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[5e OOC] Tabula Rasa, Chapter IV

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rednblack

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« Reply #780 on: <11-12-15/1549:37> »
2 of the hits just make the threshold for healing tests, right?  Like, Chino doesn't recover anything, and Ace recover 2S? 

Ace will be telling prisoners who claim to know Chino and Ohanzee that he's just following orders, and after this last bit of business, they'll get everything squared away.  And, so long as no one gives him cause to do otherwise, everyone will be walking away.

If nobody claims the Alpha, Ace will grab it in favor of the shotgun, and post back up in his hole.  He will load the Lancer with the Redline cell. 

I may or may not be able to get an IC up today.

ETA: @Tec, I think you were right about the Lancer having 10 shots as opposed to 5.  Ace will pocket the Redline cell and keep the Lancer cell in place.
« Last Edit: <11-12-15/1552:45> by rednblack »
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Malevolence

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« Reply #781 on: <11-12-15/1746:34> »
Ok, so Ohanzee is at 0/11 stun with 7 waiting to come back in an hour.  Here's the Heal spell:
Heal Spell [Magic 6 + Spellcasting 6 + Focus 2]: 14d6t5 3
Wow, that's a tremendous amount of suck. I'll let the group decide if I should Edge that with my last Edge, but I'm keen to hold on to it in case things don't go well with Canon.
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Tecumseh

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« Reply #782 on: <11-12-15/2022:41> »
@rednblack Correct about the first aid. Only the hits after the first two count. Chino and Sam look a little prettier after treatment but don't feel much better.

Ace has two Ares Alphas to pick from. Rozkhi had one and María José had the other. Yuri was using an Ingram Smartgun. The trolls were using the Ares Antioch-2s.

@Malevolence/Poindexter Sam gets one extra die I forgot. As an adept with the Bear mentor spirit, he has Rapid Healing. That adept power adds +1 for attempts to heal. Rolling it for the first aid wouldn't do any good since Sam still wouldn't meet the threshold, but it might make a difference for Ohanzee's healing attempt.

Rapid Healing 1: 1d6t5 0 hits, no luck

You probably want to use the Edge. After the spell as-is, Sam will be at 6S+13P, which is his threshold for being unconscious. You need 1 more hit for Sam to wake up, so if you want him providing covering fire for the meet with Cannon then you'll want to Edge it. (And, OOCly, it's obviously better if Poindexter can participate.)

A complication: there is a background count brewing. The demise of the enemy magician combined with the recent violence is tainting the local mana. There is now a background count of 2 covering the field of battle. In addition to the dice pool penalties for the Awakened, Katsina's quickened spells are now reduced by 2 force. This doesn't affect anything which has happened up to this point but it will be in play going forward. Katsina will suggest that you quickly relocate.

Poindexter

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« Reply #783 on: <11-12-15/2023:20> »
Ok, so Ohanzee is at 0/11 stun with 7 waiting to come back in an hour.  Here's the Heal spell:
Heal Spell [Magic 6 + Spellcasting 6 + Focus 2]: 14d6t5 3
Wow, that's a tremendous amount of suck. I'll let the group decide if I should Edge that with my last Edge, but I'm keen to hold on to it in case things don't go well with Canon.

I dunno. That's kinda the level of suck I've come to associate with rolls involved in Sam's survival. I'd hate for you to spend the edge, then I just suck and suck and suck during the next encounter, too.

Of course, I'd love to finish the game with yall, but honestly, I didn't make it to the second round and i was at FULL health. I'm not sure I'd last until my action came around to provide any covering fire.

I leave this up to the team.
« Last Edit: <11-12-15/2025:31> by Poindexter »
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Zweiblumen

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« Reply #784 on: <11-13-15/0155:27> »
Wish Doc could help more :( or donate edge (though he's down to 1 also).

I vote using the edge and getting P back in the game.
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Malevolence

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« Reply #785 on: <11-13-15/0243:55> »
Edge Re-roll Heal: 11d6t5 2
Wow, Sam really can't get a break. But at least he's conscious.

Yeah, let's move. Just up or down the road a bit - I vote closer to town so that Canon doesn't have to pass through this.

Status:
Stun: 3/11
Phys: 0/10
Wound Mod: -1
Edge: 0/3
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Poindexter

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« Reply #786 on: <11-13-15/0920:57> »
Girlfriend's birthday party tonight, then various celebrations throughout the weekend. I'll be posting early morning before she wakes up, but expect me to be kinda quiet this weekend.
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Tecumseh

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« Reply #787 on: <11-13-15/1325:28> »
Sam is up and about with 6S+11P. His damage compensators limit his wound modifier to a modest -1.

Yuri and Dmitri are distraught over the death of their comrades (specifically, the magician and the troll that Sam sliced up). Dale and María José seem to accept it as one of the risks.

You can move the proceedings up the road so that Cannon doesn't see the area of conflict or the background count. (Although Katsina will note that the background count could be used defensively to impact Cannon too.) 

Katsina loads Rozkhi's sack of guts onto one of the snowmobiles for future eating / soul sucking. You leave the Bulldog behind, full of grenades and prisoners, with the Fly-Spy keeping an eye on the prisoners in case they get unruly and need to be detonated. Doc can use the F-B Bumblebee for overwatch and fire support now.

I need a Levitation roll from Ohanzee to gather the obelisk and take it with you.

If you're moving to avoid the background count, Ace won't be able to reuse his same sniper's blind. Do you intend to keep roughly the same formation (Ohanzee/Chino/Katsina up front, Ace/Sam/Doc on the flanks) or do you want to take a different approach? You don't have much time to discuss it so I'll basically allow the PCs to decide for themselves.

Depending on how we do with the final preparations and IC posts, we can move onto the meet with Cannon either Monday or Tuesday.

rednblack

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« Reply #788 on: <11-13-15/1350:03> »
How large is the area covered by the Background Count?

Ace is tempted to try to use the Background Count defensively, but it doesn't affect his abilities, so he'll follow the lead of Ohanzee.

If we do move, I'm tempted to keep Ace in his same blind, and pull cover fire from the rear.  Again, it will depend on how far forward we'd need to push things.  Now that he's rocking two weapons that fire on Assault Rifle ranges, it may be better to keep him at a distance.

For the Alphas, I was tempted to grab Rozkhi's and let loose with one of those mystery grenades if the occasion should present itself, but Firearms doesn't cover Heavy Weapons, and I don't like those dicepools.  Ace will grab the other.

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Zweiblumen

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« Reply #789 on: <11-13-15/1353:19> »
If we've time, Doc would suggest Ohanzee question the ones that seem to know "us" for some more details, though that may have to wait until we are done dealing with Cannon.

@Tec: Other than an IC write-up of what Doc is doing, do you need any rolls from me for Matrix Overwatch?
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Tecumseh

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« Reply #790 on: <11-13-15/1416:33> »
The background count covers the previous field of battle. Ace's blind would be inside it on the SW corner. If he stays in a similar spot then he'll be on the NW corner of the new field. Ace's Combat Sense spell from Katsina will be affected if Ace is in the background count.

@Zweiblumen Don't bother. Doc has so many IPs to roll Matrix Perception that he's not going to miss anything.

Zweiblumen

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« Reply #791 on: <11-13-15/1426:25> »
Okay, sounds good.  I'll get new deck settings up this weekend when I do Doc's IC post.
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Tecumseh

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« Reply #792 on: <11-13-15/1456:51> »
Doc has spent 6 Edge. It occurs to me that we never applied his Bad Luck quality. Let's see when/if that would have triggered:

Bad Luck Rolls: 6d6 1 2 4 3 5 6

An interesting roll. Almost perfectly sequential except the transposed 3 and 4.

Doc would have failed his first roll, which was defending from the HotF attempt. Perhaps not a big deal, as Doc one-shotted the decker, which would have nullified the decker's MARK anyway.

Zweiblumen

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« Reply #793 on: <11-13-15/1545:12> »
I remember rolling for the first one and then forgot to keep rolling.  This is the first time I've not failed on the first use (though in your rolls I did) and forgot that it's not just on the first use :P  Yeah, found it:

unlucky: 1d6 3 (whew!)

But that would mean that the next use of edge failed :(  Dunno how you want to retconn that, I think it was an attack roll, so I would have lost the dice that I gained using edge.  Hrm, means I need to roll unlucky before rolling edge.  Sorry I screwed that up.  That would have swung the fight in a much different way.

Man... big sad face here.  That's a pretty major f-up.
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Malevolence

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« Reply #794 on: <11-13-15/1657:41> »
I don't think it's a problem as it does only rear its ugly head once per session:
Quote from: Core pg.79
BAD LUCK
BONUS: 12 KARMA
This character is cursed—his own luck often turns against him. When the character uses Edge, roll 1D6. On a result of 1, the point of Edge is spent, but it has the exact opposite effect intended. For example, if a char- acter hopes to gain additional dice he loses that many dice from his dice pool. If a character spends Edge to go  rst in an Initiative Pass, he ends up going last. If a character spent Edge to negate a glitch, Bad Luck turns it into a critical glitch. The character suffers Bad Luck on only one Edge roll per game session. After the charac- ter has suffered his Bad Luck, he does not need to roll the test for Bad Luck for any more expenditures of Edge for the duration of that game session.

I'd assume that the course of one fight in a PbP could reasonably be construed as a single session.


ETA: NM, I was reading it wrong. It's saying you roll for every Edge expenditure until you roll a one and suffer the effects of Bad Luck. So long as you avoid the effects, you keep rolling on each Edge use. So, yeah, this would have failed on the second use and that might have changed things.
« Last Edit: <11-13-15/1700:26> by Malevolence »
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