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[OOC] Chicago Depths: Rolls and discussion

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Sentinemodo

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« Reply #525 on: <04-26-11/0630:52> »
init - according to pg.247 it is as rigger - and I have 8 there, but I think there is some bonus from control rig and full VR, correct?

8 + 8d6.hits(5)=5 -> 13
Sorry for a small delay ;)

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Ten-Hex

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« Reply #526 on: <04-26-11/0902:35> »
Initiative 8 +2 hits = 10

The instant he gets chemical whiff, Gardener's internal air tank kicks in. It's got a 2h duration, so hopefully that should be enough to get us through this.

Since I whiffed on the Percep test, Gardener is taking Jack's lead on tactics. I'm open to any option, b/c:
  • Moving to the stairs risks blowing the ambush but guarantees a chokepoint in case we have a lot of nasties.
  • Staying in the open is guaranteed ambush, but risks us getting mobbed.
  • Using the rollout walls could be the best of both worlds, but we don't know their structural strength. I'm not sure if bugs coming through the walls like Kool-aid Man is better or worse than having them mob us.

I'll wait for Jack before posting IC, so I have something substantive to post when I do.
« Last Edit: <04-26-11/0921:12> by Ten-Hex »

inca1980

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« Reply #527 on: <04-26-11/0948:55> »
Initiative: (9d6.hits(5)=4), so Init Score=13
Willpower 3 + Good Cover 4 = (7d6.hits(5)=1)

Since that's a defensive test would I be able to use edge to reroll misses once I know the offensive roll on this opposed test? 

I also was wondering how you would handle activating my adrenaline pump.  I mean, it can just go off by itself if I fail a composure test and it doesn't state what kind of action to activate it.  If walking counts as no action, could activating adrenalin pump count as no action?
« Last Edit: <04-26-11/1003:35> by inca1980 »

Sentinemodo

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« Reply #528 on: <04-26-11/1220:38> »
Kontact.
all of the 'Ruckus' attention is on protecting Devoted. I'll be delaying my first action, to use it in case of interception required, or if impossible to intercept to attack the thing before it makes its attack.

From the next combat round, I'll be back from VR and grabbing for the gun myself, leaving 'Ruckus' on its dog brain in the combat mode.
Sorry for a small delay ;)

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Mindset

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« Reply #529 on: <04-26-11/1607:31> »
Initiative 8 +2 hits = 10

The instant he gets chemical whiff, Gardener's internal air tank kicks in. It's got a 2h duration, so hopefully that should be enough to get us through this.

Since I whiffed on the Percep test, Gardener is taking Jack's lead on tactics. I'm open to any option, b/c:
  • Moving to the stairs risks blowing the ambush but guarantees a chokepoint in case we have a lot of nasties.
  • Staying in the open is guaranteed ambush, but risks us getting mobbed.
  • Using the rollout walls could be the best of both worlds, but we don't know their structural strength. I'm not sure if bugs coming through the walls like Kool-aid Man is better or worse than having them mob us.

I'll wait for Jack before posting IC, so I have something substantive to post when I do.

Tactically the unseen enemy is worse then the one you can see. I'd assume the roll out walls are about as thin as OJ's defense but that's the GM's call. By the way, wonderful use of the Kool-Aid Man. OOOOhhhhh Noooooo!!

The choke point might be a good idea but, again, if we don't know the kind of firepower(whatever) they're bringing to this gunfight then we might be just as f'd in a stairwell as out in the open. Splatter weapons or grenades would not be pleasant in tight spaces. Let's also assume a hive this big has Maggots working for it. I could use not getting shot at by good merges or Maggots with guns as well as mulching butterflies. Cover, in my book, is necessary for any defensive action and a clear path of retreat would also help. I don't know how to roll for that stuff in-game so a hint would be wonderful. I have had a rudimentary education in Small Unit Tactics and even if you've watched the history channel you could get some of that stuff so I'd guess it's not overly specialize knowledge in game terms but I bow to the grace of The Kontact again on that.

So I should be rolling for initiative and stuff. Let's get it in.

Init: http://invisiblecastle.com/roller/view/2997273/
« Last Edit: <04-26-11/1617:21> by Mindset »
"Can you blow me where the pampers is?"

Ten-Hex

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« Reply #530 on: <04-26-11/1625:58> »
Sounds like a vote for ambushing in the open room then? I'm 100% cool with that. Should we plan on hitting them with suppressed gunfire first or just open up with our biggest guns?

First thing Gardener is doing if he thinks he has time before combat starts is popping a cram inhaler. "Chittering sounds" is a sign to not mess around.

Mindset

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« Reply #531 on: <04-26-11/1637:09> »
I don't know. I was just stating what I know to be sound advice. If it isn't then I'm at a loss. I wouldn't say it's a vote either way, to be honest. I know spirits can materialize right next to you without any notice so cover, area of operation, tactical lines of sight, etc aren't really worth dick when an enemy can literally appear next to you without any foreknowledge. I think this is one for Kontact to hash out what exactly we would know as characters or would be able to infer from living in the zone for so long. If I was forced to make a rational call on the subject, I'd say we're fucked so we better beat feet back down and out of this place. Calling in a fire-team would be preferable to taking on a hive with nothing but acid rounds and foul language. That's also being rational. I'm 100% sure Jack isn't thinking rationally.
« Last Edit: <04-26-11/1640:17> by Mindset »
"Can you blow me where the pampers is?"

inca1980

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« Reply #532 on: <04-26-11/1718:27> »
I don't know man I think we need to grab holland and just start booking, shoot and run, shoot and run....make it down to the bottom levels and blow set off the explosives rigged at the bottom.....just take this whole place out. 

I personally would prefer a choke point cuz I could hose more of them with the little fuel i got left.   They still need to spend an action to materialize and dematerialize.
« Last Edit: <04-26-11/1720:18> by inca1980 »

Mindset

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« Reply #533 on: <04-26-11/1727:11> »
Now that I look at it, our two teams are 27 floors apart. That's over 270 feet on difference between position 1 and position 2. We're also assuming that we're comfortable with each other getting our perspective backs. It could be assumed that the enemy of my enemy is then my friend but, again, I want Kontact to have his GM say before I fire off too much about this situation. 270 feet might as well be on the Moon if we're looking to link up mid-firefight.
"Can you blow me where the pampers is?"

Xzylvador

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« Reply #534 on: <04-26-11/1731:51> »
Wait, I thought Mike sent you guys?
That wrong? Where the hell did I get that idea...

inca1980

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« Reply #535 on: <04-26-11/1737:07> »
We need devoted to levitate us and we'll just base-jump it down the elevator shaft.  Either that or take out a window.  Or everyone just seriously base jump off a window and we hit the ground and burn some edge.

Mindset

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« Reply #536 on: <04-26-11/1738:49> »
To me it read like Jack was in the area following up on his missing brother when gardie came through selling his "procured" motor bike parts. They linked up, knew each other from back-in-the-day, and decided to find what was left of Jack's brother upstairs. Gardie had a comm call with Code and realized that Mike had mentioned something about the scavv team(you guys) earlier off-camera and that it would be fun-on-a-bun if this became a combined effort to liberate the nazis of their wine cellar and now Senor Greene. Again, that's just how I read it and it's been said in polite circles that I'm a bit dyslexic.
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Kontact

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« Reply #537 on: <04-26-11/1958:54> »
To me it read like Jack was in the area following up on his missing brother when gardie came through selling his "procured" motor bike parts. They linked up, knew each other from back-in-the-day, and decided to find what was left of Jack's brother upstairs. Gardie had a comm call with Code and realized that Mike had mentioned something about the scavv team(you guys) earlier off-camera and that it would be fun-on-a-bun if this became a combined effort to liberate the nazis of their wine cellar and now Senor Greene. Again, that's just how I read it and it's been said in polite circles that I'm a bit dyslexic.

No, that's the basic gist.  Gard was contacted to see if he was available for the job, but he was out of signal range until he got to the tower.  He saw that there was a scav operation going down in the elevated and assumed, correctly that you guys were that.  Confirmation was given and high-fives swept the land.

Yeah, you guys are 20 floors apart by stairs, 7 by open elevator shaft, and there may still be a fire burning for all you know... :)

Anyway, rolls!

Fear on Machete - 6d6.hits(5) → [5,2,2,4,4,5] = (2) beat
Fear on Digger - 6d6.hits(5) → [5,1,2,1,2,6] = (2) beat
Fear on Ruckus 2.0 - (silly bugs..) 6d6.hits(5) → [5,5,5,3,3,6] = (4)  lol robot immunity
Confusion on Devo - 6d6.hits(5) → [5,3,4,5,4,5] = (3)  Beat


Holland's Levitate on Devo - 16d6.hits(5) → [1,3,2,4,5,3,4,3,5,4,3,6,4,3,5,5] = (5)
Gonna need a roll here if Devo's against the idea.  Levitation is generally resisted with Body + Strength for an unwilling subject.  I suppose cover and counterspelling would factor into that as normal.

More details coming.
« Last Edit: <04-27-11/1952:39> by Kontact »

inca1980

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« Reply #538 on: <04-26-11/2037:45> »

Crossbow

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« Reply #539 on: <04-26-11/2245:29> »
init = 8  7d6.hits(5)=1

Will + 4 9d6.hits(5)=4

 

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