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[5e OOC] Tabula Rasa, Chapter IV

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Poindexter

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« Reply #645 on: <11-01-15/1144:51> »
Shouldn't be any recoil for the grenade anyway.  You've taken an action since shooting the drone.

No I haven't.
Literally every action I've taken this turn has been firing the Xm30 in one way or another.

21- Full auto at the troll
11- single shot at the drone
1- nade at the van
« Last Edit: <11-01-15/1147:42> by Poindexter »
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Tecumseh

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« Reply #646 on: <11-01-15/1153:38> »
Sam took the Simple Action to take cover, which is enough to reset recoil, per the errata.

Poindexter

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« Reply #647 on: <11-01-15/1159:14> »
Sam took the Simple Action to take cover, which is enough to reset recoil, per the errata.

Oh really? Neet-o.

Seems you were right, Zwei
« Last Edit: <11-01-15/1221:27> by Poindexter »
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Zweiblumen

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« Reply #648 on: <11-01-15/1456:33> »
Sam took the Simple Action to take cover, which is enough to reset recoil, per the errata.

Oh really? Neet-o.

Seems you were right, Zwei

Doesn't happen often!  I won't let it go to my head ;P
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Zweiblumen

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« Reply #649 on: <11-01-15/2156:10> »
Attack: 7 (8 ) Sleaze: 5 Data Processing: 4 Firewall: 6
Decryption, Signal Scrub, Hammer, Agent

Just jump starting this :P
Also, I don't think I explained well enough, but my Free Action last IP was to tell the agent to start doing MPs to identify what to start smacking once we've gotten rid of the rigger.

Init (DP 4 + Int 4 = 8 + 4d6): 4d6+8 27
Agent Init (Int 6 + DP 4 = 10 + 4d6): 4d6+10 24
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Malevolence

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« Reply #650 on: <11-01-15/2224:43> »
Good idea:
Initiative CT 2: 3d6+11 28
Holy hell, that's sexy.
Spirit Initiative CT 2: 2d6+14 25
Wow, 5 hits on 5 dice. I think I just burned all my hits for CT 2...


Considering his face plant, can O still make it to the treeline in CT 2 IP 1 before everybody gets attacks on him?
« Last Edit: <11-01-15/2226:20> by Malevolence »
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Poindexter

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« Reply #651 on: <11-01-15/2227:03> »
Initiative: 2d6+11 16
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Tecumseh

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« Reply #652 on: <11-01-15/2328:39> »
Personally, I was disappointed when the Errata changed the recoil rules. I liked when you had to take an entire action phase to reset it, which made it more tactical. Right now I think the Simple: Aim, Simple: Full Auto combo doesn't have any meaningful downsides, which seems contrary to the "Everything has a price" motto of Fifth Edition. But enough on that.

Thank you for the initiative rolls. I was going to call for those with this post. Ohanzee and Bear took all the hits.

@Malevolence Ohanzee is 2-3 meters away from the trees. He can get to the trees this turn, likely first given his amazing Initiative roll, but it's not perfect protection. If he spends a Simple action to Take Cover he'll get +4 to defense, or +2 if he spends a Simple doing something else. (He'll need to spend one Simple to get up in order to run with a Free.)



1 - Rabid troll biting Sam

Chompity chomp: 6 hits

Sam gets Reaction 8 + Intuition 3 + Combat Sense 4 = 15 dice to dodge. Normally he would get Reach dice (since biting attacks are -1 Reach) but I'm deducting them because Sam is using his arms to shoot instead of defend himself. Damage is 15P -1AP + net hits. If he connects, the troll will get a mouthful of Sam's acidic secretions and will roll accordingly.



1 - Sam's grenade

Sam drops his grenade on a dime, or whatever diminutive sizing comparison they use in the future now that hard currency has largely died out. Katsina and the magician in the front seat are going to get a full faceload of it. The decker, in the back seat, will get slightly less. The presence of anyone else and the effect the grenade has on them will be concealed until someone has an opportunity to check. There is no chunky salsa rule in effect because it's a frag grenade and the soft interior of the Bulldog doesn't reflect the fragments. If it were an HE grenade it would be a different disgusting story.

Magician soaking 18P: 5 hits. Magician's adjusted armor does not exceed the damage rating, so the damage is Physical. The magician takes 13P and is overcome with a fatal case of death. Odds are good the magician's summoned spirit will depart when it has an opportunity to do so.

The decker is sitting behind the magician and so gets some cover from the front seats (and from the magician's perforated face).

Decker soaking 17P (from being 1 meter removed): 9 hits. The decker's adjusted armor exceeds the damage rating, and so the damage is stun. The decker takes 8S.

Katsina soaking 18P: Body 5 + Lined Coat 9 + Ballistic Mask 2 + AP 5: 21d6t5 10 hits, an excellent roll

Katsina's armor does not exceed the damage rating, so the damage is Physical. Katsina takes 8P. In addition to her 1P from astral combat, she is now at 9P and a -3 modifier. This does not exceed her Physical limit (thank you, Increased Strength), so she does not suffer knockdown.

Luckily, it's the end of the combat turn, which (conveniently) is when Katsina's regeneration power kicks in.

Katsina regeneration: Body 5 + Magic 7: 12d6t5 4 hits, to which she adds her Body 5 to heal a total of 9 boxes. (Regeneration, folks. Love it. Fear it.) The 8P from the frag grenade heals instantly. The 1P from astral combat is a grey area in whether it can be healed by regeneration or not. I'm 50/50 on it, but in the meantime I will say no. Her 2S from the magician's stunbolt is magical in origin and so cannot be healed by regeneration. This leaves Katsina wtih 2S, 1P.

Initiative rolls next.

Tecumseh

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« Reply #653 on: <11-01-15/2341:39> »
Katsina initiative: Initiative: 3d6+14 29, awww yisss

Next
defense/soak rolls for Sam vs. rabid troll
IC post from rednblack for Chino's defense and action
initiative rolls from rednblack for Ace and Chino
IC post from Tecumseh for Katsina and Sam's grenade

CT2 IP1
29 - Katsina
28 - Ohanzee
27 - Doc

Ohanzee and Doc can declare and roll.

Zweiblumen

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« Reply #654 on: <11-01-15/2347:43> »
Attack: 7 (8 ) Sleaze: 5 Data Processing: 4 Firewall: 6
Decryption, Signal Scrub, Hammer, Agent

CT1 IP1:
Complex - Data Spike Rigger (Cyber-combat 7 + Logic 9 + Spec 2 + VR 2 - Noise 5 + DJ 1 + SS 2 = 18): 18d6t5 5
Edging because I want him down this IP
Edge re-roll misses (13): 13d6t5 2
Well, that was some really bad rolling, but close enough to his limit.  Here's hoping the rigger rolls poorly.
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Poindexter

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« Reply #655 on: <11-01-15/2354:47> »
Chompity chomp: 6 hits

Defense Roll (Rea 8 + Int 3 + Combat Sense 4): 15d6t5 5

so, 16P, huh? Here goes...

Soak 16P (Body 10 + Jacket 12 + Bone Lace 3 + Troll armor 2 - AP 2)): 25d6t5 5
you're fucking kidding me, orokos. I can't take 11P this early on.
3rd edge re-roll: 20d6t5 8
I can take 3.

EDIT: Whoops, that was only -1AP, not 2.
whoops: 1d6t5 0
ok, no change.

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Tecumseh

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« Reply #656 on: <11-02-15/0244:35> »
The biting troll has to soak 4P without armor, including natural dermal plating.

Troll soak: 5 hits, no damage

Sam, having suffered Physical damage, needs to roll to see if he goes berserk per his mentor spirit disadvantage. Willpower 7 + Charisma 3 versus a threshold of 3. If Sam doesn't get three hits then it will automatically trigger his Berserk adept power, adding 1 to all Physical stats and removing 1 from all Mental stats.

The Bulldog also needs to soak the grenade. I'm not going to add Armor because the grenade exploded inside. A glitch or critical glitch could lead to a fairly spectacular explosion.

Bulldog soak: Body: 16d6t5 6 hits, the van takes 12 DV. It is still operational but the grenade has torn apart most of the dash and some of the sensitive electronics behind.



CT2 IP1

29 - Katsina turns her attention to B13

Willpower 5 + Astral Combat 3 + Spec 2 + Focus 2: 12d6t5 3 hits
Chino's actually the only person she's afraid of in the physical world, which makes her concerned about the astral version too. She'll edge.
Edge reroll: Edge reroll: 9d6t5 3 hits

B13 dodging 6 hits: 3 hits, good thing she Edged

Katsina's base damage is 8P, so B13 has to soak 11P.

B13 soaking 13P: 2 hits, B13 take 9P and is now at a -3 modifier



27 - Doc goes after the rigger

The rigger will go on Full Matrix Defense again.

Rigger dodging 7 hits: 3 hits
Drone rigger knows that it's lights out if this hit lands, so spending a point of Group Edge: 2 hits, all for naught

Drone rigger needs to soak 12 DV: 8 hits, a valiant roll but not enough. The drone rigger takes 4 DV, bringing the RCC to 12 DV. The drone rigger gets dumped.

Resisting dumpshock: 2 hits, the rigger joins the decker in having a Really Bad Day, courtesy of Doc

Next
IC post from rednblack for Chino's defense and action
initiative rolls from rednblack for Ace and Chino
IC post from Zweiblumen for dumping the rigger like a bad date
28 - Ohanzee

Poindexter

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« Reply #657 on: <11-02-15/0834:12> »
Sam, having suffered Physical damage, needs to roll to see if he goes berserk per his mentor spirit disadvantage. Willpower 7 + Charisma 3 versus a threshold of 3. If Sam doesn't get three hits then it will automatically trigger his Berserk adept power, adding 1 to all Physical stats and removing 1 from all Mental stats.

Bear-serk? (Will 7 + Cha 3): 10d6t5 4
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Zweiblumen

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« Reply #658 on: <11-02-15/0930:12> »
Attack: 7 (8 ) Sleaze: 5 Data Processing: 4 Firewall: 6
Decryption, Signal Scrub, Hammer, Agent

W00t!  Re-configure time!  Wish I had perfect time instead of GBOGH.  Though I guess I can mop up on crap with that now that the big boys are gone.
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rednblack

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« Reply #659 on: <11-02-15/1047:57> »
Chino's Initiative is -2 for wound penalties: Initiative: 8+2d6 15

Ace's Initiative is -1 for wound penalties, but he's spending Edge to Blitz.  Maybe some of the luck the other's have had with Initiative dice will rub off: Initiative: 7+5d6 26
Above average.

@Tec, a question: Physical barriers can take the form of a dome or a wall, but what about a ceiling?  By RAW, the answer would be "no," and I'm not sure if magically sustained structures need to follow any laws of gravity or architecture, but I'm curious.

By Initiative Score, I think Ace is next, but I'm going to wait until I know the answer to the above question before declaring.
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