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, welcome to Cyberpunk Red: Oscillation

23:36, 24th April 2024 (GMT+0)

OOC Thread 1.

Posted by Data SourceFor group 0
Data Source
GM, 1 post
keys138
GM
Sun 22 Nov 2020
at 17:34
  • msg #1

OOC Thread 1

Whereupon we discuss the nature of punk, violence, rebellion, sex, and music.  And character actions.
Data Source
GM, 5 posts
keys138
GM
Sun 22 Nov 2020
at 18:04
  • msg #2

OOC Thread 1

This is my current work station.



Between drawing, writing two comic scripts (for fun), another D&D game, being a parent, husband, and firefighter, I have a rather full schedule.  That being said, I really want to do this thing.  Patience is going to be key.  Especially since I'm going to learn by doing and I haven't run a game in a looooong time.

A few random thoughts.

At the beginning, I'd like to not have any Netrunners.  We can handle that off camera via NPCs.  Going forward, sure, but if we want to get off the ground with momentum, that's one less rule structure not to have to master out the gate.

What's your general sense of how to use humanity?  The system really needs it, but I have a hard time taking a Solo with an empathy of 4 and saying you only get 40 points of cyberware before you're bonker balls, but a Rockerboy with and Empathy of 9 can go full borg.  Thoughts for ways to compensate/adjust? Or is it all about therapy?

Let me know what you guys think!
Tegyrius
player, 1 post
Sun 22 Nov 2020
at 18:55
  • msg #3

OOC Thread 1

If we're sharing workspaces, here's mine.  I didn't tidy up just for you guys - the cleanliness is accidental from earlier this morning.



I'll preface this by saying that my ability to commit to a PbP is still very low.  Every time I think about it, it sounds like work rather than fun.  I've been fitting in my own writing and other stuff where I can over the past few months, and the ability to do that on my own schedule without external pressure has been very refreshing.

Having said that - I think CP Red is one of those settings in which the group needs some idea for campaign direction before building individual PCs.  Twilight: 2000 has an implied purpose for the PCs to be together and a long-term agenda for them to pursue; CP Red does not.  The inherent opposition in which some of the archetypes find themselves is evidence of that.  So before "who are we playing?" I think we should kick around "what kind of story are we telling?"
Data Source
GM, 6 posts
keys138
GM
Sun 22 Nov 2020
at 19:36
  • msg #4

OOC Thread 1

Current plan is for an initial run of track, extract, and secure a kidnapped victim from a gang.  We could go from the direction of the characters being an existing team or drawn together by a Fence for the mission without know each other.  I think Media characters might be kind of hard to set in at first.  But we can make it work with enough planning.
Spartan
player, 1 post
Sun 22 Nov 2020
at 19:49
  • msg #5

OOC Thread 1

Yeah, Netrunner as NPC is always good.  The new rules even allow a Corp to take one as a minion...

This is my Netrunner... Notice anything different about him?...  He doesn't even speak English!

https://www.youtube.com/watch?v=FoYC_8cutb0
Dave
player, 1 post
Sun 22 Nov 2020
at 20:26
  • msg #6

OOC Thread 1

Since I temporarily moved back into my mother’s house my workspace is my old bedroom. The other day Toto’s  ‘Africa’ came on the radio. I felt like I was back in the 1980’s. The only thing missing were some Molly Ringwald posters.
Data Source
GM, 7 posts
keys138
GM
Sun 22 Nov 2020
at 20:43
  • msg #7

OOC Thread 1

Don’t get me wrong, my desk isn’t usually that much of a disaster, my backpack threw up on it while migrating projects.
Tegyrius
player, 2 posts
Sun 22 Nov 2020
at 22:10
  • msg #8

OOC Thread 1

Back to an earlier question:

Data Source:
What's your general sense of how to use humanity?  The system really needs it, but I have a hard time taking a Solo with an empathy of 4 and saying you only get 40 points of cyberware before you're bonker balls, but a Rockerboy with and Empathy of 9 can go full borg.  Thoughts for ways to compensate/adjust? Or is it all about therapy?


I'm not sure this is a bug; it may, in fact, be a feature, and it's a central conceit of the setting as well as a game balance function.  If that Rockerboy goes FBC, even with maximum therapy, he'll still lose 2 max Humanity for each cyber component and 4 for each piece of borgware.  That, in turn, will still drop his EMP.  While many of the social skills run on COOL, a Rockerboy with shitty Human Perception and Conversation will lose his edge in a lot of offstage activities.

Also note that cyber isn't the only thing that'll drop Humanity.  Check out the mental trauma rules on p. 231.  EMP shouldn't be a dump stat for any PC in this world, and not just because it lets you replace more meat with metal.  Higher EMP means you're less prone to "dissociative mental problems" or "psycho-pathological/schizophrenic illnesses," as the game puts it, regardless of your profession/role.  The rules only get into detail on cyberpsychosis but that's far from the only thing that can go wrong with the headmeats.  The Solo with EMP 4 is the guy who never should have gotten past the recruiter and the psych interview to be a soldier/cop in the first place because he's more likely to break from the job, even if he keeps his body at factory spec.

(Don't get me started on how damn near every single person still alive in T2k should have some degree of PTSD.)
This message was last edited by the player at 12:15, Mon 23 Nov 2020.
Data Source
GM, 8 posts
keys138
GM
Sun 22 Nov 2020
at 22:40
  • msg #9

OOC Thread 1

I appreciate that perspective.  I also haven't made it that far into the meat of cybernetics yet, just trying to get a hold on other people's thoughts.

And yeah, if there ever was a system where characters need a psychological trauma system, T2k fits the bill.
Tegyrius
player, 3 posts
Sun 22 Nov 2020
at 22:57
  • msg #10

OOC Thread 1

I think my favorite psychological trauma system in any game is the one in Unknown Armies because it's multidimensional:

https://1d4chan.org/wiki/Unkno...#The_Character_Sheet
Dave
player, 2 posts
Sun 22 Nov 2020
at 23:06
  • msg #11

OOC Thread 1

In reply to Tegyrius (msg # 10):

The downside is that a system would require some ability to actually RP the results. In my experience most T2K players are just there for the gunfights. Character development of any description isn't that common.
Dave
player, 3 posts
Sun 22 Nov 2020
at 23:12
  • msg #12

OOC Thread 1

Data Source:
What's your general sense of how to use humanity?  The system really needs it, but I have a hard time taking a Solo with an empathy of 4 and saying you only get 40 points of cyberware before you're bonker balls, but a Rockerboy with and Empathy of 9 can go full borg.  Thoughts for ways to compensate/adjust? Or is it all about therapy?

I don't feel familiar enough with the rules to offer anything substantial here. Looking at the templates (pg 117) the Rockerboy template only lists four items which gives it the lowest HL of all of the templates. Maybe there's scope for a penalty based on actual number of augments? Like after four or five the penalty doubles? So that way the rockerboy catches up with the solo more quickly if he gets more augments? Just thinking aloud really...
Tegyrius
player, 4 posts
Sun 22 Nov 2020
at 23:17
  • msg #13

Re: OOC Thread 1

Dave:
The downside is that a system would require some ability to actually RP the results. In my experience most T2K players are just there for the gunfights. Character development of any description isn't that common.


I guess that means you're going to be overly-critical of my pitch for a British aristocracy SBS officer Solo/Exec/Rockerboy.
Dave
player, 4 posts
Sun 22 Nov 2020
at 23:21
  • msg #14

Re: OOC Thread 1

In reply to Tegyrius (msg # 13):

To be fair, with a few tweaks, you probably just described Prince Harry...
Tegyrius
player, 5 posts
Sun 22 Nov 2020
at 23:21
  • msg #15

Re: OOC Thread 1

... I ... dammit ...
Rae
player, 1 post
Sun 22 Nov 2020
at 23:43
  • msg #16

Re: OOC Thread 1


I haven't looked too closely at the Humanity rules; I figured they're mostly there to keep players from building full terminator cyborg type PCs. A character with beaucoup cybernetic enhancements would be pretty OP, no? In other words, I assumed the mechanic was mostly munchkin-proofing.

Rescuing a kidnapping victim sounds fun. Cyberpunk seems like it lends itself well to caper and heist scenarios too, for future consideration. I'm down for whatever.

-
This message was last edited by the player at 04:54, Mon 23 Nov 2020.
Data Source
GM, 9 posts
keys138
GM
Tue 24 Nov 2020
at 20:06
  • msg #17

Re: OOC Thread 1

Still plugging through and collecting notes.

A few more thoughts:

Due to the constraints of PbP and pacing, I’m considering starting the PCs a bit more powerful.  Maybe allowing role abilities at 5 instead of 4 and a few more attribute/skill points.  Nothing drastic, just a bit more equipment and character capabilities.  The idea being that the PCs haven’t just arrived on the edge, but have spent a little time working there.  A few more pieces of cyberware, etc...

It’s looking like the PCs are going to be members of a team put together to deal with a kidnapping.  Would you guys prefer knowing each other with history or the getting to know you approach?

What kind of characters are you interested in?  Not just role, but decent humans in a bad situation, or morally flexible individuals getting paid for work that they excel at?

Are there aspects of the world you’d really like to touch on?
Rae
player, 2 posts
Tue 24 Nov 2020
at 21:34
  • msg #18

Re: OOC Thread 1

Data Source:
Due to the constraints of PbP and pacing, I’m considering starting the PCs a bit more powerful.  Maybe allowing role abilities at 5 instead of 4 and a few more attribute/skill points.  Nothing drastic, just a bit more equipment and character capabilities.  The idea being that the PCs haven’t just arrived on the edge, but have spent a little time working there.  A few more pieces of cyberware, etc...


That's cool with me. I'm totally new to this system, so I'll be learning as I go. Which degree of customization would you like us to use during chargen?

Data Source:
It’s looking like the PCs are going to be members of a team put together to deal with a kidnapping.  Would you guys prefer knowing each other with history or the getting to know you approach?


I prefer the getting to know you approach because it will probably help me get a better handle on my own PC. I also think that the IC relationships we develop will be more genuine.

Data Source:
What kind of characters are you interested in?  Not just role, but decent humans in a bad situation, or morally flexible individuals getting paid for work that they excel at?


I don't think I'd enjoy playing a full on bad guy. My PCs are always essentially heroic, even if they occasionally slip up.

Can we play two PCs? Either way, I'd like to call dibs on med-tech (see msg #2).

link to a message in another game

Data Source:
Are there aspects of the world you’d really like to touch on?


I want it all! ;)

-
This message was last edited by the player at 21:47, Tue 24 Nov 2020.
Data Source
GM, 10 posts
keys138
GM
Tue 24 Nov 2020
at 22:06
  • msg #19

Re: OOC Thread 1

I’m gonna say one character initially.  The idea of trying to navigate combat with up to 8 PCs sounds a bit daunting.
Dave
player, 5 posts
Tue 24 Nov 2020
at 23:23
  • msg #20

Re: OOC Thread 1

I’m fine with starting at something higher than entry level (like Rae, I’ll be finding my way around the system as I go).

Generally speaking I prefer the getting to know you approach. It feels more natural, lets the PC’s get to know each other in a realistic way rather than having to think ‘would my PC know this about X’s PC?’ That said, if we can work out details I’m not against some sort of shared background (it has worked well for me in the past) if anyone wants to do it (although to be fair at this point I don’t have anything firm in mind for a PC yet, so difficult for me to thrash out any sort of detail.

I tend to prefer PC’s who fall more within the morally flexible spectrum, particularly in this genre (or at least as I understand this genre). As noted, I don’t have anything set in stone yet. Some back of the envelope stuff

1. Solo, Aged 30’s. German national (I haven’t read the background fully but I think Germany is still a thing?). Veteran of various corporate black ops style shenanigans in Europe. Currently earning a (meagre) living as a cage fighter in one of the less salubrious parts of the City.

2. Former Law Enforcement (could now be Lawman or Solo). Aged 30’s. Got kicked off the force for some as yet undetermined misdemeanour which they may or may not have actually committed. Now making a living in the private sector. May or may not have been a former member of the Psycho Squad (I have some concerns that this concept may be a little cliched)

3. Fixer, aged late 20’s. Russian national. Former SovOil Corporate type (might have been an Exec?) Got found out skimming from the Company accounts and bailed out of Moscow before the Oligarchs could demonstrate their displeasure. Now makes a living as a Fixer in Night City. Has a price on their head (in roubles)

Right now I’m leaning towards 3 as I tend to prefer playing Face characters and my attempts to stray out of that particular comfort zone have not always ended well. But as I said, I’m not set in stone (although I can categorically rule out playing a Rockerboy or Tech. If I knew the genre a bit better I might think about a Nomad but for now I think that might be stretching my comfort zone).
Tegyrius
player, 6 posts
Tue 24 Nov 2020
at 23:51
  • msg #21

Re: OOC Thread 1

Disclaimers about PbP burnout still apply, but:

Data Source:
Due to the constraints of PbP and pacing, I’m considering starting the PCs a bit more powerful.  Maybe allowing role abilities at 5 instead of 4 and a few more attribute/skill points.  Nothing drastic, just a bit more equipment and character capabilities.  The idea being that the PCs haven’t just arrived on the edge, but have spent a little time working there.  A few more pieces of cyberware, etc...


I'd be fine with this.  I will suggest that, rather than increasing cyber, increase the starting cash allocation and let people buy what makes sense for their characters - cyber, kit, lifestyle, whatever.  Because this game shares continuity with CP2020, most of the gear from the Chromebooks should still be around in some form or another.

quote:
It’s looking like the PCs are going to be members of a team put together to deal with a kidnapping.  Would you guys prefer knowing each other with history or the getting to know you approach?


I'm good either way.  Having history does require more work up front, but the payoff is a reason for the group to stay together after the first arc.

quote:
What kind of characters are you interested in?  Not just role, but decent humans in a bad situation, or morally flexible individuals getting paid for work that they excel at?


I don't do well playing absolute amoral murderhobos, but for a setting like this, paladins are rare.

quote:
Are there aspects of the world you’d really like to touch on?


Surprise us.  :)
Rae
player, 3 posts
Tue 24 Nov 2020
at 23:55
  • msg #22

Re: OOC Thread 1

Data Source:
I’m gonna say one character initially.  The idea of trying to navigate combat with up to 8 PCs sounds a bit daunting.


Understood. With only four PCs- and given the mission- I assume combat skills are going to be taking on an added importance.

Hey, the PDF version came with an editable char-sheet PDF but I can't get it to save it once it's filled out. Google is no help. Do any of y'all know if/how it's possible to save after completion?

-
This message was last edited by the player at 00:53, Wed 25 Nov 2020.
Data Source
GM, 11 posts
keys138
GM
Wed 25 Nov 2020
at 02:27
  • msg #23

Re: OOC Thread 1

Cash seems like a good option.  I’ll allow therapy to be purchased as well, for those so inclined, along with the assumption it works.  I’ll try and get some creation guidelines up tomorrow.

As far as build methods go, the figure the Complete method with cash for gear, etc... but if you would prefer to roll, that’s fine with.  I’ll let you know how many attribute and skill points will be available with the guidelines.
Tegyrius
player, 7 posts
Wed 25 Nov 2020
at 02:36
  • msg #24

Re: OOC Thread 1

Rae:
Hey, the PDF version came with an editable char-sheet PDF but I can't get it to save it once it's filled out. Google is no help. Do any of y'all know if/how it's possible to save after completion?


Weird.  I'm seeing the same issue on my Mac.  Must be a bad setting in the PDF.  I have the full version of Acrobat on my work machine and will try to find a fix over the holiday break.
Spartan
player, 2 posts
Wed 25 Nov 2020
at 10:23
  • msg #25

Re: OOC Thread 1

Data Source:
It’s looking like the PCs are going to be members of a team put together to deal with a kidnapping.  Would you guys prefer knowing each other with history or the getting to know you approach?

What kind of characters are you interested in?  Not just role, but decent humans in a bad situation, or morally flexible individuals getting paid for work that they excel at?


I like morally flexible types, perhaps driven to that through circumstance.

Abilities at 5 is nice.  I think if the goal is not to have massive firefights, some of the roles should consider how they might use their Role Abilities without adding to that burden (Exec's should steer clear of body guards and operatives and just have supporting types, perhaps?  Lawmen shouldn't call for backup?).  Anyway, moving on...

For what we're trying to do and looking at everyone's interest so far, I like Tech, Solo, or Nomad, in roughly that order.
This message was last edited by the player at 10:23, Wed 25 Nov 2020.
Tegyrius
player, 8 posts
Wed 25 Nov 2020
at 13:12
  • msg #26

Re: OOC Thread 1

It should surprise no one that I have a couple of concepts stuck in my head.

The first is a Nomad from a pack with Highrider ties.  They used to fly deltas out of an old USAF base in the Rockies, but something went wrong a few years ago.  Now the survivors are earthbound and trying to rebuild.  The PC is one of the younger generation.  He grew up on stories of spaceflight and his personal dream is to become one of the Deltajocks who takes the family out into the black again.  To make that happen, though, they'll need not just a fat stack of eurodollars, but a fat list of people who owe them favors.  So he's in the City to do his part to help that effort.  Mechanically, Nomad role, primarily focused as a driver/pilot with secondary combat and social/business capabilities.

The second is a Solo.  He's an older guy, probably pushing fifty, staving off the effects of age and a hard-lived life with whatever medicine the street can offer.  He was a corporate operative back during the Fourth Corporate War and eventually reached his breaking point with the amount of collateral damage he was being asked to dish out.  He's avoided major cyber replacement as much as possible, preferring to stick with low-impact modifications that are less detectable and less alienating - he's lost too many comrades to cyberpsychosis and doesn't want to go down that road himself.  Where too many younger Solos go for ostentatious chrome and cryo max fashion, his style is more subdued.  It makes him less optimized for mass murder, but it broadens the array of social environments in which he can operate.  Mechanically, a gunman with a secondary social focus (possibly a wingman and close protection for Dave's Face).
Rae
player, 4 posts
Wed 25 Nov 2020
at 15:41
  • msg #27

Re: OOC Thread 1

Dave:
2. Former Law Enforcement (could now be Lawman or Solo). Aged 30’s. Got kicked off the force for some as yet undetermined misdemeanour which they may or may not have actually committed. Now making a living in the private sector. May or may not have been a former member of the Psycho Squad (I have some concerns that this concept may be a little cliched)


Back when I was contemplating trying to run a CP-style PbP or write some fiction, I came up with a similar PC concept, except mine quit the homicide unit because he got sick of the brass allowing guilty prominent corpos to literally get away with murder. His new career was private investigator.

Is there a way to create a detective Lawman in the CPR rules? I assume one could do so simply by tweaking skills but I'm kind of surprised it's not already a template. IMHO PI would be a perfect role for the noir setting of CP.

-
This message was lightly edited by the player at 15:43, Wed 25 Nov 2020.
Spartan
player, 3 posts
Wed 25 Nov 2020
at 15:45
  • msg #28

Re: OOC Thread 1

A fixer role could easily be an undercover detective, IMHO.  You aren't so much calling for backup, as you are working the street.
Rae
player, 5 posts
Wed 25 Nov 2020
at 16:04
  • msg #29

Re: OOC Thread 1

Spartan:
A fixer role could easily be an undercover detective, IMHO.  You aren't so much calling for backup, as you are working the street.


Good call.

-
Data Source
GM, 12 posts
keys138
GM
Wed 25 Nov 2020
at 16:50
  • msg #30

Re: OOC Thread 1

Campaign info thread updated with a character gen framework.  Let me know your thoughts.
Rae
player, 6 posts
Wed 25 Nov 2020
at 17:12
  • msg #31

Re: OOC Thread 1


Now I kind of want to try to make a Fixer/(former Lawman) Private Dick PC build work. But Dave's got dibs, so not if he decides to run with his former law enforcement PC concept. And I still like my Medtech PC concept too, but it's dropping into second place. Drat.

-
This message was last edited by the player at 17:16, Wed 25 Nov 2020.
Data Source
GM, 13 posts
keys138
GM
Wed 25 Nov 2020
at 17:16
  • msg #32

Re: OOC Thread 1


I recommend a medic be part of the group.  Bullets hurt in this system.
Rae
player, 7 posts
Wed 25 Nov 2020
at 17:32
  • msg #33

Re: OOC Thread 1

Data Source:
I recommend a medic be part of the group.  Bullets hurt in this system.


OK. There're like 4x as many skills that would apply to a PI than there are for a medic, so for a first ever CP PC, it's probably best that I keep it simple and gen up a Medtech. That's the plan.

-
Data Source
GM, 14 posts
keys138
GM
Wed 25 Nov 2020
at 17:51
  • msg #34

Re: OOC Thread 1

Rae:
OK. There're like 4x as many skills that would apply to a PI than there are for a medic, so for a first ever CP PC, it's probably best that I keep it simple and gen up a Medtech. That's the plan.

-



You could always multi-class that 5th Ability point into Fixer.  That wouldn't complicate anything at all... ;)
Rae
player, 8 posts
Wed 25 Nov 2020
at 17:55
  • msg #35

Re: OOC Thread 1


So, if I want to buy cyberware that adds up to 60HL, I'll need at least 7 EMP to avoid cyberpsychosis right off the bat?

-
Data Source
GM, 15 posts
keys138
GM
Wed 25 Nov 2020
at 18:01
  • msg #36

Re: OOC Thread 1

Yup.  Or buy therapy
Rae
player, 9 posts
Wed 25 Nov 2020
at 18:12
  • msg #37

Re: OOC Thread 1

In reply to Data Source (msg # 36):

Thanks. I just found non-cyberware gear that'll do the same jobs for less EB and HP loss, so that gives me some more wiggle room.

-
Tegyrius
player, 9 posts
Thu 26 Nov 2020
at 00:30
  • msg #38

Re: OOC Thread 1

Data Source:
Equipment: 5,000eb (you may purchase successful therapy at 500eb/pop)
One month prepaid lifestyle at Studio Apt and Generic Prepak


Do characters still get the separate 800eb stipend for fashion/fashionware (p. 105)?
Data Source
GM, 16 posts
keys138
GM
Thu 26 Nov 2020
at 00:59
  • msg #39

Re: OOC Thread 1

Sure.  Characters should have nice things.
Spartan
player, 4 posts
Thu 26 Nov 2020
at 07:46
  • msg #40

Re: OOC Thread 1

Ok, here's where I'm at:


Alexander Cruz
aka ‘Lube Job’
aka ‘Cruz Control’
aka Al Crews

Bodysculpted Puerto Rican chop shop owner.  Ex-U.S. Navy Electronics Technician (Nuclear Power).

Alexander Cruz grew up in the Aldecaldo camp in Heywood.  From a young age, he was more interested in girls, guns, gadgets, and grease than bugs-in-your-teeth rides across the hellscape of ‘merica.  At sixteen he took the ASVABs and scored high enough to be offered a huge signing bonus for a six year stint in the U.S. Navy's Submarine Electronics/Computer Field.  Alex couldn’t see past the dollar signs and signed up not fully understanding that he was committing to spending most of those six years in a tin-tube, deep in the ocean.  Unwilling to pay back his recruitment bonus, he toughed it out, earned his dolphins, then promised himself he’d spend the rest of his life on land after EAOSing.

Returning to Night City, he hoped to find work as a reactor operator, but 'Nuclear' wasn't exactly a popular word in Night City.  Despite his honorable discharge from the military, few could look past his Aldecaldo heritage or the burning rubber Aldecaldo light tattoo on his right forearm.  So Alex crashed with his cousin, with whom he soon partnered with to open a garage in a forlorn Heywood Industrial warehouse.  After a slow start, business picked up when word got around that Cruz & Cousin was more than happy to indulge in illicit activities, including chopping, VIN forgery, and illegal combat mods.


For skills, I'm going to stick with the exact same skills granted by the Tech Street Rat template, with Physics as the Science selection.  That should easily balance skills with background.  I figure that should cover all the key bases for the role. For attributes, I'm going with 6 in every stat, with 2 point bumps to REF, TECH, and 1 point each to INT and COOL.

Haven't decided on the remaining 9 pts - I'll probably select them after you guys have a better idea of your skills, to avoid duplicating efforts.  Given a small the party size and how many skills CP has, it's best not to double up too much, IMHO.

Cyber and gear will mostly track with the defaults in the templates as well.
This message was last edited by the player at 12:03, Thu 26 Nov 2020.
Dave
player, 6 posts
Thu 26 Nov 2020
at 11:26
  • msg #41

Re: OOC Thread 1

Tegyrius:
Rae:
Hey, the PDF version came with an editable char-sheet PDF but I can't get it to save it once it's filled out. Google is no help. Do any of y'all know if/how it's possible to save after completion?


Weird.  I'm seeing the same issue on my Mac.  Must be a bad setting in the PDF.  I have the full version of Acrobat on my work machine and will try to find a fix over the holiday break.


I exported it as a PDF on my MacBook and it seems to have worked OK.

ETA. This may be stating the obvious, but once you save it you can't go back and amend it, so it's no good for saving a partly done one to complete later.
This message was last edited by the player at 11:43, Thu 26 Nov 2020.
Spartan
player, 5 posts
Thu 26 Nov 2020
at 14:21
  • msg #42

Re: OOC Thread 1

So for my Maker Role Ability, I'm planning to put 5 points in Field Expertise and 5 points in Upgrade Expertise specialities.

Upgrade has a few cool options:

Improves an item in one of the following ways. An item can only benefit from 1 upgrade granted by this specialty.

• Lower the Humanity Loss of non-borgware cyberware by 1d6 if its typical humanity loss would be 2d6 or greater.
• Grant a typically non-concealable one- handed weapon the ability to be concealed.
• Increase an Average Quality Weapon to an Excellent Quality Weapon.
• Increase an item's SP by 1, but only if it had any to begin with.
• Upgrade a vehicle with an upgrade that only requires a Nomad Role Ability Rank of 1.

There are a few other things it can do, but these are the coolest from my POV.

So if there's some cyber you want, but don't need right off the bat, think about holding off on it for later, when it can be given a proper 'Lube Job', to make it better, stronger, faster (and most importantly, take less HC)... Likewise, there's maybe no need to buy an excellent weapon, if we find some time to take a hack at upgrading a standard weapon.
This message was last edited by the player at 14:30, Thu 26 Nov 2020.
Rae
player, 10 posts
Thu 26 Nov 2020
at 16:08
  • msg #43

Re: OOC Thread 1

Spartan:
Haven't decided on the remaining 9 pts - I'll probably select them after you guys have a better idea of your skills, to avoid duplicating efforts.  Given a small the party size and how many skills CP has, it's best not to double up too much, IMHO.


Kenji's skills are going to be almost exclusively medical and ranged combat.

Speaking of which, First Aid and Paramedic are two different skills but have very similar descriptions (and P costs 2x). I'm not sure I can parse the difference. P sounds a bit beefier, so I should probably invest in that; should I also buy some First Aid, or is it redundant?

First Aid isn't listed as a MedTech skill in either the Streetrat or Edgerunner lists so that pretty much answers my question.

-
This message was last edited by the player at 19:13, Thu 26 Nov 2020.
Rae
player, 11 posts
Thu 26 Nov 2020
at 19:14
  • msg #44

Re: OOC Thread 1


Data Source, what are the chances of the campaign leaving the city for any length of time. Trying to decide if I should spend any SP on Wilderness Survival (it makes sense for Kentucky's background, but I don't want to waste SP).

-
Data Source
GM, 17 posts
keys138
GM
Thu 26 Nov 2020
at 19:28
  • msg #45

Re: OOC Thread 1


I’m not planning on any wilderness activities for the foreseeable future.
Spartan
player, 6 posts
Thu 26 Nov 2020
at 19:59
  • msg #46

Re: OOC Thread 1

In reply to Rae (msg # 43):

First Aid is one the skills everyone has to take.  So MedTech Street Rat has it at 2, then Paramedic at level 6 (Page 86.).
Rae
player, 12 posts
Thu 26 Nov 2020
at 23:12
  • msg #47

Re: OOC Thread 1

In reply to Spartan (msg # 46):

Ah, yes- seen and forgotten. Thanks for reminding me. Since they left FA at 2, I'm going to leave it be and invest in 6 or 7 PM (a bit costly as it's a 2x cost skill, but yeah).

Assuming either Teg or Dave is going to play a Solo with Tactics? Again, the skill makes sense for an ex-SOF combat medic, but Spartan's point about intra-party skill redundancies is well-taken.

-
Tegyrius
player, 10 posts
Thu 26 Nov 2020
at 23:49
  • msg #48

Re: OOC Thread 1

I can entertain myself in several ways, so I'll defer to Dave's preference.
Spartan
player, 7 posts
Sat 28 Nov 2020
at 06:14
  • msg #49

Re: OOC Thread 1

So already I've got some issues with Melee in this edition:

1) Taking a knife to a fight - ok, you've got a knife, baseball bat, whatever and want to go to work on the homies - fine, you need Melee skill, you do damage based on melee weapon size/type, and Armor only counts for half.  Kewl.

2) Mad squabbles - guy looks at your input wrong and you start throwing punches, Brawling gets used, you do damage based on body type (7-10 body = 3d6) and armor counts for the full amount.  Seems reasonable.

3) Strike First, Strike Hard, No Mercy - Also damaged based on body type and armor counts for half - No problems here, now we know why everybody was Kung Fu fighting.

Where it gets weird is Big Knucks.  I wants me some Big Knucks.  And I want mad squabbles (bumping up Brawling).  Should be a good combo right?  Nope - Big Knucks are some sort of melee weapon, so you need the Melee skill, and even then they only do 2d6 damage... but with a BOD 7, do you do 3d6 base to Brawling...  Now I have to do math to see if 2d6 and half armor is better than 3d6 and full armor.. why?

I don't understand why Big Knucks don't just give you some extra Brawling damage.  <sigh>
This message was last edited by the player at 09:52, Sat 28 Nov 2020.
Dave
player, 7 posts
Sat 28 Nov 2020
at 11:12
  • msg #50

Re: OOC Thread 1

Tegyrius:
I can entertain myself in several ways, so I'll defer to Dave's preference.

I'll try and get something sorted out over the weekend. (I'm still trying to get my head round the mechanics - it's not an area of RP'ing I enjoy...)
Rae
player, 13 posts
Sat 28 Nov 2020
at 16:46
  • msg #51

Re: OOC Thread 1

Spartan:
Where it gets weird is Big Knucks.  I wants me some Big Knucks.  And I want mad squabbles (bumping up Brawling).  Should be a good combo right?  Nope - Big Knucks are some sort of melee weapon, so you need the Melee skill, and even then they only do 2d6 damage... but with a BOD 7, do you do 3d6 base to Brawling...  Now I have to do math to see if 2d6 and half armor is better than 3d6 and full armor.. why?

I don't understand why Big Knucks don't just give you some extra Brawling damage.  <sigh>


That is weird. Could it be 2d6 on top of the base brawling damage? I mean, it prolly doesn't state that (or you would have found it), but that would make sense, no?

-
Tegyrius
player, 11 posts
Sat 28 Nov 2020
at 17:14
  • msg #52

Re: OOC Thread 1

We can always house-rule it.  It's not like we're in an organized play environment.

Also, they're still releasing errata - two drops (and updates to the PDF) already.  Latest PDF is v1.2.3.
Data Source
GM, 18 posts
keys138
GM
Sat 28 Nov 2020
at 17:44
  • msg #53

Re: OOC Thread 1

I’d probably lean more towards a 1d6 bonus.  A decent body score and 2d6 bonus and your punches are as effective as a shotgun
Tegyrius
player, 12 posts
Sat 28 Nov 2020
at 18:34
  • msg #54

Re: OOC Thread 1

somethingsomethinggunshowmeme.jpg
Data Source
GM, 19 posts
keys138
GM
Sat 28 Nov 2020
at 20:36
  • msg #55

Re: OOC Thread 1

I think I’m going to steal Teg’s individual character intros from Grey Cell.  Give us a chance to work on finding some individual character voices prior to jumping in.  I’m still a ways out on full start, but maybe as characters come in we can work on getting back into the flow.
Dave
player, 8 posts
Sat 28 Nov 2020
at 20:47
  • msg #56

Re: OOC Thread 1

In reply to Data Source (msg # 55):

I think that’s a jolly good idea.
Spartan
player, 8 posts
Sun 29 Nov 2020
at 17:26
  • msg #57

Re: OOC Thread 1

In reply to Tegyrius (msg # 52):

Thanks.  I updated mine earlier. Hopefully there will be more.
Tegyrius
player, 13 posts
Thu 3 Dec 2020
at 15:53
  • msg #58

Re: OOC Thread 1

@Dave, is there anything we can do to help you get more comfortable with the system or setting?
Dave
player, 9 posts
Thu 3 Dec 2020
at 17:33
  • msg #59

Re: OOC Thread 1

In reply to Tegyrius (msg # 58):

My primary challenge is lack of time. Time to get my head round a character concept, time to digest the mechanics and then convert that concept into the various stat blocks. Given this is a Group 0 thread I'll expand more elsewhere.
Rae
player, 14 posts
Thu 3 Dec 2020
at 22:00
  • msg #60

Re: OOC Thread 1


I checked "Heaven" a few days ago and no one's posted a CBPR char-sheet yet.

I was waiting for my hard copy of the rules to arrive before finalizing stats & gear, but since it's currently still MIA (last tracking update was 11/25) and the seller doesn't have to respond to me until 12/8 (I bought it from Noble Knight through E-Bay because their site said SOLD OUT- go figure), I'll try to bite the bullet and use the PDF to wrap char-gen up this weekend.

-
Tegyrius
player, 14 posts
Thu 3 Dec 2020
at 23:20
  • msg #61

Re: OOC Thread 1

That seems suspicious.  I always buy direct from Noble Knight's site and they usually ship within 48 hours.
Rae
player, 15 posts
Thu 3 Dec 2020
at 23:38
  • msg #62

Re: OOC Thread 1

Tegyrius:
That seems suspicious.  I always buy direct from Noble Knight's site and they usually ship within 48 hours.


It's Noble Knight, and they shipped on time. I've been corresponding with them re the delay. It's the USPS that have boobed things up; the tracking info confirms this.

My theory is that NK reserves sets aside a couple of items and posts them on E-bay so as to maintain a virtual storefront there. That's why they were selling a rulebook on E-bay when their own online store stock said Sold Out. I reckon there'd be a way to cross-reference stock between the same platforms, though, so I could be wrong.

-
Tegyrius
player, 15 posts
Thu 3 Dec 2020
at 23:47
  • msg #63

Re: OOC Thread 1

Ahhhh.  Roger that.
Tegyrius
player, 16 posts
Sat 5 Dec 2020
at 01:34
  • msg #64

Re: OOC Thread 1

Option 1

Lucius Herrera - "Hornet"

Not so long ago, the Velásquez pack was a big name around the Nomad fires.  Based out of an old US Air Force base in Idaho, they flew three deltas, touching the Black and trading with the Highriders.  Then some bad shit went down.  Exactly what is a subject of rumor - betrayal, sabotage, internal strife, crossing the wrong megacorp, breaking some esoteric Highrider taboo - and the Velásquez pack fell from grace - literally.  Night Mail and Falconer are scars on mountainsides and no one's seen their third ship in years.

Now the Velásquez survivors are earthbound like the rest of their Nomad kin, scraping for whatever scraps are left in the time of the Red.  The pack elders keep to the High Roads, staying on the move.  The younger members - hungry, eager, and expendable - are the Velásquez agents in the cities.

Hornet is one such scion.  Born before the pack's fall but coming of age after it, he was supposed to be one of the next generation of Velásquez Deltajocks.  Rebuilding the pack's fortunes is more than a duty for him.  It's the road to the future that was yanked out from under him.  He grew up on his parents' stories of the Black and he's not content to remain down here in the ruins of humanity's past.

Key skills: Drive Land Vehicle +15, Persuasion +11, Streetwise +11

Cyber: Neural link; interface plugs (wrists)

Key equipment: Roadbike w/ enhanced interface plug integration; excellent-quality SMG (antique H&K MP7A4)
Tegyrius
player, 17 posts
Sat 5 Dec 2020
at 03:29
  • msg #65

Re: OOC Thread 1

Option 2

Garrett McAfee - "Fencer"

Fencer was born in Night City at the turn of the millennium.  One of the first generation of the city's street kids, he grew up in the shadow and firelight of corporate conflicts, running with a neighborhood gang whose power struggles replicated those of the high towers in microcosm.  In his late teens, he came to the attention of a corporate talent scout.  He signed on with a small security corporation, Taggart Precision Kinetics, just in time to become a footsoldier in the Fourth Corporate War.

Subcontracts and mutual aid agreements make for strange strategic maneuvers.  Fencer was in Europe, deployed on a covert executive protection op, on 20 August 2023.  TPK's headquarters vanished in the Nuke and the ripples of the DataKrash did for the company's offsite backups.  Operating under a false identity maintained by a TPK subsidiary, Fencer became homeless, jobless, and nationless overnight.

The chaos of the 4th Corp War's aftermath left plenty of opportunities, even for a guy who didn't exist.  Fencer rebuilt; clawed his way up from conscript-level cannon-fodder contracts; spent most of two decades as a deniable asset and ornamental smart meat weapon system for an endless succession of employers across Europe.  Last year, after the messy end of a messy affair, the Continent was no longer a hospitable place.  After bribing and shooting his way out, Fencer came home to Night City to see what was left of his old hometown.

Key skills: Handgun +15; Perception +14; Tactics +14

Cyber: Neural link; subdermal grip; enhanced antibodies; Sandevistan speedware; scratchers

Key equipment: Excellent heavy pistol w/ smartgun link
This message was last edited by the player at 19:34, Sun 20 Dec 2020.
Dave
player, 10 posts
Sat 5 Dec 2020
at 17:02
  • msg #66

Re: OOC Thread 1

I promise I'll have something done by tomorrow.
Data Source
GM, 20 posts
keys138
GM
Sat 5 Dec 2020
at 17:58
  • msg #67

Re: OOC Thread 1

In reply to Dave (msg # 66):

No hurry Dave.  I’m at the farm this weekend and have a pretty long project list.

Teg: any word on the new blood?
Rae
player, 17 posts
Sat 5 Dec 2020
at 18:24
  • msg #68

Re: OOC Thread 1


Spartan, by any chance, can Lube Job install weapons attachments at a discount?

-
Spartan
player, 10 posts
Sat 5 Dec 2020
at 18:34
  • msg #69

Re: OOC Thread 1

I presume he can install weapon attachments, but in the rules as written, I couldn't find anything about discount.  Maybe Keys can provide some guidance?  The cost of the attachments probably include installation, so maybe there's some nominal discount for Lube Job to do it?
Rae
player, 18 posts
Sun 6 Dec 2020
at 16:45
  • msg #70

Re: OOC Thread 1


Having never played CP before, how important are weapon damage dice? Is it like D&D where more is almost always better, or T2k where the difference between an MP5 and a G3 doesn't have as much of an impact on whether the target is going down?

I'm trying to sort weapons. My PC has military experience so it makes sense for him to have the Shoulder Arms skill, but would a medic really lug around an AR in addition to all his other gear? Would a heavy SMG make more sense? Just trying to figure out skill and weapons budgets and I don't want to make a big mistake on way or the other.

-
Tegyrius
player, 18 posts
Sun 6 Dec 2020
at 16:56
  • msg #71

Re: OOC Thread 1

Damage dice are very important in punching through body armor.  However, because we may be operating in areas where law enforcement is still vigorously active, longarms should come along only when we're planning for a gunfight.  I'd say you should have options for covert and overt mission profiles.

GM's opinion may vary, of course.
Data Source
GM, 21 posts
keys138
GM
Sun 6 Dec 2020
at 16:56
  • msg #72

Re: OOC Thread 1

My take is more usually equals better.  All hits ablate armor at the same rate as long as they penetrate, but more left over is helpful.  It’s more about balancing the different hit numbers at various ranges that you need to account for.  That 5d6 assault rifle isn’t going to do you much good in CQB compared to a low damage pistol or small AMG.
Data Source
GM, 22 posts
keys138
GM
Sun 6 Dec 2020
at 16:58
  • msg #73

Re: OOC Thread 1

And to Teg’s point, carrying a long arm does project a certain something about your intentions...
Rae
player, 19 posts
Sun 6 Dec 2020
at 17:13
  • msg #74

Re: OOC Thread 1


Thanks, guys. So I'm thinking I will invest SP in pistols and shoulder arms, but probably start off the game with an SMG instead of an AR (and hope to acquire the latter later on). Does that sound about right? I just don't want to dump SP in SA if he'll never use it, know what I mean?

-
Spartan
player, 11 posts
Sun 6 Dec 2020
at 17:41
  • msg #75

Re: OOC Thread 1

Data Source:
...carrying a ______ does project a certain something about your intentions...


I mean, that's why Cruz is packing a Mr. Studd...
Data Source
GM, 23 posts
keys138
GM
Tue 8 Dec 2020
at 22:05
  • msg #76

Re: OOC Thread 1

Okay,

I’m back at home and back on shift.  Can we set a tentative goal of characters done by Sunday?

In the meantime I’ll work on some intro threads as characters come in and we’ll aim for a slow take off the week after?

I know we’ve got the holidays and perhaps more disruptive, Cyberpunk 2077 dropping so I’m not in a big hurry, but it would probably be good to start generating some momentum.  I know it would be for me.  Thoughts?
Rae
player, 20 posts
Tue 8 Dec 2020
at 22:13
  • msg #77

Re: OOC Thread 1

In reply to Data Source (msg # 76):

I think I can get Kentucky ready by Sunday. I pre-ordered CP2077 for XBox 1 back in March but I'm pretty sure I've got the willpower to hold off long enough to put the time in here.

Can I get an answer to the question I posted in #74?

@Teg: Would you like my opinion on which one of your PC concepts you should choose for Ch. 1? If not, it's cool. I don't want to be a busybody, that's why I'm asking first.

-
This message was last edited by the player at 22:16, Tue 08 Dec 2020.
Data Source
GM, 24 posts
keys138
GM
Tue 8 Dec 2020
at 22:26
  • msg #78

Re: OOC Thread 1

Oh yeah, sorry!

Yes, balancing the two is probably wise.  There will come a day for the shoulder arms skill.
Dave
player, 11 posts
Tue 8 Dec 2020
at 23:49
  • msg #79

Re: OOC Thread 1

Yeah, I'll get something done by Sunday.
Tegyrius
player, 19 posts
Wed 9 Dec 2020
at 00:30
  • msg #80

Re: OOC Thread 1

Rae:
Can I get an answer to the question I posted in #74?


I think your proposed course of action is appropriate.  Start with an SMG, plus sidearm if you're so inclined, and pick up an assault rifle later when funding and need coincide.

quote:
@Teg: Would you like my opinion on which one of your PC concepts you should choose for Ch. 1? If not, it's cool. I don't want to be a busybody, that's why I'm asking first.


Yes, please.  That's why I threw them out there.  I can go with either one, or come up with something else fairly quickly, depending on group opinions.  This is a familiar genre and setting for me and I'm comfortable with the base system, so I want to ensure everyone else has something they'll be happy with before I lock in on a team niche.
Rae
player, 21 posts
Wed 9 Dec 2020
at 02:02
  • msg #81

Re: OOC Thread 1

Tegyrius:
Yes, please.  That's why I threw them out there.  I can go with either one, or come up with something else fairly quickly, depending on group opinions.  This is a familiar genre and setting for me and I'm comfortable with the base system, so I want to ensure everyone else has something they'll be happy with before I lock in on a team niche.


My two cents is that we've got a nomad (El-Lube-O'), so a Solo would give us more skill coverage/less overlap. I like the background too (they're both cool in that regard, so that's a push).

-
Tegyrius
player, 20 posts
Wed 9 Dec 2020
at 02:18
  • msg #82

Re: OOC Thread 1

El Lubricado is socially/culturally a Nomad but I think he's mechanically built in the Tech role.  Does that change your opinion?
Rae
player, 22 posts
Wed 9 Dec 2020
at 03:31
  • msg #83

Re: OOC Thread 1

Tegyrius:
El Lubricado is socially/culturally a Nomad but I think he's mechanically built in the Tech role.  Does that change your opinion?


Good point. It could. Do we know what role Dave's planning on going with?

The most important factor, IMHO, is that you play a PC that you really want to get to know and tell stories with.

-
This message was last edited by the player at 04:17, Wed 09 Dec 2020.
Data Source
GM, 25 posts
keys138
GM
Wed 9 Dec 2020
at 23:44
  • msg #84

Re: OOC Thread 1

Teg, if you’re still on the fence, my vote would be peace through superior firepower.  Or the Solo.
Rae
player, 23 posts
Thu 10 Dec 2020
at 04:52
  • msg #85

Re: OOC Thread 1


Teg, is your friend going to be joining us?

-
Tegyrius
player, 21 posts
Fri 11 Dec 2020
at 01:44
  • msg #86

Re: OOC Thread 1

Unfortunately, no.  He just joined a new Roll20/Discord campaign of something else and he's full up on commitments.
Rae
player, 24 posts
Sun 20 Dec 2020
at 18:28
  • msg #87

Re: OOC Thread 1


Great PC prologue's, Keys. Kentucky's already in quite a pickle but I can dig it. Giving his next move some thought.

-
Data Source
GM, 31 posts
keys138
GM
Sun 20 Dec 2020
at 19:01
  • msg #88

Re: OOC Thread 1

I’d say don’t overthink it.  View it as a chance to be cool.
Tegyrius
player, 22 posts
Sun 20 Dec 2020
at 19:58
  • msg #89

Re: OOC Thread 1

Option 3

Martin Lowell - "Whisper"

Whisper, like many of his generation, grew up on Night City's streets, staring up not at the stars but at the lights of the megacorp towers.  Both were equally out of reach.  But the stars have to interface with the dirt to make business happen, and Whisper was a regular in the clubs where the informal deals were made.  He orbited their periphery, doing odd favors and hoping for his big break.

That break came one bad night in the Third Eye.  An exec decided to settle a problem kinetically and Whisper was in the right place at the right time to stop two bullets and make it look intentional afterward.  The suit he saved didn't feel particularly indebted.  The suit's assigned bodyguard, on the other hand, was very grateful - her boss had ditched her to go slumming, but that wouldn't have saved her job if he'd bled out under the drum set of Night City's third-best Samurai cover band.  So she got Whisper patched up, took him under her wing, and taught him a few things.

One of the more critical lessons was marketing.  Whisper needed a niche if he was going to be more than another disposable hero.  That niche, he decided, would be subtlety.  Razorboys with fuck-off-big guns and enough ostentatious chrome to shit out a motorcycle get noticed, but a lot of people need their problems solved in way that won't be noticed.  There's more money and cred to be made with a rep for discretion than one for putting hair on the walls.  And some of the best marketing is a satisfied customer who tells his friends - or his boss - about the guy who took care of an issue quietly...
Rae
player, 26 posts
Sun 20 Dec 2020
at 20:10
  • msg #90

Re: OOC Thread 1


I just realized that I'm playing a medtech in a game GM'ed by a real-life life-saver. I hope my convincing bullshit generator goes up to 11. ;)

@All: What makes more sense for a SOF medic to get implanted in the service, Kerenzikov or Sandevistan?

-
This message was last edited by the player at 05:18, Mon 21 Dec 2020.
Rae
player, 27 posts
Mon 21 Dec 2020
at 16:21
  • msg #91

Re: OOC Thread 1


Basic Tech is listed as a MedTech skill in the templates but I can't think of a good reason to spend any SP on it when A) we've already got a very skilled tech on the team B) Cybertech is a separate Medtech skill. Thoughts?

Also, SOF medic: Kerenzikov or Sandevistan?

-
Data Source
GM, 32 posts
keys138
GM
Mon 21 Dec 2020
at 17:16
  • msg #92

Re: OOC Thread 1

I always think of the guys with Kerenzikov as being “always on” and as a consequence kind of twitchy.  Like a professional can spot the guys that are wired with it because they kind of have to throttle back their responses to the world.  That being said, that’s probably what a SOF guy would pack.  Never know when you might get hit, might not have time to spin up.
Data Source
GM, 33 posts
keys138
GM
Mon 21 Dec 2020
at 17:18
  • msg #93

Re: OOC Thread 1

As far as basic tech...
Eh...more specialized skills are probably more valuable.
Rae
player, 28 posts
Mon 21 Dec 2020
at 17:34
  • msg #94

Re: OOC Thread 1

In reply to Data Source (msg # 93):

Thanks x2.

If you have time, would you mind scanning Kentucky's skills, make sure nothing's wasted (i.e. overspent) or uselessly low?

Also, would one inject benzodiazepine into the jugular vein, carotid artery, neither? I guess jugular 'cause you'd want it to go to the heart to get cycled throughout the body, but maybe an artery to the brain would be better?

-
Tegyrius
player, 24 posts
Mon 21 Dec 2020
at 17:41
  • msg #95

Re: OOC Thread 1

Data Source:
I always think of the guys with Kerenzikov as being “always on” and as a consequence kind of twitchy.  Like a professional can spot the guys that are wired with it because they kind of have to throttle back their responses to the world.  That being said, that’s probably what a SOF guy would pack.  Never know when you might get hit, might not have time to spin up.


That's part of why I spent 40% of Whisper's starting funds on therapy.  After having his whole nervous system rebuilt, he had to re-learn how to move like a normal person again avoid freaking out the neighbors.
Data Source
GM, 34 posts
keys138
GM
Mon 21 Dec 2020
at 17:43
  • msg #96

Re: OOC Thread 1

In reply to Rae (msg # 94):

Pretty much everything goes into a vein.  Arteries are under such high pressure that if you poke a hole in one, blood tends to jet out.  I’ve seen IV in peripheral arteries (like in the elbow) push back against an IV drip set and start to fill the IV bag with blood when one of our guys messed up and hit an artery instead of a vein on a difficult stick.  So you nailed that one.
Data Source
GM, 35 posts
keys138
GM
Mon 21 Dec 2020
at 17:43
  • msg #97

Re: OOC Thread 1

In reply to Tegyrius (msg # 95):

Love it!
Tegyrius
player, 25 posts
Mon 21 Dec 2020
at 17:54
  • msg #98

Re: OOC Thread 1

Data Source:
Pretty much everything goes into a vein.  Arteries are under such high pressure that if you poke a hole in one, blood tends to jet out.  I’ve seen IV in peripheral arteries (like in the elbow) push back against an IV drip set and start to fill the IV bag with blood when one of our guys messed up and hit an artery instead of a vein on a difficult stick.  So you nailed that one.


What's the specific use case for IO?  I know it's a thing (and apparently painful as fuck) but I'm not sure when you'd want to use it.
Rae
player, 29 posts
Mon 21 Dec 2020
at 18:03
  • msg #99

Re: OOC Thread 1

In reply to Data Source (msg # 96):

Phew! Hey, anytime I screw up something medical-related, don't hesitate to correct me.

-
Data Source
GM, 36 posts
keys138
GM
Mon 21 Dec 2020
at 18:55
  • msg #100

Re: OOC Thread 1

In reply to Tegyrius (msg # 98):

In reference to the IO system (which for the uninitiated is an IV we place directly into a long bone like the head of the humerus or tibia via a small drill) gets used when we have to pour a ton of fluid or meds into a patient in a rapid manner.  Apparently the bone marrow channel in the center of the bone allows for rapid absorption.  We use it almost exclusively in full arrest situations where our patient is essentially dead except for CPR in progress.

The military has spring-loaded versions of the system that can punch directly into the sternum for the same effect and uses it for massive blood loss situations.

The drill itself doesn't actually hurt that much, what hurts is the fluid being pushed into the bone and it's not an easy push.  I usually wrap the IV bag with a blood pressure cuff and inflate it to about six billion mm/hg. For a conscious patient (and really, come on, needle IVs aren't that hard unless you're dealing with a land manatee who has shit for veins), we would drill in, then inject 50mg of lidocaine to numb the site before we get carried away with medications.

@Rae:  No worries, I can read between the lines and issue gentle corrections.  I'll take the treatment in the spirit it is intended.
Data Source
GM, 37 posts
keys138
GM
Mon 21 Dec 2020
at 18:58
  • msg #101

skills that pay the bills

Rae:

Your skills look good.  Two of your languages (street and either spanish or japanese) should be level 4 for free.  You might want to rearrange just a bit to get your evasion to 6, but that's just a preference.
Spartan
player, 14 posts
Mon 21 Dec 2020
at 19:10
  • msg #102

Re: OOC Thread 1

In reply to Data Source (msg # 100):

My first paramedic partner stuck everyone with 14G when she was starting IVs.  It was like 16/18/20 didn't exist.  She'd only reach for something smaller for pediatric patients.  85 pound nursing home resident - 14 gauge large bore IV.  15 year old 10-50 PI victim - 14 gauge large bore IV.  She'd get them too.  It was amazing.

Interosseous was just coming into wide spread use when I got out.  Haven't had one computer spit or bleed on me.. not once... ;)  So thanks for staying on the front lines - Street Warrior!
This message was last edited by the player at 19:13, Mon 21 Dec 2020.
Data Source
GM, 39 posts
keys138
GM
Mon 21 Dec 2020
at 19:20
  • msg #103

skills that pay the bills


Hopefully I'll get a few more posts up today, but I've got some running around to get done prior to my wife and I celebrating our 15th anniversary tonight.  I'll try to crack a bit on the Text2k stuff as well.
Rae
player, 30 posts
Mon 21 Dec 2020
at 21:09
  • msg #104

skills that pay the bills

In reply to Data Source (msg # 101):

Thanks. Will do.

-
Spartan
player, 15 posts
Mon 21 Dec 2020
at 23:08
  • msg #105

skills that pay the bills

In reply to Data Source (msg # 103):

Congrats!
Data Source
GM, 41 posts
keys138
GM
Tue 22 Dec 2020
at 19:13
  • msg #106

skills that pay the bills

benzodiazepine works just fine for seizure, too.
Rae
player, 32 posts
Wed 23 Dec 2020
at 01:46
  • msg #107

skills that pay the bills

In reply to Data Source (msg # 106):

Perfect. I've taken the liberty of assuming that Kenji doesn't rate Mr. Handsy as a serious threat. Perhaps that was a bit presumptuous. If I need to roll a Perception check or something, please let me know.

-
Data Source
GM, 44 posts
keys138
GM
Wed 23 Dec 2020
at 02:52
  • msg #108

skills that pay the bills

You’re good.  I’m not rolling anything at this point anyway.
K. Takanori
player, 37 posts
Mon 28 Dec 2020
at 01:06
  • msg #109

Stranded in the Combat Zone


Do any of the PCs have a personal vehicle? Have y'all decided where in the city your PC lives ATM?

-
This message was last edited by the player at 01:12, Mon 28 Dec 2020.
K. Takanori
player, 38 posts
Mon 28 Dec 2020
at 20:01
  • msg #110

Stranded in the Combat Zone


Also, when is this campaign set? Time of the Red? 2077? Somewhere in between?

-
Data Source
GM, 50 posts
keys138
GM
Mon 28 Dec 2020
at 20:10
  • msg #111

Stranded in the Combat Zone

2045,
Time of the Red
Data Source
GM, 52 posts
keys138
GM
Wed 30 Dec 2020
at 02:20
  • msg #112

Stranded in the Combat Zone

Okay,

That post in Martin's thread concludes my introductions (although if Teg wants to post handing PomPom cash and not a bar, I'm down to read/write my part).  I'm on the road tomorrow and headed up to the farm.  I'll have my computer with me and I plan on getting the first real post up for Chapter 1 in the next day or two.  If you want to keep going on the intros, please feel free.  I'll answer any questions in character or we can exchange a bit more dialog if you feel like it.
K. Takanori
player, 39 posts
Wed 30 Dec 2020
at 05:27
  • msg #113

Stranded in the Combat Zone

In reply to Data Source (msg # 112):

Sounds good. You may have mentioned this before, but how long a trip is from your home to your farm?

-
Data Source
GM, 53 posts
keys138
GM
Wed 30 Dec 2020
at 11:48
  • msg #114

Stranded in the Combat Zone


It’s about a 5 hour drive weather/traffic depending.  Luckily we’ve got road warriors for kids who don’t mind sitting in the car.  The Nintendo Switches may have something to do with that though...
M. Lowell
player, 29 posts
Whisper
Solo
Wed 30 Dec 2020
at 14:35
  • msg #115

Stranded in the Combat Zone

I'm good with proceeding to the main story.

Just shoveled the driveway after 5" of snow, so my tiny Tyrannosaurus arms are very tired.  Don't want to type a lot today.
Data Source
GM, 54 posts
keys138
GM
Wed 30 Dec 2020
at 18:56
  • msg #116

Stranded in the Combat Zone

Cool.

Did Whisper scrape the, let’s call it 300eb, necessary to become a member of Conrad’s?
M. Lowell
player, 30 posts
Whisper
Solo
Wed 30 Dec 2020
at 19:22
  • msg #117

Stranded in the Combat Zone

Much as he'd like to put his money where his mouth is (heh), he doesn't have the remaining funds for it after his starting equipment purchases.
Data Source
GM, 55 posts
keys138
GM
Wed 30 Dec 2020
at 21:40
  • msg #118

Stranded in the Combat Zone

Fair enough.
M. Lowell
player, 31 posts
Whisper
Solo
Wed 30 Dec 2020
at 21:45
  • msg #119

Stranded in the Combat Zone

Literally, I mean.  140eb remaining.
K. Takanori
player, 41 posts
Sat 2 Jan 2021
at 21:41
  • msg #120

Stranded in the Combat Zone


Couple more questions, in a addition to the outstanding ones re vehicles and residences: Assuming Armorjack can be incorporated into civilian clothing (like a jacket)? Or is CP body armor much like contemporary stuff?

Also, been thinking a bit more about Kerenzikov v. Sandevistan for Kenji. Although it makes sense that a SOF soldier would be "on" all the time, I imagine being overly twitchy could be a major detriment to a combat medic. For that reason, I think something that was default "off" (i.e. Sandevistan) would be a better fit. Make sense, or am I wrong?

-
This message was last edited by the player at 22:14, Sat 02 Jan 2021.
M. Lowell
player, 32 posts
Whisper
Solo
Sat 2 Jan 2021
at 22:20
  • msg #121

Re: Stranded in the Combat Zone

K. Takanori:
Couple more questions, in a addition to the outstanding ones re vehicles and residences: Assuming Armorjack can be incorporated into civilian clothing? Or is CP body armor much like contemporary stuff?


Based on what we see in the CP2020 Chromebooks, I think so - and to a certain extent, certain fashion branches have evolved to blur the line between "armored" and "looks armored."  My take is that anything up to SP11 armor (the max for no penalties) can be incorporated into street clothing.  Above that, it becomes obvious - which, in a setting where the ol' ultraviolence is closer to the surface, is not always the same as socially unacceptable.

quote:
Also, been thinking a bit more about Kerenzikov v. Sandevistan for Kenji. Although it makes sense that a SOF soldier would be "on" all the time, I imagine being overly twitchy could be a major detriment to a combat medic. For that reason, I think something that was default "off" (i.e. Sandevistan) would be a better fit. Make sense, or am I wrong?


I interpret the higher HL of Kerenzikov as having more severe in-universe warning labels about the dangers of cyberpsychosis.  It's going to generate a greater divergence from what we would consider "neurotypical."  However, Sandevistan's big limitation for a soldier is the one-minute activation time with the subsequent one-hour cooldown.  That feels like a liability in the sustained firefights that would be more common for a military user than for a Night City street user.

Ultimately, despite Sandevistan seeming more appropriate for a street user, I went with Kerenzikov for Martin because of the always-on effect.  Having to spin up Sandevistan with an inhaler or subvocal command is appropriate for someone who plans to be the one initiating combat a lot, but he doesn't have that luxury.  This viewpoint was influenced by his mentor, who, as an executive protection specialist, usually operated in defensive/reactive mode.
Data Source
GM, 57 posts
keys138
GM
Sun 3 Jan 2021
at 00:00
  • msg #122

Stranded in the Combat Zone

In reply to K. Takanori (msg # 120):

FWIW, if you want to try one and switch to the other if it doesn’t work, I’m cool with that.  We’re all kinda experimenting here.
K. Takanori
player, 42 posts
Sun 3 Jan 2021
at 00:45
  • msg #123

Stranded in the Combat Zone

In reply to Data Source (msg # 122):

I trust you guys' CPU knowledge. I was just imagining someone with live reflex boosters trying to close off an artery and it wasn't pretty.

In another uncanny case of synchronicity, I'd never seen/heard "Charcutiere" until last night, when Michelle produced one for dinner.

Me: "Ooh. This looks good. Tapas?"

Her: "It's called Charcutiere."

-
K. Takanori
player, 44 posts
Sun 3 Jan 2021
at 04:25
  • [deleted]
  • msg #124

Stranded in the Combat Zone

This message was deleted by the player at 05:24, Sun 03 Jan 2021.
A. Cruz
player, 18 posts
Sun 3 Jan 2021
at 04:33
  • msg #125

Stranded in the Combat Zone

Sunday's are my Monday's, so I'll try to work something up today, but no promises.  We are crashing on an interagency 'let's close the gate now that all the horses are out,' initiative.
Data Source
GM, 59 posts
keys138
GM
Sun 3 Jan 2021
at 15:55
  • msg #126

OOC info dump


In the spirit of keeping you guys informed and not spending time on a false lead, I pulled the salary amount from Pg 381, typical job 1,000eb.  I agree that this amount seems a little low for the style of gig you're looking at, so we can negotiate the amount higher if you would like.

In summary to the last few posts you have:

-A possible Maelstrom grab in a New Inquisition controlled area.  Daphne disappeared off the grid leaving behind a dead boyfriend
-Father a VP with Militech
-No contact with the father from the kidnappers
-Reasonable cyberware on the victim, but nothing reported as outlandish
-A netrunner working to obtain better surveillance footage + profile of the boyfriend
-Flesh peddlers not working in the vicinity of the grab

Additional pieces you would know as residents of NC:
-While this area is New Inquisition, the area several blocks south is Maelstrom territory
-Maelstrom and New Inquisition members have been increasing the ferocity of their "interactions" lately

Let me know if you need anything else.
K. Takanori
player, 45 posts
Sun 3 Jan 2021
at 18:34
  • msg #127

Re: OOC info dump

Data Source:
In the spirit of keeping you guys informed and not spending time on a false lead, I pulled the salary amount from Pg 381, typical job 1,000eb.  I agree that this amount seems a little low for the style of gig you're looking at, so we can negotiate the amount higher if you would like.


Makes sense. I wasn't read up on salaries/fees. 3k does seem a bit low, though, all things considered. Would you rather just retcon it to a slightly higher number and I can edit out Kenji's pay question, or would you rather play it out IC? Either way is cool with me.

-
Data Source
GM, 60 posts
keys138
GM
Sun 3 Jan 2021
at 18:43
  • msg #128

Re: OOC info dump


Let’s handle IC with the tacit agreement that Jasper will not be pissed off about the situation as you all approach it professionally.  That way you have some freedom to be cool.
Data Source
GM, 61 posts
keys138
GM
Sun 3 Jan 2021
at 18:57
  • msg #129

Re: OOC info dump


Which I guess begs the question, what do you guys think the going rate for kidnap recovery is in world?
M. Lowell
player, 35 posts
Whisper
Solo
Sun 3 Jan 2021
at 19:02
  • msg #130

Re: OOC info dump

For me, the disconnect was between the gig's pay and our starting living conditions:

Data Source:
One month prepaid lifestyle at Studio Apt and Generic Prepak


That's 1,800eb/month, implying that we semi-regularly have been pulling in enough to meet that and our other expenses.

However, I just dove a little deeper.  In the absence of fixer gigs, our weekly income is in the tables on pp. 382-385.  With our Rank 5 role abilities, our average would be 217eb/week for Kentucky and Whisper and 200eb/week for Lube.  Monthly (assuming a four-week month), that comes out to 868eb and 800eb, respectively.  So each month, each of us would need to be picking up one typical job (1keb) or two easy jobs (500eb each) just to make ends meet - more in months with bad rolls.

With that in mind, 1k each doesn't actually seem entirely off-base.  One of the tenets of the fiction is that edgerunners (indeed, most people) exist perpetually on the edge of financial disaster.  What we might want to do, however, is negotiate for expenses.

And loot the bodies.

(ETA: Also, we are getting netrunner support for this, which is probably coming out of the total outlay.)
This message was last edited by the player at 19:03, Sun 03 Jan 2021.
K. Takanori
player, 46 posts
Sun 3 Jan 2021
at 19:27
  • msg #131

Re: OOC info dump


I guess Kenji's argument for a slightly higher fee (1500-2000 each) would be that this is not just a simple extraction mission, being that we have to find the target first.  Extraction + investigation = higher fee.

-
Data Source
GM, 62 posts
keys138
GM
Sun 3 Jan 2021
at 19:39
  • msg #132

Re: OOC info dump

Have I mentioned that this is the reason I like gaming with you guys?

Collaborative problem solving!!
Data Source
GM, 63 posts
keys138
GM
Sun 3 Jan 2021
at 22:32
  • msg #133

Re: OOC info dump

Jasper will agree to 1500eb with reimbursement for reasonable expenses related to the job (medical, bribes, etc...).

If Spartan doesn’t want to cover that in his post, I’ll get an IC up tomorrow with the relevant info.
This message was lightly edited by the GM at 22:32, Sun 03 Jan 2021.
K. Takanori
player, 49 posts
Tue 5 Jan 2021
at 22:07
  • msg #134

Re: OOC info dump


I'm not sure what to do next, so I just threw something out there. There's most likely a better way to start, so don't feel obligated to go along with Kenji's suggestion.

-
A. Cruz
player, 21 posts
Wed 6 Jan 2021
at 05:47
  • msg #135

Re: OOC info dump

Just a short one to keep momentum up.  I'm almost done with this A/DCM stuff, so hopefully more and better posting this weekend!
Data Source
GM, 65 posts
keys138
GM
Wed 6 Jan 2021
at 14:26
  • msg #136

Re: OOC info dump

A. Cruz:
Just a short one to keep momentum up.  I'm almost done with this A/DCM stuff, so hopefully more and better posting this weekend!


No worries.  This gives me enough to plan ahead a bit.  I’ll aim for a new post tomorrow.
Data Source
GM, 66 posts
keys138
GM
Thu 7 Jan 2021
at 20:56
  • msg #137

Re: OOC info dump

Quick question: do you guys want to designate a point of contact character that handles the comms with your support team or do you want to assume that comms go to the group at large?
K. Takanori
player, 50 posts
Thu 7 Jan 2021
at 21:05
  • msg #138

Re: OOC info dump

In reply to Data Source (msg # 137):

In this format, I think feeding coms to all PCs is preferable, so that all of us have the opportunity to engage directly. It eliminates the need for a middleman, which speeds things up (especially in PbP).

-
This message was last edited by the player at 21:10, Thu 07 Jan 2021.
Data Source
GM, 67 posts
keys138
GM
Thu 7 Jan 2021
at 21:32
  • msg #139

Re: OOC info dump

In reply to K. Takanori (msg # 138):

Cool by me.
K. Takanori
player, 52 posts
Sat 9 Jan 2021
at 16:26
  • msg #140

Re: OOC info dump


I Googled the Inquisitors to see if I could learn more about them and there's not much out there. The other gangs of CP2077 have really well-established aesthetics. What do y'all imagine the Inquisitors' look is? Militant Amish? Spanish inquisition (robes and broad-brimmed hats)? Other?

Also, how do they make money? They hate cyber, but are they moralistic otherwise? I'm guessing not but maybe you guys know more than I do.

-
Data Source
GM, 69 posts
keys138
GM
Sat 9 Jan 2021
at 16:47
  • msg #141

Re: OOC info dump

CPRed makes them kind of a joke.  The gang section takes about how dangerous they are, then the encounter tables have them screaming stuff like “death to the chrome demon!” as they attack with swords.  I figure protection rackets and selling body parts of the people they “liberate” from cybernetic slavery.  Which means they have to be pretty proficient at taking down folks with serious chrome.  Otherwise, doormats.

General appearance of priestly inspired garb sporting patches of loosely based religious symbols.  Armor with priest collars, lots of crucifixes, and a lot of bad attitude.  They can’t be dumb. They just can’t be and expect to survive.
Data Source
GM, 70 posts
keys138
GM
Sun 10 Jan 2021
at 16:48
  • msg #142

Re: OOC info dump

Just taking the temperature here:

Everybody okay so far?
Seriously, no pressure and no hard feelings if you would prefer not to continue.  I’ll run Rae alone if need be.  I’m having fun, but I understand if you’re not feeling it.  Or just don’t have bandwidth.
M. Lowell
player, 38 posts
Whisper
Solo
Sun 10 Jan 2021
at 17:05
  • msg #143

Re: OOC info dump

Mea culpa.  I forgot Rae had posted and I was waiting for him to post because I'd previously suggested that Takanori take the lead on the investigation.
K. Takanori
player, 53 posts
Sun 10 Jan 2021
at 23:05
  • msg #144

Re: OOC info dump

In reply to M. Lowell (msg # 143):

No problem. Y'all know my activity profile pretty well by now. If I haven't posted within 48 hours of the last post- without forewarning- send the cavalry 'cause something's wrong. ;)

I'll hold off on replying to Whisper until Spartan has had a chance to post.

-
This message was last edited by the player at 23:10, Sun 10 Jan 2021.
A. Cruz
player, 23 posts
Mon 11 Jan 2021
at 09:58
  • msg #145

Re: OOC info dump

Sorry for the delay, when my DCMship ended we were also crashing on a Cabinet level visit.  But that got scrubbed for what must be obvious reasons...

In any event, this is exactly the kind of role in the party I see for Cruz - holding down the fort, keeping the car running, being the guy hanging back with the shotgun.
This message was last edited by the player at 10:00, Mon 11 Jan 2021.
Data Source
GM, 72 posts
keys138
GM
Tue 12 Jan 2021
at 16:16
  • msg #146

Re: OOC info dump

Ah yes, what is CP without prostitution...
K. Takanori
player, 55 posts
Tue 12 Jan 2021
at 16:39
  • msg #147

Re: OOC info dump


LOL, Anders. Brilliant.

-
M. Lowell
player, 42 posts
Whisper
Solo
Sun 17 Jan 2021
at 03:26
  • msg #148

Re: OOC info dump

Rae, it's still your show.  You want Whisper to assist or stand back?
K. Takanori
player, 59 posts
Sun 17 Jan 2021
at 05:00
  • msg #149

Re: OOC info dump

In reply to M. Lowell (msg # 148):

Let's see if Father Leo responds to reason. If Kenji ends up having to throat punch him, consider the act an unspoken request for immediate assistance.

-
M. Lowell
player, 43 posts
Whisper
Solo
Sun 17 Jan 2021
at 12:27
  • msg #150

Re: OOC info dump

Roger that.
Data Source
GM, 77 posts
keys138
GM
Mon 18 Jan 2021
at 21:12
  • msg #151

Re: OOC info dump


Edit:  I'm also going to give Cruz the option to update Kenji with some of the new data prior to responding for the Inquisitors.  It's a little loosey/goosey with time, but it should help keep us moving.

To save some back and forth on Viceroy's data dump, she will be able to provide a back track of the smoker to a warehouse with no feeds.  The van returned to the same warehouse, but no visuals exist for the crew entering or exiting the building.  Her best guess would be that the site is used specifically to throw off electronic pursuit.
This message was last edited by the GM at 21:16, Mon 18 Jan 2021.
K. Takanori
player, 61 posts
Mon 18 Jan 2021
at 22:00
  • msg #152

Re: OOC info dump


Kenji said quite a lot on my last IC so for flow and continuity's sake, Father Leo should probably say something before Kenji speaks again.

-
A. Cruz
player, 27 posts
Mon 18 Jan 2021
at 22:48
  • msg #153

Re: OOC info dump

Cool, I'll get something up during mid-morning my time inshallah... ;)
Data Source
GM, 78 posts
keys138
GM
Mon 18 Jan 2021
at 23:30
  • msg #154

Re: OOC info dump

In reply to K. Takanori (msg # 152):

I’ll get it put up
K. Takanori
player, 62 posts
Tue 19 Jan 2021
at 01:29
  • msg #155

Re: OOC info dump

In reply to Data Source (msg # 154):

Thanks. Wasn't trying to rush you- just wasn't quite picking up what you were laying down in OOC #151.

-
Data Source
GM, 80 posts
keys138
GM
Tue 19 Jan 2021
at 04:08
  • msg #156

Re: OOC info dump

No worries!  Hopefully all of that makes sense!
A. Cruz
player, 32 posts
Sat 23 Jan 2021
at 18:12
  • msg #157

Re: OOC info dump

Who has the best stealth?  :)
M. Lowell
player, 48 posts
Whisper
Solo
Sat 23 Jan 2021
at 19:00
  • msg #158

Re: OOC info dump

A. Cruz:
Who has the best stealth?  :)


Looks like Kenji at +14.

Martin has a disposable cell phone, too, which he will donate to the cause (expenses!) for tagging the second van.
Data Source
GM, 83 posts
keys138
GM
Sat 23 Jan 2021
at 19:29
  • msg #159

Re: OOC info dump

Let me know your game plan and I’ll start generating the post.
M. Lowell
player, 49 posts
Whisper
Solo
Sat 23 Jan 2021
at 19:33
  • msg #160

Re: OOC info dump

Whisper and Kenji will crouch for stealth, then start putting Maelstrom goons in sleeper holds and stashing them in dumpsters.  Lube will hack the cameras.
Data Source
GM, 84 posts
keys138
GM
Sat 23 Jan 2021
at 19:36
  • msg #161

Re: OOC info dump


Ooh fun.  Does he have the Suicide hack?  That works way better than it should.
K. Takanori
player, 68 posts
Sat 23 Jan 2021
at 20:01
  • msg #162

Re: OOC info dump

In reply to M. Lowell (msg # 160):

Ha ha.

There're two goons near the vans. There're also civies around. I don't have anything more creative than mingle in with the crowd and wait for a window to apply the makeshift trackers. Or one us distracts the goons somehow (chit-chat, finder bender, drive-by, ?), while the other two (of us) apply the trackers.

-
This message was last edited by the player at 21:25, Sat 23 Jan 2021.
Data Source
GM, 85 posts
keys138
GM
Sun 24 Jan 2021
at 17:17
  • msg #163

Re: OOC info dump

Are we rolling with Whisper and Kenji placing devices and Cruz creating a diversion?
M. Lowell
player, 50 posts
Whisper
Solo
Sun 24 Jan 2021
at 21:01
  • msg #164

Re: OOC info dump

That works for me.  I think Cruz has both the lowest stealth capability and the best toolkit for creating a diversion.
A. Cruz
player, 33 posts
Mon 25 Jan 2021
at 04:44
  • msg #165

Re: OOC info dump

Yeah, I'm trying to think of fun things to do with a road flare that won't get me shot.
K. Takanori
player, 70 posts
Mon 25 Jan 2021
at 19:35
  • msg #166

Re: OOC info dump

In reply to A. Cruz (msg # 165):

Maybe burnouts or donuts in the street?

Or another Mr. Stud demo?

;)

-
A. Cruz
player, 35 posts
Tue 26 Jan 2021
at 05:47
  • msg #167

Re: OOC info dump

K. Takanori:
In reply to A. Cruz (msg # 165):

Maybe burnouts or donuts in the street?

Or another Mr. Stud demo?

;)

-


Good idea.
M. Lowell
player, 51 posts
Whisper
Solo
Tue 26 Jan 2021
at 12:14
  • msg #168

Re: OOC info dump

excuse_me_while_i_whip_this_out.jpg
Data Source
GM, 88 posts
keys138
GM
Wed 27 Jan 2021
at 19:38
  • msg #169

Re: OOC info dump

Rolling a 1 is terrible in this system.
K. Takanori
player, 74 posts
Thu 28 Jan 2021
at 02:39
  • msg #170

Re: OOC info dump


After finishing CP2077's main story quest, I've been tooling around Night City completing all of the crime-in-progress thingies. Today, in Wellsprings, I came upon a Valentinos crew looting a downed Trauma Team AV. Coincidentally, Kentucky cleaned up and went solo after his TT team was ambushed by gangers. And I thought I was being pretty original.

-
K. Takanori
player, 75 posts
Thu 28 Jan 2021
at 19:31
  • msg #171

Re: OOC info dump


Re comms, Kenji has a radio earpiece. I assume that since this is the future, he also has some kind of fancy voice activated mic embedded somewhere (IIRC seeing anything like that in the CPR gear lists). Do you guys have radios too, internal or external? I'm just trying to figure out if we need to send texts or whatever, or if we can essentially communicate simply by willing it.

-
M. Lowell
player, 54 posts
Whisper
Solo
Fri 29 Jan 2021
at 00:35
  • msg #172

Re: OOC info dump

Whisper has an internal radio.

quote:
----- Cyberware -----

Fashionware
biomonitor                    HL 0                (Philips CorpoReal)

Neuralware
neural link                   HL 7                (Hyperdyne Systems 7700b)
Kerenzikov boosterware        HL 14               (Kerenzikov Labs Mk. XIX)

Cyberoptics
cybereyes (2)                 HL 7+7              (Zeiss Series Zero)
anti-dazzle (2)               HL 2+2              (Zeiss Polarization Plus)

Cyberaudio
cyberaudio suite              HL 7                (Sony-Sennheiser G12)
level damper                  HL 2                (Sony-Sennheiser SafeSound Q)
radio communicator            HL 2                (Hoshino YUREI)

Internal Body Cyberware
contraceptive implant         HL 0                (ZPG Technologies M1)

Cyberlimbs
subdermal grip (right meat)   HL 3                (Zeiss Shutzhund)

Brainware
therapy (4)                   HL -28 offset


I've been assuming that implant radio = direct neural interface, so he doesn't actually have to speak out loud to transmit.
Data Source
GM, 89 posts
keys138
GM
Sat 30 Jan 2021
at 22:51
  • msg #173

Re: OOC info dump

Hoping to get a post up tonight.  Drove home from the farm and then did taxes.
Is there a text emoji for gun to the head?
K. Takanori
player, 76 posts
Sun 31 Jan 2021
at 18:38
  • msg #174

Re: OOC info dump

Data Source:
The ganger laughs again, the sound taking on the quality of a braying donkey getting fucked by a pinball machine.


Lol

-
A. Cruz
player, 38 posts
Sun 31 Jan 2021
at 23:21
  • msg #175

Re: OOC info dump

Some of Cruz's ideas are 02:20 am got up to take a leak and checked RPOL ideas, so just keep that in mind before you readily agree to anything.
K. Takanori
player, 78 posts
Tue 2 Feb 2021
at 00:53
  • msg #176

Re: OOC info dump


They make sense to me.

So, we kind of have to wait and see how the van thing pans out, look for evidence that our target is being held somewhere else. If we find some, then we should probably do area recon at the new site. If we don't, then we assume she's in the Molt? Is that how y'all are reading things too?

-
M. Lowell
player, 56 posts
Whisper
Solo
Tue 2 Feb 2021
at 01:08
  • msg #177

Re: OOC info dump

That's my interpretation, yeah.  And with two of our faces known to at least a couple of the Maelstrom goons, we probably shouldn't hang around the neighborhood too obvious-like.
Data Source
GM, 92 posts
keys138
GM
Tue 2 Feb 2021
at 16:16
  • msg #178

Re: OOC info dump


Just confirming the game plan:
1) exfil to a safe distance
2) monitor van situation
3) recon new site should the target vehicles move

How long would you like me to wait for movement?
K. Takanori
player, 79 posts
Thu 4 Feb 2021
at 01:40
  • msg #179

Depends (NOT the adult undergarment)


I'm not sure how long it would be prudent to wait. In hostage situations, time is often of the essence. But we need to be sure where she is before we attempt to execute the rescue so it's a trade-off.

-
M. Lowell
player, 57 posts
Whisper
Solo
Thu 4 Feb 2021
at 02:10
  • msg #180

Depends (NOT the adult undergarment)

I think we're not gonna do a raid or an infiltration while the club is active.  Too many bystanders/witnesses.  So that kind of dictates that we'll wait until the club closes (and, in the meantime, get some rest in shifts somewhere secure).  Does that work or do you guys have other legwork ideas?
K. Takanori
player, 80 posts
Thu 4 Feb 2021
at 02:29
  • msg #181

Depends (NOT the adult undergarment)


Good point. I concur.

-
A. Cruz
player, 39 posts
Thu 4 Feb 2021
at 11:07
  • msg #182

Lethal Weapons

If this were the 80's and just us and the badguys were on the only ones armed, then the classic gunfight in the club while loud music rages and bystander's flee could be cool.

But it ain't and everyone's packing pistols in calibers the 80's only dreamed off and even the bystanders and just a 0.1 shy of going cyberpsycho, so yeah, prolly should wait.
Data Source
GM, 94 posts
keys138
GM
Thu 4 Feb 2021
at 16:13
  • msg #183

Lethal Weapons


Okay,
I've set you a waiting point and left it open if you want to RP a little bit or have more questions you want answered.  If you don't, just let me know and I'll bounce the action along to preserve momentum.  No worries either way.
K. Takanori
player, 84 posts
Mon 8 Feb 2021
at 23:32
  • msg #184

Lethal Weapons


Nothing to see here.

-
This message was last edited by the player at 04:00, Tue 09 Feb 2021.
M. Lowell
player, 60 posts
Whisper
Solo
Tue 9 Feb 2021
at 02:59
  • msg #185

Lethal Weapons

Response in the other place.  :)
A. Cruz
player, 44 posts
Thu 11 Feb 2021
at 14:01
  • msg #186

Lethal Weapons

I don't often break the fourth wall, but I always do before knowingly trying to explain IC how fire works to a professional firefighter.
Data Source
GM, 99 posts
keys138
GM
Thu 11 Feb 2021
at 15:18
  • msg #187

Lethal Weapons

In reply to A. Cruz (msg # 186):

hahahaha

Just to be clear, you can enter the fourth floor without passing the shrine.  If you want to go up to five, it's rat skulls and blood for the win.
A. Cruz
player, 45 posts
Thu 11 Feb 2021
at 15:37
  • msg #188

Lethal Weapons

I was originally going to pantomime out my response, but I presumed it would be poor form to be the tech guy who didn't have kewl comms like you guys.
M. Lowell
player, 64 posts
Whisper
Solo
Fri 12 Feb 2021
at 00:52
  • msg #189

Lethal Weapons

That was good for a laugh on what has been a very bullshit-filled day.  Thanks for that.
Data Source
GM, 100 posts
keys138
GM
Sat 13 Feb 2021
at 02:35
  • msg #190

workworkwork

apologies guys.

I will be posting tomorrow.  The city decided that today would be an amazing friday to go bonker-balls and I'm tapped at the moment.
Data Source
GM, 102 posts
keys138
GM
Sun 14 Feb 2021
at 19:15
  • msg #191

workworkwork

M. Lowell:
He indicates the power lines. "Do those look excessive for this kind of place?"



Yes.  Yes they do.
This message was last edited by the GM at 21:15, Sun 14 Feb 2021.
M. Lowell
player, 66 posts
Whisper
Solo
Sun 14 Feb 2021
at 20:53
  • msg #192

workworkwork

I figured they did, but Martin isn't enough of a techie to make an authoritative statement.
Data Source
GM, 103 posts
keys138
GM
Sun 14 Feb 2021
at 21:18
  • msg #193

workworkwork

Just wanted to make sure Cruz has the info he needs to comment.
A. Cruz
player, 47 posts
Mon 15 Feb 2021
at 07:58
  • msg #194

Ways to skin cats

I presumed that since Techs don't have lock pick as a selection in the Street Rat template (but do have electronic security system), they probably deal with them without picking them per se.  Drill them out with ye olde toolhand perhaps?  <shrug>
M. Lowell
player, 67 posts
Whisper
Solo
Mon 15 Feb 2021
at 12:14
  • msg #195

Ways to skin cats

Why pick the lock when you can take the whole door out of its frame?
A. Cruz
player, 49 posts
Tue 16 Feb 2021
at 17:40
  • msg #196

Ways to skin cats

That taser is like Cruz's cyberware - he didn't buy it just for show.  Also, after seeing that fucked up shrine one level up, he's got a bad feeling that getting thrown off the building is the best out come if this guy catches 'little shit'.
K. Takanori
player, 91 posts
Wed 17 Feb 2021
at 19:42
  • msg #197

True Story


On a autobiographical side note, when I was about 15, some friends and I were tied up and robbed by a machete-wielding man on a volcano in Ecuador. I thought I was going to die. Obviously, we got away.

I wish a good Samaritan had been on hand to Tase that a-hole.

-
Data Source
GM, 106 posts
keys138
GM
Wed 17 Feb 2021
at 20:05
  • msg #198

True Story

In reply to K. Takanori (msg # 197):

Well that's fucked up.

Wish somebody would have been there for you and your friends as well.
K. Takanori
player, 92 posts
Wed 17 Feb 2021
at 20:41
  • msg #199

True Story

In reply to Data Source (msg # 198):

Thanks. I can laugh about it now but, at the time, I thought i was a goner.

-
This message had punctuation tweaked by the player at 21:37, Wed 17 Feb 2021.
A. Cruz
player, 51 posts
Thu 18 Feb 2021
at 05:03
  • msg #200

True Story

Damn, that's fucked up.  Remind me to avoid that volcano*!

*I really haven't been anywhere in central/south America except for a destination wedding in Cancun, so it's all drug dealers and machete wielders in my mind anyway... which I know is stupid.
K. Takanori
player, 94 posts
Fri 19 Feb 2021
at 04:44
  • msg #201

True Story


This was back in '88 or so. It was pretty safe then, overall. A buddy and I hitchhiked pretty regularly at 13 (I'm mortified thinking about it now), and my brother and I took taxis home from school everyday for a year-and-a-half or so, all without incident. Ransom kidnappings weren't really a thing yet, I guess. But there was a lot of anti-Yanqui sentiment there (mostly manifested in political graffiti). I remember at least two bomb threat evacs at my international (re American) high school. And petty crime was pretty common. One of our rental homes was broken into and robbed. And then there was the dramatic, dragged-out mugging I mentioned. Quito is a lot different now, in ways both good and bad. I haven't been back, but I have an old friend who returns once a twice a year. It's a beautiful country.

I undeleted a post (#98) that includes a question for y'all.

-
This message was last edited by the player at 22:05, Fri 19 Feb 2021.
K. Takanori
player, 99 posts
Wed 24 Feb 2021
at 04:16
  • msg #202

No Harm in Asking


I'm not trying to game the system, so if this is out of bounds, let me know. If we decide to infiltrate the pagoda, it would be good to have some heavier firepower on hand than a couple of pistols and Cruz's shotgun. A fixer of Black Jasper's standing would be able to supply us with heavier weapons (submachine guns and/or assault rifles), no?

-
Data Source
GM, 110 posts
keys138
GM
Wed 24 Feb 2021
at 13:27
  • msg #203

No Harm in Asking


I think that he would, but the question becomes how to play balance that exchange.  And it’s a conversation I’m willing to have.

From my point of view, CP assumes that the characters use their own weapons/gear in conducting the jobs they take on.  Whether that’s realistic (or fair) is up for debate.  So if Jasper did provide equipment, I’m thinking it would have to be loaner gear with a potential financial downside for loss/damage.  The flip side of that is it is in Jasper’s interest to have you complete the task.  In the real world he’s not going to say: “sorry about your kiddo, my guys couldn’t afford the right guns even though I have access to the gear they needed and wouldn’t give it to them for reasons.”
A. Cruz
player, 55 posts
Wed 24 Feb 2021
at 13:31
  • msg #204

No Harm in Asking

I guess the real question is - do encounters scale, or, it is what it is...?
Data Source
GM, 111 posts
keys138
GM
Wed 24 Feb 2021
at 14:30
  • msg #205

Re: No Harm in Asking

A. Cruz:
I guess the real question is - do encounters scale, or, it is what it is...?


*cough*scale*cough*
K. Takanori
player, 100 posts
Wed 24 Feb 2021
at 15:16
  • msg #206

Re: No Harm in Asking

Data Source:
From my point of view, CP assumes that the characters use their own weapons/gear in conducting the jobs they take on.  Whether that’s realistic (or fair) is up for debate.  So if Jasper did provide equipment, I’m thinking it would have to be loaner gear with a potential financial downside for loss/damage.  The flip side of that is it is in Jasper’s interest to have you complete the task.  In the real world he’s not going to say: “sorry about your kiddo, my guys couldn’t afford the right guns even though I have access to the gear they needed and wouldn’t give it to them for reasons.”


That all makes sense. Kenji has his own subgun, so he prolly doesn't really need heavier firepower for this op, but I thought the matter was worth bringing up.

A "you break it, you buy it" policy makes sense, but I do get how it would still undermine game parameters, so if all of Jasper's heavy iron is being used by other crews, getting serviced, or in Police lockup until a bribe is made to the right party, etc., I'll understand.

Now, what about helmets? Helmets seem very un-cyberpunk to me, but if it's a choice between taking a round in the dome or not, the latter is obviously preferable. I couldn't bring myself to buy a helmet, so, if everybody else has one, that's one piece of loaner gear that Kenji would need until he can buy his own.

-
Data Source
GM, 112 posts
keys138
GM
Thu 25 Feb 2021
at 01:26
  • msg #207

Re: No Harm in Asking


For now, let's assume that you are going forward with the guns you have. For future ops, we can work some kind of loaner system out. If you need a helmet, feel free to drop one in your gear.  We'll consider it on loan from Jasper.
M. Lowell
player, 74 posts
Whisper
Solo
Thu 25 Feb 2021
at 01:29
  • msg #208

Re: No Harm in Asking

Martin has a helmet, but I envision it as a full-face motorcycle helmet rather than something overtly tactical.

I'm good with proceeding with current armament, especially as we have meta intel that encounters will scale (meaning the GM won't punish us too hard for using out starting equipment).  Longer-term, suppressed+smartlinked is a goal, but that can wait.

@Keys - for non-smartlinked weapons, is there any user authorization, or can we reasonably assume that battlefield pickups will be usable (subject to the previous owner's attention to maintenance)?
This message was last edited by the player at 01:31, Thu 25 Feb 2021.
A. Cruz
player, 56 posts
Thu 25 Feb 2021
at 01:31
  • msg #209

Re: No Harm in Asking

Sweet sweet Skinweave has got me covered.
Data Source
GM, 113 posts
keys138
GM
Thu 25 Feb 2021
at 01:51
  • msg #210

Re: No Harm in Asking

In reply to M. Lowell (msg # 208):

I'm going to go with Smart Weapons are reprogrammable but not immediately operational.  Cruz might need a minute or two to update the options.  Presumably these would function in a way that if you lost your weapon in a scuffle, some Scav couldn't pick it up and shoot you with it right away.
K. Takanori
player, 101 posts
Thu 25 Feb 2021
at 02:00
  • msg #211

Re: No Harm in Asking

In reply to Data Source (msg # 210):

I like that ruling, as it spotlights Cruz's role ability and it prevents us getting shot with our own Smart Weapons.

-
K. Takanori
player, 103 posts
Thu 25 Feb 2021
at 02:09
  • msg #212

Re: No Harm in Asking

M. Lowell:
Martin has a helmet, but I envision it as a full-face motorcycle helmet rather than something overtly tactical.


I like that. I'll have to pick one up at some point. Hopefully Kenji doesn't take a bullet, bat, machete, brick, etc. to the head before then.

Should we ask Royce to show us the way through the garage to the Listener compound?

-
K. Takanori
player, 105 posts
Thu 25 Feb 2021
at 19:50
  • msg #213

Re: No Harm in Asking


Is it ok that Kentucky's got his sub gun? I was going to post IC about him returning to the rental to gear up but you beat me to the punch (not complaining).

-
Data Source
GM, 115 posts
keys138
GM
Thu 25 Feb 2021
at 22:38
  • msg #214

Re: No Harm in Asking

It’s all good.  I’m trying to find the balance on advancing, character agency, and momentum
Data Source
GM, 116 posts
keys138
GM
Fri 26 Feb 2021
at 19:19
  • msg #215

Re: No Harm in Asking

Travel day.  Post coming tonight or tomorrow.
K. Takanori
player, 106 posts
Fri 26 Feb 2021
at 21:53
  • msg #216

Re: No Harm in Asking


I noticed that tactical lights aren't listed as Weapon Attachments in the rulebook. Is it OK if Kentucky attaches his flashlight to his sub-gun? Everything's Picatinnied these days so I reckon 2040 wouldn't be all that different, but I don't make the rules so, what say you?

-
M. Lowell
player, 77 posts
Whisper
Solo
Fri 26 Feb 2021
at 22:24
  • msg #217

Re: No Harm in Asking

Even without Pic rails, you can always go old school SAS: hose clamps and duct tape.
Data Source
GM, 117 posts
keys138
GM
Sat 27 Feb 2021
at 01:40
  • msg #218

Re: No Harm in Asking

In reply to K. Takanori (msg # 216):

Sure, no worries.
K. Takanori
player, 108 posts
Sat 27 Feb 2021
at 21:06
  • msg #219

Re: No Harm in Asking

Data Source:
It’s all good.  I’m trying to find the balance on advancing, character agency, and momentum


I think you're going a great job.

-
This message was last edited by the player at 23:06, Sat 27 Feb 2021.
K. Takanori
player, 111 posts
Sun 28 Feb 2021
at 17:05
  • msg #220

The Eyes Have It


My favorite part of collaborative RP'ing is the novel ideas that my fellow players come up with.

-
A. Cruz
player, 61 posts
Tue 2 Mar 2021
at 17:46
Data Source
GM, 123 posts
keys138
GM
Tue 2 Mar 2021
at 20:59
  • msg #222

The Eyes Have It

All right, you guys got some heavy advantages on that sequence from the ambush position.  That and Teg managed to pull two 10's in a row on his grab attack, so I threw a critical hit in for good measure.  I gave Rae two called shots to the head that ignored armor, but that won't be nearly so easy in active combat (I know you're only supposed to get one, but come on, let's have it be cool).

Nicely done so far.
This message was last edited by the GM at 21:01, Tue 02 Mar 2021.
M. Lowell
player, 82 posts
Whisper
Solo
Wed 3 Mar 2021
at 02:10
  • msg #223

The Eyes Have It

Not to quibble, but did my damage on that (free) crit include the bonus from my Combat Awareness stack?  This is my first combat in the system too; still trying to get a feel for how the moving pieces support the fiction.
Data Source
GM, 124 posts
keys138
GM
Wed 3 Mar 2021
at 02:23
  • msg #224

The Eyes Have It

No worries:

So yeah, I looked at your options of a hand strike vs a throw that bypasses armor and then actually rolled hand damage to see what would do better for you.  The throw does damage equal to the body stat vs 2d6 for a hand strike.  Technically you would have to do a grab first, which is what I rolled the dice for but figured striking from ambush would allow you to complete the whole attack prior to the initiative roll coming.

The throw inflicted 7 points, the critical added +5 and stacked with the +5 from your Combat Awareness for a total of 17 points of damage.

At least that's my reading of how it went down.  It only took about fifteen minutes to figure that one attack out. ;)
M. Lowell
player, 84 posts
Whisper
Solo
Wed 3 Mar 2021
at 12:13
  • msg #225

The Eyes Have It

Thanks for unpacking that.  The sad fact here is that because of his heavy investment in social skills and therapy to offset HL, Whisper isn't actually optimized for combat in skills or gear.  That may have been an error... we'll see.
K. Takanori
player, 116 posts
Thu 4 Mar 2021
at 00:11
  • msg #226

The Eyes Have It


Spartan, your mastery of the double-entendre is truly impressive. Sadly, my workplace is now blocking RPoL as a porn site.

;)

-
This message was last edited by the player at 00:53, Thu 04 Mar 2021.
A. Cruz
player, 64 posts
Thu 4 Mar 2021
at 03:30
  • msg #227

The Eyes Have It

In reply to K. Takanori (msg # 226):

No way.. Just after that post?
K. Takanori
player, 118 posts
Thu 4 Mar 2021
at 04:34
  • msg #228

The Eyes Have It


In reply to A. Cruz (msg # 227):

Kidding, man. That's what I thought the symbol below indicated.

;)

It's all good, AFAIK. Sorry if I alarmed you.

But in all seriousness, that was the best "the other PCs get to do cool stuff while my PC stands guard" post I can recall ever reading.

-
This message was last edited by the player at 04:43, Thu 04 Mar 2021.
K. Takanori
player, 119 posts
Thu 4 Mar 2021
at 05:06
  • msg #229

The Eyes Have It


Teg, is the Beretta Consigliere a weapon from OG CP lore, or something of your own creation? Google turned up bupkis.

-
A. Cruz
player, 65 posts
Thu 4 Mar 2021
at 06:11
  • msg #230

The Eyes Have It

In reply to K. Takanori (msg # 228):

Ah, sorry.  That's what happens when I read and post before having my coffee.  My IC post is what happens when I read and post after having my bourbon.  :P
M. Lowell
player, 86 posts
Whisper
Solo
Thu 4 Mar 2021
at 11:57
  • msg #231

Re: The Eyes Have It

K. Takanori:
Teg, is the Beretta Consigliere a weapon from OG CP lore, or something of your own creation? Google turned up bupkis.


It’s my own invention, same as the branded cyberware on Whisper’s sheet. No stat differences, just flavor. I figured that since hypercommercialism is one of cyberpunk’s themes, branding matters. :)
K. Takanori
player, 120 posts
Thu 4 Mar 2021
at 13:53
  • msg #232

Re: The Eyes Have It

In reply to M. Lowell (msg # 231):

Cool. I like it.

-
K. Takanori
player, 121 posts
Thu 4 Mar 2021
at 18:00
  • msg #233

Re: The Eyes Have It

A. Cruz:
Ah, sorry.  That's what happens when I read and post before having my coffee.  My IC post is what happens when I read and post after having my bourbon.  :P


NP. Have you considered Irish Coffee?

What current or sci-fi shotgun does Cruz's scattergun look like?

-
A. Cruz
player, 66 posts
Thu 4 Mar 2021
at 18:08
  • msg #234

Re: The Eyes Have It

Yeah, so what I purchased 'by the book' was a Standard Weapon Quality Shotgun, then added an extended mag.  That moves it from a 4 round tube to what is most likely and 8 rd tube.

But the exemplar for a standard quality shotgun is:

Arasaka "Rapid Assault", which is like a 30-rd autoshotgun and not at all similar to the 'Standard' stats.

https://cyberpunk.fandom.com/w...close-quarters%20use.

So really, who the fucks knows.  I liked the earlier rules of 'Old guns never die' and I'd always buy an older but badass weapon (Steyr Aug, etc.), then use the savings to pimp it with some stuff (smart gun it, etc.).  Anyway, I imagine it as a 590 or 870 with a folding stock and extended magazine.
This message was last edited by the player at 18:11, Thu 04 Mar 2021.
Data Source
GM, 127 posts
keys138
GM
Fri 5 Mar 2021
at 20:22
  • msg #235

Re: The Eyes Have It


For info, there is a rear entrance of the tent.  The stairway is approximately fifty feet from the back door.  Other options include the air shaft about two hundred feet away or the ramp the Listeners are arriving from.
M. Lowell
player, 87 posts
Whisper
Solo
Sat 6 Mar 2021
at 01:08
  • msg #236

Re: The Eyes Have It

I'm not discounting implant hardware, but are any of the incoming Listeners obviously armed or armored?

A. Cruz:
So really, who the fucks knows.  I liked the earlier rules of 'Old guns never die' and I'd always buy an older but badass weapon (Steyr Aug, etc.), then use the savings to pimp it with some stuff (smart gun it, etc.).  Anyway, I imagine it as a 590 or 870 with a folding stock and extended magazine.


As a total aside, since getting an AUG, I find myself enjoying my ARs much less for anything but suppressed shooting.  The AUG is heavier than any AR I own, but the balance is wonderful and the manual of arms is no more complicated than AR or AK.
This message was last edited by the player at 01:09, Sat 06 Mar 2021.
Data Source
GM, 128 posts
keys138
GM
Sat 6 Mar 2021
at 02:03
  • msg #237

Re: The Eyes Have It

In reply to M. Lowell (msg # 236):

Nobody is carrying a handheld.  I’d say you can see a few knives and maybe a pistol or two, all holstered.
Data Source
GM, 129 posts
keys138
GM
Sat 6 Mar 2021
at 15:11
  • msg #238

Re: The Eyes Have It

Looking for a quick point of clarification:

Are you going to hit the Listeners as they enter the tent or before?
M. Lowell
player, 89 posts
Whisper
Solo
Sat 6 Mar 2021
at 15:14
  • msg #239

Re: The Eyes Have It

I'm thinking before.  Hitting them 10 meters away from the tent puts as target numbers of 13 to 15 for all our weapons.
Data Source
GM, 130 posts
keys138
GM
Sat 6 Mar 2021
at 15:49
  • msg #240

Re: The Eyes Have It

Okay, with Rae’s permission I’ll have Kenji reposition as part of my post once Spartan kicks in (no rush dude).
K. Takanori
player, 123 posts
Sat 6 Mar 2021
at 15:56
  • msg #241

Re: The Eyes Have It

In reply to Data Source (msg # 240):

That's cool. I edited his last turn to move him towards the tent entrance.

-
This message was last edited by the player at 16:22, Sat 06 Mar 2021.
A. Cruz
player, 69 posts
Sat 6 Mar 2021
at 16:13
  • msg #242

Re: The Eyes Have It

Not a lot of time to post, but firing incendiary shells into some cybered-up fools!
Data Source
GM, 132 posts
keys138
GM
Sat 6 Mar 2021
at 19:52
  • msg #243

Re: The Eyes Have It


For those keeping score, Kenji beat his hit number by 5 on the autofire check, then rolled 12 on the 2d6 damage indicating a critical hit.  Because the target number was beat by 5, he did 60 points of damage, +5 for the crit, -10 for the Light Armor jack remaining after ablating the shot gun.  That's 55 points of damage to a 20 HP goon.

Chunky salsa ensues.
K. Takanori
player, 124 posts
Sat 6 Mar 2021
at 20:27
  • msg #244

Pico de Listener


Nice! Great action post, BTW.

-
Data Source
GM, 133 posts
keys138
GM
Sat 6 Mar 2021
at 20:30
  • msg #245

Pico de Listener

thanks!

updated with soundtrack at top


Pretty sure this band took their name from my nickname in college.

Or not.
K. Takanori
player, 125 posts
Sat 6 Mar 2021
at 20:32
  • msg #246

Pico de Listener


Just noticed the FL Listener is mentioned twice. Was Whisper's target actually the FR?

-
Data Source
GM, 134 posts
keys138
GM
Sat 6 Mar 2021
at 20:34
  • msg #247

Pico de Listener

In reply to K. Takanori (msg # 246):

good catch,
I'll update
Data Source
GM, 135 posts
keys138
GM
Sat 6 Mar 2021
at 20:50
  • msg #248

Pico de Listener

as what I hope is the final edit, I neglected Teg's bonus damage from his class ability.  That has been rectified and the target did take some damage, though not enough to seriously wound.
Data Source
GM, 136 posts
keys138
GM
Sun 7 Mar 2021
at 16:05
  • msg #249

Learning Curves, etc...


Okay, confession time.

I messed up Kenji's autofire blast in the first round because I (ahem) forgot that there was an autofire skill.  Seriously?  I get it, I guess, the attack is devastating.  I'm going to let last round's attack stand, and modify to the original rule for this round based on the most beneficial target for Kenji to engage.  In this case, one of the guys in the back.

The skill should be used: Autofire + Ref + d10 to a DV based on range, in this case 13/15 depending on target.   Damage is 2d6 x the degree of success.

New systems!  Balls!
M. Lowell
player, 91 posts
Whisper
Solo
Sun 7 Mar 2021
at 16:11
  • msg #250

Learning Curves, etc...

I figured he was using bullets made from Mr. Studds or some crazy shit like that.
Data Source
GM, 138 posts
keys138
GM
Sun 7 Mar 2021
at 16:31
  • msg #251

Learning Curves, etc...

Well even without the Autofire skill, Kenji managed to throw 30 points of damage into his next target.

Also, I held Martin at the +5 damage stage.  I'm keeping the initiative order for the duration of an encounter.  At least at this point.  The book also states that changing the assigned Combat Awareness costs an action.  I figured you'd rather shoot than rearrange your bonuses.

Edit:  If my posting rate is too fast, please let me know.  I have a daily writing routine and I've dropped CP into part of that so I'm used to producing.  We can slow down if you guys need it.
This message was last edited by the GM at 16:32, Sun 07 Mar 2021.
M. Lowell
player, 92 posts
Whisper
Solo
Sun 7 Mar 2021
at 16:50
  • msg #252

Re: Learning Curves, etc...

Data Source:
Also, I held Martin at the +5 damage stage.  I'm keeping the initiative order for the duration of an encounter.  At least at this point.  The book also states that changing the assigned Combat Awareness costs an action.  I figured you'd rather shoot than rearrange your bonuses.


That works.  I'd missed the requirement for an action to reset bonuses.  That is mildly annoying.
Data Source
GM, 139 posts
keys138
GM
Sun 7 Mar 2021
at 18:40
  • msg #253

Re: Learning Curves, etc...


@Rae:  direction is fine, but your spacing is off.  The Listener is roughly 1m from your position. You can move back far enough to engage at the 7m range if you want.  You have initiative, you’ll just be pulling back farther into the tent.
K. Takanori
player, 128 posts
Sun 7 Mar 2021
at 18:44
  • msg #254

Re: Learning Curves, etc...

In reply to Data Source (msg # 253):

Edited.

-
A. Cruz
player, 72 posts
Tue 9 Mar 2021
at 03:53
  • msg #255

Re: Learning Curves, etc...

I only took two skills at +7 and Dodge has been totally worth it!
A. Cruz
player, 76 posts
Fri 12 Mar 2021
at 11:42
  • msg #256

Re: Learning Curves, etc...

Dear 11 other people hooked this this fuckery...


K. Takanori
player, 132 posts
Fri 12 Mar 2021
at 16:09
  • msg #257

Good or Bad Samaritans ?

In reply to A. Cruz (msg # 256):

Yeah, I'm been thinking about what to do about the surplus 11. Feels extra mercenary just to just leave 'em, but we don't have the resources to help them all. Trauma Team doesn't do pro bono, so that's prolly out. I'm thinking we call NCPD on a burner and report the chop-shop after we exfil. Whether they'll do anything about it...

Or if anyone knows a media, maybe give 'em a call, let 'em do a piece, cause a big stir, then maybe NCPD will do something. But that might take a day or two, and that's prolly too long for the 11 extras. There are other Listeners out there still (I'm thinking about the Molt, if not up above in the pagoda).

-
This message was last edited by the player at 17:08, Fri 12 Mar 2021.
Data Source
GM, 143 posts
keys138
GM
Sat 13 Mar 2021
at 15:04
  • msg #258

Decision Matrix


Here's where we're at:

Cruz threw a 21 on his cybertech roll, Daphne will be extracted in 1 min.

Let's assume it takes 2 min for Black Jasper to get back to Martin on who (if anyone) to grab.

That leaves you guys a minimum of 1 min for further extractions.  Cruz can extract 1 mind on a 20, with each additional simultaneous extraction adding 3 to the target number.  Each extraction roll takes 1 min.  A failure indicates no extractions during that minute.

Additional time also increases the risk of an organized response from above.

Make sense?

Let me know how you'd like to proceed.
A. Cruz
player, 77 posts
Sat 13 Mar 2021
at 15:27
  • msg #259

Decision Matrix

Cool!  Could I use Field Expertise to boost one or more of those?

Your familiarity with technology in the field makes you a valuable asset on any job, especially when something breaks down at just the wrong moment. Add your Rank in this Specialty to any Basic Tech, Cybertech, Electronics/Security Tech, Weaponstech, Land, Sea, or Air Vehicle Tech Skill Check you make for any Non-Maker Specialty purpose.

That might help us get someone else free.  Who is dressed the nicest and has the highest end Tats (or is Aldacadero or has a veteran tat?).
M. Lowell
player, 97 posts
Whisper
Solo
Sat 13 Mar 2021
at 15:30
  • msg #260

Decision Matrix

No one we extract from a brain-loop is likely to be capable of self-rescuing.  We're going to have to guide/herd/carry Daphne out; likewise for anyone else we extract.

Also, some of the Listeners survived long enough to get a message out via headware radio, so we have to assume their friends are on the way.

Theoretically, Kenji could pump the corpo on the floor full of stims to get her back on her feet.  She's the most likely to be a high-value bonus target, and marginally more likely to be capable of orienting and getting herself moving once she's awake.

At a quick check, do any of the victims have smartgun induction pads in their hands?  Those might be the ones we prioritize if we want to gamble on getting more shooters online.
M. Lowell
player, 98 posts
Whisper
Solo
Sat 13 Mar 2021
at 15:31
  • msg #261

Re: Decision Matrix

A. Cruz:
Cool!  Could I use Field Expertise to boost one or more of those?

Your familiarity with technology in the field makes you a valuable asset on any job, especially when something breaks down at just the wrong moment. Add your Rank in this Specialty to any Basic Tech, Cybertech, Electronics/Security Tech, Weaponstech, Land, Sea, or Air Vehicle Tech Skill Check you make for any Non-Maker Specialty purpose.


New handle: Lube Job Batch Job?
Data Source
GM, 144 posts
keys138
GM
Sat 13 Mar 2021
at 15:44
  • msg #262

Decision Matrix

In reply to A. Cruz (msg # 259):

Sure, I'll allow it, Cruz is basically making it up as he's going along at this point with the system anyway. Retroactively applying that to Daphne's roll means you can wake up two additional folks in your initial work. If you want to IC post that he's looking for high value "targets" and what he's searching for, how he's doing the job, etc... I'll gin up some potential folks in the background and fill in the details in a GM post.
A. Cruz
player, 78 posts
Sat 13 Mar 2021
at 16:20
  • msg #263

Decision Matrix

Awesome, thanks!  I'll probably get to that tomorrow though... I just spent 3 hours playing D&D with my Warsaw crew and need to help my better half with a few things this evening.
Data Source
GM, 145 posts
keys138
GM
Sat 13 Mar 2021
at 16:25
  • msg #264

Decision Matrix

No worries.  That gives me some plot development time anyways.
K. Takanori
player, 133 posts
Sat 13 Mar 2021
at 17:51
  • msg #265

Decision Matrix


So, we're looking at possibly four extracts (Daphne, +2 sleepers, and the slightly less unconscious Corpo Kenji can presumably stim awake)?

Pros:
It's chaotic good
It could mean mo' money

Cons:
It'll slow us down
We're going to have more people to protect if/when the Listeners catch up

Re Smartgun induction pads, if you (Teg) have Whisper ask Kentucky to check IC we prolly have time to do that before Keys has to write the next turn. Or would you prefer him try to revive the corpo first? Or should he focus on Daphne?

-
This message was last edited by the player at 17:54, Sat 13 Mar 2021.
M. Lowell
player, 99 posts
Whisper
Solo
Sat 13 Mar 2021
at 21:49
  • msg #266

Decision Matrix

It's an ugly ethical decision (and genre-appropriate!), but Daphne is the contract and the priority.

Bear in mind that Whisper does a lot of bodyguard work, so I am comfortable (both IC and OOC) having him cover the rear while the other PCs extract as many victims as possible.  It's just that without having a better read on what condition these people will be in when they surface, I don't know how many "as many as possible" is.
This message was last edited by the player at 21:50, Sat 13 Mar 2021.
A. Cruz
player, 80 posts
Sun 14 Mar 2021
at 12:28
  • msg #267

Decision Matrix

Too bad Kentucky quit the stims and combat drugs... If you were holding we'd have a party with new friends.
Data Source
GM, 148 posts
keys138
GM
Sun 14 Mar 2021
at 14:58
  • msg #268

Decision Matrix


I believe in you.
Data Source
GM, 150 posts
keys138
GM
Mon 15 Mar 2021
at 19:28
  • msg #269

Decision Matrix


Welcome to the party Dave!

Aka Monica.
K. Takanori
player, 136 posts
Mon 15 Mar 2021
at 20:15
  • msg #270

Decision Matrix


Hey, Dave!

I can't find any mention of suppressors in the rules. They're not listed in the weapons accessories tables.

-
Data Source
GM, 151 posts
keys138
GM
Mon 15 Mar 2021
at 20:22
  • msg #271

Decision Matrix


Here's what the game site says about it:

quote:
Tony Drake asks: Why are there no silencers in the game? If Tech could craft one, what would the stats be for it? IRL silencers lose integrity, what would be a suitable “life” for a silencer be.

Thank you for your question. I’m going to make a distinction here between suppressors and silencers. Most weapons in 2045 are considered to be integrally suppressed, which by no means make them silent, but does mean they can be fired without the need for hearing protection. Isn’t it nice that we don’t make you roll Resist Torture/Drugs to avoid the Damaged Ear Critical Injury every time you fire your gun?

As for a Silencer attachment – you are correct, Core RED rules do not include them as of now.

The simple and clean route is to simply say your tech’s silencer makes their weapon as silent as a bow, making it next to impossible to hear beyond a few m/yds. If I were tech brewing this for my own game, I would have it take up a single attachment slot and I wouldn’t degrade the integrity during gameplay, unless it was integral to the concept of the weapon.

There’s also tons of fun to be had here beyond just the simple and clean attachment with regards to silent guns. You could make a Welrod style Exotic Weapon with a degrading integral silencer, for example, or experiment with an air rifle exotic that trades silence for an annoying reload downside. I encourage you to experiment and see what works best for you in your game, and stay tuned to us!

M. Lowell
player, 101 posts
Whisper
Solo
Mon 15 Mar 2021
at 21:24
  • msg #272

Decision Matrix

Welcome, Dave!  Glad you're joining us.  :)
Monica Del Rey
player, 13 posts
Mon 15 Mar 2021
at 22:06
  • msg #273

Decision Matrix

Thanks fellas, glad to have finally made it!
A. Cruz
player, 82 posts
Mon 15 Mar 2021
at 23:16
  • msg #274

Decision Matrix

Cool - nice surprise!
A. Cruz
player, 83 posts
Wed 17 Mar 2021
at 15:40
  • msg #275

Guns

So I've got a shotgun Monica can use if I transition to the VHP.  Does she have skill with those?  I've also got a taser that uses Pistol skill I think.
Data Source
GM, 152 posts
keys138
GM
Thu 18 Mar 2021
at 01:59
  • msg #276

Guns

I'll be posting tomorrow noonish here in the Midwest.
K. Takanori
player, 137 posts
Thu 18 Mar 2021
at 04:57
  • msg #277

Guns


The vivisectionist and his assistant zeroed in the tent + four dead bangers delivering Del Rey = two pistols recovered. At least one or two of the other bad guys were likely strapped as well. There's probably more iron close at hand.

-
Monica Del Rey
player, 14 posts
Thu 18 Mar 2021
at 09:47
  • msg #278

Guns

In reply to A. Cruz (msg # 275):

Sorry, I was swamped with work yesterday (professional and academic)

Pistol would be better - she has Handgun Skill but no Shoulder Weapons.
Data Source
GM, 153 posts
keys138
GM
Thu 18 Mar 2021
at 14:14
  • msg #279

Guns


Lets say there's a Heavy Pistol with two extra mags mixed in with the debris from the medicine cabinet that Teg redecorated the room with.
A. Cruz
player, 85 posts
Thu 18 Mar 2021
at 17:47
  • msg #280

Guns

Was that a subtle homage to the 1999 movie Bringing out the Dead starting Nicholas Cage and Ving Rhames?  Oh yes.  Yes it was...

https://www.youtube.com/watch?v=OI6fExTQSFo
Data Source
GM, 154 posts
keys138
GM
Thu 18 Mar 2021
at 18:21
  • msg #281

Guns

In reply to A. Cruz (msg # 280):

Quite possibly the most realistic movie to portray the paramedic (or paramagic) experience.
Data Source
GM, 156 posts
keys138
GM
Thu 18 Mar 2021
at 18:45
  • msg #282

The bodies have hit the floor

For those who require information:

Ji-Hoon is alive, but unconscious.  Or comatose.  It's a crap shoot really.

Emil is seizing, but starting to come down. Maybe 30 more seconds until he self stabilizes.

Pandora is moving slowly, probably 2/3 speed at the moment.  Daphne more like 1/2.  Someone would have to carry Ji-Hoon.  Plan your paydays appropriately.
A. Cruz
player, 86 posts
Thu 18 Mar 2021
at 18:55
  • msg #283

The bodies have hit the floor

Clearly Cruz is getting too distracted from all the naked chicks around...

There's a rolling stretcher here somewhere right?  Should we clear that and stack it up with Emil and Ji-Hoon?
Data Source
GM, 157 posts
keys138
GM
Thu 18 Mar 2021
at 19:10
  • msg #284

The bodies have hit the floor

In reply to A. Cruz (msg # 283):

Plenty of 'em
K. Takanori
player, 138 posts
Thu 18 Mar 2021
at 23:57
  • msg #285

Re: The bodies have hit the floor


A. Cruz:
There's a rolling stretcher here somewhere right?  Should we clear that and stack it up with Emil and Ji-Hoon?


We could, but with the slope of the ramps, it's prolly a two-handed job.

I want to try and rescue as many of these poor saps as we can, but we'll prolly need every available shooter momentarily.

I keep running the numbers- people who need assistance v. able-bodied hands not occupied with weapons- but no ideal scenario comes up. Anyone else got an idea?

-
This message was last edited by the player at 00:15, Fri 19 Mar 2021.
Monica Del Rey
player, 15 posts
Fri 19 Mar 2021
at 00:33
  • msg #286

Re: The bodies have hit the floor

In reply to K. Takanori (msg # 285):

Blast a hole in the wall and exfil via the garbage chute that leads to the trash compactor?

Oh, wait...
Data Source
GM, 158 posts
keys138
GM
Fri 19 Mar 2021
at 01:59
  • msg #287

Re: The bodies have hit the floor


Dave,

Do you mind posted Monica up in the PC thread?  We can still work out the details, but it helps me to have all the PCs in one spot.

Thanks!
Monica Del Rey
player, 16 posts
Fri 19 Mar 2021
at 09:16
  • msg #288

Re: The bodies have hit the floor

In reply to Data Source (msg # 287):

Yeah, will do. Probably be Saturday though - I find these days by the time I get to Friday night my creative energy has drained away and needs to be recharged...
K. Takanori
player, 141 posts
Fri 19 Mar 2021
at 16:39
  • msg #289

Re: The bodies have hit the floor

Monica Del Rey:
Yeah, will do. Probably be Saturday though - I find these days by the time I get to Friday night my creative energy has drained away and needs to be recharged...


Same here.

@All: If we manage to get all or most the HVTs out of the compound, we'll need to call Black Jasper and ask for pickup. I doubt we'll be able to squeeze more than 6 people into the compact rental. I assume BJ's got access to an SUV or some such and a driver.

-
Monica Del Rey
player, 18 posts
Fri 19 Mar 2021
at 16:57
  • msg #290

Re: The bodies have hit the floor

K. Takanori:
@All: If we manage to get all or most the HVTs out of the compound, we'll need to call Black Jasper and ask for pickup. I doubt we'll be able to squeeze more than 6 people into the compact rental. I assume BJ's got access to an SUV or some such and a driver.


Could we call an Uber? Or hail a cab? Might be quicker than waiting? And I'm going to be honest I find a certain dark comedy in the thought of a motley crew sitting in an uber with a 'nothing to see here' expression. Daphne and the really jacked up cases could go in the rental.
This message was last edited by the player at 16:57, Fri 19 Mar 2021.
Data Source
GM, 160 posts
keys138
GM
Fri 19 Mar 2021
at 18:18
  • msg #291

Re: The bodies have hit the floor


You guys have roughly 10 seconds in game before combat starts.
K. Takanori
player, 142 posts
Fri 19 Mar 2021
at 20:27
  • msg #292

Re: The bodies have hit the floor

In reply to Data Source (msg # 291):

Before recent turn posts (IC/OOC), I was thinking that Kenji would pause when he reaches the foot of the ramp to wait for those behind (sort of reverse-bounding overwatch)- maybe even leave Daphne with Pandora there and then rushing back to assist with foiling the pursuit. Anyhow, he won't know any particulars about the Listener reaction force until someone who does tells him. I'll hold off on posting IC so as to avoid metagaming.

-
This message was last edited by the player at 20:51, Fri 19 Mar 2021.
Data Source
GM, 161 posts
keys138
GM
Fri 19 Mar 2021
at 21:17
  • msg #293

Re: The bodies have hit the floor

In a bit of a retcon, Monica can hear the approaching Listeners courtesy of cybernetic enhancement as well.
M. Lowell
player, 103 posts
Whisper
Solo
Fri 19 Mar 2021
at 23:28
  • msg #294

Re: The bodies have hit the floor

K. Takanori:
@All: If we manage to get all or most the HVTs out of the compound, we'll need to call Black Jasper and ask for pickup. I doubt we'll be able to squeeze more than 6 people into the compact rental. I assume BJ's got access to an SUV or some such and a driver.


We do have roughly 1.3 functional Nomads with us.  Not to stereotype, but someone should be able to acquire us a larger ride.
K. Takanori
player, 143 posts
Fri 19 Mar 2021
at 23:48
  • msg #295

Re: The bodies have hit the floor

In reply to M. Lowell (msg # 294):

Good point, but how many functional vehicles are we liable to find in this particular neighborhood?

-
M. Lowell
player, 104 posts
Whisper
Solo
Sat 20 Mar 2021
at 00:07
  • msg #296

Re: The bodies have hit the floor

Some assembly required.
K. Takanori
player, 145 posts
Sat 20 Mar 2021
at 02:12
  • msg #297

Re: The bodies have hit the floor


Understand that Kenji's action will take longer than ten second but the idea is to be in position to support Whisper by the beginning of the next turn/round.

-
M. Lowell
player, 106 posts
Whisper
Solo
Sat 20 Mar 2021
at 11:28
  • msg #298

Re: The bodies have hit the floor

A. Cruz:
"Flashbang - might help in the stairway," he added.  While some of these guys might have level dampeners, others anti-dazzle, probability was that not all had both.


This is totally out-of-context knowledge for the other PCs right now, but Whisper does actually have both anti-dazzle and level dampers for this exact tactic.
A. Cruz
player, 89 posts
Sat 20 Mar 2021
at 14:51
  • msg #299

Re: The bodies have hit the floor

In reply to M. Lowell (msg # 298):

Yeah, that's a pretty expensive setup, both cost wise and HL, but it can be worth it to roll out flashbangs with impunity.

The other setup I like, from older editions, which is a bit cheaper on both fronts is nasal filters plus Kiroshi Optishields, with CS/Teargas as the go-to.
M. Lowell
player, 107 posts
Whisper
Solo
Sat 20 Mar 2021
at 15:59
  • msg #300

Re: The bodies have hit the floor

K. Takanori
player, 146 posts
Sat 20 Mar 2021
at 16:35
  • msg #301

Re: The bodies have hit the floor


Kenji has neither anti-dazzle nor level dampers but that's why God gave us eyelids and fingers (nature's earplugs), no?

-
This message was last edited by the player at 18:34, Sat 20 Mar 2021.
Data Source
GM, 163 posts
keys138
GM
Sat 20 Mar 2021
at 22:49
  • msg #302

Re: The bodies have hit the floor


Round synopsis:

Daphne and Pandora are twenty feet from defilade.

Monica and Cruz continued to move the evacuees forward to defilade, arriving at the end of next round if they continue.

Martin got an ambush round for being prepped, then the normal pace of action engaged.

Two Listeners are flashbanged.  You have two to deal with at the moment, the Heavy was not able to Evade Martin's second shots due to the flashbang going off at his feet even though he shrugged off the effects.  You should get something out of a crit.
Data Source
GM, 164 posts
keys138
GM
Sat 20 Mar 2021
at 22:52
  • msg #303

Re: The bodies have hit the floor


As a side, do you guys like having an OOC round synopsis to clear up any confusion or does it reduce the fiction flavor?
K. Takanori
player, 147 posts
Sat 20 Mar 2021
at 22:54
  • msg #304

Re: The bodies have hit the floor

In reply to Data Source (msg # 303):

I appreciate the synopsis. And good turn, BTW. Martin fired the second pair of shots, no? It kind of reads like Kentucky did.

-
Data Source
GM, 165 posts
keys138
GM
Sat 20 Mar 2021
at 23:04
  • msg #305

Re: The bodies have hit the floor

Martin, yup.

Cleaned it up a bit.
M. Lowell
player, 108 posts
Whisper
Solo
Sun 21 Mar 2021
at 00:03
  • msg #306

Re: The bodies have hit the floor

Data Source:
As a side, do you guys like having an OOC round synopsis to clear up any confusion or does it reduce the fiction flavor?


It's good for clarity.  No negative impact on the fiction; it's more infrastructure for plotting my next actions.
A. Cruz
player, 91 posts
Sun 21 Mar 2021
at 11:25
  • msg #307

Re: The bodies have hit the floor

With one action and a successful roll, I can temporarily return something to perfect condition.

The bar has been set MedTech!

:P
This message was last edited by the player at 11:26, Sun 21 Mar 2021.
M. Lowell
player, 110 posts
Whisper
Solo
Sun 21 Mar 2021
at 11:27
  • msg #308

Re: The bodies have hit the floor

"Is that why they call him 'Lube Job?'"

"... yes.  Yes, it is."
Monica Del Rey
player, 20 posts
Sun 21 Mar 2021
at 11:27
  • msg #309

Re: The bodies have hit the floor

M. Lowell:
"Is that why they call him 'Lube Job?'"

"... yes.  Yes, it is."

LOL. You just ninja'd my IC post.
Monica Del Rey
player, 22 posts
Sun 21 Mar 2021
at 11:51
  • msg #310

Re: The bodies have hit the floor

Data Source:
As a side, do you guys like having an OOC round synopsis to clear up any confusion or does it reduce the fiction flavor?

It's all good!
Data Source
GM, 166 posts
keys138
GM
Sun 21 Mar 2021
at 12:01
  • msg #311

Re: The bodies have hit the floor


I feel outdone on Spartan’s sarcasm.  Clearly he needs more dangerous opponents.
M. Lowell
player, 111 posts
Whisper
Solo
Sun 21 Mar 2021
at 12:07
  • msg #312

Re: The bodies have hit the floor

Monica Del Rey:
M. Lowell:
"Is that why they call him 'Lube Job?'"

"... yes.  Yes, it is."

LOL. You just ninja'd my IC post.


Great minds.  :)
K. Takanori
player, 149 posts
Mon 22 Mar 2021
at 01:38
  • msg #313

Re: The bodies have hit the floor


So Teg, I'm thinking I'd like to try out the Suppressive fire mechanic (so that we can delta) but I don't want to dictate anyone else's actions so I'm running it by you first. Thumbs up, or do you have your own plans?

-
M. Lowell
player, 112 posts
Whisper
Solo
Mon 22 Mar 2021
at 02:16
  • msg #314

Re: The bodies have hit the floor

Much as I was hoping to pick up a couple of free assault rifles, I think leaving is a fine idea right now.
A. Cruz
player, 92 posts
Mon 22 Mar 2021
at 10:01
  • msg #315

Re: The bodies have hit the floor

How quickly could I disassemble a guard rail on the stretcher with the toolhand and use it to jam the P3 stairwell door?
Data Source
GM, 168 posts
keys138
GM
Mon 22 Mar 2021
at 11:47
  • msg #316

Re: The bodies have hit the floor

In reply to A. Cruz (msg # 315):

Let’s say 3 rounds.
One to disassemble, one to get there, one to jam
A. Cruz
player, 93 posts
Mon 22 Mar 2021
at 14:08
  • msg #317

Re: The bodies have hit the floor

Hmm.. might be better to just keep moving and shoot anyone who comes though...
A. Cruz
player, 96 posts
Tue 23 Mar 2021
at 17:36
  • msg #318

Re: The bodies have hit the floor

If you guys knew how many hours I spend playing Cold Waters, all this sub shit would make sense.
Data Source
GM, 170 posts
keys138
GM
Wed 24 Mar 2021
at 00:19
  • msg #319

Re: The bodies have hit the floor


Whisper and Kentucky are now behind the second pillar, 35m from the Listeners, 15m from defilade.

Cruz et all... are 10 meters from the door, 15 from the fans.

Looking at the autofire situation, the Heavy beat Whisper's roll by 9 then rolled a whopping 11 on 5d6.  That would still inflict 99 points of damage, leaving Martin chunks all over the garage even with armor.  Two things come into play here:

1) narrative fiat that I'm not going to hamburger a character in the first firefight and...

2) A second reading reveals assault rifles only have 25 rounds so he should have been on single shot anyway.  That leaves us with 11 points of damage from a single bullet strike.

Suppression fire works pretty well if people aren't packing large amounts of WIL + Concentration.
Data Source
GM, 171 posts
keys138
GM
Wed 24 Mar 2021
at 00:22
  • msg #320

Re: The bodies have hit the floor


@ Rae:

With the fire and movement rules written the way they are, I had Kentucky run on his last turn after the suppressive fire.  At least in the OOC, looks like I left that out of the IC thread.

I'll update the IC threat to reflect if you want can change if you'd like, but you can also come up with a new action for your next turn if you want.
K. Takanori
player, 152 posts
Wed 24 Mar 2021
at 00:40
  • msg #321

Re: The bodies have hit the floor

In reply to Data Source (msg # 320):

Ok, thanks. I'll mod K's turn post a bit.

Done.

-
This message was last edited by the player at 01:10, Wed 24 Mar 2021.
K. Takanori
player, 153 posts
Thu 25 Mar 2021
at 00:27
  • msg #322

Auto[fire]erotic Asphyxiation


Yeah, the Autofire rules seem like pretty high risk-reward in this system. So much so, that I've considered shifting some SP (only with GM permission, of course) to autofire to increase Kentucky's odds of scoring hits with it (and increasing suppressive fire effectiveness too). Then again, it costs x2, so do I really want to reduce another skill by 2 to add 1 more to autofire? I can't decide, and it might be moot anyway.

As I understand the CPR autofire mechanic, essentially, you make only one roll to hit with each autofire burst (which uses both actions and expends 10 rounds). If that roll's successful, damage could be quite high. If it's not, you've just wasted 10 rounds with nothing to show for it.

It's definitely faster and simpler than v2.2 and, as a GM, I think I'd appreciate that. At the same time, it's prolly less realistic. In T2k, you have to roll for each shot in an auto burst, and then look at the PC's STR score to determine how many to-hit rolls to deduct based on recoil rules. That's a bit of a hassle for a GM. With v2.2, the shooter has better odds of registering at least one or two hits from a ten round burst. That's prolly not that realistic either (e.g. as a Ref, I don't think I ever rolled a long burst at anything under extreme range that registered 0 hits). Then there's the beaten ground rules. Objects behind your targets (i.e. in the line of fire) have a chance to get hit by through rounds. That's pretty realistic (in concept, at least).

In CPR, if you miss with your first shot, you automatically miss with the other nine. That's prolly not very realistic. There's also no danger to objects behind the target, as far as I can tell (i.e. no beaten ground rules). That's not at all realistic. I
 mean, can you imagine if a SWAT member didn't have to worry about what will happen if he/she opens up full auto at a hostage taker in a crowded city bus?!?

So yeah, I can't decide if I like CPR's autofire rules vis-a-vis v 2.2's T2k version.

-
This message was last edited by the player at 01:38, Thu 25 Mar 2021.
M. Lowell
player, 114 posts
Whisper
Solo
Thu 25 Mar 2021
at 01:21
  • msg #323

Auto[fire]erotic Asphyxiation

CPRed makes several design choices that strike me as misplaced abstraction.  The elimination of hit locations also seems off for this genre.
A. Cruz
player, 97 posts
Thu 25 Mar 2021
at 06:08
  • msg #324

Hmmm..

I was trying to figure out if we could make it to the fans, but MOVE x2 only gets Cruz 10 meters.  So I don't see any other options that shooting our way out of this.
Data Source
GM, 172 posts
keys138
GM
Thu 25 Mar 2021
at 13:32
  • msg #325

Hmmm..

Dave, I know you’re pretty task saturated, which is no problem.

Are you cool if I just have Monica blast away with her pistol at targets of opportunity?
Monica Del Rey
player, 24 posts
Thu 25 Mar 2021
at 14:38
  • msg #326

Hmmm..

In reply to Data Source (msg # 325):

Yeah, that's absolutely cool man, go for it.
Data Source
GM, 174 posts
keys138
GM
Thu 25 Mar 2021
at 16:07
  • msg #327

Stupid autofire rules

Anyone surprised to learn I've been doing autofire wrong?  Not me!

Okay, so way it is supposed to work is you make your roll and calculate the amount you beat your DV or opponent's evasion roll by.  Then you roll a flat 2d6 for damage.  Doesn't matter if it's SMG or Assault rifle.  Then you multiply that by the margin of success up to the Autofire limit of the weapon (SMG 3, Assault Rifle 5).

So this round Kenji beats the Heavy's dodge by 4.  That's a margin of success of 3.  On 2d6, he rolled a 9, resulting in 9x3 = 27 points of damage.  If he had ended up with a margin of success of 7, he still could only have used the x3 multiple.

That's still fairly brutal, but not nearly as bad as what I hit Whisper with last round.  An assault rifle tops out at 60 points of damage, but the scaling is weird because a 5d6 single round can suddenly get reduced to 2d6 if the margin of success is only 1.

Clearly we'll have to do some thinking around this one.

Onto the round breakdown:

The Heavy is Out of Commission.  Reinforcements are coming down the ramp, but by moving the next round, Kenji and Martin will be out of their LOS before they can be brought under fire.

Downstairs, our heroes have gotten an ambush round.  The two surviving Listeners will be in the initiative que the next round.  Pandora will arrive at the fans, Monica and Cruz are protecting the gurney.  Monica could forgo an attack and move the gurney, or engage targets.  Cruz would have to spend his action standing up to move.
This message was last edited by the GM at 01:04, Fri 26 Mar 2021.
K. Takanori
player, 154 posts
Thu 25 Mar 2021
at 16:58
  • msg #328

Stupid autofire rules


I'd be fine with us working up house-rule mods to the autofire rules that we can all live with.

Clarification question about the situation at the lower stairwell. 2/4 of the Listeners were zeroed, the remaining 2 are on fire, correct?

-
Data Source
GM, 175 posts
keys138
GM
Thu 25 Mar 2021
at 17:39
  • msg #329

Stupid autofire rules

In reply to K. Takanori (msg # 328):

One is on fire, one has avoided damage
Data Source
GM, 176 posts
keys138
GM
Thu 25 Mar 2021
at 18:03
  • msg #330

Stupid autofire rules

Also,

@Spartan:  I didn't have Cruz spend his luck on the damage roll.  You got decent results (including one 23 point critical that splattered said target) and it looks like the system doesn't allow for luck to be spent on damage.  Or at least it only mentions spending luck as part of skill rolls.

I'll add this into the que for discussions after this mission and we can discuss Luck as a damage bonus.
K. Takanori
player, 155 posts
Fri 26 Mar 2021
at 00:06
  • msg #331

Stupid autofire rules


Keys, I know it's subject to opposed rolls, so there're no guarantees, but would it buy any additional time if Kenji laid down a relatively successful burst of suppressive fire when the pursuit from above appears? If so, it might be worthwhile to try. If not, there's no point.

-
This message was last edited by the player at 00:18, Fri 26 Mar 2021.
Data Source
GM, 177 posts
keys138
GM
Fri 26 Mar 2021
at 00:47
  • msg #332

Stupid autofire rules

In reply to K. Takanori (msg # 331):

Might buy you a round or two.  The distance is kinda far, 40m or so, but If you want to give them something to think about you can.
K. Takanori
player, 156 posts
Fri 26 Mar 2021
at 00:52
  • msg #333

Stupid autofire rules


Thx. I have another clarification question (sorry): The reinforcements coming down the ramp is a third group (descending from P1)? It's not the three survivors (woman, meat shield, and unscathed thug) from the P2 stairwell?

-
This message was last edited by the player at 00:58, Fri 26 Mar 2021.
M. Lowell
player, 117 posts
Whisper
Solo
Fri 26 Mar 2021
at 00:55
  • msg #334

Stupid autofire rules

Back on autofire issues, am I reading this correctly that there's no real burst fire - only 10-round autofire dumps?  Put that on the list for stuff we may want to look at after this mission, too.
Data Source
GM, 178 posts
keys138
GM
Fri 26 Mar 2021
at 00:58
  • msg #335

Stupid autofire rules

In reply to K. Takanori (msg # 333):

Yep, new group.  Unknown number.

And we need a burst fire option.
This message was last edited by the GM at 00:58, Fri 26 Mar 2021.
M. Lowell
player, 118 posts
Whisper
Solo
Fri 26 Mar 2021
at 00:59
  • msg #336

Stupid autofire rules

Heading downstairs to grab the 2020 book and see how autofire worked 25 years ago...

Okay.  For reference, 3-round burst was a +3 to hit, with 1d3 rounds connecting on success.

Full auto applied +1 per 10 rounds fired at close range but a -1 penalty at longer ranges.  Number of rounds hitting the target was equal to margin of success, up to weapon's rate of fire.  If you hosed it across multiple targets, divide ROF by number of targets before making any rolls.

Neither case specified whether damage and armor were rolled and applied separately for each round.  However, the section on armor explicitly applies the armor separately per round.
This message was last edited by the player at 01:06, Fri 26 Mar 2021.
Data Source
GM, 180 posts
keys138
GM
Sat 27 Mar 2021
at 15:53
  • msg #337

Stupid autofire rules


Round update:

All active targets dead or down.  The company coming from above is ~5 rounds from the bottom of the parking ramp.  Monica and Cruz can get to the fans in one round.  It will take one round to pass each of the unconscious men through the blades.  One more round will get Kenji and Whisper through the blades.  That leaves you about one round of fudge room before the cavalry arrives.  Then you'll have to pass the cargo through the fans on the other side.

We don't have to play by play the next several rounds, just give me some outlines of how you want to handle what's next.

Autofire:

I'm open to adopting either of the options Teg has provided.  I'm guessing the new rules were an attempt at streamlining the process, but I like those better.  Not sure how I feel about a three round burst being easier to hit with, but I like each individual bullet thing.

The whole multiplier thing just adds way too much variation in the outcomes.
A. Cruz
player, 100 posts
Sat 27 Mar 2021
at 16:22
  • msg #338

Stupid autofire rules

I'll post IC, but I'ma loot another Adjudicator, unless there's something more expensive around that's easily snagged on the move.
Data Source
GM, 181 posts
keys138
GM
Sat 27 Mar 2021
at 17:08
  • msg #339

Stupid autofire rules

Pistols only around here
K. Takanori
player, 158 posts
Sat 27 Mar 2021
at 17:47
  • msg #340

Stupid autofire rules


I think we should head directly towards the vent and start passing through. Once everyone's through, Kentucky and Cruz prep to ambush anyone stupid enough to follow us. The vent is a natural bottleneck. Maybe one of Lube's incindiary rounds can ignite any residual grease in the fan mechanism, creating a burning mini roadblock. In the meantime, Whisper and Monica escort the packages to the surface, calling Black Jasper to request extract on the way.

Whattaya y'all think about that?

Re autofire and bursts, would application still use the Autofire skill?

-
This message was last edited by the player at 19:10, Sat 27 Mar 2021.
M. Lowell
player, 119 posts
Whisper
Solo
Sun 28 Mar 2021
at 23:59
  • msg #341

Stupid autofire rules

I'm on board with Rae's plan.  With regards to the fans... one wonders if Lube could jury-rig power to one of them.  Just for a moment.  The right moment.

I think that if Autofire remains a discrete skill, bursts and full auto should be impressively dangerous and/or suppressive, commensurate with the investment required to be good at an x2 skill.  Perhaps sustained/long-burst autofire should be an area-of-effect attack of some sort, with burst fire/3-round bursts used for point targets.
Data Source
GM, 182 posts
keys138
GM
Mon 29 Mar 2021
at 18:03
  • msg #342

Re: Stupid autofire rules

M. Lowell:
I'm on board with Rae's plan.  With regards to the fans... one wonders if Lube could jury-rig power to one of them.  Just for a moment.  The right moment.


Could be done.  He’ll need a power source of some kind
Monica Del Rey
player, 26 posts
Mon 29 Mar 2021
at 23:42
  • msg #343

Re: Stupid autofire rules

Sorry, I'm getting hammered by the real World. Am aiming to catch up Tuesday.
Data Source
GM, 183 posts
keys138
GM
Tue 30 Mar 2021
at 01:07
  • msg #344

Re: Stupid autofire rules

No worries!

Thanks for the update.
A. Cruz
player, 102 posts
Tue 30 Mar 2021
at 03:06
  • msg #345

Re: Stupid autofire rules

I think we probably need something quicker than hunting for power.  I like Rae's idea, but I don't trust the fans to have enough 'lube' to really get the job done.

So... I started with 20 rds of 00 buckshot Incendiary.  I've used 4 of 8 that the gun holds and will reload those, leaving 8.  Each round has between 8-9 53 grain .330 inch diameter round pellets, made of a magnesium blend that ignites easily (but doesn't ignites on contact with the air, like white phosphorus).

So, if I pry the ends off these 8 rounds (which shouldn't take too long), we could leave 64 highly flammable, ball bearing rounds in the confined space.  They'd be a trip hazard and more importantly, if we needed to pump a few incendiary rounds into the area at range, they become a burn hazard.
This message was last edited by the player at 03:07, Tue 30 Mar 2021.
Data Source
GM, 185 posts
keys138
GM
Fri 2 Apr 2021
at 00:44
  • msg #346

Re: Stupid autofire rules

Holding pattern thoughts:

Since we're holding while real life inflicts its ways on various PCs, I wanted to get a couple of ideas and requests down.  The current chapter is almost finished and I'm starting to look to the next one.

Autofire rules:  Let's keep autofire as a skill and reward its cost appropriately.

Three round burst operates at the standard difficulty.  Each Margin of Success equals one bullet strike up to the three of the burst.  Armor counts on each round.

Full auto:  Ten round increments, each additional ten rounds gives you a plus one on your roll.  Each Margin of Success equals one bullet strike up to, well, a lot I guess.  Multiple targets in the zone can be split, each receiving an approximately equal share of rounds. Armor counts on each round.

Friends/Lovers/Enemies: If you guys are up for it and have some time, do you mind rolling up some friends and enemies on the requisite tables.  Let's flesh these Edgerunners out a little more. Put some skin in the game, etc...

Skills development: I haven't calculated the IP awards yet, but once I do, it's fine to move those skills around a bit.  Whisper and Cruz haven't really gotten to shine with their skill packages.  I hope to do a bit more than just a smash and grab for the next chapter, though there will be plenty of shooting, too.

Where we're going:  I've been reading/watching a lot about various belief structures in the world and I'd like to explore some of the more fucked up ideologies that have come into the world of CP Red.  I think it would be cool to have a group of Edgerunners that develop the skills to interdict and counter those folks.  The work against the Listeners is certainly an effective first step, and one that isn't over yet.

Let me know what your thoughts are and what you'd like to see coming up in Chapter 2!
Data Source
GM, 186 posts
keys138
GM
Fri 2 Apr 2021
at 00:46
  • msg #347

Re: Stupid autofire rules


Oh yeah,
If you have second PC ideas, we can start to flesh them out, too.  No hurry or requirement for those.

I'll be doing some intermission posts a la Grey Cell as well after this Chapter ends.  And an intro thread for Monica.  We need to see how she knows Jasper.
K. Takanori
player, 161 posts
Fri 2 Apr 2021
at 03:51
  • msg #348

Thinking Ahead


Autofire: Those mods are cool with me (if I understand them correctly).

Friends/Lovers/Enemies: For friends, Kenji has a PTSD support group at Combat Jack's, a fledgling tactical training business run by a couple of combat vets. Jack's caters to the common Night City denizen (no corpos or gang affiliates). Kenji gives trauma aid classes there from time to time.

I'm thinking he might have an ex still working at TTI. I'll ponder enemies.

I've also worked up some more backstory for Kenji (birth through enlistment).

Skill Development: The only respec'ing I think I might do for Ken is shuffle a couple of SP around to buy one or two more Autofire.

Where We're Going: I think I've watched every cult doc on Neflix ever, so I'm down.

Second PC Ideas: I have a PI (an ex cop build based on the Fixer template) fully statted, bio'ed, and kitted out. She's built primarily for investigation, but has decent hand-to-hand (judo) and pistol skills.

I've been considering a Media lately (even before watching that show about Stringers). An investigative journalist investigating [insert fucked-up ideology here] strikes me as being a good fit for Chapter 2. I'm having trouble coming up with a realistic way to give him/her any combat skills, though (besides him/her being a vet or former combat correspondent, and those are too Kentucky).

-
This message was last edited by the player at 03:52, Fri 02 Apr 2021.
M. Lowell
player, 120 posts
Whisper
Solo
Fri 2 Apr 2021
at 10:15
  • msg #349

Re: Thinking Ahead

K. Takanori:
I'm having trouble coming up with a realistic way to give him/her any combat skills, though (besides him/her being a vet or former combat correspondent, and those are too Kentucky).


Required by the broadcast company's insurance carrier, like TT requires their medics to also be shooters.
A. Cruz
player, 104 posts
Fri 2 Apr 2021
at 13:16
  • msg #350

Re: Thinking Ahead

Speaking of Trauma Team - a time/date geotagged photo of Daphne sent to the TT hotline (presume they have photorecog database of their clients) could be viable if our ad hoc extract gets fuxored.
K. Takanori
player, 162 posts
Fri 2 Apr 2021
at 18:02
  • msg #351

Re: Thinking Ahead

M. Lowell:
Required by the broadcast company's insurance carrier, like TT requires their medics to also be shooters.


Good idea.

I undeleted my PI PC's bio/stats/kit list just so y'all can see what she could bring to the table.

-
K. Takanori
player, 163 posts
Sat 3 Apr 2021
at 20:12
  • msg #352

Re: Thinking Ahead

El Niño is a pure combat build (with decent intrusion capabilities), if that's what we need. His social skills are sorely lacking and at a Humanity score of 0, he's always close to the edge of a psychotic break...


HANDLE: El Niño
ROLE: Solo
ROLE ABILITY: Combat Awareness

BIO: At the age of ten, Miguel Ángel Lopez De Acuña watched his entire family gunned down at a cousin’s quinceñera. He only survived the massacre by being knocked down and buried beneath his mother’s bullet-riddled body. Alone, on the streets of Tijuana, Angel was taken in by an up-and-coming narco gang (who, he later learned, was responsible for the hit that wiped out his family) and put to work , first as a lookout, then as a runner, and finally as a sicario. In a fateful bit of irony, on his 15th birthday, Angel was gifted a Saturday Night Special and assigned his first hit. Initially considered expendable, the teenaged hitman was assigned the toughest jobs, but somehow always managed to zero the target without getting himself killed. As he proved his deadly worth time and again, the cartel paid to upgrade the young killer with cutting edge combat cyberware. Little did his employers know, they were engineering their own doom. Now a fearless eighteen-year-old living weapon known and feared throughout Tijuana as 'El Niño', Miguel Ángel turned on his employer, single-handedly wiping out the criminal organization in a merciless serial of bloody vengeance that lasted nearly a year. Ignoring the bidding war for his services that followed, El Niño spurned the attention of rival cartels and made his way north to Night City where he works as a professional assassin. El Niño holds to a personal code of sorts: he only kills other killers.

APPEARANCE: Dark haired, black-eyed, and slightly androgynous, El Niño is relatively small in stature, slight but wiry, built for speed, not power. He is a dapper dresser with an eye for bleeding-edge fashion. His stylish, almost flamboyant attire doesn't quite make up for his unnerving lack of personality.

Role                          Solo
Role Ability                  Combat Awareness 5
Hit Points                    50
  Seriously Wounded           25
  Death Save                  8
Humanity                      10/70 (1) Dissociative disorder, borderline cyberpsychosis:
                                        Lack of remorse or guilt, callousness or lack of
                                        empathy, poor behavioral controls

ATTRIBUTES & SKILLS

INT 8
Education 2/10
Language (Spanish) 4/12
Language (English)
Language (Street Slang) 2/10
Local Expert () 2/10
Perception 4/12
Tactics 2/10

REF 8
Autofire 4/12 (x2)
Drive Land Vehicle (Motorcycles) 6/14
Evasion 6/14
Handgun 6/14
Shoulder Arms 6/14

DEX 8
Stealth 6/14
Athletics 4/12
Contortionist 2/10
Brawling 2/10
Melee Weapons 6/14

TECH 8
Demolitions (x2) 4/12
First Aid 2/10
Pick Lock 6/14
Pick Pocket 3/11

COOL 2
Persuasion 2/4

WILL 8
Concentration 2/10
Resist Torture/Drugs 4/12

LUCK 5

MOVE 6

BODY 8

EMP 7
Conversation 2/8
Human Perception 2/8

CYBERWARE:
Biomonitor 100eb 0HL
Skinwatch 100eb 0HL
Neural Link 500eb 7HL
Kerenzikov 500eb 14HL [+2 to Initiative]
Cybereyes 200eb 14HL
Targeting Scope 500eb 3HL [+1 to Aimed Shot]
Dartgun 500eb 2HL
Subdermal Armor 1000eb 14HL
Subdermal Grip 100eb 3HL
Slice 'N Dice 500eb 3HL
Subtotal: 4000eb; 60HL

WEAPONS AND ARMOR:
SMG 100eb + Smartgun Link 500eb = 600eb [+1 to Ranged Attacks check]
12-round magazines
Mag 1: 12/12
Mag 2: 12/12
Mag 3: 12/12

Dartgun [in Cybereye]

Subtotal: 600eb

Earpiece 100eb
Agent 100eb
Binoculars 50eb
Carryall 20eb
Flashlight 20eb
Inflatable Bed & Sleeping-Bag 20eb
MRE x2 20eb
Personal Care Pack 20eb
Subtotal: 350eb

Clothing
Generic Chic

-
This message was last edited by the player at 04:22, Wed 07 Apr 2021.
Data Source
GM, 187 posts
keys138
GM
Sun 4 Apr 2021
at 17:19
  • msg #353

Re: Thinking Ahead


If everyone is cool with it, I will probably end Chapter 1 with a lengthy GM post.  The PCs are looking good for an escape and I'd rather pause at a natural point in the narrative after the mission is done.  That way I can get IP figured out and start up the in between pieces.  If players are available to post, awesome.  If real life intercedes, we're in a holding pattern anyway and we won't start Chapter 2 until everyone is ready even if that's mid-May.

Any concerns with that plan?
A. Cruz
player, 105 posts
Sun 4 Apr 2021
at 17:25
  • msg #354

Re: Thinking Ahead

I'm good with that and I think it's a perfect fit for where many of us are right now.

Tomorrow and the next day is our packout, so I won't post anything of substance then or work on anything other than making sure the moving company doesn't pack our passports, full trashcans, etc.  After that, I'll probably be looking to entertain myself on RPOL, since many other forms of entertainment will be packed (TV, SONOS, all those fucking miniatures I never painted anyway, etc.).  ;)
This message was last edited by the player at 17:56, Sun 04 Apr 2021.
M. Lowell
player, 121 posts
Whisper
Solo
Sun 4 Apr 2021
at 17:49
  • msg #355

Re: Thinking Ahead

This is a good plan.  I'm proud to be a part of this plan.
K. Takanori
player, 164 posts
Sun 4 Apr 2021
at 18:39
  • msg #356

Re: Thinking Ahead


Let's do it.

-
M. Del Rey
player, 29 posts
Sun 4 Apr 2021
at 22:21
  • msg #357

Re: Thinking Ahead

Works for me
Data Source
GM, 192 posts
keys138
GM
Mon 5 Apr 2021
at 01:57
  • msg #358

Rewards


Welcome to the end of Chapter 1.
We can keep working here for a while, I'm just getting my house in order with the other threads.

Reward time:

Kenji, Martin, and Alex:  1,500eb each per contract for extraction of Daphne
All PCs: Bonus 750ebv each for extraction of Ji-Hoon
Ammo Replaced by Black Jasper

IPs: 60
Reputation level: 2 or 3

I'm open to debate on the IP stuff.  The rules state IP after every session so I'm treating this like one big session per chapter.  That does leave a long way to go for skill progression.  How would you guys like to handle this?  I don't want to hand out skill advancements like candy, but it might be nice to have them more than every three months or so.

We didn't discuss reputation at the start of the game either.  Assuming that our PCs were somewhat more experienced than brand new Edgerunners gives them a reputation of 1 or 2.  After this mission I'd bump that another 1.  So they should either be at 2 or 3.  Anybody have a preference?

That's all I've got this evening.

Happy Easter!
M. Lowell
player, 122 posts
Whisper
Solo
Mon 5 Apr 2021
at 02:21
  • msg #359

Rewards

I'll admit I find the glacial pace of character improvement to be one of the major downsides of PbP.  I'm not sure how to deal with that without IP inflation, though.

Can Cruz and Kenji offset any costs for hardware and cyber upgrades (and, in Kenji's case, cyber integration therapy)?
Data Source
GM, 193 posts
keys138
GM
Mon 5 Apr 2021
at 14:12
  • msg #360

Rewards


I’m fine with that.  I’ll leave it to you all to work out the ins and outs of it.  Figure you have two weeks between mission profiles, so plan accordingly with healing times, etc...
A. Cruz
player, 106 posts
Mon 5 Apr 2021
at 14:29
  • msg #361

Rewards

Cool!

For IP, looks like Chapter 1 started in earnest in early Jan and we finished early April with pretty steady pacing overall. Episodically thinking about the scenario, I'd probably program it as a two part arc in a Strike Back like show, with the break point being Royce's arrival (though we don't know he's Royce just yet).  So I'll make a pitch for two sessions of IP.
A. Cruz
player, 107 posts
Mon 5 Apr 2021
at 14:37
  • msg #362

Rewards

Also...

I'm mostly done with Cruz's rebuild/respec.  I realized that I built him using a lot of my old tricks from the previous edition, not realizing that the new system is actually pretty damn different.  Like the armor location thing makes Skinweave ok, but not as baller as it use to be.  Likewise without a chipware socket, chipware is pretty meh overall.

So.. Cruz has been tinkered with under the hood a bit.  But all the parts you know and love are still there.  ;)
K. Takanori
player, 165 posts
Tue 6 Apr 2021
at 00:04
  • msg #363

Rewards (2 cents-worth)


Re IP, pacing level progression was something I struggled with a bit when running Balefyre. It's a tricky balance between rewarding players and staying in front of the power curve. If I understand the CPR rules correctly, 60 IP is enough to bump a skill level 2 to a level 3. That's not insignificant.

By the same token, if our primary PCs gain too many skill levels before our secondary PCs appear in the story, the latter could get left behind capability-wise (unless they receive undeserved bumps just for showing up).

Also, given the EB bonus, our primaries will also be able to literally buy additional capability (eg, adding a Smartgun link to Kentucky's Heavy SMG will give him +1 on to-hit and autofire checks). Again, our secondaries won't have that luxury right off the bat unless some GM hand-waving takes place. So, I think 60 IP is fine.

All that said, I'm also cool with Spartan's suggestion re two sessions- the first being finding the Listeners and gaining access to their lair (mostly social), the second being the extraction under fire (mostly combat). That would net us 100-120 IP for this gig. I don't think we should do any more before secondaries show up.

Re Reputation, the mission went down in an uninhabited area so there were very few, if any, witnesses. The Listeners aren't bound to talk about it. I don't know how much of a hype-feral Royce is but I reckon his socials are pretty limited. The four people we saved might spread the word of their rescue, though, so that means a solo, a corp, and the Aldecaldos, at the least, will hear about it. I think that could merit a Reputation 3, but I'd be fine with 2.

-
This message was last edited by the player at 00:11, Tue 06 Apr 2021.
Data Source
GM, 194 posts
keys138
GM
Tue 6 Apr 2021
at 16:06
  • msg #364

Rewards (2 cents-worth)

Good morning all (or whatever time of day it is on your earth),

I like the idea of the split episode, Royce’s appearance makes a nice pivot point.  With that, let’s bump the IP reward to 100 IP.  For the next chapter I’ll try to identify some “episode” areas where we can make rewards/end an episode, etc...

Let’s go with the reputation of 2 as well.  With only ten points to scale, I’d like to keep this growth slow.  And we haven’t been using it yet anyway.
Data Source
GM, 195 posts
keys138
GM
Tue 6 Apr 2021
at 16:09
  • msg #365

Rewards (2 cents-worth)

@Rae:

My math has Sam at 64 points if HL, which has her teetering near the edge of cyberpsychosis.  Did you purchase some therapy to offset or did I miss some bits and pieces?
A. Cruz
player, 108 posts
Tue 6 Apr 2021
at 17:28
  • msg #366

Rewards (2 cents-worth)

Cool!  Moto 1, here I come!

As alluded to above, Alex has been altered to replace Skin Weave, Chip Socket & Chipped Skill with a Cybearm, Tech Scanner, and Interface plugs.  His skills have changed a bit, with most tech skills dropped 2 points (which the Tech Scanner helps mitigate) allowing him to broaden out to drop a few points in Demolitions, Air Vehicle Piloting and Tech, Sea Vehicle Piloting and Tech, and a few others.  I figured by 2070 submarines are probably launching and recovering stealth UAVs in addition to their standard missions, with AI tending to the reactor.  So Cruz can be more of a generalist technician, as opposed to a reactor specialist.
K. Takanori
player, 166 posts
Tue 6 Apr 2021
at 22:10
  • msg #367

Rewards (2 cents-worth)

In reply to Data Source (msg # 365):

I may have misunderstood the rules. My understanding is that as long as the PC's EMP score is higher than their HL score, they don't have to roll for Cyberpsychosis. Cipher's EMP is 8, and her HL from cyber is 6 (64). If that's incorrect, please let me know and I'll remove some Chrome.

re Between-mission bookkeeping, Kentucky is buying a Smartgun link for his Heavy SMG. I want to buy another level of Autofire (which will cost double) so I'm banking his 100 IP for now.

-
This message was last edited by the player at 00:40, Wed 07 Apr 2021.
Data Source
GM, 196 posts
keys138
GM
Wed 7 Apr 2021
at 02:24
  • msg #368

Rewards (2 cents-worth)

In reply to K. Takanori (msg # 367):

I’m looking at pages 231-232.  My reading, and I may be wrong, is that 64 points if HL would end up dropping her EMP to 1 or 2 depending on how you want to interpret the countdown.  Either case results in some dissociative disorder.  If that’s how you want her to be, that’s absolutely fine with me, just want to make sure we’re on the same page.

Purchases sound good to me!
K. Takanori
player, 167 posts
Wed 7 Apr 2021
at 03:55
  • msg #369

Re: Rewards (2 cents-worth)

Data Source:
I’m looking at pages 231-232.  My reading, and I may be wrong, is that 64 points if HL would end up dropping her EMP to 1 or 2 depending on how you want to interpret the countdown.  Either case results in some dissociative disorder.  If that’s how you want her to be, that’s absolutely fine with me, just want to make sure we’re on the same page.


OK, I see it now. Thanks. I mistakenly thought the threshold was 0. OK, she'll lose some chrome. I was not envisioning her as someone on the edge, mental health-wise. I'll probably need to tweak El Nino tambien (although I'd be comfortable RP'ing him as a 2 or 1).

EDIT: We good. I got Cipher to 3, so she's OK. El Nino has Dissociative disorder, borderline cyberpsychosis: 1) Lack of remorse or guilt, 2) callousness or lack of empathy, 3) poor behavioral controls.

-
This message was last edited by the player at 05:04, Wed 07 Apr 2021.
A. Cruz
player, 109 posts
Wed 7 Apr 2021
at 05:22
  • msg #370

Re: Rewards (2 cents-worth)

Is Cruz going to get a full back light tattoo of him carrying Emil Salerno out, almost mirroring the poster for Uncommon Valor, with Cruz firing a shotgun full of incendiary shells (illuminated appropriately of course) with one hand*, while Salerno pops off one handed with an Adjudicator as below*?

Yes, Oh Yes.

+2 Wardrobe and Style, here I come!




*Some liberties were taken in the description to the artist..
This message was last edited by the player at 05:39, Wed 07 Apr 2021.
Data Source
GM, 197 posts
keys138
GM
Wed 7 Apr 2021
at 11:07
  • msg #371

Re: Rewards (2 cents-worth)

Never let the truth get in the way of a good story
A. Cruz
player, 110 posts
Wed 7 Apr 2021
at 12:55
  • msg #372

Re: Rewards (2 cents-worth)

Ok, I'm working on burning Cruz's money and time during the two weeks between missions.  This is a fun time to be a tech!

A few gear related things things:

1) Does Kentucky, Monica, or Martin (hereafter as K/M/M) want/need the second Adjudicator VHP Cruz picked up?  Not to sell, I can do that myself; it would be on loan I guess <shrug>.  If someone needs a handgun for use, we can come up with a story reason, no problem.  I don't recall how many got picked up in total.

2) For Cruz's Adjudicator - he's planning to add a Smartgun link to it, and also use his Maker expertise to Grant a typically non-concealable one-handed weapon the ability to be concealed.. I'd love to do that for K/M/M as well, but it takes 1 week and 500 eb.  And I've burned through both of Cruz's weeks already with Maker Upgrades.. :(   The PC tech needs an NPC tech hiring it seems, to do all the stuff he wants to do.. lol. Anyway, that's a possible option for VHPs in the future, depending on the availability of time.

Moto 1 will give Cruz access to one from the category of compact ground car (seats 4), roadbike (seats 2), gyrocopter (seats 2), or jetski (seats 2).  No cool upgrades just yet though.  The ground car seems like the obvious option, but if Monica has a driver minion plus car or something, that might change the equation.  I can make the ask from the family, once we know more about the next mission.
This message was last edited by the player at 12:57, Wed 07 Apr 2021.
K. Takanori
player, 169 posts
Wed 7 Apr 2021
at 14:07
  • msg #373

Re: Rewards (2 cents-worth)

In reply to A. Cruz (msg # 370):

Sailor! I taped Uncommon Valor off the TV when I was 11 or so, must have watched it at least 30 times as a kid. I noticed it on Prime a year or two ago and checked it out for old time's sake. I'd say it holds up pretty well. IMHO, it's the best of the 1980's "return to 'Nam" revenge fantasies (and, I believe, the film debut of Patrick Swayze, ha ha).

-
This message was last edited by the player at 20:32, Wed 07 Apr 2021.
K. Takanori
player, 170 posts
Wed 7 Apr 2021
at 20:26
  • msg #374

Re: Rewards (2 cents-worth)


Are helmet's a separate item of armor? I don't see any in the CPR gear lists. I'd like to add one to K's inventory because he admired Whisper's and decided to acquire one of his own. I'm fine with a free helmet, but I don't want to take liberties, so DS, what's your call?

-
M. Lowell
player, 123 posts
Whisper
Solo
Thu 8 Apr 2021
at 00:02
  • msg #375

Re: Rewards (2 cents-worth)

Per p. 184, it's purchased separately for body and head locations.  Same price for a helmet as for a jacket/vest/duster of equivalent SP.

Martin would not turn down a spare Adjudicator for times when subtlety isn't cutting it.
This message was last edited by the player at 00:03, Thu 08 Apr 2021.
K. Takanori
player, 171 posts
Thu 8 Apr 2021
at 00:36
  • msg #376

Re: Rewards (2 cents-worth)

In reply to M. Lowell (msg # 375):

Thanks. Seems like a good investment.

-
Data Source
GM, 198 posts
keys138
GM
Thu 8 Apr 2021
at 01:33
  • msg #377

Re: Rewards (2 cents-worth)

Was hoping to get on track today.  Then work worked all over me.

Will get back tomorrow.
M. Lowell
player, 124 posts
Whisper
Solo
Thu 8 Apr 2021
at 02:19
  • msg #378

Re: Rewards (2 cents-worth)

It is a week like that.

Threw together a few friends/contacts of Martin's:

Iris Botha, Orbital Air executive protection specialist.  Martin's one-time savior and ongoing mentor in the biz.  Humorless and metronome-precise when working; dabbles in her partner's florist shop and goes rock climbing on her own time.  Tall, thin, shaven-headed, West African ancestry, titanium chrome cyberhand with a built-in subgun, prefers in corp-approved spacer-derived style.

ChrisAlice (written that way but pronounced "chrysalis"), prefers the street title of "brain-ripperdoc" to the earned title of "psychotherapist."  Former Biotechnica researcher now freelancing for reasons unspecified but probably involving unpleasant truths told in executive company.  Martin's source for both cyber adaptation therapy and acquired tastes for expensive liquors.  Gender-nonconforming, rarely goes a month without at least a minor cosmetic surgical alteration, fond of butterfly motifs for both attire and office decor.

Brother Roland of the Holy Order of the Perpetual Railgun, retired solo turned self-proclaimed gundamentalist preacher.  The sheer insanity of his fictional syncretic religion gets casual offenders to leave him along, which is what he prefers - it diverts attention from his actual serious and lucrative biz of crafting custom modern firearms and restoring antiques.  Public persona involves monastic robes, crossed bandoliers, a techhair beard threaded with smoking slowmatch, and a maniacal gleam and cackle.  Very few people have connected this fanatic with the greying, slightly threadbare guy in the grey suit who drinks and swaps war stories with the other vets at Vernon's on Saturday nights.

Cheval Noir (born Casey Rutherford), music shop worker, guitar teacher, occasional rockerboy, half-hearted news stringer covering the club scene, and former frontman of Night City's third-best Samurai cover band.  Martin's best friend from their teenage years, frequent instigator of minor delinquency, now somewhat more stable after having found a parallel path to something resembling financial solvency.  Used to be good at starting fights, is still hopelessly inept at winning them.  Wears classic Gibson Battlegear and other retro edgerunner style.
This message was last edited by the player at 02:19, Thu 08 Apr 2021.
A. Cruz
player, 111 posts
Thu 8 Apr 2021
at 04:31
  • msg #379

Re: Rewards (2 cents-worth)

In reply to M. Lowell (msg # 375):

Yo, check your poacher pocket!  :P

quote:
"Same way we do: they stole it from someone who bought it," Martin replies distractedly to Lube Job.  He wipes his freshly-acquired Adjudicator on a surgical towel, then double-checks the weapon's safety before tucking it into his jacket's poacher pocket.  He scavenges the previous owner's beltline for spare ammo just in case things get tight again.

M. Lowell
player, 125 posts
Whisper
Solo
Thu 8 Apr 2021
at 10:39
  • msg #380

Re: Rewards (2 cents-worth)

Pretty sure that’s the one I handed off to Pandora in 171. Did I get it back?
Data Source
GM, 199 posts
keys138
GM
Thu 8 Apr 2021
at 10:52
  • msg #381

Re: Rewards (2 cents-worth)

In reply to M. Lowell (msg # 380):

Pandora would return the loaned hardware.  But probably not the blanket.  Unless Kenji wanted it back for “reasons.”
A. Cruz
player, 112 posts
Thu 8 Apr 2021
at 12:25
  • msg #382

Re: Rewards (2 cents-worth)

Ok, I asked Keys and since nothing is set in stone, instead of upgrading my 1 Adjudicator to concealable, I'd like to do the following:

1) Buy a couple of Standard Quality VHPs and convert them to Concealable = Yes.  Converting an Excellent Quality VHP costs like the Adjudicator requires 500 eb. and takes a week, but converting standard quality VHP takes only 100 eb. and 1 day.  These would be for people without autofire skill, for the most part.

2) Convert Kentucky's Standard Heavy SMG to Concealable, using 100 eb. and 1 day of time.

3) If Martin would also like a concealable Heavy SMG (not sure if you heading toward autofire), we do the same thing - convert a Standard Quality Heavy SMG using 1 day and 100 eb.

That might be a much better use of time for the group than just upgrading a single pistol.  Being able to produce 14d6 of concealed firepower from 4 edge-runners beats a single upgrade for a single PC.

Of course if folks are happy with RoF 2 option on a Standard Heavy Pistol, then upgrading concealment ability is moot, though upgrading quality from Standard to Excellent for 1 day and 100 eb is also an option.

Let me know what you guys think.
This message was last edited by the player at 12:36, Thu 08 Apr 2021.
A. Cruz
player, 113 posts
Thu 8 Apr 2021
at 12:53
  • msg #383

Re: Rewards (2 cents-worth)

OMG, I am spazzing right now.  Why am I taking Wolvers at all?  I can put a pop-up ranged weapon mod in the cyber arm, slap the smartgunned adjudicator in there, and it becomes concealable, without a week of time. And that solves my orphan slot option, since Tech Scanner takes 2, and Pop-Up Ranged takes 2, and there's nothing else in the options I want, so it's perfect!  Perfect!!!
This message was last edited by the player at 13:01, Thu 08 Apr 2021.
K. Takanori
player, 172 posts
Thu 8 Apr 2021
at 13:57
  • msg #384

Re: Rewards (2 cents-worth)


This might be bending the rules a bit, but could Cruz convert Ken's Heavy SMG from Standard to Excellent quality (100eb & 1 day) and then make it concealable for an additional 100eb & 1 day? That would be preem.

-
A. Cruz
player, 114 posts
Thu 8 Apr 2021
at 14:03
  • msg #385

Re: Rewards (2 cents-worth)

In reply to K. Takanori (msg # 384):

In the RAW, you can only perform 1 upgrade on an item.  So either or, but not both.
K. Takanori
player, 173 posts
Thu 8 Apr 2021
at 14:12
  • msg #386

Re: Rewards (2 cents-worth)

In reply to A. Cruz (msg # 385):

I thought it sounded too good to be true. IIRC, Excellent quality weapons grant +1 to attacks, correct? I think that makes conversion from S to E my preferred option. If Cruz has the time, Kenji has the Eddies to pay for a Medium Pistol conversion too.

-
A. Cruz
player, 115 posts
Thu 8 Apr 2021
at 14:21
  • msg #387

Re: Rewards (2 cents-worth)

Ok, so the wish list for Kentucky is:

1) Medium Quality Pistol, Maker Upgrade "Increase an Average Quality Weapon to an Excellent Quality Weapon."  Since the base pistol costs 50 eb, the upgrade requires 50 eb of materials and 6 hours of work.

2) Heavy SMG, Maker Upgrade "Increase an Average Quality Weapon to an Excellent Quality Weapon."  Since the base Heavy SMG costs 100 eb, the upgrade requires 100 eb of materials and one day of work.
This message was last edited by the player at 14:22, Thu 08 Apr 2021.
A. Cruz
player, 116 posts
Thu 8 Apr 2021
at 14:37
  • msg #388

Re: Rewards (2 cents-worth)

Looks like Monica ended up with a Heavy Pistol, which is already concealable, so I could upgrade its quality for 100 eb. and 1 day, to give it a +1.  What do you think Dave?

How about you Teg?  Upgrade your existing quality or go for a bigger caliber and apply the shrink ray?
This message was last edited by the player at 14:40, Thu 08 Apr 2021.
K. Takanori
player, 174 posts
Thu 8 Apr 2021
at 15:29
  • msg #389

Re: Rewards (2 cents-worth)


Yes, please. I'll deduct the 200eb from Kenji's account.

Keys, how many weeks between gigs? Should we roll for side hustle income for those week(s)?

-
Data Source
GM, 202 posts
keys138
GM
Thu 8 Apr 2021
at 15:46
  • msg #390

Re: Rewards (2 cents-worth)

In reply to K. Takanori (msg # 389):

Two weeks between gigs.  You  can make income rolls as long as that is all you want to do in the intervening time.  Cruz is working guns, so he's out.  If you want to do some counseling or what not, that would take up time too.  Otherwise side hustle away.
Data Source
GM, 209 posts
keys138
GM
Thu 8 Apr 2021
at 16:25
  • msg #391

Re: Rewards (2 cents-worth)

While I’m thinking about it, please make a summary of your weapon mods on your combat posts.  I don’t need the full boat, but I’d appreciate a “+2 from Excellent/Smartgun” or something similar.  The cyber ware is a lot to track.
A. Cruz
player, 117 posts
Thu 8 Apr 2021
at 17:44
  • msg #392

Re: Rewards (2 cents-worth)

In reply to Data Source (msg # 391):

Cool, no problem.  Always keep it easy on the Ref!
M. Lowell
player, 126 posts
Whisper
Solo
Fri 9 Apr 2021
at 01:09
  • msg #393

Re: Rewards (2 cents-worth)

You guys have been busy today.

Martin's work as a bodyguard and velvet-gloved steel fist informs his weapon choices and skill investments.  My original build did not invest in Autofire because full auto under the printed rules was wasteful, antithetical to his low-profile/grey-man ethos due to stray rounds, and marginally concealable.  I am torn.  My mental image of him is a pistol guy first and foremost, with the occasional shotgun for heavy work, but I'm afraid that will put him at a combat effectiveness deficit compared to those who run SMGs.  I'm open to suggestions.  Our house rules (can we get a dedicated, sticky house rule thread?) and the reintroduction of the three-round burst do make a concealable heavy SMG more attractive, but a concealable VHP with AP ammo has the capacity to crack armor more effectively.

For my downtime action, as I have no skills to contribute to the group, I am leaning toward installation of low-light/IR/UV optic modes (mall complexity), a week of therapy to offset the HL that comes with the altered perceptions, and one week of hustle to pad the wallet.
This message was last edited by the player at 01:09, Fri 09 Apr 2021.
Data Source
GM, 211 posts
keys138
GM
Fri 9 Apr 2021
at 01:12
  • msg #394

Re: Rewards (2 cents-worth)

Thread up, will populate tomorrow unless someone beats me to it.
M. Lowell
player, 127 posts
Fri 9 Apr 2021
at 01:22
  • [deleted]
  • msg #395

Re: Rewards (2 cents-worth)

This message was deleted by the player at 02:08, Fri 09 Apr 2021.
M. Lowell
player, 128 posts
Whisper
Solo
Fri 9 Apr 2021
at 02:40
  • msg #396

Re: Rewards (2 cents-worth)

Okay, I think I'm done re-tooling Whisper.  Tweaked stats just a bit - less Luck and Tech, more Int and Dex.

Dropped Pick Lock - it was a utility pip skill but not ultimately all that relevant to his concept.  Also dropped Bureaucracy, Business, and Criminology, but will eventually pick them up again once an appropriate story juncture emerges (i.e., appropriate gig, or roll a 2 on weekly hustle for a high-end client).  Finally, ditched Interrogation, as it also isn't really his style - he'll rely more on Human Perception to detect lies and odd behavior (and hope to not erode his Empathy so far that the skill is no longer effective).

This frees up a total of 9 skill points, which get reinvested into Handgun, Evasion, Perception, and his socials.

Now for downtime and spending cash and IPs:

@Lube - I may be sacrificing combat effectiveness on the altar of concept and style, but that is the correct cyberpunk answer, so I'm going to stick with pistols as Martin's primary armament.  I'll take a quality upgrade of his existing heavy pistol, please.  After that's done, I'll make it smart at market price.

An in-and-out visit to the local Raven Microcyb franchise will add low-light/IR/UV to Martin's existing Zeiss cybereyes:

21:20, Today: M. Lowell rolled 4 using 1d6+1d6.  HL for installation of low-light/IR/UV cyberoptic mod x2.

It's a surprisingly easy adaptation, not nearly so rough as the reviews made it out to be, so after a social check-in with ChrisAlice, he'll forego therapy and spend a couple of weeks working his usual hustle:

21:26, Today: M. Lowell rolled 3 using 1d6.  Solo hustle, week 1.
21:26, Today: M. Lowell rolled 2 using 1d6.  Solo hustle, week 2.


That turns out to be an extended job.  Iris calls him up to get his assistance in protecting an Orbital Air engineer from a suspected aggressive recruitment at the airport and then babysitting the guy while he presents at a tech conference.  It turns into ten days of technobabble and corporate quarterly reports, but it's a few hundred euro plus expenses paid, which means ten days of hotel and conference center food that's a few notches higher than Martin usually buys on his own.

The immersive corporate environment finally cements a few things that Martin had been picking up from previous clients but not really understanding, so the aforementioned IP gets spent to re-buy Bureaucracy and Business.  After subscribing to a couple of basic-level corporate newsfeeds for further professional development, he also picks up a box of tungsten penetrators for the Adjudicator and some less-lethal munitions for those special occasions.
This message was last edited by the player at 02:48, Fri 09 Apr 2021.
K. Takanori
player, 175 posts
Fri 9 Apr 2021
at 04:09
  • msg #397

Re: Rewards (2 cents-worth)


Kenji's activities over the next two weeks:

  • Do a little shopping (acquiring helmet, Smartgun link for heavy SMG, and a couple of other TBD items for work)
  • Swing by Lube's garage to drop off his iron and shoot the shit
  • Attend a veterans' PTSD support group at Combat Jacks'
  • Call Teagan
  • Pick
    up a couple of shifts of overflow work for REO Meatwagon* (MedTech hustle 3, payout: 200eb)

*TTI won't touch him with a ten-foot pole; REO Meatwagon is a little less selective when trying to fill shifts.

-
This message was last edited by the player at 04:58, Fri 09 Apr 2021.
A. Cruz
player, 120 posts
Fri 9 Apr 2021
at 04:46
  • msg #398

Re: Rewards (2 cents-worth)

Ok, I've got Martin down for a Maker upgrade of a Heavy Pistol, costs 100 eb. and 1 day.

I've posted about Cruz's first week and I'll put all these in the second week, which I'll post day by day in a bit, after we get back from the Friday morning grocery run.

I will keep 1 day available for Dave, in case he wants Monica's pistol upgraded.

Alex will likely upgrade his stun gun with any left over time, since that got used to good effect last chapter.
K. Takanori
player, 176 posts
Fri 9 Apr 2021
at 04:55
  • msg #399

Re: Rewards (2 cents-worth)


Friends

Tracy Jacks is Kenji's old army buddy, currently co-owner and operator of Combat Jacks' Tactical Training Center TM, a small business that caters to the average citizen of Night City (rather than to corporats or gangers). Bald and dark-skinned (African-American), the left side of Tracy's body is almost entirely chrome, result of a directional mine he absorbed during a combat tour in Honduras. His right side is impressively muscled and toned, the result of hard work in the gym rather than bodysculpting. Anyway, Tracy likes to say that his better half is actually Jay Hendricks, his partner in life and business. Kenji teaches trauma aid classes at Combat Jacks' as a side hustle (whenever enough interested parties sign up for it). He also attends NA and PTSD support group meetings there.

Jay Hendricks is co-owner of Combat Jacks' and Tracy Jacks' husband. Jay is almost the mirror opposite of Tracy. He is mostly meat, a bit softer around the middle, lily-white (with blond hair and blue eyes), and a former NCPD desk-jockey. Kenji also counts Jay as a close friend.

Tragic Love Affair

Maria Ivanova, Kenji's on-again, off-again girlfriend (back on, just, when she met her untimely demise) was a Venezuelan-Russian beauty and AV pilot at TTI. Her life ended on the call that ultimately terminated Kenji's career with the company. Losing her the way that he did almost drove Kenji to suicide by substances. He would have followed through too, had he not literally stumbled upon Combat Jacks'.

Enemies

Rajiv Benton was Maria's ex, still at TTI. He blames Kenji for ending that relationship (unfairly- she'd left him well before getting serious with Kenji), and for her sudden, violent death (fair). Rajiv would jump at the opportunity to ruin his one-time rival's life. However, he's not the type to look his opponent in the eye when he sticks in the blade.


-
This message was last edited by the player at 20:09, Fri 09 Apr 2021.
Data Source
GM, 214 posts
keys138
GM
Fri 9 Apr 2021
at 14:43
  • msg #400

Re: Thinking Ahead



I just posted a link to the errata in the house rules thread to keep things organized.  There is an adjustment to the Autofire range table that changes the DVs for various ranges.  And makes it much more difficult to score a decent MoS.

Let me know your thoughts.
Data Source
GM, 217 posts
keys138
GM
Fri 9 Apr 2021
at 15:18
  • msg #401

Re: Rewards (2 cents-worth)

In reply to M. Lowell (msg # 396):

Sounds good to me.

I can gin up a post or two regarding that stuff, you can, or we can just post that summary in the intermission chapter and call it a day.  Whatever is easier for you.
M. Lowell
player, 129 posts
Whisper
Solo
Sat 10 Apr 2021
at 00:41
  • msg #402

Re: Rewards (2 cents-worth)

Data Source:
Sounds good to me.

I can gin up a post or two regarding that stuff, you can, or we can just post that summary in the intermission chapter and call it a day.  Whatever is easier for you.


Right now, I don't really have the capacity to string prose together intelligently.  :/
Data Source
GM, 221 posts
keys138
GM
Sat 10 Apr 2021
at 00:43
  • msg #403

Re: Rewards (2 cents-worth)

In reply to M. Lowell (msg # 402):

Totally fine Teg.  I’ll take care of it.
A. Cruz
player, 125 posts
Sat 10 Apr 2021
at 07:45
  • msg #404

Sometimes no one knows you..

So I rolled to see how many Friends A. Cruz had...
17:49, Yesterday: A. Cruz rolled -4 using 1d10-7.  Fr.

Then I rolled for enemies:
17:50, Yesterday: A. Cruz rolled -3 using 1d10-7.  En.

Tragic Love Affairs... was the same:
17:50, Yesterday: A. Cruz rolled -1 using 1d10-7.  TLA.

So I rolled anyway, but none of what came up is very compelling.  So I might go with Cruz is fresh off the boat (Navy boat that is - lol), and doesn't have too many of those 'contacts'.  So he's looking to make some, which explains why getting back in with the Aldecaldo is such a big deal for him.

Reminds me of bidding on jobs a few years back.  One of the Division Directors I was lobbying for a job asked me, "who knows you?  I've asked around and no one I trust has met you."  I explained that I had served at two 1-person shops (IT person that is) - Mumbai and Dhahran, for three year each.  Normally you work with 3-5 other IRM folks in an Embassy (which means you might meet and work with 10 other IRMers because of 2-3 year rotations), but at the Consulates, you might be the only person there (just you, meeting yourself, for 3 years).  I explained that the jobs were great since I the senior IT officer responsible for everything, but obviously, being at a 1 person shop meant that I didn't have the same professional network at someone who had been at a 14 IRMer RIMC shop or a big operation like Cairo, Beijing, etc.

That explanation worked because I got the job. And ever since though, if I go to IT training with a group of IRMers, I make sure to take everyone out for drinks at least once.  That way someone in the class at least associates me with free beer if nothing else.  ;)

So that's where I picture Cruz at.  Been on a submarine for six years (not the same one of course - just that he's been in a very small community that doesn't have any presence in Night City).  He's back in town now and trying to build his networks.
This message was last edited by the player at 07:46, Sat 10 Apr 2021.
K. Takanori
player, 179 posts
Sat 10 Apr 2021
at 16:00
  • msg #405

Sometimes no one knows you..


Yeah, moving to another country ever couple/few years can be rough on one's social life. I went to 3 high schools in 2 countries pre FB, so I'm still in touch with like 4 people from that time in my life. Without FB, that number would prolly be closer to 1.

Kenji had a few friends at TTI, until his addiction got them killed...

Hopefully, our PCs will become friends.

-
This message was last edited by the player at 16:08, Sat 10 Apr 2021.
Data Source
GM, 228 posts
keys138
GM
Sat 10 Apr 2021
at 21:57
  • msg #406

Sometimes no one knows you..

Monica's intermission post has been updated with the first scene.  Hopefully I'll get cracking on her prologue tomorrow.
K. Takanori
player, 182 posts
Sat 10 Apr 2021
at 22:45
  • msg #407

Kit Optimization


Spartan, can Kenji leave his Tanto with Cruz for a +1 glow-up?

-
A. Cruz
player, 127 posts
Sun 11 Apr 2021
at 12:19
  • msg #408

Kit Optimization

In reply to K. Takanori (msg # 407):

I think I'm going to run out of time in this tranche, but let me see.  Should only need six hours, but one of my rolls failed, so will take an extra 50% time.
This message was last edited by the player at 12:25, Sun 11 Apr 2021.
M. Del Rey
player, 30 posts
Sun 11 Apr 2021
at 13:46
  • msg #409

Re: Rewards (2 cents-worth)

A. Cruz:
Looks like Monica ended up with a Heavy Pistol, which is already concealable, so I could upgrade its quality for 100 eb. and 1 day, to give it a +1.  What do you think Dave?

Sorry, a little behind and playing a bit of catch up

That would be good - do you want me to post in Cruz's intermission thread or do it off camera? (not sure if the window is still open for the former)
Data Source
GM, 229 posts
keys138
GM
Sun 11 Apr 2021
at 14:13
  • msg #410

Re: Rewards (2 cents-worth)

Off camera is fine.
Data Source
GM, 233 posts
keys138
GM
Sun 11 Apr 2021
at 15:19
  • msg #411

Re: Rewards (2 cents-worth)


For clarity:

"New Inquisition" in the last Cipher post is not a typo.
Data Source
GM, 234 posts
keys138
GM
Sun 11 Apr 2021
at 18:23
  • msg #412

Re: Rewards (2 cents-worth)

Whisper's intermission thread is updated.  Teg, don't worry about posting, I'm just doing some stage setting there.  If you want to, fine, but we have time and I'm not worried.
Data Source
GM, 235 posts
keys138
GM
Sun 11 Apr 2021
at 18:36
  • msg #413

Re: Rewards (2 cents-worth)

Dave,

Monica's prologue is updated.  This is much more a riff session that anything concrete so whatever you think Monica, or employer CloudKill Marketing, wants from the guy, feel free.  We'll assume that at this point, Jasper owes Monica a favor for a past action that will have been paid out by the time our story starts.
K. Takanori
player, 184 posts
Sun 11 Apr 2021
at 19:52
  • msg #414

Re: Rewards (2 cents-worth)


I've added a section for lifestyle expenses to Kentucky's char-sheet. Normally, I don't care for RP bookkeeping, but I'm digging it here.

-
A. Cruz
player, 129 posts
Mon 12 Apr 2021
at 16:58
  • msg #415

Re: Rewards (2 cents-worth)

In reply to M. Del Rey (msg # 409):

Ok, I'll add in some time for your pistol upgrade after the BBQ stuff is over.
A. Cruz
player, 130 posts
Tue 13 Apr 2021
at 10:56
  • msg #416

Re: Rewards (2 cents-worth)

In reply to K. Takanori (msg # 414):

First month is covered if I'm reading the rules correctly, but A.Cruz is definitely downsizing for month two to a Cube Hotel, like Kentucky.

Looks like August 19th was when Cruz's 1 month clock started, so depending on what's on deck for Chapter 2, there's a chance that could end before the scratch is needed for Cube + Kibble (in my case).
A. Cruz
player, 132 posts
Tue 13 Apr 2021
at 11:00
  • msg #417

Re: Rewards (2 cents-worth)

In reply to M. Del Rey (msg # 409):

Ok, 100 eb later plus 1.5 days and you've now got a +1 pistol (maker upgrade from Standard to Excellent quality)!
K. Takanori
player, 186 posts
Wed 14 Apr 2021
at 02:11
  • msg #418

Re: Rewards (2 cents-worth)

A. Cruz:
Looks like August 19th was when Cruz's 1 month clock started, so depending on what's on deck for Chapter 2, there's a chance that could end before the scratch is needed for Cube + Kibble (in my case).


Kenji's more than willing to pay for Cruz's time. As a player, I meant to take advantage of Cruz's IG abilities, not take advantage of Cruz's IC generosity, if you know what I mean.

Put 150eb in Cruz's account for modding Kenji's iron. Assume Kenji paid 2x the cost of the mods (half for the materials, the other half for Cruz's labor). Sound fair?

-
This message was last edited by the player at 02:24, Wed 14 Apr 2021.
A. Cruz
player, 133 posts
Wed 14 Apr 2021
at 05:14
  • msg #419

Re: Rewards (2 cents-worth)

In reply to K. Takanori (msg # 418):

Don't worry about it.  We'll say the first one's free, to get you hooked. Besides, it's in my interest that you guys have the hardware to put down bad guys and earn all of us loot and IP.

Speaking of IP, once I get enough for Moto 3, I'm seriously considering:

1) Equipping a gyrocopter with a flame thrower and machine gun.  Nope
2) Moding a jet ski with a mono-filament lance as an onboard melee weapon and adding a smuggling upgrade. Nah
3) Road Bike with a seating upgrade (sidecar) and nitrous oxide. Not even close.
4) Ground Car with heavy chassis and housing capacity (turns it into a Kombi).  Ding Ding Ding!  All the sweetness of container living, while saving 1,000 eb every month.

Everything works out on a long enough timeline.

Or my next PC will also start with 1 month prepaid kibble and container.
This message was last edited by the player at 05:15, Wed 14 Apr 2021.
Data Source
GM, 241 posts
keys138
GM
Thu 15 Apr 2021
at 23:16
  • msg #420

Re: Rewards (2 cents-worth)

So many vaccines over the last two days...will post tomorrow.
M. Lowell
player, 130 posts
Whisper
Solo
Fri 16 Apr 2021
at 00:49
  • msg #421

Re: Rewards (2 cents-worth)

We ran about 800 doses today at our clinic.  I'm wiped out too.
Data Source
GM, 242 posts
keys138
GM
Fri 16 Apr 2021
at 01:47
  • msg #422

Re: Rewards (2 cents-worth)


We started home visit vaccines last week and today was the second day we've done them.  I got roped in for reasons, and did 9 home visits today with all kinds of folks who can't leave their homes for the vaccines (blind guy, dementia patient, etc...).  It was kind of interesting to see the resilience that some of these folks have, but it's draining when you have to wait in their homes for fifteen minutes after you deliver the vaccine to make sure their aren't any side effects.  We've given something like 40,000 doses in town without any side effects but the Johnson and Johnson issues scared people. At least we're giving Moderna.  So basically you jab them in the arm, make small talk, and then leave.

People are super appreciative, but it's still a heartbreaking look into how a lot of people live.
K. Takanori
player, 187 posts
Fri 16 Apr 2021
at 13:32
  • msg #423

Re: Rewards (2 cents-worth)


Thanks to both of you, Keys and Teg, for what you're doing to take down the virus. And thanks to you, Spartan, for that dope Regulate song parody. You are all heroes in your own way.

-
This message was last edited by the player at 16:05, Fri 16 Apr 2021.
M. Lowell
player, 131 posts
Whisper
Solo
Tue 20 Apr 2021
at 01:29
  • msg #424

Re: Rewards (2 cents-worth)

Thanks, Rae.

Today was a reset/planning day for the rest of the week.  Tomorrow is likely to set a new one-day record for doses administered in the county, and then we're gonna break it again on Wednesday.  So... I'm not really in a place to engage on this yet.

I am having a heck of a lot of fun watching whatever the hell parallel storyline is going on with Cipher, though.
S. Fletcher
player, 8 posts
Tue 20 Apr 2021
at 02:39
  • msg #425

Re: Rewards (2 cents-worth)

M. Lowell:
I am having a heck of a lot of fun watching whatever the hell parallel storyline is going on with Cipher, though.


:)

-
Data Source
GM, 248 posts
keys138
GM
Thu 22 Apr 2021
at 04:03
  • msg #426

Re: Rewards (2 cents-worth)


Tomorrow is a travel day, so no post coming til Friday or so.

Rae:  I’ve been running Sam’s story fast and loose so far, heading into the lion’s den we’ll be rolling dice.
S. Fletcher
player, 12 posts
Thu 22 Apr 2021
at 04:42
  • msg #427

Re: Rewards (2 cents-worth)

Data Source:
Rae:  I’ve been running Sam’s story fast and loose so far, heading into the lion’s den we’ll be rolling dice.


Uh oh. Why do I feel like I just got called to the principal's office?

;)

Safe travels, amigo.

-
Data Source
GM, 251 posts
keys138
GM
Sat 24 Apr 2021
at 01:42
  • msg #428

Re: Rewards (2 cents-worth)

Hey Rae,

Dropped a correction in there for you.  Gerald is the current guy Sam is speaking to
S. Fletcher
player, 14 posts
Sat 24 Apr 2021
at 02:03
  • msg #429

Re: Rewards (2 cents-worth)

In reply to Data Source (msg # 428):

Thanks.

-
This message was last edited by the player at 02:15, Sat 24 Apr 2021.
Data Source
GM, 256 posts
keys138
GM
Tue 27 Apr 2021
at 18:08
  • msg #430

Re: Rewards (2 cents-worth)

Rae,
Anything you want Sam to do in the intervening 24hrs?  I’ll start working up the meeting post, but modify if there’s anything you need to accomplish.
S. Fletcher
player, 19 posts
Tue 27 Apr 2021
at 20:07
  • msg #431

Re: Rewards (2 cents-worth)

In reply to Data Source (msg # 430):

Oh, I thought she just had to kill time from morning to night of the same day. Bad assumption on my part. I can't think of anything off the top of my head right now, besides searching for the van license plates via the DMV database. Let me give it a little more thought. Maybe she can do some work on a different, off-camera case?

-
Data Source
GM, 257 posts
keys138
GM
Tue 27 Apr 2021
at 20:58
  • msg #432

Re: Rewards (2 cents-worth)


Sure, drop some off camera stuff in there.
S. Fletcher
player, 20 posts
Wed 28 Apr 2021
at 00:46
  • msg #433

Re: Rewards (2 cents-worth)


Done.

-
Data Source
GM, 260 posts
keys138
GM
Wed 28 Apr 2021
at 16:04
  • msg #434

Re: Rewards (2 cents-worth)


Last IC edited slightly for some flavor I forgot to put in.
Data Source
GM, 262 posts
keys138
GM
Fri 30 Apr 2021
at 17:47
  • msg #435

Re: Rewards (2 cents-worth)

I drop a story reveal and no one comments?  Le sad.  ;)

No worries!

Sam will be allowed to leave without an issue.
Data Source
GM, 264 posts
keys138
GM
Fri 30 Apr 2021
at 19:57
  • msg #436

Onto the next


All right, gents.

I’m basically caught up to where I need the story to be.  I know some of us are still time committed and that’s not a problem.  If you are ready to move forward, let me know.  If you need more time either to post or to catch up on the ever popular reality (or whatever the fuck is going on with the insurrection) that’s fine with me, too.  No worries with whatever needs to happen.

TL,DR:

I’m good.  Let me know when you are.
M. Lowell
player, 132 posts
Whisper
Solo
Sat 1 May 2021
at 23:57
  • msg #437

Onto the next

I'm trying to re-sync here with some light-duty writing.  Added two enemies and one lover to Martin's list (#4 in link to a message in this game).
Data Source
GM, 409 posts
keys138
GM
Mon 17 Jan 2022
at 17:00
  • msg #438

Onto the next

All right Dave, you’re up good sir.

Just let me know which combat awareness abilities you want to use in your initial attacks.
K.N. Orlova
player, 3 posts
Tue 18 Jan 2022
at 00:09
  • msg #439

Onto the next

In reply to Data Source (msg # 438):

Right, off we go…
So the plan is to
1. Take some sandevistan for the stat boost

2. Dynamic entry into the room through the hatch, with back flip on landing (Contortionist 3/11 or Athletics 6/14?)

3. Start killing people with katana (Melee Weapons 7/15)

Make sense?
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