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Into the Chaos[OOC]

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gilga

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« Reply #825 on: <02-25-16/1838:34> »
Alright - so Alfred will be in the restaurant.

Mulcarn

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« Reply #826 on: <02-25-16/2152:42> »
Added Nuyen and Karma Goals for Sovereign.  It's probably non consequential and doesn't mean much right now but it at least gives an idea of what I have in mind as far as character progression goes.
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gilga

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« Reply #827 on: <02-28-16/0752:14> »
@Jack I think that Athos is still a day before you. when he approaches the buildings Kynos is still in Japan. (Unless I got time wrong). So he technically should not be late(unless he wants to be).


Jack_Spade

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« Reply #828 on: <02-28-16/0755:18> »
Are you sure? Because he did say he couldn't make it to the meeting at 13.00h because he was occupied at the moment. So I assumed him going to the warehouse was what he did instead of meeting Kynos.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

gilga

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« Reply #829 on: <02-28-16/0814:07> »
Well we weren't on agreement on when he come to visit Minnie and Nagisa the evening after doing deliveries - or the morning after. I'll wait for Mercy to clear that up. (The 'dinner' can also be 'lunch').

Mercy Merchant

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« Reply #830 on: <02-28-16/1030:50> »
I have no intention of missing the meeting.  Apparently Gilga and I thought we were on a different timeline.  He has me still on the evening before the meeting and I had thought I was on the next morning already.  I will see these people, go to sleep, and go to the meeting the following day.  I am not ignoring you.
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Jack_Spade

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« Reply #831 on: <02-28-16/1106:00> »
Alright, edited the post. :)
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

gilga

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« Reply #832 on: <03-02-16/1300:21> »
@Mulcarn - as settled in the chat: the drones identify you as you leave:

Initiative: 3#6+4d6 25 19 22

Note that only one of them actually sees you through the invisibility spell the rest will have -6 to blind fire rendering them useless.

Mulcarn

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« Reply #833 on: <03-02-16/1301:36> »
Okay then.

Initiative: 8+1d6 9 7 - Forgot about the spell sustain.
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gilga

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« Reply #834 on: <03-02-16/1312:15> »
Drone attacks with a flashbang grenade.
Fire Flashbang: 9d6t5 3

10S -4 - you can use run for your live to evade the attack at the cost of your move action, but you need to cover more than 10 meters, so at least agility 3 (or a sprint action).

Mulcarn

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« Reply #835 on: <03-02-16/1321:52> »
Interrupt action - Run for your Life. - 5 Initiative.
I can run for a total of 16 Meters.  Running back toward the direction of the compound.
Initiative is now at 2
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Mulcarn

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« Reply #836 on: <03-09-16/1133:19> »
As we finish up Land Grab and start the next IC, I feel I should make a post about the different elemental types and what they do for quick reference.  If I get anything wrong or if it looks off then feel free to say something and i'll amend.  I post this so you can prepare for what's to come.

ACID DAMAGE

Acid damage is Physical.  Resist with Body + Armor + Chemical Protection (Chemical Seal provides full immunity).  If you are hit with an acid attack reduce your armor rating by 1.  You need to have your armor repaired in case your are hit with an acid attack (or you could wash the acid off).

COLD DAMAGE

Cold damage is Physical.  Resist with Body + Armor + Insulation.  Whenever your armor is hit with a cold attack make an Armor Test.  If you get no hits then the armor is broken and useless.  It can be repaired with the Building & Repairing rules p. 145.

ELECTRICITY DAMAGE

Electricity damage is either Physical or Stun depending on the source and/or the target.  Resist with Body + Armor + Non-conductivity.  An Electricity attack that does no damage also does not apply it's secondary effect.  You incur a -1 dice pool penalty on all actions and Defense Tests, but not Damage Resistance Tests, for 1 Combat Turn and an immediate Initiative Score reduction by 5.  These debuffs don't stack with themselves, but the length of the penalty is extended by 1 Combat Turn for each successful damaging attack while a character is affected.

Electronic equipment and drones can also be affected by Electricity damage. They never suffer Stun damage so Electricity damage is Physical when used against electronics and drones. They resist damage as usual and suffer a secondary effect if they take even a single box of damage.

The secondary effect for electronics and drones damaged by Electricity damage is shorting out or overloading. In game terms this is reflected as secondary Matrix damage equal to half the Physical damage rounded down. Vehicles can be damaged by Electricity attacks but do not suffer any secondary effects.

FIRE DAMAGE

Fire damage is Physical.  Resist with Body + Armor + Fire Resistance.  To determine if something catches fire, roll Armor + Fire Resistance - Fire Penetration.  The threshold of this test is the net hits rolled on the fire-based attack.  When something catches fire, the fire has an initial Damage Value of 3. This damage is caused at the end of each Combat Turn, and the DV increases by 1 at the start of each subsequent Combat Turn until the item is completely destroyed or the fire is put out. You can fight the fire a number of ways (water, smothering, etc.), making an Agility + Intuition Test and reducing the fire’s DV by 1 for each hit. Remember, as long as the fire is burning it can ignite any nearby flammables, including furniture, vehicles, foliage, and elves.

POLLUTANT DAMAGE

Pollutant damage is Physical.  Resist with Body + Chemical Protection (Chemical Seal provides full immunity).  If the damage is not fully resisted then make a Toxin Resistance Test (see below).

Vector: Contact or Inhalation.
Speed: Immediate
Penetration: 0
Power: (Net Hits of attack)
Effect: Anaphylactic Shock (see below)

Anaphylactic Shock: If the damage from the attack with this effect is not completely resisted, the victim enters anaphylactic shock, resulting in muscle spasms and autonomic system failure if left untreated. The victim continues to take 1 box of unresisted Physical damage each Combat Turn until death, or until the victim is treated as per Stabilization (see Stabilization, p. 209, SR5).

RADIATION DAMAGE

Radiation damage is Physical.  Resist with Body + Radiation Shielding.  Make an immediate Toxin Resistance Test with the following formula: Body + Willpower + Radiation Shielding (Chemical Protection mods and Chemical Seals do nothing for this test).

Vector: Contact
Speed: Immediate
Penetration: 0
Power: (Net Hits of attack)
Effect: Nausea (see Toxins, p. 408, SR5)

If there's anything i've forgotten then feel free to let me know.  I'll add on to this later if needed.
« Last Edit: <09-08-16/1830:25> by Mulcarn »
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Jack_Spade

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« Reply #837 on: <03-10-16/0436:48> »
Can we start the toxic mage run on the next day, or does Athos' cyber quest have a significant impact on that (I assume he is not interested in joining the team, since he didn't reply to Kynos' message)?
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Mercy Merchant

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« Reply #838 on: <03-10-16/1507:12> »
I think I am confused as to what time we are all on.  My interpretation is that Kynos sent his last message to Athos well after anything Athos is doing and he has not even received it yet.  I am not ignoring you.
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Jack_Spade

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« Reply #839 on: <03-10-16/1521:45> »
Good question - maybe we should start working with dates

Kynos request came about two or four hours after meeting Athos - how long has Athos been in the UV-host?
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

 

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