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> 2072: Table Talk, OOC discussion thread for 2072
unsound
post Sep 14 2010, 10:22 PM
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All: I'll be traveling to Australia in a few days, and I'm not sure what my internet situation is gonna be like when I get there. I just wanted to give everyone a heads up. I've been extremely busy the past few days, but I'll make one more update to the database thread to get everyone's karma and stuff up to speed before I leave. (IMG:style_emoticons/default/smile.gif)
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Aria
post Sep 15 2010, 08:09 AM
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To Abs and Atomic,

I'm likely to be out of touch for a couple of weeks as we're having a baby (IMG:style_emoticons/default/biggrin.gif) ...hopefully you can carry on without me for a bit...I'm happy if you assume the meet has gone ahead and Silk has asked Red to gather any info on the target that can be gleaned from the matrix/contacts. That should keep you going for a bit!

Talk to you soon!

A
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Notsoevildm
post Sep 15 2010, 05:27 PM
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QUOTE (unsound @ Sep 15 2010, 12:22 AM) *
All: I'll be traveling to Australia in a few days, and I'm not sure what my internet situation is gonna be like when I get there. I just wanted to give everyone a heads up. I've been extremely busy the past few days, but I'll make one more update to the database thread to get everyone's karma and stuff up to speed before I leave. (IMG:style_emoticons/default/smile.gif)

Hey unsound, I noticed Copperhead's not on the database list yet. I know your busy/travelling/etc. but can you add me/her when you get a chance.
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Notsoevildm
post Sep 15 2010, 08:25 PM
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Copperhead keeps an eye out for guards while following the Beast into the action:
Intuition (3) + Perception (1) + Actively looking (3) = 7d6.hits(5)=2

And she will also make a vague attempt to be sneaky:
Agility (3) + Infilitration (2) = 5d6.hits(5)=2

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Suicidal Street ...
post Sep 16 2010, 12:38 AM
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QUOTE (Notsoevildm @ Sep 15 2010, 12:27 PM) *
Hey unsound, I noticed Copperhead's not on the database list yet. I know your busy/travelling/etc. but can you add me/her when you get a chance.


And while you're doing that, can we have permission to throw people's speech colors up on the database thread, too? That way, we can start keeping things consistant when we put words into other people's mouths.
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Notsoevildm
post Sep 16 2010, 09:56 AM
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1. Your surprise round actions and rolls.
Ask spirit to engage the aura above assuming I have a service left (had 4, -1 to attack rigger, -1 to engage guards, -1 to defend prisoners), otherwise thank it and let it go.
Aim and fire at the guard with the 'big' gun.
Agility (3) + Shotguns (3) + Aiming (1) = 7d6.hits(5)=4 - not a bad shot considering she is not used to shooting people.

2. An initiative roll.
Reaction (3) + Intuition (3) = 6d6.hits(5)=2 = initiative 8 with just the one initiative pass. I suspect the Beast will get to go first.

3. Your actions for the coming round. (Since there won't be any real adaptation to current circumstances by the enemy.)
Move into cover (walking), if possible - even just ducking behind some crates.
If big gun guy is still on his feet, shoot him again and shout a warning to Beast (about big gun guy plus potentially the one still on the catwalks).
Agility (3) + Shotguns (3) + Aiming (1) = 7d6.hits(5)=4. Knocking off the last 2 dice for good cover still leaves 3 successes.
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Combat Mage
post Sep 16 2010, 01:24 PM
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1. Your surprise round actions and rolls.

Simple Action: Short narrow burst (+2 DV) on guard 1 near the hostages:
Agility 7 + Automatics 8 + Smartlink 2 = 17 Dice
17d6.hits(5) → [3,2,4,5,3,6,3,3,6,2,6,4,5,5,3,5,2] = (7)

Simple Action: Long narow burst (+5 DV) on guard 2 near the hostages:
Agility 7 + Automatics 8 + Smartlink 2 - Recoil 1 - Second Target 2 = 14 Dice
14d6.hits(5) → [6,6,6,2,5,2,4,5,1,2,3,4,1,3] = (5)


2. An initiative roll.
Intuition 2 + Reaction 7 = 9 Dice
9d6.hits(5) → [4,1,2,3,5,1,2,6,3] = (2) = 11

3. Your actions for the coming round. (Since there won’t be any real adaptation to current circumstances by the enemy.)

Firing a short narrow burst and a long narrow burst at any enemies that are visible to Akecheta and still not incapacitated.

Short narrow burst (+2 DV): Agility 7 + Automatics 8 + Smartlink 2 = 17 Dice
17d6.hits(5) → [4,2,2,3,4,3,1,3,5,5,2,5,3,6,6,5,3] = (6)

Long narrow burst (+5 DV): Agility 7 + Automatics 8 + Smartlink 2 - Recoil 1 - Second Target 2 = 14 Dice
14d6.hits(5) → [3,5,2,2,5,3,5,6,3,6,5,4,4,2] = (6)


Wow that was the best series of rolls I got on invisible castle for quite some time (except that for one instance where I got 8 hits on a pool of 8 dice (IMG:style_emoticons/default/biggrin.gif) ).

The Praetor SMG is only loaded with regular ammunition so it's base damage is 5P and AP 0.
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Grimm
post Sep 16 2010, 09:55 PM
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The Corebook states that people already involved in combat aren't subject to surprise attacks as they would be involved in combat already. I don't feel that works appropriately for this particular situation since the threat is on the third floor of the warehouse and that is where their attention is. That and they failed perception tests miserably when Beast grenaded the shit out of the door. That and I didn't realize that was the rule for it going in so, eh what the hell.

So for the surprise round they will get no defense modifiers because I'm treating them as surprised. Putting this in spoiler tags so that it is collapsible, I'd prefer if you double checked my mechanics (if you're comfortable with it).

Oh yeah, the Snake War Spirit is on it's second service at the moment. It hasn't had a chance to come defend the prisoners as it's been fighting guards since it killed the rigger.

[ Spoiler ]
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Notsoevildm
post Sep 16 2010, 11:04 PM
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@Grimm: your maths looks okay to me.

A quick question about the Heal spell. Book says drain is DmgValue-2, but there seem to be several interpretations of what that means. Is it just Force-2 so F3 would only be 1S or is it dmgtaken-2 (which seems to be the common interpretation) so for example, to heal big gun guy I would need to resist 11-2 or 9S? If it's the latter, I think he's bleeding out and is going to die unless he has a trauma patch in his pocket.

Second question: do I also hear the cry for help? Your post reads as if only Beast heard it.

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Grimm
post Sep 16 2010, 11:19 PM
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Not:

You are correct, Copperhead did not hear the cry for help from above.

After looking at the book, I agree with the interpretation that it would be 11-2. The reason being is the only Damage Value involved in any of that equation would be the DV taken by the target. All the other spells dictate if it is Force or not. I believe this is further reinforced by the fact that the magic is supposed to be more exhausting the more difficult it is. And pulling someone back from the brink of death would seem like an appropriately difficult task. I mean if it was like five boxes, then you'd be resisting 3. But mortally wounded, yeah I'd say higher seems more in line with the setting, intention, and already established rules.

Unless anyone else has any input on the subject.

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Combat Mage
post Sep 17 2010, 08:34 AM
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Regarding the math it looks like you forgot to include the narrow burst modification into Beast's damage calculation. But that's now moot anyway. (IMG:style_emoticons/default/wink.gif)

Regarding the cry for help, Akecheta is trying to determine the source of it.
Intuition 2 + Perception 1 + Vision Enhancement 3 + Actively Looking 3 = 9 Dice
9d6.hits(5) → [5,3,1,2,4,4,4,1,2] = (1)

He's also looking where the closest way up to the catwalks would be.
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Notsoevildm
post Sep 17 2010, 09:03 AM
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QUOTE (Grimm @ Sep 17 2010, 01:19 AM) *
After looking at the book, I agree with the interpretation that it would be 11-2. The reason being is the only Damage Value involved in any of that equation would be the DV taken by the target. All the other spells dictate if it is Force or not. I believe this is further reinforced by the fact that the magic is supposed to be more exhausting the more difficult it is. And pulling someone back from the brink of death would seem like an appropriately difficult task. I mean if it was like five boxes, then you'd be resisting 3. But mortally wounded, yeah I'd say higher seems more in line with the setting, intention, and already established rules.

This makes sense to me as otherwise Stabilization, for which the drain is only boxes of overflow becomes a bit redundant. Sorry mister guard, but I'm afraid you are dead then.

Roll for the pat down: Intuiton (3) + Perception (1) = 4d6.hits(5)=0 - I'll assume nothing but the big gun.

You mentioned earlier that there was a weird aura around the prisoners. When I get close to them I will check the astral again.

Intuiton (3) + Assensing (1) = 4d6.hits(5)=2 - that's better
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Grimm
post Sep 17 2010, 08:55 PM
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@Combat Mage:
Yep, indeed I did. I think I read it as additional dice instead of additional damage. Thanks for the correction. (This is why I posted it out lol)

@Copperhead:
I gave you information based on the assensing roll chart for your attempting to read the void-spot.

If I missed anything or forgot anything, let me know folks.
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Notsoevildm
post Sep 17 2010, 09:50 PM
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@Grimm: Can Copperhead tell what is causing the void spot - a sustained spell, the environment (toxic zone), the fact that the prisoners were beaten / tortured there - with a Logic (3) + Magic knowledge (3) test? 6d6.hits(5)=3 - Magic theory is one less die and one less hit (IMG:style_emoticons/default/frown.gif)



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Combat Mage
post Sep 17 2010, 10:27 PM
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A climbing test in case you want one for the ladder:

Strength 11 - Defaulting 1 + Assisted (ladder) 2 = 12 Dice
12d6.hits(5) → [6,3,5,6,1,1,1,5,4,2,1,3] = (4)

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unsound
post Sep 17 2010, 11:31 PM
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QUOTE (Suicidal Street Sam @ Sep 15 2010, 07:38 PM) *
And while you're doing that, can we have permission to throw people's speech colors up on the database thread, too? That way, we can start keeping things consistant when we put words into other people's mouths.

I don't believe we have a standardized system for color coding different modes of communication yet. Let me know if you guys come to a consensus on something and I'll put it up.

Karma and such should be up to date. All new characters who've made at least 1 IC post should have an entry in the database. Lemme know if I forgot someone/thing. (IMG:style_emoticons/default/smile.gif)
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Grimm
post Sep 17 2010, 11:55 PM
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@Combat Mage and Notsoevildm (and any other potential players)

This chapter of my plot is going to be drawing to a close soon. Let me know if you guys want to stay involved in the plot-line I'm building or if you want to pursue other ventures in the 2072 game. I'm trying to work this out in a very modular approach to make it easy for people to bow in and bow out after a respective run or to easily integrate new players. Or if you guys have stuff you want to pursue more independently, that's fine too. Just let me know if you have any plans either way.
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Combat Mage
post Sep 18 2010, 10:15 AM
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@Grimm: I'd very much like to continue with your plot, it's been fun.

Visual perception test:
Intuition 2 + Perception 1 + Vision Enhancement 3: 6 Dice
6d6.hits(5) → [1,4,4,1,1,5] = (1) That's a glitch. (IMG:style_emoticons/default/biggrin.gif)
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Grimm
post Sep 18 2010, 11:13 AM
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@Combat Mage: Good deal. You can go ahead and do an IC post with your actions. The Glitch will bite you soon enough. (IMG:style_emoticons/default/smile.gif)
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Notsoevildm
post Sep 18 2010, 11:30 AM
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QUOTE (Grimm @ Sep 18 2010, 01:55 AM) *
@Combat Mage and Notsoevildm (and any other potential players)

This chapter of my plot is going to be drawing to a close soon. Let me know if you guys want to stay involved in the plot-line I'm building or if you want to pursue other ventures in the 2072 game. I'm trying to work this out in a very modular approach to make it easy for people to bow in and bow out after a respective run or to easily integrate new players. Or if you guys have stuff you want to pursue more independently, that's fine too. Just let me know if you have any plans either way.


I had a lot of fun and definitely look forward to teaming up with the Beast again on the next installment. I would like to do a downtime scene or two to find out what happened to Cutter and get him patched up. Once we've dealt with the Beast's glitch.
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Grimm
post Sep 18 2010, 02:26 PM
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After this particular segment of the game I'm planning on you guys having some downtime to put you roughly on the same time-frame as the other group. Should be 72+ hoursish. I'll take a closer look at it when we actually get to that point though. Do plan on downtime coming soon, and that would also be a good time for you guys to spend Karma or pick up gear if you so need to. This run isn't quite over yet though. (IMG:style_emoticons/default/grinbig.gif)
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Combat Mage
post Sep 18 2010, 06:27 PM
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Don't know if I need to roll if I just want the grenade to hit the ground behind us, but here is one anyway:

Agility 7 + Heavy Weapons 1 + Smartlink 2 = 10 Dice
10d6.hits(5) → [6,1,5,5,2,4,4,3,4,2] = (3)
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Notsoevildm
post Sep 18 2010, 07:11 PM
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We are on the move right? I got a little confused by CM's last post.

I don't have intimidation so would be defaulting to Charisma (3) - Defaulting (1) +/- a shedload of social modifiers, including just for example + Obvious weapon (2) - Enemy (4) which would be a net of zero dice. So let me know if and what you want me to roll.
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Combat Mage
post Sep 18 2010, 07:22 PM
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I thought we were in the van which is standing right outside the building entrance. Behind us is an attack helicopter and Cutter and Slater are not inside the van yet. That's how I read the sitatuion. But maybe I understood something wrong.
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Grimm
post Sep 18 2010, 07:26 PM
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Everyone was in the back of the van and the van was moving. Cutter and Slater were just sitting near the back of it.
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