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[5e OOC] Tabula Rasa, Chapter IV

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Tecumseh

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« Reply #555 on: <10-23-15/1730:20> »
Rough map and not exactly to scale. I tried doing it larger but it was too hard. The map shows two lanes of road. (All actors are currently depicted in the right lane, which is somewhat arbitrary.) There are trees set back from the road on both sides, and steep slopes beyond that.

Ohanzee + Chino + Katsina + Bear + Magical Lodge + obelisk = O
Rozkhi + free spirits = R
Bulldog/van = GM
left flank (troll + smaller guy + snowmobile) = left
right flank (troll + smaller guy + snowmobile) = right


          *| r || r |* 
          *| o || o |*
          *| a || a |*
          *| d || d |*
          *|   ||   |*
          *|   ||   |*
          *|   || O |*            S
 left     *|   ||   |*     right
          *|   || R |*
          *|   ||   |*
          *|   ||   |*              (trees)
          *|   ||[G]|*
          *|   ||[M]|*
          *|   ||   |*
     A    *|   ||   |*
          *|   ||   |*
          *|   ||   |*
          *|   ||   |*
          *|   ||   |*

Tecumseh

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« Reply #556 on: <10-23-15/2008:10> »
Still waiting on initiative from Ace and Sam but we can take the first steps without too much risk. It's possible that Ace or Sam could Blitz, or Seize the Initiative, with Edge and muck things up a bit, so I'll try not to go too far aheat, but the first steps will probably be Astral and Matrix that they have less of an opportunity to impact.

@Zweiblumen Doc is reasonably certain that the decker is in VR because the decker is acting first. I need an Intuition + Firewall defense roll from you.

Decker is trying to get a mark on Doc: Hacking + Logic + Exploit - Noise: 12d6t5 4 hits

Next
Doc acts @ 27

Malevolence

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« Reply #557 on: <10-24-15/0218:25> »
So, game mechanic stuff from my IC.


Bear is weapons hot. Speaking of which, I never assigned him optional powers. Going for Natural Weapons and Venom. Not very Bear like, so if you want I can say I got Snake instead of Bear, but that'd require changing some IC posts.


Bear has de-materialized.


Ohanzee is counterspelling. I don't think that this needs to be declared in advance, but we had been doing it previously, so I figured I'd make sure it was covered.


Ohanzee is still astrally perceiving. He'll probably drop it once Ohanzee' is down, but he has no attacks against astral entities outside of Astral Combat, so he has to be Perceiving for now.


Ohanzee is suffering the effects of Combat Paralysis. He really wanted to drop Kat's preparation before the bullets started flying, but I figured that was probably too much to squeeze into the pause before all hell broke loose.


Ohanzee (and probably all of those around him) is lamenting his lack of foresight in not setting up some sort of cover around the obelisk so they weren't so far out in the open once things inevitably devolved into a gun fight.
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Poindexter

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« Reply #558 on: <10-24-15/0346:32> »
Ok, I'm on the ground again, and will regain my wits shortly. Post forthcoming along with initiative and all that good stuff,
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rednblack

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« Reply #559 on: <10-24-15/1039:23> »
Ace's Initiative: Initiative: 8+2d6 18
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Poindexter

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« Reply #560 on: <10-24-15/1053:31> »
Ok, i've been trying forever to get into Orokos and it just ain't happenin for me.

Someone mind rolling init for Sam Please?
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« Reply #561 on: <10-24-15/1156:43> »
Sam's Initiative: Initiative: 11+2d6 21
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Tecumseh

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« Reply #562 on: <10-24-15/1520:01> »
Looks like we're good on initiative. It doesn't sound like anyone is going to use Blitz or Seize the Initiative so we can move in parallel with the physical/astral while Doc is defending himself in the Matrix.

Regarding the preparations that Katsina made, it occurred to me that we should define the action necessary to trigger them.

Heal: Simple Action from Katsina (possibly after a Free Action from the PC to ask her to do so, unless she sees you get hurt and already knows)
Physical Barrier: Simple Action from the PC. This will cover both touching the preparation as well as mentally shaping/placing the barrier. If you do so, please say if it's a wall or a dome or _____.

I forgot to roll the decker's bonus for being in Hot Sim: Hot Sim bonus: 2d6t5 0 hits. Doc still needs to defend against 4 hits.

While Doc is defending/attacking at Initiative 27, an spirit emerges from the van (on the astral) to attack the mana barrier created by Ohanzee's lodge via astral combat. Chino, Ohanzee, and Katsina call all see that it is a Guardian Spirit, Force 6. As spirits cannot conjure, it stands to reason that there's a magician of some sort in the van.

Guardian Spirit attack: Astral Combat: 12d6t5 4 hits. Base damage is 6P, staged up to 10P via net hits.

The Lodge doesn't get to dodge but it does get to soak: Soaking Astral Combat: 12d6t5 6 hits. That brings the damage down to 4P. This does not equal or exceed the Structure rating of 6, so the lodge holds. Color me surprised; I thought it would go down for sure.

Next
Doc defends against 4 hit HotF
Doc acts @ 27
Katsina @ 26

Zweiblumen

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« Reply #563 on: <10-26-15/1124:38> »
(Putting this in every post to make it easy to find)
Attack: 4 Sleaze: 5 Data Processing: 6 Firewall: 7(8 )
Encryption, Signal Scrub, Configurator, Wrapper
Configurator:
Attack: 7 (8 ) Sleaze: 5(6) Data Processing: 4 Firewall: 6
Decryption, Stealth, Hammer, Agent

HotF defense (Int 4 + FW 8 + ganglia 1 = 13): 13d6t5 3
edging:
Edge re-roll misses (10): 10d6t5 4 (ffs)
unlucky: 1d6 3 (whew!)

Note: I'm guessing the decker had a reason to guess that this particular icon was me to do a matrix perception on it that I wasn't able to defend against (not sure how that would work as AFAIK the only MP defense roll you get is when you're running silent but I'd think when you've wrappered as well) and thus figured out where to do the HotF?

Whether I have a mark or not will dictate wether I Go Big or Go Home him or if I just start smashing on him.
« Last Edit: <10-26-15/1127:30> by Zweiblumen »
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Tecumseh

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« Reply #564 on: <10-26-15/1140:39> »
Note: yes, correct. This could be a very long discussion on its own as it is a section of the rules that seems very dubious to me.

I'm not sure Ganglia would apply to a defense test. Away from books at the moment so I will confirm later.

Still need Doc's action @ 27.

Tecumseh

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« Reply #565 on: <10-26-15/1154:49> »
Man, posting on a tablet is a pain. Now, for the third time (and hopefully this doesn't triple-post):

Doc has a MARK.

Zweiblumen

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« Reply #566 on: <10-26-15/1206:57> »
Attack: 4 Sleaze: 5 Data Processing: 6 Firewall: 7(8 )
Encryption, Signal Scrub, Configurator, Wrapper
Configurator:
Attack: 7 (8 ) Sleaze: 5(6) Data Processing: 4 Firewall: 6
Decryption, Stealth, Hammer, Agent


Note: yes, correct. This could be a very long discussion on its own as it is a section of the rules that seems very dubious to me.
No doubt :P  Guess Wrapper doesn't make any sense to use in any situation then.  No worries before I thought of it he would have just been visible here.
Quote
I'm not sure Ganglia would apply to a defense test. Away from books at the moment so I will confirm later.
Either way he'd still end up with at least 5 hits after the edge.  Also, I've been using the wrong word... Qualia :P Rules don't help at all here.  Says it works even subconsciously, but only says skill tests, not defense tests.  FIIK.  I'd call this GM ruling area.

Quote from: Chrome Flesh p.161
QUALIA
Derived from a reptilian species, this hormone stimu- lates neural activity in the reptilian hind mind and the sensory-dedicated lobes, ultimately affecting the intui- tive subconscious grasp of sensory information. Qualia is believed to be a form of organic storage of raw em- pirical data associated with prior sensory stimuli, which can reinforce a subject’s ability to absorb and react to input from their environment (even on a subconscious level). Characters with this modification receive a +1 dice pool modifier to all Intuition-linked skill tests.
Quote
Still need Doc's action @ 27.

CT1 IP1:
Free - Configurator to switch configs
Attack: 7 (8 ) Sleaze: 5(6) Data Processing: 4 Firewall: 6
Decryption, Stealth, Hammer, Agent
(crap I forgot to leave SS in there... -2 dice this go round)

Complex - f'it, HULK SMASH!!!!
Data Spike Decker (Cyber-combat 7 + Logic 9 + Spec 2 + VR 2 - Noise 5 + DJ 1 = 16): 16d6t5 5
Edge to re-roll misses:
Edge re-roll misses (11): 11d6t5 5 Bugger, beyond my limit 8
DV = (Attack (8 ) + Hammer (2) + Mark (2)  = 12) + Net hits = I hope he rolls poorly :P


Speaking of limits, Exploit doesn't increase die pools, only the Sleaze attribute (which is used for the limit in an HotF action).
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Tecumseh

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« Reply #567 on: <10-26-15/1455:52> »
Hmm, exploit doesn't add dice to the test. I obviously misread that. It's metagaming a bit but let's see if Doc needs to spend that Edge to avoid the HotF: Exploit dice: 2d6t5 1 hit

So Doc ties on the first Defense roll and doesn't need to spend Edge. Of course, I'm not even sure if the rules are clear whether Doc would understand that he's being targeted by HotF. Hosts aren't, for example, unless the hacker fails, but maybe that's because the host can't track every action of every persona like Doc can (especially when there's only one and its up in his face). Again, I'll err on the side of transparency.

GM ruling: Qualia does not apply to defense tests, either in the Physical or Matrix. Per the book, skill-tests only.

The decker, seeing Doc come at him like a rabid madman, will go on Full Matrix Defense.

Decker defense: 6 hits

Doc scores 2 net hits. Base damage is 8 + 2 net hits + 2 from having a MARK = 12 DV.

Decker soak: 4 hits The deck takes 8 boxes of Matrix damage. It sizzles and pops and probably makes some dripping noises it wasn't designed to make.



Action to Katsina at 26. I've been thinking about this all weekend and I'm still not sure what she would do. I do know her top concern is the grenade launcher on Rozkhi's gun. She's thinking about using the Physical Barrier preparation but she's wary of completely walling in Ohanzee/Chino/herself and effectively taking them/us out of the fight. Instead, she's going to run forward (so that she's not impeded by the visibility or the spell-blocking qualities of the mana barrier of the magical lodge) and cast Mana Bind on Rozkhi.

Katsina's running rate is a bit odd. Being a vampire she has celerity (4E's name for it), which means her movement multiplier is +1. Her Agility is 6 so her movement rate per combat turn is 18 meters (6 times [2+1]). We're going to have 3 IPs this CT so her running rate this IP is 6 meters. This puts her in a position to charge Rozkhi with her claymore next pass, as she was previously 12 meters away and is now 6 meters away. It does forfeit the protection of the magical lodge, but perhaps she's trying to draw attention to herself since she can recover from damage quickly.

Free: Running, Counterspelling (a reminder that you may usually take two Free actions if they are dissimilar in nature, e.g. physical vs. mental)
Complex: cast Mana Bind @ F7, since her Magic is 7 due to the use of her Essence Drain power

Spellcasting: Magic 7 + Spellcasting 6 + Mentor Spirit 2: 15d6t5 8 hits, spell limit is 7 due to Force
Soaking F-2 = 5 drain: Willpower 6 + Intuition 8: 14d6t5 5 hits, no drain

The rules are unclear about what Mana Bind should be resisted with. When I last used this spell (13 months ago), Ryo said it was resisted by Willpower + Charisma. I'll keep that precedent:

Rozkhi resist: 2 hits, almost a glitch but not quite

Katsina nets 5 hits on the spell. This reduces Rozkhi's Agility to 0. Odds are good that the massive beast will just tear through it when it's his turn, but at least he'll spend his turn doing that instead of shooting grenades. Until then, Katsina is at -2 for sustaining a spell.

Next
26 - Not you
25 - Not you
24 - Not you
23 - Not you
Long IC post from the GM to cover the above
22 - Bear (Ohanzee's spirit)
21 - Sam

@Zweiblumen Thanks for the prompt IC post. Feel free to update it with Doc's success. The other decker's persona is a Cossack.

Taking a bit of a break to have lunch and get some work done. More later.

Zweiblumen

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« Reply #568 on: <10-26-15/1529:04> »
Decker defense: 6 hits

Doc scores 2 net hits. Base damage is 8 + 2 net hits + 2 from having a MARK = 12 DV.

Decker soak: 4 hits The deck takes 8 boxes of Matrix damage. It sizzles and pops and probably makes some dripping noises it wasn't designed to make.

You forgot hammer.  I noted what his DV was in my post.  Should be Base = 8 Mark = 2 Hammer = 2 Net Hits = 2 = 14 DV.  10 total damage
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Tecumseh

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« Reply #569 on: <10-26-15/1541:05> »
Indeed I did. I also neglected the damage from the decker running Virtual Machine, which adds yet another box. That's 11 boxes, which fills the monitor. The decker gets dumped like woah.

Soaking dumpshock: ??

The agent goes offline.

 

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