OOC- Shadow's Dawn: Diving into the past |
OOC- Shadow's Dawn: Diving into the past |
Mar 11 2011, 09:18 AM
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#126
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Marduk, Aren and Fearghas can stay behind while Ryl does the hacking and keep an eye on him. Once he's done in the next few seconds, then we can get going to go kill Warder. Him's a her but not to worry (IMG:style_emoticons/default/smile.gif) Seth, I think I need to be further into the system so Ryl will go hunting for a security node...presumably I will need to make a new admin account or can I carry it over (and avoid more die rolling (IMG:style_emoticons/default/nyahnyah.gif) )?!? |
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Mar 11 2011, 10:35 AM
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#127
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE Seth, I think I need to be further into the system so Ryl will go hunting for a security node...presumably I will need to make a new admin account or can I carry it over (and avoid more die rolling )?!? The good news for you is that this is an admin account that certainly covers the cameras, and you think it will cover the rest of the network. There will still be some die rolling: I'm going to need another stack of stealth rolls as the initial guard at the doorway is nearly convinced that there is a hacker in the system and is actively looking, and the guard in the camera room has set his two little doggies to sniffing out intruders, as something wierd is going on: the guard at the doorway is at red alert, while the guard in the camera room is at amber. I'll post the summary of rounds 3&4 this evening so that we can move into rounds 5&6 over the weekend |
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Mar 11 2011, 04:30 PM
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#128
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Seems like it’s damn hard to stay hidden if the opposition only have to reach your stealth program rating to detect you...is this avoided by continuously jumping from node to node within a system? I guess I’m looking for the node that takes all the camera feeds, alarms and possibly drone controls (I am assuming there’s a central node or was the camera one the one I wanted?!?). If an alarm has already been sounded and they know someone is here (as opposed to a computer glitch) then I might as well rewrite the security logs to allow only myself access and then fight off anyone who hacks in (hopefully with the aid of the node’s IC). Unless I’ve grabbed the wrong end of this stick...?!?
Anyway, 10 more stealth rolls at 20D = 6, 8, 6, 8, 6, 9, 8, 9, 7, 9 Following a thread on the DS forums I should probably have brought a blackout program for dealing with spiders...will make some tweaks before our Apr deadline. You mentioned a mute program option, wasn’t one I saw when looking (not that hard admittedly)...how much does it cost and is it on the exploit program? I’m assuming my 9 success on the reality filter roll were enough to override the sichos...will amend my IC post if not...?!? Once the groups start moving I think I can remain in VR but use my focused concentration (coupled with multi-tasking?) to ignore the -6 penalty and run along behind...? Another question on background count...can I swap what powers I lose access to? Might be worth forgoing the drake powers and getting a +2 to computer... Thanks |
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Mar 11 2011, 04:35 PM
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#129
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Lol. Aria looks like you and I posted at the same time. I will modify my post to take into account your movements.
QUOTE Seems like it’s damn hard to stay hidden if the opposition only have to reach your stealth program rating to detect you...is this avoided by continuously jumping from node to node within a system? The way it works is that when you originally logged in the system had a go to see it could detect you. The threshold was your stealth program rating. Now that you are in, and you have active observers they are trying hard to spot you. They are rolling computer+analyse (with -1 each repeat try) against your hacking + stealth. So actually you are effectively getting more stealthy. The main reason I am getting you to roll is to give a sense of urgency, and you might roll rubbish or glitch. The mute option: its around 1K, and I am assuming you have it on your exploit and spoof programs. The 9 successes were easily enough to get the reality filter going, so that means that you have +1 response, and I think they have -1 response. Blackout sounds very sensible for the spiders, although it will only work if they are in VR. Heightened concentration is the business for being in VR and running along behind: its one of the big plus's for being an adept hacker. You have to use a simple action to activate it, then you ignore the penalty. IIRC with the background count you get to pick which powers you loose. Back to the story: As well as deciding what to do with the leaf in your hand, this is what you see: The next node is a clearing in the forest. To the left you see a SAM middle emplacement, straight on you see a barracks house with 5..6..7 troops starting to teleport in and a number of technicians checking their armour. The SAM emplacement with loads of technicians in it also has a big red switch in the middle of it, and you see a warrior wearing steampunk armour press and hold down the switch. The forest floor shakes as he does so, and the sky goes red as a huge dome starts to descend. The dome is not continuous, it looks like the scene in Blade in which blood is running though gouges in the walls and floor. Computer + Analyse on this shows that this is the information display from liquid sensors, and you think that there is a real world equivalent trickling of blood through pipes and gouges that this is monitoring. The troops have a health bar, and when you look at their faces you can see a HUD display showing what the troops can see, their vital statistics. The troops are standing on a floor plan of the pyramid. The first troops you saw were standing in the security area. The ones teleporting in are in the barracks: their HUD display shows that they are putting their armour on. You can see marks that scream "ward" to you Each of the floors has its own ward. The troops are guarded by 3 black wolves. In the floor plan where the reactor room is, you can see a flashing blue light that is where the reactor control room is. You see a technician move towards it. If you can add this to your IC post, or make a new one, that would be cool. I think round 5 is occupied with you moving node, doing a load of reading / observing. In round 6, you can do anything you want. To cancel the alarm as an administrator, you can just press the off button. If you wanted to do a bit more than that you could try and spoof the alarm to give a fake medical reading if you want (hacking + spoof). |
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Mar 11 2011, 05:06 PM
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#130
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
The main reason I am getting you to roll is to give a sense of urgency, and you might roll rubbish or glitch. I started a thread HERE a while back about the Guard Power of spirits and how far into the Matrix it protects teammates from a glitch. The key issue, one that had not been resolved completely in the discussion as I recall, is determining where the person affected by Guard ends. AR seemed to be relatively easy to cover, the person is still moving at meat speed and relating to the outer world. VR is more problematic... magic and Matirx mixing and all. The tendency of the posts was toward allowing the Guard power to affect people even in VR because it affects the person rather than the Matrix, as does Improved Ability, for example, which can be used for all kinds of Matrix Skills. We probably need a GM ruling here, as the team will be covered by Guard every chance Mandala gets. |
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Mar 11 2011, 05:09 PM
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#131
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE We probably need a GM ruling here, as the team will be covered by Guard every chance Mandala gets. If you can see their body (line of effect rather than line of sight) they get a guard: does that sound fair? I'll use the same rule for countermagic, as I found the existing rules difficult to interpret (I raised a thread on this in the main section and came away more confused than enlightened). |
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Mar 11 2011, 05:23 PM
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#132
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
If you can see their body (line of effect rather than line of sight) they get a guard: does that sound fair? I'll use the same rule for countermagic, as I found the existing rules difficult to interpret (I raised a thread on this in the main section and came away more confused than enlightened). That works fine for me, but brings up another issue talked about elsewhere. If Mandala turns his head to look at a noise off in that direction, does his protection of teammates instantaneously drop, requiring a reactivation? |
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Mar 11 2011, 05:56 PM
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#133
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
Couple of points:
We need to move Ryls body. Unfortunately she's linked in with a wire. So we can't do anything about that. I'd leave Ryl behind, but we're going to need her help to open the doors to get to Warder. Seth, did you want all ic interaction in ic thread, or can we do small ic/ooc combo stuff here to later put together in 'recounting' posts? |
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Mar 11 2011, 06:26 PM
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#134
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE That works fine for me, but brings up another issue talked about elsewhere. If Mandala turns his head to look at a noise off in that direction, does his protection of teammates instantaneously drop, requiring a reactivation? Thats why I said "line of effect" i.e. if you turned you head you can see them. If you put an opaque wall between you don't have line of effect |
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Mar 11 2011, 06:26 PM
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#135
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE Seth, did you want all ic interaction in ic thread, or can we do small ic/ooc combo stuff here to later put together in 'recounting' posts? I'd do small ic/ooc combo stuff here, that way the IC thread reads much better By the way, I hope you liked the diversion the council arranged for you. |
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Mar 11 2011, 06:35 PM
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#136
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Seth, your last IC post has Mandala going out into the hallway, but we haven't cast/Absorbed/cast yet to get the Mindnet going. I can Flashback that for Mandala, I guess, but I need Alyena to do her thing first (also a Flashback?)
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Mar 11 2011, 07:12 PM
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#137
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE Seth, your last IC post has Mandala going out into the hallway, but we haven't cast/Absorbed/cast yet to get the Mindnet going. I can Flashback that for Mandala, I guess, but I need Alyena to do her thing first (also a Flashback?) My bad I will correct it...no need for flashback Alyena is away on a training course this weekend so I will put a blank post in the IC post that she can modify on sunday, that way she's not holding us up. |
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Mar 11 2011, 07:22 PM
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#138
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Lol. Aria looks like you and I posted at the same time. I will modify my post to take into account your movements. The way it works is that when you originally logged in the system had a go to see it could detect you. The threshold was your stealth program rating. Now that you are in, and you have active observers they are trying hard to spot you. They are rolling computer+analyse (with -1 each repeat try) against your hacking + stealth. So actually you are effectively getting more stealthy. The main reason I am getting you to roll is to give a sense of urgency, and you might roll rubbish or glitch. The mute option: its around 1K, and I am assuming you have it on your exploit and spoof programs. The 9 successes were easily enough to get the reality filter going, so that means that you have +1 response, and I think they have -1 response. Blackout sounds very sensible for the spiders, although it will only work if they are in VR. That explains that, thanks (IMG:style_emoticons/default/smile.gif) I can see why edge is a useful first move in that case...! Heightened concentration is the business for being in VR and running along behind: its one of the big plus's for being an adept hacker. You have to use a simple action to activate it, then you ignore the penalty. IIRC with the background count you get to pick which powers you loose. I just need to detach from this camera then lol! Can I write myself a 'free pass' to this node so that I can log straight in once we're out of the reactor control room? Back to the story: As well as deciding what to do with the leaf in your hand, this is what you see: The next node is a clearing in the forest. To the left you see a SAM middle emplacement, straight on you see a barracks house with 5..6..7 troops starting to teleport in and a number of technicians checking their armour. The SAM emplacement with loads of technicians in it also has a big red switch in the middle of it, and you see a warrior wearing steampunk armour press and hold down the switch. The forest floor shakes as he does so, and the sky goes red as a huge dome starts to descend. The dome is not continuous, it looks like the scene in Blade in which blood is running though gouges in the walls and floor. Computer + Analyse on this shows that this is the information display from liquid sensors, and you think that there is a real world equivalent trickling of blood through pipes and gouges that this is monitoring. The troops have a health bar, and when you look at their faces you can see a HUD display showing what the troops can see, their vital statistics. The troops are standing on a floor plan of the pyramid. The first troops you saw were standing in the security area. The ones teleporting in are in the barracks: their HUD display shows that they are putting their armour on. You can see marks that scream "ward" to you Each of the floors has its own ward. The troops are guarded by 3 black wolves. In the floor plan where the reactor room is, you can see a flashing blue light that is where the reactor control room is. You see a technician move towards it. If you can add this to your IC post, or make a new one, that would be cool. Just before I do, I'm guessing the techs are diagnostic programs...are the soldiers representations of real world soldiers or are they programs too? I think round 5 is occupied with you moving node, doing a load of reading / observing. In round 6, you can do anything you want. To cancel the alarm as an administrator, you can just press the off button. If you wanted to do a bit more than that you could try and spoof the alarm to give a fake medical reading if you want (hacking + spoof). Seems moot as all hell is breaking loose outside...I don't think one techie bio alarm is going to get a look in...I'll leave the alarm for now I think and concentrate on the security log for this node |
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Mar 11 2011, 07:28 PM
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#139
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
OK here is the summary of the end of rounds 3&4.
Pretty soon now, I'll do a flashback to the first astral quest into the past. If you remember Marduk had a psychometric trance here, so I am going to do the flashback of you group astrally questing to chase down the memory. To keep it simple the memory quest just requires you to hold hands for 1 full round (you are 'helpless' for that time) and you relive the past. Even those that don't take part in the hand holding can post (as they were there), but the character don't remember unless they went along. In this case the flashback is to middle of summer 1944. During the war Queen Alachia was heavily involved with the Nazi's. You are free to decide how you were involved. In any event though you are going to an important meeting that Hitler himself will be at. You are either there as a civilian advisor, army, spy, coerced expert or any other reason you want. Ideas: a report from the Nazi bomb project, a report on the capturing on some occult artifact, working in the den as a spy...any of these. It would be cool if one of you could be a senior army officer, but that would just be a bonus. Some time over the next week you can respend your skill points. I'll start the flashback middle of next week if everything goes well. |
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Mar 11 2011, 07:38 PM
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#140
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
Pretty soon now, I'll do a flashback to the first astral quest into the past. If you remember Marduk had a psychometric trance here, so I am going to do the flashback of you group astrally questing to chase down the memory. To keep it simple the memory quest just requires you to hold hands for 1 full round (you are 'helpless' for that time) and you relive the past. Even those that don't take part in the hand holding can post (as they were there), but the character don't remember unless they went along. In this case the flashback is to middle of summer 1944. During the war Queen Alachia was heavily involved with the Nazi's. You are free to decide how you were involved. In any event though you are going to an important meeting that Hitler himself will be at. You are either there as a civilian advisor, army, spy, coerced expert or any other reason you want. Ideas: a report from the Nazi bomb project, a report on the capturing on some occult artifact, working in the den as a spy...any of these. It would be cool if one of you could be a senior army officer, but that would just be a bonus. Some time over the next week you can respend your skill points. I'll start the flashback middle of next week if everything goes well. Will we respend adept power points too...a lot of mine are useless pre matrix or stuck in human form (I know background count will probably strip them away anyway but I thought I'd ask...) I've thought that Ryl was probably a spy as most of her roots are in England - information gathering was what lead her to specialise in the matrix in the first place |
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Mar 11 2011, 07:49 PM
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#141
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Sab's suggestion for team makeup HERE works for me. Ambrose, Alyena, Mandala and Bjorn go to 27A and hold out there, protecting/keeping whatever is in there for our employers. Aren, Fearghas, Ryl and Marduk go upstairs to room 5 and commit justifiable homicide. Then, I guess they come back down to join us in 27A.
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Mar 11 2011, 08:02 PM
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#142
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
OK that sounds like an ok split.
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Mar 11 2011, 08:16 PM
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#143
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Here's my rolls for the Mindnet, assuming Mandala gets hit with a Force 4 Slaughter Spirit... from his good friend and millennia-long partner, Alyena. (IMG:style_emoticons/default/wobble.gif) ...and no, Mandala is not going to Aid her Spellcasting!
Resist the Slaughter Spirit: WIL 7 + Counterspelling (combat) 5 + Initiate Grade 4 - 2 for noise = 14 dice ==> 5 HITS So the full 4 Force points are absorbed. Hopefully he takes no damage, otherwise the rest has to be modified. As long as Alyena gets no more than 5 hits, Mandala is OK. Now he needs the Mindnet (extended) with a Threshold of 7. Cast Mindnet (extended) at Force 7: Magic 8 (currently) + Spellcasting (detection) 5 + Edge 8 = 21 dice (exploding 6s) ==> 16 HITS!! OK... that should be good for the "Critical Success" embellishment option! Ooops! Forgot the -2 for the noise, so cutting off the last two dice removes 3 hits ==> 13 hits, still a good roll. DV of the Mindnet (extended) is INT(7/2) + 5 = 8S. Ohhhh.... and add 1DV for the background count (Thank Buddha for that Resist Background Power!) = 9S. Shit. Ahh! But reduce that by 4 because of the Absorption = 5S. Resist Drain: WIL 7 + INT 8 + Centering 4 = 19 dice ==> 6 HITS Drain resisted. I'll post IC later. |
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Mar 11 2011, 09:29 PM
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#144
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
Le gasp, I'm still alive!
Casting F6 Increase Body before going through the ward: Spellcasting Magic 6 + Spellcasting 6 + Power Focus 4 = 16d6 = 3 hits Resisting drain: Will 6 + Cha 12 + Centering 4 = 22d6 = 8 hits, drain resisted Getting past the ward, after deactivating the spear focus so the sustained spell can be Masked: Magic 9 + Intuition 9 + Initiation grade 4 = 22d6 = 7 hits Lovely. Using Edge to reroll failures, but oh look, I got a 1 on my Bad Luck roll. Which I'm guessing means I get to reroll all successes. Fantastic! 7d6 = 2 hits So the ward gets 7 net hits. Resisting 23 Stun damage: Body 2 [5] = 5d6 = 0 hits That puts Fearghas at 1 box into Physical Damage Overflow, and he is currently unconscious and dying. With his Increase Body now gone due to being unconscious, Fearghas will be dead in 12 seconds (at 00:00:33) unless treated. EDIT: Sorry, I forgot about the platelet factories. So he isn't in damage overflow, but he's still unconscious. I guess that's a little better. ... After a week as incredibly stressful and exhausting as this one was, these aren't exactly the kind of 'welcome back' rolls I was hoping for. [/gross understatement] I'll go add in my changed mysad version now. |
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Mar 11 2011, 09:48 PM
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#145
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
Can Ambrose do something about that? (IMG:style_emoticons/default/smile.gif)
Lets say: Logic(7)+FirstAid(3)+PuSHeD(1)=11d6 to treat the stun damage. Follow that up with: Summoning a Spirit of Man to Heal Fearghas? Unless Mandala is good at healing (IMG:style_emoticons/default/smile.gif) Also He has Guard up on all of us? How does that Interact with Bad Luck? |
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Mar 11 2011, 10:09 PM
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#146
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Guard means you don't get glitches. It also prevents accidents, both natural and unnatural from happening. I don't know how that interacts with "The character is cursed...". This one is up to Seth.
Mandala can Heal, he can also add his Force dice (8 in the current environment) to someone else's Heal spell, which may be the better route at this time. |
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Mar 11 2011, 10:13 PM
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#147
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Sephiroth, Mandala could have added his Force dice to your Increase BOD spell, as that happened in the reactor during a round when Mandala was waiting for others to get out. That could have made your BOD higher, and hence physical damage boxes more numerous.
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Mar 11 2011, 10:15 PM
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#148
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Old Man of the North Group: Dumpshocked Posts: 10,090 Joined: 14-August 03 From: Just north of the Centre of the Universe Member No.: 5,463 |
Mandala is really good at helping others. Anytime you do something, particularly magical, think about him. He won't be the heaviest hitter in combat, so make use of him when you can.
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Mar 11 2011, 10:17 PM
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#149
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
I will try not to forget that again in the future. (IMG:style_emoticons/default/frown.gif)
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Mar 11 2011, 10:35 PM
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#150
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
@sabs
QUOTE Actually Seth, before we do that. I have a question. Isn't the first roll an Aura Masking Roll? Would he not know he failed it before trying to walk through the super-death ward of doom that would alert snake-head we are here? Sadly he gets smacked QUOTE Also He has Guard up on all of us? How does that Interact with Bad Luck? Guard stops glitches. @Sephiroth Glad you are back Sephiroth. Hope the exams went ok. I had done the stats and thought people with be ok (especially if they spent edge). I didn't recon on "bad luck" (IMG:style_emoticons/default/ork.gif) You can always have another go...you can have one go per complex action. If you mask your aura your extended masking covers your foci and spells as well, so you can have another 4 die on your reroll. @Mandala Can I get a "force" roll from you? @Everyone By the way there is a rating 6 medikit hanging on the wall near the door. |
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