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> Nothing's Free in the Free Zone (OOC), Adventure 2: A Dish Best Served Cold
Lobo0705
post Mar 4 2015, 06:32 PM
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QUOTE (Jack VII @ Mar 4 2015, 01:00 PM) *
If you're cool with it, I'm cool with it. I was thinking the gloves could be turned "OFF", but since we're talking about micro materials and safety equipment, it kind of makes sense that the default state of the materials would be sticky. You wouldn't want to risk falling off the side of a building when your gloves glitched during a software update, LOL.

I haven't updated anything since we grabbed Huiquing, but I am pretty sure we're up to date to that point. I know I need to deduct 6 rounds from my ammo for that FA Short Burst at the Triad guy. I need to check to Sisco's ammo usage.


I'm fine with that (IMG:style_emoticons/default/smile.gif)

As far as ammo usage, here's what I show from the beginning of the fight (including the 6 round burst you just fired)

Sisco:

40 rounds S&S
6 rounds APDS

Jack
12 rounds regular

ETA - saw your post - glad we are on the same page (IMG:style_emoticons/default/smile.gif)
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Lobo0705
post Mar 4 2015, 06:38 PM
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QUOTE (Melpomene @ Mar 4 2015, 01:23 PM) *
Since he moves before me, let's take advantage...Data Spike him.


Ok then (IMG:style_emoticons/default/smile.gif)

Cybercombat and Logic=9 dice, No Noise
http://invisiblecastle.com/roller/view/4793072/=2 hits

He resists:
Int+Firewall of 8
http://invisiblecastle.com/roller/view/4793073/=3 hits

So you would take 1 point of Matrix Damage (bringing your total to 3) - unless you want to spend your last edge to reroll your misses. Up to you.
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Melpomene
post Mar 4 2015, 06:48 PM
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As much as I'd love to, I think I'll hold onto that last point of Edge for emergencies. My next action will be another Data Spike.
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Jack VII
post Mar 4 2015, 07:02 PM
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Let's not forget to thank and honor Lobo today, International GM's Day!

ETA: Oh, just for bookkeeping, my RC when using this weapon is 6 rather than 5 (1 Base, +3 STR, +1 Extended Stock, +1 Foregrip)
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Lobo0705
post Mar 4 2015, 07:36 PM
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QUOTE (Jack VII @ Mar 4 2015, 02:02 PM) *
Let's not forget to thank and honor Lobo today, International GM's Day!

ETA: Oh, just for bookkeeping, my RC when using this weapon is 6 rather than 5 (1 Base, +3 STR, +1 Extended Stock, +1 Foregrip)


Thank you! (IMG:style_emoticons/default/smile.gif)

I'm happy to do it (IMG:style_emoticons/default/smile.gif)

IP 3, CT 3
Snap 2 (including -1 for wounds) - Perception Test
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Melpomene
post Mar 4 2015, 10:47 PM
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QUOTE (Jack VII @ Mar 4 2015, 02:02 PM) *
Let's not forget to thank and honor Lobo today, International GM's Day!



Yessir, well done! (IMG:style_emoticons/default/smile.gif)
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Lobo0705
post Mar 4 2015, 11:21 PM
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Thank you (IMG:style_emoticons/default/smile.gif)

Also - wanted to give you a heads up, I will be available tomorrow until around 2:00 or so, after which my son and I will be heading to Cold Wars for the weekend, returning on Sunday.

In the meantime - one more attempt by the decker to get a Mark on Mel in IP 3
http://invisiblecastle.com/roller/view/4793224/ = 1 hit

Wow is this guy inept Lol

Mel resists:
http://invisiblecastle.com/roller/view/4793225/ = 2 hits.

So now Mel has 3 Marks on the enemy decker.

Snap still has one action, but for now let's set up CT 4:

Jack 32 (using Seize the Initiative, I've updated the Edge, he has 2 left)
http://invisiblecastle.com/roller/view/4793228/
Snap 26 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4793229/
Sisco 17 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4793230/
Mel 14
http://invisiblecastle.com/roller/view/4793231/
Spirit of Man 23
http://invisiblecastle.com/roller/view/4793232/
Spirit of Earth 13 (including -2 for wounds)
http://invisiblecastle.com/roller/view/4793233/
Mr.T 16
http://invisiblecastle.com/roller/view/4793234/

IP 1, CT 4

Jack 32 Climb the wall
Snap 26 (including -1 for wounds)
Spirit of Man 23 - Awaiting instructions from Snap
Sisco 17 (including -1 for wounds)
Mr.T 16 - Driving
Mel 14
Spirit of Earth 13 (including -2 for wounds) - Awaiting instructions from Snap

So Snap needs to declare her actions for IP 3 of CT 3 and IP 1 of CT 4, Mel, the decker is going to get to go again before you go in IP 1 of CT 4, but he goes after Jack and Snap.
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Chrome Head
post Mar 5 2015, 12:07 AM
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Snap doesn't have anything especially useful to do on the other side of the wall this very moment, apart from continuously looking around in physical and astral space, and even pay special attention to AR in case anything comes up. If anything, she's just feeling a bit powerless, cringing each time she hears a gunshot, hoping nothing bad happens to Jack. Even with the spirit, there is little that she can do right now, so she just remains alert and ready.

Oh and happy GM day or whatever (IMG:style_emoticons/default/wink.gif) Thanks for this great game!
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PraetorGradivus
post Mar 5 2015, 02:46 AM
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On my turn I'll address Huiquing: Zūnjìng de xiānshēng, wǒ yǐjīng jiào chē lái jiē wǒmen. Kàn, tā láile.
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Lobo0705
post Mar 5 2015, 12:13 PM
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Jack 32 Climb the wall
Snap 26 (including -1 for wounds) Perception Test
Spirit of Man 23 - Awaiting instructions from Snap
Sisco 17 (including -1 for wounds) Speak to Huiquing
Mr.T 16 - Driving
Mel 14
Spirit of Earth 13 (including -2 for wounds) - Awaiting instructions from Snap

Ok - so Jack attempts to climb the wall
St+Gym+Assisted Climbing
http://invisiblecastle.com/roller/view/4793647/= 2 hits - so he gets over it.

Attempts to avoid the wire:
AG+Gym
http://invisiblecastle.com/roller/view/4793648/ = 0 hits (IMG:style_emoticons/default/frown.gif)

I don't think the Gecko tape helps, but even if it did, it would only be 2 hits at best.

He then resists 8P
Body+Armor+Toughness
http://invisiblecastle.com/roller/view/4793650/=2 hits (IMG:style_emoticons/default/frown.gif)

So 6 points of Stun (I'm trying to picture how getting caught in monowire does Stun damage to you. You would think either your armor protects you, or it doesn't.)

Edge? (I've put up the IC post assuming you don't use it, but if you do, I'll reroll and modify the post).

Over to the enemy decker (although I use that term loosely, given how poorly he is doing). With three Marks on him, he is going to use his action to Erase one of them
Comp + Logic + Hot Sim =11 dice
http://invisiblecastle.com/roller/view/4793651/ = 3 hits

Resisted by Mel's
Willpower 4 +Firewall 5
http://invisiblecastle.com/roller/view/4793652/ = 3 hits

So he fails to erase the Mark.

Mr. T pulls to a stop about 3 meters away from you .

It is now Mel's turn, and then we are on to IP 2.
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Jack VII
post Mar 5 2015, 01:08 PM
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2 hits on 22 dice? FFS... I won't Edge since it's only Stun damage. Hopefully we can rest somewhere soon.

P.S. I think Mel said two posts ago that her next action would be another Data Spike.
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Melpomene
post Mar 5 2015, 01:11 PM
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That's correct, though is there a Matrix action where I just let him drown in enemy marks? (IMG:style_emoticons/default/wink.gif)
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Lobo0705
post Mar 5 2015, 02:06 PM
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QUOTE (Melpomene @ Mar 5 2015, 08:11 AM) *
That's correct, though is there a Matrix action where I just let him drown in enemy marks? (IMG:style_emoticons/default/wink.gif)


Lol - at this rate it would be real fast (IMG:style_emoticons/default/smile.gif)

You Data spike
CyberCombat + Logic
http://invisiblecastle.com/roller/view/4793755/ = 3 hits

He resists:
Int+Firewall of 8
http://invisiblecastle.com/roller/view/4793756/ = 3hits

No damage done - so close (IMG:style_emoticons/default/frown.gif)

Assuming no edge, we are on to the next IP

Jack 22
Snap 16 (including -1 for wounds)
Spirit of Man 13 - Awaiting instructions from Snap
Sisco 7 (including -1 for wounds)
Mr.T 6 -
Mel 4
Spirit of Earth 3 (including -2 for wounds) - Awaiting instructions from Snap

The enemy decker will again try to remove a Mark
Comp + Logic + Hot Sim =11 dice = 5 hits
http://invisiblecastle.com/roller/view/4793758/

Resisted by Mel's
Willpower 4 +Firewall 5 = 2 hits
http://invisiblecastle.com/roller/view/4793759/

So he manages to scrub one Mark off of him.

Your actions (IMG:style_emoticons/default/smile.gif)


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Jack VII
post Mar 5 2015, 02:22 PM
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I think my initiative is down to 20. 6 Stun is a -2 for wounds, right?

Jack is going to message the team and head for the front passenger seat of the van.

<<@Team [JustJack] Let's get the frag out of here! Everyone in the van!>>
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Lobo0705
post Mar 5 2015, 02:24 PM
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QUOTE (Jack VII @ Mar 5 2015, 09:22 AM) *
I think my initiative is down to 20. 6 Stun is a -2 for wounds, right?


Yes - I hadn't factored that in.

Jack 20 (including -2 for wounds) - Send Message and get into the van.
Snap 16 (including -1 for wounds)
Spirit of Man 13 - Awaiting instructions from Snap
Sisco 7 (including -1 for wounds)
Mr.T 6 - Await Instructions
Mel 4 - Data Spike
Spirit of Earth 3 (including -2 for wounds) - Awaiting instructions from Snap

Ok - Mel Data Spikes again:

You Data spike
CyberCombat + Logic
http://invisiblecastle.com/roller/view/4793774/ = 5 hits!

He resists:
Int+Firewall of 8
http://invisiblecastle.com/roller/view/4793775/ = 3 hits.

So - your Attack is 5, +2 for 2 net hits, +4 for 2 Marks is 11 Matrix Damage
He resists:
Firewall+DR=8 dice
http://invisiblecastle.com/roller/view/4793776/ = 5 hits, so he takes 6 points of Matrix Damage
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Chrome Head
post Mar 5 2015, 03:21 PM
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Snap goes around to take the back seat behind the driver.

<<@Team [Snap] Huiqing can sit in the middle. Let's go.>>
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Lobo0705
post Mar 5 2015, 04:46 PM
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And the combat is now over - free roleplay begins (IMG:style_emoticons/default/smile.gif)
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Melpomene
post Mar 5 2015, 04:47 PM
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Next pass, keep hammering him with Data Spikes.

ETA: If he jacks out, I will as well.
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Jack VII
post Mar 5 2015, 04:54 PM
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QUOTE (Melpomene @ Mar 5 2015, 10:47 AM) *
Next pass, keep hammering him with Data Spikes.

I think the dude jacked out.
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Lobo0705
post Mar 5 2015, 05:16 PM
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QUOTE (Jack VII @ Mar 5 2015, 11:54 AM) *
I think the dude jacked out.


Correct - he took a Simple Action to change from VR to AR, and then another Simple Action to Jack out.
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Jack VII
post Mar 5 2015, 05:22 PM
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QUOTE (Lobo0705 @ Mar 5 2015, 11:16 AM) *
Correct - he took a Simple Action to change from VR to AR, and then another Simple Action to Jack out.

I guess moving from VR to AR didn't reduce his initiative sufficiently to allow Mel to have another action?

Also, she could still brick the drone though, couldn't she? Or hell, maybe bring it back to us and then brick it. Maybe we could sell it if it's something good like an Optic-X.

Overwatch may be getting pretty insane though.
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Lobo0705
post Mar 5 2015, 05:50 PM
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QUOTE (Jack VII @ Mar 5 2015, 12:22 PM) *
I guess moving from VR to AR didn't reduce his initiative sufficiently to allow Mel to have another action?

Also, she could still brick the drone though, couldn't she? Or hell, maybe bring it back to us and then brick it. Maybe we could sell it if it's something good like an Optic-X.

Overwatch may be getting pretty insane though.


So on the initiative drop, two things.

1) In this case it doesn't matter, since the drop in his initiative still had him ahead of Mel.
2) Although the drop is immediate, I don't think it allows you to interrupt someone's Action Phase does it?

Example, pretend that the decker, we'll call him Steve, has a VR Init of 28. Mel has an AR Init of 14. Steve starts his Action Phase at 28, and as a Simple action switches from VR to AR, dropping his init to 13. Does that mean that Mel then gets to start her Action Phase, in the middle of Steve's? He still has a Simple Action left, after all.

I'm legitimately asking, because it may come up later.

It is true that Mel can attempt to Brick the drone, but "combat" is over for now.

And yes, OS is starting to crank up pretty high right now...
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Jack VII
post Mar 5 2015, 06:08 PM
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Personally, I've always viewed it as interrupting the Action Phase. Otherwise, I don't really see the reason for specifically calling out that initiative changes happen immediately. It places a real consequence on doing something that changes your initiative. Specifically WRT this situation, if it doesn't interrupt the Action Phase, there's almost no danger of ever jacking out in VR unless you're already link-locked. If it does interrupt the action phase, there's a very real choice of either taking dumpshock and jacking out right now or shifting modes to avoid dumpshock and potentially being exposed to matrix actions longer, since the initiative drop happens before you'd be able to take your Jack Out action.

The only thing I can really find in the book to support my interpretation isn't exactly clear.
QUOTE (SR5)
If a character’s Initiative attribute changes, immediately apply the difference as a positive or negative modifier to the character’s Initiative Score. This new Initiative Score applies to all remaining actions in that Combat Turn.

So, the question is what does "remaining actions" mean? Are they referring to Action Phases or even more discrete units like Simple Actions, Free Actions, etc?
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Lobo0705
post Mar 5 2015, 06:15 PM
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QUOTE (Jack VII @ Mar 5 2015, 01:08 PM) *
Personally, I've always viewed it as interrupting the Action Phase. Otherwise, I don't really see the reason for specifically calling out that initiative changes happen immediately. It places a real consequence on doing something that changes your initiative. Specifically WRT this situation, if it doesn't interrupt the Action Phase, there's almost no danger of ever jacking out in VR unless you're already link-locked. If it does interrupt the action phase, there's a very real choice of taking dumpshock and jacking out right now or shifting modes to avoid dumpshock and potentially being exposed a little longer, since the initiative drop happens before you'd be able to take your Jack Out action.


Fair enough - I didn't think it did, but I can certainly see what you are saying. Sounds like we play it that way going forward. (Again, in this case, his Init was still higher than Mel's after the change).
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Lobo0705
post Mar 5 2015, 06:50 PM
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Okay gentleman - I'm leaving for PA, feel free to discuss what your next step is (IMG:style_emoticons/default/smile.gif)

Enjoy your weekend, I'll be back Sunday night.
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