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19:55, 28th March 2024 (GMT+0)

[OOC] Chapter Three.

Posted by TegyriusFor group 0
Tegyrius
GM, 455 posts
Mon 18 Jan 2016
at 13:48
  • msg #1

[OOC] Chapter Three

Team -

My work schedule for the next couple of weeks is heavy with off-site meetings and evening overtime, so I'll start the third mission on the weekend of the 30th-31st.  That should give everyone time to drop at least one post in the intermission thread if you haven't already.

I have several items for this thread, which I'll drop into separate posts for ease of organization (and to artificially inflate the game's post count).  I'll unlock the thread for general use once I've finished those tasks.
Tegyrius
GM, 456 posts
Mon 18 Jan 2016
at 13:49
  • msg #2

Advancing the Timeline

In game time, the third mission will begin on Wednesday, June 10th, 2015.  Since the conclusion of the Australia operation, the following events have occurred off-screen:

• Magnitude 7.8 and 7.3 earthquakes in Nepal (real world).

• Memorial service for Oberfeldwebel Gerhardt Geerts, KSK, White Cell agent killed during Operation PEASANT WRENCH (surveillance of a suspected Iranian high-energy physics laboratory on the Caspian Sea) (game world).

• FIFA corruption scandal (real world).

• Preliminary analysis of recordings, artifacts, and specimens from the Australia op, as listed in the [Meta] Intelligence Summaries thread (game world).

• Integration of Sergeant "Crit" Crittenden into Amber Cell, Doctor Jeannette Ghosten into Green Cell, and Korporal Asbjørn Hummel into White Cell (game world).

• Blue Cell covert acquisition of an ex-Bulgarian Mi-24V, upgrade of its avionics to modern NATO standard, and installation of a Project RETICLE signal analyzer (game world).

• Major counter-terrorism raids in Melbourne (real world).

• Spike in American UFO reports submitted to MUFON (real world).
This message was last edited by the GM at 14:52, Mon 18 Jan 2016.
Tegyrius
GM, 458 posts
Mon 18 Jan 2016
at 14:14
  • msg #3

System Changes

Starting with Chapter Three, I'll be implementing a few system changes.  We will stick with the base Twilight: 2000 v2.2 engine to minimize churn, but some more stuff will get tacked on.

Assistance

My general rule for skill assistance will follow the specific case I was using for spotter/sniper synergy.  The assistant makes a skill check (whatever relevant skill applies) at the same difficulty that the primary actor will be using.  If the assistant succeeds, the primary actor rolls twice and takes the better die result.

Rate of Fire

Handled as discussed in the Chapter Two OOC thread.  This isn't really an explicit change so much as a peek behind the GM screen.

Hit Location Table

Handled as discussed in the Chapter Two OOC thread.

Network Skill

Effective immediately, I have added one new skill to everyone's sheet: Network (CHA).  This represents your character's ability to call on acquaintances, friends, and contacts for information or assistance.  It replaces the hard-wired contacts system.

If you had contacts on your sheet (defined or undefined), your new Network rating is equal to the number of contacts you had.  The same will apply to any new PCs who enter play after this point.  If you didn't write down your contacts during character creation, I determined your new Network rating by rolling 1d6 (and you are all stupidly well-connected).

From here on out, Network is considered a normal skill, subject to advancement according to the usual rules.

Each character's first use of Network per mission is at average difficulty (target number is [Network + CHA] x2).  Each subsequent use increases difficulty by one level.  Difficulty also may be modified by story factors - in general, it's one level easier if you're "at home" and one level harder if you're in remote or unfriendly territory.  Exceptional requests will also present higher difficulties...
This message was last edited by the GM at 14:43, Mon 18 Jan 2016.
Tegyrius
GM, 478 posts
Thu 28 Jan 2016
at 23:11
  • msg #4

System Changes

And we're live.

As suggested in the SOPs thread, Colt Wasps are now available as sidearms.  Priority goes to White Cell and Grey Cell.  At Bulk 2, these weapons are not as concealable as standard duty sidearms, but they'll fit under a properly-tailored jacket or in a small bag.  Appropriate holsters are available.  Suppression isn't really an option.

Other sidearms and backup guns are at your discretion.

Based on feedback from the field, the standard deployment load consists of HK-417s for everyone in Grey Cell and its Amber Cell support unit.  In addition, there are limited numbers of:

• suppressed Glock 21
• suppressed FN P90
• suppressed Mk.18 rebarreled for .300 Blackout
• Sako TRG-42
• Remington 870P (14" barrels, some specialty ammo available)

You are not required to use these but they are available to simplify the equipment selection process.
This message was last edited by the GM at 23:29, Thu 28 Jan 2016.
James Choi
player, 184 posts
Special Agt, FBI HRT
Raellus
Fri 29 Jan 2016
at 00:36
  • msg #5

System Changes


It occurred to me recently that the HK MP7 might be a good GC weapon. As a true military PDW, it packs more firepower than a traditional SMG, but is more compact than the vast majority of non-bulpup 5.56 carbines. I'm no ballistics expert, though, so I'm not sure if its 4.6x30mm cartridge offers an anti-ET performance upgrade compared to our 5.7×28mm P90s.

And any chance of replacing the HK417s with Mk.17 SCARs? The reports I've read are mixed but tend to favor the latter's performance as far as handling the recoil of the 7.62mm round. It's probably moot but I thought I'd put it out there.

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