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[OOC] Chicago Depths: Rolls and discussion

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Sentinemodo

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« Reply #825 on: <07-29-11/0622:10> »
I was linking the input devices some time ago into common map. It included both my hiddne node search, blimp trid map of the building, ruckus sensors and Gardener radar.
Anyway is his radar external or implanted?
Sorry for a small delay ;)

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Xzylvador

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« Reply #826 on: <07-29-11/0630:06> »
We acting in IP's now or are we out of combat, Gardener being blown out of range?

Devoted's going to take some serious drain damage trying to patch up a non-playing character :,(

Scratch that. Apparently Heal doesn't work on Stun damage, only on Physical.
« Last Edit: <07-29-11/0754:44> by Xzylvador »

Kontact

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« Reply #827 on: <07-29-11/0834:44> »
I was linking the input devices some time ago into common map. It included both my hiddne node search, blimp trid map of the building, ruckus sensors and Gardener radar.
Anyway is his radar external or implanted?

All of this building's tech is pre-wireless.  Gard's radar is not hand-held, but can be accessed through his comm if you hack it.

Kontact

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« Reply #828 on: <07-29-11/0839:34> »
We acting in IP's now or are we out of combat, Gardener being blown out of range?

Devoted's going to take some serious drain damage trying to patch up a non-playing character :,(

Scratch that. Apparently Heal doesn't work on Stun damage, only on Physical.

I mostly felt like it would be a good way to introduce the executive security and take an extraneous NPC out of action.  I have been foreshadowing this for a while, with mentions of ceiling tracks and shock sticks on the windows...

The drone doesn't have any more targets, so there's no combat until you try to mess with it again.

Sentinemodo

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« Reply #829 on: <07-29-11/0851:07> »
Anybody willing to help me dash under the bullets?

meanwhile I'll hack the commlink. this is hacking (3) + exploit (3) + hotsim (2) buying two hits per combat turn against firewall (2). node get one roll against my stealth(3). unless I need security account to use the radar I should be in in one IP.
Sorry for a small delay ;)

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Kontact

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« Reply #830 on: <07-29-11/0916:40> »
Anybody willing to help me dash under the bullets?

I think perhaps it calls for a Thrill Seeker composure check.  Spend a half an hour trying to get a connection to a dead triack in the hopes that the whole building's security is on the same circuit, or make a mad dash past SMG fire?   I think the latter sounds like a good time.  Maybe you can find something to work as a makeshift barrier/shield?

Xzylvador

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« Reply #831 on: <07-29-11/1039:09> »
Ask IC and devoted could try Improved Invisibility on you.
Never really understood that spell though, how many hits are needed to beat sensors? Do they roll for it with a resistance test?

Edit: You'll also be a bright shining magical beacon to any spirits... so let's hope the area's clear of those too.
« Last Edit: <07-29-11/1040:57> by Xzylvador »

Sentinemodo

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« Reply #832 on: <07-29-11/1148:40> »
I've totally forgotten about having that quality. Somehow I thought him as shy type of guy. Of course I'll go for the thrill :).
Sorry for a small delay ;)

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Kontact

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« Reply #833 on: <07-30-11/0701:18> »
Ask IC and devoted could try Improved Invisibility on you.
Never really understood that spell though, how many hits are needed to beat sensors? Do they roll for it with a resistance test?

They have to beat the camera's OR of 3.  So, 3 hits makes you immune to video cameras.  Trid cams do have microphones though.  At least the ones built in 2070 do.

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« Reply #834 on: <07-30-11/0730:05> »
Great. Now then the BC question again. (Apologies, I'm just too stupid to get my head around it.)
Devoted's normal Magic is 4. We're in a BC -1 area. Need a Force 3 spell to get the 3 hits required to defeat cameras.
BC reduces Devoted's magic to 3, so he can cast and sustain a F3 Imp. Inv. spell.
BC Will increase the drain of that spell by 1.
Does the BC reduce the sustained spell's force to 2, making Codemonkey visible to the camera's? (Meaning Devoted would need to overcast the spell at F4 and take more & physical drain instead?)

Sentinemodo

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« Reply #835 on: <07-30-11/1636:12> »
I am going to glue that pouch on the carcass and shoot at it hopefully blowing up the drone.

Drone is going in defence, but will shoot back if possible. Code will go in the same IP phase just delayed his action after the drone first response.
I'll probably need full dodge to get there alive. What do I need to roll to have that pouch attached?

initiative roll for Code Reaction(4) + Intuition(4) -> 8d6.hits(5)=2 10
initiative roll for Ruckus - Pilot(? - assuming 4) + Response(4) -> 8d6.hits(5)=5 13
Sorry for a small delay ;)

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Kontact

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« Reply #836 on: <07-30-11/1949:38> »
Great. Now then the BC question again. (Apologies, I'm just too stupid to get my head around it.)
Devoted's normal Magic is 4. We're in a BC -1 area. Need a Force 3 spell to get the 3 hits required to defeat cameras.
BC reduces Devoted's magic to 3, so he can cast and sustain a F3 Imp. Inv. spell.
BC Will increase the drain of that spell by 1.
Does the BC reduce the sustained spell's force to 2, making Codemonkey visible to the camera's? (Meaning Devoted would need to overcast the spell at F4 and take more & physical drain instead?)

Think of it this way.  In normal astral BC of 0, Devo has his full magic and can cast the spell at a force of 4 without taking physical drain.  He does so, and then moves into a BC of 1, which drops the force of the spell to 3.

If he's already in a BC of 1, he casts the spell at force 3 and takes drain as if it were force 3+BC = 3+1 = 4.  So, essentially, he is casting the spell at a higher force than it takes effect as.  So, casting a Force 3 spell in a BC of 1 is essentially casting a force 4 spell that acts as a force 3 spell.

The drain is equal to (force + BC)/2 ± x
« Last Edit: <07-30-11/1951:21> by Kontact »

Kontact

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« Reply #837 on: <07-30-11/1957:22> »
I am going to glue that pouch on the carcass and shoot at it hopefully blowing up the drone.

Drone is going in defence, but will shoot back if possible. Code will go in the same IP phase just delayed his action after the drone first response.
I'll probably need full dodge to get there alive. What do I need to roll to have that pouch attached?

initiative roll for Code Reaction(4) + Intuition(4) -> 8d6.hits(5)=2 10
initiative roll for Ruckus - Pilot(? - assuming 4) + Response(4) -> 8d6.hits(5)=5 13

If you're going to throw it, thrown weapons.  If you're going to slap it on, an unarmed touch attack (with +2 dice).

Don't forget that the doberman is -2 from its 6 boxes of damage..  its stats are toward the bottom here.

Rail drone init.  6d6.hits(5) → [5,3,3,5,1,6] = (3) goes on 9.
2nd rail drone 6d6.hits(5) → [2,2,3,1,3,3] = (0) goes on 6.


so ruckbot goes first.  that means it can fire and then go on interrupt dodge if the rail returns fire.
« Last Edit: <07-30-11/2007:31> by Kontact »

Xzylvador

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« Reply #838 on: <07-31-11/0839:18> »
If Devoted's given a chance to cast Imp.Invis on Code:
Spellcasting 4 + Magic 4 - BC1 (7d6.hits(5)=1)
Edge reroll lots of misses (6d6.hits(5)=0)

Out of edge and a lousy spell.
Guess my RL hangover is affecting the chars I play too.
Feel free to narrate yourself, will post IC after the headache clears.

Drain (3F+1BC)/2+1=3S, resist with Will 5, Cha 4, Fetish 2 (11d6.hits(5)=6)
Great success! Enough to refresh that edge?

Does Devoted know the spell was so unsuccessful? He won't sustain it if he knows it's pretty much worthless.
« Last Edit: <07-31-11/1156:01> by Xzylvador »

Sentinemodo

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« Reply #839 on: <07-31-11/0949:36> »
If you're going to throw it, thrown weapons.  If you're going to slap it on, an unarmed touch attack (with +2 dice).

Don't forget that the doberman is -2 from its 6 boxes of damage..  its stats are toward the bottom here.

Rail drone init.  6d6.hits(5) → [5,3,3,5,1,6] = (3) goes on 9.
2nd rail drone 6d6.hits(5) → [2,2,3,1,3,3] = (0) goes on 6.


so ruckbot goes first.  that means it can fire and then go on interrupt dodge if the rail returns fire.

Yikes :/ there were two rail drones? Guess I need to read more carefully. All rigth let's move one.
Ruckus same down by one initiative point (I was looking at the stats, and missed the Pilot column, don't ask me how)

Same as previous on combat
One shot for damage and one long burst (not sure how tough they are), but this time ruckus is shooting on it's own without me rigging him.
The interrupt dodge wouldn't help much, as he has no dodge autosoft :/

aimed shot pilot(3) + targetting(3) + smartlink(2) -called shot for damage(2) - wound modifier(2) = 4 dices -> 4d6.hits(5)=2
damage (assuming it hits) are 5P + 2 for called shot + 1 for explosive ammo = 8P + net hits over first.

long wide burst pilot(3) + targetting(3) + smartlink(2) - wound modifer(2) = 6 dices -> 6d6.hits(5)=1
just one hit, but -5 to dodge, if they can do so on that rails
damage (assuming it hits) are 5P + 1 for the explosive ammo = 6P + net hits over first with -5 to dodge

ammo left 18 -6 for IP1 = 12 left in clip

Code himself is going to slap attack the bag on the drone but if by some chance ruckus disable it I'll go for the second with that bag.
Anyway roll should be the same, I think this should be counted as charging attack, I'll add the two dices, but up to you.
Agility (3) + Unarmed Attack(-1 defaulting) + touch attack (2) +  charge(2) + edge (1) => Oh damn 7d6.hitsopen(5,6)=1 single hit. let's hope they don't dodge very well :D On the other side, if you don't apply charge, doesn't change anything ;)

That's it the bones have been thrown
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
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runners: Caretaker Jerry

 

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