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Strangeglove
QUOTE (JxJxA @ Nov 29 2012, 10:50 AM) *
Stealth roll: Defaulting
Agi(3) - Def(1) = 2d6 for 0 hits. *throws towel over head* I'M INVISIBLE.


I'm still laughing. I love the idea of a stream of hardened mercenaries slinking invisibly across a parking lot, while a clueless priest thinks crouching is the same as hiding.
copperheed
Zero needs to make his clothes match his namesake to do that!
That -10 to spot should come in handy. (-4 ruthieum, -6 concealment)
And at least you didn't crit glitch.

1st IP - Hooking up a Medkit-R6 to Cypher. Covering us and vehicle with CS Complex action, no check. Free action, no check.

2nd IP - Scan astral. Simple action to change to astral lens. Simple action look around for suspicious activity.
Assensing: Intuition(5)+Assensing(2) = 7d6.hits(5) = (5) +Specialty Metahumans(2) = 2d6.hits(5) = (1)

3rd IP - Check tacnet. Simple action change to physical lens. Simple action overview of tacnet; 1 visual perception with distraction for 2 data sets.
Perception, Visual: Intuition(5)+Perception(2)+Visual Specialty(2)+Vision Enhancement(3)+Distraction(-2) = 10d6.hits(5) = (4)

And Initative: 11 Reaction+Intuition(6)+Increased Reflexes(2) = 8d6.hits(5) = (3)
Consecutive rounds will follow same pattern with the first IP being ready action for s*** on fan. Do I need to declare what that ready action is?
Buddha72
LOL!

Copperheed you would have had time to attach the medkit before people made the stealth run to the building. For ease of moving through actions I'd like to use the -2 Distracted modifier if and when I ask for rolls to see if you notice something. The tacnet will allow you to roll on things happening inside the building with the interior team. I'm going to say the windows apply -2 modifier. As to Cypher's aura you would need to assense it to get exact information but I would tell you if he went from healthy to almost dead assuming you keep astral perception on. Keep in mind you suffer a -2 dice pool penalty when performing a physical, non-magical task while astrally perceiving.

All on the map the larger bay door icons - like where Strangeglove is - has smaller doors built into them for people to pass through. I assume you are opening that door instead of the larger one.

Notsoevildm I'm fine using the roll for an Inspire action (+2 dice to next Composure Test) if that works for you.

Holler if I missed something!
Buddha72
I would say that's enough for now - the scenario is pretty fluid at this point - it can go a lot of different ways. I have enough to move things forward and not slow things down. Thanks for the prep. smile.gif
Notsoevildm
QUOTE (Buddha72 @ Nov 29 2012, 08:11 PM) *
Notsoevildm I'm fine using the roll for an Inspire action (+2 dice to next Composure Test) if that works for you.

Works for me.
That reminds me to roll a composure test for Eklipse to see if he does something stupid (Thrill seeker flaw): 6d6.hits(5)=0 - Oh dear, seems like someone is not listening to his own advice.
Strangeglove
Buddha: I can't tell if your post indicates we should wait, but unless they've discovered us I think think anything will happen before we open the door. I'll post, and if you wanted us to wait I'll delete my post.
Buddha72
Nope post away is fine. I have to prep for the table top game tonight but I will post tomorrow in the afternoon. Thanks for checking.
Emilio
Minor note: Emilio also has his Medkit R6 and one backup of supplies.
Fenris
@Copperheed - No, I assume my settings are actually fine. I can modify the post if you want, I had assumed you'd be logging into the Nexus (sort of the team node right now) and doing the watching there, but it could be done on your commlink as well. There's a program called Reality Filter that basically changes the input to be whatever each individual user wants it to be. I was just posting flavor, to be clear, not that I thought you were doing anything wrong. Fleet's just a dick on the inside smile.gif

As for the drones, currently they're basically on a recon patrol. I didn't give them any standing orders, which is why it's probably better if someone's watching the feeds. I don't know how Buddha wants to rule it, but I'd say if you were taking the Simple Action to Perceive in Detail in Caption's Chair mode, you could reasonably scan the feeds for anything that the TacNet didn't immediately pop up, without the -2 for being distracted (assuming you're in VR), and with the +3 for Actively Looking. Again, up to Buddha.
JxJxA
Now that we're past the ward, Zero is going to spend some time spelling up.

Should I roll initiative now, or wait for later? I don't have Increase Reflexes up, so I only have 1 IP right now. For right now, I'll assume that we're in combat rounds and I'll just go one spell at a time.

Round 1, IP 1: Casting Increase Willpower at Force 4
Magic(7) + Spell(4) + Power Focus(3) = 14d6 for 3 hits. I'll hold onto it, but retry it next round.
Resist Drain: (4/2)-2 = 1S
Will(7) + Cha(5) + Center(1) = 13d6 for 5 hits. No drain.
copperheed
Glad to hear there's no ruffled feathers Fenris. And if Fleet wants something to bitch about then perhaps the agent is still a giant steel Japanese style dragon even on the Nexus and that Q has an inefficient data flow between the Nexus and his commlink. Not a game significant kind, just that of an amateur compared to what I presume is a much higher skill on Fleet's part.
I like your idea for the VR; how long does it take to drop in and out of VR if I wanted to go bonkers by switching senses between that and the Astral like a kangaroo on speed?

For now though I'll go with the idea Budda layed out and just watch all the things with a distraction penalty since that's the least complicated. And Budda, can I still watch AR screens from my commlink if I've astral sight on? Can I still use my Vision Enhancement gear while astrally sensing? If not I'll have to do the 1 IP/turn or figure something out.

JxJxA: Can I recommend you get the Increase Reflexes up and going before another Increase Willpower? It'd seem to benefit you since you'd get to make another check for Increase Willpower the same Combat Turn on the 2nd IP of the turn. Presuming you get at least 2 hits on the spellcasting.
UmaroVI
I think JxJxA's reasoning is more drain resist, since Increase Reflexes has non negligible drain.
JxJxA
QUOTE (copperheed @ Dec 1 2012, 08:16 PM) *
Glad to hear there's no ruffled feathers Fenris. And if Fleet wants something to bitch about then perhaps the agent is still a giant steel Japanese style dragon even on the Nexus and that Q has an inefficient data flow between the Nexus and his commlink. Not a game significant kind, just that of an amateur compared to what I presume is a much higher skill on Fleet's part.
I like your idea for the VR; how long does it take to drop in and out of VR if I wanted to go bonkers by switching senses between that and the Astral like a kangaroo on speed?

For now though I'll go with the idea Budda layed out and just watch all the things with a distraction penalty since that's the least complicated. And Budda, can I still watch AR screens from my commlink if I've astral sight on? Can I still use my Vision Enhancement gear while astrally sensing? If not I'll have to do the 1 IP/turn or figure something out.

JxJxA: Can I recommend you get the Increase Reflexes up and going before another Increase Willpower? It'd seem to benefit you since you'd get to make another check for Increase Willpower the same Combat Turn on the 2nd IP of the turn. Presuming you get at least 2 hits on the spellcasting.


Umaro's reasoning is the same as mine. I'd rather not be eating damage before I have to, especially if we've a few minutes to prepare before we break into combat.
Strangeglove
You would have a few minutes, but Eklipse just failed his Thrillseeker check, and Strangeglove is high as a kite. Between the two of them they're pretty sure they can take on the whole facility.
If you're fast, you can holler at Strangeglove to stop, or ask Cypher/the Sprite not to open the door.
copperheed
I see your point, but I feel that eating 2 boxes of stun damage, unless that puts you into the -1wounded category, is worth it since SG and Eklipse are going now. ((Increase Reflexes will only every have 4Drain and with your 13 dice 2 successes is low and quite doable. You could take 0damage easily, but I roll poorly with Invisible Castle and so I'll count as if poor rolls are to be expected and prepared for.))
To support your side, you have a Angel/Fire Elemental to help protect you, your single IP goes at the start of the CT if you really need it, and the room you're going into isn't connected to any thing else (so SG and Eklipse can't get too far ahead before they have to come back past you)
BishopMcQ
Buddha--there were something like twenty nodes before. Using the locations of the nodes, the camera feeds I have, and Fleet's info, is it possible to figure out which ones are drones and which ones are guards? What kind of roll would you like?
Buddha72
BishopMcQ give me a Logic + Intuition with a Threshold of 2 please.

JxJxA You will have 1 pass to do something - like cast Increased Reflexes so assume you have that in place for the next action.

All I appreciate all the rolling ahead of time but I am concerned that they will become unnecessary or unusable - as an example I need everyone to roll a Surprise Test (Reaction + Intuition) for me (+6 dice for setting the ambush) as you all burst into the room.
BishopMcQ
Logic 4 + Intuition 4 + (Analytical Mind 2) in case it counts

10d6.hits(5)=3 2 hits if analytical mind doesn't count.
Fenris
Surprise Test - Initiative(9) + Ambush(6) (15d6.hits(5)=6)
UmaroVI
Remember that TacNets help with Surprise.

Fat Man: Initiative (11)+Surprise(2)+Ambush(6)=19d6, http://invisiblecastle.com/roller/view/3810619/ 4 hits.

Shen: Initiative(15)+Ambush(6)=21d6, http://invisiblecastle.com/roller/view/3810623/ 7 hits
BishopMcQ
Cypher (matrix initiative 10 + 6 ambush)
16d6.hits(5)=6

I did not add the TacNet stuff since it doesn't assist the matrix feeds.
Strangeglove
Surprise test: Rea(8 )+Int(4)+Tac(2)+Ambush(6): 20d6.hits(5)=4
Notsoevildm
Surprise test for Eklipse (no powers, so only): Rea 4 + Int 4 + tacnet 2 + Ambush 6 = 16d6.hits(5)=5

Buddha72
Happy Monday all!

I updated the karma count and i am giving people till tonight at 9 pm to post their rolls then I will roll for them then bump the thread along.
copperheed
And good Monday to everyone.

Surprise Test: Initiative(8)+Ambush(6)+Distraction(-2) = 12d6.hits(5) = (4) No tacnet for me either.
Emilio
Surprise test: Rea(3 )+Int(4)+Tac(2)+Ambush(6): 15d6.hits(5)=5
JxJxA
Casting Increase Reflexes at Force 3:
Magic(7) + Spellcasting(4) + Power Focus(3) = 14d6 for 4 hits. Only 3 count. Popping it into my Force 3 Sustaining Focus.
Drains: (3/2) + 2 = 3S
Will(7) + Cha(5) + Cent(1) = 13d6 for 3 hits. On the dot.

Zero's Surprise Test:
Init(8) + Tac(2) + Ambush(6) = 16d6 for 8 hits. I realize that half of the team hasn't seen Zero in action yet... I'm hoping this is just a sliver of what's to come. :grinbig:

Adeodatus's Surprise Test: He's on standby in the astral, and I'll have to call on him to come, but I figure I can get this out of the way.
2xForce(14) = 14d6 for 6 hits. If the ambush dice apply, then 6d6 for 3 more hits.
Buddha72
Surprise Pass
Adeodatus 9 hits
Zero 8 hits
Shen 7 hits
Fleet 6 hits
Cypher 6 hits
Eklipse 5 hits
Emilio 5 hits
Fat Man 4 hits
Strangeglove 4 hits
Q 4 hits
Security 2 4 hits
Magana 4 hits
Security 1 3 hits
Security 1 3 hits
Security 3 1 hit

Jon ??

Lain I just realized as I went to look up your character sheet to make the roll for you that I don't seem to have it - so roll when you get the chance and I will work you in and please send me a new copy of your character. Thanks!

All I am going to let the actions roll out this pass to see what happens before doing the initiative roll out. Keep in mind you can only affect characters with the same or fewer hits than you.

Adeodatus & Zero is up!
JxJxA
Adeodatus is manifesting physically. Zero will cast a Force 7 stun spell. If a 14 meter diameter circle will catch any of the group, I'll knock off dice from the end of my roll.

Casting Force 7 Stunball
Magic(7) + Spellcasting(4) + Specialty(2) + Mentor(2) + Power Focus(3) = 18d6 for 4 hits.
Drain: (7/2) + 1 = 4S
Will(7) + Cha(5) + Cent(1) = 13d6 for 3 hits. Zero suffers 1S drain.
Strangeglove
[This content has been removed or disabed as a result of a third party notification by Universal Music Group under Section 512(f) of the Copyright Act.]
BishopMcQ
Strangeglove--Recoil comp resets on your next pass, the long burst would be fully compensated but the short burst wouldn't be. You could do two short bursts fully compensated, otherwise there will be a dice penalty on the second burst.
Lain
Sorry for being missing guys, I should have jumped on and mentioned it but had a happy life event after last thursdays live game so have been a bit distracted..
if im way off just correct me, i'll be paying much more attention now

Jon's Rolls:
Surprise Test Init(11) + Ambush(6) + Tac(2)= [1,1,2,6,4,2,6,5,1,6,1,4,3,4,2,5,3,1,4] = (5)

Should I post an attack roll as well?
Notsoevildm
Should Eklipse wait for the Shen, Fleet and Cypher or do I assume we all go at same time in surprise round?
Buddha72
Notsoevildm wait - I'm heading out of the house right now but coming right back to post so I should have something up by 3 pm then you can post with all the actions filtered down. Thanks!
Buddha72
Security 1
3d6.hits(5)=1 10S KO

Security 2
3d6.hits(5)=3 8S

Security 3
3d6.hits(5)=1 10S KO

Shin
4d6.hits(5)=1 10S KO

Magana
4d6.hits(5)=3 8S

Surprise Pass
Adeodatus 9 hits
Zero 8 hits
Shen 7 hits <<<
Fleet 6 hits
Cypher 6 hits
Eklipse 5 hits
Jon 5 hits
Emilio 5 hits
Ninja Sex Kitten 5 hits
Fat Man 4 hits
Strangeglove 4 hits
Q 4 hits
Security 2 4 hits
Magana 4 hits
Security 2 3 hits

The Shen is up!
JxJxA
I am confused...should I not have incapacitated them? If not, then... oops... nyahnyah.gif
BishopMcQ
In general, you don't incapacitate the hostages, you rescue them. And remember Stun ball isn't a sleep spell, it's a "beat you into unconsciousness" spell.

But I had a contingency for this...
JxJxA
QUOTE (BishopMcQ @ Dec 5 2012, 11:10 AM) *
In general, you don't incapacitate the hostages, you rescue them. And remember Stun ball isn't a sleep spell, it's a "beat you into unconsciousness" spell.


To be honest, I've had a very unclear understanding of this entire mission OOC. And what I have read about stun spells said that they were "sleep" spells because they knocked people unconscious. Is there some other book that gives more detail on them, or something that is mass "sleep"?
BishopMcQ
As a combat spell, it is doing actual damage on the stun track--akin to being punched in the face. If you wanted a Sleep spell, it would likely fall into the Health spells as the opposite of "Awaken." There aren't any sleep spells in SR to my knowledge, so you would have to custom design it using the rules in Street Magic.
JxJxA
QUOTE (BishopMcQ @ Dec 5 2012, 11:31 AM) *
As a combat spell, it is doing actual damage on the stun track--akin to being punched in the face. If you wanted a Sleep spell, it would likely fall into the Health spells as the opposite of "Awaken." There aren't any sleep spells in SR to my knowledge, so you would have to custom design it using the rules in Street Magic.


Ok, well, it was worth a try asking. :-/ Thanks. smile.gif
copperheed
So... combat drills when and if we survive this?
And JxJxA, I'm in the same boat learning the system. I think that's why Budda has us doing a non plot based mission. And without irony or sarcasm, at least you know your combat mage works.

Budda: can I talk with and ask questions of the other players, OoC post, since I've an idea on how to get Cypher off the hook and the giesha spirit/sprite on our side? Or is there com silence while directly in combat? I presumed that I don't get to IC post until my turn.
copperheed
And Bishop, your's is probably cleverer, since mine involves using the only tool I have (social) to run a complicated bluff on the sprite. And I don't know if you can bluff a sprite, Q thinks one can since he sees them as spirits of the matrix.
Buddha72
Strangeglove at the table top you can say things as a Free Action on other people's actions - I keep it looser on the boards so feel free to post here as much as you want and to throw out comments in IC. All I ask is no novels or short stories since combat is seconds in the IC thread.

All Yes this is way I do side missions to let people work the bugs out and see how they work together. Table top games tend to have more history and interaction by their nature (meeting every week for 4-6 hours) so I try to provide activities that simulate that for the PbP games.
Strangeglove
Don't worry Zero, you're in good company. It took Strangeglove ~20 accidental kills to work out exactly how AoE stun damage works.

Edit: I just read the IC post, that's hilarity. I'm pretty sure accidentally killing everyone usually happens on round two, so you might be above the curve, congratulations.

Buddha: Since this is my first time dealing with combat PbP, and the tactical situation changed dramatically between initiatives 9 and 7, I'm going to remove my IC and OOC posts due to them being dangerously irrelevant. I assume by the time initiative 4 comes around we will be on the moon.
copperheed
And this isn't the worst/best use of Sleep either. I'll tell you the story of Bird Soup if you want.

SG: Was that all at once or in multiple encounters?

Cypher: So my plan is to try to the convince the giesha sprite that Zero was a plant by the kid's family enemies come to off him. And may I assume that Cypher's heart rate increases or even spikes as his adrenaline ramps up when confronted with a betrayed spirit?
JxJxA
Thanks for the pep talk guys ^_^
Strangeglove
Q: Two encounters. The first time was "Stun track can kill you?" The second time was realizing the target zone was already cluttered with unconscious bystanders some time between pulling the trigger and impact.

Also, I suggest someone prevent the kid from pushing the button. Ideally by grabbing him or the button, but I'll accept knocking him unconscious as a distant third.
JxJxA
QUOTE (copperheed @ Dec 5 2012, 12:06 PM) *
And this isn't the worst/best use of Sleep either. I'll tell you the story of Bird Soup if you want.


This is relevant to my interests...
copperheed
Bird Soup:
I was running a 2nd ed D&D campaign and I had a friend who was playing a nature loving elven mage. He hung out with druids, was a vegetarian, tried to mix his arcane magic into harmony with nature/ley lines, etc. A side quest the group ran into was a small band of Aaracokra, a race of bird men in 2nd ed., being harassed by some blood hawks. Instead of just killing the birds off, he talked to the beleaguered bird men and found out the blood hawks were displaced from their natural habit. He then convinced the other players to capture them and release them into an area where they wouldn't compete with the Aaracokra. They spent a fun two hours (3 days game time making traps because only the dwarven fighter/craftsman could roll above a 10 and the elven mage was using Nature Lore as an inefficient Tracking check) devising an elaborate trap with one of the PCs even playing live bait with deer's blood, since the blood hawks liked live prey and the elf didn't want to maim a deer for the wounded struggling effect the blood hawks liked. And yes the description said they were neutral animals.

The trap was set and the blood hawks came to investigate, but the human fighter rolled a 1 (needed a 5) on his bluff check. It's very in keeping as well since he'd never been hit by an enemy for all 3 levels. So the birds circle suspiciously and are about to leave. The party gets annoyed since the birds were hard to locate and they pull out lethal ranged weapons. Elven mage gets up and casts Sleep, which does what you think it does, on the birds who're a little less than 100' above the ground, in range, and all within the AoE. I asked variation of, "You're going to cast Sleep on a flock of flying birds?" and when he responded affirmatively, I rolled and every single bird failed the save vs spell...

Thus Bird Soup

So quest completed, but the character retired do to emotional distress. Player's still around and a friend though.

Edited some grammar issues.
UmaroVI
JxJxA: in previous editions, they were more "sleep" and less "beatdown." The "they are sleep spells" thing got sorta-cut from the descriptions in 4th, but lots of people still refer to them that way.

It's kinda like tasering people - it's less lethal, not nonlethal (you can kill people with a big enough stunbolt), and most people don't enjoy it.

I'll post up the shen's action shortly.
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