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[OOC]: Makin' It Big in L.A. Org thread

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« on: <06-21-13/0143:15> »
We'll use this thread for schedule co-ordination and between session business (legwork, gear, networking, etc.).

Marlowe

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« Reply #1 on: <06-22-13/0453:05> »
The No Vacancy Motel

Comforts: 3, Entertainment: 3, Necessities: 4, Neighborhood: 2, Security: 4

Qualities: Home Grown Farming, Workplace, Alternate Energy

Descripton:
The motel is a relic from before the Crash of '29, built as a standard cement filled, rebar reinforced cinderblock building.  Unlike most buildings of its kind, the No Vacancy used insulation between rooms which made it attractive for more...amorous guests who wanted more privacy.

It also attracted the attention of William Kellogg, a San Bernardino native who had modest success as a Marix engineer who patented a small feedback loop cutoff circuit whose design went in every Fuchi Industrial Electronic cyber deck produced between 2043 and 2056.  Kellogg would have been a superstar in the R&D department at Fuchi if he hadn't been certifiably crazy, convinced that the world outside San Bernardino was controlled by shadowy forces that manipulated the course of every mega-corporation and government in the world.

Kellogg used his money to buy the motel and turn it in to his own urban survivalist hideout, building a huge wall around the motel and top it with monofilament edged razor wire.  He worked on updating the motel to make it more livable for himself, ripping out the front counter in the lobby to turn the room into his den and using the power hookups in the old vending area to create a kitchen.  He turned part of the parking lot into a garden to grow food so he could limit the trips he took to the outside world.

As part of his weird obsessions he restored most of the motel's rooms as best he could, down to the box-springs and mattresses placed into a frame planted on the floor to the small closets and dresser-drawers.  He even put Tri-d Units and telecom units in every room that move through a central switch in the manager's office - which still has a beat up wooden desk used by the staff back when the No Vacancy was a working motel, complete with wooden swivel chair.  The mirrors have been replaced with Renraku Smart Glass, the doors reinforced and what little glass there's left in the walls is armored.

There's eight rooms attached to the motel, seven normal sized and one "whirlpool suite" that Kellogg used to use as his own bedroom.
« Last Edit: <06-23-13/2311:49> by Marlowe »
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Marlowe

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« Reply #2 on: <06-25-13/1928:39> »
Looking at possible needs for the team:

Van of some kind - anyone got a recommendation besides the GMC Bulldog?

Tac Soft system and/or SmartLink 74 upgrades for automatic/sniper weapons.

Spike Strips - maybe install a deployer in the van or another vehicle?

Area/Directional Expendable/Smart Jammers - for jamming comms on targets or just causing a problem when and where we want it.

Tool Kits/Skills - Anybody want to pick up or increase a skill to fill a secondary role like wheelman/mechanic/drone rigger/armorer?  Right now Serafina's the only character that really multi-tasks, although Shift has lots more flexibility than Sam and Draven do.

House upgrades - if we're going to upgrade the No Vacancy Motel (or maybe if just I am) anyone got any ideas on other qualities/security addons.  Probably not a deployable minigun on the roof as fun as that would be.
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Marlowe

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« Reply #3 on: <07-01-13/2036:19> »
Just to be noted, Sam's is going to be reaching out for a Ares Thunderstruck - well, the S-K equivalent (I call it...the Saeder-Krupp Blitzkrieg).
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Nobody

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« Reply #4 on: <07-05-13/1646:13> »
As the late morning fades into the afternoon, the entire area is quiet. Too quiet. As the sun passes it's Zenith that late summer heat becomes oppressive. The water stays still and quiet, reflecting the L.A. sun and casting harsh shadows into the ruined buildings in Reclamation Zone 1187.

Hours pass. The heat reflecting off the water is stifling, especially in stuffy armor. [Each character will need to make a Survival test with a threshold of 2.  Modifiers for everyone: Toxic terrain -3; weather conditions -1; no food/water -2. Inappropriate clothing/armor may apply from -1 to -4. I'll let you estimate that yourself.] When the heat of the afternoon reaches its the air starts to become thick with toxic fumes as the surface evaporates. [2 toxin resistance test needed: (Vector: Inhalation; Power 6; Effects: Damage, Nausea) (Vector: Contact; Power 4; Effect: Disorientation) Speed of both is 30 minutes. Anyone in the area will be subjected to the toxic fumes for 3 hours].

As the sun drifts down toward the Pacific, the temperature drops precipitously. A breeze finally clears out the fumes in the air, bringing with it a creeping coastal fog and sending ripples through the water. The lapping water echoes through the shattered buildings, dulled and diffused by the fog. [-3 modifier to visual/audio perception]

Diana's tiny cherubic spirit keeps its post, noting all that passes. As the sun starts to set . . . [Perception tests! And we'll pick up the action there at game time].

Marlowe

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« Reply #5 on: <07-05-13/2051:09> »
Toxin, Inhalation: 7 hits of 16 dice
Toxin, Contact: 5 hits off 10 dice
Visual Perception: 6 hits off 9 dice
Audio Perception: 3 hits off 7 dice

Note to self: Chemical Seal for Ballistic Mask
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« Reply #6 on: <07-05-13/2222:12> »
Toxin, Inhalation: 7 hits of 16 dice
Toxin, Contact: 5 hits off 10 dice
Visual Perception: 6 hits off 9 dice
Audio Perception: 3 hits off 7 dice

Note to self: Chemical Seal for Ballistic Mask

And your Survival test?

Ympulse

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« Reply #7 on: <07-05-13/2259:01> »
Toxin inhalation: 5 Hits
Toxin, contact: 4 hits
Visual Perception: 6 hits
Audio Perception: 3 hits

Survival: 2 hits
« Last Edit: <07-05-13/2300:38> by Ympulse »

Marlowe

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« Reply #8 on: <07-06-13/1823:12> »
Sam is going to suggest to Shift and Sera that they dig up more info about Vinnie the Snitch and see what they can use to up the price in the negotiations for Vinnie with the Mob and the Burning Angels.  He's also going to suggest that they look for competing syndicates who might be willing to buy Vinnie alive versus the dead bounties that they can collect.

Obviously he's going to suggest remote negotiating.
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Marlowe

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« Reply #9 on: <07-13-13/1651:03> »
I am claiming a karma point by writing the recap of this week's session, but I'm doing it to be helpful to the rest of the team who couldn't make the game.  Really, it's not about self-interest.

Stop judging me.

Our main goal in the session was to track down Vincent Parazzo, aka Vinnie the Snitch.  Draven and Sam were doing the legwork and surprisingly this did not end in a firefight or manhunt.

After investigating the various activities of the underworld it appears Vinnie the Snitch is an Ork Rigger who ran with a street crew that ran guns and drugs around the L.A. area.

There are three distinct groups that want a piece (sometimes literally) of Vinnie.  His crew wants an explanation for what's been going on since Vinnie was released from police custody within one day of being picked up and the police hit eight locations known to Vinnie in one day.

Vinnie’s street racing crew wants a word with Vinnie to see what’s happened – they’re willing to offer 20,000¥ in weapons (delivery time one week, within reason) of guns for him to be delivered alive.  If we take this offer, Draven is looking at a Barrett 121T and an HK Urban Fighter, and Sam is looking at an RPK HMG.  Granted that’s 16,500¥ of 20,000¥ so we can probably look at changing wants/needs when Sera and Shift look at what items they want to grab.

Sage, the leader of the Ardientes, is less forgiving and the gang is looking for proof of death and Vinnie’s huevos, deliverable to Sage.  Draven’s mob contacts have indicated they want his ear (no proof of death necessary).  The Ardientes and the mob are offering 50,000¥ each, so the total possible payout is 120,000¥ for this job.

Based on a tip from a snitch, Nikolai Rostov, we tracked Vinnie to a hanger at an abandoned airstrip outside of Barstow.  After having NPC-mode Sera and Shift disable the security and astrally surveyed the area, Sam infiltrated the hangar and found the dead bodies of Little Joe and his matrix teammate, low-end Shadowrunners who’d been killed without a mark left on them.  There were tire tracks moving out of the abandoned airport that indicate Vinnie’s escaped in a Ford-Canada Bison/Buffalo and is headed out to the desert.

Rolls to be made:  for each of the four months, roll Ettiquette with all appropriate modifiers.  The number of hits count as “contact points” used however desired, no loyalty above three, no connection above 4.

« Last Edit: <07-13-13/2243:59> by Marlowe »
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