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Chrome Head
It's probably too complicated and too difficult to get done. We should just get going. We're badly injured and it's a low level spirit. A lot of reasons to just bug out. I still like the idea, but Amy could have brought it up and then put it down just as fast.
Jack VII
I'm good with moving onto the safe house or wherever we're going.
Jack VII
LOL, this first aid stuff is NOT going to go very well.
Chrome Head
We'll need to thoroughly search all 3 of them before they can wake up. Hidden compartments, anything with a signal, anything with an astral spark. Of course, right after we do first aid and healing (and resist pain perhaps). More importantly, before they have a chance to wake up.
DrZaius
QUOTE (Chrome Head @ Oct 13 2014, 09:29 AM) *
We'll need to thoroughly search all 3 of them before they can wake up. Hidden compartments, anything with a signal, anything with an astral spark. Of course, right after we do first aid and healing (and resist pain perhaps). More importantly, before they have a chance to wake up.


I agree. Stinger's little hidden compartment was not a pleasant surprise. Luckily he didn't have a little drone in there he could send out for help.

-DrZ
Jack VII
I did a pat down of them and apparently didn't notice anything. Overkill should be able to do a Matrix Perception test for hidden ware (if it's wireless enabled) and Amy could try to assense them for locations of cyberware (if they have bio, we might be screwed depending on the roll).
Lobo0705
So, I was shocked to see all the zombies in the walking dead apparently got jobs as the New York Giants last night. What a debacle frown.gif

At any rate, here go the following rolls:

Jack first aids himself (This cancels Jack's Resist Pain)
Amy casts a new Resist Pain (F6) on Jack (F1-6 have the same Drain Profile)
Jack first aids Amy (This cancels Amy's Resist Pain)
Amy casts a new Resist Pain (F6) on herself
Amy heals Jack and herself (Cancels Resist Pain on both)
Amy casts a new Resist Pain (F6) on both Jack and herself
Jack applies First Aid to everyone else
Amy heals everyone else.
Amy casts Resist Pain (F6) on everyone else as needed.

So that is 3 first aid tests Jack is making for physical wounds, and 4 tests for stun wounds. Here are Overkill's 7 teamwork tests:

6d6.hits(5)=2, 6d6.hits(5)=1, 6d6.hits(5)=2, 6d6.hits(5)=1, 6d6.hits(5)=4, 6d6.hits(5)=2, 6d6.hits(5)=2


Ok, so Jack first aids himself. I honestly don't know that you've used the medkit 3 times so far - I believe you used it once on Amy when she was shot back at the rally, and probably once on the girl who was captured by Truck. I'll say you have one more use of supplies.

So Jack rolls, logic + first aid 6, -4 for augmentations, -1 for average conditions (you are actually indoors), +3 for medkit, +2 for Overkill, -2 for wounds.

So, nothing there.

On the bright side, Amy doesn't have to cast resist pain on you again. wink.gif

Next his attempt to heal his stun wounds.

So Jack rolls, logic + first aid 6, -4 for augmentations, -1 for average conditions (you are actually indoors), +3 for medkit, -3 for lack of supplies, +1 for Overkill, -2 for wounds.

0 dice - so no roll.

Next is his attempt on Amy.

So Jack rolls, logic + first aid 6, -2 for Awakened, -1 for average conditions (you are actually indoors), +3 for medkit, -3 for lack of supplies, +2 for Overkill, -2 for wounds.

3d6.hits(5)=1

So not enough to beat the threshold.

Again, not necessary to recast resist pain on Amy.

Next is Amy casting Heal on Amy. Force 6:

Skill+Attribute of 12, +2 for mentor, -2 for wounds
12d6.hits(5)=4

and resists 2DV Drain
13d6.hits(5)=7

So now Amy is down to 3 boxes. Physical and 6 Stun.

Recasts Resist Pain
Skill+Attribute of 12, +2 for mentor, -3 for wounds (since the original Resist Pain has been voided)
11d6.hits(5)=1

Resists Drain
13d6.hits(5)=7

It is probably worth the risk to not make that permanent and recast it
11d6.hits(5)=4

There you go smile.gif

Resist Drain
13d6.hits(5)=2

So no drain.

Now she has no wound modifiers. smile.gif

She tries to heal Jack

12 dice, +2 for mentor, -5 for his essence loss
9d6.hits(5)=5

Holy crap she is on a roll!

Resist Drain
13d6.hits(5)=4

No Drain

Resist Pain on Jack
14d6.hits(5)=3

So he is effectively at 2 boxes for the purposes of modifiers, (and at 5 boxes in actual damage).

Jack tries to help Overkill
So Jack rolls, logic + first aid 6, -4 for augmentations, -1 for average conditions (you are actually indoors), +3 for medkit, -3 for lack of supplies, +4 for Overkill

5d6.hits(5)=2

No help there frown.gif

Amy Heals Overkill
9d6.hits(5)=1

Ooh - poor Overkill - still at 4 boxes physical frown.gif

Resist Drain
13d6.hits(5)=5

She is fine - Resist Pain on Overkill
14d6.hits(5)=3

So he is fine for the purposes of wounds

She resists Drain
13d6.hits(5)=7

How many times has she rolled 7 hits on 13 dice for drain? That is crazy lol.

Finally, Jack tries to help Grease:

So Jack rolls, logic + first aid 6, -2 for augmentations, -1 for average conditions (you are actually indoors), +3 for medkit, -3 for supplies +2 for Overkill,
5d6.hits(5)=2

No help.

Amy casts resist pain on Grease
14d6.hits(5)=3

So Grease is fine as far as modifiers

Resist Drain
13d6.hits(5)=2

So she is fine.

So, the final tally is:

Jack 5 boxes of physical, no Stun. (Resist Pain with 3 hits) - no wound modifiers.

Overkill, 4 boxes of physical, 2 boxes of Stun (Resist Pain with 3 hits) - no wound modifiers.

Grease, 4 boxes of Stun (Resist Pain with 3 hits) - no wound modifiers.

Amy, 3 boxes of physical, 6 boxes of Stun (Resist Pain with 4 hits) - no wound modifiers.



Jack VII
I haven't read through the whole deal, but I only lose 2 dice for my augmentation for first aid purposes. It's -1 per 2 full points of Essence loss. So the largest penalty you can face is -2 at 2.0 essence. Another full 2 points of essence loss from there means you're dead or a cyberzombie. I've also never been entirely sure on what rounding up for a negative number means for magical healing, not sure if you're supposed to move it closer to the 0 axis or if you just round up as if it was the absolute value. Not a big deal either way. I think it worked out pretty well given that none of us have wound modifiers.

ETA: I had stun injuries?

EATA: Amy gets two more dice when casting Heal on herself due to Quick Healer, I think. Also, Overkill would only be able to add 3 dice total in the teamwork test as the most dice that can be added are equivalent to the leader's skill rating in the test. That loses a hit from the First Aid test on him (although I guess it could be kept as a hit as we were overcharged by two dice for the augmentation penalty and one more die would need to be rolled).

P.S. Resist Pain is BOSS!
Chrome Head
QUOTE (Jack VII @ Oct 13 2014, 09:50 AM) *
I haven't read through the whole deal, but I only lose 2 dice for my augmentation for first aid purposes. It's -1 per 2 full points of Essence loss. So the largest penalty you can face is -2 at 2.0 essence. Another full 2 points of essence loss from there means you're dead or a cyberzombie. I've also never been entirely sure on what rounding up for a negative number means for magical healing, not sure if you're supposed to move it closer to the 0 axis or if you just round up as if it was the absolute value. Not a big deal either way. I think it worked out pretty well given that none of us have wound modifiers.

ETA: I had stun injuries?

EATA: Amy gets two more dice when casting Heal on herself due to Quick Healer, I think. Also, Overkill would only be able to add 3 dice total in the teamwork test as the most dice that can be added are equivalent to the leader's skill rating in the test. That loses a hit from the First Aid test on him (although I guess it could be kept as a hit as we were overcharged by two dice for the augmentation penalty and one more die would need to be rolled).

P.S. Resist Pain is BOSS!

Good catch. I can confirm Amy gets +2 dice on any attempt made to heal her (including when healing herself) as per our interpretation of that quality.

Oh and very good results overall, I think, given the circumstances. Resist Pain doesn't look like a bad spell at all when you have plenty of time to make it permanent. Amy goes from -3 to no wounds modifier right now.
Lobo0705
Good catch on the Quick Healer -

Here are the 2 extra dice your first aid
2d6.hits(5)=0

And the 2 extra dice on the Heal spell
2d6.hits(5)=0

Don't know what I was thinking with Jack and stun damage frown.gif

The fact that Overkill should have added 3 less dice makes up for me screwing up the negative dice pool for augmentation smile.gif
Jack VII
QUOTE (Lobo0705 @ Oct 13 2014, 09:20 AM) *
The fact that Overkill should have added 3 less dice makes up for me screwing up the negative dice pool for augmentation smile.gif

1 less die. The limitation basically acts as a limit on the total number of dice that can be added to the leader's test. The only test it would have mattered on was the one where he scored four hits on the Teamwork Test since Jack only has a skill of 3. He would only have added three dice to Jack's roll, rather than four. It isn't a big deal, just pointing it out for the future. wink.gif

I think we need to revisit the debate on how effective First Aid in a shadowrunning situation can be, LOL wink.gif
Jack VII
OK, Cool.

We're at the "safehouse" (which we should probably burn to the ground after this). Interrogation time? What order do we want to do this in? I think we're all agreed that we don't want Falcon waking up at all. Do we want to wake the headjammed rigger up first and see if we can get him to flip on the rest of the crew or do we want to work over Lynx? With no wound modifiers and Overkill's assistance, it's still a little less than a 50/50 shot that I heal a box of stun damage given the conditions and lack of supplies.
Lobo0705
Ah - I see now.

Good to know for teamwork tests smile.gif

What else can I do for you guys?

Here is Amy's Assensing test on each in alphabetical order: Falcon, Gutter, Lynx

9d6.hits(5)=4, 9d6.hits(5)=2, 9d6.hits(5)=2

So, Falcon has no cyberware, and has a Magic of 7.

Gutter has several pieces of cyber headware, but no bodyware.

Lynx is riddled with cyberware, including a cybernetic right arm.
Jack VII
QUOTE (Lobo0705 @ Oct 13 2014, 10:43 AM) *
Ah - I see now.

Good to know for teamwork tests smile.gif

You edited frown.gif LOL. Actually, the two tests it might have mattered on were where I hit the Threshold (2), so any net hits after that would have healed, but like we're all saying, I think we're happy with how it turned out in any event.

QUOTE (Lobo0705 @ Oct 13 2014, 10:43 AM) *
What else can I do for you guys?

Here is Amy's Assensing test on each in alphabetical order: Falcon, Gutter, Lynx

9d6.hits(5)=4, 9d6.hits(5)=2, 9d6.hits(5)=2

So, Falcon has no cyberware, and has a Magic of 7.

Gutter has several pieces of cyber headware, but no bodyware.

Lynx is riddled with cyberware, including a cybernetic right arm.

Overkill should probably Matrix Perception to see if he spots any hidden icons on them. I'll do another Perception check if I can, without wound modifiers, and specifically physically frisking all of them. I am taking a special look (hopefully getting the +3 bonus) to see if Lynx has a hidden compartment in his arm.
Lobo0705
QUOTE (Jack VII @ Oct 13 2014, 11:46 AM) *
Overkill should probably Matrix Perception to see if he spots any hidden icons on them. I'll do another Perception check if I can, without wound modifiers, and specifically physically frisking all of them. I am taking a special look (hopefully getting the +3 bonus) to see if Lynx has a hidden compartment in his arm.



For these I rolled them offline - Overkill does not see any hidden icons.

Lynx's arm appears to be full of servos and other augmentations, but no hidden compartment.
Chrome Head
Any reagents, foci, active spells, etc. on any of them (mostly asking for Falcon, obv)?

ETA: Amy has time to assense some of the gear itself, to check if there are any inactive foci.
Lobo0705
QUOTE (Chrome Head @ Oct 13 2014, 11:58 AM) *
Any reagents, foci, active spells, etc. on any of them (mostly asking for Falcon, obv)?


None - he is literally in his pajamas lol.
Chrome Head
QUOTE (Lobo0705 @ Oct 13 2014, 10:59 AM) *
None - he is literally in his pajamas lol.

If I had a power focus, there's a good chance I would sleep with it wink.gif
Jack VII
QUOTE (Lobo0705 @ Oct 13 2014, 09:59 AM) *
None - he is literally in his pajamas lol.

Pajama bottoms. His top is tied around his head. wink.gif

I'm going to post IC to get the show on the road. I know Grease likes to do this stuff, so we should probably wait for DrZ to weigh in before really kicking it off. A nicely planted Influence spell might work wonders with Gutter.
Chrome Head
QUOTE (Jack VII @ Oct 13 2014, 11:01 AM) *
Pajama bottoms. His top is tied around his head. wink.gif

I'm going to post IC to get the show on the road. I know Grease likes to do this stuff, so we should probably wait for DrZ to weigh in before really kicking it off. A nicely planted Influence spell might work wonders with Gutter.

Except that it's resisted with logic + willpower I believe. Two stats dwarves and riggers have high... Lynx probably has decent willpower too, but odds are in our favor. I'm not sure how meta-gamey that line of reasoning is, however. Either way, they are very injured, which is to our advantage, it's only too bad that we can't torture the drek out of them.

Apart from asking for stuff that's not to their advantage, about every other modifier in the book will go in our favor if we attempt to intimidate.
Jack VII
QUOTE (Chrome Head @ Oct 13 2014, 10:06 AM) *
Except that it's resisted with logic + willpower I believe. Two stats dwarves and riggers have high...

Who knows, maybe he's like our rigger...

ETA: It may not have been clear, I guess, but Jack definitely wants to interrogate Lynx. He just thinks we should interrogate Gutter first to get more intel that we can use to catch him in a lie or give the impression we have a stronger hand than we do.
Lobo0705
For when you attempt to wake him up:

Overkill teamwork test
7d6.hits(5)=2

Jack rolls:

skill+stat 6, -1 for augmentations, -1 for conditions, -3/+3 for supplies/medkit, +2 for Overkill
6d6.hits(5)=2

So no go frown.gif

ETA - anything you want to do while you wait for him to wake up?
Jack VII
If we don't want to wait, I guess we could try to wake Lynx up instead and just ignore Gutter for now.

Granted, given that so far I have yet to hit the threshold to heal a single box of damage six times, we're probably just going to have to wait for Lynx to wake up as well.
Lobo0705
QUOTE (Jack VII @ Oct 13 2014, 01:11 PM) *
If we don't want to wait, I guess we could try to wake Lynx up instead and just ignore Gutter for now.

Granted, given that so far I have yet to hit the threshold to heal a single box of damage six times, we're probably just going to have to wait for Lynx to wake up as well.


Ok - so waking up Lynx:

Overkill teamwork
7d6.hits(5)=3

Jack's test
skill+stat 6, -2 for augmentations, -1 for conditions, -3/+3 for supplies/medkit, +3 for Overkill
6d6.hits(5)=3
Sucess!

You manage to wake him up.
Jack VII
LOL, I guess that was meant to be, get working interrogation crew! Jack will have his pistol [S&S] leveled at Lynx for the extent of the interrogation if Overkill will watch the others. I figure we're doing the interrogations in the bedroom and keeping the other two separated. I can't remember if anyone has a WNG, but if so, I imagine we would use it.

ETA: Do you want me to put up an IC to that effect?
Lobo0705
QUOTE (Jack VII @ Oct 13 2014, 02:40 PM) *
LOL, I guess that was meant to be, get working interrogation crew! Jack will have his pistol [S&S] leveled at Lynx for the extent of the interrogation if Overkill will watch the others. I figure we're doing the interrogations in the bedroom and keeping the other two separated. I can't remember if anyone has a WNG, but if so, I imagine we would use it.

ETA: Do you want me to put up an IC to that effect?



Overkill has several jammers, but no WNG. Grease doesn't have one, and neither does Amy (I had to actually check Grease's character sheet, Amy I KNEW didn't have one wink.gif)

Right now you had Lynx and Falcon in the living room, and Gutter in the bedroom, go ahead and put up an IC post if you would like about swapping the two of them, then Chrome and Dr Z can decide which direction they want to take.
DrZaius
Is our plan to get Chrome to try and cast Influence on him? Otherwise I can post IC and get things rolling.

-DrZ
Jack VII
I think Amy could probably stand behind him and cast while you're talking. Depending on the Force of the spell, it would take her 3 to 18 or so seconds to make it "permanent" on him.

ETA: Nice post, el Doctore!
Lobo0705
Yes - very nice post smile.gif

I have not answered because I'm not sure if Amy is casting Influence or not.
DrZaius
Sounds good- I'm not in a rush. I have a crazy conspiracy theory I think Amy would like..

-DrZ
Jack VII
Me either. I'm going to be pretty busy today, so I'm not sure how much I am going to be able to post. Considering I'm basically standing there with a pistol leveled at Lynx's head, that's probably okay. smile.gif
Chrome Head
Sorry for the slight delay.

Amy casts Influence on Lynx, yes. Basically during Grease's speach. She'll choose a moment when Lynx isn't looking at her. Force 3, 5 reagents. If only I still had edge, I'd reroll failed dice on the casting roll.

Now the tricky part is what suggestion to choose. It has to be simple, but it has to get the right effect. Here's a few I came up with:

1) "Your employers screwed you over."
2) "That talkative elf is your best friend."
3) "If you don't talk, you die."
4) "You want to be cooperative."

In the end, I think that I'll go for something pretty straightforward, "You don't want to keep secrets." That goes pretty strongly against his beliefs, I'm sure, so it won't last too long, but it can be quite valuable while it lasts.
Lobo0705
Given that he is tied up, it is easy for Amy to walk around behind him and cast the spell out of his line of sight.

Amy casts Influence.
12d6.hits(5)=1

And resists Drain
13d6.hits(5)=0

Holy cow. That is ridiculous.

Lynx resists
8d6.hits(5)=3

So Amy takes 2 boxes of Stun Damage raising her to 8 boxes of Stun and voiding her Resist Pain Spell (bringing her back to -3 dice in penalties (3 boxes physical, 8 boxes stun).
Jack VII
Jesus. Plan B then, I guess. Does he know someone tried to cast a spell on him?

ETA: I already deducted the reagents. 100 nuyen down the drain, LOL. The vagaries of chance.
Lobo0705
QUOTE (Jack VII @ Oct 14 2014, 10:42 AM) *
Jesus. Plan B then, I guess. Does he know someone tried to cast a spell on him?

ETA: I already deducted the reagents. 100 nuyen down the drain, LOL. The vagaries of chance.


Let's see.

5d6.hits(5)=1

He does not smile.gif
Chrome Head
Hmm.. so Amy will cast resist pain on herself... F6, and we'll take it from there when that's permanent...

That is, unless she is within 2 boxes of passing out??
Jack VII
QUOTE (Chrome Head @ Oct 14 2014, 10:23 AM) *
That is, unless she is within 2 boxes of passing out??

I think you would need 3 boxes of Stun to pass out, assuming you have a WIL of 5 or greater.
Chrome Head
Her willpower is 6, so it seems fine. So a new resist pain it is.
Lobo0705
Amy casts Resist Pain Force 6 (since the Drain is F-4)
12 dice, -3 for wounds
9d6.hits(5)=5

Sorry - she gets 2 extra dice due to her Mentor
2d6.hits(5)=1

Resist 2DV Drain
13d6.hits(5)=3

So 6 hits, so she is back down to no wound modifiers smile.gif

That whole thing (casting the original spell, then casting the 2nd and holding it for 6 combat turns takes about 30 seconds) - I'll throw up an IC post in a couple of minutes.
Chrome Head
Amy's lucky that Lynx didn't notice the first attempt. She can try again and hope for a better result. She'll try the same spell again, force 3, 5 reagents, Influence to "be cooperative by sharing information". It's something he'll fight against, but we can get very valuable things out of it.

If/once Amy feels that the spell is working, she will tell Grease to "ask him for specifics right now, just to see if he'll answer". Grease will understand the message quite clearly. There will be a window of opportunity to have Lynx spill out what he knows.
Lobo0705
Ok - recasting Influence, Force 3, 5 reagents

12d6.hits(5)=3

Resist Drain
13d6.hits(5)=5

No Drain

Lynx resists
8d6.hits(5)=5

See if Lynx notices the 2nd attempt
5d6.hits(5)=2

Again the spell fizzles, but he still doesn't notice the spellcasting.
Chrome Head
QUOTE (Lobo0705 @ Oct 14 2014, 05:06 PM) *
Ok - recasting Influence, Force 3, 5 reagents

12d6.hits(5)=3

Resist Drain
13d6.hits(5)=5

No Drain

Lynx resists
8d6.hits(5)=5

See if Lynx notices the 2nd attempt
5d6.hits(5)=2

Again the spell fizzles, but he still doesn't notice the spellcasting.


Do you have some kind of rule against re-trying as long as he doesn't notice, in our circumstances? It's starting to cost me in terms of reagents, but the potential payoff is high.
Lobo0705
There is no reason you can't keep casting the spell - it is a really bad thing to be tied up with a mage able to cast spells at will at you smile.gif

Amy Casts Influence Force 3, 5 Reagants
12d6.hits(5)=6 - reduced to 5 hits by limit

Resists 2DV drain
13d6.hits(5)=2

No Drain

Lynx resists
8d6.hits(5)=3

So 2 net hits.

Lets see if he notices:
5d6.hits(5)=2

He doesn't.

Jack - can you remove 10 more reagents from the inventory?
Jack VII
Sure thing - Done. 39 Effective Shamanic Reagents left.
Chrome Head
QUOTE (Jack VII @ Oct 14 2014, 06:53 PM) *
Sure thing - Done. 39 Effective Shamanic Reagents left.

Reagents well spent in my book. smile.gif

ETA: I went ahead and edited my IC post to add casting the spell successfully. I think it takes a few combat turns to actually kick in (become permanent), iirc, so I'll let you determine the timing, Lobo.

Once she knows it's working, Amy will say "Enough with the pleasantries, tell us who hired you, Lynx." After Lynx answers (assuming he does), Amy winks to Grease and says "You see you just had to ask nicely." And let Grease continue with the interrogation.
Jack VII
I mean, they're converted reagents, so the "15" expended reagents are worth about 1,320 nuyen.gif given street index. In the future, we might want to consider seeing if Grease's face skills can achieve the same results without burning the resources. I don't even know if there were rolls involved in his interrogation attempt to be honest.
Chrome Head
QUOTE (Jack VII @ Oct 14 2014, 08:20 PM) *
I mean, they're converted reagents, so the "15" expended reagents are worth about 1,320 nuyen.gif given street index. In the future, we might want to consider seeing if Grease's face skills can achieve the same results without burning the resources. I don't even know if there were rolls involved in his interrogation attempt to be honest.

I thought 15 reagents were 30 actual hermetic reagents and those are 20 a piece, which means 600 nuyen net value. Selling them wouldn't get us that much, maybe 30%? Amy has good contacts for buying reagents at a decent price, so at the end of the day, I just see it as having spent 15 reagents, which is worth 300 or maybe a little more to her. Compare that to ammunition expenditure (or medical expenses, or burner links, or even drones getting wrecked..) and it's all right.

I agree she could have waited, but she feels like we need to get this over as quickly as possible, and it's a good way to know we can trust the information. Besides, she's not greedy. And considering how the F5 spirit she binded fared, she got much better value out of reagents this way.
Jack VII
Street index for magical goods is 2.2x which wold apply to reagents from what I can tell, thus 1,320. I will agree that Amy got much better value out of this than binding the spirit: 5,500 nuyen.gif which is crazy expensive. If you end up with any of the hermetic stuff left after the run, you might want to see if Stingray would consider a 3 for 4 swap of shamanic to hermetic reagents. It would be slightly in your favor than the 1 for 2 ratio you get from using hermetic reagents.

ETA: I got bored and decided to calculate the ammunition expenditure cost. It comes out around 1,008.25 nuyen.gif w/Street Index but not including Chapel's discount. It seemed kind of high since we haven't fired all that much, but that included a few rounds of suppression fire and Grease emptying a 32 round magazine at the "vampire" who "attacked" him during the ambush, LOL.

@Lobo: Does it look to Jack as if Lynx is trying to slip the cuffs by using his blood as a lubricant? He's going to keep a close eye on him for signs of that.
DrZaius
Some notes for the interrogation OOC:

I'd like to use my RCC as a jammer, as it has that functionality

I'd also like to have a fly-spy record the interrogation as well (like with Stinger).

Thanks,
-DrZ
Jack VII
I don't think RCCs can jam. IIRC, Jam Signals is an Attack-based Matrix Action. I think it's limited to cyberdecks only. But Overkill has a bunch of jammers.
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