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[5e OOC] Tabula Rasa, Chapter IV

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Tecumseh

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« Reply #795 on: <11-13-15/1701:10> »
OOCly (or ICly upon interrogation) the decker's job was to MARK Doc, link lock him if necessary, then trace location so that Doc Hack could go get his body back. As such, that duel wasn't going to have a huge impact on the physical conflict. Bricking the decker allowed Doc to go after the rigger sooner, but even that took a few rounds. There's no guarantee that things would have gone any better or any worse had Doc's initial attack on the decker failed.

Malevolence

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« Reply #796 on: <11-13-15/1707:14> »
I'd like to stay as close as possible to the original site so we can use it tactically if needed. I'm actually keen to keep the obelisk there for similar reasons. With Ace's increased range, he (and perhaps Sam) could possibly stay in their original nests.
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Poindexter

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« Reply #797 on: <11-13-15/2033:01> »
Sam would like to take whatever assault rifle ammo is available, now that he's up.

EDIT: As well as any mini nades that may be laying around.
« Last Edit: <11-14-15/0401:41> by Poindexter »
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Tecumseh

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« Reply #798 on: <11-15-15/0129:41> »
@Poindexter Sam can have as much stick-n-shock and as many gel rounds as he wants. He can also have lots of flash-bang mini-grenades, but he already had a clip of those. Sam can also have six (6) mini-grenades full of Rozkhi's secret chemical compound.

@Malevolence As I said, there's nothing stopping you from staying right where you are, other than it makes your Combat Sense spells less effective plus makes the Awakened members feel dirty and tired. The background count will certainly interfere with Cannon too. Whether that makes him less likely to attack or whether it impedes his ability to examine the obelisk (and value it accordingly) is a risk/reward equation the team has to calculate on their own.

Poindexter

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« Reply #799 on: <11-15-15/0209:24> »
@Poindexter Sam can have as much stick-n-shock and as many gel rounds as he wants. He can also have lots of flash-bang mini-grenades, but he already had a clip of those. Sam can also have six (6) mini-grenades full of Rozkhi's secret chemical compound.

I'll take the clip fulla secret chemicals and 4 clips worth of stick n shock. Can I grab that combat axe, too?
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Tecumseh

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« Reply #800 on: <11-15-15/0215:42> »
Sure, no problem.

Working on an IC now.

Tecumseh

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« Reply #801 on: <11-16-15/0141:23> »
The IC post is up. It offers a narrative framework for the next 10 minutes but only hits the highlights. It would be great if people could add their own IC perspectives and/or details of their individual actions, but it's not mandatory. For example, María José has suggested that since she is a hired gun herself, she could be hired by someone else, namely you for your next meet. This offer could be met with derision, or negotiations, or ignored. Ignored is the default option.

As Katsina said ICly, Ohanzee is the only one who can levitate the obelisk (for which I need a roll), so ultimately it's up to him where the meet with Cannon takes place. The default is your current location. You have the snowmobiles if you want to try to move quickly, or if you want to tow the Bulldog somewhere. You only have a few minutes remaining though.

I'd like to get the above sorted out so that we can move forward late Monday or on Tuesday.

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IC posts from everyone (optional but encouraged)
Levitate casting for Ohanzee

Zweiblumen

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« Reply #802 on: <11-16-15/1517:36> »
I keep trying to write something up, but I'm not happy with anything I've got.  Tec you did a GREAT job with that last post and I should have lots to work with.  Just outta juice :(  I've got dinner plans tonight, but after that I should be able to devote some time to making something good here.  Sorry for the delay.
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Poindexter

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« Reply #803 on: <11-17-15/0013:15> »
OK, Tactic time!

Anyone got any advice as to how to keep the very next thing with an astral combat score to come along and realize I don't have one from taking me right back out the game again? I'm pretty much out in 1 hit, and nothing has missed me in a long time. Should I stay WAY the hell back with that rifle and just snipe folks with flechette rounds? I don't think that'll help against my main fear, but there's gotta be SOMETHING I can do to at least mitigate the risk somewhat, right?
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Malevolence

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« Reply #804 on: <11-17-15/0249:37> »
Here's the roll for levitate, though I'm still not sure we should move the thing. I'm not sure if forcing Canon and/or his minions to go into a BGC will piss him off an jeopardize the deal. So in my mind, the two options are:


1. Leave everything exactly where it is. We can stand in front of or behind the BGC to avoid its effects, but it helps conceal the obelisk.
2. We move everything up 50 meters or so so that we are just outside the BGC and Canon does not have to pass through it at all, and might never even need to be aware of it. If things go south, we can decide if it is tactically beneficial to retreat into the BGC (if we are being overwhelmed magically).


Levitate [Magic 6 + Spellcasting 5 + Focus 2 - Wounds 1]: 12d6t5 3
Resist Drain [Cha 6 + Wil 6 + Centering 2]: 14d6t5 7
Three hits should work, though it'll move somewhat slowly.


Anyway, I'll defer to the tacticians (Sam/Ace) as far as whether to go with 1 or 2 (or 3. None of the above).
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Tecumseh

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« Reply #805 on: <11-17-15/0305:17> »
Levitating the object is necessary because you buried it underground to prevent it from being a huge, shining beacon on the astral. You could, I suppose, leave it in the ground, but that is exactly the type of thing that will get a buyer's warning signals flashing. Plus, it's kind of a dick move to make it hard to examine, since it's been agreed that the sale is contingent upon DIMR/ASPS examining it for authenticity.

But, you are correct, you don't have to move it. Mal's summary of the situation and description of the options is accurate. Option #1 is the default if no one actively decides.

Three hits is enough to move the obelisk without additional assistance.

@Malevolence Diamondback needs two optional powers. Per Poindexter's question, Diamondback would be willing to use Concealment to help conceal an ambush/overwatch party, as camouflage is sufficiently combat-related to qualify.

We'll move ahead soon. Cannon is on his way and there's not much time to debate.

rednblack

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« Reply #806 on: <11-17-15/0816:13> »
I say we move out of the background count.  One potential tactic would be to keep Sam in the far edge of it to reduce hits on Assensing and potential Astral Combat, but they'll frag with everything that Sam does, so that might not be the smartest choice.  Getting a spirit involved will be helpful, I think.

I'm still working on an IC.  If we move along before then, I'll just roll it into my next post.
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Zweiblumen

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« Reply #807 on: <11-17-15/1058:37> »
Not that I'm part of the tactical team, but I think that moving out of the BGC is in everyone's best interest.  Knowing it's there gives us a tactical advantage.  I'd suggest having one of the snow-mobiles close enough to Mal that he can hop on it and race through the BGC to the other side if things go south forcing opponents to be in it to follow him.  We know the boundaries of the BGC, they won't.  Give Chino the other one maybe?  I don't remember his movement speed.  Katsina and Ace can probably keep up with the damn things on foot when they want.  I'm really concerned about Sam's condition.  Can we try another slap-patch on him or is he as healed as he can be until he rests?

I think I've got the basis for a pretty good IC now, so I'll put most of this as Doc asking Sam and Ace what they think of this idea.  But OOC, what do you guys think of it?  Specifically moving the obelisk closer to the main road for Cannon to inspect and having a retreating path back through the BGC.
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rednblack

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« Reply #808 on: <11-17-15/1111:33> »
@Zwei, I agree.  One or both of the snowmobiles with the face team might be a good idea -- additional cover as well as movement options -- and it won't likely raise any eyebrows as they have to get away somehow.
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Tecumseh

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« Reply #809 on: <11-17-15/1434:29> »
Perception test for Chino: Intuition 4 + Perception 4 - Wounds 2: 6d6t5 1 hit

While going through the snowmobile on the right, the one María José was riding, Chino comes up with the following:

Restraint, Containment Manacles
Restraint, Plastic x10
Slap Patch, Antidote Patch Rating 6 x2
Slap Patch, Stim Patch Rating 3 x2
Slap Patch, Trauma Patch
Stealth Rope (100m)
Survival Kit

No Santa Claus GM here: all this was decided before the meet. Chino could benefit from the stim patch but you have to weigh that against the risk of the meet taking longer than 30 minutes, at which point the additional boxes of stun would kick in and Chino would black out. Ace and/or Sam could use them without passing out but they could have an additional wound modifier (after 30 minutes) from using them.

The restraints were for bundling up your unconscious bodies once you had been subdued. Now they can be used to secure the prisoners with the stealth rope. The containment manacles will help prevent one of the cyberarm sammies from popping their cyberweapons.

Katsina is going back and forth on using the trauma patch on Rozkhi. He's taken 20P and will die at 23P. His high Body means it will take 30 minutes for him to expire. If the host body dies, the spirit will be disrupted and return to its metaplane. Katsina has a theory (2 hits) that if she uses Essence Drain - which requires the victim to be awake and emotionally engaged - then she might be able to destroy the free spirit without having to travel to its metaplane. (This is highly theoretical, as the nature of Rozkhi's spirit is not well-defined.) So Katsina is trying to balance this possibility against the possibility that the team might need another trauma patch in the near future. She's open to suggestions. Alternative she could try to use the rating 3 medkit, but that might be needed soon too.

Chino offers to kick down some trees if you need cover. He also offers to kick down trees to smash ASPS if they get out of line.

I'll try to advance things ICly this afternoon/evening.

 

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