· 9 years ago · Oct 04, 2016, 10:04 PM
1Logfile from Denver.
2
3<<OOC>> Kraft says, "Log's going."
4
5------------------------------------------------------[ Shadowrun Denver ]-----
6
7=======================> +finger information for Anita <=======================
8
9 Name : Anita Alias : Nita Gender : Female
10
11 Full Name : Anita Redford Race : Human
12
13 Last On : Tue Oct 4 09:54:48 2016
14
15
16
17-------------------------------------------------------------------------------
18
19<<OOC>> Anita is fairly low-end and I don't get to 'driver' much, so this works!
20
21------------------------------------------------------[ Shadowrun Denver ]-----
22
23==========================> +scan for Plot Room #5 <===========================
24
25 Anita Female Human Charisma: 4
26
27 A pretty-ish woman with a hard air about her.
28
29 Alyse Female Elf Charisma: 8
30
31 An attractive blonde elf woman
32
33 Kraft Male Human Charisma: 5
34
35 Cyborg with a noir flare.
36
37 Sundown Female Dwarf Charisma: 6
38
39 Amerind Gnome Shaman. Small but deadly.
40
41 Zen Male Human Charisma: 4
42
43 A nondescript looking human male.
44
45-------------------------------------------------------------------------------
46
47Alyse goes home.
48
49Alyse has left.
50
51<<Plot>> Zen says, "Alright. So it's agreed apon, this is a player plot. That means death, dismemberment and humiliation is a potnetial. It is logged and will be submitted. Is everyone acceptable of these terms?"
52
53<<Plot>> Zen says, "I of course accept."
54
55<<Plot>> Kraft says, "Yep"
56
57<<Plot>> Anita says, "Certainly"
58
59<<Plot>> Sundown says, "Sure."
60
61
62
63
64
65 Standing at an impressive 5'8 for her gender, this woman carries in her stance a certain edge to her of a weathered individual Her hair is dark and and carries a little wave were it not pinned back in a small bun save for several bangs giving her an almost proffesional air contradicted by her almost playful face, She's good at what she does and happy to get dirty doing it. Her hair is a deep black color, which glints a midnight blue in certain light. Her skin is smooth and tanned in a way that clearly shows some sort of mixed heritage and her eyes are a dark chocolate that seems to carry both enjoyment and anger with equal ease.
66
67
68
69 Her shoulders are proportionate to her shape and size. She'd almost have the look of the classic model, were it not for the noticable tone to her muscles which while not to body-builder size do add a mix of power to the feminine charm. All it would take however is the right sleaves to allow her to carry the mask of some more delicate woman.
70
71
72
73 She wears a dark brown jacket cut in the style of the 1950's bike. This she wears open, and beneath, should it be worn open the glimpse of a shoulder-rig might be seen. Clinging tightly to her form underneath she wears a dirty off white ribbed cotten tank top, that extends down past her breasts, and covers her belly, the bottom of which just barely peeks out, should she move or stretch just the right way.
74
75
76
77 Fit snug to her hips, and riding low, she wears a pair of denim jeans that hug to her form tight. The denim looks worn, covered in stains of grease and smelling lightly of gun-oil. Yet it still conforms to the shape of her hips and backside perfectly, These flow down along her firm, toned thighs closely following the line of her legs as they taper in at the knees where they're met by a pair of simple work-boots as worn as the rest of her outfit.
78
79
80
81Carrying:
82
83Hollowpoints(#12340) [VOUCHER]
84
85Anita's 'Baby'(#5749) [VOUCHER]
86
87Shadow Tickets(#7631) [VOUCHER]
88
89Sale Anita(#9748) [VOUCHER]
90
91Ranger-X Compound Bow(#745) [VOUCHER]
92
93Anita's Cellular Phone [CELLPHONE]
94
95Weapons(#4303) [VOUCHER]
96
97 Standing at just over three feet tall, this young Gnomish woman has tawny brown hair and sparkling, bright green eyes. Her skin is dusky, and she wears her hair long - brightly-coloured feathers woven into it in a tightly-controlled pattern of blues, greens and yellows.
98
99
100
101 She's slender, but toned, and the tribal-chic she wears looks surprisingly good on her. Dark green jacket over a deep blue dress with soft grey swirls and symbols. If she's not a shaman, she's doing her best to look like one - which would be brave, all things considered.
102
103Carrying:
104
105Starting Gear(#12088) [VOUCHER]
106
107Kraft(#8816POc)
108
109
110
111 Tall - for a human - 'Kraft' stands around 6'2" (1.86 meters), most of it a cheap pale-colored cybernetic graft. From the top of his head to his flat plane of a foot, Kraft is completely cybernetic. Pock-marks, dings, and the occasional scratch mar his cybernetic chasis like old scars, but most of that's simple cosmetic damage. The seams don't quite meet up too, allowing the occasional glimpse to the chrome plating beneath. No attempt has been made to hide the strange man's nature, with even his eyes appearing more camera than human - blank black with dull yellow irises - and his ears as little more than flattened hubs on either side of his head. Bereft of hair, it'd be easy to mistake him as some sort of fancy service drone save for his irrefutably organic mannerisms.
112
113
114
115His clothing typically consists of one color: Dusty brown. A classic low collar white shirt is drapped over his frame, the top two buttons left undone - held in place by a loosened, thin black tie. An old pair of brown slacks and scuffed up black loafers with a heavy heel complete the ensemble, all wrapped up in a simple brown long coat; The better to keep the rain off, of course. Thickly knuckled gloves are pulled tight over his fake hands, and to top it off is a wide brimmed hat - designed to redirect rain, wind, and sunshine the hell away from him.
116
117
118
119Desc: %r%tTall - for a human - 'Kraft' stands around 6'2" (1.86 meters), most of it a cheap pale-colored cybernetic graft. From the top of his head to his flat plane of a foot, Kraft is completely cybernetic. Pock-marks, dings, and the occasional scratch mar his cybernetic chasis like old scars, but most of that's simple cosmetic damage. The seams don't quite meet up too, allowing the occasional glimpse to the chrome plating beneath. No attempt has been made to hide the strange man's nature, with even his eyes appearing more camera than human - blank black with dull yellow irises - and his ears as little more than flattened hubs on either side of his head. Bereft of hair, it'd be easy to mistake him as some sort of fancy service drone save for his irrefutably organic mannerisms.%r%rHis clothing typically consists of one color: Dusty brown. A classic low collar white shirt is drapped over his frame, the top two buttons left undone - held in place by a loosened, thin black tie. An old pair of brown slacks and scuffed up black loafers with a heavy heel complete the ensemble, all wrapped up in a simple brown long coat; The better to keep the rain off, of course. Thickly knuckled gloves are pulled tight over his fake hands, and to top it off is a wide brimmed hat - designed to redirect rain, wind, and sunshine the hell away from him.%r
120
121Set.
122
123Kraft(#8816POc)
124
125
126
127 Tall - for a human - 'Kraft' stands around 6'2" (1.86 meters), most of it a cheap pale-colored cybernetic graft. From the top of his head to his flat plane of a foot, Kraft is completely cybernetic. Pock-marks, dings, and the occasional scratch mar his cybernetic chasis like old scars, but most of that's simple cosmetic damage. The seams don't quite meet up too, allowing the occasional glimpse to the chrome plating beneath. No attempt has been made to hide the strange man's nature, with even his eyes appearing more camera than human - blank black with dull yellow irises - and his ears as little more than flattened hubs on either side of his head. Bereft of hair, it'd be easy to mistake him as some sort of fancy service drone save for his irrefutably organic mannerisms.
128
129
130
131 His clothing typically consists of one color: Dusty brown. A classic low collar white shirt is drapped over his frame, the top two buttons left undone - held in place by a loosened, thin black tie. An old pair of brown slacks and scuffed up black loafers with a heavy heel complete the ensemble, all wrapped up in a simple brown long coat; The better to keep the rain off, of course. Thickly knuckled gloves are pulled tight over his fake hands, and to top it off is a wide brimmed hat - designed to redirect rain, wind, and sunshine the hell away from him.
132
133
134
135Carrying:
136
137Concealed Equipment(#9439) [VOUCHER] [Concealed]
138
139Carried Equipment(#9438) [VOUCHER]
140
141Vehicle(#9437) [VOUCHER] [Concealed]
142
143You have 1700 OOC MUSH credits.
144
145------------------------------------------------------[ Shadowrun Denver ]-----
146
147==================> Contents of Concealed Equipment (#9439) <==================
148
149| Item | Qty | IC Location | Description |
150
151*------+-------+----------------------+---------------------------------------*
152
153| * 1 | 1 | Carried | Secure Ultra-Vest |
154
155| 2 | 1 | Carried | Flash-Pak |
156
157| 3 | 1 | Carried | Cavalier Deputy (Custom) |
158
159| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
160
161| 5 | 1 | Carried | Laser Sight (Extended) |
162
163| 6 | 1 | Carried | Polymimetic Mask |
164
165| 7 | 1 | Carried | Taccom Personal Unit |
166
167| 8 | 1 | Carried | Micro-Camcorder |
168
169| 9 | 1 | Carried | Micro-Recorder |
170
171| 10 | 1 | Carried | Pocket Secretary |
172
173| 11 | 1 | Carried | Tool Laser |
174
175| 12 | 1 | Carried | Wrist Grapple gun |
176
177| 13 | 1 | Carried | Scanner (Custom) |
178
179| 14 | 1 | Carried | Vidlink Transmitter |
180
181| 15 | 1 | Carried | Electronics MiniKit |
182
183| 16 | 6 | Carried | EX EX Ammo |
184
185| 17 | 6 | Carried | Rebound Ammo |
186
187=============================== 17 Items Listed ===============================
188
189 Type '+vinfo #9439/<item>' for full information about an item.
190
191 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
192
193 Type '+help voucher' for help on the voucher system.
194
195 <<Auto-Judge[]>> Voucher Authenticity Verified
196
197-------------------------------------------------------------------------------
198
199------------------------------------------------------[ Shadowrun Denver ]-----
200
201========================> Contents of Vehicle (#9437) <========================
202
203| Item | Qty | IC Location | Description |
204
205*------+-------+----------------------+---------------------------------------*
206
207| 1 | 1 | Carried | Kia Zephyr |
208
209================================ 1 Item Listed ================================
210
211 Type '+vinfo #9437/<item>' for full information about an item.
212
213 Items marked with * have stats. Type '+sheet #9437:<item>' to view.
214
215 Type '+help voucher' for help on the voucher system.
216
217 <<Auto-Judge[]>> Voucher Authenticity Verified
218
219-------------------------------------------------------------------------------
220
221------------------------------------------------------[ Shadowrun Denver ]-----
222
223=============================> Item 1 on Vehicle <=============================
224
225 Item Name: Kia Zephyr
226
227 Item Type: ITEM
228
229 Quantity: 1
230
231 Fractional OK: No
232
233 Clonable: No
234
235 Players Can Link: No
236
237 Created For: Kraft (#8816)
238
239 Created By: Myth (#2142)
240
241 IC Location: Carried
242
243-----------------------------> GM Notes for Item <-----------------------------
244
245Dec 3 2015 Chargen Note: Re-model of the LZ Tsarina. Methane engine.
246
247 Handling 4/8, 100 Speed, Accel 6, Body 3, Armor 0, Sig 4, CF 3,
248
249 Load 100. Compact car, seats 2. Driver is above and to the rear
250
251 of the passenger. 2 door entry. Holds 450b, gets 1.25km/b
252
253 effeciency.
254
255Dec 3 2015 Purchased 1 at chargen for 12500 in resources. Approved by Myth
256
257 (#2142).
258
259-------------------------------------------------------------------------------
260
261<<Plot>> Zen says, "each person's appropriate contact they have for getting odd jobs tells them to show up at a bar in the warrens. It's on the northern end, known to be close to THEM territory. They're told that a Johnson is there wanting a hit and run done on one of the gangs and that this should be an easy milk run."
262
263<<OOC>> Kraft says, "Permission to pose on in, then?"
264
265<<OOC>> Zen says, "of course."
266
267------------------------------------------------------[ Shadowrun Denver ]-----
268
269==============> Cyberware Catalog Listing: Datajack (Induction) <==============
270
271Cyberware Name: Datajack (Induction)
272
273 Category: Matrixware
274
275 Valid Levels: NONE
276
277 Essence Cost: 0.3
278
279 Legality Code: Legal
280
281 Avail/Delay: 5/4D
282
283 Nuyen Cost: 3000
284
285 Street Index: 2
286
287---------------------------> Cyberware Description <---------------------------
288
289These work the same way as a regular datajack but require a special cable to access them.
290
291
292
293+1 TN modifier for cyber-scans to detect the jack, and treat as Conceal 10 vs. physical searches. They are invisible to visual scans.
294
295
296
297Special Cabling Ending Required to Actually Utilize...
298
299 Induction Adaptor for DJ Cables -> Avail 4/48 Hours for 100 Nuyen @ SI 1.5 which is completely legal (as per M&M 21).
300
301-------------------------------------------------------------------------------
302
303------------------------------------------------------[ Shadowrun Denver ]-----
304
305================================> Basic Gear <=================================
306
307
308
309 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
310
311
312
313 AMMO ARMOR BIOTECH CHEMICAL
314
315 COMM CUSTOM ELECTRONICS EXPLOSIVES
316
317 FIREARMS FUP GRENADES MAGICAL
318
319 MATRIX MELEE PROJECTILE RECOMMENDED
320
321 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
322
323 THROWING TOOLS VEHICLES VISION
324
325
326
327--------------> Type '+info gear <topic>' for more information' <--------------
328
329------------------------------------------------------[ Shadowrun Denver ]-----
330
331===============================================================================
332
333 Electronics
334
335
336
337 Conceal Weight Avail Cost SI
338
339Telecom -- 15 Always Memory Cost x 1.5 1
340
341Communications
342
343Wrist-Model Cellphone 4 -- Always 100=Y= .75
344
345 With Flip-Up Screen -- -- Always 150=Y= 1
346
347Handset Unit Cellphone 3 1 Always 50=Y= .75
348
349Earplug Unit Cellphone 8 -- Always 100=Y= 1.5
350
351Pager 10 -- Always 10=Y= 1
352
353Pocket Secretary 3 .5 Always 2000=Y= 1
354
355Personal Computers
356
357Table Top -- 10 Always Memory Cost .75
358
359Pocket 3 1 Always Memory Cost x 5 1
360
361Wrist 4 -- Always Memory Cost x 20 1.5
362
363Printer -- 10 Always 100=Y= 1
364
365Computer Memory NA -- Always 20=Y= x Mp .75
366
367Data Display Systems
368
369Data Unit (1,000 Mp) 3 2 Always Memory cost 1
370
371Headset (500 Mp) 4 1 Always Memory Cost x 2 1.5
372
373Heads-Up Display (200 Mp) NA 1 6/7Days Memory Cost x 10 3
374
375
376
377-------------------------------------------------------------------------------
378
379------------------------------------------------------[ Shadowrun Denver ]-----
380
381===================> Contents of Carried Equipment (#9438) <===================
382
383| Item | Qty | IC Location | Description |
384
385*------+-------+----------------------+---------------------------------------*
386
387| * 1 | 1 | Carried | Lined Coat |
388
389| * 2 | 1 | Carried | Ordinary Clothing |
390
391| 3 | 1 | Carried | Hardliner Gloves |
392
393=============================== 3 Items Listed ================================
394
395 Type '+vinfo #9438/<item>' for full information about an item.
396
397 Items marked with * have stats. Type '+sheet #9438:<item>' to view.
398
399 Type '+help voucher' for help on the voucher system.
400
401 <<Auto-Judge[]>> Voucher Authenticity Verified
402
403-------------------------------------------------------------------------------
404
405------------------------------------------------------[ Shadowrun Denver ]-----
406
407==================> Contents of Concealed Equipment (#9439) <==================
408
409| Item | Qty | IC Location | Description |
410
411*------+-------+----------------------+---------------------------------------*
412
413| * 1 | 1 | Carried | Secure Ultra-Vest |
414
415| 2 | 1 | Carried | Flash-Pak |
416
417| 3 | 1 | Carried | Cavalier Deputy (Custom) |
418
419| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
420
421| 5 | 1 | Carried | Laser Sight (Extended) |
422
423| 6 | 1 | Carried | Polymimetic Mask |
424
425| 7 | 1 | Carried | Taccom Personal Unit |
426
427| 8 | 1 | Carried | Micro-Camcorder |
428
429| 9 | 1 | Carried | Micro-Recorder |
430
431| 10 | 1 | Carried | Pocket Secretary |
432
433| 11 | 1 | Carried | Tool Laser |
434
435| 12 | 1 | Carried | Wrist Grapple gun |
436
437| 13 | 1 | Carried | Scanner (Custom) |
438
439| 14 | 1 | Carried | Vidlink Transmitter |
440
441| 15 | 1 | Carried | Electronics MiniKit |
442
443| 16 | 6 | Carried | EX EX Ammo |
444
445| 17 | 6 | Carried | Rebound Ammo |
446
447=============================== 17 Items Listed ===============================
448
449 Type '+vinfo #9439/<item>' for full information about an item.
450
451 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
452
453 Type '+help voucher' for help on the voucher system.
454
455 <<Auto-Judge[]>> Voucher Authenticity Verified
456
457-------------------------------------------------------------------------------
458
459
460
461 Zen gets contacted by his own fixer, and as this sounds like something that he can do to assist the power balance in the warrens, he would show up at the place in question. That cloak of his is kept to a neutral grey when he'd show up, moving into the roughed up bar and going to sit at a table. Currently besides him, there's only one other person in the bar, the tender wiping down a dirty mug with a dirty rag.
462
463
464
465------------------------------------------------------[ Shadowrun Denver ]-----
466
467======================> Item 10 on Concealed Equipment <=======================
468
469 Item Name: Pocket Secretary
470
471 Item Type: ITEM
472
473 Quantity: 1
474
475 Fractional OK: No
476
477 Clonable: No
478
479 Players Can Link: No
480
481 Created For: Kraft (#8816)
482
483 Created By: Myth (#2142)
484
485 IC Location: Carried
486
487-----------------------------> GM Notes for Item <-----------------------------
488
489Dec 3 2015 Chargen Note: The pocket secretary is an office for the
490
491 businessman on the go. The compact unit functions as a cellular
492
493 phone, a computer (100 Mp), digital camera and filing system.
494
495 Standard software performs call screening, answering-machine
496
497 functions, automatic teleconfirmation of credit transactions,
498
499 word processing with standard letters on file and stenographer
500
501 functions. Pocket secretaries are not equipped for jacking into
502
503 the Matrix. Cases are shock- and water resistant for durability
504
505 and long service. Customized for induction datajack.
506
507Dec 3 2015 Purchased 1 at chargen for 2100 in resources. Approved by Myth
508
509 (#2142).
510
511-------------------------------------------------------------------------------
512
513------------------------------------------------------[ Shadowrun Denver ]-----
514
515==================> Contents of Concealed Equipment (#9439) <==================
516
517| Item | Qty | IC Location | Description |
518
519*------+-------+----------------------+---------------------------------------*
520
521| * 1 | 1 | Carried | Secure Ultra-Vest |
522
523| 2 | 1 | Carried | Flash-Pak |
524
525| 3 | 1 | Carried | Cavalier Deputy (Custom) |
526
527| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
528
529| 5 | 1 | Carried | Laser Sight (Extended) |
530
531| 6 | 1 | Carried | Polymimetic Mask |
532
533| 7 | 1 | Carried | Taccom Personal Unit |
534
535| 8 | 1 | Carried | Micro-Camcorder |
536
537| 9 | 1 | Carried | Micro-Recorder |
538
539| 10 | 1 | Carried | Pocket Secretary |
540
541| 11 | 1 | Carried | Tool Laser |
542
543| 12 | 1 | Carried | Wrist Grapple gun |
544
545| 13 | 1 | Carried | Scanner (Custom) |
546
547| 14 | 1 | Carried | Vidlink Transmitter |
548
549| 15 | 1 | Carried | Electronics MiniKit |
550
551| 16 | 6 | Carried | EX EX Ammo |
552
553| 17 | 6 | Carried | Rebound Ammo |
554
555=============================== 17 Items Listed ===============================
556
557 Type '+vinfo #9439/<item>' for full information about an item.
558
559 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
560
561 Type '+help voucher' for help on the voucher system.
562
563 <<Auto-Judge[]>> Voucher Authenticity Verified
564
565-------------------------------------------------------------------------------
566
567------------------------------------------------------[ Shadowrun Denver ]-----
568
569=======================> Item 8 on Concealed Equipment <=======================
570
571 Item Name: Micro-Camcorder
572
573 Item Type: ITEM
574
575 Quantity: 1
576
577 Fractional OK: No
578
579 Clonable: No
580
581 Players Can Link: No
582
583 Created For: Kraft (#8816)
584
585 Created By: Myth (#2142)
586
587 IC Location: Carried
588
589-----------------------------> GM Notes for Item <-----------------------------
590
591Dec 3 2015 Chargen Note: Often used for surveillance, a micro-camcorder can
592
593 be hooked into a vidlink transmitter to discreetly record images
594
595 and transmit them off-site. Vidlinked micro-cams can be
596
597 activated and de-activated remotely. The case (3 x 5 x 2 cm)
598
599 comes with a three-hour vid cartridge. The camcorder can be set
600
601 to activate with motion, and the recording carries time
602
603 indicators from the camcorders internal clock.
604
605Dec 3 2015 Purchased 1 at chargen for 2500 in resources. Approved by Myth
606
607 (#2142).
608
609-------------------------------------------------------------------------------
610
611<<OOC>> Sundown says, "Oh uh, time of day? :P"
612
613<<OOC>> Zen says, "dusk. :)"
614
615------------------------------------------------------[ Shadowrun Denver ]-----
616
617=====================> Character Sheet for Kraft (#8816) <=====================
618
619 Name : Dutch Anderson Race : Human Sex : Male
620
621 Karma : 24.265 / 24.265 Cash : 29450 =Y=
622
623--------------------------------> Attributes <---------------------------------
624
625 Body : 3 ( 8) Charisma : 5 Essence : 6 (0.1)
626
627 Quickness : 6 ( 7) Intelligence : 5 Body Index : 0 (2.4)
628
629 Strength : 3 ( 4) Willpower : 2 Magic : 0
630
631 Reaction : 5 ( 9) Initiative : 9 + 2D6 Armor : 5/ 3
632
633--------------------------------> Dice Pools <---------------------------------
634
635 Combat............. 7/7 Karma.............. 3/3
636
637------------------------------> Status Monitor <-------------------------------
638
639 L M S D
640
641 STUN: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] \
642
643 /------------------------------------------/
644
645 PHYSICAL: \->[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
646
647 OVERFLOW DAMAGE: 0
648
649-------------------------------> Active Skills <-------------------------------
650
651 Athletics........................ 3 Interrogation.................... 3
652
653 Boxing........................... 3 Intimidation..................... 2
654
655 Computers........................ 2 Negotiation...................... 3
656
657 Disguise......................... 4 Pistols.......................... 5
658
659 Electronics...................... 3 Pistols B/R...................... 1
660
661 Electronics B/R.................. 3 Stealth.......................... 5
662
663 Etiquette........................ 3
664
665-----------------------------> Knowledge Skills <------------------------------
666
667 Chemistry........................ 1 Jazz............................. 1
668
669 Criminal Organizations........... 2 Magic Background................. 1
670
671 Data Havens...................... 1 Police Procedures................ 2
672
673 Denver Law....................... 1 Security Systems................. 1
674
675 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
676
677 Forensics........................ 5 Street Rumors.................... 2
678
679 Gang Identification.............. 2
680
681---------------------------------> Languages <---------------------------------
682
683 Cityspeak........................ 3 Or'zet........................... 1
684
685 English.......................... 4 Sperethiel....................... 1
686
687---------------------------------> Cyberware <---------------------------------
688
689 Name Rtg. Grade Ess. Cost
690
691 Cybertorso Alpha 1.2
692
693 +- Transducer 0.1
694
695 +- Biomonitor 0.3
696
697 +- Diagnosis Processor 0.2
698
699 Cyberskull Alpha 0.6
700
701 +- Datajack 0.2
702
703 Cyberleg 0.75
704
705 +- Hydraulic Jacks (Single) 5 1
706
707 Cyberleg 0.75
708
709 +- Hydraulic Jacks (Single) 5 1
710
711 Cyberarm 0.75
712
713 +- Subdermal Display 0.1
714
715 +- Datajack (Induction) 0.3
716
717 Cyberarm 0.75
718
719 +- Datajack (Induction) 0.3
720
721 Reaction Enhancer 2 0.6
722
723 Cybereyes (Pair) 0.2
724
725 +- Vision Magnification (Optical) 3 0.2
726
727 +- Eye Light Systems 0.2
728
729 +- Flare Compensation 0.1
730
731 Cyberears 0.3
732
733 +- Hearing Amplification 0.2
734
735 +- Dampener 0.1
736
737----------------------------------> Bioware <----------------------------------
738
739 Name Rtg. Grade BI Cost
740
741 Synaptic Accelerator 1 0.4
742
743 Suprathyroid Gland 1.4
744
745 Pain Editor 0.6
746
747------------------------------> SIN Information <------------------------------
748
749 1. UCAS-08816-001H4V-000BN0-6VP Dutch Anderson Criminal
750
751---------------------------------> Contacts <----------------------------------
752
753 Mister Grey Fixer 1 Donny Deeko Parole Offic 1
754
755 Torb Bjorn Gun Smuggler 1 CrakkHedd Decker 1
756
757 Vinny Snitch Street Vendo 1 Mama Hood Talismonger 1
758
759 Effie Joygirl 2
760
761--------------------------> Martial-Arts Maneuvers <---------------------------
762
763 Boxing............. Ground Fighting
764
765-------------------------------------------------------------------------------
766
767
768
769 It may be that Sundown is one of the few individuals naive enough to believe that the term 'milk run' means a damn thing. The little gnome does her best, under ordinary circumstances, to avoid the Warrens and the strange, shifting world of gang influence and casual murder that it represented... but it is dusk. Once inside the bar, she made a beeline for the tender, clambering up onto a chair so she can make herself seen easier. "Soycaf, or closest analogue?"
770
771
772
773
774
775Generally speaking, hit and run jobs weren't Kraft's forte. He didn't mind a little blood here and there, of course; Came with the job, whether in his old life or his new life. But the water's were thinning out, and he had to buy cheaper and cheaper to see him off into a dreamless night. Lady Synthol was a bitch of the highest calibre, but the alternative was to be left a hostage of his own twisted up skull space. So he listened when 'Mister Grey' talks about a 'milk run' - and knows that man is as slippery as a wet devil rat in commercial lube. Still, what's the alternative?
776
777So he goes. Arriving at the bar and pausing in the door frame, letting a faint ribbon of cig smoke curl up around his fake features. Poly-mask once more in place to at least make him -look- more human, as long as no one looked more than once. Fake eyes rove for a second, before a slight upward twitch of his lips. He moves in, settling somewhere near Zen and leaning back. Letting the line of his hat cast a hard shadow across his features. ".. Evening, tall and dark." He mutters to Zen.
778
779
780
781
782
783 No such thing as a milkrun, but paychecks don't tend to get handed to someone for no effort. Having switched her 'baby' to it's 'old and crappy' ruthenium camoflage the woman climes out of her mustang, fiddling idly with her leather jacket one last time before drawing out a stick of gum, unwrapping the treat and tossing it into her mouth. Places like this always made staying away from the smokes that little bit harder.
784
785 Sliding her glasses onto her face the woman steps through the door and looks around, settling on the gathering others whom could only be the team. Blowing a bubble that bursts with an audible 'pop' the latina moves towards the trio.
786
787
788
789 The bar tender watches the group file in, making a face but he'd make a close analogue to soycaf for Sundown. Once everyone was there, his gruff voice would speak up as he'd lean on the bar. "A'right chummers. Guess yer all I'm get'n. Pay is 5kay fer each of ya. 'bout 2 klicks inta the area north, there's a lil armory that's thin on guards from those guys, wiz? Talkin 'bout 10 goons, ain't null persp fer you lot. The toys they got though? They ain't needin it. So I want ya'll ta get it, and bring it back. Yer gonna need a ride ta carry it too, 'cause it ain't light, read me?" He straightens up as he'd look between them. "I a'ready know they ain't gonna have peeps 'round, they gotta hit they doin. But that means ya jokers can't take yer time either. Dun care ifn ya kill em or not. Just take the stuff, get it here. Questions?"
790
791
792
793 Zen would nod politely to Kraft, the hood exaggerated the motion a bit. "Mister. I never seemed to get your name the other day. A pleasure to see you are still living, however." Zen glances over at the tender as he starts talking, straightening up slightly to take notes. A moment to think, then he nods. His voice is firm as he'd respond out himself. "Agreed."
794
795
796
797
798
799
800
801 Straight to work, Anita leans against the bar counter, eyes looking over the unknown (to her) runners one by one behind those shades. "How big are we talking?" she questions. "As in, fits in the trunk or needs a truck?"
802
803------------------------------------------------------[ Shadowrun Denver ]-----
804
805=====================> Character Sheet for Kraft (#8816) <=====================
806
807-------------------------------> Active Skills <-------------------------------
808
809 Athletics........................ 3 Interrogation.................... 3
810
811 Boxing........................... 3 Intimidation..................... 2
812
813 Computers........................ 2 Negotiation...................... 3
814
815 Disguise......................... 4 Pistols.......................... 5
816
817 Electronics...................... 3 Pistols B/R...................... 1
818
819 Electronics B/R.................. 3 Stealth.......................... 5
820
821 Etiquette........................ 3
822
823-----------------------------> Knowledge Skills <------------------------------
824
825 Chemistry........................ 1 Jazz............................. 1
826
827 Criminal Organizations........... 2 Magic Background................. 1
828
829 Data Havens...................... 1 Police Procedures................ 2
830
831 Denver Law....................... 1 Security Systems................. 1
832
833 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
834
835 Forensics........................ 5 Street Rumors.................... 2
836
837 Gang Identification.............. 2
838
839---------------------------------> Languages <---------------------------------
840
841 Cityspeak........................ 3 Or'zet........................... 1
842
843 English.......................... 4 Sperethiel....................... 1
844
845-------------------------------------------------------------------------------
846
847<<OOC>> Kraft intends some negotiations! Unless the GM would rather avoid that and leap right to the run?
848
849<<OOC>> Zen says, "you are welcome to try. :)"
850
851 Sundown listens with all the attentive seriousness of someone who can barely understand every third word spoken by the rough man. She thought her English was pretty good, but following that stream of slang was ... tough! She thinks she extracts the larger portion of the details, though. And she keeps her peace, not wanting to damn herself by speaking up and showing her lack of knowledge.
852
853
854
855
856
857"We'll get to names later, mac."
858
859States the 'borg for the assassin, catching his cig in a knuckle so he can gesture. The dull cherry swung slowly through the air with each gestulation. "That's a good point; Four guys on ten, and no idea how big the load's going to be. Now, I might be just wagging tongues here, but seems to me that twenty K's a little light to split between all of us, if that stuff's as rich as you say. What say we up the ante a little, Mister Jay? Convienance of delivery to your door step, since we're providing the muscle and the wheels."
860
861<<OOC>> Kraft says, "What's my target, GM?"
862
863<<OOC>> Kraft can actually just roll and let you figure out how that comes down later.
864
865------------------------------------------------------[ Shadowrun Denver ]-----
866
867=====================> Character Sheet for Kraft (#8816) <=====================
868
869--------------------------------> Attributes <---------------------------------
870
871 Body : 3 ( 8) Charisma : 5 Essence : 6 (0.1)
872
873 Quickness : 6 ( 7) Intelligence : 5 Body Index : 0 (2.4)
874
875 Strength : 3 ( 4) Willpower : 2 Magic : 0
876
877 Reaction : 5 ( 9) Initiative : 9 + 2D6 Armor : 5/ 3
878
879-------------------------------------------------------------------------------
880
881<<Stats System>> Invalid roll: Cannot find stat matching "negotiations".
882
883<<Auto-Judge[]>> Kraft (#8816) rolls Negotiation (to Zen) for "Reverse TN is 5 for my INT.":
884
885 2 4 11
886
887<<Stats System>> Invalid stat 'int=zen' on Kraft (#8816).
888
889<<Auto-Judge[]>> Kraft (#8816) has the Attribute Intelligence with the value '5' (only to Zen).
890
891<<OOC>> Kraft also does private rolls. If you prefer them public, lemme know.
892
893<<OOC>> Zen says, "private is fine."
894
895<<OOC>> Zen had to re-look up reward potential. ^.^
896
897
898
899 Zen would nod in response to Kraft slightly, his attention on the bartender as Anita and Kraft both have questions for the man. The young one at the bar seems to be keeping quiet, which has Zen study her for a moment but he doesn't comment either.
900
901
902
903 The bartender shakes his head. "talkin 'bout 30 kilos. Shouldn't be that hard ta shove inna trunk. They got em some new kevlar and guns, wiz? Ain't even popped the top off the boxes yet. So I'm expectin em delivered unopened." The man starts rubbing that dirty mug with the dirty rag again as he'd eye the borg. "Eh. Ifn ya get it here, without anyone followin ya? I'll throw in another 20k ta ya, so ya'll make 10k each. Ifn ya pick up anythin from em, fine, but the boxes are ta be unopen or ya get drek, wiz?"
904
905
906
907------------------------------------------------------[ Shadowrun Denver ]-----
908
909==========================> +scan for Plot Room #5 <===========================
910
911 Anita Female Human Charisma: 4
912
913 A pretty-ish woman with a hard air about her.
914
915 Kraft Male Human Charisma: 5
916
917 Cyborg with a noir flare.
918
919 Sundown Female Dwarf Charisma: 6
920
921 Amerind Gnome Shaman. Small but deadly.
922
923 Zen Male Human Charisma: 4
924
925 A nondescript looking human male.
926
927-------------------------------------------------------------------------------
928
929
930
931 Sundown perks up at that. "I'm not very good at lifting and carrying." She says, which should - honestly - come as a surprise to approximately nobody. "But I can ensure we are not followed." That sterling piece of information imparted, she sips her hot drink.
932
933
934
935Huh? (Type "help" for help.)
936
937Huh? (Type "help" for help.)
938
939------------------------------------------------------[ Shadowrun Denver ]-----
940
941==============================> Goals for Kraft <==============================
942
943
944
945#1 GUN_CRAZY..................... - Wed Nov 25 15:59:10 2015
946
947 I got a thing for a dame; Her name's calibre. Now, a lot of people do just fine with the rat-a-tat of snub noses, or the bigger copper, but nothing feels quite as cozy as wrapping your mitts around some big number's grip and hearing that boom. I ain't much, but I like to tinker around with them too. You got some unique Saturday Night Special? A few new mods sitting around? Brother, you and I need to have a sit down.
948
949#2 DOUBLE_INDEMNITY.............. - Wed Nov 25 16:10:44 2015
950
951 They say you only get one. One big problem, one big accident, and you either make it or you don't. I might be only a few shades of paint short of a mannequin at this point, but I pulled through mine. Life's a downhill cruise now, but that damn road's full of more holes than a Saint streaking through Mission Hills. You'd be surprised how quickly a million melts away when they're fitting you for a metal suit. I need cold, hard sticks, and if that means beating bushes, so be it.
952
953#3 OUT_OF_THE_PAST............... - Wed Nov 25 16:21:47 2015
954
955 There's something to be said for having a code of honor; Namely, that something is 'damn dead fool'. But I've still got some of my pride, though most of its spread across the back street of some damn alleyway. Might even be willing to work out a hardluck case or two on lein, and I just haven't got the taste for bloody money. But don't take that as charity, mac, or you'll see the back end of my heel before you can blink twice.
956
957-----------------------------> Issues for Kraft <------------------------------
958
959#1 HARD_BOILED................... - Wed Nov 25 15:53:10 2015
960
961 You work around the cold slab for a handful of years, and you get a peek under the skirt of Denver. I gotta tell you, she's one ugly bitch. There isn't much I haven't seen, done or drank, and you're gonna be hard pressed to impress me with a few sparkles and a shiney toy. It ain't personal, chummer, but I've you can only see so much shit before everything starts looking like a toilet. Put your sticks where your lips are, and I'll take you serious.
962
963#2 TOUCH_OF_EVIL................. - Mon Nov 30 10:03:31 2015
964
965 Stop me if you heard this one: An ork carries his buddy into a hospital, says 'Help! My chum's dead!' The nurse asks him, 'Did you make sure?' The ork lays his buddy out and shoots him three times. 'Yeah, definitely sure!'. Flat nosed, big tusked freaks go waltzing into some damn nursery, blast everything that moves, then start screaming about profiling when the cops hunt them down and all their little bed bug buddies too. Needless to say, I ain't a fan of a tusker, nor a friend of one either. And I damn well like it that way.
966
967#3 SCARLET_STREET................ - Mon Nov 30 10:09:45 2015
968
969 The streets are a sewer, and the people just someone else's problem floating on top. Still, I haven't quite got my mouth around the teat of the corps just yet; Blood money's a bitter taste, and I'm not that hungry. You want someone knocked off? They better damn well deserve it for something more than being good at their job. Otherwise, I'm just as likely to try and save the poor son of a bitch, whatever that might mean.
970
971
972
973-------------------------------------------------------------------------------
974
975<<OOC>> Sundown hmm. "I'm being invited out to dinner later - if we go for more than about two-three hours, would it be horribly inconvenient for me to bow out for an hour or so?" >.<
976
977<<OOC>> Kraft says, "As long as you don't mind us moving forward, I guess?"
978
979<<OOC>> Sundown would be perfectly fine with that.
980
981
982
983
984
985 Standing at an impressive 5'8 for her gender, this woman carries in her stance a certain edge to her of a weathered individual Her hair is dark and and carries a little wave were it not pinned back in a small bun save for several bangs giving her an almost proffesional air contradicted by her almost playful face, She's good at what she does and happy to get dirty doing it. Her hair is a deep black color, which glints a midnight blue in certain light. Her skin is smooth and tanned in a way that clearly shows some sort of mixed heritage and her eyes are a dark chocolate that seems to carry both enjoyment and anger with equal ease.
986
987
988
989 Her shoulders are proportionate to her shape and size. She'd almost have the look of the classic model, were it not for the noticable tone to her muscles which while not to body-builder size do add a mix of power to the feminine charm. All it would take however is the right sleaves to allow her to carry the mask of some more delicate woman.
990
991
992
993 She wears a dark brown jacket cut in the style of the 1950's bike. This she wears open, and beneath, should it be worn open the glimpse of a shoulder-rig might be seen. Clinging tightly to her form underneath she wears a dirty off white ribbed cotten tank top, that extends down past her breasts, and covers her belly, the bottom of which just barely peeks out, should she move or stretch just the right way.
994
995
996
997 Fit snug to her hips, and riding low, she wears a pair of denim jeans that hug to her form tight. The denim looks worn, covered in stains of grease and smelling lightly of gun-oil. Yet it still conforms to the shape of her hips and backside perfectly, These flow down along her firm, toned thighs closely following the line of her legs as they taper in at the knees where they're met by a pair of simple work-boots as worn as the rest of her outfit.
998
999
1000
1001Last: Tue Oct 4 09:54:48 2016
1002
1003Sex: Female
1004
1005Alias: Nita
1006
1007Carrying:
1008
1009Hollowpoints(#12340) [VOUCHER]
1010
1011Anita's 'Baby'(#5749) [VOUCHER]
1012
1013Shadow Tickets(#7631) [VOUCHER]
1014
1015Sale Anita(#9748) [VOUCHER]
1016
1017Ranger-X Compound Bow(#745) [VOUCHER]
1018
1019Anita's Cellular Phone [CELLPHONE]
1020
1021Weapons(#4303) [VOUCHER]
1022
1023Anita is owned by Anita
1024
1025<<OOC>> Sundown sets her sheet public in case rolls need to be made on her behalf.
1026
1027<<OOC>> Zen nods. "then that'll work out."
1028
1029
1030
1031Kraft tilts his head down, fake face lost in the shadow for a moment as he places his hand over his mouth. Lips catching the cig, leaving it as the only glowing point of reference while he considers the offer. Glancing aside to the others; Then nods once.
1032
1033"You've got a deal, Mister. At least as far as I'm concerned." He then takes a moment to look over the others, the dog-eared cancer tube shifted from one side of his mouth to another. Taking a moment to look at the short-stack, neutral faced. She might be shorter than the line at a trog kissing booth, but if she could do what she said..?
1034
1035And then there's Miss Bubblepop. Low riders with more curves than the 'Rens wall, only worried about weight and cargo. Interesting.
1036
1037And finally Zen; Hooded like a priest on holiday, but not much else to say just yet.
1038
1039
1040
1041
1042
1043 "With the modifications I've made to my ride, should be able to take all of us and that no problem, but it wouldn't all fit in the smuggling compartment." Anita comments, pausing to give a smirk. "Extra weight might increase the 'gas money' but otherwise, we'll be glad to not be running around in some rent-a-truck." A pause, another pop and she shrugs. "Hell, I'm in. What else was I gonna do this evening anyway?"
1044
1045<<Game>> Backup to offline storage commencing. Game may freeze for a bit...
1046
1047
1048
1049 The tender grunts in response. He'd put the mug down to reach over and pull out something from under the bar. Placing it on the counter is a roll of bills. "So ya see I ain't jackin ya. This is the first half. I'll getcha the second ya get it here without bein followed. I gotta live 'round here so ain't wantin em ta know what who robbed em, wiz?" He'd put the roll away with a shake of his head. "Ya'll got 'bout 5 hours from what I heard talkin ta get there, get it, get gone. I'll be here waitin fer ya'll."
1050
1051
1052
1053 Zen would nod again in agreement, glad that Kraft spoke up about the additional funds. Then again the assassin was use to working for less, so it just helps either way. Standing to his feet smoothly, Zen turns to the others. "Alright. Then I guess we're set. If you don't mind, Miss, please lead on to your vehicle so we may begin our journey as appropriate."
1054
1055
1056
1057<<OOC>> Sundown decides to make a 'showing off' spellcasting test, if'n you don't mind!
1058
1059The brown coated man straightened out of his chair, the ribbon of cheap smoke following him like the personal perfume of the down trodden. He'll give a single nod to the Jay, sweeping his share of the sticks into some inner pocket before rolling his shoulders and heading for the door. "Best not to go jawing and wasting a man's time, sweethearts. Let's swap digits out of sight and out of mind."
1060
1061He jerks his head sideways towards the outside. Out of ear and out of sight of the Jay, of course.
1062
1063<<OOC>> Kraft says, "Do it!"
1064
1065<<Auto-Judge[]>> Sundown (#12004) rolls Sorcery + 2 vs TN 6 for "+2 dice totem, TN 4 base (levitation) +2 BG Count":
1066
1067 1 2 3 3 4 4 5 5 = 0 Successes
1068
1069<<OOC>> Zen says, "up front, so you guys know, I'm a very easy going GM. You're welcome to try anything you want. I'll craft a response depending on the roll/situation. So don't be afraid to go unorthadox. :)"
1070
1071<<OOC>> Sundown pouts.
1072
1073<<OOC>> Kraft grins at Sundown.
1074
1075<<OOC>> Kraft says, "Hey, don't worry about it. There's always KP."
1076
1077<<Stats System>> No sheet sections to display.
1078
1079<<Auto-Judge[]>> Sundown (#12004) rolls Willpower + Spell Pool: 6 vs TN 4 for "Soaking M Drain":
1080
1081 1 1 1 2 4 4 4 5 5 5 10 10 17 = 9 Successes
1082
1083------------------------------------------------------[ Shadowrun Denver ]-----
1084
1085=====================> Character Sheet for Kraft (#8816) <=====================
1086
1087 Name : Dutch Anderson Race : Human Sex : Male
1088
1089 Karma : 24.265 / 24.265 Cash : 29450 =Y=
1090
1091--------------------------------> Attributes <---------------------------------
1092
1093 Body : 3 ( 8) Charisma : 5 Essence : 6 (0.1)
1094
1095 Quickness : 6 ( 7) Intelligence : 5 Body Index : 0 (2.4)
1096
1097 Strength : 3 ( 4) Willpower : 2 Magic : 0
1098
1099 Reaction : 5 ( 9) Initiative : 9 + 2D6 Armor : 5/ 3
1100
1101--------------------------------> Dice Pools <---------------------------------
1102
1103 Combat............. 7/7 Karma.............. 3/3
1104
1105------------------------------> Status Monitor <-------------------------------
1106
1107 L M S D
1108
1109 STUN: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] \
1110
1111 /------------------------------------------/
1112
1113 PHYSICAL: \->[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
1114
1115 OVERFLOW DAMAGE: 0
1116
1117-------------------------------> Active Skills <-------------------------------
1118
1119 Athletics........................ 3 Interrogation.................... 3
1120
1121 Boxing........................... 3 Intimidation..................... 2
1122
1123 Computers........................ 2 Negotiation...................... 3
1124
1125 Disguise......................... 4 Pistols.......................... 5
1126
1127 Electronics...................... 3 Pistols B/R...................... 1
1128
1129 Electronics B/R.................. 3 Stealth.......................... 5
1130
1131 Etiquette........................ 3
1132
1133-----------------------------> Knowledge Skills <------------------------------
1134
1135 Chemistry........................ 1 Jazz............................. 1
1136
1137 Criminal Organizations........... 2 Magic Background................. 1
1138
1139 Data Havens...................... 1 Police Procedures................ 2
1140
1141 Denver Law....................... 1 Security Systems................. 1
1142
1143 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
1144
1145 Forensics........................ 5 Street Rumors.................... 2
1146
1147 Gang Identification.............. 2
1148
1149---------------------------------> Languages <---------------------------------
1150
1151 Cityspeak........................ 3 Or'zet........................... 1
1152
1153 English.......................... 4 Sperethiel....................... 1
1154
1155---------------------------------> Cyberware <---------------------------------
1156
1157 Name Rtg. Grade Ess. Cost
1158
1159 Cybertorso Alpha 1.2
1160
1161 +- Transducer 0.1
1162
1163 +- Biomonitor 0.3
1164
1165 +- Diagnosis Processor 0.2
1166
1167 Cyberskull Alpha 0.6
1168
1169 +- Datajack 0.2
1170
1171 Cyberleg 0.75
1172
1173 +- Hydraulic Jacks (Single) 5 1
1174
1175 Cyberleg 0.75
1176
1177 +- Hydraulic Jacks (Single) 5 1
1178
1179 Cyberarm 0.75
1180
1181 +- Subdermal Display 0.1
1182
1183 +- Datajack (Induction) 0.3
1184
1185 Cyberarm 0.75
1186
1187 +- Datajack (Induction) 0.3
1188
1189 Reaction Enhancer 2 0.6
1190
1191 Cybereyes (Pair) 0.2
1192
1193 +- Vision Magnification (Optical) 3 0.2
1194
1195 +- Eye Light Systems 0.2
1196
1197 +- Flare Compensation 0.1
1198
1199 Cyberears 0.3
1200
1201 +- Hearing Amplification 0.2
1202
1203 +- Dampener 0.1
1204
1205----------------------------------> Bioware <----------------------------------
1206
1207 Name Rtg. Grade BI Cost
1208
1209 Synaptic Accelerator 1 0.4
1210
1211 Suprathyroid Gland 1.4
1212
1213 Pain Editor 0.6
1214
1215------------------------------> SIN Information <------------------------------
1216
1217 1. UCAS-08816-001H4V-000BN0-6VP Dutch Anderson Criminal
1218
1219---------------------------------> Contacts <----------------------------------
1220
1221 Mister Grey Fixer 1 Donny Deeko Parole Offic 1
1222
1223 Torb Bjorn Gun Smuggler 1 CrakkHedd Decker 1
1224
1225 Vinny Snitch Street Vendo 1 Mama Hood Talismonger 1
1226
1227 Effie Joygirl 2
1228
1229--------------------------> Martial-Arts Maneuvers <---------------------------
1230
1231 Boxing............. Ground Fighting
1232
1233-------------------------------------------------------------------------------
1234
1235------------------------------------------------------[ Shadowrun Denver ]-----
1236
1237================================> Basic Gear <=================================
1238
1239
1240
1241 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
1242
1243
1244
1245 AMMO ARMOR BIOTECH CHEMICAL
1246
1247 COMM CUSTOM ELECTRONICS EXPLOSIVES
1248
1249 FIREARMS FUP GRENADES MAGICAL
1250
1251 MATRIX MELEE PROJECTILE RECOMMENDED
1252
1253 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
1254
1255 THROWING TOOLS VEHICLES VISION
1256
1257
1258
1259--------------> Type '+info gear <topic>' for more information' <--------------
1260
1261------------------------------------------------------[ Shadowrun Denver ]-----
1262
1263===============================================================================
1264
1265These topics list clarifications to existing rules regarding cybernetics and bioware.
1266
1267
1268
1269 PRICES SKILLWIRES
1270
1271
1272
1273-------------> Type '+info cyber <topic>' for more information' <--------------
1274
1275<<Stats System>> Please select a category to view by typing '+cyber/list <category>' where <category> is one of the following:
1276
1277
1278
1279 Armor Biotech Bodyware Brainware
1280
1281 Communications Cyberarms Cyberlegs Cyberlimbs
1282
1283 Disguise Ears Eyes Guns
1284
1285 Headware Matrixware Melee Nanotech
1286
1287 Riggerware Senseware Voice
1288
1289
1290
1291<<OOC>> Sundown says, "I actually got my BG modifiers the wrong way around; I thought it raised the damage level not the TN so I saved way too much for soaking buuut... you live and learn, plus this is amusing. Kind of."
1292
1293------------------------------------------------------[ Shadowrun Denver ]-----
1294
1295=========================> Cyberware Catalog (Guns) <==========================
1296
1297Cyberware Name Ratings Essence Cost Nuyen Cost
1298
1299---------------------------------------- ------- ------------ -----------------
1300
1301Cyber Dartgun None 0.3 1000
1302
1303Cyber Holster None 0.1 5000
1304
1305Cyber Taser None 0.3 2000
1306
1307Cybergun External Clip Port None 0.1 700
1308
1309Cybersquirt None 0.4 1400
1310
1311Cybersquirt External Clip Port None 0.1 100
1312
1313Heavy Pistol None 0.6 800
1314
1315Holdout Pistol None 0.15 250
1316
1317Induction Pad None 0.1 200
1318
1319John Woo Chip None 0.1 5000
1320
1321Light Pistol None 0.35 650
1322
1323Machine Pistol None 0.4 900
1324
1325Personalized Safety None 0 200
1326
1327Shotgun None 1.1 1200
1328
1329Silencer None 0.2 1000
1330
1331SmartLink-1 Package None 0.5 2500
1332
1333SmartLink-1 Processor None 0.2 1000
1334
1335SmartLink-2 Package None 0.5 3500
1336
1337SmartLink-2 Processor None 0.2 2000
1338
1339Sound Suppressor None 0.3 1500
1340
1341Submachine Gun None 1 1800
1342
1343SureShot Package None 0.3 7500
1344
1345SureShot Subprocessor None 0.2 6000
1346
1347----------> 23 items listed. Type '+cyber/list <itemname>' to view. <----------
1348
1349------------------------------------------------------[ Shadowrun Denver ]-----
1350
1351=================> Cyberware Catalog Listing: Induction Pad <==================
1352
1353Cyberware Name: Induction Pad
1354
1355 Category: Guns
1356
1357 Valid Levels: NONE
1358
1359 Essence Cost: 0.1
1360
1361 Legality Code: 5P-N
1362
1363 Avail/Delay: 4/48H
1364
1365 Nuyen Cost: 200
1366
1367 Street Index: 1.5
1368
1369---------------------------> Cyberware Description <---------------------------
1370
1371Induction component of Smartlink systems
1372
1373-------------------------------------------------------------------------------
1374
1375<<Stats System>> No cyberware items match your search criteria.
1376
1377------------------------------------------------------[ Shadowrun Denver ]-----
1378
1379================================> Basic Gear <=================================
1380
1381
1382
1383 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
1384
1385
1386
1387 AMMO ARMOR BIOTECH CHEMICAL
1388
1389 COMM CUSTOM ELECTRONICS EXPLOSIVES
1390
1391 FIREARMS FUP GRENADES MAGICAL
1392
1393 MATRIX MELEE PROJECTILE RECOMMENDED
1394
1395 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
1396
1397 THROWING TOOLS VEHICLES VISION
1398
1399
1400
1401--------------> Type '+info gear <topic>' for more information' <--------------
1402
1403------------------------------------------------------[ Shadowrun Denver ]-----
1404
1405========================> Firearm Information Listing <========================
1406
1407
1408
1409 Available firearms by gun type may be found under each topic below, along with gunsmithing information under +info gear fire mods.
1410
1411
1412
1413 ACCESSORIES ASSAULTRIFLES HEAVYWEAPONS LASERS
1414
1415 LAUNCHWEAPONS MACHINEGUNS MODS PISTOLS
1416
1417 RIFLES SHOTGUNS SMGS SPECIAL
1418
1419 SPRAYWEAPONS
1420
1421
1422
1423---------> Type '+info gear firearms <topic>' for more information' <----------
1424
1425------------------------------------------------------[ Shadowrun Denver ]-----
1426
1427====================> Shadowrun Firearms: Special Weapons <====================
1428
1429
1430
1431Special Weap Conceal Ammo Mode Damage Mass Avail Cost * SI Legal
1432
1433Exec Protector 10(3) 35(c) SA/BF/FA 6M 5(3) 6/72 H 2000 * 1.5 4-G
1434
1435Blowgun 7 1(b) SS -- 0.25 4/12 H 10 * 1.0 10-D
1436
1437Bracer 7 1(b) SS 6L 0.30 12/7 D 1300 * 3.0 8P-E
1438
1439Gun Cane 2(9) 1(b) SS 6L 1.00 10/7 D 500 * 2.0 8P-E
1440
1441Gyrojet Pistol 5 10(c) SA 12M 2.00 4/48 H 1000 * 2.0 6-K
1442
1443Net Gun
1444
1445 Normal 4 4(b) SA Special 4.00 8/36 H 750 * 2.0 6P-E
1446
1447 Large 3 4(b) SA Special 4.50 8/36 H 1150 * 2.0 6P-E
1448
1449Speargun - --- SS 6M 2.00 3/24 H 800 * 1.0 5P-D
1450
1451
1452
1453---------> For special rules, see +info gear firearms special notes <----------
1454
1455------------------------------------------------------[ Shadowrun Denver ]-----
1456
1457============================> Weapons Accessories <============================
1458
1459
1460
1461This is a listing of Weapons Accessories Information available in Devner.
1462
1463
1464
1465 DESIGNATOR GENERAL IMAGING RECOILCOMP
1466
1467 SMARTGUN
1468
1469
1470
1471
1472
1473-----> Type '+info gear firearms accessories <topic>' for more details. <------
1474
1475------------------------------------------------------[ Shadowrun Denver ]-----
1476
1477=============================> Smartgun Systems <==============================
1478
1479
1480
1481Item Mount Conceal Rating Mass Avail Cost SI Legal
1482
1483
1484
1485Cyber Choke (for Smart Shotguns) - - 0.00 (Gun Avail & 10% Price)
1486
1487
1488
1489External SmartLink I Top/Under -2 - 1.00 4/48 600 1.0 4P-N
1490
1491External SmartLink II Top/Under -2 - 0.75 6/48 800 2.0 4P-N
1492
1493
1494
1495Internal SmartLink I - - - 0.50 * +%100 * 4P-N
1496
1497Internal SmartLink II - - - 0.25 * +%150 * 4P-N
1498
1499
1500
1501 * Avail and SI are the same as the Firearm to which the SmartLink goes.
1502
1503
1504
1505Personalized SmartLink Safety (PSS Mod) - 0.10 3/36 1,000 1.5 Legal
1506
1507Rangefinder Top - - 0.10 2/24 150 0.8 Legal
1508
1509
1510
1511 (Please, see +info gear custom vision for SmartLink vision accessory pricing.)
1512
1513
1514
1515-------------------------------------------------------------------------------
1516
1517
1518
1519
1520
1521 Anita nods, happy enough to agree at the others words and start walking towards the car. Currently? The Mustang looks rusted, beat-up and generally scratched. A junker to the gaze of most. Should the others comment however? The latina smirks and moves over to the car, opening the car door and flicking some unseen switch that sends the paint shimmering to a flawless, perfectly polished and smooth black with a classic-style red racing stripe. "She'll outrun most and can take most small-arms fire. Survived drivin' down a highway with a troll lodged in the hood once...that was an odd day."
1522
1523 Sundown clambers back down from the chair, and then drains her coffee-like-substance. It is only when she's done that she realises the cup should probably go back on the table.
1524
1525
1526
1527 She murmurs softly to herself in the language of her people and lets go of the coffee cup... only for it to drop straight back down to earth, where it splatters the few remaining droplets over the floor. Thankfully, she's short enough the cup is unlikely to break.
1528
1529
1530
1531 She still turns bright red, and scurries for the door. She should have expected that. Damned Warrens made everything a thousand times more difficult than it needed to be, and now she looked like a klutz!
1532
1533
1534
1535<<OOC>> Anita eeps. "Sorry sun!
1536
1537<<OOC>> Sundown says, "S'all good."
1538
1539"Well, this'll go smooth as a troll's dick."
1540
1541Mutters the cyborg to himself, when the short-stack pulls some mojo and drops her cup. He then shoves his hands into his pockets, following the latina and the spell chucker out to the rusty mustang. He pauses as the paint shimmers to show something a lot prettier - before commenting sardonically. "Never trust a dame with a good car; They either stole it or killed for it."
1542
1543A faint grin touches his fake lips around the cig, before he pinches the cancer stick and flicks it aside. Speaking aside as he goes.
1544
1545"Got a particular frequency you enjoy? I figure we're all in the same ride, but.. never know when things go sideways. There's more than two mooks for each of us; Bullets cheap, but blood costs."
1546
1547
1548
1549 Zen would linger enough to be the last out of the door. Sundown was studied carefully as she'd scoot by with the red face. That obviously didn't go as expected. Shaking his head, Zen follows out and closes the door behind him, pausing as Anita displays her car and then the trick it does. Interesting. "That looks a bit like what my cloak can do." Zen would nod, then get in, thinking a moment before setting his radio and giving a frequency. "It tends to be less used, so less chatter that I know of. I can easily handle 4 of them myself. Two per a gun is not that hard to deal with."
1550
1551
1552
1553------------------------------------------------------[ Shadowrun Denver ]-----
1554
1555=========================> Global Help: Comm Emitter <=========================
1556
1557comm -- Command to simulate commchatter
1558
1559
1560
1561Usage: comm <msg/pose>
1562
1563
1564
1565 This command does an emit into your room in this form:
1566
1567
1568
1569 Commlink-yourname> Your message or pose.
1570
1571
1572
1573 If you want to override the name displayed, set the COMMNAME attribute
1574
1575 on yourself to the name you want displayed. Only the first 20
1576
1577 characters will be displayed.
1578
1579
1580
1581-------------------------------------------------------------------------------
1582
1583Set.
1584
1585<<Plot>> Zen says, "It'll be 2 drive tests to get to the destination area that the J gave. Then everyone's going to have to search a bit to find the stockpile as he didn't give an exact spot."
1586
1587------------------------------------------------------[ Shadowrun Denver ]-----
1588
1589=====================> Character Sheet for Kraft (#8816) <=====================
1590
1591 Name : Dutch Anderson Race : Human Sex : Male
1592
1593 Karma : 24.265 / 24.265 Cash : 29450 =Y=
1594
1595--------------------------------> Attributes <---------------------------------
1596
1597 Body : 3 ( 8) Charisma : 5 Essence : 6 (0.1)
1598
1599 Quickness : 6 ( 7) Intelligence : 5 Body Index : 0 (2.4)
1600
1601 Strength : 3 ( 4) Willpower : 2 Magic : 0
1602
1603 Reaction : 5 ( 9) Initiative : 9 + 2D6 Armor : 5/ 3
1604
1605--------------------------------> Dice Pools <---------------------------------
1606
1607 Combat............. 7/7 Karma.............. 3/3
1608
1609------------------------------> Status Monitor <-------------------------------
1610
1611 L M S D
1612
1613 STUN: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] \
1614
1615 /------------------------------------------/
1616
1617 PHYSICAL: \->[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
1618
1619 OVERFLOW DAMAGE: 0
1620
1621-------------------------------> Active Skills <-------------------------------
1622
1623 Athletics........................ 3 Interrogation.................... 3
1624
1625 Boxing........................... 3 Intimidation..................... 2
1626
1627 Computers........................ 2 Negotiation...................... 3
1628
1629 Disguise......................... 4 Pistols.......................... 5
1630
1631 Electronics...................... 3 Pistols B/R...................... 1
1632
1633 Electronics B/R.................. 3 Stealth.......................... 5
1634
1635 Etiquette........................ 3
1636
1637-----------------------------> Knowledge Skills <------------------------------
1638
1639 Chemistry........................ 1 Jazz............................. 1
1640
1641 Criminal Organizations........... 2 Magic Background................. 1
1642
1643 Data Havens...................... 1 Police Procedures................ 2
1644
1645 Denver Law....................... 1 Security Systems................. 1
1646
1647 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
1648
1649 Forensics........................ 5 Street Rumors.................... 2
1650
1651 Gang Identification.............. 2
1652
1653---------------------------------> Languages <---------------------------------
1654
1655 Cityspeak........................ 3 Or'zet........................... 1
1656
1657 English.......................... 4 Sperethiel....................... 1
1658
1659---------------------------------> Cyberware <---------------------------------
1660
1661 Name Rtg. Grade Ess. Cost
1662
1663 Cybertorso Alpha 1.2
1664
1665 +- Transducer 0.1
1666
1667 +- Biomonitor 0.3
1668
1669 +- Diagnosis Processor 0.2
1670
1671 Cyberskull Alpha 0.6
1672
1673 +- Datajack 0.2
1674
1675 Cyberleg 0.75
1676
1677 +- Hydraulic Jacks (Single) 5 1
1678
1679 Cyberleg 0.75
1680
1681 +- Hydraulic Jacks (Single) 5 1
1682
1683 Cyberarm 0.75
1684
1685 +- Subdermal Display 0.1
1686
1687 +- Datajack (Induction) 0.3
1688
1689 Cyberarm 0.75
1690
1691 +- Datajack (Induction) 0.3
1692
1693 Reaction Enhancer 2 0.6
1694
1695 Cybereyes (Pair) 0.2
1696
1697 +- Vision Magnification (Optical) 3 0.2
1698
1699 +- Eye Light Systems 0.2
1700
1701 +- Flare Compensation 0.1
1702
1703 Cyberears 0.3
1704
1705 +- Hearing Amplification 0.2
1706
1707 +- Dampener 0.1
1708
1709----------------------------------> Bioware <----------------------------------
1710
1711 Name Rtg. Grade BI Cost
1712
1713 Synaptic Accelerator 1 0.4
1714
1715 Suprathyroid Gland 1.4
1716
1717 Pain Editor 0.6
1718
1719------------------------------> SIN Information <------------------------------
1720
1721 1. UCAS-08816-001H4V-000BN0-6VP Dutch Anderson Criminal
1722
1723---------------------------------> Contacts <----------------------------------
1724
1725 Mister Grey Fixer 1 Donny Deeko Parole Offic 1
1726
1727 Torb Bjorn Gun Smuggler 1 CrakkHedd Decker 1
1728
1729 Vinny Snitch Street Vendo 1 Mama Hood Talismonger 1
1730
1731 Effie Joygirl 2
1732
1733--------------------------> Martial-Arts Maneuvers <---------------------------
1734
1735 Boxing............. Ground Fighting
1736
1737-------------------------------------------------------------------------------
1738
1739<<OOC>> Kraft says, "Would I be able to give a call to a few contacts to see if they've heard of anything going down like it?"
1740
1741 Sundown looks appropriately red-faced (although, if anyone else were to use that terminology, it would obviously be horribly racist), and comes up short before the magical, transforming car. Which, a brief peek into the Astral confirms, is not magical at all (unless it is, in which case, oops). "I..." Sundown starts, and then she sighs. "Ah, I suppose there is no point in trying to lie. I do not have a radio. I have had to sell almost everything of value. I have kept my gun, and my armour." She pauses, briefly, before she continues. "I apologise, but I can make myself useful. I can have the City cloak us and find our prey. That, I am good at."
1742
1743<<Plot>> Zen says, "Yeah. If you have ganger contacts, you can certainly reach out to see if they know something about this."
1744
1745<<OOC>> Kraft says, "Hm. What about this one?"
1746
1747<<Auto-Judge[]>> Kraft (#8816) has the Contact Vinny Snitch with the following information (only to Zen):
1748
1749-------------------------> Contact for Kraft (#8816) <-------------------------
1750
1751Contact Name: Vinny Snitch
1752
1753 Level: 1
1754
1755 Type: street vendor
1756
1757 GM Note: Viego Hitch - known to almost everybody as Vinny Snitch - is a food cart monkey who works out near the Aurora area. Skirting that sweet spot between being stabbed for a nuyen and finding people willing to pay for what he laughingly calls food. Still, he has to be doing something right; Can't properly call what he puts on a stick as 'meat', but he still makes a living. He's also got a big mouth to match those big ears, and catches more than he should in eavesdropping and otherwise putting his big nose where it don't belong. For a troll, he's small fry enough that most folks just overlook him when they start yakking. I'd used him for a few tips here and there where a case had run dry; He doesn't always deliver but sometimes you'll get a crunchy bit or two. A lot like his food. He'd sell your secrets for nuyen, someone else's for a bit more, and his own mother if you'd throw a healthplan in with that. Just stay away from his 'daily specials'.
1758
1759-------------------------------------------------------------------------------
1760
1761<<OOC>> Anita has a gun dealer contact that might also work?
1762
1763<<OOC>> Sundown can have a spirit look if all else fails, but she's more than happy to let others take the lead; its a tough test for the spirit!
1764
1765<<Plot>> Zen says, "I'll give you a TN of 7 for him Kraft. This is all pretty recent stuff."
1766
1767<<OOC>> Sundown says, "And my dice are already inspiring such confidence :P"
1768
1769<<OOC>> Kraft nods.
1770
1771<<OOC>> Zen grins at Sun.
1772
1773<<Plot>> Zen says, "Anita, if your gun dealer works the warrens, then that's a potential. If they're willing to work with Them, a better potential."
1774
1775<<Plot>> Sundown says, "Oh yeah, also, almost forgot: I'm extending Spell Defense over the party in case of unpleasant surprises. All twelve dice until I need them for something else."
1776
1777<<Plot>> Zen says, "good to know."
1778
1779------------------------------------------------------[ Shadowrun Denver ]-----
1780
1781=====================> Character Sheet for Kraft (#8816) <=====================
1782
1783-------------------------------> Active Skills <-------------------------------
1784
1785 Athletics........................ 3 Interrogation.................... 3
1786
1787 Boxing........................... 3 Intimidation..................... 2
1788
1789 Computers........................ 2 Negotiation...................... 3
1790
1791 Disguise......................... 4 Pistols.......................... 5
1792
1793 Electronics...................... 3 Pistols B/R...................... 1
1794
1795 Electronics B/R.................. 3 Stealth.......................... 5
1796
1797 Etiquette........................ 3
1798
1799-----------------------------> Knowledge Skills <------------------------------
1800
1801 Chemistry........................ 1 Jazz............................. 1
1802
1803 Criminal Organizations........... 2 Magic Background................. 1
1804
1805 Data Havens...................... 1 Police Procedures................ 2
1806
1807 Denver Law....................... 1 Security Systems................. 1
1808
1809 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
1810
1811 Forensics........................ 5 Street Rumors.................... 2
1812
1813 Gang Identification.............. 2
1814
1815---------------------------------> Languages <---------------------------------
1816
1817 Cityspeak........................ 3 Or'zet........................... 1
1818
1819 English.......................... 4 Sperethiel....................... 1
1820
1821-------------------------------------------------------------------------------
1822
1823<<Auto-Judge[]>> Kraft (#8816) rolls Etiquette vs TN 7 (to Zen) for "Contacting Vinny: Whatcha got?":
1824
1825 2 9 10 = 2 Successes
1826
1827<<Plot>> Anita says, "Yes to the first, no to the second. TN?"
1828
1829<<Plot>> Zen says, "Alright. Then you're TN 5."
1830
1831<<Auto-Judge[]>> Anita (#5470) rolls Etiquette vs TN 5:
1832
1833 1 5 = 1 Success
1834
1835Zen pages: per Vinny: Heard some gangers bragging. They just hit a hot spot and scattered the goods. Got two crates at a drop spot that some of the lower chummers are watching until the boss can check em.
1836
1837
1838
1839Kraft tips his hat off at last as he enters Anita's car, showing that - beneath the hat itself - he was as bald as a devil rat after a dip in nair. The edge of the poly-mask a clear distinction from the skin-colored plastic of the rest of his skull. He pulls out a pocket secretary, glancing aside to Sundown as he does.
1840
1841"Yeah? Your spooks get service out in midway?" He asks, with a smirk. Then his false eyes half-lid as his tranducer kicks in, running along the induction pad in his palm to the pocket secretary. After a moment of silent internal conversation, he tuckets the secretary back away. And forwards a few creds along to the trog; Maybe he can get some dental work done.
1842
1843"Got a hit. Two crates at a drop spot with a few chumps keeping an eye out for their boss. You?"
1844
1845<<Stats System>> '100~Good nuyen for good work, Vinny.' is not a valid amount of money to spend.
1846
1847Huh? (Type "help" for help.)
1848
1849------------------------------------------------------[ Shadowrun Denver ]-----
1850
1851===============================================================================
1852
1853+spend: Command to spend money.
1854
1855
1856
1857Usage: +spend[/quiet] <amount>[=<reason>]
1858
1859
1860
1861 This command removes <amount> nuyen from your cash without giving it to
1862
1863 another player. You may optionally specify a <reason> that will be
1864
1865 displayed in your +listcash.
1866
1867
1868
1869 If the /quiet switch is specified, then only you will see the
1870
1871 notification message (useful when what you're spending doesn't relate).
1872
1873 If it's not specified, then everyone in the room will see the
1874
1875 spending message.
1876
1877
1878
1879See Also: +pay
1880
1881
1882
1883-------------------------------------------------------------------------------
1884
1885<<Auto-Judge[]>> Kraft (#8816) spends 100 nuyen for "Good nuyen for good work, Vinny.".
1886
1887
1888
1889
1890
1891 "Built it...but killed for it isn't exactly too far off the money either some days." Anita winks while she sets her radio, tucking the earpiece in her ear and then checking her small stash of weaponry is still in place. Reaching into the stash she pulls out an older, more beat-up taccom and holds it towards Sundown. "It's drek compared to the modern stuff, but it'll get you on channel." With that, she goes to make a phonecall to a certain gun-shipper. It's a quick call and ends with a promise to call in for her next batch of ammo, then she stands up. "Got an address, show and sell. Friend of mine heard of a little competition. It's for THEM though...so if we're going in? We better go loaded up to the brim."
1892
1893<<OOC>> Kraft swaps connections. Hold tight!
1894
1895<<Plot>> Anita will be handing Sundown her R2 taccom, keeping the R6 for herself
1896
1897
1898Plot Room #5(#2009RJT$)
1899
1900
1901
1902 This is a simple room for roleplaying. To change this desc, type:
1903
1904
1905
1906 +setdesc <new description>
1907
1908
1909
1910 (+lhelp is available here)
1911
1912Contents:
1913
1914Anita [Player]
1915
1916Sundown [Player]
1917
1918Zen [Player]
1919
1920Obvious exits (Current location: @tel #2009):
1921
1922Out <O>
1923
1924------------------------------------------------------[ Shadowrun Denver ]-----
1925
1926=================> Players Online For Whom You Are Watching <==================
1927
1928 BillyBob (#10588)
1929
1930-------------------------------------------------------------------------------
1931
1932<<Rumors>> There are 2 new Corporate Rumors.
1933
1934<<Rumors>> There are 17 new Street Rumors.
1935
1936<<Rumors>> There are 10 new Gang Rumors.
1937
1938<<Rumors>> There are 1 new Government Rumors.
1939
1940<<Rumors>> There are 4 new Police Rumors.
1941
1942<<Rumors>> There are 2 new Matrix Rumors.
1943
1944<<OOC>> Kraft says, "Lemme make sure the log's still running."
1945
1946
1947
1948 Zen sits cross-legged, waiting patiently for the others as they're able to find a better spot. He nods to Sun and at Anita's mention of Them, Zen pulls out two weapons, going through what's almost a ritual of checking, cleaning, reloading and prepping them for the combat ahead. "Them is known to spread corruption. I won't be holding back from killing them. I do recommend the same to all of you. As we have a moticum of surprise, we should be able to finish this quickly once we get there. If there is a show and sell, then we will need to get there before the crowd of buyers shows up, I'm sure."
1949
1950
1951
1952<<OOC>> Kraft says, "Yeah, we're good."
1953
1954<<OOC>> Zen thumbs up.
1955
1956<<Plot>> Zen says, "noted Anita."
1957
1958------------------------------------------------------[ Shadowrun Denver ]-----
1959
1960========================> Firearm Information Listing <========================
1961
1962
1963
1964 Available firearms by gun type may be found under each topic below, along with gunsmithing information under +info gear fire mods.
1965
1966
1967
1968 ACCESSORIES ASSAULTRIFLES HEAVYWEAPONS LASERS
1969
1970 LAUNCHWEAPONS MACHINEGUNS MODS PISTOLS
1971
1972 RIFLES SHOTGUNS SMGS SPECIAL
1973
1974 SPRAYWEAPONS
1975
1976
1977
1978---------> Type '+info gear firearms <topic>' for more information' <----------
1979
1980<<Info System>> I can't find that topic.
1981
1982------------------------------------------------------[ Shadowrun Denver ]-----
1983
1984==========================> Ammunition Information <===========================
1985
1986
1987
1988 Available ammo by weapon type may be found under each topic below.
1989
1990
1991
1992 MORTAR OTHER PROJECTILE ROCKETS
1993
1994 SHOTGUN STANDARD
1995
1996
1997
1998-----------> Type '+info gear ammo <topic>' for more information' <------------
1999
2000<<OOC>> Zen says, "I am going to ask for a half hour or so break. It's lunch time, so I need to afk for food."
2001
2002------------------------------------------------------[ Shadowrun Denver ]-----
2003
2004===============================> Standard Ammo <===============================
2005
2006
2007
2008Ammunition (per 10) Conceal Weight Avail Cost SI Legal
2009
2010
2011
2012APDS 8 0.25 14/14 days 70 4 3-M
2013
2014AV Rounds 8 1 16/2 weeks 200 4 3-M
2015
2016Capsule Rounds 8 0.25 4/48 hours 10 2 As Compound
2017
2018Dart Rounds 8 0.15 4/48 hours 200 2 Legal
2019
2020Glazer Rounds 8 0.5 10/1 week 75 3 3-M
2021
2022Explosive Rounds 8 0.75 3/36 hours 50 0.8 As Wpn
2023
2024Ex Ex Rounds 8 0.75 6/72 hours 100 1.5 As Wpn
2025
2026Firepower * 8 0.5 10/10 days 125 4.0 3-L
2027
2028Flechette Rounds 8 0.5 3/36 hours 100 0.8 As Wpn
2029
2030Gel Rounds 8 0.25 4/48 hours 30 1 As Wpn
2031
2032Hi-C Plastic Rounds 9 0.25 6/1 week 150 3 3-M
2033
2034Hollow Point Rounds 8 0.5 5/48 hours 50 2 As Wpn
2035
2036Incendiary Rounds 8 0.75 10/1 week 150 2 3-M
2037
2038Mercury Rounds 8 0.75 6/48 hours 50 1.5 3-M
2039
2040Paint Rounds 8 0.15 2/24 hours 5 1 Legal
2041
2042Rebound Rounds * 8 0.5 6/72 hours 100 1.5 As Wpn
2043
2044Regular Ammo 8 0.5 2/24 hours 20 0.75 As Wpn
2045
2046Silver Bullets * 8 0.75 8/96 hours 100 3 3-M
2047
2048Spiritbusters * 8 0.25 14/30 days 2,500 4 As Magic
2049
2050Taser Dart 3 0.5 6/36 hours 50 1.5 As Wpn
2051
2052Tracer 8 0.5 3/24 hours 75 1 As Wpn
2053
2054Tracker Rounds
2055
2056 Standard -> 8 1 Rtg/1 wk 2,000*Rating 1 6-U
2057
2058 AoD -> 8 1 Rtg/1 wk 3,000*Rating 1 6-U
2059
2060
2061
2062---------------> Continued in '+info gear ammo standard notes' <---------------
2063
2064------------------------------------------------------[ Shadowrun Denver ]-----
2065
2066===============================================================================
2067
2068
2069
2070APDS: Halves Protection from Ballistic Armor and/or Barrier Ratings. (Does not affect vehicle armor.)
2071
2072AV: Uses anti-vehicular rules vs vehicles (p 149, SR3). Please see the HR file: +hr combat ammo anti-vehicle
2073
2074Capsule: Use gel ammo rules, except no extra chance to knockdown. Also, they can carry one dose of a liquid or compound, usually ink or dye.
2075
2076Glazer: +2 Power. Against unarmored opponents, raise the Damage Level by 1 (ie Moderate to Serious). Against armored enemies, double the target's highest armor, Ballistic or Impact. Barriers and vehicles always double their ratings vs these rounds.
2077
2078Explosive: +1 Power, barriers use twice rating vs these rounds, but if damaged the barrier takes damage as if it had half its rating. Will explode on a misfire (all 1s in a Test). The character rolls vs one attack by the weapon, with 1d6 rolled for the number of successes the weapon gets on its attack. The character does not get Combat Pool vs this attack.
2079
2080Ex Explosive: +2 Power, barriers use twice rating vs these rounds, but if damaged the barrier takes damage as if it had half its rating. Will explode on a misfire (all 1s in a Test). The character rolls vs one attack by the weapon, with 1d6 rolled for the number of successes the weapon gets on its attack. The character does not get Combat Pool vs this attack.
2081
2082Flechette: Increase Damage Level vs Unarmored opponents. Versus armored enemies, use either double Impact armor or normal Ballistic armor, whichever is higher. Double the barrier rating and vehicle armor rating vs flechette. Dermal armnor negates the damage level increase.
2083
2084Gel: Only inflicts Stun damage at -2 Power. Roll knockdown vs Attack Power.
2085
2086Hi-C: Undetectable by MAD, reduce the TN for detecting Hi-C rounds by -1 per 4 rounds (p 90 SComp). Double recoil penalities, -1 Power at long and extreme range. Use the target's highest armor rating vs these rounds.
2087
2088Hollow Point: +1 Power, +3 vs Unarmored enemies. If the target is armored, add together their Impact and Ballistic armor to reduce the Power of the attack.
2089
2090Incendiary: These rounds provide the same targetting bonus as Tracer rounds. Additionally, they may set a target on fire. See CC, p38, 98. Weapon may also explode if more 1s are rolled on a Combat Test than successes, see p 38 CC.
2091
2092Mercury: Against unarmored opponents, raise the Damage Level by 1 (ie Moderate to Serious). Against armored enemies, double the target's highest armor, Ballistic or Impact. Barriers and vehicles always double their ratings vs these rounds.
2093
2094Tracer: Loaded every third bullet in a clip, these rounds grant a non-smartgun user with -1 TN on all ranges beyond Short, cumulative with every third round fired. When calculating damage for bursts or short bursts, do not count the tracer for the Power, but do count it for the Damage Level. For example, a SMG doing 5M firing 10 rounds would have a damage of 12D rather than 15D.
2095
2096Tracker: Designed to penetrate and lodge in a target, these rounds contain a tracking signal. If the target takes damage, the tracking device penetrates the target's armor. If the target resists the damage, roll 1d6. On a 1 or 6, the tracker lodges in the target's armor.
2097
2098
2099
2100NOTES
2101
2102* Please see +info gear custom ammo for more information.
2103
2104-------------------------------------------------------------------------------
2105
2106<<OOC>> Kraft nods.
2107
2108
2109
2110 Sundown folds her feet up underneath her in the back of the car, making herself as small as possible. Kraft earns a blank, empty stare from the little gnome as she takes the radio. That, however, gets a smile gifted to Anita. "My thanks." She says, fiddling with the device until she figures out how to get it on, and in. And then she takes a deep breath. "For spreading corruption." She repeats, "Very well. I will protect us all as best I can. And if there are no objections, I will ask the City to hide us on our approach." A brief pause before she adds, "This CAN be confusing to other road users." She says, to Anita. "So you may wish to bear that in mind as you drive."
2111
2112
2113
2114
2115
2116The borg works his jaw for a moment, quietly pulling out a real heavy calibre pistol. Sliding out the revolver, and giving it a slow roll with his thumb as he shakes out the copper heads inside. Pocketing them as he pulls out a small green box from some internal pocket - and begins sliding in ammo with a bright, red warning label.
2117
2118"Of course it's Them. Why not? I'm starting to think 'Milk Run' is code for 'bite the pillow'." He snaps the revolver closed, he slides it once more into a holster, shifting a bit as he does. Then tucks his hat back over his head, hiding the fake skull and pulling it down low. "Our job's the crates; Not Them. I say smash and grab, personally. Better than letting Them get our scent."
2119
2120<<OOC>> Zen says, "side note for if anyone recognizes them, customized IMI nighthawk-SE's that Zen pulled out. :)"
2121
2122<<OOC>> Zen now dashes afk.
2123
2124<<OOC>> Anita says, "Funny you say that"
2125
2126
2127
2128
2129
2130 Anita herself just reaches into her jacket, indicating the still-holstered Nighthawk. "I don't tend to just stop at hurtin' feelings when it comes to this sort of thing." With that she climbs herself into the car and buckles up. "Hard to keep a scent when you're dead. They see us? We should drop them then and there. No bogey-men are coming to my house. Now get your asses in."
2131
2132<<Plot>> Sundown will do the thing whilst we wait for Zen, if that's cool with peeps.
2133
2134<<OOC>> Kraft says, "Sure."
2135
2136<<Auto-Judge[]>> Sundown (#12004) rolls Conjuring vs TN 5 for "Summoning F3 City Spirit, TN +2 for BG":
2137
2138 1 2 2 4 7 15 = 2 Successes
2139
2140<<Auto-Judge[]>> Sundown (#12004) rolls Charisma + 2 vs TN 4 for "Soaking L Drain +1TN for BG, +2 dice for totem.":
2141
2142 1 1 3 5 5 9 15 17 = 5 Successes
2143
2144<<OOC>> Sundown says, "Oh sure, NOW I get the silly good rolls :P"
2145
2146<<OOC>> Kraft giggles.
2147
2148
2149
2150 In the back of the car, Sundown closes her eyes and murmurs a brief prayer, the woman's words lilting, almost sing-song, and a rolling, twisting bird made of asphalt forms itself on her settled knees, the gnome's features mirroring the avian expression.
2151
2152
2153
2154 "Please, friend, help hide this vehicle. We hunt tonight to pluck the claws and pull the teeth of the evil in this forsaken place."
2155
2156
2157
2158 The bird gives one whispering caw - barely audible even in the tight confines of the backseat, and then it is gone.
2159
2160
2161
2162<<Plot>> Sundown says, "To be clear - the spirit is using Conceal on the car. Increases all perception TNs related to the car by 3."
2163
2164<<OOC>> Kraft thumbs up. Guess I'll go munch too while we're waiting.
2165
2166<<Game>> Backup to offline storage commencing. Game may freeze for a bit...
2167
2168Carrying:
2169
2170Concealed Equipment(#9439) [VOUCHER] [Concealed]
2171
2172Carried Equipment(#9438) [VOUCHER]
2173
2174Vehicle(#9437) [VOUCHER] [Concealed]
2175
2176You have 1700 OOC MUSH credits.
2177
2178<<OOC>> Anita says, "Back with us Zen?"
2179
2180Player Name On For Idle http://denver.aelfhame.net
2181
2182Zen 03:49 4m
2183
218433 Players logged in, 83 record, no maximum.
2185
2186<<OOC>> Kraft says, "maybe. He's only idle by 4 minutes."
2187
2188<<OOC>> Zen says, "I'm back now."
2189
2190<<OOC>> Sundown says, "Welcome back!"
2191
2192<<OOC>> Zen says, "I got a timer to keep me active."
2193
2194<<OOC>> Sundown says, "... I'm probably going to go myself in the next 5 minutes but I'll be back myself ASAP >_<"
2195
2196<<OOC>> Kraft nods.
2197
2198<<OOC>> Zen nods.
2199
2200<<OOC>> Kraft says, "Alright. So we're all in the car, and headed over. we've got a frequency and a target."
2201
2202<<OOC>> Sundown says, "(and a spirit!)"
2203
2204<<OOC>> Kraft says, "Right!"
2205
2206<<OOC>> Kraft says, "I'll drop a pose if no one else has one. Or did the GM have a pose?"
2207
2208<<Plot>> Zen says, "BetweenAnita and Kraft, you were able to figure out a target. Just need Anita to do the 2 driving rolls. hidden TN is lower due to spirit's assistance."
2209
2210<<OOC>> Kraft says, "You're up, Anita."
2211
2212<<OOC>> Anita says, "Hidden TN?"
2213
2214<<OOC>> Sundown says, "And away I go! Be back ASAP!"
2215
2216<<Auto-Judge[]>> Anita (#5470) rolls Car + 6 for "Reaction pool":
2217
2218 1 1 1 2 2 3 3 4 4 5 8 13
2219
2220<<OOC>> Zen nods to Sun. "yes. I know what the TN is, just asking you to roll driving skill twice." :)
2221
2222<<OOC>> Zen says, "good. 1 more?"
2223
2224<<Auto-Judge[]>> Anita (#5470) rolls Car + 6 for "Reaction pool, Second test":
2225
2226 1 1 1 2 2 4 4 4 9 10 10 15
2227
2228<<OOC>> Zen chuckles. "ok then."
2229
2230<<OOC>> Anita wasn't sure if could use full pool both times, so I split it
2231
2232<<OOC>> Zen says, "that's fine."
2233
2234<<OOC>> Kraft says, "Also, sweet jimminy christmas we got ourselves a rigger. :O"
2235
2236<<Plot>> Zen says, "Anita is able to deal with the rougher roads as they're in the Warrens and all that. From there, while there was a patrol of Them in a beat up pickup truck, between Anita's driving and the spirit, they're avoided quite adroitly."
2237
2238<<OOC>> Kraft says, "Swapping connections again, one tic."
2239
2240 This is a simple room for roleplaying. To change this desc, type:
2241
2242
2243
2244 +setdesc <new description>
2245
2246
2247
2248 (+lhelp is available here)
2249
2250Contents:
2251
2252Anita [Player]
2253
2254Sundown [Player]
2255
2256Zen [Player]
2257
2258Obvious exits (Current location: @tel #2009):
2259
2260Out <O>
2261
2262------------------------------------------------------[ Shadowrun Denver ]-----
2263
2264=================> Players Online For Whom You Are Watching <==================
2265
2266 BillyBob (#10588)
2267
2268-------------------------------------------------------------------------------
2269
2270<<Rumors>> There are 4 new Corporate Rumors.
2271
2272<<Rumors>> There are 17 new Street Rumors.
2273
2274<<Rumors>> There are 10 new Gang Rumors.
2275
2276<<Rumors>> There are 1 new Government Rumors.
2277
2278<<Rumors>> There are 4 new Police Rumors.
2279
2280<<Rumors>> There are 4 new Matrix Rumors.
2281
2282<<OOC>> Kraft says, "Alright, we're live again."
2283
2284<<OOC>> Zen thumbs up.
2285
2286<<OOC>> Kraft says, "Who's pose? Also, are we near the drop point after Anita got us around the truck patrol?"
2287
2288------------------------------------------------------[ Shadowrun Denver ]-----
2289
2290=======================> Ranged Combat Modifiers Table <=======================
2291
2292
2293
2294Recoil Mod for Semi Auto +1 for 2nd Shot this same Combat Phase
2295
2296Recoil Mod for Burst Fire +3 per Burst Fired this same Combat Phase
2297
2298Recoil Mod for Full Auto +1 per Round Fired this same Combat Phase
2299
2300Heavy Weapon Recoil Mod (+kb 190) +(Uncompensated Recoil * 2)
2301
2302Blind Fire +8
2303
2304Partial Cover +4
2305
2306Visibility Impaired +TN Mods from +info combat visibility
2307
2308Multiple Targets +2 per Extra Target this same Combat Phase
2309
2310Target Running +2
2311
2312Target Stationary (+kb 196) 1
2313
2314Attacker Melee +2 per Opponent Engaged
2315
2316Attacker Running +4
2317
2318Attacker Running (difficult ground) +6
2319
2320Attacker Walking +1
2321
2322Attacker Walking (difficult ground) +2
2323
2324Attacker Wounded Light = +1; Medium = +2; Serious = +3
2325
2326Smart-Link I (with smartgun) 2
2327
2328Smart-Link II (with smartgun) -2 & Called Shots are +2 TN (not +4 TN).
2329
2330Smart Goggles (with smartgun) 1
2331
2332Laser Sight 1
2333
2334Dual Wielding & Offhand Use Based Off Ambidex Skill: +hr combat twowea
2335
2336Aimed Shot 1 per Simple Action up to 1/2 Skill
2337
2338 (Round Down)
2339
2340Called Shot +4 (Rules Clarified in +hr combat called)
2341
2342Vision Magnification Steps Down +info combat weaponrange
2343
2344Rangefinder (+kb 330) Long = -1 & Extreme = -2
2345
2346 (Not Compatible with Vision Mag)
2347
2348Recoil Compensation Reduces Recoil Modifier
2349
2350Gyro Stabilization (+kb 190) Reduces Recoil or Movement Modifier
2351
2352
2353
2354-------------------------------------------------------------------------------
2355
2356------------------------------------------------------[ Shadowrun Denver ]-----
2357
2358===============================================================================
2359
2360The following rulings apply to Shadowrun Denver's combat system. Any character who is going to engage in combat is expected to be familiar with those rulings.
2361
2362
2363
2364 AMMO ARMOR CALLED EXPLOSIVES
2365
2366 HELMETS MARTIALARTS QUICKDRAW RECOILCOMP
2367
2368 SCOPES SHOCK SOAK SURPRISE
2369
2370 TWOWEAPON UNARMED VISIONMAG WOUNDS
2371
2372
2373
2374--------------> Type '+hr combat <topic>' for more information' <--------------
2375
2376------------------------------------------------------[ Shadowrun Denver ]-----
2377
2378===============================================================================
2379
2380Called Shots (Book Rules Clarification)
2381
2382
2383
2384 Calling a shot means that the character is aiming at a vulnerable portion of the target. A character can only make a called shot with weapons that fire in single-shot, semi-automatic, and burst-fire modes.
2385
2386 When a shot is called, either:
2387
2388 A. increase the Damage Code by one level,
2389
2390 B. The character may hit a specific sub-target on something vehicle-sized or larger. Do not change the Damage Code of the attack; the standard effect of staging up a Called Shot is negated by the vehicles Damage Level reduction. The power of the attack is not halved, subtract armor normally. Certain components, such as external fuel tanks or runflat tires, may have separate Body and/or Armor Ratings.
2391
2392 C. A character can intentionally target a non-armored body part with a drugged weapon. A successful called shot negates any Impact armor worn FOR THE DRUG ONLY. If the weapon used also causes damage, the damage from it is still staged as per normal armor rules. Furthermore, calling a shot does not defeat chemsealing, just the impact armor. Chemseal always counts at it's full rating against chemical weapons, unless the weapon itself notes that it does not.
2393
2394
2395
2396-------------------------------------------------------------------------------
2397
2398<<OOC>> Anita says, "I believe it's Zen's pose"
2399
2400<<OOC>> Kraft nods. If we get stalled lemme know. I'll gladly drop poses like a ticket tape parade.
2401
2402<<OOC>> Kraft says, "ticker tap too"
2403
2404<<OOC>> Kraft squints. Okay, keyboard.
2405
2406<<OOC>> Anita is happy to pose the drivings if we like
2407
2408<<OOC>> Zen says, "sorry, I thought you were going to pose the drive off what I gave with the plot entry."
2409
2410<<OOC>> Zen says, "should of been more clear about that. :)"
2411
2412<<OOC>> Zen says, "otherwise Zen's pose? He sits and waits. >.>"
2413
2414<<OOC>> Kraft says, "Right. Pose it up, Anita. Zen, can you tell us where we are and what we see? I'll toss some perception rolls at you."
2415
2416------------------------------------------------------[ Shadowrun Denver ]-----
2417
2418=====================> Character Sheet for Kraft (#8816) <=====================
2419
2420---------------------------------> Cyberware <---------------------------------
2421
2422 Name Rtg. Grade Ess. Cost
2423
2424 Cybertorso Alpha 1.2
2425
2426 +- Transducer 0.1
2427
2428 +- Biomonitor 0.3
2429
2430 +- Diagnosis Processor 0.2
2431
2432 Cyberskull Alpha 0.6
2433
2434 +- Datajack 0.2
2435
2436 Cyberleg 0.75
2437
2438 +- Hydraulic Jacks (Single) 5 1
2439
2440 Cyberleg 0.75
2441
2442 +- Hydraulic Jacks (Single) 5 1
2443
2444 Cyberarm 0.75
2445
2446 +- Subdermal Display 0.1
2447
2448 +- Datajack (Induction) 0.3
2449
2450 Cyberarm 0.75
2451
2452 +- Datajack (Induction) 0.3
2453
2454 Reaction Enhancer 2 0.6
2455
2456 Cybereyes (Pair) 0.2
2457
2458 +- Vision Magnification (Optical) 3 0.2
2459
2460 +- Eye Light Systems 0.2
2461
2462 +- Flare Compensation 0.1
2463
2464 Cyberears 0.3
2465
2466 +- Hearing Amplification 0.2
2467
2468 +- Dampener 0.1
2469
2470-------------------------------------------------------------------------------
2471
2472<<Auto-Judge[]>> Kraft (#8816) has the Cyberware Cybereyes (Pair) with the following information (only to Kraft):
2473
2474---------------------> Cyberware Item for Kraft (#8816) <----------------------
2475
2476 Item Name: Cybereyes (Pair)
2477
2478 Type: NORMAL
2479
2480 Contains: Vision Magnification (Optical)
2481
2482 Eye Light Systems
2483
2484 Flare Compensation
2485
2486 Essence: 0.2
2487
2488 Installed: Yes
2489
2490-------------------------------------------------------------------------------
2491
2492<<Auto-Judge[]>> Kraft (#8816) has the Cyberware Cybereyes (Pair) with the following information (only to Kraft):
2493
2494---------------------> Cyberware Item for Kraft (#8816) <----------------------
2495
2496 Item Name: Cybereyes (Pair)
2497
2498 Type: NORMAL
2499
2500 Contains: Vision Magnification (Optical)
2501
2502 Eye Light Systems
2503
2504 Flare Compensation
2505
2506 Essence: 0.2
2507
2508 Installed: Yes
2509
2510-------------------------------------------------------------------------------
2511
2512<<OOC>> Zen nods.
2513
2514<<Auto-Judge[]>> Kraft (#8816) has the Cyberware Cyberears with the following information (only to Kraft):
2515
2516---------------------> Cyberware Item for Kraft (#8816) <----------------------
2517
2518 Item Name: Cyberears
2519
2520 Type: NORMAL
2521
2522 Contains: Hearing Amplification
2523
2524 Dampener
2525
2526 Essence: 0.3
2527
2528 Installed: Yes
2529
2530-------------------------------------------------------------------------------
2531
2532<<Auto-Judge[]>> Kraft (#8816) has the Cyberware Cyberears with the following information (only to Kraft):
2533
2534---------------------> Cyberware Item for Kraft (#8816) <----------------------
2535
2536 Item Name: Cyberears
2537
2538 Type: NORMAL
2539
2540 Contains: Hearing Amplification
2541
2542 Dampener
2543
2544 Essence: 0.3
2545
2546 Installed: Yes
2547
2548-------------------------------------------------------------------------------
2549
2550------------------------------------------------------[ Shadowrun Denver ]-----
2551
2552=============> Cyberware Catalog Listing: Hearing Amplification <==============
2553
2554Cyberware Name: Hearing Amplification
2555
2556 Category: Ears
2557
2558 Valid Levels: NONE
2559
2560 Essence Cost: 0.2
2561
2562 Legality Code: Legal
2563
2564 Avail/Delay: 4/48H
2565
2566 Nuyen Cost: 3500
2567
2568 Street Index: 1.25
2569
2570---------------------------> Cyberware Description <---------------------------
2571
2572Amplifies sound. Provides a -2 bonus in most all situations.
2573
2574-------------------------------------------------------------------------------
2575
2576<<Auto-Judge[]>> Kraft (#8816) has the Cyberware Cyberears with the following information (only to Zen):
2577
2578---------------------> Cyberware Item for Kraft (#8816) <----------------------
2579
2580 Item Name: Cyberears
2581
2582 Type: NORMAL
2583
2584 Contains: Hearing Amplification
2585
2586 Dampener
2587
2588 Essence: 0.3
2589
2590 Installed: Yes
2591
2592-------------------------------------------------------------------------------
2593
2594<<Auto-Judge[]>> Kraft (#8816) has the Cyberware Cybereyes (Pair) with the following information (only to Zen):
2595
2596---------------------> Cyberware Item for Kraft (#8816) <----------------------
2597
2598 Item Name: Cybereyes (Pair)
2599
2600 Type: NORMAL
2601
2602 Contains: Vision Magnification (Optical)
2603
2604 Eye Light Systems
2605
2606 Flare Compensation
2607
2608 Essence: 0.2
2609
2610 Installed: Yes
2611
2612-------------------------------------------------------------------------------
2613
2614<<Auto-Judge[]>> Kraft (#8816) rolls Intelligence (to Zen) for "Perception with vision mag and amp'd hearing.":
2615
2616 1 3 3 4 13
2617
2618<<Plot>> Zen says, "The area they're going to is even more run down that most of the warrens. There's almost a slime like feel to the air as they get closer to the point given to Anita and Kraft. Sundown may feel restless as there is definitely a magical taint on the astral. Them has done something to this area that was really really bad. There's a few normal people eeking out a living in the area but most of it is deserted. The drop point use to be a gas station, the pumps have been ripped out but the building itself looks stable enough. The windows are all boarded up and there's even bars on the windows. The door in the front has a couple of gangers standing around it 'guarding'. The local area has run down buildings with the standard background chatter of guns in the Warrens to drown out a general closeness they might get."
2619
2620<<OOC>> Kraft will let Anita pose before he drops pose?
2621
2622Zen pages: Specifics you can pick out; the men outside have pretty beat up gear. They must be the bottom of the scum pile to pull guard duty it seems. None of them seem that aware of the surroundings either, zoned on whatever drug they managed to get ahold of.
2623
2624Long distance to Zen: Kraft thumbs up. :3
2625
2626
2627
2628
2629
2630 "Magic to hide us? Guess it doesn't hurt." With that, the muscle car roars to life and Anita sets off, easily weaving the vehicle around the paths and sidestreets. She's hardly going to put the peddle to the floor while they make their approach, but navigating around the patrol and checkpoints? Child's play. Finding a spot near the destination to pull over, Anita flicks a switch the the vehicle's ruthnium cloak switches on. A little technology-created stealth working with the magic? Why not double up. "Alright," she says, looking back over her shoulder. "We going to sneak in closer, or kick the door down?"
2631
2632<<OOC>> Zen lets Kraft pose drop, then will pose in Zen.
2633
2634<<Game>> Backup to offline storage commencing. Game may freeze for a bit...
2635
2636You paged Zen with 'By the by - the gas station. Are there any tall buildings as neighbors, or has it got a pretty good isolate spot around it?'.
2637
2638You paged Zen with 'Err, a pretty good clear space around it?'.
2639
2640"Spookier than an azzie corps-man with a smile." Mutters Kraft as Sundown gets all wicked with the wikki. "Might want to keep that down low when you can, sweetheart. Folks get nervous around a mojo-popper; Nervous folks with lots of guns."
2641
2642The borg then watches the evening 'Rens slide by, his false eyes flicking as he watches the streets roll by. As they close in on the run down gas station and pick a solid hiding spot, there is a faint whirring sound as he squints. Then sits back, and glances to Anita. "Looks like the two out front got the shit end of the stick, lady. Bad equipment, and both look about as attentive as a two nuyen whore around a bag of nucoke. Probably razzed out of their skulls, you catch my drift?" He then frowns, and looks back out the window again.
2643
2644"I'm all for kicking and running. That's pretty much routine when it comes to Them; Grab what you can and run like hell. Got an idea? Otherwise, I'll waggle a few off."
2645
2646<<Plot>> Zen says, "As this is something everyone could see, We'll say the entrance for the gas station is facing south. It's on a corner of a road. The building to the north and west is rubble. To the east is 2 stories, so a bit taller than it. The one directly south of it is rubble, but the one to the SE of it is 5 story. Anita can get close to behind that building. The road runs on the east and south side of the gas station."
2647
2648<<OOC>> Anita says, "So Sun is away now, that right?"
2649
2650<<OOC>> Kraft nods.
2651
2652<<OOC>> Zen says, "she said she'd return asap."
2653
2654<<OOC>> Kraft says, "She's off eating. Said she'd be back as soon as possible. It's just you and me - and Zen."
2655
2656<<Watchfor>> Hek (#10968) just connected to the game.
2657
2658Huh? (Type "help" for help.)
2659
2660<<Global Commands>> I can't find that topic.
2661
2662------------------------------------------------------[ Shadowrun Denver ]-----
2663
2664=====================> Global Help: The Watchfor System <======================
2665
2666+watchfor: Watch for other players' logons and logoffs
2667
2668
2669
2670Usage: +watchfor [<player>]
2671
2672
2673
2674 Without a <player> specified, this command functions just like
2675
2676 +watchfor/list. Otherwise, it attempts to add <player> to
2677
2678 your permanent watchfor list. To remove a player, use this command
2679
2680 and place an exclamation mark (!) in front of the name.
2681
2682
2683
2684Usage: +watchfor/list [<player>]
2685
2686
2687
2688 This command lists your current watchfor list, a list of those from
2689
2690 whom you are hiding, and whether your logins/logoffs are hidden from
2691
2692 everyone. Only staff may specify the <player> to view.
2693
2694
2695
2696Usage: +watchfor/hide <player>
2697
2698
2699
2700 This command adds <player> to your hide-from list. That player will no
2701
2702 longer see your logons or logoffs. To remove a player from this list,
2703
2704 place an exclamation mark (!) in front of the player's name.
2705
2706
2707
2708----------------------> Continued in '+help watchfor2' <-----------------------
2709
2710------------------------------------------------------[ Shadowrun Denver ]-----
2711
2712=======================> Players you are Watching For <========================
2713
2714 Krieg (#6133) Posh (#11342) Vox (#5619)
2715
2716 Hek (#10968) BillyBob (#10588)
2717
2718-------------------------------------------------------------------------------
2719
2720You ARE hiding your logins from other players.
2721
2722-------------------------------------------------------------------------------
2723
2724------------------------------------------------------[ Shadowrun Denver ]-----
2725
2726=======================> +finger information for Krieg <=======================
2727
2728 Name : Krieg Alias : Mechanic Gender : Female
2729
2730 Full Name : Yoko Amsel Race : Elf
2731
2732 Last On : Mon Aug 8 12:16:28 2016
2733
2734
2735
2736 Archetype : Anti-CCSS Rigger
2737
2738-------------------------------------------------------------------------------
2739
2740------------------------------------------------------[ Shadowrun Denver ]-----
2741
2742========================> +finger information for Vox <========================
2743
2744 Name : Vox Alias : Gender : Female
2745
2746 Full Name : Nahid Atais Race : Human
2747
2748 Last On : Mon Oct 3 17:15:52 2016
2749
2750
2751
2752-------------------------------------------------------------------------------
2753
2754------------------------------------------------------[ Shadowrun Denver ]-----
2755
2756=================> Global Help: The Watchfor System, Part 2 <==================
2757
2758
2759
2760Usage: +watchfor/dark <on/off>
2761
2762
2763
2764 When turned on, this feature prevents anyone but staff members from
2765
2766 seeing your logons and logoffs.
2767
2768
2769
2770Usage: +watchfor/me [<player>]
2771
2772
2773
2774 This command shows a listing of all online players who are watching
2775
2776 for you (or <player> if specified; staff only). Those
2777
2778 on your 'hide-from' list will not be displayed.
2779
2780
2781
2782Usage: +watchfor/who [<player>]
2783
2784
2785
2786 This command displays a list of everyone for whom you are watching.
2787
2788 Run automatically at login. Staff may specify a <player> to view.
2789
2790
2791
2792-------------------------------------------------------------------------------
2793
2794<<Watchfor>> Removing BillyBob (#10588) from your permanent watchfor list.
2795
2796------------------------------------------------------[ Shadowrun Denver ]-----
2797
2798=======================> Players you are Watching For <========================
2799
2800 Krieg (#6133) Posh (#11342) Vox (#5619)
2801
2802 Hek (#10968)
2803
2804-------------------------------------------------------------------------------
2805
2806You ARE hiding your logins from other players.
2807
2808-------------------------------------------------------------------------------
2809
2810<<Watchfor>> Removing Hek (#10968) from your permanent watchfor list.
2811
2812------------------------------------------------------[ Shadowrun Denver ]-----
2813
2814========================> +finger information for Hek <========================
2815
2816 Name : Hek Alias : Gender : Male
2817
2818 Full Name : Heng Ernesto Khan Race : Human
2819
2820 Last On : Tue Oct 4 13:13:41 2016
2821
2822
2823
2824 Quote : Regarding Knox's Shadowrun Return's campaign, I have this to say.
2825
2826
2827
2828 You paged Knox with 'Thank goodness that Laz was there to @save me'.
2829
2830-------------------------------------------------------------------------------
2831
2832
2833
2834
2835
2836 "I can do quiet," Anita says as she reaches into the footwell and under her seat, drawing out a Ranger-X bow ad a quiver of arrows. "These things will go right through ballistic armor and don't make a sound. But if they get on us, we'll need to get them off fast...and one of us is going to have to carry those things to the trunk. Or our friends magical buddy can do the heavy lifting." Fishing out her Ares Alpha from who-knows-where in the car, she leaves the rifle across her lap. "Consider that a plan B"
2837
2838------------------------------------------------------[ Shadowrun Denver ]-----
2839
2840=====================> Character Sheet for Kraft (#8816) <=====================
2841
2842--------------------------------> Attributes <---------------------------------
2843
2844 Body : 3 ( 8) Charisma : 5 Essence : 6 (0.1)
2845
2846 Quickness : 6 ( 7) Intelligence : 5 Body Index : 0 (2.4)
2847
2848 Strength : 3 ( 4) Willpower : 2 Magic : 0
2849
2850 Reaction : 5 ( 9) Initiative : 9 + 2D6 Armor : 5/ 3
2851
2852-------------------------------------------------------------------------------
2853
2854<<OOC>> Kraft scrolls back up. How much did each crate weigh again?
2855
2856<<Stats System>> No cyberware items match your search criteria.
2857
2858<<OOC>> Anita says, "30kg"
2859
2860------------------------------------------------------[ Shadowrun Denver ]-----
2861
2862==================> Contents of Concealed Equipment (#9439) <==================
2863
2864| Item | Qty | IC Location | Description |
2865
2866*------+-------+----------------------+---------------------------------------*
2867
2868| * 1 | 1 | Carried | Secure Ultra-Vest |
2869
2870| 2 | 1 | Carried | Flash-Pak |
2871
2872| 3 | 1 | Carried | Cavalier Deputy (Custom) |
2873
2874| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
2875
2876| 5 | 1 | Carried | Laser Sight (Extended) |
2877
2878| 6 | 1 | Carried | Polymimetic Mask |
2879
2880| 7 | 1 | Carried | Taccom Personal Unit |
2881
2882| 8 | 1 | Carried | Micro-Camcorder |
2883
2884| 9 | 1 | Carried | Micro-Recorder |
2885
2886| 10 | 1 | Carried | Pocket Secretary |
2887
2888| 11 | 1 | Carried | Tool Laser |
2889
2890| 12 | 1 | Carried | Wrist Grapple gun |
2891
2892| 13 | 1 | Carried | Scanner (Custom) |
2893
2894| 14 | 1 | Carried | Vidlink Transmitter |
2895
2896| 15 | 1 | Carried | Electronics MiniKit |
2897
2898| 16 | 6 | Carried | EX EX Ammo |
2899
2900| 17 | 6 | Carried | Rebound Ammo |
2901
2902=============================== 17 Items Listed ===============================
2903
2904 Type '+vinfo #9439/<item>' for full information about an item.
2905
2906 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
2907
2908 Type '+help voucher' for help on the voucher system.
2909
2910 <<Auto-Judge[]>> Voucher Authenticity Verified
2911
2912-------------------------------------------------------------------------------
2913
2914------------------------------------------------------[ Shadowrun Denver ]-----
2915
2916======================> Item 12 on Concealed Equipment <=======================
2917
2918 Item Name: Wrist Grapple gun
2919
2920 Item Type: ITEM
2921
2922 Quantity: 1
2923
2924 Fractional OK: No
2925
2926 Clonable: No
2927
2928 Players Can Link: No
2929
2930 Created For: Kraft (#8816)
2931
2932 Created By: Myth (#2142)
2933
2934 IC Location: Carried
2935
2936-----------------------------> GM Notes for Item <-----------------------------
2937
2938Dec 3 2015 Chargen Note: The Wrist-Mounted Grapple Gun is a modified
2939
2940 grapple gun built into a glove and secured with a metal band
2941
2942 around the middle portion of the hand as well as a metal band
2943
2944 that snaps secure at the wrist. Both bands are hidden inside the
2945
2946 glove and are sewn to make snapping on a one handed procedure.
2947
2948 The spool with the line (spools are 40 meters of line) can be
2949
2950 interchanged to change the type of line used. Range on the line
2951
2952 shot is 20 meters.
2953
2954Dec 3 2015 Purchased 1 at chargen for 1500 in resources. Approved by Myth
2955
2956 (#2142).
2957
2958-------------------------------------------------------------------------------
2959
2960------------------------------------------------------[ Shadowrun Denver ]-----
2961
2962================================> Basic Gear <=================================
2963
2964
2965
2966 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
2967
2968
2969
2970 AMMO ARMOR BIOTECH CHEMICAL
2971
2972 COMM CUSTOM ELECTRONICS EXPLOSIVES
2973
2974 FIREARMS FUP GRENADES MAGICAL
2975
2976 MATRIX MELEE PROJECTILE RECOMMENDED
2977
2978 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
2979
2980 THROWING TOOLS VEHICLES VISION
2981
2982
2983
2984--------------> Type '+info gear <topic>' for more information' <--------------
2985
2986------------------------------------------------------[ Shadowrun Denver ]-----
2987
2988==========================> Shadowrun Denver: Gear <===========================
2989
2990
2991
2992 This gear section features custom equipment not found in the rule books, originally created for Shadowrun Denver.
2993
2994
2995
2996 AMMO ARMOR BIOWARE CYBERWARE
2997
2998 FIREARMS MATRIX MELEE MISC
2999
3000 REPEALED VEHICLES VISION WEAPONS
3001
3002
3003
3004----------> Type '+info gear custom <topic>' for more information' <-----------
3005
3006------------------------------------------------------[ Shadowrun Denver ]-----
3007
3008===============================================================================
3009
3010
3011
3012 Any custom gear that is available for general purchase on the game will be documented here.
3013
3014
3015
3016 AEXD BARRIERS BLUD-B-GONE BUBBLES
3017
3018 CHAFFGRENADES CONTACTS FASTSKIN GECKOGLOVES
3019
3020 GENERATOR HEARINGAID LASERTOOL LOCKKICKER
3021
3022 MATRIXPOD MEDICINEBAG MICROSKIN MINIRESP
3023
3024 MINITOOLS NULLSCENT PHEROMONE POLYMASK
3025
3026 RASI ROLLERSKATES SKATEBOARDS SMARTGLOVE
3027
3028 SNAPTIGHT SPLITTER TRUTHSERUM WIRELESS
3029
3030 WRISTGRAPPLE ZEUS-CQB
3031
3032
3033
3034-------------------------------------------------------------------------------
3035
3036<<Info System>> I can't find that topic.
3037
3038------------------------------------------------------[ Shadowrun Denver ]-----
3039
3040===============================================================================
3041
3042Wrist-Mounted Grapple Gun
3043
3044
3045
3046The Wrist-Mounted Grapple Gun is a modified grapple gun built into a glove and secured with a metal band around the middle portion of the hand as well as a metal band that snaps secure at the wrist. Both bands are hidden inside the glove and are sewn to make snapping on a one handed procedure. The spool with the line (spools are 40 meters of line) can be interchanged to change the type of line used. Range on the line shot is 20 meters.
3047
3048
3049
3050Spools can be regular grapple line or stealth line, as well as some custom lines like fishing line, tungsten steel line and feasibly monowire, though you would have to pay for the wire used separately especially for the monowire. It would require the same tn as monowire alone would have to acquire.
3051
3052
3053
3054
3055
3056Weapon Conceal Ammo Mode Damage Weight Avail Cost SI Legal RC
3057
3058W-M Grapple 5 N/A SS N/A 0.6kg 8/10d 1500 1.5 Legal 0
3059
3060
3061
3062Accessories/Notes:
3063
3064Uses Projectile Weapon skill.
3065
3066Range 20 meters.
3067
3068Alternative cable/wires can be used, such as Fishing Line (20 nuyen, always available, cannot use for climbing), Regular Line (30 nuyen, always available). Stealth Line and Monowire could also be installed at their standard rates.
3069
3070This item can support 100 kg. Modification for Trolls/etc at standard metahuman modification rates.
3071
3072-------------------------------------------------------------------------------
3073
3074Kraft(#8816POc)
3075
3076
3077
3078 Tall - for a human - 'Kraft' stands around 6'2" (1.86 meters), most of it a cheap pale-colored cybernetic graft. From the top of his head to his flat plane of a foot, Kraft is completely cybernetic. Pock-marks, dings, and the occasional scratch mar his cybernetic chasis like old scars, but most of that's simple cosmetic damage. The seams don't quite meet up too, allowing the occasional glimpse to the chrome plating beneath. No attempt has been made to hide the strange man's nature, with even his eyes appearing more camera than human - blank black with dull yellow irises - and his ears as little more than flattened hubs on either side of his head. Bereft of hair, it'd be easy to mistake him as some sort of fancy service drone save for his irrefutably organic mannerisms.
3079
3080
3081
3082 His clothing typically consists of one color: Dusty brown. A classic low collar white shirt is drapped over his frame, the top two buttons left undone - held in place by a loosened, thin black tie. An old pair of brown slacks and scuffed up black loafers with a heavy heel complete the ensemble, all wrapped up in a simple brown long coat; The better to keep the rain off, of course. Thickly knuckled gloves are pulled tight over his fake hands, and to top it off is a wide brimmed hat - designed to redirect rain, wind, and sunshine the hell away from him.
3083
3084
3085
3086
3087
3088 Zen watches as they settle to a stop and listens to the others. He'd get out of the car quietly, flicking on his cloak as he did, the cloth shimmering, then vanishing, along with him, from casual sight. Across the com he'd intone quietly as he started making his way over for the target. "Let me determine where everyone is. We might be able to draw them all away with the proper incentive, so they won't even know they're hit." Zen moves at that steady quiet pace that he normally reserves for his patrols, approaching the gas station to start seeking out more information for the others.
3089
3090
3091
3092
3093
3094"I can be quiet until the shooting starts, sister, but I haven't played indians and cowboys since I was still in a disposo-nappy." The borg deadpans, watching Anita pull out a bow and arrow. Then shrugs his shoulders, fake lips twisting into a sardonic grin. "Well, suppose we could come down from on top as well."
3095
3096He points up, towards the neighboring buildings. "I've a few tricks that can get us up and get us down onto the roof nice and quiet-like. Dunno what we'll find up there, but possible we can slip in from above. .. I'll have to take each crate one at a time, and it'll be close, but.."
3097
3098And then Zen slips out and goes for it. ".. Or we can do that."
3099
3100<<Auto-Judge[]>> Zen (#7043) rolls Stealth for "TN+12 due to ruthe cloak + traceless step":
3101
3102 1 3 5 5 7
3103
3104<<OOC>> Zen says, "TN 19 to spot him.."
3105
3106<<Auto-Judge[]>> Zen (#7043) rolls 3 vs TN 19 for "Goons aware of the one in stealth mode?":
3107
3108 1 4 5 = 0 Successes
3109
3110<<Auto-Judge[]>> Zen (#7043) rolls 5 vs TN 19 for "Other things that go bump in the night aware?":
3111
3112 2 2 5 5 5 = 0 Successes
3113
3114
3115
3116 Zen is able with the time it takes for moving slow enough to scout out the area. The guys out front are oblivious. He's able to sweep the whole area and would note down where others are at. The building is big enough to hold another 4 guys in it and 2 more guys are on the north side of the building. After he gets far enough away from them so he can speak subvocal and not be heard at all, he'd relay the information to the others. "A spirit could lead them off? I was not able to get to the roof to determine if there is an entrance there. Otherwise if we hit both north and south, we could probably just end them?"
3117
3118
3119
3120
3121
3122
3123
3124 "Stay in the car magic-fingers," Anita says over her shoulder before she shrugs as Zen slips out. Tucking the sling for the assault rifle over her shoulders the woman glances at the more obvious borg, shrugging her shoulders. "The spirit gets found out and they might put some magic whammy on us. Sometimes a little direct action is the best move. We're taking a risk of one of us getting caught with our pants down, we try sneaking the boxes one at a time." Another pause and she glances in the vague direction Zen went. "We can vote on it, I'll follow you guys, but I don't like taking chances with these guys."
3125
3126------------------------------------------------------[ Shadowrun Denver ]-----
3127
3128==================> Contents of Concealed Equipment (#9439) <==================
3129
3130
3131
3132| Item | Qty | IC Location | Description |
3133
3134*------+-------+----------------------+---------------------------------------*
3135
3136| * 1 | 1 | Carried | Secure Ultra-Vest |
3137
3138| 2 | 1 | Carried | Flash-Pak |
3139
3140| 3 | 1 | Carried | Cavalier Deputy (Custom) |
3141
3142| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
3143
3144| 5 | 1 | Carried | Laser Sight (Extended) |
3145
3146| 6 | 1 | Carried | Polymimetic Mask |
3147
3148| 7 | 1 | Carried | Taccom Personal Unit |
3149
3150| 8 | 1 | Carried | Micro-Camcorder |
3151
3152| 9 | 1 | Carried | Micro-Recorder |
3153
3154| 10 | 1 | Carried | Pocket Secretary |
3155
3156| 11 | 1 | Carried | Tool Laser |
3157
3158| 12 | 1 | Carried | Wrist Grapple gun |
3159
3160| 13 | 1 | Carried | Scanner (Custom) |
3161
3162| 14 | 1 | Carried | Vidlink Transmitter |
3163
3164| 15 | 1 | Carried | Electronics MiniKit |
3165
3166| 16 | 6 | Carried | EX EX Ammo |
3167
3168| 17 | 6 | Carried | Rebound Ammo |
3169
3170=============================== 17 Items Listed ===============================
3171
3172 Type '+vinfo #9439/<item>' for full information about an item.
3173
3174 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
3175
3176 Type '+help voucher' for help on the voucher system.
3177
3178 <<Auto-Judge[]>> Voucher Authenticity Verified
3179
3180
3181
3182-------------------------------------------------------------------------------
3183
3184------------------------------------------------------[ Shadowrun Denver ]-----
3185
3186=======================> Item 2 on Concealed Equipment <=======================
3187
3188 Item Name: Flash-Pak
3189
3190 Item Type: ITEM
3191
3192 Quantity: 1
3193
3194 Fractional OK: No
3195
3196 Clonable: No
3197
3198 Players Can Link: No
3199
3200 Created For: Kraft (#8816)
3201
3202 Created By: Myth (#2142)
3203
3204 IC Location: Carried
3205
3206-----------------------------> GM Notes for Item <-----------------------------
3207
3208Dec 3 2015 Chargen Note: The size of a pack of cigarettes, this unit
3209
3210 contains four quartz-halogen micro-flashes designed to fire in
3211
3212 random strobe sequences to disorient, distract and blind
3213
3214 opponents. Anyone facing a flash-pak receives a +4 target number
3215
3216 modifier (+2 if the target has flare compensation). The pak also
3217
3218 negates modifiers from poor or no lighting, but imposes its own
3219
3220 +2 modifier because of the strobing flashes.
3221
3222Dec 3 2015 Purchased 1 at chargen for 250 in resources. Approved by Myth
3223
3224 (#2142).
3225
3226-------------------------------------------------------------------------------
3227
3228------------------------------------------------------[ Shadowrun Denver ]-----
3229
3230=====================> Character Sheet for Kraft (#8816) <=====================
3231
3232---------------------------------> Cyberware <---------------------------------
3233
3234 Name Rtg. Grade Ess. Cost
3235
3236 Cybertorso Alpha 1.2
3237
3238 +- Transducer 0.1
3239
3240 +- Biomonitor 0.3
3241
3242 +- Diagnosis Processor 0.2
3243
3244 Cyberskull Alpha 0.6
3245
3246 +- Datajack 0.2
3247
3248 Cyberleg 0.75
3249
3250 +- Hydraulic Jacks (Single) 5 1
3251
3252 Cyberleg 0.75
3253
3254 +- Hydraulic Jacks (Single) 5 1
3255
3256 Cyberarm 0.75
3257
3258 +- Subdermal Display 0.1
3259
3260 +- Datajack (Induction) 0.3
3261
3262 Cyberarm 0.75
3263
3264 +- Datajack (Induction) 0.3
3265
3266 Reaction Enhancer 2 0.6
3267
3268 Cybereyes (Pair) 0.2
3269
3270 +- Vision Magnification (Optical) 3 0.2
3271
3272 +- Eye Light Systems 0.2
3273
3274 +- Flare Compensation 0.1
3275
3276 Cyberears 0.3
3277
3278 +- Hearing Amplification 0.2
3279
3280 +- Dampener 0.1
3281
3282-------------------------------------------------------------------------------
3283
3284
3285
3286"Hard and fast it is. Just like my old flame."
3287
3288Grunts the borg, as he slips out of the car as well. Leaving Stuntie the Wonder Gnome where she is, for right now, as he switches transducer connection for the Taccom. It removes inflection from his voice, being text-to-speech, but it's also perfectly silent. Pulling the massive Deputy Cavalier from its holster at his side, he wraps both hands around it and nods towards Anita.
3289
3290"You've got the lead, sister; Better see what you can poke with your sticks."
3291
3292------------------------------------------------------[ Shadowrun Denver ]-----
3293
3294=============================> Cyberware Catalog <=============================
3295
3296Cyberware Name Ratings Essence Cost Nuyen Cost
3297
3298---------------------------------------- ------- ------------ -----------------
3299
3300Hydraulic Jacks (Paired) 1-5 1 1.25 1.5 1 Rating*5000
3301
3302Hydraulic Jacks (Single) 1-5 0.5 0.625 0. Rating*2500
3303
3304----------> 2 items listed. Type '+cyber/list <itemname>' to view. <-----------
3305
3306------------------------------------------------------[ Shadowrun Denver ]-----
3307
3308============> Cyberware Catalog Listing: Hydraulic Jacks (Paired) <============
3309
3310Cyberware Name: Hydraulic Jacks (Paired)
3311
3312 Category: Cyberlegs
3313
3314 Valid Levels: 1 2 3 4 5
3315
3316 Essence Cost: 1 1.25 1.5 1.75 2
3317
3318 Legality Code: Legal
3319
3320 Avail/Delay: 5/6D
3321
3322 Nuyen Cost: Rating*5000
3323
3324 Street Index: 1
3325
3326---------------------------> Cyberware Description <---------------------------
3327
3328+20% per Rating to the distance a character can jump
3329
3330+Rating to Athletics.Running and Athletics.Jumping tests
3331
3332Quickness(5) test (+1 TN every 4m over 5m) to reduce the Power of any falling damage by Rating
3333
3334-------------------------------------------------------------------------------
3335
3336<<OOC>> Anita says, "Can I roll to shoot one of the guards on our side?"
3337
3338<<OOC>> Zen says, "certainly. We'll say 50 feet for the range? Other side of the street right? it's also pretty dark, so there's going to be an extra +2 penalty for low light. They aren't moving and are in the open."
3339
3340------------------------------------------------------[ Shadowrun Denver ]-----
3341
3342============================> Weapon Range Table <=============================
3343
3344
3345
3346 Short(4) Medium(5) Long(6) Extreme(9)
3347
3348Taser 0-5 6-10 11-12 13-15
3349
3350Hold-out/Light pistol 0-5 6-15 16-30 31-50
3351
3352Heavy pistol 0-5 6-20 21-40 41-60
3353
3354Shotgun 0-10 11-20 21-50 51-100
3355
3356SMG 0-10 11-40 41-80 81-150
3357
3358Assault rifle 0-50 51-150 151-350 351-550
3359
3360Sporting rifle 0-100 101-250 251-500 501-750
3361
3362Sniper rifle 0-150 151-300 301-700 701-1000
3363
3364Light machine gun 0-75 76-200 201-400 401-800
3365
3366Medium machine gun 0-80 81-250 251-750 751-1200
3367
3368Heavy machine gun 0-80 81-250 251-800 801-1500
3369
3370Grenade launcher 5-50 51-100 101-150 151-300
3371
3372Missile launcher 0-150 151-450 451-1200 1201-3000
3373
3374Bow 0-STR STR x10 STR x30 STR x60
3375
3376Light crossbow 0-6 24 60 120
3377
3378Medium crossbow 0-12 48 120 200
3379
3380Heavy crossbow 0-25 75 200 300
3381
3382Non-Aerodynamic 0-STR STR x2 STR x3 STR x5
3383
3384Aerodynamic 0-STR STR x2 STR x5 STR x7
3385
3386
3387
3388 [ All distances listed in meters ]
3389
3390* Red Numbers at the top of the columns are the TNs for those ranges.
3391
3392
3393
3394-----------------> Continued in '+info combat weaponrange2' <------------------
3395
3396------------------------------------------------------[ Shadowrun Denver ]-----
3397
3398============================> More Weapon Ranges <=============================
3399
3400
3401
3402Distance (Meters) Short(4) Medium(5) Long(6) Extreme(9)
3403
3404Firelance Laser 0-200 201-350 351-750 751-12,000
3405
3406Assault Cannon 0-100 101-300 301-900 901-2400
3407
3408Vigilant Autocannon 0-100 101-500 501-2,500 2,501-5,000
3409
3410Victory Autocannon 0-100 101-500 501-2,500 2,501-5,000
3411
3412M-12 Mortar 150-300 301-1,000 1,001-4,000 4001-6,000
3413
3414Ballista Launcher 20-100 101-500 501-3,000 3,001-5,000
3415
3416Great Dragon 20-350 351-750 751-1,500 1,501-5,000
3417
3418Vogeljager Man-portable 25-200 201-600 601-2,000 2,001-4,000
3419
3420Laser Designator 50-100 301-1,500 1,501-3,000 3,001-5,000
3421
3422Microwave Designator 50-500 501-2,500 2,501-5,000 5,001-8,000
3423
3424Radar Designator 50-500 501-3,000 3,001-6,000 6,001-10,000
3425
3426
3427
3428-------------------------------------------------------------------------------
3429
3430<<OOC>> Anita says, "is that +2 counting low-light vision mods?"
3431
3432<<OOC>> Zen says, "no, base TN. You add your mods"
3433
3434<<Auto-Judge[]>> Anita (#5470) rolls Projectile Weapons + Combat Pool: 4 vs TN 2 for "Stationary -1, SL2 Bow-link -2, Low Light vision.":
3435
3436 2 3 3 3 4 4 5 5 = 8 Successes
3437
3438<<OOC>> Anita says, "13M base damage, resisted by impact rather then Ballistic"
3439
3440------------------------------------------------------[ Shadowrun Denver ]-----
3441
3442===============================> Combat Tables <===============================
3443
3444
3445
3446 Helpful tables for combat rules can be found in the documents below.
3447
3448
3449
3450 ACTIONS BARRIERS CATCHINGFIRE ENCUMBRANCE
3451
3452 ESCAPE FALLING JUMPING LIFTTHROW
3453
3454 MANEUVERS MARTIALARTS OBJECTRES RACIALMODS
3455
3456 RANGEDMODS RECOILCOMP RUNNING SHOCKRULES
3457
3458 SMALLUNIT SUPPRESSIVE VISIBILITY WEAPONRANGE
3459
3460
3461
3462-------------> Type '+info combat <topic>' for more information' <-------------
3463
3464------------------------------------------------------[ Shadowrun Denver ]-----
3465
3466===========================> Visibility Modifiers <============================
3467
3468
3469
3470 Normal Low Low Light
3471
3472 Normal w/Eyelights Light w/Eyelights Thermo Ultra
3473
3474 Full Darkness +8 +4 +8/+8 +2/+2 +4/+2 +4
3475
3476 Minimal Light +6 +2 +4/+2 --/-- +4/+2 +3
3477
3478 Partial Light +2 -- +1/-- --/-- +2/+1 +1
3479
3480 Glare +2 +2 +4/+2 +4/+2 +4/+2 +1
3481
3482 Mist +2 +2 +2/-- +2/-- --/-- +1
3483
3484 Lt. Smoke/Fog/Rain +4 +4 +4/+2 +4/+2 --/-- +2
3485
3486Hvy. Smoke/Fog/Rain +6 +6 +6/+4 +6/+4 +1/-- +3
3487
3488 Thermal Smoke +4 +4 +4/+4 +4/+4 +8/+6 +2
3489
3490 White Noise -- -- --/-- --/-- --/-- +Rtg
3491
3492
3493
3494 When items are separated by a slash (/), the first number applies to cybernetic vision, the second to natural.
3495
3496
3497
3498-------------------------------------------------------------------------------
3499
3500------------------------------------------------------[ Shadowrun Denver ]-----
3501
3502===============================> Lift / Throw <================================
3503
3504
3505
3506 Lifting/Throwing
3507
3508
3509
3510A character may pick up off the ground a weight equal to 25 kilograms (55 pounds) per point of Strength without making a test.
3511
3512
3513
3514Above that a character may make a Strength Test vs a TN equal to the weight of an object to be lifted (in kilograms), divided by 10. For every success on the test, the character may lift an additional 10 percent, round down.
3515
3516
3517
3518A character may lift over their head a weight equal to 12 kilograms (26.4 pounds) per point of Strength by making a standard Strenth Test.
3519
3520
3521
3522Once the weight is over the character's head, they may throw that object a number of meters equal to their Strength minus the object's weight (in kilograms) divided by 50, round down. The character can attempt to increase this range by making a Strength Test against a TN equal to the weight of the object lifted divided by 10, round UP. For every 2 successes, they may throw the object another meter.
3523
3524
3525
3526The Admin/GM can, at their discretion, increase or decrease the weight the PC can lift for such things as balanced load, struggling object, proper equipment, bad ground, and so forth.
3527
3528
3529
3530-------------------------------------------------------------------------------
3531
3532------------------------------------------------------[ Shadowrun Denver ]-----
3533
3534===============================> Combat Tables <===============================
3535
3536
3537
3538 Helpful tables for combat rules can be found in the documents below.
3539
3540
3541
3542 ACTIONS BARRIERS CATCHINGFIRE ENCUMBRANCE
3543
3544 ESCAPE FALLING JUMPING LIFTTHROW
3545
3546 MANEUVERS MARTIALARTS OBJECTRES RACIALMODS
3547
3548 RANGEDMODS RECOILCOMP RUNNING SHOCKRULES
3549
3550 SMALLUNIT SUPPRESSIVE VISIBILITY WEAPONRANGE
3551
3552
3553
3554-------------> Type '+info combat <topic>' for more information' <-------------
3555
3556------------------------------------------------------[ Shadowrun Denver ]-----
3557
3558===============================> Actions Guide <===============================
3559
3560
3561
3562 Here you will find the listings of actions you may take as a free, simple or complex action.
3563
3564
3565
3566
3567
3568 COMPLEX FREE SIMPLE
3569
3570
3571
3572---------> Type '+info combat actions <topic>' for more information' <---------
3573
3574<<Info System>> I can't find that topic.
3575
3576------------------------------------------------------[ Shadowrun Denver ]-----
3577
3578========================> The Athletics.Jumping Skill <========================
3579
3580Jumping is a specialization of the Athletics skill.
3581
3582
3583
3584For all jumps the limit on distance is equal to the PC's Modified Quickness,
3585
3586in meters, +20% per level of Hydraulic Jacks Cyberware they have installed.
3587
3588
3589
3590To jump as far as you can:
3591
3592 Roll Athletics.Jumping, keeping the high result.
3593
3594 Divide by 2 for a Horizontal jump, or by 3 for a Vertical jump.
3595
3596 The resulting value is the distance, in Meters, that they jump.
3597
3598
3599
3600To jump to a specific distance/height:
3601
3602 The TN is the distance in Meters for a running horizontal jump.
3603
3604 For a standing horizontal and all vertical jumps, the TN is DOUBLE the
3605
3606the distance in Meters, with the maximum distance being one-third normal.
3607
3608 A single success on the test accomplishes the jump.
3609
3610-------------------------------------------------------------------------------
3611
3612[Announcements] Finn says, "The new hotspot today is Wrench's Werks. An occasional hang out for the biker-gang adjacent, and an underground garage. As well as an....underground...garage, if you catch my drift."
3613
3614<<OOC>> Sundown returns, "Really sorry about that!"
3615
3616<<OOC>> Kraft says, "No trouble, Stuntie the Wonder Gnome! :D We're juuuuust getting started."
3617
3618<<OOC>> Sundown says, "Well... I'd be sorrier if I hadn't had a really nice meal, but still!"
3619
3620<<OOC>> Anita says, "S'okay, and you can cast out the windows"
3621
3622<<OOC>> Sundown says, "Okay, so, if I'm understanding backscroll right, you guys are sneaking ahead and you've asked Sundown to stay in the car?"
3623
3624<<OOC>> Kraft says, "Just to explain your OOC absence. By all means, come and join the fun."
3625
3626<<OOC>> Anita nods!
3627
3628<<Game>> Backup to offline storage commencing. Game may freeze for a bit...
3629
3630<<OOC>> Sundown thumbsup. "Okay, cool. Shall I pose back in or wait a round or...?" xD
3631
3632<<OOC>> Zen says, "you're fine Sun. We just kept going. Zen is sneaking to the north somewhere, you can try to spot him if you want. Anita and Kraft just got out and Anita shot someone with a bow.. I have a soak roll to do now, then we'll be going into combat."
3633
3634<<OOC>> Kraft says, "Pose back in! :D"
3635
3636<<OOC>> Zen says, "so get a pose in before combat so you can be forward."
3637
3638<<OOC>> Sundown thumbsup.
3639
3640<<OOC>> Zen says, "just to remind me; soak is body with TN of hit-armor, right?"
3641
3642<<OOC>> Kraft says, "Right. Subtract armor first, then soak body vs the remainder."
3643
3644<<Auto-Judge[]>> Zen (#7043) rolls 7 vs TN 11 for "Body 4, impact 2 +3 combatpool":
3645
3646 1 2 3 4 4 4 5 = 0 Successes
3647
3648<<OOC>> Zen says, "M>S>D>D+, you just got a headshot Anita."
3649
3650<<OOC>> Anita says, "Want me to pose the attack or are you posing the effect?"
3651
3652
3653
3654 "Stay in the car." Sundown repeats softly, "No, I do not think that is wise."
3655
3656
3657
3658 The gnome slips out of the car after everyone else, regardless. She draws her pistol from its concealed holster, and keeps herself down low. With the amount of magical weirdness she had sensed earlier, she is loathe to call on her magic immediately- instead, she shifts her perception to the astral, and otherwise focuses on staying hidden... but alert, in case her allies are to be ambushed by a spiritual threat. If it wasn't for the comforting darkness, she'd be a lot more nervous - but this is her place, even if the gangers have some pretentions otherwise.
3659
3660
3661
3662<<OOC>> Zen says, "go ahead and pose the attack. I'm letting Sun pose, then calling init. :)"
3663
3664------------------------------------------------------[ Shadowrun Denver ]-----
3665
3666===============> Cyberware Catalog Listing: Eye Light Systems <================
3667
3668Cyberware Name: Eye Light Systems
3669
3670 Category: Eyes
3671
3672 Valid Levels: NONE
3673
3674 Essence Cost: 0.2
3675
3676 Legality Code: Legal
3677
3678 Avail/Delay: 4/72H
3679
3680 Nuyen Cost: 1200
3681
3682 Street Index: 1.5
3683
3684---------------------------> Cyberware Description <---------------------------
3685
3686Reduces darkness modifiers by -4 (-6 if the user has Low Light Vision as well)
3687
3688Range is 100m, reduce bonus by 1 per 10 meters if attempting to see beyond that point.
3689
3690-------------------------------------------------------------------------------
3691
3692Commlink-Sundown> Sundown sends, << I will follow in case they have magical allies. If you are hit, try to tell me. Calmly, if you can. >>
3693
3694Commlink-HatBot> Kraft sends, << That's about as comforting as an amorous trog. >>
3695
3696Commlink-Sundown> Sundown sends, << I will bow to your greater expertise in such things, friend. >>
3697
3698Commlink-HatBot> Kraft sends, << Heh >>
3699
3700
3701
3702
3703
3704 Taking the afformentioned lead, Anita notches one of those Ranger-X arrows into the compound bow and draws the string back, loosing it towards one of the guards who'd clearly not been paying attention enough. The standard arrow punches through the back of the man's skull, killing him before he even realises something is wrong. Already notching the next 'standard' arrow, she takes aim at the next. He might just notice his friend's new piercing.
3705
3706<<Auto-Judge[]>> Zen (#7043) rolls 3 vs TN 3 for "Does the braindead realize his buddy bit it?":
3707
3708 1 3 4 = 2 Successes
3709
3710<<OOC>> Zen says, "yep. He realized that was reality and not the drugs.. init!"
3711
3712<<Auto-Judge[]>> Kraft (#8816) rolls Initiative with a result of 18.
3713
3714<<Auto-Judge[]>> Sundown (#12004) rolls Initiative with a result of 11.
3715
3716<<Auto-Judge[]>> Anita (#5470) rolls Initiative with a result of 23.
3717
3718<<Auto-Judge[]>> Zen (#7043) rolls Initiative with a result of 22.
3719
3720<<OOC>> Kraft highfives Sundown. You and me, dual action buddies.
3721
3722<<OOC>> Sundown is shocked!
3723
3724<<Auto-Judge[]>> Zen (#7043) rolls 1 for "guys outside":
3725
3726 5
3727
3728<<Auto-Judge[]>> Zen (#7043) rolls 2 for "guys inside":
3729
3730 2 5
3731
3732------------------------------------------------------[ Shadowrun Denver ]-----
3733
3734===============================> Combat Tables <===============================
3735
3736
3737
3738 Helpful tables for combat rules can be found in the documents below.
3739
3740
3741
3742 ACTIONS BARRIERS CATCHINGFIRE ENCUMBRANCE
3743
3744 ESCAPE FALLING JUMPING LIFTTHROW
3745
3746 MANEUVERS MARTIALARTS OBJECTRES RACIALMODS
3747
3748 RANGEDMODS RECOILCOMP RUNNING SHOCKRULES
3749
3750 SMALLUNIT SUPPRESSIVE VISIBILITY WEAPONRANGE
3751
3752
3753
3754-------------> Type '+info combat <topic>' for more information' <-------------
3755
3756------------------------------------------------------[ Shadowrun Denver ]-----
3757
3758===============================> Actions Guide <===============================
3759
3760
3761
3762 Here you will find the listings of actions you may take as a free, simple or complex action.
3763
3764
3765
3766
3767
3768 COMPLEX FREE SIMPLE
3769
3770
3771
3772---------> Type '+info combat actions <topic>' for more information' <---------
3773
3774------------------------------------------------------[ Shadowrun Denver ]-----
3775
3776=============================> <Complex Actions> <=============================
3777
3778
3779
3780This is the list of complex actions. You may take one per initiative pass, in addition to a free action.
3781
3782
3783
3784Astral Projection, Banish Spirit, Call Elemental, Cast Spell, Control Spirit, Erase Astral Signature, Fire Automatic Weapon, Fire Mounted or Vehicle Weapon, Melee/Unarmed Attack, Reload Firearm, Summon Nature Spirit, Use Complex Object, Use Skill
3785
3786
3787
3788-------------------------------------------------------------------------------
3789
3790------------------------------------------------------[ Shadowrun Denver ]-----
3791
3792=============================> <Simple Actions> <==============================
3793
3794
3795
3796This is the list of simple actions. You may take two per initiative pass, in addition to a free action.
3797
3798
3799
3800Activate Focus, Call Nature Spirit, Change Gun Mode, Change Position, Command a Spirit, Fire Weapon, Insert Clip, Observe in Detail, Pick Up/Put Down Object, Quick Draw, Ready Weapon, Remove Clip, Shift Perception, Take Aim, Throw Weapon, Use Simple Object.
3801
3802
3803
3804-------------------------------------------------------------------------------
3805
3806<<Plot>> Zen says, "Anita 23, Zen 22, Kraft 18, Sun 11, Inside guys 7, Outside guys 5"
3807
3808------------------------------------------------------[ Shadowrun Denver ]-----
3809
3810==============================> <Free Actions> <===============================
3811
3812
3813
3814This is the list of free actions. You may take one per initiative pass
3815
3816
3817
3818Activate Cyberware, Call a Shot, Change Smartgun Fire Mode, Deactivate Focus, Delay Action, Drop Object, Drop Prone, Drop Sustained Spell, Eject Smartgun Clip, Gesture, Observe, Speak a Word, Spell Defense
3819
3820
3821
3822-------------------------------------------------------------------------------
3823
3824<<Plot>> Zen says, "Anita's action"
3825
3826<<OOC>> Anita says, "Going to shoot second guy with the bow before he can alert guys inside"
3827
3828<<Auto-Judge[]>> Anita (#5470) rolls Projectile Weapons + Combat Pool: 3 vs TN 2 for "SL2 Bow-link -2, Low Light vision.":
3829
3830 1 1 2 2 4 5 11 = 5 Successes
3831
3832------------------------------------------------------[ Shadowrun Denver ]-----
3833
3834================================> Basic Gear <=================================
3835
3836
3837
3838 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
3839
3840
3841
3842 AMMO ARMOR BIOTECH CHEMICAL
3843
3844 COMM CUSTOM ELECTRONICS EXPLOSIVES
3845
3846 FIREARMS FUP GRENADES MAGICAL
3847
3848 MATRIX MELEE PROJECTILE RECOMMENDED
3849
3850 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
3851
3852 THROWING TOOLS VEHICLES VISION
3853
3854
3855
3856--------------> Type '+info gear <topic>' for more information' <--------------
3857
3858------------------------------------------------------[ Shadowrun Denver ]-----
3859
3860============================> Projectile Weapons <=============================
3861
3862
3863
3864Weapon Conceal STR Min Damage Weight Avail Cost SI Legal
3865
3866
3867
3868Bows
3869
3870
3871
3872Ranger-X Bow 3 2+ (STR Min+4)M 1.5 5/36hrs 120YxSTR Min 2 5-D
3873
3874Standard Bow 2 1+ (STR Min+2)M 1 3/36hrs 100YxSTR Min 1 5-D
3875
3876
3877
3878Crossbows
3879
3880
3881
3882Light 2 3 6L 2 4/36hrs 300Y 1 6-D
3883
3884Medium 2 4 6M 3 5/36hrs 500Y 1 6-D
3885
3886Heavy - 5 6S 4 6/36hrs 750Y 1 5-D
3887
3888Pistol Crossbow 5 2 4L 1 3/36hrs 200Y 1 8P-D
3889
3890Repeater Crossbow 2 4 6M 4 8/48hrs 800Y 2 5P-D
3891
3892
3893
3894Other
3895
3896
3897
3898Sling Launcher - 5 Per Object 7 1/14hrs 40Y 1 5-D
3899
3900Slingshot 8 1+ (STR Min+2)L* .5 2/12hrs 5YxSTR Min 1 8-D
3901
3902
3903
3904* Indicates Stun damage
3905
3906
3907
3908-------------------------------------------------------------------------------
3909
3910------------------------------------------------------[ Shadowrun Denver ]-----
3911
3912=========================> The "Announcements" Board <=========================
3913
3914 # Subject Posted Poster U
3915
3916 --- ---------------------------------- ------------ ---------------------- -
3917
3918 1 Legwork To An Auction Aug 25 18:28 Finn (#6756) U
3919
3920 2 Arms Dealer Auction Tonight Sep 4 18:22 Finn (#6756) U
3921
3922 3 Staff-Sponsored Plot Sep 12 18:31 Finn (#6756) U
3923
3924 4 Wiki Reminder + Bonus Sep 14 17:33 Finn (#6756) U
3925
3926 5 Wiki Spruce Up Challenge Oct 1 16:25 Finn (#6756) U
3927
3928 6 Reminder on Log Queues Oct 3 15:21 Mojo (#11250) U
3929
3930----------> 6 messages. Type '+bbread ooc1/<#>' to read a message. <-----------
3931
3932------------------------------------------------------[ Shadowrun Denver ]-----
3933
3934=======================> The "Master OOC Boards" Group <=======================
3935
3936RWA # BBoard Name Alias #Posts Last Posted Unread
3937
3938--- --- ------------------------------ ----------- ------ ------------ ------
3939
3940R-- 1 Announcements announce 6 Oct 3 15:21 6 U
3941
3942RW- 2 General Discussion oocchat 11 Oct 1 12:06 11 U
3943
3944R-- 3 Rules Updates commands 41 Sep 6 13:07 36 U
3945
3946RW- 4 Magic Discussion magic 17 Sep 13 18:59 12 U
3947
3948RW- 5 Ware Discussion ware 0 Feb 12 2015
3949
3950RW- 6 Riggers Discussion riggers 0 Oct 29 2015
3951
3952RW- 7 Deckers Discussion deckers 0 Sep 23 2014
3953
3954R-- 8 Denver Shadow Catalog shadcat 44 Aug 22 2015 43 U
3955
3956RW- 9 Proposals props 0 Nov 16 2015
3957
3958R-- 10 Nom Reports nom 13 Sep 30 02:00 13 U
3959
3960RW- 11 Credits and Kudos cred 1 Oct 1 12:06 1 U
3961
3962RW- 12 Theme Discussion theme 0 May 28 2015
3963
3964RW- 13 OOC Scene Schedule oocrun 0 Oct 2 22:09
3965
3966R-- 14 SURGE Info surge 16 Never 16 U
3967
3968R-- 15 Archives arch 8 Never 8 U
3969
3970RW- 16 Run Ideas runs 84 Sep 21 07:50 84 U
3971
3972RW- 17 Templates (Queue/BBoard) templates 29 Feb 13 2012 29 U
3973
3974RW- 18 Admin Theme Posts atheme 49 Aug 22 21:58 48 U
3975
3976RW- 19 GameMastering Discussion gm 130 Oct 28 2015 130 U
3977
3978RW- 20 Building/Grid News building 57 Apr 2 2015 57 U
3979
3980RW- 22 Stock NPCs npc 35 Sep 18 01:18 23 U
3981
3982RW- 23 Gentle Reminders reminder 100 Sep 24 2015 98 U
3983
3984RW- 24 Spotlight! 3 Feb 18 2013 3 U
3985
3986RW- 25 Character Pictures 31 Mar 24 2014 31 U
3987
3988RW- 26 Prestige Feedback 36 Jul 31 2012 36 U
3989
3990RW- 27 Consent Notifications 1 May 28 2012
3991
3992-----------------------------> 26 Boards Listed <------------------------------
3993
3994 R=Readable, W=Writable, A=Admin. You may use either alias or number
3995
3996-----------> Type '+bbread 1.<board#>' to read messages on a board <-----------
3997
3998------------------------------------------------------[ Shadowrun Denver ]-----
3999
4000=======================> The "Gentle Reminders" Board <========================
4001
4002 # Subject Posted Poster U
4003
4004 --- ---------------------------------- ------------ ---------------------- -
4005
4006 1 Armor and layering Feb 6 2010 Vulcan (#3087) U
4007
4008 2 Attention in Plots Feb 6 2010 Vulcan (#3087) U
4009
4010 3 The Warrens Feb 6 2010 Vulcan (#3087) U
4011
4012 4 Encumbrance Feb 6 2010 Vulcan (#3087) U
4013
4014 5 Justifications Feb 6 2010 Vulcan (#3087) U
4015
4016 6 Shadowland and IC Feb 6 2010 Vulcan (#3087) U
4017
4018 7 Fashion Spell and Armor Feb 6 2010 Vulcan (#3087) U
4019
4020 8 Reputation Feb 6 2010 Vulcan (#3087) U
4021
4022 9 Negotiation Feb 6 2010 Vulcan (#3087) U
4023
4024 10 Magical Lodges and Apartments Feb 6 2010 Vulcan (#3087) U
4025
4026 11 Failure Feb 6 2010 Vulcan (#3087) U
4027
4028 12 Cars and Buildings Feb 6 2010 Vulcan (#3087) U
4029
4030 13 Nomming (Edited) Feb 6 2010 Vulcan (#3087) U
4031
4032 14 Security Feb 7 2010 Vulcan (#3087) U
4033
4034 15 Personal Responsibility Feb 17 2010 Vulcan (#3087) U
4035
4036 16 Gentle Reminder: Powerplots and Pa Feb 22 2010 Pith (#2175) U
4037
4038 17 Facts and Discussion Feb 23 2010 Vulcan (#3087) U
4039
4040 18 Goals and why they are good for yo Feb 23 2010 Vulcan (#3087) U
4041
4042 19 Power Plots Feb 24 2010 Vulcan (#3087) U
4043
4044 20 Discussion Feb 26 2010 Vulcan (#3087) U
4045
4046 21 Player Vs Player Conflict Feb 26 2010 Vulcan (#3087) U
4047
4048 22 Contacts Feb 27 2010 Vulcan (#3087) U
4049
4050 23 'Extra' Dice do not equate to skil Mar 1 2010 Vulcan (#3087) U
4051
4052 24 Admins Disagree Mar 3 2010 Wyldfire (#169) U
4053
4054 25 Delta Ware Mar 9 2010 Vulcan (#3087) U
4055
4056 26 Passive Aggression and Waffles Mar 13 2010 Vulcan (#3087) U
4057
4058 27 Military Forces and Denver Mar 13 2010 Vulcan (#3087) U
4059
4060 28 Plots and developing them Mar 27 2010 Vulcan (#3087) U
4061
4062 29 Consent and Staff Plots / Scenes Mar 29 2010 Elphaba (#2928) U
4063
4064 30 Bonus Dice vs Skill Apr 1 2010 Vulcan (#3087) U
4065
4066 31 "But but THEY HAVE ONE!" Apr 5 2010 Vulcan (#3087) U
4067
4068 32 Book Knowledge Apr 6 2010 Vulcan (#3087) U
4069
4070 33 knowledge Base Apr 10 2010 Vulcan (#3087) U
4071
4072 34 Knowsofts Apr 18 2010 Yelmalio (#1700) U
4073
4074 35 Cyberlimb Conceal Redux Apr 19 2010 Vulcan (#3087) U
4075
4076 36 Background Skills and You Apr 20 2010 Mirage (#5721) U
4077
4078 37 Contacts Apr 20 2010 Vulcan (#3087) U
4079
4080 38 Auction Etiquette Apr 24 2010 Vulcan (#3087) U
4081
4082 39 Answers and Protocol Jun 3 2010 Vulcan (#3087) U
4083
4084 40 Magical Traditions are not all the Jun 15 2010 Vulcan (#3087) U
4085
4086 41 Idling in PR's Jun 22 2010 Pelmen (NUKED) U
4087
4088 42 SIN maturation Jul 1 2010 Yelmalio (#1700) U
4089
4090 43 SINless Existence Aug 6 2010 Vulcan (#3087) U
4091
4092 44 Magic Groups and Strictures Nov 6 2010 Pith (#2175) U
4093
4094 45 Spell Learning (Already known spel Nov 6 2010 Pith (#2175) U
4095
4096 46 Adepts and Powers Active Nov 7 2010 WolfWings (#1402) U
4097
4098 47 Org Membership! Dec 17 2010 Vulcan (#3087) U
4099
4100 48 Staff Run Scenes Dec 21 2010 Vulcan (#3087) U
4101
4102 49 Shadowland Bazaar trix7 Dec 23 2010 Yelmalio (#1700) U
4103
4104 50 Skimming Apr 9 2011 Mirage (#5721) U
4105
4106 51 Smartlink vs Image Magnification Apr 19 2011 Yelmalio (#1700) U
4107
4108 52 Queues, Logs Apr 30 2011 Kay (#5772) U
4109
4110 53 ex PC-Contacts May 18 2011 Vulcan (#3087) U
4111
4112 54 Gentle Reminder -- Two Sides to Ev May 22 2011 Kay (#5772) U
4113
4114 55 House Rules May 30 2011 Kay (#5772) U
4115
4116 56 Perception Tests Jun 8 2011 Captain Vimes (#5020) U
4117
4118 57 Consent Q&A Aug 10 2011 Mirage (#5721) U
4119
4120 58 Contacts Sep 28 2011 Mirage (#5721) U
4121
4122 59 Knowskills, Specializations, and T Nov 4 2011 Mirage (#5721) U
4123
4124 60 Karma Pool and Ques Jan 13 2012 Vulcan (#3087) U
4125
4126 61 Reminder: +judge Jan 17 2012 Sage (#3132) U
4127
4128 62 Rumors, News, and More Jan 27 2012 Kay (#5772) U
4129
4130 63 Equipment, Location, Vouchers and Jan 31 2012 Kay (#5772) U
4131
4132 64 Descriptions and statistics Feb 2 2012 Kay (#5772) U
4133
4134 65 Matrix Board Feb 2 2012 Kay (#5772) U
4135
4136 66 Plots -- How to get involved Feb 3 2012 Kay (#5772) U
4137
4138 67 Review: Tinysex Feb 6 2012 Kay (#5772) U
4139
4140 68 Hotspot Squatting Feb 10 2012 Kay (#5772) U
4141
4142 69 Background Count Feb 11 2012 Kay (#5772) U
4143
4144 70 Wounds Feb 15 2012 Kay (#5772) U
4145
4146 71 Contribution Feb 15 2012 Kay (#5772) U
4147
4148 72 Searching Feb 19 2012 Kay (#5772) U
4149
4150 73 Totems and You Feb 21 2012 Kay (#5772) U
4151
4152 74 Totems, Addendum Feb 21 2012 Kay (#5772) U
4153
4154 75 Idling in Public Feb 23 2012 Kay (#5772) U
4155
4156 76 Street but not Death Feb 24 2012 Kay (#5772) U
4157
4158 77 Cyberware and You Feb 26 2012 Kay (#5772) U
4159
4160 78 Prestige and You Feb 26 2012 Kay (#5772) U
4161
4162 79 Eavedropping and You Feb 27 2012 Kay (#5772) U
4163
4164 80 Dealing with Megaplots: Short Form Feb 28 2012 Kay (#5772) U
4165
4166 81 Denver vs. The World Mar 6 2012 Kay (#5772) U
4167
4168 82 Rep Queue! Mar 26 2012 Mojo (#11250) U
4169
4170 83 The Logs Queue Apr 2 2012 Grinch (#1483) U
4171
4172 84 Plot Payouts Apr 3 2012 Vulcan (#3087) U
4173
4174 85 Alt Outing Apr 4 2012 Grinch (#1483) U
4175
4176 86 Cops... Apr 6 2012 Vulcan (#3087) U
4177
4178 87 Gentle Reminder: Physics Apr 11 2012 Vulcan (#3087) U
4179
4180 88 Ammo May 4 2012 Grinch (#1483) U
4181
4182 89 Armor and cyber May 11 2012 Vulcan (#3087) U
4183
4184 90 Contacts and Fixing May 14 2012 Grinch (#1483) U
4185
4186 91 Reminder: +qinfo May 14 2012 Mojo (#11250) U
4187
4188 92 Non-standard backgrounds Jun 7 2012 Vulcan (#3087) U
4189
4190 93 Karma Pool and Gear Acquisition Jun 14 2012 Grinch (#1483) U
4191
4192 94 Policy Spotlight - Carried Gear Dec 6 2012 Yelmalio (#1700) U
4193
4194 95 Shadow Auction Tickets Jan 14 2013 Charon (#2873) U
4195
4196 96 Carried Gear! Feb 5 2013 Mojo (#11250) U
4197
4198 97 The GPS System! Feb 5 2013 Mojo (#11250) U
4199
4200 98 Queues and Other Players Feb 14 2013 Touchstone (#8349) U
4201
4202 99 Stealth Feb 19 2013 Mojo (#11250)
4203
4204 100 Rules Reminder Range vs Melee Sep 24 2015 Mojo (#11250)
4205
4206---------> 100 messages. Type '+bbread ooc23/<#>' to read a message. <---------
4207
4208------------------> Message #100 on Board Gentle Reminders <-------------------
4209
4210Posted By: Mojo (#11250)
4211
4212Date/Time: Thu Sep 24 21:26:42 2015
4213
4214 Subject: Rules Reminder Range vs Melee
4215
4216-------------------------------------------------------------------------------
4217
4218
4219
4220 Sometimes folks still don't see why its done differently. Why is melee and ranged treated differently when it comes to when to roll what. I don't know why, but I can point out how it can benifit or hurt you.
4221
4222
4223
4224Melee Attack Roll
4225
4226Melee Counter Roll
4227
4228Stage Melee Power
4229
4230Melee Soak Roll
4231
4232Apply Damage
4233
4234
4235
4236There, you find that its possible to end up with a super high power. A guy with 2 strength, and 10 successes, with a regular punch is going to end up with 5D. Its harder to soak 5D than 2M. The issue is, that while the TN is higher, two successses is all the person needs on the soak roll to knock that down to Serious.
4237
4238
4239
4240Range attack roll
4241
4242Defender Dodge Roll
4243
4244Defender Soak Roll
4245
4246Range Damage Staged
4247
4248Apply Damage
4249
4250
4251
4252Ok, so here, you notice the soak is before the stage. That means no matter what, with ranged combat, the soak roll is weapon power - armor. No matter how many successes, thats not important for soak TN. The TN is always power - armor. In most cases, this is a good thing, seeing as you likely will have a lower soak TN, so if you have great body and good armor, your less worried. But, the problem is when we stage here, we compare attackers successes vs defenders successes. If the attacker ends up with 10 successes, the defender needs at LEAST 9 successes to keep it at base damage. With Melee, a weird lucky 8 successes is 0 damage. But with ranged, you can hit that death by successes.
4253
4254
4255
4256
4257
4258So always remember when to stage. It matters.
4259
4260-------------------------------------------------------------------------------
4261
4262<<OOC>> Zen says, "13M again?"
4263
4264<<OOC>> Anita says, "yep"
4265
4266<<Auto-Judge[]>> Zen (#7043) rolls 7 vs TN 11 for "Body 4, impact 2 +3 combatpool":
4267
4268 1 3 4 4 5 7 7 = 0 Successes
4269
4270<<OOC>> Zen says, "M>S>D Got the guy in the shoulder. But somehow he's not down yet. Probably the drugs"
4271
4272------------------------------------------------------[ Shadowrun Denver ]-----
4273
4274=====================> Character Sheet for Kraft (#8816) <=====================
4275
4276-------------------------------> Active Skills <-------------------------------
4277
4278 Athletics........................ 3 Interrogation.................... 3
4279
4280 Boxing........................... 3 Intimidation..................... 2
4281
4282 Computers........................ 2 Negotiation...................... 3
4283
4284 Disguise......................... 4 Pistols.......................... 5
4285
4286 Electronics...................... 3 Pistols B/R...................... 1
4287
4288 Electronics B/R.................. 3 Stealth.......................... 5
4289
4290 Etiquette........................ 3
4291
4292-----------------------------> Knowledge Skills <------------------------------
4293
4294 Chemistry........................ 1 Jazz............................. 1
4295
4296 Criminal Organizations........... 2 Magic Background................. 1
4297
4298 Data Havens...................... 1 Police Procedures................ 2
4299
4300 Denver Law....................... 1 Security Systems................. 1
4301
4302 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
4303
4304 Forensics........................ 5 Street Rumors.................... 2
4305
4306 Gang Identification.............. 2
4307
4308---------------------------------> Languages <---------------------------------
4309
4310 Cityspeak........................ 3 Or'zet........................... 1
4311
4312 English.......................... 4 Sperethiel....................... 1
4313
4314-------------------------------------------------------------------------------
4315
4316------------------------------------------------------[ Shadowrun Denver ]-----
4317
4318============================> Initiative Listing <=============================
4319
4320Combatant Name................. P1(B) P2(-10) P3(-20) P4(-30) P5(-40)
4321
4322-------------------------------------------------------------------------------
4323
4324<<OOC>> Kraft says, "Hey, GM. Want me to stick our inits onto the +inits board for easy reference?"
4325
4326------------------------------------------------------[ Shadowrun Denver ]-----
4327
4328===================> LHelp For Plot Room #5 (#2009): Init <====================
4329
4330
4331
4332Usage: +init/set <character>=<initiative>
4333
4334
4335
4336 Sets an initiative for a character to be listed in the tracker.
4337
4338 <character> can be any name you specify.
4339
4340
4341
4342Usage: +inits
4343
4344 +init/show
4345
4346
4347
4348 Displays the initiative table. The second form will display the
4349
4350 table to the room.
4351
4352
4353
4354Usage: +init/wipe
4355
4356Usage: +init/newround
4357
4358
4359
4360 The first command clears the initiative table to permit new data to
4361
4362 be entered. The second command restarts the initiative sequence
4363
4364 with the existing initiatives.
4365
4366
4367
4368----------------> Type '+lhelp here/init2' for the next page <-----------------
4369
4370------------------------------------------------------[ Shadowrun Denver ]-----
4371
4372==================> Contents of Concealed Equipment (#9439) <==================
4373
4374| Item | Qty | IC Location | Description |
4375
4376*------+-------+----------------------+---------------------------------------*
4377
4378| * 1 | 1 | Carried | Secure Ultra-Vest |
4379
4380| 2 | 1 | Carried | Flash-Pak |
4381
4382| 3 | 1 | Carried | Cavalier Deputy (Custom) |
4383
4384| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
4385
4386| 5 | 1 | Carried | Laser Sight (Extended) |
4387
4388| 6 | 1 | Carried | Polymimetic Mask |
4389
4390| 7 | 1 | Carried | Taccom Personal Unit |
4391
4392| 8 | 1 | Carried | Micro-Camcorder |
4393
4394| 9 | 1 | Carried | Micro-Recorder |
4395
4396| 10 | 1 | Carried | Pocket Secretary |
4397
4398| 11 | 1 | Carried | Tool Laser |
4399
4400| 12 | 1 | Carried | Wrist Grapple gun |
4401
4402| 13 | 1 | Carried | Scanner (Custom) |
4403
4404| 14 | 1 | Carried | Vidlink Transmitter |
4405
4406| 15 | 1 | Carried | Electronics MiniKit |
4407
4408| 16 | 6 | Carried | EX EX Ammo |
4409
4410| 17 | 6 | Carried | Rebound Ammo |
4411
4412=============================== 17 Items Listed ===============================
4413
4414 Type '+vinfo #9439/<item>' for full information about an item.
4415
4416 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
4417
4418 Type '+help voucher' for help on the voucher system.
4419
4420 <<Auto-Judge[]>> Voucher Authenticity Verified
4421
4422-------------------------------------------------------------------------------
4423
4424------------------------------------------------------[ Shadowrun Denver ]-----
4425
4426=======================> Item 2 on Concealed Equipment <=======================
4427
4428 Item Name: Flash-Pak
4429
4430 Item Type: ITEM
4431
4432 Quantity: 1
4433
4434 Fractional OK: No
4435
4436 Clonable: No
4437
4438 Players Can Link: No
4439
4440 Created For: Kraft (#8816)
4441
4442 Created By: Myth (#2142)
4443
4444 IC Location: Carried
4445
4446-----------------------------> GM Notes for Item <-----------------------------
4447
4448Dec 3 2015 Chargen Note: The size of a pack of cigarettes, this unit
4449
4450 contains four quartz-halogen micro-flashes designed to fire in
4451
4452 random strobe sequences to disorient, distract and blind
4453
4454 opponents. Anyone facing a flash-pak receives a +4 target number
4455
4456 modifier (+2 if the target has flare compensation). The pak also
4457
4458 negates modifiers from poor or no lighting, but imposes its own
4459
4460 +2 modifier because of the strobing flashes.
4461
4462Dec 3 2015 Purchased 1 at chargen for 250 in resources. Approved by Myth
4463
4464 (#2142).
4465
4466-------------------------------------------------------------------------------
4467
4468------------------------------------------------------[ Shadowrun Denver ]-----
4469
4470======================> Item 16 on Concealed Equipment <=======================
4471
4472 Item Name: EX EX Ammo
4473
4474 Item Type: ITEM
4475
4476 Quantity: 6
4477
4478 Fractional OK: No
4479
4480 Clonable: No
4481
4482 Players Can Link: No
4483
4484 Created For: Kraft (#8816)
4485
4486 Created By: Myth (#2142)
4487
4488 IC Location: Carried
4489
4490-----------------------------> GM Notes for Item <-----------------------------
4491
4492Dec 3 2015 Chargen Note: Adds +2 to power. Barriers are targted at twice
4493
4494 barrier rating, but resist at half barrier rating. Roll of all
4495
4496 1's causes self attack from explosion.
4497
4498Dec 3 2015 Purchased 6 at chargen for 600 in resources. Approved by Myth
4499
4500 (#2142).
4501
4502-------------------------------------------------------------------------------
4503
4504------------------------------------------------------[ Shadowrun Denver ]-----
4505
4506================================> Basic Gear <=================================
4507
4508
4509
4510 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
4511
4512
4513
4514 AMMO ARMOR BIOTECH CHEMICAL
4515
4516 COMM CUSTOM ELECTRONICS EXPLOSIVES
4517
4518 FIREARMS FUP GRENADES MAGICAL
4519
4520 MATRIX MELEE PROJECTILE RECOMMENDED
4521
4522 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
4523
4524 THROWING TOOLS VEHICLES VISION
4525
4526
4527
4528--------------> Type '+info gear <topic>' for more information' <--------------
4529
4530------------------------------------------------------[ Shadowrun Denver ]-----
4531
4532======================> Explosives and Associated Gear <=======================
4533
4534
4535
4536
4537
4538Item Conceal Damage Blast Weight Avail SI Cost Legal
4539
4540Explosives (per kilo)
4541
4542
4543
4544Commercial 6 3 -3/m 1 6/48 h 1 60 4P-I
4545
4546Plastic, Compound IV 6 6 -6/m 1 8/48 h 1 80 4-I
4547
4548Plastic, Compound XII 6 12 -12/m 1 10/48 h 2 200 3-I
4549
4550
4551
4552Other Explosives and Demo Gear
4553
4554
4555
4556Claymore * 6 16D See Notes 1 8/14 d 2 200 1-J
4557
4558Det Cord (30 m) 3 12S -1/m 1 14/14 d 2 2,500 3-J
4559
4560Thermite (per kg) - (10D) -- 1 12/14 d 2 500 4P-U
4561
4562 Burning Bars - (10D) -- 1 14/21 d 2 1,000 3P-U
4563
4564
4565
4566Accessories
4567
4568
4569
4570Radio Detonators 8 -- -- .25 4/48 h 2 250 6-I
4571
4572Timer 6 -- -- .50 4/48 h 2 100 6-I
4573
4574
4575
4576
4577
4578----------------> Continued in '+info gear explosives notes' <-----------------
4579
4580<<Info System>> I can't find that topic.
4581
4582------------------------------------------------------[ Shadowrun Denver ]-----
4583
4584================================> Basic Gear <=================================
4585
4586
4587
4588 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
4589
4590
4591
4592 AMMO ARMOR BIOTECH CHEMICAL
4593
4594 COMM CUSTOM ELECTRONICS EXPLOSIVES
4595
4596 FIREARMS FUP GRENADES MAGICAL
4597
4598 MATRIX MELEE PROJECTILE RECOMMENDED
4599
4600 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
4601
4602 THROWING TOOLS VEHICLES VISION
4603
4604
4605
4606--------------> Type '+info gear <topic>' for more information' <--------------
4607
4608------------------------------------------------------[ Shadowrun Denver ]-----
4609
4610==========================> Shadowrun Denver: Gear <===========================
4611
4612
4613
4614 This gear section features custom equipment not found in the rule books, originally created for Shadowrun Denver.
4615
4616
4617
4618 AMMO ARMOR BIOWARE CYBERWARE
4619
4620 FIREARMS MATRIX MELEE MISC
4621
4622 REPEALED VEHICLES VISION WEAPONS
4623
4624
4625
4626----------> Type '+info gear custom <topic>' for more information' <-----------
4627
4628------------------------------------------------------[ Shadowrun Denver ]-----
4629
4630=============================> Throwing Weapons <==============================
4631
4632
4633
4634Weapon Conceal Damage Weight Avail Cost SI Legal
4635
4636
4637
4638Non-Aerodynamic
4639
4640
4641
4642Caltrop 8 (Body)L .5 3/36hrs 5Y 1 8-A
4643
4644Net 2 None 4 5/48hrs 500Y 2 Legal
4645
4646Throwing Knife 9 (STR)L .25 2/24hrs 20Y 1 8-D
4647
4648
4649
4650Aerodynamic
4651
4652
4653
4654Shuriken 8 (STR)L .25 2/24hrs 30Y 2 6-D
4655
4656
4657
4658---------------> Continued in '+info gear throwing improvised' <---------------
4659
4660------------------------------------------------------[ Shadowrun Denver ]-----
4661
4662================================> Basic Gear <=================================
4663
4664
4665
4666 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
4667
4668
4669
4670 AMMO ARMOR BIOTECH CHEMICAL
4671
4672 COMM CUSTOM ELECTRONICS EXPLOSIVES
4673
4674 FIREARMS FUP GRENADES MAGICAL
4675
4676 MATRIX MELEE PROJECTILE RECOMMENDED
4677
4678 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
4679
4680 THROWING TOOLS VEHICLES VISION
4681
4682
4683
4684--------------> Type '+info gear <topic>' for more information' <--------------
4685
4686------------------------------------------------------[ Shadowrun Denver ]-----
4687
4688=================================> Grenades <==================================
4689
4690
4691
4692All of the following (except ink, splash, and flash-paks: see descriptions) are available as a hand grenade or mini-grenade. Grenades may be set to explode on impact or timed (2 - 120 seconds). Hand grenades also come in two variants: aerodynamic and nonaerodynamic. Aerodynamic grenades are ring- or disc-shaped and offer superior range (see +info combat weaponrange). Nonaerodynamic models may be rigged as traps, detonated by electrical signal or pressure release.
4693
4694
4695
4696Explosive grenades are available as offensive, defensive or concussive. Offensive and defensive grenades may be AP (anti-personnel) or HE (high explosive). AP grenades use flechette rules (see +info gear ammo standard2).
4697
4698
4699
4700 Con Damage Blast Mass Avail Cost SI Legal
4701
4702Concussion 6 12M * -1/m 0.25 5/4d 30 2 3-J
4703
4704Defensive (HE/AP) 6 10S -1/0.5m 0.25 4/4d 30 2 3-J
4705
4706Offensive (HE/AP) 6 10S -1/m 0.25 4/4d 30 2 3-J
4707
4708IPE Concussion 5 16M * -1/m 0.50 8/1w 70 2 3-J
4709
4710IPE Defensive (HE/AP) 5 15S -1/0.5m 0.50 8/1w 60 2 3-J
4711
4712IPE Offensive (HE/AP) 5 15S -1/m 0.50 8/1w 60 2 3-J
4713
4714Incendiary * 5 Special Special 0.50 4/4d 50 2 3-J
4715
4716White Phosphorous 6 14M/10L -1/m 0.25 6/5d 120 3 3-J
4717
4718Flare * 6 Special Special 0.25 2/24h 40 1 Legal
4719
4720Flash-Pak * 12 +kb 360 Special 0.20 3/36h 250 1 Legal
4721
4722Flash 6 Special Special 0.25 4/48h 40 1 3-J
4723
4724Superflash * 5 Special -1/m 0.25 10/2w 80 3 2-J
4725
4726Ink * 6 - 5m Radius 0.25 4/4d 40 2 Legal
4727
4728Smoke 6 - 10m Radius 0.25 3/24h 30 2 Legal
4729
4730Smoke (IR) 6 - 10m Radius 0.25 4/48h 40 2 Legal
4731
4732Dual-Charge 5 Special Special 0.50 8/1w 150 3 3-J
4733
4734Gas (Empty) 5 Special 10m Radius 0.25 8/4d 40 2 3-J
4735
4736Mini-Grenade 8 * * 0.10 +2/* x2 +1 *
4737
4738Splash * 5 Special 5m Radius 0.25 8/4d 50 2 3-J
4739
4740
4741
4742* Stun Damage
4743
4744* Uses modified stats for the base grenade type. See description below.
4745
4746* May not be included in a dual-charge grenade
4747
4748* May not be created as a mini-grenade
4749
4750
4751
4752-----------------> Continued in '+info gear grenades notes' <------------------
4753
4754------------------------------------------------------[ Shadowrun Denver ]-----
4755
4756==================> Details for Knowledge Base Article 360 <===================
4757
4758 Article #: 360
4759
4760 Written By: Rando (#1923)
4761
4762 Written: Sat Aug 15 12:49:06 2015
4763
4764 Subject: Flash-Pak Clarification
4765
4766-------------------------------> Article Text <--------------------------------
4767
4768
4769
4770The size of a pack of cigarettes, a flash-pak unit contains four quartz-halogen micro-flashes designed to fire off in random strobe sequences to disorient, distract and blind opponents. Anyone facing a flash-pak receives a +4 TN mod (+2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its own +2 mod due to the strobing flashes.
4771
4772
4773
4774Clarified Points:
4775
4776
4777
47781. Directly Facing = +4 penalty. Facing Away = +2 penalty. Flare Compensation halves these penalties.
4779
4780 (These same principles may additionally apply to an Eye-Light System with Bright Lights.)
4781
47822. Wearing one on your chest would work because you are not looking down, so the +2 penalty would apply (+1 with flare comp).
4783
47843. If target facing cannot be clearly determined, make an Opposed Reaction Test between everyone present. Without prior warning, anyone nearby who actually achieves fewer successes than the Flash-Pak user are fully affected.
4785
47864. Dual-Natured creatures take these penalties.
4787
4788 (DN critters and materialized spirits)
4789
47905. Perceiving only in the astral plane actually saves you from these penalties.
4791
4792 (projecting/perceiving mages and astral spirits)
4793
47946. When invisible and wearing/carrying one, it has no effect on anyone who has not fully resisted the illusion spell, except you.
4795
4796 (Sucks to be you.)
4797
47987. Any ruth mods are completely negated in the affected area.
4799
4800 (Strobing lights are far faster than 6 meters per Combat Turn.)
4801
4802
4803
4804-------------------------------------------------------------------------------
4805
4806
4807
4808
4809
4810 Anita's next arrow buries itself rather painfully in the junkie's body, a wound that would floor most and almost certainly has set him on the path of bleeding out, but the gang member still manages to be upright. "Drek," she mutters. "The hell is in his veins?"
4811
4812<<OOC>> Zen says, "yes please"
4813
4814<<Init Tracker>> Kraft (#8816) has set zen's init to 22.
4815
4816<<Init Tracker>> Kraft (#8816) has set anita's init to 23.
4817
4818<<Init Tracker>> Kraft (#8816) has set sundown's init to 11.
4819
4820<<Init Tracker>> Kraft (#8816) has set kraft's init to 18.
4821
4822<<OOC>> Kraft says, "Guys outside, 5, guys inside 7?"
4823
4824<<OOC>> Zen never quite got the hang of it.
4825
4826<<OOC>> Zen says, "yes."
4827
4828<<Init Tracker>> Kraft (#8816) has set Guys Outside 's init to 5.
4829
4830<<Init Tracker>> Kraft (#8816) has set Guys Inside's init to 7.
4831
4832------------------------------------------------------[ Shadowrun Denver ]-----
4833
4834============================> Initiative Listing <=============================
4835
4836Combatant Name................. P1(B) P2(-10) P3(-20) P4(-30) P5(-40)
4837
4838Anita.......................... 23 13 3 -- --
4839
4840Zen............................ 22 12 2 -- --
4841
4842Kraft.......................... 18 8 -- -- --
4843
4844Sundown........................ 11 1 -- -- --
4845
4846Guys Inside.................... 7 -- -- -- --
4847
4848Guys Outside .................. 5 -- -- -- --
4849
4850-------------------------------------------------------------------------------
4851
4852<<OOC>> Kraft says, "No prob, Bob. +inits to view."
4853
4854<<OOC>> Zen thumbsup!
4855
4856<<OOC>> Zen says, "let's see. That end of Anita's action?"
4857
4858<<OOC>> Anita says, "For the time being, yes. Bow is slow, that's why I was hoping to keep it quiet. She'll use cover however"
4859
4860<<OOC>> Kraft squints at complex. Would running to close in on the fellow before he can scream be a complex or a simple action. Hm..
4861
4862<<OOC>> Zen says, "simple action."
4863
4864<<OOC>> Zen says, "running is simple. A tackle to try and gag him would be an attack."
4865
4866<<OOC>> Zen says, "and you get 2 actions to be able to do that."
4867
4868<<OOC>> Kraft nods.
4869
4870<<OOC>> Kraft says, "Zen's up, though."
4871
4872<<OOC>> Zen says, "right."
4873
4874------------------------------------------------------[ Shadowrun Denver ]-----
4875
4876===============================> Combat Tables <===============================
4877
4878
4879
4880 Helpful tables for combat rules can be found in the documents below.
4881
4882
4883
4884 ACTIONS BARRIERS CATCHINGFIRE ENCUMBRANCE
4885
4886 ESCAPE FALLING JUMPING LIFTTHROW
4887
4888 MANEUVERS MARTIALARTS OBJECTRES RACIALMODS
4889
4890 RANGEDMODS RECOILCOMP RUNNING SHOCKRULES
4891
4892 SMALLUNIT SUPPRESSIVE VISIBILITY WEAPONRANGE
4893
4894
4895
4896-------------> Type '+info combat <topic>' for more information' <-------------
4897
4898------------------------------------------------------[ Shadowrun Denver ]-----
4899
4900============================> Martial Arts Styles <============================
4901
4902Each martial art has certain advantages and disadvantages as well as the list of maneuvers that can be chosen for the style. They will be listed individually.
4903
4904
4905
4906 AIKIDO ARNIS-DE-MANO BOXING BRAWLING
4907
4908 CAPOEIRA ESCRIMA KARATE KUNG-FU
4909
4910 MUAY-THAI NINJITSU PENTJAK-SILAT TAE-KWON-DO
4911
4912 TAI-CHI-CHUAN WILDCAT
4913
4914
4915
4916-------> Type '+info combat martialarts <topic>' for more information' <-------
4917
4918------------------------------------------------------[ Shadowrun Denver ]-----
4919
4920========================> Martial Arts Styles:Boxing <=========================
4921
4922
4923
4924
4925
4926 Boxing
4927
4928
4929
4930Advantages: A character can improve his skill in brawling to any level without purchasing maneuvers.
4931
4932
4933
4934Disadvantages: A character can improve his skill in brawling to any level without purchasing maneuvers.
4935
4936
4937
4938Maneuvers: Close-Combat, Disorient, Full-Offense, Ground-Fighting, Herding,Kick-Attack, Vicious-Blow, Zoning.
4939
4940
4941
4942
4943
4944-------------------------------------------------------------------------------
4945
4946
4947
4948 Zen got into position about when Anita fired the first shot. The second one got a grunt from the guy, the two before him not really aware, but at least tells him it's started. His big guns aren't stealthy, so he'd draw his secondary, the brownings not nearly as heavy duty but they'd due for one key part. The silencers making his shots not give away the attack.
4949
4950
4951
4952<<OOC>> Kraft says, "Also, can I say how amused I am that 'Boxing' has 'kick-attack' as a maneuver?"
4953
4954<<OOC>> Zen says, "short range, I negate lighting with low light vision (can prove if desired) and silenced pistols with regular ammo."
4955
4956<<OOC>> Zen snickers.
4957
4958------------------------------------------------------[ Shadowrun Denver ]-----
4959
4960===================> Contents of Carried Equipment (#9438) <===================
4961
4962| Item | Qty | IC Location | Description |
4963
4964*------+-------+----------------------+---------------------------------------*
4965
4966| * 1 | 1 | Carried | Lined Coat |
4967
4968| * 2 | 1 | Carried | Ordinary Clothing |
4969
4970| 3 | 1 | Carried | Hardliner Gloves |
4971
4972=============================== 3 Items Listed ================================
4973
4974 Type '+vinfo #9438/<item>' for full information about an item.
4975
4976 Items marked with * have stats. Type '+sheet #9438:<item>' to view.
4977
4978 Type '+help voucher' for help on the voucher system.
4979
4980 <<Auto-Judge[]>> Voucher Authenticity Verified
4981
4982-------------------------------------------------------------------------------
4983
4984------------------------------------------------------[ Shadowrun Denver ]-----
4985
4986========================> Item 3 on Carried Equipment <========================
4987
4988 Item Name: Hardliner Gloves
4989
4990 Item Type: ITEM
4991
4992 Quantity: 1
4993
4994 Fractional OK: No
4995
4996 Clonable: No
4997
4998 Players Can Link: No
4999
5000 Created For: Kraft (#8816)
5001
5002 Created By: Myth (#2142)
5003
5004 IC Location: Carried
5005
5006-----------------------------> GM Notes for Item <-----------------------------
5007
5008Dec 3 2015 Chargen Note: Damage is STR+1M
5009
5010Dec 3 2015 Purchased 1 at chargen for 300 in resources. Approved by Myth
5011
5012 (#2142).
5013
5014-------------------------------------------------------------------------------
5015
5016<<Auto-Judge[]>> Zen (#7043) rolls Pistols + 4 vs TN 4 for "TN 4 base, modifiers negated, nothing added, shot 1 of 4 vs target 1 +4 from CP":
5017
5018 1 1 1 2 2 3 3 4 4 4 5 5 8 11 = 7 Successes
5019
5020<<OOC>> Zen says, "Browning is 9M vs ballistic"
5021
5022------------------------------------------------------[ Shadowrun Denver ]-----
5023
5024================================> Basic Gear <=================================
5025
5026
5027
5028 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
5029
5030
5031
5032 AMMO ARMOR BIOTECH CHEMICAL
5033
5034 COMM CUSTOM ELECTRONICS EXPLOSIVES
5035
5036 FIREARMS FUP GRENADES MAGICAL
5037
5038 MATRIX MELEE PROJECTILE RECOMMENDED
5039
5040 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
5041
5042 THROWING TOOLS VEHICLES VISION
5043
5044
5045
5046--------------> Type '+info gear <topic>' for more information' <--------------
5047
5048------------------------------------------------------[ Shadowrun Denver ]-----
5049
5050==========================> Shadowrun Denver: Gear <===========================
5051
5052
5053
5054 This gear section features custom equipment not found in the rule books, originally created for Shadowrun Denver.
5055
5056
5057
5058 AMMO ARMOR BIOWARE CYBERWARE
5059
5060 FIREARMS MATRIX MELEE MISC
5061
5062 REPEALED VEHICLES VISION WEAPONS
5063
5064
5065
5066----------> Type '+info gear custom <topic>' for more information' <-----------
5067
5068------------------------------------------------------[ Shadowrun Denver ]-----
5069
5070==============================> Custom Weapons <===============================
5071
5072
5073
5074 Any custom projectile and throwing weapons will be listed here.
5075
5076
5077
5078 ATLATAL BOLA BOOMERANG LRGSHRKN
5079
5080
5081
5082------> Type '+info gear custom weapons <topic>' for more information' <-------
5083
5084------------------------------------------------------[ Shadowrun Denver ]-----
5085
5086===============================================================================
5087
5088
5089
5090 Any custom gear that is available for general purchase on the game will be documented here.
5091
5092
5093
5094 AEXD BARRIERS BLUD-B-GONE BUBBLES
5095
5096 CHAFFGRENADES CONTACTS FASTSKIN GECKOGLOVES
5097
5098 GENERATOR HEARINGAID LASERTOOL LOCKKICKER
5099
5100 MATRIXPOD MEDICINEBAG MICROSKIN MINIRESP
5101
5102 MINITOOLS NULLSCENT PHEROMONE POLYMASK
5103
5104 RASI ROLLERSKATES SKATEBOARDS SMARTGLOVE
5105
5106 SNAPTIGHT SPLITTER TRUTHSERUM WIRELESS
5107
5108 WRISTGRAPPLE ZEUS-CQB
5109
5110
5111
5112-------------------------------------------------------------------------------
5113
5114------------------------------------------------------[ Shadowrun Denver ]-----
5115
5116=====================> SR:Denver Custom Items: Polymask <======================
5117
5118Polymimetic Mask
5119
5120
5121
5122A common spy item, this polymer duplicates the appearance of human skin exactly, and through application of pigments and sculpting instruments, can be shaped into a mask to fit over the head of any metahuman, masking their appearance completely. These masks are very popular for stage and screen as well as for espionage purposes, allowing a person to mimic someone else's facial features, though it will not allow for retinal or DNA duplication. A mask can be sculpted into any kind of metahuman face using Disguise at TN 6, base time 48 hours, requiring a disguise kit. When worn the polymimetic mask adds +2 to the result of an Open Disguise Test, +4 if a disguise toolkit is used when applying the mask. It requires 2 minutes to apply, but only one Complex Action to remove.
5123
5124
5125
5126Polymimetic Mask
5127
5128Conceal: ---
5129
5130Weight: .5
5131
5132Avail: 8/60 h
5133
5134Cost: 10,000 =Y=
5135
5136SI: 2
5137
5138Legality: 2P-X
5139
5140
5141
5142-------------------------------------------------------------------------------
5143
5144------------------------------------------------------[ Shadowrun Denver ]-----
5145
5146================================> Basic Gear <=================================
5147
5148
5149
5150 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
5151
5152
5153
5154 AMMO ARMOR BIOTECH CHEMICAL
5155
5156 COMM CUSTOM ELECTRONICS EXPLOSIVES
5157
5158 FIREARMS FUP GRENADES MAGICAL
5159
5160 MATRIX MELEE PROJECTILE RECOMMENDED
5161
5162 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
5163
5164 THROWING TOOLS VEHICLES VISION
5165
5166
5167
5168--------------> Type '+info gear <topic>' for more information' <--------------
5169
5170<<Auto-Judge[]>> Zen (#7043) rolls 7 vs TN 7 for "Body 4, Ballistic 2 +3 combatpool":
5171
5172 1 2 2 5 5 8 9 = 2 Successes
5173
5174------------------------------------------------------[ Shadowrun Denver ]-----
5175
5176=============================> Armor Information <=============================
5177
5178
5179
5180 Below are several types of available armor here on Shadowrun Denver.
5181
5182
5183
5184 ARMANTE BASIC FORMFIT MODS
5185
5186 MORTIMER SECURITY SHIELDS VASHON
5187
5188 VICTORY ZOE
5189
5190
5191
5192 Please, see +hr combat armor & +hr general armor for our armor rules.
5193
5194
5195
5196-----------> Type '+info gear armor <topic>' for more information' <-----------
5197
5198------------------------------------------------------[ Shadowrun Denver ]-----
5199
5200===============================> Melee Weapons <===============================
5201
5202
5203
5204 Below are the topics of information in Melee gear.
5205
5206
5207
5208 CLUBS EDGED IMPROVISED MISC
5209
5210 POLESTAVES WHIPS
5211
5212
5213
5214-----------> Type '+info gear melee <topic>' for more information <------------
5215
5216<<OOC>> Zen says, "M>S>D for shot one."
5217
5218------------------------------------------------------[ Shadowrun Denver ]-----
5219
5220===============================> "Other Stuff" <===============================
5221
5222Item Conceal Reach Weight Damage Avail Cost SI Legal
5223
5224
5225
5226Hardliner Gloves 9 0 0.50 (STR+1)M* 2/24 h 300 0.75 8-C
5227
5228Shock Glove (7S Shock) 9 0 0.50 (STR-1)M* 5/48 h 950 2.00 5-B
5229
5230Unarmed 0 (STR)M*
5231
5232Bone Lacing, Plastic 0 5.00 (STR+2)M* or ((STR+2)/2)M
5233
5234Bone Lacing, Ceramic 0 15.00 (STR+3)M* or ((STR+3)/2)M
5235
5236Bone Lacing, Aluminium 0 10.00 (STR+3)M* or ((STR+3)/2)M
5237
5238Bone Lacing, Titanium 0 15.00 (STR+4)M* or ((STR+4)/2)M
5239
5240
5241
5242* = Stun Damage
5243
5244-------------------------------------------------------------------------------
5245
5246<<Auto-Judge[]>> Zen (#7043) rolls Pistols + 4 vs TN 5 for "TN 4 base, +1 for offhand shot, shot 2 of 4 vs target 1 +4 from CP":
5247
5248 1 1 2 2 3 4 4 4 5 5 5 8 9 10 = 6 Successes
5249
5250<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 7 for "Body 4, Ballistic 2":
5251
5252 4 7 9 16 = 3 Successes
5253
5254<<OOC>> Zen says, "oi."
5255
5256<<OOC>> Zen says, "drops him though."
5257
5258------------------> Message #100 on Board Gentle Reminders <-------------------
5259
5260Posted By: Mojo (#11250)
5261
5262Date/Time: Thu Sep 24 21:26:42 2015
5263
5264 Subject: Rules Reminder Range vs Melee
5265
5266-------------------------------------------------------------------------------
5267
5268
5269
5270 Sometimes folks still don't see why its done differently. Why is melee and ranged treated differently when it comes to when to roll what. I don't know why, but I can point out how it can benifit or hurt you.
5271
5272
5273
5274Melee Attack Roll
5275
5276Melee Counter Roll
5277
5278Stage Melee Power
5279
5280Melee Soak Roll
5281
5282Apply Damage
5283
5284
5285
5286There, you find that its possible to end up with a super high power. A guy with 2 strength, and 10 successes, with a regular punch is going to end up with 5D. Its harder to soak 5D than 2M. The issue is, that while the TN is higher, two successses is all the person needs on the soak roll to knock that down to Serious.
5287
5288
5289
5290Range attack roll
5291
5292Defender Dodge Roll
5293
5294Defender Soak Roll
5295
5296Range Damage Staged
5297
5298Apply Damage
5299
5300
5301
5302Ok, so here, you notice the soak is before the stage. That means no matter what, with ranged combat, the soak roll is weapon power - armor. No matter how many successes, thats not important for soak TN. The TN is always power - armor. In most cases, this is a good thing, seeing as you likely will have a lower soak TN, so if you have great body and good armor, your less worried. But, the problem is when we stage here, we compare attackers successes vs defenders successes. If the attacker ends up with 10 successes, the defender needs at LEAST 9 successes to keep it at base damage. With Melee, a weird lucky 8 successes is 0 damage. But with ranged, you can hit that death by successes.
5303
5304
5305
5306
5307
5308So always remember when to stage. It matters.
5309
5310-------------------------------------------------------------------------------
5311
5312<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 6 for "TN 4 base, +2 for second target, shot 3 of 4 vs target 2":
5313
5314 1 2 2 2 3 3 5 5 5 15 = 1 Success
5315
5316<<Auto-Judge[]>> Zen (#7043) rolls 7 vs TN 7 for "Body 4, Ballistic 2 +3 combatpool":
5317
5318 1 2 2 3 3 8 16 = 2 Successes
5319
5320<<OOC>> Zen says, "That would negate the shot, right?"
5321
5322<<OOC>> Kraft says, "Nope. It'd take it back to base. He'd need to have dodged to negate."
5323
5324<<OOC>> Kraft says, "Guns are vicious."
5325
5326<<OOC>> Kraft squints. Uh, one stage below base.
5327
5328<<OOC>> Kraft says, "So, if no one dodges, and all things are equal, if the defenders soak matches the attackers attack, the damage is base gun damage. :3 The defender has to get a -lot- more successes to stage that down or remove it entirely."
5329
5330<<OOC>> Sundown says, "Usually 4 for pistols."
5331
5332<<OOC>> Kraft says, "Right."
5333
5334<<OOC>> Kraft says, "Which goes from M - L - None"
5335
5336<<OOC>> Zen says, "got it."
5337
5338<<OOC>> Zen says, "thanks."
5339
5340<<OOC>> Zen says, "it's been a while since I've done this. -.-"
5341
5342<<OOC>> Zen says, "so that does M wound."
5343
5344<<OOC>> Kraft says, "No trouble. It's been a while for us all. It's hard to remember just how bloody well dangerous guns are in SR. :3"
5345
5346<<OOC>> Sundown says, "Shadowrun has a lot of systems, all of which work differently. :P"
5347
5348<<OOC>> Kraft says, "Well, 3E does. 4E and 5E clean that up a -lot-."
5349
5350<<OOC>> Kraft says, "Anywho~"
5351
5352<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 7 for "TN 4 base, +2 for second target, +1 for off hand, shot 4 of 4 vs target 2":
5353
5354 1 1 2 3 4 4 4 4 5 5 = 0 Successes
5355
5356<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 7 for "TN 4 base, +2 for second target, +1 for off hand, shot 4 of 4 vs target 2 KP:1":
5357
5358 2 3 3 3 3 3 4 4 5 8 = 1 Success
5359
5360<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 7 for "Body 4, Ballistic 2":
5361
5362 1 1 3 11 = 1 Success
5363
5364------------------------------------------------------[ Shadowrun Denver ]-----
5365
5366============> Statistics for rolling 7 dice versus TN4 1000 times <============
5367
5368
5369
5370 0 successes == 5
5371
5372 1 successes ============= 59
5373
5374 2 successes =================================== 165
5375
5376 3 successes ======================================================= 260
5377
5378 4 successes ============================================================ 283
5379
5380 5 successes ================================== 157
5381
5382 6 successes ============== 63
5383
5384 7 successes == 8
5385
5386
5387
5388 Majority will be between 3-4 Successes
5389
5390-------------------------------> u3.52 o0.945 <--------------------------------
5391
5392<<OOC>> Zen says, "Guy is at S for wounds. Which drops his init by 2 I believe. But he's still standing."
5393
5394<<OOC>> Kraft says, "Outside or inside guy?"
5395
5396<<OOC>> Zen says, "outside"
5397
5398<<OOC>> Zen says, "4 outside, 4 inside"
5399
5400------------------------------------------------------[ Shadowrun Denver ]-----
5401
5402===================> LHelp For Plot Room #5 (#2009): Init <====================
5403
5404
5405
5406Usage: +init/set <character>=<initiative>
5407
5408
5409
5410 Sets an initiative for a character to be listed in the tracker.
5411
5412 <character> can be any name you specify.
5413
5414
5415
5416Usage: +inits
5417
5418 +init/show
5419
5420
5421
5422 Displays the initiative table. The second form will display the
5423
5424 table to the room.
5425
5426
5427
5428Usage: +init/wipe
5429
5430Usage: +init/newround
5431
5432
5433
5434 The first command clears the initiative table to permit new data to
5435
5436 be entered. The second command restarts the initiative sequence
5437
5438 with the existing initiatives.
5439
5440
5441
5442----------------> Type '+lhelp here/init2' for the next page <-----------------
5443
5444------------------------------------------------------[ Shadowrun Denver ]-----
5445
5446===================> LHelp For Plot Room #5 (#2009): Init2 <===================
5447
5448
5449
5450Usage: +init/next
5451
5452
5453
5454 Moves to the next entry in the initiative order, and notifies
5455
5456 the room who is up and who is on deck.
5457
5458
5459
5460Usage: +init/update <character>=<new init>
5461
5462
5463
5464 Updates the initiative for <character> to the new value.
5465
5466
5467
5468Usage: +init/delete <character>
5469
5470
5471
5472 Removes <character> from the init order.
5473
5474
5475
5476Usage: +init/reaction <character>=<reaction>
5477
5478
5479
5480 Sets the reaction for <character>, which is used to handle
5481
5482 situations where two characters end up with the same initiative.
5483
5484
5485
5486-------------------------------------------------------------------------------
5487
5488<<OOC>> Zen says, "2 towards you guys, 2 on Zen's side for outside."
5489
5490------------------------------------------------------[ Shadowrun Denver ]-----
5491
5492============================> Initiative Listing <=============================
5493
5494Combatant Name................. P1(B) P2(-10) P3(-20) P4(-30) P5(-40)
5495
5496Anita.......................... 23 13 3 -- --
5497
5498Zen............................ 22 12 2 -- --
5499
5500Kraft.......................... 18 8 -- -- --
5501
5502Sundown........................ 11 1 -- -- --
5503
5504Guys Inside.................... 7 -- -- -- --
5505
5506Guys Outside .................. 5 -- -- -- --
5507
5508-------------------------------------------------------------------------------
5509
5510<<Init Tracker>> Kraft (#8816) just updated Guys Inside's Initative to 4.
5511
5512<<Init Tracker>> Kraft (#8816) just updated Guys Outside 's Initative to 4.
5513
5514------------------------------------------------------[ Shadowrun Denver ]-----
5515
5516===========> Statistics for rolling 10 dice versus TN4 1000 times <============
5517
5518
5519
5520 0 successes = 1
5521
5522 1 successes ===== 19
5523
5524 2 successes ========== 39
5525
5526 3 successes ================================== 139
5527
5528 4 successes ==================================================== 211
5529
5530 5 successes ============================================================ 247
5531
5532 6 successes ========================================== 171
5533
5534 7 successes ============================== 122
5535
5536 8 successes ========== 41
5537
5538 9 successes == 8
5539
5540 10 successes = 2
5541
5542
5543
5544 Majority will be between 4-6 Successes
5545
5546-------------------------------> u4.893 o1.156 <-------------------------------
5547
5548<<OOC>> Kraft says, "Alright. Going to run up and try to One Punch the man outside into unconsciousness. TN at, what.. 2 for me since he's in S wound?"
5549
5550<<OOC>> Sundown says, "His wound doesn't help you, it hinders him."
5551
5552
5553
5554 Zen shimmers out of stealth with both of those brownings snapping off the shots. He's focused as each one hammers first the first guard before he even realizes he's there, then the second. The guy staggers from both bullets hitting him but manages to stay on his feet.
5555
5556
5557
5558<<OOC>> Kraft says, "Right."
5559
5560<<OOC>> Zen says, "what SUn said."
5561
5562------------------------------------------------------[ Shadowrun Denver ]-----
5563
5564=====================> Character Sheet for Kraft (#8816) <=====================
5565
5566--------------------------------> Dice Pools <---------------------------------
5567
5568 Combat............. 7/7 Karma.............. 3/3
5569
5570-------------------------------------------------------------------------------
5571
5572<<Auto-Judge[]>> Zen (#7043) rolls Initiative with a result of 20.
5573
5574<<OOC>> Zen says, "typo"
5575
5576<<Auto-Judge[]>> Kraft (#8816) rolls Boxing + Combat Pool: 5 vs TN 4 for "He winds up, he SWINGS...":
5577
5578 1 1 2 3 4 5 7 10 = 4 Successes
5579
5580<<Auto-Judge[]>> Kraft (#8816)'s Carried Equipment (#9438) has the Voucher Item 3 Hardliner Gloves with the following information (only to Zen):
5581
5582------------------------------------------------------[ Shadowrun Denver ]-----
5583
5584========================> Item 3 on Carried Equipment <========================
5585
5586 Item Name: Hardliner Gloves
5587
5588 Item Type: ITEM
5589
5590 Quantity: 1
5591
5592 Fractional OK: No
5593
5594 Clonable: No
5595
5596 Players Can Link: No
5597
5598 Created For: Kraft (#8816)
5599
5600 Created By: Myth (#2142)
5601
5602 IC Location: Carried
5603
5604-----------------------------> GM Notes for Item <-----------------------------
5605
5606Dec 3 2015 Chargen Note: Damage is STR+1M
5607
5608Dec 3 2015 Purchased 1 at chargen for 300 in resources. Approved by Myth
5609
5610 (#2142).
5611
5612-------------------------------------------------------------------------------
5613
5614<<Auto-Judge[]>> Kraft (#8816) has the Attribute Strength with the value '3 (4)' (only to Zen).
5615
5616You paged Zen with '5M. Currently staged to 5D.'.
5617
5618------------------------------------------------------[ Shadowrun Denver ]-----
5619
5620=====================> Character Sheet for Kraft (#8816) <=====================
5621
5622 Name : Dutch Anderson Race : Human Sex : Male
5623
5624 Karma : 24.265 / 24.265 Cash : 29350 =Y=
5625
5626--------------------------------> Attributes <---------------------------------
5627
5628 Body : 3 ( 8) Charisma : 5 Essence : 6 (0.1)
5629
5630 Quickness : 6 ( 7) Intelligence : 5 Body Index : 0 (2.4)
5631
5632 Strength : 3 ( 4) Willpower : 2 Magic : 0
5633
5634 Reaction : 5 ( 9) Initiative : 9 + 2D6 Armor : 5/ 3
5635
5636--------------------------------> Dice Pools <---------------------------------
5637
5638 Combat............. 7/7 Karma.............. 3/3
5639
5640------------------------------> Status Monitor <-------------------------------
5641
5642 L M S D
5643
5644 STUN: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] \
5645
5646 /------------------------------------------/
5647
5648 PHYSICAL: \->[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
5649
5650 OVERFLOW DAMAGE: 0
5651
5652-------------------------------> Active Skills <-------------------------------
5653
5654 Athletics........................ 3 Interrogation.................... 3
5655
5656 Boxing........................... 3 Intimidation..................... 2
5657
5658 Computers........................ 2 Negotiation...................... 3
5659
5660 Disguise......................... 4 Pistols.......................... 5
5661
5662 Electronics...................... 3 Pistols B/R...................... 1
5663
5664 Electronics B/R.................. 3 Stealth.......................... 5
5665
5666 Etiquette........................ 3
5667
5668-----------------------------> Knowledge Skills <------------------------------
5669
5670 Chemistry........................ 1 Jazz............................. 1
5671
5672 Criminal Organizations........... 2 Magic Background................. 1
5673
5674 Data Havens...................... 1 Police Procedures................ 2
5675
5676 Denver Law....................... 1 Security Systems................. 1
5677
5678 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
5679
5680 Forensics........................ 5 Street Rumors.................... 2
5681
5682 Gang Identification.............. 2
5683
5684---------------------------------> Languages <---------------------------------
5685
5686 Cityspeak........................ 3 Or'zet........................... 1
5687
5688 English.......................... 4 Sperethiel....................... 1
5689
5690---------------------------------> Cyberware <---------------------------------
5691
5692 Name Rtg. Grade Ess. Cost
5693
5694 Cybertorso Alpha 1.2
5695
5696 +- Transducer 0.1
5697
5698 +- Biomonitor 0.3
5699
5700 +- Diagnosis Processor 0.2
5701
5702 Cyberskull Alpha 0.6
5703
5704 +- Datajack 0.2
5705
5706 Cyberleg 0.75
5707
5708 +- Hydraulic Jacks (Single) 5 1
5709
5710 Cyberleg 0.75
5711
5712 +- Hydraulic Jacks (Single) 5 1
5713
5714 Cyberarm 0.75
5715
5716 +- Subdermal Display 0.1
5717
5718 +- Datajack (Induction) 0.3
5719
5720 Cyberarm 0.75
5721
5722 +- Datajack (Induction) 0.3
5723
5724 Reaction Enhancer 2 0.6
5725
5726 Cybereyes (Pair) 0.2
5727
5728 +- Vision Magnification (Optical) 3 0.2
5729
5730 +- Eye Light Systems 0.2
5731
5732 +- Flare Compensation 0.1
5733
5734 Cyberears 0.3
5735
5736 +- Hearing Amplification 0.2
5737
5738 +- Dampener 0.1
5739
5740----------------------------------> Bioware <----------------------------------
5741
5742 Name Rtg. Grade BI Cost
5743
5744 Synaptic Accelerator 1 0.4
5745
5746 Suprathyroid Gland 1.4
5747
5748 Pain Editor 0.6
5749
5750------------------------------> SIN Information <------------------------------
5751
5752 1. UCAS-08816-001H4V-000BN0-6VP Dutch Anderson Criminal
5753
5754---------------------------------> Contacts <----------------------------------
5755
5756 Mister Grey Fixer 1 Donny Deeko Parole Offic 1
5757
5758 Torb Bjorn Gun Smuggler 1 CrakkHedd Decker 1
5759
5760 Vinny Snitch Street Vendo 1 Mama Hood Talismonger 1
5761
5762 Effie Joygirl 2
5763
5764--------------------------> Martial-Arts Maneuvers <---------------------------
5765
5766 Boxing............. Ground Fighting
5767
5768-------------------------------------------------------------------------------
5769
5770<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 5 for "Body 4, can he stay up?":
5771
5772 2 3 4 4 = 0 Successes
5773
5774<<Plot>> Zen says, "POW! The guy with the arrow in his chest gets laid out flat by the hit from Kraft!"
5775
5776<<OOC>> Kraft drops pose!
5777
5778<<Plot>> Sundown says, "Hooray! That's the last on 'our' side, right? With astral perception up, can I see the two on the other side? Or any other threats?"
5779
5780Commlink-Zen> Zen sends, << I dropped one guy. Other still up on north side. 4 inside don't know yet. >>
5781
5782
5783
5784As soon as the second arrow was off, the 'borg was rushing forward. His huge pistol held down low in a single hand - but he doesn't fire a shot. Rather, he pulls his left arm back, skidding as he swings for the bleachers. It's a good, solid TWOCK across the jaw, sending the bleeding ganger to the ground with a faint thump. Kraft then pulls up tight, keeping his back to the wall.
5785
5786Commlink-HatBot> Kraft sends, << Guy's got a glass jaw; Who would've thunk it? >>
5787
5788Commlink-Sally> Anita sends, << Take the easy where you can get it, we're not done yet >>
5789
5790<<Plot>> Zen says, "Sun, you see the two on this side quickly go dim, then blink out. One at virtually the same time as Anita's second arrow went dark on the other side, the other is fading. They're all jacked up on something so their astral look is messed up anyways. You can only sense 3 guys inside the building."
5791
5792<<OOC>> Sundown thumbsup, thanks!
5793
5794<<Plot>> Zen says, "and of course, Zen is lit up like a beacon. Yay no masking. >.>"
5795
5796<<Plot>> Sundown says, "Sorry, just realised I could have said what I was doing before starting to pose so you can move on - will sneak closer, withdraw spirit from camouflaging car to confuse the remaining ganger outside (will add +3 to all his target numbers and he needs to make a Willpower test vs 3 (with wound mods) to make any decision (like 'raise the alarm') :P"
5797
5798<<Game>> Backup to offline storage commencing. Game may freeze for a bit...
5799
5800<<OOC>> Zen says, "so TN is 3+wound? or 3 total?"
5801
5802<<Plot>> Sundown says, "We should probably also have put the spirit in the init order but, I assume it is 'higher than Sundown' and largely irrelevant. :P"
5803
5804<<OOC>> Kraft says, "Oh man. 'Confused' is vicious."
5805
5806<<OOC>> Sundown says, "3+wound."
5807
5808<<OOC>> Zen says, "I was having spirit go at Sun's turn to keep it simpler."
5809
5810<<OOC>> Kraft says, "Yeah. Confuse is -vicious- as a spirit power. Basically you have to make that will test to even -decide- whether to do something."
5811
5812<<OOC>> Sundown says, "Yeah that's cool. It only matters if I want it to actually fight and it has a million init passes."
5813
5814<<Auto-Judge[]>> Zen (#7043) rolls 2 vs TN 5 for "will vs confusion + wound mod":
5815
5816 4 11 = 1 Success
5817
5818
5819
5820Sundown stays crouched and low as she approaches the building. Watching the lives simply be extinguished by these eminent professionals is ... disturbing, but she tries to put it out of her mind. Focus, instead, on the task at hand.
5821
5822
5823
5824There is a faint flicker of concern as the numbers inside fail to tally with the numbers reported, and she gives a faint murmur of command to her spirit friend - "Please, confound that enemy, until he is done, and I will take things from here."
5825
5826
5827
5828The spirit thus withdraws its protection from the vehicle, and wings instead towards the unfortunate junkie, to add to the poor individual's already confused state.
5829
5830
5831
5832<<Plot>> Sundown says, "And even on a success, he's at +3 to all TNs to ... do things. Hooray Confuse!"
5833
5834<<OOC>> Zen says, "no resist vs confusion?"
5835
5836<<OOC>> Kraft says, "Nope"
5837
5838<<OOC>> Kraft says, "There is no resistance test. Just, pop - now everything is HARDER."
5839
5840<<OOC>> Sundown says, "Kill the spirit, basically. :P"
5841
5842<<OOC>> Kraft says, "Yeah, pretty much."
5843
5844<<OOC>> Sundown says, "Or me!"
5845
5846<<OOC>> Kraft says, "Confuse is the under-rated kill beast of spirit powers."
5847
5848<<OOC>> Kraft says, "Want to take cover? Okay, willpower roll. Wnat to shoot a gun? Okay, will power roll. Now add that power to all TNs."
5849
5850------------------------------------------------------[ Shadowrun Denver ]-----
5851
5852==========================> Shadowrun Denver: Magic <==========================
5853
5854
5855
5856Here is a collection of documents that will assist in the smooth flow of magic.
5857
5858
5859
5860 ANCHORING ASSENSE ASTRALPATROL BGCOUNTS
5861
5862 CONJURINGDRAIN CRITTERLIST DETECTIONS EFFECTS
5863
5864 ENCHANTING FOCI FOCUSDESIGN MANAWARP
5865
5866 METAMAGIC NOTICE OBJECTRES OBJECTRES2
5867
5868 PERMSPELL PHYSDRAIN SCHOOLS VISION
5869
5870
5871
5872-------------> Type '+info magic <topic>' for more information' <--------------
5873
5874------------------------------------------------------[ Shadowrun Denver ]-----
5875
5876==============================> Normal Critters <==============================
5877
5878Name B Q S C I W E R Init Attacks
5879
5880
5881
5882Bat 1 5 (x4) 0 - 1/5 1 6 6 6+1d6 2L
5883
5884Bear 9/1 4 (x3) 9 - 2/4 2 6 5 5+1d6 6S, +1 Reach
5885
5886Cat, House 1 4 (x3) 1 - 2/4 2 6 5 5+2d6 3L, -1 Reach
5887
5888Cat, Wild 2 4 (x4) 2 _ 2/4 2 6 5 5+2d6 4M, -1 Reach
5889
5890Deer 4 4 (x4) 4 _ 2/3 2 6 3 3+1d6 3M, +1 Reach
5891
5892Dog, Large 3 4 (x5) 3 _ 2/4 2 6 4 4+1d6 6M
5893
5894Dog, Small 1 4 (x4) 1 _ 2/4 2 6 4 4+1d6 3L, -1 Reach
5895
5896Elephant 15/3 3 (x4) 40 _ 3/3 3 6 3 3+1d6 10D, +1 Reach
5897
5898Fox 2 4 (x4) 1 _ 2/4 2 6 5 5+2d6 3L, -1 Reach
5899
5900Goat 2 4 (x6) 2 _ 2/3 2 6 3 3+1d6 3L
5901
5902Horse 10 4 (x4) 8 _ 2/3 2 6 3 3+1d6 6S, +1 Reach
5903
5904Leopard 5 5 (x4) 5 _ 2/4 2 6 5 5+3d6 9S
5905
5906Rat 1 5 (x3) 0 _ 1/4 1 6 5 5+1d6 2L, -1 Reach
5907
5908Rhinoceros 12/2 4 (x4) 25 _ 2/2 2 6 3 3+1d6 11D
5909
5910Seal 6 5 (x4) 4 _ 3/4 2 6 4 4+1d6 4M
5911
5912Shark 5/1 5 (x4) 4 _ 2/3 1 6 5 5+2d6 10S
5913
5914Shark, Lrg 10/2 5 (x3) 10 _ 2/3 2 6 5 5+2d6 12D
5915
5916Tiger 8 6 (x4) 8 _ 3/4 2 6 6 6+3d6 10S, +1 Reach
5917
5918Wolf 5 5 (x4) 4 _ 3/4 2 6 5 5+2d6 7M
5919
5920
5921
5922-------------------------------------------------------------------------------
5923
5924------------------------------------------------------[ Shadowrun Denver ]-----
5925
5926==========================> Shadowrun Denver: Magic <==========================
5927
5928
5929
5930Here is a collection of documents that will assist in the smooth flow of magic.
5931
5932
5933
5934 ANCHORING ASSENSE ASTRALPATROL BGCOUNTS
5935
5936 CONJURINGDRAIN CRITTERLIST DETECTIONS EFFECTS
5937
5938 ENCHANTING FOCI FOCUSDESIGN MANAWARP
5939
5940 METAMAGIC NOTICE OBJECTRES OBJECTRES2
5941
5942 PERMSPELL PHYSDRAIN SCHOOLS VISION
5943
5944
5945
5946-------------> Type '+info magic <topic>' for more information' <--------------
5947
5948<<BBoard>> New message (ooc2/12) from Finn (#6756) on General Discussion: Shout Outs 2.
5949
5950<<OOC>> Sundown says, "Yeah, luckily not ALL spirits have them and you can only do it to a number of targets equal to essence at once."
5951
5952------------------> Message #12 on Board General Discussion <------------------
5953
5954Posted By: Finn (#6756)
5955
5956Date/Time: Tue Oct 4 14:58:15 2016
5957
5958 Subject: Shout Outs 2
5959
5960-------------------------------------------------------------------------------
5961
5962Just a general shout out to all y'all doing legwork, RPign in hot spots, creatign or responding to rumors, doing plots or playing in them and logging into this awesome game.
5963
5964
5965
5966Thanks!
5967
5968-------------------------------------------------------------------------------
5969
5970<<OOC>> Sundown says, "City, Hearth and Wind do, though, so it is usually pretty easy to get in Denver. >_>"
5971
5972<<OOC>> Zen says, "holy.. ok.."
5973
5974<<OOC>> Sundown says, "That's what lets us shamans keep up with elemental packs. xD"
5975
5976<<Auto-Judge[]>> Zen (#7043) rolls 2 vs TN 5 for "Willpower to bother responding to being shot?":
5977
5978 5 5 = 2 Successes
5979
5980<<OOC>> Zen falls over.
5981
5982<<Plot>> Zen says, "The guy blinks, staggered by the confusion of the spirit.. and promptly starts yelling about being shot!"
5983
5984Commlink-Zen> Zen sends, << I think cover is officially blown. >>
5985
5986Commlink-HatBot> Kraft sends, << This became a lot easier. Make sure to cover your eyes. >>
5987
5988<<BBoard>> New message (ooc2/13) from Dorian (#7753) on General Discussion: Re:Shout Out.
5989
5990------------------> Message #13 on Board General Discussion <------------------
5991
5992Posted By: Dorian (#7753)
5993
5994Date/Time: Tue Oct 4 15:05:19 2016
5995
5996 Subject: Re:Shout Out
5997
5998-------------------------------------------------------------------------------
5999
6000Shout Out right back to Finn who is putting a lot of effort himself into creating plot hooks, running staff plots from his cellphone at work, and giving life to the grid.
6001
6002-------------------------------------------------------------------------------
6003
6004------------------------------------------------------[ Shadowrun Denver ]-----
6005
6006============================> Initiative Listing <=============================
6007
6008Combatant Name................. P1(B) P2(-10) P3(-20) P4(-30) P5(-40)
6009
6010Anita.......................... 23 13 3 -- --
6011
6012Zen............................ 22 12 2 -- --
6013
6014Kraft.......................... 18 8 -- -- --
6015
6016Sundown........................ 11 1 -- -- --
6017
6018Guys Inside.................... 4 -- -- -- --
6019
6020Guys Outside .................. 4 -- -- -- --
6021
6022-------------------------------------------------------------------------------
6023
6024<<OOC>> Kraft says, "It's the GUYS turn. Guys Under Your Supervision."
6025
6026<<OOC>> Zen says, "yeah, sorry. hourly thing I had to fix. I'm posing. :)"
6027
6028<<Plot>> Zen says, "The guys inside pop open the door to both the north and south. One of them is definitely a bit more on the cromed side it seems as they'd all draw their pistols to take aim and fire. Both the guys in the door to the south would shoot at Kraft as he's the easiest to see. The guys out the north door would start shooting at Zen."
6029
6030<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 7 for "Close range - TN 4 + cover for Kraft + low light guy 1":
6031
6032 2 4 11 13 = 2 Successes
6033
6034<<Plot>> Zen says, "6M shot on you Kraft. Can dodge/soak."
6035
6036<<Plot>> Kraft says, "I'm going to try and dodge first. I've got two CP left."
6037
6038<<OOC>> Anita is running out of time here sadly
6039
6040<<OOC>> Kraft says, "We'll hustle."
6041
6042<<OOC>> Kraft says, "TN 4 to dodge...?"
6043
6044<<OOC>> Kraft squints at combat.
6045
6046<<OOC>> Zen says, "yep"
6047
6048<<Auto-Judge[]>> Kraft (#8816) rolls Combat Pool: 2 vs TN 4 for "Dodge it?":
6049
6050 2 2 = 0 Successes
6051
6052<<OOC>> Kraft says, "NOPE. Soaking then."
6053
6054<<Stats System>> Invalid stat 'armor=zen' on Kraft (#8816).
6055
6056<<Auto-Judge[]>> Kraft (#8816) has the Active Skill Armor B/R with the value '0' (only to Zen).
6057
6058You paged Zen with 'Bah'.
6059
6060You paged Zen with 'I've got 5/3'.
6061
6062------------------------------------------------------[ Shadowrun Denver ]-----
6063
6064=====================> Character Sheet for Kraft (#8816) <=====================
6065
6066--------------------------------> Attributes <---------------------------------
6067
6068 Body : 3 ( 8) Charisma : 5 Essence : 6 (0.1)
6069
6070 Quickness : 6 ( 7) Intelligence : 5 Body Index : 0 (2.4)
6071
6072 Strength : 3 ( 4) Willpower : 2 Magic : 0
6073
6074 Reaction : 5 ( 9) Initiative : 9 + 2D6 Armor : 5/ 3
6075
6076-------------------------------------------------------------------------------
6077
6078Zen pages: ok
6079
6080<<Auto-Judge[]>> Kraft (#8816) rolls Body vs TN 2 for "5M, 5/3 Armor, 2 TN total":
6081
6082 2 3 3 3 4 5 5 10 = 8 Successes
6083
6084<<OOC>> Zen says, "soaked"
6085
6086<<OOC>> Kraft says, "Next man?"
6087
6088<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 7 for "Close range - TN 4 + cover for Kraft + low light guy 2":
6089
6090 4 4 4 7 = 1 Success
6091
6092<<OOC>> Kraft says, "Same gun type?"
6093
6094<<OOC>> Zen says, "yeah"
6095
6096<<Auto-Judge[]>> Kraft (#8816) rolls Body vs TN 2 for "5M, 5/3 Armor, 2 TN total, take two.":
6097
6098 1 1 2 3 4 4 5 10 = 6 Successes
6099
6100<<OOC>> Zen says, "going to KP?"
6101
6102<<OOC>> Kraft says, "That should be a full soak, shouldn't it? M - L - None?"
6103
6104<<OOC>> Zen says, "otherwise that's 5 successes, which is only 2 stages?"
6105
6106<<OOC>> Zen says, "his success subtracts one from yours"
6107
6108<<OOC>> Sundown says, "No, that's for dodging, not soaking."
6109
6110<<OOC>> Zen says, "yeah, sorry"
6111
6112<<OOC>> Sundown says, "One success means he hits but does base damage :)"
6113
6114<<OOC>> Zen says, "nevermind. right. So it's good. soaked"
6115
6116<<OOC>> Kraft thumbs up, and poses.
6117
6118<<OOC>> Anita says, "Sorry guys, 5 hours is my limit tonight"
6119
6120<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 5 for "Close range - TN 4 + low light guy 3 vs Zen":
6121
6122 2 2 5 7 = 2 Successes
6123
6124<<OOC>> Zen says, "understood"
6125
6126<<OOC>> Anita says, "I'm about to qwerty-face, but I was having a lot of fun"
6127
6128
6129
6130The 'Borg is caught out in the open, and does his best to duck down - to all the good it does. Fortunately, being mostly made of metal at this point, the bullets thunk against good solid armor - and then spark off the harder frame beneath, jerking Kraft sideways.
6131
6132<<OOC>> Zen says, "glad to hear it. We're almost done. :)"
6133
6134<<OOC>> Sundown says, "Nice to meet you Anita! Hopefully we can play again :)"
6135
6136<<OOC>> Kraft says, "Yeah, thanks Anita!"
6137
6138<<Nom System>> Nomination for Anita registered. You have used 5 noms this week.
6139
6140<<OOC>> Zen says, "will definitely look for you next time I do something. :)"
6141
6142<<OOC>> Anita says, "If you need to NPC me, Anita has the bow or the rifle on her, or you can just send her for the car. Catch you all soon!"
6143
6144Anita has disconnected.
6145
6146------------------------------------------------------[ Shadowrun Denver ]-----
6147
6148============================> Initiative Listing <=============================
6149
6150Combatant Name................. P1(B) P2(-10) P3(-20) P4(-30) P5(-40)
6151
6152Anita.......................... 23 13 3 -- --
6153
6154Zen............................ 22 12 2 -- --
6155
6156Kraft.......................... 18 8 -- -- --
6157
6158Sundown........................ 11 1 -- -- --
6159
6160Guys Inside.................... 4 -- -- -- --
6161
6162Guys Outside .................. 4 -- -- -- --
6163
6164-------------------------------------------------------------------------------
6165
6166<<OOC>> Kraft says, "Anywho~ Guy shooting at Zen. And two guys shooting at me. ... Sundown, help? :O"
6167
6168<<OOC>> Zen snickers.
6169
6170<<OOC>> Sundown says, "You've got a chance to help yourself first!"
6171
6172<<Auto-Judge[]>> Zen (#7043) rolls Body vs TN 2 for "6M with 5/2 armor":
6173
6174 2 2 4 5 10 = 5 Successes
6175
6176<<OOC>> Zen says, "light none there, right?"
6177
6178<<OOC>> Kraft nods.
6179
6180<<OOC>> Sundown says, "Yeah, if you can get the TN down to 2-3 it is usually worth just soaking rather than dodging in my experience. :P"
6181
6182------------------------------------------------------[ Shadowrun Denver ]-----
6183
6184=====================> Character Sheet for Kraft (#8816) <=====================
6185
6186-------------------------------> Active Skills <-------------------------------
6187
6188 Athletics........................ 3 Interrogation.................... 3
6189
6190 Boxing........................... 3 Intimidation..................... 2
6191
6192 Computers........................ 2 Negotiation...................... 3
6193
6194 Disguise......................... 4 Pistols.......................... 5
6195
6196 Electronics...................... 3 Pistols B/R...................... 1
6197
6198 Electronics B/R.................. 3 Stealth.......................... 5
6199
6200 Etiquette........................ 3
6201
6202-----------------------------> Knowledge Skills <------------------------------
6203
6204 Chemistry........................ 1 Jazz............................. 1
6205
6206 Criminal Organizations........... 2 Magic Background................. 1
6207
6208 Data Havens...................... 1 Police Procedures................ 2
6209
6210 Denver Law....................... 1 Security Systems................. 1
6211
6212 FTZ Smuggling Route.............. 3 Shadowscene Players.............. 2
6213
6214 Forensics........................ 5 Street Rumors.................... 2
6215
6216 Gang Identification.............. 2
6217
6218---------------------------------> Languages <---------------------------------
6219
6220 Cityspeak........................ 3 Or'zet........................... 1
6221
6222 English.......................... 4 Sperethiel....................... 1
6223
6224-------------------------------------------------------------------------------
6225
6226<<OOC>> Zen screwed up and used all his CP. >.>
6227
6228<<OOC>> Kraft grins. "I did too, thinking we'd keep this quiet and I'd have a chance to refresh on next turn."
6229
6230<<OOC>> Sundown says, "Good thing I bought that heal spell!"
6231
6232<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 5 for "Close range - TN 4 + low light guy 4 vs Zen":
6233
6234 1 2 4 4 = 0 Successes
6235
6236<<OOC>> Kraft says, "And that's a full out miss."
6237
6238------------------------------------------------------[ Shadowrun Denver ]-----
6239
6240=======================> Ranged Combat Modifiers Table <=======================
6241
6242
6243
6244Recoil Mod for Semi Auto +1 for 2nd Shot this same Combat Phase
6245
6246Recoil Mod for Burst Fire +3 per Burst Fired this same Combat Phase
6247
6248Recoil Mod for Full Auto +1 per Round Fired this same Combat Phase
6249
6250Heavy Weapon Recoil Mod (+kb 190) +(Uncompensated Recoil * 2)
6251
6252Blind Fire +8
6253
6254Partial Cover +4
6255
6256Visibility Impaired +TN Mods from +info combat visibility
6257
6258Multiple Targets +2 per Extra Target this same Combat Phase
6259
6260Target Running +2
6261
6262Target Stationary (+kb 196) 1
6263
6264Attacker Melee +2 per Opponent Engaged
6265
6266Attacker Running +4
6267
6268Attacker Running (difficult ground) +6
6269
6270Attacker Walking +1
6271
6272Attacker Walking (difficult ground) +2
6273
6274Attacker Wounded Light = +1; Medium = +2; Serious = +3
6275
6276Smart-Link I (with smartgun) 2
6277
6278Smart-Link II (with smartgun) -2 & Called Shots are +2 TN (not +4 TN).
6279
6280Smart Goggles (with smartgun) 1
6281
6282Laser Sight 1
6283
6284Dual Wielding & Offhand Use Based Off Ambidex Skill: +hr combat twowea
6285
6286Aimed Shot 1 per Simple Action up to 1/2 Skill
6287
6288 (Round Down)
6289
6290Called Shot +4 (Rules Clarified in +hr combat called)
6291
6292Vision Magnification Steps Down +info combat weaponrange
6293
6294Rangefinder (+kb 330) Long = -1 & Extreme = -2
6295
6296 (Not Compatible with Vision Mag)
6297
6298Recoil Compensation Reduces Recoil Modifier
6299
6300Gyro Stabilization (+kb 190) Reduces Recoil or Movement Modifier
6301
6302
6303
6304-------------------------------------------------------------------------------
6305
6306<<OOC>> Zen says, "that's the guys outside."
6307
6308<<Plot>> Zen says, "Confused guy, should he shoot?"
6309
6310<<Plot>> Sundown says, "He can I believe, he's at +3 TN. :)"
6311
6312<<Auto-Judge[]>> Zen (#7043) rolls 2 vs TN 5 for "willpower to decide if he should?":
6313
6314 5 5 = 2 Successes
6315
6316<<OOC>> Zen >.>
6317
6318<<OOC>> Kraft says, "Yeah. It adds the power of confusion to his TN to shoot as well, even if he makes the decision to shoot."
6319
6320<<OOC>> Kraft says, "I'm telling you. Confusion is the Shaman nuke."
6321
6322<<Plot>> Zen says, "The guy pulls out his gun and tries to shoot at Zen!"
6323
6324<<OOC>> Sundown says, "Its probably the best power. That and Concealment are the two I lean on the hardest when I play shamans in 3rd."
6325
6326<<Voucher System>> I can't find a voucher matching 'coneal'.
6327
6328------------------------------------------------------[ Shadowrun Denver ]-----
6329
6330==================> Contents of Concealed Equipment (#9439) <==================
6331
6332
6333
6334| Item | Qty | IC Location | Description |
6335
6336*------+-------+----------------------+---------------------------------------*
6337
6338| * 1 | 1 | Carried | Secure Ultra-Vest |
6339
6340| 2 | 1 | Carried | Flash-Pak |
6341
6342| 3 | 1 | Carried | Cavalier Deputy (Custom) |
6343
6344| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
6345
6346| 5 | 1 | Carried | Laser Sight (Extended) |
6347
6348| 6 | 1 | Carried | Polymimetic Mask |
6349
6350| 7 | 1 | Carried | Taccom Personal Unit |
6351
6352| 8 | 1 | Carried | Micro-Camcorder |
6353
6354| 9 | 1 | Carried | Micro-Recorder |
6355
6356| 10 | 1 | Carried | Pocket Secretary |
6357
6358| 11 | 1 | Carried | Tool Laser |
6359
6360| 12 | 1 | Carried | Wrist Grapple gun |
6361
6362| 13 | 1 | Carried | Scanner (Custom) |
6363
6364| 14 | 1 | Carried | Vidlink Transmitter |
6365
6366| 15 | 1 | Carried | Electronics MiniKit |
6367
6368| 16 | 6 | Carried | EX EX Ammo |
6369
6370| 17 | 6 | Carried | Rebound Ammo |
6371
6372=============================== 17 Items Listed ===============================
6373
6374 Type '+vinfo #9439/<item>' for full information about an item.
6375
6376 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
6377
6378 Type '+help voucher' for help on the voucher system.
6379
6380 <<Auto-Judge[]>> Voucher Authenticity Verified
6381
6382
6383
6384-------------------------------------------------------------------------------
6385
6386------------------------------------------------------[ Shadowrun Denver ]-----
6387
6388=======================> Item 5 on Concealed Equipment <=======================
6389
6390 Item Name: Laser Sight (Extended)
6391
6392 Item Type: ITEM
6393
6394 Quantity: 1
6395
6396 Fractional OK: No
6397
6398 Clonable: No
6399
6400 Players Can Link: No
6401
6402 Created For: Kraft (#8816)
6403
6404 Created By: Myth (#2142)
6405
6406 IC Location: Carried
6407
6408-----------------------------> GM Notes for Item <-----------------------------
6409
6410Dec 3 2015 Chargen Note: This is attached to the Cavalier Deputy, and is
6411
6412 part of it's customization.
6413
6414Dec 3 2015 Purchased 1 at chargen for 1500 in resources. Approved by Myth
6415
6416 (#2142).
6417
6418-------------------------------------------------------------------------------
6419
6420<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 11 for "close range: 4 + 2 wound + 3 confusion +2 low light":
6421
6422 1 3 3 9 = 0 Successes
6423
6424<<OOC>> Kraft says, "- close -"
6425
6426Huh? (Type "help" for help.)
6427
6428<<OOC>> Zen chuckles.
6429
6430------------------------------------------------------[ Shadowrun Denver ]-----
6431
6432========================> Firearm Information Listing <========================
6433
6434
6435
6436 Available firearms by gun type may be found under each topic below, along with gunsmithing information under +info gear fire mods.
6437
6438
6439
6440 ACCESSORIES ASSAULTRIFLES HEAVYWEAPONS LASERS
6441
6442 LAUNCHWEAPONS MACHINEGUNS MODS PISTOLS
6443
6444 RIFLES SHOTGUNS SMGS SPECIAL
6445
6446 SPRAYWEAPONS
6447
6448
6449
6450---------> Type '+info gear firearms <topic>' for more information' <----------
6451
6452------------------------------------------------------[ Shadowrun Denver ]-----
6453
6454=============> Firearms Modifications -- Cosmetic Modifications <==============
6455
6456
6457
6458 Firearm Modification Tables -- Cosmetic
6459
6460
6461
6462Modification Base Time / (Skill B/R @ TN ?) Tools PRICE
6463
6464Custom Finish 24 Hours / (Weapon B/R @ TN 4) * 160
6465
6466Embossing/Engraving 12 Hours / (Weapon B/R @ TN 4) Kit 160
6467
6468
6469
6470* A gunsmithing kit (for the associated firearm) can be used to dye handles
6471
6472 or a steel frame to any color besides chrome or nickel.
6473
6474* A gunsmithing shop must be used if the entire frame (or any parts)
6475
6476 are to be non-factory steel, gold, silver, nickel, or chrome.
6477
6478
6479
6480Custom Finish: Various platings, ivory handles,
6481
6482 and other cosmetic modifications. Not compatible with Ceramic weapons.
6483
6484
6485
6486Embossing/Engraving: For the runner who just /has/ to have
6487
6488 a saying on their weapon. Also includes scroll work and other designs.
6489
6490
6491
6492----------------> Type '+info gear firearms mods2' for more. <-----------------
6493
6494<<OOC>> Zen says, "top of set."
6495
6496------------------------------------------------------[ Shadowrun Denver ]-----
6497
6498============================> Weapons Accessories <============================
6499
6500
6501
6502This is a listing of Weapons Accessories Information available in Devner.
6503
6504
6505
6506 DESIGNATOR GENERAL IMAGING RECOILCOMP
6507
6508 SMARTGUN
6509
6510
6511
6512
6513
6514-----> Type '+info gear firearms accessories <topic>' for more details. <------
6515
6516------------------------------------------------------[ Shadowrun Denver ]-----
6517
6518============================> General Accessories <============================
6519
6520
6521
6522Item Mount Conceal Rating Mass Avail Cost SI Legal
6523
6524
6525
6526Battletac Remote Trigger System -2 - 1.00 12/30 2500 2.00 2-W
6527
6528Bow Accessory Mount - -1 - 0.10 2/24 100 0.90 Legal
6529
6530Biometric Safety - - - 0.10 3/36 2250 1.50 Legal
6531
6532Concealable Holster - +2 - 0.10 2/24 100 0.75 Legal
6533
6534Grenade Link - - - 0.10 8/48 750 2.00 6-K
6535
6536Quick Draw Holster
6537
6538 Standard - - - 0.10 4/48 100 0.75 Legal
6539
6540 Concealable - +2 - 0.10 5/72 150 0.75 Legal
6541
6542 Wrist-Snap Deployed * * - 0.25 6/96 750 0.75 Legal
6543
6544Safe Target System
6545
6546 Gun Modification - -1 1-12 1.00 R/48 R*1000 2.00 Legal
6547
6548 Beacon - 10 1-12 0.25 R/48 R*200 2.00 Legal
6549
6550Sling - - - 0.10 2/12 20 1.00 Legal
6551
6552Spare Clips - - - 0.75 2/24 5 0.75 Legal
6553
6554Standard Holster - - - 0.10 2/12 40 0.75 Legal
6555
6556
6557
6558Silencer Barrel -2 - 0.20 4/48 500 2.00 *
6559
6560Sound Suppressor Barrel -2 - 0.50 6/48 750 2.00 *
6561
6562Underbarrel Weapon
6563
6564 Bayonet Under -1 - 0.75 4/24 50 1.00 6-A
6565
6566 Flamethrower Nozzle Under ?? - 0.00 (Flamer Chosen +200 Yen)
6567
6568 Grapple Gun Under -1 - 2.00 5/48 500 1.25 4P-U
6569
6570 Grenade Launcher Under -3 - 2.00 (Ares Antioch in SR3 279)
6571
6572
6573
6574* Legality is the same as for the gun to which the Silencer or Suppressor goes.
6575
6576* Smartlink (I-II) Required For Use.
6577
6578* Hold Out +2, Light Pistol +1, Heavy Pistol -0, & Submachine Gun -2.
6579
6580
6581
6582-------------------------------------------------------------------------------
6583
6584------------------------------------------------------[ Shadowrun Denver ]-----
6585
6586============================> Target Designators <=============================
6587
6588
6589
6590Item Mount Conceal Rating Weight Avail Cost SI Legal
6591
6592
6593
6594Laser Designator
6595
6596 Weapon-Mounted Top/Under -2 - 0.50 12/14 3,000 2.00 8-U
6597
6598 Hand-Held - 8 - 0.50 12/14 3,000 2.00 8-U
6599
6600Microwave Designator - 4 - 4.50 24/30 12,500 2.00 8-U
6601
6602Radar Designator - - - 25.00 24/90 48,000 2.00 8-U
6603
6604
6605
6606-------------------------------------------------------------------------------
6607
6608------------------------------------------------------[ Shadowrun Denver ]-----
6609
6610========================> Firearm Information Listing <========================
6611
6612
6613
6614 Available firearms by gun type may be found under each topic below, along with gunsmithing information under +info gear fire mods.
6615
6616
6617
6618 ACCESSORIES ASSAULTRIFLES HEAVYWEAPONS LASERS
6619
6620 LAUNCHWEAPONS MACHINEGUNS MODS PISTOLS
6621
6622 RIFLES SHOTGUNS SMGS SPECIAL
6623
6624 SPRAYWEAPONS
6625
6626
6627
6628---------> Type '+info gear firearms <topic>' for more information' <----------
6629
6630------------------------------------------------------[ Shadowrun Denver ]-----
6631
6632====================> Shadowrun Firearms: Special Weapons <====================
6633
6634
6635
6636Special Weap Conceal Ammo Mode Damage Mass Avail Cost * SI Legal
6637
6638Exec Protector 10(3) 35(c) SA/BF/FA 6M 5(3) 6/72 H 2000 * 1.5 4-G
6639
6640Blowgun 7 1(b) SS -- 0.25 4/12 H 10 * 1.0 10-D
6641
6642Bracer 7 1(b) SS 6L 0.30 12/7 D 1300 * 3.0 8P-E
6643
6644Gun Cane 2(9) 1(b) SS 6L 1.00 10/7 D 500 * 2.0 8P-E
6645
6646Gyrojet Pistol 5 10(c) SA 12M 2.00 4/48 H 1000 * 2.0 6-K
6647
6648Net Gun
6649
6650 Normal 4 4(b) SA Special 4.00 8/36 H 750 * 2.0 6P-E
6651
6652 Large 3 4(b) SA Special 4.50 8/36 H 1150 * 2.0 6P-E
6653
6654Speargun - --- SS 6M 2.00 3/24 H 800 * 1.0 5P-D
6655
6656
6657
6658---------> For special rules, see +info gear firearms special notes <----------
6659
6660------------------------------------------------------[ Shadowrun Denver ]-----
6661
6662=============> Firearms Modifications -- Cosmetic Modifications <==============
6663
6664
6665
6666 Firearm Modification Tables -- Cosmetic
6667
6668
6669
6670Modification Base Time / (Skill B/R @ TN ?) Tools PRICE
6671
6672Custom Finish 24 Hours / (Weapon B/R @ TN 4) * 160
6673
6674Embossing/Engraving 12 Hours / (Weapon B/R @ TN 4) Kit 160
6675
6676
6677
6678* A gunsmithing kit (for the associated firearm) can be used to dye handles
6679
6680 or a steel frame to any color besides chrome or nickel.
6681
6682* A gunsmithing shop must be used if the entire frame (or any parts)
6683
6684 are to be non-factory steel, gold, silver, nickel, or chrome.
6685
6686
6687
6688Custom Finish: Various platings, ivory handles,
6689
6690 and other cosmetic modifications. Not compatible with Ceramic weapons.
6691
6692
6693
6694Embossing/Engraving: For the runner who just /has/ to have
6695
6696 a saying on their weapon. Also includes scroll work and other designs.
6697
6698
6699
6700----------------> Type '+info gear firearms mods2' for more. <-----------------
6701
6702------------------------------------------------------[ Shadowrun Denver ]-----
6703
6704================================> Basic Gear <=================================
6705
6706
6707
6708 Shadowrun Denver conveniently organizes not only canon gear from the Shadowrun 3e source books but also unique items from our MUSH community under the various topics below. For our custom items, check out +info gear custom.
6709
6710
6711
6712 AMMO ARMOR BIOTECH CHEMICAL
6713
6714 COMM CUSTOM ELECTRONICS EXPLOSIVES
6715
6716 FIREARMS FUP GRENADES MAGICAL
6717
6718 MATRIX MELEE PROJECTILE RECOMMENDED
6719
6720 SECURITY SKILLSOFTS SURVEILLANCE SURVIVAL
6721
6722 THROWING TOOLS VEHICLES VISION
6723
6724
6725
6726--------------> Type '+info gear <topic>' for more information' <--------------
6727
6728------------------------------------------------------[ Shadowrun Denver ]-----
6729
6730========================> Firearm Information Listing <========================
6731
6732
6733
6734 Available firearms by gun type may be found under each topic below, along with gunsmithing information under +info gear fire mods.
6735
6736
6737
6738 ACCESSORIES ASSAULTRIFLES HEAVYWEAPONS LASERS
6739
6740 LAUNCHWEAPONS MACHINEGUNS MODS PISTOLS
6741
6742 RIFLES SHOTGUNS SMGS SPECIAL
6743
6744 SPRAYWEAPONS
6745
6746
6747
6748---------> Type '+info gear firearms <topic>' for more information' <----------
6749
6750------------------------------------------------------[ Shadowrun Denver ]-----
6751
6752==================================> Pistols <==================================
6753
6754
6755
6756 All 4 pistol types currently available are listed below.
6757
6758
6759
6760 HEAVY HOLDOUT LIGHT MACHINE
6761
6762 TASERS
6763
6764
6765
6766-----> Type '+info gear firearms pistols <topic>' for more information' <------
6767
6768------------------------------------------------------[ Shadowrun Denver ]-----
6769
6770============================> Weapons Accessories <============================
6771
6772
6773
6774This is a listing of Weapons Accessories Information available in Devner.
6775
6776
6777
6778 DESIGNATOR GENERAL IMAGING RECOILCOMP
6779
6780 SMARTGUN
6781
6782
6783
6784
6785
6786-----> Type '+info gear firearms accessories <topic>' for more details. <------
6787
6788------------------------------------------------------[ Shadowrun Denver ]-----
6789
6790==============================> Imaging Systems <==============================
6791
6792
6793
6794Item Mount Conceal Rating Mass Avail Cost SI Legal
6795
6796
6797
6798Flashlight
6799
6800 Standard Top/Under -1 - 0.25 2/24 50 0.75 Legal
6801
6802 Low-Light Top/Under -1 - 0.25 2/24 250 1.00 Legal
6803
6804 Thermographic Top/Under -1 - 0.25 2/24 450 1.00 Legal
6805
6806GunCam Top/Under -1 - 0.25 4/48 1,000 1.00 Legal
6807
6808 GunCam Transmitter - -1 - 0.25 4/48 R*2500 1.50 7P-U
6809
6810Imaging Scopes
6811
6812 Low Light Top -2 - 0.25 3/36 1,500 0.80 Legal
6813
6814 Magnification 1 Top -1 1 0.25 3/36 500 0.80 Legal
6815
6816 Magnification 2 Top -1 2 0.25 3/36 800 0.90 Legal
6817
6818 Magnification 3 Top -1 3 0.25 3/36 1,200 1.00 Legal
6819
6820 Thermographic Top -2 - 0.25 3/36 1,500 0.80 Legal
6821
6822LaserSight(Standard) Top/Under -1 - 0.25 6/36 500 0.90 Legal
6823
6824LaserSight(Extended) Top/Under -1 - 0.25 8/48 1,500 1.00 Legal
6825
6826Ultrasound Sight Top/Under -2 - 0.25 8/96 1,300 0.80 Legal
6827
6828Ultrasound Goggles - - - - 3/36 1,100 1.00 Legal
6829
6830
6831
6832-------------------------------------------------------------------------------
6833
6834<<Plot>> Zen says, "Anita as she has the bow already set up, would draw on the guy in the door and fire at the more cromed guy."
6835
6836------------------------------------------------------[ Shadowrun Denver ]-----
6837
6838=======================> Ranged Combat Modifiers Table <=======================
6839
6840
6841
6842Recoil Mod for Semi Auto +1 for 2nd Shot this same Combat Phase
6843
6844Recoil Mod for Burst Fire +3 per Burst Fired this same Combat Phase
6845
6846Recoil Mod for Full Auto +1 per Round Fired this same Combat Phase
6847
6848Heavy Weapon Recoil Mod (+kb 190) +(Uncompensated Recoil * 2)
6849
6850Blind Fire +8
6851
6852Partial Cover +4
6853
6854Visibility Impaired +TN Mods from +info combat visibility
6855
6856Multiple Targets +2 per Extra Target this same Combat Phase
6857
6858Target Running +2
6859
6860Target Stationary (+kb 196) 1
6861
6862Attacker Melee +2 per Opponent Engaged
6863
6864Attacker Running +4
6865
6866Attacker Running (difficult ground) +6
6867
6868Attacker Walking +1
6869
6870Attacker Walking (difficult ground) +2
6871
6872Attacker Wounded Light = +1; Medium = +2; Serious = +3
6873
6874Smart-Link I (with smartgun) 2
6875
6876Smart-Link II (with smartgun) -2 & Called Shots are +2 TN (not +4 TN).
6877
6878Smart Goggles (with smartgun) 1
6879
6880Laser Sight 1
6881
6882Dual Wielding & Offhand Use Based Off Ambidex Skill: +hr combat twowea
6883
6884Aimed Shot 1 per Simple Action up to 1/2 Skill
6885
6886 (Round Down)
6887
6888Called Shot +4 (Rules Clarified in +hr combat called)
6889
6890Vision Magnification Steps Down +info combat weaponrange
6891
6892Rangefinder (+kb 330) Long = -1 & Extreme = -2
6893
6894 (Not Compatible with Vision Mag)
6895
6896Recoil Compensation Reduces Recoil Modifier
6897
6898Gyro Stabilization (+kb 190) Reduces Recoil or Movement Modifier
6899
6900
6901
6902-------------------------------------------------------------------------------
6903
6904<<Auto-Judge[]>> Zen (#7043) rolls 7 vs TN 2 for "4 skill +3 CP + all her bonuses that makes it easy.":
6905
6906 2 3 3 4 4 5 8 = 7 Successes
6907
6908<<OOC>> Kraft says, "And she's at 13M, I think?"
6909
6910<<Auto-Judge[]>> Zen (#7043) rolls 5 vs TN 11 for "Body 5, 2/2 armor soaking and praying":
6911
6912 3 3 4 5 9 = 0 Successes
6913
6914<<OOC>> Zen says, "yeah"
6915
6916<<OOC>> Zen says, "so that staged up into another headshot."
6917
6918
6919
6920Out of the dim evening where Anita was staged, another arrow flew. And a new breathing hole was opened up. Radical piercings!
6921
6922<<OOC>> Kraft drops~
6923
6924<<OOC>> Zen cracks up.
6925
6926
6927
6928 Zen frowned. New targets. Whipping his hands pretty fast to swap guns, he'd draw the beasts to be able to end this quickly.
6929
6930
6931
6932<<Auto-Judge[]>> Zen (#7043) rolls Reaction vs TN 4 for "Quickdraw to put away brownings.":
6933
6934 1 1 2 3 3 4 5 5 5 17 = 5 Successes
6935
6936<<Auto-Judge[]>> Zen (#7043) rolls Reaction vs TN 4 for "Quickdraw to pull Nighthawks":
6937
6938 1 1 1 1 1 1 3 3 5 9 = 2 Successes
6939
6940<<OOC>> Zen has quick draw power + multi-tasking + nimble fingers. So can actually do this shennanigans. >.>
6941
6942<<OOC>> Kraft grins. Do it. DO IT
6943
6944
6945
6946 With a blur of speed that only an adept really could achieve, the guns are swapped out. It's not silenced anymore as Zen lines up his targets to shoot the two in the door, before he'd finish off the guy who looks really confused right now.
6947
6948
6949
6950<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 6 for "TN 4 close range + 2 light cover, light penalty negated, shot 1 of 4, first target":
6951
6952 1 1 2 3 4 5 5 5 9 10 = 2 Successes
6953
6954<<OOC>> Zen had to relook up the damage.
6955
6956<<OOC>> Zen says, "10M"
6957
6958The Warrens // Orktown //
6959
6960
6961
6962 A trio of Horsemen gangers on patrol their block. Armed with milspec level weapon and tactical squad training, they're more menacing than usual and Orktown's profiting from it. An extra extortion here, a drug sale in someone else's territory there. It adds up. Greenwich's name rings out in these parts, equally admired or feared.
6963
6964<<BBoard>> New message (news5/385) from GlobalEmit (#1224) on Global Emits: Global Emit.
6965
6966<<Auto-Judge[]>> Zen (#7043) rolls 4 + 3 vs TN 8 for "Body 4 armor 2/2 +3 CP":
6967
6968 1 2 2 2 4 5 8 = 1 Success
6969
6970<<OOC>> Zen says, "S wound done"
6971
6972<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 7 for "TN 4 close range + 2 light cover, light penalty negated, off hand, shot 2 of 4, first target":
6973
6974 2 2 2 3 3 4 4 4 7 9 = 2 Successes
6975
6976<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 8 for "Body 4 armor 2/2":
6977
6978 1 2 9 14 = 2 Successes
6979
6980<<OOC>> Zen says, "dang."
6981
6982<<OOC>> Zen says, "S + M wound done?"
6983
6984<<OOC>> Sundown says, "Yup!"
6985
6986<<OOC>> Zen says, "just shy of D"
6987
6988<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 6 for "TN 4 close range + 2 light cover, light penalty negated, shot 3 of 4, first target":
6989
6990 1 1 3 3 3 3 3 4 4 5 = 0 Successes
6991
6992<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 6 for "TN 4 close range + 2 light cover, light penalty negated, shot 3 of 4, first target KP:2/4":
6993
6994 2 2 3 3 3 5 5 5 7 15 = 2 Successes
6995
6996<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 8 for "Body 4 armor 2/2":
6997
6998 1 1 3 17 = 1 Success
6999
7000<<OOC>> Zen says, "dropped."
7001
7002<<OOC>> Zen says, "Last shot vs other guy in door."
7003
7004<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 7 for "TN 4 close range + 2 light cover, light penalty negated, off hand, shot 4 of 4, 2nd target":
7005
7006 1 1 2 2 2 2 2 3 4 5 = 0 Successes
7007
7008<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 7 for "TN 4 close range + 2 light cover, light penalty negated, off hand, shot 4 of 4, 2nd target KP: 3/4":
7009
7010 1 1 2 3 3 3 5 5 5 9 = 1 Success
7011
7012<<Auto-Judge[]>> Zen (#7043) rolls 4 + 3 vs TN 8 for "Body 4 armor 2/2 +3 CP":
7013
7014 1 1 2 2 2 2 5 = 0 Successes
7015
7016<<OOC>> Zen says, "M wound done to him."
7017
7018<<OOC>> Kraft says, "So, aside to Sundown. If we ever have to kill Zen, we do it with grenades."
7019
7020
7021
7022 While Zen takes down one of the guys at the door, he's able to wound the other, clipping him as he'd trade fire with the gangers. Both of them are hurt against the assassin while he'd hold up so far against them.
7023
7024
7025
7026<<OOC>> Zen cracks up.
7027
7028<<OOC>> Zen says, "first you have to spot him. :)"
7029
7030<<OOC>> Kraft says, "Flash-pak~"
7031
7032<<OOC>> Sundown says, "Easier with spells and astral vision :P"
7033
7034<<OOC>> Kraft says, "Ruth can't keep up with it. :D Anyways!"
7035
7036<<OOC>> Sundown says, "You need to hop me up on combat drugs so I can win init, that's all!"
7037
7038<<OOC>> Zen is working on the magic side. chuckles.
7039
7040<<OOC>> Kraft says, "Yeah, we'll stick all sorts of drugs in Sundown the Shaman. THIS IS MY BEST IDEA YET :D"
7041
7042<<OOC>> Zen snerks.
7043
7044<<OOC>> Kraft says, "Sorry, sorry. It's getting close to home-time and I'm all giddy."
7045
7046------------------------------------------------------[ Shadowrun Denver ]-----
7047
7048============================> Initiative Listing <=============================
7049
7050Combatant Name................. P1(B) P2(-10) P3(-20) P4(-30) P5(-40)
7051
7052Anita.......................... 23 13 3 -- --
7053
7054Zen............................ 22 12 2 -- --
7055
7056Kraft.......................... 18 8 -- -- --
7057
7058Sundown........................ 11 1 -- -- --
7059
7060Guys Inside.................... 4 -- -- -- --
7061
7062Guys Outside .................. 4 -- -- -- --
7063
7064-------------------------------------------------------------------------------
7065
7066<<OOC>> Kraft says, "Anyways - my turn?"
7067
7068<<OOC>> Zen says, "your action Kraft"
7069
7070<<OOC>> Kraft nods. One guy left on this side?
7071
7072<<OOC>> Zen says, "yes"
7073
7074<<OOC>> Zen says, "and he was shooting you too."
7075
7076<<OOC>> Kraft nods. Vision mag, cavalier, ex-ex-ammo and a laser sight.
7077
7078<<OOC>> Kraft says, "Also light-eyes. :3"
7079
7080<<Auto-Judge[]>> Kraft (#8816) has the Cyberware Cybereyes (Pair) with the following information (only to Zen):
7081
7082---------------------> Cyberware Item for Kraft (#8816) <----------------------
7083
7084 Item Name: Cybereyes (Pair)
7085
7086 Type: NORMAL
7087
7088 Contains: Vision Magnification (Optical)
7089
7090 Eye Light Systems
7091
7092 Flare Compensation
7093
7094 Essence: 0.2
7095
7096 Installed: Yes
7097
7098-------------------------------------------------------------------------------
7099
7100<<Game>> Backup to offline storage commencing. Game may freeze for a bit...
7101
7102<<OOC>> Kraft is look at .. TN 3?
7103
7104------------------------------------------------------[ Shadowrun Denver ]-----
7105
7106==================> Contents of Concealed Equipment (#9439) <==================
7107
7108| Item | Qty | IC Location | Description |
7109
7110*------+-------+----------------------+---------------------------------------*
7111
7112| * 1 | 1 | Carried | Secure Ultra-Vest |
7113
7114| 2 | 1 | Carried | Flash-Pak |
7115
7116| 3 | 1 | Carried | Cavalier Deputy (Custom) |
7117
7118| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
7119
7120| 5 | 1 | Carried | Laser Sight (Extended) |
7121
7122| 6 | 1 | Carried | Polymimetic Mask |
7123
7124| 7 | 1 | Carried | Taccom Personal Unit |
7125
7126| 8 | 1 | Carried | Micro-Camcorder |
7127
7128| 9 | 1 | Carried | Micro-Recorder |
7129
7130| 10 | 1 | Carried | Pocket Secretary |
7131
7132| 11 | 1 | Carried | Tool Laser |
7133
7134| 12 | 1 | Carried | Wrist Grapple gun |
7135
7136| 13 | 1 | Carried | Scanner (Custom) |
7137
7138| 14 | 1 | Carried | Vidlink Transmitter |
7139
7140| 15 | 1 | Carried | Electronics MiniKit |
7141
7142| 16 | 6 | Carried | EX EX Ammo |
7143
7144| 17 | 6 | Carried | Rebound Ammo |
7145
7146=============================== 17 Items Listed ===============================
7147
7148 Type '+vinfo #9439/<item>' for full information about an item.
7149
7150 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
7151
7152 Type '+help voucher' for help on the voucher system.
7153
7154 <<Auto-Judge[]>> Voucher Authenticity Verified
7155
7156-------------------------------------------------------------------------------
7157
7158<<Auto-Judge[]>> Kraft (#8816)'s Concealed Equipment (#9439) has the Voucher Item 3 Cavalier Deputy (Custom) with the following information (only to Zen):
7159
7160------------------------------------------------------[ Shadowrun Denver ]-----
7161
7162=======================> Item 3 on Concealed Equipment <=======================
7163
7164 Item Name: Cavalier Deputy (Custom)
7165
7166 Item Type: ITEM
7167
7168 Quantity: 1
7169
7170 Fractional OK: No
7171
7172 Clonable: No
7173
7174 Players Can Link: No
7175
7176 Created For: Kraft (#8816)
7177
7178 Created By: Myth (#2142)
7179
7180 IC Location: Carried
7181
7182-----------------------------> GM Notes for Item <-----------------------------
7183
7184Dec 3 2015 Chargen Note: 9M, SA revolver. 7 Shots. Customized to include an
7185
7186 extended laser sight (150m in day, 500m at night) - -1 TN to
7187
7188 shots.
7189
7190Dec 3 2015 Purchased 1 at chargen for 300 in resources. Approved by Myth
7191
7192 (#2142).
7193
7194-------------------------------------------------------------------------------
7195
7196<<Auto-Judge[]>> Kraft (#8816)'s Concealed Equipment (#9439) has the Voucher Item 16 EX EX Ammo with the following information (only to Zen):
7197
7198------------------------------------------------------[ Shadowrun Denver ]-----
7199
7200======================> Item 16 on Concealed Equipment <=======================
7201
7202 Item Name: EX EX Ammo
7203
7204 Item Type: ITEM
7205
7206 Quantity: 6
7207
7208 Fractional OK: No
7209
7210 Clonable: No
7211
7212 Players Can Link: No
7213
7214 Created For: Kraft (#8816)
7215
7216 Created By: Myth (#2142)
7217
7218 IC Location: Carried
7219
7220-----------------------------> GM Notes for Item <-----------------------------
7221
7222Dec 3 2015 Chargen Note: Adds +2 to power. Barriers are targted at twice
7223
7224 barrier rating, but resist at half barrier rating. Roll of all
7225
7226 1's causes self attack from explosion.
7227
7228Dec 3 2015 Purchased 6 at chargen for 600 in resources. Approved by Myth
7229
7230 (#2142).
7231
7232-------------------------------------------------------------------------------
7233
7234<<OOC>> Zen says, "yes. TN 3"
7235
7236<<Auto-Judge[]>> Kraft (#8816) rolls Pistols vs TN 3 for "9M + 2 for Ex-Ex, 11M, Semi-Auto Deputy Cavalier":
7237
7238 2 2 3 3 4 = 3 Successes
7239
7240<<OOC>> Kraft says, "Want the second shot while we're here?"
7241
7242<<OOC>> Zen says, "sure."
7243
7244<<Info System>> I can't find that topic.
7245
7246<<OOC>> Zen says, "wait."
7247
7248<<Info System>> I can't find that topic.
7249
7250<<OOC>> Zen says, "I think I forgot a TN."
7251
7252------------------------------------------------------[ Shadowrun Denver ]-----
7253
7254=======================> Ranged Combat Modifiers Table <=======================
7255
7256
7257
7258Recoil Mod for Semi Auto +1 for 2nd Shot this same Combat Phase
7259
7260Recoil Mod for Burst Fire +3 per Burst Fired this same Combat Phase
7261
7262Recoil Mod for Full Auto +1 per Round Fired this same Combat Phase
7263
7264Heavy Weapon Recoil Mod (+kb 190) +(Uncompensated Recoil * 2)
7265
7266Blind Fire +8
7267
7268Partial Cover +4
7269
7270Visibility Impaired +TN Mods from +info combat visibility
7271
7272Multiple Targets +2 per Extra Target this same Combat Phase
7273
7274Target Running +2
7275
7276Target Stationary (+kb 196) 1
7277
7278Attacker Melee +2 per Opponent Engaged
7279
7280Attacker Running +4
7281
7282Attacker Running (difficult ground) +6
7283
7284Attacker Walking +1
7285
7286Attacker Walking (difficult ground) +2
7287
7288Attacker Wounded Light = +1; Medium = +2; Serious = +3
7289
7290Smart-Link I (with smartgun) 2
7291
7292Smart-Link II (with smartgun) -2 & Called Shots are +2 TN (not +4 TN).
7293
7294Smart Goggles (with smartgun) 1
7295
7296Laser Sight 1
7297
7298Dual Wielding & Offhand Use Based Off Ambidex Skill: +hr combat twowea
7299
7300Aimed Shot 1 per Simple Action up to 1/2 Skill
7301
7302 (Round Down)
7303
7304Called Shot +4 (Rules Clarified in +hr combat called)
7305
7306Vision Magnification Steps Down +info combat weaponrange
7307
7308Rangefinder (+kb 330) Long = -1 & Extreme = -2
7309
7310 (Not Compatible with Vision Mag)
7311
7312Recoil Compensation Reduces Recoil Modifier
7313
7314Gyro Stabilization (+kb 190) Reduces Recoil or Movement Modifier
7315
7316
7317
7318-------------------------------------------------------------------------------
7319
7320<<OOC>> Zen says, "+2 for light cover. It goes both ways."
7321
7322<<OOC>> Kraft nods.
7323
7324<<OOC>> Kraft says, "I'll re-roll."
7325
7326<<OOC>> Zen says, "ok"
7327
7328<<Auto-Judge[]>> Kraft (#8816) rolls Pistols vs TN 5 for "9M + 2 for Ex-Ex, 11M, Semi-Auto Deputy Cavalier":
7329
7330 2 3 3 5 11 = 2 Successes
7331
7332<<OOC>> Zen says, "nice"
7333
7334<<Auto-Judge[]>> Kraft (#8816) rolls Pistols vs TN 6 for "9M + 2 for Ex-Ex, 11M, Semi-Auto Deputy Cavalier, second shot":
7335
7336 2 4 7 9 17 = 3 Successes
7337
7338<<OOC>> Kraft says, "Looking at two 11S"
7339
7340------------------------------------------------------[ Shadowrun Denver ]-----
7341
7342==================> Contents of Concealed Equipment (#9439) <==================
7343
7344| Item | Qty | IC Location | Description |
7345
7346*------+-------+----------------------+---------------------------------------*
7347
7348| * 1 | 1 | Carried | Secure Ultra-Vest |
7349
7350| 2 | 1 | Carried | Flash-Pak |
7351
7352| 3 | 1 | Carried | Cavalier Deputy (Custom) |
7353
7354| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
7355
7356| 5 | 1 | Carried | Laser Sight (Extended) |
7357
7358| 6 | 1 | Carried | Polymimetic Mask |
7359
7360| 7 | 1 | Carried | Taccom Personal Unit |
7361
7362| 8 | 1 | Carried | Micro-Camcorder |
7363
7364| 9 | 1 | Carried | Micro-Recorder |
7365
7366| 10 | 1 | Carried | Pocket Secretary |
7367
7368| 11 | 1 | Carried | Tool Laser |
7369
7370| 12 | 1 | Carried | Wrist Grapple gun |
7371
7372| 13 | 1 | Carried | Scanner (Custom) |
7373
7374| 14 | 1 | Carried | Vidlink Transmitter |
7375
7376| 15 | 1 | Carried | Electronics MiniKit |
7377
7378| 16 | 6 | Carried | EX EX Ammo |
7379
7380| 17 | 6 | Carried | Rebound Ammo |
7381
7382=============================== 17 Items Listed ===============================
7383
7384 Type '+vinfo #9439/<item>' for full information about an item.
7385
7386 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
7387
7388 Type '+help voucher' for help on the voucher system.
7389
7390 <<Auto-Judge[]>> Voucher Authenticity Verified
7391
7392-------------------------------------------------------------------------------
7393
7394<<Auto-Judge[]>> Zen (#7043) rolls 7 vs TN 9 for "Body 4 armor 2/2 +3 CP":
7395
7396 1 1 2 3 4 5 5 = 0 Successes
7397
7398------------------------------------------------------[ Shadowrun Denver ]-----
7399
7400==================> Shadowrun Denver Help: Vouchers, Part 1 <==================
7401
7402
7403
7404The voucher system enables you to manage IC objects that you are carrying. A voucher item represents the in-character object. Multiple items may be combined onto a single voucher. Anything which is not some other kind of in-character item will be represented by a voucher.
7405
7406
7407
7408You can look at a voucher to see its contents. Vouchers may be picked up and dropped just like regular items. You may also use +sheet on a voucher to see the items contained in it.
7409
7410
7411
7412A voucher may always be referred to by its name, if it's unique; by its dbref (the number after the #), or by its alias, if one is set.
7413
7414
7415
7416Usage: +voucher/info <voucher>
7417
7418 +voucher/info <voucher>/<item#>
7419
7420
7421
7422 The first form displays the contents of the indicated <voucher>. The
7423
7424 second form displays more detailed information about the indicated
7425
7426 <item#> on the <voucher>. This command may be abbreviated as '+vinfo'
7427
7428
7429
7430-----------------------> Continued in '+help voucher2' <-----------------------
7431
7432------------------------------------------------------[ Shadowrun Denver ]-----
7433
7434==================> Shadowrun Denver Help: Vouchers, Part 2 <==================
7435
7436
7437
7438Usage: +voucher/alias <voucher>=<alias>
7439
7440
7441
7442 Sets the <alias> of the <voucher> to the value you specify. The <alias>
7443
7444 will then be able to be used to refer to the voucher in commands that
7445
7446 require a <voucher> argument. The alias may be at most 20 characters and
7447
7448 may only contain letters, numbers, dashes (-), and underscores (_).
7449
7450
7451
7452Usage: +conceal <voucher>
7453
7454 +unconceal <voucher>
7455
7456
7457
7458 A concealed voucher will not show up when other people look at your
7459
7460 inventory. Use the first command to hide it, the second command to
7461
7462 make it visible again.
7463
7464
7465
7466Usage: +voucher/lock <voucher>
7467
7468 +voucher/unlock <voucher>
7469
7470
7471
7472 A locked voucher may be picked up or changed only by you. It's
7473
7474 recommended that you lock all vouchers that you leave unattended.
7475
7476
7477
7478-----------------------> Continued in '+help voucher3' <-----------------------
7479
7480<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 9 for "Body 4 armor 2/2":
7481
7482 1 4 4 5 = 0 Successes
7483
7484------------------------------------------------------[ Shadowrun Denver ]-----
7485
7486==================> Shadowrun Denver Help: Vouchers, Part 3 <==================
7487
7488
7489
7490Usage: +voucher/loc <voucher>/<item#>=<ic location>
7491
7492
7493
7494 Each item on a voucher may have a specified IC location. You can use
7495
7496 this to specify where you're carrying it, or even that it's located
7497
7498 'somewhere else' ICly. The location can be up to 20 characters long.
7499
7500
7501
7502Usage: +voucher/use <voucher>/<item#>[:<qty>]
7503
7504
7505
7506 This command 'uses up' <qty> of <item#>, effectively removing it from
7507
7508 the voucher. If no <qty> is specified, then a quantity of 1 is assumed.
7509
7510
7511
7512Usage: +voucher/chown <voucher>=<player>
7513
7514
7515
7516 This command changes the IC owner of a voucher to <player>. This shows
7517
7518 up via the '+owner' command (see '+help owner') and can be used to help
7519
7520 us find a voucher's owner if it is lost. If you give or sell something
7521
7522 of yours, ICly, then please use this command to transfer ownership.
7523
7524
7525
7526-----------------------> Continued in '+help voucher4' <-----------------------
7527
7528<<OOC>> Zen says, "and one dead guy"
7529
7530------------------------------------------------------[ Shadowrun Denver ]-----
7531
7532==================> Shadowrun Denver Help: Vouchers, Part 4 <==================
7533
7534
7535
7536Usage: +voucher/rename <voucher>=<new name>
7537
7538
7539
7540 This command may be used to change the name of <voucher> as it appears
7541
7542 in your inventory or a room's contents to <new name>. The new name may
7543
7544 be at most 38 characters long.
7545
7546
7547
7548Usage: +voucher/nuke <voucher>
7549
7550
7551
7552 This command may be used to destroy an empty voucher. It will fail if
7553
7554 the indicated <voucher> contains items.
7555
7556
7557
7558Usage: +voucher/move <voucher>/<item#>[:<qty>]=<newvoucher>
7559
7560
7561
7562 This command is used to move an item from one voucher to another. It
7563
7564 will move <qty> of the item numbered <item#> from <voucher> to
7565
7566 <newvoucher>. If <qty> is not specified, then the entire quantity that
7567
7568 exists on <voucher> is moved to <newvoucher>. <item#> may be a list of
7569
7570 items, separated by spaces; all those specified will be moved.
7571
7572
7573
7574-----------------------> Continued in '+help voucher5' <-----------------------
7575
7576------------------------------------------------------[ Shadowrun Denver ]-----
7577
7578==================> Shadowrun Denver Help: Vouchers, Part 5 <==================
7579
7580
7581
7582Usage: +voucher/join <voucher1>=<voucher2>
7583
7584
7585
7586 Use this command to take all items from <voucher2> and place them on
7587
7588 <voucher1>. <voucher2> will be destroyed.
7589
7590
7591
7592Usage: +voucher/split <voucher>/<item#>[:<qty>]
7593
7594
7595
7596 This command can be used to take an item specified by <item#> from
7597
7598 <voucher> and create a new voucher to contain it. The new item is
7599
7600 moved to the newly created voucher, which will be in your inventory.
7601
7602 You may move multiple items by specifying their numbers, separated
7603
7604 by spaces, as <item#>.
7605
7606
7607
7608Usage: +voucher/cloneitem <voucher>/<item#>[:<qty>]
7609
7610
7611
7612 Some items are marked 'cloneable', such as spell formulae or deck
7613
7614 programs, meaning they can be freely copied. This command performs
7615
7616 that task to create another copy of the voucher item, usually for
7617
7618 distribution. A quantity can be specified as a quantity of copies
7619
7620 to create.
7621
7622
7623
7624See also: +help equip
7625
7626
7627
7628-------------------------------------------------------------------------------
7629
7630<<OOC>> Kraft says, "Pose dropping while I hunt how to 'use' two ammo."
7631
7632------------------------------------------------------[ Shadowrun Denver ]-----
7633
7634==================> Contents of Concealed Equipment (#9439) <==================
7635
7636| Item | Qty | IC Location | Description |
7637
7638*------+-------+----------------------+---------------------------------------*
7639
7640| * 1 | 1 | Carried | Secure Ultra-Vest |
7641
7642| 2 | 1 | Carried | Flash-Pak |
7643
7644| 3 | 1 | Carried | Cavalier Deputy (Custom) |
7645
7646| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
7647
7648| 5 | 1 | Carried | Laser Sight (Extended) |
7649
7650| 6 | 1 | Carried | Polymimetic Mask |
7651
7652| 7 | 1 | Carried | Taccom Personal Unit |
7653
7654| 8 | 1 | Carried | Micro-Camcorder |
7655
7656| 9 | 1 | Carried | Micro-Recorder |
7657
7658| 10 | 1 | Carried | Pocket Secretary |
7659
7660| 11 | 1 | Carried | Tool Laser |
7661
7662| 12 | 1 | Carried | Wrist Grapple gun |
7663
7664| 13 | 1 | Carried | Scanner (Custom) |
7665
7666| 14 | 1 | Carried | Vidlink Transmitter |
7667
7668| 15 | 1 | Carried | Electronics MiniKit |
7669
7670| 16 | 6 | Carried | EX EX Ammo |
7671
7672| 17 | 6 | Carried | Rebound Ammo |
7673
7674=============================== 17 Items Listed ===============================
7675
7676 Type '+vinfo #9439/<item>' for full information about an item.
7677
7678 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
7679
7680 Type '+help voucher' for help on the voucher system.
7681
7682 <<Auto-Judge[]>> Voucher Authenticity Verified
7683
7684-------------------------------------------------------------------------------
7685
7686------------------------------------------------------[ Shadowrun Denver ]-----
7687
7688==================> Shadowrun Denver Help: Vouchers, Part 1 <==================
7689
7690
7691
7692The voucher system enables you to manage IC objects that you are carrying. A voucher item represents the in-character object. Multiple items may be combined onto a single voucher. Anything which is not some other kind of in-character item will be represented by a voucher.
7693
7694
7695
7696You can look at a voucher to see its contents. Vouchers may be picked up and dropped just like regular items. You may also use +sheet on a voucher to see the items contained in it.
7697
7698
7699
7700A voucher may always be referred to by its name, if it's unique; by its dbref (the number after the #), or by its alias, if one is set.
7701
7702
7703
7704Usage: +voucher/info <voucher>
7705
7706 +voucher/info <voucher>/<item#>
7707
7708
7709
7710 The first form displays the contents of the indicated <voucher>. The
7711
7712 second form displays more detailed information about the indicated
7713
7714 <item#> on the <voucher>. This command may be abbreviated as '+vinfo'
7715
7716
7717
7718-----------------------> Continued in '+help voucher2' <-----------------------
7719
7720------------------------------------------------------[ Shadowrun Denver ]-----
7721
7722==================> Shadowrun Denver Help: Vouchers, Part 2 <==================
7723
7724
7725
7726Usage: +voucher/alias <voucher>=<alias>
7727
7728
7729
7730 Sets the <alias> of the <voucher> to the value you specify. The <alias>
7731
7732 will then be able to be used to refer to the voucher in commands that
7733
7734 require a <voucher> argument. The alias may be at most 20 characters and
7735
7736 may only contain letters, numbers, dashes (-), and underscores (_).
7737
7738
7739
7740Usage: +conceal <voucher>
7741
7742 +unconceal <voucher>
7743
7744
7745
7746 A concealed voucher will not show up when other people look at your
7747
7748 inventory. Use the first command to hide it, the second command to
7749
7750 make it visible again.
7751
7752
7753
7754Usage: +voucher/lock <voucher>
7755
7756 +voucher/unlock <voucher>
7757
7758
7759
7760 A locked voucher may be picked up or changed only by you. It's
7761
7762 recommended that you lock all vouchers that you leave unattended.
7763
7764
7765
7766-----------------------> Continued in '+help voucher3' <-----------------------
7767
7768<<OOC>> Zen says, "note it in the log"
7769
7770<<OOC>> Zen says, "they'll remove it."
7771
7772------------------------------------------------------[ Shadowrun Denver ]-----
7773
7774==================> Shadowrun Denver Help: Vouchers, Part 3 <==================
7775
7776
7777
7778Usage: +voucher/loc <voucher>/<item#>=<ic location>
7779
7780
7781
7782 Each item on a voucher may have a specified IC location. You can use
7783
7784 this to specify where you're carrying it, or even that it's located
7785
7786 'somewhere else' ICly. The location can be up to 20 characters long.
7787
7788
7789
7790Usage: +voucher/use <voucher>/<item#>[:<qty>]
7791
7792
7793
7794 This command 'uses up' <qty> of <item#>, effectively removing it from
7795
7796 the voucher. If no <qty> is specified, then a quantity of 1 is assumed.
7797
7798
7799
7800Usage: +voucher/chown <voucher>=<player>
7801
7802
7803
7804 This command changes the IC owner of a voucher to <player>. This shows
7805
7806 up via the '+owner' command (see '+help owner') and can be used to help
7807
7808 us find a voucher's owner if it is lost. If you give or sell something
7809
7810 of yours, ICly, then please use this command to transfer ownership.
7811
7812
7813
7814-----------------------> Continued in '+help voucher4' <-----------------------
7815
7816------------------------------------------------------[ Shadowrun Denver ]-----
7817
7818==================> Shadowrun Denver Help: Vouchers, Part 4 <==================
7819
7820
7821
7822Usage: +voucher/rename <voucher>=<new name>
7823
7824
7825
7826 This command may be used to change the name of <voucher> as it appears
7827
7828 in your inventory or a room's contents to <new name>. The new name may
7829
7830 be at most 38 characters long.
7831
7832
7833
7834Usage: +voucher/nuke <voucher>
7835
7836
7837
7838 This command may be used to destroy an empty voucher. It will fail if
7839
7840 the indicated <voucher> contains items.
7841
7842
7843
7844Usage: +voucher/move <voucher>/<item#>[:<qty>]=<newvoucher>
7845
7846
7847
7848 This command is used to move an item from one voucher to another. It
7849
7850 will move <qty> of the item numbered <item#> from <voucher> to
7851
7852 <newvoucher>. If <qty> is not specified, then the entire quantity that
7853
7854 exists on <voucher> is moved to <newvoucher>. <item#> may be a list of
7855
7856 items, separated by spaces; all those specified will be moved.
7857
7858
7859
7860-----------------------> Continued in '+help voucher5' <-----------------------
7861
7862------------------------------------------------------[ Shadowrun Denver ]-----
7863
7864==================> Shadowrun Denver Help: Vouchers, Part 5 <==================
7865
7866
7867
7868Usage: +voucher/join <voucher1>=<voucher2>
7869
7870
7871
7872 Use this command to take all items from <voucher2> and place them on
7873
7874 <voucher1>. <voucher2> will be destroyed.
7875
7876
7877
7878Usage: +voucher/split <voucher>/<item#>[:<qty>]
7879
7880
7881
7882 This command can be used to take an item specified by <item#> from
7883
7884 <voucher> and create a new voucher to contain it. The new item is
7885
7886 moved to the newly created voucher, which will be in your inventory.
7887
7888 You may move multiple items by specifying their numbers, separated
7889
7890 by spaces, as <item#>.
7891
7892
7893
7894Usage: +voucher/cloneitem <voucher>/<item#>[:<qty>]
7895
7896
7897
7898 Some items are marked 'cloneable', such as spell formulae or deck
7899
7900 programs, meaning they can be freely copied. This command performs
7901
7902 that task to create another copy of the voucher item, usually for
7903
7904 distribution. A quantity can be specified as a quantity of copies
7905
7906 to create.
7907
7908
7909
7910See also: +help equip
7911
7912
7913
7914-------------------------------------------------------------------------------
7915
7916<<Plot>> Sundown says, " If I can, I'll drop a stunball to hit the two remaining gangers."
7917
7918<<Plot>> Zen says, "Sorry, you don't have line of sight."
7919
7920<<Plot>> Zen says, "one is inside the building on the north side, the other is outside the building on north side, affected by your confusion spell."
7921
7922<<Plot>> Zen says, "You could break from cover to run north. But you'd be in clear line of sight to do it."
7923
7924<<Plot>> Sundown says, "I thought that confused guy died and there were two facing you?"
7925
7926<<Plot>> Zen says, "Zen killed one guy inside and clipped the other guy inside. So 2 wounded vs Zen"
7927
7928<<Plot>> Zen says, "1 inside, 1 outside"
7929
7930
7931
7932Kraft turns at last, the massive pistol in his hand held down low by the hip. His fake eyes click and come to life, shining a direct beam that gives him vision in a cone directly in front; Visible only to those he's looking at. Which makes it seem - to the unfortunate soul he's about to puncture - that Kraft's eyes are as bright as two headlights coming down the highway.
7933
7934The metaphor's reinforced when the ganger gets splattered, two massive wounds unzipping the fellow and leaving pieces on the ground.
7935
7936<<Plot>> Sundown says, "And I can't see either?"
7937
7938<<OOC>> Kraft says, "Right. There were the folks in front, with me. And the folks in back of the station with Zen. We'd have to run around to get to them and help."
7939
7940<<OOC>> Kraft says, "But don't worry - I'm about to make your life very, very interesting. :3"
7941
7942<<OOC>> Kraft says, ". In a -good- way."
7943
7944<<OOC>> Kraft says, "Not in a -shooty- way."
7945
7946<<OOC>> Zen snickers.
7947
7948<<Plot>> Sundown says, "No action, then. :P"
7949
7950<<OOC>> Zen says, "alright. Sorry Sun."
7951
7952<<OOC>> Sundown says, "Its not your fault :P"
7953
7954<<Plot>> Zen says, "Anita goes for the car to get it close so they can haul freight and rear."
7955
7956<<Plot>> Zen says, "Zen finishes out his action with shooty the baddies."
7957
7958<<OOC>> Kraft says, "I'd like to add something here~"
7959
7960<<OOC>> Kraft says, "Uh, after Zen finishes his shooty."
7961
7962<<OOC>> Zen says, "ok"
7963
7964<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 6 for "TN 4 close range + 2 light cover, light penalty negated, shot 1 of 4":
7965
7966 1 1 1 1 2 4 4 5 5 7 = 1 Success
7967
7968-------------------------------------------------[ Shadowrun Denver ]----
7969
7970=================> Connected Players in group STAFF <==================
7971
7972C Player Name Gender Last Online Assigned Staff Duties Duty
7973
7974- --------------- ------ ------------ ------------------------------ ----
7975
7976* Alpha Male Idle..1d 17h Site Admin Account On
7977
7978* Sechs Neuter Idle..2m 6s Off
7979
7980* Wyldfire Male Idle..1d 13h Site Owner Off
7981
7982* Yelmalio Male Idle.....46s CoS On
7983
7984* Dave Male Idle..4m 32s Off
7985
7986* Mirage Male Idle..3m 1s Artificially Intelligent Off
7987
7988* Finn Neuter Idle.....13s Junior Theme Staff Off
7989
7990-------------------------> 7 players listed <--------------------------
7991
7992<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 9 for "Body 4 armor 2/2":
7993
7994 1 3 4 9 = 1 Success
7995
7996You paged Yelmalio with 'Yel, mind a stupid question?'.
7997
7998<<OOC>> Zen says, "guy in door was at M. Now at S."
7999
8000You paged Yelmalio with '.. Okay, more than one stupid question?'.
8001
8002<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 7 for "TN 4 close range + 2 light cover, light penalty negated, off hand, shot 2 of 4":
8003
8004 1 1 1 2 2 4 4 5 5 5 = 0 Successes
8005
8006You paged Finn with 'Finn the Human! Mind two stupid questions?'.
8007
8008<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 6 for "TN 4 close range + 2 light cover, light penalty negated, shot 3 of 4":
8009
8010 1 2 3 3 3 3 4 5 5 9 = 1 Success
8011
8012<<OOC>> Zen saves last KP just in case he's hit. >.>
8013
8014<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 9 for "Body 4 armor 2/2":
8015
8016 2 3 4 4 = 0 Successes
8017
8018Finn pages: Yessir
8019
8020You paged Finn with 'I need to 'use' two ammo of Ex Ex in my voucher. What's the command?'.
8021
8022<<OOC>> Zen says, "oi.. still alive. he's at 1 shy of D too."
8023
8024<<Game>> The mists swirl around a single point, then coalesce into the form of Finn.
8025
8026Finn has arrived.
8027
8028<<OOC>> Kraft grins. You don't remember either, Finn?
8029
8030------------------------------------------------------[ Shadowrun Denver ]-----
8031
8032==================> Contents of Concealed Equipment (#9439) <==================
8033
8034| Item | Qty | IC Location | Description |
8035
8036*------+-------+----------------------+---------------------------------------*
8037
8038| * 1 | 1 | Carried | Secure Ultra-Vest |
8039
8040| 2 | 1 | Carried | Flash-Pak |
8041
8042| 3 | 1 | Carried | Cavalier Deputy (Custom) |
8043
8044| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
8045
8046| 5 | 1 | Carried | Laser Sight (Extended) |
8047
8048| 6 | 1 | Carried | Polymimetic Mask |
8049
8050| 7 | 1 | Carried | Taccom Personal Unit |
8051
8052| 8 | 1 | Carried | Micro-Camcorder |
8053
8054| 9 | 1 | Carried | Micro-Recorder |
8055
8056| 10 | 1 | Carried | Pocket Secretary |
8057
8058| 11 | 1 | Carried | Tool Laser |
8059
8060| 12 | 1 | Carried | Wrist Grapple gun |
8061
8062| 13 | 1 | Carried | Scanner (Custom) |
8063
8064| 14 | 1 | Carried | Vidlink Transmitter |
8065
8066| 15 | 1 | Carried | Electronics MiniKit |
8067
8068| 16 | 6 | Carried | EX EX Ammo |
8069
8070| 17 | 6 | Carried | Rebound Ammo |
8071
8072=============================== 17 Items Listed ===============================
8073
8074 Type '+vinfo #9439/<item>' for full information about an item.
8075
8076 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
8077
8078 Type '+help voucher' for help on the voucher system.
8079
8080 <<Auto-Judge[]>> Voucher Authenticity Verified
8081
8082-------------------------------------------------------------------------------
8083
8084<<Auto-Judge[]>> Zen (#7043) rolls Pistols vs TN 7 for "TN 4 close range + 2 light cover, light penalty negated, off hand, shot 4 of 4":
8085
8086 2 3 3 4 5 5 5 5 5 9 = 1 Success
8087
8088<<Auto-Judge[]>> Zen (#7043) rolls 4 vs TN 9 for "Body 4 armor 2/2":
8089
8090 2 3 4 4 = 0 Successes
8091
8092<<Plot>> Finn says, "I can edit it for you, but I don't unfortunately."
8093
8094<<OOC>> Kraft says, "Nah, that's fine. I'll put a note in the plot."
8095
8096<<OOC>> Kraft says, "Well, log."
8097
8098<<OOC>> Kraft says, "Thanks anyways!"
8099
8100<<Plot>> Finn says, "Okie dokie"
8101
8102Finn has left.
8103
8104<<Plot>> Zen says, "Zen finally drops the guy in the doorway. Now there's just confused guy left, wounded, bleeding and very very confused."
8105
8106<<OOC>> Kraft says, "And the guy I konked unconscious with an arrow in his shoulder."
8107
8108<<OOC>> Kraft says, "Speaking of.."
8109
8110Yelmalio pages: You can try.
8111
8112You paged Yelmalio with 'Do you remember the command to 'use' two units of something on a voucher? I can just notate in the log to knock off two of the special ex ex ammo, but I could've sworn there was a command for it.'.
8113
8114Yelmalio pages: You want +voucher/use, you can check +help voucher for the voucher commands.
8115
8116
8117
8118The borg pulls back up against the doorway again, but from the sounds of it? All the action's on the other side. Still, he keeps his heavy pistol up at shoulder level as he waves at the gnome.
8119
8120"Hey. You any good with the mojo skin stitching, squabbie?" He nods down to the unconscious, arrow-shouldered, bruise jawed ganger sprawled on the ground.
8121
8122You paged Yelmalio with 'That's it! Okay, thanks.'.
8123
8124------------------------------------------------------[ Shadowrun Denver ]-----
8125
8126==================> Shadowrun Denver Help: Vouchers, Part 1 <==================
8127
8128
8129
8130The voucher system enables you to manage IC objects that you are carrying. A voucher item represents the in-character object. Multiple items may be combined onto a single voucher. Anything which is not some other kind of in-character item will be represented by a voucher.
8131
8132
8133
8134You can look at a voucher to see its contents. Vouchers may be picked up and dropped just like regular items. You may also use +sheet on a voucher to see the items contained in it.
8135
8136
8137
8138A voucher may always be referred to by its name, if it's unique; by its dbref (the number after the #), or by its alias, if one is set.
8139
8140
8141
8142Usage: +voucher/info <voucher>
8143
8144 +voucher/info <voucher>/<item#>
8145
8146
8147
8148 The first form displays the contents of the indicated <voucher>. The
8149
8150 second form displays more detailed information about the indicated
8151
8152 <item#> on the <voucher>. This command may be abbreviated as '+vinfo'
8153
8154
8155
8156-----------------------> Continued in '+help voucher2' <-----------------------
8157
8158------------------------------------------------------[ Shadowrun Denver ]-----
8159
8160==================> Shadowrun Denver Help: Vouchers, Part 2 <==================
8161
8162
8163
8164Usage: +voucher/alias <voucher>=<alias>
8165
8166
8167
8168 Sets the <alias> of the <voucher> to the value you specify. The <alias>
8169
8170 will then be able to be used to refer to the voucher in commands that
8171
8172 require a <voucher> argument. The alias may be at most 20 characters and
8173
8174 may only contain letters, numbers, dashes (-), and underscores (_).
8175
8176
8177
8178Usage: +conceal <voucher>
8179
8180 +unconceal <voucher>
8181
8182
8183
8184 A concealed voucher will not show up when other people look at your
8185
8186 inventory. Use the first command to hide it, the second command to
8187
8188 make it visible again.
8189
8190
8191
8192Usage: +voucher/lock <voucher>
8193
8194 +voucher/unlock <voucher>
8195
8196
8197
8198 A locked voucher may be picked up or changed only by you. It's
8199
8200 recommended that you lock all vouchers that you leave unattended.
8201
8202
8203
8204-----------------------> Continued in '+help voucher3' <-----------------------
8205
8206------------------------------------------------------[ Shadowrun Denver ]-----
8207
8208==================> Shadowrun Denver Help: Vouchers, Part 3 <==================
8209
8210
8211
8212Usage: +voucher/loc <voucher>/<item#>=<ic location>
8213
8214
8215
8216 Each item on a voucher may have a specified IC location. You can use
8217
8218 this to specify where you're carrying it, or even that it's located
8219
8220 'somewhere else' ICly. The location can be up to 20 characters long.
8221
8222
8223
8224Usage: +voucher/use <voucher>/<item#>[:<qty>]
8225
8226
8227
8228 This command 'uses up' <qty> of <item#>, effectively removing it from
8229
8230 the voucher. If no <qty> is specified, then a quantity of 1 is assumed.
8231
8232
8233
8234Usage: +voucher/chown <voucher>=<player>
8235
8236
8237
8238 This command changes the IC owner of a voucher to <player>. This shows
8239
8240 up via the '+owner' command (see '+help owner') and can be used to help
8241
8242 us find a voucher's owner if it is lost. If you give or sell something
8243
8244 of yours, ICly, then please use this command to transfer ownership.
8245
8246
8247
8248-----------------------> Continued in '+help voucher4' <-----------------------
8249
8250------------------------------------------------------[ Shadowrun Denver ]-----
8251
8252==================> Shadowrun Denver Help: Vouchers, Part 4 <==================
8253
8254
8255
8256Usage: +voucher/rename <voucher>=<new name>
8257
8258
8259
8260 This command may be used to change the name of <voucher> as it appears
8261
8262 in your inventory or a room's contents to <new name>. The new name may
8263
8264 be at most 38 characters long.
8265
8266
8267
8268Usage: +voucher/nuke <voucher>
8269
8270
8271
8272 This command may be used to destroy an empty voucher. It will fail if
8273
8274 the indicated <voucher> contains items.
8275
8276
8277
8278Usage: +voucher/move <voucher>/<item#>[:<qty>]=<newvoucher>
8279
8280
8281
8282 This command is used to move an item from one voucher to another. It
8283
8284 will move <qty> of the item numbered <item#> from <voucher> to
8285
8286 <newvoucher>. If <qty> is not specified, then the entire quantity that
8287
8288 exists on <voucher> is moved to <newvoucher>. <item#> may be a list of
8289
8290 items, separated by spaces; all those specified will be moved.
8291
8292
8293
8294-----------------------> Continued in '+help voucher5' <-----------------------
8295
8296------------------------------------------------------[ Shadowrun Denver ]-----
8297
8298==================> Contents of Concealed Equipment (#9439) <==================
8299
8300| Item | Qty | IC Location | Description |
8301
8302*------+-------+----------------------+---------------------------------------*
8303
8304| * 1 | 1 | Carried | Secure Ultra-Vest |
8305
8306| 2 | 1 | Carried | Flash-Pak |
8307
8308| 3 | 1 | Carried | Cavalier Deputy (Custom) |
8309
8310| 4 | 1 | Carried | Quick Draw Holster (Conceal) |
8311
8312| 5 | 1 | Carried | Laser Sight (Extended) |
8313
8314| 6 | 1 | Carried | Polymimetic Mask |
8315
8316| 7 | 1 | Carried | Taccom Personal Unit |
8317
8318| 8 | 1 | Carried | Micro-Camcorder |
8319
8320| 9 | 1 | Carried | Micro-Recorder |
8321
8322| 10 | 1 | Carried | Pocket Secretary |
8323
8324| 11 | 1 | Carried | Tool Laser |
8325
8326| 12 | 1 | Carried | Wrist Grapple gun |
8327
8328| 13 | 1 | Carried | Scanner (Custom) |
8329
8330| 14 | 1 | Carried | Vidlink Transmitter |
8331
8332| 15 | 1 | Carried | Electronics MiniKit |
8333
8334| 16 | 6 | Carried | EX EX Ammo |
8335
8336| 17 | 6 | Carried | Rebound Ammo |
8337
8338=============================== 17 Items Listed ===============================
8339
8340 Type '+vinfo #9439/<item>' for full information about an item.
8341
8342 Items marked with * have stats. Type '+sheet #9439:<item>' to view.
8343
8344 Type '+help voucher' for help on the voucher system.
8345
8346 <<Auto-Judge[]>> Voucher Authenticity Verified
8347
8348-------------------------------------------------------------------------------
8349
8350<<Auto-Judge[]>> Kraft (#8816) uses 2 of item 16: EX EX Ammo from Concealed Equipment (#9439).
8351
8352<<OOC>> Zen says, "new round. Inits again."
8353
8354<<Auto-Judge[]>> Sundown (#12004) rolls Initiative with a result of 10.
8355
8356<<Auto-Judge[]>> Kraft (#8816) rolls Initiative with a result of 18.
8357
8358<<Auto-Judge[]>> Zen (#7043) rolls Initiative with a result of 24.
8359
8360<<Tracker>> Kraft has wiped the Initiative data. A new pass can now be entered.
8361
8362<<Auto-Judge[]>> Zen (#7043) rolls 1 for "-5 for wound + confusion?":
8363
8364 1
8365
8366<<OOC>> Zen says, "definitely 1."
8367
8368<<Init Tracker>> Kraft (#8816) has set sundown's init to 10.
8369
8370<<Init Tracker>> Kraft (#8816) has set zen's init to 24.
8371
8372<<Init Tracker>> Kraft (#8816) has set kraft's init to 18.
8373
8374<<Init Tracker>> Kraft (#8816) has set Confused Dead Man Walking's init to 1.
8375
8376Yelmalio pages: No problem. Any more?
8377
8378
8379
8380 Zen is merciless. Lining up the shot, he'd put the confused man down.
8381
8382
8383
8384<<Auto-Judge[]>> Zen (#7043) rolls Pistols + 8 vs TN 4 for "TN 4 for range, penalties negated, +8 from CP":
8385
8386 1 1 1 1 2 2 3 3 3 4 4 4 4 5 5 7 10 11 = 9 Successes
8387
8388You paged Yelmalio with 'That's it.'.
8389
8390<<Auto-Judge[]>> Zen (#7043) rolls 7 vs TN 9 for "body 4 armor 2/2 +3 cp":
8391
8392 1 2 2 3 3 5 5 = 0 Successes
8393
8394<<OOC>> Zen says, "and that'd end combat."
8395
8396<<OOC>> Kraft tries to convince Sundown to save a worthless drugged up ganger's life. Because~
8397
8398<<Tracker>> Kraft has wiped the Initiative data. A new pass can now be entered.
8399
8400<<OOC>> Sundown says, "Is worthless drugged up ganger a white man?"
8401
8402<<OOC>> Sundown is asking for, reasons.
8403
8404<<OOC>> Kraft says, "Uh... GM?"
8405
8406<<OOC>> Kraft personally suspects he's more black and blue than whte.
8407
8408<<Auto-Judge[]>> Zen (#7043) rolls 1 for "even yes, odd no":
8409
8410 1
8411
8412<<OOC>> Zen says, "nope mix of blood, but mostly native it seems."
8413
8414
8415
8416 Zen verifies none of them are stirring on his side before the guns get put away. His cloak flickered back to that neutral grey as he'd step into the building to look for their target. Time to grab, slot and run.
8417
8418
8419
8420
8421
8422Sundown stays crouched and stealthy as she can be as she makes her way over to Kraft and his downed ganger. The gnome's eyebrow had shot up at the question, and there's a faint twisting of her lip. "Do not call me that." She says, dourly, before looking down at the wounded man. Her expression softens just a little bit, and she sighs. "But yes. I could save him. If, he is worth saving."
8423
8424
8425
8426<<BBoard>> New message (trix1/10) from Anonymous on Shadowland General SIG: It's All Connected.
8427
8428
8429
8430"Up to you, sister. All I could do is drag him to the closest street doc and hope he doesn't bleed out."
8431
8432Begins Kraft, his fake face expressionless for once. Fake eys flick down to the bleeding ganger, even as he taps his comms for all-clears. And then looks back to Sundown.
8433
8434"But he was somebody's baby once."
8435
8436Commlink-HatBot> Kraft sends, << All clear on this side. >>
8437
8438<<Plot>> Sundown says, "What DL was this guy on? S I think? And I'm guessing his essence is 6?"
8439
8440Commlink-Zen> Zen sends, << Clear here. Inside is clear. >>
8441
8442<<Plot>> Zen says, "He was at D. I had him standing due to drugs. His essance is 6, but he has a lot of chemicals in him messing him up."
8443
8444<<OOC>> Zen says, "I'll brb. bio break. We're almost done. :)"
8445
8446<<Plot>> Sundown says, "Fair enough, TN for healing? Normally 10-Ess."
8447
8448<<Plot>> Zen says, "We'll say TN 6 due to the chemicals in him."
8449
8450<<Auto-Judge[]>> Sundown (#12004) rolls Sorcery + Spell Pool: 6 vs TN 6:
8451
8452 1 1 2 2 2 3 4 5 5 5 10 10 = 2 Successes
8453
8454<<OOC>> Kraft says, "Well, he'll live."
8455
8456<<Auto-Judge[]>> Sundown (#12004) rolls Willpower + 2 for "2 Totem Dice/Soaking D Damage.":
8457
8458 1 1 2 3 3 4 7 10 14
8459
8460<<Plot>> Sundown says, "That was TN 3, so take an L."
8461
8462<<Plot>> Sundown says, "4 due to BG, sorry, so take an M stun."
8463
8464<<Plot>> Sundown will KP that, thinking about it.
8465
8466<<OOC>> Kraft says, "Probably a good idea."
8467
8468<<Auto-Judge[]>> Sundown (#12004) rolls Willpower + 2 - 4 vs TN 4 for "2 Totem Dice/Soaking D Damage. KP:1":
8469
8470 2 3 4 4 9 = 3 Successes
8471
8472<<Plot>> Sundown says, "Back to L."
8473
8474<<OOC>> Zen says, "back."
8475
8476
8477
8478 Sundown is clearly conflicted. This man is not a good one. She can tell that just by the chemicals swimming around in his body; no good man allows himself to succumb to such sickening vices. But. He is of her blood.
8479
8480
8481
8482 Small hands grasp the arrow tightly, and she focuses her 'mojo', as Kraft put it. The woman's expression is fierce. For a moment, there on the street, it is not some tiny shaman grasping the arrow which had threatened the ganger's heart, but a stylized owl in silver and grey and white, talons wrenching against the weapon lodged in the ganger's chest.
8483
8484
8485
8486 It comes free with a sickening noise, and yet... there is no blood beyond that coating the shaft and head. The wound staunched enough to clot, even if it will take weeks - perhaps months - to heal the remainer, given the conditions the unfortunate junkie likely lives in.
8487
8488
8489
8490 Sundown returns, then, and her features are bathed in sweat. From her hair, she plucks a single feather - one of Owl's own - and coats it in the man's blood. This, she leaves on his chest.
8491
8492
8493
8494 "My shadow has passed over you once." She murmurs over the body, in Ute, "Pray that it does not have cause to do so again."
8495
8496
8497
8498 Then, finally, she looks up to Kraft, and returns to English. "I have done what I can."
8499
8500<<OOC>> Sundown spam spammy spam spam.
8501
8502<<OOC>> Zen loves it!
8503
8504
8505
8506By the time Stuntie the Wonder Gnome has finished hocking her wicked pagan ways to knit together some junkie's worthless hide, Kraft has already fished out another cancer stick. This caught between lips, a lighter flicked open; Heater coils glowing as he lights the end, and lets the first few ribbons of cloying smoke drift from that ragged dogend.
8507
8508
8509
8510"Better than death."
8511
8512Is all he says, before he'll turn towards the station itself. Once verified that no one's inside? He'll holster and go to pick up the two crates - one in either hand, cyberarms quietly whirring.
8513
8514<<OOC>> Zen almost kills more people to give Sundown something to do! XD
8515
8516<<Stats System>> Invalid stat 'strength=zen' on Kraft (#8816).
8517
8518<<Auto-Judge[]>> Kraft (#8816) has the Attribute Strength with the value '3 (4)' (only to Zen).
8519
8520<<OOC>> Kraft says, "At 25 kg per point of strength, I've got this. :D"
8521
8522<<OOC>> Kraft says, "To lift off the ground and carry."
8523
8524<<Plot>> Zen says, "Yeah. You can easily lift them. Could carry them for a while but it would start to tire you out. Fortunately Arnita shows up with the car for you to put them in the trunk and give everyone a lift back."
8525
8526<<Plot>> Sundown says, "Then we all go get mojitos and become BFFs? Or uh... fade to black here? :P"
8527
8528<<OOC>> Kraft says, "I prefer my old buddy, 'cheap as shit synthol' :D"
8529
8530
8531
8532 Zen would pause by the men that he killed after verifying there's no more hostiles. Quietly he would murmur something in latin, closing the eyes of each man as he does this. Finished, he'd watch Sundown again as she did her work, nodding slightly and walking over to her to pull out a small scrap of paper with an address in the warrens for a soup kitchen. "Someone you may want to get to know. Conchita." That done, Zen would get in the ride to go back.
8533
8534
8535
8536<<OOC>> Zen chuckles.
8537
8538<<Plot>> Zen says, "We'll say that there isn't any issue getting back, since I'm running out of time. The guy is quite happy to get what he asked for, immediately hides them in a basement (who knew the place had a basement?) and would pay out appropriately for the run."
8539
8540<<OOC>> Kraft thumbs up!
8541
8542<<OOC>> Kraft says, "Sundown, you up for a little after-action RP?"
8543
8544<<OOC>> Sundown says, "Nah, its pretty late for me - I ought to get some sleep."
8545
8546<<OOC>> Sundown says, "Thanks for the scene though, guys, and thanks for the offer. :)"
8547
8548<<OOC>> Kraft says, "Right-o."
8549
8550<<Nom System>> Nomination for Sundown registered. You have used 6 noms this week.
8551
8552<<Nom System>> Nomination for Zen registered. You have used 7 noms this week.
8553
8554Plot Room #5(#2009RJT$)
8555
8556
8557
8558 This is a simple room for roleplaying. To change this desc, type:
8559
8560
8561
8562 +setdesc <new description>
8563
8564
8565
8566 (+lhelp is available here)
8567
8568Contents:
8569
8570Sundown [Player]
8571
8572Zen [Player]
8573
8574Obvious exits (Current location: @tel #2009):
8575
8576Out <O>
8577
8578<<OOC>> Kraft says, "Zen, you going to be on for about fifteen more minutes?"
8579
8580<<OOC>> Kraft says, "And I'll forward the log to you for cleaning and submitting."
8581
8582<<OOC>> Sundown will see you both around, she's sure!
8583
8584Sundown goes home.
8585
8586Sundown has left.