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Dumori
I know that feeling quite well.
Penta
Quick note: The bit about gratis equipment is my covering line for any gifts your characters may stumble upon, or stuff given to cover possible OOC oops I noticed over the last few days.

...On that note, my notes scare me. I really did scribble down a capsule description, in full jargon, of how the op was funded. I watch too much CSPAN...None of you will ever see those notes, but still. I felt it worth mentioning.
Minchandre
First thing's first: fazzamar, I asked a Russian friend of mine, and she said that while the curses were translated correctly, "shit" and "damn it" aren't completely equivalent in Russian. She recommended this article. Боже мой ("Bozhe moi!") is also fairly appropriate as an exclamation. It means "Oh, God!"

On to, you know, important stuff, I think that a training raid is a good plan. It'll help us work out some kinks in our MO and stuff.

Training, I'm not sure. Universal courses on UCAS military protocol, ship's operations (including piloting, fixing stuff, maintenance, etc), and ocean safety might be a good idea.

Language courses, like in BitW, are also probably good. Everyone needs to be able to speak at least a tiny bit of Spanish, though I guess you can always call up a Level 0 translator autosoft off the Matrix if you need it.

Beyond that...I'm not sure. We had a generous enough chargen that everyone should be an expert in their own field. Maybe some good basics: weapons training, unarmed combat, basic hacking, combat piloting...magical lore training? Maybe some geopolitical overviews of the Caribbean? I know that my character, at least, doesn't know her Barbados from her Cuba.

By the way, I forgot to roll starting cash for Cherry. 4d6+3=17. 17 * 500 = 8,500:nuyen:. Not bad at all smile.gif
Faraday
QUOTE (Minchandre @ Jun 12 2010, 05:59 PM) *
Beyond that...I'm not sure. We had a generous enough chargen that everyone should be an expert in their own field. Maybe some good basics: weapons training, unarmed combat, basic hacking, combat piloting...magical lore training? Maybe some geopolitical overviews of the Caribbean? I know that my character, at least, doesn't know her Barbados from her Cuba.

By the way, I forgot to roll starting cash for Cherry. 4d6+3=17. 17 * 500 = 8,500:nuyen:. Not bad at all smile.gif

Nor mine. I also didn't roll starting cash, but I'm not entirely sure how one would roll cash for a spoofed lifestyle. grinbig.gif

I'll just play it by ear and assume low lifestyle. Starting Cash: 3d6=18, amazingly. Hope I'm not jinxed by that one. 18*50=900 nuyen.gif
Xahn Borealis
I didn't buy lifestyle, as Penta said we could live off the boat. I'll assume low lifestyle, too. 5d6=11. So, 550¥. Not bad.

Also, I'd like to apologise to Minchandre for ogling your character. And on fazzamar's behalf as well. I'll try not to hit on her.

As for the TARDIS, it's more than 'bigger on the inside'. It's dimensionally transcendent. So there. I also promise not to make the Quicksilver's node play the gorgeous 'vworp vworp' sound. At least more than once.
Penta
Yeah, roll starting nuyen as if low lifestyle if you're going with the boat as lifestyle option.
Digital Heroin
Salt, like any good Navy man, is thoroughly and completely broke after time ashore.
Minchandre
QUOTE
Also, I\'d like to apologise to Minchandre for ogling your character. And on fazzamar\'s behalf as well. I\'ll try not to hit on her.


Trust me, she didn\'t notice. Nerd-dom transcends all genders, creeds, and nations.


QUOTE
Salt, like any good Navy man, is thoroughly and completely broke after time ashore.


Cherry\'s loaded from a patent she owns, but God help her if she knows what to spend it on. She\'s been in the Army her entire adult life.

EDIT: Penta, requesting permission to change Knowledge: Scifi Trids 1 to Knowledge: Hedy Lamarr 1. I had some fun thoughts on the plane (Hedy Lamarr (yes, that one) invented the frequency hopping scheme that is the basis of modern wireless communication.)
Penta
Eh, granted.smile.gif
fazzamar
In regards to the gratis equipment, Nik doesn't have a lot of wants, so other than possibly a sorcery library or perhaps some spirit binding materials.

About the training bit, I'm pretty flexible, so whatever you think will be fun for us as players.

Also, Minchandre, I'm apologizing now as well for the attention that Cherry is going to get from Nik. The checking her out won't come up as much anymore, but the fact that he is biased against women, considering them to be the fairer or weaker sex, fortunately it's only a minor bias so it should only come up in his thoughts and a little bit in his actions. So please don't take it personally. Don't feel bad, I'm going to have to deal with someone else's prejudice too, cause there's someone with a bias against magic in our group.
Xahn Borealis
QUOTE (Penta @ Jun 11 2010, 07:47 PM) *
Mmm. /me thinks briefly.

It'd be a very tight fit and sort of awkward, you'd have to pack really carefully, but I'd allow it this once.



What about 10 rounds of caseless holdout SnS ammo in a small smuggling compartment?
Xahn Borealis
QUOTE (fazzamar @ Jun 13 2010, 04:22 PM) *
I'm going to have to deal with someone else's prejudice too, cause there's someone with a bias against magic in our group.



"Magicians lost me my arm, my career and killed my CO!"

Don't worry, though, he's only as biased as you are. biggrin.gif
He'll assume you're reading his mind constantly, refuse to shake your hand, but otherwise simply think hostile thought about you.
At least, he will, when he finds out you're Awakened. Speaking of which, when are we doing the IC introductions, then?
fazzamar
QUOTE (Xahn Borealis @ Jun 13 2010, 11:59 AM) *
"Magicians lost me my arm, my career and killed my CO!"

Don't worry, though, he's only as biased as you are. biggrin.gif
He'll assume you're reading his mind constantly, refuse to shake your hand, but otherwise simply think hostile thought about you.
At least, he will, when he finds out you're Awakened. Speaking of which, when are we doing the IC introductions, then?


I'd imagine we'll get to IC intros really soon...
Penta
QUOTE (Xahn Borealis @ Jun 13 2010, 10:52 AM) *
What about 10 rounds of caseless holdout SnS ammo in a small smuggling compartment?


10 rounds, you could probably just put that in a pocket.

Once you guys elect (or if nobody steps forward, have appointed) a CO, XO, and purser while outside, we'll board the boat and go to breakfast with the trainers, which is where we can do introductions. The posts for that will happen Monday-Tuesday (24-48 hours from this post); I'd still like to see if more of the people who'd signed up for the campaign show up, hence I want to allow all of this weekend for them to post in and show up as players, because once you guys board the ship, they've missed the boat (pardon the pun). We had 11-13 in chargen; We have (by my count) 6 now, with no explanation as to the other 5-7 as to what's going on, at least not from them. I'm not angry or anything (though I will confess that it's kind of annoying), but it does confuse me...And like when this happened with Blood in the Water, make me wonder why it's happening (with all the associated (admittedly narcissistic) worries that "It's me that's the problem, I suck" and stuff; not healthy, not rational, but I do it anyway, can't help it). I know chargen went extremely long, but some comment, even just a note dropping out, would have been nice if that was the intent, especially for those who still post otherwise on Dumpshock. For future reference: If you have to, or just want to, drop out, whenever that is, please give me some warning if possible. It's only polite. If you want and ask, I can write things for a temporary absence, or if you want I can just kill off the character. No hard feelings from my end, but (again) it's really about being polite and not leaving me wondering.

I'll see how breakfast goes, but my vaguely-formed plan is to have 3-5 days for mealtime chatter posts and stuff, and on Friday skim past the rest of what I'll call "inprocessing", into introducing the quarters, and then gathering everybody for the reading of orders and stuff before training begins. That should take either one big post or multiple smaller ones, we'll see how my muse goes, but that should all happen on Friday. I'll then, next weekend, post the training stuff, and you guys can then handle that while I (among other things re this campaign) finish up (or at least figure out the basics of) the details on your first target. We'll then do a quick meeting to finalize cover, how to divide takings (after the government takes their share), etc., before the ship docks in Cape May (on that next Monday), and then I'll give out karma (yes you get karma for the training phase - for good RP only, since there isn't much threat) and we'll have a brief shore phase before we set out to hit the first target. The timeline can be shortened or lengthened, but this is my rough plan as of right now.
Penta
After all that:

I'm going to really regret this, I suspect, but I was just going over character sheets, and I realized some of you made what seem like possible errors of facepalm-worthy extent. Not to pick on anyone, but (purely for example) Fazzamar's character doesn't have what would ordinarily be regarded as an essential skill, and I'm not entirely sure if that was a conscious choice on his part. Hence I want to give the benefit of the doubt, especially since we just started.

So...While I'm not saying "go back to chargen", if you guys want to correct possible errors like that (and as a consequence redo your sheets), talk to me privately within the next few days and we'll go over what you perceive as errors and what your proposed revised sheet looks like. Note that this doesn't include backgrounds, and is meant for minor fixes only. We'll keep the RP moving while this happens.
Xahn Borealis
QUOTE (Penta @ Jun 13 2010, 05:44 PM) *
I'm going to really regret this, I suspect, but I was just going over character sheets, and I realized some of you made what seem like possible errors of facepalm-worthy extent. Not to pick on anyone, but (purely for example) Fazzamar's character doesn't have what would ordinarily be regarded as an essential skill, and I'm not entirely sure if that was a conscious choice on his part. Hence I want to give the benefit of the doubt, especially since we just started.



Does this include me?

Also how many rounds could I fit in my small smuggling compartment? It's just in case I'm searched, the same reason I keep the Fly in my synthetic cyberarm's compartment.
Penta
It's your choice. I mean for it to be used to fix errors, not make tweaks/optimizations, but it's on you guys to approach me.

So far as the smuggling compartment: If it's the one on pg 342 SR4A, it gives no clue how big it's supposed to be. It may depend on where it is. As a temporary ruling, I'll say 12 rounds of SnS is a max for holdout rounds.
Faraday
QUOTE (Xahn Borealis @ Jun 13 2010, 08:59 AM) *
"Magicians lost me my arm, my career and killed my CO!"

Don't worry, though, he's only as biased as you are. biggrin.gif
He'll assume you're reading his mind constantly, refuse to shake your hand, but otherwise simply think hostile thought about you.
At least, he will, when he finds out you're Awakened. Speaking of which, when are we doing the IC introductions, then?

Out of curiousity, what's his feelings towards adepts? I didn't note it on his bio, but Roger is probably only somewhat aware of his Awakened state. >.>
Faraday
QUOTE (Penta @ Jun 13 2010, 09:33 AM) *
Once you guys elect (or if nobody steps forward, have appointed) a CO, XO, and purser while outside, we'll board the boat and go to breakfast with the trainers, which is where we can do introductions. The posts for that will happen Monday-Tuesday (24-48 hours from this post); I'd still like to see if more of the people who'd signed up for the campaign show up, hence I want to allow all of this weekend for them to post in and show up as players, because once you guys board the ship, they've missed the boat (pardon the pun). We had 11-13 in chargen; We have (by my count) 6 now, with no explanation as to the other 5-7 as to what's going on, at least not from them. I'm not angry or anything (though I will confess that it's kind of annoying), but it does confuse me...And like when this happened with Blood in the Water, make me wonder why it's happening (with all the associated (admittedly narcissistic) worries that "It's me that's the problem, I suck" and stuff; not healthy, not rational, but I do it anyway, can't help it). I know chargen went extremely long, but some comment, even just a note dropping out, would have been nice if that was the intent, especially for those who still post otherwise on Dumpshock. For future reference: If you have to, or just want to, drop out, whenever that is, please give me some warning if possible. It's only polite. If you want and ask, I can write things for a temporary absence, or if you want I can just kill off the character. No hard feelings from my end, but (again) it's really about being polite and not leaving me wondering.

This happened to the last game I was in, about half the players just up and disappeared. Don't worry, though, I'll stick around. wink.gif
Minchandre
QUOTE (fazzamar @ Jun 13 2010, 09:22 AM) *
Also, Minchandre, I'm apologizing now as well for the attention that Cherry is going to get from Nik. The checking her out won't come up as much anymore, but the fact that he is biased against women, considering them to be the fairer or weaker sex, fortunately it's only a minor bias so it should only come up in his thoughts and a little bit in his actions. So please don't take it personally. Don't feel bad, I'm going to have to deal with someone else's prejudice too, cause there's someone with a bias against magic in our group.


I honestly don't mind; it's a game. I kinda invited it by making a female character in a mostly male group, and noting that she's pretty. I was actually kinda looking forward to having Cherry deal with the sexism of those of her peers who care - intergroup conflict is fun!

Also, Penta: I've noticed that almost all PBP games tend to undergo attrition in the early game. At least here it was during the first month of chargen rather than during the first month of gameplay, leaving holes in our crew.
Penta
My view on intragroup conflict OOCly: It's all yummy so long as it stays low-level. The training cruise is a great time to expose (and maybe work towards resolving, or not) such rifts. However, it better stay IC, and stay low-level. You guys can separate IC from OOC, I presume. The moment you can't is the moment I come down with hammers. So far as low-level, I'd really rather it not devolve into actual full combat.

The view of your trainers ICly: It's inevitable to a degree, but not to be encouraged. They'd work to resolve it, though I'm unsure how they could.

So far as attrition: Your point is well-taken, Minchandre, and I can see your POV. It's still annoying, though, especially given the lack of anything sent my way.
Xahn Borealis
QUOTE (Faraday @ Jun 13 2010, 08:26 PM) *
Out of curiousity, what's his feelings towards adepts? I didn't note it on his bio, but Roger is probably only somewhat aware of his Awakened state. >.>



I'm not sure even he knows. As long as he's sure you can't have any magical effect on him, like a spell, he probably won't mind. Where is your bio? In the recruitment thread?

Also, what if someone PMed the missing members?
Penta
PMs would be welcome, but I already emailed a good number of em already. I'm not sure it'd help.
Faraday
QUOTE (Xahn Borealis @ Jun 13 2010, 03:49 PM) *
I'm not sure even he knows. As long as he's sure you can't have any magical effect on him, like a spell, he probably won't mind. Where is your bio? In the recruitment thread?

Yeah, no clue where it is in there though. That thread is way long, I'll just put it here.
[ Spoiler ]
Xahn Borealis
How about everyone else? Chars and bios here?
Penta
You don't have to put them here. What I really don't want is for sheets and bios to be spread across the thread willy nilly.

Next post out of me (I'm just about done with it, need to format it) will be to this thread, a thing on the training phase. I gotta meet with the feds (not the FBI, social security, I suddenly realize I should clarify... embarrassed.gif ) on some personal stuff today, so that'll take up a huge whack of time that would otherwise be spent writing the next plot post to the IC thread, dealing with the election of the CO, XO, and purser. That post will instead come tomorrow. After the training phase post coming in a few minutes, I can also answer questions about the elected positions and anything that the training phase post might raise.
Penta
Okay, so.

I'm thinking about the training. This next bit is written idiosyncratically, but is meant to set out the IC and OOC objectives of it.
---

Situation: MY Quicksilver will be transiting from Miami to Cape May, New Jersey, UCAS, there to disembark its UCAS Navy and Marine Corps personnel contingent. This should take about one week. It may take longer due to delays (say, due to weather; 1 June marks the start of hurricane season, among other things), but just over 7 days is the planned time for the transit.

Along the way, advantage is taken of the time available to train the shadowrunners in matters relevant to naval affairs and their upcoming activities, accomplishing the objectives of: Keeping everybody busy, testing the shadowrunners' knowledge, skills, and abilities, and filling out their skillset as relates to what they'll be doing.

IC objectives of all training: As above. Also, this makes sure that if you don't have a skill, you're set on the road to learning it. If it bonds the shadowrunners together as a cohesive unit, all the better. Also, there's a "hidden curriculum" (which I'll just state here OOCly so nobody misses the point) of...not trying to make you all loyal to the UCAS, because they know there are those where that would provoke a hostile reaction, but of immersing you in UCAS Naval traditions and heritage, trying to get you to think with them and generally be supportive of the UCAS. Finally, yes, they're monitoring and observing you. Not intensively, and they're very subtle about it, but they are. It's more of a psychological/behavioral monitoring, not a "spying on you" monitoring.

OOC objectives: Have fun. Develop characters. Have fun. Allow the GM time to plan out the next steps. Have fun. Solve the conundrum of "How to get the folks that brought the boat to Miami out of Miami?" and basically let me take the time to combine what it seems like you guys want (namely the intro raid) into something that at least differs to a degree from what I used with the last group and is more polished than that was. Have fun. (I've sometimes been accused, occasionally justly, of being so wonky as to miss that. I don't, actually. Or at least, I try not to.)
---

Put more prosaically, the training phase is meant to develop your characters before the first...run/adventure/mission/at-sea period (pick your favorite phrase). It helps that the time it takes to write this phase gives me time to assess the group we have on hand and plan the next steps.

This post from the Blood in the Water OOC thread shows some of how I handled training for them. I'm definitely going to modify it for this group, as it got somewhat poor reviews, though the basic structure is (I think) sound. One definite change is that everybody goes through a version of the intel collection and analysis course taught by Roberts. (I know I just said it worked poorly, but I'm borrowing what I wrote because I'd otherwise really be repeating myself in a lot of areas. There are not a great many ways to accomplish the objectives, especially the IC objectives, and they'd all look about the same in the end result. There are a lot of ways to skin a cat, but they all share similarities.)

The first day (1 June) I'll cover in a separate post, but.

Training principles (numbers are used to separate ideas distinctly, this otherwise is not organized in any way).

1. It's intended to be stressful. As you'll find out ICly, the food is real, and tasty, and they don't hold back there - you do, after all, burn the calories. Besides that, it's actually a fairly comfortable ship. But your sleep is limited, whether or not you have a sleep regulator - while you still can sleep for a good number of hours each night, it's not like you can sleep 10 hours. 8 is an utter maximum to the minute, and 6 may be the right mix of stress-inducing but not unsafe. If you have opinions/experience with the topic, PM or email me; if there's the desire I'll set out what the daily routine is like - because, for instance, there are set lights out and (no later than) wakeup times for you guys, and there's set meal times for everybody.

2. There's a lot of use of simsense, but there's a good bit of live content, as well. Depends on the course, the student, and the specific thing being covered. (Ignore what I said in the linked post about simsense being able to compress time, I found out later that it actually does not.)

3. Each training course is like drinking water through a fire-hose: Very difficult, to say the least. They have a week to train you, that's it, when it quickly becomes clear they wish they had more time. If there are delays in transit, the instructors say openly that they will attempt to take advantage of the time to conduct more training. They will move as fast as the slowest student in a section can handle it - for reference purposes, though I don't stat my NPCs for this phase, presume an instruction skill of 3-5. Roberts and Walker are probably 3s, everybody else (being subject-matter experts, and hence skilled trainers among other things) are 4s and 5s. I'm not sure there's a good RL comparison for it - grad school doesn't equate, military training as conventionally done doesn't equate. My brain model for all of this is, because I'm rereading the book, Battle School from "Ender's Game", filtered through my RP in that verse over the past few years, but even that doesn't equate. A terrorist training camp as run by the IRA (what I know of it; I studied the Provisional IRA in college for a history class paper) doesn't equate. Nothing does.

4. During training, you have very little privacy. You have your quarters, which I'll describe when introducing you to them - that's it. You might snatch free time if you get waived from common core training to an extent (for example, I'm not going to say Salt goes through the Basic Military Skills stuff unless he really wants to, as with intro to watchstanding; Cherry and Sharky probably just get a quick orientation session on the differences between their home militaries and the one they'll be working with rather than the full BMS stuff, Nik can skip Magic for Mundanes in exchange for "Thaumaturgical Officer" training, and so forth), but usually if they waive you from that stuff they just schedule more training of a different sort. And, you rapidly get the feeling even your free time is monitored to a degree, though that might be because there's so many people on board and it's hard to get time alone to yourself. Your quarters don't seem to be monitored, though. The more paranoid can search for bugs/cameras. They don't find any. Because there actually aren't any.

5. This may not ICly be fun, though it certainly could be. ICly, it's supposed to be hard - harder than just about any training your characters have previously undertaken. (it could be argued that Cherry and Sharky, offhand, have been through tougher, but I would argue that that may be only by a matter of degree.) OOCly, though, yes it should be fun. Absolutely it should be fun. Not as much fun as raiding ships, I know, but I endeavor to make this fun for everybody. Like I've said, though, the training phase is hard to say never happened - it'd make no sense, them spending all the money they did on you so far and not training you, testing you to see whether you meet specs, and so forth. It also neatly solves the question of what the heck you do on the trip from Miami to Cape May (which was picked in part because I know the area, in part because it was the nearest UCAS-territory inconspicuous spot for a ship like this to dock and disembark people and stuff without the ship looking out of place). It can, that said, be skimmed over OOCly with montages and so forth - so long as (for purposes of training time tracking) I know OOCly (whether you tell me on thread or otherwise) how many hours you're spending on each thing, and which training courses you're doing. (I'll explain why I'm tracking training time in another post, I realize I haven't covered it yet. Training time, how karma will be tracked and spent, and the difference between "work phases" and "Shore Leave phases".) That said, if you (individually or a group) want to do a scene, talk to me, it can be done.

6. Depending on the course, they teach it either one on one or in small groups. When it's one on one, it moves at your fastest pace - if that means they move faster than planned, okay. They can add on more content when needed, but each instructor emphasizes when asked that they've stripped what they're teaching down to bare minimums so it fits in a week. Even Basic Military Skills, which may seem like useless BS at first glance, has been stripped down and customized.

7. There's a rationale, ICly, behind every topic covered. I'll go over the rationales for each of the common core courses here - otherwise, ask and I'll put forth my rationale, ICly and OOCly, privately or on-thread as you desire and seems opportune. These can be the IC explanations by Roberts or Walker if need be, in summary form. They don't tell you the rationale (presuming it either to be obvious to you, or that you don't care) unless you ask.

---

Basic Military Skills - Just in case events ever require you to work with UCAS military personnel that aren't cleared for the truth (shouldn't happen but they're not taking chances), this teaches enough for you to maintain a convincing cover as UCAS military (or at least UCAS or CAS), especially at a glance, but also in case it gets questioned/challenged to a limited degree.

Swim test: You're shadowrunners, they *presume* you might fib when asked a question like "Can you swim?", because it sounds so basic (with, hence, people not wanting to seem weak by answering 'no'). They (quite understandably) do not want an op screwing up because of something as basic as not being able to swim. If they find out you can't swim, yes, they'll teach you.

Psychological Wellbeing: They have an interest in keeping you all performing to your best. This should hopefully help that.

Intro to watchstanding: Some of you have experience with standing watches aboard ship - most of you do not.

Flags: Maritime law organizes a lot of the legalities by the flag a ship flies - and most relevantly, you're only allowed to attack ships flying flags not on a list of countries/corps not to attack. Yes, I mean physical flags.

Firearm care: Sea life imposes different issues in this regard than are present on land.

Magic for Mundanes: A lot of people have misconceptions (from the media, from rumor, and so forth) as to what magic can do, even hardened combatants. This course means to clear those up.

First Aid: You're far from even a street doc, you don't (as of this writing, OOCly) have a medical officer...It's needed. Even if you don't think anybody will get injured, this is knowledge that's better to have and not need than need and not have.

Intro to the Carib: Know thy enemy. Know thy contacts, too. It's that simple.

Damage Control: Everybody needs to pitch in if the ship gets damaged - there's simply not the crew available for dedicated DC teams, and drones can't do everything. Nobody is exempt because the course is specific to the Quicksilver, and goes over quirks not present in other ships/ship types.

Marksmanship: If you know how to shoot, as mentioned, you don't need to take it. If your skills aren't at the level mentioned, it behooves you to practice and train, even if you have other ways of fighting (like magic or drones) or even if you don't seem likely to be getting involved in combat, just in case.
---

Spanish and Portugese weren't required courses for Blood in the Water; they are now, if you don't have the skills in unchipped form. If you do, you get asked (very nicely and politely) to help those who don't speak the language in question, to the best of your ability - otherwise, you're tasked to other training during that time. Rationale is simple: In the OPAREA. they speak those tongues in the major countries at hand. They only aim to get you up to the equivalent of skill level 1 (in speaking and understanding) those languages (basically, how to do the basics), but they'll teach more if you want to know more.

The Intel Analysis course (which included some collection stuff) goes from posting specific to "Everybody gets a skimmed version of this taking 4 hours (that doesn't go into details where it doesn't have to), because intel is everybody's job." The specific intel officers still get the course as described (yes, I otherwise cleaned up the writing a bit, go with the version below):

Intelligence Officer: A crushing course load. The intelligence officers are taught the basics of intelligence analysis - everything from how to analyze intelligence to presenting the final analysis in writing to briefing the analysis to the CO or higher headquarters. This is a 4-month course crushed into 7 days (5 days to cover analysis, 2 to cover collection techniques (team-taught with other instructors depending on whether cybernetic, matrix, or magical collection is taught, along with more general collection techniques)), and it's hard to strip down the content any more than they did. This will eat up a prodigious 6 to 8 hours -per day- (depending on pace), which will rather severely limit what other instructors you can take advantage of. (It's a course built with the assumption that anybody taking it can test/background out of parts of the common core stuff.)

The descriptions for the positional courses (XO, CO, purser) will obviously be different to account for the different characters, different skillsets, different backgrounds, and the extra 3 days of time (because where it says 4 days, I had screwed up my calculating the travel time). I still have to write those, but will do so by consulting privately (off-thread) with those who wind up in those positions. Basically, we'll negotiate the descriptions.

The posting courses (Navigation, etc) are pretty much the same, except there's also a gunnery course (Yes, I know the Quicksilver lacks ship-mounted weapons) you can take, not included in the original post because I was a dunce:

Gunnery Officer: Covering everything from basic ballistics to advanced quick-reaction gunnery drills, this simsense and lecture course teaches the basics of gunnery using ship-mounted weapons, and of indirect fire shooting using sensors. 4 hours.

I also need to modify the "Thaumaturgical Officer" course desc because Nik and the trainer are both Hermetic mages, so they can do more. Fazzamar, we'll probably handle that off-thread.

Like with the common core stuff, if you're assigned a course and clearly know the material (from your background, for instance), they can and will modify the course to teach you stuff you don't know but might need that's related. The electives also are available, as written. I could never figure out how to do the group stuff while in transit in ways that made sense, so ignore that (unless you have an idea for how to discreetly train those, in which case poke me off-thread). OOCly, of course, you guys get to pick the course schedules if you want.

I should note that not showing up for a course isn't possible on a ship like this with a training group this small: They can and will track you down personally. They'll track you down, give you a very disappointed look and comment, and then teach you anyway.

Your teachers are not normal teachers. This is not like being in a high school or college course, not really - you're explicitly told, in case it ever comes up somehow (it goes unstated otherwise), that you're being regarded as professionals, and evaluated accordingly. If you aren't pros? "Fake it til you make it" is the mantra - they know who isn't, and they take that into account, but you're expected to act professional anyway. The lectures are unlike academic settings to the best of the instructors' ability, more like focused professional training. There's a distinct avoidance of things like PowerPoint (or similar or equivalent) where at all possible - the instructors are a lot more dynamic. Plus, they're all military, they hate Death by PowerPoint too.

Finally: Yes, a lot of this would be boring as hell to RP directly. So, don't, if you don't want to. Montage it, post reactions, presume the classes happen off-camera, whatever.

Otherwise, rule 1 is have fun with this. Even the most boring stuff, there are ways to at least develop your characters. If all else fails, think of it like this: This Is Secret Squirrel School. On a boat. It's (modern, non-trid) Pirate School. I do not know how to make it more, well, badass.
Dumori
Right then a quick list of thing sharky will be intrested in. Alot of this will be fore him
refresher/just showing the guys what he can do already courses being an ex-marine/SBS:

Sabotage-Expect longer training on this as advanced stuff also likely covering leading such an op
Explosive Sabotage-The full course though maybe a bit faster has demo training and logicaly exprenece
In-Ship combat tactics-Same as Sabotage
Flura and Fauna
SCUBA diving*
Swim test*
First Aid*
Firearm Care*
Marksmanship*-not needed but he'll et soem range time/theory to get used to on sea combat and fireing manly focusing on heavy guns and marksman ship taking the waves into account.
Self Defense*-he has unarmed and balded at ok levels as well as dodge.
Basic Military Skills- more a recalibration exisise maybe him and Chery are grouped for this??
* I see these as hey look at what I can do/grading to any UCAS standard.
Things he'll want to pick up:
Leadership 101-Nevre really got this far in his millitary cereea but felt like he could have made the grade if h had the chance.
Instruction 101-Not on the list but I feel picking up the skills to teach others what he knows could help round him off.
Firearm Care+ -to cover more things for his role as the crews go to armorer.
+the necessary lessons and any thing else the employer can throw at him. IE penta if you think i'm missing somthing or you can round it off do so.
Penta
Okay, some miscellaneous stuff. These are basically being test run - we can modify training time, in particular, if we need to.

Karma

You'll gain it like standard SR4A - though I may give out karma for different things, as I have already.

You'll track it yourselves. This is essential; I track karma awards/expenditure, as I've mentioned, but I'm not always at the computer with the files (which is also, I should note, kinda on its last legs).

You can only spend it during "shore periods", which I'll explain below. When you spend it, you and I sit down with your sheet and the two karma logs (yours and mine, I have a clean file you can use if you'd like). We make sure the karma logs match. We then check training times. If you have trained or used the skill/attrib enough, you can raise it. Sounds complicated, but really not. All it is is me and you making sure we both have the same numbers, something that should take maybe 10 minutes at the most.

Training time

Per SR4A, a week per skill point of training is a good guideline. For our purposes, a week is 168 hours. Why so much?

Watchstanding. Standing watches on board a ship is important, so to encourage it I'm going to say that for every 30 minutes you spend on a watch, it counts as one hour of training time in the appropriate skill (so pilot watercraft for a helm watch, nautical mechanic for an engineering watch, etc. We can define the types of watches more if need be, but those are the big 2), for a watch of up to 8 hours at a stretch. (You don't always need someone standing watch, you can leave a watch unmanned for short periods of time and let the ship's autopilot run things, but that isn't recommended for long periods of time - or when sophisticated maneuvering is required.)

Shore periods and Sea periods

In a campaign like this, defining the difference between "down time" and "run time" is hard. Not impossible, but hard at first glance. So I'm making it simple - when you're in dock, on land, and resting (on shore leave in other words), it's a "Shore period". You can spend karma and do other sorts of downtime-y things - you have the time and breathing room to, for example, process what happened at sea. When you're at sea, whether at anchor or underway, or when you're not really resting on land (but instead, oh, breaking into places, maybe), it's a "Sea period". I can modify or explain this further if need be.

In summary

What this all breaks down to:

1. Your initial training phase on the boat is important. You can still do a lot afterwards, but you probably won't get the same "bang for the buck" in training as you will with this.

2. Watchstanding is important. Not only do you want people standing watch for IC reasons, but it trains people really well.

3. Shore leave is precious.

Those three things, IMHO, are as they should be for a sea (or at least amphibious) campaign.
Faraday
Roger has a few things he'll need to pick up, some things refreshed, and maybe a couple skills to polish up. Do note that he has a pretty high intuition as well as having the Sustenance power (means he not only sleeps 3 hours, but needs only 1 meal a day) and so can probably cram a little more in than some of the other characters.

-Medical Officer Training (as discussed, about 10 hours of one on one training/simsense)
-Intelligence Officer Training (Probably working with Cherry on the heavy class, might get interesting since they're pretty matched intellectually)
-Portugese (Could use a rank or 2)
-Marksmanship, specifically automatics. Pistols is already rank 3.
-Intro to the Carib
-Damage Control, already has some repair skill, won't hurt to get specific training.
-Firearm care
-Flags
-Intro to watchstanding
-Psychological Wellbeing, probably just a good idea
-Basic Military Skills, on this last one, he might need some explaining as to *why* they need those skills (he really doesn't know how the military operates too much).
Minchandre
Wait, are we supposed to make a list of training our characters are doing? I got the impression that everyone needed to do everything on that list, though possibly with emphases.
Dumori
not everything some of its optional.
the first part of the list here is necessary + the language ones
the rest here or link are optional
Penta
Dumori has it.
Digital Heroin
Seems to me like Salt's going to be spending time with the not so fundamentals... of the requisite training, the only two he hasn't spent most of his military career doing would be first aid and magic for mundanes, eh...
Penta
Yeah, he'll be able to skip a lot of it. He'll be going through the extraspecial Training From Hell reserved for the CO if he gets elected/picked as such, though. Talk to me privately and we'll negotiate it.smile.gif
Minchandre
So, I guess then here's Cherry's. She'll concentrate mostly on the geopolitical stuff. Will there also be someone trying to train Cherry in haxxoring?

Basic Military Skills: This should be fun, comparing and contrasting

Swim test: remember what I said about why I made Cherry an elf?

Psychological Wellbeing

Intro to watchstanding: Experience keeping watch? Yes. Well...communications and signals overwatch. That's the same thing, right? nyahnyah.gif

Flags

Firearm care: It's times like this I wonder if I should have put a point into Armorer

Magic for Mundanes: Cherry's worked already with Awakened in a military capacity. She probably doesn't need this course, though it might broaden her horizons a little - she's only familiar with Thaumaturgical, Kabalistic, and Chaos magic.

First Aid "What do you mean there's no armored MedEvac?

Intro to the Carib: the Caribbean - that's south of the CAS, right?

Damage Control

Marksmanship: Cherry's pretty good at Automatics already, but crap at everything else (she hasn't shot a pistol since she entered high school nyahnyah.gif )

Spanish and Portuguese

Intel Analysis: Cherry probably already knows some SIGINT and ELINT stuff

Intel Officer: Comms and Intel probably overlap heavily

Gunnery Officer, if she has time
Faraday
QUOTE (Minchandre @ Jun 15 2010, 03:51 PM) *
So, I guess then here's Cherry's. She'll concentrate mostly on the geopolitical stuff. Will there also be someone trying to train Cherry in haxxoring?
Well if anyone, it'd probably be Roger unless we have an actual "hacking trainer" probably the comms officer. That'd be interesting to see someone trying to train him in that, seeing as he already has max rank (that includes augmented max)...
Minchandre
QUOTE (Faraday @ Jun 15 2010, 08:11 PM) *
Well if anyone, it'd probably be Roger unless we have an actual "hacking trainer" probably the comms officer. That'd be interesting to see someone trying to train him in that, seeing as he already has max rank (that includes augmented max)...


It might be interesting to have Roger and Cherry crosstrain each other, with Roger teaching Cherry hacking proper, and Cherry teaching Roger some EW.
Faraday
QUOTE (Minchandre @ Jun 15 2010, 07:48 PM) *
It might be interesting to have Roger and Cherry crosstrain each other, with Roger teaching Cherry hacking proper, and Cherry teaching Roger some EW.

Indeed. Probably some cybercombat as well. Considering how intelligent she is, she'd also be a good candidate for first aid and maybe a little medicine training in case roger bites it or gets knocked out of commission for a while.
Xahn Borealis
Aquaman could do with a quick primer on hacking, but he does have Cybercombat 3 and Attack 6, so Matrix defence is alright.
Penta
In my initial outlines, I didn't include hacking techniques with the Comm Officer's course because so many hackers in SR seem self-taught.

It could be included, I guess.

So far as the IC post - I'm on draft 43 and counting. Nothing sounds right.
Faraday
QUOTE (Penta @ Jun 15 2010, 08:49 PM) *
In my initial outlines, I didn't include hacking techniques with the Comm Officer's course because so many hackers in SR seem self-taught.

It could be included, I guess.

So far as the IC post - I'm on draft 43 and counting. Nothing sounds right.
Probably just Roger piping up during comms training. I dunno how I'd run it.

Good luck with the agonizing over typing the right words.
Minchandre
QUOTE (Penta @ Jun 15 2010, 09:49 PM) *
In my initial outlines, I didn't include hacking techniques with the Comm Officer's course because so many hackers in SR seem self-taught.

It could be included, I guess.


Cherry learned in school! I'm not certain what I would do for it, though: an overview of hacking techniques seems redundant; perhaps a discussion of typical ships' networks? I bet most vessels are Rating 3 nodes at least. Something involving combat hacking might be good for Roger, too, and some work on subtlety for Cherry. Either or both for Aquaman.
Penta
I'll handle it off-camera. You may safely assume the topic is handled usefully, but precisely how that is accomplished I think we can leave unsaid.

Now at draft 65...
Xahn Borealis
What's the lowest wordcount in those drafts? Six? "You all get trained in stuff." biggrin.gif
Penta
Wrong post. This is the election post, where I rejected the idea of having Walker go "CO, XO, Purser. We need one for each. Step forward if you want it." and ending the post there.smile.gif

I have no idea why the simple shit gives me writers block, but it is.
Minchandre
By the way, I'm stilling tossing Cherry's hat into the ring for XO. She has extensive command experience in a military environment, and the sort of meticulousness that's annoying in a CO but essential in an XO. I don't remember if the other XO candidate actually made it into the game, and I'm too lazy to check.

If she gets rank, she will make people refer to her by a title nyahnyah.gif . Probably not "Captain" (her rank) 'cause of the "one captain per ship" thing, but she may adopt "Lieutenant Commander" or just go with her Hebrew rank "Seren".
Penta
I did not foresee awarding anybody rank/title except the CO as Captain, but I think the Seren's rank would just be translated as Lieutenant. (Which, DH please check me, actually makes sense in most navies for the XO of a small ship.) smile.gif

Anyhow, that leads me to ask - okay, we have a CO, DH. We have an XO, Minchandre (as the other guy did not reappear, correct). Would someone third like to volunteer for Purser? That would make writing the post lots easier.
Dumori
Sharky will take it gurdingly as it will mesh slightlywith his desired role of quartermaster however he'd prefer some one else will take it.
Dumori
3d6=6 gives me 300 to start with.
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