounds like there's some heavy business ahead, so I'm going to have to go for the guns.

+2 to Automatics skill, specialize in SMG, and take 1 level of Street Drugs.  Should leave 1 karma in the reserves, if that's cool.

As to money, I wanna pick up a Hardware kit.  No availability.  costs 500¥.
Hopefully Mercedes can get me a grip of flash-bangs. Availability 6R 10x30=300¥
Tag Eraser would be cool too.  6F 150¥.



Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-15-10/1343:43>
Well, getting Edge up to 3 would be nice, but I don't see B.B. as being a lucky guy ...despite some of those rolls. Initiating/Masking to prevent future... altercations, would be nice, but I see him still on the path of the Burnout rather then delving into the deeper mysteries.  Also would love to blow it all upping Reaction, but it sounds like there's some heavy business ahead, so I'm going to have to go for the guns.

+2 to Automatics skill specialize in SMG with 3 karma in the reserves, if that's cool.

As to money, I wanna pick up a Hardware kit.  No availability.  costs 500¥.
Hopefully Mercedes can get me a grip of flash-bangs. Availability 6R 10x30=300¥
Tag Eraser would be cool too.  6F 150¥.

Flash Bangs:
     Availability B.B.'s Flash Bangs (15d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2804086/) - 1st Day
     Availability B.B.'s Flash Bangs (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/2804089/) - 2nd day Success

Tag Eraser:
     Availability B.B.'s Tag Eraser (15d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2804090/) - 1st day
     Availability B.B.'s Tag Eraser (15d6.hits(5)=10) (http://invisiblecastle.com/roller/view/2804093/) - 2nd Day CRITICAL Success (maybe a "market flooded" discount for B.B.? ;))

I think, at some point, 'Cedes is going to graduate from Face to Fixer.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-16-10/0004:57>
Ok been going around on what to do. I thought about the initiate thing also (not so worried about the masking if you don't see me you don't know to check me ;) ), but decided to go a different route.

I'm going to break up my conjuring group and buy up my summoning to level 2 (4 pts)
add a specialization of tumbling to my gymnastics (2 pts)
and bank the rest of the Karma for now.

As for spending some of my money here it goes

The spell formula for mindnet, extended (detection spell) 500 nuyen 4R
The spell formula for thought recognition (detection spell) 500 nuyen 4R
Also can use a fake SIN R6 6,600 nuyen and 18F

If Mercedes could help me find these things it would be wonderful.  ;D
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-16-10/0035:47>
Extended Mindnet
     Availability Cynthia's Mindnet (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/2804820/) - 1 day Success

Thought Recognition
     Availability Cynthia's Thought Recognition (15d6.hits(5)=5) (http://invisiblecastle.com/roller/view/2804821/) - 1 day Success

R6 SIN
     Availability Cynthia's R6 SIN (15d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2804832/) - 2 days
     Availability Cynthia's R6 SIN (15d6.hits(5)=4) (http://invisiblecastle.com/roller/view/2804833/) - 4 days
     Availability Cynthia's R6 SIN (15d6.hits(5)=8) (http://invisiblecastle.com/roller/view/2804834/) - 6 days
     Availability Cynthia's R6 SIN (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/2804835/) - 8 days Success

Also, wasn't sure, but the R6 SIN will only cost you 6,000¥. Mine cost 6,600¥ because I added a R6 Pistol License to it. Did you want to get one of those as well?

And Inca, if this is all out of line, let me know and I'll stop "Fixing" for the group. I'm figuring Mercedes can get this stuff through her contacts in Laesa.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-16-10/0912:08>
No, it's totally cool.  You're using your own negotiation skill and in SR the availability test just abstracts the whole process of making a bunch of phone calls and even running around.  If you want you can "rush the job" too.  When I play table-top I usually make it so that each person (or organization) can look for only one thing at a time....i.e. if you have 3 contacts looking for stuff you can do 4 availability tests at once, one for each contact, 1 for you.  You can also do multiple availability tests when it's the same type of thing because you'd obviously be getting it from the same source.  So if it's fake SIN's or licenses, then you could get a several licenses at once, and the time it takes for all of it is equal to the longest availability test rolled. 

So we'll say all licenses and SIN's can be done simultaneously, flashbangs and taser can be done with FFBA, spells can be done with each other.  Tag eraser and silver bullets need to be dones separately.  Remember you can rush the job and just use the same rolls, but look out for glitches on a 1 or 2.  If it's a glitch you lose 1d6 from the total, and on C.G. you need to start over. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-16-10/0954:45>
How much down time do we have? If we're crunched from the 8 days it took to get the new SINs, I could try and rush them or even pay above cost to gain more dice.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-16-10/0956:18>
You'd have to ask Germaine...:)  IC it's only been less than 24 hours since you spoke to him so that's why he's not blowin' up your comm's with calls wondering what's going down. 
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <12-16-10/0957:34>
Woofer is going to horde the karma and cash, nothing I can think of him wanting that he can afford.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-16-10/1029:35>
Hmm... Looking at the rolls, the only one that I'd glitch on if we rushed the job would be my own R6 SIN, on the first 2 days.

Glitch subtraction (1d6=3) (http://invisiblecastle.com/roller/view/2805413/)

So, that test would have failed.

What I'm thinking though, is that for the SINs and licenses, we wouldn't be looking at needing them right away, but the other gear we'd like to get ASAP. (If we're going after a vampire, I doubt he's going to be checking our SINs.)

Why don't we rush the job on everything but the SINs/Licenses (they'd be a "backorder" item), so we can get most of the stuff delivered in less than a day with B.B.'s stuff and my silver bullets coming in the next day. RP-wise, Mercedes would start putting the call out the next morning after the gun battle, so that evening she'd get her armor and the Safeguard, plus Cynthia's spells. The next morning, B.B's flashbangs and tag eraser show up, and that evening my silver bullets. That gives B.B. two days of instruction to the young ork, give Mercedes and Woofer two days to heal up and Cynthia a full day to study her new spells.

Healing Extended Test (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2805436/) - 1st Day Healing
Healing Extended Test (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2805438/) - 2nd Day Healing

um... Still got 3 Physical. Maybe some of her swag money to find a Street Doc to patch her up, make sure her jaw isn't really broken?

Street Doc Availability (Rush Job)
Street Doc [SR4A, p. 291] Availability [6/12 hours] (15d6.hits(5)=3) (http://invisiblecastle.com/roller/view/2805449/) - 6 hours
Street Doc [SR4A, p. 291] Availability [6/12 hours] (15d6.hits(5)=6) (http://invisiblecastle.com/roller/view/2805450/) - 12 hours Success

Inca, if you want to determine the Street Doc's skills and roll their healing/medicine checks, and let me know how much it costs...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-16-10/1146:11>
@Fastjack
So this is the total i'm getting by rushing the job, grouped in the items you can bundle and just take the longest time inside the bundle:
FFBA (0.5 day)+Flashbangs (1day)=1day
Tag eraser =1day
Silver bullets =1.5day
Spells =0.5 day

So the stuff you have rushed take 1 day+1day+1.5day+0.5day=4 days.  I'm also going to say that since Mercedes personally doesn't have a Talismonger or Talislegger contact nor any awakened gear the price she can get for the spells is +50% since she's not dealing in her element and is dealing with vendors who don't have any incentive not to overcharge her. 

Each day you heal though, you have to rest completely and i'll say only can't count as 0.5 days of availability searching since you can only do it by commlink.  Once you find a street doc it'll probably be too late to do first aid since it will already be 12 hours.  You can do a quick first aid initially with B.B. and Cynthia using teamwork and then the street doc will use the medicine skill and each hit will add to your healing roll. 
Here's the street doc's medicine roll.  We'll say the street doc has a skill level of 4, so we'll just make that a dicepool of 8.  It's a -2 since Mercedes is awakened.  Street doc Medicine (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/2805481/)→ [2,6,5,3,4,1] = (2).  You get a +2 to each healing test. 


Make good choices.....:) 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-16-10/1202:25>
Okay, so getting the stuff isn't concurrent. I figured that since they were coming from different sources, they'd all arrive within 1.5 days, since I'm not waiting for one contact to bring me goods before moving onto the next. I figured I'd be going with Laésa for the magic, since they have some magical ties.

Also, I don't have a problem with the times not running concurrently, 'cuz I understand the time could be me calling people, pulling in favors, tracking down good, etc.; I just want to make sure that's how we're working. If I had used my contacts to get stuff instead, then the times would have been concurrent?

Regarding the Street Doc, First Aid is used for within the first twelve hours. After that, you can use Medicine to recoup damage boxes with treatment, as I understand it. So, his two hits would actually heal me of two damage. B.B. made his First Aid roll earlier and healed me of 3 damage (if Cynthia tosses in some help, I may get that last box done). Also, if you agree, I'll drop the two Healing checks I made and head out for the Street Doc ASAP instead (so the first half-day is me tracking down the Street Doc).
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-16-10/1221:03>
Just for reference (used the Sample Contacts stats):

Woofer's Contact dice for Availability tests:
     Hacker (SR4A, p. 105):  3 (Cha) - 2 (no skill) + 3 (Connection) = 4 Dice
     Fixer: 5 (Cha) + 5 (Negotiation) + 3 (Connection) = 13 Dice
     KE forensics: 2 (Cha) - 2 (no skill) + 2 Connection = 4 Dice

B.B.'s Contact dice for Availability tests:
     Warez Geek (like Talismonger?): 4 (Cha) + 4 (Negotiation) + 2 (Connection) = 10 dice
     Fixer: 5 (Cha) + 5 (Negotiation) + 4 (Connection) = 14 dice

Cynthia's Contact dice for Availability tests:
     Talismonger: 4 (Cha) + 4 (Negotiation) + 2 (Connection) = 10 dice
     Fixer: 5 (Cha) + 5 (Negotiation) + 2 (Connection) = 12 dice

Mercedes' Contact dice for Availability tests:
     Fixer: 5 (Cha) + 5 (Negotiation) + 4 (Connection) = 14 dice
     Corp Wage Slave: 2 (Cha) - 2 (no skill) + 2 (Connection) = 2 dice
     Bartender: 4 (Cha) + 3 (Negotiation) + 2 (Connection) = 9 dice
     Mr. Johnson: 5 (Cha) + 5 (Negotiation) + 2 (Connection) = 12 dice

So, if you want to use your own contacts (WTW, you'd get the spells at regular price) instead of going through me, it might be better and take less time.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-16-10/2000:05>
With Mercedes being magically active if she would have use of a Talismonger I wouldn't have a problem introducing her to mine. I don't need the spells right away any way they are something I will spend karma on at some point in the future. I just wanted to start the process of finding them under way.

So here is my try at getting the spells:
Mindnet:
10d6.hits(5) → [6,4,1,6,4,5,2,4,2,2] = (3)
BBCode
    10d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2805844/)
10d6.hits(5) → [4,4,1,5,6,5,6,5,5,6] = (7)
BBCode
    10d6.hits(5)=7 (http://invisiblecastle.com/roller/view/2805847/)
2 day success

Thought Recognition:
10d6.hits(5) → [5,4,6,4,1,6,1,3,2,1] = (3)
BBCode
    10d6.hits(5)=3 (http://invisiblecastle.com/roller/view/2805850/)
10d6.hits(5) → [6,4,6,3,5,5,2,2,5,3] = (5)
BBCode
    10d6.hits(5)=5 (http://invisiblecastle.com/roller/view/2805851/)
2 day success

I'll go with that since there is no hurry

Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-17-10/0909:34>
Okay, after tonight, I will probably be incommunicado for the next four-five days as I pack the U-Haul and drive all my worldly possessions a thousand miles back home. Inca, I think we're along enough that you can get the general idea of how Mercedes "runs", so if anything comes up, I trust your judgement on the matter. The only changes to the character sheet (http://forums.shadowrun4.com/index.php?topic=73.msg585#msg585) is her Initiation, giving her the Masking ability and her armor is now stacked with FFBA giving her 6 Ballistic/3 Impact. And if in combat, she'll use the Cavalier Safeguard as her primary weapon, using the Élan only on vampires and only if she has the silver bullets. IC, she believes silver bullets will hurt a vampire (joys of basing her knowledge on old Tri-D movies).
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-18-10/0424:06>
I just realized how useless I am against Spirits.  Can I tack 50 rounds Stick-n-Shock for the SMG into that Armament order?

Also, if you're looking for spell formulas, getting a Heal formula would probably be a logical purchase for down the line..
Speaking of healing, I might be able to try a Medicine roll remotely.
I could default on the test with:
Kit rating 6 + 6 Command + 3 NANs +1 PuSHeD -2 remote operation -2 awakened -1 indoors for 11 dice.  13 if I used hotsim.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-19-10/1526:42>
A heal spell could be useful, but it would be very limited in its ability with Walks Through Walls. I only have a 2 magic for spellcasting so my max force I can cast at is 4 which in turn means that the most successes I can have is 4. So any serious wounds it won't do much to help with. I can look at picking it up for down the line. The other issue is that to learn a new spell is 5 karma points which means I don't have them to initiate or raise skills raise my magic or something else.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-20-10/1743:11>
Just so everyone knows, this holiday season i've been gone every weekend and i'll also be gone next weekend.  So if the posting is not as regular as it usually is it's just cuz it's the holidays.  Basically after Jan 4th i'll be back in action and posting on the regular schedule.  Besides, we're at a short rest stop in the adventure so it coincided perfectly with the holidays. 

It seems that based on the rolls so far, the current min. amount of time needed to get the gear that people want is 2 days.  The Fake SIN's are gonna arrive in 8 days it seems.  Just keep on working on your characters however you guys want.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-20-10/1809:08>
A heal spell could be useful, but it would be very limited in its ability with Walks Through Walls. I only have a 2 magic for spellcasting so my max force I can cast at is 4 which in turn means that the most successes I can have is 4. So any serious wounds it won't do much to help with. I can look at picking it up for down the line. The other issue is that to learn a new spell is 5 karma points which means I don't have them to initiate or raise skills raise my magic or something else.

Well, the most that First Aid can heal is 6 (or 7 with aptitude,) which isn't much more.  Still, combining the two we can, in a single IP, potentially heal 10 boxes of health.  I understand that it's not a priority, per se, but it is a standard that you'll want eventually, so why not get all the spell formulas you'll eventually want now?  At least, that's my thinking.  The 500 yen a spell costs isn't going to put much of a dent in the huge pile of money you'll be saving to get that Power Focus you so desperately need. ;)

By the way, I was thinking about a Tacnet.

Rating 2 would work fine with 4 members and would only require each person to provide 4 sensor channels.

So, audio, video, smartlink and a fourth like lowlight or spatial recognition should be enough.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-20-10/1833:29>
Also, 1 box of damage healed can be the difference between having a wound modifier or not having a wound modifier :)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-21-10/0024:24>
Also, 1 box of damage healed can be the difference between having a wound modifier or not having a wound modifier :)
<cough>currently at three boxes<cough>
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-22-10/1234:40>
@Sludig:

If there's any information you DON'T want to tell him make sure to let me know, otherwise i'll just assume Germaine knows almost everything you know.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <12-22-10/1309:56>
Only information he doesn't need to know is the firefight.  During his briefing, Woofer will make it clear that the lack of information is tying their hands. (He's done this too many times in actual investigations to really care about Germaine's feelings atm)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-22-10/1337:08>
I'd say that we might NOT want to mention the vampire angle yet either. No need to worry him about a 'theory'.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <12-22-10/1502:52>
More like use vampire wanna-bes than actual vampires.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-22-10/1714:53>
He said to bring him back dead or alive, but he never mentioned what to do if the boy were undead...
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-27-10/1800:56>
Ah, Christmas was very, very good to me. Friends & family got me lots of gifts cards to spend on glorious tech and entertainment and my best friend picked me up a copy of High Tech and Low Life to "give me ideas for the SR campaign".

So, when are we moving forward here? ;D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-27-10/2055:17>
I just got back from the christmas hubub and it won't pick up again until like thursday or friday so we can get a few good days of movement in.  How about everyone finalize what you plan to do with karma and with buying gear in your next post and then we'll get going again.  Tonight if i'm not too wasted i'll post the next IC post where Germaine responds to Woofer and then i'll wait until people have gotten what they need.  It seems to me, correct me if i'm wrong, that obtaining the gear people want is gonna take 2 days and then the fake SIN's will come in 8 days.  That means you have 2 free days.  From the role playing you've done so far with teaching the ork kid i'll say you have completed half the teaching time i.e. the threshold for the extended test is now half.

Hope the holidays were good!
-Inca
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <12-27-10/2131:09>
They were good, and Woofer is planning on holding on to both, nothing he really needs, and can't upgrade anything with karma that he'd like too.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-27-10/2212:16>
Mercedes has her stuff planned out, just need to figure if she's able to see a street doc to heal her up further. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-29-10/0009:56>
Walks Through Walls will raise her summoning and get the tumbling specialization. I want to commune with my mentor spirit to see if I can get any more idea of the sense of foreboding that I have been getting from her since we started the mission.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-29-10/1436:47>
Sounds good.  Looks like i'm gonna have to leave out of town for a new years party tomorrow so if i don't get a good time slot today to post i'll be posting as once I get back.  It looks like Kontact has had a pretty crazy celebrations and the partying ain't over yet, so have fun everyone!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-30-10/0432:21>
I'm just zapped as hell, but I'm committed to getting something down tonight.

Might as well start here.
Karma Expenditures - 14 total
Raise Automatics from 1(2) to 2(3) -4pts
Raise Automatics from 2(3) to 3(4) -6pts
Acquire Street Knowledge Skill, Street Drugs, at rtg 1 -2 pts
Specialize Automatics in SMG -2pts

Fiduciary Expenditures - 2020¥
500¥ for a Hardware kit
405¥ for 50 rounds of stick-n-shock ammo for the SMG and an extra magazine
405¥ for 50 rounds of stick-n-shock ammo for the Machine Pistol and an extra magazine
300¥ for 10 flash-bang grenades
200¥ for 10 hits of Betameth. (3R)
50¥ for 10 hits of Snuff (-)
60¥ for 60 hits of Betel (-)
50¥ for one hit of Nitro (2R)
50¥ for one hit of Long Haul (-)

The drugs, I plan to get through Hannibal when I get in touch with him.  I plan to warn him to disappear in case our paranoid employer managed to track his involvement in this thing and wants to have him snuffed for selling digital crack to his fuck-up son, with full knowledge of who he was..
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <01-05-11/0815:43>
Everyone still around?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <01-05-11/0839:01>
Still here... Waiting to see what's next.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-05-11/1123:06>
I'm here waiting. I thought Inca was going to post what was happening next so I was waiting on him
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-05-11/2227:18>
Ok, my holidays are officially over, it's back to work!  I'll be posting tonight!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-06-11/0619:12>
I could still post more instruction time, but I left that opening for Mercedes.  If B could show koello anything more about hacking, I'd want it to be something constructive, like a demonstration of the Corrupt action as Brian wipes every copy of every recording of the events surrounding the other night's troubles from the face of the net.  Probably a massive threshold, but I feel confident.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-06-11/1645:24>
Ok guys, I didn't expect the holidays to take me out of commision so completely so in the interest of revving the story back up and brushing the snow off of the windows, i'll just assume that you got all the things you rolled availability for in like 2 days cuz that seemed like the highest time-frame that was rolled from what i recall.  Mercedes also found a doc.  You guys roll-played the instruction nicely and i'll say he's now at Hacking 2.  B.B. can find any hardware or software that's not restricted or forbidden.  DeGears can get you hacking programs up to rating 3 for 2x the price.  

Once you've made the rolls you want to make then show up at the Coffin Motel that I mentioned earlier which is near Touristville and start talking about what the next move is gonna be.

Also mark next to your character sheet any changes you made.  Put the new Karma improved values for the skill, attribute, etc. in {} brackets next to the original value.  Also indicate the new value of nuyen you have in {} so that I know the original amount for now. 

 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-07-11/0838:28>
Meh, forget the Corrupt thing.  I was just thinking about how bystanders with trideo on their links is basically the same as the Youtube idiot phenomena of today.  Could be a point of friction if there was public embarrassment out there.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-07-11/1210:29>
Inca since two days are going by I take it that edge has refreshed  ;D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-07-11/1401:52>
yes edge has refreshed.  Also, the value I want you to put in {} brackets is not the karma spent but the new value of the skill/attribute etc.  Also add Hannibal as a contact L1/C3.  Add the gear too, you don't have to add the contacts or the gear in brackets.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <01-07-11/1457:34>
Mercedes' sheet (http://forums.shadowrun4.com/index.php?topic=73.msg585#msg585) is updated.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-07-11/1535:54>
so are you guys totalling the gear costs as a total to be subtracted from the 50,000 you got from Germaine or are you going to split it 4 ways and then each spend money on the gear you got?  Either way can we get a price total from each person of the gear they bought?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <01-07-11/1603:15>
I was splitting it four ways, giving everyone 12,500¥. The total I spent 8,300¥ + 200¥ for the street doc, giving me 4,000¥ left over.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-07-11/2237:16>
He stayed with you, they just kind of dropped him on your lap to do whatever you wanted.  With him coming along you can go see sheldon.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-09-11/0728:05>
Sorry for being so lazy about the exposition, but I was hoping to get back to Jimmy Locke about the Fastjack tip and to get an Agent for my link.  Idea was to connect him and Sheldon for the whole software thing.  Hopefully this shouldn't be too late.  Main reason I want the Agent is as part of my failsafe backup plan. 

Backup plan goes as thus:
Step 1: Get 10 Flashbangs ✓
Step 2: Get Agent for commlink
Step 3: Program Agent to use Medkit with Command program should my Biomonitor show me go unconscious.
Step 4: Things go bad, blow the bangs. and see how everyone in a 10 meter radius likes soaking a 15S -3AP impact blast.
Step 5: If I go down too, Robo-resuscitation.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-09-11/2209:16>
Can B.B. add some teamwork dice or whatnot to the Hacking+Software test?  Because the chances of getting 3 hits on 5 dice is close to 1 in 5.  A couple of teamwork dice doubles the odds from terrible to bad.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-09-11/2256:29>
Ya u can.  But roll a hacking+stealth (2) to be invis.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-14-11/0142:48>
No one really responded to my question about setting up a 4-man Tacnet.  It wouldn't be difficult, and it's +2 to all of our combat rolls from dodging to shooting...
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <01-14-11/0828:06>
No one really responded to my question about setting up a 4-man Tacnet.  It wouldn't be difficult, and it's +2 to all of our combat rolls from dodging to shooting...
OOC: I like the idea, especially if we're going into a den of vampires. IC: Mercedes will wonder what a TacNet is, shrug and hand you her commlink. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <01-14-11/0941:06>
I missed it honestly sorry.  Woofer has used it, and likes it.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-14-11/0957:50>
I as a player like the idea of a tacnet. The problem right now for Walks Through Walls is she doesn't have the feeds to get into one.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-14-11/1803:55>
@Walks:
I looked at your contact lenses and they don't have an imagelink in them, but you need one for a smartlink to work and to be linked up to a tacnet system or use any other AR.  I'll say the fix is that you don't have Flare comp, you just have imagelink and forget about the difference in price, just pretend that you had imagelink instead of Flare comp.  Since the only way an image link could work is if it knew what you were actually seeing in your field of vision, i'll say that an imagelink counts as a visual sensor for Tacnet and with a computer+logic(1) test you could figure out how to record what the imagelink sees.  

Probably the best solution is to run a centralized tacnet and everyone slave your comms to B.B....although i think you've already done that.  Since it's 4 members, it would be a +2 bonus if you get a rating 2 Tacnet Software.  Just pay 3000xrating nuyen...but since it might be hard for everyone to contribute 4 sensors, then it's probably best to get a rating 1 tacnet and then everyone can use their imagelink and their subvocal mic, and everyone has that i think.  Let's make this the last retro-shopping from now on unless you actually spend IC time to go get what you want.

@B.B.
The whole thing with the Flashbangs....Once you fill up your stun meter, remember, damage overflows into your physical boxes and after 3-4 flashbangs you'd be dead.  So i'm just wondering how that whole thing works?  It dies off after a 10m radius and if you have 10 go off at once, that's pretty much certain death for anyone within 10m so it's not really a stunball per say.  If you really want to use it, then at that moment i'll roll a Demolitions + Logic (3), or Armorer+Logic test (u can default) and if it fails, then you messed it up and didn't connect it/program it right.  Best just use them one by one....or you could rig them two at a time or something

Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-14-11/2240:41>
I was using the logic from Arsenal p90 where it says
Quote
When a character
carries multiple grenades, consider all of them a single charge in order
to reduce the number of dice rolls. If these accidentally detonate, the
DV is equal to that of the most powerful grenade carried, with a +1
modifier for each grenade after the first, regardless of its type.

So it would be 6S -3ap +9S with that logic.  I understand War! changed how 'nades work, but it doesn't really jive with the way damage scales anywhere else.  Let me know how you want the rules to work though, since it's your call.

As to shopping for the programs, I figure that's a bit easier since I can talk to a guy online and get it sent to me in a few minutes time.  What do you say I get a R2 tacnet, and it'll only function as a R1 until we can add more sensor channels later.  No sense in getting a R1 now and then a R2 later.

As to the thing about the VPN, VPNs can store communications at an offsite place, like my home node, and we can post messages to it and read from it, but because the info traffic is so minor it doesn't require constant access, just burst transmissions.  So, with wireless otherwise completely disabled, our links could access it every 10 seconds or so to see if there are any new posts and then grab them and shut off again.  It's a means to defeat signal scanners since the signal is only intermittent.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-22-11/1018:25>
Should I assume the menu to be a publicly broadcasting ARO?  Is the source broadcasting an ID?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-23-11/0258:47>
Ya it's public, but since you Mercedes PAN is slaved to yours the menu went to you for some reason.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-27-11/1235:05>
@B.B.:  
You triggered an alarm on your hack-in and all your mute program does is delay that alarm 1 CT, but even if you log off, the alarm will alert the system that someone with your access ID tried to hack in.  Just rewind a little bit to the point where you entered the node for the second time.  That is gonna be CT1,IP3
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-28-11/0035:37>
Yeah, I changed my access ID as a quick way of getting out just to save time on a log off action.  The 2nd hack was with a fresh ID.

I supposed that wouldn't be an issue since that ID would show up as being disconnected, if I'd known, I'd have rolled the hack (5) test to shut it off before going.  C'est la vie.
(btw, usually, for taking an action outside of your access level, it's an opposed test, pitting Hacking + Exploit vs. System + Firewall)

But, if we're just moving forward, you want an Edit action to wash the logs or to cancel the alert?  Canceling the alert should be a Simple Action in the form of Issuing a Command.
Quote
You give a short list of commands to an agent, drone, or device that ac-
cepts your access ID as authorized to do so (p. 225). You may send the list
of commands to multiple recipients, but it must be the same list of com-
mands; different commands require the use of another Simple Action.

As admin, I should be authorized to preform any action on the system.
Washing the logs as a Computer + Edit test sounds like a good little chore though.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-28-11/0505:23>
If there was no alert triggered then it would make sense to just do generic rolls, but SR4A talks about how every system is going to have a different alert response and the way the designers of this system made it, cancelling an alert requires an administrator to go through a tedious authentication process.  And besides, B.B. shouldn't be the only one who has all the fun having to figure out different ways to crack a system.  Kontakt also needs to encounter a little adversity and challenge in his meta-gaming :)  If you knew every little possible twist and turn (i.e. rolls you'd have to make) when encountering a system, then it's just not hacking man!  Also Running the Shadows chapter says I should put surprises in my games to keep my players thinking on their toes and not always know what they'll encounter....so RAW says I gotta do this man! :)  So maybe next time look up system specs for the next system you wanna hack and if you can find the paydata, you might find out all the special little rolls a system might call for in different situations that deviates from the generic. 
You'll make it though, B.B.'s got mad dice pools!

Good luck!

Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-28-11/1926:41>
It's just that I expect a veteran hacker to know what he's doing, and, if I don't know what I'm doing, then my actions make no sense in character.  That's... my conflict.  B.B. would know what to expect as far as behavior, even if I don't.  I just make decisions based on the rules as I understand them.  And if my understanding of the rules doesn't mesh then the decisions don't follow properly and a character who should know what he's doing starts making poor choices.  I don't know..

Main issue is that and it takes hours to hack into a system properly.  When people just walk in the front door without a plan, I figure I've got to kick down the digital doors just to keep security out of the picture.  Sensors and all that.  Well, anyway, we'll see what shakes out and learn the hard way then..
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-29-11/2358:57>
That's my whole point though.  B.B., no matter how veteran he is, is only going to know 80% what he's doing in even the best case scenario.  Even the very best of the best hackers are going to encounter details of a system which they didn't plan on encountering or which they may have some troubles with.  System security personel are always gonna be changing shit up and adding new levels of security and no hacker, unless he totally detailed a system's security with reliable and very recent paydata (which could need a run all by itself), is gonna know everything he's gonna have to do before-hand when hacking a system.  Of course part of this is embodied in the abstraction of a single roll being made to "hack" a system...(we only loosely play out HOW it's actually hacked, and that's only if there's time).....but part of this also needs to be embodied through actual role-playing in the meta-game strategy.  Especially with the almost infinite computing power of the matrix the level of complexity would make it so that there would be processes, systems, protocols  and pockets of the matrix which are completely new and un-explored for even Fastjack himself.  This is not even talking about Resonance which is pure craziness.  What I think you're basically saying is that you think there should be no surprises on the meta-game strategy side of things.  I feel you should as a player have a certain amount of uncertainty in the meta-game strategy and basically plan that there are occasionally gonna be some rolls that the GM just pulled out of of his/her ass .....and that will reflect the character's uncertainty in what life (or the shadows if you will) will pull out of it's ass and throw at him/her.  I mean, B.B. being totally certain of how much time it's gonna take him to shut off an alarm he accidentally triggered while hacking in just doesn't seem realistic for me.

I'm not changing the game mechanics....if your character's got good skills, then he'll do well at any of the rolls that I call for, even if those rolls are un-expected.  The problem with SR4A is that they give a lot of detailed rules, but then they simultaneously give a lot of lee-way to the GM in making the calls...So at first it seems structured in a balanced way similar to DnD 4e where it's basically table-top WoW and the meta-game is totally laid out, and you should just stick with RAW cuz it's been play-tested and is balanced.......but then there's so many holes in the way it's laid out through-out the books, even blatant contradictions....that you soon realize that you gotta take RAW with a bit of a grain of salt since it's not very mutually consistent.  So on the forums and with friends it's fun to argue about rules because they are quite detailed and deserve to be heatedly debated, but realizing that ultimately the only way SR4A (and of course any other tabletop rpg for that matter) can make sense, and why it's way way funner than any other type of gaming is because the number of possibilities is truly infinite and goes way beyond what any one game designer could conceive of before-hand.   

Just looking at the SR4A sections on the matrix and Unwired....they never lay down a structure and layout for modern wireless matrix systems of nodes.  It's quite open, and i think purposefully so.  Even the section about "backdoors" and such is called "Hackers Handbook" really making you feel that it's a mere introduction that only includes a handful of useful tricks.  I believe that writers actually want you to make up your own shit using the template of Skill+Program (threshold or opposed) or Skill+Program. 
The other big hole in unwired is the complete ambiguity in the RAW is the complete open-ness they give to what privileges each access level gives....which is not bad...it reflects what's realistic.  One systems User access level might be very equivalent to another systems Admin access.  It totally depends on the architects of the system....and thus in metagame it totally depends on what rolls the GM calls for.

Just felt like ranting :)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-30-11/0146:13>
No, I understand, and I also understand GM prerogative to sweat the players a little.

I just look at it from a numbers standpoint and, well, Admin powers are a really serious thing.
The threshold to get user-level access to the Zurich Orbital Terrestrial substation is 9.
The threshold to get admin-level access to this bunraku parlor is 10.

It's almost harder to get admin access to the cheapest commlink on the market running the cheapest OS (threshold 8,) than it is getting security-level access to a military installation (threshold 9).

That counts for something, right?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-30-11/0227:15>
Yes except the Zurich Orbital Terrestrial Substation is running Milspec software.  Rating 10 at least for everything. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-30-11/1434:22>
I was talking specifically about the sample system from p.78 of Unwired.  The main thing it has going on is like 9 pieces of ICe with ratings around 7-8 and 2 spiders constantly present.

Anyway, I've got 2 IPs before the Alert sounds and my account becomes restricted, is that correct?  And a threshold 8 extended test to make with 11 dice which puts my chances of success around 40% without spending edge? 
Was I able to shut down the Analyze program and the ICe successfully?  I sort of posted a list of actions I wanted to do, and I don't know how many were successful.

My main thought is that it'd be far easier to bail a 2nd time and hack back in with the Analyze program off.  That way I could get about the business of cleaning up without an impending alert looking to lock me out of the system.

Basically, I only know how I envision things going down, but I need to know a little more about how you envision them going down in order to move forward.  And I think everyone else is sort of holding their breath since all this action is supposed to happen in a matter of several seconds and I've got no idea if I'm going to set the whole place to alarm and wake up some crazy cyberninjas or something.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-01-11/0455:56>
@Kontact:
Now that you authenticated and the alarm was switched off, you can also unload the IC and pretty much do anything you want with the system.  Edits might require some tests, ...like scrubbing things clean and such.  Scrubbing the place of traces with an admin account we'll make a Datasearch +Edit(8, CA) test, non-diminishing.  The only situation is that a copy of the access log was sent to MCT along with a request for assistance.  I was hoping Mercedes or Woof would tell her to press no or something, but they didn't.  Keep on following initiative sequence.  It should be CT2 IP2 now and you have a full action phase.  Spider comes on CT3 IP1. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-02-11/0306:49>
I've got Corrupt for that.  ;)  Basically the reason to have that program.  Scrubbing one piece of info off a file on a single node is a Hacking + Corrupt (2) test according to the table on Unwired p112.  If the house's node counts as a database, then that would be a threshold 4 test.  Anyway, I'll roll it.

I was planning to use Disarm on the IC's Analyze program, but I forgot I only have Defuse.  Oh well.  That roll can stand in for if 4 isn't enough.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-02-11/1052:56>
I am moving on Feb 4th. So I will be taking apart my computer some time tomorrow in preparation and probably won't be back on until the 9th or 10th.

Cynthia will just keep exploring the upper levels and trying to figure out where they may have the boys stashed if this is where they ended up at. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-02-11/1201:21>
Is it cool if i NPC you a little?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-02-11/1452:09>
Yeah no problem. That is why I was saying what I was planning on doing. It seems like the majority of the action is happening downstairs with Mercedes and Woofer anyhow
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-02-11/1544:51>
Ok, good luck on your move :)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <02-02-11/1644:04>
Speaking as one who recently moved from MN to my parents, then my parents to my apartment in PA, Good Luck!
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <02-04-11/0025:03>
My Bad, I didn't realize they were links Inca. :(  thought you were just using colored text.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-04-11/1332:24>
Enjoy!......
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-07-11/1324:13>
Sorry for the delay guys, it was a crazy weekend.  i'm in Wisconsin and the Packers won :)  you know how it is.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <02-07-11/1355:46>
Sorry for the delay guys, it was a crazy weekend.  i'm in Wisconsin and the Packers won :)  you know how it is.
It was a madhouse! There was fondue everywhere! And nobody apologized! ;)

Congrats on the win, btw.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-08-11/0107:39>
Yeah, the Packs deserved that win.

Lousy ref calls against them and lousy play by the Steelers.  If it had gone the other way, it would have been a crime.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-09-11/1930:56>
I'm back online  :D. The move wasn't bad except running into an ice storm  :(

Now just getting everything unpacked and stuff.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-14-11/0022:38>
So, what exactly is the Matrix situation?   Should I roll up some hide tests to avoid the security guy who was coming to check out the 1st alert?

If and when that threat passes, can I start data-mining?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-16-11/1819:09>
Inca from what my watcher is sending me are they such that they can see if the door opens or are they on down the stairwell and out of sight of the doorway?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-19-11/1008:15>
@Cynthia: 
You can't really tell from the mental image but it does feel that they are well inside the basement. 

@Everyone:

Sorry guys for not posting, I live in Madison WI and we're having giant protests here and i've been in the capitol building everday, even been sleeping there.  It's really an amazing moment, one of those "The sixth world is slowly becoming reality" moments because it's a coordinated plan to destroy unions.  This along with the Citizens United decision is about handing everything over to corporations and it's super inspiring to see just average everyday people of Wisconsin not taking it lying down. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <02-19-11/1032:18>
@inca

Ahh... Good to know. I've been following what's going on there and it never ceases to amaze me when politicians make some odd decisions.

Rock on, brother!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-21-11/1322:56>
I went back and made 2 little corrections to a few minor mistakes.  At one point a while ago I said that the Yaks here were Wanaga-Gumi...but I meant Kanaga-gumi, so I went back and fixed that.  I also referenced one of the prostitutes as "Noemi" before, but later she did not appear on the list, so the girl who was "Venus" is now named "Noemi".  Just a little house-keeping :)  Also let me know through personal message if you find other inconsistencies...I'm sure there's a a lot more, hopefully not too glaring....but still i'd like to fix any of them which I can fix.  Don't want those little flubs to make you lose faith in the fact that this adventure is quite laid out yet open in a sand-box play type of way.   My table-top group already finished what I catagorize as 3 more "sequels" and this saturday they'll start a 4th one which is almost laid fully laid out :) 
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <02-25-11/0806:23>
Sorry for my slow posting the last week, got a work assignment from a temp company, so I'm readjusting to going to work. :(
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-25-11/1127:12>
No prob....that's kind of developed into Woof's style anyways :)  Hope you find a gravy train somewhere...cuz working sucks! 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-26-11/0734:50>
Are we waiting on me to move on the Yaks or is someone doing something else first?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-28-11/1101:36>
So it's your move guys what you wanna do next.....
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <02-28-11/1213:13>
I think Mercedes and Woofer's going to sit tight unless told otherwise. Not sure what else we could do.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-28-11/1238:00>
O.K. I'll go in a bit. I just wanted to make sure that no one else wanted to do something else before I jumped so to speak.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-28-11/1841:01>
Inca,

 A couple questions about the combat that just started

1) When I run games and a complete surprise situation occurs (which I feel this is) I let the ambushing group act once then go into initiative with the who can act on whom roll from surprise. (if you don't feel this is appropriate or too powerful I understand)

2) Since my taser is silent how did the Yak know where to fire at me? Shouldn't it at the very least have been a perception roll to see me, and if he doesn't it is then blind fire correct? I don't know did you take this into account? I know you usually show what adds and subtracts to dice pools and didn't see any so that is why I ask.

2b) If it isn't blind fire shouldn't there still be a targeting modifier since my chameleon suit is still active?

3) I understand the fact that I downed the Yak that couldn't act on me and not the one that could, but that is some bad luck. Can I use edge to influence that?

I know that the rules are all subjective and open to each GMs interpretations, but  wanted to ask and see what your thoughts were before we moved on. I acted based on how I would have run my game, and when playing tabletop it is easy to adjust to small differences in interpretations while in PbP it is harder.

Thanks for your time and I love the adventure so far
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-01-11/0441:12>
I would have given Cynth the full +6 ambush bonus on that surprise roll.
+3 is for in combat type stuff where one person isn't necessarily aware of the presence of the other, but they are still aware of the situation.
The +6 ambush is closer to this situation where the other party didn't know that a combat was going down at all until there were shots fired.

The extra 3 dice might well be enough to keep that guy from acting.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-01-11/0718:07>
Well, I kinda stuck to RAW for this one because you do an infiltration and perception check, whoever fails doesn't get the +3.  The invisibility of the chameleon suit is reflected in the perception test, and if I were to give extra modifiers for shooting at someone with chameleon suit that would really be making ruthenium polymer insanely over-powered and an amazing piece of gear which I don't think developers intended to seriously be technologically induced invisibility which i'm sure they would have mentioned in their description.  It's more like super super good camo, but once you see it, you can tell it apart from it's surroundings. 

I think it's important to roll initiative even before any combat occurs just because that means that someone with zero reflex enhancers could get the jump on someone who is seriously wired automatically.  There should always be a chance that surprise backfires...however small the chance is.  This dude rolled 6 hits on 8 dice...i mean that was a seriously lucky roll....9 times out of 10 you would have had the total jump on the bad guys but one of them rolled super lucky. 

The actual text for ambush is:

" Characters who plan an ambush and delay their actions while they lie
in wait for the arrival or appearance of their targets receive a +6 dice"

You weren't really waiting behind a corner while the bad guys appeared, you were the one who had to move to make the attack. 

In any case, I'll roll a perception check threshold 1 for Y2 to see if he can make you out, otherwise it's gonna be blind fire and i'll give him a -6 to his shot.  I'll modify it in the post.

In terms of acting on the Yak who was surprised and not on the one who wasn't surprised, your right that in table-top you would probably be able to choose....but I'm gonna say that you should have at least thought there would be some kind of surprise roll and not just an automatic kill so if you would have said "i'll attack the one who's not surprised" then I would have made it that, but you specifically told me which one you wanted to attack.  For PbP it's going to be hard to rewind for smaller things like these unless it's really really called for.  This is quite similar mechanics to the combat against the Crushers with a +3 to surprise for sneaking characters, so we'll just keep things as is and the only difference will be the perception roll to see you for Y2.

The problem here mainly is that Y2 rolled 6 hits on 8 dice, and then 5 hits on 9 dice.   I feel you had a totally fair chance to surprise both of them and take them out right away but the dude got really lucky and that's just how I rolled it :(  You also got lucky that I forgot to include your sustaining modifiers into your surprise roll, but I'll just leave the roll how it is and make sure to include it in your future rolls.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-01-11/1651:48>
Is suppose they are guards, so some amount of awareness is warranted, but the Crushers certainly weren't playing cards when that combat started.

Meh.  Differing opinions.  On with the show.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-01-11/1837:24>
It's all good. I just wanted to talk about the differences, and if it is easy it isn't any fun.  ;)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-02-11/0626:34>
I'll post tonight with my actions Inca. I'm off to work now and just checked the boards real quick before I left.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-03-11/1826:20>
For the past few months I been scouring the net and any time I find some image which describes well a scene in the adventure I like to pick it up and save it.  Since a lot of times i find it after the fact I never posted them, but I thought I'd post a few images to just color your imaginations a little bit :)

This would be a view of Bellevue (http://i772.photobucket.com/albums/yy5/Inca1980/SRBellvue.jpg).  Imagine that the viewer is in a building close to Washington Lake and looking eastward and to the north (left) is the southern part of the bulwarks surrounding Overlake Corporate Park. 

Then here's a good image (http://i772.photobucket.com/albums/yy5/Inca1980/SRstreetbustle_GOOD.jpg) of the feel for the neighborhoods of Renton where you drove around looking for Hannibal and also Eastern Bellevue where Sam's apartment is. 

This one also captures the feel for Touristville (http://i772.photobucket.com/albums/yy5/Inca1980/SRCityAR.jpg) i was going for.  Maybe dirty it up a tad bit, but not too much.  This (http://i772.photobucket.com/albums/yy5/Inca1980/SRscene26.jpg) would be the end of the Touristville strip and after a while travelling south (out of the page), you would get into heavy Barrens. 

This (http://i772.photobucket.com/albums/yy5/Inca1980/SRCrusherturf.jpg) is right in the center of Crusher territory near the plazas where you met Sheldon.  Other sections of these area covered in a patchwork of tarp. 

Closer to the brothel it looks like this (http://i772.photobucket.com/albums/yy5/Inca1980/SRslum3.jpg), just instead of brick, the buildings are more made of plasticrete of a similar color with a little more detail in it's texture (pipes, grooves, etc) since construction is much quicker and cheaper in the sixth world.  If you were at the front entrance to the brothel and looked up at the building, you'd basically see this (http://i772.photobucket.com/albums/yy5/Inca1980/shadowrunbuilding.jpg).  It's still day, but the front entrance would look something like the lower panel of this (http://i772.photobucket.com/albums/yy5/Inca1980/SRBuildingentrance.jpg), with the top panel being similar to what you'd see looking down the alley along the side, but dirty it up a bit to look like the first pic i showed at the top of the paragraph. 

So there's some visual candy to give you a bit of an idea of what everything looks like.  Please feel free to post any images you feel might inspire the imagination to be able to view the campaign better from your perspective, especially if it's pics of your character :)


Hey, while we're at it, let's just do that awesome Renton street scene in stereo!!  (http://i772.photobucket.com/albums/yy5/Inca1980/SRstreetbustle_stero.jpg)  You guys know how to do this right?  To get it to deepen into a 3D image.  I find that the farther away you get from it, the easier it is.  Start with your face close up and then just back up.  Oh maaaan that freakin rocks, it's like your really there....i can almost see Hannibal slinging chips on the corner in his trench-coat :D


Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-07-11/0436:10>
Please feel free to post any images you feel might inspire the imagination to be able to view the campaign better from your perspective, especially if it's pics of your character :)

I finally stopped putting this off.
Here's a picture I drew and took a photo of.  The color sucks because of that, but, no scanner, so what's to be done?

(http://i55.tinypic.com/2wgu52d.jpg)

Figured I'd go for a "gibbering horror" style matrix icon.  No one should see it as such unless they break his stealth anyway. ;D
Title: Re: [OOC] The Road to Redmond
Post by: Chrona on <03-07-11/0438:02>
Your Icon. Pure Win.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-07-11/0851:22>
Hell ya!!!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-07-11/1126:15>
@Cynthia:
I was reading back and I realized I was doing taser fire wrong with your fight with Sam, so that's why you downed him quicker.  It's just a flat 6s(e). 

Oh and one more thing, when you post your rolls, you think you could put the actual dicepool breakdown in the notes like i do?  You also don't need to copy and paste the actual txt that says "BB code".  The main thing is it helps if i can see the dice pool make up with stat, skill, and modifiers all shown.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-10-11/2317:07>
Make sure you guys link your rolls up.  Let's also break down our dice pools.  Here's an example: Joe's perception test: Percep 3 + Int 4 + Visibility -2 + Cyber-eye Enhancement 3= (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2929041/).

All you do is put the break down in the "notes" box.  Once you do this just cut and paste the BB code.  It just makes my job a lot easier :)
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <03-11-11/0715:06>
I always have problems pasting the rolls. :(  But I'll try. ((I swear it doesn't like me.))
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-12-11/1138:10>
Your move guys :)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-14-11/1831:10>
@Walks:
How many clips you got left for your taser?  It says on your character sheet that you have 3 clips for the taser.  I remember you unloaded 2 on the troll.  2 on the orks.....and then the ones you used tonight, so that should leave you with like 2 clip left i think.  Check it out and put it on your character sheet in brackets next to what was originally bought.  In fact it would be cool if from time to time people do inventory on ammo, grenades and other such things that were used and put it in brackets next to the original value that was purchased with BP. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-14-11/1932:53>
I had gotten 100 taser darts and had 3 clips preloaded. I would only carry about 15 more on my person and the rest would be in my bag which is currently in the car. When I put down the clips I had loaded I was thinking there were more than 4 shots per clip so I will be getting more clips the next time we have down time
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-14-11/2024:48>
@Walks:
Ok cool I didn't see that, that's why i was just asking.  So keep track of your darts spent on your character sheet.  I mean just to be realistic i think if someone spends a free to drop out a clip in the middle of the fight then they've left it on the floor.   Since everytime you've used your taser though you guys have prevailed and not had to ditch and had some "clean-up" time, i'll just say everyone's got their empty clips.   But it could become the case sometime that maybe you guys had to flee a fight and then you'd lose your empty spent clips. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-15-11/0324:04>
Happy reported birth date citizen FastJack.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-15-11/1225:04>
Happy birthday!!  GM gives you a 2 Karma points :)  seriously.  To be fair everyone else gets a party favor of 1 point Karma cuz you guys might have had birthdays during the run so far too :) 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <03-15-11/1429:39>
Woot! Thanks Inca!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-16-11/1218:09>

Ya, I realized i was doing taser and SnS damage wrong.  If the attack succeeds then it's just a flat 6S(e) that needs to be resisted.  Net hits only really affect how long someone gets knocked out for if they fail their Body + Will (3) test. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-16-11/1712:43>
Well, there's nothing in the rules saying that net hits don't count for tasers or shock (better hit means better and longer conduction,) but if you don't want them taking over the game, I understand.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-20-11/0234:41>
Hey Inca, can I count on the old Analytics power to help me figuring out clues?  I assume that on dolls of flesh your path is drawn" should mean that we're looking for some sort of map or sign mapped onto one of the hookers.   You'd maybe tell me if I was wrong?  :)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-20-11/1621:56>
OMG...i don't know man, i'm havin' a little too much fun with the panty raid....but good call with the Analytics.  Ok, I'll post IC.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-30-11/1814:24>
OK a couple quick questions. Being in a dead zone does that mean we cannot communicate via commlink or just that we don't have a matrix connection?

Also since She Who Walks Through Walls is a mystic adept do I take the point off my casting ability or my adept powers?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-30-11/1819:58>
It means no access to the matrix, but devices within mutual signal range can communicate with each other.  That's a good point about the mystic adept, i'll say you can choose to either take one from your magic rating when casting, or one power point worth of powers.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-30-11/1945:26>
I will take a point off my adept powers and be without my gliding for now.  :(

Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-31-11/1749:25>
Since this is a new scene does edge refresh?  ;D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-31-11/1903:09>
How about we say........ok :)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-31-11/1946:56>
Cool  :)
Hopefully it doesn't mean we are so way over our heads  :-\
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-01-11/1601:52>
Ok,  you know what, i'm gonna make this a Karma stop cuz it's a good spot for one before this last little push in the adventure....let me add some things up and i'll post what it is in a little bit.  Same rules for last Karma pit stop. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-01-11/1830:52>
Ok, so that's a base of 8 Karma each and in addition:

Walks: 2 Karma -- for soloing 2 yaks and a troll pimpstress.....even if it wasn't necessarily necessary lol!  I appreciate the need for body counts.

B.B.: 2 Karma -- for figuring out the right girl...maybe it took a little while, but he called it....it was the tats!!!  They were so beautiful...i thought you guys wouldn't be able to stop staring at them lol.
         1 Karma -- for the real detailed personality filled posts as always :)

Mercedes:
         1 Karma -- really taking the lead and promoting group cohesion, basically being a darn good face....even if you had some bad rolls.
         1 Karma -- keeping the momentum going with your amount of posting and contribution to keeping the story going.

Woofer:
         1 Karma -- for almost .... ALMOST...having a threesome with a dwarf and an elf in a jacuzzi....:)  I know posting a ton isn't your style and that's cool man, all different styles of posters.

So you can use Karma on any skill you've USED so far in the whole adventure.  You can also raise any attribute.  You can also initiate but it has to be at the full cost, no ordeals or groups.  Anything i'm forgetting just ask.  So let's take care of using the Karma for those that want to use it, and then we'll continue with the action in the IC thread. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-01-11/2020:38>
OK I'll get the Karma spending party going   
I had 9 unspent karma from last time plus the 10 I just got for 19 karma.

I'll Initiate to level 1 for 13 points. I'm taking quickening as my metamagic.
Speaking of quickening I'm going to quicken my increased reflexes on myself. That will use 4 more karma so I'll end up with 2 unused karma at this point.

Quickening rolls:
force 4 spell + spellcasting 4 for 8 dice
8d6.hits(5) → [1,6,2,5,2,5,1,6] = (4)
so I have the successes to have +3 initiative and +3 IP
Now drain 4 DV resisting with willpower 4 + chr 5 for 9 dice
9d6.hits(5) → [5,5,4,4,6,5,1,5,3] = (5)
no drain now to resist drain again for the quickening
9d6.hits(5) → [4,1,3,4,5,4,1,3,6] = (2)
so I take 2P (ugggh. Well at least it doesn't give me any dice penalties by itself)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-01-11/2255:59>
Nothing a little First Aid can't cure.  ;D
17d6.hits(5) → [2,4,5,5,2,6,3,5,6,6,4,2,4,5,4,3,6] = (8) (http://invisiblecastle.com/roller/view/2962773/)  yow!
Forgot -2 for awakened and -3 for conditions.
Should be 6 hits still.  I mean, you know, 2P healed, no problem.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-02-11/1415:00>
Honestly, I could raise my Dodge or something, but I think I'll just bank the Karma (giving me 14 in the bank). That way, if I can put it toward increasing an ability or my Influence Group later on.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-02-11/1522:32>
Thanks for the Aid. I'm ready to go when everyone else is at this point.
I debated specializing my spellcasting, but decided not to at this time

I have updated my character sheet to reflect the changes
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-03-11/1217:43>
So what about Woofer, you gonna do anything with the Karma? 

Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <04-03-11/1917:10>
Sorry, checked and didn't see any updates, I'm going to raise my perception up by 1, going from a 4 to 5 (for 10 karma). 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-03-11/1932:08>
So is the plan to all go in at once or do we want Walks Through Walls to try and sneak in first?
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <04-03-11/2201:47>
I'd say sneak in first, unless the door is locked, then we might as well go in as a group (unless there is a open window somewhere else.)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-03-11/2321:02>
Apparently there is a difficulty with sneaking in, namely that the rest of the outside of the building is swarming with ghouls.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-04-11/0558:34>
"I have a spell that can make us or just me if I go alone quiet. Since they primarily use sound to track people along with their failing sight it should allow me to sneak in if we want or I can cast it and we go in as a group so they won't hear any of us."
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-04-11/0802:10>
Mercedes is good with either way. Let the non-pacifists figure out the best method. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-04-11/1916:11>
Lol, hey Walks, just as I was posting a whole little spiel describing your initiation you posted....and it's great, i incorporated it, but just edit the post without the knowledge that you've initiated.  So to determine overcasting you use your total magic -1 for the BC of +1.  Also remember that spells in +1 BC area add 1 to their force for the purpose of calculating drain.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-04-11/1920:14>
No, the BC is effecting my adept powers  ;) so it shouldn't also effect my spellcasting correct?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-04-11/1931:10>
Right, but it affects drain on spells.  It reduced your magic attribute by 1 basically.  So I let you choose power to remove instead of it affecting the magic points alocated to casting.  Your full magic attribute still does get reduced by 1 and this affects what is overcasting and what is not.....and the other effect of BC is to increase the force of spells for the purpose of calculating drain.

i.e.  A force 5 spell that has drain F/2+3 would now be (F+1)/2 + 3
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-04-11/1935:45>
So that last IC post was describing your initiation.  I made it a little psychedelic cuz Walks's dream sequences thus far have been like that....and I thought it would be cool to bring into question the fact that you might not even be a normal elf....but i mean what elf is "normal".....  Have you seen the movie The Prestige?  Well...i imagined initiation for Walks to be a bit similar to what happens with the Great Danton. :) 

But in game terms nothing is affected....and you're now a level 1 initiate.....well..."you"  are not....a copy of you is MUHAHAHAHAHAAAA
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-04-11/1939:01>
Ghouls are dual natured.  They may not see the non-living world as more than shadows, but a magically potent crew like us would shine like a bonfire to them.

Mercedes could make them all run away with a word though.  Well, not all... but groups of 3-4 at a time?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-04-11/1946:47>
No my overcasting is based on my spellcasting part of magic (2pts of my total 5) so then anything over 2 is overcasting and it is capped by twice my spellcasting magic so I can overcast up to force 4.

On page 118 of street magic it says that the GM (but when I asked you let me choose Thank you) determines whether the reduced magic deducts from his magician or adept powers first. In Walks case it is the adept powers so I don't see why it would effect my spellcasting at all. My interpretation is that the adept powers by taking the "hit" in sense buffers the spellcasting ability. Otherwise a mystic adept gets hit with a double whammy if they loose adept powers and then have their spellcasting drain increased also.

I will follow whatever you decide is the correct ruling, but just wanted to let you know how I saw it.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-04-11/2015:28>
I don't know, on pg. 195 it says:

Every point of Magic invested in mana-based abilities grants the character
one point to use with Magic-based skills. For all other purposes,
including the determination of the maximum level for adept powers,
the character’s full Magic attribute is used

This make me feel that to determine overcasting you use your full magic attribute.....so in normal BC place, any spell cast at Force 6 or higher is overcasting for you.

With the Drain thing, everyone suffers from having a harder time resisting drain of spells....this doesn't depend on magic attribute...it's a separate thing.  Full mages would also have the "double whammy" ...cuz a mage with Magic 5 and spellcasting 5 would now be casting at Magic 4 + Spellcasting 5...and on top of that they'd be having to soak more drain....so mystic adepts take the same "hit" as mages basically....they can just choose to take the hit to their magic attribute through their adept powers or their spellcasting.   Sure pure Adepts take a single "hit" but they can't cast at all to begin with.

You chose to take the lose of 1 magic point and lose power with it.  This means that your dicepool to cast spells is still Magic 2 + Spellcasting.  If you had chosen to take away from the casting part....you'd be casting with Magic 1 + Spellcasting,  but you'd still have your powers. 

Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-04-11/2040:11>
OK I think I understand the drain thing now after rereading the part on background count and reading your post.

Now I'm confused about what the force I can cast at in your game with Walks. I thought I was limited to force or overcast to 4, but your last post has me thinking I was wrong. So could you clarify it for me? If it is higher than I stated can I change what force I cast the last spell at.

Also do you want me to reroll my drain?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-04-11/2106:48>
So normally you overcast at greater than 5, now in BC +1 you overcast at Force greater than 4.  So a force 4 spell would not be overcasting.

Don't reroll drain soak, you just pretend that the spell which is Force 4, works like Force 5 for drain....so that's 5/2 + 3= 5 DV...so it's unchanged from what you had before. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-04-11/2333:27>
@Walks:  oh and you have some face tattoos now...it's the mark of your initiation and you'll get more as you initiate further.  You can decide what type of colors and design you think would be cool.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-08-11/2019:41>
Ok, so i'm assuming that Woof, Mercedes, B.B. are moving in and Walks is doing it stealthy close by.  Hopefully i'll be able to post tonight.  At the latest i'll post sunday.  I table-top SR on weekends and also have music gigs.  Weekdays during the day when i'm supposed to be working are prime posting hours for me!! lol
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-12-11/0033:07>
"Start the fight" !?!?  If you start a fight in this circumstances, I'll tell you the best case scenario.  Two score of ghouls crash down on us like a wave and we all die in an explosion.  Don't say shit like that around a vampire, even subvocally!
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-12-11/0627:32>
Do you really think he will let us just walk away? I wasn't going to start the fight without a discussion, but I see two scenarios right now. We start the fight or he starts the fight. If we start it then at least we get to choose when it happens. As for the fight in the alley it was started I just got to act first when things went sideways. I'll follow your lead if you can get us out of here with what we need and no shooting great, but I don't see it.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-12-11/0716:51>
I've got a bag full of boom-boom.  :D
Mutually-assured destruction is a universally civilizing force.  8)

Besides, on the meta-level (:o I know), I'm hoping that Inca wouldn't have just GM-walked us into a dialogue if violence was our best option.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-12-11/0741:32>
I've got a bag full of boom-boom.  :D
Mutually-assured destruction is a universally civilizing force.  8)

Besides, on the meta-level (:o I know), I'm hoping that Inca wouldn't have just GM-walked us into a dialogue if violence was our best option.
Unless he's monologuing... ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-12-11/1120:17>
Which you know by now I LOVE to do  ;)

But honestly, you know by now that I follow you guys pretty much wherever you wanna go  ;D  I even let you tear up my whorehouse without even uttering a word of complaint...I've been SUUUUCH a good boy.  I let you even take a time out and get into the Crusher territory in a way I NEVER imagined possible....but it was all you guys!!  Ok, I better shut up, let me not start the post game meta-analysis quite yet!!

But just one more thing...fyi you guys know vampires are all gay right....it's just comes with the territory when you're dealing with vampires!  Hope i'm not making any of you tough guys uncomfortable LOL. 
Title: Re: [OOC] The Road to Redmond
Post by: Xzylvador on <04-12-11/1125:56>
Do they glitter and sparkle?

Sorry, couldn't hold myself.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-12-11/1138:36>
No Xzylvador.....they siiizzzzzzzle
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-12-11/1659:05>
I was waiting for Isamu to rub hot fat on his vamp junk so that Jeshua would lick it off.  ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-12-11/1716:08>
That's the spirit!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-13-11/1718:31>
Gonna roleplay this out a little more and if we come to a juncture that seems like it's appropriate i'll call for rolls. 
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <04-13-11/2158:30>
Being the mundane, are all three now Vampires with Jeshua now feral rather than rational?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-13-11/2341:03>
Mercedes is definitely biting her tongue on the conversation between the vamps and B.B.

If they get out of this in one piece, she'll roast Brian over the coals for some of the stuff he's saying, just because of the Pacifism.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-14-11/0410:57>
Hence the private negotiations ;)

If he can instead use the contaminated blood to infect the whole Germaine fam with Kreiger's, he'd be able to change their outlook on the hardships others face from discrimination, and make them finally identify with their son, that sounds like a happy ending to me. 8)

Brian's always fighting a race war in his cold little heart.  :-X


By the way, I hope no one minds too much how I'm playing up the drugs effects now that he doesn't have the concentration benefits of multi-tasking.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-15-11/1120:42>
I noticed.....:)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-15-11/1640:03>
I actually totally forgot about spiderman, so we'll just pretend he's been silently next to you the whole time...i don't think that specifically contradicts anything I said. 
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <04-15-11/2144:41>
Woofer is just letting BB go, as now he's considering putting a bullet through jeshua's head and telling his father they found him dead, especially as he knows there's no cure for the infection.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-16-11/2359:32>
By the way, feel free to use Brian's uncontrollable talking as a distraction if you think this thing should be a combat.  He's just a Gnome.  Gnomes try to get along with everybody.  Anyway, I'm going to drop some hints in the dialogue, and draw more info out.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-17-11/0923:17>
Well, just to help out with the metagaming a little,  just so you guys know, like with other parts of the adventure, I have a few different possible "scenarios" planned for that could possibly work in order for you to complete the job and some maybe could lead to combat, some maybe don't.... and like what happens usually, you guys choose a scenario that I didn't foresee, so that's another possibility.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-17-11/1000:21>
Even if we don't choose one of your scenarios I think it will result in one of those two endings. Either it will result in combat or it won't.

Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-17-11/1019:51>
Lol, good one Walks :) 

@B.B.:
Oh and on vamp regeneration...since you did well on the knowledge skill roll, in game terms, Vamps regenerate at Body+Magic at the end of every combat turn...3sec.  So if we treated cutting off your finger as say a 3P that starts you bleeding (-1P every CT), you'll definitely have healed that up in 6 sec....even if your DP isn't that big. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-17-11/1425:29>
@Fastjack:
I just noticed the edit you made in  your post about using commanding voice, I totally didn't catch that.  Let's see, well first of all it didn't seem to highlight the words you wanted to command with....unless you meant that whole long sentence which would be too long or a CV command.  Also remember that as it says in Street Magic: "Such commands carry no weight beyond the immediate
impetus, and the affected characters will quickly reassert their wits, returning to their original course of action.
".  Basically this means that on someone's next action phase (outside of combat this would be a few seconds only), they no longer will obey.  So since i didn't catch the edit and it didn't influence my posts at all, I'll say that you can take it back if you want because Isamu's response would be something like this: "....Okay you can have Jeshua, here take him......what? ...why did I say that....hell no you can't have him!!!"   So you'd have like 1-2 seconds to get out of there....which, unless you have some crazy trick i don't know about, is probably impossible.  I'll just let you take it back if you want now because I already posted a few times after your post with actions that don't fit with you using Commanding Voice.  Does that make sense?   So let me know what you want to do and then edit your post accordingly.  CV works great in scenarios like with the Crushers where you made them drop their guns.....but it doesn't work to implant a real idea into someone's mind. 

@Kontact:
I also didn't see a Psychology knowledge skill on your character sheet....maybe i'm high, but I tried looking.  Let me know what you were thinking when you made that psychology roll, cuz you defaulted on the Paracritters roll.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-17-11/1621:26>
Our IC thread just passed 10,000 views ! :) 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-17-11/1941:32>
@Kontact:
I also didn't see a Psychology knowledge skill on your character sheet....maybe i'm high, but I tried looking.  Let me know what you were thinking when you made that psychology roll, cuz you defaulted on the Paracritters roll.

I was looking at the spreadsheet on my computer. :-/  I forgot that, in typing it out, I scrapped a couple knowledge skills to beef up a couple others.

I don't know why I scrapped Chemistry and Psychology though.  Those are like the only two knowledge skills which are actually used for any tests.

Cutting it down to defaulting makes it one hit, yeah?  Well, Freud is some basic-level psychology for sure, so it shouldn't change much I suppose.  It was just a subtle jab at their relationship.  In case you're not familiar with Freud's theory on male infatuation it's, well first off,  it's narcissism once removed.  With Oliver being such an obvious narcissist (needing to be the best and making sure everyone knows it by leaving his calling card everywhere,) his next step in overcoming his narcissism would be by focusing those energies on a love-object.

As to how he would choose a love object, there are 4 criteria.

1) Rivalry: that there should be 'an injured party'"the person in question shall never choose as his love-object a woman who is disengaged," but rather "only one to whom another man can claim right of possession as her husband."

(2) Jealousy: that of the woman's being like a prostitute"
... a woman who is chaste and whose reputation is irreproachable never excercises an attraction that might raise her to the status of a love-object," but "only a woman whose fidelity and reliability are open to some doubt."

(3) Compulsive Repetition: "passionate attachments of this sort are repeated with the same peculiarities each an exact replica of the others"

(4) Rescue Phantasies: "The man is convinced that she is in need of him, that without him she would lose all moral control and rapidly sink to a lamentable level."


Freud is a pretty harsh guy.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-17-11/2029:06>
@Kontact:
Wow....yeah, but when I apply it to my own life.....dang it's like the glove fits! 

Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-17-11/2147:48>
@Fastjack:
I just noticed the edit you made in  your post about using commanding voice, I totally didn't catch that.  Let's see, well first of all it didn't seem to highlight the words you wanted to command with....unless you meant that whole long sentence which would be too long or a CV command.  Also remember that as it says in Street Magic: "Such commands carry no weight beyond the immediate
impetus, and the affected characters will quickly reassert their wits, returning to their original course of action.
".  Basically this means that on someone's next action phase (outside of combat this would be a few seconds only), they no longer will obey.  So since i didn't catch the edit and it didn't influence my posts at all, I'll say that you can take it back if you want because Isamu's response would be something like this: "....Okay you can have Jeshua, here take him......what? ...why did I say that....hell no you can't have him!!!"   So you'd have like 1-2 seconds to get out of there....which, unless you have some crazy trick i don't know about, is probably impossible.  I'll just let you take it back if you want now because I already posted a few times after your post with actions that don't fit with you using Commanding Voice.  Does that make sense?   So let me know what you want to do and then edit your post accordingly.  CV works great in scenarios like with the Crushers where you made them drop their guns.....but it doesn't work to implant a real idea into someone's mind. 

@Kontact:
I also didn't see a Psychology knowledge skill on your character sheet....maybe i'm high, but I tried looking.  Let me know what you were thinking when you made that psychology roll, cuz you defaulted on the Paracritters roll.
Actually, the highlighted part was the him caring about Jeshua "more than anything else". I was hoping to get some jealously going between Ollie and him.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-17-11/2239:54>
@Fastjack:
nice tack :)   Ok, so why don't you just keep your point of Edge and just say you didn't use commanding voice because that doesn't work well in social type situations.  Edit post accordingly
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-17-11/2329:06>
Yeah, commanding voice doesn't really do influence effects.  It's traditionally very fleeting and related to confusion.  I guess a command like "if you remember how you loved him, you might.. yadda yadda" could boil a dude's sensitivities.  But, with it being a "take action or take penalty" type thing, I imagine that a person hit by commanding voice is aware that it happened.  Using it isn't too far off from taking a shot or casting a spell in that it's a pretty obvious act that could very well start hostilities rolling.  If you suddenly felt overwhelmed and confused, you'd probably think something was up.  Well... maybe not for a teenager..  Feeling like that's actually pretty normal when you're seventeen.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-17-11/2336:05>
Yeah, I was hoping for that "moment" where Isamu would force Ollie a bit too much, leading to a possible blow-up and distraction.

Post's been edited and edge recouped. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-20-11/1606:57>
Sorry, busy in Kansas City for a funeral but i'll be posting tonight most likely!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-23-11/2029:29>
Well, didn't get enough time to post what I wanted to post in Kansas City but now i'm finally back in action!

Even though combat right now seems to be somewhat inevitable it still may not have to come down to that....I'm playing it by ear....so far you pushed some of the Olivier's jealousy buttons and he snapped.  Just describe what you want to do and be prepared for me to interrupt with initiative.  If the init roll seriously messes up the action of what you posted you may have to go back and edit what you had.  I'll let you know.  Good luck :)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-23-11/2305:16>
@Kontact:
Ok, so it seems that you're walking away and leaving that bag of flashbangs where you were standing from what i gathered from your last post.  That means, I'm gonna have to post up the positions of everyone on a little map and then we'll roll initiative just inorder to get the timing right on all these things.  So let me know if that's actually what you're planning on doing cuz then i'll have to make some rolls also.  That goes for people acting based on what B.B. just said.

Also, B.B. knows vampire regen well.

[edited]
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-24-11/0331:00>
The idea was always to leave it there as a backup plan and retrieve it if a peaceful resolution was possible.  Since Mercedes doesn't seem to be negotiating or anything I figured the move was to get everyone to some place where we could regroup and regain a tactical advantage. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-24-11/0936:25>
Mercedes pretty much ruled out negotiation after seeing Isamu's reactions throughout the conversation. Now she just want's them to fight each other, and then we might have a chance at the survivor. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-24-11/1912:05>
Ok, everyone roll initiative.  I'm gonna place you guys where I feel it makes most sense.  I'll put Everyone within a 10 m radius so that the flashbang thing has a chance of working, but B.B. starts out right at his pack.  Then you guys start your walking away action on your turn. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-24-11/2013:59>
Wooahh...ok let's hold up on the action for a second, so you're probably gonna have to remove that last post Woofer.  As soon as everyone's rolled, i'll post up a map of locations.  Olivier and Isamu are going to have a reaction now to what you guys chose to do, so now we'll roll initiative so things get handled systematically since a lot rides on what happens when. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-24-11/2026:25>
Looks like Invisible Castle is down at the moment.
Title: Re: [OOC] The Road to Redmond
Post by: Xzylvador on <04-25-11/0431:23>
Not really my place to post here, but since it's mentioned here and I know you guys are pro's: What are the alternatives to inviscastle?
-- FastJack, maybe it could be a good idea to turn the Character Sheet sticky into something like a "PbP useful things" thread, so it can include link(s) to inviscastle and/or alternatives?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-25-11/1752:48>
There was a thread about using VisCast for rolls and such at one point.  Might be a good choice to merge them.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-27-11/0054:56>
Dang it!!!  I keep forgetting about poor spiderman...yeah, he's standing near the group, i'll roll for him and put him on the map!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-27-11/1329:32>
@Kontact:

The seating is like seats in a theatre, with a back to the chairs, about a meter high...and you can walk down the isle.  I'd say cutting north-south through the seating would require a simple action and Agility+Reaction (2) test to avoid falling prone and your movement rate would be 5m/IP.  East-West through the seating area is normal. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-27-11/1458:25>
Just so you guys don't get confused as well, i've kind of taken to first describing IC, and then summarizing the rolls that were part of that IC post in the OOC brackets AFTER i've described the action IC.  I haven't always done it like that, so just want to make sure you guys don't think the OOC rolls are chronologically AFTER the IC material but PERTAIN to the IC material above them.

And I know I know....I just been building it so long I couldn't resist.  Just had to have Isamu say something along the lines of...."have a taste of my power!!!" .....it was either that or "..AND NOW PREPARE TO DIEEEE!".

But the attack was in response to B.B. holding his actions and thus essentially continuing his act of leaving since Isamu thinks Olivier is basically forcing you now to take Jeshua away. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-27-11/1722:26>
I wasn't moving, since I may need my movement action later to run.  I was delaying my turn and debating whether to go for cover behind the chairs or to wait for the others to decide whether we're going bomb/flee or shootout.

One of the main reasons I like doing combat OOC, is because, interrupt actions are important.  For instance, I could have drawn my weapon and shot the kid in the face as soon as i saw him getting aggressive towards me.  That would have been suicidal with Olly there, but I could have done it.

By the way, are you counting all the moving and talking as Oliver's actions, or is this all flavor.  I don't want to get jammed up because I'm misinterpreting what's going on in this 3 second space.  Also, if it doesn't take any actions to taunt the boy, I totally want to get down on some serious taunting.

Rolling dodge here.
React 2 +2 Improved reflexes +2 betameth -2AoE = 4d6.hits(5) → [4,3,6,2] = (1) (http://invisiblecastle.com/roller/view/2998803/)
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <04-27-11/2150:19>
Rolling reaction 8 reaction - 2 AOE: 8d6.hits(5)=1 (http://invisiblecastle.com/roller/view/2999238/)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-28-11/0243:01>
@Kontact:
yeah, that's why with interrupt actions make sure to give some criteria.  Even if I had made a series of rolls in OOC I would have to scratch them because you interrupted, it's still a drag to rewind in PbP.  I also like being able to see how each roll directly corresponds to an action and that's kinda hard for me to do with combat occurring over two threads which quickly get out of sync because of all the side comments in OOC.  The major draw-back to my way  like you said is that interrupt actions can't interrupt as effectively when it's something totally unexpected....but I feel that's just gonna be the nature of PbP....cuz either way i just gonna end up  scratching some rolls or scratching some IC text which is a drag to do everytime someone holds action. 
So just put some conditions on your interrupt actions....and then if something still happens that you feel you would have wanted to interrupt, just act as soon as you can after that action...which could be a drag if that action kills you, but i'd rather keep the table-top feel of having it all in one thread cuz the rolls for me can be just as exciting and suspenseful as the IC descriptions and it feels more like table-top for me...(of course the one advantage of table-top is that you can interrupt immediately with delayed actions)

I mean for metagaming purposes, a lot of times a player or a GM wouldn't want to declare the intention of delaying his action so as not to influence the other party's actions.  So the choice is what I dislike least, having to potentially scratch a series of back and forth rolls with other players which happened before the delaying player had time during the day to post and then all of a sudden say "scratch all that cuz i'm instead gonna interrupt that first action"...or having to resist the urge to metagame by divulging how I plan to use my interrupt actions.  Basically if you said "I'm delaying my actions to shoot Isamu in the face if he gets agressive"...then I'd have to fight the urge to not have Isamu not follow through with the reaction I was gonna have him do.  Just remember, it's hard for me to interrupt you with delayed actions as well when you do unexpected stuff.  In any case i'll try to be more sensitive to obvious moments when you'd like to interrupt and ask you if you wanna do an interrupt action if i'm not sure. 

Well Olivier hasn't moved except for a dodge roll.  Like I said before i'm gonna be much more relaxed with dialogue and what actions they correspond to here so as to not kill the roleplaying that's been going on.  He's gonna use a free action to say all that he said and then he's delaying his complex action.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-28-11/0511:03>
Cool cool.

Clarity is what's important to me.  I can play on any field, so long as I know it's not going to slide out from under me.. ;)

But, generally a go to on delayed actions is "someone attacks me."  Things turned out okay, but only because of a completely wanged roll.  Otherwise, the whole crew nearly could potentially be trying to soak something like 11P with an average of 6 dice.  TPK is not a cool thing.

BTW, for AoE spells (p183), if the caster is in the area, the caster is also hit. Does the boy roll reaction before he takes drain or after?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-28-11/0518:29>
I would have been counterspelling for any of the team and Spider I could see, or do I need to wait to do that?

Since none of us were the target (the target was the ground) I believe counterspelling is ineffective.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-28-11/0825:12>
Sorry 'bout the delay, got a bit busy last night.

Reaction to Resist Ball Lightning (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2999910/)
Spend Edge to re-roll misses.
Reaction to Resist Ball Lightning [Edge re-roll] (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/2999912/)

OUCH.

Oops... forgot to subtract the -2 dice. Still a spectacular failure. Can you critical glitch on an Edge re-roll?*

Body resist
Body (2) + Impact (3/2=2) = 4 (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/2999914/)

6P damage

Screw this, Resist unconcious, spending my last Edge:
Body (2) + Will (4) + Edge (2) + Impact (3/2=1) = 9 (9d6.hitsopen(5,6)=6) (http://invisiblecastle.com/roller/view/2999916/)

At least I'm still awake.

*EDIT: The answer, of course, is Yes. Yes, you can. D'oh!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-28-11/1116:56>
@Mercedes:
Actually, I thought the same thing as Kontact about indirect combat spells, but I just looked at the indirect spell section and it does say the defense is Reaction (+Counterspelling if any)....and indirect spells don't really ever have a target....they all have pretty much just a target in space.  So we'll say Counterspelling applies.  So Cynthia's counterspelling on you is 3(5 combat spells).  Let me roll 5 dice, counterspelling on Mercedes: (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3000080/).  So refund the edge you just spent cuz the counterspelling saved you. 

I also edited my last post to include a roll for Isamu's ranged defense against his own spell...and he's also gonna get some counterspelling. 

So it's Woofer's turn now.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-28-11/1221:12>
Edge refunded
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-28-11/1735:51>
Inca why would Isamu get counterspelling? I don't believe you can counterspell your own spell. I wasn't protecting him that is for sure.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-28-11/1815:18>
Someone who loves him very much is doing it. 

However, that is an interesting question...can you counter your own spell?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-28-11/1943:02>
As a GM I would say no you can't. How can you build the mana to cause the effect and also use the mana to disrupt it. If you were to rule you could I would say then it would have to apply to everyone effected by the spell since it is like you are unraveling it from within.

I figured Ollie was providing the counterspelling for him just didn't see where Ollie protected himself so thought maybe he didn't know how
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-28-11/2128:04>
I'm actually gonna start a thread on this because it warrants discussion.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-29-11/0511:08>
However, that is an interesting question...can you counter your own spell?

Rules say a spell-caster always gets the benefit of counterspelling.

Also, it's on a per-person basis rather than a per spell basis, so you could counterspell for any declared persons while undeclared get hosed.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <04-29-11/2111:15>
sorry, missed that it was my turn, and was at work, and I can't post while at work.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-30-11/1523:03>
Cynthia's turn.  In the initiative update look for the person who's name is in bold, and that's who's turn it is.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-01-11/0215:03>
@B.B.:

Jeshua is quite high in the air so he's visible from the first row of seats.  Use a simple action to do it.  Also roll an athletics test just to make sure you don't glitch.

@Everyone holding action:

Just to give you a heads up Spider looks like he wants to shoot Olivier. 

Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-01-11/0340:01>
Post edited to reflect ungodly awesome actions.

Seriously, did you see those dice?   8)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-01-11/0516:16>
@B.B.:
Choose anyone one of these (http://www.youtube.com/watch?v=D1Mnq54CNxY&feature=related) moves and THAT'S what you did!!  8) 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-02-11/0231:34>
@Kontact:

Oh yeah, forgot that sustaining penalty, so you're right it doesn't change things....but i'll include it in the future thanks :)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-02-11/0543:24>
Ok guys, just want to give everyone a heads up that on May 17th I'm going to Peru for a month (my family is from there).  I'll still have internet there, but I probably won't have my books....(maybe...just maybe if I muster up enough geek power...i'll take a thumb drive of my pdf's.  OMG I can't believe i just thought that...but yeah...i did).  But my posting will definitely be cut down cuz i won't have my own computer....but i'll still be able to post occasionally.   I think that we can be done with this scene here before I leave....and maybe even done with the whole adventure....but that's kind of ambitious.  But most of the heavy lifting should be done by then.  In any case, just so you have that in mind the faster we move along in these two weeks the better :) 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-03-11/1349:16>
Combat is over, so act freely, but don't over do it.  What i mean is, don't post something like "I'm gonna grab Jeshua and run out of there like hell and then once i get outside i'm gonna book all the way home, and here's my navigation test....etc." 

Olivier could still act and we'll just keep the same init as before and pick up combat right away so keep the timeframe of your actions to approximately what you could do in a combat turn.  If you're like "i'm heading toward the exit" that's fine.  If you wanna continue combat then we'll just start the same init. list right after you're done with your action.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-04-11/2244:45>
Okay, it's been a while, I'm throwing edge on this roll, and forget how to do that.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-04-11/2247:21>
Just roll Will + Edge attribute.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-05-11/0008:00>
Just remember to re-roll sixes. If you're using Invisible Castle, the code is XXd6.hitsopen(5,6) with XX being your dicepool.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-05-11/0011:53>
By the way, inca, what are your thoughts on using a Full-auto weapon to make two attacks against the same target?  IOW doing a long burst and a short burst instead of a full burst?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-05-11/0414:58>
@Kontact:

That's almost always how I do it.  FA is ineffective without mad recoil comp.  So it's recoil -5 for first longburst, and then -8 for the second short burst.  9 bullets spent total.  Takes two simple actions.  That's what Spiderman just did at Olivier...check the post where i rolled that.



Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-05-11/0750:56>
6d6.hitsopen (5,6)=3 (http://invisiblecastle.com/roller/view/3011065/)

And....I think I'm screwed, here's my willpower roll.

3d6.hits(6)=0 (http://invisiblecastle.com/roller/view/3011068/)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-05-11/0810:08>
6d6.hitsopen (5,6)=3 (http://invisiblecastle.com/roller/view/3011065/)

And....I think I'm screwed, here's my willpower roll.

3d6.hits(6)=0 (http://invisiblecastle.com/roller/view/3011068/)
Second roll has 1 hit (5's are hits).

Also, I think you forgot a +1 DP from you Synaptic Booster (Should've been 7d6 instead of 6d6 on the Reaction).
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-05-11/0818:51>
I'm pretty sure you missed a die on your dodge roll.  Reaction is 3(4), yeah?
Not that it matters too much, but that's another 1d6.hitsopen (5,6) to roll.  If playing risk has taught me anything, you can roll a bajillion 6s in a row.

Alternately, since you've got 7 dice vs 7 hits, you could conceivably spend a point of edge to get the 7 dice and burn a permanent point of edge for an automatic success.

It's just, there's no way Oliver isn't carrying HMHVV-III with all the ghouls around.  If Woofer lives, he's going to be eating people for the rest of his life.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-05-11/0830:06>
And... since we're going there ;)
The Infection power:
Quote from: SR4A, p. 295
The Infection power allows a critter with Essence Drain to infect any suitable creature it has drained to 0 Essence with the strain of the HMHVV virus it is carrying.

To drain Essence:
Quote from: SR4A, p. 294
     The critter cannot drain from a resisting victim; the victim must either participate willingly, or be subdued into helplessness (restrained, paralyzed, knocked unconscious, mentally controlled, etc.). Essence transfer only occurs in the presence of strong emotion. This can be a lover’s passion, the terror of an unwilling victim, or the rage of a defeated enemy, for example. The emotions must be strong, and they must be focused personally on the critter using the power. Sometimes the transfer of a token amount of physical material takes place, such as blood for a vampire or flesh for a wendigo, though this usually serves to enhance the passion or terror of the moment.
     Draining a point of Essence takes a Charisma + Magic (10 – target’s Essence, 1 minute) Extended Test. If the critter is disturbed or interrupted before this test ends, the Essence point is not drained. The critter may drain as many points of Essence as it currently possesses, with a minimum of 1 point. A critter can only increase its Essence to twice its natural maximum.

Woofer's got 4.35 essence, Olivier's got to restrain him/knock him out, then drain him to 0 Essence, which would take 4-5 (depending if you round up or down) Magic + Charisma Extended Tests, each one with a 1 minute period.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-05-11/1219:05>
@Kontact:

Yeah, he can't get his essence drained down.  Olivier's idea is for him to only get a taste of what it's like.  I'll say you can safely assume Ollie brushed his teeth and his mouth isn't a teaming cesspool  of Krieger Strain HMHVV (ghoul infection).  Jeshua on the other hand....

Also on another note, next time you fire from your cover position, include the -2 firing from cover....it didn't change your rolls for your last FA though, so don't worry.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-05-11/1657:48>
Heh, I forgot that, for a Gnome, pretty much anything is good cover.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-05-11/1727:59>
@Kontact:

Ok let's see...i think you're right....cuz I accidentally saw 5 hits for the first roll....so let me think outloud:

1st long burst: 8 attack hits - 4 defense hits = 4 net hits.  Base DV of weapon is 6P with exploding ammo.  So that's 10P, and that pierces.  Only then you add +5P for burst, so that's 15P like you said, and soaked by 6 hits = 9P...ok so you're right there.

2nd short burst w/ called shot: 3 attack hits - 1defense hit= 2 net hits.  Base DV is 6P+2P for called shot + 2 net hits = 10P and it pierces.  Then add +2 for short burst and that's 12P which gets soaked by 8 hits = 4P. 

So That's 13P total. 

Ok i'll go edit.....can you remove your last post?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-05-11/2039:25>
N/P, man.  Autofire is fierce.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-05-11/2338:29>
Oh yeah... the next chance I get, that Pacifism quality is wiped... ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-13-11/0759:13>
Ok, so you guys are in front of the pearl tongue where Woofer's car is parked and you have Jeshua and Bessie Mae with you.  Let me know what you guys wanna do.  You can call up Germaine.  Also let me know what you guys wanna do about Bessie Mae.  Spiderman is also still with you and willing to lead you wherever wanna go.  Depending on what you say i'll narrate what happens and then we should be basically done with the adventure and I'll conclude with Contacts you guys have and a few other details...then karma and loot.  This stuff depends a little bit on what you guys choose to do....so let your intentions be known :)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-13-11/0853:27>
Probably best we just leave Bessie Mae at the Pearl Tongue with the other girls.

I figure we have Spiderman lead us out of the area, and arrange a meeting with Germaine (outside of the arcology apartments) to deliver Jeshua to him. I'd be honest with the kid's condition from the beginning, but will use my negotiation and etiquette to their full extension to make sure he doesn't back out of the deal because of the situation.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-13-11/1111:08>
[Psst... I think you meant that for the IC thread ;)]
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-13-11/1241:59>
Why yes I did!!  Thanx :)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-13-11/1243:03>
....and that was quite Out Of Character for me to do that!!  HAHAHAHhahah....ha...h.... :-[
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-16-11/1430:32>
Ok guys, so I decided to just wrap it up because all that was left were a few loose ends.  Didn't mean to just assume what you guys wanted to do, but I'm leaving for Peru later today and I wanted to bring everything to a close before I left so that when I'm back we can turn over a new PbP page so to speak :)

Well i'll keep it simple in terms of Karma. 

Base of 30 Karma for everyone.  Crimson Crush is a C12/L3 Contact for everyone now.  Let me know if there are any more contacts we could add cuz i know there is :)

@Woofer:

I really enjoyed your character a lot and even though it was clear that you didn't have time to post as detailed and verbose as some of the other players, your presence really tied the team together and was a great spring board for some awesome role-playing pathways.  The whole relationship with Mercedes was priceless and had me super engaged :) 
+5 Karma
You also can remove for no Karma cost your flashbacks negative quality....but it is replaced by an addiction to Essence Drain.  This is handled like a mild addiction in terms of the rolls to resist it, but it is by no means a "mild addiction".  You can't remove it with Karma because there is no known way to remove it.  Don't get scared if you think that if your character becomes a vampire i'll consider him dead or an NPC.  You can totally still play him as a vampire and we could build that together in future games with Woofer.

@B.B.:

What can I say man....you're freaking nuts!  You're a crazy genius and your posts really just left me busting a stitch from laughing and also bringing that crazy little gnome to life!  I've learned a whole lot from your ideas and watching you write.  Thanks for all your energy and effort!
+15 Karma

@Walks through Walls:

You were literally like the team ninja.  You solo'd a ton of really cool combat scenes....(my favorite probably being your attempt to jump through Sam's legs which ALMOST worked) and it's cuz you weren't scared to die even though you could have really gotten messed up in a lotta situations.  Your posts were also very adequate and you were always fully engaged with the thread.  It's cool that you got to initiate too and I hope you keep playing with that character in future threads so we can watch her grow!

+10 Karma

@Mercedes:

Again, what can I say, you were like the adult in the room always.....and also quite literally being an admin.  I enjoyed so much how you were always engaged in the thread and role-playing always came first and foremost for you.  You injected such a great emotional element into the whole plot which really made me get attached to this PbP.  Thanks a lot!

+15 Karma

@Everyone:

Well I wanna thank all of you for making this such a cool experience for me.  It was always a real highlight of my day to kick back and GM this thread and see the crazy twists and turns you guys would come up with.  Wow, it was almost 8 months long and we got so many views and hopefully a lot of other people outside of you guys also had a good time reading this!  Thanks for the hours and hours of fun!

Ok, well just to let you guys know, I finished the whole Road to Redmond saga with my table top group just a few days ago.  So i do have sequels to this totally developed.  So a little bit after I get back we can start getting this together if you guys would want.  If any of you decide that you don't have time or you wanna do something else that's cool too and we can bring in new people, but you guys would most definitely get first dibs!

Have a great month guys and we'll see you on the other side!!

-Inca1980
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-16-11/1449:32>
Thank YOU for running a great story!
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-16-11/1453:14>
Oh, and don't forget the gear you bought that didn't get delivered in time for the last chapters.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-16-11/1606:41>
Quick question. Did I get the nuyen back that I spent at the Pearl Tongue, or was it lost when they "shut down" the brothel?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-16-11/1720:53>
Yeah make sure to go through and find stuff that you should have that i missed and we can decide on it when i get back.  That gear that didn't get there is there now for you.  The nuyen spent at the Pearl Tongue already went to an account so it's spent. 
Title: Re: [OOC] The Road to Redmond
Post by: Loki on <05-16-11/1734:35>
As one of the lurkers/readers of this PbP I gotta say, awesome job all around!! I looked forward to new posts in this PbP nearly as much as the one I'm involved in and look forward to reading y'all's further adventures.
Title: Re: [OOC] The Road to Redmond
Post by: Xzylvador on <05-16-11/1752:58>
^ What he said.
Loved reading this thread, can't wait for the sequel.
Have fun in Peru.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-16-11/2143:54>
Thanks for running, and I'd so love to do a follow up.  And yeah, I've never been verbose . Oh, this is the first PbP game that has not flamed out on me, thank you so much.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-16-11/2158:10>
Yeah, this is the first PbP mission I've ever seen make it to the finish.  Go everybody!

Good luck in Peru, Inca! 

Fun Peru fact! 
Peru is home to the mildest strain of Cholera in the world.  You can catch it, and not even show symptoms.  Meanwhile, it will bolster your immune system to help you fight off the more virulent strains found elsewhere in South America.  So, while you're in Peru, try the Cholera!
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <05-17-11/0557:15>
I also had a lot of fun, and thanks to everyone for sticking with it and making it so enjoyable.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-17-11/0816:33>
Heh... I updated Mercedes (http://forums.shadowrun4.com/index.php?topic=73.msg585#msg585) and spent out the Karma upgrading a bunch of skills.

And discovered, yet again, the main reason runners run. All said and done, it took her seven months to increase her skills. Which means she's ready for work again since the money from the job is gone. Damn medium lifestyle!!

Thought people might like to see this in action. Mercedes spent 7 months training. Here's the results:

Quote
End of Road to Redmond (45 Karma + 14 Banked, 12,500¥):
Purchased Dancin' with the Simstars! Tutorsoft (Gymnastics Rating 5) - 2,500¥
Instruction roll - Dancin' with the Simstars [Gymnastics Tutorsoft - Rating 5] (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027673/) Adds +1 to my Extended test (2, 1 week) to learn Gymnastics.
Learning Gymnastics - Intuition [4] + Instruction [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027685/) - 1 week
Learning Gymnastics - Intuition [4] + Instruction [1] (5d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3027686/) - 2 weeks (damn cha-cha)
Learning Gymnastics - Intuition [4] + Instruction [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027687/) - 3 weeks Success! 4 Karma spent
Specialization Dance for Gymnastics skill - 2 Karma
Increase Gymnastics (1->2) Extended Test (4, 1 week)
Instruction Dancin' with the Simstars Rating 5x2 [10] (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3027690/) Adds +2 to Extended Test
Increasing Gymnastics - Intuition [4] + Gymnastics (Dance) [3] + Instruction [2] (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027692/) - 1 week
Increasing Gymnastics - Intuition [4] + Gymnastics (Dance) [3] + Instruction [2] (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027693/) - 2 weeks Success! 4 Karma Spent
Increase Influence Skill Group (4->5) Extended Test (5, 1 month)
Increasing Influence - Intuition [4] + Influence [4] (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027698/) - 1 month
Increasing Influence - Intuition [4] + Influence [4] (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027699/) - 2 months
Increasing Influence - Intuition [4] + Influence [4] (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3027700/) - 3 months Success! 25 Karma spent
Increase Or'zet Language (1->2) Extended Test (4, 1 week)
Increasing Or'zet - Intuition [4] + Influence [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027707/) - 1 week
Increasing Or'zet - Intuition [4] + Influence [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027708/) - 2 weeks Success! 2 Karma spent
Increase Japanese Language (1->2) Extended Test (4, 1 week)
Increasing Japanese - Intuition [4] + Influence [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027710/) - 1 week
Increasing Japanese - Intuition [4] + Influence [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027711/) - 2 weeks
Increasing Japanese - Intuition [4] + Influence [1] (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3027712/) - 3 weeks Success! 2 Karma spent
Increase Assensing (2->3) Extended Test (6, 1 week)
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027720/) - 1 week
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027723/) - 2 weeks
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027724/) - 3 weeks
Increasing Assensing - Intuition [4] + Assensing [2] + Enhanced Perception [1] (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3027726/) - 4 weeks Success! 6 Karma spent
Increase Pistols (1->2) Extended Test (4, 1 week)
Increasing Pistols - Intuition [4] + Pistols [1] (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3027729/) - 1 week
Increasing Pistols - Intuition [4] + Pistols [1] (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3027730/) - 2 weeks Success! 4 Karma spent
7 Months spent training skills
2 Months Medium lifestyle was pre-paid, need 5 months = 25,000¥. She has 10,425¥ in the bank. She came up a 3 months short:
Missed Lifestyle Payment (1d6.hits(2)=1) (http://invisiblecastle.com/roller/view/3027747/) - Phew! Her credit's good (and she sweet-talked her landlord).
Missed Lifestyle Payment - 2nd Month (1d6.hits(3)=0) (http://invisiblecastle.com/roller/view/3028868/) - Nuts... Lost the apartment. Down to a Low lifestyle, which costs 2,000¥ she doesn't have. Let's see if she convinces her new landlord that the check's in the mail...
Missed Lifestyle Payment - 1st Month (Low) (1d6.hits(2)=1) (http://invisiblecastle.com/roller/view/3028871/) - Yep, landlord believes the story that her ex owes her a bunch of money and she just needs a couple of weeks to wring it out of him.
But she's definitely in trouble. 11,575¥ in the hole, and the credit card companies are starting to call...
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-17-11/1212:51>
Base of 30 Karma for everyone.  Crimson Crush is a C12/L3 Contact for everyone now.  Let me know if there are any more contacts we could add cuz i know there is :)
Possible contact: Bessie Mae, post-recovery?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-18-11/0137:56>
Still got the data from the Pearl to sell to my fixer/databroker.

33,180¥ in reserves.
50 karma to spend.

15 going to raise Reaction to 3
15 going to raise Edge to 3
10 going to raise Stealth Group to 2
Thershold 4 (Rushing the job - 15 days) Intuition 5 + 2 skill + 3 nanites= 10d6.hits(5) → [4,5,2,2,1,5,5,5,5,5] = (6) (http://invisiblecastle.com/roller/view/3029652/)
4 going to raise Clubs skill to 2
Threshold 4 (rushing 4 days) 10d6.hits(5) → [4,3,3,6,5,4,3,6,4,2] = (3) (http://invisiblecastle.com/roller/view/3029665/) edge to reroll 7d6.hits(5) → [1,3,2,3,1,6,2] = (1) (http://invisiblecastle.com/roller/view/3029666/)
2 going to buy Blocking specialization for Clubs
2 going to buy Parazoology Knowledge Skill
Threshold 2 (rushing 4 days) 8d6.hits(5) → [5,2,5,1,2,2,2,1] = (2) (http://invisiblecastle.com/roller/view/3029690/) edge to negate glitch
2 going to buy Pirate Trid Broadcast Knowledge Skill
Threshold 2 (rushing the job 4 days) 8d6.hits(5) → [5,6,2,1,5,3,3,6] = (4) (http://invisiblecastle.com/roller/view/3029691/)

Boom.  Done that in 27 days time.  Thanks rush rules.  Let's see if I can take the last three days to spoof a lifestyle.
For lifestyle, downgrading entertainment to 3 (pirate trids in action) and lifestyle to medium.
Lifestyle: Custom medium 5000/mo
-comforts: 3
-entertainment: 3
-necessities: 2
-neighborhood: 3
-security: 3
+Free Access [1]

Spoofing medium lifestyle.
Threshold 12 (1 day)  Hacking 6 +3 Spoof +4 boni =
13d6.hits(5) → [6,3,6,4,6,2,5,3,3,5,6,2,4] = (6) (http://invisiblecastle.com/roller/view/3029710/)
13d6.hits(5) → [6,6,2,1,5,2,3,1,1,5,1,4,3] = (4) (http://invisiblecastle.com/roller/view/3029712/)
13d6.hits(5) → [6,5,1,2,1,2,5,1,6,5,4,6,6] = (7) (http://invisiblecastle.com/roller/view/3029713/)
50 karma  30 days.  Zero cost.   8)

Gonna need that spare time to code anyway.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-18-11/0804:28>
-comforts: 3
-entertainment: 3
-necessities: 2
-neighborhood: 3
-security: 3
+Free Access [1]
Hmm... Forgot about the Advanced Lifestyles.

Instead of switching the whole lifestyle from Medium to Low, Mercedes could just "cut back" on stuff:
Comforts:2She had to sell off some furniture (good bye queen-sized pillowtop, hello full-sized futon) and has to get by washing dishes by hand instead of having a drone.
Entertainment:1No more wine-bars and tickets for the latest show. Now it's cheap beer and pirate TriD
Necessities:2Missed a couple utility payments, downgraded her wireless access and there's a lot more soy in her meals then she's used to.
Neighborhood:3Hanging on the to the apartment by the skin of her teeth.
Security:2It's not that the building's any less secure than before, but the SecGuards haven't been as polite and their response time is waaaay down. There's also the fact that they seem to be waiting for the order to evict...
Same as the Low lifestyle (2,000¥), but she doesn't loose her apartment.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-19-11/0931:05>
Working on it, though...any suggestions would be appreciated. :D Looking at giving Woofer Dodge (up to 3, I'll make the rolls later) but that's still only 14 karma, and have some left.)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-19-11/1121:56>
Working on it, though...any suggestions would be appreciated. :D Looking at giving Woofer Dodge (up to 3, I'll make the rolls later) but that's still only 14 karma, and have some left.)
How much you got left? Boosting Reaction, Agility or Body is always good.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-19-11/1148:34>
22 karma, I was thinking a stat, but three short for Body (need 25) or 30 for agility.  Reaction might be a way to go and bump it to 4 with 20 karma.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-20-11/0511:19>
Acting first can be really important.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-22-11/1213:01>
here are my rolls, first two are just to get Dodge 1

4d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3036569/)
4d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3036571/)

now for Dodge 2:
4d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3036571/)
5d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3036577/)

And now...Dodge 3:
6d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3036578/)
6d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3036578/)

And last...raising reaction to 4, which is 34 karma, leaving me with two.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-22-11/1446:22>
Ok so some more contacts to add.

Bessie Mae....shes still comatose but might recover one day.  If she is able to somehow communicate though..(like through a mind probe or mind link) then she'd be a C3 L 3 contact.

Jeshua....C1 L5 contact.

Bird Bear House.  C5 L1 group contact.

Spiderman specifically is a C4 L3 contact.

Also a word on Street Cred and Notoriety....im handling that differently than how its done in SR4A where its linked to total Karma earned....Each of you will get 2 points of Street Cred which reflects the last adventure and the contact you had with Fastjack. 

B.B. also does have the pay data from the pearl tongue.  This would be just the total you get from selling off little pieces of blackmail info here and there.  We'll make it worth 1d6x1000 nuyen....Kontact rolls it.

@Woofer--

For each month in training roll a composure test (Will plus Charisma) with a threshold of 1.  Every month you fail you basically sleep walk and when you wake up you have lost 1 point of essence.  If you go to zero then we gotta talk man!

Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-22-11/1832:50>
Here's my composure test....

5d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3036964/)

btw...how much did we get total divided  up? Nuyen wise.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-23-11/0738:44>
Here's my composure test....

5d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3036964/)

btw...how much did we get total divided  up? Nuyen wise.
Germaine gave us the other half of the fee, which came out to 12,500¥ total. We can also split the paydata that B.B. got when he rolls it up.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <05-23-11/1834:29>
Ok I have a question. If I raise my magic and take more adept abilities I will be able to cast force 6 spells then without overcasting if I understand correctly.

Am thinking of raising magic just a matter of which area to use it in. Also looking at raising edge (I seem to need luck at times)  :D

Also thinking about initiating again so nothing is set in stone. Do we have any idea when Inca is thinking of starting the next part of the adventure?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-23-11/2044:37>

I wanna start when i'm able to sit down and write with the full attention it deserves...so i actually do have really good internet connection here in Peru, but i think its best to start it up once i get back to the states around June 15 or so.

The game time between adventures according to Mercedes training rolls is going on 7 months now I think....so unless anyone rolls anything longer than that, then that should be the approximate amount of time.  That's gonna mean 7 lifestyle costs for everyone.  If you downgrade lifestyle, just to make lifestyle mean something more concrete gamewise, let me know how you're changing your lifestyle and there will probably be a roll involved to not face some kind of adversity or advantage. 

Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-23-11/2322:49>
We can also split the paydata that B.B. got when he rolls it up.

I was planning to just give it to my Databroker/fixer to help keep my contacts happy.  It's some pretty hot data, what with being connected to the complete slaughter of a yakuza brothel.

1d6 → [1] = (1) (http://invisiblecastle.com/roller/view/3038852/)


Well... that's 250 yen apiece.  Must be getting a tiny cut of the profits.

Basic message sent with the data:
"Got hands on some hot, hot data.  It's got its uses, but it's tied to a bit of a massacre.  Not my fault, by the way.  Regardless, this bunraku parlor was keeping records of all its financial transactions, and I got their books.  You'll probably want to sit on it for a while and wait for the heat to fall off it, but there's gotta be some Johnnies in there worth shaking down.  Might even be able to put the spurs to the Yakuza for keeping records at a place where a dude is paying 1500 yen just for anonymity.  It's yours to do with as you please.  I'm way too close to this thing to work it personally, but I'd appreciate a piece of the action you manage to squeeze out of it.  Stay in touch, MM."

Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <05-24-11/2054:38>
OK I have some of my karma spending figured out.

Learning mindlink spell:
9d6.hits(5) → [6,3,5,3,1,3,3,2,4] = (2)
9d6.hits(5) → [1,5,5,2,3,1,5,2,6] = (4)
day 2 success

Learning thought recognition spell:
9d6.hits(5) → [6,2,2,3,1,2,5,1,6] = (3)
9d6.hits(5) → [4,2,6,3,5,5,5,1,6] = (5)
day 2 success

I'm going to track down a heal spell formula
10d6.hits(5) → [3,3,4,6,3,1,4,1,5,4] = (2)
10d6.hits(5) → [5,3,6,6,6,1,2,1,5,1] = (5)
2 day success and 500 nuyen

Now to learn the heal spell:
9d6.hits(5) → [5,3,6,2,3,3,6,4,5] = (4)
9d6.hits(5) → [2,2,1,3,4,5,6,1,5] = (3)
2 day success.

So now I've spent 15 karma. I would like to initiate again if Inca says it is alright. I'm also going to look for a magic group if possible. If we go 7 months I will run out of money on month 5 so I need to know how to handle the lifestyle degradation.

If this is alright then I will update my character sheet.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-25-11/0026:44>
I could spoof you a medium lifestyle with two day's work.  So long as the electric company thinks it was paid, they won't turn off your lights.

Alternately, we could pool some cash and buy a used tour bus!  The Ford-Canada Buffalo RV will sleep 6.  Team bus!  And since Brian will be up all night coding or watching trids every night, he can make sure Woofer doesn't wander off.

Also, guys, don't forget edge for these tests.  If you can save a month's work by spending a point of edge, you should do so.  Half a year is a long, long time.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-25-11/0738:42>
I could spoof you a medium lifestyle with two day's work.  So long as the electric company thinks it was paid, they won't turn off your lights.

Alternately, we could pool some cash and buy a used tour bus!  The Ford-Canada Buffalo RV will sleep 6.  Team bus!  And since Brian will be up all night coding or watching trids every night, he can make sure Woofer doesn't wander off.

Also, guys, don't forget edge for these tests.  If you can save a month's work by spending a point of edge, you should do so.  Half a year is a long, long time.
I was considering that, but how often does Edge refresh during down time? I was also looking at the Rush rules, but that would've had me critical glitch a couple of tests.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-26-11/0017:00>
Up to the GM of course, but I'd expect edge refreshes at least once at the end of downtime, so you can spend up to your attribute for doing things like adding dice or negating glitches, and still have full edge when the next mission starts.  It's worth it for sure on any extended test that takes a month or more.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-26-11/0201:20>
Yeah, you guys can get one edge pool for the down time and then it'll refresh at the beginning of the adventure.

@Walks

I don't have my books.  What's the base cost for initiating from grade 1 to 2?  You could choose an ordeal and find a group.  The group would necessarily have dues i'll say.  Write the group up according to street magic and we can agree upon an ordeal. 

@Woofer

Remember you need to make a composure test for each month of downtime....so that's 7 months so far....7 composure tests.

Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-26-11/0805:13>
Interesting... Okay, I use Edge Reroll twice (once for the Influence Skill Group, once for the Assensing improvement), so my total training time is now ~23 weeks or 6 months total. Also, if I adjust the Lifestyle using the Advanced Lifestyle rules before paying out for the four months after my pre-paid is up, I don't have to make any lifestyle rolls at all and I'm 2,425¥ in the black.

With that, Woofer's only got to make six composure tests.

Base cost for initiating from Grade 1 to Grade to is 16 Karma. With a Group (20%) and Ordeal (20%), then the cost for Initiating would be 16 - (40%, rounded up = 7) = 9 Karma total.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-26-11/1421:27>
Per our (inca/sludig/myself) PMs:

Woofer's First Composure test: Leadership test (15d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3043102/) +2 Dice
2nd test: Leadership test - Charisma [8] + Leadership [4] + Kinesics [3] (15d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3043104/) +3 Dice
3rd test: Leadership test - Charisma [8] + Leadership [4] + Kinesics [3] (15d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3043105/) +1 Die
4th test: Leadership test - Charisma [8] + Leadership [5] + Kinesics [3] (16d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3043109/) +2 Dice
5th test: Leadership test - Charisma [8] + Leadership [5] + Kinesics [3] (16d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3043111/) +2 Dice
6th test: Leadership test - Charisma [8] + Leadership [5] + Kinesics [3] (16d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3043112/) +3 Dice
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-26-11/2224:39>
Okay, here's the ones after the first.

8d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3043876/)
6d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3043878/)
6d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3043878/)
7d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3043881/)
8d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3043882/)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-27-11/1948:13>
@Woofer

Ok so you managed to resist during that whole period.  But now that you have gone so long without a fix for this magical addiction, the threshold for future composure tests is now raised to 2.

Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <05-27-11/2153:27>
I figured out my advanced lifestyle and am flat broke at month 7, but haven't missed any payments and am not in debt so that is a good thing.

Oh wait we are only waiting 6 months now since the use of edge by Mercedes. Ill have 3100 nuyen then.  ;D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-28-11/0211:17>
So just to organize your thoughts a little, when we start the sequel i'll start it up with all of you narrating what you did in the training period so be thinking what you wanna write and how you wanna translate stuff you rolled up....or narrate up things like intiation....or Woofer's struggle and Mercedes help with that struggle etc.....its up to you.

So don't do this in OOC.  We'll do this when we start up the sequel's IC thread.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-28-11/2047:29>
Hey, Inca, I've got a question about coding programs.  Can I code something along with its options, or code optimization first so that I can build a program that exceeds my current system but will run when compiled with its optimization option?  I'd like to try and code a rating 8 stealth program with 3 levels of optimization.  Barring that, I'd go with programming a score of options and a data bomb.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-29-11/1540:53>
Since above rating 6 is milspec I would say that you would need to learn how to code that stuff.  I don't have my books right now, so i can't really speak too authoritatively, but i would say the rating 6 cap is pretty important.  Nodes with systems that high are basically UV nodes.  when i get back to the US i'll check the books to make a final ruling but right now I would say that first you would need to build the program, then optimize.  Maybe that could be done on a nexus or a system that's high enough.  I could have you hack a rating 8 system to use it to program....but you would then need months on that system to do the coding.  Then after that optimization can be coded into the program.  But at some point, there has to be a system 8 node involved. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-29-11/2155:29>
Well, the books don't say anything about it really.  Using the rules in place, one could write an optimization option, by itself, irrespective of program or system, and then proceed to install that option on any program which a user has source-code access.

Seems pretty janky to me.  By that logic, every program in existence should come with Opt 10 by default.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-09-11/1302:45>
Ok guys, well i'll be back in the US in less than a week so I thought that it would be cool to just start up the IC thread now.

So its been 6 months (im pretty sure, correct me if i'm wrong) of training for all of you, so I thought we should all just start off with every player narrating what they did in that time period.  It's totally up to you.  You can even say you had a few fluff jobs which we just kind of fold into the concept that you guys are shadowrunners, but the idea is that the last run was pretty emotionally taxing and you did make some good bread so try to stick to the idea that you guys are training, coding, self improving etc. to explain a lot of the Karma spent. 

From my end there is no special events until after I read what you guys did during that time period and then i'll set up the next adventure.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-10-11/1130:03>
Ok I also included a House Rules section at the beginning of the OOC thread so that we have these things written down. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <06-10-11/1203:48>
I've got a game tonight and tomorrow afternoon, but I'll try to get Mercedes' part written up this weekend at the latest.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-10-11/2109:09>
OK I updated my character sheet at the beginning of the post.

To recap my karma expenditure it is as follows:

learn heal    5 karma
learn mindnet  5 karma
learn thought recognition 5 karma
initiate to level 2  w/ group w/ ordeal (oath) 9 karma
raise edge to 3  15 karma
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <06-10-11/2121:41>
So its been 6 months (im pretty sure, correct me if i'm wrong) of training for all of you, so I thought we should all just start off with every player narrating what they did in that time period.  It's totally up to you.  You can even say you had a few fluff jobs which we just kind of fold into the concept that you guys are shadowrunners, but the idea is that the last run was pretty emotionally taxing and you did make some good bread so try to stick to the idea that you guys are training, coding, self improving etc. to explain a lot of the Karma spent. 

From my end there is no special events until after I read what you guys did during that time period and then i'll set up the next adventure.

B.B. is currently taking a side job in the Out of the Frying Pan game during this downtime period.  I doubt it will have significant effects on anything.  Just assuming that it goes however it goes.  Any karma/awards are going to be stored.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-11-11/0948:03>
@Kontact:

Cool, just don't die or we'll have to retcon lol

@Walks:

Congrats on being the first post!
So are you going to take a metamagic with that grade of initiation?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-11-11/1041:20>
Yes I took masking. I updated it on the character sheet at the beginning of the OOC post. I tried to hint at it in my IC post, but probably didn't do a good job at it.

Are you going to allow the learning of metamagics outside of initiating? It is an optional rule in street magic so I thought I would ask because it would make a difference on how I'll spend karma in the future.

Looking forward to the new post starting
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-11-11/1605:12>
Another thing that would help me inmensely is if everyone linked their updated characters sheets to their signature.  That just helps me out a lot when i'm GMing.  Thanks!

@Kontact:

I was just wondering where the Reputation and Notoriety on your character sheet came from.  I don't remember giving that out.  I might have forgotten that I did though.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-11-11/1747:00>
I can link my character to my signature if someone explains to me how to do it.

Inca you did give out some rep for sure I don't remember about the notoriety off hand.
Also are you going to just keep the same OOC thread or start a new one for the new adventure?

It seems like every time I think I have everything ready I realize there is something else I haven't updated yet.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <06-11-11/2149:04>
@Kontact:

I was just wondering where the Reputation and Notoriety on your character sheet came from.  I don't remember giving that out.  I might have forgotten that I did though.

1 rep for completing the mission 1 for the thing with fastjack

1 notoriety for scorched
1 notoriety for drug addiction
1 notoriety for media addiction

i figured i'd put that there if you're playing with notoriety from negs.  apparently the twitchy gnome is a little scary.  hard to tell what he'll do.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-11-11/2249:54>
@Kontact:

Ok thats cool

@Walks:

Just do a URL link to the post like any other website
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-12-11/0732:20>
OK I think I did it now.

Also I added to the sheet the 1 point of notoriety I have from having a criminal SIN

Nope it isn't showing up.

Here is what I have the URL as:  http://forums.shadowrun4.com/index.php?topic73.msg836#msg836

What am I doing wrong?

Yeah I got it. Though it is displaying the link instead of just a name like on inca's posts.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-12-11/1527:38>
Ok so you should follow the syntax

{url=http://forums.shadowrun4.com/index.php?topic73.msg836#msg836}Walks Through Walls{/url} 

except put square brackets where i put curly brackets.  That will just highlight the words Walks Through Walls
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-12-11/1556:24>
OK did that now it reads She Who Walks Through Walls, but it just opens the forums main page.  :(

So I'm still not doing something right. (sigh)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-12-11/1807:07>
http://forums.shadowrun4.com/index.php?topic=73.msg836#msg836

Thats the URL you want
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-12-11/2247:58>
Yeah it is working  :D

Thanks Inca
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-18-11/1759:12>
Ok guys, I'm back in the states now and we're starting in earnest now!  Lets have a blast and see what story unfolds between the five of us over the next few months!!  ;D
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <06-18-11/2355:02>
Just got home from our Pathfinder game. Very tired... Add to that, I'll be at Philly Comic-Con most of the day tomorrow, Florence & the Machine show Monday night and a special showing of the Extended Cut Digital IMAX The Two Towers showing Tuesday night and I gotta pretty full schedule. I'll make a post tomorrow morning for my part of the conversation, but after that it will probably be sporadic the next few days. I'll try to keep up.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-24-11/1258:57>
@B.B.:

Any matrix procedures that you're not sure what kind of action they'd use up or what kind of roll they'd be just ask and we'll just hash it out here.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <06-24-11/2147:18>
Strictly by the rules, with a restricted alert against him, the mancer would have no rights. His admin account is suspended and therefore nulled.  He would need to make opposed rolls of Hacking + Exploit vs. Firewall 6(10) + 5 system to take any action on the node.  Same with his sprite if it's riding in his program load.

I doubt he'll be taking many system actions though.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <06-24-11/2208:57>
heading up to Origins, so likely not going to see anything til Sun.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-30-11/1218:10>
@Kontact:

You were right about the whole way you handle restricted alerts where it's Hacking + Exploit vs. Firewall + System to exercise any of your account privileges.  So scrap what i said about the opposed test. 

 I also know that Agents have the same access ID as the persona they're loaded on.  Sprites however are sentient matrix beings and Neither technomancer's nor Sprites have Access ID's, nor is a Sprite loaded to a Technomancer's biological PAN.  From what i've read all Resonance using constructs and technomancers do this thing where they automatically spoof their access IDs.  The only thing it does say is that  Sprite's datatrail can be Traced to the technomancer that summoned it.  If you can find a specific reference to how a Sprites access ID works then I'd like to see it and reconsider, but I feel that in the case of Sprites, since they aren't "loaded" to a Technomancer's "persona" ....(technomancer's don't even have a program load pg. 135 Unwired)  and they are essentially summoned sentient beings with Edge, I'm gonna say that they have a different access ID and thus the restricted Alert which was issued against the Technomancer's Access ID does not get extended to the Sprite.  A separate alert would have to be issued against the Sprite by a someone with Security or Admin privileges once they were found.  That's what makes TM's and Sprites so pesky IMO.  The balance to this is the limit on how many Sprites a TM can have on hand.  Good thing a bot-net of sprites is not feasible.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <07-01-11/0601:20>
OK Inca it seems like we need some more detail on what was heard. You wrote it was a clatter of porcelain in the kitchen. I took that to mean the clinking and clattering of dishes that are normal as someone prepares tea, coffee or whatever. B.B. is interpreting it as a crash of porcelain falling to the ground. He does know something else is going on since he is being attacked in cyberspace, but I would like a better description of what we heard originally. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-04-11/0702:21>
Forgot to do the rolls for coding that data bomb since we never really hashed out the coding rules too much before your vacation.  Anyway, should have 5 months to get it done after the 1st month for training.
First off, buying a R5 Programming suite.  5,000¥ unrestricted availability, so using legal channels.

Rushing the job on a R5 databomb Threshold 10 interval 1/2 a month.
18d6.hits(5) → [4,2,3,2,6,1,4,3,5,6,4,5,1,6,2,3,4,2] = (5) (http://invisiblecastle.com/roller/view/3096605/)
18d6.hits(5) → [3,5,3,1,1,3,5,4,4,6,6,1,5,2,2,3,2,5] = (6) (http://invisiblecastle.com/roller/view/3096606/)
Time = one month

Programming pavlov option threshold 3, rushing the job, interval 1/2 month
Buying 3 hits.

Programming A R5 Agent: Threshold 15 Rushing the job, interval 6 weeks
18d6.hits(5) → [6,2,1,3,6,6,3,2,3,5,6,1,3,4,3,3,4,1] = (5) (http://invisiblecastle.com/roller/view/3096617/)
edge reroll 13d6.hits(5) → [6,2,4,3,4,4,3,5,2,5,6,3,5] = (5) (http://invisiblecastle.com/roller/view/3096619/)
18d6.hits(5) → [2,6,2,6,1,1,1,5,5,1,2,4,4,1,6,4,4,6] = (6) (http://invisiblecastle.com/roller/view/3096620/) phew.. 1 shy of a glitch.
Time = 3 months.

15 days remaining. minus 2 for OotFP run.
Spoofing medium lifestyle: Threshold 12 interval 1 day
13d6.hits(5) → [3,4,2,5,5,4,6,1,3,5,1,6,3] = (5) (http://invisiblecastle.com/roller/view/3096623/)
13d6.hits(5) → [1,3,2,4,3,3,3,1,5,4,1,4,2] = (1) (http://invisiblecastle.com/roller/view/3096624/)
13d6.hits(5) → [1,4,5,3,1,5,1,6,2,3,4,2,5] = (4)
13d6.hits(5) → [2,2,6,2,4,3,1,1,1,6,4,4,1] = (2) one month
13d6.hits(5) → [2,2,3,5,2,5,3,6,2,1,6,5,3] = (5)
13d6.hits(5) → [5,6,2,6,6,3,3,1,3,6,3,2,2] = (5)
13d6.hits(5) → [6,3,1,4,2,5,5,1,2,6,5,6,2] = (6) two months
13d6.hits(5) → [3,4,2,6,5,5,5,4,6,1,6,3,3] = (6)
13d6.hits(5) → [1,6,1,3,3,4,4,6,6,4,4,2,3] = (3)
13d6.hits(5) → [3,3,6,2,5,6,3,6,6,5,4,3,5] = (7) three months
13d6.hits(5) → [4,3,6,4,1,5,2,1,2,4,4,3,3] = (2)
13d6.hits(5) → [1,5,5,2,2,6,6,3,4,2,4,5,4] = (5)
13d6.hits(5) → [5,3,3,5,6,1,1,1,1,5,6,4,3] = (5) (http://invisiblecastle.com/roller/view/3096625/)four months

Paying for last month of lifestyle out of pocket.  5,000¥ yen.

Buying Cascading autosoft R3 for 1,500¥  unrestricted availability.
Buying Homeground autosoft R4 for 4,000¥ unrestricted availability.

Total cost 15,500¥
Time taken 6 months (inc month for stats and skills)




Current commlink load. 
Analyze R6 - opt 1 - ergo
Encrypt R 6 - opt 1 - ergo
Scan R6 - opt 1 - Ergo
Stealth R5 - opt 2 - ergo
Armor R3 - ergo
Attack R5 - Area 2 - targeting
Agent R5
+Analyze R6 - ergo - opt 1
+Attack R5 - Area 2 - targeting
+Armor R3 - ergo
+Stealth R5 - opt 2 - ergo
+Exploit R5 - mute
Homeground Autosoft R4
Cascade Autosoft R3

Effective load 9 programs 5 ergonomic programs
Effective Response 4


Does all of this sound okay?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-06-11/0007:20>
@BB:
Rolls look good man! 

The one thing i'm confused about is your current commlink load.  If your Agent is running from your PAN, then it can use any of the programs you have running but it's load also counts against yours.  The one program it has running on it's load that you don't have is Exploit 5.  This would be a total of 5 non-ergo programs and your response would degrade.  So let me know what you want to do.   

Also remember that of it to have it's own copy of a program for when it gets loaded to run on other nodes which it has access to, then it has to be either another purchased copy, or you from a program that has it's copy protection cracked.  I'll assume any programs which you want to have cracked that they're cracked, but then they would degrade.  All these rolls get a little complicated and having to do them for each program for 6 months of degredation is a bitch.  So say you want to patch up 7 hacking programs that over 6 months have degraded while you were focused on other things.  That's 3 rating points degredation, so it's a Software + Hacking (  3x2=6, 1 week) test.  So just do one roll, and then see how long that takes, and multiply that by 7.  Since there's no time left in the interim, your other alternative is to buy the updated versions.  We'll say at half price from a warez site. 



Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-06-11/0149:14>
Cool beans.

I guess I'll have to figure out how to load it up with programs in time.  That's really only something to worry about once I get the Replicate autosoft and start making botnets  ;D  For now, I'll just keep it loaded on my link and use it for tandem stuff.

By the way, I'm a bit confused about agent autosofts.  Do they need to be put in an agent's payload or just loaded on the node?  Some of them, like homeground are supposed to be tailored to only one node, so I'm not even sure how that would work...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-06-11/0426:05>
@Kontact:

From what I'm reading it seems that Homeground applies to the node in which the agent is running from.  So if you have Homeground autosoft running on your PAN, then any agent also running on your PAN gets the advantage when in your PAN.  Now if you copied the agent to some other node if the agents copy protection is cracked, then it can run on some other node, you give it it's own program load and if Homeground is one of those programs (autosoft) then it will get the advantage in that node. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-06-11/1323:03>
@Walks:

Let me know at what force you cast mindnet because that determines the radius.  Also roll drain resist.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <07-07-11/1000:24>
I forget, did we provide a body for Jeshua, or just the fact we found him dead?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <07-07-11/1106:51>
I believe it was just the fact and some tissue samples...
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-07-11/1621:05>
I forget, did we provide a body for Jeshua, or just the fact we found him dead?

We told Germaine what happened and sent him trid of his son.  He told us to kill the boy, and B.B. gave him the 3,2,1 disconnect.
Wasn't Mercedes going to visit the kid every now and then?  Could call the ghoul refuge for info.  Might want to route comms though BB though.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <07-07-11/1901:24>
Ooops I knew I was forgetting something. Sorry about that my life has been a whirlwind again this last week.

Casting the spell at force 4
so drain is 5DV
wil of 4 chr of 5 = 9d6
9d6.hits(5) → [3,6,1,3,5,6,5,2,5] = (5)
wow no drain that is a pleasant surprise
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-14-11/1013:47>
@BB:

Well a rating 4 radar could see through cumulative 20 structure.  So say the wall to the kitchen is 12, then the fridge is minimum 10 i'd say, that would obscure objects from your radar....at least that was my logic. 

@Everyone:

Sorry for the slower pace so far this summer, i've been going to my office a lot less and that's always been where i do my best PbP'ing!!  But i'll try my best to pick up the pace because I personally enjoy a faster pace so here we go!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-14-11/2221:17>
@BB:

Well a rating 4 radar could see through cumulative 20 structure.  So say the wall to the kitchen is 12, then the fridge is minimum 10 i'd say, that would obscure objects from your radar....at least that was my logic. 

I suppose if the kitchen wall was brick instead of plastiboard or drywall, but i meant that question more in regards to the guy having backup.  Like, is there a team at the front door or a charge on the windows ready to let a swat team swing through.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-14-11/2234:57>
@B.B.:
Also roll you're initiative again because it would be a new CT for you.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-16-11/1125:36>
I do the rule where direct spells do base damage and the caster can choose to add net hits to the damage but each one added raises the DV by 1.  This balances the insane power of direct combat spells in my opinion.  Yancy chose not to add hits because of the added drain. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-16-11/1633:14>
I do the rule where direct spells do base damage and the caster can choose to add net hits to the damage but each one added raises the DV by 1.  This balances the insane power of direct combat spells in my opinion.  Yancy chose not to add hits because of the added drain.

Ahh, okay.

I forgot that.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-21-11/1137:49>
@Fastjack:

Was looking at your character sheet and I see that you are a level 1 initiate but did you get a metamagic with that?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <07-21-11/1147:46>
Masking. Of course. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-21-11/1158:47>
Ok cool, that's what I remember too.  Why don't you put that on your character sheet so i don't forget again :) 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <07-21-11/1428:23>
Done. I should also note that, unless I "turn off" the Masking, you can assume it's always up. (A good Social adept is one that no one knows is an adept...)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-24-11/0623:50>
Because the flash bang only does stun, does that mean that cover gives full protection, since it couldn't pierce any sort of barrier?

Also, B.B.'s location should be just south of the couches.  He took cover behind them in IP 1
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-24-11/1115:55>
yeah, i'll say full cover protects against flashbangs.  If you're not fully covered and out of site i'll just assume with your amped reflexes you used a free action from your 3rd IP as soon as you saw the grenade to duck and be completely under full cover. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-24-11/1830:06>
yeah, i'll say full cover protects against flashbangs.  If you're not fully covered and out of site i'll just assume with your amped reflexes you used a free action from your 3rd IP as soon as you saw the grenade to duck and be completely under full cover.

I'll roll to see if he notices the nade.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-25-11/1420:59>
Yeah, you have the rest of IP 3 to act.

BB Make that a threshold 2 to notice grenade. 
Walks definitely sees it.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <07-26-11/1757:03>
We should still be in the end of IP2 in the 1st CT right after Yancy's action. I want to act either getting behind cover or trying to move the nade. I was
just waiting to see what Mercedes was going to do/ which way to send the grenade.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-26-11/1759:30>
@Cynthia:

Ok, i didn't know you were gonna act.  Just say you moved behind cover with B.B.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <07-26-11/1916:49>
OK Hopefully Woofer and Mercedes will be alright
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-30-11/2155:08>
@Fastjack:

Yancy only got 3 hits on that spellcasting test and you got three hits on the resistance test so there were no net hits and you successfully resisted it.  So edit your post to reflect that.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <07-30-11/2250:10>
Done!
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-03-11/0416:46>
I'm off to GENCON so I won't be back on till probably Sunday
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-03-11/0613:17>
Same here. Hey Walks, maybe I'll see ya there!
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <08-05-11/2124:24>
and I'll see ya (maybe) up there, heading up there for Sat only
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-10-11/1032:59>
Just to answer Kontacts question about how i'm doing taser/SnS damage, I originally was not including net hits....like in Walks's fight with the Yakuzas in the basement of the Pearl Tongue.  I did this because I just felt that makes them insanely powerful and way more effective than conventional ammo.  I also felt that this reflects the nature of electricity as well since it doesn't matter so much where you get hit...you're still getting electrocuted.  I wasn't exactly sure how RAW handled it....but i just got the Runners Toolkit (which i like a lot!  Just imagine me behind my two new GM screens while I PbP!) and was reading the Anatomy of a Shadowrun and they added net hits to a stun baton attack in that.  So I just said, what the hell, let's make due with just adding net hits.  If it really starts getting ridiculous though then I might go back to the original house rule i was using.  I'll let you guys knew well ahead of time first though :)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-10-11/1806:25>
I got the runner's toolkit at Gencon and really like it a lot, and I haven't gotten much of a chance to go through it thoroughly yet.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-10-11/1854:54>
@Walks:
Gonna go use it tonight for our table top game!

Well, i was under the impression that you did a quickdraw action, and that's actually REaction + Pistols, so that would kill 3 dice from your roll and you wouldn't make the threshold so you had to spend a simple action to draw.  I was under the impression that you also felt you failed the quickdraw test.  Let me know what you were thinking.  Edit your post to account for this.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-10-11/2039:16>
Yes on my 2IP I tried to quickdraw and failed then shot after dropping my spell.

For the 3IP I fired again since you said those with a 3IP could act. I was trying to keep the post moving. I didn't see it as a big deal especially since B.B. and I have the same initiative roll. If I jumped the gun or confused you I apologize.

It just seems like the first scene in the new run is going sooo slowly so I wanted to try and keep it moving.

Also I should get a 4th pass right?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-10-11/2349:52>
I think we're waiting on Woofer's 2nd pass.  He should be able to finish off the spirit, possibly.

Just to let you guys know, the reason B.B. is pressing this attack is because he's not about to allow himself to fall to the mercy of fascists... also he's high as hell on betameth.

As to net hits from shock weapons, quality and duration of contact are important.  If the damage that it produces seems high, remember that the nervous system is small and fragile compared to the circulatory system that traditional trauma targets.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-11-11/1024:26>
@Walks:

No prob, I just throught you were still referring to a simple action in the same action phase.  Yes I just realized you have 4 IP's cuz you spent 4 Karma on quickening Increased Reflexes, my bad.   Your current position isn't LOS with Yancy so you can use a free to move 6 m so that you're LOS with him.  If you can just cut and paste the image and change it with paintbrush or just say something OOC like "3m to the East, 2m North" and I can change it on the map.  So just take your 4th IP action as soon as you have enough info to.  That's a good idea giving all your actions together since now I know you got 4IPs.  Especially when we have a character with 1IP in a 4IP Combat Turn.  I'm sure most of the time once we get to IP3 you'll usually be able to just say what your 4th IP action is. 

Here's that part on the watcher  (http://forums.shadowrun4.com/index.php?topic=3870.msg62180#msg62180)

@Sludig:

Sorry didn't mean to skip over your 2nd IP action, take it as soon as you can.

@Everyone:

My apologies for this scene moving slowly, I just had a pretty crazy spell in the middle of the summer and the scene got a little frozen but as of late i'm back to a better posting routine so I'm down for posting as many times as you guys are able to :) 

Metagaming-wise, just so you guys have a sense for what's going on here, this scene is kind of the determining factor in how the rest of the adventure will play out. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-11-11/1046:20>
@Walks:

I should use also the -3 modifier for the elemental being in melee, but it hasn't really attacked yet so it still could be totally focused on dodging.  How about since I didn't worry about friendly fire even though your buddies are right in the line of fire we'll just trade off these two things and call it even.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-11-11/1835:19>
Inca,

I wasn't upset about how the scene was moving I just meant that I was trying to help keep it moving. I like the scene a lot and think you once again have a good adventure started.

Sorry about forgetting the watcher info. Once I read it I remembered, but with Gencon in between and all it had slipped my mind. My bad
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-11-11/2119:15>
@BB:
LOL, wow dude that's some brute-force PbP'ing there!  Guess you didn't think much of the deal (http://forums.shadowrun4.com/index.php?topic=73.msg64755#msg64755) I proposed to strike with you guys!  Oh well....let's see...I guess since I like you so much and also Walks does have another IP to kill the thing....and this isn't no cake-walk....I'll ignore friendly fire when Walks was shooting at the elemental and we'll just go with your version of events :)  Spirit is dissipated and PLAY BALL!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-12-11/0036:55>
@BB:
LOL, wow dude that's some brute-force PbP'ing there!  Guess you didn't think much of the deal (http://forums.shadowrun4.com/index.php?topic=73.msg64755#msg64755) I proposed to strike with you guys!  Oh well....let's see...I guess since I like you so much and also Walks does have another IP to kill the thing....and this isn't no cake-walk....I'll ignore friendly fire when Walks was shooting at the elemental and we'll just go with your version of events :)  Spirit is dissipated and PLAY BALL!

Heh, I didn't read that until after posting...  sorry.  Didn't mean to step on toes, I just thought you'd forgot.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-12-11/0739:37>
BTW, I'm paying attention to what's going on, but Mercedes has been pretty much taken out of combat early on... ;)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-13-11/0936:29>
Couple things to clear.

First, the AZT stun baton has a base damage of 7S(e), so Yancy should have taken 6S total.  Minor thing.

Second is Initiative dropping.

I didn't realize that wounds effected the derrived stat as well as the roll, so B.B. should be going on 15, not 17, not that it matters too much this round..
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-13-11/1251:49>
I have always played it only effects the roll. Where did you find that it effects the derived stat? Just curious for my information. Thanks
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-13-11/1910:51>
Quote
Initiative and Damage
When making the Initiative Test, wound modifiers from damage affect
the Initiative Score.
In addition, if a character takes damage that in-
flicts wound modifiers during a Combat Turn, apply those (additional)
modifiers to his Initiative Score immediately. This means that a char-
acter’s Initiative Score may be affected in the middle of an Initiative
Pass (though if he has already acted in that pass, it won’t matter until
the next one).
If damage modifiers reduce a character’s Initiative Score to zero or
less, that character does not get any actions during that Combat Turn.

Lucky for Cottonmouth, one of his quicker friends shoots the ganger with a taser
before he can act. The ganger takes 6 boxes of Stun damage and suffers a wound
modifier of –2. That immediately drops his Initiative Score from 13 to 11, meaning
that Cottonmouth will get to act before the ganger after all.

So, it straight up hits your stat.  Because it's unique in this regard, it's easy to not realize.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-13-11/1951:23>
OK I always reduced initiative by wound modifiers in the middle of a round, but I guess I never thought about the fact that it was lowering the stat to do it. I guess I thought it was from fewer dice in the roll or something.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-16-11/1621:01>
Are we waiting on anything from me? Mercedes is pretty much a non-issue in this combat at this point, but figured I'd check to see what's up.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-16-11/1735:04>
Yancy has the next initiative. I'm waiting to see if he submits like B.B. ordered him to or if he fights on.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-16-11/1818:13>
Yancy has the next initiative. I'm waiting to see if he submits like B.B. ordered him to or if he fights on.

Technically, Woofer never took his 2nd IP action.  I guess we assume he stood up and helped Mercedes up?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-18-11/1247:54>
Sorry guys, messed up week, if i don't post today then tomorrow for sure! sorrryy!!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-23-11/1131:16>
These are 5 floors above a massive mall/lobby.  On that picture of the building, start counting from where those little windows start above the bass of the building and that'll give you an idea. 

(http://i772.photobucket.com/albums/yy5/Inca1980/cityscape2_modified.jpg)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-23-11/2034:38>
Who are we waiting on at this point? I'm not sure where we are in the initiative order.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-23-11/2036:56>
Woops i totally thought we were waiting for Woofer but he actually did post an action, sorry!  Cops act now!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-24-11/0145:56>
Did woofer use his whole action phase, or does he have a simple left?  I guess he took a Take Aim action on the unconscious guy?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-24-11/0556:15>
Inca did you roll the spell resist test for the cops who move into the doorway? It is an area effect spell and once they present themselves in the door they become targets since it is sustained. I think this will change things considerably. I'm going to wait on my action until we get a ruling because I think we are going to have to back things up as it is.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-24-11/0654:52>
Phew.  Good save.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-24-11/0749:01>
Well, I'm not sure I'd be dead per Kontact's post anyway. SnS is a flat DV, unless we're playing that the extra hits can raise it. If we are, AND if he's right about the dodge, I'm not going to spend that Edge on the roll, but probably burn Edge to make sure I don't die.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-24-11/1457:16>
Second cop fired at Walks, not again at Mercedes.

@Walks:

Area spell means that anyone who is in the area at the time of casting that is also LOS is affected.  Only indirect combat spells affect people not LOS and in area.  At the time of casting you form the mystic link, then once it's sustained it keeps affecting those that were affected as long as they stay in the area.  You didn't form a mystic link with the 2nd group of cops. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-24-11/1554:22>
S'okay... Nobody fired at me then? Just confirming since it'd be my turn then.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-24-11/1710:24>
@Cynthia:
Pg. 184 in SR4A says
"If an area-effect spell is sustained, the affected area may be moved
with a Complex Action, as long as it remains within line of sight.
Characters who 'drop out' of the affected area are no longer affected
by the spell; characters who are 'enveloped' by the area must defend
against the effects of the spell as appropriate"
.
The above quote is from the last game when I was asking about the mass sight removal and interrogating the troll. So how is this situation different?

Just I based my action on your above quote and ruling so I'm curious.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-24-11/1841:29>
Ok, I see what you're saying now.  I still think that a target of the spell needs to be in LOS with you, not just the center of the area, but still it would affect the second group of cops as soon as they appeared, so i'll roll resist for them and then we'll edit some posts to fix everything as soon as Vis Cas is  up.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-24-11/2022:57>
So I agree that once the target is out of sight the spell deactivates, but can or would the cop even get completely out of the line of sight?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-25-11/0120:24>
Once the mystic link has been formed then even if the target goes out of LOS he's still affected.  So Cops 1 & 2 are still affected as long as they're in the area and then Cops 3&4 get affected as soon as they become LOS and have to resist. 

@Walks&Mercedes:

Ok the post has been modified.  Mercedes just use your first defense roll.  Walks should roll defense now.  Don't forget sustaining modifier.

@B.B.:
Just to clean up the IC thread why don't you remove your last post.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-25-11/0608:43>
OK that is what I was hoping to do. Only one question the second shot on walks the dice pool is reduced to 0 so how did he manage 2 hits? You have a dice pool of 7 and he is at -7 from the spell.

I'll make my rolls for the first shot and if I'm not wrong then I'll edit in rolls against the second shot.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-25-11/0800:44>
@B.B.:
Just to clean up the IC thread why don't you remove your last post.

Done.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-25-11/0924:39>
@Walks:
You're right and I just edited it.

@Fastjack:

We almost got it right!  Kontacts right about the Gymnastics full defense so you'll need to use edge if you wanna dodge.


Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-25-11/1435:49>
Okay... Hopefully it all works out.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-27-11/2332:19>
So are we all in the kitchen at this point? Walks Through Walls would have been maintaining the spell and sight on the doorway.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-28-11/1030:42>
@Walks:
Yeah  you're right, so to be specific, everyone is in the kitchen (i'll just assume woofer also did the same maneuver as Mercedes by crawling while prone) and then Walks is behind the cover of the couch keeping her eyes on the doorway. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-28-11/1035:33>
Don't forget that means that anyone coming into the doorway will be effected by my spell.

Also as soon as I see anyone I'll be casting mass sight removal to try and make them totally useless in a shootout.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-28-11/1818:33>
@Walks:

Yeah, they totally would have to resist the hot potato spell....I just introduced them for drama in the Angel monologue, forgot you were at the couches...and then it flipped me up when I had to put you in the couches again....sorry for that.  So they didn't see you anways, but i'll roll the resist for the spell for any other ones which might get in LOS.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-28-11/1903:08>
No problem. It happens to me when at the table top at times and there isn't the lag that PbP tends to have to make it more complected to keep track of.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-28-11/1904:58>
Quick question. Since the spell was resisted does it still form a circle that others would have to resist when they enter or is it useless?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-28-11/1910:45>
Yeah as long as you're sustaining it.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-28-11/2014:19>
Inca I don't understand why they get additional dice for the resistance test for cover. All I have to do is be able to see them. It doesn't matter if it is a finger or their whole body. Once I have sight I can cast on them. I could see a perception test to notice them maybe, but not extra dice to resist once the spell is cast needing LOS.

Just wondering because I have never seen it interpreted this way before.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-28-11/2102:36>
Look at SR4A pg. 160 under Partial and Full Cover, it says that this modifier also applies to Spellcasting.  I interpret this as meaning that cover doesn't necessarily mean a you're just standing there sticking out your head.....it's a little more dynamic.....like melee combat isn't just 1 punch per attack roll....it's abstract, but in reality it's a lot more dynamic.  So in this case you're ducking out and popping back....Something of the sort, and you as the spellcaster are doing likewise, so there's a chance that you break LOS when there's cover.

I think it's good too cuz it allows mundanes to have at least a little bit of strategy against casters.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-28-11/2205:48>
OK. Like I said I just had never seen it before, and have learned something new today. By the same token since it is an area effect spell would the minus for an area effect weapon apply?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-29-11/0343:27>
That's a good question...


BTW, Inca, can I not encrypt my regular matrix traffic?  I can understand if you say no, since it requires someone on the other end to initiate a decrypt.  I just figured that matrix hideouts would have that decryption/encryption stuff set up, and, from what I understand, spoofing a new ID and re-encrypting the traffic would mean that the opposed party would have to break the encryption all over again to sniff it out.  Otherwise, there's not even a glimmer of security on the matrix..
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-29-11/0914:14>
Well, I would say it's possible for you to request a re-encrypt from the other side of a matrix connection and I'm sure most matrix hangouts or secure sights have an agent in place that would spend the simple action and initiate the re-encrypt.  The problem is that once the line is already tapped, this very request for a re-encrypt would also be susceptible to interception.  Even if the other side re-encrypted on a fixed schedule, they would need to pass the encryption key along to you somehow and this data-packet would also be susceptible. 

Like they say in Unwired, in 2065 the researcher Heinrich Andrews at Stuttgart University basically won the battle of Cryptanalysis over encryption theory. 2072 computer security has switched completely away from encryption as an effective form of security and is merely an annoyance.  IC, Sec. Spiders,  Alert Responses and network topology are the primary mechanisms by which a system is secured....it's like, why worry about someone tapping your matrix communications when their brains are probably already fried in their futile attempt to do so. 

So if you have someone ready to sniff, if they beat the other end of the line in an initiative test, they could do an intercept action and then they could just block the request or let it pass through but pick up the encryption key. 

Just remember that the only way they can tap your connection is if they have access to a node/s through which all of the connection is routed through......those being the originating node, the final node, or all of the routing nodes in between, which is pretty unfeasible except in places with very few devices.

Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-29-11/2127:26>
@Walks:

Oh and with the AOE question, LOS is still a necessary and sufficient condition whereas being inside the area is only a necessary one.  Thus it would work the same as a normal LOS spell.  Now if it was an area INDIRECT combat spell then i would treat it like a grenade because anyone who is inside the blast radius can be affected and LOS is not necessary.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-29-11/2134:57>
Kind of what I figured, but thought no harm in asking
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-30-11/0343:14>
Just remember that the only way they can tap your connection is if they have access to a node/s through which all of the connection is routed through......those being the originating node, the final node, or all of the routing nodes in between, which is pretty unfeasible except in places with very few devices.

True, they could only monitor it, they couldn't alter anything unless they have significant access.

I was just wondering if spoofing to get a new ID and new connections would be enough to confuse the sniff long enough to reencrypt.  The old, you can't break a code you can't find strategy.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-30-11/1349:58>
@B.B.:

They could alter it as well as with a normal Intercept action, all they need is a presence in the routing node so they could block it too. 

Now with the spoofing the ID that's a cat and mouse game that I'll just abstract as an opposed roll.  You roll your Hacking + Spoof or your Hardware + Logic, whichever way you wanna change your ID, and the other party would roll a Elec War + Scan to just re-find you....the roll represents who can do this better and faster.  If you win you're able to hide your signal frequently and quick enough and if they win they're able to continually re-find it well enough. 

@Everyone:

The strike team will move in pretty soon and if no one is gonna act.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-30-11/1552:54>
I might have something when I get home later tonight. Sorry I haven't posted much, with the hurricane, then a head cold and stuff, it's been a bear.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-31-11/0653:52>
With a signal of 5 and radius of 4 km, the number of potential devices which B.B. could route through in the middle of downtown numbers in the hundreds of thousands.  Owning even a significant percentage of those nodes is not a realistic option.  He could connect to his own home node from Angel's place, FFS.


As to the guys at the door, half measures will only get us killed.

Either we start bombing grenades into that hallway and let the chunky salsa take out the 14 over-armored assholes with assault rifles, or we give up and hope to avoid summary executions.

This needs to be decided now.

I won't work at cross purposes here.  It's not fun or interesting for me.

Commit to total surrender and throw yourselves at their feet and beg for mercy, or we kill everyone that stands between us and getting out without bombs in our heads.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-31-11/0800:57>
D'oh! Stupid traffic getting home late and making me forget about this!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-02-11/2114:38>
I take it that means we've given up.  Okay.

I can deal with that.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-02-11/2238:29>
@Walks:

You're right that you did turn off your comm, but since you were communicating subvocally to the team we'll just assume that implicitly means you turned it back on at some point.
Title: Re: [OOC] The Road to Redmond
Post by: Chrona on <09-02-11/2242:41>
Commit to total surrender and throw yourselves at their feet and beg for mercy, or we kill everyone that stands between us and getting out without bombs in our heads.

Secret Option 3: Mystery Text Message!
Title: Re: [OOC] The Road to Redmond
Post by: Chrona on <09-02-11/2308:53>
"OK guys I just got a text message saying jump. What do you think? B.B. here is the whole comcode message and number."
<<From: 9934.3424.243432072090 Recieved:20720902171823>>

                     jump

<<Horizon Wireless msg service -- 323ALK232LKJ9099076>>

*edge of seat*
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-04-11/2018:00>
@Mercedes:

Make an assensing roll in your IC post.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-05-11/1027:50>
@Everyone:
I'd like everyone who wants to jump to post in IC the decision their characgter makes and say if that's what they're doing or not.  Also, since your character has it's own personality, make a Charisma + Willpower + teamwork 3 (3) test and if you fail then you hesitated and let too much time go by and have to resist a tear gas toxin (Power 5 but near window we'll say power 4: Disorientation, Nausea, Stun damage).  So for the toxin resist test you just roll Body, and in BB's case with Yancy's helmet, Body + Rating 3 respirater.  Each hit reduces the Power by 1 and if the modified Power is greater than your Willpower then you are incapacitated and cannot jump or take any other action.  Also the modified Power is the Stun DV you take. 

@B.B.:

The respirator is rating 6 but you can't get a good seal going so it's half that for you.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-06-11/0534:25>
@Woofer:

So you're first roll should be Charisma 2 + Will 3 + teamwork 3 (3) test.  If you fail that one then you make a Body 4 test and the hits reduce the Power of the gas which is 5.  If the power is still greater than your Willpower then you can't make the jump.  So i'm not sure what that roll you made was.

@B.B.:

The "helping" or coaching of Woofer is basically what that teamwork bonus is.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-06-11/0754:09>
I mean more like pushing.  ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-06-11/1103:56>
@B.B.:

Well, since you pre-emptively put in the request, let's see here.....if Woofer fails his composure check and is incapacitated by the gas, then you can try to lift him and push him over.  First you'd have to resist gas too like you said, and since you're small, that's gonna be a lift over the head which is 5kg/point of strength, so in your case 15kg + 5kg/hit on a strength 3 + body 3 test.  We'll say Woofer is about 75kg.   That's gonna require 12 hits on the test....which is a quite a longshot.  You're also all out of Edge.  (I realize there's a debate about burning permanent Edge but i'm of the mind that if someone wants to burn Edge, they need to have at least one Edge point in their pool.  i.e., if the pool is depleted, Edge can't be used for anything, not even burning.)

@Everyone

So we'll just base the outcome all on Woofer's rolls.  The idea is that a failed composure test is a split second hesitation which is enough to get a whif of gas....but would be hard for everyone that's jumping together to notice before they took the jump.  In Woofer's case it would mean for me that he made sure Mercedes jumped through first, i.e. took his eye off the ball.....not that he pussed-out. 

Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-07-11/0213:52>
You're also all out of Edge.

Been meaning to ask you about that.  I had 2 points and then attacked the fire elemental using one, you told me to roll to resist 5P heat damage and roll edge to see if my stuff catches fire.  I rolled my edge attribute and made it, but did you detract a point of edge for that?


Also, lift and carry should be all that's needed to drag him out with me or to get him up and over the sill.  Lift over the head is for things you're going to throw with your thrown weapons skill.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-07-11/1023:48>
@Kontact:

Ok, I counted your uses of Edge and I did read that "edge roll" mistakenly how you said so you have a point of Edge left.

It seems to me that in order to push out Woofer you'd have to push him over your head since the window sill would be about at your head height.  If you're gonna try and basically carry him over that's gonna be tricky.  That's a pretty crazy maneuver for someone of your size to do but we'll do the lift and carry which is 10/point of strength and +10/hit.  So that's 30kg without a test and then you'll need 5 more hits on your str+body roll.  If you make that then you're gonna need to do an athletics check, Str+Climbing/Gymnastics (3).  If you succeed in that then you pull the stunt.  This is of course after you do a toxin resist test.

@Woofer:

I can do those rolls i called for you if you're not able to, just let me know :)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-07-11/2103:55>
Ants are very small...  ;D

But, if you think it's not reasonable for the tiny man to do, then he'll just save his own skin.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-09-11/0943:29>
Ok, this is a good Karma pit stop.  Roleplaying wise you're all gonna get some IC time pretty soon to improve skills and what not, so i'll just give out the Karma right now cuz it's a good cliff-hanger and you can have enough time to modify your character sheet.  There was 3 main routes I had planned for to exit this building....1. A kamakaze fight through the cops.....2. The most likely outcome of exiting in custody of the KE....and 3. through the kitchen or bedroom windows.  It took us the summer to get through the scene but for this semester my posting frequency will be high again thankfully.   So let me know how you want to use the Karma.


Everyone gets a base of 10 Karma.

B.B.: + 4 for some serious pwnage

Walks: + 5 for pwnage and a very creative spell which really allowed for almost all of you guys to escape.

Mercedes: + 4 for that extra colorful intro you gave on your very first post.

Woofer: + 3 for the RP'ing in your first post and also for being a trooper :) 

Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <09-09-11/0953:17>
uh...I jumped after kissing Mercedes. *scratches head*
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-09-11/1001:40>
@Sludig:

Yeah, but if you look up everyone had to make some rolls in order to jump...namely a composure test to see if your character hesitates and if they do, then to resist the gas.  Read a few posts up in IC and OOC and you'll see.  Like I said at the beginning, in order to move things along sometimes I'll just roll things for you for the sake of pushing the story-line....and I asked a few days back and when I still didn't see a reply this morning I made the call to go ahead and keep going.  So now you're in custody of KE and the team is flying through the air toward their apparent death and every post from here on out will have an IC section for what you're doing and another section for what the rest of the team is doing and you'll both have to pretend you don't know what the other is up to.  Don't sweat it too much cuz just metagaming here, the most likely outcome for the scene in my mind was that you'd all get caught.

so it'd be cool if you could go back and edit the post where you jump...or just flat out remove it.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-10-11/2048:07>
Just waiting for people to let me know if they wanna use Karma for something.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <09-10-11/2102:53>
If I need to I will burn a point of edge to survive otherwise I don't know what can really be done.
Title: Re: [OOC] The Road to Redmond
Post by: Chrona on <09-10-11/2113:02>
If I need to I will burn a point of edge to survive otherwise I don't know what can really be done.

2. The most likely outcome of exiting in custody of the KE....and

I think you're ok
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-10-11/2259:30>
Well, jumping out of a window seems like a perfect moment for initiation.  :D

That should be 13 karma. 

As to the metamagic, do you allow the optional rule where an adept can take a power point instead of a metamagic?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <09-11-11/0725:58>
OK I missed the Karma  pit stop post somehow. That is what confused me.  I am going to save up my karma at this point.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-12-11/1249:42>
@Kontact:

Yeah, you can initiate.  I'm trying to find that optional rule about getting 1 power point instead of a metagmagic and i can't find it.  In any case, the way you normally get a powerpoint is by just increasing you magic attribute normally and this costs a good amount of karma, so a rule like that would be a major karma give-away.  Your max magic attribute currently with your cyberware is 5 so to get 1 power point you'd have to spend 25 Karma to raise the attribute from 4 to 5.  The only thing that initiation would change is that your maximum magic attribute would become 6 again. 

So you can still select a metamagic for adepts with initiation for free.  But if you want the extra power point you're gonna have to actually raise your magic attribute. 

Centering ain't so bad with someone with low-pain tolerance. 

@Everyone:

Given the nature of Karma give-outs in PbP, i'm gonna say that the only way you can get metamagics is by initiating.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-12-11/1453:10>
I'm looking at either increasing my Dodge and Gymnastics skill or saving it for Initiation (need two more). To increase the skills, I'd probably need a about a month of down time, however.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-12-11/1751:20>
Like I did with the last pitstop, you can increase automatically a skill that you've used in the adventure up until that point. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-12-11/2008:38>
Okay, increased Dodge and Gymnastics by one, leaving me with 2 Karma banked.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-13-11/0850:59>
Yeah, you can initiate.  I'm trying to find that optional rule about getting 1 power point instead of a metagmagic and i can't find it.  In any case, the way you normally get a powerpoint is by just increasing you magic attribute normally and this costs a good amount of karma, so a rule like that would be a major karma give-away.  Your max magic attribute currently with your cyberware is 5 so to get 1 power point you'd have to spend 25 Karma to raise the attribute from 4 to 5.  The only thing that initiation would change is that your maximum magic attribute would become 6 again. 

So you can still select a metamagic for adepts with initiation for free.  But if you want the extra power point you're gonna have to actually raise your magic attribute. 

Centering ain't so bad with someone with low-pain tolerance. 

It's in Street Magic p. 31 on tweaking the rules, or, if you've got an older copy, it's in the SM errata. 
Quote
p. 31 Tweaking the Rules
Add the following Tweak:
“Adep. Initiation. Group. may consider allowing adepts to gain
1 Power Point instead of a Metamagic at Initiation.”

It's mostly to deal with the fact that the cost to increase magic went from 3x new level to 5x new level, making adepts really cost inefficient to advance.  But, w/e, it's an optional rule, which is why I asked.  How do you feel about Divination?  Don't have the juice to buy Arcana yet, but it could be fun to play around with once I do, especially for such a logician.

Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <09-13-11/2207:51>
Actually now that I think about it I'm going to add a specialization to my spellcasting of illusion spells for 2 karma and bank the rest. I'll update my character sheet
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <09-14-11/1054:32>
Woofer has spent enough time around mercedes, I'm going to upgrade his Charisma from a 2 to a 3 for all my 15 Karma. :D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-19-11/1719:15>
Because not just any shadowrunning team will due....basically you are the only group that knows the most about Olivier and how to find him since you've done it once before, you can get a +2 modifier to any negotiation test.  If you want to negotiate price with Karina, then you can add your normal modifiers too....notoriety modified street cred too.  Just one of you makes the test so that's probably Mercedes.  Karina is gonna get also a +2 modifier since she does have a little upper hand in having saved you.  Roll it up in the IC and then role-play it.  Each net hit will give you 5% of the total base pay (100,000 nuyen each team memember so total is 400,000 nuyen) which would come out to be 20,000/ net hit.

Edge hasn't refreshed yet either.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-20-11/0125:21>
If Negotiation is happening on the plane, then I'll throw the edge on that first aid roll.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-26-11/1857:37>
Area 39 basically has an arsenal which would cover most things in SR4A and Arsenal up to 12F.  You have basically 100,000 nuyen to spend on gear which you can "lose" ...i.e. keep.  You can spend more if you wish too from you personal take-away pay.

I'll just look over what you wanna get and veto anything that they' wouldn't have.  Modifications would cost what they would cost and CharGen. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-27-11/0031:34>
Did we heal up with the night's rest? If not, a trip to the sick bay might be in the cards.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <09-27-11/0421:00>
Should we be getting guns and gear for woofer too?

Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <09-27-11/0935:39>
Sorry, I had a post, and then I had to deal with a car that I had to get towed in to a mechanics, so...bleh...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-30-11/1344:52>
So from this point on you guys can plan, train, datasearch, legwork etc.  all you want so don't be shy :)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <09-30-11/1354:45>
Sorry, just checking to make sure we're all healed up... ;)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-01-11/0219:05>
So from this point on you guys can plan, train, datasearch, legwork etc.  all you want so don't be shy :)

Can we attempt to contact Germaine, or would our hosts be against that?  I still feel like our leverage against him is very strong.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-02-11/1146:11>
@BB:

Your hosts may be sniffing your connection but you don't find anything that's off limits so you can try and contact whoever you want.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-04-11/1006:59>
For the gear, anyone opposed to setting up a lower-end TacNet?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-04-11/1129:49>
It's been a crazy weekend, but i'll be posting Woofers thread and helping move the whole planning phase along too ASAP!  Like I said though, feel free to post all you want about plans.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-04-11/1234:25>
Sorry, been a bit hectic at work this past week as well. I'll try and update Mercedes' reactions tonight.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-04-11/1726:52>
Tac net is fine with me, but in the past I have had problems coming up with enough input channels to be able to contribute.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-04-11/2101:56>
Tac net is fine with me, but in the past I have had problems coming up with enough input channels to be able to contribute.
Same here. Just got the contacts and earbuds.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-04-11/2112:27>
Here is Walks Through Walls Wish list to pull from the armory

Chameleon Suit w/ thermal dampening 5 and nonconductivity 3 11,100 nuyen
medkit level 6                                                                                    600 nuyen
auto picker level 6                                                                          1,200
keycard copier level 6                                                                     1,800
glass cutter                                                                                       100
3 thermite burning bars                                                                  1,500
Mage sight goggles                                                                         2,000
20 stealth tags                                                                                       5
Tag eraser                                                                                           150
10 Plastic restraints                                                                                1
3 Plasteel restraints                                                                            150
1 metal restraint                                                                                   20
1 set of Containment manacles                                                           200
earbuds with audio enhancement 2 and spatical recognizer               310
GPS                                                                                                      200
Gecko gloves                                                                                        250
Rappelling gloves                                                                                   70
Contact lenses w/ flare compensation, thermographic, lowlight image link, and smartlink  825
Glasses with ultrasound                                                                  1,025
Miniwelder                                                                                          250
grapple gun                                                                                        500
100m micro wire X2                                                                            100
100m of stealth rope X2                                                                     170
3 glue sprayers                                                                                   450
3 catalyst sticks                                                                                   360
3 light sticks                                                                                          15
5 thermal smoke grenades                                                                 175
5 flash bang grenades                                                                        150
1 thermite bar                                                                                     500 nuyen

Defiance Ex Shocker  w/ Additional Clip, Extended Clip, Firing Selection SS->SA, Personalized Grip, Chameleon Coating, top-mounted Smartgun System                                                                             2,600 nuyen
100 darts with 4 clips preloaded                                                         600                       

Total                                                                                                  27,376 nuyen

I would also like to pick up a chameleon coated backpack I don't know how to figure the price.
Then I am going to pick up the following for Woofer:
chameleon suit                                                                                  8,000
Savalette Guardian                                                                              800
Armor Clothing                                                                                  1,500
Form Fitting (half-suit)                                                                          900
Armor Jacket                                                                                         900
Contacts with Smartlink                                                                        550
Transys Avalon with Iris Orb OS (R: 4, S: 4, F: 3, System: 3)             6,000
Total                                                                                                  18,650
Let me know if this works
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-05-11/0052:22>
Tac net is fine with me, but in the past I have had problems coming up with enough input channels to be able to contribute.
Same here. Just got the contacts and earbuds.

With a maximum of R2 (since we've only got 4 people,) we'll only need 4 channels.  So, a simrig will do it.  That's visual, auditory, olfactory and lowlight for each of you.  Woofer's already got a simrig.  BB's got image link, sound link, radar and smartlink.

And no one has a link that can't run a R2 program. (if you did, this would be a good time to replace it.)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-05-11/0205:47>
@Walks:

Gear list looks fine, just add up the total price tag.  You can basically keep any gear up to 100,000 nuyen total for the whole group.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-05-11/0453:29>
Walks, you might consider going with the Defiance EX shocker with an SS->SA mod.  It's 8S(e) instead of 6S(e).  You should already have your Pulsar from your regular gear.

I guess my gear list would be:

Battle Buddy Basic - 10,000   Stats 5/5/5/6
Tacsoft R2 - 6,000
Gecko gloves - 250

Ingram Supermach 100 Ex - 1,000
+Chameleon Coating - 1,000
+Sound Suppressor - 600
+Personalized grip - 100
-Top mounted Smartgun system - 400
-3x Spare clips - 45
-Concealable holster - 75
240x Stick and shock ammo - 1,920
Weapon stats: conceal: -2  Damage: 6S(e) AP: -half Fire: SA/FA  Ammo: 60c  RC: 4(5) Effects: -6 to hear, CC, Smartlink

Ontari Equalizer -750
+Chameleon Coating -1,000
+Personalized Grip - 100
+Underbarrel Weight - 50
+Melee Hardening - 300
-Top mounted smartgun system - 400
-Barrel mounted Gas Vent 3 - 400
-5x Spare clip - 25
-Quick draw Holster - 100
70x ex-ex rounds - 700
Weapon stats: conceal: -2  Damage: 5P AP: -2 Fire: BF/FA  Ammo: 12c  RC: 5(6) Effects: CC, Smartlink, Can't be damaged by melee, quick draw w/ 2 hits.

FFBA full suit - 1,600
+Nonconductivity 6 - 1,200
+Fire Resistance 3 - 300

Chameleon Suit (Softweve) - 8,800
+Chemical Protection 6 - 1,500
+Thermal Dampening 3 - 1,500

Guts - 100
Oxyrush nanites R1 - 1,000
Autoinjector (for cyberhand ) Std - 800

1x Microtapper Bug - 1,000
1x Flying Eye - 800
+R6 Camera - 600
+R6 Laser Microphone - 300
+R3 Covert Ops autosoft - 600
+R3 Maneuver autosoft - 600
Blob - 4,500
+Chameleon Coating - 2,000

10x Splash Grenade - 200
10x DMSO - 100
10x Narcoject - 500


Total Cost - 53,215 
Minus the 4,500 shared cost for the tacsoft, and 25,000 of the operating budget, that means 23,715 out of the pay.  33,000 of the operating budget means 15,715 from total pay.



Alright, using advance pay to buy some gear as well.

Figured we could use some drones to make this happen.  Went with a couple from Spy Games, the Flying Eye and the Blob, and the Microtapper from Unwired.  I figured the Blob would be cool since it can squeeze through a 1mm gap, and the necessary chameleon coating could be used to display written messages for communication.  The flying eye has an improved sensor array and is micro instead of mini, so it's naturally hard to spot.  Don't have any pilot aircraft skill, so it needs some autosofts.  The tapper is a PoS, but it's micro and a crawler, so B.B. can default to pilot it and use it to get access.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-05-11/0558:14>
Is the pay and gear thing 100,000 nuyen each or 100,000 nuyen for the group. The way it was worded in the IC section I read it as being 100,000 nuyen each, but your post above seems to indicate that is a total so now I'm confused.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-05-11/0746:31>
Pay is 100,000 each, but there's an additional 100,000 shared gear.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-05-11/0854:09>
@Walks:
yep, the way Kontact said it.  It's 100,000 nuyen pay-out each, and you get 10,000 each up front for travel expenses.  Then there's an additional 100,000 nuyen insurance policy for the team for "lost" Evo gear....which works out to just 100,000 for the team to be used towards free gear.

@Kontact:
I'm trying to find the Ontari Equalizer.  That's P that also does electrical damage?

Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-05-11/0859:21>
Okay, here's the goods:

Contacts (R3, Flare Comp, Image Link, Smartlink)12R725¥
Internal Smartgun upgrade to Morrissey Élan6R550¥
Electro Shocker Safety System to Élan6R500¥
Walther Secura Kompakt (Smartgun version)7R600¥
Electro Shocker Safety System to Walther6R500¥
FFBA (Full-Body 6/2, Nonconductivity R6, Fire Resistance R6)83400¥
Zoe Moonsilver Scarf (+1/0)101000¥
Lipstick (Chemical Cosmetic dosed with Warp, 20 doses)12F12,500¥
5 Flash-Bangs6R150¥
5 HE Grenades7F225¥
5 Thermal Smoke Grenades6R165¥
Medkit (R6)-600¥
5 Stim Patches (R6)12750¥
5 Tranq Patches (R6)12600¥
5 Trauma Patches22500¥

Total - 24,765¥
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-05-11/0907:42>
@Fastjack:

Looks good....nice touch with the scarf :)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-05-11/0910:33>
@Fastjack:

Looks good....nice touch with the scarf :)
Thanks. Re: the Morrissey Élan smartgun upgrade, I figure that they have one there with an internal smartgun and I'll just dump my current one and pick up the smartlinked one. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-05-11/1231:16>
@Kontact:
I'm trying to find the Ontari Equalizer.  That's P that also does electrical damage?

Sorry about that, I cut and pasted and forgot to remove the (e)
It's from gun haven.  It's a machine pistol with a small clip, that does 4P -1AP base instead of just 4P.  It has an integral laser sight and folding stock.  I'd almost rather just have a Ruger Thunderbolt, but no pistol skills, so gotta go for a machine pistol.  Also, I wanted something that wouldn't just fill the role of another gun I already have.

Though, it does look awesome...
(http://i52.tinypic.com/inyd0y.jpg)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-05-11/1446:33>
@Kontact:

OK...whew!  I saw that (e) and was like...you gotta be kidding me!
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-05-11/1534:06>
Hmmm... May have made a mistake. I bought the Warp lipstick, paying 1500¥ for the lipstick and 550¥ for the toxin. But the 550¥ is listed as per dose. Since the lipstick holds 100 doses, should the price then be 56,500¥ (55,000¥ toxin + 1500¥ lipstick)?

If so, I'll switch it to Narcojet (50¥ a dose, lipstick would cost 6,500¥).
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-05-11/1545:19>
@Fastjack:

Well you don't have to get the maximum number of doses.  You can decide how many coats of Warp are placed on it.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-05-11/1553:14>
Sounds good. Let's go with 20 doses of warp. So the cost would be 11,000¥ + 1500¥ = 12,500¥. Updated my previous post.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-06-11/0317:19>
Hmmm... May have made a mistake. I bought the Warp lipstick, paying 1500¥ for the lipstick and 550¥ for the toxin. But the 550¥ is listed as per dose. Since the lipstick holds 100 doses, should the price then be 56,500¥ (55,000¥ toxin + 1500¥ lipstick)?

If so, I'll switch it to Narcojet (50¥ a dose, lipstick would cost 6,500¥).

That is a good point/question.  Worth adding in the arsenal errata thread for sure.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-12-11/1523:52>
Yo, Sludig, don't forget that you have an in with the Crimson Crush gang.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <10-12-11/2005:07>
Oh yeah, but if any gang are inside, they may not know that.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-13-11/0959:51>
You've got a few names to drop.  Sheldon, Spiderman, the kid Koello.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-14-11/1929:03>
@Kontact, Mercedes, Walks:

So you should plan out more in detail what you're gonna do to get Woofer back and then second priority after that is how you're gonna find Olivier.  I'll facilitate this:

1.  You do have Germaine's comm-code.  All Wifi is routed through Omnibus and al GPS coordinates are filtered out for any data-packets routed through this path so nobody can locate you if you contact them.  If you're gonna blackmail him then figure out how you wanna contact him and more specifically what you wanna say.  Meta-gaming wise try as best as you can to make decisions without the knowledge of anything Woofer has experienced.  I emphasize "as best as you can" cuz its impossible to totally discard it in your decision making process and I won't get too knit-picky.

2.  The actual extraction of Woofer is going to be a whole plan depending on what you guys choose.  It might be that you get Germaine to take him to some location or you actually locate where he is right now and try to do an extraction from there.  Many possibilities there.

3.  You can still use Omnibus remotely for data searches. 

Ask me anything you'd like through OOC.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-15-11/1858:33>
I'm gonna assume that Mercedes ought to talk to Germaine...

also, I found a pic for my agent!

Meet FUN TIMES.

(http://i54.tinypic.com/2ir65us.jpg)

A rating 5 agent sculpted to look like a protosapient AI for the purposes of denability.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-16-11/0841:52>
As far as planning goes. I think we will have a much easier time if we can get Woofer moved to somewhere outside a major lockup. If outside a major corp holding that would be best, but don't know how possible that would be.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-20-11/1913:14>
Just letting everyone know that there is sort of a ticking clock here so I'll keep advancing the time according to how I see fit.  You're gonna wanna get on the suborbital jump which leaves tomorrow night and be prepared with a plan before you get to Seattle....if in fact that's what you guys want to do.  If you leave later then it's gonna cost ya nuyen. 

Shoot me any OOC questions and I'll respond to them promptly.

@BB:

Nice freakin agent!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-20-11/2341:19>
Sort of waiting for fastjack to post since he's the one who should be talking to Germaine.

If that doesn't happen soon, I guess I'll have to post something.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <10-21-11/0747:21>
Sorry, I hadn't realized we connected up...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-22-11/1638:43>
Since you guys seem a little bit stuck I'll, just move things a long a little bit.  You said that you wanted to contact Germaine so i'll just IC what all happens with that.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <10-23-11/0922:36>
Sorry about lack of roll...it's been a interesting weekend (18 hours at a Flames of War tourney yesterday and a schedule change for a day on Friday)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <10-29-11/1844:22>
Inca I updated and included prices on my list of gear that I am pulling from the armory. I also put down some gear that I am going to pull for Woofer unless Mercedes has better ideas of what he might want/need. Sorry it took so long to update, but Real life has been hectic for me lately.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-29-11/1953:24>
@Walks:

That's cool, that's why this is PbP :)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-31-11/0537:46>
Changed my gear selection up a bit.  If it's possible to take some of the pay in advance as gear, I'm bout it.

Figured we could use some drones and such more than I could use a new link that I hope to upgrade down the line.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-31-11/1557:13>
Yeah, you can use pay for gear.  Basically after 100,000 nuyen for the team you need to reinburse Evo for any gear.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-31-11/1804:00>
Cool, I'll grab the comm too then.  Also some wireless splash grenades.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-05-11/0902:28>
@BB:

Is there something you putting in the splash grenades?   
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-05-11/2203:33>
The DMSO and Narcoject blend.  Is that no good?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-06-11/2214:38>
Sounds good to me!
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-09-11/1647:14>
Okay, Mercedes is going to be trying to find out information on the prison. Two things are going on:

First, she's doing legwork with contacts (Runner's Companion, p. 130-131). They need to make Connection + Connection tests to see what they might know. Here's the Connection ratings of my various contacts:

ContactConnLoyalty
Laésa23
Diego Guerin (Fixer)42
Tiff Hirot (Corp Wage Slave)22
Joey (Bartender)21
Mr. Grey (Johnson)22
Hannibal13
Crimson Crush13
I don't know if you want to give them any penalties/modifiers due to who they are/what they might know, but just double their Connection ratings to see what they might know

Quote from: Runner's Companion, p. 131
Relevant Information table
ThresholdType of Information
0Nothing relevant
1Common knowledge readily available
2Details about the specific situation
3Facts that extend beyond what has been released to the media or in police reports
4Relevant shadow ties to the question at hand
5+The exact data files, names, or connections to simplify completing a shadowrun
Now, per the info in the book, here's my rolls to see what levels of information they'll pass on for free.

Laésa will tell me everything they know - CHA 8 + Etiquette 5 + Imp Ability 2 + Kinesics 3 + Laésa Loyalty 3 = 21 (21d6.hits(5)=10) (http://invisiblecastle.com/roller/view/3258399/)
Deigo's up to level 4 knowledge - CHA 8 + Etiquette 5 + Imp Ability 2 + Kinesics 3 + Deigo's Loyalty 2 = 20 (20d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3258400/)
Everything Tiff knows (which probably won't be much...) - CHA 8 + Etiquette 5 + Imp Ability 2 + Kinesics 3 + Tiff's Loyalty 2 = 20 (20d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3258401/)
Joey still loves me ;) - CHA 8 + Etiquette 5 + Imp Ability 2 + Kinesics 3 + Joey's Loyalty 1 = 19 (19d6.hits(5)=8) (http://invisiblecastle.com/roller/view/3258403/)
Hannibal still feels indebted - CHA 8 + Etiquette 5 + Imp Ability 2 + Kinesics 3 + Hannibal's Loyalty 3 = 21 (21d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3258404/)
As do the rest of the Crimson Crush - CHA 8 + Etiquette 5 + Imp Ability 2 + Kinesics 3 + Crimson Crush's Loyalty 3 = 21 (21d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3258405/)

While in contact with Hannibal and the Crush, I ask them to try and relay a message to Woofer that help is on the way.

The second part of this is to generate some great role-playing stuff over on the Virtual Underworld (http://forums.shadowrun4.com/index.php?board=23.0) boards... ;D
Title: Re: [OOC] The Road to Redmond
Post by: Smiley on <11-09-11/2051:43>
Hello guys!

FastJack (Mercedes) asked if anyone knew anything about where a bunch of chotas would hold up a running mate on Underworld 93 and Smiley decided to help out. If Mister the GM wants to, I can PM him with his contact list, if not then we'll say he didn't find anything. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Mirikon on <11-09-11/2115:45>
Likewise, Iceblade has offered to get help from his contacts, as well.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <11-09-11/2307:48>
Sorry for not posting (I will I promise) last couple of days have just blown up and I've been exhausted all week.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-09-11/2359:14>
Now that we're getting the attention of other runners, I figure it might be a good idea to have some other teams run a distraction when we hit the prison. Still not sure if talking our way through or going in guns blazing would be best.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-10-11/1423:15>
Hello guys!

FastJack (Mercedes) asked if anyone knew anything about where a bunch of chotas would hold up a running mate on Underworld 93 and Smiley decided to help out. If Mister the GM wants to, I can PM him with his contact list, if not then we'll say he didn't find anything. ;)

@Anyone from VU93:

 The best way to do this would be if you posted anything on this jailbreak in the VU93 thread and then the players for Road to Redmond II here can link it in the IC thread when they talk about what they read on the shadow VPN's.  That way, even if someone writes something on VU93 that contradicts something I put here, I would just handle it as wrong info.   I might even post in VU93 "correcting" some info under a pseudonym.  We'll see.

You can use the layout for the jail that I posted in the IC thread and just repost it on VU93 and people can discuss.  You can even make-up hypothetical security procedures and give advice on how to evade them and then I'll rework the security I have in place and include some of your ideas over on VU93.   If you're using contacts, just link the rolls and then you yourself can interpret those rolls and write-up your legwork in VU93. 

Basically what i'm saying is that I will definitely allow what I read on VU93 to influence my plans for the RRII IC thread here depending on what I feel works and doesn't work. 



@Fastjack: 
Kinesics I feel only lends a bonus for face to face interactions because it has to do with facial expressions.  I'll assume you're video chatting and give you a +1 instead of  +3 for the rolls.  I checked and this only knocks off 1 hit from Tiff's hits and from Crimson Crush's hits. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-10-11/1628:28>
Thought something like that might come up as well. No problem!
Title: Re: [OOC] The Road to Redmond
Post by: Smiley on <11-10-11/1727:55>
Alright. Contacted my GM and he gave me the Charisma attributes of the contacts I'll use for this and has also agreed for me to use my char and his resources here (and will secretly sneak up here to check how much this is going to cost.) Smiley is a very high Karma count character and has lots of contacts. I'll be using only the ones with a chance to know anything. A shame my Lone Star contacts aren't that useful anymore in Seattle. :P

Contacts used (Legwork):
U.C.A.S. Marshall Amy Ross (Connection 5, Loyalty 4) roll: http://invisiblecastle.com/roller/view/3259870/ (http://invisiblecastle.com/roller/view/3259870/)
The Red Duke, Cereal Killer hacker (Connection 3, Loyalty 5) roll: http://invisiblecastle.com/roller/view/3259872/ (http://invisiblecastle.com/roller/view/3259872/)
ARES Junior Executive Maria Lopez (Connection 6, Loyalty 3) roll: http://invisiblecastle.com/roller/view/3259874/ (http://invisiblecastle.com/roller/view/3259874/)

I'll try to interpret those rolls as best as I can. Especially since Maria had a pretty nice roll and I'll include a catch with Red Duke's roll (Oh I got a nice idea, you'll love it, check your PMs inca1980, I'll send you my idea soon).

Alright, now the favors part. A Senior Executive of Knight Errant owes me a rating 5 favor, well two but I will use only one (High profile wetwork isn't cheap). I will ask him to send Mercedes everything necessary to have access to the areas of the facility from the entrances up to the holding areas ASAP (might even include a uniform or two, your decision). Now I got my GM's permission to use it (and will consider it used when we return to the play table), but if you feel it makes things too easy for your players inca1980 and want to say no, I'll just consider I couldn't get a hold of him on time. I guess you could also make make my contact partially successful, keycards and passcodes to only a few doors and so on. Your decision, I don't want to screw up your game so I won't post anything about this favor until I hear from you. :P
Title: Re: [OOC] The Road to Redmond
Post by: Mirikon on <11-10-11/1744:28>
I'll add my .02 nuyen with one of my contacts.

Major Vilesina Dalawe (4C/3L) - Tir Tairngir Peace Force Ghost
Don't have stats on her, but she's an adept and an initiate. Could possibly provide gear, layout, passkeys, or a safehouse. Maybe even extraction to the Tir. Another possibility is that they could make an extradition request for the guy to get him transfered to Tir operatives who just happen to be working undercover (the PCs). Or she could arrange for some Tir hackers to work their magic.

Of course, any of those options means they'd owe a national military a big favor. But it could lead to future work.
Title: Re: [OOC] The Road to Redmond
Post by: Smiley on <11-10-11/2248:38>
Alright posted on VU93. ;)

If you want me to add more just say the word.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-11-11/1937:00>
Ok people, so I really like this cross-over with VU93 and I think it's gonna be a lot of fun.  Just realized one little glitch....our time-stamps don't line up.  I don't want to mess up the VU93 time-line....but the problem with changing our own time stamps for RRII is that I do make some references to the time of year.  So while I figure out how to rectify this...(might just end up ignoring it cuz it causes a little hasstle in terms of lifestyle costs..etc.) we'll just not look at the VU93 time stamps and pretend like they're taking place on your last day in Area 39...which in RRII is 21st June, 2072. 

At the end of the day, it's really hard to line up PbP with real-time timestamps (remember RR1 just happened over the course of like 3-4 days, so I think it's best to just keep ours as is and let VU93 keep it's time stamps as is.  I'll think about it some more.  Any ideas though? 

@Mercedes, BB & Walks:
 
I'll get back to you soon about what info your contacts come up with....it's definitely gonna have some real useful information to help you piece together a good plan of action.  As you can see it could take some crazy turns :)
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-13-11/1202:30>
Oops... forgot about the time stamps. I vote we just hand-wave it and forget about it.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-17-11/1146:12>
Sorry bunch, this week's been killer, definitely gonna be posting today!
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-17-11/1213:12>
No problem! It's been the same for me.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <11-25-11/1332:44>
I know I've been pretty busy with work and stuff, leaving me just about enough time for a couple posts and moderation of the boards. I'm hoping everyone else is in a similar situation and we'll get back to this once things calm down a bit.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <11-25-11/1417:49>
[img=postcard from skyrim]
Title: Re: [OOC] The Road to Redmond
Post by: Loki on <11-25-11/1656:46>
Damn holidays! Forget your RL families and get back to entertaining us with your exploits!!

P.S. Feel free to delete this FJ.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-26-11/0152:14>
Ya the thanksgiving weekend has been tough on top of a couple of busy weeks....that's all though.  Also I been givin you guys time to plan the operation, and just kind of pushing it forward a little bit with the clock.  I'll say that by tuesday regardless of where you are in planning you guys are going back to Seattle.  I'll be responding though to anything anyone posts.  I also just got my first very own laptop!!

Happy Thanksgiving everyone!!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <11-29-11/0920:29>
Ok, back from thanksgiving!!

I'll be posting more in a little bit and moving you guys to Seattle.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-02-11/1209:04>
A few points:

-Any initial encounters with NPC's should be accompanied by an automatic Ettiquette roll with the modifiers you see fit and then i'll knock off dice if I feel a modifier doesn't apply.  This doesn't substitute role-playing but is there for when I need it to help you out if you botch something or I just need it to gauge how well you're char is doing in a social situation. 

-Infiltration vs. Shadowing:

The difference for me basically is Shadowing is Infiltration when you're visible to bystanders and the target.  Infiltration is rolled to have NOBODY at all see or hear you....but if people are watching, you would look kind of dumb crouching and ducking behind pillars or what not....so maybe the target wouldn't see you but they'd notice other people looking in some direction being like "wtf is that guy doing??"....where as Shadowing would get EVERYONE to ignore you cuz you're just blending in.  Just thought this difference would be important for what's coming up.  So as a rule of thumb, in normal urban environment, shadowing is the way you wanna go cuz i'll definitely be giving some neg. mods for trying to evade the eyes and ears of a bunch of people.

-I guess while i'm at it i'll also just say a few words.  Just like Road to Redmond I, this installment continues in that investigation heavy vein and thus implies more sandbox play....which I've realized is difficult to do over play-by-post since questions can't be rapidly asked and responded to in relation to the time-span of a train of thought.  I feel other GM's on these PbP forums have also realized that sand-box play in this format is harder to do, but not impossible, i mean we got through RRI and I feel you guys did some awesome and rewarding gum-shoe work there.  So i'm trying to give you as many ABCD-type "decisions on a platter" as I can but I greatly encourage you to also not be afraid to post a lot of questions and feedback and then act HOWEVER you want because I love following you guys down the routes you decide to take individually and collectively. 

So be it a combination of this and also the fact that we had some busy schedules in RL the planning phase of the heist was a little less fruitful than I had imagined it would be.....but hey, I wouldn't be that productive if I was holed up in a castle....not all that self-motivated kind of guy when it comes to work.  But in any case, i'm gonna give out Karma for the whole Area 39 scene and it won't be as much as I had planned but it's definitely deserved.  This also goes for Woofer.

Karma Pit Stop:
@Everyone: -- 3 Karma to all just for sticking through up to this point
@Mercedes, BB & Walks: -- 1 Karma for the plan.  You did follow the Sheldon lead and get some great help with that.  You did totally ignore a few other leads.  For example Hannibal had said that he had actually spent some time in there and that was not really pursued.  <<nudge nudge wink wink>>  I had to move the clock forward eventually so if you had started on some leads right away you might have had more success.

@Mercedes -- 3 Karma for helping lead the whole planning phase and doing your best to push it forward.
                 -- 3 Karma for the totally awesome VU93 cross-over which tipped you off to what is now the heart of your plan.
@BB -- 3 Karma for helping push forward the planning phase and also working out something cool with Sheldon.

@Walks -- 1 Karma for posting a few things to the planning phase.

@Woofer -- Now that you're currently locked in a struggle to not become someone's bitch, I'm putting a freeze on the rest of your Karma until you finish out at least this combat, and depending on that will determine how much you get.  Don't become somebody's bitch Woof...Mercedes and the rest of us are rooting for you!


So I'm not putting any restrictions on your Karma use, and we can probably explain most of it away saying that it happened at Area 39.

So despite all our real-life stuff we've kept on trudging.  This story line has many outcomes but no matter what it gets pretty epic so I'm in it for the long haul!  Let the story continue!
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-03-11/0152:01>
I'll go for a level of Pilot Aircraft (for the flying eye drone) and a level of Arcana (for Divining.)
We never really went over the initiation thing.  I wanted to go for Divining, but realized that it would be useless without Aracana and didn't see getting that skill until this was over.  Instead I went for masking as the generic fallback.  If you think Divining sounds like something cool that you'd want in your game, I'm all about changing it.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-03-11/0832:37>
In light of your ruling on shadowing vs infiltration and the situation She Who Walks Through Walls is taking shadowing. I have already updated the sheet.

Now that the time is upon us I'm confused about the plan guys. Is She Who Walks Through Walls going over the wall to get in or sneaking through the door while no one is looking?


Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-03-11/1111:49>
@Kontact:

I like Divining and it would be cool to have but you'd have to wait until your next initiation to get it.  Besides, Masking is super useful so I wouldn't want you to part with that.  It's true we didn't go over your initiation but unless the thing you wanna retcon is really detrimental to your character or the plot we should just leave it as you chose it initially. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-03-11/1239:50>
Walks, I figured you'd sneak through the front door since the wall will probably be tougher. Also, inca, I'm masking my aura as a mundane while at the prison.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-03-11/1243:54>
@Fastjack:

Ok, just give me an assensing roll and a masking roll...i believe it's Intuition + Magic + Initiate grade.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-03-11/1302:11>
Masking roll (9d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3286749/)
Assensing Roll (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3286767/)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-03-11/1504:02>
@Kontact:

I like Divining and it would be cool to have but you'd have to wait until your next initiation to get it.  Besides, Masking is super useful so I wouldn't want you to part with that.  It's true we didn't go over your initiation but unless the thing you wanna retcon is really detrimental to your character or the plot we should just leave it as you chose it initially.

Right on.  I'll take the arcana anyway, in preparation for the next initiation.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-03-11/1600:27>
Inca,

I understand your ruling on the shadowing vs infiltration, but I have a question.

If I sneak in invisible then wouldn't it be infiltration not shadowing because I'm trying not to be seen at all not just blend in.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-03-11/2350:31>
@Walks:

Yep, if you're invis, then the thing you wanna use is infil. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-04-11/2115:47>
I want to make sure we have this straight as we will only get one shot at it I'm sure.

When Mercedes goes in to do the distracting and B.B. invades the system Walks Through Walls will sneak in the main room invisible. Once B.B. has the system at his mercy then Walks will continue to infiltrate into the building and go get Woofer and break him out. We will all be outside before they know anything is wrong then we run like crazy.

Do I have it right?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-04-11/2213:08>
That's the way I hope it will go. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-05-11/0303:20>
The drones I picked up should be decent assets once the TI system isn't an issue anymore.

If Walks can get in and put the tapper bug near any of their hard lines, it should be able to automatically create a wireless access point into their system.  Then B.B. would have about 30 seconds to hack their system and edit the offending signals out of their security.  From there, the digital work should be taken care of and we should be able to monitor guard movements and open security doors.  At that point the flying eye and the blob should be able to access most anywhere.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-05-11/1000:31>
@Kontact:
The only problem is that from outside the bulwark BB isn't detecting any wireless from inside and that means the compound is definitely wifi shielded.  So even if a tapper bug was inside tapped into the hardwired system, the wireless shielding would block it's signal.  Just from buying hits on his Security Procedures Knowledge Skill he knows that the bulwark being basically a wall which is a building in and of itself and has to have at least hardwired connectivity to the central node for its functionality to be integrated with the central node.  Any wifi he created inside the bulwark or on the inside of it's perimeter would be blocked by the walls but perhaps be detectible whenever the gates open allowing some signal through.  This would give you only a few seconds of wifi...10 seconds max maybe as the gate opens and closes if he wanted to get in the system from the outside. 

BB does see a maglock keypad for the gate and hardwiring into this could also get him into the system albeit very far out on the peripherals of the system and would require far more nodes to be hacked through.  The other problem with that the guards and the spirit Mercedes told you about are right in front of it and it's in broad daylight. 

One question though, just wondering where and when you got that tapper bug, I can't find it so if you could link it that would be great.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-05-11/1937:57>
Couldn't I fly the flying eye above the bullwark to complete the circuit?

The tapper bug (from Unwired) should have been a piece of gear taken from area 39.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-05-11/2351:17>
@BB:

You find it highly unlikely that there is a wifi connection anywhere outside of the buildings.  The bulwark is one "building"/wall which surrounds the perimeter of the detention center grounds.  Then the other buildings are the towers.  Any wifi would most likely be confined to the interior of buildings. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-07-11/2114:19>
Ah, so it's part of the structure, rather than a surrounding wall.  cool.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-08-11/0208:33>
@Kontact:

Well it's more like a surrounding wall that's thick enough to have an interior to it and a has floors.  People would patrol on the inside of it looking out. 

So whatever building the tapper gets into it can try to find a fiberoptic line and do an optical tap.  It says it's a crawler drone though, so getting into the actual towers seems hard, but getting it into the bulwark doesn't seem too hard.  It's got a pilot of 3 so i'll use that for rolls.  I'll do an extended test for finding an optical line, and i'll then do an intercept traffic roll.  I'll say the tapper bug has a sniffer program running and an autosoft to use it running each rating 3.  The hits on this determine the threshold for the nearest node in the connection to detect the tapping.  If the tapper is in hidden mode it will be subject to being detected by the TI system. 


Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-09-11/2116:34>
Inca,

Before we make a go of this I have a couple of quick questions to make sure that we interpret certain rules the same way before it becomes an oh no moment for She Who Walks Through Walls.

1) I can use infiltration to sneak past the elemental though it would have major bonuses since it is guarding and watching astrally for auras.

2) If I summon a watcher will there be an astral link between it and me?

3) You can burn edge to get a critical success. This is possible in an opposed test as well correct?

4) Would it be possible for me to hide in the astral shadow of Mercedes?

5) If She Who Walks Through Walls were to use Deepweed since she is magically active she would then have astral perception locked in or would it not affect her since she normally cannot astrally perceive?

Thanks
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-09-11/2246:07>
@Walks:
Thanks for the questions!  It's this type of question asking that i'm more than willing to answer and really want you to do to push the story along! 

1.)  In terms of sneaking into the door when it's open, you could, but it would be a serious long-shot since it's quite out in the open and there's not much cover in astral or physical plane.  The other problem is that you can't see the spirit so you can't even really see where it's "gaze" is.   In terms of dice....I would give you a -4 to infiltration....then another -2 for being awakened.  If you succeed in a masking test then you'd only get the -4.  Your infil roll would have to beat an assensing test by the spirit and a perception roll by the two guards.  It would also have to beat the perception test by any surveillance but getting perceived by surveillance would take a little longer to cause a response. 

2.)  Yes, just like with any spirit you summon.  Remember, they have Force 1 and really low stats.

3.)  Yes, you can burn Edge to get 4 net hits (critical success) on 1 test...be it against a threshold or an opposed test.  So for example, if you had to sneak past two people, even though you'd make only 1 infil roll, you could only burn edge on one opposed test...i.e. against 1 person you get 4 net hits and against the other person it would just depend on what their perception test was.

I have the final word to say if you can burn edge on a given test or not though depending on its feasibility or just if I feel its too crucial a test to just give it away....i.e. "I do a data search for Olivier Sanon's current location....and i'm burning edge on it."  is not gonna happen, understand? 

4.)  Well, remember, only non-living things cast an "astral shadow", but you could conceivably hide behind Mercedes astral brightness.  I'll say only an awakened person or creature of similar or bigger size to you would be bright enough to help with this.  I'll give you a +2 to infil for this.

5.) Deepweed would give you astral perception, but would give you the standard -2 to all non-astral/magical actions.  The one problem is that for someone who doesn't have an Assenssing skill, astral space looks like a very very confusing jumble of "lights" "colors" and feelings.  Notice one cannot default on assensing.... but in cases like these I'll allow you to default to Intuition - 1 in lieu of a perception test while seeing astrally... .but you can't read auras and get information about any aura.

@Everyone:
Since I wanna push the story along I'm gonna start giving out Karma for posts, IC or OOC that I deem push the plot along or flesh out your plans well.  I think some Karma might lubricate the wheels a little get people more proactive about planning/legwork type phases :) 

So I'll start off with giving Walks 1 point of Karma.  Who else wants some?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-10-11/0502:12>
Ok, so the bullwark is a wall, but it's a huge wall, like one of the rings of the pentagon?

Any way we could go over it?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-10-11/0743:49>
OK one followup question now.

With the watcher I knew it was traceable back to me I guess my real question is would it be visible on the astral plane for all to see or would someone have to search for it?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-10-11/0945:28>
Just so you know, I'm paying attention to all this. But since most of the infiltration stuff doesn't concern Mercedes directly, I'm letting them ask all the questions. ;)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-10-11/1624:11>
@Kontact:

Like any structure it is climbable but the trick is climbing it unseen.  There are guards patrolling on the different floors of the bulwark looking out the windows and also along the top of the bulwark.  It also seems to you that there are probably some KE administrative offices which reside inside the bulwark.  There also is the spirits which you can only infiltrate against if you're astrally perceiving. 

The thing is about 10 stories high.  So about 40 m high.  In terms of rolls, I would make it a normal climbing extended test, but every 2 climbing rolls you'd make an infiltration test and the electronic surveillance system would get a roll against your infil, but this takes a little while to respond if it spots you.  The spirits would also get  a roll against your infil.  You'd need to get more information about the security system for me to tell you what kind of dicepool the electronic surveillance system would have. 

@Mercedes: 

I also forget to tell you that from your 5 hits on your assensing test, the spirits are force 5 air elementals (spirits).

@Walks:
Just like with any astral signature, the person assensing would have to be projecting and do an astral tracking to follow a link back to you.  The interval for this extended test is 1hr., so it's not like they could see a watcher and trace it back to you right away if that's what you're asking.  It's more of an investigative type thing.  Watch out though, if the spirits see a watcher spirit, just as if some hacker saw an agent or a sprite trying scoping out a node, they'll definitely go on a hightened level of alert.  Watcher's don't just randomly show up places of their own accord, a mage has to summon them and then send them out on an errand.  So even if they can't trace it back to you, that doesn't mean it getting seen or caught isn't a bad thing.

@Everyone:

Just edited a little of my second to last IC post.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-13-11/0608:09>
OK two more questions now.

1) Did Mercedes see any type of ward or astral barrier on the building?
2) Is there any astral traffic around the area?

I know there are more questions but I forget them at the moment.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-13-11/1446:21>
@Walks:

--Mercedes didn't report seeing any astral barriers.  One point I wanna make which is also to clear up something from past posts:  Astral barriers usually tend to be used to enclose very specific things since making big wards is hard.  If the max volume of a ward is 50xMagic cubic meters....imagine a dome.  Say two mages each with Magic 5 make a ward....that's 500 cubic meters.   The volume of a dome is 2/3*pi*radius^3.  To make 500 cubic meters that's a radius of just about only 6 meters!  So to make anything really big you'd need a butt-ton of powerful mages which would cost a fortune for even a AAA.  Now, back in RRI i did put a huge ward around the Visteon Enclave, but that's cuz I hadn't read the rules well lol.  So just imagine that the ward in RRI that you had to pass through was more localized.   But from now on i'm paying attention to the limits on ward volumes.  That's why things like awakened ivy or FABII are around....cuz you can make much bigger astral barriers with them. 

...So by the way Mercedes didn't detect other awakened barriers of this nature either, but then again, people usually place them embedded in solid wall which covers their signature up with its astral shadow.

--w.r.t. astral traffic:  Astral traffic is something that in general I feel to be something rather active.  Places with higher bg count are gonna attract more astral entities....but on average, there is still once in a while a few astral forms which will traverse a given area on its way to some other part of the globe or even on its transit between meta-planes.  Here in the place you are now, i'd compare the amount of astral traffic to about the amount of shooting starts you'd see on a night in august in the northern hemisphere....So somewhat sporadic.  Maybe once every 5 minutes or so something pops through on its transit to some other place.  These things are most often free spirits....but also the occasional projecting mage, watcher spirit, and very very occasionally even a dragon might pass through in it's astral form.....usually heavily masked. 

Keep the questions coming if you got'em!

Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-13-11/2037:53>
So is the spirit at the door paying any attention to the spirits and astral traffic as it goes by?

You said that only an awakened or magically active creature would have an astral brightness. My understanding was that in astral space everyone has an aura so wouldn't it be possible to hide my aura behind Mercedes' aura? Or with a successful masking would it be possible to make our auras the same or very similar to confuse the spirit to what it was seeing so it thought it was the same aura not two separate ones if I stayed close?

I understand about some tests being too important to be able to burn edge to succeed. If I were to try and infiltrate past the spirit and it noticed me and no one else did would you allow me to burn edge at that point to get by it or not? (if this isn't too metagame of a question to answer)
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-13-11/2156:01>
@Walks:

Since this is PbP I'm not gonna be too strict about what's "too metagamey" or not cuz I think you need as many tools as you can to proceed given how hard it is too progress in PbP. 

--The spirit at the door does seem to look at the astral traffic that goes by and see what it it is and where it's going. 

--What I meant with the auras of awakened people vs. mundanes is that mundanes have a brightness to its aura but it's not bright enough to not tell that there's another aura behind it.  I do feel that awakened individuals would cast an especially bright aura and would be enough to use for some sort of cover. 

--Now, that was a very creative notion that I had never thought of before and that is to mask your aura to look like a different person's and then hide behind that person.  Definitely would be confusing and  I definitely feel that it would give you some added cover.  I'd say that would warrant a +4 to infiltration if you pass the masking roll.  I'm gonna go ahead and give you another point of Karma for that one Walks. 

Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-16-11/1235:18>
@Woofer:
Roll an intimidation test.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-18-11/0839:00>
OK next question. Do people or spirits ever get lost in astral space and stop to ask directions?

A second question. If a mage summons two spirits (or spirit and watcher) is it obvious that the same person summoned them or would it require astral investigation like tracing back the summoning link of a spirit?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-18-11/1832:58>
@Walks:

-With regard to being able to see the signature of a summoner on a spirit or watcher:  If both are within astral view at once, i'd just make it an Assensing (5) test loosely following the assensing table.  If that was failed then a full Astral tracking test could be made.  If the summoner is not in astral view and only the spirit or watcher is, then I'd only allow a normal Astral Tracking test...i.e. Assensing + Intuition (5,1hour) with a +2 to threshold for unbound spirits and watchers.     

-With regards to astral beings getting lost and stopping and asking for directions....that's really interesting.  I'd say it does happen.  Like some traveller spirit which is not familiar with earth or our plane of existence at all.  My version of astral space is kind of like the whole MiB world....if you're clued into the fact that there are aliens in it....then you see a whole lot of weird shit go down....i.e. if you have astral sight you see a lot of strange entities (mostly spirits of different types) just hanging about, depending a great deal on where you are.  Sometimes some of these entities would try to talk to you like people on the street would.  At this particular location the astral space isn't all that cluttered in the way I described it before.

I'd definitely say a Con test would be needed....the spirit would be suspicious and depending on the tradition might not even respond.  Beings from traditions that summon very sociable spirits would probably right away take to conversation, where more obedient silent spirits would be less inclined to do so.  The entity would also have to be an astral form, not a dual-natured creature. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-18-11/2029:46>
Mercedes, B.B. here is the plan I have come up with so far. Tell me what I'm missing. I know it is a bit crazy, but we kind of have our backs to the wall so to speak so I think we have to go with a long shot.

Walks will mask her aura to look like a mudane. Then Mercedes will mask her aura matching it to Walks so we can "blend" in astral space.
Walks will summon up a watcher.
Walks will summon up an air spirit.
Walks will instruct the watcher to make a bee line for the gate (in astral space) when given the command the whole time yelling bloody murder that the crazy spirit is going to kill it.
The air spirit "chases" the watcher to the gate.
The watcher uses the guarding spirit as cover (zipping around it to keep it between itself and the air spirit)
The air spirit plays along like it is trying to get the watcher and says how its master said it must kill anything that came into the room so the watcher must die.
Hopefully this is distracting the guarding spirit and we go in. Mercedes and B.B. walking in and Walks sneaking in using her chameleon suit and skills while using Mercedes as cover for the spirit.

Once inside Walks will hide in the corner until B.B. has control of things then she goes on in to rescue Woofer. She'll have a chameleon pack that she will take some basic gear to Woofer in.

How does it sound?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <12-19-11/0828:47>
Sounds good to me.

Mercedes will head to the main office with B.B. and she'll seduce the secretary we've heard about to give B.B. the chance to get into the system. The cover story will be that Mercedes is looking for "privileges" for her boyfriend in jail and B.B. is their kid. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-19-11/1952:58>
So are we ready to go? Or do we need to plan something else? Let me know and I'll make my rolls.

For the masking roll Walks will use her whole magic attribute from the way I read it do you agree or would it be only the mage "portion"? Just want to make sure we are on the same page.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-19-11/2345:06>
How do we get past the metal detector/millimeter wave scanner at the door?  Do we suspect that the security checkpoint is behind the secretary instead of at the door?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-20-11/0324:28>
It's pretty obvious that the gate is a security check-point.  Remember that on top of the air spirit at the opening there are two guards.  There's also the patrolling air spirit up above, so i'm a little confused by what you wanna do.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-20-11/0555:39>
Can B.B. jam or take control of the scanner from outside? If it is at the door it should have some sort of wifi signal that could be hijacked right?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-20-11/1149:13>
It can be jammed but it's obvious to the person running the scanner that the device is on the fritz.  What i mean is that if you jam it it's not that the device would show the person go through and not pick up anything on their person, it would just show a bunch of static on the screen.

@Walks:

You use your whole magic attribute.

@BB:

One thing i didn't mention that could be of some use was that each of the guards does have a commlink that you are detecting on public.  It's trivial for you to crack in them with admin access.  You get access to txt messages and call records. It all seems work related and it doesn't seem that these comms are used for personal use.  From the access logs you do see that these comms have communicated with some KE node but currently there is no communication with that node.  When you try to go to the access ID of that node it says <<Unavailable>>.  It seems that these comms serve as "walkie-talkies" when the guards are inside the command and have acccess to internal wifi networks.  When outside of the confines of the compound there is no communication between the comms and the internal system and just can do stuff other normal commlinks could do. 

I'm not telling you this so much to clue you in a given direction, but more just to flesh out the situation and it seemed weird to me that the guards would have no "walkie talkie" per say.  So there's their walkie talkie's in case you were wondering.  Works on the inside, but not on the outside.

@Everyone:

Social interactions with guards, spirits, receptionists etc. will be heavily role-played and rolls will serve primarily to save you from gaffe's and also nudge the interaction in a certain direction.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-20-11/1945:55>
So B.B. could you jam it long enough for me to slip through then come through with Mercedes like normal? I could take in any gear you would need and then stow it somewhere for you to get once in by the receptionist?

Maybe fritz it out a couple of times before we go in so it is a recurring problem that hasn't meant anything the first few times.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-20-11/2111:28>
@Woofer:
Hey Woof you think you could make that intimidation roll when you get a chance?  :)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-22-11/1953:35>
How's this sound, I drop my Agent on one of the guard's comms, and instruct it to take over their wireless network once they change spots on their rotation.  That way, I'd be able to cut off their comms with a command and we could prevent an alarm from that end.  Then we can try to walk past the security checkpoint, if there's trouble with jamming it on the fly, then we hose down the guards at that station with SnS bursts and count on the fact that they can't get word out to start a station-wide alert.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-22-11/2154:39>
How would we prevent the spirit from sounding the alarm if we have to knockout the guards? Other than that I think it is as good of a plan as we have so far. I think it is going to come down to we have to rely on our rolls pulling us through at some point. We just don't have the time to prepare, plan for and neutralize everything that could go wrong. That and I'm sure there will be something we will miss which will come into play at the worst time possible.

I think with the addition you just suggested Kontact we have as good of a plan as we are going to be able to get. Maybe if you aren't able to jam the detector we knock out the guards then pull back and regroup. I don't know. I think some of it we are going to have to do seat of the pants and pray like crazy while hoping for the best.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-22-11/2204:59>
Well, inca already said that Hermetic spirits are dumb from a free-will standpoint.  If the spirit is on an extended service it will only have one goal.  If that goal is "watch for astral intruders" or the like, then what happens on the physical plane won't even bother it.  It's pretty common in the official literature as a means to keep mages from ruining everything.  Besides, the spirit won't be in the room, so it won't see anything, provided we can get in the door..
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-23-11/0554:21>
Oh you meant the guards inside the reception area. I thought you meant at the doorway the two guards we see there. Yeah that sounds great. For that matter I can hit them with my taser if we want to knock them out.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-27-11/1036:55>
So if there's no more planning then let me know if you're ready and then start the operation.  It seems to me so far that Mercedes is the first part of the operation so I'll just go ahead and call on Fastjack to start it all off.  Just one last summary of what the situation if you haven't gone back into the thread and refreshed your memory:

1. The time is 10:30 PM

2.  The layout once more:
(http://i772.photobucket.com/albums/yy5/Inca1980/GroundFloorcomplete.jpg)

3.  There are two armed mundane KE guards at the front entrance, they just got out on their shift.  A meter or so hovering above them in astral space is a F5 Elemental of Air.  High above the bulwark several stories in the air is another astral F5 air elemental who's patrolling the grounds.  This is all the security you're aware of but there's definitely more mundane and astral/magical security on the inside.  Remember, this facility has cryo-detention chambers for awakened inmates.  In order to get to reception you have enter the bulwark gate and then go through the corridor walkway along the inside wall of the bulwark. 

4.  From what you have gathered there is Wifi on the inside of the bulwark and inside the towers.  At the very least a communications node is set up to route communication between personnel.  A good deal of the system is probably hardwired though.  Not enough info without actually scoping out the system. 

5.  Social interactions are going to be role-played and dice will mainly be used to reinforce some things....a lot like how we've been doing it up until now but maybe a notch more intense.....but something like "I go up to the guards , here's my con roll" ain't gonna cut it.....but you guys have been nothing but awesome role-players up to now so i'm not worried.

So in order to usher in the new year with guns blazing, let's have Mercedes do the kick-off and we'll see where the dice fall.  My impression is that she's gonna try to talk her way into a visit without having the proper "paper" work, but I could be wrong.  In any case, if you don't have more to say on the planning end, let's try and break Woofer out! :)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-27-11/1818:00>
OK one more question. I may have already asked this, but I cannot find it right now if I did. When a watcher or spirit for that matter is observing in astral space can the summoning mage see the astral space also. If so it might make sneaking past the spirit a bit easier.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-27-11/1951:54>
@Walks:

Well, seeing through the mindlink of a spirit isn't like looking through a continuous feed camera.  I'd say it's a series of stills which come at you in sequence.  Now, if you don't have assensing, then I'd say it's hard to decipher much about what you're seeing other than positions of different auras and astral forms.  So if you want to look at a spirit, you can figure out where the spirit is by using the mindlink but that's about it.  You couldn't really see what the spirit is doing, just a still of it's position.  Things would look a bit confusing for you if you don't have assensing (i.e. i might apply some modifiers here and there depending on the situation.)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-27-11/2019:37>
OK once invisible castles comes back up I'll make my masking and summoning rolls because I think we are ready to go.

A question for down the line. Could Walks get assensing to help in these situations even though she doesn't have the astral perception ability right now?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-27-11/2027:37>
@Walks:

In order not to be totally dickish, i'll assume you ducked into an alley to summon....mundane people wouldn't see anything happening when your spirits appear in astral space, but the air spirit would so you should be out of it's view while you summon.  Just remember though that as soon as one of your spirits is LOS to the elemental i'll be rolling an assensing test. 

@Everyone:
One more note on astral sight....if you are seeing astrally through some mechanism like deepweed, or through a mental link, I'll allow you to default to intuition.  I'm not having you make a straight up perception check because astral "sight" is not truly visual or aural....that's why blind and deaf people can "see" or "hear" in astral space.  So i just say that all perception tests in the astral plane are treated as assensing tests......so that's why i'll allow assensing to be defaulted on in these cases.  You just can't gain any of the information on the Assensing Table.  The Intuition - 1 works just like a perception test in order to "see" or notice stuff on the astral plane.  It's confusing with a lot a bright lights, the whole "frodo with invis cape on" feel yadayadayada... hence the shitty dicepool.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-28-11/0108:02>
Any thoughts on infecting the guard's comm with my agent?  Are their comms too shitty to run with an agent + payload inside them?

Also, should we disguise roll?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-28-11/0458:23>
@Kontact:

That's definitely a possibility.  You have admin access to both comms.  They are both Sys 2 Fire 3 Resp 2 Sig 3 with Ergonomic optioned Analyze and Encrypt running.  You already broke the encryption. 

Yeah, you can roll diguise too.  Bur narrate what your disguising method is.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <12-30-11/1810:45>
With such a low system and degradation from program load, my agent would be throwing 4 dice to hack with at best, and overloading their system down to 1R.  That's the curse of the chip that keeps Agents under control. 

Does the bulwark have any sort of ventilation at all?  The reason I bought the Blob drone is that it can slip through a crack a millimeter thick or more.  It should be able to slip into just about anywhere that isn't hermetically sealed.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-31-11/1437:30>
Invisible Castles is still down. I think this is day 4 or 5 in a row. Is there another site we can use or are we going to wait for it to come back up?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <12-31-11/1529:41>
Worst case scenario i'll just have you roll physical dice and we'll use the honor system until inviscastle comes back online.  So don't let invis castle stop you, maybe by the time in the action where we need an actual die roll it'll be back online.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <12-31-11/1758:39>
I think we are ready to roll. I know I am. Anything else you guys want to do or should I go ahead and kick it off?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-01-12/2006:45>
Ok, I created a room at http://rolz.org (http://rolz.org) called "Road to Redmond 2".  We can roll the dice here.  The one thing that I don't think rollz.org does is show the list of all the dice rolled.  A shadowrun roll syntax would be of the form "5d6e5"....and it counts # of ones but doesn't show the whole list of the dice.....maybe there's a away to get this....but we'll just wing it until with that syntax until invis castle is back up.  Syntax for exploding rolls with rule of 6 is "5d6r5".  To embed the roll look at the link near the roll and it will show some BB code, which creates this funny medievel looking script for the roll in your post.   Use "#" for comments.

Here's an example:
(http://rolz.org/embed?1043472) (http://rolz.org/info?1043472)

So we can continue with the action at this site until we go back to our beloved invisible castle.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-02-12/1417:15>
The castle's back up!!
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-02-12/1513:54>
Do you want me to reroll the rolls I made last night on the other site or just go with them?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-02-12/1805:53>
Just go with the rolls.  Here's the spirit's roll: Force (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3315021/).  3 services, drain is the minimum 2S.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-03-12/0457:19>
Since we've presumably been staking the place out for hours, can we retcon some actions in for prep?  Stuff like visiting a clothing store to get suitable disguises?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-03-12/0830:06>
Yeah, I'll allow retcons that could be done on the way from a drop point that was 2 blocks away in Redmond Barrens and keeping in mind that fact that you're wanted.  So for example getting gear that has an availability is not gonna work.  You guys really don't want to get your faces seen too much. 

So any retcons first run them by me.

The clothing for a disguise is fine. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-03-12/0927:07>
@BB:

One little point about matrix combat I wanna have clear before any matrix stuff happens.  I've looked a good deal for this, but haven't found a definitive answer so i'm gonna pseudo house rule this. Maybe this is already RAW or RAI but I wanna be explicit about it.  Based on this text: 

Medic Program: Use Medic to repair Matrix damage inflicted on icons. Though legitimate
users sometimes use Medic to fix corrupted files, misbehaving
programs, and other errors, hackers use Medic to keep functioning
after a bout of cybercombat
. Some IC programs carry Medic programs
to repair themselves. Use Medic for the Repair Icon action (p. 231).


And also the Repair Icon Complex action is an extended test that just heals all the damage when the threshold of (damage x 2) is reached.  This is a little impractical in combat since you don't gain partial health back and you're basically a sitting duck until you're reached the threshold which can be rather larger.  Thus it feels that Medic program is primarily to be used after combat to heal up.  Thus I am gonna say that the only way to gain back boxes of a condition monitor is through a medic program and not through a simple reboot of the commlink.  Otheriwise why would hacker use the Medic program which takes far longer than a simple reboot.  I feel that Attack Programs corrupt your OS and if you're OS is corrupted it stays corrupted until you fix it. 

If you have a full Matrix Condition Monitor and your icon crashes and you got dumped from the matrix, you can still access your commlink, you just don't have a persona Icon to be able to load yourself into the Matrix.  This means you can still run a Medic Program to start fixing your persona Icon which is at zero health. 

I understand that even with a reboot healing matrix damage, a medic program allows you to not have to rehack your way into places you hacked on the fly and did not create a legit account for...but for me that's not enough of an advantage to justify a whole medic program, so I feel like in previous editions of Shadowrun, Matrix Condition Monitor damage has to be a little more meaningful. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-03-12/2208:25>
Well, a reboot of the link would also kill all progress and make me need hack my way back in.  Hacking on the fly doesn't get you anything besides temporary access.

Unwired p. 97
Hacked Accounts
Just because a hacker has bypassed a Firewall once doesn’t
mean he has an open pass to access the node whenever he pleases,
or that he can share that access with all of his hacker buddies.
Several factors must be taken into consideration first (each subject
to gamemaster review).
If a node has been hacked on-the-fly, the hacker has found
some gaping hole in the system security that allows him to access
an account on that node. The hacker has not actually acquired
the passcode for the account, however, and the exploit is likely
to be noticed in a security audit and/or patched in the immedi-
ate future. This means that if the hacker wants to access the node
again, he will have to hack in again. There is no way for the hacker
to share the hacked account with another hacker or Matrix entity,
even while the hacker is accessing the account...


I've got a medic program specifically so I can heal up and continue a hack rather than rebooting and starting the hack again from the top.  In a wired system, it's the only way to get any significant depth into the system.  Besides, a reboot takes longer than running medic is likely to.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-04-12/2151:05>
Sorry I didn't roll my infiltration. I didn't realize we were going to go while I was at work. I figured it would take a bit and everyone would say yeah let's go then we would go.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-09-12/1119:54>
So the way I see fake ID's is that it's a bunch of bogus information tied to the characters actual biometrics.  The problem with being a SINer or wanted is that the authorities have a few if not all of your actual biometrics linked to a fake ID.  So when someone is wanted...the actual face-shot, fingerprint, retina, DNA etc. is what has a wanted flag on it and if some scanner that knows about this wanted status finds any of these biometrics, it will be on alert.  Part of the cost of getting a Fake SIN is that hackers actually go in and try to mess with the data.  If you have no real SIN to begin with, a failure on a Fake SIN roll means no identity at all was found and you come up as SINless.  If you have a valid SIN (i.e. SINer negative quality or through some plot line development) then a failed ID roll means that your true information comes up and the biometrics scanned are attached to a different person than what's on your ID which is way more fishy.

All 4 of you have at least a few face-shots which were taken of you right before the KE ambush, but that's all they have of of 2 of you.  So Mercedes, BB don't have retinas, fingerprints attached to anything....just your faces.  Walks actually has the Criminal SINer negative attribute so they have your whole biometrics set (picture, retinal, fingerprint, DNA) on file in the whole SIN global data-base and it's got a Wanted flag on it and can be picked up at pretty much any time you get scanned.  Granted, not every scan is gonna be retinal or fingerprint, typical KE drone patrol scan is just visual pattern recognition.   Woofer has his biometrics on file with KE only, but that's their personal records and not part of the global SIN system. 

So for the current situation with Mercedes, for a retinal scan, you roll for the info embodied by the Fake ID.  Then separately we'll do a visual disguise roll to see if you disguise throws off the facial recognition software.  I"ll call for the rolls in IC.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-10-12/2037:02>
Inca is my air spirit not able to move away from the gate or is the guarding air elemental following it? I had it move back because I thought the guarding spirit wouldn't follow and would no longer be able to attack my spirit since it was out of hand to hand combat range. Or can the spirits attack each other at range?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-10-12/2228:13>
@Walks:
They have ranged attacks but in this case the guarding spirit might be using an engulf power which would be like a submission and it can't move.  That's pretty much what you're feeling from the mental link.  In any case, distances are pretty meaningless in astral space since they can be traversed instantaneously.  In order to run away from something on the astral plane I would have the chaser make an assensing test and if he failed it then you give him the slip, otherwise he's hot on your trail and can keep attacking. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-11-12/0559:12>
I understand that distances a pretty much meaningless in astral space. My thought was that the spirit wouldn't want to move from its post so that was limiting its ability to pursue.

A question. If you are in astral space can you tell the difference between a spirit that is banished/defeated in astral combat vs one that goes back to its plane and on standby or do both just seem to disappear.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-11-12/1114:08>
@Walks:

I would say you could tell with an assensing test.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-12-12/1252:21>
Just waiting for a quick disguise test from BB
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-14-12/1207:06>
Anyone heard from BB?  Hope he's ok.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-15-12/0757:38>
Sorry, my computer fried.  It's mostly better now.


You need another disguise test beyond the initial one?  It should hold up until we change disguises..  I'll check the play thread and get caught up.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-15-12/2115:50>
Just let me know what you wanna do now.  I mean I assume you wanna walk to reception but let me know if there's anything anyone wants to do. 

@Walks:
The mage found the signature of your spirit and is actively tracking it back to you.  Even though it got disrupted the signature it left behind is still linked to you but due to your masking he couldn't see it right away.  After an hour I'll roll again.  Remember, any astarl barrier adds its rating to the tracking threshold. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-16-12/2223:29>
So, computer issues are back on.  Expect another absence.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-21-12/0743:40>
Shorter absence, obvs.

Question on jamming.  I was looking about Arsenal and the massively shitty Sensor rules therein, and I noticed something bizarre/helpful.  It says on p 105 that sensors are susceptible to jamming, without any named exceptions.  Well, it says vehicle sensors, but any sensor can be a vehicle sensor just by dropping it in a vehicle sensor package.

Where I'm going with this is basically, a question as to what can or can't be jammed, sensor-wise.  Cyberware scanners make sense because they have a signal rating, but with Arsenals sensor jamming rules, I could bust static hard enough to screw with everything from cameras to barometric sensors.  If that's go, I'd like to try and jam the MAD detector before Walk's jumps through it.  If not, I'd like to do a signal scan to see if these guards have biomonitors giving off vital info.

Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-22-12/1641:06>
@BB:

Well, this makes sense with certain sensors which work on low infrared, microwave or radio frequencies....but with other it doesn't.  For example cameras work at visible light frequency bands and creating static in those bands is equivalent to making a strobe-light or something and a commlink or jammer definitely doesn't do this.  So we'll just make it case by case.  I remember that in the beginning when you were assaulted at Angels pad I did have the cops jammer jam your UWB radar and that's why BB couldn't see through the walls.  So I'll say that any sensors that operate in the frequencies from wavelengths as short as those used in Millimeters Wave scanners all the way out to those as long as radio wavelengths (i.e. radar) and beyond can be jammed with a jammer.  So devices Sensor rating must exceed the jammer's rating to not be jammed.

For sensor packages that include sensors of these wavelengths i'll use the optional rule to apply the Jammer rating as a negative modifiers to using the package.  For jamming on the fly we'll use net hits to determine the "jammer rating."  For jamming on the fly against devices we'll use Electronic Warfare Autosoft + Signal as the opposing dicepool.  If that autosoft isn't installed on the device, then it's just Signal.  For most scanning devices used in security settings this autosoft tends to be installed. 

@Walks:
The scanner is built into the doorway so if you go through the doorway you go through the scanner.  Is this what you're doing?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-23-12/0602:54>
The way you described it I thought there might be room between, but wasn't sure. If there was didn't want to just go through the scanner.

Yes I am going through the doorway. I want to do it before Mercedes gets there so if it goes off hopefully the guard will think it's a malfunction.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-23-12/0922:33>
@Walks:
It looks like BB's trying to work on a fix for the scanners so I was just wondering if you wanted to wait for that.  If you still want to go through then i'll narrate what happens.

@BB:
To specifically scan the guards roll Elec War + Scan (4) test.  If you want to do a general search for hidden nodes do an Elec War + Scan (15,1CT) but you'll get interrupted after 3 rolls by an impatient guard.   
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <01-23-12/1748:53>
I'll give B.B. a chance to try and jam the sensor.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <01-23-12/2117:41>
So, jamming is possible for the MAD scanner and the guards are operating in hidden mode?

Rolling it up then.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <01-23-12/2158:30>
MAD's are jammable.  They are quite sensitive to electromagnetic fields so they can be jammed.  They just use the millimeter scanner so they can see what's on someone so people don't have to pass anything through separately.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-03-12/1456:20>
@BB:
The tapper drone is a crawler and can maneuver over most surfaces as if it were an insect about the size of a small scorpion. 

The actual roll to unscrew a vent grating I'll make a Pilot + Response (3) test for your tapper acting autonomously since it doesn't have an autosoft to deal with this.  You could remote control it and that would be a Command + Hardware (2) test.  If you're jumped into the drone then i'll make it a Sensor + Hardware (1) test. 

For the vent grating that's inside reception I'll make it a Perception Test (3) for the guards to notice it if the drone is acting autonomously.  If it's being remote controlled or jumped in to then it'll be an opposed Infil+Response test. 

The actual tap is then a Pilot x 2 (2) test.  If this succeeds then you gain Wifi access routed through the tapper's hidden node and can do an Intercept Traffic action (Hacking + Sniffer) and then hits are the threshold for the system to detect a tap.

Since response is not listed ...and i wouldn't really consider it a Security vehicle, we'll make it a Response of 3. 

Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-03-12/2323:48>
Remote control is typically Command +Infiltration +/– Handling with the contribution from infiltration capped by pilot skill.  For B.B. that would be 6 + 4(0) +1 = 7 dice.  Not too hot. Same as the 3 res + 4 infl though.  Question though on that one.  Would the guards get a significant penalty to see the drone due to it being micro size?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-04-12/0253:43>
@BB:
Yeah, that's what I meant for remote control...Command + Infil +/- Handling.  For jumping in remember that you get the +2 hotsim bonus.  The perception test I mentioned is for them to notice it unscrewing the vent grating and moving it with it into the inside of the vent so that's why it's a Percption (3) test. for them when the drone is acting autonomously. 

@Walks:

Manny, the one opening the door is G1. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-05-12/1656:51>
Is the secretary standing in the doorway or just into one room or the other when she looks back at Mercedes and beacons for her?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-05-12/1839:05>
She entered the airlock and is about a meter in.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-06-12/0130:50>
Hey guys, I'm thinking about getting one of the guards to escort B.B. to the bathroom and dropping the drone off in there.  Less chance for a fuckup, and inca said that there's likely grates in every room.

Sound copacetic?
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-06-12/0452:14>
Sounds good to me. The more guards and eyes you guys move away the easier it is for Walks to sneak in too.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-09-12/1227:16>
@Walks:

Hey I was trying to look for what your invisible castle ID is but I don't know the right user name.  Could you go back and link your last roll rather than just put the text of what it was.  If you're having trouble linking it then just tell me what your player name is on Invis Castle. 

@Everyone:
It would also be cool if people started putting for their Campaign Name "Road to Redmond 2" because this is where i'm making all my rolls.  Keep your player name the same but just make that the campaign name of your roll....that way it's all in one place.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-09-12/2034:34>
Inca

Here is my user name is david ellenberger, but I don't usually log in I just enter my name so I don't know if you will be able to look up previous rolls or not. I've never had reason to and so haven't tried to before. I'll look at setting up an account so I can link into the campaign. I had been linking a copy of the link to the roll before and was told it wasn't needed so I stopped sorry if this has caused any confusion.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-10-12/1030:13>
no problem Walks, just wanted to be able to track all the rolls in an easy manner.  It's easy to make an account so once you have a user name just start rolling with that account.  Make the campaign "Road to Redmond 2"

@BB:
I'll just give my TI system a negative modifier of -2 to reflect your intermittent Wifi. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-12-12/0104:59>
So, what's the play here people?  I didn't try to drop the guard in the toilet because I thought it would be better to leave things as they are, due to the traffic through the reception area.  But now, I remember that one of the guards has been doped with warp and will be likely to go bananas any moment.  So, do we take down the whole reception area and stuff everyone in the stalls, or what? 

I really don't have a grasp on what's being planned with Mercedes and this receptionist...
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-12-12/0828:04>
I'm not really sure what Mercedes plan with the receptionist is either. I was thinking that if we can get Woofer brought to us it would make things easier or if Mercedes gets brought to a visitation room Walks could tag along as a shadow and then the two of them get Woofer out rather than having Walks try to slip security all the way to Woofer's cell it would be easier.

I think Walks could make it all the way to Woofer's cell, but it will be a lot of sneaking and the big problem is there are a lot of airlocks between us and him it looks like. Walks has the skills to bypass maglocks, but it takes time and will leave a trail. That and then her and Woofer have to go back through all them to get out.

Does B.B. control the cameras so if we take down reception the whole facility won't know what happened?

If the guard goes nuts then I say we take down reception at that point using him as a diversion, but until that happens we run with stealth and try to get Woofer closer to us. If B.B. can do that anyhow then let me know what your plan is and I'll back your play.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <02-12-12/1347:54>
Mercedes is going to Warp the receptionist as well. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-12-12/2207:47>
So, we're taking them all out then?  Shazbot!  I would have probably tagged the guy in the bathroom then.

Oh well, I'll kill the lights on your signal.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-13-12/0002:10>
BB just has wifi access where he's sitting and his analyze program has picked up the first node down the hardwired line but he hasn't gained access to the node yet.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-15-12/0628:34>
OK got the invisible castles account set up. It's 2walkthroughwalls and I think I posted the tumbling roll to the campaign. Let me know if I didn't do it right.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-16-12/1441:17>
@BB:
Each time you use the Hacking skill on or inside a node to issue commands i'll let the firewall make one analyze test opposed to your hacking + stealth.  So if you use hacking skill to issue commands to a system also include a stealth roll like you've been doing up to now.  Thanks for the extra rolls....I just use them in the chronological order in which they were made and discard the ones I don't need.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-19-12/2035:49>
Something I had forgotten until I was nearly finished with the hack is that, thanks to multitasking, Observe in Dteail for Matrix perception is a free action, and B.B. gets 2 of those per IP rather than one outside of combat.  So I can throw that in addition to a complex action, which is pretty damn helpful.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-20-12/0343:46>
@BB:
If an IC is active in a node it will also make a test to see you.  I'll use same stealth roll against both perception rolls. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <02-20-12/0605:27>
Inca,

I noticed you still have Walks Through Walls with all  3 edge. I spent one when I was sneaking around reception so should only have 2 unless you refreshed edge after that.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-20-12/1452:47>
So, if I were editing the camera feeds or trying to loop a section, would I have to roll stealth every pass?  Basically I don't know if it's better to deal with the IC or just sneak around it.  Alternately, can I take an action above my permission level to unload the IC?  I kinda want to do the Fallout "pick pocket plant grenade" move to put data bombs on things like the alert icon or the IC's attack programs so that if it sees me and tries to act, it's blown apart by my maths.  I'm kinda trying to do an "Evil Midnight Bomber What Bombs at Midnight" thing..

"YEAH BABY!  An object at rest CANNOT BE STOPPED!!!"
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-20-12/1556:55>
Editing a camera feed with a user account on this node will be a Hacking + Edit (3) test and the system and IC would make one analyze each.  If you fail the Edit test, it doesn't trigger an alert, you're just not able to do it with a user account.  If you glitch in any way that's an automatic alert.   Once you loop it they wouldn't make anymore analyze tests and only a sentient spider could maybe tell something was fishy when combing through the node.  To unload an IC with a user account do a Hacking + Command (3) test...and this likewise would get an analyze roll. 

For the databomb, you can attach it to files or nodes.  This would include programs which are unloaded such as the IC's attack program.  As soon as it accessed its attack program it would get the effects of the databomb.  Planting it would be a normal set databomb action but i would make an analyze test for the system and IC since it is an action outside of normal authorized privileges.  The good thing about security and admin accounts is that you don't have to constantly avoid the prying eyes of the firewall and IC because a lot of what you're doing is perfectly within your privileges. 

Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-24-12/0015:56>
And the cameras are controlled by the scanner node, yeah?

Sorry about all the dead air.  Mardi Gras always seems to put me out for an extra day.  Maybe that's the point of it, to help you start fasting for Lent by keeping you from being able to hold down solid food.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-24-12/0022:31>
There is one camera at the entrance which has a 180 degree view of reception area.  This is controlled from the Entrance Scanner node.  The data packets from it are routed through  Reception into the Intake node. 

Question, did you leave a subscription open to the two nodes you have a legal Admin account for?  Let me know what nodes you have  a subscription to right now.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-24-12/0344:24>
2 KE nodes, the Reception and the Scanners
2 personal nodes, the Battle buddy link with the Agent in it, and the Tapper drone.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-24-12/1029:21>
Ok, so that is 8 subscriptions, just remember that your subscription limit is 10. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <02-27-12/0306:17>
Shouldn't that be 4?  2 + 2, right?


Anyway, I'm going to bomb the alert then build a loop for the camera feed.  After that, logging off and starting the gunfight.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <02-27-12/1518:40>
lol...ok, I read your post wrong...read it as "2 KE nodes + the Reception +the Scanners
+ 2 personal nodes +the Battle buddy link with the Agent in it + the Tapper drone."

Yeah, so now with the new security account on Entrance Scanners you have 5 subscriptions. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <03-01-12/2019:01>
I have a family emergency to deal with, so I'm probably going to be a bit out of the loop for a few days.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-01-12/2137:28>
We can still kick this pig with just Walks and BB on crowd control.  Kinda want to put a pause on the hacking.  It's a serious risk and an edge sink.  I could bust into the intake node still before I switch to wired. 

My plan as of now is to run into the bathroom in hopes of luring one of the guards in, then dropping him with a silenced burst of stick and shock rounds.  If that gets heard and recognized though, it's a total cockup since I can't take down the other two unawares.

Inca!  What would the dice modifiers and thresholds look like for hearing silenced gunfire from an adjacent room? If it helps, it's a HV weapon, so it wouldn't sound much like a gun typically does.  Just a quick purr.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-01-12/2141:03>
Inca,

I have a question I just thought of. Since Walks Through Walls was right next to the receptionist when she opened the door and has a photographic memory do I know the code for opening the doors?
Or is it a keycard or what type of security do they have on the maglocks?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-01-12/2350:13>
@BB:
Silenced Gunfire it says is a threshold 2.  Then the get the -4 to perception roll for the silencer.  I'll give an extra -1 to perception since it's in the bathroom.  So that would be a Perception test - 5 (2) to hear the gunfire in the bathroom.  I"d have you roll an Edge x 2 (2) for him not to make noise himself while getting dropped....that is if you drop him in one burst.  If not then it's more complicated.

@Walks:
You remember the combination you saw ... you don't know if that' enough to open a door.

@Fastjack:
Hope everything turns out ok! All the best
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-02-12/0555:54>
Is there a place for a palm scan or a retina reader?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-02-12/0911:11>
@Walks:

Roll a Security Procedures or Security Design knowledge skill (Logic)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-03-12/2217:15>
@BB:
Silenced Gunfire it says is a threshold 2.  Then the get the -4 to perception roll for the silencer.  I'll give an extra -1 to perception since it's in the bathroom.  So that would be a Perception test - 5 (2) to hear the gunfire in the bathroom.  I"d have you roll an Edge x 2 (2) for him not to make noise himself while getting dropped....that is if you drop him in one burst.  If not then it's more complicated.
-6 for internal silencers.  ;D  Hitting 2 with -7 dice should be a task, so that part seems solid.
Are these guys wearing full body armor?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-04-12/0034:53>
@BB:
Yeah, the look to be quite armored.  It's not quite military grade....more like SWAT armor.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-08-12/0600:53>
With my security rolls (posted them in the IC section) what do I think I need to open the door?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-09-12/1042:34>
Well you wanted to straight up crack the maglock, you could just do some normal lockpicking and hardware rolls.  The fingerprint reader aspect would make using a sequencer only useful once the proper biometric info was recognized. 

First, when you remove the hardware to bypass the anti-tampering system you'd need a Hardware + Logic (4) test.  This would have a -2 without specific hardware or lockpicking tools and a -1 for the stress of this situation.  Then once it's opened you could input the combination without the biometric information.  If you don't know the combination at this step then you can use a sequencer.  Roll the sequencer rating against a rating 6. 

So it's your move guys :)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-10-12/1122:05>
Fastjack,

I think we have two options if we want to try and help B.B.

1) Walks Through Walls tries to bypass the maglock and open the door that way. (I have the gear and such so could probably do it.)

2) Walks and Mercedes move the secretary over to the door and use her finger to punch the code into the keypad since Walks Through Walls knows what the combo is and it would get her DNA since it's her finger. When the door opens the guard outside would see her at the door which might give us a second longer to subdue him before things go bad. The trouble with this is moving her to the door and I don't know if they have cameras on us in there or not (or if they have been looped also).

With as armored as the guards are it is going to be hard to take them down fast and quiet so I think if we can get back to help B.B. we will have more chance of success. I know Walks Through Walls couldn't take down several of them on her own let alone quickly and quietly.

Let me know and we'll take it from there
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <03-10-12/2214:28>
Let's go with 2. ;)
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-11-12/1424:06>
I'll run off to the bathroom then and see If I can't take down one guard by surprise and get my weapon out so that when we hit the room I can do two bursts.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-11-12/2009:05>
Sounds like a good plan
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-14-12/2243:47>
Can I assume weapons ready and ambush situation?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-15-12/0046:35>
@BB:
You betcha
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <03-15-12/0910:13>
I'll try to get back in this as soon as I can, but there's still a bit going on right now. Inca, if I don't get a chance to post, Mercedes will try to stay in cover and help when she can (both with Commanding Voice and her pistol).
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-16-12/2333:49>
@Fastjack:

No prob.  We'll just start the ambush and i'll keep you behind cover.  If I see you're really needed i'll come in and NPC Mercedes if you really aren't able to post. 

@Everyone:

Ok i'm assuming BB can shoot a signal to start the ambush simultaneously, BB from the bathroom and Walks through walls will open the airlock door and ambush at the same time.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-17-12/0137:00>
I was planning to bushwack the guy in the bathroom and then set up a co-enty on the main room with Walks and Mercedes.  Otherwise, the main room has too many armored guys for us to hope to take them down before they could just radio for help.

Maybe I could make the agent start up some jamming on the fly to cut their radio contact?  Fun Times should have 10 dice for that purpose.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-17-12/0328:16>
@Kontact:
Your agent can only do that if it has the Electronic Warfare autosoft running. 
You can assume that you took some betameth. 

You can shoot at his legs with a normal role, but it's gotta be a called shot (-4). 

@Everyone:
The guard Mercedes kissed and fucked him up with Warp is outside reception right now totally freakin out and useless.  There are 3 guards: g1, g3, g4 are all in reception and g2 is in the bathroom. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-18-12/1357:09>
Well, I guess I'll push out and just hope I can drop him in one. 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <03-21-12/1119:22>
I kinda want to run out of the bathroom screaming "He was touching my special area!"
 ;D
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <03-21-12/1345:50>
I kinda want to run out of the bathroom screaming "He was touching my special area!"
 ;D
*snort*
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-22-12/0022:14>
Show me on the bust-a-move drone where he touched you....
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <03-28-12/0745:46>
Okay, I'm back in the right mind-set now. I'll post up the initiative roll and follow the lead of BB and Walks.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-28-12/1419:35>
@Fastjack:
Great to know that things are back in order!  Great timing cuz too!  Don't forget to roll surprise as well...with a +3. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-30-12/1758:37>
One thing, the guard who you warped is outside the Reception and he's different from G3 and G4, so G1 and G2 have just been downed by BB, but G3 and G4 are still totally active.  G3 is the one approaching the open airlock.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <03-31-12/1145:33>
@Walks:

Here's a map to clarify.... you said you wanted to move to the reception station, so i'll have you crouched behind the reception station desk that the receptionist was sitting at.  G3 is heading towards the airlock because he wants to go speak to the receptionist (Tracy). 

(http://dl.dropbox.com/u/66568711/RR2_Reception_5.jpg)

So do you still want to shoot at G4?  Let me know and i'll just apply the same rolls to G3.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <03-31-12/1436:56>
OK I want to make sure how I interpret a couple things is the same as you do and that how I understand the situation is correct.

A taser is silent and since the one Walks uses fires darts it fired would be difficult to detect especially since her's is coated like her chameleon suit to blend into the background.
In Walks Through Walls' opinion if the back guard were to go down would the other guard turn to see what happened?
Is the airlock open or closed right now?

Thanks for the clarifications
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-02-12/1352:25>
@Walks:
I'd roll a perception test to see if the G3 hear's G4 go down.  You are just a little bit more than 5 meters from G4 so that's medium range with a taser so it's a -1.  The airlock door is open since you guys opened it.  They thought Tracy might have opened it most likely. 

Mercedes is right behind the airlock doorway ready to look through if she needs to but out of sight of G3 walking towards it.  The only problem with that is she doesn't know about G3 walking towards the airlock.  He'll get there at the end of the combat turn.  You are crouched down behind the reception desk but peaking out enough to see what's happening in reception. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-02-12/1842:20>
OK Walks Through Walls is going to hit guard 3. Do you want me to reroll or go with what is posted. Hopefully he will go down and then we can all gang up on guard 4 before he knows what is happening.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-05-12/1916:46>
Inca,

When we pulled gear from the armory Walks Through Walls pulled contacts that had thermographic along with low light and some other mods so she shouldn't be at the negative for total darkness right?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-06-12/1223:31>
Yeah, I was just going by what's on the character sheet.  It might be nice if you add a little section which is demarcated as gear you pulled from the armory at Area 39
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <04-08-12/1132:44>
I updated the character sheet showing what I pulled from Area 39, and deleted the gear that I wouldn't have been able to retrieve from my place since the meet went bad. I also listed the stuff I pulled for Woofer once we get him since I am currently carrying it in the chameleon coated backpack.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-09-12/0309:51>
Hey Fastjack, Commanding Voice doesn't take line of sight to work.
These guys could bring every KE guard in existence down on our heads if we don't handle them right.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <04-09-12/1614:35>
I don't know. You've been able to take out most of them without needing CV. Unless there's a risk he might be heading to an PanicButton™.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <04-11-12/1623:17>
They still have radios.  Can't jam and shoot at the same time.  :(
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-16-12/0202:13>
Sorry guys, I got real sick for a whole week!  Was passed out in bed and finally i'm coming back to the world of the living! 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-25-12/1251:26>
Ok so i still didn't make it back completely to the world of the living but i'll be back soon!!! 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <04-29-12/2300:00>
Ugh....well this time I feel finally back to normal life again.  Sorry for the extended leave. 

So concern has been expressed that our only magical asset probably shouldn't take the sidelines even though there's a legitimate danger that Mercedes could be hurt more than the chars who are more combat oriented.  It is true though that the guards could have radioed in but the only thing stopping them was the fact that they are all complicit in this little sim-porno ring and don't want to bring attention to what's going on.  They currently think that Tracy is doing her thing with Mercedes somewhere inside the airlock.  Now that the G3 and G4 have been attacked by Walks, they know that something fishy is up to say the least and there is a strong possibility they will decide that reporting it in is a good idea even if it's risky for them, so taking them out before they get to report I think is a good idea. 

So it is Mercedes initiative so i'll let her reconsider what she wants to do right now.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-06-12/1535:32>
Well, it seems my health-related absence kind of killed the thread a little bit so I just want to take inventory as to what people want to do.  The cool thing about PbP is that it can always make a come-back so I was just wondering how people felt.  Personally I really like what has happened so far and we are smack dab in the middle of some action.  I really think it's cool to have to break a team member out of prison in order to go do an epic world-saving type of adventure so I definitely am invested in the plot.  So then the question is how you guys feel about it. 

I know Woofer has been pretty relegated to silence so I can understand that that's a drag but I definitely can have some more things for him to do in the meantime....he still has a few hours before you hit the prison. 

Everyone else might just have some fatigue since we did start the RRII almost a year ago.  So I definitely am going to keep the thread alive and you guys can tell me what each of you want to do. 
 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <05-06-12/2204:45>
I'm in. I have always enjoyed the game, and think the current situation is intense. Hope you are doing better and look forward to getting back into it.
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <05-07-12/0753:30>
Yeah, quiet but watching the threads
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-08-12/0202:08>
Ready to tear shit up.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-08-12/1914:39>
So that just leaves Fastjack.  If you wanna keep on going and just need some time of course we can hold up a little more so just let us know.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <05-10-12/0745:27>
Sorry, been out of non-moderation stuff for a bit. But I'm back into the swing of things now!
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-23-12/1020:05>
Trying to get Woofer brought down to reception is the idea that Walks had.  You'd probably need more information to figure out if that's doable or not.


Schematic of Network so far:
                                                               
                                                Records and Detention Facility Roster.
                                                        |
---Tapper Bug----Utilities-----Reception----Intake
                                                        |
                                               Entrance Scanners
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-24-12/0249:27>
I suppose I could keep brute-forcing my way from one node to the next, but I was hoping I could find a spider and steal his account info just to speed things up.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <05-25-12/0603:45>
@BB:
Yeah, you can wait around for a spider to maybe check through.  The current time is 12:30AM.....at 12:37 the mage who was tracking Mercedes will get another roll.  It is a (8,1hour) extended test.  The threshold goes up each hour, but he already has 2 hits.  Now this is of course Metagaming info, but BB is awakened and has enough sense to know something about this. 

Roll an Edgex2(3) test to see if you get lucky enough in the next 10 minutes for a spider to come through.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <05-26-12/0232:27>
I was thinking about something like checking the access logs on the scrurity node and running a trace.  Everything done on a node should be logged if the person has an account, legit or not.  Hackers erase their logs, but for a Spider, that would be illegal.

So, the idea is to find the spider's ID in the logs and try and find him on the local network so that I can hack his personal node and get his password type stuff. 

Just trying to find a faster way to get around the telematics infrastructure software than hacking through who knows how many nodes.  Could I at least fool the TI software by feeding bad info to the signal scanners in the reception area?  Otherwise, there's likely to be questions about why everyone decided to use the john at once.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-01-12/0850:32>
Sorry guys, the memorial day weekend camping trip turned into like a week long thing. 

So just buying hits on your Browse test you can find the Spider's ID by noticing the ID that has done the most Spider-like tasks (i.e. regularly checking the access logs, installing updates, etc.) 

The only issue is that you can't just access his PAN because you have no direct connection to it and you are inside a hardwired system.  Roll that Edgex2(3) test to see if he comes through in the next 10 minutes.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <06-02-12/2236:25>
Meh, in 10 minutes I could hack the place backwards and forwards.  I suppose I'll have the bot run a trace on the Spider's longin so I can know when he comes on, if he comes on.


Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <06-09-12/0852:02>
So, do we want to edit Marcus' records and pull him down for visitation, or do we want to go up there and spring the guy while putting a hit on the dude for Sheldon?  I like the idea of going up, but only if I can hack their digital security and get drones involved.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-09-12/0922:49>
@BB:

BB does realize that the roster is basically just a glorified txt document so editing it probably doesn't change any actual classifications.  The roster file simply gets updated by data packets which come in from a deeper node.  You have no idea if the whole part of the visitation system deeper inside the compoud is completely automated or not, but you doubt it.  There are probably a group of guards who know the prisoners of their cellblock and likewise know the status.  If a request for a visitation was sent up the chain it most likely would have to get approved at some point by an actual prison guard who may or may not know Marcus's status. 
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-09-12/2043:33>
I'm willing to go up. I have the chameleon suit to help me sneak in and that is part of the reason I got gear for Woofer so once we sprung him he could help with the getting back out or anything else we need to do. It would be good to have the backup of B.B. hacking things or in a fight, and Mercedes ability to command someone is always useful in a pinch. The biggest problem I see with us all going up is if someone wanders into the lobby they will know something is up and sound an alarm or if civilian call someone who will then sound the alarm.

I also got a chameleon suit for Woofer so once we spring him we can make him disappear.

One radical approach is once things are about to get hairy we release a bunch of inmates in as many locations at once as B.B. can muster via the automated system. Then we slip out in the chaos.

Inca: question looking at the drawing is the center of each tower open in the center or are there complete floors?
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <06-11-12/2052:24>
Could I program an AR simulation of the lobby staff?  Anyone walking in with AR on could be made to see all the people there, rendered in 3D.  As long as they didn't interact with them, it might fool someone...
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-12-12/0811:32>
@Walks:

The cryo-towers for the awakened inmates are columns in a twenty story building, i.e. the only floors are really catwalks encircling the inner perimeter of the tower.  The other towers are all divided into floors, i.e. it isn't like one building with the cells all stacked up on top of each other, each floor is independent.  The stairs between each floor are indicated to be in the control center of each floor and even though an elevator is not shown there is most likely an elevator inside the control room which connects all the floors.  This elevator might e in the sallyport right before the control center as well. 

@BB:

Yes, just roll a Hacking + Edit and I'll say every two hits raises the threshold to perceive that it's not real.   This edit test involves overiding safety features which clearly indicate to users that something is AR.  Someone who runs a matrix analyze will trivially see that it's just AR.....so hopefully no matrix savvy individuals stroll in. 
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <06-12-12/1209:25>
How matrix-savvy could Prison Guards be? ;)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-12-12/1804:13>
And who would be silly enough to try and break into a prison?   ::)
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-19-12/2056:22>
Inca,

I have a rules question for you. If I cast the mask spell the mana version that only fools people and am wearing a chameleon suit. Could I appear as my illusion to a person in the room and then be invisible to the cameras since they wouldn't be fooled by the illusion?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-19-12/2157:50>
@Walks:

Ok, that's a little confusing so let me get this straight.  You want the cameras to see the chameleon suit and people to see the mask spell?  If that's the case then yeah, that works.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <06-20-12/0555:06>
Yeah that was what I was wondering. I don't know if we'll use it, but thought I'd get a rules clarification now in case there is a situation where it would be useful.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-25-12/1252:44>
@Kontact:

You're adjacent to the central command node.  If you're able to take over that node then you're into the core of the system. 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <06-30-12/1434:56>
You ok Kontact? 
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-01-12/1141:55>
Been getting run over by life for a minute there.  Mostly better now.

Will jump back into things.

Question.  Once I get a node's location/ID, can I call it up from anywhere on the network, or do I have to go through each gate?  Basically, If I go into central now and have to go into the intake security later, will I have to hack back into intake?

Anyway, hacking into central.

Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-01-12/1345:15>
@Kontact:

Good to here things are getting better! 

A hardwired system works much more like old-school pre-4th edition matrix systems.  So i'll say if you want to get from one node to another, you have to either have a legitimate or forged account (which hacking on the fly doesn't provide) or an active subscription to all the nodes in between.  So if you dropped your subscription to Intake that would severe the connection between Reception and Control and your subscription to Control would drop.  So you subscription limit does limit how deep you can go unless you start creating legitimate accounts.  I'll have to go back and review what nodes you had legitimate accounts to.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-07-12/1806:35>
The Telematics Infrastructure system, is that still a problem?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <07-09-12/1704:21>
It still is probably actively looking for hidden nodes but your team shush has been quite effective in averting it.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <07-21-12/1737:32>
At this point what or who are we waiting on? I think we're waiting on B.B. to pop the first door, but if we are waiting on Walks I can make the rolls to defeat the maglock.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-22-12/0708:19>
Call out a door, and I'll spoof commands to open it.
Not sure if rolling is strictly necessary since failed spoofs are just disregarded and I can spoof once per second.

If necessary, I can throw up a block of spoof rolls, just in case there's a glitch or anything.


13d6.hits(5) → [4,5,5,4,1,4,3,6,1,3,1,2,2] = (3)
13d6.hits(5) → [1,5,3,3,3,3,6,6,4,4,3,3,1] = (3)
13d6.hits(5) → [2,5,5,1,3,4,3,5,1,5,2,3,4] = (4)
13d6.hits(5) → [6,4,6,5,2,2,3,1,2,2,5,3,4] = (4)
13d6.hits(5) → [4,5,4,1,5,4,1,1,6,6,1,1,6] = (5)
13d6.hits(5) → [3,6,1,4,1,1,1,1,2,5,2,1,6] = (3) (http://invisiblecastle.com/roller/view/3619104/)
No glitches, barely, but nothing very exceptional.
Should oppose with the door's System+Firewall. 
If the spoof fails, take the next roll and drop 2 dice for a retry.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <07-28-12/1923:44>
I thought that the reception cameras were on a separate node that I had already hacked, edited and trapped.  Well, I trapped the alert icon at least.

Regardless of that, when I traced Subzero's ID, was he logged in from his own node to the central node, or was he just jacked into the central node itself, like it were a nexus?
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-02-12/2009:02>
Quick question, are the guards carrying any stun guns? If so, I would have probably grabbed one when getting into my "disguise". Which would make this much more interesting.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-03-12/0525:32>
Why don't I have any biofeedback attacks?  Bad call, me.

So, anyways, inca, are the security guys jacked straight into the node, or do they have links of their own?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-09-12/1112:17>
@Kontact:
The persona's the spiders are using are not running off the Central Node so most likely they are running off their own individual comms.

@Everyone:
Chuck just got radioed by one of the spiders just as Mercedes is approaching him.  Let me know what you guys wanna do.  Walks also I think moved back down the hallway and positioned herself to be able to attack if necessary.  Remember the spiders can see everything from the overhead cams I indicated on the last map.
Title: Re: [OOC] The Road to Redmond
Post by: FastJack on <08-10-12/0735:34>
@Kontact:
The persona's the spiders are using are not running off the Central Node so most likely they are running off their own individual comms.

@Everyone:
Chuck just got radioed by one of the spiders just as Mercedes is approaching him.  Let me know what you guys wanna do.  Walks also I think moved back down the hallway and positioned herself to be able to attack if necessary.  Remember the spiders can see everything from the overhead cams I indicated on the last map.
So, do I have a stun gun from the other guards?
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-10-12/1129:11>
@Fastjack:
yeah, that sounds reasonable
Title: Re: [OOC] The Road to Redmond
Post by: Sludig on <08-10-12/1239:59>
Not that Woofer has appeared in a while, but as a note, I'll be going up to GenCon next week, so just in  case the opportunity presents itself for him to make an appearance. :D
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <08-10-12/1659:05>
If the team rolls some good dice and plays their cards right you might be appearing really soon!!!  Then again you could also just languish the rest of your rather long human life in Hollywood Detention Facility.....that is until Germaine Robinson decides to use you to find Olivier.
Title: Re: [OOC] The Road to Redmond
Post by: Walks Through Walls on <08-10-12/1850:37>
I'll be going to Gencon also. I'm leaving Tuesday right after work so after Monday I won't be able to post for about a week.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <08-11-12/0715:04>
@Kontact:
The persona's the spiders are using are not running off the Central Node so most likely they are running off their own individual comms.

Well then, I guess first order of business is to lay a data bomb on the alert icon.  Would that require a privileges and stealth roll?  Well, it would need stealth at least, so I'll throw that. 15d6.hits(5) → [2,5,6,6,5,1,3,2,1,2,3,1,4,4,4] = (4) (http://invisiblecastle.com/roller/view/3648600/)  Pretty weak.  Might as well throw a priv check of hacking + exploit too.  Could always use it to shut off an alert if that's how things go. 15d6.hits(5) → [5,4,2,5,3,5,6,6,6,2,2,6,6,5,3] = (9) (http://invisiblecastle.com/roller/view/3648605/)  Nice!  Didn't even include my commlink optimization bonus die! for kicks  1d6.hits(5) → [4] = (0) (http://invisiblecastle.com/roller/view/3648613/)  no diff.

Being in a node between them and everything else means that I can run an Intercept Traffic action since all of the info has to pass through the central node, where I have access.  It's going to be a mess of rolls and player/gm discussion, so I'll run that OOC if you don't mind.

Matrix perception:
11d6.hits(5) → [2,3,6,3,4,5,4,3,5,6,2] = (4)
11d6.hits(5) → [6,3,1,5,2,4,6,1,1,1,4] = (3) (http://invisiblecastle.com/roller/view/3648588/)
If their personal links aren't running crazy-good operating systems I'll try to fool them.

Edit test = 11d6.hits(5) → [5,1,2,5,6,1,1,6,5,2,5] = (6) (http://invisiblecastle.com/roller/view/3648604/) man I wish some of these rolls would refresh my edge..

Hacking + Sniffer + mods = 15d6.hits(5) → [4,6,1,2,2,2,2,4,3,4,1,5,5,1,3] = (3) (http://invisiblecastle.com/roller/view/3648598/) ahh balls.  Like I said, if they've got custom military-grade firewall and system then I'm not going to bother.


Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <09-30-12/1811:20>
Sorry guys, no internet at my new place yet in conjuction with crazy life business kept me away but ain't ever gonna quit!! 
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-08-12/1440:09>
@BB:

I'm pretty sure you're next step would be to open the elevator door so I"ll just roll a stealth check for you and have you open the door if you're not able to post in the next few days.
Title: Re: [OOC] The Road to Redmond
Post by: Kontact on <10-14-12/0624:43>
Yeah, sorry man.  I've been taking a full on break from pbp for a minute now and realizing that I miss it not at all.

Give me a minute and I'll probably get back on it, but right now, I'm just in full on vay-kay mode.
Title: Re: [OOC] The Road to Redmond
Post by: inca1980 on <10-14-12/1406:01>
@bb
No problem man.  I was almost in the same place but I was missin it too much. Just come back in anytime you'reready I'll N P C you for the time being.

@everyone:
 I finally entered the 21st century and bought a smartphone! Testing out the voice dictation and it works pretty good especially for doing play by post.