IPB

Welcome Guest ( Log In | Register )

155 Pages V  « < 148 149 150 151 152 > »   
Reply to this topicStart new topic
> 2072 [+4 Months], Multiple Players / GMs - Recruitment Always Open
JxJxA
post Sep 29 2013, 01:40 PM
Post #3726


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



Okay, decided to roll a Thrillseeker test for Gemeaux because the group is putting together impromptu, poorly thought out, nearly hopeless assault!

Will(4) + Cha(3) = 7d6 for 1 hit. Vive la France!

Go to the top of the page
 
+Quote Post
Aria
post Sep 30 2013, 04:32 PM
Post #3727


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



QUOTE (Machine Ghost @ Sep 27 2013, 04:56 AM) *
@Aria, E:Tribes,

Sorry (but only a little) about the book sized posts. I hope eyes did/do not glaze completely over. It was too much fun putting IRL information into the descriptions, especially the low tech lights in the high tech virtual model, to make vantage point picking as simple as looking for a colored pattern on a 2D photograph, above the edges of black shadows. People tended to be good at that sort of pattern recognition. That fits so nicely with the pseudo low tech steampunk theme.
Don’t apologise, I love the big posts! Shows you’re enjoying the game (or at least I hope it does!)
QUOTE (Machine Ghost @ Sep 27 2013, 04:56 AM) *
How do you like my IC description of the process for an astral patrol? Triangulation, error fitting, error correction, known and unknown reference points, partial starting map? For anyone interested in how this gets applied IRL in a robotics context, start with a look at Simultaneous localization and mapping (SLAM)

Everything should be ready and in place, as far as Oyl and Sprogget are concerned.

@Arial, if you want LeO to try for the shot at the second APC, just have Jazz delayed or hesitate slightly. If she is still in the way, LeO's instruction should have him choose that, before moving over and going to suppressive fire. My records say he as 75 rounds left out of the 100 for the drum, 12 rounds per full high velocity burst at the APCs, 20 for each suppressive fire.

Should I change professions and become a writer? Suspense and cliff hanger?

PULL
Don’t worry about the second APC…I have other nasties up my sleeve…just composing the IC now so I will leave you in suspense for a little longer… (IMG:style_emoticons/default/ork.gif)
QUOTE (ChromeZephyr @ Sep 26 2013, 09:19 PM) *
Gotcha:
Strength 5 + Running 3 = [1,1,5,2,1,1,2,3] = 1 hit GLITCH - Edge spent to counter glitch, 2 points remaining until refresh.
Strength 5 + Climbing 3 = [6,3,5,1,4,4,2,6] = 3 hits.
Strength 5 + Climbing 3 = [2,5,6,3,2,4,1,6] = 3 hits.
Well, that could have gone better. I know I've asked this before, but I'm not searching 3700 posts to find the answer: When does Edge refresh, Aria? I spent 1 point in the firefight with the Drakes in the last scene, should it have refreshed? If so, then I have 3 edge remaining instead of two.
Edge in SR5 refreshes after a good meal and a rest (~8hrs) so there’s new precedent for it to happen more often. Given how slow pbp can be and trying to track it can be painful I let it refresh every significant scene (usually). As this is the finale of the 2072 tribes I’m more than happy for everyone’s edge to be at full to start…
Go to the top of the page
 
+Quote Post
Aria
post Oct 1 2013, 06:51 PM
Post #3728


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



IC is up...I've made some (possibly horrible) assumptions about where you were scanning, locations etc and from what you've described so far you couldn't have seen Winter's location in advance and you didn't have contact with Nimbus to get LeFey's locator on Winter's signal... if I'm wrong then I can tinker with the IC...
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 1 2013, 11:24 PM
Post #3729


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



QUOTE (Aria @ Oct 1 2013, 12:51 PM) *
IC is up...I've made some (possibly horrible) assumptions about where you were scanning, locations etc and from what you've described so far you couldn't have seen Winter's location in advance and you didn't have contact with Nimbus to get LeFey's locator on Winter's signal... if I'm wrong then I can tinker with the IC...
Scanning was mostly done with Banjo and the radio signal scanner, to approximately map the jamming. Previous information was that the entry hole in the mall, was at the West end of the mall, which would put our group west of the west end, looking east. My layout for the drones would put LeO at the north end of that line, and Banjo at the south end, both of them closer to the mall (well, not much closer in Banjo's case) than the live team members (except Scrapheap underground). Unless Nimbus told C&C, and they passed it along, or Jazz told him (since she should have know), Sprogget only knows that winter exists, because Jazz told him about her. OOC, I thought Winters was with the APCs, just from the timing of information in the LeFey posts just before the jammer came on.

With the latest shifting of the drones, to get the vantage points they needed, that could put those 2 new drones closer to the team on the ground than they are to the APCs. Depends which way LeO needed to shift (sideways) to get the point picked from the model. Closer to, or further from the team.
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 2 2013, 04:01 AM
Post #3730


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



@Aria,

Thinking about that sideways shift that LeO needed, it would have to be away from the team, and toward Winter.  Otherwise the shift would have taken him right past her, to be only 50 meters away now.  So the drones are further from the team, and LeO was something less than 150 meters away from the team before the shift started (where he could cover the space before the team, while keeping to medium range). Looks like LeO is in the middle of a lot of trouble. Armor 6, Body 3, running Covert Ops, and I did not even get a defense autosoft installed, so only response(6) for defense pool. Could not use full defense UN105 anyway, while trying to suppress around the grating. Covert Ops and Infiltration not much use while throwing that much lead.

Free action
Threading: Software(2)+Resonance(4)+Analytical Mind(2): Boost for Scan CF (8d6.hits(5) → [2,2,6,5,4,1,2,3] = (2))
buy 2 hits for the fading resistance
Scan(1) boosted to Scan(3) SR4A240
Complex Action: SR4A230
Detect Hidden Node Electronic Warfare(2)+Scan(3)+Edge(3) (8d6.hits(5)=1)
Reroll 6 for edge (11d6.hits(5) → [5,2,2,2,4,1,5,5,3,6,5] = (5))
Messed up entering the count, only first die (a 5) counts
Sigh, 2 hits on the detect hidden node, threshold 4

Complex Action:
Compiling(2)+Resonance(4)+VR(2) vs Crack(4)+Scan (8d6.hits(5)=2, 4d6.hits(5)=1)
8d6.hits(5) → [1,3,2,6,3,4,5,1] = (2)
4d6.hits(5) → [5,2,3,1] = (1)
1 task, buy 2 hits to resist fading.

Complex Action:
Detect Hidden Node Electronic Warfare(4)+Scan(4)+Edge(4) (12d6.hits(5) → [6,2,3,6,3,3,6,5,3,6,5,6] = (7))
There is where the good dice have been hiding.  Did not even need edge, and not bothering to reroll the 6's.

Stopping IC here.  That is at least 6 complex actions since the new radar sources were first noticed.  Too many, even at matrix speeds.  Did not roll it, but perception for DR should be Sensor(4)+Clearsight(4) plus maybe actively looking(3) - minus visibility.  If using ONLY radar it should be Sensor(6) and no visibility modifier, unless that static in the air is reducing radar visibility.  Almost prefer that, since it would affect the other drones too.  Might be a bonus looking up with radar.  Nothing solid to confuse the signals.  Looking down, ground clutter can be an issue.

Also deliberately ignoring what might be happening back at the grating.

Also2, Oyl is slightly behind events. Has not seen the matrix help request yet.
Go to the top of the page
 
+Quote Post
Aria
post Oct 2 2013, 08:20 PM
Post #3731


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



Was trying to update the 2072 map but if you could add where you think LeO, Banjo and the Tank killers are...? Thanks
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 2 2013, 11:54 PM
Post #3732


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



QUOTE (Aria @ Oct 2 2013, 02:20 PM) *
Was trying to update the 2072 map but if you could add where you think LeO, Banjo and the Tank killers are...? Thanks
Map updated. No buildings on today's map where the numbers say the drones need to be. If I had done the initial position while looking at the map, LeO would have been closer, at the north side of the Red Robin Gourmet Burgers building, looking across the corner (and maybe move the breach point further south along that wall). The tank killers are a little closer to the action than intended, but I wanted to keep the monocycle on a road. This is all based on being relative to the assumed location of the wall breach, and keeping the sewer gratings on a roadway. Gemeaux is probably a bit further back, after placing the repeater.

The map seems to have glitched a little. The symbology I had setup for the different 'feature' types is mostly back to simple colored bubbles.
Go to the top of the page
 
+Quote Post
JxJxA
post Oct 3 2013, 11:23 AM
Post #3733


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



@ Tribes:

Just a short post because I'm a bit unclear where I am or how the possibility of saving a damsel in distress will react with my thrillseeker roll...
Go to the top of the page
 
+Quote Post
ChromeZephyr
post Oct 3 2013, 05:19 PM
Post #3734


Moving Target
**

Group: Members
Posts: 869
Joined: 8-March 02
Member No.: 2,252



@Aria: I figured since I passed the rolls that Scrap would get into place and compromise the grate before the shooting started. If my IC post isn't okay, let me know.
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 3 2013, 05:41 PM
Post #3735


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



QUOTE (JxJxA @ Oct 3 2013, 05:23 AM) *
@ Tribes:

Just a short post because I'm a bit unclear where I am or how the possibility of saving a damsel in distress will react with my thrillseeker roll...
Don't know about the thrillseeker, but Gemeaux was just placing the repeater, on a rooftop somewhere behind the tankkillers on the map. Depending on the conversation timing, he should have time to pick an adequate vantage point/snipers nest. We had a whole 2 minutes warning (IMG:style_emoticons/default/smile.gif) The kind of time that simultaneously feels like forever while vanishing way too fast.
Go to the top of the page
 
+Quote Post
Aria
post Oct 4 2013, 04:03 PM
Post #3736


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



QUOTE (Machine Ghost @ Oct 3 2013, 12:54 AM) *
Map updated. No buildings on today's map where the numbers say the drones need to be. If I had done the initial position while looking at the map, LeO would have been closer, at the north side of the Red Robin Gourmet Burgers building, looking across the corner (and maybe move the breach point further south along that wall).

The tank killers are a little closer to the action than intended, but I wanted to keep the monocycle on a road. This is all based on being relative to the assumed location of the wall breach, and keeping the sewer gratings on a roadway. Gemeaux is probably a bit further back, after placing the repeater.


The map seems to have glitched a little. The symbology I had setup for the different 'feature' types is mostly back to simple colored bubbles.
Thanks for the map, we’ll work to this as it seems clear to me. Winter’s location is approximately equidistant between LeO and the breech but about the same latitude as LeO…yes that puts him in the middle of the car park more or less, no, you can’t see him (IMG:style_emoticons/default/ork.gif) at least not yet…

Gemeaux has probably placed the repeater on the building just to the south of where the Tank killers are with a view towards the southern wall of the mall.

Yes that is a missile headed at LeO which may be considered overkill (it probably costs almost as much as the drone) but it will save you trying to recreate something for SR5 that doesn’t yet exist (namely the high velocity assault rifle), so think of it as a kindly GM service (IMG:style_emoticons/default/ork.gif)

Regarding timescales & Winter's location - LeFey spotted Winter's location which conincided with the APCs at the time...these then moved towards the breech in the intervening time but Winter stayed put hiding inside the spirit concealed vehicle. I confess I'm not sure on the exact RAW of the situation but I've always treated concealment as being better than an invisibility spell...
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 5 2013, 01:07 AM
Post #3737


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



QUOTE (Aria @ Oct 4 2013, 10:03 AM) *
.. snip ..
Regarding timescales & Winter's location - LeFey spotted Winter's location which conincided with the APCs at the time...these then moved towards the breech in the intervening time but Winter stayed put hiding inside the spirit concealed vehicle. I confess I'm not sure on the exact RAW of the situation but I've always treated concealment as being better than an invisibility spell...
SR4A293 says concealment subtracts dice from the perception dice pool. I thinking of it as making things hard to see, due to a combination of not 'wanting' to look that way, and 'luck' putting things in the way if you do look there. Still possible to see, but more difficult to 'notice'.

In a table top game, I remember using that to hide a getaway van in plain sight. Turned a corner, breaking line of sight, then immediately pulled over to become a watcher of the high speed chase coming around the corner, with no one left to chase. It is better than invisibility for some cases, because people can walk into / run over invisible things. Concealment leaves them less noticeable, but there is still 'something' there to avoid collisions with.

Jazz could/should have told Sprogget about the Winter's current location when she asked him to find Summer. LeFey did pass it along, because Jazz got eBreeze to reset the sensors to be able to see the APCs there initially. Whatever.
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 5 2013, 05:49 AM
Post #3738


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



@Aria,

Sprogget
For the concealment, once there is a specific reason to look, the actively looking bonus can help counter it.  Sprogget, using LeO’s camera(s) should have I think a perception dice pool of Intuition(5)+Sensor(6)+Actively Looking(3)+ maybe the vision enhancement on the camera(3) - vision modifiers(2) - magic rating for the concealment.

Waiting to watch LeO die (IMG:style_emoticons/default/frown.gif) , and letting others post if they feel like it, before trying to deal with whatever those detected nodes are attached to.  Starting with some matrix perception to see what he can learn about them.

Oyl
Checking on the situation with Spindle, Beast Spirit, Mage, Mage’s Spirit, Oyl.  Really looking to be the flea that keeps him busy, while Spindle gets some real hits in, but depending on the circumstances, Oyl with her force 2 spirit might be more effective than you expect.  If the mage is out of body, engaging Spindle in astral combat, the plant spirit can materialize and use unarmed combat or engulf as undefended melee attacks.  Looking at SR4A157, that could actually get a usable dice pool for the spirit: Unarmed Combat(2)+AGI(1)+Opponent Prone(3)+Superior position(2).  Could even add charging attack(2) at least the first time.  Hits from that add to the DV;

Unarmed Combat SR4A159 with STR 6 is 3S plus the (net) hits from the attack, damage resisted by Body + Impact.

Engulf SM100,SR4A294 is Magic 2 + (net) hits stun every spirit action phase, as a sustained power, damage resisted by Body + half impact.  Does not even need to stay LOS to face the wrath when the mage jumps back into his body.  Escaping the engulf will take an action (simple? complex?) and success on STR+BOD vs Magic(2)+Body(5)

Now for a fun one where I do not know what RAW should be.  The plant spirit has the Fear SR4A295 power.  What would the effect be if that was used (and succeeded) in the physical world, on the mage’s body, while the mage was in astral?  Run away in astral?  Could the spirit use both Fear and Engulf at the same time?  Fear and Unarmed Combat?  The spirit also has Concealment, to help get in that first hit, and Guard to suppress glitches.

"Use all of your abilities and powers to do as much damage as you can to that mage, as fast as you can, until he is back in his body and unconscious".

The general plan, since Spindle failed to leave anything to use for targeting instructions, is to summon the first spirit, follow Spindles astral trail/link, then sic the spirit on the mage in the physical plane.  Retreat and call up watcher spirits to harass the mage in either astral or physical, wherever he goes (they actually have a single point of damage for astral combat SR4A192), replacing spirits as fast as they are destroyed.  Retreat to her body if attack imminent in astral, or if the spirits are lasting long enough that the slower physical summoning can mostly keep up.  Once have the target, should not need to point it out to the spirits each time, just give them the location, and the assensed aura from the first time through the mental link.  She gets 11 dice on the perception and assensing, to follow the trail, and read the mage’s aura.

I believe that a spirit/critter concealment power is only effective on the physical plane while it is also physical.  If the mage's spirit is confronting Spindles beast in astral, I think the concealment on the physical plane will drop.  Not that that is going make for a nice view for the tank killers. (IMG:style_emoticons/default/smile.gif)   If the spirit is manifested, it can maintain the power, but then it has 2IP instead of 3, but being dual natured can still be attacked from astral by the Beast Spirit with 3IP SR4A186

Correction: I see that astral tracking SR4A193 has a 1 hour interval.  However, Oyl knows where Sprogget is, and should be able to see any action when she gets close.
Go to the top of the page
 
+Quote Post
Aria
post Oct 7 2013, 04:36 PM
Post #3739


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



QUOTE (Machine Ghost @ Oct 5 2013, 02:07 AM) *
SR4A293 says concealment subtracts dice from the perception dice pool. I thinking of it as making things hard to see, due to a combination of not 'wanting' to look that way, and 'luck' putting things in the way if you do look there. Still possible to see, but more difficult to 'notice'.

In a table top game, I remember using that to hide a getaway van in plain sight. Turned a corner, breaking line of sight, then immediately pulled over to become a watcher of the high speed chase coming around the corner, with no one left to chase. It is better than invisibility for some cases, because people can walk into / run over invisible things. Concealment leaves them less noticeable, but there is still 'something' there to avoid collisions with.

Jazz could/should have told Sprogget about the Winter's current location when she asked him to find Summer. LeFey did pass it along, because Jazz got eBreeze to reset the sensors to be able to see the APCs there initially. Whatever.
Yes, that’s how I view concealment…it affects technological sensors (although this might be twisting RAW/intent somewhat?!?). Jazz wasn’t tracking Winter and had no reason to assume he wasn’t with the APCs, at least to my mind…??? The APCs were at his location when spotted and then they moved to the breech location!
QUOTE (Machine Ghost @ Oct 5 2013, 06:49 AM) *
@Aria,

Sprogget
For the concealment, once there is a specific reason to look, the actively looking bonus can help counter it. Sprogget, using LeO’s camera(s) should have I think a perception dice pool of Intuition(5)+Sensor(6)+Actively Looking(3)+ maybe the vision enhancement on the camera(3) - vision modifiers(2) - magic rating for the concealment.
Spirit is Fc 8 so assuming vision enhancement functions that gives you 7D, buying a hit (to save you rolling) you pierce the illusion to see a looming Ares Citymaster with an additional box missile system mounted on the back (in addition to the LMGs in the front turret that is…)
QUOTE (Machine Ghost @ Oct 5 2013, 06:49 AM) *
Waiting to watch LeO die (IMG:style_emoticons/default/frown.gif) , and letting others post if they feel like it, before trying to deal with whatever those detected nodes are attached to. Starting with some matrix perception to see what he can learn about them.
I imagine you’ll find the rigger’s commlink in hidden mode, the mage’s ‘link and possibly Winter’s bionode…apart from the last not sure you could tell them apart until you try and do something…
QUOTE (Machine Ghost @ Oct 5 2013, 06:49 AM) *
Oyl
Checking on the situation with Spindle, Beast Spirit, Mage, Mage’s Spirit, Oyl. Really looking to be the flea that keeps him busy, while Spindle gets some real hits in, but depending on the circumstances, Oyl with her force 2 spirit might be more effective than you expect. If the mage is out of body, engaging Spindle in astral combat, the plant spirit can materialize and use unarmed combat or engulf as undefended melee attacks. Looking at SR4A157, that could actually get a usable dice pool for the spirit: Unarmed Combat(2)+AGI(1)+Opponent Prone(3)+Superior position(2). Could even add charging attack(2) at least the first time. Hits from that add to the DV;

Unarmed Combat SR4A159 with STR 6 is 3S plus the (net) hits from the attack, damage resisted by Body + Impact.

Engulf SM100,SR4A294 is Magic 2 + (net) hits stun every spirit action phase, as a sustained power, damage resisted by Body + half impact. Does not even need to stay LOS to face the wrath when the mage jumps back into his body. Escaping the engulf will take an action (simple? complex?) and success on STR+BOD vs Magic(2)+Body(5)

Now for a fun one where I do not know what RAW should be. The plant spirit has the Fear SR4A295 power. What would the effect be if that was used (and succeeded) in the physical world, on the mage’s body, while the mage was in astral? Run away in astral? Could the spirit use both Fear and Engulf at the same time? Fear and Unarmed Combat? The spirit also has Concealment, to help get in that first hit, and Guard to suppress glitches.
I would argue that you could use fear on the astral form, using it on the body will have no effect as his consciousness is elsewhere! As to multi power uses, one per action is the way to go but as you will have more than one I don’t see why you couldn’t combo them…
QUOTE (Machine Ghost @ Oct 5 2013, 06:49 AM) *
"Use all of your abilities and powers to do as much damage as you can to that mage, as fast as you can, until he is back in his body and unconscious".

The general plan, since Spindle failed to leave anything to use for targeting instructions, is to summon the first spirit, follow Spindles astral trail/link, then sic the spirit on the mage in the physical plane. Retreat and call up watcher spirits to harass the mage in either astral or physical, wherever he goes (they actually have a single point of damage for astral combat SR4A192), replacing spirits as fast as they are destroyed. Retreat to her body if attack imminent in astral, or if the spirits are lasting long enough that the slower physical summoning can mostly keep up. Once have the target, should not need to point it out to the spirits each time, just give them the location, and the assensed aura from the first time through the mental link. She gets 11 dice on the perception and assensing, to follow the trail, and read the mage’s aura.

I believe that a spirit/critter concealment power is only effective on the physical plane while it is also physical. If the mage's spirit is confronting Spindles beast in astral, I think the concealment on the physical plane will drop. Not that that is going make for a nice view for the tank killers. (IMG:style_emoticons/default/smile.gif) If the spirit is manifested, it can maintain the power, but then it has 2IP instead of 3, but being dual natured can still be attacked from astral by the Beast Spirit with 3IP SR4A186

Correction: I see that astral tracking SR4A193 has a 1 hour interval. However, Oyl knows where Sprogget is, and should be able to see any action when she gets close.
Don’t forget mysads don’t get astral projection, only perception if you buy it as an adept power…if Osha wants to be ‘on scene’ she’ll need to go there in person. Sending a spirit that far alone will be a remote service and it’ll need to be fairly smart or instructions very specific!

Working on IC now but anyone can post in the meantime…will try and post it tomorrow…
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 7 2013, 11:45 PM
Post #3740


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



QUOTE (Aria @ Oct 7 2013, 10:36 AM) *
Yes, that’s how I view concealment…it affects technological sensors (although this might be twisting RAW/intent somewhat?!?).  Jazz wasn’t tracking Winter and had no reason to assume he wasn’t with the APCs, at least to my mind…???  The APCs were at his location when spotted and then they moved to the breech location!

Spirit is Fc 8 so assuming vision enhancement functions that gives you 7D, buying a hit (to save you rolling) you pierce the illusion to see a looming Ares Citymaster with an additional box missile system mounted on the back (in addition to the LMGs in the front turret that is…)
I imagine you’ll find the rigger’s commlink in hidden mode, the mage’s ‘link and possibly Winter’s bionode…apart from the last not sure you could tell them apart until you try and do something…

I would argue that you could use fear on the astral form, using it on the body will have no effect as his consciousness is elsewhere!  As to multi power uses, one per action is the way to go but as you will have more than one I don’t see why you couldn’t combo them…
Don’t forget mysads don’t get astral projection, only perception if you buy it as an adept power…if Osha wants to be ‘on scene’ she’ll need to go there in person.  Sending a spirit that far alone will be a remote service and it’ll need to be fairly smart or instructions very specific!

Working on IC now but anyone can post in the meantime…will try and post it tomorrow…
Matrix perception can get some information about the nodes, once they are found.  SR4A328 has an explicitly partial list of things that can be discovered, 1 per hit, reduced by stealth if that is running.

Well with multiple 'bodies' around, Fear might be appropriate anyway.  Potentially keep the others off of the spirit while attacking the mage.  Self defense while doing the main task.  Of course if the mage is running counterspelling (that is effective on the physical plane), the chance of doing anything are pretty slim.  What would the effect of Fear be on a rigger that was jumped into a vehicle, if the spirit was inside the vehicle?  Assuming that the riggers body is actually in the vehicle, not remote.  That requires LOS to take effect, so if the rigger is in an enclosed rigger cocoon, the spirit might not be able to 'see' him while attacking the mage.

If the 'reason' for destroying LeO, is the high velocity, breaking that would be enough. LeO has a bunch of other upgrades too. The most expensive item probably the response(5) for the node. Why Frankenhunter liked the drone so much (IMG:style_emoticons/default/smile.gif)

Right, Oyl has the astral perception adept power, but not projection.  One alternative seems to be to try to use a watcher spirit for eyes (using the mental link).  Take too long to shift to bird form and get there, even if it was safe to fly in that storm.  Oyl is looking for the fastest way to get the spirit into the action.  Another complaint against Spindle.  This would have been much easier if had waited a few seconds, so the spirit could have gone WITH him, and probably been targeted by him too.

Projected plant sprit sequence, if Oyl can specify enough:
Materilize
Charge for melee attack, engulf: assuming surprise and/or mage in astral, automatic with hits boosting DV
Melee attack while sustaining engulf
Fear while sustaining engulf (if any others physically close enough to interfere)
Melee attack while sustaining engulf and fear: those are powers, not spells, so I do not know how negatives should work for sustaining.

I'd start with Fear already active when materializing, but do not want to give the mage/spirit any extra chance to notice something ahead of time.

Oyl summon new plant spirit(2)
5d6.hits(5);2d6.hits(5)

Summon force 2 plant spirit (5d6.hits(5)=1, 2d6.hits(5) =0)
5d6.hits(5);2d6.hits(5) → [3,1,2,2,5] = (1)
5d6.hits(5);2d6.hits(5) → [2,3] = (0)
buy 2 hits to resist the drain

I 'thought' I had already done this, but boosted summoning(1) to summoning(2) for 4 karma (one more die for plant spirits later).  The chummer file already had the karma 'allocated', but not spent.
Summon replacement watcher spirits as needed
summoning(2)+Magic(2): buy 1 hit == 1 hour

Plant Spirit(2): BOD 5, AGI 1, REA 5, STR 6, CHA 2, INT 2, LOG 2, WIL 2, EDG 2, Mag 2, INI 4, IP 2
[ Spoiler ]

If this lasts very long, Oyl will be wanting to spend at least some time back in physical, to keep up with the tactical information.
Go to the top of the page
 
+Quote Post
Aria
post Oct 8 2013, 04:30 PM
Post #3741


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



QUOTE (Machine Ghost @ Oct 8 2013, 12:45 AM) *
Matrix perception can get some information about the nodes, once they are found. SR4A328 228 has an explicitly partial list of things that can be discovered, 1 per hit, reduced by stealth if that is running.
QUOTE
• Access ID of a user or independent agent
• Alert status of node
• Edit date of a file
• Function of a control icon
• Hidden access to another node
• Matrix damage taken by icon
• Presence of a data bomb
• Programs run by persona or agent
• Rating of one Matrix attribute
• Type (file, user, agent, program type, etc.)
• Whether a file or node is encrypted
• Whether a Trace is running
There you go…ask away!
QUOTE ( @ Oct 8 2013, 12:45 AM) *
Also has Magical Guard for counterspelling, and Silence to prevent some calls for help or instructions SM98 Unarmed Combat(2)+AGI(1)+Opponent Prone(3)+Superior position(2)+Charge(2) => Melee Attacks
10d6.hits(5) → [4,6,5,2,3,4,1,2,5,2] = (3)
10d6.hits(5) → [3,5,2,5,1,1,3,1,1,1] = (2)
10d6.hits(5) → [1,2,3,6,2,6,5,6,4,6] = (5)
10d6.hits(5) → [1,4,4,1,3,2,6,2,5,1] = (2)
10d6.hits(5) → [3,3,4,1,6,5,1,5,1,5] = (4) Truncate as needed. The 2nd is actually a glitch, if get the full pool. probably no charge for that though.
Engulf(2)+net Hits stun
Unarmed(3)+net Hits stun

The spirit has both Unarmed comabat and Dogde skills, so Block and Dodge are both valid melee defense actions, with the same dice pool. Ranged defense is REA(5) with hardened Armor(4). Not good enough to block most physical weapons.
Whole bunch of dice pools potentially needed for defense and resistance. Here are the ones I could think of for now.
Physical Defense: REA(5)+Dodge(2)
Magical Defense (Indirect Physical) REA(5)+Counterspelling(2) Physical Damage Resistance: BOD(5)+Armor(4) Spell Defense: Magic(2)+WIL(2)+Counterspelling(2)
Spell Damage Resistance:
Direct Physical: Body(5)+Counterspelling(2), Indirect Physical: Body(5)+half Armor(2),
Mana: WIL(2)+Counterspelling(2)
Too many variations to roll individually. I'll just roll a general 'damage' pool, to be used as needed.
General resistance / damage pool.
10d6.hits(5) → [2,5,2,2,2,6,3,2,5,3]
10d6.hits(5) → [1,5,5,2,4,5,4,5,4,6]
10d6.hits(5) → [4,6,4,4,2,4,4,4,1,2]
10d6.hits(5) → [4,4,5,2,6,5,6,3,2,4]
10d6.hits(5) → [2,2,6,4,1,3,6,3,1,5]
10d6.hits(5) → [3,6,3,4,3,6,3,1,3,5]
10d6.hits(5) → [6,6,1,4,1,2,4,6,3,5]
10d6.hits(5) → [6,3,5,3,3,3,5,1,1,5]
Ok, some of this is moot as the mage is in a cocoon (with mage goggles to look outside) and the spirit needs to ‘climb in there with him’ so won’t be vulnerable to attack from outside unless they crack the pod… also Engulf, fear etc are powers so they are used once per IP, rather than sustained, and replace any other attack…they are quite hideous as it is without allowing multiple affects going on at once! (Yes, engulf does auto damage every round until the victim escapes…) Also as he’s in a cocoon I think charge is a bit of a reach but being engulfed in plant life is probably going to be very effective with no dodge available! I’d have described the attack in more gory detail but will leave that to you as I can’t remember off hand if you’ve described the form your plant spirits take???

Bod 5 + Armour 6(/2) =Buy hits 2 vs 2 +net melee hits = 3 boxes IP1, 2 in IP2 …he’ll realise something is up about now… <cliff hanger> (he still needs to try and escape which will be hard from inside the cocoon!)

I’ve stopped it here because I want to give Crow, Mordred, Gemeaux and possibly LeFey a chance to chime in too if they like… otherwise I’ll crack on! Scrapheap has caught Jazz, you’ll need to climb down to get her to the bottom, then what do you want to do???

Ps. LeO is out of this fight! There are other combat drones around though that you could co-opt if you want? Jazz’s hound drone springs to mind and there may be others…
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 9 2013, 12:09 AM
Post #3742


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



@Aria,

Oyl:
With the mage in a cocoon, charge is as you say probably not appropriate, but I do like the benefit of keeping outside mundane interference out (IMG:style_emoticons/default/smile.gif)   Also like your idea that escaping is more problem while inside the cocoon.  Double jeopardy.  Can not move while engulfed.  Can not move (much) while in the cocoon.  Even if he breaks the engulf, he is still going to be prone and nearly immobile for the following attack(s).

Oyl is maybe not acting as fast as I was thinking, although that does not affect the spirits once summoned.  With astral perception, but not projection, can she even get to the astral initiative passes that Chummer is showing me?  If not, I need to go edit a post, and it at least means she can somewhat keep up on what is happening in C&C while focusing the majority of her attention on the spirits.  Looks like the multi-tasking adept power might be in her future, if SR5 has that, since it is in Street Magic now.

Handle how you want, but here is a collection of the pieces that I based the sustain on.
QUOTE (SR4A292 Powers)
Powers are special abilities that critters possess as part of their physiology. Some powers are natural in nature, such as claws or armor. Others, such as Concealment or Engulf, are magical.
QUOTE (SR4A294 Engulf)
The Engulf power gives a critter the ability to draw victims into itself or the terrain it controls, thus smothering the victim.
..snip..
Every time the critter’s Action Phase comes up, the critter automatically inflicts damage with a base DV equal to its Magic attribute. Net hits on the melee attack increase the DV of this damage.
..snip..
QUOTE (SM100 Engulf)
The Engulf power is just as usable by a spirit joined to a vessel as it is by a spirit materializing a body of its own.  Spirits need not drag their victims inside their body, as engulfing materials can appear next to the spirit.  As Engulf is a sustained power, a spirit is capable of leaving the vicinity or even line of sight of the victim while the Engulf continues.
..snip..
Plant: The victim is entwined in vines, branches, or thorns, suffering Stun damage.
All of which combined gets me to think that the power does not need to be 'used again' each IP.  Once engulfed (with appropriate materials), it is just sustained, and the spirit can continue with other actions.  No extra engulf rolls are needed.  The net hits from the initial melee attack continue to affect the continuing damage each action phase.  Something like some diseases and poisons, until cured or neutralized.

With those assumptions, the first IP will be 2 hits from the melee attack (last 2 dice ignored from all pools for the charge), with resulting DV of Magic(2)+Net hits(2) = 4S, reduced to 2 by the damage resistance.  The second IP will be an additional 2S damage for the continued engulf, plus unarmed attack with STR(6)/2+Net Hits(2)-damage resistance(2)=3S extra.  Total of 7 stun in 2 IP (1 combat turn).  Enough to get wounds(-2) for actions, like breaking the engulf.  I did say the force 2 spirit might be more effective than you expected.  Even if the mage does break the engulf on the first IP of the next combat turn, he is still looking at another 7S, resisted to 5 from the (simultaneous) unarmed combat attack.  Will 14S take him out?

If the plant spirit ends its service when the mage goes unconscious, but the air spirit is still active (as seen by the watcher spirits), Oyl will need to summon the next plant spirit to finish the job.

I had not previously given a full description of Oyl's Plant spirit.  I did mention the first time summoning one, that she was envisioning the potted cactus plant at her lodge (IMG:style_emoticons/default/biggrin.gif)   Unfortunately, those will have to be blunt spines, to help with the grip, since the damage is stun.  Strangulation, not knives.

Sprogget:
Co-opt other combat drones??  But why?  Sprogget wants that CityMaster!!!  Built in rigger cocoon(s).  Perfect 'salvage' for Sprogget's new 'office' (IMG:style_emoticons/default/biggrin.gif)   Not the discrete wheels he was lamenting for the trip to pick up LeFey, but would look good on a patrol around the Mechanicals territory (IMG:style_emoticons/default/smile.gif)   Probably that would eventually bring too much of the wrong attention, but parking it inside of disguised building/garage, to bring out for special occasions, is very tempting.  With extra precautions, so intrepid thieves would find it to be physically disabled until needed.  The threat that it represents could help Oyl with the negotiations needed trying to get a 'coalition' to support the neutrality of the hospital.

Can I get C&C feeding update information to Sprogget?  Knowing a bit more about the magical resources deployed could help.  At least with the nerves (IMG:style_emoticons/default/smile.gif)   More options later, if the mage gets dealt with, and Oyl can report to C&C a bit of what she saw through the spirits, combined with what Sprogget will get from the matrix nodes.

Sprogget has a bit of a problem here.  He managed to use up all of his edge.  1 to cut the fading from calling a contrary sprite, one to counter the edge used by the dissonant rigger, and one on the initial failed attempt to locate the hidden nodes.  Plus 6 stun and 1 physical, currently countered by a stim(4) patch.  He is getting seriously close to his limits for the day.

If Oyl and Sprogget are about in time sync now, Oly and Spindle might finish with the mage before Sprogget has to get serious about the matrix nodes.  I am meta game guessing that Spindle is done with direct action for now.  Summoning the spirit, plus the astral combat is going to take him out of the action for now.  Oyl though might be able to do some more hands on work, when she has enough information to make it effective.
It will take a few turns for Sprogget to look at and identify those nodes.  Simple action, Analyze Icon/Node SR4A229, 2 actions per IP, 3IP.

Poor LeO.  He gave it his all.  After the planned actions, he was going to be nearly out of ammo anyway.  20 round suppressive fire with 3 IP uses ammo fast.  Technically, I think suppressive fire should be 20 rounds for the whole combat turn, just like movement rate just gets divided by the number of IP for how far you can move in one IP.  Extra matrix IP does not let the physical rifle shoot any faster, but the area is still suppressed for all of the IP that it is active.

What happened to the second radar source 'above', or was that the missile?  DR has active radar engaged to try to find it Not after clarification.

Threading: Software(2)+Resonance(4)+Analytical Mind(2)
buy 2 hits to boost Analyze(3) to Analyze(5), buy 2 hits to resist the fading.  Reduce dice pools below by 1, if do not want to allow buying hits for physical fading.  Actually, right now, physical fading might be better than stun.

Matrix Perception: Computer(2)+Analyze(5)+TM Bonus(2)+Hot Sim Bonus(2)+Actively Looking(3), either success test, or opposed by Firewall+Stealth (since these are all nodes)
For each node:
what 'type' is it? (since this level is analyze 'node', Commlink, drone/vehicle, device, PAN (if separate from commlink), other)
what response rating?
presence of resonance (signature)?
what firewall rating?
is the node encrypted?
is it slaved to another node?
is it being rigged?
node alert status?
what system rating?
what signal rating?
Matrix perception: Analyze Node, detected nodes at citymaster
14d6.hits(5) → [3,2,5,1,2,4,1,2,3,3,4,3,1,1] = (1)
14d6.hits(5) → [3,2,2,1,2,3,1,6,6,6,5,4,5,2] = (5)
14d6.hits(5) → [4,5,3,5,1,6,1,6,4,3,3,2,6,4] = (5)
14d6.hits(5) → [6,6,4,1,4,6,5,5,6,2,4,2,3,2] = (6)
14d6.hits(5) → [1,3,3,6,3,6,5,4,4,1,1,1,2,5] = (4)
14d6.hits(5) → [6,4,5,5,3,5,1,1,1,6,1,1,2,3] = (5)
14d6.hits(5) → [5,6,6,4,6,3,2,6,2,5,4,1,4,1] = (6)
14d6.hits(5) → [3,5,5,3,5,3,3,5,6,5,4,5,4,3] = (7)
14d6.hits(5) → [4,4,2,2,5,1,6,5,6,2,6,2,2,3] = (5)
14d6.hits(5) → [6,3,2,3,3,3,3,4,2,3,1,5,5,6] = (4)
Other than the first roll, the dice were generous

A bionode might show as a unique type, or it could masquerade as a commlink, depending on the abilities of the TM.  Jumped in, the rigger probably does not show as a separate node.  He is 'in' the citymaster.  At least that is the way SR5 points.  SR4 looks like the commlink would be separate, but easy enough treat as slaved when jumped in, to bring back to effectively a single node again.

After the initial pass, any that show no/little information (at least the firewall rating) are worth a second look, as well as filling in any additional information from 'interesting' items from the first look.  That would likely be citymaster, rigger if separate, bionode if identified.  Another item that could be interesting, is the number of commlinks seen, as an indication of the number of people inside.  If the commlinks seem mostly all the same, that will probably indicate to Sprogget that they are part of the milspec group, part of the 'standard equipment'.  Weaker, and more variation, points to gangers and more diverse runner style groups.  Probably will not fill the complete question list on anything, even the ones given a second look.  That is probably as far as it is safe to 'script' the actions, until have some of the initial information.
Go to the top of the page
 
+Quote Post
JxJxA
post Oct 9 2013, 01:08 AM
Post #3743


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



@ Aria: I'm more than happy to take up aim and begin popping heads like balloons from afar with the sniper rifle (or at least ringing them like bells if they are appropriately encased in heavy armor). (IMG:style_emoticons/default/biggrin.gif) Is anyone visible?
Go to the top of the page
 
+Quote Post
Aria
post Oct 9 2013, 04:32 PM
Post #3744


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



QUOTE (JxJxA @ Oct 9 2013, 02:08 AM) *
@ Aria: I'm more than happy to take up aim and begin popping heads like balloons from afar with the sniper rifle (or at least ringing them like bells if they are appropriately encased in heavy armor). (IMG:style_emoticons/default/biggrin.gif) Is anyone visible?
There are plenty visible…check out the map link that Machine Ghost put up a few posts back…the gangers and soldier boys are around the area marked as the breech…tell me who you are targeting and where you want to shoot from (I am assuming you are starting on the roof of the (crumbling) building just south of where Sprogget et al. is marked on the map)!
QUOTE (Machine Ghost @ Oct 9 2013, 01:09 AM) *
@Aria,

Oyl:
With the mage in a cocoon, charge is as you say probably not appropriate, but I do like the benefit of keeping outside mundane interference out (IMG:style_emoticons/default/smile.gif) Also like your idea that escaping is more problem while inside the cocoon. Double jeopardy. Can not move while engulfed. Can not move (much) while in the cocoon. Even if he breaks the engulf, he is still going to be prone and nearly immobile for the following attack(s).

Oyl is maybe not acting as fast as I was thinking, although that does not affect the spirits once summoned. With astral perception, but not projection, can she even get to the astral initiative passes that Chummer is showing me? If not, I need to go edit a post, and it at least means she can somewhat keep up on what is happening in C&C while focusing the majority of her attention on the spirits. Looks like the multi-tasking adept power might be in her future, if SR5 has that, since it is in Street Magic now.
Mundane speeds only I’m afraid!
QUOTE (Machine Ghost @ Oct 9 2013, 01:09 AM) *
Handle how you want, but here is a collection of the pieces that I based the sustain on.
All of which combined gets me to think that the power does need to be 'used again' each IP. Once engulfed (with appropriate materials), it is just sustained, and the spirit can continue with other actions. No extra engulf rolls are needed. The net hits from the initial melee attack continue to affect the continuing damage each action phase. Something like some diseases and poisons, until cured or neutralized.

With those assumptions, the first IP will be 2 hits from the melee attack (last 2 dice ignored from all pools for the charge), with resulting DV of Magic(2)+Net hits(2) = 4S, reduced to 2 by the damage resistance. The second IP will be an additional 2S damage for the continued engulf, plus unarmed attack with STR(6)/2+Net Hits(2)-damage resistance(2)=3S extra. Total of 7 stun in 2 IP (1 combat turn). Enough to get wounds(-2) for actions, like breaking the engulf. I did say the force 2 spirit might be more effective than you expected. Even if the mage does break the engulf on the first IP of the next combat turn, he is still looking at another 7S, resisted to 5 from the (simultaneous) unarmed combat attack. Will 14S take him out?
Yes! I toyed with the idea of him returning to his body and blasting the plant out of existence but it is just too fast and I’ve always played it that you only have a tenuous feel for your body from the astral…it’s an out of body experience after all!
QUOTE (Machine Ghost @ Oct 9 2013, 01:09 AM) *
If the plant spirit ends its service when the mage goes unconscious, but the air spirit is still active (as seen by the watcher spirits), Oyl will need to summon the next plant spirit to finish the job.

I had not previously given a full description of Oyl's Plant spirit. I did mention the first time summoning one, that she was envisioning the potted cactus plant at her lodge (IMG:style_emoticons/default/biggrin.gif) Unfortunately, those will have to be blunt spines, to help with the grip, since the damage is stun. Strangulation, not knives.

Sprogget:
Co-opt other combat drones?? But why? Sprogget wants that CityMaster!!! Built in rigger cocoon(s). Perfect 'salvage' for Sprogget's new 'office' (IMG:style_emoticons/default/biggrin.gif) Not the discrete wheels he was lamenting for the trip to pick up LeFey, but would look good on a patrol around the Mechanicals territory (IMG:style_emoticons/default/smile.gif) Probably that would eventually bring too much of the wrong attention, but parking it inside of disguised building/garage, to bring out for special occasions, is very tempting. With extra precautions, so intrepid thieves would find it to be physically disabled until needed. The threat that it represents could help Oyl with the negotiations needed trying to get a 'coalition' to support the neutrality of the hospital.

Can I get C&C feeding update information to Sprogget? Knowing a bit more about the magical resources deployed could help. At least with the nerves (IMG:style_emoticons/default/smile.gif) More options later, if the mage gets dealt with, and Oyl can report to C&C a bit of what she saw through the spirits, combined with what Sprogget will get from the matrix nodes.

Sprogget has a bit of a problem here. He managed to use up all of his edge. 1 to cut the fading from calling a contrary sprite, one to counter the edge used by the dissonant rigger, and one on the initial failed attempt to locate the hidden nodes. Plus 6 stun and 1 physical, currently countered by a stim(4) patch. He is getting seriously close to his limits for the day.

If Oyl and Sprogget are about in time sync now, Oly and Spindle might finish with the mage before Sprogget has to get serious about the matrix nodes. I am meta game guessing that Spindle is done with direct action for now. Summoning the spirit, plus the astral combat is going to take him out of the action for now. Oyl though might be able to do some more hands on work, when she has enough information to make it effective.
It will take a few turns for Sprogget to look at and identify those nodes. Simple action, Analyze Icon/Node SR4A229, 2 actions per IP, 3IP.
You are more or less in sync. The elemental buggers off when the mage goes unconscious so you can see your prize! Although I suspect winkling out the rigger will be harder than dealing with the mage!
QUOTE (Machine Ghost @ Oct 9 2013, 01:09 AM) *
Poor LeO. He gave it his all. After the planned actions, he was going to be nearly out of ammo anyway. 20 round suppressive fire with 3 IP uses ammo fast. Technically, I think suppressive fire should be 20 rounds for the whole combat turn, just like movement rate just gets divided by the number of IP for how far you can move in one IP. Extra matrix IP does not let the physical rifle shoot any faster, but the area is still suppressed for all of the IP that it is active.

What happened to the second radar source 'above', or was that the missile? DR has active radar engaged to try to find it.
It’s still up there somewhere…
QUOTE (Machine Ghost @ Oct 9 2013, 01:09 AM) *
Threading: Software(2)+Resonance(4)+Analytical Mind(2)
buy 2 hits to boost Analyze(3) to Analyze(5), buy 2 hits to resist the fading. Reduce dice pools below by 1, if do not want to allow buying hits for physical fading. Actually, right now, physical fading might be better than stun.

Matrix Perception: Computer(2)+Analyze(5)+TM Bonus(2)+Hot Sim Bonus(2)+Actively Looking(3), either success test, or opposed by Firewall+Stealth (since these are all nodes)
For each node:
what 'type' is it? (since this level is analyze 'node', Commlink, drone/vehicle, device, PAN (if separate from commlink), other)
what response rating?
presence of resonance (signature)?
what firewall rating?
is the node encrypted?
is it slaved to another node?
is it being rigged?
node alert status?
what system rating?
what signal rating?
Matrix perception: Analyze Node, detected nodes at citymaster
14d6.hits(5) → [3,2,5,1,2,4,1,2,3,3,4,3,1,1] = (1)
14d6.hits(5) → [3,2,2,1,2,3,1,6,6,6,5,4,5,2] = (5)
14d6.hits(5) → [4,5,3,5,1,6,1,6,4,3,3,2,6,4] = (5)
14d6.hits(5) → [6,6,4,1,4,6,5,5,6,2,4,2,3,2] = (6)
14d6.hits(5) → [1,3,3,6,3,6,5,4,4,1,1,1,2,5] = (4)
14d6.hits(5) → [6,4,5,5,3,5,1,1,1,6,1,1,2,3] = (5)
14d6.hits(5) → [5,6,6,4,6,3,2,6,2,5,4,1,4,1] = (6)
14d6.hits(5) → [3,5,5,3,5,3,3,5,6,5,4,5,4,3] = (7)
14d6.hits(5) → [4,4,2,2,5,1,6,5,6,2,6,2,2,3] = (5)
14d6.hits(5) → [6,3,2,3,3,3,3,4,2,3,1,5,5,6] = (4)
Other than the first roll, the dice were generous

A bionode might show as a unique type, or it could masquerade as a commlink, depending on the abilities of the TM. Jumped in, the rigger probably does not show as a separate node. He is 'in' the citymaster. At least that is the way SR5 points. SR4 looks like the commlink would be separate, but easy enough treat as slaved when jumped in, to bring back to effectively a single node again.

After the initial pass, any that show no/little information (at least the firewall rating) are worth a second look, as well as filling in any additional information from 'interesting' items from the first look. That would likely be citymaster, rigger if separate, bionode if identified. Another item that could be interesting, is the number of commlinks seen, as an indication of the number of people inside. If the commlinks seem mostly all the same, that will probably indicate to Sprogget that they are part of the milspec group, part of the 'standard equipment'. Weaker, and more variation, points to gangers and more diverse runner style groups. Probably will not fill the complete question list on anything, even the ones given a second look. That is probably as far as it is safe to 'script' the actions, until have some of the initial information.
Will get to this lot when I can…suspect you’ve got a bit more information to post and hopefully the others will chime in too!
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 9 2013, 10:21 PM
Post #3745


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



QUOTE (Aria @ Oct 9 2013, 10:32 AM) *
.. snip ..
Mundane speeds only I’m afraid!
Got a bit of editing to do

.. snip ..


You are more or less in sync.  The elemental buggers off when the mage goes unconscious so you can see your prize!  Although I suspect winkling out the rigger will be harder than dealing with the mage!
So the air spirit was not bound.  That depends who is doing the winkling.  See below (IMG:style_emoticons/default/smile.gif)
.. snip ..


It’s still up there somewhere…

Will get to this lot when I can…suspect you’ve got a bit more information to post and hopefully the others will chime in too!
Yes more info, though limited without a few details, about what Spindle/Cam will do next.  Oyl at least can start the next steps.

Part of the point of trying to keep the information current about what is happening various places, was for Oyl to be able to help out more directly.  Oyl has 'seen' the second cocoon, and Sprogget knows what it means.  Another plant spirit in there should clear things out of the way nicely!  When Oyl reports success (and Spindle either confirms or passes out when returning to his body), C&C should be giving Sprogget an update on the magical situation.  Oyl will be insisting on that, even if only with a nonverbal message and glare for Cam.  Been too much hoarding of important information already.  When Sprogget notices the spell/illusion is gone, he can query C&C for info too, if they are not prompt.  Add a personal message from Oyl about turning him into a snake so she can tie knots better, followed by a quick direct brother/sister (commlink) chat to share info real time (between Sprogget’s information about the nodes, and what Oyl got from auras, they should have a good idea about the 'crew' in the citymaster).  Both have been avoiding direct calls, not sure just how busy the other is with 'life critical' things.  Then …

That idea was what prompted the earlier question about what affect Fear would have on a jumped in rigger, if the source was inside the rigged vehicle, or even inside the cocoon.  Force 2 spirits can not take on masses of gangers and experienced, milspec equipped troops, but a little careful targeting can make a big difference in the situation in a hurry.  Time it right.  Take over the Citymaster as the troops are boarding that remaining APC.  That will make IT a sitting target.  Limited by Sprogget’s skill with Gunnery while jumped in.  Actually maybe use a Tutor sprite to get some skill.  A missile or 2 will get a lot of revenge for what they did in the mall.  Maybe one close to the breach, to scatter some gangers.

You did say earlier that there is one more magical resource available to the Mechanicals (got a name picked out?).  If Spindle passes out, maybe Oyl can assert some authority.  Get him to the clinic, get Cam to assign that other mage to astral patrol, trying to cover the open perimeter.  The storm is likely messing with visibility enough, that tossing a tribal sensor drone high is probably not going to be very effective (need to figure out what the tribal resources consist of too; I did some high level design/speculation earlier, about what could be used from scavenged sources, but never spec’d it out; need a 'tribal security budget' to take it very far).
Specs/Char sheet/profiles for Spindle and the other mage would be good to, if Oyl is going to be making any 'plans'.
Go to the top of the page
 
+Quote Post
JxJxA
post Oct 9 2013, 11:49 PM
Post #3746


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



@ Aria: Cool, finally found out where I'm at on the map! ^_^ How close are the gang goons to the milspec mooks? I might try and start a fight between the two of them if possible... (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 10 2013, 08:53 AM
Post #3747


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



@Aria, E:Tribes,

About caught up. Just the obvious next piece to get the dragonfly drone moving North, at speed, inside of the mall, get another (smarter than watcher) plant spirit to inventory the passengers, collect the information from the matrix perception, maybe Bit can lookup information about possible/likely manual overrides in the Citymaster. With the latest though, Sprogget is probably going back for another check of nodes, to try to see if they might have a tacnet running. Not *sure* about that in RAW. tacsoft would be a program inside the node, but having it running is going to have a steady stream of information being passed between the members, and that volume of communications should be visible outside, even without doing intercept wireless to actually 'read' the content. Detection of the signals should be a variation on perception, before it would be possible to intercept (or decrypt then intercept). If active content noticed, need to check skills to see if interception is an option. Tapping in to the other guys tacnet seems like a very good idea, if it become possible. Unlike hacking, capture signal is totally invisible. Wireless version of a shotgun (directional) microphone
Go to the top of the page
 
+Quote Post
Aria
post Oct 10 2013, 04:34 PM
Post #3748


Dragon
********

Group: Dumpshocked
Posts: 4,258
Joined: 9-March 10
From: The Citadel
Member No.: 18,267



QUOTE (Machine Ghost @ Oct 9 2013, 01:09 AM) *
Threading: Software(2)+Resonance(4)+Analytical Mind(2)
buy 2 hits to boost Analyze(3) to Analyze(5), buy 2 hits to resist the fading. Reduce dice pools below by 1, if do not want to allow buying hits for physical fading. Actually, right now, physical fading might be better than stun.

Matrix Perception: Computer(2)+Analyze(5)+TM Bonus(2)+Hot Sim Bonus(2)+Actively Looking(3), either success test, or opposed by Firewall+Stealth (since these are all nodes)
For each node:
what 'type' is it? (since this level is analyze 'node', Commlink, drone/vehicle, device, PAN (if separate from commlink), other)
what response rating?
presence of resonance (signature)?
what firewall rating?
is the node encrypted?
is it slaved to another node?
is it being rigged?
node alert status?
what system rating?
what signal rating?
Matrix perception: Analyze Node, detected nodes at citymaster
14d6.hits(5) → [3,2,5,1,2,4,1,2,3,3,4,3,1,1] = (1) nada!
14d6.hits(5) → [3,2,2,1,2,3,1,6,6,6,5,4,5,2] = (5) 2 net hits gives tacnet guys stats (firewall 6 & encryption 6)
14d6.hits(5) → [4,5,3,5,1,6,1,6,4,3,3,2,6,4] = (5) 2 net hits gives rigger’s stats (firewall 7 & response 6)
14d6.hits(5) → [6,6,4,1,4,6,5,5,6,2,4,2,3,2] = (6)
14d6.hits(5) → [1,3,3,6,3,6,5,4,4,1,1,1,2,5] = (4)
14d6.hits(5) → [6,4,5,5,3,5,1,1,1,6,1,1,2,3] = (5)
14d6.hits(5) → [5,6,6,4,6,3,2,6,2,5,4,1,4,1] = (6)
14d6.hits(5) → [3,5,5,3,5,3,3,5,6,5,4,5,4,3] = (7)
14d6.hits(5) → [4,4,2,2,5,1,6,5,6,2,6,2,2,3] = (5)
14d6.hits(5) → [6,3,2,3,3,3,3,4,2,3,1,5,5,6] = (4)
Other than the first roll, the dice were generous

A bionode might show as a unique type, or it could masquerade as a commlink, depending on the abilities of the TM. Jumped in, the rigger probably does not show as a separate node. He is 'in' the citymaster. At least that is the way SR5 points. SR4 looks like the commlink would be separate, but easy enough treat as slaved when jumped in, to bring back to effectively a single node again.

After the initial pass, any that show no/little information (at least the firewall rating) are worth a second look, as well as filling in any additional information from 'interesting' items from the first look. That would likely be citymaster, rigger if separate, bionode if identified. Another item that could be interesting, is the number of commlinks seen, as an indication of the number of people inside. If the commlinks seem mostly all the same, that will probably indicate to Sprogget that they are part of the milspec group, part of the 'standard equipment'. Weaker, and more variation, points to gangers and more diverse runner style groups. Probably will not fill the complete question list on anything, even the ones given a second look. That is probably as far as it is safe to 'script' the actions, until have some of the initial information.
Will get to this lot when I can…suspect you’ve got a bit more information to post and hopefully the others will chime in too!

QUOTE (Machine Ghost @ Oct 9 2013, 11:21 PM) *
Yes more info, though limited without a few details, about what Spindle/Cam will do next. Oyl at least can start the next steps.

Part of the point of trying to keep the information current about what is happening various places, was for Oyl to be able to help out more directly. Oyl has 'seen' the second cocoon, and Sprogget knows what it means. Another plant spirit in there should clear things out of the way nicely! When Oyl reports success (and Spindle either confirms or passes out when returning to his body), C&C should be giving Sprogget an update on the magical situation. Oyl will be insisting on that, even if only with a nonverbal message and glare for Cam. Been too much hoarding of important information already. When Sprogget notices the spell/illusion is gone, he can query C&C for info too, if they are not prompt. Add a personal message from Oyl about turning him into a snake so she can tie knots better, followed by a quick direct brother/sister (commlink) chat to share info real time (between Sprogget’s information about the nodes, and what Oyl got from auras, they should have a good idea about the 'crew' in the citymaster). Both have been avoiding direct calls, not sure just how busy the other is with 'life critical' things. Then …

That idea was what prompted the earlier question about what affect Fear would have on a jumped in rigger, if the source was inside the rigged vehicle, or even inside the cocoon. Force 2 spirits can not take on masses of gangers and experienced, milspec equipped troops, but a little careful targeting can make a big difference in the situation in a hurry. Time it right. Take over the Citymaster as the troops are boarding that remaining APC. That will make IT a sitting target. Limited by Sprogget’s skill with Gunnery while jumped in. Actually maybe use a Tutor sprite to get some skill. A missile or 2 will get a lot of revenge for what they did in the mall. Maybe one close to the breach, to scatter some gangers.

You did say earlier that there is one more magical resource available to the Mechanicals (got a name picked out?). If Spindle passes out, maybe Oyl can assert some authority. Get him to the clinic, get Cam to assign that other mage to astral patrol, trying to cover the open perimeter. The storm is likely messing with visibility enough, that tossing a tribal sensor drone high is probably not going to be very effective (need to figure out what the tribal resources consist of too; I did some high level design/speculation earlier, about what could be used from scavenged sources, but never spec’d it out; need a 'tribal security budget' to take it very far).
Specs/Char sheet/profiles for Spindle and the other mage would be good to, if Oyl is going to be making any 'plans'.
Ok, as you may or may not have seen from the IC yet, Spindle is out of it. The one other mage (Firebox) is by no means a combat machine (the name is ironic!)…reclusive tinkerer is much closer to the mark and probably frightened of his own shadow…this is down to PCs now (IMG:style_emoticons/default/ork.gif)

Happy with the comms between Osha and Sprogget, will IC the info from the nodes and the spirits as best I can but the summary is here:
  • Unconcious mage in open cocoon…damn those biomonitors!
  • Mundane in another open cocoon (did you think they’d fall for the same trick twice?), presumably the rigger. Has an active ‘link with firewall 7+ stealth 6 (buy hits = 3)!
  • The Citymaster has no node on the matrix, probably slaved to the rigger’s link by direct access
  • Two more in the Citymaster, one running the tacnet (stealth 6, firewall 6 / buy 3 hits) and the other with a bionode (firewall 4, stealth CF 6 / buy 2 hits) - Winter
  • Tacnet guy is doing first aid on the mage…handy stim patch [6] coming up!


Feel free to ask some more specific questions beyond this based on your rolls…bear in mind that although we are sort of out of combat time I’m still keeping it in mind, so don’t scan for too long!

Good luck trying to take over the Citymaster (IMG:style_emoticons/default/ork.gif) I did try and warn you all!

The link to Freedom is fragile but there…

I guess we can work out a tribal budget come the 2075 game…almost certainly less than you’d like (IMG:style_emoticons/default/ork.gif)
QUOTE (Machine Ghost @ Oct 10 2013, 09:53 AM) *
@Aria, E:Tribes,

About caught up. Just the obvious next piece to get the dragonfly drone moving North, at speed, inside of the mall, get another (smarter than watcher) plant spirit to inventory the passengers, collect the information from the matrix perception, maybe Bit can lookup information about possible/likely manual overrides in the Citymaster. With the latest though, Sprogget is probably going back for another check of nodes, to try to see if they might have a tacnet running. Not *sure* about that in RAW. tacsoft would be a program inside the node, but having it running is going to have a steady stream of information being passed between the members, and that volume of communications should be visible outside, even without doing intercept wireless to actually 'read' the content. Detection of the signals should be a variation on perception, before it would be possible to intercept (or decrypt then intercept). If active content noticed, need to check skills to see if interception is an option. Tapping in to the other guys tacnet seems like a very good idea, if it become possible. Unlike hacking, capture signal is totally invisible. Wireless version of a shotgun (directional) microphone
They will be running an encrypted tacnet (soldier boys have a separate one to that being run for the gangers). The gangers one is originating from the second of the original APCs. Firewall and encryption 6 for the soldiers, 3 and 4 for the gangers! Intercepting the traffic is one thing, I suspect to falsify it you would need to be in the originating node…

Oh, and just in case you haven’t read the IC yet…all hell is breaking loose!!!
Go to the top of the page
 
+Quote Post
JxJxA
post Oct 11 2013, 02:23 AM
Post #3749


Neophyte Runner
*****

Group: Members
Posts: 2,162
Joined: 14-June 10
From: San Diego, CA
Member No.: 18,704



@ Aria: Oh dear. (IMG:style_emoticons/default/nyahnyah.gif)

Well, here's my plan. Call a shot on one of the milspec guys to make him/them the gangers are shooting at them. While they shoot each other to smithereens, I exit stage out of the Citymaster's line of fire. (IMG:style_emoticons/default/smile.gif)

Here's what I'm packing:

Walther MA-2100
Mods: Internal silencer, skinlinked, chameleon coating, improved range finder
Short Range: 0-150m
RC: 1
AP: Base(3) + EX Explosive(1)= 4
DV: Base(7) + EX Explosive(1) = 8P

Free Action: Call a shot on military moron
Simple Action: Shoot said military moron
Simple Action: Shoot unfortunate ganger goon
Move: Quietly and calmly GTFO

Not sure what the bonuses from tacnet or penalties from the called shot and conditions are, so I'll just roll my base and trust you knock off the last dice on whatever modifiers I miss. ^_^

Shot #1: @ Military Moron
Agi(9) + Longarms(5) + Specialty(2) + Smartgun(2) = 18d6 for 4 hits. Edge rerolling misses (just in case) for 5 more hits. Alas, a lot of those hits are at the tail end of the roll. (IMG:style_emoticons/default/frown.gif)

Shot #2: @ Ganger Goon
Agi(9) + Longarms(5) + Specialty(2) + Smartgun(2) - Multiple Target(2) = 16d6 for 6 hits.

Now I'm moving! (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
Machine Ghost
post Oct 11 2013, 03:51 AM
Post #3750


Moving Target
**

Group: Members
Posts: 619
Joined: 12-October 12
From: Calgary, AB
Member No.: 56,960



QUOTE (JxJxA @ Oct 10 2013, 08:23 PM) *
@ Aria: Oh dear. (IMG:style_emoticons/default/nyahnyah.gif)

.. snip ..

Shot #1: @ Military Moron
Agi(9) + Longarms(5) + Specialty(2) + Smartgun(2) = 18d6 for 4 hits. Edge rerolling misses (just in case) for 5 more hits. Alas, a lot of those hits are at the tail end of the roll. (IMG:style_emoticons/default/frown.gif)

Shot #2: @ Ganger Goon
Agi(9) + Longarms(5) + Specialty(2) + Smartgun(2) - Multiple Target(2) = 16d6 for 6 hits.

Now I'm moving! (IMG:style_emoticons/default/biggrin.gif)
You get an extra 2 dice from tacnet, but minus 2 from visibility modifiers to cancel, assuming you have lowlight. More down if not. The called shot will be GM discretion, since it seems to be intended to make the soldiers think it came from the gangers. SR4A161, last option. LeO used the second called shot option, to increase damage.

In the IC, "C&C" should be Sprogget, or tankkillers. C&C would be mechanicals control center, not the local team. Sprogget has C&C on 'speed dial', but they are not part of the tacnet.
Go to the top of the page
 
+Quote Post

155 Pages V  « < 148 149 150 151 152 > » 
Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 12th March 2025 - 10:23 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.