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> 2072 [+4 Months], Multiple Players / GMs - Recruitment Always Open
AppliedCheese
post Sep 20 2011, 08:35 PM
Post #851


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@ Seth

Option 1: Spend edge. Its just a normal glitch. You will let go of the rope, fall, catch it in a suitably lucky/awesome/dramatic way, and enssentially straggle aboard behind Silk, feeling somewhat embarrassed.

Option 2: You fall into the water (soak roll 3S) but your spirits guard power stops you from being dragged under the freighter by prop-current. Indeed, your spirit drags you back up the rope to where you were, and will hold you in place until you've shaken the saltwater out of your ears and your ready to go again.
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Seth
post Sep 20 2011, 08:43 PM
Post #852


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I like option 1: it's less embaressing. I can blame the oil on the rope...

OK. I missed rolled the number of die anyway by one...but (gulp) here we go again:

OK that's the last time I am climbing without some skill!

I'll post it tomorrow.
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Zaranthan
post Sep 20 2011, 09:06 PM
Post #853


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@I'm On A Boat!

Some dice tossing to get Robert up the ladders. Being a skinny punk has its disadvantages.

Summon F1 Spirit of Earth (4d6.hits(5)=2)
F1 Spirit of Earth resisting being Summoned (1d6.hits(5)=1)
Resist 1S Drain from Summoning (12d6.hits(5)=2)

Ordering the spirit to use Guard on me so I don't glitch and fall, as defaulting to one die isn't going to get me up this ladder very quickly.
Extended test Climbing defaulted to Strength-1, threshold 4 *no glitches thanks to spirit power* (1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=0, 1d6.hits(5)=1, 1d6.hits(5)=0, 1d6.hits(5)=1)

Sheesh. Eleven Infiltration rolls:
Infiltration rolls while climbing (5d6.hits(5)=0, 5d6.hits(5)=2, 5d6.hits(5)=2, 5d6.hits(5)=2, 5d6.hits(5)=2, 5d6.hits(5)=2, 5d6.hits(5)=2, 5d6.hits(5)=2, 5d6.hits(5)=0, 5d6.hits(5)=1, 5d6.hits(5)=1)

And finally, putting my face back on when I get to the top. First item I'm purchasing: a helmet with an opaque face shield. This is absurd.
Magic+Spellcasting for F4 Physical Mask (8d6.hits(5)=0)
Drain resistance vs. 3S (14d6.hits(5)=3)

ARE YOU KIDDING ME?
Magic+Spellcasting for F4 Physical Mask (8d6.hits(5)=1)
Drain resistance vs. 3S (14d6.hits(5)=3)


...I'm going to go lie down for a while until my dice cool off.
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LostProxy
post Sep 21 2011, 04:42 AM
Post #854


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@Cheese

So I'm rolling a Hacking + edit test with a set threshold by you?
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Seth
post Sep 21 2011, 06:03 AM
Post #855


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@OnTheBoat
OK Summary of the die for getting on the boat

3 die rolls to get on board. (one a critical glitch reduced to a failure with edge)
Infiltration 4, 4, and 2, and observers are -5 to listen/ -7 to see me (chamouflage clothes + concealment 5)


Perception visual: 2 successes
Perception listen: 6 successes
Assensing: 1 successes
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Seth
post Sep 21 2011, 06:38 AM
Post #856


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@AppliedCheese
Glitching on aussie style is of course amusing...(says the person who glitched their climb rope roll)

I'll wait until you post your rolls. Note that you are effectively on many minuses when using an endoscope rather than being their yourself as far as perception goes, so can I get another one (visual) while you are down there. This one is important.
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AppliedCheese
post Sep 21 2011, 08:25 AM
Post #857


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@ I'm on a boat

Thank Silk for her performance. And at least one critical glitch on an audio test (the IC will be pretty clear). You are all on comparatively safely, and undetected.

Khalil - The threshold for the edit is 3.

@ SK Seth

Perception (scope swing)
http://invisiblecastle.com/roller/view/3191726/
4 hits

Fly Spy perception? Not even sure what rules to use for a circling flyspy in overwatch. Suffice to say it is quietly buzzing around deadspace to make sure Dealer doesn't get stabbed in the back.

Aussie in
http://invisiblecastle.com/roller/view/3191731/
2 hits

Quietly/stealthy. Mainly used for landing and getting off the rope
http://invisiblecastle.com/roller/view/3191732/
4 hits

And now we're on the ground, take a look around:
http://invisiblecastle.com/roller/view/3191736/
5 hits

Hopefully thats a good roll.


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Seth
post Sep 21 2011, 08:36 AM
Post #858


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It's good enough to see the speckle from dust particles caused by an invisible laser beam that is trip wiring the entrance to the RV. One beam at 18 inches above entrance level.
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AppliedCheese
post Sep 21 2011, 09:05 AM
Post #859


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GM ruling: Is aerosol fog in standard B&E tools?

Keep the flypsy watching Dealers back, walk a very slow, very careful 180 on the outside of the door, checking if anyone is in there. Then short aerosol or use a handful of dust on the door to find more lasers.

Hunting for other stuff
http://invisiblecastle.com/roller/view/3191757/
8 hits

Disabling the laser(s?) - extended test, you can stop it when it hits thresholds
(Log 6 + Hardware 4)
http://invisiblecastle.com/roller/view/3191761/
2 hits , 3 hits, 4 hits.

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Aria
post Sep 21 2011, 09:06 AM
Post #860


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Ember's coming in hot - and pissed off! 3 watchers to team mates and he and Gale will go to the warehouse (and I guess check out the RV)

I figured that the thought of getting back into a body that might be cooking wouldn't be that appealing (IMG:style_emoticons/default/nyahnyah.gif)
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JxJxA
post Sep 21 2011, 10:31 AM
Post #861


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@ Applied Cheese:

Are you using a directional mic to talk to the group? Demon is online via commlink, but I don't have a doohickey like that type of mic. He can come up with a more creative way of letting you know he's still alive and shooting, like getting his ultrasound sensor to play/pulse to the beat of La Marseillaise.
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Seth
post Sep 21 2011, 11:08 AM
Post #862


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@AppliedCheese
QUOTE
GM ruling: Is aerosol fog in standard B&E tools?

Yes

You find no more lasers

Looking at the setup closer:
Designed for grunts. A satchel charge with an on/off button, attacked via a wire to a range finder. It takes a couple of seconds to set it up, and you can if you want to just press the off button. If you hadn't seen the laser rangefinder you probably wouldn't have seen the satchel charge.

Through the windows you can see an old fashioned (2040s) desktop computer, attached to racks of old tech storage (again 2040s), with some weird electronic/fibre optic communication gear. Total volume: 2 cubic meters of old tech storage, 1 cubic meter of desktop + weird stuff

@Aria
The RV has a ward around it: the ward is slightly less powerful than your magic stat you would assess.
There is a watcher here that has just arrived. (Being clear: it arrived in round 2). It is sniffing around the ward, and watching you.
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AppliedCheese
post Sep 21 2011, 12:18 PM
Post #863


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@ JxJa

Subvocal mike tied into a microtransciever. In short, a mini-radio.
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Notsoevildm
post Sep 21 2011, 02:14 PM
Post #864


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@Seth:
Searching guards for car keys: Int 3 + Per 1 + looking 3 + enh 3 = 10d6.hits(5)=5, 10d6.hits(5)=3, one roll for each guard

Putting the boot into the door (hoping it's not booby trapped): agi 3 + unarmed 2 = 5d6.hits(5)=0 - lol, thats a good lock! 200kg of troll and doesn't budge an inch. Oh well, at least now if it is booby trapped, Dealer has time to shout a warning.
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Seth
post Sep 21 2011, 02:41 PM
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@NotSoEvil
You find two sets of keys. Both will need hacking (they check that the nominated PANs are nearby), but you suspect they are only device rating around 3.
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AppliedCheese
post Sep 21 2011, 04:04 PM
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To disable the camera hardware DP 10d6.

And invisible castle is chug a lugging again. Seems to work better in the mornings. For gameplay's sake, lets go with bought hits. I can get to 6 hits in about 9 seconds.

Looking for other bits that might trip alarms, cause explosions, especially vic the door(Per DP 8 + Enh 3 + Active 3 + assorted B&E toys 2) = 16 d6

Same deal, 4 hits per searching action, 8 hits for 3 full seconds.

Disable as needed.

Then its time to let copperhead in, presumably with unconscious guards in tow, preferably before Tommy's boys (and girls?) get here.
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Seth
post Sep 21 2011, 04:59 PM
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QUOTE
To disable the camera hardware DP 10d6.

I'm just a little confused: camera?

There is a laser rangefinder which basically measures how far away the "thing" in front of it is. Normally with these satchel charges if that amount changes by say >10% there is an explosion. A bit of wire, and a piece of card held by the wire would do it. As would turning the off switch. Unless there is a booby trap the off switch is far safer than anything you can bodge together. Casual indications are that there isn't a booby trap. It would take about a minute to be really sure.

Just let me know if you want to switch if off, or are making your own precautions.
  • If you make your own precautions you need 2 successes (logic + hardware unless there is a better skill) to not go !BOOM! (and you need to roll, not buy successes).
  • Switching it off is a gamble


Nothing wrong with paranoia here, there is around 1Kg of C5 here.

Of course...the clock is ticking... (IMG:style_emoticons/default/ork.gif)

@NotSoEvil
The door is only a barrier rating 4: you can just destroy it if you want.
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AppliedCheese
post Sep 21 2011, 05:16 PM
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Sequence of actions is thusly:

1. Turn off bomb with precautions
And invis is back
http://invisiblecastle.com/roller/view/3192012/
Wooh...sweat wiped. No kaboom. 2 hits.

2.Go to let Copperhead in IAW the above buying hits para. Naturally, this involves disabling the camera pointing at the door, and making sure that it is not equally likely to go boom. Of course, if shes in a hurry, Dealer did deactivate the alarm and unlock it before originally seeing the camera. She could just fling it open while sheltering against the wall...at least if it goes boom she has whatever part of the barrier isn't now secondary frag to protect her.
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Seth
post Sep 21 2011, 05:51 PM
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@AppliedCheese
Now I understand the reference to the camera

Camera is disabled. Again basic standard kit:
Gecko it on a wall. Motion sensor to transmit images when anything interesting happens.

Can you give me a rough estimate of what time it is now? I think we are approaching the time period when Tommy's people might start turning up.
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AppliedCheese
post Sep 21 2011, 06:02 PM
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Lets see...tommy was originally on a 30-90 call it 60?) countdown at hack start. The hack was about 30 seconds. Rappel and defuse were probably another 30...so at 15-20 seconds to move out, clear the door, disable the camera and motion sensor, GM call...either Tommy's boys are flooding the outside by the time Dealer has the camera down, or it will be just in the nick of time.
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Seth
post Sep 21 2011, 06:14 PM
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@SuicideKings
I'll put a pause in the game until Aria/JxJxA have had a chance to declare/do some stuff.

I say the time is 00:05:50 when Dealer has sorted out the camera/bombs, Copperhead is through the door with car keys.

Ember is still at the end of round 2 (00:05:145sh), and has spotted a watcher entering the warehouse
Demon is around the same time, and is currently getting out the way of the exploding ammo.

Current problems:
  • Getting Allanby's data out of the warehouse (It's currently in the RV)
  • Tommy Two Toe's goon are likely to turn up soon
  • Crimson spikes are likely to turn up soon
  • Pixel is by now (00:05:50) known to be dead, so you are missing a hacker, as well as a companion
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AppliedCheese
post Sep 21 2011, 06:34 PM
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Happily. I'm waiting for the rets of the boatteers to kick it off.

-Silk, I gather your climbing along the containers while infiltrating, probably two or three containers high?
-Robert, has recovered from his ardous climb, and is lightly masked
-Khalil is still trying to edit a container back into virtual existence
-Siran is on deck, and ready to rock out.

By the by, for the IC remembering things from piracy, boarding parties with less members than the crew typically try one of three techniques for subduing a ship:

1) Self secure - Aka, the coast guard way. We have a cutter over there with a five inch gun. All I need to do is not get taken hostage and search your cargo. Please stand back. The team tries to create a perimeter around the objective and execute its search or what not. probably not very shadow runny - the boarders are just protecting themselves and keeping people away form their business or places where one might shoot at their business. Sometimes includes placing personnel under guard.

2) Points of Domination - Aka, SEALs/SBS way. The team moves to seize the points of domination on a ship. The 3 classic ones are the bridge, the engine room, and any communications/secondary command center. Once you seize them, you control the ship. Sure, you can't RUN the ship for months, but you can do whatever needs doing today. Plus it makes organizing resistance quite hard and you usually have all the leaders under your thumb at this point.

3) Threat of Force - Aka, the Somali Pirate way. Get on board, take everyone hostage because "is random companies connex of CDs really worth your life? Besides, companies usually pay the ransom, we can't drive the ship, don't have a place to put the cargo and your our only bargaining chip. Here, have a sandwich while you wait."
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Seth
post Sep 21 2011, 07:15 PM
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I like your breakdown of mechanisms.

I don't think we are trying to capture the ship though, just kidnap the captain.

I would hope it goes like this:
  • Sneak as close to captain as possible
  • Create chaos on ship as a distraction, and to physically get the crew away from us
  • Non lethal combat with the captain and his immediate colleagues
  • Throw captain over our shoulder and leg it. Pointing a gun at his head if needed to encourage the crew not to attack us.

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JxJxA
post Sep 22 2011, 03:49 AM
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Sorry guys, I was putting off sleep and finally crashed hard last night. I'll look through the IC stuff and then get some posts up after work.
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Aria
post Sep 22 2011, 08:07 AM
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QUOTE (Seth @ Sep 21 2011, 07:14 PM) *
@SuicideKings
I'll put a pause in the game until Aria/JxJxA have had a chance to declare/do some stuff.

I say the time is 00:05:50 when Dealer has sorted out the camera/bombs, Copperhead is through the door with car keys.

Ember is still at the end of round 2 (00:05:145sh), and has spotted a watcher entering the warehouse
Demon is around the same time, and is currently getting out the way of the exploding ammo.

Current problems:
  • Getting Allanby's data out of the warehouse (It's currently in the RV)
  • Tommy Two Toe's goon are likely to turn up soon
  • Crimson spikes are likely to turn up soon
  • Pixel is by now (00:05:50) known to be dead, so you are missing a hacker, as well as a companion

I presume I can see Dealer going into the RV while tinkering with bombs and cameras so there's no real reason for me to go inside the ward?!? Unlikely to be anything magical inside that I'd be able to do anything about...I'm not exactly sure what Ember knows is going on at the moment because presumably he's missed all the communications between the team?!?

The watcher is likely to be from one of the opposing forces though so I'll squish that (IMG:style_emoticons/default/ork.gif)

QUOTE (Seth @ Sep 21 2011, 08:15 PM) *
I like your breakdown of mechanisms.

I don't think we are trying to capture the ship though, just kidnap the captain.

I would hope it goes like this:
  • Sneak as close to captain as possible
  • Create chaos on ship as a distraction, and to physically get the crew away from us
  • Non lethal combat with the captain and his immediate colleagues
  • Throw captain over our shoulder and leg it. Pointing a gun at his head if needed to encourage the crew not to attack us.


Not sure we decided how was best to create the distraction?!? I think we should all be together for the final assault (splitting the party has never really worked to the players' favour in my experience (IMG:style_emoticons/default/nyahnyah.gif) )

Silk will be 2 containers up and crawling along the sides - plotting the best route to the bridge whilst avoiding crew etc...I should be able to jump across any alley ways thanks to adept powers...
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