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[OOC] Sun and Shade Campaign

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Sichr

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« Reply #60 on: <03-22-12/1108:16> »
IC? Anyone?

SeriousOne338

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« Reply #61 on: <03-22-12/1114:55> »
I am waiting for BangBang to respond/ try to get a better price I'll wait for a couple more hours, if you and the others want to ghost out of the table area to talk about the run I can supply some more info (the runs detail downloads) for you guys to talk about.
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bangbangtequila

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« Reply #62 on: <03-22-12/1157:56> »
Sorry, Wednesday is date night for me, and I just started a new job so i was at work all day yesterday. I'll do a roll now.
In regards to Guns, I'm only rolling 11 dice against the Johnson's ideally non-edge augmented roll to try for a better price on Yuri, ramirez, and Alan, due to the smuggling work we already do.

As to why I'm smuggling Drugs, not guns: I already have 140 doses of Novacoke, and with only (at the moment) a portion of the 6 grand we'd get up front, we couldn't really afford a great many firearms. That's only what, a dozen ak-94s if we spend all our cash? Any less then ten and it isn't even worth the risk. Weapons smuggling requires some financing, with at least 10-15k to invest in product, hoping to reap a 25-50% profit at the end of it. Less then that, and it's less "smuggling" and more fencing. If i negotiate well and get a higher up front cut, or I can swing a contract to smuggle someone else's goods, then weapons it will be!

bangbangtequila

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« Reply #63 on: <03-22-12/1210:29> »
Up and good for 5 hits. It won't necessarily be a big jump, but I should get us something with that. I had a bit of a disadvantage pulling against 13 with 11, but the law of averages says I should at least tie. In terms of purchasing, i'll read up in Arsenal for a bit and see what I can take advantage of to get weapons at low prices to bring over. The main thing would be availability, but with The Red Ring having a connection of 6, we should be able to arrange a crate of Ares Predators or something.

SeriousOne338

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« Reply #64 on: <03-22-12/1235:17> »
Well who knows, I might be able to help with that end.
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SeriousOne338

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« Reply #65 on: <03-22-12/1305:40> »
OK read the IC post, you guys have two options for the Seizure Locker:

1- WE can do a scene there
2- I could write up a simple description of what you find

You guys choose.
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bangbangtequila

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« Reply #66 on: <03-22-12/1309:36> »
Well,  I'm happy just taking it.

All4BigGuns

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« Reply #67 on: <03-22-12/1317:40> »
So you mean it's costing more? well if you want to free up some resources that is OK but please don't go crazy with the extra cash.

I made the retool for mine, and all that got added that I couldn't afford before was an attention coprocessor.
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bangbangtequila

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« Reply #68 on: <03-22-12/1335:47> »
Just purchase ammunition, and reload your guns once your sheet is made as created.

All4BigGuns

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« Reply #69 on: <03-22-12/1340:01> »
Just purchase ammunition, and reload your guns once your sheet is made as created.

Not actually an option really. The starting ammo should be coming out of chargen resources, not wasting the just-prior-to-play starting money.
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bangbangtequila

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« Reply #70 on: <03-22-12/1346:52> »
Completely an option.Purchase it during creation, and only load it into your guns once your sheet is created. That keeps track of the ammunition in your firearms and that remaining unloaded. If you have 4 spare magazines, you get 4 reloads as Simple actions, and since Chummer doesn't keep track of how many actions you use per turn, it shouldn't be a big deal. Worst case, just keep track on your text based sheet. :)

Sichr

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« Reply #71 on: <03-22-12/1349:16> »
Who is Alan ??? :)

Otherwise...if we are aup to smugling something, Id advice a few crates of grenades :)

bangbangtequila

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« Reply #72 on: <03-22-12/1352:13> »
Alan the helicopter pilot? momothefiddler's character, I did believe...

Well anyone else is welcome to buy into the smuggling run, for a cut. After we finish the run, we can talk about inducting you guys in, if you're interested.

All4BigGuns

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« Reply #73 on: <03-22-12/1352:33> »
Completely an option.Purchase it during creation, and only load it into your guns once your sheet is created. That keeps track of the ammunition in your firearms and that remaining unloaded. If you have 4 spare magazines, you get 4 reloads as Simple actions, and since Chummer doesn't keep track of how many actions you use per turn, it shouldn't be a big deal. Worst case, just keep track on your text based sheet. :)

The problem is adding it as plug-in on the spare clips (I don't do the clips as weapon add-on because it's annoying to do it one by one). Buying 10 spare clips and then adding enough ammo to fill them as plug-in multiplies the cost of the ammo by the number of clips. I altered it by not adding the ammo as plug-in. Saved a lot and let me actually have dodge to benefit from my MBW bonus. Though that may not come into play unless I use my melee abilities (pretty much just the cyber spur weapon).
« Last Edit: <03-22-12/1354:24> by All4BigGuns »
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SeriousOne338

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« Reply #74 on: <03-23-12/1030:50> »
Right everyone roll a Perception test, I'll use that to determine what you find.
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