OOC: Origins, Check your guns at the door |
OOC: Origins, Check your guns at the door |
Oct 26 2008, 01:18 PM
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#26
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Can I spend the remainin points and money (since I don't have the additional node, that actually frees up a few thousand nuyen) or should I not bother. Things look mostly good as they are, and if you said we'd probably have to revisit them after the run, there isn't anything too critical I need to do with either of those. Actually, I remembered one thing I wanted to pick up - now that I have a few hundred buck. Adding thermal dampening ot the armor. So... stats final? or can I do one last nuyen shuffle? Also, remembered how the programs ACTUALLY work for AIs. Doesn't seem to matter that the response is huge. I can only load up 6 programs (my rating). So, I think for now, they should be. - Clearsight - Defense - Covert Ops - Disguise - Gynmastics - Unarmed Combat Phweew, that seems a little more reasonable than what I was thinking above. Surprisingly, though, if the drone were to act on its own, it could load up whatever it wanted at once. (IMG:style_emoticons/default/biggrin.gif) |
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Oct 26 2008, 02:24 PM
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#27
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
BlackHat: Go ahead with the last minute revisions. Regarding the radar, I'm going to rule that sensor modifiers do apply. Speaking of modifiers, here's how it's going to work in this game: you roll the base number of dice for every test, and I make a counter-roll with a pool equal to the size of the modifiers. My successes subtract from yours. I totally jacked it from Serbitar's house rule package, and it seems perfect for forum games: speeds things up, keeps results semi-mysterious, and from a mechanical standpoint, has the benefit of eliminating the possibility of some tasks being outright impossible because the modifiers reduce your pool to 0.
Dice rolls: You can post them here or inside spoilers in the IC thread. I'm not familiar with Invisible Castle, but it seems like I'll have to navigate my butt to another website for every roll, and since I trust you guys, that seems rather unnecessary. Just post the results themselves. Also, BlackHat: No targetting autosoft? You said something about possibly trying to shoot them, so I wanted to double check to make sure that if you left it out, it was intentional. |
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Oct 26 2008, 02:52 PM
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#28
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Well, targeting autosofts are for mounted weapons (which use the gunnery skill). I was going with the rules in the mechanical arms section that says you can get autosofts for combat skills (blades, pistols, etc) to be able to use the hand to fire the weapon effectively.
If you *prefer* that I use targetting autosoft, I could, but then that one autosoft would cover every type of weapon Zee picks up - so having it use seperate skills like a player is probably best. As far as modifiers, whatever way you like, works, but what I have seen done in the past is that the PC posts whatever dice his pool is, and if there are modifiers that he doesn't know about, or didn't take into account, the GM can jsut go from right to left, pulling off numbers (as if he had not rolled those dice) to see if it affects the number of hits. The way you proposed would allow the GM to get more hits on the netative dice roll than the player gets on his positive dice roll (resulting in a negative number of hits) - or allow the opposite, where the PC gets a lot of hits, and the GM gets none, and the PC ends up getting more hits than his modified dice pool would allow. If you like that method, though, I am fine with it. I'll be working on the gear adjustments, so let me know if you want me to pick up targetting as opposed to individual skills. |
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Oct 26 2008, 03:09 PM
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#29
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
I'll spend the last 5 character points picking up the "Code Flux" AI quality (RC pg89 has the cost, and points to Unwired pg.168 for the details - basically means her built in access id automatically spoofs a new one automatically - like a spoof chip, for her brain). That should maker her harder to track. Otherwise, tracking her would be pretty easy since a track program on her access id could pinpoint her location in seconds, and it would take her hours to change it (even if she had a spoof program). This way, she can get online once in a while. (IMG:style_emoticons/default/biggrin.gif)
Final Gear (50 = 247,121 / 250,000) [ Spoiler ] 2,900 or so left over (even after tucking 1,200 away for more starting cash) but I can't think of anything else, so I don't mind loosing it. Also, at the bottom of that gear list, I rolled for starting cash (took average, if that is okay) so 4d6 averages to 14 + 12 (from extra cash left over) = 26x500 (for high lifestyle) = 13,000 nuyen If we need to make any adjsutment for the programs (like, adding targetting), I could fit one mroe autosoft in the left over money. Since she doesn't have any weapon-mount modifications, though, I didn't think Zee could make use of it. |
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Oct 26 2008, 03:22 PM
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#30
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Well, targeting autosofts are for mounted weapons (which use the gunnery skill). I was going with the rules in the mechanical arms section that says you can get autosofts for combat skills (blades, pistols, etc) to be able to use the hand to fire the weapon effectively. Whoops, that's what I meant. Do you want to load a combat skill autosoft?
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Oct 26 2008, 03:40 PM
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#31
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Right now I have unarmed combat loaded cause I thought that made a good default - I'll spend an action (not sure which kind it is) to unload one and load a new gun skill if I need to. I just picked a program loadout that I thought would make sense when not expecting trouble - and might resort of unarmed combat depending on how many actions I get before they get in anyway.
So, does the one hit detect the people, through the wall? That's probably what I'll base my decision on. |
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Oct 26 2008, 03:41 PM
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#32
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Initiative:
Elf - 17 Tasha - 12 The elf opens fire on Tasha with his action. Make one Dodge roll, then make your move. Edit: BlackHat - check IC. (IMG:style_emoticons/default/smile.gif) |
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Oct 26 2008, 03:52 PM
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#33
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Can I get in on that initiative too - or did the combination of diving behind the couch and sensing use up the round?
It is a simple action to deactivate programs, and a complex action to activate a new program, so I probably won't be doing that right away - they would theoretically be through the door before I got the gun program loaded. So, instead, I'll take a shot (defaulting) through the wall at one of the guys - but you can let me know if I need ot wait until the next IP or not. |
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Oct 26 2008, 03:53 PM
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#34
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
How exactly does drone defaulting work? Response -1?
Go ahead and jump in with your roll. |
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Oct 26 2008, 04:02 PM
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#35
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Well, as a rigger jumped into a drone, I normally roll Response + Skill (which you can default on, and I don't have). It just so happens that my Pilot Origin quality allows me to load an autosoft in place of that skill, but since I have not, that shouldn't change anything. So, yeah, I think response -1 is right.
So, assuming the first simple action was sensing, the second one will be to take the shot (maybe at the guy not moving towards the thrid body - since he's a stationary target), with the sniper rifle (currently loaded with subsonic rounds). Response (9) + Defaulting (-1) + Handling (+1) = 9 dice #D=9 : 224621612 n1=2 n6=2 nHit=2 Not sure if him being stationary, and maybe not expecting combat yet, means he doesnt' get a reaction roll to dodge the bullet, or not. Depends on if it a surprise, I suppose. Gun stats are currently 8P (2 hits brings it to 10?) Armor penetration -1 (-3, +2 from subsonic rounds) and it should be fairly silent (the combination of silencer, electronic firing, and subsonic rounds means -9 to locate direction of shots by sound) |
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Oct 26 2008, 04:03 PM
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#36
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Also, with an initiative of 19, I expect that I don't even need to roll to go before the other two. Just for kicks, Zee's initiative is a
#D=19 : 4452236654335511664 n1=2 n6=4 nHit=8 so 19+8=27 |
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Oct 26 2008, 04:12 PM
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#37
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Dice rolls for Tasha. Since you don't want links, I just cut and pasted the results from Invisible Castle. Not sure how BlackHat's actions will change things - probably not too much from Tasha's perspective, since Zee is shooting at the other guy, unless that makes the first one change targets. But dodge roll in case it's still needed:
Dodge: 6d6.hits(5) → [3,4,5,4,2,4] = (1) She has 4 Body and 10 points of Ballistic armor, and if she is in danger of getting wounded this early, she will probably spend Edge to re-roll the non-successes if she has to. Assuming she is alive after this: 2 shots with her pistol: First shot: 16d6.hits(5) → [5,2,4,2,4,4,6,5,4,1,2,3,6,4,6,3] = (5) Second shot: 16d6.hits(5) → [5,3,2,5,5,3,5,4,4,1,1,4,2,1,6,3] = (5) |
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Oct 26 2008, 04:21 PM
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#38
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Holy crap BlackHat, you have a sniper rifle? Haha, I totally missed that. But hey, I did say you have your guns on you. I'm gonna stick on a penalty for using a sniper rifle without proper positioning though, but you manage to hit him anyway because he wasn't expecting it.
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Oct 26 2008, 04:31 PM
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#39
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Yeah. I figured neither of the pistols would have the penetrating power to make it through a wall - so I went for the sniper rifle (shooting from the hip). I'll put an IC together tonight, if you haven't already moved forward by then - but I've gotta log off for a while.
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Oct 26 2008, 04:46 PM
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#40
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Tasha has 6 points of stun damage.
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Oct 26 2008, 10:29 PM
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#41
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Prime Runner Group: Members Posts: 3,987 Joined: 1-March 05 From: République Libre du Québec Member No.: 7,129 |
ok! This has to be one of the neatest game going! You guys are definitly going to have me hooked as a reader (IMG:style_emoticons/default/nyahnyah.gif)
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Oct 27 2008, 12:42 AM
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#42
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Remaining actions this combat turn (since I believe I'm the only combatant with more than one left).
Pass 2: Put away rifle, Sprint across room (Free actions to activate Camo on armor and rifle) Pass 3: Put on hood, draw fubuki. Stealth test to hide behind door while Tasha enters. Response (9) + Covert Ops (4) + Handling (1) = 14 dice #D=14 : 42355421312625 n1=2 n6=1 nHit=4 And the ruthenium camo provides -4 on perception tests to spot. |
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Oct 27 2008, 12:45 AM
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#43
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
ok! This has to be one of the neatest game going! You guys are definitly going to have me hooked as a reader (IMG:style_emoticons/default/nyahnyah.gif) Yeah, this was a fun intro. (IMG:style_emoticons/default/smile.gif) |
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Oct 27 2008, 12:47 AM
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#44
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Thanks a lot Mister Juan! We'll try to keep you entertained. (IMG:style_emoticons/default/smile.gif)
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Oct 27 2008, 02:39 AM
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#45
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Ediit: Oops
Forget what I posted here (before the edit). I completely forgot about the fact that Zee's stealth mattered at all. (IMG:style_emoticons/default/biggrin.gif) I posed a bunch of nonsense about how you could buy enough successes to notice her, which I thought was odd, since I thought she should have had a good chance to stay hidden. Turns out, she does. Eve observing in detail with 7 dice doesn't stand a good chance of getting 4 hits.... So, in the morning, I'll post an IC reponse making the first move, if you haven't. Otherwise, assume Zee is watching to see what you do, or at least waiting until you move enough away from the door to let her slip by. |
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Oct 27 2008, 02:50 AM
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#46
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
I admit, my rule recollection has been off to a rocky start, this game, but I've managed to catch myself within minutes twice. (IMG:style_emoticons/default/biggrin.gif)
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Oct 27 2008, 03:12 AM
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#47
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Great Dragon Group: Members Posts: 7,116 Joined: 26-February 02 Member No.: 1,449 |
Assuming normal visibility, Tasha would get +3 for actively looking/listening, so with 10 dice, it might be possible for her to spot Zee. I think krayola red wants to roll perception for us, though, so I will let him post what Tasha sees, or doesn't.
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Oct 27 2008, 03:59 AM
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#48
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Moving Target Group: Members Posts: 745 Joined: 12-August 06 Member No.: 9,097 |
Well, Tasha knows somebody is in there, and Zee isn't exactly hiding behind anything, so it's probably just a matter of time before they spot each other, stealth or no stealth. You guys can play it however you want.
For future reference, I will never call for a perception check, but you guys can feel free to make your own if you want to try to actively look for something. |
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Oct 27 2008, 11:17 AM
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#49
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Maybe I added up wrong, but I thought the 7 dice included active searching (but, you might know more modifiers that I noticed).
Intuition 3 + Perception 3 + Enhanced Perception 2 + Active Searching 3 = 11 dice -4 for active cammo = 7 dice, needs 4 hits. But, it looks like you made the first move IC anyway, so I'll post something when I get out of the shower (just got up). |
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Oct 27 2008, 12:19 PM
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#50
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Great Dragon Group: Members Posts: 5,486 Joined: 17-March 05 From: Michigan Member No.: 7,180 |
Millimeter wave scan with radar (Arsenal pg.60), 4 dice +3 since Tasha has around 10 weapons on her ( = 7 dice
#D=7 : 3622632 n1=0 n6=2 nHit=2 = Cyberware (which she doesn't have) and weapons (2 pistols, and 10 grenades, right?) Disguise check for passing as human. Response (9) + Disguise (4) + Handling (1) + Mimic (3) = 17 dice #D=17 : 21313611154443655 n1=5 n6=2 nHit=5 Not unbeatable by Tasha's perception pool, but pretty convincing. |
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