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SleepIncarnate
QUOTE (Penta @ Feb 7 2010, 11:20 PM) *
And everybody say hi to your new doctor.smile.gif Certified not a quack.smile.gif


Until he turns into a duck. And with this, we just hit 21 pages, so Penta or I will create a new OOC thread for us soon I guess.
Penta
No need just yet. I'll probably create a new OOC thread once the combat is over on the main thread.

And...Your GM changes his mind. Okay, Inane Imp has argued me into submission: The Chantico's Bounty does have bridgewings, accessible from the bridge. However, they're not accessible from the main deck unless you go upside down, as they sort of overhang the deck.
Karoline
QUOTE (SleepIncarnate @ Feb 8 2010, 08:34 AM) *
Until he turns into a duck. And with this, we just hit 21 pages, so Penta or I will create a new OOC thread for us soon I guess.


Why does that mean we need a new OOC thread? Besides, it's only just started on page 6 for me.

Edit:

Also, this part
QUOTE
Once his five years were up, he walked away from the six-figure bonuses being offered to him to strike out on his own. He'd watched enough runners in the line of duty to know that he could make lots more money with no less adventure if he sought out a career in the shadows.

strains my believability a bit. I don't see runners getting paid the kind of money that would entice someone to walk away from a sure thing with six figures (As a bonus, not even the actual pay).
CollateralDynamo
Welcome aboard, Doc!

A quick question for all the characters though, what is everyone's port of harbor? I think it would be useful to know what city people are from so that we know where each character has their support network (contacts and probably some knowledge skills being tied to their city of origin). So everyone could say where their characters are from and how much of a support network they have back home, it could be really handy for planning our own jobs (after this little shindig on the boat is over).

Zalermo is from a lot of places, but Havana and Miami are the closest things he calls to "home". He has a fair network of contacts in both, as well as decent support in both New Orleans and Caracas. Other then that he has loose ties to a few people up in New York, and random areas across the eastern seaboard.
Inane Imp
QUOTE (Penta @ Feb 8 2010, 01:51 PM) *
No need just yet. I'll probably create a new OOC thread once the combat is over on the main thread.

And...Your GM changes his mind. Okay, Inane Imp has argued me into submission: The Chantico's Bounty does have bridgewings, accessible from the bridge. However, they're not accessible from the main deck unless you go upside down, as they sort of overhang the deck.


Sorry, I didn't mean for you to change your mind. It was just meant as something to think about for latter. There are perfectly good reasons for there to be no bridgewings (cost primarily) utilising sensors instead. And a linky of Ship Pics for interests sake.

QUOTE (CollateralDynamo @ Feb 8 2010, 02:30 PM) *
A quick question for all the characters though, what is everyone's port of harbor?


Manilla?

But seriously, Kingston is where he has most contacts, although he has an in almost all over the Western Atlantic seaboard.
Inane Imp
QUOTE (Karoline @ Feb 8 2010, 12:45 PM) *
You also hear fairly regularly about how someone has been out treading water for hours before they're found and rescued. You generally don't hear about how someone drowned in 5 minutes after they fell overboard (Unless they're drunk, don't know how to swim, or maybe got a cramp because they came from the all-you-can-eat buffet)


You don't?
zzyxzs
QUOTE (Karoline @ Feb 8 2010, 09:26 AM) *
strains my believability a bit. I don't see runners getting paid the kind of money that would entice someone to walk away from a sure thing with six figures (As a bonus, not even the actual pay).


The bonus was in exchange for another 5 year contract, during which time there was more than a fair chance of Doc getting killed on the job. DocWagon HTR teams charge into the most dangerous situations that runners get themselves into, only they do it more often and for less pay. Six figures is nice, but when it requires selling another large chunk of your youth to a heartless corp that will just expense it if you get killed on the job, the equation doesn't always balance.

And when it comes to runners and their scores, think about this: By the time you guys pay off that loan, you would have to have a gross take of at least 2 million nuyen (and the team will keep at least half of that), plus an additional amount to cover expenses.

The potential payday for shadowrunners might be more than you think (at least that's what Doc believes after watching so many trid programs).
zzyxzs
QUOTE (CollateralDynamo @ Feb 8 2010, 09:30 AM) *
Welcome aboard, Doc!

A quick question for all the characters though, what is everyone's port of harbor?


Thanks!

Doc has contacts in both Seattle and FDC, but has spent the last several years moving around a lot for work, so doesn't have much in the way of roots.
Penta
In the real world? I hope nobody joined up to see this campaign escalate very fast.smile.gif

Ya remember how I charged you all for food, water, weather forecasts, etc. during the "Oregon Trail" phase?

That doesn't stop.biggrin.gif
---
No, my current expectation is to keep the power level either roughly constant or rising slowly. I can manipulate prices to drain money if need be, or lower them to keep you guys financially healthy.

Especially since this first mission is emphasizing how *bad* my grasp of the rules is, I'm not sure I could *handle* a really high-powered campaign.

---
All this brings up a good time to note this:

After the Fedallah next docks at port, two things will come to an end: The first plot, and the training for group 2. Zz, you aren't really included in this because your training is taking place off-camera.

I'm a big fan of constant feedback - I thrive on it; I need the back and forth of this thread, PMs, IMs, email. But at the same time, I'm probably going to PM each of you a sort of survey, especially the originals. Nothing too complex - basicallly, asking you to help me figure out where I screwed up (there will inevitably by that point be areas that stand out), how you'd like to see the campaign progress. (Don't answer now! Wait til the campaign is on a shore period.) There'll be other questions, but I'm not sure what they'll be yet. It's my chance to get systematic feedback.

---
And some housekeeping.

Yes, we're past 20 pages on this thread. I'm going to create a new OOC thread once the combat is over on Chantico's Bounty - til then, as rolls really are supposed to go here (I've discovered that the off-white of the spoiler section, combined with the blue-ish text of links, is really hard to read), I'm going to keep the thread constant.

We're going to keep to the same IC thread, though.

When we do switch over to a new OOC thread - please have your stats, bio, and stuff ready for (re)posting on page one of that thread, like on page one of this thread. Once all 12 characters have been posted, I'll post up the Fedallah's info.

Please remember: Karma is not earned unless it's declared publicly - and you do not get to spend it unless you keep records of your karma earned, otherwise it disappears. When it was earned (by OOC date), how much was earned, why it was earned. When you come into a shore period, I'll ask to see your karma logs. PM those to me then, with the subject of "Karma log for <character>" Then we can do skill-raises and the like. I may ask for some RP of the skill or attribute raise.

Magic-users: Initiation is something we'll discuss privately when you want to do it. Initiation *will* be RPed, without exception - I may not be as forceful for mundane skill-raises, but that's for good reason. It's specifically indicated in the books that initiation should be RPed - and I'm going to take that advice wholeheartedly, as it fits with my instincts and preferences anyhow. I promise, any time you get to initiate, or raise in initiate grade...I'll work hard on making that post fun.
CollateralDynamo
I don't have a problem with RPing things like stat increases and the like. But if we get into RPing someone's metaplanar quest, I'm thinking that should spiral off into a seperate thread, as those can take substantial amounts of times. (I used to GM a tabletop game and I sometimes found the metaplanar quests to get entirely out of hand, even when I brought the whole party into them.)
Karoline
QUOTE (zzyxzs @ Feb 8 2010, 10:56 AM) *
(at least that's what Doc believes after watching so many trid programs).

Course, didn't think of that.
Ears
@Penta:

- does the search of the downed dude yield any weapons or unusual items (too valuable/high quality/hard to get)?

- how many exits does the engineering room have and were?
Penta
1. No, he was carrying a standard commlink, but nothing else. He's wearing a boiler suit.

2, One access point.
Karoline
QUOTE (Penta @ Feb 8 2010, 02:37 PM) *
2, One access point.


And lots of engine access points wink.gif

Jane can stop the ship at any time now if absolutely required.
Ears
A thought just occurred to me. What's one of the worst fears of all seafaring men irregardless of the times? Fire.
By 207X all ships prolly will have sophisticated firefighting systems. Where are fires most dangerous and people will have the best systems?
Where stuff might go BOOM.

So, how about flooding the armory with Halon / whatever they've got installed? Feasable? Advisable?
CollateralDynamo
Sounds like a humorous and slightly too lethal solution to our problems. C'mon Ears, don't you want to kick down that door and start spraying bullets out of that thang?

Also...can't wait until the above decks team sees what we did today. smile.gif
Ears
Ah, well 'twas worth a try.

Kick down doors and spray bullets? Me? Only if I forgot to bring a grenade launcher. wink.gif
Karoline
Giving someone in VR verbal commands. Awesome wink.gif

Not that there is really much way around it without pulling her out of VR. Don't worry, she almost has enough dice to have a not negative DP on physical perception checks while in VR wink.gif
BetaFlame
QUOTE (Ears @ Feb 8 2010, 06:14 PM) *
Ah, well 'twas worth a try.

Kick down doors and spray bullets? Me? Only if I forgot to bring a grenade launcher. wink.gif


Buddy of mine in SR3 used some strange rules and alot of GM fiat to create an automatic grenade launcher to go with his automatic shotgun.
Penta
Stop looking at me so expectantly.
Karoline
QUOTE (BetaFlame @ Feb 8 2010, 09:53 PM) *
Buddy of mine in SR3 used some strange rules and alot of GM fiat to create an automatic grenade launcher to go with his automatic shotgun.


Well, the rules support (and even have) automatic shotguns. No automatic grenade launchers, though I'm sure you could use the fire rate modification with GM permission since grenades aren't normal ammo.
BetaFlame
(this is a formatting test for die rolling posts)

Rolling for this post

First Roll: Heavy Pistol, no smartlink (2Skill + 2 Agil)
4d6.hits(5)=2
Second Roll, Heavy Pistol, Smartlink (2Skill + 2 Agil +2 Smartlink)
6d6.hits(5)=3
Third Roll, Magical Theory Knowledge Skill Roll. (5 Skill +4 Log + 1 College Eduation)
10d6.hits(5)=5
budoka05
Rolling for combat:

Assuming 3 hits for infiltration as part of surprise attack.
Unarmed + MA specialization + Touch based attack: 14d6.hits(5)=2
Ground Fighting (no penalties due to MA)
14d6.hits(5)=5

Perception Check of the Bridge:
8d6.hits(5)=4
budoka05
Since Knight Saber (aka Rusty) may take a while to reply, can I write the actions of the bridge assault crew to help move things forward?
Penta
If you guys are generally agreed on what's supposed to happen.
budoka05
Well that was everything until now. With the alarm, it is time to improvise.
CollateralDynamo
Well, the alarm was semi expected, we just didn't know WHEN exactly it would be going off. Theoretically according to mission parameters this just means that you continue to see your way to the holds and meet the other team down there by whatever means deemed necessary...of course, if you guys decide to flip out and start shooting everyone in the face, I suppose that works too. wink.gif

As far as posting goes, if you feel that you are the most present (or most qualified) for the position, I would say just put yourself on point in your team and assume the others will be following you on their posts. Worked for me when I was posting in the middle of the day. nyahnyah.gif
budoka05
Penta, what would you like me to roll for commanding the armory doors to lock and secure?
Knight Saber
QUOTE (budoka05 @ Feb 8 2010, 09:31 PM) *
Since Knight Saber (aka Rusty) may take a while to reply, can I write the actions of the bridge assault crew to help move things forward?


I checked in late Sunday and nothing had happened past my last post, then BOOM, everything happens at once and Rusty missed her chance to do anything. smile.gif
Inane Imp
QUOTE (Ears @ Feb 8 2010, 08:22 PM) *
A thought just occurred to me. What's one of the worst fears of all seafaring men irregardless of the times? Fire.
By 207X all ships prolly will have sophisticated firefighting systems. Where are fires most dangerous and people will have the best systems?
Where stuff might go BOOM.

So, how about flooding the armory with Halon / whatever they've got installed? Feasable? Advisable?


Armouries store weapons, not ammunition. Magazines store ammunition. I'd guess given the small amount of weapons carried on that vessel (its not a combat ship - we're not talking 10s of1000s of rounds of ammunition), they probably just have a small arms ammunition locker, with its own fitted fire-suppression system. Probably a salt-water drench, as this will cool the ammunition as well if there is a fire nearby.

The engine spaces should also have fire-suppresion systems. CO2 / Water-mist being the most benign, with Halon being largely disused due to it doing bad stuff to the ozone layer. There are other ones as well (some far more nasty in terms of health effects).
budoka05
I'm rolling computer skills with edge. Since I have no skill points in computer, I'm going with
5d6.hits(5).extra(6) → [3,5,4,5,[6, 1]] = (3)

I think I should be able to do most average functions on the bridge console.
Karoline
Budoka, can John even get a signal out on his commlink in a rating 7 jamming field? I'm guessing only Jane and Mel have the commlink/software combos needed for that, though I could be wrong.

Now, if you had a direct fiberoptic connection between your commlink and the ship (or if you're using a ship computer of some kind) then you could get the connection out that way.
Penta
QUOTE (budoka05 @ Feb 9 2010, 02:46 AM) *
Penta, what would you like me to roll for commanding the armory doors to lock and secure?


Given you can't read Spanish....What would you roll?
CollateralDynamo
Budoka can't read spanish!? Ouch...when you get into port, pick up a linguasoft.

And I would say that a computers roll with a penalty (either a decrease to the pool or a modifier to the threshold required) could work. -2 for improper tools (directions in wrong language)?

It depends how practiced you decide we are at this type of system. If it is a similar layout to our ship's control board, or control boards we've practiced on, he might be able to fumble his way through it...and likely do a few other incidental things.
Ears
IMHO it depends on how much the developers of the system follow human interface guidelines that resemble today's best practices.
If the design is very graphical, "touching" the relevant doors (or small lock symbols next to them) on the ship's schematics might do the trick, no matter what language any written output is in...
Penta
Nope. All text. Without a knowledge of Spanish, you're screwed.smile.gif
Penta
Further:

Jane or Mel, incorp this in your posts however:

The slaveholds are clear - no weapon RFIDs detected, basically.

Every minute, 2 more people reach the armory and become armed.

I hope one of the bridge team reads Spanish, because otherwise this is going to be a massive combat. (My roughcount is 12-15 crewpeople, 10-15 sec people. Unarmed people, to make this simple, will surrender.)
Penta
Okay, Simon and Zalermo roll init on this thread.

Either me or SI will handle rolling init later for the sec goons.

(If you think it'd somehow be lopsided, it can be handled cinematically, but that's always player option.)
Whizbang
To get back in over Jane's link.
5d6.hits(5) → [3,3,2,5,4] = (1)
http://invisiblecastle.com/roller/view/2400677/

bookkeeping: 1159 EST 2/9/10 Penta decided Cerebral Booster works online.
Penta
That roll results in: A very shaky connection. Mel has to constantly monitor it, but it's a connection.
Ears
Initiative: 7 + 1 makes 8
Penta
Okay, for the 4 mundane grunts:

Init Roll: [3,1,1,6,6,4,3]=2 hits + Init score of 7 makes 9.

For the Mage:

Init Roll: [2,3,6,1,1,5,5]=3 hits + Init score 7 makes 10.
Penta
To reiterate the combat ground rules:

1. You have 24 hours to keep the posts flowing once init is rolled for your group. (Simon and Zalermo are one group, the bridge team is another group, Jane is a third.)
2. Miss the window, you get one extension of 24 hours IF YOU ASK.
3. Don't ask or miss the extended window, your character does nothing that init pass.

Since we're dealing with potentially up to 30 combatants on the opposition side, I cannot say enough how important it is that you guys work with me/SI to keep things moving.
budoka05
2 in Spanish. On my Char Sheet. If you need me to make the language check, let me know.
Penta
Since you're reading it under stress, yes.
Ears
So, goes first? The goons as they have higher Initiative (higher at least as Simon, Zalermo prolly gets a better one) or we as they'd have to look past the Concealment first to even know they've got targets to shoot at?

The mage didn't remember to wear his "I'm a mage, geek me first" shirt, is it? wink.gif
budoka05
5d6.hits(5) → [6,6,1,2,3] = (2)
2 hits

Quick Q about initiative: am I going first then? I have the highest initiative so far.
Penta
Rolling for Zalermo since CD can't get to Invisible Castle from work:

Init roll: [4,2,3,4,3,4,2,6,2] = 1 hit. Plus Init score of 9 makes 10.

To answer Ears's question: You guys go first.
CollateralDynamo
While my initiative is higher, I'm waiting for you, Ears. See what you drop and I'll try to clean up the remainders.

Penta, for the "24 hours" is that to post one pass worth of actions or one round worth of actions. The difference is substantial. If I recall correctly most of us get 2 passes, some of us 3. The sec. guys almost certainly have at least 2, and if the mage has the IP boosting spell he could have as many as 4...which would be bad.

Either way, do you want a turn a day or a pass a day minimum?
Penta
Whatever you guys can sustain. I'd prefer a turn a day, but will be okay with a pass a day.
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