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[5e OOC] And The Rain Keeps Falling

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rednblack

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« Reply #315 on: <10-19-16/1318:44> »
Time-wise, Eddie went down the sewers at night, and still heard workers, so I would think that A) they work 24/7 or B) they keep with a Ghoul's natural circadian rhythms.  Either way, going mid-morning to early afternoon is probably workable.

Thoughts?
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gwilym

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« Reply #316 on: <10-19-16/1714:58> »
gwilym, can I borrow a club or a knife for my spirit please.

sure! here have a gunstock club
You are not what you think you are. you are an imitation of what your wish you were

Tecumseh

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« Reply #317 on: <10-19-16/1748:53> »
@gwilym, sweet, yisss, that's perfect.

CraterShip said that the time of year is "early autumn", which I'll take to mean early-to-mid October - kind of like it is right now. That means the Seattle sunrise is somewhere between 07:10 and 07:30 and sunset is 18:15 to 18:45 or so.

Factors to consider:
1) Light levels during entry to and exit from the sewers as we try to remain covert (although the rain will diminish visibility); and,
2) Potential activity in the sewers and basement.

I agree with rednblack that overnight activity is likely. With that in mind, Ichante would be inclined to go around dusk with the goal of keeping light levels minimal while hopefully arriving before anything nocturnal wakes up. If there are workers 24/7 then maybe we get lucky and catch them between shifts. That said, she probably wouldn't argue too hard against 16:00 if that's what Pale Horse thinks is best.

Tecumseh

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« Reply #318 on: <10-19-16/1842:30> »
Upon further consideration: not too close to sunset, since Ichante will lose her guardian spirit at sundown.

rednblack

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« Reply #319 on: <10-20-16/1144:17> »
@Tec, Achak!  I hope this isn't saying something about his fate.

On times, most hospitals I know run 7-3, 3-11, 11-7 shifts.  Hitting the early afternoon would put the staff at their most tired, assuming that shifts in the overworked world of Shadowrun would correlate at all.  Some darkness would be good, but I imagine that it will take us awhile to get through the sewers, and I'd hate for Ichante to miss out on her beefcake. 

I'm sure that some Navigation tests are in order.  Ichante should probably lead, as she has ranks in the skill, and has a crazy high INT to boot.  Chaim will use Leadership (Direct) to get her some extra dice.

He has: CHA (6) + Leadership (6) + Direct Spec (2) + Tailored Pheromones (2) = 16 dice. 
Leadership: 16d6t5 7
So, that's 2 extra dice and +1 to her Limit. 

From near the back of the pack, Chaim will stay on watch and make a Perception test.  He's mostly watching their 6 here.  I'm going to roll the Visual Specialization separately to give a base Perception for any sounds, smells, etc.  Gear is running Wireless Off, so no extra die for audio.

Chaim has: INT (4) + Perception (5) + Specifically Looking (3) = 12 dice.
Perception + Specifically Looking: 12d6t5 5
Visual Spec: 2d6t5 0
5 hits is Chaim's Mental Limit.

Assuming Casket accepts Chaim as a leader, I'd like to help with his Perception test as well.  Since this will be via Micro-transceiver, no dice for Tailored Pheromones, which means 14 dice.
Leadership: Casket Perception: 14d6t5 2
Boy, that's a lot of 1s.  Not quite a Glitch, but only 2 extra dice and +1 Limit.

Another for Pale Horse.
Leadership: PaleHorse Perception: 14d6t5 4
That's 4 dice and +1 Limit.

Chaim will also suggest that Spikes boot up her deck just long enough for a Matrix Perception test for silent running Icons every quarter kilometer or so, and then shut it back down.  If she accepts Chaim as a leader, I'd like to assist with one of those as well.  Since Chaim and Spikes are close to one another, he'll get his Tailored Pheromones dice back, which makes 16.
Leadership: Spikes MP: 16d6t5 3
3 dice and +1 Limit.

Chaim is really built to do this sort of Buffing, but if it gets on anyone's nerves, just let me know.
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gilga

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« Reply #320 on: <10-20-16/1201:37> »
If we are rolling dice:
Matrix perception for spikes (she is actually the most incredible matrix perception decker I played)
Matrix perception: 18d6t5 6 hitting the limit of her deck.
Edit : forgot to take -2 dice for running silent: 18d6t5: 6 [18d6t5=3, 4, 6, 6, 1, 2, 4, 6, 3, 6, 2, 5, 5, 3, 3, 2, 3, 3] no change in hits.

I am definitely apply leadership to physical perception so:
Perception + 3 leadership dice: 14d6t5 7
Her limit is 8, 9 because of leadership. The 7 logic makes Spikes very good at observing things.


If leadership helps with matrix perception (I mean these pheromones are probably just going to get her horny) and the limit is usually set by the deck - but if it does it may make a difference.
Matrix perception (leadership): 3d6t5 0
too charming Chaim...  but your leadership makes Spikes blush.


Tecumseh

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« Reply #321 on: <10-20-16/1427:19> »
When gwilym said that the club was a gunstock club I couldn't resist the urge to name the spirit Achak. (Who, for the benefit of the other players here, is my PC's name in rednblack's campaign, who also has a gunstock war club.)

I'm not sure how necessary Navigation is given Eddie's crumb trail of RFID tags that he left behind, but I'll roll it anyway since I never get to use the Outdoors skills.

Navigation: Intuition 4 (8) + Navigation 2: 10d6t5 4 hits
Chaim's Leadership boost: Leadership from Chaim: 2d6t5 1 hit, so 5 hits total

We'll put Ichante on point with someone tall looking over her head. Ichante will flip back and forth between astral vision and thermographic vision at regular intervals.

Assensing: Intuition 4 (8) + Assensing 6: 14d6t5 3 hits, not her best, but most things on the astral are pretty obvious

I'm going to have Ichante chewing some Betel for the Perception boost. I think we agreed to go wireless off, so no gear bonuses.

Visual perception: Intuition 4 (8) + Perception 3 + Visual Spec 2 + Betel 1: 14d6t5 5 hits

If we drop the last two dice to represent the Visual Spec (or the 12th and 13th dice to represent the order I outlined in the roll) then she loses 1 hit, so 5 hits for visual perception and 4 hits for hearing and the other sense. (Hopefully not taste.)

Ravensoracle

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« Reply #322 on: <10-20-16/1432:31> »
Percption check (Visual) :

Perception: 11d6t5 1

Chaims Leadership Bonis:

Leadership Bonus: 2d6t5 0

Looks like Casket is a bit preoccupied but he gets one sux
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gwilym

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« Reply #323 on: <10-20-16/1614:18> »
being a scout and loaner leadership is very welcome,
perception with all the extras is perception for approach march: 16d6t5 6

so 6 limit is 5+1 so 6 (how very old school)
You are not what you think you are. you are an imitation of what your wish you were

Ravensoracle

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« Reply #324 on: <10-20-16/1628:56> »
Here's the rolls for Casket sneaking through the sewers and aiding the others with a teamwork test.

Casket's Roll:
Stealth Roll (Urban Spec): 18d6t5 6

Chaim's Teamwork:
Stealth Roll (Urban Spec) Teamwork: 18d6t5 7

Pale Horse's Teamwork:
Stealth Roll (Urban Spec) Teamwork: 18d6t5 6

Ichante's Teamwork:
Stealth Roll (Urban Spec) Teamwork: 18d6t5 6

SPikes"s Teamwork:
Stealth Roll (Urban Spec) Teamwork: 18d6t5 6


I hope that helps with some that have lower Sneaking Skills.
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gilga

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« Reply #325 on: <10-20-16/1638:41> »
with team work:
Spikes has 4 sneaking and gets 4 more dice for teamwork.
Sneaking: 13d6t5 6
her physical limit is 4 I am not sure how much teamwork helped her (at least 5 right?)

Tecumseh

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« Reply #326 on: <10-20-16/1846:02> »
Ravensoracle advanced us to the door. I don't know if CraterShip wants to spring anything on us before then. I'm guessing not, since Eddie arrived at the door without issue, but I'll leave the opportunity open in case CraterShip has something up the sleeve.

One we're there, Ichante will astrally project - maybe with Casket holding her up so she doesn't have to sit in the water and/or risk falling in - and poke her head through the door to see what she can see on the other side. I presume she can use her Assensing roll from before but if Crater wants another roll then I can do that.

If the coast is clear, I think the next step is for Casket to pick the lock.


CraterShip

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« Reply #327 on: <10-20-16/1948:27> »
Yes, at this point, the team has/is making it to the door. I paused here to let you guys fill in as you wish to traipse through the sewers. Looks like no one truly fell in or lost any gear along the way, so that's good news.

Your assensing roll is fine from before, no need to reroll. Your astral projection into the room is somehow difficult, whereas usually you move through objects like air, it feels like you're having to push your way through jello. The coast is clear on the far side, but you can only see about half the room, whatever is making it difficult to push through its also interfering with your ability to see any distance. There is a distinct feeling of dread, fear, curiosity, anguish, all multiplied in the room. You find yourself partially woozy, but not enough to interfere with anything just yet.

Ravensoracle

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« Reply #328 on: <10-20-16/2147:53> »
Sorry, didn't mean to rush things. I'll gladly hold Ichante out of the muck while she peeks in astrally.
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Tecumseh

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« Reply #329 on: <10-21-16/0100:02> »
IC post is up. Before we pop the door, does Ichante feel like the 'pushing through jello' sensation is simply a product of the room's emotional content? I presume that Ichante would know what it's like to fly through water or other liquids. I just want to make sure that the room hasn't been flooded as some sort of elaborate security measure. Is the door watertight or are there holes and gaps (like the keyhole) in the door that suggests that the door is not watertight and the room is not flooded?