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[SDS OOC] Tri Tri Again

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Mercy Merchant

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« Reply #210 on: <12-26-15/0009:35> »
And Tanya's initiative is.........oh yeah.  It does not matter.  LOL
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Jayde Moon

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« Reply #211 on: <12-27-15/1341:08> »
Alright, so for everyone to note, there are three ways you can have your grenades be:

Timers: This is default.  It goes off on your same pass that you threw it on the next initiative turn.  Downside:  People can pick it up and throw it back or easily move out of the way.  Upside: There's not any real way to really mess this up.

Wireless:  You throw it and then you detonate it with a wireless signal (free action).  The downside is that a decker can find the grenades on your bandolier, arm and detonate them.  Yeesh.  Make sure you have a hot decker that can hold on to them wirelessly.

Motion Senser:  Two ways it works:  One, you set as a booby trap.  Two: When thrown it, it arms after about 3 meters of travel and when registers a sudden velocity/direction shift, it goes off.  In practice this means it explodes after being thrown and it hits something.  Downside:  If you critically glitch this, you cocked it on the reach back somehow and it goes off in your hands.

Cal:  Without any throwing skill to speak of, he probably wouldn't risk the motion sensor.  And not being the most tech savvy, probably doesn't default to wireless.  So his current stock of grenades are timer detonators.  this flash-bang goes off in 3 seconds, on pass 6 of this upcoming turn.

Speaking of which:

41 Cal
17 Calico
?? Kumiho
?? Chance
?? Secretary
?? Benson
?? Bad Guy?

Let's get Kumiho and Chance's initiative rolls.

As the team is probably on comms, Earlybird and Tanya should feel free to interject a sentence here and there into the comms.

I thought I had said the time it would take, it's 7 minutes.

Some options for Cal:

Hold the door closed.  Peek in (an 'observe in detail' action takes a simple action and give +2 to perception) and then close the door, but not brace it util your next turn.

Peek in, then maybe move in?  Move in and hope to get back out before the grenade goes off.  Maybe there are other rooms that won't be affected by the grenade, etc.
That's just like... your opinion, man.

Stoneglobe

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« Reply #212 on: <12-27-15/1505:58> »
Initiative: 2d6+9 15

So I go on 15 then.

Plan is to look to see if I can spot the sniper, hopefully illuminated by the flashbang at some point and then send some shots in his direction to put him off continuing his shooting if nothing else.
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Señor T

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« Reply #213 on: <12-27-15/2334:00> »
I'm thinking let's go with the ol' peek 'n' close. Seems reasonable for a grenade that takes 3 seconds to go off.

Also, by the way Shadowrun, fancy grenades you got there. Cal would indeed have opted for the old fashioned timed variety in any case.
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trv123

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« Reply #214 on: <12-28-15/0758:27> »
I don't know if Calico would be able to see the shooter from her current vantage point, so if not she'll move into the room and take cover as best she's able without using a non-free action and while still maintaining LOS, and cast magic fingers recklessly.

F3 Magic Fingers (reckless): 14d6t5 7
Drain for MF: 15d6t5 4

With the other simple action she'll grab the barrel of the shooter's rifle and attempt to yank it from his hand before he realizes what's going on. If he manages to hang on, she'll just jerk the barrel around crazily so aiming is impossible. Feel free to make whatever miscellaneous rolls might be required here for me.

I'll write this up in IC once I know how it all shakes out.
« Last Edit: <12-28-15/0803:47> by trv123 »
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Mercy Merchant

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« Reply #215 on: <12-28-15/1210:02> »
Nice teamwork, guys.  I like the way you four are pulling together to get this guy.
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Jayde Moon

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« Reply #216 on: <12-28-15/1756:17> »
Alright, going over how stuff worked, mostly for Señor T's benefit, since he doesn't really know the system:

As you looked in, it was unlikely that anyone goes before you, however, one way you can spend a point of edge is to roll 5 dice for your initiative or (as I did with your opponent here) spend a point of edge to go first.  The guy then held his action util you opened the door.  Tricky.

Next, he charged you and then used a maneuver to clinch you.  It's an unarmed attack, from which he got 8 hits.  You defended with 4 hits.  So he has a hold on you with 4 net hits and you can't do much on your turn but try to escape, which will be a Unarmed Combat + Strength test.

Meanwhile, Calico doesn't see a target, but casts the spell, probably waiting to see the weapon appear again.

Chance has no shot.

Kumiho is still looking for various hidden icons, and finds a DR 3 cyberdeck.
That's just like... your opinion, man.

trv123

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« Reply #217 on: <12-28-15/1940:22> »
So, we're back to Cal now, initiative pass #2? Or is Bad Guy still going first on pass 2? Or does Cal still get to make his escape attempt from his interrupted pass #1 action?
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Señor T

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« Reply #218 on: <12-28-15/2005:20> »
Ah, edging. Well that's one way to learn for those of us too lazy to read the source book ahead of time.

So then, is trying to escape a simple action and I need to roll it twice if I miss the first time? Or did I use up my first action by peeking and this is my second? Or is this some third thing?

In any case, 5 hits out of 9 is pretty darn good.

Trying to escape.
9d6t5: 5 [9d6t5=6, 5, 4, 6, 6, 1, 3, 5, 4]
http://orokos.com/roll/355249
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skulldixon

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« Reply #219 on: <12-28-15/2052:55> »
init.: 1d6+12 15
"speaking out loud"
<<matrix actions/communication>>
Text and thought

Jayde Moon

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« Reply #220 on: <12-28-15/2158:01> »
Cal manages to break the hold on this, his second pass.  The guy will go on his normal initiative pass this round.

31 Cal
17 Ork
07 Calico
05 Chance
05 Kumiho
?? Benson
00 Secretary
That's just like... your opinion, man.

Señor T

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« Reply #221 on: <12-28-15/2322:16> »
What's the most I can let the team know about my assailant via matrix/comm/subvocal? Some people have been referring to subvocal, while others have been using matrix/team comm channels.

This post seems to indicate that if you're wired up to do so, you can simply think your thoughts to your teammates via the matrix using a comm channel, which would be a real advantage if it's a free action. So Cal could theoretically give his teammates a play-by-play. https://www.reddit.com/r/Shadowrun/comments/3jwfaa/communication_question/

Before I go posting as such via the IC forums... Jayde, thoughts?
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Mercy Merchant

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« Reply #222 on: <12-28-15/2340:51> »
Good question.  I have wondered about that myself.
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Poindexter

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« Reply #223 on: <12-29-15/0149:06> »
What's the most I can let the team know about my assailant via matrix/comm/subvocal? Some people have been referring to subvocal, while others have been using matrix/team comm channels.

This post seems to indicate that if you're wired up to do so, you can simply think your thoughts to your teammates via the matrix using a comm channel, which would be a real advantage if it's a free action. So Cal could theoretically give his teammates a play-by-play. https://www.reddit.com/r/Shadowrun/comments/3jwfaa/communication_question/

Before I go posting as such via the IC forums... Jayde, thoughts?

If you have a datajack, implanted commlink, or a control rig, you get an extra free action every turn that can only be used for matrix actions, such as communicating.
Trodes don't count.
"speaking out loud"
<<matrix actions/communication>>
thought
astral
subvocal/whispering
non-english

Jayde Moon

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« Reply #224 on: <12-29-15/0612:27> »
You'll be communicating over the subvocal, as a free action, you get about a sentence, 3-5 words, each pass, if we wanted to stay strictly tactical.

I'm not super strict, as long as it's not ridiculous.

There are ways, also, if you have image link, that you can send your 'video feed' to everyone, a good decker can often have all of his teams vid feeds lined up, and then sending to everyone that needed it.

Neat stuff like that.
That's just like... your opinion, man.

 

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