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> The Found Arcana - Chapter 9 [OOC]
Thanee
post Feb 26 2023, 06:25 PM
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QUOTE
make your spirit invisible, have it manifest inside the car


Uhm... I really don't think that works. You cannot have spells move over between the spaces (physical / astral), and I highly doubt, that the spell will stick around and get reactivated when a spirit goes astral and then goes physical again.

The spirit could, of course, just materialize (not manifest, that is when you just show up as a "ghost", but are not really physical), but at that point they will be warned. But if everything happens quickly, maybe that would be enough?

I could also use Magic Fingers, if it is somehow possible to look inside, but I don't think we can see anything there.

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Thanee
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Jack_Spade
post Feb 26 2023, 06:44 PM
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Yeah, I meant materialize.

In the sixth world practically all windows are one way to prevent mages from doing stuff like that.

Bobby would ready an action for the door to open, so it would happen in one action phase - and Bobby's in is high enough that I'm confident I can beat the people sitting inside (especially since they don't seem to have augmentation on their spines)
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Tecumseh
post Feb 27 2023, 06:32 AM
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@gilga
I'm familiar with gorilla experiment and laughed at the reference in the IC post.

I think what Mato is trying to do narratively is clear in the IC post. Mechanically, there are a few different ways to accomplish it:
- Called Shot (Vitals) + Ambush using the shock hand to try to KO one of them in one hit
- Subdue the other one. The hardest part is keeping the damage Stun instead of Physical. However, Mato has the Sweep technique as part of his Okichitaw martial art. This technique lets him do Stun damage when using the Knockdown called shot. I think that should do the trick.

Let me know if you want to roll this out or if you prefer to keep it narrative.

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Beta
post Feb 28 2023, 04:16 AM
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Jack, sorry for the slow response, it took a bit to remember to go dig up Kill Code and look at the options. Best I can offer on the matrix side is Squelch (blocks outgoing) or some Fuzzy ammo rounds (makes noise) or just making noise.
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Gilga
post Feb 28 2023, 01:02 PM
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Alright: initiative: 2#8+2d6 14 14
They are high on Cram to explain the quickness - I don't think they are much of a challenge, but let's make it into a quick battle. We hadn't had one for a while.

Mato would go first because they won't expect it.
he time being.
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Jack_Spade
post Feb 28 2023, 06:23 PM
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QUOTE (Beta @ Feb 28 2023, 05:16 AM) *
Jack, sorry for the slow response, it took a bit to remember to go dig up Kill Code and look at the options. Best I can offer on the matrix side is Squelch (blocks outgoing) or some Fuzzy ammo rounds (makes noise) or just making noise.


Squelch certainly would be welcome.
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Beta
post Mar 1 2023, 01:26 AM
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Base gunnery pool for this of 13, smart link for +2, +2 for using control device, -1 for medium range (5-10m), +2 for 2 actions of take aim = 18 dice

gunnery (taser): 18d6t5 5
I think they are not dodging? If that is the case then the ganger is facing 12s, ap-4. To take a guess, humans with body 4 and 9 points armor, but no non-conductivity, so 9 dice soak
ganger soak: 9d6t5 2 Well, his luck was no better than ours has been with Orokos.

If that was a reasonable set of guesses about the ganger, that should should be enough to drop him. But Gilga feel free to say they were giving more penalties or dodging or tougher or whatever.
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Tecumseh
post Mar 1 2023, 07:10 AM
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Dang, Tamarind knows how to taze. Or, at least how to tell the Flying Eye to taze.

Mato was basically planning on the same thing, except using a Called Shot (Vitals) to up the DV. (Tamarind doesn't need it because dropping dice from her roll would cost as many hits as she'd gain in DV.)

It's been a while, let me look up my Initiative... and then correct it because I never updated it after his last round of cyber...

Initiative: 1d6+15 16, bad roll, but I built him to have a high floor.

Now on to the tazing. I'm not sure I've used my shock hand in all these years. If I have, I've forgotten about it.

Agility 10 + Unarmed Combat 5 + Specialization 2 + Touch-only 2: 19d6t5 8 hits, Accuracy 12 so I'll keep them all

Oh, and here I forgot to drop dice for a called shot like I said I would do just a moment ago. Oh well, the difference is on 1DV.

Base damage is 9S(e), staged up to 17S(e) by the hits. I'll roll soak the same way Beta did:

Making friends with the doggo: Charisma 4 + Animal Handling 2: 6d6t5 3 hits

Body 4 + Armor 9 - AP 5: 8d6t5 2 hits, ha, same result

That's 15S(e), which probably overflows the Stun track and leaves two boxes on the Physical track.

Same disclaimer as Beta: gilga, feel free to adjust our assumptions to your liking.
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Gilga
post Mar 1 2023, 09:57 AM
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I meant to give them 6 dice to dodge Dodge: 2#6d6t5 2 2 but it does not do them much good.

About the dog animal handling is fine, but you'll need a bit more involvement than a wink to get friendly with a dog and justify a roll.
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Jack_Spade
post Mar 1 2023, 12:50 PM
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Minor nitpick: if you make a touch only attack, you don't get your hits added to the damage. With your pool it's generally better to avoid touch only attacks
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Tecumseh
post Mar 1 2023, 05:46 PM
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Ah, yes, Run & Gun does say that. I had long forgotten that rule, but Jack is correct. Thanks for the reminder.

Okay, scratch out the touch-only attack and I lose a hit. I lose 2 more due to dodge, but this mostly has the effect of reducing the overflow damage on the Physical track. Which, as far as I'm concerned, is a good thing. The goal wasn't to barbecue them, just incapacitate them.

I'll fluff up the interaction with the dog. I wasn't sure if it would be aggressive to Mato or happy with him for removing the Halloweener annoyance.

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Beta
post Mar 1 2023, 09:08 PM
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@Tecumseh I'd missed the suggestion for a called shot, sorry
@Jack I didn't know about that rule at all. I'll have to go look it up for future reference ((I hate when they modify a CRB rule in a supplement!)

The two dodge successes mean that Tamarind only does 8 to her target. She'll leave Mato to clean up, while she shifts attention back to the car.
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Tecumseh
post Mar 2 2023, 12:54 AM
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gilga, per the above, Tamarind's target is still awake with 8S, at least for one initiative pass until they can be zapped again. Is there anything you wanted to have them do for that one phase?

QUOTE (Beta @ Mar 1 2023, 01:08 PM) *
(I hate when they modify a CRB rule in a supplement!)

I initially wrote this in my OOC post - almost word for word - but I deleted it before posting. But I agree.
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Gilga
post Mar 2 2023, 06:38 AM
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Lets continue as it is.
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Thanee
post Mar 2 2023, 06:54 AM
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Spirit's Initiative 20 (astral) or 27 (physical; depending on when we roll)
Raven's Initiative 22 (astral) or 12 (physical)

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Thanee
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Gilga
post Mar 2 2023, 09:55 AM
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It would be either astral or physical for Rachel, as it takes time (combat-wise to project/return to the body).

Let's see how it plays out:

Initiative:
Bobby ?: Waiting for the door to open.
Spirit 27 - materialize.
Adept 25, free action activate killing hands, complex action unarmed combat damage is 6P + net hits: unarmed + killing hands: 16d6t5 8
Let's see how the spirit fares to the adept's assault to decide whether the door opens.
Rachel: 22/12 TBD
Face 16: TBD
Driver 12: TBD
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Gilga
post Mar 2 2023, 10:04 AM
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@Tecumesh Mato can add 10 Molotov cocktails in stuffed into two synthetic leather belts to his inventory (not sure how to mechanically handle them).
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Jack_Spade
post Mar 2 2023, 10:26 AM
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Molotovs have been added to the rules
Away from my books at the moment, I'll post stats when I get home
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Thanee
post Mar 2 2023, 01:35 PM
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QUOTE (Gilga @ Mar 2 2023, 10:55 AM) *
Adept 25, free action activate killing hands, complex action unarmed combat damage is 6P + net hits: unarmed + killing hands: 16d6t5 8
Let's see how the spirit fares to the adept's assault to decide whether the door opens.


Mr. Spirit is doing well. (IMG:style_emoticons/default/smile.gif)

Defense 8 hits (so, barely defended)

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Thanee
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Gilga
post Mar 2 2023, 02:01 PM
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I'm impressed (IMG:style_emoticons/default/wink.gif)
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Thanee
post Mar 2 2023, 02:26 PM
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All those dice rolls are pretty insane... those 6s on that taser shot. (IMG:style_emoticons/default/biggrin.gif)

Defense 5 hits

I think, I will use one point of Edge to have him re-roll those misses here. Would be useful not to be heavily damaged, already, and soaking that seems rather unlikely.

So... Edge for another 6 hits -> 11 total hits

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Thanee
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Thanee
post Mar 2 2023, 02:44 PM
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QUOTE (Gilga @ Mar 2 2023, 10:55 AM) *
It would be either astral or physical for Rachel, as it takes time (combat-wise to project/return to the body).


Okay, she will stay there in the astral for now.

Bye
Thanee
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Gilga
post Mar 2 2023, 05:34 PM
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QUOTE (Thanee @ Mar 2 2023, 04:47 PM) *
If that works out, maybe that person will leave the van, and it would be so much easier to get the card back.


Their car is moving and moving fast. I'd assume Bobby can jump away from the car but it is a tumble on the asphalt.

It is a minivan with plenty of space for drones in the back. Sadly for them, drones are not active at the moment.
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Gilga
post Mar 2 2023, 05:40 PM
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@Jack can I get the initiative for Bobby? I'll try to resolve what happens in CR2.

Initiative:
Bobby ?: Waiting for the door to open.
Spirit 27 - materialize.
Adept 25, free action activate killing hands, complex action unarmed combat damage is 6P + net hits: unarmed + killing hands: 16d6t5 8 - misses.
Rachel: 22/12 TBD
Face 16: fire taser
Driver 12: escape.

CR2:
17: Spirit opens the door.
??: jumps into the moving car. I'll need an athletics roll threshold 3 for that.
15: Adept: goes for spirit again: unarmed + killing hands: 16d6t5 6
Rachel: 12 TBD.
Face 6: Fire Taser at spirit.
Driver 2: Stunt.

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Jack_Spade
post Mar 2 2023, 05:57 PM
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Rolled it in the main thread http://forums.dumpshock.com/index.php?show...t&p=1361870

Ini is 32

I think you mean Gymnastics - Athletics is the group
Gymnastics: 15d6t5 4
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