NEWS

[OOC] Chicago Depths: Rolls and discussion

  • 1169 Replies
  • 301310 Views

Crossbow

  • *
  • Prime Runner
  • *****
  • Posts: 2881
« Reply #75 on: <12-05-10/2307:07> »
What do you think the range modifier table on a flame thrower would be Kontact? 


Pg 40 of Arsenal:

The Shiawase Blazer uses taser ranges

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #76 on: <12-06-10/0541:42> »
My actions are these, I am running to the outer wall, or as near as I need to get to start climbing again, and climbing up the outside however far I need to go to get on his level (I am guessing that it can't be more than four or five floors if I could see the beastie's grin) and coming back.

I figure to either catch him throwing shit down, or if he hears me coming, buy enough time for the team to get up there. Or worst case scenario and he is then below me, dive on him like the dumb ass axe weilding dwarf that I am :)

I am sprinting, and I figure the easiest way to cover my actions is a long list of extended Athletics test rolls to cover the running, climbing and fatigue tests.  If you think I need a perception check, just feel free to pull the next set off the list and use it.

Sprint Check

Str 7 + skill 4 = 11

11d6.hits(5) → [3,6,3,4,2,1,4,3,3,4,2] = (1)

http://invisiblecastle.com/roller/view/2792204/

That gives me one extra round of sprint which puts me at about 18 actions worth of sprinting before it hurts enough to make me wanna stop, taking 2 boxes of stun if I have to.

Running: Str 7 + Skill 4=11 dice
climbing: str 7 + Skill 4 + Claws 2= 13
Perception: Int 3 + skill 4 = 7

Giving a list of 20 rolls of 13 dice, since I doubt I am gonna get any plus die mods for doing such a stupid thing, just take them in order as you need them, and let me know when I am able to act differently.

11d6.hits(5) → [4,2,4,5,4,3,5,1,3,6,5] = (4)
11d6.hits(5) → [3,6,6,2,1,4,4,6,6,6,3] = (5)
11d6.hits(5) → [6,6,4,3,4,1,4,1,2,3,2] = (2)
11d6.hits(5) → [2,6,5,2,4,3,4,3,2,2,2] = (3)
11d6.hits(5) → [2,2,2,5,3,3,1,3,6,6,1] = (4)
11d6.hits(5) → [3,3,2,1,1,1,6,1,6,4,6] = (4)
11d6.hits(5) → [6,1,2,5,2,5,4,3,1,6,6] = (6)
11d6.hits(5) → [1,6,4,6,5,2,5,5,5,3,1] = (6)
11d6.hits(5) → [4,3,2,5,5,4,3,1,2,6,1] = (3)
11d6.hits(5) → [6,4,2,4,6,1,1,5,4,2,5] = (4)
11d6.hits(5) → [3,2,4,3,4,3,5,2,1,6,2] = (2)
11d6.hits(5) → [1,6,2,2,1,4,6,6,5,3,5] = (5)
11d6.hits(5) → [6,2,1,3,3,1,1,1,3,3,2] = (1) Fatigue tests start here.
11d6.hits(5) → [6,4,4,5,5,3,4,4,1,3,5] = (4)
11d6.hits(5) → [6,2,1,3,4,2,6,4,5,4,3] = (3)
11d6.hits(5) → [6,1,5,6,6,2,1,5,4,2,6] = (6)
11d6.hits(5) → [4,5,1,4,4,6,3,4,3,6,1] = (3)
11d6.hits(5) → [2,6,6,5,6,2,6,2,5,6,6] = (8)
11d6.hits(5) → [1,5,1,6,1,4,4,6,1,5,4] = (4)
11d6.hits(5) → [4,6,4,4,5,6,5,2,1,6,3] = (5)

http://invisiblecastle.com/roller/view/2792217/

It's actually going to be -2 for your allergy to sunlight if you're crawling up the outside of the building. (If you wanted to stay away from the windows, it would be flat brick, which is also -2, but would avoid the -2 to all rolls, like fatigue rolls you'd have to start making after your 11th climbing turn.)  Anyway, the gargoyle is up 26 floors above you.  Climbing unassisted should be a threshold test of 117.  The rolls above would total to 82, so you'd be well on your way, but with 9 turns of increasing fatigue checks, expect stun to drop your rolls more by the time you get to the top, so not really 82...   

So that you know, if you rushed the job, it would cut the needed threshold in half (basically going double-time.  it's supposed to cut the time between intervals in half, but I like fewer rolls that represent riskier actions) but 2s would also count towards glitching.  It does make it so you'd get up much faster and and fatigue would be less of a problem.  If you do glitch I'll let you try a reaction + strength test to try and grab a thing, then roll a d6 to see how many meters you fell.  Naturally you can still use Edge to negate a glitch or downgrade a critical glitch to a regular not instant death glitch (or, you know, you could use your grapple gun.)  Anyway, if you want to rush the job, let me know than roll up another set dice at 11d6. 

So, yeah, while the rolls have been cut down to show the allergy in play.  It won't be in effect when you get back in the shadows of the building's guts. 

And, uh, before.. the reason I included you in the seeing the gargoyle is that I thought you had taken some cheap perception-increasing tech like goggles/glasses with vision enhancement 3 since it costs like 240 caps or so.  Now I realize that I don't have a copy of your final sheet after taking it down to 350BP.  So, could you update your character sheet here in your spare time, or email me your final at that gmail address.  Speaking of that, the grip feet, almost forgot about that.  Don't know if you want to go bootless in an abandoned building with shattered concrete everywhere, but they could give you an additional +2 on climbing if you want to declare yourself as barefoot.














INCA!

Like he said, taser ranges.  Gonna have to be close.  Good news is that you could use your gecko grip to climb up the underside of the supports and he couldn't see you or do shit to you.
« Last Edit: <12-06-10/0743:52> by Kontact »

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #77 on: <12-06-10/0739:02> »
General purpose info:

With the spirits headed up to engage the gargoyle, we're going to move into combat turns.  I suppose you should roll initiative.

Crossbow: if you want to start climbing, it's going to have to start at CT 1.  For now, you crossed the 10m monkey-bar climb to the landing and sprinted to the western wall (by the way, the guy whom Code's van spotted running into an adjacent building went into the building to the south.  Presumably, he told you about that.)  You're fully out of the path of the debris.  ~85m from the target (distance of the diagonal from wall to center of ceiling)

etherial: so long as nothing cuts the rope, you're safe and cruising robo-style  It's not likely that rope will be cut, but, that's about your only concern.  If you want to fire on the Gargoyle, it's going to be at extreme range for the Ingram.  ~105m so that's -6 to attack, but I'll let you cancel that with a take aim action.  Only need to acquire the target once that way, unless he starts popping out in different places.  I'm just assuming the machines have magnification on their cameras.  It's only 100 yen, so whatever.  If you want to figure out some sensor upgrades, send me a PM.  They'd be well within your availability cap and are really necessary to make your drones combat-worthy - Stuff like lowlight and higher rating replacement parts to up your sensor rating.  So long as we work it out before shots start flying, I'm fine with retconning it in.  Remember to check SR4a p 247 or Unwired p 204.  That's how you can figure your robostats.  Also I can't remember if we discussed whether jumped in stuff still has the "must use an action to control the vehicle each CT or the vehicle is considered out of control" crap.  I mean, it's supposed to be a merger of mind and machine.  You don't have to spend an action in meat bod to keep from going spastic and shitting yourself... anyway those bots are your guy's main trick when it comes to combat so I want them to be pretty effective.

Inca, joe and AJ:  You're still in clobberin range for the drop attacks, and are about 80m from the target (medium range for Ruckus' AR, so -1 to attack test without compensating with vision magnification and a take aim action.  Consider yourselves in partial light for the purposes of shooting the Gargoyle.)  To let you know, the gargoyle has spotted the two spirits, which are at force 3 due to the Background Count, and will likely be more concerned with them than with you for the moment.
« Last Edit: <12-06-10/0750:41> by Kontact »

AJBuwalda

  • *
  • Chummer
  • **
  • Posts: 195
« Reply #78 on: <12-06-10/0744:51> »
Initiative check (wired reflexes are active)
6d6 → [5,6,5,1,3,6] = 4
Greetings from the Netherlands, comrade!

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #79 on: <12-06-10/0758:31> »
Here's the big bastard:
5 + 4 = 9d6.hits(5) → [1,5,4,5,1,2,3,3,6] = (3)

So far, Machete at 12, Code at 12, Garg at 12, Ruckus at 10, Digger at 9, Devoted at 7
« Last Edit: <12-06-10/1958:50> by Kontact »

joe15552

  • *
  • Omae
  • ***
  • Posts: 427
« Reply #80 on: <12-06-10/0814:30> »
Devoted's Initiative:

Initiative 5 (if increased reflexes is still sustained by my wimpy foci) - Sustaining Spell 2 = 3 dice, 3d6.hits(5) → [5,6,4] = 2 hits

Initiative Score: 7 = Initiave 5 + Initive Test Hits 2
2 Inititiave Passes (if foci is holding)
lol, and that was a lucky roll...
« Last Edit: <12-06-10/0910:25> by joe15552 »

etherial

  • *
  • Newb
  • *
  • Posts: 61
« Reply #81 on: <12-06-10/0833:05> »
CodeMonkey's Matrix Initiative:

Intuition + Response + 1 (8d6.hits(5)=4)

Initiative Score 12, 3 IPs.

AJBuwalda

  • *
  • Chummer
  • **
  • Posts: 195
« Reply #82 on: <12-06-10/1016:52> »
We're going to fight *screams like a schoolgirl at a boyband concert* ;D
Greetings from the Netherlands, comrade!

joe15552

  • *
  • Omae
  • ***
  • Posts: 427
« Reply #83 on: <12-06-10/1103:30> »
lol AJ

inca1980

  • *
  • Ace Runner
  • ****
  • Posts: 2294
« Reply #84 on: <12-06-10/1353:12> »
Machete's Initiative Roll:
9d6.hits(5)=3→ [3,5,5,3,1,3,2,4,6] = (3)
Initiative Score: 12
2 IP's
Edge 3, Reac 4, Init 9 ....just in case in order to resolve ties.
« Last Edit: <12-06-10/1355:25> by inca1980 »

Crossbow

  • *
  • Prime Runner
  • *****
  • Posts: 2881
« Reply #85 on: <12-06-10/1444:47> »
Okay first off:

init= 7

7d6.hits(5) → [1,5,6,4,1,1,2] = (2)

that's a 9 w/ 2 passes

http://invisiblecastle.com/roller/view/2792705/

Second, would indeed like to be barefoot when the climbing started, carrying the boots, and yes I would like the image mag specs.

Third, if staying out of sunlight is an option, let's go with that.

Lastly, since the distance is a LOT farther than I thought it was, and I don't see myself getting a critical glitch with that many dice (Famous Last Word topic right there) let's go with rushing the job.  What is my die rolls going to end up being? And how does having multiple passes interact with movement?  Do I get to push the distance twice?  And do I need to roll a new sprint check?

Updated sheet is in route.
« Last Edit: <12-06-10/1541:04> by Crossbow »

inca1980

  • *
  • Ace Runner
  • ****
  • Posts: 2294
« Reply #86 on: <12-06-10/1459:35> »
Since i'm on 12, IF you decide i go before the Gargoyle then I'll delay my actions until the Gargoyle comes into range.  So if the Gargoyle swoops and starts attacking the climbers I'll interrupt and attack.  
« Last Edit: <12-06-10/1501:26> by inca1980 »

Crossbow

  • *
  • Prime Runner
  • *****
  • Posts: 2881
« Reply #87 on: <12-06-10/1545:30> »
Here is a list of 15 rolls of 13 dice

Str 7 + Skill 4 + Gear 4 - 2 Surface

13d6.hits(5) → [4,3,2,3,2,3,5,4,1,1,4,2,3] = (1)
13d6.hits(5) → [2,5,3,5,5,3,1,3,2,5,3,2,5] = (5)
13d6.hits(5) → [3,5,4,1,1,5,3,2,6,2,2,3,5] = (4)
13d6.hits(5) → [1,1,3,1,1,5,4,1,3,3,3,2,6] = (2)
13d6.hits(5) → [3,3,3,4,5,5,4,4,3,1,2,3,6] = (3)
13d6.hits(5) → [3,1,6,6,1,5,6,3,2,6,1,2,1] = (5)
13d6.hits(5) → [1,1,4,3,4,5,2,2,5,3,4,1,1] = (2)
13d6.hits(5) → [6,3,1,2,4,5,3,4,6,5,5,2,4] = (5)
13d6.hits(5) → [5,2,5,1,1,4,3,4,2,5,1,5,4] = (4)
13d6.hits(5) → [1,3,1,4,5,2,2,1,1,6,4,5,1] = (3)  <---Glitch
13d6.hits(5) → [3,4,3,5,4,6,3,6,6,4,1,1,1] = (4)
13d6.hits(5) → [6,4,1,3,5,2,3,2,6,4,1,3,5] = (4)
13d6.hits(5) → [6,5,5,1,4,3,3,1,5,3,6,1,1] = (5)
13d6.hits(5) → [1,2,1,5,3,6,6,5,3,5,5,6,2] = (7)
13d6.hits(5) → [6,5,6,1,5,4,5,4,6,2,1,3,6] = (7)

http://invisiblecastle.com/roller/view/2792774/

Glitch check 13d6

str 6 + rea 7

13d6.hits(5) → [4,5,4,2,3,1,3,1,4,5,1,3,1] = (2)
http://invisiblecastle.com/roller/view/2792783/

Fall distance 1d6.hits(5) → [5] = (1)
« Last Edit: <12-06-10/1555:37> by Crossbow »

Kontact

  • *
  • Prime Runner
  • *****
  • Posts: 3147
  • You called?
« Reply #88 on: <12-06-10/1954:56> »
Here is a list of 15 rolls of 13 dice

Str 7 + Skill 4 + Gear 4 - 2 Surface

13d6.hits(5) → [4,3,2,3,2,3,5,4,1,1,4,2,3] = (1)
13d6.hits(5) → [2,5,3,5,5,3,1,3,2,5,3,2,5] = (5)
13d6.hits(5) → [3,5,4,1,1,5,3,2,6,2,2,3,5] = (4)
13d6.hits(5) → [1,1,3,1,1,5,4,1,3,3,3,2,6] = (2)
13d6.hits(5) → [3,3,3,4,5,5,4,4,3,1,2,3,6] = (3)
13d6.hits(5) → [3,1,6,6,1,5,6,3,2,6,1,2,1] = (5)
13d6.hits(5) → [1,1,4,3,4,5,2,2,5,3,4,1,1] = (2)
13d6.hits(5) → [6,3,1,2,4,5,3,4,6,5,5,2,4] = (5)
13d6.hits(5) → [5,2,5,1,1,4,3,4,2,5,1,5,4] = (4)
13d6.hits(5) → [1,3,1,4,5,2,2,1,1,6,4,5,1] = (3)  <---Glitch
13d6.hits(5) → [3,4,3,5,4,6,3,6,6,4,1,1,1] = (4)
13d6.hits(5) → [6,4,1,3,5,2,3,2,6,4,1,3,5] = (4)
13d6.hits(5) → [6,5,5,1,4,3,3,1,5,3,6,1,1] = (5)
13d6.hits(5) → [1,2,1,5,3,6,6,5,3,5,5,6,2] = (7)
13d6.hits(5) → [6,5,6,1,5,4,5,4,6,2,1,3,6] = (7)

http://invisiblecastle.com/roller/view/2792774/

Glitch check 13d6

str 6 + rea 7

13d6.hits(5) → [4,5,4,2,3,1,3,1,4,5,1,3,1] = (2)
http://invisiblecastle.com/roller/view/2792783/

Fall distance 1d6.hits(5) → [5] = (1)

Alright, that's 61 hits.  With the fall, the threshold would have been raised to a total of 62.  Close enough for me.  Unfortunately the wires don't help you climb faster since the interval is based on whole combat turns.
Really though, I'm not opposed to the idea of superhuman reactions making your limbs move faster.

If it's necessary to keep you in the action, since you're looking to spend 15 CTs of this combat scaling a wall anyway, I'll go ahead and cut the time to the top to 10 CTs.  If we're still in combat after 10 turns...

Crossbow

  • *
  • Prime Runner
  • *****
  • Posts: 2881
« Reply #89 on: <12-06-10/2033:22> »
S'all good, I may be spotty with being here the rest of the week anyway, gonna be traveling for a job interview.

 

SMF spam blocked by CleanTalk