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> Salted Wounds [OOC], a Deep Black Sea game
Gilga
post Oct 22 2018, 12:50 AM
Post #676


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Initiative: 18+2d6 30
She'll try to blast the shield out of Battery's hands.
Disarm + take aim: 17d6t5 5
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Volker
post Oct 22 2018, 01:52 PM
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QUOTE (Jack_Spade @ Oct 21 2018, 09:34 PM) *
Round 2:

Mage: 34
Battery: 29 (His Kamikaze just kicked in, lowering his wound mods to 1)
Assault: 26
Aeraziel Spirit Team 25
Guardian Spirit OP-Force (in Flat): 23
Nova: 22
Bound Spirit OP-Force (Astral): 21
Undiel Spirit Team: 18
Wraith: 13
Anna: ?
Anna's Spirit: ?
Sharkboy: ?
bnc: ?


gilga rolled 29 for me. Subtracting 2 because of my Full Defense, she's at 27.
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Jack_Spade
post Oct 22 2018, 05:35 PM
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Mage: 34
Anna: 30
Battery: 29 (His Kamikaze just kicked in, lowering his wound mods to 1)
bnc: 27
Assault: 26
Aeraziel Spirit Team 25
Guardian Spirit OP-Force (in Flat): 23
Nova: 22
Bound Spirit OP-Force (Astral): 21
Sharkboy: 20
Undiel Spirit Team: 18
Wraith: 13
Anna's Spirit:


So the mage get's to act first.

Complex Action: Mist Form
Movement: 5 m up and through cracks in the ceiling

Oh, by the way: I just looked up Full Defense: In Vehicles you get to use Intuition instead of Willpower.
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Gilga
post Oct 22 2018, 06:14 PM
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Initiative: 14+3d6 23
You can also resolve Anna's first action.
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Jack_Spade
post Oct 22 2018, 06:25 PM
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Oh, right

Defense: 21d6t5 10

Seems like he is not about to give up too easy

He rapid draws his Blood Drinker Axe Rapid Draw: 18d6t5 4
And tries to kill the spirit attacking him with his weapon focus
Strike: 18d6t5 3
Oh boy. All the luck with defense, but the attack rolls...
Should it hit, the spirit now faces 11 DV AP-3 (Althoug the spirit won't have armor against a magical attack) + net hits.
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Luckace
post Oct 22 2018, 09:21 PM
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Defense (undiel): 14d6t5 2
Oh frag, I can't believe it...
* when you try your best but you don't succee-eed starts playing*

So... Spirit suffers 12 DV. As it's a magical weapon, the spirits hardened armor/immunity is totally ineffective, as well as the enemy's armor piercing, right?
Resulting in only rolling body:Soak (Undiel): 6d6t5 1

11 damage taken. Spritit down, monitor is exactly filled. Bye-bye, 2 Karma I spent on you...

Holy shit.


But at least the merc has to resist 12DV (AP:-6 ) due to the cold aura, incl. armor tests for brittling armor again.
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Gilga
post Oct 23 2018, 01:57 AM
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The karma is not lost, spirit will be back. It is not 'killed' it will take some time, I am not sure how much but read about it.
With his defense roll - it might be more effective than trying to hit the man.

Never knew he could 'undo rapid draw'... I thought he dropped the axe to toss the grenade. Just learning (IMG:style_emoticons/default/wink.gif)


Anyhow:

at Initiative 23: Anna's spirit would engage the fleeing mage (and with some luck save bnc's ass - as she cannot even harm the gurdian spirit due to light weapon/weapon immunitity). I think that he is a dual natured vampire or something to have myst form.

Astral combat: 12d6t5 6
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Jack_Spade
post Oct 23 2018, 04:58 AM
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The secret lies in adding a sling weapon mod to your weapons (IMG:style_emoticons/default/wink.gif)


Alright, seems like hitting an aura spirit was a dumb idea:

10(h)-6AP = 4 and two autohits remaining.

Soak: 26d6t5 10
So 12 in total, soaking exactly

Edit: Oh right, cold damage.
Shield: Armor test: 4d6t5 0
Armor test: 16d6t5 4

Looks like the shield breaks
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Luckace
post Oct 23 2018, 08:16 AM
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Whew... at least that pesky shield is finally down. (IMG:style_emoticons/default/smile.gif) Now I'm glad that I gave the energy aura to the cold spirit, not the spirit of air.

@Gilga: You sure? CB p302 states that once all boxes of a condition monitor are filled, the spirit is forced back into its homeplane and explicitely that all remaining services are lost. Though it doesn't go into any details as to what happens to the spirit afterwards, I'll look into that some more.
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Thanee
post Oct 23 2018, 09:29 AM
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I believe, that is only true for summoned spirits. Here is the Disruption part from the Street Grimoire. It states, near the end, that the spirit still counts against your limit, which clearly suggests, that services are still owed.

In SR4 this was how it worked with bound spirits.

QUOTE
DISRUPTION
Spirits don’t die, at least not in the traditional sense.
When Physical or Stun damage fills up a spirit’s Condition
Monitor, that spirit is disrupted and immediately
returns to its native metaplane. Spirits possessing vessels
are only disrupted if the vessel’s Condition Monitor
suffers a lethal amount of overflow damage (see
Exceeding the Condition Monitor, p. 170. SR5).
A disrupted spirit cannot appear outside its metaplane
for a period of 28 days minus its Force, with a
minimum time of 24 hours. If you’re on a deadline and
desperately need a disrupted spirit back before that time
expires, you must undertake a metaplanar quest (see p.
140) to the spirit’s native metaplane and retrieve the
spirit. To retrieve a possession spirit, you must already
have a prepared vessel awaiting the spirit, regardless of
whether the quest was successful.
Disrupted spirits still count against a conjurer’s limit
of spirits, but a conjurer may choose to release a disrupted
spirit at any time.


Bye
Thanee
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Thanee
post Oct 23 2018, 10:41 AM
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QUOTE (Luckace @ Oct 23 2018, 10:16 AM) *
Whew... at least that pesky shield is finally down. (IMG:style_emoticons/default/smile.gif)


That is surely going to help. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Luckace
post Oct 23 2018, 11:37 AM
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Ah, I just read the Street Grimoire note as well. Yeah, doesn'r really state that they reappear, but sounds like they can be called again after 22 days. A shame that they don't specify that the corebook-rule doesn't go for bound spirits .

Thanks, Gilga and thanee for pointing that out. (IMG:style_emoticons/default/smile.gif)
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Thanee
post Oct 23 2018, 01:40 PM
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Yeah, unfortunately, that is a general problem with the SR5 rules, that tend to contradict themselves in a few places.

But, I am pretty sure, it is meant to work that way. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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Luckace
post Oct 23 2018, 02:53 PM
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Are banishing-tests limited to the physical world, or can I go astral and attempt to banish it from there?
This sounds like a very basic question, but I can't find an answer in any rulebook or forum.

Basically, I'm looking for the quickest way to get ready to get rid of that thing inside the corridor.
As Wraith is still in the flat and pretty slow, he'd have to waste quite a lot of time getting LOS to the opposing spirit if it's only possible from the physical world with physical sight, while I imagine astral LOS will be pretty much instantly as soon as he's astrally perceiving?
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Volker
post Oct 23 2018, 03:09 PM
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You can do it from the astral space. Basically, you can always use all your powers on beings in the same plance. Since spirits always are astral, they can also always be attacked from the astral. When it's manifested, it can be attacked by physical means, too, as it is then considered dual-natured.

@Jack
I somewhere wrote that the flat is in the second floor. But in the end, it's still your call. So, in which floor are we actually?
How many actions would it take to turn and run and jump out of the window? And which roll would it be? I'd assume it to be a Simple Action Running and a Simple Action for jumping out of the window, consuming one ini phase, and at least one Control Walker test. What do you say?
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Gilga
post Oct 23 2018, 04:30 PM
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@Volker - if you do not mind bolting through the door - then you can help in the fight AND we can help you with the spirit.
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Jack_Spade
post Oct 23 2018, 05:08 PM
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@Luckace
Yeah you can use banishing on the spirit as long as you are on the same plane of existence

@Volker
Since the flat is so small and your drone so fast, you don't actually need to run - run and jump would be a maneuver test. And yes, second floor sounds about right (that is European second floor with a ground floor, first floor, second floor)
But I should mention that you'd risk falling to the ground if you go full throttle. You are about 8m up from the ground, so you'd resist 8P AP -4 with your body+armor

Joining the fight might be the better option, as you could ram through the door with little effort and still find cover, while jumping from the building would leave the spirit free to take a shot from above on you.
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Volker
post Oct 24 2018, 09:01 AM
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Well, then I'll join my teammates.

Two questions: Strictly speaking, it's impossible to kick in the door, as barriers ignore stun damage and unarmed combat would deal stun. Can I still kick in the door?
If so, I hope I'm using the correct dicepool (INT + Unarmed Combat + hot-sim): Unarmed Combat: 13d6t5 4
Soak: 6d6t5 3
That'd be 4 +1 = 5 boxes of damage, which is more than sufficient to kick in the door.
Thus:
Init phase 27:
Free Action: yell
Simple Action: kick in door
Simple Action: take cover

Question 2:
Is there any possibility to reduce falling/jumping damage? I spent a whole lot of money on hydraulic jacks and stuff to be able to jump out of windows from high places but I can't find anything in this regard. Are Gymnastics/Free Fall/Pilot Walker completely pointless in this regard? There must be something. Is there?
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Gilga
post Oct 24 2018, 09:05 AM
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By the way, since synthetic cyberarms do physical damage, and James is essentially a drone - I'd assume he'll do physical damage in unarmed as well.
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Volker
post Oct 24 2018, 09:11 AM
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That makes sense, it still feels awkward that doors or windows cannot be kicked in (IMG:style_emoticons/default/biggrin.gif)

I edited my last post to match the discription.

Can the mage now be seen and attacked from the astral space?
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Gilga
post Oct 24 2018, 10:25 AM
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If it can - I assume the ward does not extend 5 meters above the apartment... I posted an Action for Anna's spirit to be resolved when we get to initiative 23. If it is not visible - still in the ward I'll think of something else.
QUOTE (Gilga @ Oct 23 2018, 02:57 AM) *
Anyhow:

at Initiative 23: Anna's spirit would engage the fleeing mage (and with some luck save bnc's ass - as she cannot even harm the gurdian spirit due to light weapon/weapon immunitity). I think that he is a dual natured vampire or something to have myst form.

Astral combat: 12d6t5 6

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Jack_Spade
post Oct 24 2018, 10:44 PM
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Sorry, no update today - just got home from a reallllllly long workday. Regular post tomorrow.
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Jack_Spade
post Oct 25 2018, 05:11 AM
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QUOTE (Volker @ Oct 24 2018, 11:01 AM) *
Well, then I'll join my teammates.

Two questions: Strictly speaking, it's impossible to kick in the door, as barriers ignore stun damage and unarmed combat would deal stun. Can I still kick in the door?
If so, I hope I'm using the correct dicepool (INT + Unarmed Combat + hot-sim): Unarmed Combat: 13d6t5 4
Soak: 6d6t5 3
That'd be 4 +1 = 5 boxes of damage, which is more than sufficient to kick in the door.
Thus:
Init phase 27:
Free Action: yell
Simple Action: kick in door
Simple Action: take cover

Question 2:
Is there any possibility to reduce falling/jumping damage? I spent a whole lot of money on hydraulic jacks and stuff to be able to jump out of windows from high places but I can't find anything in this regard. Are Gymnastics/Free Fall/Pilot Walker completely pointless in this regard? There must be something. Is there?



You can use a called shot to make an unarmed attack with no mods do lethal damage - and yes, cyberarms do lethal damage by default

Sorry, I wasn't aware that you had hydraulic jacks. Those do indeed reduce falling damage by 2m/rating point. So you likely won't get damaged, but you still would be an easy target on the ground.

Assault's action: Break Free: 18d6t5 6 from Clinch with Slobber. If successful he moves into the now open flat. Everyone in close comat with him may undertake a -5 ini Interrupt action to hit him.

Anna's spirit finds that the Mist is out of the warded area
Mage goes on full defense vs. Astral Combat: Full Astral Defense: 18d6t5 9

Mage: 34 (goes to mist form - declares full defense)
Anna: 30 (shoots to disarm, commands spirit)
Battery: 29 (His Kamikaze just kicked in, lowering his wound mods to 1) (Kills Undiel - loses shield)
bnc: 27 (charges through door into corridor)
Assault: 26 (tries to break free)
Aeraziel Spirit Team 25
Anna's Spirit: 23
Guardian Spirit OP-Force (in Flat): 23
Nova: 22
Bound Spirit OP-Force (Astral): 21
Sharkboy: 20
Wraith: 13

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Volker
post Oct 25 2018, 06:24 AM
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Okay, thanks. And just out of interest: Do you know of any rules to reduce "falling" damage if you jump out in a controlled way, using either Gymnastics or Free Fall? CRB says that the Free Fall skill is used for "leaps from a third-floor window" but there are no rules. Unless I missed anything.
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SquirrelDude
post Oct 25 2018, 03:00 PM
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QUOTE (Jack_Spade @ Oct 25 2018, 12:11 AM) *
Assault's action: Break Free: 18d6t5 6 from Clinch with Slobber. If successful he moves into the now open flat. Everyone in close combat with him may undertake a -5 ini Interrupt action to hit him.
He gets out for two reasons.
1. "To break out of a Subduing or Clinch, the character must succeed in an Unarmed Combat + Strength [Physical] Test with a threshold equal to the net hits scored on the opponents original subduing test" It's not an opposed check, and the original check's net hits was 2.
2. "When I made the throw attempt and failed to have the throw succeed because of the net hits, the clinch was automatically broken.

He's good to go.

-5 Interrupt Action: Attack, Called Shot, Knockdown
Knock Down (Unarmed-4): 15d6t5 6
DV 13S Reach 1 as per Sweep Martial Art

QUOTE (Volker @ Oct 25 2018, 01:24 AM) *
Okay, thanks. And just out of interest: Do you know of any rules to reduce "falling" damage if you jump out in a controlled way, using either Gymnastics or Free Fall? CRB says that the Free Fall skill is used for "leaps from a third-floor window" but there are no rules. Unless I missed anything.
Publishing things without rules for them, who would do that?

Free-Fall looks like it's the rules for rappelling or skydiving, but the stuff that isn't accounted for with gymnastics. Rappelling for example uses Free-Fall instead of Gymnastics for clmbing (for reasons). I think it's supposed to be less an attempt to control your own body and rather your skill at using equipment to control your own fall.
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