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OOC: Urban Brawl

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Xzylvador

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« Reply #660 on: <04-30-11/1550:21> »
Actually, only the ones doing highly illegal hotsim could've been lethally dumpshocked; which, along with BTL, is probably why it's illegal in the first place.
Noone in AR -by far the most common and popular way of working on the matrix- would suffer dumpshock. People in coldsim would suffer stun damage because of dumpshock.

But I can live with your interpretation of the rules; if anything, it's a lot safer for Wagner; if at this moment, by my view of the rules, someone activated a R6+ jammer on him, he'd suffer dumpshock 5 times, so your interpretation is a lot safer ;)

-- No need to further discuss this here. But if you don't mind, I am going to start a thread on the rules forum for this though; I get the idea that this won't be the only game I'll be running into this. Whatever gets called there has no impact here. Like I said, your rule is a lot safer for my hacker/rigger ;)

For the record: Yes, I do think Terminate Connection would give dumpshock. I'm under the belief that Log Out is the only way to get out without dumpshock. Anything else than "gracefully disconnecting" is simply too taxing for the (meta)human brain to deal with. "You always retreat back safely to the persona in your own PAN": without Log Off, I don't think so, otherwise being in a crashed node or destroyed drone wouldn't result in dumpshock neither.

2nd post: Cool.
Also: It's a Toyota Coaster, not a Rover! :p
Also (but this might be a typo on your part): if Driver and Zach are both at Long range from Wagner, and Driver won/wins a vehicle test, Driver can improve to Medium range; not Short. One step at a time, no? Yep, typo, done right in IC.

IC post: You sure this is a three way chase? The way I count, there's only two opposing sides, one just has two vehicles. Three way chase would be if KE joins in on the fun too, then there'd be 3 opposing sides.
Quote: "For instance should a Lone Star
helicopter be following a shadowrunning team trying to evade a corp
sec unit would constitute three sides and apply a –2 dice pool modifier
to everyone’s tests."
« Last Edit: <04-30-11/1712:06> by Xzylvador »

inca1980

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« Reply #661 on: <04-30-11/1629:45> »
@Wagner:
w.r.t. Multple Opponents Chase Combat, Top of pg. 170:

all opposing vehicles on each side are treated as
being at the same Engagement range to begin with. If the gamemaster
deems this inappropriate with regards to the scene he’s described, treat
the vehicles further out under the Multiple Opponents rules, at right


About dumpshock, what i meant to say was that 5S could kill some weak people....like a child.  Basically, we could just boil it down to one single thing that causes dumpshock:  Getting ejected from VR all of a sudden.  There's only 2 things which can make you get ejected from VR too suddenly: 1. Just pulling the plug or killing someone's commlink in any way other than switching it off the normal way which definitely has a "cooldown" mechanism to it.  2. If your persona crashes.  Persona's only crash when an attack with malignant code is involved.  This could be through matrix combat or it could be through crashing a node that persona has a subscription to (pg. 230 calls Crash Node (Exploit) an "Attack").  These are things which the normal VR failsafes aren't able to handle.

 Otherwise i'm very sure A LOT of fail-safes would be involved because even in cold-sim, dump-shock could kill those who are weak.  A punch in the face could kill an old person....so could cold-sim dumpshock.  Besides, companies would want to be the first to introduce mechanisms to reduce and basically eliminate those "pesky" dumpshock and by now it would just be standard issue. 

What you're forgetting is that every persona always has a "subscription" to his or her commlink.  When you Terminate Connection, you're not terminating that person's connection from the matrix....you're just terminating their subscription to your node, that's all you have control over.  Just think of each of your subscriptions like a "copy" of your persona that has the exact same access ID and looks exactly the same sculpting wise....you can switch between them just like switch between players in Quake Live Spectator Mode.  So if you're a hacker and someone kills your subscription to some remote node through the matrix, you'll just end up bouncing back to the one subscription you have left which is to your own commlink and still be in full VR.  Now, if Attack or malignant code is involved, then it would affect ALL copies of your persona and even dump you from your own commlink because your persona itself got corrupted, thus ending VR abruptly and inducing dumpshock. 

So to answer your question, here's what it says for the Log Off Simple Action pg. 229:

Log Off: Your persona logs off of a node, severing the subscription and connection
to that node. You may also use this to gracefully disconnect from
your persona
while in VR, avoiding dumpshock. Note that black IC
programs are capable of preventing you from logging off (p. 237).


So so you only need to worry about avoiding dumpshock when you're actually logging off from your PERSONA....not just any node.  So you need to spend a Simple to log off from a node, otherwise your subscription to that node stays active....but it's not a Simple Action that you spend to avoid dumpshock.....that's equivalent to me going up to the top of the SR forums page and clicking on the link "log off" ....otherwise i stay idle still logged in until it times out, which would depend on how the protocol for the node is setup.  Basically, if I don't log off, i'm still logged in unless it gets killed through some other reason. 

You can close all connections at once though with one Complex Action by Spoofing your access ID.  Here's a snippet of what it says on pg. 99 of Unwired with regard to spoofing:

Under some circumstances,
this may be an expedient way of
closing multiple connections.


Now w.r.t. the Encryption....you didn't encrypt your node, you just had encryption program running.  You have to spend a simple action to encrypt it, if you can show me where you said that you're going to encrypt your node explicitly, then i'll say it's encrypted.  But even then, the hacker would have cracked the encryption before trying to do a hacking attempt so the very fact that he did the hacking attempt means he already  cracked it.  You can't detect him cracking encryption because that's just basically him solving a complex puzzle....not doing anything to poke or mess around with your PAN like a Hacking attempt would involve.  Just remember you need to explicitly state what you're encrypting for it to be encrypted.  You could Encrypt files, connections, or Nodes. 

« Last Edit: <04-30-11/1651:36> by inca1980 »

Xzylvador

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« Reply #662 on: <04-30-11/1655:26> »
Hm. Missed the fact that Log Off has two functions: one for nodes and one for persona.
So yeah, I see what you mean there... I missed that.
You're right, I was wrong :)
But then I don't get why being in a crashing or rebooting node would be so severe in comparison. The "bad code" hits the software, not your mind in the way IC does. If it was your own node, I could see it make sense; but it does that to everyone who's logged in... But that's not really important, it does what it does, good to know that it does that.

Questions then:
1. That would mean Wagner doesn't have to spend 5 simple log-off actions, right? He can just get himself kicked off when Brick jams the comm, without suffering.
2. After Hacker cracks my firewall, does he still have to decrypt my encryption before he can do anything?
3. After Hacker gets jammed & kicked out, does he have to start all over again?
3b. If not, can I delete his hacked account or something so he does have to start all over?
3c. Or, even better, can I just deny his connection all together?
« Last Edit: <04-30-11/1717:08> by Xzylvador »

Kot

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« Reply #663 on: <04-30-11/1748:00> »
Oh, I used 1 Edge on the Summoning test earlier. So I'm at 2/3 Edge.
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

inca1980

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« Reply #664 on: <04-30-11/1754:07> »
@Xzylvador:

I mean, that's just my take on RAI. 

Anways:
1. Yeah, you wouldn't have to spend 5 simple when Brick jams the comm.
2.  I answered that in last post.
3.  If he gets to log into your node, and you kick him out he'd have to hack all over again because it's a hack on the fly, not a probe.


Kot

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« Reply #665 on: <04-30-11/1759:42> »
Inca, my 5 hits on Spellcasting should be enough to hit a fairly complicated device, and I'm just targeting their wheels (not tyres, they're probably flats anyway).
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

inca1980

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« Reply #666 on: <04-30-11/1830:09> »
Yeah, so it won't cause Vehicle damage but it will give them a Handling negative modifier.  So don't even add in anymore net hits cuz each hit you add to DV causes 1 more DV of Drain with direct spells...remember.   Just the base damage will be enough to mess up a tire.

Sichr

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« Reply #667 on: <05-01-11/1034:08> »
One question..if physical  reality and obstacles are abstracted, how the cover is handled in the chase combat test`s?

Kot

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« Reply #668 on: <05-01-11/1127:21> »
I did. That's why I raised the DV to 6 instead of 8. To keep the strain nullified.
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

Sichr

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« Reply #669 on: <05-01-11/1130:18> »
Drivers Vehicle Test: Reaction 7 + Pilot 3 + Speed advantage (180-140)/10= 7+3+4= (14d6.hits(5)=8)

What exactly is speed advantage? Because you are mixing Oposed vehicle test and Multiple opponents ???

Opposed Test:
Whichever side has the greater Speed value adds a +1 modifer  for every 10 points (rounded down) that their Speed exceeds  their opponents...

Multiple oponents:
 For every 20 points that the highest total Speed Rating exceeds the second highest total, apply an additional –1 dice pool modifer to all Chase Stunt Tests performed by the slower factions’ vehicles


Ill wait with my driving test until you resolve this, it would possibly affect my dicepool
« Last Edit: <05-01-11/1139:03> by Sichr »

inca1980

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« Reply #670 on: <05-01-11/1213:18> »
@Sichr:
Well at the beginning of every chase combat turn, every party involved makes a vehicle test...this is the Opposed Vehicle Test.  There are special modifiers to this test at the beginning of a CT and those are +2 for every car on your side, -2 for every car opposed to you....so in your case, a net +2 is what you guys got for the opposed vehicle test at the beginning of the CT.  You ALWAYS do the Opposed Vehicle test at the beginning of every CT, even in Multiple Opponent Chase Combat.

Now when we are doing the rules for Multiple Opponents, which is what we're using because Zach didn't start off close to the Coaster, everybody gets a -2 for ALL their Vehicle Tests.  Also, the side with the highest speed rating compares his speed to the side with the second highest speed and for every 20 over, all slower sides get a -1.  So you would all get a  (160-140)/20 = -1

So total modifiers for the Opposed Test at the beginning of the CT are going to be +2 for you guys.  And then for any maneuver inside of the turn, everyone gets a -2+-1=-3 

So that quote that you put was the Drivers roll for the Vehicle Opposed test at the beginning of the CT.  Any other time there's no speed advantage. 
« Last Edit: <05-01-11/1219:59> by inca1980 »

Sichr

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« Reply #671 on: <05-01-11/1227:24> »
understood, I thought that it is Opposed OR Multi-oponent.

Sichr

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« Reply #672 on: <05-01-11/1237:28> »
Are there any cars parked along the street?

inca1980

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« Reply #673 on: <05-01-11/1241:15> »
Yeah, every once in a while there are blocks with cars parked on them.

Xzylvador

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« Reply #674 on: <05-01-11/1516:28> »
Hacker beat my stealth? Impressive. Damnit.
Since I'm an admin as far as the IC knows though, can't I send the IC his way? Can I see what kind of account he's got?

 

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