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[OOC] Chicago Depths: Rolls and discussion

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Kontact

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« Reply #90 on: <12-06-10/2038:16> »
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...


Background count of 1, like I said.  So, your spirits are at 3 force your magic is at 3 and your sustaining foci are at 1.  Increased reflexes will be at 1, which isn't enough for that threshold of 2.  That's the kind of spell you'll want to maintain for yourself and then pass to a spirit when you need to lose the penalty.  

Also another thing to consider with Combat Sense is that it's an active detection spell, which means that enemies need to fail a resistance test before you benefit from it.  Just for future consideration. :)

Kontact

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« Reply #91 on: <12-06-10/2050:34> »
I'll roll up the spirit's initiative, and then we can start cooking.
Fire - 9d6.hits(5) → [3,1,3,1,2,1,5,4,6] = (2) = 11
Beast - 8d6.hits(5) → [3,1,5,4,3,6,4,6] = (3) = 11  Just realized that beast doesn't have flight, so, I'll keep him as manifested until he hits the 60th floor.  Will need a complex action to Materialize later.



Final order:
IP 1: Machete at 12, Code at 12, Garg at 12, Spiritx2 at 11, Ruckus at 10, Digger at 9, Devoted at 6
Everyone has 2IPs except Code with 3 and Devo at 1.

Machete is holding his action on a defensive position.
Code, you're up.
« Last Edit: <12-06-10/2054:44> by Kontact »

joe15552

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« Reply #92 on: <12-07-10/0304:20> »
I wasn't sure exactly how you were handling my foci and BC. Didn't know if you were going all or nothing with their force. Now I got it. I was not at all aware about combat sense being an active detection spell. I guess all my friends had been using it as having exactly the same effect as the adept power of the same name. Now I see that was a house rule, and not a book rule.

One thing I AM sure about is that I do not want Devoted to sustain levitate with his foci. You probably know as GM that Devoted will not run into a BC 2 area, but I don't know that. Devoted doesn't know that either, and in fact he's searching for high BC areas so he can find relics that he thinks are there. It would be kinda a bummer for him to find what he is looking for in mid-air, and begin celebrating as he goes crashing to the ground dead because his foci dropped his levitate spell. That would be funny for us, though!

Something I forgot about was that Devoted's magic rating is only 3. That means that the drain from his force 4 levitate spell was physical, not stun. Glad he soaked it!

While we are talking about game mechanics, I'd like to resolve what kind of action giving an order to a spirit via telepathic link is. It is a simple action to call a spirit off standby, but I can't find telepathic communication under actions. I would imagine it is a free action just like talking and speaking, but if it does not require an action, that would rock. Does it require an action?
« Last Edit: <12-07-10/0411:18> by joe15552 »

AJBuwalda

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« Reply #93 on: <12-07-10/0413:37> »
We do have a beat on th target right?
Greetings from the Netherlands, comrade!

Kontact

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« Reply #94 on: <12-07-10/0425:31> »
I would imagine it is a free action just like talking and speaking, but if it does not require an action, that would rock. Does it require an action?

Closest parallel is sending a command to a drone.  Both are accomplished with a thought.  A single free action can be used to instruct any number of spirits to do the same thing, (e.g. get that guy!) however, if you want to send different spirits to do different things, it will take more than one free action, which requires you to sacrifice one of your simple actions to get a 2nd or third free action, (e.g. you!  get that guy!  you!  use your ____ power!)  

Kontact

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« Reply #95 on: <12-07-10/0436:50> »
We do have a beat on th target right?

Yeah, no blindfire modifiers or anything.  You just roll up your normal DP.  Range and visibility modifiers are in effect unless you have the proper counters.  So, you'd be looking at partial light and medium range.  The first should be countered automatically by your Lowlight goggles and the additional vision magnification can be used to counter the other by taking a one-time "Take Aim" action to focus at the proper distance.

etherial

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« Reply #96 on: <12-07-10/1128:59> »
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.

I generally don't do too much in the way of custom modding until I've played the character type before - never played a Rigger. Unless you think I'm crazy, I'm ok with with going stock for now. I'll take aim on the sucker and wait for it to start moving so we can lay waste to it.

Quick question on IPs: By the book, I can act on IPs 1,2, and 3 or 1,2, and 4. Is there any objection to my acting on 1,3,4 or 2,3,4?

inca1980

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« Reply #97 on: <12-07-10/1200:13> »
 A single free action can be used to instruct any number of spirits to do the same thing, (e.g. get that guy!) however, if you want to send different spirits to do different things, it will take more than one free action, which requires you to sacrifice one of your simple actions to get a 2nd or third free action, (e.g. you!  get that guy!  you!  use your ____ power!)  

SR4A pg. 179 says:
"Command a Spirit: Using a Simple Action, a magician may issue a command to a spirit
under his control. More than one spirit may be commanded in this manner if they are
all given the same command"

joe15552

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« Reply #98 on: <12-07-10/1244:59> »
Yay! Thanks, Inca. Don't know why I couldn't find that before.... er... bummer it takes a simple action, but at least now I know.

Kontact

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« Reply #99 on: <12-07-10/2016:04> »
Quick question on IPs: By the book, I can act on IPs 1,2, and 3 or 1,2, and 4. Is there any objection to my acting on 1,3,4 or 2,3,4?

No objection here.  Delay your actions as long as you like.  You can delay to a later IP or to a trigger event.

Like, Machete is delayed until the Gargoyle comes into range of his Blazer, or until he decides to do something else.  If you wanted to delay until the Gargoyle is out in the open, instead of in good cover, that's also fine.  Also, something to remember is that held actions also go in regular turn order, so if to held actions conflict, then they resolve in order of the original initiative.
« Last Edit: <12-07-10/2127:21> by Kontact »

Kontact

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« Reply #100 on: <12-07-10/2122:00> »
IP 1: Machete at 12, Code at 12, Garg at 12, Spirit x2  at 11, Ruckus at 10, Digger at 9, Devoted at 6

Machete: is holding his action on a defensive position.
Code: Simple action - Take Aim.  Remaining actions held.
Gargoyle: Simple Action - Ready Weapon. Non-action - move from good cover to partial cover.  Simple action - Throw Weapon.  Free action - Held.
Fire spirit: Interrupt->Complex action - Full defense.  Free Action - Run speed  Full defense ends.
Beast Spirit: Complex action - Materialize behind Gargoyle. Free action held.

Garg throws a rock: Agl 4 -1 defaulting -1 Med range = 2d6.hits(5) → [6,6] = (2)

Fire spirit goes on interrupt full defense: Rea 6 +3 dodge = 9d6.hits(5) → [2,4,6,6,5,1,6,2,4] = (4)

Beast spirit materializes. Garg perception to notice Int 4 +4 skill -2 distracted = 6d6.hits(5) → [4,5,4,4,3,4] = (1)  Composure: 5d6.hits(5) → [4,2,5,3,5] = (2) Doesn't flee.




RUCKUS is up.


« Last Edit: <12-07-10/2125:44> by Kontact »

AJBuwalda

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« Reply #101 on: <12-08-10/0404:05> »
Booyah!

Ruckus takes aim and shoots a long burst at the beast!
8 (Agility)+ 4 (Firearms)+ 1(Take aim)+ 1(Lasersight)= 14
No negative mods because I have vision magnification and low-light sight in my goggles

14d6.hits(5) → [4,4,2,5,1,3,6,4,6,3,4,6,2,4] = (4)
What does the beasty say to that? 8)

Edit: It was a long burst; got the to mixed up.
« Last Edit: <12-08-10/0451:52> by AJBuwalda »
Greetings from the Netherlands, comrade!

Kontact

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« Reply #102 on: <12-08-10/0445:23> »
Booyah!

Ruckus takes aim and shoots a full burst at the beast!
8 (Agility)+ 4 (Firearms)+ 1(Take aim)+ 1(Lasersight)= 14
No negative mods because I have vision magnification and low-light sight in my goggles

14d6.hits(5) → [4,4,2,5,1,3,6,4,6,3,4,6,2,4] = (4)
What does the beasty say to that? 8)

The take aim to negate range modifiers doesn't also count towards your dice pool, but that last die wasn't a hit anyway, so no change there.  So, that was a long burst, yeah?  Wide or narrow?

AJBuwalda

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« Reply #103 on: <12-08-10/0454:13> »
6 Bullets straight into the beast (narrow)! Why didn't the Lasersight workd, BTW?
Greetings from the Netherlands, comrade!

Kontact

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« Reply #104 on: <12-08-10/0525:39> »
6 Bullets straight into the beast (narrow)! Why didn't the Lasersight workd, BTW?

Oh, no.  The lasersight works.  It's just that a Take Aim action can be used to both remove the penalty and give a bonus.  It has to be one or the other. ;)

Also forgot that Partial Cover takes dice off your attack instead of adding to his defense.  So, your final DP would be reduced to 11d6 for this shot.  That does drop you to 3 hits.

Opposed defense roll: 5d6.hits(5) → [4,5,2,4,2] = (1)
Net hits =2
DV = 6 + 2 = 8P -1AP +5P from Autofire.

8P vs. the 9 (adjusted) hardened armor means that the damage was deflected.

According to the book, the damage added from autofire doesn't count towards defeating hardened armor.  Since Ruckus wouldn't have known the level of armor on a Gargoyle, it fits that he wouldn't know the best way to pierce its hide, but now you know. One bullet that doesn't pierce is the same as 12 that don't pierce. ;)
« Last Edit: <12-08-10/0612:01> by Kontact »

 

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