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> Blood in the Water OOC Thread, Cyberpirates: Chatter here!
SleepIncarnate
post Feb 8 2010, 01:34 PM
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QUOTE (Penta @ Feb 7 2010, 11:20 PM) *
And everybody say hi to your new doctor.(IMG:style_emoticons/default/smile.gif) Certified not a quack.(IMG:style_emoticons/default/smile.gif)


Until he turns into a duck. And with this, we just hit 21 pages, so Penta or I will create a new OOC thread for us soon I guess.
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Penta
post Feb 8 2010, 01:51 PM
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No need just yet. I'll probably create a new OOC thread once the combat is over on the main thread.

And...Your GM changes his mind. Okay, Inane Imp has argued me into submission: The Chantico's Bounty does have bridgewings, accessible from the bridge. However, they're not accessible from the main deck unless you go upside down, as they sort of overhang the deck.
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Karoline
post Feb 8 2010, 02:26 PM
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QUOTE (SleepIncarnate @ Feb 8 2010, 08:34 AM) *
Until he turns into a duck. And with this, we just hit 21 pages, so Penta or I will create a new OOC thread for us soon I guess.


Why does that mean we need a new OOC thread? Besides, it's only just started on page 6 for me.

Edit:

Also, this part
QUOTE
Once his five years were up, he walked away from the six-figure bonuses being offered to him to strike out on his own. He'd watched enough runners in the line of duty to know that he could make lots more money with no less adventure if he sought out a career in the shadows.

strains my believability a bit. I don't see runners getting paid the kind of money that would entice someone to walk away from a sure thing with six figures (As a bonus, not even the actual pay).
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CollateralDynamo
post Feb 8 2010, 02:30 PM
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Welcome aboard, Doc!

A quick question for all the characters though, what is everyone's port of harbor? I think it would be useful to know what city people are from so that we know where each character has their support network (contacts and probably some knowledge skills being tied to their city of origin). So everyone could say where their characters are from and how much of a support network they have back home, it could be really handy for planning our own jobs (after this little shindig on the boat is over).

Zalermo is from a lot of places, but Havana and Miami are the closest things he calls to "home". He has a fair network of contacts in both, as well as decent support in both New Orleans and Caracas. Other then that he has loose ties to a few people up in New York, and random areas across the eastern seaboard.
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Inane Imp
post Feb 8 2010, 03:29 PM
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QUOTE (Penta @ Feb 8 2010, 01:51 PM) *
No need just yet. I'll probably create a new OOC thread once the combat is over on the main thread.

And...Your GM changes his mind. Okay, Inane Imp has argued me into submission: The Chantico's Bounty does have bridgewings, accessible from the bridge. However, they're not accessible from the main deck unless you go upside down, as they sort of overhang the deck.


Sorry, I didn't mean for you to change your mind. It was just meant as something to think about for latter. There are perfectly good reasons for there to be no bridgewings (cost primarily) utilising sensors instead. And a linky of Ship Pics for interests sake.

QUOTE (CollateralDynamo @ Feb 8 2010, 02:30 PM) *
A quick question for all the characters though, what is everyone's port of harbor?


Manilla?

But seriously, Kingston is where he has most contacts, although he has an in almost all over the Western Atlantic seaboard.
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Inane Imp
post Feb 8 2010, 03:47 PM
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QUOTE (Karoline @ Feb 8 2010, 12:45 PM) *
You also hear fairly regularly about how someone has been out treading water for hours before they're found and rescued. You generally don't hear about how someone drowned in 5 minutes after they fell overboard (Unless they're drunk, don't know how to swim, or maybe got a cramp because they came from the all-you-can-eat buffet)


You don't?
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zzyxzs
post Feb 8 2010, 03:56 PM
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QUOTE (Karoline @ Feb 8 2010, 09:26 AM) *
strains my believability a bit. I don't see runners getting paid the kind of money that would entice someone to walk away from a sure thing with six figures (As a bonus, not even the actual pay).


The bonus was in exchange for another 5 year contract, during which time there was more than a fair chance of Doc getting killed on the job. DocWagon HTR teams charge into the most dangerous situations that runners get themselves into, only they do it more often and for less pay. Six figures is nice, but when it requires selling another large chunk of your youth to a heartless corp that will just expense it if you get killed on the job, the equation doesn't always balance.

And when it comes to runners and their scores, think about this: By the time you guys pay off that loan, you would have to have a gross take of at least 2 million nuyen (and the team will keep at least half of that), plus an additional amount to cover expenses.

The potential payday for shadowrunners might be more than you think (at least that's what Doc believes after watching so many trid programs).
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zzyxzs
post Feb 8 2010, 04:15 PM
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QUOTE (CollateralDynamo @ Feb 8 2010, 09:30 AM) *
Welcome aboard, Doc!

A quick question for all the characters though, what is everyone's port of harbor?


Thanks!

Doc has contacts in both Seattle and FDC, but has spent the last several years moving around a lot for work, so doesn't have much in the way of roots.
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Penta
post Feb 8 2010, 04:27 PM
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In the real world? I hope nobody joined up to see this campaign escalate very fast.(IMG:style_emoticons/default/smile.gif)

Ya remember how I charged you all for food, water, weather forecasts, etc. during the "Oregon Trail" phase?

That doesn't stop.(IMG:style_emoticons/default/biggrin.gif)
---
No, my current expectation is to keep the power level either roughly constant or rising slowly. I can manipulate prices to drain money if need be, or lower them to keep you guys financially healthy.

Especially since this first mission is emphasizing how *bad* my grasp of the rules is, I'm not sure I could *handle* a really high-powered campaign.

---
All this brings up a good time to note this:

After the Fedallah next docks at port, two things will come to an end: The first plot, and the training for group 2. Zz, you aren't really included in this because your training is taking place off-camera.

I'm a big fan of constant feedback - I thrive on it; I need the back and forth of this thread, PMs, IMs, email. But at the same time, I'm probably going to PM each of you a sort of survey, especially the originals. Nothing too complex - basicallly, asking you to help me figure out where I screwed up (there will inevitably by that point be areas that stand out), how you'd like to see the campaign progress. (Don't answer now! Wait til the campaign is on a shore period.) There'll be other questions, but I'm not sure what they'll be yet. It's my chance to get systematic feedback.

---
And some housekeeping.

Yes, we're past 20 pages on this thread. I'm going to create a new OOC thread once the combat is over on Chantico's Bounty - til then, as rolls really are supposed to go here (I've discovered that the off-white of the spoiler section, combined with the blue-ish text of links, is really hard to read), I'm going to keep the thread constant.

We're going to keep to the same IC thread, though.

When we do switch over to a new OOC thread - please have your stats, bio, and stuff ready for (re)posting on page one of that thread, like on page one of this thread. Once all 12 characters have been posted, I'll post up the Fedallah's info.

Please remember: Karma is not earned unless it's declared publicly - and you do not get to spend it unless you keep records of your karma earned, otherwise it disappears. When it was earned (by OOC date), how much was earned, why it was earned. When you come into a shore period, I'll ask to see your karma logs. PM those to me then, with the subject of "Karma log for <character>" Then we can do skill-raises and the like. I may ask for some RP of the skill or attribute raise.

Magic-users: Initiation is something we'll discuss privately when you want to do it. Initiation *will* be RPed, without exception - I may not be as forceful for mundane skill-raises, but that's for good reason. It's specifically indicated in the books that initiation should be RPed - and I'm going to take that advice wholeheartedly, as it fits with my instincts and preferences anyhow. I promise, any time you get to initiate, or raise in initiate grade...I'll work hard on making that post fun.
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CollateralDynamo
post Feb 8 2010, 04:35 PM
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I don't have a problem with RPing things like stat increases and the like. But if we get into RPing someone's metaplanar quest, I'm thinking that should spiral off into a seperate thread, as those can take substantial amounts of times. (I used to GM a tabletop game and I sometimes found the metaplanar quests to get entirely out of hand, even when I brought the whole party into them.)
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Karoline
post Feb 8 2010, 04:57 PM
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QUOTE (zzyxzs @ Feb 8 2010, 10:56 AM) *
(at least that's what Doc believes after watching so many trid programs).

Course, didn't think of that.
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Ears
post Feb 8 2010, 07:34 PM
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@Penta:

- does the search of the downed dude yield any weapons or unusual items (too valuable/high quality/hard to get)?

- how many exits does the engineering room have and were?
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Penta
post Feb 8 2010, 07:37 PM
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1. No, he was carrying a standard commlink, but nothing else. He's wearing a boiler suit.

2, One access point.
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Karoline
post Feb 8 2010, 08:06 PM
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QUOTE (Penta @ Feb 8 2010, 02:37 PM) *
2, One access point.


And lots of engine access points (IMG:style_emoticons/default/wink.gif)

Jane can stop the ship at any time now if absolutely required.
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Ears
post Feb 8 2010, 08:22 PM
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A thought just occurred to me. What's one of the worst fears of all seafaring men irregardless of the times? Fire.
By 207X all ships prolly will have sophisticated firefighting systems. Where are fires most dangerous and people will have the best systems?
Where stuff might go BOOM.

So, how about flooding the armory with Halon / whatever they've got installed? Feasable? Advisable?
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CollateralDynamo
post Feb 8 2010, 10:25 PM
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Sounds like a humorous and slightly too lethal solution to our problems. C'mon Ears, don't you want to kick down that door and start spraying bullets out of that thang?

Also...can't wait until the above decks team sees what we did today. (IMG:style_emoticons/default/smile.gif)
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Ears
post Feb 8 2010, 11:14 PM
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Ah, well 'twas worth a try.

Kick down doors and spray bullets? Me? Only if I forgot to bring a grenade launcher. (IMG:style_emoticons/default/wink.gif)
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Karoline
post Feb 9 2010, 02:40 AM
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Giving someone in VR verbal commands. Awesome (IMG:style_emoticons/default/wink.gif)

Not that there is really much way around it without pulling her out of VR. Don't worry, she almost has enough dice to have a not negative DP on physical perception checks while in VR (IMG:style_emoticons/default/wink.gif)
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BetaFlame
post Feb 9 2010, 02:53 AM
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QUOTE (Ears @ Feb 8 2010, 06:14 PM) *
Ah, well 'twas worth a try.

Kick down doors and spray bullets? Me? Only if I forgot to bring a grenade launcher. (IMG:style_emoticons/default/wink.gif)


Buddy of mine in SR3 used some strange rules and alot of GM fiat to create an automatic grenade launcher to go with his automatic shotgun.
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Penta
post Feb 9 2010, 02:57 AM
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Stop looking at me so expectantly.
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Karoline
post Feb 9 2010, 03:14 AM
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QUOTE (BetaFlame @ Feb 8 2010, 09:53 PM) *
Buddy of mine in SR3 used some strange rules and alot of GM fiat to create an automatic grenade launcher to go with his automatic shotgun.


Well, the rules support (and even have) automatic shotguns. No automatic grenade launchers, though I'm sure you could use the fire rate modification with GM permission since grenades aren't normal ammo.
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BetaFlame
post Feb 9 2010, 03:27 AM
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(this is a formatting test for die rolling posts)

Rolling for this post

First Roll: Heavy Pistol, no smartlink (2Skill + 2 Agil)
4d6.hits(5)=2
Second Roll, Heavy Pistol, Smartlink (2Skill + 2 Agil +2 Smartlink)
6d6.hits(5)=3
Third Roll, Magical Theory Knowledge Skill Roll. (5 Skill +4 Log + 1 College Eduation)
10d6.hits(5)=5
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budoka05
post Feb 9 2010, 04:11 AM
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Rolling for combat:

Assuming 3 hits for infiltration as part of surprise attack.
Unarmed + MA specialization + Touch based attack: 14d6.hits(5)=2
Ground Fighting (no penalties due to MA)
14d6.hits(5)=5

Perception Check of the Bridge:
8d6.hits(5)=4
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budoka05
post Feb 9 2010, 04:31 AM
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Since Knight Saber (aka Rusty) may take a while to reply, can I write the actions of the bridge assault crew to help move things forward?
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Penta
post Feb 9 2010, 04:53 AM
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If you guys are generally agreed on what's supposed to happen.
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