OOC- Shadow's Dawn: Diving into the past |
OOC- Shadow's Dawn: Diving into the past |
Mar 25 2011, 04:49 PM
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#251
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
I had not seen your post about what was going on and the surprise, etc, before I posted. So lets just pretend I didn't make that post: so scratch everything I did before and I'll do this in order:
so first: Surprise Test (this will be bad) Reaction(3)+Intuition(3) - 2 maintaining spell 4d6: 6 6 2 1 (2) hits Initiative: 4d6: 6 5 4 3 (2) hits 8 Initiative Dodge 1: Reaction(3)+Edge(notdoing it)+Combat Sense(5)+ Athletics (1) -2: 7d6: 1 3 2 6 4 1 4(1) hits Dodge 2: 7d6: 3 6 4 3 1 5 4(2) hits I figured while I wasn't surprised, they probably go faster than me so I'll need to dodge boost. I react, I move to go through the ward, and since dropping concentration spells is a free action I'll do it as I dive through the door to get out of the way. I used Athletics, to do a full dodge, so that eats up my 1 IP. |
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Mar 25 2011, 09:50 PM
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#252
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
@pbangarth
As far as the good Captain not thinking you were warder (just so that you know I wasn't been a meanie) You were a spirit. Warder is a mystic adept, and cannot astral project. Your aura's were the same, so thats just wierd...so the good sweet captain decided to turn you into chop suey. Your assensing tells you that Captain Zeia is a mystical adept too, and three spells maintained, one by concentration, and two by foci.She seems to have a guardian spirit that is bound to a necklace around her neck. That spirit is providing countermagic for her and her troops, and is powering the movement ability on her. It is a rank 7 spirit you think. As far as the interception vs a spirit goes: the good captain is a were tiger. That has plus's and minus's (actually mostly plus's) but one of the features of a were tiger is that she is dual natured. However since you used your edge and surprised her, she doesn't get to intercept you Your threat assessment tells you that Captain Zeia is the annoying type of mystical adept that is very fast, leaps and bounds and cuts things into dog meat. Very dodgy but probably a glass cannon. You can have a go mana bolting if you want, but if you are in line of sight of her, you are within her movement range, and she will probably get to leap at you. Can you clarify for me where you are (referencing the map). Are you anywhere in line of sight of Captain Zeia? Round 12 initiative for Captain Zeia is 17. The good Captain has 4IPs. The Captain now has a difficult choice...free spirit...dwarven mage...free spirit...dwarven mage...thats probably why she is going after you...Let me know what you are doing in round 12 and I'll post what she's doing. In any event the guards will be following Marduk into Warder's area.The guards have 2 IP (from their aura's you think they are dosing up on drugs) and go on 12. @Marduk I'm fully happy with you doing that...its much harder in a pbp to maintain Situational Awareness. Thats why I keep posting maps and summaries, and even with those it's still hard. Alyena was beating me around the head about this problem, this morning. You gained information about Warder's countermagic, but actually he is also countermagicing Alyena's bolts, so you still gain that. |
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Mar 26 2011, 01:21 AM
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#253
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
Thank you. I will have him do that during round 9 then, and have him cast the rest of his spells during his 4 IP of round 10. First though, he will take a dose of the Psyche that he smuggled into the prison. (IMG:style_emoticons/default/ork.gif) The Increased Reflexes is F6.
F6 Increase Body: 15d6 = YES 7 hits, capped at 6. Drain: 22d6 = 3 hits. Luckily the drain on Increase [Attribute] is pretty low, so the 1 point of drain from the F6 spell is resisted. This one will go into one of his sustaining foci. F6 Increase Reaction: 15d6 = 4 hits Drain: 22d6 = 8 hits (IMG:style_emoticons/default/cool.gif) Finally, a F5 Physical Camouflage: 7 hits Drain: 5 hits, no drain taken. Now, for round 12, Fearghas shall fly up the stairs near the ceiling, going at (F9 reduced to F5, times net hits reduced to 4 = ) 36 m/turn. Not as fast as he usually is, which is faster than Arren, but still faster than his running speed (IMG:style_emoticons/default/wink.gif) . He shall then attempt to surprise attack Zeia's guards from the air. Surprise: Reaction 2 [4, from reduced Increased Reaction] + Intuition 5 [6 from reduced Increased Intuition] = 10d6 = 4 hits Initiative: 10d6 = 4 hits = Initiative 14 Attack rolls: Guard 1: Agility 5 [7] + Blades (Spears) 6 + Weapon Focus 4 + Charging 2 + Superior Position 2= 21d6 = 7 hits + the reach bonus that I forgot = 8 total hits Guard 2: Agility 5 [7] + Blades (Spears) 6 + Weapon Focus 4 + Superior Position 2 + Reach Bonus 2 = 21d6 = 4 hits Damage is 3P + net hits, so I think it's 11P and 7P. I'd do more, but the background count has crippled every last one of Fearghas's spells, including Increased Reflexes. :/ |
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Mar 26 2011, 04:28 AM
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#254
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
And speaking of the BGC...
@sabs and Alyena: it looks like maybe you guys are forgetting the effect of the background count on both your spells, foci, and Magic. Not only does the BGC reduce your Magic by its rating, it also reduces foci by its rating (including your power focus, Alyena). Moreover, it raises the Force of your spells for the purposes of drain resistance, and I think it also greatly hinders Alyena's counterspelling. |
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Mar 26 2011, 04:34 AM
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#255
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
Its possible, I rarely play spell casters. Luckily my spellcasting action never happened.
So 4 aztec, would negate my focus, make my magic rating a 2/5 and add 4 to all drain values" or add 4 to the force? |
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Mar 26 2011, 05:08 AM
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#256
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
Its possible, I rarely play spell casters. Luckily my spellcasting action never happened. So 4 aztec, would negate my focus, make my magic rating a 2/5 and add 4 to all drain values" or add 4 to the force? It adds 4 to the Force for the purposes of calculating how much drain you have to resist. For sustained spells, it will also reduce their Force by its rating as well. This is why background counts are so good at keeping mages from being as overpowered as they usually are. |
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Mar 26 2011, 11:42 AM
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#257
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
ah that makes my combat sense at force 2, and with the sustain penalty, its like its not there.
Yeah, so I'm basically useless. |
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Mar 26 2011, 11:42 AM
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#258
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
Dupe post
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Mar 26 2011, 01:46 PM
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#259
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
@Aria There is good news and bad news. The good news is that the tacnet collapses (Marduk is glad that those guards didn't have another 4 die) The bad news is that you have a visitor Current position as I understand it at the start of round 11 General: The system is on alert status Camera room: You are subscribed to the camera room, so that you can keep an eye on the cameras. The dogs in there are snarling, the guard is looking seriously worried, and he has whipped out a mean looking spear embedded with shards of volcanic glass. The dogs will start attacking the guard this round Tacnet room: The initial entrance guard has come in, with his black IC. His IC will start attacking him this round too. He's actively looking for you as well, although he may be distracted real soon. Can I get the following rolls from you:
A smooth looking gentleman in a bizness suit teleports into the node. Red Shirt. Black suit. Black shades. Power dressing. No apparent weapons. He's Jonathan. Another leaf flys into your hand PLEASE DON'T HURT HIM. HE'S NICE Jonathans matrix perception (he's using his 2 free actions from multitasking to observe in detail) 5 and 7 successes. Jonathans initiative, he goes on 17 The fight between the guards and the black IC was short and brutal. This IC is pretty mean. The IC seems to be ignoring Jonathan and yourself (a result of your stealth, and his coolness you think) The guards go on the same initiative as does the IC @general Can I get each of you to write up the IC posts?
IC post to come... |
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Mar 26 2011, 07:16 PM
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#260
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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 |
@pbangarth As far as the good Captain not thinking you were warder (just so that you know I wasn't been a meanie) You were a spirit. Warder is a mystic adept, and cannot astral project. Your aura's were the same, so thats just wierd...so the good sweet captain decided to turn you into chop suey. No meanie, just want to work on Mandala's disguise ability. Possibly I could have figured the Captain and the problem with copying Warder in the astral out if I had re-read the NPC descriptions we were given. My bad. QUOTE Your assensing tells you that Captain Zeia is a mystical adept too, and three spells maintained, one by concentration, and two by foci.She seems to have a guardian spirit that is bound to a necklace around her neck. That spirit is providing countermagic for her and her troops, and is powering the movement ability on her. It is a rank 7 spirit you think. Is this spirit present in the necklace?QUOTE As far as the interception vs a spirit goes: the good captain is a were tiger. That has plus's and minus's (actually mostly plus's) but one of the features of a were tiger is that she is dual natured. However since you used your edge and surprised her, she doesn't get to intercept you Well, Zeia for all her speed and abilities still suffers from some of the drawbacks of being tied to the physical plane. Mandala, a being of pure spirit has had millennia to understand those limitations. Your threat assessment tells you that Captain Zeia is the annoying type of mystical adept that is very fast, leaps and bounds and cuts things into dog meat. Very dodgy but probably a glass cannon. You can have a go mana bolting if you want, but if you are in line of sight of her, you are within her movement range, and she will probably get to leap at you. Can you clarify for me where you are (referencing the map). Are you anywhere in line of sight of Captain Zeia? Round 12 initiative for Captain Zeia is 17. The good Captain has 4IPs. The Captain now has a difficult choice...free spirit...dwarven mage...free spirit...dwarven mage...thats probably why she is going after you...Let me know what you are doing in round 12 and I'll post what she's doing. He streaked up through the stairs and into the hallway where Zeia's group is. His streak ended at the top (north?) of the circle you drew on the map indicating their position... between the group and Arren, but astral. Zeia is one of the major NPCs defending this pyramid, and expending some time and resources to neutralize her is worth it. (As long as I don't let Arren bleed out while I do it!) If Mandala doesn't do something about her, someone else will have to, and I think Mandala has a good shot given his high Initiative and appropriate magic. Zeia has magic protection from the counterspelling spirit, but she is likely still much weaker against magic spells than in melee combat, so that is how Mandala will engage her. I suspect if I get her quickly before she commands her pet spirit, it will not be a big problem. He will use the terrain to his advantage. All he needs to astrally enspell her is to have line of sight. He will move a short distance to be mostly in the wall and only exposed to the degree he needs to still perceive her astrally. That should give him a major cover bonus, as her sword cannot penetrate the pyramid wall. Were she fully astral and bringing here astral sword with her, it would be a different matter. So, in round 12, from the protected position of high up in a corner between wall and ceiling, only minutely exposed, Mandala will cast a manabolt in the first IP. Later IP actions depend on the results of IP #1. Manabolt at Captain Zeia: Force 11 Manabolt:Magic 6 (9 - 3 for background count) + Spellcasting 3 + Edge 8 (leaving Mandala with 4 more uses I believe) - 2 for sustaining Mindnet = 15 dice with exploding 6s ==> 6 HITS ... hmmpphh. Base DV 11S plus up to 6S more. Drain (11 + 3 {background count}/2) -1 = 6P (Damn! If I had thought this out ahead of time, I would have gone for the full Force 12. Sucks to be me.) Drain Resistance WIL 7 + CHA 8 + Centering 4 = 19 dice ==> 6 HITS No Drain! |
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Mar 26 2011, 11:12 PM
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#261
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Sorry I was slow responding, its been a hectic few days at work. Today I was in a "hack the government day" (not crack the government) which was quite amusing. Very shadowrunny in some ways. We had one group of people make an app called iSteal, which plotted the best places in the UK to perform certain crimes based on capture rate, and police response times! I was more prosaic and just made a google maps based app that showed you recent crimes in your area. Very intense and draining!
@sephiroth QUOTE I think it also greatly hinders Alyena's counterspelling. I don't think it impacts counterspelling: basically it reduces your magic attribute. You are right about Alyena's attacks on the wall, but we spotted that earlier and corrected for it. The results are the same, after an astral attack and two spells, there is a hole in the wall which you have to be careful if you want to attack through, or you will get damaged. As far as you zapping the The guards blast you with 2 short narrow bursts. [s]for 4, 2 , 4 and 4 successes. Can I get you to write this up IC? @Pbangarth I hope the wedding and other family activities went well Captain Zeia's spirit is possessing the necklace (i.e. it is possession tradition, and the necklace is a prepared vessel) If you can see Captain Zeia, she can attack you. Your plan is a good one I think, so I'll give you 6 pts of cover advantage and 6 points of armour from hiding in the wall (I think that's me being very generous, but the plan is a good one), but basically if you can see her then she can hit the bit of you that seeing her (with her sharp swords). On IP pass two you go first and blast her. She decides to use one of those points of edge as well, and gets 6 hits also... Actually that spell nearly had her. As you rightly point out she is one of the key defenders, and there is a reason she is with the fast response group. As the spell comes blasting in, she ducks and weaves then charges you. No messing with twin attacks or anything, just a swing of the sword. Remember with cover you get a 6 point bonus on your defence. She has +1 reach on you, which she is using to reduce your defence...giving you a nett +5. Attack with Katana: thats a 10 success attack If that lands she is using a follow up attack (which is her IP 3 go: 8 successes) Base damage for the Katana is 7S (not P) you think she is trying to knock you out...not kill you. On IP 4 if you are still in range to be hit, and not knocked out, she will try and hit you again. Her heart seems to be really not in this fight 7 successes Can I get you to write this up IC? @Aria You are correct Jonathan has not seen you yet, but you suspect its ownly a matter of time. Just do me 10 stealth rolls (its as easy as doing 1) and that will let me work out what happens. Someone is now trying to reboot the node, but is having trouble doing so. You have a handful of actions if you want to do something, then the computer is going down. The initiative is unimportant now as he hasn't seen you. Matrix Perception: the figure you are seeing is a decoy. The real Jonathan is stealthing around, and you cannot see him. That makes it at least three stealthy things in here: You, Jonathan and ZERO. You see a leaf fly to the corner of the node, and spin in the air. JONATHAN, YOU KNOW YOU ARE FIGHTING FOR THE WRONG SIDE. YOUR DAUGHTER IS HERE<embeded 10Mps of file> AND THEY WILL NEVER LET YOU GO <embedded 1Mps of file>. HELP US AND THIS TEAM <embedded 1Mps of file> WILL START THE RUN TO FREE YOUR DAUGHTER Can I get you to write this up IC? I'll ask Alyena and Bjeorn to finish their round 11 & 12 posts tomorrow. |
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Mar 27 2011, 01:18 AM
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#262
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
As far as you zapping the You are the only target that the guards can see, and its very hard for most of them to do anything. They are trained for a situation like this it seems, and the two closest to you blast you will bullets, while the others pull back and start aiming (hoping to get an opportunity for a good shot, and not shoot their own colleagues). The guards blast you with 2 short narrow bursts. Weren't the guards surprised though? I got 4 hits on the surprise roll, and I thought I saw you say they only got 2. If they were surprised, shouldn't they not be able to dodge, and also not be able to shoot at me for the IP? Also, for their narrow burst rolls, did you remember the -1 modifier from Physical CHameleon? |
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Mar 27 2011, 07:52 AM
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#263
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE ah that makes my combat sense at force 2, and with the sustain penalty, its like its not there. Yeah, so I'm basically useless. Pyramids are famous for focusing magical energy. The background count gets worse as you go up it. Don't forget that I gave everyone a free respec token to be spent by the end of this month, that was to deal with issues in which you realise that your character is not as cool as you wanted. Cleansing and Filtering are extremely powerful metamagics for situations like this (and extremely wizardly). Alyena is currently trying to deal with Warder, but you could ask nicely for her to cleanse and you take over dealing with the wall (her current goal) There are basically 4 groups of targets:
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Mar 27 2011, 07:57 AM
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#264
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
QUOTE Weren't the guards surprised though? I got 4 hits on the surprise roll, and I thought I saw you say they only got 2. If they were surprised, shouldn't they not be able to dodge, and also not be able to shoot at me for the IP? Also, for their narrow burst rolls, did you remember the -1 modifier from Physical CHameleon? You are right on both counts: I have edited the last post to Lets assume that in fact both troops drop as "combat kills" and the two that shot you were the next two. The troops only get one IP this round (they were surprised, and effectively loose the first). I have just reread the combat rules about ranged weapons in melee, and realised that some of my rolling was not RAW so lets try that again: You are the only target that the guards can see, and its very hard for most of them to do anything. They are trained for a situation like this it seems. The , and the two closest to you blast you with bullets, while the others pull back and start aiming (hoping to get an opportunity for a good shot, and not shoot their own colleagues). |
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Mar 27 2011, 02:10 PM
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#265
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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 |
@Pbangarth I hope the wedding and other family activities went well Captain Zeia's spirit is possessing the necklace (i.e. it is possession tradition, and the necklace is a prepared vessel) If you can see Captain Zeia, she can attack you. Your plan is a good one I think, so I'll give you 6 pts of cover advantage and 6 points of armour from hiding in the wall (I think that's me being very generous, but the plan is a good one), but basically if you can see her then she can hit the bit of you that seeing her (with her sharp swords). On IP pass two you go first and blast her. I'm confused. (Nothing new, huh?) I thought that the precursor movement/surprise thing happened on round 11 and that Mandala's spell came on IP #1 of round 12, right after the Initiative roll for that round. If it didn't, what happened on IP #1? Could you check this, Seth, because I want to be sure I don't nuke Arren through inattention. Yes, I'll be happy to write up the exchange once it comes to a conclusion. |
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Mar 27 2011, 03:19 PM
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#266
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
@Pbangarth
QUOTE I'm confused. (Nothing new, huh?) I thought that the precursor movement/surprise thing happened on round 11 and that Mandala's spell came on IP #1 of round 12, right after the Initiative roll for that round. If it didn't, what happened on IP #1? I thought you were spending IP 1 moving, happy if the nuking takes place on 1. The attack from Zeia will be attacking you on IP 2, initiative 22. You go first by the narrowest of possible margins (you have higher edge). This means that you have shots at her with your spells, before she attacks you. Go do! @everyone As you now, I am new to the pbp GMing. I am struggling a bit with how to coordinate the combat rounds (which IP occurs when etc). Normally in table top I call "IP1" who does what...but I suspect in table top that will takes weeks per combat round. I'll carry on, but can I ask you all to include which IP you think things are happening in, in your OOC posts, so that we can be sure we are still in sync. Thanks! |
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Mar 27 2011, 03:39 PM
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#267
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
They get a very consistant 2, 2, 2 and 2 When defending remember that you are in melee so you are at -3 vs ranged. I thought that you got your melee defence vs ranged weapons when you are in melee, but I cannot find it, so I suspect its a house rule. That means that you are -3 to defend against the first, -4 the second and so on. If you think I'm wrong, just post the roll with what ever you think is correct. If they hit, its a narrow short burst with base damage 6P AP -2[/indent] Well... it would be nice to be able to parry their guns. I didn't find anywhere in the BBB that disallows it. Also, there is a point to be made for being alive since guns were created, and thus having quite a lot of time to learn how to counter guns in melee where normal characters wouldn't have the time to develop the techniques (because they'd die in the first try or two). Furthermore, with the -3 on top of the -1 wound modifier on top of the BGC severely affecting Fearghas's combat abilities, something tells me this is not going to be pretty. 2 [4] Reaction + 2 Running (levitating toward the stairs) - 3 Ranged attack in melee - 1 wound modifier = 2d6 = 1 hit 1d6 = critical glitch no more defense possible for the other two (IMG:style_emoticons/default/frown.gif) EDIT: Also, I noticed the guards' burst rolls are all the same number of dice. Do they have enough recoil compensation to counter the additional -1 from the second burst on top of the -2 burst recoil? I'm just checking. EDITEDIT: I seem to have forgotten about his Combat Sense. I also think it might be better to take an interrupt action and go on Full Defense, using Dodge + Reaction + Blades. So I will try doing that. 2 [4] Reaction + 3 Combat Sense + 1 Dodge + 6 Blades (Spears) + Running 2 - Wound modifier 1 - Defending against ranged attacks in melee 3 = 12d6 = 4 hits then a critical success, then 5 hits, then finally 3 hits. We're good now. (IMG:style_emoticons/default/cyber.gif) |
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Mar 27 2011, 04:46 PM
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#268
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
Yeah they have enough recoil compensation for 2 short bursts. I few thousand gets you a very nice gun. No long bursts for them though
I was worried when I read the first half of your first post: I thought you were better than that, and would have these turkeys under control! Pleased its sorted. |
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Mar 27 2011, 06:14 PM
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#269
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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 |
Good idea, Seth, to have us include round and IP in our OOC action posts. That should help. I think I'll institute that in my own games.
So I still need to do Mandala's defense against Zeia's attack in IP #1 before I go on to IP #2. From post #252 I see Zeia has Initiative 17. In post #266 she has Initiative 22. Does she have some cool power to increase that during the round!? Mandala round 12, IP #1 defense vs. the 10 hit attack: (it actually doesn't matter whether Zeia tries stun or physical damage, if either track is filled in Mandala is disrupted... this is a problem for Free Spirits): Astral Reaction 8 + cover 5 + Edge (gonna need it here!) 8 -2 maintaining Mindnet = 19 dice, exploding 6s ==> 8 HITS ... damn! OK, resist damage of DV 7+2 S=9S Astral BOD 7 + armor from wall 6 + Edge 8 (damn, gotta keep alive here) = 21 dice, exploding 6s ==> 4 HITS ... shit. It had to happen now, huh? Mandala takes 5S damage. round 12, IP #1 resist followup attack: Astral Reaction 8 + cover 5 + Edge (it's gonna run out!) 8 -2 for Mindnet -2 for damage = 17 dice exploding 6s ==> 5 HITS... well, he's a lover, not a fighter, I guess. Wait! It's only -1 for 5 boxes of damage! Here's a roll of 1 die: 1 HIT resist damage 9S: This is the turning point, people. That terrible roll above with only 4 hits has set Mandala up for a tough decision here. He's gotta stay present and alive for Arren and the mission. I spent Edge like a drunken sailor to no avail. Should I burn a point of Edge to guarantee survival? No, dammit! Mandala is a hero! He spends one of his last two points of Edge to get another 21 dice of exploding 6s: ==> 12 HITS ... YE.... oops. He only gets 18 dice for this roll. That takes off the last 3 dice of this roll, which had 2 hits, so Mandala still dodges it all! Round 12, IP #2: Big decision number 2: save the last point of Edge; run away to Arren, blast the damn Captain and neutralize her? Aw hell, what's life without risk? Free action, drop the Mindnet ~~ML~~ have to drop communications, in trouble here with a shapechanger ~~~~~ Force 12 Manabolt at Captain Zeia: Magic 6 + Spellcasting 3 + Edge (the last one of 8!) 8 - 1 damage = 16 dice, exploding 6s ==> 14 HITS Dodge this, bitch!!!!! Base DV 12S, plus up to 14S more. Resist Drain of (12+3/2) -1 = 6S drain resistance: WIL 7 + CHA 8 + Centering 4 = 19 dice ==> 5 HITS ... leaves 1S drain Mandala is now at 6S damage. |
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Mar 27 2011, 11:51 PM
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#270
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Running Target Group: Members Posts: 1,147 Joined: 2-May 10 Member No.: 18,539 |
Force 12 Manabolt at Captain Zeia: Magic 6 + Spellcasting 3 + Edge (the last one of 8!) 8 - 1 damage = 16 dice, exploding 6s ==> 14 HITS Dodge this, bitch!!!!! Base DV 12S, plus up to 14S more. (IMG:style_emoticons/default/eek.gif) Aaaaaaaaaaaaaaaaaaaaaaaaaaaaand you killed her. Not knocked unconscious, but full out killed her. (IMG:style_emoticons/default/rotfl.gif) |
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Mar 28 2011, 12:23 AM
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#271
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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 |
Not necessarily. She's tough and has magical help.
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Mar 28 2011, 12:45 AM
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#272
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Prime Runner Group: Members Posts: 3,996 Joined: 1-June 10 Member No.: 18,649 |
I'll see if I can find sometime to relook at the charcter, but I like most of what he does. He's just not really able to counter a 4 background count. Which, is an incredibly huge level of background count. I'm not sure I would change much aof anything, but i'll play with the numbers, see if I can make something slightly better.
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Mar 28 2011, 12:48 AM
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#273
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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 |
Background count of this level may not be typical of the runs this team gets. We are after all penetrating a structure designed to focus magical energy. That having been said, I sure am glad of that cookie Seth tossed me, the Resist Background (1) power.
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Mar 28 2011, 07:28 AM
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#274
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Neophyte Runner Group: Members Posts: 2,248 Joined: 14-October 10 Member No.: 19,113 |
@Pbangarth
She resists that hideous mana bolt for 9 successes. So you got 14, she got 9. Nett 5 (critical success in a very stressful situation, so you can have an edge back). Total damage is 17. She goes down big time, knocked across the room and collapses onto the floor. Well done...I though she had your number. By the way, while you are correct that normally you would be disrupted if your mental tract was filled, your link to your home plane is currently not available to you, so if you are disrupted you fall unconscious. @sabs I agree that 4 is a very high background count (you want to see what it's like in the temple itself though (IMG:style_emoticons/default/ork.gif) ). The problem with background count is that it hits your twice: once for your foci and maintained spells/spirits, and once for yourself. I suspect that through this run the background count may even get worse (it depends on choices you make). As pbangarth said though, background levels of this magnitude are unusual, and not representative of the normal "runs" you would do. Actually I don't see you as doing many runs: an academic like yourself has much more satisfying ways of passing the time. @everyone I hope I am up to date with answering questions and stuff. I will try and post a summary of these two rounds tonight. They have certainly been hectic, and demonstrated where I need to improve my record keeping! |
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Mar 28 2011, 12:34 PM
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#275
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Dragon Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 |
@Aria You are correct Jonathan has not seen you yet, but you suspect its ownly a matter of time. Just do me 10 stealth rolls (its as easy as doing 1) and that will let me work out what happens. Someone is now trying to reboot the node, but is having trouble doing so. You have a handful of actions if you want to do something, then the computer is going down. The initiative is unimportant now as he hasn't seen you. Matrix Perception: the figure you are seeing is a decoy. The real Jonathan is stealthing around, and you cannot see him. That makes it at least three stealthy things in here: You, Jonathan and ZERO. You see a leaf fly to the corner of the node, and spin in the air. JONATHAN, YOU KNOW YOU ARE FIGHTING FOR THE WRONG SIDE. YOUR DAUGHTER IS HERE<embeded 10Mps of file> AND THEY WILL NEVER LET YOU GO <embedded 1Mps of file>. HELP US AND THIS TEAM <embedded 1Mps of file> WILL START THE RUN TO FREE YOUR DAUGHTER Can I get you to write this up IC? I will confess to having lost track of which round and which IP we are in so I'll go with the flow...doesn't bother me too much at the moment (IMG:style_emoticons/default/smile.gif) I'm going to spend some of my puny edge now to try a matrix perception test to see where Jonathan and ZERO are: 18D Argh 4 mighty hits (IMG:style_emoticons/default/nyahnyah.gif) Would have been better off rerolling failures, ah well... My matrix stealth: 10,7,6,10,6,6,6,8,5,6 Just in case I can decrypt the leaf to get the data here's a check: 10D = 5 hits, better than my bloomin perception!!! |
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