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04:54, 28th April 2024 (GMT+0)

Log 3-7.

Posted by XFor group 0
X
NPC, 44 posts
Rank: Operator 1st Class
Assignment: Hyperion
Mon 20 Jun 2005
at 02:07
  • msg #1

Log 3-7

You clamber out of the meatlocker, and X hooks up a hardline nearby.  Luckily, there was one near the restaurant where you popped up.

In an instant, you all find yourselves back aboard the Hyperion.  Binary is also there, even though he is still unconscious.

"Unfortunately," X says.  "As always, we've got more problems."  He turns a computer screen toward you.  "Just after you entered the Node, Vincent told me about this Shadow Regime.  They were at that very moment breaking into Digital Fortress...en masse.  Vincent uploaded some codes, and I moved him and his Matrix bubble elsewhere.  Now the Shadow Regime will be walking into a McDonald's instead of his lair.  However, it won't take them long to find him again...and now they know the secrets of how to break in to it."

He pauses, looking at each of you.

"Of course, Vincent blames you for giving away those secrets.  But at least he's still alive.  Anyway, we have to get this ship back to Zion for repairs, and Binary needs to see the doctors there.  We will be returning there, and then you will probably be asked to go fix this thing with Vincent.  We need his support as our ally."

OOC:  I had originally planned a showdown with members of the Shadow Regime.  However, given that we've lost a few players and the game seems to have slowed way down, I ended the adventure short.

I will be recruiting a couple more players, and I'd like the next adventure to move a bit faster.  Also, you will have encounters with the Shadow Regime.  Remember that they are just like you...regular humans training in Matrix skills.

As you pick your next skills, maybe keep that in mind and be ready for some combat.  I will also give out CP and CBP after each decisive combat instead of the end of the adventure...so you can save points if you want.

Character points below:


If you do not want to continue the game or can't post daily or every other day as we get into the next adventure, this is a good time to pull out, at least temporarily.

This message was lightly edited by the player at 04:25, Tue 21 June 2005.
Snow
player, 74 posts
HT 11/11
Mon 20 Jun 2005
at 16:14
  • msg #2

Re: IC3-7

PM
This message was last edited by the player at 16:28, Mon 20 June 2005.
Screed
player, 94 posts
there can be only zero-1
until we are done
Mon 20 Jun 2005
at 23:04
  • msg #3

Re: IC3-7

Screed settles down to relax.  That was too close, he thinks.  Agents, several of them after us.  At least we succeeded in getting Binary back.  Too bad there wasn't any food in that kitchen I could have grabbed.
GM Heath
GM, 360 posts
God
Tue 21 Jun 2005
at 03:28
  • msg #4

Re: IC3-7

OOC:
Some discussion notes:

Just some comments about game play.  It is intended to move rather quickly.  As I mentioned before, I create the setting and the story arcs, but I do not force characters to go one way or the others.  That means that if you do nothing, I do nothing, and the game stops.

What I've found in my other games is that characters who post frequently tend to get the most attention with the storyline going around their characters.  Those who post less I fear will drop out, and therefore building a story arc around them can create a gaping hole in the campaign.

I would like to engage characters more.  That also means that you probably need to communicate more to each other as well.

As is the problem with RL, I am often busy and may not give you each the attention you deserve, so remember that the squeaky wheel gets the grease around here.

That said, if you have specific character elements you want incorporated into the game, now is the ideal time to let me know.  The more specific you get, the better.  I am often shuffling around 15 or more characters in my head, so I don't want to ignore anyone, yet I feel that you feel ignored.

For the future, I suggest a bit more team tactics and team play.

As for experience and related issues, for example, in the last mission, experience was given based on how many scientists you rescued alive.  The party didn't fare too well in that, but you got important information and the most important scientists survived.

In this adventure, I was looking at cooperative play, figuring out the puzzles (such as the riddles to get in and the key to making it past the sentries).  I was also looking at possible characterization and creative roleplaying.

But this adventure slowed way down when we lost two or three players...so it didn't turn out nearly as well as I'd hoped, and truth be told, I did kind of railroad it to a finish.  The actual adventure was not done, but I decided it's time to cut it off and regroup.

So I will add a couple more players.  In the meantime, if you have specific comments to help the game next round, please let me know.  You can also discuss it amongst yourselves and figure out whatever might make it more interesting for you.


I expect more combat next adventure, so please be ready for that.
Screed
player, 95 posts
there can be only zero-1
until we are done
Tue 21 Jun 2005
at 03:50
  • msg #5

Re: IC3-7

I had the chance to use my skills as a character, which was mainly non combat.  My combat skills are limited to SMG's and that's it, though those can be pretty effective, I did not fire one shot, which works for me.  On the down side, there were a lot of one line posts and I felt quite lost at the beginning.  I felt I as a player was supposed to have more in-game knowledge than I did.  I am in a couple of other games right now that seem to be floundering in that respect also.

I am hoping that some of the new codes will include gadgets for lockpicking and other cool toys, i.e. atm bypassers, fully loaded laptops, things that underworld characters (essentially what we are) would have to get around things without having 'X' do it.  If that is not the way the game will be going, that is fair too.

Overall, I enjoyed the game immensely.  A fighting game I will definitely be standing back and firing because I have zero hand to hand.
GM Heath
GM, 361 posts
God
Tue 21 Jun 2005
at 04:20
  • msg #6

Re: IC3-7

A few hours into your flight...and recovery...toward Zion, and X says triumphantly, "Those codes given me by Vincent were very helpful.  I can program in just about any weapon you want now."

OOC:  If you look at the weapon listing on the web site, you will see a HUGE number of GURPS firearms listed now.  http://www.fortunecity.com/riv...693/matrix/id108.htm

The charts are all there for weapon stats.  Unfortunately I am having problems getting the pdf file to upload because it is so large (has full description of all weapons and pictures).  But as you can see, there are things like flamethrowers, rocket launchers, all sorts of pistols, automatic weapons, antitank weapons, grenades, etc.


X is getting all sorts of technical specs for other items as well.  If you have a specific request, let me know and I'll decide (perhaps by die roll) if it is available.
Screed
player, 97 posts
there can be only zero-1
until we are done
Tue 21 Jun 2005
at 20:02
  • msg #7

Re: IC3-7

Screed squints and adjusts his glasses.  "Neat!  That's a lot of hardware.  I hope we never get to use it."  With the dangers they're in, that is a slim hope.

Lockpicks to start with
Silicon
NPC, 3 posts
AKA "Silly"
Thu 23 Jun 2005
at 03:20
  • msg #8

Re: IC3-7

"Look bright, everyone," Silicon says through the intercom.  "We've got incoming.  Sentinels on our tail.  Hold on tight.  We need to get to a spot to engage the EMP without crashing ourselves."

"How does it look?" Locke says, rushing past you toward the helm.

"Not good," Silicon responds.  "We're surrounded by debris and pipes and nowhere to set her down."

"Then keep running."

Above you, the Hyperion still has a gaping hole in its ceiling where the Sentinels broke through at the end of your first mission.  The husk of a Sentinel body lays immobile on the floor nearby.  The buzzing of the forcefield is loud, but you can hear the distant ticking of Sentinels approaching.
This message was last edited by the player at 03:09, Fri 24 June 2005.
Screed
player, 98 posts
there can be only zero-1
until we are done
Thu 23 Jun 2005
at 12:55
  • msg #9

Re: IC3-7

Screed pipes in, "Sentinels!?  Are they as bad as they say?  Do you need me to do anything?"  He begins to strap himself in in the first available spot and then changes his mind.  He goes to make sure Binary is secure.
Snow
player, 75 posts
HT 11/11
Fri 24 Jun 2005
at 16:44
  • msg #10

Re: IC3-7

Snow moves over to the body of the fallen Sentinel, then crouches down and starts working on its inner circuitry.
GM Heath
GM, 362 posts
God
Mon 27 Jun 2005
at 01:37
  • msg #11

Re: IC3-7

Snow tries reprogramming the Sentinel but unfortunately is not successful.

He then tries tapping into communications.  They are all sent in bytes, but you are able to direct them to the nearby computer, where X says, "Looks like they are on a search and destroy mission.  Search us out and destroy us.  Wonder if they know we have Binary?"

Silicon seems to be piloting like crazy.  "Get out the EMP Rifles," X says, running to the cabinet to hand them out.
This message was last edited by the GM at 01:39, Mon 27 June 2005.
Screed
player, 99 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 03:07
  • msg #12

Re: IC3-7

Screed stops in mid-stride and turns to take a rifle.  "Ummm... so how do these thing work?"
X
NPC, 45 posts
Rank: Operator 1st Class
Assignment: Hyperion
Mon 27 Jun 2005
at 03:11
  • msg #13

Re: IC3-7

"Pull the trigger and don't cross the streams or hit anything you don't want to hit.  Causes a nasty burn."
Screed
player, 100 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 03:26
  • msg #14

Re: IC3-7

Screed pushes his glasses back onto his nose and says noncommitally, "uhhh.huh...  So I should, ummm... point this out a window?"
X
NPC, 46 posts
Rank: Operator 1st Class
Assignment: Hyperion
Mon 27 Jun 2005
at 03:48
  • msg #15

Re: IC3-7

X takes a hesitant step back.  "Uh, yeah.  Just point it any calimari you see."
Screed
player, 101 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 03:53
  • msg #16

Re: IC3-7

Screed, a little unsure finds a corner and waits.  He listens as he tries to brace himself as the ship flies.
Jade
player, 133 posts
HT=7/11
Mon 27 Jun 2005
at 03:57
  • msg #17

Re: IC3-7

Jade takes the rifle.  "Always nice to have the feel of one of these in your hands.  Feels like...victory."  She faces the gaping hole, ready to fire if needed.

"Just stand back, Screed.  I got you covered."
Screed
player, 102 posts
there can be only zero-1
until we are done
Mon 27 Jun 2005
at 04:13
  • msg #18

Re: IC3-7

Screed does feel better.  "Thank you, Jade."
Snow
player, 76 posts
HT 11/11
Mon 27 Jun 2005
at 10:38
  • msg #19

Re: IC3-7

Don't cross the streams, Snow chuckled, half remembering the film that he had heard that in. He shoulders a rifle and peers outside, rseady to fire at any Sentinel he sees.
Silicon
NPC, 4 posts
AKA "Silly"
Wed 29 Jun 2005
at 03:12
  • msg #20

Re: IC3-7

You feel a jarring crash that nearly knocks you off your feet.

"Oh, no," Silicon says.  "We've bottomed out.  You need to get to the back of the ship and turn off EMP engines 1 and 2.  That'll take two of you.  And do it quick.  We've got only about 1 minute."

T-Minus 1 minute to Sentinel arrival.
Screed
player, 104 posts
there can be only zero-1
until we are done
Wed 29 Jun 2005
at 03:50
  • msg #21

Re: IC3-7

Screed thinks, Great something I can do.  He throws the gun on his back by the strap and runs to the back for the EMPs.  "I got one."
Fault
player, 79 posts
HP= 10/10
Thu 30 Jun 2005
at 04:54
  • msg #22

Re: IC3-7

Fault also runs to help them.  "I got number two."
Screed
player, 105 posts
there can be only zero-1
until we are done
Thu 30 Jun 2005
at 05:03
  • msg #23

Re: IC3-7

Screed heads to the back and starts fiddling.  Quickly taking in what he thinks needs to be done, he starts working.  "Okay Silicon, I'm going for the first one!" he calls out as he once again makes sure his glasses are on straight.
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