Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: Aria on (07:56:07/08-19-14)

Title: [5eOoC] 2075/6: Stormy Waters [Persistent World; recruitment always open]
Post by: Aria on (07:56:07/08-19-14)
The shadows of Seattle are only so big, the events of a run in one area may well have more than a butterfly effect on the lives of other runners at the far end of the ‘plex.  This campaign / living world pbp hopes to address some of that effect by running standalone threads that share a common background / metaplot, potential contacts etc.

This is a multi IC thread game, cross forum, with two unifying OoCs, one here on ShadowGrid and the other on Dumpshock.  Events in one IC can and will spill over into the others although you don't have to follow the others if you don't want to, the individual ICs will be playable in isolation...timelines will vary along with location etc but common themes/ threads will be woven throughout.

Recruitment is always open!  Jump in, all are welcome!

***

This thread is an extension of the very successful 2072 thread started by Unsound on Dumpshock (a very long time ago now), [IC (http://"http://forums.dumpshock.com/index.php?showtopic=32220"), OOC (http://"http://forums.dumpshock.com/index.php?showtopic=35293")] and it is now cross forum to attract more potential players.

ShadowGrid OoC: You’re in it!

Dumpshock OoC: <<Here>> (http://forums.dumpshock.com/index.php?showtopic=39130)

For current IC threads please refer to the second post in each respective OoC

Obsidian Portal Campaign Page <<Stormy Waters>> (https://stormy-waters-2075.obsidianportal.com/) note this contains campaign data, map links etc.  I would prefer all players to have an account (it’s free) and maintain their characters there, and there are in-game rewards for doing so (see below).  Let me know your user name and I can invite you to the page.

***

All three character gen levels from SR5 will be accommodated to provide players and GMs with a wide range of options.  Normal folks/low powered/street level, typical runners and prime runners!  Each IC recruitment will set out which options (and any minor variations) should be used. 

In addition to players I’d welcome anyone who would like to GM within the framework of the multi-thread!

***

Character Gen
RAW applies unless specifically stated otherwise.  All current books are available (including the pdf minis like Assassin’s Primer).  Check with your GM if you want to use any of the optional rules.
In addition each GM will provide a freebie intro contact, who might be a fixer, Johnson or anyone needed to get the runners into the game.

Character Advancement
Prior to the game:
1 karma for inputting your character stats on OP
1 karma for providing a character physical description
1 karma for providing a character sketch/image (if you source it from inside the team, here’s looking at Obidancer, then they get a point of karma too)
2 karma for providing a detailed background or 20 questions or similar

In game: Every two IC posts you make will net you 1 karma and 2,000 nuyen.  This means a much faster progression than is normally achieved in a pbp game.  Karma and cash can usually be spent mid game (subject to your GMing agreeing), with some purchases just being retconned, some needing some IC justification.

Every additional OP post (eg. location or contact write-up) counts as an IC post for calculating awards.

If you are posting in multiple IC threads you can in theory allocate the karma/cash in whichever way you want.  This is mostly applicable if you are posting IC information that isn’t directly from the POV of one of your characters – in the past we’ve had JackPoint type info posts, news flashes, anything that adds flavour to the game world is perfectly acceptable!

Edge Refresh
This will be down to the GM of the individual sub-thread.  I will tend to refresh it for every major scene which may be slightly more often than is strictly RAW but works ok given the typical progression of pbp games.

***

House Rules and Combat Options (so far):

RG2: Target Size Modifiers will be applied.  Otherwise the various additional rules from sourcebooks can be applied according to the needs/desires of the players and GM.

Spirits / sprites summoned at a level over magic / resonance will almost always roll edge to resist summoning – you have been warned!

Background count is considered to be a min. of 1 in the barrens and other locations noted by your GM but this will not generally be applied as runners are considered to have acclimatised themselves to the effects (without the need for the Homeground quality).  So you know when background count does strike that the GM has something nasty in store for you!

***

Any questions please fire away!

Optional OP PC Format Here:
[spoiler]
h2. #Name & Handle#

h4. #Ethnicity & Metatype#

*Age* ##    *Sex*  ##    *Height*   ##     *Build*  ##
*Nationality*  ##
*Description*  ##

table{border:1px solid black}.
|>. *Race* |=. # |>. *Attributes* |=. # |>. *Magic* |=. # |>. *Skills* |=. # |>. *Resources* |=. # |

h4. Attributes

table{border:1px solid black}.
|>.  *Body* |=.  # |>.  *Agility* |=.  # |>.  *Essence* |=.  # |>.  *Mag/Res* |=.  # |
|>.  *Reaction* |=.  # |>.  *Strength* |=.  # |>.  *Initiative* |=.  #+1d6 |>.  *Matrix Init.* |=.  #+1d6 |
|>.  *Willpower* |=.  # |>.  *Logic* |=.  # |>.  *Astral Init* |=.  #+2d6 |>.  *Composure* |=.  # |
|>.  *Intuition* |=.  # |>.  *Charisma* |=.  # |>.  *Judge Intent* |=.  # |>.  *Memory* |=.  # |
|>.  *Edge* |=.  # |>.  *Edge Points* |=.  # |>.  *Lift/Carry* |=.  #kg |>.  *Movement* |=.  # |
| | | | | | | | |
|>.  *Phys. Limit* |=.  # |>.  *Mental Limit* |=.  # |>.  *Social Limit* |=.  # | | |

table{border:1px solid black}.
|>. *Street Cred* |=. # |>. *Notoriety* |=. # |>. *Public Awareness* |=. # |

h4. Qualities

table{border:1px solid black}.
|>. *Positive* |=. Value |>. *Negative* |=. Value |
|>. ## |=. # |>. ## |=. # |
|>. ## |=. # |>. ## |=. # |
|>. ## |=. # |>. ## |=. # |
|>. ## |=. # |>. ## |=. # |

h4. Skills

table{border:1px solid black}.
|>. Skill | Specialization |=. Rank |=. Pool |=. Notes |
|>. *BODY* | |=. # | | |
|>. Diving |  |=. # |=. # | |
|>. Free-Fall |  |=. # |=. # | |
|>. *AGILITY* | |=. # | | |
|>. Archery |  |=. # |=. # | |
|>. Automatics |  |=. # |=. # | |
|>. Blades |  |=. # |=. # | |
|>. Clubs | |=. # |=. # | |
|>. Escape Artist |  |=. # |=. # | |
|>. _Ex. Melee_ |  |=. # |=. / | |
|>. _Ex. Ranged_ |  |=. # |=. / | |
|>. Gunnery |  |=. # |=. # | |
|>. Gymnastics |  |=. # |=. # | |
|>. Heavy Weapons |  |=. # |=. # | |
|>. _Locksmith_ |  |=. # |=. / | |
|>. Longarms |  |=. # |=. # | |
|>. _Palming_ |  |=. # |=. # | |
|>. Pistols |   |=. # |=. # | |
|>. Sneaking |  |=. # |=. # | |
|>. Throwing Weapons |  |=. # |=. # | |
|>. Unarmed Combat |  |=. # |=. # | |
|>. *REACTION* | |=. # | | |
|>. _Pilot: Aero_ |  |=. # |=. / | |
|>. _Pilot: Aircraft_ |  |=. # |=. / | |
|>. _Pilot: Exotic_ |  |=. # |=. / | |
|>. Pilot: Ground |  |=. # |=. # | |
|>. _Pilot: Walker_ |  |=. # |=. / | |
|>. Pilot: Watercraft |  |=. # |=. # | |
|>. *STRENGTH* |  |=. # | | |
|>. Running |  |=. # |=. # | |
|>. Swimming |  |=. # |=. # | |
|>. *CHARISMA* |  |=. # | | |
|>. Animal Handling |  |=. # |=. # | |
|>. Con |  |=. # |=. # | |
|>. Etiquette |  |=. # |=. # | |
|>. Impersonation |  |=. # |=. # | |
|>. Instruction |  |=. # |=. # | |
|>. Intimidation |  |=. # |=. # | |
|>. Leadership |  |=. # |=. # | |
|>. Negotiation |  |=. # |=. # | |
|>. Performance |  |=. # |=. # | |
|>. *INTUITION* | |=. # | | |
|>. _Artisan_ |  |=. # |=. / | |
|>. Assensing |  |=. # |=. # | |
|>. Disguise |  |=. # |=. # | |
|>. Navigation |  |=. # |=. # | |
|>. Perception |  |=. # |=. # | |
|>. Tracking |  |=. # |=. # | |
|>. *LOGIC* |  |=. # | | |
|>. _Aero Mechanic_ |  |=. # |=. / | |
|>. _Arcana_ |  |=. # |=. / | |
|>. Armorer |  |=. # |=. # | |
|>. _Auto Mechanic_ |  |=. # |=. / | |
|>. _Biotechnology_ |  |=. # |=. / | |
|>. _Chemistry_ |  |=. # |=. / | |
|>. Computer | |=. # |=. # | |
|>. _Cybertech_ |  |=. # |=. / | |
|>. CyberCombat |  |=. # |=. # | |
|>. Demolitions |  |=. # |=. # | |
|>. _Elec Warfare_ |  |=. # |=. / | |
|>. First Aid |  |=. # |=. # | |
|>. Forgery |  |=. # |=. # | |
|>. Hacking |  |=. # |=. # | |
|>. _Hardware_ |  |=. # |=. / | |
|>. _Industrial Mechanic_ |  |=. # |=. / | |
|>. _Medicine_ |  |=. # |=. / | |
|>. _Nautical Mechanic_|  |=. # |=. / | |
|>. _Software_ |  |=. # |=. / | |
|>. *WILLPOWER* |  |=. # | | |
|>. Astral Combat |  |=. # |=. # | |
|>. Survival |  |=. # |=. # | |
|>. *MAGIC* |  |=. # | | |
|>. _Alchemy_ |  |=. # |=. / | |
|>. _Artificing_ |  |=. # |=. / | |
|>. _Banishing_ |  |=. # |=. / | |
|>. _Binding_ |  |=. # |=. / | |
|>. _Counterspelling_ |  |=. # |=. / | |
|>. _Disenchanting_ |  |=. # |=. / | |
|>. _Ritual_ |  |=. # |=. / | |
|>. _Spellcasting_ |  |=. # |=. / | |
|>. _Summoning_ |  |=. # |=. / | |
|>. *RESONANCE* |  |=. # | | |
|>. _Compiling_ |  |=. # |=. / | |
|>. _Decompiling_ |  |=. # |=. / | |
|>. _Registering_ |  |=. # |=. / | |
| | | | | |
| *Knowledge Skills* | | | | |
|>. L: ## | |=. N |=. N | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |
|>. ## | |=. # |=. # | |

h4. Augmentations

table{border:1px solid black}.
|>. *Augmentation* |=. *Rating* |=. *Cost* | *Description* |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |

h4. Adept Powers

table{border:1px solid black}.
|>. *Power* |=. *Rating* |=. *Cost* | *Description* |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |
|>. ## |=. # |=. # |  |

h4. Spells / Complex Forms

table{border:1px solid black}.
|>. *Spell/Form* |=. *Type/Target* |=. *Range* |=. *Duration* |=. *Drain* |=. *Dmg Type* |
|>.  |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>.  |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>.  |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>.  |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>.  |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>.  |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |
|>.  |=. M /P|=. T/LOS (A) |=. I/S |=. F |=. ? |

h4. Weapons

table{border:1px solid black}.
|>. *Weapon* |=. *Acc* |=. *DV* |=. *Reach* |=. *AP* |=. *Recoil* |=. *Ammo* | *Notes* |
|>.  |=. # |=. #P/S |=. # |=. # |=. # |=. # | |

h4. Ammunition

table{border:1px solid black}.
|>. *Ammo* | *Type* |=. *Amount* |=. *DMG* |=. *AP* |=. *Blast* |
|>. APDS | Assault Rifle |=.  |=. - |=. -4 |=. - |

h4. Armour

table{border:1px solid black}.
|>. *Armour* |=. *Rating* | Description |
|>.  | # |  |
|>. Total | # | |

h4. Gear



h4. Lifestyle


h4. Vehicles

table{border:1px solid black}.
|>. *Vehicle* |>. *Handle* |=. *Spd* |=. *Accel* |=. *Body* |=. *Armor* |=. *Pilot* |=. *Sense* |=. *Seat* |
|>.   |>. # |=. # |=. # |=. # |=. # |=. # |=. # |=. # |

h4. Cyberdeck

Standard Array: 5 Data Processing, 4 Firewall, 3 Sleaze, 2 Attack + Edit + Configurator
Configurator Array: 5 Sleaze, 4 Firewall, 3 Data Processing, 2 Attack + Exploit + Sneak

table{border:1px solid black}.
|>. *Program* |=. *Type* | *Decription* |
|>. Armor |=. Hacking | +2 Resist Matrix Dmg |
|>. Biofeedback Filter |=. Hacking | +2 Resist Biofeedback Dmg |
|>. Browse |=. Common | Cuts search time in half |
|>. Configurator |=. Common | Stores Alternate Configuration |
|>. Decryption |=. Hacking | +1 to Attack Attribute |
|>. Defuse |=. Hacking | +4 to Resist Data Bomb Dmg |
|>. Demolition |=. Hacking | +1 to Data Bomb |
|>. Edit |=. Common | +2 to Data Processing Limit |
|>. Encryption |=. Common | +1 to Firewall Attribute |
|>. Exploit |=. Hacking | +2 Sleaze to Hack on Fly |
|>. Guard |=. Hacking | Reduce Dmg from Marks by 1 DV per Mark |
|>. Hammer |=. Hacking | +2 DV to Attack Actions |
|>. Mugger |=. Hacking | +1 Dmg from Marks on Others |
|>. Shell |=. Hacking | +1 Resist Martix and Biofeedback Dmg |
|>. Signal Scrub |=. Common | Rating 2 Noise Reduction |
|>. Sneak |=. Hacking | +2 vs Trace User, GOD Canont Find Your Physical Location |
|>. Stealth |=. Hacking | +1 Sleaze Atribute |
|>. Toolbox |=. Common | +1 Data Processing Attribute |
|>. Track |=. Hacking | +2 Data Processing Attribute When Tracing User, or Negate Sneak |
|>. Virtual Machine |=. Common | +2 Program Capacity, Dmg increased by 1 DV |
|>. Wrapper |=. Hacking | Override Matrix Icon Protocols |

[/spoiler]
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (07:56:31/08-19-14)
Current IC threads:

Mirror Dance
<<IC Thread>> (http://forums.shadowruntabletop.com/index.php?topic=26190.0)

Storm Force Whisper
<<IC Thread>> (http://forums.shadowruntabletop.com/index.php?topic=25695.0)
<<Google Maps Overlay>> (https://drive.google.com/open?id=1DGhZNG9qnPr9VC7gAdksYzajZo0&usp=sharing)

86ing the 88s
<<IC Thread>> (http://forums.dumpshock.com/index.php?showtopic=41766)
<<OoC Thread>> (http://forums.dumpshock.com/index.php?showtopic=41761)

Threads [Silk's Intel Host. Anyone can post here, no character approval required, no GMs]
<<IC Thread>> (http://forums.dumpshock.com/index.php?showtopic=41528&st=0&start=0)

Tangled Currents
Adamu's Minis:
<<Des>> (http://"http://forums.dumpshock.com/index.php?showtopic=41453")
<<Lady Tanya>> (http://"http://forums.dumpshock.com/index.php?showtopic=41493")
Mercy's Minis:
DS
Annex
<<Helena>> (http://"http://forums.dumpshock.com/index.php?showtopic=41497")
Cynthia
<<Preston>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23767.0")
Johnny
Seeker
SG
<<Grunt>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23771.0")
<<Rose>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23927.0")
Jeremiah
<<Eva>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23951.0")
Lizzie

Spin-off Threads
<<Murder of Crows>> (http://forums.shadowruntabletop.com/index.php?topic=23150.0;topicseen)
<<Kanyeshna>> (http://forums.shadowruntabletop.com/index.php?topic=22917.msg421693#msg421693)
<<Al & Alyce>> (http://forums.shadowruntabletop.com/index.php?topic=22933.msg422151#msg422151)
<<Al & Alyce Chp 2>> (http://forums.shadowruntabletop.com/index.php?topic=25668.0)
<<Al & Achilles>> (http://forums.shadowruntabletop.com/index.php?topic=23295.0)
<<Hell in the Plex>> (http://forums.shadowruntabletop.com/index.php?topic=23235.0)
<<Seventh House>> (http://forums.shadowruntabletop.com/index.php?topic=21976.0)

Completed Threads
[spoiler]
Run! [Children in a post apocalyptic nightmare]
<<IC Thread>> (http://forums.dumpshock.com/index.php?showtopic=41614&st=0&start=0)
<<Recruitment Thread>> (http://forums.dumpshock.com/index.php?showtopic=41606&st=0&start=0)
<<Google Maps Overlay>> (https://drive.google.com/open?id=1umGxb2ISm6kxeVRkc6jlN2su9t8&usp=sharing)

Call of Fate [Prime Runners]
<<IC Thread>> (http://forums.shadowruntabletop.com/index.php?topic=23154.0)
<<London 2076 Google Map>> (https://www.google.com/maps/d/edit?mid=z1I6Tz-427Ho.k3R_sC52IMO4&usp=sharing)

Tangled Currents
<<Juniper>> (http://"http://forums.dumpshock.com/index.php?showtopic=41495")
<<Gaze>> (http://forums.shadowruntabletop.com/index.php?topic=23739.0)
<<Adra>> (http://"http://forums.dumpshock.com/index.php?showtopic=41523")
<<Spriggan>> (http://"http://forums.dumpshock.com/index.php?showtopic=41454")
<<Rave>> (http://"http://forums.dumpshock.com/index.php?showtopic=41462")
<<Vexboy>> (http://"http://forums.dumpshock.com/index.php?showtopic=41455")
<<Serge>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23534.0")
<<Jan>> (http://"http://forums.dumpshock.com/index.php?showtopic=41471")
<<Revenant>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23581.0")
<<Sam Chat>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23553.0")
<<Black Bart>> (http://"http://forums.shadowruntabletop.com/index.php?topic=23519.0")

Tribal Beats
<<IC Thread>> (http://forums.shadowruntabletop.com/index.php?topic=21685.0)
<<Recruitment Thread>> (http://forums.shadowruntabletop.com/index.php?topic=21610.0)
<<Tribal Beats Map>> (https://www.google.com/maps/d/edit?mid=z1I6Tz-427Ho.kG-ym3eh1_0Y&usp=sharing)
<<Monthly Rewards>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg397039#msg397039)

Circles of Power [High Life Runners]
<<IC Thread>> (http://forums.shadowruntabletop.com/index.php?topic=20639.0)
<<Recruitment Thread>> (http://forums.shadowruntabletop.com/index.php?topic=20525.0)
<<Google Maps Oxford 2075>> (https://www.google.com/maps/d/edit?mid=z1I6Tz-427Ho.kCjthng_IjDQ)
<<Maths Institute Floor Plans>> (http://www.archdaily.com/516756/university-of-oxford-mathematical-institute-rafael-vinoly-architects/539e6ad9c07a803df40008c5_university-of-oxford-mathematical-institute-rafael-vi-oly-architects_oxford_maths_drawings-2_copia-png/)

Circus Tricks [Normal Runners]
<<IC Thread>> (http://forums.shadowruntabletop.com/index.php?topic=17943.0)
<<OoC Train Car List>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg325756#msg325756)
<<PC's Initiative Post (http://forums.shadowruntabletop.com/index.php?topic=17794.msg328131#msg328131)
[/spoiler]
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (07:57:35/08-19-14)
PC Lists by IC Thread

Call of Fate

Player: Adamu <<Al>> (https://stormy-waters-2075.obsidianportal.com/characters/al) Human JOAT
Player: CSJarrat  <<Halfpint>> (https://stormy-waters-2075.obsidianportal.com/characters/cof-halfpint) Gnome Drone Rigger
Player: Jack_Spade <<Isaint>> (https://stormy-waters-2075.obsidianportal.com/characters/isaint) Orc Bodyguard
Player: Pistolgrip <<Jackhammer>> (https://stormy-waters-2075.obsidianportal.com/characters/jackhammer) Orc Bow Adept
Player: Obidancer  <<Rick>> (https://stormy-waters-2075.obsidianportal.com/characters/cof-rick-deckard) Human Chaos Mage
Player: Mercy Merchant <<Robyn>> (https://stormy-waters-2075.obsidianportal.com/characters/robyn) Blind Elf Hacker
Player: BrickYardBabe <<Iris>> (https://stormy-waters-2075.obsidianportal.com/characters/cof-iris) Elf Black Mage

Tribal Beats

Player: Jack_Spade Character: <<Thorn>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg390132#msg390132) Freedom (pig ugly) Orc bouncer
Guest Starring: Adamu Character: <<Al>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg317231#msg317231) Human dockworker

Completed Games and/or Absent PCs
[spoiler]
Circles of Power

Player: Pistolgrip Character: <<Jackhammer>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg371214#msg371214) Orc adept
Player: Obidancer Character: <<The Frenchman>> (http://forums.shadowruntabletop.com/index.php?topic=20525.msg368815#msg368815) Human Amnesiac (Assassin?!?)
Player: Jack_Spade Character: <<Isaint>> (http://forums.shadowruntabletop.com/index.php?topic=20525.msg367523#msg367523) Orc Chameleon
Player: Adamu Character: <<Al>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg317231#msg317231) Human dockworker

Player: ScytheKnight Character: <<Snow Crash>> (https://docs.google.com/spreadsheets/d/1kLFe0UYKNuhF9PPia7Maifn-3XLFA_-rTGc7wml38Ak/edit?usp=sharing) Orc Combat Decker
Player: DrZombol Character: <<Daddy>> (http://forums.shadowruntabletop.com/index.php?topic=20525.msg368303#msg368303) Human Black Magician
Player: zeththeadeptork Character: <<Duke>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg371109#msg371109) Human cleaner, sharpshooter
Player: HydroRaven Character: <<Mel>> (http://forums.shadowruntabletop.com/index.php?topic=20525.msg367644#msg367644) Elven Cat Burglar
Player: Saithor Character: <<Halucination>> (https://docs.google.com/document/d/13i8tdF-Mo-Ag-BEdM9E3x646Bk3_fRH8p1TZLIdAdcU/edit) Elven Mage
Player: Crossbow Character: <<Smiley>> (http://forums.shadowruntabletop.com/index.php?topic=20525.msg368028#msg368028) Human Party Animal
Player: Gilga Character: <<Solo>> (http://forums.shadowruntabletop.com/index.php?topic=20525.msg368138#msg368138) Human Jack-of-all-Trades
Player: Triskavanski Character: <<Tobbis>> (https://docs.google.com/spreadsheets/d/1ppM5OFzwA7CVklSkn8nCadH7vXUlz-aIVF1KhQIN3bE/edit?usp=sharing) Changeling Techno

Tribal Beats

Player: Csjarrat Character: <<Litlle Cog>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg390072#msg390072) Mechanicals dwarven scout
Player: Jack_Spade Character: <<Thorn>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg390132#msg390132) Freedom (pig ugly) orc bouncer
Player: Saithor Character: <<Gunther>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg390613#msg390613) Changeling alchemist
Player: Pistolgrip Character: <<Bent>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg390986#msg390986) Mechanicals humanadept
Player: SgtBoomCloud Character: <<Cog>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg391011#msg391011) Mechanicals human TM scavver
Player: Shamie Character: <<FoxCap>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg403585#msg403585) Human decker
Player: BrutusAurelius Character:  <<The Kid>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg410746#msg410746) Troll bounty hunter
Player: StoneGlobe Character:

Guest Starring: Adamu Character: <<Al>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg317231#msg317231) Human dockworker

Player: ScytheKnight Character: <<Ratchet>> (https://docs.google.com/spreadsheets/d/1JTXvWD4LEs9dDZw0_0uCEoKX5pwY_R0XF0vgp2DtnDs/edit?usp=sharing) Mechanicals dwarven Wicca
Player: ChromeZephyr Character: <<Scrapheap>> (http://forums.shadowruntabletop.com/index.php?topic=21610.msg391479#msg391479) Mechanicals orc enforcer
Player: Napalm42 Character: <<Bonesaw>> (https://www.dropbox.com/s/gwam1zz1za89ha4/Bonesaw%20(Troll%20Doctor).pdf?dl=0) Fre∑dom troll doc

Seventh House

Player: ScytheKnight Character: <<Nitro>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg385474#msg385474) Human Joyrider
Player: Kinkerbell Character: <<Goodnight>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg386684#msg386684) Dryad mage

Circus Tricks

Player: Adamu Character: <<Al>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg317231#msg317231) Human dockworker
Player: Gradivus Character: <<Matsui Ichirō>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg345436#msg345436) Oni Samurai Adept
Player: ScytheKnight Character: <<Snow Crash>> Orc Combat Decker

Player: All4BigGuns Character: <<Cutter>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318863#msg318863) Human close support
Player: Saithor Character: <<Alicia Reeves>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg326768#msg326768) Human Spellslinger
Player: Gilga Character: <<Dogmeat>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg342641;topicseen#msg342641) Human Jack-of-all-Trades
Player: riki.joat Character: <<Kale>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg352518#msg352518) Dwarf Tech Wiz

Player: Zweiblumen Character: <<Bittorent>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg314906#msg314906) Troll technomancer <<Rolls>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg317838#msg317838)
Player: Csjarrat Character: <<Morgan>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg315047#msg315047) Dwarf decker <<Rolls>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318047#msg318047)
Player: IShadel Character: <<Flicker>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg315286#msg315286) Dwarf adept <<Rolls>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318860#msg318860)

Player: 8-Bit Character: <<Ghost>> (https://docs.google.com/spreadsheets/d/1ulAP1_2TS31T2hU5-TEVEX1-GHSm625a24nbNlSqEsY/edit#gid=0) Elf gunslinger <<Rolls>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg317800#msg317800)
Player: Carathas Character: <<Leaflock>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg317613#msg317613) Bear shaman
Player: Lusis Character: Luz Cyber adept <<Rolls>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142)
Player: JackVII Character: <<Harrier>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318220#msg318220) Dwarf chopper pilot  <<Rolls>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318255#msg318255)

Player: S.Miles Character: <<Richter>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg321101#msg321101) Elven Face
Player: TMF Character: Mr Pink (http://forums.shadowruntabletop.com/index.php?topic=17794.msg321496#msg321496) Elven Mime/Face
Player: Poindexter <<Chooly>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg322385#msg322385) Troll Beastmaster
Player: Jayde Moon Character: <<Betsy "Rodeo" Matthews>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg325935#msg325935) Human Spellslinger

Player: SnowDragon Character: <<Victoria Drews>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg330569#msg330569) Elven Sniper
Player: Scawire Character: <<Spector>> (http://forums.shadowruntabletop.com/index.php?topic=17794.msg331346#msg331346) Wandering Crazy Elf Adept

[/spoiler]
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: grid_hopper on (08:27:36/08-19-14)
I got a few updated characters from dumpshock threads where I no longer have an account.....

If someone wants to GM I can play and introduce a couple here.

edit:

I also have a topic for a PbP that I can introduce as a support thread : http://forums.shadowruntabletop.com/index.php?topic=17754.0 (http://forums.shadowruntabletop.com/index.php?topic=17754.0)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (11:03:40/08-19-14)
As an introduction to my 2075 campaign here on ShadowGrid I’m going to run a quick fire run where the action starts mid-run rather than drag through the planning stage (which often seems to spell the death of pbp threads).  It will accommodate most archetypes and a strict team build isn’t necessary, I will tailor the opposition to the players/PCs that are interested in playing.

Current IC threads:

Circus Tricks

The Cirque de l’Ombre needs an escort from Tarislar across the ash wastes of Puyallup to the more civilised areas around Loveland.  A new fixer in town, an orc called “Torrent” is hiring a disparate group of runners to run shotgun on the circus’ land trains.  He obviously has some connection to the circus as this is a job where he is acting personally as the Johnson.

I am looking for a number of players to play normal runner builds.  You will get a free Connection 5 contact, an orc calling himself Torrent.  He’s new in town and trying to establish his rep here but any fixers you know will let you know he is well established in Europe and has a rep for dealing well with runners.
This sounds great, I'd like to take a decker slot on that if possible?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (12:02:53/08-19-14)
I've got a combat medic I'd like to run if the decker/to role is already filled.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:40:23/08-19-14)
Given the nature of pbp and players disappearing I have no problems with multiple deckers, or any other archetype - I'd much rather people played the character they want to than one that fits the group.  I will adjust the opposition to suit whoever is around and wants to play...

@Fenris, hello again!  Feel free to bring your characters over.  I'm not planning on running another game other than CT but I'd be happy to start a 'general IC' here too where you could explore your characters as you started to do on DS.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (13:16:22/08-19-14)
@Aria, I'm happy to play either Bittorrent a Troll Face/Technomancer (sub-optimum build for extra fun RP), or Dr. Grumpy a Dwarf Combat Medic (aspected sorcerer german ex-military).  I had fun coming up with both concepts.  I'm not familiar with the Stat Lite Char gen you allude to in your OP.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: grid_hopper on (14:06:03/08-19-14)
I was thinking of playing the two characters from tribes with some minor changes since the new rulebooks were available. I'll instead pass on this game and keep them in reserve.

*Have fun all*
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (07:43:19/08-20-14)
@Aria, I'm happy to play either Bittorrent a Troll Face/Technomancer (sub-optimum build for extra fun RP), or Dr. Grumpy a Dwarf Combat Medic (aspected sorcerer german ex-military).  I had fun coming up with both concepts.  I'm not familiar with the Stat Lite Char gen you allude to in your OP.
Either would be fine!  I'd say play both if you want but that might be too much :P

Stat Lite is something I've done on the Dumpshock thread, it's basically something I've conjured up myself so that on certain threads (for example Circles of Power) there is some form of character gen involved but little dice rolling in the IC.  I don't propose to do anything like that here yet... CT will be normal runner builds.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:36:51/08-21-14)
The backdrop to the CT game is inspired by Erin Morgenstern's Night Circus - well worth a read, has some SR themes even if in no way related...

The route will be approximately 20miles through some nasty ash filled terrain from Tarislar to the Puyallup border...I will try and sort out a Google Maps version for you all.

I will probably start the action off when the convoy is leaving / has just left Tarislar, any major planning and organisation can be done OoC or we can retrospectively pick up obvious things... I've got no problem with flashback posts but I don't want to spend ages meeting Mr Johnson and have the run fold before it's got off the ground!

Anyway, hope this gives some of you food for thought.  If anyone wants to play one of the circus troupe let me know and I can fill you in on some of the background I've been mulling over.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (13:49:57/08-21-14)
got a rigger/decker together for this. chummer 5 spitting out an exception code when i try and print it off though so might just have to send over the .chum5 file instead!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (16:09:32/08-21-14)
@Aria: How do you want char's submitted?  .pdf? Using a template in bbcode?  PM'd or posted here?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Tochka on (21:14:51/08-21-14)
Ooh. I always kind of meant to ask about these on Dumpshock, but real life things kept getting in the way. I'd love to work up some kind of magician type for Circus Tricks, if that's alright.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:00:06/08-22-14)
@Aria: How do you want char's submitted?  .pdf? Using a template in bbcode?  PM'd or posted here?
Whatever's easiest!  If I can work out how to do it I like to have a master list of PC's in links on the third post in this thread, saves me having to hunt them down when I want to check something.  That said I haven't worked out how to link from within a thread yet so they'd have to be external links or new topics per character which seems a little overkill... open to suggestions!

Ooh. I always kind of meant to ask about these on Dumpshock, but real life things kept getting in the way. I'd love to work up some kind of magician type for Circus Tricks, if that's alright.
Welcome on board!  :D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Flicker on (15:34:57/08-22-14)
I would like to join, I have a Wolf Shaman
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (04:29:08/08-24-14)
Name: Sam Hoarce
Alias: Bittorrent
Race: Troll
Sex: Male
Physical Description/Personality/background:
Bittorrent is a very rare Technomancer, and he's a Troll.  A very tall, skinny, black Troll.  His real name is Sam, and his parents were both shadowrunners themselves, though only moderately succesful.  Another rarity, most would call Bittorrent beautiful.  He has naturally golden hued horns, tusks and protrusions, and his skin is so dark it has an almost blueish tint to it.  To go with this he has long black dredlocks and piercing blue eyes.  As such, he is often shunned by other goblinoids for being too 'pretty', but he's smart enough to know it's just jealousy.  He's also charismatic enough to charm just about anyone when he first meets them.

As a child, he ended up being hospitalized for several months after getting caught up in a hornets nest.  He is very allergic to bees, and has be know to run screeming like a little elf girl when confronted with them.  A rather comical sight to those around him.

All in all, he's a pretty simple guy trying to make his way in a world that's stacked against him.  He is currently on the streets and considering hacking the local no-tell for a few nights crash space and a shower.

Attributes

BodyAgilityReactionStrength
5125
CharismaIntuitionLogicWillpower
5445
EdgeResonanceEssenceInitiative
3666+1d6

Positive Qualities
Exceptional Attribute: Charisma
First Impression
Technomancer
Negative Qualities
Allergy, Common (Severe): Bees
Distinctive Style: Golden Horns/Teeth/Protrusions

Active Skills
Acting Skill Group8
    Con8
    Impersonation8
    Performance8
Influence Skill Group8
    Etiquette11
    Leadership11
    Negotiation11
Compiling (Machine Sprites +2)9/11
Computer (Matrix Perception +2)10/12
Cybercombat (vs. Devices +2)8/10
Electronic Warfare7
First Aid11
Hacking (vs. Devices +2)8/10
Hardware5
Perception5
Pistols2
Registering (Machine Sprites +2)9/11
Software (Puppeteer +2)10/12
Knowledge Skills
Matrix History7
Shadow Runner History6
Technomancers6
Language Skills
EnglishN
Japanese7
Or'Zet7
Sperethiel7

Complex Forms
Puppeteer
Transcendent Grid

Gear (480¥)
Berwick Suit2600¥
    Argentum Coat3200¥
    Concealable Holster150¥
Bug Scanner (1)100¥
Data Tap300¥
Ear Buds100¥
    Audio Enhancement 21000¥
Fichetti Executive Action300¥
    Laser Sight125¥
    36 APDS Rounds432¥
    36 Stick-N-Shock Rounds288¥
Glasses400¥
    Image Link25¥
    Low Light Vision500¥
    Vision Enhancement 21000¥
Jammer, Area (4)800¥
Medkit (6)1500¥
(5x)Medkit Supplies500¥
Meta Link Commlink100¥
Renraku Sensei Commlink1000¥
White Noise Generator (6)300¥

Contacts
ContactC/L
Dad (Argus)Fixer3/4
Mom (Chora)Street Doc1/6
KillabitTechnomancer1/1

EDITS:
#1 forgot to buy a gun and changed bugscanner to a rating 1 instead 6
#2 changed Chora from a fence to a street doc (probably won't matter for this campaign)
#3 added starting cash
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (04:46:36/08-24-14)
Here's a link to my post:
http://forums.shadowruntabletop.com/index.php?topic=17794.msg314906#msg314906 (http://forums.shadowruntabletop.com/index.php?topic=17794.msg314906#msg314906)

And all of the skill numbers are full pool, not the skill rating.  Lemme know if you want me to change that to just the rating.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (08:40:07/08-25-14)
So, having a nightmare with chummer 5, had to do it the old fashioned way instead:

here's my dwarf decker:
Dwarf Hacker

Priorities:
A: Gear (450,000)
B: Skills (36/5)
C: Meta (dwarf, 1)
D: Attribs (14)
E: Magic (0)

Qualities:
+Codeslinger; Hack on the fly (-10 karma)
-Common, Mild allergy (Dogs +10 karma)
-Sinner, National (UCAS +5 Karma)
-Distinctive Style (Neck Tattoos +5 karma)

Net 35 karma remaining

Attributes:
BOD 4 (+1)
STR{5}(+0)              14/14
AGI{5}(+2)
REA 3 (+2)
CHA 2 (+0) {+10 Karma}
INT 3 (+2)
LOG 6 (+5)
WIL 4 (+2)

EDG 2 (+1)
ESS 3 (-3)
____________________________________________
Skills:
Groups;
Electronics 5

Individual:
Hacking 6 (hosts +2)             36/36
CyberCombat 6 (IC +2)
Electronic Warfare 3
Longarms 3 (Shotguns +2)
Etiquette 2 (street +2)   
Pistols 1 (SA +2)
Sneaking 2 (urban +2)
Pilot Ground 1 (wheeled +2)
Perception 4

Karma:
Gymnastics 2 (6Karma)      34/35
Clubs 2 (6Karma)
Pilot air 1 (2Karma)
____________________________________________
Gear: +10 karma for 470,000

Electronics:
Sony CIY-720 CyberDeck (7/6/5/4) {DR4 + 4 progs} 345,000
-Biometric 200
-Trid Projector 200
-Satellite 500                         345,900

Transys Avalon Commlink {DR6} 5,000
-Sim mod (cold) 100                      5,100

CyberPrograms:
-Legal:
Browse (1/2 search time)
Configurator (swap progs)
Edit (+2DP on edit)
Encryption (+1 firewall)
Signal Scrub (2NR)
Toolbox (+1DP)
Virtual machine (+2 progs)      560

-Hacking:
Armour (+2 resist)
Baby Monitor (see OS)
Biofeedback
Biofeedback Filter (+2 resist BF)
Decryption (+1 attack)
Defuse (+4 data bomb resist)
Demolition (+1 to make data bomb)
Exploit (+2 sleaze)
Fork (double action)
Guard (reduces mark damage 1DV)
Hammer (+2DV)
Mugger (+1DV per mark)
Shell (+1 resist DV + BF)
Sneak (+2 resist trace user)
Stealth (+1 sleaze)
Track (+2 trace user)
Wrapper (alter icons)           4250

R4 Agent 8,000
Total: 363,810
_________________________________________
Cyber:
x2 Datajack 2,000 0.2ESS
CyberEyes R2 {cap 8} 6,000 0.3ESS
-Smartlink {3} 4,000
-Flare comp {1} 1,000
-Vision Mag {2} 2,000
-Vision enhance R2 {2} 8,000   21,000

Muscle Replacement R2 2.5ESS (used)37,500                424,310

_________________________________________
Weapons + Armour:

Krime Boss Shotgun (GH3) 600
-Internal Smartgun 600
 +Vision Mag 250
-Shock pad 50
-Gas Vent 3 600
-Flashlight 25                 2375

Colt Agent Special (GH3) 250   1425
-Internal Smartgun 250
 +Vision Mag 250
-Gas vent 3 600
-Flashlight 25
-Hidden Arm Slide 300

Extendable Baton                100

Clothing (casual) 50

Lined Coat {arm 9} 900
-chem protect R3 750
-non conduct R3 750
-atmosphere sensor 100         2500


Helmet 100
-Micro Transceiver 100
-Motion Sensor 100
-Image Link 25                  325

total 6425                                       431,135
__________________________________________
Misc:

Headphones R5 250
-Spatial Recog 1000 {2, +4avail}
-Sound filter 1 250 {1, +3avail}
-Audio Enhance 2 1000{2 +4avail}       2,500

Fake SiN R4 10,000
-Fake Gun License R4 800
-Vehicle License R4 800
-Decker License R4 800                12,400

Middle Lifestyle 5000                  5,000

Handheld Sensor R3 300
-Radio signal scanner 300
-Directional Mic 3 300
-Laser Mic 3 300                       1,200     
Total 21,000                                     452,235
___________________________________________
Vehicles:
Honda Spirit (2 seats, speed 4)       12,000

SB Microskimmer (microdrone) 1,000
Sensor 3:
 -Camera 3
  +Low Light 500
  +Vision mag 250
 -Microphone 3
  +filter 1 250
 -Motion Sensor 3                       5,000
+Maneuver 3 1500
+Clearsight 3 1500                               469,235
___________________________________________
Ammo:
Shotgun-
x2 Spare clip +15 rounds flechette  210
x2 Spare clip +15 rounds regular slug 70

Pistol-
Clip +10 rounds Explosive 85
Clip +10 rounds Regular 25
Clip +10 rounds Gel 30                       420

Silver credstick 20 (20,000 limit)
+325 NY
                                                 470,000
___________________________________________
Knowledge Skills: (int 3, log 6 = 18) +1 karma
English N
Chinese 1 (1karma)
Matrix Crime 3             18/18
Motor Racing 2 (Powerboats +2)
Dwarf Rock 2
Local Area Knowledge 3
Local Gang Knowledge 3     
Drone design 2
Black Market Sellers 1 (Cyberdecks +2)
___________________________________________
Contacts: Cha x3 = 9
Fixer 3,3
Street Doc 2,1

____________________________________________
Bio:
Morgan Ruth, 32 year old Dwarf of UCAS birth.
A pretty bad guy by all methods of measurement, he's mis-applied his natural intelligence since being a child.
Pushy parents dragged him up and put him through technical college, dealing with a near-constant stream of letters home, meeting teachers and headmasters over the years.
He graduated college by the skin of his teeth and failed to get the glamorous position his parents had hoped for, instead bunking off work to go on drinking benders and getting into minor scuffles with low-lifes outside of bars.
To him though, it had never been about working for "the man", the last thing he wanted was that. He enjoyed the thrill of doing something "wrong", of rebellion and to him, subverting a system was far more thrilling than detecting and repelling it. It wasn't long before he started working the shadows. His natural skill with electronics made him damn near invaluable to a number of shady groups. The mix of hardware and skills was hard to duplicate and it fitted his idea of a "proper job" pretty damn well.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:09:59/08-26-14)
Thanks for the characters!  For those in this thread can we add some spoiler tags perhaps after the general info, makes for slightly easier reading :)  I will get them linked to the beginning of the thread as soon as I can...

I'm trying to persuade a couple of my 'shooters' from DS to bring their characters over here too so hopefully we'll be good to go in the not too distant future, I will start thinking about the opening IC post now.

Still room for more if there are other potential players lurking out there!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Flicker on (11:39:49/08-26-14)
Kai "Flicker" Kosugi

Dwarf Adept

Origin:

Age: 18   Appears: 15
Height: 5'8"
Weight: 140 lbs
Eyes: Sky Blue
Hair: White

Origin:

Kai knows very little of his past, he doesn't remember his family he just remembers the slums he grew up in. Fighting every day for a scrap of food or to be allowed to live a little longer. One day he was deep in a alley searching through a dumpster for today's only meal when he heard the gang hooting and hollering at something.
     He ducked behind the dumpster and dared to look and he saw a human lady being harassed and shoved, she fell to her knees not 2 feet from Kai he saw steel in her eyes. She spoke softly, you better be fast you have about 4 minutes before they get here and then your all dead, the lead ganger had his back to Kai but he saw him reach for a gun. Kai grabbed the closest item at hand which was a two by four. He swung at the gangers gun hand and felt the board connect and a loud crack. Kai yelled for the old lady to run and he swung at the next closest ganger.
     Maddy was up and running to the alley opening just as they grabbed Kai and she heard the first of many blows and cries come from the young boy. He could barely see through the swelling eyes but the blows stopped as the gunfire started. Kai lost all sense of time, when he did wake the pain was beyond words and as time passed the pain eased, between the drugs and the healing he was finally able to wake and stay conscious.
     When he woke and looked around it was different but there sitting in a chair was the lady he helped. In a thick Irish accent she said "Hello wee one I am Mara McCallister but you can call me Maddy" I am truly sorry you almost died and for the beating you took to save me, I have had the best of the best treating you. I tried to locate your family but I could not find them if you want to give me their com code I will contact them. Kai says thank you Maddy I don't have anyone, and the idea you would spend Nuyen on a nobody is more than I would of ever hoped, I just figured if I died it was ok because no one would miss me and you would be safe.
     Maddy took his hand with a tear in her eye and said now you have a family and I would miss you, so after explaining all the work done to him he was taken to his new home, Maddy raised him, started teaching him, school started for Kai and then college. Kai found out Maddy was a premiere fixer and learned a lot about her business, he also showed a keen aptitude for combat and Maddy had him introduced to one if her contacts Old Man Chun an ancient man who could shoot a weapon as well as fight with ancient ones as well including swords. Maddy also had Kai trained in stealth, breaking and entering poisons and unarmed combat making him a well rounded and deadly foe. But his most important lesson was to learn to heal before hurting. Now he has left Maddy and is on his own. Making a name for himself as silent and deadly. Getting into places and back out without ever being noticed.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:08:22/09-01-14)
I haven't forgotten about you all...I'm working on the first IC now.

@Csjarrat: can I have some additional info on your decker please?  A name will do for now :D

@Anyone else reading this: there's still plenty of time to come and join the fun!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (09:06:42/09-01-14)
@Aria, apologies, trimmed it off the sheet. have re-added.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (12:37:11/09-01-14)
I have a few characters I would be willing to play, do you want me to post all of them or just choose one? I can fill combat, decker, and rigger roles. Possibly a mage role if I can figure out a backstory that doesn't sound absolutely cliched.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:55:39/09-01-14)
I have a few characters I would be willing to play, do you want me to post all of them or just choose one? I can fill combat, decker, and rigger roles. Possibly a mage role if I can figure out a backstory that doesn't sound absolutely cliched.
Choose the one you want...although matrix seems fairly well covered so you might want another archetype...?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (14:38:39/09-01-14)
I'm in for a combat role. What's the stipulations for playing a Prime Runner/High Life Character? I.e. are we mixing teams, which board are those characters playing on, etc.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (14:50:26/09-01-14)
Here's the link to the spreadsheet for my character - https://docs.google.com/spreadsheets/d/1ulAP1_2TS31T2hU5-TEVEX1-GHSm625a24nbNlSqEsY/edit?usp=sharing

He is definitely a combat role, since he has terrible social skills and can't really do much with the matrix at all. I think of his as a Cybered Gunslinger, since he's pushing it a bit past the small essence cost of a weapons specialist. Where adepts have mana, he has 'ware, it's pretty much as simple as that.

I've had this idea for the character for a while, so I'm just gonna copy/paste the backstory I've already written. If you want me to flesh it out some more, just tell me and I will.

Ghost, or his real name, Julius was taken form his wageslave parents when he was about 15. He doesn't remember anything about his life before Aztechknowledgy took him under their wing to train him to be a killing machine in the war between Aztlan and Amazonia. He was given some training and then cybered up to make him "more effective". He was sent out to most likely die, but he exceeded all expectations, becoming an extremely talented sniper. However, this led to him being fairly alienated from his fellow comrades, and he pretty much stopped caring what others thought of him.

After the war, this did not help him fit in within Aztechknowledgy society, and his extreme prejudice against any type of magic probably did not help him. He was given a few choices, well, three really. Stay, change your ways and fit in. Stay, don't change, and be terminated as not useful. Or, go out there and do some of our dirty work in the shadows, but if you try to work against us, things won't go so well. You can imagine which choice Julius chose.

Also, haven't gotten around to naming my contacts and writing backstories for them, but I will when I get the time.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Scawire on (18:27:32/09-01-14)
I was hoping to join up when you get a High Life group together. It is not very often you find a GM that will let you go for the highest level to build a character in, so I tried it out. Man is it easier to make a mystic adept Decker with this level of build.


Here is the link to check out one fun character to make.
http://forums.shadowruntabletop.com/index.php?topic=17921.0 (http://forums.shadowruntabletop.com/index.php?topic=17921.0)

Hope to get into a run with this guy.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:21:43/09-01-14)
I'd like to play this one in the high life campaign: https://www.dropbox.com/s/8giid0nup2lir13/Luz%20High%20Life.pdf?dl=0

Maybe 8-Bit's character and her have some prior runner history together since they are both from Aztlan/Aztech.

ETA: Please ignore the adept quality, It's a side effect  of Chummer.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (20:49:03/09-01-14)
I'd like to play this one in the high life campaign: https://www.dropbox.com/s/8giid0nup2lir13/Luz%20High%20Life.pdf?dl=0

Maybe 8-Bit's character and her have some prior runner history together since they are both from Aztlan/Aztech.

ETA: Please ignore the adept quality, It's a side effect  of Chummer.

Could have possibly met each other right before the war started out and then met up afterwards as two people Aztechknowledgy just simply couldn't have in their culture.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:57:28/09-01-14)
I'd like to play this one in the high life campaign: https://www.dropbox.com/s/8giid0nup2lir13/Luz%20High%20Life.pdf?dl=0

Maybe 8-Bit's character and her have some prior runner history together since they are both from Aztlan/Aztech.

ETA: Please ignore the adept quality, It's a side effect  of Chummer.

Could have possibly met each other right before the war started out and then met up afterwards as two people Aztechknowledgy just simply couldn't have in their culture.

*Thinking....* she wasn't in the war herself; her father was. Maybe they just met through contacts or some past mission for the corp. Also, her dad may have been the OIC of some SF school.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (21:06:38/09-01-14)
I'd like to play this one in the high life campaign: https://www.dropbox.com/s/8giid0nup2lir13/Luz%20High%20Life.pdf?dl=0

Maybe 8-Bit's character and her have some prior runner history together since they are both from Aztlan/Aztech.

ETA: Please ignore the adept quality, It's a side effect  of Chummer.

Could have possibly met each other right before the war started out and then met up afterwards as two people Aztechknowledgy just simply couldn't have in their culture.

*Thinking....* she wasn't in the war herself; her father was. Maybe they just met through contacts or some past mission for the corp. Also, her dad may have been the OIC of some SF school.

That's why I was thinking before the war, since I knew your character didn't actually enter the war. Maybe Aztechknowledgy just shoved me out and pointed me towards you and I found you out. Considering you would have more experience since you were running while I was off in the war. Even if we don't actually end up on the same team together, at least we have an interesting backstory that kind of connects us.

Probably not a award winning attempt at a backstory, but it is kind of interesting having two characters who both rely on the benefits of technology who both came from the same corporation.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (21:09:15/09-01-14)
Sounds good.  ;)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (14:32:10/09-02-14)
Thanks to everyone who's shown an interest in the high life option...I am planning to do one of those, either here or on Dumpshock, but my current 'workload' of a run here, one over there and playing one over there means it won't be in the immediate future  (RL keeps interfering with my RP schedule :P).  One of my DS players in Circles of Power has suggested a slightly different slant on that game to turn it into a more traditional 'run' format and this would probably be ideal for the kind of jet setting high profile runners with oodles of cash/power/influence etc...

Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (15:52:38/09-02-14)
Hello. Looks like I will be in this game.

Other than just a friendly hello, I am mostly making this post because I just registered for this site and wanted to get a handle on the controls before play started.

So apologies in advance if I make a few posts with little content and lots of silly fonts or whatever.

Am I going to have to prove I am a human with every post?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (17:57:14/09-02-14)
That stops after 10 posts from memory  ???
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Flicker on (19:01:14/09-02-14)
Hello and welcome. Looking forward to getting started as well.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (07:50:03/09-05-14)
I've started off the IC to set the scene a bit and give you all something to think about.  I'm happy for you to post IC here, in flashback if you want to, anything to set the scene from your character's perspective.

Feel free to ask questions OoC and I will try and clarify my current thinking / vision of the land train etc.  Sadly I've not found any good images online that capture what I'm thinking of but if anyone does find something good please link it here!

<<Circus Tricks IC Thread>> (http://forums.shadowruntabletop.com/index.php?topic=17943.0)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (08:03:11/09-05-14)
so how many cars do the trains consist of? Is it led by a large locomotive-with-wheels or more of a heavy-duty semi tractor?

Also, did our fixer give details on the job? I assume security,  but with that is a discussion on what the employer percieves as potential threats.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (09:55:10/09-05-14)
another thing, are we actually on this land train or riding near it? if we're not on it, what are we on?
cheers!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:23:50/09-05-14)
another thing, are we actually on this land train or riding near it? if we're not on it, what are we on?
cheers!
I left that vague so that you could each decide for yourselves.  The job description is equally vague, protect the convoy through the barrens from any and all threats (it's the Puyallup barrens so the usual suspects list applies here...)

It's not exactly what I had in mind but http://blog.hemmings.com/index.php/2009/11/19/54-wheel-drive-the-letourneau-electric-arctic-land-trains-that-put-australian-road-trains-to-shame/ will do as a visualisation of the 'train' of which there are two, with a few semis, trucks, vans and jeeps scattered into the mix to keep things interesting. Oh, and the blimp overhead...

There are about 100 'staff' in the circus, perhaps 30 of which are performers...

Enough to go on for now?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (17:21:54/09-05-14)
Are we going to use this as the OOC thread for the Circus game?

If so, have payments and expectations already been negotiated or are we just showing up?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (15:35:53/09-06-14)
Excited to get started.

Especially appreciate all the detailed physical descriptions of the various characters - it makes it a lot easier to add some illustrative color to the interactions.

If I can figure out how to provide links I'll put one up to Al's description.

Some quick clarifications/confirmations:

Ericen - assume you were previously posting as Flicker, but now that is the name of the character you are using in this game?
Also, notice your dwarf is 5'8".
I have absolutely no problem with that, it would just be unusual enough that I thought I'd see if it was a typo.

Lusus - assume Luz is the character you posted a link to the sheet of. So just to confirm before posting anything about Al's impression that might be inaccurate, that's pretty much a full body replacement on her, right?

I am thinking of posting Al on the outside of the cab of the lead train…

Awesome.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (15:41:10/09-06-14)
The only external flesh on her is from under the breasts on up. Her shoulders, parts of her neck and back have been replaces also. Cybertorso's are just shells in SR, so he still has organs.

One of these days when I can get a working graphics pen and some patience I'll sketch out a character drawing.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (15:53:06/09-06-14)
Okay - let's see if I can make this computer wizardry work…no…links and things are just too hard - I'll just paste Al's description for this run into this space.

Physical Description
5’3” 150 lbs
Thin, skin seems a bit loose
Complexion pale, almost yellow
Bags under eyes.
Facial bone structure even, but nose has obviously been broken a number of times. 
At first glance looks mid- to late-60s, but upon closer observation seems more like his own weather-beaten, worse-for-wear 47-year-old self.
Bushy mop of sandy hair, bangs cut above the eyes, around the ears, and roughly at collar-length (no, not a mullet).  Appears to have been hacked off with a knife.  Probably hasn’t been washed in a while.
Sunken cheeks, prominent chin, moderately heavy brow over bright, deep-set blue eyes. 
Side-burns, not bushy
Generally sports a few days’ growth, but usually uneven, as though he missed some spots the last time he shaved.
Cybereyes only visible on very close observation – ‘normal’ appearance.
Teeth hopelessly tobacco-stained.  Fingernails, too.
Wolfish grin.
Hands and forearms mottled with terrible burn scars.
Wears beat up brown workmen’s boots (Doc Marten’s).  Faded, olive-drab cargo pants, which provide pockets for shells.  Stained yellowish-white T-shirt.  Ancient, weathered brown real-leather RAF bomber jacket – quite bulky on his emaciated frame. Boxer shorts, woolen socks. Red bandanna around neck, or over mouth/nose in ash-dusty conditions.
Filterless Lucky Strike omnipresent, usually in corner of mouth, even if speaking. 
No visible jewelry of any kind.  If wearing jacket, no visible tattoos.
 
Hands and forearms mottled with horrific burn scars.

Visible tattoos – all old-fashioned black ink unless otherwise stated – NO weird fluorescent or nanite crap.
 
Inside right forearm – a good piece of work he got done in Hamburg along with the rest of the team.  Full-color.  A gnarly sea serpent crushing and cracking a 3-D representation of the Proteus AG logo, its fanged visage striking forward at the viewer, this done in excellent perspective.  The image encompassed by a neat circular banner, ‘Troubleshooters’ emblazoned across the top, ‘Proteus AG’ across the bottom.  Inscribed neatly but much smaller underneath it all – “No. 1 Bilge Rat”.
From top of left shoulder, extending downward to elbow – a ‘list’ of women's names, all in different styles of calligraphy/font/whatever, varying levels of quality, some in Roman letters, a few Arabic, one in Chinese characters.  All have neat Xs tattooed through them.  Ten total. 
Right upper arm – a nude hula dancer (you can tell by the lei) who – you guessed it – seems to sway erotically when he flexes his bicep.
Right shoulder – shoulder patch positioning – Confederate stars and bars in color.

Generally no visible tech – his commlink is kept in jacket pocket.
Always stinks of cigarette smoke, but otherwise not really bad smelling, contrary to appearances.  Think:  grooming terrible, hygiene not terrible.
If he takes off his jacket one can see a big survival knife, sheathed, stuck into his belt at the small of his back. 
Not a particularly magnetic or endearing personality, though exudes a sort of unbridled virility. 
Voice is sometimes too loud, and very gravelly/scratchy.  Physicality usually very subdued – brash voice from mostly still frame.

PS - tried to hide this with spoiler tags, but maybe that works differently here? Or do they have that function?

Requested rolls:

Initiative
http://invisiblecastle.com/roller/view/4686618/ (http://invisiblecastle.com/roller/view/4686618/)
2d6 + 11 → [6,6,11] = (23)
2d6 + 11 → [3,1,11] = (15)
2d6 + 11 → [6,5,11] = (22)
2d6 + 11 → [6,2,11] = (19)
2d6 + 11 → [6,1,11] = (18)


Remington 950
Base 12P w/APDS for -8 AP
Use at ranges over 10 meters
Generally aim then shoot
Agility + Skill + Aim
http://invisiblecastle.com/roller/view/4640378/ (ftp://invisiblecastle.com/roller/view/4640378/)
10d6.hits(5) → [3,2,5,4,2,6,1,5,5,5] = (5)
10d6.hits(5) → [3,2,6,2,3,3,6,3,5,1] = (3)
10d6.hits(5) → [3,1,2,3,3,4,1,2,4,6] = (1)
10d6.hits(5) → [5,5,5,1,1,3,1,2,5,1] = (4)
10d6.hits(5) → [5,5,2,1,5,4,1,2,2,3] = (3)

Remington 990
Base 11P currently loading buckshot (flechette) on medium choke
Lot of variables here depending on how many shots fired, but base 11 dice (Agility + Skill + Spec)
http://invisiblecastle.com/roller/view/4640384/ (ftp://invisiblecastle.com/roller/view/4640384/)
11d6.hits(5) → [1,4,2,2,1,5,1,3,2,5,4] = (2)
11d6.hits(5) → [5,2,2,1,1,1,5,5,3,2,6] = (4)
Accuracy is 4.

Melee
Generally gun butt
Base 7P
Agi + Skill + Spec
http://invisiblecastle.com/roller/view/4640385/ (ftp://invisiblecastle.com/roller/view/4640385/)
11d6.hits(5) → [4,4,6,4,1,2,6,2,3,5,3] = (3)
11d6.hits(5) → [4,5,4,1,1,4,5,2,5,5,1] = (4)
11d6.hits(5) → [5,2,4,5,6,5,5,5,2,6,1] = (7)
11d6.hits(5) → [3,2,4,3,4,3,6,4,2,3,3] = (1)
11d6.hits(5) → [4,4,4,5,3,4,3,1,6,6,4] = (3)
Accuracy is 3.

Ranged/melee defense (same)
React + Int + Combat Sense
http://invisiblecastle.com/roller/view/4640386/ (ftp://invisiblecastle.com/roller/view/4640386/)
15d6.hits(5) → [5,4,3,2,2,4,5,3,4,5,4,1,6,5,6] = (6)
15d6.hits(5) → [1,6,6,3,1,4,1,5,2,6,1,5,3,4,5] = (6)
15d6.hits(5) → [6,6,2,6,6,5,4,1,4,6,3,6,3,4,5] = (8)
15d6.hits(5) → [5,1,1,6,3,6,2,4,6,1,4,3,5,2,2] = (5)
15d6.hits(5) → [5,6,6,1,2,6,1,5,3,4,6,2,2,3,4] = (6)
15d6.hits(5) → [3,1,4,3,5,2,6,5,3,1,1,4,5,4,4] = (4)
No limit.
If I get tagged despite the roll, will automatically spend a point of Edge to reroll fails.

Damage soak
Bod + armor jacket
http://invisiblecastle.com/roller/view/4640387/ (ftp://invisiblecastle.com/roller/view/4640387/)
15d6.hits(5) → [4,4,2,1,4,4,3,6,3,1,4,4,3,2,4] = (1)
15d6.hits(5) → [6,6,4,6,3,1,3,1,5,1,1,6,6,6,4] = (7)
15d6.hits(5) → [4,3,1,4,5,2,1,3,1,2,6,5,1,1,4] = (3)
15d6.hits(5) → [1,5,3,4,3,3,2,4,2,4,5,2,6,3,2] = (3)
15d6.hits(5) → [3,1,5,6,3,1,6,6,2,2,6,4,6,3,6] = (7)
If still going down after soak, will automatically spend point of Edge to reroll fails.

Perception
Intuition + skill
http://invisiblecastle.com/roller/view/4640390/ (ftp://invisiblecastle.com/roller/view/4640390/)
7d6.hits(5) → [3,4,5,4,3,3,6] = (2)
7d6.hits(5) → [2,5,2,2,5,2,3] = (2)
7d6.hits(5) → [1,4,2,5,4,3,2] = (1)
7d6.hits(5) → [6,3,4,2,3,6,3] = (2)
7d6.hits(5) → [3,2,4,4,3,1,1] = (0)

Surprise
(Combat Sense gives Perception test before Surprise test)
React + Int
http://invisiblecastle.com/roller/view/4640393/ (ftp://invisiblecastle.com/roller/view/4640393/)
11d6.hits(5) → [6,6,4,2,5,4,5,5,6,4,2] = (6)
11d6.hits(5) → [5,4,6,4,5,4,2,2,1,6,6] = (5)
11d6.hits(5) → [4,2,6,6,1,3,1,2,5,1,3] = (3)
11d6.hits(5) → [3,5,4,1,5,5,4,5,1,2,6] = (5)
11d6.hits(5) → [5,3,4,6,3,4,4,2,3,5,5] = (4)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (15:56:28/09-06-14)
The only external flesh on her is from under the breasts on up.

Well, I'm glad we got that sorted out!

No, seriously, thanks for the specifics - I spend way too much time making movies of these runs in my head, and the more detail the better!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (16:12:42/09-06-14)
I totally understand.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (21:18:10/09-06-14)
I don't mean to interrupt anything, but just a question.  I see this has started, and I'm not 100% sure who is in and who isn't. The list on the first page lists only 4 people, but I notice that Luz is in the IC thread. Does this mean I am in too? If not, that's fine, I will leave this thread alone, but I was just slightly confused. I am currently on vacation and posting this from my phone. I may have missed something due to not having access to a computer.

Sorry to intrude, I hope I'm not messing anything up.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (12:49:51/09-07-14)
Hi there,

I'd like to submit a character for the Circus Tricks thread if thats cool. I've been a away from SR for a long time and I've been looking for a friendly game to get back into things. I'll work on a character (probably something quite straightforward in rules terms) and see how I go.

Thanks

Cara
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: risoknop on (16:57:03/09-07-14)
Hi, I would like to submit a character for Circus Tricks. I'm still working on the details but here is a short summary of the background I got so far.

Name: Max Messerschmitt

Max is quite an experienced shadowrunner born in Allied German States (probably neo-anarchist part of Berlin). he spent several years of his life working for Saeder-Krupp as one of their deniable assets. Lots of dangerous runs and close calls but he considers those years the best part of his life.

Then, everything went to hell. After a botched run (possibly double-crossed by Mr Johnson), a corp exec who hired the runners decided to pull the plug on the team. There was a bounty on their heads so they ran for their lives. Most of the team was hunted down and killed.

In order to survive, Max had to leave the country. Currently he's living in Seattle under a false identity and trying to keep a low profile. He still needs to eat though, so he's back in the shadows (trying to stay clear of anything related to S-K just to be on the safe side).

I'm still working on more details. Tell me what you think. I will decide what archetype to use.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (07:57:43/09-08-14)
Are we going to use this as the OOC thread for the Circus game?

If so, have payments and expectations already been negotiated or are we just showing up?
Yes, please use this for OoC.  Might want to prefix things with @CT: for when we eventually get another IC thread going :)

I tend to gloss over payment due to the nature of 'reward' in my games being for the amount you post rather than a predetermined figure...so assume that's dealt with...I imagine you wouldn't have boarded the zeppelin without some promise of cash or even upfront funds...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:00:46/09-08-14)
I don't mean to interrupt anything, but just a question.  I see this has started, and I'm not 100% sure who is in and who isn't. The list on the first page lists only 4 people, but I notice that Luz is in the IC thread. Does this mean I am in too? If not, that's fine, I will leave this thread alone, but I was just slightly confused. I am currently on vacation and posting this from my phone. I may have missed something due to not having access to a computer.

Sorry to intrude, I hope I'm not messing anything up.
I don't turn anyone away :D  If I've missed people of the links at the beginning then apologies, will try and sort that ASAP so that we all know who's in the party!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:06:40/09-08-14)
@ Carathas & Risoknop:  feel free to jump on board, as I said to 8-bit, nobody gets turned away who wants in!  Post up your characters and feel free to get involved in the IC straight away!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (10:04:57/09-08-14)
@ Carathas & Risoknop:  feel free to jump on board, as I said to 8-bit, nobody gets turned away who wants in!  Post up your characters and feel free to get involved in the IC straight away!

Ok, I am finalising the character now but he is an older Bear Shaman with a bit of a history. He has a criminal record following some activism against Shiawase. Essentially an older semi-tribal sort with a chip on his shoulder about megacorporate pollution and environmental exploitation. Likes to take long walks in the countryside, talking to the spirits.  ;D

He makes a living off shadowruns while helping out around the community as a healer. Not really a combat type but typical of Bears, you don't want to be around him when he's angry about something.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:44:28/09-08-14)
I don't mean to interrupt anything, but just a question.  I see this has started, and I'm not 100% sure who is in and who isn't. The list on the first page lists only 4 people, but I notice that Luz is in the IC thread. Does this mean I am in too? If not, that's fine, I will leave this thread alone, but I was just slightly confused. I am currently on vacation and posting this from my phone. I may have missed something due to not having access to a computer.

Sorry to intrude, I hope I'm not messing anything up.
I don't turn anyone away :D  If I've missed people of the links at the beginning then apologies, will try and sort that ASAP so that we all know who's in the party!

All right, thanks for the response. I'll see what I can do about making sure everything with my character is ready and maybe get an IC post up. Might take a few more days, as I get back to a normal computer on Thursday; currently using a library computer.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (14:38:22/09-08-14)
@CT: I'm gonna try and sweet talk my way into the nicest accomodations I can.  I realize that it's a circus, and 'nice' is going to be simply comparitive, but Bittorrent likes to live the nicest life he can :)
Nicer doss (con1 + cha 5 + argentum coat 1 + berwick suit 1 + first impressions 2 = 10) (http://orokos.com/roll/219690): 10d6t5 4


EDIT: forgot my starting cash:
Starting Cash (http://orokos.com/roll/219750): 1d6*20+380 480
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (14:42:46/09-08-14)
So, I'm not sure of the best way to present the character, for now I will just link to a CHUM5 file in my Dropbox. If you would prefer it in some other format please let me know. And obviously if you find any issues, please holler.

https://dl.dropboxusercontent.com/u/33635/Leaflock.chum5

For the record, Leaflock, usually known just by Leaf is a middle-aged human Bear Shaman with a chequered past of slightly radical environmentalist behaviour. He's not a full on tree-hugger but he loves the wilderness and fell afoul of Shiwase a number of years ago when he got mixed up with some serious eco-terrorist types.

He's a friendly, helpful sort of guy who will lend his healing talents to anyone in need. He's no pacifist but doesn't routinely carry a gun and won't be the guy leaping into the fray, unless someone needs to be dragged out of said fray.

I'll catch up on the IC post and get started.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (15:09:25/09-08-14)
I'm assuming that knowing where I'm going I can quickly buy a respirator? 0 Availability seems like it would be readily available to me. If so, I will buy a rating 6 one before we get on the zeppelin for 300 nuyen. That puts me at -20 nuyen before rolling for starting money, so I might as well roll for it.

Starting Money (http://orokos.com/roll/219697): 3d6*60 720 + my 280 = 900 - 300 = 600 nuyen remaining.

Forgot that I had a Middle Lifestyle, not Low. My actual money would be:

Starting Money (the real one) (http://orokos.com/roll/219782): 4d6*100 1300 + my 280 = 1580 - 300 = 1280 nuyen remaining.

I'll take a look-see around visually and listen to the sound of the convoy to hear anything out of the ordinary. Not sure if you want me to roll something other than perception, but here are my two checks.

Visual:
Checking out the convoy (http://orokos.com/roll/219699): 16d6t5 5

Listening check:
Checking out the convoy (http://orokos.com/roll/219701): 14d6t5 2

Well, that listening roll was unfortunate.

Here's my character sheet that I will update as the game goes on. Added a little information about contacts and such.

https://docs.google.com/spreadsheets/d/1CLcVuw6LXk-UvCL7NZfvaGOdUsO1wQYv-KHsvAM-kKk/edit?usp=sharing

I'll write up an IC post either later today or tomorrow.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (07:54:05/09-09-14)
So, I'm not sure of the best way to present the character, for now I will just link to a CHUM5 file in my Dropbox. If you would prefer it in some other format please let me know. And obviously if you find any issues, please holler.

https://dl.dropboxusercontent.com/u/33635/Leaflock.chum5
Holler!  :P 

I can't read chummer files, any chance you could copy and paste it here, or do a google doc or something?  Sorry to be a pain  :o
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (07:59:49/09-09-14)
@CT:  Please could everyone make a ‘rolls’ post with at least 5 rolls of each of initiative, typical attack, ranged defence, melee defence, perception and surprise.  Plus any others you think might be really useful to have done ahead of time!  Please note the assumptions in calculating dice totals eg:

Initiative: Rea(9) + Int(4) + 2d6
13+2d6 → [13,1,5] = (19)

Surprise: Rea(9) + Int(4) [threshold 3]
13d6.hits(5) → [3,5,1,5,3,2,2,6,2,4,6,4,1] = (4)

Please list them in this format too if using Invisible Castle, that way I can add / take away D by wrapping the rolls around...

Can you then link the ‘rolls’ post with your character sheet for future reference so we don’t have to hunt for them again?

Thanks!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (09:23:30/09-09-14)
I couldn't see any way to get this SMF forum to support SPOILER tags (it seems to require a forum plugin or customisation). In any case, here is Leaf in text format - again if you want it presented some other way, just let me know and I'll do my best:

(The only thing you may need to bare in mind is that he has 2 bonded sustaining foci running Force 4 BOD and WIL increases)

== Info ==
Street Name: Leaflock
Name: Matthew Jackson
Movement: 4/8
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human Male Age 52
Height 1.85m Weight 100kg
Composure: 14
Judge Intentions: 9
Lift/Carry: 9 (30 kg/20 kg)
Memory: 13
Nuyen: 625

== Priorities ==
Metatype: E - Human
Attributes: B - 20 Attributes
Special: A - Magician or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 3 (7)
AGI: 2
REA: 3
STR: 2
CHA: 5
INT: 4
LOG: 4
WIL: 5 (9)
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                7 + 1d6
Rigger Initiative:         7 + 1d6
Astral Initiative:         8 + 2d6
Matrix AR Initiative:      7 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     12
Stun Damage Track:         13

== Limits ==
Physical:                  5
Mental:                    7
Social:                    9
Astral:                    9

== Active Skills ==
Alchemy                    : 1                      Pool: 7
Animal Handling            : 0                      Pool: 4
Arcana                     : 1                      Pool: 5
Archery                    : 0                      Pool: 1
Armorer                    : 0                      Pool: 3
Artificing                 : 1                      Pool: 7
Assensing                  : 3                      Pool: 7
Astral Combat              : 2                      Pool: 11
Automatics                 : 0                      Pool: 1
Banishing                  : 5                      Pool: 11
Binding                    : 1                      Pool: 7
Biotechnology              : 1                      Pool: 5
Blades                     : 0                      Pool: 1
Clubs                      : 0                      Pool: 1
Computer                   : 0                      Pool: 3
Con                        : 0                      Pool: 4
Counterspelling            : 5                      Pool: 11
Cybercombat                : 0                      Pool: 3
Cybertechnology            : 1                      Pool: 5
Demolitions                : 0                      Pool: 3
Disenchanting              : 1                      Pool: 7
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 6
Escape Artist              : 0                      Pool: 1
Etiquette                  : 1                      Pool: 6
First Aid                  : 1                      Pool: 5
Forgery                    : 0                      Pool: 3
Free-Fall                  : 0                      Pool: 6
Gunnery                    : 0                      Pool: 1
Gymnastics                 : 0                      Pool: 1
Hacking                    : 0                      Pool: 3
Heavy Weapons              : 0                      Pool: 1
Impersonation              : 0                      Pool: 4
Instruction                : 0                      Pool: 4
Intimidation               : 0                      Pool: 4
Leadership                 : 1                      Pool: 6
Longarms                   : 4                      Pool: 6
Medicine                   : 1                      Pool: 5
Navigation                 : 1                      Pool: 5
Negotiation                : 1                      Pool: 6
Perception                 : 2                      Pool: 6
Performance                : 0                      Pool: 4
Pilot Ground Craft         : 1                      Pool: 4
Pilot Watercraft           : 0                      Pool: 2
Pistols                    : 0                      Pool: 1
Ritual Spellcasting        : 2                      Pool: 8
Running                    : 0                      Pool: 1
Sneaking                   : 0                      Pool: 1
Spellcasting               : 6                      Pool: 12
Summoning                  : 6                      Pool: 12
Survival                   : 1                      Pool: 10
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 1
Tracking                   : 1                      Pool: 5
Unarmed Combat             : 0                      Pool: 1

== Knowledge Skills ==
Area Knowledge: Seattle    : 4                      Pool: 8
Chemistry                  : 2                      Pool: 6
English                    : N                      Pool: 0
History                    : 2                      Pool: 6
Magical Theory             : 4                      Pool: 8
Magical Threats            : 2                      Pool: 6
Parazoology                : 2                      Pool: 6
Shadow Community           : 2                      Pool: 6
Underworld                 : 3                      Pool: 7

== Contacts ==
Janet Barnes (2, 1)
Solitaire (4, 2)
Vincent de Leon (4, 2)

== Qualities ==
Aged (Rating 1)
Magician
Mentor Spirit (Bear)
Prejudiced (Specific, Outspoken) (Shiawase)
SINner (Criminal) (Shiawase)
Spirit Affinity (Spirits of Man)

== Spells ==
(Tradition: Shamanic, Resist Drain with WIL + CHA (14))
Analyze Truth              DV: F-2
Heal                       DV: F-4
Increase [Attribute] (BOD) DV: F-3
Increase [Attribute] (WIL) DV: F-3
Increase [Attribute] (STR) DV: F-3
Increase Reflexes          DV: F
Levitate                   DV: F-2
Magic Fingers              DV: F-2
Manabolt                   DV: F-3
Stabilize                  DV: F-4

== Lifestyles ==
Home (Auburn Apartment)  2 months
Wilderness Cabin (Snohomish)  2 months

== Armor ==
Armor Jacket                        12
Bike Racing Armor                   8
Bike Racing Helmet                  2

== Weapons ==
Defiance T-250, Short-Barrel
   +Flashlight, Standard
   +Laser Sight
   +Smartgun System, Internal
   Pool: 6   Accuracy: 6   DV: 9P   AP: -1   RC: 1
Unarmed Attack
   Pool: 1   Accuracy: 5   DV: 2S   AP: -   RC: 1
Winchester Model 2066
   +Smartgun System, Internal
   Pool: 6   Accuracy: 6   DV: 11P   AP: -1   RC: 1

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)

== Gear ==
Ammo: Gel Rounds (Shotguns) x200
Ammo: Regular Ammo (Shotguns) x190
Fake License (Mage License) Rating 3
Fake License (Medical License) Rating 3
Fake License (Firearms License) Rating 3
Fake SIN (Alias) Rating 3
Flare Compensation
Glasses Rating 3
Low Light
Magical Lodge Materials Rating 5
Medkit Rating 4
Reagents, per dram x20
Smartlink
Sustaining Focus, Health (Bonded Foci) Rating 4
Sustaining Focus, Health (Bonded Foci) Rating 4

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Sensor Array Rating 2

== Description ==
Leaflock (usually just Leaf) is a little older than the typical shadowrunner. His long dark hair is greying a little at the temples and is held back from his face in a fairly traditional knot. His skin is weathered both from age and long hours spent outdoors.

Typically found wearing clean, but slightly worn casual clothing (jeans, shirt, old army surplus jacket). He is rarely seen without his worn vintage leather messenger bag.

== Background ==
A Seattle native, born into a mixed Anglo/Native household and brought up to be a proud member of both communities,

== Concept ==
An older Bear Shaman who has tangled with Shiawase in the past (and lost that round). He harbours something of a specific grudge against Shiawase and any mega impacting his beloved wilderness.

== Notes ==
Pretty friendly, easy going character who will freely use his talents to help those injured or hurt. His temper will normally become a bit frayed around corporates types, escalating to open disdain for any Shiawase employee or company activity.

Normally operates under his fake SIN alias as a professional magical healer named, James Roundtree. His primary lifestyle is linked to the fake (rating 4) alias.

Rarely carries firearms in day to day activity and will only consider bringing his trusty shotgun along if expecting trouble and it can be concealed
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:24:26/09-09-14)
@CT:  Please could everyone make a ‘rolls’ post with at least 5 rolls of each of initiative, typical attack, ranged defence, melee defence, perception and surprise.  Plus any others you think might be really useful to have done ahead of time!  Please note the assumptions in calculating dice totals eg:

Initiative: Rea(9) + Int(4) + 2d6
13+2d6 → [13,1,5] = (19)

Surprise: Rea(9) + Int(4) [threshold 3]
13d6.hits(5) → [3,5,1,5,3,2,2,6,2,4,6,4,1] = (4)

Please list them in this format too if using Invisible Castle, that way I can add / take away D by wrapping the rolls around...

Can you then link the ‘rolls’ post with your character sheet for future reference so we don’t have to hunt for them again?

Thanks!

Is this just for quick reference of rolls? If so, no problem. Although, I have to say that I use orokos.com for rolls, and Invisible Castle is currently not sending me an email for registration. Not sure what you mean by "linking" the rolls post with the character sheet post, unless you mean just posting my character sheet (again...). https://docs.google.com/spreadsheets/d/1CLcVuw6LXk-UvCL7NZfvaGOdUsO1wQYv-KHsvAM-kKk/edit#gid=0

I'll put up Initiative, attacks with all my guns (might not use all of them, but still good to have), ranged defense, melee defense, perception, surprise, and sneaking. This is going to be a long post, especially since I don't think spoilers work. If this is not what you wanted, I'll edit/delete this post.

Initiative: Reaction (10) + Intuition (5) + 3d6
Initiative (1) (http://orokos.com/roll/219901): 15+3d6 25 [4, 3, 3] <-- Dice rolls

Initiative 2: Reaction (10) + Intuition (5) + 3d6
Initiative (2) (http://orokos.com/roll/219903): 15+3d6 27 [6, 2, 4] <-- Dice rolls

Initiative 3: Reaction (10) + Intuition (5) + 3d6
Initiative (3) (http://orokos.com/roll/219904): 15+3d6 21 [1, 4, 1] <-- Dice rolls

Initiative 4: Reaction (10) + Intuition (5) + 3d6
Initiative (4) (http://orokos.com/roll/219905): 15+3d6 22 [1, 5, 1] <-- Dice rolls

Initiative 5: Reaction (10) + Intuition (5) + 3d6
Initiative (5) (http://orokos.com/roll/219907): 15+3d6 24 [5, 3, 1] <-- Dice rolls

Interesting that I seem to hover around the low 20s.

Ranged Defense 1: Reaction (10) + Intuition (5)
Ranged Defense (1) (http://orokos.com/roll/219910): 15d6t5 5 [1, 6, 3, 6, 1, 4, 3, 2, 1, 3, 5, 3, 4, 5, 5] <-- Dice rolls

Ranged Defense 2: Reaction (10) + Intuition (5)
Ranged Defense (2) (http://orokos.com/roll/219911): 15d6t5 4 [4, 4, 5, 2, 5, 4, 5, 4, 3, 4, 2, 1, 2, 3, 6] <-- Dice rolls

Ranged Defense 3: Reaction (10) + Intuition (5)
Ranged Defense (3) (http://orokos.com/roll/219912): 15d6t5 5 [3, 3, 2, 6, 2, 5, 2, 2, 4, 4, 2, 5, 4, 5, 5] <-- Dice rolls

Ranged Defense 4: Reaction (10) + Intuition (5)
Ranged Defense (4) (http://orokos.com/roll/219913): 15d6t5 5 [1, 1, 4, 1, 5, 1, 5, 1, 6, 2, 5, 5, 3, 2, 1] <-- Dice rolls

Ranged Defense 5: Reaction (10) + Intuition (5)
Ranged Defense (5) (http://orokos.com/roll/219914): 15d6t5 9 [6, 4, 5, 1, 6, 5, 6, 3, 6, 5, 4, 6, 5, 1, 4] <-- Dice rolls (and damn that is a lot of hits)

None of them glitched, although I'm not sure what the penalty for glitching would be.

Melee Defense 1: Reaction (10) + Intuition (5)
Melee Defense (1) (http://orokos.com/roll/219915): 15d6t5 5 [5, 2, 1, 1, 3, 5, 6, 4, 4, 2, 1, 6, 5, 2, 2] <-- Dice rolls

Melee Defense 2: Reaction (10) + Intuition (5)
Melee Defense (2) (http://orokos.com/roll/219916): 15d6t5 7 [4, 6, 2, 1, 6, 5, 2, 6, 1, 3, 2, 6, 5, 3, 5] <-- Dice rolls

Melee Defense 3: Reaction (10) + Intuition (5)
Melee Defense (3) (http://orokos.com/roll/219918): 15d6t5 4 [2, 3, 1, 5, 6, 4, 3, 1, 3, 1, 3, 3, 6, 1, 6] <-- Dice rolls

Melee Defense 4: Reaction (10) + Intuition (5)
Melee Defense (4) (http://orokos.com/roll/219919): 15d6t5 6 [5, 6, 1, 3, 6, 6, 3, 4, 2, 6, 6, 3, 4, 2, 2] <-- Dice rolls

Melee Defense 5: Reaction (10) + Intuition (5)
Melee Defense (5) (http://orokos.com/roll/219920): 15d6t5 5 [5, 4, 4, 6, 3, 6, 4, 4, 3, 3, 6, 5, 2, 4, 3] <-- Dice rolls

Rolling in the expected average ranges.

Perception 1: Perception (6) + Intuition (5)
Perception (1) (http://orokos.com/roll/219921): 11d6t5 1 [4, 3, 1, 3, 3, 4, 6, 4, 1, 1, 1] <-- Dice rolls (No glitch thankfully)

Perception 2: Perception (6) + Intuition (5)
Perception (2) (http://orokos.com/roll/219923): 11d6t5 2 [5, 5, 4, 3, 4, 3, 1, 4, 3, 4, 1] <-- Dice rolls

Perception 3: Perception (6) + Intuition (5)
Perception (3) (http://orokos.com/roll/219925): 11d6t5 5 [2, 5, 5, 3, 4, 6, 4, 6, 6, 4, 4] <-- Dice rolls (Gotta love those hits)

Perception 4: Perception (6) + Intuition (5)
Perception (4) (http://orokos.com/roll/219926): 11d6t5 2 [4, 5, 4, 2, 3, 4, 1, 3, 2, 6, 1] <-- Dice rolls

Perception 5: Perception (6) + Intuition (5)
Perception (5) (http://orokos.com/roll/219927): 11d6t5 5 [6, 2, 6, 3, 5, 1, 3, 6, 3, 4, 6] <-- Dice rolls (Damn, these perception rolls are on fire.)

If I'm perceiving visually, add 5 dice (2 from specialization, 3 from cybereyes). If I'm perceiving audibly, add 3 dice (3 from cyberears).

Surprise 1: Reaction (10) + Intuiton (5) - Threshold 3
Surprise (1) (http://orokos.com/roll/219929): 15d6t5 4 [3, 5, 5, 4, 1, 2, 3, 1, 4, 4, 6, 1, 4, 3, 5] <-- Dice rolls (Threshold met)

Surprise 2: Reaction (10) + Intuiton (5) - Threshold 3
Surprise (2) (http://orokos.com/roll/219930): 15d6t5 4 [2, 6, 6, 1, 3, 3, 3, 5, 4, 3, 6, 1, 1, 1, 3] <-- Dice rolls (Threshold met, no glitch)

Surprise 3: Reaction (10) + Intuiton (5) - Threshold 3
Surprise (3) (http://orokos.com/roll/219931): 15d6t5 5 [6, 4, 3, 6, 3, 4, 4, 3, 4, 5, 1, 3, 5, 6, 1] <-- Dice rolls (Threshold met)

Surprise 4: Reaction (10) + Intuiton (5) - Threshold 3
Surprise (4) (http://orokos.com/roll/219932): 15d6t5 10 [6, 5, 6, 6, 3, 5, 1, 6, 5, 2, 2, 6, 5, 2, 5] <-- Dice rolls (Threshold met, can I get even more initiative? Because damn, that is a lot of hits.)

Surprise 5: Reaction (10) + Intuiton (5) - Threshold 3
Surprise (5) (http://orokos.com/roll/219933): 15d6t5 6 [4, 5, 4, 5, 6, 3, 2, 5, 3, 6, 5, 1, 2, 2, 3] <-- Dice rolls (Threshold met)

Add 3 dice if alerted in some way, such as a secret perception test.

Sneaking 1: Sneaking (6) + Agility (11) + Catlike (2)
Sneaking (1) (http://orokos.com/roll/219934): 19d6t5 5 [3, 6, 4, 3, 2, 2, 2, 5, 3, 1, 6, 2, 3, 1, 4, 5, 5, 2, 2] <-- Dice rolls

Sneaking 2: Sneaking (6) + Agility (11) + Catlike (2)
Sneaking (2) (http://orokos.com/roll/219935): 19d6t5 4 [5, 5, 1, 1, 2, 3, 6, 2, 2, 3, 3, 4, 6, 3, 4, 2, 2, 4, 4] <-- Dice rolls

Sneaking 3: Sneaking (6) + Agility (11) + Catlike (2)
Sneaking (3) (http://orokos.com/roll/219936): 19d6t5 7 [1, 6, 3, 6, 4, 3, 3, 4, 5, 3, 6, 3, 3, 6, 3, 6, 5, 4, 4] <-- Dice rolls

Sneaking 4: Sneaking (6) + Agility (11) + Catlike (2)
Sneaking (4) (http://orokos.com/roll/219937): 19d6t5 11 [6, 4, 3, 5, 4, 6, 1, 5, 2, 6, 6, 5, 2, 5, 4, 6, 1, 6, 6] <-- Dice rolls (That's more like it)

Sneaking 5: Sneaking (6) + Agility (11) + Catlike (2)
Sneaking (5) (http://orokos.com/roll/219938): 19d6t5 4 [6, 3, 3, 3, 4, 4, 4, 1, 4, 4, 3, 2, 4, 5, 3, 6, 5, 4, 4] <-- Dice rolls (And back to low rolls)

Add 2 dice if in a Jungle setting. It's probably not the best specialization, but it made sense character concept-wise. Edit: Cannot find if it uses the physical limit, can someone confirm? If so, these are limited to 6 hits.

Ares Desert Strike 1: Longarms (6) + Agility (11) + Sniper-Rifle Specialization (2)
Ares Desert Strike (1) (http://orokos.com/roll/219939): 19d6t5 10 [2, 1, 5, 6, 6, 3, 5, 2, 4, 2, 5, 6, 6, 3, 5, 4, 6, 3, 5] <-- Dice rolls (Limited to 7 (9) hits due to Accuracy)

Ares Desert Strike 2: Longarms (6) + Agility (11) + Sniper-Rifle Specialization (2)
Ares Desert Strike (2) (http://orokos.com/roll/219940): 19d6t5 6 [1, 3, 2, 2, 4, 6, 5, 2, 4, 4, 5, 6, 2, 6, 4, 1, 2, 1, 6] <-- Dice rolls

Ares Desert Strike 3: Longarms (6) + Agility (11) + Sniper-Rifle Specialization (2)
Ares Desert Strike (3) (http://orokos.com/roll/219941): 19d6t5 7 [3, 3, 3, 1, 5, 4, 2, 5, 5, 6, 1, 4, 1, 6, 4, 6, 4, 5, 2] <-- Dice rolls

Ares Desert Strike 4: Longarms (6) + Agility (11) + Sniper-Rifle Specialization (2)
Ares Desert Strike (4) (http://orokos.com/roll/219943): 19d6t5 4 [1, 3, 6, 2, 2, 6, 1, 4, 3, 4, 2, 1, 6, 3, 2, 5, 3, 3, 4] <-- Dice rolls

Ares Desert Strike 5: Longarms (6) + Agility (11) + Sniper-Rifle Specialization (2)
Ares Desert Strike (5) (http://orokos.com/roll/219946): 19d6t5 8 [1, 3, 6, 4, 5, 2, 3, 1, 6, 5, 6, 2, 5, 1, 4, 2, 6, 1, 5] <-- Dice rolls (Limited to 7 (9) hits due to Accuracy)

Use accuracy 9 and add 2 dice to pool when using External Smartgun System.

Ares Light Fire 75 1: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Light Fire 75 (1) (http://orokos.com/roll/219947): 19d6t5 4 [1, 4, 1, 6, 1, 2, 2, 6, 1, 2, 4, 1, 1, 3, 3, 5, 6, 3, 3] <-- Dice rolls (No glitch)

Ares Light Fire 75 2: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Light Fire 75 (2) (http://orokos.com/roll/219948): 19d6t5 6 [3, 1, 6, 6, 5, 2, 3, 2, 2, 3, 5, 3, 4, 2, 5, 3, 6, 4, 2] <-- Dice rolls

Ares Light Fire 75 3: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Light Fire 75 (3) (http://orokos.com/roll/219949): 19d6t5 5 [5, 6, 1, 2, 6, 5, 1, 4, 2, 2, 4, 1, 1, 6, 3, 3, 4, 1, 2] <-- Dice rolls

Ares Light Fire 75 4: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Light Fire 75 (4) (http://orokos.com/roll/219950): 19d6t5 9 [5, 2, 6, 6, 2, 6, 4, 1, 4, 6, 5, 6, 6, 5, 2, 4, 4, 1, 2] <-- Dice rolls (Limited to 6 (8) hits due to Accuracy)

Ares Light Fire 75 5: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Light Fire 75 (5) (http://orokos.com/roll/219951): 19d6t5 9 [5, 2, 3, 5, 6, 1, 5, 1, 2, 3, 1, 5, 1, 5, 6, 6, 2, 5, 3] <-- Dice rolls (Limited to 6 (8) hits due to Accuracy)

Use Accuracy 8 and add 2 dice to the pool when using Internal Smartgun System.

Ares Predator V 1: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Predator V (1) (http://orokos.com/roll/219952): 19d6t5 5 [5, 3, 5, 5, 1, 1, 1, 2, 3, 1, 6, 1, 4, 2, 2, 4, 5, 2, 1] <-- Dice rolls (No glitch)

Ares Predator V 2: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Predator V (2) (http://orokos.com/roll/219953): 19d6t5 4 [3, 4, 3, 2, 6, 5, 3, 3, 6, 1, 4, 3, 4, 3, 5, 4, 1, 2, 2] <-- Dice rolls

Ares Predator V 3: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Predator V (3) (http://orokos.com/roll/219954): 19d6t5 6 [2, 1, 4, 4, 4, 5, 2, 2, 4, 2, 5, 1, 6, 1, 1, 3, 6, 6, 6] <-- Dice rolls (Limited to 5 (7) hits due to Accuracy)

Ares Predator V 4: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Predator V (4) (http://orokos.com/roll/219955): 19d6t5 5 [1, 6, 5, 1, 4, 2, 3, 2, 4, 2, 3, 1, 4, 5, 3, 3, 6, 1, 5] <-- Dice rolls

Ares Predator V 5: Pistols (6) + Agility (11) + Semi-Automatics Specialization (2)
Ares Predator V (5) (http://orokos.com/roll/219956): 19d6t5 10 [5, 5, 2, 6, 6, 5, 4, 1, 6, 2, 4, 5, 3, 4, 6, 3, 3, 6, 5] <-- Dice rolls (Limited to 5 (7) hits due to Accuracy)

Use Accuracy 7 and add 2 dice to the pool when using Internal Smartgun System.

Enfield AS-7 1: Longarms (6) + Agility (11)
Enfield AS-7 (1) (http://orokos.com/roll/219957): 17d6t5 5 [2, 3, 4, 2, 4, 2, 5, 4, 6, 5, 5, 2, 6, 2, 3, 3, 2] <-- Dice rolls (Limited to 4 (6) hits due to Accuracy)

Enfield AS-7 2: Longarms (6) + Agility (11)
Enfield AS-7 (2) (http://orokos.com/roll/219958): 17d6t5 5 [1, 4, 1, 3, 2, 2, 3, 2, 1, 5, 2, 5, 6, 5, 4, 5, 1] <-- Dice rolls (Limited to 4 (6) hits due to Accuracy) [No glitch]

Enfield AS-7 3: Longarms (6) + Agility (11)
Enfield AS-7 (3) (http://orokos.com/roll/219959): 17d6t5 8 [6, 3, 2, 6, 4, 1, 2, 6, 6, 1, 6, 1, 6, 3, 6, 1, 5] <-- Dice rolls (Limited to 4 (6) hits due to Accuracy)

Enfield AS-7 4: Longarms (6) + Agility (11)
Enfield AS-7 (4) (http://orokos.com/roll/219960): 17d6t5 4 [4, 1, 4, 6, 3, 1, 6, 1, 6, 1, 5, 2, 1, 4, 4, 2, 2] <-- Dice rolls (No glitch)

Enfield AS-7 5: Longarms (6) + Agility (11)
Enfield AS-7 (5) (http://orokos.com/roll/219961): 17d6t5 9 [1, 1, 5, 1, 4, 5, 6, 3, 4, 6, 6, 1, 5, 5, 4, 5, 5] <-- Dice rolls (Limited to 4 (6) hits due to Accuracy)

Use Accuracy 6 and add 2 dice to the pool when using External Smartgun System.

Underbarrel Ares Antioch-2 1: Agility (11) - Defaulting (1)
Underbarrel Ares Antioch-2 (1) (http://orokos.com/roll/219962): 10d6t5 6 [6, 3, 3, 6, 5, 6, 3, 5, 4, 6] <-- Dice rolls (Limited to 4 (6) hits due to Accuracy)

Underbarrel Ares Antioch-2 2: Agility (11) - Defaulting (1)
Underbarrel Ares Antioch-2 (2) (http://orokos.com/roll/219963): 10d6t5 3 [1, 2, 2, 4, 6, 2, 3, 6, 4, 5] <-- Dice rolls

Underbarrel Ares Antioch-2 3: Agility (11) - Defaulting (1)
Underbarrel Ares Antioch-2 (3) (http://orokos.com/roll/219964): 10d6t5 1 [1, 1, 3, 3, 4, 2, 4, 4, 5, 2] <-- Dice rolls

Underbarrel Ares Antioch-2 4: Agility (11) - Defaulting (1)
Underbarrel Ares Antioch-2 (4) (http://orokos.com/roll/219965): 10d6t5 2 [1, 3, 5, 4, 2, 1, 1, 5, 2, 4] <-- Dice rolls

Underbarrel Ares Antioch-2 5: Agility (11) - Defaulting (1)
Underbarrel Ares Antioch-2 (5) (http://orokos.com/roll/219966): 10d6t5 5 [3, 3, 5, 5, 6, 4, 6, 1, 6, 3] <-- Dice rolls (Limited to 4 (6) hits due to Accuracy)

Use Accuracy 6 and add 2 dice to the pool when using Internal Smartgun System.

------------------------------------------------------------------------

Damn that was a lot of dice rolling. I hope that's what you wanted. I will note that I like rolling my dice when I go to make a test, rather than using pre-rolled results. It's up to you as the GM, I can deal with it either way.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (15:36:36/09-09-14)
@CT: This is a LOT of rolls
http://forums.shadowruntabletop.com/index.php?topic=17794.msg314906#msg314906

AR Init: Rea(2) + Int(4) + 1d6
AR init rolls (five times) (http://orokos.com/roll/220004): 1d6+6 10 [1d6=4]
AR init rolls (five times) (http://orokos.com/roll/220005): 1d6+6 8 [1d6=2]
AR init rolls (five times) (http://orokos.com/roll/220006): 1d6+6 10 [1d6=4]
AR init rolls (five times) (http://orokos.com/roll/220007): 1d6+6 8 [1d6=2]
AR init rolls (five times) (http://orokos.com/roll/220008): 1d6+6 12 [1d6=6]

VR Init: DP(4) + Int(4) + 4d6
VR init rolls (five times) (http://orokos.com/roll/220011): 4d6+8 26 [4d6=2, 6, 5, 5]
VR init rolls (five times) (http://orokos.com/roll/220013): 4d6+8 23 [4d6=4, 4, 1, 6]
VR init rolls (five times) (http://orokos.com/roll/220014): 4d6+8 16 [4d6=1, 1, 4, 2]
VR init rolls (five times) (http://orokos.com/roll/220015): 4d6+8 24 [4d6=1, 4, 6, 5]
VR init rolls (five times) (http://orokos.com/roll/220016): 4d6+8 22 [4d6=1, 2, 6, 5]

Hack on the Fly: Log(4) + Hacking(4) + vs. Devices(2) [4]
Hack on the Fly (five times) (http://orokos.com/roll/220036): 10d6t5 2 [10d6t5=1, 5, 1, 4, 6, 2, 1, 3, 3, 3]
Hack on the Fly (five times) (http://orokos.com/roll/220039): 10d6t5 6(limit 4) [10d6t5=6, 1, 6, 5, 5, 2, 4, 5, 6, 2]
Hack on the Fly (five times) (http://orokos.com/roll/220040): 10d6t5 3 [10d6t5=5, 1, 5, 5, 3, 1, 3, 3, 1, 2]
Hack on the Fly (five times) (http://orokos.com/roll/220041): 10d6t5 3 [10d6t5=6, 2, 2, 1, 5, 1, 3, 2, 5, 1]
Hack on the Fly (five times) (http://orokos.com/roll/220042): 10d6t5 2 [10d6t5=2, 5, 1, 6, 4, 1, 4, 4, 2, 1]

Brute Force: Log(4) + Cybercombat(4) + vs. Devices(2) [5]
Brute Force (five times) (http://orokos.com/roll/220043): 10d6t5 4 [10d6t5=2, 6, 6, 1, 3, 5, 4, 4, 3, 5]
Brute Force (five times) (http://orokos.com/roll/220044): 10d6t5 6(limit 5) [10d6t5=1, 6, 3, 4, 5, 5, 4, 5, 6, 6]
Brute Force (five times) (http://orokos.com/roll/220045): 10d6t5 1 [10d6t5=4, 1, 1, 1, 2, 1, 4, 4, 4, 5]
Brute Force (five times) (http://orokos.com/roll/220047): 10d6t5 2 [10d6t5=4, 2, 2, 5, 2, 1, 3, 5, 4, 4]
Brute Force (five times) (http://orokos.com/roll/220048): 10d6t5 2 [10d6t5=4, 4, 2, 2, 3, 6, 5, 4, 4, 4]

Data Spike: Log(4) + Cybercombat(4) + vs. Devices(2) [5]
Data Spike (five times) (http://orokos.com/roll/220049): 10d6t5 4 [10d6t5=3, 4, 2, 4, 5, 6, 5, 1, 4, 6]
Data Spike (five times) (http://orokos.com/roll/220050): 10d6t5 2 [10d6t5=1, 5, 4, 5, 1, 2, 1, 4, 1, 4]
Data Spike (five times) (http://orokos.com/roll/220051): 10d6t5 2 [10d6t5=4, 2, 1, 4, 4, 5, 2, 2, 1, 5]
Data Spike (five times) (http://orokos.com/roll/220052): 10d6t5 3 [10d6t5=3, 2, 5, 1, 5, 1, 1, 3, 5, 1]
Data Spike (five times) (http://orokos.com/roll/220055): 10d6t5 6(limit 5) [10d6t5=4, 6, 1, 2, 4, 6, 5, 5, 6, 5]

Puppeteer: Res(6) + Computer(6) + Puppeteer(2) [LEVEL] (usually level 2)
Puppeteer (five times) (http://orokos.com/roll/220056): 14d6t5 6 [14d6t5=4, 4, 5, 2, 6, 6, 5, 1, 3, 2, 3, 6, 5, 1]
Puppeteer (five times) (http://orokos.com/roll/220057): 14d6t5 5 [14d6t5=2, 1, 5, 6, 6, 4, 3, 1, 1, 5, 4, 4, 6, 4]
Puppeteer (five times) (http://orokos.com/roll/220058): 14d6t5 5 [14d6t5=3, 6, 2, 3, 6, 1, 2, 3, 6, 2, 3, 6, 3, 6]
Puppeteer (five times) (http://orokos.com/roll/220059): 14d6t5 7 [14d6t5=2, 5, 1, 5, 2, 4, 6, 1, 5, 4, 6, 6, 6, 2]
Puppeteer (five times) (http://orokos.com/roll/220060): 14d6t5 6 [14d6t5=6, 6, 4, 5, 1, 2, 6, 6, 3, 6, 1, 2, 4, 3]

Resist Fade: Res(6) + Wil(5) (usually against dv 6)
Resist Fade (five tiems) (http://orokos.com/roll/220061): 11d6t5 1 [11d6t5=3, 6, 3, 2, 2, 2, 3, 2, 4, 1, 3] (ouch!)
Resist Fade (five tiems) (http://orokos.com/roll/220062): 11d6t5 4 [11d6t5=4, 1, 6, 2, 6, 3, 3, 2, 6, 2, 5] (better!)
Resist Fade (five tiems) (http://orokos.com/roll/220063): 11d6t5 1 [11d6t5=5, 2, 4, 4, 2, 4, 2, 1, 1, 2, 3] (ouch!)
Resist Fade (five tiems) (http://orokos.com/roll/220064): 11d6t5 4 [11d6t5=2, 1, 4, 4, 4, 5, 5, 5, 1, 1, 6] (rinse repeat!)
Resist Fade (five tiems) (http://orokos.com/roll/220065): 11d6t5 3 [11d6t5=4, 1, 2, 3, 3, 1, 1, 3, 6, 5, 6]

Ranged Defence: Rea(2) + Int(4)
Ranged Defence (five times) (http://orokos.com/roll/220023): 6d6t5 2 [6d6t5=1, 2, 6, 2, 1, 6]
Ranged Defence (five times) (http://orokos.com/roll/220024): 6d6t5 4 [6d6t5=5, 6, 5, 2, 2, 6]
Ranged Defence (five times) (http://orokos.com/roll/220025): 6d6t5 3 [6d6t5=3, 5, 2, 6, 2, 6]
Ranged Defence (five times) (http://orokos.com/roll/220026): 6d6t5 2 [6d6t5=3, 6, 1, 2, 4, 5]
Ranged Defence (five times) (http://orokos.com/roll/220028): 6d6t5 1 [6d6t5=5, 4, 2, 2, 3, 4]

Melee Defence: Rea(2) + Int(4)
Melee Defence (five times) (http://orokos.com/roll/220029): 6d6t5 2 [6d6t5=5, 5, 1, 2, 1, 4]
Melee Defence (five times) (http://orokos.com/roll/220031): 6d6t5 4 [6d6t5=2, 6, 1, 5, 5, 6]
Melee Defence (five times) (http://orokos.com/roll/220032): 6d6t5 3 [6d6t5=3, 6, 6, 5, 4, 1]
Melee Defence (five times) (http://orokos.com/roll/220033): 6d6t5 4 [6d6t5=4, 1, 5, 5, 6, 6]
Melee Defence (five times) (http://orokos.com/roll/220034): 6d6t5 4 [6d6t5=2, 5, 6, 6, 2, 6]

Gun (Almost never used): Agi(1) + Pistols(1) + Laser sight(1) [7]
Gun (five times) (http://orokos.com/roll/220017): 3d6t5 1 [3d6t5=6, 2, 2]
Gun (five times) (http://orokos.com/roll/220018): 3d6t5 2 [3d6t5=6, 5, 2]
Gun (five times) (http://orokos.com/roll/220019): 3d6t5 2 [3d6t5=5, 5, 4]
Gun (five times) (http://orokos.com/roll/220020): 3d6t5 1 [3d6t5=3, 1, 6]
Gun (five times) (http://orokos.com/roll/220021): 3d6t5 1 [3d6t5=4, 1, 6]

Perception (Visual and Aural are the same): Int(4) + Perception(1) + Glasses or Earbuds(2) [6]
Perception (five times) (http://orokos.com/roll/220066): 7d6t5 5 [7d6t5=5, 1, 6, 5, 6, 5, 2]
Perception (five times) (http://orokos.com/roll/220067): 7d6t5 2 [7d6t5=1, 4, 5, 4, 5, 2, 4]
Perception (five times) (http://orokos.com/roll/220069): 7d6t5 2 [7d6t5=3, 6, 3, 3, 2, 6, 1]
Perception (five times) (http://orokos.com/roll/220070): 7d6t5 1 [7d6t5=1, 1, 2, 4, 6, 2, 4]
Perception (five times) (http://orokos.com/roll/220071): 7d6t5 1 [7d6t5=1, 1, 2, 2, 2, 5, 4]
Guess I got distracted after that first one!

Surprise: Rea(2) + Int(4) [Threshold 3] (hope I don't get surpised much!)
Surprise! (five times) (with the right dice this time) (http://orokos.com/roll/220077): 6d6t5 3 [6d6t5=5, 4, 3, 4, 6, 6] Made it!
Surprise! (five times) (with the right dice this time) (http://orokos.com/roll/220078): 6d6t5 2 [6d6t5=1, 5, 1, 6, 3, 1] SURPRISE!
Surprise! (five times) (with the right dice this time) (http://orokos.com/roll/220079): 6d6t5 1 [6d6t5=3, 1, 4, 5, 3, 3] SURPRISE!
Surprise! (five times) (with the right dice this time) (http://orokos.com/roll/220080): 6d6t5 2 [6d6t5=5, 1, 1, 3, 3, 5] SURPRISE!
Surprise! (five times) (with the right dice this time) (http://orokos.com/roll/220081): 6d6t5 1 [6d6t5=3, 2, 5, 3, 4, 3] SURPRISE!
Note: I did 5 rolls with 5d6t5 instead of 6d6t5 and had 2 critical glitches before I realized I was rolling the wrong die pool.  If you want to use those and just roll one more to add on your own, you can find those rolls here: http://orokos.com/roll/m-zweiblumen it's the "Surprise! (five tiems)" set.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (16:04:35/09-09-14)
Yeah I'm not gonna be able to do this from my phone, will work through it after work tomorrow
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (19:26:26/09-09-14)
@CT:
Once BT gets to the admin train he's going to summon a sprite and do some basic matrix perception checks.  Basically getitng a lay of the land and seeing what "normal" is.
Also, in his duffle is spare clothes, his data tap, bug scanner and white noise generator.
I'll do a Matrix Perception to get the lay of the land around here:
Matrix Perception (Int(4) + Computer(6) + Matrix Perception(2) + Technomancer(2) + VR(2) - Public Grid(2) [4]) (http://orokos.com/roll/220161): 14d6t5 8

If I feel there will be time, I'll summon and register a Machine Sprite:
Summoning Sprite:
Compile Machine Sprite level 4 (Res(6) + Compile(3) + Machine Sprite (2) [4]) (http://orokos.com/roll/220156): 11d6t5 5 (Damn, should have made him a level 5 :P)
Soaking Fade:
Soaking Fade from sprit compilation (Res(6) + Wil(5)) (http://orokos.com/roll/220157): 11d6t5 4 Hope it gets 2 or less hits on those 4 dice :P
Registering Sprite:
Registering Sprite level 4 (Res(6) + Registering(3) + Machine Sprite(2) [4]) (http://orokos.com/roll/220159): 11d6t5 5
Soaking Fade:
Soaking Fade from sprite registration (Res(6) + Wil(5)) (http://orokos.com/roll/220160): 11d6t5 5 Again, hope he rolls low on those 8 dice :P


Edit: Not Registering it.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:48:17/09-09-14)
@CT (I'm assuming that means for Circus Tricks)

Are we assuming that we all have commcodes for our various (burner) links? If so, I think Ghost would probably want to at least get to know his team slightly. I'll wait until I get an answer that we know our respective codes before writing an IC, but brief introductions are probably in order so that we can work together instead of being just a bunch of lone wolfs and getting in each other's way.

Other than that, I would like to possibly roam around the train and get a better sense of my surroundings. Perhaps look for any places that might be potential security breaches to cover. Or places that someone could stowaway and hide in. I can't control anything Matrix-wise, but I'll be damned if I let physical security lapsed because I slacked on the job. Unless you think that it's better to wait and coordinate with each other, I can't imagine Ghost sitting still and waiting for something to happen. Let me know if you want multiple rolls, otherwise I'll roll just once.

Perception to check out the trains and look for possible security weak points. (Intuition 5 + Perception 6 + Visual Specialization 2 + Cybereyes 3)
Looking for weak-points in security (http://orokos.com/roll/220167): 16d6t5 5 [2, 1, 6, 1, 2, 2, 1, 4, 1, 2, 2, 6, 1, 6, 5, 6] (No glitch)

Feel free to take away dice from my roll if you see it fit.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (00:55:31/09-10-14)
@CT
I second 8-bit in the getting to know folks.  I shouldn't have run quite so far off on my IC posts :(
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:36:10/09-10-14)
@CT

I put an IC post up, still waiting on Aria's decision on what I notice while surveying the train's security.

To be noted in case it's important, I strapped by Ares Light Fire 75 and Ares Predator V on my body for ease of access. They are both loaded with Gel Rounds.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (12:31:30/09-10-14)
Rolls:
________________________________
Initiative: Meat
Meat initiative: 5 + 1d6 (1d6=6, 1d6=6, 1d6=4, 1d6=6, 1d6=2) (http://invisiblecastle.com/roller/view/4638736/)
11, 11,9,11,7

Initiative: Hot-sim
Hot sim initiative: 9 + 4d6 (4d6=12, 4d6=20, 4d6=10, 4d6=14, 4d6=11) (http://invisiblecastle.com/roller/view/4638742/)
21, 29,19,23,20

________________________________
Attack roll (Shotgun + Smartgun)
Attack, shotgun agi 5, longarms 3(shotties +2), smartgun 2 (12d6.hits(5)=4, 12d6.hits(5)=1, 12d6.hits(5)=5, 12d6.hits(5)=5, 12d6.hits(5)=6) (http://invisiblecastle.com/roller/view/4638750/)
4,1,5,5,6

Attack roll (pistol, self defence)
Attack, pistols agi 5, pistol 1 (sa +2), smartgun 2 (10d6.hits(5)=2, 10d6.hits(5)=4, 10d6.hits(5)=5, 10d6.hits(5)=4, 10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4638751/)
2,4,5,4,4

Attack roll, cybercombat
Attack, cyber combat log 6, cybercombat 6 (IC +2), Hot sim +2 (16d6.hits(5)=3, 16d6.hits(5)=9, 16d6.hits(5)=5, 16d6.hits(5)=1, 16d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4638769/)
3,9(limited to 8),5,1 (no glitch),5
________________________________
Perception: Meat
Perception, meat int 3, percep 4, enhance 2 (9d6.hits(5)=2, 9d6.hits(5)=3, 9d6.hits(5)=4, 9d6.hits(5)=5, 9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4638755/)
2,3,4,5,2

Perception, Matrix (hot sim)
Perception, hot sim comp 5, int 3, hot sim 2 (10d6.hits(5)=2, 10d6.hits(5)=4, 10d6.hits(5)=4, 10d6.hits(5)=3, 10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4638760/)
2,4,4,3,2


Perception, Drone sensors
Perception, drone percep 4, int 3, hot sim +2 (9d6.hits(5)=5, 9d6.hits(5)=3, 9d6.hits(5)=3, 9d6.hits(5)=1, 9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4638763/)
5,3,3,1,3
__________________________________________________________________
Hacking:
Hacking log 6, hacking 6 (hosts +2), Hot sim +2, codeslinger 2 (18d6.hits(5)=9, 18d6.hits(5)=4, 18d6.hits(5)=4, 18d6.hits(5)=6, 18d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4638772/)
9,4,4,6,3
__________________________________________________________________

Phew, all done
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:39:07/09-10-14)
@CT
I second 8-bit in the getting to know folks.  I shouldn't have run quite so far off on my IC posts :(
Consider that you've all swapped working comm numbers during the flight to Tarislar (unless a specific player says otherwise and I can't see why they would...)!

Regarding rolls, I tend to like to have some pregenned ones around to potentially speed actions along (usually passive ones like perception and defence rolls), any actions that you initiate I'm happy for them to be done there and then rather than pre-genned but sometimes I've found the need to make some combat assumptions to keep action moving and I like to base them on rolls you've made rather than rough shod you :P  I will link these with your characters in post 3 of this thread, when I get round to it  :o
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:41:31/09-10-14)
Other than that, I would like to possibly roam around the train and get a better sense of my surroundings. Perhaps look for any places that might be potential security breaches to cover. Or places that someone could stowaway and hide in. I can't control anything Matrix-wise, but I'll be damned if I let physical security lapsed because I slacked on the job. Unless you think that it's better to wait and coordinate with each other, I can't imagine Ghost sitting still and waiting for something to happen. Let me know if you want multiple rolls, otherwise I'll roll just once.
It's riddled with potential security issues!  The sensors offer basic surveillance around the train but there are multiple blind spots.  The trains at least have maglocked doors with basic cameras watching them...the drive trains underneath mean that cutting in from below would probably be a bad idea...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (13:52:18/09-10-14)
Is there space in the Admin car for us to have a meetings, I can get my gear back from Bethan to prevent eavesdropping.  As for traps/nades/fireballs, I'll leave that to the experts in those fields for securing.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (15:44:27/09-10-14)
Yes indeed, pow wow a great idea!

Al is ALWAYS ready to talk.

I'll get an IC post up soon.

And I'll try to be good and have the rolls up in 24.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (18:09:42/09-10-14)
Leaf attempts to summon a Force 6 Spirit of Beasts, rolling Summoning +Magic, 12 Dice and then Willpower+Charisma, 14 dice for the drain test.

Summon = http://invisiblecastle.com/roller/view/4639043/

Drain Resist = http://invisiblecastle.com/roller/view/4639048/
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (18:11:21/09-10-14)
Feels like we are going to the vehicle car in the back.  I'll write an IC post for BT to mosey back there.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (18:13:20/09-10-14)
I'm in the admin hub too so would be good spot to have a catchup. We going with the idea that we've at a bare minimum been briefed on the team members that were hired if not at least met in the blimp?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:03:42/09-10-14)
@Aria - moseying from the front of the first train to the rear of the second - just wondering for sometime in the future where time matters - roughly how long did that take?

And, when it's not just fluff, will it actually even be possible to navigate across the top that way?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:51:55/09-10-14)
@CT

It's riddled with potential security issues!  The sensors offer basic surveillance around the train but there are multiple blind spots.  The trains at least have maglocked doors with basic cameras watching them...the drive trains underneath mean that cutting in from below would probably be a bad idea...

Damn, well, not like I wasn't expecting it. Is there some way to record this in my cybereyes/AR to bring it up at the meeting?

I'll be on my way towards the meet; you'll see my IC post.

Edit:
I'm assuming I can send them some AROs, if not, I will edit the IC post. Also, not sure if I'm supposed to be super serious or have a sense of humor.

I also want to second adamu's question; how long does it take to get from the front of the train to the back? This could be important for if we need to swiftly move through the cars in case of a security breach. Edit: Although, if the train maintains a steady 2 miles per hour, I could outwalk this train, let alone outrun it. So maybe I would just hop off and then hop back on anyways.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:02:48/09-10-14)
Here's my Rolls:

Initiative:
8+1d6: 13 [1d6=5] http://orokos.com/roll/220360
8+1d6: 10 [1d6=2] http://orokos.com/roll/220362
8+1d6: 9   [1d6=1] http://orokos.com/roll/220361
8+1d6: 10 [1d6=2] http://orokos.com/roll/220363
8+1d6: 10 [1d6=2] http://orokos.com/roll/220364

Automatic/Pistols attack (w/Wireless on):
14d6: 7 hits [14d6=3, 5, 2, 5, 1, 6, 5, 3, 5, 2, 4, 4, 2, 2] http://orokos.com/roll/220365
14d6: 5 hits [14d6=1, 2, 5, 2, 6, 1, 5, 2, 4, 3, 2, 2, 5, 2] http://orokos.com/roll/220366
14d6: 2 hits [14d6=2, 3, 3, 1, 4, 5, 2, 1, 2, 2, 2, 1, 5, 1] http://orokos.com/roll/220367
14d6: 3 hits [14d6=5, 1, 2, 2, 2, 1, 6, 5, 2, 3, 2, 1, 2, 4] http://orokos.com/roll/220368
14d6: 3 hits [14d6=2, 6, 1, 3, 3, 1, 6, 5, 1, 2, 4, 4, 3, 4] http://orokos.com/roll/220365

Defense (8d6)
3 hits [8d6t5=3, 3, 3, 5, 1, 6, 1, 6] http://orokos.com/roll/220370
2 hits [8d6t5=2, 5, 4, 1, 2, 6, 2, 2] http://orokos.com/roll/220371
2 hits [8d6t5=2, 5, 2, 3, 5, 1, 1, 3] http://orokos.com/roll/220372
2 hits [8d6t5=3, 1, 1, 5, 6, 2, 3, 2] http://orokos.com/roll/220373
3 hits [8d6t5=6, 6, 4, 4, 1, 2, 6, 2] http://orokos.com/roll/220374

Full Defense (8d6 + 6d6 for Agile Defender)
5 hits [14d6t5=4, 1, 5, 1, 2, 3, 5, 1, 5, 3, 5, 6, 1, 2] http://orokos.com/roll/220376
4 hits [14d6t5=1, 1, 4, 4, 1, 5, 3, 4, 4, 6, 5, 3, 5, 1] http://orokos.com/roll/220378

Dodge (8d6 + 2 Gymnastics):
3 hits [10d6t5=4, 5, 6, 4, 2, 4, 5, 1, 2, 3] http://orokos.com/roll/220379
3 hits [10d6t5=6, 3, 1, 2, 3, 4, 6, 2, 4, 6] http://orokos.com/roll/220380

Damage Resist (5 Body + 1 Toughness Quality + 26 Armor= 32d6)
12 [32d6t5=3, 3, 6, 5, 3, 2, 5, 4, 2, 3, 4, 5, 4, 5, 3, 3, 1, 1, 5, 1, 5, 6, 5, 5, 4, 2, 5, 4, 1, 6, 3, 4] http://orokos.com/roll/220382
10 [32d6t5=5, 5, 2, 2, 2, 6, 2, 1, 5, 2, 4, 3, 3, 4, 2, 4, 4, 4, 2, 2, 4, 6, 5, 6, 6, 4, 5, 6, 1, 4, 2, 2] http://orokos.com/roll/220383
13 [32d6t5=3, 2, 6, 5, 4, 3, 6, 4, 1, 2, 4, 4, 4, 6, 4, 2, 2, 4, 5, 6, 6, 4, 1, 2, 5, 5, 4, 5, 5, 6, 5, 1] http://orokos.com/roll/220384

Visual Perception (6d6 + 2d6 for Vision Enhancements)
4 [8d6t5=6, 5, 5, 4, 5, 2, 1, 2] http://orokos.com/roll/220386
2 [8d6t5=1, 6, 2, 2, 2, 6, 3, 4] http://orokos.com/roll/220387
0 [8d6t5=4, 4, 3, 3, 2, 2, 2, 4] http://orokos.com/roll/220388
4 [8d6t5=6, 5, 4, 6, 5, 4, 3, 3] http://orokos.com/roll/220390
1 [8d6t5=4, 4, 2, 4, 4, 1, 2, 5] http://orokos.com/roll/220391

Audio Perception (6d6 +3d6 for Audio Enhancement)
3 [9d6t5=1, 3, 2, 1, 1, 5, 6, 5, 4] http://orokos.com/roll/220392
2 [9d6t5=2, 6, 6, 2, 1, 4, 2, 1, 1] http://orokos.com/roll/220393
2 [9d6t5=5, 5, 1, 4, 1, 4, 2, 1, 1] http://orokos.com/roll/220394

Sensor Detect (7d6, limit of 5)
4 [7d6t5=4, 6, 1, 1, 5, 5, 5] http://orokos.com/roll/220395
2 [7d6t5=3, 1, 1, 2, 1, 6, 6] http://orokos.com/roll/220397
2 [7d6t5=4, 2, 3, 6, 2, 6, 2] http://orokos.com/roll/220398

Surprise (8d6 + 3d6 for Out For Myself)
7 [11d6t5=5, 2, 5, 2, 5, 5, 6, 4, 2, 5, 6] http://orokos.com/roll/220399
3 [11d6t5=3, 3, 6, 2, 1, 1, 4, 4, 4, 6, 6] http://orokos.com/roll/220401
5 [11d6t5=1, 2, 6, 2, 3, 6, 4, 1, 6, 6, 6] http://orokos.com/roll/220402

Sneaking (Urban) (7d6 + 4d6 for Sleeping Tiger armor w/almost full coverage) [knock the last two dice off for non-urban sneaking?]
2 [11d6t5=3, 4, 1, 4, 6, 4, 1, 4, 5, 3, 1] http://orokos.com/roll/220406
7 [11d6t5=5, 2, 4, 5, 6, 5, 4, 2, 6, 5, 5] http://orokos.com/roll/220408
1 [11d6t5=4, 4, 4, 3, 2, 4, 5, 1, 1, 3, 2] http://orokos.com/roll/220409
3 [11d6t5=3, 1, 4, 3, 5, 5, 3, 2, 6, 4, 2] http://orokos.com/roll/220410
2 [11d6t5=3, 2, 2, 5, 6, 2, 2, 3, 3, 2, 4] http://orokos.com/roll/220412

ETA - Some Knowledge Skills:

Small Unit Tactics (8d6):
4 [8d6t5=3, 5, 5, 6, 2, 4, 6, 1] http://orokos.com/roll/220417
5 [8d6t5=3, 4, 6, 6, 6, 6, 6, 1] http://orokos.com/roll/220419
1 [8d6t5=3, 6, 3, 4, 3, 2, 3, 4] http://orokos.com/roll/220420




Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:23:46/09-11-14)
@CT

It's riddled with potential security issues!  The sensors offer basic surveillance around the train but there are multiple blind spots.  The trains at least have maglocked doors with basic cameras watching them...the drive trains underneath mean that cutting in from below would probably be a bad idea...

Damn, well, not like I wasn't expecting it. Is there some way to record this in my cybereyes/AR to bring it up at the meeting?

I'll be on my way towards the meet; you'll see my IC post.

Edit:
I'm assuming I can send them some AROs, if not, I will edit the IC post. Also, not sure if I'm supposed to be super serious or have a sense of humor.

I also want to second adamu's question; how long does it take to get from the front of the train to the back? This could be important for if we need to swiftly move through the cars in case of a security breach. Edit: Although, if the train maintains a steady 2 miles per hour, I could outwalk this train, let alone outrun it. So maybe I would just hop off and then hop back on anyways.
Well I can't answer the sense of humour question, that's entirely down to you :D

Yes, I would assume that you can send voice/text/video and AROs across a basic commlink interface, and all hear the same responses etc unless specifically calling a single 'link.  Your eyes come with a camera for free don't they?  If not your 'link certainly does!

I think I said each train is around 50m long (approx. 10x5m EDIT: 6x8m cars) so it won't take long to walk the length, of course you'll have to 'jump the gaps' ...it might be easier than hoofing it through the ash though?  There are a series of other vehicles too so as has been pointed out the convoy is loooong...

I will try and pull together a basic list of the key performers / VIPs and attach it to the master contacts list that is linked at the beginning of this thread...@All: please do feel free to add your own contacts there too as I like to keep a record!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (08:30:40/09-11-14)
Hoi Gang!

Aria has graciously allowed me to join this little party. I'll be playing the role of Nigel Henson, known in the shadows as Harrier. I'll be your rigger/air support on this little jaunt. I'm still working out the background details (former RAF pilot turned smuggler support), but will have my sheet posted shortly to this post. Looking forward to running together.

Character Sheet (Still need to spend some money, pending a few things)

Handle: Harrier
Name: Nigel Henson
Race: Dwarf
Gender: Male
Role: Aerial Supremacy
(Priorities - A: Resources, B: Skills, C: Race, D: Attributes, E: Magic)

ATTRIBUTES (10 Karma)
BOD 3  WIL 5
AGI 2  LOG 3
REA 5 (7)  INT 4
STR 3  CHA 2
EDG 2  ESN 1.36
Initiative: 11 + 1D6
M. Initiative: 9 + 3D6 (9 + 4D6)
Limits (M/P/S) 5/6/4
Monitor (P/S) 10/11

SKILLS (14 Karma: One skill form 0->2/Two skills from 1->2)
Active
Combat: Pistols (2)
Physical: Sneaking/Sensor Evasion (6)
Social: Con/Fast Talk (2)
Technical: Aeronautic Mechanic/Rotary Wing (3), Electronic Warfare/Sensor Operation (6), Electronics
SG (5), Navigation/ARO (2)
Vehicle: Gunnery/Ballistic (6), Pilot Aircraft/Rotary (6)

Knowledge
Interests: Conspiracy Theories/UFOs (3)
Professional: Flight Regs & Procedures (6)
Street: Seattle LZs (4)
Language: English (N)

QUALITIES
Positive: Gearhead
Negative: Sensitive System

CONTACTS & REP (2 Karma)
Teri Wachowski, Female Ork SEATAC Flight Ops (2/2)
Randall Baldwin, Male Elf SEATAC Fuel Tech (2/2)
Torrent, Male Ork Fixer (5/1)
Current Karma (0), Total Karma (0), Street Cred (0), Notoriety (0), Public Awareness (0)

GEAR (Current Nuyen: 5,000 + Starting Nuyen of 1,400 (http://invisiblecastle.com/roller/view/4644645/) = 6,400)
Ares Predator V [Regular] w/Quickdraw Holster & Spare Magazine [Regular]: 965 (W)
70 Regular Rounds: 140
Urban Explorer Jumpsuit w/FR (6) & IN (3): 2,900
Helmet w/FC: 350
Meta Link (1): 100
Proteus Poseidon (5): 68,000
Autosoft: Electronic Warfare (6), Horizon Flying Eye Stealth (6), MCT-Nissan Rotodrone Maneuvering (6),
M23 Targeting (6): 12,000
Programs (Armor, Biofeedback Filter, Encryption, Guard, Shell, Signal Scrub, Sneak, Toolbox, Virtual
Machine, Wrapper): 1,820
Mapsoft (Seattle): 100
Thermographic Flashlight: 25
Respirator (6): 300
Micro Flare Launcher w/5x Micro Flares: 300
Hardware Kit: 500
Aeronautics Mechanic Kit: 500
Aeronautics Mechanic Shop: 5,000
Northrup Wasp w/SA (6) – (AS, CM [LL, TG, VM], DM, GC, LRF, ODM, OS, & RFF) Rigger Interface & Ingram Valiant [Explosive] w/External Smartgun: 107,250 (W) (500 494 EX Rounds)
5x Mitsuhama Spy Eye w/ SA (3) - (AS, CM [LL, TG, VM], DM, LRF, MS, ODM, OS, &RFF): 16,250 (W)
3x MCT-Nissan Rotodrone w/ SA (3) - (AS, CM [SL, TG, VM], DM, LRF, MS, ODM, RFF, & US), M23
[Regular] w/External Smartgun & Supressor: 36,000 (W)
2x Stim Patch (6): 300
2x Trauma Patch: 1,000 (W)
Fake SIN (4) [Alistair Cromwell]: 10,000
Fake Licenses (4) [Augmentations, Drones, Helicopter, Firearms, Pilot, RCC, Security Contractor]: 5,600
Fake SIN (2) [Percival Jones]: 5,000
2-Month Middle Lifestyle w/Obscure, Secure, & Special Work Space (Aeronautic Mechanic): 17,000

Cyberware
Control Rig (2) [Alpha]: 116,400 (3.2)
Datajack [Alpha]: 1,200 (0.16)
Smartlink [Alpha]: 4,800 (0.32)
Reaction Enhancers (2) [Alpha]: 31,200 (0.96)

DESCRIPTION
At 4’4”, Harrier runs a little tall for a dwarf. His dark brown hair is shaved to his temples, his close-cut, salt and pepper goatee one of his only grooming luxuries. Clad in an olive drab flight suit, black boots, and with a helmet tucked under his arm, Harrier appears ready for flight. A tactical thigh holster containing an Ares Predator V on his left hip is his only nod to terrestrial defense. A strap crossing his chest secures a  Vulcan Liegelord remote control console to his back, where a thin data cable connects the device to the control rig interface at the base of his neck.

ICONOGRAPHY
Harrier is not the most imaginative dwarf in the world. As such, the matrix iconography of his RCC is not very original. Appearing as an attack helicopter painted in desert camouflage with cartoon eyes and shark’s maw nose art, Harrier’s icon forms the command unit of a squadron consisting of the icons of his drones.

BACKGROUND
Work in Process Nigel got his first taste of adventure with the British Army. Signing up at his first opportunity, his assessment indicated a high propensity for flight duty. Sent through flight school, Nigel tested out with high marks for the combat rotary-wing branch. While his performance was adequate, Nigel was dismissed from service due to a reduction in force when the service shifted doctrine to use more durable LAVs for primary close-air support.

Seeking to continue his career as a rotary-wing combat pilot, he gained employment with the then-extant Lord Protector's Office. Initially pleased with his assignment, Harrier slowly came to the realization that the Lord Protector's Office was leveraging its power and authority far beyond what was intended. This concern came to a head when Nigel was ordered to fire upon a crowd of peaceful protesters who were labeled terrorists by the LPO. Good soldier that he was, Nigel complied with the order. On further review of the smartlinked guncam on his helicopter's main weapon, he could find no indication that any of the protesters were carrying any weapons of any type. Requesting leave shortly after coming to the realization, Nigel deserted from the LPO and fled to the UCAS.

With his skill-set, he sought his fortune in the UCAS providing security for transnational smugglers and managed to have his SIN misplaced somewhere along the way. After several years of exciting and terrifying jammer runs, he settled into Seattle, hoping for a bit more peace and quiet. But the expenses required to maintain his lifestyle (as well as that of his equipment) caused Nigel to once again turn to the shadows.

CT Post Count: 6 (9/16 AM)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (08:35:15/09-11-14)
@CT

It's riddled with potential security issues!  The sensors offer basic surveillance around the train but there are multiple blind spots.  The trains at least have maglocked doors with basic cameras watching them...the drive trains underneath mean that cutting in from below would probably be a bad idea...

Damn, well, not like I wasn't expecting it. Is there some way to record this in my cybereyes/AR to bring it up at the meeting?

I'll be on my way towards the meet; you'll see my IC post.

Edit:
I'm assuming I can send them some AROs, if not, I will edit the IC post. Also, not sure if I'm supposed to be super serious or have a sense of humor.

I also want to second adamu's question; how long does it take to get from the front of the train to the back? This could be important for if we need to swiftly move through the cars in case of a security breach. Edit: Although, if the train maintains a steady 2 miles per hour, I could outwalk this train, let alone outrun it. So maybe I would just hop off and then hop back on anyways.

Btw cybereyes function as cameras when piped over a commlink in your PAN; the same goes for cyberears and other cybesenses.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (09:56:39/09-11-14)
Btw cybereyes function as cameras when piped over a commlink in your PAN; the same goes for cyberears and other cybesenses.

I knew that cybereyes have cameras in them,  but wasn't 100% sure how the whole recording and sharing process worked. Did not know about the other senses though, that is interesting.

@Aria

Cool, thanks for the information. Any rooms along the length of the train that are impossible to move through? Like a room filled with carnival props for example. Other than that, I think you have given me everything I needed. Thanks again.

As for the contacts, I'll add my (one) contact later, as I'm currently writing this on a phone. Once I have access to a computer,  I'll add him in.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (10:14:15/09-11-14)
Of course to recieve something like cybersniffer (cyber olfactory) I believe you need to have a DNI to your commlink.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (12:41:52/09-11-14)
@CT

Harrier Reference Rolls

Surprise
REA (7) + INT (4) [3]
11d6.hits(5) → [1,5,6,4,2,2,2,4,3,2,3] = (2)
11d6.hits(5) → [5,6,6,3,6,1,1,2,2,5,4] = (5)
11d6.hits(5) → [2,2,5,5,4,5,5,2,5,4,1] = (5)
11d6.hits(5) → [5,4,3,2,6,2,1,2,6,5,2] = (4)
11d6.hits(5) → [2,5,4,5,3,5,2,4,6,4,3] = (4) (http://invisiblecastle.com/roller/view/4640093/)

Physical Initiative
REA (7) + INT (4) + 1D6
11+1d6 → [11,5] = (16)
11+1d6 → [11,3] = (14)
11+1d6 → [11,6] = (17)
11+1d6 → [11,6] = (17)
11+1d6 → [11,3] = (14) (http://invisiblecastle.com/roller/view/4640088/)

Hot-Sim Matrix Initiative
DP(5) + INT(4) + 4D6
9+4d6 → [9,2,1,2,3] = (17)
9+4d6 → [9,6,5,3,6] = (29)
9+4d6 → [9,2,1,5,5] = (22)
9+4d6 → [9,4,4,4,5] = (26)
9+4d6 → [9,4,3,4,4] = (24) (http://invisiblecastle.com/roller/view/4640090/)

Wasp Vehicle Control Test
Pilot Aircraft/Rotor (8 ) + REA (7) + Control Rig (2) + Hot-Sim (2) [9]
19d6.hits(5) → [2,6,2,1,1,2,2,1,6,4,6,2,2,6,6,5,2,5,2] = (7)
19d6.hits(5) → [4,6,1,6,5,3,5,5,2,5,5,5,1,6,1,4,6,4,1] = (10)
19d6.hits(5) → [4,3,4,2,2,2,6,5,5,1,1,2,1,5,2,1,6,6,3] = (6)
19d6.hits(5) → [4,5,6,5,1,6,3,3,1,4,1,3,1,3,6,2,6,1,6] = (7)
19d6.hits(5) → [6,4,5,1,4,4,6,6,3,6,4,6,2,2,4,2,5,3,5] = (8 ) (http://invisiblecastle.com/roller/view/4640494/)

Predator V
Pistols (2) + AGI (2) + Smartlink (2) [7]
6d6.hits(5) → [2,1,5,5,1,3] = (2)
6d6.hits(5) → [2,5,4,2,5,1] = (2)
6d6.hits(5) → [1,6,2,1,1,3] = (1)
6d6.hits(5) → [5,4,4,6,5,2] = (3)
6d6.hits(5) → [4,4,4,2,6,2] = (1) (http://invisiblecastle.com/roller/view/4640108/)

Wasp Main Weapon Attack (Jumped In w/Active Sensor Lock)
Gunnery/Ballistic (8 ) + LOG (3) + Control Rig (2) + Hot-Sim (2) + Smartlink (2) [7]
17d6.hits(5) → [1,2,4,1,5,6,6,5,5,4,1,5,2,5,1,2,4] = (7)
17d6.hits(5) → [3,1,1,6,6,1,2,1,1,6,4,4,5,2,5,4,3] = (5)
17d6.hits(5) → [5,3,1,5,6,2,6,4,2,3,4,3,1,1,5,4,5] = (6)
17d6.hits(5) → [3,2,1,5,3,1,1,4,3,5,4,4,1,6,1,3,5] = (4)
17d6.hits(5) → [6,6,3,3,4,3,2,3,1,4,3,4,2,5,1,3,1] = (3) (http://invisiblecastle.com/roller/view/4640099/)

Roto-Drone Main Weapon Attack (Pilot Program Operated)
Pilot (3) + M23 Autosoft (6) + Smartlink (2) [6]
11d6.hits(5) → [3,5,4,3,4,4,2,1,1,5,5] = (3)
11d6.hits(5) → [5,5,1,5,4,2,1,5,2,1,4] = (4)
11d6.hits(5) → [6,4,5,1,4,1,2,6,1,3,6] = (4)
11d6.hits(5) → [1,3,3,3,2,2,3,2,1,3,5] = (1)
11d6.hits(5) → [3,4,1,5,3,5,6,2,6,6,2] = (5) (http://invisiblecastle.com/roller/view/4640106/)

Physical Defense
REA (7) + INT (4)
11d6.hits(5) → [4,3,5,1,2,4,5,2,5,2,1] = (3)
11d6.hits(5) → [3,4,1,6,5,4,3,6,3,5,5] = (5)
11d6.hits(5) → [5,3,4,6,2,2,2,1,3,1,1] = (2)
11d6.hits(5) → [2,3,1,5,5,2,6,3,3,6,6] = (5)
11d6.hits(5) → [5,5,6,4,6,4,2,3,1,1,6] = (5) (http://invisiblecastle.com/roller/view/4640110/)

Wasp Defense (Jumped In)
REA (7) + INT (4) + Hot-Sim (2)
13d6.hits(5) → [1,4,6,4,5,1,3,3,2,2,3,2,4] = (2)
13d6.hits(5) → [5,5,4,1,4,2,2,6,4,6,2,3,1] = (4)
13d6.hits(5) → [1,1,6,3,1,3,3,5,6,4,5,3,1] = (4)
13d6.hits(5) → [6,6,4,3,6,6,6,6,2,4,2,4,5] = (7)
13d6.hits(5) → [4,5,4,4,4,6,6,5,1,4,6,1,6] = (6) (http://invisiblecastle.com/roller/view/4640112/)

Roto-Drone Defense (Pilot Program)
Pilot (3) + Maneuvering Autosoft (6) [4]
9d6.hits(5) → [1,6,2,4,3,5,4,4,4] = (2)
9d6.hits(5) → [1,4,1,2,2,4,4,2,1] = (0)
9d6.hits(5) → [4,3,5,2,5,3,4,5,2] = (3)
9d6.hits(5) → [6,5,2,4,2,3,3,3,5] = (3)
9d6.hits(5) → [4,4,4,6,1,4,4,4,1] = (1) (http://invisiblecastle.com/roller/view/4640114/)

Physical Perception
INT (4) - Default (1) [5]
3d6.hits(5) → [1,2,6] = (1)
3d6.hits(5) → [6,1,5] = (2)
3d6.hits(5) → [3,1,1] = (0)
3d6.hits(5) → [3,4,1] = (0)
3d6.hits(5) → [2,1,6] = (1) (http://invisiblecastle.com/roller/view/4640115/)

Wasp Perception (Jumped In)
EW/Sensor Ops (8 ) + INT (4) + Hot-Sim (2) [8]
14d6.hits(5) → [5,5,4,5,6,6,4,5,1,5,3,1,1,4] = (7)
14d6.hits(5) → [5,6,1,3,6,1,1,6,6,6,1,4,1,1] = (6)
14d6.hits(5) → [5,1,5,4,5,3,6,3,6,5,5,4,4,6] = (8 )
14d6.hits(5) → [3,4,1,6,1,5,5,4,4,1,5,1,5,3] = (5)
14d6.hits(5) → [3,2,1,4,2,2,6,5,3,5,5,5,2,5] = (6) (http://invisiblecastle.com/roller/view/4640116/)

Flying Eye Perception (Pilot Program)
Pilot (3) + EW Autosoft (6) [3]
9d6.hits(5) → [1,1,1,2,6,6,2,6,3] = (3)
9d6.hits(5) → [3,5,1,6,5,4,6,2,2] = (4)
9d6.hits(5) → [4,2,4,2,5,4,5,5,3] = (3)
9d6.hits(5) → [5,3,4,1,2,3,5,6,5] = (4)
9d6.hits(5) → [2,6,4,6,3,2,1,4,4] = (2) (http://invisiblecastle.com/roller/view/4640120/)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (15:54:38/09-11-14)
Well, shit. I just reread my IC post and my character certainly took a leading role. Did not want that to happen, my guy is bad with people. Oh well, this shall be interesting to see where it goes.

There was a lot of stuff that happened in IC, and I just kinda rolled it all together. Did I move the story along too quickly? It seemed natural from the replies I was reading with the whole chopper landing thing. If we are going to plan more; do we just want me to change my post or quickly finish up (as a group) and move out? We didn't really discuss our options too much, but as Luz put it, we don't have many options and nowhere near enough information.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:23:26/09-11-14)
@CT

I still think there is plenty of time to chat and get everything squared away. In addition to being air support, Harrier also has a number of Flying Eyes he can deploy about the train if we have a concern about internal surveillance.

I'm just waiting for Adamu to post IC since Al is the "hobo" to which Harrier is referring. Once I land, I'll be happy to pitch in in whatever conversation we're going to inevitably have. Sorry for the worrisome entry, I really didn't see any other way for Harrier to arrive.

Also... Aria, as spooky as the l'Ombre sounds, has Harrier heard anything about it?
Conspiray Theories (3) + INT (4) (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4640268/) (+2 dice if it has to do with UFOs)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (17:06:16/09-11-14)
There you go, Jack. Welcome welcome.

8-bit - since you ask - I wouldn't change a thing. Things moving along great, thanks for keeping the momentum going. Easiest way for a PbP to die is for no one to step up and make things happen.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (17:10:17/09-11-14)
So I THINK everyone is in or on the caboose now.

Without sifting through the IC with a fine toothed comb, is anyone NOT at the caboose now or in the near future?

Oh, and look at me now! No longer having to faff about proving I'm a human!!!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:39:40/09-11-14)
@CT

Adamu: Sorry, I may have misinterpreted what Al was doing at the end. Did he climb down the ladder, enter the caboose, and brace himself in a firing position or did he get on the ladder and brace against it, aiming at the Wasp. Just trying to figure out if Harrier would make it to the caboose unmolested or if he and Al would need to interact first. I was going with the latter in the interest of moving things along but would be happy to edit it if you want to interact on the roof of the caboose.

(Caboose is a funny word)

P.S. Three dwarves on the crew, it's like a little people convention up in here.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:57:37/09-11-14)
There you go, Jack. Welcome welcome.

8-bit - since you ask - I wouldn't change a thing. Things moving along great, thanks for keeping the momentum going. Easiest way for a PbP to die is for no one to step up and make things happen.

Yeah, I figured it was fine as it was. Someone's gotta step up (at least IC) or stuff just drags. I've seen many a game die because of that. And besides, it should be fun playing the completely asocial guy as the leader who is giving orders simply because he stepped up first.

P.S. Three dwarves on the crew, it's like a little people convention up in here.

Yup, and then you get a tall elf, a really tall human woman, and a troll. We could create our own circus.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (18:07:08/09-11-14)
@CT

Yeah, I think it's fine. Alternately, if someone with a bit more IC leadership wants to step in, there's no reason why they couldn't IC assume that position. I think we just need to figure out a pacing that works for the majority and it will take a little bit of time to figure that out. It also might help to know what time zones everyone is in, I don't think we want to push things along too far if someone's asleep and unable to contribute. It's definitely a tough balancing proposition at the start when you want to get everything moving, probably even more so with the nature of the persistent worlds games, but I bet we can do it.

I'm in US Central TZ and have a job where I can sneak posts throughout the day and evening.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (18:11:51/09-11-14)
im on GMT (BST at the moment technically) have plenty of opportunity to post during the day unless driving.
Morgan isn't a natural frontman by the terms of his charsheet but if we don't have a face i'm happy to help
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (18:27:15/09-11-14)
@CT

I'm PDT (I really hate DST) and also have a job that allows me the luxury of posting durring the day.  Actually harder to do when I'm home  :P

As for a leader of the group, I've no problem with an asocial char leading the group, I think it makes for great RP.  Bittorrent is actually a Troll Face/Technomancer (talk about gimped concept!).  Obviously not going to be rolling 20ish dice for these things, but hes in the mid-teens for most of them.  He's got a strong enough personality that I could have him make moves to take the lead, but he's also comfortable just being the face/matrix for the team.  Guess I'm saying I'm happy with Ghost running the show :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:32:36/09-11-14)
@CT

Adamu: Sorry, I may have misinterpreted what Al was doing at the end. Did he climb down the ladder, enter the caboose, and brace himself in a firing position or did he get on the ladder and brace against it, aiming at the Wasp. Just trying to figure out if Harrier would make it to the caboose unmolested or if he and Al would need to interact first. I was going with the latter in the interest of moving things along but would be happy to edit it if you want to interact on the roof of the caboose.

(Caboose is a funny word)

P.S. Three dwarves on the crew, it's like a little people convention up in here.

Al is on the outside, covering the newcomer with his shotgun.
But no worries at all at all at all.

Wasn't necessarily seeking to interact, just to do what Al would do!

He is pretty laid back - the way you came in, he just let you go down, and will follow in after, assuming your drones have security for our pow wow covered.

Echo on the dwarf squad - usually don't get even one on a team.

And I am in London, whatever time zone that means. Most of my posting in the evenings (now-ish) and on Saturdays.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (18:37:55/09-11-14)
@CT

Cool, I'm going to edit my post a little bit to account for that. The drones can cover security for the moment if you want to come down.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:47:00/09-11-14)
@CT

I'm on EDT, and I usually can post more than once a day. I have quite a bit of free time during the evenings, although some days I might not post at all due to schoolwork.

I am slightly hesitant to do another IC post (I love PbP btw, I can't stop posting if I get the chance), since I want others to have some say in this whole meeting thing. I was going to send someone up top, or possibly myself to confront Jack for credentials and then calm down when Morgan or Bittorent confirm them, but it looks llike we have, what, 3 others who haven't posted anything yet? I'm assuming their busy and are on different time zones.

Eh, you know what. I guess I will do a post. Hopefully everyone is good on that and we don't have to retcon anything in.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (18:58:39/09-11-14)
Yeah, once we finish this meeting my next step is gonna be to inspect their node and all of its marks.
I'll probably wipe the lot and re-issue new ones to staff after a face to face meeting. Should get rid of any historical loop-holes and old non-disabled accounts.
Drones as part of a sensor net sounds good. I reckon one 300yds ahead, one 300yds behind the convoy and the others covering the flanks?
Make use of our air cover and run hourly scouting flights ahead and patrol routes on each flank?
I assume our pilot has good technical skills? If so, I think we're gonna need some help wiring in the physical security measures too
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:11:09/09-11-14)
@CT

I am slightly hesitant to do another IC post (I love PbP btw, I can't stop posting if I get the chance), since I want others to have some say in this whole meeting thing….

Eh, you know what. I guess I will do a post. Hopefully everyone is good on that and we don't have to retcon anything in.

Dude, the way I see it is, no matter how much you post, you in no way stop other people from posting as much as they want to post.
Obviously there has to be some turn-taking in action scenes, but people sitting around talking - go for it!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:11:57/09-11-14)
@Aria - I made all my rolls.

Edited them into the post you already have me linked to on the roster.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (19:15:55/09-11-14)
@CT
I am slightly hesitant to do another IC post (I love PbP btw, I can't stop posting if I get the chance), since I want others to have some say in this whole meeting thing. I was going to send someone up top, or possibly myself to confront Jack for credentials and then calm down when Morgan or Bittorent confirm them, but it looks llike we have, what, 3 others who haven't posted anything yet? I'm assuming their busy and are on different time zones.

Eh, you know what. I guess I will do a post. Hopefully everyone is good on that and we don't have to retcon anything in.

Dude, post away!  IMHO, Aria should be the one throttling posts as we get 2k¥ and 1karma every 2 posts.  (Quick advancement for those that are talky!)

I'll have BT respond to you IC.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:40:43/09-11-14)
@CT
Dude, post away!  IMHO, Aria should be the one throttling posts as we get 2k¥ and 1karma every 2 posts.  (Quick advancement for those that are talky!)

I'll have BT respond to you IC.

I wasn't thinking about those rewards (although, they are a nice bonus); I was more concerned about certain people who haven't posted as much (Lusis, Ericen, and Carathas) would get kind of blown away and not have much input in what, in my mind, is a rather important meeting. Not hard to retcon or do through Matrix messaging though. In IRL groups, I know people who are not big into roleplaying, so they don't talk as much, and others who talk a lot, but in PbP, it is nice to have everyone participate. Then again, maybe I'm being naive with this being my first PbP and being slightly uncomfortable (which is good, because it makes it fun doing the roleplaying). Enough people are active here that I think it doesn't matter as much.

@CT

Unless we are having more roleplaying in our meeting, I would say it's pretty well concluded. If we continue, I'll just strike through this section of my post and then do rolls and such in another post.

Yeah, once we finish this meeting my next step is gonna be to inspect their node and all of its marks.
I'll probably wipe the lot and re-issue new ones to staff after a face to face meeting. Should get rid of any historical loop-holes and old non-disabled accounts.
Drones as part of a sensor net sounds good. I reckon one 300yds ahead, one 300yds behind the convoy and the others covering the flanks?
Make use of our air cover and run hourly scouting flights ahead and patrol routes on each flank?
I assume our pilot has good technical skills? If so, I think we're gonna need some help wiring in the physical security measures too

Nodes aren't a thing in SR5, but I understand what you mean. All that sounds good. On the piloting, that will depend on how far Harrier can stretch himself with his drones. Otherwise, I don't see a problem, but as I said in the IC post:

Quote from: 8-bit
Anything you need with technical applications, I'm not the one to talk to. Those two would be better suited to answer your questions. Ghost motions in Morgan and Bittorent's direction.

I kind of shoved that off on you and Zweiblumen, but I think from a character perspective it makes sense and I'm sure you can handle it.

@Aria

I want to contact Torrent. I assume I have his commcode. However, my speech is not going to be eloquent, nor is it going to be polite. I'm gonna straight up tell him that if he doesn't want any frag-ups, he needs to give us some damn information about what the hell we are protecting against, and whom we are protecting (might get that from Oblique, but we'll see). Do you want me to roll something, or just roleplay it through? I sure as hell am going to fail any Social check, but I'm not really intimidating him, as I want his cooperation to go smoothly. My character just doesn't have social graces that would lead to a polite conversation, so my requests are going to be that. Requests, aka demands, since I haven't the slightest idea how the hell to get to the subject in a polite manner (or at least, my character doesn't).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (20:06:58/09-11-14)
Quote from: csjarrat
I assume our pilot has good technical skills? If so, I think we're gonna need some help wiring in the physical security measures too
Depends on the skill checks. I've got Electronics Skill Group (5) and EW/Sensor Operation (6), so possibly? I only have Aeronautic Mechanic, so if it's any kind of mechanical B&R, I'm all thumbs.

Quote from: 8-bit
On the piloting, that will depend on how far Harrier can stretch himself with his drones.
Aria and I spoke a little off-line about fuel for the helo, but didn't really touch on the drones. I guess that will ultimately be a function of noise. I imagine I could probably deal with at least up to a kilometer or so, if I want to run most of the Autosoft. Or whatever makes sense to Aria. Given the relatively short distance we have to cross, being able to have a wide surveillance net may be a little unbalancing.

As far as the posting rate, while I brought it up, I think we're just going to have to wait for Aria to weight in on it.

ETA: Aside from specific threats that we might not yet have information about, does anyone have area knowledge skills that might be applicable to figuring out what general threats we might be facing in the Puyallup Barrens? Gangs, Toxic Spirits, Crazy Mages, Critters, etc?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:53:20/09-11-14)
Sorry I have not poated much yet today; it has been a busy one (currently at a military dining-in).

Yes I'm military,  so if Luz comes off direct or forceful...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (21:00:59/09-11-14)
Yes I'm military,  so if Luz comes off direct or forceful...
No problem, SR tends to draw a lot of active military and vets. I'm a vet, for one. Thanks for your service, for whatever country it may be.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (22:09:18/09-11-14)
Cool. This weekend I'm sure to catch up with you guys.(http://i.imgur.com/QKkydBU.gif)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (01:45:13/09-12-14)
@CT
Crap.  I had a big long post written up to respond and lost it before I could post.  I'll re-write in the morning.

Short of it: BT agrees in part with Luz, but makes some points on detail about how to treat the protectees.  Introduces himself to Harrier with a quick rundown of what he and Morgan have done so far.  And then excuses himself to go find Oblique.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (08:05:10/09-12-14)
@CT
Crap.  I had a big long post written up to respond and lost it before I could post.  I'll re-write in the morning.
I hate that... I've made it a habit now to copy everything before I hit the post button, just in case.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (14:32:36/09-12-14)
@CT

OK, in an effort to keep up the good flow for Circus Tricks without leaving anyone in the dust IC, maybe we can work out some of the planning here OOC and incorporate that into our posts when we eventually make them? I realize we have significant intelligence gaps WRT the charges we are protecting, but if we consider each of the trains as an entity to be protected (rather than all of the individuals inside), how do we want to layout our defenses?

- Harrier can set up something of a security perimeter between his eight drones (5 surveillance/3 combat), although remember that drones are pretty damn squishy in SR5 and aren't the best shots in the world. This can be supplemented to a degree with the Wasp, but I don't think I'm going to be allowed to maintain a 10-hour overwatch.

- If one of the Awakened can provide a spirit for astral surveillance/protection, that would be a big plus.

- Seems like we have matrix support, so sprites or agents to provide Matrix overwatch/support? It would assume the land trains probably have icons of some sort (at least the lead vehicles).

Thoughts, additions, other stuff?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (15:10:42/09-12-14)
Luz can best serve by being security on one of the trains, or even riding in another, fast, vehicle securing danger areas.

Preferably, we send out a couple vehicles ahead to recon and trip ambushes. If we get hit, the trains stop. The combat drones can stay near the trains and act as a quick reaction force for the recon (when) they get in contact. A drone or two can put their sensors to use helping the recon element.

The thing that is going to screw us is the pathetic speed of the trains. If they get hit, they can't do shit. We might as well dismount everyone and have them run for cover. Anyone wanting to attack it is going to get it.  Why in the hell would anyone use something this slow, when semi -trailers and buses can do it more efficiently? Are they running on two cylinders? Powered by a team of squirrels? It might be worth it to talk to the drivers and see if there's any potential to get these thing moving faster in an emergency.

Also, isn't this a circus that uses magic? So why can't we ask the mages in the troupe for a little support if things get bad?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (16:55:02/09-12-14)
The speed is mighty slow.

But I am sensing that we might not all be on the same page with regard to the nature of the Puyallup Barrens.

Just re-studying the source fluff, the Redmond Barrens is a giant slum.

But Puyallup really is barren - places like Hell's Kitchen are literally ash waste.

Aria can of course correct me, but `i think roads and even reasonably passable terrain are big ifs here. Thus this sort of land-train specifically developed for deep desert/antarctic crossings.

I thnk that is why we all used air transport to get down to Tarislar on the south end.

Another point is that, slow they may be, they will be almost impossible to stop. Need an RPG to take out a tire, and need to take out five or six tires to really slow it down. And the body rating on the engine rigs has got to be crazy.

Just trying to see some upside!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (17:00:12/09-12-14)

ETA: Aside from specific threats that we might not yet have information about, does anyone have area knowledge skills that might be applicable to figuring out what general threats we might be facing in the Puyallup Barrens? Gangs, Toxic Spirits, Crazy Mages, Critters, etc?

Hmmm, seems like  broad question, but I do have Puyallup Barrens as a knowledge skill.

Int + skill
http://invisiblecastle.com/roller/view/4641264/ (ftp://invisiblecastle.com/roller/view/4641264/)
8d6.hits(5) → [4,2,6,5,5,6,1,2] = (4)

Hmm, good roll.

Any helpful hints on likely threats in this situation, Aria?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (17:29:07/09-12-14)
@CT

- Seems like we have matrix support, so sprites or agents to provide Matrix overwatch/support? It would assume the land trains probably have icons of some sort (at least the lead vehicles).

Thoughts, additions, other stuff?

Yeah, I've done the rolls for getting a registered Machine Sprite.  He can help you out with your gear specifically.  Was planning on using smaller compiled data sprite to help with overwatch.  But honestly, BT is pretty well suited for Matrix OW.  So, he'd take shifts doing that anyway... that and entertaing a few of the entertainers :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:40:42/09-12-14)
@CT

OK, in an effort to keep up the good flow for Circus Tricks without leaving anyone in the dust IC, maybe we can work out some of the planning here OOC and incorporate that into our posts when we eventually make them? I realize we have significant intelligence gaps WRT the charges we are protecting, but if we consider each of the trains as an entity to be protected (rather than all of the individuals inside), how do we want to layout our defenses?

- Harrier can set up something of a security perimeter between his eight drones (5 surveillance/3 combat), although remember that drones are pretty damn squishy in SR5 and aren't the best shots in the world. This can be supplemented to a degree with the Wasp, but I don't think I'm going to be allowed to maintain a 10-hour overwatch.

- If one of the Awakened can provide a spirit for astral surveillance/protection, that would be a big plus.

- Seems like we have matrix support, so sprites or agents to provide Matrix overwatch/support? It would assume the land trains probably have icons of some sort (at least the lead vehicles).

Thoughts, additions, other stuff?

We have a serious lack of intelligence, which Bittorent and I should be solving by contacting Oblique/Torrent respectively. Other than that, here are my thoughts.

We need to be able to identify threats and tell where they are. In terms of your drones, I see them more as recon rather than a fighting force. If we can tell where we have a security breach, we can swiftly move to cover it. Yes, it would be nice to have some awakened support, but he might be busy at the moment. Depending on what we are fighting, a spirit may be necessary just to hold stuff off.

In terms of how my character can best help, I'm with Luz here. I can't do anything matrix or astrally, but I can probably handle a small squad of goons. However, without knowing what we are facing, the sheer size of the train will prevent me from being able to pick a good spot to snipe/ambush from. I mean, if I have to run from the top of train 1 to the bottom of train 2, I'm assuming that's probably a good 2 combat turns worth of movement (even with my 44m run rate). Can't protect any circus people if enemies have that much time to attack.

I'm starting to gravitate towards keeping all of the VIPs + circus people in one section of the trains. Sure, it creates a huge target and god knows what kind of AoE our enemies are packing. However, it seems like the only feasible way to defend anything. If we spread everything out, we only have maybe 2 people that can cover each zone of the train, more likely one. If a zone gets swarmed with enemies, I don't know if the rest of the team can come help them in time.  Any security threats we are going to need to hit with overpowering force, we need to pull out all the stops, in my opinion. Unless we can identify as a decoy, we have way too much area to cover, and (from the size and diversity of our team) probably way too many angles we need to defend. Why would we have Astral support, Matrix support, and Aerial support unless we were expecting something either large, expecting waves of enemies, or expecting that our enemies had a lot of diversity as well that we need to be able to defend against?

I say we use our quiet first couple of hours to set up Matrix, Astral, and physical defenses; move the people we need to protect into an easier to defend location, and then look sharp. We have what, 8 runners? We can probably cover a good 150 - 200 meters area of the train. I think this train is moving as fast as it can, after all, who wants to spend more time in the Puyallup Barrens then is necessary? If it is moving as fast as it can, it's still going to be a nightmare to prevent anyone getting on, but if we cover our area well then we can at least deal with it. Also, Lusis brought up a good point, let's see if the circus magicians can help if necessary. Not that we should rely on them, after all, we have no idea of their magical strength, but they might be helpful. Maybe find out if they have any healing magic among the circus, that would be useful for obvious reasons.

Of course, this is all dependent on if we can get everything up in time, if we can convince people to move, if we can make sure nobody we are protecting does anything stupid, and if we get a little more intel. This is also only a first draft of a strategy, if anyone has anything to add, feel free. My brain is apparently not working so great right now, so this may be a stupid plan that needs some revisions.

Edit:

As an aside, I'm very happy at how active everyone who is part of this group is. I've seen some games where nobody posts for like weeks. Makes me very glad that I actually can coordinate stuff like the above with you guys instead of waiting a week to move forward the tiniest bit.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (17:48:09/09-12-14)
Seconded, best defence set up is to do a fighting retreat. Center the performers in the middle and defend the perimiter and fall back in stages.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (18:03:48/09-12-14)
@CT
In terms of how my character can best help, I'm with Luz here. I can't do anything matrix or astrally, but I can probably handle a small squad of goons. However, without knowing what we are facing, the sheer size of the train will prevent me from being able to pick a good spot to snipe/ambush from. I mean, if I have to run from the top of train 1 to the bottom of train 2, I'm assuming that's probably a good 2 combat turns worth of movement (even with my 44m run rate). Can't protect any circus people if enemies have that much time to attack.
The helicopter might help here to provide support from one end of the train to the other if we're getting swarmed, but I get the feeling from Aria that I'll be fairly limited in its use.

Why would we have Astral support, Matrix support, and Aerial support unless we were expecting something either large, expecting waves of enemies, or expecting that our enemies had a lot of diversity as well that we need to be able to defend against?
LOL, because those were the characters the players wanted to play.  ;)

I say we use our quiet first couple of hours to set up Matrix, Astral, and physical defenses; move the people we need to protect into an easier to defend location, and then look sharp.
Agreed, although I think this is going to be easier said than done. I doubt we're going to be given carte blanche here as you mention.

Hopefully we'll get some more detail soon from Oblique and Torrent regarding exactly what we're supposed to protect and what degree of control we're going to have. We may have none and are just going to be expected to deal with the situation as presented. Hey, it'll be fun!


ETA: Csjarrat, if I fuck up on my British lexicon, let me know. I'm going to wait on hearing back from Aria before I answer the fuel deal. I'm not exactly sure how much flying I'm going to be allowed to do, so I'd rather not make something up that doesn't fit.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (18:06:28/09-12-14)
@CT
Once we know more of what we are expecting/expected to protect I think we can come up with a more concrete plan, but at this point I like the idea of getting those we are protecting in one secure location.  Even with 6 or 8 of us, covering the whole train and other vehicles is going to stretch us too thin.  With each train at 50m, figure 125m from head to tail with the assorted vehicles running as far as 25m around, so we've got about a 175m diameter we need to cover.  No matter what, if something is coming in fast we are going to have problems somewhere.  Assuming we have both living and non-living things to secure, I'd suggest having the people in one train and items in the other.  Morgan can provide OW on one, and BT on the other.

@Aria, how high does the zeplin hang out over the train.  I think that might be a good place for one of us.  Put the zeplin 20-50m over one of the trains and have astral/matrix overwatch from there.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:44:02/09-12-14)
@CT

Well, let's see how much my asocial character has pissed off our employer. Might be interesting to see the sparks fly.

My character has currently loaded up his Ares Predator V w/ APDS Rounds, his Ares Light Fire 75 w/ Regular Ammo, his Enfield AS-7 w/ APDS Rounds, his Ares Desert Strike w/ APDS Rounds, and the Ares Antioch-2 Launcher w/ Flashbangs. The two pistols are on his body in holsters, while the shotgun and sniper rifle are sitting in his shoulder bag.

It seemed like this was a good time to end the meeting. Those who haven't posted, sorry about that, but half our group has already split up to cover their end of security/overwatch etc.

At the moment, I don't see anybody necessarily disagreeing too much with the plan I wrote out, so I assume that's our general basis.

LOL, because those were the characters the players wanted to play.  ;)

Well, yes, but Aria did mention she would tailor our encounters based off of what we chose. So, for story reasons, I think it makes sense.

Agreed, although I think this is going to be easier said than done. I doubt we're going to be given carte blanche here as you mention.

Hopefully we'll get some more detail soon from Oblique and Torrent regarding exactly what we're supposed to protect and what degree of control we're going to have. We may have none and are just going to be expected to deal with the situation as presented. Hey, it'll be fun!

I agree, it will be challenging and we probably have less time than we think. After all, it's a 10 hour ride and we're expected to protect it during the entire trip, so we have no idea when the first strike will come. Even if it's difficult, at least it'll be fun and interesting to try and work together as a team. I mean, if this was a real life task, I would say this is a pretty monstrously difficult job. Just makes it more enjoyable.

@CT
Once we know more of what we are expecting/expected to protect I think we can come up with a more concrete plan, but at this point I like the idea of getting those we are protecting in one secure location.  Even with 6 or 8 of us, covering the whole train and other vehicles is going to stretch us too thin.  With each train at 50m, figure 125m from head to tail with the assorted vehicles running as far as 25m around, so we've got about a 175m diameter we need to cover.  No matter what, if something is coming in fast we are going to have problems somewhere.  Assuming we have both living and non-living things to secure, I'd suggest having the people in one train and items in the other.  Morgan can provide OW on one, and BT on the other.

@Aria, how high does the zeplin hang out over the train.  I think that might be a good place for one of us.  Put the zeplin 20-50m over one of the trains and have astral/matrix overwatch from there.

I like that idea, keeping people in one area, items etc. in another. The question is how do we set up out perimeter? Do we sit in the center so we have equal response times for an attack on either side? Do we increase our perimeter until it's too unreliable? Do we split into two groups to each protect a train? If so, how do we split them? I would honestly put a hell of a lot more security around the people than the items, unless the circus is hiding something from us that they didn't want us to know about.

I'm open to suggestions and ideas for the whole security layout.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:09:10/09-12-14)
So, reading through all the excellent planning posts, and just imagining and thinking….

…seems like, despite the many obstacles, you guys are coming up with some excellent outward looking security, which of course is essential….

….but I just can't help thinking we might also want to keep our eyes peeled and our minds open to the possibility of internal threats…

And I think the key question is, shadow circus or whatever they may be, what could possibly be the logistical reason to drag this huge organization across this particular 20 miles of misery?

But probably I am just overthinking as usual.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (19:26:33/09-12-14)
Good point Adamu.

Negotiators: don't hesitate to walk away from this  if our contacts don't want to be forthcoming about information.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (19:52:31/09-12-14)
While I think the concept of putting people in one train and gear in the other has merit, I don't know how that is going to square with reality.

- This train moves slow enough as it is, I doubt anyone in management is going to allow us to stop it to rearrange things
- Who's doing the rearranging? The stevedores are probably going to tell us to go fuck ourselves in 10 different languages if we ask them to repack.
- The trains were described as having public and private cars, not sure if we're going to be able to roust people from their places.
- Some of the performers are travelling with their families in RVs. I don't know if I see them abandoning those here in Puyallup.

Just a couple of observations, not trying to be a downer! I'm getting the feeling we're going to have to take the convoy as is and adapt to it ourselves.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (20:07:18/09-12-14)
Second all that. They are not going to make those sorts of rearrangements for a one-day journey, especially not a bunch of nomadic artists and roustabouts.

And whoever is the money behind hiring us knew this was the situation we'd find, and apparently they were comfortable with that, or planning on it or whatever.

Pump Torrent and Oblique for info, yes yes yes.

Expect a lot of accommodation - I fear we should not hope for much.

Time perhaps better spent forming relationships with key players on the convoy??? They may be useful in a pinch, and may know much info as well.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (20:19:10/09-12-14)
Great points on the rearrangement.  I fear that leaves us at splitting our force :(
For the over watch folks, that's not a problem, but those that are boots on the ground seems to stretch them thin.  Maybe have them in a central location so they can react as necissary?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (20:24:42/09-12-14)
Well, like I said, since Al can drive these beasts, seems worthwhile to place him on a cab, just in case.

But if everyone things the cab of the second train - which would put Al and his rifle at the center - is a good idea, I won't object.

He might, though. He likes riding up front. And just getting to know Frank. You'll have to put it to him IC if you want him to move.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (20:59:57/09-12-14)
@CT

While there is a threat of internal security, that is not exactly something we can control. It is something to keep in mind though, so we'll see what we get from our employers and whether we stick with this job or not. If it just sends up a "It's on a need to know basis and you don't need to know" vibe, I'm all for us getting the hell out. I'd rather take the hit to my reputation and lose the pay then lose our lives because of some inner party bullshit that could screw us over. After all, we aren't cannon fodder, we're supposed to be paid mercenaries.

However, if I don't get that sort of vibe, I see no difficulties in staying with the job. You guys bring up some great points, which is nice. I'm fine with my plan being proven wrong as long as we get some suggestions.

Rearrangement: All right, so the consensus here is that it would be extremely useful if we can get the performers and VIPs to rearrange to a central location. However, this is unlikely to happen. This means I have a few questions. One, how are all the people spread out? Are they all spread out over both trains? Are they all spread over one train and all the gear is in the other? This is stuff we need to know, because if they are spread along the entire length of the train, it's going to be a hell of a lot of area to cover, possibly leaving us unable to defend the people who lie on the outermost parts of the trains. @Zweiblumen, @Aria - Maybe bring up some of these questions when BT goes to ask Oblique some questions. This is important information that we need to have to be able to properly do our jobs. If I missed anything here, feel free to speak up.

Time Constraints: We are really pressed for time. We need BT to get to Oblique ASAP and get some questions answered. We also need Morgan to comb through our Matrix systems and wipe/reinstall security (since I'm guessing it's really bad). Astrally, I think we only have Leaflocke to do that, and he hasn't posted recently. If he sees this, we need a spirit set up and some astral scans to get a general feeling of our surroundings. I don't know how you guys want to work with Harrier's drones, but I figure some aerial scans/overwatch until we get more information would be useful. I don't know how much time has passed through our journey, but I'm assuming at least an hour, possibly two. We are only here for 10 hours, so that means we should be expecting a hit at pretty much any time.

@Aria

How long has it been since we boarded the train?

Contacts: I already messaged Torrent, and BT is going to talk with Oblique. Someone, preferably not me since I'm biased against Awakened, should talk to the magicians of the Circus. Garner their trust and tell them that we are expecting some serious drek to go down. Ask them if they can help us, either with combat magic, or even just with healing magic. Ditto with the troupe leaders. See if any troupe leaders can be persuaded to move their performers if necessary.

Speed: See if we can get the trains moving faster. I would rather cross these barrens in 7.5 hours instead of 10 hours, that leaves less opportunities for anyone to attack us. Still a hell of a long time though. Perhaps see if we can persuade any families in their vans to pull ahead or closer to the trains so they are within an easy to defend perimeter. Otherwise, I see no choice but to leave behind any stragglers, as we cannot possibly cover the whole 150~ meters that this convoy consists of. Hopefully they will see reason in survival rather than the hassle that it would normally be.

Anything else I missed? Speak up, since I would rather have most of this worked out OOC before we do everything IC. I don't want to retcon if we don't have to.

All right, in terms of characters, here's what I'm seeing. Feel free to add anything you feel your character can contribute, these are just off the top of my head.

Al: I do not know what archetype you are. I don't think I've seen a character sheet, so I'm not exactly sure what your character does. Getting a feeling you are a rigger though. Feel free to correct me.
Harrier: Can provide aerial surveillance, help patch up physical security holes, and help out with drones. Especially useful for response times so that people can move to defend appropriately.
Morgan and Bittorent: Can easily cover our Matrix defenses and provide Matrix overwatch. Especially useful for response times and can play a role in cybercombat such as bricking enemy guns and giving us enemy positions based off of Matrix Perception tests.
Leaflocke: Our only Astral support, so he has to cover a hell of a lot of ground. Spirits can help with combat. He and spirits can provide Astral Overwatch which can be very useful. However, "geek the mage" is still a thing, so he probably shouldn't be in too open of a position. Not sure if he should go with the ground support to provide spells for combat.
Flicker, Luz, and Ghost: Ground combat, we rely on everyone else's intel to be able to coordinate effectively. Other than that, we are really good at putting down bad guys. We're probably going to have a lot of running to do, so any coordination with NPCs and the like will be useful.

I don't know about Flicker and Luz, you guys can explain your various strengths in greater detail, but Ghost can do a couple of things. The first is sniping, which I doubt will be useful, since I will have to keep my head on a swivel all the time and probably can't tackle a large group. Or, I can go in close quarters with a Shotgun + Flashbangs (don't want to exactly blow up the train).

This is still a rather rough outline that was slightly refined based on what you guys have said. Add in any comments, thoughts, suggestions, anything! It will be better to work as a team and have this stuff sorted out.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (21:36:55/09-12-14)
Luz is a tank. She's slow; but with 32 defense dice she has some durability. She's primarily ranged, has some dice in sensors, and has an array in her ballistic mask. She also has a Fly-Spy she runs off her commlink (Transys Avalon) that is there for situational awareness. 

I also gave her Small Unit Tactics, so I can use the tactical options in R&G.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (22:34:47/09-12-14)
@CT
@8-bit:  thought about having ghost up in the zeppelin for physical over watch and sniping ability?  Might be more hands-off than he likes, but thought it worth a shot.  He's fast though. So having him able to run around (as the trains are so slow) would be useful.

Honestly, at 2 mph, most can just walk and keep up with the caravan.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (22:35:05/09-12-14)
@CT

Luz is a tank. She's slow; but with 32 defense dice she has some durability. She's primarily ranged, has some dice in sensors, and has an array in her ballistic mask. She also has a Fly-Spy she runs off her commlink (Transys Avalon) that is there for situational awareness. 

I also gave her Small Unit Tactics, so I can use the tactical options in R&G.
Lusis,

Is your character a standard or Prime Runner? I thought the Circus Tricks game was for standard runners. If not, someone let me know!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (22:39:10/09-12-14)
Yeah it's standard. ignore what I posted earlier.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (22:59:04/09-12-14)
@CT
@8-bit:  thought about having ghost up in the zeppelin for physical over watch and sniping ability?  Might be more hands-off than he likes, but thought it worth a shot.  He's fast though. So having him able to run around (as the trains are so slow) would be useful.

Honestly, at 2 mph, most can just walk and keep up with the caravan.

That's absolutely fine with Ghost, in fact, his backstory was that he was a sniper. So, he's used to that sort of thing, and it's not that hands-off. The problem is that we have so much area to cover, and who knows the visual conditions, that he might have to be able to relocate. Also, considering we have only 3 main combatants to sort of guard 150+ meters of train from 360 degrees angle, he might need to be more mobile. He's really good at picking people off, but this might not be the job for that, so he might have to go in with the shotgun to deal with multiple combatants. And yes, he is fast, one of my favorite things about him. Hint: that may have inspired his name.

I figured it would be easy to walk beside the caravan, but as Adamu has pointed out; the Puyallup Barrens are not a place you want to walk in. It's also filled with ash and the like, which may make breathing difficult. It's probably best to just stay on the train.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (03:48:43/09-13-14)
Okay, just a couple of points on the OOC planning discussion.

For internal threats, I wasn't actually thinking inner-party. I was thinking inner-Circus. Probably that's what you meant.
But hijacking by or assisted by insiders, or just a murderer/saboteur among the circus, something like that.
Or maybe they have been routed out here for some nefarious reason most folk don't know about.

As for Al, well, he's just Al.
I appreciate the value of OOC planning, but the best way to find out about Al is just to ask him - he's not reticent.

Have started trying to pump the lead driver for info, and I will work on a way to speed that along.
Will also try to work out how to speed this train up, and get an idea of the group's organic defenses.

Finally, just my two cents, but if Ghost is a great sniper, and if he is also our tactical leader, I second the zeppelin idea.
Speed to run the length of the train may be nice, but it won't be as fast as simply shifting your angle of fire from your aerial position!
Even if you get to trouble fast, when you get there, what are you going to do? Shoot them! Best from the airship.
And you'll be able to see everything directly - great command and control even if our comms go down.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (06:39:16/09-13-14)
@Aria

Re. Conversation with Frank (and hopefully Tyrone)

Would like to chat these guys up as we ride.
One question/exchange at a time could take us about 2.3 years in PbP time, so thought I would give you a list of the sorts of things Al will be asking about.
Then, if you could just let me know what he finds, or doesn't find, I can work all that into one IC post.
And it'll read more naturally than a bunch of monologues back and forth!

The rig -
- does it have dual controls for both, or do they have to change seats?
- are either of them rigging it?
- security - assume they use codes - Al will try to get the codes for both trains, inviting them to get the okay from Oblique if they are reticent
- also try to gather whatever info I can that will give me a head start in milking these things for better performance using Gearhead and/or Juryrigger qualities.
- Brought by own tools, but do they have a place on this train for tools and spare parts, and where is it? Who usually does maintenance?

Them -
- are they associated with the circus, or just hired for this run?
- if they are circus folk, what about this train itself? Was it hired for this run across the ash, or do they use it regularly? Did they come up to Tarislar from Salish lands?
Seems with all these personal family vehicles, etc. and the expense lf a train like this, that they must generally travel in this manner…
- If so, do they already have a security protocol if hit by bandits/go-gangs? Do they circle the wagons? Place the trains parallel and use the RVs to plug the ends? What can we expect this caravan and its denizens to do - of their own accord - when things go poopy?

- Who is Oblique? Do they trust him? Who does Oblique answer to?
- Do they know any reason for the heavier security? Or is hiring local freelancers just normal?

And whatever interesting springs out of that conversation…

Obviously this assumes they are chatty, and that we have an hour or so before anything happens.

But just whatever I can get off that list will be very helpful.
Thanks!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:46:00/09-13-14)
Okay, just a couple of points on the OOC planning discussion.

For internal threats, I wasn't actually thinking inner-party. I was thinking inner-Circus. Probably that's what you meant.
But hijacking by or assisted by insiders, or just a murderer/saboteur among the circus, something like that.
Or maybe they have been routed out here for some nefarious reason most folk don't know about.

I figured that was what you were talking about. Still don't know how we can actually prevent that if everything else is going smoothly. I mean, paranoia is a given in this situation, we don't really trust anyone, but other than that, I think it would raise flags if we start breaking apart the entire circus for a traitor that may or may not be there.

As for Al, well, he's just Al.
I appreciate the value of OOC planning, but the best way to find out about Al is just to ask him - he's not reticent.

Have started trying to pump the lead driver for info, and I will work on a way to speed that along.
Will also try to work out how to speed this train up, and get an idea of the group's organic defenses.

Finally, just my two cents, but if Ghost is a great sniper, and if he is also our tactical leader, I second the zeppelin idea.
Speed to run the length of the train may be nice, but it won't be as fast as simply shifting your angle of fire from your aerial position!
Even if you get to trouble fast, when you get there, what are you going to do? Shoot them! Best from the airship.
And you'll be able to see everything directly - great command and control even if our comms go down.

Noted about Al; I'll bring that up when we get all this planning put into IC.

I'm all for going up in the zeppelin for overwatch, I only have two concerns. The first one, are we going to get overwhelmed on the ground since we are only going to have two people active? I mean, sniping is all well and good, but it's probably going to have to be 1 shot per guy, I can't take out multiples immediately. The second one, what are the atmospheric and visual conditions? If I can't see what I'm shooting, then I may have a problem. Otherwise, I think it's good in pretty much every way.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:01:21/09-13-14)
Well, very good point on the visibility issue!
Especially with the convoy kicking up all this dust.

Anyway, all just thinking out loud...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Ericen on (12:24:16/09-14-14)
Flicker's Rolls

Initiative
Reaction 7 + Intuition 4 = 11+ 4d6

Initiative (http://orokos.com/roll/221165): 11+4d6 25
Initiative (http://orokos.com/roll/221166): 11+4d6 27
Initiative (http://orokos.com/roll/221167): 11+4d6 23
Initiative (http://orokos.com/roll/221168): 11+4d6 22
Initiative (http://orokos.com/roll/221169): 11+4d6 25

Surprise
Reaction 7 + Intuition 4 = 11+ 2d6

Surprise (http://orokos.com/roll/221171): 11+2d6 16
Surprise (http://orokos.com/roll/221172): 11+2d6 18
Surprise (http://orokos.com/roll/221174): 11+2d6 15
Surprise (http://orokos.com/roll/221175): 11+2d6 18
Surprise (http://orokos.com/roll/221176): 11+2d6 18

Perception
Perception 4 + Intuition 4 = 8d6

Perception (http://orokos.com/roll/221178): 8d6 30
Perception (http://orokos.com/roll/221179): 8d6 25
Perception (http://orokos.com/roll/221180): 8d6 24
Perception (http://orokos.com/roll/221181): 8d6 25
Perception (http://orokos.com/roll/221183): 8d6 28

Firearms
Firearms 5 + Agility 4 = 9d6  +2 Acc to pistols

Firearms (http://orokos.com/roll/221185): 9d6 34
Firearms (http://orokos.com/roll/221186): 9d6 23
Firearms (http://orokos.com/roll/221187): 9d6 28
Firearms (http://orokos.com/roll/221188): 9d6 37
Firearms (http://orokos.com/roll/221190): 9d6 28

Thrown Weapon
Thrown Weapon 5 + Agility 4 = 9d6

Thrown (http://orokos.com/roll/221191): 9d6 37
Thrown (http://orokos.com/roll/221192): 9d6 30
Thrown (http://orokos.com/roll/221193): 9d6 37
Thrown (http://orokos.com/roll/221194): 9d6 28
Thrown (http://orokos.com/roll/221195): 9d6 28

Blades
Close Combat 5 + Agility 4 = 9d6  +2 Acc to blades

Blades (http://orokos.com/roll/221196): 9d6 34
Blades (http://orokos.com/roll/221197): 9d6 33
Blades (http://orokos.com/roll/221199): 9d6 28
Blades (http://orokos.com/roll/221201): 9d6 37
Blades (http://orokos.com/roll/221203): 9d6 32

Sneaking
Sneaking 5 + Agility 4 = 9d6

Sneaking (http://orokos.com/roll/221204): 9d6 40
Sneaking (http://orokos.com/roll/221205): 9d6 27
Sneaking (http://orokos.com/roll/221206): 9d6 36
Sneaking (http://orokos.com/roll/221207): 9d6 22
Sneaking (http://orokos.com/roll/221208): 9d6 32
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (12:53:05/09-14-14)
Could you guys use another close-range combative type?

Quote
Alias: Cutter
Real Name: George Silas
Metatype: Human

Age: 29
Height: 6 feet
Weight: 178 lbs
Hair: Black
Eyes: Brown

Attributes:
Body 5         Willpower 3
Agility 4(6)      Logic 3
Reaction 5(7)      Intuition 4
Strength 3(5)      Charisma 3
Edge 5         Essence 4.2
Physical Initiative: 9/11+3D6

Condition Monitor (P/S): 11 / 10
Armor: 9
Limits: Physical 8, Mental 5, Social 5

Active Skills:
Blades 5 (Knives +2)
Disguise 2
Gymnastics 4
Influence Group 2
Perception 2
Performance 4
Pilot Ground Craft 1 (Wheeled +2)\
Pilot Watercraft 1 (Motorboat +2)
Pistols 5 (Semi-Automatics +2)
Sneaking 4

Knowledge Skills:
History 3
Music 3 (Country +2)
Nightclubs 3

Languages:
English N
Russian 4

Qualities:
Allergy, Uncommon (Mild): Bee Stings
Incompetent: Biotech Group
Insomnia (Half-Speed Recovery) (7dicepool vs. 4)
SINner (National SIN): UCAS Citizen

Augmentations:
   Muscle Augmentation (2)
   Muscle Toner (2)
   Synaptic Booster (2)

Vehicles:
   GMC Bulldog Step-Van [Handling 3/3, Speed 3, Accel 1, Body 16, Armor 12, Pilot 1, Sensor 2, Seats 6]
   Samuvani Crisraft Otter [Handling 4, Speed 3, Accel 2, Body 12, Armor 6, Pilot 2, Sensor 2, Seats 8]
   Suzuki Mirage [Handling 5/3, Speed 6, Accel 3, Body 5, Armor 6, Pilot 1, Sensor 2, Seats 1]

Gear:
   AR Gloves
   Concealable Holster
   Concealable Holster
   Contacts (2) w/ Flare Compensation, Low Light Vision
   Erika Elite Commlink
   Erika Elite Commlink
   Glasses (1) w/ Image Link
   Holo Projector
   Lined Coat w/ Chemical Protection (4), Nonconductivity (5)
   Respirator (6)
   Sim Module
   Sim Module
   Sim Module
   Subvocal Microphone
   Transys Avalon Commlink
   Trodes
   Erek Vance w/ Fake License: Firearm Permit - CCW (4), Fake License: Implant Permit (4), Fake SIN (4), (5 months) Low Lifestyle
   Ivan Conrad w/ Fake License: Firearm Permit - CCW (4), Fake License: Implant Permit (4), Fake SIN (4), (5 months) Low Lifestyle

Weapons:
   Colt Government 2066 [Heavy Pistol, Acc 7, DV 7P, AP -5, SA, 14 (c)] w/ (70x) APDS, Laser Sight, (70x) Regular Ammo, Silencer/Suppressor, (10x) Spare Clips
   Yamaha Pulsar [Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)] w/ (60x) Taser Dart
   Combat Knife [Blade, Acc 6, DV 7P, AP -3]
   Survival Knife [Blade, Acc 5, DV 7P, AP -1]

Contacts:
Blackheart - Fixer (Connection 4, Loyalty 2)
Lily Green - Corporate Secretary - Girlfriend(Connection 1, Loyalty 4)
Russell Brandt - Record Company Exec. (Connection 2, Loyalty 2)
Starting ¥: 2,170      [670 + (4D6 x 100)]

Karma Expenditures:

Pilot Aircraft - 1           2 Karma
Gunnery - 1                 2 Karma
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (13:14:08/09-14-14)
Could you guys use another close-range combative type?

I think we definitely could, I'm all for having you in. We'll have to check with the others and Aria, but I think it's a good idea.

Might have to get a little inventive working you in with IC, but that's fine.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (13:21:50/09-14-14)
From what I understand, the way these games work is that recruitment is always open. People are welcome to join mid-action if they want.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (13:27:50/09-14-14)
The train has been robbed before? Did I fail to read something earlier?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (13:30:30/09-14-14)
The train has been robbed before? Did I fail to read something earlier?
I must have missed that as well.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (13:36:30/09-14-14)
I've not seen any reference to previous heists.  That would make the questioning of Oblique a lot easier.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (13:38:34/09-14-14)
Might have to get a little inventive working you in with IC, but that's fine.

I don't mind waiting for an appropriate moment to come in. Jumping in right in the middle of something can make things seem contrived after all.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (13:54:14/09-14-14)
I also didn't see anything about previous heists. I did see that they do hire Shadowrunners on occasion for extra security, which begs a few questions.

Quote
"Ah, you're here, good.  You can call me Oblique unless you prefer Johnson.  Fit yourselves in wherever you think is best.  I'll provide you the codes so that you can access what passes for a sensor mesh on the convoy...it's just a link to the nodes of the train units really, we prefer to rely on these..." and he taps the side of his head "for surveillance, that's why we hire people like you on a stretch like the one we're going through today.  Any questions find me or one of the others...oi, you lot, get to your unit, we're leaving in five..."

Why would they not upgrade their security, and what do they really need to have secured? Shadowrunners are expensive to pay and way overkill for basic security. You can get rent-a-cops for a lot cheaper, and they can deal with most stuff pretty easily. You call in runners when you need really serious security or specialized security (or possibly off-the-books security). Even so, I just can't imagine that they would be willing to higher very expensive runners without a good reason, which is something intriguing and may be worth knowing about.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (14:13:33/09-14-14)
Why would they not upgrade their security, and what do they really need to have secured?
Since they travel all over the place, it makes sense to me that they would contract for security rather than upgrade their own to have a standing force. More mouths to feed, etc. As far as what they need protected, I would imagine the performers are pretty specialized and difficult to replace. I'm not exactly sure if this is more of a Cirque d'Soleil or Ringling Brothers circus, but either way, you've got people or critters who would be difficult to replace. It really depends on what kind of threats they're worried about. Even a thrill-gang that just wants to see shit burn could be problematic for them.

Even so, I just can't imagine that they would be willing to higher very expensive runners without a good reason, which is something intriguing and may be worth knowing about.
I'm uncertain if anyone would think rent-a-cops would be able to provide the necessary security for something the size of this convoy and Lone Star/KE would be way more expensive than shadowrunners. It makes a certain sense to me from a cost/capability consideration.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (15:08:38/09-14-14)
Why would they not upgrade their security, and what do they really need to have secured?
Since they travel all over the place, it makes sense to me that they would contract for security rather than upgrade their own to have a standing force. More mouths to feed, etc. As far as what they need protected, I would imagine the performers are pretty specialized and difficult to replace. I'm not exactly sure if this is more of a Cirque d'Soleil or Ringling Brothers circus, but either way, you've got people or critters who would be difficult to replace. It really depends on what kind of threats they're worried about. Even a thrill-gang that just wants to see shit burn could be problematic for them.

Even so, I just can't imagine that they would be willing to higher very expensive runners without a good reason, which is something intriguing and may be worth knowing about.
I'm uncertain if anyone would think rent-a-cops would be able to provide the necessary security for something the size of this convoy and Lone Star/KE would be way more expensive than shadowrunners. It makes a certain sense to me from a cost/capability consideration.

I'm assuming by the time we are done with this run we will have accumulated something around 50,000 nuyen each. With 8 people (soon to be 9), that's 400,000 (450,000) nuyen total. That's not cheap in any sense of the word. I honestly think that an upgraded sensor net that didn't have multiple blind spots + a hired security spider should be able to recognize and threats and even just a handful of dedicated bodyguards would probably be cheaper. It's just the fact that they would sink 400k nuyen every time they need security for a single day is a little ridiculous in my mind. They must be rolling in money to be able to afford that, which begs the question of why they haven't upgraded their security. I might be overestimating how much we'll earn, but it's still likely to be an absurd amount of money.

I mean, we are having to basically juryrig the entire security system of this convoy because it doesn't have a decent existing one. Not that I mind, since as runners this is how we survive and make a living, but it makes very little sense to me from a management perspective.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (15:12:20/09-14-14)
You want good security, you're gonna have to pay through the nose for it. :P

If there's even a couple performers on the level of Siegfried and Roy, that 450,000 shouldn't hurt them too badly (going by how much tickets to the aforementioned performers cost in the late 90s to early 2000s).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (18:07:18/09-14-14)
@gm, please can you describe the host as I see it? Also, please use my matrix perception checks for more detailed information (though I believe I'm set up as an admin so should have full information available for things like host ratings)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:01:37/09-15-14)
And I am in London, whatever time zone that means. Most of my posting in the evenings (now-ish) and on Saturdays.
That would be BST (GMT+1), same as me...I've got a lot of catching up to do, glad to see the thread blistering along!  I only really post during the day BST and very rarely at the weekend because of family commitments so sorry if it feels like there's been a lull, IC to come today or tomorrow depending how far you've taken it so far :D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:09:18/09-15-14)
Dude, post away!  IMHO, Aria should be the one throttling posts as we get 2k¥ and 1karma every 2 posts.  (Quick advancement for those that are talky!)

I'll have BT respond to you IC.
Please do post!  The more you do the more you get, seems only fair to me :D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:13:16/09-15-14)
@Aria

I want to contact Torrent. I assume I have his commcode. However, my speech is not going to be eloquent, nor is it going to be polite. I'm gonna straight up tell him that if he doesn't want any frag-ups, he needs to give us some damn information about what the hell we are protecting against, and whom we are protecting (might get that from Oblique, but we'll see). Do you want me to roll something, or just roleplay it through? I sure as hell am going to fail any Social check, but I'm not really intimidating him, as I want his cooperation to go smoothly. My character just doesn't have social graces that would lead to a polite conversation, so my requests are going to be that. Requests, aka demands, since I haven't the slightest idea how the hell to get to the subject in a polite manner (or at least, my character doesn't).
You have his commcode!  I'd much rather you roleplayed than roll played :D  I will try and keep up with your conversation speed as much as I can!  If necessary ask your questions and I will give bullet point answers OoC and you can then turn that into IC text (I don't need the karma awards, in theory I've got an uber 2075 character waiting to happen one of these days lol)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:19:57/09-15-14)
Luz can best serve by being security on one of the trains, or even riding in another, fast, vehicle securing danger areas.

Preferably, we send out a couple vehicles ahead to recon and trip ambushes. If we get hit, the trains stop. The combat drones can stay near the trains and act as a quick reaction force for the recon (when) they get in contact. A drone or two can put their sensors to use helping the recon element.

The thing that is going to screw us is the pathetic speed of the trains. If they get hit, they can't do shit. We might as well dismount everyone and have them run for cover. Anyone wanting to attack it is going to get it.  Why in the hell would anyone use something this slow, when semi -trailers and buses can do it more efficiently? Are they running on two cylinders? Powered by a team of squirrels? It might be worth it to talk to the drivers and see if there's any potential to get these thing moving faster in an emergency.

Also, isn't this a circus that uses magic? So why can't we ask the mages in the troupe for a little support if things get bad?
Given the terrain you are moving through I thought about 2mph seemed about right...although you are vaguely following a former road it's under about a meter of shifting ash and crap, and the odd rusted car...the trains can go faster if necessary but why waste the fuel, what's the rush after all?  Max speed is probably about 30mph in any terrain, but that will burn out the power plants fast!

Yes there are mages, probably with an illusion focus.  Assume they aren't exactly combat capable but will be able to pitch in if told what to do...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:27:00/09-15-14)
ETA: Csjarrat, if I fuck up on my British lexicon, let me know. I'm going to wait on hearing back from Aria before I answer the fuel deal. I'm not exactly sure how much flying I'm going to be allowed to do, so I'd rather not make something up that doesn't fit.
The drones will have much better efficiency on fuel than the chopper but I would still assume that they work in a shift pattern and refuel/recharge in downtime.  I would say probably either do looping patrols with the chopper and then land for a bit or just launch when a threat is detected (er, quite often perhaps, this being the barrens  :o)...don't worry, when the sh*t hits the fan I won't be giving you some crap about not being in the chopper you've spent half your character build points on  ;D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:29:22/09-15-14)
@CT
Once we know more of what we are expecting/expected to protect I think we can come up with a more concrete plan, but at this point I like the idea of getting those we are protecting in one secure location.  Even with 6 or 8 of us, covering the whole train and other vehicles is going to stretch us too thin.  With each train at 50m, figure 125m from head to tail with the assorted vehicles running as far as 25m around, so we've got about a 175m diameter we need to cover.  No matter what, if something is coming in fast we are going to have problems somewhere.  Assuming we have both living and non-living things to secure, I'd suggest having the people in one train and items in the other.  Morgan can provide OW on one, and BT on the other.

@Aria, how high does the zeplin hang out over the train.  I think that might be a good place for one of us.  Put the zeplin 20-50m over one of the trains and have astral/matrix overwatch from there.
Within reason it can be the height you want it to be, you are running security.  Don't forget the circus members aren't exactly helpless in dealing with 'normal' threats like gangers...you are here because...well I'll get to that bit...  ;D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:42:18/09-15-14)
Could you guys use another close-range combative type?
Always  :D

Feel free to come and join the IC mayhem!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:47:08/09-15-14)
Phew, I've read through all the OoC, answered what I can off the top of my head and saved a couple of titbits for answering in a bit...I'll work through the IC now.  Sorry, I probably should have done a combined post response but as it is please scroll back to the beginning of my responses from the last hour and hopefully I will get some more info to you ASAP!

EDIT: Part way up page 10 was the beginning of my responses...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (09:17:35/09-15-14)
All righty then. Could I get a quick summation so I don't need to go through every post of so many pages? That should help at least a bit with making an appropriate entry.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (09:33:21/09-15-14)
@CT

Aria: When you get the chance, can you add Harrier into the list of PCs on pg 1? His character sheet and rolls are on p.6 of the OOC thread. Thanks!

ETA: I'm going to assume that our knowledge checks are pending for now.

Quote from: Aria
the chopper you've spent half your character build points on
Hey now, it was only like 100K! That's probably cheaper than some of these folks' Cyberware or Decks. Harrier tries to be frugal! :P
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (12:12:37/09-15-14)
Phew, I've read through all the OoC, answered what I can off the top of my head and saved a couple of titbits for answering in a bit...I'll work through the IC now.  Sorry, I probably should have done a combined post response but as it is please scroll back to the beginning of my responses from the last hour and hopefully I will get some more info to you ASAP!

EDIT: Part way up page 10 was the beginning of my responses...
Don't forget me! I need the matrix host and network infrastructure describing :-)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (12:53:34/09-15-14)
Quote from: Aria
the chopper you've spent half your character build points on
Hey now, it was only like 100K! That's probably cheaper than some of these folks' Cyberware or Decks. Harrier tries to be frugal! :P

*Looks at character sheet* Yeah, I would say 371,150 nuyen is slightly more.

@Aria

I did roleplay instead of roll play. I hope you enjoy reading through the IC, I sure did.

No problems with taking a little bit of time to answer questions, at least you answer them. I've seen a few games where it's like 1 post a week. I would just like to give my thanks for GMing this game, there never seems to be enough GMs compared to players.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (14:20:55/09-15-14)
@Aria

I did roleplay instead of roll play. I hope you enjoy reading through the IC, I sure did.

No problems with taking a little bit of time to answer questions, at least you answer them. I've seen a few games where it's like 1 post a week. I would just like to give my thanks for GMing this game, there never seems to be enough GMs compared to players.

Want to add my thanks as well!  There's never enough GMs :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (14:22:04/09-15-14)
Want to add my thanks as well!  There's never enough GMs :)
Thirded
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:23:22/09-16-14)
All righty then. Could I get a quick summation so I don't need to go through every post of so many pages? That should help at least a bit with making an appropriate entry.
Post 1 of the IC gives some description of the land trains (I think?!?, otherwise there's some more buried in the OoC somewhere now)...the runners have arrived at the convoy crossing Puyallup, bitched and moaned about security (:D), had a quick meeting and are now splitting up to provide cover...I guess plans will be tinkered with when I finally answer some more questions...

For ease I suggest we assume you were at the meeting but remained quiet while the others were speaking.  Not enough has happened for that to feel like a retcon and another late arrival would seem a bit staged now that Harrier has dropped in on the party.  If you are not comfortable with that you could be a runner they picked up in Tarislar or possibly further afield and you are along for the ride...?

@Aria: When you get the chance, can you add Harrier into the list of PCs on pg 1? His character sheet and rolls are on p.6 of the OOC thread. Thanks!
Done!

Want to add my thanks as well!  There's never enough GMs :)
Ah shucks  ::) ...wait until I start trying to mess with your heads, just ask adamu about the LG thead  ;) (Need an 'evil' smilie lol)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:39:39/09-16-14)
@Aria

Re. Conversation with Frank (and hopefully Tyrone)

Would like to chat these guys up as we ride.
One question/exchange at a time could take us about 2.3 years in PbP time, so thought I would give you a list of the sorts of things Al will be asking about.
Then, if you could just let me know what he finds, or doesn't find, I can work all that into one IC post.
And it'll read more naturally than a bunch of monologues back and forth!

The rig -
- does it have dual controls for both, or do they have to change seats?  They change over
- are either of them rigging it?  Rudimentary rigging controls – assuming such things still exist in SR5(?!?)
- security - assume they use codes - Al will try to get the codes for both trains, inviting them to get the okay from Oblique if they are reticent easy enough to change afterwards so they’ll give you the codes…
- also try to gather whatever info I can that will give me a head start in milking these things for better performance using Gearhead and/or Juryrigger qualities.  they’ll talk torque and drive units for hours…happy listening :D
- Brought by own tools, but do they have a place on this train for tools and spare parts, and where is it? Who usually does maintenance?  vehicle tools are probably in a central location on each train, probably near the main power plant.  There are lots of other tools in various locations for erecting the circus etc… there will be two or three mechanics on the staff

Them -
- are they associated with the circus, or just hired for this run?  in it for the ling run!
- if they are circus folk, what about this train itself? Was it hired for this run across the ash, or do they use it regularly? Did they come up to Tarislar from Salish lands?  It belongs to the circus, they hire a ship to cross oceans but otherwise this convoy goes everywhere.  Their last stop was in Portland in the Tir
Seems with all these personal family vehicles, etc. and the expense lf a train like this, that they must generally travel in this manner…
- If so, do they already have a security protocol if hit by bandits/go-gangs? Do they circle the wagons? Place the trains parallel and use the RVs to plug the ends? What can we expect this caravan and its denizens to do - of their own accord - when things go poopy?  first priority will be to secure the performers as they are the most valuable asset, then the families and finally the support staff (who are the ones doing the securing, plus any outside contractors)…only then do they worry about ‘property’ …as has been pointed out the trains are a bit ponderous to ‘circle the wagons’ and I don’t think they’d have a protocol as such.  There’s an audible and AR alarm if there’s a problem and plans get made ‘on the fly’ so a security nightmare waiting to happen :D

- Who is Oblique? Do they trust him? Who does Oblique answer to? He’s the circus boss, presumably to the money men, whoever the hell they may be
- Do they know any reason for the heavier security? Or is hiring local freelancers just normal? Seems normal enough to them…bad stretch of town, get some more warm bodies to watch the flanks…

And whatever interesting springs out of that conversation…

Obviously this assumes they are chatty, and that we have an hour or so before anything happens.

But just whatever I can get off that list will be very helpful.
Thanks!

@gm, please can you describe the host as I see it? Also, please use my matrix perception checks for more detailed information (though I believe I'm set up as an admin so should have full information available for things like host ratings)
I’ve not forgotten, going into the IC now!

@All, I’ve updated the master contacts list with a few of the performers I’ve conjured out of thin air, there may be more as the plot progresses but I’ll try and keep the list up to date…

A note on pay as I saw that earlier in the OoC: bear in mind that 2075 rewards are abstracted away from the reality of 'getting paid for a run' and could represent investments or a piece of paydata finally selling...depends how much you post.  For reference I'd guess that a 10 hour babysitting job you'd probably be employed for around 5K each plus expenses (including fuel for Harrier as that's likely to be more than his pay lol...)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:24:40/09-16-14)
@CT

A note on pay as I saw that earlier in the OoC: bear in mind that 2075 rewards are abstracted away from the reality of 'getting paid for a run' and could represent investments or a piece of paydata finally selling...depends how much you post.  For reference I'd guess that a 10 hour babysitting job you'd probably be employed for around 5K each plus expenses (including fuel for Harrier as that's likely to be more than his pay lol...)

That makes much more sense than 50k.

@Aria

A few questions then.

Regarding the Zeppelin: If it can fly at whatever height, how much fuel does it have? It seems like it would be costly to keep it running all the time. I'm assuming it can keep pace just fine with the convoy, but is it obvious to see when it's in the air? How shielded/resistant to bullets is it? I would rather not sit in it 50 meters up then suddenly drop from it getting shot up with bullets. Finally, what are the visibility conditions? The idea is that I will sit in the zeppelin providing sniping and overwatch, but if I can't see anything, I don't think I will be very helpful.

Passage of Time: How much time has passed? It's only a 10 hour ride, and I'm assuming we've used 1-2 hours already. How long does it take to chat all these people up and move around getting stuff set up? I'm guessing that will eventually be answered in IC, but I have the feeling the bad guys won't give us 8 hours to set up.

You've probably already seen my text to Torrent; I'm looking forward to your response.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (13:17:58/09-16-14)
@CT

I've not even started talking with Oblique yet.  I'm assuming we're like 10-15 min into the trip?  Am I completely off time line here?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (13:35:24/09-16-14)
@CT
I'm assuming we're like 10-15 min into the trip?
That was my assumption.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (14:02:12/09-16-14)
@CT

I figured 10-15 minutes getting zeppelined in; 30 minutes before the meeting to get settled/brief checkout of security, and 15 minutes for the meeting. I thought about an hour had passed, maybe I'm overestimating. I don't think I would have been able to check over the whole 2 trains poor security for holes in less than 30 minutes (checking 150+ meters pretty thoroughly), so that was my figuring. Might be closer to 30-45 minutes that passed.

Then again, I could be wrong. It has been known to happen occasionally.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (15:09:06/09-16-14)
An hour sounds about right but I'm flexible...as I'm writing the IC I'm assuming you are catching Oblique as the convoy has begun moving so 15mins or so into the journey...it's not that important to me, you'll have a reasonable amount of prep time before the sh*t hits the spinning thing  :o
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (15:42:54/09-16-14)
Ok IC is up.  I know some of you have better responses than others and I will try and balance out things as we go but it's all relevant to all of you so happy reading... :D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (16:07:40/09-16-14)
Ok IC is up.  I k
now some of you have better responses than others and I will try and balance out things as we go but it's all relevant to all of you so happy reading... :D
Great, thanks!
What are the host ratings we're working with?
Are there any active patrol IC?
I'd like to get a list of commcodes with marks applicable to the host, what do you want me to roll?
The intent is to delete old user permissions to help plug obvious holes.
What is morgans' impression of the security of the host?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:19:33/09-16-14)
Thanks for the update, Aria! Good stuff. My only question is about whether you handle Knowledge rolls in the OOC/IC or through PM. Adamu and I rolled a few knowledge checks but I am not sure if they turned anything up. Thanks!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (16:29:55/09-16-14)
Likewise, I did a matrix perception check as well.  But that was pretty far back.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (17:15:17/09-16-14)
Sorry, may have lost some rolls along the way in the wall of text  :o

Although having just looked up matrix perception for another game I think you need to ask a specific question per hit...???  I know that's easier when you get a response in real time but I'm happy for you to ask the number and you can follow up on answers afterwards...

I will now have to go away and read up host ratings again so I don't give you a nonsensical answer, matrix still not my strongest SR5 knowledge as it's probably changed the most from 4...

Bear with me, got meetings tomorrow so might not get a response until Thur...feel free to guestimate a sensible answer and I can tweak it if it doesn't quite match my vision :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:20:03/09-16-14)
No problem, Aria.

So you don't have to search, I know I (Harrier) made a hopefully amusing Conspiracy Theory Knowledge (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318296#msg318296) check on the Cirque de l'Ombre and Al made a hopefully more useful Puyallup Area Knowledge (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318584#msg318584) to get an idea of the threats we might face in crossing the area.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (17:22:50/09-16-14)
@Aria

A few questions then.

Regarding the Zeppelin: If it can fly at whatever height, how much fuel does it have? It seems like it would be costly to keep it running all the time. I'm assuming it can keep pace just fine with the convoy, but is it obvious to see when it's in the air? How shielded/resistant to bullets is it? I would rather not sit in it 50 meters up then suddenly drop from it getting shot up with bullets. Finally, what are the visibility conditions? The idea is that I will sit in the zeppelin providing sniping and overwatch, but if I can't see anything, I don't think I will be very helpful.

Passage of Time: How much time has passed? It's only a 10 hour ride, and I'm assuming we've used 1-2 hours already. How long does it take to chat all these people up and move around getting stuff set up? I'm guessing that will eventually be answered in IC, but I have the feeling the bad guys won't give us 8 hours to set up.

You've probably already seen my text to Torrent; I'm looking forward to your response.
I'd say fuel for the Zep isn't that much of an issue, it'll have fuel cells and a recharging battery for more or less continuous (slow) flight.  It's a big gas bag though so not that bullet resistant!  Visibilty as mentioned is poor and getting worse...treat as light smoke around the convoy going to heavy about 100m out and max normal visibility is probably 200m.  Thermal is a bit screwy too because of the ash (although my physics might be a bit dubious on that one so feel free to set me straight if that sounds like bollocks!)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (17:30:48/09-16-14)
@CT

Sorry, may have lost some rolls along the way in the wall of text  :o

Although having just looked up matrix perception for another game I think you need to ask a specific question per hit...???  I know that's easier when you get a response in real time but I'm happy for you to ask the number and you can follow up on answers afterwards...

I will now have to go away and read up host ratings again so I don't give you a nonsensical answer, matrix still not my strongest SR5 knowledge as it's probably changed the most from 4...

Bear with me, got meetings tomorrow so might not get a response until Thur...feel free to guestimate a sensible answer and I can tweak it if it doesn't quite match my vision :)

Okay, looks like I got 8 hits, but a limit of 4... so 4 questions! Matrix Perception (Int(4) + Computer(6) + Matrix Perception(2) + Technomancer(2) + VR(2) - Public Grid(2) [4]) (http://orokos.com/roll/220161): 14d6t5 8
#1 Anything running silent (I'm assuming LOTS of things, but it becomes an opposed test, so they'd each roll Logic + Sleaze and I'd get to ask questions on those based on net hits from what I read on page 241 of SR5)
#2 What rating is the host
#3 What do I see that's slaved to the host
#4 What rating is the sensor net

(PS: If anyone has a better idea for questions I should be asking, please let me know.  I'm a newb!)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:34:06/09-16-14)
I'd say fuel for the Zep isn't that much of an issue, it'll have fuel cells and a recharging battery for more or less continuous (slow) flight.  It's a big gas bag though so not that bullet resistant!
Considering how slow the convoy is going, you might be able to tether it as well.

Visibilty as mentioned is poor and getting worse...treat as light smoke around the convoy going to heavy about 100m out and max normal visibility is probably 200m.  Thermal is a bit screwy too because of the ash (although my physics might be a bit dubious on that one so feel free to set me straight if that sounds like bollocks!)
I doubt the ash is particularly hot, as I think most of it fell long ago, with maybe some bouts of additional volcanic activity. From a game mechanic perspective, the only ways to improve visibility penalties is through thermographic and ultrasound, with the latter only working out to 50 meters or so.  Each of them only shift visibility up one row, so there isn't much you can do to them other than making them inoperable.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:46:37/09-16-14)
PS: If anyone has a better idea for questions I should be asking, please let me know.  I'm a newb!
To be honest, it's a test with no consequence for failure that (in VR) you can perform several times over three seconds. Given a few minutes, you really should be able to learn all of the main things you want to know (P.S. You also may be dealing with Noise Penalties since Puyallup is a Barrens).

For the Host: Rating and three of its matrix attributes, you can calculate the last one. (EDIT: I always forget about Grids, it might be helpful to know what Grid the Host is on).

Silent Running Devices: This might be a little more challenging. Succeeding on a test identifies that there are icons out there within 100 meters. Then it turns into a separate resisted test to see if you spot them which should reveal basic information (i.e. Gun Device Icon, etc) assuming they aren't also using the Wrapper program. Once you've spotted them, you can do normal Matrix Perception tests on those icons to determine additional information like device rating, etc.

Stuff Slaved to the Host: You would probably have to perceive the individual device icons to determine if it is slaved to the Host. Or (optionally) if you log into the Host, I would suggest you automatically spot any devices slaved to the Host since you are considered to be directly connected to them.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (17:47:50/09-16-14)
I doubt the ash is particularly hot, as I think most of it fell long ago, with maybe some bouts of additional volcanic activity. From a game mechanic perspective, the only ways to improve visibility penalties is through thermographic and ultrasound, with the latter only working out to 50 meters or so.  Each of them only shift visibility up one row, so there isn't much you can do to them other than making them inoperable.

Slightly off topic, but how do thermographic and low-light stack?  Low-Light says, "Treat Partial Light and Dim Light as Full Light" and thermo says "Visibility and Light conditions shift one row up."  If the light condions are Total Darkness, and thermo moves it up to Dim, would Low-Light take that to Full Light?  Or do they not stack at all?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:53:33/09-16-14)
Slightly off topic, but how do thermographic and low-light stack?  Low-Light says, "Treat Partial Light and Dim Light as Full Light" and thermo says "Visibility and Light conditions shift one row up."  If the light condions are Total Darkness, and thermo moves it up to Dim, would Low-Light take that to Full Light?  Or do they not stack at all?
Good question, I don't think it's actually addressed in the book. I don't think they would stack rationally, given that one basically enhances ambient light in the normal spectrum and the other allows you to see in a different part of the spectrum. WRT light modifiers, it seems like it would make sense to take the one that provides the best benefit for the current situation (i.e. low-light for everything other than full darkness) but allow the thermo benefit to visibility apply regardless. That's just like, my opinion, though. :D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (17:55:32/09-16-14)
Think of thermo as a miniature FLIR (watch an Apache gun cam vid (https://www.youtube.com/results?search_query=apache+gun+cam)) or one of the handheld thermographic cameras (http://youtu.be/pjLjsEU1Mdo). Lowlight is basically nightvision. They're two different animals.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:01:25/09-16-14)
@CT

I'd say fuel for the Zep isn't that much of an issue, it'll have fuel cells and a recharging battery for more or less continuous (slow) flight.  It's a big gas bag though so not that bullet resistant!  Visibilty as mentioned is poor and getting worse...treat as light smoke around the convoy going to heavy about 100m out and max normal visibility is probably 200m.  Thermal is a bit screwy too because of the ash (although my physics might be a bit dubious on that one so feel free to set me straight if that sounds like bollocks!)

Any breeze? Right now I'm seeing a -3 penalty without range penalties due to Thermographic Vision, although not sure about the ash. To me, ash is fairly cool, it's main problem is that is clogs the air space and makes it hard to breath. It's mainly a matter of where the ash comes from. If it's just falling from the upper atmosphere, it's about the same temperature as the atmosphere (just a bit of quick research, may not be 100% true all the time). Still thinking that being up in the zeppelin is bad idea if it gets shot up and literally explodes while I'm next to it.

On the Low-light and Thermographic Vision argument, I always thought of them as two separate types of vision that you had to switch between. Like, you could have low-light all the time, but when you want to see in the infrared spectrum you had to conciously switch to it.

Kind of fun seeing Torrent's response. Boy did I get backhanded, and Ghost knows it. Still wouldn't have played that any other way; I'm not gonna do something that my character would never do simply to metagame.

I'll have an IC post up soon.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (19:13:17/09-16-14)
@CT
Still thinking that being up in the zeppelin is bad idea if it gets shot up and literally explodes while I'm next to it.
I can't imagine anyone would be using hydrogen over helium for a zeppelin unless they're crazy-crazy. (Note: A circus full of mysterious weirdos may be crazy-crazy).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:44:25/09-16-14)
@CT
Still thinking that being up in the zeppelin is bad idea if it gets shot up and literally explodes while I'm next to it.
I can't imagine anyone would be using hydrogen over helium for a zeppelin unless they're crazy-crazy. (Note: A circus full of mysterious weirdos may be crazy-crazy).

(Note: A circus full of mysterious weirdos may be crazy-crazy). - Copied and pasted for emphasis. Not sure if I can trust the circus that much to be honest.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (20:06:46/09-16-14)
Think of thermo as a miniature FLIR (watch an Apache gun cam vid (https://www.youtube.com/results?search_query=apache+gun+cam)) or one of the handheld thermographic cameras (http://youtu.be/pjLjsEU1Mdo). Lowlight is basically nightvision. They're two different animals.
While I agree they are two different animals, I would argue (probably incorrectly) that they could stack.  A single sensor (goggles/helmet vision mods/cyberware/meta) has both enhancements.  So the single optic is getting the full thermo image, converting that to "visible light spectrum" which is dim/partial, and then the lowlight kicks in to enhance that image providing full light.
Feel like I'm rules lawyering over a non-issue here, especially as it's rarely relevant given the number of various modifiers usually encountered.  Don't want to derail the thread too much ;) 
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (21:51:29/09-16-14)
@Zweiblumen

I would have thought that it was something that needed to be toggled? Thermographic vision basically shows you heat signatures, which wipes out all other (normal vision) color, since you are now only seeing heat. While it's true that it is converting it to the visible light spectrum, hot things show up as red, cold things as blue; the only real way to distinguish between objects are their relative heat signatures (for example, the door might be 1-2 degrees cooler than the wall so it looks just slightly darker). Just my 2 cents.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (23:04:53/09-16-14)
@CT

I always find the sidebar chatter to be pretty entertaining in a PbP, as long as no one is too married to their position and everyone recognizes that the GM has the ultimate say. With that put out there, I could see a technological device fusing the various sensor feeds into one gestalt view. At the same time, I try not to think too hard about it because then I start trying to figure out how a troll or dwarf would turn their natural thermographic vision off or if there are settings for optical devices to adjust for whether the user has naturally augmented vision.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (23:08:01/09-16-14)
@8-bit : Yeah, the toggle makes sense to me.  As I said, just talking sideways here.

@JackVII : I agree about sidebar, and about too many trips down the rabbit hole(s) :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (12:47:52/09-17-14)
@CT
Getting back to the game a bit...
@Aria Does BT feel like he'd have the time to register a Level 4 sprite (4 hours)?  If not no biggie, I'll just compile it when the fecal matter hits the oscilating air mover.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (13:34:58/09-17-14)
@CT

I feel like Ghost has done pretty much everything he can. He can't set up anything Matrix or Astrally, and I doubt he can set up sensor nets without royally screwing it up. I'll just have him sort of jog a perimeter around the train in the meantime, until someone comes up with something that he can do. Also, I think I've pretty much decided to not be in the zeppelin. I don't trust it being able to stay in the air if any enemies get the idea that I'm sitting in it.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Mithlas on (18:23:44/09-17-14)
I always find the sidebar chatter to be pretty entertaining in a PbP, as long as no one is too married to their position and everyone recognizes that the GM has the ultimate say. With that put out there, I could see a technological device fusing the various sensor feeds into one gestalt view.
You mean like a heads-up display?

Also, this game looks like a very interesting idea, though I'd have to wait a week due to some unexpected meatspace constraints requiring my time at the moment.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:19:12/09-18-14)
I always find the sidebar chatter to be pretty entertaining in a PbP, as long as no one is too married to their position and everyone recognizes that the GM has the ultimate say. With that put out there, I could see a technological device fusing the various sensor feeds into one gestalt view.
You mean like a heads-up display?

Also, this game looks like a very interesting idea, though I'd have to wait a week due to some unexpected meatspace constraints requiring my time at the moment.
I've always assumed (particularly now that AR is a thing...) that you can view the various vision types simultaneously (and dwarfs etc can't turn off their heat vision...), so they are overlayed in semi-transparency and dialled up or down depending on which is most effective.  So thermo gives a heat wash over, ultrasound gives a kind of wireframe mesh over objects and lowlight gives a green tinged view of the world...all over the top of 'normal' vision...so they don't interact as such you can just see all of them.  It'd take some getting used to but I expect it would be fairly normal after a bit.

@Mithlas: Feel free to join the fun whenever you can...

@CT
Getting back to the game a bit...
@Aria Does BT feel like he'd have the time to register a Level 4 sprite (4 hours)?  If not no biggie, I'll just compile it when the fecal matter hits the oscilating air mover.
Well you've got a 10 hour trip ahead so you might as well start right?  Of course the proverbial could hit the fan in the next twenty minutes so...

Any breeze? Right now I'm seeing a -3 penalty without range penalties due to Thermographic Vision, although not sure about the ash. To me, ash is fairly cool, it's main problem is that is clogs the air space and makes it hard to breath. It's mainly a matter of where the ash comes from. If it's just falling from the upper atmosphere, it's about the same temperature as the atmosphere (just a bit of quick research, may not be 100% true all the time). Still thinking that being up in the zeppelin is bad idea if it gets shot up and literally explodes while I'm next to it.
There's a stongish breeze (call it moderate from the environment table) blowing right to left across the convoy (more or less) which is propelling the ash off the Hells Kitchen area, so yes it's cold and that probably wouldn't interfere with infrared waves so ignore the crap earlier about it affecting thermo...  I leave it to you lot to calculate your environment mods, it gives me a headache even thinking about it  ::)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (08:24:11/09-18-14)
So does Luz notice anything of note among the performers or was that little note to her a hint that I can flesh-out the NPCs a bit?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (09:34:54/09-18-14)
Leaf attempts to summon a Force 6 Spirit of Beasts, rolling Summoning +Magic, 12 Dice and then Willpower+Charisma, 14 dice for the drain test.

Summon = http://invisiblecastle.com/roller/view/4639043/

Drain Resist = http://invisiblecastle.com/roller/view/4639048/

@Aria - you may have missed this early summoning attempt. Can you let me know how it went?

Thanks

Cara
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (09:58:21/09-18-14)
@CT

WIL of 9? That's impressive! How are you pulling that one off? I can't read that Chummer file.  :-[
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:03:43/09-18-14)
@CT

WIL of 9? That's impressive! How are you pulling that one off? I can't read that Chummer file.  :-[

Might be a CHA of 9, seems to be a shamanic tradition.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (11:04:36/09-18-14)
@CT

WIL of 9? That's impressive! How are you pulling that one off? I can't read that Chummer file.  :-[

He has a focus sustained Increase Attribute (WIL) spell running.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:06:51/09-18-14)
@CT

WIL of 9? That's impressive! How are you pulling that one off? I can't read that Chummer file.  :-[

He has a focus sustained Increase Attribute (WIL) spell running.
But he has a Base of 5 WIL, right? (I think I figured out how to parse the chummer file) A Force 5 sustaining focus would be outside of availability, I think.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:14:00/09-18-14)
@CT

WIL of 9? That's impressive! How are you pulling that one off? I can't read that Chummer file.  :-[

He has a focus sustained Increase Attribute (WIL) spell running.
But he has a Base of 5 WIL, right? (I htink I figured out how to parse the chummer file) A Force 5 sustaining focus would be outside of availability, I think.

Yes, that is true. Unless he maybe had karma from a previous IC thread that carried over.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:22:22/09-18-14)
Yes, that is true. Unless he maybe had karma from a previous IC thread that carried over.
Yep, completely forgot about that. Darn, back to the drawing board on the mage I'm building, LOL.

@CT

Aria: Harrier is basically setup for now, pending developments with Morgan and the Zeppelin crew. He's going to stay in VR and keep his eyes on the sensor feeds, periodically running Matrix Perception checks on his drone icons to make sure they haven't picked up any unauthorized MARKs.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (12:58:14/09-18-14)
@CT
Yeah, I'll hold of on the sprite.  To big of a risk.

@Aria: BT takes Oblique up on his offer to introduce him to the seer.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (13:12:09/09-18-14)
Yes, that is true. Unless he maybe had karma from a previous IC thread that carried over.
Yep, completely forgot about that. Darn, back to the drawing board on the mage I'm building, LOL.

@CT

Aria: Harrier is basically setup for now, pending developments with Morgan and the Zeppelin crew. He's going to stay in VR and keep his eyes on the sensor feeds, periodically running Matrix Perception checks on his drone icons to make sure they haven't picked up any unauthorized MARKs.
yep, just trying to get a feel for the security and potential holes before we expose the drone net to them
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (16:31:34/09-18-14)
No problem, Aria.

So you don't have to search, I know I (Harrier) made a hopefully amusing Conspiracy Theory Knowledge (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318296#msg318296) check on the Cirque de l'Ombre and Al made a hopefully more useful Puyallup Area Knowledge (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318584#msg318584) to get an idea of the threats we might face in crossing the area.
Sorry this one didn't get answered before...here goes...

@Harrier (Every conspiracy links to UFOs eventually but I'll ignore that for now  :o so 4 hits):

@Al: (4 hits):

Quote
matrix perception on "castle" (13d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4648318/)
-what is it's role/purpose?
-what are it's ratings?
-is it encrypted?
Role: to coordinate the various aspects of the circus, to provide a location for the VR ‘games’ that are part of their performances
Ratings: Couldn’t find the example host ratings in the book, though I didn’t look hard…I’d guess about rt 5???
Encryption: I would have thought so, although not if you’d have to give out the encryption to every visitor???
IC: It has patrol IC, probably something with a bit more bite too, scramble and blaster perhaps
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:36:44/09-18-14)
Ratings: Couldn’t find the example host ratings in the book, though I didn’t look hard…I’d guess about rt 5???
They're on p. 247. Rating 5-6 consists of hosts for social media, small colleges and universities, local police, international policlubs.

As far as encryption, they would probably invite customers to MARK the Host for a period of time coinciding with the performance and revoke them at the conclusion, maybe going so far as to reboot the Host in order to clear everyone out.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:10:50/09-18-14)

@Al: (4 hits):
  • The usual suspects :D  If it’s smuggling related then La Familia might take an interest
  • The Ancients operate in and around Tarislar
  • Parkland Sons are a go-gang but the route is a bit outside their turf
  • For more gang info check out issue 2 of the Dumpshock Data Haven, you should be able to find a link on DS


Thanks for the tip - i read the whole shadow write-up - so I'll also be assuming Al has too!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Number 2 on (22:06:19/09-18-14)
Can it be explained to me how this works, and where I would make a character?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (22:55:53/09-18-14)
Can it be explained to me how this works, and where I would make a character?

Every 2 IC posts you get 2,000 nuyen and 1 karma, which may be spent mid-game subject to GM approval. This crosses over multiple IC threads, so if you say have 10 IC posts in one campaign, you could use you're rewards from that campaign (10,000 nuyen and 5 karma) on any character you make for any IC thread that is part of this World Campaign.

If you want to join in the current IC game, Circus Tricks, simply make a character and we'll find some way to incorporate you into the game. We aren't too far along that it would be problematic to have another runner.

For Aria's convenience, she asked us for rolls for our characters. So, when you have a character sheet possibly post some rolls and you should be set to join in the fun!

@CT:  Please could everyone make a ‘rolls’ post with at least 5 rolls of each of initiative, typical attack, ranged defence, melee defence, perception and surprise.  Plus any others you think might be really useful to have done ahead of time!  Please note the assumptions in calculating dice totals eg:

Initiative: Rea(9) + Int(4) + 2d6
13+2d6 → [13,1,5] = (19)

Surprise: Rea(9) + Int(4) [threshold 3]
13d6.hits(5) → [3,5,1,5,3,2,2,6,2,4,6,4,1] = (4)

Please list them in this format too if using Invisible Castle, that way I can add / take away D by wrapping the rolls around...

Can you then link the ‘rolls’ post with your character sheet for future reference so we don’t have to hunt for them again?

Thanks!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (04:14:05/09-19-14)
@CT

WIL of 9? That's impressive! How are you pulling that one off? I can't read that Chummer file.  :-[

He has a focus sustained Increase Attribute (WIL) spell running.
But he has a Base of 5 WIL, right? (I htink I figured out how to parse the chummer file) A Force 5 sustaining focus would be outside of availability, I think.

He does indeed have a base WIL (and CHA) of 5. I took the rating 4 sustaining focus on WIL for some reason I don't recall to be honest. I'm actually not sure he has the spell for Increase CHA actually. I think I presumed increasing WIL would be generally more useful to the party, and certainly has its merits for Leaf himself.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (04:15:59/09-19-14)
His text based sheet is here.

http://forums.shadowruntabletop.com/index.php?topic=17794.msg317784#msg317784

Its the first time I made an SR5 character so if anyone spots any problems please do shout out. (First time I made an SR character for many years actually).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (08:03:34/09-19-14)
@CT

Carthas:

In order to increase your WIL (5), the Force of the Increase WIL spell has to be at least 5. The problem you run into is that the Focus can only sustain Force 4 or lower spells. An easy way to get around this and maintain your Drain Resistance would be to lower your WIL to 4 and raise your CHA to 6.

Attributes: No problem

Skills: It looks like you spent a bunch of karma on skills? The one thing I can't figure out is where your Skill Group points went. The only group that you could have spent it on was Sorcery, but then you would have had to spend 60 karma to raise Spellcasting to 6 and Counterspelling to 5, which doesn't make any sense. Remember that you can't break a skill group until the karma spending phase, so no getting Sorcery Group at 2 and then raising individual skills in the group with skill points. You may want to take another look at your skills.

Karma: Hard to tell with no accounting. You have 12 points of PQs and 22 points of NQs, so 35 points of karma to spend. Your foci require 16 karma to bond, so 19 karma left. Money starts to get a little tight once you factor in the two foci, Fake SIN, motorcycle, and Magic Circle materials, and multiple month lifestyles, but it seems like you could manage it with a little karma expenditure.

Looks pretty correct other than the skills part. I'd go over that one again.

Hope that helps! (Original message modified with input from 8-bit, h/tip)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:13:37/09-19-14)
Aged is from Bullets and Bandages; it has 3 ranks. They scale up to 5, 10, 15 BP or 7, 14, 21 karma. For each rank, you are 10 years above 50 years old (for a human; there is a LOT of debate about how it can be applied to other races), and you get 5 free Knowledge/Language points, but all your physical attribute maximums are lowered by one. So, a human with rank 1 would have a max of 5 in body, agility, strength, and reaction, but would get 5 free Knowledge points (and would have to be 50-59 years old).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:19:25/09-19-14)
Thanks, didn't even think to look there!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:27:54/09-19-14)
No problem, I only recently picked up the pdf myself, but I do find it pretty interesting to read.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (15:43:32/09-19-14)
@CT

Carthas:

In order to increase your WIL (5), the Force of the Increase WIL spell has to be at least 5. The problem you run into is that the Focus can only sustain Force 4 or lower spells. An easy way to get around this and maintain your Drain Resistance would be to lower your WIL to 4 and raise your CHA to 6.

Attributes: No problem

Skills: It looks like you spent a bunch of karma on skills? The one thing I can't figure out is where your Skill Group points went. The only group that you could have spent it on was Sorcery, but then you would have had to spend 60 karma to raise Spellcasting to 6 and Counterspelling to 5, which doesn't make any sense. Remember that you can't break a skill group until the karma spending phase, so no getting Sorcery Group at 2 and then raising individual skills in the group with skill points. You may want to take another look at your skills.

Karma: Hard to tell with no accounting. You have 12 points of PQs and 22 points of NQs, so 35 points of karma to spend. Your foci require 16 karma to bond, so 19 karma left. Money starts to get a little tight once you factor in the two foci, Fake SIN, motorcycle, and Magic Circle materials, and multiple month lifestyles, but it seems like you could manage it with a little karma expenditure.

Looks pretty correct other than the skills part. I'd go over that one again.

Hope that helps! (Original message modified with input from 8-bit, h/tip)
Thanks for the heads up - I'll chat with Aria and see what is suggested about the base stats issue and correct it (likely as you suggest).

My skill groups went 1 point each into Biotech, Enchanting, Influence & Outdoors. I'm pretty sure that I spent at least a couple of karma points on Nuyen, but Chummer doesnt seem to allow you to see that once you finalise the character.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (15:46:20/09-19-14)
My skill groups went 1 point each into Biotech, Enchanting, Influence & Outdoors.
You know, I never really considered that they might be split up. Although, I think at that Priority, you only get 2 SG points, so you could only take 2 of the above (unless you spent karma for them later).

ETA: Also, per what 8-bit said above about Aged, it sounds like you still have a few Knowledge skill points to spend.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Number 2 on (16:47:59/09-19-14)
I'm thinking of making a face for Circus tricks, does anybody have that down yet? Or should I look towards making a combat support guy.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (16:51:15/09-19-14)
This has very much been a "make what ever you want to play" group.  BT is a reasonably good face (not great, but good) and we've been using him so far for that.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Carathas on (16:55:50/09-19-14)
My skill groups went 1 point each into Biotech, Enchanting, Influence & Outdoors.
You know, I never really considered that they might be split up. Although, I think at that Priority, you only get 2 SG points, so you could only take 2 of the above (unless you spent karma for them later).

ETA: Also, per what 8-bit said above about Aged, it sounds like you still have a few Knowledge skill points to spend.

Hmm, it all came out legal according to Chummer5 - is it known to have problems doing arithmetic?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:04:34/09-19-14)
Hmm, it all came out legal according to Chummer5 - is it known to have problems doing arithmetic?
I think Chummer 5 is still in testing? I don't know, I don't really use it. Sorry...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (10:59:03/09-20-14)
Aria, I understood your reply to imply that I had some liberty to describe the train. If it's too much or inconsistent, let mee know and I'll edit it.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Number 2 on (23:55:11/09-21-14)
== Info ==
Street Name:
Name: Jean-Claude Latour
Movement: 8/16
Karma: 3
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 27
Height 6' 0" Weight 160 lbs
Composure: 12
Judge Intentions: 12
Lift/Carry: 6 (60 kg/40 kg)
Memory: 6
Nuyen: 5180

== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: A - 46 Skills/10 Skill Groups
Resources: C - 140,000¥

== Attributes ==
BOD: 2
AGI: 4
REA: 3
STR: 4
CHA: 9
INT: 3
LOG: 3
WIL: 3
EDG: 1

== Derived Attributes ==
Essence:                   5.25
Initiative:                6 + 1d6
Rigger Initiative:         6 + 1d6
Astral Initiative:         
Matrix AR Initiative:      6 + 1d6
Matrix Cold Initiative:    3 + DP + 3d6
Matrix Hot Initiative:     3 + DP + 4d6
Physical Damage Track:     9
Stun Damage Track:         10

== Limits ==
Physical:                  5
Mental:                    4
Social:                    15
Astral:                    12

== Active Skills ==
Animal Handling            : 0                      Pool: 8
Archery                    : 0                      Pool: 3
Armorer                    : 0                      Pool: 2
Automatics                 : 6 [Assault Rifles]     Pool: 10 (12)
Blades                     : 0                      Pool: 3
Clubs                      : 0                      Pool: 3
Computer                   : 0                      Pool: 2
Con                        : 6                      Pool: 15
Cybercombat                : 0                      Pool: 2
Demolitions                : 0                      Pool: 2
Disguise                   : 4                      Pool: 7
Diving                     : 0                      Pool: 1
Escape Artist              : 0                      Pool: 3
Etiquette                  : 5                      Pool: 14
First Aid                  : 0                      Pool: 2
Forgery                    : 0                      Pool: 2
Free-Fall                  : 0                      Pool: 1
Gunnery                    : 0                      Pool: 3
Gymnastics                 : 4                      Pool: 8
Hacking                    : 0                      Pool: 2
Heavy Weapons              : 0                      Pool: 3
Impersonation              : 6                      Pool: 15
Instruction                : 0                      Pool: 8
Intimidation               : 4 [Interrogation]      Pool: 13 (15)
Leadership                 : 4                      Pool: 13
Locksmith                  : 1                      Pool: 5
Longarms                   : 0                      Pool: 3
Navigation                 : 0                      Pool: 2
Negotiation                : 6                      Pool: 15
Palming                    : 4                      Pool: 8
Perception                 : 2                      Pool: 5
Performance                : 6                      Pool: 15
Pilot Ground Craft         : 0                      Pool: 2
Pilot Watercraft           : 0                      Pool: 2
Pistols                    : 5                      Pool: 9
Running                    : 0                      Pool: 3
Sneaking                   : 4                      Pool: 8
Survival                   : 0                      Pool: 2
Swimming                   : 0                      Pool: 3
Throwing Weapons           : 0                      Pool: 3
Tracking                   : 0                      Pool: 2
Unarmed Combat             : 6 [[Martial Art]]      Pool: 10 (12)

== Knowledge Skills ==
Bars and Clubs             : 4                      Pool: 7
English                    : N                      Pool: 0
Fashion                    : 4                      Pool: 7
Literature                 : 4                      Pool: 7

== Contacts ==
Camilla Latour (3, 4)
Johnson (6, 1)
Rusty (3, 3)
Tony Zamperini (4, 3)

== Qualities ==
Allergy (Uncommon, Mild) (Silver)
Allergy (Uncommon, Mild) (silver)
Code of Honor (Assassin's creed)
Exceptional Attribute (CHA)
First Impression
Low-Light Vision

== Lifestyles ==
B5 1627 broadway street  3 months

== Cyberware/Bioware ==
Tailored Pheromones Rating 3

== Armor ==
Ares Victory: Rapid Transit         9
Riot Control Armor                  14
   +Padded
   +Restrictive
Riot Control Helmet                 2

== Weapons ==
Colt M23
   +Foregrip
   +Gas-Vent 3 System
   +Smartgun System, Internal
   Pool: 10 (12)   Accuracy: 6   DV: 9P   AP: -2   RC: 6
Streetline Special
   Pool: 9   Accuracy: 4   DV: 6P   AP: -   RC: 2
Unarmed Attack
   Pool: 10   Accuracy: 5   DV: 4S   AP: -   RC: 2

== Martial Arts ==
Krav Maga
   +Called Shot (Disarm)
   +Clinch
   +Releasing Talons
   +Ti Khao

== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)

== Gear ==

Autopicker Rating 6
Certified Credstick, Silver
Contacts Rating 3
   +Smartlink
   +Image Link
   +Vision Enhancement Rating 1
Earbuds Rating 3
   +Audio Enhancement Rating 3
Fake SIN Rating 4
Restraint, Plasteel x3
Stealth Tags x20

== Vehicles ==
Hyundai Shin-Hyung (Sport Sedan)
   +Sensor Array Rating 2












Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (04:05:00/09-23-14)
Aria, I understood your reply to imply that I had some liberty to describe the train. If it's too much or inconsistent, let mee know and I'll edit it.
I love it when players get involved in the description!  As long as nothing's said which contradicts another player then please feel free to embellish the scene, it makes it a more interesting game for us all!  Your IC was great and really fitted well with the image in my head (that might be quite scary too  ::))

@Number 2, welcome on board!  Feel free to post in the IC...I suggest that you are already hitching a ride with the train rather than specifically hired to protect it, that might be stretching plausibility somewhat...as a 'runner/face' I'm sure you can negotiate with Oblique to get paid to help defend the circus!

Some character background would be nice when you have time please!

Hope to get some more IC up for you all today!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:02:31/09-23-14)
@CT

@Number 2, welcome on board!  Feel free to post in the IC...I suggest that you are already hitching a ride with the train rather than specifically hired to protect it, that might be stretching plausibility somewhat...as a 'runner/face' I'm sure you can negotiate with Oblique to get paid to help defend the circus!

Some character background would be nice when you have time please!

Hope to get some more IC up for you all today!

I'm still checking in and monitoring this PbP thread, but I'm not exactly sure what Ghost can do from here. Seems like most others are pretty much done combing through security, maybe only a little OOC details that need to be fixed, but not much. For now, Ghost is just going to patrol like I've said, but does anyone have any ideas of what to do from here? Or do we just wait?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:10:34/09-23-14)
@CT
Or do we just wait?
I think that one. The Persistent World threads move at a pretty leisurely pace, judging by the ones on Dumpshock, so I think we just hang out until Aria gets something up for us to react. You could post an IC like Lusis did, if you want to pass some time. Have an interaction with a performer, etc.

Someone just posted this link about a future airship (http://gizmodo.com/the-aluminum-airship-of-the-future-has-finally-flown-1301320903) in the General Thread. I like to think of the L'Ombre Zepplin as dark grey and creaky-looking.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (14:14:23/09-23-14)
@CT
I'm still checking in and monitoring this PbP thread, but I'm not exactly sure what Ghost can do from here. Seems like most others are pretty much done combing through security, maybe only a little OOC details that need to be fixed, but not much. For now, Ghost is just going to patrol like I've said, but does anyone have any ideas of what to do from here? Or do we just wait?
Don't worry, I intend to keep you busy!  Although as Jack said you can post filler stuff, it all counts towards your reward totals!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (14:42:54/09-23-14)
IC up...

I haven't had time to write up the seer's vision, will try and get to it soon or at the very least give you an OoC breakdown and leave you to fill in the suitably vague and annoying hints :D

10 bikers might not seem much of a threat but then it depends what they want...and whether there are more of them!  You lot are in charge now, Oblique isn't going to give orders in a 'threat situation'
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (15:16:28/09-23-14)
@CT

I'm moving my way towards the North side of the train (I may as well ask, is that the front of the first train? Orientation would be useful to know). I'm assuming I'll have a little time to check the bikers out, so I'm going to cycle through my Low-light and Thermographic Vision and take a few perception checks (I also have Vision Magnification if that matters). I'm obviously looking for weapons and if there are any more reinforcements behind them. Harrier did mention that the ash was screwing with his distance calculations, so I'm going to be especially thorough. I don't know how many you want, but here's what I'm looking for in priority.

- Confirm number and check for hidden hostiles
- Check for weapons
- Confirm race
- Look for some identifier to bounce off of someone for confirmation on which gang it is

I'll do 2 perception checks, 1 for Low-light, 1 for Thermographic. Add or subtract dice as you see fit.

Low-light perception on bikers (http://orokos.com/roll/223664): 16d6t5 6 [5, 2, 1, 3, 4, 3, 5, 5, 3, 6, 2, 6, 4, 6, 2, 1]
Thermographic perception on bikers (http://orokos.com/roll/223665): 16d6t5 4 [6, 2, 4, 3, 2, 5, 4, 2, 2, 3, 2, 2, 1, 2, 6, 6]
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (15:21:21/09-23-14)
@CT

It should be north. The 161, which I believe we are traveling on, runs North/South and Loveland is pretty much due north of Tarislar (slightly to the west). I threw in the unknown distance thing because Aria didn't mention it and I thought it would be weird for me to not provide that as a scout.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (16:43:10/09-23-14)
Btw how much space is in-between the trains from cab to caboose? Are there any other vehicles in-between?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (18:34:54/09-23-14)
@GM, apologies but Morgan is very much from the "shoot first" school of hard knocks. I've initiated Matrix combat and rolled for initiative in my post
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:49:47/09-23-14)
@GM, apologies but Morgan is very much from the "shoot first" school of hard knocks. I've initiated Matrix combat and rolled for initiative in my post

Old habits die hard, eh?

I would initiate physical combat but I want to see what I'm dealing with here.

Edit: Considering Al at least is getting ready for combat; I think it's likely Ghost will too. I'm assuming he has at least 6 seconds though to do a sweep and come to a conclusion, so I can probably work that out in IC after hearing back from Aria.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (19:03:00/09-23-14)
Yup! Morgan isn't really used to playing at being a spider and I figure it's more thematic for us to be an uncoordinated rabble at this stage. Hopefully after a few encounters we'll start to gel more and our leadership structure will develop and start to shape our decision making more
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:04:52/09-23-14)
Yup! Morgan isn't really used to playing at being a spider and I figure it's more thematic for us to be an uncoordinated rabble at this stage. Hopefully after a few encounters we'll start to gel more and our leadership structure will develop and start to shape our decision making more

It's all good, I think it's really fun. As long as we understand everything is just to be in character, then I love people being rebellious and uncoordianted.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (19:08:18/09-23-14)
Yeah, I think going forwards we could do with someone with the leadership skill take on a sergeant type role, acting a bit as command in combat situations. In game terms it tends to be a face character or techno that ends up with leadership skill due to skill group selection
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:10:16/09-23-14)
Yeah, I think going forwards we could do with someone with the leadership skill take on a sergeant type role, acting a bit as command in combat situations. In game terms it tends to be a face character or techno that ends up with leadership skill due to skill group selection

So, not the asocial sniper? I tend to agree with you! Have to admit I was surprised to be "leading" (and I use the term loosely) so far.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (19:15:53/09-23-14)
@CT
As I said earlier, I don't have a problem "leading"  BT has Leadership.  That said, I kinda like the rabble rousing and chaos this group has so far.

BT is going to interrupt is conversation and hit the matrix to work with Morgan on taking out some of these bikes/weapons.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:20:31/09-23-14)
@Aria

Using the scope on his rifle, Al will try to get an actual visial as soon as he can (perception pre-rolled). Now that we've established Al knows the go-gangs in the area, will try to spot colors/prominent individuals so I can brief Ghost on what to expect if he talks to them.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (19:29:31/09-23-14)
@Aria pulling rolls from earlier posts
VR Init:
26

CT1:
AP1:
Free Action: Send Message
Complex Action: Compile Sprite
http://forums.shadowruntabletop.com/index.php?topic=17794.msg317889#msg317889
5 hits on compile
4 hits on soaking fade.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (19:52:40/09-23-14)
Yeah, I think going forwards we could do with someone with the leadership skill take on a sergeant type role, acting a bit as command in combat situations. In game terms it tends to be a face character or techno that ends up with leadership skill due to skill group selection

 8)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (20:02:27/09-23-14)
@CT

Pre-Gen Initiative: 9+4d6 → [9,2,1,2,3] = (17)

CT1, IP1 (17)
Complex Action - Control Vehicle

CT1, IP2 (7)
Simple Action - Active Sensor Lock: 16d6.hits(5) → [5,5,4,5,6,6,4,5,1,5,3,1,1,4,2,4] = (7)
Simple Action - Take Aim (+1 Dice/+1 Limit)

Not as quick on the trigger as some of his fellows, Harrier is going to use his first IP to control his chopper, as required to avoid the vehicle being uncontrolled and possibly crashing. His next IP, he's going to acquire an Active Sensor Lock on a random bike (or any particularly dangerous bike that has been identified to him), then Take Aim.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (20:16:07/09-23-14)
@CT

I suppose I might as well follow suit. I can always take perception rolls whilst in combat.

Initiative (1): 15+3d6 25 [4, 3, 3] <-- Dice rolls

CT1, AP1 (25)
Simple Action - Observe in Detail (What I'm looking for is in an earlier post)
Simple Action - Observe in Detail (Two times for two different vision types)


I'm going to wait on any information I get from that before taking aim at the bikers. Probably would be bad if they came peacefully and all got shot to death. If you want me to delay initiative, I will, otherwise, I'll wait.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (20:36:55/09-23-14)
Matrix perception to find biker's icons:
computer 5, log 6, hot sim 2 (13d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4654010/)
Just FYI, that's an Intuition-based test.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:37:47/09-23-14)
Ok so Luz will use her 1st Perception test (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142) to check out the bikers.

She will also make an Intimidation check:
   4d6t5: 0 [4d6t5=2, 3, 4, 2] http://orokos.com/roll/223733

Well, I guess we're fightin'.  8)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (20:56:46/09-23-14)
@CT

Ok so Luz will use her 1st Perception test (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142) to check out the bikers.

She will also make an Intimidation check:
   4d6t5: 0 [4d6t5=2, 3, 4, 2] http://orokos.com/roll/223733

Well, I guess we're fightin'.  8)

I was like, "Ok, new IC posts, this should be fun to read." Then I was like, "Well there goes our plan to not get into a fight."

Time for action my friends!

I'm assuming that everyone is setting up for the first action pass (at least it looks like that so far), so here are my following actions.

CT1, AP2 (15)
Simple Action - Take Aim at lead biker

Delay? Action(s) - Trigger = Confirmation that they have weapons/are hostile and refuse to leave.
Called Shot - Vitals (Aiming for the head; having the leader's head blow up might be rather discouraging) | -4 dice according to the Core Book of SR5
Shoot SA shot at leader w/ Sniper Rifle - Using pre-rolled roll
Ares Desert Strike (1): 19d6t5 10 [2, 1, 5, 6, 6, 3, 5, 2, 4, 2, 5, 6, 6, 3, 5, 4, 6, 3, 5] - Modified to 15d6 w/ 8 hits [2, 1, 5, 6, 6, 3, 5, 2, 4, 2, 5, 6, 6, 3, 5]. Depending on Range and Conditions I may lose more dice. Feel free to take away if you want Aria. Or, if you want me to actually roll the shot instead of using the pre-rolled, I can do that. Edit: Add 2 dice to the roll because of Smartlink system running.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (20:59:20/09-23-14)
For when the time comes, here's his Perception check for seeing the ones up ahead: 6d6.hits(5)=1 (http://invisiblecastle.com/roller/view/4654130/)

And his Initiative when battle is to be joined: 3d6+11=25 (http://invisiblecastle.com/roller/view/4654132/)



And in case I need a Pilot Groundcraft check to control the bike with one hand: 10d6.hits(5)=2 (http://invisiblecastle.com/roller/view/4654138/) Eww...not sure if that'll be enough.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (21:03:26/09-23-14)
I mean, there's a certain elegance in keeping the peace by killing everything that comes your way.

Also: I believe an earlier post put Visibility out to 50m at -1, further out -6, with thermo doing its normal deal of revising the penalties up by one rank. Maybe Light Wind as well? I'll see if I can find that post. Either way, we're going to need to know how far out they are for range penalties.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (21:04:06/09-23-14)
There's still time to avoid a fight if that's not what they're after. If it isn't, they'll turn around or stop if they intend to join the convoy. Oblique can also pipe up if he knows they are friendly.

We haven't started shooting yet. Just issuing a challenge to force them to reveal their intentions.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (21:06:33/09-23-14)
We haven't started shooting yet.
If you don't count Morgan trying to brick their bikes... hopefully it takes a few actions before being able to do all that stuff. (Control Device?, Exit Host, Matrix Perception, Data Spike)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (21:08:08/09-23-14)
I mean, there's a certain elegance in keeping peace by killing everything that comes your way.

Also: I believe an earlier post put Visibility out to 50m at -1, further out -6, with thermo doing its normal deal of revising the penalties up by one. Maybe Light Wind as well? I'll see if I can find that post. Either way, we're going to need to know how far out they are for range penalties.

I agree, if there is no one to argue, everything is peaceful!

Thermo does it's normal deal; smartgun reduces wind penalties; improved range finder for range. I pretty seriously decked out my guns. Speaking of which, I have to add that I add 2 dice due to smartgun.

There's still time to avoid a fight if that's not what they're after. If it isn't, they'll turn around or stop if they intend to join the convoy. Oblique can also pipe up if he knows they are friendly.

We haven't started shooting yet. Just issuing a challenge to force them to reveal their intentions.

Hence the delayed action. I'll wait for confirmation before shooting, going to edit my OOC post.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (14:35:21/09-24-14)
@CT

Actually, going to just put all my actions together here.

Initiative (1): 15+3d6 25 [4, 3, 3]

CT1, AP1 (25)
Simple Action - Observe in Detail (What I'm looking for is in an earlier post)
Simple Action - Observe in Detail (Two times for two different vision types)
Free Action - Send Message

CT1, AP2 (15)
Simple Action - Take Aim at lead biker

Delay? Action(s) - Trigger = Confirmation that they have weapons/are hostile and refuse to leave.
Called Shot - Vitals (Aiming for the head; having the leader's head blow up might be rather discouraging) | -4 dice according to the Core Book of SR5
Shoot SA shot at leader w/ Sniper Rifle - Using pre-rolled roll (Sniper Rifle is currently running APDS rounds; has Improved Range Finder, Smartlink, and Thermographic is on)
Ares Desert Strike (1): 19d6t5 10 [2, 1, 5, 6, 6, 3, 5, 2, 4, 2, 5, 6, 6, 3, 5, 4, 6, 3, 5] - Modified to 15d6 w/ 8 hits [2, 1, 5, 6, 6, 3, 5, 2, 4, 2, 5, 6, 6, 3, 5]. Depending on Range and Conditions I may lose more dice. Feel free to take away if you want Aria. Or, if you want me to actually roll the shot instead of using the pre-rolled, I can do that. Add 2 dice to the roll because of Smartlink system running. Smartlink Bonus (http://orokos.com/roll/223918): 2d6t5 0 [3, 4]
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (16:02:08/09-24-14)
Ok, sorry I haven't got time to write an IC this evening...I'll give you some OoC details and let you fill in the gaps or get an IC up for you tomorrow/Friday based on what you all do...

The gangers are Ancients, they aren't exactly at combat speed because of all the ash on the road, they had slowed on seeing you until Morgan blew up two of their bikes...I suspect they are a might pissed right now if they can link you lot to the attack...

They are about 100m away from the lead train, about the limits of visibility in the ash storm so Luz will be using thermo I'd think plus any AR feed from the guys at the front

They are pulling to the side of the road, two had started advancing, now they've stopped and there's a great deal of arm waving

They are all armed!  Mostly SMGs but 3 ARs and a couple of shotguns

Now 5 are approaching the convoy (cautiously but on their bikes) and the other 5 are unlimbering their long arms and moving on foot to flank the road

Just a note on the trains and their robustness...small arms fire isn't going to do squat to them unless it's at point blank range into an engine compartment.  The same can't be said for the outriders of course and there are two circus types on quad bikes between you lot and the gangers

There aren't any vehicles between the two trains, 2 mph is probably woefully inefficient for the rigs and they are likely to move in fits and starts behind the trains, same for the RVs

Oh, and I said there's a moderate cross wind...

Final note...I did say they were Ancients didn't I?  One of the biggest gangs in Seattle...just saying  ::)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (16:09:40/09-24-14)
Ok, sorry I haven't got time to write an IC this evening...I'll give you some OoC details and let you fill in the gaps or get an IC up for you tomorrow/Friday based on what you all do...

The gangers are Ancients, they aren't exactly at combat speed because of all the ash on the road, they had slowed on seeing you until Morgan blew up two of their bikes...I suspect they are a might pissed right now if they can link you lot to the attack...

They are about 100m away from the lead train, about the limits of visibility in the ash storm so Luz will be using thermo I'd think plus any AR feed from the guys at the front

They are pulling to the side of the road, two had started advancing, now they've stopped and there's a great deal of arm waving

They are all armed!  Mostly SMGs but 3 ARs and a couple of shotguns

Now 5 are approaching the convoy (cautiously but on their bikes) and the other 5 are unlimbering their long arms and moving on foot to flank the road

Just a note on the trains and their robustness...small arms fire isn't going to do squat to them unless it's at point blank range into an engine compartment.  The same can't be said for the outriders of course and there are two circus types on quad bikes between you lot and the gangers

There aren't any vehicles between the two trains, 2 mph is probably woefully inefficient for the rigs and they are likely to move in fits and starts behind the trains, same for the RVs

Oh, and I said there's a moderate cross wind...

Final note...I did say they were Ancients didn't I?  One of the biggest gangs in Seattle...just saying  ::)

So, to summarize, we attacked first without identifying, we made them more hostile to us than they would be before, they are moderately well armed, pissed off, and moving towards us. Oh, and we have circus people we are supposed to protect between us and them. Did I miss anything? Oh, yes, one last thing. The gang they are a part of is just about enormous.

Maybe we should have thought this out slightly...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (16:14:34/09-24-14)
Only one actually attacked them. My character, for one, just has his gun out to defend himself once he's close enough and it becomes necessary.

Nothing saying we can't just hand the one who did attack them over if it comes down to it. :D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (16:16:40/09-24-14)
Only one actually attacked them. My character, for one, just has his gun out to defend himself once he's close enough and it becomes necessary.

Nothing saying we can't just hand the one who did attack them over if it comes down to it. :D

Well, I'm sitting there with the normal amount of paranoia, but they did get attacked over the matrix. It's not like there is any other place the attack could have come from.

So, yes, we could hand over Morgan. I would prefer not to though.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:19:47/09-24-14)
I mean, it technically all depends on how many actions we're allowing people to take.

So, presumably initiative started when Harrier sent out the message to everyone that there are 10 contacts in bound. From that point, Morgan would have:

1) Given the Host some kind of command or Control Device to put it on alert (Simple to Complex Action).
2) Exit the Host in order to spot icons that aren't in the Host (Complex Action).
3) Matrix Perception to Spot the Icons (Complex Action)
4) Data Spike (Complex Action)

That's a lot of Complex Actions, even at Matrix speed.

Did anyone send out a "Hold on, everybody..." before all that would have happened? I haven't really checked, but I'm cool with it either way.

ETA: Checked, it seems Al may have managed to send his "Al's Common Sense" message to the crew. Maybe Composure Checks to see if we can forestall the slaughter?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (16:22:45/09-24-14)
Eh, the 'hold fire' was at best, implied.

With all those complex actions,  is it possible possible to throw down a "hold your fire" before the bikes are bricked? Anyone have a halfway decent Con skill to convince them it wasn't us (or a mistake)?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (16:28:55/09-24-14)
ETA: Checked, it seems Al may have managed to send his "Al's Common Sense" message to the crew. Maybe Composure Checks to see if we can forestall the slaughter?

Patented and trademarked. Hand over 50 nuyen for use of the phrase.

As for composure, I'm all for that. Ghost isn't going to kill anyone unless he has confirmation. He's not going to let his paranoia slip though, so he'll keep his gun aimed on one of the guys.

Eh, the 'hold fire' was at best, implied.

With all those complex actions,  is it possible possible to throw down a "hold your fire" before the bikes are bricked? Anyone have a halfway decent Con skill to convince them it wasn't us (or a mistake)?

Maybe not me for the Con check. I'm defaulting to 2 dice there.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (17:05:24/09-24-14)
Luz has a CHA of 2 and nothing in Con. She'll Edge it if necessary. The upside of her is that she's a tank and has the best chance to soak any retaliation if it goes bad.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:07:55/09-24-14)
I'm sort of hoping that Al's comment happens in CT1/IP1 before anyone really has a chance to start doing damage, personally.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:13:53/09-24-14)
I'm sort of hoping that Al's comment happens in CT1/IP1 before anyone really has a chance to start doing damage, personally.

Same here, but Ghost is a completely different person in the heat of combat. He may have been somewhat friendly and more willing to work with people, but in combat he just falls back into instincts. He differentiates between enemies, allies, and in this case, people he has to guard. He'll show some restraint until he gets some kind of confirmation that he can go for the kill, but I doubt he'll put his weapons away; at least not until the Ancients are well out of sight.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:19:20/09-24-14)
* I am just so anal - I hate retconning, and we have the GM's word on exactly what has actually happened so far - the bricking, and their response, which is only a natural defensive posture on their part (no blame on Csjarrat, by the way - name of the game is role-playing, and if that is how Morgan is, then more's the fun).

* But I am now hearing everyone happy to try to make nice.

* NEVER stop the convoy, I think, but at two miles an hour, a person on foot could easily JOG out ahead and just chat the elves up.

* I see about half of us are online right now. If anyone else wants to go have a friendly pow wow, go for it. If not, Al will just as soon as I wrap up some posts over on Dumpshock.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:21:15/09-24-14)
Well!

Looks like Lusis stepped up even as I typed.

Way to go!

Al will just talk to our circus people for a minute, thenkeep whoever looks like the leader/biggest threat in his cross-hairs, then.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:27:01/09-24-14)
Yeah this is going to be dependent on how Aria interprets the sequence of events. Are those two bikes actually bricked at this point?

Luz has 4 dice for a Intimidation roll plus another 5 in Edge dice. We might convince these bastards that air cover and hardware might not be worth the prize, if indeed they are hostile.

We could also pay them a "protection fee" for passage.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:30:20/09-24-14)
Second that last - if the bikes are bricked, then we'll have to make it up to them, since fighting us means dying, but wussing out will hurt their rep so bad it'll be worse than dying.
They know how badass their back-up is, and they know we know it.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (18:32:52/09-24-14)
Well, Aria has said they're bricked, so I guess they're bricked. Sorry Faces, good luck with the diplomacy... hopefully no one decides they don't like the cut of Oblique's jib and posts that they shoot him in the face before this is all over.

Harrier is maintaining his hover in front of the zeppelin, weapon sensor locked, etc. He's not much for diplomacy, other than gun diplomacy.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:40:34/09-24-14)
Eh, I'd just like to keep this from turning into the Battle of Mogadishu (http://en.wikipedia.org/wiki/Battle_of_Mogadishu_%281993%29), or retreat from Concord (http://en.wikipedia.org/wiki/Battles_of_Lexington_and_Concord#mediaviewer/File:Concord_Retreat.png). Since their main advantage is numbers and mobility.

BTW when Luz approaches, she'll use the MAD and cyberware scanners in her mask to size-up the Ancients. She'll also turn on her Jammer (rating 4) and exclude friendly signals.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:50:39/09-24-14)
* I am just so anal - I hate retconning, and we have the GM's word on exactly what has actually happened so far - the bricking, and their response, which is only a natural defensive posture on their part (no blame on Csjarrat, by the way - name of the game is role-playing, and if that is how Morgan is, then more's the fun).

I too am like that, I hate retconning anything. I would rather delay something than have to retcon to fit it in.

* But I am now hearing everyone happy to try to make nice.

Oh sure, I'm happy to make nice. I separate my OOC mindset from my IC mindset completely. Ghost has heard only about hostiles; only just heard they are Ancients. We've already attacked them and they are on edge. He's not going to give up the paranoia, and he sure as hell is just waiting for kill confirmation. He doesn't think diplomacy is going to happen at this point. As 8-bit, I would highly prefer not to completely piss off the Ancients and have their enormous gang basically wage war with us throughout the ride. I'm not going to change what Ghost does simply because I, looking at it from a narrative viewpoint, can see that diplomacy is highly preferable.

* NEVER stop the convoy, I think, but at two miles an hour, a person on foot could easily JOG out ahead and just chat the elves up.

Hell, I could probably walk to them in 3 seconds. I doubt that I'm the best situated for this job though. Ghost works fine with planning and everything, but when you get to combat and everyone is feeling trigger-happy, his instincts (like I've said before) are going to take over. It's totally logical paranoia, and he is not going to talk to someone who's pointing a gun in his direction. I don't think he can bluff himself out of that.

Yeah this is going to be dependent on how Aria interprets the sequence of events. Are those two bikes actually bricked at this point?

Luz has 4 dice for a Intimidation roll plus another 5 in Edge dice. We might convince these bastards that air cover and hardware might not be worth the prize, if indeed they are hostile.

We could also pay them a "protection fee" for passage.

I'm fine with that, Ghost will stay behind covering you when you go to have a chat with them. If things go sideways, just text him; he'll shoot. Don't do it before though, because Ghost doesn't trust the Ancients and is ready to fight at the first sign of betrayal.

Second that last - if the bikes are bricked, then we'll have to make it up to them, since fighting us means dying, but wussing out will hurt their rep so bad it'll be worse than dying.
They know how badass their back-up is, and they know we know it.

Thirded. My opinion is that if their bikes are bricked (which I have a feeling they are), then we have absolutely got to make it up to them, or one of our two parties isn't making it out of here.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:57:01/09-24-14)
So if their bikes are bricked, then other than proximity, how can they tell it was us?

I assume that in SR, finding something to brick is as easy as finding it in the matrix.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:02:29/09-24-14)
So if their bikes are bricked, then other than proximity, how can they tell it was us?

I assume that in SR, finding something to brick is as easy as finding it in the matrix.

100% true. It makes it unlikely depending on distance though, because noise just makes stuff harder to see. Hell, someone who is 500 meters away is probably not even going to be interested in the bikes, let alone brick them. So, all the suspicion is on us. We're going to be guilty until proven innocent.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:06:30/09-24-14)
Oh sure, I'm happy to make nice. I separate my OOC mindset from my IC mindset completely. Ghost has heard only about hostiles; only just heard they are Ancients. We've already attacked them and they are on edge. He's not going to give up the paranoia, and he sure as hell is just waiting for kill confirmation. He doesn't think diplomacy is going to happen at this point. As 8-bit, I would highly prefer not to completely piss off the Ancients and have their enormous gang basically wage war with us throughout the ride. I'm not going to change what Ghost does simply because I, looking at it from a narrative viewpoint, can see that diplomacy is highly preferable.

Wholeheartedly agree with the separating the IC and OOC mindsets!!!

Thing is, standing down from a confrontation with the Ancients is fully IC. In fact, if you'll look at the post timestamps, you'll see that Al's cautionary text about Ancients was typed exactly at the same moment Aria was typing the big GM-OOC update. I was just guessing based on previous knowledge test (which was mostly well-known to any Seattle runner and SR player anyway).
And based on that hunch, Al spoke IC to the team.
Slowing things down makes good tactical sense both IC and OOC.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:13:49/09-24-14)
Wholeheartedly agree with the separating the IC and OOC mindsets!!!

Thing is, standing down from a confrontation with the Ancients is fully IC. In fact, if you'll look at the post timestamps, you'll see that Al's cautionary text about Ancients was typed exactly at the same moment Aria was typing the big GM-OOC update. I was just guessing based on previous knowledge test (which was mostly well-known to any Seattle runner and SR player anyway).
And based on that hunch, Al spoke IC to the team.
Slowing things down makes good tactical sense both IC and OOC.

I tend to agree there. As much as I love posting on these, I think it's probably best if we wait a day or two for Aria to be able to post something in IC or OOC. Actually, I might modify my post I just made to start up some sort of matrix conversation with the rest of you while Luz is out there trying to talk to them.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (19:14:23/09-24-14)
@CT
I think folks got a bit itchy to finally do something :)  As posted in IC, BT is ready to roll, but not actively doing anything to them.  Hell, the sprite can even help fix the bikes.

As for aggression and such, I think we've got at least a decent chance of talking our way out of it.  No shots were fired, and they don't know we bricked their bike.  All they know is that two of their bikes has mechanical failures at the same time.  Odd, but not unheard of (I speak from experience on my last trip I was taking).
BT can come out and talk, but even though he's a Face, being a suited Troll isn't likely to be the best person to talk to the Elven Gangers ;)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (19:17:14/09-24-14)
@CT

I don't think we've been told yet what the noise level is. Barrens usually start at 2, but with the ash, I could see it being a little higher given that precipitation/foliage/dirt can increase noise. I also don't know if we ever knew how far away the bikes were. I'd guess more than 100 meters, which adds another point of noise to the environment.

I'm good with moving forward and resolving this situation however it happens. I'm just not used to games where player agency can be usurped like that. Based on action economy, it's basically the same thing as if 8-bit had posted that he fired four times, killing four riders, before any of us were able to act. Granted, Morgan's actions are a lot more discrete, but Al's warning would have at least come before Morgan would have made a Matrix Perception check. I'm all for RPing, but I think if anyone who is running in Seattle gets word that the approaching party might very well be the Ancients, I think they might hold off.

Anyway, looking forward to seeing how this plays out.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (19:18:41/09-24-14)
Hell, the sprite can even help fix the bikes.
Don't even ask, just go ahead and do it. If they're still pissed, we can shoot them or whatever just the same.

As for aggression and such, I think we've got at least a decent chance of talking our way out of it.  No shots were fired, and they don't know we bricked their bike.  All they know is that two of their bikes has mechanical failures at the same time.  Odd, but not unheard of (I speak from experience on my last trip I was taking).
BT can come out and talk, but even though he's a Face, being a suited Troll isn't likely to be the best person to talk to the Elven Gangers ;)

Well you can use the commlink to assist in my Intimidation/Con/Etiquette roll. Just pipe up in IC and put out some pointers.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:23:07/09-24-14)
I'm good with moving forward and resolving this situation however it happens. I'm just not used to games where player agency can be usurped like that. Based on action economy, it's basically the same thing as if 8-bit had posted that he fired four times, killing four riders, before any of us were able to act. Granted, Morgan's actions are a lot more discrete, but Al's warning would have at least come before Morgan would have made a Matrix Perception check. I'm all for RPing, but I think if anyone who is running in Seattle gets word that the approaching party might very well be the Ancients, I think they might hold off.

Anyway, looking forward to seeing how this plays out.

One of the drawbacks of PbP. I think if we resolved all of this stuff (Morgan saying that he's going to launch IC etc) and me taking aim and stuff outside of the initative order. After all, each Combat Turn is only 3 seconds. Morgan would have had plenty of time to do his stuff while I set up. When Al's message comes in, I'm still taking aim, but Morgan has had like 12 seconds to prepare for stuff.

Anyways, about to edit my IC post with starting up a tactics conversation with everyone. Even if it's just who shoots who so that we can have a chance of saving Luz if everything goes to hell.

Edit: Edited my IC post, now we can have some sort of discussion. I hope I am not taking too great of liberties in saying that I can outline both groups and their weapons in an ARO from my vantage point.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (00:34:59/09-25-14)
@CT

If we're thinking about repairing the bikes, I have a hardware kit in the chopper. My dice pool is only LOG (3) + Hardware (5), but I think we technically only need to repair one box of matrix damage to get each bike running again, so any net hits can reduce the time (normally an hour).  If someone has a better pool, they're welcome to borrow the tools as needed. Harrier would really prefer not to be involved with the repairs, but will if there isn't another alternative.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (00:46:44/09-25-14)
The sprite can help a lot.  He's got the diagnostics power.  Would be nice to have you up in the air if we can get someone else to do the hands on.  Either that or I think the sprite can actually do the repairs, but I need to know how many tasks he has.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (00:58:38/09-25-14)
@CT

I don't think the sprite can repair it itself, but diagnostics would definitely help out as part of a teamwork test.

From what I can tell, the following people can repair the bikes:
BitTorrent (9 Dice)
Morgan (11 Dice)
Harrier (8 Dice)

The other characters either don't have the Hardware skill or don't have sheets posted. I think I'm the only one with a hardware kit.

Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (01:15:10/09-25-14)
Even if I could default the test (which I can't) I would be working with 1 die. Not very useful. So, I can't help here.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (01:20:18/09-25-14)
@CT
Don't think Morgan would do the repairs (though maybe we should make him 😜), BT seems like the next best bet.  Let's wait for action to catch up here, and the next thing I'll have BT do is excuse himself once more and head out side.  He's pretty tough so can handle it if the bullets starts flying.  Gonna wait for a few more responses IC before I commit to anything though.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:15:41/09-25-14)
So, to summarize, we attacked first without identifying, we made them more hostile to us than they would be before, they are moderately well armed, pissed off, and moving towards us. Oh, and we have circus people we are supposed to protect between us and them. Did I miss anything? Oh, yes, one last thing. The gang they are a part of is just about enormous.

Maybe we should have thought this out slightly...
Talk about self fulfilling prophecy :D  you're sent to guard against a threat, see a threat and attack, now the threat is bigger than before  ;D

In theory timing is everything but in this case I think you've all handled it nicely!  Morgan launched an attack but there aren't any bullets whanging about yet so Luz can probably pull you fat out of the fire...although a nice elven face might be appropriate to anyone who is out there lurking  :o  ...as I've said recently to my DS players I'm much more interested in the story and getting people to post than I am about strict adherence to the initiative phases, as long as it doesn't get too out of whack...

Maybe you can persuade the Ancients that ash got in their bikes  ???

IC coming soon
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (09:46:23/09-25-14)
It can turn into a bigger threat or we can turn them into assets by fixing their stuff.

ETA: Intimidation is Luz's best social skill but probably the wrong track to take with these guys. Should I risk a Negotiaton/Con/Etiquette Edged roll at -3 less dice? Unless Aria wants to do solid roleplay rather than rollplay.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (09:52:24/09-25-14)
Hoi Chummers!

I hope to join you soon. Right now I am checking on the character with Aria, as soon as he is approved, I can jump in.
As you are lacking a silver tongue, I will add a Face to the group. But don't expect me to end a war with the Ancients by talking alone ;)

Hopefully see you soon
S.Miles
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (10:41:38/09-25-14)
BT can help out on the con/neg roll with leadership.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:06:20/09-25-14)
It can turn into a bigger threat or we can turn them into assets by fixing their stuff.

ETA: Intimidation is Luz's best social skill but probably the wrong track to take with these guys. Should I risk a Negotiaton/Con/Etiquette Edged roll at -3 less dice? Unless Aria wants to do solid roleplay rather than rollplay.

What are you rolling for it? I certainly don't think that Intimidation is the best here. Although maybe start out slightly hostile and then transition towards helping if they seem to not want to cause trouble. Of course, that could just make things worse... I would say (especially since Aria goes more with roleplaying from what I've seen than rollplaying) you should risk the Edged roll at 3 less dice.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:09:14/09-25-14)
I'm a little concerned that we have our cyber-monster acting as diplomat. But I guess that's why we have the guns out. ;)

Also, unless there is some reason that I am unaware of, can everyone post their sheets? It's sometimes hard to remember what your capabilities are and may help others point them out OOC when we're trying to figure out who can do what. Up to you guys, of course.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (11:13:30/09-25-14)
Lol. Well shit, she was the one that issued the warning. Maybe these guys will be impressed by her dedication to self-improvement. 

Yeah Luz’s edged roll for Intimidation is 9, with the social limit bonuses from her suit and mask.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:14:30/09-25-14)
Oh, so you are now concerned that Luz was the diplomat, but you weren't when the .06 Essence Ghost was (pretty badly) leading us? I'm kidding; I'm just giving you a hard time.

My sheet is linked on Page 5, as well as on Page 1. Most people's sheets are one Page 1 actually. I'll link it here again though if you want to see it.

https://docs.google.com/spreadsheets/d/1ulAP1_2TS31T2hU5-TEVEX1-GHSm625a24nbNlSqEsY/edit#gid=0
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:18:24/09-25-14)
Harrier doesn't really remember any of Ghost's instructions to be honest. He could have been speaking to himself for all the dwarf knew ;)

I was mainly speaking about Flicker, Al, and Luz, though. The links for them don't actually point to character sheets, just descriptions. I think Lusis may have reposted his non-high life sheet somewhere, but can't remember.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:29:33/09-25-14)
Harrier doesn't really remember any of Ghost's instructions to be honest. He could have been speaking to himself for all the dwarf knew ;)

You know, for all Ghost knows, he was speaking to himself. We weren't that organized. It all worked out somehow, so that's a plus!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (11:32:04/09-25-14)
I think this is the latest standard runner build for her:  https://www.dropbox.com/s/mh2ojan9y8q3kke/Luz%20De%20Arco%20Standard.pdf?dl=0


Don't pay attention to the skill pools for Agl skills. Chummer5 doesn't calculate them with cyberlimb stats.

ETA 2: that sheet above has the old version of her background/description,  so for that reference this one until I can get home and update it: https://www.dropbox.com/s/x46wye5wbfyvozs/Luz%20De%20Arco.pdf?dl=0
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (12:39:50/09-25-14)
One more thing for the group: she's going to share her cybereye/ear imagery & sound, along with the sensor data, with the group so they can watch and comment via commlink.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (13:32:07/09-25-14)
I'm in  ;D

I'll be adding a more detailed description + the character sheet/stats in bit by bit... Probably all in this post.

(http://4.bp.blogspot.com/-A0rMjUMtWzE/T_yRtHuSCvI/AAAAAAAAFSI/kMVl0eNyYSY/s1600/03_g176_2011_VOGUE_UOMO_CHRISTOPH_WALTZ_MARKUS_JANS_ADRIEN_BLANCHAT_THE_ABC_EDITORIAL_g176.jpg)

That's the Face.
Character Sheet (https://docs.google.com/spreadsheet/ccc?key=0Ah_YJVSE34GgdHlaeUVXUFA1a1htQ1N0c0N0TlV0Rmc&usp=sharing)

Physical Description
Hans Richter is about 1,90m tall, with broad shoulders and a well shaped body. His hair is always neatly cut and well combed. The beard is already starting to grey, while his hair is only spotted with grey. The eyes are dark brown and usually smiling, as is his mouth. Upon closer inspection, one thing becomes obvious: He is not a normal human, as several usually elven features can be found on him as well. His ears are just a bit too pointy, his eyes are a little odd and he has the aura of someone who is born to be noble and beautiful. He knows how to use this fact, wearing his human-like features as a mask for his aristocracy.
He appears to be around fifty years old, though it is not easy to tell. His skin and his pysique appear to be younger or maybe just very well cared for. Considering his probably elvish metatype, he might as well be as old as 64 years, or younger and playing old.
Richter's style is usually the british gentleman, wearing suits, tweed and other things like this. His clothes are always of excellent quality, tailored to his body and chosen to complement each other and their wearer. Richter himself knows how to wear his clothes all too well. He probably never wore anything else and now has fifty years of experience, enough time to get his style just perfect and still being able to follow the current trends. Mortimer of London seems to be his favorite for Street Fashion.

Personality
Richter is a confident person, welcoming everyone as a fellow lady or gentleman until proven otherwise. Problems to him are challenges, not hindrances and that is the spirit he tries to inspire in others. He is never shy, being able to talk to about everyone about anything and nothing. His natural charm and way with words opens up most communication and his smarts and training keep it running until it reaches a satisfactory end.

Rumors in the Shadows
Hans Richter, as he is known in the Shadows, is of German and British ancestry. His speech ist usually British English, though he is known to talk German or English with a thick German accent as well. His skill in switching between grades of accents in both languages indicate his upbringing with both languages.
He has worked at least a handful of times as a Mr. Johnson, getting a team of runners together as well as coordinating the job. He has also worked on some of these jobs and been part of some minor runs. His record is hard to dig up, as he has not done too much yet. But as he is easy to remember, those that know him, usually never forget him.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (14:33:26/09-25-14)
So have we met Richter previously or is he just now entering the mission to pull our asses out of the fire, Winston Wolfe?

Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (14:56:07/09-25-14)
You haven't met him before. He's a new member that Torrent just added. He's not back in town for too long and hurried to the trains as fast as he could.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (15:05:35/09-25-14)
You haven't met him before. He's a new member that Torrent just added. He's not back in town for too long and hurried to the trains as fast as he could.

This is going to be seriously startling (again...) to all of us IC. Should be fun though.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (15:08:01/09-25-14)
I did not want to make it too easy here  8)

But true, should be interesting.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (15:55:37/09-25-14)
I was mainly speaking about Flicker, Al, and Luz, though. The links for them don't actually point to character sheets, just descriptions.

Sorry - seriously don't mean to be anti-social or uncooperative.
However, for a variety reasons, I am squarely in the "sheet-for-GM-eyes-only" camp.
That's just me personally (I do see that the trend has gone the other way in the past few years).

The good news is, as stated previously, if you want to know about Al, just ask him. He is always happy to talk about himself.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (16:01:29/09-25-14)
Luz might give Richter a hard time at first. She's blunt like that. Don't take it personal.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (16:05:32/09-25-14)
No worries, I'm good at taking anything that's coming my character's way. As I see it, we all want to have fun and conflict between characters can be part of the fun too. Play your characters naturally. I won't take personal offense and if you have problems with something I wrote, just point it out (here or PM). I can take it ;)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:16:22/09-25-14)
Sorry - seriously don't mean to be anti-social or uncooperative.
However, for a variety reasons, I am squarely in the "sheet-for-GM-eyes-only" camp.
That's fine, adamu. Like I said, "unless there is some reason that I am unaware of" would definitely include personal preference if the GM allows it. Since you're in several of Aria's games, I'm assuming that's allowed.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (16:57:47/09-25-14)
Perfect! Thanks Al!  ;D

Snow White and the seven Dwarves, Puayalup Remake. I hope all cams are running?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (17:27:43/09-25-14)
Sorry about the paranoia, S.Miles, but can't be too careful.  8)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (17:29:07/09-25-14)
As I said: no worries ;) Richter can take it :P

And he would probably order you to do the same, if some stranger would come into vision flirting with our razor girl.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (18:13:23/09-25-14)
May I join with my mariachi singer face?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (18:15:39/09-25-14)
May I join with my mariachi singer face?

When I asked to join, I was told it was always open and to just throw up my character and jump in.  :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:23:30/09-25-14)
Just be prepared for some 'vetting'.  :o
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (18:28:47/09-25-14)
Will that involve firearms in uncomfortable places?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (18:29:20/09-25-14)
Just be prepared for some 'vetting'.  :o

Is that just because Cutter has his gun trained on the back of Richter's head? :P
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (21:16:59/09-25-14)
Just be prepared for some 'vetting'.  :o

Is that just because Cutter has his gun trained on the back of Richter's head? :P
Glitching might be a really bad thing right now. No pressure  ;)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (21:22:36/09-25-14)
Just be prepared for some 'vetting'.  :o

Is that just because Cutter has his gun trained on the back of Richter's head? :P
Glitching might be a really bad thing right now. No pressure  ;)

LMAO
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (21:27:33/09-25-14)
No pressure indeed! You guys have a good sense of humor, I like it.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:16:02/09-26-14)
May I join with my mariachi singer face?
The more the merrier!  Bring on the party :D
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (08:27:33/09-26-14)
http://forums.shadowruntabletop.com/index.php?topic=17794.msg321101#msg321101 (http://forums.shadowruntabletop.com/index.php?topic=17794.msg321101#msg321101)

that's the link to Richter's description, you can put it on the front page, Aria ;)

I'll be working on the character sheet a bit more, so it's easier to see his dice pools. The page with dice throws will then follow somewhen... I don't know yet when I can do that.

Disclaimer: The description is still subject to change. I will probably add something about equipment, 'Ware and so on. So it might be worth, checking on that ;) I will try to post it here, if anything changed.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (11:13:48/09-26-14)
No, I think I will bring Mr. Pink, the Mime face. Stats to follow. He is ... slightly more combat capable than the other one.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:15:26/09-26-14)
[T]he Mime face
Can Not Wait
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (11:20:24/09-26-14)
Can the Mime make enemies run into invisible walls? ;) That would be quite awsome.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (12:18:14/09-26-14)
Maybe the Ancients will take a mime as trade for passage? I can't help but think of the movie Eurotrip.

We do need more guns though. Maybe a troll mime that rocks a machine gun?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (12:19:58/09-26-14)
I'm pretty sure that if we need anything it's more magic. We have 1 awakened (well, I guess Flicker is an adept, so 2) person for Astral protection.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (12:22:45/09-26-14)
Like... He's just called Face, 'cause he's so ugly. In truth he is a cybered up Killing Machine without emotions or intellect! Sounds like Fun :P

I think the Face is fine, even a Mime. I hope guns won't be too relevant for us. And I really hope, we don't have to fight Ancients or large numbers anytime soon... We should be able to talk ourself through most drek (at least that is my plan ;) ).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (12:26:37/09-26-14)
Like... He's just called Face, 'cause he's so ugly. In truth he is a cybered up Killing Machine without emotions or intellect! Sounds like Fun :P

I think the Face is fine, even a Mime. I hope guns won't be too relevant for us. And I really hope, we don't have to fight Ancients or large numbers anytime soon... We should be able to talk ourself through most drek (at least that is my plan ;) ).

Well, hopefully your plan will work. So far, we've tried to do something similar. You can see the results.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (12:28:31/09-26-14)
So far you tried to attack them, aim at them and shout threats at them. I guess my approach is a little more friendly. ;) Just a little... + I got Charisma and Negotiation on my side.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (12:31:08/09-26-14)
Ancients make me wish for my 3rd edition mage with her 14 Initiation Grades...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (12:34:25/09-26-14)
If we wanted to fight them, I would like my big guns... Land trains always make me wanna install some HMGs with tripods on them...

But I guess some Force 12 Fireballs would also work well. Though I hope we won't need them.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (12:34:52/09-26-14)
Like... He's just called Face, 'cause he's so ugly. In truth he is a cybered up Killing Machine without emotions or intellect! Sounds like Fun :P

I think the Face is fine, even a Mime. I hope guns won't be too relevant for us. And I really hope, we don't have to fight Ancients or large numbers anytime soon... We should be able to talk ourself through most drek (at least that is my plan ;) ).


Ok I was wondering how a mute face was going to work.

I also hope you realized that Americans (especially hardened bikers and gangers) are more likely to shoot a mime than play 20 charades with one.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (12:48:53/09-26-14)
I'm pretty sure that if we need anything it's more magic. We have 1 awakened (well, I guess Flicker is an adept, so 2) person for Astral protection.
3, based on some OOC roll listings, but none of us know that other than maybe Leaflock, if he assensed the group.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (12:52:36/09-26-14)
Btw im not saying a mime wouldn't be epic....just be prepared for every local to want to kick it's ass. Lol.  ;D

Btw I modded the last part in-game post to apply to all our matrix support amigos.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (14:34:07/09-26-14)
Mr. Pink is one of those NPCs that you create as a GM that take up a life of their own. And he does have a monofiliment chainsaw somewhere. And a silence spell. Nothing like a mime with a silenced chain saw.

Mr. Pink
METATYPE: ELF
B 1, A 5, R 5/8, S 1, W 5, L 1, I 5, C 8, ESS 6, EDG 6, M 6
Condition Monitor (P/S): 9 / 11
Armor: 8
Limits: Physical 4, Mental 4, Social 9
Physical Initiative: 10/13+4D6
Active Skills: Archery 1, Assensing 1, Con 1, Disguise 1, Escape Artist 1, Etiquette 1, Gymnastics 1, Impersonation 1, Intimidation 1, Leadership 1, Negotiation 1, Palming 1, Perception 1, Performance 1, Ritual Spellcasting 1, Sneaking 1, Spellcasting 5, Unarmed Combat 1
Knowledge Skills: Amusements 2, Fine Wines 1, Gang Identification 1, Parazoology 1, Vices 1
Languages: English N, Sperethiel 6
Metatype Abilities: Enhanced Senses: Low-Light Vision
Qualities:
. . Magician's Way
. . Distinctive Style: Mannerisms
. . Mystic Adept
. . Simsense Vertigo
. . SINner (National SIN): Tir Tangiere
. . Weak Immune System
Spells:
. . Physical Barrier
. . Physical Mask
. . Silence
. . Trid Entertainment
. . Trid Phantasm
Adept Powers:
. . Astral Perception
. . Improved Reflexes (3)
. . Commanding Voice
. . (Rest of the powers Later)
Gear:
. . Actioneer Business Clothes
. . Meta Link Commlink
. . Mr. Pink w/ Fake License: Magician (1), Fake License: Street Performer (1), Fake SIN (1), (1 month) Street Lifestyle
Weapons:
. . Light Crossbow [Crossbow, Acc 7, DV 5P, AP -1, 4 (m)]
. . Horizon-Flynn Rapier [Blade,Blade, Reach 1, Acc 7, DV 3P, AP -3]
. . Survival Knife [Blade, Acc 5, DV 3P, AP -1]
. . Arrow, Str Min 4 x10 [Acc 0, DV –, AP –]
Contacts:
Airline Hostess (Connection 1, Loyalty 1)
Bartender (Connection 1, Loyalty 2)
Beat Cop (Connection 1, Loyalty 1)
Fixer (Connection 1, Loyalty 6)
Political Fixer (Connection 6, Loyalty 1)
Talismonger (Connection 2, Loyalty 1)
Starting ¥: 520 + (1D6 x 20)¥


Posts: 3
Nuyen: 6000 - taxes
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (14:41:53/09-26-14)
Rolls will go here.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (14:42:42/09-26-14)
Btw is ot possible to block a commlink signal via the Matrix without bricking it?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (14:48:31/09-26-14)
Btw is ot possible to block a commlink signal via the Matrix without bricking it?
Not really, at least not specifically. You can snoop communications between two devices, but there really isn't any current way to expressly forbid someone from communicating with someone else, even jamming (which apparently only removes wireless bonuses and adds noise penalties for matrix actions), without some broad GM interpretation (Editing the commlink's contact list, etc). Hopefully this will be elaborated on in the Matrix book, whenever that comes out.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (14:51:44/09-26-14)
Well, this IS a circus run…not a very safe place for a mime, since there are also sure to be clowns around.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (15:32:45/09-26-14)
Btw is ot possible to block a commlink signal via the Matrix without bricking it?
Not really, at least not specifically. You can snoop communications between two devices, but there really isn't any current way to expressly forbid someone from communicating with someone else, even jamming (which apparently only removes wireless bonuses and adds noise penalties for matrix actions), without some broad GM interpretation (Editing the commlink's contact list, etc). Hopefully this will be elaborated on in the Matrix book, whenever that comes out.

Hmm another case where RL is higher-tech than SR.

What are the options to keep them from calling for help?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (15:37:17/09-26-14)
Hmm another case where RL is higher-tech than SR.

What are the options to keep them from calling for help?
Not really, it has more to do with the Matrix/Wireless rules not being all that very well articulated. I would anticipate the Matrix Book having new uses for certain Matrix Actions that would include some of the things we would expect to be able to do.

To answer your question: Brick their commlinks or shoot them in the face, basically.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (15:38:02/09-26-14)
You could always turn the wireless off.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (15:42:03/09-26-14)
You could always turn the wireless off.
Yeah, although they could just turn it back on. If they are, for some reason, not logged into AR, you could try to get 3 MARKs on their commlinks and Format/Reboot them. Trying to do that to 10 commlinks has a really high chance of failure somewhere along the line.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (16:13:51/09-26-14)
Well crap, I stand corrected. We'll see what happens then.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:17:02/09-26-14)
Well crap, I stand corrected. We'll see what happens then.
I really think they could fix the whole thing by giving commlinks, decks, etc a wireless entry (Wireless: Can perform Matrix Actions) and reducing the ubiquitous noise penalties a little bit. Then you could actually jam someone's communications.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (17:05:42/09-26-14)
@Ferret - can you help me out with your appearance?

First line of your IC post says business suit, but next line says suit that makes me think of a mime w/o makeup.
Am I missing something?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (17:16:49/09-26-14)
Imagine a mime that added a suit coat over his black (suit) pants and white/black striped shirt. Still Wearing the white gloves.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (17:19:56/09-26-14)
Well crap, I stand corrected. We'll see what happens then.
I really think they could fix the whole thing by giving commlinks, decks, etc a wireless entry (Wireless: Can perform Matrix Actions) and reducing the ubiquitous noise penalties a little bit. Then you could actually jam someone's communications.

Now that I have a chance to look at the SR5 book, there is an option to Jam Signals (pg 240), and Reboot Device. (pg.242). You could also Control Device and lock out the user,and/or put it into 'airplane mode', theoretically.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (17:21:48/09-26-14)
Imagine a mime that added a suit coat over his black (suit) pants and white/black striped shirt. Still Wearing the white gloves. No hat.

So...like this w/o the makeup?  8)

(http://img1.wikia.nocookie.net/__cb20140601202552/villainstournament/images/8/8a/Beetlejuice_live_action.jpg)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:26:47/09-26-14)
Now that I have a chance to look at the SR5 book, there is an option to Jam Signals (pg 240), and Reboot Device. (pg.242). You could also Control Device and lock out the user,and/or put it into 'airplane mode', theoretically.
- Jam Signals just does the same thing as a jammer (shuts off wireless bonuses and introduces a noise penalty), per the rules clarification from Aaron. It doesn't stop people from communicating (yes, I think it's stupid).
- Reboot Device cannot be performed if someone has formed a persona on the device, which is going to be about 95% of the time given how ubiquitous AR is. You form a persona whenever in AR or VR.
- Control Device might allow that... maybe.  An owner always has more MARKs on a device than a hacker, it's questionable whether they can lock out the owner or silently put something in "airplane mode" without the owner being alerted in AR. In which case they just manually turn it back on...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (17:29:04/09-26-14)
Lets ... um... use this one. Minus the Makeup. Add Elf ears. And a Charisma of 8.

(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSVpcg-kdaDaY6GMtxshNk-Zw2dwf_du39KEZ4tNGK3tV04pJJy)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:32:18/09-26-14)
With a mime shirt, right?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (17:33:32/09-26-14)
Sure. Sorry, that was disturbing. Well played, Lusis.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (17:50:00/09-26-14)
Sure. Sorry, that was disturbing. Well played, Lusis.

(http://www.ar15.com/images/smilies/smiley_abused.gif)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (20:03:55/09-26-14)
Was that a picture from Beetlejuice? Haven't seen that movie in a while.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:13:39/09-27-14)
Not trying to exclude you Ferret, but a bunch of people moving up on these guys might make them a little jumpy, and we also need to keep our lanes of fire clear.

BTW the "fatal funnel" applies to any zone that attracts fire. Not just doorways. This  (http://www.wikihow.com/Clear-a-Building-with-a-Firearm)is a decent write-up on it (as well as some basic CQB in Run & Gun).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (20:45:41/09-27-14)
Frankly, I find tho amusing. As does Mr. Pink.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Poindexter on (02:46:54/09-28-14)
Hey folks, I was thinking of jumping into this, and Aria said that I'd be better off playing someone who's with the circus. Just so I dont step on any toes here, who else is with the circus already? As far as PCs i mean.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (02:48:37/09-28-14)
Hey folks, I was thinking of jumping into this, and Aria said that I'd be better off playing someone who's with the circus. Just so I dont step on any toes here, who else is with the circus already? As far as PCs i mean.

As far as I know; nobody is with the circus. Welcome, by the way, it will be fun to have you in here! The more the merrier with this group!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Poindexter on (03:51:24/09-28-14)
Hey folks, I was thinking of jumping into this, and Aria said that I'd be better off playing someone who's with the circus. Just so I dont step on any toes here, who else is with the circus already? As far as PCs i mean.

As far as I know; nobody is with the circus. Welcome, by the way, it will be fun to have you in here! The more the merrier with this group!

I've got a couple ideas bouncin round in my head here. What would go better with the current group?
A- knife thrower, ladies man, drunkard
B- Animal trainer, big friendly guy, allergic to most animal fur.
C- Trapeze artist, obsessed with physical perfection, mundane.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:41:30/09-28-14)
Hey folks, I was thinking of jumping into this, and Aria said that I'd be better off playing someone who's with the circus. Just so I dont step on any toes here, who else is with the circus already? As far as PCs i mean.

As far as I know; nobody is with the circus. Welcome, by the way, it will be fun to have you in here! The more the merrier with this group!

I've got a couple ideas bouncin round in my head here. What would go better with the current group?
A- knife thrower, ladies man, drunkard
B- Animal trainer, big friendly guy, allergic to most animal fur.
C- Trapeze artist, obsessed with physical perfection, mundane.

All of them seem pretty awesome; although option C will get a hard time from Luz and Ghost (their backstories are pretty much perfection through augmentation), option B seems really funny, but I'm not quite sure what that would classify as. Option A is probably the best, although I think we only have 1 "lady" (I use the term loosely) on this team. It's honestly up to you.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (15:49:25/09-28-14)
And option A will have to compete with Richter ;)

But I think, A is best as well
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:00:11/09-28-14)
I think Option B would be pretty cool. I can't remember if Street Grimoire is allowed, but there are rules in there that basically allows adepts to get animal companions, IIRC.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Poindexter on (16:04:18/09-28-14)
I think Option B would be pretty cool. I can't remember if Street Grimoire is allowed, but there are rules in there that basically allows adepts to get animal companions, IIRC.

i was thinking going mundane with him, actually. But now that you mention it, that sounds kinda cool.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:09:11/09-28-14)
Yeah, the only reason I mentioned SG was beacuse I don't think having animals is really explained anywhere else in 5E yet. I think mundane would be a bit cooler, just might require a lot more adjudication on Aria's part.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (16:21:36/09-28-14)
I think Option B would be pretty cool. I can't remember if Street Grimoire is allowed, but there are rules in there that basically allows adepts to get animal companions, IIRC.

The Beasts Way, I believe.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Poindexter on (16:28:05/09-28-14)
Yeah, the only reason I mentioned SG was beacuse I don't think having animals is really explained anywhere else in 5E yet. I think mundane would be a bit cooler, just might require a lot more adjudication on Aria's part.

I dont know that i wanna be the "animal guy" per se. Like, it'd be cool to be the one who knows about whatever weird paracritter we're dealing with or how to avoid the gators in this river or what have you, but i dont wanna be headed into battle with my magic-bear companion or nothing, y'know?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (18:00:10/09-28-14)
I dont know that i wanna be the "animal guy" per se. Like, it'd be cool to be the one who knows about whatever weird paracritter we're dealing with or how to avoid the gators in this river or what have you, but i dont wanna be headed into battle with my magic-bear companion or nothing, y'know?
That shouldn't be too hard, just spend a lot of your knowledge points on Paracritter Knowledge and maybe a few points in Animal Handling and Survival just to have it and I think you'd have your bases covered. Works as a secondary specialization for pretty much any archetype.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (19:02:35/09-28-14)
Animal + whip adept.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:06:50/09-28-14)
Animal + whip adept.

That went a rather dark route...* Unless my mind is just in a bad place, in which case, interesting idea.


*Harsh taskmaster/animal slavedriver?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (19:30:32/09-28-14)
Pretty sure he was going for the classic lion-tamer (whip and a stool), which is probably a lot more dark in today's day and age than what we might remember from decades ago.

(http://www.cincinnatireview.com/blog/wp-content/uploads/2013/11/LionTamer2.jpg)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:32:32/09-28-14)
Pretty sure he was going for the classic lion-tamer (whip and a stool), which is probably a lot more dark in today's day and age than what we might remember from decades ago.

(http://www.cincinnatireview.com/blog/wp-content/uploads/2013/11/LionTamer2.jpg)

That "lion" is absolutely terrifying.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:02:21/09-28-14)
Another option I've played around with is a stun-baton adept with a code against killing. That could be entertaining with this group.

Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Poindexter on (20:34:31/09-28-14)
So the animal tamer is more or less finished. Just waiting on word back from Aria about a couple things and then we're good.

The name he performs as is "Chooly the Beastmaster". Dresses up in chainmail and does a comedy/dog training act.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:36:34/09-29-14)
Hi Folks,

Got lots to read up on after the weekend and I've got a number of messages lurking in my inbox...I hope to get round to you all this evening and get some IC up to move things along, great to see people posting without me though, keep it up!  Makes my GMing much more interesting :D

...sure I can conjure something out of gun wielding demented clowns  8)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (10:16:49/09-29-14)
Gogo Aria! Richter is expecting something to come at him (bullets or words, both is expected :P )
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Zweiblumen on (13:56:54/09-29-14)
@CT:

Sorry, I've got too many things on my plate right now.  I'm gonna have to bow outta this.  But it looks like you've definitely got both Matrix and Face well covered (probably better than BT could have done it anyway) :)

Have fun! Hope I can get the time to follow along.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (14:08:41/09-29-14)
That sucks man. There's no pressure to post here though (well, unless you're Aria :p ). Hope things work out for ya.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (16:31:31/09-29-14)
Yeah, man, that's too bad.

But hey, points for letting us know instead of just disappearing.

Come back when your schedule clears up!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: The Masked Ferret on (17:57:30/09-29-14)
If we get enough karma, what is the policy about updating Your character? As soon as you have the karma?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:11:31/09-29-14)
@Zweiblumen

Thanks for letting us know. Hope everything works out for you.

If we get enough karma, what is the policy about updating Your character? As soon as you have the karma?

As far as I am aware, you can upgrade whenever, subject to GM approval. Some things can be retconned in, sometimes you need an actual story explanation.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Horsemen on (23:19:33/09-29-14)
How frequent is the posting for this?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (23:22:20/09-29-14)
How frequent is the posting for this?

Well, the players are pretty active, but everyone is in different time zones. Maybe once a day? More if you really want to get into roleplaying (although things have slowed down slightly).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Horsemen on (00:40:23/09-30-14)
I mainly ask as my life is still pretty busy but getting better time wise enough to be back on here at least once a day.  I don't yet have time for a heavily active game where there are three to six pages of posts in less than a day's time.  That's awesome for the game certainly and the players who have that time but I don't want to get into something where due to my lack of time it may hold things up.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (02:19:43/09-30-14)
I think the frequency heavily depends on Aria atm. He/she posts about once a day (since I'm in the team, which is not too long ^^), most players can post more often. So I guess the frequency can vary, depending if we need feedback/information from Aria.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:05:14/09-30-14)
Imagine a mime that added a suit coat over his black (suit) pants and white/black striped shirt. Still Wearing the white gloves.
Don't forget it's all shades of grey in this circus, from very light to very dark but grey none the less!  Silver accents ok... ::)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:11:06/09-30-14)
@CT:

Sorry, I've got too many things on my plate right now.  I'm gonna have to bow outta this.  But it looks like you've definitely got both Matrix and Face well covered (probably better than BT could have done it anyway) :)

Have fun! Hope I can get the time to follow along.
Sorry to hear that!  Feel free to join back in whenever...we'll keep Bittorrent lurking in the background for now chatting up some of the prettier acrobats!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:12:41/09-30-14)
I think the frequency heavily depends on Aria atm. He/she posts about once a day (since I'm in the team, which is not too long ^^), most players can post more often. So I guess the frequency can vary, depending if we need feedback/information from Aria.
I try and check in OoC at least once a day (although no regular schedule at the weekend), and I try for an IC once to twice a week but welcome players posting more often and try to keep it fluid enough so that you can post as little or as often as you like.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:37:57/09-30-14)
Ok, quick IC up to keep the negotiations moving... you've got enough superlative charisma on your side that he'll not be reaching for the guns first...provided you don't insult him it will come down to bargaining...

I'm happy for the faces to expand the conversation more or less as you see fit at the moment (btw it isn't drugs he's after...at a guess pure refers to orichalcum or similar high grade telesma, and 5kg is quite a lot! ~50K nuyen by my reckoning).  You can roll if you like or just compare bought hits to his 2 hits.

Once the main deal is concluded he will throw in a side deal for you to fix or replace their broken bikes, that could almost be more precarious than the main deal because they are precious to them.  You might suspect that they've been ordered here to intercept you and that is superseding their normal response to having their toys wrecked...

Now, who sent them...?  8)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (10:57:04/09-30-14)
Ok, quick IC up to keep the negotiations moving... you've got enough superlative charisma on your side that he'll not be reaching for the guns first...provided you don't insult him it will come down to bargaining...

I'm happy for the faces to expand the conversation more or less as you see fit at the moment (btw it isn't drugs he's after...at a guess pure refers to orichalcum or similar high grade telesma, and 5kg is quite a lot! ~50K nuyen by my reckoning).  You can roll if you like or just compare bought hits to his 2 hits.

Once the main deal is concluded he will throw in a side deal for you to fix or replace their broken bikes, that could almost be more precarious than the main deal because they are precious to them.  You might suspect that they've been ordered here to intercept you and that is superseding their normal response to having their toys wrecked...

Now, who sent them...?  8)

I'm sorry but I have to point out that they are asking for quite a bit more money than that. Each dram is about 1.77 grams. That's 2,824.8 drams of reagents. We'll round to 2,825 drams. Orichalcum is 140,000 nuyen per dram. That's 3,955,000 nuyen right there. There is a reason that Dunkelzahn, one of the richest damn dragons on the Earth, left a 5 pound brick of Orichalcum in his will and it was considered extremely valuable. I might have to check again, but I'm pretty sure it was only 5 pounds, not 5 kilograms. 5 kilograms is 11 pounds. In conclusion, the Ancients are asking for a hell of a lot of money. Sources are Core Book of SR5, and Shadow Spells for weight and price of a dram of Orichalcum. I don't mean to be rude, but I found it interesting that they would ask for that much Orichalcum.

Now, I'll leave the sensitive stuff to the faces who will (hopefully) not insult them.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:04:46/09-30-14)
I'm sorry but I have to point out that they are asking for quite a bit more money than that. Each dram is about 1.77 grams. That's 2,824.8 drams of reagents. We'll round to 2,825 drams. Orichalcum is 140,000 nuyen per dram. That's 3,955,000 nuyen right there. There is a reason that Dunkelzahn, one of the richest damn dragons on the Earth, left a 5 pound brick of Orichalcum in his will and it was considered extremely valuable. I might have to check again, but I'm pretty sure it was only 5 pounds, not 5 kilograms. 5 kilograms is 11 pounds. In conclusion, the Ancients are asking for a hell of a lot of money. Sources are Core Book of SR5, and Shadow Spells for weight and price of a dram of Orichalcum. I don't mean to be rude, but I found it interesting that they would ask for that much Orichalcum.
Pretty sure Aria is using the basic pricing of reagents from the SR5 Core Book. 20 nuyen/dram of reagents. The core book describes each dram of reagent in comparison to Orichalcum. While SG and SS go into more detail with respect to Orichalcum/Radical Reagents/etc, if we use the pricing from the Core Book, 2,825 drams of reagents comes out to about 56K.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:09:35/09-30-14)
I'm sorry but I have to point out that they are asking for quite a bit more money than that. Each dram is about 1.77 grams. That's 2,824.8 drams of reagents. We'll round to 2,825 drams. Orichalcum is 140,000 nuyen per dram. That's 3,955,000 nuyen right there. There is a reason that Dunkelzahn, one of the richest damn dragons on the Earth, left a 5 pound brick of Orichalcum in his will and it was considered extremely valuable. I might have to check again, but I'm pretty sure it was only 5 pounds, not 5 kilograms. 5 kilograms is 11 pounds. In conclusion, the Ancients are asking for a hell of a lot of money. Sources are Core Book of SR5, and Shadow Spells for weight and price of a dram of Orichalcum. I don't mean to be rude, but I found it interesting that they would ask for that much Orichalcum.
Pretty sure Aria is using the basic pricing of reagents from the SR5 Core Book. 20 nuyen/dram of reagents. The core book describes each dram of reagent as containing Orichalcum, although not in its pure form. While SG and SS go into more detail with respect to Orichalcum/Radical Reagents/etc, if we use the pricing from the Core Book, 2,825 drams of reagents comes out to about 56K.

That sounds slightly more reasonable. It wouldn't be high grade "pure" stuff though, it would just be normal reagents.

Edit: I just noticed my math was off on the Orichalcum. It would be 395,500,000 nuyen. Just a little more than 3,955,000 nuyen. So... yeah, I don't think the Circus has that much money's worth of material.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (11:14:46/09-30-14)
That sounds slightly more reasonable. It wouldn't be high grade "pure" stuff though, it would just be normal reagents.
I actually mis-remembered and you're correct. The reagents in the core book are measured in power in comparison to pure orichalcum, but aren't necessarily orichalcum in and of themselves (I think that's a change from previous editions). I do believe that SG provides for a way to refine it all to eventually produce orichalcum.

Anyway, I think we can probably read it as SR5 Core Reagents and be good. It makes sense price wise.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (12:52:29/09-30-14)
That sounds slightly more reasonable. It wouldn't be high grade "pure" stuff though, it would just be normal reagents.
I actually mis-remembered and you're correct. The reagents in the core book are measured in power in comparison to pure orichalcum, but aren't necessarily orichalcum in and of themselves (I think that's a change from previous editions). I do believe that SG provides for a way to refine it all to eventually produce orichalcum.

Anyway, I think we can probably read it as SR5 Core Reagents and be good. It makes sense price wise.

Yeah, makes much more sense price wise.

Edit: You can refine 10 drams of raw reagents into 1 dram of refined reagents. 10 drams of refined into 1 dram of radical reagents. 30 drams of radical into 1 dram of orichalcum. If nothing messes up of course. It means orichalcum technically has the same strength as 3,000 reagents, but I think it's supposed to be more. Anyways, it's expensive as hell, so raw reagents is much more reasonable sounding.

@CT

Just for curiosity's sake, what "guy with the rifle" is the leader talking about? Both Ghost and Al  have rifles pointed at them, and Ghost currently has the Ruthenium Polymer Coating active. I probably should have made a stealth check, but if I'm visible then it doesn't really matter.

Is there any sort of knowledge roll you want to determine what "pure" is? Ghost wouldn't know, but someone else might. I'm also thinking we should maybe ask Oblique what the hell kind of contraband he's carrying, since apparently the Ancients already know about it. Seems like it would be in his best interest to tell us so that we have a better understanding of what measures the opposition is willing to go to to get the contraband.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (13:01:04/09-30-14)
I just asked for some info from Oblique. As soon as he responds, I can react to his wishes (ooc comment should be enough for Luz).
And still... 56k is a freaking huge sum. The Ancients would probably send 30+ people if they really expected such a large sum. So... less is probably ok as well.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Poindexter on (13:19:59/09-30-14)
OK Aria, as requested, here's "Chooly the Beastmaster"

bod- 9
agi- 4
rea- 5/6
str- 9
wil- 5
log- 2
int- 4
cha- 3
edg- 1
ess- 6
ini- 2d6+10
mag- 2

-qualities
Mentor spirit, Dog
Mild allergy: Most animal fur
Uneducated
Loss of Confidence, Unarmed combat

-knowledges
Interest: Alcohol 4
Language: Or'zet 2
Street: Parazoology 4

-skills
Athletics group 2
 running
 swimming
 gymnastics
Animal handling/training 6/8  11/13 dice
computer 1
etiquette 1
first aid 2
intimidation 1
navigation 1
perception 4
performance/comedy 5/7
pilot watercraft 1
sneaking 2
survival 1
throwing 1
tracking 4   10 dice
Unarmed/subduing 4/6   8/10 dice

-adept powers
Animal Empathy lvl 2
improved reflexes lvl 1
Improved hearing
improved smell

Lifestyle: Carny

-weapons
Shock Gloves

-armor
Chain Mail
 Shock Frills
Helmet
 Micro-Transceiver
 Simrig
 Trodes
Securetech arms kit
Securetech legs kit
Securetech vitals kit

-gear
Renraku Sensei
 Sim mod
Medkit lvl 2

-papers
Fake SIN lvl 4 (Roger Elsworth, carnival worker)

-vehicles and drones
MCT fly-spy
 vision enhance lvl 2
MCT fly-spy
 vision enhance lvl 2

-contacts       con/loy
Edgar Worthington, Animal researcher 3/4
Curvy Jane, Animal Rights Blogger 5/2

Brief backstory

Chooly has been with the carnival for about 5 years now. He's a huge friendly guy with no education, but he's always had a way with animals. He feels more at ease when his furry friends are around and he always has. For the first three years he was here, he did a "Large animal wrestling" act. It was a bear for one year, a black panther the next, and finally a gorgeous golden Lioness named "Hester." The act was the same regardless of the animal. He'd do his best snarling angry act and the animal would do one right back at him. Then the two of them would seem to engage in an epic unarmed struggle and Chooly would always come out the winner. Of course, the animals were well trained and the whole thing was just "Playtime" for them, but from time to time the danger was real. After all, animals are only SO predictable. One night, there was something strange in the air. Chooly should have noticed it and cancelled the show, but he didn't. Hester was really riled up and a couple times during the performance, he thought she might actually have been fighting for real. He got a little frightened and tightened a hold he used all the time a bit too much. He felt something snap inside the lions neck and he knew something had gone horribly wrong. Within the hour, she was dead, and he was devastated.

No longer trusting in his ability to responsibly wrestle large animals anymore, for the last two years, he's been perfecting a comedy/dog training act with about 25 dogs, each doing tricks in a choreographed order. He still plays the "Great Tamer of Mighty Beasts" character, although, now its a bit sillier. More tongue in cheek, as it were, what with him being constantly "assaulted" and made to look foolish by all variety of small dogs. It's one of the few kid friendly shows in the carnival, and as such, has been drawing really good attendance and making pretty good money for the park. Much to Chooly's suprise, it turns out he's actually pretty funny.

He travels with the entire pack of dogs in his van, so he always smells like dog and he's always sniffling due to his minor allergy to most animal fur, including dog. Most times, he's got at least 4-5 dogs with him.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (14:21:47/09-30-14)
Ok, an oops on the maths...I was indeed reading (very quickly) the bit on reagants in the core book, I've got the other two books but have in no way studied them...

Let's assume he's asking for 50K nuyen worth of Orichalcum/refined radicals etc (I knew I shouldn't have been so specific  ::))...it would be fair enough to point out he doesn't actually expect you to pay that much, but it doesn't hurt to ask!  He's very much taking a punt and the two faces can read that all over him!  He's also pissed about the bikes which isn't helping his opening salvo...

I'll edit the IC a tad...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (16:02:10/09-30-14)
Just FYI - "Lucifer" no doubt refers to Green Lucifer, regional leader of the Ancients.

Of course, Al can't hear the conversation, so no way to help out with that info…I think he's pretty well known in Seattle, though.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (16:56:13/09-30-14)
Gold star for Al...if he cared about such things...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (02:01:30/10-01-14)
And what is Oblique ready to pay? ^^

Yeah, I was pretty sure, Lucifer woul be their boss. But... I thought the metaphors were fitting ;)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: S.Miles on (08:12:07/10-01-14)
Well... I'm gone till sunday with no internet nearby...
Richter would do his best to convince the Ancients that the performance as a "gift" for Lucifer plus the repaired bikes an a little bit of Reagents(1k drams?) should be enough to let us pass.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (08:43:53/10-01-14)
Lol screw the bikes. Karma is a bitch.

"What happened to your bikes? Better call AAA".
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:52:25/10-01-14)
I'm pretty sure this is going to devolve into a throwdown, even with our charismatic (leaders?) speakers. I find it highly unlikely that Oblique will cough up 50 thousand nuyen worth of reagents, and the Ancients are clearly pretty pissed off. I mean, this would be the best situation to fight in; they are split into two groups that both have extremely limited mobility, while we can see (or think we can see) all of them and can start shooting at the first signal.

Not that we would ever fight of course. Just pointing out that if we do, we have, in my mind, some pretty beneficial conditions.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (11:57:57/10-01-14)
i know, i'm currently lolling at the idea that they hire a stack of people to protect them, then they cave straight away and begin asking their employer to cough up further for protection.
At present, what are we even achieving as protection? :-)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (12:00:41/10-01-14)
i know, i'm currently lolling at the idea that they hire a stack of people to protect them, then they cave straight away and begin asking their employer to cough up further for protection.
At present, what are we even achieving as protection? :-)

I don't know. Ghost is all ready to fight (he's been incredibly bored just patrolling the trains), but he's not going to start firing when others want to try and negotiate something.

Currently, we haven't yet pissed off the entire gang of the Ancients and have not yet started a war with them that will last through most of this trip and beyond. Yet.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (12:02:02/10-01-14)
<Shrug> I figure a protection crew is hired to provide advice and assistance to get form Point A to Point B in one piece. That may include making judgement calls at the appropriate points on paying tribute to powerful forces. If a dragon had showed up blocking the road, are we shooting it?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (12:05:53/10-01-14)
<Shrug> I figure a protection crew is hired to provide advice and assistance to get form Point A to Point B in one piece. That may include making judgement calls at the appropriate points on paying tribute to powerful forces. If a dragon had showed up blocking the road, are we shooting it?

That depends on it's age and hardened armor value ...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (14:09:59/10-01-14)
<Shrug> I figure a protection crew is hired to provide advice and assistance to get form Point A to Point B in one piece. That may include making judgement calls at the appropriate points on paying tribute to powerful forces. If a dragon had showed up blocking the road, are we shooting it?

That depends on it's age and hardened armor value ...
lol, if we have a battery of railguns....maybe?! :-)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (15:03:13/10-01-14)
<Shrug> I figure a protection crew is hired to provide advice and assistance to get form Point A to Point B in one piece. That may include making judgement calls at the appropriate points on paying tribute to powerful forces. If a dragon had showed up blocking the road, are we shooting it?

That depends on it's age and hardened armor value ...
lol, if we have a battery of railguns....maybe?! :-)

They have an example in the hardened armor section of someone damaging a (very) young dragon with a damn pistol. APDS Rounds on an Ares Desert Strike is a total of -8 AP. More if I take a Bulls-Eye/Double Tab called shot; depending on how you interpret it, I can get -16 AP. They would need a whopping 27 Hardened Armor if I get 0 net hits to be able to completely block that shot. Hardened armor doesn't do anything if it's on the low end of the scale.

So, I don't know about everyone else, but I could probably damage one. The age and hardened armor value would be my only limiting factor against a dragon.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (15:21:10/10-01-14)
Well we need Oblique's decision to move on. For all we know he's already planning to trade some of the cargo to Lucifer.

Still, they can eat me on the bikes.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (15:34:28/10-01-14)
<Shrug> I figure a protection crew is hired to provide advice and assistance to get form Point A to Point B in one piece. That may include making judgement calls at the appropriate points on paying tribute to powerful forces. If a dragon had showed up blocking the road, are we shooting it?

That depends on it's age and hardened armor value ...
lol, if we have a battery of railguns....maybe?! :-)

They have an example in the hardened armor section of someone damaging a (very) young dragon with a damn pistol. APDS Rounds on an Ares Desert Strike is a total of -8 AP. More if I take a Bulls-Eye/Double Tab called shot; depending on how you interpret it, I can get -16 AP. They would need a whopping 27 Hardened Armor if I get 0 net hits to be able to completely block that shot. Hardened armor doesn't do anything if it's on the low end of the scale.

So, I don't know about everyone else, but I could probably damage one. The age and hardened armor value would be my only limiting factor against a dragon.

Er, and the battery of spirits, quickened spells etc that even the smallest dragon would have available to them...!  Trust me, I made the mistake way back in SR2 of letting my players best a minor dragon, never again :D

<Shrug> I figure a protection crew is hired to provide advice and assistance to get form Point A to Point B in one piece. That may include making judgement calls at the appropriate points on paying tribute to powerful forces. If a dragon had showed up blocking the road, are we shooting it?

I'd agree with that...he's not going to cough up 50K but IC on the way to keep you moving...

Trust me, the threat coming your way is going to be a damn sight more significant than ten out gunned gangers   8)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (15:44:59/10-01-14)
hahaha, well last time I checked, you can't hack dragons. so i know what morgan would do :-) RUN!!!!!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (15:47:59/10-01-14)
@aria, any words on the comms i tried to snoop on?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (15:50:11/10-01-14)
@aria, any words on the comms i tried to snoop on?
Oops, sorry, will have to get back to you on that one when I read up on comm sniffing...I'm still debating over the whole jamming issue, seems daft that you can't jam a 'link but noise can frag a decker over completely...well ish, I know there are scrubbers etc...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (15:53:32/10-01-14)
hahaha, well last time I checked, you can't hack dragons. so i know what morgan would do :-) RUN!!!!!

What about a Dragon Cyber-zombie? :P
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (15:58:37/10-01-14)
@aria, any words on the comms i tried to snoop on?
Oops, sorry, will have to get back to you on that one when I read up on comm sniffing...I'm still debating over the whole jamming issue, seems daft that you can't jam a 'link but noise can frag a decker over completely...well ish, I know there are scrubbers etc...
i tried to lay out all my actions;
1-perception to find their links
2-hack on the fly to put a mark on each (they get a resistance test)
3-use mark to snoop comms

fork program allows me to target two icons simultaneously and i'm running signal scrub for -2 noise and a datajack to push it up to -3 noise reduction total.
thanks!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (16:05:26/10-01-14)
hahaha, well last time I checked, you can't hack dragons. so i know what morgan would do :-) RUN!!!!!

What about a Dragon Cyber-zombie? :P

I can't even imagine how long of a campaign you could get out of that. That is pretty epic. Although Cyber-zombies aren't exactly hackable per se.

@Aria

Oh sure, I would probably be dead if I tried to fight it. I'm just saying that if we managed to ambush one before it could notice anything, then I could damage it.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (17:00:31/10-01-14)
So as far as the gangers. I think our faces should follow Oblique's advice as to contacting the real Ancients bosses. Toss this punk a paltry token (enough to get shot over). Then brick all the bikes and leave them walking home in the ash. If they follow us they better have Docwagon. Bien?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:02:35/10-01-14)
So as far as the gangers. I think our faces should follow Oblique's advice as to contacting the real Ancients bosses. Toss this punk a paltry token (enough to get shot over). Then brick all the bikes and leave them walking home in the ash. If they follow us they better have Docwagon. Bien?

The only question is do we want an example made of the leader, or an example made of the leader? I can either pretty badly wound him, or I can blow his head off his shoulders. You guys decide which is more effective.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (17:48:58/10-01-14)
i think the JFK effect would probably be the more effective myself
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:16:31/10-01-14)
Guess I'll throw my two cents in.

If it is talk, and it does seem to be going that way, then do everything possible to avoid anyone losing face.
Any talking that leaves any party pissed off is a failed talk.



Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:40:05/10-01-14)
i think the JFK effect would probably be the more effective myself

A bullet in the back of the head at 100 yards?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:46:09/10-01-14)
i think the JFK effect would probably be the more effective myself

A bullet in the back of the head at 100 yards?

Well depending on enviromental modifiers, I would be shooting 13 dice with a called shot to the neck. If I just use vitals to put it in the front of his head and out the back I'm looking at 17 dice. Both would be fairly shocking and effective IMO. The neck one might not kill (might), but the vitals one is almost guaranteed to kill. 15P damage before net hits is a pain to soak.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:55:36/10-01-14)
Ok, so course of action #2:

We contact the Ancients' headshed through Torrent, offer Lucifer some of the Pure directly, with the added insight that his boys here want it for themselves. Then we offer free tickets, give the goods at the show. Give them the promise that if he wants more, he can do business with Oblique/Torrent, who will undoubtedly favor the increased demand (as well as profit). Then, we brick everything and offer these fucktards a ride( if Lucifer doesn't want them dead first).

Better?

ETA: I still don't know what the JFK effect is.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (19:28:39/10-01-14)
i think the JFK effect would probably be the more effective myself

A bullet in the back of the head at 100 yards?

Well depending on enviromental modifiers, I would be shooting 13 dice with a called shot to the neck. If I just use vitals to put it in the front of his head and out the back I'm looking at 17 dice. Both would be fairly shocking and effective IMO. The neck one might not kill (might), but the vitals one is almost guaranteed to kill. 15P damage before net hits is a pain to soak.

You're making me want to switch Cutter out for Hammer with his 16P Combat Axe and 14P punch. :/
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:42:33/10-01-14)
You're making me want to switch Cutter out for Hammer with his 16P Combat Axe and 14P punch. :/

Sorry I guess. My guy is just really good at shooting and really likes to do it.

@Lusis

I like the plan quite a bit. Especially since it forces the Ancients to do what we want, rather than the other way around.

I'm assuming by the JFK effect he means either the surprise of the shot to the back of the head, or the fact that he was shot in the throat, then the back, then the neck. That is probably incredibly violent and gory if you imagine it properly. Makes for a good example. I don't know if I can shoot that many times before they notice something though.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:20:47/10-02-14)
Ok, so course of action #2:

We contact the Ancients' headshed through Torrent, offer Lucifer some of the Pure directly, with the added insight that his boys here want it for themselves. Then we offer free tickets, give the goods at the show. Give them the promise that if he wants more, he can do business with Oblique/Torrent, who will undoubtedly favor the increased demand (as well as profit). Then, we brick everything and offer these fucktards a ride( if Lucifer doesn't want them dead first).

Better?

ETA: I still don't know what the JFK effect is.
Now there in lies a plan!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:30:51/10-03-14)
Sorry, I've timed out on getting any more IC up before the weekend, sorry, feel free to IC a conversation with Torrent / Green Lucifer about putting this uppity ganger in his place.  If you're stuck but still want to post you could always interact with some of the colourful members of the circus interested in goings on... there are some ideas for the performers on my Google Docs spreadsheet linked at the beginning of this OoC...

Have a great weekend and I'll get some more stuff going on next week!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:13:39/10-06-14)
Ok, minor speedbump in the campaign it would seem...if I don't hear from our Faces by the end of the today I will move us along to the conclusion of the negotiations...unless anyone still wants to blow the gangers' heads off?  ::)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (08:36:06/10-06-14)
nah, just waiting to hear what i've snooped off the flanker's comms
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (08:44:21/10-06-14)
So are we going with the last plan I pulled out of my ass?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (09:11:24/10-06-14)
So are we going with the last plan I pulled out of my ass?
I'm pretty good with that one, assuming either of our faces come back on to try and execute it.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:38:16/10-06-14)
nah, just waiting to hear what i've snooped off the flanker's comms
I rolled randomly for two gangers, you got one who had his bike nuked and one of the guys flanking on the road with a rifle pointed in the general direction of the convoy...

I'm quite happy for you to play out their conversation IC if you want...they aren't on the dealings with the faces, one of them at least is extremely pissed off (guess which?  ;D) and is urging the other to shoot something!

Oh, and the weather's getting worse...!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (13:56:21/10-06-14)
yeah sounds good. lets IC it then...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (14:26:23/10-06-14)
Oh, and the weather's getting worse...!
Wonderful... I'm going to maintain my position for now. I do have atmospheric sensors on some of my drones/aircraft. Any kind of ETA on when the worst of it might be incoming?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (14:31:48/10-06-14)
So are we going with the last plan I pulled out of my ass?

I would assume so.

In regards to weather, I think Ghost is just going to sit still until he gets a confirmation for a kill.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:11:14/10-07-14)
Oh, and the weather's getting worse...!
Wonderful... I'm going to maintain my position for now. I do have atmospheric sensors on some of my drones/aircraft. Any kind of ETA on when the worst of it might be incoming?
Looks like the main storm front will be on you in the next two hours or so...but that won't be relevant, surely?!?  :o
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:17:37/10-08-14)
Been kinda quiet in this thread...was it something I said?  ???
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:51:01/10-08-14)
Been kinda quiet in this thread...was it something I said?  ???

I don't think so, we just haven't heard from the faces for a while.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (09:20:05/10-09-14)
Been kinda quiet in this thread...was it something I said?  ???

I don't think so, we just haven't heard from the faces for a while.
Ok, the faces may or may not be back, what I'm going to do is timejump us along the journey with the assumption that the ganger thing was resolved - I will be deliberately vague so that if anyone wants to hold this discussion it can be done in flashback without causing too many problems...that way everyone can go back to posting rather than waiting for individuals (at least in theory)...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (13:00:00/10-09-14)
no worries
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:09:45/10-13-14)
Ok,

Before I kick start the next bit of action I need to know where you all are, more or less...at least your meat anyway

I've started with the list below as a base assumption trying to spread you around to cover the most area, if I don't hear from anyone this is where I will consider you to be, otherwise feel free to modify it as you like.  The train is cars 1 - 15, car 7 being the start of landtrain 2

Zweiblumen / Bittorent: With the child seer in car 5
Csjarrat / Morgan: The admin car 3
IShadel / Flicker: With the seer in car 5
Adamu / Al: On top of car 1
8-Bit / Ghost: On top of car 8 (train 2)
Carathas / Leaflock:  Car 6
Lusis / Luz:  On top of car 5
JackVII / Harrier:  On top of car 15, in the Yellowjacket
All4BigGuns / Cutter:  In an outrider position, probably on the left hand side of train 1 given that's where the ghouls are
S.Miles / Richter:  In car 3
TMF / Mr Pink: In car 3
Poindexter / Chooly:  In car 6

I confess I can't remember exactly what was decided about trying to group the performers together into a central location...?  For now we'll say you've managed to relocate key performers (as identified by Oblique) into cars 3-5. There are some more in car 8 (train 2). A couple refused and are staying where they would normally be, and on their heads be it!

The telesma etc is scattered throughout the train in various hidden cranies and bringing it all together is probably too complicated / not worth the effort / downright impossible

If needed I can list out the use of each and every car if that would help...or we can leave it vague for now
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (10:27:03/10-13-14)
Morgan is currently lying in a bunk in the hab car, door closed and his smartgun trained on the door, a VR terminal displaying the smartgun's camera feed as he flies about in and around the host.
I must have missed the post with the car numbers and functions!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (10:40:25/10-13-14)
There wasn't one. Aria said that would be posted if we wanted it.

Looks like Cars 1 and 7 are the engine cars. Car 15 is the caboose of train 2. Car 3 is the Admin Car.

Harrier is definitely on top of Car 15, he is now spooling up the rotors on the Wasp and his Roto-drones.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (11:39:03/10-13-14)
Is recruitment still open like the title says? I'm a novice shadowrun character, although I do have a lot of PBP expierience, and can post everyday. Apologies if recruitment realy isn't still open.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (11:48:53/10-13-14)
More than likely riding closer alongside (maybe ten feet from the side) the train at this point, speeding up and dropping back to keep an eye on as much of the train's length as he can.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:59:01/10-13-14)
Can I see in all directions from train 8? If so, then that's where Ghost would be. Since that's the front of train 2, I assume that's a fairly centralized position, which is good. He wants to be able to see in all directions so that he can snipe and call out if need be, although Harrier is doing a really good job of overwatch.

For the performers, we decided that too many would throw tantrums having to relocate and move equipment, so we decided we had to work around them. Meaning, I don't think we tried moving them; we just decided that if they don't want to make life easier during this long trip, then we'll just have to pull through. That's what we were hired for after all.

Been reading Seattle 2072, quite an interesting read. Also, sorry that I haven't been too active here lately, I've been writing a paper for school, which has kept me quite busy. I'll see if I can get an IC post up later tonight.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:37:27/10-13-14)
Is recruitment still open like the title says? I'm a novice shadowrun character, although I do have a lot of PBP expierience, and can post everyday. Apologies if recruitment realy isn't still open.
Yep, always open!  Throw up a concept / sheet here and we can see how best to integrate you.  A mage of some sort might be useful but I'd rather you play what you want rather than try to round out the group...

@All, it will probably be a good idea to do a car by car description, there are only 15 after all...will just have to re-read Lusis' post so I keep it consistent!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (13:17:58/10-13-14)
Is recruitment still open like the title says? I'm a novice shadowrun character, although I do have a lot of PBP expierience, and can post everyday. Apologies if recruitment realy isn't still open.
Yep, always open!  Throw up a concept / sheet here and we can see how best to integrate you.  A mage of some sort might be useful but I'd rather you play what you want rather than try to round out the group...

@All, it will probably be a good idea to do a car by car description, there are only 15 after all...will just have to re-read Lusis' post so I keep it consistent!

I was thinking of doing an Occult Investigator, but I don't know if the background I built for her fits the campaign, I designed her more for a campaign based around a city. Besides her, I do have the start of a character based off the Weapons Specialist Archetype, who I can fit into anything.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (16:44:33/10-13-14)
Teensy tiniest quibble - biker crisis over, Al is on the left side running board - more company, and just slightly less exposed to the weather than the roof.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Ericen on (19:06:27/10-13-14)
Flicker was heading to the last car to help if the bikers attacked
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (21:14:09/10-13-14)
The cyberbitch is back above the car containing the performers.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:12:58/10-14-14)
I was thinking of doing an Occult Investigator, but I don't know if the background I built for her fits the campaign, I designed her more for a campaign based around a city. Besides her, I do have the start of a character based off the Weapons Specialist Archetype, who I can fit into anything.
An occult investigator would work well, particularly if she happened to need a discrete way back into Seattle after a job in Portland...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (10:45:31/10-14-14)
I was thinking of doing an Occult Investigator, but I don't know if the background I built for her fits the campaign, I designed her more for a campaign based around a city. Besides her, I do have the start of a character based off the Weapons Specialist Archetype, who I can fit into anything.
An occult investigator would work well, particularly if she happened to need a discrete way back into Seattle after a job in Portland...

I will get the character sheet up as soon as I can.

Edit: One question I have though is the Tradition's restriction on tasks each type of spirit can perform. How do you treat that rule?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:05:43/10-15-14)
Ok, here’s what I’ve got so far based on those who have piped up, still not too late to change anything before I commit this to an IC.  Note the train cars have stuff secured to the roof too, cavas etc, so it is possible to make yourselves a nice little nest and not worry about being blown off by the wind.  I will link this at the beginning of the OoC so that we can find it again, and modify as we go through if necessary.

Landtrain A
Car 1: Drivers’ compartment and bunks, backup generator
Car 2: Storage car
Car 3: Admin, Oblique’s office and quarters
Car 4: Coffin quarters
Car 5: Common room / 3no Larger Quarters including the Seer
Car 6: Storage car
Landtrain B
Car 7: Drivers’ compartment and bunks, storage
Car 8: Common room / Kitchen car
Car 9: Coffin quarters, performers
Car 10: Coffin quarters
Car 11: Coffin quarters
Car 12: Common room / Showers / Water recyc
Car 13: Storage car, various roustabouts here
Car 14: Storage car, various roustabouts here
Car 15: Storage car
Outriders / Rest of the convoy
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:08:13/10-15-14)
Edit: One question I have though is the Tradition's restriction on tasks each type of spirit can perform. How do you treat that rule?
Not specifically aware of that rule, can you give a page reference so I can look it up? Thanks
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (14:28:37/10-15-14)
Hi,  Noting that your thread says recruitment is always open, and just a couple of days ago you were enthusiastic about someone coming aboard, I'd be interested in getting on your bus.  That said, I'd hate to force a contrivance to get on the train out of nowhere... so I am wondering when the next thread might begin?  I noted in dumpshock you have a couple of things coming down the pike, but not sure how far out that is.

Thanks!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (15:54:38/10-15-14)
Given the pace of pbp and my current workload I don't anticipate starting another thread until into the new year.  You'd be more than welcome to join the Circus party however as we already seem to have a few AWOL players.  The game was always designed so that slipping more PCs into the mix could be done without too much of a stretch.

You could also pitch in to Looking Glass or Tribes over on Dumpshock...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (16:05:15/10-15-14)
@CT

I've been a little busy with schoolwork recently, so sorry for being a little AWOL. Ghost is going to turn on his Vision Magnification in his cybereyes and take a closer look at the metahumans. Even just confirming they are ghouls might be useful knowledge, but I want to see if they look like they have weapons or are attempting to move toward us. In any case, it will be good to keep an eye on them. I'll make a perception check for the weapons and confirmation, but do I need to use Thermographic Vision, or is Low-light good enough to see? In either case, Ghost would switch to the other to see if he can get a better view.

Taking a look at the "ghouls" (http://orokos.com/roll/228215): 16d6t5 8 [1, 3, 3, 5, 3, 4, 2, 6, 5, 4, 6, 5, 6, 5, 5, 1]*

*As a note; holy ... that is one hell of a roll.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (16:20:50/10-15-14)
Alright, you have turned me from trepidatious toe-dipper to full bore cannonball splash maker.  I have a few questions I'll toss at you in a PM :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (16:45:26/10-15-14)
IC up, apologies that the detail trails off towards the end, I was running out of time and I don't want to rail road you too badly (pun vaguely intended  ::)), yes I could have let you intercept the three hostiles outside the train but I do want to stress the fact that they've covered their tracks well and are by no means the only ones braving the elements to be outside...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (16:49:23/10-15-14)
@CT

I've been a little busy with schoolwork recently, so sorry for being a little AWOL. Ghost is going to turn on his Vision Magnification in his cybereyes and take a closer look at the metahumans. Even just confirming they are ghouls might be useful knowledge, but I want to see if they look like they have weapons or are attempting to move toward us. In any case, it will be good to keep an eye on them. I'll make a perception check for the weapons and confirmation, but do I need to use Thermographic Vision, or is Low-light good enough to see? In either case, Ghost would switch to the other to see if he can get a better view.

Taking a look at the "ghouls" (http://orokos.com/roll/228215): 16d6t5 8 [1, 3, 3, 5, 3, 4, 2, 6, 5, 4, 6, 5, 6, 5, 5, 1]*

*As a note; holy ... that is one hell of a roll.
A mix of lowlight and thermo confirm they are indeed butt ugly feral ghoul types with no obvious manufactured weapons...they might be the least of your worries  ???
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (16:58:14/10-15-14)
@CT

The trio of clowns, are they walking towards the front of the train or towards the back? It seems like they are heading towards the back. I'll edit the IC if my assumption is wrong.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:00:18/10-15-14)
@CT

I believe the trio of clowns boarded an FC Bison RV which just broke away from the pack and is heading toward the front at a relatively high rate of speed.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (17:07:17/10-15-14)
9d6.hits(5)=6 (http://invisiblecastle.com/roller/view/4681563/) Int 3, Perception 4, hot sim 2
perception test, limit I assume would be the sensor rating I'm perceiving through
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:10:22/10-15-14)
@CT

About how long would it take me to get from my position to where I hear the gunfire? I assume maybe 30 seconds? A minute?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:14:02/10-15-14)
9d6.hits(5)=6 (http://invisiblecastle.com/roller/view/4681563/) Int 3, Perception 4, hot sim 2
perception test, limit I assume would be the sensor rating I'm perceiving through

I thought you used Electronic Warfare to perceive through sensors?

Edit: Also, Ghost will put away his Sniper Rifle and pick up his Shotgun. It's loaded with APDS Rounds, and the underbarrel launcher is loaded with flashbangs. Just in case I need to shoot something.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:15:36/10-15-14)
@CT

Just note, there are at least three situations here, although for us to know that IC might require people to post up. Sounds like there is something at the front of the car where Al is, something in a car near Flicker that may be what Luz/Ghost heard, and the RV situation (plus the ghouls which I am not counting yet).

EW Question: You may use EW in place of Perception if using a Sensor Array. Based on the wording of the book, it doesn't seem like it's required and, if only using a single sensor, doesn't appear to be allowed at all. Personally, I always use EW for arrays rather than allowing both, but that's just me.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:20:02/10-15-14)
@CT

I actually didn't know that about Sensors. That's interesting to know.

As for the 3 situations, you told us about the RV, I think I told us about the gunfire I heard near the back. The only one who knows what's happening to Al at the moment is Al, so that's the only unknown one out of the three we know (that we know for now OOC).
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (18:34:29/10-15-14)
@CT

I believe the trio of clowns boarded an FC Bison RV which just broke away from the pack and is heading toward the front at a relatively high rate of speed.
Yes, they came from the rear of train B, where the gunfire now is coming from...

Quick clarification for Al, despite his distraction, the shotgun blast was inside the car, not actually outside...a peak inside won't reveal a pretty view, I'll let your vivid imagination paint the scene if I don't get to it first!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:50:14/10-15-14)
Yikes!

Always happy to be given leave to paint a picture!

But hate to assume which of the two in the cab killed which…

My guess would be the troll killed Frank...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (18:56:12/10-15-14)
Luz will dynamically enter the car containing the scene of the crime. What she will do depends on what she finds:

1. If it is apparent that our three clowns have entered in and shot one of the circus workers, she will skill them. Starting with two semi-auto shots at the most obvious threat.

2. If it is apparent that the clowns have been dealt with by a passenger, she will assist.

3. Above all, she will insure that any unhurt passengers remain that way. If there is a hostage, she will hold fire for a moment.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (19:30:49/10-15-14)
9d6.hits(5)=6 (http://invisiblecastle.com/roller/view/4681563/) Int 3, Perception 4, hot sim 2
perception test, limit I assume would be the sensor rating I'm perceiving through

I thought you used Electronic Warfare to perceive through sensors?
You're allowed to sub it in for perception if you so wish. the rules do not say you must do so however.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:46:53/10-15-14)
Lots of confusion, but I guess that was intended!!!

Al's combat turn - get two passes based on posted initiative score, but will be on Full Defense, so subtract ten leaving me with one IP this turn - please add four dice to defensive rolls.

Tightened the choke to narrow spread in the IC.

Simple Action - open door.

Free Action - hmm, seems SR5 took away Free Action quick perceptions, but the Simple Action description says I can see what is immediately obvious without an Observe in Detail action - just looking for anyone alive with a weapon.

Simple Action - assuming either Frank or Tyrone or someone else is indeed in there and armed, fire single shot, flechette is loaded, narrow spread, rolls posted.
If no obvious target, then will indeed take an Observe in Detail action, again, rolls posted.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (19:48:55/10-15-14)

You could also pitch in to Looking Glass or Tribes over on Dumpshock...

Second that - if you are looking for what might once have been an interesting run if players hadn't dropped out en masse (hmm, maybe it's NOT that interesting…), then jump into Tribes.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (21:47:24/10-15-14)
I finished my PC for Looking Glass, but Dumpshock hasn't approved me for actually posting yet... working on the character for this game... should have a character sheet ready for you guys before the end of the night :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (22:19:38/10-15-14)
Edit: One question I have though is the Tradition's restriction on tasks each type of spirit can perform. How do you treat that rule?
Not specifically aware of that rule, can you give a page reference so I can look it up? Thanks

Street Grimoire Pg. 43. It essentialy is contrary on what the main what says about traditions, saying that now spirits can only perform the tasks that they are listed under for the tradition you follow. For example, you follow the Christian tradition and summon an air spirit? The only action it can do is Heal, never mind that it can't actually heal as an action. Aztec (Which my character is) and summon a Beast Spirit? The only actions he can take are manipulation ones.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (00:24:09/10-16-14)
Betsy "Rodeo" Matthews

Rodeo is a combat mage who has seen one too many spaghetti westerns on the old video boxes.  She specializes in bounty hunting of sorts, but will do just about any work for the right money.

Priorities:
A - Magic
B - Attributes
C - Skills
D - Resources
E - Race

Body  3      Will  5      Edge  3
Agility  3      Logic  2      Magic  6
Reaction  4      Intuition  4      Essence  6
Strength  2      Charisma  5

Initiative8+1d6      Composure  10     Phy Lim  4
M.Initiative8+1d6      Judge Intentions  9     Men Lim  5
A.Initiative8+2d6      Memory  7     Soc Lim  7

Qualities:
Guts (-10) +2 Dice Pool to resist Fear and Intimidation
Mentor Spirit (-5) Wolf: +2 Dice Pool to Tracking.  +2 Dice Pool for Combat Spells, Preperations, and Rituals
Spirit Affinity (-7) Beast Spirits: +1 Service, +1 Dice Pool for Binding
Distinctive Style (+5) Cowboy get-up

Spell  Type  Duration  Range    Drain  Damage
Manaball  M  I  LOS(A)    F  P
Manabolt  M  I  LOS    F-3  P
Stunbolt  M  I  LOS    F-3  S
Stunball  M  I  LOS(A)    F  S
Powerbolt  P  I  LOS    F-3  P
Clout  P  I  LOS    F-3  S
Mana Barrier  M  S  LOS(A)    F-2 
Heal  M  P  T    F-4 
Increased Reflexes  P  S  T    F 
Levitate  P  S  LOS    F-2 
           

SkillRating   SkillRating
Spellcasting  6   Summoning  6
Banishing  6   Alchemy  3
Binding  3   Astral Combat  3
Pistols  2   Leadership  2
Etiquette  2   Negotiation  2
Arcana  1   Running  1
Counterspell  1   Swimming  1
Ritual  1   Animal Handling  1
Assensing  1   Perception  1
Gymnastics  1   Tracking  1
Unarmed Combat  1   Survival  1
Exotic Melee Weapon (BW)  1   L: Spanish  2
L: Lakota  3   S: Sprawl Life  4
S: Security Companies  4   S: Local Gangs  3
A: Magical Theory  2    
      

Connection  Type    Loyalty  Connection
Johnny Two-Feathers  Talismonger       5     4
Biscuit  Fixer       3     3
            

Lifestyle: Squatter x 1 Month - Rodeo is a drifter.  She doesn't stay long in one spot.  She often finds a place to lay low, pays off whatever passes for local protection, and hangs out for a short time before moving on to something else.

Nuyen: 405 Standard Credstick; 0 Standard Credstick; 0 Standard Credstick; 0 Standard Credstick;

Armor: Lined Coat AR 9

Weapons:
Colt Future Frontier:
Acc 5     Dam 8P     AP -1     Mode SS     RC -     Ammo 7(cy)     Notes- Restricted, No License
100 Regular Rounds

Bullwhip (Focus3)
Acc 5     Reach 2     DV 3P     AP +3     Notes - Restricted, No License

Vehicle:
Yamaha Growler
Hand 4/5     Spd 3/4     Accel 1     Bod 5     Armor 5     Pilot 1     Sens 1     Seats 1

Other Gear:
Hermes Ikon Commlink (DR 5)
AR Gloves
Binoculars (Cap 3)
 - Vision Magnicifaction
 - Vision Enhancement Rating 1
 - Thermal Imaging
Contact Lenses (Cap 3)
 - Imagelink
 - Smartlink
 - Flare Compensation
Earbuds (Cap 3)
 - Spatial Recognizer
 - Select Sound Filter Rating 1
Climbing Gear
Survival Kit
Containment Manacles
Plasteel Manacles x3
Biomonitor
Medkit Rating 6
Stim Patch Rating 4 x5
Combat Sense Formulae
Improved Invisibility Formulae
Armor Formulae
Physical Barrier Formulae
DocWagon Basic Subscription
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:26:34/10-17-14)
I did mean to get some IC up before the weekend but I needed to resolve some DS stuff first so I'll give you an OoC breakdown of what can be seen and you can IC from that or wait for me as you like...

Car 1: There is a 'clown' in the doorway with a sawn off, second blast will take out the command console as Al is sticking his head in the door...no chance of damaging Al with his uber def... I suspect he won't be long for this world but if you want to roll for him you can use the ganger on p126 of SR5. EDIT: Feel free to buy hits as I'm not around to roll...he's in cover!

Car 13: There are 3 clowns in here (it was going to be less but I don't want to re-write Flicker's IC  :o) with small arms, maybe an SMG, they have at least one joygirl as a hostage, they won't down weapons as the runners enter and will be belligerent and rude...if you want to risk shooting them you'd better be calling shots or the surrounding circus folk are going to suffer.  Buy hits again if you want...

Outside: The RV is steaming up towards the front of land train A...if anyone bothers to ask Oblique will confirm there is are two performers and their kids inside in addition to the 3 clowns

Er, there are 12 clowns in total...so where are the others?!?  :-X  They are now wearing orange bandanas around their arms and have donned a variety of Halloween masks...thank Mr Pink for their inclusion!

That should keep you busy until I'm back on Monday!  Doubt I'll be posting over the weekend as I've got family stuff on...

@Jayde, welcome to the party, please decide where you'd like to be on the convoy, presumably you are hitching a ride back from a job in Portland...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (14:25:58/10-17-14)
Dice Rolls:

Initiative:

1d6+9: 14 [1d6=5] (http://orokos.com/roll/229472)
1d6+9: 12 [1d6=3] (http://orokos.com/roll/229473)
1d6+9: 11 [1d6=2] (http://orokos.com/roll/229474) + Increase Reflexes of +4 + 2d6 (http://orokos.com/roll/232327) = 23
1d6+9: 14 [1d6=5] (http://orokos.com/roll/229475)
1d6+9: 14 [1d6=5] (http://orokos.com/roll/229476)

Assensing:

5d6t5: 3 [5d6t5=5, 4, 6, 5, 3] (http://orokos.com/roll/228841)
5d6t5: 3 [5d6t5=4, 4, 5, 6, 6] (http://orokos.com/roll/228842)
5d6t5: 2 [5d6t5=1, 5, 3, 1, 6] (http://orokos.com/roll/228843)
5d6t5: 1 [5d6t5=1, 3, 3, 6, 3] (http://orokos.com/roll/228844)
5d6t5: 4 [5d6t5=5, 6, 6, 2, 5] (http://orokos.com/roll/228844)

Spellcasting:

12d6t5: 3 [12d6t5=3, 4, 1, 2, 5, 2, 1, 4, 5, 3, 3, 5] (http://orokos.com/roll/229647)
12d6t5: 4 [12d6t5=5, 5, 3, 2, 5, 4, 6, 3, 1, 1, 1, 1] (http://orokos.com/roll/229648)
12d6t5: 5 [12d6t5=1, 5, 2, 3, 2, 3, 6, 5, 3, 6, 2, 5] (http://orokos.com/roll/229649)
12d6t5: 2 [12d6t5=2, 1, 4, 4, 2, 6, 4, 4, 1, 5, 3, 1] (http://orokos.com/roll/229650)
12d6t5: 4 [12d6t5=2, 4, 3, 6, 6, 5, 5, 1, 2, 4, 2, 3] (http://orokos.com/roll/229651)
12d6t5: 4 [12d6t5=4, 3, 4, 4, 4, 6, 5, 5, 4, 2, 6, 3] (http://orokos.com/roll/229652)

Drain:

10d6t5: 3 [10d6t5=2, 1, 2, 6, 5, 1, 4, 3, 1, 6] (http://orokos.com/roll/229655)
10d6t5: 4 [10d6t5=5, 4, 5, 4, 2, 4, 3, 6, 6, 2] (http://orokos.com/roll/229656)
10d6t5: 4 [10d6t5=6, 5, 3, 1, 1, 3, 5, 4, 5, 2] (http://orokos.com/roll/229657)
10d6t5: 2 [10d6t5=5, 1, 4, 3, 6, 1, 3, 1, 1, 1] (http://orokos.com/roll/229658)
10d6t5: 3 [10d6t5=1, 6, 2, 6, 5, 2, 4, 4, 2, 3] (http://orokos.com/roll/229659)
10d6t5: 3 [10d6t5=1, 5, 5, 1, 2, 4, 1, 1, 6, 2] (http://orokos.com/roll/229660)




Placeholder
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (14:35:36/10-17-14)
Rodeo starts each day/night cycle by summoning a Force 6 Beast Spirit and setting it to 'guard' her as its first service.  So for today's spirit, the rolls are as follows:

7 Successes (http://orokos.com/roll/228391) vs 3 successes (http://orokos.com/roll/228392) to resist.

Against 6 Drain, Rodeo gets 4 successes (http://orokos.com/roll/228393).

She took two stun damage.

Since the train has been moving, she's been resting in Car 8 near the kitchen.  Assuming one hour of rest, she recovers fully (http://orokos.com/roll/228394) from that stun damage.

Future dice rolls will go in the dice post I opened.

If any of this wasn't kosher, let me know!


Quote from: Beast Spirit[

This beast spirit bears the mien of a very large timber wolf.  It's eyes glow a dull yellow.  As it walks, it shakes dust off of it's fur, which falls to the ground without a trace.  It is otherwise a clean and healthy appearing creature.

Body   8     Will   6     Magic   6
Agility   7     Logic   6    Essence    6
Reaction   6     Intuition   6     Edge   3
Strength   8     Charisma   6        

Initiative: 12 + 2d6
Astral Initiative: 12 + 3d6

Skills (all 6): Assensing, Astral Combat, Perception, Unarmed Combat

Powers:
Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience

Optional Powers:
Concealment, Natural Weapon (6P, AP —)

5 Services:

Services Rendered:
Conceal Meat Body - Ongoing
Protect Meat Body - Ongoing
Attack Ghoul Pack - Single Service
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (15:34:16/10-17-14)
Ok, you certainly hear the gunfire in 13...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (15:41:09/10-17-14)
Doing an IC thread with some depth is going to be rough without an idea of the clowns' goals and motivation.

It'll basically be "called shot on the hostage holder; vitals;  edging it."
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (16:46:21/10-17-14)
Yeah, if you give the impression they're stalling for some reason you'll be on the right track... Sorry I haven't got any IC time myself...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (17:13:04/10-17-14)
 I'd rather shoot them in the face...yeah, let's go with that.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (17:16:53/10-17-14)
 ::)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (17:20:33/10-17-14)
Yeah I wanna see what happens when the rigger lets loose :-)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:35:24/10-17-14)
Right now, Harrier's plan is to sick his drones on the RV, more of a show of force than anything. He's maneuvering the Wasp between the front of the convoy and the RV. If the hijackers don't stand down, he'll shoot out the RVs tires. I should have asked from the get-go, but I hope we aren't playing with the insane R&G vehicle called shot rules, are we?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (17:48:26/10-17-14)
I can always brick the fuck out of it if bullets don't work well
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (17:53:59/10-17-14)
That's a good idea. I was planning on a few shots across the bow. But if they don't stop and it has a wireless signal, bricking it and sending in the infantry to rescue the performers and kids is probably the best/safest option. If needed, I can hopefully keep back any ghouls that might show interest in the suddenly stopped vehicle.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (18:04:09/10-17-14)
To make it fit with the flow better, I'm playing it that Rodeo isn't actually part of the run, wasn't hired for protection.  Perhaps at the end of the thread, she had a meeting with a johnson from a previous run or something, to account for receiving some manner of payment at the end.

----

Meanwhile, she's in the car where the shooting is happening and trying to get a good view, from Astral space, of what is going on.  Her meat body is being concealed by the beast spirit who will also physically defend her if she is attacked.  Depending on what she sees/what's going on in the train car, she may send the spirit back as she returns to her own body, or something else, I suppose.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (20:24:16/10-17-14)
@CT

How long does it take for Ghost to get back with Luz and Flicker? Assuming everything hasn't blown up yet.

Also, I don't think Ghost knows about the RV or Harrier hasn't called in for backup, so Ghost is going straight towards the back of the train where he heard shooting.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (00:50:43/10-18-14)
@CT

The only thing Harrier sent was this:

<<@Team [Harrier] You blokes seeing this? Trio of clowns just boarded a Bison and it's tearing towards the front of the convoy. Acquiring a target lock and spooling up the Wasp>>

It entirely depends on how big of a threat that appears to be compared to armed clowns running amok in the cars of the train.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (16:46:24/10-18-14)
Car 1: There is a 'clown' in the doorway with a sawn off, second blast will take out the command console as Al is sticking his head in the door...no chance of damaging Al with his uber def... I suspect he won't be long for this world but if you want to roll for him you can use the ganger on p126 of SR5. EDIT: Feel free to buy hits as I'm not around to roll...he's in cover!

Yikes!
That is a new responsibility - but if it means being able to post IC, I accept!

Sadly, Al is a lot better on defense than offense, and I am loading buckshot for killing ghouls, so that will slow me down vs. his armor jacket.

P126 + a sawn off
Assumptions: since it's a sawn off, I will go with Defiance T250 with buckshot, but it doesn't matter, since as you say he will not get a hit, even on a wide spread with bursts
You say he is in the doorway, but that he has cover - only way I can see that is if it's a body, so I'll go with that in the fluff, but I'm not going to faff with the body barrier rules (they are to his disadvantage anyway).
I'm not going to do anything creative with him, just shoot as much as he can, stopping to aim when he needs to in order to stop recoil penalties.
In the spirit of buying hits, I'll assume his average initiative, rounded up (12).
Will use his one point of Edge at the do-or-die moment, when it is use to Edge or go down.
If any of that is not cool, we can just retcon it, though I think most possible variations will yield a similar result.

So - IP1
He shoots console.
Al opens door, fires and misses.
He shoots at Al and misses

IP2
He shoots SA burst and misses
Al shoots SA burst, he ends up with 6 stun and is knocked back
He aims and shoots from floor, misses

IP3
He fires (short) SA burst, misses
Al fires SA burst and fills his Stun monitor and I think about five into his Physical.

So technically that took 9 seconds of game time - let me know if you want to compress that, or if not if I have run out too far ahead of everyone else.

Marking all the rolls used off my sheet roll post, as you've had me do in LG.
That runs me out of Initiative rolls, but will get some more up soon.

Query:
He fired once - I assume he killed Frank or Tyrone. Can I tell (from the body) which? Is HE either Frank or Tyrone with a mask on? Or was one of them out for a break?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (17:35:58/10-18-14)
Okay, IC is up.

When Al can act again, assuming no one new starts shooting at him right away, he will get into the cab, shut and lock the doors, and take stock of the situation.

Who is here???
Is the clown someone he knows?
Is anyone alive?
How destroyed are the controls?
Did their destruction stop the vehicle? Or is it still running, but out of control?

If Meg is still hanging around, he might say something like, "Make yerself useful, hon, and see if there's anyone else 'round her fixin' ta kill ol' Al."
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (17:01:51/10-19-14)
Here is my character sheet so far, sorry it took so long to get up. I'll have all the decisions made by day after tomorrow at the latest.

Priorities
Meta-D
Resources-E
Magic-C
Stats-B
Skills-A

Stats
Body 3
AGL 3
REA 3
STR 1 (Raise to 2 with Karma)
WIL 4
INT 6
LOG 4
CHA 4
MAGIC 6
EDG 2

Limits:
Mental: 6
Physical: 3
Social: 6

Qualities: Common Mild Allergy (+10) , Insomia (+10), Minor Addiction (Alcoholisim) (+4), A, 3xFocused Concetration (-12)

Karma 7
Raising STR to 2 (-15)
20,000 nuyen (-10)
Spell (Area Thought Recognition) -5

Skills
Conjuring Skill Group 5
Stealth Skill Group 3 2
Influence skill Group 2 0
Spellcasting 6
Counterspelling 5
Perception 5
Con 5
Arcana 4
Pistol 4
Unarmed Combat 4
Locksmith 2
Aseensing 4
Tracking 3
First Aid 2
Ritual Spellcasting 2

Knolwedge Skills

Contacts
Police Detective 3/3
Talismonger 3/3
Hacker 4/3
Fixer 3/2

Spells
Detect Life Extended
Improved Invisibility/Mask (Which one in your opinion is better?)
Combat Sense
Lightning Bolt
Heal
Area Though Recognition

Weapons
Ares Light Fire 70
-100 Regular Round
-50 Gel Rounds
-2 Spare Clips
-Concealed Holster
Lifestyle
1 Month Low Lifestyle

Armor
Lined Coat

Gear
1 Renraku Sensei Comnlink
3 Meta Link Comn Links
30 Security Tags
Bug Scanner
Monocular w/Image Link, Vision Magnification
Rating 4 Fake SIN
Crowbar
3 Rating 4 fake Liscenes (Private Investigator, Posession of a Firearm, Concealed Carry)
Rating 6 Medkit
Nuyen: 1,460
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:07:13/10-20-14)
@Saithor: welcome on board!  Like Jayde I'd suggest you are hitching a ride rather than being hired to protect the convoy - unless you see yourself as one of the circus folk?  That would be fine too!  Can we have a character name and some rough background so that I can link your sheet at the front of the OoC?  Oh, and what are you allergic too?  Hope it's not volcanic ash!

Improved Invis vs Physical Mask: it's situational and I don't think one is better than the other but I'd go Physical Mask rather than Mask if you choose that route. You get a free fixer contact so you could drop that one and get both spells???

I can always brick the fuck out of it if bullets don't work well
It's a 2064 model Ford Canada Bison so throwback time!  Won't be wifi compatible... won't be compatible with bullets either :P

Okay, IC is up.

When Al can act again, assuming no one new starts shooting at him right away, he will get into the cab, shut and lock the doors, and take stock of the situation.

Who is here???
Is the clown someone he knows?
Is anyone alive?
How destroyed are the controls?
Did their destruction stop the vehicle? Or is it still running, but out of control?

If Meg is still hanging around, he might say something like, "Make yerself useful, hon, and see if there's anyone else 'round her fixin' ta kill ol' Al."

Frank and Tyrone were in the cab when the wide choke shotgun went off - neither were in armour so both are dead/in a seriously bad way! 
The clown's cover was supposed to be the door out of the cab to the rear but a body does just as well :P
The controls are fragged, the train is still moving slowly but veering off course towards the side of the road/ruined buildings
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:13:12/10-20-14)
@CT

How long does it take for Ghost to get back with Luz and Flicker? Assuming everything hasn't blown up yet.

Also, I don't think Ghost knows about the RV or Harrier hasn't called in for backup, so Ghost is going straight towards the back of the train where he heard shooting.
For simplicity I will assume you are more or less on station at about the same time assuming you are moving to Car 13...?  Cutter and Harrier can probably deal with the RV...

@All: I'm recruiting for 'Through the Looking Glass' on Dumpshock if anyone wants to try their hand at another one of my threads?  Adamu will be playing Al over there and the timeline will be set after CT so you could play your current characters if you wanted to or make new.  It's a data steal job so I might have to scratch my head a bit if Harrier wants to come and play  ;D

Tribes could also do with some more bodies if you wanted to create some 'street scum' characters!

All rewards are cumulative across all games (although I'd prefer it if they got balanced over multiple characters if possible but not something I'm going to enforce with any strictness...)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (08:33:44/10-20-14)
are we rolling initiative with the situation turning to a fight?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (11:46:23/10-20-14)
@CT

are we rolling initiative with the situation turning to a fight?

I second that question.

All right, I'll write an IC to put myself just behind Luz's position then; do you want me to make anything up about what Ghost and Luz see, or do you want to make an IC post describing it? I'll go with barebones for now.

----------------------

I'm interested in those threads, so I'll see if I can come up with some character concepts. If I don't use any of the karma or money I've accumulated, will that be fine? I'm honestly thinking I'm going to stockpile it for a while until I see which characters I want to improve.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Ericen on (12:02:53/10-20-14)
Well Flicker is going to free the joy girl first, more than likely but putting the throwing spike through the clowns face. Then the other 2 are going to meet my sword.

And I am Haze on dumpshock. Waiting there to see Al's play.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: All4BigGuns on (12:34:46/10-20-14)
Pistols 5 + Semi-Automatic specialty 2 + Agility 6 + spending Edge 5 = 18 dice.  Roll == 18d6.hitsopen(5,6)=6 (http://invisiblecastle.com/roller/view/4686257/) Damage == 7P base with -5 AP (APDS ammo)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (12:38:28/10-20-14)
I will get an IC up tomorrow at the latest so if you can restrain yourselves until then that's fine... if you are burning to post then feel free to describe the scene as per my post just before the weekend and I will take on any details you add...

The joygirl / other hostages are firmly between the clowns and you lot... I don't think anyone has come from car 14 yet so they are focused towards car 12...yes, they will be getting more hostages as you turn up, it's what they are here to do...

Initiatives please and you can be more specific and declare attacks, rolls etc... I would urge for call shots as a minimum to avoid hitting hostages...oh, and don't miss!  Don't worry if you pick the same target...unless you are coordinating who you are hitting then it's a bit of a free for all, let's hope you don't all decide to target the same clown and end up on the receiving end of their weapons in return  :o
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (13:05:50/10-20-14)
@CT

How large is this area? Basically, if I toss a flashbang in there, will it hit everyone, including Luz and myself? I would assume so, which is why I don't think I'm going to be tossing them in. Also, since we can see the clowns, do they appear to be wearing any sort of armor? I would assume so, but does it look like a vest, or a jacket?

Initiative (http://orokos.com/roll/228628): 15+3d6 30

Damn, just below 4 passes.

Action Pass 1 on Initiative 30:
Simple Action - Take Aim at the first Clown I see (+1 to Attack Roll)
Free Action - Call a shot to Vitals (-4 modifier to the shot, +2 DV as per page 196 of the Core Book of SR5) - For flavor, I think I'll put it located at his heart; a messy and terrifying wound to look at.
Simple Action - Shoot Enfield AS-7 in BF mode at the Clown - 11 Agility + Longarms 6 + 1 for Take Aim + 2 for Smartlink - 4 for Called Shot = 16 dice to Attack.

Shooting Enfield AS-7 at the first clown I see (http://orokos.com/roll/228632): 16d6t5 8 [5, 4, 1, 3, 4, 2, 3, 3, 6, 5, 5, 6, 6, 6, 6, 4] - Limited to 7 hits due to Accuracy.

The Clown takes a -2 penalty to his defense test, but not to the soak roll. DV 15P + Net hits, AP -5. 3 APDS rounds used in 24 round drum. 21 remaining in drum, 47 remaining total.

--------------

Speaking of drums, I spent 5 nuyen per drum as if it were a clip. A drum may be more expensive if you choose it to be. Whatever the cost, can I retroactively pay it so that I have drums for the shotgun?

Also, a lot of those numbers are just for me to keep track of ammunition, so that I can track my expenses and if I'm going to run out of ammo. They are not 100% necessary to the shot.

Edit: Another question to add. How long does it take to reset Progressive Recoil for this game? Normally it's a full Action Pass without shooting, which is fine by me. I just wanted to make sure you didn't have any houserules.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (13:06:51/10-20-14)
I will get a background and so on up as soon as I can. I did post the page number for that question I had, I don't think I ever to an answer.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (15:56:37/10-20-14)

And I am Haze on dumpshock. Waiting there to see Al's play.

Well, as long as we are crossing boards…

I'll be ICing in LG right after Gotham (about an hour from now, and I'll post my thoughts to you OOC as well.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (16:07:14/10-20-14)
@CT

Here's Harrier's actions/rolls:

Sensor Lock (Pre-Initiaitve): 14d6.hits(5) → [5,6,1,3,6,1,1,6,6,6,1,4,1,1] = (6)
Initiative: 9+4d6 → [9,6,5,3,6] = (29)
CT1, IP1
Complex Action: Firing a short FA burst into the area in front of the RV as a warning shot (No roll)
Free Action: Create an open ARO stating: HALT THE RV! NEXT SHOT IS FOR REAL!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:11:27/10-20-14)
New initiative rolls up with my other rolls.

Unless attacked, I think Al may be out of the fight now, as next action may take a while in terms of 3-second combat turns.

Will use Automotive Mechanic + Juryrigging quality to keep "destroyed device so that it will operate just one more time…"

Idea is to get into the guts under the console and find something to manipulate so that I can maintain control of the rig for 1d6 minutes - probably long enough to be done with combat, maybe away from ghouls, and stop safely so that we can conduct a real repair as quickly as possible.

Logic + Skill + Juryrigger bonus = 13 dice
I've got tools, but will leave adding or subtracting situational mods to GM.
Though note that base threshold is lowered by one.
http://invisiblecastle.com/roller/view/4686626/ (http://invisiblecastle.com/roller/view/4686626/)
13d6.hits(5) → [6,2,5,6,3,1,5,5,4,5,6,2,6] = (8)

Note also that Mental Limit is 7.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (18:15:53/10-20-14)
Click "Modify" on your post. Click the "Attachments and Other Options". There is a checkbox that says "Don't Use Smileys." Check it, click "Post" or "Save" and it will remove the smiley.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (18:43:45/10-20-14)
Click "Modify" on your post. Click the "Attachments and Other Options". There is a checkbox that says "Don't Use Smileys." Check it, click "Post" or "Save" and it will remove the smiley.

Sweet - much appreciated!
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (19:30:55/10-20-14)
Click "Modify" on your post. Click the "Attachments and Other Options". There is a checkbox that says "Don't Use Smileys." Check it, click "Post" or "Save" and it will remove the smiley.

Sweet - much appreciated!

No problem, glad I could help.

@Aria

How do you handle the rules for Bull's Eye/Double Tap from Run & Gun? From the errata:

Quote from: Run & Gun Errata; page 3
The attack results in an AP increase equal to the base weapon AP multiplied by the number of bullets in the burst with a maximum modifier of x3.

So, if I shot a gun with a -4 AP, and shot 3 bullets, then it would have -12 AP. However, it says it's an increase to AP. Does that mean, that since the gun normally has a -4 AP, and APDS Rounds normally give -4 AP, that I would add them all together? The end result would be -20 AP, which seems a little ridiculous if you ask me. I only ask because I may end up using this called shot at some point, so I want to make sure I'm staying within the rules.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Lusis on (20:10:24/10-20-14)
If any hackers are still in this, could we get the clown's guns bricked?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (20:11:12/10-20-14)
If any hackers are still in this, could we get the clown's guns bricked?

Yes, that would be useful. It would be much better if they can't kill the hostages we are supposed to protect/save.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (22:31:15/10-20-14)
Alicia Reeves

Priorities
Meta-D
Resources-E
Magic-C
Stats-B
Skills-A

Stats
Body 2
AGL 3
REA 3
STR 1 (Raise to 2 with Karma)
WIL 5
INT 6
LOG 5
CHA 5
MAGIC 6
EDG 2
Initiative: 9+1d6
Astral Initiative: 12+2d6
Condition Moniter Physical: 10
Stun: 10
Overflow: 3
Limits:
Mental: 6
Physical: 3
Social: 6

Qualities: Common Mild Allergy (+10) , Insomia (+10), Minor Addiction (Alcoholisim) (+4), A, 3x Focused Concetration (-12)

Karma 4
Raising STR to 2 (-10)
20,000 nuyen (-10)
Spell (Area Thought Recognition) -5
Mentor Spirit (Snake) -5
4 Service Bound Fire Spirit Force 6 (Optional Powers Guard and Search) -4
3 Service Bound Water Spirit Force 6 (Optional Powers Binding and Weather Control)  -3
Skills
Conjuring Skill Group 5
Stealth Skill Group 3 2
Influence skill Group 2 0
Spellcasting 6
Counterspelling 5
Perception 6
Con 6
Arcana 4
Pistol 4
Locksmith 2
Aseensing 6
Tracking 3
First Aid 2
Ritual Spellcasting 2

Knolwedge Skills
Law 4
Criminal Organization 4
Megacorporations 2 (Specialization: Aztecchnology)
Gang Identification 4
Sprawl Life 2
Security Companies 3

Contacts
Police Detective 3/3
Talismonger 3/3
Hacker 3/2
Tialli Ichtaca 4/4

Spells
Detect Life Extended
Physical Mask
Combat Sense
Lightning Bolt
Heal
Area Though Recognition
Mob Mind

Weapons
Ares Light Fire 70
-100 Regular Round
-50 Gel Rounds
-2 Spare Clips
-Concealed Holster
Lifestyle
1 Month Low Lifestyle

Armor
Lined Coat

Gear
1 Renraku Sensei Comnlink
3 Meta Link Comn Links
30 Security Tags
Bug Scanner
Glasses Capacity 4 w/Image Link, Vision Magnification, Vision Enhancement 1, Thermographic Vision
Rating 4 Fake SIN
Crowbar
3 Rating 4 fake Liscenes (Private Investigator, Posession of a Firearm, Concealed Carry)
Rating 2 Ear Buds W/ Audio Enhancement 2
Rating 6 Medkit
Rating 6 Bug Scanner
Rating 4 Area Jammer
Rating 3 Sequencer
Nuyen: 8610
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Csjarrat on (04:14:31/10-21-14)
"e author=Lusis link=topic=17794.msg326750#msg326750 date=1413850224]
If any hackers are still in this, could we get the clown's guns bricked?
[/quote]
I'd love to but its a bit of a free for all at the moment, i was still awaiting my perception roll results from before.
If we're moving to initiative now: 10 + 4d6
4d6=14 (http://invisiblecastle.com/roller/view/4687147/) = 23 INI in hot sim.

Deck loadout:
Attack 7(+1)//DP 6(+1)// Firewall 5//Sleaze 4

Programs (4):
-Toolbox {+1dp}
-Decryption {+1 attack}
-Hammer {+2dv}
-Virtual Box: -BioFeedback Filter {+2 soak dice}
                      -Signal Scrub {-2 noise}

Total noise reduction = 3

@GM, please can you confirm whether I can see the ICONS as normal (ie are they broadcasting?)
if not, my first action will be matrix perception:
13d6.hits(5)=5 (http://invisiblecastle.com/roller/view/4687150/)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (08:17:09/10-21-14)
@GM, please can you confirm whether I can see the ICONS as normal (ie are they broadcasting?)
if not, my first action will be matrix perception:
13d6.hits(5)=5 (http://invisiblecastle.com/roller/view/4687150/)
This is where my matrix knowledge gets a little hazy...so please bear with me and feel free to point out if I've blundered...

There are multiple commlinks in the area, some will be hidden and some not, some will be accessing the host and visible there, some won't.  For sanity sake let's assume the clowns aren't on the host.  Now, do you need to be on the same grid as them to see them?  I suspect the 100m rule 'everything visible' overrides that otherwise you'd need to be on exactly the same grid to see an icon (right???  Except the matrix perception table implies you need to be on the grid and there's something in the hosts section saying you can't see in/out of the host boundary...).  So you'll need matrix perception for any hidden icons as normal, and don't be surprised if you find some of the roustabouts/performers in there.  I suspect the clown's 'links won't be projecting an 'I'm a clown' ARO so you'll need to do some sifting to hone in on them...boring I know :P  unless I've missed something obvious...?

So, hit one on perception = yes there are hidden icons, please feel free to ask me some questions from the table on 235 of the core book :D

@Aria

How do you handle the rules for Bull's Eye/Double Tap from Run & Gun? From the errata:

Quote from: Run & Gun Errata; page 3
The attack results in an AP increase equal to the base weapon AP multiplied by the number of bullets in the burst with a maximum modifier of x3.

So, if I shot a gun with a -4 AP, and shot 3 bullets, then it would have -12 AP. However, it says it's an increase to AP. Does that mean, that since the gun normally has a -4 AP, and APDS Rounds normally give -4 AP, that I would add them all together? The end result would be -20 AP, which seems a little ridiculous if you ask me. I only ask because I may end up using this called shot at some point, so I want to make sure I'm staying within the rules.
Hmmm, I re-read this and read the errata and I'm still not 100% sure... -20AP is clearly ridiculous, I suspect the intention (as APDS is the requisite ammo) is that you ignore the -4AP from that and it is just base x3, -12 in the example you gave.  Of course this is a bit bogus if you try this with a weapon that has no -AP so who the hell knows :P

Idea is to get into the guts under the console and find something to manipulate so that I can maintain control of the rig for 1d6 minutes - probably long enough to be done with combat, maybe away from ghouls, and stop safely so that we can conduct a real repair as quickly as possible.

Logic + Skill + Juryrigger bonus = 13 dice
I've got tools, but will leave adding or subtracting situational mods to GM.
I think 'guts' on the console may be a negative situational mod  ??? but you've more than covered it...so out of the fight for a few rounds unless more clowns come to see what happened to their buddy  ;D

I will get a background and so on up as soon as I can. I did post the page number for that question I had, I don't think I ever to an answer.
This question?
Street Grimoire Pg. 43. It essentialy is contrary on what the main what says about traditions, saying that now spirits can only perform the tasks that they are listed under for the tradition you follow. For example, you follow the Christian tradition and summon an air spirit? The only action it can do is Heal, never mind that it can't actually heal as an action. Aztec (Which my character is) and summon a Beast Spirit? The only actions he can take are manipulation ones.
Not sure about the page reference, can't see it on p43?  Anyway, it sounds like rubbish to me and I'm going to ignore it!

Aztech heh?  Looking forward to seeing your background!  :)
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Jayde Moon on (12:02:14/10-21-14)
With Rodeo astrally in the car where everything is going on, I am taking an assessing roll.  I've started my roll chart here (http://forums.shadowruntabletop.com/index.php?topic=17794.msg326281#msg326281) and the first assessing check is 3 successes.

As I have time and stuff comes up, I'll fill that out more with rolls.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (14:47:24/10-21-14)
It's all getting a bit dystopian... at least I hope that I'm portraying that flavour... this circus is a little more than it seems on the surface (no surprise there really right?!?)...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (14:53:31/10-21-14)
@CT

It's all getting a bit dystopian... at least I hope that I'm portraying that flavour... this circus is a little more than it seems on the surface (no surprise there really right?!?)...

I like it!

So, in response to the clown giving us a hard time, I will perform my action and shoot him. I'm assuming I am most likely going first (although maybe not), but hell, it will be fun watching his companions looks of (hopefully) horror.

To reiterate, here was my action. I'll hold off on the IC post until I get the result of whether I killed this crazy clown or not.

Initiative (http://orokos.com/roll/228628): 15+3d6 30

Damn, just below 4 passes.

Action Pass 1 on Initiative 30:
Simple Action - Take Aim at the first Clown I see (+1 to Attack Roll)
Free Action - Call a shot to Vitals (-4 modifier to the shot, +2 DV as per page 196 of the Core Book of SR5) - For flavor, I think I'll put it located at his heart; a messy and terrifying wound to look at.
Simple Action - Shoot Enfield AS-7 in BF mode at the Clown - 11 Agility + Longarms 6 + 1 for Take Aim + 2 for Smartlink - 4 for Called Shot = 16 dice to Attack.

Shooting Enfield AS-7 at the first clown I see (http://orokos.com/roll/228632): 16d6t5 8 [5, 4, 1, 3, 4, 2, 3, 3, 6, 5, 5, 6, 6, 6, 6, 4] - Limited to 7 hits due to Accuracy.

The Clown takes a -2 penalty to his defense test, but not to the soak roll. DV 15P + Net hits, AP -5. 3 APDS rounds used in 24 round drum. 21 remaining in drum, 47 remaining total.

--------------

Speaking of drums, I spent 5 nuyen per drum as if it were a clip. A drum may be more expensive if you choose it to be. Whatever the cost, can I retroactively pay it so that I have drums for the shotgun?

Also, a lot of those numbers are just for me to keep track of ammunition, so that I can track my expenses and if I'm going to run out of ammo. They are not 100% necessary to the shot.

Edit: Another question to add. How long does it take to reset Progressive Recoil for this game? Normally it's a full Action Pass without shooting, which is fine by me. I just wanted to make sure you didn't have any houserules.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (15:26:52/10-21-14)
You're shooting burst fire at a clown behind a hostage???  I grant you I wasn't exactly clear about where everyone was in my rush to get an OoC/IC going... in the spirit of being overly generous (and covering up for the lack of description) I'll let you choose one who was reaching for a hostage rather than actually having one...so scratch one clown, more gore ensues, please do IC!

Drums and clips aren't a big priority for me so I will say for now they cost the same as a clip, they are certainly insignificant when compared to effectively 1000 nuyen per post!

No houserules...as this game was intended to allow multiple GMs it seemed easier to stick to RAW as far as reasonably possible...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: JackVII on (15:32:22/10-21-14)
Just to be clear, the errata and posts from freelancers have made clear that progressive recoil is cancelled if you take another action between shooting in a given pass. So, if you use a Complex Action 6-round Long Burst during your first IP, then you can Take Aim (Simple Action) and fire a 3-round Short Burst (Simple Action) during a second IP and not suffer from progressive recoil. If you were to then fire another Complex Action 6-round Long Burst in your 3rd IP, you would be suffering from the progressive recoil attributed to the 3-round burst since you didn't take an action between the two to cancel Progressive Recoil.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: adamu on (16:20:53/10-21-14)
@Aria - since your IC has referenced the speech I suggested in the OOC thread, I will just retcon it into my previous IC post for the sake of flow.

Next IC post is just fluff - though you've already ruled the juryrig a success, it likely won't be finished or game relevant until the whole combat is done.

But this Meg character is starting to creep Al out! She didn't seem like much of a threat before (and he has no idea about her connection with the seer), but now he's getting a bit wary of her…and yet with the rig about to run aground in a few seconds, he can do little but keep working and talk...
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (16:40:32/10-21-14)
You're shooting burst fire at a clown behind a hostage???  I grant you I wasn't exactly clear about where everyone was in my rush to get an OoC/IC going... in the spirit of being overly generous (and covering up for the lack of description) I'll let you choose one who was reaching for a hostage rather than actually having one...so scratch one clown, more gore ensues, please do IC!

Drums and clips aren't a big priority for me so I will say for now they cost the same as a clip, they are certainly insignificant when compared to effectively 1000 nuyen per post!

No houserules...as this game was intended to allow multiple GMs it seemed easier to stick to RAW as far as reasonably possible...

Oh, oops. I thought the hostages were like tied up, do you mean the clown is like physically holding a hostage in front of him to protect his body? Classic movie style? That makes more sense.

I will get an IC up saying that I shot one of the other clowns I guess, unless you want me to reroll the shot to shoot the very small target of his head that would not be covered by the hostage. Next time, I'll make sure to get all the details sorted out before shooting someone, sorry about that.

Edit: I guess I should note that burst fire is still fairly controlled due to the Gas-Vent 3 System, Foregrip, and Ghost's training. The Shotgun is also shooting slugs, which means that it's just as precise as a pistol shot, which is pretty accurate if fired well. You are right about the whole hostage thing though; gah, I feel like I screwed up so much.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (17:08:38/10-21-14)
All right, IC is up. I tried to keep it fairly short and to the point, as combat is a fairly frenzied fest of emotions and actions that is note exactly conducive to long conversations. I took a little bit of leeway and had Ghost speak, even though I didn't have any actions left. If you want, I'll edit the post and remove the short speech that was in there.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (17:30:36/10-21-14)
Style over substance every time :)

And don't worry about the shooting thing, as I said, my fault for not being clear. I appreciate players taking on some of the story, helps flow in pbp which is in danger of being soooo slow :P
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (23:02:09/10-21-14)
Here's my skeleton of a background so far.

Born in Denver, Father left at an early age, raised by mother, was introduced by mother to Tialli Ichtaca, head of the Aztec religion in Denver. Mother died of violent causes, Alicia found refuge with the Aztec's, at some point realized she was awakened and was approached by the Snake. Having a thirst for knolwedge, she left Denver and began to work. Recently hitched a ride on a carnival train.

I'll flesh it out later, just wnated to make sure the skelton was good. Also, I realize that besides Spirits, my character isn't going to really be a combative character, is that a problem?
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: 8-bit on (23:15:22/10-21-14)
Here's my skeleton of a background so far.

Born in Denver, Father left at an early age, raised by mother, was introduced by mother to Tialli Ichtaca, head of the Aztec religion in Denver. Mother died of violent causes, Alicia found refuge with the Aztec's, at some point realized she was awakened and was approached by the Snake. Having a thirst for knolwedge, she left Denver and began to work. Recently hitched a ride on a carnival train.

I'll flesh it out later, just wnated to make sure the skelton was good. Also, I realize that besides Spirits, my character isn't going to really be a combative character, is that a problem?

Not a problem at all. As long as you don't feel left out during combat scenes, I'm sure we will find a way to get you interacting and roleplaying.
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: Aria on (17:14:58/10-22-14)
Anyone else want to pitch in?  Otherwise I'll start on the next IC tomorrow...you might want to have thinned their ranks a tad before I do  8)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (17:22:52/10-22-14)
Well, I have no idea what Initiative everyone is acting on, so I can't exactly act out of order. Otherwise, sure, if the clowns aren't going to back down yet, I'll keep shooting them.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (17:52:29/10-22-14)
Yeah, until we know what the initiative order is, its really hard to properly plan the combat turns. As it is, it's probably going to take me two turns just to find and locate an icon to act against so it won't affect me much but it would be really good to get a full combat order made up for your own clarity as much as everyone elses
Title: Re: [5e OoC] 2075 Persistent World Campaign; recruitment always open
Post by: saithor on (19:18:30/10-22-14)
Here's my skeleton of a background so far.

Born in Denver, Father left at an early age, raised by mother, was introduced by mother to Tialli Ichtaca, head of the Aztec religion in Denver. Mother died of violent causes, Alicia found refuge with the Aztec's, at some point realized she was awakened and was approached by the Snake. Having a thirst for knolwedge, she left Denver and began to work. Recently hitched a ride on a carnival train.

I'll flesh it out later, just wnated to make sure the skelton was good. Also, I realize that besides Spirits, my character isn't going to really be a combative character, is that a problem?

Not a problem at all. As long as you don't feel left out during combat scenes, I'm sure we will find a way to get you interacting and roleplaying.

Combat is what Spirits are for.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (19:55:05/10-22-14)
Ghost and Luz seem to be giving up no momentum it seems.

Luz will Take Aim (DP Bonus) and Push the Limit of her first (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142) Automatics roll, declaring a semi-auto shot to the vitals (brain pan).
14d6: [14d6=3, 5, 2, 5, 1, 6, 5, 3, 5, 2, 4, 4, 2, 2 Link (http://orokos.com/roll/220365) =7 5 Hits
Push the Limit Edge Roll (5 -4DP for Called Shot, +1 for Exploding Dice on previous roll) 2d6t5: [2d6t5=6, 2] Link (http://orokos.com/roll/229025) = +1 Hit

So 8 6 hits (unless you want a fresh roll considering it's edged) From the M23  (9P, -2AP) +2 DV for Vitals.

Out of curiosity, why did the title of this game thread change?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (20:10:04/10-22-14)
Ghost and Luz seem to be giving up no momentum it seems.

Luz will Take Aim (DP Bonus) and Push the Limit of her first (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142) Automatics roll, declaring a semi-auto shot to the vitals (brain pan).
14d6: [14d6=3, 5, 2, 5, 1, 6, 5, 3, 5, 2, 4, 4, 2, 2 Link (http://orokos.com/roll/220365) = 7 Hits
Push the Limit Edge Roll (5 -4DP for Called Shot, +1 for Exploding Dice on previous roll) 2d6t5: [2d6t5=6, 2] Link (http://orokos.com/roll/229025) = +1 Hit

So 8 hits (unless you want a fresh roll considering it's edged) From the M23  (9P, -2AP) +2 DV for Vitals.

Out of curiosity, why did the title of this game thread change?

How did  you get 7 hits with only 5 rolls or 5 or 6? I'm new to the game, thought that only 5's and 6's are hits?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (20:12:27/10-22-14)
Ghost and Luz seem to be giving up no momentum it seems.

Luz will Take Aim (DP Bonus) and Push the Limit of her first (http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142) Automatics roll, declaring a semi-auto shot to the vitals (brain pan).
14d6: [14d6=3, 5, 2, 5, 1, 6, 5, 3, 5, 2, 4, 4, 2, 2 Link (http://orokos.com/roll/220365) = 7 Hits
Push the Limit Edge Roll (5 -4DP for Called Shot, +1 for Exploding Dice on previous roll) 2d6t5: [2d6t5=6, 2] Link (http://orokos.com/roll/229025) = +1 Hit

So 8 hits (unless you want a fresh roll considering it's edged) From the M23  (9P, -2AP) +2 DV for Vitals.

Out of curiosity, why did the title of this game thread change?

How did  you get 7 hits with only 5 rolls or 5 or 6? I'm new to the game, thought that only 5's and 6's are hits?


Doh! My bad. Thanks!

Should've been 6 hits total. Post is edited.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (22:18:35/10-22-14)
Is it okay for me to start posting IC?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (22:24:11/10-22-14)
Sure, just figure out where you are and what you're doing. It's likely our group hasn't had contact with you yet, so just be careful in how you approach the people who are currently, ahem, murdering psychopathic killer clowns.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (22:51:39/10-22-14)
Assensining on Rodeo:6, 1, 2, 3, 3, 4, 3, 4, 1, 1, 5, 3  So two hits total.

Also, Alicia is ready to sick a spirit on somebody if you guys think you need help. That's assuming you can order spirits from the Astral plane. Can you?

Edit: Did make one final decision on my character, did not affect Assensining Test. Will not be making any more edits.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (04:49:25/10-23-14)
Ok, bit of housekeeping before I get into rolls etc later...

Campaign Name: This has changed to match Dumpshock and is a guarded reference to some of my future ideas.  Jayde has suggested that I look into Obsidian Portal as a cross forum campaign reference place for contacts, maps etc and that will mean needing a single name.  The individual sub threads are staying as they are and I'll probably still just refer to it as '2075'

Initiative 'Houserule': Well not a rule as such... I agree that keeping track is a pain and I confess that with the nature of pbp I tend to compare yours against the foe but ignore your fellow PCs because people post at different rates and I prefer flow to strict RAW (I try my best to ensure the differences between PCs don't mean a high initiative character is penalised against a low one though)... what I propose is that you roll once and I will record that against your name in a list and link it at the beginning of the OoC (I might even re-order the names in more or less initiative order).  So that people aren't screwed by a single bad roll you are free to re-roll at the beginning of any combat phase as normal but you will have to prod me to get me to update the list.  If another GM comes along for a thread (adamu is GMing Tribes for me over on DS for example) then I can link a list they create and manage instead.  If this meets with majority approval I will add a note at the beginning of this OoC and the DS OoC too for consistency.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (04:50:42/10-23-14)
Assensining on Rodeo:6, 1, 2, 3, 3, 4, 3, 4, 1, 1, 5, 3  So two hits total.
I'd prefer it if you and Rodeo describe what each other can see in terms of your own auras.  You can do it OoC or do an @xxx post in the IC and it will count towards your reward/post count...)

Flicker matches action to words no sooner than he finishes his sentence than his arm blurs forward and the throwing spike strikes the eye of the clown holding the joy girl. Living up to his name he is standing next to the hostage with the katana blade flashing in the light. And as if by magic 2 more throwing spikes are in his hand replacing the one  that is resting in the clowns eye.

It is said if you must resort to violence you have already lost.

Flicker appears to be calm and is waiting to intervene if one of the clowns makes a move towards them.
I checked your throwing rolls, 9D base, I hope you were calling shot against the clown or you seriously risked hitting the joygirl?!?  It worked out ok though as you had plenty of hits on that first roll!  Any chance you can list your actually rolls rather than the sum?  Makes knocking off D easier for me if there are modifiers etc...same goes for everyone else!  I'm lazy and prefer not to have to follow links if I don't have to  ;)

Side note, you don't appear to be ambidextrous so I'm guessing the katana is in your off hand at the moment???
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:37:27/10-23-14)
I agree with the Initiative thing. I'm all for posting IC as needed, and going smudging the rules slightly, but when we get into combat, it sort of is important that a high Initiative character (like mine) is not taking 2 - 4 turns without anyone, including the opposition, doing anything. I think it will definitely help stuff flow if we know people's intiatives (I'm assuming we will use prerolled stuff unless we specifically roll) so that we can keep the PbP moving.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Ericen on (12:13:25/10-23-14)
Be happy to list and yes in my off hand since attack with katana will be a 2 handed strike.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (12:25:11/10-23-14)
Sounds good.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (13:31:07/10-23-14)
Saithor, is Alicia in a train car or outside of them?  It's pertinent in that, afaik, you cannot see through solid objects from the astral (though you can easily travel through them).

So that will determine if Rodeo sees Alicia or not (I'm not worried about if she sees/saw Rodeo, maybe you are in the train car and caught sight of her as she was moving upwards or whatever).

On your assensing, you'll note that Rodeo is an astral traveler, not an astral being, with nothing immediately remarkable about her.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (13:38:05/10-23-14)
@CT (I know there aren't any other threads on the Shadowgrid at the moment)

All right, situation check. Ghost, Luz and Flicker are all in the same car fighting the same clowns, right? As far as I can tell, we've taken out 3 Clowns, or at least neutralized 3. How many are left, and how many are using hostages as body shields? I also assume that most, if not all of the hostages are not armored. I just would like to know so that I can determine which one I will shoot next. And yes, the hostage question is important, because I might be shooting through a hostage. Sure, it might hurt the hostage, but it might also save his/her life, which is what we are paid to do. They can yell at me later when they aren't seconds from death. Still only a chance that I'll do that though. If you, as the GM, determine I don't have this information, I'll write up a generic action for my next Action Pass.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (17:27:02/10-23-14)
3 clowns down (more or less) in car 13...no more evident...hostages will be coming out of shock and at least one will start screaming hysterically!

There were 12 clowns total as far as you know/remember... I'm a bit vague about whether Al has reported in his attacker without double checking but he probably has, three more are in the RV with yet more hostages (one deceased!)

So I make that 5 unaccounted for... dum dum duuuuuum!  ::)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (17:28:52/10-23-14)
@CT

Ah, so we removed all the ones in the back car. Excellent. Do you want me to stay in Initiative as I move to help Harrier, or do you want me to go with story-telling mode?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (17:51:01/10-23-14)
3 clowns down (more or less) in car 13...no more evident...hostages will be coming out of shock and at least one will start screaming hysterically!

There were 12 clowns total as far as you know/remember... I'm a bit vague about whether Al has reported in his attacker without double checking but he probably has, three more are in the RV with yet more hostages (one deceased!)

So I make that 5 unaccounted for... dum dum duuuuuum!  ::)

Al's last message to the team was <<Slow 'em down for me, flyboy, got problems of muh own up here.>> before he even opened up the cab.
Since then, it's been in the back of his mind to communicate what's going on, but with seconds to stop the train crashing and also determined to keep this weird spirit too busy chatting to eat his soul or something, he's just been too busy for texting.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:52:24/10-23-14)
Saithor, is Alicia in a train car or outside of them?  It's pertinent in that, afaik, you cannot see through solid objects from the astral (though you can easily travel through them).

So that will determine if Rodeo sees Alicia or not (I'm not worried about if she sees/saw Rodeo, maybe you are in the train car and caught sight of her as she was moving upwards or whatever).

On your assensing, you'll note that Rodeo is an astral traveler, not an astral being, with nothing immediately remarkable about her.

Your IC post mentioned heading upwards, so I assumed you were on top of or above the railcar, where Alicia could spot you. Also, describe what Alicia's aura looks like? Going have to reread the aura section again. Will have a post IC describing what it looks like as soon as I can.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (17:57:23/10-23-14)
@Saithor -

just me talking, but if you get a chance it would be cool to get any sort of physical description somewhere once you are done with that astral description.

It'll just help write the IC when we meet her!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (18:29:30/10-23-14)
Hopefully Oblique and torrent can give us a clue as to who these guys are. Insider threats suck.

My concern is who might still be posing as circus people.

IMO, we need to secure the admin car asap.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (18:32:10/10-23-14)
Physically, she's a young, decent looking woman, mid-back length brunette. She's nice with an inquisitive edge, and cheerful, but beneath that she has a sorrowful and tired feeling to her. Astrally she has a few snakelike qualities in her appearence, some small patches of scales, a forked tongue, some snakelike eyes. (Just assuming that her relationship with mentor spirit and Aztec Tradition might cause that in Astral appearance, please correct if wrong or if it might cause a problem.) Also assuming that two mages can communicate Astrally?

Hopefully Oblique and torrent can give us a clue as to who these guys are. Insider threats suck.

My concern is who might still be posing as circus people.

IMO, we need to secure the admin car asap.

Alicia is ready to dispatch a spirit for help if you guy's need it.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:35:09/10-23-14)
Physically, she's a young, decent looking woman, mid-back length brunette. She's nice with an inquisitive edge, and cheerful, but beneath that she has a sorrowful and tired feeling to her. Astrally she has a few snakelike qualities in her appearence, some small patches of scales, a forked tongue, some snakelike eyes. (Just assuming that her relationship with mentor spirit and Aztec Tradition might cause that in Astral appearance, please correct if wrong or if it might cause a problem.) Also assuming that two mages can communicate Astrally?

Thanks!  That really helps with the visualization!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:38:13/10-23-14)

IMO, we need to secure the admin car asap.

That is a super good idea, especially with so many clowns unaccounted for.
You should go for it.

The RV already has at least Harrier, Cutter and Ghost on it, maybe Flicker too.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (18:39:34/10-23-14)

IMO, we need to secure the admin car asap.

That is a super good idea, especially with so many clowns unaccounted for.
You should go for it.

The RV already has at least Harrier, Cutter and Ghost on it, maybe Flicker too.

LOL already on the move.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (18:49:13/10-23-14)
Forgot to roll for starting Nyuen, here is roll 3d6= 10 Link: http://orokos.com/roll/229096
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (18:55:11/10-23-14)
saithor, yes, I was trying to get a fix on where YOUR character was, since I did not gather, from the post, that she was outside where Rodeo could see her.  I'm assuming now, however, that Alicia must also be outside, since they are about to dialogue.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (18:56:50/10-23-14)
saithor, yes, I was trying to get a fix on where YOUR character was, since I did not gather, from the post, that she was outside where Rodeo could see her.  I'm assuming now, however, that Alicia must also be outside, since they are about to dialogue.

She was curious about the gunfire and went to the area where the gunfight was.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (19:50:14/10-23-14)
I was just wondering if I could please get a sitrep on current situation before I start barging around like a bear? Also, around how large is the area? I'm planning on casting Detect Life Extended, don't want to take extra drain if I don't have to.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (20:12:16/10-23-14)
In the past 10 minutes or less, a bunch of insane psychopathic clowns have attempted to seize control of the Circus by taking hostages. Cutter and Harrier have slowed down, at least temporarily, a group that's in an RV. The group in the RV killed a hostage. Ghost, Luz, and Flicker managed to cut down 3 of them at the back of the train without any hostages getting hurt. One clown went to the front of the train and killed two drivers, as well as heavily damaging the controls. Al has put that one out of his misery, and is attempting to juryrig the trains to prevent them from crashing (unbeknownst to the rest of his crew).

There are 3 clowns in the RV, 3 that were in the back car, and 1 that went up to confront the drivers. There are a suspected 12 total, so there are 5 unaccounted for.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (20:36:03/10-23-14)
Any guesses how big the total area is? I've got a radius of 60 meters per force of the spell, I can do 180 without having more drain then minimum.

Edit: Never mind, will just do 180 meters for now.

Edit twice: Noticed mistake on my character sheet. For some reason when I transferred it over from my Pages document, it didn't include Snake Mentor Spirit. This is what I get for keeping multiple copies of the same document. Removing Mob Mind for it. Went over the rest, this should be the final change. Hopefully. Assuming that little internet gremlins don't appear and mess with it.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (20:57:48/10-23-14)
I think it's around 200 meters maybe? Not 100% sure on that.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: JackVII on (21:08:57/10-23-14)
Based on the IC, the only person who has received the parley request from the clowns was Morgan, right? Harrier is just holding his position for now, I guess. He can certainly take out the RV, but surgical attacks are not the rigger's forte. Since the RV stopped, he assumed they are complying with his demand.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (21:10:49/10-23-14)
Don't forget the ghouls.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (21:12:31/10-23-14)
Life Detection Extended Force 3 Cast 6(Magic)+6(Spellcasting)+2(Mentor Spirit)=14D6: 5 4 2 1 3 2 1 5 2 4 1 3 3 5   3 Hits Link: http://orokos.com/roll/229101
Does tha bove also count as the roll for the Active Detection Spell opposed test?

Drain: 2 Drain Resistance Charisma(5) + Willpower(5):  4 5 1 4 1 2 1 1 6 4   2 Hits Drain resisted Link:http://orokos.com/roll/229104

Also, thanks to Focused COncentration Three, that is sustained for free.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: JackVII on (21:13:07/10-23-14)
Don't forget the ghouls.
I'm not, that's about all Harrier can really do with respect to the RV: keep the ghouls away.

That broken-down RV is like the sick and wounded old gazelle as the rest of the herd passes it by and the ghouls are the hyenas.

ETA: @Saithor: Yes, that roll is what you use to compare to potential targets' rolls.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (21:16:26/10-23-14)
Based on the IC, the only person who has received the parley request from the clowns was Morgan, right? Harrier is just holding his position for now, I guess. He can certainly take out the RV, but surgical attacks are not the rigger's forte. Since the RV stopped, he assumed they are complying with his demand.

In all likelihood you saw them execute a hostage. As well as their speech.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (21:20:36/10-23-14)
Hopefully the spell will detect where all the Clowns are. Assuming they don't pass their tests to resist it. And ignoring the fact that Alicia wouldn't be able to tell the group even if they don't.  :)  I don't suppose theirs a way for Alicia to enter the comn network?

Hostage Execution is not good. Any sign they have magic back-up? If not Alicia or Rodeo could sneak a spirit behind them and try to take them out without hostage death. Also, is there another thread for this on Dumpshock? I reread the Intro post, couldn't figure out if Aria was talking about other campaigns or if this one is also being played on Dumpshock.

Final Question for this post: Is Circles of Power going to be a possibility? I have a Weapons Specialist and A Technomancer I could work up and submit for either.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: JackVII on (21:26:48/10-23-14)
In all likelihood you saw them execute a hostage. As well as their speech.
From what I can tell, the only way we know about it is from the feed that was posted to the Circus Host that Morgan is observing. Not sure if my sensors would pick what happened up. I'll wait for Aria to let us now. Either way, there is little the rigger can do about it.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (21:30:03/10-23-14)
Hopefully the spell will detect where all the Clowns are. Assuming they don't pass their tests to resist it. And ignoring the fact that Alicia wouldn't be able to tell the group even if they don't.  :)  I don't suppose theirs a way for Alicia to enter the comn network?

Hostage Execution is not good. Any sign they have magic back-up? If not Alicia or Rodeo could sneak a spirit behind them and try to take them out without hostage death. Also, is there another thread for this on Dumpshock? I reread the Intro post, couldn't figure out if Aria was talking about other campaigns or if this one is also being played on Dumpshock.

The detect spell will also detect all life, including everyone else on the trains.

As for magical back-up, not a single one of us can Astrally perceive except Alicia and Rodeo, who the rest of the team don't actually know. So we have no idea. As for Dumpshock, there is another thread for different games. This thread is for games on Shadowgrid only.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (21:32:32/10-23-14)
Hopefully the spell will detect where all the Clowns are. Assuming they don't pass their tests to resist it. And ignoring the fact that Alicia wouldn't be able to tell the group even if they don't.  :)  I don't suppose theirs a way for Alicia to enter the comn network?

Hostage Execution is not good. Any sign they have magic back-up? If not Alicia or Rodeo could sneak a spirit behind them and try to take them out without hostage death. Also, is there another thread for this on Dumpshock? I reread the Intro post, couldn't figure out if Aria was talking about other campaigns or if this one is also being played on Dumpshock.

The detect spell will also detect all life, including everyone else on the trains.

As for magical back-up, not a single one of us can Astrally perceive except Alicia and Rodeo, who the rest of the team don't actually know. So we have no idea. As for Dumpshock, there is another thread for different games. This thread is for games on Shadowgrid only.

Sorry about all the questions, new to both game, board, and IC. My next question: Since this is a campaign, can we carry characters over? For example, when Circus Tricks is over, assuming my character is still alive, can I carry her over to the next one we do through her, or do I have to start from scratch?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: JackVII on (21:43:16/10-23-14)
As for magical back-up, not a single one of us can Astrally perceive except Alicia and Rodeo, who the rest of the team don't actually know.
Is Leaflock gone? I don't think we've heard anything from the player in a while. That's a bummer.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (21:45:45/10-23-14)
@saithor

Assuming she isn't dead, you can carry her over. No problems with the questions, we all started out once.

@JackVII

Yeah, I haven't heard from him since near the start.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (22:05:09/10-23-14)
@saithor

Assuming she isn't dead, you can carry her over. No problems with the questions, we all started out once.

@JackVII

Yeah, I haven't heard from him since near the start.

Thanks for the answers. I actually noticed that guy's absence, reason why I thought there might be another IC thread on Dumpshock.

As for Magic, when I get the results of the spell back from Aria, I can try to comn one of you guys. It wouldn't be to much of a stretch to assume that the circus posted one of your comn numbers as the number for Security, and she would know what it is since she is accompnaying the circus.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:34:13/10-24-14)
Hopefully the spell will detect where all the Clowns are. Assuming they don't pass their tests to resist it. And ignoring the fact that Alicia wouldn't be able to tell the group even if they don't.  :)  I don't suppose theirs a way for Alicia to enter the comn network?

Hostage Execution is not good. Any sign they have magic back-up? If not Alicia or Rodeo could sneak a spirit behind them and try to take them out without hostage death. Also, is there another thread for this on Dumpshock? I reread the Intro post, couldn't figure out if Aria was talking about other campaigns or if this one is also being played on Dumpshock.

Final Question for this post: Is Circles of Power going to be a possibility? I have a Weapons Specialist and A Technomancer I could work up and submit for either.
Let's assume for sanity that you can now all talk to one another.  It's not too much of a reach to expect the circus host to be able to handle comm traffic / conference calling on a security channel.  That will also allow you to talk to the outriders and the members of the circus that are their 'more or less permanent' security force.

With Leaflock gone I was dumming down their magical abilities, now that we have two mages in the mix I will have to up it again  8) ...you would need to astrally perceive the 3 clowns in the RV to detect magic, or look for the 5 missing clowns in the convoy (it's a big convoy with plenty of life on board!)

There are two IC sub threads on Dumpshock at the moment (plus a general IC that doesn't have any GM involvement, for exploring your characters if you want.  Check out Adamu's posts there - good stuff!).  CoP will get off the ground here eventually but probably not until CT begins to wind down otherwise I risk over committing myself and it all going to hell!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (08:51:14/10-24-14)
So the spell didn't detect anything? Just want to make sure before I post IC again.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (11:58:27/10-24-14)
If you are using 'Life Detection' or rather Detect Life or Detect Life, Extended from page 286 from the core rulebook, you most certainly do detect life, I imagine.  The question is, is there anyone you don't know about already that's away from where everyone is already grouped?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:27:21/10-24-14)
So the spell didn't detect anything? Just want to make sure before I post IC again.
As noted, it detects life but then you'd expect it to... I don't think it gives you any detail on what that life is, it certainly doesn't detect clown  ;)

I seem to have run out of time again, I will really try to do better than one IC a week!  To keep you going over the weekend I think you can do some IC/OoC planning as nobody is in direct combat.  To maintain consistency the clowns in the RV will repeat their demands for some replacement wheels and threaten to start slicing bits off the mother if nobody listens to them.  Assume you can communicate with them

Astrally the ghouls can be seen in the distance, they are wary and frightened but increasingly interested in the stranded RV.  The clowns that you can see (should you go into the RV) are drugged up on something nasty and one of them in the RV is an adept...There is something weird going on over the convoy but I'd rather deal with that in IC rather than spoil the surprise, feel free to hint at things 'seen out of the corner of your eye' but never able to focus on them...

If anyone else would like to collate the list of initiatives there's a bonus karma point to the first person to do it, adamu has more than enough so try and get in before him :D

There are still unaccounted for clowns too, I'd rather you didn't 'find' them until I can get to ICing again but you can begin looking through the sensors etc to try and track them, I might be able to OoC a location over the weekend we'll see...

Oh, and Oblique will reveal that the clowns are the ones he hired, he will say something cryptic like "the owners approved them, they don't usually make mistakes like this..."

Happy hunting!

Flicker looks at Al and nods, sheaths his sword and the throwing spikes disappear somewhere on his person.
He gives a slight bow to the girl and follows Al out.
Slight confusion, Al is at the head of train 1, Ghost and Luz were with Flicker in car 13 and Ghost is the one that has gone, can you edit your IC? Thanks.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (14:39:27/10-24-14)
Luz is on the move also, heading towards the other train and the admin car.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Ericen on (14:57:05/10-24-14)
Sorry Aria fixed following ghost
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:50:05/10-24-14)
So the spell didn't detect anything? Just want to make sure before I post IC again.
As noted, it detects life but then you'd expect it to... I don't think it gives you any detail on what that life is, it certainly doesn't detect clown  ;)

Ok, but it does give location and so on, metatype, the example for a detection spell on page 286 is for Detect life, under three hits it shows stuff like Metatype. Knowing the location of everything within 180 meters of her that's alive would still be very useful information. You don't have to give me information on all, as since it is active, anybody affected gets a Willpower+Logic+Counterspelling [Mental test] to resist it, anybody who gets three hits is not affected. Or you could just choose who gets affcted or not if you want to.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (17:53:32/10-24-14)

If anyone else would like to collate the list of initiatives there's a bonus karma point to the first person to do it, adamu has more than enough so try and get in before him :D


It is never enough!

But that initiative thing sounded way to complexicated for my small brain...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (19:15:02/10-24-14)
So the spell didn't detect anything? Just want to make sure before I post IC again.
As noted, it detects life but then you'd expect it to... I don't think it gives you any detail on what that life is, it certainly doesn't detect clown  ;)

Ok, but it does give location and so on, metatype, the example for a detection spell on page 286 is for Detect life, under three hits it shows stuff like Metatype. Knowing the location of everything within 180 meters of her that's alive would still be very useful information. You don't have to give me information on all, as since it is active, anybody affected gets a Willpower+Logic+Counterspelling [Mental test] to resist it, anybody who gets three hits is not affected. Or you could just choose who gets affcted or not if you want to.

The spell is not meant to give you accurate counts of crowds (like casting it in a crowded nightclub should not give you an exact count of the patrons, their metatype, their armament, which ones are mages, etc... the spell becomes super powerful!), but more for detecting something that you don't necessarily know is there (this room seems empty, I wonder if someone is hiding in the closet... Oh, shit, a Troll with a Krime Kannon!).  The spell description actually makes a point of saying, "In a crowded area, the spell is virtually useless, picking up a blurred mass of traces of life."  Further, asking the GM to consider the resistance rolls of each individual in a crowd of people is tortuous!

It does seem odd to me that they specify that at 2 successes you can know major details like 'metatype', it makes me wonder why you would EVER learn 'Detect [Life Form]'... looks like you can just get all of the same information, just that the metatype/race comes at 1 net hit instead of 2...

But I digress... you could definitely make an argument that the spell would detect all of the life and even delineate where one life form end and another begins in a crowd... but that information is probably useless unless you already knew exactly what is supposed to be in there.

"There are 20 guys in that car, 3 trolls, 5 orks, 2 dwarvs, 3 elves, and 7 humans.  11 of them are armed," doesn't mean anything unless you know what's supposed to be in that car.  Like, 11 are armed could mean two shadow runners and 9 possible bad guys.  Except maybe 4 of the legit residents of the car are armed, which  leaves the 3 bad guys we already know about.  But what if only 3 legit residents are armed?  Now we have a possible 4th bad guy who hasn't played his hand?  But not know what is supposed to be there, it's all guesswork.

Now, the spell has an area of effect, so where it IS useful is if anyone is camouflaged and sneaking up on the train from outside, where no life forms should be, but you are detecting them, then you know about where they are, what they are, and if they are armed.

PHEW!  That was a lot of words, but hopefully it made sense.  I want your spell to have a purpose that's helpful and meaningful (knowing that we don't have more ambushers on the way is a key element of information!) but let's have a realistic idea of how the spell works so we aren't trying to do stuff outside of the parameters of the spell.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (19:20:15/10-24-14)
Sorry for double post, but wanted to further note:

The cool thing is that the spell is sustained!  So as you move about the cars, you should be able to keep the spell up until you need to do something else and decide to drop it.  So as you move around, you can sort of detect life where your other senses indicate none should be, so no surprises from that Troll with the Krime Kannon.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (19:25:06/10-24-14)
So the spell didn't detect anything? Just want to make sure before I post IC again.
As noted, it detects life but then you'd expect it to... I don't think it gives you any detail on what that life is, it certainly doesn't detect clown  ;)

Ok, but it does give location and so on, metatype, the example for a detection spell on page 286 is for Detect life, under three hits it shows stuff like Metatype. Knowing the location of everything within 180 meters of her that's alive would still be very useful information. You don't have to give me information on all, as since it is active, anybody affected gets a Willpower+Logic+Counterspelling [Mental test] to resist it, anybody who gets three hits is not affected. Or you could just choose who gets affcted or not if you want to.

The spell is not meant to give you accurate counts of crowds (like casting it in a crowded nightclub should not give you an exact count of the patrons, their metatype, their armament, which ones are mages, etc... the spell becomes super powerful!), but more for detecting something that you don't necessarily know is there (this room seems empty, I wonder if someone is hiding in the closet... Oh, shit, a Troll with a Krime Kannon!).  The spell description actually makes a point of saying, "In a crowded area, the spell is virtually useless, picking up a blurred mass of traces of life."  Further, asking the GM to consider the resistance rolls of each individual in a crowd of people is tortuous!

It does seem odd to me that they specify that at 2 successes you can know major details like 'metatype', it makes me wonder why you would EVER learn 'Detect [Life Form]'... looks like you can just get all of the same information, just that the metatype/race comes at 1 net hit instead of 2...

But I digress... you could definitely make an argument that the spell would detect all of the life and even delineate where one life form end and another begins in a crowd... but that information is probably useless unless you already knew exactly what is supposed to be in there.

"There are 20 guys in that car, 3 trolls, 5 orks, 2 dwarvs, 3 elves, and 7 humans.  11 of them are armed," doesn't mean anything unless you know what's supposed to be in that car.  Like, 11 are armed could mean two shadow runners and 9 possible bad guys.  Except maybe 4 of the legit residents of the car are armed, which  leaves the 3 bad guys we already know about.  But what if only 3 legit residents are armed?  Now we have a possible 4th bad guy who hasn't played his hand?  But not know what is supposed to be there, it's all guesswork.

Now, the spell has an area of effect, so where it IS useful is if anyone is camouflaged and sneaking up on the train from outside, where no life forms should be, but you are detecting them, then you know about where they are, what they are, and if they are armed.

PHEW!  That was a lot of words, but hopefully it made sense.  I want your spell to have a purpose that's helpful and meaningful (knowing that we don't have more ambushers on the way is a key element of information!) but let's have a realistic idea of how the spell works so we aren't trying to do stuff outside of the parameters of the spell.

Yeah, what you have put down makes sense. The way I always thought of the spell is that it detected life signatures, but several together would mingle together and make detection harder if not impossible. I cast the spell with the intention of seeing who is in the train and where. I cast it with the intention to make sure that nobody on the team might get jumped , and that anybody in places where the obviously shouldn't be (guys sneaking on top of the train cars, guys gathering outside the door leading to the cab that we control, clown hidden in a car with gun pointed at hostage, etc., etc.) As for all the rolls,Aria can decide that the test just can't detect the clowns, or just roll resistances for the clowns, or just for the ones where we don't know where they are. I'd think of the spell as seeing areas filled with living metahumans (Bunk Cars) as a mass of life in which it is impossible to figure out what is what, while a small group (Three clowns preparing to break into cab.) would be easily detectable if they don't resist/counterspell the spell.

Also, I do now about the sustaining of the spell, it is rather cool. even cooler is that since I have three ranks of Focused Concentration, I can sustain it for free.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (20:23:49/10-24-14)
Why the hell not, I guess I can do the initiative thing.

Initiative Rolls for current situation. Not organized.

8-bit | Ghost - Initiative (http://orokos.com/roll/228628): 15+3d6 30 | One action pass has gone by, so Initiative drops to 20
JackVII | Harrier - Initiative: 9+4d6 → [9,6,5,3,6] = (29) | One action pass has gone by, so Initiative drops to 19
Lusis | Luz (Using prerolled result, since I cannot find a new roll) - 8+1d6: 13 [1d6=5] | One action pass has gone by, so Initiative drops to 3
Csjarrat | Morgan - 10 + 4d6 4d6=14 = 23 INI in hot sim. | One action pass has gone by, so Initiative drops to 13
Ericen | Flicker (Using prerolled result, since I cannot find a new roll) - Initiative: 11+4d6 25 | One action pass has gone by, so Initiative drops to 15
Jayde Moon | Betsy - 8 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll
adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)
saithor | Alicia - 12 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll

Initiative Rolls for current situation. Organized.

8-bit | Ghost - Initiative (http://orokos.com/roll/228628): 15+3d6 30 | One action pass has gone by, so Initiative drops to 20
JackVII | Harrier - Initiative: 9+4d6 → [9,6,5,3,6] = (29) | One action pass has gone by, so Initiative drops to 19
Ericen | Flicker (Using prerolled result, since I cannot find a new roll) - Initiative: 11+4d6 25 | One action pass has gone by, so Initiative drops to 15
Csjarrat | Morgan - 10 + 4d6 4d6=14 = 23 INI in hot sim. | One action pass has gone by, so Initiative drops to 13
Lusis | Luz (Using prerolled result, since I cannot find a new roll) - 8+1d6: 13 [1d6=5] | One action pass has gone by, so Initiative drops to 3

Initiative Rolls Needed for current situation.

saithor | Alicia - 12 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll
Jayde Moon | Betsy - 8 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll

Currently Outside of Combat. GM decision (because he's trying to fix the damn train before it crashes)

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (20:38:06/10-24-14)
Sorry for the double post, just got finished reading IC.

As I move through the cars, I want to check for clowns (kinda obvious, huh?). I don't know how many Action Passes you want me to use, but I'll take two Simple Actions each Action Pass to Observe in Detail (aka make perception checks). Each time will be a visual sweep (if GM allows it, I would like low-light + thermal sweep in one pass if possible, if not, just low-light) and an auditory sweep. I'll roll the first 2 perception checks, if any more are needed and I'm not here to roll, I believe I have pre-rolled stuff available.

Initiative - 20 for Action Pass 2

Visual Perception (Cybereyes + Specialization) w/ no Modifiers (http://orokos.com/roll/229195): 16d6t5 5 [1, 2, 2, 3, 1, 5, 5, 4, 2, 5, 1, 6, 1, 4, 2, 6]

Auditory Perception (Cyberears) w/ no Modifiers (http://orokos.com/roll/229196): 14d6t5 4 [1, 5, 1, 5, 3, 6, 4, 1, 4, 3, 4, 3, 4, 5]
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (21:06:36/10-24-14)
Initiatives Actually 9+1d6

Orokos 9+1d6= 11 http://orokos.com/roll/229199
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (21:32:10/10-24-14)
Initiatives Actually 9+1d6

Orokos 9+1d6= 11 http://orokos.com/roll/229199

You are Astrally Projecting, are you not? Or just Astrally Perceiving?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (22:04:48/10-24-14)
Initiatives Actually 9+1d6

Orokos 9+1d6= 11 http://orokos.com/roll/229199

You are Astrally Projecting, are you not? Or just Astrally Perceiving?

I was projecting, rentered body to cast spell and enter comm network.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (23:44:28/10-24-14)
Please roll Initiative for Astral Projection then. You started in Astral Projection, then moved back to your normal Initiative. That means you start with the Projection Initiative, then modify it accordingly.

Quote from: Core Book of SR5; page 160
Changing Initiative
In some cases, a character’s Initiative Score or Base Initiative Dice may change in the middle of a Combat Turn. A player might gain Initiative by activating an augmentation, for example, or could receive a boost from a drug or spell or other enhancer. Conversely, a character who is wounded or whose vital equipment (weapon, augmentation, etc.) takes damage might lose Initiative. If a character’s Initiative attribute changes, immediately apply the difference as a positive or negative modifier to the character’s Initiative Score. This new Initiative Score applies to all remaining actions in that Combat Turn. So a character with Initiative 8 and an Initiative Score of 11 who activates an implant that changes his Initiative to 10 (+2) immediately raises his Initiative Score to 13 (11 + 2). If the number of Base Initiative Dice available to a character increases, that character immediately rolls the extra Initiative Dice and adds the sum to their current Initiative Score for that Combat Turn. So a magician with 1d6 Initiative dice who takes his first action to astrally project (2d6 Base Initiative Dice) gains the die (and the change in Initiative) for their Astral Initiative during that Combat Turn. (In this case, the magician would also replace their Reaction + Intuition for Physical Initiative with Intuition x 2 for Astral Initiative.) If the number of Initiative Dice available to a character decreases, then that character immediately rolls the number of lost dice and subtracts the total from their Initiative Score (along with any decrease to their Initiative Attribute).

So, to reiterate; roll 12 + 2d6 (as that determines your Astral Initiative and the actions your performed there; looks like speaking and assensing). Since a pass has gone by, you would then subtract 10 from that score. Since you went from Projecting to your meat body; you would lose 3 + 1d6 from your remaining Initiative. Shifting back to your meat body would be a Free Action (maybe not, technically it's a Simple Action, but Aria will most likely allow it just to keep continuity and make things less difficult), and you summoned a Spirit which is a Complex Action. Finally, take a -10 after the second pass to determine your final Initiative (100% certain to be 0 or less). Whether you are at negative Initiative or not, you can complete all the above actions before you are out of Initiative for this Combat Turn.

Sorry to make this so troublesome and difficult. I figure if I'm going to track the Initiative, I should do it correctly. This also means you are currently out of Action Passes for this current Combat Turn, which will likely be over soon enough anyways, and then everyone rerolls again. Welcome to the confusing world of Shadowrun. It takes a bit of time to get used to some of the rules.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (04:01:16/10-25-14)
That initiative thing could sure come in handy in a tight combat.
Personally, I am glad we have it.

Right at this moment, though, with no one in direct contact with the enemy, and everyone performing actions that go way beyond the scale of three-second combat turns (searching a huge train, negotiating with hostage takers, repairing/driving), are we even really on initiative?

Me, with the result already resolved, I was planning on posting getting the lead train back under control after a few more of other people's posts showed a few more seconds of game time passing.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (04:12:18/10-25-14)
OOC musings:

I tend to overthink things sometimes, so mostly just ignore me, but this is what is in my head.

These clowns are implementing a fairly well-thought out plan (they got themselves hired well in advance of their action, apparently with solid fake bonafides; they coordinated their actions to attack both ends of the train at once; etc.), BUT they are all high on drugs that make their behavior thoughtless and erratic.
In other words, they are tools following someone else's plan.

Also, their plan clearly included stopping the train. This suggests they may be acting as the pointy end for an outside element that will be joining them???
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:33:21/10-25-14)
Good job you've got the detect life spell up and running then isn't it? ...will get back to you with results and some indication of where the missing clowns are... @Saithor, good to know you are in car 5 (although you might regret that in a bit  8) )
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (10:19:02/10-25-14)
Good job you've got the detect life spell up and running then isn't it? ...will get back to you with results and some indication of where the missing clowns are... @Saithor, good to know you are in car 5 (although you might regret that in a bit  8) )

I'm going to regret having a squishy character aren't I? One question I have do is if I have a spirit bound, I don't need to do the complex action to summon it, just the simple ones to give them orders?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:56:13/10-25-14)
That initiative thing could sure come in handy in a tight combat.
Personally, I am glad we have it.

Right at this moment, though, with no one in direct contact with the enemy, and everyone performing actions that go way beyond the scale of three-second combat turns (searching a huge train, negotiating with hostage takers, repairing/driving), are we even really on initiative?

Me, with the result already resolved, I was planning on posting getting the lead train back under control after a few more of other people's posts showed a few more seconds of game time passing.

Yeah, I'm honestly not sure if we are even in Initiative right now, that's Aria's call. If we are though, it will be good to track it.

@saithor

That is correct, it hangs out in Astral Space waiting for your orders.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (09:40:12/10-27-14)
I think I've located everyone correctly but feel free to disagree...!

@Jayde, can you confirm exactly which car your meat body is in?  I seem to have missed you off my list  :-\
And thanks for all your work on the Obsidian Portal page!  I look forward to being able to open that up to everyone very soon!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Koshnek on (14:15:02/10-27-14)
Can I add in a character that's supposed to be a long standing member in the circus? He's an Egyptian aspected sorcerer. Uses his magic and skills to put on glamours shows. Lion fights, Mummies, Chariot battles etc.

What info do I need to read to familiarize myself? Just the IC thread? I read the basic information on the first page of this thread, but I didn't go through all the pages.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: souffle_girl on (15:53:30/10-27-14)
Nickname: Angel (short for Fallen Angel)

Name: Mary Ann Miller - Current identity is Lucy Summers.

Metatype: Elf
Role: Decker/Face
Age: 28
Eyes: Green
Hair: Blonde

Background:

Some people are born for success - Mary Ann Miller was literally built for it. Her parents, both high profile executive in a corporation in Sydney, spent a fortune to genetically tailor their unborn child to be perfect in every way - physically and mentally. Mary grew up spoiled, pampered and well educated, all for a single goal: climbing to a high position in the corporation and securing her family's status.

Between her brains and her education, by 20 Mary had already a college grade degree and, having shown an aptitude for computers, a comfortable position in the company's Informatics Security, with the promise of raising, in some twenty years, to the high levels of the department.

However, as easy as her life was, it was also terribly boring. Over time, Mary grew more and more restless; after fending off a few attacks from shadowrunners, she became interested in their subculture and started lurking around in the less reputable parts of the Matrix.
She was 25 when she took part in her first run. It was a simple job of stealing data from a rival corp, and she didn't meet much resistance, but the thrill of plunging into the depths of the Matrix looking for trouble had her hooked - that night, Angel was born.
Mary kept sliding further and further into her little "hobby", until the thrill and dangers of a run were all she lived for. Sure, her everyday life was nice and earned her enough money to maintain her life of luxury, but only when, at night, she jacked into her deck and rode the adrenaline of a run she felt truly alive and kicking.

The last thread that held her to her corporate life was cut the day the son of the local branch's vice-president proposed to her. Of course, her family considered it a great honor; but the though of becoming a trophy wife and baby factory to some self-centered manager, not to mention giving up her life as Angel, gave her the creeps.
A few days later, Mary was leaving the Seattle airport for a "business trip", with all the dirt she could dig up on her "fianceé" safely stored in a corner of the Matrix, programmed to be released to the public should she fail to input a password daily. A quick stop to move her money to a disposable credit stick, and Mary Ann Miller disappeared forever...

With the help of a runner she was in contact with Angel managed to set up a fake identity as Lucy Summers, electronics expert, but her resources were drying up fast. She needed some serious work, and her contact Torrent just happened to be offering some.

Appearance: Even if you happened to work with her, it would be very unlikely for you to personally meet Angel. She would usually support a group remotely, and all you'd see of her would be her Matrix avatar, a paled skinned woman in dark clothes with a pair of black feathered wings on her back.
Should you ever meet the real Angel, you'd be confronted with the image of a confident, beautiful, tall elf dressed in tasteful, and undoubtly expensive, clothes. Her shoulder length blonde hair would do a nice job in hiding the tiny datajack port on the back of her head.

Personality: Angel is a smart and calculating woman who clearly knows her way around people and social etiquette. Only when she jacks into the Matrix she gives in to her wildest side: she loves the thrill of a close call encounter with a black IC or of breaking into the safest corporate networks.

(character sheet to come)

just to know, my prospective character build has a Microdeck Summit with Encryption as a deck. She's going to be horribly underpowered, right?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (16:38:51/10-27-14)
Meat is in the Kitchen Car :)

Car 8, I think!  With a concealing Force 6 Beast Spirit Guard.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (17:43:09/10-27-14)
I admit, I'm having a little difficulty remembering where everyone is at, lol.

Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:46:31/10-27-14)
I'm assuming we restart initiative now?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:12:45/10-27-14)
I admit, I'm having a little difficulty remembering where everyone is at, lol.

Isn/t that the beauty of it, though?

Depending on our characters' capacities, of course, most of us know what is happening in our own bit of the scene, and just a general idea of the certain parts of various other elements feeding the chaos.

It's a great game when it is orchestrated in a way that the players' feelings mirror the characters' to some extent!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (18:48:17/10-27-14)
Are we in Initiative now? Are we restarting Initiative? In any case, I think the clown with a smoking shotgun is a, ahem, dead giveaway. So, he's going down.

I don't know Initiative, so I'll show my rounds for the Action Pass; I'll edit this post when I know what Initiative I'm acting on.

Simple Action - Take Aim at Clown (+1 die to attack roll)
Free Action - Call a Shot to Vitals (+2 DV, -4 dice to attack roll)
Simple Action - Shoot Enfield AS-7 in BF Mode at the clown - Longarms 6 + 11 Agility + 2 Smartlink + 1 Take Aim - 4 Called Shot = 16 dice to attack

Shooting Enfield AS-7 at the Clown (http://orokos.com/roll/229466): 16d6t5 8 [6, 5, 6, 4, 2, 2, 5, 1, 2, 5, 4, 5, 2, 2, 6, 5] - Limited to 7 hits due to Accuracy.

Also, damn, I'm on fire for attack rolls. The Clown takes a -2 penalty to his defense test, but not to the soak roll. DV 15P + Net hits, AP -5. 3 APDS rounds used in 24 round drum. 18 remaining in drum, 44 remaining total.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (19:14:59/10-27-14)
Doing the same as 8-Bit in terms of initiative, Although I do need to roll the spirit's initiative. Alicia is currently Astrally Percieving

Simple Action-Take Cover
Simple Action-Command Spirit (Force 6 Fire):Attack all of the men dressed as clowns armed with guns on this train (Hopefully this will keep them from attacking the carnies and 8-Bit)
Free Action-Comn

Fire Spirit Initiative 15+2d6= 22 Link http://orokos.com/roll/229467
Alicia Initiative(if needed): 10 Link http://orokos.com/roll/229468
I wasn't able to tell if moving and Melee was allowed (I'd imagine it was), but if it isn't just ignore this rolls, or if my spirit would be allowed to act before the next initiative pass. Attack will be on the clown closest to Alicia or any that have LOS to her.

Focus 6 Fire Spirit Roll (Initiative Pass 1 out of 3)
Unarmed Melee Attack 14d6: 3 2 5 6 4 2 3 5 2 2 3 6 3 2 4 hits Link http://orokos.com/roll/229469
Attack is Damage 10p with AP -6

I won't post in the IC until we have the intiative thing sorted out if you guys want, or should I just go ahead and post?

Also, Souffle-Girl, if you need any help creating your character, the Character Creation and Critique forum is the place to go. As for the Microdeck, I don't know a whole lot about Deckers, but yes it looks very underpowered. I wouldn't advise using it unless your really set on it or am going very low priority for your resources.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (19:38:37/10-27-14)
Rodeo climbs up on top of car eight in the meat, keeping an eye out for trouble and astrally perceiving to see if she can't find the spirits and see what they are up to.  If she sees one enter a car, she begins to head that way.  Her spirit should still be operating under the 'Guard' and 'Conceal' commands.  As the train is stopped, I don't think falling is too big of an issue unless something smacks her.

meanwhile, I did roll some initiative:

http://forums.shadowruntabletop.com/index.php?topic=17794.msg326281#msg326281
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:36:44/10-28-14)
Well, I can't really post a complete IC until I know if I killed the clown (99.99% sure, but you never know; maybe it had 8 Edge and rolled like a god). Anyway, an incomplete IC is on its way.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (15:50:09/10-28-14)
Clown's toast...and then engulfed by a fire elemental so that is literal toast!

Sorry I've got no time to IC now but I will try and get stuff up tomorrow for you all.  Meanwhile I'll do my best to answer some questions...


Oh, and can someone remind me of the range of the detect life spell?  It's about to become important!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (16:00:14/10-28-14)
Ok, this can be the initiative thread, I will try to keep it up to date.  I see no reason to change the figures below unless anyone desperately wants to re-roll.  I will link this at the beginning of the OoC

Initiative Rolls for current situation. Not organized.

8-bit | Ghost - Initiative (http://orokos.com/roll/228628): 15+3d6 30 | One action pass has gone by, so Initiative drops to 20
JackVII | Harrier - Initiative: 9+4d6 → [9,6,5,3,6] = (29) | One action pass has gone by, so Initiative drops to 19
Lusis | Luz (Using prerolled result, since I cannot find a new roll) - 8+1d6: 13 [1d6=5] | One action pass has gone by, so Initiative drops to 3
Csjarrat | Morgan - 10 + 4d6 4d6=14 = 23 INI in hot sim. | One action pass has gone by, so Initiative drops to 13
Ericen | Flicker (Using prerolled result, since I cannot find a new roll) - Initiative: 11+4d6 25 | One action pass has gone by, so Initiative drops to 15
Jayde Moon | Betsy - 8 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll
adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)
saithor | Alicia - 12 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll

Initiative Rolls for current situation. Organized.

8-bit | Ghost - Initiative (http://orokos.com/roll/228628): 15+3d6 30 | One action pass has gone by, so Initiative drops to 20
JackVII | Harrier - Initiative: 9+4d6 → [9,6,5,3,6] = (29) | One action pass has gone by, so Initiative drops to 19
Ericen | Flicker (Using prerolled result, since I cannot find a new roll) - Initiative: 11+4d6 25 | One action pass has gone by, so Initiative drops to 15
Csjarrat | Morgan - 10 + 4d6 4d6=14 = 23 INI in hot sim. | One action pass has gone by, so Initiative drops to 13
Lusis | Luz (Using prerolled result, since I cannot find a new roll) - 8+1d6: 13 [1d6=5] | One action pass has gone by, so Initiative drops to 3

Initiative Rolls Needed for current situation.

saithor | Alicia - 12 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll
Jayde Moon | Betsy - 8 + 2d6 (Need a roll, there are no prerolls available and no active roll that I can see) | One action pass has gone by - subtract 10 from roll

Currently Outside of Combat. GM decision (because he's trying to fix the damn train before it crashes)

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (16:04:06/10-28-14)
Can I add in a character that's supposed to be a long standing member in the circus? He's an Egyptian aspected sorcerer. Uses his magic and skills to put on glamours shows. Lion fights, Mummies, Chariot battles etc.

What info do I need to read to familiarize myself? Just the IC thread? I read the basic information on the first page of this thread, but I didn't go through all the pages.
Just the IC thread should be fine, things are confused enough that you might not be aware of all the details anyway!  Post up a sheet and a location on the convoy and you are ok to go!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (16:07:54/10-28-14)
Detection Spells are ForcexMagic or ForcexMagicx10 meters for Extended versions.

Alicia cast Extended at Force 3.

180 Meters.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (16:45:16/10-28-14)
To add to the initiative; I'll assume that they get fresh initiative and full initiative due to the nature of this combat.

saithor | Alicia - Alicia Initiative (http://orokos.com/roll/229468): 9+1d6 10 [1]
GM? | Alicia's Force 6 Fire Spirit - Spirit Initiative (http://orokos.com/roll/229467): 2d6+15 22 [4, 3]
Jayde Moon | Betsy - Some initiative Rolls :) (http://orokos.com/roll/229472): 1d6+9 14 [5]

So, to recap the current initiative (sorry for making this hard for you Aria). If you want, you can subtract 10 from all 3 of the newcomer's initiatives, in which case Alicia is out of Initiative.

Initiative Rolls for current situation. Organized.

GM? | Alicia's Force 6 Fire Spirit - Spirit Initiative (http://orokos.com/roll/229467): 2d6+15 22 [4, 3]
8-bit | Ghost - Initiative (http://orokos.com/roll/228628): 15+3d6 30 | One action pass has gone by, so Initiative drops to 20
JackVII | Harrier - Initiative: 9+4d6 → [9,6,5,3,6] = (29) | One action pass has gone by, so Initiative drops to 19
Ericen | Flicker (Using prerolled result, since I cannot find a new roll) - Initiative: 11+4d6 25 | One action pass has gone by, so Initiative drops to 15
Jayde Moon | Betsy - Some initiative Rolls :) (http://orokos.com/roll/229472): 1d6+9 14 [5]
All4BigGuns | Cutter - 3d6+11=23 (http://invisiblecastle.com/roller/view/4697240/) | One action pass has gone by, so Initiative drops to 13
Csjarrat | Morgan - 10 + 4d6 4d6=14 = 23 INI in hot sim. | One action pass has gone by, so Initiative drops to 13
saithor | Alicia - Alicia Initiative (http://orokos.com/roll/229468): 9+1d6 10 [1]
Lusis | Luz (Using prerolled result, since I cannot find a new roll) - 8+1d6: 13 [1d6=5] | One action pass has gone by, so Initiative drops to 3

Currently Outside of Combat. GM decision (because he's trying to fix the damn train before it crashes)

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)

---------------

Also, IC coming up with 1 dead clown.

Edit: Ok, so a few questions. Are there still clowns near the seer's place? Or did Ghost and the Fire Spirit take care of the only one there? Also, I am going to take a little liberty with some messages to send to people. Right now, I'm assuming that was the only clown I saw near the seer. Please tell me if I see another one, and I'll edit my IC. Or, if I didn't see it and he manages to slip by me; then I can keep the IC. Anyway, there are going to be a few assumptions in the IC, so just tell me if I'm wrong and I'll edit it.

Double Edit: Ok, so from what I've seen; here is who has acted.

8-bit | Ghost
saithor | Alicia
GM? | Fire Spirit
Jayde Moon | Betsy

Not sure/haven't acted yet.

Ericen | Flicker
JackVII | Harrier
Lusis | Luz
Csjarrat | Morgan

And of course, the one and only who is outside of Initiative.

adamu | Al

Technically everyone who has already acted loses 10 initiative, but for the sake of order I think it would be best to wait until everyone has acted to drop down and determine who still has actions left.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:54:36/10-28-14)
Clown's toast...and then engulfed by a fire elemental so that is literal toast!

Sorry I've got no time to IC now but I will try and get stuff up tomorrow for you all.  Meanwhile I'll do my best to answer some questions...


Oh, and can someone remind me of the range of the detect life spell?  It's about to become important!

I thought I was hitting another clown besides the one Ghost blew into smithereens. Whoops :)  Detect Life spell is Force 3, so 180 meter range on it. I know I am out of passes, but am I still allowed to comn people? Also, sorry baout making the rolls for the Spirit if that is what the GM is supposed to do.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (18:52:10/10-28-14)
Please roll for your own spirits, drones etc, I have enough on my plate lol
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (13:36:57/10-29-14)
Slightly hurried IC up to keep you moving along

@Csjarrat / Morgan: took some liberties but it should be child's play to hack their links...don't worry about rolls for that, freebie from an overly generous GM  :o

@Saithor / Alicia: can I have a will resist roll from your spirit (plus any retroactive spell defence?) against the stun/spirit bolt please?  Does slay spirit still exist?  Couldn't find it anywhere so guess it'll be a stun bolt which has the same effect...

Note; you are in the corridor and can't see into the side room where the seer is, you'd need to project inside to see the clown's auras
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (13:46:05/10-29-14)
Doing a Take Aim action before spending an Edge to fire with 18 dice (Pistols 5 + Semi-Automatics specialty 2 + Agility 6 + Edge 5).

Base Damage: 7P
Accuracy: 7 (ignored due to Edge spending)
Armor Pen: -5

Roll Result for shot: 18d6.hitsopen(5,6)=8 (http://invisiblecastle.com/roller/view/4697194/)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:19:09/10-29-14)
@CT

Oh, I just realized I forgot Cutter's Initiative.

All4BigGuns | Cutter - 3d6+11=23 (http://invisiblecastle.com/roller/view/4697240/)

Would you mind rolling that so that we can add you into the Initiative order? Initiative has been rolled.

@Aria

Is everyone on the same pass? If so, Initiatives need to adjust accordingly, but I'm not sure how many passes have gone by.

----------------

I'll get an IC up later; just quickly checking in.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (14:34:05/10-29-14)
Turning her attention from the spirit directly to the ghouls, Rodeo is going to cast a manaball force 6 at the group of them.

She scores 3 successes.  As a direct physical spell, they defend with a straight Body test.  3 successes = zero damage.  Each less success does 7, 8, and finally 9P DV.

On her drain, she also scores 3 successes, taking 3 stun damage  In exchange for a headache, hopefully this puts the ghouls off the fight...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (14:40:05/10-29-14)
Sorry about that. Here's that initiative roll.

3d6+11=23 (http://invisiblecastle.com/roller/view/4697240/)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:45:46/10-29-14)
No problem; post edited.

Turning her attention from the spirit directly to the ghouls, Rodeo is going to cast a manaball force 6 at the group of them.

She scores 3 successes.  As a direct physical spell, they defend with a straight Body test.  3 successes = zero damage.  Each less success does 7, 8, and finally 9P DV.

On her drain, she also scores 3 successes, taking 3 stun damage  In exchange for a headache, hopefully this puts the ghouls off the fight...

Also, this is incorrect. Each net hit = 1P damage. So if they get no successes, you do 3P damage. Sorry to bother you.

Quote from: Core Book of SR5; page 283
Direct: When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your Spellcasting + Magic [Force] against either Body (for physical spells) or Willpower (for mana spells). The target does not get to resist the damage, only the Spellcasting test.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:50:45/10-29-14)
Slightly hurried IC up to keep you moving along

@Csjarrat / Morgan: took some liberties but it should be child's play to hack their links...don't worry about rolls for that, freebie from an overly generous GM  :o

@Saithor / Alicia: can I have a will resist roll from your spirit (plus any retroactive spell defence?) against the stun/spirit bolt please?  Does slay spirit still exist?  Couldn't find it anywhere so guess it'll be a stun bolt which has the same effect...

Note; you are in the corridor and can't see into the side room where the seer is, you'd need to project inside to see the clown's auras

Willpower of 6 for the Spirit, Resist roll 6d6: 1 Hit (6) Link http://orokos.com/roll/229678

Also assuming I could still send a matrix message. Let me know if I was wrong.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (18:50:52/10-29-14)

Also, this is incorrect. Each net hit = 1P damage. So if they get no successes, you do 3P damage. Sorry to bother you.


Myeaaahh... and I would have gotten away with it if it weren't for you meddling kids!

No bother, you are absolutely right.  I think I just got carried away!

Oh... and your stupid dog!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (18:56:56/10-29-14)

Also, this is incorrect. Each net hit = 1P damage. So if they get no successes, you do 3P damage. Sorry to bother you.


Myeaaahh... and I would have gotten away with it if it weren't for you meddling kids!

No bother, you are absolutely right.  I think I just got carried away!

Oh... and your stupid dog!

A Scooby Doo reference; oh my. That's a blast from the past.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (09:42:19/10-30-14)
Willpower of 6 for the Spirit, Resist roll 6d6: 1 Hit (6) Link http://orokos.com/roll/229678

Also assuming I could still send a matrix message. Let me know if I was wrong.
Ouch, spell went off for 7 hits (yes it was overcast!) so that's 6 damage - not disrupted yet but in a world of pain!

You can send a message as you are only perceiving - if nothing else voice to text works ok, or just audio...of course controlling your 'link is much much harder when you can't really see it but I imagine such things are intelligent enough to cope...

Also, this is incorrect. Each net hit = 1P damage. So if they get no successes, you do 3P damage. Sorry to bother you.

Quote from: Core Book of SR5; page 283
Direct: When your direct combat spell is successfully cast, it inflicts a number of boxes of damage equal to your net hits on the opposed test. The opposed test generally pits your Spellcasting + Magic [Force] against either Body (for physical spells) or Willpower (for mana spells). The target does not get to resist the damage, only the Spellcasting test.
So that's between 1-3 boxes on each ghoul apart from the one sprinting at Cutter - but he's just taken an APDS round to the chest with huge numbers of hits so I wouldn't worry about it!

Oh, and the ghoul bashing on the windscreen of train 1 is outside the spell too!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (11:34:56/10-30-14)
ok i'm lost. what initiative score are we acting on again?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:49:57/10-30-14)
If two passes have gone by and we are using the rules of people coming in late on page 160 of the Core Rule Book.

Quote from: Core Book of SR5; page 160
If a character enters combat after it has already begun, they should roll for their Initiative Score as normal and then subtract 10 for each Initiative Pass that has already occurred. This means they may get an Action Phase during the current Combat Turn or they may not, but at least they have a chance.

Using this method puts us at this set of Initiatives.

Initiative Rolls for current situation. Organized.

8-bit | Ghost - Initiative (http://orokos.com/roll/228628): 15+3d6 30 | Two action passes have gone by, so Initiative drops to 10
JackVII | Harrier - Initiative: 9+4d6 → [9,6,5,3,6] = (29) | Two action passes have gone by, so Initiative drops to 9
Ericen | Flicker (Using prerolled result, since I cannot find a new roll) - Initiative: 11+4d6 25 | Two action passes have gone by, so Initiative drops to 5
Csjarrat | Morgan - 10 + 4d6 4d6=14 = 23 INI in hot sim. | Two action passes has gone by, so Initiative drops to 3
All4BigGuns | Cutter - 3d6+11=23 (http://invisiblecastle.com/roller/view/4697240/) | Two action passes have gone by, so Initiative drops to 3
GM? | Alicia's Force 6 Fire Spirit - Spirit Initiative (http://orokos.com/roll/229467): 2d6+15 22 [4, 3] | Came in at Pass 2, currently at Pass 3, so Initiative drops to 2

Out of Action Passes (Still allowed one Free Action minimum [more based on GM discretion] according to Page 160 of the Core Book of SR5)

Jayde Moon | Betsy - Some initiative Rolls :) (http://orokos.com/roll/229472): 1d6+9 14 [5] | Came in at Pass 2, currently at Pass 3, so Initiative drops to -6
Lusis | Luz (Using prerolled result, since I cannot find a new roll) - 8+1d6: 13 [1d6=5] | Two action passes have gone by, so Initiative drops to -7
saithor | Alicia - Alicia Initiative (http://orokos.com/roll/229468): 9+1d6 10 [1] | Came in at Pass 2, currently at Pass 3, so Initiative drops to -10

Currently Outside of Combat. GM decision (because he's trying to fix the damn train before it crashes)

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)

---------------------------

It should be noted the Wound Modifiers technically affect Initiative according to Page 160 of the Core Book.

Quote from: Core Book of SR5; page 160
Wound modifiers are applied directly to the character’s Initiative attribute. These changes are made immediately after the injury occurs and can affect the initiative order even within the same Initiative Pass.

This means that anyone with wound modifiers, such as the Spirit, may actually be out of Action Passes. I think the Spirit just took 6 boxes of damage, which is a -2 modifier, which would put the Spirit at 0 Initiative and thus out of passes.

Edit: Also, not sure if everyone has done their Action Pass 2 Actions, because schedule's can really interfere with the order of PbPs.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (12:22:33/10-30-14)
Also, not sure if everyone has done their Action Pass 2 Actions, because schedule's can really interfere with the order of PbPs.

I'm waiting on the GM to post an IC result of my shot (hoping this ghoul got red-misted :) ).
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (12:24:13/10-30-14)
brill thanks, so far my actions have been to run matrix perception and then to intercept traffic.
My next pass action will be to disseminate this intercepted traffic to the team and to record the intercept to my datajack memory.
I will spend the last action to observe my smartgun's camera feed to check whether anyone has entered my room or not.

Free action; send message
Simple action; record
Simple action; observe.

Cheers!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (13:24:14/10-30-14)
@CT

I'm assuming I can't see the metas that Alicia mentioned, and I probably can't see a mana spell. Do I have any indication of where the assailants are? If not, I'll probably check out the Seer's room. Is the door open? Is there some way I can distract them? I suppose I could always launch a flashbang in there.

Action Pass 3 - Initiative 10
Simple Action - Observe in Detail (Visual Perception Check) | Visual Perception Check (http://orokos.com/roll/229757): 16d6t5 4 [6, 4, 5, 5, 3, 5, 3, 4, 4, 3, 3, 2, 2, 2, 2, 4]
Delay Action - If I see a clown, I will take a shot at him with a Called Shot to the Vitals
Free Action - Call a Shot to Vitals (+2 DV, -4 dice)
Simple Action - Fire Enfield AS-7 in BF Mode | Longarms 6 + Agility 11 + 2 Smartlink - 4 Called Shot - 1 Delayed Action = 14 dice to shoot

Shooting Enfield AS-7 at the Clown (http://orokos.com/roll/229758): 14d6t5 6 [6, 6, 2, 6, 3, 4, 4, 5, 5, 1, 1, 5, 3, 3]

The Clown takes a -2 penalty to his defense test, but not to the soak roll. DV 15P + Net hits, AP -5. 3 APDS rounds used in 24 round drum. 15 remaining in drum, 41 remaining total.


Crossed out due to action not being taken.

I'll write up an IC after I get a little bit of an understanding what is going on. Don't want to make up stuff about clowns that may or may not show their faces.

Edit: Actually, I guess I could get an IC up with Ghost looking around. Still don't know if I'm taking the shot or not; that depends on whether a Clown shows up.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (16:00:50/10-30-14)
So do non-combat RP events have to be in-line with initative order?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Ericen on (20:26:18/10-30-14)
Well I was heading to seers from my last post so as soon as I am there I will help out
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Number 2 on (21:08:54/10-30-14)
So a new persistent campaign has come up? Unfortunately I wasn't able to post in Circus Tricks, but since this one seems relatively new I'll put in the character I made earlier.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (05:03:57/10-31-14)
So a new persistent campaign has come up? Unfortunately I wasn't able to post in Circus Tricks, but since this one seems relatively new I'll put in the character I made earlier.
CT is the only game on SG in this world so far...the name change was to align it with DS and the Obsidian Portal Jayde Moon and I are working on...that said, it's not too late to join CT if you want or check out TLG on DS!

So do non-combat RP events have to be in-line with initative order?
RP trumps initiative in my book (not everyone agrees but that's how I prefer it)...I'd rather people post than wait for strict initiative...we'll try not to let it get too out of hand but I think it works out ok.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (05:07:20/10-31-14)
@CT

I'm assuming I can't see the metas that Alicia mentioned, and I probably can't see a mana spell. Do I have any indication of where the assailants are? If not, I'll probably check out the Seer's room. Is the door open? Is there some way I can distract them? I suppose I could always launch a flashbang in there.

Edit: Actually, I guess I could get an IC up with Ghost looking around. Still don't know if I'm taking the shot or not; that depends on whether a Clown shows up.
The clowns are inside the seer's room and the door is open...you can't see them unless you are standing more or less in the doorway though as the corridor is just less than 1m wide here...will try to get an updated IC up v soon
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (13:36:43/10-31-14)
@CT

I don't know about the rest of you, but I think Ghost got the good end of the deal. He only has to deal with a few clowns; not the strange woman that Al has to deal with, not the RV (for the moment) and certainly not a ton of ghouls about to charge.

@Aria

Can I change the delayed action since I didn't see any clowns? If so, I'll use the underbarrel launcher on my shotgun. It's currently loaded with Flashbangs. And pray that I don't scatter.

AP3 - Initiative 10
Free Action - Send Message
Simple Action - Fire Ares Antioch-2 Underbarrel Grenade Launcher into the Seer's room | Agility 11 + 2 Smartlink - 1 Delayed Action - 1 Defaulting = 11 dice to Shoot

Fire a Flashbang into the Seer's Room (http://orokos.com/roll/229882): 11d6t5 2 [1, 4, 1, 4, 2, 1, 6, 5, 4, 1, 3]

Oh dear.... It does scatter. Scatter is 3d6 - hits meters for a grenade launcher. I also need to roll 2d6 to determine where the Flashbang scatters.

Direction of Scatter (http://orokos.com/roll/229883): 2d6 7 [5, 2]

Well, that's a relief. It likely just bounced farther into the room now. Now for how far it went.

Distance of Scatter (http://orokos.com/roll/229884): 3d6-2 10 [6, 4, 2]

Yikes, 10 meters. That might have even bounced back out; I hope not.

DV is 10S with -4 AP in a 10 meter radius. 1 grenade used in 4 grenade magazine. 3 remaining in magazine, 14 remaining total.

Tell me if I need to resist my own Flashbang (I'm a freaking genius...)

Edit: Also, how does Flare Compensation help with Flashbangs? I imagine it would, but I can't seem to find anywhere in the book where it would help. Dampers (from cyberears) give a +2 bonus to resist, would it be the same for Flare Compensation? Would they stack? Just so I know how likely it is that I knocked myself out with my own Flashbang.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (13:40:55/10-31-14)
In case I need a driving test for my last IC action, here it is:

Reaction 7 + Pilot Groundcraft 1 + Specialty 2 = 10 dice

10d6.hits(5)=4 (http://invisiblecastle.com/roller/view/4700000/)

Vehicle Stats: Suzuki Mirage [Handling 5/3, Speed 6, Accel 3, Body 5, Armor 6, Pilot 1, Sensor 2, Seats 1]
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (15:36:03/10-31-14)
So...should I roll any sort of charisma towards Oblique in an attempt to let us know what the fuck is going on? The only Charisma skill she has that's worth a shit is Intimidation at 4 dice, but I'm pretty sure Oblique's social skills can trump that. I'm hoping he sees her logic and opens up a little.

Also, while Luz does her sensor sweep of his office, she's going to see if she can notice anything that can shed some light. I think this is the first sensor roll (4 hits) and visual perception roll (4 hits).
http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142


Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (12:50:17/11-02-14)
Spirit will hit the guy who shot him with the Stunbolt if possible, I'm assuming Wound Modifiers count for Spirits

Unarmed Attack Roll 12d6: No Hits link http://orokos.com/roll/230072 
1 Edge for second Chance, 4 hits link http://orokos.com/roll/230073

Damage is still 10 P with AP -6
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (18:15:40/11-02-14)
Quick clarification on Astral Perceiving, you cannot see through solid objects, even while astrally perceiving.  While you can walk THROUGH solid objects, until you have passed your face through them, whatever is on the other side of a wall is a mystery.  This may or may not effect what is going on in the threads currently, I have to admit, I'm not 100% certain on everyone's positions...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:16:13/11-03-14)
@Aria

Can I change the delayed action since I didn't see any clowns? If so, I'll use the underbarrel launcher on my shotgun. It's currently loaded with Flashbangs. And pray that I don't scatter.

AP3 - Initiative 10
Free Action - Send Message
Simple Action - Fire Ares Antioch-2 Underbarrel Grenade Launcher into the Seer's room | Agility 11 + 2 Smartlink - 1 Delayed Action - 1 Defaulting = 11 dice to Shoot

Fire a Flashbang into the Seer's Room (http://orokos.com/roll/229882): 11d6t5 2 [1, 4, 1, 4, 2, 1, 6, 5, 4, 1, 3]

Oh dear.... It does scatter. Scatter is 3d6 - hits meters for a grenade launcher. I also need to roll 2d6 to determine where the Flashbang scatters.

Direction of Scatter (http://orokos.com/roll/229883): 2d6 7 [5, 2]

Well, that's a relief. It likely just bounced farther into the room now. Now for how far it went.

Distance of Scatter (http://orokos.com/roll/229884): 3d6-2 10 [6, 4, 2]

Yikes, 10 meters. That might have even bounced back out; I hope not.

DV is 10S with -4 AP in a 10 meter radius. 1 grenade used in 4 grenade magazine. 3 remaining in magazine, 14 remaining total.

Tell me if I need to resist my own Flashbang (I'm a freaking genius...)

Edit: Also, how does Flare Compensation help with Flashbangs? I imagine it would, but I can't seem to find anywhere in the book where it would help. Dampers (from cyberears) give a +2 bonus to resist, would it be the same for Flare Compensation? Would they stack? Just so I know how likely it is that I knocked myself out with my own Flashbang.
Ok, here we go...good news: regardless of the exact rules there's no way that grenade is coming out of that room once fired inside, the angles are just all wrong...it will bounce around like a headless chicken and then go off.  Bad news: flashbangs fill their entire blast radius with particles that then ignite to create the concussion effect so I'm reasonably certain (given the size of the room) that will encompass the corridor too (not quite how the films portray SWAT style entries but there you go...), so you and the fire spirit need to resist its effects (not to mention the clowns and the seer).  I'm happy for dampers and flare comp give you a +2 to resist the effects (unless someone can point me at RAW instead, busy busy at the moment :P)...so not the best plan in the world (v tight confined area), but hopefully not the worst!

Spirit will hit the guy who shot him with the Stunbolt if possible, I'm assuming Wound Modifiers count for Spirits

Unarmed Attack Roll 12d6: No Hits link http://orokos.com/roll/230072 
1 Edge for second Chance, 4 hits link http://orokos.com/roll/230073

Damage is still 10 P with AP -6
This is where I pull out my Evil GMTM hat... you excluded anyone not wearing a clown mask and carrying a gun from your spirit's targets...as you can't see into the room to amend that it can't attack the mage.  It will do something nasty to the nearest clown though...oh, please get it to resist the flashbang too (not a happy spirit!).  Wound mods do indeed count for spirits!

So...should I roll any sort of charisma towards Oblique in an attempt to let us know what the fuck is going on? The only Charisma skill she has that's worth a shit is Intimidation at 4 dice, but I'm pretty sure Oblique's social skills can trump that. I'm hoping he sees her logic and opens up a little.

Also, while Luz does her sensor sweep of his office, she's going to see if she can notice anything that can shed some light. I think this is the first sensor roll (4 hits) and visual perception roll (4 hits).
http://forums.shadowruntabletop.com/index.php?topic=17794.msg318142#msg318142
No need for charisma rolls, yes he will trump you on roll playing :P  I didn't mean to sound coy (just rushed)...you get the impression he's willing to talk (ish), the clowns are the only new hires but they were approved by higher ups and you can tell he's a little pissed about the whole thing (over his head kind of pissed)...

What sort of sensor sweep did you mean precisely?  He's got a 'link otherwise his office is fairly electronics free, no more than you'd expect in someone's living room.  Presumably any admin is done on the main host which is accessed from anywhere.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:14:07/11-03-14)
@Aria

Can I change the delayed action since I didn't see any clowns? If so, I'll use the underbarrel launcher on my shotgun. It's currently loaded with Flashbangs. And pray that I don't scatter.

AP3 - Initiative 10
Free Action - Send Message
Simple Action - Fire Ares Antioch-2 Underbarrel Grenade Launcher into the Seer's room | Agility 11 + 2 Smartlink - 1 Delayed Action - 1 Defaulting = 11 dice to Shoot

Fire a Flashbang into the Seer's Room (http://orokos.com/roll/229882): 11d6t5 2 [1, 4, 1, 4, 2, 1, 6, 5, 4, 1, 3]

Oh dear.... It does scatter. Scatter is 3d6 - hits meters for a grenade launcher. I also need to roll 2d6 to determine where the Flashbang scatters.

Direction of Scatter (http://orokos.com/roll/229883): 2d6 7 [5, 2]

Well, that's a relief. It likely just bounced farther into the room now. Now for how far it went.

Distance of Scatter (http://orokos.com/roll/229884): 3d6-2 10 [6, 4, 2]

Yikes, 10 meters. That might have even bounced back out; I hope not.

DV is 10S with -4 AP in a 10 meter radius. 1 grenade used in 4 grenade magazine. 3 remaining in magazine, 14 remaining total.

Tell me if I need to resist my own Flashbang (I'm a freaking genius...)

Edit: Also, how does Flare Compensation help with Flashbangs? I imagine it would, but I can't seem to find anywhere in the book where it would help. Dampers (from cyberears) give a +2 bonus to resist, would it be the same for Flare Compensation? Would they stack? Just so I know how likely it is that I knocked myself out with my own Flashbang.
Ok, here we go...good news: regardless of the exact rules there's no way that grenade is coming out of that room once fired inside, the angles are just all wrong...it will bounce around like a headless chicken and then go off.  Bad news: flashbangs fill their entire blast radius with particles that then ignite to create the concussion effect so I'm reasonably certain (given the size of the room) that will encompass the corridor too (not quite how the films portray SWAT style entries but there you go...), so you and the fire spirit need to resist its effects (not to mention the clowns and the seer).  I'm happy for dampers and flare comp give you a +2 to resist the effects (unless someone can point me at RAW instead, busy busy at the moment :P)...so not the best plan in the world (v tight confined area), but hopefully not the worst!

I figured it was the best worst plan I've ever come up with. Which is saying something.

Anyway, perfectly fine with that; I'll get an IC up describing it. I need to flush out/disorient our opponents inside; as I am not about to open the door to at least 3 insane clowns who are waiting to shoot me.

Also planning to send out a message beforehand. Probably too late for everyone nearby, but at least anyone rushing to our position (Flicker, I think?) will have an idea what is going on.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:37:06/11-03-14)
I think Flicker is engaging the ghouls with Cutter, Luz is coming up behind Alicia in car 5 and the doorway to the seer's room is between you and them.  I was feeling nice enough not to ask them to resist your flashbang too, although they will be more than aware of the noise and light show!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (15:40:46/11-03-14)
I'm happy for dampers and flare comp give you a +2 to resist the effects (unless someone can point me at RAW instead, busy busy at the moment :P).

Sorry, just to be clear as this is a question that's been on my mind, too.

So do you mean +2 total, or +2 each?

As pointed out, the RAW is clear on the +2 against flashbangs from a damper.
But no mention of flashbangs on the flare comp description, where it seems obvious that mod ought to help against, um, flashes.
And since they are protections of two separate affected senses, seems to me that they ought to stack….
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (15:55:09/11-03-14)
@CT

IC is up. I will make the soak roll with the assumption that I get a +4 bonus (+2 dampers, +2 flare compensation). Feel free to add or take away as the situation warrants.

Body 3 + Armor 13 + 2 Dampers + 2 Flare Compensation - 4 AP = 16 dice to resist 10S damage.

Resist Flashbang (http://orokos.com/roll/230243): 16d6t5 4 [2, 6, 2, 6, 2, 1, 3, 1, 4, 4, 5, 1, 1, 1, 5, 2]

Go figure, I roll 16 dice for shooting and get like 8 hits; and now when I need the excess hits they don't show up. That's 6S damage on me, I'll take that off my Condition Monitor. -2 penalty to everything now.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (16:55:15/11-03-14)
Thankfully immunity to Normal Wepons prevents it from being a complete fail. Also I hat Evil GM hats. Burn the hat!

Resisting Flashbang 9d6= 4 hits link http://orokos.com/roll/230248

so that 6S damage, Stun Condition moniter is at 5 boxes. Physical should be at 6. I think Alicia is going to need to give up a lot of beer to make this up to Irongut.  8-bit, you want to handle the Mage while Irongut takes out the other clowns?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (17:14:17/11-03-14)
If we aren't disoriented from the flashbang, sure. I might not be able to tell who the Mage is, but if someone has twitchy fingers* or something, then by all means; he's the first to die.

*Might be multiple people, because getting hit by a flashbang can cause seizures. Please consult your doctor before experiencing a Flashbang.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (18:00:18/11-03-14)
Well Luz has a Neurostun VIII grenade at the ready, might as well softball it in while they're disoriented. Hope you guys brought your respirators.

Do I need to roll it considering it's pretty much going to fill the car with gas? If so I got 2 hits (http://orokos.com/roll/230259) on the throw, a 6 (http://orokos.com/roll/230260) for scatter, and a 2 (http://orokos.com/roll/230263) on the distance which means scatter is nil.

ETA @ Aria: Oh yeah, as far as sensors I figure MAD, olfactory and radio signal sensors are the only ones that might apply. Otherwise just her enhanced peepers.

Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (18:41:05/11-03-14)
Thankfully immunity to Normal Wepons prevents it from being a complete fail. Also I hat Evil GM hats. Burn the hat!

Resisting Flashbang 9d6= 4 hits link http://orokos.com/roll/230248

so that 6S damage, Stun Condition moniter is at 5 boxes. Physical should be at 6. I think Alicia is going to need to give up a lot of beer to make this up to Irongut.  8-bit, you want to handle the Mage while Irongut takes out the other clowns?
unless they've changed it in 5e spirits  only have one condition monitor...?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (18:44:14/11-03-14)
Thankfully immunity to Normal Wepons prevents it from being a complete fail. Also I hat Evil GM hats. Burn the hat!

Resisting Flashbang 9d6= 4 hits link http://orokos.com/roll/230248

so that 6S damage, Stun Condition moniter is at 5 boxes. Physical should be at 6. I think Alicia is going to need to give up a lot of beer to make this up to Irongut.  8-bit, you want to handle the Mage while Irongut takes out the other clowns?
unless they've changed it in 5e spirits  only have one condition monitor...?

I couldn't find any listed on the profiles, so I just used the physical attributes to derive them.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (18:49:10/11-03-14)
Modded my last post with the rolls for the grenade toss. It's power is 15, covers 10m and becomes inert after 10 minutes.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (19:47:39/11-03-14)
HeyAria looks like you might start a high level game sometime, I have an adept decker I will send your way this week or weekend. High life runs seem to be the only way to play magic/decker crosses in 5th edition.

 8) ya crazy high life its the best way to explore the shadows, and a good way to die too
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (22:36:03/11-03-14)
Thankfully immunity to Normal Wepons prevents it from being a complete fail. Also I hat Evil GM hats. Burn the hat!

Resisting Flashbang 9d6= 4 hits link http://orokos.com/roll/230248

so that 6S damage, Stun Condition moniter is at 5 boxes. Physical should be at 6. I think Alicia is going to need to give up a lot of beer to make this up to Irongut.  8-bit, you want to handle the Mage while Irongut takes out the other clowns?
unless they've changed it in 5e spirits  only have one condition monitor...?

Strange, I could have sworn they only had one. Seems they have two now.

Quote from: Core Book of SR5; page 302
Spirits follow the normal rules for combat, whether physical or astral. If all of the boxes on a spirit’s Condition Monitor (either of them) are filled, the spirit is painfully disrupted and is forced back to its home metaplane. Any services it still owes are lost.

-------------------

And that Gas Grenade might knock Ghost out. He's not likely to resist 15 power with just straight up Body + Willpower (only 6 dice). Not that I mind, just be ready to First Aid him because of his stupidity. There should be a medkit on the top of car 8 where Ghost was perched. The good news is that everyone inside the Seer's room ought to be very unconscious.

Actually, I do have a Rating 6 Respirator on. That would give me 12 dice. I might end up remaining conscious yet, I just have to get way out of range of the gas grenade, or the double hit will surely knock me out.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (05:13:30/11-04-14)
Yeah not my best plan either.
I was worried the flashbang would've caused them to shoot the hostages if we didn't do something quick.

Then again, we should be out of range considering she heaved it in. You also have a combat turn before it fills the car.  We can close it up, pull back and wait. If there's a filtration system that is up to it we can then we can air the place out.

In the meantime, it buys us some time to deal with the ghouls.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (08:20:37/11-04-14)
Ok guys I'm pretty lost as to where we're up to with initiative and such. Not a huge amount I can achieve it the matrix here either (can't hack ghouls and clowns die quicker than I can hack their stuff) so if you guys have specific requests Morgan will run them, otherwise I'll sit out the combat and see you guys on the other side.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:50:28/11-04-14)
Yeah not my best plan either.
I was worried the flashbang would've caused them to shoot the hostages if we didn't do something quick.

Then again, we should be out of range considering she heaved it in. You also have a combat turn before it fills the car.  We can close it up, pull back and wait. If there's a filtration system that is up to it we can then we can air the place out.

In the meantime, it buys us some time to deal with the ghouls.


A Speed of One Combat Turn simply means I don't get hit by it until after one Combat Turn. I don't have a Medkit available within the closes 2 cars, and I doubt I can make it to the top of Train 8 to get my medkit in time.

Anyway, that's up to the GM if it fills the car immediately or if we have time to seal the room.

Er... didn't the spirit just charge into the room? Maybe he should dematerialize and hang out in Astral Space for a bit...

--------------------------------------

@CT

All right, from what I can tell, everyone has gone except Harrier. I will take any prerolled Initiatives for the next Combat Turn.

Initiative Rolls for current situation. Organized.

Ericen | Flicker - Initiative (http://orokos.com/roll/221166): 11+4d6 27
All4BigGuns | Cutter - 3d6+11=27 (http://invisiblecastle.com/roller/view/4704911/) [4,6,6,11] = (27)
8-bit | Ghost - Initiative (1) (http://orokos.com/roll/219901): 15+3d6 25 [4, 3, 3] - 2 for Wound Modifiers = 23
JackVII | Harrier - 9+4d6 → [9,2,1,5,5] (http://invisiblecastle.com/roller/view/4640090/) = (22)
Csjarrat | Morgan - Hot sim initiative: 9 + 4d6 (4d6=12) (http://invisiblecastle.com/roller/view/4638742/) = 21
Jayde Moon | Betsy - 1d6+9: 12 [1d6=3] (http://orokos.com/roll/229473)
Lusis | Luz - 8+1d6: 10 [1d6=2] http://orokos.com/roll/220362

Rolls Needed

saithor | Alicia - 9 + 1d6
GM/saithor | Fire Spirit - 15 + 2d6

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)

--------------------------------------

@Aria

I guess it would be good to know if the gas from Luz's grenade immediately fills the room, or if we have a chance to seal the door (hopefully it seals properly).

Also, I hope you don't mind the initiative thing. I know you have a lot to do, so I figured I might as well help out. It's hard to restrict things to an Initiative order, because that's the nature of PbP, but at least we have a semblance of an idea of who acts when. I'm fine for Roleplaying instead of Roll-playing, but hopefully the Initiatives help.

--------------------------------------

Ok guys I'm pretty lost as to where we're up to with initiative and such. Not a huge amount I can achieve it the matrix here either (can't hack ghouls and clowns die quicker than I can hack their stuff) so if you guys have specific requests Morgan will run them, otherwise I'll sit out the combat and see you guys on the other side.

Can you hack the incoming bird and maybe brick it? Not sure if that will help the hostage situation, but it's something to think about. I can't think of anything else other than monitoring communication feeds from the clowns.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (12:54:57/11-04-14)
Now that is a hell of a great idea!

That incoming LAV is probably the biggest single threat!

Harrier went off to intercept, but looks like a pretty lopsided battle there.

Hacking that beast would be huge for us, and a much worthier challenge than bricking guns!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (14:29:09/11-04-14)
great stuff, i'll crack on with that then
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (14:33:03/11-04-14)
@CT

All right, from what I can tell, everyone has gone except Harrier. I will take any prerolled Initiatives for the next Combat Turn.

Initiative Rolls for current situation. Organized.

Ericen | Flicker - Initiative (http://orokos.com/roll/221166): 11+4d6 27
8-bit | Ghost - Initiative (1) (http://orokos.com/roll/219901): 15+3d6 25 [4, 3, 3] - 2 for Wound Modifiers = 23
JackVII | Harrier - 9+4d6 → [9,2,1,5,5] = (22)
Csjarrat | Morgan - [url=http://invisiblecastle.com/roller/view/4638742/]Hot sim initiative: 9 + 4d6 (4d6=12) (http://invisiblecastle.com/roller/view/4640090/) = 21
Jayde Moon | Betsy - 1d6+9: 12 [1d6=3] (http://orokos.com/roll/229473)
Lusis | Luz - 8+1d6: 10 [1d6=2] http://orokos.com/roll/220362

Rolls Needed

All4BigGuns | Cutter - 11 + 3d6
saithor | Alicia - 9 + 1d6
GM/saithor | Fire Spirit - 15 + 2d6

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)

--------------------------------------

Here's that Initiative roll: [4,6,6,11] = (27)  3d6+11=27 (http://invisiblecastle.com/roller/view/4704911/)

Holy crap!

Hacking that beast would be huge for us, and a much worthier challenge than bricking guns!

Brick nothing...gain control of that thing's autopilot so that we can take it over and give it to Harrier.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:41:53/11-04-14)
Initiative added, thanks. You and Flicker technically act on the exact same moment, but I believe you two are at different places.

Hacking that beast would be huge for us, and a much worthier challenge than bricking guns!

Brick nothing...gain control of that thing's autopilot so that we can take it over and give it to Harrier.

He cannot transfer Marks to Harrier (unless he was a Technomancer with the Puppeteer Complex Form), so the best he can do is either Brick it, or use Control Device to try and steer it into either crashing or just not landing near the clowns. The Control Device is obviously preferable, but I think it requires two or three Marks. If he can do it, or thinks he can, I would say go for it. Otherwise, Bricking it is easier, and still effective at removing it from combat.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (14:45:16/11-04-14)
Initiative added, thanks. You and Flicker technically act on the exact same moment, but I believe you two are at different places.

Hacking that beast would be huge for us, and a much worthier challenge than bricking guns!

Brick nothing...gain control of that thing's autopilot so that we can take it over and give it to Harrier.

He cannot transfer Marks to Harrier (unless he was a Technomancer with the Puppeteer Complex Form), so the best he can do is either Brick it, or use Control Device to try and steer it into either crashing or just not landing near the clowns. The Control Device is obviously preferable, but I think it requires two or three Marks. If he can do it, or thinks he can, I would say go for it. Otherwise, Bricking it is easier, and still effective at removing it from combat.

I meant later on with the "giving it to Harrier" part. Control Device it for a while (ejecting the pilot while he's at it), and once the dust settles we can get everything all set up so that our Rigger can take it.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:48:02/11-04-14)
That's a good point. That would be highly preferable.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (16:47:15/11-04-14)
Pass 1:
-Matrix perception to spot the LAV: perception (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4705007/)
-Change configuration of deck: Attack 7//Firewall 6//DP5//Sleaze 4
                                                         +singal scrub//+hammer//+decryption//+Virtual box{configurator}{shell}
x2 simple actions

Pass 2:

-Brute force hacking: brute force (2 marks) (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4705045/)
 -EDG to reroll failures edg (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4705047/) gets an extra 1.5 total hits
x1 complex action
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (16:53:36/11-04-14)
Actually, your first pass would be a Complex Action for the Matrix Perception, and a Free Action for the Configuration.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (16:57:13/11-04-14)
Actually, your first pass would be a Complex Action for the Matrix Perception, and a Free Action for the Configuration.
huh, been playing that one wrong for a while lol.
good catch, cheers
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (17:04:47/11-04-14)
I have a feeling all my actions are going to have to be devoted to keeping those ghouls at bay riding around them just outside their reach.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Ericen on (17:20:38/11-04-14)
I see my initiative is up , but have I closed the gap to the other train? Did I make it inside or is it for a ghoul outside close to me?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:37:15/11-05-14)
Pass 1:
-Matrix perception to spot the LAV: perception (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4705007/)
-Change configuration of deck: Attack 7//Firewall 6//DP5//Sleaze 4
                                                         +singal scrub//+hammer//+decryption//+Virtual box{configurator}{shell}
x2 simple actions

Pass 2:

-Brute force hacking: brute force (2 marks) (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4705045/)
 -EDG to reroll failures edg (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4705047/) gets an extra 1.5 total hits
x1 complex action
I confess to a bad need to re-read the matrix rules for a third time on this one so bear with me... the LAV will be running silent more than 100m from you...given that you don't have a specific location can you even begin to search for it?  I'm going to say 'yes' because then you don't need to re-write your IC and it seems sort of reasonable but I'm not entirely sure that it's RAW?!?  I need to go and look at my matrix cheat sheet, hopefully I can get back on this tomorrow.

@8-bit, thanks for managing the initiative!  V. useful!  Have 2 karma and 4000 nuyen on me, there may be more incoming if you keep it up :)

So, I know you all need some more answers, will try and get on to them as soon as I can but it won't be today now, sorry  :-\
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:44:11/11-05-14)
Pass 1:
-Matrix perception to spot the LAV: perception (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4705007/)
-Change configuration of deck: Attack 7//Firewall 6//DP5//Sleaze 4
                                                         +singal scrub//+hammer//+decryption//+Virtual box{configurator}{shell}
x2 simple actions

Pass 2:

-Brute force hacking: brute force (2 marks) (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/4705045/)
 -EDG to reroll failures edg (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4705047/) gets an extra 1.5 total hits
x1 complex action
I confess to a bad need to re-read the matrix rules for a third time on this one so bear with me... the LAV will be running silent more than 100m from you...given that you don't have a specific location can you even begin to search for it?  I'm going to say 'yes' because then you don't need to re-write your IC and it seems sort of reasonable but I'm not entirely sure that it's RAW?!?  I need to go and look at my matrix cheat sheet, hopefully I can get back on this tomorrow.

Matrix Perception vs. Running Silent is a Computer + Intuition [Data Processing] vs. Logic + Sleaze test. The first net hit spots the device, the rest provide analysis.

@8-bit, thanks for managing the initiative!  V. useful!  Have 2 karma and 4000 nuyen on me, there may be more incoming if you keep it up :)

So, I know you all need some more answers, will try and get on to them as soon as I can but it won't be today now, sorry  :-\

Glad I could help.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:32:01/11-07-14)
Ok, IC up, I know it's rushed again but I wanted to get at least something out there before the weekend...

I think you are all out of combat time again now apart from Morgan... just a note on the matrix stuff with the RCC, my reading is that if the rigger is jumped in to the LAV (and (s)he is...) then you can't override the commands to it as it's top of the 'tree' already... but that was a rather rushed read and I'm sure there are lots of other nasty things you can do.  I'm guessing you are attacking via the Seattle Grid?  That's the one the LAV is on to access the matrix...

So, sorry for the brevity... oh, and I haven't arbitrarily shot down Harrier, he sadly is bowing out for now...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (12:43:14/11-07-14)
ok, yeah had a read through. there's no way i can do anything about controls while its rigged. i'd have to cybercombat the rigger first which is more work than i'm interested in.
Pass 3:
-free action: dump configurator program for Mugger
-complex action: dataspike vs LAV
log 6, cyber combat 6, hot sim 2 (14d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4708203/) pleh
EDG to re-roll failures:log 6, cyber combat 6, hot sim 2 (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4708205/)  oorah!    8 total hits, limit 8 (7 deck, +1 program)
DV 12 {7 deck, +1 decryption, +2 hammer, +2 mugger} + net hits

Currently running 3 noise reduction
I'm now out of edge.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:15:39/11-07-14)
DV 12 {7 deck, +1 decryption, +2 hammer, +2 mugger} + net hits

You would have a Matrix DV of 16 (7 deck, +1 Decryption, +2 Hammer, +4 for 2 Marks, +2 Mugger) + net hits. So, even better!

So, sorry for the brevity... oh, and I haven't arbitrarily shot down Harrier, he sadly is bowing out for now...

No problem, we understand. Does that mean Harrier is currently stepping out of the game now? Just so I don't have to keep his Initiative in the order if he's not actually with us.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (19:35:49/11-08-14)
@ Aria

I see you are going to get circles of power going some time so here is my submission to the High life game.

I still have to add names and locations for my contacts and a bit more for his background but here is a first looks

INFO

Note: High life runner as stated on page 355 main book and prime runner chart as on page 64 main book

Priorities 
Race: B(Elf, 6 special Att.)
Attributes: A (24)
Magic C (Adept, Magic 4, 1R2 active skill)
Skills:  A (46(10))
Nuyen: C (210,000Y)

Karma: 35 – 19 (+Q) -4 (skills) – 15 (bonding) -21 (Gear) – 11 Contacts +35 (-Q)

Street Name: Smoky
Name: Gorou Sando
SIN Name: Ginko Oishi
Most Common Call Signs: Mr Green
Movement: 10 / 20
Swim: 0
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Japanese Elf Male
Age 35
Height 5’10” Weight 173lbs
Composure: 8
Judge Intentions: 9
Lift/Carry: 8
Memory: 9
Nuyen: 35 Nuyen + 4d6 X 100
Eyes: Brown
Hair: White in braided ponytail
Skin: Asian

LIMITS
Physical 6
Mental 7
Social 6


Attributes 24 free
BOD: 3
AGI: 5
REA: 4 (5)
STR: 5
CHA: 4
INT: 5
LOG: 5
WIL: 4
EDG: 5
MAG: 6

Derived Attributes
Essence: 6
Initiative: 9 + 1d6  or 10 + 2d6
Astral Initiative: (NA)
Matrix Initiative: 9 + 1d6 (AR), 5 +DP +3d6 (cold), 5 + DP + 4d6 (hot)
Physical Damage Track: 10
Stun Damage Track: 10
Armor:  12 (coat) + 2 (helmet) + 2(Arm and leg kit) + 6 mystic armor = 22


Active Skills 46 (10), +1 R2 active + 2R1 (4 karma)
Outdoors (SG) 1
-Survival
-Navigation
-Tracking
Influence (SG) 2
-Etiquette
-Leadership
-Negotiations
Biotech (SG)1
-CyberTechnology
-First Aid
-Medicine
Cracking (SG) 6
-CyberCombat
-Electronic Warfare
-Hacking
Unarmed Combat 6
Blades (Knives) 6 ( 8 )
Throwing Weapons (Shurikens) 6( 8 )
Sneaking (Urban) 5(7)
Con (Fast-Talking) 1(3)
Locksmith 4
Artisan (Flute) 1(3)
Perception (Visual) 1(3)
Computers 6
Hardware (Cyber Decks) 1(3)
Software (Data Bombs) 3(5)
Gymnastics 1 (w/Karma)
Pilot Ground Craft 1 (w/ Karma)

Knowledge Skills (20 free)
English N
Japanese 1
Safe Houses 3
Shadow Community (Personal) 3(5)
Engineering (electronics) 2(4)
Data Havens 4
Local area knowledge (Roads) 3(5)
Taoism 1

ADEPT POWERS 6
Improved Reflexes L1 (1.5)
Critical Strike (Blades) (0.5)
Danger Sense L1 (0.25)
Enhanced Accuracy (knives) (0.25)
Mystic Armor L6 (3)
Combat Sense L1 (0.5)

Contacts 3 24 free + 11 Karma = 35

Name:
Race: Elf
Job: Taoist Master Adept / Fixer
Location: Temple in the near by mountians
Known by Smoky from: Was the head of the Taoist temple Smoky was raised at
C 5 L 2

Name:
Race: Elf
Job: Qi Tattoo Artist / Mystic Adept
Location: City we play in
Known by Smoky from: Grew up together at the Taoist temple in the mountains, and are close friends since childhood
C 3 L 4

Name:
Race: Elf
Job: Street Doc / Toxins Supplier
Location: City we play in
Known by Smoky from: Grew up together at the Taoist temple in the mountains, and are close friends since childhood
C 3 L 4

Name:
Race: Elf
Job: Data Broker / Decker
Location: City we play in
Known by Smoky from: Was a fellow student at the Taoist Temple in the mountians
C 4 L 3

Name: Aria
Race: Unknown
Job: Matrix Phenomena
Location:  Somewhere on line
Known by Smoky from: They have crossed paths from time to time on line
C 5 L 2


Qualities
 Positive ( 19 Karma)
Cat Like
Martial arts (Pent Jak-Silat)
-Dim Mak
-Randori (Vitals)
Negative (35 Karma)
Prejudiced (Bias) (Trolls)
Insomnia (Basic) (Can’t stop thinking about matrix code)
Dependent (Wife) L2
Spirit Bane (Beast) + (Water)

Gear (210,000 + 42,000 (21Karma))

ARMOR
Argentum Coat AR 12 / +4 (3,600)
-Chemical Protection R4 (1,000)
-Non Conductive R4 (1,000)
-Fire Resistance R4 (1,000)
-Insulation R2 (500)
-Electrochromic (500)

Helmet (Raden style hat) AR +2 (100)
-Trode (70)

Helmet (Hood)  AR +2 (100)
-Trode (70)
-Electrochromic (500)

Leg Kit AR +1 (300)
Arm kit AR +1 (350)

Clothing (800)
-Electrochromic (500)
Silver Flute (350)
Silver Pipe / Silver zippo (150)

WEAPONS
Combat Knife (Weapon Focus F5)( 35,300)(Bonding 15 karma)
AC: 6  R: - DMG (STR +2)P AP:-3
-Hidden Arm Slide (350)
-Tracker (150)
-Gecko Grip (100)

42 Shuriken’s (1050)
AC: Physical DMG (STR+1)P AP: -1
-ALL W/ Smartgun Internal (1050)

ID
Fake SIN R6 “Ginko Oishi” (15,000)
Fake Licenses R6 (10,800)
-Shurikens
-Smartlink
-Adept / Magic Gear
-Hidden Arm Slide
-Cyber Deck
-Matrix Programs
-BodyGruard
-Locksmith gear
-Restricted toxins

B&E / Tools / Survival
Gecko tape gloves (250)
Auto Picker R6 (3,000)
Mini Welder (250)
Locksmith kit(500)
Electronic kit (500)
Electronic Shop (5,000)
Survival Kit (200)
Respirator R6 (300)

Biotech / Toxins
Medkit R3 (750)
1 Trauma Patch (500)
20 Narco Jet (1,000)

OPTICAL
Goggles CAP 6 (300)
-Flare Compensation(250)
-Thermographic vision (500)
-Vision Magnification (250)
-Vision Enhancement R3 (1,500)
Contacts R2 (400)
-Smart Link (2,000)
-Image Link (25)

CYBERDECK
Hermes Chariot (123,000)
DR: 2, ATT 5/4/4/2, Pro: 2
-AR Gloves (150Y)
-Satellite Link (500 Y)
-Micro Transceiver (100Y)
Common Programs (400 Y)
-Browse
-Edit
-Encryption
-Signal Scrub
-Virtual Machine
Hacking Programs (1,250 Y)
-Baby Monitor
-Defuse
-Exploit
-Bio Feedback Filter
-Stealth
Agent R6 (12,000 Y)
SLAVES (6)
-Contacts
-Goggles
-Helmet
-Medkit
-Car
-Hidden Arm Slide

LifeStyle
Middle 1 month (6,000Y)

Vehicle / Drones
Ford Americar (16,000Y)
H:4/3 SP:3 AC:2 B:11 AR:6 PI:1 SEN:2 SEATS:4
-Morphing License Plate (1,000)
-Spoof Chip (500)


Description:
5’10 tall Japanese elf with long white hair that he keeps in a braided pony tail, also is clean shaven and dark brown eyes.
Everyday life:
 Smoky wears a Dard Green long coat that has a green stitched in looking eastern dragon swimming over the coat,  a Dark Green Raiden style hat, Chinese style shirts and a sash.

On runs:
Smoky wears a black long coat, black hood, black goggles, black respirator, and a black Japanese style shirt and a black sash.

Always:
 loves to smoke his silver pipe and carries his silver flute encase he gets bored he can entertain himself with a hand full of songs he has learned.

Background: Raised in the mountains by a group of Taoist (MORE TO COME)

Concept: Martial arts, cover op, decker.

Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (16:07:14/11-09-14)
@Scawire: thanks for the submission - I wasn't sure whether I was going to use the High Life and the prime runner builds but then again if you're going to extremes why not the whole hog?!?  :o  ;)

That said, please don't hold your breath for CoP, doubt it will be going before CT is ready to be put to bed as I'm running another game on DS and playing in one there too (sadly only so many hours in a week I can devote to SR  :-\)

DV 12 {7 deck, +1 decryption, +2 hammer, +2 mugger} + net hits

You would have a Matrix DV of 16 (7 deck, +1 Decryption, +2 Hammer, +4 for 2 Marks, +2 Mugger) + net hits. So, even better!

So, sorry for the brevity... oh, and I haven't arbitrarily shot down Harrier, he sadly is bowing out for now...
Ouch...you've just given a rigger one hell of a massive dose of dumpshock, not to mention nuking his RCC...now, the evil GM in me thinks, hmmm, you just fired off a massive matrix attack effectively blind, and now you think Harrier might have crashed...but I wouldn't be that dastardly would I?!?  :o  He's confirmed that he is out of the game, shame but at least I got some warning...

ok, yeah had a read through. there's no way i can do anything about controls while its rigged. i'd have to cybercombat the rigger first which is more work than i'm interested in.
Pass 3:
-free action: dump configurator program for Mugger
-complex action: dataspike vs LAV
log 6, cyber combat 6, hot sim 2 (14d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4708203/) pleh
EDG to re-roll failures:log 6, cyber combat 6, hot sim 2 (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/4708205/)  oorah!    8 total hits, limit 8 (7 deck, +1 program)
DV 12 {7 deck, +1 decryption, +2 hammer, +2 mugger} + net hits

Currently running 3 noise reduction
I'm now out of edge.
Do I take it that you aren't currently running silent?  See above for dastardly  ???
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (16:49:06/11-09-14)
@ Aria: thanks for replying to me, since the odds are this game will be going for some time (hopefully for all the runners). I was thinking I could make a runner for it then my waiting for a high life run will be easier on me. Give me a few days and I will submit a character. Then when there is a break in the action I can join up. I still want a ninja like character so I'll start cracking books and see what kind of standard runner I can hatch up.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (04:31:40/11-10-14)
@GM, currently not running silent, dicepools weren't that high to take the hit
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (10:29:19/11-10-14)
Haallo! I note the thread is still titled for recruitment? Might that still be the case whenever the chance comes round? Hope I'm not interrupting
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:31:18/11-10-14)
Haallo! I note the thread is still titled for recruitment? Might that still be the case whenever the chance comes round? Hope I'm not interrupting

Just come up with a character and we'll try to fit you in. Recruitment is always open. We'll just get creative in getting you on the train.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:37:03/11-10-14)
@ SnowDragon: Indeed!  Always willing to work in new players!

@CT Generally:  I'd like to know what Luz, Alicia and Ghost are intending to do, if I don't hear from you before I start the IC tomorrow I'll assume you'll wait for the gas to be vented and then go in and investigate...?

When I said you were now 'out of combat time' I of course forgot about the rabid ghouls running at Flicker (Cutter can outpace them...) ...are you going to 'get clever' or just butcher them?  ::)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:43:19/11-10-14)
@CT Generally:  I'd like to know what Luz, Alicia and Ghost are intending to do, if I don't hear from you before I start the IC tomorrow I'll assume you'll wait for the gas to be vented and then go in and investigate...?

When I said you were now 'out of combat time' I of course forgot about the rabid ghouls running at Flicker (Cutter can outpace them...) ...are you going to 'get clever' or just butcher them?  ::)

I'll get an IC up. I'm assuming that we can all see Morgan's visual feed and hear the audio feed of the clowns?

Also, just to make sure I didn't lose count, the clowns in the RV have killed 2 out of 3 hostages?

If so, I'll probably be making my way back to my perch to both pick up my rifle, and to pick up my medkit to try and clear some of these stun boxes.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (13:12:15/11-10-14)
Question is, now that most of their buddies are down and so is their ride out, are the clowns in the RV going to die for their cause? We might be able to talk them out.

Or we can throw more grenades.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (16:49:03/11-10-14)
Alicia is going to be able to do anything at all until we get to the next round. Then she will probably dispatch her Water Spirit to whereve the group needs it.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:13:08/11-10-14)

I'll get an IC up. I'm assuming that we can all see Morgan's visual feed and hear the audio feed of the clowns?

Also, just to make sure I didn't lose count, the clowns in the RV have killed 2 out of 3 hostages?


I am pretty sure Aria said everything broadcast by anyone is currently accessible to anyone.

And I believe it started out with mom, dad, and their two kids, but is now down to the two terrified and scarred-for-life kids.
(Actually, based on last GM IC, I suppose there is a possibility the mother is still breathing, though that might not be a good thing).
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:14:17/11-10-14)
Question is, now that most of their buddies are down and so is their ride out, are the clowns in the RV going to die for their cause? We might be able to talk them out.

Or we can throw more grenades.

Someone on the train with a grenade launcher could put a flashbang through a window of the RV - clowns down, kids don't die...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:20:57/11-10-14)
Alicia is going to be able to do anything at all until we get to the next round. Then she will probably dispatch her Water Spirit to whereve the group needs it.

Another good way to get into the RV from inside the train. Send in Spirit - they might not even consider that a spirit would be dissuaded from action by threats to human hostages - confusion on the trigger man could buy precious seconds, etc.


All - seriously sorry to be such a backseat driver, but I am a big softy I guess and just the thought, even in a game, of leaving those kids to get slaughtered by psycho clowns has got me a bit emotional!!!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (19:19:15/11-10-14)
@ SnowDragon: Indeed!  Always willing to work in new players!

Woohoo! Got my sheet below for ya, freshly converted to SR5.

== Info ==
Street Name: Intervention
Name: Victoria Drews
Movement: 12/24
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf F Age 29
Composure: 10
Judge Intentions: 11
Lift/Carry: 6 (60 kg/40 kg)
Memory: 7
Nuyen: 1705

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: C - 140,000¥

== Attributes ==
BOD: 2
AGI: 6
REA: 5
STR: 4
CHA: 7
INT: 4
LOG: 4
WIL: 3
EDG: 1

== Derived Attributes ==
Essence:                   6
Initiative:                9 + 1d6
Rigger Initiative:         9 + 1d6
Astral Initiative:         
Matrix AR Initiative:      9 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     9
Stun Damage Track:         10

== Limits ==
Physical:                  5
Mental:                    5
Social:                    8
Astral:                    8

== Active Skills ==
Animal Handling            : 0                      Pool: 6
Archery                    : 0                      Pool: 5
Armorer                    : 2                      Pool: 6
Automatics                 : 5                      Pool: 11
Automotive Mechanic        : 1                      Pool: 5
Blades                     : 0                      Pool: 5
Clubs                      : 0                      Pool: 5
Computer                   : 0                      Pool: 3
Con                        : 0                      Pool: 6
Cybercombat                : 0                      Pool: 3
Demolitions                : 0                      Pool: 3
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 1
Escape Artist              : 2                      Pool: 8
Etiquette                  : 0                      Pool: 6
First Aid                  : 2                      Pool: 6
Forgery                    : 1                      Pool: 5
Free-Fall                  : 0                      Pool: 1
Gunnery                    : 0                      Pool: 5
Gymnastics                 : 4                      Pool: 10
Hacking                    : 2                      Pool: 6
Heavy Weapons              : 0                      Pool: 5
Impersonation              : 0                      Pool: 6
Instruction                : 0                      Pool: 6
Intimidation               : 0                      Pool: 6
Leadership                 : 0                      Pool: 6
Locksmith                  : 2                      Pool: 8
Longarms                   : 5                      Pool: 11
Navigation                 : 0                      Pool: 3
Negotiation                : 3                      Pool: 10
Palming                    : 1                      Pool: 7
Perception                 : 4                      Pool: 8
Performance                : 0                      Pool: 6
Pilot Ground Craft         : 2                      Pool: 7
Pilot Watercraft           : 0                      Pool: 4
Pistols                    : 5                      Pool: 11
Running                    : 4                      Pool: 8
Sneaking                   : 4                      Pool: 12
Software                   : 1                      Pool: 5
Survival                   : 0                      Pool: 2
Swimming                   : 0                      Pool: 3
Throwing Weapons           : 0                      Pool: 5
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 4                      Pool: 10

== Knowledge Skills ==
English                    : N                      Pool: 0
Firearms                   : 2                      Pool: 6
Mafia                      : 3                      Pool: 7
Russian                    : 5                      Pool: 9
Security Design            : 3                      Pool: 7
Sports                     : 2 [MMA]                Pool: 6 (8)

== Contacts ==
Digital Watchman (4, 3)
Mob Agent (3, 2)
Titanium (4, 5)

== Qualities ==
Ambidextrous
Catlike
First Impression
Low-Light Vision
SINner (National) (Victora Drews)

== Lifestyles ==
Safe House Whiskey (Somewhere in the Verge...)  1 months (Low)
Sub Penthouse 93A, La-Lacette Towers, Elven District  1 months (High)

== Armor ==
Clothing                            0
Lined Coat                          9

== Weapons ==
Ares Desert Strike
   +Bipod
   +Imaging Scope
   +Shock Pad
   +Silencer
   +Stock
   Pool: 11   Accuracy: 7   DV: 13P   AP: -4   RC: 5
Ares Light Fire 75
   +Silencer, Ares Light Fire 70
   +Smartgun System, Internal
   Pool: 11   Accuracy: 8   DV: 6P   AP: -   RC: 2
FN HAR
   +Bipod
   +Gas-Vent 3 System
   +Imaging Scope
   +Laser Sight
   +Shock Pad
   +Sound Suppressor
   Pool: 11   Accuracy: 6   DV: 10P   AP: -2   RC: 8
Grapple Gun
   Pool: 0   Accuracy: 3   DV: 7S   AP: -2   RC: 2
Grenade: Smoke
   Pool: 5   Accuracy: 5   DV: (10m Radius)   AP: -   RC: 2
Unarmed Attack
   Pool: 10   Accuracy: 5   DV: 4S   AP: -   RC: 2

== Commlink ==
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
   +Geiger Counter
   +Weapon Watcher Software (Rating 6 hacked)
   +Non Linear Junction Detector (Rating 6)
   +Visual Spotter Software (Rating 6 Hacked)
   +Bug Scanner Rating 6
   +Encryption
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Ammo: Regular Ammo (Light Pistols) x500
Ammo: Regular Ammo (Assault Rifles) x500
Ammo: Regular Ammo (Sniper Rifles) x500
Autopicker Rating 6
Catalyst Stick x2
Climbing Gear
Concealable Holster x2
Fake SIN (Alana Grange) Rating 4
Glasses Rating 4
   +Camera, Micro Rating 1
   +Laser Microphone
Grapple Gun
   +Vision Enhancement Rating 3
   +Vision Magnification
Grenade: Smoke x20
Lockpick Set
Maglock Passkey Rating 4 x2
Medkit Rating 6 x5
Miniwelder x2
Miniwelder Fuel Canister x20
Rapelling Gloves
Sequencer Rating 4
Spare Clip (Ares Desert Strike) x50
Spare Clip (FN HAR) x50
Spare Clip (Ares Light Fire 75) x50
Stealth Rope (100m) x5
Subvocal Mic
Wall-Mounted Housing Rating 1 x5
   +Laser Trip Beam

== Vehicles ==
Hyundai Shin-Hyung (Sport Sedan)
   +Sensor Array Rating 2


Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (21:58:38/11-10-14)
Question is, now that most of their buddies are down and so is their ride out, are the clowns in the RV going to die for their cause? We might be able to talk them out.

Or we can throw more grenades.

Someone on the train with a grenade launcher could put a flashbang through a window of the RV - clowns down, kids don't die...

*Blinks* Well, damn. That's a good idea. Depending on how far away they are, that could very well work.

Of course, I might be facing so many penalties I don't have any dice. I could also try to snipe the trigger man to cause enough confusion for the spirit and everyone else to go to town.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (23:27:57/11-10-14)
Alicia is going to be able to do anything at all until we get to the next round. Then she will probably dispatch her Water Spirit to whereve the group needs it.

Need these initiatives. If you are summoning a Water Spirit, going to need that Initiative (your Fire Spirit will be sent back to the Astral for a break, as you can only have one Spirit out at a time, as far as I know).

saithor | Alicia - 9 + 1d6
GM/saithor | Fire Spirit - 15 + 2d6

--------------------------------

All right, getting an IC up, I'll try and send a message to coordinate and get a shot off at the clown. Will Edit post shortly.

Edit: Setting up the medkit is a Complex Action, so that's what I'm going with for now. Probably will try to get a shot off next Action Pass.

Action Pass 1 (23)

No Action: Getting back to my perch on top of train 8
Free Action: Send Text
Complex Action: Set up Medkit to perform First Aid (running Wirelessly), it performs First Aid at a dicepool of rating x 2 | 12 dice - Bad Conditions 3 - Essence Loss (4 full points) 2 = 7 dice

Medkit Healing (http://orokos.com/roll/231584): 7d6t5 3 [5, 2, 6, 6, 3, 4, 3]

Threshold is 2, one box of stun removed. Down to only -1 wound penalty. Add 1 to Initiative to have 24 (-10 for Action Pass). 5 more uses of Medkit available.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (01:03:55/11-11-14)
I believe Alicia's Fire spirit is a Bound Spirit.  You can have one unbound Spirit out at a time, but are limited in Bound Spirits by something something Charisma.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (01:10:57/11-11-14)
I believe Alicia's Fire spirit is a Bound Spirit.  You can have one unbound Spirit out at a time, but are limited in Bound Spirits by something something Charisma.

I think you're right, still going to need a new initiative for the Water Spirit.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (09:55:03/11-11-14)
Initiative
Alicia 1d6+9=13 Link http://orokos.com/roll/231627
Fire Spirit 2d6+15= 20 Link http://orokos.com/roll/231628
Water Spirit 2d6+14= 23 Link http://orokos.com/roll/231629

Also, for the Spirits, that's assuming their's nobody in the RV capable of Astral Perception. Do we know how many clowns are on-board the RV itself?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:27:26/11-11-14)
Action Pass 1

Initiative Rolls for current situation. Organized.

Ericen | Flicker - Initiative (http://orokos.com/roll/221166): 11+4d6 27
All4BigGuns | Cutter - 3d6+11=27 (http://invisiblecastle.com/roller/view/4704911/) [4,6,6,11] = (27)
8-bit | Ghost - Initiative (1) (http://orokos.com/roll/219901): 15+3d6 25 [4, 3, 3] - 2 for Wound Modifiers = 23
GM/saithor | Water Spirit - 2d6+14= 23 Link (http://orokos.com/roll/231629)
JackVII | Harrier - 9+4d6 → [9,2,1,5,5] (http://invisiblecastle.com/roller/view/4640090/) = (22)
Csjarrat | Morgan - Hot sim initiative: 9 + 4d6 (4d6=12) (http://invisiblecastle.com/roller/view/4638742/) = 21
GM/saithor | Fire Spirit - 2d6+15= 20 Link  (http://orokos.com/roll/231628)
saithor | Alicia - 1d6+9=13 Link (http://orokos.com/roll/231627)
Jayde Moon | Betsy - 1d6+9: 12 [1d6=3] (http://orokos.com/roll/229473)
Lusis | Luz - 8+1d6: 10 [1d6=2] http://orokos.com/roll/220362

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)

---------------------------------------------------

Also, for the Spirits, that's assuming their's nobody in the RV capable of Astral Perception. Do we know how many clowns are on-board the RV itself?

Thank you for the initiative rolls. I believe that there are only 3 clowns on the RV, and no Astral Perception (could be wrong though, we haven't really tested those 3 yet).
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:22:41/11-11-14)
How about we have the new sniper take them down? Just as insurance so that if the grenades and/or spirits fail, she can at least take out the guy holding the gun and get us the time we need. Just a thought.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (19:22:12/11-11-14)
How about we have the new sniper take them down? Just as insurance so that if the grenades and/or spirits fail, she can at least take out the guy holding the gun and get us the time we need. Just a thought.

Except we have no idea who, or where he is, at the moment. He can probably see the comm chatter, but if he just randomly fires off a shot at the clowns without any heads-up, then one of two things might happen. The first is that Oblique finally got his damn security to help us out. Or the second is that some unknown person just started firing, and he could be another hostile.

No offense, Snow Dragon, just saying that IC, that's how it might look.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (20:15:03/11-11-14)
None taken~

We'll see what our lord GM decides what evil plottings in mind for me. But having said that, isn't your helicopter out of the fight already? Could be a back up extraction vehicle?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:34:56/11-12-14)
None taken~

We'll see what our lord GM decides what evil plottings in mind for me. But having said that, isn't your helicopter out of the fight already? Could be a back up extraction vehicle?
I have something in mind, will post it straight into the IC! Welcome to the party!

Question is, now that most of their buddies are down and so is their ride out, are the clowns in the RV going to die for their cause? We might be able to talk them out.

Or we can throw more grenades.

Someone on the train with a grenade launcher could put a flashbang through a window of the RV - clowns down, kids don't die...

*Blinks* Well, damn. That's a good idea. Depending on how far away they are, that could very well work.

Of course, I might be facing so many penalties I don't have any dice. I could also try to snipe the trigger man to cause enough confusion for the spirit and everyone else to go to town.
Ok, just a word of caution here - SR vehicles almost universally have mirror windows so no sniping through without blindfire mods.  I guess in theory you could do some clever AR triangulation based on the feed coming from the clowns themselves but...

They also have armour glass in them.  I suspect a grenade launcher doesn't offer enough punch to put a grenade through the glass without detonating it on the outside...?  Anyone else got a view?  Shooting through with an AR or rifle would do the trick but would alert the clowns.  Anyone got a shaped charge they can slap on the outside?  8)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (13:27:03/11-12-14)
Ok, just a word of caution here - SR vehicles almost universally have mirror windows so no sniping through without blindfire mods.  I guess in theory you could do some clever AR triangulation based on the feed coming from the clowns themselves but...

They also have armour glass in them.  I suspect a grenade launcher doesn't offer enough punch to put a grenade through the glass without detonating it on the outside...?  Anyone else got a view?  Shooting through with an AR or rifle would do the trick but would alert the clowns.  Anyone got a shaped charge they can slap on the outside?  8)

Okay, so anyone with a gun shoot out a main window, with Ghost on delayed action to put a flash-bang into the vehicle the moment the window breaks.
Fairly simple maneuver for Ghost and Intervention.

Cutter picks up Flicker and jets over on his bike (starts moving now) and they make a dynamic entry. 
Straightforward, and operators basically already in position to execute.

Even if clowns don't all go down, they will unlikely still have weapons right on the heads of the kids. And even then, when faced with an entry, do they think "Wow, I SAID I'd kill the kids if they attacked, so I guess I am honor-bound to do so even if it basically amounts to killing myself," or do they say, "Yikes, the only thing between me and these mercenaries is this kid - better keep him breathing for a bit."

Of course, they are out of their minds on combat drugs, so who really knows what will happen…

Spirit deployment also remains a quick and effective option.

Just throwing out an idea in the spirit of coordinating efforts - other better options may be out there!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (13:33:52/11-12-14)
They also have armour glass in them.  I suspect a grenade launcher doesn't offer enough punch to put a grenade through the glass without detonating it on the outside...?  Anyone else got a view?  Shooting through with an AR or rifle would do the trick but would alert the clowns.  Anyone got a shaped charge they can slap on the outside?  8)

Yeah, I kind of ruled out the launcher. Too many penalties, not enough dice. I mean by sniping using my Sniper Rifle.

@adamu

I think Spirit deployment combined with Sniper shots from Ghost and Intervention, along with an assault by Cutter and Flicker will cause enough confusion to give us time to put them down before any more hostages get hurt. Then again, as you said, they are out of their minds on combat drugs, so who really knows.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (16:56:28/11-12-14)
We also have their backup 300M out. Is that the LAV? Also, would talking to the Seer count as my Action? Just wanted to make sure before I post IC. A lot of this is still new to me. But for the RV, yeah, I can send the Water Spirit out, and the Fire spirit if you think we really need it.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (17:05:15/11-12-14)
Oh boy, train is starting to pick up speed. I have the feeling any shots I try to take are going to be pretty difficult if the train starts moving at 20 miles per hour. Ghost might be jumping off soon to deal with the convoy.

@Aria

If I jump off the train, what would that be? Gymnastics test?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:08:29/11-12-14)
We also have their backup 300M out. Is that the LAV? Also, would talking to the Seer count as my Action? Just wanted to make sure before I post IC. A lot of this is still new to me. But for the RV, yeah, I can send the Water Spirit out, and the Fire spirit if you think we really need it.

Professionally, we are here to protect the convoys assets and personnel. We have secured the seer (and should not consider trading or allowing a self-trade). The only asset still at risk are those two kids, so I say we put every resource on it except what we need to secure the seer and keep the train from being overrun by ghouls (movement should do that).

Personally, the thought of losing those poor kids, who have already lost their parents before their eyes…I vote for sending every spirit you've got at that RV with orders to protect the kids (which may indirectly entail killing the clowns).

Based on what we now know, if the seer is well and truly off the table, I don't think the LAV will remain a threat.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:09:38/11-12-14)
Oh boy, train is starting to pick up speed. I have the feeling any shots I try to take are going to be pretty difficult if the train starts moving at 20 miles per hour. Ghost might be jumping off soon to deal with the convoy.

@Aria

If I jump off the train, what would that be? Gymnastics test?

Shooting from a moving vehicle is a lousy -2 penalty….
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (18:44:54/11-12-14)
If Intervention can get to car one, she could roll a smoke through the door. They wouldn't be able to see, we'd just need someone on a rifle outside with an automatic and a thermal camera to gun the baddies down?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:57:43/11-12-14)
If Intervention can get to car one, she could roll a smoke through the door. They wouldn't be able to see, we'd just need someone on a rifle outside with an automatic to gun the baddies down?

Hey SnowDragon - welcome welcome!!!!

I LOVE your character - no cyber, no magic, AND not a Mr. Lucky.
I have always wondered if I could make a viable character that way….

Oh, and since you are just joining us…Car 1 has my character Al driving the train.

The bad guys are holed up with the kids in a disabled RV.
(Useful useful - there is a link on about the second or third post of this thread to a list of all the cars in the train and what is in them!)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (19:23:16/11-12-14)
Oh gosh, I'm blushing :P Thanks!

As for my screw up, well I could get off the train and pop smoke for the RV? It might buy a few seconds of confusion for someone with thermals to just pop the door and ventilate them

Fekking clowns. No one likes clowns.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:28:15/11-13-14)
Shooting from a moving vehicle is a lousy -2 penalty….

Wait, really? Well, I guess jumping off the train isn't that big of a deal.

@Aria

Can I see the clowns through my sniper rifle from my position on top of train 8? If it takes a perception check, just let me know (feel free to use preroll).

@SnowDragon

Can I get an Initiative Roll from you? 9 + 1d6

-----------------------------

@All

Here are the people who have not yet acted IC-wise for this Action Pass.

- Luz
- Flicker
- Betsey

Just as a note for Initiative's sake, you guys (gals?) still have actions for this pass.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (11:35:33/11-13-14)
9 +1d6 Ini

3

12 Ini.

^^
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:37:08/11-13-14)
Thank you very much!

-------------------

Action Pass 1

Initiative Rolls for current situation. Organized.

Ericen | Flicker - Initiative (http://orokos.com/roll/221166): 11+4d6 27
All4BigGuns | Cutter - 3d6+11=27 (http://invisiblecastle.com/roller/view/4704911/) [4,6,6,11] = (27)
8-bit | Ghost - Initiative (1) (http://orokos.com/roll/219901): 15+3d6 25 [4, 3, 3] - 1 for Wound Modifiers = 24
GM/saithor | Water Spirit - 2d6+14= 23 Link (http://orokos.com/roll/231629)
JackVII | Harrier - 9+4d6 → [9,2,1,5,5] (http://invisiblecastle.com/roller/view/4640090/) = (22)
Csjarrat | Morgan - Hot sim initiative: 9 + 4d6 (4d6=12) (http://invisiblecastle.com/roller/view/4638742/) = 21
GM/saithor | Fire Spirit - 2d6+15= 20 Link  (http://orokos.com/roll/231628)
Jayde Moon | Betsy - 1d6+9: 18 [1d6=3] (http://orokos.com/roll/229473) | Four hits on the test on Increase Reflexes (+4 Reaction, + a pair of ones (http://orokos.com/roll/232320))
saithor | Alicia - 1d6+9=13 Link (http://orokos.com/roll/231627)
SnowDragon | Intervention - 9 + 1d6 (1d6=3) = 12
Lusis | Luz - 8+1d6: 10 [1d6=2] http://orokos.com/roll/220362

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (12:18:49/11-13-14)
Yeah I've been busy in a
RL; will try and make a post later.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:34:27/11-13-14)
@Aria

Can I see the clowns through my sniper rifle from my position on top of train 8? If it takes a perception check, just let me know (feel free to use preroll).
See note above somewhere about mirror glass  ;)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:43:10/11-13-14)
@Aria

Can I see the clowns through my sniper rifle from my position on top of train 8? If it takes a perception check, just let me know (feel free to use preroll).
See note above somewhere about mirror glass  ;)

Gah, I apparently don't pay attention. Looks like I'll be jumping of trains to get closer to the RV. Here's a Gymnastics check if it's necessary. This is for Action Pass 2; so this might be delayed for a bit.

Athletics 2 + Agility 11 - Wounds 1 = 12 dice (without any other modifiers)

Gymnastics test to get off the train (http://orokos.com/roll/232116): 12d6t5 2 [4, 3, 3, 3, 3, 3, 4, 4, 2, 1, 5, 6] - What a terrible roll ... if only 3's counted as hits.

Might as well figure out how I land before noting any actions.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Ericen on (13:04:22/11-13-14)
Sorry folks was down for the count for a bit with pneumonia but I am back, so from what I got so far is we have closed the gap to the ghouls. So before I post can I ask are we in pistol or sword range?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (13:05:35/11-13-14)
Sorry folks was down for the count for a bit with pneumonia but I am back, so from what I got so far is we have closed the gap to the ghouls. So before I post can I ask are we in pistol or sword range?

I hope you feel better now.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (15:41:51/11-13-14)
Sorry folks was down for the count for a bit with pneumonia but I am back, so from what I got so far is we have closed the gap to the ghouls. So before I post can I ask are we in pistol or sword range?
Ouch, hope you're on the mend!

I'm happy for you to be whichever you choose - note that if it is the former the ghouls will be doing their level best to make it the latter!

@Aria

Can I see the clowns through my sniper rifle from my position on top of train 8? If it takes a perception check, just let me know (feel free to use preroll).
See note above somewhere about mirror glass  ;)

Gah, I apparently don't pay attention. Looks like I'll be jumping of trains to get closer to the RV. Here's a Gymnastics check if it's necessary. This is for Action Pass 2; so this might be delayed for a bit.

Athletics 2 + Agility 11 - Wounds 1 = 12 dice (without any other modifiers)

Gymnastics test to get off the train (http://orokos.com/roll/232116): 12d6t5 2 [4, 3, 3, 3, 3, 3, 4, 4, 2, 1, 5, 6] - What a terrible roll ... if only 3's counted as hits.

Might as well figure out how I land before noting any actions.
Falling damage doesn't kick in until 3m+ , not sure exactly how tall the trains are (probably 3-4m) but you've rolled some hits to land safely - just hope nobody was watching!  Or blame it on something in the 30cms or so of ash you've landed in...!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (16:43:17/11-13-14)
@ Aria I was hoping you would have a spot for a Elf, Martial arts expert, cover op (B&E Expert), wondering adept.

If you do there is one question I would like to ask. I love Drakes from the 4th edition. I was hoping I could make a Eastern Dragon Drake. Thing is I built this guy will only a small area for change. I would be able to drop Cat like (7 karma, my R3 Active skill to R2 6 karma, and my 2R1 knowledge skills 2 karma, totalt 15 karma.) Maybe if I can't start as a Drake this might buy me Latent Dracomorphosis (Page 76 Runner's Companion) (5 bp latent, and 65 BP full drake)
Well let me know here is my Crazy wandering Adept

INFO

Priorities 
Race: C (Elf 3)
Attributes: A (24)
Magic B (Adept, Magic 6, 1R4 active skill)
Skills:  D (22)
Nuyen: E (6,000)

Karma: 25 + 25 (-Q) –22 (skills) – 10 (gear) – 12 (+Q) – 6 (Contacts)

Street Name: Spector
Name: Katsu Ryuga
SIN Name: Ko Hyodo
Most Common Call Signs: Mr Death
Movement: 10 / 20
Swim: 0
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Japanese Elf Male
Age 30
Height 5’9” Weight 163lbs
Composure: 7
Judge Intentions: 8
Lift/Carry: 10
Memory: 6
Nuyen: 0 Nuyen +  2d6 X 40
Eyes: Brown
Hair: Brown (Long in braided pony tail)
Skin: Asian

LIMITS
Physical 8
Mental 5
Social 6
-Ballistic mask +2 to intimidation
-Legs Kit -1


Attributes 24 free
BOD: 5
AGI: 5
REA: 5 (6)
STR: 6
CHA: 4
INT: 4
LOG: 3
WIL: 3
EDG: 4
MAG: 6

Derived Attributes
Essence: 6
Initiative: 9 + 1d6  or 10 + 2d6
Astral Initiative: (NA)
Matrix Initiative: 9 + 1d6 (AR), 4 +DP +3d6 (cold), 4 + DP + 4d6 (hot)
Physical Damage Track: 11
Stun Damage Track: 10
Armor:  9(Jump suit) + 2 (helmet) + 1(Forearm guard)) + 1 (Legs kit) + 2 mystic armor = 15 or 17 w/ Ballistic mask


Active Skills 22+1 R4 active + 4R1 (6 karma) + 1R3 (12 Karma)
Unarmed Combat (Nerve Strikes) 6 (8) +2 (mentor spirit)
Throwing Weapons (Shurikens) 5( 7 )
Sneaking (Urban) 4(6)
Locksmith 6
Artisan (Flute) 1(3)
Perception 3 ( w/ Karma)
First Aid 1 (w/Karma)
Etiquette 1 (w/Karma)
Con 1 (w/ Karma)
Gymnastics 1 (w/ Karma)

Knowledge Skills (14 free) +2R1 (2Karma)
English N
Japanese 2
Spanish 1 (w/ Karma)
Yakuza hangouts 1 (w/Karma)
Safe Houses (Yakuza) 3(5)
Shadow Community (Personal) 3(5)
Local area knowledge (Seattle) 1(3)
Local area knowledge (New York) 1(3)


ADEPT POWERS 6
Improved Reflexes L1 (1.5)
Critical Strike (Unarmed Combat) (0.5)
Danger Sense L1 (0.25)
Mystic Armor L2 (1)
Combat Sense L1 (0.5)
Nerve Strike (1)
Spell Resistance L2 (1)
Killing Hands (Free, Mentor Spirit)

Contacts 12 free + 6Karma = 18

Name: Kaede Inque
Sex: Male
Race: Human
Job: Yakuza Street Doc
Location: Tacoma near the border with Puyallup
Known from: Spector has used this Yakuza street doc from time to time when he or his best friend Chika have been injured
C 2 L 2

Name: Mr. Mitsui
Sex: Male
Race: Elf
Job: Yakuza Fixer
Location: Downtown Seattle
Known from: Spector has used this Yakuza fixer for some time to get work and to get items that someone in the shadowrunning life needs
C 5 L 2

Name: Chika Taku
Sex: Female
Race: Elf
Job: Mystic Adept, Qi Tattoo artist and smuggler
Location: Tacoma near the border with Puyallup
Known from:  Spector and Chika have been friends since a very young age.  Both of them have been traveling across North America for over 10 years together working for the Yakuza.
NOTE: The two are dating right now, may get married.
C 2 L 5

Qualities
 Positive ( 12 Karma)
Mentor Spirit, (shark) Name: “Blood Fog”
-(+2 to unarmed combat, Killing hands free), (If get damaged will go berserk for 3 turns minus (Will+Cha roll)
Catlike (+2 sneaking)

Negative (25 Karma)
Insomnia (Basic) (Keeps waking up every two hours.)
Allergy  (Mild, U.C.) Devil rat saliva
Allergy  (Mild, U.C.) Eating shrimp
Incompetent (Firearms)

Gear (6,000 + 20,000  10Karma)

ARMOR
Urban Explorer Jump suit AR: 9 (650)
-Electrochromic (500)
-Chemical Protection R3 (750)
-Fire Resistance R3 (750)
-Non Conductive R3 (750)

Helmet (Hood)  AR +2 (100)
-Electrochromic (500)

Helmet (Raiden Style) AR +2 (100)
Ballistic Mask (Custom) AR +2 (300)
-Electrochromic (500)
-Respirator R6 [-2cap] (300)
-Camera R5 [-1 cap] (500)

Leg Kit AR +1 (300)
-Electrochromic (500)

Forearm guards AR +1 (300)
-Electrochromic (500)

WEAPONS

42 Shuriken’s (1,050)
AC: Physical DMG (STR+1)P AP: -1

Unarmed Combat
AC: Physical DMG (STR) +1 P/S (Critical Strike) AP:-

ID
Fake SIN R4 “Ko Hayashi” (10,000)
Fake Licenses R4 (1,600)
-Shurikens
-Locksmith gear

B&E / Tools / Survival
Gecko tape gloves (250)
Auto Picker R1 (500)
Mini Welder (250)

Biotech / Toxins
Medkit R6 (1,500)

OPTICAL
Contacts r 1 (200)
-Image Link (25)

TOOLS
Locksmith kit (500)

CYBERDECK
Renraku Sensei (1,000)
DR: 3
-AR Gloves (150Y)
-Micro Transceiver (100Y)

CLOTHING AND MIsc.
Trench Coat (200)
-Electrochromic (500)
Silver Tabaco Pipe (With eastern dragon on one side and a tiger on the other (75)
Silver Zippo (lighter with eastern dragon on it) (75)
Silver Flute shaped like a eastern dragon (250)

LifeStyle
Squatter 1 month (500)
Location: On the border with Tacoma , inside Puyallup

Vehicle / Drones
Chika drives Spector around like A LOT.

Description:
5’9 tall Japanese elf with long brown hair that he keeps in a braided pony tail, also is clean shaven and dark brown eyes.

Everyday life:
 Spector wears a Raiden style green helmet, a dark green Trench coat with dark green stitching of an eastern dragon swimming over the coat, under the coat he has a Japanese style jumpsuit and a sash. (jump suit and sash varies in colors from day to day.)

On runs:
Spector wears a black long coat, black hood, black Ballistic Mask with blood dripping down it, and a black Japanese style jumpsuit and a black sash.

Background: Grew up in Seattle on the streets where he met Chika at age 10 the two grew close. Both have gotten contacts with the Yakuza which helped both survive life on the streets. Both Spector and Chika have been working for the Yakuza since the age of 13 (Spector) and 12 (Chika). With both Chika and Spector being awakened to the magic in their blood the Yakuza love to use their skills and abilities to aid the Yakuza’s best interests.
At 18 years old Chika and Spector went on a tour of North America together in Chika's GMC Bulldog. The two would work jobs for the Yakuza well getting to know the world around them better. ½ a year ago Spector and Chika returned to Seattle. Chika runs a tattoo shop and Spector is looking for more Shadow work to be sent his way.

Concept: Martial arts, Cover Op/ B&E expert, Wonder
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (18:27:13/11-13-14)
@Scawire

Just as a note (not that it's that important), you cannot have -1 Street Cred. Instead, your Incompetent (Firearms) quality would result in 1 Notoriety. Page 372 of the Core Book.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (20:10:44/11-13-14)
Opps I some time miss the small things. I got it changed.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:31:56/11-14-14)
@Scawire: welcome on board!  Given the way I've had people join us so far I would prefer you to be an outsider who 'happens on events' rather than being on the train.  That'll make trust an issue I know but if you 'help out' I hope the 'enemy of my enemy' will work for a while - and who doesn't interfere if they see rabid ghouls trying to chow on someone?!?  Route 161 is a major thoroughfare (well in Barrens terms anyway) so it's not unreasonable to assume you might be travelling down it... depending on whether you want to risk Chika being along you could be in her truck, otherwise you could be in one of the insane cabbie's vehicles that go from Tarislar to Seattle proper...?

I'll briefly hold off on the LAV crew foe turning up so that your entry isn't at the same time (that really would cause trust problems!)

Now onto your crunch question: given that 'Run Faster' is due out soon (a relative term...) I would anticipate that having rules for Drakes including the chance of awakening as one.  So I suggest you run with your character as is until we see sight of some SR5 rules for drakes and fudge the numbers then as needed.  I thought only humans could become drakes (although I know SR4 seemed to allow any metatype) but I might be misremembering that...anyone?!?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (08:51:02/11-14-14)
@ Aria: No, any metatype could become drakes. The restriction was that drakes are immune to HMVMV or whatever it was, and also cannot be techonmancers.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (13:08:00/11-14-14)
@ Aria: No, any metatype could become drakes. The restriction was that drakes are immune to HMVMV or whatever it was, and also cannot be techonmancers.

Yeah, pretty much. Although, considering the enormous BP cost of starting as a drake, or the incredibly enormous Karma cost of latently becoming a drake, it seems rather difficult to pull of in SR5. I mean 120 Karma is kind of a lot.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (14:18:37/11-14-14)
Rodeo casts Force 4 Increased Reflexes.  Four hits on the test, four to the drain, which gives her +4 to Reaction and +2 Dice.

I recall reading that this takes effect immediately, which can give more initiative passes, I don't know if this was in errata or what.  Anyone know the answer on that?

It doesn't make much different on this initiative round, since I rolled a a pair of ones (http://orokos.com/roll/232320), lol... but a good rule to know.

Anyhow, Rodeo's initiative is now 18, so she'll act on 8 in the next pass, instead of 2.

She will use that action to command her spirit (http://forums.shadowruntabletop.com/index.php?topic=17794.msg326284#msg326284) to materialize in the midst of the ghouls and then tear into them.  The spirit will hold action until the ghouls have acted and then materialize as a complex action at the end of the round, then getting it's full initiative to act upon them.  I'll do the IC for that after Aria's next post.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (14:33:52/11-14-14)
Are we still on an initiative counter?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Ericen on (14:39:04/11-14-14)
Flicker remembers the days of the soaring lark, sitting on the stump watching Shinra sensei leaping into the air and his sword cutting the air like the wing of the lark. And just as he landed the bamboo pole falling apart from the swords stroke.
He almost feels for the ghoul, it is not it's fault it was ravaged by a disease that turned it into a flesh eater, but my team can not be the main course.

Flicker lives up to his name, his magically enhanced reactions kick in and all you see is a flicker as he appears at the top of the arc and his sword flashes into the motion of the lark. Master Shinra would be proud the strike is perfectly executed as he soars just past the target ghoul and lands to it's side.

Lark (http://orokos.com/roll/232322): 11d6t5 2

Results11d6t5: 2 [11d6t5=4, 3, 5, 4, 3, 5, 4, 1, 3, 4, 1]
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:55:25/11-14-14)
Rodeo casts Force 4 Increased Reflexes.  Four hits on the test, four to the drain, which gives her +4 to Reaction and +2 Dice.

I recall reading that this takes effect immediately, which can give more initiative passes, I don't know if this was in errata or what.  Anyone know the answer on that?

It doesn't make much different on this initiative round, since I rolled a a pair of ones (http://orokos.com/roll/232320), lol... but a good rule to know.

Anyhow, Rodeo's initiative is now 18, so she'll act on 8 in the next pass, instead of 2.

She will use that action to command her spirit (http://forums.shadowruntabletop.com/index.php?topic=17794.msg326284#msg326284) to materialize in the midst of the ghouls and then tear into them.  The spirit will hold action until the ghouls have acted and then materialize as a complex action at the end of the round, then getting it's full initiative to act upon them.  I'll do the IC for that after Aria's next post.

Yes, it takes effect immediately, I will adjust it.

Give me an initiative roll for the spirit please, I'll hold off on it until the next Combat Turn (as calling it next Action Pass would make it show up after this Combat Turn is over).

Are we still on an initiative counter?

As far as I know, that's up to the GM. Fighting is still going on though.

------------------

No rush for Lusis, but currently we are sitting at Luz being the only one who has actions left. Therefore, next Action Pass will go forward (Lusis can still get his/her pass 1 actions in IC still)

-------------------

Action Pass 2

Initiative Rolls for current situation. Organized.

Ericen | Flicker - 17
All4BigGuns | Cutter - 17
8-bit | Ghost - 14
GM/saithor | Water Spirit - 13
JackVII | Harrier - Crashed? Dead?
Csjarrat | Morgan - 11
GM/saithor | Fire Spirit - 10
Jayde Moon | Betsy - 8
Scawire | Spector - 5
saithor | Alicia - 3
SnowDragon | Intervention - 2

Out of Passes (roleplay at will with GM approval; one Free Action per pass still allowed)

Lusis | Luz - 0

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (15:09:06/11-14-14)
Spirit will go on 12 + 8 = 20 (http://orokos.com/roll/232325) next round.

My own initiative is updated form my third roll.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (16:09:18/11-14-14)
I'm fine with picking up the Drake ability after alot of gaming, and the 5th edition book comes out. Just thought I would throw it out there.

Initiative
10 + 2d6
http://invisiblecastle.com/roller/view/4717343/ (http://invisiblecastle.com/roller/view/4717343/)
1, 4 = 5

Initiative 15
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (16:11:20/11-14-14)
Due to coming in at the second pass, -10 to Initiative Score. At least you're still in! Added to the list.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (17:12:16/11-14-14)
Ok sweet. I'm in it to kill ghouls and well I don't like those messed up clowns killing kids that rubs Spector the wrong way.

I was thinking about the whole Drake thing. So it cost 130 karma to become one if you turn that into Nuyen that is 2000 / 1 karma so like 260,000 nuyen. They should so let you buy it like mortgages for a house. ie so you buy it at like 35 karma then 1/2 rounded up of all future karma automatically goes into paying for your drake weirdness, with like 20% interest so in the end you pay 156 karma but you get to play your little drake sooner. Just a strange idea I had.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (17:16:12/11-14-14)
It doesn't necessarily need to have interest. You could, optionally, use the rules from Missions.

Quote from: Season 5 Missions FAQ; page 9
If you need to pay Karma or nuyen and you do not have enough, you go into debt. This debt must be paid out of your  run rewards for the next Mission(s), and nothing else may be purchased until these debts are paid off.

Technically, that's for if a rule changes due to errata, but you could make a case to Aria. Besides 130 Karma is expensive as it is.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Jayde Moon on (18:28:42/11-14-14)
I don't think that rule change for errata is appropriate for hitting up a 100+ karma expenditure.

That said, missions DOES have a rule where you can spend some down-time 'working for the people' and converting 2000 nuyen into 1 karma point.  In missions, you can only do it once between runs and only up to a maximum of 5k/10,000n either way (opposite was 'working for the man' and trading karma for nuyen at the same exchange).

In PRACTICE, with missions netting an average of 5 karma per run and 10K nuyen per run, you are effectively able to either double your karma or your nuyen at the expense of the other.

I think a case could be made to 'work for the people' and double your karmic gains over the course of our runs.  They already can come pretty fast if you are active in the story threads.  You'd only need to make 130 IC posts.  Granted, you won't get no scratch in the meantime (probably intersperse at last some monetary gains in there) but it's something to think about.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (20:51:42/11-14-14)
Here's my pilot test to crash through that RV's door, spending my third point of Edge (out of my 5 that I have).

15d6.hitsopen(5,6)=16 (http://invisiblecastle.com/roller/view/4717769/)

Holy! I made that look good!


On another note, does anyone have a running tally of how many posts (and thus karma and money gains) everyone has?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (21:10:33/11-14-14)
I have troubles keeping track of ammo damage and # of posts so from now on at the end of every week I'm going to add that info to my signature that way I don't have to spend an hour counting posts
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (21:11:54/11-14-14)
Here's my pilot test to crash through that RV's door, spending my third point of Edge (out of my 5 that I have).

15d6.hitsopen(5,6)=16 (http://invisiblecastle.com/roller/view/4717769/)

Holy! I made that look good!

Excuse my language, but holy shit! That is a lot of hits!

On another note, does anyone have a running tally of how many posts (and thus karma and money gains) everyone has?

I have a tally for mine, but I could go check really quickly and give you a number.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (21:45:34/11-14-14)
Dude. All around Seattle doors just shattered, everywhere. That's how hard you hit that door.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (21:48:53/11-14-14)
Here's the counts. I'll leave it up to you guys to keep track afterwards. Missing players are also included, in case they ever come back. Every 2 posts is 1 Karma and 2,000 nuyen)

Zweiblumen: 10 posts | 5 Karma, 10,000 nuyen
Csjarrat: 17 posts | 8 Karma, 16,000 nuyen
Ericen: 13 posts | 6 Karma, 12,000 nuyen
Adamu: 23 posts | 11 Karma, 22,000 nuyen
8-bit: 23 posts | 11 Karma, 22,000 nuyen
Carathas: 4 posts | 2 Karma, 4,000 nuyen
Lusis: 22 posts | 11 Karma, 22,000 nuyen
JackVII: 18 posts | 9 Karma, 18,000 nuyen
All4BigGuns: 16 posts | 8 Karma, 16,000 nuyen
S. Miles: 6 posts | 3 Karma, 6,000 nuyen
TMF (how do you spell that; think it's Russian; I'm lazy) [Joking, it stands for The Masked Ferret]: 3 posts | 1 Karma, 2,000 nuyen
Pointdexter: 0 posts | 0 Karma, 0 nuyen
Jayde Moon: 6 posts | 3 Karma, 6,000 nuyen
Saithor: 10 posts | 5 Karma, 10,000 nuyen
Snowdragon: 1 post | 0 Karma, 0 nuyen
Scawire: 1 post | 0 Karma, 0 nuyen

Dude. All around Seattle doors just shattered, everywhere. That's how hard you hit that door.

The ramming damage was so much that everything in the car liquefied, and the Sonic Boom was so great that every who could hear it was deaf for months ..

Just kidding.



(No seriously, just kidding, please don't do this to us Aria).
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (03:39:14/11-15-14)
Mwahahah  ;D
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (13:49:53/11-15-14)
Um, I ordered the spirit to protect the kids and only attack the clowns if someone from outside the RV shot them.  ::) I really need to generalize my orders. Also, I have 11 IC posts, not 8.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:15:07/11-15-14)
Well, I was off, but I just counted again and I'm only getting 10. Regardless, if you have a count of your own, just keep it updated.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:21:05/11-17-14)
Here's my pilot test to crash through that RV's door, spending my third point of Edge (out of my 5 that I have).

15d6.hitsopen(5,6)=16 (http://invisiblecastle.com/roller/view/4717769/)

Holy! I made that look good!


On another note, does anyone have a running tally of how many posts (and thus karma and money gains) everyone has?
Ouch!  That is going to total your bike as well as the side of the RV!!!  For ease let's assume you are going 11-50m per turn (it could be faster if you want...??!) so that's Bod damage (5) to the RV and your bike resists half (2)...the RV isn't dodging as it's stationary so resist at 16 bod +12 armour (can't find Bison stats right now so using Bulldog, sure I'd seen Bison stats somewhere but ah well, probably moot point...) buy hits gives 7 that is still utterly demolished!  Your bike has 11D to resist 18 damage so I'm going out on a limb and suggesting it's dead too, roll if you want!

Given you've used edge and it's 'rule of cool' here I'm going to assume you managed to get clear before the ram happened but there is much mangled metal...I'm also not liquefying the occupants but they will be surprised and likely very stunned by suddenly sharing their personal space with a motorbike (or the remains of one...)

Let's hope Saithor/Alicia changes her spirit's orders and it doesn't take you to be an attacker of the children  ???  ;)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (10:49:37/11-17-14)
Now I just need someone else to post so I can put in my "rule of cool" part without editing or double-posting.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (14:15:26/11-17-14)
Action Pass 2 - Acting on Initiative 14

Simple Action - Gymnastics Test to jump off train

Quote from: 8-bit
Athletics 2 + Agility 11 - Wounds 1 = 12 dice (without any other modifiers)

Gymnastics test to get off the train (http://orokos.com/roll/232116): 12d6t5 2 [4, 3, 3, 3, 3, 3, 4, 4, 2, 1, 5, 6]

Free Action - Run (moving 35 meters closer; assuming I used about 10 so far)
Simple Action - Sneaking Test to make myself stealthy-like

Quote from: 8-bit
Sneaking 6 + Agility 11 + Catlike 2 - Running 2 - Wounds 1 = 16 dice (without any other modifiers; I assume the ash might help me)

Sneaking Test (http://orokos.com/roll/232820): 16d6t5 4 [1, 6, 4, 1, 4, 4, 4, 6, 5, 2, 6, 3, 3, 1, 3, 1]

Seriously? What is up with these rolls ...

------------------------------------------

Anyway, those are my actions for the second pass. I don't have time for an IC post right now, will get one up tonight.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (16:28:35/11-17-14)
Ok, another brief IC, will do better promise, but I want to keep the action moving...

I am assuming that the focus is shifting to the RV, the ghouls aren't a significant threat per se, more of an annoyance...scrawny buggers!  Of course I'm not making much of the incoming team as nobody seems to be paying it much attention so far...they will trigger Alicia's spell very very soon though!  8)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (00:18:55/11-18-14)
Ugh, Comcast has been out all night. I'm too frustrated and tired to do an IC. It'll have to wait till tomorrow.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (00:22:45/11-18-14)
I'm dittoing 8-bit on this one, throwing a post up tomorrow.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (11:36:49/11-18-14)
IC up. Give me a bit and I'll see where we are with Action Passes and who still has actions left.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (15:19:25/11-18-14)
I was going to try and wait until it was my turn in the initiative list before I posted an IC post is this right or wrong?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (15:38:03/11-18-14)
I was going to try and wait until it was my turn in the initiative list before I posted an IC post is this right or wrong?
I find in pbp it's best to post when you want to rather than wait for strict initiative order, it's easier for me to load up the opposition and not have the action stall.  I like to get my players to use as much creativity as they can/want to and the occasional timing wrinkle can be dealt with easily enough...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (17:09:51/11-18-14)
Free Action: Talk over comm

Simple Action: Throw Weapon (Shuriken)

AGI 5 + Throwing Weapons (Shuriken) 5(7) = 12 (Limit Physical: 8)

12d6.hits(5)=4 (http://invisiblecastle.com/roller/view/4722310/)

DMG (STR (5) + 1) AP -1

Simple Action: Throw Weapon (Shuriken)

12d6.hits(5)=4 (http://invisiblecastle.com/roller/view/4722311/)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:12:24/11-18-14)
Still waiting for the seer to answer Alicia's questions.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (17:54:30/11-18-14)
Still waiting for the seer to answer Alicia's questions.
Doh, well I missed that one, will back track unless you happen to know what the qu was and post it here for me? :D
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:55:50/11-18-14)
Still waiting for the seer to answer Alicia's questions.
Doh, well I missed that one, will back track unless you happen to know what the qu was and post it here for me? :D

Just wanted to know why the clowns want the seer.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (18:34:31/11-18-14)
Just wanted to know why the clowns want the seer.
Yes, sorry, found it... Don't have time for a full IC now, maybe you can copy and paste the following into your ic?

She smiles sadly and puts her hand in yours, it is warm and comforting until you realise you can't see her with your spell,

"Why would anyone want to know the future?  I am lucky in some ways that I seem to be blind to my own fate. But I'm not like you, unless they know my True Name there is very little lasting harm they can do to me. That name is a closely guarded secret and I would know if someone had found it..."

You might want to extrapolate around that a bit, embellish as you like!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (18:42:44/11-18-14)
So wait, she's a free spirit? Unless there are other creatures with true names I am unaware of?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (19:07:00/11-18-14)
Both are possible, one is more likely :)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (09:35:46/11-19-14)
The jammer is a rating 6 directional.


Oh, and she is using wireless to exclude friendlies from its effect.   
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (11:26:05/11-19-14)
hows that LAV doing Aria? is it my turn again?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:33:54/11-19-14)
hows that LAV doing Aria? is it my turn again?
The zep has lost radar contact with the LAV, but the intercepted message from the runners could be taken to imply they haven't crashed and burned (otherwise they wouldn't still be incoming?!?)

As I've said to others, please don't wait for your 'turn' to post, just keep rattling along and we can resolve any timing problems as they raise their heads...!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:35:33/11-19-14)
The jammer is a rating 6 directional.


Oh, and she is using wireless to exclude friendlies from its effect.   
Without looking I'm not sure what the range on that is...but the train is still moving away from the RV at 20+ mph! 
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (14:18:52/11-19-14)
Yeah I missed that little tidbit.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (11:49:11/11-22-14)
It's not the IC post I wanted to write precisely but sickly children have prevented me spending as much time as I would like on RP this week...hope to do better next week!  I'm sure there are some questions or things that I've missed (either OoC or IC) so please prompt me again!

Enjoy the rest of the weekend!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (20:11:33/11-22-14)
Aria - seriously - I hope your kids feel better soon.

I go seriously crazy when my princesses are sick - best wishes to you and yours.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:06:26/11-24-14)
Thanks, they are well enough now  ::)

I will wait to give the others time to chime in, kill some more ghouls or lay waste to some clowns, otherwise I will push forward with the real threat  ;D
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (10:11:28/11-24-14)
Thanks, they are well enough now  ::)

I will wait to give the others time to chime in, kill some more ghouls or lay waste to some clowns, otherwise I will push forward with the real threat  ;D

Just waiting on the ones in the RV to respond to the ultimatum I gave them in my last post. Most recent IC completely ignored it.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:33:51/11-24-14)
Just waiting on the ones in the RV to respond to the ultimatum I gave them in my last post. Most recent IC completely ignored it.
'cause I missed it on my re-read, sorry, head elsewhere - assume they aren't coming along like meek little sheep!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:37:02/11-24-14)
Morgan froze with indecision for a second, should he continue the attack and take the T-bird down or pay attention to why the fuck there was a T-bird with a fucking big gun spinning up there in the first place.
Opting for diplomacy, he rattled off a basic ARO in reply:
//WHY????//
Just very quickly - there is a conspicuous lack of matrix presence for the T-bird.  Obviously someone on board has projected the ARO but there's no icon, hidden or otherwise, for the LAV.

It's probably not clear from my description but the LAV looks like a smuggler vehicle rather than a military one, as far as you can tell from surface appearances...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:48:50/11-24-14)
I'm just popping in to say that I'll be away for a few days. I'm going to be traveling for Thanksgiving, with limited access to the internet. I might be able to post, but maybe not. So, if it seems like I suddenly disappeared, this is why.

I'll still try to keep track and check in, just might not be able to post and participate for a few days.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (13:13:56/11-24-14)
What kinf of armor do LAVs have? Not in front of my book.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (13:19:49/11-24-14)
What kinf of armor do LAVs have? Not in front of my book.

Well, a Banshee has 20 Body and 18 Armor (may be the other way around, but six of one half dozen of another).
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (13:27:07/11-24-14)
basically a pistol isn't going to do much lol. anyone got an APDS loaded sniper/HMG?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (13:31:07/11-24-14)
I was thinking an Edged m23 shot to the cockpit.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (13:31:21/11-24-14)
Or send the spirit up into it to frag the pilot.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (14:01:05/11-24-14)
that would work. i can hit it for matrix damage but something tells me that Aria might have a decker lying in wait for me lol
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (14:18:00/11-24-14)
Don't be scurred.  8)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (14:57:52/11-24-14)
that would work. i can hit it for matrix damage but something tells me that Aria might have a decker lying in wait for me lol
Lying in wait?  That decker is actively hunting you!  8)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (16:43:00/11-24-14)
Can I even communincate with the spirit if it's that far away?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (18:24:26/11-24-14)
Can I even communincate with the spirit if it's that far away?
From vague memory there's a limit to how far you can send a spirit away from you without it counting as a remote service.  As far as I know you can freely communicate when it's within that range...but again that's based off memory
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (22:25:30/11-24-14)
You can go Summoner's Magic x 100 meters before it's a remote service.

Quote from: Core Rule Book of SR5; page 302
Your spirit can’t move farther away from you than your Magic rating x 100 meters. If forced out of this radius, the spirit will try to return as quickly as possible. If you send a spirit beyond this range, it counts as a remote service.

As far as I can tell, as long as the spirit did not get banished or disrupted, you can communicate with it through the Spirit-Summoner Link.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Scawire on (15:05:27/11-25-14)
Spector is going to make sure that first two Ghouls he has throwing stars in are not still alive. IF they are still alive Spector will throw his next shuriken at one of them, if he droped both he will throw at a new target.

Initiative
10 + 2d6
2d6=5 (http://invisiblecastle.com/roller/view/4728470/)
Initiative = 15

Simple Action: Throw Weapon (Shuriken)

AGI 5 + Throwing Weapons (Shuriken) 5(7) = 12 (Limit Physical: 8 )
12d6.hits(5)=5 (http://invisiblecastle.com/roller/view/4728472/)

Simple Action: Ready more Shuriken
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (16:32:31/11-25-14)
@Scawire: minor point, a LAV is more like a flying armoured bus...even less that your shurikens can do... :o

http://fc05.deviantart.net/fs10/i/2006/130/8/2/Banshee_by_Fastfood.jpg

Might give you some idea of what you're seeing
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (17:02:40/11-25-14)
i think scawire was really aiming for more ghouls rather than the LAV..
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:05:19/11-25-14)
So which do you guys want more, Spirit to take out the LAV or the clowns? THis depends if I can even command it to do anything...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (17:17:42/11-25-14)
So which do you guys want more, Spirit to take out the LAV or the clowns? THis depends if I can even command it to do anything...
You are well within range of magicx100m... the convoy is moving but only a few seconds have passed when it is picking up speed (crap acceleration)...given that Al is now trying to play chicken with the LAV that is VERY close!  ;D
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:06:33/11-25-14)
So which do you guys want more, Spirit to take out the LAV or the clowns? THis depends if I can even command it to do anything...

If you're asking for votes, I say go for the clowns.

Al would say the same if asked IC.

He'd rather die than be alive at the expense of those little kids.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (18:09:07/11-25-14)
yeah, save the kids first
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (18:16:44/11-25-14)
You are well within range of magicx100m... the convoy is moving but only a few seconds have passed when it is picking up speed (crap acceleration)...given that Al is now trying to play chicken with the LAV that is VERY close!  ;D

Chicken. Yes, Like the sound of that.
The body and momentum of that whole train, even at 25 MPH…
Yeah, I'd love to ram those child-killers, and let the chips fall where they may for Al in the cab.

But it never even occurred to me that, with their superior speed/maneuverability + inferior mass they'd ever let me make contact. Hope I'm wrong...

More worried about the gun.
Going for the engine could leave the train coasting to an eventual halt.
But spraying the cab might be the more emotionally satisfying choice for them.

Should that happen, I assumed there'd be a massive penalty on the ranged defense if I stayed at the wheel, so have tried to hedge my bets with a badass soak bonus…

Maybe dodging the train will throw off their aim.
And maybe a genie will show up and grant Al three wishes.
I guess we'll see what happens.

And Lusis - love the idea of your M23 giving the pilot something else to think about!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: SnowDragon on (09:34:57/11-26-14)
Intervention has a HAR she can harry the LAV pilot with as well, on rock and roll it should at least make him think twice about his approach. Alternatively, she could theoretically pull out the bolt action and attempt to disable it with an engine shot from the sniper rifle.

Lemme know what you think~
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (14:09:26/11-26-14)
Intervention has a HAR she can harry the LAV pilot with as well, on rock and roll it should at least make him think twice about his approach. Alternatively, she could theoretically pull out the bolt action and attempt to disable it with an engine shot from the sniper rifle.

Lemme know what you think~

Well, again, if people are asking for votes…

If there is anything you can do for the kids, that's the idealist's choice!

If you are not in a position to do so (or just more interested in the threat to ourselves!), then by all means let those airborne bastards know we're not going to just roll over and stop the train for them!!!
The sniper rifle probably has a lot more penetrating power vs. their armor...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (17:11:47/11-26-14)
I'll post an ic with instructions for the spirit to kill the clowns when i can.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (09:26:24/11-27-14)
What's the current range from train 1 to the LAV?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (15:05:11/11-27-14)
What's the current range from train 1 to the LAV?
20 ish meters I'd say, and I think you are still on/in car 5 so add another 40m or so to that for distance to you, without you moving of course...

I don't want to be unfair and have the LAV do anything else until you've all had a chance to chime in IC but equally I want to keep things moving so assume I'm aiming for an IC post tomorrow night, get in there if you want to do something before all hell breaks loose!

 8)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (15:28:22/11-27-14)
Roll to Attack:

Pistols 5 + Agility 6 + Semi-Automatics specialty 2 + Take Aim action 1 = 14 dice

Got 6 hits (http://invisiblecastle.com/roller/view/4730073/)

Base DV - 7P
Armor Penetration - -5 (APDS ammo)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (15:58:46/11-27-14)
Moving house.

Shifting broadband service far from a seamless process in this town (or maybe I'm just going about it wrong).

Will post as I can, but any long silences from me (hard to imagine, I know!), that's why.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (23:29:07/11-27-14)
All right, it's 11:30 PM here. All the Thanksgiving craziness is dying down now, so I should be able to post. I'll try to get caught up and have a post by tomorrow.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (08:15:01/11-28-14)
Ok, Luz is taking aim (+1 DP, +1 Accuracy with wireless Smartgun) on the pilot (-4 DP) at medium range, but using her vision magnification (-0 DP for range), plus Pushing The Limit (+5 Edge) + 14 base dice = 16 dice.

WOOT (http://orokos.com/roll/234671): 7 hits! [16d6t5=2, 3, 5, 4, 1, 6, 4, 2, 5, 5, 2, 6, 5, 4, 6, 3]

[url-http://orokos.com/roll/234672]Rerolling 3d6[/url]: 2 more! [3d6t5=1, 6, 5]
And one more is a dud. (http://orokos.com/roll/234673)

Total of 9 hits. with 9p, -2 AP.

Might not penetrate but maybe he'll rethink his life.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:40:47/11-28-14)
Action Pass 3 - Acting on Initiative 4

Simple Action - Take Aim (+1 Accuracy and +1 die to attack, due to Wireless Smartlink)
Free Action - Called Shot to Vitals (+2 DV, -4 dice to attack)
Simple Action - Shoot Ares Desert Strike at Clown

Quote from: 8-bit
Longarms 6 + Agility 11 + Wireless Smartlink 2 + Take Aim 1 + Specialization 2 - Called Shot 4 - Wounds 1 = 17 dice without any other modifiers

Firing Ares Desert Strike at Clown (http://orokos.com/roll/234688): 17d6t5 8 [2, 6, 4, 4, 1, 5, 3, 6, 2, 3, 5, 2, 6, 5, 5, 6, 2]

DV is 15P + Net hits, AP -8. 1 APDS Round used in 14 round clip. 13 remaining in clip; 49 remaining total.

Since I do not know environmental modifiers, here is what is negating it.

Thermographic Vision or Low-Light Vision (not sure if the ash makes thermo impossible, but I assume I would have gone to the appropriate one when lining up my shot); Smartgun System for Wind; Flare Compensation for Glare; Improved Range Finder for Range (up to 350 meters with no penalty).

Yeah, I think the clown is dead.



I have no idea what is going on with Initiative order; I'll see if I can get it organized. I figure this scene is cinematic enough though, so probably not a problem.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:42:05/12-01-14)
Ok, Luz is taking aim (+1 DP, +1 Accuracy with wireless Smartgun) on the pilot (-4 DP) at medium range, but using her vision magnification (-0 DP for range), plus Pushing The Limit (+5 Edge) + 14 base dice = 16 dice.

WOOT (http://orokos.com/roll/234671): 7 hits! [16d6t5=2, 3, 5, 4, 1, 6, 4, 2, 5, 5, 2, 6, 5, 4, 6, 3]

[url-http://orokos.com/roll/234672]Rerolling 3d6[/url]: 2 more! [3d6t5=1, 6, 5]
And one more is a dud. (http://orokos.com/roll/234673)

Total of 9 hits. with 9p, -2 AP.

Might not penetrate but maybe he'll rethink his life.
That he might!

Non milspec LAV example: Ares Venture [H5, Sp7, Ac4, B16, A14, Pi4, Sn4, St6] it’s a variant of this, and more seats…

Shooting at passengers in a vehicle [SR5 p205 (ignoring the blind fire mod to your shot because I’m nice…) they get +4 good cover, +3 moving vehicle, -2 inside a vehicle, and they get to add the vehicle armour to their armour...

Reaction +Intuition+Mods [9+5], Amour [9+14]...so he's alive but smarting...and returning suppressive fire...!


Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (15:36:50/12-01-14)
i assume the decker in the LAV isn't replying to my question?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (15:56:35/12-01-14)
Aria, how far away is the LAV from Luz and what is it's current altitude? 
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (16:39:19/12-01-14)
Sorry i haven't posted yet, I haven't been able to find enough time yet. Hopefully by tomorrow I will be able to.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (07:49:43/12-02-14)
Aria, how far away is the LAV from Luz and what is it's current altitude?
It's about the same distance ~60m or so, and between 10 and 15m above the deck...let me know if you want to resist the minigun fire or if you are sensibly ducking behind some canvas etc stored on the roof?  ;D
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (07:50:46/12-02-14)
i assume the decker in the LAV isn't replying to my question?
Did you expect him to?  :o   I assumed you were being sarky...I guess you could take the minigun fire as a response  ;D
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (08:12:19/12-02-14)
Kids saved - YES!!!
(Might also be worth checking to see if either of the parents can still be saved...)

@Lusis - thanks for drawing that beast's fire. Owe you one!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (08:24:18/12-02-14)
No problem.  You wouldn't happen to have a heavy weapon hidden somewhere would ya?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (08:29:28/12-02-14)
Sadly, Al's mouth is the heaviest weapon he brandishes.

Would have loved to hit the LAV with the train, but that would have been a bit too good to be true (and painful, as well).

I reckon it's down to spirits and hackers to take that baby down...unless you can get another one of those awesome shots at the pilot!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (08:34:07/12-02-14)
Well ill need to check how high her vertical jump is.

Note for the future: some form of anti-vehicle is a must. Whether it be an assault cannon, thermite/grappling hook, etc. Luz just has a miniwelder atm.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:42:26/12-02-14)
I don't think Alicia has done it IC but you might want to consider yourselves warned that there are incoming foes to the east of the convoy, presumably on foot... in the spirit of giving you more to worry about  :o
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (09:10:21/12-02-14)
i assume the decker in the LAV isn't replying to my question?
Did you expect him to?  :o   I assumed you were being sarky...I guess you could take the minigun fire as a response  ;D
it was worth a try :-)
please take one of my pre-gen attack (data spike) rolls as the rest of my action then
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (11:22:22/12-02-14)
I don't think Alicia has done it IC but you might want to consider yourselves warned that there are incoming foes to the east of the convoy, presumably on foot... in the spirit of giving you more to worry about  :o

A big part of my determination not to stop for anything.

Won't have to keep going at 25-30 mph for long to leave dismounted troops in rough terrain well behind us.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (12:09:12/12-02-14)
Well, Ghost does have a Sniper Rifle with APDS Rounds in it. Assuming I use Bull's Eye/Double Tap, I could get quite a lot of AP from it. I don't remember if we did decide how that worked (Multiply bullet's AP, multiply base weapon's AP, something else?), but it's probably upward of -12 AP.

However, Ghost is kind of ignoring the helicopter, for now. I suppose decision time. Should I turn my attention towards the helicopter, or try and get the kids out and to safety? Note that Ghost is an absolutely awful people person.

I'm leaning towards the kids though, if only because I'll never hear the end of it from Al if I don't  ;D.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (16:42:39/12-02-14)
i thtink you can pull called shots to specific vehicle areas too, so perhaps you could take out an intake or thruster and bring the bugger down that way?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (17:37:20/12-02-14)
i assume the decker in the LAV isn't replying to my question?
Did you expect him to?  :o   I assumed you were being sarky...I guess you could take the minigun fire as a response  ;D
it was worth a try :-)
please take one of my pre-gen attack (data spike) rolls as the rest of my action then
Possibly daft question but what are you intending to spike?  The LAV is flying wifi off... there are at least 3 hidden icons in that vicinity and you can try and seek them out if you want...there will be more inbound from the on foot team... the decker may be on foot or in the LAV, who knows... oh, and re the next IC, consider yourself lucky, there was a 1 in 3 chance the decker would target you!
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (17:44:53/12-02-14)
i assume the decker in the LAV isn't replying to my question?
Did you expect him to?  :o   I assumed you were being sarky...I guess you could take the minigun fire as a response  ;D
it was worth a try :-)
please take one of my pre-gen attack (data spike) rolls as the rest of my action then
Possibly daft question but what are you intending to spike?  The LAV is flying wifi off... there are at least 3 hidden icons in that vicinity and you can try and seek them out if you want...there will be more inbound from the on foot team... the decker may be on foot or in the LAV, who knows... oh, and re the next IC, consider yourself lucky, there was a 1 in 3 chance the decker would target you!

well i spotted the icon earlier as i fragged the rigger. with him out of the picture, the icon would have to resort to autopilot or manual control and would still be active, unless the enemy decker formed his persona on it and actively took a "hide" action.

no problems though, if i cant spot it, then i'll put my deck down for a reboot with my next pass
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: saithor on (18:23:12/12-02-14)
By the time I get back, nothing to do but report the enemies. Ah well.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (08:31:39/12-03-14)
By the time I get back, nothing to do but report the enemies. Ah well.
There's always more to do!  ;D

well i spotted the icon earlier as i fragged the rigger. with him out of the picture, the icon would have to resort to autopilot or manual control and would still be active, unless the enemy decker formed his persona on it and actively took a "hide" action.

no problems though, if i cant spot it, then i'll put my deck down for a reboot with my next pass
Unless I've completely missed the point I thought you could take any wireless device (in this case the LAV) and simply 'turn it off' so it is no longer on the matrix?!?  I imagine anyone with an ounce of paranoia would have a big red button that allows matrix deactivation in the event of an attack?  The thing you fragged was the rigger's control deck...
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (10:54:26/12-03-14)
ah right, fair enough then. I'd misunderstood what you meant.
I'll put my device down for a reboot to clear overwatch score then and run it silent.
that'll take a full pass iirc
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: adamu on (11:23:26/12-03-14)
Dude, if you tore up his VCR and forced him to fly manual, heck, that's a big win for us already. Way to go.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (11:25:11/12-03-14)
Dude, if you tore up his VCR and forced him to fly manual, heck, that's a big win for us already. Way to go.
I was hoping to do something about that minigun though lol.
My overwatch score must be pretty horrendous so its probably not a bad thing to do a reboot anyways
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (12:32:23/12-03-14)
And that will get rid of the mark the decker just put on your deck too I believe  8)

//LAV has gone dark anyway. I'm going down for a reboot, back shortly.//
Morgan put the system down for a reboot, feeling the snap of reality his nervous system as he emerged from VR back into his meat shell.
This was starting to look really really bad and he questioned his sanity for sticking around. What the fuck had gotten these guys so hacked off with a circus of all things that a minigun armed LAV was now strafing the convoy?
I hadn't intended the LAV to turn up originally, it was transport only...at least until you pissed off the rigger  8)

Just a note, it's a smuggler vehicle...it is waaaay undergunned for a normal LAV, I'm not that nasty...  :o
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (13:21:27/12-03-14)
Even still, 20f is quite a gun to have strapped to the front of your craft.
@team, what's your priorities for Morgan to hit?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Aria on (16:06:43/12-03-14)
When I originally conceived it, it was more like an HV LMG from SR4...ah well, minigun is just a term...   ::)
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (17:10:55/12-03-14)
When I originally conceived it, it was more like an HV LMG from SR4...ah well, minigun is just a term...   ::)
LOL.

Machine gun:
(http://gifsec.com/wp-content/uploads/GIF/2014/04/machine-gun-gif.gif)

Mini-gun:

(http://giant.gfycat.com/ApprehensiveVibrantEstuarinecrocodile.gif)

BIG difference in firepower (IRL).
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (17:11:43/12-03-14)
When I originally conceived it, it was more like an HV LMG from SR4...ah well, minigun is just a term...   ::)
LOL.

Machine gun:
(http://feritesilenziose.files.wordpress.com/2013/02/tumblr_m697xm31c01rwbu1eo1_400.gif)

Mini-gun:

(http://giant.gfycat.com/ApprehensiveVibrantEstuarinecrocodile.gif)

It's all subjective. You just got to use your imagination  ;D
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (17:14:33/12-03-14)
When I originally conceived it, it was more like an HV LMG from SR4...ah well, minigun is just a term...   ::)

I'll admit that I was picturing twin Vindicators on either side of the vehicle's nose.
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Lusis on (17:22:33/12-03-14)
So how do we bring this thing down? Short of some action movie shit.

ETA: Luz is limited to a 16m vertical jump and it's 60m.

Oblique wouldn't happen to be smuggling any heavy weapons, would he?

Can we get on their comms? Luz has a rating 3 voicebox and 3 dice in Impersonation (6 total).  :P
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: 8-bit on (17:35:25/12-03-14)
Now that the clowns are down, Ghost can probably help. I've completely lost track of initiative with all the work I've had for the holidays, but here's what I would do next. I need a GM confirmation.

Bull's Eye/Double Tap w/ Ares Desert Strike.

Base AP: -4; APDS AP: -4

Run & Gun Errata:

Quote from: Run & Gun Errata; page 3
“The attack results in an AP increase equal to the base weapon AP multiplied by the number of bullets in the burst with a maximum modifier of x3.”

Using a Semi-Auto Burst would take 3 bullets, so it's AP times 3. That means it would be Base AP: -12. Now, it says it's an increase to the base weapon AP, does that mean that it's total -16 (replacing Base AP, but keeping APDS AP) or -20 (keeping Base AP, keeping APDS AP, and adding the bonus equal to Base AP times 3)? Or is it just -12?
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: All4BigGuns on (18:19:01/12-03-14)
So how do we bring this thing down? Short of some action movie shit.

ETA: Luz is limited to a 16m vertical jump and it's 60m.

Oblique wouldn't happen to be smuggling any heavy weapons, would he?

Can we get on their comms? Luz has a rating 3 voicebox and 3 dice in Impersonation (6 total).  :P

Well, if whoever is controlling that spirit can order it to carry Cutter up there, he can cap the pilot in the head. :P
Title: Re: [5eOoC] 2075: Stormy Waters [Persistent World Campaign;recruitment always open]
Post by: Csjarrat on (18:40:28/12-03-14)
So how do we bring this thing down? Short of some action movie shit.

ETA: Luz is limited to a 16m vertical jump and it's 60m.

Oblique wouldn't happen to be smuggling any heavy weapons, would he?

Can we get on their comms? Luz has a rating 3 voicebox and 3 dice in Impersonation (6 total).  :P
Decking is out of the question so my vote is a called shot to something important. maybe frag up a thruster or engine and watch it spiral to its doom.
Magic might work depending on what we've got. a decent enough spirit could death-rape the occupants of the vehicle ( air spirit so it can fly up to its altitude )