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> Nothing's Free in the Free Zone (OOC), Adventure 2: A Dish Best Served Cold
Lobo0705
post Feb 6 2015, 07:47 PM
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IP 1, CT 2

Jack 11 - Send message to Snap
Snap 11

Ok, we are now here:

Jack any action besides sending a message to Snap to attack Hao Fe?

Snap, your action?

Also, Mel - I've thought about this. Before, you were concerned about not alerting GOD. Now that you've done an attack action, that has now started. Instead of Data Spiking him again, you take a Complex Action to Hack on the Fly and get a Mark on the Local Grid (which is what Hao Fe is using), and then a Simple Action to enter it, you can then start attacking him and you lose the -2 dice penalty for being on the public grid, and the -2 for being on a different grid, meaning that your Signal Scrub will be able to handle the 1 point of noise, and your dice pool goes up by 3.

The downside is that it you won't be able to attack him for another two actions, the positive side is that all your dice pools go up by 3.
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Jack VII
post Feb 6 2015, 07:56 PM
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QUOTE (Lobo0705 @ Feb 6 2015, 01:47 PM) *
Jack any action besides sending a message to Snap to attack Hao Fe?

This may have gotten lost in the shuffle:
QUOTE
Since everything else goes down before me, I'm going to delay my AP to take a shot at Huiquing if he pops up. At that point, I'll use a simple action to turn my smartgun's Wireless On (Silent) and take a Simple Action BF shot at him. My improved rangefinder reduces the range penalty by one step with no action required.


If that never happens, I guess I delay until initiative count 1 of IP3, at which point I'll turn my Smartgun system to wireless ON (Simple), eject my GEL magazine (Free), and load a REG magazine (Simple) in preparation for the incoming drones.

In that case, I think I have to wait to send the message I just posted to the team until CT2/IP1
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Lobo0705
post Feb 6 2015, 08:17 PM
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QUOTE (Jack VII @ Feb 6 2015, 02:56 PM) *
This may have gotten lost in the shuffle:


If that never happens, I guess I delay until initiative count 1 of IP3, at which point I'll turn my Smartgun system to wireless ON (Simple), eject my GEL magazine (Free), and load a REG magazine (Simple) in preparation for the incoming drones.

In that case, I think I have to wait to send the message I just posted to the team until CT2/IP1



Ok - so I can tell you that Huiquing doesn't pop up. He continues to crawl feebly deeper into the grove of trees he's in. Did you mean you would shoot him if he literally stood up, or rather if you saw that Sisco's burst hadn't knocked him out?

Either way is fine, you can shoot him again as he is crawling, although he will get cover, or you can simply turn on the wireless and swap mags.

Just let me know.

Also, I need to know Snap's action, and then we can move on to the next IP.
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Jack VII
post Feb 6 2015, 08:29 PM
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If he's crawling, I'm not so worried. I'll see if Mel can get the FlySpy to track him while we do the work or possibly send the microskimmer after him. If I can turn my Wireless ON and swap mags with my actions in IP2, I'll take it.
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Lobo0705
post Feb 6 2015, 09:20 PM
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QUOTE (Jack VII @ Feb 6 2015, 03:29 PM) *
If he's crawling, I'm not so worried. I'll see if Mel can get the FlySpy to track him while we do the work or possibly send the microskimmer after him. If I can turn my Wireless ON and swap mags with my actions in IP2, I'll take it.


Ok - once I get Snap's action, I'll post your two actions and move on to the next IP.

ETA - I'm only putting the reminder about Snap's action because we had a lot of OOC posts, and I don't want it to get lost)
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Chrome Head
post Feb 7 2015, 04:46 AM
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Given her personality, Snap wouldn't have hesitated and made an attack of her own as soon as Hao Fe fired at us, not waiting for Jack any longer. I don't mind that it plays out in this order though.

F5 Clout at Hao Fe. 12 dice pool -1 woud +- other modifiers, 2S drain on 13 dice.
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Lobo0705
post Feb 7 2015, 09:02 AM
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QUOTE (Chrome Head @ Feb 6 2015, 11:46 PM) *
Given her personality, Snap wouldn't have hesitated and made an attack of her own as soon as Hao Fe fired at us, not waiting for Jack any longer. I don't mind that it plays out in this order though.

F5 Clout at Hao Fe. 12 dice pool -1 woud +- other modifiers, 2S drain on 13 dice.


It isn't a problem one way or the other - I will insert her attack on Hao Fe immediately after he fired at you guys.

As for the spell:
11 dice - 4 hits
http://invisiblecastle.com/roller/view/4770737/

ETA - you should have actually suffered a -1 penalty due to delaying an action, however, since the last die was a miss, this does not affect the outcome.

Hao Fe Attempts to Dodge, 11 dice - 7 hits
http://invisiblecastle.com/roller/view/4770747/


Resist 2DV Drain
13 dice - 3 hits, no drain
http://invisiblecastle.com/roller/view/4770739/

So now for next IP we have:

IP 2, CT 2
Snap 16
Bound Spirit of Man 10 - Await Snap's instructions
Sisco 5 - Send Message, Take Aim, 6 round Full Auto at Hao Fe
Mel 4
Spirit of Earth 3 - Await Snap's instructions
Jack 1 -
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Chrome Head
post Feb 7 2015, 06:27 PM
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Boring, I know, but Snap will simply fire again. At the very least, this will continue to remove dice from Hao Fe's dodge pool.
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PraetorGradivus
post Feb 7 2015, 07:05 PM
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You had Hao use 11 dice on rea+int test on my shot and then again for Snap's clout spell.... each additional defense in a combat turn should receive a -1 dice pool modifier if I'm reading it correctly.
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Lobo0705
post Feb 7 2015, 08:40 PM
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QUOTE (PraetorGradivus @ Feb 7 2015, 02:05 PM) *
You had Hao use 11 dice on rea+int test on my shot and then again for Snap's clout spell.... each additional defense in a combat turn should receive a -1 dice pool modifier if I'm reading it correctly.


You are almost reading it correctly. You lose 1 die if you have defended against at least one other attack since his last Action Phase, apply a –1 cumulative modifier for each additional defense roll.

So, Sisco acted, and fired at Hao Fe. Then Hao Fe went, resetting that timer so to speak. Next Snap went, and attacked him.

So Sisco's attack was not "since his last Action Phase", and so the -1 modifier does not apply.

However, Snap now gets to attack again, and since Hao Fe has not gone again, he will suffer a -1 modifier to his defense because this is the 2nd attack since his last Action Phase.

Speaking of Snap's attack:
12 dice normally, -1 for wounds - 6 hits nice! (however, this is reduced to 5 since it is a Force 5 spell)
http://invisiblecastle.com/roller/view/4771160/

He attempts to dodge with 10 dice now - 4 hits
http://invisiblecastle.com/roller/view/4771162/

So, he takes 6DV Stun, -5 AP

Body+Armor-5=13dice =5 hits
http://invisiblecastle.com/roller/view/4771164/

So he takes 1 point of Stun.

Now Sisco shoots at him - 6 hits
FA 5(Firearms)+8(AGI)+2(Smartgun)-3(Long Range)-1(Recoil)=11
http://invisiblecastle.com/roller/view/4771165/

He now tries to dodge, 11 dice normally, -2 for additional attacks, -5 for long burst - 2 hits
http://invisiblecastle.com/roller/view/4771166/

He now resists 10DV Stun, -5 AP - getting 4 hits
http://invisiblecastle.com/roller/view/4771167/

So he suffers 6 points of Stun, plus a -5 reduction in Initiative, and a -1 die penalty to all his actions.

This does not exceed his physical limit, so he is not knocked down.

We still have this to go:
Mel 4 ??
Spirit of Earth 3 - Await Snap's instructions
Jack 1 - ??
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Melpomene
post Feb 8 2015, 06:21 PM
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For Mel's next pass, we'll do the Hack on the Fly on the local grid, then enter the grid.
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Lobo0705
post Feb 8 2015, 07:15 PM
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QUOTE (Melpomene @ Feb 8 2015, 01:21 PM) *
For Mel's next pass, we'll do the Hack on the Fly on the local grid, then enter the grid.


Free Action, turn on Datajack, Complex Action Hack on the Fly
Ok- Hack on the Fly
Logic + Sleaze = 12 dice, Noise for being on the Public Grid-2, Signal Scrub cancels that out, - 2 hits
http://invisiblecastle.com/roller/view/4772168/

Fortunately the Local grid only rolls 4 dice - 0 hits
http://invisiblecastle.com/roller/view/4772172/

You've turned your Datajack on, so you now have 3 points of Noise Reduction.

Your next pass it is a Complex Action to Grid Hop.

Once we get Jack's Action for this IP, we can move on to CT 2, IP3 (in which only Snap is acting).
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Jack VII
post Feb 8 2015, 07:53 PM
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What are my options for sending the Microskimmer after Huiquing? I don't want to lose track of him, but also don't want to leave our position. I'm not sure I can trust the dog-brain, so I may need to use Control Device. I do have Pilot Groundcraft as a skillsoft, so I could load that and have a few dice. With that said, what would be used for Perception to track him down?

Basically want to try to determine if that route would be worth it or not...
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PraetorGradivus
post Feb 8 2015, 08:26 PM
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QUOTE (Jack VII @ Feb 8 2015, 03:53 PM) *
What are my options for sending the Microskimmer after Huiquing? I don't want to lose track of him, but also don't want to leave our position. I'm not sure I can trust the dog-brain, so I may need to use Control Device. I do have Pilot Groundcraft as a skillsoft, so I could load that and have a few dice. With that said, what would be used for Perception to track him down?

Basically want to try to determine if that route would be worth it or not...

I believe since you physically see Huiquing, you can use your commlink to mark him with an ARO and command the dogbrain to stay with x meters of that target... since it's already marked for it, it shouldn't need a tracking test unless he moves fast enough to get out of the drones sensor ranges.
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Lobo0705
post Feb 8 2015, 10:27 PM
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QUOTE (Jack VII @ Feb 8 2015, 02:53 PM) *
What are my options for sending the Microskimmer after Huiquing? I don't want to lose track of him, but also don't want to leave our position. I'm not sure I can trust the dog-brain, so I may need to use Control Device. I do have Pilot Groundcraft as a skillsoft, so I could load that and have a few dice. With that said, what would be used for Perception to track him down?

Basically want to try to determine if that route would be worth it or not...


So, there are two parts to this:

1) Actually spotting Huiqing
2) Keeping near him.

Let's look at #1

You know where he is, so it would be easy to mark that spot he is in now, and then move the drone there and have the drone acquire him. To have the drone acquire him, you could either:

1) Use Send Message Action - this will rely on the dog brain of the drone, which would roll Pilot+Clearsight.

Back in post 664 I had determined that each drone had Clearsight and Stealth running, that would mean that the drone would roll 5 dice if necessary.

2) Use Control Device - since you would be using the drone to do this, it would be Perception + Intuition with the Sensor rating of the drone as a limit. (which for you would be 7 dice)

Now on to #2

If he moves, then for the drone to follow him:

1) Using Send Message it would be rolling Pilot+ Maneuvering - but since it doesn't have that Autosoft loaded, it would just roll Pilot.

2) Using Control Device, you could load your Pilot Groundcraft and roll that + Reaction - which would be 1 for your skill and 4 from your stat, so 5 more dice.

Those are the dicepools you are looking at, should some test need to be made.

With regards to what PG says, you can't really put an ARO on a person, I would think it is more something you put on a location - otherwise how does the ARO know to move when the person does? It isn't like a MARK on the person's Persona.

Does that make sense?



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PraetorGradivus
post Feb 8 2015, 10:35 PM
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The ARO is just to mark the location he is at, if he moves, you would have to put a new ARO.
It just a mark to tell the dogbrain where to go to first.
And since it's marked it shouldn't need a test to get there...only a test to acquire the subject once it gets there.
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Jack VII
post Feb 8 2015, 10:56 PM
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That all makes sense. I agree about the ARO on the location thing as well, albeit I think a lot of people assume you can "tag" a person and have it follow, based on other games I've played in. Me, I always figured if you wanted an ARO to move with a target, you would need to literally tag them with an RFID. With that said, I think drones are generally smart enough to be able to identify something as a person, so if the drone gets close enough to Huiquing, it can probably follow him pretty easily.

So, I think I am going to create an ARO where Huiquing is (or at least at the last place I saw him). When the drone reaches the area, I'll Send Message to the drone to search for a person. Even though drones are pretty fast, I assume that's going to take a little time. If I have any actions left, I guess I'll pop off a Simple Action BF at Hao Fe just to keep him on his toes. This is all assuming that our overhead drone doesn't have Huiquing otherwise located, which would eliminate the current need of the Microskimmer to locate him.
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Lobo0705
post Feb 9 2015, 12:26 AM
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QUOTE (Jack VII @ Feb 8 2015, 05:56 PM) *
That all makes sense. I agree about the ARO on the location thing as well, albeit I think a lot of people assume you can "tag" a person and have it follow, based on other games I've played in. Me, I always figured if you wanted an ARO to move with a target, you would need to literally tag them with an RFID. With that said, I think drones are generally smart enough to be able to identify something as a person, so if the drone gets close enough to Huiquing, it can probably follow him pretty easily.

So, I think I am going to create an ARO where Huiquing is (or at least at the last place I saw him). When the drone reaches the area, I'll Send Message to the drone to search for a person. Even though drones are pretty fast, I assume that's going to take a little time. If I have any actions left, I guess I'll pop off a Simple Action BF at Hao Fe just to keep him on his toes. This is all assuming that our overhead drone doesn't have Huiquing otherwise located, which would eliminate the current need of the Microskimmer to locate him.


He is in a group of trees, and the canopy is preventing spotting from the air.

Ok - setting the ARO would be a Free Action, and using the Send Message action would be a Simple Action. The Microskimmer has a speed of 3, which gives it a walking rate of 20 meters per CT, and a running rate of 40. So at best it will take 2 CTs for it to reach the spot where he is.

Your second Simple Action is to fire at Hao Fe.
Automatics 4 + Agility 5, smartlink is not Wireless enabled, so no bonus there, -6 for Extreme Range yields only 3 dice. You sure you want to do that (and risk a glitch or critical glitch)?

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PraetorGradivus
post Feb 9 2015, 02:01 AM
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Unlike myself- I believe his gun has an improved rangefinder which drops the range one category.
The description doesn't say it needs wireless to function.
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Jack VII
post Feb 9 2015, 02:55 AM
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My smartgun is Wireless ON isn't it? I thought I turned it on earlier in the CT when I reloaded my regular ammo magazine. Remember that the only component that has to be Wireless ON (i.e. connected to the Matrix) to get the bonuses is the smartgun system in the gun. The smartlink vision enhancement doesn't have a Wireless bonus, so it doesn't have to be connected to the Matrix to function.
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Lobo0705
post Feb 9 2015, 02:11 PM
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QUOTE (Jack VII @ Feb 8 2015, 09:55 PM) *
My smartgun is Wireless ON isn't it? I thought I turned it on earlier in the CT when I reloaded my regular ammo magazine. Remember that the only component that has to be Wireless ON (i.e. connected to the Matrix) to get the bonuses is the smartgun system in the gun. The smartlink vision enhancement doesn't have a Wireless bonus, so it doesn't have to be connected to the Matrix to function.


My apologies - I looked at your list of gear (which of course shows the wireless on your smartlink to be off) and not at your later post where you turned it on.

Plus the improved Rangefinder, so, let's try that again:

Automatics 4 + Agility 5 + 2 for smartlink, -3 for range=8 dice. Short Burst, I'm assuming, with is 3 points of recoil, negated by your strength.

http://invisiblecastle.com/roller/view/4772998/ - 5 hits Nice shooting Tex! (IMG:style_emoticons/default/smile.gif)

He attempts to Dodge.

Normally 11 dice, -3 since he already attempted to dodge Snap, Snap, and Sisco, - 2 for short burst, -1 for the effects of Sisco's Stick and Shock ammo = 5 dice
http://invisiblecastle.com/roller/view/4772998/

ETA, sorry about that, add in on top of that -2 dice for wounds, meaning he only gets 1 hit.

Your base damage is 7 with no AP, up to 11DV for extra hits.

He resists - getting 8 hits (IMG:style_emoticons/default/eek.gif)
http://invisiblecastle.com/roller/view/4773001/

So he takes another 3 points of physical damage

ETA - as per Jack's post below, this should be Stun, not physical, and combined with Sisco and Snap's damage, drops him.

IP 3, CT 2
Snap 6

So Snap's turn and then we are on to CT 3.
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Jack VII
post Feb 9 2015, 02:45 PM
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Just checking, did I do Physical or Stun to him? I know it says Physical, I guess I'm just surprised he doesn't have at least 12 Armor.
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Lobo0705
post Feb 9 2015, 02:53 PM
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QUOTE (Jack VII @ Feb 9 2015, 09:45 AM) *
Just checking, did I do Physical or Stun to him? I know it says Physical, I guess I'm just surprised he doesn't have at least 12 Armor.


It has not been a good couple of posts for me - I am so sorry. (IMG:style_emoticons/default/frown.gif)

Flashed back to 3e where damage was not based on amount of armor.

You do 3 points of Stun damage, which puts him down.

I want to reiterate that I appreciate you guys checking my stuff - its easy to lose track of stuff (IMG:style_emoticons/default/smile.gif)

Ok, that probably significantly changes Snap's action (IMG:style_emoticons/default/smile.gif)

I'll through an IC post up shortly for CT 2, IP 2, and we await Snap's IP 3 action.

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Jack VII
post Feb 9 2015, 03:23 PM
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Not to add to the corrections, but I don't have trodes. I'd be using my datajack DNI to use my commlink. (IMG:style_emoticons/default/wink.gif) Don't sweat it though, it's a lot to keep track of.
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Lobo0705
post Feb 9 2015, 03:26 PM
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QUOTE (Jack VII @ Feb 9 2015, 10:23 AM) *
Not to add to the corrections, but I don't have trodes. I'd be using my datajack DNI to use my commlink. (IMG:style_emoticons/default/wink.gif) Don't sweat it though, it's a lot to keep track of.


Lol - no problem - you HAD trodes in your helmet, but got an upgrade at the end of last run. I'll fix that too (IMG:style_emoticons/default/wink.gif)

BTW - just to keep all the ammo nice and neat, so far I have 12 rounds of S&S for Sisco and 3 rounds of Regular for Jack
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