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> Nothing's Free in the Free Zone (OOC), Adventure 2: A Dish Best Served Cold
PraetorGradivus
post Mar 4 2015, 04:22 AM
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I'm lost- how am I down to two dice for the climbing test?
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Lobo0705
post Mar 4 2015, 06:12 AM
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QUOTE (PraetorGradivus @ Mar 3 2015, 11:22 PM) *
I'm lost- how am I down to two dice for the climbing test?


Climbing up the wall is a Strength+Climbing test:
Strength 5, Climbing 1=6 dice
-1 for wounds, and the chart on page 134 gives a -3 dice pool modifier for "Flat" surfaces - i.e. a brick wall - which brings you down to 2 dice.

Teamwork tests could apply, should Jack be willing to help out.

ETA - I'm thinking that -3 is too harsh - I'm going to take it down to -2.

So that would give you 3 dice (which means your current attempt, even if you choose to not spend edge, would not be a critical glitch, it would simply net you 0 hits).
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Jack VII
post Mar 4 2015, 06:26 AM
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QUOTE (Lobo0705 @ Mar 3 2015, 08:12 PM) *
I don't see a defender running modifier to the attack test - am I missing it somewhere? I only see it as a modifier to the defense test. There is a modifier for attacker running, but as you are not running anymore, you shouldn't take that modifier.

Running Modifiers section on p. 162 & 163. Not sure why they don't reappear in the Ranged Modifiers chart. Then again, the Running Modifiers section doesn't list a bonus to defense, so who knows...

QUOTE (Lobo0705 @ Mar 3 2015, 08:12 PM) *
So, given that Sisco gets 3 less dice, (meaning only 2) - I'm going to give him the option of doing something else, or using Edge before the roll (rather than just nail him with the critical glitch).

Just for clarification... we did decide that Glitches required more than half the dice to come up 1 rather than half, didn't we? I don't think Sisco is in danger of a glitch here.

I'll be more than happy to aid another if I can, but the whole thing does kind of throw a wrench in our plans. I don't have a problem rolling with it, but I feel we may have come up with an alteration to the plan if we had known Sisco was going to have problems getting over the wall on his own (which I think we would have known on the initial crossing). No big deal, honest mistake.
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Lobo0705
post Mar 4 2015, 06:39 AM
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QUOTE (Jack VII @ Mar 4 2015, 01:26 AM) *
Running Modifiers section on p. 162 & 163. Not sure why they don't reappear in the Ranged Modifiers chart. Then again, the Running Modifiers section doesn't list a bonus to defense, so who knows...


Just for clarification... we did decide that Glitches required more than half the dice to come up 1 rather than half, didn't we? I don't think Sisco is in danger of a glitch here.


Ok - I put up a question on the official forums. I'm not sure which is correct, but for now it does say it, so yes, you would take the -2 modifier.

As for the glitch, yes you are correct, has to be more than half, so it wouldn't be a glitch.


QUOTE (Jack VII @ Mar 4 2015, 01:26 AM) *
I'll be more than happy to aid another if I can, but the whole thing does kind of throw a wrench in our plans. I don't have a problem rolling with it, but I feel we may have come up with an alteration to the plan if we had known Sisco was going to have problems getting over the wall on his own (which I think we would have known on the initial crossing). No big deal, honest mistake.


It was my fault I missed the modifier for the wall on the way over and it may have affected your plan. Don't want to let my mistake get in the way of the game, so we'll still make it the Strength + Climbing test, but I'll remove the negative modifier completely.

This gives Sisco 6 dice normally, and he only needs 2 hits (which would be an average roll for him) - so not something that you guys would have been surprised by.

That said, we can leave the original roll as is - i.e. 5 dice, (6 -1 for wounds), giving him 1 hit, so he is halfway up the wall.

IC post up tomorrow morning - still waiting for Mel's action, but then it is IP 2:

IP 2, CT 3
Snap 12 (including -1 for wounds)
Mr. T 9 - Follow Sisco's Message
Spirit of Man 5 - Await Instructions from Snap
Jack 5
Spirit of Earth 5 - Awaiting Instructions from Snap
Mel 4
Sisco 3 (including -1 for wounds)
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Melpomene
post Mar 4 2015, 03:50 PM
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Now that Mel's got two marks on the drone, run a Trace Icon on it.
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Chrome Head
post Mar 4 2015, 04:01 PM
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Snap looks carefully around for threats, both in physical and astral space. She's pretty useless at this point, and will just wait to hear from everyone.
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Jack VII
post Mar 4 2015, 04:04 PM
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What can I do during this IP? I'd be willing to aid another for Sisco (I guess I could put my back to the wall and Sisco could use my back and shoulders to brace his feet). Can I do anything else, or does that take a Complex Action?
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Lobo0705
post Mar 4 2015, 04:19 PM
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Ok - to finish up the last IP, Mel's Trace Icon Action:

Comp + Int 11 dice = 4 hits
http://invisiblecastle.com/roller/view/4792978/

Vs DRX2 = 2 hits
http://invisiblecastle.com/roller/view/4792979/

So you are successful, and the drone is hovering over your position about 400 meters in the air.

IP 2, CT 3
Snap 12 (including -1 for wounds) - Perception Test
Mr. T 9 - Follow Sisco's Message
Spirit of Man 5 - Await Instructions from Snap
Jack 5 - Delay and Teamwork test
Spirit of Earth 5 - Awaiting Instructions from Snap
Mel 4
Sisco 3 (including -1 for wounds) - Climb Over Wall

Jack, I believe a Teamwork test is at least the same as the type of action you are attempting to perform. So since Climbing is a Complex action, you attempting to help Sisco would also be a Complex Action.

You could also keep shooting at the Triads instead, or take a Free action in addition to helping Sisco.
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Jack VII
post Mar 4 2015, 04:25 PM
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OK, I guess I'll delay and teamwork Sisco over the wall. He's more important for getting everyone out of here in the van than Jack is. Hopefully the Triad are not very good shots.
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Lobo0705
post Mar 4 2015, 04:30 PM
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The Triads go next.

Triad #1 and 3 (who the Invisibility spell does not affect) will shoot at Jack.

Triad 2, who can't see Jack, will make a Perception test to see if he can spot Sisco.

Triad 1, Aim and Fire 3 round burst
Automatics 4, Agility 4, Smartgun 2, Range -3, no Recoil = 7 dice:
http://invisiblecastle.com/roller/view/4792988/ = 5 hits (IMG:style_emoticons/default/eek.gif)

Jack attempts to dodge:
Int + Reaction 7
http://invisiblecastle.com/roller/view/4792990/ = 0 hits?

IC decided to screw you with your pants on (IMG:style_emoticons/default/frown.gif) Edge?

ETA - forgot Flash Pak (IMG:style_emoticons/default/smile.gif)
That reduces his hits from 5 to 2 - much better (IMG:style_emoticons/default/smile.gif)

Do you want to save the Edge then?

ETTA - also had you roll 2 more dice than you should (he fired a 3 round burst) - not that it matters for the number of hits you got, but it does matter for the number of dice you would reroll with Edge.
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Jack VII
post Mar 4 2015, 04:39 PM
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I believe they were running this CT, correct? That would take another 2 dice from their attack roll. I can't access IC from work so I'm not sure if that would make a difference.

ETA: Either way, I'll probably save the Edge for Damage Soak, if needed.
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Lobo0705
post Mar 4 2015, 05:06 PM
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Ah - I didn't realize that the running penalty was the whole CT, and not just the IP.

So that drops him another 2 dice, which still leaves him with 1 hit.

Not spending Edge, that means you take base 8P + 1 for net hit, AP -1
You resist with Body 6 + Armor of 15, -1 for AP=20 dice
http://invisiblecastle.com/roller/view/4793008/

Aaaannnd IC decided to swing back in your favor, with TEN hits on the resistance test (IMG:style_emoticons/default/smile.gif)

So no damage.

Triad#3 will do the same, getting the same 1 die: - getting 1 hit.
http://invisiblecastle.com/roller/view/4793011/

You dodge:
7 dice, -1 for 2nd attack, -2 for burst
http://invisiblecastle.com/roller/view/4793012/ = getting 1 hit, so no damage.

Triad#2 makes his Perception test:
Int+Perception of 6, -3 for Spirit, -2 for distance, +3 for specifically looking=4 dice
http://invisiblecastle.com/roller/view/4793013/

He has no idea where Sisco is (IMG:style_emoticons/default/smile.gif)

Jack makes his Climbing Teamwork test - here is your current loadout of skills. Do you want to swap in Gymnastics as a free action? If so, for what skill? I'll assume you do (if not, we can always subtract dice.)
Automatics (4), Mandarin Chinese (1), Running (3), & Sneaking (4)
Strength 7, Gymnastics 2, Delayed action -1 = 8 dice: = 1 hit (IMG:style_emoticons/default/frown.gif)
http://invisiblecastle.com/roller/view/4793015/

Sisco now makes his climb test, 6 dice normally, -1 for wounds, +1 for Jack helping:
http://invisiblecastle.com/roller/view/4793017/ = 3 hits - so he is able to climb over the wall.

Now the Agility plus Climbing to avoid the monowire
Agility 8, Gymnastics 1, -1 for wounds= 8 dice
http://invisiblecastle.com/roller/view/4793020/ = 2 hits.

Sisco - use Edge to avoid the monowire? Or resist 8P damage?
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Jack VII
post Mar 4 2015, 05:12 PM
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Once you exceed your walking movement, you're considered running for the entire CT (and get all the benefits and penalties that go with it). In fact, you're also supposed to dedicate a Free Action to it in each IP in which you have an action. I don't know if we've been doing that, but food for thought in the future.

Yeah, we might as well swap that Sneaking out for Gymnastics as it really isn't doing me any good at the moment, LOL.

ETA: I also have the Toughness PQ, so I have an extra die to resist damage.
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Lobo0705
post Mar 4 2015, 05:19 PM
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QUOTE (Jack VII @ Mar 4 2015, 12:12 PM) *
Once you exceed your walking movement, you're considered running for the entire CT (and get all the benefits and penalties that go with it). In fact, you're also supposed to dedicate a Free Action to it in each IP in which you have an action. I don't know if we've been doing that, but food for thought in the future.

Yeah, we might as well swap that Sneaking out for Gymnastics as it really isn't doing me any good at the moment, LOL.


We have not been allocating a Free action - but I think the only thing that might have mattered for is you swapping your firing mode, but I'm not going to worry about it now - as you said, for future (IMG:style_emoticons/default/smile.gif)

New loadout is

Automatics (4), Mandarin Chinese (1), Running (3), & Gymnastics (2)
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Melpomene
post Mar 4 2015, 05:33 PM
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Okay, if the drone is floating 400m up, Mel is going to assume it's a flyspy or some other recon drone. Let's turn our attention to the Decker.

Matrix Perception...let's see how much info we can gather on the Decker.
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Jack VII
post Mar 4 2015, 05:36 PM
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I know Snap at least has another action in this CT, but figured I would post my action for CT4, IP1. For CT 4, I am going to spend a point of Edge to Seize the Initiative. I'd like to clear the wall before I get shot at again or get shot at by the sniper. I'm wearing Gecko Tape Gloves, so I believe it's considered Assisted Climbing, but I'm not sure if they would necessarily be on right now and they weren't included in my list of wireless devices. So if I have to spend more than a free action to turn the GTGs on, I'll just climb the wall unassisted.
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PraetorGradivus
post Mar 4 2015, 05:42 PM
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I believe that edge is the prudent thing to do
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Lobo0705
post Mar 4 2015, 05:44 PM
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Ok - apologies - the enemy decker goes before Mel - he is going to attempt to put another Mark on Mel.

Hacking +Logic of 11, Hot Sim 2, Noise negated by his programs and Datajack
http://invisiblecastle.com/roller/view/4793045/ =3 hits

Mel resists:
Int + Firewall
http://invisiblecastle.com/roller/view/4793046/ = 2 hits

So he has a Mark on you - up to you if you still want to make the Matrix Perception test, or Erase the Mark, or Attack him.

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Jack VII
post Mar 4 2015, 05:50 PM
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Mel also has two points of Edge. Might not be a bad deal to spend a point here to re-roll failures. If you win, you get another MARK on dude. It's the defense that gives back.
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Lobo0705
post Mar 4 2015, 05:53 PM
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QUOTE (PraetorGradivus @ Mar 4 2015, 12:42 PM) *
I believe that edge is the prudent thing to do


Ok - so you reroll 6 dice:
http://invisiblecastle.com/roller/view/4793051/ = 1 hit

You get the hit you need, so you avoid the wire and drop to the other side.


@Jack,

Interesting - here's what it says:
Gecko tape gloves: The outer layer of these gloves is
made of a special dry adhesive that incorporates millions
of fine microscopic hairs that bond to other surfaces. Individually,
these bonding forces are tiny, but combined
they’re strong enough to attach a troll, upside down, to
the ceiling. Gecko tape gloves come as a set that includes
gloves, kneepads, and slip-on-soles. You get to use assisted
climbing (p. 134) when you’re wearing the set.
Gecko tape gloves are useless when they’re wet.
Wireless: The adhesive outer layer can be temporarily
neutralized with a wireless signal, useful for getting the
gloves on and off without getting them stuck to yourself
or each other.

So:

1) I'm assuming you are wearing the kneepads and soles as well, since you can't get the bonus without the set.
2) The way that reads, the adhesive is always on, unless you are running it wirelessly, in which case you can shut it off.

That being said, you would know that, and so if you had them on, you would have been running them wirelessly the whole time - and Mel has enough spots open on her deck that she could have had them slaved to her deck.

Should we assume that:
1) You are wearing the set
2) They have been wireless on the whole time
3) You've had them off the whole time, and now you can activate them as a free action.

I don't have an issue with that.

ETA - updated Sisco's Edge
Ammo wise I haven't been keeping track of what was updated on the sheet - Jack, what have you subtracted?
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Jack VII
post Mar 4 2015, 06:00 PM
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If you're cool with it, I'm cool with it. I was thinking the gloves could be turned "OFF", but since we're talking about micro materials and safety equipment, it kind of makes sense that the default state of the materials would be sticky. You wouldn't want to risk falling off the side of a building when your gloves glitched during a software update, LOL.

I haven't updated anything since we grabbed Huiquing, but I am pretty sure we're up to date to that point. I know I need to deduct 6 rounds from my ammo for that FA Short Burst at the Triad guy. I need to check to Sisco's ammo usage.
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Melpomene
post Mar 4 2015, 06:18 PM
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Jack was saying what I was thinking. (IMG:style_emoticons/default/smile.gif) I would like to apply a point of edge to boost Mel's defense of the decker's hack...
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Lobo0705
post Mar 4 2015, 06:19 PM
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QUOTE (Melpomene @ Mar 4 2015, 01:18 PM) *
Jack was saying what I was thinking. (IMG:style_emoticons/default/smile.gif) I would like to apply a point of edge to boost Mel's defense of the decker's hack...



Ok - so:

http://invisiblecastle.com/roller/view/4793069/= 4 hits - so you put another Mark on him.

I've updated your Edge use.

You still want to do a Matrix Perception, correct? Or do you want to do something else now?
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Melpomene
post Mar 4 2015, 06:23 PM
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Since he moves before me, let's take advantage...Data Spike him.
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Jack VII
post Mar 4 2015, 06:26 PM
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I updated the ammo tracker. For the initial contact, Sisco used all of his S&S and 6 rounds of APDS. In total, Jack has used 12 rounds of regular SMG ammo (two 3-round bursts during the initial attack and a 6 round burst against one of the guys running after them).
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