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#3826
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
@Aria,
Latest OOC timeline information does not show what the Plant and Winter are doing. Nothing really the characters can do about it, but the player would like to know a little about how that part is progressing. From 5.1 |
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#3827
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
Modified Timeline
The IC is a little fudged for the purpose of story-telling but should more or less match this, hopefully I’m not getting lost in the details but if you spot a mistake, as ever, give me a shout! [ Spoiler ] |
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#3828
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
@RdMarquis,
Those underground are off tacnet (OOC here and here), so you will not be able to 'see' Jazz being grabbed, unless you are right there. Tacnet only knows where Jazz is/was based on Oyl supplying approximate location information based on the watcher spirit, and guess’ about the route and time they will take. Depending where you are acting in the timeline, the spirit has been sent packing anyway. All of this 22:xx time makes figuring just when things are happening (relative to others) a lot of guesswork. Modified Timeline Slightly adjusted timing (edited in spoiler), so that the Sprite gets a chance to do the spoof before the link gets broken. Sprogget’s action was aimed at 7.2 not 7.1, which was why the previous OOC was talking about Oyl holding action (from 7.1), to be able to act when she gets the message from Sprogget. If not holding action, the Spirit will not be able to act to move the rigger until 8.2The IC is a little fudged for the purpose of story-telling but should more or less match this, hopefully I’m not getting lost in the details but if you spot a mistake, as ever, give me a shout! [ Spoiler ] Instructions for the Plant Spirit includes keeping others out of the Citymaster. So depending on it’s current priorities, I expect it to attack ‘Command’ in 7.2, likely with Fear as the simplest to get/keep him out. You are hurrying that boarding of the APC some. They better have practised to get everyone through the door in a single action. Given the intercepted IC, they might have (IMG:style_emoticons/default/smile.gif) Winter better be diving out the door, unless he wants to get left alone with the spirit, since the Citymaster will have instructions to keep away from people, or keep them away from it. Probably not going to get a chance to use them, but the Sprite has more tasks owed. You might want to roll to see if/how much damage it takes from the IC attack. |
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#3829
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Moving Target ![]() ![]() Group: Members Posts: 590 Joined: 30-January 12 Member No.: 48,557 ![]() |
@RdMarquis, Those underground are off tacnet (OOC here and here), so you will not be able to 'see' Jazz being grabbed, unless you are right there. Tacnet only knows where Jazz is/was based on Oyl supplying approximate location information based on the watcher spirit, and guess’ about the route and time they will take. Depending where you are acting in the timeline, the spirit has been sent packing anyway. All of this 22:xx time makes figuring just when things are happening (relative to others) a lot of guesswork. Slightly adjusted timing (edited in spoiler), so that the Sprite gets a chance to do the spoof before the link gets broken. Sprogget’s action was aimed at 7.2 not 7.1, which was why the previous OOC was talking about Oyl holding action (from 7.1), to be able to act when she gets the message from Sprogget. If not holding action, the Spirit will not be able to act to move the rigger until 8.2 Instructions for the Plant Spirit includes keeping others out of the Citymaster. So depending on it’s current priorities, I expect it to attack ‘Command’ in 7.2, likely with Fear as the simplest to get/keep him out. You are hurrying that boarding of the APC some. They better have practised to get everyone through the door in a single action. Given the intercepted IC, they might have (IMG:style_emoticons/default/smile.gif) Winter better be diving out the door, unless he wants to get left alone with the spirit, since the Citymaster will have instructions to keep away from people, or keep them away from it. Probably not going to get a chance to use them, but the Sprite has more tasks owed. You might want to roll to see if/how much damage it takes from the IC attack. That's what I get for just skimming over the thread. I'll edit the old post and get a new one up. |
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#3830
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
@RdMarquis,
I left the response in the IC that was being preped when you posted OOC. It should be generic enough to not need much tweaking when you adjust your IC. |
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#3831
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Moving Target ![]() ![]() Group: Members Posts: 590 Joined: 30-January 12 Member No.: 48,557 ![]() |
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#3832
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
@RdMarquis, Fear it was – it didn’t keep him out!Those underground are off tacnet (OOC here and here), so you will not be able to 'see' Jazz being grabbed, unless you are right there. Tacnet only knows where Jazz is/was based on Oyl supplying approximate location information based on the watcher spirit, and guess’ about the route and time they will take. Depending where you are acting in the timeline, the spirit has been sent packing anyway. All of this 22:xx time makes figuring just when things are happening (relative to others) a lot of guesswork. Slightly adjusted timing (edited in spoiler), so that the Sprite gets a chance to do the spoof before the link gets broken. Sprogget’s action was aimed at 7.2 not 7.1, which was why the previous OOC was talking about Oyl holding action (from 7.1), to be able to act when she gets the message from Sprogget. If not holding action, the Spirit will not be able to act to move the rigger until 8.2 Instructions for the Plant Spirit includes keeping others out of the Citymaster. So depending on it’s current priorities, I expect it to attack ‘Command’ in 7.2, likely with Fear as the simplest to get/keep him out. You are hurrying that boarding of the APC some. They better have practised to get everyone through the door in a single action. Given the intercepted IC, they might have (IMG:style_emoticons/default/smile.gif) Smartass (IMG:style_emoticons/default/nyahnyah.gif) Winter better be diving out the door, unless he wants to get left alone with the spirit, since the Citymaster will have instructions to keep away from people, or keep them away from it. It missed! Winter is staying put…he’s got backup now of sorts…Probably not going to get a chance to use them, but the Sprite has more tasks owed. You might want to roll to see if/how much damage it takes from the IC attack. Timeline: 6.1 Original APC launches 2 rotodrones 6.1 Fire team 2 head for the sewers 6.1 Plant(5) start attacks on rigger to render unconscious 6.1 Crack(5) attack on firewall 6.1 Tac Op finally succumbed to engulf / melee damage 6.1 Winter doing something ‘matrixy’ 6.2 Crack(5) attack on firewall 6.2 Plant (5) attack on Winter, Winter FD+edge – missed 6.2 Winter calls off the attack! 6.2 & 6.3 ‘Command’ and fireteam approaching Citymaster 6.3 Crack(5) attack on firewall 7.1 Plant (5) hits Winter, minor damage 7.1 Winter blows the door on the Citymaster 7.1 Crack(5) attack on firewall, firewall breached, Crack(5) logged in 7.1 IC perception to see Sprite, unseen 7.1 ‘Command’ tries to board the Citymaster 7.1 Squad 2 begin to board APC 2 [apart from two members who dive down into the sewers] *** 7.2 Sprogget tells Oyl to finish off the rigger 7.2 Crack(5) perception to find the hardwired connection 7.2 IC perception to see Sprite, detected 7.2 (Fear?) on Command to keep him out [2 hits = one pissed off commander without fear (IMG:style_emoticons/default/ork.gif) ] 7.2 Command attacks Plant (5) with Killing Hands [2 net hits, 5P base damage / -2AP, 2 hits DR = 5 damage!] *** 7.2 Oyl tells Spirit to goto phase 3…NOTE: if you go ahead with this Command will get an intercept attack! 7.3 Sprite Spoof Citymaster 7.3 IC attack Sprite (assuming Sprite FD Agent misses) 8.1 Plant (5) drags rigger away, breaking wired link to commlink ?!? 8.1 Citymaster goes rogue [charges outer shell, 6Se to fireteam 2 still outside] 8.1 Sprite leaves commlink 8.2 Firewall alert triggered (on commlink) 8.2 Citymaster fires HE missile at APC 2 8.2 and on, Plant(5) works to keep the Citymaster clear of any living metahumans |
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#3833
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
.. snip .. Since the attack by Command is happening at the same time as Oyl is giving the mode change command, she will not know soon enough to change it, even it she could. Plant(5) is on it’s own. It has instructions to protect itself (as if that is really needed), so will have to choose the action based on local information and the instructions/goal. If Plant(5) does not think it can get clear to immediately grab the rigger, attacking Command, to 'get' clear seems a valid alternative. Fear or engulf. Fear could send him away, Engulf could prevent interference for a moment. Or regular melee, but 'move' the fight to beside the cocoon, so that next action it can grab the rigger without giving Command an interrupt attack.7.2 Oyl tells Spirit to goto phase 3…NOTE: if you go ahead with this Command will get an intercept attack! .. snip .. 7.3 IC attack Sprite (assuming Sprite FD Agent misses) .. snip .. QUOTE (Melee Combat @ SR4A156) Melee combat in Shadowrun assumes that some maneuvering occurs as part of the fight. Rather than a single blow, each attack is a series of moves and counter-moves executed by those involved. Melee combat is not “I punch you and then I wait for your turn to punch me;” rather, it represents several seconds of feints, jabs, punches, counters, attacks, defends, kicks, and bites by both combatants at the same time. which could allow for that.SM95 Spirits and Edge says (among others) that spirits will likely use edge to save themselves, or if completion of a service demands. One option would be to use edge against that intercept attack. Since that is close quarters inside the Citymaster, might even be able to use the rigger’s body as weapon/shield/ram against Command, while getting on with the activated service. Knocking him out the door seems like a real good idea. Up to the GM, since Plant(5) is running on it’s own pilot. The goal is to get the rigger away (quickly), and everyone in the Citymaster out or dead. How many IP does command have? He acted in 7.2, so at least 2. Can Sprite go full defense to avoid the IC? It has already acted in 7.3 (assuming it’s 21 initiative lets it go first). Since that would use up it’s next action in 8.1, giving the IC an extra attack before it could leave, would it gain much? Possible sequence: 7.3 Spoof 7.3 Interrupt action full defense when IC attacks 8.1 no action, but still on full defense? 8.2 simple action log out 'first', with the initiative 21 Does the full defense carry over to 8.1, during the lost action for the interrupt? Otherwise, Crack(5) might as well take the hit once only, and get out before the next attack. It would not know ahead of time that the interrupt would prevent the first hit, but it would know that using it means an extra opportunity for the IC to attack before it can leave. 2 FD and leave could look better than 1 regular defense and leave, but not 1 FD, 1 regular defense (with no chance to go FD), leave. Other topic. Idea. Going forward, it might be good to add a line to the post headers for active/available Spirits and Sprites, in addition to commlinks (and drones for Sprogget). Earlier, I was including Frankenhunter, while he was with Sprogget. Including a status (waiting, on task, bound, etc) would give some feel for the resources and current signature, just as the commlink information does. Adding a link to the post where the Spirit/Sprite was summoned/compiled, and/or instructed would provide some reference information. Also link to active dice pools. That could be put/dupplicated in the main character sheet post, with the others you have talked about. Probably should be duplicated, or just linked, as the character post is not for maintaining longer term history. More coming later, but posting what I have before I leave for awhile. |
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#3834
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,162 Joined: 14-June 10 From: San Diego, CA Member No.: 18,704 ![]() |
Hmmm, so perhaps the "interesting options" the tunnels and thermal tracking are for us to split up. Usually, that's the best thing to do in a dangerous situation, right? (IMG:style_emoticons/default/nyahnyah.gif)
Seriously, though, I'm not sure what to do...I've got some hot smoke grenades that I could toss down all three... |
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#3835
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
Since the attack by Command is happening at the same time as Oyl is giving the mode change command, she will not know soon enough to change it, even it she could. Plant(5) is on it’s own. It has instructions to protect itself (as if that is really needed), so will have to choose the action based on local information and the instructions/goal. If Plant(5) does not think it can get clear to immediately grab the rigger, attacking Command, to 'get' clear seems a valid alternative. Fear or engulf. Fear could send him away, Engulf could prevent interference for a moment. Or regular melee, but 'move' the fight to beside the cocoon, so that next action it can grab the rigger without giving Command an interrupt attack. Yes, 2IP. I’ve thought some more about the spirit and it should be able to evade without any intercept (never really liked intercept attacks anyway!). The spirit will grab the rigger and possibly fling it at Command…I wouldn’t hold much hope of shifting him out of the APC though without some serious winkling…he is a badass initiate adept with a grudge!which could allow for that. SM95 Spirits and Edge says (among others) that spirits will likely use edge to save themselves, or if completion of a service demands. One option would be to use edge against that intercept attack. Since that is close quarters inside the Citymaster, might even be able to use the rigger’s body as weapon/shield/ram against Command, while getting on with the activated service. Knocking him out the door seems like a real good idea. Up to the GM, since Plant(5) is running on it’s own pilot. The goal is to get the rigger away (quickly), and everyone in the Citymaster out or dead. How many IP does command have? He acted in 7.2, so at least 2. Can Sprite go full defense to avoid the IC? It has already acted in 7.3 (assuming it’s 21 initiative lets it go first). Since that would use up it’s next action in 8.1, giving the IC an extra attack before it could leave, would it gain much? Possible sequence: Will take it as a moot point, the sprite will escape, the plot line is drawing to a close so…7.3 Spoof 7.3 Interrupt action full defense when IC attacks 8.1 no action, but still on full defense? 8.2 simple action log out 'first', with the initiative 21 Does the full defense carry over to 8.1, during the lost action for the interrupt? Otherwise, Crack(5) might as well take the hit once only, and get out before the next attack. It would not know ahead of time that the interrupt would prevent the first hit, but it would know that using it means an extra opportunity for the IC to attack before it can leave. 2 FD and leave could look better than 1 regular defense and leave, but not 1 FD, 1 regular defense (with no chance to go FD), leave. Other topic. Idea. Going forward, it might be good to add a line to the post headers for active/available Spirits and Sprites, in addition to commlinks (and drones for Sprogget). Earlier, I was including Frankenhunter, while he was with Sprogget. Including a status (waiting, on task, bound, etc) would give some feel for the resources and current signature, just as the commlink information does. Adding a link to the post where the Spirit/Sprite was summoned/compiled, and/or instructed would provide some reference information. Also link to active dice pools. That could be put/dupplicated in the main character sheet post, with the others you have talked about. Probably should be duplicated, or just linked, as the character post is not for maintaining longer term history. Happy for people to do that, I won’t insist though, I know I myself like to keep formatting stuff to a minimum so I can bash it out in a doc and then upload it.More coming later, but posting what I have before I leave for awhile. Hmmm, so perhaps the "interesting options" the tunnels and thermal tracking are for us to split up. Usually, that's the best thing to do in a dangerous situation, right? (IMG:style_emoticons/default/nyahnyah.gif) Well basically I was giving you the option for an ambush if you wanted one…we are rapidly approaching the end of 2072 Tribes ready for the 2075 version and I wanted to give you the chance to go out with a bang rather than a whimper! The troopers following you will be called off any moment now so if you don’t want to fight then you get away scot free anyway!Seriously, though, I'm not sure what to do...I've got some hot smoke grenades that I could toss down all three... Timeline: 6.1 Original APC launches 2 rotodrones 6.1 Fire team 2 head for the sewers 6.1 Plant(5) start attacks on rigger to render unconscious 6.1 Crack(5) attack on firewall 6.1 Tac Op finally succumbed to engulf / melee damage 6.1 Winter doing something ‘matrixy’ 6.2 Crack(5) attack on firewall 6.2 Plant (5) attack on Winter, Winter FD+edge – missed 6.2 Winter calls off the attack! 6.2 & 6.3 ‘Command’ and fireteam approaching Citymaster 6.3 Crack(5) attack on firewall 7.1 Plant (5) hits Winter, minor damage 7.1 Winter blows the door on the Citymaster 7.1 Crack(5) attack on firewall, firewall breached, Crack(5) logged in 7.1 IC perception to see Sprite, unseen 7.1 ‘Command’ tries to board the Citymaster 7.1 Squad 2 begin to board APC 2 [apart from two members who dive down into the sewers] *** 7.2 Sprogget tells Oyl to finish off the rigger 7.2 Crack(5) perception to find the hardwired connection 7.2 IC perception to see Sprite, detected 7.2 (Fear?) on Command to keep him out [2 hits = one pissed off commander without fear (IMG:style_emoticons/default/ork.gif) ] 7.2 Command attacks Plant (5) with Killing Hands [2 net hits, 5P base damage / -2AP, 2 hits DR = 5 damage!] *** 7.2 Oyl tells Spirit to goto phase 3 7.3 Sprite Spoof Citymaster 7.3 IC attack Sprite (assuming Sprite FD Agent misses) 8.1 Citymaster goes rogue [charges outer shell, 6Se to fireteam 2 still outside] 8.1 Plant (5) drags rigger away, breaking wired link to commlink 8.1 Command advances on Plant…0 net hits, miss! 8.1 Sprite leaves commlink 8.2 Firewall alert triggered (on commlink) 8.2 Plant (5) attempts engulf on Command, miss 8.2 Command kills the Plant! [3 net hits (Plant rolled edge), 5P base, 2 hits DR = 11 total damage taken] 8.2 Citymaster fires HE missile at APC 2 *** 8.2 |
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#3836
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,162 Joined: 14-June 10 From: San Diego, CA Member No.: 18,704 ![]() |
A final shoot-out to cover the escape of some lady I don't even know the first thing about?!?
Looks like a thrill-seeker roll opportunity if I ever saw one... (IMG:style_emoticons/default/nyahnyah.gif) Thrillseeker: Need 2 hits Will(4) + Cha(3) = 7d6 for 3 hits. Ah, I guess I shall slink away without guns blazing... (IMG:style_emoticons/default/nyahnyah.gif) |
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#3837
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
Ah shucks (IMG:style_emoticons/default/biggrin.gif)
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#3838
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,162 Joined: 14-June 10 From: San Diego, CA Member No.: 18,704 ![]() |
@ Aria: Well...I could always just do it anyway... (IMG:style_emoticons/default/nyahnyah.gif)
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#3839
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
@Aria,
What the GM decides is of course chip. I do not mind, and even expect, the GM using acts of god, accidents, and other things to arrange some things, and to save an NPC that there are plans for. I am less happy with that arranging breaking other things that should work. 7.1 Plant (5) hits Winter, minor damage So winter dropped the FD, to be able to open the door, and got tagged but left mobile. Fine if the goal is to get him out of a tight spot. However, for anyone not on the GM’s protected list, the instructions to the plant spirit would have had that hit as an engulf, and he would not have been doing much without breaking that first. 7.2 would have been another (doubled, sustained engulf plus melee) attack on the now immobilized Winter, before hauling the rigger out of the cocoon in 8.1. If the door does not get opened, Command does not get in, the Spirit does not die, and no one gets a chance at the manual controls. I have OOC and IC mostly ready to go with Oyl and Sprogget trying (and likely failing) to deal with the setting resulting from using Command to save Winter for later. Having Winter luckily escape has been mostly expected. Getting another adept tossed in to kill the spirit, and prevent the takeover of the Citymaster using Winter's luck that he was not engulfed seems a bit over. The real opportunity should have been someone with the matrix skills (the other Dissonant?) realizing that the attack on the rigger was leaving a path to the Citymaster open, and use the still open rigger commlink to intercept the Sprite, or block the connection. The spirit did take out the likeliest candidate, the tac ops guy, as part of the housecleaning to prevent local physical interference. The dog brain has no control while someone is jumped in. If someone else (from the remaining APC) had been able to jump in to the Citymaster, through the riggers commlink, after the rigger was evicted, and before the sprite sent the spoofed script, the sprite could not have delivered the instructions, and the spirit would have broken the connection before that could be changed. Result: one dumpshocked remote rigger, one closed up Citymaster with no crew and on its own pilot, with no access to anyone for instructions. But without Sprogget’s script. That was why the timing was kept as tight as possible, to leave no more chance than needed of someone responding appropriately. But there has been some room there. Keep the rigger alive, jumped in, but confused as long as possible. Knock him out to clear the way, send the script, and break the connection. With the latest IC, the dissonants are probably not supposed to have 'command codes' for the Citymaster. They may be paying for the run, but the equipment belongs only to the squad (and whoever they ‘borrowed’ it from), but another matrix savy person in the other APC would not be too much of a stretch. Earlier, targeting the APC with the person laying down, was hoping to catch someone that was doing matrix or astral overwatch. That could have taken out another likely candidate, but was long enough ago that a backup could be active in the remaining APC. If the goal was to let Winter escape, a simple message to use the emergency manual exit, and jump, without letting others get close enough to board would have been enough. That seemed like a likely exit plan, and should have let him escape with no more that bruises from the jump, while the rogue instructions would have kept it from letting anyone get close later. The spirit would have been riding around with the door open, but no business to do, since the Citymaster would keep it’s distance from those that it was not already attacking. Depending what the plan is for the manually controlled Citymaster, the difference is whether the Mechanicals get the Citymaster, and whether the remains of the squad have to leave fast and probably on foot. And how close Sprogget comes to killing himself compiling sprites more powerful than he is really ready for. The pending IC/OOC would leave the Citymaster on manual control, with no one to control it, if the next Plant(5) can get rid of Command when warned how dangerous he can be. Assuming Winter is not immune, and takes the opportunity to leave. Is the Citymaster being protected by the GM too? I warned way back in this scene, that with enough support to keep the second mage from interfering, that Sprogget and Oyl would be able to take at least temporary control of the Citymaster. I seem to have gotten approval to try. Has it been working better than expected, just as Oyl’s force 2 plant spirit was effective with the first mage? |
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#3840
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
Ok, I can see why you're upset but let me start by saying, yes, yes, yes, you have done considerably better than I expected/anticipated! When I began plotting this out my thoughts were that the military guys would leave with Jazz and that you would mop up the gangers...I should have known that you wouldn't be able to resist pitting yourselves against the foe!
I've been trying to avoid railroading you in any one direction (cardinal sin in my book!) but equally I've been trying to impress on you all the improbability of succeeding against a 'superior' military force...that's kind of gone out of the window a tad as you have more than succeeded in stomping all over them! (Ok, things like Fido turning up were designed to counter the drop out of PCs etc but still, they aren't going to live this one down!) I've perhaps not GM'd them tactically / viciously enough...then again there are reasons behind their actions which may or may not materialise...??? Regarding my decision on the spirit in 7.1, I did that rather than engulf because I am still reticent about spirits using their sustained powers on multiple targets (whatever the forums say)...they are already bloody powerful, even the weedy force 2 in the right circumstances as you have readily demonstrated, and have no penalties for sustaining powers. Command being a kick ass adept was partly my obsession with adepts (he was always there but your handy mage PC disappeared too soon (IMG:style_emoticons/default/frown.gif) ), but in theory could equally have been someone with SnS (ugh!), APDS in a shotgun etc...even Winter could have used SnS on the spirit but he was always intended as a cerebral rather than physical foe (and probably wouldn’t last 5 mins on foot in the barrens!!!). In hindsight a matrix intervention might have been better but I confess I've always struggled with the right balance of matrix power and I am only really getting a handle on it with the supposedly simpler SR5. Oh, and the Citymaster should probably have been completely wifi immune except I've been reading 5 where everything is wifi-on almost as a matter of course! But then you attacking it would have been suicide and I wasn't prepared to do that, PCs should always have a chance, slim, but a chance, to derail all those careful plot shenanigans (IMG:style_emoticons/default/nyahnyah.gif) You have taken temporary control of the Citymaster, certainly long enough to blow the enemy plans to crap...they will now (attempt) to leave with their tails between their legs... So, how will it go now? Assuming I've not pissed anyone off too badly and this doesn't leave too sour a taste...
I'm happy with whichever way you direct this, and if you want to bring some more NPCs into the mix that's fine. As I've already said, I would like to get back to the street roots in the 2075 Tribes so perhaps there is something in the back of my mind that wants to resist you getting your hands on a tank (and perhaps to stop you feeling like you've won this engagement - going for an 'Empire Strikes Back feel...) but I also recognise that you've worked bloody hard to earn one and outthought my nefarious GM plans and have earned the right to say that you've beaten the odds! The intervening non RP'd time between 2072 and 2075 should be enough to instil the bitterness and despair that you will be struggling against (and overcoming!) in 2075. Think a military assault was rough? Try an unbeatable flu-like epidemic, rabid gangers and insidious Dissonant plots (although I'll probably save those for actual GM/PC action!)... This post has been edited by Aria: Nov 28 2013, 09:47 PM |
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#3841
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,162 Joined: 14-June 10 From: San Diego, CA Member No.: 18,704 ![]() |
@ Aria: Gemeaux is for option 1. As you mentioned before, this is has moved to pro bono work. 3 tunnels + 3 hot smoke grenades = decent getaway screen.
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#3842
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
@Aria,
It was immediately obvious that there was no way a small group like ours could go directly head|toe to head|toe with a military group as described, even before the Citymaster and Mage showed up. Most runs though are against corps|groups that can stomp a runner team flat, if they notice and can intercept. Taking out the mage that way was from a combination of very good timing, and unanticipated strength. Generally need to work ‘around’ problems, not try to go straight though them. Living in the barrens, that should be an art form, unless you are part of a large and strong enough gang to use intimidation. As far as mopping up the gangers, unless actions by the squad give a visible indication that they have been taking us out, seeing what has happened to them should have the gangers in high gear, headed anywhere but here <grin>. Especially if the squad is in any obvious haste. In RAW, the only thing I have found about multiple powers, is under duration. QUOTE (Sustained Powers) Critters may sustain a number of powers equal to their Magic at one time That could be used to limit to a single instance of each power, but also seems reasonable to count separate instances as separate powers, for the context of counting them. That is for critter powers. For descriptions purposes, spirits are critters. The leadup to that on p292 mentions astral critters materializing.Also, as of 7.1, what Engulf was the Spirit sustaining? If rigger is unconscious by then (attacks in 6.1 and 6.2?), no need to hold that. The spirit may not know anything about technology, little about people, but knows it’s own abilities. Some of the potentially effective ways of attacking spirits was why the spirit tried to start with surprise (concealment) and Fear. Getting the chance to deal with those present individually, instead of as a mob. Force 5 is also smart enough to know that letting others into the Citymaster would complicate things for it, even if it has no idea how the tech works. A wall is still a wall when enemies are on the other side. For SnS, would that get half armor protection, but still hardened? At 6e, probably does not mater. Any hit is going to be enough to beat the armor rating, *UNLESS*, it gets the full rating for that check, but only half for the soak. Does the half armor mean a modified armor rating for that check? I expect SnS to still be a 'normal' weapon as far as the immunity is concerned. Given the tech/cyberpunk game world, I would expect that matrix skills should be at least as common as magic. With a similar distribution between dabbler and expert. A 'backup' in the other APC might not have been as skilled as the rigger, tac ops, or whoever might have been doing overwatch in the first APC, but that would not be necessary. A little skill and knowledge is all that would be needed. The knowledge could even be part of 'procedures' for the military unit. If the Citymaster itself had been wi-fi immune/blocked, those inside would not have been able to communicate with the outside team members either. Everything would have been limited to loud speakers and hand signals. Having only the Citymaster and rigger off wireless would work. Just need to have tac op pass information back and forth using audio, or trid screens (the Citymaster sensors can include interior cameras). If it is to be / was used regularly to haul a mage around, somewhat implied by that second cocoon, a better options would have been to have a ward on the walls. If that ward belonged to the mage, he would have gotten instant notice of (before) the original attack, if the spirit could have even gotten through it. Of course, since this seems to be borrowed equipment, that might end up notifying a wagemage that something strange is happening too. Oyl pulling up a bound spirit is a no go. She does not even have the binding skill. As a mysad, she only gets 2 dice from the magic, and just upgraded summoning from 2 to 3. 2 more dice for mentor spirit bonus with Plant. Base 6 dice pool up until 'this' afternoon. She used edge to get the force 5, and that took 2 tries. Trying to bind on top of that did not look practical, so did not add that skill during creation. Her focus is elsewhere. Scenario 2 would be very difficult, unless we 'pull up' some significant outside resources. The pending IC has Sprogget trying to delay/distract Winter with a matrix attack, but the dice went against him. If Winter can 'flip a switch' to put the Citymaster on full manual control, it would probably need to be reset physically before the dog brain could do anything, and the spirit that Oyl did call up would be too late to stop him (2 combat turns), especially since it would need to focus on Command first. The IC leaves some possibilities open, but it does not look good. The Citymaster is the only real firepower around to use for the cleanup. Knocking out Command would at this point be more to deny resources to the enemy, and maybe get the Citymaster for later use. Banjo would be able to do the physical reset (mechanical arm, plus snake fingers), but is currently doing UWBR scans from inside a building south-west of the APC and breach position. Getting past the remaining troups, gangers, Optic-X, rotodrones, soon enough to do any good does not seem likely. IC is going to have him going dark, now that other recent actions are likely to bring more matrix attention. Scenario 3 takes too long, and does not really get any extra resources into play. The best option I can see to get there quickly is an Okapi RW93 (better STR, so better running than Antelope RW92) with speed 20/100 or Kangaroo RW95 30/100. Running skill could boost that to 105. The distance from the clinic is about a KM by air. about 1.25 dodging buildings. 10 combat turns minimum just getting there, with no consideration for safety. That actually does not sound like long (she would have been good for getting the grating open for Jazz, probably as a Cheetah 15/80 for the sewers, then Baboon (to use tools), or Boa Constrictor (no tools) for STR to open), but what is the squad doing in that time? Could actually be about half of that, to get inside the remote service limit of 500 meters for her magic of 5. It would still need to be direction by mental commands, based on what sensor data Sprogget can feed her, for anything inside the Citymaster. Only supplemental information, to provide information from a viewpoint that the spirit is not familiar with. If you WANT though, I can direct/IC the spirits myself, based on the instructions given initially. I was avoiding that, since once a service has been specified/described, the spirit is on it’s own, the PC has minimal/no real control, and the GM has opportunity to specify how it interprets those instructions, based on how smart it is, and if it is feeling contrary, and only wants to do the minimum to comply. That applies whether the services are remote or not. Pending looks like an attempt for a variant of scenario one, to try to get them to leave as many ‘toys’ behind as possible. GM could specify that much of it needs to be sold / disposed of over time, so would not be available to PC’s in 2075. |
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#3843
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
.. snip .. Actually breaking the hardwired link was always only intended to prevent [re]take over from the matrix. There was mentioned (OOC only maybe) of possible physical controls. The spirit was to keep people out of the Citymaster, and away from them, as well as preventing connecting another physical cable. The instructions were to keep them out of the Citymaster, which covered both cases.Intercepted Transmission √@Winter [Command]: I’ll frag the spirit…take the fucking controls before the dog brain blows the shit out of the rest of my men! There behind that panel. We’re switching encryption, I haven’t got time to give you the key…just yell! Fucking technology! √ Shit…you’d been hoping breaking the rigger out would be enough for your script to retain control…! .. snip .. Oyl is summoning another plant spirit SM98. Looking at the Noxious Breath SR4A296 optional power. That *looks* like it should be a ranged attack SR4A150, Skill+Agi vs Reaction (with modifiers). With regular ranged attack, net hits add to the DV. For Noxious Breath, does that add to the toxin power? That would increase the toxin resistance target needed to have no effect, while also giving a better chance that the remaining power is high enough to incapacitate the victim (nausea SR4A254). Alternatively, the net hits could be applied to the stun damage only, assuming the power was not reduced to 0 by the resistance test. Seems to need one or the other, for the net hits from the attack to have any effect. Oyl summoning(3)+magic(2)+mentor(2)+edge(3)-wounds(1) vs plant(5)+Noxious Breath; drain resist WIL(5)+INT(4); pool for exploding 6’s 9d6.hits(5);5d6.hits(5);9d6.hits(5);8d6.hits(5) - a way to do all of the needed rolls at once, keeping them all together Summon Plant(5)+Noxious Breath 9d6.hits(5) → [5,5,1,6,5,5,5,4,4] = (6) summon with final edge 5d6.hits(5) → [6,1,5,4,1] = (2) Plant(5) resist 9d6.hits(5) → [1,6,1,4,4,3,1,3,5] = (2) drain resist 8d6.hits(5) → [2 nothing from the single 6 reroll, 4 services, 4 drain reduced to 2, 2 more stun, now at 6. Time for a stim patch before doing much more. Plant(5)+Noxious Breath aka Jimson .. snip .. Will take it as a moot point, the sprite will escape, the plot line is drawing to a close so… Sprite 'escaped', but Sprogget could have put it back to work. Hacking Winter’s biological node. But directly attacking the node looks better/faster, to get his attention off of those controls. Long enough for another Spirit to get a chance to do something. Cyber combat SR4A236 matrix attacks : icons assault each other Icons SR4A224 Nodes seen from the outside Timeline: .. snip .. 8.1 Citymaster goes rogue [charges outer shell, 6Se to fireteam 2 still outside] 8.1 Plant (5) drags rigger away, breaking wired link to commlink 8.1 Command advances on Plant…0 net hits, miss! 8.1 Sprite leaves commlink 8.2 Firewall alert triggered (on commlink) 8.2 Plant (5) attempts engulf on Command, miss 8.2 Command kills the Plant! [3 net hits (Plant rolled edge), 5P base, 2 hits DR = 11 total damage taken] 8.2 Citymaster fires HE missile at APC 2 *** 8.1 Intercepted Transmission about physical controls?? 8.2 Sprogget release Crack, compile Fault Sprite 9.1 Winter moving to physical controls / responding to matrix attack 9.1 Oyl summon Plant(5)+Noxious Breath 9.2 Jimson travels in astral to Citymaster 9.3 Jimson concealment 10.1 Jimson materialize (concealed) 10.2 Jimson attack (edge?) Command: engulf, fear, noxious breath? 8.2 working on that Sprogget Compiling(2)+Resonance(4)+VR(2)-Wounds(2) vs Fault(5)+Exploit; Resist fading Compile Fault(5)+Exploit 6d6.hits(5);5d6.hits(5);8d6.hits(5) → [5,4,3,2,4,3] = (1) 6d6.hits(5);5d6.hits(5);8d6.hits(5) → [6,6,2,6,4] = (3) 6d6.hits(5);5d6.hits(5);8d6.hits(5) → [6,4,4,6,4,2,1,1] = (2) Ouch! No tasks, 6 physical fading, reduced to 4, now at 6 physical Up to the spirit now, and whether the dog brain can regain control if/when Winter is punted. |
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#3844
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
Taking opportunity to try a sample linked IC/OOC post structure for this spirit. With the cross links, needed to edit the first posts, to fill in the post number of the later posts.
Jimson Created: IC : OOC SM98 Plant(5)+Noxious Breath : B8 A4 R7 S9 CILWM 5 Initiative 10 2/3 Physical/Astral IP Skills: Assensing, Astral Combat, Counterspelling, Dodge, Perception, Unarmed Combat Powers: Astral Form, Concealment, Engulf, Fear, Guard, Magical Guard, Materialization, Sapience, Silence, +Noxious Breath Hardened Armor 10 Initiative → 10d6.hits(5) Skill(5)+AGI(4) → 9d6.hits(5) : Noxious Breath(ranged), Unarmed(melee) Astral Combat(5)+WIL(5) → 10d6.hits(5) : DV 3 Unarmed Combat(5)+REA(7) → 12d6.hits(5) : Block, Dodge Body(8)+Armor(10) → 18d6.hits(5) : soak regular weapons Body(8) → 8d6.hits(5) : soak magical damage 4 Services 1 (remote) Clear and keep clear the Citymaster Noxious Breath SR4A296, Range 8m, up to 2 targets within 1m of each other - Inhalation Toxin Speed: Immediate, Power: 5, Effect: Stun damage, nausea Toxin Resistance Test SR4A254: Body + protective gear, hits reducing Power Nausea SR4A254: double all wound modifiers for 10 minutes if reduced power greater than will, incapacitated for 3 combat turns Dice Pools : Clear the Citymaster [ Spoiler ] |
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#3845
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
Ok, I can see why you're upset but let me start by saying, yes, yes, yes, you have done considerably better than I expected/anticipated! When I began plotting this out my thoughts were that the military guys would leave with Jazz and that you would mop up the gangers...I should have known that you wouldn't be able to resist pitting yourselves against the foe! This really started from looking for an opportunity to get Jazz away from them. Pick their pocket. You threw more forces in while that was in progress (and looking to succeed, though losing the suppressive fire so quick hurt; in a underground maze, the chased should have an advantage, if the pursuers have any need for caution). That happened to open another opportunity. 2 Actually with the mage and Citymaster. From there, it has been fairly straight forward, though timing was important... snip .. .. snip .. That should add some to the tribal street rep (IMG:style_emoticons/default/smile.gif) This has not been a quiet run for that bunch. News will get out. Even if Bit has to arrange to post some edited sensor logs of the action to a shadow forum. That little escapade will look good as an attachment on the Jackpoint post. Better if someone from outside puts it there though.I've been trying to avoid railroading you in any one direction (cardinal sin in my book!) but equally I've been trying to impress on you all the improbability of succeeding against a 'superior' military force...that's kind of gone out of the window a tad as you have more than succeeded in stomping all over them! (Ok, things like Fido turning up were designed to counter the drop out of PCs etc but still, they aren't going to live this one down!) .. snip .. |
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#3846
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
It's probably not going to be before mid week that I can get any more IC up...I'll do my best but this week is going to be manic!
bear with me and I'll try and get the epic conclusion underway in style! |
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#3847
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Moving Target ![]() ![]() Group: Members Posts: 619 Joined: 12-October 12 From: Calgary, AB Member No.: 56,960 ![]() |
It's probably not going to be before mid week that I can get any more IC up...I'll do my best but this week is going to be manic! Do you have any already decided information about what damage Spindle took? Between the apparent over cast/summon of the spirit, then whatever smacked him when Oyl took out the mage. I could use it for Oyl and the healing at the clinic. Though maybe not quite yet.
bear with me and I'll try and get the epic conclusion underway in style! |
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#3848
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Looking forward to finishing out the 2072s with style...now that I should have regular posting time again.
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#3849
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,258 Joined: 9-March 10 From: The Citadel Member No.: 18,267 ![]() |
Do you have any already decided information about what damage Spindle took? Between the apparent over cast/summon of the spirit, then whatever smacked him when Oyl took out the mage. I could use it for Oyl and the healing at the clinic. Though maybe not quite yet. I'd say don't worry about it...he was removed by GM fiat so that you had to sweat for your victory...he'll be back on his feet by 2075 (albeit a tad nutty!) (IMG:style_emoticons/default/ork.gif) |
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#3850
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Crazy + Rat shaman = nothing good can come of this.
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Lo-Fi Version | Time is now: 12th March 2025 - 02:19 PM |
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