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[5e] Circle of Heaven [OOC]

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Siren

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« Reply #300 on: <01-28-15/1144:44> »
James will check the instruments on the vehicle to see if it detects a problem.

He's also going to look for signs of spirits, with Jaws's help if that is allowed. Just let me know what I need to roll.

No problems physically.  Jaws might help you search for spirits, but as he isn't really bound to serve you, he'll need a little motivation to really care.  RP the request and make a negotiation check.
« Last Edit: <01-28-15/1146:41> by Siren »

gilga

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« Reply #301 on: <01-28-15/1201:30> »
Doge for IT's car:
Doge at -5, jumped in car: 9d6t5 2
I guess he manages to hit.

Defense of car 17 dice:
damage soak jumped in car: 17d6t5 4

Defense for IT - takes half the damage the car gets:
Damage soak for IT: 8d6t5 5

==== IT's next turn pull out again) .

Intuition (9) + driving (4) + 2 hot sim + 1 rig -2 spell - 2 against direction = 12 dice: 
driving action: 12d6t5 5

@Siren Are we still in the chase?


If/when we're out of the chase, I assume that although I am too noobish to know about these tracking tools, IT can do so.
rolls looking for hidden devices. 

Looking for hiddeen devices: 14d6t5 5
if she finds something that shouldn't be there she'll brick it.


« Last Edit: <01-28-15/1913:19> by gilga »

rednblack

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« Reply #302 on: <01-28-15/1219:46> »
Smoke coming from the hood of a car service car?  This can't be good.  @Mal, please alert Inanna.  We may want to get dropped off at the train station, as though we've changed our mind, circle the station, and then rent a new car.

When Inanna is aware of what's going on, she'll reboot her comms, and then call a new car from one of her burners.  I'll post this IC when she's awake again.
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Sabato Kuroi

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« Reply #303 on: <01-28-15/1235:12> »
@Siren

If it's my turn again, I'll take aim action in order to use vision magnification and avoid any range modifiers(since we're in long range now)
I'll fire in burst mode so the rider suffers a penalty of 2 dice for defense.No recoil penalties.Still got RC 2 after this shot.

Agi 9 + skill 8 + smartlink 2- moving vehicle 2 = 17 dice

Shooting (2nd pass, first round): 17d6t5 6

« Last Edit: <01-28-15/1302:33> by Sabato Kuroi »

gilga

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« Reply #304 on: <01-28-15/1311:07> »
I can change to another pull out action, or I can start doing stunts - I think that in order to keep following us he has to continue doing similar feats and therefore no shooting as it is a complex action. I am not sure how that goes tough. What do you say?

Malevolence

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« Reply #305 on: <01-28-15/1311:32> »
Negotiation with Jaws:
Negotiate with Jaws: 9d6t5 5
That's Negotiation 1 + Cha 5 + NPC Friendly 2 + Beneficial to NPC 1
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rednblack

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« Reply #306 on: <01-28-15/1315:43> »
I can change to another pull out action, or I can start doing stunts - I think that in order to keep following us he has to continue doing similar feats and therefore no shooting as it is a complex action. I am not sure how that goes tough. What do you say?

When driving you must spend one Complex Action per turn to keep control of the vehicle. Subsequent passes can be spent taking other actions. I don't think stunts change this baseline, but I could be wrong.
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gilga

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« Reply #307 on: <01-28-15/1359:12> »
But if I am jumping out of the car goes auto pilot -
I doubt the autopilot will even agree to go against the traffic.  Nor will it be skilled enough to do so.  Bah - lets just keep escaping. IT only has drones with Tasers for protection. Nothing that can reach over 100 meter for sure.


rednblack

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« Reply #308 on: <01-28-15/1407:17> »
But if I am jumping out of the car goes auto pilot -
I doubt the autopilot will even agree to go against the traffic.  Nor will it be skilled enough to do so.  Bah - lets just keep escaping. IT only has drones with Tasers for protection. Nothing that can reach over 100 meter for sure.

You are correct, I think.
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Malevolence

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« Reply #309 on: <01-28-15/1446:55> »
I think the question boils down to whether you are trying to shake the tail or outrun him. Stunts are good for trying to lose him, breakaway is simply for outrunning. In either case, I think that the motorcycle rider would have to make a Vehicle test every IP in order to keep up. The difference is:
Break Away: Reaction + Pilot Skill [Speed or Handling] (maneuver threshold) - You gain a category for each hit and the other driver can choose to spend a complex action keeping up. If you leave Extreme Range, the opposing driver gets one last test to see if he can keep you in sight. I'm guessing that the limit in this chase is Speed since it is largely open highway. Base limit is 3 for the Americar, increased to 4 by your Control Rig. The biker has a limit of at least 4 (assuming they aren't on Dodge Scoots). With a maneuvering dice pool of 12, your limit is a problem.
Stunt: Reaction + Pilot Skill [Speed or Handling] (maneuver threshold) - If you succeed, then the other driver has to make the same test and threshold or drop one Chase Range category. Again, they have the limit advantage, but it might not matter depending on their dice pool.


Another option, if you drop back in to short range, is to try to force him to crash with a cut-off action. This is a direct opposed check, and if you win, they have to make another vehicle test with a threshold of your net hits. Because of the low limits, this is probably not a great option for you.


I haven't seen the opposing driver's dice pool, so it's hard to determine what option gives the best chance of success. But the best play seems to be to keep him busy with Vehicle Tests while Sabato takes potshots and hopefully takes him down. Hopefully he'll choose to break pursuit before expiring, otherwise we get the attention that leaving bodies behind tends to draw. Of course, shooting in public in broad daylight in a place where guns are all Forbidden is likely to draw a considerable amount of unwanted attention anyway, so hey, in for a penny, in for a pound.
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Malevolence

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« Reply #310 on: <01-28-15/1452:14> »
James will drive, just in case the pilot is compromised. But his Computer skill is piss poor, so he'll defer to Inanna for directions.
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gilga

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« Reply #311 on: <01-28-15/1456:55> »
Short range is no go as he can single shot IT. But pull out/stunt are good calls because as long as he does complex actions Sabato can shoot peacefully. (until one of us crushes)  Need to keep it about maneuverability as the car has 4 handling +1 rig (5 is workable). 

I would have ditched the car to evade them, but it is so expensive compared to what we are going to make in this run that it makes no sense at all.  Shadowrunners are really getting the short end of the deal, risk your life - just to get a new scooter. Well, I never had a chase before, so this one is first. I kind of wish I put in a couple of extra points in driving - these rolls are just lucky. But there are spirits in case he get too close.
« Last Edit: <01-28-15/1504:09> by gilga »

Sabato Kuroi

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« Reply #312 on: <01-28-15/1459:52> »
@gilga

since you buffed your Intuition you could also use evasive driving
Lower initiative but with the invisibility penalty the rider will find it hard to hit us.

If he manages to dodge 6 hits with a -2 penalty from burst I'll consider shooting at his bike for a change.

Either way, we're fine atm

gilga

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« Reply #313 on: <01-28-15/1508:48> »
@Sabato - you should have shot his bike to begin with, we'd lose him easier. And the bike is less armored so you will demolish it.
(but is shooting the bike any different then shooting the raider ? (dogding or not dodging?) )
« Last Edit: <01-28-15/1512:09> by gilga »

ScytheKnight

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« Reply #314 on: <01-28-15/1524:15> »
Not sure what I'll be needing to roll so going to toll a few rolls out.

Pulling over to the side of the road
Pilot Ground Craft 4 + Bike Specialization 2 + Reflexes 4
Bike Handling: 10d6t5 2 hits, 5 ones Glitch!

I really don't want a spill while riding with a magical threat around so I'm going to use a point of Edge for Close Call and negate the Glitch. I'll alter my IC post a bit to reflect this.

Active use of Assessning to determine the threat
Assensing 4 + Intuition 4
Assensing check: 8d6t5 3 hits

resist Nausea effect if it tries to get any worse... assuming this is a Body + Willpower roll
Body 2 + Willpower 4
resist Nausea: 6d6t5 3 hits
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