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[5e OOC] And The Rain Keeps Falling

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gilga

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« Reply #300 on: <10-16-16/0157:16> »
Is Opium Den is for recreational use as well? or she is all work.

Tecumseh

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« Reply #301 on: <10-16-16/0306:33> »
She's not opposed in principle, but her personal preference is better living through chemistry.

gilga

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« Reply #302 on: <10-16-16/0351:51> »
She just say that because she is not effected by her own illusions ;)

CraterShip

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« Reply #303 on: <10-16-16/1822:14> »
Last call for shopping lists, unless something else is needed, I'm going to get the plot rolling. Expect delivery of items the morning of, and then be prepared to go sewer diving.

Ravensoracle

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« Reply #304 on: <10-16-16/1827:52> »
I think I want to squeeze out 30 rds each of Stick-N-Shock for the Shotgun and Sniper Rifle for non lethal options. Can I take it from the Equipment funds or do I need to pay for it myself?
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gilga

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« Reply #305 on: <10-16-16/2343:06> »
Since I had so much time to think about it, Spikes would prefer glasses instead of contacts (as she can run the glasses wireless off and would not want to be expose her location wirelessly. Propbably does not matter as she is not socially capable of enforcing it on the rest of the team, but it suits a decker to be hyper aware of matrix visibility.

Planning ahead she'll go for the highest rating glasses she can afford. (so that in the future she'll be able to upgrade them with vision modifications and perhaps smartlink if she ever get the money to do so.

rednblack

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« Reply #306 on: <10-17-16/1139:33> »
@gilga, sounds great.  Chaim won't turn down the company.

So, he'll have: CHA (6) + Negotiation (4) + Bargaining Spec (2) + Teamwork (1) = 13 dice.
Finding Contacts: 13d6t5 4
Pretty average roll there. 

Chaim is also going to see if he can track down a Trauma Patch.
- the Teamwork, Chaim will have 12 dice.
Finding Trauma Patch: 12d6t5 3
Hopefully, that's good enough.

He'll also grab a spare mag for his Light Pistol.

Chaim's Load out:
Ares Lightfire 75, loaded with SnS
-- Spare mag with same
-- Secondary mag with Narcojet/DMSO
-- Hidden Gun Arm Slide
Savalette Guardian loaded with APDS
-- 2 spare mags with same.
-- Concealed Quick-Draw Holster
Chameleon Suit
-- Auto-injector loaded with Rating 6 Stim Patch (Set to be injected if his Stun track is filled), Trauma Patch (Set to be injected if his Physical track is filled)
Ballistic Mask
Biomonitor
Contacts
Spare contacts
Renraku Sensei, slaved to Spike's deck/link if she's willing
Rating 6 Stim Patch
Cram (1)
Jazz (2)
LongHaul (1)
Novacoke (2)
Rating 3 Medkit
Micro-Transceiver
Subvocal Mic
Trodes
AR Gloves
Gecko-Tape gloves (in sealed plastic bag)
Water Bottle
Neuro-Stun VIII Grenade
Lockpick Set

Commlink will be Wireless Off, if the whole team can communicate via Micro-Transceiver.  On Silent, if not.  Weapons, Contacts, Cyberware, Armor, etc. are all Wireless Off.

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Tecumseh

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« Reply #307 on: <10-17-16/1527:32> »
Ichante's Sewer-Time Loadout
Armor Jacket                       
   +Chemical Protection 3
   +Fire Resistance 3
   +Insulation 3
   +Nonconductivity 3
Helmet
Gas Mask

Colt Cobra TZ-120
   +Concealable Holster
   +Extended Clip
   +Folding Stock
   +Laser Sight
   +Personalized Grip
1 magazine each of regular ammo, stick-n-shock, and flechette
Currently loaded with flechette

MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
Trodes
Subvocal Mic
Micro-transceiver
Running wireless off

Betel x1
Cram x1
Jazz x1
Psyche x1
Slap Patch, Stim Patch Rating 6
Slap Patch, Stim Patch Rating 4
Slap Patch, Trauma Patch

Contacts Rating 3
   +Image Link
   +Flare Compensation
   +Low Light
Earbuds Rating 3
   +Audio Enhancement Rating 2
   +Sound Link
Glasses Rating 4
   +Vision Magnification
   +Vision Enhancement Rating 3

Flashlight, Infrared
Reagents, drams x25
Sustaining Focus, Health (Bonded Foci) Rating 4

gilga

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« Reply #308 on: <10-17-16/1558:47> »
== Armor ==
Armor Jacket                        12
Helmet                              2

== Weapons ==
AK-97
   +Laser Sight
   +Personalized Grip
   +Flashlight
   Pool: 11 (13)  Accuracy: 7     DV: 10P      AP: -2    RC: 2
Steyr TMP
   +Concealed Quick-Draw Holster
   +Laser Sight
   +Personalized Grip
   +Flashlight

== Commlink ==
Erika MCD-1 (ATT: 4, SLZ: 3, DP: 2, FWL: 1)
MCT Blue Defender (ATT: 0, SLZ: 0, DP: 1, FWL: 5)
   +Program Carrier [Encryption]

== Gear ==
Ammo: Gel Rounds (Machine Pistols) x50
Ammo: Gel Rounds (Assault Rifles) x50
Ammo: Regular Ammo (Assault Rifles) x50
Ammo: Regular Ammo (Machine Pistols) x50
Fake SIN (Samantha Jones) Rating 3
Gecko Tape Gloves
Glasses Rating 4 + Thermographic vision
Gas Mask


Basically the blue defender serves as firewall for the Erika that is slaved to it. It is electronically modified with a program carrier and encryption. 
The guns are loaded with gel rounds. The Erika has a bunch of programs and goodies but will be offline along with all other wireless devices, unless we decide otherwise. The laser sights are turned off, the AK-97 will be held in hands ready to fire and Spikes will use its integrated flashlight along with her glasses to see.

 

Ravensoracle

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« Reply #309 on: <10-17-16/1604:16> »
With all the talk about micro-transceivers. Casket will head with Chaim to pick one up.

Casket's Loadout

Chameleon Suit
Ballistic Mask W/ Gas Mask

-Left Thigh-
Ruger Super Warhawk
   + Quick-Draw Holster
Loaded with Gel Rounds

-Left Boot-
Ceramic Knife

-Right Boot-
AresLight Fire 75
Loaded with APDS

-RIght Inside the Waisband-
Ares Predator V
   +2 Spare clips Loaded w/ Stick-N-Shock
   +Conealed Quick Draw Holster
   + Silencer

-Left Waistband-
Ceramic Knife

-Hands-
Shock Gloves

-Slung ofver shoulder-
Remington 950
   +Image Scope
      +Vision MAgnification
   +Easy Breakdown
   +Sound Suppresor
-Gear-
Micro-Transceiver
Renraku Sensei - Wireless off
Earbuds R3
   +SoundLink
Contacts R3
   + Image Link
   +Thermographic Vision


Lockpick Set
Low-light Flashlight

« Last Edit: <10-17-16/1710:45> by Ravensoracle »
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Tecumseh

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« Reply #310 on: <10-17-16/1710:50> »
It sounds like it's morning now, so Ichante will need to resummon.

Summoning: Summon F6 Guardian Spirit: Magic 6 + Summoning 6 + Spec 2: 14d6t5 8 hits, well, yay
Spirit resist: Force 6: 6d6t5 1 hit, double yay
Soaking 2 boxes of drain: Intuition 8 + Willpower 7: 15d6t5 3 hits

That went well. Ichante's hits are limited by Force, so she gets 6 hits vs. the spirit's 1 hit, so 5 net hits = 5 services.

Next, optional powers. Concealment seems like a must, given the nature of the mission, so we'll go with that. Animal Control is tempting, given the critters that might be creeping about a sewer, but let's go with Elemental Attack (Lightning) instead.

Guardian spirits already come with skills for Blades and Clubs, so I should give it something in case it needs to do a little smashy-stabby.

@gwilym, I presume Pale Horse is going in with her SMGs. Can Ichante's spirit borrow Pale Horse's sapphire knife or club in case things go to close combat? Preference is for the knife due to its higher Accuracy. (Given its dice pool, the spirit would lose hits on 52% of rolls with the club, but only 31% of the time with the knife.)

Do we want to discuss marching order? Ichante is comfortable putting the spirit up front, if we want, or have it guarding the rear. I might suggest putting Pale Horse up front to take advantage of her Perception pool as well as her Combat Sense. Something like:

Front to back
Pale Horse (for Perception)
Casket
Chaim
Spikes
Ichante (providing counterspelling to everyone up front)
* Guardian Spirit

If something comes at us from behind, Ichante can duck and Spikes can just fire over Ichante's head. Alternatively, Ichante can go up front to provide Assensing. I'm open to opinions. As I said, the position of the spirit is flexible.

Ravensoracle

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« Reply #311 on: <10-17-16/1753:18> »
Casket would happily take point if he needs to.

But he would roll Small Unit Tactics to  determine the best way to run the group.

Small Unit Tactics (Urban): 13d6t5 6

I am thinking running a modifeied Daimond Formation = Benefits: +1 bonus against any surprise/ambush checks, +2 on Initiative roll

EDIT Casket's Insomnia roll.

Insomnia Roll Int 3 + Wil 3: 6d6t5 4

SO he gets a good nights sleep
« Last Edit: <10-17-16/1932:59> by Ravensoracle »
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Tecumseh

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« Reply #312 on: <10-18-16/0138:15> »
Next question is what time of day do we roll. It's morning now, but that's not to say we have to go in the morning. I don't know what sort of hours underground scientists work, although if they are working on Infected subjects then it's possible that the subjects' circadian rhythms cause them to be awake at night (and thus studied at night).

There's a separate issue of what time of day are we hopping in and out of sewers, but that's less of a concern in Redmond, especially if we have Concealment on us, and doubly so since it's so rainy at the moment (as opposed to bright daylight).

gwilym

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« Reply #313 on: <10-18-16/1731:56> »
see told you first through the door. as for time you should always hit them about four oclock local time. that when the human brains is at it worst.
You are not what you think you are. you are an imitation of what your wish you were

Tecumseh

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« Reply #314 on: <10-18-16/1742:57> »
gwilym, can I borrow a club or a knife for my spirit please.

 

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