Haynes wrote:Your CBS came through. Good job. I trust everything went well?
The Second Forumised SLA Industries BPN
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Your 300c for the BPN comes in, along with the .5 SCL increase. Risikko and his team bog off in their Kilcopter, after Risikko leaves his card so you can contact him for the equipment handovers.Haynes wrote:I'll take that as a yes.
Talk among yourselves as to what you'll do with the equipment nobody is taking, and I'll give you a debrief tonight.
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deject
- Berk

- Posts: 10353
- Joined: December 7th, 2004, 17:02
- Location: Oklahoma City, OK, USA
- Contact:
Unless someone wants the armor, we should sell it and split the profits. The DN AR is essentially the same as the FEN AR, at least as far as stats go, and I do believe there's one of those as well, so unless you really want illegal gear it should be sold off as well.
I think everyone with the requisite rifle skills already has a gun as good or better.
I think everyone with the requisite rifle skills already has a gun as good or better.
Okay, well you don't get an awful lot. You usually have to recover something pretty valuable for a decent bonus. However, Risikko arranges a bonus of 160c to split between you.
Debrief then. Crikey, it's been a long one.
Off to a good start with Deject's computer-fu. Always worth checking, because you'll generally turn up something, even if it's not that useful. You got a little bit bogged down at first, which is why the Thresher turned up (I got bored, it was all improvised), but back on track you were doing well. Well done on not taking on the Thresher troops by the way.
You seemed to miss out on the Chrome Warrior lead quite a bit, which led to some unneccessary dicking about with hookers, but it was all good investigating. In future for situations like that we can go to auto-investigate until you find something, rather than RPing a gajillion hooker interviews. Investigation into Ordley was good, but it was never supposed to lead anywhere, just point you towards the Chrome Warriors. However, as a contingency plan, Ordley was to set up the ambush if he got wind of your investigation. Unfortunately for him Tek Trex don't like that kind of attention so his 'bodyguards' waxed him. After that you correctly went down to Rust Alley, as this was a fairly safe bet on the source of these cybernetic chaps. Interviews with them was very good. You got more information out of them than I planned on giving you, but I decided at that point you'd earnt it. The DarkNight guys were investigating their arms dealer's death and were supposed to be a bit more problematic. Ah well.
You surprised me after that with some good investigating that took you to the TT lab. The BPN was written so that if you continue to observe the alley you'd have seen the recruiters with a couple of enhanced Vets. Bag them and you get the location of the lab. At any rate, you found it on your own with some decent detective work, and surprised them early on with everyone at home. Unfortunately for you this meant their numbers hadn't been thinned out by a few skirmishes first, so when you finally made it to the basement they were waiting in horse.
The combat was a bit too lengthy, but not deliberately. The new bullet rules and the fact there were more there than were supposed to be prolonged it, but at least it game us a good combat playtest. If you'd have scouted out below ground like Punkchuck suggested you'd have been able to come in through the maintenence hatch that they'd neglected to defend, but you took the direct route and somehow pulled it off with minimum fuss (apart from Phoebe taking a kicking and Eraser's armour being mangled).
The correct conclusions were drawn at the end regarding the drone and the Chromies, etc. The TT execs did indeed know you were there as they were remote controlling the drone. Since the combat was a bit iffy because of rules issues, and because it was going to cost a fair bit extra in armour repairs, and just because you found the place early, I threw in the Warmonger. The rest is incidental really.
So, 5 XP all round. The new BPN is still being written, but I'm off for two weeks after next monday. The idea's there (along with two or three more), I'm just putting the meat on it. I want everyone to be clear about the rules before we start though, so if anything came up this BPN that you don't like, think could be better, or want to discuss, then speak now (in the rules thread).
Debrief then. Crikey, it's been a long one.
Off to a good start with Deject's computer-fu. Always worth checking, because you'll generally turn up something, even if it's not that useful. You got a little bit bogged down at first, which is why the Thresher turned up (I got bored, it was all improvised), but back on track you were doing well. Well done on not taking on the Thresher troops by the way.
You seemed to miss out on the Chrome Warrior lead quite a bit, which led to some unneccessary dicking about with hookers, but it was all good investigating. In future for situations like that we can go to auto-investigate until you find something, rather than RPing a gajillion hooker interviews. Investigation into Ordley was good, but it was never supposed to lead anywhere, just point you towards the Chrome Warriors. However, as a contingency plan, Ordley was to set up the ambush if he got wind of your investigation. Unfortunately for him Tek Trex don't like that kind of attention so his 'bodyguards' waxed him. After that you correctly went down to Rust Alley, as this was a fairly safe bet on the source of these cybernetic chaps. Interviews with them was very good. You got more information out of them than I planned on giving you, but I decided at that point you'd earnt it. The DarkNight guys were investigating their arms dealer's death and were supposed to be a bit more problematic. Ah well.
You surprised me after that with some good investigating that took you to the TT lab. The BPN was written so that if you continue to observe the alley you'd have seen the recruiters with a couple of enhanced Vets. Bag them and you get the location of the lab. At any rate, you found it on your own with some decent detective work, and surprised them early on with everyone at home. Unfortunately for you this meant their numbers hadn't been thinned out by a few skirmishes first, so when you finally made it to the basement they were waiting in horse.
The combat was a bit too lengthy, but not deliberately. The new bullet rules and the fact there were more there than were supposed to be prolonged it, but at least it game us a good combat playtest. If you'd have scouted out below ground like Punkchuck suggested you'd have been able to come in through the maintenence hatch that they'd neglected to defend, but you took the direct route and somehow pulled it off with minimum fuss (apart from Phoebe taking a kicking and Eraser's armour being mangled).
The correct conclusions were drawn at the end regarding the drone and the Chromies, etc. The TT execs did indeed know you were there as they were remote controlling the drone. Since the combat was a bit iffy because of rules issues, and because it was going to cost a fair bit extra in armour repairs, and just because you found the place early, I threw in the Warmonger. The rest is incidental really.
So, 5 XP all round. The new BPN is still being written, but I'm off for two weeks after next monday. The idea's there (along with two or three more), I'm just putting the meat on it. I want everyone to be clear about the rules before we start though, so if anything came up this BPN that you don't like, think could be better, or want to discuss, then speak now (in the rules thread).
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
Take that back! Dicking about with hookers is always necessary.Dog Pants wrote:unneccessary dicking about with hookers
Last edited by Roman Totale on June 9th, 2009, 19:15, edited 1 time in total.
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The Shutting Downs
- Ninja Pirate

- Posts: 1520
- Joined: December 3rd, 2008, 21:36
- Location: Derby
Indeed. Especially so now that combat lasts so much longer.Joose wrote:
5 creds per dead ID, I believe. Its ouchy.
Can everybody, once they're finished doing their bits and bobs, either post the changes here for me or send me a new version of their character sheet.
Also, you've probably got another two BPNs before the end of the (game) month, which is when all those nice loans will sting you.



