Thanee
Mar 21 2006, 09:42 PM
| QUOTE (Voorhees @ Mar 21 2006, 10:40 PM) |
| With 6 hits, I think Aziz is going to cut the Ork's face off. |
And if you don't forget the home turf, reach and whatnot, you might get even more.

Altho, I have no idea, whether there will be surprise/initiative or whatever...
Bye
Thanee
Wounded Ronin
Mar 21 2006, 10:17 PM
Should TR roll init, or should I wait till the GM says what happens re the stealth attempt?
(Also, if someone could give me the formula for init I'd be very grateful.)
Thanee
Mar 21 2006, 10:19 PM
Initiative is Reaction + Intuition (plus modifiers).
To get your Initiative Total for the round roll your Initiative and add the hits to your Initiative.
i.e. with Ini 8 (8 dice -> 3 hits) -> Ini for the round = 11
Bye
Thanee
HeySparky
Mar 21 2006, 10:23 PM
REA + INT + modifiers (magic, wires) = your initiative score
everyone has one initiative pass each round, plus any additional actions their abilities grant. I don't recall of the top of my head what TR has in the way of init modifying cyber, but if she has Wired 1, she adds the rating to her initiative score AND her number of initiative passes (which are additional sets of actions she can take)
Mister Juan
Mar 21 2006, 10:23 PM
@Voorhees
You should also roll initiative.... in case one of the orks goes before you, or someone else in the group.
Thanee
Mar 21 2006, 10:25 PM
Raven's Initiative is 8 (6 +
2 hits).
Bye
Thanee
Fresno Bob
Mar 21 2006, 10:26 PM
Okay, make that 8 hits.
And, initiative... yeah
3 hits, plus 7 Initiative, so Aziz's initative is 10.
Mister Juan
Mar 21 2006, 10:42 PM
Just to keep track:
Current Combat:
PCs Initiative:
-Aziz: 10
-JJ: 11
-Felix: 6
-Raven: 8
-Neo:
-Cammy: 7
-ToyRobot:
TinkerGnome
Mar 21 2006, 10:43 PM
I'm just going to say for simplicity that if you guys jump the orks there's no surprise unless you utilize magic to mask your approach, then we'll go by normal surprise rules.
If someone doesn't mind, could they collect all of the initiatives so far on a page in the Wiki? It'd also be helpful if everyone states their number of IP along with their initiative rolls.
In HQ, a Gang ID (1) roll nets you:
[ Spoiler ]
"Circle A" is probably a reference to the tag of the Ancients. One of the sprawl's largest gogangs. It's made up entirely of elves, and they're an elitist lot, looking down on even other elves as inferior.
Mister Juan
Mar 21 2006, 10:52 PM
| QUOTE (TinkerGnome) |
If someone doesn't mind, could they collect all of the initiatives so far on a page in the Wiki? It'd also be helpful if everyone states their number of IP along with their initiative rolls. |
Done
All people now have to do is fill in the blanks.
Fresno Bob
Mar 21 2006, 10:58 PM
Alright, well, my attack still stands even if theres no surprise round.
Wounded Ronin
Mar 21 2006, 10:58 PM
| QUOTE (TinkerGnome) |
I'm just going to say for simplicity that if you guys jump the orks there's no surprise unless you utilize magic to mask your approach, then we'll go by normal surprise rules.
If someone doesn't mind, could they collect all of the initiatives so far on a page in the Wiki? It'd also be helpful if everyone states their number of IP along with their initiative rolls.
In HQ, a Gang ID (1) roll nets you:
[ Spoiler ] "Circle A" is probably a reference to the tag of the Ancients. One of the sprawl's largest gogangs. It's made up entirely of elves, and they're an elitist lot, looking down on even other elves as inferior. |
Hmm, perhaps I should go ahead and roll init just in case it is needed. If it isn't the GM can disregard my roll, but if it is then having the init handy would save everyone a lot of time.
TR's Reaction is 5 and Intuition is 5. I don't think her cyber affects this:
Datajack, 0.1 (500)
Skillwires III, 0.6 (6.000)
Muscle Replacement II, 2.0 (10.000)
Hand Blade, 0.2 (1.500)
So, here is the roll.
| CODE |
Reaction 5 + Intuition 5 = 10.
Therefore, I should roll 10 dice and add the number of "hits" to 10.
Results:
3 2 6 5 1 4 2 6 1 4
That looks like 3 hits?
So, Initiative is 13.
|
Thanee
Mar 21 2006, 11:05 PM
I have a question about the spirit's initiative.
There is astral initiative and physical initiative. Right now the spirit is astral, so that would used... but how does it affect initiative, if the spirit materializes?
Does it change somehow, or does it just stay the same throughout the round depending on the state at the beginning of the round?
This is especially weird with initiative passes, which are different for astral and physical initiative.

Anyways...
The spirit's astral initiative is 10 (8 +
2 hits)
The spirit's physical initiative is 17 (12 +
5 hits)
Bye
Thanee
P.S. Wounded Ronin: Yes, that's right.
Rokur
Mar 21 2006, 11:05 PM
Rolling on actions -
Observe in detail - map area of meet.
| CODE |
Intuition (4) + Perception (visual) (2) + Vision Enhancement (3) + Home Ground (2) = 11 dice 4,4,2,[5],3,4,4,[6],3,3,1 = 2 hits |
comparing with knowledge skill seattle geography
| CODE |
Logic (1) + Seattle geography (3) = 4 dice [6],1,4,[6] = 2 hits |
Stealth test to hide my keypad/palm lock entry. Palming??
| CODE |
Agility (5) + Stealth (2) + Home Ground (2) = 9 dice [6],1,[6],3,1,3,[5],1 = 3 hits, glitch |
Ack!!! also need a perception opposed from TF.
Mister Juan
Mar 21 2006, 11:07 PM
Well, if memory serves, whatever the spirit's initiative, when you just summoned it, it simply cannot act before it's summoner (basically, it needs an order). So, for the first round, its initiative score doesn't really matter I guess.
Thanee
Mar 21 2006, 11:13 PM
Doh! That wiki is not very fail-safe, it doesn't even mention (or I didn't see it anywhere at least), if the page was edited in the meantime, while you had it open to change something.

I managed to overwrite all your last changes on the initiative (adding IPs and TR's init), MisterJuan, but should have fixed that back up now.

Bye
Thanee
Thanee
Mar 21 2006, 11:16 PM
| QUOTE (Mister Juan) |
| Well, if memory serves, whatever the spirit's initiative, when you just summoned it, it simply cannot act before it's summoner (basically, it needs an order). So, for the first round, its initiative score doesn't really matter I guess. |
That would just be for the first pass (like delay), I think.
The biggest questions I have are... when the spirit has initiative 10 with 3 initiative passes (astral) and materializes on the first, does it then still have 2 more initiative passes or just 1 (physical IPs are 2)? And does its initiative score go up to the 17 (physical score) for the remaining pass, if it only gets one more?
Bye
Thanee
Jaid
Mar 21 2006, 11:26 PM
| QUOTE (Thanee) |
| QUOTE (Mister Juan @ Mar 22 2006, 12:07 AM) | | Well, if memory serves, whatever the spirit's initiative, when you just summoned it, it simply cannot act before it's summoner (basically, it needs an order). So, for the first round, its initiative score doesn't really matter I guess. |
That would just be for the first pass (like delay), I think.
The biggest questions I have are... when the spirit has initiative 10 with 3 initiative passes (astral) and materializes on the first, does it then still have 2 more initiative passes or just 1 (physical IPs are 2)? And does its initiative score go up to the 17 (physical score) for the remaining pass, if it only gets one more?
Bye Thanee
|
i would suggest using the matrix rules on changing IPs to cover that.
Thanee
Mar 21 2006, 11:29 PM
FWIW, I added the full spirit stats to the wiki combat page for easy reference.
Bye
Thanee
Thanee
Mar 21 2006, 11:34 PM
| QUOTE (Jaid) |
| i would suggest using the matrix rules on changing IPs to cover that. |
Where do I find those (just looked, but couldn't find anything)?
Bye
Thanee
MK Ultra
Mar 21 2006, 11:41 PM
| QUOTE (Rokur) |
Stealth test to hide my keypad/palm lock entry. Palming??
| CODE | Agility (5) + Stealth (2) + Home Ground (2) = 9 dice [6],1,[6],3,1,3,[5],1 = 3 hits, glitch |
Ack!!! also need a perception opposed from TF.
|
| CODE |
Intuition (5) + Perception (-1) + Visual Enhancement (3) + Home Ground (2) + Damage (-2) = 7 dice [5] 1 3 [6] [5] 3 [6] Hits:4 |
WeŽll, see, how long it takes him to remember, but with this nice roll, he probably will, when the trouble is over

.
MK Ultra
Mar 21 2006, 11:50 PM
@
GM & Kartijan
The remote First Aid Test for Nurse would have the following stats.
Logic (5) + First Aid (3) + Remote (-2) + Conditions (-1) + Medkit (4) + Magical Patient (-2) + Home Ground (2) = 9
I donŽt know, if skilled Assistent (1), max. +3, would apply, if there was say BronzeWyrm assisting remotely or Nurses mother or father (but the later one would probably have better stats then she has, so she would assist).
The Threshhold is 2, any net successes heal one box each (max boxes = Skill) and it takes 6 combat turns (18 seconds).
EDIT:
OH NOOOOOOOOOOOOOOOOO, TF has forgotten his last cigarette in the ashtray at the HQ
Which brings me to ask, is the resorption of nicotin enhanced with bleeding in the lung? I guess not.
Rokur
Mar 22 2006, 12:20 AM
@ MK, meh, I'm more scared of the glitch on the stealth test then TF memorizing her keypad.
MK Ultra
Mar 22 2006, 12:24 AM
@ Rokur
take a peak
here
Silo
Mar 22 2006, 12:43 AM
| QUOTE (Voorhees @ Mar 21 2006, 03:40 PM) |
| With 6 hits, I think Aziz is going to cut the Ork's face off. |
But, what is your Initiative.....?
TG asked us to roll 'em.[edit] Guess I should have read on first. JJ goes before you.

[/edit]
Fresno Bob
Mar 22 2006, 12:46 AM
Ah, I did. Its 10.
Jaid
Mar 22 2006, 12:47 AM
well, last time i looked at the post where he rolled initiative, it was 10 =P
[edit] dang... got beaten to the punch =P
anyways, just thought i'd point out TG... the choice i made was indicated in the response, as well as in the updated character sheet. what you may not have realised is that while all the changes are in bold, the things that i removed to make room for the things that i added have a - next to them, to indicate they were subtracted

like i said, unless you specifically *want* me to have an alpha on a doberman, then i don't have it... i have an AK-97 assault rifle on the third doberman instead

(possibly i will later get it a shotgun as it's secondary option as well. and possibly i will get them all alphas at some point in the future too

)
so yeah, keeping in mind that anything i subtracted has a - symbol next to it, is Electrode ready to go? [/edit]
Silo
Mar 22 2006, 12:50 AM
| QUOTE (Voorhees) |
| Ah, I did. Its 10. |
Edited my last post, but I'll mention it again....JJ goes before you.
SO, you can be all good at pool and stuff, but don't think JJ won't mention this later. Hopefully.
Silo
Mar 22 2006, 01:04 AM
@TG
Once nick rolls Neo's Initiative, can we just start the combat or do we need to wait on more from you?
Kartijan
Mar 22 2006, 01:08 AM
| CODE |
The remote First Aid Test: Logic (5) + First Aid (3) + Remote (-2) + Conditions (-1) + Medkit (4) + Magical Patient (-2) + Home Ground (2) = 9 Results: 4 4 4 3 4 4 6 1 2 Hits: 8 |
So if each success heals one box to a max of skill (and my first aid is 3) then you are now healed 3 boxes, right?
Dranem suggested to me that the medkit's rating is also used to determine the number of boxes healed, and since Auran's kit is Rating 4 that would mean up to 7 boxes healed?
Anyway, whichever is the case is the one you will need to make note of

*VMG*
Kart
MK Ultra
Mar 22 2006, 01:09 AM
@ Kartijan
So, do you make the First Aid roll, or should I do that for you?
EDIT: ah, ok, q answert, more q spawned.
The code-box says 8 hits, but shows only one 6 and no 5 rolled, so that would be 1 hit, wouldnŽt it. If so, no boxes were healed, because the TH is 2.
Adding the Medkit for max boxes makes sense, otherwise kit-only had a limit or 0.
EDIT2: Ah, seams as if your roller used a SR3-Threshold, meaning 2 and higher rolled is a success, but in SR4 you always have to roll 5 or 6 for a hit and the TH is the base number of hits you need.
Kartijan
Mar 22 2006, 01:17 AM
I put it in as 8 hits because I thought my target number was 2, if I'm wrong then yes, only one success and I didn't manage to help you at all
Silo
Mar 22 2006, 01:21 AM
Yeah...all target #s are 5 now. All of them.
MK Ultra
Mar 22 2006, 01:21 AM
Sad. Thanks for the effort anyway, all on his own, TF would only have had a dice pool of 2, so no chance at all..
You could still use an Edgepoint, to reroll all non-successes. But I wouldnŽt really recommand it, saving the Edge for life and death situations, as it probably wonŽt refresh very often.
Kartijan
Mar 22 2006, 01:22 AM
Agreed, and sorry.
MK Ultra
Mar 22 2006, 01:23 AM
Never mind, the 6 boxes of damage are my own fault after all
Jaid
Mar 22 2006, 01:59 AM
you played the roullette game of conjuring and lost

for the record, it is precisely for this sort of thing that i highly recommend having a good first aid skill and heal spell known as a mage...
having tried to summon an F3 spirit and taken 6 drain from it (thankfully stun), i noticed it was a much much quicker recovery when throwing something like 12 dice (including awakened penalty) to patch myself up =P
also, it's important (for precisely that threshold reason) to heal up between each summoning attempt, if at all possible.
Jaid
Mar 22 2006, 02:05 AM
| QUOTE (Mister Juan) |
I tried to do lightning as an "effect" and it wasn't working, so I just went with something simpler. The kind of stuff you could probably do with time and spray paint.
Electrode's tag
I thought of doing one with the drawing of an actual lightning bolt, but it just looked like that hockey team's symbol. |
oh wow... totally did not notice that until i went back through the thread looking for old stuff =P
thanks MisterJuan =) sorry i didn't mention it earlier

must've gotten buried under a massive pile of posts that seems to be here every time i check in

but yeah, looks way nice =) now i just need to fiddle around and find out how to add images to the wiki...
MK Ultra
Mar 22 2006, 02:06 AM
Sure, I would have done so, if I didnŽt have the drain rules mixed up. If I had known, there were 2 boxes just after the first try, I would have fixed up first. After the 3 boxes of the second try, IŽd no way have tried a third time.
It was just a clusterfrag of mixed up rules and forgotten hometurf mod.
Rokur
Mar 22 2006, 02:09 AM
OOPS! didn't note time restraint, was 15 seconds off.... but hey, feel free to roll with it if it works, otherwise we're in spoiler zone to be done later.
[ Spoiler ]
From Limo
Observe in detail -
Intuition (4) + Perception (visual) (2) + Vision Enhancement (3) = 9 dice
[6],3,[5],4,4,2,[6],2,2 = 3 hits
From streets
Infiltrating close enough to observe -
Agility (5) + Infiltration (2) = 7 dice
2,3,[6],[5],[5],3,4 = 3 hits
Observe in detail - sights
Intuition (4) + Perception (visual) (2) + Vision Enhancement (3) = 9 dice
[5],1,1,4,1,[5],4,3,[6],4 = 3 hits, glitch
Observe in detail hearing
Intuition (4) + Perception (hearing) (4) + Audio Enhancement (3) = 11 dice
4,1,2,[6],[5],[5],4,2,1,[5],[5] = 5 hits
I think I'd be better off just trading in 4 dice for auto hits, frag these glitches!
MK Ultra
Mar 22 2006, 02:12 AM
@ Rokur
We arenŽt supposed to post further then 20:10:00, or was that aleviated by Slams last post? Anyway, Your not that fare, so if we donŽt post further, weŽd be ok. But you could still simply Edit the time to 20:10:00. Then weŽr on the save side.
MK Ultra
Mar 22 2006, 02:14 AM
| QUOTE (Rokur) |
| I think I'd be better off just trading in 4 dice for auto hits, frag these glitches! |
Did you notice the hous rule on glitches?
normal glitches dont count, criticals count as normal glitches.
Rokur
Mar 22 2006, 02:16 AM
I saw that, but I'm sure glitches have to mean SOMETHING.
PS will change post. didn't notice time restraint.
MK Ultra
Mar 22 2006, 02:21 AM
| QUOTE (Slam) |
| "They can take care of it. Probably just one of the neighbors saying hello to us. This other deal is too important. We've got to meet up with some daisyeaters over on Houston in twenty minutes." |
We are not to make it to Texas in 15 Minutes are we?
So where is this Houston, how long does a car ride from the Westwind take and is it still our Home Turf?
Thyme Lost
Mar 22 2006, 02:25 AM
| QUOTE (MK Ultra @ Mar 21 2006, 06:21 PM) |
| QUOTE (Slam) | | "They can take care of it. Probably just one of the neighbors saying hello to us. This other deal is too important. We've got to meet up with some daisyeaters over on Houston in twenty minutes." |
We are not to make it to Texas in 15 Minutes are we? So where is this Houston, how long does a car ride from the Westwind take and is it still our Home Turf? |
I think Houston is a street in Seattle.
territoryAcross the river...
Houston Rd E
Thyme Lost
Mar 22 2006, 02:29 AM
Random question...
Thanks to the Home Turf Quality, do the Automechanics get a +2 dice mod to working on cars and bikes in The Garage?
Thyme...
Fresno Bob
Mar 22 2006, 02:30 AM
| QUOTE (Silo) |
Edited my last post, but I'll mention it again....JJ goes before you.
SO, you can be all good at pool and stuff, but don't think JJ won't mention this later. Hopefully. |
So just delay to after Aziz. Unless you have a better plan.
MK Ultra
Mar 22 2006, 02:31 AM
Ah, check, it runs parrallel to the 167.
WeŽd probably ru bridge, pacific and valley, or traffic and 410, no long ride.
EDIT: Home Turff wouldnŽt apply, I think.
FrankTrollman
Mar 22 2006, 02:37 AM
Initiative never goes up during a round, though it can go down. So when a spirit materializes its Initiative score goes up, but it has less IPs. So for the rest of that round, it loses an IP but its initiative score does not rise. If a spirit dematerializes, its Initiative Score drops but it doesn't get an extra IP. You lose either way you go.
Although you recalculate normally next round for what that's worth.
--
As far as first aid goes, I would strongly suggest that you get more than one character in on it (for example: Cammy and Nurse), and do it in person, and do it in a protected setting. First Aid is really valuable and you want to grab every modifier you can - otherwise you end up bleeding from the mouth for days.
-Frank
MK Ultra
Mar 22 2006, 02:37 AM
So, here we go:
Observe in detail from the car.
| CODE |
Intuition (5) + Perception (-1) + Vision Enhancement (3) + Damage (-2) = 5 dice [6] [5] [5] 2 2 Hits:3 |
About the astral. Can a magician default Assensing (so the No default descriptor would only be for mundanes). Otherwise IŽm at the mercy of my Whatchers

.
EDIT: According to Teamwork Rules, Auran would get +3 dice for her visual test from the car.
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