Haunt Security

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Does Consumer's reworked TW Security fit group expectations?

Yes, it meets my expectations
3
100%
No, it does not meet my expectations
0
No votes
 
Total votes : 3

Haunt Security

Postby Major Arcana » Thu Jul 02, 2015 10:29 am

Consumer's revised version

Armstrong Industries Modular Security Suite
This device resembles a high tech home/business security system that consist of a keypad and a series of small 6 inch diameter sensor modules. Designed as the magical approach to home/business security, the AI Modular Security Suite is programmable and user friendly. It is perfect for those people who tend to go on long time consuming trips and want to keep their belongings safe. The following is the standard package, with add-ons being available for an added price.
Mass Produced TW Security System
M.D.C.by Location:
• Control Panel: 20
• Security Sensors (1+): 20 each.
Activation Cost: 10 P.P.E. (20 I.S.P.)
P.P.E. Storage: 100 P.P.E. (Recharge requires a Techno Wizard or wizard with access to the Talisman Spell.)
Magic Features
• Primary Effect: Any subject not programmed into the security system will trigger a silent alarm that will be heard by the programed users and a member of the local defense force of buyers choice.
Note: This system will not detect Astrally Projected individuals.
Duration: 1 year per Activation
Area of Effect: 12 foot radius per sensor unit.
• Secondary Effects: Programmable to hold the identities of up to 12 individuals using a passcode system.
• • Non-Magically inclined users are able to operate the device due to a P.P.E. Storage system.
• • Victims of the Mystic Alarm Spell will be subjected to both a Magic Net Spell and the Agony Spell.
Mystic Net
• Duration: 2 Melees (30 seconds)
• Saving Throw: Dodge of 16 or Higher.
• Effect: Can snare up to 6 individuals in a 10’ diameter net of magic fibers.
Agony
• Duration: 1 minute.
• Saving Throw: Standard.
• Effects: Victims lose all attacks/actions, cannot move, and for an additional minute are still at half attacks/actions, half movement, and -1 to strike, parry, and dodge.


Cost: 105,000 Credits (+10,000 credits for installation.)
Each additional Sensor cost 2,000 credits (for an additional 12’ radius of protection).

See the invisible Module
Effect: Constant See the Invisible as per the spell. This is added to the base unit. Also adds 2 P.P.E. to the activation cost, but the module comes with a 20 P.P.E. battery for 10 activations.

Cost: +20,000 credits.

Code: Select all
[b]Armstrong Industries Modular Security Suite[/b]
[i]This device resembles a high tech home/business security system that consist of a keypad and a series of small 6 inch diameter sensor modules. Designed as the magical approach to home/business security, the AI Modular Security Suite is programmable and user friendly. It is perfect for those people who tend to go on long time consuming trips and want to keep their belongings safe. The following is the standard package, with add-ons being available for an added price.[/i]
[size=85][i]Mass Produced TW Security System[/i]
M.D.C.by Location:
• Control Panel: 20
• Security Sensors (1+): 20 each.
Activation Cost: 10 P.P.E. (20 I.S.P.)
P.P.E. Storage: 100 P.P.E. [color=red](Recharge requires a Techno Wizard or wizard with access to the Talisman Spell.)[/color]
[u]Magic Features[/u]
• Primary Effect: Any subject not programmed into the security system will trigger a silent alarm that will be heard by the programed users and a member of the local defense force of buyers choice.
[color=red][b][u]Note:[/b][/u][/color] This system will not detect Astrally Projected individuals.
Duration: 1 year per Activation
Area of Effect: 12 foot radius per sensor unit.
• Secondary Effects: Programmable to hold the identities of up to 12 individuals using a passcode system.
• • Non-Magically inclined users are able to operate the device due to a P.P.E. Storage system.
• • Victims of the Mystic Alarm Spell will be subjected to both a Magic Net Spell and the Agony Spell.
[b][u]Mystic Net[/b][/u]
• Duration: 2 Melees (30 seconds)
• Saving Throw: Dodge of 16 or Higher.
• Effect: Can snare up to 6 individuals in a 10’ diameter net of magic fibers.
[b][u]Agony[/u][/b]
• Duration: 1 minute.
• Saving Throw: Standard.
• Effects: Victims lose all attacks/actions, cannot move, and for an additional minute are still at half attacks/actions, half movement, and -1 to strike, parry, and dodge.[/size]

[b]See the invisible Module[/b]
[size=85]Effect: Constant See the Invisible as per the spell. This is added to the base unit. Also adds 2 P.P.E. to the activation cost, but the module comes with a 20 P.P.E. battery for 10 activations.[/size]


The Math
PPE Construction Cost: 207 P.P.E.
Activation Cost: 10 P.P.E.
Construction Time: 20.7 Hours.
Construction Cost: 101,750 cr.
Primary Spell Chain: Mystic Alarm, Watch Guard, Electric Arc.
Secondary Spell Chains: Memory Bank, Magic Net, and Agony.
1 carat of the following Gems: Malachite (2,500 cr.), Fire Opal (700 cr.), Amethyst (400 cr.), Star Sapphire (20,000 cr.), Red Zircon (2,000 cr.) Fire Agate (80 cr.)
5 carats of Diamonds (75,000 cr.)
Miscellaneous Parts: 5,000 cr.


The Math is there for representation, considering this device was meant to have already been implaced, if the group approves, I'll implement it.

Please cast your vote and then place a reason why. If you do not like it, state what Consumer could change or rework. If you do approve, denote how much EP you are willing to throw into the pool.
(From a GM perspective, I would suggest the senior members pool it but if one of the others wish to donate that is cool too)
Target EP if the group likes it is 5 EP unless you want to give more. Sir Thorn has offered to supply 2 EP for this security system.
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Re: Haunt Security

Postby Erg » Thu Jul 02, 2015 3:01 pm

Major Arcana wrote:If you do not like it, state what Consumer could change or rework.


My two concerns .. desires to tweak .. are:
  • Complete exemption the system gives to astral projection spies and thieves .. Simple inclusion of See Invisible would allow the system to detect them , and such ... Astral projection is a simple common minor psychic ability.
  • Sense the system is magic based .. any effort to 'hack' the system should require the hacker to know both magic and hacking... some computer hacker with no magic knowledge should not be able to hack a magic based system.
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Status
HP(34) .. SDC(20) .. ISP(58) .. PPE(144/144) .. Sustain Sleep2Hr/day no eat,drink,breath (7d)
•On Person Gear, Utility Belt, Miniature PPE(180) Battery Regen10/hr , Updraft TW Shoes 8PPE 30m 50Spd
•(VS)VehicleStopper 300ft 6d6MD+KnockBack Amo1 (1reload take 4 actions)
•MiserShard 2d6MDC/SDC , Wielder heals damage dealt PFWE-p.156 , Damage Doesn't Heal Normally PFWE-p.156
•MDC Executive Business Suit Coat MDC 8 Mods: Naruni Forcefield 160MDC 12hrs regen4/min , TW Energy Conversion Field 10PPE 14min
•MDC Executive Slacks MDC 3 Dimensional Pockets : FR 41 norm VS Rounds , FL VS itself & 10 TW enhanced VS Rounds additional 9ft radius +7d4 fireball
•WingBoard Crescent 5PPE 60MPH (120leyline) VTOL 160MDC Bonuses: +2Int, +3d , +1s, +20% Piloting Skill Checks
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Re: Haunt Security

Postby Echo » Fri Jul 03, 2015 12:04 am

I must agree with Erg - I believe we could add a secondary security suite tied into the main one with the method of tracking supernatural/astral beings; when activated, it triggers to main defense grid.

For the hacking portion, I must agree that any hacking effort should be in vain unless they have both common practices or have at least two people working on it. But I don't know enough about TW devices to make such call.
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: Haunt Security

Postby Consumer » Fri Jul 03, 2015 11:16 am

For the first point: I updated it using the spells/features asked for. I wasn't prone to add any features, because that wasn't the point of this exercise. As for the minor flaw, Watch guard has the one flaw that it doesn't cover Astral projection and Mystic Alarm requires physical contact. so coincidentally intangible triggers the alarm, because it's still physical.

The Second Point: It's not hackable... I'm not sure where this came from. It's programmable, but requires a TW (likely from Armstrong Inc.) to reprogram for new users.
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Re: Haunt Security

Postby Major Arcana » Mon Jul 13, 2015 12:10 pm

Bumping this - With Consumer's answers based on the group, does this fit the group expectations?

This will be implemented as The Haunt's Security once it is approved both by the group and by TGM and the group has pooled 5 EP as a form of payment.
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Re: Haunt Security

Postby Carl » Mon Jul 13, 2015 12:18 pm

Major Arcana wrote:Bumping this - With Consumer's answers based on the group, does this fit the group expectations?

This will be implemented as The Haunt's Security once it is approved both by the group and by TGM and the group has pooled 5 EP as a form of payment.


I am OK with it, s long as the others agree.
Carl
Constant Effects
MDC: Main Body200/200;
Amplified Hearing (range 360ft) +3 init;
Armor: Shadow Armor
• Attackers are -5 to strike the wearer in darkness
• M.D.C: Main body 400/400
Force Field: N-F50A Superheavy 160/160
Weapon in Hand: Duel Concealed Palm Energy Generators - Particle Beams:
☞ Mega-Damage: 5d6 MD per single blast, a duel simultaneous blast inflicts 1d6x10 MD
Weapons: Duel Rune-Daisho Swords (hilts have wrist straps to secure them when used)
☞ The power of the Battle Fury can be summoned by the wielder of these swords. Both swords must be present for the power to work. (3 times per 24 hours))
☞ Katana: 5D6 S.D.C./H.P. to mortal foes, 5d6 M.D. to M.D.C. foes and 8D6 M.D. to supernatural beings.
☞ Wakazashi: 3D6 S.D.C./H.P. to mortal foes, 3d6 M.D. to M.D.C. foes and 5D6 M.D. to supernatural beings. (Can cure wounds and bestow 5d6 HP and 5d6 sdc (or 4d6 mdc) at the same time (3 times per 24 hours))
Flight: Jet Pack[/size]
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Re: Haunt Security

Postby Sir Thorn » Tue Jul 14, 2015 11:41 am

Consumer wrote:The Second Point: It's not hackable... I'm not sure where this came from. It's programmable, but requires a TW (likely from Armstrong Inc.) to reprogram for new users.


Don't love the need to go to the outside Vendor over and over, PBP turnover is an issue.

If you can design a See-Invisible option & stat the cost, it would be appreciated.

Otherwise, when TGM ok's, it works for me.
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Sir Thorn
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When All else fails put faith in a strong arm and 5 feet of sharp steel...

ISP: 101/101
PPE: 45/45
Personal MDC: 351/351

Constant Effects:
Personal HF 13, Nightvision (300ft), Combat Acrobatics (No penalty to strike when moving or off balance), Combat Awareness: Advanced (vs All Tech Wielding Opponents), Sustain [8 Days]

Weapons:
Battlefury Blade // 6D6 M.D. or 2d4*10 M.D. upon activation
[2] NE-10XL Plasma Cartridge Pistol // 1d4*10 M.D.
AR-M36 Rifle Mini-Missile Launcher // Based on Missile Type

Titan Plate Armor:
250/250 (Main Body) . 75/75 (FF)

Cyber Armor: [Regenerates 1d6 mdc/hr]
Main Body/Chest MDC -- 80/80 ● Shoulders -- 15 || 15 ● Back -- 22 || 22 ● Forearms -- 17 || 17 ● Upper Leg -- 22 || 22

*** WR-12 Giant Ion Pistol // 2D6M.D. --- Compartment in Brimstone

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Re: Haunt Security

Postby Major Arcana » Tue Jul 14, 2015 12:20 pm

Don't love the need to go to the outside Vendor over and over, PBP turnover is an issue.


You have Erg who is a Techno-Wizard, once it is implemented, he could ICly be shown what he needs to do, etc.
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Re: Haunt Security

Postby Mierin » Wed Jul 15, 2015 4:36 am

We have him for now, but who knows what RL could fling his way, causing him to have to stop playing Erg. (no offense intended to Erg, but it happens)

I agree with Thorn about the idea of having a See-invisible option, if possible.
Mierin
ISP: 35/35
HP: 50/50
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160

"Do I get bonus points if I act like I care?" House
"Lady, people aren't chocolates. Do you know what they are mostly? Bastards. Bastard coated bastards with bastard filling." Dr Cox, Scrubs
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
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Re: Haunt Security

Postby Echo » Sat Aug 01, 2015 1:34 am

Bump.

I agree with See the Invisible, but barring that being added, I am prepared to have this finalized and implemented so we can all have this said and done.

Being newer to the group, I am willing to forfeit 1EP for the security's creator.
Echo, Professional Sharpshooter and Assassin
Character Details
H.P.: 54/54 | S.D.C.: 62/62

Constant Conditions: Multi-optic Eye (+1 Strike) | Amplified Hearing and Sound Filtration (+1 Parry/+2 Dodge/+3 Initiative)

Weapons: NE-75H Shoulder Cannon | Range: Laser: 6000' Heavy, 4000' Light| Damage: 2d4x10+20MD Heavy, 1d4x10+10 Light | RoF: Single Shot, Equal to H2H APM | Payload: Heavy E-Clip 8/8, Light E-Clip 20/20 | Bonuses: +1 to Strike on an aimed or called shot

Drones: DV-39 Wolf Pack Robot Drone: N-F50A Force Field: 160/160 | Head: 90/90| Front Legs: R: 95/95 L: 95/95| Back Legs: L: 95/95 R: 95/95| Main Body: 200/200

Armor: Silent Shadow Power Armor: N-F50A Force Field: 160/160 | Head: 80/80| Arms: R: 60/60 L: 60/60| Legs: L: 80/80 R: 80/80| Main Body: 190/190| Wings: R: 32/32 L: 32/32
NE-CW20 Camo Variable Armor: N-F50A Force Field: 160/160 | Helmet: 40/40| Arms: R: 20/20 L: 20/20| Legs: L: 30/30 R: 30/30| Main Body: 80/80| Features: Changes color to match environment (1d4 melees), Masks infared and thermal (21% Chance to be detected by such devices), -20% to be detected by other means, Naruni Psionic Dampener (+2 v Psi, +1 v Possession), Preset Encrypted Spooks Frequencies
Branaghan Overcoat: Arms: L: 8/8 R: 8/8 | Legs: R: 12/12 L: 12/12 | Main Body: 28/28 | -5% to all physical skills
Camouflage, Stealth Ghillie Suit: +10 Prowl/Blend, Invisible outside of 200' from Thermal/Infared, -30% check if within 200' to spot.

Talking to LynX mentally/internally. (0040FF)
Lynx Responding mentally/internally. (8000FF)
Doppler speaking/responding mentally, internally. (FF0000)
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Re: Haunt Security

Postby Sir Thorn » Sat Aug 01, 2015 6:54 am

Security System was Edited
See Invis Option has been Added

I had been concerned about needing a TW to program in new members but received this:

PM from Consumer wrote:GM handwavium on the programming. It's not a quantifiable feature so poof it does so now. makes it easier for PBP anyways.


I have voted in favor (pending TGM's approval).

With me & Echo we have 3 EP ... need 2 more.
Need a couple more to step up :wink:
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Sir Thorn
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When All else fails put faith in a strong arm and 5 feet of sharp steel...

ISP: 101/101
PPE: 45/45
Personal MDC: 351/351

Constant Effects:
Personal HF 13, Nightvision (300ft), Combat Acrobatics (No penalty to strike when moving or off balance), Combat Awareness: Advanced (vs All Tech Wielding Opponents), Sustain [8 Days]

Weapons:
Battlefury Blade // 6D6 M.D. or 2d4*10 M.D. upon activation
[2] NE-10XL Plasma Cartridge Pistol // 1d4*10 M.D.
AR-M36 Rifle Mini-Missile Launcher // Based on Missile Type

Titan Plate Armor:
250/250 (Main Body) . 75/75 (FF)

Cyber Armor: [Regenerates 1d6 mdc/hr]
Main Body/Chest MDC -- 80/80 ● Shoulders -- 15 || 15 ● Back -- 22 || 22 ● Forearms -- 17 || 17 ● Upper Leg -- 22 || 22

*** WR-12 Giant Ion Pistol // 2D6M.D. --- Compartment in Brimstone

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Re: Haunt Security

Postby Dark Lord » Sat Aug 01, 2015 7:30 am

I'm happy to toss in 1EP.
Why kill a PC when you can torture them?
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Re: Haunt Security

Postby Mierin » Sat Aug 01, 2015 8:33 am

I'll donate 1 EP as well.
Mierin
ISP: 35/35
HP: 50/50
SDC: 96/96

Constant Effects
Sixth Sense (2)

Weapon in hand: JA-12 Rifle 10/10 shots (standard e-clip) 30/30 (long e-clip); 4D6 MD (single shot), 1D6x10+10 MD (burst) or 3D6 MD (grenade)

CA-3 Light “Dead Boy” Armor w/Installed Naruni Super-Heavy Forcefield (FF activated)
Helmet--70/70, Arms--60/60, Legs--80/80, Main Body--100/100
Force Field: 160/160

"Do I get bonus points if I act like I care?" House
"Lady, people aren't chocolates. Do you know what they are mostly? Bastards. Bastard coated bastards with bastard filling." Dr Cox, Scrubs
"Heartless it may be, but headless it ain't. I've never claimed to be nice, just to be sensible." - Lords and Ladies
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Re: Haunt Security

Postby Major Arcana » Mon Aug 03, 2015 12:29 am

That would be five.
Sir Thorn - 2
Echo - 1
Vheld - 1
Meirin - 1


I can agree with the GM handwavium when it comes to programming and consider it a programmable feature that the senior members of the Spook Squad receive administrative rights and password for the security network; allowing them to add and remove identities to the security system as well as adjust settings. The Senior Members will also have the capabilities of granting administrative access to other members as they gain seniority within the group.

Assuming this is agreeable by the group as a whole, I will post in the EP Marketplace as a combination of your donations to Consumer. Is there anything anyone wishes to add before I make the changes take effect and the donation to Consumer posted?
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Re: Haunt Security

Postby Erg » Thu Aug 13, 2015 1:57 pm

I too will donate 1 EP .. No need for Thorn to bear any un-equal load.
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Re: Haunt Security

Postby Sir Thorn » Fri Aug 14, 2015 9:26 pm

Erg wrote:I too will donate 1 EP .. No need for Thorn to bear any un-equal load.


Ok, good deal :mrgreen: :mrgreen:
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Sir Thorn
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When All else fails put faith in a strong arm and 5 feet of sharp steel...

ISP: 101/101
PPE: 45/45
Personal MDC: 351/351

Constant Effects:
Personal HF 13, Nightvision (300ft), Combat Acrobatics (No penalty to strike when moving or off balance), Combat Awareness: Advanced (vs All Tech Wielding Opponents), Sustain [8 Days]

Weapons:
Battlefury Blade // 6D6 M.D. or 2d4*10 M.D. upon activation
[2] NE-10XL Plasma Cartridge Pistol // 1d4*10 M.D.
AR-M36 Rifle Mini-Missile Launcher // Based on Missile Type

Titan Plate Armor:
250/250 (Main Body) . 75/75 (FF)

Cyber Armor: [Regenerates 1d6 mdc/hr]
Main Body/Chest MDC -- 80/80 ● Shoulders -- 15 || 15 ● Back -- 22 || 22 ● Forearms -- 17 || 17 ● Upper Leg -- 22 || 22

*** WR-12 Giant Ion Pistol // 2D6M.D. --- Compartment in Brimstone

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Re: Haunt Security

Postby Major Arcana » Sat Aug 15, 2015 10:01 pm

Echo, Vheld, Erg and Mierin, I have posted a transaction on the EP Marketplace with each of your donations. Once the transaction is complete I will implement the Haunt's Security.

Also, as this is a meta issue, Sir Thorn, Vheld, Mierin, Carl, Erg, Echo and Whisper will automatically be registered to the system with Sir Thorn, Vheld, Carl and Mierin each having administrative access.

Erg, being a TW, will also have administrative access and, if plausible with the group, will be considered a system maintainer. Something breaks you get Erg, someone needs added you get a senior member. Ideally, but that I leave to the group.
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