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[5e OOC] Hunters Chapter 2: Fontanelle

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Herr Brackhaus

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« Reply #270 on: <07-30-16/1506:30> »
Howdy folks!

I'm looking forward to joining this intrepid group, and I'm catching up on the action as we speak. I'll be playing the role of Thomas (fake SIN, real SINner name Erik), a powerful Mystic Adept with some scars of his own (literally and figuratively). He's both a summoner and a spellcaster, and his focus is on divination and detection with a backup in combat, specifically in terms of combating the infected of course. rednblack mentioned that the group could use Counterspelling, and while Erik doesn't have that particular skill himself he does favour Guardian Spirits, who have both the Guard and Magical Guard powers. Suffice to say, what he lacks in the meat he more than makes up for in mojo.

In the game he'll go by the name of Thomas Ashford (a decent, fake UCAS SIN); Thomas, Tom, Ash, and Jaeger, his chosen alias for shadowy work, are all names he'll respond to, though he prefers Thomas amongst friends and Mr. Ashford for business.

So, without further ado...

Description and behaviour
Physically, Erik makes a somewhat frightening first impression; his head, neck, and upper body are all covered in rough, furrowed scars that look as if they might have been caused by a wild animal trying to use him as a chew toy, and his empty and utterly ruined eye sockets draw plently of stares wherever he goes. Despite being rather obviously blind he has an unnerving tendency to seemingly gaze right through you, and to other Awakened with the ability to perceive the Astral his aura glows like a beacon.

Aside from his rather distinctive features, Erik stands just under two meters tall and wears his long, blonde hair and beard neatly braided in an imitation of Viking-age styles. Years spent in university study halls have left him somewhat underdeveloped, and though some of his magical talent is inwardly focused to compensate for this deficiency he still has a gaunt, haunting look that is further emphasized by his height.

He normally wears a tailored Vashon Island suit except when he's on the hunt, during which he prefers a full suit of chemically sealed body armor instead. While his personal tastes are somewhat minimalistic, he does wear several pieces of high-end jewelry at all times, including a silver ring in the shape of a one-eyed raven on each hand, a bracelet made from a dull black metal on his right wrist, and a finely wrought white gold torque inscribed with Norse runes around his neck.

Mentally speaking, Erik usually maintains a calm and plesant disposition at all times, and he speaks in a crisp Oxford-English accent. His love of knowledge is impossible to conceal, and he will eagerly converse for hours if time permits. He has a distinct dislike for having to "slum it" and refuses to live and sleep rough unless absolutely necessary.

[spoiler=Background]
Erik was born in Oslo, Norway to parents working for Maersk Incorporated Assets, originally from Denver, Colorado, UCAS. The family was well to do by European, and particularly Norwegian, standards, and Erik grew up in a thriving community of multinational expats. When he Awakened while in his mid-teens his parents sent him back to the UCAS for education at the prestigious MIT&T, where he began studying magical theory, sorcery, conjuring, as well as history and politics.

During a family reunion party at Lenawee Mountain, Colorado, the mountain lodge where the event was held was attacked by ghouls. Starved and utterly feral after wandering through the dangerous and mostly lifeless mountain passes from nearby Grizzy Peak, the monstrous creatures were eventually driven off, but not before killing and mutilating several attendees. Erik's parents were among the dead, and Erik was gravely wounded; his upper body and face had been severely lacerated causing massive bloodloss, and his eyes had been torn out of their sockets and consumed by the ravenous infected. After months in physical therapy he had fully recovered from the physical injuries, but his optical nerves had been so badly damaged that he would never be able to see again.

Erik decided to finish his education at MIT&T when he learned that his parents had left him a considerable trust fund, and despite his lack of physical vision he threw himself into his studies, vowing to avenge his parents deaths by either finding a cure for HMHVV or eradicating the infected alltogether. He then spent the next several years absorbing every scrap of knowledge he could find related to magical threats in general and the infected in particular.

During his quest for knowledge he picked up significant skills in both sorcery and conjuring, and during one particularly long study session he made contact with a Materialized entity of immesurable power. Whether Erik's belief in the ancient Norse gods caused him to associate the being with Odin or the being really is a reflection of the Allfather of legend is impossible to know for sure, but one thing is without doubt; the spirit shared some of his vast knowledge with the young man, and for the first time in his life the Astral world became available to him. Immersed in the aether Erik saw glimpses of the future, and quickly realized that he had gained a "sight" far more potent than mere human vision. With his newfound powers and a thirst for even more knowledge, he devoted himself fully to what he came to think of as the power of the old gods.

After years of studying the Astral world, initiating into the high art known to modern society as Divination along the way, Erik foresaw that he had learned what he could from books and that he needed to experience the world for himself. He quickly found himself in Seattle, where rumours abounded about the Infected running loose, and he began reaching into the shadowy underworld of the Emerald City to pursue his life long goals of curing HMHVV, one way or another.
[/spoiler]



VITALS: Erik, Mystic Adept Diviner/Combat Mage, Human Male, 32 years old, 1.96m (6ft 5in), 93kg (205lbs)
Real Name: Erik Thornton (legitimate UCAS SIN)
Street Name/Aliases: 'Jaeger' AKA Thomas Ashford (runner fake UCAS SIN)
Movement: 8/16
Karma (Current/Total): 2/15
Street Cred 1, Notoriety 0, Public Awareness 0
Composure 9, Judge Intentions 7, Lift/Carry 5 (60 kg/40 kg), Memory 10
Nuyen: 600¥ (500 from Trust Fund)

PRIORITITES (SUM TO 10)
Metatype: E - Human (1)
Attributes: B - 20 Attributes
Special: A - Mystic Adept (Magic 6, 10 Spells, 2 Rating 5 Magical Skills)
Skills: B - 36 Skills/5 Skill Groups
Resources: E - 100,000¥

KARMA EXPENDITURES
+35 from Negative Qualities
-22 for Positive Qualities
-2 for skills (Perception 1)
-16 for Bonded Foci
-30 for Mystic Adept Power Points (6)
+15 for GM award after character creation
-13 for Initiation

10 free knowledge skill points: Alcohol 2, Art (Renaissance) 2, Latin (Speak) 4

ATTRIBUTES
BOD 3, AGI 2 (4), REA 4 (6), STR 2, CHA 3, INT 4, LOG 4, WIL 6, EDG 3, ESS 6

INITIATIVE
Initiative: 8 (10) + 3d6
Astral Initiative: 8 + 2d6
Matrix AR Initiative: 8 (10) + 3d6

CONDITION MONITORS
Physical: 10, Stun: 11

LIMITS
Physical 5, Mental 6, Social 6, Astral 6
Situational Modifiers: Audio/Vision Enhancement (+3 Mental), Synergist Business Line (+1 Social)

QUALITIES
Positive: Colledge Education, Mentor Spirit (Oracle), Spirit Whisperer, Trust Fund I
Negative: Astral Beacon, Blind, Creature of Comfort (Middle), Distinctive Style, SINner (National)

ACTIVE SKILLS
Arcana (Divination) 6 (+2), Assensing (Aura Reading) 6 (+2), Automatics (Assault Rifles) 2 (+2), Binding (Guardian Spirits) 6 (+2), Outdoors skill group 5, Perception 1, Ritual Spellcasting 6, Sneaking (Urban) 2 (+2), Spellcasting 6 (Detection) (+2), Summoning 6

KNOWLEDGE SKILLS
Academic: History (Religion) 4 (+2), Magical Theory (Astral World) 6 (+2), Magical Threats (Infected) 6 (+2), Politics 4
Interest: Alcohol 2, Art (Renaissance) 2 (+2)
Language: English N, Latin (Speak) 4 (+2)
Street: Shadow Community (Rumours) 4 (+2)

INITIATIONS:
Grade 1 Initiate: Divination High Art (Augury and Sortilege Ritual, Street Grimoire p124)

ADEPT POWERS (6/6PP)
Astral Perception (Free), Combat Sense (Rating 1, 0.5PP), Enhanced Perception (Rating 2, 1PP), Improved Physical Attribute (Agility, Rating 2, 2PP), Improved Reflexes (Rating 2, 2.5PP)

SPELLS
Combat (All Fetish Limited):
Fireball (Indirect, Elemental, Type: P, Range: LOS(A), Damage: P, Duration: I, Drain: F-1 (F-3)
Shattershield (Direct, Touch, Type: M, Range: T, Damage: P, Duration: I, Drain: F-3 (F-5)
Stunbolt (Direct, Type: M, Range: LOS, Damage: S, Duration: I, Drain: F-3 (F-5)
Sunbeam (Indirect, Type: P, Range: LOS, Damage: P, Duration: I, Drain: F-1 (F-3)

Detection:
Astral Clairvoyance (Passive, Directional, Type: M, Range: T, Duration: S, Drain: F-3)
Detect Life (Active, Extended, Type: M, Range: T, Duration: S, Drain: F-1)
Spatial Sense (Passive, Extended, Type: P, Range: T, Duration: S, Drain: F-1)

Health:
Heal (Type: M, Range: T, Duration: P, Drain: F-4)

Illusion:
Manascape (Type: M, Range: LOS(A), Duration: S, Drain: F-2)

Rituals:
WatcherAstral Doppleganger

ARMOR: 14,320¥
Full Body Armor [AV 15, w/Chemical Seal, Fire Resistance (Rating 3), Insulation (Rating 3), Nonconductivity (Rating 3)]

Full Body Armor Helmet [AV 3, w/Trodes, 4 Single Sensors (Atmosphere Sensor (Rating 2), Camera (Rating 6, w/Audio and Vision Enhancement (Rating 3)), Motion Sensor (Rating 6), Olfactory Scanner (Rating 6))]

Vashon Island Synergist Business Line [AV 8, w/Custom Fit, Concealable Holster]

WEAPONS: 2,865¥
Yamaha Raiden [Assault Rifle, Acc 6, DV 11P, AP-2, BF/FA, RC 4 (5), 60(c), w/Electronic Firing, Foregrip, Shock Pad, Sling, Smartgun System (Internal), Sound Suppressor]

Survival Knife [Blades, Acc 5, DV 6P, AP-1, Reach 0]

GEAR: 72,640¥
Apartment (3,000¥):
Magical Lodge Materials [Rating 6]

Carried/Worn (68,300¥):
Nixdorf Sekretar [A0, S0, DP6, FW2, w/Receiver, Fake SIN (Rating 4, Thomas Ashford, UCAS), 3 Fake Licenses (Rating 4, Registered Mystic Adept, Combat Magic, Foci Permit], Power Focus (Rating 2, metal torque), 2 Sustaining Foci (Detection, Rating 1, silver rings, one on each hand), Fetish (metal bracelet), 175 drams of Reagents

Vehicle (Smuggling Compartment) (1,340¥):
Duffel Bag [w/Full Body Armor, Yamaha Raiden, 3 Spare Clips (AR), 300 regular rounds (AR, Hand Loaded +1 DV), 2 doses each of Guts, NoPaint, and Psyche]

VEHICLE: 10,000¥
Renault-Fiat FunOne [Handling 3/1, Speed 3, Accel 1, Body 6, Armor 4, Pilot 2, Sensor 1, Seats 2, w/Smuggling Compartment]

LIFESTYLE: 0¥
Middle [Trust Fund, Comforts & Necessities 3, Security 3, Neighborhood 4, w/Private Room, Bat Cave]
Apartment in Bellevue

CONTACTS:
Mr. White [Connection 6, Loyalty 1, Government Official (Run Faster p186]
The middle-aged caucasian gentleman known in most circles only as Mr. White is rumoured to be working for any number of alphabet soup agencies, but no one knows for sure who he really represents. What is know is that he has an appreciation for fine art, a vast array of contacts, and special interests that reaches far and wide. He is always immaculately dressed, speaks with no discernible accent, and never wastes time except when perusing the local galleries.

Erik has a tenuous business relationship with Mr. White, in that the two have sometimes been aligned in their purpose against HMHVV. They also share a fondness for artwork, and whenever they do meet it's almost always in a gallery of some sort.

Elise DuPont [Connection 3, Loyalty 2, Pharmacy Tech (Run Faster p190]
Elise is an Amerind Elven woman in her mid-twenties who works as a technician at the local DocWagon pharmacy in Bellevue, Seattle while studying for a PhD in chemistry. Her knowledge of designer drugs and business theory has enabled her to start up a shadowclinic that deals in all forms of chemical enhancements.

Erik and Elise were acquainted through social circles in the shadows, and they share a passion for fine wines and spirits. Erik has made use of Elise's shadowclinic several times in order to acquire both mundane boosters and exotic chemicals necessary to combat the infected, but their relationship is so far mostly business.

Gerhard Hann [Connection 3, Loyalty 3, Talismonger (Run Faster p194]
The owner and proprietor of Ragnarok, a talismonger shop in Snohomish, Gerhard is a human male of African-Germanic heritage in his early thirties. He is a fervent believe in Norse mythology, and spends most of his free time in the woods of Snohomish, gathering reagents and communing with the spirits.

Gerhard and Erik have a common belief in the old Norse gods, and the two get along well. Erik shops at Ragnarok several times a month as he rarely has time to gather his own reagents, finding it easier to purchase them wholesale.

Duncan Abbey [Connection 6, Loyalty ?, Fixer]
« Last Edit: <09-06-16/1353:18> by Herr Brackhaus »

Zweiblumen

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« Reply #271 on: <07-30-16/1647:57> »
Wilkommen, Herr Brackhaus.

Erik and Jason will have a nice counter point :)  The TrustFund kid (that got ravaged) vs. the JunkYard boy that can't stand being in nice places :)
Looking forward to playing in a stable game with you!
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rednblack

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« Reply #272 on: <07-30-16/1651:32> »
@Zwei, beautiful view, chummer!  Breaking the IC into parts seems like a good play, as that will help me avoid putting in one long IC that's basically a giant wall of text.  Also, I was assuming that Spitfire would use one of his smaller drones.  A larger one wouldn't fit through the grate, and navigating the air ducts would have been more difficult.  Also, just so that you're aware, these ducts are rather spacious -- being for a warehouse and all -- so sneaking them into commercial or ghost-forbid residential spaces will have different Thresholds.

@Herr, welcome!  Sheet's looking good.  Feel free to add Duncan Abbey whenever.  You two should have a lot in common to talk about. 

I've lost a few employees at the day job.  Bad news is that I'm working like 7 days a week right now.  Good news is that I'm chilling online and smoking a good cigar, so I should be able to get some IC posting in.
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Herr Brackhaus

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« Reply #273 on: <07-30-16/1949:31> »
Hehe, thanks Zweiblumen. Just keep in mind that Eriks trust fund wouldn't be public knowledge, though his preference for the finer things in life definitely would.

Also, thank you rednblack for the invite, much appreciated. I'll add in Duncan shortly, though I did have a question about Loyalty; his Connection rating was listed as 6 but I don't see a Loyalty rating. If I have to buy Loyalty can I use my two after character generation points that I have left even though that would put him at 8 total? And it's funny, I didn't look at the contacts until after Erik was done, but Duncan and Erik definitely have a lot in common...

Also 2, does Erik have time to summon and bind a Guardian Spirit before we jump into things? I might need some time to sleep off the drain after all :)
« Last Edit: <07-30-16/1951:09> by Herr Brackhaus »

Tecumseh

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« Reply #274 on: <07-30-16/2025:02> »
What's happening next ICly? Is Zweiblumen posting his flyboy acrobatics first, and then rednblack is posting the results of what the drone finds inside?

Herr, what's the functionality difference between Shattershield and Death Touch? As best I can tell, Shattershield looks like it has more drain and less functionality. (I don't know of anything that says Death Touch can't be used on a mana barrier.)

Malevolence

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« Reply #275 on: <07-30-16/2309:17> »
IC up, setting the stage for Jaeger.


I think the first pass at a plan isn't far from what Achak is thinking. Drones take out the outside guards, if Spitfire has eyes inside and can get Mercer some AROs to shoot at, and maybe some Target Device (Rigger 5.0 pg 30) goodness (what? the Infected have trackers implanted in their heads in case they get loose or stolen? What a shame, a convenient, useful shame... BANG!), he can assist Achak in clearing out the inside. Flickr can be useful or not as rnb decides. He could summon a spirit to handle the spirit of air, or just generally cause mayhem and confusion as a distraction. Or both, or something completely else (not looking at his spell/skill selection). Or he could see Kreutz make a break for it and uncontrollably pursue, optionally surviving the episode. Jaeger can even provide some fire support by means of his spirits if we decide to bring him in fully this fight (again, assuming it happens).


We can refine as needed here in OOC.
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Malevolence

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« Reply #276 on: <07-30-16/2315:20> »
Oh, yeah:
@Zwei: Nice view, glad you're liking it.


@Herr: Welcome aboard. Jaeger will bring some interesting versatility to the team.
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Tecumseh

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« Reply #277 on: <07-31-16/0102:25> »
rednblack, you don't have to answer, but are you intending to NPC Flickr for a bit? I didn't know if we wanted to discuss his exit or if that would resolve itself ICly.

Herr Brackhaus

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« Reply #278 on: <07-31-16/0827:34> »
Tecumseh
Good question, I just assumed Death Touch wouldn't work on a Mana Barrier given the description of Shattershield, but I don't see anything in the rules that would prevent any other Direct Combat spells from affecting a Mana Barrier.

I've posted this question to the rules forum to maybe get some input: http://forums.shadowruntabletop.com/index.php?topic=24573.0

Herr Brackhaus

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« Reply #279 on: <07-31-16/1156:39> »
All right, working on IC post and doing some light OOC preparation rolls.

First up, Summoning a Force 6 Guardian Spirit:
Summoning 6 + Magic 6 + Power Focus 2: 14d6t5 4
Force 6 + Spirit Whisperer 1: 7d6t5 2

Resisting 4 Drain:
Willpower 6 + Logic 4: 10d6t5 2

2 unresisted Stun DV, which I'll try to rest off during the car ride to Tacoma:
Willpower 6 + Body 3: 9d6t5 2

Perfect. One Force 7 Guardian Spirit with 2 services; optional powers will be Concealment and Elemental Attack.

Once I arrive I'll most likely cast Detect Life and Spatial Sense spells at Force 3, which gives a range of 3*6*10 = 180 meters. That should allow me to do a slow drive-by of the warehouse in order to gain a sense of what the interior looks like and what kind of life signs are inside.

Casting Detect Life using 1 of 3 Edge to Push The Limit, Drain Value is Force - 1 for a total of 2:
Spellcasting (Detection) 8 + Magic 6 + Power Focus 2 + Edge 3 vs Willpower 6 + Body 3: 19d6h5 8 9d6t5 4

Phew, resisted the drain fully as that would have been Physical damage. Detect Life is an Active spell, which means that opponents get to roll Willpower + Logic (+ Counterspelling, if available) to resist. Reference page 286 for the kind of information provided; 5 net hits or more means detailed information.

Casting Spatial Sense with a -2 for sustaining Detect Life, Drain Value is Force -1 for a total of 2:
Spellcasting (Detection) 8 + Magic 6 + Power Focus 2 - Sustaining 2 vs Willpower 6 + Body 3: 14d6h5 4 9d6t5 5

4 hits should provide "Major and minor details, with some minor details obscured or missing" of the layout of the facility, and drain was fully resisted.

[spoiler=Detect Life]
The subject detects all living beings (but not spirits) within range of the sense and knows their number an relative location. In a crowded area, the spell is virtually useless, picking up a blurred mass of traces of life.
[/spoiler]

[spoiler=Spatial Sense]
Spatial Sense grants the subject an innate awareness and knowledge of his physical surroundings within range of the spell in terms of landscape, geography, and architecture. The layout knowledge lasts as only long as the spell is sustained and is not retained when the spell ends (though the subject can make a map or recite
directions before ending the spell). The net hits scored on the Detection Spell Results table (p. 286, SR5) determine how much detail the spell provides, progressing from a general idea of what’s where, to a rough map of the area, to knowing each exit and how secure they are. The spell works in all directions (three-dimensional) and may uncover hidden layout features such as ventilation shafts, secret rooms, and sewer tunnels. It will not detect security features or living things. Areas that are protected by a mana barrier are experienced as “blank spots.”
[/spoiler]

Using these two spells in concert with each other should allow me to dictate a map to the Agent program, turning what I can sense magically both in terms of the physical layout from Spatial Sense and the results of Detect Life, essentially creating a 3D map of the warehouse with the locations of any life signs I found.


ETA:
rednblack, would you be opposed to me swapping the Watcher ritual for the Astral Doppleganger ritual? Since I can't astrally project I'm limited in the ways I can infiltrate a location, but with the Astral Doppleganger ritual I can alleviate this somewhat. For example, if I was able to Assense someone a watcher spirit would recognize, I could emulate their Aura and just walk right past them. It requires a bit of setup, of course, as it take Force hours to complete.

Watchers just aren't very useful; they have to be summoned in a Lodge, have attributes of Force -2 and Skills of Force / 2, and the ritual rolls Force x 2 dice to resist. Which means you're looking at a lot of drain (because of the Hits x 2 Drain Value) for what amounts to something a micro-camera can perform, but on the astral.

As per the discussion about Shattershield, I may also replace that spell with something else unless you're willing to house rule it to be like sunbeam as per my suggestion in the above thread.
« Last Edit: <07-31-16/1252:01> by Herr Brackhaus »

Zweiblumen

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« Reply #280 on: <07-31-16/1203:54> »
I took a couple of liberties with the sensor packages and speed.  I've not taken the time to pick out every sensor for every package on each drone and figured RnB would give me RP leeway.  Also, for the speed I went off of the table on CRB p. 202.  Speed 3 has a run speed of 80m/turn... IIRC that would be 80m/turn = 1600m/min = 96,000m/hr = 96km/hr.  To say I'm confused by SR5 speed calculations would be an understatement, so *please* correct me if I'm wrong here :)  I'll edit the IC post with any corrections.
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Herr Brackhaus

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« Reply #281 on: <07-31-16/1258:20> »
Rigger 5 was supposed to have a table of new speed calculations, but it seems it was left out. So you're correct in your calculation, Zweiblumen; just keep in mind that a Control Rig only adds to Speed and Handling for the purposes of limits, and doesn't actually make your vehicle go faster per se.

Oh, and everyone; keep in mind that Jaeger isn't a combat mage in the traditional sense, but he can put some major mojo smackdown on the Infected. Between Sunbeam, which deals Force + Net Hits times two DV that cannot be Regenerated with an AP of -Force against creatures with a sunlight allergy, his other spells and spirits, and his full combat armor and assault rifle, I most certainly built him to tag along for the ride :)


I also stopped my IC post before actually arriving at the scene to allow rednblack to interject anything if necessary.

Zweiblumen

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« Reply #282 on: <07-31-16/1415:11> »
Rigger 5 was supposed to have a table of new speed calculations, but it seems it was left out. So you're correct in your calculation, Zweiblumen; just keep in mind that a Control Rig only adds to Speed and Handling for the purposes of limits, and doesn't actually make your vehicle go faster per se.

Yeah, I dug through R5 looking for it again.  And yeah, CR only adds to the limit not the rating.  Noisquitos have a speed of 3, his CR is a rating 2 so that gives him a limit of 5 for speed based tests (are there any?) and reduces the threshold by 2 (in this case is was 4 and 2, so becomes a 2 and a 1... his limit reduces 6's on both thoroughly surpassed those).  If I want them to go faster, that's an upgrade, though 100kph for a mosquito sized drone is f'in fast.
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Herr Brackhaus

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« Reply #283 on: <07-31-16/1449:22> »
If I want them to go faster, that's an upgrade, though 100kph for a mosquito sized drone is f'in fast.
I laughed. :D

But yeah, pretty much all vehicle tests during chase combat are limited either by Handling or Speed depending on the environment. So if you're chasing someone on a bike with your Noisquito, the Speed attribute might actually matter as you could be called on to make a test to catch up or outpace your opponent; as an opposed test, the net hits in this case would be the number of distance categories you could catch up or break away.

rednblack

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« Reply #284 on: <07-31-16/1525:20> »
@Herr, you can get a Spirit bound before we start.

rednblack, you don't have to answer, but are you intending to NPC Flickr for a bit? I didn't know if we wanted to discuss his exit or if that would resolve itself ICly.

I'm fine discussing this.  My short-term plan is to NPC him, and let the dice fall as they may, though I may be more harsh with the effects of the reagents in his brain pan that I would otherwise be. 

@Herr, re: casting.  Using Edge to cast spells changes the Limit which effectively changes the Force.  Reagents are the only way to raise the Limit without increasing Drain.  So, for Detect Life the Drain value is 7P.  I think you're working off of a different interpretation here, so you would have handled that spell differently let me know and we'll work it out.

Also, please list the Force and spell in your Orokos description.

Swapping rituals is fine.  Speaking of which, @All, there were some other char sheet changes being mentioned while we were still in the bar.  If you've made those, please let me know, and if not and you still want to, please make them and let me know.

Let me get back to you on Shattershield.  I'll have to read the thread.

@Zwei, ahh, vehicle speed.  Yes, I had also heard that Rigger 5 was going to have a table, but what they did do was explicitly say that the Speed ratings on vehicles are abstractions and not to be taken as indicative of a vehicle's speed.  Lovely.  Tec's run some of the numbers, and it looks to me like we can approximate just fine for ground vehicles.  60 mph for a small drone seems pretty fast but future and all that.  Sounds fine. 

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