QUOTE (J. Packer @ Jan 11 2011, 01:56 PM)
I will leave it up to you. What I've done with others is roll the rolls in OOC - and I'm no fan of buying hits, so go ahead and roll them: glitches can be fun! - and then we can RP out the results. When it's something simple, like negotiating down the cost of the upgrade for his comm link, We did the rolls, and he wrote the RP entirely on his own. It's a shared, world after all, so why not let you guys wax poetic if that's your lean?
...
You have a starting point in Peaches, and another in your guy up in the PCC with the pawn shop. Run with it from there. Invent people if you need to, and I'll add them to my stable of NPCs.
I also ruled that you can purchase ammo for your weapon with the same hunt - you just use the highest rating for your threshold. So if he'd been looking for some 16F ammo, the search would have been twice as hard.
If I see that you've gotten to a point where you're waiting on a question from me, in IC, I'll jump in.
Okay, I'll throw out some rolls (see below) and an accompanying IC to get the ball rolling.
For the availability test, Kreskin will be talking to 3 contacts in particular (Peaches, although she can't help until Tuesday or whatever), Kim Luk (who said he would keep an eye out for concealable weapon holsters for Cody, and might be able to put him in touch with someone who deals in weapons), and the Johnson (who seems connected enough in the PCC, and deals with the mafia, so illegal favors are not out of the question). He needs to make a charisma (5) + etiquette (2) test. Even though I know all of these initial contacts, I want them to put me in touch with someone new, so if Klilnk was correct about adding 1 die for first-impression, I'll do that. It makes sense that once they introduce him to a guy who sells grenade launchers, he'll need to make a good impression. I also think that 5 karma just barely rounds up to 1 street cred (according to the section in the BBB), which Cody should be able to use for this test (leveraging the fact that he's just done a job for two of these people, and recently with the other - and it should give them some nice things to say about him to their friend). That's 9 dice.
The interval should be 1 day for each test, and it looks like I need 8 hits.
Day 1:
9d6.hits(5) = 5 hits (nice first day)
Day 2:
9d6.hits(5) = 1 hit (uneventful day, probably waiting to get some calls back)
Day 3:
9d6.hits(5) = 2 hits (arranging the actual meeting with the friend-of-a-friend?)
Oh crap! I made those rolls using etiquette when its a negotiation test. That would add one die to each roll, which is can't speed anything up unless they first two are both hits. Let's see if they are:
1 hit Nope. Still takes 3 days (so roughly Thursday night)
I can't seem to find the relevant rules, but once at the meeting, I think Kreskin needs to negotiate a price (assuming that is standard practice). The base'd be 725 nuyen. I'll assume first impression doesn't apply here, since i used it above, and I'm not sure if street-cred would or not, but its easier for you to lop off dice than me to add them on later, so for now I'll add it and you can cut a die if you don't think Kreskin's reputation comes into play. Kreskin also has a rating 6 emo-toy, but OOC I think they're kinda cheap (+6 dice for 600 nuyen, yes please!) so I'll leave those dice off... but if the guy I end up negotiating with has the balls to pull out an emo-toy, Kreskin will too (otherwise, it seems like a sign of good faith for both parties to just leave them tucked away).
Since any percentage of 725 is unlikely to be more than 300, I won't bother using edge on this roll, and will save it in case Kreskin f's up on one of the many border crossings he's going to need to make between now and Saturday.
So: Charisma (5) + Negotiation (3) + Street Cred (1) = 9 dice
9d6.hits(5) = 2 hits... but also a glitch (not critical though!)
Now, since it was a glitch, maybe I *should* use the remaining point of edge to counter act it, but that raises a question.
I know one of the uses of edge is to negate a glitch, and that might be what I need to do, but another one lets you reroll all dice that were not hits (in this case, 7 of the 9, including all 5 1s), would that also effectively remove the glitch (as long as the new results did not include 5 ones) or will the glitch effect still happen unless I use the edge to negate it, even if I use edge (instead) to change the results of the dice?