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BlackHat
QUOTE (DireRadiant)
But it might not be a bad idea to take advantage of any opportunity to make friends with ghouls that run junkyards. Great way to get rid of and to obtain things....

"Pardon us, we're not here for you. We're here for... him."
BANG
"Hungry? There's more where this came from...."
Abbandon
ooc/ic can we move the love van so that its nose is pointing towards the exit of the place we are at or even behind a wall.
Abbandon
Once again you find yourselves lucky that you have such an awesome artist in your game. Here is a visual aid for the junkyard. I can make changes if necessary.

http://www.geocities.com/abbandon_unleashe...ed/Junkyard.JPG

1. is a crane
2-3. are love van positions. I like 3.
4. is beer belly and ghoul boy and there henchmen
5. is loui's boys.

Sledge is to the south jacking a big vehichle. Smith is somewhere behind the love van or back up the street.

Is the love van just pulled over on the side of the road or in like some other companies parking lot?
DireRadiant
Nice!
adamu
Abbandon and Everyone

Abbandon - thanks so much dude. That is going to be a huge help as a mutual point of reference.

As usual, that is 1 karma point to you.

The following are things I need to point out that are slightly different from how the map shows - Abbandon, you can include as many of these changes as you want, or not. I am not trying to make a huge bunch of work for you.

But everyone please be mindful of the points on this list - they are all already in the IC.

The Interstate is actually 5.1 km to the north.

There are a few other corrugated tin shacks besides the two-story one that is on the map. All are in the vicinity of the meeting spot.

There are a number of pick up trucks and forklifts scattered around the periphery.

The crane is actually 100 meters to the west.

The two groups - Louie and Angelo + guards/four junkyard guys - are about ten meters apart; the map looks just right on that point. But Louie and Angelo have 4 bodyguards in their immediate vicinity.

Among the remaining four guards, at least two are facing in the general direction of the gate, although their attention is mostly on the dozen dogs that encircle everyone.

Once again, even with these changes, the map remains an excellent point of mutual reference. I am sure including all of that will be a big hassle for you, Abbandon, so just fix what's easy.

And yes, Abbandon, there is a warehouse surrounded by a parking lot. That is where the Love Machine is. It is currently parked right in front of the warehouse, but you guys can easily move it. Decide, and please do put at least that on the map - that will count as the final starting position. When you put it on the map, could you please indicate which way it is facing? Thanks.

Dire

One thing I will assume you have already done is taken as good a look at the truck as possible. You will notice without too much trouble that the door lock is a standard type that can probably only be opened wirelessly. Engine is probably the same way.
Abbandon
Use the old link up above!!

Ok its updated as its within my abilities to do so lol. Theres no way im drawing forklifts and shit. Thats what the gray spraypainted area's were meant to be but forgot to mention. Scrap metal and whatever else.

Sorry if i got the gaurds positions wrong. Also im not gonna try to make the scaling perfect in relation to the two mobs, to us, to the interstate, to everything else. Our imaginations can fill in those gaps much better.

Um. the red dots are obviously the dogs. Hmm i was lazy and didnt go back and read the descritpions lol I think Loui's group has 8 soldiers, Loui and Angelo, Rigger and Mage for 10? I think i made 12 dots for Loui's group so just ignore one of the extra gaurd dots by the vans. I assume those guys to be the ones trying to watch the gate?

The junkyard team had beer belly, ghoul boy and two underlings and the 12 dogs right?

2 is the position of the love van, 3 is the one i want. The little line in the van represents the front. forgot to mention that before.

That map only took like 5-10 minutes to make! Im mad at you Adamu for not trying to do it yourself. IT ISNT HARD. You already have the picture in your head dude. But I will happily gobble down another karma point hehe.
DireRadiant
QUOTE (adamu)
Dire

One thing I will assume you have already done is taken as good a look at the truck as possible. You will notice without too much trouble that the door lock is a standard type that can probably only be opened wirelessly. Engine is probably the same way.

I believe you mean "normally" opened wirelessly, shotguns can be effective can openers.
adamu
QUOTE (Abbandon)


Ok its updated as its within my abilities to do so lol. Theres no way im drawing forklifts and shit. Thats what the gray spraypainted area's were meant to be but forgot to mention. Scrap metal and whatever else.

adamu - great work. Great. Thank you.

Sorry if i got the gaurds positions wrong. Also im not gonna try to make the scaling perfect in relation to the two mobs, to us, to the interstate, to everything else. Our imaginations can fill in those gaps much better.

Um. the red dots are obviously the dogs. Hmm i was lazy and didnt go back and read the descritpions lol I think Loui's group has 8 soldiers, Loui and Angelo, Rigger and Mage for 10? I think i made 12 dots for Loui's group so just ignore one of the extra gaurd dots by the vans. I assume those guys to be the ones trying to watch the gate?

adamu - current positions of all players is perfect. Moving the dogs up to surround Louie and his immediate group instead of all the SUVs works nicely. And you have exactly the right numbers - Louie and Angelo with four guys, plus four more guys, all of whom have LOS to the gates as well as the boss. Consider all the "dots" as final positions.

The junkyard team had beer belly, ghoul boy and two underlings and the 12 dogs right?

adamu - All correct except that the term underlings is an assumption on your part which I am not inclined to confirm or deny.

2 is the position of the love van, 3 is the one i want. The little line in the van represents the front. forgot to mention that before.

adamu - If 3 is the position you want, then 3 it is. The van moves to 3, and 2 no longer exists. Time we started finalizing things.

That map only took like 5-10 minutes to make! Im mad at you Adamu for not trying to do it yourself. IT ISNT HARD. You already have the picture in your head dude. But I will happily gobble down another karma point hehe.

adamu - as soon as I dive into traffic and rescue Bill Gates' child from an oncoming truck and he rewards me with $10 million, then I will quit my job and have time to take on new self-education projects. Until then, I am glad you are pleased with the karma bribes! You are doing a better job than I ever could - I am glad it isn't hard for you, but people have their weak spots and mine is all things electronic and mechanical. So I very much appreciate your contribution.

See in-line.

At this point, everything that is on the map is correct. As we all know from reading my posts, there are some things not on the map, but I think we all have a general idea of that.

But consider things that are shown to be correctly positioned and to scale in terms of relative location, if not size (cars a pretty big).
adamu
QUOTE (DireRadiant @ Sep 8 2007, 02:05 AM)
QUOTE (adamu @ Sep 7 2007, 08:45 PM)
Dire

One thing I will assume you have already done is taken as good a look at the truck as possible.  You will notice without too much trouble that the door lock is a standard type that can probably only be opened wirelessly.  Engine is probably the same way.

I believe you mean "normally" opened wirelessly, shotguns can be effective can openers.

Well, ya got me there.
Konsaki
Sorry for not getting up a post in the past few days. Live back in the states has been busy as hell since I got home. I'll try to get something up today.
adamu
Konsaki - dude, no worries - moving is a super time-eater in so many ways.

But glad you are planning on posting, since I think Dire is only waiting on touching base with you on a few points before swinging this show into action as the "caller."
DireRadiant
Planning ahead, based on the following not unduly committing or exposing the rest of the team.

Spoilered to save space.

[ Spoiler ]
adamu
Dire

Window shatters on second hit.

Curtain behind cab tears open and a bleary-eyed trucker points a Roomsweeper at you, but he can't match your wires and is tasered before he gets a shot off.

You can open the door simply by reaching in and pulling the handle from the inside.

Dump body no problem.

Hot wiring so far so good, but this rig is way too expensive to have a mere R3 ignition lock, and you are out of tries. If you take much more time, its anti-tamper system will get annoyed with you...

If you want to use the Edge you referred to, let me know...
pragma
Don't know precisely how the calling system works or how timing would work out, but while Sledge has been attacking innocuous truckers Fort came up with a different idea. Can he communicate this?
BlackHat
I'm listening... biggrin.gif
adamu
QUOTE (pragma)
Don't know precisely how the calling system works or how timing would work out, but while Sledge has been attacking innocuous truckers Fort came up with a different idea. Can he communicate this?

The fact that the planning has mostly been OOC assumes the whole team is in communication. You have a hands-free open-mic team network set up, as far as I can tell. Fort has to think to his watcher, which speaks in the van. So the only hitch is that one of the trolls - the only two listening with their meat ears - has to be willing to pass the content on to the network, which I assume they have been doing.

I do appreciate you asking though - since once the whole team goes on "bullet time," all comms will have to be paid for with actions. No unpaid-for tactical OOC comms will be allowed (naturally non-tactical OOC chat fine).

But aside from Sledge's current endeavor, you are not on bullet time yet, so you can continue to shorthand your planning in OOC (or feel free to IC it - up to you).
DireRadiant
QUOTE (pragma)
Don't know precisely how the calling system works or how timing would work out, but while Sledge has been attacking innocuous truckers Fort came up with a different idea. Can he communicate this?

So far the team isn't committed, and I'd like to hear the idea before I blow a ton of edge.
pragma
Alright then: we don't need to lose concealment on the van because Fort can (probably) use the control emotions spell to achieve the desired effect of starting a fight.

As a note, last IC had Fort returning to the van in order to prepare for summoning a spirit, so he's physical again.
adamu
QUOTE (pragma)


As a note, last IC had Fort returning to the van in order to prepare for summoning a spirit, so he's physical again.

Dang - you're right. My bad.
DireRadiant
QUOTE (DireRadiant @ Sep 10 2007, 09:12 AM)
- Hotwire Truck (Might use Edge a couple time here if needed)
Hardware 1 + Logic 3 (Maglock rating * 2 , 1 Combat Turn extended test)
1 hits          5    1    2    4
Hardware 1 + Logic 3
1 hits      2  6  2  2
Hardware 1 + Logic 3
2 hit      6  5  4  3
Hardware 1 + Logic 3
2 hit      6  3  6  1[/spoiler]

I'd like to add Edge to the Second and Third rolls
Edge 5
1 hit 1 2 6 3 4 1
3 hit 3 4 6 3 1 6 5

I believe that leaves me at least 1 Edge and adds 4 more hits, let's hope it's not rating 6 or this last Edge goes.
adamu
Rating 6 would have UCAS Army stenciled on the side and be sporting guided missile systems.

You start the truck.

Handling -3
Accel 5/30
Speed 120
Pilot 3
Body 24
Armor - Cab 12/Trailer 10
Sensor 3

DireRadiant
From the cool map, the lot opposite the entrance to the salvage yard is enclosed or open? e.g. Can that space be used to make the turn from the road into the salvage yard easier, or is it going to be the really tight fit turn directly from the road.

And what is the fence to the salvage yard made from again?

Is there a direction on the map the truck will be approaching from, or can I choose?

And can anyone on the team pinpoint which vehicle has the "Rigger" and the "unknown"?
Konsaki
The rigger is in the middle one and the 'unkown' is in the back one(whichever that one is)

First things first for Caittie's actions.

Says, "Ok, I'm starting to prepare." over the team's network before dropping into full VR.

Compile R7 Crack Sprite (Shadow) /w Edit and Decrypt
Compile 3 + Resonance 7 + Full VR 2 = 12 dice
5,1,5,2,5,2,2,2,6,5,2,5 - 6 hits

Fading resist
Will 5 + resonance 7 + Full VR 2 = 14 dice
1,4,6,5,5,4,6,4,2,4,6,1,3,4 - 5 hits
DireRadiant
QUOTE (DireRadiant)
And what is the fence to the salvage yard made from again?

The fence was cyclone, but with plastic slats woven throughout to obscure vision. And they probably made climbing harder, as would the razor wire strung across the top. Bright neon signs posted at intervals warned "Danger: High Voltage". The audio picked up another warning from the place - the barking of dogs, lots of dogs.
Abbandon
@Pragma/Fortunato Would that mind altering spell keep them from seeing us even if we are shooting at them? If not it probably doesnt matter as soon as Sledge plows through the middle of them all it will be blown anyway?

Also cant other mages see spells being cast and stuff in astral. Wouldnt the love van look like a big glowing blob on the astral that said Fortunato in big neon letters(your astral signature)

DireRadiant
Shhhh!

Adamu doesn't need more ways to kill us all!
pragma
QUOTE (Abbandon @ Sep 11 2007, 01:26 PM)
@Pragma/Fortunato  Would that mind altering spell keep them from seeing us even if we are shooting at them?  If not it probably doesnt matter as soon as Sledge plows through the middle of them all it will be blown anyway?


If you're inside the van you'll retain the benefit of the concealment power. To the best of my knowledge. Granted, they'll be looking for you harder so concealment won't work as well.

QUOTE (Abbandon @ Sep 11 2007, 01:26 PM)
Also cant other mages see spells being cast and stuff in astral.  Wouldnt the love van look like a big glowing blob on the astral that said Fortunato in big neon letters(your astral signature)


Unclear. The spell will show up on astral (as would an invisibility spell, for example). But the spirit affecting the dogs might or might not; the astral visibility of critter powers isn't terribly well documented. Whether or not the van is currently visible is also a matter of contention because the concealment power may or may not create a visible astral effect and may or may not cover that efffect up.

It's moot right now because the ghoul, the watcher and the presumed mage in the trailing vehicle don't have LOS to the van.

As usual, adamu's word is law. I'm just throwing out interpretations. In fact, Some clarification is welcome.
DireRadiant
Concealment will not have an effect on Assense + Int rolls. However, you still need to be able to perceive the thing you are assensing. The spirit does not need to be manifest or present to sustain the power once started.

p. 287 SR4

"Concealment subtracts a number of dice equal
to the critter’s Magic from any Perception Tests to locate the
concealed subject."

1. Assensing = Int + Assensing

2. Astral tracking = Assensing + Intuition

3. Detecting Spells
- Active = Magic + Spellcasting
- Passive = Int + Perception
adamu
QUOTE (DireRadiant)
From the cool map, the lot opposite the entrance to the salvage yard is enclosed or open? e.g. Can that space be used to make the turn from the road into the salvage yard easier, or is it going to be the really tight fit turn directly from the road.

The warehouse parking lot is not fenced - there is plenty of room for you to make the turn without "restricted terrain" penalties to your handling test - although there WILL be a handling test if you want to make what is in effect a 90 degree turn at speed...

And what is the fence to the salvage yard made from again?

Looks like you went back and found that yourself

Is there a direction on the map the truck will be approaching from, or can I choose?

From the south.

And can anyone on the team pinpoint which vehicle has the "Rigger" and the "unknown"?

Answered by Konsaki to the best of Angel's knowledge.

See in line.
adamu
Konsaki

I am not going to worry about it this time, but a reminder - when I announced that spirit and sprite resists could and should be rolled by summoner/compiler, I was careful to specify that that was up to force 6.
In the future, please let me handle the sprite's side of all compilings over F6.

I'll give you this one cuz you have a established a great relationship with Shadow IC-wise.
adamu
Thank you everyone for your input on the concealment and noticing magic. Everyone made excellent points.

It is obviously true that the more magic that gets tossed around, the more likely someone in astral perception will pick up on it.

For the van -
to assense it you have to know it is there and be examining it on purpose.

We have already established in this thread that in my game, Assensing per se is used for discerning things based on auras and signatures and all that, but simply spotting something on the astral is basically a regular perception test.

And of course a lot depends on LOS, attention of the opposition, and whether the concealment is layered on top of some other type of sneakery.

As of this moment, accounting for all these factors, I have decided how things are, and your team has not noticed any signs of having been noticed.

It is true that critter powers do not necessarily leave a glowing "mana trail" from spirit to target. In fact, unlike previous editions, in SR4 spells don't do that either.

QUOTE
The spirit does not need to be manifest or present to sustain the power once started.


First, just to avoid confusion - manifest just means "still fully astral but can be seen and heard by living folks that are not astrally perceiving." You probably mean "materialized."
It is definitely true that the spirit need not maintain LOS to sustain an effect. I can't find the reference about no having to stay materialized, but I pretty much trust Dire that it exists, and the "LOS not necessary" thing supports that supposition.
Make no mistake, however - the spirit WILL need to materialize in order to initially use a power on non-astral targets. (OR - it WOULD if it was going to exist - seems pragma is now thinking of just casting a spell...up to you, dude.)

I hope this answers all the outstanding magic questions, but if there are any I missed, let me know.
Konsaki
QUOTE (adamu)
Konsaki

I am not going to worry about it this time, but a reminder - when I announced that spirit and sprite resists could and should be rolled by summoner/compiler, I was careful to specify that that was up to force 6.
In the future, please let me handle the sprite's side of all compilings over F6.

I'll give you this one cuz you have a established a great relationship with Shadow IC-wise.

Adamu, please re-read my last post. I did NOT roll for the sprite. I rolled my own fading resist for the damage I know would be coming.
I still need the sprite to roll to know how many tasks I can use...
DireRadiant
QUOTE (adamu)
I can't find the reference about no having to stay materialized, but I pretty much trust Dire that it exists, and the "LOS not necessary" thing supports that supposition.
Make no mistake, however - the spirit WILL need to materialize in order to initially use a power on non-astral targets. (OR - it WOULD if it was going to exist - seems pragma is now thinking of just casting a spell...up to you, dude.)

P. 95 Street Magic

"Since Guard is a physical power, it requires the spirit
to be physical in order to activate it (though not to sustain it).
Therefore, a spirit ordered to use Guard on someone would
need to use Materialize or Possession before it could do so,
and both actions would only require one service (though it
might immediately go back to astral plane while sustaining
the Guard effect, depending on what other services it was performing
at the time)."

Replace Guard with Concealment, also a physical power.
adamu
Dire

Thanks for the page ref. Obviously my confidence in your rules knowledge was well founded.

Konsaki

Well, I feel pretty stupid now. Apologies.

So now that I've got egg in my face, I feel bad to have rolled the greatest roll ever.

Shadow apparently has something else on his schedule for today - he got six hits, which means the compiling fails and you are looking at 7S damage barring Edge use.

Konsaki
Damn... that sucks hardcore... Oh well. I was taking a gamble.

Rolling edge with my Fading roll as if I knew the fading amount before hand = +4 dice
3,4,6,4 - 1 hit

Exploding 6's = 4 dice
6,4,5,4 = 2 hits
5 = 1 hit

Total hits = 9 hits
Drops the fading down to 3stun, if I've got the numbers right.
Abbandon
shadow to Angel = assault rifles to Cerbers? lol. That sucks.

So is there any set rules for determining modifiers for people trying to do something while concealmed/shadowing/sneaking? Like making a small, medium, large sound. Causing a small, medium, large visual disturbance(like picking up a pipe or throwing a knife/grenade/rock).

your stealth score = -concealment +modifiers vs opponents perception..
adamu
Konsaki

Way to roll with the punches. Numbers look good.

Abbandon

Not sure exactly what you are asking with your examples, but I will tell you how I combine what I call Status Actions with Instant Actions.

In other words, there are actions that project you into a state of being - you roll Infiltration and it measures how successful you are in the ongoing state of hiding in an alley, which could last a a theoretically unlimited amount of time, or you roll Climbing and it measures how well you hang onto a cliff face, another open-ended period of time.
Then, in either situation, suppose you want to throw a knife (Instant Action) at someone without exposing yourself or falling to your death.
There are no set rules, but essentially I impose a dice pool penalty (usually -2 to -4) based on my judgment of the difficulty.

All that is a fancy, long-winded way of saying that if you want to do something and stay stealthy, there will be a simple dice pool penalty imposed by me as I deem appropriate.

I hope that answers your question, and if not, keep asking until I get it.
Konsaki
Compile R5 Crack Sprite /w Edit + Decrypt
Compile 3 + Res 7 + VR 2 – Damage 1 = 11 dice
3,5,2,5,5,4,2,4,5,3,4 – 4 hits

Sprite resist = 6 dice
4,6,6,2,1,6 – 3 hits (6 stun)

Fading resist = 14 dice
1,5,5,4,3,6,4,2,6,1,3,6,3,3 – 5hits (1 stun taken)

Hacking tests for admin = 12 dice
5,2,3,6,6,4,4,5,6,6,3,3 – 6 hits
5,2,6,6,5,2,6,1,1,4,6,6 – 12 hits (Sprite is in)
-Delay alarms with sprite power if any-

Decrypt rolls (1 combat turn per) = 13 dice
3,4,3,6,2,6,3,5,2,5,1,4,4 – 4 hits
3,6,2,1,4,1,1,2,1,2,6,2,5 – 3 hits (7 total)
5,3,2,4,6,5,6,5,3,3,3,2,2 – 5 hits (12 total) [Encryption Broken]

Edit test to make account = 12 dice
6,3,4,5,3,2,1,3,6,6,6,1 – More than enough hits

Sprite decompiles

Compile R6 Fault Sprite /w Blackout + Exploit = 11 dice
6,2,6,5,6,3,6,5,4,4,2 – 6 hits

Sprite resist = 6 dice
3,3,1,2,6,5 – 2 hits (4 stun)

Fading resist = 14 dice
5,2,3,2,2,5,1,2,2,1,3,6,5,5 – 5 hits (full resist)

Threading Blackout CF
Software 3 + Res 7 + VR 2 – Damage 1 = 11 dice
3,1,2,4,6,3,5,5,2,5,2 – 4 hits
Blackout CF = R4

Fading resist = 14 dice
6,6,6,3,6,3,4,2,2,6,1,2,4,1 – 5 hits (full resist)

Call Cid
Have Cid enhance Caittie’s Stealth CF – Stealth CF now is R8

Call Wedge
Have Wedge enhance Caittie’s Blackout CF – Blackout CF now is R6

Command Fault Sprite to attack just after Caittie with Blackout

Notify team Caittie is ready

Log into Rigger Commlink
-Disable alarms pending or active, if any-

Log into Drone

Caittie attacks Rigger with Blackout
Cybercombat 3 + Blackout 8 – damage 1 = 11 dice
1,1,6,6,2,6,5,1,2,1,2 – 4 hits

Sprite attacks Rigger with Blackout = 12 dice
4,2,1,6,2,3,3,5,5,1,4,2 – 3 hits
DireRadiant
This is Sledge's intended sequence of actions and possible rolls.

Obviously the rest of the team can act as they want around this.

From the time she jacks the truck and gets through the gate will likely be from 30 seconds to a minute.

Vehicle Speed 21-60 range = 24 Body DV Ramming Damage to targets

Handling -3
Accel 5/30
Speed 120
Pilot 3
Body 24
Armor - Cab 12/Trailer 10
Sensor 3
- 20 Boxes

Infiltration 2 + Agility 5 (Might want to switch to a different attribute for when driving the truck?) To sound like a "normal" truck driving by, e.g. no sudden engine change sounds, blowing on the horn, etc.
3 Hits = 3 5 2 3 2 6 6

Vehicle Handling test for driving through the gate
Pilot Ground 1 + Reaction 6 - 3 Handling (18 wheeler) + 1 AR assisted (p. 159) = 5 Dice
3 hits = 5 5 1 6 2

Vehicle test for Ramming "Unknowns" vehicle (Or the center one, opposition Riggers) if the Unknowns vehicle is harder to ram)
Pilot Ground 1 + Reaction 6 - 3 Handling (18 wheeler) + 1 AR = 5 Dice
1 hits = 6 1 2 2 2

Pedestrians get Reaction + Dodge to get out of the way
Vehicles get Reaction + Handling to get out of the way (Unlikely for parked ones)

Avoiding Crash Test after Ramming
Pilot Ground 1 + Reaction 6 - 3 Handling (18 wheeler) + 1 AR (Threshold 2) = 5 Dice
1 hit = 1 2 2 4 6
Edge roll after initial... Crash will be an additional resistance to 12 DV which will hurt so
3 hits = 5 4 3 5 6
Total 4 Hits

Resistance Test for Vehicle (Truck), resists against 24/2 = 12 DV
Body 24 + Armor 12
10 hits 4 2 5 3 2 3 4 2 4 2 4 1 3 5 2 6 4 3 2 1 6 3 1 6 2 2 5 6 2 4 4 3 4 5 5 5
Truck takes 2 boxes
Trailer takes 4

Resistance Test for Sledge versus 12 DV
Body 6 + Impact 6 = 12
6 hits 3 2 6 6 1 5 5 3 1 5 5 4
Sledge takes 6 P, which is equal or less then armor, so it's 6 boxes stun, yummy (But you can see why the ramming damage + crash damage would have been bad)

Sledge 6 Stun boxes, No more Edge
Truck 2 Boxes Physical

I expect the SUV and whomever in it is going to be hurting, but unlikely to hit any pedestrians that are smart enought o get out of the way. There's a remote possibility of surprise...

Go Team!
DireRadiant
QUOTE (adamu)
Dire

Thanks for the page ref. Obviously my confidence in your rules knowledge was well founded.

Tis the power of purchasing PDF of the rules books and the search function, nothing magical.
Konsaki
I think we are going to break Adamu with all those rolls. biggrin.gif

Pragma, want to join in by making the dogs attack or whatever?
DireRadiant
QUOTE (Konsaki)
I think we are going to break Adamu with all those rolls. biggrin.gif

Pragma, want to join in by making the dogs attack or whatever?

Bah, it's better then asking for one at a time, and he can simply ask for more or change the sequence anyway if there are a couple that don't work out.
Konsaki
QUOTE
Resistance Test for Sledge versus 12 DV
Body 6 + Impact 6 = 12
6 hits 3 2 6 6 1 5 5 3 1 5 5 4
Sledge takes 6 P, which is equal or less then armor, so it's 6 boxes stun, yummy (But you can see why the ramming damage + crash damage would have been bad)


Did you buckle up (+2 it think) and are there airbags(+2 again i think)?
DireRadiant
QUOTE (Konsaki)
QUOTE
Resistance Test for Sledge versus 12 DV
Body 6 + Impact 6 = 12
6 hits 3 2 6 6 1 5 5 3 1 5 5 4
Sledge takes 6 P, which is equal or less then armor, so it's 6 boxes stun, yummy (But you can see why the ramming damage + crash damage would have been bad)


Did you buckle up (+2 it think) and are there airbags(+2 again i think)?

I haven't seen those modifiers anywhere.
BlackHat
The last time we crashed Adamu add-hoced some modifiers based on SR2 rules for car safety-features (although I thought it was +3). I could be wrong though, might be worth going back and digging up that FBI-car-crash.
Abbandon
I doubt anything sledge rams with that construction vehicle will even be noticeable. I wonder how protected all the computer systems in a vehicle are to electricity though (like driving through an electric fence or getting zapped by an electrical spell.)

Could Fort hit cerberus and rocky with a concealment spell or do that mass spell so we can get out of the van and start moving into positions?

We have to get our timing right before we go forward..

1. Fort wanted to summon a spirit/ Angel could knock out the hacker during this
2. Sledge closes distance with junkyard/ Fort conceals cerb and rocky?
3. Fort mess with dogs
4. Cerb and rock take up positions/ Sledge crashes party
5. shit hits the fan

BlackHat
You forgot "4.5. Smith holds tight and waits for shit to hit the fan"
DireRadiant
Angel and Fortunato have to deal with lead time, they will probably initiate their sequences slightly before Sledge drives through the open gate.

The LMG covers the entire junkyard in terms of range. Everything is likely to be short range too. The rig running through the gate is going to ruin any sightline or aiming actions. The targets are also likely to move as the truck goes through. Entering the junkyard prior to the truck is risky and provides little advantage currently. (Though admittedly if we knew ahead of time, the place is a wonderful place to have hidden in wait for Louie.) Cerberus and Rocky are across the street, cutting down the distance to cover after the truck comes through is a good thing, but also not worth the risk of exposure.

One thing that could be done easily is that as the truck makes the turn to barrel through the gates is to hop out and follow right behind the truck, using the bulk of the truck to hide behind, and use it's bulk to hide movement to the gate.

If Fortunato could do everything he wouldn't need us. I think he's going to be even more overworked dealing with the "unknown" (Suspected "Merlyn" which I am not sure if Sugar lips has mentioned to us IC)
adamu
Okay, first, a few points on the wealth of die rolls that have been pre-made by Dire and Konsaki.

To start with, I am sure we all understand that we are not to the point where most of those rolls will be resolved, but it is good to have them out there. Unless something radical happens to change the circumstances, they will stand, and come into use as needed.

Next - Konsaki -
1) You started by compiling a F5 sprite, but you gave it two optional powers - i believe it needs to be F6 to have two optional powers...am I missing something? Or do you need to roll another two dice for it to make it F6? Or drop one power?

2) Sorry to be such a bad record keeper - I assume the two Sprites you called with names are Registered sprites. Can you refresh me on their force, powers, and services owed, please?

Dire -
Per the crashes we have resolved earlier in this game, based on my ruling for airbags and my interpretation of the RAW and common sense (you are in a freaking HUGE truck), you should add 12 dice to your damage resist for the cab's armor, and 6 dice for the airbags. You should also have rolled only half your personal impact armor, so 3 instead of 6. So you should be getting another 15 dice on that damage resist. (and one more if you wear your helmet...)

The "unknown" SUV (the one on your right as you go through the gate) will be no harder to hit than the other one, although you'll have a lot less chance of hitting dismounted individuals.
So per your instructions, I will have you targeting the "unknown" SUV unless I hear otherwise, which could pretty much be up until the combat turn before impact...

Everyone

Naturally we'd like to stay off of bullet time for as long as possible, just in the interests of time.

But naturally the sequence and timing of actions of very important, and part of the challenge for you guys as players is going to be coordination. So let me lay out some ground rules and roughly how this will work.

Until we are on bullet time, you can still OOC communicate, although I will eventually want some mention of that IC.

Until we are on bullet time, everyone remains free to IC post at will, although don't be surprised if I ask for edits on time stamps.

As we know from the last IC made, the time NOW is 22:14:23.

Naturally it is unlikely that Sledge will actually make impact at exactly 22:15:03, but that is the countdown clock the team has to work with.

Bullet time will begin the moment I determine that the other people are aware of your attack.

What I next need from you all is this.

1) Konsaki - you can compile the first sprite at your leisure. But I need to know the EXACT time that your sprite initiates the hacking attempt. Once it starts, obviously I will be tracking its progress, based on your rolls, down to the second. That will essentially be a limited form of "bullet time" for you and your sprite from that point, but not full-on "bullet time" for everyone until such time as you are noticed.

2) Once we have the exact time that Konsaki's sprite will start the hack, everyone else will be free to declare what actions they'd like to take between 22:14:23 and Hack start time.

3) Assuming we are still not on bullet time by Hack Start Time, we will take things from there.

PbP is cool in some ways, but such a pain in others. Once I save Bill Gates' kid, I'm going to offer you all triple your current salaries to come and live near me and play SR with me as your full-time job.
DireRadiant
QUOTE (adamu)
Dire -
Per the crashes we have resolved earlier in this game, based on my ruling for airbags and my interpretation of the RAW and common sense (you are in a freaking HUGE truck), you should add 12 dice to your damage resist for the cab's armor, and 6 dice for the airbags. You should also have rolled only half your personal impact armor, so 3 instead of 6. So you should be getting another 15 dice on that damage resist. (and one more if you wear your helmet...)

Aha, missed this in my calculations. p. 162

"Additionally, the
passengers gain protection from the vehicle’s chassis, adding the
Armor of the vehicle to any personal armor the characters are
wearing."

5 hits 1 1 6 6 3 6 2 1 2 3 3 5 3 4 3

It's a struggle against the "cool" image of not wearing a helmet, but it is sensible and a safe thing to do. And as someone who IC was responsible for work site helmet safety... helmet it is!


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