LurkerOutThere
Mar 18 2010, 04:31 AM
Between work, school, and my normal game tommorow night I have quite a few things over my head. Don't expect thigns to advance much until friday at the soonest.
bmcoomes
Mar 18 2010, 06:05 PM
That works for me, I've been busy too with change of rotation at work and getting sick.
ravensoracle
Mar 18 2010, 06:15 PM
Gives me a chance to work on some RL issues that have come up.
Mickle5125
Mar 18 2010, 06:45 PM
works for me. I'm dealing with a convention down here, so it's slowed down my posting.
SleepIncarnate
Mar 18 2010, 07:40 PM
My upcoming deployment got moved up so I have even less time available to prepare, so longer days for me. Still around in the evenings, but have on average about 2 less hours to my day, so looks like we all got stuff going on.
LurkerOutThere
Mar 18 2010, 11:02 PM
Off to the sandbox?
Oddly enough I think both you and Crank are local to me, was going to pitch to you that the last sunday of this month I'll be running SRM down at Gameshoppe in Bellevue if you wanted to stop by and play a game and maybe say hi in person.
SleepIncarnate
Mar 18 2010, 11:36 PM
Might stop by. SRM = Shadowrun Miniatures?
And yes, off to the sandbox, for about 8-9 months, hence why all the scrambling. Basically anything annual requirement wise (just about everything) that I haven't done in the last 3 or 4 weeks hasta be redone, so yay me.
ravensoracle
Mar 19 2010, 02:34 AM
are you still gonna be able to play or will you be away from internet access?
SleepIncarnate
Mar 19 2010, 03:20 AM
I should have internet access out there, though my available time will likely be less. Everyone's suggesting I do some college classes out there though, so apparently aside from the days I actually fly missions, I'll be bored out of my skull, so no worries.
ravensoracle
Mar 19 2010, 04:25 AM
What do you fly? I spent a fews years working on EW for the BUFF.
SleepIncarnate
Mar 19 2010, 02:21 PM
No clue. I used to fly on the RJ, but they just moved me to a detachment that flies something else, and so I won't know all the details till I head out for the training here in the near future.
ravensoracle
Mar 20 2010, 04:01 AM
I am going to be out of town for the weekend. I have a funeral to attend. I will try to catch up on Sunday.
bmcoomes
Mar 20 2010, 05:05 AM
My condolences, I'm sure things will be here when you get back.
LurkerOutThere
Mar 20 2010, 09:59 AM
Anyone that wishes to may give me a Computer + Logic roll to find out some stuff about the Company network through non invasive means may do so. More invasive methods will involve hacking the system, by the way that was not an invitation.
The sprites part of the binding roll:
12d6.hits(5) → [4,3,3,3,6,2,4,6,3,1,1,5] = ( 3 )
Here
Darquewing
Mar 20 2010, 01:56 PM
Alrighty. that was something I would have been doing anyhow, so here's my check into the DW node.
Logic 8 + Computer 4 + Encephalon I (13d6.hits(5)=6)Hmmm... let's see what I was mulling over while eating.
SleepIncarnate
Mar 20 2010, 02:39 PM
Doctor's part in the Registering roll, plus Fading resistance. Spent a point of edge.
Registering Riggs and resist Fading with edge (13d6.hits(5)=5, 15d6.hits(5)=3)2 Net hits for Doctor, resisted half of the Fading damage so she takes 3 levels of stun when all is said and done.
So end result is 5 tasks owed by Riggs (since he didn't do the one he was told to do in place of fighting the binding)
LurkerOutThere
Mar 21 2010, 01:27 PM
QUOTE (SleepIncarnate @ Mar 20 2010, 08:39 AM)

2 Net hits for Doctor, resisted half of the Fading damage so she takes 3 levels of stun when all is said and done.
So end result is 5 tasks owed by Riggs (since he didn't do the one he was told to do in place of fighting the binding)
I wondered where you were going with this when you first posted it, can you explain your logic as i'm away from my books at the moment and not sure I follow.
At this point it's time to drop a few more people. I'll have an updated roster for everyone and drop a line to our on-deck folks and see if their still interested. I think our magical support dried up, not that that's a huge issue I'll gladly run a tech heavy campaign for a change. Keeps with that GITS feeling we talked about early.
SleepIncarnate
Mar 21 2010, 02:42 PM
QUOTE (SleepIncarnate @ Mar 15 2010, 10:51 PM)

Compiling Riggs, a rating 6 machine sprite with Targeting and Defense as his optional autosofts
Compile machine sprite Sprite's resist Fading (11d6.hits(5)=4, 6d6.hits(5)=1, 15d6.hits(5)=
3 net tasks, expending 1 to have him protecting her while she begins registering. Will roll later, just in case it does get interrupted.
QUOTE (LurkerOutThere @ Mar 20 2010, 04:59 AM)

The sprites part of the binding roll:
12d6.hits(5) → [4,3,3,3,6,2,4,6,3,1,1,5] = ( 3 )
HereQUOTE (SleepIncarnate @ Mar 20 2010, 09:39 AM)

Doctor's part in the Registering roll, plus Fading resistance. Spent a point of edge.
Registering Riggs and resist Fading with edge (13d6.hits(5)=5, 15d6.hits(5)=3)2 Net hits for Doctor, resisted half of the Fading damage so she takes 3 levels of stun when all is said and done.
So end result is 5 tasks owed by Riggs (since he didn't do the one he was told to do in place of fighting the binding)
Started with 3 tasks, got 2 more net hits on the registering roll, which adds 2 more tasks. He got 3 successes on his resist registering roll, so Fading is 6 stun, I rolled 3 hits to resist the Fading, so still take 3 stun. I ordered him to control the drone to protect me, and he didn't so that's one task that could have been used up but wasn't. Unless he's remote controlling it while fighting the registering process and you just never posted anything about it in the IC thread, at which point it's 4 tasks he owes me, not 5.
tarbrush
Mar 21 2010, 05:29 PM
I'm still interested

Part time mage too...
Mickle5125
Mar 21 2010, 05:51 PM
Sorry about the lack of posting. The con took more set-up time from me than even I was expecting. But now I'm back, and will get a post up sometime this afternoon/evening
LurkerOutThere
Mar 21 2010, 07:47 PM
Ok the part that was confusing me was it sounded like you were trying to do "Look over there!" while registering which didn't make sense.
bmcoomes
Mar 21 2010, 07:59 PM
I just finished my weekly game I'll get some posts up here soon hopfully today if not will be early tomarrow.
SleepIncarnate
Mar 21 2010, 08:46 PM
QUOTE (LurkerOutThere @ Mar 21 2010, 02:47 PM)

Ok the part that was confusing me was it sounded like you were trying to do "Look over there!" while registering which didn't make sense.
Now I'm confused, but I blame that on the stomach bug. How was I doing the "look over there" thing?
LurkerOutThere
Mar 22 2010, 06:26 PM
Ah perhaps i should have been more clear, all that stuff was just meant to be a flavoring of the registering process not a change of his behavior. I also thought you were trying to have him guard you so he didn't resist the registering (figured it was some whacky rules exploit that I hadn't heard yet). In any case he's registered now. So you know i do tend to roleplay the summoning, binding side of spirits and sprites although in 99.9 percent of cases it doesn't affect the mechanical (i may decide to throw you a bonus dice for rp on occasion). I also until i reread the section on it just a few minuetes ago wasn't aware you could have a sprite doing something else while it registered but turns out that's not the case so you have expended the servicce for that and it did loyally guard you during that time. I'll get more info up shortly.
Tarbrush i'll get with you on PM and get you up to speed.
bmcoomes
Mar 22 2010, 06:31 PM
I've gone over the IC thread again and I don't see anything I can really add so I'll keep an eye open and ready to get with it.
thanks,
Crank
Mar 22 2010, 06:49 PM
I'm in the same boat, just kind of waiting. I know Lurker called for anyone that wanted to make a computer roll to see what they can find out about the company network, but Buckshot wouldn't really care about nosing around.
Darquewing
Mar 22 2010, 08:27 PM
Aside from the nosing around in the network, Zeus would be saying walking around some and saying "Hi" to people, but at this point, it would not be anything to improve on his background or move the plot along.
After eating he would return to his room, and take his weapons to be checked in at the armory. He would also want to inspect weapons assigned to him, go over check-in/check-out procedures for weapons and armor, do basic smartlink calibration, armor fitting, registering issued equipment to his commlink, etc. Basic soldiering tasks.
tarbrush
Mar 22 2010, 09:38 PM
Cool. You still got the background I sent you?
LurkerOutThere
Mar 23 2010, 02:36 AM
Could you resend? My inbox is such a mess for various reasons right now?
Here's the plan guys we're going to speed this up because originally as everyone is aware we had a much bigger party so there was going to be a lot more inter-pc RP. That hasn't happened as much partialyl because the numbers are smaller then they once were and partially just because that seems to be the way of the medium. So what we'll be doing now is a time jump. You'll all assume to have spent a week or getting to know each other and running through some sims and even taking a few "milk run" HTRT taks. We'll jump forward a bit at that point. If there's somethign your character will be doing in that week let me know. Just for simplicity sake you may only attempt to summon/compile or register/bind one sprite or spirit a day.
Also if you've got any questions about the game or how things are progressing go ahead and toss them out here, this is a learning process for me so i'm always willing to hear if there's areas i could improve.
SleepIncarnate
Mar 23 2010, 12:18 PM
One per day is enough for me, with a week I can fill the harem, so to speak, and have one of each type I can compile (at the moment) ready.
Darquewing
Mar 23 2010, 02:50 PM
Wow, a week...
In that case, I would be re-writing my standard combat load and requisitioning certain items be available for missions, and also requests based upon need, familiarity.
Personal requests would be:
- Use of personal sidearm during missions
- Use of personal commlink, Zeus' "Lightning Bolt", this maybe a non-issue as it's implanted.
- If this goes over well, I would also request a "seperate identity" or spoof chip for it. Don't want bad guys I meet knowing my name.
- Access to a programming nexus during down-time.
- Two R4 commlinks with an R4 agent and a selection of Hacking and Common Use programs on each. For multi-tasking.
Team requests are:
- Silencers and sub-sonic ammunition available for all sidearms.
- NOTE: This is not for wetwork, this is merely a useful tool when infiltrating enemy AOs, especially when hostages and such are involved. I may be able to still the cameras, but that won't help if the bad guys holding a dead-man switch can hear our gunfire on the floor below.
- Smart packs, butt packs, combat load vests, smart puches for ammunition, commlinks, etc. available in armory for use as we need them.
- Flash-bangs, smoke grenades, laser-trip wires, disposable directional jammers, etc. Things that can give us a heads up in combat situations, or help our small group secure larger areas.
- Dedicated encrypted retrans unit, using non-standard wireless link, available along side the Tac-Net in primary insertion/evac transports. Sometimes, the best way into hostile systems is not right where we are. This gives us a back-door "out" of the area to try and get in the front. TM's and hackers need to access this, but anyone who can't defend their commlink probably shouldn't. If needed, a second retrans unit should be available to the entire team.
- I would also request that a rappelling(climbing) instructor become available for those of us who are not proficient at it. Often the best insertion point for "reac" teams is at the end of a rope. (And yea, I may need this also. Something less needed before, but a weakness that can be fixed.)
- On that note, climbing and SCUBA equipment are good things to have handy for missions as well.
- I'm assuming other special gear and weapons will be available based on mission requirements?
- The biggest reason I am asking for things to be on hand, is that, I'm betting, we may not always have intel available before we are at our prep point. So... if we don't know what we are getting into, we bring everthing we might need with us. Most SF teams work in this fashion. What we will be doing is hard enough with the proper gear; suicide without it.
Also, here are other considerations I would bring up in training and such:
- Hand signs and radio protocols should be set, learned and memorized, not written down or saved. Encryption isn't perfect, so better to code our radio speak/text in mission. Agents and sprites should be coded or know these as well. This way if someone is listening, then they still don't gain much. Hand signs are good for situations when ECM is too much and we still need to communicate quietly. Old fashioned, but it's worked for me more times than I can recount.
- Squad tactics and formations:
- Who can do what? Recon, Special Weapons, Heavy Weapons, EW, Infiltration, CQB, Magic, Matrix?
- Order of march (Outside/Inside/etc.): This isn't a hard and fast rule, but we should always have an idea of where each other is. So we don't shoot each other. Sure, Tac-softs can help, but I'm sure nobody wants to take a "friendly" bullet if it goes down.
- What's our redundancy? Who can cover who's ass if the mission is Charlie Foxtrot?
- What CAN'T you/me/we do? Knowing this is just as important. It let's you know why the team needs you/me, and why they'll all die if you/I screw up...
I'm sure there's more, but I think that is a good start...
SleepIncarnate
Mar 23 2010, 04:28 PM
Duct tape and rope, never know when you'll need them.
Mickle5125
Mar 23 2010, 06:25 PM
QUOTE (Darquewing @ Mar 23 2010, 08:50 AM)

- Squad tactics and formations:
- Who can do what? Recon, Special Weapons, Heavy Weapons, EW, Infiltration, CQB, Magic, Matrix?
- Order of march (Outside/Inside/etc.): This isn't a hard and fast rule, but we should always have an idea of where each other is. So we don't shoot each other. Sure, Tac-softs can help, but I'm sure nobody wants to take a "friendly" bullet if it goes down.
- What's our redundancy? Who can cover who's ass if the mission is Charlie Foxtrot?
- What CAN'T you/me/we do? Knowing this is just as important. It let's you know why the team needs you/me, and why they'll all die if you/I screw up...
- Combat-wise, Vincent's best at closing (15+ dodge pool) and wiping the floor with people using his stun batons (15+ martial arts), though he still has a large dicepool for the firearms group (14).
- his social skills aren't bad (roughly 12)
- his infiltration skills are pretty up there, too (11+ chameleon suit)
- he also has an internal air tank, so his standard tactic for clearing a room will be to chuck a gas grenade with Breathtaker into the room, then hold his breath as he moves into the room and lays out anyone still standing with his stun batons before it clears.
- Vincent can fit pretty much anywhere in the marching order based on his skills.
- Vincent has a decent, though not great, first aid skill (5+ kit bonus). Better hope he's not the one doing anything more than stabilizing you...
- What Vincent CAN'T do: Tank, Magic, Matrix. He can dodge like a madman, but if he starts taking hits, he'll go down hard. Magic is pretty self-explanatory, and, unless someone has a better idea, Vincent's plan is to slave his commlink to the hacker's so that his network's not a weak point in matrix security.
SleepIncarnate
Mar 23 2010, 07:13 PM
QUOTE (Darquewing @ Mar 23 2010, 08:50 AM)

- Squad tactics and formations:
- Who can do what? Recon, Special Weapons, Heavy Weapons, EW, Infiltration, CQB, Magic, Matrix?
- Order of march (Outside/Inside/etc.): This isn't a hard and fast rule, but we should always have an idea of where each other is. So we don't shoot each other. Sure, Tac-softs can help, but I'm sure nobody wants to take a "friendly" bullet if it goes down.
- What's our redundancy? Who can cover who's ass if the mission is Charlie Foxtrot?
- What CAN'T you/me/we do? Knowing this is just as important. It let's you know why the team needs you/me, and why they'll all die if you/I screw up...
I'm sure there's more, but I think that is a good start...
- Combat-wise, Doctor's basically your stereotypical TM.... dives for cover and lets her drones do the fighting for her while she tries to do some AR hacking.
- Social skills wise, she's not great but likely better than most (8+modifiers), relying more on her impressive charisma than any actual skills or technology.
- Infiltration..... yeah, we've all seen her lack of stealth already.
- Hands down, the Matrix is where she excels. Most of her Matrix attributes aren't better than a good link, and her skills probably aren't as high as Helmut's, but her ability to thread her CFs all the way up to 12, or have sprites boost them helps her tremendously overcome her lack of skill/warez and be flexible for most any situation.
- Additionally, being a TM with the Shield CF means that in the unfortunate circumstance of being detected and having to fight, she's going to be a tank of the Matrix, nigh untouchable and able to soak quite a bit if she does get touched.
- In a pinch, she can make a passable medical person, not a full blown doctor but enough to stabilize someone (12+ dice First Aid), and can take over piloting duties with a sprite (12+ dice again)
- Things she can't do: magic (obviously), meatspace (tanking, damage, infiltration).
- Marching order....... better hope she's not needed in the meat for marching order, and if she is, then somewhere in the middle with the rest of the squishies
Darquewing
Mar 23 2010, 09:07 PM
QUOTE (Darquewing @ Mar 23 2010, 09:50 AM)

- Who can do what? Recon, Special Weapons, Heavy Weapons, EW, Infiltration, CQB, Magic, Matrix?
- Order of march (Outside/Inside/etc.): This isn't a hard and fast rule, but we should always have an idea of where each other is. So we don't shoot each other. Sure, Tac-softs can help, but I'm sure nobody wants to take a "friendly" bullet if it goes down.
- What's our redundancy? Who can cover who's ass if the mission is Charlie Foxtrot?
- What CAN'T you/me/we do? Knowing this is just as important. It let's you know why the team needs you/me, and why they'll all die if you/I screw up...
I'm sure there's more, but I think that is a good start...
1. Zeus can is best as an AR Combat hacker. He's good with a gun (Firearms 12+), can hack well (Hacking 13+), and can sneak around okay (Infiltrate 11+). One big thing though, he may not be doing either as quick as someone super specialized, but can do both at the same time if either side needs support. Sadly, he is lacking in knowledge of heavy weapons.
2. Zeus would rarely be caught off guard. He is pretty quick, but won't be walking away from a bad hit. Rear guard is a good spot, or slack-man (second from point) positions are better for him.
3. Zeus can double as a sniper, an infiltrator, and info hacker if needed. He is also capable of being a tactical lead if neccessary.
4. Can't do magic and definitely NOT a face. He has no first aid skill, so currently is NOT who you want trying to patch you up. He can drive, but he's not a race car driver by any means.
GrimWulf
Mar 23 2010, 09:21 PM
QUOTE
Squad tactics and formations:
Who can do what? Recon, Special Weapons, Heavy Weapons, EW, Infiltration, CQB, Magic, Matrix?
Order of march (Outside/Inside/etc.): This isn't a hard and fast rule, but we should always have an idea of where each other is. So we don't shoot each other. Sure, Tac-softs can help, but I'm sure nobody wants to take a "friendly" bullet if it goes down.
What's our redundancy? Who can cover who's ass if the mission is Charlie Foxtrot?
What CAN'T you/me/we do? Knowing this is just as important. It let's you know why the team needs you/me, and why they'll all die if you/I screw up...
I'm sure there's more, but I think that is a good start...
- Combat skills: Helmut has basic athletic abilities, knows how to use his gun, if not very effectively, and due to his being an Ogre has a higher then average(human) ability to take a couple hits.
- Matrix skills: He shines here, especially when it comes down to finding the data you need. If all goes as planned he'll be able to get any info needed prior to any engagements, worse case scenario he has the skills to get that info on the fly.
- Order: Sitting in the transport, linked through everyone's tacnet. If he's there in the flesh, A> Something went wrong, and B> He's gonna need protection.
- Cant's: He doesn't understand magic let alone be able to use it. He has almost a slightly better idea on techno magic.
- Does most of mis Matrix work via a portable (though not man-portable) Nexus. Does have a powerful (rating 6) Commlink in he armour if he's needed in the flesh.
- Has acceptable Driving/Mechanic skills but nothing fancy.
tarbrush
Mar 23 2010, 09:25 PM
QUOTE (LurkerOutThere @ Mar 22 2010, 10:36 PM)

Could you resend? My inbox is such a mess for various reasons right now?
On its way now. A quick question. As a magically active character, am I obliged to take the free initiation, or can I take the nuyen and increased availability? It's not a big thing, it's jsut he's supposed to be new to the wizarding business, and it feels a little wierd to have him initiated.
Oh, and were we allowed to buy skill groups and then break them during character creation? I vaguely remember seeing it mentioned somewhere.
Crank
Mar 23 2010, 09:58 PM
- Combat: Buckshot is competent in firearms and heavy weapons. He's good at infiltration and excels at athletics. While not a "tank" exactly, he can probably take a bullet better than anyone else in the group. I see him as being one of the first to go in, whether by stealth or guns blazing. He'll probably want to show of his athletic prowess during missions, even when not necessary (but not detrimental).
- Other Capabilities: Decent at First aid and ground vehicle piloting.
- Can'ts: Matrix and electronics stuff. When it comes to him and electronics, a little brute force and ignorance is about all he can muster.
bmcoomes
Mar 25 2010, 02:22 AM
Ariel strong suit is combat armed (13+), unarmed (11+), and firearms (14+) He can infiltrate well (11+), Magic is a no go Matrix is not his strong area at all. As with Damage base damage resistance is 20 ballistic and 18 impact plus dodging is good too (ranged 8, Melee 11 or 12, Full defense 15). Fist aid is a no. Though his influence group is low he has the beginnings of Tactical Forecasting with the knowledge skills and such.
Darquewing
Mar 25 2010, 02:49 AM
Sweet! So with everyone chiming in so far, we have:
Assault Team:
- Buckshot - Heavy Weapons
- Vincent - Close Combat
- Ariel - Close Combat
- Zeus(Me) - Combat Hacker
- Kristof - Team Lead/Demolitions (I think)
It seems all of the assault team has infiltration capability which is good cause we'll be the ones close in on the action. Buckshot is the only one with real skills in heavy weapons, so chances are he'll get them if used. Vince and Ariel are our close combatants, giving us the ability to get in close. I'll be acting as fire support and commo/technical support on the ground. Someone in there also knows demolitions, I believe. Another good thing to have.
Support Team:
- Doctor - Drone support/Matrix support
- Helmut - Info Hacker/Matrix Support
Though I call it a "support team" I mainly mean you won't be as likely to be in the shitstorm physically. Doctor will likely be providing drone support(fire support/close air support). Helmut would be running point in the Matrix, with Doctor and I providing secondary support if things get rough on that side. These two will have their work cut out for them I imagine.
Zeus is not trying to be bossy in this regard, he's just going off of his previous experiences in Spec Ops units. If anyone thinks he's being pushy, he'll gladly let someone else take the lead on it.
Mickle5125
Mar 25 2010, 03:03 AM
Vincent's good at any range. I took the entirety of the firearms group... Plus, he defaults on agility skills with a 9 dicepool....
As for previous experience, the whole "working with a group" side of things was generally left out. Vincent's previous work has primarily consisted of him being pointed in the direction of a problem and told to deal with it. He'd have matrix support on occasion, but was generally alone on location. He has no problem having someone else be in charge, as long as they know how to utilize him properly.
LurkerOutThere
Mar 25 2010, 01:19 PM
I have been really busy these last couple days as I finally changed to a day schedule at work and it's playing hell on my sleep schedule on top of that one of my classes has been assigning a level of homework that is patently ridiculous. I am very heartened to see you guys hashing things out together and will definitely have a new IC thread started NLT this weekend to begin throwing you at your first mission. Thank you all for putting up with the growing pains.
SleepIncarnate
Mar 25 2010, 06:26 PM
No worries, take your time, you likely have game tonight too (it being Thursday and all). Do you just want me to roll each day for sprites, RP them with you, or a mix of both (i.e. roll and post the whole fiasco myself)?
LurkerOutThere
Mar 26 2010, 12:43 PM
Ok lets take this one peace at a time
QUOTE (Darquewing @ Mar 23 2010, 08:50 AM)

Wow, a week...
In that case, I would be re-writing my standard combat load and requisitioning certain items be available for missions, and also requests based upon need, familiarity.
Personal requests would be:
- Use of personal sidearm during missions - Check
- Use of personal commlink, Zeus' "Lightning Bolt", this maybe a non-issue as it's implanted. -Check
- If this goes over well, I would also request a "seperate identity" or spoof chip for it. Don't want bad guys I meet knowing my name. - They will issue you a non-descript cover account within docwagon
- Access to a programming nexus during down-time. - Go ahead and roll me a con or etiquette roll for this request.
- Two R4 commlinks with an R4 agent and a selection of Hacking and Common Use programs on each. For multi-tasking. - Ditto
Team requests are:
- Silencers and sub-sonic ammunition available for all sidearms. - These will be issued on a per mission basis.
- NOTE: This is not for wetwork, this is merely a useful tool when infiltrating enemy AOs, especially when hostages and such are involved. I may be able to still the cameras, but that won't help if the bad guys holding a dead-man switch can hear our gunfire on the floor below.
- Smart packs, butt packs, combat load vests, smart puches for ammunition, commlinks, etc. available in armory for use as we need them. - CHeck
- Flash-bangs, smoke grenades, laser-trip wires, disposable directional jammers, etc. Things that can give us a heads up in combat situations, or help our small group secure larger areas. - These are fine except for the jammers which are issued on a strictly per mission basis because of legality issues.
- Dedicated encrypted retrans unit, using non-standard wireless link, available along side the Tac-Net in primary insertion/evac transports. Sometimes, the best way into hostile systems is not right where we are. This gives us a back-door "out" of the area to try and get in the front. TM's and hackers need to access this, but anyone who can't defend their commlink probably shouldn't. If needed, a second retrans unit should be available to the entire team. - If i'm interpreting what you are requesting right it's already standard issue.
- I would also request that a rappelling(climbing) instructor become available for those of us who are not proficient at it. Often the best insertion point for "reac" teams is at the end of a rope. (And yea, I may need this also. Something less needed before, but a weakness that can be fixed.) - This can be got but not within the first week
- On that note, climbing and SCUBA equipment are good things to have handy for missions as well. - They have some in the armory but like a lot of large, heavy, expensive, and limited use items it's only issued out when it's expected it will be needed. CLimbing gear is standard in ground vehicles.
- I'm assuming other special gear and weapons will be available based on mission requirements? - Yes
LurkerOutThere
Mar 26 2010, 12:44 PM
Yes i had game last night, it was fun but i was very under prepared and even though I meant to break down early it ran later then desired so now I'm paying for it the next day.
Darquewing
Mar 26 2010, 05:03 PM
Wee... this ought to be fun:
For Programming Nexus:
Charisma 3 + (Defaulting, so -1) = (2d6.hits(5)=1)For the Commlinks and Agents:
Charisma 3 - 1 (Defaulting) = (2d6.hits(5)=2)As always with the techies... Trying to score equipment, and they're spot on. Trying to score dates, and they'll glitch everytime...
bmcoomes
Mar 26 2010, 05:22 PM
Ariel would like to try to get Sideways genetic infusion cheeper but more risky and temporary or get Transgenics Reakt & Synch which would take 2 months downtime and cost much more.
Influance (group) 1 + Charisma 2 =
(3d6 = (5,3,5) 2 hits) I'd expecte more along the lines of Sideways with the cost and time savings and probaility of risk of moderate usage (per mission or missions).
Mickle5125
Mar 27 2010, 03:07 AM
Vincent's mostly going to be spending the week acquainting himself with the standard-issue gear and getting to know the others.
On a related note, can we get a confirmed standard list of the gear that Docwagon will be issuing us for missions?
SleepIncarnate
Mar 27 2010, 03:45 AM
A sprite a day is the Doctor at play. 2 Crack, Paladin, 2nd Machine, Sleuth, and then Data, in that order. You want me to just roll for em?
LurkerOutThere
Mar 27 2010, 02:18 PM
QUOTE (Mickle5125 @ Mar 26 2010, 09:07 PM)

Vincent's mostly going to be spending the week acquainting himself with the standard-issue gear and getting to know the others.
On a related note, can we get a confirmed standard list of the gear that Docwagon will be issuing us for missions?
I thought I already posted that in the recruitment thread? I'll dig it up and repost it.
Sleep: Yea that's fine just post the rolls in.
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