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[OOC] Stars So Bright

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benhatt

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« Reply #105 on: <07-10-11/0848:34> »
Thanks - the bbc code is what I am looking for.

Ethan

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« Reply #106 on: <07-11-11/1216:59> »
If there's no magic defense of any kind, a single spirit could pretty much go to town on the four guards. I was thinking, send one into either Influence the camera watcher to go to the men's room or have it just Stunbolt him. A hacker could then take control of the cams and drone and turn them off.

Or use the drone to tranq the tiger for us. It can be Levitated to a van or something.

Assuming there's no magic, it is supposed to be an easy enough run to get our feet wet.

Onion Man

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« Reply #107 on: <07-11-11/1231:16> »
OOC but semi IC.  If the vet hasn't worked there in a couple weeks, assume they have at least one magician on the sec team and a spider on premises at all times.

Also, we should be assuming the maglocks are up and that the cams are thermo and ultra.
Description/Narrative
{Thoughts}
"Conversation"
"Voice over commlink"
Code: [Select]
Text over commlinkOrson "Pig" Fletcher

Chrona

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« Reply #108 on: <07-11-11/1233:43> »
OOC but semi IC.  If the vet hasn't worked there in a couple weeks, assume they have at least one magician on the sec team and a spider on premises at all times.

Also, we should be assuming the maglocks are up and that the cams are thermo and ultra.

Yeah, approach it a couple security levels higher than it sounds

benhatt

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« Reply #109 on: <07-11-11/1235:25> »
Definitely. Our Mr. J's info seems to be built on a lot of "should not be" or "isn't slated to be."  That is recipe for time table change up.   Definitely like the idea of controlling the drone into tranqing the tiger. I assume we'll figure it all out in ICC planning. 

Larzarus

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« Reply #110 on: <07-11-11/1418:29> »
Depending on how big the cage is, the drone idea is good. Maybe the cage has already a drone gate or some air howls where we simply can shoot through.
I assume we will discuss this IC after the Johnson is gone.

Can Nowa see on the map where maintenance buildings are (specially for guards and the electricity)

benhatt

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« Reply #111 on: <07-11-11/2311:02> »
Quick clarification about how the characters have been interpreting the map.  The "service road" with all the sensors and whatnot is the one that literally runs only a few meters from where Tinks is.  The "main road" is the one that leads to the parking lot and (based on my data searching) is the one that has construction going on and no cameras running.  Do I have this right?  Just want to be clear for planning purposes.

Onion Man

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« Reply #112 on: <07-11-11/2328:13> »
THat's what I've been talking about in my posts.

The map also clearly shows pylons blocking the main gate, but a likely vehicle entrance coming off of the west parking lot and what looks like a grounds vehicles path that comes in from the baseball/football fields.  None of those look like particularly good options, but we'll wait until after we can send Doc on a little astral recon to make those judgements.  This is all going to come up in character after the Johnson is gone for sure, too.
Description/Narrative
{Thoughts}
"Conversation"
"Voice over commlink"
Code: [Select]
Text over commlinkOrson "Pig" Fletcher

Crash_00

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« Reply #113 on: <07-12-11/0030:09> »
Right, the road on the east edge of the map is the service road. The parts that look as though they would connect to other roads are really just shoulders to pull of on if you fail the automated gate pass so that Security can come evaluate the situation. Construction is going on right off of the zoo property next to the main road entrance, and the normal traffic cams at the intersection are down. near the main road (not the cameras in the Zoo). Everything on the map is zoo property. The west parking lot appears to be the staff parking lot and you can see it has automated gates as well to keep other people out. The road leading to the west just loops back down and joins the main road to exit the zoo property.

There are grounds vehicle paths, but they can really only work for golf cart and 4 wheeler sized vehicles (or Tiger Trucks).

The "river" is at a high point to the north and flows to the south, going underground at the zoo edge.

The security station is just west of Tink's cage and the animal vets and their is a guard station just northeast of the hippo camp.

It appears that all of the electrical maintenance is underground, and their is no underground schematic or building specific schematics with the map.


On another note I'm going to go ahead and make Attribute + Skill + Mods the standard for telling me what you're rolling. You can post it in text, or you can use it as the link text for the invisible castle link.

Modifying Link Test Tutorial
Using the BBC code from invisible castle roll (I'm using a test called lesson) of 8 dice would give us a unique BBC url code:
Code: [Select]
[url=http://invisiblecastle.com/roller/view/3105744/]8d6.hits(5)=3[/url]
This code has three important parts:
The Opening of the code:
Code: [Select]
[url=http://invisiblecastle.com/roller/view/3105744/]This is simply the url of page with the roll on it placed inside brackets:
Code: [Select]
[url=***** ] where the stars are the url.

The middle of the code:
Code: [Select]
8d6.hits(5)=3This is just the text you want to be displayed for the roll.

The end of the code:
Code: [Select]
[/url]This just tells it that this snippet of code is done. Its just like ending a color or font effect.

So to change a roll to look like Attribute + Skill + Mods (# of hits) we just change the middle to what we want to say. Example:
8d6.hits(5)=3
becomes
Lesson + Coding + Time (3)

The code of the second example was of course:
Code: [Select]
[url=http://invisiblecastle.com/roller/view/3105744/]Lesson + Coding + Time (3)[/url]and both links lead to the same place (since the URL is the same, just different headings for it).

Larzarus

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« Reply #114 on: <07-12-11/0058:19> »
As I understand, we have enough car's to come from both directions, a distraction at the main gate and another team from the east road.
And we have also at least two chars (Xzylvador's and mine) who have swimming and infiltration skills and who can come through the river.

Crash_00

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« Reply #115 on: <07-12-11/0120:30> »
I'm going to give you guys a bit of time for planning and I'll post the next scene's intro based on what you guys come up with.

Onion Man

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« Reply #116 on: <07-12-11/0144:07> »
I'm going to need some legwork results from you in the meantime, and if the rest follow my lead at this point, they'll still need a bit of it too.

;)
Description/Narrative
{Thoughts}
"Conversation"
"Voice over commlink"
Code: [Select]
Text over commlinkOrson "Pig" Fletcher

Crash_00

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« Reply #117 on: <07-12-11/0206:18> »
@Orson: They just started up about two years ago. They're fairly anti-corp and mostly do contracts for HOPE and barren reclamation projects. Their about as grade school as you can get without just relying on maglocks and cams. I don't have any contacts there though.

You can pin down a few relative times you think Knight Errant won't be as active. Just after the first wave night shift change (10:30 P.M. - roughly 11:15 P.M.), just after second wave night shift change (2:30 P.M. - 3:15 P.M.), during the morning pre-shift end donut run (5:45 A.M. - 6:30 A.M.) and during the morning briefings (8 A.M. - 8:30 A.M.).

As close to the barrens as the zoo is, you are fairly sure that the night shifts will be extremely lax and slow to respond (after all who wants to chase vandals into redmond in the dark...again).

Xzylvador

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« Reply #118 on: <07-12-11/0921:34> »
Just wanted to say, sorry if my char comes across is non-professional; but I figured that's what this game was about, hence the restriction on gear availability and nuyen.
For a professional in&out without being noticed, talk to him about 150 karma later.

Chrona

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« Reply #119 on: <07-12-11/0934:08> »
having played with Rafa briefly before I expected this. I'd be disappointed otherwise ;P

 

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