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taeksosin
post Jul 17 2012, 06:03 PM
Post #51


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Okay, having slept on it a bit and what not, gonna go ahead with the following (stolen shamelessly from http://ur-talarius.wikispaces.com/Shadowru...Matrix-Sprites).

Sprites may only perform the Assist Operation task if they possess the Complex Form being boosted, and only one sprite can assist any given Technomancer with the Assist Operation task at any given time.

Barring unusual circumstances, any attempts to compile or register a sprite with a Rating higher than one's Resonance will have the sprite automatically using its Edge to resist compilation or registration.

All Sprites now have the following changes made, so that they may actually perceive and manipulate their native environment, as well as attack and defend themselves (with varying degrees of skill):

Every sprite has the following skills equal to their Rating: Electronic Warfare, Hacking, Computer, Data Search, and also have the Analyze and Browse Complex Forms.
Additionally, all Sprites also now have the Cybercombat skill at half rating, round up, and the Attack and Edit Complex forms at half their rating, round up, unless they are a sprite type that already has these at better.
All other skills and Complex Forms are still dependent on sprite type.

Sprites will have the stats from here, also stolen shamelessly.

Edit: Need the detect hidden node roll, the decrypt roll, AND the hacking roll Phlap. Not just the hacking roll :)
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phlapjack77
post Jul 18 2012, 02:36 AM
Post #52


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Heh - sorry, I misunderstood (IMG:style_emoticons/default/smile.gif)

Thanks for the changes to sprites! These rules make a lot more sense.

I've modified my previous post with the new rolls. For the Detect Hidden Nodes, I just rolled 10 times and saw when the 4 hits threshold was reached, which took three tries. I also left the Hacking on the Fly roll up, not sure when you want to say it occurred...
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taeksosin
post Jul 18 2012, 07:08 AM
Post #53


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You find the node and decrypt it no problem.

3d6.hits(5)=1

The bike's firewall detects your sprite's attempt to hack it.

Computers (3) + Analyze (3) + Techno/Sprite Bonus (2) (8d6.hits(5)=3)

Your sprite analyzes the node, and determines that there's no IC in it that's going to attack, but the bike is sending a signal to one of the Humanis goons letting them know that their bike is currently resisting a hacking attempt.
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taeksosin
post Jul 18 2012, 06:24 PM
Post #54


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RE: Combat order

Knuckles/Nikoli, then Joku/Sketchies. Since, y'know, Knuckles might be getting cracked in the head.
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Nikoli
post Jul 19 2012, 05:15 AM
Post #55


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Free action Gesture (neck pop)
Simple action, holster pistol
Simple action, moving forward to screw up his swing.
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taeksosin
post Jul 19 2012, 05:21 AM
Post #56


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Throw a melee defense roll out for me Nikoli, since he closed with a charge and swung atcha? Give yourself a +1 since Joku is within a few meters of you, and the guy has a reach of 1 so if your reach is <= then go ahead and throw that +1 away. If there's anything else that might occur modwise, lemme know.
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Nikoli
post Jul 19 2012, 08:25 AM
Post #57


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6d6.hits(5)=0
D'oh
Edge to re-roll (no hits)
6d6.hits(5)=1
Slightly Better
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phlapjack77
post Jul 19 2012, 08:29 AM
Post #58


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'least it weren't a critical glitch (IMG:style_emoticons/default/smile.gif)
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taeksosin
post Jul 20 2012, 04:28 PM
Post #59


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Double post, whoops.
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taeksosin
post Jul 21 2012, 04:22 AM
Post #60


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Oh, derp, need a soak roll as well, Body + Impact + 1 (chain has AP of +1). I'll throw up a post after that, then Joku'll post and we'll reroll init.

Edit: I'll just roll it m'self and get things going further. In the future guys, if you wanna roll your dodge attempt and your attempt to soak for the sake of ease and speed, that'd be great. If AP is involved, I'll just peel dice off of the end of the roll.

With net hits and such, Thug 9 is doing 6P damage.

Body (6) + Impact (8) + Chain AP (1) (15d6.hits(5)=7)

Correction, Thug 9 is doing 0P damage. I should roll for you more often apparently. :)

Joku, you're up.
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Nikoli
post Jul 22 2012, 03:54 AM
Post #61


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lol, glad to hear it ;)
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pbangarth
post Jul 23 2012, 04:16 AM
Post #62


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I'm going to be away from home from Monday morning till Friday afternoon, so if anything serious comes up, feel free to play Willie aggressively and decisively (if not intelligently).
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Sketchies
post Jul 26 2012, 07:17 PM
Post #63


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11d6.hits(5)=3

I stabbed a man. Its an attempted shank. May his kidney be punctured and punctured well.
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Jronski
post Jul 27 2012, 01:01 AM
Post #64


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I am going to be out of town on a backpacking trip starting Sunday-Saturday (going to be completely unplugged). If I am not back by the time it is my turn I have given taeksosin or mrdrosselmeier permission to post for me to post for me.
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mrdrosselmeier
post Jul 27 2012, 04:18 AM
Post #65


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Do we need to reroll initiative now?
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taeksosin
post Jul 27 2012, 04:18 AM
Post #66


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Thug 9 defending: Reaction (4) + Clubs (2) (6d6.hits(5)=3)

Tie goes to the defender, shame. Everyone init up. I'll roll Willie's since he's away from compie.

Willie's Init: Reaction (7) + Int (3) (10d6.hits(5)=3)
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phlapjack77
post Jul 27 2012, 04:45 AM
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Initiative:6d6.hits(5) = 3 + 6 = 9 init total
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Nikoli
post Jul 27 2012, 06:32 AM
Post #68


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8d6.hits(5)=4+8 =12 total
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Jronski
post Jul 27 2012, 06:49 AM
Post #69


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Reaction (5) + Int (4)= (9d6.hits(5)=1)

Yay one hit....

10 Initiative
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mrdrosselmeier
post Jul 27 2012, 03:27 PM
Post #70


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8d6.hits(5)=1 + base initiative (Rea 3 + Int 5 = 8)=9

Lamers, on the initiative but there you go hehe.
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pbangarth
post Jul 27 2012, 10:18 PM
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I'm back. Thanks for the Init roll.
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taeksosin
post Jul 31 2012, 04:39 AM
Post #72


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Init Order:
Willie: 13
Knuckles: 12 - Higher Reaction than Joku
Joku: 12
Rakki: 10
Thug 9: 10
MM: 9 - More successes, so first.
Tzebua: 9
Thug 5: 7
Thug 3: 6
Thug 2: 6
Thug 8: 5
Thug Leader: 4

Willie's up, updating map and adding an IC post.
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pbangarth
post Aug 1 2012, 04:18 AM
Post #73


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Willie figures to join in the general mayhem by shooting at Humanis Goon #5, at the intersection of the road and the entrance to the warehouse. I don't know the distance, but he will use a Take Aim action to use Image magnification to negate the distance penalty.

Burst fire from AK 97, base DV 6P + narrow burst +2DV = 8P, AP -1

AGI 5 + Automatics (submachine gun) 5 + Smartlink 2 - range (negated) 0 - recoil (compensated) 0 = 12 dice ==> 5 HITS

So, 8P + up to 5P more, AP -1
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Nikoli
post Aug 2 2012, 01:29 PM
Post #74


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Knuckles will take another swing at the chain wielding goon
Skill (2) + AGI (4) + Friend in combat (1)=7d6.hits(5)=2


Work things have gotten annoying, eating more time than usual. Will try check in on day off (Sunday).
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taeksosin
post Aug 2 2012, 02:39 PM
Post #75


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Note to self: Remember to add a grid (hex or square, unsure yet) to represent ranges on the next map.

Thug 5:

Dodge Test: Reaction (3) + Partial Cover from Car (2) (5d6.hits(5)=1)
Willie has 4 net hits, Thug 5 needs to resist 12P, AP -1 damage.

Soak Test: Ballistic (6) + Body (2) - AP (1) (7d6.hits(5)=1)
1 Hit, Thug 5 takes 11P damage, dropping him. He's not quite dead, but unless DocWagon shows up in short order, he'll be a corpse in the gutter.

Thug 9:
Parry Test: Reaction (4) + Clubs (2) (6d6.hits(5)=2)

Tie, yet again, goes to the defender. This is one darn lucky Humanis scumbag, eh?

Joku, you're up.
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