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> Emerging: End of Days OoC & Recruitment, Will you face the Apocalypse? (Recruitment always open!)
Aria
post Nov 22 2011, 02:47 PM
Post #351


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QUOTE (sabs @ Nov 22 2011, 02:54 PM) *
I was waiting for you to tell me what I'm hearing (IMG:style_emoticons/default/smile.gif)
What the chatter is, etc.

Now this one is a misunderstanding more than an 'oops' - you're hearing mostly sensor feeds around here, there's no comm chatter to speak of...you guess that they are routing tac nets and comms on a different network to avoid a breach in one impacting the other...shout if you think that's bogus or if there's more info required...
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sabs
post Nov 22 2011, 02:55 PM
Post #352


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well, assuming I can obtain an accessID I think should let me in. I'm going to pick the very first drone, and gobsmack it into letting me in.

I analyze it to see if there are any traps on it.
analyze: 14d6: 5 1 4 6 5 6 4 2 1 2 4 1 1 5 (5) hits
Assuming no horrible bombs waiting for anyone who tries to connect.

hacking on the fly:
Hacking(4)+Drones(2)+Exploit(8)+VR(2)+CU(1)+Encephalon(2)+special(1)+pushed(1)=2
1d6
1) 4 6 1 1 5 5 4 6 3 6 4 6 3 2 6 1 3 6 2 6 4 (9) hits
2) 1 4 1 3 4 6 6 4 3 3 4 2 2 5 1 6 3 3 6 1 5 (6) hits
hacking on the fly, I need to get enough hits to beat the drones system+firewall.
every round, the drone gets to roll system+firewall extended test, with a tn of my stealth program (8)

Exploit has the mute option, so even if it sets off an alarm, I have 2 or 3 rounds to turn it off before it actually gets heard.

Time Elapsed: 3 IP. (I have 5 in VR)
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Aria
post Nov 22 2011, 03:05 PM
Post #353


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In in the two IPs with no trouble. It's not slaved to anything and no alarm has sounded...
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sabs
post Nov 22 2011, 03:19 PM
Post #354


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basically going to make it report 'nothing to see here' back upstream everytime someone/thing contacts it.
Does it know where it's friends are? I'm going to pull all of it's security info, it's logs. etc. Everything this thing can tel me, which given it's not slaved, is probably not much.

We should probably short hand this.
I'm going to do this over and over, now that I know the specs on these drones, until I have a path for us up to the shore.

Unless the drones get tougher as they get closer to shore, etc.

Once that's done, going to analyze the c&c system, and see about slowhacking my way in (the interval is 1 hour)

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Aria
post Nov 23 2011, 01:29 PM
Post #355


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QUOTE (sabs @ Nov 22 2011, 04:19 PM) *
basically going to make it report 'nothing to see here' back upstream everytime someone/thing contacts it.
Does it know where it's friends are? I'm going to pull all of it's security info, it's logs. etc. Everything this thing can tel me, which given it's not slaved, is probably not much.

We should probably short hand this.
I'm going to do this over and over, now that I know the specs on these drones, until I have a path for us up to the shore.

Unless the drones get tougher as they get closer to shore, etc.

Once that's done, going to analyze the c&c system, and see about slowhacking my way in (the interval is 1 hour)

Guess this will wait until you are back from your break but that's no problem! I certainly think that we should short hand it - the drones and sensors out here aren't really a challenge to one of your calibre (it's not a milspec establishment even though there are a couple of light tanks etc on hand for defense) so the rolls you've done so far will serve for them.

Feel free to IC some challenge into it though, there are wandering patrols - who you will be able to avoid because you can scan them with their own sensor net! The real challenge will be when you get to the compound itself (which has electric fencing about 10m beyond the treeline) and then the buildings. You will have to slow hack the C&C nodes but you know where they are, you just need to choose one!
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Aria
post Nov 23 2011, 01:32 PM
Post #356


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@JxJxA / Tris: There is a 'feeling' about this place that has your mentor spirit on edge...blood has been spilt here recently and there are the lingerings of some sort of ritual, just traces, you can't see what was done without getting closer. As Gash found out there are large numbers of spirits near the buildings, particularly near the shedim at the bridge. So far they haven't detected you as you are in the trees but there's a fair chance of being spotted once you break for the fence and then the buildings beyond...distraction required?!?
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JxJxA
post Nov 23 2011, 02:49 PM
Post #357


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@Aria: Sounds like a good time to send a fire spirit on a rampage... (IMG:style_emoticons/default/nyahnyah.gif)
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JxJxA
post Nov 24 2011, 02:27 PM
Post #358


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@ Aria: Just to make sure I know what's going on, have we landed on the island and we're all together? I don't want to tip off the bad guys to our presence until we're ready to roll out. Also, could I use Magic Theory/Magic Knowledge to make a knowledge roll to see if I can figure out what has caused those magical disturbances? I don't have the metamagic knowledge skill, so I understand if you want to nix that. (IMG:style_emoticons/default/smile.gif)

I'll throw up an IC post with some more banter between Tris and Anima, and a request to the sarge on whether he wants my fire spirit running amok in a bit. (IMG:style_emoticons/default/biggrin.gif)
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Aria
post Nov 25 2011, 12:50 PM
Post #359


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QUOTE (JxJxA @ Nov 24 2011, 03:27 PM) *
@ Aria: Just to make sure I know what's going on, have we landed on the island and we're all together? I don't want to tip off the bad guys to our presence until we're ready to roll out. Also, could I use Magic Theory/Magic Knowledge to make a knowledge roll to see if I can figure out what has caused those magical disturbances? I don't have the metamagic knowledge skill, so I understand if you want to nix that. (IMG:style_emoticons/default/smile.gif)

I'll throw up an IC post with some more banter between Tris and Anima, and a request to the sarge on whether he wants my fire spirit running amok in a bit. (IMG:style_emoticons/default/biggrin.gif)

I'm assuming that you are all together, either on the shore line, just off the shore or on the beach, at this stage it's not wildly significant (to me) which it is, although I've already IC'd Stick's mecha wading towards the beach. Let's assume you are ready to roll out unless there's another plan up your sleeves?!?

You magic theory tells you more or less what I said before - a powerful ritual which you can feel the edges of - I'm being deliberatly vague at this stage because as a 'future event' there isn't really anything to base your info on. You can only see the lingering mana, not what it was used for. But it's the Azzies so it is safe to assume it was a blood ritual of some sort (IMG:style_emoticons/default/ork.gif)
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JxJxA
post Nov 26 2011, 08:51 AM
Post #360


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@ Aria: Sounds good. I'm of the "play it by ear" persuasion when it comes to planning, so I'm ready to go once sabs is back and gives the IC go-ahead. (IMG:style_emoticons/default/smile.gif)
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Aria
post Nov 28 2011, 01:39 PM
Post #361


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Hope that will be sometime tomorrow (IMG:style_emoticons/default/smile.gif)
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sabs
post Nov 29 2011, 01:52 PM
Post #362


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I am back
Now where were we.

Ah yes, I need to slow hack.
We're probably still in the water, avoiding the patrols while I slow hack.

Going to do the rolls in a sec, just need to see what my totals are
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Aria
post Nov 29 2011, 01:57 PM
Post #363


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QUOTE (sabs @ Nov 29 2011, 02:52 PM) *
I am back
Now where were we.

Oh right.
You were going to tell me if I was able to make a 'path' of subverted drones up to the beach.

Sorry, thought I'd said that you can...your challenge will be from the fence onwards and not being seen by the spirit life...
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sabs
post Nov 29 2011, 02:09 PM
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You did say, I had missed that post, and had to go back to read it.
So now I need to slowhack the C&C :)

sigh

Hacking(4)+Exploit(8)+vr(2)+Pushed(1)+encephalonII(2)+CI(1)18d6

not sure how many hits I need.. should be less than 20, so Ill roll until I hit 20, each roll is 1 hour.
1) 3 3 5 6 3 6 2 2 6 2 4 5 6 2 4 3 6 5 (8)
2) 5 3 1 5 1 5 3 1 1 1 5 5 4 1 5 6 4 5 (8)
3) 5 6 2 1 4 3 3 4 5 2 4 5 2 3 4 6 4 5 (6)

20 hits in 3 hours.
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Aria
post Nov 30 2011, 08:59 AM
Post #365


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What security rating are you going for? Basic / security / admin?

Don't worry, it won't take 3 hours...just hope you're sufficiently hidden for the two you are lurking on the shore line (IMG:style_emoticons/default/smile.gif)

Someone feel free to make some sort of disguise roll - it's safer on the shore than in the sub so you are better off out of the water!
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sabs
post Nov 30 2011, 03:31 PM
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Admin
With an admin account, I can give myself other access.
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JxJxA
post Nov 30 2011, 03:34 PM
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I don't have disguise as a skill. I was thinking about picking up a spell or two, maybe physical camouflage. Dunno if that would be worth it, but it could possibly make Sticks' mecha harder to see...
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Aria
post Dec 1 2011, 01:05 PM
Post #368


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QUOTE (sabs @ Nov 30 2011, 04:31 PM) *
Admin
With an admin account, I can give myself other access.

Ok, at system + firewall +6 you get in in three hours (yes the firewall is decidely milspec!)

System rolling analyze +firewall against your stealth [8?!?]...you don't think you've been detected...

I am assuming you are piggybacking the signal from one of the drones as otherwise I suspect the the C&C node would be more isolated (and where's the fun in that?)

If you want to IC it feel free to lay on thick the Azzie iconography - dripping blood, sacrifices etc...I'm sure Seth won't mind if you pinch large parts of his descriptions - I will be! (IMG:style_emoticons/default/smile.gif) Will try and sort some IC soon but I'd like to know how you intend everyone else to spend those loooong 3 hours first...what precautions you are taking etc?!?

I am also assuming you aren't trying to breach the fence yet?
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sabs
post Dec 1 2011, 03:41 PM
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Yes, we're not trying to breach the fences until we're inside the C&C.

I'll write up an IC about getting in.
What do I see in there..?
As for how we're hiding.. Hopefully there's some camouflage magic we can use to hide the mechs with.
I was hoping that Feral and Racoon would find some lovely sniper positions and start figuring out how to kill mages with large caliber bullets. So that when drek hits the ventilation system, we're ready to rock.

Also, who the hell do we have?
My understanding of the guys we have are:
Jax and his Mecha
Tris
Me
Racoon
Feral

Anyone else?
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Aria
post Dec 1 2011, 05:30 PM
Post #370


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Ok, I’ve still got a bit of prep to do on the C&C node and what’s in it but feel free to describe a suitably ‘temply’ scene with feather headressed guards and obsidian blades, the odd sacrifice and I will fill in the mechanical details as you go (IMG:style_emoticons/default/smile.gif)

As to your current team composition I think you’ve got two mecha, a couple of snipers and two fire teams of about 5 people in each (a small force to avoid detection but enough to do some damage!)…tactically avoiding direct confrontation until you are inside is probably your best bet…or calling in an air strike on the force by the bridge so that you don’t have tanks breathing down your necks!!!

So you are hiding while Sticks scans the node and weasels his way in…can Tris make some sort of effort at concealment magic (spirit or otherwise) and perhaps IC something about the spirits floating around the island (most are gawping at the shedim so you are safe enough here…)
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JxJxA
post Dec 3 2011, 07:39 AM
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Eep, sorry for not posting sooner. Work has been a bitch, and one of the teachers who is my best friend was flying back home, so I've got some serious catching up to do PbP-wise. I'm thinking another spirit will probably be better than me getting a spell, so here goes a lot of nothing...

Dismissing the fire spirit.

Casting Increase Logic at Force 5:
Magic(5) + Spellcasting(6) + Power Focus(4) + Mentor Spirit(2) = 17d6 for 9 hits.
Resisting Drain of (5/2)-2=0 so 1S min:
Willpower(5) + Logic(9) + Centering(1) = 15d6 for 6 hits.

Summoning a Force 5 Water spirit:
Magic(5) + Conjuring(4) + Power Focus(4) - Sustain(2) = 11d6 for 4 hits.
Spirit's opposed roll: 5d6 for 2 hits.
Resisting drain: 4S
Willpower(5) + Logic(9) + Centering(1) = 15d6 for 8 hits.

Stats for Anima's Aspect of Deceit
[ Spoiler ]


I'll have her use one service to assense the area and then the other to conceal the group for the duration of the e-warfare bit. (IMG:style_emoticons/default/smile.gif)

Assensing:
Intuition(5) + Assensing(5) = 10d6 for 2 and a glitch. That's no good, she can spend a point of edge to reroll, right? If so, then: 8d6 for 3 more hits.
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JxJxA
post Dec 3 2011, 08:04 AM
Post #372


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@ sabs: Just make sure not to launch the attack before I can call another fire spirit and, if need be, patch myself up. (IMG:style_emoticons/default/smile.gif)
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Aria
post Dec 6 2011, 01:00 PM
Post #373


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You've probably seen from the 2072 thread that I'm going on jury duty tomorrow and I've no idea how much time that will take up or what I'll be able to post (IMG:style_emoticons/default/nyahnyah.gif)

And I've just finished designing the matrix nodes too (IMG:style_emoticons/default/ork.gif)

@JxJxA: I will allow you to have retroactively bound some spirits if you want?!? Just use some of your reward cash for materials and make the relevant rolls...it will be very useful to have some extra bodies!!!

@Sabs: can you make a series of matrix stealth opposed rolls for all those lovely agents / spiders that are patrolling these nodes? By C&C node I've assumed you've gone to the sec node because that's where the gun emplacements are controlled from and where the sensor network sends its primary feed (a duplicate goes to the launch control node so you could choose to go there instead?!?)
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sabs
post Dec 6 2011, 03:27 PM
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I'm going for the sec node yes. I want to control the gun emplacements and the sensor network. (IMG:style_emoticons/default/smile.gif)

I'll try to get to the rolls today, but I might not make it till tomorrow.
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JxJxA
post Dec 7 2011, 04:40 AM
Post #375


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Eep, Binding is one of the skills I ditched on the character. If it's okay, I'll kick in the necessary karma and make the rolls. Maybe Binding 1 and a Fire Spirit specialization.
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