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OOC: Urban Brawl

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Sichr

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« Reply #810 on: <06-26-11/1651:17> »
thank you :)

inca1980

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« Reply #811 on: <06-28-11/1819:20> »
@Sichr:

Those changes seem fine, and you can update your character sheet when you want.

inca1980

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« Reply #812 on: <06-28-11/2033:15> »
Ok, so legwork is going to only be relegated to a some narration with knowledge skill rolls or rolls by contacts.  So if you wanna ask a contact something then I'll do the roll for the contact. 

I'll allow one post of rolls for each person and then we'll fast-forward to the action cuz this is UB after all!  So for example you could say...."I'm gonna roll my security design knowledge skill and then hit up my fixer contact for some info on someone who knows"  and if you roll well enough maybe you actually know where to find these emails.

Kot

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« Reply #813 on: <06-29-11/0358:57> »
Okay, let's pool our resources. :)

I have Security Systems 3 and Japanese 3 - that should allow me to assist someone on any Security-related rolls. I could also use Spirits/Magical Threats if there's any hint of magical security, and Magic Bacground to indentify any possible wagemages (i bet the Awakened community has a lot of gossip).
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

Sichr

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« Reply #814 on: <06-29-11/0426:42> »
I have Security design and Security procedures 2, So i can give +1 to team test for Wagner.
Roll 1.
Navigation skills and Smuggling routes knowledge should help us to find a way in/out and around.
Roll 2.
Smugglers etiquette should help me to gaet some more info about accessess and security of the place, it is possible that smugglers work also as drivers for burglars and thieves, so Ill see if I can dig out anything interresting.

inca1980

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« Reply #815 on: <06-29-11/1146:47> »

Since you all have a security design/systems/procedures knowledge skill i'll add 3 teamwork dice.  Team bonus (3d6.hits(5)=0)

@Sichr:
Navigation is an active skill and it applies to any environment but it's not specific knowledge about geography.....it could be used anywhere.  Smugglin Routes (Seattle) knowledge skill would definitely apply and you could use the specializations.  I'll say that's   Smuggling Routes (Seattle) 5 + Intuition 4 = 9 (9d6.hits(5)=1).  I'll Also roll an Etiquette (smugglers) 4 + Charisma 2 = 6. (6d6.hits(5)=2).  I'll let that be 2 more dice on your Smugglers roll.  2d6.hits(5)=0

I'll narrate that IC.

@Kot:

Magical threats is more about knowledge of what it takes to kill an insect spirit etc.  Not really what kind of security a place would have.  I'll say that magic background would work though to know a few things about what mages work where. 
Magic Background 3 + Intuition 5 (8d6.hits(5)=2)

I'll narrate that IC.
« Last Edit: <06-29-11/1151:32> by inca1980 »

Sichr

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« Reply #816 on: <06-29-11/1153:09> »
HEy, you are doing it again :)
rolling my rolls for me :) what about my own luck...well...ok...just waste yours, you will miss it when you will need it, after we came with brilliant plan :)
(in fact I was waiting for aproval for those rolls to do it myself, but I dont mind ;)

And navigation and Smugling routes goes together IMHO, without Navigation, you are not able to read the map, without smuggling routes, you dont know where to look...or maybe Navigation helps to stay on the right way when you are on the route... anyhow, im absolutely comfortable with that use of those skills

Xzylvador

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« Reply #817 on: <06-29-11/1226:15> »
I think navigation's more about the ability to do it -without- maps, just instinct and natural orientation.

inca1980

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« Reply #818 on: <06-29-11/1352:54> »
Normally I might even make those rolls secret so that you don't even know whether the knowledge you got is reliable or not reliable.  I decided to let you see them.  Sometimes I'll make rolls for you tu save time on play by post.

Kot

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« Reply #819 on: <06-29-11/1439:38> »
I'll have just one suggestion - could you buy hits when you roll for us? This way it's more fair and balanced - no failures, no spectacular successes. In my case, that would be the same for the Magical Background roll, but +2 teamwork dice from the Security Systems knowledge roll. Not much, but still enough to make a difference and allow the leading character to buy more hits, or just roll more dice.

As for the other Knowledge skills Stryker has, Spirits could be used to discern what kind of them would we meet if there's one included in the security. Magical Threats/Parazoology would be for other Awakened security measures. But I'll go with what you've said.
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

Xzylvador

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« Reply #820 on: <06-29-11/2132:03> »
Personally I don't really mind the GM rolling for me in such cases (and in fact prefer it to buying hits).
Inca's right, us even knowing the result of the die roll already potentially gives a heap of metagame info.

But then, I might be the least superstitious roleplayer there is, I don't even mind people touching my dice at a table game! (But hands off my chips and peanuts!)

Sichr

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« Reply #821 on: <06-30-11/0219:42> »
jup, peanuts are sacred... :)

Teyl_Iliar

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« Reply #822 on: <07-03-11/1926:29> »
Wow, it's been a while since we ran. forgive me guys. I'm a little behind on stuff I should be more available in the next few days. Also, inca, feel free to do legwork and other rolls for me.
« Last Edit: <07-03-11/1931:27> by Teyl_Iliar »
UB
Brick
speaking
ITF
Slip
speaking
thinking
comm

Xzylvador

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« Reply #823 on: <07-06-11/1804:27> »
OOO, action? Yay!
Uhm, slightly too tired and a bit too much to drink to post IC now; will be for tomorrow.

So, climbing elevator shaft stuff... I suppose that means Wagner didn't get to bring Karina along? Put her on guard duty below the car... Katya is a chameleon coated, gecko grip crawler, would he be able to bring her along?
No wifi whatsoever, means no matrix cover, but are there (hidden) nodes inside, or is this really a dead space?

Can an UWB pulse map/detect anything?

As for the maglock test; not gonna roll now because I'm sure I'll mess it up. If you want to do so in my place, please do so. If Wagner notices Zach messing about with the lock, I'm sure he'll laugh, make some "Is funny joining those wires, alarm always make interesting times... but maybe you try green wire instead and put bypass over black, it less loud and open door" comment and take over.
(If he can't take over before the (critical) glitches, hopefully extra dice from aid will set some stuff straight? Damned Sichr, those were some pretty lousy rolls :p First roll is a crit glitch too.)

Sichr

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« Reply #824 on: <07-07-11/0136:49> »
LOLOL. that is how the fun begin :)

 

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