TinkerGnome
Apr 24 2006, 08:18 PM
Yes, the rule is simply for balance. I'm making it very difficult to hack a network that doesn't have something connected to the matrix, thus it's not fair if you can use such a network with no penalties of any sort. To clarify, you can only have a DNI or trode connection to one commlink at a time. You could have a second one that you interact with via voice or keyboard no problem.
I want the case where 99% of the people that can get hacked without the rule can still be hacked (though it's a little tougher) with the rule.
Mister Juan
Apr 24 2006, 08:18 PM
It's in times like these I wished they had an emoticon for "why..... why!!!! WHY!!!!"
Wounded Ronin
Apr 24 2006, 09:27 PM
OK, 2 thoughts.
1.) Since Toy's team hasn't really materialized to her she probably isn't going to want to dig in at the base and have all the trolls be able to just bombard that position. This is in character because probably in prior experiences whenever the Indonesian government knew where the guerillas were dug in they'd just artillery support them to kitty kibble.
Is it OK if Toy runs to a random building which is maybe a block away from the Y in order to take a position behind a window or on the roof? This would let her get the chance to shoot at OPFOR without being in the Y itself which would probably take a lot of suppressive fire or something.
2.) If we lost a lot of PCs I think that it would be kind of lame to have them all die first redshirt style because it eliminates the element of risk from the battle. Since we *are* all a bunch of kids maybe we can say that they just sit around with dampening pants and shaking hands a la Saving Private Ryan.
Thanee
Apr 24 2006, 09:34 PM
QUOTE (Wounded Ronin @ Apr 24 2006, 10:27 PM) |
1.) Since Toy's team hasn't really materialized to her ... |
Well they are probably all around, but since the players are not, you (and I... is there anyone else from our team, who actually posts at least some? Ah, yes, nick012000... well, and Slam.
) will have to imagine, that they are, not wait for them to post something up in the IC.
Bye
Thanee
MK Ultra
Apr 24 2006, 09:57 PM
@ GM
Speaking of inactive players. How do we handle the pcs from the players that obviously jumped ship? Are they supposed to be NPCs, will you controll them alone, do the pcs jump ship along with the players, do we simply ignore them all.. forever?
I think we should simply handle them like other gang npcs, but if anyone has objections...
I just don´t like it, to have so many characters hanging around, that mostla have no apearance in IC.
Just to clariefy, I´m only speaking about those players who are definitly no longer participating (maybe we should pm those who didn´t post in weeks, without making any anouncment).
HeySparky
Apr 24 2006, 10:03 PM
I think we could handle it on a case by case basis. Some become like contacts (Thyn, 2x4) and are still around, but may be fringe gang members, not gang NPCs (that way they can still be in the neighborhood, but they don't have a gang role until their players return), some could get 'put in jail' with a sentence that lasts conveniently as long as their absence (Criminal SIN only). Others could go off to school or disappear for 'training.'
Things that are easy to undo, but that don't require us to RP their characters for them as gangers since we don't know what they want without them being here.
EDIT: I REALLY don't think we should kill them off. If we want casualties it should be meted out between active players/PCs and NPCs. Just think about how you'd react. You might understand, but you'd probably not dig it. The direction I'd like to take puts the PCs in a holding pattern, no karma advancement, and - hopefully - no stepped on toes, should the players return.
MK Ultra
Apr 24 2006, 10:18 PM
That sound´s good to me, still I think we should talk to the players in question.
Another possibility is having them wounded and be in hospital/thair squat, until the players return. Raising the question of expanses of cause.
Vegas
Apr 24 2006, 11:56 PM
I too have to agree with Sparky here, killing them off "just because they're not around" is crappy. Besides they make good contacts and or puppetable NPC's. And it would really suck if one of the current posting group suddenly couldn't play and then managed to come back and we had killed them off. There are lots of other options
The only complicated bit is in situations like now, were a good chunk of our "groups" are inactive PC's/NPC's. Coordinating who is going to puppet who and how plus the other general logistics.
Rokur
Apr 25 2006, 12:42 AM
Current Commlink mode - hidden/passive
Commlink - Comm is open to C410 Encrypted messages currently Block others.
Subscribed list - Glasses, Earbuds, Microtransciever (obviously currently not closed)
About inactive PCs - I like the locked up or contact idea.... I don't really think anyone should be pulling their strings, unless TG specifically would like to use any certain inactive PC for his GM uses... otherwise, let's ignore them.
Edit - If Chinadoll is running the Main comm... should we subscribe our comm to hers, to basically have our own closed channel, and then have her comm be the only "open" comm? - this way most of our comms are not even Open, unless we want to use it ourselves.
Dranem
Apr 25 2006, 03:19 AM
I kinda took Agent X to be an eggdrop chanbot online script... Using a public network that we keep encrypted channel in....
As for idle PCs... I guess killing them off was a little too forward, sorry.
Though I do see Shade, Knives and Cammy being in the front lines when this goes down.. it's in their character descriptions, so I guess we'll leave it up to TG to decide what should be done with them. I know if 0day was active, he'd probably be doing something simular to Wyrm, try to crash them online, then go fight.
TinkerGnome
Apr 25 2006, 01:20 PM
Actually, does anyone know which characters are active and which are innactive? I've got a few ideas for dealing with the innactive characters, I'll just have to apply them.
I'm currently working up the next post and going back over the OOC thread to answer the last page worth of questions or so.
DireRadiant
Apr 25 2006, 01:34 PM
QUOTE (Dranem) |
I kinda took Agent X to be an eggdrop chanbot online script... Using a public network that we keep encrypted channel in.... |
Agent X is a Rating 2 Agent program. 2070 version of a channel bot.
Since TinkerGnome defined a topology to use, that's the way the C410 channel is structured while in Tactical Mode. No one is required to subscribe, but the obvious advantage is that Chine Doll's commlink is better protected and can act as a gateway.
When not in Tactical Mode, the channel is the open topology.
To be part of the Closed Network, all anyone has to do is set their commlink to allow subscription only from their PAN and Chine Doll's commlink.
Chine Doll commlink will have everyone elses commlink on a subscriber list, but will only actively subscribe up to 8 at a single time. Since shes monitoring her bike and the local environment, it's probable she's cycling through 4 to 6 commlinks at a time getting status reports and distributing data as she goes.
Rokur
Apr 25 2006, 01:45 PM
QUOTE (TinkerGnome @ Apr 25 2006, 01:20 PM) |
Actually, does anyone know which characters are active and which are innactive? I've got a few ideas for dealing with the innactive characters, I'll just have to apply them.
I'm currently working up the next post and going back over the OOC thread to answer the last page worth of questions or so. |
It's on the "new" wiki, there is an active and an inactive section.... Although Electrode has to be moved to the inactive section since he withdrew himself.
@ Dire - Auran would be cool with her comm being subscribed to yours anyway. She barely knows how to use the damn thing for phone calls, let alone, really doing any datasearching or other stuff on the matrix. She just doesn't ever go online. But she does like to make phone calls, and use it to talk to the gang. If you think this is a situation where she would switch to Pure Subscriber mode, let me know.
MK Ultra
Apr 25 2006, 01:49 PM
@ GM & TinkerGnome
The wiki gives a good overview about which players are inactive. Those who are listed under inactive, either said they are themselves or have not been posting for several weeks (most since the Stuffer Fight).
@ DireRadiant & ChinaDoll
The C410 Tactical could also be a layered system. I.e. each of the 3 teams could have a Team Router (any powerfull, low subscription load comlink), to which all other Teammembers are subscribed. The Team Routers would in turn subscribe to ChinaDoll. This way, no cycling is necesarry. The obvious drawback is when e Team Router goes down, but then we can allways reconfigure (having multiple setups pre-programmed) or use the cycling methode.
HeySparky
Apr 25 2006, 03:25 PM
For the current situation why don't we have each team's techie subscribe to CD and then each team subscribed to their techie? (which means my team would be on CD's commlink, Wyrm's team would be on hers, etc). If we run out of PC techies, we might be able to deal with that, at least as long as this sure-to-be-daisies-and-candycanes meeting goes.
Then as comms prop through the group (relaying automatically? through the techie's commlinks) if one group gets hacked the other teams still have comms.
Rokur
Apr 25 2006, 07:19 PM
cues the dramatic western music....
[Fade in Town]
Commoners: <Gasp!> *points fingers and shut doors and windows* <whisper whisper>
Tumbleweed rides the winds down the empty roads....
::low rumbling can be heard from off in the distance::
Dust clouds form as over a dozen trolls, stride their Steel Horses, down this dusty trail on this fateful day.
[Fade out to TG post]
Dranem
Apr 25 2006, 07:51 PM
Sparky, Wyrm doesn't have a comlink. She doesn't even have a commcode... Though she does emit a tight band wireless signal (much like a Wi-Fi modem) I don't think that the group could subscribe to her... though she can subscribe to anyone.
TinkerGnome
Apr 25 2006, 07:55 PM
Yeah, definitely time for an IC post. I remembered that the Wiki had an inactive section but for some reason I remember thinking that it only had a couple of characters in it.
Anyway, on the open/closed networks, if any node in the network is open, the network is open. That means, for the most part, you can only run a closed network among people and devices within the signal range of the master device (and each slave for it to be part of the network, of course, as both have to reach).
Oh, and don't forget the limit on subscribed devices.
Fresno Bob
Apr 25 2006, 08:04 PM
@ TinkerGnome
I don't know what mods you want to give me for the shot, so I'll wait for you telling me whats what before I roll.
Mister Juan
Apr 25 2006, 08:07 PM
So... should we all start rolling Initiative?
Mister Juan
Apr 25 2006, 08:15 PM
Since it seems like the shit is really hitting the fan, I'll try to mark up everyone's position on the HQ's map, and upload them somewhere else. So, if everyone could just say exactly where their PCs are, that would be great
Those that I already know:
-Aziz: on the roof, toward the front of the Y
-Felix & JJ: in view of the enterance, by the Med station
-The 2 Doberman drones: flanking the main enterance
-Halo and Tao-Fighter: in the gym
-BronzeWyrm and Nurse: in the lounge
-Thyn and JAX: in the loading docks
-The Vehicles: loading docks / gym
-Raven: The 'gallery' above the gym on the 2nd level
-Auran: Window above the main enterance
Those I either don't know or don't remember:
China Doll
Neo
Toy Robot
0day
2by4
Cammy
Electrode
Knives
Shade
Slam
Fresno Bob
Apr 25 2006, 08:17 PM
I'd appreciate someone else being on the roof. Preferably another shootist. Or a healer.
Thanee
Apr 25 2006, 08:18 PM
Raven is inside the HQ, at some front window, peering out on the street with astral perception.
Her location should not be immediately accessible/visible from the entrance.
The 'gallery' above the gym on the 2nd level would be a good spot, I think.
Bye
Thanee
MK Ultra
Apr 25 2006, 08:19 PM
As the Trolls take thair time, we will probably have some time to re-position, where apropriate, so they get some heavy fire once the lead starts flying, which is obviously at some seconds past 13:30.
Some should still cover the other access points, but the majority should return fire, as long as they are all lined up nicely.
Hiting simultaneously on a com comando would have been nice, but Aziz action is IC and funny, I think
, maybe next time (if there is one).
MK Ultra
Apr 25 2006, 08:21 PM
@ MJ
Auran was at a window above the main entrance, IIRC.
TinkerGnome
Apr 25 2006, 08:48 PM
Alright, everyone roll initiative. I'll give Aziz a +3 to his intiative for the round it to represent his jumping the gun. I think this works better than having everyone roll surprise since the two sides are well aware of each other.
We also need a map marked up with everyone's positions and a page on the Wiki for the combat. I can handle both, but it'll probably be tomorrow morning before I get a chance. If someone else can get to it before that, that's also fine.
Thanee
Apr 25 2006, 08:54 PM
Raven's Initiative is 5 (6 +
0 hits +
0 hits (see below) -1 (wound modifier)).
And here's the Control Thoughts spell, she is casting (as mentioned two or so pages back and in the IC). Dunno, whether that would be right before combat begins, or just on her first action...
She tries to pick a target, which is not in sight to the troll magicians (one of the heavily cybered ones, if possible, but definitely prefering one that cannot be protected with Counterspelling), if there is no such target, she will pick the first heavily cybered troll from the right side (from our viewpoint) of their line-up.
Control Thoughts Force 3
2 hitsDrain 3S
5 hits (No Drain)
(Grrr. Couldn't those rolls be the other way around.
)
Bye
Thanee
Rokur
Apr 25 2006, 09:00 PM
If necessary Auran can be on the roof... Thought it was dumb when it was a 4 story place, but now it's fine if Auran's there too. If i'm allowed to just kinda start there, that's cool, if not then that is fine as well.
Now, Auran's initiative
CODE |
Initiative 7: 7/2 (combat paralysis) = 4 dice 4,[5],4,[6] = 2 hits Initiative = 6 |
DireRadiant
Apr 25 2006, 09:48 PM
Where did we park the bikes, auditorium usually?
And what were the team assignments again?
Mister Juan
Apr 25 2006, 09:54 PM
Felix's initiative
CODE |
Rolls: 2 3 2 1 [5] Hits:1 Initiative: 6 |
The combat scratch pad is up and running.
MK Ultra
Apr 25 2006, 09:56 PM
TF´s Initiative Roll
CODE |
Reaction (2) + Intuition (5) = 7 dice [5] 4 4 2 2 [5] 1 Hits:2 |
So his Initiative Score is 7* [7 + 2 (hits) -2 (damage)].
He will hold back action, Ingram pointed at the loading dock entrance (his precise position depends on Halo´s. If posible he will be situated behind cover.
*He will pop Jazz, as soon, as the first shot is fired (free action via wifi command to his breather). Reaction +1, +1 IP
CODE |
Jazz (1) = 1 dice [5] Hits:1 |
It will last for 50 Minutes, Woohoo!
Thanee
Apr 25 2006, 09:57 PM
QUOTE (Mister Juan) |
The combat scratch pad is up and running. |
Ah, good. I had started to add it in, but then removed it again, since I wasn't quite sure, how it should be done (i.e. overwriting the old (Stuffer Shack) or adding a new one or whatever).
Bye
Thanee
HeySparky
Apr 25 2006, 09:58 PM
JAX's initiative
CODE |
Initiative Test (INT+REA) = 7 dice [5] 4 4 2 2 [5] 1 Hits: 2
Initiative score: 9 |
Thanee
Apr 25 2006, 10:00 PM
I just see, that I did Initiative wrong... you roll the Initiative dice without wound modifiers and apply it to the result instead?
Well, then here's the extra die:
still 0 hitsBye
Thanee
MK Ultra
Apr 25 2006, 10:20 PM
The position of TF and Halo should be swaped, as he´s lefthanded (she´s Ambidextrous). That is, if we keep these positions, I got another impression from the IC (more like at the door from the gym to the loading doc, but I´ll leave this up to Vegas). Also, I wasn´t aware, there where two additional unblocked entrances at the gym...
Ther is TF´s Spirit beside him in astral space.
CODE |
Initiative (4) = 4 dice [5] 4 4 2 Hits:1
Initiative Score 5; 3 IP |
Thanee
Apr 25 2006, 10:28 PM
Oh, right... the spirit.
Raven surely called the one she summoned earlier to her side, when the trolls were sighted.
Astral Initiative: 15 (12 +
3 hits)
Bye
Thanee
Wounded Ronin
Apr 25 2006, 11:16 PM
QUOTE (Mister Juan @ Apr 25 2006, 03:15 PM) |
Since it seems like the shit is really hitting the fan, I'll try to mark up everyone's position on the HQ's map, and upload them somewhere else. So, if everyone could just say exactly where their PCs are, that would be great
Those that I already know: -Aziz: on the roof, toward the front of the Y -Felix & JJ: in view of the enterance, by the Med station -The 2 Doberman drones: flanking the main enterance -Halo and Tao-Fighter: in the gym -BronzeWyrm and Nurse: in the lounge -Thyn and JAX: in the loading docks -The Vehicles: loading docks / gym -Raven: The 'gallery' above the gym on the 2nd level -Auran: Window above the main enterance
Those I either don't know or don't remember: China Doll Neo Toy Robot 0day 2by4 Cammy Electrode Knives Shade Slam |
Well, I was asking if it is OK for Toy to be in another building down the street from the Y so that she's not hunkered down in a predictable location, which is what her instincts would probably make her do based on her background.
If that is OK, she'd be behind a mid level window in a building a little bit behind the street, ideally.
If not, I guess she'd just have to be behind cover in the Y itself. The roof is instinctively something that should be avoided because people on the roof are easy to spot and target.
Edit:
OK, my hunch is that hiding in a different building won't be OK. So, that just means that Toy's priority would be to find a window or opening at the middle of the building to fire out of. Once again, she'd probably instinctively avoid the roof because she probably saw a lot of people on roofs or in high places taking a lot of fire from the ground because of how they silhouette against the sky.
Wounded Ronin
Apr 25 2006, 11:22 PM
CODE |
OK, here I roll I plus R, that's ten dice.
5 4 3 4 3 2 1 6 4 1
That looks like 2 hits, for a result of 12.
|
Rokur
Apr 26 2006, 12:02 AM
Maybe Aziz, should join Auran and Toy on the second floor hallway, shooting out the window over the front door.... this way we not only can snipe them, and have cover... but we can be mobile and help protect the base from invaders on the inside as well?
Vegas
Apr 26 2006, 02:10 AM
Yee Haw. Now we're cooking with gas.
Good Luck y'all!
CODE |
INT (3) + REA (4) = 7 dice [5] [5] [5] 1 3 [6] [5] Hits:5 Reaction 12
|
Silo
Apr 26 2006, 03:59 AM
Initiative:
CODE |
Reaction (4) + Intuition (4) + Novacoked (1) = 9 dice [5] 4 4 2 2 [5] 1 [5] [5] Hits:4 |
13 / 1 IP
The "novacoked" is from the effects of the nova JJ has been taking all night. Yes, I am assuming he is still on it...cuz he is.
In case I am not around tomorrow morning to IC or roll, JJ is shooting 2 from his stolen Ares at the troll doing the demanding.
First Shot:
CODE |
Pistols (5) + Agility (4) + Turf (2) = 11 dice [5] 1 3 [6] [5] 3 [6] [6] 1 [6] 3 Hits:6 |
LOL...
Second Shot:
CODE |
Pistols (5) + Agility (4) + Turf (2) = 11 dice 4 [5] 1 4 3 2 4 4 2 2 [5] Hits:2 |
Damn, he got too happy. And so did I...I forgot the -1 from recoil, so that last hit don't count. 1 hit. (take that!)
Fresno Bob
Apr 26 2006, 04:15 AM
Initiative
CODE |
Reaction 4 + Intution 3 = 7 Dice 4 2 3 [5] 4 [6] [6] Hits:3 |
13 / 1 IP
Burst on the gang troll leader, where I'm going to use another point of edge.
CODE |
Automatics 3 + Agility 5 + Home Turf 2 + Aim 1 + Edge 3 - Recoil 1 - Called Shot(DV + 4) 4 = 9 Dice 1 2 [5] 2 [6] 2 1 [6] 2 [5] [6] [5] 1 Hits: 6 |
Mr. Gang Leader is going to be resisting 18P damage, with a -1 penalty to Armor.
Dranem
Apr 26 2006, 05:22 AM
Way to go Aziz!
Wyrm's Matrix Initiative:
CODE |
Initiative (7) = 7 dice 3 1 3 3 [5] 2 [5] Hits:2 |
Init: 9 with 3 IP.
My Fault Sprite on her first turn is going to cast Electron Storm on one of open comms, hopefully this will disrupt their tactical network as the link gets scrambled with high intensity static.
CODE |
Sprite Init (9) = 9 dice [6] 1 3 [5] 2 3 3 4 2 Hits:2 |
Sprite Init: 11 with 3 IP.
Now for the Dobermans who will cross-fire across the line of bikes (Left drone 1 firing right. Right drone 2 firing left). Wyrm is less concerned with accuracy as she is about doing as much damaeg as possible to the bikes and their riders.
Doberman 1 Clearsight 3 and Targeting(longarms) 3
Remington 990 w/ Integral Smartgun, 100 flechette magazine
Sensor Package w/ Camera (Smartlink, Vision Magnification), Microphone (Audio Enhancement 3), Motion Sensor, Radio Signal Scanner R4
CODE |
Pilot (3) + Response (3) = 6 dice 1 4 [6] 2 [6] 1 Hits:2 |
Initiative: 8, 3IP
Doberman 2 Clearsight 3 and Targeting(automatics) 3
AK-97 Assault Rifle w/ Integral Smartgun, Gas Vent III
100 regular magazine
Sensor Package w/ Camera (Smartlink, Vision Magnification), Microphone (Audio Enhancement 3), Motion Sensor, Radio Signal Scanner R4
CODE |
Pilot (3) + Response (3) = 6 dice [6] 4 4 [6] 4 2 Hits:2 |
Initiative: 8, 3IP
Thanee
Apr 26 2006, 05:43 AM
QUOTE (Voorhees) |
CODE | Automatics 3 + Agility 5 + Home Turf 2 + Aim 1 + Edge 3 - Recoil 1 - Called Shot(DV + 4) 4 = 9 Dice 1 2 [5] 2 [6] 2 1 [6] 2 [5] [6] [5] 1 Hits: 6 |
Mr. Gang Leader is going to be resisting 18P damage.
|
Don't forget to reroll the 6's.
Bye
Thanee
Fresno Bob
Apr 26 2006, 05:44 AM
Oh, I didn't.
TinkerGnome
Apr 26 2006, 01:50 PM
Well, I managed to get the stats finalized and initiative rolled for the gangers. I'd appreciate it if someone would volunteer to handle the combat of inactive characters (you don't have to post a lot about it IC, just get the facts in) since this isn't going to be pretty.
I might point out that I really didn't intend for you guys to start a firefight right now
I will go ahead and say that retreat is always an option.
DireRadiant
Apr 26 2006, 02:16 PM
China Doll's Initiative
CODE |
Reaction (5) + Intuition (3) - Distracted (2) = 6 Dice Pool 5 5 3 1 6 1 = 3 Hits 8 + 6 = 14 one IP |
Starting postion = Snoring behind the couch in the lounge.
DireRadiant
Apr 26 2006, 02:21 PM
QUOTE (TinkerGnome) |
I might point out that I really didn't intend for you guys to start a firefight right now I will go ahead and say that retreat is always an option. |
Natural Selection at work.
If we live, there may be some people pointing out a tiny bit of self control and the interests of the entire gang may be better served by unleashing your rage and anger at the appropriate moments.
There are also some leadership issues.
.... soon..... soon my friends, the girl go gang concept will be all too real! (Since the chicks on bikes can outrun those trolls any day of the week)
MK Ultra
Apr 26 2006, 02:27 PM
QUOTE (TinkerGnome) |
I might point out that I really didn't intend for you guys to start a firefight right now I will go ahead and say that retreat is always an option. |
Neither did some of us
But as I saied, it was probably IC for Aziz, to act this way. Would have helped if Slam had sayed s.th. about not to open fire right away
Anyway, we´re rocking now. I´m not hot on handling any inactive characters, but I would have the time to do so (at least some of them). So I´d controll one or all inactives in Tao´s team (that´s Shade and /or Cammy, I think), if nobody else voluntiers.
Maybe Rokur want´s to take over Cammy?
Vegas
Apr 26 2006, 02:45 PM
Just to clarify.
Doors to the HQ open vs. locked vs. blocked?
Front doors have locks but are usable. Same for the Loading dock steel door to the loading bay as well as the doors leading into the gym.
Gym doors on the NW and SW corners have been welded shut/chained/blocked/etc. to keep them unusable and whatever.
The back entrance on the SE "corner"? What's everyone's thoughts? Open/Perma-Shut?