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Gauging interest in an Anarchy play-by-post game

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Jayde Moon

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« Reply #15 on: <03-04-17/0238:16> »
Bruh.  I play Shadowrun.  C'mon.
That's just like... your opinion, man.

Tecumseh

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« Reply #16 on: <03-05-17/0041:52> »
We will proceed then.

Jayde, you're on the right track in the "Rolling Effects into Amps" thread. I treat shadow amps the same way.

Rednblack, this is supposed to be a stealth mission so you may not want to bring a huge gunship for a drone. Something that can do double-duty for surveillance and covering fire might be appropriate though.

The rules are pretty explicit that, "A character who attacks with any vehicle- or drone-mounted weaponry cannot use their own individual weapons during that same Narration" (p. 48). That said, let's try to reintroduce some parity between tech and magic. I don't see why magicians should be able to summon spirits freely and repeatedly and give them orders to fight independently while riggers have to spend shadow amps on their drones and don't get to have them on auto-pilot. We'll say that the drone can be given orders to operate independently, like a spirit. You can still jump in for tighter control and to not rely on its dog-brain, but it can handle routine commands on its own.

Here are the tribes of the Sioux Nation. You should pick one for your character.

• Lakota, Dakota, Nakota, Arapaho, Crow, Cheyenne, Lumbee, Mohawk, Potawatomi, Mohegan, Cherokee (Tsalagi), Chocktaw, Navajo, Cree, Ojibwe (Plains Chippewa), Shoshone, Delaware, Hidatsa, Mahican, Seminole, Oneida, Creek, Apache, Onondaga, Chickasaw

You are relatively new Wildcats. While you have trained long and hard, you are still establishing your reputation. This is a high-visibility assignment that will go a long way to cement your place among your peers.

Here's more on Plains Indian sign language from Native American Nations, Volume I:

Quote
While the Sioux Nation as a whole has not aggressively returned to the traditions of its heritage, one tradition has been widely resurrected. The sign language developed by the Plains Indians in the 18th century for inter-tribal communication is enjoying renewed popularity. This language of gestures is complex, efficient, fluid, and quite beautiful to watch. Unlike many forms of sign language, it is not based on limited vocabulary. People sufficiently fluent in the language can easily discuss philosophical and ethical concepts as well as concrete matters such as the weather.

I'll review characters as they are ready. Go ahead and post them here.

rednblack

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« Reply #17 on: <03-05-17/0315:11> »
Just tossing out some rough draft crunch.  I'll update with history and background as I work all that stuff out.  That will affect Dispositions and Cues as well.

Name: Shiriki Looney
Tribe: Pawnee
Tags: Elf, Rigger, Decker
Cues: "Strap in, shut up, hold on."  "With all due respect, sir, I got cyberware older'n you."  "You wanna be right, or you wanna win?"  "MARKs are for chumps.  Crack it, smack it, move on with your life."  "If you plant ice, you're going to harvest wind."  "I ever tell you about the time I met Daniel Howling Coyote?"

Attributes
STR: 4
AGI: 8
WIL: 6
LOG: 6 (7)
CHA: 3
Edge: 2
Essence: 1.5

Condition Monitors
Physical: 10
Stun: 11

Skills
(AGI) Athletics: 2
(AGI) Close Combat: 2
(AGI) Projectile Weapons: 2
(AGI) Firearms: 2
(AGI) Heavy Weapons: 2
(AGI) Vehicle Weapons: 6 (Assault Rifles)
(AGI) Stealth: 3
(AGI) Pilot (Ground): 3
(AGI) Pilot (Other): 5
(AGI) Escape artist: 2
(WIL) Survival: 2
(LOG) Biotech: 2
(LOG) Hacking: 5
(LOG) Electronics: 2
(LOG) Engineering: 3
(LOG) Tracking: 2
(CHA) Con: 2
(CHA) Intimidation: 2
(CHA) Negotiation: 2
(CHA) Disguise: 2

Knowledge: N. American History
Languages: English, Plains Sign Language, Pawnee

Shadow Amps
Cerebral Booster (3): +1 re-roll LOG related tests = +1 LOG tests
Control Rig 1 (2): +1 Vehicle test, +1 Reroll = +2 Vehicle tests
Datajack (1): Access Matrix in VR
Wired Reflexes 2 (3): +1 Attack, +1 Plot Point per Scene
Custom Gun Drones 2 (3): +2 Attacks/Movement with Gun Drones
Cyberdeck 1 (2): 1 re-roll on Matrix tests = +1 Matrix tests, Firewall +1, Matrix Condition Monitor: 6

Positive Qualities
Combat Pilot: +2 dice on Piloting (Other) tests
Exceptional Attribute (AGI): AGI capped at 8 instead of 7
Lucky: +1 Edge

Negative Qualities
SINner (Sioux Nation)
Phobia: Para-critters


Gear
Area Jammer
Maglock Passkey
Satellite Uplink

Weapons:
Close: Survival Knife
Side: Ares Predator III
Long: Colt M23

Vehicles and Drones

MCT-Nissan Rotodrone
+ A: 9, D: 10
+ Assault Rifle 8P Close: OK Near: OK Far: -2

MCT Fly Spy (X2)
+A: 5, D: 4

Background
[spoiler]
Shiriki's parents were displaced in 2009 when the US government seized all native lands.  Oil and gas interests had long been a fixture on the Pawnee reservation, even more so after the Resource Rush begins in 2000, but for Shiriki's already politicized parents, this is the final straw and they travel north to South Dakota to become soldiers for the Sovereign American Indian Movement.

Shiriki is born in 2013, one of the earliest UGE babies.  He is given a suitably nationalistic name.  Due to his metatype and the rise of magic, Shiriki's parents have very high hopes for him becoming a shaman.

2017, Shiriki's mother dies in the Great Ghost Dance.  This is a great source of pride for Shiriki, as the Pawnee were also involved in the Ghost Dance of 1890.  Of course, for a four-year-old, the only thing he cared about at the time was the fact that he lost his mom.  The following year, when the Treaty of Denver is signed, Shiriki and his father move to the newly formed SSC and settle in Boise.

By 2029 Shiriki is 16 years-old and still hasn't Awakened.  This is a major blow to him, as it seems as though he will never be able to live up to, or repay the image of his powerful and self-sacrificing mother.  He is very mechanically and technically inclined, however, and seeks refuge on the burgeoning matrix whenever possible, as it's the one place where he feels capable and in control.  I think you see where this is going.  When the crash hits, Shiriki takes it very hard, and in the crumbling world around him he sees little of the optimism and promise of his youth.  He leaves home and travels west to the Sinsearach lands, thinking he might find a home among his own "kind." 

By 2032 infighting in the Sinsearach, the primacy placed on magic users there, and a sort of imagined elvish cosmology that breaks with tribal traditions does little to assuage Shiriki's feelings of alienation.  Disenchanted, he takes to a life on the road.

2034, Shiriki has taken work as a dirigible pilot between the SSC and the Sioux Nation.  When Aztlan invades Texas, he thinks that things are likely to heat up soon.  Since the Sioux Nation has always been at the forefront of protecting native interests, Shiriki petitions to join the Sioux military in exchange for citizenship.  His application is accepted.  Of course, the NAN refuses to step in, the Azzies withdraw from the NAN, but Shiriki's military career begins.

2050, with the advent of the first keyboard-sized cyberdecks, Shiriki gets his first piece of headware.  Simsense increases his capabilities as an intelligence officer on larger aircrafts, but Shiriki soon discovers the less legal joys of simsense soon after.

2054, Shiriki becomes a drone rigger for the Sioux military, primarily working from the capital city of Cheyenne.  The bigger city placement, combined with the more sedentary job exacerbates his addiction to simsense.

2060, Shiriki is relocated with a Sioux military contingent outside of Seattle in response to UCAS buildup there related to the Renraku Arcology disaster.  The more spartan accommodations, the smell of war, and the brotherhood of warriors inspires Shiriki to kick his BTL habit, invest more strongly in his physical health, and throw himself into his work.  The war never starts, but his better habits take root.

2065, Shiriki is assigned to an active SDF unit  based out of Rapid City.  For the next few years he spends weeks at a time out on patrols where he is the senior intelligence officer, tasked primarily with spotting and then shooting down smuggler's crafts.  He repeatedly applies to Wildcat school, and is repeatedly denied.

2070, with the new Wireless matrix, Shiriki upgrades his ware and volunteers for testing the new tech's military application.  Thankfully, he doesn't fry his brain.

2072, Shiriki is offered an instructor's position in the SDF.  He accepts a 4 year term with the understanding that his Wildcat application will be reviewed upon completion.

2076ish, Shiriki is accepted in the Wildcats.
[/spoiler]

Common Rolls:
Initiative: Prime Runner (8) + Wired Reflexes 2 (1) = 9 dice.
Meat Body Shooting: AGI (8) + Firearms (2) = 10 dice.  2 Attacks per Narration (Wired Reflexes 2)
Meat Body Defense: AGI (8) + LOG (6) + Cerebral Booster (1)  = 15 dice.
Drone Shooting: AGI (8) + Vehicle Weapons (6) + Assault Rifle Spec (2) + Control Rig (2) + VR (1) = 19 dice.  3 Attacks per Narration (Wired Reflexes 2, Control Rig 1)
Drone Defense: AGI (8) + LOG (6) + Cerebral booster (1) + Control Rig (2) + Combat Pilot (2) + VR (1) = 20 dice.
Drone Piloting: AGI (8) + Pilot (5) + Control Rig (2) + Combat Pilot (2) + VR (1) = 18 dice.
Drone Stealth: AGI (8) + Stealth (3) + Control Rig (2) + Combat Pilot (2) + VR (1) = 16 dice.
Hacking: LOG (6) + Hacking (5) + Cerebral Booster (1) + VR (1) = 13 dice.
Hacking Defense: LOG (6) + Cerebral Booster (1) = 7 dice.
« Last Edit: <03-07-17/1529:52> by rednblack »
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rednblack

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« Reply #18 on: <03-05-17/0323:20> »
I chose Pawnee for tribe instead of any of the listed tribes.  The reason for this is two-fold.  First, less tribal representation within the Sioux Nation helps to explain why he never advanced career-wise.  Second, Pawnee Indians were involved in the first Ghost Dance of the 1890s.  Shiriki, being a partisan, is very proud of this fact, and it rhymes nicely with a backstory bit about his mom sacrificing herself in the Great Ghost Dance.  Let me know if this doesn't work.

I took 1 infil/exfil vehicle, and 3 drones.  That's a lot.  Let me know what my guiding principles should be there, espcially as it relates to Stealth.  Also, considering re-skinning the Catlike Quality as an RP coating Quality for drones, which would not apply in the meat space.  Does that work?

ETA: backstory will need to be adjusted for him to be a recent addition to the Wildcat ranks. I'll change tribes as I figure that out
« Last Edit: <03-05-17/0929:11> by rednblack »
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Jayde Moon

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« Reply #19 on: <03-05-17/1342:14> »
I'll post a character on Monday and be ready to go.  Thanks for putting this together, Tecumseh, looking forward to playing.  I think PbP fits the Anarchy format nicely.
That's just like... your opinion, man.

Tecumseh

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« Reply #20 on: <03-05-17/1754:36> »
Everyone do me a favor and list out what the pluses and minuses are for your qualities and shadow amps.

On that note, let's just skip the "reroll 2 dice" benefit and move straight to +2 bonuses. I know there's a mathematical difference between the two, especially when spending Edge, but our dice pools are going to be so high on average that the difference is not worth bothering with separate dice rolls. For example, the odds of rolling 9 hits on 10 dice (i.e. not having 2 dice to reroll) is 0.04%, so let's save ourselves some effort. I spend enough time on Orokos as it is.

@rednblack, addictions will get you bounced from the Wildcats. Even if it's ostensibly a performance enhancer, it's a avenue for special forces to be compromised by external interests.

Also, skip the Banshee. Your insertion will be taken care of and the extraction is part of the plot. As for the other two drones, let's keep it to one combat for the sake of balance. A combat drone in conjunction with some surveillance drones (like Fly-Spys) could work well.

Again, I'll give people the opportunity to tweak gear once they know more about the mission.


MDMann

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« Reply #21 on: <03-06-17/1005:40> »
Name: Daniel "Dancer" Danyes. (Dan-Dan).
Tribe: TBC
Tags: Physical Adept, human, cat, medic.
Cues: TBC
Stats: TBC

Background: the 5th of 6 boys (1 younger sisyer), Dan grew up in a comfortable, if not extravagant lower middle class neighbourhood in downtown Cheyene. His mother (thunderbird) owns a dojo (various)/dance gym (ballet) and his father (Wolf and former park ranger) runs a climbing, trekking company where he takes tourists into the wilderness. Both parents are awakened adepts and are respected if not wealthy members of the community. His eldest brother is mundane but joined the army anyway; whilst the next is a shaman, following Eagle, the only one in the family. His next brother (mundane) fled the family and joined Shiawase as a researcher of some kind. The next brother is a Dancer and adept of Seducer. His younger brother is at college and a mystic adept of cat whilst his younger sister is an adept of cat and at school. Danyes did well at school and college (pre-med) but couldn't afford to pursue the medical career he dreamed of (with so many siblings). Fortunately, he soon won a scholarship to the University of Cheyene for acrobatics. Unfortunately, a year into the programme the funding was pulled. He was approached by the military who agreed to fund the rest of his course in return for military service afterwards and training during off terms. It's likely his brother pulled strings, though the deal is by no means unusual. A follower of cat, after he graduated and joined the military full time he was soon hit up to join the wildcats as an adept. Having recently completed his specialist training, he intends to see out his term and pursue his medical career.

Tecumseh

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« Reply #22 on: <03-06-17/1322:51> »
MDMann, looks good to me. Post some stats when you're ready.

I'll note that rednblack's Biotech pool is very good (9) due to his high Logic. Given that we have a limited number of players, we'll want to avoid duplicating roles too extensively. As such, in order to be the "medic" you may wish to consider being a mystic adept (instead of a pure physad) to pick up the Heal spell. Mechanically there's no difference between a pure physad and a mysad; it's just flavor.

Jayde Moon

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« Reply #23 on: <03-06-17/1519:14> »
Name: Chante Wapun
Tribe: Lakota
Tags: Elf, Natural Leader, Mage, Gunbunny
Cues: "They aren't 'assets', they're people."  "If you want the tribe to follow, you've got to get in front."  "You think I'll fall on my face, I'd rather knock you on your ass."  "It's go time."  "It won't stay dawn forever."

Attributes
STR: 5
AGI: 7
WIL: 6
LOG: 3
CHA: 6
Edge: 6

Condition Monitors
Physical: 11
Stun: 11
Armor: 12

Skills
(AGI) Athletics: 2
(AGI) Close Combat: 6
(AGI) Projectile Weapons: 5
(AGI) Firearms: 5
(AGI) Heavy Weapons: 2
(AGI) Vehicle Weapons: 2
(AGI) Stealth: 2
(AGI) Pilot (Ground): 2
(AGI) Pilot (Other): 2
(AGI) Escape artist: 2
(WIL) Conjuring: 3
(WIL) Sorcery: 5
(WIL) Astral Combat: 2
(WIL) Survival: 2
(LOG) Biotech: 2
(LOG) Hacking: 2
(LOG) Electronics: 2
(LOG) Engineering: 2
(LOG) Tracking: 2
(CHA) Con: 2
(CHA) Intimidation: 2
(CHA) Negotiation: 2
(CHA) Disguise: 2

Knowledge: Astral Topography
Languages: English, Plains Sign Language, Lakota

Shadow Amps
Natural Leader (3): Gift Plot Points or Edge to other Players, Direct - Expanded Teamwork Tests (distance, combat)
Buff Magic (2): Increase Reflexes: Gain 1 Attack
Illusion (2): Invisibility
Mentalism (1): Hypnotic Suggestion
Foci (0): None - Placeholder
Ally Spirit (0): None - Placeholder

Positive Qualities
Ambidextrous
Indomitable: Blades
Lucky: +1 Edge

Negative Qualities
SINner (Sioux Nation)
Warrior's Code

Gear

As needed, per mission

Weapons:

Close: Cavalier Arms Tomahawk (Paired)
Side: None
Long: Ares Alpha

Vehicles and Drones

None

Contacts:

Tiošpaye Smuggler

Background
[spoiler]
Roughly translated to 'Dawn of my Heart', Chante still bears her adolescent name, given to her by her father.  The time hasn't come to change, though that's something she hopes will come soon.  Choosing to stay on after her eventful conscription, Chante's skills and natural charm placed her as a Cadet and she graduated near the head of her class.  She fast tracked to Captain and applied for the rigorous training that would make her one of the infamous Wildcats.  Pushing through the training through sheer force of will, she was recently inducted into their ranks.
[/spoiler]

Common Rolls:
Tomahawks Melee: AGI (7) + Close Combat (6) + Qualities (4) = 17 dice 7P  Close only
Tomahawks Thrown: AGI (7) + Projectile Weapons (5) = 12 dice 6P -2@Near Range
Ares Alpha: AGI (7) + Firearms (5) = 12 dice. 8P -2@Far Range
Underbarrel: AGI (7) + Heavy (2) = 9 dice.  12P
Sorcery: WILL (6) + Sorcery (5) = 11 dice.
Summon: WILL (6) + Conjuring (3) = 9 dice.
Perception: LOG (4) + WILL (6) = 10 dice.
« Last Edit: <03-07-17/1307:00> by Jayde Moon »
That's just like... your opinion, man.

Tecumseh

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« Reply #24 on: <03-06-17/1532:14> »
Chante then. I will do my best not to write this as Ichante, which is the name of my Sioux mage in And The Rain Keeps Falling.

You don't need to Small Unit Tactics as a knowledge skill; it's understood that you all know it. Feel free to take something else, including something not related to the military.

Is Mentalism supposed to be like the spell Influence?

The Indomitable examples from the book were for things like Clubs and Blades. It sounds like you want to use it with tomahawks, so I would suggest Blades.

What is Warrior's Code?

Given the focus on Close Combat with both your skill points and qualities, I might suggest moving some points to Strength, but I'll leave that up to you.

Jayde Moon

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« Reply #25 on: <03-06-17/1547:16> »
Natural Leader Amp:

Since I assume that we're going to use the sort of standard Anarchy initiative rules, except instead of going around a table it'll be 'first able to post' 'next able to post' and 'last able to post'...

The Leadership Amp will generally allow for you guys to steal one of Chante's plot points or edge at will, rather than waiting for me to push it to you or asking me and waiting for me to respond.  That should help keep the game moving instead of forcing a wait.

The Direct ability is pretty much taken from the Core (pg 141-142).  As I add amp levels to this, they'll be additional uses of the Leadership skill from Core, so Rally would allow me to give one of my attacks to someone, for instance.

Buff Magics: Basically anything that's 'Increase X' spells from the Heal school (so can't use this Amp to Increase Gear Limits).  A point per 'spell' and additional points to boost it.  So at 2 Amps I have the magic and now Increase reflexes at 1.  I can add an amp level to go to Increase Reflexes at 2 OR broaden it and add, say, Increase Agility at 1 (adds up to one die).  So 3 amp levels giving 1 level each of Increase Reflexes and Increase Agility.

Illusion is a bit bigger.  I'll focus on invisibility for now, but eventually this could expand out into any physical illusion, using the same idea as above.

Mentalism are mind effecting spells from the Manipulation section.  So no analyze truth or mind probe, but rather Influence and Mind Control.

Finally I figure an Ally Spirit comes as a certain level (to be determined) and each amp is an ability (like Aid Sorcery or a specific Spirit Power).

Foci is where I'll roll up any foci, obviously.

Finally, I think... that part of advancing from Gang to Street to Prime should be additional Amp slots.  Really, I'm just trying to get that 7th slot for Metamagics..    ::)

anyhow, Tecumseh, let me know your thoughts on what I have here, and what may not work for you.

EDIT:

Indomitable: Blades, yes.

Warrior's Code: Fluff fluff fluff: Mechanics: can't harm innocents and can't use lethal force on unsuspecting targets.  Doing so will result in loss of Karma Awards.

I think this would be a very flavorful quality for a Wildcat that gives a very specific boundary that would make life easier if she crossed it but comes with a measurable drawback.  It's from the Code of Honor group of neg. qualities.

I like Strength where it's at, picturing her as more finesse and less brute power, so trying to eke out a couple additional points of damage from getting hits.  Actually, going to take your advice, lol.

As for the Skill, I'll think of something else then, provided that having it allows us to make use of the tactics found in Run & Gun (to spectacular narrative effect).
« Last Edit: <03-06-17/1553:19> by Jayde Moon »
That's just like... your opinion, man.

Tecumseh

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« Reply #26 on: <03-06-17/1656:43> »
Looks like your locked and ready to rock, Jayde. Do me a favor and give me your background (years and experience) with Shadowrun so I can tailor the fluff accordingly. I already know what to expect from rednblack and MDMann. I generally run my games tightly with the lore, but our game world will be branching off canon in January 2077.

As for an ally spirit, a simple summoning amp (level 2) lets you have a second spirit. That said, I do find summoning to be overpowered. (See the thread Gingivitis started today.) We'll be tweaking summoning, not so much to curb your power but to make sure you don't get your collective asses handed to you by an untouchable air spirit.

7th slot for metamagics won't be a problem. Six slots is just our starting point.

Other thoughts before I forget: In Anarchy, every roll is supposed to be opposed. I will likely change this to a Threshold test when you are opposed by an inanimate object that can't actively resist you. For example, instead of an easy lock rolling 6 dice to resist lockpicking, the player might roll against Threshold 2.

MDMann, we're likely going to be using a lot of 5th Edition concepts (like Thresholds) to inform our approach to Anarchy. If you don't understand any of them, speak up and we'll explain them.

Jayde Moon

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« Reply #27 on: <03-07-17/0151:15> »
My first experience with Shadowrun was in 1992 with 2d Ed.  Really only played casually, didn't get much into the lore.  I skipped 3d Edition and picked it back up in 4th.  Really got into the setting and got a solid handle on major events... then with the release of 5th Edition really got into it, 4 years a Catalyst Demo Agent running weekly Missions for open tables, as well as doing a bit of freelance...

I'm not Opti level knowledgeable, but I've got a solid understanding on the setting.
That's just like... your opinion, man.

Tecumseh

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« Reply #28 on: <03-07-17/0246:05> »
You've got me beat, but the overall arc is remarkably similar. I started in early 1993 with 2nd Edition. I only played one game of 3rd Edition that I recall, and bought the 4th Edition book about a week before the SR4A came out in 2009 (doh). I've been running regularly ever since, while filling in the holes I missed the first time around. As I said, our setting will be heavily informed by canon.

I'll be interested to hear about the freelance work sometime.

rednblack

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« Reply #29 on: <03-07-17/0833:06> »
The crunch for Shiriki should be finalized.  I'm deciding if I should spend another Shadow Amp on a cyberdeck.  I like having the extra point of Edge, but if I can "borrow" some from our fearless leader, it'll probably be worth doing so to have a functional Firewall.  I'll try to work on some back story today, but I have some other obligations that need tending to, and I need to do some more research on lore, though I think I have the broad strokes down.

@Jayde, if you're still thinking about Knowledge Skills, you might want to consider Astral Topography/Geography.  It could be useful if you need to go digging around in Astral space as a part of recon, or should things get weird.
« Last Edit: <03-07-17/0835:58> by rednblack »
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