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> 2072 [+4 Months], Multiple Players / GMs - Recruitment Always Open
Dakka Fiend
post Mar 27 2013, 09:13 AM
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QUOTE (phlapjack77 @ Mar 27 2013, 10:03 AM) *
dang! once again tripped up by the manifest / materialize difference (IMG:style_emoticons/default/frown.gif)

that'll teach me to try to work and post (IMG:style_emoticons/default/smile.gif)


Not post while at work? But, what is one supposed to do then? Coffee break? Interact with cow-orkers? Deal with customers? Surely, you jest.
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phlapjack77
post Mar 27 2013, 09:21 AM
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QUOTE (Dakka Fiend @ Mar 27 2013, 05:13 PM) *
Not post while at work? But, what is one supposed to do then? Coffee break? Interact with cow-orkers? Deal with customers? Surely, you jest.

I know, I know, it's crazy talk (IMG:style_emoticons/default/smile.gif) And stop calling me Shirley!
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Dakka Fiend
post Mar 27 2013, 09:36 AM
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QUOTE (phlapjack77 @ Mar 27 2013, 10:21 AM) *
And stop calling me Shirley!


Oh sh... thought it was Tuesday.
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onlyghostdancesw...
post Mar 27 2013, 11:05 AM
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The Israel stuff/ backstory etc:
[ Spoiler ]


Here are the rolls for the next few posts.

Currently Masked to appear mundane.

Summoning roll f5 spirit of man to coerce the kid: (Angel of Saint Alban (patron saint of refugees)):

m5 +summoning(man) 7 + dark king 2 = 14d6

14d6.hits(5) [1,4,5,2,1,2,4,6,5,6,6,3,6,2] = (6)


Spirit attempts to resist

5d6.hits(5) [3,3,3,2,4] = (0)

lol well guess i get 6 services :D never had a zero on resistance.

Resisting Drain of minimum 2S with centering

8 cha + 5 wi + 3 centering focus + 2 init grade = 18d6 to resist:


18d6.hits(5) [5,5,3,4,5,6,5,1,1,4,1,5,5,1,6,6,4,6] = (10)


No Drain


Just forgot to account for background count. Using NSEDM's post 2839 as reference (background of 1) ill just take off right to left dice wise and then factor in for the rest of this.

(though i did notice that he summoned (not called up) 4 spirits when by raw (unless it was changed in sr4a?) only one unbound spirit can be called at a time. Not trying to call him out just want to be sure this rule is still in effect in 4a?

Same amount of services owed though I roll 9 successes rather than 10 on the drain resist so no net affect.

Order Spirit of St. Alban to influence the kid into locating any signals/ matrix activity and lead me to them, particularly in the direction I saw the troll running.

1 service used 5 owed

Magic (4)5 + (4)Cha 5 vs kids willpower:


8d6.hits(5) [4,2,4,5,3,6,1,2] = (2)



heres hoping the kid with the bloody nose loses his willpower test :(

---------------------------------------------------------

At 11:59pm July 8th dismiss the Spirit of St. Alban with my thanks and heartfelt wish to see him again. 0 services owed.

12:01pm July 9th summon spirit of man f5 (St. Edmund the Martyr (patron saint of Vengeance)):

m4(5) + summoning(man) 7 + dark king = 13d6 Physical drain

13d6.hits(5) [2,5,6,6,1,6,1,5,4,3,1,4,4] = (5)

spirit resists 4(5):

4d6.hits(5) [3,1,2,6] = (1)

4 services owed.

After summoning the spirit because he heard gunfire, Anselm cast imp reflexes.

f3(2) imp reflexes:

m5(4) + Spellcasting 5 = 9d6


9d6.hits(5) [6,4,4,1,5,3,3,5,6] = (4)

using 3 successes to get +2 IP + 2 ini.

Moving spell to sustaining focus.

Resisting Drain 3S

Cha 8 + will 5 + centering focus 3 + init grade 2 = 18d6

18d6.hits(5) [4,6,3,3,6,1,5,3,4,5,2,4,1,3,5,4,2,5] = (6)

No drain. No sweat.



When I hear the rifle fire/ combat commences I get up on building to the south of the hab units:

Initiative:

8d6


8d6.hits(5) [1,1,5,2,1,4,4,5] = (2)

10 and 3 IPS



Order of proposed actions:

IP 1.1:
free:observe in detail (look at bridge/gunfire)
Simple:Astrally Perceive.
Simple: Will be giving orders for the spirit to stunbolt as many of the incoming ghouls going after the kids and the two runners outside.
1.2:
Free:Centering
Complex: Cast Trid Phantasm of a tiny cloud of steam on myself.

f7 trid phant (7p drain)

m4(5) + spellcasting 5 = 9d6


9d6.hits(5) [6,6,5,1,5,5,5,1,5] = (7)

yeesh ok well using all 7 successes and holding that on my person.

6 success threshold to see past the spell (the -1 for background ofc).

drain resist 7p:

8 cha + 5 wi + 3 cent focus + 2 init grade = 18d6

18d6.hits(5) [2,2,4,5,6,6,4,4,2,6,6,5,6,3,1,6,2,4] = (8)

no drain 0.o eye popping drain roll there I think Invisible Castle likes me a tad too much.

1.3
free:centering
Complex: Cast levitate on self

Cast f4 levitate:

M4(5) + spellcasting 5 - 2 sustaining penalty (trid) = 7d6

7d6.hits(5) [1,3,4,5,2,1,4] = (1)

Easily lift myself and gear (1 hit per 200kg). Floating over to the top of coppers building at 4m/turn.

Drain Resist 3S:


18d6.hits(5) [6,4,2,5,4,1,4,5,3,6,3,5,5,6,6,4,3,3] = (8)

no drain.

-----------------
Round 2 Initiative:

8d6.hits(5) [4,6,3,5,5,1,5,6] = (5)


Initiative in round 2 is 13 and 3 IP

2.1:
Free:drop levitate
Complex:Recast Levitate

f5 levitate:

M4(5) + spellcasting 5 - 2 sustaining penalty (trid) = 7d6

7d6.hits(5) [3,1,4,4,2,1,4] = (0)

nada.... gah!

Resist 3S drain:

Cha 8 + 5 will = 13d6


13d6.hits(5) [5,5,5,5,3,6,2,5,6,4,3,5,2] = (8)

no drain.


2.2:
free:centering invocation for patience
complex:Cast levitate

f5 levitate:

M4(5) + spellcasting 5 - 2 sustaining penalty (trid) = 7d6

7d6.hits(5) [2,6,6,4,6,6,5] = (5)


hot dawg! patience worked! Moving towards the top of copper's building @(1 hit to pick up myself (less than 200kg), 4x 4 = 16m/turn.

Resisting drain:

8 cha + 5 wi + 3 cent focus + 2 init grade = 18d6


18d6.hits(5) [3,3,1,6,1,4,2,3,1,3,1,4,5,1,1,3,5,2] = (3)

barely make no drain and barely miss a glitch.

2.3:
not sure







My spirits IPS:

Initiative Round 1:

force = 4 (5-1bckgnd) so according to my book *dont have sr4a thats 12 base init. Just tick of dice from the right if it got changed?


12d6.hits(5) [1,2,5,3,3,3,1,4,4,1,6,2] = (2)

14 initiative 2 Ips

Actions:

Hell maintain los on the baddies attacking the kids and just rain stunbolts from heaven on them.

Cast f5 stunbolt:

m4+spell 4 = 8d6

giving you ten bolts rolled out, figured youd want to roll drain for the spirit so i just know whats up if he disrupts etc.
Drain is 1P (since hes technically f4 due to the background count of 1) per bolt

Drain Resist Pool is:

8d6

Damage(assuming no resist, 4S base (f5-1 bckgnd)
8d6.hits(5) → [1,6,2,4,5,2,5,5] = (4) 8S

8d6.hits(5) → [2,2,2,5,5,2,5,6] = (4) "
8d6.hits(5) → [2,6,5,1,6,5,3,1] = (4) "
8d6.hits(5) → [6,2,3,4,4,4,5,6] = (3) 7S
8d6.hits(5) → [5,1,6,2,5,3,3,3] = (3) "
8d6.hits(5) → [1,3,1,2,6,3,2,3] = (1) 5S
8d6.hits(5) → [4,5,2,2,6,3,5,3] = (3) 7S
8d6.hits(5) → [2,4,3,2,6,6,4,5] = (3) "
8d6.hits(5) → [2,4,2,6,4,4,3,4] = (1) 5S
8d6.hits(5) → [4,6,2,1,4,1,6,6] = (3) 7S




























Some Pregened rolls for Mr.Hill:

Visual Perception (lowlight):
(int 3 + perc(vis) 3 + 3 vis enhance + 0 (LL partial light conditions (referencing the moon etc)) +2 dark king = 11d6 (before mods other than light conditions)

ten rolls

11d6.hits(5) → [1,3,6,2,3,2,6,2,5,4,5] = (4)
11d6.hits(5) → [1,2,3,3,4,3,5,3,4,5,2] = (2)
11d6.hits(5) → [6,6,5,1,4,3,1,1,4,3,2] = (3)
11d6.hits(5) → [2,4,4,4,3,1,4,6,1,2,3] = (1)
11d6.hits(5) → [5,4,1,6,2,2,3,1,2,4,5] = (3)
11d6.hits(5) → [1,6,3,2,5,2,4,2,4,2,3] = (2)
11d6.hits(5) → [4,2,3,2,3,1,3,6,6,5,1] = (3)
11d6.hits(5) → [3,3,4,6,6,6,6,5,1,5,3] = (6)
11d6.hits(5) → [1,1,6,3,1,3,4,4,1,2,1] = (1)
11d6.hits(5) → [6,2,4,4,5,5,5,6,3,1,4] = (5)



Visual Perception (thermal)
(int 3 + perc(vis) 3 + 3 vis enhance -2 partial light thermo + 2 dark king = 9d6 etc etc):

ten rolls


9d6.hits(5) → [1,6,6,1,4,6,6,1,3] = (4)
9d6.hits(5) → [5,2,2,4,3,4,1,2,5] = (2)
9d6.hits(5) → [1,4,6,5,5,5,3,5,2] = (5)
9d6.hits(5) → [2,2,6,2,3,1,5,6,5] = (4)
9d6.hits(5) → [2,5,6,2,2,4,5,6,3] = (4)
9d6.hits(5) → [4,1,6,5,1,6,1,4,1] = (3)
9d6.hits(5) → [1,2,5,6,1,6,6,4,3] = (4)
9d6.hits(5) → [6,6,5,5,2,6,2,1,4] = (5)
9d6.hits(5) → [5,6,3,1,1,1,1,1,4] = (2)
9d6.hits(5) → [4,3,6,5,5,6,3,6,6] = (6)


Auditory Perception:
Oh damn...:

(Int 3 + perc 1 + 2 dark king = 6d6 base)

ten rolls


6d6.hits(5) → [3,1,1,3,6,1] = (1)
6d6.hits(5) → [6,5,2,5,1,1] = (3)
6d6.hits(5) → [2,3,4,5,1,5] = (2)
6d6.hits(5) → [6,1,3,4,6,4] = (2)
6d6.hits(5) → [3,5,2,4,3,2] = (1)
6d6.hits(5) → [4,3,1,1,5,5] = (2)
6d6.hits(5) → [2,6,6,6,4,3] = (3)
6d6.hits(5) → [4,5,3,3,5,2] = (2)
6d6.hits(5) → [3,4,6,4,6,2] = (2)
6d6.hits(5) → [6,4,6,5,2,5] = (4)



For some reason the post got refused when i had links to invisible castle. Ive kept the original text with urls in the notepad if you want to read them over etc but had to remove them to get this damned thing to post.
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Slacker
post Mar 27 2013, 01:32 PM
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QUOTE (phlapjack77 @ Mar 26 2013, 10:45 PM) *
You're kind of assuming there, aren't you? Maybe Dante is just going to hand the gun over and th....frag it, no use denying it. He's definitely going to shoot him some Jasons (IMG:style_emoticons/default/smile.gif)

I can't help but be disturbed when you say that with such glee since my real name is Jason. lol
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mister__joshua
post Mar 27 2013, 05:17 PM
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You haven't missed them, I haven't had chance to do the rolls yet, or reply in the CoP thread. Apologies. I'll get back on top of our soon
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Machine Ghost
post Mar 27 2013, 06:07 PM
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QUOTE (Dakka Fiend @ Mar 27 2013, 01:35 AM) *
QUOTE (Machine Ghost @ Mar 26 2013, 01:12 PM) *

Seeing a hint of ghostly fire from Spring's location, he wonders,
@self:What's he up to over there?

Actually, freshly summoned spirits pop up in the astral but do they do automatically manifest...
Even without manifesting, there is
QUOTE
Noticing if someone is using a magical skill requires a Perception Test (p. 135) with a threshold equal to 6 minus the magic’s Force. More powerful magic is easier to spot with the gathered mana normally appearing as a disturbance or glowing aura in the air around the caster. The gamemaster should apply additional modifiers as appropriate, or if the perceiver is Awakened themselves (+2 dice), astrally perceiving (+2 dice), or if a shamanic mask is evident (+2 dice).
Given the numbers, it would not take much of a perception test to notice Spring summoning the Spirit, even before it arrived. RAW does not say anything (that I have seen) about mixing that with overcasting, but I would expected the additional strain would make it more obvious as well.

The intent of the IC was just to indicate that although Sprogget is familiar with magic from growing up in the Mechanicals tribe, and their use of magic (as a group), it is not really his area. Even if was sure Spring was 'doing magic', he would not know what the magic was, and what it was going to do.
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onlyghostdancesw...
post Mar 27 2013, 09:16 PM
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So i guess im going to have Anselm starting on that big advertisement assembly slightly south of the hab complex that copper is in currently. Google maps makes that out to be about 40m distance to the roof of her building.
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Aria
post Mar 27 2013, 09:47 PM
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QUOTE (ChromeZephyr @ Mar 26 2013, 07:26 PM) *
Unless something changed in SR4a that I don't know about you compare modified damage to armor, which is base damage + net hits against armor modified by AP. So, without knowing how many hits they rolled on dodge, I have a modified damage of 13 against Armor 11. I didn't know how much armor they've slabbed onto that, but I had thought I'd do more than dent plating. (IMG:style_emoticons/default/smile.gif)

Sorry, my fault, I was thinking of the DV mod for burst fire etc which doesn't count when comparing against armour, hits do...doh! So there's a steaming big dent but the vehicle is still limping! ...limping very badly!!!
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ChromeZephyr
post Mar 27 2013, 09:57 PM
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Okay, just glad I'm not missing something completely obvious. So it's still moving, but slower? (IMG:style_emoticons/default/ork.gif)

Scrapheap's apparently a devotee of Khorne. He's not going to shoot the car again, even he can see that he put that slug right where he should and it just slowed it down. So he'll actually run at the car. The plan with the remaining actions this turn are thusly: Free action to run at car. Simple action to climb car and head for the roof...where the hole in the armor is. Next turn, assuming the car hasn't run his dumb ass over, the plan will be to shoot the people inside the car.
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RdMarquis
post Mar 28 2013, 07:48 AM
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Mordred's going to echo that move. Admittedly, against a much smaller target and practically invisible. Still quite a bit more aggressive than usual.

Reaction (5) + Intuition (3) = 8d6

http://invisiblecastle.com/roller/view/3995766/

4 hits, for an Initiative of 12.

Pistols (4) + Logic (5) + Smartgun (2) + Semiautomatics (2) = 13d6

http://invisiblecastle.com/roller/view/3995768/

4 hits on both bursts, aimed at the nearest hostile. He's using EX-Explosive Rounds, so the damage will be 7P, -2 AP.
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Notsoevildm
post Mar 28 2013, 11:16 AM
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Yay, B-Team to the rescue!
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karhig
post Mar 28 2013, 11:29 AM
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QUOTE (Notsoevildm @ Mar 28 2013, 12:16 PM) *
Yay, B-Team to the rescue!


Stop cheering and go write IC replies to Virtual Scream already (IMG:style_emoticons/default/biggrin.gif)
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phlapjack77
post Mar 28 2013, 01:24 PM
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QUOTE (karhig @ Mar 28 2013, 07:29 PM) *
Stop cheering and go write IC replies to Virtual Scream already (IMG:style_emoticons/default/biggrin.gif)

Yeah, I want to shoot me some Jasons* ! (IMG:style_emoticons/default/biggrin.gif)

*gangers that wear hockey masks in the 2070's, not anyone actually named Jason
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mister__joshua
post Mar 28 2013, 03:56 PM
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Right, finally getting my rolls done for Cipher! \o/

3 hits to thread browse, 2 to thread encrypt
2 rolls to resist fading (11d6.hits(5)=2)
and because I only did 1 of the 2 (11d6.hits(5)=4)
Data Search, Browse, +VR (9d6.hits(5)=2)
Computer, Encrypt, +VR (8d6.hits(5)=3)
Computer+Analyze+VR (12d6.hits(5)=3)

That should be all of them I think. Is there also a +2 bonus just for being a technomancer or have I imagined that? I haven't included it anyway, so tehre's an extra half a hit on some of the rolls.
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onlyghostdancesw...
post Mar 28 2013, 04:00 PM
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yes because you are always in vr and technos get a bonus for that
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karhig
post Mar 28 2013, 04:10 PM
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QUOTE (phlapjack77 @ Mar 28 2013, 02:24 PM) *
Yeah, I want to shoot me some Jasons* ! (IMG:style_emoticons/default/biggrin.gif)

*gangers that wear hockey masks in the 2070's, not anyone actually named Jason

I'm going to bribe him with cupcakes soon and see if that expedites posts (IMG:style_emoticons/default/smile.gif)
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JxJxA
post Mar 28 2013, 06:08 PM
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@Aria/E:PL Chicago:

I'll have Gemeaux set up sniper camp about 300 meters from the ghoul ambush. If there's some high ground, I'll climb up and take shots from there.

Thrillseeker: Need 2 hits
Will(4) + Cha(3) = 7d6 for 2 hits. No running face-first into ghouls for me!

Initiative: Init 16/ 3 IP
React(8) + Int(3) = 11d6 for 5 hits.

Here are the stats for my sniper rifle: Walther MA-2100
Mods: Internal silencer, skinlinked, chameleon coating, improved range finder
Short Range: 0-150m
Medium Range: 150-350m (Penalty negated by improved range finder)
RC: 1
AP: Base(3) + EX Explosive(1)= 4
DV: Base(7) + EX Explosive(1) = 8P

Free Action: Aim at closest ghoul
Shot #1: Shoot closest ghoul
Agi(9) + Long(5) + Spec(2) + Smart(2) + Aim(1) - Range(1-1) = 19d6 for 8 hits. (forgot to include aim, but whatevs)
Shot #2: Hit ghoul again, or shoot next closest ghoul
Agi(9) + Long(5) + Spec(2) + Smart(2) - Range(1-1) = 18d6 for 5 hits.

8 bullets left in the clip
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Machine Ghost
post Mar 28 2013, 06:42 PM
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QUOTE (onlyghostdanceswhiledrunk @ Mar 28 2013, 09:00 AM) *
yes because you are always in vr and technos get a bonus for that
Not quite. When a TM is in VR, it is always hot sim, to get that bonus. Not always in VR. A TM always gets a +2 bonus for matrix perception (Analyze)
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Notsoevildm
post Mar 28 2013, 07:01 PM
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QUOTE (onlyghostdanceswhiledrunk @ Mar 27 2013, 12:05 PM) *
(though i did notice that he summoned (not called up) 4 spirits when by raw (unless it was changed in sr4a?) only one unbound spirit can be called at a time. Not trying to call him out just want to be sure this rule is still in effect in 4a?
Yeah, when I wrote that up I totally forgot that you are only allowed one unbound at the time and thought she could summon up to a maximum of her charisma. We fudged it to assume she had three on call, but I like to think of it as Snake bending the rules of magic for her initiation. Plus, what happens in the CZ, stays in the CZ!
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Slacker
post Mar 28 2013, 07:40 PM
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@Virtual Scream/ notsoevildm
I take it there is no sign of either smartlink or any cyberware on the leader's commlink? Does he have anything like an imagelink that allows him to see AR data on contacts/glasses?

What would I need to do in order to find the device this commlink is slaved too?
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Notsoevildm
post Mar 28 2013, 07:52 PM
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@Virtual Scream/Noodle house
QUOTE (karhig @ Mar 28 2013, 12:29 PM) *
Stop cheering and go write IC replies to Virtual Scream already (IMG:style_emoticons/default/biggrin.gif)
Your wish is my command.

@kahrig: Need a Reaction + Dodge roll from Cat to avoid the smack in the face. She can even roll Reaction + 2xDodge if electing for full defence but at the cost of her next action. I am being a little bit evil and ruling that a Gymnastic dodge is not possible as she is sitting at the table.

@Slacker: I have taken a couple of liberties with Dubstep's matrix actions but he can still act again this round and again at the start of the second round.

@phlapjack: Dante is still holding his action. He won't be able to stop Chunky from completing his swing, but Cat has at least ensured that no-one is looking at him right NOW.
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Slacker
post Mar 28 2013, 07:58 PM
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QUOTE (Notsoevildm @ Mar 28 2013, 02:52 PM) *
@Virtual Scream/Noodle house
@Slacker: I have taken a couple of liberties with Dubstep's matrix actions but he can still act again this round and again at the start of the second round.

Looks good, just wondering what I can do next.

I take it there is no sign of either smartlink or any cyberware on the leader's commlink? Does he have anything like an imagelink that allows him to see AR data on contacts/glasses?

What would I need to do in order to find the device this commlink is slaved too?
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Notsoevildm
post Mar 28 2013, 08:03 PM
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QUOTE (Slacker @ Mar 28 2013, 08:40 PM) *
@Virtual Scream/ notsoevildm
I take it there is no sign of either smartlink or any cyberware on the leader's commlink? Does he have anything like an imagelink that allows him to see AR data on contacts/glasses?

What would I need to do in order to find the device this commlink is slaved too?
There is no sign of a smartlink, but there is an image link for AR. Dubstep cannot tell if it's linking to contact lenses or to cybereyes.

To find the slaved link, ideally give me a Computer + Track, or alternatively an EW + Scan.
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karhig
post Mar 28 2013, 08:20 PM
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QUOTE (Notsoevildm @ Mar 28 2013, 08:52 PM) *
@Virtual Scream/Noodle house
Your wish is my command.

@kahrig: Need a Reaction + Dodge roll from Cat to avoid the smack in the face. She can even roll Reaction + 2xDodge if electing for full defence but at the cost of her next action. I am being a little bit evil and ruling that a Gymnastic dodge is not possible as she is sitting at the table.

@Slacker: I have taken a couple of liberties with Dubstep's matrix actions but he can still act again this round and again at the start of the second round.

@phlapjack: Dante is still holding his action. He won't be able to stop Chunky from completing his swing, but Cat has at least ensured that no-one is looking at him right NOW.

So how does 2xDodge work when you're defaulting because you bet 100% on gymnastic dodge? Still 2 dice? I thought so! Drek (IMG:style_emoticons/default/frown.gif)
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