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> OOC- Shadow's Dawn: Diving into the past
sabs
post May 31 2011, 04:06 PM
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IP 1, levitate on one of the unconcious troopers.
Levitate force 7
Magic(6)+Spellcasting(4)+BC(2)+Spellcastingfoci(2)=14d6, 4 1 3 4 5 1 5 6 5 1 3 6 4 5 (6) hits.
I can move 200KG/net hit (IMG:style_emoticons/default/smile.gif) muahahaha.
The body moves at 7xnethits meters per turn.

What I'm doing with him is putting him in between Fearghas and the minigun as partial cover.

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Sephiroth
post May 31 2011, 04:09 PM
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QUOTE (Seth @ May 31 2011, 10:50 AM) *
I'm sorry to spoil a good plan, but infortunately as I said above, most grenades are stored with the fuses away from the explosive. This is prevent exactly the sort of incident that you want to cause. This would be even more true in shadowrun were hackers are so effective.

But I was going to throw an exploding shelf at him... (IMG:style_emoticons/default/frown.gif)

@sabs: Clever, I like it. Levitate is a physical spell, though. Does that tacnet let you materialize?
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sabs
post May 31 2011, 04:13 PM
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Oh you're right. And they're not dual natured are they. Damn, forgot about that.

I could try to levitate Major What's his bucket. But that's probably out of my bushleague (IMG:style_emoticons/default/smile.gif)

Seth, who all is dual natured in this room?
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pbangarth
post May 31 2011, 04:30 PM
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QUOTE (Seth @ May 31 2011, 10:15 AM) *
@Mandala
"Who...coming...Grr" Sanguine stops his feeding and races out into the corridor. I'm guessing you are not watching (if you can see Spirit Bane, then he can see you)

The bullets bounce off you in a very satisfying way.

Are you doing anything with the control circuitry? You have a few seconds before Spirit Bane gets here (unless he is slowed down by Sanguine)

Go Sanguine! You Rock!

Yes, I specifically went under the corridor to avoid Spirit Bane seeing me.

I placed a block in front of the door and then pressed the "Wake" button. I worry if I do anything funny to the circuitry, it might hurt Angel rather than wake her. Once Mandala thinks the "Wake" function has worked, he may do something. But of course, there may be a slight distraction by that time.

I think I'm ahead of everybody else in the timeline. Should I wait?

My attention to the thread is spotty, sorry. I've got construction and painting in the house to supervise, I have three jobs on the go and the British visitors all show up today. It's a little hectic here. The only thing not getting done is sleep.

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Seth
post May 31 2011, 06:08 PM
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@Aria
The major and the spirits are valid targets. None of the troops appear to be dual natured.

@Mandala
I'm not too worried I think you might be a couple of seconds ahead of the others, but I am just going to fudge over it. Thanks for paying attention!

@Fearghas
I hear your argument about spells, but for this combat I'll stick with instant spells being affected.

The Majors surprise roll was not very impressive, so indeed he falls over. http://invisiblecastle.com/roller/view/3050451/, as do his troops.

You will get initiative for IP2 so...go do your thing.



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sabs
post May 31 2011, 06:15 PM
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How come you keep confusing me and Aria (IMG:style_emoticons/default/smile.gif)

That being said:

Well, if the spirits and the Major are the only choices. I think it's time to see if we can't smack a Major.

so
Mana Bolt, Force 9.
Magic(6)+Spellcasting(4)+BC(2)+Spellcastingfoci(2)=14d6, 4 1 3 4 5 1 5 6 5 1 3 6 4 5 (6) hits.
Targetting Major OverAchiever.

Drain Roll:
15d6 : 3 6 3 2 5 5 4 2 1 5 6 5 6 3 (7) hits. Since the Spell Drain is Force/2+net hits. The spell is 5, long as I don't get more than 2 net hits I should fully resist all the drain.

The damage will be DV of 9 + net hits . (This is on the same IP as Fearghas doing his big blat spell)
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Alyena
post May 31 2011, 06:34 PM
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Not sure if 4 successes will be enough for my spirit to get the master sergeant, will have to see. In the mean time Alyena is going to try a Slaughter Spirit on the Major's friends in IP2

Magic (9) + Spell casting (4) + Focus (4) = 17 dice on Force 11 (gulp) spell

5 successes

Resist drain: willpower + charisma = 12 dice

5 successes! (phew, only 1 pt damage)



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Seth
post May 31 2011, 06:37 PM
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@Sabs
QUOTE
How come you keep confusing me and Aria

Sorry: I am not used to this play by forum, and I struggle with presenting information clearly.

Base force is 5, successes are 6
Major OverAcheiver is now soaking your spell
Body 13, Countermagic 6, no armour. 4 successes
I am renaming him as Major LotsOfPotentialButNotActuallyVeryGood.

He takes 4 points of physical damage, and 1 pt of stun as his platelet factories and Trauma Damper kick in. The Pain Editor means...ha ha...didn't feel a thing.
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Seth
post May 31 2011, 06:45 PM
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@Alyena
The spirit (just) Bounced off the master sergeant. It will carry on attacking him though: the sergeant is dual natured, so it will engage him with spells

The spell was quite hideous
The rank and file are all blasted back by the spell, and I will treat them all as combat kills (they have more minus's than they have die...) http://invisiblecastle.com/roller/view/3050546/
The bigger spirits are not much better http://invisiblecastle.com/roller/view/3050548/ they are blasted back and in significant pain. They take one look at you and charge!

In IP 2 after your spell they charge you: 1 and 3 success in astral combat (I forget to reduce the pain die in this roll http://invisiblecastle.com/roller/view/3050557/ )

I suspect you won't be attacking the major in IP3 now!
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Big Fella
post May 31 2011, 06:51 PM
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This die rolls are for attacking the master sergeant:

6 successes
Base damage 11

Muhaha
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Seth
post May 31 2011, 06:56 PM
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@General
The shock and awe tactics on both side have worked very well. I think most of us are on IP 2. I think Edana (Angel), Bjeorn, Ryl and Fearghas still have to post. I wouldn't mind pausing until Thursday, or until they post.


@Bjeorn
The master sergeant's dodge
Wow he dodges! Go sergeant Go! : 6 sucesses.
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Alyena
post May 31 2011, 07:04 PM
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Drat and double drat on the possessing, or not, of the master sergeant. Ah well, the spirit will just carry on the attack and help Bjorn to rend him limb from limb!

Alyena will Astral Parry then cast a second Slaughter Spirit on the big guys that are coming her way.

Parry is Intuition (4) + Astral Combat (6) = 10 dice

Only 1 success but that's enough!

2nd Parry

Again only 1 success (IMG:style_emoticons/default/frown.gif) this time not enough

Soak dice of 6

3 successes




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pbangarth
post May 31 2011, 08:58 PM
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QUOTE (Seth @ May 31 2011, 01:56 PM) *
@General
The shock and awe tactics on both side have worked very well. I think most of us are on IP 2. I think Edana (Angel), Bjeorn, Ryl and Fearghas still have to post. I wouldn't mind pausing until Thursday, or until they post.
OK.
QUOTE
@Bjeorn
The master sergeant's dodge
Wow he dodges! Go sergeant Go! : 6 sucesses.
It feels good once in a while, when an NPC comes through for the GM, doesn't it?
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pbangarth
post May 31 2011, 09:01 PM
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QUOTE (Seth @ May 31 2011, 01:16 PM) *
[00:01:10 Jun 2070 - Room 12 - Aztec Pyramid]
[Background: Golden Beauty 4]
[Resonance 2]

<<Angel wakes. Sleepily she looks around. MR CHIPS is there as ever. "It has begun. ZERO's plan is underway. GREMLIN is attacking on the world of atoms, and SPIKE will be attacking on the real world. We need you now. Remember your training, only this time do not hold back. Unlike the training exercises, we must hide nothing. The Major (Angel winces...she remembers the Major from training exercises...unpleasant exercises) is attacking our rescuers on the world of atoms, and without your help our rescuers will be slain. "

"ZERO cannot help you as he is dealing with the Surface to Air Missiles in the world of atoms."

"There is little time to spare...you must go now">>
Hmmm.... this sounds like my cue to step aside... quickly.
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Edana
post Jun 1 2011, 03:38 AM
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Well, it's not like a girl in a deprivation tank is going to do anything physical (IMG:style_emoticons/default/wink.gif) .

Anyhow, rolls:

Initiative: 24, 5IP
An inglorious beginning: 2 Hits compiling vs. R7 Paladin Sprite's 3 Hits
Edge to reroll the 13 failures: 6 more hits - Much better, net result is 5 tasks owed. (First task = guard me)
Fading 6S: 4 Hits - Net is 2S taken

That's one round's worth, as compiling is a complex. If MR CHIPS has the major's access ID, I'll work on hacking there next pass, otherwise I may have to resort to some other way of getting it, since scanning will likely take too long.

Notes
[ Spoiler ]
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Seth
post Jun 1 2011, 07:34 AM
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MR CHIPS and ZERO are too afraid of the Major to hack him. They can take you to the node that you are in, and you could hack on the fly from there, or you could engage in cybercombat immediately.

Mind you with Major LotsOfPotentialButNotActuallyVeryGood's current performance, the fight will be over before you get there
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Aria
post Jun 1 2011, 08:18 AM
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Well I'll going for hack-on-the-fly for the Major's comm in IP1 (or are we one 2 now?!?). Will use 1 edge for the first roll which may get complicated for the extended roll (IMG:style_emoticons/default/nyahnyah.gif)

22D =
IP1 6 hits
IP2 6 hits
IP3 7 hits so in with admin account

(Should have used edge to reroll, ah well (IMG:style_emoticons/default/nyahnyah.gif) )

Matrix perception 17D = 10, 3, 6, 2, 7 so nice and variable

Matrix stealth (+ teamwork bonus, 26D) = 6, 5, 6, 12, 8

Edge 2/3


Note: With Seth's kind permission I'm doing a minor respec which I should have ready later today...

EDIT: Numpty that I am I forgot to add edge D to the exploit roll so can we pretend I didn't use it?

EDIT2: Ryl v2 is up and running. I've got a few more nuyen to throw around - I'm considering getting another agent but I'm a bit confused about the processor limits etc...do you add them + their programs to the amount you can run on your commlink (or just them?!?). I hope I've got the cluster node thing correct too?!?

Ryl:Immortal Adept Hacker

This post has been edited by Aria: Jun 1 2011, 01:34 PM
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sabs
post Jun 1 2011, 12:59 PM
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its them+their programs (IMG:style_emoticons/default/smile.gif)

AND you cannot have 2 versions of the same program running. So you exploit, and the agents exploit cannot be a copy of each other, but must be different programs.

Still no EW skill? Pout (IMG:style_emoticons/default/smile.gif)

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Aria
post Jun 1 2011, 01:27 PM
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I got EW 4 + adept skill 2!!!

I can run the agent with attack and analyze then, and get duplicates for myself, mini IC for my commlink

With a clustered commlink I should be able to run 2 agents+progs plus my own progs for only 1 response decrease (and that is boosted throught the roof anyway!)

Hmmm...something screwy with cut and paste, will try again!

EDIT: link should work now (IMG:style_emoticons/default/nyahnyah.gif)

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Edana
post Jun 1 2011, 01:29 PM
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QUOTE (Seth @ Jun 1 2011, 02:34 AM) *
MR CHIPS and ZERO are too afraid of the Major to hack him. They can take you to the node that you are in, and you could hack on the fly from there, or you could engage in cybercombat immediately.

Mind you with Major LotsOfPotentialButNotActuallyVeryGood's current performance, the fight will be over before you get there


Not sure I understand the "They can take you to the node that you are in, and you could hack on the fly from there, or you could engage in cybercombat immediately." bit? That sounds basically like having his access ID if I'm reading it correctly. You don't have to actually hack someone to get the ID, it just needs a scan or some other method of finding them. Mostly I need to know if I have to spend the passes to scan for it (and Angel's not especially good at EW), or if I can hack straightaway.

And yeah, it'll probably be pointless to join in, but as far as Angel's aware, it's important (IMG:style_emoticons/default/nyahnyah.gif) .
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pbangarth
post Jun 1 2011, 02:53 PM
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Mandala views Angel's aura as she awakens:

INT 8 + Assensing (Aura) 4 + looking specific 3 - BC (4-1) 3 = 12 dice ==>4 HITS
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Sephiroth
post Jun 1 2011, 06:11 PM
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Would any of us recognize this Angel person as a fellow immortal? And does she have a posted character sheet...??

@pbangarth- don't forget about astral visibility modifiers. It seems like Room 12 is devoid of any living traffic besides Angel, and it also seems like it'd be a sterile room, so that's a +3 or +4 for you right there probably.
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Edana
post Jun 1 2011, 07:03 PM
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Heh, I knew I forgot something when I was posting last night. I'll have to wait to put up my sheet until I get home tonight, since I have the working file at home. (If you've got a specific question on stats, I can make a stab at remembering it before then if you want.)

I'd tend to agree on visibility though, you might lose a die or two to astral shadows (glass/water/random drones), since sensory deprivation tank would be kind of like an aquarium with drones to make sure that none of the medical apparatus (food, breathing, etc) touches the person inside. But you should probably have at least 2 more dice, and probably 3.

Regardless, looking at the assensing table with 4 hits: Healthy, happy/scared/slightly tired, not awakened, 5.0 essence, no non-delta implants. (If you gain a hit from visibility modifiers, you can add a piece of delta headware and some genetic treatments, plus being a Technomancer to the list.)

Seth can add to that if there's anything I missed, and he'll have to answer the immortal question, since I don't know on that (IMG:style_emoticons/default/wink.gif) .
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pbangarth
post Jun 2 2011, 02:40 AM
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QUOTE (Sephiroth @ Jun 1 2011, 02:11 PM) *
Would any of us recognize this Angel person as a fellow immortal? And does she have a posted character sheet...??

@pbangarth- don't forget about astral visibility modifiers. It seems like Room 12 is devoid of any living traffic besides Angel, and it also seems like it'd be a sterile room, so that's a +3 or +4 for you right there probably.

Well, I assumed somebody would be in on some kind of schedule to check on the machinery and Angel. If Seth throws in some extra dice, I can belatedly figure out the rest.
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Sephiroth
post Jun 2 2011, 03:58 AM
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QUOTE (Seth @ May 31 2011, 01:56 PM) *
@General
The shock and awe tactics on both side have worked very well. I think most of us are on IP 2. I think Edana (Angel), Bjeorn, Ryl and Fearghas still have to post. I wouldn't mind pausing until Thursday, or until they post.

Thanks. Fearghas is indeed on IP 2. I was thinking of continuing the suicidal craziness by taking this opportunity to engage the Major in melee combat, when he's prone, but now I think it'd be a teeny bit safer to do one more ranged attack first. So I'm going to throw the forklift at him. (IMG:style_emoticons/default/wobble.gif)

Overcasting Force 11 Levitate (still Centering):
Magic 6 + Spellcasting 6 + Power focus 4 - wound modifier 1 = 15d6 =


I got 7 hits, but I actually just found kg weights for the lightest usual model of forklift... which is ~700 kg. Which would take up 4 hits all by itself. Which would put the speed at 33m/ turn. Fearghas can probably [sprint as fast as that. That's not going to be effective...

What is on the shelves around Fearghas, other than some boxes of grenades?

(random idea) there wouldn't happen to be any missiles or rocket launchers, would there? or gauss cannons? or thermite burning bars, armor, shields, EX or EX-EX rounds, flamethrowers, lasers, HERF guns, stuff I don't know about from WAR!, anything like that?
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