MK Ultra
Mar 24 2006, 06:40 PM
Edited my IC post again, to conform with Rokurs treasonous changes

EDIT: Put up again
DireRadiant
Mar 24 2006, 07:04 PM
C410 channel
IC - anyone in the gang can join, it's lightly encrypted but everyone has or can have a key, and a login and password. Why haven'y you joined or been on channel? Up to you, it's open. It's new, you didn't read the text message, you didn't know about it till now, you did know but aren't logged in, whatever. It all works. We are a new gang!
This does not conflict with any other IC posts, it's perfectly reasonable to have multiple modes of communications, in fact this is more likely then a wide open channel with 30 people on it.
It's Augmented Reality. So think of it as a multi media IRC channel. When we say it's a chat room, it really does appear as a chat room. It can look, sound, feel and smell. People with the right gear, cameras, microphones, and other sensors, and a commlink can transmit video, audio, and simsense data over the channel. This means almost anyone can be the gangs eyes and ears. It's powerful and has implications. Have fun.
Silo
Mar 24 2006, 07:14 PM
QUOTE (DireRadiant) |
C410 channel
IC - anyone in the gang can join, it's lightly encrypted but everyone has or can have a key, and a login and password. Why haven'y you joined or been on channel? Up to you, it's open. It's new, you didn't read the text message, you didn't know about it till now, you did know but aren't logged in, whatever. It all works. We are a new gang!
This does not conflict with any other IC posts, it's perfectly reasonable to have multiple modes of communications, in fact this is more likely then a wide open channel with 30 people on it.
It's Augmented Reality. So think of it as a multi media IRC channel. When we say it's a chat room, it really does appear as a chat room. It can look, sound, feel and smell. People with the right gear, cameras, microphones, and other sensors, and a commlink can transmit video, audio, and simsense data over the channel. This means almost anyone can be the gangs eyes and ears. It's powerful and has implications. Have fun. |
Some of the more tech-savvy members will have to let JJ in on some of the ideal uses for it.
He'll be joining in on it after he finishes getting shot at.
TinkerGnome
Mar 24 2006, 08:06 PM
Actually, it might only be EX ammo. Can't remember off hand. He only has like four bullets, though.
Anyway, everyone involved in the combat, please put up your round two actions either here or on the Wiki (and if here, someone please put them on the Wiki). I'll get the next (and probably final) round of the combat out this weekend sometime.
I'd promise tonight, but it's my wife's birthday and I'm taking her out for a nice evening of no children and all that.
HeySparky
Mar 24 2006, 08:08 PM
The 'Make a New Page' button has disappeared for me.
EDIT: Disregard. Wasn't logged in.
MK Ultra
Mar 24 2006, 08:11 PM
With me, it´s still there, maybe you were signed off somehow?
EDIT: Sorry, wasn´t quick enough to disregard
Thanee
Mar 24 2006, 08:18 PM
@TinkerGnome: Did you make the extra roll (stunning effect) for the electricity damage (page 154, 3rd paragraph under Electricity Damage)?
Body+Willpower+Half Impact(3) or fall and be incapacitated.
If successful, the shotgun orc still gets a -2 dice pool modifier for 5 rounds (minus his hits on the Defense Roll).
Oh yeah, and the spirit's attack does only stun damage. Couldn't really figure out how to add a column to the table (the orc's only have one for physical damage), or how to format a table on the wiki.
Also, do we just keep the initiative results from the 1st round, or should we roll new ones?
Bye
Thanee
Thanee
Mar 24 2006, 08:55 PM
Round #2 / 1st IP:
Air Spirit uses Engulf on the shotgun orc (
5 hits).
Parried like a regular melee attack; any remaining (net) hits increase the base DV of 4S; armor does not help, only Body is rolled for Damage Resistance.
Raven peers out of the door and casts a Stun Bolt (Force 4) at the shotgun orc (
3 hits; base DV 4S).
No Drain.
Bye
Thanee
MK Ultra
Mar 24 2006, 09:01 PM
If he uses the rules for group NPCs, they have only one combined phys & stun monitor.
TinkerGnome
Mar 24 2006, 09:07 PM
QUOTE (Thanee) |
Body+Willpower+Half Impact(3) or fall and be incapacitated. |
Yep, he had 4 hits.
And yes, NPCs like these guys only have a single condition monitor. All damage (S&P) gets added to one total.
Thanee
Mar 24 2006, 09:13 PM
Ah, that's why.
Bye
Thanee
MK Ultra
Mar 24 2006, 09:14 PM
It still anoys me, that it anoys me
TinkerGnome
Mar 24 2006, 09:16 PM
There are advantages and disadvantages to the single damage track. It makes life easier on the whole, though, so I go with it.
I added some probable NPC actions to the Wiki to help speed things up a bit.
Oh, and you keep initiative from round to round.
MK Ultra
Mar 24 2006, 09:20 PM
QUOTE (TinkerGnome @ Mar 24 2006, 04:16 PM) |
There are advantages and disadvantages to the single damage track. It makes life easier on the whole, though, so I go with it. |
I didn´t mean the singel track, I meant Thanee´s Post Icons

EDIT: Well, maybe "iritates" is a better description.
Thanee
Mar 24 2006, 09:23 PM
The shotgun orc escapes the Engulf (only
2 hits on the opposed test).
Bye
Thanee
Fresno Bob
Mar 24 2006, 09:33 PM
I've been shot! Okay, damage test.
CODE |
Damage resist vs 7P Body (7) + Armor (8) 4 3 [5] 4 [6] [6] 2 [5] [5] 2 3 2 [5] 3 1 Hits: 6 |
Aziz takes 1 box of damage.
Thanee
Mar 24 2006, 09:34 PM
QUOTE (MK Ultra) |
EDIT: Well, maybe "iritates" is a better description. |
You will get over it.

Bye
Thanee
MK Ultra
Mar 24 2006, 09:35 PM
Sure
...
Dranem
Mar 24 2006, 11:53 PM
Want me to roll for the radio signal scan?
Should be Hardware + device rating if I'm not mistaken...
Mister Juan
Mar 24 2006, 11:59 PM
@Voorhees
Don't forget to take into acount the armor spell.
Thanee
Mar 25 2006, 12:11 AM
Don't spirits automatically manifest (manifest, not materialize) when they are summoned?
That's how I understood it, at least.
Bye
Thanee
MK Ultra
Mar 25 2006, 12:15 AM
The book says so, I just recently read it up.
Fresno Bob
Mar 25 2006, 12:17 AM
QUOTE (Mister Juan) |
@Voorhees Don't forget to take into acount the armor spell. |
I took it into account. The attack had an AP of -3.
FrankTrollman
Mar 25 2006, 01:32 AM
Well, the answer I got from Michelle Lyons was "If the spell doesn’t take effect for you, then you can’t observe it to see through it in the first place." - which means to me that if the magician gets a net hit he's invisible, and if the observer gets a net hit he knows that the magician is trying to be invisible. So no net hits means that the observer doesn't see anything at all.
If Cammy is covered by Spell Defense, she gets a second hit:
CODE |
Counter Spelling (3) 1 [6] 1 |
But I prefer the story as-is, where Cammy thinks the guy is just panicking uselessly.
Anyway, for next round Cammy gets:
CODE |
Initiative Reaction (5) + Intuition (1) = 6 dice [6] [6] 1 [6] [6] [6] Hits: 5
|
I think my dice may be broken. It's like flipping coins.

Anyway, she'll either continue attempting to put down their leader or just chase down the truck and smash its window in. It takes a lot of seconds for a truck to get to 30 MPH, so Cammy should be able to keep up with it for some time (at least 2 rounds, even a Compact Truck is generally lucky to beat a 9 second 0-60). She'll make that call at initiative count 11, though she's unlikely to abandon Aziz.
-Frank
HeySparky
Mar 25 2006, 02:12 AM
So where did we end up on where Gymnastics fits into Full Defense... Interpretations clearly vary, so we need a ruling on this from TG, since he's the arbiter of all things crunchy.
If I missed any declaration from him on this, link me. I've been known to miss even the most obvious. **coughSpreadsheetcough**
Jaid
Mar 25 2006, 03:06 AM
just for the record... i don't believe SR4 *has* a whips skill per se. it has a monowhip skill, sure. but there is no generalised whip skill, AFAICT. thus, it would be a separate skill for monowhip, normal whip, your chain whippy thingamajig, and any other "whip-like" weapon.
Dranem
Mar 25 2006, 03:37 AM
Whips are considered and Exotic Melee weapon in the rules (as like many other RPGs) If you want to use a chain or a spiked chain with any accuracy, you'll need to put points into Exotic Melee Weapon (weapon type)
Vegas
Mar 25 2006, 04:38 AM
Ok, this has been bugging me and I can't figure it out, but...
Is there any significance to the bolded vs. non-bolded characters on the Wiki front page?
FrankTrollman
Mar 25 2006, 04:54 AM
The Exotic Weapon rules are frankly a mess. The rules in the Combat chapter (ex.: page 149), the Friends and Foes chapter (ex.: page 296), and the Street Gear chapter (ex.: page 317) are all written from the standpoint of "Exotic Melee Weapon" being a skill that applies to any random exotic melee weapon you happen to pick up; but the actual skill description of Exotic Melee Weapon on page 112 specifies that you have to choose a single exotic weapon when you select the skill and that's the only weapon you can use.
Which means that there's really no way to effectively use exotic weapons. When you pick up a bicycle chain it directs you to use your "Exotic Melee Weapon" skill, but since noone actually has "Exotic Melee Weapon: Bicycle Chain", it's just always a defaulted skill for everyone.
---
What they probably should have said was that Exotic Melee Weapon can't be purchased higher than your Close Combat Group, but that it applied to every Exotic Melee Weapon you picked up (ditto for Exotic Ranged Weapon and Firearms). But with the actual written rules, attempting to use Exotic Weapons of any sort is a sucker's game (exception allowed only for monofilament whips, but only because the weapon itself is crazy-go-nuts awesome).
-Frank
Jaid
Mar 25 2006, 04:54 AM
well, in the case of electrode i'm pretty sure it's 'cause of the ** on either side (which the wiki understands to have something to do with bolding things. regardless of how far between them, AFAICT. not sure why he's not bolded though =P
Jaid
Mar 25 2006, 04:59 AM
QUOTE (FrankTrollman) |
The Exotic Weapon rules are frankly a mess. The rules in the Combat chapter (ex.: page 149), the Friends and Foes chapter (ex.: page 296), and the Street Gear chapter (ex.: page 317) are all written from the standpoint of "Exotic Melee Weapon" being a skill that applies to any random exotic melee weapon you happen to pick up; but the actual skill description of Exotic Melee Weapon on page 112 specifies that you have to choose a single exotic weapon when you select the skill and that's the only weapon you can use.
Which means that there's really no way to effectively use exotic weapons. When you pick up a bicycle chain it directs you to use your "Exotic Melee Weapon" skill, but since noone actually has "Exotic Melee Weapon: Bicycle Chain", it's just always a defaulted skill for everyone.
[snip]
-Frank |
yeah, that right there... that's pretty much what i was driving at =P
basically, i was clarifying that you don't take EMW: whip and now you're able to use whips, monowhips, etc... you must buy them all separately according to the rules.
personally, i think they should have included a couple more proficiency groups, and just not made them part of the close combat skill group.
whip, for example, being one, and chains either being grouped in or as a separate group.
in the ranged weapons area, i think they should have kept the old launch weapons skill, and they should have made an energy (or maybe beam) weapons skill (in the BBB, the only weapon this would apply to is the pain inducer)
but that's just me.
Fresno Bob
Mar 25 2006, 05:07 AM
Aziz is going to go ahead with my stated actions and attack the leader ork on his next pass. I did the rolling a tad earlier in the thread.
Wounded Ronin
Mar 25 2006, 08:18 AM
I guess I should roll for Toy's attempt to stab the manhunter guy, which is what she'd like to do next.
I don't know if I should add dice for Home Ground, so instead I'm just going to roll agility + edged weapons.
That's 7 dice for agility and 4 for blades.
Is that 8 hits?
Oh, and it looks like people are rolling init again, so I'd better do that for the second turn.
CODE |
Reaction 5, Intuition 5 1 6 2 2 6 5 3 6 6 3
|
Looks like 5 hits.
Thanee
Mar 25 2006, 09:22 AM
QUOTE |
So where did we end up on where Gymnastics fits into Full Defense... |
page 151 details how Gymnastics and Full Dodge interact. I don't see where that is unclear.
Bye
Thanee
Thanee
Mar 25 2006, 09:23 AM
QUOTE (Wounded Ronin) |
Oh, and it looks like people are rolling init again, so I'd better do that for the second turn. |
Only those who missed TG saying, that we keep initiative scores from the first round.

Bye
Thanee
MK Ultra
Mar 25 2006, 11:21 AM
QUOTE (Wounded Ronin) |
I guess I should roll for Toy's attempt to stab the manhunter guy, which is what she'd like to do next.
I don't know if I should add dice for Home Ground, so instead I'm just going to roll agility + edged weapons. |
You get +2 dice for Home Ground and +1 for reach if you use the Sword. You could also get an additional +2 for charging, but this can get tricky, if he´s receiving your charge (holding his action until you arrive and than attacking, befre you do), but since Toy just enters the combat from hiding, he probably won´t be abled to do that.
So, you got 8 hits so far, role the aditional dice (+2 to +5, depending on your weapon and wether you charge or not). He wil probably be pulp with the hits you got so fare anyway
MK Ultra
Mar 25 2006, 04:45 PM
Because I´m bored, TF will read Auran´s aura:
Teamwork with watchers:
Peanut
CODE |
Intuition (1) + Assensing (1) = 2 dice [5] 4 Hits:1 |
Bean
CODE |
Intuition (1) + Assensing (1) = 2 dice 4 2 Hits:0 |
Pumpkin
CODE |
Intuition (1) + Assensing (1) = 2 dice 2 [5] Hits:1 |
Tao-Fighter assensing Auran´s aura
CODE |
Intuition (5) + Assensing (-1) + Damage (-2) + Watchers (2) = 4 dice 1 [5] [5] [5] Hits:3 |
EDIT:
So, thats 3 hits (wow, if only I had that much on my first summoning attampt), acording to SR4 p. 183, he recognizes her aura regardless of disguise, thats general state (healthy I guess, or has she cought some illness) & diagnosis, awakened (adept), alpha & standart cyberimplants (non), Essence equal, Magic higher, any astral signatures (non), general emotional state or impression.
TinkerGnome
Mar 25 2006, 05:03 PM
We're keeping intiative scores from the first round for this combat only. I realize that looking at the rules you should reroll them, but since I already said we were going to use the old ones, we'll stick with that.
The only immediate question I have is for Cammy. You realize that the guy you're attacking is inside the truck, right? How are you going about attacking him? His door is locked and the windows are not see-thru (one way windows in all vehicles).
TinkerGnome
Mar 25 2006, 05:07 PM
QUOTE (ES_Sparky) |
So where did we end up on where Gymnastics fits into Full Defense... Interpretations clearly vary, so we need a ruling on this from TG, since he's the arbiter of all things crunchy. |
Go with what's in the book. You can pick ranged or melee attacks and then get to use Reaction+Gymnastics to avoid all attacks of that type.
Sucks in melee, but can be okay vs. ranged attacks.
HeySparky
Mar 25 2006, 06:06 PM
EDIT: Read first, post later.
Thanee
Mar 25 2006, 08:42 PM
QUOTE (TinkerGnome) |
You can pick ranged or melee attacks and then get to use Reaction+Gymnastics to avoid all attacks of that type. |
Ah, that's a little nuance I had not noticed yet... which makes Gymnastics a little weaker than Dodge for the Full Dodge, which isn't really a bad thing. It's still not really worth it to learn Dodge, tho.

Bye
Thanee
Mister Juan
Mar 25 2006, 08:46 PM
Fight at SS
Felix
Combat Turn #2
If the ork mage has succesfully summoned something, Felix will drop the armor spell he has up on Aziz once his turn has arrived (which means that Felix will keep the armor spell up until his action) and attempt to banish it.
CODE |
Banishing Banishing Dice Pool: Magic (3) + Banishing (2) + Home Ground (2) = 7 dices Rolls: 2 [5] 1 [6] 3 3 2 = 2 hits
The Spirit has to roll Force(?) if unbound, Force + Summoner's Magic if bound. Each net hits from Felix reduces the number of services owed by 1.
Drain: 11 dices Rolls: [5] [6] 2 2 1 3 [6] 2 [5] 3 [5] = 5 hits The Drain Code is twice what the spirit scored on its roll. |
If for some reason, the ork's spirit doesn't show up, Felix will keep his armor spell up and throw a clout spell at the ork mage.
CODE |
Clout Force: 6 (overcasting, physical drain) Rolls: 1 [6] 3 3 3 3 : 1 Hit Damage code: 7S
Drain Code: 3P Rolls: 1d6-> [6] 2 4 4 [6] [6] 3 [5] 4 2 3 No drain |
Fresno Bob
Mar 25 2006, 09:01 PM
Fight at SS
Aziz
Combat Turn #2
Aziz is going to attack any ork outside the truck.
CODE |
Attack Agility (5) + (Katana 6) + Home Turf (2) + Reach (1) 4 1 [5] 4 4 [5] 3 4 4 [5] [6] [5] 1 [5] Hits: 6 |
FrankTrollman
Mar 25 2006, 11:22 PM
QUOTE (TinkerGnome) |
The only immediate question I have is for Cammy. You realize that the guy you're attacking is inside the truck, right? How are you going about attacking him? His door is locked and the windows are not see-thru (one way windows in all vehicles). |
Well right now the guy Cammy is attacking is the gang leader. If he tries to get in the truck he's getting a club to the face (see Interception, p. 151). The guy in the truck is actually pretty vulnerable to people pacing his vehicle and beating the driver side window in. Cammy's blows exceed the Armor Rating of the glass, so she can just go right through. He's stuck in place, so he essentially can't Dodge. He gets a heft defense pool bonus against people shooting at him as he zooms past, but people pacing the vehicle don't have that problem.
QUOTE |
Go with what's in the book. You can pick ranged or melee attacks and then get to use Reaction+Gymnastics to avoid all attacks of that type.
Sucks in melee, but can be okay vs. ranged attacks. |
What? The statement "may add Gymnastics skill to their dice pool against either ranged or melee attacks." does not mean that you "may not add Gymnastics skill to their dice pool against either ranged or melee attacks" - quite the opposite.
There's no stage at which you choose ranged or melee attacks. If you take an action for Gymnastic Dodge, and someone attacks you either in melee or at range, you may add Gymnastics to your dice pool on defense.
English is a vague language on that funky word "or" - as it can mean a logical "or" and it can mean a logical "xor" without changing the statement it is contained in. But if there isn't a stage where you make a choice (and there isn't), the "xor" possibility isn't one.
-Frank
Thanee
Mar 26 2006, 12:23 AM
'either ... or' does stand for exclusive or, tho. I think he's right there.
Bye
Thanee
MK Ultra
Mar 26 2006, 01:05 AM
While we are discussing rules. How about the exotic weapons? It depends on whether I´d have to pick a seperate skill for each the steel whip and the bludgeoning Jojo or one exotic mele skill that includes both (I´m not really interested in mono-whips).
If I´d need 2 skills, I´d rather keep the focus as a sword, since I will eventually learn blades anyway and take exotic for Jojo. Yet another exotic for steel whip would just be too much, even in a fast karma champaign.
EDIT:
Have put up my next IC post for
preview at the wiki. Everybody involved in the meeting, especialy
Auran,
Bronze Wyrm and everybody else staying in the Nightsky might want to do something, that doesn´t fit with my post, if so, pleas suggest changes.
FrankTrollman
Mar 26 2006, 01:24 AM
QUOTE (Thanee) |
'either ... or' does stand for exclusive or, tho. I think he's right there. |
It can stand either way. As in:
"I can kick the ass of (either Bob or Tom)" means that you could kick Tom's ass and you could kick Bob's ass, but says nothing about whether you could kick both of their asses at the same time. It doesn't mean that only Bob or Tom is the man whose ass you can kick and the other would take you down.
Similarly, the statement "may add Gymnastics skill to their dice pool against (either ranged or melee attacks)" means that you can add your Gymnastics to your defense pool against a ranged attack and you can add it against a melee attack. It actually doesn't say anything about whether you can add your Gymnastics against an attack that is both ranged and melee, but fortunately those designations are exclusive in Shadowrun and there are no attacks that are both ranged and melee.
QUOTE (MKUltra) |
While we are discussing rules. How about the exotic weapons? |
The clear implication throughout the book is that it's supposed to work in some way that is vaguely workable, but the actual rule on page 112 as regards actually purchasing the skill means that you're boned. Not only would you have to purchase a separate skill for the steel whip and the Jojo, but even having purchased both you still would count as untrained if you picked up a three-section-staff or a rope-dart.
That's not what the combat section says, but the fact is that is what the skill section says, which means that the generic Exotic Melee Wepaon skill referenced in the combat and equipment sections simply do not exist for you to purchase, so you're boned.
-Frank
MK Ultra
Mar 26 2006, 01:30 AM
I know what the book says (and doesn´t) on this topic. I´d want to know, what Tinker Gnome says. Thats what GM´s are fore, and thats why I prefer real RPG over computer games
Thanee
Mar 26 2006, 10:52 AM
QUOTE (FrankTrollman @ Mar 26 2006, 02:24 AM) |
"I can kick the ass of (either Bob or Tom)" means that you could kick Tom's ass and you could kick Bob's ass, but says nothing about whether you could kick both of their asses at the same time. It doesn't mean that only Bob or Tom is the man whose ass you can kick and the other would take you down. |
Well, it's not for me to decide... I just think, that 'either ... or' is generally used to list two options, where one only is applicable at a time. Otherwise you don't really use 'either' there in combination with 'or', AFAIK.
Of course, one could argue, that you won't get hit with a ranged and a melee attack at the same time either.

Bye
Thanee
Dranem
Mar 26 2006, 11:11 AM
Way I understand it, is that you could most like do it by weapon type... just like most of ther skills... If you take say Exotic Weapons Whips, you would be proficient in any weapon considered a wip.
You could focus on what weapon in particular, as some martial artists do, but I guess that would be the decision of the GM