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[OOC, SR5] Splintered state

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martinchaen

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« Reply #345 on: <05-25-14/2316:17> »
Cool; mine is real simple.

Complex Action: Jump Into Rigged Device (Alpha-2)
Free Action: Send Message (two separate short messages, as per the Speak/Text/Transmit Phrase action with DNI.

But first, Penny Dreadful :-)

[EDIT]
Question:
What are the possible exit routes away from the building? I figured there would be a back alley that led to the parking lot somehow, but now that I'm revisiting the drawing I'm not so sure any longer. What are my options, here, considering I somehow managed to get the Roadmaster to the back of the building without driving past the gangers out front?

Can I assume that the Roadmaster is hidden behind the south side of the building? If not, I'll edit in a command to Omega-1 to have it move up X meters (where X is the number of meters of movement needed to have the vehicle fully obscured behind the building +1).

Also, how do we deal with drones and changing initiative? I just realized that I should probably roll for all my vehicles independently, but Romeo-1 and 2 are faster than all the other characters and would reach the vehicle at the same time they did or sooner, so only Alpha-1, Alpha-2, and Omega-1 really need rolls. So, here they are just in case, and we can either just subtract 10 from each to represent the one initiative pass and/or (and being my preference) have them act immediately after Moto acts if they have higher initiative. Thoughts?

Drone Initiative (Alpha-1, Alpha-2, Omega-1): 6+4d6 22 6+4d6 22 6+4d6 20
So, Alpha-1 and 2 would act right after Moto on 11, since I just jumped from one to the other (presuming I retain my own initiative of 21), with Omega-1 following right after on 10. Sound good?

Roll for Alpha-1 understanding and executing order given:
Drone Pilot [3]: Understand order given: 9d6t5 4
Limited to 3 net hits, which should be more than enough to make it fire a single Semi-Automatic shot at any armed target that comes into it's view based on the phrasing of the order.

New initiatives for IP2:
11: Moto/Alpha-2 (martinchaen) (hovering over secondary entrance)
11: Alpha-1 (hovering over Omega-1 and holding action to fire at armed target closest to Omega-1)
10: Omega-1 (Roadmaster may move forward a little to become fully obscured behind structure if needed)
5: Captain Cormac (Triskavanski)
5: Count Zorro (Vandarl)
2: Baron Mojo (JackVII)

???

1: Moto/Alpha-2 (martinchaen)
1: Alpha-1
« Last Edit: <05-26-14/0124:25> by martinchaen »

JackVII

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« Reply #346 on: <05-26-14/0948:50> »
If I understand that Johnny has successfully exited the building, I'm heading for Rolling Thunder as quickly as possible. Once inside, I'll release Dana so she can kick that dude's ass.
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martinchaen

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« Reply #347 on: <05-26-14/1231:29> »
Seems like it, JackVII.

All right, Vandarl, you're up.
11: Moto/Alpha-2
11: Alpha-1 (holding action)
10: Omega-1 (holding action)
5: Captain Cormac (Triskavanski)
5: Count Zorro (Vandarl)
2: Baron Mojo (JackVII)
« Last Edit: <05-26-14/1856:08> by martinchaen »

Bewilderbeast

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« Reply #348 on: <05-27-14/1455:57> »
I've returned from my trip, but I'm a bit travel sick. I'll try to get a post up tomorrow.
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martinchaen

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« Reply #349 on: <05-27-14/1513:41> »
It's all good, Bewilderbeast, Celtibero moved you out of the building and to the van :D

Hopefully, you'll all be inside by the start of the next Combat Turns first Initiative Pass, so we'll be on our way shortly.

Celtibero

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« Reply #350 on: <05-27-14/1956:46> »
Martin, thanks for keeping tabs and put it into perpective (initiative).

I am dead tired, just dallying here in fron oof the PC but too damn tired to make a post, one coming up tomorrow gents and sorry for the delays.
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martinchaen

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« Reply #351 on: <05-29-14/0823:42> »
Soo. Do we wait around for Vandarl to post his initiative pass or do we move on; he hasn't been online for two days. Count Zorro is in the van already, and his last post was to essentially assist anyone needing help getting back into the van. In the interest of getting the hell out of dodge and because we only have one more initiative pass before everyone is inside which hopefully means we'll manage a clean getaway, can we just move along?

martinchaen

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« Reply #352 on: <05-30-14/0048:58> »
Cool as cool, Celtibero.

By the way, found this cool map of the Barrens; never seen it before, figured I'd share.

http://redmondmedical.wikispaces.com/file/view/Redmond_Map_Manifest.jpg/79223765/Redmond_Map_Manifest.jpg

Bewilderbeast

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« Reply #353 on: <05-30-14/0146:26> »
I know very little about Shadowrun's version of Seattle. Or... the real version of Seattle, if I'm totally honest. Can anybody give me more detail on these neighborhoods? Never even heard of the Plastic Jungle, for example.
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martinchaen

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« Reply #354 on: <05-30-14/0657:06> »
The book Seattle 2072 (4th Edition) has a lot of information on these areas and the rest of the Seattle Metroplex. I believe the map in the above link is from the 1st Edition Seattle Sourcebook, on which someone has drawn in the rough area borders with markers to help identify some of the distinctive areas of the Barrens.

That being said, here's a brief overview of the areas presented, taken from Seattle 2072:
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Bargain Basement:
This area used to be home to the most upscale apartments and condoplexes in Redmond, but that was forty years ago, before the Crash. Now, most of those buildings are slowly decaying, occupied by squatters or claimed by slum landlords backed up by criminal syndicates, their power coming from illegal hookups. A three-bedroom luxury condo once owned by a single corporate middle manager is now home to three different families sharing the common kitchen area and making do with boiling water on a hot plate since the stove stopped working years ago.

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The Crash Zone:
Listed on the map as Carnation-Seattle Ranch, according to Seattle 2072 was the site of a spacecraft crach in 2059. The explosion and ensuing fires destroyed structures in a nearly three-kilometer radius, and killed most of the area’s few thousand inhabitants. The remaining fuel on board the spaceplane was sufficient to cause fires hot enough to fuse the ground into glass at the center of the crash site.
One of the worst side effects of the crash was damage to the nearby Seattle Metroplex Reformatory. The prison was in pretty bad shape even before the equivalent of an explosive ICBM hit Redmond. After the crash, hundreds of prisoners rioted. A mass jailbreak ended in the deaths of most of the prison guards and staff, with the prisoners in control of the facility, the largest intact building near the blast-zone. The former inmates from the Reformatory quickly claimed control over the whole of the Crash Zone and began scavenging whatever they could from the ruins. The zoners fiercely defend their territory using weapons from the former prison, but they are allowing squatters to set up in the area, so long as they recognize their authority.

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Glow City
The partial meltdown of the Trojan-Satsop nuclear plant in the southeastern area of Redmond some sixty years ago contaminated Beaver Lake and the surrounding land for kilometers with radioactive particles. In 2028 Shiawase Atomics built a new plant next to the rusting hulk of the old one, reasoning that the already contaminated land would be available for development on the cheap (they were right).
After the Ghost Dance War and later the Crash of ‘29, squatters and refugees moved into the abandoned area nicknamed “Glow City,” taking over empty buildings and facilities and setting up their own tent cities and ghettos. The metroplex government made some token attempts to remove them, but quickly gave up, and the squatters stayed. Since then, the transient population has continued to grow, despite the incredibly high death rate from cancer and radiation sickness, to say nothing of the massive infant mortality rate and some of the hideous radiation-induced mutations. Some magicians have done their best to help the locals cope using healing magic, but their efforts are too small to make much of a difference.

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The Plastic Jungles
The Plastic Jungles are quite a sight, even by Seattle standards. Acres of dirty grayish and tattered canopies of bioplastic stretched high overhead from support struts create a near-tropical world underneath, warm and filled with greenery, the rainwater and (to a degree) the air filtered by the bioplastic netting and the plant-life. There are small trees and bushes, creeping and climbing vines, and exotic flowers in every color of the rainbow, filling the air with a heady scent. Under the foliage are tents and shelters built out of discarded bioplastic sheeting, scrap wood and plastic, thatching and materials harvested from the jungles. It is a strange indoor-outdoor rainforest on the outskirts of one of the largest cities in the world.

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The Rat's Nest
Officially the North Seattle Refuse and Reclamation Center, the Rat’s Nest is a huge, open-air landfill several kilometers across. Just north of the Snoqualmie River, not far from the edge of the Salish-Shidhe border, it is a regular point of contention between the metroplex and the Sovereign Tribal Council, since toxins from the dump leech into the soil and groundwater and refuse to respect political borders for some reason.

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Touristville
The only marginally safe area of Redmond borders Bellevue, near the offices of the so-called Redmond District Government. Known as “Touristville,” this is where the tourists and slummers from Bellevue come to experience the thrill of “the Barrens” and hang out in sleazy clubs. Knight Errant has started patrolling here, but the smart citizens bring along their own protection, either packing heat or (if they can afford it) having their own bodyguard.

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The Verge
Not depicted on the map is an area called The Verge, located just east of Bargain Basement. Novelty Hills would technically be located in this area.
The last major eruption of Mount Rainier sent tons of ash pouring down on the south and eastern parts of the Seattle metroplex. One heavily affected area was the border between southeast Redmond and Salivsh-Shidhe territory, now known as the Verge. Both sides of the border largely washed their hands of having to clean up or deal with the ashfall, since they had other priorities. Federated-Boeing negotiated the purchase of the land with the metroplex government, largely as a public relations move. There were press releases, video statements, and a little ceremony about how FB could develop the area, then nothing. Maybe the whole stunt didn’t generate as much good press as FB hoped, or they just lost interest. Whatever the case, the squatters soon moved back into the area, taking over the empty buildings and storefronts, digging things out as best they could, and life (such as it is) resumed.

JackVII

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« Reply #355 on: <05-30-14/1245:56> »
OK, I was going to summon a spirit to watch me while I napped, but realized that it didn't really take us all that long to get here, so it might not take us that long to get back. I am going to save the summoning roll since I end up taking a box of stun damage from it, but will apply it at a point where the Baron can reasonably expect to get at least an hour's worth of rest, if that is okay with you Celtibero. If not, not a big deal, I'll have the spirit with me for when I do take a nap. Just let me know.

Here's the roll for the summoning:
Summoning a F2 Spirit of Man to basically serve as a watcher.

Summon F2 Spirit of Man: Summoning (6) + Magic (7) - Wounds (1): 12d6t5 6 2d6t5 1 11d6t5 1

Can't catch a break on drain resistance tests. Jeez...

If possible, I am going to try to rest in the vehicle and recover some of my stun damage. Not sure how long it is going to take until we get to our destination. If we know it isn't going to take more than 15-20 minutes, he would wait to summon the spirit for when he would expect to get a chance to rest.

Keeping the IC post text here if I need to update my post

Feeling that a nap might help his headache, but not entirely trusting the folks around him, Mojo slipped his senses into the Astral. Focusing himself, he  a weak spirit of man whose sole purpose was to watch over him and wake him up if anything untoward happened. Given their surroundings, it wasn't entirely unusual that the spirit took the form of a miniature version of Moto's truck, albeit with a giant rack of KC flood lights along the grill and on top of the roof... all pointed in Cormack's direction at the moment. Summoning the little spirit winded the mage further, but he hoped to get some rest immediately.
« Last Edit: <05-30-14/1255:52> by JackVII »
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martinchaen

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« Reply #356 on: <05-30-14/1407:28> »
Moto could always take the long route, and we could just handwave that traffic was bad or something, and make it one hour to get to the Banshee.

[EDIT]
JackVII
I modified my post so that you and Triskavanski's posts came in sequence rather than disjointed after Moto had already pulled away. I also slightly modified the ETA, so you can have time to rest before we make it to the Banshee. Call it evasive driving with a lot of doubling back to make sure we're not being followed. Moto is fairly paranoid to begin with, so it suits his character pretty well in any case.
« Last Edit: <05-30-14/1417:23> by martinchaen »

JackVII

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« Reply #357 on: <05-30-14/1554:17> »
I'm just not sure if Celtibero is going to allow a moving truck to be considered an appropriate place for resting. I'll wait to roll a recovery check until I get a response.
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martinchaen

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« Reply #358 on: <05-30-14/1601:51> »
Resting doesn't mean sleeping though. And as a veteran I would challenge anyone claiming that you can't rest in a moving vehicle; if I can sleep while strapped into the back of a C-130 Hercules, most people can rest in a car :-)

Triskavanski

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« Reply #359 on: <05-30-14/1604:17> »
Its funny that some onetook the guy dressed up like a pirates' comment about simething being a land boat as an insult
Concepts are great, but implementation sucks. Why not improve it?

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