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Planning, Plotting, and Scheming.

Posted by Papa BearFor group 0
Papa Bear
GM, 5481 posts
Incertum est quo loco
te mors expectet;
Fri 6 Mar 2015
at 15:49
  • msg #1

Planning, Plotting, and Scheming

This is a mostly OOC thread for the purpose of planning, plotting, and scheming.
Toombs
player, 18 posts
Fri 6 Mar 2015
at 23:29
  • msg #2

Re: Planning, Plotting, and Scheming

"Ok, so is anyone else creeped out that she offered us that much cash up front, and then didn't fight too hard to keep an extra? I think she means to kill us."
Copperhead
player, 23 posts
Tread carefully
mother-fragger
Sat 7 Mar 2015
at 01:29
  • msg #3

Re: Planning, Plotting, and Scheming

Yeah, the fact she wants to know everyone we talk to is kind of freaky too.  My leaning is actually to have her meet us to participate in a "meeting" with someone shortly before the run and then keep her on ice during the run.  If there's a welcome party when we come out, at least we'll have some leverage.  She did say we could dictate the terms of the transfer.  She wanted to be involved, so we could let her keep an eye on what's going on from a safe distance.

My plans: head to the site and do a quick long-range aerial scan to get a sense of exactly what the set-up looks like, then keep the place under surveillance for a good 24 hours to get a sense of number of employees, race, patterns of behavior etc.  Should be able to find out whether security is internal or contractors.  If the latter, can find out who.  Also will try to identify cameras and other security systems that can be picked up on sensors.  Finally, will try to crack the local security's encryption.

Any chance you can do invisibility?

In terms of research, we want to know who security is.  Should also find out where Mitushima-affiliated facilities are that might provide backup.  We should avoid searching for the file-name keyword itself as there are likely monitors set up to watch for that.  If we can find out who built the facility, that might give us some electronics and other security plans that could be useful.  Decking the site itself is risky.  If we do go in, it'll be essential to leave no foot-print.  If they figure out we've been there, they'll up security.  Learning what we can about the Johnson would be good too - might give us an idea of what the play is.
Noruas
player, 23 posts
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With whaaaaat?
Sat 7 Mar 2015
at 02:30
  • msg #4

Re: Planning, Plotting, and Scheming

So how long does downloading from a tablet take?
Papa Bear
GM, 5482 posts
Incertum est quo loco
te mors expectet;
Sat 7 Mar 2015
at 02:56
  • msg #5

Re: Planning, Plotting, and Scheming

Downloading will take second, no stress.
This message was last edited by the GM at 02:57, Sat 07 Mar 2015.
Copperhead
player, 24 posts
Tread carefully
mother-fragger
Sat 7 Mar 2015
at 04:42
  • msg #6

Re: Planning, Plotting, and Scheming

Things only take a long time when you're jacked in and people are trying to shoot at you ;>
Noruas
player, 24 posts
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With whaaaaat?
Sat 7 Mar 2015
at 10:48
  • msg #7

Re: Planning, Plotting, and Scheming

That's great!  Just great!  No pressure on the run, right?  :/
Carver
player, 308 posts
Cut and paste, that's all
I do... Cut and paste.
Sat 7 Mar 2015
at 13:29
  • msg #8

Re: Planning, Plotting, and Scheming

Re: invis - it won't be my best work, but I can do it.

If you want I can do a quick astral sweep over the site, see if they have any patrolling spirits or wards we need to know about. I won't go through, but an aerial look shouldn't cause more problems than payoff.

Does anyone have a bolthole we can stash communal gear and scheme IC in?
St. Velveteen
player, 188 posts
Sat 7 Mar 2015
at 13:55
  • msg #9

Re: Planning, Plotting, and Scheming

Either we aren't meant to survive the run, or what we are obtaining is worth a whole lot more than what they are paying us.  If they wanted to kill us, wouldn't they be paying us more after the fact rather than up front?

We could always set up a few decoy meetings with fake contacts too.  Is anyone good with disguises?

I think scouting out the place with the drones and on the astral is a good idea too.  (maybe do astral first to make sure invisibility will be ok later).  If we don't want to deck the site directly, we can go for the people who deal with the site.  The security, shipping, cleaning companies (if they are off site too).  Maybe even check out a few key employees as well, like supervisors and secretaries.

For a bolthole St. V might be able to set up something at a shipyard or marina.  Maybe an empty cargo container or a boat that is not currently in use?  He would have to check and see what's available.
Copperhead
player, 25 posts
Tread carefully
mother-fragger
Sat 7 Mar 2015
at 16:30
  • msg #10

Re: Planning, Plotting, and Scheming

Copperhead won't trust you guys enough to show you any of her bolt-holes yet.  Certainly agree to doing an astral sweep.  That can probably proceed in parallel with the longer-term drone sweep.  (I've got a shaman friend who can probably hide the drone, so should be low-risk for a passive scan.)

Agree that going indirect is a good route.
Papa Bear
GM, 5483 posts
Incertum est quo loco
te mors expectet;
Sat 7 Mar 2015
at 22:39
  • msg #11

Re: Planning, Plotting, and Scheming

As a note, you are operating under a timeline. My plan is one day of "planning" (i.e., no meetings or active interactions) equals at most a week of real time. That'll probably get collapsed a little bit if I keep posting as rapidly as we've done.

At this point, you all need to finish up your meet with Eve and head out, or roll up your sleeping bags.

My schedule will be wonky the week of the 23rd, so just expect that.
Noruas
player, 25 posts
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Sun 8 Mar 2015
at 02:31
  • msg #12

Re: Planning, Plotting, and Scheming

So let's get to posting with our intentions then!  ;)

BTW, now that I've gotten information off the tablet, is there anything else this 'Eve' is going to share with us?  Like money?
Papa Bear
GM, 5484 posts
Incertum est quo loco
te mors expectet;
Sun 8 Mar 2015
at 04:15
  • msg #13

Re: Planning, Plotting, and Scheming

You guys haven't technically formally accepted the job yet :P
Copperhead
player, 26 posts
Tread carefully
mother-fragger
Sun 8 Mar 2015
at 05:11
  • msg #14

Re: Planning, Plotting, and Scheming

I think Toombs should still pump her for more cash on the basis of the target's expecting a run and there's a chance the other team will spook the client.  (And if she willingly throws another wad of nuyen at us, then my spidey sense will jump to overdrive.)  After that, we say yes, take our cred sticks and  walk out of the room to the adjoining bar where we can dance around a bit and figure out whose place we go hang out at to do more planning.
Noruas
player, 26 posts
You want me to go where?
With whaaaaat?
Sun 8 Mar 2015
at 05:26
  • msg #15

Re: Planning, Plotting, and Scheming

I doubt its possible, but I wish I could coax her to buy me the latest decking equipment.
St. Velveteen
player, 189 posts
Sun 8 Mar 2015
at 11:23
  • msg #16

Re: Planning, Plotting, and Scheming

She gave us 10000 for covering business expenses.
Noruas
player, 27 posts
You want me to go where?
With whaaaaat?
Sun 8 Mar 2015
at 12:58
  • msg #17

Re: Planning, Plotting, and Scheming

I need about 1.5 million in order to buy the Fairlight Excalibur.
St. Velveteen
player, 190 posts
Sun 8 Mar 2015
at 13:22
  • msg #18

Re: Planning, Plotting, and Scheming

Heh, yeah, I guess that is just a little bit over budget...
Toombs
player, 20 posts
Sun 8 Mar 2015
at 14:19
  • msg #19

Re: Planning, Plotting, and Scheming

Not to belittle the game, but I've never seen any game in any system last long enough for you to afford the Fairlight Excalibur. There might be a mission where we steal one, but there's a reason why it's got that name - thing's a legendary artifact and you can count yourself lucky if you've ever seen one.

It appears she really doesn't care about our contact network, which was what I was fretting over. Dead contacts are a serious loss of investment in-game and can cripple you.

While St. V is tracking down somewhere safe, Toombs will do an astral sweep. If PB is ok with it, I know there are a few Awakened clubs in the area (according to errata) that I can rent out a warded back room to leave my meat while I go a-wanderin. Unless Copperhead wants to mention that she's a rigger, in which case I can just leave myself buckled in while she waits in the van.
We do have a map and a general location, hai?

As far as entry is concerned, we have a few options. We've got the ninja route, package delivery, corpsec, and janitors. Of all of those, Corpsec is the one most likely to have unquestioned access to the server room (unless we can somehow swing server maintenance as a cover). UPS gives us ready access to a disposable vehicle (though we'd have to steal one first, just like old times).
And of course, St.V would look the least out of place as corpsec or janitors, & the party as a whole would probably look the least suspicious to assensing as corpsec... But that said, it would be the hardest to spoof.

St.V, if you can swing that temporary hideaway, that would be great.
Noruas, if you have the chops to do some background investigation for building plans and subcontractors, that would be (I think) our best investment of your skills at the moment.

Toombs isn't willing to try to push for more cash. If we find we need some more gear, that might be worth asking for later. While I like the idea of getting free radios with broadcast encryption, if this is a setup then they would be... problematic.
Of course we could ask for radios and refrain from using them until our next job. But otherwise I'm not going to push for more without a very specific grocery list and a clear & present need - because the easiest way to guarantee that your J isn't going to pay you is to make the pay more expensive than the Cleaner.
This message was last edited by the player at 14:21, Sun 08 Mar 2015.
Copperhead
player, 28 posts
Tread carefully
mother-fragger
Sun 8 Mar 2015
at 16:05
  • msg #20

Re: Planning, Plotting, and Scheming

Agree we won't use the radios this mission - except perhaps to misdirect.  The 2am "earliest ingress" timeline makes package delivery and janitors both tough.  Neither are likely to arrive at that point of the evening.  So that leaves 3 options:
- ignore the instructions on arrival time (which we might get away with, but only if we're totally successful in making no noise
- come in as a corp sec team beefing up security due to a reported pending attachk
- do the ninja thing

I think corp sec is trickiest.  We'd need spoof the local team not only for when we arrived, but also for the following day or two.  And that'd be hard.  As well, we'd need good decking support to get us set up as recognized, to re-route any double-checking they'd choose to do, etc.  At the same time, we'd need our decker free to check things out on the inside.  Plus we'd need to grab the appropriate vehicle and correct sizes of uniforms, proper id badges, etc.

Not totally beyond the realm of possibility, but not something I suspect we should try to pull off with an entry-level team.

In terms of ninja, I'm a B&E specialist, but I'm not sure what anyone else's stealth capabilities are.
Toombs
player, 29 posts
Tue 17 Mar 2015
at 21:18
  • msg #21

Re: Planning, Plotting, and Scheming

I can do a quick zip closer to the base if people want me to. I don't know that risking an alarm or two is worth it, and I can always go back on my own later.

Also, if you can use Etiquette to get info on the J, I can try to scare some up when the recon sweep is over. If we believe that there's anything new to be gained, anyway.
Copperhead
player, 44 posts
Tread carefully
mother-fragger
Wed 18 Mar 2015
at 01:35
  • msg #22

Re: Planning, Plotting, and Scheming

This is early in the storyline, so it's possible that magical security was pretty poor.  Physical security seems amazingly sucky too for a research complex that they decided to bury inside a fragging hill in the middle of a park in the middle of Seattle - not like that's a cheap exercise.  Just sticking your nose in briefly into the lobby to see if anything's there wouldn't be bad.  If there's a ward you can't see, that's useful.  If there's no wards and no elementals, then you can scout the whole place.  If you see anything, you can probably disappear before whatever it is can see you.  And if it does see you, you can probably buzz before it gets a sense of what you are and whether it needs to be concerned - presuming you pop in in a location that's going to best position you to see what's going on and be somewhat hard to see yourself.
Toombs
player, 30 posts
Wed 18 Mar 2015
at 13:23
  • msg #23

Re: Planning, Plotting, and Scheming

Way I figure it, there's four answers for why the phys-sec is so poor around here.
1 - the site relies on anonymity and/or nearby sec assets. Expect security to be pointed inwards - anything caught outside is low grade enough to be caught by rent-a-cops, and anything that can get past them has been deemed too skilled for countermeasures to be considered cost effective. If this is the case, then the local guards are supposed to act as spotters and are equipped for a delaying action until the bigger guns can roll in.

This is not the smart bet, so we should use it as additional info while assuming another. Also see 3.


2 - there are security measures we haven't found yet. This could be physical security that has been better concealed than a rigger and a mage could find at first glance. That means trapdoors in the earth and direct-wire turrets or sleeper drones. If we find records of a lot of excavations in the area, then there is a very good chance of trapdoor turrets that can't be found by radio snooping. Any magical sec is either on-call or exclusively inside the facility. The heavy hitting security will probably also be inside the facility to maintain the element of surprise. Worst to worst, they could have passive security in the form of land mines, concertina wire bundles and monofilament wire.

If this is the case, then we need to commit to more research. If/when we identify drone types, then we can try to isolate the model and figure out ways around it. Nothing else can be said until we know more.


3 - Pitcher Plant. Like option 1, the pitcher plant is about keeping credible threats captured inside rather than keeping them out. Security is strongly pointed inwards, and our goal will be as far into the facility as possible so that we have to fight the longest path to get back out. The real problem with this is it fits in perfectly with 1; the trapper security provides ample time for off-site reinforcements to drop the hammer. In other words, sticking around for the cavalry is inadvisable.

If this is the case, then the best strategy is to overwhelm them after cutting off their communications and avenue of escape (for messengers). Radio jammers, a barricade, and severing (or prepping) the hard line would be our priority 1 for prep. Magic support is most likely only available from their reinforcements, though wards should still be present.

4 - Pursuit - The facility relies on passive internal security and pursuit based external sec. So we can get in, and we can get out, but we cannot get away. Expect a nearby rigger with scads of drones to respond to (silent) alarm and gun us down as we try to break off. This works equally well with a Summoner.
This message was last edited by the player at 13:26, Wed 18 Mar 2015.
Toombs
player, 31 posts
Wed 18 Mar 2015
at 13:28
  • msg #24

Re: Planning, Plotting, and Scheming

Still in favor of dressing up as janitors. It's the easiest way to sneak a troll and two dwarves into a japancorp facility, and requires a minimum of hacking/espionage with guaranteed access.
Noruas
player, 52 posts
You want me to go where?
With whaaaaat?
Sun 22 Mar 2015
at 20:58
  • msg #25

Re: Planning, Plotting, and Scheming

On a related note, does anyone here have connections to obtain recreational and/or pharmaceutical grade drugs?  And hopefully for a cheaper price?  I was previously going to depend on Carver or Thaden, but since those characters were dropped I need someone to step up for the role.

Which reminds me, can Copperhead and/or Toombs detect whether or not the security booth has wireless internet or bluetooth?  That might be helpful for me and all of us.
Toombs
player, 37 posts
Sun 22 Mar 2015
at 21:01
  • msg #26

Re: Planning, Plotting, and Scheming

That is what we have been checking this entire time, or at least at the beginning.
Don't you have any contacts that could help you with this? Fixers should do fine.
Noruas
player, 53 posts
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With whaaaaat?
Sun 22 Mar 2015
at 21:02
  • msg #27

Re: Planning, Plotting, and Scheming

Well, I just wanted to check to see if there were others who can provide the drugs cheaper.
Noruas
player, 54 posts
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With whaaaaat?
Sun 22 Mar 2015
at 21:25
  • msg #28

Re: Planning, Plotting, and Scheming

Which reminds me, did the fly-by both with the drone and the mage detect any sort of ventilation systems?
Copperhead
player, 48 posts
Tread carefully
mother-fragger
Sun 22 Mar 2015
at 22:19
  • msg #29

Re: Planning, Plotting, and Scheming

I might be able to make you some stuff.  Though if I were BB, I'd probably hide the rolls and do something amusing if I whiffed. :>  Note that the price of "make your own" probably won't be significantly cheaper than bought, though might be able to ignore the street-level markup.  Competition and mass production mean that do-it-yourself often isn't cheaper.

Didn't ask too much about the ventilation systems because the Johnson already indicated they'd likely be pretty well secured.

Pumping gas into the ventilation system would also violate the terms of the job.  Hard to pretend nothing happened if everyone suddenly goes nighty-night for 4 hours.  Did you have something else in mind?
Toombs
player, 40 posts
Sun 22 Mar 2015
at 22:21
  • msg #30

Re: Planning, Plotting, and Scheming

By our tactical assessment, I was also led to believe that any ducting would be going through their garage or near the front door of the facility.
Copperhead
player, 50 posts
Tread carefully
mother-fragger
Sun 22 Mar 2015
at 22:49
  • msg #31

Re: Planning, Plotting, and Scheming

So, going in as janitors won't work if they only have one janitor.  And if there's only 4 guards, odds are pretty good they know the janitor on site.  We might be able to give the janitor a good case of food poisoning and arrange to take his place, though there's still the question of how to add our new guy to the security system.

I actually like the notion of giving one or two of the staff food poisoning.  If they're busy worshiping the porcelain thrown, that's a few fewer eyes keeping an eye on things.  We'd have to time it so that symptoms wouldn't kick in until they were on-site though.  If two of the 4 guards are down, that leaves the janitor, one guard at the front desk and one guard wandering the facility - who we can monitor on the radio.

We'll see if there's another delivery truck tonight and, if so, we can find out where it's coming from.  That might be a mechanism of entry too.
Noruas
player, 56 posts
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Mon 23 Mar 2015
at 01:24
  • msg #32

Re: Planning, Plotting, and Scheming

Well, I need abut 2-3 bricks worth of hashish or something equivalent in hash oil for the job.  And no, it wouldn't be nighty-night if the guards were baked before we entered.  The idea is to slowly pump the place full of THC, but not enough to knock them out.  This would give us an edge to perform with a higher margin of error than Mission Impossible hanging in the silent room with the sweat sensitive floor.

This is also why I asked for phone cloning and/or bluetooth/wireless setup.  I wish for a way to be able to access their security at the front gate to see if they have a log/manifest dictating who they are/n't expecting.  This clearly would make our jobs easier.

Which reminds me, does Toombs have access to Improved Invisibility?
This message was last edited by the player at 01:26, Mon 23 Mar 2015.
Copperhead
player, 51 posts
Tread carefully
mother-fragger
Mon 23 Mar 2015
at 02:48
  • msg #33

Re: Planning, Plotting, and Scheming

The security at the front gate won't be wireless.  In the SR universe, all matrix is hard-wired until 2070+.  We'll have to create our own wireless access point.

Assuming we could pipe a gas through the complex (which we can't), "baked" would be difficult to achieve.  Very hard to control the concentration in different places.  So some might not even feel a buzz and others would be comatose (or dead).  As well, hard for most people to not notice the effects.  If they realize that something's not quite right, pretty easy to hit the panic button, even if they're giggling to themselves as they do it.

Toombs mentioned he had invisibility, but it wasn't great.  Can you be a bit more specific?

Awesome new spell idea: Montazuma's revenge.  Could be a highly effective way to get people to decide that a detailed inspection of your credentials isn't necessary, have someone leave a guard post for a few minutes, be a little less aware of the surroundings for a few minutes, etc.
Noruas
player, 57 posts
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Mon 23 Mar 2015
at 02:57
  • msg #34

Re: Planning, Plotting, and Scheming

Baking the entire facility wouldn't be hard when you just disperse the gas from the ventilation source.  All rooms that share the same ventilation source would be well gassed.  Thats why I need the concentrated dosage.  It would distract the guards just enough to allow us some wiggle room if we need some.

The invisibility would allow someone to just walk up to their guard booth and look over the guard's shoulder to see the manifest/logs.  That would allow us to prepare for the situation in advance.  We would also get a clearer idea of what to pose as to get in.
Copperhead
player, 53 posts
Tread carefully
mother-fragger
Mon 23 Mar 2015
at 03:07
  • msg #35

Re: Planning, Plotting, and Scheming

That's not how building ventilation works.  Air turnover time varies significantly depending on the size of the space.  Run a stream of air full of gas for 5 minutes in a small room and the concentration could be enough to knock someone over.  Do it in an atrium and they might not notice it.  And that assumes that ventilation will go where you want it.  We already know it's not an option in this facility anyhow.

Invisibility would be a significant asset, presuming we don't have spirits or other detection mechanisms.  If Toombs can make me invisible, I can probably get down to the mechanical room to set up a tap - allowing Noruas to hack the security on the emergency doors.  I can then open them from the inside and let everyone in.

The fact we have a fixed arrival time of 2am puts a real crimp in things.  There isn't much that shows up then.  And the notion of someone coming in earlier and hiding is a problem too.  Heck, even taking over the janitor job becomes impossible because they arrive around 8pm (presuming an 8 hour shift).

It may be we'll have no choice but to hack the back doors from the outside.  Alternatively, we ignore orders and plan to slip in early, or at least slip one person in early.
Noruas
player, 59 posts
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With whaaaaat?
Mon 23 Mar 2015
at 03:40
  • msg #36

Re: Planning, Plotting, and Scheming

Lols, I still stand by my method of baking the place.  Even if you don't want to do it, I still want to know the ventilation sources for the place.  We 'might' need to know all we can possibly learn about the place in the short window of time we have....At least I do.  If I have to leave you guys behind to escape by crawling through a duct, I'd like to know where they are beforehand! Just kidding...not really.  But I prefer to prepare for as much as possible.

But regarding sneaking someone or all of us in sounds like a great plan.  Besides, as long as the J doesn't find out we start next to the finish line all's good.  She only said that we can start running when the bell starts at 2AM.  In my case, that just means me beginning to hack the place at 2AM.  We could start off as janitors in this case and get a chance to prepare for our heist whilst cleaning the floors and scrubbing the toilets.
This message was last edited by the player at 03:53, Mon 23 Mar 2015.
St. Velveteen
player, 197 posts
Mon 23 Mar 2015
at 04:34
  • msg #37

Re: Planning, Plotting, and Scheming

quote:
"I don't have any more details on the map than what I've provided, except to say they take their bio-containment features very seriously. There is a significant concern of bacterial infections of their biotech work. You can expect any ventilation systems to be closed off and difficult to use for your purposes. This facility has been custom-built for their work."

Found the quote about the vents.

I was thinking, should we try to find a way to get in touch with the runners that will be infiltrating the other facility at the same time we go to ours?  It would be handy to get some sort of warning if they mess up on their run so that we can know if security is suddenly going to be stepped up on ours.

Also, maybe it would be best if everyone didn't actually go inside the building.  It could be handy to have someone outside if the four security guards call for backup.  And if someone inside gets into a tight spot, the outside man could create a distraction and redirect attention to a different area of the facility.  It would probably be easy to make them think some teenage hooligans are poking their noses around and getting into trouble.  Something to keep the guards occupied, but certainly not worth calling in.
Noruas
player, 61 posts
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Mon 23 Mar 2015
at 05:17
  • msg #38

Re: Planning, Plotting, and Scheming

I still believe we should leave no rock unturned.  I still want to know about the ventilation systems.  I'm pretty sure bio-containment would be used mainly for the labs, but I may be mistaken.  Still, any information I get is better than no info at all.  I'm not going to ignore this ventilation just because the J says no.  DO YOU WANT ME TO DIE ST. VELVETEEN?

Actually, knowing about other shadowrunners at other facilities is great.  But IMO I think we should not contact them.  There's too much exposure and risk of us getting caught if the other groups leak this information.  I believe we could try to find out about them, but its best we don't contact them.
Copperhead
player, 55 posts
Tread carefully
mother-fragger
Mon 23 Mar 2015
at 06:10
  • msg #39

Re: Planning, Plotting, and Scheming

In terms of getting in touch with the other runners - we can ask the Johnson, but I expect she'll say that's why she wants to be involved any time we're talking to someone - to ensure we create no conflicts.  And unless the other team is showing poor operational security, we'd have little chance of finding them.  That said, checking around quietly can't hurt.  Who knows, maybe someone'll roll an 18 :>

Even if the vents weren't well designed, it'd be nearly impossible to get who we wanted with a dose that would be effective and unnoticed.  We've got 4 guards + janitor, at least 3 of whom are mobile and could be anywhere.  The guards in the front are in a large space which makes dosing a sufficient amount challenging.  Too risky.

If I can get a radio signal out, I can create a bit of a distraction outside if necessary even if I'm inside.  Biggest challenge with leaving someone outside is it could be difficult to move them quickly to where they're needed.  It's a big hill and there are cameras, so moving where needed could be tough.  That said, we don't necessarily need all 4 of us to try to get to the server room.

BB: were there any cars other than the guards and the janitor parked overnight?  I.e. Any keeners pulling an all-nighter or crashing on the couch?  Was it 4 guards and another janitor coming in at 4am when the others left?
Noruas
player, 62 posts
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Mon 23 Mar 2015
at 06:43
  • msg #40

Re: Planning, Plotting, and Scheming

We can poke holes in my ideas regarding ventilation till the day pigs fly, I still want the information I asked for.  What I do with it is my business.

I also need Toombs to please figure out what the wiring looks like in the walls.  Where do or don't they run.  How thick the walls are.  Possible materials they're made with.  Thickness of doors, their material, types of locks, etc.  Basically, I'm just waiting for BB to say whether or not he can even float past the main gate without setting off alarms.
Toombs
player, 41 posts
Mon 23 Mar 2015
at 12:14
  • msg #41

Re: Planning, Plotting, and Scheming

Planting a tap on an exposed camera sounds like our ideal next step. At the least, we should be able to piggyback off the local security feeds to get some free intel on the inside - like hidden cameras, ultrasound emitters, and tripwires. If there's a good feed leading to the server room, we could even pull up some research on the door model, see if there's any prep-work we can roll beforehand to improve our chances of popping it easily.
Best case scenario, we gain access to cardreaders and doors. If that's the case, I suggest Noruas work on a data bomb/back door that will spread appropriate access keys throughout the facility. We'll save a lot of time (from either theft or use of Sequencers & Maglock Passkeys) if we can just add some PINs and a few cheap security passes we can make ourselves. On top of that, if we can disguise ourselves as one thing or another, it will look a lot better if we can just slot a card in front of suspicious guards.

regarding replacing security at the target site:
IFF we decide that replacing guards is the way to go, we could try having a matrix run to crack the subcontractor's network. They're a second-string corp, and I'm willing to bet they aren't even above a 'B' rating. I'm willing to bet we could insert our own photo ID's and some generously altered identifying information to gain full access. It doesn't have to stand up to scrutiny, and we can erase the data after the fact.
This would make taking advantage of Montezuma's revenge so much easier, but it does increase our risk of exposure. Fortunately, since it's not the target site, I still consider the risk minimized (somewhat).

Reminder: this is a biotech facility with its own secure ventilation system. Any major contaminants would set off an alarm. It would also coat the entire facility in THC which would be somewhat... noticeable.
On top of that, you are still GASSING ALL THE GUARDS which will mean the facility will immediately know that something has happened, kissing away our performance bonus.

As it stands I have a Force 1 Improved Invisibility; for the time being I was going to rely on summoned spirits to use the Concealment power until I can afford to upgrade the spell.
Which reminds me, I can probably get that done for Gunner's drones, if you want me to give that a shot now.

I'll buzz the facility up close when I'm sure that everything we can learn passively is done. I'm primarily concerned with answering questions without setting off alarms for as long as possible. There's a very good chance that I'm not going to be able to spot wiring and other high tech stuff because that's both a major limitation of astral perception and a lack of training on the part of my character.

And Noruas, if you start doing your lone-wolf DIY bulldrek, I will do everything in my power to force you to make new characters until you either learn your lesson or leave the game. If you want to play solo, pick up a controller and a copy of Deus Ex.

St. V, that sounds like an excellent idea if you want to get the ball rolling. We don't need anything else about the other group, but an advanced notice for drek+fan is a smart idea. You can also talk to your fixer about tracking down plans for the facility. Otherwise, look at your knowledge skills to see what you can learn from the facility on your own. Knowledge of security systems could help us find the camera that Copperhead is looking for. The legwork is boring (especially for the sam) but there are still ways to help.
Copperhead
player, 57 posts
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mother-fragger
Mon 23 Mar 2015
at 18:29
  • msg #42

Re: Planning, Plotting, and Scheming

@Noruas: Actually, what all of us do is all of our business.  Going lone wolf in a way that might jeopardize the mission is not kosher.  It didn't go well last time and we don't want a repeat.  If we have to proceed as a 3-player game, we can.  Not trying to keep you from having fun, but if you start leaving an unnecessary (based on group consensus, not your own opinion) body count or going off on in a way that's detrimental to the team, you won't last long.  I believe BB explained this when you rejoined?

@St. V: There's a bit of history here as you can probably tell :>  To track down the other team, might make sense to start with the gang who hooked us up with the Johnson.  If she used them to grab us, she may well have used them to grab team A too.

@Toombs: Security is wearing company-specific uniforms, so I'm not clear on whether they are contractors.  I'm an expert in security protocols and devices, so I can probably find them once I have a chance to look around.  I'll probably take you up on your offer to camouflage one of my drones to take a peak around.  The good new is that metal tends to show up on radar fairly well.  Hopefully it'll get me close enough to see what kind of doors they have, what sort of key-pads, etc.  Ideally, I'll even be able to watch them use a keypad - unless they all just walk through the front door.

Will need to wait until BB returns from the big easy first as I want to get a better understanding of exactly how close the treeline comes to the various doors - front entrance, loading doc, emergency exits, etc.  Also, whether there are any windows looking out from any of the floors.

For the record, I have no contacts who would be any use here.
Papa Bear
GM, 5499 posts
Incertum est quo loco
te mors expectet;
Mon 23 Mar 2015
at 18:36
  • msg #43

Re: Planning, Plotting, and Scheming

No, the night that you were watching was just guards and the janitor (and the hauling truck, while it was there). There's no day-time janitor, so when she clocks out, that's it.
Copperhead
player, 58 posts
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mother-fragger
Mon 23 Mar 2015
at 19:42
  • msg #44

Re: Planning, Plotting, and Scheming

Did 4 guards arrive when the other 4 departed?  And there were no other vehicles in the parking lot?  What's the distance from treeline to various doors?
Noruas
player, 63 posts
You want me to go where?
With whaaaaat?
Mon 23 Mar 2015
at 20:00
  • msg #45

Re: Planning, Plotting, and Scheming

You threatening me?  Why don't you just do it instead of talking about it?  If I wanted to jeopardize the mission, I would've done it from the get-go.  So keep your threats to yourself unless you want me to really pull some 'lone wolf DIY bulldrek' as you so kindly put it.
This message was last edited by the player at 21:29, Mon 23 Mar 2015.
Papa Bear
GM, 5501 posts
Incertum est quo loco
te mors expectet;
Tue 24 Mar 2015
at 11:32
  • msg #46

Re: Planning, Plotting, and Scheming

PM
Papa Bear
GM, 5502 posts
Incertum est quo loco
te mors expectet;
Tue 24 Mar 2015
at 11:34
  • msg #47

Re: Planning, Plotting, and Scheming

The four guards arrived before the other departed (approximately), so each is relieved by one (or two) others. At the wee hours, the parking lot is otherwise empty, but it starts filling up around 5.

The road splits and has a large group of trees in the center there, so they probably reach within 7 or 8 meters of the front door, and get to within 4 meters of the side loading dock.
Copperhead
player, 62 posts
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mother-fragger
Tue 24 Mar 2015
at 12:30
  • msg #48

Re: Planning, Plotting, and Scheming

I'm a little confused over numbers.  Four guards arrived, how many left?  And how many were manning the front desk?

How close is the tree line to the emergency exits?
St. Velveteen
player, 199 posts
Tue 24 Mar 2015
at 17:46
  • msg #49

Re: Planning, Plotting, and Scheming

Would it be a bad idea to call the Johnson directly and have her set up a way to give/receive warning from the second team?  Assuming there is a second team and they are actually planning a second run, it would be in her best interest to have the warning system in place.  Right?
Copperhead
player, 64 posts
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mother-fragger
Tue 24 Mar 2015
at 17:50
  • msg #50

Re: Planning, Plotting, and Scheming

Doesn't hurt to ask, though if I were her, I'd insist that the communication flow through me - avoids any possible leakage about the respective targets.
St. Velveteen
player, 200 posts
Tue 24 Mar 2015
at 17:59
  • msg #51

Re: Planning, Plotting, and Scheming

I don't think communication with the other group would be necessary anyway, just so long as we have a way for them to signal us if their run goes bad, or vice versa.  Even if they signal the Johnson and she signals us, it would be better than nothing.
St. Velveteen
player, 202 posts
Wed 25 Mar 2015
at 16:12
  • msg #52

Re: Planning, Plotting, and Scheming

So is looking into the supply lists part of that 1000 dollars?  Did she know anything about the gangers?  St. V will be sharing his info with the others when they get back.  Will meeting Blake be something we are supposed to bring Eve along for?  If so, we can ask about the signal arrangements when we call her to set up a meet.
Papa Bear
GM, 5507 posts
Incertum est quo loco
te mors expectet;
Wed 25 Mar 2015
at 17:56
  • msg #53

Re: Planning, Plotting, and Scheming

Yes, greasing palm counts as an equipment expense. Just don't abuse it.

Yes, Eve expects to be invited to meet Blake. This isn't part of your contact network, so that exception does not apply.

Sorry, yes, Rose has followed up on the gangers. They are part of a mid-sized street gang called King's Crimson. They run under a guy named Alan Corliss.
Noruas
player, 67 posts
You want me to go where?
With whaaaaat?
Fri 3 Apr 2015
at 02:37
  • msg #54

Re: Planning, Plotting, and Scheming

Just out of curiosity, how many 'bots does Copperhead have?  And are any of them remote control car-sized or smaller?
Copperhead
player, 69 posts
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Fri 3 Apr 2015
at 03:16
  • msg #55

Re: Planning, Plotting, and Scheming

Smallest couple are about a cubic foot, though a bit larger when armed.  Total count is 4 (or 5 if you count the van).

The small ones could probably be strapped to St. V's chest and/or back if we were going in hot.  (They'd be a bit hard to explain if he was posing as a janitor though.  Particularly the grenade launcher or shot-gun pointed out the front.)

Would have done some more chattering w/ St. V and Toombs, but figure I should move things along.
Noruas
player, 68 posts
You want me to go where?
With whaaaaat?
Fri 3 Apr 2015
at 03:52
  • msg #56

Re: Planning, Plotting, and Scheming

Well, once I find out about the logs, do you think you would be able to pilot a bot under a vehicle heading into the facility?  That might allow us to better view the facility inside.  But this can only happen under these conditions:

1) The security doesn't check under vehicles at the entrance. (I'm sure a conceal or invisibility spell might cover this one.)
2) The loading dock area has a ramp to allow access into the facility.  If its stairs, we're screwed and have wasted a bot.
3) The bot does not make too much noise when moving.
This message was last edited by the player at 03:53, Fri 03 Apr 2015.
Copperhead
player, 70 posts
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mother-fragger
Fri 3 Apr 2015
at 14:22
  • msg #57

Re: Planning, Plotting, and Scheming

I think #1 is unlikely.  #2 is fine - my bot can do stairs.  #3 is a problem - the one that would be a candidate for that mission explicitly says it's a little noisy

A few other concerns:
- My drone has to be able to move as fast as the vehicle it's trying to drive under (that might be possible if I really push the drone and the inbound vehicles are moving slowly, but it'd be dicy)
- Range of control would be pretty poor once the drone started moving into the hill.  250m under good conditions in an urban environment, but inside a hill doesn't exactly qualify as "good" conditions.
- The invisibility spell we have access to is pretty poor right now.  Anyone is rolling 2s to see it.  Sneaking it past one or two dim-bulbs might be possible, but getting it past more than that will be tough.  (and even the first couple isn't guaranteed)
- Once I'm inside, I'd be sitting in a hall with no way to open doors or to get out - meaning the drone would be discovered eventually and I wouldn't be able to explore much.

All told, I'd say the risk/reward ratio isn't good enough.  If we're going to probe the inside, I think we do it astrally (and very cautiously).  I do intend to get the drones close enough to get a really good look at the back doors so we can see whether opening them is a possibility (e.g. drill a couple of small holes and feed a wire around the inside release bar to open from the inside).  Obviously we'll need control over the inside alarms for that to work.  So a lot of what's practical will depend on what you learn about physical and matrix security once we get you a jack-point.
Toombs
player, 47 posts
Fri 3 Apr 2015
at 17:13
  • msg #58

Re: Planning, Plotting, and Scheming

Well while I have the benefit of +6 Concealment, do you want me to buzz through and see what can be seen? I don't know that it'll be too useful aside from getting a head count, since I can't see much in the way of tech or emplacements (including cameras).
Otherwise I was willing to wait until day 2 where I can summon the spirit from the comfort of my own hovel and buzz through then. Our best bet for cameras et al is Decking, which I think Copperhead should try to use a drone for the Dataline Tap idea. If we lose it, I'm sure we can chip in the cost of a replacement.
Copperhead
player, 74 posts
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mother-fragger
Fri 3 Apr 2015
at 17:35
  • msg #59

Re: Planning, Plotting, and Scheming

You'll lose your +6 as soon as you enter the building.  But I still think sticking your head in is worth while.  Objective would be to discover what they've got in the way of magical security (so as slow and careful as you can - we want to detect, not trigger :>)  If it turns out they've got none, then you can also find out what the layout of the place is, guard patrol patterns, etc.

Don't understand what you mean by use a drone for the data tap.  Can't install a data tap with a drone (they don't have the fine manipulation required to hook up the wiring).

My expectation was to go in and hook up the tap myself, then let Noruas figure out what he can see in terms of sensors and use that knowledge to let me bring a drone in close to the emergency doors and anything else that's worth snooping more closely.
Toombs
player, 50 posts
Sat 4 Apr 2015
at 12:23
  • msg #60

Re: Planning, Plotting, and Scheming

Ah, I always run with the assumption that one drone has a pair of arms.

If we wait until I'm back at my place, I should be able to summon a city spirit (or hearth, since it's unclear which would apply) and get the concealment bonus while I'm inside the facility. I'm also not a fan of how much stun damage I have right now.
Copperhead
player, 78 posts
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Sat 4 Apr 2015
at 14:27
  • msg #61

Re: Planning, Plotting, and Scheming

I suppose attaching a cyber-arm to a drone with an appropriate size frame might work.  Would probably take the place of a weapon mount though.

Spirits don't work the way you think they do :(
Toombs
player, 53 posts
Sat 4 Apr 2015
at 15:44
  • msg #62

Re: Planning, Plotting, and Scheming

But think about it this way Copper, if you mount a cyberarm on your drones then you can flip people off from dozens of different directions at your convenience!
Copperhead
player, 80 posts
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Sat 4 Apr 2015
at 19:58
  • msg #63

Re: Planning, Plotting, and Scheming

Copperhead's pretty talented at that without using her drones at all . . . :>  Plus, flipping someone off with a grenade is so much more expressive . . .

Spirits are really handy in that they're free and you never have to worry about running out of them.  But they suck in that you almost always have to summon them exactly when and where you need them - with whatever modifiers you've got then and there.  As soon as you physically or mentally leave a given domain, you can't command any spirit you summoned in that domain.  And they won't follow you from place to place.  A city spirit isn't a spirit of the whole city, it's a specific spirit tied to a particular place in the city.  So if we want a city spirit inside the complex, you can't summon it until we're inside the complex.  And if you have a forest spirit waiting outside, you'll have to have provided all of your commands before you went in.  Because you lose all remaining services as soon as you step inside the facility.

On the plus side, spirits are less likely to hate your guts and try to screw you over, though they have personalities and opinions and respond better to requests for agreeable favors than demands.  So, for example, promising that we're going to try not to hurt anyone in the complex and that it'll be a lot easier if no-one knows we're there will go over better than "hide me" as you're trying to pump the locals full of lead.
St. Velveteen
player, 217 posts
Wed 29 Apr 2015
at 14:55
  • msg #64

Re: Planning, Plotting, and Scheming

What should our next step be?
Toombs
player, 72 posts
Wed 29 Apr 2015
at 16:08
  • msg #65

Re: Planning, Plotting, and Scheming

Well far as I see it, we have 3 major things that need to be done. Noruas is cracking his knuckles and breezing his way through deadly security whilst engaging in hijinks. Toombs needs to buzz the facility now that he knows there are (probably) no astral alarms.
Now, what we really need to know is which of their points of vulnerability we can exploit the most. We know the security company, the cleaners, and the delivery crews. I figure as far as price/payoff, our best bet would be to infiltrate the cleaners and see if maybe we can score some uniforms, make some fake IDs, and get Noruas to forge credentials for the night. Unfortunately the only choice we have that actually takes place during the narrow FOV of the run is the security company itself, but that would be the hardest of the three.
Failing all else, the contact said they aren't very thorough. Noruas can just crack their security, fake some info, and we can wander around with one-night sec passes.

In any case, St. V and Copperhead (and Toombs, once he's done sobering up and flying) can case the secondary sites and figure out which one we should make our move on.

I welcome input.
Copperhead
player, 105 posts
Tread carefully
mother-fragger
Thu 30 Apr 2015
at 00:04
  • msg #66

Re: Planning, Plotting, and Scheming

I want to check out the emergency exits.  That might be the easiest way to get someone in without having to deal with security at all.  Presuming Noruas can pwn the cameras, I'm going go get a really close look at those doors and see how hard they'd be to open from the outside.  They're prepared for people to go out them, but not to come in them.  Other challenge is we're not allowed to enter the building until 2am.  That makes going in as *anyone* challenging.  The security staff, cleaning staff, etc. have their shift change earlier.  So we would have to break the parameters of the mission to do that.  Coming in as the "waste collectors" could be a bit easier.  Our truck could have an "issue" that leads to a late arrival (right about 2am).  So I see us as having two options - break in through the emergency doors or commandeer the waste truck in a manner that will ensure that no-one discovers that until late the following day or, ideally, never.  (The latter would likely involve a payoff.)
Toombs
player, 74 posts
Thu 30 Apr 2015
at 11:07
  • msg #67

Re: Planning, Plotting, and Scheming

We do have in our contract, palms greased.
Also, if you think waste reclamation is our best bet, then sounds smart to me. My only issue is we're definitely going to be under surveillance if we go in that route. So it may be easier to ghost it instead of smiling and waving.
Copperhead
player, 108 posts
Tread carefully
mother-fragger
Thu 30 Apr 2015
at 11:23
  • msg #68

Re: Planning, Plotting, and Scheming

Another possibility is to grease the palms of one of them to leave the door unlatched when they go in and to wear a sub-vocal so we can keep track of where they (and their escort) are.  Saves having to break in and reduces the chance of encountering anyone in the halls.  Could even produce a distraction.  ("Sorry mate.  Didn't mean to accidentally spill that vat of used organs on ya.  Here, let me use a tissue")
St. Velveteen
player, 220 posts
Wed 20 May 2015
at 15:48
  • msg #69

Re: Planning, Plotting, and Scheming

Is there anything St. V could or should be doing besides getting some sleep before the run?  I've been having a hard time thinking of anything that hasn't already been covered.
Toombs
player, 81 posts
Wed 20 May 2015
at 19:52
  • msg #70

Re: Planning, Plotting, and Scheming

Chime in on the tactical debates, especially if you have ideas we haven't used. I'm pretty tapped out on this, since I've said all I can think of.
Papa Bear
GM, 5630 posts
Incertum est quo loco
te mors expectet;
Thu 21 May 2015
at 15:43
  • msg #71

Re: Planning, Plotting, and Scheming

Well you have a fair bit of information. Have you settled on your preferred method of entry?
Copperhead
player, 122 posts
Tread carefully
mother-fragger
Sun 24 May 2015
at 19:45
  • msg #72

Re: Planning, Plotting, and Scheming

I'm back.

If we take out the truck staff, we should plan to incapacitate and somehow convince them that it's in their best interest to keep quiet about the whole incident.  Probably a combination of threats and payment.  I think the joy-girls or a variant would be as (or even more) effective than triggering any alarms.  It likely won't raise any flags but will certainly distract.

If we're going to go in as waste collectors, we need to get a good look at their uniforms and badges so we can create our own that will fit and look like us.  One possible plan is to plan two have two of our team pretend to be collectors and the other two slip in afterwards through the door that's left open.  If we wish, they could even "accidentally" splash their escort with something unpleasant.  We'll have 2 at the front door plus the one in the basement all likely distracted by our show.  And we'll have the remaining guard escorting the waste collectors.  That leaves our janitor.  They actually worry me the most - they don't have a radio and could wander pretty much wherever.  All we can really hope for is that they'll start at one end of the complex and make their way to the other end.

Copperhead can help with getting a close look at uniforms and badges if we know somewhere else where this particular company is working, but I'm not clear on whether we have that information or not.
Toombs
player, 83 posts
Mon 25 May 2015
at 15:32
  • msg #73

Re: Planning, Plotting, and Scheming

Agreed on threats + pay, write it off to the expense account.
I'd still pull for Toombs being on the truck team, since he doesn't exactly grasp the concept of stealth yet. Added benefit of splitting the party this way is we can pretty well guarantee at least 1 guard is accounted for and easy to put out of commission. I really wish I could get a decent spirit and still rest off the stun, but that's what hermetics do best.
Far as uniforms go, we've got their work uniform already because of surveillance. Most companies like that run through a uniform rental service (especially ones with high turnover or frequent cleaning), so it shouldn't be too hard for our man Noruas to figure out where we can get some matching uniforms. If he's feeling really ritzy he can get us some temporary ID's in the company that we can forge elsewhere, or Toombs & Velveteen can try and nick some good ones from their offices.
Papa Bear
GM, 5632 posts
Incertum est quo loco
te mors expectet;
Tue 26 May 2015
at 12:01
  • msg #74

Re: Planning, Plotting, and Scheming

To help streamline RL timing, I'd like to get any decking started early. So, what's the plan for Noruas? You want him to start from the outside? Take him inside and log him in? Or are you going to use disguises and technical skill to get to the server room and just use him to grab the file?
Toombs
player, 84 posts
Tue 26 May 2015
at 13:22
  • msg #75

Re: Planning, Plotting, and Scheming

If he can safely get into the waste company's servers enough to give us passable fake ID's, that would be great. Even better if there's a way for us to forge the ID code that the real drivers are using, in case of better-than-we're-expecting security checks. I would count that as priority 1.

If he can set up either false alarms on some sort of remote switch, that would also be useful, but not critical. Is there anything else we needed that we could nick from the outside?

The plan is still mostly to rely on the skill and such to get him physically to the server room for the download.
Papa Bear
GM, 5633 posts
Incertum est quo loco
te mors expectet;
Tue 26 May 2015
at 13:31
  • msg #76

Re: Planning, Plotting, and Scheming

Given the timeframe, sending him after IDs or creating new system tricks has a very real risk of his not being available for the actual run.

But it sounds like you want to keep him in the meat until you complete the insertion.
Copperhead
player, 123 posts
Tread carefully
mother-fragger
Tue 26 May 2015
at 15:02
  • msg #77

Re: Planning, Plotting, and Scheming

My thoughts on plan are as follows:
- We take out the camera with a view of the loading bay well in advance
- We ambush the waste van, using a jammer to keep them from calling out and using my Lonestar drone to get them to stop
- We take them someplace semi secure and bind them with their hands around a small bit of plastic explosive.  We explain that our intention is to do a quiet bit of theft that'll never be detected.  If we're successful, we release them with $1k a piece for their trouble.  If we're not successful, the timer will go off in two hours and release them.  And that if their medical plan is any good, there's at least a 50% chance that their hands will recover most of their function.  Then see what useful information they have to share to improve our odds of success.
- The J. can be present for those discussions and we can take her along for a ride in our van (on the grounds that we need her present for final negotiations when we leave and don't have time to drop her off and pick her up - would like her on ice if things go badly and to ensure we get paid
- We have our couple of joy girls to keep the guards distracted and not looking too closely at sensors
- Once we're in the bay, Toombs summons his spirit with orders to conceal & guard Noruas and I.  Some instructions for it to play look-out to find and keep the janitor busy would be good too.  We keep our heads down in the waste van while Toombs and St. V go in when the guard shows up to let them in.  They stick something in the door so we can get in.
- Once they're in, Noruas uses the camera as an entry point for decking and temporarily disables the door sensors and any cameras that seem safe to loop.
- We then head down and get into the server room.  Noruas does his decking while I plant the boxes.
- When the time is right, St. V. can "accidentally" spill some goop on their guard to get him to leave and go change.  They can then sneak us out in a couple of the waste containers.
- We drive out and go pick up the proper drivers and pay them off, then hang out with the Johnson until sunrise making sure we weren't detected, collect our credsticks and go on our merry way.
St. Velveteen
player, 222 posts
Tue 26 May 2015
at 15:10
  • msg #78

Re: Planning, Plotting, and Scheming

That plan sounds good to me!
Noruas
player, 154 posts
You want me to go where?
With whaaaaat?
Tue 26 May 2015
at 16:54
  • msg #79

Re: Planning, Plotting, and Scheming

Problem with said plan.  I haven't fully mapped out the matrix system yet so it might take a little longer than expected.
Copperhead
player, 124 posts
Tread carefully
mother-fragger
Tue 26 May 2015
at 17:12
  • msg #80

Re: Planning, Plotting, and Scheming

You don't need to fully map it out.  All we care about are the cameras and sensors.  (Doors would be nice, but I can probably handle those.)  If you go into the network at a camera point, then you'll already be amongst the cameras.  And those will route to a common feed with other sensors fairly quickly - they'd all need to be monitored in the security guy's office and at the front desk.  Whatever you can't get, we'll have to rely on my B&E skills and the spirit's stealth + the distraction to keep us from being picked up.  We might be able to fry another camera or two as well if necessary.  It's not bullet proof, but I'm not sure we have an alternative.

The nice thing about being a decker rather than a mage is if you take a bit of stun, we can throw a stim patch on you and it won't hurt too much.  And because the paydata is on an isolated server, whatever you trigger when doing the cameras won't impact the security level of the isolated server - when you're connected to that, it'll be starting from zero again.
Toombs
player, 85 posts
Wed 27 May 2015
at 00:09
  • msg #81

Re: Planning, Plotting, and Scheming

I can agree with that plan. I'm just a little concerned if they decide to check our ID's and they notice that Mr. Tadakashi is not, in fact, a 65 year old Japanese male; instead played by the handsome and talented St. V.
The idea of me trying to play off switching from fem Ork to male Dwarf is... unsettling. But that's what Etiquette is good for. That and fast-talking.
Copperhead
player, 125 posts
Tread carefully
mother-fragger
Wed 27 May 2015
at 01:14
  • msg #82

Re: Planning, Plotting, and Scheming

To be honest, watching you and St. V fast-talk, bluff and otherwise navigate your way is the part of this run I'm looking forward to the most . . . :>
Copperhead
player, 126 posts
Tread carefully
mother-fragger
Wed 27 May 2015
at 01:16
  • msg #83

Re: Planning, Plotting, and Scheming

If you're agreed, wanna check into finding appropriate sized uniforms and faking the necessary badges.
Papa Bear
GM, 5634 posts
Incertum est quo loco
te mors expectet;
Wed 27 May 2015
at 01:25
  • msg #84

Re: Planning, Plotting, and Scheming

Just get me an etiquette test, unless you're doing something really sharp looking. They won't stand up to really intense scrutiny (and don't have any value if you try to run them through a reader) but they're quickly available.
Toombs
player, 86 posts
Wed 27 May 2015
at 12:39
  • msg #85

Re: Planning, Plotting, and Scheming

Toombs is going to go for decent uniforms, and see about getting both fake ID's, and some decent head shot photos of him & Velveteen. If you remember the sleeves you can get for government ID badges, he's going to use that and some glue to cover up authentic ID's while leaving the other info uncovered. See if we can palm them.
Also, I'm sure I can get someone to alter the photos just enough that if we drop them somewhere, Lonestar isn't going to have mug shots for the evening news. His photo is going to be shaved head & beard, different eye color and missing a few of the most recognizable scars. Maybe even whiten the teeth up a bit. Hell, it's fiction, right?
Etiquette 6 v TN 4; 1,4,3,2,2,3; 1 success.
St. Velveteen
player, 223 posts
Wed 27 May 2015
at 17:39
  • msg #86

Re: Planning, Plotting, and Scheming

Copperhead:
To be honest, watching you and St. V fast-talk, bluff and otherwise navigate your way is the part of this run I'm looking forward to the most . . . :>

St. V is confident he can do that without much of a problem.  Now whether or not he actually can is another story.

Is there a way that we can change the waste removal company's schedule so that some people with similar appearances are scheduled to stop at our location?  Or would that raise way to many suspicions at this point so close to the run?
Copperhead
player, 127 posts
Tread carefully
mother-fragger
Wed 27 May 2015
at 18:53
  • msg #87

Re: Planning, Plotting, and Scheming

Changing the schedule would mean decking.  That carries a risk of both exposure as well as putting Noruas out of commission.  We already know that there isn't a standard crew that goes, so the guards shouldn't be too surprised to see unfamiliar faces.  If we've got uniforms and semi-official looking ids, plus a bit of fast-talking, we should be ok.  (Says she who won't be standing in front of the armed guard showing id . . .
Papa Bear
GM, 5635 posts
Incertum est quo loco
te mors expectet;
Wed 27 May 2015
at 21:58
  • msg #88

Re: Planning, Plotting, and Scheming

Toombs does manage to score some uniforms, matching in color and grimey-ness. The IDs he get are... rather sub-par. Maybe appropriate for scoring drinks at a bar. It may warrant some creative craft work (and plastic ID sleeves) to hide any issues.
St. Velveteen
player, 224 posts
Thu 28 May 2015
at 01:37
  • msg #89

Re: Planning, Plotting, and Scheming

Papa Bear:
Toombs does manage to score some uniforms, matching in color and grimey-ness. The IDs he get are... rather sub-par. Maybe appropriate for scoring drinks at a bar. It may warrant some creative craft work (and plastic ID sleeves) to hide any issues.

We'll just have to make sure the IDs are as grimy as the suits so they are harder to read.
Copperhead
player, 128 posts
Tread carefully
mother-fragger
Thu 28 May 2015
at 03:48
  • msg #90

Re: Planning, Plotting, and Scheming

Ideally with something that looks really unpleasant to put your hands anywhere near.  An unpleasant odor wouldn't hurt either . . .
Toombs
player, 87 posts
Thu 28 May 2015
at 11:58
  • msg #91

Re: Planning, Plotting, and Scheming

Unpleasant odors are my specialty! Stains are really more of a hobby.
Besides, I'm not going to be unarmed, I have a pencil. And a troll. Can't forget the troll.

Anyway, going to scum up the sleeves a little with an old addition I like to call "old pizza sauce, curry leavings, and sweaty socks" because that's what it is. Also going to strap them to my boots for a short walk, scuff them up a little bit. Fortunately, it's not exactly like the sleeves are expensive, so will be running "experiments" in parallel to get that perfect level of scum. Can't hand them a *completely* illegible card, just authentic.

Anyway, by the end we should have 4 "cards". 2 are fake ID's in case we need the proper info, with enough room to jam the actual cards in behind them in case there's just an RFID scanner on the real ones (makes life easy). Then a pair of empty authenticized sleeves with our mugs on the inside to cover the actual ID if they match up well enough to be used as-is.

BTW, I'd like to avoid bomb threats on the hostages/prisoners if we can. Our J should know where they are, so all we need to do is secure them, preferably to something that can knock them out again without killing them, like a Neurostun canister. Bombs & murder are... higher on the PD's priority list than a bunch of thieves.
Copperhead
player, 129 posts
Tread carefully
mother-fragger
Thu 28 May 2015
at 15:27
  • msg #92

Re: Planning, Plotting, and Scheming

I don't see an issue with threats.  It's going to take some sort of mixture of threats and bribes to get what we need in a timely fashion.  The intention of my proposed approach is to ensure that their interests become as aligned with our own as possible.  There's no need for real explosives to be involved.  A bit of clay or Plasticine will work just fine.   That said, if things go south, we're already going to be on the hook for trying to plant a bomb in the facility, so I'm not sure that the police will care that much about the fact we threatened to blow the hands off a few glorified garbage collectors.  In the end, the PD cares about what they'll get pressure from from the corps or from the news media.  Anything that neither of those care about won't make them work too hard.  Certainly I'm not comfortable with setting the J. up as a babysitter.  That's not her job.  She wants to be present for negotiations, but the whole purpose of hiring us is to avoid getting her own hands dirty.
Toombs
player, 88 posts
Fri 29 May 2015
at 11:19
  • msg #93

Re: Planning, Plotting, and Scheming

Didn't say babysitter, just "can cut them loose (later) if things go south."
Copperhead
player, 130 posts
Tread carefully
mother-fragger
Fri 29 May 2015
at 15:01
  • msg #94

Re: Planning, Plotting, and Scheming

If things go south, I expect she'd be busy cutting off loose ends - them included.  However, agree there are alternate mechanisms of letting them go.

Are you going to acquire the "equipment" for our distraction?
Toombs
player, 89 posts
Fri 29 May 2015
at 19:12
  • msg #95

Re: Planning, Plotting, and Scheming

Right. Would that be another Etiquette test, or can we just deduct the joygirls' pay from the expense account?
Papa Bear
GM, 5636 posts
Incertum est quo loco
te mors expectet;
Sat 30 May 2015
at 01:59
  • msg #96

Re: Planning, Plotting, and Scheming

Joy girls have an availability of 2, so rally no test required.
Copperhead
player, 137 posts
Tread carefully
mother-fragger
Fri 12 Jun 2015
at 21:03
  • msg #97

Re: Planning, Plotting, and Scheming

       front
      +-----+
    __|     |__
D          2
      |     |
    O |     |1 V
      |     |
      +-----+

This is what I have pictured in terms of the set-up of the van:
D = Drone
O = Orc (up against van, hands behind head)
1 = 1st employee, held up against van by St. V
V = St. V, being very diplomatic, not terribly concerned about the p-shooter pointed his way
2 = 2nd employee, small handgun pointed at St. V

Why doesn't the drone have line-of-sight on #2 through the driver's side door?
Papa Bear
GM, 5644 posts
Incertum est quo loco
te mors expectet;
Fri 12 Jun 2015
at 22:56
  • msg #98

Re: Planning, Plotting, and Scheming

Because you started out behind it. You can circle around, but then you have to get closer (instead of behind as far as you want down the road, you have to be acros the road. And the road is much longer than it is wide.) You can do it, no issues, I just want to be sure you're aware of the situation.
Copperhead
player, 138 posts
Tread carefully
mother-fragger
Sat 13 Jun 2015
at 02:44
  • msg #99

Re: Planning, Plotting, and Scheming

My intention had actually been to pull in front of the van.  And I assumed I'd moved closer to the door when it opened.  So yes, I'm happy to move to the position shown in the diagram.  (I thought I'd already indicated that was my intention before I'd chambered the round to convince everyone I was serious.)
Toombs
player, 94 posts
Sat 13 Jun 2015
at 14:22
  • msg #100

Re: Planning, Plotting, and Scheming

Toombs will approach the truck from St V's side so he can help the troll secure the captives when they submit. Drone's fine on its own.
Copperhead
player, 160 posts
Tread carefully
mother-fragger
Sun 28 Jun 2015
at 21:33
  • msg #101

Re: Planning, Plotting, and Scheming

Toombs, if you're *good* with stealth and want to try picking his keycard and dropping it by the elevator, that would be a nice touch, but not worth risking otherwise.  Having St. V look like he was going to knock a barrel over or something would likely give you a distraction bonus.  And the plus there is that if I lock the elevator and he doesn't have a key-card, you guys will all have to sit tight until someone comes to let you in - which gives Toombs a chance to sit down for a "rest" to do a quick astral sweep of the place and see who's hanging out where - something we probably should have done on the drive in, but oh well.

St. V, I'm assuming stealth isn't your strong point, but if it is, feel free to pipe up.
St. Velveteen
player, 241 posts
Mon 29 Jun 2015
at 06:48
  • msg #102

Re: Planning, Plotting, and Scheming

St. V isn't completely helpless with stealth, although it definitely isn't his strongest asset.  He probably wouldn't think to swipe the guy's card on the fly like that on his own though, so right now he is just loading up the barrels and observing.  However, if the guy's keycard is on a string or something, St. V does have a woodcarving knife conveniently located in his thumb...
Toombs
player, 103 posts
Mon 29 Jun 2015
at 20:53
  • msg #103

Re: Planning, Plotting, and Scheming

Toombs is not experienced enough in Stealth to nick things. That's why I was so pleased to be on the distraction team - I actually invested social skills :)
Copperhead
player, 175 posts
Tread carefully
mother-fragger
Fri 24 Jul 2015
at 14:56
  • msg #104

Re: Planning, Plotting, and Scheming

Once we hear from the J, I figure the next step is to figure out where the team came from - so we can get a sense of how they're probably going to leave.  I can use my drone to scout for nearby warm vehicles that weren't around on previous sweeps.  If Noruas is up to it, he can deck in again and check the history of some of the camera feeds to see how they entered the facility.

If the J confirms that the second team is grabbing the same thing we were after, then I just make my way as quick as I can to the director's office to plant the boxes and get back.  Noruas can watch the camera feeds and make sure I don't run into the janitor or anyone else.  (And if Toombs can do an astral sweep once he's locked in the elevator, so much the better.)

Noruas can unloop the feeds (if they're not set to do that automatically) and, if he wants, wipe/corrupt any images that shows us and I release the elevator.  We keep tabs on the other team.  When they make it to their vehicle, my drone can fill them full of gel rounds before they get in, we drive by & pick them up with the paydata and get our cash.

Of course, it won't go as smoothly as that, but it's the most low-risk plan I can come up with.  Other ideas?

BTW: Does Noruas have a respirator?  Or is there any spare respiratory gear in the van?
St. Velveteen
player, 248 posts
Fri 24 Jul 2015
at 15:53
  • msg #105

Re: Planning, Plotting, and Scheming

Maybe the new car in the lot was theirs and one or more of the guards is in on it.  Could have let them in the back door and is keeping watch for them out of sight of the cameras.  They didn't fly in at the mini helicopter pad, did they?

Copperhead:
BTW: Does Noruas have a respirator?  Or is there any spare respiratory gear in the van?

St. V has a respirator with his trunk full of gear, which he was looking over in Copperhead's van right before they talked to Blake.  He may or may not have taken it out since then.  He would have taken it out if they really needed the room, but would have otherwise kept it handy if possible.  Along with his datajack, flare compression, sound dampening, and finger-knife, the things St. V has on him right now are stated here:
quote:
St. V checks over his weaponry one last time as well.  He brings along his Ares Predator and makes sure the smartlink is working properly before loading it and tucking it into his Concealable Quickdraw Holster.  He brings along the silencer attachment too, but keeps it separate and slides it into one of the pockets of his bio hazard removal uniform that he'll wear over his usual armor.  He also stows two extra clips, his shock gloves, and one each of a smoke and flash-pak grenade.  After testing out all of his communication equipment, Saint Velveteen is ready for the run.

Noruas
player, 176 posts
You want me to go where?
With whaaaaat?
Fri 24 Jul 2015
at 16:11
  • msg #106

Re: Planning, Plotting, and Scheming

Nope, no respirator.  I was planning on bringing one, but I couldn't get a hold of that much weed in such a short time, so I gave up on bringing the related equipment with me.

Which reminds me...I think I'll post what I need to say in the other thread to make it official.
Copperhead
player, 176 posts
Tread carefully
mother-fragger
Fri 24 Jul 2015
at 16:19
  • msg #107

Re: Planning, Plotting, and Scheming

New care in the lot is certainly one possibility, though it's a nicer car than I'd expect for most runners.  Paying off a guard would certainly explain how they weren't too concerned about being caught on camera.  I'll certainly be looking for residual heat there first.  If they have enough funding to fly in on a chopper and not get noticed, we're in *deep* trouble :>

I'd like the respirator up here because that way if a guard shows up upstairs to help fix the elevator and isn't willing to leave in a timely manner, Noruas can detonate one of my "barf grenades", making it look like it's coming from the van or something.  He can obviously sit in the van while it goes off, but it'd be best if he could leave the van again once the guard decides that hanging out in a room where a toxic waste van is spewing a cloud that makes him want to puke is a bad idea.  I could lend Noruas mine, but that would be a difficult thing for me to do IC - respirator & goggles hide my rather identifiable face.


I'm hoping that there might be an extra respirator or suit in the van, given that it's a toxic waste transport van.

I'm assuming that your suits have both a respirator and a self-contained breathing supply, so that if you end up spilling something, you're relatively safe.

BTW - I'm aware that the plan I outlined is somewhat boring for some of the players and I'm not trying to hog the fun.  It's just what seems to make sense from my view of our situation.  I'm a B&E specialist, don't have a guard looking over my shoulder that we're supposed to leave unaware of our activities and now have a camera-clear path to where we need to go.  Alternate opinions welcome.  And of course, fun is likely to materialize when the plan goes to drek . . .
Noruas
player, 178 posts
You want me to go where?
With whaaaaat?
Fri 24 Jul 2015
at 16:35
  • msg #108

Re: Planning, Plotting, and Scheming

Papa Bear:
"The pay for the job is 40,000Â¥ each upon acceptance, 30,000Â¥ upon completion. Another 15,000Â¥ to be paid for maintaining absolute secrecy. The target should not know the file was ever accessed."


Just outta curiosity here, as long as the target doesn't know the file was accessed everything is game?  Does that include the meaning of US not accessing the file or anyone in general?  Otherwise we could frame the other team to take the fall.

And what exactly is maintaining secrecy?  In this case, another team has already blown that surprise away, so do we still get the extra 15,000Â¥ even if we didn't tell anyone?
Copperhead
player, 178 posts
Tread carefully
mother-fragger
Fri 24 Jul 2015
at 17:11
  • msg #109

Re: Planning, Plotting, and Scheming

I had clarified what secrecy meant and essentially it means that the next morning, the security team doesn't realize anything's gone down.  Essentially, the company shouldn't know the file was stolen, or even possibly stolen, at all.  (Presumably they could make changes, move up release dates or take other actions that reduce the value of the data if they know a competitor has their hands on it.  If the other team screws up, then we could argue for getting paid regardless, but it wouldn't be guaranteed.  But if we do anything to get the other team caught, we'd definitely kiss the bonus good-bye.
St. Velveteen
player, 249 posts
Fri 24 Jul 2015
at 17:22
  • msg #110

Re: Planning, Plotting, and Scheming

Copperhead:
New care in the lot is certainly one possibility, though it's a nicer car than I'd expect for most runners.  Paying off a guard would certainly explain how they weren't too concerned about being caught on camera.  I'll certainly be looking for residual heat there first.  If they have enough funding to fly in on a chopper and not get noticed, we're in *deep* trouble :>

I'd like the respirator up here because that way if a guard shows up upstairs to help fix the elevator and isn't willing to leave in a timely manner, Noruas can detonate one of my "barf grenades", making it look like it's coming from the van or something.  He can obviously sit in the van while it goes off, but it'd be best if he could leave the van again once the guard decides that hanging out in a room where a toxic waste van is spewing a cloud that makes him want to puke is a bad idea.  I could lend Noruas mine, but that would be a difficult thing for me to do IC - respirator & goggles hide my rather identifiable face.


I'm hoping that there might be an extra respirator or suit in the van, given that it's a toxic waste transport van.

I'm assuming that your suits have both a respirator and a self-contained breathing supply, so that if you end up spilling something, you're relatively safe.

BTW - I'm aware that the plan I outlined is somewhat boring for some of the players and I'm not trying to hog the fun.  It's just what seems to make sense from my view of our situation.  I'm a B&E specialist, don't have a guard looking over my shoulder that we're supposed to leave unaware of our activities and now have a camera-clear path to where we need to go.  Alternate opinions welcome.  And of course, fun is likely to materialize when the plan goes to drek . . .

If St. V's respirator is along for the mission, it would be in Copperhead's vehicle and not the chemical vehicle.  Guess we'll have to hope the chemical vehicle came with some after all.

Also, I'm not too worried about you (Copperhead) hogging all the fun.  This is an interesting puzzle to try and figure out, even if St. V isn't making a lot of skill rolls. ;)  Besides, like you said, things are bound to go wrong eventually.

Not sure how exactly the payouts will be determined either, Noruas.  I'll leave that to Papa Bear.  Although for metagame reasons I will be surprised if we see any more money even if we do succeed.  I plan to find out though!  Edit: Copperhead's explanation was better.

So, what do we do if the people walked in from the surrounding wilds and didn't drive at all?  Might be hard to shoot them down and pick them up if they run for the trees.  They could have other team members elsewhere too.
Copperhead
player, 179 posts
Tread carefully
mother-fragger
Fri 24 Jul 2015
at 17:58
  • msg #111

Re: Planning, Plotting, and Scheming

One of the reasons the J's locked in the van is to improve the odds of a payout :>  (And reduce the odds of a double-cross...)

There's certainly a risk of losing them when they go in the forest, though my drone's sensors are decent and if I'm tracking them as they go, it'd be pretty hard for them to lose me - especially if they don't realize they're being tracked.  Biggest risk is if the shaman summons a spirit to conceal them once they're in the forest.  So if she tries to summon anything, I'll probably shoot her.  That's also one of the reasons I want to identify the vehicle they arrived in.  That might be hard to confirm, but if we get a couple of possibles and we see what direction they're heading in, we will hopefully get a pretty good sense.

I can drop quite a few people pretty quickly - generally 3 x 6-round MMG bursts per combat turn, with a -2 for aiming & smart link.  With scope, they'll look at short range, but I'll be past the maximum range of their weapons.  So the only real question is how much of a disturbance I make and whether we can keep track of the decker.

I'll certainly be on the lookout for people in camera blind-spots when I'm heading to and from the director's office.  A guy with a gun standing beside a near-by vehicle would be ideal - we'd know exactly where they're going :>

BB - are any of the cameras out of commission, and if so, can we figure out what areas of the complex they cover?
Toombs
player, 113 posts
Sat 25 Jul 2015
at 10:57
  • msg #112

Re: Planning, Plotting, and Scheming

Toombs won't need a rebreather, he spent a shitload of time barfing his way through college.
This also has nothing to do with him being too poor to afford a rebreather.

IMO there is no guarantee that the second party is grabbing the file we need. If we can drop them with a drone, and still sneak Noruas in to grab the file we need, more's the better. Furthermore, I'm sure Noruas is skilled enough to pick up and destroy any datatrail the second decker might leave, which would give us a better chance of picking up that "no trace" bonus.

Also, when we catch the other party, I'm trying to figure out what we should do with them. Obviously we will want to check what file they were stealing, but I'm not sure what we should do with the runners. Running under the assumption they are after the same thing we are, way I see it we have 2 options:
we can wipe the deck and send them on their merry, getting another party very pissed at us
OR
we can tell the J they were after something else, send them on their merry and maybe get a favor or some street cred out of it.
Though it's pretty obvious to me that we would have to go through the trouble of recovering them after Copper drops them, and exfiltrate them safely. That would be somewhat challenging with the chem truck, but not impossible considering they are making their own way out of the facility proper.
Copperhead
player, 181 posts
Tread carefully
mother-fragger
Sat 25 Jul 2015
at 16:26
  • msg #113

Re: Planning, Plotting, and Scheming

Toombs should be wearing his suit, so he should be fine.

Either the J will know they're after the same file or she won't.  My guess is she'll know, but we'll see.

If she *doesn't* know, it'd be darn useful to have someone upstairs watching the monitor while Noruas and I go do our stuff.  So my thought is to get you guys into the elevator and stick a gas grenade in the shaft.  The two of you should be ok with your suits, but the guard should go nighty-night.  We can crack the garage door a bit to air things out once the elevator reaches the main floor.  After we're done our work, you can wake him up with a stim patch and explain that one of the seals on a canister must have been loose and that he should take it easy for the rest of the night.

That will free up all 4 of us to work.  Toombs can man the cameras and run quick astral scans of relevant places as time allows.  St. V can go pick up the bodies of the runners once the drone drops them and stick them in our truck.  It means we'll be on-site a little longer than I'd hoped.  We'll need to move relatively fast before the guards pick up on the fact that their buddy isn't responding.

Noruas and I can make our way to the director's office while we're waiting for the other team to leave.  Once they do leave, I can drop them and then get Noruas down to the computer room to do his thing.  St. V can head out and bring the bodies to the back of the truck.  Biggest risk is that the first rigger might have made enough of a mess that there'll be a bunch of ice waiting when Noruas decks in.

In terms of what we do with the other party, I'd say we check what file they've got.  If it's the same one, then presumably our J won't want'em to have it, so we wipe their deck.  If it's different, we leave it be.  In either case, we check 'em into a coffin motel and leave a note saying "sorry for the inconvenience".  They'll be a tad embarrassed over having been taken out, but it'll be hard for them to have hard feelings.  We could've killed them or stole their stuff.  Getting them out clean with nothing worse than a headache should boost our rep rather than hurt it.

Shouldn't be much of an issue getting them out in the truck if our guard is out cold.  We can just stick them in the back with barrels.  I doubt he'll feel up to taking inventory when we wake him up.

If their J doesn't get the data he was after, then presume he was in some sort of competition or something with our J.  She wins, he loses.  She had better taste in runners.  Shouldn't be much long-term fallout.
St. Velveteen
player, 251 posts
Mon 27 Jul 2015
at 15:58
  • msg #114

Re: Planning, Plotting, and Scheming

With my last post, I was hoping the guard would try to go up in the elevator alone, that way he would either get stuck by himself, and/or we wouldn't have to worry about gas masks to knock him out.  No guarantees the guard is cooperative though.

As for when we catch the other crew when our entire plan goes off without a hitch, then we could always negotiate with them.  Or J. is present.  If we steal their info, or copy it if it is a different file, maybe the J. would be willing to pay them.  A fraction of what they were going to be paid, of course.  But that is a much fairer deal than they should ever expect, which would leave them with no fewer hurt feelings, possibly give us some new contacts, and give or J a better reputation and some new potential employees, as well as maybe tip us off on who was working against us.  Even with all that, we may still want to leave them in a coffin motel at the end so that they don't warn anyone too soon.
Noruas
player, 181 posts
You want me to go where?
With whaaaaat?
Mon 27 Jul 2015
at 16:08
  • msg #115

Re: Planning, Plotting, and Scheming

Even if the elevator doesn't work, the guard can still take the stairs...I'm pretty sure Copperhead merely disabled the elevator, and not made it into a trap.
Copperhead
player, 183 posts
Tread carefully
mother-fragger
Mon 27 Jul 2015
at 17:31
  • msg #116

Re: Planning, Plotting, and Scheming

Noruas is correct that the elevator isn't currently rigged as a trap.  However, I could do that pretty easily - if I had warning.  Bigger issue is that if he's jammed in the elevator, you guys are stuck unless Noruas opens doors for you, and I wouldn't count on that.  There's a limit to how long he can get away with being in the system.  (Unless you've got some other way of bypassing maglocks?).  Doors will all be locked and no way for me to get to you or you to get to me with a wide awake guard in an elevator with no barrels to act as an excuse for him getting knocked out.

Waking up the other team to grill or negotiate with is possible, though I'd be surprised if the J. would cough up cash for them.  Key thing for now is - we don't kill them and we take them with us.  We can then discuss with the J. what she wants to do.

I still think our best bet is to gas the guard while all three of you are in the elevator.  And that's an option whether decide to jam you in the elevator first or not.  You can do a quick inspection on your suit and Toombs to verify that you've got a respirator and the suit seems secure.  You can even have him breath at the elevator vent for "fresher" air when he starts to feel whoozy.  By the time the elevator gets up, he should be out and you guys should be fine.  We can even crack the garage door a bit to help the gas dissipate once you guys are
St. Velveteen
player, 252 posts
Mon 27 Jul 2015
at 17:38
  • msg #117

Re: Planning, Plotting, and Scheming

Ok, that makes sense.  Remember that St. V has his shock gloves too if we need to knock him out some other way in a hurry.  Probably harder to explain away than gas though.
Copperhead
player, 184 posts
Tread carefully
mother-fragger
Mon 27 Jul 2015
at 18:02
  • msg #118

Re: Planning, Plotting, and Scheming

A tad :>.  Plus presumably you'd have to unzip your suit to expose the gloves.

Might be good to follow up your comment with "unless there's some you want us to bring back up?".  If he says 'no', then I need to get the gas going quickly and keep the doors from closing so we can still use the 'canister leak' excuse.  If he says "yes", then of course you'll need him to point out which ones to move.
St. Velveteen
player, 253 posts
Mon 27 Jul 2015
at 18:06
  • msg #119

Re: Planning, Plotting, and Scheming

That is something he would have wanted to know before the guard goes anyway, so good call.  I edited my last post to include it and help streamline dialogue posts.
Copperhead
player, 193 posts
Tread carefully
mother-fragger
Wed 5 Aug 2015
at 01:06
  • msg #120

Re: Planning, Plotting, and Scheming

You can take the stairs if you wish, however:
- Right now neither Noruas nor myself can monitor the cameras to tell you who's in the hallway if the director or security guard start wandering or if the other team come out or even if the janitor moves to the basement.  And getting into a fire fight in the hallway isn't a good plan given the close proximity of the computer space to the security guy's offices.  If you can take the other team out totally quietly, that'd be great (maybe with a gas grenade?), but otherwise, not sure what you can do in the hall.
- I figure 4 turns for the cars to get to the top and the goons to get out.  2 turns for me dispatch them, 1-2 turns for clean-up and jack out, then another 3-4 turns to open the door and re-enable the elevator.  So 30 seconds or so.  I doubt you'd get through the airlock in that amount of time.
- I *really* need someone to phone the front desk and provide cover for the bodies I'm about to leave in front of the building.  They've already broken through the front gate, so it's not like I can knock them out and we drive both cars away and no-one notices.  (Though if they park somewhere where I can take them out quietly and we figure we can put the gate back together, then that'd be a nice couple of cars to have . . .)
Noruas
player, 190 posts
You want me to go where?
With whaaaaat?
Wed 5 Aug 2015
at 11:10
  • msg #121

Re: Planning, Plotting, and Scheming

Someone else will have to make that phone call.  I haven't found the phone connection yet.
Copperhead
player, 196 posts
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mother-fragger
Fri 7 Aug 2015
at 03:39
  • msg #122

Re: Planning, Plotting, and Scheming

@Noruas: No worries.  Hope you're having fun :>

The good news is if we can capture the other decker, you might not have to worry about the protected system - which is good because I expect a bunch of security measures will be going off soon.

My biggest fear is that the decker and shaman will be standing in the middle of the hall when the security chief and or director run out of their office because of the commotion outside.  So if you have the power to make that not happen, do that.  (Actually, Toombs, that might not be a bad last service for your spirit - or a good service for a new one - keep the two security guys downstairs stuck in their offices via accidents/confusion for the next several minutes.  You've seen both, so should be able to convey their signatures sufficiently.  We just don't want anything obviously magical.)

Toombs/St V, when you're on the phone, my recommendation is to call the front desk and indicate that you expect 4-8 subjects with heavy weapons headed for the reception area.  We want to provide lots of incentive for them to say "yes" to "shall our drone engage?" without feeling they ought to check things out with the director or something.  Then tell them to take immediate cover (so they don't think they have time to run anywhere) and to remain on the line.  That way you can give them the all clear before they go running off to the armory.

Once this team is taken out, you might also suggest that the front desk guards should tell their security director to expect an invoice :>  It'll make our "assistance" more believable and may get us some extra revenue if Noruas thinks he can pull off a realistic invoice and account link.
Copperhead
player, 197 posts
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Fri 7 Aug 2015
at 04:49
  • msg #123

Re: Planning, Plotting, and Scheming

Oh, and what's a NightWind?

There's a Eurocar Westwind which is an unarmored sports car ($57k) or a Mitsubishi Nightsky which is a limo (2 armor, $171k)

I'm fine if you make up a new model name and fully understand these may not be stock models, just trying to get a rough sense of what they're equivalent to - cost, likely armor, doors, seating capacity, etc.
Papa Bear
GM, 5702 posts
Incertum est quo loco
te mors expectet;
Fri 7 Aug 2015
at 11:18
  • msg #124

Re: Planning, Plotting, and Scheming

Thank you, Westwind. I knew it sounded wrong when I wrote it :P
Copperhead
player, 199 posts
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mother-fragger
Fri 7 Aug 2015
at 18:05
  • msg #125

Re: Planning, Plotting, and Scheming

Moving this out of the IC thread:

SR-III p. 283:
The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the gamemaster’s discretion)


6 seconds wouldn't be reasonable for dispersal in non-windy conditions, so I'm assuming it must neutralize on exposure to air.
Papa Bear
GM, 5706 posts
Incertum est quo loco
te mors expectet;
Sat 8 Aug 2015
at 11:42
  • msg #126

Re: Planning, Plotting, and Scheming

That's the rule for gas grenades regardless of payload, not a specific chemical. So I feel comfortable saying, the rule is there for game balance more than anything.
Copperhead
player, 200 posts
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Sat 8 Aug 2015
at 14:17
  • msg #127

Re: Planning, Plotting, and Scheming

Fair enough.  So we'll stick with "about a minute" for Neuro-stun grenades and say that the stun damage from the gas doesn't cross over into physical once you're out (presuming no secondary effects from where you happen to drop unconscious :>)
Noruas
player, 198 posts
You want me to go where?
With whaaaaat?
Wed 12 Aug 2015
at 12:53
  • msg #128

Re: Planning, Plotting, and Scheming

I'm just curious here...but let's say that I somehow got some access to the system, is there anything in particular you guys want me to do or get besides access codes to doors?  Should I set off alarms in the whole building?  BTW, it will take quite some time to undo all the video looping, so any requests?
Copperhead
player, 202 posts
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mother-fragger
Wed 12 Aug 2015
at 14:42
  • msg #129

Re: Planning, Plotting, and Scheming

We definitely *don't* want alarms in the building.  We want everyone thinking that stuff in the building is totally kosher.  We get an extra $60k if this goes down quietly.

It'd be nice to know where the second runner team is.  If the guards decide to ignore the "was there anything in the parking lot", then, we could in theory, knock them out, quietly drive their vehicles away and repair the gate.  But I'm thinking that's a stretch.  So I think we're best to unloop the video in front of the garage.  Unfortunately that's likely to make the other guards try to get our guard on the line to go check what's happening.

The key thing is to not give anyone any suspicion that anyone's breached the walls and therefore still let them think that their data is safe.
St. Velveteen
player, 259 posts
Wed 12 Aug 2015
at 14:50
  • msg #130

Re: Planning, Plotting, and Scheming

Noruas:
I'm just curious here...but let's say that I somehow got some access to the system, is there anything in particular you guys want me to do or get besides access codes to doors?  Should I set off alarms in the whole building?  BTW, it will take quite some time to undo all the video looping, so any requests?

Could always try to get info on who is in charge of this place.  Enough data so that we can dig into their histories later can always be potentially useful.  Money flow can also be telling.
Papa Bear
GM, 5712 posts
Incertum est quo loco
te mors expectet;
Wed 12 Aug 2015
at 20:05
  • msg #131

Re: Planning, Plotting, and Scheming

I like that your plan includes repairing a gate. That may be the first time I've ever heard a Shadowrunner include that in a plan.
Copperhead
player, 205 posts
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Wed 12 Aug 2015
at 21:35
  • msg #132

Re: Planning, Plotting, and Scheming

How often have you paid 60k for no-one noticing and then had someone else bust down the gate? :>
Toombs
player, 118 posts
Fri 14 Aug 2015
at 00:01
  • msg #133

Re: Planning, Plotting, and Scheming

Well there was that one time I caused something similar, after the party had been approached by "Agent Chuck Finley" of the UCAS FBI. Apparently this was one of my crowning achievements in running Shadowrun, as I had an absolutely spot-on impression of Bruce Campbell going the entire time. It was great.
Noruas
player, 257 posts
You want me to go where?
With whaaaaat?
Sat 17 Oct 2015
at 14:17
  • msg #134

Re: Planning, Plotting, and Scheming

Hey White Duck, aside from asking the standard questions regarding fees, feel free to ask for pictures and information of this supposed 'son' our dear J is talking about.  Get lots of details on his known locations, haunts that he may visit, and anything else known about the crew (like surveillance of the group in the middle of their heist, in case we have to worry about them).  Find out what's on the chips (if you can) to know how we are able to identify them.  Also ask about how far ahead of a window these guys have on us.
White Duck
player, 13 posts
Kickyfooting specialist
Also quite handsome
Sat 17 Oct 2015
at 20:58
  • msg #135

Re: Planning, Plotting, and Scheming

Noruas:
Hey White Duck, aside from asking the standard questions regarding fees, feel free to ask for pictures and information of this supposed 'son' our dear J is talking about.  Get lots of details on his known locations, haunts that he may visit, and anything else known about the crew (like surveillance of the group in the middle of their heist, in case we have to worry about them).  Find out what's on the chips (if you can) to know how we are able to identify them.  Also ask about how far ahead of a window these guys have on us.

GREAT input. I definitely got you there. Usual protocol before the Johnson shares more information, potentially putting themselves at risk with the pitch, is to make sure payment is clear. I mean, that's just my experience anyway.

However, the suggested questions for when we get down to the details are great. Anyone else have something I should have Duck ask about?
Copperhead
player, 276 posts
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Sat 17 Oct 2015
at 21:23
  • msg #136

Re: Planning, Plotting, and Scheming

My questions:
- What is meant by "silent"?  No body count?  No police involvement?  Nothing that makes the news?  It's going to be hard to learn much without reaching out to our networks . . .  (Not that Copperhead has much of one :>)
- If someone's going to betray to steal something and bring a bunch of runners, odds are they've already got a buyer.  What makes him think the chips are still in his employee's hands?  Or for that matter, still in Seattle?  If we've got to go after the buyer rather than his employee, costs could go up.
- Who are the likely buyers?  (He may balk at this as he wouldn't want to disclose who we might sell them to ourselves, but it's worth asking.  It'll give us an idea of the level of trust he has in us too)
- What sort of defense did the thieves manage to survive?  I'm interested in details on the thieves as well as the employee as there's no guarantee the chips remain with him.
- Is Urian sure the employee was acting of his own free will - not blackmailed, threatened, etc.?
- How do we contact them if/when we have questions or things go off the rails?
- Might not be a bad idea to propose an alternate pick-up location, but that might be better to raise later.  Easier to argue for it when we've got the chips and can make up something about we don't believe the meeting location was safe.
- Would be good to know why Urian chose to meet is out here
- Should show them both the pictures Noruas took and ask if they recognize the individual or are aware that he was following Roxanne.

As an aside, my usual approach is to negotiate payment after I know the details - and have been able to highlight professionalism and/or increased risks or other costs that justify boosting the price.  But you're the one in the room.  I'm just jotting down license plates :>
Caduceus
player, 14 posts
Sat 17 Oct 2015
at 22:00
  • msg #137

Re: Planning, Plotting, and Scheming

Maybe ask a little something about Roxanne?  Like why she chose us over other runners at the other bar.  Although the obvious reason is PLOT.
Copperhead
player, 277 posts
Tread carefully
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Sat 17 Oct 2015
at 23:11
  • msg #138

Re: Planning, Plotting, and Scheming

She liked my face . . . ;>
White Duck
player, 16 posts
Kickyfooting specialist
Also quite handsome
Tue 20 Oct 2015
at 18:22
  • msg #139

Re: Planning, Plotting, and Scheming

So How'd I do there? I think I managed to have Duck touch on everyone's main concerns and simultaneously upsell the group. An advance on an overall payout of 100,000Â¥ will really work out for us if he gives us a percentage.

I put a checklist below with commentary for you folks pertaining to when I fit the questions in-
- What is meant by "silent"?  No body count?  No police involvement?  Nothing that makes the news?  It's going to be hard to learn much without reaching out to our networks . . .  (Not that Copperhead has much of one :>)

- If someone's going to betray to steal something and bring a bunch of runners, odds are they've already got a buyer.  What makes him think the chips are still in his employee's hands?  Or for that matter, still in Seattle?  If we've got to go after the buyer rather than his employee, costs could go up.

- Who are the likely buyers?  (He may balk at this as he wouldn't want to disclose who we might sell them to ourselves, but it's worth asking.  It'll give us an idea of the level of trust he has in us too)
Would rather not ask that, since he's already given us his name, which means we can look him up for ourselves. I did work in some assessment of his trust when I had Duck ask about the infiltration and theft itself, though.

- What sort of defense did the thieves manage to survive?  I'm interested in details on the thieves as well as the employee as there's no guarantee the chips remain with him.

- Is Urian sure the employee was acting of his own free will - not blackmailed, threatened, etc.?
It seems a lot more like a betrayal from his tonality, IE "The one who turned against me was like a son." However, it's not unreasonable to assume that this is a possibility even if the employer doesn't seem to think so himself. We should investigate that independently, though, and it may be revealed to be not the case if Manes trusts us enough to tell us how the theft was done.

- How do we contact them if/when we have questions or things go off the rails?
Going to get to this one after Manes responds with details. We haven't yet accepted the job, technically, so I'm presuming I have the permission to accept on behalf of those not present? Duck knows comms are out/jammed from the cessation of the drone's movement, but it would be a bad show of face if he seemed indecisive.

- Might not be a bad idea to propose an alternate pick-up location, but that might be better to raise later.  Easier to argue for it when we've got the chips and can make up something about we don't believe the meeting location was safe.
That's a fantastic idea, and we should most definitely do that. White Duck has enough experience to know that sometimes a prearranged meeting at a set location can turn into an ambush. However, I would suggest that we do a last-minute change in location on them- if it's an ambush, let them think we'll be walking into it. They want the chips badly enough to pay a starting offer of 100k, they'll want them badly enough to meet up with them at some diner located near an Ork Underground entrance. :)
However, if Manes plans on betraying us then and gets belligerent enough to try to call the deal off or come after us, we'll at least see it coming. We could recoup our losses by fencing off the chips, if that'd be the case, which is the worst-case scenario.


- Would be good to know why Urian chose to meet is out here
Well, I noticed a severe lack of posers and surveillance countermeasures already in-place. If it's offered on-site, it's probably the location. We should remember this place in case we want to use it for secure meetings ourselves on other runs. Maybe Nouras can find some info? Either way, why he chose this place seems clear to me, and it's just as good as anywhere. If it's a front for something, we can do some digging, but I can't think of a really good reason to risk asking the client. He may mention it in passing in the next post.

- Should show them both the pictures Noruas took and ask if they recognize the individual or are aware that he was following Roxanne.

- As an aside, my usual approach is to negotiate payment after I know the details - and have been able to highlight professionalism and/or increased risks or other costs that justify boosting the price.  But you're the one in the room.  I'm just jotting down license plates.

That's also a reasonable way of doing things, however, since I'm trying to take advantage of Duck's Bargaining skills, it helps to have an initial offer to start out so it'll qualify. It really just depends on circumstance for him.

@Cadeuces
I'm curious about that myself, but it seems like the setup is indeed PLOT. Has Papa Bear worked character backstories/contacts into any of the modules so far?
Copperhead
player, 281 posts
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Tue 20 Oct 2015
at 18:38
  • msg #140

Re: Planning, Plotting, and Scheming

I wouldn't have phrased it as an advance - rather unusual additional expenses.  If we have to jet to Hong Kong, I don't want the price coming out of our $300 K.

Buyers can't be looked up from his name.  Buyers are dependent on what's on the chips and may give us an idea of where to start looking.

Also, I presume he's going to give us a few more starting points to go from than "find me 3 chips that I won't describe and could be anywhere in the world by now" . . .
Copperhead
player, 287 posts
Tread carefully
mother-fragger
Thu 22 Oct 2015
at 17:47
  • msg #141

Re: Planning, Plotting, and Scheming

Would be good to know who our goon's employer is.  Also, what sort of action (if any) we should take with respect to them or what risk they might present.

He still hasn't given us much to go on in terms of where to start looking, nor how to recognize the chips are the ones he wants.
Papa Bear
GM, 5792 posts
Incertum est quo loco
te mors expectet;
Thu 22 Oct 2015
at 20:11
  • msg #142

Re: Planning, Plotting, and Scheming

Still waiting for a 'yes, this is a good price. We're in' :P
Copperhead
player, 288 posts
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mother-fragger
Thu 22 Oct 2015
at 21:07
  • msg #143

Re: Planning, Plotting, and Scheming

Wanna make sure we get the questions answered before you can trigger the ninjas ;>

Plus if we have to worry about Aztechnology zombies or something, that might influence the negotiations a bit too . . .
Papa Bear
GM, 5793 posts
Incertum est quo loco
te mors expectet;
Fri 23 Oct 2015
at 01:04
  • msg #144

Re: Planning, Plotting, and Scheming

You're thinking of First Run. But that's third edition, so it's a long way off.
Copperhead
player, 289 posts
Tread carefully
mother-fragger
Fri 23 Oct 2015
at 03:25
  • msg #145

Re: Planning, Plotting, and Scheming

I prefer never to underestimate the potential for cyber-zombies.  Or ninjas.  Or general corporate skulduggery . . . ;>
White Duck
player, 19 posts
Kickyfooting specialist
Also quite handsome
Sat 24 Oct 2015
at 13:30
  • msg #146

Re: Planning, Plotting, and Scheming

Papa Bear:
Still waiting for a 'yes, this is a good price. We're in' :P

Will get this in later today, boss. Been working the past couple of days.
Papa Bear
GM, 5794 posts
Incertum est quo loco
te mors expectet;
Sat 24 Oct 2015
at 16:40
  • msg #147

Re: Planning, Plotting, and Scheming

No issue at all. Just responding to Copperhead.
Copperhead
player, 290 posts
Tread carefully
mother-fragger
Sat 24 Oct 2015
at 20:31
  • msg #148

Re: Planning, Plotting, and Scheming

Agree it's reasonable they wouldn't share full details of how we're going to find things, but some idea of what's involved would be relevant for pricing, as would an idea of expectation for travel.  And certainly who the other player(s) that we should expect to encounter.
Copperhead
player, 296 posts
Tread carefully
mother-fragger
Wed 28 Oct 2015
at 14:58
  • msg #149

Re: Planning, Plotting, and Scheming

Don't forget to probe more on our shadow guy.  It would be good to know if other players are expected, who they are and how assertive we can/should be in dealing with them.
Caduceus
player, 22 posts
Wed 28 Oct 2015
at 15:10
  • msg #150

Re: Planning, Plotting, and Scheming

I'll leave that info up to White Duck, since it deals more with negotiating type stuff, and White Duck is taking the lead during this negotiation.  Caduceus doesn't want to step on his toes. ;)

But yes, that info would be handy to have.
Papa Bear
GM, 5798 posts
Incertum est quo loco
te mors expectet;
Wed 28 Oct 2015
at 18:26
  • msg #151

Re: Planning, Plotting, and Scheming

Bear in mind also, Copperhead can't communicate with the inside team. So even if he had cause to ask, you can't use it in determining how to respond to current events.
Caduceus
player, 23 posts
Wed 28 Oct 2015
at 18:37
  • msg #152

Re: Planning, Plotting, and Scheming

Likewise, Caduceus would probably be much more concerned about getting answers about the shadow guy if he knew he was outside the building right now.  The cape guys too, whoever they are.  But Caduceus has no clue they are even present.  He just knows that the room they are in with the Johnson appears to be safe and secluded at the moment.
Copperhead
player, 297 posts
Tread carefully
mother-fragger
Wed 28 Oct 2015
at 18:46
  • msg #153

Re: Planning, Plotting, and Scheming

I wouldn't worry about the cape guys.  Probably just slummers.  Even not knowing the shadow dude is outside, you'd probably want a bit more info than the answer that's been given so far - the man is inconsequential but the employer may be a threat.  It'd be reasonable to follow up who the employer is, what kind of threat it is and what sort of actions we might reasonably be able to take.
Caduceus
player, 38 posts
Tue 24 Nov 2015
at 17:14
  • msg #154

Re: Planning, Plotting, and Scheming

On the off chance the guy ends up being a mage or something, we may want to ward a barrier to keep between him and us while we interrogate him.  Or at least a barrier to keep him astrally contained.
Noruas
player, 279 posts
You want me to go where?
With whaaaaat?
Tue 24 Nov 2015
at 18:18
  • msg #155

Re: Planning, Plotting, and Scheming

Sounds like a good idea.  Can you do the warding Caduceus?


But I still think that after stripping him of all his stuff and killing some of his senses, we should question him somewhere private and NOT in Copperhead's vehicle.  This is just in case the team is against killing him after the interrogation and decides to let him go.  By showing him that we operate out of a certain vehicle, we are leaving it to chance that he might come back later to cause trouble.  I would rather like to leave as little clues as possible regarding our identities.
Copperhead
player, 317 posts
Tread carefully
mother-fragger
Tue 24 Nov 2015
at 18:48
  • msg #156

Re: Planning, Plotting, and Scheming

<orange>If he's magically active, we can ward.  If not, no need.  If he's not magically active, probably easiest to do the interrogation in the van.  He'll go unconscious again about 10 minutes after we stim him awake (and take some physical damage in the process).  So long as he's blindfolded, he won't be able to pick up on much.  Challenge with taking him outside is if he's got DocWagon or a head-phone, it's hard to blcok those without attracting a lot of attention - Dropping everyone's cell calls in a 1km radius tends to make you unpopular with the locals and LoneStar.  And if you don't crank the jamming to max, there's a risk the signal will get through.
Copperhead
player, 318 posts
Tread carefully
mother-fragger
Tue 24 Nov 2015
at 18:52
  • msg #157

Re: Planning, Plotting, and Scheming

Also, we've got sub-vocal mikes, so unless the guy has audio enhancements (which we'll presumably pick up with the astral scan), we should be fine to talk to each other without him hearing us.
Caduceus
player, 39 posts
Tue 24 Nov 2015
at 19:05
  • msg #158

Re: Planning, Plotting, and Scheming

Yeah, Caduceus can do warding if necessary.  He brings basic warding supplies with him in his satchel bag.  I believe White Duck mentioned that his guy has astral sight as well, so I think he technically can as well since astral sight is the only prerequisite from a rules standpoint.  Don't know if he knows from an IC perspective. (Although Caduceus would be willing to teach him the basics sometime if he doesn't already know.)

As long as we are parked and the guy stays blindfolded, I think the risk of him finding out too much about us is pretty low.  He may already know Copperhead drives a camper anyway.  And if he does have enhances hearing, I have a mind link spell we can use if needed.  I have a thought-probing spell too that we may want to utilize if he doesn't cooperate.
Copperhead
player, 319 posts
Tread carefully
mother-fragger
Tue 24 Nov 2015
at 19:46
  • msg #159

Re: Planning, Plotting, and Scheming

Didn't catch the note that our target was magically active.  That does add a bit of complication.  However, he'll be at a +3 target number.  If White Duck can devote his spell pool to blocking successes, that would be good.  Biggest issue is elementals.  If he's got a couple of force 6 elementals on standby, it doesn't really matter how well drugged he is or what sort of headache he has or even how well warded the van is, he can summon them.  The good news is that it's an exclusive complex action to summon.  So long as White Duck is keeping an eye on him in the astral, we can cause sufficient pain/distraction to keep him from reaching out.  But it does mean he'll need to be watched continuously from the astral by White Duck while he's conscious.
Caduceus
player, 40 posts
Tue 24 Nov 2015
at 20:04
  • msg #160

Re: Planning, Plotting, and Scheming

I meant White Duck has astral sight, not the creeper.  We don't know yet if our prisoner has astral sight, etc.
Copperhead
player, 320 posts
Tread carefully
mother-fragger
Tue 24 Nov 2015
at 21:19
  • msg #161

Re: Planning, Plotting, and Scheming

Ah, right.  Yes, we're blessed with two party members with astral sight, which is quite handy.

Anyhow, before we interrogate the fellow, probably best to crack his phone.  No point wasting his limited awake time getting answers to questions we can find other ways.  Plus, it'll let us know more quickly if he decides to lie to us.
Copperhead
player, 322 posts
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mother-fragger
Wed 25 Nov 2015
at 17:05
  • msg #162

Re: Planning, Plotting, and Scheming

It may make sense to save the healing until after he's awake.  As a bit of a "good cop" aspect as well as to make clear he's faced with magic users.
White Duck
player, 27 posts
Kickyfooting specialist
Also quite handsome
Sun 29 Nov 2015
at 14:54
  • msg #163

Re: Planning, Plotting, and Scheming

Astral sight AND verbal interrogation at 4. I can good cop it up all day.
Copperhead
player, 328 posts
Tread carefully
mother-fragger
Wed 9 Dec 2015
at 16:46
  • msg #164

Re: Planning, Plotting, and Scheming

After we're finished grilling him, I say we let him phone the orc and say that she and her boss left by chopper.  If the orc says "thanks, now frag off", then this dude's of no more use.  If the orc says "come to location such and such, I've got more work for ya", then he's probably worth holding on to.  In the first case, my leaning is to send him on his way with 100 nuyen and instructions to call us if the orc calls him again, with the caveat that if we learn he hasn't, the next time he gets shot while walking down the street, it won't be a stun round.  (Yeah, I know we don't have to pay the dude, but he's street trash and we messed him up pretty good and $100 is peanuts when compared to the money for this run.  Plus a little honey never hurts when building rep.)
Caduceus
player, 46 posts
Wed 9 Dec 2015
at 19:05
  • msg #165

Re: Planning, Plotting, and Scheming

Sounds good to me!
White Duck
player, 30 posts
Kickyfooting specialist
Also quite handsome
Wed 9 Dec 2015
at 23:00
  • msg #166

Re: Planning, Plotting, and Scheming

Hmm, actually, I think we may get a better result if we bug his phone during the interrogation, ask him a few more inane questions while we compromise his personal privacy, then cut him loose with a bunch of penises drawn on his face. Sure, drawing a bunch of penises on his face seems unrelated, and maybe it is, but it *would* be quite hilarious to my still-young and somewhat juvenile Ducky-Poo.

Anyway, if his phone's bugged unwittingly, he's less likely to tip off Junior. If we bribe him, we're paying for the same guy who just spilled the beans on his old employer, so he can't exactly be trusted for subtlety and discretion.
Copperhead
player, 329 posts
Tread carefully
mother-fragger
Wed 9 Dec 2015
at 23:27
  • msg #167

Re: Planning, Plotting, and Scheming

If we cut him loose, he'll either throw the phone in the sewer and run (if he's got any brains, which seems unlikely) or he'll call the orc and blather about what we did to him.  I don't see either of those things as being in our interest.

I don't object to bugging his phone, but I don't have the necessary hardware.  And to be honest, I'm not sure the gaming system supports the notion.  Listening in on calls is done by hacking in real-time, though I guess in theory Noruas could try to install an agent that would route a copy of any calls to that number to a number of our choosing - though agents get introduced in a later release.  presumably he already has all the device details needed to make that happen.  From a practical perspective, I'm not sure how you'd get a bug into a mobile device anyhow.  Unless you replace the guts of the phone with a compromised version for that specific device model (which I'm sure the NSA has perfected), I'm not sure you could pull it off.

I'm ok with drawing penises on faces, but I think it'd be more fun if it was florescent tattoos and the target was our cape-wearing orc friend.
White Duck
player, 32 posts
Kickyfooting specialist
Also quite handsome
Wed 9 Dec 2015
at 23:56
  • msg #168

Re: Planning, Plotting, and Scheming

Oh yeah, we *have* to get the chance to beat the smithereens out of that guy at some point. I just hypothesize that this mook might be dumb enough to not know his phone was tapped and keep using it. If he stays in Junior's employ, it could tip us off to something vital going on down the line.

Good point on whether or not the system permits it. I'm used to playing VERY late edition SR3, and there's all sorts of cool stuff to do in those editions, but I'm not certain if that kind of surveillance equipment is available/exists yet in the setting as it was.
Copperhead
player, 330 posts
Tread carefully
mother-fragger
Thu 10 Dec 2015
at 00:52
  • msg #169

Re: Planning, Plotting, and Scheming

It's not his phone - he was given it.  And we've just given him incentive to have nothing to do with it - or the Orc.  It's not like they have a deep relationship (provided what he's telling us is true.)

I played SR3 too, and I remember phone taps from the matrix, but not taps you could install - at least not in a mobile.

We'll have to evaluate whether dealing with the Orc is appropriate or not.  If he's Junior, then presumably his dad is Senior, who's likely a powerful bigwig - hard to be an orc and get away with that sort of flash otherwise.  So we'll have to figure out whether the pleasure of messing him up is worth the heat that's likely to come from the dad.  I'd rather not be on a megacorp hit-list.  Especially one where someone senior at the corp has a personal interest in it.  That doesn't mean we can't cause him grief, just have to think carefully about what kind based on the ramifications.
White Duck
player, 35 posts
Kickyfooting specialist
Also quite handsome
Fri 11 Dec 2015
at 23:24
  • msg #170

Re: Planning, Plotting, and Scheming

I'm definitely not giving him his shoe back.
Noruas
player, 282 posts
You want me to go where?
With whaaaaat?
Sat 12 Dec 2015
at 00:07
  • msg #171

Re: Planning, Plotting, and Scheming

I thought I stripped him naked and tied him up?
Copperhead
player, 332 posts
Tread carefully
mother-fragger
Sat 12 Dec 2015
at 00:17
  • msg #172

Re: Planning, Plotting, and Scheming

I'm assuming he's naked - hard to threaten his gonads otherwise.  However, we can play it that you left his shoes on.  More effective to be almost naked and start losing the last protection you've got . . .
Noruas
player, 283 posts
You want me to go where?
With whaaaaat?
Sat 12 Dec 2015
at 01:24
  • msg #173

Re: Planning, Plotting, and Scheming

Ok, that clearly doesn't make sense....why would you strip someone close to naked leaving with only his shoes?  If you left him something, it would be his underwear.  And now that he's hog-tied, we'd only be able to cut off the underwear.

...But ok, we'll go with shoes since that's what Duck wrote.
This message was last edited by the player at 01:24, Sat 12 Dec 2015.
Caduceus
player, 47 posts
Sat 12 Dec 2015
at 01:34
  • msg #174

Re: Planning, Plotting, and Scheming

We'll just say his feet smelled really bad.
Copperhead
player, 334 posts
Tread carefully
mother-fragger
Sat 12 Dec 2015
at 12:34
  • msg #175

Re: Planning, Plotting, and Scheming

:D

I'm glad I'm jacked in then . . .
White Duck
player, 39 posts
Kickyfooting specialist
Also quite handsome
Wed 23 Dec 2015
at 17:44
  • msg #176

Re: Planning, Plotting, and Scheming

This guy seems like a bit of a red herring. I'll ask a couple more questions then Duck'll advise we cut him loose. Any burning must-ask questions you guys want me to ask before I do?
Copperhead
player, 338 posts
Tread carefully
mother-fragger
Wed 23 Dec 2015
at 18:33
  • msg #177

Re: Planning, Plotting, and Scheming

I'd just probe the killing and confirm that it's a bluff.  If it is, I say we stick him in a coffin hotel with an extra 50 Nuyen for his trouble along with a suggestion that his health would be better if neither we nor Junior saw or heard from him over the course of the next week or so.  And we should keep the phone.
Noruas
player, 284 posts
You want me to go where?
With whaaaaat?
Thu 24 Dec 2015
at 13:14
  • msg #178

Re: Planning, Plotting, and Scheming

I would suggest that if we do keep the phone, that we make sure it cannot be tracked, at least until we want it to.  Other than that, I say we sell the guy for parts for extra cash.
Copperhead
player, 339 posts
Tread carefully
mother-fragger
Thu 24 Dec 2015
at 15:54
  • msg #179

Re: Planning, Plotting, and Scheming

Copperhead won't sign off on killing the guy.  He's a SINless dude just trying to make a buck and had the misfortune of having the wrong employer.  Much more useful to acquire a contact with his ear to the street we might be able to use at some point in the future.

Agree re: the phone.  We'll keep it nicely wrapped in tinfoil until we have a need to use it.


P.S. Merry Christmas everyone!
Noruas
player, 285 posts
You want me to go where?
With whaaaaat?
Thu 24 Dec 2015
at 16:26
  • msg #180

Re: Planning, Plotting, and Scheming

Merry Xmas to you all.
Caduceus
player, 53 posts
Fri 25 Dec 2015
at 15:26
  • msg #181

Re: Planning, Plotting, and Scheming

Caduceus won't sign off on killing the guy either.  He is pretty much a pacifist, as his totem endorses. Which is why he has literally zero gun skills beyond "point and pull the trigger."  Strangely though, he does have a contact that might be handy if they ever do end up with a dead body...
White Duck
player, 40 posts
Kickyfooting specialist
Also quite handsome
Mon 28 Dec 2015
at 22:52
  • msg #182

Re: Planning, Plotting, and Scheming

@Copperhead: Definitely don't want him dead either. By get rid of, I meant just not having him in our van anymore:P
Caduceus
player, 61 posts
Mon 25 Jan 2016
at 17:59
  • msg #183

Re: Planning, Plotting, and Scheming

I am a bit fuzzy on what the current plan is.  Are we all going to Tee-Hee's place right now or just a few of us?  And is it still the middle of the night?

As far as contacts go, Caduceus has quite a few that he could start calling.  Is there anything you would like him to look into that you don't have your own contact for?
Copperhead
player, 356 posts
Tread carefully
mother-fragger
Mon 25 Jan 2016
at 18:44
  • msg #184

Re: Planning, Plotting, and Scheming

I think you're going off to the tea shop and checking out brawl games and anything else you can think of (and presumably mining your contacts while you're at it).  Presumably your activities are relatively low-risk so you shouldn't need much back-up.

The rest of us (all 3 :>) will head over to Tee Hee's.  Copperhead will keep watch from outside and send a toy or two in to the apartment with White Duck and Noruas.  Noruas will do his decking from Tee Hee's place (keeps his meat where we can watch it, it'll be convenient for decking into the security archives of the building to see if there's anything useful there.  White Duck will take a stab at seeing if there's anything useful the J missed.  (Copperhead will assist as best she can using her scorpion).  And once it's a reasonable time of day, I presume White Duck will check in with the neighbors and anyone else who might have some leads.  (And will presumably also call up his contacts).  Hopefully one or more of those paths knocks loose some actionable leads.  If appropriate, White Duck could also try chasing our boy on the astral, though I'm guessing that route's already been tried.
Caduceus
player, 62 posts
Mon 25 Jan 2016
at 18:57
  • msg #185

Re: Planning, Plotting, and Scheming

Ok, sounds good.  Caduceus will take his motorcycle then and start with his contacts, then head to the store when it opens.  There is probably an easy way for him to get a picture of Tee-Hee onto his pocket secretary, right?
Caduceus
player, 65 posts
Wed 3 Feb 2016
at 19:27
  • msg #186

Re: Planning, Plotting, and Scheming

Would Noruas have passed along the information he found about Dr. Hendrix?  And if so, would you like me to have Caduceus reach out to his professor contact and see if a meeting can be set up?
Copperhead
player, 361 posts
Tread carefully
mother-fragger
Wed 3 Feb 2016
at 22:50
  • msg #187

Re: Planning, Plotting, and Scheming

I think it's fair to say we'll be sharing what we find at intervals.  Unless Papa rules there's some sort of timing dependency that matters, I think it's fine for you to presume you've got the information and are pursuing an additional lead.  Only question on that one is that you might want to have back-up.  Chances of anyone showing up at the tea shop are slim.  Chances of someone showing up at the door of a techie our friend had deep ties to are bigger.  And who knows, maybe Hendrix was even an instigator.  Doesn't mean you can't go on your own, just be aware of the risks.
Copperhead
player, 370 posts
Tread carefully
mother-fragger
Fri 12 Feb 2016
at 16:57
  • msg #188

Re: Planning, Plotting, and Scheming

I'd show the tea lady the image of Hendrix too.

When you're done there and we're done with the landlord, I'd say we meet up and chat with him.


Papa, just to confirm, Noruas got *nothing* new on TeeHee, the Johnsons, the Johnson's company, Junior (or senior) or his company or Hendrix?
Caduceus
player, 69 posts
Fri 12 Feb 2016
at 17:02
  • msg #189

Re: Planning, Plotting, and Scheming

Good idea.  I'll try that next if what I just posted doesn't pan out.
Papa Bear
GM, 5848 posts
Incertum est quo loco
te mors expectet;
Mon 15 Feb 2016
at 00:09
  • msg #190

Re: Planning, Plotting, and Scheming

I don't see where he actually said he tried to do that, only that he plugged in.

If he wants to say that he did try to do more searching, he can throw some dice and we can insert that retroactively. The great thing about matrix searches is he can do a lot of work fast.
Copperhead
player, 371 posts
Tread carefully
mother-fragger
Mon 15 Feb 2016
at 00:18
  • msg #191

Re: Planning, Plotting, and Scheming

I don't think he said what he was searching for at all.  What did you assume he was looking for?
Noruas
player, 300 posts
You want me to go where?
With whaaaaat?
Mon 15 Feb 2016
at 00:58
  • msg #192

Re: Planning, Plotting, and Scheming

My bad. I had no idea what I was searching for.  I just thought that from BB's description I had come up empty-handed.
Copperhead
player, 372 posts
Tread carefully
mother-fragger
Mon 15 Feb 2016
at 04:17
  • msg #193

Re: Planning, Plotting, and Scheming

Copperhead had given some suggestions, but you're welcome to dig into whatever you like.  In general, just say what you're looking for and give an idea of how much effort you're putting into it (and sometimes how quietly you are exploring).  Papa will let you know how many rolls he wants (or may even roll for you).
Noruas
player, 301 posts
You want me to go where?
With whaaaaat?
Mon 15 Feb 2016
at 09:09
  • msg #194

Re: Planning, Plotting, and Scheming

Alright.  Thanks.
Papa Bear
GM, 5852 posts
Incertum est quo loco
te mors expectet;
Tue 16 Feb 2016
at 10:45
  • msg #195

Re: Planning, Plotting, and Scheming

That is true; unless you say otherwise, I assume you're doing the equivalent of a google search. If you're digging deep, you'll need to tell me where you're scouring for data, and how noisy you're willing to be.
Caduceus
player, 80 posts
Wed 2 Mar 2016
at 18:42
  • msg #196

Re: Planning, Plotting, and Scheming

I think when Caduceus gets a good opportunity, he will discretely secure his motorcycle and head back to Copperhead's vehicle.  That way he will have a safe spot to stay in case he needs to follow Hendrix while astral projecting.
Copperhead
player, 387 posts
Tread carefully
mother-fragger
Wed 2 Mar 2016
at 18:48
  • msg #197

Re: Planning, Plotting, and Scheming

Presume we're (you're) going to talk to him first, then if he seems suspicious, look at following him?
Caduceus
player, 81 posts
Wed 2 Mar 2016
at 19:00
  • msg #198

Re: Planning, Plotting, and Scheming

Oh.  I can, but I thought we would just follow him and see where he goes first.  Especially after Caduceus's contact implied that he kind of fell off the grid.

Also, what is something he could ask Hendrix that would lead them to Tee-hee without tipping them off that we're on their trail?  (I've only thought about it for about 10 seconds so far, but I'm not thinking of anything promising.)
Copperhead
player, 388 posts
Tread carefully
mother-fragger
Wed 2 Mar 2016
at 22:37
  • msg #199

Re: Planning, Plotting, and Scheming

I'm open to following him, but if he's a dead lead, it'd be better to not waste too much time on him.  I think Tee Hee know's he's being looked for.  You don't steal multi-million dollar chip prototypes and then plan to go have a picnic in the local park.  In fact, it could well be in our interest for him *to* tip Tee-Hee off, so long as we're listening into the conversation and can trace where it's to.  Without shaking the tree a bit, the odds of our mark reaching out to Tee Hee in a useful timeframe are slim.  The reason they beat the bushes is to make the rabbit run . . .

So the real question is what's the ideal environment to ask our questions.  Encounter on the street, grabbing him and taking him for a "drive" or talking or breaking our way into his apartment are all possible and have varying pros and cons.  This neighborhood is a bit dicer to pull a daylight kidnapping in and as a former college professor, he's a tad riskier fellow to do it with.  My leaning would be to talk to him on the street.  If he bolts, we can decide to either tail him or take him down and grab him for questioning.
White Duck
player, 71 posts
Kickyfooting specialist
Also quite handsome
Thu 3 Mar 2016
at 13:46
  • msg #200

Re: Planning, Plotting, and Scheming

Copperhead:
I'm open to following him, but if he's a dead lead, it'd be better to not waste too much time on him.  I think Tee Hee know's he's being looked for.  You don't steal multi-million dollar chip prototypes and then plan to go have a picnic in the local park.  In fact, it could well be in our interest for him *to* tip Tee-Hee off, so long as we're listening into the conversation and can trace where it's to.  Without shaking the tree a bit, the odds of our mark reaching out to Tee Hee in a useful timeframe are slim.  The reason they beat the bushes is to make the rabbit run . . .

So the real question is what's the ideal environment to ask our questions.  Encounter on the street, grabbing him and taking him for a "drive" or talking or breaking our way into his apartment are all possible and have varying pros and cons.  This neighborhood is a bit dicer to pull a daylight kidnapping in and as a former college professor, he's a tad riskier fellow to do it with.  My leaning would be to talk to him on the street.  If he bolts, we can decide to either tail him or take him down and grab him for questioning.

Why not just tail him home? If he suspects nothing is wrong, we can simply go up to his door and knock. Approaching him on the street may get the wrong reaction. My logic? I live in Houston, which can be a pretty dangerous place. Any time a stranger approaches me on the street or wherever, I tend to get very cautious and keep my distance, especially since open carry became legal here. Someone at my door, however, especially if it's a decent hour, my guard is lowered. If he doesn't notice the tail and he gets to his apartment, it opens up a lot of options for us in both investigation potential and approach strategy. I can probably get lucky enough with my rolls to get Duck through- he'd make a damned good travelling salesman in that regard.
Copperhead
player, 389 posts
Tread carefully
mother-fragger
Thu 3 Mar 2016
at 14:25
  • msg #201

Re: Planning, Plotting, and Scheming

I'm open to that.  Copperhead's just going to sit in the RV and provide cover, so you can play it as you wish :>
Caduceus
player, 82 posts
Thu 3 Mar 2016
at 15:01
  • msg #202

Re: Planning, Plotting, and Scheming

We can even influence his decision to go straight home by doing something like spilling coffee on him.  Although if he is buying groceries chances are he won't be making a lot of other stops anyway.
Caduceus
player, 83 posts
Mon 7 Mar 2016
at 15:19
  • msg #203

Re: Planning, Plotting, and Scheming

Hmm, when Caduceus gets to Copperhead's van, will he be leaving his wind spirit's domain?  I know vehicles don't typically count as a different domain, but he would no longer be under the open sky if he goes inside.
Copperhead
player, 390 posts
Tread carefully
mother-fragger
Mon 7 Mar 2016
at 17:10
  • msg #204

Re: Planning, Plotting, and Scheming

The vehicle would still be under the open sky - depending on where I drive.
Copperhead
player, 398 posts
Tread carefully
mother-fragger
Fri 18 Mar 2016
at 02:11
  • msg #205

Re: Planning, Plotting, and Scheming

Not sure where the best place is for Noruas.  We really need to get him a wireless tap that's fast enough for his deck so we can plug him in and leave his meat in the van so no-one has to babysit him.  My leaning is to use the passcode that we know to get the three of you into the apartment using the passcode I watched him type in.  Then quietly break into a nearby apartment (maybe on a different floor) and let Noruas jack in so he can make sure there's no panic-button pushes.

The ideal would be to enter an apartment next door and use a hand-drill to make a small hole through the drywall and insulation and pop a fiber-optic scope through so White Duck can cast a spell on one of them to react well to someone at the door.  Then Caduceus can knock and all is good.

If Caduceus is able to make himself look like anyone, another possibility is to change to look like a neighbor and go knock on the door.  I don't mind taking an hour or two to get a sufficient read on a neighbor to be able to fake it enough.

Another possibility is to just stake out the place and wait for one or both to leave which reduces the chance of a mess.

If Noruas can take over the cameras and any security devices, another possibility would be to pick/crack the lock to his place (while we have a noisy distraction outside to cover the noise, then have the three of you burst in and subdue them.

Another option is for me to blast a bunch of stun rounds through the window, but I agree that's definitely a last resort.

I don't think a simple knock on the door by a stranger is going to fly.  TeeHee just ripped off chips worth a million nuyen a few days ago.  I doubt his guard has dropped enough for his old prof to just open the door to a stranger.
White Duck
player, 76 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 03:01
  • msg #206

Re: Planning, Plotting, and Scheming

Copperhead:
Not sure where the best place is for Noruas.  We really need to get him a wireless tap that's fast enough for his deck so we can plug him in and leave his meat in the van so no-one has to babysit him.  My leaning is to use the passcode that we know to get the three of you into the apartment using the passcode I watched him type in.  Then quietly break into a nearby apartment (maybe on a different floor) and let Noruas jack in so he can make sure there's no panic-button pushes.

The ideal would be to enter an apartment next door and use a hand-drill to make a small hole through the drywall and insulation and pop a fiber-optic scope through so White Duck can cast a spell on one of them to react well to someone at the door.  Then Caduceus can knock and all is good.

If Caduceus is able to make himself look like anyone, another possibility is to change to look like a neighbor and go knock on the door.  I don't mind taking an hour or two to get a sufficient read on a neighbor to be able to fake it enough.

Another possibility is to just stake out the place and wait for one or both to leave which reduces the chance of a mess.

If Noruas can take over the cameras and any security devices, another possibility would be to pick/crack the lock to his place (while we have a noisy distraction outside to cover the noise, then have the three of you burst in and subdue them.

Another option is for me to blast a bunch of stun rounds through the window, but I agree that's definitely a last resort.

I don't think a simple knock on the door by a stranger is going to fly.  TeeHee just ripped off chips worth a million nuyen a few days ago.  I doubt his guard has dropped enough for his old prof to just open the door to a stranger.

Depends on whether we can convince him that we're there to help out, not kill the guy. He may not be hiding out from our employer.
Copperhead
player, 399 posts
Tread carefully
mother-fragger
Fri 18 Mar 2016
at 03:29
  • msg #207

Re: Planning, Plotting, and Scheming

Our employer is the company he stole the chips from.  He sure *ought* to be hiding from us...

You've got to presume he's feeling pretty paranoid at the moment.  He's run to ground at the home of a friend.  A stranger knocking on the door probably isn't going to get a great reception - and we probably won't get to the "I'm friendly" part of the conversation before things start to go badly.

Besides which - we're not really that friendly.  We need the chips.  Tee Hee took the chips.  Either we take them from him, or we need him to tell who he sold them to and do whatever we need to to extract that information and potentially ensure his assistance in getting them back.

Even if that goes well, whoever we end up taking the chips from isn't going to be thrilled with TeeHee selling them out/assisting us.  It's pretty hard to see how us showing up can possibly be a positive thing for him given the background we know at the moment.

So I think we need to presume that either trickery or some form of non-cooperative acquisition is going to have to be involved here.
Noruas
player, 321 posts
You want me to go where?
With whaaaaat?
Fri 18 Mar 2016
at 12:26
  • msg #208

Re: Planning, Plotting, and Scheming

I like the idea of setting up shop next door or at least a nearby apartment.  But in this case, we would need someone to check and see if the apartments next to, above, or below the target are occupied.  So if Caduceus and Copperhead could please do us the honor of scoping the place out before we set up shop.

Is it just me, or do I get the feeling that our dear Tee Hee might be set up to be a patsy?  And would it be paranoid of me, if I were to ask that Copperhead and Caduceus scan our surroundings once more to be sure we're not being tracked to lead people to our target?
White Duck
player, 77 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 12:47
  • msg #209

Re: Planning, Plotting, and Scheming

Copperhead:
Our employer is the company he stole the chips from.  He sure *ought* to be hiding from us...


That company seems divided at this point- maybe he's afraid of Junior and not Manes? That's my theory.

quote:
You've got to presume he's feeling pretty paranoid at the moment.  He's run to ground at the home of a friend.  A stranger knocking on the door probably isn't going to get a great reception - and we probably won't get to the "I'm friendly" part of the conversation before things start to go badly.


Valid point, but I want to knock on the door to gather intel more than anything else. There are thousands of ways I can do that without informing either of them that we're a team of runners.

quote:
Besides which - we're not really that friendly.  We need the chips.  Tee Hee took the chips.  Either we take them from him, or we need him to tell who he sold them to and do whatever we need to to extract that information and potentially ensure his assistance in getting them back.


Speak for CH on this one, but Duck's a nice, reasonable fellow. Uncharacteristic for the line of work, of course, but he's got his reasons. Anyway, we went the torture route last time and while it worked, it ended up being ultimately unnecessary. I doubt he still has the chips, hell, I'd stack Duck's entire mission pay against it. It would be too easy for everything to be resolved in a smash and grab. If we want his assistance and don't want to worry about him trying to put one over on us, we'll need to play nice. I strongly believe we'll need his assistance.

quote:
Even if that goes well, whoever we end up taking the chips from isn't going to be thrilled with TeeHee selling them out/assisting us.  It's pretty hard to see how us showing up can possibly be a positive thing for him given the background we know at the moment.


This is why who we end up taking the chips from is going to require a not-so-nice resolution. They aren't going to be thrilled with us taking the chips, no matter what Tee Hee ends up doing, and if we're unconcerned with him enough to not want to even try to try reasoning with him, why would his well-being ultimately matter to our objective?

quote:
So I think we need to presume that either trickery or some form of non-cooperative acquisition is going to have to be involved here.


I agree, but hear me out-

-Cadeuces provides astral overwatch, maybe summons a few spirits to prevent escape.
-CH provides drone overwatch.
-Nouras sets up shop and provides Duck with any additional relevant info via comms.
-Duck knocks on their door, then calmly explains that us finding these chips is Tee-Hee's best shot at keeping his hoop in tact- we can even offer to get the guy out of town for an additional fee.

They get spooked and try to escape? We already have the building surrounded, and I doubt either one of them are martial arts experts, so it's likely Duck could knock them both out before they even get a chance to leave the apartment.

They refuse to cooperate outright and get past/disable/kill Duck? We already have the building surrounded, and will have several options for ventilating them.

They don't want to work with Duck or take him seriously? We utilize *one* of our angles in a threatening way, like having one of CH's drones put a bullethole in the fridge or something, to make them aware we're serious.

My reasoning here is that while you may be right, defaulting to a plan B capture/coerce/kill scenario shouldn't be our first go-to, especially since Tee-Hee and Hendrix don't seem to be dangerous. If they happen to be dangerous, we can set up around them and have it covered.
Copperhead
player, 400 posts
Tread carefully
mother-fragger
Fri 18 Mar 2016
at 13:56
  • msg #210

Re: Planning, Plotting, and Scheming

@Noruas: I did do a sweep of the area once and I'm continuing to keep an eye out - that's why I won't be going into the apartment - at least not physically.

I agree that TeeHee is likely a fall-guy and almost certainly doesn't have the chips.  That doesn't mean he won't fire a shotgun at the face of anyone who walks through the door though.

@White Duck:
We don't have any evidence to suggest he wouldn't be afraid of everyone at Global Technologies.  TeeHee essentially stabbed Urian in the back.  And while Urian didn't specifically say to ice TeeHee, he did say he didn't care what happened to him - so there's no love lost at this point.  There's no reason to think TeeHee's initial reaction to us is going to be positive.

Note: I'm not advocating for torture - certainly not as a first play.  I'm happy to do the good cop thing.  But I think just knocking on the door and planning to not get shot is super-risky.  So my leaning is to do the "nice cop" thing once we have him and his buddy under control.  We *don't* have to do that by shooting him in the head first this time though :>

I like your plan up until you knock on the door.  If you were laying low expecting a corp to come after you (or possibly multiple corps) and a stranger comes and knocks on the door after getting through a "secure" entrance, I'm pretty sure fight or flight's going to kick in.

Now, you may get lucky and they may put a gun on you and not pull the trigger and listen to you long enough to put the gun down.  Or they could:
- shoot you before you have a chance to do much more than knock
- call for backup (who knows what friends Hendrix has) or even just hit a panic-button or attract the attention of a bunch of friendly neighbors or a gang
- trigger some sort of trap (Hendrix is big on Matrix technology, so he may well have some fancy thingy engineered)
- head out some other secret escape we know nothing about and don't have covered
- do something unpleasant neither of us have anticipated

None of those things are easy to mitigate against.  You'd be relying on them either trusting you and letting you in or letting you in at gunpoint before they'd hear your story.  I'd put the first at <5% odds and the second at around 30-40% odds.  But that leaves 55%+ that we don't have covered and some of those options go *very* badly for you.


I'm gathering that your powers don't extend to "look like someone specific"?  How about "look like someone very unthreatening" -say an old man or a granny or something?  That might improve your odds from <45% into the 80%+ range.  Copperhead probably still won't approve, but she doesn't like you enough yet to try too hard to stop you ;>

Note that in terms of drone options, I can fire through the window with an LMG.  Beyond that, I'd need to get the scorpion into the apartment (which could stab one of them in the leg and knock them out) or you can carry the briefcase (which could knock them out quite quickly).  So no bullet in the fridge without making a lot of noise and breaking some glass.
Caduceus
player, 91 posts
Fri 18 Mar 2016
at 14:14
  • msg #211

Re: Planning, Plotting, and Scheming

Can your scorpion actually knock them out?  Like inject them with something?  We could try sneaking that in to subdue them and go from there.  Caduceus could have a hearth spirit help conceal it.
White Duck
player, 78 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 14:28
  • msg #212

Re: Planning, Plotting, and Scheming

Copperhead:
I agree that TeeHee is likely a fall-guy and almost certainly doesn't have the chips.  That doesn't mean he won't fire a shotgun at the face of anyone who walks through the door though.


I also doubt he'd be a surgeon with a shotgun.

quote:
@White Duck:
We don't have any evidence to suggest he wouldn't be afraid of everyone at Global Technologies.  TeeHee essentially stabbed Urian in the back.  And while Urian didn't specifically say to ice TeeHee, he did say he didn't care what happened to him - so there's no love lost at this point.  There's no reason to think TeeHee's initial reaction to us is going to be positive.


True, but I got the impression from the conversation with Manes that even though TeeHee betrayed him, he still cares. He might have said he didn't care, but that's a common thing to say about someone you're angry with.

quote:
Note: I'm not advocating for torture - certainly not as a first play.  I'm happy to do the good cop thing.  But I think just knocking on the door and planning to not get shot is super-risky.  So my leaning is to do the "nice cop" thing once we have him and his buddy under control.  We *don't* have to do that by shooting him in the head first this time though :>


Maybe so, but Duck would be the only one at risk in that situation, and he's a bit of a gambler. Alternatively we could wait on Hendrix to leave, swipe his key or do a little B&E, and get Tee-Hee alone, but I'm inclined to think that they'd feel safer and thus more likely to cooperate if they were both there.

quote:
I like your plan up until you knock on the door.  If you were laying low expecting a corp to come after you (or possibly multiple corps) and a stranger comes and knocks on the door after getting through a "secure" entrance, I'm pretty sure fight or flight's going to kick in.

I don't think that there's an expectation that Tee-Hee will even be found. We'll have the flight angle covered, and Duck's all about nonlethal damage if the fight angle is taken.

quote:
Now, you may get lucky and they may put a gun on you and not pull the trigger and listen to you long enough to put the gun down.  Or they could:
- shoot you before you have a chance to do much more than knock
- call for backup (who knows what friends Hendrix has) or even just hit a panic-button or attract the attention of a bunch of friendly neighbors or a gang
- trigger some sort of trap (Hendrix is big on Matrix technology, so he may well have some fancy thingy engineered)
- head out some other secret escape we know nothing about and don't have covered
- do something unpleasant neither of us have anticipated

-Being shot by a base amateur is a risk Duck would be willing to take.\
-If these guys had backup, wouldn't they already have that backup around, what with them fearing for their safety and all? The odds Dr. Hendrix knows a go-gang might be present, but those seem like some really long odds.
-Fancy matrix trap you say? Well, no datajack installed here.
-Secret escape route built into an apartment complex? Too convenient to really be viable. Seems the odds on that are pretty long too. Still possible, but I feel our group's recon skills are strong enough to find them if they exist.
-We can't anticipate every possible unpleasantry, that's just a part of this game. We can go out of our way to negate the consequences of failed risks, but nobody expects or knows when a killer troll with a panther cannon that's having a bad day is going to come around the corner.

quote:
None of those things are easy to mitigate against.  You'd be relying on them either trusting you and letting you in or letting you in at gunpoint before they'd hear your story.  I'd put the first at <5% odds and the second at around 30-40% odds.  But that leaves 55%+ that we don't have covered and some of those options go *very* badly for you.


Nah, I'm not relying on *anything*, and my character, as a face, sort of has to get into situations where the outcome could be very bad all the time. In this case, he'd only be risking his own hoop, and to him, those circumstances are absolutely ideal. Right now, as it stands, we have the option and the possibility of a non-hostile approach working out, with a solid list of contingencies we can take if things *do* go wrong. As a player, OOC, I *know* it's a gamble, but rationally, it's going to be REALLY inconvenient for these guys to shoot or maim an unarmed man and get away with it. They'd have to deal with having committed a felony, probably having to talk to the cops, and possibly even having to dispose of a body. I think that when you consider the risks *they* would have to take if they did something drastic, it makes them doing something incredibly stupid far less likely. I anticipate that they'll be INCREDIBLY testy, but I think Duck has the skills to crack them without it resorting to violence. Heck, I designed him to be ready for it if it does.

quote:
I'm gathering that your powers don't extend to "look like someone specific"?  How about "look like someone very unthreatening" -say an old man or a granny or something?  That might improve your odds from <45% into the 80%+ range.  Copperhead probably still won't approve, but she doesn't like you enough yet to try too hard to stop you ;>

Duck already has the Friendly Face edge, which will come into play here statistically without needing a disguise. Disguise isn't a skill he has yet, but I definitely intend on investing in it for future runs.

quote:
Note that in terms of drone options, I can fire through the window with an LMG.  Beyond that, I'd need to get the scorpion into the apartment (which could stab one of them in the leg and knock them out) or you can carry the briefcase (which could knock them out quite quickly).  So no bullet in the fridge without making a lot of noise and breaking some glass.


Can the scorpion get into the ventilation system? Maybe we can plant it on-site prior to making our move?

By the way, I know you aren't trying to be contrary at all, and I really appreciate your insights on this, CH. It's good to consider as many factors as we can prior to acting. That said, I think knocking on the guy's door is still a solid approach. Alternatively, we can wait on him to go on a grocery run again and try to hit up Tee-Hee whilst he's away, but I think having the two split up makes the situation more complicated and potentially hostile.
White Duck
player, 79 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 14:28
  • msg #213

Re: Planning, Plotting, and Scheming

In reply to Caduceus (msg # 211):

Duck can knock them both out.
Caduceus
player, 92 posts
Fri 18 Mar 2016
at 14:46
  • msg #214

Re: Planning, Plotting, and Scheming

White Duck:
In reply to Caduceus (msg # 211):

Duck can knock them both out.

I am less worried about our ability to take them out and more worried about them being able to activate some computer doodad before we are able to.  Both are skilled with the matrix and could have contingencies set up if anything were to happen.  With a press of a button they could notify backup that they need help, activate drones, wipe their hard drives, etc.  Heck, even using Hendrix's own pass code for the apartment could trigger a warning or activate a security camera or something.  Their physical and magical security sucks, but I would be surprised if their matrix security was the same.  That was why I was interested in knocking them out before they even knew we were there.

Also, if we are assuming Tee Hee is a fall guy, would the people who set him up be keeping tabs on him?
White Duck
player, 80 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 15:04
  • msg #215

Re: Planning, Plotting, and Scheming

What if we knock out trix access?
Caduceus
player, 93 posts
Fri 18 Mar 2016
at 15:11
  • msg #216

Re: Planning, Plotting, and Scheming

We should definitely do that.  But there is also a good chance they might notice us trying to do that with Noruas jacked in.  Unless we do something like sever the matrix equivalent of a landline or cut power to the whole building, which bring up their own sets of issues.

Also, anybody know what matrix geometry actually is?
White Duck
player, 81 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 15:16
  • msg #217

Re: Planning, Plotting, and Scheming

Cutting power, hmm? Might add to our shock factor and make them more compliant. Maybe that's what CH's scorpion drone could be up to? Still, for the sake of discretion we should make the outage as localized as possible.
Caduceus
player, 94 posts
Fri 18 Mar 2016
at 15:25
  • msg #218

Re: Planning, Plotting, and Scheming

Oh, I like that!  Cut power to Hendrix's apartment and pose as a neighbor or something, asking if their power went out too.  Maybe ask to borrow a flashlight?
White Duck
player, 82 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 15:52
  • msg #219

Re: Planning, Plotting, and Scheming

That would get Duck's foot in the door, so to speak, and also neutralize what is probably their strongest asset that could be used in their defense.
Copperhead
player, 401 posts
Tread carefully
mother-fragger
Fri 18 Mar 2016
at 17:14
  • msg #220

Re: Planning, Plotting, and Scheming

TeeHee has no way to know how Urian feels - they've had no contact since the theft, so I'd expect TeeHee to assume the worst.  We certainly can't base our plan on anything other than that.

Challenge with posing as a neighbor is we have no idea whether Hendrix knows all of his neighbors or not.  Nor whether this is the "helpful neighbor" type of apartment block.  So posing as a neighbor could be a red flag.  It could also cause the hallways to clog up with folks and make them pay attention to more about what's going on around them - which might not be in our best interest.

Scorpion is unlikely to be able to cut the power without getting fried - and not willing to incur that cost when a tiny amount of C4 and a detonator can do the job more effectively and cheaply.

I don't recall any indication these fellows were surgeons.  I thought both were techies.  In either event, one of them just committed a major theft and has presumably had interactions with a buyer.  Presuming that they're both unarmed and un-trained is a significant assumption.  Shadowrunners and cops aren't necessarily the only people in Seattle who know how to shoot a gun . . .

Backup is, by definition, people who have other things to do but come when they're called.  They may not have money to pay for full time guards, but that doesn't mean they don't have friends.

I don't think Papa said anything about no matrix connection.  Certainly that couldn't have been assessed from astral and we haven't done any physical recon except an aerial from outside.  I'd be astounded if a former matrix prof would have an apartment without a decent connection.

Agree that secret escape route is relatively low probability/risk.  The real point is there's lots of unknowns.


I was confusing White Duck's abilities with Caduceus's.  How about we try the following:
- White Duck, Noruas and Caduceus get into the apartment complex using Hendrix's matrix code and take over an apartment that's nearby (you can use my lock-cracking tools as needed)
- Noruas scopes out the matrix and tries to disable panic-buttons or anything else that looks problematic
- White Duck goes astral and checks to makes sure none of the neighbors are home or look like they're in a mood to cause trouble
- We see if we can stick the scorpion into a ventilation duct to get eyes-in if Noruas can't get camera access (but odds are all the scorpion will be able to do is watch)
- Caduceus turns himself into a little old lady and White Duck tries to look non-threatening and together they go up to the door, carrying my briefcase and knock.  So long as the door opens and you're not immediately shot, we're good.  My guess is two people, one of whom is a little old lady will get treated as Jehovah's Witness or Universal Brotherhood or some equivalent
- If the two of you can talk your way in, great.  If not, once the door is open, there should be no issue with the three of us being able to take them down quickly and quietly - the only question is whether we'll have to knock them out.  An opening line (after the door's open) of "TeeHee's in danger" or something like that should be enough to throw them off balance in a non-threatening way for you to get sufficiently inside to control the situation.
- Copperhead can jump into the briefcase or the hover-drone as needed and can provide overwatch from outside while any discussions are going on.

I think cutting the power is an unnecessary complication.  It means Noruas can't do matrix overwatch and it's likely to draw the attention of other residents and maybe outsiders and doesn't really help us much.

(And I'm not trying to be contrarian either - just want to make sure we're all working from the same set of assumptions and making sure we probe the assumptions to make sure they're solid. :>)
White Duck
player, 83 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 18:12
  • msg #221

Re: Planning, Plotting, and Scheming

Copperhead:
TeeHee has no way to know how Urian feels - they've had no contact since the theft, so I'd expect TeeHee to assume the worst.  We certainly can't base our plan on anything other than that.

The plan isn't based on Manes' feelings, but whether or not we're concerned about Tee Hee's well-being. Regardless of what Manes thinks, it wouldn't really affect our approach.

quote:
Challenge with posing as a neighbor is we have no idea whether Hendrix knows all of his neighbors or not.  Nor whether this is the "helpful neighbor" type of apartment block.  So posing as a neighbor could be a red flag.  It could also cause the hallways to clog up with folks and make them pay attention to more about what's going on around them - which might not be in our best interest.


Agreed, which is why I'd prefer an honest approach.

quote:
Scorpion is unlikely to be able to cut the power without getting fried - and not willing to incur that cost when a tiny amount of C4 and a detonator can do the job more effectively and cheaply.


No need to waste explosives in my opinion. I'm not really concerned about any concealed missile turrets or anything, and they can't touch me with IC. Why would they alert the authorities when they're on the run and we're offering to help?

quote:
I don't recall any indication these fellows were surgeons.  I thought both were techies.  In either event, one of them just committed a major theft and has presumably had interactions with a buyer.  Presuming that they're both unarmed and un-trained is a significant assumption.  Shadowrunners and cops aren't necessarily the only people in Seattle who know how to shoot a gun . . .


I'm not assuming they don't/won't know how to shoot, I'm going off of the assumption that they aren't going to have a reason to. Think about it, they just committed a major theft. They think Tee Hee is safe, otherwise there'd be more readily apparent muscle present. Us getting the drop on them is going to really let the surprise of the situation work in our favor.

quote:
Backup is, by definition, people who have other things to do but come when they're called.  They may not have money to pay for full time guards, but that doesn't mean they don't have friends.


If they had friends, why are they holing up in a shithole apartment? I think Tee Hee's already gone to one of the few people who could help, and since this theft can add up to millions in profits, they'd both be in a safer place right now if they could be, but they aren't.

quote:
I don't think Papa said anything about no matrix connection.  Certainly that couldn't have been assessed from astral and we haven't done any physical recon except an aerial from outside.  I'd be astounded if a former matrix prof would have an apartment without a decent connection.


Agreed, he's probably connected. I still don't know exactly how dangerous this'll be anyway to anyone except for Nouras, and that'd be if Nouras wanted to bat at the hornet's nest. If they hit a panic button, maybe it's who'd come calling we'd need to be dealing with anyway. No-one but Duck would be on-site, and he's got considerable enough stealth skill to stand a great chance of escape in that contingency. Still, I seriously doubt Hendrix OR Tee-hee are massive threats. I'm well aware that we shouldn't underestimate any potential threats, but all evidence leads to this being more of a regular-type estimation. If Tee Hee or Hendrix knew the big bad wolf and had the capacity to take us out or do anything more than hide, he'd have done it.

quote:
Agree that secret escape route is relatively low probability/risk.  The real point is there's lots of unknowns.

There ALWAYS are unknowns. It doesn't mean we should never act when presented with an opportunity. I'm concerned that the more elaborate we get with these shenanigans, the higher the chance of us tipping them off and blowing the one thing we absolutely have going for us- surprise.

quote:
I was confusing White Duck's abilities with Caduceus's.  How about we try the following:
- White Duck, Noruas and Caduceus get into the apartment complex using Hendrix's matrix code and take over an apartment that's nearby (you can use my lock-cracking tools as needed)


Sorry, breaking into an apartment of an unknown neighbor brings way more unknown and uncontrollable factors into this situation than us simply knocking on the door.

quote:
- Noruas scopes out the matrix and tries to disable panic-buttons or anything else that looks problematic.


Sure, but if they're nova-hot deckers, it may be an unnecessarily difficult task for our decker that could once again tip them off that something's up.

quote:
- White Duck goes astral and checks to makes sure none of the neighbors are home or look like they're in a mood to cause trouble

You mean Cadeuces? Just astral perception here. Also, since we need info out of these guys and won't go loud unless absolutely necessary, the neighbors are either going to mind their own business or be a minor issue if your fears are correct and these two are secretly controlling the minions of hell or something.

quote:
- We see if we can stick the scorpion into a ventilation duct to get eyes-in if Noruas can't get camera access (but odds are all the scorpion will be able to do is watch)

Then let's keep it nearby as combat backup if need be.

quote:
- Caduceus turns himself into a little old lady and White Duck tries to look non-threatening and together they go up to the door, carrying my briefcase and knock.  So long as the door opens and you're not immediately shot, we're good.  My guess is two people, one of whom is a little old lady will get treated as Jehovah's Witness or Universal Brotherhood or some equivalent


I would be absolutely flabbergasted if the scenario of us opening the door and instantly shooting at us took place, unless of course we've somehow managed to tip them off.

quote:
- If the two of you can talk your way in, great.  If not, once the door is open, there should be no issue with the three of us being able to take them down quickly and quietly - the only question is whether we'll have to knock them out.  An opening line (after the door's open) of "TeeHee's in danger" or something like that should be enough to throw them off balance in a non-threatening way for you to get sufficiently inside to control the situation.


Impersonating a group people normally ignore or tell to go away doesn't start us off on good footing. Why can't I knock on the door, let Hendrix know we've got a team surrounding the building if he/they try to bolt, and come across as someone trying to help them out of a bad situation instead? If Tee Hee fears a team of runners is after him, what motivation would he have to go fight or flight if we just tell him we're really just after the chips? Killing a very distinct-looking, unarmed albino in broad daylight isn't a very good way to stay hidden, but actually cooperating so you can breathe easily and not live in fear is going to look like a very sparkly, pretty option.
quote:
- Copperhead can jump into the briefcase or the hover-drone as needed and can provide overwatch from outside while any discussions are going on.

Absolutely, and worst-case scenario would be the only scenario we'd need it, but it's definitely needed.

quote:
I think cutting the power is an unnecessary complication.  It means Noruas can't do matrix overwatch and it's likely to draw the attention of other residents and maybe outsiders and doesn't really help us much.

I think impersonating a religious solicitor, breaking into a nearby apartment, and utilizing c-4 in any way for this particular stage of ops are all unnecessary complications, too.

Here's a breakdown-
-We know where they are.
-They don't know we know where they are.
-They don't know who we are.
-Unless these guys are already WAAAAAAAAAAAAY more powerful or in control than any party involved assumes they are, they aren't very secure at all.
-That said, if they start to run, Duck can probably kick the crap out of them.
-If I'm way wrong and Duck is hosed, we've got drones buzzing around outside the building that can ensure they won't be leaving without repercussions.
-This knock-out/kidnapping/interrogation thing is going to be INCREDIBLY conspicuous. That's when we'd really have to worry about the neighbors getting involved. I mean WTH, if these guys are being watched and all of the counterpoints you've brought up against a friendly approach are true, well um, they're gonna notice us taking overt hostile action too.
-That said, I don't get why the friendly honest approach is being perceived as a more dangerous option here. Sure Hendrix might be a sociopathic shoot first and ask questions later then drink tea that evening kinda guy, but if we give them ANY reason to think they need to be on guard, desperate people do desperate things. A single unarmed man who approaches them with an offer of help just seems like a lot less likely to make someone trigger happy than us lying to them, kicking in the door if they don't buy it, hog tying them, carrying them outside, and throwing them into the back of the van. If the friendly approach doesn't work, we can still do all of that, we face the exact same possible negative outcomes with either approach, but if we go hostile right away, we're completely eliminating the possibility that Tee Hee is going to help voluntarily and without threat. In other words, we're eliminating a potentially huge gain in the form of a helpful pair of deckers who apparently just want to be safe.
Caduceus
player, 96 posts
Fri 18 Mar 2016
at 21:48
  • msg #222

Re: Planning, Plotting, and Scheming

Baring new information, I think White Duck's plan has won me over.  For the most part.  We know half the apartments are empty, so I still think it would be beneficial to enter one of them and get Noruas a close connection and Caduceus a place to summon local spirits (can't do it while projecting).  Also, I had Caduceus check the building layout on the astral to check for things like secret passages, but I probably didn't make that very clear.

My suggestion is we have White Duck do his thing with the knocking.  Noruas can keep an eye on the matrix and try to head off any suspicious activity.  Copperhead can keep overwatch and shoot them down if they somehow make it outside.  Caduceus can summon spirits to give Duck backup if needed.  Caduceus can monitor the situation from astral space, and if Duck keeps his astral perception up, Caduceus can use a mind link spell to keep in verbal contact with the group, providing inel and commanding his summoned spirit in an emergency.
Copperhead
player, 402 posts
Tread carefully
mother-fragger
Fri 18 Mar 2016
at 22:51
  • msg #223

Re: Planning, Plotting, and Scheming

I think commandeering an empty apartment is low-risk.  We've got enough B&E skills and toys that it should be straight-forward.  And we can find one astrally that's genuinely empty - and that looks unoccupied or at least infrequently occupied and has no pets or other issues.

I fully agree we don't want to hurt either of them.  And I wasn't thinking we'd cart them downstairs.  Was just thinking we'd chat in the apartment, even if that involved knocking them out first.

That said, I'm ok with your plan.  I think giving Caduceus a chance to summon spirits is good.  It's 50-50 whether we're better off having Noruas in the network or not.  He's vulnerable to nastiness in the network and could tip off our targets if they've got it monitored.  On the other hand, he could block out-bound communication and perhaps improve our situational awareness.  So I say we make it Noruas' call whether he jacks in or not.  (One option is for him to jack in simultaneously with the knock on the door.
White Duck
player, 84 posts
Kickyfooting specialist
Also quite handsome
Fri 18 Mar 2016
at 23:06
  • msg #224

Re: Planning, Plotting, and Scheming

quote:
I think commandeering an empty apartment is low-risk.  We've got enough B&E skills and toys that it should be straight-forward.  And we can find one astrally that's genuinely empty - and that looks unoccupied or at least infrequently occupied and has no pets or other issues.

I fully agree we don't want to hurt either of them.  And I wasn't thinking we'd cart them downstairs.  Was just thinking we'd chat in the apartment, even if that involved knocking them out first.


I see. Decent idea, bit of a risk if someone randomly shows up, but may be a good opportunity. What if in the scenario where we had to incap them, we just tied them up in Hendrix's own apartment? We'd know for sure in that case nobody else would be dropping by.
Plus, there's something more terrifying about being tied up and helpless in one's own abode that could play out well for us during interrogation.

quote:
That said, I'm ok with your plan.  I think giving Caduceus a chance to summon spirits is good.  It's 50-50 whether we're better off having Noruas in the network or not.  He's vulnerable to nastiness in the network and could tip off our targets if they've got it monitored.  On the other hand, he could block out-bound communication and perhaps improve our situational awareness.  So I say we make it Noruas' call whether he jacks in or not.  (One option is for him to jack in simultaneously with the knock on the door.


Agreed, should be Nouras' call.

Well, let's go ahead and set that up then. I'm optimistic these guys are going to be so relieved we aren't a strike team that we'll be able to bring them out for cheeseburgers. Hmm, maybe we can go in with a gift?

By the way, just wanted to let you guys know that I made a few minor changes to my sheet with Bear's approval- one significant change is that I no longer have Astral Perception. I'm confident Cad has that covered.
Noruas
player, 322 posts
You want me to go where?
With whaaaaat?
Sat 19 Mar 2016
at 07:42
  • msg #225

Re: Planning, Plotting, and Scheming

Wow, you guys go through a lot in one night!  I woke up earlier and had to scroll through A LOT!

Anyways, I'm all for the occupying adjacent or nearby apartments approach.  I WILL still need something like CH's super briefcase just in case!  Oh, and Caduceus can probably set his meat in the same apartment too so that we can respond much more quickly to each other should things go awry.

As to the mindlink spell Caduceus mentioned, I'm uncertain how that will play out when I'm in the matrix.  PB stresses time and time again to me that Magic doesn't mix well with Technology,so.....

I can try the matrix approach, but seeing as to how our two targets are potentially deckers with home court advantage I might possibly be outgunned.  In that case, I'm unsure how much help I can give in that aspect.  But I will still try and see if there's anything I can try to assist in.

Aside from all that, I say we improvise from there. (Too much planning will be our downfall if we can't adapt.)  Copperhead can keep over-watch for external factors outside the building while providing extra back-up should we need it.  I will do my schtick and handle the matrix side if I can.  (I'll try to warn you guys if I can't.)  Caduceus is our magical support as well as providing other channels of communication for those of us who can use it.  WD will probably have to take the lead in initiating contact and approach the situation as how he sees fit.  The rest of us will provide him with as much support as possible.



But there is something that is bothering me.  If we were to enter the apartment complex with Hendrix's code, would that alert him or anyone else to our presence?  Or is this code the same for everyone in the complex?



And as for the B&E aspect of the other apartments, I can probably handle it. But I might need to borrow a couple tools from CH.
Caduceus
player, 97 posts
Sat 19 Mar 2016
at 14:53
  • msg #226

Re: Planning, Plotting, and Scheming

Caduceus can't use his mind link on the astral plane on anyone not using astral perception, so he can't use it on any of you anymore.  But I believe he can still command a spirit if he conjured it ahead of time (assuming projecting doesn't count as leaving their domain).  So Caduceus can be a ghost over Duck's shoulder to keep an eye on things.  If he needs to, Caduceus can manifest himself to relay info in an emergency as well.
Noruas
player, 323 posts
You want me to go where?
With whaaaaat?
Sat 19 Mar 2016
at 18:17
  • msg #227

Re: Planning, Plotting, and Scheming

I don't know about the others, but I'll take whatever we can get!  Better to have help than to have none at all.
Caduceus
player, 98 posts
Sat 19 Mar 2016
at 18:22
  • msg #228

Re: Planning, Plotting, and Scheming

Agreed.  Caduceus can also conjure a spirit or two to help guard Noruas as well.

So let's start by doing the b & e, then go from there.
Copperhead
player, 404 posts
Tread carefully
mother-fragger
Sat 19 Mar 2016
at 20:09
  • msg #229

Re: Planning, Plotting, and Scheming

Given the quality of the neighborhood and the apartment building, I expect the front door has a set of known pass-codes and either opens or doesn't - no alerts.  If there's a change in behavior, Copperhead should be able to notice it through the window and we can adjust.  Right now they're focused on making breakfast, so a bit distracted too.

Our sub-vocal mikes should be sufficient for communication.  Real benefit of the spell is when there's jamming, someone's swiped our mikes or we need to maintain radio silence.

So plan is:
1. White Duck, Noruas and Caduceus enter the apartment building using the passcode we watched Hendrix use.  They then break into a nearby apartment that looks like it's empty and has been that way for a while.  Copperhead will watch to make sure the targets don't get spooked and to provide overwatch

2. The three will work to put the scorpion into a ventilation shaft and, depending on where the apartment is, consider whether it's worthwhile poking a scope through the wall.
- If the walls are brick, might be too much effort.  But if the walls are just gyp-rock and insulation, should be able to poke a hole very quickly and quietly (and I can do a flyby with the siren on to cover the noise. )  I should have a good sense of the layout, so should be no issue knowing whether there's going to be a spot from one of the adjacent apartment with a good view of their feet.  And that would let White Duck cast spells and watch without going astral.  Not an essential element though - just an available set of tools if you guys decide to use it.

3. Once the drone's in place, then White Duck goes astral for a final recon and Caduceus summons his spirits and White Duck goes to knock on the door, leaving the briefcase to watch over the bodies in the commandeered apartment.  Noruas jacks in at the same time White Duck knocks.  If things go badly, then spirits + white duck (and maybe a stun bolt or two from Caduceus) take them out.  If things go really badly, Copperhead will start shooting through walls and windows.

4. Presuming the operation has been successful and quiet, Caduceus and Noruas can opt to change base of operations to Hendrix's apartment (after retrieving the scorpion).  Copperhead will continue to keep an eye on what's going on outside in case unfriendlies show up
White Duck
player, 88 posts
Kickyfooting specialist
Also quite handsome
Tue 22 Mar 2016
at 12:59
  • msg #230

Re: Planning, Plotting, and Scheming

quote:
Given the quality of the neighborhood and the apartment building, I expect the front door has a set of known pass-codes and either opens or doesn't - no alerts.  If there's a change in behavior, Copperhead should be able to notice it through the window and we can adjust.  Right now they're focused on making breakfast, so a bit distracted too.

 Our sub-vocal mikes should be sufficient for communication.  Real benefit of the spell is when there's jamming, someone's swiped our mikes or we need to maintain radio silence.


That said, I'd ask with Duck, but he knows this already, but what's Tee-Hee's actual name? We have that info, don't we? Do we know Hendrix's decker name? I think I recall him having a datajack.

quote:
So plan is:
 1. White Duck, Noruas and Caduceus enter the apartment building using the passcode we watched Hendrix use.  They then break into a nearby apartment that looks like it's empty and has been that way for a while.  Copperhead will watch to make sure the targets don't get spooked and to provide overwatch


Seems the GM indicated that the only empty apartment had been recently occupied. How cautiously are we trying to proceed with this option? It seems like it might be riskier than expected.

quote:
2. The three will work to put the scorpion into a ventilation shaft and, depending on where the apartment is, consider whether it's worthwhile poking a scope through the wall.
 - If the walls are brick, might be too much effort.  But if the walls are just gyp-rock and insulation, should be able to poke a hole very quickly and quietly (and I can do a flyby with the siren on to cover the noise. )  I should have a good sense of the layout, so should be no issue knowing whether there's going to be a spot from one of the adjacent apartment with a good view of their feet.  And that would let White Duck cast spells and watch without going astral.  Not an essential element though - just an available set of tools if you guys decide to use it.

Hi CH, it's nice to meet you, I'm a kickyfooting facey type specialist with no spellcasting ability :P. Anyway, idea for the scorpion- if these apartments are cheap enough, they might go with cheap ceiling paneling, and if that's the case, we can lift a tile and let the scorpion in there. Ceiling is a lot more likely to be soft enough to drill through.

quote:
3. Once the drone's in place, then White Duck goes astral for a final recon and Caduceus summons his spirits and White Duck goes to knock on the door, leaving the briefcase to watch over the bodies in the commandeered apartment.  Noruas jacks in at the same time White Duck knocks.  If things go badly, then spirits + white duck (and maybe a stun bolt or two from Caduceus) take them out.  If things go really badly, Copperhead will start shooting through walls and windows.


Sorry, I'd said a little earlier that I did some re-tooling of my sheet to reflect a few changes Bear approved, mainly to ditch firearms usage and convert Duck's skills in that area to throwing weapons instead. Had to give up astral perception in order to do so, sadly, but with Cadeuces on astral, it's an area we've got covered.

quote:
4. Presuming the operation has been successful and quiet, Caduceus and Noruas can opt to change base of operations to Hendrix's apartment (after retrieving the scorpion).  Copperhead will continue to keep an eye on what's going on outside in case unfriendlies show up


Good idea. Say, why can't these guys break into a maintenance closet or something instead of an occupied apartment?
Caduceus
player, 100 posts
Tue 22 Mar 2016
at 14:48
  • msg #231

Re: Planning, Plotting, and Scheming

White Duck:
quote:
Given the quality of the neighborhood and the apartment building, I expect the front door has a set of known pass-codes and either opens or doesn't - no alerts.  If there's a change in behavior, Copperhead should be able to notice it through the window and we can adjust.  Right now they're focused on making breakfast, so a bit distracted too.

 Our sub-vocal mikes should be sufficient for communication.  Real benefit of the spell is when there's jamming, someone's swiped our mikes or we need to maintain radio silence.


That said, I'd ask with Duck, but he knows this already, but what's Tee-Hee's actual name? We have that info, don't we? Do we know Hendrix's decker name? I think I recall him having a datajack.


As far as I can recall, Tee-Hee is his real name.  Or at least the name he used where he worked.  If there was another name, I don't remember hearing it.  And I believe Rr. Hendrix's decker name is Flair.


White Duck:
quote:
So plan is:
 1. White Duck, Noruas and Caduceus enter the apartment building using the passcode we watched Hendrix use.  They then break into a nearby apartment that looks like it's empty and has been that way for a while.  Copperhead will watch to make sure the targets don't get spooked and to provide overwatch


Seems the GM indicated that the only empty apartment had been recently occupied. How cautiously are we trying to proceed with this option? It seems like it might be riskier than expected.


I think we can still use the apartment.  If someone returns home then Copperhead could probably warn us.  Perhaps we could jam a door between the entrance and the third floor as well.


White Duck:
quote:
2. The three will work to put the scorpion into a ventilation shaft and, depending on where the apartment is, consider whether it's worthwhile poking a scope through the wall.
 - If the walls are brick, might be too much effort.  But if the walls are just gyp-rock and insulation, should be able to poke a hole very quickly and quietly (and I can do a flyby with the siren on to cover the noise. )  I should have a good sense of the layout, so should be no issue knowing whether there's going to be a spot from one of the adjacent apartment with a good view of their feet.  And that would let White Duck cast spells and watch without going astral.  Not an essential element though - just an available set of tools if you guys decide to use it.

Hi CH, it's nice to meet you, I'm a kickyfooting facey type specialist with no spellcasting ability :P. Anyway, idea for the scorpion- if these apartments are cheap enough, they might go with cheap ceiling paneling, and if that's the case, we can lift a tile and let the scorpion in there. Ceiling is a lot more likely to be soft enough to drill through.


Caduceus can also cast Stealth on the drill so it makes absolutely no noise instead of very little.


White Duck:
quote:
3. Once the drone's in place, then White Duck goes astral for a final recon and Caduceus summons his spirits and White Duck goes to knock on the door, leaving the briefcase to watch over the bodies in the commandeered apartment.  Noruas jacks in at the same time White Duck knocks.  If things go badly, then spirits + white duck (and maybe a stun bolt or two from Caduceus) take them out.  If things go really badly, Copperhead will start shooting through walls and windows.


Sorry, I'd said a little earlier that I did some re-tooling of my sheet to reflect a few changes Bear approved, mainly to ditch firearms usage and convert Duck's skills in that area to throwing weapons instead. Had to give up astral perception in order to do so, sadly, but with Cadeuces on astral, it's an area we've got covered.


Yes, White Duck is the adept/face (no astral), and Caduceus is the snake shaman with conjuring/astral abilities.  I think you keep getting us mixed up. :P

Also, I should mention that Caduceus has no direct damage spells (snake shamans are pacifists).  He is not so great with weapons either.  He more relies on tricks and spirits and staying out of combat altogether.


White Duck:
quote:
4. Presuming the operation has been successful and quiet, Caduceus and Noruas can opt to change base of operations to Hendrix's apartment (after retrieving the scorpion).  Copperhead will continue to keep an eye on what's going on outside in case unfriendlies show up


Good idea. Say, why can't these guys break into a maintenance closet or something instead of an occupied apartment?


If there is a maintenance closet nearby, that is a great idea.  I don't think apartments typically have them though, do they?  I guess that would be for Papa Bear to tell us though.
Copperhead
player, 406 posts
Tread carefully
mother-fragger
Tue 22 Mar 2016
at 15:14
  • msg #232

Re: Planning, Plotting, and Scheming

You're right - I do keep getting you confused.  The fact that White Duck doesn't have astral anymore should help.  Eventually . . . :>

I think White Duck has already knocked on the door before anyone's gotten hidden away anywhere, so what apartments/closets are available is probably moot.

I wouldn't recommend jamming the door to the third floor.  That just says to everyone "something's up" - and we'd rather no-one knew that.

Seeing as Flair/Hendrix and/or Tee Hee are going to be online when the knocking happens, my recommendation is to relocate them ASAP as either of them *could* potentially have called for backup.  (Friends, buyers of the chips, who knows) and it'd be best to avoid those sorts of circumstances.  That said, if anyone does show up, I can give a heads up, and it shouldn't be too hard to convince our targets that everyone'll be a lot healthier if their friends go home - might be harder with the buyers though as they may be happy to tie up loose ends.

In general, silence spell plus drill with fiber-optic scope + mind control spells is pretty powerful.  Not sure we'll need it here, but going forward, it should make it a lot easier to make someone urgently need to use the toilet, get into an argument with the other occupant in the room or do whatever else we need.  So feel free to borrow the drill and scope in the future when/if you need to.

Caduceus - by "no direct damage", does that include stun/sleep spells?
Caduceus
player, 101 posts
Tue 22 Mar 2016
at 17:02
  • msg #233

Re: Planning, Plotting, and Scheming

Copperhead:
Caduceus - by "no direct damage", does that include stun/sleep spells?

Yes, unfortunately.  He has stun grenades though.  Influence, Trid Phantasm, and spirits are the magics he would most likely use in combat.  He gets penalties in magic in combat though, as a snake shaman, so he would rely more heavily on physical combat anyway.
Noruas
player, 327 posts
You want me to go where?
With whaaaaat?
Tue 22 Mar 2016
at 23:10
  • msg #234

Re: Planning, Plotting, and Scheming

So which door is WD knocking on specifically?  I mean, we haven't exactly gotten into position yet, right?  Unless of course I missed a whole bunch of posts saying we somehow got through the front door and then into the apartment adjacent to Hendrix and Tee Hee without incident?
Copperhead
player, 407 posts
Tread carefully
mother-fragger
Tue 22 Mar 2016
at 23:37
  • msg #235

Re: Planning, Plotting, and Scheming

Knocking on the front door of the complex isn't going to get much - you'd have to buzz someone presumably.  And you've got a passcode to open it on your own.  I guess you could look for Hendrix's name and buzz that, asking to come in.  But that puts you a long ways from wherever they are if they decide to do something *other* than open the door to let you in.  I think using the passcode to get through the outer door and knocking on the inner door strikes the right balance.  It significantly limits their options and shows your power, but still shows politeness and restraint.  The question is whether you're going to let the other team-members get into position first.
Noruas
player, 328 posts
You want me to go where?
With whaaaaat?
Wed 23 Mar 2016
at 08:59
  • msg #236

Re: Planning, Plotting, and Scheming

Yeah, that was pretty much what I wanted to ask.  Are you gonna let us take our positions first?
White Duck
player, 89 posts
Kickyfooting specialist
Also quite handsome
Wed 23 Mar 2016
at 11:25
  • msg #237

Re: Planning, Plotting, and Scheming

I indicated in my initial post that Duck was waiting for you guys to get into position before he knocked.
Copperhead
player, 408 posts
Tread carefully
mother-fragger
Wed 23 Mar 2016
at 14:58
  • msg #238

Re: Planning, Plotting, and Scheming

So I guess it's up to Caduceus and Noruas to indicate where they're going to hang out.
Caduceus
player, 102 posts
Wed 23 Mar 2016
at 17:59
  • msg #239

Re: Planning, Plotting, and Scheming

Ok
( https://i.ytimg.com/vi/zrfUJzfMZ_4/maxresdefault.jpg )

Seems like a lot of stuff to squish in there and basically skip past, but I'll work on a post.
White Duck
player, 90 posts
Kickyfooting specialist
Also quite handsome
Wed 23 Mar 2016
at 18:27
  • msg #240

Re: Planning, Plotting, and Scheming

Well, I don't really have anything going on with my character until you guys elaborately break into an adjoining apartment to... uh, well, you know, objectively I don't really know a solid reason why you guys want to do that whole B&E thing aside from increasing the odds that something goes south.

I'm not sure as a player what we're gaining from that course of action aside from an opportunity to get caught committing a crime that doesn't serve much of a purpose against a victim we don't even know who could be anyone, including someone dangerous. If you guys want to back Duck up, you can also just wait around the corner of a hallway or something. For now I'm just kinda facepalming over here about how elaborate a scheme this is becoming- I mean CH literally handed Duck so much stuff that he'd need help carrying it all, and for what? To prepare for the contingency of...?

My point is, we're creating a situation ourselves that has more unknowns than the situation we're facing- two dudes in an apartment who don't know we're coming. I think the adjacent apartment thing is completely unnecessary, and since the consensus seems to be that this level of effort is required and Duck is being reckless in just wanting to go up to the guy's door and knock, there are an absurdly high number of things that can go wrong with breaking into a stranger's apartment to provide my quite-combat-capable runner with backup that he doesn't need. If Duck ends up geeked, then hindsight is 20/20 and you guys were right about this, but if I'm correct in my assessment of this situation, we're going to bog things down with an incredibly elaborate approach that gains us an advantage that'd be negligible at best.

That said, I typed out my action all in one go so that I, as a player, can check back next week after you guys have mission impossible'd your way into the neighbor's apartment and I can finally proceed.

Admittedly, I was half of the mind to just have him walk in and ignore this plan you guys have hatched, but I'm trying to be considerate and you guys all seem to think it's a good idea. Maybe I'm just not seeing something here, but I think personally it's a pretty terrible idea. So does Duck, so I'll have him let you all know this in his own way.
This message was last edited by the player at 18:54, Wed 23 Mar 2016.
Caduceus
player, 104 posts
Wed 23 Mar 2016
at 19:15
  • msg #241

Re: Planning, Plotting, and Scheming

If Duck is so not the least bit worried about the two guys trying to lay low, and even thinks he can take them on single handedly if they draw guns on him, then why is he so worried about the slum neighbors who aren't even home?  It seems awfully low-risk to me to have two professionals waiting in standby.

We are a team, White Duck.  A Shadowrunning team.  You may very well be able to be able to handle this scenario solo, but I don't think our characters know you well enough to just take your word on your ability to work miracles by knocking on a door.  Contingencies are there to use, but hopefully they never need to be.  There is no reason that while your character is doing what he is good at, that our characters can't be doing what they are good at.

When I play a roleplaying game, I do like there to be a bit of role-playing involved.
White Duck
player, 92 posts
Kickyfooting specialist
Also quite handsome
Wed 23 Mar 2016
at 19:20
  • msg #242

Re: Planning, Plotting, and Scheming

Caduceus:
If Duck is so not the least bit worried about the two guys trying to lay low, and even thinks he can take them on single handedly if they draw guns on him, then why is he so worried about the slum neighbors who aren't even home?  It seems awfully low-risk to me to have two professionals waiting in standby.

We are a team, White Duck.  A Shadowrunning team.  You may very well be able to be able to handle this scenario solo, but I don't think our characters know you well enough to just take your word on your ability to work miracles by knocking on a door.  Contingencies are there to use, but hopefully they never need to be.  There is no reason that while your character is doing what he is good at, that our characters can't be doing what they are good at.

When I play a roleplaying game, I do like there to be a bit of role-playing involved.

A miracle isn't what's needed for this situation, a discussion is, and a discussion doesn't require a separate B&E with fiber optic cam relays, multiple backup spirits, and I guess decking support. If we needed to work a miracle, maybe the incredibly overladen briefcase, the spare drone, and all of this other stuff might be called for, but for this situation, I'm just not seeing how doing the B&E thing into the slum neighbor's apartment is beneficial or useful at all. We're a team, you're right, but a good team knows when *not* to waste time and assets and take unnecessary risks, which this is.

If you want to argue the contrary, let's see how this plays out. I'm not a betting man myself, but I'd put money on all of this contingency planning you guys want to do being a useless elaboration carried out because my character can't be trusted to complete a simple task.
This message was last edited by the player at 19:22, Wed 23 Mar 2016.
White Duck
player, 93 posts
Kickyfooting specialist
Also quite handsome
Wed 23 Mar 2016
at 19:25
  • msg #243

Re: Planning, Plotting, and Scheming

quote:
We are a team, White Duck.  A Shadowrunning team.  You may very well be able to be able to handle this scenario solo, but I don't think our characters know you well enough to just take your word on your ability to work miracles by knocking on a door.  Contingencies are there to use, but hopefully they never need to be.  There is no reason that while your character is doing what he is good at, that our characters can't be doing what they are good at.


Also, telling me that we're a team in the same line that you're telling me your characters don't know mine well enough to trust in his abilities is kind of a contradictory statement. A team trusts its members to follow through, especially if they're confident they can, *especially* a shadowrunning team. Of course, what would I know, I've only been playing this game since '94.
This message was last edited by the player at 19:32, Wed 23 Mar 2016.
Caduceus
player, 105 posts
Wed 23 Mar 2016
at 19:30
  • msg #244

Re: Planning, Plotting, and Scheming

I am fine with the contingency being unnecessary. It is a contingency after all.  And I am certainly interested in seeing how this works out.  I do not have nearly as many doubts in White Duck's abilities as my character does. (Remember they have known each other less than 24 hours)

However, what happens if you knock and nobody answers?
White Duck
player, 94 posts
Kickyfooting specialist
Also quite handsome
Wed 23 Mar 2016
at 19:33
  • msg #245

Re: Planning, Plotting, and Scheming

We know they're in there, so I knock again.
White Duck
player, 95 posts
Kickyfooting specialist
Also quite handsome
Wed 23 Mar 2016
at 19:36
  • msg #246

Re: Planning, Plotting, and Scheming

EDIT: Removed a bunch of myself being cranky about this.

I just want to say here that the contingencies you're all planning for are all ones that would pretty much exclusively put my own character at risk, and I'd appreciate it if in the future you guys gave me as a player the agency to take such risks, seeing as they don't endanger anyone else. If I tell you guys "I got this," I'd really appreciate your consideration and respect- after all, part of being a team is knowing what role each member of a team plays, and part of good role play is being allowed and able to play the role you designed your character for.

Here, I think I grew frustrated because I told you guys "I got this," and I feel like that's been ignored, all because, from what my understanding of the situation is, you don't want my character to be in danger? Hi, the player of that character here speaking. I'm all good with not having the safety net/contingency plan. Duck?

"Yessir?"

Do you feel like you need backup on this?

"Nope, but I'd appreciate it if these folks stopped trying to babysit me."

Alrighty then.
This message was last edited by the player at 21:30, Wed 23 Mar 2016.
Copperhead
player, 409 posts
Tread carefully
mother-fragger
Thu 24 Mar 2016
at 17:57
  • msg #247

Re: Planning, Plotting, and Scheming

My general leaning in the Shadowrun space is to be over-prepared rather than under-prepared.  We have very little intel on TeeHee or Hendrix.  We don't know if or how well armed they are or what skills they have.  We don't know if they have back-up available or not.  I agree that there's decent odds that you won't need the back-up.  We can only guess - and if you have to guess, prepare for the worst.  It's better to have the back-up available and not need it than the reverse, right?  And the risk associated with breaking into the apartment is pretty low - I'm pretty sure Noruas can be inside in less than 10 seconds.  They'll only be there for 5 minutes or so - enough for you to talk your way in and take control of the situation without spooking them.

Your character being in danger means putting the team at risk - you're a part of the team.  Also, if things go badly for you because you under-estimated risk and we're not in position to help you, then that means others put themselves at risk to get you out and we may put the mission at risk if anything unfortunate happens to the target.  Also keep in mind that we're a new team - takes a while to be able to trust each other or know what our capabilities are, so playing it safe makes sense from that perspective too.

If you want to roleplay a character who doesn't want teammates covering his six, that's ok.  But I presume that any time we're dealing with likely hostiles with unknown capabilities, backup is the default assumption.  And I definitely would categorize these as likely hostiles with unknown capabilities.

Paranoia is king in the Shadowrun universe I'm familiar with - anyone who presumes they've got it covered isn't likely to last long.

All that said, Copperhead's plan is to sit in her drone and watch and pull the trigger through the wall only as a truly last resort.  So long as you don't lose or damage my gear, what you do after you buzz in through the front entrance is up to the three of you :>
White Duck
player, 97 posts
Kickyfooting specialist
Also quite handsome
Thu 24 Mar 2016
at 18:39
  • msg #248

Re: Planning, Plotting, and Scheming

quote:
Your character being in danger means putting the team at risk - you're a part of the team.  Also, if things go badly for you because you under-estimated risk and we're not in position to help you, then that means others put themselves at risk to get you out and we may put the mission at risk if anything unfortunate happens to the target.  Also keep in mind that we're a new team - takes a while to be able to trust each other or know what our capabilities are, so playing it safe makes sense from that perspective too.


Eh, I suppose. Still, doing a side job and breaking into an apartment whose occupants we don't know instead of waiting around a corner screams unnecessary risk to me. I understand the sentiment of wanting to be prepared, and like I said, I've been playing SR since the early 90's, so I sort of know that paranoia can come in handy, but for this particular situation, not in general, it seems waaaay over the top in addition to being a risky move.

Objectively, we stand to lose more than we stand to gain from this particular move, because what we gain is the probably-not-necessary backup my character doesn't need to complete the objective and breaking into an unvetted apartment introduces, well, an unknown number of unknowns that make the paranoid aspect of me itch furiously. You guys have been telling me that this is being done so that you guys can be prepared, but in turn you're sort of forcing my character into lying to them- he can't legitimately claim that he's there to help and to keep them safe if he's got spirits following him around to harm them if they try anything, drones flying around outside to ventilate them if they try anything, and a decker jacked in nearby to combat them in their area of expertise if they try anything. Duck may as well bring a gun in and knock on the door with it.

Sure they might not know, if everyone gets where they need to be successfully, which happens to be an if of unmeasurable magnitude. Also, Duck knows, and since he's going to be attempting to be sincere approach, he's incredibly irritated that the team wants to risk that in order to breathe down his neck. Ever see Ocean's 11? There's a reason the talkers operate on their own while the ops people do work completely separate from them on most occasions- it'll blow cover, just like any of you guys making a misstep of getting a botched roll on this yet again only minimally helpful at best side-op would blow Duck's cover and potentially compromise the whole op.

Right now, as it stands, the team's insistence on it is perceived as not helpful, rather intrusive to his methods, and another instance of backseat driving. He's made the point before that he doesn't take kindly to anyone telling him how to do his job, and to him, this is worse, since instead everyone seems to be expecting him to fail at it.

In other words, the other team members in this instance are actually increasing the chances that my character will be put in danger by taking a risk that's had very little estimation. Sorry, all we know is that the targeted apartment is empty, and that's it. If a problem arises, it's going to hit you with a BIGTIME sense of underestimation. By having multiple angles of attack planned out and by waiting on these guys to show any aggressive actions before the jaws clamp down on them, you're increasing the chance that something unfortunate will happen to the target. While trust may take awhile to establish, Duck has already shown his capabilities in negotiation to the party, and he hasn't messed it up. He's insistent on doing it himself, that he needs minimal cover, and the team is basically giving him the impression that he can just fuck off by steamrolling through him and doing it anyway.

Either way, what's done is done I guess, and now I've got to play it forward. As a player, I fail to see any wisdom, good instinct, or merit to what the rest of the team is up to. Duck can't really see it either. I don't mean any personal offense by it, and I'm not personally offended, but it's kind of exhausting trying to explain to you guys that this particular maneuver introduces more risk into the situation and harms more than it helps, regardless of whether Duck succeeds or fails. That factor seems to be presently ignored in favor of paranoia. That's all I'm going to say on this issue unless asked. It's been made pretty clear at this point that I'm not getting through and I don't know how else I can explain how I'm seeing things. :/
Copperhead
player, 410 posts
Tread carefully
mother-fragger
Thu 24 Mar 2016
at 20:16
  • msg #249

Re: Planning, Plotting, and Scheming

Getting through a lock and disabling an alarm are quantifiable risks.  I suppose it's possible that the next door apartment will turn out to belong to a super-paranoid BTL pusher with security up the wazoo, but on the balance of probabilities, that's less likely than the pair we're visiting will check the security cameras for the whole building (which likely won't extend into the apartment but will certainly cover the hallways) and/or will pose a threat.

I think this is a case where we just have different threat assessments.  You see going one on two against two unknown and likely hostile individuals as low-risk because your character is set up to do that.  We see breaking into an unoccupied apartment in a run-down building as being low risk because a couple of the characters involved are designed to do that (and have the material to do it).  Both have potential risk.

From an IC perspective, I'm not sure a pure soft approach where you not only go in claiming to be a friend but actually *intend* to be a friend is on the table.  Copperhead is used to a space where force talks and if someone balks, you force their arm up a little higher behind their back (figuratively speaking).  Her perspective is that having a show of force to back up the friendly overture is likely to be important.  And OOC, it just clicked with me that you really are wanting to make this a totally friendly encounter.  My instinct says that's super-risky but I'll grant that it does have a bigger potential pay-off.

I think part of the issue is we got into the nitty gritty aspect of planning without settling on overall approach - make friends or show of force.  And thus we've been arguing the details from very different perspectives of how we're looking for this to go down.

It's true we've seen you with the Johnson and we've seen you work in an environment where the subject didn't have much choice but to comply.  But we haven't seen you walking up to a door hiding two surprised hostiles with your cahones hanging out.  That feels a little unnatural to Copperhead (and to me).  On the other hand, breaking into a known empty apartment is less stress than deciding what Nutrasoy packet to make for dinner.

I'll drop it too, but next time, we can perhaps work to agree on general objectives before we dig into tactical specifics and perhaps save writing and reading quite so much on this thread :>  (And not suggesting you weren't clear about what you were trying to do - I was just coming at it from a different perspective that what you were aiming to do didn't click and we never really got to arguing about that overall objective part.)
White Duck
player, 117 posts
Kickyfooting specialist
Also quite handsome
Sat 2 Apr 2016
at 16:17
  • msg #250

Re: Planning, Plotting, and Scheming

You're right about him being a diva and all, but a diva isn't just a diva because they're particular, it's because they're particular AND very good.
This message was last edited by the player at 17:33, Sat 02 Apr 2016.
White Duck
player, 118 posts
Kickyfooting specialist
Also quite handsome
Sat 2 Apr 2016
at 17:39
  • msg #251

Re: Planning, Plotting, and Scheming

And yeah, no hard feelings on whatever you guys' characters decide. I'm not sure I'd be willing to roll up another character for this one, since I put quite a bit of work into fully fleshing him out, but if he isn't compatible and the other characters can't give him any ground whatsoever, this whole thing is going to play out like a failed marriage I.C., and since I like you guys, I'd rather pull him out before the very thing I'm concerned about happening occurs and you guys start to dislike me personally.
Copperhead
player, 425 posts
Tread carefully
mother-fragger
Sat 2 Apr 2016
at 18:40
  • msg #252

Re: Planning, Plotting, and Scheming

Divas might be very good, but that doesn't mean they'll be popular with those who have to work with them.  I don't think it'll be necessary to roll up a new character.  Once White Duck has learned that having backup is sometimes useful and once the others have learned how to give Duck sufficient working room while still fulfilling their roles, the tensions should subside.  So long as we want things to work OOC, we can figure out ways to make things work IC.  I don't think there's anything irrevocably different in terms of character desires.  It's not like we have a drug addict and an anti-drug campaigner or a cleptomaniac and a straight-shooting LoneStar cop or a blood-thirsty serial killer and a pacifist.  We just have a situation where team members haven't figured out what everyone's grove is and how best to work together.  That's manageable with time, experience and the right driving events.  I'm sure Papa will throw us ample opportunities to save each other's hoops.  (Provided we manage avoid being so disfunctional we lose them instead :>)
Noruas
player, 338 posts
You want me to go where?
With whaaaaat?
Mon 4 Apr 2016
at 05:33
  • msg #253

Re: Planning, Plotting, and Scheming

Copperhead:
It's not like we have a drug addict and an anti-drug campaigner or a cleptomaniac and a straight-shooting LoneStar cop or a blood-thirsty serial killer and a pacifist.


So who was who, again?  I'm fairly certain I was the pacifist! ;)  Oh, how I miss being the pacifist!  :D  I don't remember if we had a cleptomaniac in the group before!
This message was last edited by the player at 05:34, Mon 04 Apr 2016.
Copperhead
player, 430 posts
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mother-fragger
Mon 4 Apr 2016
at 07:37
  • msg #254

Re: Planning, Plotting, and Scheming

Wasn't necessarily pointing to actual occurrences.  At least not for all of them :>
Noruas
player, 342 posts
You want me to go where?
With whaaaaat?
Mon 4 Apr 2016
at 15:02
  • msg #255

Re: Planning, Plotting, and Scheming

Wait, that reminds me, 'I' was the clepto of the group....as well as the serial killer.

Thaden was the anti-drugs and pacifist.

Sean was the drug addict.

Lonestar cop?  I think it was Ronin or someone...
Copperhead
player, 433 posts
Tread carefully
mother-fragger
Tue 5 Apr 2016
at 03:21
  • msg #256

Re: Planning, Plotting, and Scheming

Responding to Noruas's OOC question here:

I think White Duck's deciding whether to go back up with some excuse to pump them a bit more and to hopefully find a way to keep track of them in the unlikely event we need them again.  (We could have him plant a tracker, but I'm really not sure they're worth it.)  He may be waiting to see if anyone else has questions to raise.  Or he might just be trying to get healthy :>

Copperhead's waiting to hear back from her fixer (and your former fixer) whether Freya's still alive and where she might be (may be easier to roll her after her fixer left her for dead - assuming she isn't).  And also to find out if it's possible to set up a meet with Cooperman.

Dealing with Cooperman is going to be challenging.  It's strongly against his business interests to out his client.  Or double-cross him.  And my read is that taking any "assertive action" against a fixer in the Shadowrun universe without cause is frowned upon.  Sort of creates a disincentive for anyone to give you work.  So the best we can likely do is get information - and that's going to cost.  If anyone's got a way of connecting with someone with the Blood Rumblers to get more intel, that might work.  In theory we might acquire some sort of artifact he's interested in, though I wouldn't pursue that angle without really good intelligence he actually wants it.

If anyone's got corp or financial contacts, it'd be good to get a read on the relationship between Manns and Junior and the ramifications of the Friday shareholder meeting.
Noruas
player, 345 posts
You want me to go where?
With whaaaaat?
Tue 5 Apr 2016
at 05:01
  • msg #257

Re: Planning, Plotting, and Scheming

Do you mean Manes and Junior?  Looks like we'll have to wait until daybreak again if we wanna get more info, since most corp and financial people need their beauty sleep. (Me, included.)  BTW, just as a reference for my next move, what day and time is it in-game?
This message was last edited by the player at 05:02, Tue 05 Apr 2016.
Copperhead
player, 435 posts
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mother-fragger
Tue 5 Apr 2016
at 13:45
  • msg #258

Re: Planning, Plotting, and Scheming

I'm guessing it's now around 9 or 9:30am on Wednesday - and we haven't slept.  We've got 48 hours.
Noruas
player, 346 posts
You want me to go where?
With whaaaaat?
Wed 6 Apr 2016
at 03:54
  • msg #259

Re: Planning, Plotting, and Scheming

That means I gotta leave you guys and head for my day job.
Copperhead
player, 470 posts
Tread carefully
mother-fragger
Fri 29 Apr 2016
at 20:01
  • msg #260

Re: Planning, Plotting, and Scheming

Feel free to identify alternatives.  Noruas, not sure what makes the most sense for you.
Noruas
player, 371 posts
You want me to go where?
With whaaaaat?
Sat 30 Apr 2016
at 05:39
  • msg #261

Re: Planning, Plotting, and Scheming

Cliff Notes version of the what I need to know?
Copperhead
player, 471 posts
Tread carefully
mother-fragger
Sat 30 Apr 2016
at 06:05
  • msg #262

Re: Planning, Plotting, and Scheming

We're going to a street doc clinic where the wounded mage is holed up.  We've got an invite for me and I can probably bring one more.  Need our mage to keep the other mage from causing problems.  We don't yet have the ability for you to make a wireless connection from within the van (and the timeframe for acquisition means we wouldn't be able to get one in time to be useful), so I'm not sure what works best.  You can come in physically as additional back-up.  You can twiddle your thumbs in the van.  We can drop you at a coffin motel with decent connectivity and you can monitor things from there.  You can make a tap in a back alley and lie under a tarp and hope no-one notices you.  (Not advocating that last one :>)  You may have other ideas.
Noruas
player, 372 posts
You want me to go where?
With whaaaaat?
Sat 30 Apr 2016
at 10:33
  • msg #263

Re: Planning, Plotting, and Scheming

I think I'll find something to do once we get there.  But I'll probably need to surveil the location first and see if there's any other way I can help out.
Copperhead
player, 472 posts
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mother-fragger
Sat 30 Apr 2016
at 14:34
  • msg #264

Re: Planning, Plotting, and Scheming

K.  Sounds like we're now ready for a description of what we see when we show up :>
White Duck
player, 165 posts
Kickyfooting specialist
Also quite handsome
Wed 4 May 2016
at 12:44
  • msg #265

Re: Planning, Plotting, and Scheming

Maybe we can pool what we know about the female mage here. Having a good body of knowledge going in will help in questioning/directing the conversation here.
Caduceus
player, 126 posts
Thu 5 May 2016
at 15:30
  • msg #266

Re: Planning, Plotting, and Scheming

When you say she is a mage, it implies that she is a hermetic magician, correct?  Do we know this for sure, and do we know anything more specific about the type of magic she uses?
Copperhead
player, 477 posts
Tread carefully
mother-fragger
Thu 5 May 2016
at 15:52
  • msg #267

Re: Planning, Plotting, and Scheming

We were told she's a street mage.  That typically means hermetic, but we probably don't know for sure.  (And I'm not sure that Copperhead would draw the distinction.)  We know very little about here.  I could probably have gotten more info about her, but I didn't.
Caduceus
player, 127 posts
Thu 5 May 2016
at 16:00
  • msg #268

Re: Planning, Plotting, and Scheming

Cool.  I just wanted to make sure I hadn't missed something before I had Caduceus assume one way or the other.
Copperhead
player, 478 posts
Tread carefully
mother-fragger
Thu 5 May 2016
at 16:24
  • msg #269

Re: Planning, Plotting, and Scheming

It's entirely possible there's at least one magically active individual on staff.  The warded room would suggest that.
White Duck
player, 168 posts
Kickyfooting specialist
Also quite handsome
Thu 5 May 2016
at 17:21
  • msg #270

Re: Planning, Plotting, and Scheming

Hrmm, there's a warded room? Not sure when that was posted but my guess is that it's the mage/shaman we're looking for. Depends on whether it's a patient room or a staff room though.
Copperhead
player, 480 posts
Tread carefully
mother-fragger
Thu 5 May 2016
at 17:39
  • msg #271

Re: Planning, Plotting, and Scheming

Mending the Shadows#24

Caduceus did an astral sweep.  Our target isn't anywhere else, so by elimination, she must be there.  It's a patient room  You've got directions and a description of the building layout.  There's only 6 other rooms, so it shouldn't be too hard to pop over when you're done your "consult".
White Duck
player, 169 posts
Kickyfooting specialist
Also quite handsome
Thu 5 May 2016
at 17:59
  • msg #272

Re: Planning, Plotting, and Scheming

Roger that. My money's on it being the target.
Copperhead
player, 481 posts
Tread carefully
mother-fragger
Thu 5 May 2016
at 18:30
  • msg #273

Re: Planning, Plotting, and Scheming

Well that, or I'm asking for my money back from my fixer . . . :>
White Duck
player, 171 posts
Kickyfooting specialist
Also quite handsome
Fri 6 May 2016
at 02:24
  • msg #274

Re: Planning, Plotting, and Scheming

FYI, while Duck can be tempramental, this move is not. I work in the medical industry and most front desk clerks prioritize irate people with money, especially if they're willing to pay up front. Hoping that was still the case in the 80's or whenever the module was written. :P
Copperhead
player, 484 posts
Tread carefully
mother-fragger
Fri 6 May 2016
at 03:18
  • msg #275

Re: Planning, Plotting, and Scheming

No worries.  I just had an idea OOC and wanted an IC excuse to change my planned action.  Grumbling at you seemed highly IC . . . :>
Caduceus
player, 130 posts
Tue 10 May 2016
at 17:07
  • msg #276

Re: Planning, Plotting, and Scheming

I believe Caduceus's max clairvoyance range is roughly 60 feet.
White Duck
player, 180 posts
Kickyfooting specialist
Also quite handsome
Fri 20 May 2016
at 16:00
  • msg #277

Re: Planning, Plotting, and Scheming

Suggestions for further questions? I already plan on having Duck ask her more about the whereabouts of the two she mentioned, but maybe you guys have something you'd like to get clarification on/add?
Caduceus
player, 133 posts
Fri 20 May 2016
at 18:19
  • msg #278

Re: Planning, Plotting, and Scheming

Maybe ask about the barrier?  Did she set it up to keep people out, or did someone set it up to keep her in astrally?  Not sure it matters much either way though, so it's up to you.  Do we have her phone number for later?
Copperhead
player, 493 posts
Tread carefully
mother-fragger
Fri 20 May 2016
at 18:49
  • msg #279

Re: Planning, Plotting, and Scheming

I expect she created the barrier herself to avoid being tracked.  I'd like any info she has abou Cooperman in general - abilities, cyberware, tendencies, etc.  Any info she has about the chips or run orc would be good too.
White Duck
player, 183 posts
Kickyfooting specialist
Also quite handsome
Mon 23 May 2016
at 20:58
  • msg #280

Re: Planning, Plotting, and Scheming

quote:
Duck, you're at the back of the building inside a room. You may have heard some street noise, but unless you've got exceptional hearing, I doubt you know more than "something vehicular sounds like it's happening outside" - certainly not that he accelerated to hit me :>


Oh, pshaw. It just so happens that Duck not only has enhanced hearing, but select sound filtration as well.:P Of course, Duck never told CH this, so I posted it in that way to sort of make her wonder how in the hell he figured that out, haha.
Copperhead
player, 497 posts
Tread carefully
mother-fragger
Mon 23 May 2016
at 22:04
  • msg #281

Re: Planning, Plotting, and Scheming

Fair enough :>
Caduceus
player, 136 posts
Mon 23 May 2016
at 22:20
  • msg #282

Re: Planning, Plotting, and Scheming

Nice.
Papa Bear
GM, 5938 posts
Incertum est quo loco
te mors expectet;
Tue 24 May 2016
at 22:26
  • msg #283

Re: Planning, Plotting, and Scheming

Show off :P
White Duck
player, 184 posts
Kickyfooting specialist
Also quite handsome
Wed 25 May 2016
at 15:16
  • msg #284

Re: Planning, Plotting, and Scheming

Sorry to seem out-of-the-loop, but uh, what's in that briefcase anyway?
Copperhead
player, 498 posts
Tread carefully
mother-fragger
Wed 25 May 2016
at 15:39
  • msg #285

Re: Planning, Plotting, and Scheming

No-one knows other than CH so far.  Spare sandwiches? ;>
White Duck
player, 186 posts
Kickyfooting specialist
Also quite handsome
Wed 25 May 2016
at 15:55
  • msg #286

Re: Planning, Plotting, and Scheming

So it's like that briefcase from pulp fiction then, got it.
Copperhead
player, 501 posts
Tread carefully
mother-fragger
Thu 26 May 2016
at 04:29
  • msg #287

Re: Planning, Plotting, and Scheming

We don't have a rules discussion thread, so I wanted to propose a couple of changes around how ramming works.

1. I'd like to adopt the alternative damage rules from Rigger R3.  Rather than the damage category (L/M/S/D) being driven by speed, it's driven by relative size.  So if a Semi hits a pedestrian, the semi's damage level starts at L and the human's starts at D, regardless of speed.  (Power would continue to be based on speed, so a human can survive a slow-moving semi hit and the semi's grill would be fine too.)

2. I think the target of a ramming attempt should be able to do something to reduce the severity of the impact, avoid the attack, or at least ensure the attacker suffers some too.  Obviously it's harder to avoid being hit when someone wants to hit you than it is to avoid, but it should be possible, particularly if you're a skilled driver or have positional advantages.  My thought is that the victim of a ramming attack gets to make a driver roll too, but with a +2 modifier.  Any successes they make can be used to either counter the attacker's successes (possibly eliminating the ram entirely, or at least increasing the damage the rammer is going to take) or, alternatively, to be used to reduce the damage they suffer by changing the point of impact.

What this means is that a more maneuverable or skilled driver (who does better on their driving test) will have a better chance of avoiding being rammed or taking damage from the attack.

Thoughts?
Papa Bear
GM, 5942 posts
Incertum est quo loco
te mors expectet;
Thu 26 May 2016
at 10:38
  • msg #288

Re: Planning, Plotting, and Scheming

I'm open to it. I did realize, reading the rules again, that once that sedan was in range, you did not have any chance to avoid getting hit (assuming the sedan makes her roll). It would be one of those actions that you don't have access to if surprised, of course.
Copperhead
player, 502 posts
Tread carefully
mother-fragger
Thu 26 May 2016
at 14:04
  • msg #289

Re: Planning, Plotting, and Scheming

Agree re: surprise.

The other thing that would be useful is to be able to apply net successes to stage up damage.  That gives an interesting dynamic of whether you use successes to reduce damage to your own vehicle or stage up damage to the target.  (or to throw more control pool dice into the crash to give you enough successes to do both).  That way a bike that slams into a semi in just the right way by someone who's skilled could theoretically crack wratch the cooling system and cause the engine to seize while catapulting over the cab and be none the worse for wear - but don't count on it . . . :>
Papa Bear
GM, 5943 posts
Incertum est quo loco
te mors expectet;
Thu 26 May 2016
at 19:08
  • msg #290

Re: Planning, Plotting, and Scheming

Anyone else have feedback or thoughts?
White Duck
player, 187 posts
Kickyfooting specialist
Also quite handsome
Thu 26 May 2016
at 19:20
  • msg #291

Re: Planning, Plotting, and Scheming

As a proud, years-long owner of Rigger 3, I would like to add in that after all these years, I still find all of the vehicular combat rules thoroughly confusing. That said, I have very little clue as to what that whole discussion was about and would like to abstain. :P
Caduceus
player, 138 posts
Thu 26 May 2016
at 19:32
  • msg #292

Re: Planning, Plotting, and Scheming

Papa Bear:
Anyone else have feedback or thoughts?

I'm still learning how shamans work, so I will leave vehicular rulings to the experts.  The parts I understood seemed to make sense though.
White Duck
player, 189 posts
Kickyfooting specialist
Also quite handsome
Thu 26 May 2016
at 20:07
  • msg #293

Re: Planning, Plotting, and Scheming

Careful, guys, I have an OOC suspicion that that *thunk* might have been explosives. Hope we don't all bite it here.
Papa Bear
GM, 5945 posts
Incertum est quo loco
te mors expectet;
Thu 26 May 2016
at 20:53
  • msg #294

Re: Planning, Plotting, and Scheming

Yeah, the vehicle rules are terrible, and I (secretly) mess them up pretty much every time I use them. There's a reason why the first action in combat was for the other vehicle to crash.
Copperhead
player, 504 posts
Tread carefully
mother-fragger
Thu 26 May 2016
at 21:46
  • msg #295

Re: Planning, Plotting, and Scheming

I agree the thunk is likely a grenade.  I was expecting that, which is why I planned to blow the concussion grenade when they came past.  I didn't realize they were coming up so fast.  My first priority will be to scrape that sucker off.  (Probably safer than shooting it off with the drone)

The vehicle rules aren't great.  The R3 ones are generally horrendous, though I do think the crash damage level one from there make sense.
Copperhead
player, 507 posts
Tread carefully
mother-fragger
Fri 27 May 2016
at 15:50
  • msg #296

Re: Planning, Plotting, and Scheming

If Copperhead can, she'd like to take a hard right into an upcoming alley with the aim of eliminating line of sight from the shooter.  She scanned the area ahead of time with her drone and she has the Pathfinder edge, if that helps.  Let me know a) if that's possible and b) what phase I can do it on.
Caduceus
player, 139 posts
Fri 27 May 2016
at 17:23
  • msg #297

Re: Planning, Plotting, and Scheming

Should I be rolling for initiative again yet?  Or should I still wait a bit as other things get sorted?
Papa Bear
GM, 5948 posts
Incertum est quo loco
te mors expectet;
Fri 27 May 2016
at 19:09
  • msg #298

Re: Planning, Plotting, and Scheming

Yes to everything asked.

CH, you can take evasive measures immediately and hope you're right. You can also take a simple action to examine in detail, have a pretty good idea, and act on that (or you can wait for one of your team mates to send you intelligence).
Copperhead
player, 508 posts
Tread carefully
mother-fragger
Fri 27 May 2016
at 21:19
  • msg #299

Re: Planning, Plotting, and Scheming

I'm confused again :>

Yes to what exactly?  I can hope I'm right about what?

What I'm waiting for right now is:
1. What happened as a result of the altered CT2?  Did I hear/feel/see anything get scraped off the van after my close pass with the light stand?  Did the biker go down?

2. Is there an upcoming alley/street I can turn into and if so, on what combat phase can I do that?  I shouldn't have to observe in detail - I know where I am and I've got a mini-map of the area in my head.  I'm just asking what's there and how long to get to it.
Papa Bear
GM, 5949 posts
Incertum est quo loco
te mors expectet;
Sat 28 May 2016
at 11:51
  • msg #300

Re: Planning, Plotting, and Scheming

Yes turning is possible (since we're not using maps, rather than get into another geography confusion, I'll just say "turning to block LOS"). But you're working on your best-guess for where the shooter is located. It would be unfortunate if you turned into an alley next to the shooter, rather than one around the bend.

I'm not going to change the results of the previous turn. It's just too much for me to go back and readjust everyone's actions. You'll still be going first, so you can make an attempt to scrape off whatever is on the van. You can decide if you want to chase the bikes, or if you want to duck down the alley and hope the bikes do (or don't) come back around. I can say, the current actions you chose were probably the right ones (assuming scraping is successful). Your attackers knew you drive a big van, and disabling that was their first priority. Neutralizing four attackers in a car with unknown hidden cargo is probably a good first step. The bikes can only really hurt you if they get close, and all your team mates are currently inside or out of reach.

(Also worth noting, Caduceus did not actually tell you he heard anything, so if I felt like being really mean, I'd say scraping is meta-gaming :P )
Copperhead
player, 509 posts
Tread carefully
mother-fragger
Sat 28 May 2016
at 14:05
  • msg #301

Re: Planning, Plotting, and Scheming

Well, I know the shooter is on a building behind the clinic.  The clinic is behind me on my left.  So if I turn right, that should put me away from the first shooter - though I acknowledge they may not be the only ones.  The other reason for turning right is my understanding is that I've got a box truck trying to keep pace on my left, making turning that way harder.

I missed that it was only Caduceus that hear the thunk and that he didn't relay that information.  If I don't know it's there, I certainly won't do anything about it.  (Though I suspect the lack of relaying information may have been due to the churn of my figuring out what was going on - he still had a simple action and not much else to do about it.  He can indicate whether he )

My initial post for CT3 was about getting up to speed and ramming the bikes - which wasn't possible.  I hate to waste a full 3 phased because of an incomplete description of the circumstances I was in.  We're not revisiting what I did to the car, only what I do with one of the bikes (and, depending on whether Caduceus decides he told me about the thunk, whether the device is still attached or not).

However, if that's still too hard, I'll stop whining and move onto CT4 . . .
Caduceus
player, 140 posts
Sat 28 May 2016
at 20:26
  • msg #302

Re: Planning, Plotting, and Scheming

If it sounded like something had actually attached to the vehicle, Caduceus would have pointed it out.
Caduceus
player, 141 posts
Tue 31 May 2016
at 18:08
  • msg #303

Re: Planning, Plotting, and Scheming

What actions does Caduceus still have?  I thought he used them all already, except for one free action which he used to retroactively inform Copperhead of the object on her vehicle.
Papa Bear
GM, 5951 posts
Incertum est quo loco
te mors expectet;
Tue 31 May 2016
at 18:42
  • msg #304

Re: Planning, Plotting, and Scheming

This is the next turn, so Caduceus has a full complex action, or two simple actions. Considering your view of the scene, this would be a great time to sling some magic. The sedan seems to be in trouble, but it could come back into play, and you still have LOS on the ork with the AK (but neither seem to be serious threats). The motorcycle driver seems to be down. You can act against any other vehicles on the scene. You can try for the sniper, but it's a stretch, or possibly help Noruas (if you do, you would pre-empt Noruas getting to the top of the ladder).
White Duck
player, 190 posts
Kickyfooting specialist
Also quite handsome
Tue 31 May 2016
at 18:43
  • msg #305

Re: Planning, Plotting, and Scheming

Assuming Nouras spots the sniper, does that put me climbing the correct building?
Caduceus
player, 142 posts
Tue 31 May 2016
at 18:51
  • msg #306

Re: Planning, Plotting, and Scheming

Papa Bear:
This is the next turn, so Caduceus has a full complex action, or two simple actions. Considering your view of the scene, this would be a great time to sling some magic. The sedan seems to be in trouble, but it could come back into play, and you still have LOS on the ork with the AK (but neither seem to be serious threats). The motorcycle driver seems to be down. You can act against any other vehicles on the scene. You can try for the sniper, but it's a stretch, or possibly help Noruas (if you do, you would pre-empt Noruas getting to the top of the ladder).

Ok.  I wasn't sure if Copperhead's RV had windows, or just her monitors.  (I assume it at least has the appearance of windows from the outside though.)  Caduceus has a penalty for casting magic during combat, so he may stick with spirits and physical abilities.  Depends on what happens.  I'll work on my next post right now though.

So I have my actions from last turn, then roll initiative again and post actions for this turn, correct?
Papa Bear
GM, 5952 posts
Incertum est quo loco
te mors expectet;
Tue 31 May 2016
at 19:34
  • msg #307

Re: Planning, Plotting, and Scheming

White Duck:
Assuming Nouras spots the sniper, does that put me climbing the correct building?


You would be correct.
Papa Bear
GM, 5953 posts
Incertum est quo loco
te mors expectet;
Tue 31 May 2016
at 19:39
  • msg #308

Re: Planning, Plotting, and Scheming

quote:
So I have my actions from last turn, then roll initiative again and post actions for this turn, correct?


Post your actions for this turn I'm closing up, initiative (if you want, otherwise I roll it for you), and your actions for the next turn.
Copperhead
player, 510 posts
Tread carefully
mother-fragger
Tue 31 May 2016
at 21:06
  • msg #309

Re: Planning, Plotting, and Scheming

Not sure if Noruas let us know he was climbing the building.  If he did, asking a spirit to protect him might be good.
Caduceus
player, 144 posts
Tue 31 May 2016
at 21:15
  • msg #310

Re: Planning, Plotting, and Scheming

He had his first spirit use Concealment and Guard on Noruas when he first conjured it.
Papa Bear
GM, 5954 posts
Incertum est quo loco
te mors expectet;
Wed 1 Jun 2016
at 10:24
  • msg #311

Re: Planning, Plotting, and Scheming

Caduceus:
He had his first spirit use Concealment and Guard on Noruas when he first conjured it.


Going back through, I don't see that.
Caduceus
player, 145 posts
Wed 1 Jun 2016
at 13:08
  • msg #312

Re: Planning, Plotting, and Scheming

Papa Bear:
Caduceus:
He had his first spirit use Concealment and Guard on Noruas when he first conjured it.


Going back through, I don't see that.

Here is the post with the important bits in bold.  I had to go back and double check it myself too before my previous post.
Caduceus:
Caduceus let his consciousness sink into the cracks and crevices of the streets as he performed his ritual for conjuring a city spirit, in case he needed it to help with a distraction.  (He also had it use Concealment and Guard on Noruas out in the alley.) He then helped Copperhead monitor the monitors from his seat in her van.  He didn't like not knowing what was going on inside though.  But then again, as a snake shaman, he pretty much didn't like it whenever there was something secretive going on that he didn't know the details of.

"I should probably mention, once you are in the room, I could monitor the hall for you from out here.  I have a sort of remote-viewing spell, clairvoyance, that can let me see things from here while remaining in radio contact.  I could warn you if anyone comes to your door.  I may need to move closer though..."  To Copperhead he asks, "How close are we parked to where I described the room being?"

10:30, Today: Caduceus rolled 5 successes using 6d6 with the Shadowrun system with a target of 3 with rolls of 2,(6+2)8,4,3,(6+1)7,3.  Conjure Force 3 City Spirit.
5 services, 2 used, 3 remaining
10:30, Today: Caduceus rolled 3 successes using 6d6 with the Shadowrun system with a target of 3 with rolls of 5,(6+3)9,5,1,2,1.  Drain test.

Noruas
player, 385 posts
You want me to go where?
With whaaaaat?
Wed 1 Jun 2016
at 14:03
  • msg #313

Re: Planning, Plotting, and Scheming

Thanks for saving my hoop Caduceus!  I thought I was a goner there!
Copperhead
player, 512 posts
Tread carefully
mother-fragger
Wed 1 Jun 2016
at 14:42
  • msg #314

Re: Planning, Plotting, and Scheming

Does concealment affect the target number to hit someone or only to notice them?
Noruas
player, 386 posts
You want me to go where?
With whaaaaat?
Wed 1 Jun 2016
at 15:21
  • msg #315

Re: Planning, Plotting, and Scheming

I don't quite remember, but I thought there was an agreement on one or the other in one of the earlier discussions.
Papa Bear
GM, 5955 posts
Incertum est quo loco
te mors expectet;
Wed 1 Jun 2016
at 16:39
  • msg #316

Re: Planning, Plotting, and Scheming

Concealment will add to the shooter's TN to see Noruas. (Guard just protects Noruas from accidents--probably handy when racing up a ladder.)
Copperhead
player, 513 posts
Tread carefully
mother-fragger
Wed 1 Jun 2016
at 16:59
  • msg #317

Re: Planning, Plotting, and Scheming

So was the concealment taken into account when you ruled that Noruas was seen? or is he still taking a rifle shot to the chest?
Papa Bear
GM, 5956 posts
Incertum est quo loco
te mors expectet;
Thu 2 Jun 2016
at 13:28
  • msg #318

Re: Planning, Plotting, and Scheming

I did not account for it. I will be updating the post today.
White Duck
player, 192 posts
Kickyfooting specialist
Also quite handsome
Fri 3 Jun 2016
at 18:24
  • msg #319

Re: Planning, Plotting, and Scheming

Yo boss, would I be able to close to melee distance and strike at this point, or am I too far away to do so? I'd really like to close in here and chuck this chick off the roof for hitting my stubby-legged friend AND damaging CH's ride, but I don't want to put myself in a compromised position.
Papa Bear
GM, 5959 posts
Incertum est quo loco
te mors expectet;
Sat 4 Jun 2016
at 00:34
  • msg #320

Re: Planning, Plotting, and Scheming

You can close the distance.
Copperhead
player, 515 posts
Tread carefully
mother-fragger
Sat 4 Jun 2016
at 02:01
  • msg #321

Re: Planning, Plotting, and Scheming

If he gets in the way, Copperhead probably won't shoot him . . . ;>
Noruas
player, 387 posts
You want me to go where?
With whaaaaat?
Sat 4 Jun 2016
at 12:57
  • msg #322

Re: Planning, Plotting, and Scheming

Anybody on the team got healing skills?  Paging a doctor, dying dwarf on roof two...I repeat, dying dwarf on roof two...

Oh, and GOOO White Duck!  Do me a favor and slice her up already!
Copperhead
player, 517 posts
Tread carefully
mother-fragger
Sat 4 Jun 2016
at 14:01
  • msg #323

Re: Planning, Plotting, and Scheming

I do have medic skills.
White Duck
player, 194 posts
Kickyfooting specialist
Also quite handsome
Sat 4 Jun 2016
at 14:10
  • msg #324

Re: Planning, Plotting, and Scheming

We also happen to be outside of a clinic that is already known for patching up runners.
Copperhead
player, 519 posts
Tread carefully
mother-fragger
Sat 4 Jun 2016
at 14:26
  • msg #325

Re: Planning, Plotting, and Scheming

There is that.  And we could argue we were defending the clinic . . .
Noruas
player, 388 posts
You want me to go where?
With whaaaaat?
Sat 4 Jun 2016
at 14:55
  • msg #326

Re: Planning, Plotting, and Scheming

Sounds good to me.  Now, if your drone could give me a lift down to the clinic....

So, how much damage am I taking anyways?  Am I not supposed to be dead already?  This IS a sniper rifle, right?  Don't they do 12-14 Serious or Deadly?
Caduceus
player, 146 posts
Sat 4 Jun 2016
at 19:23
  • msg #327

Re: Planning, Plotting, and Scheming

Caduceus has Heal 6 and Stabilize 4 as well, but it would take him a bit to get to you Noruas.

Edit: I guess I could send my new spirit to bring you down to the ground, maybe, but do I even know that you've been shot yet?
Edit 2: Or maybe I could Levitate you down, if it comes to that.
This message was last edited by the player at 19:27, Sat 04 June 2016.
Copperhead
player, 520 posts
Tread carefully
mother-fragger
Sat 4 Jun 2016
at 19:39
  • msg #328

Re: Planning, Plotting, and Scheming

I don't think it was a sniper rifle.  A regular rifle is bad enough.  The real trouble is the 8 successes.

In general, we want to get you to a medic first to do first aid and then heal you with magic after.  However, if you take deadly damage, it's going to be hard not to have you out of commission for the rest of the run.  So this is definitely the time to throw all your combat pool at dodging and re-roll failures with Karma.

The drone couldn't handle your weight.  And I'm not sure there's any Shaman-summonable spirit that can levitate.  So we'll either have to carry you or let Caduceus levitate you.
Papa Bear
GM, 5961 posts
Incertum est quo loco
te mors expectet;
Sun 5 Jun 2016
at 03:10
  • msg #329

Re: Planning, Plotting, and Scheming

The 8-success shot misfired (thanks to Caduceus's accident power)--which means all that combat pool she threw into it she couldn't use. By the time she did shoot, she had wound penalties, plus was saving her combat pool, and Noruas had partial cover. Rather than take the +4 penalty for the partial cover and risk missing, she shot through the wall, giving Noruas some pretty significant armor. Even with all that, it comes down to a Moderate wound, mostly from shrapnel.
Papa Bear
GM, 5962 posts
Incertum est quo loco
te mors expectet;
Sun 5 Jun 2016
at 03:21
  • msg #330

Re: Planning, Plotting, and Scheming

Copperhead, you said you took a simple action to change ammunition. I double checked how long it takes to change magazines, and that seemed right, so I didn't argue :)

I don't think it'll make a huge difference now anyway--White Duck has it in hand, and your focus is probably better set on the limo.


Caduceus:
So per canon, a nature spirit can manifest inside of a moving vehicle and wreck that all up. However, in the house rules thread we did change that:
"Finally, spirits are limited as to where they can go.  Spirits can only go somewhere where the caster has been previously, or where the spirit could fly or walk to on the physical plane (disregarding armed guards who can shoot at them).  This is to prevent a caster giving an elemental an order to appear in the locked security room of a facility and break everything there, but still allows them a wide range of motion.  They can get past closed doors by manifesting, opening the door, then returning to the astral (or in the case of air elementals, they can simply flow in the cracks around the door).  They can appear outside of a locked door, bash it in, then proceed, and can appear outside of a ward, fight the ward, and pass on, but cannot otherwise appear on the other side of the barrier."

Considering you rely heavily on Copperhead's van, this helps you a lot more than it hinders. However, for your spirit to attack the rigger directly, it needs a way to access the interior of the vehicle, such as attacking the windshield. Since the vehicle is armored, this may be tricky. Alternatively, you can act against the vehicle directly, such as by causing an Accident.
Caduceus
player, 148 posts
Sun 5 Jun 2016
at 03:40
  • msg #331

Re: Planning, Plotting, and Scheming

Papa Bear:
Caduceus:
So per canon, a nature spirit can manifest inside of a moving vehicle and wreck that all up. However, in the house rules thread we did change that:
"Finally, spirits are limited as to where they can go.  Spirits can only go somewhere where the caster has been previously, or where the spirit could fly or walk to on the physical plane (disregarding armed guards who can shoot at them).  This is to prevent a caster giving an elemental an order to appear in the locked security room of a facility and break everything there, but still allows them a wide range of motion.  They can get past closed doors by manifesting, opening the door, then returning to the astral (or in the case of air elementals, they can simply flow in the cracks around the door).  They can appear outside of a locked door, bash it in, then proceed, and can appear outside of a ward, fight the ward, and pass on, but cannot otherwise appear on the other side of the barrier."

Considering you rely heavily on Copperhead's van, this helps you a lot more than it hinders. However, for your spirit to attack the rigger directly, it needs a way to access the interior of the vehicle, such as attacking the windshield. Since the vehicle is armored, this may be tricky. Alternatively, you can act against the vehicle directly, such as by causing an Accident.

Makes sense.  I probably read that at one point, but forgot since then.  I will go edit my post right now and adjust it to reflect this new information.
Copperhead
player, 523 posts
Tread carefully
mother-fragger
Sun 5 Jun 2016
at 14:49
  • msg #332

Re: Planning, Plotting, and Scheming

Responding to your question here @Noruas.  I asked about having the equivalent of "selectable clip" for my drones/vehicle at the outset.  For a regular weapon, it halves your ammo capacity, but lets you choose two different types of ammunition.  For belt-fed, automated weapons, BB is a little more lenient, though I do try to keep it in reason.  My rifles and LMG just have Gel and EX rounds.  My grenade launchers have IR Smoke, concussion, offensive and defensive grenades.

Phases and selectable ammo are separate things.  When we're in combat, everything happens in a series of 3-second combat turns (CT).  Each player and NPC gets a series of "phases" to act in during each CT.  How many they get depends on their initiative.  If you roll 1-10, you get 1 phase.  If you roll 11-20, you get two, etc.  In general to get over 10, you need to be decking, to be rigging or have some sort of magical or cyber enhancement.  In some limited cases - if you're injured or have other modifiers, you can actually have an initiative of 0 or less, which means you don't get to act.  Whoever rolls highest gets to go first, then in order of descending initiative.  When everyone's gone once, you subtract 10 from everyone's initiative rolls and anyone who's still above 10 gets to go again.

In meat-space, you'll probably get one action per phase.  When you're decking, you'll probably get around 2-3 - or occasionally 4 if you've got a good deck and roll well you can get up to 4.  Each phase that *anyone* acts on, you can do a "free action".  That's things that essentially require a simple thought - switching ammo in a smart linked weapon, speaking a word, taking a quick glance at the situation.  On your own phase, you can do 2 simple actions or one complex action.  Simple actions are things like aiming or shooting a regular weapon.  Shooting a vehicle weapon is a complex action.

Hope that helps :>
Noruas
player, 391 posts
You want me to go where?
With whaaaaat?
Mon 6 Jun 2016
at 13:27
  • msg #333

Re: Planning, Plotting, and Scheming

Yeah it does, thanks!  I know the part about the initiative and combat turns, but I didn't know nor have I ever heard that we can have selectable clips!  That would change how I play my character.  Now I know I should've bought more than just Gel and EX Explosive rounds....

BTW, when you say that it halves the ammo capacity, do you mean that the gun can now carry the same amount of ammo, but only half of each type?
Copperhead
player, 524 posts
Tread carefully
mother-fragger
Mon 6 Jun 2016
at 14:03
  • msg #334

Re: Planning, Plotting, and Scheming

The gun carries half the amount of ammo total.  So if normal capacity is 20, a selectable clip can only contain 10 - split as you wish between the different types of ammo you wish.  Essentially half the clip is taken up by the "switching" mechanism.  It works a little differently for belt-fed weapons.
Noruas
player, 392 posts
You want me to go where?
With whaaaaat?
Mon 6 Jun 2016
at 22:42
  • msg #335

Re: Planning, Plotting, and Scheming

Ok, thanks.
Caduceus
player, 151 posts
Fri 10 Jun 2016
at 00:25
  • msg #336

Re: Planning, Plotting, and Scheming

Conjuring a wind spirit works from inside a vehicle so long as the vehicle is under the open sky, correct? If not, I will need to rethink Caduceus's last action.
Papa Bear
GM, 5968 posts
Incertum est quo loco
te mors expectet;
Fri 10 Jun 2016
at 19:24
  • msg #337

Re: Planning, Plotting, and Scheming

Yes, that's fine.
Caduceus
player, 152 posts
Fri 10 Jun 2016
at 20:40
  • msg #338

Re: Planning, Plotting, and Scheming

Thanks.  That's what I thought, but I have been slipping up on the rules a lot lately and that seemed like a situation where there may have been a potential exception.

Also, Noruas, are you going to lay down and die a little so you don't have to walk aaaaall the way to the front of the building?  That sentence made me laugh. :P
White Duck
player, 198 posts
Kickyfooting specialist
Also quite handsome
Fri 10 Jun 2016
at 23:22
  • msg #339

Re: Planning, Plotting, and Scheming

Yeah, that one gave me a chuckle too.
Noruas
player, 397 posts
You want me to go where?
With whaaaaat?
Sat 11 Jun 2016
at 07:02
  • msg #340

Re: Planning, Plotting, and Scheming

I think I might have already died a little inside....  ;)
Papa Bear
GM, 5970 posts
Incertum est quo loco
te mors expectet;
Sat 11 Jun 2016
at 16:40
  • msg #341

Re: Planning, Plotting, and Scheming

quote:
15:38, Today: Copperhead rolled 36 using 4d6+12 with rolls of 6,6,6,6.  Initiative.


I had to double-check I didn't accidentally give Copperhead mod privileges at some point she was using to fudge the rolls. Wow!

(I was also wondering how your van could have such a high maneuverability score! Using the drone makes more sense.)

To answer your question; this area is a lot like the east side of Baltimore. Lots of brick row houses, many in terrible disrepair, warehouses, gas stations, light to moderate traffic. There are still telephone poles you can try cutting in half. You could also fire on a disused brick wall and potentially cause it to collapse. Bear in mind, the "limo" is actually a souped up SUV. Not as great off-road handling as stock, but it's still better than your average mercedes.
Copperhead
player, 539 posts
Tread carefully
mother-fragger
Fri 17 Jun 2016
at 12:39
  • msg #342

Re: Planning, Plotting, and Scheming

Duck can't see Junior yet.  (I'm not sure *I* can see junior - depends how far he sticks his head out the window.)

And I'm not sure what N-cap means?  I'm thinking that knocking him out is ill-advised, but willing to consider the possibility.  Very hard to do until he shows enough of himself though.  Plus, we'd still have to deal with the driver and the bodyguards, who presumably won't be as obliging about sticking their heads out.
White Duck
player, 206 posts
Kickyfooting specialist
Also quite handsome
Fri 17 Jun 2016
at 12:59
  • msg #343

Re: Planning, Plotting, and Scheming

Incapacitate. Should I have Duck start running to your location?
Copperhead
player, 540 posts
Tread carefully
mother-fragger
Fri 17 Jun 2016
at 20:08
  • msg #344

Re: Planning, Plotting, and Scheming

I'm pausing the van to pick you up, but the autopilot isn't that bright, so hoofing before it leaves is a good plan.

My guess is there's 4 hostiles, 3 of whom I can't incapacitate without killing them until the van gets there.  At that point, I could blow out a window and toss in a gas and concussion grenade which ought to at worst significantly diminish their effectiveness.  But do we really want to take that step?  Being in a position where we clearly could grease them but opting to talk instead seems like the wiser business move.  If we kidnap this guy and go heavy on him and then let him go, he's going to make our life miserable for years.  (And if we off him, LoneStar is going to do the same.)

That said, Copperhead won't have to be arm-twisted too hard.  Though she'd prefer to avoid damaging the limo.  It might make a nice acquisition.  If we do get a confession, we'll want it on tape.  I've got a micro-recorder.  Having him embarass himself by begging/pleading might be useful too.  I suspect the risk of those sorts of images hitting the streets might keep him from getting too nasty with us later.
White Duck
player, 209 posts
Kickyfooting specialist
Also quite handsome
Wed 22 Jun 2016
at 13:47
  • msg #345

Re: Planning, Plotting, and Scheming

Feels like less than five minutes of kicking the crap out of this guy in front of his own men would be more devastating than five hours of us privately torturing/interrogating him. The plan here is to completely shit on his morale. If the window starts to close, however, give me a heads-up. Duck will have to make a will save to get out of combat, but he isn't trying to brawl until the cops show up.
Copperhead
player, 544 posts
Tread carefully
mother-fragger
Wed 22 Jun 2016
at 14:07
  • msg #346

Re: Planning, Plotting, and Scheming

Fully understand your plan.  You're just going into it without much background on this guy's capabilities.  Hope you're up for the challenge.  (Copperhead is unsure who she wants to see taken down a peg or two more ;>)

Looks like the local gang-bangers will be more of an issue than the cops.  That said, the approach you're taking is more likely to earn their respect than their intervention - at least until you drop him.    We'll do our best to keep you free and clear.  Hopefully the clinic keeps Noruas secure.  Don't like that he's sitting there with an open wound and no back-up :(.
White Duck
player, 210 posts
Kickyfooting specialist
Also quite handsome
Wed 22 Jun 2016
at 14:13
  • msg #347

Re: Planning, Plotting, and Scheming

Nouras' situation also rubs me the wrong way. Maybe Cad can communicate with that Freya via astral and ask her to stay on-site and look over our gut-wounded dorf friend to make sure no one tries to wander in and kill him on the table.

As far as Duck's measure of Junior's capabilities, he *hopes* that Junior is actually an able combatant, rather than some chump. There's a part of him, a dash of a classic video game character mentality best held by Ryu from Street Fighter, that seeks out strong combatants intentionally as a means of self-improvement. If he loses, he needs practice. If he wins, it *is* practice.
White Duck
player, 211 posts
Kickyfooting specialist
Also quite handsome
Wed 22 Jun 2016
at 14:24
  • msg #348

Re: Planning, Plotting, and Scheming

Also, a bit about Duck's background that may sort of lead to this particular situation being more interesting if you knew it-

Duck's brothers are all Orks. They goblinized, and he didn't, which he'd come to blame on his albinism. They saw him as different, not one of them, and regularly singled him out, humiliated him, and often beat him up. The moment of Duck's magical awakening came in his early adolescence, when three of them were holding him down underwater to see how close they could get him to drowning. "Teaching the Duck to swim," they called it. The comeback ended up looking like something out of a Van Damme movie, with the clearly smaller Duck popping out of the water and nearly killing them. The whole thing, incidentally, was caught on one of his brother's cellphone cameras, as they were going to upload it onto the internet and send it to a girl Duck was courting, so in the SR universe there'd be low-res grainy footage of Duck suddenly knowing kung-fu and beating down his bullying siblings out there somewhere.

That said, Junior reminds Duck of one of his brothers, and that doesn't bode all too well for him.

The tattoos, however, are a different story entirely. I usually keep little tales and tidbits like this to myself unless someone asks him IC, to which I'd be able to use some of his background for the purpose of anecdotes. Thought it might interest you to know a bit about this particular shift in his attitude.
Copperhead
player, 545 posts
Tread carefully
mother-fragger
Wed 22 Jun 2016
at 15:49
  • msg #349

Re: Planning, Plotting, and Scheming

Very cool backstory.  Should be interesting indeed.  Please don't get killed ;>
White Duck
player, 212 posts
Kickyfooting specialist
Also quite handsome
Wed 22 Jun 2016
at 23:02
  • msg #350

Re: Planning, Plotting, and Scheming

Well, shucks, thanks. I think Duck's got this. Despite being the designated face, I *designed* him as a martial artist. If it turns out he doesn't clinch it here, I *do* enjoy designing characters.
Copperhead
player, 546 posts
Tread carefully
mother-fragger
Wed 22 Jun 2016
at 23:37
  • msg #351

Re: Planning, Plotting, and Scheming

Fair enough.  And if things aren't going well, I will try to put him down before he decapitates you ;>
Copperhead
player, 585 posts
Tread carefully
mother-fragger
Tue 19 Jul 2016
at 13:35
  • msg #352

Re: Planning, Plotting, and Scheming

My leaning is to ask how much they want for his body.  We should have some sense of how much we can get for his organs/cyber.  And I'd be willing to pay a small premium over that for what's in his head.  And they're welcome to his cape.  But that's only if we can stabilize him and keep him alive long enough to probe what's in his head.
Caduceus
player, 164 posts
Tue 19 Jul 2016
at 13:59
  • msg #353

Re: Planning, Plotting, and Scheming

I was also thinking about offering to buy the "dead" body at 1.5 time the standard rate.  They can keep the cape and don't have to worry about hauling him around.

However, I am still waiting to see if White Duck was going to finish him off first.  At that point there wouldn't be much point in keeping Junior around. :P
Papa Bear
GM, 6003 posts
Incertum est quo loco
te mors expectet;
Tue 19 Jul 2016
at 14:03
  • msg #354

Re: Planning, Plotting, and Scheming

He is in deadly overdamage. His Body score is pretty high, but realistically, you're not likely to get him talking in the next 48 hours.

(Coincidentally, the book also doesn't have anything for him to share. The expectation is you kill him, or he gets away.)
Copperhead
player, 586 posts
Tread carefully
mother-fragger
Tue 19 Jul 2016
at 15:21
  • msg #355

Re: Planning, Plotting, and Scheming

The plan wasn't to get him talking, just stabilize him, stim patch him awake and probe his mind to find out where the chips are and then let him crash when the stims wear off.  However, with the OOC knowledge, I'm happy to move on.
White Duck
player, 247 posts
Kickyfooting specialist
Also quite handsome
Wed 20 Jul 2016
at 14:38
  • msg #356

Re: Planning, Plotting, and Scheming

To answer your question, CH, Duck took all notable items and pocketed them, so yes, we got it and I'll have him get you the sec.
Caduceus
player, 166 posts
Thu 21 Jul 2016
at 15:39
  • msg #357

Re: Planning, Plotting, and Scheming

I suspect it doesn't matter much at the moment, but for future reference would it work for Caduceus to use Trid Phantasm and/or Physical Mask to change the appearance of Copperhead's vehicle to a similarly sized vehicle?  And could he do it from the inside since he can see his target from the inside and knows what it looks like on the outside?
Copperhead
player, 589 posts
Tread carefully
mother-fragger
Thu 21 Jul 2016
at 18:00
  • msg #358

Re: Planning, Plotting, and Scheming

Could come in handy sometimes I expect
Papa Bear
GM, 6005 posts
Incertum est quo loco
te mors expectet;
Fri 22 Jul 2016
at 14:49
  • msg #359

Re: Planning, Plotting, and Scheming

Doing some reading, that would be reasonable from a mechanics perspective. I keep looking for reasons why it wouldn't be (size issues, targeting, etc.) but it seems to be kosher.
Caduceus
player, 167 posts
Sat 23 Jul 2016
at 19:10
  • msg #360

Re: Planning, Plotting, and Scheming

If anyone needs some new clothing, Caduceus actually has a contact that is a tailor.

How armed/armored do we want to be for this thing, and who should go in?  I'm thinking both White Duck and Caduceus should go in at least, since they both have decent social skills and are basically armed even when they aren't (magic).
White Duck
player, 251 posts
Kickyfooting specialist
Also quite handsome
Sat 23 Jul 2016
at 19:43
  • msg #361

Re: Planning, Plotting, and Scheming

I think we somehow should sneak recording devices in. What sort of spell array does Cadeuces have?
Copperhead
player, 590 posts
Tread carefully
mother-fragger
Sat 23 Jul 2016
at 22:12
  • msg #362

Re: Planning, Plotting, and Scheming

I've got a small fly-size drone you could go in with, though depending on how sensitive they are to paparazzi, there could be jammers that'd render it useless.  Our comms should be better (they have a higher rating).  I'll definitely wait outside on overwatch unless/until there's an inside target that would be worth hitting with a B&E.  My social skills are horrible.  In the unlikely event security let me in because I had an invitation, I'm sure I'd end up with a permanent supervisor.

Agree that White Duck and Caduceus should go in.  Not sure about Noruas.  We *desperately* need to get him a wireless tap with the right rating for his deck.  Then we could install the deck and his meat could stay nicely comfortable in the van while he surfs around.  You guys could just put the tap in the right place.  Leaning against the building in an alley just isn't that appealing an option, I expect.

I'm not sure how much decking there'll be to do on this part of the run - but having access to the cameras and being able to manage doors/elevators/etc. could potentially be useful.  Or totally not.  In fact, we don't know what we're trying to even do at the party beyond talk to this Pengrave dude.  (And neither White Duck nor Noruas even know that yet - so I'm not quite sure why you've decided to crash the party yet.)
Copperhead
player, 592 posts
Tread carefully
mother-fragger
Sat 23 Jul 2016
at 22:27
  • msg #363

Re: Planning, Plotting, and Scheming

I'm thinking we figure out who Cooperman is and see if he's useful, put out feelers for Val and Griffin, White Duck and Caduceus go to the party and Noruas and I go to Junior's office.  I'm not sure how much overwatch is necessary/appropriate for the party and I'd really like to find out what the passwords are for.
Papa Bear
GM, 6010 posts
Incertum est quo loco
te mors expectet;
Sun 24 Jul 2016
at 00:29
  • msg #364

Re: Planning, Plotting, and Scheming

PM
Copperhead
player, 593 posts
Tread carefully
mother-fragger
Sun 24 Jul 2016
at 01:10
  • msg #365

Re: Planning, Plotting, and Scheming

PM
Caduceus
player, 169 posts
Sun 24 Jul 2016
at 02:24
  • msg #366

Re: Planning, Plotting, and Scheming

White Duck:
I think we somehow should sneak recording devices in. What sort of spell array does Cadeuces have?

I might as well just post his Spell List, since he would probably let you know his capabilities before going in to the party anyway.  He doesn't have any real combat spells, since snake shamans are usually pacifists and he gets spell penalties in combat anyway.  He would probably rely more on conjuring and physical weapons in combat.  He gets a bonus on health, illusion, and detection spells.  (all but the last three, I believe.)  Also potentially relevant, he can speak English, Sperethiel, Latin, and Portuguese.  He has knowledge about Seattle High Society, and knows quite a bit of general Etiquette, and can Negotiate fairly well (with an emphasis in bargaining), and has a focus in aura reading (auras).

Mindlink - 2
Mind Probe - 6
Clairvoyance - 3

Healthy Glow – 2 (Exclusive, lowered cost)
Heal – 6
Stabilize – 4 (Exclusive, lowered cost)
Resist Pain - 2 (Exclusive, lowered cost)
Antidote - 2 (Exclusive, lowered cost)
Cure Disease - 2 (Exclusive, lowered cost)

Physical Mask – 6
Trid Phantasm – 6 (Exclusive, lowered force)
Stealth - 4

Influence – 6 (Exclusive, lowered force)
Levitate – 4
Magic Fingers – 2
Copperhead
player, 594 posts
Tread carefully
mother-fragger
Sun 24 Jul 2016
at 03:14
  • msg #367

Re: Planning, Plotting, and Scheming

Very nice.  I'm picturing you levitating my Doberman up the side of sky scraper at 8m/s . . . :>
White Duck
player, 253 posts
Kickyfooting specialist
Also quite handsome
Mon 25 Jul 2016
at 19:47
  • msg #368

Re: Planning, Plotting, and Scheming

To respond to your query in the IC thread, CH, I wanted to let you know that I'm awaiting the results of any decking Nouras does while he's down here. If that's best handled in PM/etc and Bear wants to move things along to when we can convene and combine info, I'm fine doing that, just not sure if they want to process the matrix exploration before or afterwards.
Copperhead
player, 595 posts
Tread carefully
mother-fragger
Mon 25 Jul 2016
at 20:05
  • msg #369

Re: Planning, Plotting, and Scheming

Ok, but he's going to have more useful information to deck with once he's got the secretary information.  Copperhead set the meet-up for ~90 minutes after we split up, so by the time you get to where you're going, get cleaned up, have your chat and get to the restaurant, that doesn't leave a lot of time for research - particularly from an environment that's not designed for him to jack in.  May make more sense to get together then move him to a place where he can research properly while the rest of us mine contacts.
Papa Bear
GM, 6011 posts
Incertum est quo loco
te mors expectet;
Tue 26 Jul 2016
at 12:49
  • msg #370

Re: Planning, Plotting, and Scheming

This is a great opportunity for Noruas to do what he's good at--crack the party matrix well enough that he knows how to get in, do his research, then jump back and do overwatch with a Light Wound and Serious stun from all his decking, then jump in the van with Copperhead to fight whoever shakes out of the party!
Noruas
player, 410 posts
You want me to go where?
With whaaaaat?
Tue 26 Jul 2016
at 13:31
  • msg #371

Re: Planning, Plotting, and Scheming

So how much time would I need to fix up the datajack point at WD's?  Or should I do the snooping when we all meet at the rendezvous point?
Papa Bear
GM, 6012 posts
Incertum est quo loco
te mors expectet;
Tue 26 Jul 2016
at 15:30
  • msg #372

Re: Planning, Plotting, and Scheming

You'd probably do better to find a more reliable connection. Even if you manage to fix any local issues, the whole line is old and neglected, and you really don't want a sudden connection drop while your brain is flying along the wire at the speed of light.
Copperhead
player, 597 posts
Tread carefully
mother-fragger
Tue 26 Jul 2016
at 16:19
  • msg #373

Re: Planning, Plotting, and Scheming

The place Copperhead picked should have a semi-decent connection and we can move elsewhere if need-be.
Noruas
player, 411 posts
You want me to go where?
With whaaaaat?
Tue 26 Jul 2016
at 22:29
  • msg #374

Re: Planning, Plotting, and Scheming

Understood.  Thanks.
Caduceus
player, 170 posts
Wed 27 Jul 2016
at 17:35
  • msg #375

Re: Planning, Plotting, and Scheming

Papa Bear, were Junior's passwords for his computer and home security listed or unlisted?  Is there some sort of check I could make to see what other passwords might be missing from the identified list?

Also, just had another thought.  Perhaps the three unlisted passwords have something to do with the three missing chips directly.
Copperhead
player, 601 posts
Tread carefully
mother-fragger
Wed 27 Jul 2016
at 17:47
  • msg #376

Re: Planning, Plotting, and Scheming

I had the same though about the possible correlation with the chips, which is why I figured we should reach out to the J.  If we need a password to get them to eject from someone's head without blowing up, that would be good to know . . .
Papa Bear
GM, 6015 posts
Incertum est quo loco
te mors expectet;
Wed 27 Jul 2016
at 18:13
  • msg #377

Re: Planning, Plotting, and Scheming

No indications of home computer or home security passwords being listed. Just 'personal interests', business sites, a few PINs for voicemail and the like, and those unlisted passwords.
White Duck
player, 257 posts
Kickyfooting specialist
Also quite handsome
Wed 27 Jul 2016
at 19:54
  • msg #378

Re: Planning, Plotting, and Scheming

With all this talk about Junior's computer-- wouldn't that be located elsewhere from the party? I don't see why Junior would need invites to a party he's throwing at his own pad.
Copperhead
player, 603 posts
Tread carefully
mother-fragger
Wed 27 Jul 2016
at 20:55
  • msg #379

Re: Planning, Plotting, and Scheming

The computer would likely be somewhere totally different.  We're contemplating splitting the party, though no decision on that made yet.
Papa Bear
GM, 6016 posts
Incertum est quo loco
te mors expectet;
Thu 28 Jul 2016
at 17:51
  • msg #380

Re: Planning, Plotting, and Scheming

No one asked, but I do recommend splitting-you have two nights to get three chips, and also split parties are much easier for me to kill.
Papa Bear
GM, 6017 posts
Incertum est quo loco
te mors expectet;
Mon 1 Aug 2016
at 20:07
  • msg #381

Re: Planning, Plotting, and Scheming

A quick poke here. Noruas needs to settle his body somewhere for him to hack (he can do it from the restaurant if you'd like). I can run him faster than everyone else, since I don't have to wait on so many people responding before I post a turn, but if he doesn't start soon, there may be delays to the rest of the group.

Also, I need to know who is going to the party, and who is doing other stuff (and if so, what?)
White Duck
player, 258 posts
Kickyfooting specialist
Also quite handsome
Mon 1 Aug 2016
at 20:12
  • msg #382

Re: Planning, Plotting, and Scheming

Yeah, I have no idea on the whole matrix connectivity issue, but I was assuming we were letting that get resolved before I pressed on.

To answer your question, Duck is definitely going to that party. Select sound filtration should let me get in on plenty of juicy tidbits.
Copperhead
player, 604 posts
Tread carefully
mother-fragger
Mon 1 Aug 2016
at 20:32
  • msg #383

Re: Planning, Plotting, and Scheming

I'm assuming Noruas can do basic searching here to learn what he can about Pengrave, Cooperman, Val & Griffin as well as the party site - enough to give us some basic intel for planning, figure out where might be a good place for him to jack in, etc.  We can take him somewhere else if he wants to get into the party site's system itself to do some preparatory work for supervising things.

I think we should have White Duck call the J from here to find out what the deal is if the chips get slotted and see if she knows what "Cleo" and "Jack" mean as well as what our odds are of getting near Junior's office & computers.  (And also to give her a professional heads up about Junior so she's not blind-sided by it.)

Whether I go to the party depends on whether we agree that splitting up is useful, but even if I go, I expect it'll be in someone's pocket as a fly, not with an invite.
Papa Bear
GM, 6018 posts
Incertum est quo loco
te mors expectet;
Mon 1 Aug 2016
at 20:46
  • msg #384

Re: Planning, Plotting, and Scheming

quote:
Whether I go to the party depends on whether we agree that splitting up is useful, but even if I go, I expect it'll be in someone's pocket as a fly, not with an invite.


Noted, shape-change spell for Copperhead to disguise herself as something slightly less disgusting.
White Duck
player, 259 posts
Kickyfooting specialist
Also quite handsome
Mon 1 Aug 2016
at 21:58
  • msg #385

Re: Planning, Plotting, and Scheming

Hmm, CH, maybe you can get in as maintenance/party staff?
Copperhead
player, 605 posts
Tread carefully
mother-fragger
Tue 2 Aug 2016
at 02:24
  • msg #386

Re: Planning, Plotting, and Scheming

@Papa :P

@White Duck: Could do, but I'm not sure whether that would be beneficial.  Once we get a sense of the size of the venue and what sort of defenses might be in place, we can figure out what makes sense.  I'm coziest and most useful in my vehicle.  If you guys need a quick get-away, that's fastest.  Outside my vehicle, I'm easily recognizable without a spell as well as more vulnerable if I have to rig.  Only reason to exit is if we had a B&E target for me to hit.  But so far, there's no intelligence to suggest that's necessary.  My leaning therefore is to hold onto an invitation (and maybe even have Copperhead cast and sustain a spell on me that he can drop if necessary), but to wait in the van and just rig a fly to eavesdrop/explore.
Noruas
player, 415 posts
You want me to go where?
With whaaaaat?
Tue 2 Aug 2016
at 09:49
  • msg #387

Re: Planning, Plotting, and Scheming

You mean Caduceus, right?
Copperhead
player, 606 posts
Tread carefully
mother-fragger
Tue 2 Aug 2016
at 13:58
  • msg #388

Re: Planning, Plotting, and Scheming

Um, yeah.  I might be multi-talented, but I'm not *that* multi-talented :>
White Duck
player, 260 posts
Kickyfooting specialist
Also quite handsome
Thu 4 Aug 2016
at 12:18
  • msg #389

Re: Planning, Plotting, and Scheming

So, shall we? I think we have a party to attend.
Copperhead
player, 607 posts
Tread carefully
mother-fragger
Thu 4 Aug 2016
at 13:45
  • msg #390

Re: Planning, Plotting, and Scheming

Aren't you going to call the J?
White Duck
player, 261 posts
Kickyfooting specialist
Also quite handsome
Thu 4 Aug 2016
at 13:48
  • msg #391

Re: Planning, Plotting, and Scheming

Well damn, didn't realize I was holding things up. Forgot about that, sorry. Doing so now.
Caduceus
player, 173 posts
Thu 4 Aug 2016
at 13:54
  • msg #392

Re: Planning, Plotting, and Scheming

Caduceus has some people he can call too, but I was kinda waiting to see what Noruas was able to find so that Caduceus would have a better idea what to ask them.
Noruas
player, 422 posts
You want me to go where?
With whaaaaat?
Sat 6 Aug 2016
at 14:25
  • msg #393

Re: Planning, Plotting, and Scheming

Ok guys, I need a little help here.  I am currently running a search browser in the matrix to look into these slave nodes I've found.  I would like it if you guys can help me think of what else could be connected to these slave nodes besides cameras.  Yes, I know I lack the decker's proper imagination, but that's why I have and love you all. ;)
White Duck
player, 263 posts
Kickyfooting specialist
Also quite handsome
Sat 6 Aug 2016
at 14:28
  • msg #394

Re: Planning, Plotting, and Scheming

Audio feeds, phone/telecom lines, stored transaction data, stored personal data, hmm...
Caduceus
player, 174 posts
Sat 6 Aug 2016
at 19:50
  • msg #395

Re: Planning, Plotting, and Scheming

What is a slave node exactly?  I am not too familiar with matrix terms and I Don have my book with me at the moment.  Would household utilities be connected to them, like lights, stoves, thermostats, refrigerators?
Caduceus
player, 175 posts
Sun 7 Aug 2016
at 22:21
  • msg #396

Re: Planning, Plotting, and Scheming

Now that I have been able to look into it a little more and get a better idea of what might be included, here are some more possibilities (along with my old ideas):
elevators
automated security defenses (turrets, metal detectors, x-ray machines)
motion sensors
electronic door locks
lights
air traffic monitoring systems
garage doors
sprinkler systems
thermostats
fireplaces
Copperhead
player, 608 posts
Tread carefully
mother-fragger
Sun 7 Aug 2016
at 23:03
  • msg #397

Re: Planning, Plotting, and Scheming

Sprinkler systems are nice things to have control over if we want the party to end early . . . :>
Noruas
player, 423 posts
You want me to go where?
With whaaaaat?
Tue 9 Aug 2016
at 10:03
  • msg #398

Re: Planning, Plotting, and Scheming

Thanks guys!  ;)
White Duck
player, 264 posts
Kickyfooting specialist
Also quite handsome
Tue 9 Aug 2016
at 13:48
  • msg #399

Re: Planning, Plotting, and Scheming

So uh, things are still happening, right? I don't need to PM bear to see if she/he is okay or anything, do I?
Papa Bear
GM, 6027 posts
Incertum est quo loco
te mors expectet;
Tue 9 Aug 2016
at 14:05
  • msg #400

Re: Planning, Plotting, and Scheming

Time is passing :) Right now, the only one who has posted they are taking actions is Noruas (in the hacking thread). If you're ready to roll or planning to call the Johnson, you need to explicitly say you do it. You may want to wait a tick until Noruas is done hitting the party location on the matrix, but I don't expect him to find anything that will seriously impact your early-party decisions.

(If you're going to the party, go ahead and jump to the party thread.)
White Duck
player, 265 posts
Kickyfooting specialist
Also quite handsome
Tue 9 Aug 2016
at 14:20
  • msg #401

Re: Planning, Plotting, and Scheming

I posted that I was calling the Johnson last Thursday, haven't gotten a response yet.
Papa Bear
GM, 6029 posts
Incertum est quo loco
te mors expectet;
Tue 9 Aug 2016
at 16:29
  • msg #402

Re: Planning, Plotting, and Scheming

In that case you just need to poke me :P
Caduceus
player, 176 posts
Sat 13 Aug 2016
at 22:29
  • msg #403

Re: Planning, Plotting, and Scheming

Noruas, have you been finding out some good information?  Anything Caduceus should know before calling up his contacts?  Locations?  Guest lists?  Purpose of the party?  Supplies we might want to track down?
Noruas
player, 429 posts
You want me to go where?
With whaaaaat?
Sat 13 Aug 2016
at 22:57
  • msg #404

Re: Planning, Plotting, and Scheming

Yeah, just found out I'm being tracked by a camera.  Trying to deal with it as we speak.  I've found out that there are camera, phone line, and security feeds.  But I haven't been able to bust in on it just yet.
Caduceus
player, 177 posts
Sat 13 Aug 2016
at 23:20
  • msg #405

Re: Planning, Plotting, and Scheming

Awesome!  Sounds cool.
Copperhead
player, 609 posts
Tread carefully
mother-fragger
Mon 15 Aug 2016
at 07:06
  • msg #406

Re: Planning, Plotting, and Scheming

White Duck - presume you're going to ask follow-up questions for some specifics around the alterations of behavior, the types of skills we should be preparing for (including for the 3rd unnamed chip), as well as whether there's any particular process for unslotting a chip.)  Plus giving a heads up about the fact that Junior's now no longer a factor?
White Duck
player, 268 posts
Kickyfooting specialist
Also quite handsome
Mon 15 Aug 2016
at 12:38
  • msg #407

Re: Planning, Plotting, and Scheming

Good questions, and I planned on asking more, just had a busy weekend. Will post in today when I get a window.
Copperhead
player, 610 posts
Tread carefully
mother-fragger
Mon 15 Aug 2016
at 14:02
  • msg #408

Re: Planning, Plotting, and Scheming

No worries.  I took last week off.  I was just double-checking :>
White Duck
player, 269 posts
Kickyfooting specialist
Also quite handsome
Tue 16 Aug 2016
at 12:25
  • msg #409

Re: Planning, Plotting, and Scheming

Don't think I'd want to tie us to Junior's disappearance if we don't have to though. We got away with that, no sense in poking the bees nest to see if any of them want to sting us.
Copperhead
player, 611 posts
Tread carefully
mother-fragger
Tue 16 Aug 2016
at 14:45
  • msg #410

Re: Planning, Plotting, and Scheming

My take is that the Johnson will find out or strongly suspect that it was us eventually.  Giving them a heads up that "we have information that suggests that Junior will no longer be taking a significant interest in these chips or anything else" doesn't claim any responsibility - we could have been witnesses or heard 2nd hand, but may give the J some opportunity for damage control or to take other actions to their advantage.  Just seems more professional than letting them be blind-sided.
White Duck
player, 271 posts
Kickyfooting specialist
Also quite handsome
Tue 16 Aug 2016
at 14:49
  • msg #411

Re: Planning, Plotting, and Scheming

No less professional than knowing fully well what's on the chips and refusing to let us know prior to us accepting the job, or not even knowing it's the CEO's son that's caused your product to go missing, or allowing one's security on a top-secret project get lax enough to have it stolen.
White Duck
player, 273 posts
Kickyfooting specialist
Also quite handsome
Tue 16 Aug 2016
at 15:48
  • msg #412

Re: Planning, Plotting, and Scheming

Calling Tee-Hee next.
Copperhead
player, 612 posts
Tread carefully
mother-fragger
Tue 16 Aug 2016
at 16:24
  • msg #413

Re: Planning, Plotting, and Scheming

We don't expect the Johnson to tell us everything.  That's not how they work.  Plus, if the chips hadn't been slotted, there was no need for us to know those sorts of details.  And the J. didn't know it was the CEO's son at the time we were commissioned.

We're trying to build rep, so doing things that make the J's life easier is a good thing if it doesn't cost us anything.  How you delivered it works for me.

Do we have Tee Hee's contact info?

Also, you haven't asked if there's any magic to unslotting the chips or otherwise disabling them (which would make sense for a research prototype).  You could press to talk to a technical person if she doesn't have the info.
White Duck
player, 274 posts
Kickyfooting specialist
Also quite handsome
Tue 16 Aug 2016
at 16:46
  • msg #414

Re: Planning, Plotting, and Scheming

Duck was given a card for how to contact Hendrix, who would at least know where Tee Hee is. Good idea for a question, but I think it might be better asked of Tee Hee too.
Copperhead
player, 613 posts
Tread carefully
mother-fragger
Tue 16 Aug 2016
at 17:33
  • msg #415

Re: Planning, Plotting, and Scheming

Tee Hee wasn't working in the chips, he just had sufficient access to steal them.  He already said he didn't know anything about them.  If we're going to get info on the chips, it's either from the J or someone she gives us access to.
Copperhead
player, 614 posts
Tread carefully
mother-fragger
Thu 18 Aug 2016
at 15:20
  • msg #416

Re: Planning, Plotting, and Scheming

Duck, will you prompt her to get more details on the chips - what sort of skill enhancements/personality changes we can expect and how to deactivate/remove them if slotted?

Papa - she had no reaction to the possibility that Junior might not be in the picture anymore?
Papa Bear
GM, 6042 posts
Incertum est quo loco
te mors expectet;
Fri 19 Aug 2016
at 14:28
  • msg #417

Re: Planning, Plotting, and Scheming

Whatever her thoughts are on Junior (and his abrupt exit), she's keeping them to herself.
Copperhead
player, 616 posts
Tread carefully
mother-fragger
Sun 28 Aug 2016
at 16:53
  • msg #418

Re: Planning, Plotting, and Scheming

Given the quality of the invitations, who this person supposedly is, the industry we're dealing with and that someone at Junior's level was invited, I think it's a safe bet that we're talking quite upscale.  Probably black-tie equivalent.
Papa Bear
GM, 6047 posts
Incertum est quo loco
te mors expectet;
Mon 29 Aug 2016
at 12:55
  • msg #419

Re: Planning, Plotting, and Scheming

Seems a pretty good idea. Probably also plan to leave the hardware at home.
Copperhead
player, 618 posts
Tread carefully
mother-fragger
Mon 29 Aug 2016
at 22:58
  • msg #420

Re: Planning, Plotting, and Scheming

Looks like my fly-size drones were mentally carried over from a different character (in a different game and rules setting - they don't even exist in the Shadowrun universe).  So the smallest thing I've got is the Scorpion.  It's got a signature of 12, and is about 7 inches long.  With the aid of a spirit to conceal it, I could possibly slip in and do some poking around, but it's not terribly fast - only 2 meters/turn.  If someone steps on it or shoots at it, it's toast.  However, undetected, it can jab a single dose of narcojet into the back of someone's heel.

I've got a couple of micro camcorder and an activate-on-demand tracker you guys can take in if you want.  The former will give Noruas or I non-mobile eyes and ears wherever you wish (for example, to watch over a hall or to listen in on a conversation when you can't be in proximity (though Caduceus' fancy ears may make that unnecessary).  The tracker might be helpful if you do find Val if we decide that security is too high to do an extract on-site, we could track her for when she departs to a secondary location and try to intecept her on route, though if she's traveling in AAA neighborhoods only, there probably won't ever be an "easy" time to grab her.

Beyond that, I've got a couple of drones that can climb up airshafts and carry a bit of weaponry, and I've got decent B&E skills, plus the requisite toys, so if we become aware of a place that's worth breaking into, I can probably do that too.
Noruas
player, 438 posts
You want me to go where?
With whaaaaat?
Fri 2 Sep 2016
at 12:29
  • msg #421

Re: Planning, Plotting, and Scheming

Well, aside from computers and hacking, I too can do some B&E (minor league compared to Copperhead) if we ever need to.  But aside from that, I'm actually not very useful in the field unless you are counting on minor support from someone who can use mounted weapons on vehicles.
Caduceus
player, 183 posts
Fri 2 Sep 2016
at 17:43
  • msg #422

Re: Planning, Plotting, and Scheming

Would security notice/care if Caduceus brought his expendable spell focuses with him to the party?
Papa Bear
GM, 6050 posts
Incertum est quo loco
te mors expectet;
Tue 6 Sep 2016
at 15:50
  • msg #423

Re: Planning, Plotting, and Scheming

You may be able to smuggle them, since they're small. But they would 'care'.
Caduceus
player, 186 posts
Tue 6 Sep 2016
at 16:37
  • msg #424

Re: Planning, Plotting, and Scheming

Ok.  He'll probably just leave them with his motorcycle then.
Noruas
player, 461 posts
You want me to go where?
With whaaaaat?
Sat 24 Sep 2016
at 03:09
  • msg #425

Re: Planning, Plotting, and Scheming

So have we decided when it is I should set the alarm for, yet?
Copperhead
player, 647 posts
Tread carefully
mother-fragger
Sat 24 Sep 2016
at 05:46
  • msg #426

Re: Planning, Plotting, and Scheming

Copperhead proposed 5 minutes.  Right now she's just waiting for you to say you can.  She could then ask the others what they want.

Are you doing sprinklers, smoke alarm or both?
Noruas
player, 462 posts
You want me to go where?
With whaaaaat?
Sat 24 Sep 2016
at 07:36
  • msg #427

Re: Planning, Plotting, and Scheming

Well, if you say 5 mins, then I could setting it off in 5 mins.  But I would suggest you hash it out with the other two first.  I will be setting off any and all alarms available.
Copperhead
player, 648 posts
Tread carefully
mother-fragger
Sat 24 Sep 2016
at 22:24
  • msg #428

Re: Planning, Plotting, and Scheming

Then ask the question IC and I'll pass it along :>
Copperhead
player, 671 posts
Tread carefully
mother-fragger
Wed 19 Oct 2016
at 04:54
  • msg #429

Re: Planning, Plotting, and Scheming

Moving this to the planning thread.  My understanding is that spirit orders are delivered mentally - so no one would necessarily hear or see anything.  They might notice you concentrating, but given that they're pretty engrossed and you're concealed, that's unlikely.  If they had astral perception they'd likely notice.  In terms of a spell, again, the only sign would be a look of concentration unless you have a geis or there's a somatic component.  You light up like a Christmas tree in the astral, but it's not terribly obvious what's happening on the physical plane.  A trained observer who was paying attention would notice, but if you're standing behind them in the elevator, they won't see much.

Whether they'd notice the effects of the spell, I don't know.  My impression of mind probe is that the target is fully aware they're being probed - they get to resist.  So they're likely to freak out more than a little.  So from that perspective, yes, it's probably best done when there's a lot of people around.  Or when you've got them helpless so it doesn't really matter if they know what's going on with their head.  (Picture the scene from the most recent Star Wars where they're trying to read what's in each other's head - they definitely know something's happening.)

Also, I believe you need to touch the subject.  Influence might have been the better bet.  If BB confirms that this is how the spell works (and how spells work in general), he may let you adjust your post to something that's a bit safer - and more likely to get what you need.  (Influencing him to head to a nice abandoned area to have some quiet time to talk might be useful :>)
White Duck
player, 336 posts
Kickyfooting specialist
Also quite handsome
Thu 20 Oct 2016
at 14:49
  • msg #430

Re: Planning, Plotting, and Scheming

Say, would it be a crazy idea to try and hide *myself* in the backseat?
Caduceus
player, 218 posts
Thu 20 Oct 2016
at 15:27
  • msg #431

Re: Planning, Plotting, and Scheming

I would certainly be impressed if you could pull that one off.  What was your plan for doing it?

Also, your idea just made me think of another really cool one.  (I don't think we should try it, but it sounded cool so I wanted to share.)  So, White Duck and Caduceus can both alter their appearance, correct?  So Caduceus could influence Cleo into going to use the restroom before she crosses the lobby.  Then Caduceus and White Duck disguise themselves as Cleo and Pengrave.  Fake Cleo goes with Pengrave in the car, then when real Cleo comes out, fake Pengrave brings her out for a short stroll to get some fresh air and Copperhead picks them up down the street.
White Duck
player, 337 posts
Kickyfooting specialist
Also quite handsome
Thu 20 Oct 2016
at 15:59
  • msg #432

Re: Planning, Plotting, and Scheming

Alright, well, I sort of thought of this idea from what I've seen in a lot of horror/suspense movies- someone gets in a car without checking the backseat and takes off, then gets held hostage. As a CQC specialist, Duck would be able to own up on any in-vehicle combat if they try to initiate it. See also Michael De Santa from GTA V if you know which early mission I'm talking about.

Anyway, this works in real life too, as I've read of several instances of this sort of thing happening- most people just hop in and don't check the back seat.
So, going off that natural inclination, coupled with the concept that they'll likely assume themselves safe once they're in the car, it might be a viable pursuit, especially if Cad can distract them from checking or influence Pengrave to start driving once they hop in. Once they're underway, Duck will pop up holding a card to whomever's neck is driving, drawing a little blood to let them know those cards can kill someone, then navigate them to a safe spot for extraction of Val/Cleo and pickup.

I think once we get the chip out of Val, she'll cooperate, even possibly be thankful, for our assistance.

What do you guys think?
Copperhead
player, 672 posts
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mother-fragger
Thu 20 Oct 2016
at 16:00
  • msg #433

Re: Planning, Plotting, and Scheming

Probably a little crazy. :>  He has a driver, so I presume the two of them will be in the backseat too.  Could be a little cozy.  You've only got a fource 4 spirit concealing you.  My interpretation of concealment is that you're harder to notice.  When someone looks your way, a swirl of leaves or debris will obscure your location or the street light shining on your position will go fritzy.  When you walk, the leaves underfoot won't crackle and a coyote's howl will cover the clang of a gate.  Plus there's a bit of a mental influence that just makes you hard to notice.  You're still "there" but the environment cooperates to cover up your impact and people's natural tendancy to gloss over things that aren't "important" gets magnified with you clearly falling into the "not important" category.  (All of this is my interpretation though - who knows what Papa thinks :>)

In any event, once you were in the car - and certainly once the car left the building, you'd be outside the spirit's realm, meaning you'd lose the spirit's power and would be left with your own stealth.  If you can manage to hide well enough in the back seat that two other people sitting there wouldn't notice you, that'd be fragging *awesome*.  But I bet it's a pretty high TN ;>

Caduceus, your plan sounds interesting.  Trick would be pulling off all that high-level magic without the elementals watching the lobby noticing.  And without security picking up on the fact that Cleo and Pengrave get into the car and drive off, then stroll out of the building two minutes later.

However, influencing her that her stomach is bothering her so she heads to the woman's washroom, where one of you could then become a woman and join her and perhaps influence her to give over the chip or just take her out could work.  (Generally aren't cameras in washrooms, nor much astral watching going on.)

I'm not sure if she'll be greatful for the loss of the chip.  If this thing is BTL-like, it could be addictive and she might be pissed at its loss.  Hard to know for sure until it's out.
White Duck
player, 338 posts
Kickyfooting specialist
Also quite handsome
Thu 20 Oct 2016
at 16:56
  • msg #434

Re: Planning, Plotting, and Scheming

Hrmm, if there's a driver, why not just, uh, pretend to be the driver? If he's the average guy Duck should be able to knock him out fairly quickly and just push him over to the passenger's seat.
Copperhead
player, 673 posts
Tread carefully
mother-fragger
Thu 20 Oct 2016
at 18:25
  • msg #435

Re: Planning, Plotting, and Scheming

You could, but it'd be hard to do that.  The limo is parked in front of the main doors.  There's certainly security cameras, and possibly a doorman and/or valet desk with direct view of the car.  Plus whoever else is wandering in/out.  Our targets are moving through the lobby towards the doors, which I presume are glass, they probably also have a visual on the car.

Until the driver gets out of the vehicle, you have no hope of getting your hands on him.  So you'd have to take him out when he gets out to go around to open the door for his clients (assuming he doesn't just electronically open the door, but I suspect that wouldn't be sufficiently stylish.)  You'd have to take him out and get into his uniform without being noticed.

If we'd known he had a car and would be using it, could possibly have done that down in the garage, but I'd say it's too late at this point.

If Caduceus feels he can safely get our lady into the bathroom, then we might still be able to get the chip before they leave.  If not, we could try influencing Pengrave to drive somewhere useful.  And if that doesn't work then we'll just follow them and figure out whether we want to flick on the jammer, run them off the road and acqire the chip or just see where they go and do the "break in, steal the chip" once they're in their new (hopefully less secured) location.
White Duck
player, 339 posts
Kickyfooting specialist
Also quite handsome
Tue 25 Oct 2016
at 16:53
  • msg #436

Re: Planning, Plotting, and Scheming

Hrmm, might now be a good time to pull one of this floor's fire alarms?
Copperhead
player, 675 posts
Tread carefully
mother-fragger
Tue 25 Oct 2016
at 17:20
  • msg #437

Re: Planning, Plotting, and Scheming

I'd told Noruas to jack out and he was starting to climb the stairs.  So he's a few turns away from being able to do that.  I'm not sure where you are.  If you're in a position to do that without being noticed, that might be ok.  I suspect there are cameras in the elevator, so anything that keeps security from looking at the cameras for a minute or so would be good.  On the other hand, don't know how much backup Caduceus is going to need.  I'm trying to find what we know about Val.  I know she's not the street sam but I don't know if we know what her role is.  If the two of them are unarmed, hopefully their unarmed combat sucks.  However, it looks like she may have boosted reflexes, so hard to know.

  Caduceus might be able to take both with the help of the spirit.  Both are hopefully somewhat confused.   Spirit could slow the elevator and give him more time to subdue them, grab the chip and maybe even change his appearance to look like Pengrave.
Caduceus
player, 220 posts
Tue 25 Oct 2016
at 17:51
  • msg #438

Re: Planning, Plotting, and Scheming

Caduceus has 0 combat skills.  Snake shamans are typically pacifists, so he is extremely unsuited for close combat.  He also gets a penalty to his spells during combat.  He is fast though, so it should at least be hard for Pengrave to get his hits in.  If worst comes to worst, he will probably threaten Cleo with the first aid scissors, now that he knows how much she means to Pengrave on a personal level.

Caduceus is going to try and talk himself out of his bad situation.
Copperhead
player, 676 posts
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Tue 25 Oct 2016
at 18:08
  • msg #439

Re: Planning, Plotting, and Scheming

The tricky part is what her capabilities are - she may be more than able to defend herself.  Don't forget to leverage your spirit.
Papa Bear
GM, 6095 posts
Incertum est quo loco
te mors expectet;
Tue 25 Oct 2016
at 19:10
  • msg #440

Re: Planning, Plotting, and Scheming

WD, as an experienced Shadowrunner, you would know that pulling the fire alarm would (if the elevator has an integrated recall system like it should) deliver the elevator automatically to some pre-determined floor, usually the lobby, but possibly a basement. It would override any controls inside the elevator and ignore any elevator calls. It would also probably result in a lot of people wandering around the driveway and possibly even locking down the garage level, which would make car use difficult.
Copperhead
player, 677 posts
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mother-fragger
Tue 25 Oct 2016
at 19:33
  • msg #441

Re: Planning, Plotting, and Scheming

Locking down the garage level in the incident of a FHIR would be really odd - definitely wouldn't want to keep people from getting out of a burning building.  I can see keeping people from *getting* to the parking area - don't want a traffic jam.  But it should certainly be possible to leave if you happen to be in the basement.  (Directing the elevator to the basement would be weird too - you'd want it to exit to ground level, both because that's where you want the people inside to be and that's also where first responders would likely be arriving.)
White Duck
player, 340 posts
Kickyfooting specialist
Also quite handsome
Wed 26 Oct 2016
at 15:06
  • msg #442

Re: Planning, Plotting, and Scheming

Papa Bear:
WD, as an experienced Shadowrunner, you would know that pulling the fire alarm would (if the elevator has an integrated recall system like it should) deliver the elevator automatically to some pre-determined floor, usually the lobby, but possibly a basement. It would override any controls inside the elevator and ignore any elevator calls. It would also probably result in a lot of people wandering around the driveway and possibly even locking down the garage level, which would make car use difficult.

So, if I wait on those elevator doors to open at the lobby, then pull the alarm, it wouldn't work for some reason?

I'm going to pull a bit on personal knowledge here, as my father was a fire-fighter for over twenty years and is now the chief. I'm actually a certified volunteer firefighter as well. While I'm not full-time and won't profess expertise, I do know the way things go during a building fire with evacuating residents-

Usually in fire alarm/drill situations, everyone's instructed to evac to a designated area. In fact, buildings are presently legally required to post signs with designated evacuation routes. Even when a building would have, say, an integrated sprinkler system, these alarms *require* folks to evacuate even if the alarm was pulled as a prank. A few years ago during finals week at a school I taught at, we had three students pull fire alarms back to back to avoid taking exams. Legally, we had to basically stand outside in the heat all day even though everyone knew it was BS after the second time the alarm was pulled, and we all ended up having our Summer vacation reduced by a day because of these young fools.

Additionally, while I can't speak for the late 2050's, federal law NFPA 72 (asked my dad about this one) designates that ONLY a building's lobby can be used for firefighter elevator recall. This is because building lobbies have specific design considerations that require lobby floors to have a certain number of exits/entryways, access to other floors of the building, etc to make evacuation possible in circumstances that are life-or-death situations. It's also why you always see a "NO PARKING- FIRE ZONE" area directly in front of some buildings, but never inside of an integrated parking garage. Think about it- if the structural integrity of a building is potentially compromised by fire or any other major hazards, the firefighters aren't going to park their trucks *inside* the building. Parking in a parking garage during an emergency response situation also sort of prevents the truck from being able to utilize its ladder to rescue civilians from upper floors or its hose from being able to connect to a hydrant/reach a fire.

Elevator recall systems are put in place so that fire fighters basically get these elevators reserved for their own use during emergency response situations. Contrary to popular belief, elevators are routinely stable and working during all but the most major of building fires. Civilians are generally under the impression that they are instructed to use the stairs because elevators may not work/might get overcrowded, and while it may indeed be a factor to consider, it isn't the primary reason these systems are in place. Ever see that keyhole slot on an elevator button panel with the little firefighter helmet? If dispatched to a large building, fire response from that district is going to bring the key that fits and use the elevator to get to the appropriate floor very quickly.

So, that said, even if those regulations were no longer in play in this futuristic cyberpunk fantasy hybrid setting, it wouldn't make any practical sense to shunt an elevator to a basement level, as those systems aren't put in place to get civilians to their cars, but to get responders to the emergency.

Also, I'm aware that pulling that alarm would cause a bit of a clusterfuck with foot and vehicle traffic- that's the idea. If those elevator doors open and the numerous lobby guards see one of their tenants fighting with a stranger, they're probably going to light up/arrest that poor stranger. If there was a rushing crowd of panicked civilians between them and the elevator doors, however, their plates might be a bit too full for them to consider it a priority. A traffic jam prevents that Westwind from being able to make an easy escape, too. In other words, I was actually suggesting causing that situation to occur so that Cad and I can retrieve the chip and escape with the crowds. As has been stated, we're both capable of altering our appearances to an extent in which a huge crowd of people exiting the building would be an ideal circumstance for easy extraction.

TL;DR- I'm confused as to why giving us some crowd cover and making the area turn into a clusterfuck so we can get out during the chaos wouldn't work in our favor.
Papa Bear
GM, 6096 posts
Incertum est quo loco
te mors expectet;
Wed 26 Oct 2016
at 17:01
  • msg #443

Re: Planning, Plotting, and Scheming

White Duck:
So, if I wait on those elevator doors to open at the lobby, then pull the alarm, it wouldn't work for some reason?


Correct.

quote:
I'm going to pull a bit on personal knowledge here, as my father was a fire-fighter for over twenty years and is now the chief. I'm actually a certified volunteer firefighter as well. While I'm not full-time and won't profess expertise, I do know the way things go during a building fire with evacuating residents-


Okay, never mind then! My information is from a five-minute google search. The elevator opens to the lobby! (I will put in the caveat, in some specialized cases like arcologies, there may be basement "safe zones" instead of rally points outside of the building. But this building definitely does not qualify.)

quote:
TL;DR- I'm confused as to why giving us some crowd cover and making the area turn into a clusterfuck so we can get out during the chaos wouldn't work in our favor.


I didn't say it wouldn't work out in your favor, only that that is what would happen. As a player, the worst gaming experience is to be sure X action will have Y result, and instead it has Z because no one stated what they were actually expecting to see.
White Duck
player, 341 posts
Kickyfooting specialist
Also quite handsome
Wed 26 Oct 2016
at 17:09
  • msg #444

Re: Planning, Plotting, and Scheming

Thanks for the quick response, Bear!

Also, sorry if I came across as some know-it-all snob there. I used to be that kid in class that would raise my hand to try and answer every question, but, well, I know I'm definitely wrong sometimes :P
Papa Bear
GM, 6097 posts
Incertum est quo loco
te mors expectet;
Thu 27 Oct 2016
at 12:57
  • msg #445

Re: Planning, Plotting, and Scheming

Not a problem at all! Part of why I love Shadowrun is it gets me to read about how people work in all sorts of different fields.
White Duck
player, 342 posts
Kickyfooting specialist
Also quite handsome
Thu 27 Oct 2016
at 13:25
  • msg #446

Re: Planning, Plotting, and Scheming

Hrmm, well, now that that issue is settled, I do recognize that introducing crowds into the scene could potentially muss up what you guys are doing, so I wanted to confer with my teammates here and determine whether or not this would be advisable at the moment or cause you guys to facepalm.
Copperhead
player, 678 posts
Tread carefully
mother-fragger
Thu 27 Oct 2016
at 13:47
  • msg #447

Re: Planning, Plotting, and Scheming

I wouldn't face-palm.  Whether it's advantageous will sort of depend on how things go in the elevator.  From an IC perspective, it's a reasonable thing for you to do right away.  (And is essentially what Noruas might try, though it'll take him longer to get to it.)  It'll take a turn or two for everyone to react.  And creating some distraction within the elevator may not be a bad idea either.  Just try not to get noticed and try to be in position to help with the elevator when it arrives if needed.
White Duck
player, 343 posts
Kickyfooting specialist
Also quite handsome
Thu 27 Oct 2016
at 14:10
  • msg #448

Re: Planning, Plotting, and Scheming

Gotcha...also, POST 4000!

I feel like there should be some sort of celebration.

Anyway, will act that out IC when I get the chance, barring Nouras or Cad see some issue with taking the action.
Caduceus
player, 222 posts
Thu 27 Oct 2016
at 14:17
  • msg #449

Re: Planning, Plotting, and Scheming

Just do what you think White Duck would do and I'll roll with it, whether or not it turns out to be good or bad.
White Duck
player, 345 posts
Kickyfooting specialist
Also quite handsome
Thu 27 Oct 2016
at 20:14
  • msg #450

Re: Planning, Plotting, and Scheming

CH- I meant to relay it via text, but forgot to plug the "Via text" part in there. Doing so now, sorry bout the confusion.
Copperhead
player, 680 posts
Tread carefully
mother-fragger
Thu 27 Oct 2016
at 21:10
  • msg #451

Re: Planning, Plotting, and Scheming

Did you text us both?  (I guess that's something that would presumably work in 2050 :))
Noruas
player, 469 posts
You want me to go where?
With whaaaaat?
Thu 27 Oct 2016
at 21:32
  • msg #452

Re: Planning, Plotting, and Scheming

Yeah, I am performing a tactical facepalm right now.  You guys do realise I left my crime scene several posts ago, right?  Ever since CH gave me the heads up that we might just be leaving, I had packed up and entered the van already.
Copperhead
player, 681 posts
Tread carefully
mother-fragger
Thu 27 Oct 2016
at 23:16
  • msg #453

Re: Planning, Plotting, and Scheming

Not sure you had the chance to make it into the van.  I told you we might need to move when he got on the elevator.  At which point you'd have needed to jack out, remove your tap, grab the drone, make it back to the ladder & climb up.  My presumption was you'd started to climb when Copperhead dropped the manhole cover back in place and told you to jack in again.  And 5 seconds later she's telling you it's your call whether to jack in or climb the ladder.

(So facepalm is more than appropriate - she was a tad hasty.)
Noruas
player, 470 posts
You want me to go where?
With whaaaaat?
Fri 28 Oct 2016
at 09:46
  • msg #454

Re: Planning, Plotting, and Scheming

So, are we still going with the 'I jack into the system again?'
Copperhead
player, 682 posts
Tread carefully
mother-fragger
Fri 28 Oct 2016
at 13:22
  • msg #455

Re: Planning, Plotting, and Scheming

I don't know.  Realistically, you won't be able to get in before the elevator hits the lobby.  whether there'll be anything useful to do at that point with the fire alarm already going, I don't know.
Caduceus
player, 224 posts
Wed 2 Nov 2016
at 14:13
  • msg #456

Re: Planning, Plotting, and Scheming

If anyone was waiting on me, I 2as planning to wait and see how injured Caduceus was before writing his next post.  Also wanted to make sure Duck was on the ground floor, which it seems he is.  Also also, I am going to have limited internet connection and no source book until Sunday, so I may not be able to give detailed responses from my phone.
Copperhead
player, 684 posts
Tread carefully
mother-fragger
Wed 2 Nov 2016
at 14:47
  • msg #457

Re: Planning, Plotting, and Scheming

Just waiting for confirmation of where Duck is.

Also, as a heads up, I won't be on-line at all the last two weeks of the month.  (So that would not be an ideal time to get into vehicle combat :>)
White Duck
player, 346 posts
Kickyfooting specialist
Also quite handsome
Wed 2 Nov 2016
at 23:43
  • msg #458

Re: Planning, Plotting, and Scheming

Sorry, yes, I did in fact have Duck travel downstairs.
Copperhead
player, 685 posts
Tread carefully
mother-fragger
Fri 4 Nov 2016
at 14:01
  • msg #459

Re: Planning, Plotting, and Scheming

Given Pengrave's clout and the serious security, my leaning would be to plant the tracker on the car and try to avoid being noticed as the individual who triggered the alarm.  (Spirit might be able to help with that.)  If you can plant a suggestion in Pengrave's head to drive somewhere "quiet", that'd be a bonus, but I'm not sure that'll be possible with the elevated security.  I just don't think we should try anything further in this environment - too risky.
White Duck
player, 348 posts
Kickyfooting specialist
Also quite handsome
Fri 4 Nov 2016
at 15:45
  • msg #460

Re: Planning, Plotting, and Scheming

Are they still headed towards that vehicle at this point?

Also, I can't do the suggestion planting thing- That's Cad. If Duck can't talk someone into doing something, he's unable to magically manipulate any aspects of that conversation.
Caduceus
player, 225 posts
Fri 4 Nov 2016
at 21:58
  • msg #461

Re: Planning, Plotting, and Scheming

Has combat ended now, or will Caduceus still receive a penalty for casting in combat if he tries to heal himself?
Papa Bear
GM, 6101 posts
Incertum est quo loco
te mors expectet;
Tue 8 Nov 2016
at 14:57
  • msg #462

Re: Planning, Plotting, and Scheming

You are out of combat.

Last post I have is WD will try to make another grab. I'm guessing this is more obvious a grab than the last? Cleo seemed to be fast last time, and he doesn't have an 'in'.
White Duck
player, 349 posts
Kickyfooting specialist
Also quite handsome
Tue 8 Nov 2016
at 16:12
  • msg #463

Re: Planning, Plotting, and Scheming

Bear- To clarify, I was looking for two things-

1. An opening and
2. Whether they are going to their vehicle.

If an opening doesn't pop up, my plan is to toss the tracker onto the hubcap just as soon as it starts rolling off, which I think seems like the best way to pull it off as opposed to approaching their vehicle now and potentially being there planting the bug when they arrive.
Copperhead
player, 686 posts
Tread carefully
mother-fragger
Tue 8 Nov 2016
at 17:40
  • msg #464

Re: Planning, Plotting, and Scheming

You might want to define what you mean by an "opening" - I get the impression that security is pretty tight at the moment, so even if the targets present an opening, that doesn't mean you'll have a chance for a clean get-away.
Papa Bear
GM, 6102 posts
Incertum est quo loco
te mors expectet;
Thu 10 Nov 2016
at 19:25
  • msg #465

Re: Planning, Plotting, and Scheming

They are heading towards their vehicle, but slower, with security clearing the way. There's a lot of chaos though, with people wandering out of the lobby onto the driveway, sometimes pressing against the vehicles, and more people pressing into the lobby from upstairs.
Copperhead
player, 688 posts
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mother-fragger
Thu 10 Nov 2016
at 21:24
  • msg #466

Re: Planning, Plotting, and Scheming

So presumably it shouldn't be too hard for White Duck to "lean" against the vehicle before they get to it, particularly if he can look a bit different than when he accosted Cleo upstairs.
Papa Bear
GM, 6104 posts
Incertum est quo loco
te mors expectet;
Sat 12 Nov 2016
at 11:46
  • msg #467

Re: Planning, Plotting, and Scheming

Correct. Of course, it's a little tougher to place a bug on the underside or somewhere it won't be easily seen if he's just 'leaning'. But getting close to the vehicle isn't an issue.
Noruas
player, 471 posts
You want me to go where?
With whaaaaat?
Sun 13 Nov 2016
at 03:46
  • msg #468

Re: Planning, Plotting, and Scheming

Well, there's always Plan B.

- WD tries to plant bug on car.
    - If WD is successful, we don't do squat.
    - If WD isn't successful, we light up the driveway with bullets (either in person or with a drone).  Basically it's just a distraction to allow WD to make an escape and possibly give WD another opening to place the bug again, while everybody is screaming and confused.  Cleo and Pengrave might also try to slip away into their ride to get out of the scene.
Copperhead
player, 689 posts
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mother-fragger
Sun 13 Nov 2016
at 11:06
  • msg #469

Re: Planning, Plotting, and Scheming

I think bullets in this environment is a *very* bad idea.  I'd probably lose the drone, if not worse.

The tracker is a "nice to have", but if WD can't safely plant it, I'll just try to track the vehicle without it.  Unless it goes screaming away at 140km per hr (which is hard to do in the Seattle environment), I should have no issue keeping up and it would have no reason to try to evade.  Tracker is more of a safety net and not worth putting lives at risk.
Noruas
player, 472 posts
You want me to go where?
With whaaaaat?
Sun 13 Nov 2016
at 12:34
  • msg #470

Re: Planning, Plotting, and Scheming

I thought your drone could aim and fire from about 1km away?  Well, never mind.  It's just a thought.
Copperhead
player, 690 posts
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mother-fragger
Sun 13 Nov 2016
at 13:06
  • msg #471

Re: Planning, Plotting, and Scheming

It can.  But there's a bunch of other drones around that can do the same, plus at least one chopper.  And some of those can probably fly faster than I can and presumably have dedicated riggers - or at least would if they were in hot pursuit of a "terrorist".  Not to mention that I'd probably have to drop my signal (and abandon the drone) before they triangulated on the van I'm using to communicate with it.

This is a high-society gathering with lots of security.  LoneStar is going to want bodies if we cause a disruption.  It's a risk I'd take if there was a chance WD or Caduceus were in danger.  But it's not worth it just to plant the tracker.
Copperhead
player, 695 posts
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mother-fragger
Tue 6 Dec 2016
at 20:51
  • msg #472

Re: Planning, Plotting, and Scheming

So I presume we're going to hit them in the house?  See if they go to sleep, break in, toss in a gas grenade to encourage them to stay that way?  I can probably monitor what room they go to.  If they go hang out outside, that may make things even easier - I can help sneak up with a drone.

Presume we will want to find a place where Noruas can jack in so we can bypass some of the security systems.  This should presumably be easier to do than the last location.
Papa Bear
GM, 6108 posts
Incertum est quo loco
te mors expectet;
Wed 7 Dec 2016
at 22:36
  • msg #473

Re: Planning, Plotting, and Scheming

I should have been more clear.

You all have an opportunity to interrupt if you'd like. Many of these roads are winding and poorly watched. If you would like to ambush, go for it. You'll need to outperform a speedster, but I believe in you.
Copperhead
player, 696 posts
Tread carefully
mother-fragger
Wed 7 Dec 2016
at 23:53
  • msg #474

Re: Planning, Plotting, and Scheming

No point having the conversation IC given that the destination's already been posted.

Do we want to waylay them before they get wherever they're going (given that we wouldn't know for sure where that would be)?

If we were to do so, I'd suggest the following:
1. I scout ahead on the back road to figure out a place where them crashing wouldn't be fatal, there isn't any nearby cover to run to and where we can hide the van nearby
2. We pass the vehicle with the van and park it near the ambush spot.  (Will need to be far enough ahead that their driver won't notice the van having pulled off.)
3. Caduceus summons a decent rating (5-6) spirit to conceal both the van and my drone (only need one service, so can focus most of your pool on drain)
4. Caduceus summons a second decent rating spirit, again only needing one service with instructions to slow/confuse anyone in the target vehicle or who leaves it.  (Technically the spirit can't do anything to those inside until we blow out a window, but that'll probably happen pretty quickly.)
5. I position the drone such that with some aiming, I can get my TN down to 2 for a called shot to the engine block and fill it full of AP rounds.  If the target's surprised, they won't even get to dodge.  Unless the vehicle's armored like a tank, that should be enough to stage the damage to deadly, crashing the vehicle.  At the same time I fire, I turn on the jammer to avoid emergency response/docwagon
6. We then have the spirit, the LMG, the spell caster and the van's weapons (which Noruas can jack into) to keep anyone who leaves the vehicle occupied.  We take out the windows and chuck a gas grenade in for good measure and White Duck can approach to subdue anyone who isn't already out cold who I can't hit with the rifle
7. We grab our targets and anything of value, disable the vehicle's "request assistance" signal and take off.

We can then pop the chip and let Noruas hack their phones for intel before we wake them up to grab any additional info, then drop them somewhere or keep them on ice depending on what makes the most sense.  (I presume that Caduceus can extract enough info from Pengrave - passwords and stuff that Noruas can grab paydata/blackmail material sufficient to encourage letting bygones be bygones.)

The real question is whether we're happy to make that much noise and potentially draw the wrath of a big-wig.  Waiting until they get to their final destination means we're playing on their turf, the potential for additional targets and harder to control the environment - easier for one or both to get away or cause damage.  On the other hand, in theory it provides for doing things more quietly and possibly even with some cooperation.

Copperhead would probably prefer the ambush because it plays to her strengths and keeps her safely ensconsed in her vehicle.  But there are risks.  It may take 2 shots to disable the vehicle.  There could be others around who could interfere.  The vehicle might have ungodly armor I can't get through.  The crash could be catostrophic and kill one or more of the targets or (worse) make the vehicle blow up or catch fire, which would interfere with retrieval of the chip.  (My called shot can make it unlikely to cause fire/explosion or injury to occupants, but can't do too much about a subsequent crash.)  The occupants could blow smoke, resist the spirit and make it to cover such that we can't find them.  And there may be other risks I haven't thought about.

So what do you guys want to do?  I suspect White Duck would like being in a position of roughing up Pengrave asap.  Noruas might enjoy the chance to do some more decking, though we can probably arrange for that either way.  Not sure what Caducius's preferences are.  As a player, I'm happy to go either way.
Caduceus
player, 230 posts
Thu 8 Dec 2016
at 20:15
  • msg #475

Re: Planning, Plotting, and Scheming

I would be fine with trying something on the road.  Caduceus can get a spirit to help provide Movement too, if Copperhead wants to catch up to them even faster.  Caduceus should have time to rest up and recover from his light stun along the way, right? It will take him 15 minutes to recuperate. (60 minutes / 4 successes = 15 minutes)

14:13, Today: Caduceus rolled 4 successes using 6d6 with the Shadowrun system with a target of 3 with rolls of 4,1,(6+6+2)14,1,4,(6+3)9.  Willpower vs stun
Copperhead
player, 697 posts
Tread carefully
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Thu 8 Dec 2016
at 20:55
  • msg #476

Re: Planning, Plotting, and Scheming

Movement could be useful if I decide to go cross-country to get in front of them, or better yet guard to move those pesky logs out of the way and to ensure that the streams are crossable.  I think movement would be a problem if I stick to the highway.  They might notice if an RV passes their sportscar going twice their speed :)  Using movement to slow them down might be useful though.  Debris on the road may not trigger any red flags.

In terms of time, there'd be the time to figure out they were traveling into an area where an ambush might be possible, to do that, then to get into position.  Probably reasonable to presume that'd take more than 15 minutes, particularly given that the description is that we're moving to more & more remote roads.

Noruas - how are your driving and gunnery skills?  (I'm guessing no-one else has a jack?)
Papa Bear
GM, 6109 posts
Incertum est quo loco
te mors expectet;
Thu 8 Dec 2016
at 21:33
  • msg #477

Re: Planning, Plotting, and Scheming

Unless Copperhead takes the slow way, the ride won't be too restful.
White Duck
player, 352 posts
Kickyfooting specialist
Also quite handsome
Fri 9 Dec 2016
at 13:31
  • msg #478

Re: Planning, Plotting, and Scheming

quote:
The real question is whether we're happy to make that much noise and potentially draw the wrath of a big-wig.  Waiting until they get to their final destination means we're playing on their turf, the potential for additional targets and harder to control the environment - easier for one or both to get away or cause damage.  On the other hand, in theory it provides for doing things more quietly and possibly even with some cooperation.


I think at this point we need to retrieve the chip, as our timeline is getting shorter by the minute and we still have two more to fetch after this one. I think maybe a smash and grab, then a drive to a more dangerous neighborhood where pursuit is unlikely would help. Hell, you can T-bone them right when they leave the parking lot, gas em, then have duck run in to retrieve, we may be able to pull off in a few seconds what we've been trying to do all night.

I'm not for letting them get castled in though. I think we need to intercept, one way or another.
Copperhead
player, 698 posts
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Fri 9 Dec 2016
at 15:51
  • msg #479

Re: Planning, Plotting, and Scheming

Don't want to do anything too close to the condo - security is too tight.  But I'll take that as a second vote for intercept.  Noruas, do you have any objections?
Noruas
player, 474 posts
You want me to go where?
With whaaaaat?
Sat 10 Dec 2016
at 08:43
  • msg #480

Re: Planning, Plotting, and Scheming

Intercepting on the road is fine by me.  And if you've got an LMG attached to the van, I can finally put my gunnery skills to good use.  I don't have your madz drivin' skillz, though.
Copperhead
player, 699 posts
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mother-fragger
Sat 10 Dec 2016
at 15:32
  • msg #481

Re: Planning, Plotting, and Scheming

No LMG on the van - that's on the drone, which I'd probably be flying.  But the van has a pair of smartlinked rifles plus a couple of grenade launchers.  I doubt "mad" driving would be required, just enough to move the van out of its hidey-hole to get a decent view of wherever the sedan ends up and/or to get WD in close safely.  I just want to make sure you're likely to be able to keep the van on the road :>  And possibly to use one or both of the rifles to blow out a window (ideally without hitting anyone) so you can toss in a gas grenade.  If you can do that while I'm directly linked into the drone, ready to pepper anyone who exits the van with stun rounds, that dramatically reduces the chances of our targets getting away.

Based on this vote, I'm going to change my last post (and BB can decide whether he wants to edit his preceding one).
Copperhead
player, 700 posts
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Sat 10 Dec 2016
at 15:59
  • msg #482

Re: Planning, Plotting, and Scheming

Update made
Copperhead
player, 707 posts
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mother-fragger
Fri 16 Dec 2016
at 20:32
  • msg #483

Re: Planning, Plotting, and Scheming

Caduceus, do you have the ability to create a barrier?  If so, putting one along the driver's side of the vehicle to keep them from getting out that side will make it much easier to box them in.  It means there'd only be one door to cover.

Also, I'm wondering if it'd be wise/useful for Noruas to lay on the horn of the van as it's approaching from behind just as the car is coming up to the drone.  A bit of a distraction to keep them from noticing as it swivels to make final adjustments before firing would be useful.  Only question is whether hearing a loud honking from 200+ meters behind would stop them from being surprised by the drone they're driving towards 75 meters ahead.
Caduceus
player, 232 posts
Fri 16 Dec 2016
at 22:59
  • msg #484

Re: Planning, Plotting, and Scheming

Can't create a barrier, but I could have a mountain spirit materialize right there.  Or create some form of illusion.  That's probably about as close as I can get to that effect.

As for the horn idea, it may actually make them more alert than no horn at all.  It may distract them, or it could make them pay even more attention to their sensors.

White Duck, would you like Caduceus to use some spirit Concealment or Guard abilities on you?



Edit: Got us a Force 6 Mist Spirit, but now I get +2 to all my rolls.  :-/  I'll wait on conjuring the next spirit until we come to consensus for what we want it to do, but the next one probably won't be as powerful.  Drain hurts...
This message was last edited by the player at 00:08, Sat 17 Dec 2016.
Noruas
player, 477 posts
You want me to go where?
With whaaaaat?
Sat 17 Dec 2016
at 02:53
  • msg #485

Re: Planning, Plotting, and Scheming

I say we hold off on Caduceus summoning or casting unless we really need it.  If we throw everything we have at them in just that one moment and miss, then we probably won't get another chance since we'll be down a member as well.
Copperhead
player, 709 posts
Tread carefully
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Sat 17 Dec 2016
at 13:39
  • msg #486

Re: Planning, Plotting, and Scheming

Yeah, I know it could go either way.  It really depends on what the GM thinks is reasonable and that can be hard to predict.  So:
quote:
16:26, Today: Copperhead rolled 4 successes using 6d6 with the Shadowrun system with a target of 4 with rolls of 1,4,4,1,4,4.  Common sense.


Do I think that honking just as they approach the drone (1 phase before I fire) will make it more or less likely they'll be surprised?

EDIT: never mind.  With my stealth roll, I don't think I'm going to risk any attention at all.

Agree w/ Noruas that we shouldn't push you any further.  Additional magic would just be "nice to have".  If you think you can summon something that would still be useful with no risk of further injury to yourself, then go ahead.  But definitely don't do anything likely to incur more drain.

Most useful would be guard on the vehicle and/or slow on the occupants of the vehicle.  Neither are essentials.

White Duck, when you're in position to negotiate (assuming you choose to talk rather than just kicking their respective hoops), you might take advantage of our insights into Pengrave's addiction to Cleo by positioning cooperating with us as increasing his likelihood of remaining in close proximity to her.  You could also play us as hired by someone planning to mess up his deal with Global or something to minimize fear that we might take the chip and thus "Cleo".
Caduceus
player, 234 posts
Sat 17 Dec 2016
at 13:50
  • msg #487

Re: Planning, Plotting, and Scheming

Copperhead:
Agree w/ Noruas that we shouldn't push you any further.  Additional magic would just be "nice to have".  If you think you can summon something that would still be useful with no risk of further injury to yourself, then go ahead.  But definitely don't do anything likely to incur more drain.

Most useful would be guard on the vehicle and/or slow on the occupants of the vehicle.  Neither are essentials.

I could stick to conjuring spirits of Force 3 or lower.  Even if I fail the drain test, then one more tick of light stun won't increase my roll penalty at least.

Would putting Guard on Pengrave's vehicle help protect him from our own drone bullets though?  As in, it would help them avoid the accident of their own tire being shot out from under them?
Caduceus
player, 235 posts
Sat 17 Dec 2016
at 14:15
  • msg #488

Re: Planning, Plotting, and Scheming

I was thinking, what do you think about Caduceus conjuring a Force 3 Mountain spirit (Body and Strength of 7) and then going astral?  He could go out to the crash site with the spirit and give it instructions in real time in case anyone needs to get pulled quickly from a fiery wreck.
Copperhead
player, 710 posts
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Sat 17 Dec 2016
at 14:19
  • msg #489

Re: Planning, Plotting, and Scheming

You don't want another tick of stun as that's another 30+ minutes before you can rest off your existing stun - and we're going to need your skills for other things at some point.  So only summon if you're quite certain you can avoid stunning entirely.  Even force 2 will help a bit.

I don't think Guard can be used to prevent attacks, only accidents, but better safe than sorry.  With the appropriate wording, we should definitely be fine.  Something like "the vehicle ahead is going to have a problem.  After it does, help to keep it from catching on fire or leaving the road"

In terms of doing the astral thing with a spirit, sure - if you're pretty sure you can avoid stun.
Caduceus
player, 236 posts
Sat 17 Dec 2016
at 14:58
  • msg #490

Re: Planning, Plotting, and Scheming

A Force 2 spirit would require me to roll at least two 4s on my drain test.  There is a 50/50 chance that any given dice would be at least a 4 or higher.  So with 4 dice allotted to drain, on average I could expect to pass the drain test.  I would double that to 8 dice to be on the safe side, which would leave me 4 dice to use for trying to obtain services.  I could expect to get about 2 services for what I would consider to be a low risk of extra stun damage.  I think the potential benefits outweigh the potential risks in this case.  An extra pair of strong hands on the scene could be handy.
Copperhead
player, 711 posts
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mother-fragger
Sat 17 Dec 2016
at 16:11
  • msg #491

Re: Planning, Plotting, and Scheming

Works for me.  And they would have the Guard and Movement powers.  If you don't get enough successes on your first summoning, you could command for those services, then re-summon to be able to do other things.  Only challenge I can see is that it'll have Quickness and Reaction of 0 - not sure what that means in terms of ability to act . . .
Caduceus
player, 237 posts
Sat 17 Dec 2016
at 17:00
  • msg #492

Re: Planning, Plotting, and Scheming

That is a good point.  Is there a minimum for Quickness/Reaction?  I will wait until Papa Bear chimes in before I conjure one then.
Copperhead
player, 712 posts
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Sat 17 Dec 2016
at 20:53
  • msg #493

Re: Planning, Plotting, and Scheming

Presumably you could still use the guard and slow capabilities, but not sure what the ramifications would be if it manifested.
Papa Bear
GM, 6114 posts
Incertum est quo loco
te mors expectet;
Tue 20 Dec 2016
at 21:22
  • msg #494

Re: Planning, Plotting, and Scheming

All attributes have a minimum of 1.

A quick comment on the guard/bullets question--nature spirits are your friends, so will intentionally try to make their powers work to your benefit. But they're also less dependable--some may not have all the powers you expect. Some may have more. Some may be belligerent, etc. They do what they do because they like you, and what they do only goes as far as their liking you takes it.

Elementals are slaves compelled by the summoner to act, regardless of their desires (if they even have any). They come up every time the same way, with the same abilities, and follow their orders exactly. But don't expect them to do much to save your hoop if you can't utter the command words.

I don't think this has come up before, but in general you can assume nature spirits will take their requests contextually, and elementals will take their orders literally.
Copperhead
player, 714 posts
Tread carefully
mother-fragger
Tue 20 Dec 2016
at 21:52
  • msg #495

Re: Planning, Plotting, and Scheming

And elementals will interpret your commands with malevolent intent towards the caster.  Spirits in accordance with their personality and nature - which in general will be favorable towards the caster, but reflective of their own interpretations of the caster's needs/intentions - which may not always be accurate.
Noruas
player, 481 posts
You want me to go where?
With whaaaaat?
Thu 22 Dec 2016
at 13:16
  • msg #496

Re: Planning, Plotting, and Scheming

So, should I alter my last post?
Papa Bear
GM, 6117 posts
Incertum est quo loco
te mors expectet;
Thu 22 Dec 2016
at 13:39
  • msg #497

Re: Planning, Plotting, and Scheming

Totally up to you. If you're going in guns firing, I will alter appropriately to fit what ammunition is available. Otherwise, I assume you're going to try to gas the car and knock down Pengrave.
Copperhead
player, 719 posts
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mother-fragger
Thu 22 Dec 2016
at 14:30
  • msg #498

Re: Planning, Plotting, and Scheming

Gassing the car isn't possible from that distance (I need to change my loadout for the van's grenades).  You can toss a stun grenade if you want.  If you put it near the open door, that should affect Cleo too.  If you like, you can hold to see if he complies with the order to get on the ground first.  Holding also means that the grenade will launch and detonate before he gets another action - meaning he can't run away.
Papa Bear
GM, 6118 posts
Incertum est quo loco
te mors expectet;
Thu 22 Dec 2016
at 17:55
  • msg #499

Re: Planning, Plotting, and Scheming

Or you can shoot him right away, which is probably funnier.
Noruas
player, 482 posts
You want me to go where?
With whaaaaat?
Fri 23 Dec 2016
at 01:36
  • msg #500

Re: Planning, Plotting, and Scheming

Understood, thanks.  I have updated my post.
This message was last edited by the player at 01:40, Fri 23 Dec 2016.
Copperhead
player, 720 posts
Tread carefully
mother-fragger
Fri 23 Dec 2016
at 02:47
  • msg #501

Re: Planning, Plotting, and Scheming

Technically you can only aim one of the two weapon systems - one grenade launcher or the pair of rifles.
Noruas
player, 483 posts
You want me to go where?
With whaaaaat?
Fri 23 Dec 2016
at 13:51
  • msg #502

Re: Planning, Plotting, and Scheming

Oh, ok.  I shall edit my post again.
Noruas
player, 487 posts
You want me to go where?
With whaaaaat?
Thu 5 Jan 2017
at 11:28
  • msg #503

Re: Planning, Plotting, and Scheming

Oh, I know I can cover Cleo.  But whether or not I accidentally kill her is another matter.

Why not just blow apart Pengrave's legs or torso (if that's easier) with your drone?  I mean, we only need the chips and one out of the two lovebirds...
White Duck
player, 354 posts
Kickyfooting specialist
Also quite handsome
Thu 5 Jan 2017
at 14:15
  • msg #504

Re: Planning, Plotting, and Scheming

Pardon me for the absurd-seeming question, but I'm a little lost here- we just came out of nowhere and damned near blew up Pengrave's car, but aside from being a total twit, I can't think up many good reasons we need to keep firing at him when he's running away. He hasn't eyeballed Nouras or CH to report their appearances to security, he hasn't seen Cad since the party, and Duck's approaching with a different appearance than when he was last spotted.

We have Cleo where we want her, we've scored a chip and possibly a lead on more if removing the chip snaps her out of it, and we can even retrieve our tracker. We've managed to pull things off with zero body count since the ambush, and for all Pengrave knows this could have been just a random incident of road rage. All signs point to Cleo having an undue amount of influence over him, so hell, maybe he'll run off with one hell of a party story and lose his penchant for dangerous women? I just can't seem to find justification or necessity in killing this guy, as I seriously doubt he'll continue to be a problem as long as we get the hell out of the area after we retrieve Cleo and the chip.
Copperhead
player, 726 posts
Tread carefully
mother-fragger
Thu 5 Jan 2017
at 19:55
  • msg #505

Re: Planning, Plotting, and Scheming

Pengrave may have information on where the other chips are.  He was in heavy communication with Junior at the time he was organizing the run that stole the chips.  And he may be able to share some of the information Cleo would otherwise be able to share if it turns out that yanking the chip scrambles her brain.  Plus, I'd rather not have a high-powered C-level type wandering around uncontrolled.  If he walks outside the jamming area, he could bring down the heat before we're ready.  Alternatively, he could go fall off a cliff or get himself eaten by a bear and accidentally get us on the hook for murder rather than property damage.  Finally, I wouldn't mind getting some sort of blackmail material we can hold over his head to encourage him to let bygones be bygones instead of stirring up trouble for us over the next couple of weeks.

We definitely don't want to kill him - thus stun grenades and gel rounds.  I just want him available for questioning/mind probing and to keep him safely contained
White Duck
player, 355 posts
Kickyfooting specialist
Also quite handsome
Thu 5 Jan 2017
at 20:17
  • msg #506

Re: Planning, Plotting, and Scheming

In that case, would it be advisable for me to just have Duck pursue?
Copperhead
player, 727 posts
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mother-fragger
Thu 5 Jan 2017
at 20:38
  • msg #507

Re: Planning, Plotting, and Scheming

I think Noruas and I should be able to handle him.  Cleo's our top priority and you're the only one who can easily get a line of sight on her.  And if he does slip away, it's probably not fatal to the mission, just annoying.  Even if we lose sight of him short-term, with my sensors I can probably pick him up and track him again, though this weather and terrain won't be ideal for that.
Copperhead
player, 729 posts
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mother-fragger
Fri 6 Jan 2017
at 15:33
  • msg #508

Re: Planning, Plotting, and Scheming

My thought is to keep them secured and hooded in the van and take a quiet, restful drive to somewhere semi-secure where Copperhead can try some first aid.  While we're in transit, Noruas can try to crack their phones and White Duck can see what intel he can get out of them.  When Caduceus is better rested he can mind probe them and, if it seems appropriate, heal them.  We then figure out a place to drop them off where they'll be safe or where we can stow them until end-of-mission based on what seems wisest given what they have to share.
Copperhead
player, 731 posts
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Tue 10 Jan 2017
at 16:44
  • msg #509

Re: Planning, Plotting, and Scheming

@Caduceus in the future, you may want to roll per box because the modifiers will be different once you drop from medium down to light stun.  As well, it will even out the results of a bad roll.
I.e. 2 tests against TN 4 with base time of one hour, then 2 tests against TN 3 with base time of one hour

In this case, probably not worth re-rolling as the results would likely be about the same as what you've already rolled seeing as you rolled slightly better than average.
Caduceus
player, 242 posts
Tue 10 Jan 2017
at 18:04
  • msg #510

Re: Planning, Plotting, and Scheming

Good to know.  I was wondering if I was supposed to do it one box at a time or as a lump sum.  The book wasn't too clear to me.  But I figured I could always make more rolls later if necessary, since it would be the same target number and number of dice for the first roll no matter what.  The only difference would be the amount of time it applies to.  I'll gladly make more rolls if needed, but I'm happy with the roll I already got too.  Can't complain about x4 recovery speed!
Copperhead
player, 732 posts
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mother-fragger
Tue 10 Jan 2017
at 18:33
  • msg #511

Re: Planning, Plotting, and Scheming

Indeed :>
Caduceus
player, 243 posts
Mon 16 Jan 2017
at 22:15
  • msg #512

Re: Planning, Plotting, and Scheming

Unless there is an emergency, Caduceus is going to keep resting until he is all un-stunned, so don't wait on him.
Copperhead
player, 737 posts
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mother-fragger
Thu 19 Jan 2017
at 19:43
  • msg #513

Re: Planning, Plotting, and Scheming

My leaning would be to hit the apartment first to see what intel we can get, then do the barrens (on the grounds that gathering intel before heading into hostile territory makes more sense than doing it after).  Also the Barrens will probably be calmer in the morning when everyone's tired and nursing hang-overs than they will be in the deep of night when everything's more active.  Finally, if anyone's going to be in the apartment, 3 or 4 am is our most likely time to find them there.  And, so long as we're quiet, odds of anyone paying much attention to us is slim.

In terms of Pengrave,  I'm happy enough for White Duck to roll to see what useful info he can get from his person and Noruas to see what he can get from the devices and for BB to just narrate us over that bit.  But if either of you want to roleplay it that's cool too.
Caduceus
player, 244 posts
Thu 19 Jan 2017
at 20:25
  • msg #514

Re: Planning, Plotting, and Scheming

Sounds like a solid plan.  Assuming Caduceus is rested up by the time they get to the apartment, he can do an astral sweep of the place to see if anyone is home.  If so, find out if they are awake too.
Copperhead
player, 738 posts
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mother-fragger
Thu 19 Jan 2017
at 20:50
  • msg #515

Re: Planning, Plotting, and Scheming

We definitely won't do anything further until you're fully rested.
Copperhead
player, 743 posts
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mother-fragger
Thu 9 Feb 2017
at 15:36
  • msg #516

Re: Planning, Plotting, and Scheming

My plan is to see what Papa says Copperhead sees when she scans the warehouse.  If it looks safe to approach, Caduceus can take a stealthy astral jaunt to see if there's any significant opposition around.  If it looks safe enough, we may as well hit that first seeing as we're in the vicinity.  If it looks too hot, we can do the appartment first, catch a bit of rest and then hit the warehouse in the early am when the Barrens are generally calmest.

Caduceus: I have a question about how your mind-link spell works.  Does it still function while you're astral?  If so, that could be *really* handy - you could act as a spotter for blind fire or provide eyes on while the rest of us are sneaking around and communicate real-time.  What force do you know it at?  I presume your magic rating is 6?
Caduceus
player, 248 posts
Thu 9 Feb 2017
at 16:34
  • msg #517

Re: Planning, Plotting, and Scheming

Yeah, might as well take a peek at the warehouse while we are here if it's viable.

Caduceus has Mind Link 2 and magic 6, so his maximum range is 12 meters (nearly 40 feet).  After it is cast it needs to be sustained, so going astral (an exclusive complex action) would require terminating the spell first.  Caduceus could cast it from the astral plane after jumping out of his body, but the target would have to be using astral perception and he would risk physical damage from drain rather than stun damage (a minor risk for a force 2 spell).  Caduceus could cast it on the physical plane and use his own astral perception from there, but he wouldn't be able to fly through walls and bullets would still hurt him.

He could manifest though and point out people that are hiding.  Cameras and audio recorders wouldn't be able to pick him up and I believe living targets (they can see him too) could only really hurt him with mana abilities.  There's probably some other creative uses for manifestation we could use too.
Copperhead
player, 745 posts
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mother-fragger
Thu 9 Feb 2017
at 16:55
  • msg #518

Re: Planning, Plotting, and Scheming

Does White Duck have astral perception?  That could work.  Manifesting is ok, but it's not as effective as having the shotgun aimed at the door and having someone watching the other side who can say "fire . . . now!" as the target hits the right spot.  Needing to go look, come back, manifest, communicate, return to where you were isn't as effective for that sort of thing.  Though certainly better than not having an astral scout at all.
Caduceus
player, 249 posts
Thu 9 Feb 2017
at 17:43
  • msg #519

Re: Planning, Plotting, and Scheming

I think White Duck had it originally, but ended up switching out astral perception for a different ability.

[Edit] Also, I think you get a penalty if you are astrally perceiving while doing things like shooting shotguns.
This message was last edited by the player at 17:47, Thu 09 Feb 2017.
Copperhead
player, 746 posts
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mother-fragger
Thu 9 Feb 2017
at 18:11
  • msg #520

Re: Planning, Plotting, and Scheming

The notion is White Duck could astrally perceive while you cast the spell, then drop astral perception.  He'd have his regular perception and could fire through the door when you told him to.  The net effect would be a significant reduction in the penalty for blind fire.  Anyhow, I guess the point is moot unless you get a sustaining focus given if he doesn't have astral perception.
Noruas
player, 493 posts
You want me to go where?
With whaaaaat?
Fri 10 Feb 2017
at 13:41
  • msg #521

Re: Planning, Plotting, and Scheming

I believe only a ghoul could fire a gun with astral perception (which they naturally have and cannot turn off, right?...) and not have any penalties.
Copperhead
player, 747 posts
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mother-fragger
Fri 10 Feb 2017
at 14:26
  • msg #522

Re: Planning, Plotting, and Scheming

I think they have penalties for that too.  But they have benefits that make up for those penalties . . .
Copperhead
player, 754 posts
Tread carefully
mother-fragger
Fri 24 Feb 2017
at 00:53
  • msg #523

Re: Planning, Plotting, and Scheming

I think we're waiting on WD to follow up?

Things that would be reasonable to ask include:
- what warehouse? (seeing as WD didn't mention it)
- who's 'they'?
- how much nuyen they're being paid to defend said warehouse and not put holes in the nearby enemy gangers?
- are they expecting to be at this long?

In the end, we only really care about the answer to the last one, but the others are reasonable to ask and the answer to the third one might give us a clue about how the gangs are being manipulated/controlled.
Noruas
player, 498 posts
You want me to go where?
With whaaaaat?
Fri 24 Feb 2017
at 12:29
  • msg #524

Re: Planning, Plotting, and Scheming

Oh, and ask if they would like any help.
Papa Bear
GM, 6141 posts
Incertum est quo loco
te mors expectet;
Sat 25 Feb 2017
at 13:30
  • msg #525

Re: Planning, Plotting, and Scheming

It's been a while with no response, so I'm going to assume WD asks these questions, to keep things moving...
Copperhead
player, 755 posts
Tread carefully
mother-fragger
Sat 25 Feb 2017
at 15:48
  • msg #526

Re: Planning, Plotting, and Scheming

You missed Noruas' question
Caduceus
player, 255 posts
Sat 25 Feb 2017
at 16:15
  • msg #527

Re: Planning, Plotting, and Scheming

I am going on my vacation today and won't be back until the 8th.  I probably won't be able to make posts for most of that time (especially in-character posts), so feel free to NPC Caduceus as much as you want in the meantime.  Try not to get him killed though :P  I can probably answer any questions you have if they are asked before noon tomorrow though.

He has a Force 3 City Spirit with 3 services remaining. Unless flying over the warehouse caused him to leave its domain, in which case he would conjure another one when he returns to his body.  Caduceus likes to have a spirit available when there is a possibility of things taking a turn for the worse.  He is also wearing a secure longcoat.

He gets a bonus to conjuring hearth spirits.  He also gets bonuses for health, detection, and illusion spells.  He gets a penalty while casting in combat and has no offensive skills, so he usually sticks to dodging and commanding spirits in battle.  Although he does have a knife, Colt American in a concealable holster, and some smoke and concussion grenades for emergencies.

Along with being good at conjuring and Sorcery, Caduceus is good at Aura Reading (Auras), Etiquette, and Negotiate (Bargain), but he usually lets White Duck handle the talking since Duck is even better at it.  Also notable is that he can drive motorcycles, if that ever comes up.  He is also especially knowledgeable in Symbolism, Seattle Back-ways, Building Schematics, Magical Background, Conjured Entities, and Seattle High-Society.


Here is his spell list again, for reference:

Mindlink - 2
Mind Probe - 6
Clairvoyance - 3

Healthy Glow – 2 (Exclusive, lowered cost)
Heal – 6
Stabilize – 4 (Exclusive, lowered cost)
Resist Pain - 2 (Exclusive, lowered cost)
Antidote - 2 (Exclusive, lowered cost)
Cure Disease - 2 (Exclusive, lowered cost)

Physical Mask – 6
Trid Phantasm – 6 (Exclusive, lowered force)
Stealth - 4

Influence – 6 (Exclusive, lowered force)
Levitate – 4
Magic Fingers – 2

For Emergencies:
Expendable spell Focus 2(Illusion)
Expendable spell Focus 2(Manipulation)
Expendable spell Focus 2(Health)
This message was last edited by the player at 16:17, Sat 25 Feb 2017.
Copperhead
player, 756 posts
Tread carefully
mother-fragger
Sat 25 Feb 2017
at 20:41
  • msg #528

Re: Planning, Plotting, and Scheming

My leaning is to head to the apartment for now.  While I have a few ideas on how to break up/soften up the gangs, I don't know we could get the lieutenants to leave the house and who knows what sort of firepower they have.  So to me it makes sense to pursue other angles first
Noruas
player, 499 posts
You want me to go where?
With whaaaaat?
Sun 26 Feb 2017
at 02:23
  • msg #529

Re: Planning, Plotting, and Scheming

Nice build Caduceus!

@Copperhead: How about we wait for Caduceus' to get back to his body before we move out?  We don't want him to find out his body is missing once he gets back from recon.
Copperhead
player, 757 posts
Tread carefully
mother-fragger
Sun 26 Feb 2017
at 04:55
  • msg #530

Re: Planning, Plotting, and Scheming

Oh, I wasn't planning to pull out just yet.  Need to give Duck time to get back into the van too.  I'm just accelerating the planning phase by throwing my thoughts on the table.

Given the level of physical security, I'd be astounded if our target left the aspect of astral or even matrix security unaccounted for.  But it's certainly worth Caduceus taking the time to verify.  (Not sure there's a convenient matrix place for Noruas to jack in nearby and, in princple, he could try that from anywhere - if this warehouse is even connected.)

I'm guessing it's Cooperman at the warehouse with the "strategist" chip slotted, leaving Griffin with the "melee" specialist.  Which probably ties into "Jack" as well as the reports about women getting sliced up pretty good.

My leaning is to have White Duck slip his contact a bit of cred and convince him to call when something new happens, on the grounds that something this significant is likely worth having a heads up about.  If we want to be sure, we can have Caduceus use his "influence" to ensure the phone call gets made regardless of higher-up instructions.

Then we go check out Griffin's appartment and see what we learn there.  Assuming we get a lead, we can then chase down chip number 2.  Once we've got 2 chips, we can look into getting our initial payment while we see if circumstances change at the warehouse.  (It also wouldn't hurt to confirm that the promised nuyen is for real before we go through the effort of trying to wade through all of those bikers to try to get to the third chip - plus we might need some of the cash for extra resources to make a successful play if the situation at the warehouse doesn't change.)
White Duck
player, 364 posts
Kickyfooting specialist
Also quite handsome
Thu 2 Mar 2017
at 20:16
  • msg #531

Re: Planning, Plotting, and Scheming

Sure you don't want me to try and get in?

BTW, sorry I've been out. got diagnosed with major depressive disorder (not sure if I told you guys) and adjusting to meds is affecting my memory a bit :/
Papa Bear
GM, 6144 posts
Incertum est quo loco
te mors expectet;
Thu 2 Mar 2017
at 20:50
  • msg #532

Re: Planning, Plotting, and Scheming

No problem, WD. At the end of the day, it's just a game. Health first.

Go ahead and decide how you are proceeding (or just drive away, I guess) and we'll move it along.
Copperhead
player, 759 posts
Tread carefully
mother-fragger
Thu 2 Mar 2017
at 20:54
  • msg #533

Re: Planning, Plotting, and Scheming

We can explore that in the future, but your contact seemed resistant and also to believe he didn't have the right to actually go into the warehouse.  Plus the magical security seems pretty tight.  Even if you did get in, you wouldn't have much in the way of backup or a way of
getting out.

Given that we have a thread that's (hopefully) easier to pull on right now, it seems wisest to do that.  If we come up dry there and the situation here hasn't evolved, then we can brainstorm approaches to getting in.  I'm hoping that things will evolve in a direction that makes things a bit easier - as they did with the party.  It's hard for me to imagine that this situation of so many enemy gangs in close proximity can be sustained for long, no matter how convincing our target is.


Understand re: meds.  Hopefully you can find a good fit and the right dosage.  Gets easier once your system adusts too.  Rooting for you.

The plus about RPOL is that if you forget, you can always scroll back.  (I find myself needing to do that regularly and I'm not any meds :>)
White Duck
player, 365 posts
Kickyfooting specialist
Also quite handsome
Thu 2 Mar 2017
at 23:17
  • msg #534

Re: Planning, Plotting, and Scheming

I'd actually like to try to talk my way in, at least get some interior recon done.
Copperhead
player, 760 posts
Tread carefully
mother-fragger
Fri 3 Mar 2017
at 00:40
  • msg #535

Re: Planning, Plotting, and Scheming

Ok.  Respond IC and I'll edit my post accordingly.  The worst that can happen is they say "no".

(Well, actually the worst that can happen is they shoot you and toss grenades under the van and we all have to create new characters - but that outcome has lower probability. :>)
White Duck
player, 366 posts
Kickyfooting specialist
Also quite handsome
Fri 3 Mar 2017
at 15:46
  • msg #536

Re: Planning, Plotting, and Scheming

Boss, are only ork gangs present here?
Papa Bear
GM, 6145 posts
Incertum est quo loco
te mors expectet;
Wed 8 Mar 2017
at 21:13
  • msg #537

Re: Planning, Plotting, and Scheming

No, it's a mix. Probably a dozen different gangs in total, all independent, mostly go-gangs (i.e., on bikes or vehicles). A few have links to organized crime (at least, if the rumor mill is true). You're guessing their mafia and Yak bosses might not be happy about this when they find out.
Copperhead
player, 762 posts
Tread carefully
mother-fragger
Tue 14 Mar 2017
at 16:22
  • msg #538

Re: Planning, Plotting, and Scheming

It's hard for me to picture any of us getting in (let alone getting back out with the chip) in the current circumstances.  I've got 3 ideas to disperse the crowd:

- I can take the DocWagon bracelet we snipped off Pengrave and make a few modifications that'll let us trigger it at will and make it look like Pengrave is slowly bleeding out.  Then we find a way to get it close to the warehouse and let DocWagon (and their backup) make a bit of a dent - or at least a big distraction

- We plant a rumor that the whole thing is a Lonestar set-up.  Caduceus can implant a few suggestions and/or throw up a couple of phantasms suggesting plain-clothes cops, White Duck can lay some of his own ground-work.  Copperhead can let her drone be a bit more obvious.  If they don't clear out, Copperhead can start laying down some suppressive fire

- We plant some grenades, trigger them and let the bikers decide it's a double-cross.  If White Duck wishes, he can let his contact know that things are about to go south, so if he wants to position his buddies to take best advantage of the situation, he's got about 60 seconds to do so.

Of course, there are a couple of other options:
- wait and see what happens
- ditch this place, go to the apartment and come back later
White Duck
player, 369 posts
Kickyfooting specialist
Also quite handsome
Tue 14 Mar 2017
at 18:01
  • msg #539

Re: Planning, Plotting, and Scheming

CH, Just to give you a bit of info on my guy, he's got a bit of history in the Underground, particularly with the Ork community. It's possible I can use those ties to get an escort. Going to play a few more angles up here if I need to, but I'm hoping this at least gets me in.

I want to try something. This guy is probably Cooperman, right? Well, what if I convinced these gangers of the truth, and that truth spread? That truth being that the guy who's charismatically gathered them all, just like "Cleo", is just some chipped-out whackjob whose brain got overwritten?
Copperhead
player, 763 posts
Tread carefully
mother-fragger
Tue 14 Mar 2017
at 18:53
  • msg #540

Re: Planning, Plotting, and Scheming

The problem with sharing the truth is how to make sure some enterprising individual doesn't pop the chip before we can get to it.  It would also increase the chances that Cooperman gets the heads up of what our actual target is.  Doesn't mean it can't work, but it has risks.
Caduceus
player, 257 posts
Wed 15 Mar 2017
at 06:00
  • msg #541

Re: Planning, Plotting, and Scheming

I personally rally like Copperhead's doc wagon bracelet idea.  It would be pretty easy to have a drone drop it from a mile up into some bushes.  I vote for that if Duck's angle doesn't pan out.
Copperhead
player, 765 posts
Tread carefully
mother-fragger
Wed 15 Mar 2017
at 15:03
  • msg #542

Re: Planning, Plotting, and Scheming

My leaning is to actually walk it in on the scorpion.  If we don't position it carefully, DocWagon's sensors will figure out there's no body and they won't even bother to come in for a landing or calling for backup.  Plus, dropping anything with accuracy from 1000m up is hard and if we mished the bushes, it'd probably break.  (The base wristband might be pretty robust, but my additions/customizations probably wouldn't be.)

The scorpion's base signature is 12.  With a spirit hiding it, moving in the dark (it's currently around midnight) and with the drone overhead able to monitor where the bikers are and where they're looking, I shouldn't have any trouble getting in close without being detected.  Ideally I can skitter through a broken window or something and plant the device directly inside the warehouse.  (Having eyes-on wouldn't be a bad thing either.)  Once it's inside, I can trigger the signal remotely.  If White Duck plants rumors that prime some of the bikers to run when the heat arrives, that'll help.  If some of them take off, herd instinct will hopefully get the others to do the same.
Noruas
player, 506 posts
You want me to go where?
With whaaaaat?
Wed 5 Apr 2017
at 11:14
  • msg #543

Re: Planning, Plotting, and Scheming

Just out of curiosity, what exactly are we planning/going to do now?  I am unsure since everyone is kinda doing their own thing and it feels like the team is being pulled in all directions.
White Duck
player, 376 posts
Kickyfooting specialist
Also quite handsome
Wed 5 Apr 2017
at 13:27
  • msg #544

Re: Planning, Plotting, and Scheming

Well, right now Duck is trying to get himself into the warehouse for recon. His play is to "offer his services" to Cooperman or whoever else is in there and in charge in order to get more info about what's going on. With this many gangers in one place, Duck is in crisis response mode and is sort of having to play things by ear. Hardly trying to go rogue though.
Copperhead
player, 771 posts
Tread carefully
mother-fragger
Wed 5 Apr 2017
at 14:05
  • msg #545

Re: Planning, Plotting, and Scheming

My instincts were to head somewhere else where the odds weren't so overwhelming.

If this gets into a shooting fight, we're in deep trouble.  We're heavily outnumbered and outgunned.  They've got the weapons to take out my drone or my van.   We can try to get these guys shooting each other or try to get DocWagon or LoneStar to thin the herd, but that could put the Tuskers at risk, and I get the impression that WD would rather that not happen.

It's not clear there's much to deck here - or any safe location to jack in, so Noruas is sort of twiddling his thumbs.  He can help me shoot, but we're not at the point where we're ready to do that or where it'd be a good idea.  I can play overwatch and try to sneak something in.  Given how quickly the local mages squished Caduceus' spirit, he has limited options too.  Given the density of gangers in the 1-block radius and the magical support, our chances of sneaking something in other than one of my mini-drones seems low.  I'm not sure how well it'll climb with something on its back either.  But that's my plan for now.

I'm fine with White Duck heading in on his own, but to a large extent you're on a tightrope without much of a net.  And I'm not sure what you're going to do once you're inside.  Obviously this guy is pretty persuasive or we wouldn't have this many gangs in close proximity working well together.  So going head-to-head trying to convince the other gangers to abandon this dude seems dicey.  The best outcome I can see is just getting in position so you're ready to act when the drek hits the fan - and then having the rest of the team trigger some of said drek if it doesn't happen spontaneously.  (With a powderkeg like this, it seems unlikely that *someone* isn't going to light a fuse at some point.)

I'll sneak in the DocWagon bracelet.  Caduceus can maybe magic-hands a few remote-triggered grenades into place or create the illusion of a LoneStar sniper or two and/or influence someone into thinking this is a trap.  I'm open to ideas from Noruas as to what he wants to do (or indications from Papa as to whether there's anything here to deck and a location to do it from).
Noruas
player, 507 posts
You want me to go where?
With whaaaaat?
Wed 5 Apr 2017
at 14:28
  • msg #546

Re: Planning, Plotting, and Scheming

Ok, thanks for the update guys.

As to how I would approach this situation....I was thinking that we sit back and wait for the fireworks to start going off before we enter this fiasco.  It probably won't be long before SOMETHING happens.  What that 'something' might be, I have no idea.  I guess we'll just have to be on the lookout until then.  But in the mean time, I've got mixed feelings about WD working his way into the site.  Like Copperhead said, he's not gonna be able to get back up from us, unless the Tuskers and other gangs are willing to give him some sort of reinforcement.  But it would be nice if we somehow got eyes inside to tell us what the hell is going on.

Regarding Noruas being on standby, I'm happy manning the guns and waiting it out until we need my skills again.  I'm in no rush, nor do I wish to rush anyone.
White Duck
player, 377 posts
Kickyfooting specialist
Also quite handsome
Wed 5 Apr 2017
at 14:43
  • msg #547

Re: Planning, Plotting, and Scheming

Well, nothing ventured, nothing gained, one might say. Duck has a decent enough stealth skill and can easily fade into a crowd with the hair/skin color changing thing. I know it's without you guys being able to protect me, but if we need to sneak in later, which is most likely, we need eyes on the inside.

That AND Duck is actively trying to prevent a gang war from breaking out. Of course, it'd only be NPC casualties if Duck got out now, but his conscience is drawing him closer to the hornet's nest to investigate. I *did* design him for covert infiltration/spy stuff, after all.
Copperhead
player, 772 posts
Tread carefully
mother-fragger
Wed 5 Apr 2017
at 14:46
  • msg #548

Re: Planning, Plotting, and Scheming

Copperhead can provide *some* level of overwatch/backup, but not a whole lot.  It'd be close to blind fire shooting into the warehouse and I'd only have a combat turn or two before someone took me out.  So I'd be good for a distraction, but not much more.

So, if WD is still up for putting his hoop on the line, it seems like the plan is as follows:

- Get Caduceus's spirit to conceal Copperhead's drone and then have that try to skitter it's way to the warehouse, leaving the Docwagon bracelet ready to trigger.  And hopefully getting in position to have eyes on and provide a tiny bit of backup to WD.  (I can inject one ankle with a dose of narcojet . . .)

- Caduceus to do what he can to plant the seeds that this is a setup and/or put some grenades in place to use later as a distraction.  (Priority being on non-dection and subtlty.)

- Noruas mans the guns and monitors sensors

- White Duck talks his way into the hornets nest and tries not to get stung :)

Fingers crossed . . . :>
Caduceus
player, 261 posts
Wed 5 Apr 2017
at 18:50
  • msg #549

Re: Planning, Plotting, and Scheming

That works for me.  It might be difficult for Caduceus to use certain spells unnoticed though, since there are people watching astral space at the moment.  For instance, I believe they will instantly recognize an illusory sniper as magical and not a real sniper.
Copperhead
player, 774 posts
Tread carefully
mother-fragger
Wed 5 Apr 2017
at 19:28
  • msg #550

Re: Planning, Plotting, and Scheming

It depends where you put the illusion.  You have a good sense of where the magical people are.  They can't cover everyone or everywhere.  Having someone catch a glimpse of someone in tactical gear peering through a window, only to have them vanish again won't likely arouse suspicion.  Only trick would be cleaning up the magical residue if someone were assensing the space.

We don't want to be super obvious - nothing to give the mages a direct target to go look at.  Just enough to prime the pump, get the rumors flowing so that, once the trigger is pulled, most of the gangers have the default assumption be "this was a setup, let's get the frag out of here".  If we can get a critical mass to bug-out, the rest will follow.

Implanting the idea that "my cousin phoned and apparently LoneStar is planning a huge bust in this area" or "you ever see a LoneStar drone pay this much attention to the Barrens before" or "that guy the boss is talking to, doesn't he look like that undercover cop who took down [insert name of arrested drug boss]?".  So long as the spells are cast when no-one's watching, those sorts of statements are unlikely to raise suspicion enough to lead to an assensing.

If we didn't care about bloodshed, we could also do illusions that make them think that one of the other gangs is positioning to be aggressive, but that's more likely to trigger a fight than a flight, so may be best to avoid that.
Noruas
player, 508 posts
You want me to go where?
With whaaaaat?
Thu 6 Apr 2017
at 11:46
  • msg #551

Re: Planning, Plotting, and Scheming

I know this might be a silly question, but would it be too late/impossible for WD to carry the scorpion with him?  That way we can have two sets of eyes if we do manage to get into the building?
Copperhead
player, 776 posts
Tread carefully
mother-fragger
Thu 6 Apr 2017
at 15:30
  • msg #552

Re: Planning, Plotting, and Scheming

I couldn't think of a good way to get it to him.  If the leader agrees to let him come in, it'd be hard to say "just a sec, I need to get some things".  And I presume he'll be escorted, so it'll be hard to bend down to pick up the scorpion without being noticed.  And there's a likelihood he'll be searched on the way in.

I can drive the scorpion at up to 1 m/s, though allowing for stealthy pauses followed by bursts of speed, I'll probably average half of that.  Assuming about 300 meters actual travel distance - allowing for moving around or over obstacles and keeping to cover, it'll take me about 10 minutes to make it to the building.  Whether I'll make it before White Duck depends on what sorts of delays there are.  If things move quickly, he can always stall a bit while they're patting him down, etc. to give me more opportunity to get into position.  It's a bit more of a concern if they take his comms.
Copperhead
player, 794 posts
Tread carefully
mother-fragger
Wed 24 May 2017
at 22:42
  • msg #553

Re: Planning, Plotting, and Scheming

WD - by "take the sewer route" do you mean you're game for the idea of setting up some external distractions and setting things up so we trigger stuff when Docwagon arrives and use the distraction to disable our target and grab the chip before they can respond?

If you have other ideas, feel free to share.

Also, do you have serious objections to an outcome that results in the leadership all being dead and the peons in some degree of a gang war fighting each other?  It's going to be *very* hard to pull this off without a risk of many of the gangers getting hurt.  And Copperhead's not likely to sign off on an outcome that doesn't involve blowing the warehouse by setting off the heavy munitions unless she's confident that LoneStar is going to take care of it (i.e. they're already inbound)

In terms of my contributions to the party, I have the following on-hand in the van:
Non-lethal: 3 concussion, 3 Neuro-stun VII, 3 IR smoke, 3 CS/Tear gas, 2 Nausea non-aero grenades; 3 flashpaks
Lethal: 3 HE and 2 white phospohrus grenades + 5kg of plastic (compound IV)

I've also got 2 radio detonators.

I think for inside, we'll plan on 3 neurostun grenades, one concussion and one smoke and a couple of the flashpacks inside.  We can then use some of the others for outside as a distraction.  If we can use the scorpion and/or magic fingers to distribute the grenades beforehand, that'd be ideal.  A force 4 hearth spirit to provide concealment plus an illusion that the sewer cover is right where it's supposed to be should in theory allow WD and Caduceus to get into the room before things start so that once the gas kicks in and the smoke, concussion and flashpacks go off, they can move straight to grabbing the chip and getting back out.  I figure Caduceus can be responsible for grabbing the chip (hopefully from an unconscious target if the gas grenades and scorpion are successful).  WD and the spirit will provide cover and deal with anyone who looks like they'll get in the way.  As soon as they're safely down the hole, we blow the warehouse.  Outside, Noruas can keep chaos going with the bigger drone and the van, then bug out.
Noruas
player, 511 posts
You want me to go where?
With whaaaaat?
Fri 26 May 2017
at 11:20
  • msg #554

Re: Planning, Plotting, and Scheming

While 'I' am all for the plan since its nice and simple (and not the standard Copperhead/Firefox-style of pages upon pages worth of details), I do have a question in regards to my character's role in this plan.

Can my character multi-task?

In real life I'm sure I could possibly drive a van (well enough) while shooting a grenade launcher (poorly aimed and recklessly out the side of a window), I don't think I can possibly fly a UAV with my feet as well.  Having said that, are there any rules in the game with regards to multi-tasking?  Or am I going to be switching between active roles by the millisecond?
Copperhead
player, 795 posts
Tread carefully
mother-fragger
Fri 26 May 2017
at 15:28
  • msg #555

Re: Planning, Plotting, and Scheming

I can add more details if you'd like ;>

Both the drone and the van have an autopilot.  So long as things don't get too complicated, they can drive/fly on their own without crashing if you've given them instructions.  The drone can even shoot on its own.  It'll fire *better* if you're directly controlling it, but in this case, we're just trying to sow confusion, so it doesn't much matter whether you hit anything.  You'll sort of be playing the role of conductor sitting in "armchair" mode where you can see what's going on everywhere and sending instructions as to what each vehicle is to do and maintaining situational awareness and trying to make sure that neither vehicle gets into trouble.

It may actually be best to keep the van out of it and for you to focus on the drone.  I *really* don't want them to take out the drone, but realistically, it'll be impossible for anyone who doesn't have a heavy weapon.  And if the drone gets lost, the money for the chips should cover it.  On the other hand, the van is our ticket out.  So it'd be best if we didn't have a swarm of bikers trying to take it out.  We should probably only using it if we need to.
Noruas
player, 512 posts
You want me to go where?
With whaaaaat?
Sat 27 May 2017
at 01:40
  • msg #556

Re: Planning, Plotting, and Scheming

Understood.  Thanks.
Copperhead
player, 796 posts
Tread carefully
mother-fragger
Tue 30 May 2017
at 13:37
  • msg #557

Re: Planning, Plotting, and Scheming

Only open question then is whether we're ok with taking out the gang leadership.  I know WD doesn't want to cause too much damage to the Tuskers, but I suspect he's not a huge fan of the leadership right now.  And that's not a call we have to make right away, so we can discuss it here for a bit before anything else happens.

I haven't heard any objections, so I'm going to start moving things forward.
White Duck
player, 389 posts
Kickyfooting specialist
Also quite handsome
Sat 3 Jun 2017
at 17:35
  • msg #558

Re: Planning, Plotting, and Scheming

Sure thing, no objections here. I agree with the plan CH pitched, and my character might be a bit better at navigating the underground than most people.
Copperhead
player, 798 posts
Tread carefully
mother-fragger
Sat 3 Jun 2017
at 20:58
  • msg #559

Re: Planning, Plotting, and Scheming

WD, I think you're going to be taking the lead on planting the grenades, so indicate how you'd like Caduceus and Noruas to support you, describe what you're doing and make the necessary rolls - which will presumably be stealth and maybe a bit of disguise or other things mixed in.  You'll get access to any encrypted enemy coms after about an hour.  Non-encrypted stuff and overwatch you'll have right away.  Objective is to make noise and trigger a brief panic in the external stuff so they can distract the leadership before we jam radios.  You can decide on the appropriate mix of death and property damage vs. just general chaos, as well as who you want targeted for the former vs. the latter.

Papa will decide if my rather weak knowledge roll on gang info was enough for me to indicate any of my own preference (i.e. those that the Hell Hounds are currently allied with or opposed to).

I'm planning to send my drone alone through the tunnels with IR and ultrasound once I'm done cracking radios.  If you want to be involved in the scouting, let me know before then.
White Duck
player, 390 posts
Kickyfooting specialist
Also quite handsome
Sun 4 Jun 2017
at 17:21
  • msg #560

Re: Planning, Plotting, and Scheming

That I do, actually.
Caduceus
player, 268 posts
Thu 8 Jun 2017
at 16:04
  • msg #561

Re: Planning, Plotting, and Scheming

Well, I was waiting to hear White Duck's response to Caduceus's question would be in the IC thread, but at this point should I just have Caduceus go off on his own and plant some grenades and/or suggestions?  Are Copperhead's grenades able to remote-trigger?  I would rather Caduceus not be too close by when people start scanning the area for saboteurs.  Especially if there are people in astral space able to see Caduceus working his magic.  He is going to be in trouble if he gets into any sort of combat situation.
Copperhead
player, 800 posts
Tread carefully
mother-fragger
Thu 8 Jun 2017
at 18:00
  • msg #562

Re: Planning, Plotting, and Scheming

Yeah, I sort of expected WD to take the lead with grenade-planting.  He may have limited availability again.  I'll let Papa make the call about whether we should proceed or wait for him - given he's likely to be the one most in harms way...

The grenades will all be set to detonate from a single remote-control signal.  Noruas can trigger them when we're ready to go in the warehouse
Papa Bear
GM, 6170 posts
Incertum est quo loco
te mors expectet;
Fri 9 Jun 2017
at 14:02
  • msg #563

Re: Planning, Plotting, and Scheming

Yeah, it has been a while, and WD has had some availability issues before. We can NPC him until he jumps in to tell us otherwise.

Caduceus, you can either take the lead, or the group can agree WD will plant the grenades, in which case I'll roll on his behalf. I'll aim to post Monday/Tuesday.

(Also I'll say, since I got my promotion, my life has been absolutely bonkers. Most of these delays are my fault. But I do want to keep things moving if I can help it.)
Noruas
player, 514 posts
You want me to go where?
With whaaaaat?
Fri 9 Jun 2017
at 14:13
  • msg #564

Re: Planning, Plotting, and Scheming

Congrats on the promotion!
Copperhead
player, 801 posts
Tread carefully
mother-fragger
Fri 9 Jun 2017
at 14:48
  • msg #565

Re: Planning, Plotting, and Scheming

Congrats on the promo, condolences on the bonkers :)  Hope things settle down to a manageable state.
Papa Bear
GM, 6171 posts
Incertum est quo loco
te mors expectet;
Fri 9 Jun 2017
at 19:02
  • msg #566

Re: Planning, Plotting, and Scheming

Due to the command-in-chief putting a freeze on hiring and general lunacy... I've probably got three years, nine months before things settle again.
Copperhead
player, 802 posts
Tread carefully
mother-fragger
Sat 10 Jun 2017
at 05:15
  • msg #567

Re: Planning, Plotting, and Scheming

It's good to be a Canadian . . . :>
Copperhead
player, 803 posts
Tread carefully
mother-fragger
Wed 14 Jun 2017
at 00:26
  • msg #568

Re: Planning, Plotting, and Scheming

Noruas doesn't actually have to switch channels.  He's in the virtual equivalent of the command chair of a security room with dozens of AV (and a few audio) feeds around him, with the ability to toggle any one of them to the big screen or zoom or pan as he sees fit.
Noruas
player, 516 posts
You want me to go where?
With whaaaaat?
Wed 14 Jun 2017
at 13:34
  • msg #569

Re: Planning, Plotting, and Scheming

I didn't know I was getting unprecedented access!  Why, thank you!  ;)
Copperhead
player, 806 posts
Tread carefully
mother-fragger
Sat 17 Jun 2017
at 14:32
  • msg #570

Re: Planning, Plotting, and Scheming

Caduceus, presume you'll summon a second spirit once you're beneath the grate who can conceal and guard the two of you and the scorpion and be ready to confuse anyone who tries to attack us?.

I presume the two of you will remove the bolts and try to slip in unnoticed.  I'll pull the trigger on the bracelet as soon as you're in.  While you wait from cover,  You can use the scorpion and/or magic fingers to try to position a couple of the gas grenades as well as the grenade that's going to take down the warehouse.

Noruas should detect the inbound DocWagon chopper from the drone before anyone else notices, so we can get positioned.

Caduceus, it's your call whether you want to try to use your magic fingers before we set off all of the grenades or after.

If the former, you grab the chip, we blow the gas grenades and distraction grenades and Noruas opens up with his distractive fire while the two of you (and hopefully the scorpion) head back down to the sewer.  As soon as you two are clear, I blow the warehouse.

If the latter, then I'll try to do a sneak attack on our target with the scorpion.  As soon as the needle plunges in, Noruas will set off all the grenades.  Hopefully the combination of the injection plus the gas grenades will take our target down.  The two of you can figure out how to grab the grenade and cover each other in the smoke and confusion and get your hoops back to the sewer.

In the sewer, I'll position my crawler to cover your retreat.  Anyone who comes down before we blow the warehouse is going to get a couple of shotgun blasts to the legs or face before they can do much.  Bigger risk is someone dropping down a grenade.  In that case, all the crawler can do is eat a bit of the blast.

Once the warehouse blows, Noruas can get the van to the pick-up point while I provide overwatch and cover with the aerial drone as necessary.

Any other details we need to figure out before we pull the trigger?
Caduceus
player, 272 posts
Mon 19 Jun 2017
at 02:44
  • msg #571

Re: Planning, Plotting, and Scheming

As soon as Caduceus enters the hearth domain, he will conjure a hearth spirit or two to conceal and guard them, and confuse people when the bombs go off, and maybe look for astral presences for them before heading in.  He will use his Stealth spell to make the sewer cover silent as they open it and peek inside with Clairvoyance before climbing up to make sure the coast is clear.  Maybe do a mind link with Duck as well in case these guys have radio jammers of their own.

Once they are in a good position, Caduceus can help set the gas grenades and wait for the gas attack/injection before he and Duck go about removing the chip and getting out of there.  He doesn't want to deal with this guy while he is conscious if he doesn't have to, considering how well it went the last time he dealt with someone with a chip in.  (She resisted his suggestion spell and later stabbed him in the gut.)
Caduceus
player, 273 posts
Mon 19 Jun 2017
at 03:03
  • msg #572

Re: Planning, Plotting, and Scheming

Would Caduceus be able to use the Antidote spell on themselves right now to boost their resistance to Copperhead's gas, or would he need to wait until they are actually exposed to it?
Copperhead
player, 807 posts
Tread carefully
mother-fragger
Mon 19 Jun 2017
at 03:08
  • msg #573

Re: Planning, Plotting, and Scheming

The scorpion should have eyes into the building, so not sure you'll need to use clarvoyance.

Fully understand your reticence to tackle the chip dude when he's at full capacity.

I figure with grenades, we should aim to plant one flash-bang a ways away from the manhole cover and then a couple of near-by gas grenades and one thermal smoke.  The flashbang going off should get everyone's ears ringing well enough they won't be able to hear the hissing gas until it's too late.  The smoke should keep the bodyguards who are far away from seeing too much of what's going on.  With the simultaneous chaos going on outside, I doubt we'll have more than a few charge through.  Hopefully none are dumb enough to blind-fire when the leader's on our side of the smoke, but probably best to keep low anyhow.  My guess is WD will take care of anyone who presents a threat while you head for the chip.

We can also have Noruas firing through the roof of the warehouse on the far side of the building where the bodyguards are.  That's likely to keep them pretty distracted - and keep the leaders focused on getting to cover and less on what you two are up to.  In theory, you guys could be out in two combat turns.  One for you to dash and pop the chip, one for you to dash back.  WD's enhanced reflexes should let him hold action to take out anyone who gets in your way.  My scorpion's going to head for the manhole cover as soon as it can safely do so after injecting the target as its sensors aren't going to be a whole lot of use with the thermal smoke and it only has one attack.  If one of you can grab it as you go, that'd be good.

If you guys want some extra backup,  you could bring the briefcase.  That'd let me narcojet targets that WD can't get if we end up with more targets coming our direction than might be ideal.  It does mean there's something else to bring with you when you leave.  On the other hand, if you carry it over your head on the way down, it'll give you extra armor.


Papa - what will I be rolling for my scorpion attack?  Is it gunnery?  Driving?  Do I get to use combat pool or handling pool?  Can I "aim"?  How close can I get to him and still have cover?
Noruas
player, 518 posts
You want me to go where?
With whaaaaat?
Mon 19 Jun 2017
at 12:03
  • msg #574

Re: Planning, Plotting, and Scheming

Lols, it suddenly seems like I'm a hybrid rigger/decker.  While I appreciate the vote of confidence from the team, but can I really operate all the things you guys are expecting me to do?  Why do I feel like its not going to be that simple?
Copperhead
player, 808 posts
Tread carefully
mother-fragger
Mon 19 Jun 2017
at 15:21
  • msg #575

Re: Planning, Plotting, and Scheming

You can't do things as well as I can.  You have no rigging control pool.  You can't "jump into" any of the vehicles.  This isn't your core skillset, but it's something you can do that the other two awakened characters can't.  It'd be sort of the same as you going into the matrix without a cyberdeck.  You still have the advantage of being able to jack in, but no speed boosts or other capabilities other than your raw computer score.

Seeing as all we're really needing you to do is cause a distraction - literally hitting the broad side of a barn - your limited rigging capabilities should be fine.  (If you want to boost your gunnery as your character evolves, that might be useful as you can take advantage of that both when you're borrowing my toys as well as when you're hacking a building's security if they have any automated defense systems.)

The only other option I can think of is having you go along in the sewer.  As best I can tell, matrix access doesn't look like it's going to help much here.  If you think there's a role you're better suited for, feel free to shout out what you'd like to do.
Caduceus
player, 275 posts
Tue 20 Jun 2017
at 17:01
  • msg #576

Re: Planning, Plotting, and Scheming

If the scorpion is doing that stuff after Caduceus arrives, I was planning to have him give it concealment too once he gets a Hearth Spirit conjured.  Most likely Force 3 (It is very easy to avoid drain with force 3 spirits)
Copperhead
player, 810 posts
Tread carefully
mother-fragger
Tue 20 Jun 2017
at 18:07
  • msg #577

Re: Planning, Plotting, and Scheming

I was planning on doing that prior to your arrival - so that if something goes wrong, we can activate the bracelet immediately and so that my tail is free if I need to use it.  I also wanted to be ready to start delivering grenades as soon as you come through the hole as the longer we hang out, the greater the risk of being noticed.

I should be ok.  The base TN to detect the scorpion is 12 before my roll and I should have a positive modifier or two from my time studying the environment and the nature of the warehouse (cover, etc.).  The aid from the spirit will be more useful when I have to run fast and over open ground to make my attack.

Do you guys want to take the briefcase as an added support in the warehouse?
Caduceus
player, 276 posts
Tue 20 Jun 2017
at 18:29
  • msg #578

Re: Planning, Plotting, and Scheming

I would love to bring the briefcase, but I'm afraid it might slow them down too much.  I'll let White Duck decide since he is the one with all the physical skills.
White Duck
player, 392 posts
Kickyfooting specialist
Also quite handsome
Thu 29 Jun 2017
at 14:24
  • msg #579

Re: Planning, Plotting, and Scheming

Hey guys, sorry I've been inert lately. I'm fully back now though. Sorta had to sort some RL issues out. I'm good to go now though!
Copperhead
player, 812 posts
Tread carefully
mother-fragger
Thu 29 Jun 2017
at 14:42
  • msg #580

Re: Planning, Plotting, and Scheming

RL can suck sometimes, but I suppose it's better than getting shot at and crawling through sewers...

Welcome back :)
Copperhead
player, 813 posts
Tread carefully
mother-fragger
Thu 29 Jun 2017
at 14:52
  • msg #581

Re: Planning, Plotting, and Scheming

If there's anything you want to do before heading up the access tunnel, this is probably the time to do it...
Copperhead
player, 814 posts
Tread carefully
mother-fragger
Fri 30 Jun 2017
at 21:50
  • msg #582

Re: Planning, Plotting, and Scheming

So I believe at this point we're going to try to stealthily plant a few grenades.  We want to accomplish the following:
- two gas grenades - one for the body guards and one for the table - enough to get our target, but ideally not us initially.
- thermal smoke grenade or two with the objective of obscuring the table and our ingress/egress point
- concussion grenade that we can set off far enough that we won't be impacted but most of those at the table - and perhaps the bodyguards will.  Idea being to direct everyone's attention to the noise, not the front.
- HE grenade set for a different radio signal to stash amongst the warheads.

We should presume there's at least one magically active guard as well as a spirit or two keeping watch, so we need to be really careful about placing stuff.  My leaning is to leverage the drone to position most of them.  It's the least likely to be picked up by spirits.  With my low signature + the benefits of the spirit's concealment, TN to notice me is a minimum of 15, and I can better that with a stealth roll.  And it's probably even higher on the astral given I'm pure artificial, so no astral signature.  On the other hand both of you will show up pretty well on the astral, plus you're a lot larger and more noticeable.

With his aerial position, radar and clear line of sight, Noruas should detect anything within ~30km.  Presuming that we know the typical Docwagon launch points and we can figure out pretty easily whether there's an aircraft making a rapid beeline straight towards us, I figure we'll have at least a 1 minute advantage of knowing when DocWagon will arrive before the outer sentries get on their radios.

So I'll start placing grenades, focusing on the ones furthest out.  (You guys will have to load them onto me.)  Once we get to the one minute point, I'll finish placing whatever grenade I'm carrying, then move to "ready to run and inject position" while the two of you plant the rest of them. (You can always toss the last couple when it's "go time".)

When it's go-time (i.e. when the coms start burning with reports of inbound aircraft), Copperhead will advance to inject while everyone's semi-distracted and looking anywhere but down at the floor.  Noruas will be watching me on his screen and as he sees the tail lashing out to strike, he triggers the grenades and the grenade launchers from the van (make sure you turn off anything we don't get a chance to plant :)).  That way the detonations should occur near simultaneously with the concussion and smoke grenade.  That should all happen in the "surprise" round.d  I'll plan to zip away in the *opposite* direction of where you two are to draw Khan's attention away from where the two of you are.  (With the idea of looping around and coming back once my distraction isn't needed anymore.)

At that point, Noruas can start shooting through the roof at the far end of the warehouse where the bodyguards are keeping them distracted/pinned.  The two of you can then act as you see fit, with the objective of grabbing the chip as quickly as you can, allowing the gas to take effect if necessary.

Papa - still need a ruling from you on whether I'm using driving or gunnery for my injection (and whether I'm using combat pool or control pool to boost my roll).

As soon as the two of you are down and sufficiently out from under the footprint of the building, I'll flick off the jammer momentarily and trigger the grenade.  Then we get my aerial drone the heck out of dodge and get the van over to pick you guys up out of the sewer and vacate the vicinity.
Papa Bear
GM, 6176 posts
Incertum est quo loco
te mors expectet;
Sun 2 Jul 2017
at 18:10
  • msg #583

Re: Planning, Plotting, and Scheming

If you are using an arm to deploy, I'd argue gunnery. If you're ramming, it's driving. (i.e., you can rig it ahead of time for whatever works best for you.)

I really should push a hard ruling one way or the other--the gunnery (Combat Pool)/driving (control pool) gives riggers a huge advantage. But I don't care to rewrite the rules right this moment :)
Copperhead
player, 816 posts
Tread carefully
mother-fragger
Sun 2 Jul 2017
at 18:43
  • msg #584

Re: Planning, Plotting, and Scheming

Actually, now that I think about it, control pool is for gunnery or for driving.  Given that my stats for driving and gunnery are the same, I guess it doesn't matter.  The tail is semi-mobile.  My action will be to skitter as fast as I can up to the leg, then vault up onto my front as I uncurl my tail for a nice clean injection into the back of the calf - unless there's some other less armored target that's easily reachable - I'm assuming he's unlikely to be wearing sandels...
Papa Bear
GM, 6177 posts
Incertum est quo loco
te mors expectet;
Wed 5 Jul 2017
at 15:16
  • msg #585

Re: Planning, Plotting, and Scheming

Thank you.

Back of the calf will work!
White Duck
player, 394 posts
Kickyfooting specialist
Also quite handsome
Thu 6 Jul 2017
at 16:18
  • msg #586

Re: Planning, Plotting, and Scheming

I took the briefcase with us.
White Duck
player, 395 posts
Kickyfooting specialist
Also quite handsome
Fri 14 Jul 2017
at 15:44
  • msg #587

Re: Planning, Plotting, and Scheming

So, how's everyone doing? Are we requiring any pending actions from me/am I missing my cue here?
Copperhead
player, 819 posts
Tread carefully
mother-fragger
Fri 14 Jul 2017
at 17:38
  • msg #588

Re: Planning, Plotting, and Scheming

I think we're waiting on Papa to confirm the grenades are successfully placed, what Caduceus's spirit learned about astral threats and whether Noruas has detected inbound DocWagon by the time the grenades are placed.  If DocWagon is inbound, we'll probably wait until they've been detected and the leaders and other gangers at the table are reacting to that.  If not, then we'll coordinate and just initiate ourselves.


I'll wait until someone at the opposite end of the table is talking - so heads are turned away from Khan.  Then I skitter up as quickly as I can.  Noruas will be watching the feed.  As my needle enters Khans leg, Noruas will trigger all of the grenades (except the warhead one - that's on a separate radio channel) and the van's grenade launchers.

At the start of the next round, Noruas will start firing EX rounds through the roof of the building on the far side while I climb a table leg.  Noruas and I can yell "Raid!" or "It's the Star!" on one of the broken channels.  Caduceus & White Duck can hold action, quietly taking down anyone who clears the smoke at our end of the table.  Caduceus can maybe sneak a quick peak on the astral to see if there are spirits or other threats and scan Khan to figure out where his chip jack likely is.

At the tail end of the round, one of you can push the briefcase out into the open once there's enough smoke no-one should notice that.  The gas will also kick in on everyone around the table and I'll turn on the van's jammer.  The following round, I'll have the scorpion's autopilot start moving it towards the manhole while keeping watch with the briefcase.  Noruas can send more blind fire through the roof and start moving the van.  Caduceus makes a run for the chip while White Duck deals with any opposition that gets in the way.

The good news is that all of our opposition will have at least +2 to their TNs from the stun grenade.  And most will be +4.  (And that'll apply to them being able to get any gas masks they have on and in place before the gas kicks in at the end of the round.)  That should push most of them to +5 to TNs, assuming it doesn't knock them out entirely.  There will also be target modifiers from the smoke for those in it (+4 to +8 depending on vision).  And the spirit's confusion will affect some too.  As well, you guys can start up a flashpack too if you like.  That should make it *really* hard for any of the opponents to hit you with ranged and pretty hard for them to be effective with melee.  However, you're going to have trouble hitting anyone inside the smoke - so it may be most effective for the two of you to run up and grab Khan and drag him out of the cloud.

So long as White Duck attacks from outside the gas, he should have a significant advantage.  Our biggest threat will be spirits.  So long as Caduceus keeps out of astral after his initial scan, the spirits will have to manifest to have an impact.  Hopefully WD's killing hands together with Caduceus's spells and spirit can manage that threat.

In terms of the aerial drone, I'm going to have it at around 900 meters, moving at 90m/CT (about 110km/hr) away from the warehouse when this starts.  That'll put it just shy of 1km when Noruas opens fire and give him 3 more CTs to fire before its out of range.  4 CTs of distraction should be lots.  If anyone returns fire, they can only hit it with medium or heavy machine guns or similar heavy weapons and it'll be extreme range with a +5 modifier.  The jamming should keep anyone from getting sensor lock on it.  If anyone does start firing at it with anything that could be effective, I'll take over flying and Noruas can man the briefcase.

At least that's the theory until we see what actually happens :)
Caduceus
player, 280 posts
Fri 14 Jul 2017
at 18:56
  • msg #589

Re: Planning, Plotting, and Scheming

Sounds good.  I don't suppose Caduceus has had enough time to recover from his drain stun while waiting in the tunnel?  I mean, is it even possible to recover stun in this situation even if he does have enough time, or would the tenseness of the situation negate sufficient relaxation?
Copperhead
player, 820 posts
Tread carefully
mother-fragger
Fri 14 Jul 2017
at 19:19
  • msg #590

Re: Planning, Plotting, and Scheming

I'd say resting would be difficult except perhaps going back to the van and lounging.  Once you're through the hole, you have to be on your guard and react at a moment's notice.  Besides, we're getting close to the point where they're going to be done their meeting.
Caduceus
player, 281 posts
Fri 14 Jul 2017
at 19:31
  • msg #591

Re: Planning, Plotting, and Scheming

That's what I was thinking too.
Noruas
player, 520 posts
You want me to go where?
With whaaaaat?
Sun 16 Jul 2017
at 14:53
  • msg #592

Re: Planning, Plotting, and Scheming

I'm getting a bad feeling again, Copperhead....  I am not liking this.  TMI, man.
Copperhead
player, 821 posts
Tread carefully
mother-fragger
Sun 16 Jul 2017
at 15:07
  • msg #593

Re: Planning, Plotting, and Scheming

Sorry Noruas.  I'll try to dial it back.
Noruas
player, 521 posts
You want me to go where?
With whaaaaat?
Sun 16 Jul 2017
at 15:33
  • msg #594

Re: Planning, Plotting, and Scheming

No worries.  It's just that when you plan it to such detail, it doesn't leave much room for the rest of us to be flexible in doing our parts.
Papa Bear
GM, 6179 posts
Incertum est quo loco
te mors expectet;
Tue 18 Jul 2017
at 19:40
  • msg #595

Re: Planning, Plotting, and Scheming

If only there was a person whose skillset was getting data where it needs to be by subverting the existing infrastructure...
Copperhead
player, 822 posts
Tread carefully
mother-fragger
Tue 18 Jul 2017
at 20:24
  • msg #596

Re: Planning, Plotting, and Scheming

So, we're playing 2050 - no wireless matrix access.  So we'd have to drive Noruas to a location where he could try to hack into a Telco (no easy feat) and get cell towers in the area to prioritize the signal we wanted.  Also not a super-easy feat.  Doing so would probably involve him lying in a back alley in the Barrens so we'd need to watch his body while doing it.  That would take the van out of firing position and a ways away from being able to provide backup.  And we've got two people inside and vulnerable with a meeting that's likely to be ending soon and grenades that are as well concealed as a mini-drone can make them while dropping them on the floor - i.e. not very.

(We've really got to get a higher rating wireless tap for Noruas that he can use properly with his deck - that'd make it much easier for him to do his decking from the comfort of the van and with a degree of mobility.)

Maybe this is more straight-forward than I'm imagining.  Noruas would presumably know roughly how hard this would be and how long it would take.  Copperhead should have a sense based on the number of topics outstanding from the leaders' discussion how long we likely have and how likely the grenades are to be discovered by someone walking in with a message or going to take a piss break.  Unless Papa indicates that chances of anyone discovering anything are quite low, my current upper-bound comfort level isn't much longer than 10 minutes from the time everyone came through the hole.

Another possibility rather than decking would be to use the jammer creatively to temporarly spoof some of the phones to stop trying to check for new calls for a bit - without people figuring out they were jammed - so just something that temporariliy messes with cell signals and not radios or anything else.  Is that within Noruas's skillset?  I know Copperhead might be able to pull it off, but that would mean someone else would be responsible for delivering the grenades which increases risk there.
Papa Bear
GM, 6180 posts
Incertum est quo loco
te mors expectet;
Thu 20 Jul 2017
at 00:42
  • msg #597

Re: Planning, Plotting, and Scheming

Ah, I forgot no wireless :P the downside of jumping between multiple settings, including retrofuturist ones. I was trying to pull in our decker a little more, but given this is a GM fail, I will handwave the disruptions I inserted that you cannot reasonably resolve.
Copperhead
player, 823 posts
Tread carefully
mother-fragger
Thu 20 Jul 2017
at 01:20
  • msg #598

Re: Planning, Plotting, and Scheming

Wireless internet is definitely a positive change about the new ruleset, though crashing guns and cyber is a little weird.

Does your statement mean that mean you'll handwave to enable a chance for Noruas to do some decking or you'll handwave the communication issues with the bracelet?

And if you can handwave the difficulty acquiring a rating 7+ wireless tap soon, that'd be good too.  If we had one of those, we could have found a connection anywhere within a few km and Noruas could have been decking from the van - and we definitely would have done.  If you want to retcon upgrading Copperhead's existing rating 6 one and us installing it, that's an option too...
Papa Bear
GM, 6181 posts
Incertum est quo loco
te mors expectet;
Thu 20 Jul 2017
at 16:38
  • msg #599

Re: Planning, Plotting, and Scheming

I will not be handwaving forcing Noruas to sit in the drek with the rest of you.

Yes, handwaving the roll. In this case, Noruas is able to use his decking and telecom software to hit the tower and prioritize your call.
Copperhead
player, 824 posts
Tread carefully
mother-fragger
Thu 20 Jul 2017
at 17:31
  • msg #600

Re: Planning, Plotting, and Scheming

Ok.  Is there anything you need from him/us?
Papa Bear
GM, 6182 posts
Incertum est quo loco
te mors expectet;
Sun 23 Jul 2017
at 01:16
  • msg #601

Re: Planning, Plotting, and Scheming

I'll go ahead and roll and post, probably on Monday. I'm actually traveling this weekend. Needless to say, I've been keeping busy!!
Copperhead
player, 825 posts
Tread carefully
mother-fragger
Sun 23 Jul 2017
at 14:40
  • msg #602

Re: Planning, Plotting, and Scheming

Ok, I presume that's a decking roll from Noruas?
Papa Bear
GM, 6183 posts
Incertum est quo loco
te mors expectet;
Mon 24 Jul 2017
at 16:57
  • msg #603

Re: Planning, Plotting, and Scheming

Yes. I just climbed out of a most-day training session, but if my head clears this afternoon I'll do it myself (otherwise I aim to make a post tomorrow).
Noruas
player, 523 posts
You want me to go where?
With whaaaaat?
Tue 25 Jul 2017
at 03:17
  • msg #604

Re: Planning, Plotting, and Scheming

So, what's everyone's last move before the action start, going to be?
Copperhead
player, 827 posts
Tread carefully
mother-fragger
Tue 25 Jul 2017
at 04:02
  • msg #605

Re: Planning, Plotting, and Scheming

I think the plan had been to wait for DocWagon to get noticed, then have the scorpion attack the leader and blow the grenades as the needle goes in.  However, I'm not totally clear on the timing - at what point in the "laying of the grenades" process did Noruas manage to clear a channel to allow the call to go through?  Has enough time gone by that he's able to notice anything inbound and guess their ETA (or alternatively, notice no response, in which case we say frag it and just blow the grenades)?

My reading of Papa's post is that it looks like the meeting is about to break up, so we need to pull the trigger regardless of what DocWagon is up to - and thus it doesn't really matter where they're at.  Is that accurate Papa?

In terms of final actions, Apparently I'm already in position under the chair - though I hadn't planned to be.  I'll take it though :)  Good thing I'll have his leg as cover when the concussion grenade goes off.  At that range, it's gonna hurt like a son-bitch...

My final action is going to be getting the arial drone on its attack vector so all Noruas has to do is shoot.  Noruas I presume is already jacked into the van and the grenade vectors are locked in.  He just needs to be watching the scorpion so he can blow the grenades as the needle goes in.  Then he gets to launch grenades and sow some general chaos by shooting through the roof at the guards.  As for Caduceus and White Duck, they can prepare grenades or a flashback or weapons - whatever they want to have in-hand when shit hits the fan.  Not sure if Caduceus has any last-minute spells he wants to cast.
Copperhead
player, 832 posts
Tread carefully
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Sun 30 Jul 2017
at 03:18
  • msg #606

Re: Planning, Plotting, and Scheming

As best I can tell from the dice rolls, Khan has some sort of advanced neurotoxin filter installed as cyber.  He cut the strength of the drug in half and rolled 20 dice to resist it- so he took no damage from a drug that would have dropped even an above-average normal person.  It also means he probably won't take much or any damage from the gas.  So we're probably going to have to drop him some other way - and instead of being close to us, he's now getting the gangers between us and him.

The odds on this aren't looking nearly as good as they once were.  The guards should be less effective, but we're still looking at around 16 to 3 - and that's before reinforcements pour in, which they're bound to do in a few rounds - magical support possibly sooner.

So far, the opponents don't know where we are.  (The dart gun is air-powered, so it's unlikely anyone noticed the briefcase).  It may be better to keep it that way until we know how effective the gas grenades have been.  On the other hand, moving quickly might not be a bad idea either.  An illusion at the far end that gets the leader running *towards* us might be a really good idea.  (Fingers crossed he doesn't have an unbelievable willpower in addition to a massive charisma and body.)
Papa Bear
GM, 6187 posts
Incertum est quo loco
te mors expectet;
Sun 30 Jul 2017
at 11:18
  • msg #607

Re: Planning, Plotting, and Scheming

Be careful about reading dice rolls. My first 20-dice roll is for initiative. I have a big chart of 'guard1, guard2, guard3', so rather than rolling for each character individually, I roll a giant one and match them up.

(But you're right, he does have toxin filters :P Looks like someone from 1992 anticipated your dirty drone tricks!)
Copperhead
player, 833 posts
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Sun 30 Jul 2017
at 15:39
  • msg #608

Re: Planning, Plotting, and Scheming

Noruas - um, please change the post about setting off the HE grenade.  It's sitting in a pile of warheads in the warehouse.  When you set it off, the whole warehouse comes down (and perhaps a few surrounding buildings too).  White Duck and Caduceus would be vaporized and Copperhead would loose some expensive equipment and get a nasty headache...

Plan is to set off the HE grenade once our team is back down the sewer and sufficiently far away they don't have to worry about things caving in on top of them.
Papa Bear
GM, 6189 posts
Incertum est quo loco
te mors expectet;
Sun 30 Jul 2017
at 17:08
  • msg #609

Re: Planning, Plotting, and Scheming

But is there any honor in that?
Noruas
player, 526 posts
You want me to go where?
With whaaaaat?
Mon 31 Jul 2017
at 00:25
  • msg #610

Re: Planning, Plotting, and Scheming

Oh, ok.  Will do.
Caduceus
player, 283 posts
Mon 31 Jul 2017
at 19:19
  • msg #611

Re: Planning, Plotting, and Scheming

I keep going back and forth on whether it would be a bad idea for Caduceus to lob a few of his personal concussion grenades out of the hole before climbing up.  On the one hand, it would weaken their enemies further.  On the other hand, it might tip them off about their location an make them easy targets.  Any advice?  Is there something better Caduceus could do?  I don't think I want him to climb out quite yet, since most people are still capable of shooting.
Copperhead
player, 835 posts
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Mon 31 Jul 2017
at 21:10
  • msg #612

Re: Planning, Plotting, and Scheming

Could you magic-hand the grenade such that you could throw it from somewhere you aren't?  Anything you can do that gets the leader headed back our direction would be helpful - the smaller the number of goons and amount of gas the two of you need to wade through, the better.

Unfortunately trid phantasm doesn't produce sound.  Perhaps an illusion of a grenade flying into the equipment store?  Or a bomb with a timer in the same stash?  The fact you can't produce sound limits you somewhat.

If you can cast influence on one of the guards providing cover to Khan (hopefully someone with poor willpower) and have him try to convince Khan to go out the exit that's nearer to us, that might be useful.  Something like "There's a raid coming up the front stairs.  We need to get out the back to a more defensible position".  At minimum, the argument might keep them in the area of effect for the gas for longer and if they move towards us, even better.  Challenge is you'd need line of sight.  Dunno if you can get that easily without being spotted.  (And it's an exclusive spell, so you can't mix it with clairvoyance).

Another possibility is to levitate a crate or the table or something to block their way or at least create more confusion.  You ought to be able to do that without attracting much attention.  And the sight of that happening might be enough to distract while Caduceus lobs another grenade or two.

Question: If the gas + injection do manage to drop him (questionable if he's got drug filters), can you magic-fingers the chip out if you're just looking at him astrally?  It'd be nice to avoid you having to go into the smoke.
White Duck
player, 399 posts
Kickyfooting specialist
Also quite handsome
Tue 1 Aug 2017
at 00:43
  • msg #613

Re: Planning, Plotting, and Scheming

Duck's a throwing expert. He can lob it.
Copperhead
player, 836 posts
Tread carefully
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Tue 1 Aug 2017
at 03:36
  • msg #614

Re: Planning, Plotting, and Scheming

If you can move to a covered position where return fire isn't likely to be directed at Caduceus, that'd be good.  A couple of additional grenades in their midst should keep them pretty occupied.

Papa: I presume the gas doesn't hit those in it every round.  On the other hand, I presume sitting in the gas for 5+ minutes isn't terribly good for your health.  What are the rules for extended exposure?  (Not that we're planning to be here terribly long...)

Something else we can do if need-be is have Noruas and I swap places.  With Caduceus watching on the astral to provide targeting advice, I can probably walk some pretty heavy fire into anyone who's presenting a threat - or at least keep them from thinking about anything other than getting their hoop to cover.  Noruas could then hit anyone who comes out of the smoke on the side of the grate.  Or drive the van around lobbing more grenades and helping to keep those outside distracted.  (We'll need to make that switch after a couple of rounds regardless because Noruas will be out of range and they'll likely have their heavier weapons out and it'll be time to start dancing.)
Caduceus
player, 284 posts
Tue 1 Aug 2017
at 09:08
  • msg #615

Re: Planning, Plotting, and Scheming

White Duck:
Duck's a throwing expert. He can lob it.

Cool.  I'll make a post where he offers some grenades to you when I get home in the morning.

If Caduceus goes astral, he will only be able to use his spells on other astral characters or astrally perceiving characters.  I have actually sort of been avoiding looking out the hole with astral perception just in case there is a Mage ready to cast a spell on me or something.  I don't think that first spirit I sent looking for them ever came back...
Papa Bear
GM, 6190 posts
Incertum est quo loco
te mors expectet;
Tue 1 Aug 2017
at 13:46
  • msg #616

Re: Planning, Plotting, and Scheming

Wow, lots of rules questions now.

Magic fingers--IF Caduceus has line of sight and physical he can attempt magic fingers, but there is a Quickness test for delicate work like that, and there will be penalties for smoke, noise, and so on. Definitely won't be easy.

The way I've always ruled gas is you have to roll for it every turn you're in the gas itself. You can't just pass your test once then camp out as long as you like. If I'm doing the rule wrong, you are welcome to hit M&M to double check me though :P
Caduceus
player, 285 posts
Tue 1 Aug 2017
at 13:57
  • msg #617

Re: Planning, Plotting, and Scheming

Another thing to consider is that snake shamans get -1 die to all spells cast during combat, and Caduceus currently has light stun as well.  Probably best not to rely too heavily on his magic in this situation if possible.
Copperhead
player, 837 posts
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Tue 1 Aug 2017
at 16:37
  • msg #618

Re: Planning, Plotting, and Scheming

How much of the warehouse is now filled with smoke/gas?  Is it possible to get around the outside of it.  Is there anyone who looks like they're not in an area that's covered by the smoke?  How many entrances are there

@Caduceus - fully understand the limitations of your magic right now.  You'd asked for ideas and I was just trying to throw some out :)

@Papa - looks like it only lasts for two combat turns (SR3E p283), so impacting every CT is reasonable I guess.  Two hits of 6S wouldn't kill anyone unless there were special circumstances that staged up the damage.  However, it should drop most people without protection or really high body after 6 seconds.  Given that it's both contact and inhalation, I doubt anyone's got adequate protection or can get to that in the timeframe between when they start to recognize the effects and before they've been exposed for 2 turns in a row.


So, as long as the Caduceus & White Duck stay outside the smoke (and gas) for two rounds, we should only have to worry about those who either weren't in the gas or who managed to stumble out of it after only one CT of exposure.  Focusing on taking those folks down - at least if they happen to be in the way - should be the priority.  Everyone who was in contact with the cloud will need 6's minimum to dodge - even if they resisted all the stun from the gas and grenades.  (They'll also need 6s or more to hit anything and most will need 9s as between the stun grenade(s) and the gas, there won't be many folks standing who haven't taken at least Serious damage.  That should make them less likely to hit and easier to dodge whatever they're firing.

The biggest threats will be those who somehow were outside the range of effect of everything - which I think will only be those who were outside at the time - or magical threats.


EDIT: Stripped stuff off the end that was from an unedited version of the post
This message was last edited by the player at 17:24, Tue 01 Aug 2017.
Copperhead
player, 839 posts
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Tue 1 Aug 2017
at 17:30
  • msg #619

Re: Planning, Plotting, and Scheming

(I had some incoherent stuff on the end of my previous post that I've stripped.)
White Duck
player, 400 posts
Kickyfooting specialist
Also quite handsome
Thu 3 Aug 2017
at 15:10
  • msg #620

Re: Planning, Plotting, and Scheming

Is it safe to emerge at this point?
Copperhead
player, 841 posts
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Thu 3 Aug 2017
at 15:20
  • msg #621

Re: Planning, Plotting, and Scheming

I would keep to cover until the gas has had a chance to take effect for at least one round.  Tossing another grenade or two wouldn't be a bad idea.  Right now, everyone's just at a -1 or -2 from the stun grenade.  Smoke hasn't really started to obscure vision.  If you can toss grenades without attracting attention to the sewer entrance, so much the better.

After one more CT, the gas should be inert, so you can go where you like.  Most people will be +5 before vision modifiers (if they're still conscious at all) and you'll have full smoke cover.  So that's the point to make the run for the chip.
Copperhead
player, 842 posts
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Thu 3 Aug 2017
at 15:44
  • msg #622

Re: Planning, Plotting, and Scheming

It would be good to keep eyes on Khan/Cooperman so that if he drops from the impact of the gas/injection, you know where the body is and can navigate to it quickly through the smoke while getting around any stationary obstacles.

With your stealth + concealment + smoke plus the modifiers most will have on their perception, it should be possible for you to move without most people noticing you unless you bump right into them.

Papa, just to confirm, will the gas take effect at the end of this round (same as the injection) or will that be offset by another round?  I.e. Do we have to wait 3 rounds until the gas is inert or just two?  (Copperhead should be familiar with its behavior.)
Papa Bear
GM, 6193 posts
Incertum est quo loco
te mors expectet;
Fri 4 Aug 2017
at 20:15
  • msg #623

Re: Planning, Plotting, and Scheming

Like Copperhead said.

I mean, it's never going to be SAFE to emerge. But right now the gas is just starting to spray AND people are still shooting, so I would definitely categorize it as 'unsafe'. You have two actions before I process who the gas drops (and Caduceus has one).
Copperhead
player, 844 posts
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Fri 4 Aug 2017
at 20:20
  • msg #624

Re: Planning, Plotting, and Scheming

Papa, just to confirm, will the gas take effect at the end of this round (same as the injection) or will that be offset by another round?  I.e. Do we have to wait 3 rounds until the gas is inert or just two?  (Copperhead should be familiar with its behavior.)
Papa Bear
GM, 6194 posts
Incertum est quo loco
te mors expectet;
Sun 6 Aug 2017
at 00:47
  • msg #625

Re: Planning, Plotting, and Scheming

Went back to the rule book, rather than depending on memory.

Neuro-stun is calculated based on the turn. The turn isn't over yet, so it hasn't been calculated. I will calculate it three turns, as the gas is dissipated. So everyone hanging out in the cloud will need to resist three times.

The rules also say to calculate it the turn after the turn it is deployed, so that would technically be 3 more rounds for most people. But for dramatic purpose, we can fast forward that a notch. At the end of the turn, we'll begin applying stun (same time as the narcojet, which is actually 'end of the combat turn').
Copperhead
player, 845 posts
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Sun 6 Aug 2017
at 05:24
  • msg #626

Re: Planning, Plotting, and Scheming

Book says it disipates in two turns.  If it hits people 3 times, that would nearly kill most individuals (6S Stun x 3 = 8 physical).  So 2 turns of impact seems reasonable.  This doesn't seem like a confined enough space that would raise the impact higher.

To confirm my understanding:
Suprise phase - I jab with my needle, grenades go off

CT one - Drone runs away, goons flip table and fire, Khan runs towards his cache (hopefully taking deep breaths of gas as he goes).  At the end of this turn, needle and first CT of gas kick in

CT two - Everyone's feeling the +2 from the gas plus whatever damage they took but nobody has fallen down yet because the stun grenade + 1 CT of the gas can't put anyone over 9 boxes of stun.  At the end of the turn, the second CT of the gas kicks in, some of the people probably fall down and the gas goes innert

Is that accurate?
Papa Bear
GM, 6195 posts
Incertum est quo loco
te mors expectet;
Sun 6 Aug 2017
at 13:08
  • msg #627

Re: Planning, Plotting, and Scheming

You're confusing rounds and turns.

1st round is your surprise; needle and grenades.
2nd round drone runs away, everyone is shouting and screaming (White Duck holds)
3rd round is whatever else happens next (White Duck has two actions)
End of turn, everyone in the gas cloud rolls to resist, Khan rolls to resist.
Copperhead
player, 846 posts
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Sun 6 Aug 2017
at 14:51
  • msg #628

Re: Planning, Plotting, and Scheming

I know there are further actions this CT.  Anyhow, I'll presume I have things right from a CT perspective
White Duck
player, 402 posts
Kickyfooting specialist
Also quite handsome
Mon 7 Aug 2017
at 17:49
  • msg #629

Re: Planning, Plotting, and Scheming

Aside from what Duck did, I'm going to hold here until it's safe to go up.
Caduceus
player, 287 posts
Mon 7 Aug 2017
at 18:16
  • msg #630

Re: Planning, Plotting, and Scheming

Same.
Copperhead
player, 847 posts
Tread carefully
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Mon 7 Aug 2017
at 20:44
  • msg #631

Re: Planning, Plotting, and Scheming

So Duck's grabbing the grenades but not tossing any of them this CT.  (I'm totally fine with that, just confirming.)
White Duck
player, 403 posts
Kickyfooting specialist
Also quite handsome
Mon 7 Aug 2017
at 22:39
  • msg #632

Re: Planning, Plotting, and Scheming

Correct.
Copperhead
player, 854 posts
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Mon 14 Aug 2017
at 22:06
  • msg #633

Re: Planning, Plotting, and Scheming

You guys should stay out of the smoke (and gas) for one more CT, but you should be relatively safe from attacks (and very hard to detect) by anyone inside the smoke if you're sneaking around the boundary and/or taking ranged attacks or tossing grenades at people inside.
Copperhead
player, 858 posts
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Mon 21 Aug 2017
at 15:34
  • msg #634

Re: Planning, Plotting, and Scheming

Caduceus, if you've got any services left, speeding the two of you on your exit would be good.    The sooner the two of you can get out of that warehouse and out of the blast range, the better...
Caduceus
player, 290 posts
Mon 21 Aug 2017
at 16:05
  • msg #635

Re: Planning, Plotting, and Scheming

Hearth Spirits don't have Movement.  They do, however, have Accident, Concealment, Confusion, Guard, Materialization, and Search.  I was thinking I might just have it retrieve Copperhead's briefcase for us though, and/or maybe guard our exit as we escape.
Copperhead
player, 861 posts
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Mon 21 Aug 2017
at 19:49
  • msg #636

Re: Planning, Plotting, and Scheming

Briefcase is right near your exit, so should be pretty easy for one of you to grab it on your way out.  Guarding or confusing is fine.
Copperhead
player, 867 posts
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Tue 29 Aug 2017
at 20:08
  • msg #637

Re: Planning, Plotting, and Scheming

Copperhead's got a rating 5 skill in demolitions, so she should have a pretty good sense of how far you guys would need to get.  The force of the explosion is more likely to go up than down.  The utility coridor would be below the frost line, so you've got at least 4 feet, maybe more of dirt.  By the time you're 20 meters or so outside the walls of the warehouse, you should be more than fine.  Biggest risk would be flamable or toxic liquids or gases that flow down into the tunnel, which is why we made sure that your exit route was going to take you up-hill rather than down.  Could be some issues if there's flaming liquid that then generates smoke that rises up through the tunnel, but you guys both have sealed respirators and the van's only a minute or two away, so you ought to be ok.  Plus my drone is partly blocking the tunnel behind you and you guys are blocking things too, so hard for too much smoke to get up.
Caduceus
player, 294 posts
Thu 31 Aug 2017
at 16:46
  • msg #638

Re: Planning, Plotting, and Scheming

Caduceus wasn't seriously concerned about a tunnel collapse.  His mind was just wandering to worst-case scenarios and it was causing him to hustle a little faster.  Now if he had even thought about the possibility of flammable liquids, THAT probably would have scared him for real.
Copperhead
player, 868 posts
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Thu 31 Aug 2017
at 17:06
  • msg #639

Re: Planning, Plotting, and Scheming

Copperhead definitely thinks about flamable liquids...
Noruas
player, 536 posts
You want me to go where?
With whaaaaat?
Fri 1 Sep 2017
at 00:57
  • msg #640

Re: Planning, Plotting, and Scheming

I thought that was Firefox's trait?
Copperhead
player, 869 posts
Tread carefully
mother-fragger
Fri 1 Sep 2017
at 02:19
  • msg #641

Re: Planning, Plotting, and Scheming

Firefox liked to make things burn.  Copperhead had the pleasure of molten metal pouring onto her face while jacked into a tank.  Very different attitudes towards fire...
Noruas
player, 537 posts
You want me to go where?
With whaaaaat?
Sat 2 Sep 2017
at 01:01
  • msg #642

Re: Planning, Plotting, and Scheming

That explains the facial scars.
Caduceus
player, 295 posts
Thu 7 Sep 2017
at 18:25
  • msg #643

Re: Planning, Plotting, and Scheming

Will Caduceus have enough time to try and recover from his stun damage?
Copperhead
player, 872 posts
Tread carefully
mother-fragger
Thu 7 Sep 2017
at 18:33
  • msg #644

Re: Planning, Plotting, and Scheming

Should have, y.  My guess is we'll grab some food, then head over to the apartment and rest a bit as we scope the place out.  Maybe have Noruas see if he can hack the security.  I can run a scan with my drone.  Then we send a couple of people in to check it out.  I'm happy to come with (pretty good at getting through security) or I can do overwatch.
White Duck
player, 414 posts
Kickyfooting specialist
Also quite handsome
Sun 10 Sep 2017
at 14:59
  • msg #645

Re: Planning, Plotting, and Scheming

I'm good backing him up onsite in case things get hairy.
Copperhead
player, 874 posts
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Sun 10 Sep 2017
at 15:52
  • msg #646

Re: Planning, Plotting, and Scheming

My hope is we can tap into the apartment's security from an alley or something so he can sit beside or even in the van.  The guy's a runner, so I don't know his apartment's security would be super-hot.  We'll see I guess.
Papa Bear
GM, 6207 posts
Incertum est quo loco
te mors expectet;
Tue 12 Sep 2017
at 15:22
  • msg #647

Re: Planning, Plotting, and Scheming

Unless you all are busting into the apartment like the Kool-Aid man, yeah, he should be able to heal up. However, everyone is running on little sleep, so some coffee would probably be good :P
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