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> Blood in the Water OOC Thread, Cyberpirates: Chatter here!
budoka05
post Feb 9 2010, 06:42 PM
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I got 2 hits for the language check. What can I do?
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Penta
post Feb 9 2010, 06:43 PM
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You can just sort of puzzle out the Spanish used. Not very poetically, but enough to figure out what buttons *not* to press.
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budoka05
post Feb 9 2010, 06:45 PM
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Anything that says hatch or door? How about guns and weapons? Can I find a lock down button?
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Penta
post Feb 9 2010, 06:50 PM
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Non on de dakka, senor.

Si on hatches.

You can pick them off a map, even. (Warning: There are hatches that lead from the cargo holds to what in this case would be the sea.)

Common Sense edge: It might might might help if you made the ship stop, by the way. It's currently proceeding merrily at 10 knots.
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budoka05
post Feb 9 2010, 06:52 PM
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Alright, with my previous command roll, I lock all doors and hatches other than the bridge and engineering.
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Penta
post Feb 9 2010, 07:01 PM
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That locks everybody where they are. 2 people in the armory, others in the corridor outside, Zalermo and Simon where they are (except for the ladder).

Done.
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CollateralDynamo
post Feb 9 2010, 07:04 PM
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Ohh, locked in a ladder well with 5 bad guys. Mai dreams have come true!

Really thats a pretty good idea though Bud, as long as Zalermo survives he will support your action. (IMG:style_emoticons/default/smile.gif)
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budoka05
post Feb 9 2010, 07:08 PM
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And most of them aren't armed!! (IMG:style_emoticons/default/smile.gif)
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Penta
post Feb 9 2010, 09:41 PM
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Correct. Only 6 (plus the sec team on duty) are. So 11 of them are.
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Ears
post Feb 9 2010, 09:46 PM
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QUOTE (CollateralDynamo @ Feb 9 2010, 07:35 PM) *
While my initiative is higher, I'm waiting for you, Ears. See what you drop and I'll try to clean up the remainders.


Let's see what I can do to even the odds a little bit. (IMG:style_emoticons/default/biggrin.gif)
I'll attack two different enemies at random, let's just hope one of them is the mage. (IMG:style_emoticons/default/wink.gif)

first (long, narrow) burst at first sucker: 3 hits

that makes it 6 (weapon) + 2 (gel rounds) + 5 (narrow long burst) =
12 Stun + 3 net hits to resist with body + impact armour + 1 (weapon's AP = -1, AP due to gel = + 2 -> +1)

second (short, wide) burst at second sucker: also 3 hits

that makes it 6 (weapon) + 2 (gel rounds) =
8 Stun + 3 net hits to resist with body + impact armour + 1 (weapon's AP = -1, AP due to gel = + 2 -> +1)
and he/she has to subtract 2 from his/her attempt to evade

Hell. had I known that the second roll would score another 3 hits, I'd have made that burst a narrow one, as well. (IMG:style_emoticons/default/wink.gif)

Lest I forget it: 9 shots fired, 41 in the clip.
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Penta
post Feb 9 2010, 10:38 PM
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I'm without my books (at school), so in the interests of time will say that you knock down both targets. Neither is the mage, but they're both unconscious after their heads hit the very hard deck.
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CollateralDynamo
post Feb 9 2010, 10:47 PM
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Targeting one goon and then the next, recoil fully compensated. Roll is 7 agility + 4 for skill (and specialization) + 2 for smartlink.

And the result? 4 hits and 5 hits!

Making my total damage code 10S(e) on goon one and 11S(e) on goon two.

Subject resists with body + half impact armor (round up). Must also succeed at a stun check of body + willpower + half impact armor (round up) with a threshold of 3.

This includes the standard rules for electrical attacks. If they have non-conductive body armor, their rolls would change.
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Penta
post Feb 9 2010, 10:54 PM
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And down go two more. This time, goon 2 is the Mage.
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CollateralDynamo
post Feb 9 2010, 11:03 PM
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Penta just told me he's off to class, but the fifth guy is apparently surrendering Ears...want to shoot him anyway? I don't want to have to deal with conscious prisoners right now...

I suppose there is some value in questioning him, but I'll leave it up to you if we knock him out or not.
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Ears
post Feb 9 2010, 11:14 PM
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QUOTE (CollateralDynamo @ Feb 10 2010, 12:03 AM) *
Penta just told me he's off to class, but the fifth guy is apparently surrendering Ears...want to shoot him anyway? I don't want to have to deal with conscious prisoners right now...

I suppose there is some value in questioning him, but I'll leave it up to you if we knock him out or not.


A. Live (and conscious prisoners) are a lot of trouble. So far all my characters (no matter what gaming systems) had much more trouble from keeping 'em alive than just killing them and posing nice and friendly questions to another feller at a later time.
B. Questioning takes time that we have to spend at one location while further hostiles close in or might attack our comrades or do not so nice things to the captives.

So, down that one goes.

12 bullets expended, 38 remaining. Just in case you want a roll to hit an immobile target (wasn't there a mod for that somewhere?): worst shot, so far: 1 hit

It's still 11 Stun. If he stays conscious, I'll just have Simon kick him first and not lightly at all. (IMG:style_emoticons/default/wink.gif)
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Penta
post Feb 10 2010, 02:03 AM
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Boy, their lawyers are gonna have a field day with you guys...(IMG:style_emoticons/default/smile.gif)
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Knight Saber
post Feb 10 2010, 07:38 AM
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QUOTE (Penta @ Feb 9 2010, 07:03 PM) *
Boy, their lawyers are gonna have a field day with you guys...(IMG:style_emoticons/default/smile.gif)


On the stand:
"And what were you doing when you were shot and beaten by these people?"
"Um... slaving?"
"What was that?"

The combat part of the game seems to be running smoothly, but I'm not sure what Rusty can do right now, since the bridge was seized fairly quickly and easily.

Forgot her init... 9d6.hits(5)=5

And to help John translate the engine controls, 6d6.hits(5)=2
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budoka05
post Feb 10 2010, 11:41 AM
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John definitely needs help shutting down the alarm, turning off extra security, accounting for all personnel, etc.
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Penta
post Feb 10 2010, 02:43 PM
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Yeah, I'm going to say the combat phase is done.

You could, say, go on the PA and demand surrender.
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BetaFlame
post Feb 10 2010, 02:59 PM
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"Surrender and be shot with gel rounds! If you do not surrender, we will shoot you with live round!"

..What that won't work..?
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Ears
post Feb 10 2010, 03:21 PM
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Sounds a lot like "Surrender now and your death will be quick and relatively painless".

Depending on whom exactly at Aztec they failed by getting stopped by us, that might actually be an appealing offer...


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BetaFlame
post Feb 10 2010, 03:51 PM
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Glitch on the Spanish test and instead of saying "Surrender and Live!" you said "Surrender and DIE!"
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Penta
post Feb 10 2010, 04:31 PM
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Okay, in all seriousness:

1. I'd like folks on the main thread to go about with post-combat stuff soon - securing your captives, etc, etc. There's a reason you brought zipties, after all. In case you're wondering, nobody but the riggers are cybered, and only then with a control rig and datajack and the like. Oh, by the way: Yes. In case you forget, your mission includes caring for the slaves, humanely. As well as treating your prisoners properly.

2. Do not move for the slave holds until after dealing with the crew - I'd like some time to finish the reveal scene for the holds. It's mostly done, but still.

3. Do plan here for how you're going to get both the Fedallah and the Chantico's Bounty to port and stuff.(IMG:style_emoticons/default/smile.gif)

4. Newbies: After the main thread folks are set and stuff, I'll post up what happens on the 18th to your thread, for you to integrate into your day 4 posts.

I'm still soliciting ideas as to week 2 - which it looks likely you'll have to undergo. I'm still working out the timing, but I think it'll take a week or so for Fedallah and the target ship to be brought to the port they'll be directed to by your employers.

Also...During the assault, Iago was dumb and looked in the direction of the flashbang. He now has ocean blindness - IE, he can't see all that great. It's like snow blindness, as we discussed. Kindly RP accordingly. Jane, you'd know he needs ASAP treatment on the Fedallah to prevent permanent injury, followed by treatment on shore by an ophthalmologist.
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budoka05
post Feb 10 2010, 09:26 PM
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Oh Great GM, give me guidance on what commands I can issue the computer!

I.E. Turn off the noise alarm, disable distress signals, check inventory manifest, pull up biomonitor status?
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Penta
post Feb 10 2010, 10:25 PM
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Basically, you can do everything from the bridge.
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