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Buddha72
Yes.
JxJxA
Amara is taking a complex action to fire an Elemental Attack(Fire) at the Earth Spirit:
Agility( 8 ) + Exotic Ranged Attack(6) = 14d6 for 5 hits. DV = 6.
Buddha72
Spirit of Earth
2,5,6,6,1,6,6 (5 hits)

Fat Man is up!

PS Weekly drip of 1 karma and someone asked so I will throw out there your Edge will refresh after this scene. For the most part, that's the general plan for Edge.
JxJxA
Wow, and I thought I had a decent roll. Oh well.
Buddha72
Sorry though the good news each test gets harder as you use dice so it pays to gang up in SR.
JxJxA
LOL, no worries. I half expected Invisible Castle to toss me a glitch. smile.gif
BishopMcQ
JxJxA--While the immunity to weapons will make the spirit immune to most pistols, some stick and shock could work. Alternatively, you just dual-wield and snap off 4 quick shots to drive down its Reaction pool before Amara blasts it again. As long as you can pull off at least 1 hit per shot, the spirit will need to dodge the attacks.
Buddha72
Exactly!
JxJxA
Ah, I see. I never thought about that. The only other weapon Zerone is sporting is a taser. frown.gif
BishopMcQ
Which could work...it all depends on the Force of the spirit, the type of taser you have and how many net hits you get to drive the DV.
UmaroVI
Fat Man casts Stunbolt on the spirit at force 9.

Spellcasting 19d6 (5 magic, 6 skill, 2 specialization, 2 mentor, 4 power focus) = 6 hits.

Drain resist 11d6 vs 3P = 6 hits, no drain.
Buddha72
Spirit of Earth
5,6,6,4,2 (3 hits)

Edge
4,6 (1 hit/4 hits total)

11 boxes of stun

Ayo is up!
Fenris
Okay, so, stepping up to the second guy that came out, point blank range (assuming he's not in melee combat at the moment), and taking a Simple Action to Aim, Free Action to call a shot to avoid armor. I'm using Flechette, so I need to know his Impact Armor, as that's the penalty to my dice pool for calling the shot to avoid armor.
Buddha72
You would have a -6 penalty at this point.
Fenris
Okay, so, rolling:

Pistols(6) + Agility(7) + Specialization(2) + Smartlink(2) + Point Blank(2) + Aiming-1(1) + Reflex Recorder(1) - Called Shot(6) (15d6.hits(5)=4)

So, extra information in case it hits: Base Damage of the weapon is 5P + 2 for Flechette
Buddha72
Happy Monday all! Don't forget your weekly drip of 1 karma and I will be posting tomorrow. I will be heading out of townThursday and won't be back till Monday so posting will not be happening during that time.

Hope you all had a great weekend!
Buddha72
Shen is up followed by Eklipse!
UmaroVI
The spirit Stunbolts the other guard (the one Ayo didn't just kill), Force 7 Stunbolt.

Spellcasting 10d6 (Magic 5 + Spellcasting 5) 3 hits
Resist 2P Drain 10d6 (Willpower 5 + Intuition 5) 2 hits, no drain taken.

Notsoevildm
Eklipse's actions for round:

Move up to container (assuming this is just a walk action).

Look for targets inside container: Intuition 4 + Perception 2 + Enhanced perception 1 + Actively looking 3 = 10d6.hits(5)=3

If he spots any bad guys (other than one being attacked by panda spirit), then closest directly ahead of him gets two short narrow bursts (5P+2):
Agility 5 + Automatics 3 + smartlink 2 - recoil 0 (2-2 pts compensation) = 10d6.hits(5)=4
Agility 5 + Automatics 3 + smartlink 2 - recoil 3 (5-2 pts compensation) = 7d6.hits(5)=2 This one is a glitch!

Otherwise he holds his action at the door - same as before (shoot any asians or anyone with a weapon)
Buddha72
Happy Monday y'all! I am winding my way home (6-8 hr drive) & will be posting tomorrow.

Don't forget your weekly drip of 1 karma!
Buddha72
Ok all - I think my files got jumbled around and I would like for every one to send me a new copy of their character please to aoe@54thstreetzoo.com.

Thanks! Make sure to include any new skills purchased.

Will be posting tomorrow after I get things sorted. Sorry for the delay!
Buddha72
Ok Notsoevildm you have 3 simple actions going on in your post (perceiving in detail and 2 bursts) so let me know which one you're dropping if I don't hear back from you by tomorrow I will drop the last action in the list.
Notsoevildm
Hey Buddha,

Drop the second burst as he can't shoot if he doesnt have a target and while he will mercilessly mow down the yaks, he is trying not to kill any civilians.



Buddha72
Thanks will modify my post. smile.gif
Buddha72
Ok Ayo, Eklipse and the panda need to soak DV 12 with 1/2 impact - it is electrical damaget. You may add counterspelling to the roll. Since there are 2 mages providing spell defense right now I need one mage to take the lead and the other to roll his counterspelling and each hit will add a die to the lead mage's final roll (teamwork roll pg. 65).

Let me know who is doing what so they know how much damage is coming in.

Zerone is up!
Notsoevildm
Body 4 + Toughness 1 + 1/2 impact 3 (FF2 + helm2 + PPP2/2) + Non conductivity 3 + Edge 2 (let's not take any chances) = 13d6.hitsopen(5,6)=7 - here's hoping the mages come through big time.

Roll for resisting being stunned:
Body 4 + Willpower 3 + 1/2 impact 3 (FF2 + helm2 + PPP2/2) + Non conductivity 3 = 13d6.hits(5)=7 - no stun
Fyndhal
Buddha, my sheet here is accurate, except for total karma, which I'll update next time I spend any.
UmaroVI
I'll take the lead:

Counterspelling 4 (skill) = 1 hit

If Zerone adds 1 extra dice, still 1 hit.

If Zerone adds 2 extra dice, 2 hits

If Zerone adds 3 extra dice, still 2 hits

(I rolled 4d6, then 3 extra dice singly in order to avoid having to do back-and-forth posting).

The panda spirit's resistance roll: Body (6) = 3 hits, it takes 8 damage, or 7 if Zerone got at least 2 hits.
The panda spirit's not-getting-stunned roll: Body(6)+Willpower(5) = 3 hits, not stunned.

The panda spirit has 7/8 P and is at -4 to rolls.
JxJxA
Oops, sorry for being AWOL. Here are my counterspelling dice:

Counterspell team test:
Magic(6) + Counterspelling(3) + Counterspell Focus (Combat)(3) + Mentor Spirit(Combat)(2) = 14 dice for 4 hits total, but capped at 3.

Also, I'm really new to all of this guys so does anyone have any suggestions on what I should do? I can send my fire spirit into the room and shift into astral perception to take out any other magic-related dangers, or I can try to toss a stunball/manaball into the room.
UmaroVI
When you're rolling Counterspelling to defend from magic (ie, this type situation), you just roll Counterspelling. You would roll Magic+Counterspelling for dispelling active spells. I do not know if Specialization in counterspelling adds to defensive counterspelling; same for Counterspelling Focus. I'm of the opinion that they should but not everyone agrees so it's Buddha's call. (Assuming they add, in future, Zerone should take the lead in defensive counterspelling versus combat spells since he has more dice).

I think your last order to your spirit was to help in the fight; you don't need to spend more actions "micromanaging" under normal circumstances. The biggest threat right now is the enemy mage, but taking down guards is good too; I would definitely recommend zapping someone.

JxJxA
Oh, okay, sorry about that. I can reroll with just the skill without magic and foci, but would my mentor spirit's boon kick in its two extra dice? I don't have a specialization on it.
WearzManySkins
Character sheet sent.
Fenris
Hey JxJxA, GM wanted me to let you know that your specialization would count.

As for damage resistance: Body 3 + 1/2 Impact 4 +Non-Con 3 + Edge 3 = 10d6.hits(5)=4 +3 Edge 3d6.hits(5)=0 + re-rolls for initial edge use 3d6.hits(5)=0

Total: 4 >.<

UmaroVI
\mathematician{
Just some quick advice on Edge - if your dice pool is larger than 18/7 of your edge (or, if your dicepool is at least 3,6,8,11,13 for edge 1,2,3,4,5) you are better off, on average, spending edge after rolling to reroll failures.

The exceptions are: if you only need a very small number of hits compared to your average (like, if you need 1 hit on 12 dice, but the consequences of getting 0 are catastrophic), you would want to reroll failures at a lower dice pool, and if you're going for a really high number of hits (more than about 2/3 your dice pool), such as if you need 6 hits on 8 dice or bust, you would want to prespend edge on smaller dicepools because it's more swingy.
}
JxJxA
Cool, thanks Fenris.

Here's the counterspelling teamwork roll:
Counterspelling(3) + Mentor(Combat)(2) = 5d6 for 2 hits.

Can Zerone fire back with a stunball of his own into the container?
UmaroVI
Okay, so everyone will get 2 bonus hits on their check to soak the lightning bolt.

Also, we now know Zerone should take the lead for counterspelling Combat, and Fat Man for any other school.
JxJxA
Yeah, sorry for not speaking up earlier. I've been busy, so I'm not checking Dumpshock as often as I used to do so.
Notsoevildm
That leaves Eklipse with 3P damage (12-7-2) and a -1 dice penalty. However I think Ayo might be in trouble.
WearzManySkins
QUOTE (Notsoevildm @ Apr 18 2011, 03:24 AM) *
That leaves Eklipse with 3P damage (12-7-2) and a -1 dice penalty. However I think Ayo might be in trouble.

Oh Ayo in trouble?

Where did Kat Doktor put his leeches and medical bloodletting tools go, nothing like a good bloodletting to make one feel much better. biggrin.gif
Fenris
Yeah, looks like Ayo's in trouble biggrin.gif Thanks for the math, Umaro, and since I needed 10 hits on 10 dice, I pretty much figured what you said about needing a large number of hits versus the dice pool.

We'll see if I drop incap first. Forgot to roll for stun: Body(3) + Willpower(4) + Non-Con(3) (10d6.hits(5)=5)

So, not incap, but 6 points of physical damage plus the -2 from the stun for the next however many rounds. Sooo...going to be pretty useless with a -4 to all the dicepools at this point, as a warning.

Buddha's changing a diaper, but wanted me to add that every piece of gear with electronics in it has to roll Armor x2 versus the number of successes on the spellcasting test. Anything that doesn't meet or exceed the successes is shut down for 2+net hits scored number of Combat Turns. I don't know about Eklipse, but I don't have armor on my pistol or commlink, which means no dice to roll.
Notsoevildm
QUOTE (Fenris @ Apr 18 2011, 07:23 PM) *
Buddha's changing a diaper, but wanted me to add that every piece of gear with electronics in it has to roll Armor x2 versus the number of successes on the spellcasting test. Anything that doesn't meet or exceed the successes is shut down for 2+net hits scored number of Combat Turns. I don't know about Eklipse, but I don't have armor on my pistol or commlink, which means no dice to roll.
None of Eklipse's equipment is hardened against electricity, just him. Post edited.
WearzManySkins
QUOTE (Fenris @ Apr 18 2011, 12:23 PM) *
Yeah, looks like Ayo's in trouble biggrin.gif Thanks for the math, Umaro, and since I needed 10 hits on 10 dice, I pretty much figured what you said about needing a large number of hits versus the dice pool.

We'll see if I drop incap first. Forgot to roll for stun: Body(3) + Willpower(4) + Non-Con(3) (10d6.hits(5)=5)

So, not incap, but 6 points of physical damage plus the -2 from the stun for the next however many rounds. Sooo...going to be pretty useless with a -4 to all the dicepools at this point, as a warning.

Buddha's changing a diaper, but wanted me to add that every piece of gear with electronics in it has to roll Armor x2 versus the number of successes on the spellcasting test. Anything that doesn't meet or exceed the successes is shut down for 2+net hits scored number of Combat Turns. I don't know about Eklipse, but I don't have armor on my pistol or commlink, which means no dice to roll.

Armor? maybe was speaking of Hardening? AFB right now. Device Rating equal Armor?

Does this effect cybernetic devices ie datajacks etc?

I am guessing this is a elemental secondary effect of the spell...guess that means most if not all medical treatment devices are impaired or offline.

Back to pre-electronic medicine it seems.

Nurse "Doctor he has a bruised thigh, with nice purple mottling"
Kat Doktor "Hand Me my Bone Saw, infection will set in, will have to amputate." grinbig.gif
JxJxA
Here goes nothing. Zerone is firing an overcast stunbolt at the mage in the back of the container.

Stunbolt at Force 7:
Magic(6) + Spellcasting(3) + Power Focus(3) + Mentor(2) = 14d6 for 9 hits, only 7 count.

Whoa, from now on I'm doing some test rolls on Invisible Castle first, maybe it just needs a little love beforehand. grinbig.gif

Resisting Drain of (7/2, rounding down) - 1: 2
Willpower(4) + Charisma(5) = 9d6 for 3 hits, so he suffers no drain.
Buddha72
Happy Monday all!!

As usual add your weekly drip of 1 karma to your character.

I did some reading and talked to a fellow GM to get a handle on the secondary effect of electricity. First you will compare your gear to the Object Resistance Table:

Manufactured Low-Tech Objects and Materials (Brick, Leather, Simple Plastics) 2
Manufactured High-Tech Objects and Materials (Advanced Plastics, Alloys, Electronic Equipment, Sensors) 3
Highly Processed Objects (Computers, Complex Toxic Wastes, Drones, Vehicles) 5+

Comparing the net hits (4 at this point minus the spell defense) to what you are carrying to see if they are affected as follows:

Electronic equipment, vehicles, and drones can also be affected by Electricity damage. They never suffer Stun damage, but they do roll Body + Armor (drones and vehicles) or Armor x 2 (other objects) to resist secondary effects. If they achieve equal or more hits than the attack, they are unaffected. Otherwise, they cease to function for a number of Combat Turns equal to 2 + net hits scored on the attack test (and may need to reboot after that).

Objects have armor based on material using the Barrier Rating Table:

Fragile Example: standard glass 1
Cheap Material Example: drywall, plaster, door, regular tire 2
Average Material Example: tree, furniture, plastiboard, ballistic glass 4
Heavy Material Example: hardwood, dataterm, lightpost, chain link 6
Reinforced Material Example: densiplast, security door, armored glass, Kevlar wallboard 8
Structural Material Example: brick, plascrete 12
Heavy Structural Material Example: concrete, metal beam 16
Armored/Reinforced Material Example: reinforced concrete 24
Hardened Material Example: blast bunkers 32+

Most common objects used by shadowrunners have an armor of 2 (guns, commlinks etc) unless modified (melee hardened for example) then I'd bump the armor up since it's more durable.

Any questions?

I will be bumping tomorrow morning/afternoon. smile.gif
WearzManySkins
@Buddha72

Sorry being a bit dense at the moment.

Does the entire team need to resist the primary and secondary effects?

Also are cybernetics? affected by the secondary effects?

Question if your Novatech Airware Com Link is Hardened 6 and has Armored Case 6 does than mean 12 dice?

Comm Link is Manufactured High Tech or Highly Processed?
Buddha72
Ok so my day got away from me but no fear I am posting this evening. wobble.gif

WearzManySkins The entire does not just Ayo, Eklipse and the Panda plus the guards in the area of effect though with one being dead it seems pointless. Cybernetics are not affected since you have paid Essence for them - they are considered a part of your body now. The hardened 6 and armored 6 commlink would have 24 dice (6 + 6 x 2: 24) to roll. Commlinks are manufactured high tech.

Twist is up!

Fyndhal
Since all visible targets are currently down, Twist enters the container and will Observe in Detail and Cover the other hatchway that I am assuming is there.

Visual Perception 4+3+3=10d6 (10d6.hits(5)=5)
Notsoevildm
Fyndhal, I think there is still one guard in the room hiding behind the crates (the one Eklipse shot in the shoulder).
Fyndhal
Buddha's post said
QUOTE
All
A dull thud is heard as the guard taking cover behind the door seems to have reached his limit - the wash of the mystic energies from the spirit panda followed by the wash of elemental energy driving him to the ground. His gun, smoking and sparking, slides from his limp fingers skidding across the asphalt. Deeper inside the modified cargo container a burst of celestial brilliance washes out the entrance like a a new dawn. When the light passes a single body can be seen slumped on his side - a small trickle of blood running down the side of his face from his nose.


I thought that was all of the visible targets. If there is someone still standing, I'll happily change my action to giving them a severe cash of lead poisoning.
Notsoevildm
QUOTE (Buddha72 @ Apr 20 2011, 04:48 AM) *
All
A dull thud is heard as the guard taking cover behind the door seems to have reached his limit - the wash of the mystic energies from the spirit panda followed by the wash of elemental energy driving him to the ground. His gun, smoking and sparking, slides from his limp fingers skidding across the asphalt. Deeper inside the modified cargo container a burst of celestial brilliance washes out the entrance like a a new dawn. When the light passes a single body can be seen slumped on his side - a small trickle of blood running down the side of his face from his nose. In the brief moment of silence that wells up a message is sent to the team's communication network from Widget.

I read it that the 'Dull thud' was the guard the panda was fighting, 'celestial brilliance' is the mage, which still leaves 'nearest one past the panda's unfortunate playmate':

QUOTE (Buddha72 @ Apr 13 2011, 04:52 PM) *
Eklipse
You enter the entrance to see two more new figures crouching behind containers - taking cover you assume as everything drops away and you shoot at the nearest one past the panda's unfortunate playmate. You see the container deflect some of the burst but you feel a distant sense of satisfaction as you see a few rounds drive into his shoulder.

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