Konsaki
Jan 4 2007, 04:47 PM
I knew someone would see my goof up with the spoiler tags...
BlackHat
Jan 4 2007, 04:49 PM
Lol, yeah, sorry about that. Spoilered ym reply in case it matters.
DireRadiant
Jan 4 2007, 04:50 PM
I didn't see it, but because that response also isn't within a spoiler means it's not a spoiler, and it does reveal enough that I am not likely to be surprised by some things that may happen.
JDragon
Jan 4 2007, 04:59 PM
AdamuAll I have to say is DAMN, how the Frak did a human take a hit for at least 9P and not even blink? Oh well, lets see if he can do that three more times. :-D
Initiative (9) = 9 die
1, 6, 2, 3, 6, 3, 6, 5, 1 = 4 hits = Init of 13
Attacks
By my count I have taken 2 attacks and only rolled 3 in my previous post.
So here are 2 more attack rolls.
[ Spoiler ]
Attack Rolls
Attack 1
Agility (4) + Unarmed boxing (10) + Reach (1) = 15 dice
4, 1, 1, 5, 4, 2, 1, 5, 3, 2, 2, 3, 4, 4, 5 = 3 hits
Damage: Str/2 (4) + Critical Strike (4) = 8 + Net Hits = __
Knock Down Check - Str/2 (4)* + Damage __ > Body of Defender - Defender knocked down.**
Attack 2
Agility (4) + Unarmed boxing (10) + Reach (1) = 15 dice
1, 3, 5, 3, 6, 1, 4, 3, 3, 3, 3, 2, 6, 6, 6 = 5 hits
Damage: Str/2 (4) + Critical Strike (4) = 8 + Net Hits = __
Knock Down Check - Str/2 (4)* + Damage __ > Body of Defender - Defender knocked down.**
* Only add the +4 from strength to damage for Knockdown if I had a free action to focus.
My plan is to beat this human down and then work on the mage if I have any attacks left.
JD
Abbandon
Jan 4 2007, 06:49 PM
Cerberus
first some questions:
#1. Would my thermal vision have noticed that the crew cut guy was human or not? As opposed to a spirit?
#2. Does the pistol i found have smartgun or skinlink on it?
#3. Was the chocolate elf an employee the last time i was at the clinic? lol I dont know if he was an intruder or got controlled by a spell or if i just whacked the wrong guy.
TRIGGERS= If at any time cerberus is attacked by anything he will interrupt it with full defense and try to move to the nearest cover.
Initiative:
9 + 2 wired -3 wounds = 8
1, 2, 5, 4, 4, 4, 4, 6 = 2 hits
Final Init = 10
1st IP:
simple action - stuff gun in the back of my pants
simple action - observe the security monitors
(I'd like Kyle to move over to the security bank and then get my attention and point at the targets in the room, which is why im observing the monitors.)
2nd IP:
free - run at the enemy mage
Complex - pound the enemy mages face in.
melee attack
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3 = 10 dice
5, 6, 3, 4, 1, 4, 4, 5, 2, 2= 3 hits
Final DV = 9P
3rd IP -
conditional - if the mage is still alive continue topound on him, if he went down then if i have movement left (35 meters) then I will run over to rocky and help him
Complex - pound on mage or crew cut guy
melee attack
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3= 10 dice
3, 4, 2, 5, 3, 2, 3, 2, 2, 1 = 1 hit
Final DV = 7P
DEFENSE ROLLS:
Full melee defense:
Reaction 5 + unarmed 5 + gymnastics 5 - wounds 3 =12 dice
2, 2, 5, 5, 3, 5, 4, 4, 1, 5, 2, 5 = 5 hits
Reaction 5 + unarmed 5 + gymnastics 5 - wounds 3 =12 dice
2, 6, 4, 2, 6, 5, 2, 2, 4, 2, 5, 5 = 5 hits
Full ranged defense:
Reaction 5 + Gymnastics 5 - 3 wounds = 7 dice
4, 5, 3, 1, 1, 2, 6 = 2 hits
Reaction 5 + Gymnastics 5 - 3 wounds = 7 dice
2, 4, 4, 6, 5, 1, 4 = 2 hits
Body Soaks:
Impact:
Body 6 + armor 7 + bone lacing 2 = 15 dice
6, 5, 6, 6, 6, 2, 2, 6, 2, 2, 6, 1, 2, 4, 6= 8 hits
Body 6 + armor 7 + bone lacing 2 = 15 dice
5, 3, 5, 5, 1, 4, 5, 4, 4, 2, 3, 5, 5, 2, 5= 7 hits
Ballistic:
Body 6 + armor 9 + bone lacing 2 = 17 dice
5, 4, 2, 6, 2, 2, 5, 1, 1, 6, 6, 5, 4, 2, 3, 1, 3= 6 hits
Body 6 + Armor 9 + bone lacing 2 = 17 dice
4, 5, 2, 2, 2, 3, 1, 6, 4, 6, 5, 3, 4, 1, 1, 4, 4= 4 hits
Abbandon
Jan 4 2007, 06:53 PM
@adamu this is an addendum to the above:
I forgot to say that even if You dont let Kyle point out the bad guys the first guy i plan on attacking is the guy in FRONT of the reception desk which should be the enemy mage right?
Whats the dirty little elf doing, i missed it!! hehehe. I hope your trying to hack the security console and like activate all the buildings defenses and stuff.
Who runs into a room a big 800 pound troll is seen running from ?
MK Ultra
Jan 4 2007, 09:48 PM
Wow, just finished catching up on your storyline. Looks like you are going to have FUN, FUN, FUN
adamu
Jan 4 2007, 11:32 PM
Hey all - just a friendly reminder since it seems it may not have been clear to at least one person - I asked for spoilers in this scene because I didn't want people to read what other people were cooking up.
adamu
Jan 4 2007, 11:35 PM
Konsaki[ Spoiler ]
Thank you for clarifying where you are coming from. AGAIN - please see my rules interpretation which I referred to in my last post to you. It lays out my EXACT interpretation of that FAQ ruling - i.e. that you CAN get the admin access, but it requires your sprite to first find the admin account folder and then edit the new account in. Two actions to succeed at.
In any case, since it has spent at least this turn cracking, won't have to worry about it until next combat turn.
And complicated is fine - look forward to it.
Konsaki
Jan 4 2007, 11:40 PM
[ Spoiler ]
How do you want to rule the sprite looking for the files, since the sprites dont come with 'completely usefull' skillsets. IE. the none of the sprites have Analize so I can never set up a fault sprite to guard a node.
Do you want them to just default to rating-1?
adamu
Jan 5 2007, 11:23 AM
Abbandon[ Spoiler ]
1. Would you even know what a spirit looks like? But anyway, he looks like a big human on thermo.
2. It is a heavy pistol with a skinlinked smartlink. When you pick it up the AR display tells you it has 14 remaining rounds of EX explosive ammo.
3. You did notice him on your way out of here when you left after your cyber surgery.
adamu
Jan 5 2007, 11:25 AM
DireRadiant[ Spoiler ]
As you flew by the van, in one of those "stuck in your mind" sort of split-second observations, you noticed that the passenger door panel had a faint grid pattern under the paint. You are pretty sure it's an electrical anti-tamper/anti-personnel thing, but of course you can't know what would activate it, or what other parts of the van might have it.
adamu
Jan 5 2007, 01:06 PM
Resolution of Next Combat Turn - well, almostBald mage goes first, targeting Fort with a spell. Since pragma is out of touch for a bit, I rolled defense. After using one Edge (that or go down), Fort suffers 8P from the spell.
Then Crew-Cut is wailing on Rocky, but he can't get past the Champ's defenses. Rocky responds by smacking the guy again, and has obviously broken the guy's jaw, but he doesn't fall down.
Outside, Sledge executes a cool dismount from the bike - and it slides off down the street on its side while she sprints for the cover of the van.
The drone opens up on her.
DireRadiant[ Spoiler ]
Okay, as you know, you got no hits on your first dodge test. Naturally if that LMG hits you you are screwed.
1) do you want to add the gymnastics THIS pass? In theory, since you can take full D on "credit" for each succeeding turn, it is possible to take it now and then still have it on succeeding turns. Eventually, once you stop dodging, you would lose an action.
2) for this pass only, you get the +2 for "running".
3) I already assigned cover for playing "keep the van between you and the drone".
4) If you wish to avoid touching the van, you must accept a -1 mod on all your dodges.
5) As long as we are chatting about all these things, do you use Edge.
In summation, you definitely get +2 dice (running), maybe another +2 (gymnastics now), and maybe -1 (not touching van). Please roll the excess dice, and then roll Edge if you wish.
Waiting on whether she survives that, but since it doesn't directly impact the inside people, onward we press...
Cerberus puts the gun in his belt and Kyle tells him that the baldy is the bad guy, and the beard is the friendly. He doesn't mention Crew-Cut cuz it's obvious from Rocky beating on him.
Fortunato casts spell at Bald guy. Well, pragma, you know how bad that roll was. Per your instructions, I added Edge, but the spell was still resisted. You manage to resist half the drain, leaving 3P, dropping you with 1 point of overflow. Again, I handled the rolls since you are having computer trouble.
Angel - your actions go off, and all seems to be going smoothly.
Next, Crew-Cut attacks Rocky, but is again denied.
Then the mage casts a spell at Rocky. It is tough because of the cover provided by Crew-Cut, but he still nails Rocky. Unfortunately, with 2 Willpower, no more spell defense, and no more Edge, even if you roll boxcars, JD, you will be down for the count. Hate to sound harsh, but this allows us to keep moving. So I will assume you roll 2 hits out of 2, that fills your Stun monitor and adds a fifth box of Physical, overwhelming your pain killers as well.
Outside, battle rages on, but again, since it doesn't affect the indoors yet, I soldier on, and will resolve Sledge as soon as I hear back from Dire.Cerberus goes for the bald guy, but the mage is slippery, and the troll can't land a hit.
At the same time, Kyle attacks the crew cut guy. Kyle is faster, the other guy stronger. They fight.
Then everyone including Angel experiences nasty static on their AR or whatever. At this point, no one is affected in game terms that any of you know about. Smith gets out from behind the desk and goes through the interior door. From the doorway he aims some sort of energy weapon at the mage, but between the mage's dodging and trying not to hit Cerberus, he misses. BlackHat, I cut your verbal action because it seemed to have become irrelevant.
Cerberus attacks mage again, but still can't hit him. Kyle and Crew-Cut continue to fight.
Angel[ Spoiler ]
By its third pass, the sprite lets you know it has gained admin access to the hub commlink, and that it has just started suppression. I know you need my answers to your questions before you can proceed. I will try to get to them ASAP. But we are waiting on Sledge to finish the Combat Turn anyway.
Okay, I will wait on Sledge to ask for actions for the next Combat Turn.
Again, only five seconds elapsed. Let's just hold off on IC until everything shakes out, then I'll probably have everyone tell the tale each from their own POV, unless anyone has a better idea how they'd like to see the IC handled.
BlackHat
Jan 5 2007, 01:17 PM
| QUOTE (adamu) |
| Let's just hold off on IC until everything shakes out, then I'll probably have everyone tell the tale each from their own POV, unless anyone has a better idea how they'd like to see the IC handled. |
That sounds like a good idea.
And cutting the verbal action definatly makes sense since everyone has thrown themselves into combat without me telling them to.
MK Ultra
Jan 5 2007, 02:02 PM
| QUOTE (adamu) |
| Hey all - just a friendly reminder since it seems it may not have been clear to at least one person - I asked for spoilers in this scene because I didn't want people to read what other people were cooking up. |
Sorry! Now I gave away my opinion about the UftB storyline
[ Spoiler ]
I guess you where not adressing me, anyway

DireRadiant
Jan 5 2007, 02:38 PM
| QUOTE (adamu) |
DireRadiant
[ Spoiler ] Okay, as you know, you got no hits on your first dodge test. Naturally if that LMG hits you you are screwed. 1) do you want to add the gymnastics THIS pass? In theory, since you can take full D on "credit" for each succeeding turn, it is possible to take it now and then still have it on succeeding turns. Eventually, once you stop dodging, you would lose an action. 2) for this pass only, you get the +2 for "running". 3) I already assigned cover for playing "keep the van between you and the drone". 4) If you wish to avoid touching the van, you must accept a -1 mod on all your dodges. 5) As long as we are chatting about all these things, do you use Edge. In summation, you definitely get +2 dice (running), maybe another +2 (gymnastics now), and maybe -1 (not touching van). Please roll the excess dice, and then roll Edge if you wish.
Okay, I will wait on Sledge to ask for actions for the next Combat Turn. |
Adamu
Figured as much.
[ Spoiler ]
Yes, use Edge to not get hit!
3 more dice, Running 2 + Gymnastics 2, - 1 not touching van.
2 = hits 6 1 6
EDGE, reroll Failure
7 Failures
3 hits 4 1 6 3 5 1 5
Which will leve me 2 EDGE. See how long that lasts, probably not even through the next cambat turn.
JDragon
Jan 5 2007, 05:15 PM
Well that sucks, I wanted to take the fragger down.
Guess I'll just sleep the rest of the fight.
At least I didn't lose the fist fight. :-P
JD
adamu
Jan 5 2007, 09:52 PM
Okay, Sledge dodges lots of LMG rounds for a second time, and starts working to keep the van between herself and the drone.
On her next pass, seeing she cannot keep dodging like that with it above her, she shimmies herself UNDER the van. You guys can all hear the drone buzzing around outside. Her tactical display still shows everyone on (currently fuzzy) AR her location and the drone's.
DireRadiant[ Spoiler ]
Okay, you said you might do this, and you were just going to get shot at twice more, so I put you here to keep moving. It takes a free to drop prone, and then just "walking" movement (crawling only 1/4 of normal walk rate), leaving you your complex action that you owe for gymnastics. So you are free to do whatever you want on the next pass.
The drone has come down to ground level, sort of. It is not trying to shoot you, and not exposing itself to getting shot by you, but it's right out there somewhere, bobbing about.
The underside of the van has a crash plate (plate of metal protecting all that muffler and other crap exposed to the street on most cars - but you already knew that), and it seems to have the same mesh pattern under the worse-for-wear paint.
Okay, EVERYONE, I now need all your initiative and declarations for the next Combat Turn.
Konsaki, I know you are definitely now waiting on answers to important questions before you act. Unfortunately, I just can't do it right now. Expect clear answers sometime this evening our time.
JDragon
Jan 5 2007, 10:52 PM
Adamu
- Rocky -
Init = 0
Actions
Sleep
JD
Abbandon
Jan 6 2007, 12:35 AM
I'll be joining you as fast as I can Jdragon hehe.
Cerberus:
Initiative: 8 dice
3, 1, 3, 2, 3, 5, 3, 4= 1 hit
Final Init= 9
Triggers: any attack will be met with a full defense interrupt
1st IP: Complex - melee attack vs the mage
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3 = 10 dice
4, 6, 4, 1, 5, 5, 1, 6, 5, 1= 5 hits
Final DV = 11P
2nd IP: Complex - melee vs the mage or crew cut(switch to crew cut if the mage goes down)
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3 = 10 dice
4, 3, 6, 2, 1, 2, 4, 3, 2, 3= 1 hit
Final DV = 7P
3rd IP: Complex - melee vs mage or crew cut(switch to crew cut if the mage goes down)
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3 = 10 dice
2, 6, 5, 6, 4, 4, 2, 1, 1, 5= 4 hits
Final DV = 10P
Full Defense rolls:
MELEE:
Reaction 5 + unarmed 5 + gymnastics 5 - wounds 3= 12 dice
#1. 5, 5, 2, 6, 2, 5, 4, 4, 2, 3, 5, 4= 5 hits
#2. 3, 2, 4, 5, 5, 5, 5, 2, 4, 1, 2, 3= 4 hits
#3. 1, 4, 2, 3, 2, 1, 4, 4, 5, 4, 2, 2= 1 hit
RANGED:
Reaction 5 + Gymnastics 5 - wounds 3= 7 dice
#1. 4, 2, 1, 3, 3, 5, 3= 1 hit
#2. 4, 5, 3, 3, 1, 1, 3= 1 hit
#3. 1, 3, 6, 1, 1, 6, 6= 3 hits
Magic Defense rolls:
Willpower 5 - wounds 3 = 2 dice
#1. 4, 4 = 0 hits
#2. 1,6 = 1 hit
#3. 3,2 = 0 hits
Body Soaks:
melee:
Body 6 + impact 7 + bone lacing 2 = 15 dice
#1. 3, 3, 3, 5, 4, 3, 2, 3, 2, 1, 1, 5, 2, 3, 4 = 2 hits
#2. 4, 1, 3, 6, 4, 6, 4, 3, 6, 5, 4, 2, 3, 5, 4 = 5 hits
#3. 4, 4, 2, 1, 2, 5, 5, 2, 5, 6, 5, 6, 3, 3, 6 = 7 hits
ranged:
Body 6 + ballistic 9 + bone lacing 2 = 17 dice
#1. 4, 4, 2, 6, 3, 5, 4, 2, 1, 6, 2, 6, 2, 6, 5, 1, 2 = 6 hits
#2. 6, 4, 3, 5, 6, 3, 5, 5, 5, 4, 1, 6, 4, 2, 1, 5, 1 = 8 hits
#3. 1, 6, 4, 5, 2, 1, 3, 2, 1, 3, 1, 1, 1, 1, 6, 2, 6 = 4 hits
Abbandon
Jan 6 2007, 12:59 AM
Oh man i should have grabbed a hand full of syringes full of some knockout drugs and chucked them ninja style at the people in reception lol.
Ok i got a question. A mage has to see what he is casting at right? If you put a blindfold over his eyes he wouldnt be able to cast right? But then in another section of the rules it says if a mage is astrally percieving they can still see but at -2 dice. And then they gave the example of a mage who is blind still be able to see....
So would a blind folded mage still be able to cast? Couldnt he astrally project and then cast on you??
What has to be done to stop them from casting without knocking them out/ killing them?
adamu
Jan 6 2007, 01:11 PM
| QUOTE (adamu) |
Point the first - FAQ implies that if a hacker fast-hacks a node, no account is created, and suggests GMs not allow anyone/anything that gets admin access to just send an admin account to someone else (as Angel has been doing with remarkable success - albeit so far against the systems of coffin hotels and non-hackers' commlinks). There is some logic in that FAQ. I agree that the slow hack would CREATE an account in itself, while the fast-hack would not do so. That said, once you do have Admin access, there is no reasonable reason why what one does with that access should be magically limited just because of HOW one got there. Someone with admin access could in all likelihood (I say all likelihood because the more I read the more evil and nefarious Matrix security tricks I conceive of - which are much needed since I think in a pure numbers game very few basic RAW/BBB systems, even with a phat Firewall/Analyze or even a flock of IC, stand a chance in hell against a decent starting hacker/TM PC.) - continuing - they could in all likelihood create an admin account. It would require separate actions, though. First (again here assuming Admin access already achieved), a Data Search + Browse test with a threshhold equal to the system's Stealth rating to FIND where such a precious folder is kept, and then a Computer + Edit test with a threshhold equal to the System rating of the node. Naturally without Admin access these tests become opposed, using Hacking instead of Computer, and opposed by Firewall + Stealth. Achieve those things, and you can do what Angel has been doing - and I think if memory serves that Konsaki has been going through some of those motions already.
|
KonsakiIncluded the above quote as I plan on clafifying it.
Not spoilering this because I want it out here for everyone's benefit as a GM ruling.
Okay, the above quote was intended as a general ruling that would apply to anyone; it was not tailored to a TM's needs. But let me clarify some points in that ruling. Kudos to DR for noticing right off that the sequence listed above should include Decrypt. I had left that out as I considered it as going without saying, but I want to be crystal here, and the Encryption rules are very vague anyway.
So, the idea of creating an account as a result of a "fast" hack....
First, account creator (sprite, Agent, character) hacks in. This could be at any access level - personal, security, or admin.
Second - if the node is Encrypted, you must Decrypt in order to perform the next two required actions. We have talked before about Encrypt being used on an entire node. Reading between the lines in the super-unclear RAW, I have inferred that it is doable, and probably standard. We have had some discussion, but that has been my interpretation.
As some of you may have noticed, someone got an answer to that from Rob Boyle and posted their full conversation on the SR4 thread. It is the same way I have been doing it, and now seems virtually official. I encourage you to check out that thread.
Third - the file containing the accounts to a given level of access must be located. My earlier post indicated that this would be a Data Search + Browse action, but that was my SR3 brain at work. Use Simple Action of detailed perception test using Data Search + Analyze (extrapolated from p 217 and p 225). The threshhold I am setting for this is a bit tricky, as it depends on the
access level at which you originally "fast" hacked in.
If you want to find the file one level above your current privileges, threshhold is 3.
If two levels higher than current privileges, threshhold is 6.
Same level or below, automatic success with use of a Simple action.
So if you hacked into Admin access to start with, this find-the-file thing automatically succeeds with one Simple action.
If you hacked into Personal access, finding the Security accounts file would take 3 successes, and so on.
Fourth - you must use Edit to create the account. Per the actions summary and also page 225, this is a complex action using Hacking + Edit. Note that even if you have privileges, this is not something you can automatically do, since creating a new admin access is a higher hierarchy order than simply using admin access (the king can do anything except for declare himself the king). I'll be damned if I can find a hint of a suggestion of a threshhold for this test, so until someone shows me one, I will just say 1 for personal, 2 for sec, 3 for admin.
There should be no need for the account creator to communicate with the user if they just make the account a prearranged code, or even the prospective user's commcode (dumb, but whatever). Naturally Sprites have a menta link with TMs. If it was an Agent, I would probably want the hacker to receive some word that the account was created before they went all charging in.
Konsaki - I cannot recall what optional powers your current Crack sprite has, but as I have just laid down this new & improved (or at least more clear) ruling, you may retroactively change those optional powers at this time if you wish. Your sprite has indeed let you know that the hub node is Encrypted.
As for
"How do you want to rule the sprite looking for the files, since the sprites dont come with 'completely usefull' skillsets. IE. the none of the sprites have Analize so I can never set up a fault sprite to guard a node.
Do you want them to just default to rating-1?"
Your crack sprite should have all it needs. As for the other example, you'll have to take that up with the designers. My job is only to make the RAW clear and usable, not change the RAW (if I can help it), and the sprite powers are clear (IF you have the latest errata, anyway). But if you want a guard for a node - and since you have no natural memory I assume you mean a "real world" node, there is nothing to stop you from getting an agent for it....
As for the default question --- asked, answered, and yet somehow totally NOT answered in the FAQ (who writes this stuff). I will say yes, Rating -1.
I think that covers everything for now, and you should be able to declare your actions and those of your sprite.
Konsaki[ Spoiler ]
If you are going to delay for the Sprite to get you the access, read the initiative and delay rules carefully - you will likely lose a few of your actions while waiting (unless you just do something else besides wait). You won't be able to wait for the sprite to spend a few actions getting the account and then take all four of your passes. If it finishes up, say, on its third pass, then you can take your delayed third pass, and then the fourth, for example. I am sure you were already aware of that, just keeping things clear to save post cycles.
adamu
Jan 6 2007, 01:23 PM
Abbandon
Your question is very complex. Part of the answer depends on previous editions (which the SR4 writers sometimes just assume everyone is already familiar with - see Mage Sight Goggles).
I will give you a short answer and skip the theory, which I invite you to read on further.
If you blindfold him, he cannot see to cast a LOS-ranged spell. But if you poke out his eyes or glue them shut he still can if he goes into Astral Perception. Astral Perception is not dependent on the capacity of his physical body, but it is blocked by Astral Shadows, which are formed in the Astral by (non-transparent) physical objects.
If he leaves his body via Astral Projection, he cannot cast a spell onto the Physical Plane - he can only hurt you if you perceive or project astrally.
Blindfolded, he could still summon a spirit - it helps to keep him in a constant state of physical distress to add lots of modifiers to his test.
Mage masks didn't make it into SR4 that I have been able to find, but they are an opaque hood with nasty headphones on the inside that scream static into the mages ears so that he can barely concentrate on anything.
BlackHat
Jan 6 2007, 04:18 PM
Initiative: 7
4,1,4,3,1,5,1 = 1 hit + 7 = 8
[ Spoiler ]
Action:
Complex action to take another shot and the extremely fast and dodgey mage. I considered using edge on this, but we're not even at the encounter with Louie, so I wanna see if I can make it through without using much more.

Then again, Rocky is out for the count, as is Fortuanto, and Cattie fled into the other room (and presumably won't be returning with heavy weaponry). Sledge is pinned down beneath a van. That leaves me, and Cerberus (although I'm not sure if I am aware that he's awake - but I assume someone as wired up as he is will go first and do something sweet that will draw my attention to whoever he is attacking), and Kyle, and the hospital staff to defend this place.
Since I am not even sure if they acted or not, I take it that whatever they are doing, isn't exactly turning the tide of battle.

Soooooo, edge it is, I suppose.
Complex action to shoot the mage (or the crew-cut guy if Cerb takes the mage down) with the pain inducer.
Agi (3) + defaulting (-1) + Edge ( 8 ) = 12 dice
5,5,2,5,2,2,3,3,3,2,4,6 = 4 hits, 1 six
Rerolling sixes: 4 = 0 hits
Total hits: 4
Abbandon
Jan 6 2007, 05:52 PM
@adamu
Hey just to give you the illusion that you are not doing all the hard work yourself i tried to help find target numbers for editing in your own accounts. All that gets mentioned with editing is extended tests. And on pg58 in the info box it has the threshold numbers for extended tests of 4,8,12, and 16.
Konsaki
Jan 6 2007, 07:21 PM
[ Spoiler ]
Sprite optional powers = Edit + Decrypt
Matrix Ini = 9 + -3 Damage = 6
4,1,2,3,6,4 - 1 hit
Total Ini = 7
IP1
Caittie
Call - Wedge
Call - Cid
(Both are loaded to my personna)
Threading test - CF Stealth
Software 3 + Resonance 7 + -3 damage = 7 dice
2,4,4,5,6,2,5 - 3 hits
Stealth at R6
Fade resist
Will 5 + Resonance 7 = 12 dice
Take 3 hits
Zidane
Decrypt 6 + Response 7 = 13 dice (1 combat turn)
4,5,3,4,1,4,6,6,4,1,5,6,4 - 5 hits
IP2
Withholding actions
IP3
Withholding Actions
IP4
Withholding Actions
...I cant really do anything until the sprite decrypts the commlink and that's going to take a few more rounds... It it might just be my drowsyness not letting me think clearly.
Thanks for letting me change my sprite's optional powers. Even with the change though, I dont know if I can save Sledge in time...
DireRadiant
Jan 6 2007, 10:54 PM
Adamu
Sledge
[ Spoiler ]
Combat Turn
Init
8 + 2 = 10
2 Hits = 4 4 4 1 2 1 6 5
Generally hiding under the van and actively avoiding exposing to LMG fire. If circumstances permit, observe in detail. Basically, Sledge has no idea what's going on inside, so without some information, it's going to be hard to know whether or not to take some more serious or deadly action.
IP 1
Dodge
6
2 Hits 4 3 4 5 5 2
Body
6 + 6
3 hits 4 4 3 4 2 5 3 6 4 6 1 1
IP 2
Dodge
6
2 hits 5 5 3 2 4 3
Body
6 + 6
6 hits 4 6 4 6 2 5 4 5 3 4 5 5
Perception
2 + 4
2 hits 4 6 3 1 1 6
adamu
Jan 7 2007, 11:52 PM
AbbandonAppreciate your efforts, as well as everyone else's help and patience as we try to make these Matrix rules playable.
BlackHat[ Spoiler ]
I can't believe you are unaware of Cerberus' actions, since he is currently in melee combat with the mage (as stated, one of the main reasons you missed), while his friend Kyle is in melee with the Crew-cut guy.
BlackHat
Jan 8 2007, 12:23 AM
[ Spoiler ]
Oops. My bad. Yeah, I guess they did move out that round. For some reason I thought it was Rocky that made me miss. So yeah, in any case, Cerberus, Kyle, and I are still fighting with the mage and the crew-cut guy, right? And Irv, behive, and the doctor have pretty much taken cover? The situation is still grim, but at least Adam needant worry that its over yet.

Also, since there is a guy on both, I will target whichever is still standing on my turn - prefering the mage if they're both up.
adamu
Jan 8 2007, 12:29 AM
Next Combat Turn (as far as possible)Crew-Cut and Kyle continue to fight.
I am not going to lie to you guys - this is a dice-fall-where-they-may scene and what happens happens. But I am not rolling for this fight. Abbandon should get full credit for his contact (established as a prime-runner-level martial artist), but at the same time, I'm not having an NPC come in and save everyone. So he follows Cerberus' lead, and now that that means melee, he is "occupying" Crew-Cut in a stalemated fight.
Then, before Sledge has a chance to act, the van lurches forward, exposing her, and the drone is sitting 5 meters in the air directly above her, and fires.
Sledge[ Spoiler ]
Since you were not taking any other actions anyway, I am assuming you are going to do full defense on this one, so that is worth two more dice. Since movement (walk or run) is also possible with Full D (p. 151), I very much need to know where you go - the open clinic doorway is three meters directly to your north, as is the van directly to your west.
Since I'll be waiting on your instructions there, I'll let you confirm the use of full D, roll those two extra dice, and also please give me the Edge reroll if you want to - I will only use it if you are otherwise getting hit by the long/narrow full-auto (AKA base DV of about 15 P) burst.
So we hold our breaths and wait on that one.
Next Cerberus keeps trying to squish the bald mage, but can't land a hit. The mage is running and dodging all around the room - it seems obvious that his full attention is just on not getting killed.
The mage also dodges the energy weapon attack from Smith in the doorway.
In his dodging, the mage heads for the exterior door - looks like he just wants away from the big green-glowing-eyed troll, but then stays inside rather than stepping into a hail of LMG fire.
Konsaki[ Spoiler ]
Sprites called. Encryption moving along nicely, according to Zidane. Why am I not surprised that nowhere in the RAW can I find what kind of an action Threading is? Your post seems to assume it is a Free action - and who am I to argue? You have been through enough rules hell. So until there is a real answer found - and only until then - Threading will be a Free action.
While we wait for Sledge's ongoing struggle for survival as she bravely occupies the rigger's attentions, Kyle and Crew-Cut continue to tear the room apart, during which time Mildred the receptionish takes the opportunity to get out from under the desk (right before the two of them crash down onto it and splinterize it) and runs past Smith into the clinic's interior.
At the same time, Cerberus fails to hit the mage, but then keeps trying and finally lands a satisfying hit - he feels the bald man's sternum crack under a body-blow, and the mage flies back into a wall and drops to the floor (though he is already trying to get back to his feet).
Okay, waiting on Sledge - - - Dire, once you do the dodge stuff, please let me know your second IP actions, which of course you'll be allowed to change if they are contraindicated by rigger's next action.
Everyone else I think can go ahead with next initiative/actions, etc.
JDragon
Jan 8 2007, 01:20 AM
| QUOTE (JDragon) |
Adamu
- Rocky -
Init = 0
Actions
Sleep
JD |
Rinse & Repeat.
JD
adamu
Jan 8 2007, 01:26 AM
Well, JD, at least you are merely unconscious from Stun damage.
Poor Fortunato has X-seconds before he DIES.
Konsaki
Jan 8 2007, 01:35 AM
Look on the bright side, JD. Only 59minutes 54seconds before you can roll a natural heal test.
[ Spoiler ]
Caittie
Matrix Ini = 9 + -3 Damage = 6
1,2,3,3,1,4 - 0 hit
Total Ini = 6
Zidane
Matrix Ini = R6*3 = 18 (I'm just going to guess that he goes first)
IP1
Zidane
Decrypt 6 + Response 7 = 13 dice (1 combat turn)
6,5,5,2,2,3,6,1,4,4,4,6,4 - 5 hits (10 hits total)
Caittie
Withholding Actions (unless the sprite made it through, if so please let me know so I can change this)
IP2
Withholding actions (looking up new boy bands)
IP3
Withholding Actions (checking out the latest electronics coming out in the next few days)
IP4
Withholding Actions (sacraficing a virtual goat to the resonance)
adamu
Jan 8 2007, 01:40 AM
Konsaki[ Spoiler ]
The sprite completes the decryption a the end of its full combat turn (its 3rd IP). Per our earlier discussion, this lets Angel take her 3rd and 4th IPs, if she has something to do (although obviously for the admin account Zidane still needs to find and edit the proper file). Note that the end of this combat turn will be the end of the 2nd turn of free suppression.
Konsaki
Jan 8 2007, 02:01 AM
[ Spoiler ]
So by my timing, Caittie should be able to get into the commlink by IP 1 or 2 in the next turn and disable the alarm before it goes off, baring anything you want rolled to find the command.
Note that once she actually gets a profile made for her, the sprite automaticly decompiles due to finishing its remote task.
Ok, here's my 'plan', just so you can start thinking about it before the next turn happens.
I plan on either attacking the rigger through the personna in his commlink, or send a sprite on a remote task to attack him in the drone. Either or, I'm going to use a drone with Black Hammer somehow. I plan on using edge if the drain from the sprite is too much for Caittie to take (which would be 1 box or more).
I will then have Caittie take control of the drone by using Cid after the rigger is taken care of. I will also edit its account list to only accept Caittie's TM commcode, if that's possible.
As you see, I have my stealth CF boosted to 6 right now due to threading. I am going to have Wedge sustain it for me (2 turns per task due to his rank) and Cid will Assist Operation by adding 3 to my Stealth CF, raising it to 9. Assist Operation lasts 3 turns per task due to Cids rank. This starts up on the IP4 of this last turn (where I was sacraficing the virtual goat).
I hope this makes sense. Let me know what you think so far...
Spoiler tag, your it.
adamu
Jan 8 2007, 02:28 AM
KonsakiHow amusing to be chatting with you when you are not logged onto the site! I suppose it is a superficial hassle, but this whole cookie thing or whatever it is makes it hard for me - I use it to prioritize the order of my responses or decide if it's likely worthwhile to stay online for another ten minutes.
Oh well, obviously not your fault.
As for the action -
[ Spoiler ]
Keeping in the front of our minds that we are getting WAY ahead of ourselves here, with Sledge's fate still hanging in the middle of one turn, your decryption finishing on the turn after that, and this thing we're talking about now happening the turn after that -
I think your timing is right - the simple action to find the file is an auto-success, and then if Zidane gets three successes on the Edit, then it will finish on 2nd IP, which will have you on delay to enter with your passcode from your 2nd IP.
The only problem I see is that I now have to figure out where the damn rigger's Icon is - he is in hot sim in the hub, from which he jumped into the drone....Okay, the jumping into drone rules say that the rigger can still issue commands to other subscribed drones (which he obviously just did to the van to expose Sledge), so I am going to say (again, pending some sort of official clarification on these issues) that his Icon remains in the Hub while his "attention" is fully on "being" the drone. Thus, if you enter the hub you should find him there (and assuming no alert has been triggered, and assuming that he is still playing "shoot people with LMG," you should gain some sort of surprise advantage).
Now we just have to get that far along with the battle...
Abbandon
Jan 8 2007, 05:19 AM
I have first aid but i dont have access to a first aid kit right now and also im trying to clear out the Reception area... so i cant save Fortunato. Oh yeah and then my wound modifier would pretty much make me fail.
Caittie = ?
Sledge = playing with LMG
Rocky = down
Smith = "helping"
Fortunato = down
Cerberus = busy
One of the npc's will have to save you dude lol. Maybe if your still breathing in round 4 i can help hehe.
Cerberus 3rd round....
TRIGGER event - any attacks on cerberus i will interupt with a full defense
Initiative: 8 dice
2, 6, 5, 1, 2, 5, 3, 3= 3 hits
Final Init = 11
1st IP - complex - melee the mage(stomp to the face)
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3= 10 dice
3, 1, 4, 6, 2, 6, 5, 4, 1, 5= 4 hits
Final DV= 10P
2nd IP - complex - move to and melee crew cut
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3= 10 dice
1, 2, 5, 6, 6, 4, 5, 1, 3, 4= 4 hits
Final DV= 10P
3rd IP - complex - melee crew cut.....OR
- simple - look around for a first aid kit or something to stabilize Fortunato.
- simple - move to it and get it ready for use
Bonus for outnumbering Crew Cut guy and maybe being in a superior position(behind him)??
agility 5 + unarmed combat 5 + striking 2 + reach 1 - wounds 3= 10 dice
5, 4, 2, 2, 2, 5, 1, 3, 5, 2= 3 hits
Final DV= 9P
Full Defense rolls
Melee
Reaction 5 + unarmed 5 + gymnastics 5 - wounds 3 =12 dice
#1. 5, 6, 6, 5, 2, 6, 4, 4, 5, 3, 4, 2 = 6 hits
#2. 4, 6, 6, 6, 4, 4, 6, 2, 5, 2, 3, 6 = 6 hits
#3. 3, 6, 5, 6, 6, 4, 5, 5, 2, 5, 1, 4 = 7 hits
Ranged
Reaction 5 + Gymnastics 5 - wounds 3 = 7 dice
#1. 1, 5, 6, 4, 5, 4, 6 = 4 hits
#2. 2, 2, 6, 3, 6, 4, 2 = 2 hits
#3. 5, 5, 6, 3, 4, 3, 2 = 3 hits
Willpower test/spell defense
willpower 5 - wounds 3 = 2 dice
#1. 3,5 = 1 hit
#2. 4,3 = 0 hits
#3. 3,6 = 1 hit
Body Soaks
Body 6 + Impact 7 + bone lacing 2 = 15 dice
#1. 4, 3, 6, 2, 4, 1, 3, 1, 5, 6, 6, 1, 5, 2, 2 = 5 hits
#2. 6, 2, 6, 5, 5, 6, 5, 5, 4, 6, 5, 4, 6, 3, 2 = 10 hits
#3. 3, 4, 4, 5, 6, 5, 4, 5, 2, 4, 1, 4, 3, 5, 6 = 6 hits
Body 6 + Ballistic 9 + bone lacing 2 = 17 dice
#1. 3, 2, 6, 1, 3, 3, 5, 3, 3, 5, 2, 4, 2, 5, 2, 3, 4 = 4 hits
#2. 2, 3, 4, 4, 3, 3, 4, 1, 1, 4, 1, 2, 6, 5, 4, 1, 1 = 2 hits
#3. 6, 6, 5, 2, 6, 6, 3, 2, 6, 5, 4, 2, 2, 4, 2, 6, 5 = 9 hits
BlackHat
Jan 8 2007, 01:22 PM
3rd Round:
[ Spoiler ]
Initiative: 7
#D=7 : 4115132 n1=3 n6=0 nHit=1
1+7 = 8
Lol, Smith's gonna take a break from "Helping" I think. The Edge-to-success ratio for this fight has bottomed out, and he clearly has no idea how to use a pain inducer.

Round 3 actions will be to move behind the desk again (maybe partial cover), and then take two simple actions to put the gun away, and pick up the briefcase.
Time for a new approach.
I also don't have a medkit, but did we maybe see some laying around the hospital?
DireRadiant
Jan 8 2007, 04:34 PM
| QUOTE (adamu) |
Next Combat Turn (as far as possible)
Then, before Sledge has a chance to act, the van lurches forward, exposing her, and the drone is sitting 5 meters in the air directly above her, and fires.
Sledge
[ Spoiler ] Since you were not taking any other actions anyway, I am assuming you are going to do full defense on this one, so that is worth two more dice. Since movement (walk or run) is also possible with Full D (p. 151), I very much need to know where you go - the open clinic doorway is three meters directly to your north, as is the van directly to your west. Since I'll be waiting on your instructions there, I'll let you confirm the use of full D, roll those two extra dice, and also please give me the Edge reroll if you want to - I will only use it if you are otherwise getting hit by the long/narrow full-auto (AKA base DV of about 15 P) burst.
While we wait for Sledge's ongoing struggle for survival as she bravely occupies the rigger's attentions, Kyle and Crew-Cut continue to tear the room apart, during which time Mildred the receptionish takes the opportunity to get out from under the desk (right before the two of them crash down onto it and splinterize it) and runs past Smith into the clinic's interior.
Okay, waiting on Sledge - - - Dire, once you do the dodge stuff, please let me know your second IP actions, which of course you'll be allowed to change if they are contraindicated by rigger's next action.
Everyone else I think can go ahead with next initiative/actions, etc. |
At least Sledge has her pants on when facing the LMG...
[ Spoiler ]
The building would provide better cover... and Sledge needs to find out what's going on, since no one is sharing.
2 More Dice on Dodge (Gymnastics as well?)
1 more hit 3 6
Bringing it to 3 hits on 9 dice
Edge, if needed.
2 more hits 1 5 4 4 1 5
IP 2 will be to take cover inside, Observe in Detail or Simple Observe if possible. Otherwise prepare to dodge teh hail of gunfire I'm expecting as I run blind into a building with a fight going on inside.
adamu
Jan 9 2007, 03:37 AM
Okay, first - finishing up the previous Combat Turn.
Sledge, it does cost that 3rd Edge point not to get Swiss-cheesed. You can get into the reception area on that same pass, since Full D and movement can be done together.
When you get in there you (with your IP 2 perception test) will see ork guard and doc and Fortunato on the floor, Smith in the interior door shooting an energy weapon at the bald guy, but missing due to all the chaos - Kyle and Crew-cut crash onto the desk and splinter it, while Cerberus (seen by you for the first time - big bald, shaved-horn, glowing green cybereyed troll wearing only his trousers and an open armored jacket, and lots of bandages on his exposed upper body) nails the bald guy, knocking him into the front wall. In the chaos, you see Mildred the receptionist dart out from behind the desk and beyond Smith. Through the door - more bodies....You also know that drone is dropping down to level with the room outside the front door...
On to Next Combat TurnAngel - we have already worked this round out
[ Spoiler ]
finishing decryption
.
Everyone hears the whir of the rotodrones engines as the thing pretty much comes right up to the door (seems like that psychologically, but he's actually about 2 meters back from it - remember that the van has moved away from the doorway). In fluff terms, that is all the warning anyone needs ---
The LMG just starts pouring full-auto fire into the room - assume it just continues forever (which is how it will seem to your characters) until I say it stops.
In game terms this is suppressive fire - so unless you get uppity and refuse to take cover, you won't get shot.
Now, Cerberus already declared he'd do a full-D if necessary, and Smith declared getting back down behind the desk, so assuming Sledge doesn't want to die if we just say she goes prone, no one will get shot.
Even in the chaos, you guys will note that the firing is all level at about waist height, and that it started almost the moment both the bald guy and the Crew Cut guy were on the floor.
So during this turn, Smith can achieve his declared actions no problem.
Even dropped prone and dodging the first IP, Cerberus still can continue his subsequent actions (beating on people) on the ground, and he still gets a crack at the mage before he can do anything, having gotten initiative and the mage's first action lost due to "credit" full dodges from previously. So on IP2 Cerberus can still put an aluminum-laced fist upside the mage's bald head, and he's a goner - cracked skull, brains, cool.
Third IP he moves to help Kyle with Crew-cut - and with the double-team plus the fact that that guy was already half-gone from Rocky's earlier hit, Crew-cut is either dead or unconscious by the end of the turn.
So that means to finish this turn I just need to know Sledge's actions during this turn, especially IF you do indeed go prone to avoid the suppressive fire, which is just blasting through the wall across the breadth of the room, and it looks like maybe even punching through the interior wall (people without sound dampers please take note that this HURTS, and verbal communications are totally impossible for anyone with high-rated filters).
DireRadiant - IF (and whatever, it's up to you) Sledge's actions for this turn are something that is essentially unopposed (there are no active opponents in the room), then please also post your NEXT Combat turn actions.
And everyone else please do so as well...
DireRadiant
Jan 9 2007, 04:53 AM
Adamu
Sledge
[ Spoiler ]
Drop Prone
Crawl to side of doorway, to get even more cover.
Abbandon
Jan 9 2007, 06:30 AM
Can someone point me to someplace that talks about how drones take damage? I need to know if they are vulnerable to melee attacks.
Konsaki
Jan 9 2007, 08:13 AM
| QUOTE (BBB Pg161) |
| Whenever a vehicle is hit by an attack, it resists damage as normal, rolling Body + Armor. If the attack’s modified DV does not exceed the vehicle’s modifi ed Armor, no damage is applied. |
| QUOTE (BBB Pg162) |
Called shots against vehicles follow the same rules as for Called Shots, p. 149. A third option, however, is available to the attacker if the called shot succeeds. Th e attacker can choose to target and destroy any specifi c component of the vehicle: window, sensor, tire, etc. Th e gamemaster determines the exact eff ect of this called shot, based on the DV infl icted. In most cases, the component will simply be destroyed. |
Note that there are no real rules for attacking with melee towards vehicles/drones other than these that I know of. That said, the hard part will probably be getting to the drone right now and then keeping it in one place so you can hit it. Remember that it could just fly straight up to get out of your reach then shoot at you from there.
adamu
Jan 9 2007, 12:37 PM
Thanks Konsaki - that saves me some time. That pretty much sums it up - except for the hardened armor of vehicles, they pretty much follow the same combat rules, replacing full defense with Evasive Driving.
So anyway, Sledge scrambles on her hands and knees over various bodies and through the interior door.
That brings everyone up to the same time.
Need initiative and declarations from everyone for the next combat turn.
BlackHat
Jan 9 2007, 02:37 PM
[ Spoiler ]
Not that it seems to matter to anyone, but this round the jammer should shut itself back off again, letting up on the annoying, but not-as-useful-as-I-might-have-hoped static.

Initiative: 7
#D=7 : 6146445 n1=1 n6=2 nHit=3
7+3 = 10
Damn, though... seriously stumped as to what I can do to try to save anyone. Assuming the drone continues its suppressive fire, Johnson will defiantly remain behind the desk. This is almost certainly the first time he's been shot at with a LMG by a robot, and he doesn't want to die here.
Ah, got an idea. Lemme know if this will work (or if the desk is bolted down)
I would like to try to push the desk (while behind/under it) to the side, so that it covers the doorway into the other room (where Cattie ran)... which would potentially let me move into that other room next round (or sooner if possible). I will try to get teh secretary lady to help me or at least move with me so she doesn't get shot.
DireRadiant
Jan 9 2007, 03:13 PM
Adamu
When can we do an IC Post?
Sledge
[ Spoiler ]
CombatTurn
Init
8 + 3 = 11
3 hits = 5 6 6 4 2 1 1 4
Hold actions in case I need to go to full defense. If not necassary, then the following actions as they seem reasonable.
IP 1
Ready Weapon, get Hammer Out
Observe in Detail - Access motorcycle Sensors to see if it can tell Sledge where the Drone and Van are outside.
Sensor 1 + Perception 4 (p. 239) = 5
1 hit = 2 4 2 6 4
IP 2
"Stand Up", more like a crouch, but getting ready to move.
If by this time no one has taken care of Fortunato, and Sledge realizes his condition, Sledge may move to move him out of danger and start treating him. I guess this IP is a decision point and Sledge will react depending on her evaluation of the situation.
Otherwise it becomes time to really go after that rigger. What are these clinic walls made of? Might be time to create another exit so Sledge can flank this guy.
MK Ultra
Jan 9 2007, 06:31 PM
| QUOTE (Abbandon) |
| Can someone point me to someplace that talks about how drones take damage? I need to know if they are vulnerable to melee attacks. |
Since you do physical damage with your unarmed attacks, I think they take it normaly. Don´t know about stundamage, IIRC inanimate objects are immune to it.
Abbandon
Jan 9 2007, 08:18 PM
Cerberus Round 4....
trigger- interrupt any attack with full defense
Initiative: 8 dice
2, 5, 1, 4, 2, 2, 6, 3= 2 hits
Final Init= 10
1st IP
simple - hand signal to Kyle to go into the interior and close the door
simple - ready pistol and play dead with the pistol aimed at the door so i can see through its camera. I want to cover my face as much as possable.
2nd IP Delay action
3rd IP Delay action
My intent is to fool the rigger and make him send the drone off to try and gain access from someplace else leaving him vulnerable toattack. If the drone flys off I want to sneak outside and try to find the side of the van with the gas cap. Im gonna try to shoot the gas cap and blow up the van with my pistol...
Since the gun is smart and skin linked i should be at
Agility 5 - 1 for defaulting - 3 for wounds + 2 for smartlink= 3 Dice?
Since the gun is skinlinked it shoulnt matter that the gun is human sizedsince i dont have to fit my finger through the trigger or anything i just have to hold the gun and tell it to fire with my brain.
Konsaki
Jan 10 2007, 01:26 AM
[ Spoiler ]
Turn 4
Initiative
Caittie = 6 dice
2,2,3,5,5,3 - 2 hits
Total = 8 Init
Zidane = 18 Init
IP-1
Zidane
Simple - Find Profile List
Caittie
Withhold
IP-2
Zidane
Complex - Edit to add Caittie's info = 12 dice = Take 4 hits
Free - notify Caittie of completion
Sprite Decompiles automaticly
Caittie
Complex - Compile R6 Fault Sprite /w Black Hammer + Medic
Compile 3 + Resonance 7 + VR 2 - Damage 3 = 9 dice
2,6,2,4,5,2,5,4,3 - 3 hits
Sprite resist
1,2,6,4,4,6 - 2 hits = 1 task
Fading resist
Will 5 + Resonance 7 + VR 2 = 14 dice
2,6,6,6,2,5,6,5,6,4,6,4,3,2 - 8 hits = Full resist
IP-3
Complex action - Log onto Rigger's Commlink
IP-4
Complex action - Disable delayed alarm
Free action - Thread 'Black Hammer' CF
Software 3 + Resonance 7 + VR 2 - Damage 3 = 9 dice
1,4,1,6,6,6,5,3,6 - 5 hits
Fading resist = 14 dice
6,6,5,2,5,1,1,2,5,2,4,3,1,2 - 5 hits (full resist)
Turn 4 Review
Compile R6 Fault sprite /w Black hammer + Medic (Cloud from FF7)
Log in and disable alarm
Thread R5 Black Hammer CF
I'm pretty sure you know what my plan is...
Turn 5
Caittie Init = 6
1,3,3,3,3,3 - 0 hits (No change)
IP-1
Caittie
Simple - Command Fault Sprite to attack the personna as hard as it can right after she does. (IE, use Black Hammer)
IP-2
Caittie
Complex - Use Black Hammer on Rigger's Personna
Cyber combat 3 + Black Hammer 5 + VR 2 - Damage 3 = 7 dice
2,3,5,6,1,3,5 - 3 hits
5P damage + Net hits
Cloud (Fault Sprite)
Complex - Use Black Hammer on Rigger's Personna
Rx2 = 12
6,5,1,4,3,2,5,1,2,4,5,6 - 5 hits
6P + Net hits = damage
IP-3 (I hope the rigger is down at this point)
Simple - Have Cid take over the drone using the rigger's commlink and pilot it 100m into the air while halting all offensive tactics.
Simple - Message the team saying the drone and rigger are taken care of
Free action - drop all threading
IP-4
Log onto Drone Node from Rigger's Commlink
This should proove interesting...
adamu
Jan 10 2007, 12:18 PM
Next round resolutionBlackHat[ Spoiler ]
As noted earlier in two posts, desk is now flattened, and Mildred the receptionist cut out before that.
But people have been moving around already - I even let Cerberus and Kyle finish off Crew-Cut - so if your goal is to make it into the interior, no problem. As I said, you all can figure out that the rigger is using the suppressive fire just to keep heads down - but trying not to hit his pals.
Smith shimmies on his stomach through interior door.
DireRadiantAs I mentioned earlier, once the fighting stops I am going to have anyone and everyone that wants to write an IC post of the fight from their own POV (or in your case whatever POV your muse directs you to!).
[ Spoiler ]
Weapon readied. But as noted in an OOC post of many moons ago, the standard Rating 1 sensor suite on factory-model vehicles is basic anti-collision stuff. I doubt it includes video (certainly not 360 degrees). If it did, you'd need at least a simple action to access it, and then the simple to do the Perception Test. So you don't know whether the van has moved, but you know exactly where the drone is - as noted earlier, about two meters outside the front door, just off the ground so it can spray the room laterally at waist level.
For your second pass, you now see that not only Fortunato, but also Rocky (and maybe Cerberus, too?) are down. Moving one of the trolls through the fusillade is out of the question, but you can pull Fort into the clinic interior.
The warehouse walls are faitly cheapo/prefabbish. You think with your sledgehammer you can force your way through it in one or at most two complex actions (depending on your roll). Note, however, that except for in the no-man's-land reception area, to get to the wall you will need a complex action with a good blade to cut through the "tent thing" that forms the actual interior wall of the clinic.
Sledge crawls into the interior after Smith, and drags Fortunato along with her.
Abbandon[ Spoiler ]
Good point on the gun/smartlink/size thing. Your dice calculation looks good, as well.
Cerberus is down???
Konsaki[ Spoiler ]
All goes as planned for this combat turn.
The firing continues unabated. I have been letting people move around by crawling and all that, but RP-wise it would be fun if people kind of imagined Private Ryan/Flags of Our Fathers-kinda traumatic feel of being under heavy and continuous automatic weapons fire.
Note also that the occasional round is finding its way past the reception area and deeper into the clinic.
Have Konsaki's actions for next turn. Need everyone else's.