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Combat Mage
QUOTE (Rastus @ Jul 16 2010, 09:47 PM) *
Hah, a smartlink CM? Considering your high dicepools in... just about anything combat related, you oughta dual wield light pistols just so any enemies we face could hope to stand a sporting chance. I suggest dual Beretta's. wink.gif


I can work with dual Berretas. Dual Berreta Model 70s that is. devil.gif

But I'm easy to please just give me an AK-97 with a smartlink and some recoil compensation and I'm one happy cybered killing machine. Alternatively I'll use a pen, that gives extra points for style at least.
Rastus
To hell with your infatuation with assault rifles, you're going to dual wield Uzi's and damnwell like it. I mean, comeon man! You can totally pull it off but won't? Insanity.
Combat Mage
Pff, if I HAD some Uzis I could be convinced to use them. Even if I'm missing the ambidextrous quality for that kind of fun. wink.gif
Rastus
QUOTE (Combat Mage @ Jul 16 2010, 05:02 PM) *
Pff, if I HAD some Uzis I could be convinced to use them. Even if I'm missing the ambidextrous quality for that kind of fun. wink.gif


Well at least you now know what to spend your first 10 karma on. Until then, you can always just take aim with your off-hand. wink.gif
Abschalten
New response is up. Dexter has PM'd me about his upcoming post, and soon as I get one from him I'll follow up for him as well. For everyone else, go ahead and respond. smile.gif

Shit's getting hairy now. That's probably because I'm slightly drunk as well. I think the drunker I get the more people who will come out to kill you. wink.gif
Rastus
Quickdraw attempt(Reaction 7 + Pistols 1 = 8 dice)
8d6.hits(5) - [2,6,3,2,3,1,4,3] = (1)
Standard Failure, can only fire once this turn

Shooting (Agility 4 + Pistols 1 + Smartlink 2 - Range 1 = 6 dice)
6d6.hits(5) - [1,5,4,2,2,6] = (2)
Combat Mage
Taking one shot at each enemy:

Simple Action: Shoot at enemy 1:
Agility 10 + Pistols 4 + Laser Sight 1 + Reflex Recorder 1 - Range 1 : 15 Dice
15d6.hits(5) → [5,6,5,3,6,6,4,3,4,4,4,3,3,1,5] = (6) 6 Hits

Free Action: Take Aim at enemy 2

Simple Action: Shoot at enemy 2:
Agility 10 + Pistols 4 + Laser Sight 1 + Reflex Recorder 1 + Aim 1 - Range 1 - Second Target 2 : 14 Dice
14d6.hits(5) → [1,4,5,4,2,3,6,5,1,1,3,2,6,5] = (5) -1 Die for Recoil = 4 Hits

Edit: Forgot the recoil, I'm not used to unmodified weapons wink.gif

Edit2: Also an Initiative Roll in case one is necessary:
12d6.hits(5) → [2,3,3,3,2,3,4,5,3,3,1,6] = (2) 2 Hits
12 + 2 = Initiative 14
Mister Juan
QUOTE (Abschalten @ Jul 17 2010, 12:27 AM) *
I think the drunker I get the more people who will come out to kill you. wink.gif


Happens to me all the time. Sort of awkward.
Rystefn
Perception 2 + Visual Specialization 2 + Intuition 4 + Situational 3 = 11 dice
11d6.hits(5) → [4,3,2,4,2,3,1,6,6,4,5] = (3)
DrZaius
Perception Check:

Intuition 3 + Perception 2 - Situational Mod 2 - Wound Modifier 1 = 2 dice
2d6.hits(5) → [5,2] = (1) hit. I see anything?

-DrZaius
Abschalten
@DrZaius
I'll edit the post and put something in there for you.
DrZaius
Can I pull my gun on him before he grabs his weapon from under the table?

-DrZaius
Doc Chase
Baby, I'm a lover not a fighter.

Initiative roll - 3 Reacshun + 3 Intuishun = 6d6 [1,5,1,3,2,4] = (16)

Going on a (lol) 7, one pass.
Abschalten
QUOTE (DrZaius @ Jul 17 2010, 05:14 PM) *
Can I pull my gun on him before he grabs his weapon from under the table?

-DrZaius


Can you beat him in an initiative roll? wink.gif Roll it! Don't forget your wound mods.
Combat Mage
Do I have to roll anything or do I get in the car unhindered? Just to know what I should write in my next post in the IC-thread (which will be tomorrow because it's 2:30 AM in my timezone and I'm going to sleep now wink.gif)
Mister Juan
@Abschalten
Now that he knows he's being hunted, Dexter will be a little more "on his toes" than before.
This means safety off, wires on and a helping of chewing tobacco in his cheek.
Martin_DeVries_Institute
6d6.hits(5) → [4,4,6,5,2,6] = (3)

Init = 6 + 3 hits = 9
1 IP
Abschalten
@Martin and DocChase
Order is: Coatl 9 / Spirit 7 / Sonora 7 | Spirit 7

Martin, you get to make the first move. So make your post and roll it!
DrZaius
Initiative:

Initiative 6 + Improved Reflexes 1 = 7 dice
7d6.hits(5) → [5,4,4,1,5,4,3] = (2) hits. 9 - wound modifier 1 = 8

Initiative Score of 8, 2 passes.

This confused me; does the wound modifier affect the outcome, or the dice pool itself, i.e. should I be taking my wound modifier before I roll, or after?
Abschalten
@DrZaius
Wound mods on initiative confuse me a bit, too. I say just take a penalty on the roll and then add hits to the initiative score as normal. So if your base is 6 and you're down 2 dice, you'd still take the hits you have from 4 dice and add it to 6.

We'll go with a 9 initiative for now, instead of an 8. I'll do some research later on to see if I can puzzle out just how wounds affect initiative.

Also you beat Ramirez on the initiative. Make your move. smile.gif

Stephen 9 / Ramirez 6 | Stephen 9
DrZaius
Presuming Ramirez doesn't try any funny business on his turn with a gun pressed against his head, in Round 2 Stephen is casting Mind Probe.

Mind Probe, Force 7 using Edge (2/3 remaining).

Magic 5 + Spellcasting 4 + Mentor Bonus 2 - Wound Modifier 1 - Background Count 2 + Edge 3 = 11 dice, rerolling 6s.
11d6.hits(5) → [3,1,3,6,1,2,5,6,5,1,6] = (5) hits. Rerolling 6s.
3d6.hits(5) → [5,5,5] = (3) hits. 8 hits total.

Mind Probe Drain, 5P
Willpower 5 + Logic 3 + Mentor Bonus 2 - Wound Modifier 1 - Background Count 2 = 7 dice
7d6.hits(5) → [1,3,1,5,6,1,2] = (2) hits. Stephen takes 3P damage, giving him a total wound modifier of -2.

Current Health: 3S damage, 3P damage.
Combat Mage
I'm pretty sure mentor bonus doesn't affect the drain roll. I also think that wound penalties don't affect the drain roll since it is a damage resistance roll.
DrZaius
What about background count?
Combat Mage
The background count is added to the force of the spell for purposes of calculating drain. So you have to resist as if you casted a force 9 mind probe but your pool is not modified by it. (For reference see p. 118 Street Magic (pdf version))
DrZaius
QUOTE (Combat Mage @ Jul 18 2010, 01:21 PM) *
The background count is added to the force of the spell for purposes of calculating drain. So you have to resist as if you casted a force 9 mind probe but your pool is not modified by it. (For reference see p. 118 Street Magic (pdf version))


Jimminy Christmas! Ok:

Mind Probe Drain, 6P
Willpower 5 + Logic 3 = 8 dice
8d6.hits(5) → [5,1,3,1,6,3,5,2] = (3) hits. So same result; 3S, 3P; total wound modifier of -2.

Thanks for the Clarification!

Martin_DeVries_Institute
OK, gotta love this.... ohplease.gif No machete statted out in Arsenal, but it shows up 4 times in Ghost Cartels and none of them are consistent with each other regarding stats. Whee! It looks like they either have a Reach of 1, or an AP of -1. Damage tends to be Str/2+2, except sometimes it looks like Str/2+3--it's hard to tell because two of them have a Str-based damage code, and two of them have a base numeric damage code. Cheese and crackers...

You described Luiz' machete as half a meter in length, so I'm assuming it does not add to reach.

Agil 5 + Blades 4 + Reach 1

10d6.hits(5) → [1,6,1,3,2,1,4,3,1,2] = (1)


Jiminy.
Combat Mage
Ghost Cartel NPC stats are ridicolously wrong most of time, no surprise you didn't find consistency there . wink.gif

Also the entrance for swords in the 4a core book reads:
Swords encompass a variety of one-handed blades, from scimitars to machetes to longswords.
So following that the stats would be Damage Str/2+3, Reach 1, AP 0.

But I've also seen the rules for Cougar Fineblades Long used for machetes because it fits better in size.
Stats for that would be Damage Str/2+2, Reach 0, AP -1.

Personally I favor the Fineblade version because I think the stats fit a short blade like a machete better, but the sword rules are definitely closer to RAW.
Abschalten
@DrZaius
As per Street Magic, Background Count does two things:
  • It reduces Magic attributes by the absolute value of the rating
  • It adds +1 to the Force of spells per point of absolute value of rating for Drain calculation

It also reduces sustained spells, wards, foci, etc... by a value of the BG's absolute value. Since that spell Stephen casted earlier was at F:3, as is his sustaining, they didn't collapse so they are still active.

So Stephen's Magic goes down temporarily -2, and the Force of spells for Drain calculation goes up +2

So with an effective Magic rating of 3 (5-2) you can't even cast a spell at Force 7, since that is now beyond twice your Magic rating. Might have to drop it down a bit. And insofar as your Magic rating does increase, there IS effective a pool penalty, since the attribute has decreased. Though to be nice, I'll say since that previous roll isn't even possible, you can reroll, modify the Force of the spell, and hope for better results. wink.gif Don't forget that if you cast at Force 6 it does count as overcasting and it is Physical Drain instead of Stun.

@Martin
Also, I didn't realize that shorting the machete down to half a meter would make it ineligible for Reach purposes. I really just didn't want to give him some giant sword when he really just wanted to hack a bitch up. I supposed it's a bit late to go back now, but we will use the Cougar Fineblade stats that Combat Mage posted above and go with those. Next time I throw out a machete it'll be longer. biggrin.gif

And Martin, give me a melee defense roll.

@Lamhslea
A flash-bang won't do what you're trying to do to that sniper. A flash-pak however, will. If a flash-pak it what you meant to purchase in chargen I'll let you switch one out retroactively so you can use it on the sniper down the alley. It'll blind him temporarily while you make your getaway. A flashbang would just more than likely go off and Stun both you and El Mono. You can read about the two on page 324 of SR4A.
DrZaius
Ok; let's try this again. Thanks for your patience, all this magic stuff can get confusing nyahnyah.gif

Casting Force 6 Mind Probe, with Edge

(effective) Magic 3 + Spellcasting 4 + Mentor Spirit 2 + 3 Edge - Wound Modifier 1 = 11 dice
11d6.hits(5) → [5,4,5,3,5,3,1,5,6,6,5] = (7) hits, rerolling 6s.
2d6.hits(5) → [1,2] = (0) hits. 7 hits total.

Resisting Force 6 (effective 8 ) Mind Probe Drain (4+2) 6P
Willpower 5 + Logic 3 = 8 dice
8d6.hits(5) → [4,6,5,2,3,3,5,6] = (4) hits. Stephen takes 2P damage.

Stephen is now at 3S, 2P damage.
Martin_DeVries_Institute
8d6.hits(5) → [6,5,3,5,5,2,6,4] = (5)


Reaction + Dodge to just straight up move out of the way.

Also...

QUOTE (Abschalten)
Also, I didn't realize that shorting the machete down to half a meter would make it ineligible for Reach purposes.


Well as I said I was just assuming that myself. It is, of course, up to you, boss-man! smile.gif
Abschalten
QUOTE (Martin_DeVries_Institute @ Jul 18 2010, 06:02 PM) *
Well as I said I was just assuming that myself. It is, of course, up to you, boss-man! smile.gif


It would be lame so far into the game to start changing things. If I put something down I usually like to stick with it rather than trying to go back and change things. I'll just let my NPCs have bigger weapons. smile.gif

@Lamhslea and Rystefn
I need input on the status of that grenade from Lamhslea, and a response from Rystefn, then I'll make a response for you two.

Edit: Added in a post for Sonora and Coatl since I got Martin's defense roll. smile.gif
DrZaius
1st Complex Action: "Tell me what you know about Venus."
2nd Complex Action: "Tell me what you know about the person who 'purchased' her."

Are those too vague?

-DrZaius
Abschalten
QUOTE (DrZaius @ Jul 18 2010, 05:15 PM) *
1st Complex Action: "Tell me what you know about Venus."
2nd Complex Action: "Tell me what you know about the person who 'purchased' her."

Are those too vague?

-DrZaius


I'll say yeah, they are. You're supposed to be able to get one piece of information from the target. Then again you are supposed to be able to view the target's memories with enough hits, and pictures are worth thousands of words, and you could potentially get much more than just one piece of information from them. (Admittedly you got tons of net hits on the man.)

Make the questions more specific and they'll be alright.
DrZaius
Complex Action 1: "Describe how Venus got here."
Complex Action 2: "Describe, with as much detail as possible, how and to whom she was sold."

Abschalten
QUOTE (DrZaius @ Jul 18 2010, 05:22 PM) *
Complex Action 1: "Describe how Venus got here."
Complex Action 2: "Describe, with as much detail as possible, how and to whom she was sold."


Beautiful. Updating.
Doc Chase
According to ze Street Magik, I can make an 'Attack of Will' on the spirit with my Willpower as my attack dice, and the damage being my Charisma stat.

So, I've got 3 in Smack an Ethereal Bitch, and do 7P against spirits.

Let's try!

Smack an Ethereal Bitch - Willpower 3 = [2,6,6] = (14)

Oh my. She shoots, she may very well score on that one.
Combat Mage
Holy cow, our face is a spirit-slapping badass motherfucker. biggrin.gif

@Rastus:
Sam's quite the leech here ain't he? Riding in your car, shooting your guns, using your medkits. Sorry. silly.gif

@Abschalten:

I'll delay action till the ghul in the front manages to break the windshield or some other ghul gets in the car from somwhere. Then I'll shoot the perpetrator.

I'll just post two rolls here, don't know if we'll need them but if we do they're already here and you won't have to wait on me. Also I like rolling dice. grinbig.gif

Agility 10 + Longarms 4 + Smartlink 2 + Reflex Recorder 1 = 17 Dice
17d6.hits(5) → [6,3,4,6,2,1,6,2,4,5,4,1,2,4,5,6,1] = (6) 6 Hits

Agility 10 + Longarms 4 + Smartlink 2 + Reflex Recorder 1 = 17 Dice
17d6.hits(5) → [1,1,1,2,6,6,1,2,6,1,1,6,4,2,2,3,3] = (4) 4 Hits

Abschalten
@DrZaius

That Mind Probe qualified as a critical success. And it fucking exhausted me to write all that information out for you. But you earned it. wink.gif
Abschalten
@Coatl and Sonora
I'll update the combat when I get back from getting something to eat. smile.gif
Martin_DeVries_Institute
OK. Here's my defense roll in case the spirit goes for Coatl again.

8d6.hits(5) → [3,4,1,1,2,3,1,6] = (1)
Rastus
Hey Abs, just to save you some time reading, that anti-theft system(Arsenal, pg. 132) does 10S(e) damage when it zaps people.
Combat Mage
My rolls above are still good for the pistol in case the anti-theft system isn't enough. I lose 1 die on the first roll and 2 on the second but it doesn't affect the hits.
DrZaius
I think technically I could keep this up as long as I wanted, but I have one last question for Ramirez:
"Describe the Cat's Paw's security."

This can also be OOC, to spare you from the lengthy but great prose smile.gif

-DrZaius
Abschalten
QUOTE (DrZaius @ Jul 18 2010, 07:10 PM) *
I think technically I could keep this up as long as I wanted, but I have one last question for Ramirez:
"Describe the Cat's Paw's security."

This can also be OOC, to spare you from the lengthy but great prose smile.gif

-DrZaius


Thank you for that.

Several guards on every floor, internal camera system, even in the rooms (so the pervert boss can watch and record blackmail material later). He has a panic button under the desk which he's pressed, so security should be on its way any second now. They normally have a building spider but he's currently being treated for an HSV-5 outbreak, so he's got the night off, meaning there's nobody to trip the security doors to seal the floors off from each other.
DrZaius
QUOTE (Abschalten @ Jul 18 2010, 08:28 PM) *
Thank you for that.

Several guards on every floor, internal camera system, even in the rooms (so the pervert boss can watch and record blackmail material later). He has a panic button under the desk which he's pressed, so security should be on its way any second now. They normally have a building spider but he's currently being treated for an HSV-5 outbreak, so he's got the night off, meaning there's nobody to trip the security doors to seal the floors off from each other.


Does he describe the floor we're on now? Is the elevator the only way out, or is there a stairwell, or a fire escape?
Abschalten
QUOTE (DrZaius @ Jul 18 2010, 08:06 PM) *
Does he describe the floor we're on now? Is the elevator the only way out, or is there a stairwell, or a fire escape?


Using an elevator requires an old-school key with an embedded microchip, such as the guard had, or the one hanging off of the Ramirez's belt right now. There are stairwells on either end of the building. No fire escape.
Abschalten
@DrZaius
Already told you in a PM what to do, but I'll repost here:

Roll your Spellcasting+Magic, keeping in mind that the spell's Force goes up +2 for Drain, and that you can only overcast to 2x your current Magic rating.

I'll give you the mods for your second roll after that.
DrZaius
Casting Physical Mask, Force 3 (For drain purposes, Force 5), Using Edge (1/3 Remaining, this is getting dicey...)

Magic 3 + Spellcasting 4 - Wound Modifier 2 + Edge 3 = 8 dice, rerolling 6s.
8d6.hits(5) → [5,2,2,1,5,3,4,6] = (3) hits. 3 hits total.

Resisting 3S Drain

Willpower 5 + Logic 3 = 8 Dice
8d6.hits(5) → [2,1,4,5,6,5,5,5] = (5) hits (!) Guess someone is looking out for me!

Stephen is Currently at 3S, 3P, and looks like Ramirez (3 hits). Let's hope these guards aren't too clever.
Abschalten
@DrZaius
You didn't reroll your 6, so I did it for you. I hope you know that scored you another 3 fucking hits on that Physical Mask. You're welcome, you lucky bastard.

And Jesus... roll Con+Impersonation, -2 for wounds, +11 for spell bonus and social mods. Total of +9 to that roll.

Go ahead and post your response, incorporating your Steps 1 and 2. I'll describe your Step 3. smile.gif
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