Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: biotech66 on <04-23-16/0005:01>

Title: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <04-23-16/0005:01>
Post here for OOC info.  Let's get this started!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <04-23-16/0019:12>
Starting Nuyen (http://orokos.com/roll/395278): 3d6*60 660
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-23-16/0057:14>
Starting ¥ (http://orokos.com/roll/395284): 3d6*60 840 [2, 6, 6]

INFO
Street Name: Marcus
Name: Unknown, Marcus Brennan (fake SIN)
Movement: 12/24
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male, Age unknown, early 20s
Height 1.82m, Weight 112kg
Composure: 6
Judge Intentions: 6
Lift/Carry: 9 (75 kg/50 kg)
Memory: 7
Nuyen: 1110¥

PRIORITITES (SUM TO 10)
Metatype: E (Human 1)
Attributes: B (20)
Magic: E (Mundane)
Skills: B (36/5)
Resources: A (450,000)

KARMA EXPENDITURES
+25 from Negative Qualities
-25 for Positive Qualities
-1 for Contacts
-2 for skills (Automotive Mechanic 1)
-10 for nuyen (20,000¥)
-12 for Martial Arts (Style and Technique 7, Technique 5)

ATTRIBUTES
BOD 4, AGI 4 (6), REA 4 (6), STR 3 (5), WIL 3 (4), LOG 3, INT 5 (4), CHA 2, EDG 3, ESS 0.80

INITIATIVE
Physical/AR: 10 + 3d6

CONDITION MONITORS
Physical: 10
Stun: 10

LIMITS
Physical 7, Mental 5, Social 3

QUALITIES
Agile Defender, Biocompatibility (Bioware), Bi-Polar, Hawk Eye, Insomnia, Lack of Focus, Restricted Gear (Pain Editor), Sharpshooter, Superhuman Psychosis

ACTIVE SKILLS
Athletics skill group 4, Automatics (Assault Rifles) 6 (+2), Automotive Mechanic 1, Influence skill group 1, Intimidation (Physical) 4 (+2), Locksmith 2, Palming 2, Perception (Visual) 5 (+2), Pilot Ground Craft 2, Sneaking (Urban) 4 (+2), Unarmed Combat (Jeet Kune Do) 6 (+2)

KNOWLEDGE SKILLS
20th Centry Cinema (Bruce Lee flatvids) 2 (+2), Area Knowledge: Chicago 2, Chicago Gangs 2, Chicago Underworld 2, English N, Small Unit Tactics (Urban) 4 (+2), Sports 2

'MARTIAL ARTS
Jeet Kune Do (Counterstrike, Yielding Force (Counterstrike))

AUGMENTATIONS: 406,250¥
Bone Density Augmentation (Rating 4, Used), Muscle Augmentation (Rating 2, Used), Muscle Toner (Rating 2, Used), Nephritic Screen (Rating 6, Used), Orthoskin (Rating 4, Used), Pain Editor, Platelet Factories (Used), Reception Enhancer, Synaptic Booster (Rating 2)

ARMOR: 8,545¥
Ares Victory Rapid Transit Elite [AV 9], Baseball cap [w/Trodes], Chameleon Suit [AV9, w/4 Concealed Pockets, Faraday Pocket, Thermal Damping (Rating 2), Ultrasonic Noise Generator (Rating 4)], Custom Ballistic Mask [AV2, w/Gas Mask, Ultrasound Sensor (Rating 3)], Forearm Guards [AV1], Lined Coat [AV9, w/Faraday Pocket, Nonconductivity (Rating 5), Shock Weave], Ski mask

WEAPONS: 9,915¥
Remington Suppressor [Machine Pistol, Acc 6 (7), DV 7P, AP-1, SA/BF, RC -, 15/30(c), w/Concealed Quick-Draw Holster, Sound Suppressor, Laser Sight, 3 extended clips, 200 Regular rounds (+1DV)]

AK-97 [Assault Rifle, Acc 5 (7), DV 10P, AP-2, SA/BF/FA, RC 3, 38/76(c), w/Chameleon Coating, Folding Stock, Gas-Vent 3 System, Holographic Sight, Personalized Grip, Sling, 4 extended clips, 150 APDS rounds, 150 Flechette rounds, 300 Regular rounds (+1DV), 200 Tracer rounds]

GEAR: 31,520¥
Autopicker (Rating 4), Certified Credstick (Silver), Certified Credstick (Standard), Crowbar, C-Squared (Rating 6), EvoTech Himitsu [w/Program Carrier (Virtual Machine w/Smoke and Mirrors, Stealth), Receiver], Fake SIN [Rating 4, w/6 Fake Licenses (Licensed Close Protection Specialist, Drivers License, Permits for Assault Rifles, Comms Devices, Concealed Carry, Machine Pistols)], Flashlight, Gecko Tape Gloves, Guts (1), Miniwelder, Nightwatch (4), Sequencer (Rating 4), 5 Stealth Tags, Survival Kit, Tool Kit (Automotive Mechanic)

VEHICLE: 11,000¥
Thundercloud Morgan [Handling 3/5, Speed 4, Accel 3, Body 14, Armor 6, Pilot/Sensor 0, Seats 2 (3), Manual Control Override, Off-Road Suspension, Weapon Mount (Heavy, External, Fixed, Manual), Increased Seating, Smuggling Compartment]

LIFESTYLE: 2,500¥
Low [1 month, Comforts & Necessities 2, Security 2, Neighborhood 2, w/Private Room, Bi-Polar Medication]

CONTACTS
Dr. Martin Tate [Connection 5, Loyalty 2]

[spoiler=Character background]
Medical examination report of subject recovered from St. Matthew site, 2074-01-12 @ 2311 hours local Chicago time
Presiding physician: Dr. M. Tate, CZ Border Clinic Epsilon-Sigma, a Truman Technologies subsidiary

Initial Physical Evaluation:
The subject, a human male in his late teens/early 20s, designation Matthew-4-Alpha, appears to be in extremely good health considering the circumstances of his recovery; the fourth floor of the lab he was liberated from was located 80 feet under the St. Matthew Lutheran Church on W 21st St and S Hoyne Ave, located both inside the Noose and along the outer edge of the Cermak Blast radius. Unlike the Matthew-2 and 3 subjects, 4-Alpha shows no signs of malnutrition or mistreatment and instead appears to have been well cared for, likely due to the extensive modifications he has received. The precision with which each implant has been performed leads me to believe the procedures were performed by an expert surgeon, albeit certainly with inferior, possibly even older, raw materials. As a result the subjects wholistic self has suffered greatly despite what seems to be a natural compatibility with the implanted 'ware; it seems highly likely that the lab was experimenting on prototype O-Cells or perhaps even using cybermantic techniques in order to implant as much ware into a human being as possible.

Initial Mental Evaluation:
4-Alpha responds well to external physical stimuli, but has remained near-catatonic since his arrival in this facility. Only after administering chemical stabilizers was the subject able to willingly participate in physical trials, and 4-Alpha has finally begun opening up with the staff. Unfortunately, the subject currently remembers little of his time in the lab or indeed of his past life. At this rate it is likely that his recovery will take a significant amount of time.

Follow-up report, 2074-06-28 @ 1425 hours local Chicago time
4-Alpha, who has himself chosen to go by the name Marcus, is doing remarkably well. It is my firm belief that he could be of great use to both Horizon and Truman Technologies here in Chicago, as he exhibits several favourable traits that would make him an excellent operative. His augmentations all seem aimed at making him a capable close-quarters combatant, and his memory of the time in the lab seem to almost exclusively revolve around physical training or mental war games. It seems likely that Marcus was purposefully designed to be a soldier, though his state of mind leaves assignment to the rank and file out of the question. Behind the facade of a cold and calculating intellect lies an easily distracted and frightened child, possibly a result of extended isolation at the Matthew facility. It is impossible to tell how long the subjects had been down there by the time our disposable assets found them, and 4-Alpha is unfortunately the only survivor at this point.

Marcus has been diagnosed with bipolar disorder as well as ADHD, either or both of which may be the root of his unstable circadian rythm; the sleep regulator implant he has received helps but may also be a contributing factor to his insomnia. I have prescribed a combination of anticonvulsants, antipsychotics, and benzodiazepine to stabilize his mood swings, and while he is able to function well in the environment we've created for him I fear what might happen once he encounters the kind of people living in Chicago. It is my recommendation that we equip him adequately to survive in the Zone and observe him closely to understand his capabilities better. I am hereby ordering Bravo team to allocate manpower to shadow 4-Alpha as he carries out his first trial run on the surface.

Follow-up report, 2074-11-11 @ 0417 hours local Chicago time
4-Alpha is hereby cleared for autonomous field-work assignments in the Chicago area. While there have been a few... incidents... involving missing persons reports where the subject has likely been involved, his efficiency cannot be denied. Marcus has been staying on his meds for the last three months and has not suffered any episodes that our observation teams have been able to discover. His attention span makes him ideally suited for short term, high intensity tasks, and it will be interesting to see how he deals with the reality of shadow work.

His cover identity is that of Marcus Brennan, a licensed and bonded close protection specialist operating on both sides of the law in Chicago. For all intents and purposes he sees me as someone who helped him get his life back, but I am not sure how far he trusts me nor for that matter how far I trust him.[/spoiler]
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <04-23-16/0141:57>
Starting Nuyen (correct this time): (http://orokos.com/roll/395289): 4d6*100 1500

Ignore the first starting nuyen roll, was still figuring out the dice roller. I'm going to add it to what I had left over from character generator, and post my sheet here for posterity.

[spoiler]== Info ==
Street Name: Pepperface
Name: Peter Giroux
Movement: 6/12
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 7
Judge Intentions: 7
Lift/Carry: 4 (30 kg/20 kg)
Memory: 15
Nuyen: 3775

== Priorities ==
Metatype: D - Human or Elf
Attributes: C - 16 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: A - 450,000¥

== Attributes ==
BOD: 2
AGI: 2 (3)
REA: 2 (6)
STR: 2
CHA: 2
INT: 5
LOG: 6 (8)
WIL: 5
EDG: 5

== Derived Attributes ==
Essence:                   1.00
Initiative:                7 (11) + 2d6
Rigger Initiative:         11 + 2d6
Astral Initiative:         
Matrix AR Initiative:      11 + 2d6
Matrix Cold Initiative:    5 + DP + 3d6
Matrix Hot Initiative:     5 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    11
Social:                    4
Astral:                    11

== Active Skills ==
Animal Handling            : 0                      Pool: 1
Archery                    : 0                      Pool: 2
Armorer                    : 0                      Pool: 7
Automatics                 : 0                      Pool: 2
Blades                     : 0                      Pool: 2
Clubs                      : 0                      Pool: 2
Computer                   : 5                      Pool: 13
Con                        : 1                      Pool: 3
Cybercombat                : 6                      Pool: 14
Demolitions                : 5                      Pool: 13
Disguise                   : 0                      Pool: 4
Diving                     : 0                      Pool: 1
Electronic Warfare         : 5                      Pool: 13
Escape Artist              : 0                      Pool: 2
Etiquette                  : 4 [Corporate]          Pool: 6 (8)
First Aid                  : 0                      Pool: 7
Forgery                    : 0                      Pool: 7
Free-Fall                  : 0                      Pool: 1
Gunnery                    : 0                      Pool: 2
Gymnastics                 : 0                      Pool: 2
Hacking                    : 6 [Devices]            Pool: 14 (16)
Hardware                   : 5                      Pool: 13
Heavy Weapons              : 0                      Pool: 2
Impersonation              : 0                      Pool: 1
Instruction                : 0                      Pool: 1
Intimidation               : 0                      Pool: 1
Leadership                 : 0                      Pool: 1
Longarms                   : 0                      Pool: 2
Navigation                 : 0                      Pool: 4
Negotiation                : 0                      Pool: 1
Perception                 : 1                      Pool: 6
Performance                : 0                      Pool: 1
Pilot Ground Craft         : 1                      Pool: 7
Pilot Watercraft           : 0                      Pool: 5
Pistols                    : 6 [Semi-Automatics]    Pool: 9 (11)
Running                    : 0                      Pool: 1
Sneaking                   : 1                      Pool: 4
Software                   : 5                      Pool: 13
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 2
Tracking                   : 0                      Pool: 4
Unarmed Combat             : 0                      Pool: 2

== Knowledge Skills ==
Art                        : 3                      Pool: 13
Bomb Design                : 6                      Pool: 16
Chemistry                  : 4                      Pool: 14
Data Havens                : 1                      Pool: 8
Engineering                : 3                      Pool: 13
English (N)                : 0                      Pool: 0
Literature                 : 3                      Pool: 13
Matrix Games               : 1                      Pool: 8
Security Design            : 1 [Corporate]          Pool: 8 (10)
Shadow Community           : 4                      Pool: 11
Small Unit Tactics         : 3                      Pool: 10

== Contacts ==
Mr. Twist; Chicago; Fixer (4, 2)

== Qualities ==
Codeslinger (Hack-on-the-Fly)
College Education.RF
Overclocker
Perfect Time
Phobia (Uncommon, Mild) (Technomancers)
Prejudiced (Specific, Outspoken) (ecoterrorists, neo-anarchists, "idealists")
SINner (Corporate Limited) (Horizon)

== Lifestyles ==
Apartment with Bomb Lab  2 months

== Cyberware/Bioware ==
Auto Injector
Bone Density Augmentation Rating 1
Cerebral Booster Rating 2
Cybereyes Basic System Rating 4
   +Image Link
   +Smartlink
   +Flare Compensation
   +Vision Enhancement Rating 3
   +Thermographic Vision
   +Vision Magnification
   +Microscopic Lenses
   +Eye Protectors (Ballistic Glass)
Datajack
Mnemonic Enhancer Rating 2
Reaction Enhancers Rating 3
Synthetic Full Arm (AGI 9, STR 3, Physical 5) (Right)
   +Cyberdeck
   +Enhanced Agility Rating 3
   +Armor Rating 1
   +Customized Agility Rating 6
Wired Reflexes Rating 1

== Armor ==
Actioneer Business Clothes          8
   +Chemical Protection 2
   +Nonconductivity 6

== Weapons ==
Ares Light Fire 70
   +Hidden Gun Arm Slide
   +Smartgun System, Internal
   Pool: 9 (11)   Accuracy: 9   DV: 6P   AP: -   RC: 2
Unarmed Attack
   Pool: 2   Accuracy: 4   DV: 2P   AP: -   RC: 2

== Commlink ==
Hermes Chariot (ATT: 5, SLZ: 4, DP: 4, FWL: 2)
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1)
Sony Emperor (ATT: 0, SLZ: 0, DP: 2, FWL: 2)

== Gear ==
Ammo: Regular Ammo (Light Pistols) x60
Ammo: Stick-n-Shock (Light Pistols) x40
AR Gloves
Armor
Baby Monitor
Biofeedback
Biofeedback Filter
Blackout
Browse
Commercial Explosive Rating 5 x3
Configurator
Decrypt
Defuse
Demolition
Earbuds Rating 3
   +Audio Enhancement Rating 3
Edit
Encryption
Exploit
Fake SIN ("Real" SIN) Rating 4
   +Fake License (Cyberdeck License) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4
   +Fake License (Restricted Cyberware License) Rating 4
Fork
Guard
Hammer
Lockdown
Long Haul x5
Mugger
Psyche x5
Shell
Signal Scrub
Sneak
Sneak
Spare Clip (Ares Light Fire 70) x5
Stealth
Subvocal Mic
Tool Kit (Demolitions)
Toolbox
Track
Virtual Machine
Wrapper

== Vehicles ==
Chrysler-Nissan Jackrabbit (Subcompact)
   +Sensor Array Rating 2[/spoiler]
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <04-23-16/1659:31>
[Spoiler]Starting nuyen (http://orokos.com/roll/395428): 3d6 11

So that adds 660 nuyen...


Metatype  Human
Attributes
Magic  6
Skills
Resources

-- Karma Expenditure --
750 Starting Karma
-20 For Adept
-123 for Magic Rating 6
-15 for UCAS: SINless
-40 for Child of the Shadows
-50 for Highschool
25 Postive Karma:
-5 for Mentor Spirit: Dog
-4 for Ambidextrous
-10 for Guts
-3 for Agile Defender
-3 for Hawk Eyed
+5 for Distinctive Style (Aren’t you little young to be a Shadowrunner?)
+7 for Paranoia
+5 for Astral Beacon
+17 Negative Karma
-7 for Jackalope
-7 for Rico the Ork
-5 for Mr Mouse
-90 for Agility 6
-45 for Reaction 5
-45 for Body 4
-45 for Strength 4
-45 for Willpower 4
-15 for Intuition 3
-15 for Logic 3
-42 for Pistols 6
-7 for Pistol Specialization: Semi Automatics
- 20 for Perception 4
-7 for Perception Specialization: Sight
-20 for Gymnastics 4
-20 for Sneaking 4
-12 for Armorer 3
-7 for Armorer Specialization: Firearms
-10 for Japanese 4
- 10 for 5th World Fiction
-10 for Adept Magic
-10 for Firearms
-6 for Pilot Groundcraft 2
-6 for Automatics 2
-6 for Longarms 2
-10 for 20,000 Nuyen
-2 for Intro Runner Pack
-1 for Street Slugger Pack

Remaining
4
-- Attributes --
Body 4
Agility 6
Reaction 4 (7)
Strength 4
Willpower 4
Logic 3
Intuition 3
Charisma 2
Edge 2
Essence 6.00

Initiative – 10+46
Physical Condition Monitor - 10
Stun Condition Monitor - 10
Overflow Boxes - 4
Physical Limit - 6
Mental Limit - 5
Social Limit - 5

-- Qualities --
Mentor Spirit: Dog
Ambidextrous
Guts
Hawk Eyed
Agile Defender
Distinctive Style (Aren’t you a little young to be a Shadowrunner?)
Paranoia
Astral Beacon

-- Skills --
Computer:2
Chemisty: 1
Con: 1
First Aid: 1
Perception (Sight): 4 (6)
Armorer: 3
Chemistry: 1
Software: 2
Pistols (Semi Automatics): 6 (8)
Automatics: 2
Longarms: 2
Palming: 2
Disguise: 2
Sneaking: 4
Running: 1
Swimming: 1
Gymnasitics: 4
Pilot Groundcraft: 2
Tracking: 0 (2)

-- Skill Groups --


-- Knowledge/Language Skills --
Languages:
English: N
Italian: 1
Japanese: 4
Academic:
Adept Magic: 4
Mathmatics: 1
History: 1
Professional Knowledge:
Firearms: 4
Interests:
5th World Fiction: 4
Street Knowledge:
Safehouses: 3
Chicago: 1

-- Augmentations/Magic/Adept Powers --
Improved Sense: Low Light Vision
Improved Sense: Thermographic Vision
Improved Reflexes Rating 3
Rapid Draw
Motion Sense
Nimble Fingers
Enhanced Accuracy: Pistols
Enhanced Accuracy: Automatics
Enhanced Accuracy: Longarms
Combat Sense Rating 1

-- Gear --
-4000 for Intro Runner Pack
Fake SIN (1): Mary Sue
Metalink
Colt America L36 with Lazer Sight in Quick Draw Holster
Acc: 7 (9) Dmg: 7P Mode: SA Ammo: 11 Regular Rounds (c)
Colt America Clip: 11 Regular Ammo Rounds
Colt America Clip: 11 Regular Ammo Rounds
166 Light Pistol Rounds
Knife
Acc: 5 Dmg: 5P AP: -1
Armor Vest
Glasses Capacity 1:Image Link
Mapsoft: Chicago
Standard Credstick with 1155 Credits
Twenty Plastic Restraints
Flashlight
Backpack with 20 Nuyen inside
Respirator Rating 1
-2000 for Street Slugger Pack
Defiance T-250 with Sling, Lazer Sight
Acc: 4 (6) Dmg: 10P Mode: SS/SA Ap: -1 Ammo: 5 Regular Ammo (M)
35 rounds Regular Shotgun Ammo
100 rounds of flechette shotgun ammo
Colt America L36 with Lazer Sight in Quick Draw Holster
Acc: 7 (9) Dmg: 7P Mode: SA Ammo: 11 rounds of Regular Ammo
Streetline Special
Acc: 4 (5) Dmg: 6P Mode: SA Ammo: 6 rounds of regular ammo
24 Rounds of Regular Hold Out Ammo
Knife:
Acc: 5 Dmg: 5P Ap: -1
Knucks:
Acc: 6 Dmg: 5p
-3000 for a Dodge Scoot
Dodge Scoot:
Handling: 4/3 Speed: 3 Accel: 1 Body: 4 Armor: 4 Pilot: 1 Sensor: 1 Seats: 1
-5000 for 1 Year Doc Wagon Regular Contract
-250 for Medkit Rating 1
-100 for Medkit Supplies
-100 for Helmet
-500 for 1 Month Squatter Lifestyle (Sleep tank… oversized)
-30 for Casual Clothes (T Shirt and Jeans with tennis shoes)
-20 for Extra Pair of Clothes (T shirt with Jeans)
-150 for Nice Clothes (Buttoned up Collar Shirt, Khakis, Nice shoes)
-10 for Light Black Jacket
-10 for Black Winter Coat
-15 for Sling
-950 for AK-97
-1520 for 76 Rounds of Regular Assault Rifle Ammo
-5 for AK-97 Spare Clip
AK-97 with Lazer Sight, Sling, and Gas Vent system rating 3
Acc: 5 (7) Dmg: 10P Mode: SA/BF/FA RC: 3 Ap: -2 Ammo: 38 rounds of regular ammo (c)
AK-97 Spare Clip: 38 rounds of regular ammo
-150 for Lazer Sight
-150 for Lazer Sight
-150 for Lazer Sight
-150 for Lazer Sight
-15 for Sling
-600 for Gas Vent Rating 3 for AK-97
-600 for Gas Vent Rating 3 for Defiance T-250
-275 for Concealable Quick Draw Holster
-275 for Concealable Quick Draw Holster
-500 for Armorer Kit


Remaining Money -  + ()
1155 Nuyen
-- Contacts –
Jackalope: Firing Range Owner, Ex Shadowrunner, Gunbunny
Connection: 1 Loyalty 6
Bio: An elvish gunbunny with a seriously badass customized Ruger Super Warhawk. She has burned all her Shadowrunning contacts and gone off the grid. Only her best friend Miss Anon(aka Vincent’s Mom) still keeps contact with her… or even knows she was a Shadowrunner. Vincent’s Mom used to take him here so she could keep her edge with a gun. Jackalope ended up helping Vexboy learn to shoot. Taught him a shit ton of stuff to do with pistols and even ended up influencing his adept powers manifesting. When his parents left without a trace she ended up kickstarting his career. She runs an underground firing range in an hidden bunker under her house.

Rico the Ork:
Connection: 4 Loyalty: 2
Bio: A supplier that Jackalope knows. Vexboy met him a few times at the range but ultimately they became better acquainted after Vexboy met Mr Mouse. He loves guns and can obtain quite a few of them. But he dabbles in other practical supplies as well.
Mr Mouse: Fixer
Connection: 4 Loyalty: 1
Bio: A dwarf Fixer who Vexboy convinced to take him on. He is professional enough and seems to know what he is talking about but Vexboy isn’t EXACTLY sure what he is talking about most the time. And he is still wonders whether or not this is intentional. [/Spoiler]
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <04-23-16/2010:51>
So, not sure which die roller you guys like to use, been a while since I played online, and invisible castle has died :( used random.org just now, but no idea how to link to show roll on that site, got a 5,6,2 for starting nuyen. 13*60=780

Character Sheet:

[spoiler="Kereina Ohka"]
Attractive (as orks go) corporate security agent. During a corp raid on her intallation, she was driving to respond when a bomb exploded nearby, killing her partner in the passenger seat and irreparably damaging her right leg. She got the leg replaced by a full cyberlimb care of the corporate insurance policy, but quit the security force following the incident. She moved to Chicago where she set up an automotive shop, but needs to make a little more to get by, and has taken to the shadows to make ends meet. She is a knowledgeable mechanic and loves her drones like pets. She has taken an extreme interest in AI, hoping one day her drones will have a conscience of their own.

Name: Kereina Ohka
Alias:
Race: Ork
Sex: Female
Nationality: Japanese
Lifestyle: Low (3 months)
Karma Spent: 25

Attributes

BodyAgilityReactionStrength
545(6)3
CharismaIntuitionLogicWillpower
3553
EdgeMagic/ResonanceEssenceInitiative
201.7611+2d6

Positive Qualities
Low-Light Vision
Gearhead
Vehicle Empathy
Negative Qualities
Distinctive Style (cyber leg prominently tattooed with koi fish, clouds and waves)
SINner (Corporate Limited)(Shiawase)

Active Skills
Aeronautics Mechanic1Pool: 6
Automatics4Pool: 8
Automotive Mechanic1Pool: 6
Computer 1Pool: 6
Electronic Warfare2Pool: 7
Etiquette1Pool: 4
Gunnery2Pool: 6
Hardware1Pool: 6
Perception2Pool: 7
Pilot Aircraft2Pool: 9
Pilot Groundcraft2Pool: 9
Pilot Walker1Pool: 8
Sneaking3Pool: 7
Knowledge Skills ( [Logic + Intuition] x 3 free points)
Arms Dealers7
Artificial Intelligence6
Combat Biking7
Corporate Security8
C-Pop Music7
Engineering8
English7
JapaneseN
Chicago Junkyards7
Smuggler Havens7
Or’zet6


Cyber/Bioware
CyberwareEssenceCostNotes
Control Rig1.6XXXXX¥Rating 2, Alphaware
Datajack0.08XXXXX¥Alphaware
Obvious Full Cyberleg (Right)0.8XXXXX¥Large Smuggling Compartment, Alphaware
Smarlink0.16XXXXX¥Alphaware
Wired Reflexes1.6XXXXX¥Rating 1, Alphaware

Weapons
WeaponPoolAccuracyDamageAPModeRCAdditionsAmmo
Remington Suppressor887P-1SA/BF2Flashlight (Low-Light); Smartgun System, Internal; Sound Suppressor; Spare Clip15(c)
Shiawase Arms Monsoon8710P-1SA/FA4Flashlight (Low-Light); Smartgun System, Internal; Shock Pad6x20(ml)
2xColt M23849P-2SA/BF/FA2Mounted on Roto-drones40(c)
2x Ares Alpha8711P-2SA/BF/FA4Mounted on Steel Lynx; Internal Smartgun System42 (c)
2x Ares Alpha Underbarrel Grenade Launcher36Grenade0SS2Mounted on Steel Lynx; Frag: 18P(f)(-1/m), +5 AP; HE 16P(-2/m), -2 AP; Smoke (10m Radius)6(c)
WeaponPoolAccuracyDamageAPReach
Unarmed Attack363S-0



Armor
ArmorValueAdditions
Chameleon Suit9Thermal Damping 4
Mortimer of London: Berwick Dress8Concealability; Custom Fit; Bug Scanner Rating 6; +1 Social Limit (when visible)
Mortimer of London: Ulysses Coat3Concealability; Custom Fit (Stack); Concealable Holster; +1 Social Limit (when visible)
Urban Explorer Jumpsuit9Biomonitor


Gear (XXXXX¥)
Vulcan Liegelord (Rigger Command Console; Device Rating: 5; Data Proc.: 5; Firewall: 6)XXXXX¥
Autosoft 4 (Targeting (Colt M23))XXXXX¥
Autosoft 4 (Electronic Warfare)XXXXX¥
Metalink Commlink x2 (Device Rating: 1; Data Proc.: 1; Firewall: 1) XXXXX¥
Earbuds (Rating 3; Audio Enhancement 1, Spatial Recognizer)XXXXX¥
Fake License (Rating 4 Automatics Weapons License)XXXXX¥
Fake License (Rating 4 Pilot License) XXXXX¥
Fake SIN (Rating 3; Yin Meili)XXXXX¥
Toolshop (Automotive)XXXXX¥
Toolkit (Aeronautic)XXXXX¥
Toolkit (Electronics)XXXXX¥
Explosive Rounds (Assualt Rifle) x280XXXXX¥
Gel Rounds (Assault Rifle) x340XXXXX¥
Regular Ammo (Assault Rifle) x400XXXXX¥
Minigrenade: Fragmentation x8XXXXX¥
Minigrenade: High Explosive x8XXXXX¥
Minigrenade: Smoke x8XXXXX¥
APDS Rounds (Assault Rifle) x240XXXXX¥
Stick-n-Shock Rounds (Assault Rifle) x60XXXXX¥
Flechette Rounds (Machine Pistol) x60XXXXX¥
Gel Rounds (Machine Pistol) x60XXXXX¥
Regular Ammo (Machine Pistol) x60XXXXX¥
Stick-n-Shock Rounds (Machine Pistol) x60XXXXX¥

Vehicle
Hyundai Shin-Hyung (Sport Sedan) (Rigger Interface; Spoof Chips; Sensor Array Rating 2)
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
5/43611062(0)XXXXXXXXXX¥

GMC Bulldog Step-Van (Van) (Rigger Interface; Smuggling Compartment (Dwarf, Human, Elf, Ork); Sensor Array Rating 2
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
3/313116122(0)XXXXXXXXXX¥

2x MCT Fly-Spy (Minidrone) (Sensor Array Rating 3)
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
4233103(0)XXXXXXXXXX¥

2x Shiawase Kanmushi (Microdrone) (Data Tap; Sensor Array Rating 3; Autosoft (Stealth) Rating 2))
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
4123003(0)XXXXXXXXXX¥

2x MCT –Nissan Roto-drone (Medium) (Weapon Mount w/ Colt M23; Autosoft (Maneuvering) Rating 2; Autosoft (Clearsight) Rating 2; Sensor Array Rating 3)
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
4243443(0)XXXXXXXXXX¥

Steel Lynx Combat Drone (Large) (Heavy Weapon Mount w/ 2x Ares Alpha Assault Rifles;  Autosoft (Targeting (Ares Alpha)) Rating 3;  Autosoft (Clearsight) Rating 2; Sensor Array Rating 3)
HandlingAccelSpeedPilotBodyArmorSensorAvailabilityCost
52436123(0)XXXXXXXXXX¥

Contacts
ContactC/L
Fixer3/1
Mechanic1/2
Street Doc1/1
Beat Cop1/1

[/spoiler].
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <04-23-16/2125:46>
Link to character sheet (please let me know if it doesn't work for anyone)

https://drive.google.com/open?id=0B1WtEPTxuBHJQjBWeUhTQUZnZlU

Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-24-16/1154:27>
Everyone
Have I got the below right? If you wouldn't mind filling in the blanks for ease of reference, I'd appreciate it. Feel free to replace the name with the SIN (fake or otherwise) your character uses when running.

Beta: Nathan Brown (real), James MacDonald (fake), aka "Alf", Human Male, Native American, 29, 1.67m, 56kg, Magician
Bewilderbeast: Peter Girouxi, aka "Pepperface", Human Male, ethnicity?, age?, height?, weight?, Decker/Demolitions
CraterShip: Kereina Ohka (real), Yin Meili (fake SIN), aka "?", Ork Female, Japanese, 28, 1.78m, 84kg, Rigger
Herr Brackhaus: Marcus Brennan, aka "Marcus", Human Male, Caucasian, late teens/early 20s, 1.82m, 112kg, Street Samurai
Irn0rchid: Elissa Thompson, aka "Skate", Elf Female, Caucasian, 23, 1.7m, 70kg, Street Samurai
Raiderjoseph: Vincent Elmas, aka "Vexboy", Human Male, Caucasian, 17, 1.62m, 59kg, Adept
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <04-25-16/1018:18>
Irn0rchid: Elissa Thompson, aka "Skate", Elf Female, Caucasian, 23, 1.7m, 70kg, Street Samurai
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <04-25-16/1107:32>
Everyone
Have I got the below right? If you wouldn't mind filling in the blanks for ease of reference, I'd appreciate it. Feel free to replace the name with the SIN (fake or otherwise) your character uses when running.

Beta: Nathan Brown, aka "Alf", Human Male, Native American, 29, 1.67m, 56kg, Magician

Using fake ID (rating 4): James MacDonald, UCAS citizen. (licenses included with ID are driving, mage, summoning, private investigator)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <04-25-16/2222:17>
All looks good.  We will start tomorrow night when I post the meet.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <04-25-16/2237:52>
YES!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <04-25-16/2304:38>
Awesome! Looking forward to it. Going to have to read up on Matrix rules. Filling out Herr Brackhaus' shorthand thing:

Quote
Peter Giroux, using the fake SIN "Peter Thompson" [he would never advertise his real last name] aka "Pepperface", Human Male, ethnicity [the whitest honky you've ever seen], age [old for a shadowrunner, but not old in general. Late thirties, early forties], height [average], weight [whatever average + cyberarm is], Decker/Demolitions. Wears a business suit and has no visible wear (synthetic cyberarm) so can blend into a crowd of wageslaves pretty okay (this is by design).
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <04-26-16/1319:56>
Just to mention to the team, Alf was designed principally as s support mage, on the assumption that combat mages would be a common thing.  He can cast a lightning ball or cast fling to chuck things at people (including a couple of shuriken he carries for this purpose), but he is more medic than fighter, and is a mediocre summoner with no binding.  So please don't read mage as "ready and able to rain destruction on all he can see, twist the minds of the weak, and deploy deadly minions of fire that ignore most bullets."  In mission 6-01 I think he cast heightened intuition twice and did some astral scouting, and I wouldn't be surprised if this time it was similar.

Just didn't want anyone making strategic/tactical assumptions based on the stereotype.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-26-16/1407:39>
Cool as cool, Beta. If you introduce yourself as a wizzard, Marcus will still think you can move buildings with your mind and respect you as if you could :D
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <04-26-16/1429:56>
My character is underage... he has never been on a run once.... so I guess I will play like that.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <04-26-16/2335:51>
Ok team, here's the first post.  I'll try to post once a day, every weekday.  http://forums.shadowruntabletop.com/index.php?topic=24026.0 (http://forums.shadowruntabletop.com/index.php?topic=24026.0)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <04-27-16/0802:40>
Just a heads up, today is my wife's birthday, so I probably won't be able to post as substantially as I'd like, but I should be able to later today
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-27-16/1020:41>
Marcus will head to the pancake house after he gets the message and park his car about a block away. It's a complete throwback with no electronics, no pilot, no nothing, and he's got a smuggling compartment in it where most of his gear is stashed.

He'll be carrying his EvoTech Himitsu in Running Silent mode on the Public Grid (14 dice to oppose Matrix Perception Tests), and otherwise just go dark and observe the place from a distance while waiting for Dr. Martin Tate to get back to him with what he knows about this Sid Gambetti guy. In addition to the commlink he's carrying a concealed Remington Suppressor (-3 conceal), a survival knife (-4 conceal), 3 spare extended clips with hand loaded regular ammo (-4 conceal), and a flashlight. He's wearing his baseball cap with trodes, a biomonitor, and his Ares Victory Rapid Transit Elite, Forearm Guards, and Lined Coat for a total AV of 4 natural + Lined Coat 9 + Forearm Guards 1 = 14.

Throwing in a couple of Perception tests, let's call it 15 minutes of surveillance each, as well as composure tests because my Lack of Focus negative quality may well end up getting to me.

0-15 minutes: Perception test: Perception (Visual) 5 (+2) + Intuition 4 + Hawk Eye 1 [Mental 5] (http://orokos.com/roll/396714): 12d6t5 2
15-30 minutes: Composure check: Charisma 2 + Willpower 4 (3) (http://orokos.com/roll/396716): 6d6t5 2
And failed. So after 15 minutes I get bored, and daydream for 15 minutes before resuming my surveillance.

30-45 minutes: Perception test: Perception (Visual) 5 (+2) + Intuition 4 + Hawk Eye 1 [Mental 5] (http://orokos.com/roll/396718): 12d6t5 5
Composure check: Charisma 2 + Willpower 4 (3) (http://orokos.com/roll/396719): 6d6t5 3
Success! I'll spend the remaining 15 minutes watching the place until the time of the meet and then head on in.

45-60 minutes: Perception test: Perception (Visual) 5 (+2) + Intuition 4 + Hawk Eye 1 [Mental 5] (http://orokos.com/roll/396720): 12d6t5 3

Note: These rolls are more for myself, but feel free to throw in any detail of what my character might see. I'm looking for anything that stands out, essentially; people carrying obvious and/or concealed weapons, people with odd mannerisms, security features, the usual slightly paranoid runner stuff. Because of the Reception Enhancer bioware I ignore penalties due to interfering sensory input and for being distracted. I didn't add the specifically looking bonus because there's probably going to be a penalty or two, especially if people are concealing weapons.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <04-27-16/1954:21>
Assuming there are no obvious threats seen by her fly spy, Kereina will go into the waffle house with her suppressor in the smuggling compartment in her leg, and wait to be seated.

On a separate note, anyone know where I can find a vehicle/drone size comparison chart? Thought about having her steel lynx in the step van, but not sure it would fit since it is a large drone.

Edit: Found quite a bit of stuff regarding drone sizes all the way back to SR2. Size of lynx specifically is about waist high and about a full body length long (I'd guess around 3' x 6' x 4') but rules regarding carrying drones, or even drone launch pads are not yet in 5e, so currently up to the gm. In any case, I'd wager a lynx would fit pretty comfortably in the storage area of the vehicle, and I'll plan accordingly if the future need arises. Barring gm change of course.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <04-28-16/0032:52>
Rigger 5.0 has drone launch pad rules.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-28-16/0722:43>
biotech66
Does my contact know anything about Sid that he's willing to share? I've got Martin Tate (Connection 5, Loyalty 2) as my one and only contact, but he might have heard of Sid.

ETA:
Forgot about the missions rules for asking contacts about stuff. Here's the roll for whether or not Dr Tate is willing to share any info:
Charisma 2 + Etiquette 1 + Loyalty 2 - Superhuman Psychosis 2 (http://orokos.com/roll/397150): 3d6t5 1
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <04-28-16/1121:04>
Rigger 5.0 has drone launch pad rules.

I did finally find that as well, but don't really want to go editing sheets now. Thank you for the response though! Looks like I may be using some of the money we get from this mission to add a couple extras to her vehicles
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-28-16/1132:10>
CraterShip
I'd say that's a great question for the Mission FAQ; at my personal table we handle it as 1 large drone taking up 2 seats unless it's a walker drone, with GM calls based on the fact that some "large" drones are exceptionally large.

Effectively, some vehicles may also have more storage space than seating, as in the case of the step-van, so it's not something that can be easily quantified unfortunately.

And we reserve Drone Racks for being able to quickly launch drones; without them it just means you're going to have to deploy them in a more manual fashion, like opening the door for your Lynx to roll out, maybe even put down ramps for it to embark/disembark.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-28-16/2309:53>
Teamworking the Negotiations test:
Charisma 2 + Negotiation 1 [Social 4] (http://orokos.com/roll/397395): 3d6t5 0 [3, 1, 2]
And wiff. Sorry guys, but at least I didn't glitch or anything.

As for off-road transport, I've got a decent vehicle for that but it only seats 3 including a gunner. Total throwback, though, so impossible to spot from the Matrix at least. Think this thing, but without the guns. (https://savannaharsenal.files.wordpress.com/2011/08/desert-patrol-vehicles-dpv.jpg)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-29-16/0937:11>
Hahaha, nobody has any negotiation skills? If I'd known that I'd have edged my roll...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <04-29-16/1019:11>
Negotiation or Intimidation, your choice! (http://orokos.com/roll/397569): 6d6h5 3
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-29-16/1048:43>
Did you use Edge to Push The Limit, Irn0rchid, and if so, shouldn't you be rolling 7 dice (Charisma 3 + Edge 4)?

If not, you need to use 6d6 T 5, not H. Didn't matter in this case because no sixes were rolled, just a heads up.

From the dice roller help:
tZ - target number Z, count rolls that meet or exceed Z as successes (if Z > Y, implicit oY)
hZ - hits Z, count rolls that meet or exceed Z as successes, max roll grants bonus roll (implicit oY) (WoD)

Example:
   20d6h5: 5 [20d6h5=4, 1, 1, 2, 2, 1, 4, 3, 2, 4, [6, 6, 4], 1, 3, 1, 5, 5, 3, 4, 3, [6, 2]]
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <04-29-16/1053:25>
I rolled edge, but am untrained, Cha 3 becomes 2, no? The h5 was on purpose. :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-29-16/1100:45>
I rolled edge, but am untrained, Cha 3 becomes 2, no? The h5 was on purpose. :)
Aah, of course. Doh :)


And I'm really tempted to throw a teamwork test if that's your intimidation test, because I'd get quite a few dice that way :)

Base 8 for physical intimidation, and I'm sure I'd get the bonuses for being physically intimidating (+1 to +3, because I am, natch) as well as outnumbering the subject (+2, because we are), plus up to 4 dice from my skill (three from you Irn0rchid), plus my Edge of 3 for a total dice pool of 17-19 with exploding sixes, before modifiers for NPCs attitude (neutral?) and characters desired result (annoying to NPC at most, I would think).

What do y'all think, is it worth trying to intimidate the Johnson for more money? Trying not to metagame too much, but I'm confident Marcus wouldn't have any qualms about getting in the Johnsons face to get more money without actually threatening to kill the guy. I just don't want to rack up notoriety for squeezing the Johnson, and I'm not sure what the Missions rules for this is.

biotech66; what do you think, is it bad form to use Intimidation instead of Negotiation on a Johnson? I'm thinking more along the lines of "Listen, you clearly hired a bunch of badasses, and badasses get paid, fool" as opposed to "If you don't pay up I'm going to cut your head off your shoulders" kind of thing...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <04-29-16/1105:32>
Probably not worth getting too fancy. I know missions are pretty strict on how much money gets given out.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <04-29-16/1349:11>
The few that I've read had most pay-outs as as something like "8000 plus 500 per net hit on a negotiate test, to a maximum of 10 000" although I recall one that that more along the lines of "The Johnson will offer 6000 and will buy any paydata or salvage at double standard rates, or if the team negotiates will offer 6000 + 500 per net hit up to 8000, but will only pay standard rates for paydata or salvage."  So they almost always allow for that negotiate roll --but if we don't have the skills, well, we get what we get.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <04-29-16/1407:47>
Cool as cool. Maybe 3 hits will get us something :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-03-16/0722:20>
So... who rolls?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-03-16/0724:42>
Negotiation or Intimidation, your choice! (http://orokos.com/roll/397569): 6d6h5 3

Irn0rchid already did.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-04-16/1433:23>
I hate the suspense.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-04-16/1523:42>
I hate the suspense.
*cough* Pot, kettle (http://forums.shadowruntabletop.com/index.php?topic=23985.0) :D
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-04-16/1530:55>
Oh, snap!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-04-16/1547:16>
I suck at GMING though... i dont have the patience. Plus to be honest after I read through the playbook it didnt feel like cheating... Im sorry guys. On the bright side by proxy you have helped like 4 of my friends who wanted to GM a shadowrun game.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-04-16/1929:08>
Sorry about that, I had a bit go crazy out here.  Had two family members die in the last week.  Let's get back to the action.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-04-16/1935:51>
Oh wow, sorry about that man. Take all the time you need.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-04-16/2007:52>
For sure, biotech; my condolences to you and yours. As Irn0rchid says, take all the time you need.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-04-16/2008:35>
Sorry about that, I had a bit go crazy out here.  Had two family members die in the last week.  Let's get back to the action.

You do NOT suck at Gming friend. Take your time.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-04-16/2136:42>
Dang it, I knew I should have kept the winch on my car.

Between Vexboy, Kereina, and Marcus we've got a combined Strength score of 4+3+5=12, and a Body score of 4+5+4=13, for a total combined lifting power of 25. That's probably enough to wrangle the container, but Marcus will definitely be inquiring about a winch for his ride and he'll hit all of you up for a mechanic contact since Dr. Tate probably won't be much use there. I'll look up availability tomorrow morning, as I think that's something that should be easy enough to get a hold of.

He'll also suggest taking two vehicles; his own as an off-road outrider with room for up to two more, and something large enough to transport the container and the rest of the team.


biotech66
Does Sid mention anything about where in the CZ this thing is located? Let me know if you want a roll on area knowledge or something like that. Marcus will be contacting Dr. Tate if and when he finds out what kind of chemicals or toxic materials we're dealing with unless someone on the team already has such knowledge.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-04-16/2218:01>
Sid did hand us an address, we just need to know a bit more about it.

Sorry that Alf doesn't have magic that will help much, but could do a strength 7 body six guardian spirit, if that helps with carrying, and could cast an increase body spell on someone to help with carrying capacity.

Getting a bit more of a feel for the size of this thing would be helpful, but if Sid doesn't know then maybe we need to plan on some up front scouting before we get too locked into one plan.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-04-16/2246:29>
Ah, good catch Beta. Just keep in mind that there will be at least a Rating 2 Background Count once we enter the zone. And I wouldn't be surprised if there is a toxic environment where we're picking this thing up; we are talking about some sort of poison, after all.

Three people and a spirit should be enough, assuming we don't need to fight while carrying the damned thing. I'll see if I can get my hands on a winch just in case, unless someone else already has one.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-04-16/2253:21>
Sorry to hear about your family bio, I hope all are dealing with the loss well.

As for game side, Kereina could potentially be the mechanic you're looking for for the winch, got an automotive mech shop and skill pool of 6. Also has a mechanic friend that could help. As for size wise, the Johnson 's description makes it sound too big to fit in a regular van. Would my stepvan be big enough? If not, I can start hitting up contacts for a flatbed or something.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-05-16/0641:51>
We only know that it's six foot long at this point, which judging by length alone should definitely fit in a step van. Even the smallest Mercedes-Benz Sprinter cargo van has a rear door width and height of approximately 5 feet and a bed length of a good 10 feet, and it seats three people in the front. Worst case we take out a seat or two to make it fit.

This is similar to what I've always envision a step van to look like, anyway.
(http://assets.mbvans.com/c_scale,w_181/Mercedes-Benz-Vans/Sprinter/Cargo-Van/Model/0040-MB-CargoVan-A2-LH1-744-brilliant-silver-met-RF-Ext025.png)

Looks like a winch cost 750¥, is Availability 4, takes 1 Body slot, and requires a shop to install with a threshold of 8. I don't think we've got time to get that done, to be honest; availability alone could take up to a day assuming we could find anyone with more negotiation dice than we all have put together, and then you're looking at a few extended tests with an interval of 8 hours to get it installed.

We'll just have to muscle it; just means we need to clear out the building before we carry the thing out, since I don't exactly think we'll be able to negotiate with anyone that might be there who wants to keep the thing for themselves.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-05-16/0833:09>
Ah, good catch Beta. Just keep in mind that there will be at least a Rating 2 Background Count once we enter the zone. And I wouldn't be surprised if there is a toxic environment where we're picking this thing up; we are talking about some sort of poison, after all.

Three people and a spirit should be enough, assuming we don't need to fight while carrying the damned thing. I'll see if I can get my hands on a winch just in case, unless someone else already has one.

Background count. Thats a minus 2 to some of my powers right? Also I wish I got gel rounds if I knew we were gonna clear out the place.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-05-16/1025:00>
Background count impacts any Skill test dice roll affected in any way, shape, or form by magic. It does not affect things like Initiative or normal Defense as these are not skill tests.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-05-16/1034:49>
Background count impacts any Skill test dice roll affected in any way, shape, or form by magic. It does not affect things like Initiative or normal Defense as these are not skill tests.

Whew... but still.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-05-16/1810:14>
I think you're right, Herr Brackhaus, the short time period on this one isn't going to support modifications of just about anything... Ah well, carrying should be fine assuming we're not actively being attacked at the same time (I see this most definitely happening now though).

I also had the same mental picture of the van, but I read some part wrong, thought the tank was 6' TALL, rather than long. Length should fit fine, and a couple passengers up front.

Looks like the next task is going to be recon at the address. Astral projection from alf and as many fly-spies as we can get close would be my initial guess, unless anyone is gutsy enough to go just charging in?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-05-16/1831:41>
I agree, astral and drone .... And also try to figure out who claims that turf
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-05-16/2130:10>
Marcus is fairly sneaky, but why risk discovery if we have drones :)

At best, he'd want to get a mark 1 eyeball on the exterior while we wait for the drones to finish interior recon. Given our lack of charismatic characters (two people have Intimidation :) ), we may be relegated to a boom and zoom approach for this one.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-05-16/2142:44>
Vexboy could... fire at security. Well he has like 9 accuracy and close range at medium range with his pistols and 14 dice to roll for Pistols(well 12 but he specializes in semi automatics which he currently wields.) Since Rapid draw turns quick draw into a free action I should be able to pop off 4 hits in the first round of combat if all goes well, thank god I sprung for rating 3 Improved Initative, then take aim on his next turn... but uh... you know. Any advice on what to do... BESIDES the addage from the SR5 book? Like practical comabt advice for a gunslinger.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-05-16/2148:11>
...practical comabt advice for a gunslinger.
Shoot them until they stop shooting back.

ETA:
How do you get 4 hits (I'm presuming here you mean attacks) in one combat turn? You can only attack once per phase, so you'd either need to split your dice pool to use the Multiple Attacks free action, or have an initiative of 41 or more.

Example for my own character:
Base initiative of 10 + 3d6 gives a range of 13 to 28, or a maximum of three action phases. Each phase could consist of one Simple Action (Take Aim) and one Simple Action (Fire Semi-Auto, Burst Fire, or Full-Auto), for a total of three attacks at full dice pool values.

Alternatively, each phase could consist of one Simple Action (Take Aim) and one Simple Action (Fire Semi-Auto, Burst Fire, or Full-Auto) combined with a Free Action (Multiple Attacks). Recoil could become a problem, and I'm not 100% sure you can use Take Aim and Multiple Attacks as Take Aim specifically states that you cannot take any action, including free actions, between taking aim and firing your weapon. But, multiple attacks states that it's combined with an attack action, so may or may not be allowed. In any case, that leaves up to 6 opponents attacked in a single combat turn, but at half dice pool.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-05-16/2208:47>
I can only attack once in a turn? I thought I could pull off 4 attacks because firing a quick draw was a quick draw action and Fire Weapon was its own seperate action. So it would go

Rapid Draw action, roll for it, fire weapons, roll for it, use multiple attacks, Fire weapon action with both pistols. Does firing a shot from Quick Draw count as the Fire Weapon action?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-05-16/2213:08>
If you look at all the shooting actions, they're either complex and so take up the whole phase or are simple an explicitly say you can't do another attack action that phase. Firing with quick draw still requires using one of the shooting actions in combination with it.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-05-16/2219:47>
From the Missions FAQ:
Quote
In combat it says I can only make one attack action. What exactly does this mean?
It means don’t get cute and try to play word games. Barring using the ​ Multiple Attacks​ Free Action (in which you split your dice pool to attack multiple targets), you cannot take a second offensive action towards another character during your pass. This means throwing grenades, shooting guns, casting spells (recklessly or otherwise), spitting in their cheerios, spiking their tea with arsenic, or anything else that could be construed as a physical or mental attack in any way, shape or form. However, you may take a Free Action to cast disparaging remarks at their mothers if you so choose.
If you’re not certain if an action would be an attack, well, it probably is. But ask yourself if they used it against you would it be an attack? And if you’re still not certain, ask your Gamemaster. However, be warned, if you try and argue with him he is authorized to smack you upside the head with the Shadowrun, Fifth Edition​ book.

ETA:
Wait, you thought you could attack four times per initiative pass? As in, free action, simple action, (simple action plus another free action) for every 10 initiative score you have?

I'm sorry, but that's hilarious. In case the above isn't clear enough, that's not possible :D
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-05-16/2229:00>
Id like to see anyone try to smack me with the sourcebook through the internet. There isnt a die pool high enough to pull that off.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-05-16/2240:20>
That's only reserved for people who argue with the GM, and mostly for people who go to conventions. That's where most Missions are played as they are convention exclusive until published, and not all SRMs get published.

Also, that was the wrong part of that quote to focus on ;)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-05-16/2317:16>
I focused on the rest. But "Ok so I just shoot people. Got it." Seemed dull.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-05-16/2320:52>
Sometimes you hit people with your guns? :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-05-16/2350:11>
Dont have skill in clubs. My character is basically a street level. He has yet to refine himself into a well rounded threat. But he can shoot so there is that.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-06-16/0628:34>
"Tactics" for a gunslinger often comes down to just that; sling guns (or rather, bullets).

You can get creative with how you accomplish said task, but unless you've built for it from a game mechanics point of view you're not going to do very well. Case in point, no one in this group has any negotiation skills, so we suck at negotiation and have to find other ways around that.

In your case, you've invested points in Computer so you've got 5 dice for Matrix Perception; you can help trying to spot devices running silently. You've got a 4 dice in Chemistry, which may help when we try to identify what the substance we're smuggling is. You've got good Perception skill and decent sneaking abilities, so if we need to we can try to infiltrate the place before we go loud.

In terms of combat tactics, well, it really does come down to eliminating the opposition. Hit hard, hit fast, take out or disable opponents quickly in the hopes they'll flee or surrender, and your mission is largely considered complete.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-06-16/0744:17>
I see. Im really used to the DND playstyle. If you dont have ranks in a skill your pretty much screwed. This is more of "how you use it" then "what you have" game.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-06-16/0752:47>
Yeah, discard everything you know about D&D when it comes to Shadowrun; completely different game.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-06-16/0954:03>
RaiderJ:

Most of the below may be obvious regarding pistol adepts, but trying to be cover a lot of combat items, just in case.
-   Pistols don’t have a lot of range on them.  Your die pool can be heavily reduced by range, so you want to be reasonably close before any shooting starts, especially if they have SMG or longer weapons.  Bringing a knife to a gun fight may be a classic mistake, but bringing a pistol to a sniping match is just about as bad.

-   You have two main shooting modes for pistols.  Both are good, and part of your job is to figure out which to use when:

-   Note that your dodge is equal to your reaction + intuition.  Compare that to your dice to hit.  Not everyone will be as good as you are at shooting, but still… it is fairly easy to be hit if you are standing out in the open.  Getting cover, when you reasonably can, makes you harder to hit, makes you more apt to stay in good fighting shape (unlike D&D, most of your dice pools go down as you take damage, remember).  Remember too that within each turn, each dodge roll after the first one loses another die (i.e. your third dodge in the same turn is at -2).  Taking on a lot of people, even if they are not highly skilled, can be a good way to get turned into a pin-cushion.

-   Use that diminishing dodge thing to your benefit, too.  For example, if there is someone you think is going to be very hard to hit, you might want to use just a single shot on the first action or two of the turn, and hopefully the team is providing additional fire on the target.  Once their dodge pool has been worn down a bit, then you use the semi-automatic burst to take an additional two dice off it for that shot, and you have a good chance to doing damage.

-   Because hitting requires overcoming the targets dodge pool (unless they are completely surprised), and because extra hits add to your damage (and if they have an armor jacket or something then you can expect them to soak a fair bit of the damage of your pistols), you almost never want to split your attack dice to make two attacks in the same action.  Having two pistols makes it believable that you could split your attack, but it just isn’t good tactics very often.

-   When you have a good chance to hit, called shots can be a useful option.  Taking a -4 to your dice pool to add +2 to the DV can be worth it with tough but not very nimble targets, and called shots to shoot a gun out of someone’s hands, for example, can sometimes be better than just shooting them.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-06-16/0959:43>
A note on the math of called shots. -4 dice is effectively equivalent to a -1.3333 DV. So if your 'to hit' dice far outnumber the opponents 'dodge' dice, the +2 DV called shot is, on average, a good thing (adding .666666 damage). However, if you drop your dice pool by 4 for the called shot and that ends up meaning you don't hit, then you wasted your action basically. 
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-06-16/1543:44>
Id like to see anyone try to smack me with the sourcebook through the internet. There isnt a die pool high enough to pull that off.

You haven't met the right Otaku yet, ome!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-06-16/1546:17>
As for combat in the game, combat can be a boring or entertaining as you want.  If you just have to spice up what your doing.  Also check out burst fire and Run and Gun for more fun tactics you can do with guns.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-06-16/2004:44>
biotech66
Do I know anything about this "terminal" place, and/or how far away terminal is from the farm? For that matter, do we even know how to get to our target location(s)?
Area Knowledge: Chicago 2 + Intuition 4 (http://orokos.com/roll/399902): 6d6t5 3


Also, are you saying Goober can install the winch for us in less than the expected time?

ETA:
Aha, checked the Missions FAQ:
Quote
Can I hire someone to modify my vehicles/drones for me?
Yes. Hired mechanics use an interval of 4 hours for vehicles/drones, will only work for 8 hours per day, and charge 100¥ per hour. To calculate how long it takes to complete a modification, divide the threshold by four (round down) and multiply this by the interval time.
If you have an appropriate contact (Mechanic) they can perform the modification for you. The time to complete the task is the same, but they will offer a discount on their services. Reduce the amount they charge per hour by 10% for every point of Loyalty you have with that contact.

So in this case, the threshold for a basic Winch is 8. 8/4 = 2. 2*4=8. With Goober as a non-contact Mechanic, it would take 8 hours to complete a single install of a Winch, and cost 800¥.

I don't mind surrendering my vehicle for 8 hours to get a winch installed, but I only have 1,100¥ available at this point; we can scout out the place with drones and magic while we wait for the install to take place if anyone is willing to split the cost, or just chance it and try to carry the thing.


Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-06-16/2014:34>
Vexboy will give 400 if you split the cost and ask. I hate playing a Dog adept. Aspect of friendship and all that drek. Oh those are his ex shadowrunner parents. See his backstory. I guess you could roll if Biotech says its cool. I dunno im not the gm. Im just roleplaying. I gotta wait for Sid before I post.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-06-16/2041:40>
The OOC is getting a little ahead of the IC here .... But when it comes time to pay for the winch,Alf can front the money (divide the cost evenly when paid?  We all need it for the job, I guess?  I'm not actually sure what role the winch is playing ... Quite possibly just a gap in my real world experience.)

I would think a decent dolly would make it easier to move the tank to and from the van.  Should think that the availability shouldn't be a real problem, but not sure if such gearis listed anywhere?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-06-16/2121:35>
I just figured that if the container/tank is large enough, a winch would be able to pull it from wherever it's located with assistance from one or two of us, leaving more available to fight.

A dolly would depend on flat ground, which, given the state of the CZ in general, definitely isn't a safe bet. We could also just head straight to the place, do some recon, and then decide.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-06-16/2130:57>
Vexboy has to get his gear. But can meet up.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-06-16/2147:45>
We could also just head straight to the place, do some recon, and then decide.

Good point!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-07-16/0116:41>
What do I know abut things?
Chicago in general (http://orokos.com/roll/399962): 6d6t5 2
Area gangs (http://orokos.com/roll/399963): 5d6t5 1
Are we going to run into the Ancients? (http://orokos.com/roll/399964): 5d6t5 2
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-07-16/0730:42>
Rigger will drive over to as secluded of a spot as she can find but near enough to launch fly-spies for recon of the actual site. She'll bring along her assault rifle and change into her chameleon suit
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-07-16/0847:03>
Cool; how close to the site is Kereina parking her van, Cratership? Marcus will follow, seemingly with Skate and Alf riding along. The smuggling compartment should have enough space to store a decent amount of gear, as I've only got a few pieces in there right now.

Smuggling compartment contents: Chameleon Suit, AK-97, a Survival Kit, and an Automotive Mechanic Tool Kit. The two kits contain various other pieces of gear.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-07-16/1248:53>
I'll have her park close enough to avoid as much noise as possible but as far enough to avoid detection, whatever seems appropriate and wherever she can get cover really. I'll wait to see if bio has any stuff for us along the way, but if not, she'll start deploying drones to scout the area as well as the target location
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-07-16/2210:15>
Bio: assuming we get as far as parking near The Terminal, can you let me know the background count?  Will change what Alf does next, possibly.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <05-09-16/1309:52>
Pepperface gets out and makes meatspace and Matrix perception checks. He's looking to see if there's anything exceptional about the squatters, and to see if the target tank is in sight from the street (not expecting it to be, but hey, this is supposed to be the easy part, right?) Also an Etiquette roll to hopefully not stand out too much on his approach.
Perception 1 + Intuition 5 + Vision Enhancement Cybereyes 3 = (http://orokos.com/roll/400766): 9d6t5 4 4 hits for visual inspection.
Computer 5 + Intuition 5 (http://orokos.com/roll/400768): 10d6t5 3 3 hits for Matrix perception.
Etiquette 4 + Charisma 2 (http://orokos.com/roll/400769): 6d6t5 0 And critical glitch on etiquette! Hooray.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-09-16/1425:45>
How do you guys wanna do this? Vexboy would try to diffuse the situation but he isn't exactly a face.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <05-09-16/1441:09>
Pepperface would vote for defusing the situation, as well. Though he isn't much of a talker. GM, does the troll that approached us have any obvious Matrix devices in wireless? Let me know if you'd need another Matrix Perception roll for this.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-09-16/1518:39>
Wait, Pepperface is alone at this point if he parked at the facility. Kereina, Vexboy, and Marcus all parked a good stretch away from the Terminal in order for Kereina to perform aerial recon by drone.

So yeah, good luck with that! :D
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <05-09-16/1529:22>
Well, he had an extra seat in his car and Vexboy just responded to the troll, so we can assume at least Vexboy came with him. Both otherwise, yeah, we're by ourselves and I'm okay with that. I don't think this troll is trouble for us... yet.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-09-16/1532:31>
Interesting, because Vexboy was hanging out with Kereina and Marcus last time he posted... Did you suddenly teleport to Terminal, Raiderjoseph?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-09-16/1534:39>
Heh, yeah, I was about to post a "wait, where exactly is everybody" post. :P Skate is with Marcus, still seated in his car.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-09-16/1536:10>
Yep, so is Alf, Kereina, and of course Marcus. Alf is busy looking at the Astral, and Kereina is rigging her drones, while Marcus is watching the drone feeds. So that's Alf, Kereina, Skate, and Marcus all together at least.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-09-16/1540:38>
Heh, yeah, I was about to post a "wait, where exactly is everybody" post. :P Skate is with Marcus, still seated in his car.

I made my post in error. I assumed that Kereina was at the Terminal and when I reread her post I realized talking to the Troll was impossible due to several existing laws of reality so I got rid of it.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-09-16/1705:07>
More full edited: given what was posted after me about Pepperface, recanting my original comments.

I was unaware that we could talk in astral space?  Is this is a normal thing (i.e. can Alf talk back?) Or am I facing something a bit special, where I have to mime an answer or something?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <05-09-16/1706:13>
I wrote it as Pepperface driving up to the facility, parking on the street, and looking at it with his cybereyes. Seeing as how he also critically gltiched an etiquette test, I'm okay with him being noticed. I'm willing to play this out as is.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-10-16/0932:49>
Do any of the cars have room for Vexboy in the back? He isn't gonna be much use in a firefight unless he can shoot and he needs to hold the handles of the Dodge Scoot.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-10-16/0935:53>
Marcus' car has a 3rd seat in the back with the empty turret if I'm not mistaken.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-10-16/0947:13>
Marcus' Thundercloud Morgan has three seats, but Skate is in the front seat and I think Alf is in the top seat. Vexboy should be able to hitch a ride with Kereina though
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-10-16/0949:03>
Ah, missed Alf getting in.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-10-16/1032:15>
To be honest I wasn't quite clear where Alf had ended up, either (or for that matter just where we left his ride).  But it seemed that others were clear enough so I just went with it. 

Given which, anyone else being confused about where he is isn't all that surprising :p

And with regard to what is happening in game -- anyone have thoughts on the question about talking in astral space?  Something greeted Alf there, but I'm not clear if he can talk back?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-10-16/1053:24>
4th said: "Characters may converse and be heard in astral space, and language is still a communication barrier there, but an assensing character will be struck more by the emotive content rather than by the words themselves."

That sentence didn't seem to make it into 5th, but I think we can assume it's still good. Street Grimoire (5th) does talk about Astral Shallows where you can communicate audibly from one side to the other, which wouldn't make sense if there was no sound in the Astral.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-10-16/1056:32>
OK, thanks!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-10-16/1241:44>
Keep in mind you don't "speak" in Astral space; you feel emotion more than experience with your "normal" sensory input like hearing and sight, so "speaking" to a spirit would be more akin to forming your thoughts into an expression of will that you can impose or impart upon the spirit.

All that is a long winded way of saying that yes, you can "talk" to the spirit :D
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-10-16/1349:17>
So... who is up for a run to the Stuffer Shack?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-10-16/1415:47>
In other words, Marcus would rather fight than go to the Stuffer Shack to buy food and blankets. If that's what they're worried about, a team of runners should be able to roll over these guys without issue.

ETA:
Marcus'll park near the Terminal entrance where Pepperface pulled up, get out, and ready his rifle at his shoulder. Anyone tries to get in his way, the Troll included, he'll make an Intimidation test to get them to stand down. If they don't budge, he'll grease 'em.

And yes, Bewilderbeast, Marcus is actually more than just a little bit of a sociopath. I didn't take Superhuman Psychosis for nothing; to him, people like those living in the Terminal are likely nothing more than insects ;)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-10-16/1614:51>
Wait, did you just move Alf's body while he is astral?  :o 

(Doh, wish I'd had time to post before that happened.  Will include it in my IC post)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-10-16/1654:06>
Hahaha, oops. I totally forgot about that part. If he's nearby, would he feel and or sense it? If he's scouting near the Terminal, he'll definitely recognize our auras.

Speaking of which, does a magicians body, when the magician is out projecting, have an aura on its own? If so, he would definitely recognize his own body sneaking up on him.

Sorry about that; attribute it to Marcus' inexperience with Magic, which is incredibly but accidentally appropriate...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-10-16/1729:38>
When I thought about it, he wouldn't have moved far -- so should have noticed the Morgan taking off, even if it is a dead thing.  I figure when a magician leaves their body in a vehicle that a near stranger is driving, they probably keep have an astral-eye on it as a matter of survival. 
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <05-10-16/2251:38>
And yes, Bewilderbeast, Marcus is actually more than just a little bit of a sociopath. I didn't take Superhuman Psychosis for nothing; to him, people like those living in the Terminal are likely nothing more than insects ;)
Ha, no... I'm well aware. I remember Marcus from the Plots and Paydata thread that never got off the ground. You can go ahead a play a psychopath, but that doesn't mean Pepperface doesn't get to sit in his car and pout about it.

Seriously, though... Pepperface's attitude is basically that buying the tank off the squatters is less suspicious and attracts less attention. Do you want this troll to tell KE in a week: "Oh yeah, officer, some guy in a suit bought that tank from me," or "Oh yeah, officer, an obvious shadowrunner team toting guns and military-grade drones came in here, being all shadowrunny, and stole the tank in a shadowrun-style shadow operation. Almost like they were shadowrunners or something."

Of course, I understand Marcus is just in-character. Pepperface is just going to be a bit butthurt about it if we go the "loud" route.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-10-16/2321:43>
Good sport; no bad feelings from my end of course. I just couldn't envision Marcus paying off the scum of the earth when he can just (at least to his mind, we'll see how this plays out) waltz in and grab the gear and get out. If he has to stick a gun in someone's face, or if he has to murder a bunch of orphans to do so, it's all the same to him. Think of him like the Operative from Firefly, but without the belief; in other words, he's a great deal more dangerous to himself once he sets his mind on something.

And Pepperface griping about his violent tendencies is something Marcus can live with :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <05-10-16/2346:08>
It's all good. You're really just re-affirming Pepperface's view of the world, what with these kids todays rabble rabble get off my lawn *shakes fist* etc.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-10-16/2359:56>
Hahaha, nice.

All right, so with Marcus, Alf, and Skate arriving on the scene with Vexboy, Kereina, and her drones close on their heels, Marcus' actions will depend on what happens next.

If we see what looks like our target object he'll head straight for it. If not, it's time to talk to the troll and make a new deal. Let me know if a perception test or something similar is needed.

If the troll goes for her shotgun, Marcus will pre-emptively go for Called Shot: Trick Shot followed by an attempt to Intimidate her, and I'm pretty sure that he's faster than her given his 10+3d6 initiative and already readied weapon.

Even if it comes down to making an Intimidation roll after a bit of dialogue (I did say I wasn't going to shoot first and ask questions later), Marcus will still make a Called Shot: Trick Shot to try to gain some dice on his Intimidation test before rolling.

For the trick shot he'll be at Automatics (Assault Rifles) 6 (+2) + Agility 6 - Called Shot 4 + Sharpshooter 2 for a total of 12 dice on the attack, and his weapon will be locked and loaded with an extended clip of regular and tracer ammo (72 rounds all told), with the firing mode set to Full Auto so he'll burn six rounds.

For the Intimidation test he'll be at Intimidation (Physical) 4 (+2) + Charisma 2, along with whatever bonuses or penalties the GM decides is appropriate. The way I see it, I'm physically imposing (+1 to +3), but so is the troll (-1 to -3), so that's probably a wash in terms of modifiers. I am wielding a weapon, out and ready, while hers is holstered (+2). It's probably safe to say that the NPCs attitude just went from neutral to either suspicious (-1), prejudiced (-2), or even hostile (-3), but the desired result IS advantageous to the NPC (i.e. we're removing a bunch of toxins from her back yard, so +1). We may or may not outnumber the subject(s) for a +/- 2. All in all, we're probably looking at an even wash in modifiers but that's obviously up to the GM. Note: I would like to do some Good Cop/Bad Cop roleplaying before skipping straight to the Intimidation test.

OOC, without metagaming too much, I'd just like to reiterate that Marcus may be direct but he isn't actually a full on psychopath who kills for fun. He kills if it's necessary, and he's happy to intimidate people into submission if that'll do. As per the Superhuman Psychosis quality; "[the character] won’t go out of their way to kill people, but also won’t hesitate to kill anyone, even going up to mass murder—they just don’t value the lives of lesser beings." So while my description of Marcus' actions may seem brash, he just really wants to get in and get out with his objective in tow.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-11-16/0003:49>
I'm just waiting to see where the tank is and providing backup should a fight start up. When drones spot tank, she'll let everyone know of course
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-11-16/1020:15>
Vexboy is gonna keep on point in case we need to start a firefight but is also gonna contemplate coming back once the job is done with supplies and the like.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-11-16/1103:30>
Vexboy is gonna keep on point in case we need to start a firefight but is also gonna contemplate coming back once the job is done with supplies and the like.

Yah, I was even thinking of tossing a crestick on the way out .... but not going to bolix the play right now unless it is looking like it will turn into a slaughter.

Also, realized that although Alf has a force 5 increase intuition spell on him with five successes ... still only gets +4 to intuition.  So editing my IC post where the roll is contained (so Asensing successes are either 2 or 3, instead of 2 or 4)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-11-16/1108:23>
Vexboy is gonna keep on point in case we need to start a firefight but is also gonna contemplate coming back once the job is done with supplies and the like.

Yah, I was even thinking of tossing a crestick on the way out.

Ha! I was thinking the same thing! But he is paranoid and may not wanna piss of Marcus.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-11-16/2255:36>
I'm thinking we should probably roll init at this point? :P
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-11-16/2346:02>
My final mercy gambit. Please let it work.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-12-16/0633:13>
biotech
1. How come I didn't get to roll an opposed check for being spotted while running silent? I've got 14 dice on that opposed test...

2. I explicitly stated that I would roll intimidation if she tried to go for her gun by taking a Called Shot: Trick Shot at that point in time.

3. If she's taking offensive actions in Matrix Combat, why haven't we rolled for initiative yet? Disregard; I wouldn't know if she tried to MARK me, so that's fair. She would still have to spot me first, though, which I doubt she will given the below.

Edit:
Adding rolls if they become necessary.
Running Silent: Logic 3 + Sleaze 5 + Smoke and Mirrors 5 + Stealth 1 (http://orokos.com/roll/401618): 14d6t5 6 [5, 5, 4, 3, 3, 3, 2, 3, 6, 6, 5, 2, 1, 6]
I'm on the public grid, so she's taking a -2 for either being on different grids or for being on the public grid.

Called Shot (Trick Shot): Agility 6 + Automatics 6 + Specialization 2 - Called Shot 4 + Sharpshooter 2 + Holographic Sight 1 [Accuracy 7] (http://orokos.com/roll/401620): 13d6t5 5 [1, 2, 3, 3, 6, 6, 5, 4, 3, 4, 6, 3, 6]

Intimidation: Intimidation (Physical) 4 (+2) + Charisma 2 + Trick Shot 5 + Wielding Weapon 2 [Social 6] (http://orokos.com/roll/401621): 15d6t5 3 [3, 5, 3, 6, 2, 4, 6, 2, 1, 1, 3, 1, 1, 2, 3]
Spending a point of edge to reroll misses: Edge (http://orokos.com/roll/401622): 12d6t5 3 [5, 2, 5, 3, 4, 5, 2, 2, 2, 2, 3, 4]
You'll need to let me know what modifiers to use, so I'm just rolling base + trick shot + the modifier for wielding an obvious weapon. Since Intimidation is resisted by Intimidation + Charisma and I've got 6 hits even with a dice pool modifier of -6, I'm feeling fairly confident that that should do the trick.

Initiative if the Intimidation test doesn't work out: Reaction 6 + Intuition 4 + 3d6 (http://orokos.com/roll/401623): 10+3d6 23 [6, 1, 6]
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-12-16/0723:47>
Heh, better hope she doesn't spot you with Firewall 2 and VM running. ;)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-12-16/0731:52>
Eh, it doesn't really matter. Worst case I lose my 1 dice and for the wireless holographic sight *shrugs*

I built the character to specifically not have to rely on wireless gear, seeing as how we're operating in the Zone. If anything gets bricked, it's null sheen.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-12-16/0736:15>
Ah, makes sense. Although if she bricks the gun first... ;P
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-12-16/0807:41>
Inititive (http://orokos.com/roll/401634): 4d6+10 24

Well not too shabby.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-12-16/0849:56>
Irn0rchid
She can't brick the gun because it's not wirelessly enabled. The only thing enabled is the Holographic Sight, which is slaved to the commlink. She can brick the commlink, but I still have my non-Matrix micro-transceiver.

Like I said, I built the character to not be dependent on Matrix connectivity :D
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-12-16/0913:50>
Sorry for the confusion.  I forgot you were running silent.  You beat my intimidation roll, so she's called off her matrix assault.  She doesn't look like a Decker...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-12-16/0946:17>
Coolio.

Has Kereina found the canister/container/whatever it is we're looking for with her drones yet?

ETA:
And it just struck me that we can probably use the doberman as a trolley; it's tracked so it won't have any issues with the ground unless we encounter stairs, and as long as Vexboy and Marcus can lift the damn thing on their own we should be able to just prop it up on top of the Doberman and keep it stable while the drone literally does most of the heavy lifting. Right?

ETA 2:
I have an automotive tool kit in my car, which probably contains a couple ratchet straps. We could use those to secure the canister in place, freeing up Vex and Marcus to escort it.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-12-16/1213:35>
Ah, makes sense. Although if she bricks the gun first... ;P

He's using dumb-guns (aka not smart-guns), so nothing to brick.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <05-12-16/1227:30>
Yeah, I shoulda gone back to look at his sheet again. :P I already had to once since I didn't know there was a commlink with a decent Sleaze rating.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-12-16/1339:39>
Yep; why expose yourself to being hacked when you can combine full-auto weapons with tracer ammunition and Hawkeye; -1 penalty for firing out to maximum range? I'll take that over the risk of getting my weapon bricked.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-12-16/2158:19>
Not sure if the exact shape of the lynx (I assume you meant that, not the mentioned Doberman) with the heavy weapon mount, not sure what could be put on top of it
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-12-16/2253:02>
Ah, right, it's a Lynx. And yeah, I I've no idea what it's supposed to look like either, I just know it's big, and it's tracked, and that we could probably attach a cylinder shaped object to it with some tools of necessary. GM call, I guess?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-13-16/0536:42>
Yeah probably. Speaking of GM calls, bio, do you want me to have the fly spies go ahead and find the tank or do you want to write in that part? Don't wanna step on anyone's toes if you had any plot devices connected to finding it
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-13-16/1349:23>
Yep, you can get the canister.  It won't take long to do so.  Details in the main thread.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-13-16/1734:43>
Sorry I hadn't posted in a couple of days -- Alf was just waiting to see how things would shake out.  Making a couple of rolls now, however (see main thread)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-13-16/2222:51>
Perception (Visual) 5 (+2) + Intuition 4 + Hawk Eye 1 [Mental 5] (http://orokos.com/roll/402159): 12d6t5 4

Marcus sees Alf palming off the credstick with his hawk eyes and doesn't care :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-13-16/2234:57>
Perception (Visual) 5 (+2) + Intuition 4 + Hawk Eye 1 [Mental 5] (http://orokos.com/roll/402159): 12d6t5 4

Marcus sees Alf palming off the credstick with his hawk eyes and doesn't care :)

Hell Vexboy openly admitted he was gonna buy supplies later. Why would he give a shit about a credstick?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-13-16/2252:03>
Alf just doesn't like making a fuss about stuff :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <05-14-16/0033:16>
Sorry I didn't post for a couple days, RL snuck up on me, and I missed all the action! I wasn't clear on if the MARK was ever placed on Marcus or not, but if it was Pepperface takes the time to get rid of it.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-16-16/1427:34>
Oh don't worry about being a bit absent.  As for the MARK, I think I got two, but whoever did it back right off when the troll was threatened.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-16-16/1437:46>
They actually spotted me, as in got 7 hits on their Matrix Perception test against my 6? Impressive.

Also, what plane are we getting back to? I'm confused.

Also, also, do we know who the message about extra work is from? I've got some underworld knowledge I could use to recognize the voice or something like that. Wait, the message I get from Dr. Tate, is he saying he's the one who contacted the team about the side job? If that's the case, Marcus will accept whatever it is he wants us to do, but I'd like to know for sure that that's what's happening before I post IC about it.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <05-25-16/1329:04>
I think at this point Alf has all the gear on his character sheet except the items marked as being in his apartment.  I don't think he'll need those, so he's good on gear for now.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <05-26-16/2338:20>
Are we parked in view of the target site? My impression was that once again, we found a spot close enough for the rigger and mage to do some recon and still stay out of sight.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-30-16/2255:46>
You can easily drive out there, but driving a quarter mile down the road is probably bad.  Getting close enough for your rigger to do his/her thing is easy though....probably.....
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <05-30-16/2302:21>
Guess Thermographic vision didnt help. Crap.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <05-31-16/2036:38>
Are there pipelines? I got the impression we're going to have to break in to the dome, couple guards shouldn't be too much hassle, but that tracked drone and GOD only knows what else is inside. Speaking of GOD any chance our resident Decker can access any internal feeds to see what's behind door #1?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <05-31-16/2141:17>
There are water pipes and all kinds of other pipes leading to the dome.  Its a fully functioning future farm.  You can monkey with it however you see fit.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <06-02-16/1239:25>
Forgive my new newbness, first time playing sr5, for the stealth check, I roll my pilot aircraft or my sneaking skill pool? And modified with +2 for rating 2 vcr? Or no? Any other mods I'm missing? :\
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-02-16/1247:11>
It's cool we are all learning!

If you're in the drone, you roll Stealth + Intuition [Handling].  That is your stealth skill + your intuition ability and the limit is the handling on the drone.  You're in hot (sim), so you get +2 on the roll. 

Good luck!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-02-16/1431:52>
CraterShip
You do indeed get the Rating of the VCR as a positive dice pool modifier if you're jumped in, which you likely would be if a single drone was sent to investigate.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <06-02-16/1747:37>
Ok, so that's sneaking (3) + intuition (5) + hotsim (2) + rating 2 VCR (2) = 12, limited by handling of the fly spy (4) and iirc there's something about the VCR adding it's rating to the threshold (so limit of 6?) and lowering the difficulty of the handling test by rating. (so -2 if appropriate, but this isn't a handling thing, so might not apply) if that's right,

9d6 =3 (http://www.unseenservant.com/default.asp?do=testroll&what=sand)
3d6 =0 (http://www.unseenservant.com/default.asp?do=testroll&what=sand)

Sorry had to split roll cause out was over 10 dice... I'll play with it to see if that's something that can be bypassed.

Overall, looks like 3 successes?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Bewilderbeast on <06-03-16/0213:57>
Hey guys, I'm sorry and I should have posted this earlier, but RL is really impacting my Shadowrun time. I've decided to focus on GMing the game I'm running on these boards instead of continuing to try balancing that with playing Pepperface. It was fun though, thanks for GMing biotech.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-07-16/2314:42>
Damn, sorry to hear that Bewilderbeast. Mind if we co-opt your character for the rest of the game? I suspect a decker might be useful in the lead-up here.

Alternatively, how do we do this without a decker? There must be cameras here, surely...

Also, I don't really feel like I have a good idea of this farm. How big are we talking (you've mentioned acres), and there are drones and guards, but we really don't have much detail. How well armed are we talking, what kind of drones, is there any perimeter security, what kind of patrols are we seeing. How did the drone get inside; can we use the same way to get in? If not, how are staff moving in and out of the building, and are the alternates we can use? How well lit is the area, would it be feasible to sneak in or is that unlikely?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-08-16/0928:44>
Assuming that it's getting closer to night time (what time is it, exactly?), Marcus will take a closer look at the site in person. He's got excellent vision and is wearing a chameleon suit, and I'm particularly interested in any security features that might be present; the number of guards, their patrol routes, possible on-site reinforcements (i.e. buildings that could house extra guards), where they go on shift changes (if any), how the entrances to the site is controlled.

The drones are mentioned as being on rails; does that mean the site is fenced in? If so, Marcus will stay a good 300m away from the fence, which shouldn't impede his own sight because of low-light vision through drugs, but which should provide penalties to those trying to spot him.

Sneaking around: Agility 6 + Sneaking 4 (Urban) + Chameleon Suit 2 [Physical 7] (http://orokos.com/roll/408423): 12d6t5 3

Looking around, observing patrols, looking for security devices, etc: Intuition 4 + Perception (Visual) 5 + Hawk Eye 1 (http://orokos.com/roll/408425): 12d6t5 5

Identifying ways to breach the building, likely chokepoints, etc: Small Unit Tactics 4 + Intuition 4 (http://orokos.com/roll/408426): 8d6t5 3

If necessary, I'm running my gear slaved to my commlink: Logic 3 + Sleaze 5 + Stealth 1 + Smoke & Mirrors 5 (http://orokos.com/roll/408427): 14d6t5 8

Heh, I think I'm pretty much invisible on the Matrix since that's a defense test with no limit... No idea if the watcher spirits will perceive the physical world, though, since I'm not dual natured I don't think I'd appear in the astral and even if I did a normal sneaking test should still apply, no?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-09-16/0827:14>
There isn't a fence, just miles of farmland.  The main facility is guarded and you can see the teams walking around.  You can get within 300m of the main dome.

The water lines feed out, so to poison the watering hole, you're going to have to get close.

If you want to call some farmers, you can always ask contacts or go make friends somewhere.

Right now its later afternoon.  If you want, you can wait till dark and then do what must be done.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-09-16/2152:55>
What kind of security teams are we talking; how many patrols, how many members in each patrol, what kind of routes are they taking, how are they armed and armored?

I'll hold off from around 300m for now, circle west so guards have the sun in their eyes making it harder to spot me. When darkness falls I'll try moving in closer unless anyone from the team contacts me.

I'll also want to keep an eye open for shift changes.

Oh, and what do we do about our missing hacker? GM control, player control, gone?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-14-16/1959:16>
Sounds like a plan.  Roll a cha+deception, and I'll be nice since it was just my birth day.  Every hit you get on an illusion magic is an extra dice for your pool

Sorry, I had not been certain that this was the plan, was waiting for anyone else to chime in. 

By deception .... you mean Con, I'm guessing?  I'll go on that (rather discouraging for Alf:  base pool of 1) assumption for now. 

Will update this with an IC post and dice rolls soon as I get a chance to pull all of that together, hopefully later today.  Sorry for the delay.
Wait, what!? That was IC discussion, not an actual plan anyone made a move on... Marcus and Kereina are still scouting, for which we have unanswered questions for, we still don't know how to deal with our missing hacker, and we are not exactly a talkative kind of crowd.

Also, we have an OOC thread. This goes equally for everyone, not singling anyone out here, but let's use it, neh?

ETA:We also still don't know where the chemicals actually need to go...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <06-15-16/1020:36>
Sorry I didn’t follow up last night, by the time I got onto the computer I was falling asleep at the keyboard, and didn’t figure I’d be making a lot of sense if I posted in that state.

I hear what you are saying, Herr Brackhaus, and I had the same concerns -- but at the same time a game can stall out completely if nobody does anything, and our GM was waving us forward.  When Bio ran mission 6-01 on this forums, of the six who started, only two were active by the end – taught me that sometime you just need to keep things moving when others seem to fade out.  (for reference, we collectively decided in that case that the others went off after one lead, while Alf and the Rigger went after the other one.  Essentially gave up a karma and some services-in-lieu-of-nuyen by not completing all objectives, but we got to the end of the mission)

And sorry about not using the OOC thread -- in Bio's previous mission there wasn't one, so just got used to posting all of that stuff under spoiler tags for Alf.

As there seems to be at least a few still active and desire for an OOC discussion of plans, let’s have at it. 

The way I see it, we don’t have the social skills to successfully pull this whole thing off as a con, but with a mix of timing, stealth, and maybe some small con/disguise work, we can hopefully get ourselves into a good tactical position, where maybe we can complete things by intimidation (i.e. threatening to shoot anyone who tries to stop us, because we are past guard units and in to the workers), or in a pinch by force.

I would be all for tactical strikes to take out guards before we drive the truck up, but it would have to be pretty well coordinated timing.  Either for the truck not being heard, or to hopefully conceal gunfire, Alf could put down a silence spell.  I’m sure the guards have low-light or thermographic vision of some sort, so they will be able to see the truck coming up the road, if they are watching at all.  Crops should give pretty good cover for infiltrators moving close to try and take out guards, if we want to go that route.

They do have spirits, which are kind of the wildcard.  They are watching astrally, so sneaking through crops (living plants) should still work for hiding from them, but otherwise there is not much we can do to hide from them, and spells are just more  likely to draw their attention.  They might also notice if guards go down, but that would depend on their instructions I guess.  Alf does not have the sort of firepower to drop those quickly on his own, and any move we make against them will alert their summoner(s).  This is where I figure that driving a truck up the road like it is a normal thing could be good, as presumably they wouldn’t attack every incoming vehicle.

I thought Bio said that the water lines were coming out of the dome, in which case I’d assume they a pump station of some sort in there (we didn’t see big lines coming in, and they aren’t next to a stream or pond, so I’m assuming they must be using a well -- that would probably just be pipes going down into the ground, not an open thing we could dump the tank into).  They may have an elevated water tank to give them a nice constant pressure, just using the pump when they need to fill it.  Then again, this is SR and most writers are not very technical, so the actual arrangement may not make real-world sense.

Overall, I’d lean to 2-3 members of the team, with the right skills, sneak in under the cover of darkness and barley (or whatever they are growing) and try to take out any guards along the road or near the entrance to the dome, while the truck drives up nonchalantly.    Then we improvise brilliantly from there :D  Next on my list would be to trust to all just driving up normally, possibly with an illusion to disguise the truck to make it seem even more unremarkable.

I’m entirely eager for better plans than either of those.  I just haven’t heard much in the way of suggestions yet.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-15-16/1118:45>
I'm still waiting for information on how many guards there are and what kind of gear they're equipped with, both from perception rolls and knowledge of security tactics.

It's hard to press forward when basic questions like those posted in this thread continue to go unanswered...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-15-16/1237:44>
Sorry about that.  As for the guns, they only have aries predator V's and regular body armor.  You can tell these guys are not a high threat response team.  These guys can fight, but they are not expecting hell to rain down upon them.

The drone with the guns has AK-97's on it.  It's set to bring some pain.

Mostly when my players ask for a description they don't ask for specific gun types, but I'm good with tell in you.

The ball is in your court.  It would be a Cha+Con test to bluff your way in.  If's a Agillity+pistols test if you want to go in guns blazing.  I can run this either way.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-15-16/1339:01>
How many of them are there in total and per patrol? What kind of patrol routes are they taking, and how long does it take them to finish one patrol. Are there any gaps in the patrol that my character can spot for a potential infiltration?

And what do we do about our decker? Proceed without him or have another player/GM assume control?

Beta
For what it's worth, I think your infiltration plan is solid. Marcus is a pretty decent close combat fighter and with surprise could probably disable a guard or two from surprise. If Vexboy has silencers and sneaking skills that goes from a "maybe" to a definitive "plausible", alternatively if Kereina can provide silenced fire and can stealth her drones in that's also an option.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-16-16/2333:36>
The patrols are two men walking around the building.  The patrols stay close to the building (less then 50 feet from it).  They can see for almost a mile, so if something big was coming they would have time to get out of the way.  The patrols finish in about an hour as  the group walks from around the building at generally a slow pace.  Every once in a while, almost at random, they go into a door in the dome to do something.  As for gaps, if you get close and they don't see you as you do it, there is a pretty large enough gap you can easily get through.  It will just take time to sneak up through the field on foot.

As for the decker, I can sub him if we need to.  Just tell me what you would like to do, and I will make it happen.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-17-16/0016:06>
Cool, so just one patrol of two people at any given time. Any additional guards inside that we or the drones can see?

I for one am curious about the matrix defenses of the place; cameras, locks, sensors, stuff like that.

I'll post up an IC in the morning, as I'm on the phone at the moment.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <06-17-16/0809:41>
Alf can chip in with spells on the crew sneaking in.  Could reasonably hold two spells, although would likely drop at least one if he gets involved in dealing with spirits


Detection: 
- Detect Life

Buffs:
- Increase [Attribute] (INT)
- Increase [Attribute] (BOD)

Illusion:
- Silence P LOS (A) S F-1 SR5 291

Let me know what you might like.  Can also be sitting somewhere back and be ready to Fling something at the guards (quiet and fairly unobtrusive attack), toss distracting illusions, slap silence over the guards, or use Magic Fingers (although he has a monocle with thermographic, and he has binoculars, but he doesn't have binoculars with any sort of night vision, so would have trouble seeing what he was trying to use the fingers on).  Don't have the patience to put that offer all into IC right now, will follow up and do so once I know what people might like.

And Vexboy, this is your moment to shine.  You still with us?

Finally, once sundown hits, Alf will summon a new spirit: force 5  Guardian with optional power of concealement
    summons Summon spirit (http://orokos.com/roll/411164): 9d6t5 0
    spirit resist: spirit resist (http://orokos.com/roll/411165): 5d6t5 2
    drain resist vs drain 4 (still have +5 intuition in place, boosting drain resist) resist drain (http://orokos.com/roll/411166): 15d6t5 4

A complete flub, but at least no drain.  Tries again with a spirit of Air with noxious breath power (again power 5)
   summons: summon air (http://orokos.com/roll/411167): 9d6t5 4
   spirit resist: spirit resist (http://orokos.com/roll/411168): 5d6t5 2
   drain resist (http://orokos.com/roll/411169): 15d6t5 6

So two services, no drain.

Will get an IC post up in a bit covering all of this.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-18-16/0929:48>
Both posts look good.  Now Who wants to take the lead and make the awesome happen.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <06-19-16/2156:27>
Since nobody asked about spells, here is what I suggest:   Marcus and Vexboy sneak forward to take out the guards -- Alf will have his spirit use concealment on those two.

The truck is anonymous enough, and Alf isn't good at the deception thing, so will avoid illusions there.  Would like us to start driving in, to support the other two, so the question is do we do so openly enough, or with lights off and a silence spell over the truck?

We need people scanning for any security we have missed, and obviously how to get into the dome, once we are close.  Ideal would be an entrance we can drive in through, to make it easier with the tank.

Thoughts?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <06-19-16/2251:17>
Sounds good to me, I figured we were using the illusions as distraction, but I'm good with not thing in shooting at first. I'll have the lynx stay back as fire support, rotodrones overhead and drive the van up to whichever for looks big enough to drive through. Mostly just worried about the railed drone showing up to blast us...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-20-16/2250:21>
all right, sounds like a plan.  I'll start it up now.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <06-21-16/0604:57>
Kereina's Rigging Initiative Roll:

11+2d6=16 (http://orokos.com/roll/412083)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-21-16/0659:47>
Agility 6 + Sneaking 4 (Urban) + Chameleon Suit 2 [Physical 7] (http://orokos.com/roll/412094): 12d6t5 3
Reaction 6 + Intuition 4 + 3d6 (http://orokos.com/roll/412093): 10+3d6 22
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <06-21-16/1031:47>
I think I’d said the spirit would cover the guys sneaking up on the guards, but meh, let’s just roll with what you’ve posted – in the end the difference is probably not worth the effort to change anything.  I’ll try to put this into an IC post somehow.

•   Alf initiative roll (note: still has his +5 intuition boost sustained): Alf init (http://orokos.com/roll/412109): 15+1d6 21
•   Air spirit initiative roll:  Smoke-in-your-eyes' init (http://orokos.com/roll/412110): 14+2d6 19

(what – a magician actually acting before their spirit?  What craziness is this, Orokos?!? )
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-21-16/1203:37>
Spirits
spirit init (http://orokos.com/roll/412142): 8+2d6 17

Men
Goons (http://orokos.com/roll/412143): 8+1d6 11
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-21-16/1206:27>
Post your action, and I'l interperate it in the best light I can.  You don't have to post in play order.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <06-22-16/0543:47>
Just to make sure, drones all act on my initiative right? I'll post ic in a bit, but general plan for Kereina is to have the two roto drones suppress the goons and the lynx will launch the two smoke grenades. Meat Kereina will slam the breaks on the van, if the spirits were anything but earth, I would consider ramming them, but hitting a dirt wall is just gonna hurt the van
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <06-22-16/0817:04>
Bah, it stopped sending me updates on these threads. I'll bring Skate up to the current timeline today. :(
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-22-16/1153:41>
Just to make sure, drones all act on my initiative right? I'll post ic in a bit, but general plan for Kereina is to have the two roto drones suppress the goons and the lynx will launch the two smoke grenades. Meat Kereina will slam the breaks on the van, if the spirits were anything but earth, I would consider ramming them, but hitting a dirt wall is just gonna hurt the van

The drones act on their own init unless you hop into them and take them over.  You can issue a command, then they spin up and dow their own thing.  Otherwise, you hop in and take direct control.  Either is cool.  Drone AI isn't that great, but you can have a ton of drones all attacking the target all at once.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <06-22-16/1739:51>
Well I certainly fluffed that init roll. Good thing you can't crit glitch init. Init (http://orokos.com/roll/412578): 3d6+10 15

She's holding actions till she sees or has some indication that the elementals are going to interact negatively with the van.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <06-29-16/0154:04>
So, no con ability, means I'm going with cha + edge for 5 dice, rerolling 6's if I remember edge rules correctly. And...

 2 hits  (http://orokos.com/roll/414269) better than expected, I'll take it! Hope everyone is ready to kill some elementals after this (likely) failure.

Edit: I think I rolled that wrong, as orokos looks like it rerolled the 5 and the 6, neither turned a new success though, so I guess it all works out.

I can either go with "hey guys, new delivery, done kind of chemicals, not sure, I'm just the driver" approach, or I can just tell em it's poison and start shooting, dependant on the roll I suppose
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <06-29-16/1341:45>
Can Alf use his biology skill to aid Kereina's Con roll?  (feed him realistic words to use?

If so: roll on the teamwork test:
biology (to boost Kereina) (http://orokos.com/roll/414374): 10d6t5 4


(Will post IC in a bit, just wanted to get this posted before things moved on.)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <06-29-16/1424:14>
Beta
Since Kereina doesn't have the Con skill, she can't technically gain any bonus dice except for Leadership.

So if we're playing mission rules, then no, not really.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <06-29-16/1537:12>
Thanks -- I hadn't had that come up in my game,  didn't remember all of the teamwork rules, and don't have the rules with me.

So the dice are irrelevant, but my IC post can still stand.  And here are the illusion spell details:  Casting at force one (to keep the radius of the spell just big enough to cover the tank, without spilling outside the van), but using five points of reagents to set the spell limit (probably overkill, but just in case I get lucky)

     Casting: Illusion cast (http://orokos.com/roll/414395): 11d6t5 4
     Drain: (still have increased Intuition in place), vs drain 2: Illusion cast (http://orokos.com/roll/414397): 15d6t5 3

So four spell successes, no drain.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <06-29-16/2300:35>
YOU are one lucky bug....

con roll to detect the lie.... (http://orokos.com/roll/414527): 3d6 11
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <06-29-16/2323:28>
Holy wow! Was entirely expecting to get buried by one of those elementals next round. I guess that's what edge is for right!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-01-16/2205:01>
Phew!

So, we drive up I guess.... And deal with the elementals later.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <07-07-16/1358:50>
Hope you're all ready for things to get interesting...

0 Hits, at least no 1's (http://orokos.com/roll/416540#)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-07-16/1732:01>
I may be a bit patchy on when I can respond over the next bit, so I'm going to post init and some questions on spec so that I don't hold anything up if I miss a few days at some point. 

Init:  init (http://orokos.com/roll/416579): 15+1d6 16

BIO:  At the first sign of trouble, Alf is planning to drop the illusion he's been holding over the tank and to cast a silence spell, centered just next to the van, aiming to cover the van and the people we are talking too.  Please let me know if a 5 metre radius (overall 10 metres, or about 11 yards, across) would be too small (I'd be very surprised if it was).  For that matter, let me know if five metre radius would also let it cover anything else interesting if Alf positioned it a bit differently.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-11-16/2348:08>
Human guards   [1d6+7] = 3+7 = 10 (http://www.unseenservant.com/default.asp?do=showone&id=89621&macid=0)

Elementals    [3d6+10] = 12+10 = 22 (http://www.unseenservant.com/default.asp?do=showone&id=89622&macid=0)


There are currently two guards and two elementals near the truck.  Let the games begin!  Post your actions and I'll deal with them as they would arise.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <07-12-16/0728:58>
Initiative (http://orokos.com/roll/418027): 10+3d6 23

Attacking whatever looks more threatening, so one of the spirits if they're materialized and a guard if not; since we're dealing with Spirits he's loaded the extended clip containing APDS and Tracer Rounds. Between Hawk Eye and Tracer Rounds, he's at no penalty out to 350m.

Simple Action: Take Aim
Simple Action: Fire Full-Auto (6 rounds)
Free Action: Called Shot (Vitals)

Agility 6 + Automatics (Assault Rifles) 6 (+2) + Take Aim 1 + Holographic Sight 1 - Called Shot (Vitals) 2 for a total of 14 dice.
Attack (http://orokos.com/roll/418035): 14d6t5 4

Relatively confident I'm attacking from ambush as there's been no indication that I've been spotted, but let me know if you want a surprise test. DV is 10P + 2 for called shot + net hits for maximum of 16P, -6AP (hardened armor is affected first), -5 to defense if they even get a defense test.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <07-12-16/1027:01>
HB: Isn't Called Shot -4?

Init (http://orokos.com/roll/418069): 3d6+10 23

Not sure on the force of the Earth Elementals since they're 2d6 + Fx2 - 1 normally but you rolled 3d6+10. I'll guess that's astral init, which would make them F5.

So when Marcus described the patrols they were close to the dome, but the van's now driven a quarter mile from the first encounter, so she's around 500 meters away now, which makes it long or extreme range, depending on which side of the 500 it falls. :P Since she's same init as Marcus, unless someone else ends up going first, she wont know it's shooting time till he goes off, so pass one is Take Aim twice on the elemental furthest from him. Pass two will be Take Aim again, then Called Shot Vitals (Elemental's got nards!), then Single Shot.

Long/Extreme Range w/Scope: -1/3
Shoot the Elemental! (http://orokos.com/roll/418095): 13d6t5 5
If you decide it's Extreme Range, I'll reroll misses with Edge
Edge Re-roll (http://orokos.com/roll/418101): 8d6t5 1
For all the good it does. :P
Long Range: 5 Hits, Extreme Range: 4 Hits

Assuming this would be a surprise attack since the Elemental should be looking at the van or Marcus.

Gun is 12P +2 DV from Take Aim + 2 DV from Called Shot, -1 AP with APDS for a total of -5 AP.
Long Range: 21P -5 AP
Extreme Range: 20P -5AP
F5 Elemental has 10 Hardened Armor, so a resist pool of 10 with 5 auto-successes (countered by the -5 AP), so should just be a pool of 10.
F5 Elemental has 10 Hardened Armor, so a resist pool of 10 with 5 auto-successes. -5 AP means a pool of 5 and 5 auto successes.

F5 Elemental has 9 Body, so 13 Physical Boxes. It needs 8 successes out of 10 to survive the Extreme Range shot assuming I did all my math right.

F5 Elemental has 9 Body, so 13 Physical Boxes. It needs 3 successes out of 5 to survive the Extreme Range shot assuming I did all my math right.

Init pass 3 will be to shoot at whatever looks shootable, so Take Aim to reduce range, then single shot.
Shoot the next shootable thing! (http://orokos.com/roll/418110): 17d6t5 6 (4 if Extreme Range)
12P + 6 (4) - Opponents Defense Roll, AP -5

I'll IC once I know what happens. :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <07-12-16/1029:58>
Normally it is, Irn0rchid, but Marcus has the Sharpshooter quality ;)

Also, how do you get +2 DV from Take Aim?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <07-12-16/1037:39>
Ahha! Tricky Marcus!

Oooh, I misrememebred, it's +1 Pool, not +1 DV. :(

But in this case, that means +2 DV! :P
Take Aim dice (http://orokos.com/roll/418118): 2d6t5 2

Oh, and I was wrong about APDS vs Hardened Armor. It would be 5 Auto hits and a pool of 5, instead of 0 auto hits and a pool of 10.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <07-12-16/1422:46>
Nice roll, 100% success on 2 dice! :D
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-12-16/1751:52>

One simple action to instruct his Smoke-in-Your-Eyes (his spirit), and it will then presumably use noxious breath on the people.  With luck disabling them before they can communicate anything coherent.

Spirit init:  Smoke-in-Your-Eyes Init (http://orokos.com/roll/418279): 14+2d6 26  woot—max init!  Although it won’t go until after Alf’s first action.

I don’t have books here, but assuming noxious breath will work out to be forcex2 dice, and it will hit as many as it can with its first action
   noxious breath (http://orokos.com/roll/418282): 10d6t5 1  well, spirit is quick, but not effective it seems (at least not a glitch – ‘only’ four 1s)


Then Alf quick-casts (+3 drain) a lightning ball, which thanks to it using a fetish has drain of F-3, netting drain of F.  He throws a force four and hopes to get lucky enough to do a point of damage, slowing them down.

Cast Cast Lightning Ball (http://orokos.com/roll/418272): 11d6t5 2
     Drek – Bio, it is going to scatter 2d6-2 metres.  I don’t have the scatter table here with me, so I can’t say in which direction.
     Drain -- drain vs Lightning Ball (http://orokos.com/roll/418276): 15d6t5 8  At least he doesn’t suffer from that.

Man, rolls today are all either fantastic or terrible
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <07-12-16/1811:28>
11+2d6=19 (http://orokos.com/roll/418270#)

Kereina's initial action would be to slam the van into reverse and get some distance. The mage and the cargo are too precious to lose this early.

After that, she'll command the two rotodrones to open fire, suppressing the guards/elementals if they can be...
Lynx combat drone will move up to within range, but will likely be unable to fire until then. In the meantime, it'll lob it's two smoke grenades to help cover the van, and hopefully not kill our snipers' ability to fire in.

Rolls:
Pilot4+Targeting Autosoft 4 = 8d6 = 2 hits (http://orokos.com/roll/418278#)
Pilot 3 + Target Autosoft 3 = 6d6 = 1 hit (http://orokos.com/roll/418285#)

If I did anything wrong, please let me know. I'm still a little lost on drone initiative.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-12-16/2246:40>
Scatter on the elementals
[2d6-2] = 6-2 = 4 (http://www.unseenservant.com/default.asp?do=showone&id=89735&macid=0)  Four meters off.  Not horrible, but not great.

Soak roll for the elementals...
[9d6s4] = 4 (http://www.unseenservant.com/default.asp?do=showone&id=89739&macid=0)


1st blast against the elemental
Hardened armor of 10-6 to 4 
   [10d6s4] = 8 (http://www.unseenservant.com/default.asp?do=showone&id=89731&macid=0)
[6d6s4] = 4 (http://www.unseenservant.com/default.asp?do=showone&id=89732&macid=0)  He takes 4 boxes of damage.  Its up but hurt.

Second round of attacks on the one elemental from the sniper-being nice and just saying long
[10d6s4] = 5 (http://www.unseenservant.com/default.asp?do=showone&id=89733&macid=0)
[6d6s4] = 4 (http://www.unseenservant.com/default.asp?do=showone&id=89734&macid=0)  Under the combined assault of the two gunmen, the elemental evaporates to dirt.





Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <07-12-16/2342:07>
That would be both spirits down... The sniper was an instant kill all by itself, and Marcus' assault rifle burst combined with the ball lighting would take down the second...
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-13-16/2051:37>
I have to break up the rolls at the program only handles up to 10 dice at a time.  It took both gunners to take down the one.  They roll 19 dice -AP and get automatic hits on top of that.  The one is down, but the other has a massive dent in it.

As for drone init, on your turn you give them a command as a complex action.  You can have as many drones part of the command as you got running, but then you roll init for them (usually as a group).  When we get to their pass they do their thing automatically.  Otherwise you jump in to one and act on your own init.  You roll more dice, but you can have an entire sniper team of drones running around almost a km up in the air raining down hell.

I have some peoples section passes, what does the rest of the team want to do?  Right now you see the two guards.  They just shot at the car, but cant get a bead an anyone yet.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <07-13-16/2108:52>
Out of curiosity, how do they get to 19? I thought they only got 10 -AP with 5 auto?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <07-13-16/2204:14>
First of all, biotech, I'm confident you're rolling invalid dice. From the site you're using:
[XdYsT]   
Success
Roll X dice with Y sides each, and count any rolls that meet or exceed T (the "target number").   
[4d6s4] rolls four six-sided dice and counts any individual roll that exceeds 4, presenting the number of "successes" in the result.

I've tested this up and down, and the second statement seems invalid; if you use S4 it more than likely counts all 4s and higher as successess because the probabilities just don't add up; I'm getting exceedingly high number of successes compared to the number of dice, more consistent with 50% rates than 33% rates You should probably be rolling S5 instead.

Second, Force 5 Spirit of Earth has Body of Force + 4, and Hardened AV of Essence x 2 (which is Force x 2).

So that's BOD 9 + AV10, with AV/2 automatic successes. However, AP applies to both AV and auto hits, so they should only be rolling body + modified AV, and getting (modified AV/2) auto hits.

Finally, this means the snipers long range shot was 21DV -5AP, so the spirit would roll 9+5 with 3 auto hits (Hardened AV rounds up). With a Condition monitor of 13 it'd have to roll 10 hits on 14 dice to not instantly die.

The second spirit would have come under attack by Marcus' 16P -6AP attack and the DV4 lightning ball, the latter of which it only rolls Body against as Immunity to Normal Weapons do not apply.

So that's 9+4 vs 16DV with 2 auto hits, and 9 vs 4DV. It would need a total of 18 hits on 22 dice.

biotech
Seriously, use Orokos. Your roller doesn't actually tell you what your roll results were in terms of number of 1s, 2s, 3s, and so on, so there's no way of knowing if you glitch or if you use the right expression.

In short, between the three of us alone both spirits are down.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <07-13-16/2222:40>
Ah, I forgot body adds to armour. Thus the 19. Makes more sense now.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-14-16/1500:18>
Oh I don't like my dice roller, but It's what I had on my phone when I wrote up the post.  As for the expression, that's what they use for above 4.  It seemed weird to me, but oh well.  I'll use your roller just to make life easier.

As for the spirit, I'll give you the benefit of the doubt on math for the guns.  The maxes seem high, but I never fight too much over rules because I'd rather Michel Bay then rules lawyer.  Either way, the elemental are out of your hair for now and you have the two guards.  What happens to them in the next round.  I didn't bother rolling for their damage as the car has 20+ body and even more armor so small arms fire won't matter.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <07-14-16/2018:07>
For what it's worth, I use Orokos on my phone just fine; my last few posts in this thread have all been from my phone...

Initiative 13:
Free Action: Eject Clip
Simple Action: Reload Clip (Regular rounds, Hand Load (+1DV))
Simple Action: Fire Full-Auto (6 rounds)

Agility 6 + Automatics (Assault Rifles) 6 (+2) + Holographic Sight 1 - Sharpshooter 1 for a total of 14 dice, limited by Accuracy 7 with a Base DV of 11P -2 AP, -5 to Defense test.
Attack (http://orokos.com/roll/419155): 14d6t5 6
Maximum of 17P -2AP

Initiative 3: (Assuming there's anyone still standing, otherwise just a simple action to pick up the clip of APDS from the ground and slip it into a pocket on the chameleon suit)
Simple Action: Take Aim
Simple Action: Fire Full-Auto (6 rounds)
Free Action: Called Shot

Agility 6 + Automatics (Assault Rifles) 6 (+2) + Holographic Sight 1 +Take Aim 1 - Called Shot (Vitals) 2 for a total of 14 dice, limited by Accuracy 7 with a Base DV of 13P -2 AP, -5 to Defense test.
Attack (http://orokos.com/roll/419156): 14d6t5 5
Maximum of 18P -2AP
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <07-14-16/2336:35>
So since I have cleared up the confusion on the drone initiative, here's the rolls for those:

Each is pilot * 2 +4d6

Steel Lynx = 19 (http://orokos.com/roll/419191#)
Rotodrone 1 = 22 (http://orokos.com/roll/419194#)
Rotodrone 2 = 21 (http://orokos.com/roll/419195#)

Kereina's initiative should now be 9, and her actions will be to command the Lynx to fire its grenades, and second to ready her own assault rifle from the van's cargo area.

Rolls for the grenades are in my previous post, got 2 hits, then 1 hit.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-14-16/2351:15>
at init 16, Alf's spirit will attempt to use engulf.  Agility if F+3 for air spirits, so rolling 13 dice

      Smoke-in-your-eyes engulf (melee) attack (http://orokos.com/roll/419196): 13d6t5 4

If it hits, this turn it does base damage 10 plus net hits, resisted as a toxin (soak with body+willpower, but no armor).  Opponent engulfed until he breaks free (complex action).

At init 6, assuming that there is no immediate/near opposition, Alf is going to look up, and make an illusion (trid phantasm) of an attack helicopter hovering a ways up and a bit off to one side from the van.  He was in the military for long enough to have a clue as to what it should look and sound like.  Force 6 (drain if F-3 as spell is limited) gives a sphere with diameter 12 metres, should be big enough for a good sized helicopter and probably even the muzzle flares as it blasts it's assault cannons.

     Alf illusion (http://orokos.com/roll/419198): 11d6t5 5
     Alf illusion drain resist (http://orokos.com/roll/419199): 15d6t5 7

     5 successes, no drain -- the dice love me tonight.  Hopefully that will be enough to distract people for a bit while we press our attack.

I'll add the IC once we get to Alf's initiative.  He will also use a free action to inform the team 'chopper is my illusion.'
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-15-16/1523:55>
I'm not really expecting anything that would need an assensing role, but just in case -- Alf is asensing out of the side window of the van, so doesn't have a full field of view, and here is his roll if it is needed:

   - Asensing 3, intuition still boosted to 10, -2 for sustaining the illusion = 11 dice
     Asensing (http://orokos.com/roll/419340): 11d6t5 4
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-18-16/1558:06>
OK, so we have the situation of deciding:

- where to plug in our tank
- where to plant the evidence.

For where to plug in the tank, Bio is offering us edge+intuition or make some sort of knowledge check. 
- Alf has industrial engineering 1 and logic 5 for six dice, and teamwork could probably get that up to seven dice.  Or he could help teamwork someone else's knowledge check.
- On the other hand, if anyone has decent edge, Alf can buff their intuition :D  (I mean, technically right now Alf has 12 dice in intuition+edge due to a sustained intuition boost, but ... he has the bad luck quality, so any use of edge can end up going the other way around.  Alf doesn't  do 'hoping to get lucky')

As for planting the evidence, no particular skills, but again boosting someone else's intuition may help.

Either way he needs probably around 20-30 seconds to 'land' his illusion (moving the covered area down in stages, moving the illusion from the top of one bubble to the bottom, then re-position the bubble lower but with the top part containing the helicopter.  Might be a little jerky, but hopefully with night and jerky movements of the copter it won't be too obvious). 
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Herr Brackhaus on <07-18-16/2002:03>
Seems straightforward enough for the evidence; wherever we dump the chemicals.

That's the million dollar question, though, and partly why we needed a Decker. Can we check the consoles and try to figure out what would be a good spot? If we can't because we lack the skills, Marcus will quickly run through the facility looking for staff who might be hiding that he can threaten into g8ving up relevant information.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <07-18-16/2026:20>
Kereina will lend her knowledge in engineering to finding the correct pipe fitting, 8d6 knowledge = 2 successes (http://orokos.com/roll/420345#) hopefully will help a bit. She's also not so comfortable with the hook-up-and-hope method
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-18-16/2239:00>
Kereina will lend her knowledge in engineering to finding the correct pipe fitting, 8d6 knowledge = 2 successes (http://orokos.com/roll/420345#) hopefully will help a bit. She's also not so comfortable with the hook-up-and-hope method

That could be our best pool .... what is the skill and what the attribute?  (IIRC correctly team work tests can only add as much as your skill?)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <07-19-16/0546:47>
IIRC engineering is based on LOG, which is 5, and skill 3. And because it is also affected by teamwork, mental limit is currently 6.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-20-16/1026:13>
With two I'll give it to you.  You find the right field pipes to send the poison to kill what you came to kill.   Once you figure out the right pipes and the codes, it's pretty easy to figure it out.  What happens next?
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Beta on <07-20-16/1500:06>
Hah, new the tools and glue would come in handy – Running the Shadows the Red Green way!  (OK, that should have been duct tape, but when I made the character I hadn’t realized that they listed duct tape in the back of Run Faster.  Next update I’ll add a few rolls!  Until then just cobbling together with spray on glue will have to suffice)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-21-16/1325:07>
Any first post in a threat that references Red Green needs some edge-there you go!  Have your point.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <07-22-16/0506:31>
I would say our next move would be to plant the evidence and make a hasty retreat.

Also, the people running and screaming... Just to be on the same page, is that from us? The 'helicopter'? The poison somehow burning them or some such? Or are we missing something? (read: Large drake/dragon is about to land on the dome and we just don't see it yet?)

Can roll perception of needed
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Irn0rchid on <07-25-16/1742:30>
Skate is covering the escape from the outside; does any of the running and screaming look threatening at all? :)
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-25-16/2309:05>
Some herbicides don't burn, but they do kill plants.  While the sprayers in the field are raining plant death on the world, that death is not for the people below.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: CraterShip on <07-27-16/0540:04>
Got it, just making sure it's not some kind of acid or such. Looks like the job is done, time to go get paid, as Marcus pointed out!
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Raiderjoseph on <07-27-16/2231:44>
Sorry ive been gone. Phone broke and no car at the moment. New phone. I wont ask to be let back in. But,tanks for the game.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <07-28-16/2232:47>
Ok team, time for things to get done.  Email me your character name and real name.  I'll fill out your stuff and send you your certs for the game.  My email is throatpunchgames@hotmail.com
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: biotech66 on <08-13-16/0057:19>
alright the games over.  Shoot me your emails and I'll send you your mission reports.
Title: Re: [SM OOC] 6-02 Amber Waves of Grain
Post by: Highwayman on <08-24-16/0056:47>
Hi folks, I know I'm a bit late, but as the writer of this mission, I had a blast reading these comments.

I hope you had fun :)