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> Blood in the Water OOC Thread, Cyberpirates: Chatter here!
budoka05
post Feb 11 2010, 03:50 AM
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Alright, I turn off the distress call, the internal alarm, pull up crew manifest, pull inventory, and the latest schematics. Once I have the information, I provide that info for the team network via a link.
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Penta
post Feb 11 2010, 04:22 AM
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The inventory is so obviously false it's not even funny: It lists 10000 TEUs of assorted Stuffer Shack products. Schematics - done. Alarms - off. Distress call had not yet been activated - aren't you lucky. Crew Manifest - done.
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budoka05
post Feb 11 2010, 04:51 AM
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Fantastic! Hopefully Simon and Zalermo will have no trouble with the two in the armory, and we'll be able to see what the cargo hold really has.

Also, I would like to pull the course charts for the Bounty
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Penta
post Feb 11 2010, 05:14 AM
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What do you mean by course charts?
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CollateralDynamo
post Feb 11 2010, 05:25 AM
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Are the locks in Zalermo's area off? Or should I put up a post about being locked in a ladder-well. (IMG:style_emoticons/default/nyahnyah.gif)
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Knight Saber
post Feb 11 2010, 05:51 AM
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QUOTE (Penta @ Feb 10 2010, 10:14 PM) *
What do you mean by course charts?


The navigation log? Where it started from, any stops or meetings with other ships on the way and where it's making port... that information will surely cause a great many SWAT teams to descend on the location.
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budoka05
post Feb 11 2010, 09:51 AM
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Bingo, navigation log.

LOL, that's right! We've locked Zalermo in the corridors! Yeah we'll let you out. Just radio up.
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Penta
post Feb 11 2010, 03:20 PM
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The nav log is a good idea - unfortunately, it's encrypted. Looks like a job for NSA.

Rusty: It could be run by one person, more people provide a safety mechanism.
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Penta
post Feb 11 2010, 06:55 PM
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Idly: I posed the question of "How many people for the prize crew" over on the main forum, thank you for not looking...

A better answer than above:

You should have at least 1 person in the engine room and 1 on the bridge at all times.

However, it is possible to slave one ship to the other and sail that way, leaving one ship unmanned, for short periods - up to 4 days.

By 2070, some newer freighters can sail completely unmanned - however, this only arrived with the newest generation of freighters - it's still very expensive to do, and not done with hazardous or valuable cargoes in any case.
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budoka05
post Feb 11 2010, 08:24 PM
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I don't know about you guys, but after the two people in the armory surrender, I'm ready to pillage the supplies from the ship and see what they have.
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SleepIncarnate
post Feb 11 2010, 10:36 PM
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Here's rolls for Yinglong on the newbie thread:

First roll casting Increase Reflexes, 2nd roll resist drain (4 stun) (9d6.hits(5)=3, 9d6.hits(5)=0)
So +2 Init and +2 IP for as long as she sustains with her focus. 4 levels of stun damage taken.

Recovering from stun (7d6.hits(5)=3)
Healing over breakfast, 1 hour rest, healed 3 levels so only 1 stun left, head mostly cleared.

Recovering from stun (second run) (7d6.hits(5)=3)
During leadership 101
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Penta
post Feb 11 2010, 11:44 PM
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QUOTE (budoka05 @ Feb 11 2010, 03:24 PM) *
I don't know about you guys, but after the two people in the armory surrender, I'm ready to pillage the supplies from the ship and see what they have.


Okay, then...*eyes you all* Go round up the folks in the armory.(IMG:style_emoticons/default/smile.gif)

(For the record, you may want to hold off on pillaging the supplies.(IMG:style_emoticons/default/smile.gif) )
---

How the next bit will work:

1. As you guys encounter people, they'll surrender. Even the security crews. They can safely be ziptied and left where they are, or marched back to their quarters (each person had effectively a single room, though tiny) - no particular need to knock em out or shoot em or anything.

2. When you're ready to check the holds, I humbly suggest the whole group that is on the Chantico's Bounty be gathered. You can gather from the cameras (which are of sucky quality) that what's in holds 2 and 3 ain't what's listed on the manifest, but not what it is.

3. I will describe all holds in one post. Whizbang, Melisandre will probably need to have the situation described for her by team members.
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MusicMan
post Feb 12 2010, 07:14 PM
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Bah... I'm afk for a few days because of testing and I miss ALL the fun...
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Knight Saber
post Feb 12 2010, 07:56 PM
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QUOTE (Penta @ Feb 11 2010, 11:55 AM) *
Idly: I posed the question of "How many people for the prize crew" over on the main forum, thank you for not looking...

A better answer than above:

You should have at least 1 person in the engine room and 1 on the bridge at all times.

However, it is possible to slave one ship to the other and sail that way, leaving one ship unmanned, for short periods - up to 4 days.

By 2070, some newer freighters can sail completely unmanned - however, this only arrived with the newest generation of freighters - it's still very expensive to do, and not done with hazardous or valuable cargoes in any case.


I suppose we could get by with (ahem) slaving the freighter and having Jane's drones patrol to make sure that the crew isn't getting up to anything.

Logically, as the first mate, Zalermo is the one who should take command of the prize, while Captain Rusty stays with her ship. Rusty can stay up running things much longer, but that'd be against naval tradition. Hrm.
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Ears
post Feb 13 2010, 08:51 PM
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Simon'll volunteer as engineering/guard duty for the freighter anyway just to get onto a more spacious ship for the trip back. (IMG:style_emoticons/default/wink.gif)
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budoka05
post Feb 13 2010, 10:41 PM
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Since John is the best in CQB, I volunteer him to stay over on the Bounty.
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Penta
post Feb 16 2010, 03:27 PM
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Just a brief note: Remember, your orders included the provision to contact Roberts/Walker immediately after finding out what was in the holds, if there were slaves.
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CollateralDynamo
post Feb 16 2010, 03:31 PM
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This could be just Zalermo speaking, but Roberts can probably wait until we get the full story here. The fact that one of our mates happens to speak the same language as the slaves seems...more then coincidental. We need info!

Also, Zalermo sort of thinks that we should speak to the slaves and find out what they want. If some of them want to go for a new life in the UCAS as opposed to being deported he thinks we should try to smuggle them into the country, thoughts?
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Ears
post Feb 16 2010, 04:04 PM
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Well, immediately means immediately. But who's to say we weren't all far too concerned for the health of the slaves to remember that clause...

Smuggling people into the UCAS sounds nice but with between 1000 and 1500 slaves every single percent opting for that equals 10 to 15 people to get ashore undetected. Let's make it 5% and we probably can't even "store" them on our yacht under conditions as bad as in the holds.

That said, if we can pull it off I'm all for it.

Something else that bothers me: What are we going to do with the mage (once we've found out ICLy there is one; he didn't get time to show off his skills before getting knocked out (IMG:style_emoticons/default/wink.gif) )? Keep him drugged for the journey home?
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Penta
post Feb 16 2010, 04:16 PM
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You guys should know by now how much of a realism freak I can be. Well...This is one of those times.

I will say that the UCAS has immigration policies no more restrictive than the United States.

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CollateralDynamo
post Feb 16 2010, 04:27 PM
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For the mage, I don't know, keep him blindfolded in a dark cell? You can only cast magic on something you can see right? Not sure if that works, its just the first thing that comes to mind.

As to Penta's comment on immigration, I'm no immigration law expert (so maybe someone can fill me in) but I was of the impression that if someone was "trafficked" into the country illegally and discovered they would be immediately deported to their nation of origin, no "ifs" "ands" or "buts". The thought process being that, "if they want to come into this country, they can try to do it legally when they get home."

The truth of the matter (in todays world at least, and I don't see it getting better in the sixth world, is that people who are in a bad position in their home countries are unable to secure the rights to move in. Some here in the US might see it as a good thing that we aren't letting people who are seen as a "drain on resources" into the country, but that is really a philosophical debate that should be handled elsewhere most likely.

Zalermo's opinion, however, is quite simple. If these people were in a crappy enough position in their home country to get press-ganged into slavery, they may prefer a chance at life in the UCAS as opposed to going back to their failed lives in (Chad was it?). Zalermo has contacts with an organization known for smuggling people across borders, they generally deal in small volume though, and their cost is non-negligible.

Also, I am hearing two different numbers for slave's headcount. Is it 500-750 slaves total or per hold? I ask because if say 20 people want to get smuggled into the country we might be able to manage, if that number doubles to 40, then it is likely impossible.
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Penta
post Feb 16 2010, 04:54 PM
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Per hold.

And, okay...CD, you're wrong re current-day situations. I have the evidence in another window, but will not reveal it yet.
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CollateralDynamo
post Feb 16 2010, 06:32 PM
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D'oh, I hate being wrong...
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Whizbang
post Feb 16 2010, 06:59 PM
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I thought I was wrong once, but I was mistaken. (IMG:style_emoticons/default/smile.gif)
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CollateralDynamo
post Feb 16 2010, 09:22 PM
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Ok, for my post, I want to wait until I get his responses before assuming I beat the carps out of him. I can't do the rolls right now, I can when I get out from under this firewall, but my dice pools are as follows if someone wants the results before I can get them to you:
Intimidation:16 Dice = 5(Charisma)+2(tailored pheromones 'ware)+3(Kinesics Power)+5(Intimidation Skill)+1 (Improved Skill Power)
Negotiation(Sense Motive):11 Dice = 5(Intuition)+5(Negotiation Skill)+1 (Improved Skill Power) (I did not realize before how large the disparity is, not using Charisma in the check immediately removes five dice from my pool (IMG:style_emoticons/default/frown.gif) . Oh well, 11 Dice ain't shabbay)

For future rounds I might need to go into my combat skills, but it seems like damaging to interrogate would not be a combat skill so much as an interrogation skill with a dice pool bonus...perhaps I should look at those rules closer when I am not AFB.
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