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[SM OOC] 6-02 Amber Waves of Grain

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CraterShip

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« Reply #165 on: <06-21-16/0604:57> »
Kereina's Rigging Initiative Roll:

11+2d6=16


Beta

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« Reply #167 on: <06-21-16/1031:47> »
I think I’d said the spirit would cover the guys sneaking up on the guards, but meh, let’s just roll with what you’ve posted – in the end the difference is probably not worth the effort to change anything.  I’ll try to put this into an IC post somehow.

•   Alf initiative roll (note: still has his +5 intuition boost sustained): Alf init: 15+1d6 21
•   Air spirit initiative roll:  Smoke-in-your-eyes' init: 14+2d6 19

(what – a magician actually acting before their spirit?  What craziness is this, Orokos?!? )

biotech66

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« Reply #168 on: <06-21-16/1203:37> »
Spirits
spirit init: 8+2d6 17

Men
Goons: 8+1d6 11
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biotech66

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« Reply #169 on: <06-21-16/1206:27> »
Post your action, and I'l interperate it in the best light I can.  You don't have to post in play order.
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CraterShip

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« Reply #170 on: <06-22-16/0543:47> »
Just to make sure, drones all act on my initiative right? I'll post ic in a bit, but general plan for Kereina is to have the two roto drones suppress the goons and the lynx will launch the two smoke grenades. Meat Kereina will slam the breaks on the van, if the spirits were anything but earth, I would consider ramming them, but hitting a dirt wall is just gonna hurt the van

Irn0rchid

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« Reply #171 on: <06-22-16/0817:04> »
Bah, it stopped sending me updates on these threads. I'll bring Skate up to the current timeline today. :(

biotech66

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« Reply #172 on: <06-22-16/1153:41> »
Just to make sure, drones all act on my initiative right? I'll post ic in a bit, but general plan for Kereina is to have the two roto drones suppress the goons and the lynx will launch the two smoke grenades. Meat Kereina will slam the breaks on the van, if the spirits were anything but earth, I would consider ramming them, but hitting a dirt wall is just gonna hurt the van

The drones act on their own init unless you hop into them and take them over.  You can issue a command, then they spin up and dow their own thing.  Otherwise, you hop in and take direct control.  Either is cool.  Drone AI isn't that great, but you can have a ton of drones all attacking the target all at once.
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Irn0rchid

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« Reply #173 on: <06-22-16/1739:51> »
Well I certainly fluffed that init roll. Good thing you can't crit glitch init. Init: 3d6+10 15

She's holding actions till she sees or has some indication that the elementals are going to interact negatively with the van.

CraterShip

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« Reply #174 on: <06-29-16/0154:04> »
So, no con ability, means I'm going with cha + edge for 5 dice, rerolling 6's if I remember edge rules correctly. And...

2 hits better than expected, I'll take it! Hope everyone is ready to kill some elementals after this (likely) failure.

Edit: I think I rolled that wrong, as orokos looks like it rerolled the 5 and the 6, neither turned a new success though, so I guess it all works out.

I can either go with "hey guys, new delivery, done kind of chemicals, not sure, I'm just the driver" approach, or I can just tell em it's poison and start shooting, dependant on the roll I suppose
« Last Edit: <06-29-16/1418:47> by CraterShip »

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« Reply #175 on: <06-29-16/1341:45> »
Can Alf use his biology skill to aid Kereina's Con roll?  (feed him realistic words to use?

If so: roll on the teamwork test:
biology (to boost Kereina): 10d6t5 4


(Will post IC in a bit, just wanted to get this posted before things moved on.)

Herr Brackhaus

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« Reply #176 on: <06-29-16/1424:14> »
Beta
Since Kereina doesn't have the Con skill, she can't technically gain any bonus dice except for Leadership.

So if we're playing mission rules, then no, not really.

Beta

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« Reply #177 on: <06-29-16/1537:12> »
Thanks -- I hadn't had that come up in my game,  didn't remember all of the teamwork rules, and don't have the rules with me.

So the dice are irrelevant, but my IC post can still stand.  And here are the illusion spell details:  Casting at force one (to keep the radius of the spell just big enough to cover the tank, without spilling outside the van), but using five points of reagents to set the spell limit (probably overkill, but just in case I get lucky)

     Casting: Illusion cast: 11d6t5 4
     Drain: (still have increased Intuition in place), vs drain 2: Illusion cast: 15d6t5 3

So four spell successes, no drain.

biotech66

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« Reply #178 on: <06-29-16/2300:35> »
YOU are one lucky bug....

con roll to detect the lie....: 3d6 11
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CraterShip

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« Reply #179 on: <06-29-16/2323:28> »
Holy wow! Was entirely expecting to get buried by one of those elementals next round. I guess that's what edge is for right!

 

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