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[SM OOC] 6-02 Amber Waves of Grain

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Herr Brackhaus

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« Reply #195 on: <07-13-16/2204:14> »
First of all, biotech, I'm confident you're rolling invalid dice. From the site you're using:
[XdYsT]   
Success
Roll X dice with Y sides each, and count any rolls that meet or exceed T (the "target number").   
[4d6s4] rolls four six-sided dice and counts any individual roll that exceeds 4, presenting the number of "successes" in the result.

I've tested this up and down, and the second statement seems invalid; if you use S4 it more than likely counts all 4s and higher as successess because the probabilities just don't add up; I'm getting exceedingly high number of successes compared to the number of dice, more consistent with 50% rates than 33% rates You should probably be rolling S5 instead.

Second, Force 5 Spirit of Earth has Body of Force + 4, and Hardened AV of Essence x 2 (which is Force x 2).

So that's BOD 9 + AV10, with AV/2 automatic successes. However, AP applies to both AV and auto hits, so they should only be rolling body + modified AV, and getting (modified AV/2) auto hits.

Finally, this means the snipers long range shot was 21DV -5AP, so the spirit would roll 9+5 with 3 auto hits (Hardened AV rounds up). With a Condition monitor of 13 it'd have to roll 10 hits on 14 dice to not instantly die.

The second spirit would have come under attack by Marcus' 16P -6AP attack and the DV4 lightning ball, the latter of which it only rolls Body against as Immunity to Normal Weapons do not apply.

So that's 9+4 vs 16DV with 2 auto hits, and 9 vs 4DV. It would need a total of 18 hits on 22 dice.

biotech
Seriously, use Orokos. Your roller doesn't actually tell you what your roll results were in terms of number of 1s, 2s, 3s, and so on, so there's no way of knowing if you glitch or if you use the right expression.

In short, between the three of us alone both spirits are down.
« Last Edit: <07-13-16/2235:00> by Herr Brackhaus »

Irn0rchid

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« Reply #196 on: <07-13-16/2222:40> »
Ah, I forgot body adds to armour. Thus the 19. Makes more sense now.

biotech66

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« Reply #197 on: <07-14-16/1500:18> »
Oh I don't like my dice roller, but It's what I had on my phone when I wrote up the post.  As for the expression, that's what they use for above 4.  It seemed weird to me, but oh well.  I'll use your roller just to make life easier.

As for the spirit, I'll give you the benefit of the doubt on math for the guns.  The maxes seem high, but I never fight too much over rules because I'd rather Michel Bay then rules lawyer.  Either way, the elemental are out of your hair for now and you have the two guards.  What happens to them in the next round.  I didn't bother rolling for their damage as the car has 20+ body and even more armor so small arms fire won't matter.
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Herr Brackhaus

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« Reply #198 on: <07-14-16/2018:07> »
For what it's worth, I use Orokos on my phone just fine; my last few posts in this thread have all been from my phone...

Initiative 13:
Free Action: Eject Clip
Simple Action: Reload Clip (Regular rounds, Hand Load (+1DV))
Simple Action: Fire Full-Auto (6 rounds)

Agility 6 + Automatics (Assault Rifles) 6 (+2) + Holographic Sight 1 - Sharpshooter 1 for a total of 14 dice, limited by Accuracy 7 with a Base DV of 11P -2 AP, -5 to Defense test.
Attack: 14d6t5 6
Maximum of 17P -2AP

Initiative 3: (Assuming there's anyone still standing, otherwise just a simple action to pick up the clip of APDS from the ground and slip it into a pocket on the chameleon suit)
Simple Action: Take Aim
Simple Action: Fire Full-Auto (6 rounds)
Free Action: Called Shot

Agility 6 + Automatics (Assault Rifles) 6 (+2) + Holographic Sight 1 +Take Aim 1 - Called Shot (Vitals) 2 for a total of 14 dice, limited by Accuracy 7 with a Base DV of 13P -2 AP, -5 to Defense test.
Attack: 14d6t5 5
Maximum of 18P -2AP

CraterShip

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« Reply #199 on: <07-14-16/2336:35> »
So since I have cleared up the confusion on the drone initiative, here's the rolls for those:

Each is pilot * 2 +4d6

Steel Lynx = 19
Rotodrone 1 = 22
Rotodrone 2 = 21

Kereina's initiative should now be 9, and her actions will be to command the Lynx to fire its grenades, and second to ready her own assault rifle from the van's cargo area.

Rolls for the grenades are in my previous post, got 2 hits, then 1 hit.

Beta

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« Reply #200 on: <07-14-16/2351:15> »
at init 16, Alf's spirit will attempt to use engulf.  Agility if F+3 for air spirits, so rolling 13 dice

      Smoke-in-your-eyes engulf (melee) attack: 13d6t5 4

If it hits, this turn it does base damage 10 plus net hits, resisted as a toxin (soak with body+willpower, but no armor).  Opponent engulfed until he breaks free (complex action).

At init 6, assuming that there is no immediate/near opposition, Alf is going to look up, and make an illusion (trid phantasm) of an attack helicopter hovering a ways up and a bit off to one side from the van.  He was in the military for long enough to have a clue as to what it should look and sound like.  Force 6 (drain if F-3 as spell is limited) gives a sphere with diameter 12 metres, should be big enough for a good sized helicopter and probably even the muzzle flares as it blasts it's assault cannons.

     Alf illusion: 11d6t5 5
     Alf illusion drain resist: 15d6t5 7

     5 successes, no drain -- the dice love me tonight.  Hopefully that will be enough to distract people for a bit while we press our attack.

I'll add the IC once we get to Alf's initiative.  He will also use a free action to inform the team 'chopper is my illusion.'

Beta

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« Reply #201 on: <07-15-16/1523:55> »
I'm not really expecting anything that would need an assensing role, but just in case -- Alf is asensing out of the side window of the van, so doesn't have a full field of view, and here is his roll if it is needed:

   - Asensing 3, intuition still boosted to 10, -2 for sustaining the illusion = 11 dice
     Asensing: 11d6t5 4

Beta

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« Reply #202 on: <07-18-16/1558:06> »
OK, so we have the situation of deciding:

- where to plug in our tank
- where to plant the evidence.

For where to plug in the tank, Bio is offering us edge+intuition or make some sort of knowledge check. 
- Alf has industrial engineering 1 and logic 5 for six dice, and teamwork could probably get that up to seven dice.  Or he could help teamwork someone else's knowledge check.
- On the other hand, if anyone has decent edge, Alf can buff their intuition :D  (I mean, technically right now Alf has 12 dice in intuition+edge due to a sustained intuition boost, but ... he has the bad luck quality, so any use of edge can end up going the other way around.  Alf doesn't  do 'hoping to get lucky')

As for planting the evidence, no particular skills, but again boosting someone else's intuition may help.

Either way he needs probably around 20-30 seconds to 'land' his illusion (moving the covered area down in stages, moving the illusion from the top of one bubble to the bottom, then re-position the bubble lower but with the top part containing the helicopter.  Might be a little jerky, but hopefully with night and jerky movements of the copter it won't be too obvious). 
« Last Edit: <07-18-16/1608:19> by Beta »

Herr Brackhaus

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« Reply #203 on: <07-18-16/2002:03> »
Seems straightforward enough for the evidence; wherever we dump the chemicals.

That's the million dollar question, though, and partly why we needed a Decker. Can we check the consoles and try to figure out what would be a good spot? If we can't because we lack the skills, Marcus will quickly run through the facility looking for staff who might be hiding that he can threaten into g8ving up relevant information.

CraterShip

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« Reply #204 on: <07-18-16/2026:20> »
Kereina will lend her knowledge in engineering to finding the correct pipe fitting, 8d6 knowledge = 2 successes hopefully will help a bit. She's also not so comfortable with the hook-up-and-hope method

Beta

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« Reply #205 on: <07-18-16/2239:00> »
Kereina will lend her knowledge in engineering to finding the correct pipe fitting, 8d6 knowledge = 2 successes hopefully will help a bit. She's also not so comfortable with the hook-up-and-hope method

That could be our best pool .... what is the skill and what the attribute?  (IIRC correctly team work tests can only add as much as your skill?)

CraterShip

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« Reply #206 on: <07-19-16/0546:47> »
IIRC engineering is based on LOG, which is 5, and skill 3. And because it is also affected by teamwork, mental limit is currently 6.
« Last Edit: <07-19-16/0557:05> by CraterShip »

biotech66

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« Reply #207 on: <07-20-16/1026:13> »
With two I'll give it to you.  You find the right field pipes to send the poison to kill what you came to kill.   Once you figure out the right pipes and the codes, it's pretty easy to figure it out.  What happens next?
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Beta

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« Reply #208 on: <07-20-16/1500:06> »
Hah, new the tools and glue would come in handy – Running the Shadows the Red Green way!  (OK, that should have been duct tape, but when I made the character I hadn’t realized that they listed duct tape in the back of Run Faster.  Next update I’ll add a few rolls!  Until then just cobbling together with spray on glue will have to suffice)

biotech66

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« Reply #209 on: <07-21-16/1325:07> »
Any first post in a threat that references Red Green needs some edge-there you go!  Have your point.
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