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Doc Chase
QUOTE (Inca @ Sep 2 2010, 06:41 AM) *
I'd really like to play! I've played a lot of SR4e table top but i've never played PbP...can someone help me out a little?


Thread Lurker, checking in!

The point behind PbP is the RP aspect, the rolls come in generally through the Invisible Castle diceroller as it saves and posts the rolls so we can double-check what happened - great for accountability.

Threads are very story-centric. It can take a long time to move forward past scenes since a response can be as short as a sentence or longer than a page depending on what's happening, but the story is paramount. Feelings, thoughts, backgrounds and etcetera of characters and NPC's alike turn it into a book well worth reading. Rolls, questions, and general flim-flam are handled in an OOC thread like this one. If you know the tabletop, PbP is easy!

Read a few of the threads in progress and see if A: you like it, B: you want to add to it, and C: how you would contribute. The Twenty Questions go a long way to fleshing out a backstory, and a good GM like the monopoly we've got in this forum will use it so it comes back and bites you in the ass later - just for dramatic tension. nyahnyah.gif

If you've got a character, ask here how to get started! In 2072: The Thread a good start is just to post what you're doing. There's two or three concurrent threads running at the moment, and depending on your skillset you can totally roll into one of them with a bit of creative wrangling. Just talk to the other players and the GM via this thread or PM, and go where the story takes you.

Happy hunting. biggrin.gif
Doc Chase
QUOTE (Suicidal Street Sam @ Sep 1 2010, 10:06 AM) *
Only character even like that so far (that I know of) is Doc Chase, and he's taking his sweet time.


Perfection cannot be rushed, sir. I've been brainstorming with ASFA on the right thing to bring in, and I think we've got the right combination of suave mannerisms, hilarity and huevos to make a lasting impact on Seattle. biggrin.gif
Inca
Do we use a 400BP system to build?
Doc Chase
Yes. Be sure to post it here so it can be reviewed and folks can point out possible issues here and there to ensure there's no nasty surprises later on. I think Dahlia's (AStarshipForAnts's) sheet is becoming the standard.
Notsoevildm
QUOTE (Grimm @ Sep 2 2010, 07:29 PM) *
....nor did it appear that she was attempting to conceal herself from him.

This really did make me laugh out loud. Good one, Grimm.
Combat Mage
We're a sneaky pair of trogs aren't we. Well at least we can rule out the stealthy in-and-out tactic for this job. smile.gif
Abschalten
A modified version of Dahlia's is the new template. I worked with unsound to come up with a standard to use. We discussed things we wanted out of the new format and so I poked and prodded until we got things the way we wanted them. The template is up on the first post of the game information thread.
Abschalten
@Aria
With those hits, Silk can tell that even though he's attempting to hide it behind a business-like veneer, He-Who-Sees-Within is into Silk. It seems more sudden curiosity than being totally smitten with her, but it's there.
Notsoevildm
QUOTE (Combat Mage @ Sep 2 2010, 08:36 PM) *
We're a sneaky pair of trogs aren't we. Well at least we can rule out the stealthy in-and-out tactic for this job. smile.gif

My stealth may suck, but I am not completely out of sneaky tactics yet. Of course, I fully expect that we will still end up going in guns blazing.


Anyway, seems I forgot to take Assensing as a skill so defaulting to intuition for astral perception.
@Grimm, Unsound: Would you guys mind if I updated my character sheet, dropping a point of Perception skill and putting it into Assensing?

1. Checking out Beast: 2d6.hits(5)=1
2. Checking outside of warehouse for spirits / auras: 2d6.hits(5)=0 - don't see anything that's trying to hide.
3. Assuming there are no obvious spirits on patrol, I slip in through the roof and take a look around to get a feel for how many people are in there, where they are, and if possible where Cutter is - I assume I know what his aura looks like: 2d6.hits(5)=0

Pretty rubbish rolls, but to be expected with only 2 dice. Does actively looking (+3 dice) count for astral perception? If it does here are the extra dice rolls: 3d6.hits(5)=2, 3d6.hits(5)=3, 3d6.hits(5)=2 - Sure hope these do count!

While I'm rolling dice, I might as well see if Snake is feeling generous enough to let me have an Air spirit (F3) to aid me.
Summoning (2) + Magic (3) = 5d6.hits(5)=1
Opposed by spirit's force (3) = 3d6.hits(5)=2 - Bah!
Resisting 4S Drain = Willpower (5) + Charisma (3) + Edge (2) = 10d6.hitsopen(5,6)=4 - phew, no drain so still just on 1S from jogging to warehouse. 1 edge spent.

unsound
QUOTE
Anyway, seems I forgot to take Assensing as a skill so defaulting to intuition for astral perception.
@Grimm, Unsound: Would you guys mind if I updated my character sheet, dropping a point of Perception skill and putting it into Assensing?


Go for it. I've been hella swamped and haven't had the chance to update the database thread yet so just edit your post with the character sheet and you're solid.

Grimm
QUOTE (Notsoevildm @ Sep 2 2010, 12:35 PM) *
This really did make me laugh out loud. Good one, Grimm.


Wellll I didn't want to leave any openings for your actions to be interpreted as hostile at least in my posting. I try and keep my "guidance" of players to a minimum, avoid forcing feelings and actions on to them unless its to skip pointless little crap like walking across a street. No sense in waiting days on what you sure is coming.

I do demand more stealth runs for you two!
Grimm
QUOTE (Notsoevildm @ Sep 2 2010, 05:07 PM) *
@Grimm, Unsound: Would you guys mind if I updated my character sheet, dropping a point of Perception skill and putting it into Assensing?


Unsound is really the administrator/head GM guy for calls like that for future reference. I came in after the fact and just started running for Akecheta since he was sitting all by his trolly lonesome and it gives me a good way to learn mechanics. And torture players. Definitely torture players.
Suicidal Street Sam
QUOTE (Notsoevildm @ Sep 2 2010, 05:07 PM) *
Anyway, seems I forgot to take Assensing as a skill so defaulting to intuition for astral perception.
@Grimm, Unsound: Would you guys mind if I updated my character sheet, dropping a point of Perception skill and putting it into Assensing?


unsound has previously given us...what was it, a month?...to make any changes to our characters that we noticed a need for...sort of, a "test drive" period. I think you'll be okay.
Grimm
QUOTE (Notsoevildm @ Sep 2 2010, 05:07 PM) *
Pretty rubbish rolls, but to be expected with only 2 dice. Does actively looking (+3 dice) count for astral perception? If it does here are the extra dice rolls: 3d6.hits(5)=2, 3d6.hits(5)=3, 3d6.hits(5)=2 - Sure hope these do count!


Alright, took me a few minutes to find it but Astral Perception is governed by Intuition + Assessing. The extra die modifier for actively looking is in the table for Perception+x skill checks that govern physical perception since Astral and Physical are not the same. So, I would say that it does not grant the bonus to Astral Perception, only to actual Perception tests. If you want more info I believe it was P. 182 of the Corebook.

Post incoming soon.
Abschalten
Actually, I rule the other way. I usually GM it that actively looking for something or searching for it DOES apply the +3 bonus to Assensing. Assensing is really just Perception on the astral. You get different information (read auras, see spirits and spells, etc) but it's more or less the same thing. There are modifiers that make it easier or harder to see things (background counts, lots of life forms, astral shadows, etc.). And probably most telling, it's linked to Intuition, just like Perception.

Interesting side note: since Assensing is linked to Intuition, mundanes can learn it if they have access to the astral. There's a bit of fluff in Runner Havens where it mentions that the astral shallows that pop up around the city can be places where mundanes are taught how to assense. This isn't stated in the hard mechanics or rules anywhere, but I think the idea of mundanes learning how to assense is interesting.
Notsoevildm
I'm cool either way. In my mind Copperhead is still a relatively inpexperienced shaman. She has learned most of her knowledge directly from her mentor spirit, plus some tips and tricks that she has picked up from her friendly rat shaman talismonger.

I'll adjust the sheet, changing perception 2 to 1 and adding assensing at 1 - at least then I get to roll a whole 4 dice for assensing in future.

Aria
QUOTE (Abschalten @ Sep 2 2010, 10:51 PM) *
@Aria
With those hits, Silk can tell that even though he's attempting to hide it behind a business-like veneer, He-Who-Sees-Within is into Silk. It seems more sudden curiosity than being totally smitten with her, but it's there.


Oh! A fan smile.gif

Probably won't be able to post much for a bit...will do my best!

A
Aria
Quick question to Unsound...do you have a mechanic in mind for aquiring extra contacts in non roleplayed downtime? I'm assuming contacts made during roleplay are 'free' (?) but there are never enough BPs to get all the contacts I want so I was wondering if spending hard earned karma was the way to go on that one?!?

Thanks

A
Grimm
@Abs: I do understand where you're coming from on how you view the modifier, but as I understood it unsound wanted to keep close to the core rules to keep things uniform for multiple GMs. That particular modifier is in the Perception rolls table, and since one doesn't roll Perception on the Astral since Perception is considered physical world use while Assessing is astral use; then to me it wouldn't generate it. But like I said, I do see where you are coming from on your ruling. If unsound wants to rule either way, w/e; I'm easy. smile.gif
Inca
Tell me what you think of this character....


Name: Santero
Alias: Hermes Horacio Valdez Medina
Race: Elf
Sex: Male
Nationality: Caribbean League (Cuban)
Lifestyle: Low ( 1 month paid )
Karma Spent: 0
Physical Description: Here's a face portrait

Personality/background: Santero is an elf who is quite literally bursting with different personalities. At the tender age of five began the first manifestations of Loa (spirits) which would force their way into his body to walk the earth for a few hours. Such a talent is quite valued in his community and he was always present for religious ceremonies.....but it was quickly seen by his community that perhaps in Santero's case, it was instead a curse for him. Being such an ideal vessel for the spirit world, forced possessions were a daily burden for the poor boy and not until he was well passed puberty did he begin to commune with Papa Legba (his mentor spirit) and learn to spiritually defend his body against unwanted use by denizens of the meta-planes and only bequeath the use of his body to those servants of the Orishas to whom he chose to call out for help. But as a result of this childhood trauma of constantly housing so many beings he never really developed a cohesive personality of his own which isn't full of contradictions. Most of time you will find him telling jokes in a thick cuban accent spoken through an almost perpetual smirk. He either has to be drinking rum and playing rumba or out on the street finding some adventure to jump into. It's almost impossible for him to resist a thrill... his habit of snorting Novacoke doesn't help...and he will follow his whim's at the drop of hat. But just as quickly he will look up and you will see a complete stranger in his eyes....many times perhaps even a stranger from another plane. He is eternally grateful to Papa Legba for teaching him through his Babalawo to control and harness his powers and use them to protect and heal his community. When it comes to pleasing the Orishas he puts all games aside and will sing and play his bata into the wee hours of the night....thanking each one for the blessings they give.
He lives in a little shack in a caribbean enclave of the Redmond barrens called "El solar" where he and his people try to create a little pocket of sanity in that destitute part of Seattle through a strong sense of community and worship.

Attributes

Body: 3
Agility: 3
Reaction: 4
Strength: 1
Charisma: 4
Intuition: 3
Logic: 2
Willpower: 5
Edge: 1
Magic: 6
Essence: 6
Initiative: 7/1P

Qualities:
Mentor Spirit - Eshu a.k.a Legba (same as Trickster: +2 Illusion spell,+2 Con, Composure (2) to not play prank) -5BP
Addiction (Mild) to Novacoke +5BP
Incompetent with computer skill (just uses program rating for action) +5BP
Geas - Must perform music with bata for Legba each day +10BP
Thrill Seeker +5BP
Signature (Leaves a small cowry shell) +10BP

Active Skills:
Spellcasting (sp. Health) 6
Ritual Spellcasting 1
Assensing 3
Astral Combat 1
Pistols (Sp. Semi Automatics) 1
Summoning (Sp. Guardian spirits) 4
Banishing 2
Binding 2
Con (Sp. Fast talk) 1
Artisan- afro-cuban music 1
Infiltration (Sp. indoor) 1
Perception 2
Counterspelling 4

Knowledge Skills:
Black Markets (Sp. Magical Items) 1
Magic Background (Path of Lukumi) 1
Street Rumors 3
Street drugs 1
Barrens gangs 2

Languages:
N: Spanish
English 3
Yoruba 2


Implants: none

Spells:
Improved Invisibility (Realistic, Single) (F/2+1)
Stunbolt (Direct) (F/2-1)
Heal (damage-2)
Increase Reflexes (F/2+2)
Physical Mask (Realistic, Multi) (F/2+1)
Chaotic World (area) (F/2+3)
Physical Barrier (area) (F/2+3)
Levitate (F/2+1)

Tradition: Lukumi (treat as Voodun)
Possession based manifestation of spirits
Spirits: Combat=Guardian, Detection=Water, Health=Man, Illusion=Guidance, Manipulation=Task
Drain: Willpower+Charisma

Foci: F3 Health spell sustaining (Cowry necklace with a pendant of St. Michael)
Bound Spirits:
F6 Guidance Spirit - 3 tasks
F6 Man Spirit - 3 Tasks

Gear:
Metalink Commlink (Res 1, Sig 2)
Renraku Ichi (Sys 2, Fire 2)
Sim module
Trodes
Lined Coat (6/4) -nonconductivity 3
Hammerli 620S ((4+1)P 5/20/40/60 AP(-1)RC-1 6©)
10 clips explosive. Ammo
silencer
nice clothing
Armor clothing (4/0)
subvocal mic
Glasses rating 3 -Flare compensation, smartlink,thermo
10 hits of Novacoke
Low Lifestyle
Certified credstick
Fake SIN 2
2 Stimpatches rating 6
1 Trauma Patch

Contacts
+Wellington Segundo - Babalawo (Loyalty: 5 Conn:3 )
The reason Santero left Cuba and went abroad is because Papa Legba slowly guided him through several people and signs which eventually lead to Seattle to study with Wellington who is the only Babalorisha who was ever able to teach Santero how to control the possessions. Santero loves him like a father and is part of his Bembe (worship) group. Wellington is a about 5'4'' 56 year-old heavy-set afro-cuban human male who's attire of a wife-beater, shorts and a flip-flops effectively hides the awakened power he truly has. He is very much loved in his little afro-caribbean enclave in the barrens and he has been known to be an effective spiritual leader to many local leaders and gang-bosses and has negotiated several truces.

+Abel Maldonado - Fixer (Loyalty: 1, Conn:4)
He's a fixer who works as a mid-level corporate exec who introduced Santero to shadowrunning. Upon hearing rumors of an individual with the talents of Santero, he scouted him to keep as a useful deniable asset. Santero makes him nervous sometimes because he's unpredictable...but it's impossible to deny that magical power like that doesn't come around everyday and especially not for the low rates that a rookie like Santero will work for.
Notsoevildm
Let's see if Mama Snake is more forthcoming with a Beast spirit (F3) than she has been with the air spirits. I'll blow my second and last point of edge to see if that helps.

Summoning (3) + Magic (3) + Edge (2) = 8d6.hitsopen(5,6)=5 - finally a good roll! Edge remaining: 0
Opposed by spirit's force (3) = 3d6.hits(5)=1
Resisting 2S Drain = Willpower (5) + Charisma (3) = 8d6.hits(5)=2 - no drain.

Optional power: Venom would be appropriate for Snake, or natural attack (bite).

That's four net successes, so four services. I want to direct it to attack the guy that I think is the rigger (1 service), anyone that comes to his assistance (1+ services), then anyone near the hostages (any remaining services). I assume Copper will need to go back into astral to point out the good guys and the bad guys.

When she pops back into her body, she will shout 'GO' to Beast, then cast combat sense (Force 1, so it can go into her sustaining focus - yeah even her magic items are crap).

Spellcasting (3) + Detection (2) + Magic (3) = 8d6.hits(5)=3 - but limited to one hit (+1 reaction, dodge tests).
Drain 2S: 8d6.hits(5)=1 - 1S and a glitch, bugger! I think invisible Castle hates me!
Combat Mage
QUOTE (Notsoevildm @ Sep 6 2010, 02:11 PM) *
I think invisible Castle hates me!


Seriously grinbig.gif
Aria
Because I'm never satisfied with just one character concept on the go at once and the 2072 thread seems to offer a good opportunity to have multiple characters on the go I'd like to submit Ember for consideration (in addition to Summer who I've already PM'd to Unsound).

As an aside, all my characters can be PvP enabled, I quite like the idea of the additional threat being more like the dark shadows that I imagine...especially as most of my characters are goody two shoes struggling to survive in a harsh world sarcastic.gif

EDIT: I've added Summer on here too...being greedy, want to end up with one of every major archetype here biggrin.gif

Comments welcome!!!

Ember (Daniel Penthièvre)
[ Spoiler ]


Summer (Jenna Low) - Info Savant - Archivist Paragon
[ Spoiler ]

Aria
Oh, and most of these extra characters aren't intended as runners but as foils for GMing...when I find someone who wants a story thread smile.gif

A
Atomic Communist
QUOTE (Aria @ Sep 7 2010, 01:15 PM) *
Oh, and most of these extra characters aren't intended as runners but as foils for GMing...when I find someone who wants a story thread smile.gif

A


I'm hoping to get into the one you're currently in, or my own.
Suicidal Street Sam
Hey, TheDoctor, Grimm, and Red_Cap...

It would be...kind of awkward for this meeting to just be Starship and I talking. Feel free to throw in a post, even if it's just something like "Rhodes nodded. Sounded good to him." Otherwise, we'll never get to the good stuff. wink.gif
Grimm
Yeah I didn't really have any input other than what I had already said, which is why I hadn't been posting on Scar. I'll throw something up though.
Aria
QUOTE (Atomic Communist @ Sep 7 2010, 06:30 PM) *
I'm hoping to get into the one you're currently in, or my own.


Give Abs a nudge, I'm sure he's just busy at the moment smile.gif

A
Notsoevildm
Perception test to spot a possible way to shut down or get over / through the fence, just in case the Beast doesn't have a plan:

Intuition (3) + Perception (1) + Actively looking (3) = 7d6.hits(5)=2
Combat Mage
The Beast always has a plan, but most of the time others try to talk him out of it. No idea why. biggrin.gif

EDIT: Notsoevildm, how much do you think Copperhead roughly weighs? I'm thinking about having Akecheta lift her above that fence. He is almost 3 meter tall after all and has a strength of 11 and a body of 9.

EDIT2: Ok reread the rules for lifting stuff. Akecheta could pick up and carry Copperhead but lifting her over his head is too much even for him I guess. He can lift over his head 55kg + 5 kg for every hit on a strength + body roll (20 dice). So about 85 - 90 kg on an average roll. Enough for a human but not for a troll woman I guess. On the other hand I recall Copperhead being described as barely over 2m so with a good roll maybe it would be enough.

How high is the fence anyway, Grimm?
Notsoevildm
QUOTE (Combat Mage @ Sep 8 2010, 12:40 PM) *
The Beast always has a plan, but most of the time others try to talk him out of it. No idea why. biggrin.gif

EDIT: Notsoevildm, how much do you think Copperhead roughly weighs? I'm thinking about having Akecheta lift her above that fence. He is almost 3 meter tall after all and has a strength of 11 and a body of 9.

EDIT2: Ok reread the rules for lifting stuff. Akecheta could pick up and carry Copperhead but lifting her over his head is too much even for him I guess. He can lift over his head 55kg + 5 kg for every hit on a strength + body roll (20 dice). So about 85 - 90 kg on an average roll. Enough for a human but not for a troll woman I guess. On the other hand I recall Copperhead being described as barely over 2m so with a good roll maybe it would be enough.

How high is the fence anyway, Grimm?


SR4 lift / carry rules are a bit duff. An average strength person of any race pretty much couldn't carry another person of their race. Copperhead weighs in at a slim 240 kg (average for a troll is 300). Beast would need about 20 strength just to carry her, so you're gonna need a good roll to lift her over your head.

Although rather than lifting me maybe there's a big 80+ kg object lying around that we could chuck at the fence to short it out / knock it down. Something like a broken lampost, part of a burnt out car or just a big piece of metal or concrete?
Grimm
The fence itself looks to be eight feet tall and with an additional two feet of concertina wire above it.

If you guys want to look for something to huck at the fence throw me a perception test. (Mind you there is plenty of crap laying around the Barrens I'm more leaning this check to finding something that would help create a short or even pierce the fence)

EDIT: Also, Notsoevildm; there could be a kill switch in the guard post that sits near the western gate. That does not seem incredibly likely being that there is no guard posted in it. Copperhead would probably draw the conclusion that the kill switch is in the internal security room.
Combat Mage
Perception test to find something to throw against the fence. Like Notsoevildm said, Akecheta would probably look for something like a big piece of concrete, a vehicle part, a pece of ruined furniture or something equally massive. Alternatively something that shorts out the fence.

Intuition 2 + Perception 1 + Vision enhancement 3 + Actively Looking 3 = 9 Dice
9d6.hits(5) → [4,5,4,5,5,2,2,6,5] = (5)

That is a very nice roll. I think I know where your luck went, Notsoevildm. wink.gif
Notsoevildm
QUOTE (Combat Mage @ Sep 9 2010, 02:18 PM) *
Perception test to find something to throw against the fence. Like Notsoevildm said, Akecheta would probably look for something like a big piece of concrete, a vehicle part, a pece of ruined furniture or something equally massive. Alternatively something that shorts out the fence.

Intuition 2 + Perception 1 + Vision enhancement 3 + Actively Looking 3 = 9 Dice
9d6.hits(5) → [4,5,4,5,5,2,2,6,5] = (5)

That is a very nice roll. I think I know where your luck went, Notsoevildm. wink.gif

Nice roll indeed. Seems like the Beast might have a plan after all.

I got 2 successes on my roll: http://forums.dumpshock.com/index.php?s=&a...st&p=985510

If this doesn't work then I mentally contact the spirit and ask it to trash the control room in the hope it will deactivate the fence. Then if it still has services left, it can go protect Cutter and the other hostages as originally planned.
Grimm
I'll post up for my storyline tomorrow morningish guys. Sorry for the sparse replies, had a lot going on.
Abschalten
QUOTE (Aria @ Sep 8 2010, 02:59 AM) *
Give Abs a nudge, I'm sure he's just busy at the moment smile.gif

A


Busy, and extremely sick. Very sorry.
Notsoevildm
QUOTE (Grimm @ Sep 10 2010, 05:24 AM) *
I'll post up for my storyline tomorrow morningish guys. Sorry for the sparse replies, had a lot going on.

Life happens. Hope it was good.

Helping Beast haul the driveshaft of the truck out of rubble: Body (6) + Strength (5) = 11d6.hits(5)=3 allows Copper to lift 135 kg, carry 90 kg or lift 45 kg over her head. I think the beast might be able to manage a little bit more.

Throwing the drive shaft - defaulting to agility: 2d6.hits(5)=0 - that doesn't include the up to -3 dice modifier for an improvised weapon (from Arsenal), although we are aiming at a rather large and stationary target (the fence). Guess I have to hope the Beast gets a success on his roll as he's stealing all my luck.
Combat Mage
At last something the beast is good at comes up: raw muscle power wink.gif
Picking it up:
Body 9 + Strength 11 = 20 Dice
20d6.hits(5) → [6,1,5,4,3,2,6,3,6,6,4,1,3,2,1,6,5,3,1,6] = ( 8 )
That means he can lift of the ground 285 kg, carry 190kg and lift over his head 95kg.

Unfortunately then comes throwing which is not on his skill set (yet):
Agility 7 - Defaulting 1 = 6 Dice
6d6.hits(5) → [1,3,3,2,1,6] = (1) Ugh, luckily the fence doesn't look to be very adept at dodging. But even 1 die knocked off because of penalties turns this into a miss. biggrin.gif
Grimm
I'm ruling against really needing an attack roll for this one. This would be more of a brute force thing as opposed to precision. You'd have to be completely retarded to miss the fence entirely. Your strength roll will suffice for the entire test. Picking it up, leveraging it, hucking it through a fence.

Which is now shorted out by the way.
Combat Mage
Do I need an attack roll to crash through the fence? The beast likes running straight through obstacles. Simple and fun.
Abschalten
When I get home from work tonight I'll reread what I've missed and try to get back into the swing of things. I've been incredibly sick. I'm sorry for my prolonged absense.
Abschalten
@Atomic Communist
You've indicated in your IC post that Red is actively looking for a job. I'll take that to indicate that she's posted interest on various boards and put contact information out there. I'm going to run with that so that we can get you involved with Silk's run.

Also: I just noticed that your IC post was for January 5th, whereas Silk's job is going on on the 1st. If you could edit your post and make your date the 1st, then things would match up. It would seem odd to be dying for a job four days after one is going on. The timelines aren't working out. In any case I'm going to try to make this work.
Atomic Communist
QUOTE (Abschalten @ Sep 11 2010, 06:28 PM) *
@Atomic Communist
You've indicated in your IC post that Red is actively looking for a job. I'll take that to indicate that she's posted interest on various boards and put contact information out there. I'm going to run with that so that we can get you involved with Silk's run.

Also: I just noticed that your IC post was for January 5th, whereas Silk's job is going on on the 1st. If you could edit your post and make your date the 1st, then things would match up. It would seem odd to be dying for a job four days after one is going on. The timelines aren't working out. In any case I'm going to try to make this work.


That was my mistake, I must have read the wrong post and put that date on there. Fixing it now. I appreciate working me in!
Abschalten
@Aria and Atomic Communist
If Silk messages Red, they'll be in contact with each other. smile.gif
Grimm
Akecheta + Copperhead

I'm going to be out of town for the next couple of nights so I won't be able to post for you guys. I will be back Tuesday afternoon sometime (Eastern).
Notsoevildm
QUOTE (Grimm @ Sep 12 2010, 03:53 PM) *
Akecheta + Copperhead

I'm going to be out of town for the next couple of nights so I won't be able to post for you guys. I will be back Tuesday afternoon sometime (Eastern).

We might have made it to a door by then and be ready to enter the building!
Aria
I'm seeking aproval for taking part of Silk's weekly cash award as a stash rather than having to roleplay going out and buying it... I'm assuming it was set up as an emergency drop by Balefire (who had the resources to set up several like this). It's all normal stuff that could be bought at character gen (nothing over avail. 12) so hopefully isn't a problem. I've tried to think what might be in such a stash rather than stuff that would be immediatly useful to Silk.

The car has been in a long term parking facility (paid up I'm assuming), for at least 18 months, probably longer (hence the need for grid guide to supply it power...and Silk can't drive nyahnyah.gif ). Other stashes would probably have been used up when Balefire got nuked so I'll have to come up with other creative ways to spend incoming cash smile.gif. The weapons etc are in a smuggling compartment in the boot.

Gridlink modified Honda Spirit 5750 ¥ (assumed half vehicle cost because of age/wear etc)
2 Disposable Commlinks 600 ¥
Area Jammer [R:4] 2000 ¥
2 Armour Vests [6/4] 1200 ¥
2x AZ-150 Stun Batons 1600 ¥
2x Ares Predator IVs 700 ¥
2x Silencers 400 ¥
30x Normal Rounds 60 ¥
Ingram Smartgun 650 ¥
100x Normal Rounds 200 ¥
Sawn-off Defiance T-250 475 ¥
20x Normal Rounds 40 ¥
2x Flashbang Grenades 60 ¥
2x Thermal Smoke Grenades 70 ¥
2x 600 ¥ Certified Credsticks 1200 ¥

Total 15005 ¥

Thoughts/comments welcome. Thanks

A
TheDoctor
QUOTE (Suicidal Street Sam @ Sep 7 2010, 03:38 PM) *
Hey, TheDoctor, Grimm, and Red_Cap...

It would be...kind of awkward for this meeting to just be Starship and I talking. Feel free to throw in a post, even if it's just something like "Rhodes nodded. Sounded good to him." Otherwise, we'll never get to the good stuff. wink.gif


WEeeeeelll...I was in Florida all last week on vacation. I'm back now.
Atomic Communist
Sorry if I shouldn't have jumped forward in time, but I wasn't really sure if I was supposed to wait, or post now, or what. So, I apoligize in advance. It was only 12 minutes.
Combat Mage
Firing two HE grenades at the garage door.

Agility 7 + Heavy Weapons 1 + Smartlink 2 = 10 Dice

Grenade 1: 10d6.hits(5) → [6,3,5,6,3,2,4,5,4,6] = (5)

Grenade 2: 10d6.hits(5) → [3,1,4,1,2,6,2,4,6,3] = (2)

Weapon is equipped with an a airburst link so scatter is 1d6 - hits. Damage code is 10P, -2/meter, AP-2.

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