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Redjack
post Sep 25 2013, 06:35 PM
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QUOTE (Slacker @ Sep 24 2013, 01:37 PM) *
Redjack before we start the third pass, Takako hears the armed man at the van talking into his commlink. "Forget this drek. The test obviously failed. We'll have to send a proper team to clean up the tolkeins. We're not equipped for them." with the shake of his head he finishes getting into the van. As he shuts the door behind him, you hear one last sentence clipped short, "Coming to ge..."
You further hear the sound of the doors locking automatically as he starts up the van and shifts it into gear.
The firmest desire is to drop to t ground in a temper tantrum.
Avoiding that bit of immaturity, I will instead ask if your interpretation of killing hands doing physical damage applies to the breaking of barriers as well?
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Slacker
post Sep 25 2013, 06:54 PM
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QUOTE (Thanee @ Sep 25 2013, 10:43 AM) *
We did hear them call the name of that goblinizing troll, right? Maybe search for that... seeing whether that is related to them being here.

Listening in on their communication would, of course, make a lot of sense. As would copying the files on his deck to check them later, as that likely takes too much time, anyways, reading them now, I mean.

Aaaand... if there is the weapon slaved to his deck, keeping an eye on that one, so that Angel can interfere with him using it, if needed.


Let's focus on the communication for now, though... it's a bit much to do all of that. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee

Well, technically, Angel hasn't heard anything said by the agents and their leader since she's been in VR the whole time. A couple of names have been mentioned but context would leave anybody that heard them to believe they were in reference to the agents outside themselves and not to the troll.

To intercept communications, you need to do a Snoop roll; Elelctronic Warfare + Intuition [Sleaze] vs. Logic + Firewall.
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Slacker
post Sep 25 2013, 06:55 PM
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QUOTE (Redjack @ Sep 25 2013, 12:35 PM) *
The firmest desire is to drop to t ground in a temper tantrum.
Avoiding that bit of immaturity, I will instead ask if your interpretation of killing hands doing physical damage applies to the breaking of barriers as well?

Sure, I'll let you punch a hole through the van door if that's what you want to do.
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Thanee
post Sep 25 2013, 07:27 PM
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QUOTE (Slacker @ Sep 25 2013, 08:54 PM) *
Well, technically, Angel hasn't heard anything said by the agents and their leader since she's been in VR the whole time. A couple of names have been mentioned but context would leave anybody that heard them to believe they were in reference to the agents outside themselves and not to the troll.


Ok, than that part is out. (IMG:style_emoticons/default/smile.gif)

QUOTE
To intercept communications, you need to do a Snoop roll; Elelctronic Warfare + Intuition [Sleaze] vs. Logic + Firewall.


Snoop -> 4 hits

Bye
Thanee
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Slacker
post Sep 25 2013, 07:45 PM
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QUOTE (Thanee @ Sep 25 2013, 01:27 PM) *
Ok, than that part is out. (IMG:style_emoticons/default/smile.gif)



Snoop -> 4 hits

Bye
Thanee

Hmmm... well Invisible Castle no longer likes this guy at all. He got 0 hits.
So, you have no problem snooping in on his communications. You were able to catch his message to the commlink located at the back of StufferShack, along with the response: "Damn, I really thought we had something this time. Saving the world will have to come another day." There's a brief pause in the comm signal before the agent continues. "Alley's clear. Ready for pickup at the northeast corner."
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Redjack
post Sep 25 2013, 08:03 PM
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QUOTE (Slacker @ Sep 25 2013, 01:55 PM) *
Sure, I'll let you punch a hole through the van door if that's what you want to do.
Actually, I was thinking the driver side window might yield with a considerably lower threshold. (IMG:style_emoticons/default/smile.gif)

I would like to try that. (and for the record, the tantrum was meant in jest)
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Slacker
post Sep 25 2013, 08:09 PM
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QUOTE (Redjack @ Sep 25 2013, 02:03 PM) *
Actually, I was thinking the driver side window might yield with a considerably lower threshold. (IMG:style_emoticons/default/smile.gif)

I would like to try that. (and for the record, the tantrum was meant in jest)

Well, aiming for the window specifically sounds like a called shot, but the rules no longer support doing a Called Shot to avoid armor. Aiming for "vitals" instead increases the DV +2 (at a cost of 4 dice). Is that what you want to do?

And sure....just keep telling yourself the tantrum was meant in jest... (IMG:style_emoticons/default/nyahnyah.gif)
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Redjack
post Sep 25 2013, 08:43 PM
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QUOTE (Slacker @ Sep 25 2013, 03:09 PM) *
Aiming for "vitals" instead increases the DV +2 (at a cost of 4 dice). Is that what you want to do?
Um.. sure.

QUOTE (Redjack @ Sep 18 2013, 11:24 AM) *
Stealth[8+2]: Sneaking(2) + Specialization:Urban(2) + Agility(7) + Chameleon Suit(2) + Wounds(-2) [4,5,2,4,5,5,5,3,3,3,5,6,5] = 7 hits
Charging Attack[8]: Unarmed(6) + Specialization:MA(2) + Agility(7) + Charging(2) + Wounds(-2) [2,1,4,2,1,5,6,6,4,4,4,6,5,6,2] = 6 hits
Edited to:
Charging Attack[8]: Unarmed(6) + Specialization:MA(2) + Agility(7) + Charging(2) + Wounds(-2) + Called Shot(-4) [2,1,4,2,1,5,6,6,4,4,4,6,5,6,2] = 3 hits
DMG: Str(5) + Critical Strike(4) + Called Shot(2) + Net Hits(?)

Any pluses for target size or a stationary target?
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Slacker
post Sep 25 2013, 09:04 PM
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QUOTE (Redjack @ Sep 25 2013, 02:43 PM) *
Um.. sure.

Edited to:
Charging Attack[8]: Unarmed(6) + Specialization:MA(2) + Agility(7) + Charging(2) + Wounds(-2) + Called Shot(-4) [2,1,4,2,1,5,6,6,4,4,4,6,5,6,2] = 3 hits
DMG: Str(5) + Critical Strike(4) + Called Shot(2) + Net Hits(?)

Any pluses for target size or a stationary target?

No bonuses for size or being stationary, but at it's not dodging your punch to reduce your hits at least. So, I believe your unarmed attack here would be 14P damage (STR 5 + Critical Strike 4 + 2DV for Called Shot to vitals + 3 net hits), right? One hell of a punch!

Unfortunately, you have only managed to startle the driver who instinctively punches the gas pedal down (doesn't go into effect until his pass in the new combat turn) because the van rolled 15 hits on damage resistance.

-------------------

Everybody can roll initiative for the new combat turn now.
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Redjack
post Sep 25 2013, 10:23 PM
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QUOTE (Slacker @ Sep 25 2013, 04:04 PM) *
No bonuses for size or being stationary, but at it's not dodging your punch to reduce your hits at least. So, I believe your unarmed attack here would be 14P damage (STR 5 + Critical Strike 4 + 2DV for Called Shot to vitals + 3 net hits), right? One hell of a punch!

Unfortunately, you have only managed to startle the driver who instinctively punches the gas pedal down (doesn't go into effect until his pass in the new combat turn) because the van rolled 15 hits on damage resistance.
The window got the benefit of the full structure & full armor despite the called shot?

QUOTE (Slacker @ Sep 25 2013, 04:04 PM) *
Everybody can roll initiative for the new combat turn now.
4d6 + Initiative(12) + Wounds(-2) [3,5,4,4,10] = 26
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Slacker
post Sep 26 2013, 01:29 PM
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QUOTE (Redjack @ Sep 25 2013, 04:23 PM) *
The window got the benefit of the full structure & full armor despite the called shot?

4d6 + Initiative(12) + Wounds(-2) [3,5,4,4,10] = 26

As I mentioned, SR5 rules do not allow for you to avoid armor with a called shot. It only increases the damage value. So instead of penalizing the vehicle's damage resistance test, your damage was increased.

Even if I were to bring back the SR4 option to call a shot to avoid armor, you would have been sufferring a -12 dice pool penalty which would have left you with 0 hits anyway.
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Redjack
post Sep 26 2013, 06:09 PM
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Alrighty then.
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phlapjack77
post Sep 27 2013, 02:56 PM
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Ok Slacker - in thinking about a new character, I feel like I didn't explore the new SR5 magic rules like I had planned to do with Swims. And with the team not having a mage, it seems to make sense to build another mage.

So my concepts so far are a re-skin of a character from an older SR4 game (aspected-Earth troll mage) or a human mage specializing in magical preparations and general handiness (thinking kind of like Whistler from the Blade series, with magic). Any preferences?
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Slacker
post Sep 30 2013, 01:53 PM
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QUOTE (phlapjack77 @ Sep 27 2013, 09:56 AM) *
Ok Slacker - in thinking about a new character, I feel like I didn't explore the new SR5 magic rules like I had planned to do with Swims. And with the team not having a mage, it seems to make sense to build another mage.

So my concepts so far are a re-skin of a character from an older SR4 game (aspected-Earth troll mage) or a human mage specializing in magical preparations and general handiness (thinking kind of like Whistler from the Blade series, with magic). Any preferences?

I kind of like the Whistler of Magic idea just to explore the magical preparations more. (IMG:style_emoticons/default/smile.gif)
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phlapjack77
post Sep 30 2013, 02:37 PM
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QUOTE (Slacker @ Sep 30 2013, 09:53 PM) *
I kind of like the Whistler of Magic idea just to explore the magical preparations more. (IMG:style_emoticons/default/smile.gif)

Cool. I'll work the character up in the next few days.
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Redjack
post Sep 30 2013, 02:50 PM
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I take it we are about ready for the next turn?
As I take it, with the van racing away, there is no one left out front?
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Slacker
post Sep 30 2013, 03:03 PM
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QUOTE (Redjack @ Sep 30 2013, 09:50 AM) *
I take it we are about ready for the next turn?
As I take it, with the van racing away, there is no one left out front?

Well, currently, you are the only one that has given me an Initiative roll for the new combat turn. So we are waiting for rolls from Angel, Sledge, and Flowers.

That being said, Takako will be going again before the Lieutenant (van's driver). So, the van has not sped away from you yet and Takako can try to do something else to it if he wants to.

And to answer your question, the van attempting to drive away is the only movement Takako sees out in front of the building.
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Slacker
post Sep 30 2013, 03:07 PM
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New combat turn's Initiative (as of now):

Init 26 Takako
25: Angel's Sprite
23: Angel
20: Mako
15: grenade goes off and Flowers continues to try to run away from it I would guess.
14: Lieutenant (van's driver)
13: Sledge
11: Agent 2
9: Shi-Thead (child alone in the stock area with the troll who just killed her parents)
7: Bob the supervisor cowering under his desk
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DireRadiant
post Sep 30 2013, 04:14 PM
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Init Rea + Int -1 = 9 + 1d6 (9 + 1d6=15)
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Slacker
post Sep 30 2013, 06:16 PM
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QUOTE (DireRadiant @ Sep 30 2013, 10:14 AM) *

You'll be moving on the same init as the grenade. So I'll count some of your movement for this pass towards getting further away from the blast. Hopefully that will help some.
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Slacker
post Sep 30 2013, 07:18 PM
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HOLY SHIT!

I just can't get over just how massively deadly explosives are. A single frag grenade will cover the entirety of the Stuffer Shack building, including all employee sections (if the walls don't hold up to the blast). At least this is going to be flechette damage which gives +5 AP to boost damage resistance tests.

For instance, I'm saying the wall between Angel and the blast is made of Average Material [Structure 4 Armor 6]. The wall is 6 meters from the blast origin. So it would be resisting 12P damage. The wall does get +5AP from the blast being flechette, but it still only gets 7 hits on it's 15 dice. which means it takes 5P damage which exceeds it's structure rating, causing a whole to be punched right through it and into Angel. The grenade's DV is reduced by the Structure of the wall. So Angel will be looking at resisting 7P +5AP damage from the shrapnel.

Sledge will be a bit luckier with how far he got away from the blast, he actually has a couple walls between him and the blast. So, he's safe.

Flowers is a bit less certain. I'm thinking I may adjust his movement to have as many of the store shelves as possible between him and the blast. That way the cheap material can accumulate enough damage over the distance to keep him relatively safe. Even then, he will be getting hit with 8P +5AP damage (5P from initiative blast wave + 3P reflected off the back wall).

Even Takako out front needs to worry as the blast is going to shatter the ballistic glass windows at the front of the store and spread out into the night to hit him (and the van) with 6P +5AP damage.

Oh and l guess the troll and child in the back area also will get hit with about 5P damage. And I'm just going to say the heavily injured store manager hiding in his office gets killed by the blast.

But all of that doesn't happen until init 15.
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Redjack
post Sep 30 2013, 07:30 PM
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QUOTE (Slacker @ Sep 30 2013, 02:18 PM) *
HOLY SHIT!
Everyone behind a destroyed barrier should get the armor of the barriers between them and the source of the blast as well.

That said, in the first combat, during a surprise action, in my first SR5 test scene I killed 3 of the 5 team members and maimed the other two. They got caught in the open by an air burst grenade.
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Slacker
post Sep 30 2013, 07:59 PM
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QUOTE (Redjack @ Sep 30 2013, 01:30 PM) *
Everyone behind a destroyed barrier should get the armor of the barriers between them and the source of the blast as well.

That said, in the first combat, during a surprise action, in my first SR5 test scene I killed 3 of the 5 team members and maimed the other two. They got caught in the open by an air burst grenade.

Can you tell me where in the book it mentions that people on the other side of a barrier get the benefit of the barrier's armor rating? Because everything i've read (including the example for shooting through a barrier) only mention that the DV is gets reduced (by 1 in the case of a bullet shooting a whole in a door or by the barrier's structure rating should the barrier be destroyed).

The information about explosives and barriers seems to be pretty scattered. So I could easily have missed something about getting to add armor rating to your defense. (the Projectiles section of the Combat chapter, the Barriers section of the Combat Chapter, and the listing for explosives in Street Gear which is the only place that lists the line "if an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast - the shrapnel blast has a DV equal to the explosives DV minus the structure rating of the barrier, with a Blast of -1/m")
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Redjack
post Sep 30 2013, 08:31 PM
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QUOTE (Slacker @ Sep 30 2013, 02:59 PM) *
"if an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast - the shrapnel blast has a DV equal to the explosives DV minus the structure rating of the barrier, with a Blast of -1/m")
Ok. Double holy shit. It appears that someone(s) decided to totally discount the diminishing effect on the initial blast of the barrier in question. I don't have an issue with the secondary blast, the primary blast not being affected by the barrier is a frustrating oversight.
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DireRadiant
post Sep 30 2013, 08:44 PM
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Actioneer Business Clothes 8 + Cyberarm armor 2 + 5 AP + Body 3 = 18d6 versus 8P (18d6.hits(5)=(IMG:style_emoticons/default/cool.gif)

It looks like in all cases the fundamental approach that the explosive energy is "used" by going through a barrier applies?

I think it's meant to be along the lines of:

18DV explosion encounters a 6 Structure 8 Armor and destroys it 12DV gets through to affect whatever is on the other side. However this is mitigated by the fact that at least 6 DV needs to get past 14D6 resistance test, otherwise the barrier stops it completely. Hard for 14 dice to stop 12 DV, but as the armor rating goes up you can see it happening. It's is also mitigated by the fact the Unresisted damage is what goes through. So just using average rolls.

18 DV resisted by 14D6 becomes 14DV which overcomes 6 structure. so 14 - 6 = 8 DV gets through.

I think.
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