Page 65 of 66

Posted: June 8th, 2009, 18:19
by Dog Pants
I've forgotten who you decided the squad leader was. Whoever it is gets a phone call from Haynes as Risikko and his team pack everything they can carry into the Kilcopter and leave.
Haynes wrote:Your CBS came through. Good job. I trust everything went well?

Posted: June 8th, 2009, 18:57
by deject
That would be Dirk.

Posted: June 9th, 2009, 11:07
by Dog Pants
Haynes wrote:I'll take that as a yes.
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.

Talk among yourselves as to what you'll do with the equipment nobody is taking, and I'll give you a debrief tonight.

Posted: June 9th, 2009, 14:23
by punkchuck
I don't know what we have left but maybe we could return it and split the profits. OR we can return it and profit goes to the highest roll :) That said, I don't know how it all works. I can't wait for the debrief.. hooray!

Posted: June 9th, 2009, 14:27
by Dog Pants
I think it's just the armour. And probably the DarkNight AR, I don't expect anyone wants to ask if they can have that.

Posted: June 9th, 2009, 14:39
by deject
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.

Posted: June 9th, 2009, 15:08
by Grimmie
Agreed. Sell and split.

Posted: June 9th, 2009, 17:18
by Dog Pants
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).

Posted: June 9th, 2009, 17:35
by deject
160c split 7 ways yes? 22c + 8uni each, 4uni left over.

Posted: June 9th, 2009, 17:37
by buzzmong
Don't forget to split some of the cash with Tezz, and don't forget him if he joins the next BPN :)

Posted: June 9th, 2009, 17:53
by deject
I included him.

The squad is:

Me
Dirk
Grimmie
Spindle
K'Trr
Eraser
Phoebe

That's 7 by my count. If Hamjam or Ballunacy every joined us again that'd be 9 :shock:

Posted: June 9th, 2009, 18:59
by Roman Totale
Coolio! Deej, what SCL are you on now? I think I should be the same as you.

Posted: June 9th, 2009, 19:00
by Roman Totale
Dog Pants wrote:unneccessary dicking about with hookers
Take that back! Dicking about with hookers is always necessary.

Posted: June 9th, 2009, 19:14
by deject
Roman Totale wrote:Coolio! Deej, what SCL are you on now? I think I should be the same as you.
9B.6 One more +0.5 BPN and I'll be SCL 8!

Posted: June 9th, 2009, 20:30
by Grimmie
I'm at 9B now. After my armour repairs I'm at 1,345c and 198u.
Will have a think about what I'm gonna spend my 13 experience points on :)

Posted: June 10th, 2009, 5:18
by The Shutting Downs
So... how much is it to repair armour?

Posted: June 10th, 2009, 6:22
by Joose
The Shutting Downs wrote:So... how much is it to repair armour?
5 creds per dead ID, I believe. Its ouchy.

Posted: June 10th, 2009, 9:36
by Dog Pants
Joose wrote:
5 creds per dead ID, I believe. Its ouchy.
Indeed. Especially so now that combat lasts so much longer.

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.

Posted: June 10th, 2009, 10:26
by Grimmie
If by loans you mean my wealthy attribute, and if by sting you mean caress.. Then yes, I'll look forward to that.

Posted: June 10th, 2009, 11:27
by Dog Pants
10% of the loan, on top of the 230c a month your living costs set you back after your wealth. Not a huge problem, but best to make sure you have the money for it because you don't really want to get on the wrong side of the Dept of Finance.