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> OOC- Shadow's Dawn: Diving into the past
Seth
post Jun 30 2011, 08:34 PM
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@Edana
Just to summarise the end of the round. You dodged the Black IC's attack. His defence was not nearly as effective as the IC outside, and he is severely sparking at the end of IP 5

@Edana/Aria
Please roll initiatives for round 19. Edana, don't forget sustaining penalizes this.

When in round 19 note that this node is starting to show the signs of shutdown. You suspect you have 2 or 3 rounds before you get dumped from it.
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Edana
post Jun 30 2011, 08:54 PM
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I already rolled initiative for Round 19, link in previous post. I'm unclear on how the penalties actually interact with the final score. Do they just subtract dice, but not the base attribute? (In which case I'm at 20) Do they affect the final score only? (12) Do they affect the attribute itself, thus effectively counting twice? (10).

(I also rolled my next attack and defense in that post as well, since I'll be pretty surprised if I don't get attacked. If the IC ends up going before me, I'm probably going to be stuck in full defense until IP 4, since I'm not really willing to risk getting hit.)
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Seth
post Jul 1 2011, 06:51 AM
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@Edana
QUOTE
(I also rolled my next attack and defense in that post as well, since I'll be pretty surprised if I don't get attacked. If the IC ends up going before me, I'm probably going to be stuck in full defense until IP 4, since I'm not really willing to risk getting hit.)

I think I have already responded to this (see my last post), although I may be totally out of sync. I missed the initiative

I am unclear too about initiative and damage. I have always played it that it comes off your total (hence you are doubly effected). On reading the example given in the book, it was little clearer. The example was about being in the middle of a combat when you were damaged. In this case it won't effect the initiative order, so I won't worry about the answer

I'd like to know the RAW answer, and will use it when explained. I've raised a question in the main forum on this topic.

I'd like to fast track the Matrix combat, so here are my combat rolls for round 19. You get to go first, and if you hit Obediah at all he will go down.
IP 1: Obediah defends actually quite well given how wounded he is: 6 successes
Assuming he is still around he attacks: He is quite vicous! 6 successes Base damage 6P
IP 2: I am not expecting him to last this long but... 3 successes, and I suspect that will be the end of it.

@Aria
You have admin privileges in the Command and Control center of a cyber zombie. His Icon is offline. I've just reread the rules on rebooting. I thought it was a"D6 rounds and it reboots", but actually its "get enough successes and it will reboot instantly". So as a minor reality change, one of the agents is busily pressing the 'reboot now' buttons on one of the consoles.

@PBangarth
IP 2 attack from the Mischief of spirits. Swarm rating now 3. Astral combat mobbing isn't as successful as it might be: 2 successes Base damage 4
They try and resist your sleep spell...very poorly 1 success

You mostly clear the room.
The room is room is becoming full of unconscious spirit bodies...assensing penalties are kicking in: -2.
The good news is that very few more are coming in: there is no more space: In IP 3 the Mischief size will be 2.

@General
I think everyone but ghost/Lean'drea is now in round 19 and most people are well through it. Sephiroth/Fearghas is waking up (being attended to by a corpse that is dribbling brains over him) and will be active at the start of round 20. Sabs/Marduk is off holidaying for a few days, but has planned his next couple of rounds anyway.
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Alyena
post Jul 1 2011, 07:54 AM
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Alyena would like to get the blood ward down. She has all she needs in her pockets, unfortunately there is a horde of rage spirits between her body and the nearest pump. I would like to kill two birds with one stone, push some of these spirits up a level into the temple, to cause some havoc to the ritual, as well as clearing the way to the pump.

The temple has some form of warding, I think of the magical lodge type, could Mandala use Shatter Shield? I could then either mob mind or push them with a mana barrier. If they can possess I think it would be a good idea to keep them away from all the Major's (ex) minions down in the basement!

Any thoughts on this or other suggestions gratefully received (IMG:style_emoticons/default/smile.gif)
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Aria
post Jul 1 2011, 08:15 AM
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Ok, Seth, Rnd 18 IP4 arrive in C&C node and assess the situation...IP5 frag the agent trying to reboot (that can't be a good thing for us at this stage!)

Attack 20D - 4 for DoS = 7 hits (IMG:style_emoticons/default/ork.gif) Attack prog 6 -3 armour (does DoS come off attack power too?!?)

Initiative Rnd 19 = 13D (with that damn -4 and -1 response) = 18

Lemme know if that Agent is still around and I'll try and blast it some more. IC post to follow once I know what's going on (IMG:style_emoticons/default/smile.gif)
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Edana
post Jul 1 2011, 02:48 PM
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QUOTE (Seth @ Jul 1 2011, 01:51 AM) *
@Edana

I think I have already responded to this (see my last post), although I may be totally out of sync. I missed the initiative

I am unclear too about initiative and damage. I have always played it that it comes off your total (hence you are doubly effected). On reading the example given in the book, it was little clearer. The example was about being in the middle of a combat when you were damaged. In this case it won't effect the initiative order, so I won't worry about the answer

I'd like to know the RAW answer, and will use it when explained. I've raised a question in the main forum on this topic.

I'd like to fast track the Matrix combat, so here are my combat rolls for round 19. You get to go first, and if you hit Obediah at all he will go down.
IP 1: Obediah defends actually quite well given how wounded he is: 6 successes
Assuming he is still around he attacks: He is quite vicous! 6 successes Base damage 6P
IP 2: I am not expecting him to last this long but... 3 successes, and I suspect that will be the end of it.


I think you missed the defense roll for the IP 3 attack on Round 18 (here, 6 Hits).

Sequence to this point should be:

R18

IP 3: Move to current node, get attacked, full defense 6 hits dodges
IP 4: Full Defense, Obediah is out of actions
IP 5: Drop Stealth CF, Attack 5 Hits, Obediah defends with 3 hits, takes 13 damage minus soak

R19

IP 1 (Angel): Attack with 3 Hits, Obediah defends with 6 hits, no damage
IP 1 (Obediah): Attack with 6 hits, Angel defends with 10 hits (full defense), no damage
IP 2 (Angel): Full Defense from IP 1
IP 2 (Obediah): ??? Guessing it will attack, Angel defends with 7 Hits (full defense), ??? damage (guessing none)
IP 3 (Angel): Declare full defense
Ip 3 (Obediah): ??? guessing it will attack, Angel defends with 8 Hits (full defense, ??? damage (probably none)
IP 4 (Angel): Drop shield CF, Attack with 4 Hits, Obediah defends with ?? hits, 11+net hits damage (minus soak)
IP 4 (Obediah): Out of actions
IP 5 (Angel): Thread shield CF (buy 3 successes, no fading), remainder depends on whether Obediah is still around or not.

(It gets dragged out because Angel isn't really willing to get hit, and as I mentioned before, having more IPs virtually guarantees victory barring ridiculous luck. Assuming you use the 3 hits you rolled for defense on my next attack in IP 4, that's when the IC would be destroyed. If it does get destroyed, then on IP 5 I'm going to shut down the DDoS, otherwise I'll attack again.)

Damage modifiers affect Initiative Score, which is what you get from rolling initiative attribute and adding the successes to that attribute. So, if you have REA 4 + INT 4, your initiative attribute is 8, typical roll is 3 successes, so initiative score is 11, if you have 3 boxes of stun, you still have an attribute of 8, and still roll 8 dice, you just subtract 1 from the final result.. That part in the book is fairly explicit. However, there is no mention whatsoever of other dice penalties and how they affect initiative, which is why I'm uncertain on it. My gut reaction is that they are dice penalties, and only affect the number of dice you roll, not the attribute itself or the final score.
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pbangarth
post Jul 1 2011, 03:08 PM
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QUOTE (Alyena @ Jul 1 2011, 03:54 AM) *
Alyena would like to get the blood ward down. She has all she needs in her pockets, unfortunately there is a horde of rage spirits between her body and the nearest pump. I would like to kill two birds with one stone, push some of these spirits up a level into the temple, to cause some havoc to the ritual, as well as clearing the way to the pump.

The temple has some form of warding, I think of the magical lodge type, could Mandala use Shatter Shield? I could then either mob mind or push them with a mana barrier. If they can possess I think it would be a good idea to keep them away from all the Major's (ex) minions down in the basement!

Any thoughts on this or other suggestions gratefully received (IMG:style_emoticons/default/smile.gif)

I thought of the Shattershield. The forces outside seem to be trying something along that effect, and drop the barrier by around 40%, after which it raises to full again. Maybe if Mandala could coordinate his spell with the attack from outside, and then your stuff, we could get it down once and for all. Mandala is a bit stuck in room 12 with the flood of spirits and sorta hopes Angel will rise soon so he can go somewhere else.

He doesn't know exactly how to open her life support unit, though. Someone with some kind of biotech skill needs to do that.
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Seth
post Jul 2 2011, 08:34 AM
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@General
Had some fun GMing Earthdawn at this convention. Lots of fun ideas from the players about this game...mu ha ha. I'm at the convention until Monday. If I get a break (I hope not!) I'll prep up the summary for the start of round 20.

@Aria
QUOTE
Attack 20D - 4 for DoS = 7 hits Attack prog 6 -3 armour (does DoS come off attack power too?!?)

It doesn't come off attack power! this was a little rank 3 agent. It crumples into bits and bytes and de-materialises.
You are the master of all you survey! (Until the Major gets into his panic room without any wifi)

@Edana thanks for the detailed post. We are now back in sync.
Not a bad idea playing it safe with Black IC. This one has a particularly unpleasant attack (if you it ever manages to hit you), even if its not very capable.
He fails to hit you
Fails to dodge
And you crush him like a bug (he had very little matrix condition monitor left).

As far as initiative goes: the dumpshock forums were widely disagreeing on how you should play it. I suspected that I would get a slap in the face with a quoted page reference, but actually it appears to be an area that is poorly ruled. Your interpretation was one of the options I put forward. I think I will let the thread continue a bit and see if it comes to a consensus. For now roll it the way you suggested.
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pbangarth
post Jul 2 2011, 04:30 PM
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QUOTE (Seth @ Jul 1 2011, 02:51 AM) *
@PBangarth
IP 2 attack from the Mischief of spirits. Swarm rating now 3. Astral combat mobbing isn't as successful as it might be: 2 successes Base damage 4
They try and resist your sleep spell...very poorly 1 success

You mostly clear the room.
The room is room is becoming full of unconscious spirit bodies...assensing penalties are kicking in: -2.
The good news is that very few more are coming in: there is no more space: In IP 3 the Mischief size will be 2.


Mandala qua voltmeter hops around some more:

REA 4 + Dodge 1 = 5 dice ==> 4 HITS

Holy Cow! He's a hopping demon! Look at the little guy go! No damage.

In physical form Mandala only has 2 IP, so his actions are done, though it appears he may need to defend once more.
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Alyena
post Jul 4 2011, 07:38 AM
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QUOTE
The forces outside seem to be trying something along that effect, and drop the barrier by around 40%, after which it raises to full again.


Sorry Mandala I'm a little confused by this reply and think we're talking about 2 different things. I was meaning the magical lodge ward around the Temple floor, not the blood ward round the whole Pyramid. I think Alyena should fight her way to you, join up and lets try and force these rage spirits up into the temple to cause some havoc there. Perhaps letting them trash the pump room first though (IMG:style_emoticons/default/ork.gif)

Whatever we do will start with a mana barrier as I don't fancy being a midnight snack for these spirits!

4 successes

With edge another 4 successes

8 in total which will, hopefully, be enough to let me deal with any that come my way (IMG:style_emoticons/default/smile.gif)

Resist drain: 4 successes so 1 more stun.

Think I need my task spirit to work on me!
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Seth
post Jul 4 2011, 07:39 AM
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Status:
  • It is the start of round 20
  • The time is 00:01:24
  • Everyone has thrown on a flak jacket from the storeroom
  • Red lights are flashing, but there are no audible alarms
  • Aren is unconscious (and trapped in a dream with a horror)
  • Fearghas has just become conscious in the storeroom
  • Bjeorn has followed the Major to a panic room, and is now standing outside the panic rooms door
  • Ryl and Alyena's bodies are in Snake Head's room
  • Mandala and Angel's body are in Angel's room
  • Marduk's body, Ol' Scratch and Aren's body are in room 27a
  • Lean'drea is in a room full of dragon eggs



Magical background
  • The background count is zero in the reactor corridor, and most of the store room
  • Up the stairs and on the ground floor it is Aztech 4.
  • In Warder's room it is Aztech 2.
  • In Snake Head's room (above the store room) it is zero
  • In Angel's room it is Golden Beauty 4


Situation in room 27a
  • Ol'scratch is admiring the loot
  • Marduk has dropped the dagger and is considering what happened, and what to do about it
  • The Codex / Magical Tacnet is showing a cloud of red spreading from outside Angel's room


Situation in the basement
  • Fearghas wakes up to find one zombie who has been treating him with a medikit
  • GREMLIN's 2 remaining dobermans are climbing the stairs into the ground floor


Situation in the security room
  • Jonathan is still in his cocoon
  • The Major has just entered the Panic room
  • Bjeorn has just arrived


Situation outside Angel's room
  • There are a very large number of large and very angry rage spirits, manifesting and possessing everything that they can see.
  • The corridor is getting trashed
  • The odds of the blood pump surviving the rage spirits is very low...
  • The machine gunners, the cadarvermen, the drones, Spirit Bane's body, the conduiting in the wall...are all possessed.


Situation in Angel's room
  • All the spirits are radically reduced in size by the aura of Golden Beauty
  • Mandala has reduced the number of spirits in Angel's room, and very few more seem keen to come in
  • Much equipment has been damaged, and Angel's life support equipment is flashing red
  • Astrally speaking its crowded with the unconscious forms of small spirits.


Situation in the dragon egg room
  • Lean'drea has just entered


Matrix situation
  • The Major's icon has been crashed
  • The Major's defences have been trashed
  • Ryl is in the command and control center, the master of all she surveys
  • Angel has just finished dealing with the last defences
  • Ryl and Angel are under a denial of service attack, which has just increased to -6 as more nodes are now on line.
  • Ryl has revoked all the accounts in the internal matrix
  • Jonathan has provided access to the other networks: the air defence, the secondary security network, the external matrix and the temple system
  • There is no reason why you lot cannot communicate via commlink (except Mandala)


Mission goals
  • Goal: get to room 27a and stop anyone getting in it. Well you are in the treasure room, with more magical loot than you have seen before. No one is in here yet
  • Goal: kill Warder, to bring down the magical wards and allow the external forces to move in. Well he is dead, but the blood ward surrounding the pyramid is still up and strong.
  • New goal: Bring down the blood ward. Marduk has identified and found chemicals in the store room that when added to the blood stream will be bad for the blood stream. The blood pump on the second floor is now trashed
  • New goal: Rescue Jonathan. There is a shadowrunning team extracting his wife, and his body is in the security room
  • New goal: Rescue Angel. Angel is now alive and awake, and assisting you in the matrix. It will need someone with Biotech skills to extract her from the casing she is in.
  • New goal: Rescue Lean'drea. Lean'drea has fled into a room full of dragon eggs
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Aria
post Jul 4 2011, 07:52 AM
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Seth, just before I write up an IC post...Angel and I seem to have lost round 19 (unless I'm confused which is invariably the case (IMG:style_emoticons/default/nyahnyah.gif) )

Anyway, I'm hoping Angel can go before me and sort out the DoS and then I'll dump some nasty chemicals into the Major's blood stream (or what remains of it) and hopefully take him down for good!

Dragon eggs...grrr damn these Azzie bastards!!! (IMG:style_emoticons/default/biggrin.gif)
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Seth
post Jul 4 2011, 08:14 AM
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@General
Hurrah we are all at the start of round 20. Can you all roll initiative again?

@Mandala
Your wish is granted: Angel's life support system opens with a whoosh as strange gases are released, and she wakes up.
Don't worry with the final dodge: the rage spirits, while angry, have a slight sense of self preservation, and are fleeing. There appear to be only a handful of spirits left, and they are not attacking you: there is a much more attractive target ... Angel

@Edana
On IP 1 can you roll dumpshock? You can have a +2 as your life support system cushions you a bit from it.
This is a 'little' confusing, as while you have peeked at the real world illicitly with the help of ZERO, you haven't ever 'been' here. Fortunately your body is in excellent condition, but you are -2 on all physical tasks as you wobble around. Getting into combat would be a bad idea TM.
There is wifi here, and you can access it.
Sadly you loose the resonance well, as that was artificially created by the experimental life support system.

@Fearghas
All systems are functional. You can move around again. There is a pile of unconscious or dead guards. No sign of any movement apart from the walking/talking corpse that was tending you. Your commlink seems to work. The magical mind-net isn't working at the moment. Your clock indicates that you were only unconscious for a few seconds, not the half hour it felt like in the dream. Your memory of the dream isn't fading: it felt real and you remember it as well as the details of the fight.

@Aria
You have full access to the Major's systems. Go play. Don't forget the Denial Of Service attack. In addition wireless signal to the Major is dropping. There is a very good chance that next round you will be dumped, as you feel there is little access to wifi in the panic room.

@Sabs
Magical Tacnet is showing an explosion of red. I think this is the round in which you are working out what you did. I'm happy for you to connect to the magical tacnet this round again (increasing your options next round)

@Alyena
The rage spirits have just reached your body. The room is beginning to be trashed. A few are attacking your mana barrier. Good timing on the casting.
Pounding on your mana barrier: 9, 4, 7, 4, 5 damage. Without the barrier they would have been pounding on you!
These spirits are big enough that I won't be running them as a mischief

@Bjeorn
You can pound on the panic room door, or turn and face the incoming horde of spirits. Jonathan's position maybe a little awkward real soon.

My initiatives:
You have deal with almost all of my treasured NPCs so I guess I am reduced to:
Rage spirits (rank 5 & 6 initiative): 12
Rage spirits (rank 1 & 2 initiative): 5
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Alyena
post Jul 4 2011, 08:45 AM
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Round 20 initiative: 1 success

Only 8 in total (IMG:style_emoticons/default/frown.gif)

IP1
Rage spirits on my mana barrier....Ouch! Soak for mana barrier: make that 4 damage to the barrier.

Force 9 slaughter spirit spell on its way: 5 successes
resist drain: 3 successes gives me another stun.

Task spirit first aiding Alyena's body: 6 successes That's 4 stun back, so just down 2.

IP 2
Mana barrier soak 10 damage! my barrier is still, just, there.
Another slaughter spirit: 7 successes Take that pesky spirits!

Getting to Angel and her nice fluffy background suddenly seems even more attractive.
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Seth
post Jul 4 2011, 08:48 AM
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@Aria
I might have diddled you out of a round: just say what you want to do. Edana is up to date. I keep summarizing as I know I find it hard to keep track of who / where / what / why. There are about 6 places that people are in!

@Alyena

IP 1:
Their resist slaughter spirit is: 5,5,4,3,6 There are other spirits in the area of effect. They resisted with 4, 4, 5, 4, 6
Half of them resist, half are mangled hideously.
Their attacks on your mana barrier: 5, 1, 4, 1, 2
The mana barrier screeches a little, but is still showing green.

You have their full attention after that most unpleasant of spells and all the spirits in the room charge your mana barrier next IP

IP2:
Second resist slaughter spirit: 2, 4, 5, 7, 1 and the ones initially not fighting you3, 4, 4, 3, 2
Attacks from the healthy spirits: 7, 5, 6, 0, 7
Attacks from the wounded spirits: 7, 4, 4, 5, 6
Your mana barrier flashes into the red, before regenerating back to green
The couple of not dead spirits limp away back into the corridor. Another 3 come into the room

@Bjeorn
A swarm of spirits (like Alyena about 10 of them) are charging into the area. Unlike her you are not behind a barrier...muhaha. This round 3 of them come to get you.
Their attacks: 4, 5, 3 base damage 3P
Don't forget you are in an area with a background count of Aztech 4.

@General
This swarm was meant to kill a horror...pleased to see it isn't doing bad. Just as well they are too crazed to sensibly use spirit powers!
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Aria
post Jul 4 2011, 12:29 PM
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Spoof 14D (with -4) = 4 hits (or 3 hits if the -6 was there in rnd 19?!?)

I get some more attempts if required. If I succeed I want to flood his system with chemicals (if it kills him great, but he'd not make a good nemesis then (IMG:style_emoticons/default/nyahnyah.gif) ).

I'll log out before we loose wifi to avoid dumpshock
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Seth
post Jul 4 2011, 01:26 PM
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@Aria
Its a rank 3 agent... wussy and insignificant. You spoof it with ease.

You find a menu for the auto-injector: "Choice of chemicals: Kamikaze, Bliss, Nitro, Zen and a couple marked experimental 1, experimental 2." Its a free action to trigger the injection of any one, although you believe that its a maximum speed of 1/second (i.e. IP) as there is a physical mechanism involved. Alyena said "overdosing on Kamikaze might be 'interesting'".

You could also "dive into" the first aid, and instead of doing healing things do harming things. The first aid kit isn't really designed for this though.

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Alyena
post Jul 4 2011, 01:42 PM
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@ Aria
QUOTE
Alyena said "overdosing on Kamikaze might be 'interesting'".

What I actually said was "not good" (meaning for us)
A cocktail of Bliss and Nitro could be...erm... good. The first will tranq him, coming down of the second may well kill him (IMG:style_emoticons/default/ork.gif)

However as I'm a nice and fluffy person I couldn't possibly suggest such a thing (IMG:style_emoticons/default/wink.gif)
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pbangarth
post Jul 4 2011, 02:17 PM
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QUOTE (Alyena @ Jul 4 2011, 03:38 AM) *
Sorry Mandala I'm a little confused by this reply and think we're talking about 2 different things. I was meaning the magical lodge ward around the Temple floor, not the blood ward round the whole Pyramid. I think Alyena should fight her way to you, join up and lets try and force these rage spirits up into the temple to cause some havoc there. Perhaps letting them trash the pump room first though (IMG:style_emoticons/default/ork.gif)


OK, sorry, I missed that. Somewhere along the way I got the impression only the outer ward remained.

Mandala has learned the usefulness of hiding in the Golden Beauty background! He may be gimped, but the swarm is even more so. So, yeah, come join him in Room 12 and we can work outwards from there. I believe it was you who suggested we talk about the Spirit Pact, no?

*****

Angel is freed but not yet up and about. This is good, as Mandala still cannot see her. So ...

Initiative for Round 20: 12 dice ==> 6 HITS

Initiative = 18. This should beat all the rage spirits present.

IP 1: Hmmm... Angel is now more vulnerable. The spirits must be neutralized. I'll try a new tactic: blast 'em! (Oh... )

Force 12 Stunball (Which will act like Force 9 but Drain like Force 15... this will hurt):

MAG 6 + Spellcasting 3 = 9 dice ==> 3 HITS

So, 9S DV + 3 hits

Drain is 9P!

Drain resistance: 19 dice ==> 5 HITS

Leaves 4P damage. Mandala now has a total of 5P damage.
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Seth
post Jul 4 2011, 02:52 PM
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QUOTE
Drain is 9P!

Ouch. I mean really Ouch. Personally I have never had that high a drain code...ever

A force 15 stunball would normally be drain code F/2 + 1. The force rounds down so 15/2 +1 is 8 I think (happy for others to check my sums). So thats saves you one damage.
Given the huge self sacrifice, the spirits in the room get their 1 success using the 4:1 rule, and are utterly blasted.

Should I be mean and get Angel to resist? I tell you what how about if you cast that on the astral world only...

Have a free point of edge for such a heroic act
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pbangarth
post Jul 4 2011, 04:56 PM
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QUOTE (Seth @ Jul 4 2011, 10:52 AM) *
Ouch. I mean really Ouch. Personally I have never had that high a drain code...ever

A force 15 stunball would normally be drain code F/2 + 1. The force rounds down so 15/2 +1 is 8 I think (happy for others to check my sums). So thats saves you one damage.

Oh yeah, I rounded the wrong way. Thanks! Only 4P total now! (3 + 1 from earlier)

QUOTE
Given the huge self sacrifice, the spirits in the room get their 1 success using the 4:1 rule, and are utterly blasted.

Should I be mean and get Angel to resist? I tell you what how about if you cast that on the astral world only...
Yes, I was trying to avoid hitting her, hoping not to see her because of the open lid, etc. If she is visible to Mandala, then yes, he would have taken the easy route and cast astrally, as Mandala is present on both planes simultaneously.

Wouldn't want to blow away the new technomancer friend, now would we? (IMG:style_emoticons/default/frown.gif)
QUOTE
Have a free point of edge for such a heroic act

Woohoo! It pays to be stupid brave! Thanks again.

I wonder what Mandala would look like in a pink mohawk?
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pbangarth
post Jul 5 2011, 04:00 AM
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Interesting discussion about background count and its effects on spells, including THIS statement by Demonseed Elite, who apparently wrote the rules on BGC. Follow the thread from the link onwards to see the discussion with him involved.

His take is that instantaneous spells (like direct combat spells) cast from outside a background count into it are not affected by it.
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Seth
post Jul 5 2011, 05:55 AM
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Nice fluff. As close to RAW as we are going to get.

I think I will go with it in most circumstances. Spells vs CyberZombies (should you ever meet another, or Major Nemesis return) will still be trashed, but that's because of their new CyberZombie anti-magic power. I may also invoke the CyberZombie antimagic power for other monsters / characters too, but I will try and make it obvious.
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Sephiroth
post Jul 5 2011, 01:12 PM
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QUOTE (Seth @ Jul 4 2011, 04:14 AM) *
@Fearghas
All systems are functional. You can move around again. There is a pile of unconscious or dead guards. No sign of any movement apart from the walking/talking corpse that was tending you. Your commlink seems to work. The magical mind-net isn't working at the moment. Your clock indicates that you were only unconscious for a few seconds, not the half hour it felt like in the dream. Your memory of the dream isn't fading: it felt real and you remember it as well as the details of the fight.

Cool cool. I think the first aid was supposed to take a few more combat turns than it did (not to mention how on earth did the spirit climb up all those shelves to pull the unconscious Fearghas down from where he was floating? (IMG:style_emoticons/default/wobble.gif) ) but I'm not really complaining. Just saying that it's use of First Aid, not Second Wind. (IMG:style_emoticons/default/grinbig.gif)
QUOTE (Seth @ Jul 5 2011, 01:55 AM) *
Nice fluff. As close to RAW as we are going to get.

I think I will go with it in most circumstances. Spells vs CyberZombies (should you ever meet another, or Major Nemesis return) will still be trashed, but that's because of their new CyberZombie anti-magic power. I may also invoke the CyberZombie antimagic power for other monsters / characters too, but I will try and make it obvious.

I'm on board with that. Cyberzombies are fundamentally wrong, and even the universe itself thinks a cyberzombie is supposed to be dead, by RAW. It's fine by me if the act of violating an extremely fundamental universal law does more to the mana around the CZ than just impose emotionally torturous psychoactive aspects. I would point out that giving Cyberzombies be-all end-all magic armor wouldn't be strictly necessary, though. They can have shotguns and grenade launchers IN THEIR ARMS, for goodness sake. And if they suddenly find themselves under fire from spellcasters, they can fire a smoke grenade in front of them and use their Skimmer Disk Raptor Legs of Awesome to move like Mary Shelly's Frankenstein monster into melee range... which will cripple the spellcaster's magic like nobody's business. No combat spell magic armor needed. And good luck surviving melee combat with a cyberzombie. (IMG:style_emoticons/default/cyber.gif)
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Edana
post Jul 5 2011, 01:35 PM
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I'm attempting to catch up after being out for the weekend. Still a bit behind.

Assuming I understood you correctly about the control of the DDoS though, it should have been shut down on my R19 IP 5, as I 'killed' the IC on IP 4.
QUOTE
If it does get destroyed, then on IP 5 I'm going to shut down the DDoS, otherwise I'll attack again.

Dumpshock: 3 Hits, so I take 2P, and have -2 to all actions for 5 minutes. (I'm not caught up on reading, so not sure what caused this, but it's mighty inconvenient (IMG:style_emoticons/default/nyahnyah.gif) .)

Notes
[ Spoiler ]
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