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Message no. 1
From: Sascha Pabst <Sascha.Pabst@**********.UNI-OLDENBURG.DE>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Sun, 13 Oct 1996 16:25:37 +0000
[See? I changed the subject line!]
> Steven Ratkovich <chaos@*****.com> writes
> >Marie: Do you know what your son just did?
> >Bull: <as he fires his warhawk at the flesh form bugs> Can't this wait
> >honey... i'm sort of busy right now...
Phones on a run are a nice thing to play with. Besides being traceable,
they're CALLable, and usually players tend to forget to turn 'em off before a
run. Seems to be right especially on (planned-as-) stealth runs. Have a nice
day with any SecGoon out there when you sneak past their lines and suddenly
your phone rings... :-)

Sascha
--
+---___---------+------------------------------------+------------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |Things that try to look |
| / /_/ ____/ |Sascha.Pabst@ | like things often do |
| \___ __/ | Informatik.Uni-Oldenburg.de | look more like things |
|==== \_/ ======|*Wearing hats is just a way of life*| than things. Well known|
|LOGOUT FASCISM!| - Me | fact. - E.Weatherwax |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 2
From: Steven Ratkovich <chaos@*****.COM>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Mon, 14 Oct 1996 18:30:44 -0500
>[See? I changed the subject line!]
>> Steven Ratkovich <chaos@*****.com> writes
>> >Marie: Do you know what your son just did?
>> >Bull: <as he fires his warhawk at the flesh form bugs> Can't this wait
>> >honey... i'm sort of busy right now...
>Phones on a run are a nice thing to play with. Besides being traceable,
>they're CALLable, and usually players tend to forget to turn 'em off before a
>run. Seems to be right especially on (planned-as-) stealth runs. Have a nice
>day with any SecGoon out there when you sneak past their lines and suddenly
>your phone rings... :-)
>
Well, fortunately, after this sort of thing has happened a couple of times,
I have done two things:

A) Internal ear and mouthpiece phone. Not cyberware, but something similar
that you can place in you mouth and still sub vocalize. Something that our
GM came up with, I think...

B) Bull's got the half-dozen differnt phone lines that he uses so routed
and re-routed that they are darned hard to trace, and he has a system set up
that transfers the call to a different system around the world every 4
seconds, making it virtually impossible to trace (lots o' cash and karma and
luck for that system).

Or, tehre's always option C, that a part time member of our team, Mr. Whit,
uses... The seven second phone call, because you can be traced in nine, and
eight is just too close to nine... A real pain in the ass when you want to
talk to him...:)

-Bull-the-re-reouted-decker-turned-GM
Message no. 3
From: Marty <s457033@*******.GU.EDU.AU>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Tue, 15 Oct 1996 11:05:52 +1000
> Phones on a run are a nice thing to play with. Besides being traceable,
> they're CALLable, and usually players tend to forget to turn 'em off before a
> run. Seems to be right especially on (planned-as-) stealth runs. Have a nice
> day with any SecGoon out there when you sneak past their lines and suddenly
> your phone rings... :-)
>
Most of the time, our characters have enough problems without having to
have a phone ring at an inopportune moment....

Besides, all of our communications on serious runs is routed through a
secure encryption system to a big black van sitting somewhere outside the
complex... The tactician of the group controls the communications, so it
doesn't matter if he gets a call.
Message no. 4
From: Pete Sims <petesims@********.DEMON.CO.UK>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Tue, 15 Oct 1996 04:47:58 +0100
In article <m0vCRUC-0004wkC@*******.Informatik.Uni-Oldenburg.DE>, Sascha
Pabst <Sascha.Pabst@**********.UNI-OLDENBURG.DE> writes
>[See? I changed the subject line!]
>> Steven Ratkovich <chaos@*****.com> writes
>> >Marie: Do you know what your son just did?
>> >Bull: <as he fires his warhawk at the flesh form bugs> Can't this wait
>> >honey... i'm sort of busy right now...
>Phones on a run are a nice thing to play with. Besides being traceable,
>they're CALLable, and usually players tend to forget to turn 'em off before a
>run. Seems to be right especially on (planned-as-) stealth runs. Have a nice
>day with any SecGoon out there when you sneak past their lines and suddenly
>your phone rings... :-)

As my players found out, while sneaking through a heavily infested
forest in southern Bavaria. :) Sneak up to to tree line, hide behind
roots in small indentation... answer the bloody phone :)

Pete

--
Pete Sims
Heroes or Fools? That's a determination others will make in hindsight. But by
being here now, we make that determination for ourselves, and it's neither.
Lt.Col.T.C.McQueen
Message no. 5
From: Sascha Pabst <Sascha.Pabst@**********.UNI-OLDENBURG.DE>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Tue, 15 Oct 1996 09:53:28 +0000
On 14 Oct 96 at 18:30, Steven Ratkovich wrote:
[snip]
> A) Internal ear and mouthpiece phone. Not cyberware, but something similar
> that you can place in you mouth and still sub vocalize. Something that our
> GM came up with, I think...
We use those vibration speakers you put behind/under the ear (they transfer
the "sound" directly to some bone) and Micros you glue to the throat's skin
since one of our players saw this in a documentation about some
skyscraper-workers. But only for combat radio, not yet for phones (hm...)

> B) Bull's got the half-dozen differnt phone lines that he uses so routed
[sniptracing system]

> Or, tehre's always option C, that a part time member of our team, Mr. Whit,
[snip VERY short phone calls]

...or: D) as my character did just before we ended the last run and I became
GM again): Throw the damn phone against the next wall _hard_. Set up a
voice-mailbox (well... have it set up) and use that.

Sascha
--
+---___---------+----------------------------------------+--------------------+
| / / _______ | Jhary-a-Conel aka Sascha Pabst |The one who does not|
| / /_/ ____/ |Sascha.Pabst@**********.Uni-Oldenburg.de| learn from history |
| \___ __/ | | is bound to live |
|==== \_/ ======| *Wearing hats is just a way of life* | through it again. |
|LOGOUT FASCISM!| - Me | G. Santayana |
+------------- http://www.informatik.uni-oldenburg.de/~jhary -----------------+
Message no. 6
From: Gurth <gurth@******.NL>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Tue, 15 Oct 1996 12:37:42 +0100
Steven Ratkovich said on 18:30/14 Oct 96...

> A) Internal ear and mouthpiece phone. Not cyberware, but something similar
> that you can place in you mouth and still sub vocalize. Something that our
> GM came up with, I think...

A throat microphone should work just as well, and be a lot easier (more
comfortable) to wear than one you put in your mouth. Only thing is that
anyone you talk to over the phone will hear a bit of a strange voice they
might not immediately recognize.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Meanwhile, the next day...
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-

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Message no. 7
From: The Digital Mage <mn3rge@****.AC.UK>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Tue, 15 Oct 1996 13:13:56 +0100
On Sun, 13 Oct 1996, Sascha Pabst wrote:

> Phones on a run are a nice thing to play with. Besides being traceable,
> they're CALLable, and usually players tend to forget to turn 'em off before a
> run. Seems to be right especially on (planned-as-) stealth runs. Have a nice
> day with any SecGoon out there when you sneak past their lines and suddenly
> your phone rings... :-)
>
I allowed players to have wrist phones which could be set to vibrate
against their wrist instead of ringing. Silent but no less effective.

The Digital Mage : mn3rge@****.ac.uk
"Life is a choice, Death....an obligation."-Me
Shadowrun WWW site at http://www.bath.ac.uk/~mn3rge/Shadowrun
Message no. 8
From: Peter Leitch <pleitch_hpcs@*******.COM.AU>
Subject: Re: Telephons and Runs (was: Personal Lives...)
Date: Sun, 20 Oct 1996 21:33:29 +1000
At 16:25 13/10/96 +0000, Sascha Pabst wrote:
>[See? I changed the subject line!]
>> Steven Ratkovich <chaos@*****.com> writes
>> >Marie: Do you know what your son just did?
>> >Bull: <as he fires his warhawk at the flesh form bugs> Can't this wait
>> >honey... i'm sort of busy right now...
>Phones on a run are a nice thing to play with. Besides being traceable,
>they're CALLable, and usually players tend to forget to turn 'em off before a
>run. Seems to be right especially on (planned-as-) stealth runs. Have a nice
>day with any SecGoon out there when you sneak past their lines and suddenly
>your phone rings... :-)

Well, for my character, I've gone the completely internal route...Headware
Radio Transceiver, Headware Phone and CommLink IV (allows four
channels, radio/phone mix). In combat, I can act as the team's local
exchange, switching calls to radio and vice versa, as well as between
radio frequencies, also allows freqency hopping. All team members have
comlinks with three, pre-programmed channels and encryption level 7.
Cost a bloody fortune, but keeps the jammers and snoopers off our backs.

Anyway, back to the head-phone (I got sidetracked). Since my character
also has a display link, he can see who he's talking to, but an image of
a little bomb with sparkling fuse (you know, the old cannon ball type with
a wick stuck in it) is all the other end receives. It's a bit of a bugger
getting
the phone's passcard circuit changed (NERPS: Underworld plug) but I
managed.

PML

***************************************
Peter Leitch
<pleitch_hpcs@*******.com.au>
Canberra, Australia

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