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> Greenhorns in Seattle, The Out of Character Thread
imperialus
post Aug 19 2008, 04:53 PM
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Initiative Pass 1
Sweeps: Init. 14, 3 IP (15-1wounds) Down and out.
Takashi: Init. 13, 3 IP (14-1wounds)
Ice Gangers: Init. 11, 1 IP. (three left)
Katana man: Init. 9, 3 IP's (12-3wounds)
Mack: Init. 8, 2 IP (10-2wounds)

Ok. Here's the new initiative order. to keep things simple I'm not going to have you reroll. Katana Man has -2 to hit due to his smoke grenade, and he is running. After his first IP, he'll be at -4 to hit, and after his second he'll be gone entirely.

I've also dropped Team Van from the initiative. Just switch into roleplaying mode, I'll update for you guys as I go along...

In case you are wondering about the two lawyers. I gave you the options so you can decide how much you want to roleplay this. If you hire Sybercat's lawer you will literally be out in a couple hours and they won't even get to question you. He'll also cost 5000 (IMG:style_emoticons/default/nuyen.gif) each. If you need to borrow money until the run is over it'll cost 10,000 then.

Padre's lawer will cost you each a thousand. However You're going to have to help her out. She mostly deals with civil cases, and Lonestar intimidates here. Her claim to fame is working as an aide on a civil rights case involving Stuffer Shack discriminating against Ork and Troll employees. She'll still get you out but it'll take a bit longer, and you will probably be questioned. You haven't *really* done anything illegal though, at least not anything that they have evidence for. Don't mention the "Heaven Incident" or the Yaks and you'll be fine.

Also if you feel like going all in you could go at it alone. You're likely going to get out within 24 hours. Your fake SIN's, combined with their lawer shaking his head and saying "we got nothing" will see to that. You'd probably want to replace them though. You'll be questioned, but not intensively and let go.

As far as cutting the coms go. That's mostly for flavour purposes. If you want to co-ordinate in the OOC thread that's fine. If you don't want to actually co-ordinate, but want to read each other's posts then that's fine too. Just play up your character as though he doesn't know what's going on with the others. If you really don't want to co-ordinate at all then feel free to put your actions in "spoiler" tags and just promise not to read each other's posts. It's up to you.

Oh! Also Dusty, Joel and Intro. The lawyer decision is one of those 'atmosphere' decisions so your input is necessary here. From this, I'm going to determine how easy it will be to bounce in and out of legal trouble. Basically, whatever lawyer gets chosen here will become the 'default' lawyer for the campaign.
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JoelHalpern
post Aug 19 2008, 06:10 PM
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So what was the effect of the flashBangs at the end of the previous IP?

Thanks,
Mack / Joel
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imperialus
post Aug 19 2008, 06:15 PM
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*headsmack!* grumble grumble. Sorry. I got so caught up in trying to figure out how I wanted this to play out I forgot about the flashbangs. Give me a minute.
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Intro
post Aug 19 2008, 08:38 PM
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The stun damage from the flashbangs also knocks the gangers' initiatives down to 8 and 9, and Takashi'll probably knock them down some more.

KatanaMan's at 8P damage and 3S, so it'll quite hard to stop him without killing him. Assuming the gangers don't provide any interference, I can get a gel round off before he rounds the corner, which might be able to knock him down. We'll see.

As to the lawyers: I think the big fancy lawyer is a bit expensive if we have to deal with the law more than occasionally. I think option 2 or 3 would be better. And I'd like a bit of RPing in that situation, assuming it doesn't come with too many social skill rolls, as I am not the best-equipped for doing over-much of that.
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JoelHalpern
post Aug 19 2008, 10:49 PM
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My inclination would be to go with Padre's lawyer, assuming he is comfortable with that plan.
The good lawyer would be expensive now, and will add up over time even more.
Going without a lawyer just seems foolish to me.

Joel
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Mickle5125
post Aug 21 2008, 02:54 AM
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I'd lean more towards the expensive guy, honestly. the cheaper lawyer isn't experienced at criminal law, we'd get questioned, plus getting to her would cause Padre a number of problems... but I'll abide by the group's decision. Oh, don't forget, we did get paid 10k each fairly recently, so no-one (except maybe takashi... did he get a cut?) would have to pay the late fees.
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Intro
post Aug 21 2008, 03:10 AM
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QUOTE (Mickle5125 @ Aug 20 2008, 09:54 PM) *
I'd lean more towards the expensive guy, honestly. the cheaper lawyer isn't experienced at criminal law, we'd get questioned, plus getting to her would cause Padre a number of problems... but I'll abide by the group's decision. Oh, don't forget, we did get paid 10k each fairly recently, so no-one (except maybe takashi... did he get a cut?) would have to pay the late fees.

Yeah, the strictly smartest thing to do would probably be to go with the best lawyer you know, and then do your best to stay off the Lone Star's radar (so no more discharging firearms in front of them, not even if you're being helpful).

And no, Takashi didn't get any money up front, but hopefully he's not in too great a danger of being picked up by the Star. Assuming no cops come by in the next couple of seconds, what they'll see is a large troll rushing down the street with an unconscious person over his shoulder and an LMG in one hand - and assuming they're preceded by more sirens - they'd probably miss the young Japanese man in a suit either walking calmly or - if there's time - already ducked into an alley.
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JoelHalpern
post Aug 21 2008, 12:59 PM
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I believe KatanaMan will get to run (-4 if I try to shoot him) before I go.
I think we need the effects of Takashi's shots to determine if the gangers go before me?
Also, once it is my turn, it would be helpful to know, in terms of line of fire from me, how close together the two gangers and KatanaMan are (checking for the off chance of a full burst getting all three of them.)

Assuming I can not hit all three, I think I have to take down the gangers, so that I can pick up Sweeps and start getting out of here. Takashi, assuming we do that, I presume it is not worth trying to also haul a ganger away? It might be worth grabbing KatanaMan's katana, which is lying on the ground.

Joel / Mack
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post Aug 21 2008, 01:48 PM
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QUOTE (JoelHalpern @ Aug 21 2008, 07:59 AM) *
I believe KatanaMan will get to run (-4 if I try to shoot him) before I go.
I think we need the effects of Takashi's shots to determine if the gangers go before me?
Also, once it is my turn, it would be helpful to know, in terms of line of fire from me, how close together the two gangers and KatanaMan are (checking for the off chance of a full burst getting all three of them.)

Assuming I can not hit all three, I think I have to take down the gangers, so that I can pick up Sweeps and start getting out of here. Takashi, assuming we do that, I presume it is not worth trying to also haul a ganger away? It might be worth grabbing KatanaMan's katana, which is lying on the ground.

Joel / Mack

I dunno. I'd guess that the gangers probably don't know too much of import, but they might know something useful. Depends on how Herculean Mack is feeling, I suppose. Another possibility is to haul one a shorter distance, maybe around the next corner (far enough away that the Star won't be able to see if they show up) and pick him up on departure.

A question on the functioning of smartguns: along with ejecting the clip automatically as a free action, does that include unchambering a round? So one could go 1) free action - eject clip, 2) simple action - insert a clip w/ gel rounds, 3) simple action - fire. How smart are smartguns?

I'm not sure that this is really worth it with KatanaMan; it'll probably work best to fire a couple regular shots at him before he runs out of sight, but it was something I considered, and wondered about.

Alex
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Dusty Ghost
post Aug 21 2008, 02:56 PM
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Hey guys, Just a heads up that I'm going on a camping trip from Friday to Tues.

See you in a couple of days! (IMG:style_emoticons/default/smile.gif)
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Intro
post Aug 21 2008, 03:53 PM
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QUOTE (Dusty Ghost @ Aug 21 2008, 09:56 AM) *
Hey guys, Just a heads up that I'm going on a camping trip from Friday to Tues.

See you in a couple of days!

We'll do our best to have you off the street and conscious again by the time you get back. (IMG:style_emoticons/default/smile.gif)
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Dusty Ghost
post Aug 21 2008, 03:57 PM
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Yeah I think it was good timing really. (IMG:style_emoticons/default/biggrin.gif)
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imperialus
post Aug 21 2008, 04:39 PM
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Have fun.

Anyhow, next IC is up.

Feel free to interrogate the ganger on the spot. He'd definitely respond to having a gun waved in his face.

What you do to Katana Man is up to you. A burst from Mack's LMG will almost definitely kill him, with a -3 to his dice pools and only 3 boxes of Physical left he's not gonna take much more punishment. He might know more, but he'd also be a tough cookie to interrogate. Probably wouldn't say much unless you actually kidnapped him. If he lives, you might have your first recurring villein. Not necessarily a bad thing.

*edit* Oh, and just in case you're wondering why the gangers drop all over the damage track and don't take wound modifiers to their initiative scores. There is method to my madness.

The lifespans of mook's (which I define as anyone who only has 1 IP) tend to be rather fuzzy for me. Exactly when and how they die depends on the pace of the combat. They'll have anything from between 8 and 12 total damage depending on how the fight goes. They were on the weak side here, mainly because you guys entered the fight at a disadvantage. Their job is to get a single round off to give the 'real combatants' an edge, distract the PC's a bit to draw out the real fight, and then die... preferably in an interesting manner. As much as possible they never survive more than one or two hits and I always keep them acting together. Unless it becomes really important I usually don't move them in the initiative order at all, and if I do, then it's as a group. Once the real fight (Katana Man) is over, they're immaterial.
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imperialus
post Aug 23 2008, 04:16 PM
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Ok, next IC is up. I'm ready to go with the next post for team Van too. I just need to know which lawyer you want to go with.

2 votes for Padre's lawyer
1 for Sybercats. (though it is Padre who want's to avoid his lawyer)
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Nigel
post Aug 23 2008, 08:27 PM
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I think we should go for the more expensive and experienced lawyer. We certainly either have or can get the money, and I think it's worth it.
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Intro
post Aug 23 2008, 09:25 PM
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Regarding post #732 above, I also think that the expensive lawyer is a good choice. Particularly if they'll become a default lawyer for later things. This is relatively small potatoes, but a good lawyer will be invaluable if the team is caught doing something particularly egregious.

This post has been edited by Intro: Aug 23 2008, 09:25 PM
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JoelHalpern
post Aug 23 2008, 09:37 PM
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I can live with using the more expensive lawyer. (Heck, this time I'm not even the one paying. I hope that by the time I am, we will all have more money.)

Joel
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imperialus
post Aug 24 2008, 05:02 AM
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Sybercat's lawyer it is then. The Van IC is up.
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imperialus
post Aug 25 2008, 10:45 PM
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Ok. Next IC is up.

To keep things simple for the healing (which I expect will be the next step)

Everyone's stun damage is delt with. No need to roll to heal that.

As for the physical damage The basic rules are on P242. once per day of rest you make a bodyx2 test (stun modifiers don't apply). Each hit knocks down 1 physical box.

If you want to heal faster and pay a street doc, you can pay 1000 (IMG:style_emoticons/default/nuyen.gif) per roll and get an additional +4 to your dice pool. Otherwise there are no modifiers.

Edit: Sorry, forgot Sweeps is going to require at least 1 day of medical care, you cannot use edge and if you have a streetdoc contact each point of loyalty knocks 250 (IMG:style_emoticons/default/nuyen.gif) off the daily bill for medical care.
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JoelHalpern
post Aug 26 2008, 02:41 AM
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Mack will pay for one day of medical care. That will give him 18 dice to take care of 6P.
Let me know when to take the roll. This is based on the assumption that we are going to try to get back on the track as soon as possible, so I want to be laid up for only 1 day. (If I end up with 1P still needing to be healed, that's fine.)

Question: Can the Doc do first aid first? We should be well within the time limit, and that should make it much easier to be fully healed. A Decent Doc with a good first aid setup would be rolling probably 14 - 18 dice, with hits over 2 reducing damage?
If so, then pcikign the middle of the range (16 dice) and the rule of 4, the doc would patch up two points of damage. And then 1 day of rest with care would take care of the other 4.

Thanks,
Joel
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post Aug 26 2008, 05:12 PM
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Takashi's just going to rest (no doc) for a day, giving him 10 dice for 3P. If possible, he'd like to do that wherever Mack is recuperating to discuss their plans, having started to develop the 'we were just shot at together' sort of affinity. He'll also want to try and learn more about how the mission has gone so far by asking Mack.

Also, he'll send off a message to his Yakuza contact to figure out a way if there is a way to get onto Akamura's boat that doesn't involve: (1) an straightforward assault, (2) sneaking (kinda hard to sneak up on a ship), (3) being unarmed. He'll also ask about Akamura's schedule - if she is essentially always on the yacht, or if she has some regular or other scheduled thing that results in her coming ashore.

(I could post the text for that in the IC thread, but I'm not sure how much time compression we're doing for this healing day, so I don't know from where or in what context he'll be sending it.)
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imperialus
post Aug 26 2008, 05:56 PM
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As far as first aid goes, sure. Treat it like a 'bonus' first day. It'll cost you 1000 (IMG:style_emoticons/default/nuyen.gif) base (modified by loyalty rating) and you can roll 14 dice that heal just like body x2. You still get your 'bedrest' roll too. It's up to you if you want to pay another 1000 for that.

Just put up a brief IC post explaining your actions with any relevant rolls and any stuff you want to do during your brief 'downtime'. You'll have a day or two.

Takashi: Ask your questions and give me an etiquette roll. Add Usaka's (or any other Yak contacts) loyalty rating to it.
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post Aug 26 2008, 09:41 PM
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Should I just have Sweeps get looked at by the doc that Elfin-Face dropped us off at? (imperialus said he'd need at least a day of medical care - I don't want to put somebody else's character on the hook for money without their acknowledgement, though) Neither Takashi nor Sweeps have a doc contact, and Takashi doesn't know how long they others'll be held by the police. If so, Takashi's only got (IMG:style_emoticons/default/nuyen.gif) 750, so should I make a negotiation test to see if the doc'll take the 750 up front and the rest later? (I assume street docs generally work totally up front

EDIT: Since Mack's going home, Takashi'll also hang out and watch out for Sweeps while he's unconscious, and then do his questions about Sweeps' background and the mission so far while they're recovering. He'd also like to use a cot or the like near Sweeps to rest while Sweeps recuperates.

This post has been edited by Intro: Aug 26 2008, 09:56 PM
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JoelHalpern
post Aug 26 2008, 10:20 PM
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If Takashi mentions the funds issue, Mack will front the money for the doc.
(Yes, if Mack were more socially ept he would think of it himself.)
Joel / Mack
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imperialus
post Aug 27 2008, 04:02 PM
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QUOTE (Intro @ Aug 26 2008, 02:41 PM) *
Should I just have Sweeps get looked at by the doc that Elfin-Face dropped us off at?


As far as Sweeps goes. We're still waiting on Padre and Loki to post their rolls. Sweeps should be back today anyhow so he can decide how much he wants to spend.
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