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[5e OOC] Tabula Rasa, Chapters II and III

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rednblack

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« Reply #1890 on: <04-30-15/1720:51> »
Bump.   

Also, anything we need to do before taking a pic of the obelisk and deciding on defensive positions for the night?
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Tecumseh

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« Reply #1891 on: <05-01-15/0302:00> »
Sounds like Sam wants to scout a bit and is accepting victims volunteers.

Ohanzee or Katsina can take the photos. Kat will if O doesn't. I'll do her Imbolc ritual next, but I wanted to give people a chance to chime in first.

After that, if you're all still alive, then it's time to set the night watches. The first night it was Katsina on her own, waking up Ohanzee at sunrise so that he could resummon. You can decide if that same approach will work again or if you'd like to modify it.

rednblack

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« Reply #1892 on: <05-01-15/1224:04> »
Ace is traveling all Wireless on, Lancer in its sling at the ready.  Ares Crusader in the Quickdraw holster, and the taser in the hidden arm slide.

For security of the campsite: Security Design: Camp: 9d6t5 3

Ace is going to be looking for good places to cut and tie lengths of the microwire between trees.

Sneaking through the woods: 12d6t5 3

And looking for any signs of life or movement: Perception + Specifically Looking: 12d6t5 6
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Tecumseh

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« Reply #1893 on: <05-01-15/1242:39> »
@Poindexter, let me know if you had a rough plan or outline of what you wanted to do on patrol. Go ahead and make any rolls you feel are appropriate and I'll tell you what's what.

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« Reply #1894 on: <05-01-15/1501:48> »
Let me know if you want rolls for the summoning(s). I doubt he needs to summon Force 6 spirits, so give me a ballpark of what is needed to achieve our goals and I can do the rolls, or we can just gloss over it and chalk it up to fluff since we seem to have the actual construction well in hand without them.


When we're ready to settle down, Ohanzee will summon a spirit to help keep watch. Either an air spirit for concealment, Man for illusions/invisibility, Water for detection, or Beast for a more proactive defense. Technically, Beast has the same chance of detecting as Water and would include that service as part of guarding, so it's kind of a two-fer. Likewise, Man has concealment, allowing a two-fer replacing Air, but phrasing a task to fit into Manipulation when really it would be concealment might be tricky (but would be required anyway if we wanted to use Man for his invisibility/illusions). I think we should rely on mundane camouflage and just stick with the Beast spirit on guard duty. Hiding under so much water (in the form of ice) should kill pretty much any astral or matrix attempts to locate us, so we're mostly concerned with physical security or dumb luck (which, considering Tecumseh's rolling history, is a distinct possibility).


At any rate, Ohanzee is fine with taking a watch and the photos.
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Tecumseh

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« Reply #1895 on: <05-01-15/1534:46> »
As you say, the summoning is mostly fluff since the work can be accomplished without the help of a spirit. I had been thinking F2, or F3 at the most. I wasn't intending to roll for it.

Katsina would vote for a spirit with Concealment, as she's intending to make a big fire, but the reality is that Trid Phantasm would probably be more effective. (It's hard to conceal a bonfire in the forest at night.) A spirit of man would be great for both Innate Spell and Concealment, but, as you point out, it's harder to spin the tasks into Manipulation. If you summon a big spirit (F6), you could give it two innate spells. If one of those spells is Manipulation, I'd let it work.

There aren't any rules for using the quicksilver camera. I figure anyone with assessing could do a passable job. Ohanzee would know how "bright" the object is on the astral and would figure not to "overexpose" it, lest the results be completely washed out.

Poindexter

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« Reply #1896 on: <05-01-15/1606:06> »
@Poindexter, let me know if you had a rough plan or outline of what you wanted to do on patrol. Go ahead and make any rolls you feel are appropriate and I'll tell you what's what.

He's not patrolling so much as he is scouting the area. The plan is to imagine he was going to raid this camp, figure out the best way to do so, then prepare defenses (explosive defenses) specifically to counter such a raid.

I can't figure out if this would be survival, navigation, or small unit tactics.
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Tecumseh

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« Reply #1897 on: <05-01-15/1652:04> »
Small Unit Tactics would be the closest. Survival would be not freezing to death while you're out. Navigation would not be getting lost while you're out, but I don't see a need for that here.

Ace's Security Design knowledge skill would be relevant as well. Let's have it be a teamwork test with Ace in the lead and Sam providing extra dice with hits from Small Unit Tactics.

If Rednblack sees this first, go ahead and roll 9 dice (your base skill) plus 6 dice (the maximum number of hits from Sam's roll) and we'll subtract dice off the end based on how many hits Poindexter rolls.

Still traveling for work. I'll be in meetings for a couple hours then flying home. I should get an IC post up over the weekend.

Poindexter

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« Reply #1898 on: <05-01-15/1654:49> »
Small Unit Tactics would be the closest. Survival would be not freezing to death while you're out. Navigation would not be getting lost while you're out, but I don't see a need for that here.

Ace's Security Design knowledge skill would be relevant as well. Let's have it be a teamwork test with Ace in the lead and Sam providing extra dice with hits from Small Unit Tactics.

If Rednblack sees this first, go ahead and roll 9 dice (your base skill) plus 6 dice (the maximum number of hits from Sam's roll) and we'll subtract dice off the end based on how many hits Poindexter rolls.

Still traveling for work. I'll be in meetings for a couple hours then flying home. I should get an IC post up over the weekend.

Scouting the camp with Ace: 6d6t5 2

meh. I'll take it.
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rednblack

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« Reply #1899 on: <05-01-15/1659:51> »
If Rednblack sees this first, go ahead and roll 9 dice (your base skill) plus 6 dice (the maximum number of hits from Sam's roll) and we'll subtract dice off the end based on how many hits Poindexter rolls.

Base roll already made, but I'm including it here for ease of use: For security of the campsite: Security Design: Camp: 9d6t5 3

With the 6 extra dice: Teamwork with Sam: 6d6t5 0

Gross.  It's actually a good thing Poindexter didn't roll higher, or there was the risk of a glitch.

So that's still 3 hits.  Guess the cold is getting to Ace's head.
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Zweiblumen

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« Reply #1900 on: <05-01-15/1717:10> »
Sorry guys.  Wednesday was lost to travel, and then yesterday I was getting settled and today was exploring Moscow.  I've been trying to use the site for the last 15 min and have been able to read 3 pages due to how long it takes to load pages :(  I'll try to keep up, but loading the site from Russia is proving to be quite an obstacle.  Doc will hapilly take any shift that's needed.  With 6 of us we can do 2 people on 4 hours shifts at a time which is probably better than 1 person on 2 hour shifts.  Plus that way someone can keep an eye on Chino and Doc ;)
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rednblack

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« Reply #1901 on: <05-02-15/2245:14> »
Drek. Let me know if I need to put down some extra rolls.

If Ace can't use the flashlight while holding the Lancer at the ready, he'll just look up with thermo. If the clouds are effectively reducing his visibility to 3 M or so, he will consider switching to his machine pistol depending on what Sam has planned.

Ace is holding an action to shoot anything setting off his Combat Sense that he has a clear bead on.
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Tecumseh

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« Reply #1902 on: <05-03-15/0253:50> »
Arsenal had a rule for wielding two-handed weapons (melee or firearms) in one hand, which incurs a -2 dice pool penalty (or -1 for trolls). I don't know if this rule officially made it into 5E but I'm going to use it as a starting point. I'm also going to say -1 Accuracy for all metatypes when using a two-handed weapon with one hand.

So, yes, Ace can use the flashlight while holding the Lancer at the ready, but there will be small dicepool and Accuracy penalties. That said, the primary advantage of the flashlight is for detail in the regular light spectrum. It doesn't necessarily help Ace see a target better than what his thermographic vision already allows. See below.

Nothing extra to roll right this instant, as I'm going to give the others a chance to post.

@Poindexter and @Malevolence, go ahead and post ICly, up until a moment or two after Ace comms you (so your immediate reactions, but not extensive planning). I'm going to presume that you're all within relatively close proximity. No more than 25 meters apart, so within both audio and thermographic vision distance.

Current conditions
Heavy fog: -6, staged up to -3 by thermographics for everyone
Moderate winds: -3, staged up to -1 by smartlinks
Total darkness: -6, staged up to -3 by thermographics for everyone. Ohanzee's thermo flashlight stages this up to -1 for anything he's pointing it at. (Ace's borrowed flashlight doesn't benefit thermographic vision, but moves regular vision from -6 to -3.)

Long story short, you will be at -3 for anything Ohanzee is pointing the flashlight at and -6 for everything else. The wind modifier is largely irrelevant.

rednblack

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« Reply #1903 on: <05-03-15/0419:47> »
Considering that Ace would think the danger would be melee close, he'll be forgoing the flashlight in favor of his thermo.  He would probably not favor dropping the flashlight unless his Combat spidey Sense tingled, in which case he would do just that -- but that should be kept in mind if even "Free Actions" are to be considered for the GM.

ETA: also, 2070s, headlamps not being standard replacement for flashlights???
« Last Edit: <05-03-15/0426:15> by rednblack »
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Poindexter

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« Reply #1904 on: <05-03-15/2224:58> »
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