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> The Found Arcana - Chapter 10 [OOC]
Jack_Spade
post Jun 5 2023, 09:52 PM
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I wrote that prophecy before I looked up when actual sunset is at that time of year (IMG:style_emoticons/default/embarrassed.gif)

Just consider the two hours between 1800h and 2000h to be the most likely time of arrival.
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Thanee
post Jun 7 2023, 05:46 PM
Post #302


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QUOTE
Aren't mage masks illegal?


Are they? I have absolutely no idea. (IMG:style_emoticons/default/biggrin.gif)

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Thanee
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Jack_Spade
post Jun 7 2023, 07:46 PM
Post #303


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Not really:

Mage Mask is 2R at 200 Nuyen
Containment Manacles are at 6R and 250 Nuyen
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Tecumseh
post Jun 7 2023, 08:16 PM
Post #304


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Mato stands corrected!

But there's still the question of whether we can acquire Restricted goods on short notice in Texas.
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Thanee
post Jun 7 2023, 08:37 PM
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There are also Magecuffs (which are AV 5 and 1,000¥).

Street Grimoire p. 215

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Thanee
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Jack_Spade
post Jun 7 2023, 09:21 PM
Post #306


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Well, time to hit up some contacts or look at Craig's List (IMG:style_emoticons/default/wink.gif)
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Gilga
post Jun 7 2023, 10:31 PM
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- I'd rather keep an hostile mage sedated.
- Sorry for not posting RL has been too intense to think clearly, and I don't want to derail the game by doing something stupid due to not enough attention.
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Beta
post Jun 8 2023, 01:12 AM
Post #308


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I don't know what we might be willing to budget towards items to try and take them down, and what our damage dealing options are like.

Conceptually it shouldn't be too hard to make some large moltov-cocktail-ish bombs for the Pellipers (an igniter is the challenging part, but we can probably figure something out). But I don't think there are rules for those? So better to stick with grenades to drop -- we could tape together smoke and tear gas and explosive, if we can find all of them, and see what has how much effect if it comes to that. It is just a question of availability and time to acquire.

Ammonium nitrate explosives might be available (avail 5), but are pretty weak. Any other explosives are harder to get.

If we do wish to watch some places, I'm thinking some number of dodge scoots (3knY each) with a kanmushi riding them. Tamarind can send them to wherever we want them to park, and the Kanmushi can keep watch (pilot and sensors 3, instead of the 1 on the scooters). Or we could try and pick up some Aztechnology Crawler drones (good rural drones, may see some use in farms and ranches, so the availability of 4 should hold. they are 4knY each, and have a pilot of 4. They could be dropped off almost anywhere and get themselves into monitoring position.

Tamarind however has no contacts useful for this, here, and no useful negotiation skill, so it is unlikely that should could acquire anything with a non '-' availability rating on her own.

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Jack_Spade
post Jun 8 2023, 06:24 AM
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Hitting up our existing contract works just as much as using your own Cha+etiquette rolls

As for setting up watch posts - rest stops are your best option. Not only do the passengers have needs, they likely also want their car to be topped of before they get to their destination.
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Thanee
post Jun 8 2023, 06:59 AM
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QUOTE (Gilga @ Jun 8 2023, 12:31 AM) *
- I'd rather keep an hostile mage sedated.


Or all of it (sedated, blindfolded, (mage)cuffed). Better safe than sorry. (IMG:style_emoticons/default/smile.gif)

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Thanee
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Jack_Spade
post Jun 8 2023, 09:12 AM
Post #311


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By the way, here are the Molotov rules again form No Future:

MOLOTOV COCKTAIL
GRENADES DAM AP BLAST AVAIL COST NOTES
Molotov 8P –6 –4/m 6F 15¥ Fire damage (p. 171, SR5)

Though you should remember that you likely are dealing with some kind of hostage situation here - even if the hostages are throwing fireballs at you.
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Thanee
post Jun 8 2023, 09:24 AM
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That's the worst kind of hostages! (IMG:style_emoticons/default/biggrin.gif)

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Thanee
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Tecumseh
post Jun 8 2023, 04:45 PM
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Yeah, to Jack's point I was going to say that we want to be wary of anything with indiscriminate AoE damage. I think we can be fairly lethal toward Victoria but we want to be decidedly non-lethal to the other two, or at least Tien IV.

For Mato, there are a couple decision points:
1) try to snipe from a distance (like with a hunting rifle), or,
2) sprint in to get up-close and personal.

My instinct is to do this at a distance, preferably leveraging drones as much as possible, since that's an advantage we have that they don't. If Mato can find a rifle (and I presume that hunting rifles are children's toys in this part of Texas), then he'll try to pick up a variety of ammo to keep the team's options open.

Then, we need to determine if we should:
3) try to KO Phillip and Tien IV first to isolate Victoria, or
4) try to alphastrike Victoria first.

It's tempting to nuke Victoria first, but that may not liberate Tien IV instantly. I'm guessing the IV will be the one with a huge, nasty, bound spirit(s) in tow, which might be the most immediate threat. Phillip is a healing specialist. So maybe we hit Phillip first so he can't repair the other two, Tien IV next to try to neutralize any spirits he has in orbit (although bound spirits may continue to fight), and then take out Victoria once she's isolated. If she is a shedim and her body is broken then do we need to axe the spirit on the astral too? Where's Jawsey with his cane sword...
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Beta
post Jun 9 2023, 01:51 AM
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Thanks for finding the molotov cocktail rules, Jack! I would not have thought to have gone looking in No Future.

I agree that it is worth it to have a priority order for targets. I don't expect things to work out quickly, but just in case they do it is good to have! I'm good with trying to take out the healer first, but I'd also say that if we can partially or fully incapacitate IV, even for a turn, that reduces his ability to command spirits. He may have fallback orders worked out that will trigger them to do certain things, but those may not always be the best of options (especially if the spirits are chafing against his control). So I'd maybe say gasses and electrical effects on IV if we can, drop the healer, then consider if we can stun IV in some way.

We have two trucks so can start heading out to position drones on two paths. Not a lot of detail on that part today because I need to go back and read the current farm description to think which all drones I want to try and get in there, and maybe bring up google maps to get a feel for the lay of the land (or at least where the highways are). But that is going to be tomorrow, after which I'll suggest more detailed dispositions.
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Jack_Spade
post Jun 9 2023, 06:55 AM
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I can highly recommend drone recon of the farm (IMG:style_emoticons/default/wink.gif)
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Thanee
post Jun 9 2023, 09:36 AM
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Yeah, with those spirits around, drones make a lot of sense. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Tecumseh
post Jun 9 2023, 10:14 PM
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They do.

To be honest, I'm so used to not having drone support in this game that I'm not in the habit of thinking about it. But now that we have it we should definitely leverage it.
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Beta
post Jun 10 2023, 07:15 PM
Post #318


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I was looking on the Obsidian Portal page for the drone that we kept after the Pike Hall chapter, but I don't think it is there. Does anyone have it written down? (just looking through our drone resources for what should go where)
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Tecumseh
post Jun 10 2023, 08:34 PM
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I checked the SIS pages but I did not write it down, unfortunately.
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Beta
post Jun 10 2023, 10:01 PM
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QUOTE (Tecumseh @ Jun 10 2023, 09:34 PM) *
I checked the SIS pages but I did not write it down, unfortunately.


I'll try and do some sleuthing, unless Jack has it written down somewhere
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Jack_Spade
post Jun 10 2023, 10:12 PM
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The drone was a HORIZON CU^3 with the professional Upgrade, integrated weapon mount for a modified Savalette Guardian with two magazines.
One magazin was loaded with APDS, the other with Blight. Trigger removal, gasvent 3 and electronic firing.

HORIZON CU^3 (MINI DRONE)
HANDL 3
SPEED 2P
ACCEL 2
BODY 1(0)
ARM 0 (Chameleon coating)
PILOT 5
SENS 4

The drone was running an Agent R 6 with a modded Sleaze of 2 (2 permanent matrix damage in exchange)
Virtual Machine, Smoke and Mirrors, Smartsoft, as well as Electronic Warfare, Piloting and Targeting software at R5
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Beta
post Jun 11 2023, 01:37 AM
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Thanks Jack.
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Tecumseh
post Jun 11 2023, 01:40 AM
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If it's a mini-drone with Body 1, how is it large enough to have a weapon mount? Drones have to be Body 3 before they're big enough for a weapon mount, or is there something in Rigger 5 that allows it?
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Jack_Spade
post Jun 11 2023, 05:06 AM
Post #324


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Rigger 5 has weapon mount sizes
Heavy pistols need only two mod points
Reduced handling produced the second.
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Beta
post Jun 11 2023, 11:19 AM
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Same rules I'm using to put concealed tasers in flying eye drones. Jack, the pistol is obvious, right?
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