Help - Search - Members - Calendar
Full Version: Nothing's Free in the Free Zone (OOC)
Dumpshock Forums > Discussion > Welcome to the Shadows
Pages: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37
Lobo0705
QUOTE (Jack VII @ Feb 19 2015, 10:52 AM) *
Unfortunately, the only way to get a spell to stick is to cast the single target version, per the rules. I guess it's part of the trade-off between single target and AoE spells. While you could anticipate the target's movement and catch them on the far Edge of the AoE (basically doubling the distance they would have to travel to get out of it, I'm still not sure that you'd be able to catch their entire movement, even if using a high Force spell, given the way movement is handled in SR5.


Jack is correct - the AoE spells are centered on a spot, not a person (which, btw, I imagine is the reason that the Combat Indirect AoE spells do not allow a dodge test) If you want to move the spell, it has to be done as a Complex Action (although there is no limit to how far you can move the spell, so long as it is in your LOS).

It might stay from turn to turn, depending on force of the spell, Agility of the people in it, and where they are in the area of effect.
Lobo0705
Do you guys need anything or are you good to start posting IC?
Jack VII
Oh, I wasn't sure if you were going to post up another IC post. I think we can take it from here.

ETA: How far are we from the house now?
Lobo0705
QUOTE (Jack VII @ Feb 19 2015, 11:58 AM) *
Oh, I wasn't sure if you were going to post up another IC post. I think we can take it from here.

ETA: How far are we from the house now?


You are about 150 meters from the front door, if you headed directly northwest.
Chrome Head
QUOTE (Lobo0705 @ Feb 19 2015, 11:06 AM) *
Jack is correct - the AoE spells are centered on a spot, not a person (which, btw, I imagine is the reason that the Combat Indirect AoE spells do not allow a dodge test) If you want to move the spell, it has to be done as a Complex Action (although there is no limit to how far you can move the spell, so long as it is in your LOS).

It might stay from turn to turn, depending on force of the spell, Agility of the people in it, and where they are in the area of effect.

Well, I just have a gripe about the movement happening in one go. Say, if I delay to act at the same time as the intended target of an area spell, can I use my complex action while they use theirs, and so I move the spell along the same path at the same time? I mean, I wouldn't like this weird side effect of turn-by-turn action to be the reason for this not to be possible, especially when you have higher initiative.

On the other side of this weirdness, if I move a Mass Confusion spell onto new targets, then they become affected (barring appropriate tests) without needing me to re-cast? Also as a consequence of what you were saying, if they move out and I move the spell back onto them (or even worse: if I move the spell away intentionally and then back on their position), do they get to take the test again, potentially suffering the effects more than before?
Lobo0705
QUOTE (Chrome Head @ Feb 19 2015, 05:12 PM) *
Well, I just have a gripe about the movement happening in one go. Say, if I delay to act at the same time as the intended target of an area spell, can I use my complex action while they use theirs, and so I move the spell along the same path at the same time? I mean, I wouldn't like this weird side effect of turn-by-turn action to be the reason for this not to be possible, especially when you have higher initiative.


You can delay your action until the same time as the target (page 161) and but then ties are broken by ERIC.

For example, you go at 25, and your target at 19. You delay until 19 and then act. You have the option of declaring you can move before him at 20, or after him at 18, or at the same time as him at 19, but if you declare at the same Initiative, who actually acts first is based on ERIC. It does say that if your ERIC scores are tied, then flip a coin, or at the GM's discretion they may act simultaneously.

That being said, the game seems to go a long way to avoid people acting truly simultaneously.

I also think that the idea, if this helps, is not that you are literally moving the sphere of magic across the ground - think of it rather as it disappears and reappears wherever you want it. After all, you can move it 1 meter or literally miles, depending on what sort of line of sight you have.

For example, Physical Barrier - if it worked as you describe, i.e. you can move it around from point A to point B and the barrier literally moves from point A to point B, you could use it as a giant hand, swatting aside everyone in its path, and it isn't really supposed to do that. You could, however, cause the barrier to disappear and reappear in a new spot, without having to recast it.

QUOTE (Chrome Head @ Feb 19 2015, 05:12 PM) *
On the other side of this weirdness, if I move a Mass Confusion spell onto new targets, then they become affected (barring appropriate tests) without needing me to re-cast? Also as a consequence of what you were saying, if they move out and I move the spell back onto them (or even worse: if I move the spell away intentionally and then back on their position), do they get to take the test again, potentially suffering the effects more than before?


Basically, yes. You cast the spell, and get lets say 3 hits. You now resist drain once, and are considered sustaining a spell (suffering the -2 dice penalty - which can be mitigated by Focused Concentration, etc). Until you drop that spell, you can move it around at will (well, each time using a Complex Action to do so) and every time a target is exits the area of effect (whether that is because he moves out of it, or you move it away from him), he no longer suffers the effects. Each time the AoE covers him again, he has to resist. Yes, this could mean that he suffers a worse effect or he could suffer a better one.

I.e. you cast the spell on him and get 3 hits, and he is in the blast. He gets 2 hits, and suffers only a -1 die penalty. You move it away from him, and then move it back onto him, hoping he will roll more poorly. He could, or he could roll better this time and the spell will have no effect. Also bear in mind that to do that, you've used up 3 Complex actions (1 to cast, 2 to move, and 3 to move again).


Chrome Head
Ok, I'm fine with using these rules.

I do disagree and dislike a number of things though, but I've ranted enough, let's move on, it's no big deal.
Jack VII
As far as our options, I think that there is little way, realistically, to get the art if we don't do it now. With a serious attack on a senior member, the White Lotus are probably going to be all over this place soon. If we retreat with Huiquing, the art is probably going to stay in the house, but maybe not. Personally, I think our best play is to at least take a shot at getting into the vault and stealing the stuff right now. Yes, security is on high alert, but they may be focusing more on the traditional ways into the house, I don't know, just throwing it out there.

Not going to lie, I think capping Huiquing and getting out of here is the most superior option from an IC perspective.
Lobo0705
QUOTE (Jack VII @ Feb 20 2015, 11:34 AM) *
As far as our options, I think that there is little way, realistically, to get the art if we don't do it now. With a serious attack on a senior member, the White Lotus are probably going to be all over this place soon. If we retreat with Huiquing, the art is probably going to stay in the house, but maybe not. Personally, I think our best play is to at least take a shot at getting into the vault and stealing the stuff right now. Yes, security is on high alert, but they may be focusing more on the traditional ways into the house, I don't know, just throwing it out there.

Not going to lie, I think capping Huiquing and getting out of here is the most superior option from an IC perspective.


I am just throwing this out there, I have no preference one way or the other - you guys can make whatever choice you would like here.

Go for the art now or later (or not at all)
Kill Huiquing or kidnap him (or rescue him)
Some combination of the above.

Just throwing this out there - using Huiquing as leverage may or may not be a good idea depending on whether or not the side trying to kill him won the firefight in the house. If they did win, he isn't going to be much use to you as a hostage.

ETA - what I'm saying is that you can make whatever choices you want based on IC motives and/or whatever is the most fun for YOU guys OOC.

Don't worry about screwing up the run or anything like that. Hell - if you decide to just cap him and run like hell, and manage to make it out, we will deal with the consequences of that, and we can start Adventure 3 smile.gif

All I'm saying is that don't feel like you HAVE to get the art on my account.
Jack VII
I figure, regardless of who won the fight, either side is going to want to get their hands on Huiquing, either to rescue him or kill him. At least based on the information we have so far IC. It seems like that leverage would work either way. If the target wasn't Huiquing at all, that's a different story.
Lobo0705
I added Huiquing's action as you don't have an unlimited amount of time to talk. Still not in combat yet though, so you can free RP still, just bear in mind things will continue to happen.
Chrome Head
I'm going to try to RP what I think Snap would do, from a purely IC standpoint.
PraetorGradivus
Unless something happens between here and he wall, I need to make a climbing check.
Lobo0705
Ok - so we are not in combat just yet, but I just need a brief description of what you guys are doing.

Are you all hightailing it back the way you came? Including the detour around that one sensor?

Anyone staying behind as a rear guard?

Any other actions besides just running?

Snap is the slowest at a 3 Agility, meaning she is running about 240 meters per minute (without sprinting - and therefore without fatigue) - meaning it is going to take you about 2 minutes or so to get to the wall if you all wait for her. Mind you, if you are sprinting, then Huiquing will probably slow you down the most, given his wounds.
PraetorGradivus
I'm not going to push him to go more than he seems capable. And yes, detour around the sensor.
Jack VII
Jack will serve as rear guard. He's uninjured (currently). By serving as rear guard, I may take a shot at the Travelling Overwatch maneuver. It only requires two hits, so it should be pretty doable, especially if a few people help out with teamwork tests. It provides one extra die for Perception tests for everyone involved in the maneuver and a +2 to initiative for the leader of the test.
Lobo0705
Ok so I have:

Jack staying back and being rear guard - is anyone helping on the teamwork test with him?

Snap running toward the wall.

Sisco running next to Huiquing helping him along

Mel - just running.

I understand that none of you are sprinting full out, and of course there will be perception checks available should anything come to pass, you aren't running blind.

Once I know who (if anyone) is helping Jack, and assuming no other actions, I can put up the next IC post.
PraetorGradivus
I'm actively guarding a prisoner so I think it would be inappropriate to include me in that teamwork.
Chrome Head
QUOTE (PraetorGradivus @ Feb 22 2015, 03:07 PM) *
I'm actively guarding a prisoner so I think it would be inappropriate to include me in that teamwork.


He's not our prisoner, we're "saving" him wink.gif

I forget what the dice pool would be for Snap, if it's less than 4 dice, she won't help, not feeling confident enough.
Jack VII
It's Intuition-1 (- Wound Modifiers) if you don't have the skill.
Chrome Head
QUOTE (Jack VII @ Feb 22 2015, 10:57 PM) *
It's Intuition-1 (- Wound Modifiers) if you don't have the skill.

Cool.

So that would be 3 dice. Pretty high chance of critical glitch. No thanks.
Lobo0705
I'm going to give Mel a couple hours to check in, and if we haven't heard by noon EST I'll assume she is not helping Jack, and I can make the test and put up the IC post.

Lobo0705
Ok - Jack's roll:

http://invisiblecastle.com/roller/view/4785226/ = 3 hits

Success smile.gif

Ok - IC post up shortly.
Jack VII
Yay!

Poor Hao Fe! I guess we need to just keep moving. I'm not sure what skillsoft I am running at the moment, but I guess I should do:

Automatics (4), Mandarin Chinese (1), Running (3), & Sneaking (4)
Lobo0705
Ok - so, just to make sure that OOC Mel hasn't forgotten about it, there is still the drone that flew by over head that only Mel spotted IC. Even then she only had eyes on it for an instant before it disappeared.

Any other actions? Any one picking up the pace and sprinting, or are you just continuing to run?

When you reach the wall, are we assuming Jack and Sisco climb it again, while Snap will have the spirit have to carry herself, Mel, and Huiquing over?
Jack VII
Sounds about right, although I would start sending people over as soon as the team gets there and not wait for Jack.
PraetorGradivus
QUOTE (Lobo0705 @ Feb 23 2015, 03:25 PM) *
Ok - so, just to make sure that OOC Mel hasn't forgotten about it, there is still the drone that flew by over head that only Mel spotted IC. Even then she only had eyes on it for an instant before it disappeared.

Any other actions? Any one picking up the pace and sprinting, or are you just continuing to run?

When you reach the wall, are we assuming Jack and Sisco climb it again, while Snap will have the spirit have to carry herself, Mel, and Huiquing over?


My assumption was that I'd go over first, followed by the spirit carrying Mel, Snap and our 'liberated' friend, and Jack climbing over last as he is covering us.
Lobo0705
QUOTE (PraetorGradivus @ Feb 23 2015, 02:53 PM) *
My assumption was that I'd go over first, followed by the spirit carrying Mel, Snap and our 'liberated' friend, and Jack climbing over last as he is covering us.



Ok - I will assume you continue to just run, no sprinting (remember that sprinting can cause stun damage).

Any other actions?
Chrome Head
I agree with what has been said.

Snap will regularly check the astral in case something unusual happens there.

I think she'll also make another aura reading on Huiqing to re-assess his state of mind.
Lobo0705
Given Sisco's last post, I should probably wait until there is a response before I have the next IC put you at the wall.
Melpomene
Mel will allowed to be carried over the wall. She will remember the drone, but will hope that the rigger is still off-line.



ETA: I should probably read the IC stuff before posting. nyahnyah.gif

Alright, Mel will say what she needs to say IC, then go with the group's decision.
Lobo0705
Ok - so there sounds like there needs to be some quick discussion. You've got 1 minute till you hit the wall (you are about 250 meters from it) when Jack messages you about the 3 guys. Are you stopping? Keep going?
Lobo0705
QUOTE (Melpomene @ Feb 24 2015, 09:28 AM) *
Mel will allowed to be carried over the wall. She will remember the drone, but will hope that the rigger is still off-line.


One thing to note - you bricked his RCC - if he has a commlink (and it would be a fair bet that he does) he can still control the drone, send its video feed to others, even invite the others to get MARKs on it so they can control it.

Just from an IC perspective this is information that Mel would probably know - in case OOC Mel hadn't thought about it.
Lobo0705
I'll wait to hear from Snap - here's what I understand:

Jack - against ambushing prior to reaching the wall
Siso - following Jack's lead
Mel - on board either way, but will follow the groups lead - which in this case is head to the wall
Snap - ??

@Chrome - your Astral view of Huiquing shows him almost as frantic as before, perhaps a fraction less so since he is heading toward the wall and away from the house.
Chrome Head
Snap just follows along with the original plan, let's get to that wall and we'll see what they do.

She's been always pushing towards getting the heck out for now.
Lobo0705
Ok - you are now all at the wall, except for Jack. What is the plan?

I would say act as though it is in combat, for the purposes of not having a lot of time to debate, although you won't need to roll initiative unless you plan on shooting someone.
Lobo0705
Everyone complying with Jack's suggestion?

PraetorGradivus
going along with Jack's plan
Melpomene
Following Jack's plan.
Chrome Head
Sure, Snap will ask the spirit to take us three over in that order, and warn Huiqing of what will happen. When it's done, that's the last service, so she might decide to summon another spirit to follow Jack's plan of attack/delaying the men on our tail depending on the situation.
Lobo0705
Snap 17 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4787753/
Sisco 20 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4787754/
Mel 10
http://invisiblecastle.com/roller/view/4787755/
Jack 12
http://invisiblecastle.com/roller/view/4787757/.
Bound Spirit of Man 21
http://invisiblecastle.com/roller/view/4787758/
Spirit of Earth 14
http://invisiblecastle.com/roller/view/4787759/


IP 1, CT 1
Bound Spirit of Man 21 - Awaiting Instructions from Snap
Sisco 20 (including -1 for wounds) 2 Take Aim actions, 1 to reduce range penalty through scope, other gives +1 die and +1 limit
Snap 17 (including -1 for wounds)
Spirit of Earth 14 - Carrying Huiquing over wall
Jack 12 Free action - send Message, Sprint
Mel 10

Ok then:

To make sure everyone has a clear idea of the situation:

Mel is already on the opposite side of the wall.
Snap, Huiquing, and Sisco are all at the wall, Sisco is kneeling down, the Spirit of Earth will be picking up Huiquing.
Jack is 50 meters from the wall.

The three goons are 150 meters behind Jack, and are running.

Jack - I'm going to have your free action be that message you just sent to Sisco - you still have your normal Action Phase.

The ground around this area is gently rolling with a lack of cover.
PraetorGradivus
I will continuously aim at the goon who is closest to Jack... hopefully they're concentrating on him and haven't spotted the rest of us.
Jack VII
Yeah, I'm just going to keep running until someone starts shooting, LOL
Lobo0705
QUOTE (Jack VII @ Feb 26 2015, 01:04 PM) *
Yeah, I'm just going to keep running until someone starts shooting, LOL


Ok - I'm sorry - should have been more specific - are you going to sprint?
Jack VII
If I can, sure. I've got my running chip in, I believe.
Lobo0705
QUOTE (Jack VII @ Feb 26 2015, 01:14 PM) *
If I can, sure. I've got my running chip in, I believe.


Yes you do smile.gif

Strength + Running = 10 dice = 4 hits
http://invisiblecastle.com/roller/view/4787809/

Running speed= Ag*4 + 2meters per hit on the running test. So in this CT you will move 28 meters.
Jack VII
I can't remember. Can I sprint next IP as well, potentially boosting the distance I move at the expense of possibly suffering stun damage?
Lobo0705
QUOTE (Jack VII @ Feb 26 2015, 02:08 PM) *
I can't remember. Can I sprint next IP as well, potentially boosting the distance I move at the expense of possibly suffering stun damage?


Yes - you can sprint a number of IPs in a CT equal to 1/2 your Running skill, and since it doesn't specify, the default is round up.

So you can Sprint again, and you would take 1 point of Stun, resisted with Body+Willpower, but no armor. If you were to sprint again next CT, it would be 2 Stun, etc.
Chrome Head
Roughly how close together are the three "goons"?

ETA: Snap won't do anything either until someone starts shooting or getting too close to us.
Lobo0705
IP 1, CT 1
Bound Spirit of Man 21 - Awaiting Instructions from Snap
Sisco 20 (including -1 for wounds) 2 Take Aim actions, 1 to reduce range penalty through scope, other gives +1 die and +1 limit
Snap 17 (including -1 for wounds) - Delay Action
Spirit of Earth 14 - Carrying Huiquing over wall
Jack 12 Free action - send Message, Sprint
Mel 10

In answer to your question, the three are spread out covering a fairly wide area - 10 meters or so between each of them.

Just waiting for Mel - I will put up the next IC post tomorrow morning.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012