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Karoline
To be honest we have everything more or less covered. I think we're likely weakest in the area of magical support, as I'm fairly sure we only have one full magician.

I'm running as medic, and although I'm not specialized in it, Jane is basically amazing at anything linked to logic. Same goes for Demolitions, not sure if we have anyone particularly good at it, but Jane has over a dozen dice to throw at it with just dabbling.

I think one area that we are exceedingly well covered in is combat roles, both CC and ranged, though I don't know if we have any really long ranged types.
ravensoracle
Well I just sent a rough draft for a Frogman type character. Loaded him up with MBW 2 so that he can be plug and play if needed. Though If absolutely needed I can switch up to a Magic User for Additional Support.
bmcoomes
Well crap, I do cover long range combat. But as the team goes should I stick with the street sam then? I could whip up a mage sense it look like we need more. I do have a themed mage somewhere. Though he not as fleshed out as my street sam.
SleepIncarnate
No need, go with what you made. If everyone else agrees to more magical support, I can go that route. Have a few mage type characters kicking about in my backlogs.
Inane Imp
I'm stating my guy as Sailor first / General combat dogs-body second. So essentially as a 'Transportation' character. Expect me to be in the Zod smoking a cigarrette whilst you guys take down the ship. smile.gif (If all goes to plan that is, if it doesn't I get to be the guy who pilots the Zod in through enemy fire to collect you shot-up meatbags smile.gif ) Well, thats if I'm accepted - here's hoping.

Looking at the IC stuff so far (with an outsiders eyes). Another mage would definitely appear to be useful so that they can support one-another. One would expect the frogman type character to cover Demolitions from a practical point (as opposed to Jane managing it purely on smarts).

Other than that, one would expect a lot of overlap: to take down a ship without too much hassle you need to secure 3 areas pretty much simultaneously (or in very short order). Bridge (and communications centre), engine-room and whatever you are there for. If you allocate 2 men to each objective that is 6 combat characters. Plus 1 hacker, 1 rigger, 1 guy to look after the yacht, 1 guy to drive the zod and a support mage on the yacht as magical/astral back-up... I'm already at 11 guys.

Obviously you can do it with less by accepting risk in various areas. But somewhere around the 10 man mark, with a combat heavy focus works nicely. In terms of combat, I'd expect, onboard another ship your looking at medium range firefights (Shotguns, SMGs and bullpup ARs) and to protect the ship your looking at HMGs and LAWs/ATGMs (either in smart firing platforms, or fired by characters). So between the combat characters I'd expect a significant overlap of skills.

Edit: That being said, the recent rescue of that US Captain from pirates was initiated by sharpshooters taking out the guards from the quarterdeck of a US warship. So LR firesupport would also be cool.
Karoline
QUOTE (Inane Imp @ Jan 23 2010, 09:51 PM) *
One would expect the frogman type character to cover Demolitions from a practical point (as opposed to Jane managing it purely on smarts).


Should point out that purely by smarts for Jane is 13 dice in this case, so she does do a fairly good job if she needs to, but she lacks the equipment for it and the general desire to perform the task.

Similarly she has 19 dice in first aid, even though she wasn't really originally supposed to be the ship's medic.

Ah well, putting that logic 9 to good use.
SleepIncarnate
Yinglong


Stats
[ Spoiler ]



History/20 Questions
[ Spoiler ]
Inane Imp
QUOTE (Karoline @ Jan 24 2010, 04:52 AM) *
Should point out that purely by smarts for Jane is 13 dice in this case, so she does do a fairly good job if she needs to, but she lacks the equipment for it and the general desire to perform the task.

Similarly she has 19 dice in first aid, even though she wasn't really originally supposed to be the ship's medic.

Ah well, putting that logic 9 to good use.


Karoline - the way I see Jane from reading her, I cannot imagine her sneaking onto a ship and placing a bomb in the right spot to have the desired effect. I can imagine her working all that out and building the bomb; but, somebody else is probably going to have to sneak on, place the bomb and put the detonator into the explosive. That's what I meant between the practical and the smarts.
ntwi
Having someone else make the explosive charge and simply using it is that way I tend to look at it as well. Eric Gonzalez (Currently being looked over by Penta) knows just enough about explosives to take the linear cutting charge some else put together, spray adhesive on the door jamb next to the bolt, slap the charge in place, insert detonator and back around the corner before blowing the charge. Sure, if he had the technical ability he could make it on scene with a can of sprayfoam explosives, but it's often better to leave that in the hands of the experts. Just my 2 nuyen.gif.
MusicMan
QUOTE (Karoline @ Jan 23 2010, 05:30 PM) *
...I don't know if we have any really long ranged types.


That'd be my character.
Penta
Okay, 1200 EST update for today:

Inane Imp and Sleep Incarnate are the latest people to submit approved characters.

I really have no clue how the hell I'm going to fit everybody.

I'm still hopeful that the 3 remaining oldsters will return! However, if any of the other oldsters remember their email addresses, it'd be nice to have them, because I lost them, and I'd like to email with a poke. Especially since one of them was the XO. Mighty inconvenient for him to disappear.

For no karma but for my gratitude, I'd like one of the oldsters to:

1. Count how many people have posted up since things got moving again - how many newbies we're dealing with. Include BetaFlame in this count, please. I keep trying to, and keep losing count.
2. Email or PM me that count.

This will enable me to figure out whether we're breaking 12 players. If so, by how much. For those wondering how the ship's designed. In one of the BitW threads is a link to a Piloti Navi (some number I forget).

That's the RL ship we're using as a design-base, including for vital numbers like how many people it can fit. Inane Imp made the good point that most ships like this can have a pretty big crew. Like, in the 40s.

However! For the sake of my sanity, we're not going past 12 players at any one time. 12 players will in fact require help - someone stepping up as an assistant GM and helping me create the crunch, letting me focus on the story.
Penta
Some further stuff.

Okay...Oldsters, I'd still like that help conducting a census, but just at a glance I can tell that we're at at least 12 people when I count in the missing oldsters.

At least 12 people. Frankly, the sheer size of the group makes me amazed. (And, among other things, feel really good that my ideas can have appeal. My ego likes that.smile.gif)

Hence, I'm closing the door to new admissions - if you've already been in contact, you can ignore this. If not, well, my apologies; I'm only looking for people to be reserves now. There's just no way I can figure out how to make a game with more than 12 people proceed at a sane pace. If we prove to have more than 12 people already, I'll try to figure out a fair-ish way of figuring out who gets an open slot and who goes on reserve.

Also.

I'm looking for an assistant GM. You can be new or old, but I prefer that you be a player. If there were a job ad for such a thing, it'd mention 'no experience necessary'. It'd also mention the following:

You do not need to have a complete SR collection (I don't, though my PDF-collection comes pretty close....nevermind that it's inaccessible), but having a reasonably complete collection of SR4/SR4A stuff is pretty essential. Having more than SR4 stuff is a bonus that will be considered.

You must have a good grasp of the rules all-told: That will be your primary task. In a sense, I'm going to delegate the crunch side of SR GMing so I can focus on the cat-herding and story side (the story work, IMHO, increases exponentially once we get past 10 players.) I'll still probably do most stuff, but I can already tell I'll need help handling the load, especially during combat.

Yes, you may still have a character while doing this - for everybody else, we'll figure out ways to make sure it's fair.
---

What it requires beyond that:

Obviously, being around is essential. Preferably daily, but at least a few times a week.

If you have AIM or google chat, all the better - I'm on those pretty much constantly when I'm at home, and they speed up things by a lot. However, all I really require from anybody helping me GM is their email address.
---

What are the benefits?

Well, it's not like I can pay. But hey, you'll get the satisfaction of helping your fellow players, and there's a good chance I'll use you to bounce story ideas off of.

---
How to apply?

PM me. Include your email address. Tell me about yourself.smile.gif

When I've picked my assistant, I'll let everybody know.

***

On that note: This thread has reached 15 pages. At what point should I consider starting a new OOC thread, all? I'm not sure, and so I want to crowdsource the decision.smile.gif
ntwi
Eric Francis "Nemo"
Currently somewhere in the Caribbean (not onboard ship)

BIO:
[ Spoiler ]


Crunchy:
Stats
[ Spoiler ]

Skills
[ Spoiler ]

Contacts, Qualities and Resources
[ Spoiler ]

Cyberware/Bioware
[ Spoiler ]

Weapons
[ Spoiler ]

Gear
[ Spoiler ]
Inane Imp

Filipino Sailor (402BP)
Phil Molomolo
Human
Age: late 20s
Location: Conveniently, where-ever the ship next pulls in.


Background.
[ Spoiler ]


20 Questions.
[ Spoiler ]


Attributes: 220BP
[ Spoiler ]


Qualities: -30BP
[ Spoiler ]


Skills: Tot: 172P
[ Spoiler ]


Knowledge Skills (24Free)
[ Spoiler ]


Contacts: 22 BP
[ Spoiler ]

Gear: 18BP (86,040/90,000Y)
[ Spoiler ]


The last group of Gear - 'Purchased Gear' - is gear he's going to have to buy IC as I don't see him walking around with that sort of stuff, noting he is basically a legitimate character.
Penta
1215 EST 1/25/2010:

Okay, so.

I mentioned I was hunting for an assistant GM.

I'm not anymore.

3 people applied. All, surprisingly, newbies. Nonetheless, I definitely appreciate the volunteerism.

From among them, I'm picking SleepIncarnate - SI, email me please.smile.gif

With that, however, I'm going to make SI's bailiwick explicit:

It's purely "crunch". When it comes to world stuff, it's entirely my call. Where it's crunch/stat-related, I'll fall back on SI's thought-process, suitably explained.

Why I picked SI?

Simple, she presented the best grasp of SR4A crunch.

Notable mentions go to Inane Imp and bmcoomes, who also stepped up. Nonetheless, I had to pick *one*.

Despite all that, I'm going to lay out an important GM principle of mine: When in doubt, I crowdsource.

I am no stranger to researching til my eyes bleed. I can pull things from my ass with the best of em, when required. All for the purpose of bettering RP.

But one of the benefits of a group this big is the sheer variety of experience, and I intend to use it. It's my hidden motive for getting to know everybody: The better I know you, the more likely I am to know whose brain to pick when I have a question.
---

My email is freely available, as is my googlechat info (however, I accidentally deleted all but one person from here, ooops). AIM is also available (where I accidentally deleted everybody). Talk to me, please. I like to talk.smile.gif

---

On that note...CollateralDynamo and I talked just now - he'll be back soonish, and hence all we're missing is Whizbang and Marwynn from the original 8. If someone could raise them, it'd be greatly appreciated. If they don't respond by Thursday (I PMed them over the weekend), we move on without them - their characters will remain, just in case they return, but I won't wait to move the story along anymore.

---
With 6 players, and *counts* ...6 newbies, I can accept everyone if I expand to 12 people. However, in the event that the 2 missing folks return: 2 people will go on reserve, because I can see now that I will be going slightly nuts trying to work 12 storylines. 14 would be impossible. I'm going to aim to be fair on this, but my first goal is a cohesive group. If I can find a fit for you somehow, you're more likely to get the PM from me outlining "What happens ashore" while the ship is dealing with the Chantico's Bounty. If you don't get that PM, I'm not rejecting you, I just can't find a fit for you among the crew, and hence I'm holding you on reserve. Keep talking to me if you're still interested.

(On the other hand, if you decide for some reason that you don't want to be picked now, PM me with that, too, and I can easily put you on my reserve list.)

---
Some final housekeeping notes:

When we reach 20 pages on this thread (we're around 15 now), I'm going to create a new thread, for easier reading (as it can get hard going through 20 pages of thread). Please, if your character is on page 1, have a copy ready to post on page 1 of the new thread. If your character isn't on page 1 but you're picked, same thing! After all of the PC bio and sheet posts on the new thread, I will again post the stuff for the ship.

John
Inane Imp
Could you please include links to all Blood-in-the-Water related threads as well. I'm fairly certain I've read a third thread (this OOC one, the IC one and one other) but can't seem to find it. A single place to go for all of the links would be awesome.
Penta
Yeah, that's the chargen thread. It's not essential, but it is useful. I'll make a note to include a link to it when I post the new thread.
Penta
More blather, since I'm at school 2 hours early and have nothing that I can do.

I've picked the 4 people who'll be joining the crew regardless of who doesn't return. The other two people will either be joining to fill the slots left open by our missing people, or will be on reserve.

The people who'll be joining upon reaching port: SleepIncarnate, Inane Imp, ntwi, and BetaFlame.

The 4 of them will be getting a common PM from me once I get home from class tonight, outlining what happens off-camera in terms of recruitment, training, etc. (If Dumpshock let me PM multiple people at once, I would be doing that.) IMHO, it's less cool than the first meet, but I tried to keep some of the cool factor. Off-camera is the key word; to keep things simple, the camera will generally focus only on the crew.

Bmcoomes and ravensoracle, don't lose hope - you're on the reserves list. I just can't deal with 14 people at once. I wish I could, but I have a feeling it'd go badly if I tried. If slots open up, I'll tap you. Till then, please keep up with the threads.smile.gif
SleepIncarnate
As my first note of crunch GM-assist role, I'm asking all players of Adepts to PM me with their character's Magic rating and adept powers, one of the cooler changes (for players) in SR4A was a reduction in the cost of a couple adept powers (one of which is probably the most common one taken) and so you may have more power points to spend on new powers when you reach port (if penta allows, of course). Otherwise, my basic role will be pseudo-rules lawyer so asically I just double check number crunch stuff in case he misses it, and unless it's something major I'll just give reminders here and there. And we're all human and make mistakes, I always forgot the +2 bonus to all rolls in hot-sim until I reread that section of SR4 for making a TM so don't worry that I'll be "that player". And with that, let the fun begin.
BetaFlame
Sorry, I wasn't around for two days, I had an modem issue and had to get it replaced, but had to wait on my paycheck to deposit wink.gif

So, just to make sure, I am in, and we are joining up AFTER the current trial run, correct?

If any of you other players wanna chat about what is going on, or if you think I need to make any adjustments to skills and so forth to cover any blanks (like if Marwynn doesn't come back, I might need to change my skills around if it is okay with Penta) please message me and let me know. You can reach me on AIM at BtaFlme just about anytime. Just tell me your dumpshock name in the opening message so I don't ignore you off hand wink.gif

I'm usually invis on AIM, so even if you don't see me online, I might be lurking.
Penta
QUOTE (BetaFlame @ Jan 25 2010, 06:27 PM) *
Sorry, I wasn't around for two days, I had an modem issue and had to get it replaced, but had to wait on my paycheck to deposit wink.gif

So, just to make sure, I am in, and we are joining up AFTER the current trial run, correct?


Fair enough - thanks for keeping us informed.

You have it right. You're in, you'll be...Well, the PM will lay out the IC timeline a bit more firmly for the new players such as yourself. The end result though is that your character will meet up with the current crew *after* the current mission, yes.

My AIM...I'll let people know upon request, but as I'm more allergic to spam and the like, I don't like posting my screen name where any bot can see it.smile.gif

What I'm going to do (Class was all intro crap and ended early so I've had time to think): If Marwynn and Whizbang don't come back (though I really hope they do!), I will...Ugh, find some way to explain their absence that allows them to come back later (GM headbang: this is where SR really, really sucks...If a player goes missing you really have no options to explain a temporary absence, especially in a campaign like this!)...and slot in players to make up the numbers. I'm uncertain about allowing sheet changes - let me think about it some more.

What would be optimal, of course, is that Marwynn and Whizbang (whose profiles say they're around, but they aren't responding to PMs...Anybody know their emails?) return. That just makes things a thousand times simpler, for one thing.

If, of course, they don't, then we'll have to figure out something. I'm open to suggestions; the objective is to find a way to explain the characters' absence that is temporary and basically allows for them to come back with minimal problems if they get in contact again and decide to resume play. In a normal shadowrun campaign, you can just say they aren't available. In this campaign, that isn't quite so believable.

Hence, I'm going to lay down something: Port calls are an excellent time for everybody to review their availability OOCly. I have zero hard feelings if people need to bow out for some reason - whatever happens, happens. You're welcome to return later, even! But if you even think you may want to return, I really strongly advise working with me on an exit that makes a return believable with minimum stress. I can devise *something*, I just need your help to do so.
---

I'm going to nod sagely at SleepIncarnate. Everybody was supposed to have designed their characters with SR4A. But! To err is human, and I would be unsurprised if people accidentally spent according to SR4 rules when designing adepts. So I'm going to allow I one-time opportunity for any adepts to review their sheets and make fixes to account for that if necessary.

So, for everybody just skimming the thread:

1. SleepIncarnate is the Assistant GM for crunch-stuff. Aim all questions at me, but understand if she issues the reply.
2. SleepIncarnate, BetaFlame, ntwi, and Inane Imp are the new players who'll be joining the crew at whatever the next port is. (No I have not decided, stop asking!)
3. I'm waiting to hear from Marwynn and Whizbang. I will keep waiting until Thursday night, at which point we resume play regardless, and their characters fall under GM control until they come back, or they say they're not playing anymore, or something.
4. If anybody has their email addresses, I'd like those.
5. I'm open to suggestions on how to handle the characters of players who disappear suddenly or have to step back for a time.
BetaFlame
My suggestion for the characters that don't come back, let SI run them as NPCs for this run, then let them "retire". Maybe sealife wasn't to their likeing?

As for sheet edits, it would mostly be a skill swap to get Assensing since I would become the primary mage by the looks of it. Nothing major wink.gif
SleepIncarnate
QUOTE (BetaFlame @ Jan 25 2010, 09:36 PM) *
My suggestion for the characters that don't come back, let SI run them as NPCs for this run, then let them "retire". Maybe sealife wasn't to their likeing?

As for sheet edits, it would mostly be a skill swap to get Assensing since I would become the primary mage by the looks of it. Nothing major wink.gif


I dunno if I agree with this, as I don't like the idea of someone playing someone else's character, and being as I'm IRL in the military, I can understand sudden disappearances for a few days to a couple weeks at a time when it comes to the internet.
Penta
Another day with too much time on my hands. So I'm going to reply to BetaFlame and SleepIncarnate.

SI: It's an idea that I think raises hackles in most, if not all of us at first glance. Personally, I'm very...possessive about my PCs.

I can see BetaFlame's point, though. ICly, it's just on the verge of combat. They've both posted as being aboard, so it strains belief to suddenly presume they're not there when the time comes for them to, well, do what they were hired for.

Nor does the campaign structure, being at sea and all, really allow for temporary absences. (In a normal shadowrun campaign, one could just say, I dunno, they somehow couldn't make it to the meet. Harder to explain an absence mid-run, which is basically the situation here.)

I can understand sudden absences, too. I've reached out to both Whizbang (he helpfully has an email address posted on his member profile, who knew?) and Marwynn (through the send email function in the member profile) to query them about coming back to play. Whizbang, though, hasn't been about since October sometime if his profile is accurate. (Meanwhile, Marwynn was around an hour ago according to the same profile. Hm.)

I'll never penalize a player for having RL happen to them - hence why my idea above, what I was looking for suggestions on, was to find a way we could explain *temporary* absences....IE, ways in which someone could be absent due to player not posting suddenly, but not be dead/deserted/whatever, and come back without penalty ICly or OOCly. While they're gone, we still need to explain the absence.

It's especially knotty in this case because: A. They posted being about...Then suddenly they're not here. B. There's no really believable way they could not be there in the span of time which elapsed.
---

So, my thought is to not decide at the moment. I'm giving Marwynn and Whizbang another 36 hours (til noon EST on Thursday) to speak up before I post the cutscene of the Fedallah's (or the Zodiac's) approach to the Chantico's Bounty, and the combat begins. If they don't speak up by then, I'll figure something out.
CollateralDynamo
Alright you primitive screw heads, your XO is back in the saddle.

Sorry for the delay, I counted this game dead and wandered off, now I have a bit of catching up to do. Good to see new people coming aboard! And I guess its time for me to look at that IC thread we got going.
Penta
That'll teach you not to count dead anything I run til I officially call it and draw up the death certificate.smile.gif Damn things may stay on life support for ages, but they tend not to die without me doing something to kill it.
SleepIncarnate
Alright, for myself and the 3 other new players (BetaFlame, ntwi, and Inane Imp), rather than have penta try and do all of this interaction with us one at a time via PM, I've set up an IC thread for just us until the main team gets back to some kind of dock. It'll make things easier on penta, and allows us to get some In Character interactions going as well. The link is here:

http://forums.dumpshock.com/index.php?showtopic=29633

I've compiled 4 posts there already for us, the first being the standard IC posting rules from the start of that thread, plus the post a few pages in where penta introduced us to all the instructors. Third, I've added the message he sent us all individually, and finally the post from this thread he linked us to in the message, discussing all the positions on the ship. As I listed there, I'll wait until tomorrow to do my own IC bit, I just got home from a long day, want to have some dinner and play some Mass Effect 2 before going to bed shortly, so have at it.
Penta
I applaud SI's initiative - I may post something up there before she does, but anyway.

Yes, temp thread for the newbies is a good idea. I initially intended to handle it totally off-camera, without RP, but this is actually a better idea.
BetaFlame
I'll be posting something tomorrow.

I got a beating at work today. Sales job in a call center. High stress.
Penta
I knew I forgot something.

I talked with Whizbang today. He'll be back with us eventually, just has RL issues (including a broken computer) to get through.

So all we're waiting on is Marwynn.
Inane Imp
Doh, serves me right for replying to the PM without checking the OOC thread. Penta ignore my quick and dirty PM about the training (although if you spot any significant problems let me know); I'll cover it in the IC thread.

Edit: quick question. We're getting the same set of instructors as the old hands?
ntwi
nyahnyah.gif People with initiative. Fine, make me rewrite what I had typed out while at work. I'm looking forward to it though, I had been hoping for the chance to interact with the other new characters but hadn't thought about creating a new thread.
Inane Imp
QUOTE
A word about speeds

Please note: The max speed of your ship, without redlining, is 14 knots. (Fortunately for you, most freighters top out at 12 knots!) Cruising speed (which is what I calculate fuel consumption off of) is about 12 knots (80% of top speed), and if you go faster, you drink more fuel. You can go up to 120% of top speed if you redline the engine, but if you redline, you will almost certainly damage the engines.
ote
These numbers are temporary until I can do the math to convert the "Speed" listing of the H&W Classique III (you'll recall that that ship's our stat base for the yacht) into knots (a knot, for reference, is 1 nautical mile per hour). No karma if you do it for me, just a thanks.


Vote for adjusting the temporary numbers.

1 nautical mile, is (without going into cartography) 10 cables, each cable is 200 yds. 1 metre is 0.91? yards, 1 nm is 1.852 Kms.

Speed in knots = Max speed in m/combat turn * 20 * 60 / 1000/1.852
Vessel speed = 35 * 20 * 60 / 1000/1.852 = 22.68 Kn

Crest speed = 51.8 Kn. Which is about right for a high-speed jetboat, ridiculously fast for a ship's boat when weighed down with an angry and heavily armed boarding party. (30 Kn is probably a good ballpark figure).

This is important because in a stern chase with a merchant vessel (12 Kn ) that spots you on the horizon (12 nm+, it depends on the height of the radar set, the size of the object and atmospherics - you guys did buy an atmospheric sensor for the ship, right? smile.gif, of note visual horizon is almost always less than radar ) it will take you 6 hours to overhall it at 14 Kn. Which is more than enough time for an Azzie air patrol to catch up with you and give you a bad day (one must assume that since half of all ocean-born traffic bound for Aztlan passes through the Caribbean they are patrolling heavily). At 22 Kn that same solution takes you 72 mins.

I'd leave cruising speed at 12 knots though.

On that note, can my character skip his Navigation lessons. wink.gif

Also, what hull did we design the ship's Zod off? I can't work out its stats?

Edit: Ooops, I copied my formulars accross wrong. They're good now.
ntwi
I believe the stats for the Zodiac were created from the general dataset of vessels and ships, rather than modifications of a specific vessel. They seem like reasonable numbers to me for the style of boat it is.

While I agree with your ~22 knot speed for the yacht, I would tend to place the cruising speed a little bit higher than ~12, although we are talking about a 50m yacht here. 30-35 knots seems like a reasonable speed for the zodiacs though, even when fully loaded. Your numbers in regards to a stern chase situation don't bother me, as if a vessel turns tail and runs the first time it see's an unknown blip on radar, it's never going to get anywhere. If they see a yacht anchored near a remote island with a inflatable zodiac nearby and a dive flag up, I don't think it would raise too many questions. I think the key to our operations will be gaining the intel to be waiting for the vessel before it arrives. (There are so many more options when you ambush someone)

That being said, one of the drones we should look into acquiring is one of the "Stormcloud" line. A small balloon hovering 1km or so up will not have much of a radar signature, and yet even passive sensors up that high can give us far more information than shipboard ones. Put innocent active sensors on it, like a doppler radar for weather (and ships) and it will give us that eye in sky for early warning.
Inane Imp
Actually a Stormcloud sucks for nautical work. Stormclouds have a max speed of 16.2 Kn. Google reveals that the average wind velocity in the Caribbean is usually above 10 Kn. Which means that into the wind they can only make good 6 kn on an average day (for a lot of the year they're going to have difficulty just maintaining station). This effectively ties your movement to the wind whilst you've got it up. Compare a rotordrone (64 Kn) or a Dalmatian (78 Kn): both can have the same sensors but arn't reliant on the wind.

The downside is that they have less time in the air (or you soak up valuable resources to do it); you can counter that by having them scouting along your planned track, focussing them on where your likely to spot incoming targets (at 20 Kn a ship catching up from abaft the beam has to be going very fast to close you at any speed). If you get two and your willing to work your crew hard, you can set it up to have 1 in the air at all times. Especially since if all your doing with them is recon you don't need a dedicated rigger looking after them: a decent command program will be more than enough.

If you really wanted a Stormcloud though, you could fit a Winch to your ship and tether it. That would work.

The place Stormclouds would be useful is sitting off the coast whilst your waiting for a ship to depart (or arrive). In this scenario your not overly concerned about your rate of progress more about simply having an asset in the right place over a long period of time.

Tl;dr - Stormclouds good for static recon; VTOL drones good for mobile recon.
CollateralDynamo
Wow, the new kids are doing calculations we never even wanted to think about. I guess once we have handled all the nitty gtritty stuff like survival gear, they can worry about wind-speed velocity and the differences between nautical miles and knots. nyahnyah.gif

You kids keep at it, I just hope you don't have problems following COMMANDS!
Inane Imp
You want, I can tell you the basic formular for working out the horizon of a radar set. nyahnyah.gif
SleepIncarnate
QUOTE (CollateralDynamo @ Jan 29 2010, 01:55 AM) *
Wow, the new kids are doing calculations we never even wanted to think about. I guess once we have handled all the nitty gtritty stuff like survival gear, they can worry about wind-speed velocity and the differences between nautical miles and knots. nyahnyah.gif

You kids keep at it, I just hope you don't have problems following COMMANDS!


I'm a runner, of course I have problems following commands.
SleepIncarnate
IN regards to the Assensing in IC, rolled 6 dice got 1 hit. Used the dice roller you find the link to from here: http://www.tlucretius.net/Shadowrun/sr4/Links.html Don't have physical dice with me while I'm home for the next few days so will hafta use it, and sadly it just lists number of hits rather than the roll, so, yeah. Shoulda brought dice. Ah well.
ntwi
With a sleep regulator, I’m going to guess that they will cut his sleep time from 4 hours to 2 hours, giving him 17 hours of training per day. I’m also making the guess that the position training hours are per day while the common course and elective hours are one time shots.

17 hours per day
Daily Courses:
3 hours Marine Officer
4 hours Navigation Officer (Not the full course but a specialized variant dealing with underwater, quiet (no active sensors, passive only) and/or tactical navigation.

10 hours remaining per day for 7 days = 70 hours

Common Core: 25 hours
2hr Basic Military
4hr Damage Control
4hr Firearm Care (Trying to find a simple/cheap way to transport/carry weapons underwater and shoot them without problems out of the water afterwards [according to the rules there are no problems, but it’s something that I see Nemo doing])
2hr Intro to Carib
2hr First Aid
4hr Magic for Mundanes
2hr Watch standing
4hr Psychological Wellbeing
1hr Flag Recognition

Electives: 46 hours for the following.
4 Ship Combat
8 Drone usage
4 Sabotage
6 Explosives Sabotage

4 Pilot
4 PoliSci
4 Flora and Fauna
6 Spanish
6 Portuguese



As long as the plan is solid, Nemo will have no problems executing it in a professional and military fashion. And hey, I've got 0.225 essence left, there is still man in there somewhere nyahnyah.gif Stinkin magic users and their "purity of soul"
Inane Imp
You can get Invisible castle to show the dice rolls themselves.

QUOTE
4 hours Navigation Officer (Not the full course but a specialized variant dealing with underwater, quiet (no active sensors, passive only) and/or tactical navigation.


My understanding was that the Nav Officer training was Nautical Navigation: how to navigate a ship, Rules-of-the-Road, chartwork, astro-nav, GPS theory, relative velocity, tide theory, basic meteorology etc. Underwater Nav - as I understand it - would be covered in Advanced SCUBA (although one assumes your using UCAS Diver's BA sets, so rebreathers and min-magnetic rather than the loud, mainly metal and lots of bubbles civilian SCUBA sets).

My timetable.
0030-0600 Sleep
0600-0700 Morning PT (7 hrs total)
0700-0800 3S's and B'fast
0800-1200 Forenoon Classes
1200-1230 Lunch
1230-1530 Afternoon Classes
1530-1630 Self Defence Training (7 hrs total)
1630-1930 Dogs Watch Engineering Training (21 Hrs total)
1930-2000 Dinner
2000-2359 First Watch Classes
0001-0030 End of day routine

This is based on the assumption that while you may be able to push people that hard with 4 hours sleep for 4 days and expect them to retain anything you tell them, you absolutely cannot do that over 7 days. By about day 5 they're zombies, who won't retain anything for more than the time it takes to pass the exam (thats if they're awake during the exam).

15 hours remaining per day for 7 days = 105 hours

Common Core: 27 hours
2hr Basic Military
4hr Damage Control
4hr Markmanship
2hr Firearm Care
2hr Intro to Carib (Oh yes, this will be fun)
8hr First Aid
4hr Magic for Mundanes
4hr Psychological Wellbeing (this one is going to be less focussed on life at sea and more on 'inner demons' I think.)
1hr Watch standing / Flag Recognition (I'm assuming he sits a test and then thats over and done with)

Role: 45 hr
8hr Navigation Officer (Converting his merchant nav skills to naval nav skills, so assuming half time for this course)
21hr Engineering Officer
8hr Boats Officer (Throwing the same type of Zod as the ship has around the Chesapeake, pulling its engine apart etc)
8hr Marine Ops (He sits in on this more because he needs to understand what they're doing, to support them as much as he is able)

Electives: 33 hours for the following.
4hr In-Ship combat tactics
2hr Piloting 101 (the Fedellah, ship handling theory is universal - this will give him familiarity with the system and how she behaves, nothing more)
8hr Piloting 101 (focus on Aerial Drones)
8hr Drone tactics
7hr Self-Defence
Penta
Guys:

As I promised, a bit more explanation from this morning...

My dad is in the hospital. They have no particular idea what the hell's wrong with him, but needless to say, I'm off my rhythm severely.

I'll look over the sheets tonight, that said.
SleepIncarnate
I'm finding the schedule Penta made for us fine for Yinglong, though some classes will be altered or not attended. As a mage, she won't be doing Magic for Mundanes, and instead of rifle training they'd focus more on small arms and maybe automatics for her. Military culture would be a breeze and just be Navy/Marine style. And I'll move us forward to the base in a bit, gonna give BetaFlame a chance to post before I do so.
ntwi
Using the handy dandy radar sensor to get an idea of the cyberware intalled on my comrades.


http://invisiblecastle.com/roller/view/2389378/


That gives me 1 hit which is enough to see standard cyberware, and guess what, I don't think there is any.... One Sam and three people with no cyberware, he feels a tad out of place.
BetaFlame
I'll be posting this evening. Sorry, work called me in for OT yesterday, and my mother in law is in town too.

Penta, I hope things work out okay for you :\
Penta
So far as my dad goes:

He's okay, he's in good spirits..they just have absolutely no clue what's wrong with him.

So far as game goes:

The sheets look okay.

I'll update the newbiethread after everybody's posted...And the main thread once people actually post...
BetaFlame
I wasn't sure exactly how much time we would have, and I did my schedule ICly, if you need something more exact, I can do that too.

0030-0515: Sleeptime
0530-0630: PT
0630-0700: Breakfast (Is there Haggis?)
0700-1130: Morning Classes (Starting as Basic Military, will move to Marksmanship, then Firearm Care, Flag recognition.)
1200-1230: Lunch
1230-1300: Powernap
1300-1730: Afternoon Classes (I'll do my swim test on the first day, then take Intro to Carib, then Watchstanding on the following days. After watchstanding, )
1730-1800: Dinner
1800-1830: Evening Classes (Classes with Estaban. Hopefully for the duration of the stay. I know little of Voodoo, and need a primer on Blood Magic to seperate what I learned from gossip)
Penta
A half hour is too short for evening classes. Basically, the class periods are blocks - they can release you early from a class, but more likely they'll just push on into more detailed stuff.

I'd prefer something more exact for my OOC consultation. Otherwise, see my IC response.
BetaFlame
I think I actually mistyped the time, since I was looking at the dinner notes at the sametime. It should be 1800-2130. Same three hour block.
BetaFlame
I have the sudden urge to summon a spirit with the Movement power to complete the 2KM run in about a minute and a half.

If I didnt think I would get shot.
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