Nothing that looks obviously like armour, more some fancy semi-metallic coats and cowls you can safely assumed are some form of arctic survival gear.
Mobile phones are ubiquitous now, so I imagine there'd some form of walkie-talkie system. Ortega had a wrist-communicator in the last thread, Trace had one now, so I imagine you all have something similar. I believe Ice Warriors have communicators built into their helmets.
Tarys:
Did we reset the ones we spent in the prologue?
Sorry, yes, all your Story Points have reset for the current adventure.
Furthermore, as I had promised, you all get 5 bonus Story Points, in reward for the GM-plotting/railroadiness of the opening adventure and set-up. Plus, this adventure could be a bit hard.
After some private discussion, I feel I should give you some notes on my GMing style.
I cut my RPG teeth on D&D 3.5, and that's really the only other system I run; the other is someone else's homebrew and is almost free-form. I manage the Realms of Adventure community here on RPoL, and I've been DMing there for almost ten years. I've seen some stuff. A few of my players are rules-lawyers and power-builders, so I've had to be a stickler for rules to negotiate. Generally, I get it right.
I don't consider myself an adversarial GM, I don't play against the PCs. Instead, I try to keep things dramatic and interesting, and still try to tell the storylines I've developed. I don't make notes on the campaign/adventure though, as I keep forgetting to look at them. It's all in my head, carried around for years. It keeps me flexible when circumstances change. I'm not good at encounter design; my players tend to run rampant over them. My last battle took seven months to play out. But I often do detailed battle-maps when needed. If a party is a very strong, I try to thrash them, but generally I'm pretty lenient, even too lenient. The only time I've killed PCs was when there was something to resurrect them immediately, and it became part of the plot. I'll go with player requests and plans on almost everything. My players do love my NPCs: they all have personalities, stories, motivations, and plans of their own.
Now, I'm fairly inexperienced with the DWAITAS system. I ran the first game on RPOL when it first came out, it lasted a year, but I really only skimmed the GMG and missed a few things. The players just dwindled away and I didn't have time to pursue them while I finished my degree. That was years ago, and I'm coming to it fresh again now.
This system doesn't offer much guidance on picking difficulties for rolls, let alone set specific levels; almost everything seems to be GM's guess. A lot of the system comes down to GM interpretation. I don't view damage to an attribute as an injury; it could be a minor impediment and easily healed later. Not everything needs a Story Point to be made into a success; problems are more interesting when played out until they can be dealt with in-universe.
I tend to just roll the dice to see what happens, to use the results as a guideline for description, whether the results are important or not, and to practice the mechanics. Just because I call for checks doesn't mean it's important.
So, if you think I've made a mistake, I'm misunderstanding some aspect of the rules, or I'm setting things too hard, please feel free to query it. You can do it here in the OOC so we can all discuss. I'm not shy or afraid to admit when I'm wrong.
There are six of you, and I can't remember all your traits all the time. If you have something relevant in a situation, if you have something that could give you information, if you are playing something up for a story point, or wish to invoke some negative, then please nudge me to let me know and discuss it. Otherwise, I'll tend to forget these more often than not.
Finally, I feel
Doctor Who is something that covers a lot of different genres, and I intend to cover a few. This module is SF horror, and I've been playing that up as you should see. I'll be doing comedies later. :)