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[5e OOC] Tabula Rasa, Chapter IV

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Zweiblumen

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« Reply #570 on: <10-26-15/1543:50> »
W00t!  I totally forgot about the VM damage.  Male or female Cossack?  I'd been trying to keep my references genderless in my post.
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Tecumseh

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« Reply #571 on: <10-26-15/1603:02> »
After what Doc did to him/her, the decker is now indeed genderless.

Zweiblumen

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« Reply #572 on: <10-26-15/1625:47> »
Hah :) I'll update after I'm done with this meeting.

BTW, 1 shoting a DR 5 deck?!?!? go Doc!
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Tecumseh

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« Reply #573 on: <10-26-15/1731:37> »
26 - Decker's agent, which is caput.



25 - Someone in the van is taking exception to Katsina charging Rozkhi. While they might prefer to use a Physical spell, the windshield is in the way. They will have to content themselves with a Stunbolt.

Casting Stunbolt @ F6 at Katsina: 2 hits, not a good roll
Soaking 3 drain: 2 hits, WOW, again not a good roll, caster takes 1S from drain

Man, this might be over fast if the dice keep falling this way.

Katsina will use 1 of her 6 Counterspelling dice. Katsina soaking 2S: Willpower 6 + Counterspelling 1: 7d6t5 2 hits, Katsina tells the spell to piss off



24 - Doc Hack, the spirit, is going after Katsina via astral combat

Doc Hack attack! 1 hit... this might be the shortest climactic battle of all time

Katsina defends: Logic 5 + Intuition 7: 12d6t5 4 hits, Katsina tells the spirit to piss off



23 - This is the smaller human/elf on the right flank, not far from Sam. Some quick tests to see if Sam was noticed. Part of me thinks this should be a Disguise (Camouflage) test rather than Sneaking, but I did Sneaking for Ace so I'll keep that precedent.

Sam sneaking: Agility 8 + Sneaking 2: 10d6t5 7 hits
Little guy Perception: 1 hit, umm, yeah, Sam's hidden
Big guy Perception: ?? hits, he seems to be less distracted by the meet but is still focusing his attention in that direction

Good news for Sam, less-good for Ohanzee and Chino. The little guy is going to plunk a mini-grenade right down in the middle of them. As a reminder, here are the house rules we're using for AoE attacks:

Area of Effect attacks
Grenades and area spells can either be aimed at an area (Simple (3) test) or aimed at a specific target (attack roll vs. defense roll.) If you aim at the area, all the targets in the blast radius can (and probably will) use the Run for Your Life interrupt action to escape the blast. If you aim at a specific target, they cannot use this interrupt action; they get their defense roll instead.

The effectiveness of flash-bang grenades and Indirect Area spells (like Fireball) will decrease with range as per a normal grenade (-1 DV per meter). This is to avoid "can't miss" attacks due to the area of effect being larger than the possible distance of the scatter.

Run For Your Life is a bit hazy since, by RAW, it can only be used against thrown grenades, not grenades from grenade launchers. I'm going to say that the Combat Sense spells you have quickened on your give you enough situational awareness that something is about to happen and that you might not want to be there when it does.

Shooter plunking a grenade at your feet: 5 hits, meets the threshold of 3 so no scatter

For ease of calculation, the grenade is 1m away from Ohanzee and Chino and 7m from Katsina. As such, it's default damage will be 9S (-4 AP) for Ohanzee and Chino unless they move. Run For Your Life is a -5 initiative hit but allows you to take 1/3rd of your running movement (since we have 3 passes) to move away from the blast. For Ohanzee that's 3 meters, or 2 meters for Chino. If either of them would like to pre-declare their next Complex action to be Sprinting, I'll allow them to roll Running and add those hits to the distance they manage to put between themselves and the grenade.

Katsina needs to soak 3S -4AP: Body 5 + Armor 9 - 4 AP: 10d6t5 3 hits, no damage

Next (in no particular order)
IC post from Tec to cover the above
Run For Your Life and/or soak rolls (Body + Armor - 4) for Ohanzee and Chino
22 - Bear (note that the magical lodge is still in place... Bear can pass through it per Ohanzee's permission but he can't do astral combat from within)
21 - Sam

Zweiblumen

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« Reply #574 on: <10-26-15/1737:13> »
* Zweiblumen gets the popcorn.

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Malevolence

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« Reply #575 on: <10-26-15/1934:40> »
Woo! Way to go Doc. Go Big or Go Home indeed!


Ohanzee will Run for His Life, which I believe puts 4m between him and the grenade, dropping the damage to 6S -4AP:
Soak Flash-Bang [Body 3 + Armor 9 - AP 4]: 8d6t5 2
So, Ohanzee takes 4 stun and has a -1 wound modifier. He started toward the front of the lodge, so I'll say he ran toward the middle of the lodge and is now standing more or less over the artifact. If that doesn't work, Ohanzee is simply trying to stay inside the lodge if possible. If he has to leave the protection of the lodge, he'll head off the road towards Sam.


Bear will attempt to rip Spirit Ohanzee's face off:
Bear Astral Combat [Astral Combat 7 + Force 7]: 14d6t5 7
Oh, THAT's satisfying...
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Tecumseh

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« Reply #576 on: <10-26-15/1952:47> »
The grenade is 1m behind-and-to-the-right of Ohanzee. Ohanzee can go forward-left 3 meters without leaving the protection of the lodge, which has a radius of 6m. (Ohanzee, I presume, started roughly in the middle. He is now halfway to the edge.)

Ohanzee Prime's defense: 2 hits, oh man, these guys can't catch a break

Bear's base DV is 7, staged up to 12 DV with net hits.

Ohanzee Prime soak: 2 hits, Ohanzee Prime takes 10 DV and is seriously screwed up.

Next
IC post for Bear (make it something graphic)
Sam @ 21

Poindexter

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« Reply #577 on: <10-27-15/0135:27> »
DID Sam have time to swap weapons and load the frag before combat started? If not, is the RV within nade throwing range?
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Tecumseh

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« Reply #578 on: <10-27-15/0202:04> »
Yes, he did.

rednblack

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« Reply #579 on: <10-27-15/1120:58> »
NIce one, Doc.  That clears the field quite a bit.

Chino will do a Sprinting Test.  At the moment, my plan is to neutralize some of the shooters, so he's preparing for a Charge Attack.

Sprinting Test: 14d6t5 5

So that puts him 8 M from the blast?

Any bonuses for Flare Comp in glasses?  I doubt Chino'll need it for this Test, but it would be good to know.

Soak: Soak: 13d6t5 4

Looks like no damage.

Chino's corrected Initiative is: 13
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Poindexter

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« Reply #580 on: <10-27-15/1343:43> »
Ok, Here's what i think Sam's action's are gonna be.

Remaining prone
Complex Action: Full auto burst at the troll nearest Sam.
Free Action: Multiple attack to split dice onto little guy as well.

Full Auto at Troll (Agi 8 + Auto 6 + Smartgun 1 - Half rounded down)): 8d6t5 3
Hmmmmm. 3 hits is good considering he's gonna get -9 to defense, but he IS a troll. I wanna make sure.
Edge to re-roll: 5d6t5 0
Damn! Here's hopin the Bad Spirit Us-es keep rollin bad.
Full Auto Little Guy (Agi 8 + Auto 6 + Smartgun 1 - Half rounded up): 7d6t5 5
I'll keep that one.

So that's 9DV base, with -6AP.
How'd I do?
I feel good but not great.

EDIT: Just realized I may have jumped Bear's turn. I can delete all this if need be.
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Tecumseh

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« Reply #581 on: <10-27-15/1355:00> »
Oh, man, I had a nightmare about CFD last night. And it wasn't "oh, everyone has a different personality / this guy is acting like a toaster" but more like "there's a collective intelligence that is trying to kill you via your friends and family".  The UCAS was in anarchy and there was a massive wave of migrants heading south, to Aztlan of all places. In resposne, Aztlan was building a wall to keep the migrants out, which is probably some sort of political allegory. (I've heard that World War Z had a similar allegory, with refugees from the US streaming toward Cuba, but I haven't read it myself.) Might make for an interesting zombie apocalypse campaign one day, but for now I was just happy to wake up.



@rednblack Flare comp gives a bonus for flash-paks but not flash-bangs. In Fourth Edition flare comp applied to "flash grenades," which was ambiguous wording since there were both actual flash grenades (in Arsenal) but also flash-bangs and flash-paks. It seems that the wording in Fifth Edition has been tightened to exclude flash-bangs.

Which direction is Chino running? Is he running toward the goons closer to Ace or closer to Sam? They're pretty much the exact same distance away from Chino's starting point. They were both about 11 meters away, so since Chino has closed 8 meters of the gap he can complete the charge during IP2.

@Poindexter Thanks for the action. I'll resolve this later this afternoon. I have to double-check how the dodge modifiers apply to attacks split among multiple targets. Sam will probably be gaining some dice to strike a large object (the troll) but might be losing some dice to recoil. I think his recoil comp is 8 (1 free shot + 3 from strength + 3 from Gas Vent-3 + 1 shock pad) so there could be some dice to subtract there too.

Next
21 - Sam
20 - not you
18 - Ace
18 - not you
18 - not you
18 - not you

rednblack

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« Reply #582 on: <10-27-15/1412:12> »
Let's have Chino charge the left flank -- goons closest to Ace.  I don't like having him outnumbered, but I don't want our group bunched up after the last goon on that side falls either.
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Poindexter

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« Reply #583 on: <10-27-15/1419:14> »
I've heard that World War Z had a similar allegory, with refugees from the US streaming toward Cuba, but I haven't read it myself.

DUDE! You NEED to. it's incredible.

I think his recoil comp is 8 (1 free shot + 3 from strength + 3 from Gas Vent-3 + 1 shock pad) so there could be some dice to subtract there too.

Whoops. Yeah, that's 1 die off each roll.

If ya take em off the right, it's no change, if ya take em off the left, I lose 1 hit on the little guy. Either way is fine with me.

Also, I don't think it explicitly states anything about dodge penalties for splitting attacks, but if it's gonna be a substantially smaller penalty than 9, I may want to re-think my actions.
Lemme know.

« Last Edit: <10-27-15/1423:01> by Poindexter »
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Tecumseh

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« Reply #584 on: <10-27-15/2010:30> »
Surprise is one of my less-favorite aspects of combat rules. Determining if someone is aware or not can be such a life-or-death decision that it's hard to balance. For example, Sam is about to shoot two guys, one of which (the troll) might get some advance warning (muzzle flashes, missed shots from the burst, etc.) while the other (the elf) should be largely unaware because he has his back to Sam and is busy firing a grenade at Ohanzee and Chino. The flip side is that you (the PCs) are about to be shot by drones you can't really see, so should you get defense rolls from those attacks? Maybe, since you all have Combat Sense quickened, but otherwise?

For now I'll just play in by the rules and give them a surprise test. If they pass, they can dodge. If they don't pass, they are unaware. I'm going to make the threshold 6 (instead of 3) for the smaller guy since his back is turned.

Troll - 4 hits, beats threshold 3 so he can dodge
Human/elf (right flank) - 8 hits, this guy is wired or on drugs or both

@Poindexter As for the long burst being split between two multiple targets, there has been a long-running discussion about what the defense modifiers should be ever since the release of Fifth Edition. The example on p. 180 (which is for a slightly different issue: running out of ammo before a burst is complete) says that is if a target only gets 5 bullets then their defense modifier is -4, not -9 that they would get for a full burst. As that is logical, I will say that if Sam wants to split his long burst between two targets then the defense modifier for each will be -4.

I'll give you tonight to decide if you want to stay the course or if you want to concentrate your fire. Either way, we'll use the rolls you've already made and re-purpose them for the new action.

In the meantime, I'll move forward with the actions that Sam's shooting won't affect.



20 - Smaller guy on the LEFT flank (near Ace, in the direction of Chino's charge) wearing a chameleon suit

Free: "Bag the mage!"
Simple: Take aim (reduce range via image magnification)
Simple: Long FA burst at Ohanzee

Shooting Ohanzee: 4 hits

@Malevolence I need a dodge roll from Ohanzee. Reaction 3 + Intuition 4 + Combat Sense 3 + Running 2 - Damage 1 - Burst 5 = 6 dice. These are gel rounds so the base damage is 8P +1AP. If Ohanzee takes 3 or more boxes of damage he gets knocked on his keister. (Or, more likely, his face, as he is running away from the shooter.)



18 - Rozkhi

Will be trying to tear free of Katsina's Mana Bind spell. In theory this should be a formality, but with the way these guys are rolling you never know.

Rozkhi: 9 hits
Spell resist (Force * 2): 7 hits, the spell breaks

Rozkhi snarls and frees himself from the spell, but Katsina's goal of preventing him from firing this round succeeds. Katsina no longer has a -2 penalty for sustaining.



18 - B13 (spirit of Chino)

B13 will attack Chino via astral combat.

B13 astral attack: 1 hit, alright, this is getting a bit ridiculous
Spending a point of Group Edge: 1 hit, man I guess his heart's just not in it. Or he's freaking out about what Bear is doing to Ohanzee Prime.

@rednblack Chino needs to dodge 2 measly hits with Intuition + Logic = 8 dice



Next
21 - Sam (finalize)
18 - Ace
18 - not you

 

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