adamu
Dec 30 2006, 11:36 AM
Rocky
Okay, there's your 2 Edge. You scored 7 more hits than before, so you take only 3P, bringing you to a total of 4P.
Dude, you were so far toward kicking the 'physical dependence' side of your addiction, I thought you were going to make it.
Since you are throwing that away in order to keep your team alive - I am going to allow the simple action of taking a pill as a freebie. So when you get a chance to IC you can fluff that however you want (having kept a pill in easy reach of your mouth, as in the boxing scene...or whatever).
Per the Pill rules I laid out, the effect is immediate, and you will now at this moment be suffering no damage mods (and obviously no withdrawal mods either).
Thanks for the reminder on the armor/stun thing. I do sometimes forget rules, especially new SR ones. But I am aware of it, and the damage is still physical. Not a particularly tough riddle - maybe if you guys survive/win, all shall be revealed.
adamu
Dec 30 2006, 11:40 AM
| QUOTE (pragma) |
Don't know if we're still spoilering. I'll do so until told otherwise. |
And I appreciate it. I think it adds to the tension and uncertainty (although naturally I will drop the whole thing depending on what sorts of comm systems or whatever you guys eventually get going).
Thank you for clarifying your actions. Will get to them as soon as I hear back from some higher initiative folks.
Konsaki
Dec 30 2006, 12:41 PM
Ok, I'll spend that edge point to keep consious and kicking. I'm still following through with my last spoiler.
adamu
Dec 30 2006, 01:27 PM
Okay - RESOLVED -
Konsaki at 10/11, spoof successful - you have ordered the drone to cut power to all its mechanical and secondary electronic systems (sensors and rotors), and it has complied. Then you duck around the door to get out of LOS of the mage. What you see is, clockwise from your left -
open door,
Dwarf lying on the floor with his brains everywhere,
Indian elf standing over him covered in brains and blood, smoking gun in hand,
elevator 15 meters straight ahead,
lots of curtains,
Kyle and bare-chested Cerberus 15 meters down the hall to your right.
I describe this in such detail because having used a free action to run, once you clear the door, you are still entitled to about 23 meters of movement, and I need to know where you go. Note that anywhere but straight toward Cerberus will send you through Intercept range of the Elf, and he WILL take his free shot if you give him that chance.
I have Fort's detailed response to outbreak of violence.
Looking for actions from Cerberus in response to what he saw (still your first pass, dude).
Smith's resist and actions.
Sledge's EXACT action (yes, putting head on hammer is complex. Note that since, map notwithstanding, you are still on your bike, you can take its walk [or for a free action its run] movement for free, but if you fail to allocate one complex action sometime during the turn to driving, you face a high threshhold crash test).
NOTE - this reminder is NOT a 'hurry-up' message - I know it's New Year's (and I myself will not be posting tomorrow, as it will be Sunday). Just doing my best to keep everything as clear and well-organized as possible.
Konsaki
Dec 30 2006, 01:34 PM
[ Spoiler ]
Caittie will run past Cerberus then and into the room he just left. She will close and lock the door if she can. I also would like to know if there is anything she can push infront of the door.
Abbandon
Dec 30 2006, 02:55 PM
Cerberus
Oh man....tactically now would be the best time to attack...survival wise i should duck back into my room...if i do what i want to do i coul be killed and if i playit safe i wont be having any fun....what to do....ok this is whats going through Cerberus's mind: "If I dont help, then they will be able to kill me that much more easily.
actions:
1st IP
complex- full defense
free- I'd liked to have slid along the floor but that might involve standing back up so screw that. Cerberus is going to gymnastically roll or something into/under the curtain walls and continue running towards the indian elf. My intention is to block his LOS to me and hopefully he never saw me go in and i can blindside him as i come out of the curtains right at him.
2nd IP
Complex- Melee attack. A running aluminum laced elbow (left elbow) to his face hopefully from the side or behind depending on how he is standing as i burst out of the curtains.
Reaction 5 + unarmed 5 + 1 reach - 3 wounds =8 dice
5, 3, 4, 1, 3, 3, 3, 4 = 1 hit
Final DV = 7P (6+1)
3rd IP
Complex- either an interupt action to go on full defense during the 2nd IP or if he is out of IP's another melee attack. (most likely a right hook to the head)
Reaction 5 + unarmed 5 + 1 reach - 3 wounds =8 dice
4, 4, 4, 6, 2, 3, 2, 3 = 1 hit
Final DV= 7P (6 +1)
FULL RANGED DEFENSE ROLLS: (dont forget to subtract one for each successive hit in the same IP pass)
Reaction 5 + gymnastics 5 - 3 wounds = 7 dice
#1: 4, 6, 5, 6, 6, 1, 2 = 4 hits
#2: 1, 4, 1, 5, 2, 5, 4 = 2 hits
#3: 4, 4, 5, 3, 2, 4, 6 = 2 hits
#4: 6, 1, 4, 6, 6, 5, 4 = 4 hits
#5: 3, 4, 2, 2, 1, 4, 3 = critical glitch
#6: 6, 4, 6, 5, 3, 1, 6 = 4 hits
DAMAGE SOAKS: ( if the DV doesnt exceed my armor its stun or something..)
Body 6 + Ballistic 9 + bone lacing 2 = 17 dice
#1: 1, 2, 2, 4, 2, 5, 1, 6, 2, 2, 6, 2, 4, 3, 3, 6, 4 = 4 hits
#2: 3, 5, 4, 6, 2, 4, 4, 6, 6, 5, 4, 6, 5, 4, 6, 3, 3 = 8 hits
#3: 1, 4, 5, 1, 2, 6, 4, 2, 2, 5, 2, 2, 4, 6, 3, 4, 2 = 4 hits
#4: 6, 1, 3, 4, 3, 3, 6, 1, 2, 5, 2, 4, 5, 4, 2, 2, 3 = 4 hits
#5: 4, 2, 2, 5, 5, 2, 5, 3, 3, 5, 4, 2, 6, 5, 2, 4, 1 = 6 hits
#6: 4, 4, 5, 4, 4, 4, 1, 6, 6, 6, 3, 3, 1, 4, 4, 3, 1 = 4 hits
BlackHat
Dec 30 2006, 05:42 PM
| QUOTE (adamu) |
JD - I raised your initiative - everyone else included Charisma not only in their roll but also in their base score, so I did that for you. of a full combat turn. |
Actually, I only included it as an add on to the end, not in my roll.

But its okay.
Sorry about taking so long. Sheesh, I checked in yesterday.

Now sounds like a good time to use Edge. (Down to 7/8 )
Willpower (4) + Edge ( 8 ) = 12
1,2,6,1,6,2,2,6,1,2,5,3 = 4 hits, 3 6's
Rerolling 6's
2,6,4 = 1 hit, 1 6
Rerolling 6's
5 = 1 hit
Total of 6 hits!
Assuming that leaves me standing, My declared action will be to drop behind the desk with the lady, and open up my work briefcase. If that's a simple action, I'll pull out my Fichetti Pain Inducer (I assume I don't have my arm-slide guns, since i didn't have time to get my suit together this morning). If its a complex action to open the thing, then that's what I wanna do next round (and maybe get a shot off).
Abbandon
Dec 30 2006, 06:59 PM
Your briefcase doesnt work like antonio bandarez's briefcase in desperado ??
BlackHat
Dec 30 2006, 07:08 PM
Nope, that'd be bad-assed, but this is just some briefcase Adam picked up from a typical buisness supply store. Assuming he makes it though this, though, he will definatly have to reconsider getting a fast-opening model.
Going to work without my guns and suit was a poor descision.

Stupid 4am mob-booty-call.
adamu
Jan 1 2007, 02:17 AM
Konsaki
Okay, you run past Cerberus and Kyle and into the recovery room. Takes a simple action to close door, which you don't have right now.
adamu
Jan 1 2007, 02:20 AM
Abbandon
Ducking into the curtained area is no problem. You do it about the time Angel comes flying past you. Kyle follows you. Using a Free action (Run) you can easily reach the closest curtained point to the Indian elf (or somewhere thereabouts), despite other curtains and various obstructions.
Since you still have your complex action for the rirst pass, and you are trying to be sneaky, how about an Infiltration roll?
adamu
Jan 1 2007, 02:27 AM
BlackHat
Hmmm - you are right, I did fail to properly adjust your initiative score - could have sworn I had. This means you can have dropped behind the table (like Mildred) before the spell went off, so you get your Edge point back (you were going to fully resist anyway).
Simple to open case, simple to ready weapon, free to drop prone.
Note that it is a complex action to fire your weapon. As you consider your actions for the next combat turn, uconsider that it will take you a simple just to drag yourself off the floor into a firing position (options that seem viable to Smith are get up faster [gymnastics test to go from simple to free] or shoot legs from under desk [big cover mods both ways, and WHOSE legs?]).
adamu
Jan 1 2007, 02:33 AM
Okay, next up is Dire Radiant. He sort of indicated he might not post much over the holidays, which is cool.
Hmmm. Either assemble hammer, or take out rigger if things got hot. But the taking out rigger seemed to require the hammer, so...
For first pass, assemble hammer.
This doesn't interact much with anyone, so when you get online if you want to change that, let me know.
In any case,
Need exact second-pass actions....
adamu
Jan 1 2007, 02:48 AM
pragma
Cannot find the post where you summoned the beast spirit. What was its Force?
Anyway, you make it into the clinic door, which is still ajar, expecting to be gunned down at any moment, not knowing that Angel did something mean to the drone. Once inside, the only friendlies in sight and mobile are Rocky and your Spirit.
From the door, to your extreme left is Rocky in the corner directly in front of you is the big guy with the crew cut. He appears to be pumping bullets into the seemingly indestuctible troll when you spirit Materializes directly between the to combatants. Beyond this trio, against the left side wall, is BurnsHouses. The LOS between you two is largely blocked by the three individuals I just described.
Various other people are already on the ground, and there seems to be movement beyond the interior door, as well.
Spell defense on yourself, Spirit, and Rocky.
adamu
Jan 1 2007, 02:55 AM
That concludes 1st Pass.
Second pass has the crew cut guy continuing to squeeze off rounds, now at the spirit, but even at point blank range right into the spirit's face, his shots have no effect at all, and he uses a free action to drop the weapon.
RULING for future - other AP mods for ammo and weapons apply to Immunity to Normal Weapons, EXCEPT APDS - it's special features have no effect on Spirits.
Next is Rocky.
adamu
Jan 1 2007, 03:11 AM
JDragon
Per your instructions, you attack big crew cut guy. On your right is the wall, so you have to squeeze around the spirit to your left, which brings you blindside to the mage...but you are aware he's there.
I rolled for your regained withdrawal mods, and also friend in melee (spirit) - totalling 8 successes - unfortunately, that tied with his block, so no joy.
Next, the mage casts a spell at the spirit.
I applied cover being partially blocked by Rocky, and assumed the spirit was F5, and had it use Edge, but it is still toast. No more spirit.
Once the spirit disappears, Burns gets a look at Fortunato. His eyes scrinch up and it is clear he is trying to picture you without the beard. His free action - "YOU!?!"
pragma
Jan 1 2007, 03:12 AM
Force 4.
In another note, happy new years all around.
In STILL another note. My internet connectivity is going to be limited between the second and the 11th. I'll leave more detailed instructions about what I'm doing before I go offline.
He saw me ... worrisome. The thermonuclear stunbolt may come out yet.
adamu
Jan 1 2007, 03:19 AM
Okay, next thing that happens is mostly perceived by Fort and Sledge, maybe a little by Rocky and Smith -
There is this insane screaming sound dropping out of the sky directly toward y'all. It reaches a crescendo and smoothes out into a steady purring thrum -
I am not describing it very well, but basically
Drone in free fall from 100 m.
Rigger jumps into drone.
On his next action, he makes a test to get its power back online to keep it from hitting the ground. So you've got this big machine at terminal velocity and the rotors powering up for all they are worth.
It comes down right between the van and the door. Fort can glance over in time to see it tap the earth lightly and then get into a hover about 1 meter off the deck. Nasty-looking LMG is currently not pointed at anything....
Okay, that's as far as I can get for now.
Need Infil roll from Cerberus for his cat and mouse game with the Indian elf, or else word from him that he will abandon sneakiness and go full rhino on the guy.
Need action from Sledge.
Happy New Year.
Abbandon
Jan 1 2007, 03:30 AM
Lets go full rhino. My low skill and wound modifiers pretty much = failure at sneaking.
Oh yeah if its to late its alright but I forgot my +2 dice on my melee attacks for specializing in striking.
And a third point... I was working on my wiki page and i was converting Cerberus's height and weight into numbers i could understand and my guy weighs 370 kilo's which is like 800+ lbs. Thats insanely heavy. Its almost half a ton. Could he weigh 150-200 kilo's. That would be 300-400 pounds which is like a morbidly obese person. I was thinking 175 kilo's or 350 pounds which sounds just right for a huge bulky troll with bone lacing.
370 is ALOT.
adamu
Jan 1 2007, 03:38 AM
Abbandon
All right then, you charge the distance toward him, but most of the way you are on the other side of the curtain.
Okay, he switches on his thermo and shoots at you through the curtains as you charge, but your gymnastics dodge plus the curtain denies him any hits.
Then you and Kyle crash through the curtains and pummel him grievously.
I will be needing your third pass action. Kyle is done.
You can see that to your left in the reception room there is a big fight ongoing.
adamu
Jan 1 2007, 03:55 AM
| QUOTE (Abbandon) |
Lets go full rhino. My low skill and wound modifiers pretty much = failure at sneaking.
Oh yeah if its to late its alright but I forgot my +2 dice on my melee attacks for specializing in striking.
And a third point... I was working on my wiki page and i was converting Cerberus's height and weight into numbers i could understand and my guy weighs 370 kilo's which is like 800+ lbs. Thats insanely heavy. Its almost half a ton. Could he weigh 150-200 kilo's. That would be 300-400 pounds which is like a morbidly obese person. I was thinking 175 kilo's or 350 pounds which sounds just right for a huge bulky troll with bone lacing.
370 is ALOT. |
Dude, check out the BBB on trolls. It says 300 kilos is standard, and that upwards of 350 is possible. Now, you have bone lacing and have often described yourself as extremely muscular even for a troll.
Keep in mind, we are in no way talking about a HUMAN here, you are a TROLL. The 370 kilos not only sounds right, but I would like you to keep it - along with their obvious advantages, trolls have to cope with the huge hassles that accompany their gigantic size, and I believe at the outset of the campaign I made it clear that those disadvantages would be very real in this game.
Abbandon
Jan 1 2007, 12:38 PM
Im not trying to get out of being bulky I just thought that number was really out of line.
I guess if Cerbers has movement left he will move over to the interior door and call out to the others, "In here!!". If you walked through reception and the interior doorway and turned right thats where Cerberus is standing.
adamu
Jan 1 2007, 01:39 PM
Abbandon
You don't have movement left, you have your whole third pass, buddy. You moved and used full D on your first pass, and on your second you and Kyle pummelled the elf traitor into unconsciousness. I need your actions for the whole third pass, unless your intention is to move to the place you said and Delay....
Abbandon
Jan 1 2007, 03:26 PM
Ok I will be standing right there by the elf on full defense looking out into the reception area.
BlackHat
Jan 1 2007, 06:02 PM
Okay, second round actions? or 2nd IP actions? I don't have a second IP, so here are my second round actions...

:
Very ballsy stuff, but this is life-or-death - and Adam has been a bit overly-cautions in his planning lately (due to being paranoid about working for the mob). Time for him to throw caution to the wind, and let his luck do it's thing.

[ Spoiler ]
Not sure how this works with delaying, because I don't want to pop my head out until I am ready to fire at someone - but since its a complex action to fire, I can't do it without splitting my actions across two passes... so what I would LIKE to do (and its fine if this isn't doable), is delay this first set of actions until the end of the initiative PASS, that way, I can take them, but then immediately use a point of edge to get to go again next pass. There will still be some people that go between the end of IP1 and my spot in IP2, but at least it won't be the mage.
at the end of IP1:
Free action to voice to the team, over our matrix connection: "Holy shit. Those who can still fight, should."
Simple action command my OWN probe-IC to go on alert. Why? As per my previous PM, that should cause it to trigger my jammer to activate for exactly 6 seconds. Depending on everyone's signal strengths (mine would go from 5 to 1), they could get booted from the matrix - but considering everyone is close to one another, I'm doubting it will disrupt enemy communications unless one of them (elf? burnhouses? guy shooting rocky?) is running a low rating commlink. If the drone, rigger, or van isn't running ECCM, it might also dumpshock the rigger - but I'm sure he's got at least a copy running on his commlink, if not on the drone as well. Since I'm betting the enemy team is talking to one another (to coordinate the shots in the other room with these guy's attack), it might at least mess up their communication for two rounds - or cause the rigger to have to load up some ECCM rather than start blowing us away.
While the agent is doing that, I would like to use my second simple action to come out from behind the desk (back the way I came, blocking the door). I am not using gymnastics, because I'll just glitch without blowing edge - and I am going to need that edge to...
IP2:
Then I will use Edge to gain a second action this round. Too bad I'm not all chromed up. Note to self: consider giving soul over to the machine. Better the machine get it, than the mob.
That round I will use a complex action to fire it at the mage (the guy who didn't shoot at rocky and cause me to dive for cover). Since that is an exotic weapon, I suck at it, so I want to use another point of edge to try to be decent.

Agility (3) + Default (-1) + Edge ( 8 ) = 10 dice
4,2,4,3,5,6,6,6,3,5 = 5 hits, 3 sixes
rerolling sixes
3,6,2 = 1 hit, 1 six
rerolling sixes
1 = 0 hits.
Total hits: 6
I'm then going to hold the thing on him as best I can. Hopefully that buys us some time where he's running away instead of lobbing spells at us. Also, I am hoping he can't flee back into the clinic since he would have to come a lot closer to me to get through the door I just came out of. Instead, he would have to move away and either take cover, or flee back to the van. *shrugs* Worth a shot.
BlackHat
Jan 1 2007, 06:03 PM
Of course, if I jumped the gun on the second round, I reserve the right to review these actions if things change significantly before then.
adamu
Jan 2 2007, 02:37 AM
BlackHat
Yeah, this round not over yet - still gotta do Sledge's second pass, and Rocky's third, and also ?????
But your moves are noted and will be good to go if I need them (and nothing has radically changed.
Abbandon
Just a minor rules clarification, which is only important because I want to be crystal on what people intend to do, and I want them to understand me clearly.
You do not need to "be on full defense". You can declare it as an interrupt any time, although it may cost your subsequent pass. You do need to declare if you are on delay, which lets you interrupt anything with any action you want. So for now I will assume you are on delay.
That means yell if you want to jump in and do anything. Also, if you have conditions upon which you will take certain actions, it is helpful if you outline those for me - just cuz we are in forum format here.
JDragon
Jan 2 2007, 03:39 AM
Adamu
Actually I think Rocky should be done for the round.
IP 1 - Unsuccessfully dodge first shot
IP 2 - Unsuccessfully dodge second shot
IP 3 - Move over, swing and miss attack
If I'm wrong no complaints, just missed how something was working.
JD
pragma
Jan 2 2007, 08:57 AM
As promised, here are some more detailed instructions for what to do while my computer contact is limited.
[ Spoiler ]
Fort really wants to knock out Birnhauser, even more now that he's been recognized. To that end he's going to walk to the desk while dropping the thermonuclear stunbolt on him (complex action) (I really hope that the previous roll is thrown out or that edge works in my favor). During the walk he wants to keep as many friendlies as possible in LOS.
Once at the desk he plans to fall prone in order to take cover (free action). If possible, he'll continue to maintiain LOS to Rocky and anyone else exposed to fire.
His priorities thereafter include continuing to hurl stunbolts at Birnhauser, summoning an earth spirit to engluf the rigger and keeping everyone under spell defense.
As soon as the combat seems over he's going to immediately mindprobe Birnhauser in order to find out who the other ritual members were and any information regarding their whereabouts, funding, etc. If he has edge left, he'll throw it into this.
adamu
Jan 2 2007, 09:54 AM
JDragon
Happily, you have misunderstood me. You got shot twice on the first pass, and used full D. (That was all one pass - full D once applied to two attacks each of which took your opponent a simple action).
Second pass the shooter shot at the spirit, and you attacked him but were blocked.
You still have a third pass, which I will resolve as soon as I get through Sledge and some other things. Fortunately, I have plenty of attack rolls and instructions from you, but feel free to modify if you want. Unless I hear from you, I will be using your second attack roll on the crew cut guy (he doesn't have a third pass).
pragma
Thanks for the update. See no change that warrants redoing your spell roll, but if it comes to it will roll for the edge.
Will adhere to your instructions, and look forward to your revisions as you are able to post.
DireRadiant
Jan 2 2007, 01:52 PM
Will post in a bit.
Happy New Year everyone!
JDragon
Jan 2 2007, 02:49 PM
Works for me.
Thanks for the break down.
I'll stick with my plan of pounding that guy.
JD
Abbandon
Jan 2 2007, 03:24 PM
Cerberus 3rd IP
Delay action- if i get shot at or attacked go on full defense. If nothing else happens reach down and grab the elf's gun(simple) and observe the people in reception in detail(simple) with the intent of indentifying who are attackers and who are ally's.
Roll for perception
intuition 4 + perception 5 + vision mag 3 - wounds 3 = 9
4, 4, 5, 1, 5, 1, 5, 4, 2 = 3 hits
I added the grab for the gun and the trying to observe in detail butif its to late to add those iunderstand. I also added conditional triggers for when i would go on full defense. I am trying to be as specific as i can about my actions.
I couldnt move and nobody else was around me besides kyle so i couldnt really attack anyone so i thought i might as well go on full defense in case anyone attacks him
DireRadiant
Jan 2 2007, 03:39 PM
Adamu
Sledge Actions
[ Spoiler ]
Adjust sequence as needed depending on relative distances
Combat Turn 1
IP 1 Complex Action - Assemble hammer
Assuming we all hear or react to gunshots, even outside?
IP 2 Complex Action - Pilot Ground, which defaults to Reaction -1 if a test is needed., but using bikes "run" move towards van
Reaction - 1 + Handling 2 = 9
4 hits = 4 6 2 3 6 2 5 6 1
(I think this adds 4 X 5 meters to the 30 meter "Running" movement)
How far away is the van or drone?
Combat Turn 2
Init 8 = 8 + 4 = 12
4 hits = 6 5 3 1 5 5 2 3
General Plan, move towards van, or drone if available, drone has priority if accessible. Until targets are within range of taser (20 meters).
Now the question becomes, what does it take to stop? Another vehicle test?
We are going to do a Ramming test. If the Drone is within range of the bike.
IP 1
Ramming (p. 160) Opposed test
Reaction -1 + Handling 2 (-3 if I still have to "run", that is, if the drone is still more then 15 meters away after the previous movement.) = 9
3 hits = 3 2 5 1 5 5 2 2 1
EDGE to reroll failures
2 hits = 3 4 2 5 2 6
5 hits total
Target/Drone opposed test = Reaction + Vehicle Skill + Handling (0 for a standard roto drone)
Damage for movement between 21 - 60 meters Body=DV
Damage to Rammed Target = Scorpion 8 Body DV versus 3 Body and 2 armor
Damage to Ramming vehicle = 8/2 Body DV versus 8 Body and 4 armor
4 hits = 3 3 3 2 1 5 6 6 3 4 3 6
Damage to Passenger = 8/2 Body DV versus 6 body and 6/2 Impact
3 hits = 6 3 3 1 3 6 1 6 2 (ouch...)
Scorpion Crash Test(2)
Reaction -1 + Handling 2 (-3 if I still have to "run", that is, if the drone is still more then 15 meters away after the previous movement.) = 9
4 hits = 1 6 1 4 6 4 5 1 6
Drone Crash test (3)
IP 2
Stop, if Sledge hasn't already. Quick draw Taser and shoot drone.
If a vehicle test is required to stop
Reaction - 1 + Handling 2 = 9
2 hits = 1 3 6 5 2 2 2 2 2
If a vehicle test is not required to stop
Quick Draw
Pistols 1 + Reaction 8 (3) = 9
1 hits = 4 1 4 2 3 3 6 4 2
Nope, looks like simple action to draw. Can't shoot right away.
Shoot Drone with Taser 8S(e)
Pistols 1 + Agility 5 = 6
0 hits = 4 2 1 2 2 3
EDGE reroll failures
3 hits 1 5 6 4 4 5
EDGE 2/4 left
adamu
Jan 3 2007, 03:32 AM
DireRadiant[ Spoiler ]
Thanks for the detailed post, as well as the handy rules references. There are three points I need to make sure we are seeing eye-to-eye on before I resolve your actions.
Sorry about the delay - turns out the biggest one is my fault.
1) You are exactly thirty meters from the drone right now. I could have SWORN I made this clear in the OOC, but now cannot find it anywhere. I think it was in a post I accidentally erased. And as you know, the drone is now at ground level, between the van and the clinic door, having just been saved from a catastrophic fall by the barest of margins.
I feel like if you'd known you were exactly 30 m away, that you would have dispensed with movement/acceleration and gone straight for the ram. Of course, that would mean the -3 mod for "Run" speed to Ram.
If you want to go straight for the ram, I will throw out that first acceleration roll and go straight for the Ram resolution as your 2nd IP in the current turn.
Your call - you may not want to have the -3, but you also may not want to give the Rigger any time to recover from his fall....
2) Could you help me out on the number of dice you are rolling? You are coming up with 9, but I get 7. To wit, Reaction 5 + wired reflexes 1 = 6
6 - 1 for default = 5
5 + 2 for handling = 7
Did I miss something?
3) I agree that if you can zap a vehicle with a taser charge it would be nasty for the vehicle. But it seems to me that taser darts are designed to stick into human flesh (or maybe cloth), and would bounce off of a vehicle. Unless you know something about tasers I don't, I'll make it clear now that to use a taser on a drone, you will have to make a called shot for "soft tissue" - exposed wiring, sensor port, control panel, whatever. I'll be generous and say that's a -4 called shot for this drone, although in the future I think -6 would be more appropriate.
Let me know on those 3 points and we'll get this resolved.
DireRadiant
Jan 3 2007, 03:37 PM
Adamu
[ Spoiler ]
1. Yes, straight to ramming.
2. That's my mistake, looked at my init number instead of reaction, so that is two dice less as you've noted. Lop of dice!
3. Called shot on taser shot against vehicle is fine, though I will point out taser shots are -half AP, which imply to me that "armor piercing" is involved, or armor has less effect. I assume if Sledge uses the taser in melee via the contact points the bouncing off armor effect won't be as large a factor? (This is all the more reason to get a light pistol loaded with stick n shock.)
adamu
Jan 4 2007, 08:56 AM
Last Resolutions for This Combat Turn
With the drone now near the ground, Sledge charges her bike towards it in a ramming attempt, but the drone darts straight upward and she harmlessly threads the needle between the van and the building, with the drone now at an altitude of 3 meters. (Taking off those dice [default + using Run] really took a toll.)
Note that since it is right between the building and the van, I considered calling for a maneuver test. But then the closed quarters would also make it harder for the drone to dodge, so I had those effects cancel each other for simplicity's sake.
Cerberus picks up the Indian elf's gun (which he will be at a penalty to use due to his troll hands vs. elf-sized grip). Having totaled the elf and already seen Angel make a beeline past him and into what had been his recovery room, and with Kyle beside him, he sees/hears -
Lots of high-pitched screaming from the drone outside
The low throaty rumble of a big bike
Numerous people on the floor of the room.
A bearded elf he's never seen.
A bald human he's never seen.
A huge human with a crewcut he's never seen.
Rocky landing a huge punch on the human's jaw, which has no effect at all.
The familiar roar of an Ingram White Knight machine gun from outside.
In other words - mayhem and madness!
Rocky, yes, your 3rd IP attack got lots of net hits on your opponent. You nail him right in the jaw, but his head turns right back to facing you and he seems none the worse for wear.
Sledge, yes, the drone is shooting at you. As the very very last roll of this combat turn, I need Reaction + Handling. When driving, full D per se is not an option. Evasive driving is an option, but a quick read of that paragraph will show that it will do you no good, so I wouldn't waste your next action on it.
FYI - the rules on targeting passengers/vehicles are obviously oriented toward cars, with no thought for bikes. They say you should get the Harley's armor, which strikes me as silly in general, and particularly odd if being shot from above and behind. So I scratched that.
But they also say that a full-auto attack will affect you and the bike equally, but I don't see much justification for that either in the case of the bike, so the attack is only against you.
It's a big ugly burst, so get some successes.
Sorry about these on-the-fly vehicle combat decisions. The rules here bite like the matrix rules do, but since they deal with a far less abstract topic, it is easier to apply common sense than with a bunch of virtual reality silliness.
To compensate you for these sudden rulings - please add +4 to your reaction test here (I think that will bring you to 12 dice total); when the IC rolls around, I am sure you can find some cool way to fluff that.
So all this makes a scant two seconds since my last IC post. So let's everyone just wait on the IC for at least one more Combat Turn.
adamu
Jan 4 2007, 09:05 AM
What I need moving into next combat turnMr. Smith
[ Spoiler ]
Your back-to-back action is fine - the rules specifically allow for something very similar. This means you will essentially be taking two passes' worth of actions at once, but not until your turn would come up for the second pass - so to know when that is I will need your initiative roll. Looks like I've got everything else I need.
Sledge
Aside from the reaction roll (and, should worse come to worse, a soak roll -1 die for the LMG's -1 AP), I have your initiative and IP1 (what was IP 2 for the next round). So I will eventually need your IP2, or you can play things by ear.
Angel
I need the works from you for the next turn. As you know, you are currently in what was Cerberus' room, door open.
Cerberus
Need the works from you for next turn.
Fortunato
I have everything I need from you in terms of intentions and some rolls. I will fill in missing rolls until I know you are back with us.
Rocky
IF you continue to melee crew-cut guy, I have all the rolls I need. But I do need initiative.
If you want to change your plan, cool.
And that last goes for everyone - for those of you for whom I already have actions/rolls, now is the time to change your plans.
Konsaki
Jan 4 2007, 01:01 PM
[ Spoiler ]
IP1
Simple action - close and lock door (if possible)
Ok, the following two are assuming that she can tell the drone signal is still active. (IE not crashed like she tried to do)
Simple action - have her R6 Crack Sprite, Zidane, hack into what Caittie assumes is the 'rigger' commlink into Admin level.
Move action - Caittie will move behind something to try and hide herself from sight of the closed door, without using infiltration.
Free action - Go VR
Sprite
IP2
Hacking test = 12 dice (TN = Firewall + 6 for admin)
1,3,6,5,5,4,3,5,3,6,6,1 - 6 hits
IP3
Hacking Test = 12 dice
1,2,5,6,3,1,1,1,4,2,6,1 - 3 hits (9 hits Total)
If at any time an alarm is raised, the sprite will use suppression to delay it 3 turns.
If the sprite hacks in at this point, Caittie will automaticly follow it into the commlink.
Let me know if you have any questions about the orders
adamu
Jan 4 2007, 01:08 PM
Konsaki
Probably will have some questions by the time I suss through all that Matrix stuff - not a complaint - my weakness.
But one thing I know I'll still need from you is Initiative....
Konsaki
Jan 4 2007, 01:20 PM
[ Spoiler ]
Ini = 7 + -3 damage = 4 dice
1,6,6,5 - 3 hits
Total Ini = 7
Note that my sprite acts on 7 also on this Turn.
Note that my Matrix Ini is the same as my physical this Turn.
BlackHat
Jan 4 2007, 02:36 PM
Initiative: 7
#D=7 : 1353133 n1=2 n6=0 nHit=1
1 + 7 = 8... not impressive.
And I assume we're not adding charisma to this anymore.
Also, should we (or someone) be posting a play-by-play in the IC forum? or are we just going to sum it up once its resolved OOC? The last IC post was about the elven security guy killing his partner.
Konsaki
Jan 4 2007, 02:38 PM
| QUOTE (adamu) |
| So all this makes a scant two seconds since my last IC post. So let's everyone just wait on the IC for at least one more Combat Turn. |
Here.
BlackHat
Jan 4 2007, 02:40 PM
Ah HA!
Not sure how I missed that, but okay.
DireRadiant
Jan 4 2007, 03:43 PM
Adamu
Sledge
[ Spoiler ]
Reaction 6 + 4 = 10
4 Hits = 6 3 4 6 3 3 3 5 1 5
Body 6 + Armor 6 - 1 AP = 11
7 hits = 3 5 6 5 1 1 5 6 1 5 5
Okay, the Banzai charge didn't work. So now for Plan B! The smart thing would be to just gun the bike and take off, but...
Combat Turn X
Sledge would like to perform a controlled crash dumping her off her bike near enough the van that it provides cover from the Drone if possible. Then she's going to move around or under the van to keep it as at least partial cover as the drone moves to target her. Thus occupying drone rigger and LMG while the rest of the team cleans stuff up and comes to her rescue!
INIT = 8 + 2 = 10
2 hits = 5 6 3 3 2 2 3 4
IP 1, formerly IP 2
Vehicle test for controlled crash
Reaction - 1 + Handling 2 = 7
2 hits = 1 3 6 5 2 2 2
Dodge
Reaction 6 = 6
0 hits = 2 3 1 3 2 4
Soak
Body 6 + Armor 6 - 1 AP = 11
1 hits = 1 3 2 3 2 4 4 3 6 1 1
IP 2
Full Dodge, what no Dodge skill? But wait, Gymnastics 2! Flipping over van hoods, or under the van!
Dodge
Reaction 6 = 6
2 hits = 5 3 3 4 2 6
Soak
Body 6 + Armor 6 - 1 AP = 11
2 hits = 1 3 1 2 1 6 3 2 1 2 6
If shto at again.
Dodge
Reaction 6 = 6
2 hits = 5 3 3 4 2 6
Soak
Body 6 + Armor 6 - 1 AP = 11
4 hits = 4 5 5 2 1 1 4 4 5 2 5
Obviously, if the van moves, or the others take to long, or Sledge needs to go in and rescue them, then there will be adjustments.
For example, I won't be surprised if Sledge will have to reboot her commlink at some point.
EDGE 3/4
I'll be using edge under several circumstances, but always save one to survive.
As usual, add or subtract modifiers as appropriate.
This scene is a bit of a challenge.
adamu
Jan 4 2007, 03:48 PM
Konsaki[ Spoiler ]
Okay, close and lock for a simple...sure.
Move behind something, okay there's a big monitor thing in the corner that'll mostly screen your body. Without a drop prone, going VR will drop you to the ground - again, what the heck. Sounds like a plan.
Good news - for sprites (and spirits) that are already compiled (summoned) and are just hanging around on standby - and assuming they are not of the ill-treated and recalcitrant variety - I assume they are on delay to take your orders. Thus, once you command them, they get their full 3 IP.
So you can roll an extra turn of cracking - 9 successes is not going to get admin access anyway...
Now, to quote your last line -
"If the sprite hacks in at this point, Caittie will automaticly follow it into the commlink."
I confess I do not know what you mean by that. Do you mean on your next action you will start hacking in also?
Do you mean you will have the sprite set up an admin account for Caittie? If so, please review my rules rant of Dec. 27, 9:32 am, under Point the First.
Or am I missing something in the RAW about this? Is it some interpretation from the Sprite-Technomancer Link on p. 235, which allows exchange of data?
I think you mentioned doing this before, which was one reason for my big rules rant last week.
I hope we can discuss this, because while I can't find a rule allowing what you are talking about, I could very well be missing something.
Finally, I hope we didn't get our wires crossed on your command to the drone. I had asked whether you wanted to try to just shut its system down or whether you would order the system to power down all its mechanical systems. Your response, to me, was a bit ambiguous, and I didn't want to spend another post cycle asking as second time, so I interpreted what you said to mean you ordered it to just shut down the mechanicals, sensors, weapons and all that, but not try to do a software system shutdown.
In any case, the command to shut down the system at the software level would have come back as Invalid Command in any case - that may be an automatic system response to certain stimuli, but it is not a machine command that the Pilot can accept. So it cut all power and dropped like a rock.
This was a GOOD thing for you guys, cuz the rigger had to spend two passes jumping in and then getting it powered up and barely saving it from a catastrophic crash, without which there was just no way Fort would ever have made it across the street alive (which was why I was real glad you survived the spell).
Anyway - as I said before, prior to the battle starting, you had isolated all the nodes and the carrier signals the rigger was using to communicate with van and drone. What you know now is that the frequency from hub to drone is now carrying much heavier traffic. I don't really know if Caittie would know this, but she's pretty smart and has probably seen enough movies to guess that the rigger has now jumped into the drone.
So let me tell you now what I have decided (in the absence of clear RAW), and which you may have guessed - jumping into a drone sublimates the Pilot, so there is no way to spoof a command on a jumped-in drone.
I hope I am being clear with all this rules nightmare stuff.
So what I need from you is
A) Another IP of cracking from the sprite.
B) Some clarification on the "following in" thing.
C) Any other comments or concerns you may have.
I definitely sympathize - you are making a valiant and I believe very effective effort to make the most of a terribly-written portion of the rules.
adamu
Jan 4 2007, 03:53 PM
DireRadiant
Okay, the last of the previous Combat Turn is resolved with Sledge dodging the LMG. (You forgot your +2 for handling, but you got the four successes you needed, so it is academic.)
Declarations noted -
but also please give me a Perception test, Dire.
DireRadiant
Jan 4 2007, 04:23 PM
| QUOTE (adamu) |
DireRadiant
Okay, the last of the previous Combat Turn is resolved with Sledge dodging the LMG. (You forgot your +2 for handling, but you got the four successes you needed, so it is academic.)
Declarations noted - but also please give me a Perception test, Dire. |
[ Spoiler ]
Int 2 + Per 4 = 6
2 hits = 2 5 2 5 4 1
Konsaki
Jan 4 2007, 04:36 PM
[ Spoiler ]
Hacking
2,1,6,6,1,3,5,4,2,2,1,1 - 3 hits [12 total]
2 - From the FAQ in the Hacker/Matrix Section
When an agent/sprite/hacker hacks into a node, do they obtain a passcode for that node? Can they give that passcode to others to log in or use it to log in later without having to hack in again?
This is up to the gamemaster, based on the node and situation in question. As a general rule, we recommend that if a node was hacked on the fly, then no actual account passcode was obtained -- to access the node again, it will need to be hacked again. If the system was probed for weaknesses first, then a passcode was obtained or some sort of backdoor into the system was established -- either may be used to repeatedly access the system without hacking, at least until the vulnerability is discovered
I'm sorta taking for granted that I could do it based off that. Personnaly, I see no difference between slow or fast hacking other than the time required and chances the system has to 'see' the hacker trying to hack in. You still have to go through the same tools and tricks to get in.
3 - Be prepared for something really complicated that I'm cooking up.
BlackHat
Jan 4 2007, 04:45 PM
[ Spoiler ]
My 2 nuyen:
The way I see it, the "probe the target" hacking would actually allow you to create a false account on the other system, or find some similar "perminant" weakness that could be reused and reexploited by anyone who knew it was there.
The "hacking on the fly" would be somethign a little more tricky, like making use of some sort of buffer over-flow or other hacky trick that would need to be reperformed every time it was used, and is probably based on a lot of situational parameters. The exploit might still be re-usable, but the person using it would have to still "hack" something at the time, and can't just click a button to log in.
So, if an agent hacked on the fly and found a trick that let it in, awesome for it... but even knowing what it did, the hacker would have to make a hacking roll to try the same thing without alerting the system.
Whereas, if the agent probed the target for a long time, and found a severe weakness in system security (brute-forced a password, foudn a way to drop to a shell from the main interface, etc), you could then use the same thing until the exploit was fixed.
At least, that's my interpretation of the rules... I think it could make some sense compared to modern day systems, but with futuristic 2070 systems, just about anything could be true.
