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imperialus
Welcome to Firewatch Maggots! Captain Holstine here. You're here because you are the meanest, smartest, nastiest sons of bitches this side of an Aztechnology blood ritual. Some of you might even survive your first mission, but only time will tell that.

Recruting is currently Closed Toivoton and ES Sparky you'll be the last two in.

Character Creation Rules.
Characters are members of Knight Errant Firewatch. Firewatch is a paramilitary organization within KE skilled in everything from police procedure to counter terrorism operations.

Basic rules:
Create standard 400 BP characters using the standard rules, then add 300 karma. Karma can be exchanged for cash at a rate of 1 for 1500¥. I’m looking for versatility over one trick ponies here. Characters should be capable of doing anything from holding their own in a firefight, to tailing a suspect, to intimidating (beating?) information out of a suspected terrorist, to performing a HALO drop on an insect spirit hive. You are however green troopers (at least for Firewatch) I'll be sure to let you know of any skills that you'll need to pick up as we go along.

Any dice rolls will be with Invisible Castle. Please use the user name Firewatch:[your character name]. When posting a roll break down the number of dice by bonus’. For example:
Negotiation roll:
Cha: 5 + Neg 3+ Tailored Pheromones 1 = 9
Negotiation Roll (1d6=1, 1d6=3, 1d6=4, 1d6=4, 1d6=6, 1d6=1, 1d6=2, 1d6=1, 1d6=2) One Sucess (heh crappy roll)

Background rules:
Remember that your characters have all been accepted into a highly competitive and extremely professional Special Forces unit. Assume that your character has passed a very stringent psychological examination and that anyone who wasn’t a team player and willing to work within the confines of the law would have washed out.

Required Skills:
Each character must have a minimum body of 4 (five is highly recommended) and a minimum automatics skill of 5. If you want to swap automatics for something else like longarms then PM me. Everyone must also possess the knowledge skill “Police Procedures” at 4.

Beanies:
Each individual Firewatch officer is issued with a certain basic amount of equipment.

Ares Alpha Combat Rifle
Ares Predator IV Pistol
Combat Webbing
Combat Knife
Dress Uniform
Helmet with chem. seal, Smart link, low light, thermographic, vision mag x 4
Armored Jacket
Full Body Armour (if body is 5 or above)
Fatigues
Collapsible Club
Heavy Impact Gloves
Combat Boots
A comlink with System 5, Signal 5, Firewall 5, OS 5 and rating 6 black hammer IC. This can only connect to the teams secure net however so its use is limited, a personal comlink is nessesary.

The team also has a City Master dedicated to their use and an Ares MR-55 SO tilt wing (Stats will be posted below). Your wages include a middle lifestyle in KE corporate housing with 700¥ remaining at the end of each month. The Ares Alphas must be checked in each evening, you keep the same gun from day to day but you aren’t permitted to take it home. You have a concealed carry permit for your Predators though.
When it comes to purchasing your own equipment and cyberware you can largely ignore availability. Keep it reasonable and we’ll all be happier. Anything that isn’t outright illegal or mil-spec is available, and I highly recommend purchasing a permit to go with any restricted items you might want. Keep in mind, this isn’t a ban on military weaponry, this is a ban on personal ownership of military weaponry. Each mission will have a budget that you can work with to requisition necessary supplies, that’s when you’ll get access to the mini-guns and assault cannons.

As far as cyberware goes, alpha and betaware are available with a max availability of 16.

Everyone also starts with Captain Holstine as a free Connection 4, Loyalty 2 contact. He's your immidiate superior and the commanding officer of Firewatch in Seattle. You are one of three teams stationed in Seattle

Karma:
Karma will be awarded once per "scene". I plan on each scene taking between a week to two weeks. Awards will be on a case by case basis, mostly for taking actions that move the plot forward. Everyone who posts at least once over the course of the scene will recive two karma just for posting, even if it is just your character saying "I agree". Karma can be spent during any downtime that comes up which will usually coincide with new scenes. Karma can also only be spent on skills you've actually been studying. This is mostly just to encourage a greater connection with your characters, "studying" can be as simple as "Bang sets his gun on the fireing platform and walks away from the range when the com-call comes in so he can hear over the other officers fireing." or "After getting home Merric starts pouring over the hacking program he's writing." Naturally skills that you acutally use during the course of the game count too.

Initiation: Characters can initiate up to two times. You must spend the full Karma to do so however, no group initiation, quests or anything else that lowers the Karma cost.

Final Note:
Remember you are Police Officers first and formost, you wear a uniform, carry a gun, have a badge and are expected to act as representatives of Knight Errant. KE is currently attempting to get the policing contract for Seattle away from Lone Star so they expect good impressions from all their officers, including you.

Also I forgot to mention, everyone must have a legal SIN, you don't get the bonus BP's for it though. Ares simply wouldn't hire SINless for a job like this.

Current Characters approved: Please post their stats here under (spoiler) tags to keep the thread from getting too long.
Merris: playing Bang. A troll unarmed combat physad.
Fastball: playing Eleanor Hartford(Owl Eyes). A counjuring/Counterspelling magician.
SyberCat: Playing Casey. A Former undercover operative
Toivoton: Playing (wires). A combat Mage.
ES Sparky: Playing Raleigh Alice Haeffner. An Assult Rigger.

Characters pending approval: Please PM your characters to me before posting them here.
APDS: Paranormal hunter

@ES Sparky
[ Spoiler ]


If anyone else has any final character changes they wish to make please just email them to me first. Otherwise we're just waiting on APDS to get started here. Expect the first IC post sometime this weekend.

If there are any questions please feel free to either PM me or email me at imperialus1@hotmail.com
Meriss
Here comes the.....

Name: Bang
Assigned Name: Ben Grim
Race: Troll

Appearance:
A truly massive troll standing eight feet, ten inches tall. Tipping the scale at eight hundred and twenty pounds. He would be a monster if not for the somewhat snaggle toothed grin on his face. His relatively short horns reveal his young age. He often can be seen in the corp. enclave's park munching his way through a four-gallon tub of Rocky road. He almost always wears his faded Firewatch fatigues.

Background
Born in 2061 the infant who would be Bang was happy and cheerful. But this would change. In 2062 almost immediately after his first birthday, the normal infant began to change. Horrified his mother went to doctor after doctor desperately searching for a cure. In the end however there was no help as the healthy human infant became a healthy troll infant. Saddened and terrified by the change in her beautiful baby Bang's mother abandoned him in a metahuman orphanage. The newly goblinized troll was confused and frightened by his new surroundings, he lashed out with anger and fear. He got his name from his favorite word "bang". When he turned twelve the now adult Bang realized that no one could stop him and simply walked out of the orphanage. He spent the next few years living on the streets. Eventually he found a small park in the down town core. Bang quickly made a lair under the small foot bridge and became a troll under a bridge, mugging passerby for whatever cash and valuables they had. Eventually he met Pops and used the pawnshop to get cash for food and toys. The ork decker Slaughter met the Bang and offered him work as a meat guard. The Elven mage May Summermoon would often encourage Bang to better himself. Soon however the corperate operative Smith noticed Bang and offered him a job as a corpsec. When the corpsec directors noticed the troll's obvious magical physical powers they promoted him to Firewatch as a damage sponge. Bang now lives in an Ares enclave and works for Firewatch.

[ Spoiler ]
imperialus
@ Merris:
Looks good, consider him approved. Do you mind putting the stats in spoiler tags though? It'll help keep the thread from getting too long.

To pique everyones intrest here is a shadowland posting on Firewatch.

<<This is from a flyer that went out to companies that employed KE security trying to get them to upgrade their contracts. I edited the file down since most of it was your typical corporate chest thumping but this bit seemed pertinent. It’s always worth while to keep tabs on who we’re up against and if Firewatch really is out there trying to catch us it’ll at least help to know that they are out there.
Fast-Jack>>

Knight Errant Firewatch:

Forget what you thought you knew about elite corporate security! The heroes of Knight Errant Firewatch are here to protect you and your business from all the threats that the modern world has to offer. By enrolling in our super platinum security package the power of FIREWATCH, Knight Errant’s super elite unit, will be at your disposal. When all else fails our elite Firewatch teams will undertake whatever steps are necessary to recover your property and ensure that criminals or industrial spies will think twice before targeting you again. After receiving their trial by fire during the crisis in Chicago, Knight Errant Firewatch has expanded their portfolio and transformed into an ELITE crime fighting force! [23.6 mp deleted]

<<This may seem like your typical crime fighting propaganda but let me assure you it’s deadly serious. After Chicago settled down KE found themselves with a whole boatload of damn good soldiers. They couldn’t justify keeping them on their payroll so they collected some of their best detectives, cross trained them with the goon squads and morphed firewatch into a more general purpose anti-terrorism force. Scary bastards, try not to get in their way.
Sec-Watcher>>>

<<Tell me about it. A buddy of mine told me about run against a midsized R&D cybernetics firm that had KE security. Managed to get in and out without causing too much of a stink, sold the goods hid out for a week and figured he was off scott free. Day after he told me the story he disappeared. Turned up on the news a few days later being escorted into court. Serving 5 life sentences plus 20 years for theft and murder. Sent me an email telling me it was Firewatch that busted him. I hear they even got the Johnson that hired him in the first place.
Cyberbaby>>
imperialus
Posting Instructions

"Speech" [cyan]
<Coms (spoken)> [yellow]
<Coms (subvocal)> [violet]
<Text Message> [black]
Thoughts [darkkhaki] [italics]
Memories [lightgrey] [italics]

No sigs in the IC thread, please!

Assume that your characters at least know of each other. Firewatch is a relatively small force and although you're a newly formed team you'll probably have met each other at least a few times.

Please be liberal in the use of bold text. Names in praticular, but any time you want to draw attention to something..

Post a Place, Time [orange] only if your scene is different from the one in the post above yours.

Please post your Character Name in bold at the begining of each post. With 6 players this'll help everyone keep who's who streight.
imperialus
What a Firewatch Officer Looks Like:

Firewatch officers are immediately distinguishable from their average counterparts by their uniforms. Forgoing the blue that has been ubiquitous among police officers since the 19th century Firewatch officers wear dark red fatigues with black bulletproof vests, epaulettes, piping, and belts. They wear photo reactive sunglasses that can have AR displays piped into them if necessary. Rather than a hat they wear black berets or helmets with their unit insignia on them. The uniform is completed with silver accents and unlike most police they wear jackboots with their cuffs tucked into them in the style of parachute infantry.

Unit badges are black triangles with red piping and the unit logo, which is a stylized rendition of the unit name in the center. Each side of the triangle represents one of the specialties of Firewatch. Protecting civilization from unknown magical threats such as insect spirits and blood magic, serving the population as police, and combating direct threats to Ares and Knight Errant.

When combat is expected or inevitable Firewatch teams will go into battle wearing full suits of military grade combat armour. The armour is painted with black paint that serves to confuse most sensor systems and it is edged and detailed in red. When wearing armour full gas masks are always worn providing those without cybernetic enhancement with a link to the units tactical net as well as vision and hearing enhancement, this also gives the team members a degree of anonymity and facelessness that can be very intimidating to those who come up against them. The armour is also environmentally sealed to provide protection from most chemical and biological weapons and carries an onboard air supply, good for 30 minutes in the event that the air filters prove insufficient or the individual is required to operate underwater.

Firewatch officers carry the ubiquitous Ares Predator IV as a standard sidearm and also oftentimes are seen with Ares Alpha combat rifles. They are trained with a wide variety of weapons however and will oftentimes change their load as the situation demands. Particularly in the case of sidearms many officers prefer to use their own personal weapons rather than the Predators. Even if a Firewatch officer carries a Predator it is quite likely personally owned and modified to suit the individual. The Captain of Wasp for example, who is one of the last serving veterans who served during the Chicago incident carries an original Ares Predator mk I with a pearl handle and a hand made frame that shows bugs being consumed by fire worked in gold over a matte black background.

Individual Firewatch units are named after the insects that they were initially created to combat. The Seattle unit for example is called Mantis, while Detroit is named Wasp. Spider, Scorpion, Ant, and Hornet are the names of several other units scattered across the world. New recruits are called maggots, finally making official something that Drill Sergeants have already known for centuries.

Firewatch is arguably one of the most demanding units to gain entry too. Not only are it’s members expected to perform as special operations soldiers on a par with elite units such as the Seals, Red Samurai, Jaguar Warriors and Rangers, they must have substantial investigative skills and know police procedure and the law like the bible. It is entirely possible for a Firewatch team to spend one week investigating a high profile murder before being shuttled off and airdropped into a remote location in the Andes mountains the next week to investigate a possible bug spirit infestation.
Meriss
There yah go boss
imperialus
And here is your ride:
QUOTE

Ares: MR 55 SO

In the mid 2060's Ares saw a need for a long-range medium lift transport that could insert troops into areas normally only accessible by helicopter. A military version of the popular TR 55 series was the result; the MR 55 is larger, boasts 4 high torque Merlin XXI engines feeding two props, which allow greater speed and lift than the civilian version.  It is also armored against ground fire and carries a chin mounted Ares Vengeance machine gun in a small remote operated turret that has a 180* horizontal sweep and can decline up to 75*.  The turret contains a new generation gyrostabalization platform that is designed to hold the weapon steady on an unstable craft like a tilt wing aircraft.  Depending on the mission requirements a MR 55 can also be can be equipped with under wing rocket or missile launchers on disposable racks allowing it to serve as a gunship in support of the infantry. In addition the SO version carries a secure dedicated matrix node with a satellite uplink and a 10 KM range. The MR 55 was designed to carry a platoon of fully equipped infantry or a single squad of mechanized infantry while still maintaining a small landing footprint. The MR 55 can land in an area as small as an average urban intersection.
CODE

Handling   Accel     Speed Pilot   Body   Armor Sensor  Avail Cost
    -2       20/90      400      4   25    20     3     30R  950,000

The turret provides 10 points of recoil compensation.
Fastball
Handle: Owl Eyes
Name: Eleanor Hartford
Race: Human

Appearance:
Eleanor’s radiant smile; big, brown eyes; light make-up; and long black hair is usually enough to warrant a second glance. Those that start from the ground will see a well-dressed woman with an athletic figure, a confident posture, and a graceful walk. A necklace with a small owl charm adorns her neck, usually matched with a variety of simple earrings. Careful observers may spot an occasional look of distraction accompanied by a slight broadening of her smile.

For those who try to make small talk with Owl Eyes:

[ Spoiler ]


Matrix stalkers may find the following interview with Eleanor published in the Cougar Spirit, a Washington State University Student Publication.

[ Spoiler ]

Meriss
Hey Fastball, welcome to the team.
@imperialus when might we be starting?
HeySparky
Nice interview, Fastball... cool way to introduce the character.
imperialus
We're just waiting on APDS to give me his final draft and Toivoton wants to re-do his character as a combat mage. As soon as they are in I'll start within a day or two. I'm aiming for Monday midafternoonish EST at the latest. Toivoton and Sybercat also need to wait for their accounts to activate, so that's the only real bottleneck there.
SyberCat
The 'Cat is now post-capable! I should have some additional background info for Imperialus to peruse shortly, and if he's okay with it, I'll post a similar version to the forum...

More in a little bit,
-Syber'
Toivoton
WOOTness? I can finally post too! smile.gif

Still fiddling with the char, but I'll prolly mail it in a few hours and then get started on the introduction post.

And Sparky - hopefully you can hack too since I'm doing tricks now... Glow was actually more of a rigger then a hacker and I thought one of those is enough for a team. Tho it might have been fun fighting over who gets to pilot what.. wink.gif

BTW now that I can, I'd like to complain a bit about the communication comlink:

As I said, I'm new here so don't trust anything without checking the rules, but I thought a few things were odd:
-No analyze. When something tries to break into something, the target gets to throw firewall+analyze. This is why I think analyze is THE most important anti-intrusion program. Besides it's even common use so it's cheap!
-Rating 6 IC in system 5. Programs only work at system rating. Then again Ares prolly makes those so it's free for them to just copy the biggest meanest IC..
-Nothing to protect the signals! No encryption! No ECCM!

So here is my version of the programs:
-Analyze 5
-Encrypt 5
-ECCM 5
-IC rating 5 with
-Analyze 5
-Armor 5
-Black Hammer 5

If you need the decrypt program to decrypt things even with the key, just program it so that it only uses ECCM when it's having trouble getting a signal and takes the IC out when that happens.

Comments?
imperialus
makes sense. Sorry about that. I put the communication comlink up without putting a whole lot of thought into it. It was kinda last minute when I realized "Damn! They'll need a way to talk to each other! Quick Dave, pull some numbers out of your ass and edit the post before someone notices!"

Everyone consider Toivoton's Comlink to be the "Official" team comlink
Toivoton
No worries. smile.gif

BTW I took a couple of flaws from http://forums.dumpshock.com/index.php?show...opic=15633&st=0 . I can replace them with the usual mild allergy (books) and spirit bane (plant spirits) if you want, but I think these are better. (still 40 karma and 30BP over so I can't mail it yet. Man it's HARD to make a mage that can do everything...)

Oh and btw can you get geas to keep magic while losing essence like you could in 3rd?
HeySparky
Actually, I'm focused on rigging, don't have the cracking group at all, just Electronic Warfare. Though I wouldn't mind a hand getting sorted out on what'd make me a good rigger... as I've never played one in SR4. (or SR3 for that matter)
Meriss
Well Sparky the dumpshock comunity seems to think that riggers are now the drone masters. (go my loyal drone army!) But maybe you wanna ask in the main forum. Although Drone master might be fun to play. And I'm going to need non squishy help bustin' doors down. (Hmmm... drone backup)
HeySparky
Drones are what my PC is about. Drones and a solid backing of athleticism and general butt-kicking skills. I was just wondering if Toivoton (as our prior Hacker) had any sage advice for me. smile.gif
imperialus
If an archtype is missing it's not a huge deal. Hacker especially would be easy to have NPC support for. Basically he'll just be the nerdy guy who sits in the MR-55 and runs things from the matrix node in the plane. He'd be able to piggy back in and out of your comlinks to do any on the fly hacking nessesary and run the communications system too.
Toivoton
QUOTE (ES_Sparky)
Actually, I'm focused on rigging, don't have the cracking group at all, just Electronic Warfare. Though I wouldn't mind a hand getting sorted out on what'd make me a good rigger... as I've never played one in SR4. (or SR3 for that matter)

frown.gif

Sort of thought you were filling the techie spot and just focusing on rigging (like Glow was) so I swiched.

Oh well as imperialus said, it's not really critical to have a hacker for this kind of campaing since there has to be a NPC comm officer among the support group anyway. Still if you are willing to spend a few BP/karma on hacking, computers and a couple of the most important progs, you should be able to emergency hack quite cheaply if needed.

Actually if you have a decent comlink (and why wouldn't you?), you could just get skillwires if you don't have them (and why wouldn't you? For 16000 and 0,64 essence, you can learn any skill instantly if you need to) and then you can become a hacker midrun.

You know matrix style: "Operator - I need a hacking package." wink.gif

Oh and I'm noob - Only played in one game a few times so I don't really know what makes a good rigger. Would say "A few well upgraded flying combat drones, a few cheap (read disposable) combat drones and lots of cheap ones for recon with cracked autosofts for everything.", but since we aren't really supposed to own our gear, that's useless here..
Toivoton
Real name: John Walker
Nickname: Wires (tho he won't normally tell you that, asking to be called Walker)

Appearance (first impression): Walker is tall (around 2m), slender (70kg or so), short haired, pointy eared and obviously not happy about it, having a perpetual frown on his tanned face. He moves efficiently and briskly. He seems to always be in uniform or at least in army/firewatch gear, always carrying a pistol openly if possible. He tends to have a quite big bald eagle on his shoulder (It's a BIG bird - 60-70cm high when sitting - so it looks a wee bit comical) or flying around when outside. His hands and wrists have several slashing scars.

Sharp (for the ones who didn't buy him drinks): Sharp looks like a soldier who's just come from the jungle, dirty, but not smelling too bad. He's in old field gear, without a helmet, a huge cigar in his mouth and a flamethrower on his back. He is always alert, looking around and sneaking keeping the flamethrower at the ready.

Behavior (something you know if you have trained with him for a while):
[ Spoiler ]


Something you get if you buy him enough drinks:
[ Spoiler ]
Toivoton
QUOTE (Meriss)
And I'm going to need non squishy help bustin' doors down. (Hmmm... drone backup)

By the way Merris - if Bang says that, Walker will challenge him to get outside (or the unarmed combat training area) to see who's squishy. He's even willing to bet him 100 for knockout.
Fastball
If Bang isn't willing to bet on the outcome, Eleanor might place a bet on him.

Also, Eleanor is quite happy to go by Eleanor, Ellie, or anything else you can think of (she'll let you know if you step on her toes). Her best friend calls her Owl Eyes, so when Captain Holstine asked if she has a preferred handle or nick name, that's what she said.

Toivoton
Whaa? No trust on the fellow mage's ability to take on the meatbrain in combat? wink.gif
Fastball
It's not a lack of faith, it's just easier to fix the outcome if the bet is on Bang.

By the way, what information does Eleanor get what she assenses Sharp? Because that's the first thing she would do upon meeting Walker, and if Sharp turns out to be what she thinks he is, Walker would be certain to have an invitation to get drunk on her tab.
Meriss
QUOTE (Toivoton @ Apr 15 2007, 02:04 PM)
QUOTE (Meriss)
And I'm going to need non squishy help bustin' doors down. (Hmmm... drone backup)

By the way Merris - if Bang says that, Walker will challenge him to get outside (or the unarmed combat training area) to see who's squishy. He's even willing to bet him 100 for knockout.

Bang used to goin trou da door first. Don' want nobody gettin' hurt. Walker man OK wid dat?
Toivoton
QUOTE (Fastball)
It's not a lack of faith, it's just easier to fix the outcome if the bet is on Bang.

Ah... rotfl.gif

Forgot the astral aspect - sorry.

Well what you learn depends on the hits. First one prolly tells you he's a spirit, the second tells you he's an ally spirit and the 3rd and 4th tell you he's force 6. When assensing Walker, you are going to find out (if you get enough hits) that his magic is 7 and essence 5.06. And that he is indeed in a lousy mood.

Naturally when it starts from that, the conversation goes a bit diffrently (from what I wrote in the drinking spoiler) since he's prolly around earlyer and it's definately one of the things that he likes to talk about.

You are going to find out that he's a friend of Walker's from way back - one of the reasons why he joined the army actually. He's a diehard patriot and a casuality of the Vietnam war. Sargeant Jake Sharp. Walker learned only recently how to get him more permanately "on this side" tho.

Uses Elanor when drunk, Hartford and/or rank(if we have those) when sober.


Walker (or Sharp since I seem to have forgotten to get assensing for Walker..) assenses Elanor:

Intuition 6+Assensing 6= 12

1d6=4, 1d6=5, 1d6=5, 1d6=3, 1d6=5, 1d6=5, 1d6=2, 1d6=1, 1d6=2, 1d6=3, 1d6=4, 1d6=3

=4 hits
Meriss
Hey boss can I get me one of dese http://heavyangel.com/?page_id=62?
I'll trade my Mossberg for it.
Toivoton
QUOTE
Bang used to goin trou da door first.  Don' want nobody gettin' hurt. Walker man OK wid dat?


"Yes." *Walker backs down.*

(Oh man now I didn't get the opportunity to get beaten by the teams troll.. wink.gif)

By the way what is the rank/command structure in firewatch?
Meriss
Capt. Holstine is the top man, after that we prolly work similar to Rangers/ Seals/USMC. We're all Sargents. and the guy/gal in charge is Top/Master Sarge.
imperialus
QUOTE
Capt. Holstine is the top man, after that we prolly work similar to Rangers/ Seals/USMC. We're all Sargents. and the guy/gal in charge is Top/Master Sarge.


pretty much. After the first mission I'm going to give you guys the oppertunity to decide who's in charge. Most groups tend to have a leader emerge naturally so I'm just going to let that happen.
Fastball
The swirling colors of Eleanor's aura will reveal her genueine enthusiasm as she asks about Sharp and Walker's magic. As the evening progresses, the colors will become slightly blurred, a clear showing that she is at least as intoxicated as you. You'll discover she has a full life force (essence 6) with no cyberware, and an equal level of magic (6). The owl charm will also reveal itself to be a Force 2 summoning focus. Finally, there is a good chance that at some point you will find a watcher or two flying around her like a dog(s) whose master just came home from work.
imperialus
First IC post is up. This is mostly just a chance to get aquainted and for everyone to check in. First post to get the story moving will be up tommorow.
imperialus
you can probably copy and paste the past half dozen posts into the IC thread.
Toivoton
Forgot the foci. Sorry, bear with me - I'm noob as I said..

You can find he has a power focus force 2 and a sustaining focus force 4 hidden in his clothes.

Syber:
Good post, but I think you are supposed to roll here and with the invisible castle thingie. *Points at the first post in this thread.*
SyberCat
Hey folks! Syber here! You can call me Syber', 'Lena, 'Cat, or Selene, if you wish.

Since Lord imp hasn't said no, I'm going to plug in a bit of background for you, although it may be less useful than I think! What you're about to see though, is both an IC set of information that can be gained, followed by the actual stats behind the character. Subject to change based on the GM's notice!

So... for those of you who like nosing around in the many nodes of the wireless, one of you might find this file - it's one of Casey's personnel files:

[ Spoiler ]


I'm sure anything else can fit in the IC thread... including memories of training together. From training, (and this document), it's clear she's your infiltration specialist, or at least the mundane (non-electronic) version of it!

As for actual stats... here ye be, for you curious types! (Settling one or two last details with imperialus, so there may be a change or two.

[ Spoiler ]


I think that's about it for now... see you in the other forum!
-Syber'
SyberCat
QUOTE (Toivoton @ Apr 16 2007, 12:46 AM)
Syber:
Good post, but I think you are supposed to roll here and with the invisible castle thingie. *Points at the first post in this thread.*

Eeep! Ooops!

I'll move it to this post, then. Although it was done at Invisible Castle! Half right?

Thanks - me fix!
-Syber'

Edit: This is the OOC portion of Casey's original IC post, moved as suggested by Toivoton.

[ Spoiler ]
Toivoton
Can you give us some basic laws (or just guidelines) that we are upholding? What magic are we allowed to use normally? For example can we levitate people or order spirits to possess people to move them away from places they aren't supposed to be in? Can you mindcontrol? Meaning on "normal people" as an alternative to physically forcing them to do something or pulling a gun to threathen them to do something, I'm not talking about suspects who are shooting.

Say you are breaking a fight. Mundane way to deal with it would be to pull them apart and then talk to them. Now if you don't feel like doing that, can you skip that by levitating one of them out of the other's reach and then talk to them?

Or if you are breaking a bigger fight (say a 20 people free for all) with only your partner, can you just cast mobmood (sad or friendly or something) or "deputise" a few people by possessing a couple and influencing a couple?

Naturally this is assuming that the "deputised" people aren't hurt for doing things you force them to do.


If the briefing for the first job isn't next morning, Walker is going to requisition some summoning materials to be ready. Force 4 and force 5 if he can get them.

And how do you use colors?
Fastball
"It's simple, you just use:"
CODE
[color="cyan"]speech[/color]
Meriss
Any of you mages assensing Bang get this

[ Spoiler ]
imperialus
Tovioton:

My basic assumption is that the constitution and judicial system has remained largely unchanged with regards to suspect’s rights and actual procedure. This is mostly just to reduce headaches on everyone’s part since I have no desire to rewrite a legal system and I don’t want anyone to need any real world legal knowledge beyond watching a few episodes of Law and Order. Ares has largely adopted the same justice system as the UCAS though there are some notable changes.

For example under the UCAS constitution it is illegal for evidence to be gathered through the use of a mind probe spell or anything like that. In Ares jurisdiction it is legal as long as the suspect is not an Ares citizen. There are a few other examples like that but for the most part assume they are the same. When specific spells and the like come up, I’ll make a ruling.

The mob mind/mood spells are a sort of grey area. The Supreme Court hasn't made a final ruling on Glover V. UCAS where a mob mind spell was used on Mr. Glover by a Lone Star mage to force him to release his common law wife who he was holding hostage and surrender to the police. The defense is arguing that it was a violation of his rights over his own conscious and was an abuse of police powers while the government is arguing that without the use of the mob mind spell Mr. Glover who was under the influence of NovaCoke intended to kill his wife and attack the police. The incident took place in 2054 and it still hasn’t wound its way though the court system.

KE doesn't outright ban the use of mob minds and the like but they strongly discourage their use outside of the most critical of situations. If it's a choice between a man either throwing a grenade into a crowd or using mob mind to force him to replace the pin then by all means use it just be careful not to cause a PR nightmare while doing so. “Deputizing” unwilling people would probably be frowned upon, but casting mob mood to calm a fight that could turn into a riot would likely be acceptable, at least as long as the people about to start rioting don’t have really good lawyers. Basically it boils down to “use at your own risk”. Depending on the fallout you might be hailed a hero or you might be dragged in front of a discipline committee. From a metagaming standpoint all I’m really trying to say is don’t abuse it. Mob mind/mood are powerful spells, if you start casting them constantly to try and shortcut through major aspects of the plot you’ll probably get slapped down, use them appropriately you’ll be fine.

If there are any other specific spells or anything else you want clarification on please let me know, I’ll answer as best I can.
Toivoton
Walker doesnt't actually have mob mind/mob mood. I was just looking at my nonlethal takedown options since I had to drop stuff like gluestrip and I started to wonder if it would be better to influence or levitate people to allow them to be cuffed instead of say smacking them with a high force stunbolt.

But yeah I sort of assumed mindprobing suspects for evidence was offlimits (not to mention alter memory and that sort of things), but for example possession is something that I need a ruling on - is it okay to sic a spirit to posses an armed suspect and subdue his 2 friends? Or do I have to use the stunX or grenades?

It would be helpful if you could put offensive possession (to prevent a suspect from doing something), possession to "deputise", possession to protect (possessing the hostage), mind influencing spells (mobmind, influence, control actions), shooting (nonlethal), grenades, brute force (Bang), stun spells (stunball), lethal spells, lethal "mundane" force, using mind probe to get info (whats the disarming code to this bomb?!?), physically manipulating spells (levitate, turn into goo), letting the suspect get away and letting the suspect kill the hostage into some sort of "this is better PR then" or "this will get you into jail faster then" order.

Naturally it depends on the situation, but some sort of a guideline would be fun.
imperialus
@ Toivoton:
Yeah sure. Give me a day or two and I'll have something worked up for you. It shouldn't be a huge issue until we actually get to a point where bullets start flying which at the average pace of message board campaigns won't be for a few days at least.

@ Everyone:

Toivoton got me thinking about it and I realized I left somthing out of the posting instructions. When combat does start I'm just going to do initiative rolls on my end and I'll post them (in intitiative order including bad guys) for everyone to see. This'll just help things move quickly rather than wait for 6 people to check in with initiative rolls.

I'll post that I'm making an initiative roll a few hours before I actually post the roll so that people have a chance to tell me if they want to spend edge or not but if I've already posted the roll before you've had a chance to check the thread and you want to use edge just let me know in the OOC thread and I'll reroll it. The only thing that really won't work is if you want to spend edge to go first in the round and someone else has already posted their action. Hopefully that doesn't come up but if it does we'll cross that bridge when we come to it either retroactively editing your action or something else.

Once it is your turn in the initiative order you have 24 hours to post your actions otherwise I will simply assume that you are doing the most obvious course of action, diving for cover, returning fire ect. No edge will be used and you arn't going to do anything creative, mostly just focus on keeping yourself alive.

If you need to make a roll (damage resistance, spell resistance ect.), once again you have 24 hours to do so, at which point I'll roll for you, once again no edge will be spent (unless it's painfully obvious that you're in a position where you couldn't survive without spending edge).
Toivoton
No real point in telling you are going to roll initiative a few hours before you do - a few hours is too short to expect people to see it. Just post the rolls and if someone wants to use edge, he is welcome to do so then (yeah it lets people see what they roll before choosing to use edge, but it isn't THAT big deal imo. Besides I'm for everything that makes the mechanic part of a forum game go faster.).

I'm also very much for letting you to roll responses (you know things that they ARE going to roll - resists, dodge, reflective perception, defending against melee, spell resists and that sort of thing) - It would suck to have to wait for a day because the perp you were questioning, decided to hit you and you have to roll block. Or something like that. Just don't make our chars do things (mainly things that need actions) if possible - THAT is something we want to decide.. smile.gif

Actually I would even be for letting the GM run combat with players only telling what their characters are trying to do with the GM telling how things went and asking what to do every few turns and the players make the IC posts.

You know "Walker is going to start by channeling the force 5 guardian spirit, stunball (force 7) the ones on the left and then start shooting at the ones in the middle. Sharp is going to watch our back, using his flamethrower on threats and if things get bad, Walker will sic the force 4 spirit of man on the biggest threat."

Then GM rolls init and runs combat as directed. Now if say the group is suprised from the back and Sharp is in serious trouble taking a couple of big manabolts, GM should ask how the group reacts.

Granted I'm new here, but it sounds scary when you say that you are going to wait for 24h when somebody is shot. Doesn't combat last years if you do that?
imperialus
thing with me rolling resistances is the application of edge, I can't tell if someone wants to use edge or not so this'll just make life easier. The action will continue before the resistance roll is made and at the end of each initiative pass I'll just post a summary of everything that happened factoring damage taken and the like then. Modifiers such as wound modifiers and the like will go into effect immidiately after they are caused but they just won't get discribed until the end of the IP.
Meriss
Boy i realllly need to learn to read. I've been posting like mad in the IC thread but kept forgetting the quotes for "speech"
imperialus
As long as it's cyan it's no big deal. It's readable which is all that really matters. I routinely forget stuff like that too unless I happen to type the whole post up in word.
Meriss
Well I found this so maybe we can all stop laughing at me.
http://forums.dumpshock.com/index.php?show...opic=16412&st=0
Hilarious, I especially like the one about Firewatch Go! Some how I think Bang would LOVE this show
imperialus
I've actually been debating the idea of having a documentry style show like Dallas SWAT or something like that follow you guys around for a while. So far it's on the back burner since I don't know how to implement it without it becoming a joke but you never know, one day you might go out for a call and there'll be a producer waiting for you at the crime scene.
SyberCat
Wouldn't be too difficult to arrange, given someone's background... all they'd have to do was get in touch with a certain model's agent... and oh, my, what confusion could ensue from that!

I may have to beg/pray/insist/bribe someone for that one!

Cheers,
-Syber'
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