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[SM OOC] 6-02 Amber Waves of Grain

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Beta

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« Reply #105 on: <05-10-16/1729:38> »
When I thought about it, he wouldn't have moved far -- so should have noticed the Morgan taking off, even if it is a dead thing.  I figure when a magician leaves their body in a vehicle that a near stranger is driving, they probably keep have an astral-eye on it as a matter of survival. 

Bewilderbeast

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« Reply #106 on: <05-10-16/2251:38> »
And yes, Bewilderbeast, Marcus is actually more than just a little bit of a sociopath. I didn't take Superhuman Psychosis for nothing; to him, people like those living in the Terminal are likely nothing more than insects ;)
Ha, no... I'm well aware. I remember Marcus from the Plots and Paydata thread that never got off the ground. You can go ahead a play a psychopath, but that doesn't mean Pepperface doesn't get to sit in his car and pout about it.

Seriously, though... Pepperface's attitude is basically that buying the tank off the squatters is less suspicious and attracts less attention. Do you want this troll to tell KE in a week: "Oh yeah, officer, some guy in a suit bought that tank from me," or "Oh yeah, officer, an obvious shadowrunner team toting guns and military-grade drones came in here, being all shadowrunny, and stole the tank in a shadowrun-style shadow operation. Almost like they were shadowrunners or something."

Of course, I understand Marcus is just in-character. Pepperface is just going to be a bit butthurt about it if we go the "loud" route.
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Herr Brackhaus

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« Reply #107 on: <05-10-16/2321:43> »
Good sport; no bad feelings from my end of course. I just couldn't envision Marcus paying off the scum of the earth when he can just (at least to his mind, we'll see how this plays out) waltz in and grab the gear and get out. If he has to stick a gun in someone's face, or if he has to murder a bunch of orphans to do so, it's all the same to him. Think of him like the Operative from Firefly, but without the belief; in other words, he's a great deal more dangerous to himself once he sets his mind on something.

And Pepperface griping about his violent tendencies is something Marcus can live with :)

Bewilderbeast

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« Reply #108 on: <05-10-16/2346:08> »
It's all good. You're really just re-affirming Pepperface's view of the world, what with these kids todays rabble rabble get off my lawn *shakes fist* etc.
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Herr Brackhaus

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« Reply #109 on: <05-10-16/2359:56> »
Hahaha, nice.

All right, so with Marcus, Alf, and Skate arriving on the scene with Vexboy, Kereina, and her drones close on their heels, Marcus' actions will depend on what happens next.

If we see what looks like our target object he'll head straight for it. If not, it's time to talk to the troll and make a new deal. Let me know if a perception test or something similar is needed.

If the troll goes for her shotgun, Marcus will pre-emptively go for Called Shot: Trick Shot followed by an attempt to Intimidate her, and I'm pretty sure that he's faster than her given his 10+3d6 initiative and already readied weapon.

Even if it comes down to making an Intimidation roll after a bit of dialogue (I did say I wasn't going to shoot first and ask questions later), Marcus will still make a Called Shot: Trick Shot to try to gain some dice on his Intimidation test before rolling.

For the trick shot he'll be at Automatics (Assault Rifles) 6 (+2) + Agility 6 - Called Shot 4 + Sharpshooter 2 for a total of 12 dice on the attack, and his weapon will be locked and loaded with an extended clip of regular and tracer ammo (72 rounds all told), with the firing mode set to Full Auto so he'll burn six rounds.

For the Intimidation test he'll be at Intimidation (Physical) 4 (+2) + Charisma 2, along with whatever bonuses or penalties the GM decides is appropriate. The way I see it, I'm physically imposing (+1 to +3), but so is the troll (-1 to -3), so that's probably a wash in terms of modifiers. I am wielding a weapon, out and ready, while hers is holstered (+2). It's probably safe to say that the NPCs attitude just went from neutral to either suspicious (-1), prejudiced (-2), or even hostile (-3), but the desired result IS advantageous to the NPC (i.e. we're removing a bunch of toxins from her back yard, so +1). We may or may not outnumber the subject(s) for a +/- 2. All in all, we're probably looking at an even wash in modifiers but that's obviously up to the GM. Note: I would like to do some Good Cop/Bad Cop roleplaying before skipping straight to the Intimidation test.

OOC, without metagaming too much, I'd just like to reiterate that Marcus may be direct but he isn't actually a full on psychopath who kills for fun. He kills if it's necessary, and he's happy to intimidate people into submission if that'll do. As per the Superhuman Psychosis quality; "[the character] won’t go out of their way to kill people, but also won’t hesitate to kill anyone, even going up to mass murder—they just don’t value the lives of lesser beings." So while my description of Marcus' actions may seem brash, he just really wants to get in and get out with his objective in tow.
« Last Edit: <05-11-16/0004:58> by Herr Brackhaus »

CraterShip

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« Reply #110 on: <05-11-16/0003:49> »
I'm just waiting to see where the tank is and providing backup should a fight start up. When drones spot tank, she'll let everyone know of course

Raiderjoseph

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« Reply #111 on: <05-11-16/1020:15> »
Vexboy is gonna keep on point in case we need to start a firefight but is also gonna contemplate coming back once the job is done with supplies and the like.
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Beta

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« Reply #112 on: <05-11-16/1103:30> »
Vexboy is gonna keep on point in case we need to start a firefight but is also gonna contemplate coming back once the job is done with supplies and the like.

Yah, I was even thinking of tossing a crestick on the way out .... but not going to bolix the play right now unless it is looking like it will turn into a slaughter.

Also, realized that although Alf has a force 5 increase intuition spell on him with five successes ... still only gets +4 to intuition.  So editing my IC post where the roll is contained (so Asensing successes are either 2 or 3, instead of 2 or 4)
« Last Edit: <05-11-16/1105:53> by Beta »

Raiderjoseph

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« Reply #113 on: <05-11-16/1108:23> »
Vexboy is gonna keep on point in case we need to start a firefight but is also gonna contemplate coming back once the job is done with supplies and the like.

Yah, I was even thinking of tossing a crestick on the way out.

Ha! I was thinking the same thing! But he is paranoid and may not wanna piss of Marcus.
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Irn0rchid

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« Reply #114 on: <05-11-16/2255:36> »
I'm thinking we should probably roll init at this point? :P

Raiderjoseph

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« Reply #115 on: <05-11-16/2346:02> »
My final mercy gambit. Please let it work.
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"As a Mage I have no issue with 'shoot the face first'. He deserves it and it's about time they stopped targeting me right from the go." -The Tekwych

Herr Brackhaus

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« Reply #116 on: <05-12-16/0633:13> »
biotech
1. How come I didn't get to roll an opposed check for being spotted while running silent? I've got 14 dice on that opposed test...

2. I explicitly stated that I would roll intimidation if she tried to go for her gun by taking a Called Shot: Trick Shot at that point in time.

3. If she's taking offensive actions in Matrix Combat, why haven't we rolled for initiative yet? Disregard; I wouldn't know if she tried to MARK me, so that's fair. She would still have to spot me first, though, which I doubt she will given the below.

Edit:
Adding rolls if they become necessary.
Running Silent: Logic 3 + Sleaze 5 + Smoke and Mirrors 5 + Stealth 1: 14d6t5 6 [5, 5, 4, 3, 3, 3, 2, 3, 6, 6, 5, 2, 1, 6]
I'm on the public grid, so she's taking a -2 for either being on different grids or for being on the public grid.

Called Shot (Trick Shot): Agility 6 + Automatics 6 + Specialization 2 - Called Shot 4 + Sharpshooter 2 + Holographic Sight 1 [Accuracy 7]: 13d6t5 5 [1, 2, 3, 3, 6, 6, 5, 4, 3, 4, 6, 3, 6]

Intimidation: Intimidation (Physical) 4 (+2) + Charisma 2 + Trick Shot 5 + Wielding Weapon 2 [Social 6]: 15d6t5 3 [3, 5, 3, 6, 2, 4, 6, 2, 1, 1, 3, 1, 1, 2, 3]
Spending a point of edge to reroll misses: Edge: 12d6t5 3 [5, 2, 5, 3, 4, 5, 2, 2, 2, 2, 3, 4]
You'll need to let me know what modifiers to use, so I'm just rolling base + trick shot + the modifier for wielding an obvious weapon. Since Intimidation is resisted by Intimidation + Charisma and I've got 6 hits even with a dice pool modifier of -6, I'm feeling fairly confident that that should do the trick.

Initiative if the Intimidation test doesn't work out: Reaction 6 + Intuition 4 + 3d6: 10+3d6 23 [6, 1, 6]
« Last Edit: <05-12-16/0713:45> by Herr Brackhaus »

Irn0rchid

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« Reply #117 on: <05-12-16/0723:47> »
Heh, better hope she doesn't spot you with Firewall 2 and VM running. ;)

Herr Brackhaus

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« Reply #118 on: <05-12-16/0731:52> »
Eh, it doesn't really matter. Worst case I lose my 1 dice and for the wireless holographic sight *shrugs*

I built the character to specifically not have to rely on wireless gear, seeing as how we're operating in the Zone. If anything gets bricked, it's null sheen.

Irn0rchid

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« Reply #119 on: <05-12-16/0736:15> »
Ah, makes sense. Although if she bricks the gun first... ;P

 

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