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Marwynn
I'll try to get the packet done by then. I have the floorplans and it may need some modifying (the legend). It doesn't show below decks though so imagination time there.

The MY Fedallah it is, it'll have a history too but if others wanna write their own background for it we can all chip in and vote.
Karoline
Oh, and just getting a few things nailed down (Spending my last 2k nuyen.gif, grabbing my contacts and knowledge skills) and my character should be ready to be submitted for approval.

Any suggested final "Oh, crud, how could I forget that?" gear?

Also, anyone else have any suggestions for things to buy for the ship? I think we have about 15k to play with at the moment, but I figure I'll put that into food and fuel (And may have to shave off a few more things... I'm sorry manservant).
Penta
Okay, quick note on posting structure, stolen from someone else's thread verbatim:

Posting Rules

Just like almost everyone else on the board I'm gonna be stealing Redjack's posting structure, so here you go.

All your posts should begin with a time/date stamp in orange, detailing location, time, and date. Underneath, in italics, add your PAN mode, hidden, active, or passive, in dark grey.

- - "Speech color=cyan, optionally enclosed in quotes" (Penta note: Quotes HIGHLY recommended!)
- - <Coms (subvocal) color=violet>
- - <Coms (Text) color=yellow>
- - Thoughts color=darkkhaki and in italics
- - Memories, flashbacks, dreams color=green and in italics

Spoiler all private actions, but if its something really private, or you're setting up a backstab, feel free to PM me.
Karoline
Ah, character sent along. Time for that sleep thing. I wait longingly for the invention of a sleep regulator.
MusicMan
QUOTE (budoka05 @ Sep 24 2009, 04:26 AM) *
Fortunately my char is flexible, he does not specialize in or only capable of Amphibian Operations. He can do it if needed.


Really?

QUOTE
Unarmed Combat (Martial Arts): 6
AthG: 3
Infiltration: 3
Etiqutte (Military): 2
Dodge (Range): 4
Perception (Visual): 3
Diving (Military): 2


You character can dive... and:
Salvage something? Nope, no skills there...
Plant Explosives? Nope, no skills there...
Ambush Someone? Nope, no skills there...

So you character can dive in the water, sneak onto the enemies' boat, and karate-chop them in the face... that's not called "flexibility," that's called "one-hit wonder." If you get caught out in the open where you can't engage in hand-to-hand combat, you're dead; if we're not in combat, you don't have much you can do to help out, unless you want to swab the deck.

You also never answer my questions about your back-story or why you have such a "broad" range of skills.

QUOTE
"What use would the Navy have for someone who is just a martial artist and how did you go through an enlistment and never pick up any firearms skills?"


And

QUOTE
"Why would they bother training you as a diver and not give you any particular skills to go with it?"




Again, I have to ask:

Why does our team need you? Look at Ears' and Milk Ducks' characters, that's flexibility.
budoka05
Wow, easy with the tone! It's my character, not me! My apologize for not getting to your questions sooner, but let's handle each issue at a time:

Salvage: Yes, for particular items. He has particular contacts and knowledge about where to fleece stolen goods, especially Black Market Items and Military-type equipment.

Planting explosives: He's the guy who can at least get in there without detection. My char may not have a great idea about where to place it, but he can some advice before the op about senstive points to place the sucker.

Ambush: Take a look at the Martial Arts quality and Infiltration skills. That should indicate a fairly good shot at getting the jump on someone.

In regards to being attacked while out in the open, yes, that is a potential problem, but one I'm willing to live with. To some degree, my adept powers deal with this by having Combat sense and Improved Reflexes. However Adepts have to generally be specific and specialized to be any degree of effectiveness. I had to sacrifice some ability to deal with certain situations to excel in others. Things could be changed, but seeing that there are more flexible members who can do a lot I can't and do it better, I'm leaving those jobs to them.

To answer your question about the Military experience without the Firearms training, please take a look at my 20 questions. In there, I specify that his experience in the CAS military was just enough to be trained to be a specialist but not enough to acquire further skills. (There was the Crash). However, the military proved to boring due to be drilled excessively and following meaningless orders as part of the Commanding Officers whims. (Cleaning the toilet with a toothbrush is a keen example. There are plenty of other examples from some military forums and anecdotes. I would be happy to provide more.) He also realized that pay and advancement within the military would not happen quickly.

In regards to the Diving Skills question, I believed the Infiltration and Athletics group would be enough to combine with the Diving Skills to be effective. If there is something I should consider to add that would my character's ability to do stuff, please let me know.

If this does not answer your questions, please let me know politely. I am willing to update and adapt my char as the demands change. Also, if you have feedback about possible other directions or other Adept build ideas, I'm open to that as well.

Karoline
I thought you had to get through basic training and some core military type stuff before you got inserted into any sort of special group. Also, given that he had officer training, shouldn't your character have at least some leadership skill?

As far as doing things with the diving skill, I think he means that you can't plant explosives, you can't sneak into a compound (You lack the skills to open a lock), and generally can't do alot via a stealth mission except get the drop on people in an attack. While that is handy, it isn't generally the main point of stealth mission.

You could improve your skill diversity a bit by dropping athletics by 1 and perhaps etiquette as well. You could get a point of demolitions and a point of leadership, and a point of hardware or perhaps lockpicking. You wouldn't be great at those things, but you could do them (Good luck if you try setting up explosives without any skill training. With your stats you'd have one die, and if that die was a 1, you go boom trying to put on the det cap) and the low levels would be a good representation of the fact that you didn't complete the stint with the military.

Also, I'm sure one point in pistols or automatics with an appropriate specialization would be handy so that you aren't completely helpless in a ranged battle. My character should never be in actual combat, but she still has two points of pistols and dodge.
budoka05
Thank you Karoline! That was a very helpful post! I appreciate your suggestions, unlike another's post.
Karoline
Very welcome. Oh, and Edge might be a good place to get some extra BP if you're in serious need of them for this skill rounding out process. Just a thought looking over your sheet. (Hard to have high stats, magic AND edge smile.gif )
Penta
0930 EDT update before I go off to school.

Karoline, I probably woulda raised an eyebrow at the iron bombs, had you shown me...But I'll just say, guys....You have no specialized ammunition spaces aboard this ship, just be aware of that. MusicMan, you're the infantryman...Tell the group what happens when ammunition dumps go kaboom, please?smile.gif

Budoka, I'm going to step down from the neutrality I endeavor to maintain, in the interests of preventing nasty OOC conflict. It's still your option, but I recommend: A. Fleshing out the background; B. Modding the sheet. I'll work with you as soon as I get back from class to do that. Fundamentally, I see this conflict as being about putting the group ahead of the individual. My natural bias is to favor the group.

How you choose to solve this conflict, Budoka, is your choice - but it'll get solved.

Waiting on:

....I think just Whizbang?

Knight Saber, you've got some final tweaky suggestions, thank you for putting up with me being...difficult...

Baron Ken, we'll work on the sheet tonight.

Karoline
I did show you the iron bombs. They were on the character sheet I sent you. The main purpose of them is to put them in my air-drop supply drone and use them in that manner. Since they do (f) damage, I don't think they'll really damage a ship much, but will scare the crew pretty good.

I'm fairly sure fun stuff happens when ammo supplies go boom. The bombs would be deactivated under normal circumstances and likely kept well away from the outside of the ship, so if they get hit with other explosives there (Which still wouldn't guarantee the bombs went off) we've already likely got too much to worry about.

Other than that she doesn't keep much excessive ammo around. The clips for the drones are stored in the drones (All weapon mounts come with bins to store up to 250 ammo via belts, I figure chucking some clips in there works for storage.) So yeah, I'll be taking extra care to find a good place to store the bombs, but otherwise my character isn't an explosive hazard.

Also, given all the external and internal armor we have, I'm sure we could have one room somewhere that is heavily armored to keep our ammo and other explosives in. I can also just take out the bombs entirely and replace them with smoke grenades if you'd like. I got them mostly for affect.
CollateralDynamo
Hey Karoline, nice character, looks fun. I do have a quick suggestion tho: with all your drones, you may want to invest for more pilot upgrades and autosofts. If you keep the ratings at 3 or lower it is pretty affordable.

I don't see any targeting softs on your gun drones, or clearsight, maneuvers, or covert ops softs on your spy drones. With your skills, you might be able to crack a few copies of the softs you are looking for (see rules in Unwired).

I know the Drone Rigger I play in another game loves his autosofts to death, he is hardly ever jumped into anything because he can make his drones have such high DPs with pilots and softs. This frees the rigger up for counter hacking when necessary.

Edit: And fuzzy logic upgrades are very amazing for any drone in your army that you want to add extra versatility to.

Edit Edit: And mechanical full meta arms added to ferrets makes them very versatile

Edit Edit Edit: I love drones, I should have been a rigger again biggrin.gif
Marwynn
Penta, would you allow us to use Arsenal's "Specialized Equipment" modification for "Ammunition Storage"? They list all sorts of stuff they don't cover elsewhere, like cold storage bays and whatnot. So we'll have to come up with a price.

It'd essentially be our armory.

Karoline, love the Kull and LEBDs. 2 Dobermans and a Steel Lynx though might be difficult to haul around. Great for shipboard defense and fighting, however. I can maybe Levitate it aboard an enemy ship too. Did you intend to bring them on away missions? Just thinking about the logistics.

I wish we had the spare change to invest in an Aztechnology Armadillo. that's just a wiz piece of tech: air mobile jamming. Also, who was buying the CrashCart? Is that a ship expense?
CollateralDynamo
Marwynn: what about ammo bins? I think those are meant to prevent ammo dumps exploding.

Also, I personally am not a huge fan of a dedicated armory on the ship. Sure, our registration for the guns should sync up, and everything should be fine. But if we stick in any governments craw they can repossess our restricted gear until "everything gets straightened out" (read: forever). I like to keep my illicit goods secreted away or in use, not in a room clearly labeled.

But again, thats my old school paranoia rearing its ugly head.
Karoline
I have all the autosofts from the basic book, but didn't get the CovertOps (I maybe should have) at rating 4 (Highest possible as far as I can tell) and all drones come with a pilot of 3 already built in, so no need to buy that. Didn't feel like burning a ton of nuyen.gif to get level 4 pilots for all my drones. I can possibly program some of my own or buy them as time goes on, but right now I'm happy with the pilot 3.

I know that each individual type of drone requires its own pilot, but I've never seen anything like that indicated for Autosoft, so I figure that one targeting autosoft is good enough for all of my drones.

Fuzzy logic will be nice, but I just didn't have the resources to throw it onto all my drones. It is in my 'To Do' list. I don't have a mechanic DP in the teens just to look pretty.

P.S. Don't have to worry about burning time jumped into my drones. I can't jump into drones.

Edit: Yeah, the crash cart got put into ship expenses. I'd throw up the updated list of what is in ship equipment, but I don't have it on my laptop, it is on my home computer. My parents are visiting this afternoon, so may not be able to get it up until later tonight.

Ship also has a manservant and two beavers as ship drones (For keeping everything tidy and for hauling around our semi-ill gotten gains)
CollateralDynamo
Oh right, so I see. I thought I read somewhere that targeting autosofts were highly specific to both class of drone and class of weapon. Maneuver I recall as being keyed more to propulsion mechanism, and clearsight to the sensor suite. I can't find the rule right now tho, so I might just be crazy.
Karoline
QUOTE (CollateralDynamo @ Sep 25 2009, 10:27 AM) *
Oh right, so I see. I thought I read somewhere that targeting autosofts were highly specific to both class of drone and class of weapon. Maneuver I recall as being keyed more to propulsion mechanism, and clearsight to the sensor suite. I can't find the rule right now tho, so I might just be crazy.


I hope not. Getting all these drones in the first place is expensive enough on its own.
Karoline
Alright, here is an update of the ship gear.

[ Spoiler ]


Anyone have any suggestions for the last 10k? Perhaps an extra month of rations?
Marwynn
Great job, Karoline! (I now also have 'Sweet Caroline' stuck in my head.)

Run Flat tires for the two Contrails would be 1000 nuyen.gif. Yeah an extra month's worth of medium rations would be nice.

Hmm... we'll be using the two bikes rarely but will we be using them mostly in the cities? I thought perhaps an offroad bike would be better for us (note: I don't have ground craft driving so it's up to those who may use it).

I would've thought it'd be less for city driving, or at least paved road driving. The Yamaha Growler's only 500 nuyen.gif more.
Penta
QUOTE (Karoline @ Sep 25 2009, 08:52 AM) *
I can also just take out the bombs entirely and replace them with smoke grenades if you'd like. I got them mostly for affect.


Okay, you did - I'm absentminded today. I was up til 2 am studying, then got up at 8 for today. No need to take them out.

I'll answer arsenal questions when I get home - I don't bring my laptop with me to school, too easy to get distracted if I do.

Brief thought on the ship gear - from that last 10k...You have SatCom on the boat, spend the 1100 a month and get weather subscription.

It'll come in handy for you guys. I'm serious - If anyone has cyberpirates, read up on the Bermuda Triangle.
Penta
Oh, a brief thing.

Lifeboats.

You have two, one to port and one to starboard. They're useless for combat, so I won't stat them - they can hold, uncomfortably, 20 people each.

No, you can't take them out - they're required by every coast guard worth the name, they're basically armored *tubes* when not deployed, that hang neatly along the side of the ship, taking up no cargo space.

Figured I'd cover that for completeness sake, before anyone asks.
CollateralDynamo
Karoline, good work on the gear.

The last 10k should go to the weather service, perhaps bike upgrades, extra food is good (as long as it keeps). Maybe software of some type? Making our boat's node more defensible could be worth a few k investment.

And Marwynn, the reason I statted out the bikes the way I did is so that they can be ridden by anyone wihtout the pilot groundcraft skill. They have their own pilot and a maneuver autosoft, so as long as you stay in matrix contact with them they can do the driving. Nothing too fancy, but enough to get you to a meet and greet with a Jay. which I presumed would typically take place in the city.

If we want to swap out one of the two city bikes for an off-road bike I would be fine with that. I am just trying to think with a little "style" for when we engage in clandestine dealings.

Good work team! I look forward to the actual GAME part as opposed to the ACCOUNTING part....though accounting in SR is surprisingly fun...biggrin.gif
Marwynn
Ooh we missed the Weather Subscription thingy.

CD, yeah I like the style of course. Just thinking that most of the time we may not be going to well-developed ports. May just be a mis-representation on my part of the Caribbean League but pavement I think is fairly rare no? At least, where we may put to shore.

I say 5000 for more medium food, 1000 for Run Flat Tires, 1100 for Weather Subscription. Haha, forgot about the lifeboats, thank you generous GM!
budoka05
With the extra cash, let's go for the TacNet Software. It'll be a major benefit to all to any combat action that takes place by coordinating our shared information effectively.
MusicMan
Ammo dumps exploding are nothing but fun, especially if it's yours. Far too much shrapnel going everywhere for my comfort.

I'm still nowhere near convinced we need personal armor on the ship; but I'll shrug and move on if everyone else insists that we have it.

I'm also not really sure what good two bikes are going to be for us... we cant really transport anything with them and we can't move more than 2-4 people with them. If we all have to go somewhere or move alot of stuff.... fail.

If things get strange we can always stash our illicit gear into the smuggling compartment, I don't think that we need a dedicated armory for our illegal stuff, and we can toss the fake guns and the paint rounds into a crate.
budoka05
Alright chummers, let's give my character another look through! http://forums.dumpshock.com/index.php?s=&a...st&p=847713

Oh, and be polite.
CollateralDynamo
Hey, Budoka! Yeah, those skills make more sense for an ex-military man. Your other one left me with the "I am a psycho with a knife" vibe, but those guys are always fun too biggrin.gif.

There are probably other skills that you would have had to pick up, but when you get down to it, the military gives you so much training in basic that it won't translate perfectly into a build point system, so I think this is an admirable character. We'll be knifing buddies, it will be fun.
Marwynn
So he went AWOL after Crash 2.0... I'm guessing he picked up rudimentary training before then? Perhaps Automatics might be a better fit for you than Pistols. Assuming he went through basic, he was probably taught whatever assault rifle that military uses. Pistol 1, Automatics (Assault Rifle) 1 (3) would "fit" more, as a suggestion.

That also means you get to use alternative firing methods. Ideally if you can't sneak in, and I can't Imp Invis you closer or something, you're going to want to be flexible. And if it comes to a gunfight aboard a freighter you're looking at being out of range perhaps. Might make you a tad more flexible, and hey you may even get to like it. A good ol' Ingram Smartgun X will see you through, cheaply, and if you want a little more Stealth the P93 Praetor is fairly nice as well.
Karoline
Hmm, that's a good point about upgrading the ship's node. I figure between myself and the hacker we should be able to supply most of the defenses required, but buying a better firewall might be nice... Presumably as a vehicle the ship has a device rating of 3, and thus a 3/3/3/3 on system/firewall/response/signal (Though signal is boosted by the satcom).

Lets see, how about these additions:
10 more months of medium food 5000
month of full weather 1100
Firewall 6 3000
Corrected an error on the cost of the autosoft for the bikes which netted us an extra 2400
Upgraded both bikes to Yamaha Growlers 1000
Added the two stills back in (Got taken out of the list somehow) 400

This leaves us with roughly 1500.

As for why we keep the personal armor... much more for flavor than for any sort of DP type benefit. It means the tables and most of the furniture will be bolted down, it means the chairs will be the kind that stay in place no matter how much we get shaken around, it means everything will stay securly in place. It means the windows won't break, it means that the cabinet doors stay closed securely when we are being shaken around, same for the fridge and drawers. It basically means we have piece of mind that all of our stuff isn't going to be flung all over the ship every time we get hit with something.

Hmm, had a long rant here about getting extra stills to supply ourselves with water, but everything I can see seems to indicate that most large ships have built-in systems for cleaning sea water to make it drinkable and generally usable. I figure the stills still might be a good idea in case that ever breaks down, we can at least keep ourselves hydrated.

Edit: It took some prodigious data search skills, but I finally figured out that a 50' yacht tends to have about 10k liters worth of water storage ability. I figure a yacht four times as long should have at least eight times as much water on it (Since it is taller and wider as well as simply longer), which gives us 80k liters of water. It is a GM call as to if the ship can distill drinking water from sea water, or if we'll have to rely completely on refilling our tanks whenever we hit port.

As an interesting note, we use something like 200ish liters of water a week each when factoring in weekly cloth washing, drinking, toilet, hand washing, brushing teeth, 2 weekly 5 minute showers, and cooking/dishes. So with 10 of us that is 2k a week, so the ship would have enough water to last us... a rather impressive 40 weeks... I guess we can just rely on filling up on water when we are in port.

Edit2: The amount this would last us would of course go down while we have 'tourists' aboard, but I figure we'll never have them on board and then -not- hit a port again fairly quickly.

Edit3: Ah! I KNEW I was forgetting something. We only have 500 liters of fuel that come with the ship, which is only the original tank. We should buy the extra 500 liters to fill up the second tank.

Edit4: Diesel is currently set at 5 nuyen.gif a liter, so I'm putting the last of the loan into filling up the second gas tank as much as possible. Should be roughly 300 liters, which will give us something like a 2500 mile cruising distance before we need to refuel.
Marwynn
I was going to suggest replacing one of the Beavers for a Lockheed Vulcan and a Nautical Mechanic Autosoft, but I don't think we have the money. It'd be nice to have a dedicated maintenance drone. I don't know if we can just swap in a Nautical Mechanic toolkit and autosoft or buy them separately so that'll raise the price.

Question: Are Beavers what we need? Construction bots? I'm guessing it's for general lifting purposes but that seems rather pricey. Maybe 2 Manservants and a Vulcan?
Penta
Ladies and Gentlemen....In response to a request for info from CD, I'm going to put down pretty much what you know about your free fixer contact, Kevin Roberts:

This Irish-looking human male is like something out of a trid. Lean, cool, and unfailingly polite in bearing, this gentlemanly sort has been in the shadows for about 2-3 years; you've known him for about a year. He's distinctly mid-range in terms of the work he deals with; no obvious "higher loyalties". He specializes in work involving maritime activity - within that, though, all sorts of jobs cross his desk, from the (very rare) wetwork to data steals to extractions.

Acquisition and fencing, though, is where he really stands out: He has contacts that seem able to get anything, and sell anything, from weaponry to vehicles to identities to real estate, even SINs and licenses, something that might be explained by his extensive contacts in DC and Atlanta.
Penta
So far as water goes:

I'm going to rule that you need to head to port for potable water, usable for washing, drinking, cooking, etc etc etc. Especially in such massive quantities.

Water prices are currently 0.2Y per liter. Yes, that may be expensive. In the real world, Miami and basically all of South Florida is starved for water, something I don't see getting better.
Karoline
QUOTE (Marwynn @ Sep 25 2009, 07:38 PM) *
I was going to suggest replacing one of the Beavers for a Lockheed Vulcan and a Nautical Mechanic Autosoft, but I don't think we have the money. It'd be nice to have a dedicated maintenance drone. I don't know if we can just swap in a Nautical Mechanic toolkit and autosoft or buy them separately so that'll raise the price.

Question: Are Beavers what we need? Construction bots? I'm guessing it's for general lifting purposes but that seems rather pricey. Maybe 2 Manservants and a Vulcan?


I think it said that you could swap in a different autosoft and toolkit, with the presumption being that they have other standard models.

As for the Beavers, I figured they'd be able to do seriously heavy lifting (Like cargo crates) but we still might have trouble getting anything that large from one ship to the other. Manservants are only slightly stronger than the average metahuman for lifting I believe. Happy to hear if anyone else has a thought along these lines. I'll look over manservant and beaver and the other drones and see if I can't figure out how we would get anything big from one ship to another.

Oh, idea. A big old metal boarding plank?
Karoline
QUOTE (Penta @ Sep 25 2009, 07:45 PM) *
So far as water goes:

I'm going to rule that you need to head to port for potable water, usable for washing, drinking, cooking, etc etc etc. Especially in such massive quantities.

Water prices are currently 0.2Y per liter. Yes, that may be expensive. In the real world, Miami and basically all of South Florida is starved for water, something I don't see getting better.


Hmm, with the high (Read not free) price of water, it wouldn't take long for a small farm of solar stills to pay for itself. Well.. okay, like 30 weeks or something, but still, that might be a good long term investment.

Edit: Do we start with full tanks of water? (The water storage is compartmentalized into 1 tank per 1k liters)
Penta
Yes, you get full tanks of water.
CollateralDynamo
A quick thought on transferring things from boat to boat, we still have 6 sets of climbing gear, i'm sure we could rig up some sort of hoist with all those materials and that weird thing on the back of our yacht...if that is structurally sturdy....just a thought.
Karoline
QUOTE (CollateralDynamo @ Sep 25 2009, 08:00 PM) *
A quick thought on transferring things from boat to boat, we still have 6 sets of climbing gear, i'm sure we could rig up some sort of hoist with all those materials and that weird thing on the back of our yacht...if that is structurally sturdy....just a thought.


Oh, right, I forgot, we totally have a winch, which we should be able to use as an impromptu crane.

I'm fairly certain I dropped the climbing gear... Hmm, wow, I didn't... I should. The harnesses that come in climbing gear wouldn't be of much use in moving something like a shipping crate (even a smallish one), but some extra strength rope might. Could rig up a rope harness around the crate and attach it to the winch, and use it to tow it on board. This doesn't work so well if the boat we're stealing from is higher in the water than ours, but it should be something at least.

Edit: Some errors cropped up in my numbers when I was going through them. Not sure if they were my mistakes or an error from the numbers I took from the board, but they've been fixed. I suddenly find us 8955 over budget. I'm going to take out the extra month of medium food (Dropping us to 1 month medium and 1 month low), which brings us down to 3955 over budget. Next item to go was a beaver, dropping us to only 1 (Strongest guy gets to hold the other end of the cargo container wink.gif )

So, we're back in budget, and we'll have 45 nuyen.gif to hand back to our friend Mr. Roberts. We're so generous. biggrin.gif

Here is the loadout as I currently have it:
[ Spoiler ]


On a sad note we only have one tank of fuel, which limits us to 1600ish miles of cruising distance. I'm strongly considering taking out the climbing gear to give us an extra half tank of fuel. While the climbing gear would be useful for getting people up the stealth rope more safely, it would also make the process notably slower. I'll leave it to group vote on if we should sacrifice the climbing gear for fuel. I'd also like a group vote on if people think the beaver will be handy or not. Other than that, this will be the final loadout. We can buy more stuff for the ship as we go and find we need it.
Karoline
Since equipment for the ship is (nearly) finished, I'd like to move on to handling group finances. Now, I know there is some debate about what/if should come out of group pay before it is split, but I'm going to offer the following suggestion.

Any money made from any sort of theft, run, or whatever else makes us money will be handled in the following way: 1/4th goes to paying off the loan, 1/4th goes to a ship fund (Managed by whoever is in charge of the equipment, which is currently me). The remaining half is split evenly among the (surviving) crew members.

So, the first quarter and the last half should be fairly obvious (I hope), the big question then is what is the ship fund? Basically this is a fund that will be used to pay for repairs to the ship, replacement of (ship) equipment that is used, supplies, and legwork expenses. It will also cover mission specific items (A suicide drone or explosives for example). If the fund ever runs dry with pending expenses, the current mission division will first take up to half of the personal split, and then up to the entire loan split, and if still required, will take whatever else is needed from the personal split. If the ship fund goes bankrupt... well we're going to need to find a loan that we can take out against the ship, and that could be huge trouble since we already have one on the ship.

Please note that this format means that ammo, drones, foci, summoning materials, and all those sorts of things will come out of your own personal cut. If we find that someone is using a larger amount of resources than others, but is being more effective than others because of it, we may vote on either giving them a larger cut from the personal share, or having those expenses considered as ship expenses and taken out of the ship fund. What defines as being more effective is basically for group consideration. For example, if someone uses a bunch of grenades to take out half an enemy ship's crew, it is group vote on if that should be considered good use of somewhat expensive resources, simply excessive use of resources (in which case they don't get compensated) or just SOP (Standard Operating Procedure)

Hopefully this can satisfy both those people who want to just split the whole take down the middle, and those that want all expenses to be covered by the group. If the group would prefer, we can adjust it so that ammo, drones, foci, summoning materials, etc are included in group funds, but I personally think it is easier to just split the money and have everyone take care of it themselves than having everyone requisition the fund to replace ammo and such. Everyone is likely to be spending about the same amount anyway, so it is largely a wash.

Oh, and almost forgot, if you wish, you can put in a requisition for compensation for high value losses (Drone destroyed, gun lost in the ocean, lots of spirit favors used, etc). The group will decide if the expense should fall on the users head (Used the drone recklessly, dropped the gun himself, used favors friviously) or be reimbursed by the ship fund (Drone saved someone's life, had to drop it to catch the guy jumping from the other boat, got great value out of the favors).

Hope that sounds good to everyone. Also, we can adjust the percentages if people would like. Perhaps going 1/2 loan, 1/4 ship, 1/4 people to get the loan paid off quicker, or going 1/4 loan, 1/2 ship, 1/4 people to make sure the ship has plenty of cash on hand should something serious happen.
Karoline
Well, that turned out longer than I expected. Here is the quick version:

Cash from missions = 1/4 loan payment, 1/4 ship fund, 1/2 personal pay.
Ship fund = repairs, ship equipment replacement, new ship equipment, legwork, requisition.
Requisition = Group votes to pay for certain individual expenses.
Marwynn
Oh I just noticed something. We're paying an awful lot for Smartgun equipped LAWs. They're one-shot weapons. Are we sure it's worth it? They're meant to be disposable.

Also, to attack with a Missile's sensors we actually roll Heavy Weapon + Sensor. Smartguns don't factor in I think. Up to GM's ruling but it doesn't look that way to me, so that's 2000 right there.

The wording, however, can be taken to mean that you can choose NOT to use the Sensor package aboard a missile. So it'd be resolved normally.
Penta
QUOTE (Marwynn @ Sep 25 2009, 09:37 PM) *
Oh I just noticed something. We're paying an awful lot for Smartgun equipped LAWs. They're one-shot weapons. Are we sure it's worth it? They're meant to be disposable.

Also, to attack with a Missile's sensors we actually roll Heavy Weapon + Sensor. Smartguns don't factor in I think. Up to GM's ruling but it doesn't look that way to me, so that's 2000 right there.

The wording, however, can be taken to mean that you can choose NOT to use the Sensor package aboard a missile. So it'd be resolved normally.


...Not having had experience with heavy weapons, I'm going to defer to anyone that might have! Do LAWs -have- sensors, even, or is it just Mk I eyeball (or Mk II if they're cybered)?
Karoline
LAWs don't have sensors because they don't fire missiles, they fire rockets. Rockets are unguided and so don't require any sort of sensor stuff to mess with. Just a good old Agi + HW + Smartgun.

The smartguns are external, and thus can be easily removed from the LAW after it has been fired and slapped onto the replacement one we buy. We could possibly get by with fewer smartguns, but it is nice that someone could line up all five LAWs and fire them one after the other if it is really needed without having to worry about swapping out the smartguns. It also allows multiple people to have a LAW with smartgun at once.
Marwynn
Ahhh! My bad!

They use the Anti Vehicle ROCKET not missile!

So we fire them normally I guess. The question still is though, are the smartlinks worth it? (EDIT: Okay, good points. That's what I get for using 'missile' and 'rocket' interchangeably)

SR4A lists an AV Rocket as 1000 nuyen.gif and the LAW is only 750... quite a bargain.
Karoline
QUOTE (Marwynn @ Sep 25 2009, 09:58 PM) *
SR4A lists an AV Rocket as 1000 nuyen.gif and the LAW is only 750... quite a bargain.


Yeah, I noticed that and at first thought it was some kind of an error, but then I realized that a rocket launcher with rockets has several advantages over a LAW. First you can do extensive modification to a launcher, including things like airburst links (Which we could include with the LAWs, but getting five of everything gets expensive) and all those fun mods from arsenal. The rocket launchers also tend to provide the ability to launch several rockets without having to lug around a separate launcher for each one.

So yeah, LAWs are a great bargain, but they have their disadvantages. (Also they only fire AV rockets, which sometimes aren't as useful as the other kinds, depending on the situation)
milk ducks
Lookin' good.

-milk.
MusicMan
I vote we drop the climbing gear for extra fuel... and I'm sure everyone saw that coming.

I know we have at least two characters with a decent armorer skill, we can most certainly change out the smartgun systems on the LAW. Theoretically, we might be able to reload them if we can find the parts.


On that note, Penta... is it possible for us to reload our own bullets (that is, keep the casings and put the poweder and shot back into it by hand)? It's actually quite common for many shooters to do so (hell, I've done it several times), and the military operates its ranges on reloads. I also know that some marksmen use custom-tuned rounds (which is something I could see my char getting into). I haven't seen anything about reloads in the RAW...



@Budoka:
I like the edits, thank you.
Penta
Guns in the 2070s are, by RAW, caseless, hence reloads are impossible.
MusicMan
QUOTE
Guns in the 2070s are, by RAW, caseless, hence reloads are impossible.


eek.gif I missed that... Wow... that's... wow...

I need to go read up on this... the whole point of having magazine-fed weapons is built on the idea of a cartridge. Caseless ammo (or, at least, all the caseless ammo I've seen and heard of) has to be loaded directly into the barrel and you reload either via muzzle-loading or by changing out the barrels directly. Unless I'm disagreeing with them on what "case-less ammunition" is...
Penta
QUOTE (MusicMan @ Sep 26 2009, 01:11 AM) *
eek.gif I missed that... Wow... that's... wow...

I need to go read up on this... the whole point of having magazine-fed weapons is built on the idea of a cartridge. Caseless ammo (or, at least, all the caseless ammo I've seen and heard of) has to be loaded directly into the barrel and you reload either via muzzle-loading or by changing out the barrels directly. Unless I'm disagreeing with them on what "case-less ammunition" is...


Think of the old G3 assault rifle, I think that's what they were basing it off of.
Whizbang
Think I remembered everything

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