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 Session 1 - 16/6/2012 - Under the pump, p1

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Matt
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PostSubject: Session 1 - 16/6/2012 - Under the pump, p1   Mon Jun 04, 2012 10:24 am

Session 1 - Sat 16th of June

Location: My House

Start time: 6pm

Let me know if you are able to make it

Starting in game date: 16.6.2070

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone


Last edited by Matt on Wed Jul 04, 2012 11:16 am; edited 3 times in total
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Mon Jun 11, 2012 7:08 pm

making it there should not be a problem.

its being able to finish my character thats going to be the fun part.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Wed Jun 13, 2012 1:22 am

Shamus i didn't mention this to you last week but you really need to look at the "Contacts" section of the character builder as they are an essential part of the game.

All so it would pay for you guys to discuss what contacts you are taking so you know the basics are covered.

The essential contacts are as follows;

Fixer
Street Doc

Keep in mind not every pc needs these contacts but one of each in the group is necessary for a runner team.

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Wed Jun 13, 2012 9:37 am

I am in for session 1. Thanks for the heads up on contacts Matty. I will look at that tonight. About half way through Halting State, getting into the feel of augmented reality a bit now.

May need to tweak character after first session.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Thu Jun 14, 2012 12:57 pm

Just so you guys know I am planning on taking Bartender and Talismonger as contacts.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Fri Jun 15, 2012 12:47 am

Hey Matt. Can we start with 500 bp? Wink
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Fri Jun 15, 2012 5:58 am

if we start with 500bp i think we may be just a little over powered. for instance i would have several drones with several of them flying around with guns. i would also be able to get the mig with a gun that can shoot something like 50km in any direction.

i would like to ask if we can organise our contacts as not part of our 400 points?
to be organised when we get to matts on the night.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Fri Jun 15, 2012 12:22 pm

Still working on my character. Using a template I found with a few changes. Will need to play test the fuck out of it to understand a little more.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Fri Jun 15, 2012 1:24 pm

yeah. i keep getting stuck on gear.
i may end up using a template too.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Sun Jun 17, 2012 2:38 am

POST SESSION UPDATE

Ok guys really good first session! i hope we all had fun!

Ashton thanks for coming along with such late notice, you seemed to fit in fairly seamlessly. I hope you had fun and are keen for the next session.

Firstly i am going to set up a sticky thread for any rules clarification and discussion, so if you have any rules you would like explained or clarified from the session or in general please post them there.

Secondly please use this thread to discuss and plan the next stage of this mission, if you have any ingame actions you wish to take we should be able to do them here with in reason as well.

Thirdly i encourage you all to all make your own thread detail you characters, pictures and information about you contacts would be awesome to.

Fourthly i will start posting up the information you found out in the first session in this post but i encourage you guys to post what you learned as well!

Finally as always i am asking for any feed back about the game, tell me the parts you liked and those you didn't or what you would like to see more off ect. For those of you who haven't played with me much or at all before i encourage constructive criticism as its the only way to really improve the game for everyone.
Here are my thoughts;:
 

Ok guys have at it! relevant info will be posted in this post from here.
_________________________________________________________________________________________________________________________________________________________________

The Job:
 

The Johnson:
 

Municipal Pumping Station Floor Plans:
 

Shagrat info:
 

Canyon info:
 

Dash info:
 

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone


Last edited by Matt on Tue Jun 19, 2012 3:06 pm; edited 3 times in total
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Mon Jun 18, 2012 11:48 am

Ok guys i have added the information regarding the job, the Johnson and the Site plans so get to it!

I will likely add some more info but don't let the stop you from posting stuff your chr's learned or making plans for how your going to do the run.

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 4:35 am

come on ladies,

This job won't do itself.

Don't waste two weeks of between session planing time, I want you to be at the execution phase by the start of next session if we can!

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 6:22 am

So what information has our surveillance provided?

I see the map indicates the ventilation that extends to the exterior of the building and a lone security camera that monitors the access door.

As I have been occupied in the Matrix for most of the time the group has been surveying the site I personally have little knowledge of what the group has discovered.

What have we come up with as far as a plan of attack? Also, what options do we have available?

I may be able to launch my VTOL flying eye (minidrone) into a vent to check out any security measures against incursion there and if unmolested may even get some idea of
the interior. [GAME STUFF](I would probably achieve this with a registered Machine Sprite 'jumped in' the subscribed drone).

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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 9:38 am

I added some of the info that Shagrat and canyon found, i will hopefully add some more later.

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A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 10:59 am

ok from the information we have received we have many options.

now i remember mat saying something about the park being where the spirit came from. now if this is the case and the native tribes dont like people in there.
we could either try and communicate with them and tell them one of their spirits were taken by these people. not sure if that is a good or bad idea.

i dont know about having to actually go into this place guns blazing. yes we most likely could. still dont like it though.
is it possible to do a search on the combination of chemicals so we have an idea what they may be making or if its a new thing what can we get out of it?

we can always use a face to ask them to leave. or even make them think they are being watched to the point that they need to get out of there before their operation is compromised.
another thought we could block up all the vents so they possible cant produce what they are trying to. most likely the worst idea due to the possible destruction of the machines.

someone with enough con could get in and get intel. or tell them they need to leave because they have been found out.

killing these people would prove to be a very bad idea due to us needing to remove bodies and such.

any ideas anyone? im a bad person to ask about plan of attack. the past is a key example of this.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 12:05 pm

I don't think the body removal would prove that difficult. We may as well do a complete clean and clear. Leave disposal up to me. I can think of a few ways to get rid of the bodies.
These rely on the fact that I will be creating a complete cover for our operation using Trid Phantasm. This will hide us from physical, spiritual and electronic vision. As there (if planned properly) will be no way of implicating us, we can strategically plan to dump the bodies implicating another group.

1. We could dump them under ground leading to the thought that the CC were involved.
2. We could be more elaborate and kill members of a rival native group and leave their bodies near location so it looked like gang conflict.
3. We could do a bit of good old body disposal. I.E acid, fire or the old concrete boots.

There wont be too many to get rid of that it would be that much of an ask. Letting them live would be asking for trouble to come back and bite us on the arse.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 12:16 pm

what sort of mage are you? remind me not to cross you.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 1:45 pm

angry_dan wrote:
what sort of mage are you? remind me not to cross you.

Thats not the mage part that's the Jason Statham part.

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 2:52 pm

i see.
im still the driver.
that reminds me. due to the sweep i did of the area ill be able to run if need be.
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Tue Jun 19, 2012 3:06 pm

added some info that Dash found.

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Wed Jun 20, 2012 6:10 am

I would like to 'remote task' my Sleuth Spirte (Named Sherlock) to trace nodes and connections associated with #commID_MS_J.

Well having 6 boxes of Stun and 1 of Physical I wish to try to alleviate the issues I face due to my poor stamina prior to any more complex tasks.

I have a Rating 6 Medkit if I may try to use that on top of the resting for at least 3 hours to try to return me to stable and full functionality.

Then I will attempt to compile a rating 3 machine sprite (I will call call him Alexander) and register it. (I may need to rest for an hour between operations). SR4A p240-241.

Registering the sprite will take 3 hours. After doing this I will touch base with the runners as this will bring me up to their current time.


[url=Flux details]http://fatdicks.forumotion.com/t417-flux-the-elf-technoshaman[/url]

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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Wed Jun 20, 2012 7:47 am

Physicist wrote:
Well having 6 boxes of Stun and 1 of Physical I wish to try to alleviate the issues I face due to my poor stamina prior to any more complex tasks.

I have a Rating 6 Medkit if I may try to use that on top of the resting for at least 3 hours to try to return me to stable and full functionality.

Ok lets start with healing.

First step is to try resting to get rid of the stun damage;

your healing pool for the (1 hour) extended test will be as follows;
Body + 3
Willpower +3
Wound modifier -3
Average location(indoors) -1
Medkit Rating 6 +6

Total: 8

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Wed Jun 20, 2012 7:48 am

Rolls;

Matt carried out 8 launched of one D6 (Image not informed.) :
6 , 3 , 3 , 2 , 6 , 1 , 5 , 2

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Wed Jun 20, 2012 7:51 am

Ok you scored three hits which reduces your total stun to 3 boxes

we will go for a second hour rest period this time your pool will be as follows;
Body + 3
Willpower +3
Wound modifier -2
Average location(indoors) -1
Medkit Rating 6 +6

Total: 9

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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PostSubject: Re: Session 1 - 16/6/2012 - Under the pump, p1   Wed Jun 20, 2012 7:51 am

Roll;

Matt carried out 9 launched of one D6 (Image not informed.) :
2 , 1 , 2 , 1 , 3 , 3 , 2 , 3 , 4

_________________
A hundred years from now, D&D 99.5E will have pared the game down to four skills - Hurting, Breaking, Living, and Talking. Talking will be a dump stat for most classes.
-The Glyphstone
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