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[5e OOC] Tabula Rasa, Chapter IV

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Zweiblumen

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« Reply #765 on: <11-10-15/1324:53> »
Doc needs to call the drone off... can I change my command to "land and shutdown" or would Doc not know that people are surrendering?  Shouldn't be that big of a deal as since he changed his deck configs he now acts before the drone so can send a second command (hopefully) before it starts shooting the dude.
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Tecumseh

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« Reply #766 on: <11-10-15/1333:43> »
Doc has the feed from the Fly-Spy and the Flying Eye drones so he's got a sense of how things are going. He can see guns being dropped and the directional mics can pick up the gist of what's happening.

Yes, Doc can switch the drones' instructions because he changed his config to go faster. Had he not done that, the drone might be chewing up Yuri and Chino along with him. Blat blat blat!

Tecumseh

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« Reply #767 on: <11-10-15/2353:58> »
I'm getting up at 4am tomorrow (Wednesday) to fly down to L.A. I'll be flying back in the evening, so it's going to be a long day.

Here's my wishlist for tomorrow:

Next
IC post for Doc
OOC post for next 10 minutes of thoughts/actions for Doc
OOC post for next 10 minutes of thoughts/actions for Ace
OOC post for next 10 minutes of thoughts/actions for Chino
OOC post for next 10 minutes of thoughts/actions for Ohanzee
Sam's off the hook for this one.

Katsina, for example
1) Check on Sam
1a) See that Sam is injured, check with Doc for recommended course of action
1b) Perhaps try a trauma patch for Sam. If that doesn't work due to his Infected biology, then maybe a medkit with Doc driving remotely.

2) Katsina will be alarmed by the prospect of Ohanzee taking a nap, both because he's the face to interact with DIMR/ASPS but also because he's the only one that can levitate the obelisk so that it's not buried.
2a) Give stim patch (rating 6) to Ohanzee

3) Check on Ace and Chino

4) Let the others handle the interrogations/debriefings

5) If time allows, try to revive Rozkhi enough to Essence Drain him

rednblack

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« Reply #768 on: <11-11-15/1153:36> »
Do we have any means of healing Stun damage?
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Tecumseh

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« Reply #769 on: <11-11-15/1321:11> »
Medkits can heal stun damage, but sadly no one thought to carry one. (Mal thought of it but then got derailed on the discussion around locating devices from Matrix icons.) So, sadly, Doc has three medkits all to himself in the Prometheus in Grand Junction, an hour and a half away.

Malevolence

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« Reply #770 on: <11-11-15/1335:34> »
Stim patches are it. Ohanzee's got a 60 minute lease on consciousness, then he'll crash hard (and take some physical damage while he's at it).


Ohanzee's timeline:
Assuming he gets the stun damage before he crashes from the nanite mini stun patch, he will go from 9/11 stun to 3/11 stun. Then he will take 3 stun a little under 2 minutes later as the nanites wear off, bringing him back to 6/11, for a -2 wound penalty. In one hour, when the stim patch wears off, he will take 7 more stun, going to 12/11 and falling unconscious. No physical damage yet, but if he takes any more stun damage...
Also, Ohanzee may have to make an addiction test for the stim patch, especially as this is effectively the second one he's used in about a week. The addiction rules are a hot mess, so just let me know what you want me to roll and when and I'll do it.
1. wait for physical barrier to fade and get stun patch. Say bon voyage to Bear. Suggest clearing the road. I assume one of the more militaristic members will see to the securing of the prisoners
2. take stun damage from nanites. See if Diamondback wants to come play. Help heal Sam so that the emergency option of Kat's alchemical preparation is still available.
3. Help clear road/interrogate prisoners


I think that covers it. We need to reset as much as possible after the road is cleared. This time around, Ohanzee is going to start behind cover. Maybe we can place some barriers or dig some holes in the road to provide cover, or Ohanzee will just start the meeting near a tree.
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rednblack

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« Reply #771 on: <11-11-15/1401:52> »
Ace's plan, in order of importance:

1. Make sure that someone is getting Sam back on his feet.
2. Securing prisoners.  Ace has gloves for the micro-wire, and he'll be tempted to use that, lest someone try to fight against their bonds.
3. Ace will be awfully tempted to simply geek the enemy mage.  Should any teammate have a problem with that he'll use the above micro-wire strategy, combined with a make-shift hood.
4. Start charging the energy cells for his Lancer.  I'm not sure how long this takes.
5. He'll suggest comming Canon.  They may be able to clear the field some, but I doubt the team will be unable to hide the fact that the valley was recently a war zone.  Best that Canon not feel as though he's walking into the killing fields if he "stumbles" upon us.  He'll likewise recommend taking a close look at enemy commlinks to see what communications have been sent to potential handlers.
6. Organize enemy electronics and ordnance. 
7. Put all bound enemy prisoners in the Bulldog along with a number of remaining flash grenades.  These should be wirelessly enabled. 
8. Reassess his hidey-hole, and get back into position -- with charged Lancer pack -- before Canon's team arrives.

Chino's plan:
1. Encourage Yuri to surrender amicably.  "Hoi, chummer, I have no idea who the frag you are, but let's just play this nice, alright?  We're not interested in killing anybody."
2. Do his part in securing prisoners.
3. Once that's done he'll de-active his foci, and watch things on the astral.
4. Curse Doc for having the medkits, even though it's the team's oversight.
5.  Follow Ohanzee's and Katsina's lead for preparing for Canon.

@All, am I missing something glaring?  Both Chino and Ace will be actively seeking out the team's opinions.
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Malevolence

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« Reply #772 on: <11-11-15/1407:55> »
Summon rolls:
Summon Diamondback (F6/7, w/Centering) [Magic 6 + Summoning 6 + Focus 2 - Wounds 1]: 13d6t5 5
Only -1 wound mod because he's squeezing this in between receiving the stimpatch and when the nanites wear off.
Spirit Resist: 7d6t5 3
Ugh. Two services, but soaking drain will suck.
Drain Resist [Charisma 6 + Magic 6 + Centering 2]: 14d6t5 4
Takes two more stun. So he's going to be at 8/11 stun for the next hour, and then be at 11/11 stun and 1.5/10 physical when the patch wears off.
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Malevolence

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« Reply #773 on: <11-11-15/1409:22> »
Ohanzee will comm Canon and let him know that they had some unexpected guests, but that the meet was still on.
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Zweiblumen

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« Reply #774 on: <11-11-15/1444:46> »
I'm away from my computer for most of today. Posting from my iPhone. I'll get docs plans up this after noon. Sorry for the delay.
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Tecumseh

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« Reply #775 on: <11-11-15/1629:44> »
@Zweiblumen, any time today is great. I'm in L.A. all day, back late tonight. I won't be in a position to post much until tomorrow.

@rednblack The enemy mage had his face exploded by Sam's frag grenade, so Ace need not feel tempted.

The Lancer takes an hour to recharge fully. That's 6 minutes per charge. I'll say you have 12 minutes, so you can restore 2 charges. Or, (I think) you can swap in the clip from the Redline pistol.

Separately, the wording in Run & Gun is less-than-clear. If the Lancer uses twin power clips then perhaps it gets 10 shots (20 charges / 2 charges per shot = 10 shots) instead of 5.

Only hiccup I see is getting Ohanzee the stim patch before the Physical Barrier wears off. Katsina will have to dispell it. I'll roll that when I get a chance.

Other than that, you might be missing one semi-obvious opportunity. Think like shadowrunners. Think back to what you did with the hunters at the very beginning. Poindexter might have been the only one around for that so maybe he remembers.

Malevolence

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« Reply #776 on: <11-11-15/1742:48> »
One thing I learned from rnb's campaign is that we need to disable any built-in commlinks. The jammers they had in the van might be useful.


As far as the hunters, we basically rolled them for info and loot then executed them and hid the bodies (by dumping them over a cliff). Then we took their car, which is a well we revisited with the Nateleys. That option is out in this case as the car is non-operational, though the snowmobiles and one of the drones are good. I expect Doc will examine everything that is online and Ohanzee intends to interrogate them.


Oh, fuck, I just realized what you are hinting at. Yeah, let's search the van for a med kit.  Duh...


ETA: And search the snowmobiles, just in case.
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Poindexter

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« Reply #777 on: <11-11-15/2350:26> »
ETA: And search the snowmobiles, just in case.

Here's hoping there's some assault rifle ammo.
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Zweiblumen

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« Reply #778 on: <11-12-15/1136:15> »
I've got to get you rolls for getting the drone to not shoot at Chino and Yuri.  And I'm not sure but I think I'm down to 1 point of edge left?  I lost track.  I'll try and check this afternoon once I've gotten some work done.

Doc doesn't have a lot to do other then offer moral support and keep Matrix Overwatch up.  He's too far away to help, though maybe he could do teamwork tests if they find any medkits in the vehicles which he'll suggest looking for.  In the scope of Matrix Overwatch, he'll have the Agent still looking for hidden icons and generally alerting him to any changes in the immediate matrix area.  Doc will run periodic checks as well.  Reconfiguring his deck for defense and speed right now.  Again, I'll get crunch up once I've gotten some work done this morning.
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Tecumseh

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« Reply #779 on: <11-12-15/1508:51> »
Back in the saddle for the moment, but I'll have spotty computer access again today as I'll be at the dentist most of the afternoon.

1) Katsina needs to dispell the Physical Barrier so that Ohanzee can get his stim patch. Hmm, I wonder if her mentor spirit bonus would apply to this. I'll leave it out for now.

Katsina dispelling: Magic 7 + Counterspelling 6: 13d6t5 6 hits
Spell resisting: Force 4 + Magic/Potency 7: 11d6t5 4 hits, spell is down
Soaking 3 drain: Willpower 6 + Intuition 8: 14d6t5 2 hits, oh for for the love of ----! Katsina is now at 3S + 1P, and has a -1 modifier.



2) Ohanzee gets his stim patch and so stays awake. Bear departs, Diamondback arrives.



3) Katsina goes to Sam, reports his status. Doc recommends using a trauma patch, as they almost always stabilize patients as long as the patch has wireless access. Unfortunately, the wireless bonus doesn't apply in this case because the online databases have no f'n clue what to do with an Infected troll who is loaded up with cyberware and bioware who has suffered massive amounts of damage from astral combat. That case just isn't in the books.

Sam still gets a stabilization roll though: Body 10 + Katsina's Logic 5 - Awakened 2 - Implants 2: 11d6t5 3 hits, Sam is stabilized!! barely



4) Searching the snowmobiles produces two medkits: a rating 6 medkit from one snowmobile and a rating 3 medkit from the other.



5) Healing via medkit. The logical thing to do here would be for Katsina to work on herself first to eliminate her wound modifier. The question is whether a medkit would do anything for a vampire, given their immunity to toxins. Toxins aren't technically drugs but it seems dubious at best so I'll say no, she's out of luck. She's going to take care of the others first because she's worried about Sam's acidic secretions melting the medkit or otherwise depleting it.

a) Healing Ohanzee: Logic 5 - Default 1 + Medkit 6 - Wounds 1 - Conditions 2 - Awakened 2: 9d6t5 6 hits minus Too many dice: 3d6t5 0 hits = 6 hits, holy balls, you're welcome (see below for more)
b) Healing Ace: Logic 5 - Default 1 + Medkit 6 - Wounds 1 - Conditions 2 - Implants 1: 7d6t5 2 hits, near glitch but not
c) Healing Chino: Logic 5 - Default 1 + Medkit 6 - Wounds 1 - Conditions 2 - Awakened 2: 6d6t5 1 hit, another near glitch but not
d) Healing Sam: Logic 5 - Default 1 + Medkit 6 - Wounds 1 - Conditions 2 - Awakened 2 - Implants 2: 5d6t5 0 hits, tough patient, that one. The medkit doesn't know what the hell to do with Sam's physiology and promptly crashes.

I'll say Doc can help via teamwork, although the Noise will interfere. Logic 9 + Biotech 5 - Noise 2: 4#12d6t5 7 hits 6 hits 3 hits 5 hits, good God, that's some rolling

Rerolling:
a) Extra hits for Ohanzee: 7d6t5 2 hits, now 8 total
b) Extra hits for Ace: 6d6t5 2 hits, now 4 total
c) Extra hits for Chino: 3d6t5 1 hit, now 2 total
d) Extra hits for Sam: 5d6t5 1 hit, now 1 total



6) Healing via magic

Given that Ohanzee feels like he just had a shower, a hot cup of coffee, and 15 uninterrupted minutes with the simsense star Tina Taggert, Katsina thinks that he should do Sam's healing rather than trying her preparation.



7) Prisoners are secured. I should say that you don't have any microwire because you shipped it off with Doc, but there's enough around to harvest from the traps you planted earlier (although you'll have to race to collect it). You have:

a) Yuri, an ork with two cyberarms who claims to be a friend of Chino
b) Dmitri, the human drone rigger, who has suffered dumpshock but who survived the grenade because he was in a rigger cocoon in the back of the van. He also claims to know Chino and Ohanzee.
c) Dale, the human decker, who has suffered dumpshock but who survived the grenade because he's wearing some serious heavy body armor. He claims to be hired help.
d) María José, the Aztlaner elf who surrendered to Bear. She claims to be hired help.

Per Ace's instructions, the prisoners are stripped of electronics and weapons and secured in the Bulldog surrounded by a merry wreath of mini-grenades. Yuri and Dmitri will protest that they are friends of Chino and Ohanzee and were just trying to help their friends and certainly didn't intend to kill anybody. Dale and María José say that they are neutrals hired for the occasion and will be happy to be quiet and obedient if it improves their odds of leaving alive.



8) You find lots of assault rifle and SMG ammo but it's all stick-n-shock and gel. Evidently they were serious about taking you alive. There are also lots of flash-bangs. In Rozkhi's Alpha, there are chemical grenades with a compound that you can't identify. Rozkhi said this was something that Doc Hack cooked up himself, so the effects are unknown. (I am mildly disappointed that he didn't get a shot off with it, but Katsina would be immune and Chino and Ohanzee would have had bonus dice to resist from their CFD infections.)



9) The drone is a Federated-Boeing Bumblebee. It's basically like a heavily-armored roto-drone. The other drone was a regular roto-drone. It crashes into the snow a few seconds after hostilities end.



10) Ace tries recharging his Lancer but, ironically, the Bulldog is too damaged to charge it. The good news is that Ace remembers that the Lancer uses a twin cell power pack configuration and that he hasn't even tapped the second cell yet. If he chooses, he can replace the first (spent) cell with the one from his Redline pistol.



11) You shoot a message to Cannon and let him know that you've had some unexpected visitors but that the situation is under control. He doesn't respond.

...

Off to the dentist soon. Some of this will find its way into an IC post. If you are so inclined, feel free to write your own and incorporate however much of it is relevant to your character.

 

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