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Wetwork, Inc. [OOC]

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Irn0rchid

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« Reply #15 on: <05-02-16/0750:09> »
That faq makes no logical sense. I could see why a SnS might be too high tech or something, but a subsonic round differs from APDS only in amount of propellant and weight/shape of bullet. Regardless, I'll do whatever GM wants, obviously. :)

Edit: The more I think about it, the more those two FAQs annoy me. They're incomplete (can you hand load hollow point or HI-DE?), there's no reasoning given so you can't extrapolate on your own to the other ammo (Stick-N-Shock isn't specialty ammo?), and the answers given are illogical (see above). I think the game would have been better had they not even answered at all. :P
« Last Edit: <05-02-16/0908:19> by Irn0rchid »

Bewilderbeast

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« Reply #16 on: <05-02-16/1008:30> »
Kynos' gangs roll means he also knows about the Brain Eaters, though he doesn't have much more info to offer... he probably knows the street names of their major players, if you guys are interested in that. He basically knows more detail than Fenris, but that's about it.

Fenris hasn't heard of the Red Wormz. Using Kynos' roll, though... he has. Barely. They're small time and, apparently, have been on the run for the past several months. They were a Barrens ork and troll gang specializing in Matrix support. A lot of their deckers were self-taught or mentored by older members. They used to deal in BTLs and a few other chemical drugs, though word of them has been scarce lately. They were never major players, and never controlled more than a few tenement blocks.

As far as hand-loaded ammunition goes... yeah, I have to admit that it makes no sense to me. The rule of thumb I'm going to use is, well... is something the average firearm enthusiast could hand-load? Is it more or less a basic bullet with powder, case, primer, all that junk? If so, yes. If no, sorry, you have to buy it from a box. I'd be more inclined to allow hand-loading of subsonic rounds than EX-ammo, for example... unless you want to make some demolitions checks.
« Last Edit: <05-02-16/1011:51> by Bewilderbeast »
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Irn0rchid

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« Reply #17 on: <05-02-16/1016:52> »
Okay, no problem, I can categorize most of the relevant ones based on that. Basically Stick-n-Shock is the main one she uses that wouldn't be hand-loadable then.

Bewilderbeast

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« Reply #18 on: <05-02-16/1304:14> »
Yeah, Stick-N-Shock is pretty hi-tech and would require a specialized facility  (or at least a workshop) to fabricate. I think gel rounds would be tough to pull off, too. We'll take it on a case-by-case basis, but the short version...

Does it basically consists of bullet + casing + powder? If yes, you can hand - load it. If it fires something other than a bullet or clearly requires parts beyond powder, casing, bullet and primer, then it will probably be way more cost-effective to buy it in a box.
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Irn0rchid

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« Reply #19 on: <05-02-16/1307:42> »
I was assuming Gel was just replacing a standard bullet with a gel one, similarly with HI-DE. I'd imagine you might need something fancy between the gel and propellant to keep it from disintegrating. Either way is fine. I'll mark the Gel and SnS as not handloaded on the sheet. :)

Scorchio

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« Reply #20 on: <05-02-16/2014:58> »
First off great to be onboard!

This is really just a placeholder for the Hernandez chracter sheet to be edited into.

Bewilderbeast, two quick queries:

1) Did you have a chance to look over the 2nd PM I sent you? Those final clarifications would be welcome before I post the finalised sheet.
2) Noob question of the day - How would you prefer we roll dice for the game, is there a separate web-service?
« Last Edit: <05-02-16/2024:14> by Scorchio »
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Blueclaws

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« Reply #21 on: <05-02-16/2014:58> »
Assessing test
Assensing 7 + Intuition 4 [Mental 5]: 11d6t5 5 11d6t5: 5 [11d6t5=6, 1, 1, 3, 1, 4, 5, 6, 5, 5, 3]

Ok, I got Shadow Community and Underworld knowledge as well to see if Robin can think of anything that may be of use when he sees the tattoo.
Shadow Community 7 + Intuition 4 [Mental 5]: 11d6t5 1 11d6t5: 1 [11d6t5=5, 1, 1, 4, 2, 4, 1, 3, 2, 3, 2]
Underworld 7 + Intuition 4 [Mental 5]: 11d6t5 3 11d6t5: 3 [11d6t5=1, 2, 3, 5, 3, 6, 5, 4, 1, 2, 2]

Perception as well to see if Robin notices anything specific on his own.
Perception 10 + Intuition 4 [Mental 5]: 14d6t5 5 14d6t5: 5 [14d6t5=4, 4, 3, 2, 5, 6, 5, 1, 1, 6, 4, 5, 1, 2

As far as the negotiation goes, I got 15 dice on a negotiation roll. Should I just go for it... or??


Edit: Negotiation Test
Negotiation 7 + Charisma 6 + Consummate Prof. 2 [Social 8]: 15d6t5 7 15d6t5: 7 [15d6t5=6, 6, 4, 5, 4, 5, 2, 4, 1, 3, 1, 4, 5, 6, 6]
« Last Edit: <05-02-16/2250:11> by Blueclaws »

Herr Brackhaus

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« Reply #22 on: <05-02-16/2036:06> »
Schorchio
A lot of us use orokos.com; you can see a full history of rolls made with the same campaign name if you check the following link: http://orokos.com/roll/c-Wetwork%2C+Inc

Dice rolls are pretty simple; enter character name, campaign name, a description of the roll, and the dice formula. You'd use xd6t5 for normal rolling, and xd6h5 for when you use edge to Push The Limit which makes your sixes exploding (i.e. granting an extra roll each per 6 rolled).

Blueclaws
Go for it! :)

And nice rolling on the Assessing; should give us a good indication of what the emotional state of the Johnson is. Along that vein, I'll roll Judge Intentions to see if I can discern if the Johnson's offer is on the up and up or if I feel like he might be trying to hide something from us.
Intuition 5 + Charisma 3: 8d6t5 1


Also, as a note to everyone since our characters have worked together as a team; Fenris will only ever kill people he's paid to do geek because of his Assassin's Creed code of honor. In other words, if the Johnson only identifies the troll as the target Fenris won't kill anyone else. He would also take issue with anyone else on the team killing someone he's incapacitated (most likely through nerve strike or judicious use of electrical attacks).
« Last Edit: <05-02-16/2039:12> by Herr Brackhaus »

Scorchio

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« Reply #23 on: <05-02-16/2113:38> »
Thanks Herr Brachus.

Therefore, Starting Nuyen 3d6*60: 780 [3d6=3, 6, 4].
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Bewilderbeast

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« Reply #24 on: <05-02-16/2351:28> »
Awesome! That's all players accounted for. Blueclaws has some changes to make to his character sheet, but honestly if you guys want to tweak your sheets or anything go ahead. I don't consider characters totally finalized until after the traditional first meet, anyway.

Now somebody make a Negotation roll so I can move the plot along. Teamwork is very much allowed. So far Kynos, Fenris and Robin have all talked about pay, so please give me some kind of roll from you three. The other two can chip if desired.
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Irn0rchid

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« Reply #25 on: <05-02-16/2358:49> »
Not worth me rolling  my 2 dice, dont want to critical glitch. :P

Herr Brackhaus

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« Reply #26 on: <05-03-16/0007:41> »
Yeah, I'll pass on the roll too. Fenris isn't so much negotiating as he is asking for clarification. I.e. 8500 is enough to kill the troll, but if the Johnson wants other targets dead then he'll want more information.

Blueclaws

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« Reply #27 on: <05-03-16/0033:23> »
I rolled, I just edited the previous post. Sorry lol. I should have just made a new post I guess.

Irn0rchid

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« Reply #28 on: <05-03-16/0038:23> »
7 successes should be good enough for whatever we're gonna get. ;)

Jack_Spade

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« Reply #29 on: <05-03-16/0051:11> »
Teamwork Negotiation: 5d6t5 1 [5d6t5=1, 5, 4, 1, 1]
I really should stop rolling dice...
Spending one Edge to turn it into a normal success :P
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex