Thanee
Feb 15 2023, 05:06 PM
QUOTE (Jack_Spade @ Feb 15 2023, 05:26 PM)

My main problem is now: RAW anyone can recognize and identify any spell or spell like effekt without taking a moment to look and think about it.
I'm afraid, you are wrong again here.

What you can learn without rolling assensing is the fact, that the aura is a spell. That's it.
You do not know what kind of spell it is (i.e. combat, illusion, etc), or what it does specifically, or who cast it (that last part requires understanding the astral signature, and also knowing that specific signature, because you have assensed the caster at some point with 3+ successes... also, yeah, mages seem to have an eidetic memory for astral fingerprints).
It's like walking into a room and instantly knowing "that's a chair", "that's a person", "that's a cat".
Bye
Thanee
Jack_Spade
Feb 15 2023, 05:12 PM
You see, that's exactly the point: the rules only talk about identifying astral signatures - but you automatically identify active effects as what they are.
With the rules as written, you just know the instant you glance at it that the aura you look at is a spell and not - for example - a magically active disease or the animal control power.
Thanee
Feb 15 2023, 05:59 PM
Astral signatures are just a small part. The whole Assensing table is basically the information you can learn, like the class of an entity (i.e. whether a spell is a combat spell or an illusion).
Of course, one glance will tell you whether it is a spell, or a spirit power, or a spirit. But that is the extent of what information you gain there.
Bye
Thanee
Tecumseh
Feb 16 2023, 01:34 AM
I think there's some flexibility for GM interpretation.
I usually treat it like a Perception: you might not need to roll to know that there's a man standing there, but if you want any details about him you'll have to spend a Simple Action on an Observe in Detail action. It seems like astral perception is set up the same way, where a glance might tell you that something is a spirit but 2+ hits on an Assensing test will tell you what type of spirit it is.
Gilga
Feb 16 2023, 09:42 AM
For the situation, I'll just roll perception vs. stealth unless anyone has a better idea.
Thanee
Feb 16 2023, 11:59 AM
Yeah, that seems about right. Assensing vs. Stealth might be appropriate, if it is about spotting those spells, as that is happening on the astral.
Bye
Thanee
Gilga
Feb 16 2023, 08:51 PM
I'll need a perception roll from Bobby.
Do you have other eyes in the vicinity?
Jack_Spade
Feb 16 2023, 08:59 PM
At the moment Bobby is back in the car to have this conversation over comlink
Perception:
13d6t5 7
Thanee
Feb 20 2023, 09:26 PM
Just to be sure, did Bobby notice someone
exit the van?
Improved Invisibility F6
8 hits (Limit 6)
Drain Resistance
3 hits (no Drain)
Bye
Thanee
Tecumseh
Feb 21 2023, 05:25 AM
Yeah, same question here. When I first read the IC post I thought that someone was exiting the van, but now rereading it I see that they could have entered the van instead.
Gilga
Feb 21 2023, 02:26 PM
Bobby sees the car door open, and something invisible enters it, then the car drives away.
Thanee
Feb 21 2023, 10:43 PM
Not sure, Rachel should be driving, when we are trying to be subtle... she has like 2 dice for that.

Bye
Thanee
Gilga
Feb 22 2023, 12:00 AM
Apparently, your two drivers are on the other team.
Jack_Spade
Feb 22 2023, 07:26 AM
Tamarind doesn't have a rigger control, but maybe she could still use VR to remotecontrol our car?
Beta
Feb 23 2023, 02:58 AM
Good idea, Jack. I posted IC'ly about this, but I'm not sure what penalties she would face? Potentially as severe as limiting to the sensor suite? Or as long as she can deal with the noise, it is all fine?
Tecumseh
Feb 23 2023, 05:08 AM
Beta, it seems like Tamarind's AVRSE quality (
Kill Code, p. 76-7) would apply here. Up to GM/Beta whether Mato guarding her body would help counteract the negative penalty from that. Or was Tamarind planning on doing the remote piloting to use AR? Jack's OOC post said VR but Beta's IC post said AR, so I'm unclear.
Mato might be getting out of the car soon unless Tamarind specifically asks him not to.
Edit:I'm not sure what gear Mato has with him. He's walking around in his nice suit, and I figure he has some throwing knives and/or shuriken in his smuggling compartment, but I figure most of his "work" gear is split between Tamarind's Econovan vs. SIS' Americar. As such, I should roll to see what's where:
1 = Econovan
2 = Americar
Armor Jacket:
1d2 2, Americar
AK-97:
1d2 2, Americar
Ingram Smartgun:
1d2 2, Americar, is this dice roller working
Ingram Walther P118:
1d2 1, Econovan
Grenade: Flash-Bang:
1d2 1, Econovan
Grenade: Fragmentation:
1d2 1, Econovan
Grenade: Pepper Punch:
1d2 1, Econovan, now we have four in a row the other direction
Grenade: High Explosive:
1d2 2, Americar
Beta
Feb 23 2023, 06:10 PM
My plan was AR. I don't actually see the benefit of her going into VR, when she can't jump into the car directly.
Jack_Spade
Feb 23 2023, 06:26 PM
VR adds Ini - more actions, more vehicles you can steer simultaneously. Also, your limits increase by 2 in VR
Hotsim adds +2 dice
Thanee
Feb 23 2023, 06:58 PM
Who is the one with the pocket? The mage or one of the mundanes?
Bye
Thanee
Beta
Feb 23 2023, 10:07 PM
QUOTE (Jack_Spade @ Feb 23 2023, 06:26 PM)

VR adds Ini - more actions, more vehicles you can steer simultaneously. Also, your limits increase by 2 in VR
Hotsim adds +2 dice
She's driving a car in non-combat conditions (needs one action/turn, she gets at least two), so it is not enough to convince her to run the risks of hot sim (AVRSE negative quality).
As a thought about a future investment, she should get pilot autosofts for their cars, running off her RCC, when it isn't needed for other things, would be better than their native pilots.
Rolling 15 dice (8 reactions, 5 skill, +2 for code-slinger for Control Action)
remote driving the Americar:
15d6t5 3Terrible role, but I don't think its handling is much above that anyway.
Tecumseh
Feb 24 2023, 05:23 AM
Mato sneaking around:
Agility 10 + Sneaking 5 + Specialization 2:
17d6t5 4 hitsAlso a crummy roll. Orokos has hate in its heart tonight. But hopefully Mato is far enough away to avoid detection. Plus, fingers crossed, nobody is really looking for him yet.
Thanee
Feb 24 2023, 06:59 AM
I am away over the weekend. Will maybe able to check in here and there, though.
Bye
Thanee
Gilga
Feb 24 2023, 07:46 PM
Mato can walk around freely; nobody has time to mess with him. I think he is a bit overdressed, though.
Tecumseh
Feb 24 2023, 07:54 PM
He's very overdressed! He would wear the armor jacket if he had it - both for the fire-proofing and also not to ruin his nice clothes - but Orokos dictated that it was in the other vehicle.
Thanee
Feb 26 2023, 06:21 PM
QUOTE (Tecumseh @ Feb 24 2023, 08:54 PM)

...but Orokos dictated that it was in the other vehicle.
Who puts their gear split up into random vehicles?

(Yeah, I do understand why you did that.

)
Bye
Thanee
Thanee
Feb 26 2023, 06:25 PM
QUOTE
make your spirit invisible, have it manifest inside the car
Uhm... I really don't think that works. You cannot have spells move over between the spaces (physical / astral), and I highly doubt, that the spell will stick around and get reactivated when a spirit goes astral and then goes physical again.
The spirit could, of course, just materialize (not manifest, that is when you just show up as a "ghost", but are not really physical), but at that point they will be warned. But if everything happens quickly, maybe that would be enough?
I could also use Magic Fingers, if it is somehow possible to look inside, but I don't think we can see anything there.
Bye
Thanee
Jack_Spade
Feb 26 2023, 06:44 PM
Yeah, I meant materialize.
In the sixth world practically all windows are one way to prevent mages from doing stuff like that.
Bobby would ready an action for the door to open, so it would happen in one action phase - and Bobby's in is high enough that I'm confident I can beat the people sitting inside (especially since they don't seem to have augmentation on their spines)
Tecumseh
Feb 27 2023, 06:32 AM
@gilga
I'm familiar with gorilla experiment and laughed at the reference in the IC post.
I think what Mato is trying to do narratively is clear in the IC post. Mechanically, there are a few different ways to accomplish it:
- Called Shot (Vitals) + Ambush using the shock hand to try to KO one of them in one hit
- Subdue the other one. The hardest part is keeping the damage Stun instead of Physical. However, Mato has the Sweep technique as part of his Okichitaw martial art. This technique lets him do Stun damage when using the Knockdown called shot. I think that should do the trick.
Let me know if you want to roll this out or if you prefer to keep it narrative.
Beta
Feb 28 2023, 04:16 AM
Jack, sorry for the slow response, it took a bit to remember to go dig up Kill Code and look at the options. Best I can offer on the matrix side is Squelch (blocks outgoing) or some Fuzzy ammo rounds (makes noise) or just making noise.
Gilga
Feb 28 2023, 01:02 PM
Alright:
initiative:
2#8+2d6 14 14They are high on Cram to explain the quickness - I don't think they are much of a challenge, but let's make it into a quick battle. We hadn't had one for a while.
Mato would go first because they won't expect it.
he time being.
Jack_Spade
Feb 28 2023, 06:23 PM
QUOTE (Beta @ Feb 28 2023, 05:16 AM)

Jack, sorry for the slow response, it took a bit to remember to go dig up Kill Code and look at the options. Best I can offer on the matrix side is Squelch (blocks outgoing) or some Fuzzy ammo rounds (makes noise) or just making noise.
Squelch certainly would be welcome.
Beta
Mar 1 2023, 01:26 AM
Base gunnery pool for this of 13, smart link for +2, +2 for using control device, -1 for medium range (5-10m), +2 for 2 actions of take aim = 18 dice
gunnery (taser):
18d6t5 5 I think they are not dodging? If that is the case then the ganger is facing 12s, ap-4. To take a guess, humans with body 4 and 9 points armor, but no non-conductivity, so 9 dice soak
ganger soak:
9d6t5 2 Well, his luck was no better than ours has been with Orokos.
If that was a reasonable set of guesses about the ganger, that should should be enough to drop him. But Gilga feel free to say they were giving more penalties or dodging or tougher or whatever.
Tecumseh
Mar 1 2023, 07:10 AM
Dang, Tamarind knows how to taze. Or, at least how to tell the Flying Eye to taze.
Mato was basically planning on the same thing, except using a Called Shot (Vitals) to up the DV. (Tamarind doesn't need it because dropping dice from her roll would cost as many hits as she'd gain in DV.)
It's been a while, let me look up my Initiative... and then correct it because I never updated it after his last round of cyber...
Initiative:
1d6+15 16, bad roll, but I built him to have a high floor.
Now on to the tazing. I'm not sure I've used my shock hand in all these years. If I have, I've forgotten about it.
Agility 10 + Unarmed Combat 5 + Specialization 2 + Touch-only 2:
19d6t5 8 hits, Accuracy 12 so I'll keep them all
Oh, and here I forgot to drop dice for a called shot like I said I would do just a moment ago. Oh well, the difference is on 1DV.
Base damage is 9S(e), staged up to 17S(e) by the hits. I'll roll soak the same way Beta did:
Making friends with the doggo:
Charisma 4 + Animal Handling 2:
6d6t5 3 hitsBody 4 + Armor 9 - AP 5:
8d6t5 2 hits, ha, same result
That's 15S(e), which probably overflows the Stun track and leaves two boxes on the Physical track.
Same disclaimer as Beta: gilga, feel free to adjust our assumptions to your liking.
Gilga
Mar 1 2023, 09:57 AM
I meant to give them 6 dice to dodge
Dodge:
2#6d6t5 2 2 but it does not do them much good.
About the dog animal handling is fine, but you'll need a bit more involvement than a wink to get friendly with a dog and justify a roll.
Jack_Spade
Mar 1 2023, 12:50 PM
Minor nitpick: if you make a touch only attack, you don't get your hits added to the damage. With your pool it's generally better to avoid touch only attacks
Tecumseh
Mar 1 2023, 05:46 PM
Ah, yes, Run & Gun does say that. I had long forgotten that rule, but Jack is correct. Thanks for the reminder.
Okay, scratch out the touch-only attack and I lose a hit. I lose 2 more due to dodge, but this mostly has the effect of reducing the overflow damage on the Physical track. Which, as far as I'm concerned, is a good thing. The goal wasn't to barbecue them, just incapacitate them.
I'll fluff up the interaction with the dog. I wasn't sure if it would be aggressive to Mato or happy with him for removing the Halloweener annoyance.
Beta
Mar 1 2023, 09:08 PM
@Tecumseh I'd missed the suggestion for a called shot, sorry
@Jack I didn't know about that rule at all. I'll have to go look it up for future reference ((I hate when they modify a CRB rule in a supplement!)
The two dodge successes mean that Tamarind only does 8 to her target. She'll leave Mato to clean up, while she shifts attention back to the car.
Tecumseh
Mar 2 2023, 12:54 AM
gilga, per the above, Tamarind's target is still awake with 8S, at least for one initiative pass until they can be zapped again. Is there anything you wanted to have them do for that one phase?
QUOTE (Beta @ Mar 1 2023, 01:08 PM)

(I hate when they modify a CRB rule in a supplement!)
I initially wrote this in my OOC post - almost word for word - but I deleted it before posting. But I agree.
Gilga
Mar 2 2023, 06:38 AM
Lets continue as it is.
Thanee
Mar 2 2023, 06:54 AM
Spirit's Initiative
20 (astral) or
27 (physical; depending on when we roll)
Raven's Initiative
22 (astral) or
12 (physical)
Bye
Thanee
Gilga
Mar 2 2023, 09:55 AM
It would be either astral or physical for Rachel, as it takes time (combat-wise to project/return to the body).
Let's see how it plays out:
Initiative:
Bobby ?: Waiting for the door to open.
Spirit 27 - materialize.
Adept 25, free action activate killing hands, complex action unarmed combat damage is 6P + net hits:
unarmed + killing hands:
16d6t5 8Let's see how the spirit fares to the adept's assault to decide whether the door opens.
Rachel: 22/12 TBD
Face 16: TBD
Driver 12: TBD
Gilga
Mar 2 2023, 10:04 AM
@Tecumesh Mato can add 10 Molotov cocktails in stuffed into two synthetic leather belts to his inventory (not sure how to mechanically handle them).
Jack_Spade
Mar 2 2023, 10:26 AM
Molotovs have been added to the rules
Away from my books at the moment, I'll post stats when I get home
Thanee
Mar 2 2023, 01:35 PM
QUOTE (Gilga @ Mar 2 2023, 10:55 AM)

Adept 25, free action activate killing hands, complex action unarmed combat damage is 6P + net hits:
unarmed + killing hands:
16d6t5 8Let's see how the spirit fares to the adept's assault to decide whether the door opens.
Mr. Spirit is doing well.

Defense
8 hits (so, barely defended)
Bye
Thanee
Gilga
Mar 2 2023, 02:01 PM
I'm impressed
Thanee
Mar 2 2023, 02:26 PM
All those dice rolls are pretty insane... those 6s on that taser shot.

Defense
5 hitsI think, I will use one point of Edge to have him re-roll those misses here. Would be useful not to be heavily damaged, already, and soaking that seems rather unlikely.
So... Edge for another
6 hits -> 11 total hits
Bye
Thanee
Thanee
Mar 2 2023, 02:44 PM
QUOTE (Gilga @ Mar 2 2023, 10:55 AM)

It would be either astral or physical for Rachel, as it takes time (combat-wise to project/return to the body).
Okay, she will stay there in the astral for now.
Bye
Thanee
Gilga
Mar 2 2023, 05:34 PM
QUOTE (Thanee @ Mar 2 2023, 04:47 PM)

If that works out, maybe that person will leave the van, and it would be so much easier to get the card back.
Their car is moving and moving fast. I'd assume Bobby can jump away from the car but it is a tumble on the asphalt.
It is a minivan with plenty of space for drones in the back. Sadly for them, drones are not active at the moment.
Gilga
Mar 2 2023, 05:40 PM
@Jack can I get the initiative for Bobby? I'll try to resolve what happens in CR2.
Initiative:
Bobby ?: Waiting for the door to open.
Spirit 27 - materialize.
Adept 25, free action activate killing hands, complex action unarmed combat damage is 6P + net hits: unarmed + killing hands: 16d6t5 8 - misses.
Rachel: 22/12 TBD
Face 16: fire taser
Driver 12: escape.
CR2:
17: Spirit opens the door.
??: jumps into the moving car. I'll need an athletics roll threshold 3 for that.
15: Adept: goes for spirit again:
unarmed + killing hands:
16d6t5 6Rachel: 12 TBD.
Face 6: Fire Taser at spirit.
Driver 2: Stunt.
Jack_Spade
Mar 2 2023, 05:57 PM
Rolled it in the main thread
http://forums.dumpshock.com/index.php?show...t&p=1361870Ini is 32
I think you mean Gymnastics - Athletics is the group
Gymnastics:
15d6t5 4
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