Aria
Jun 13 2011, 03:10 PM
Ah, ok, I glanced at the table but was reading the text a couple of pages before
So autosofts are only any good if you want the drone to act independantly...got it
sabs
Jun 13 2011, 03:40 PM
Yup
My original drones had autosofts.
Which is why I was letting them blow shit up on their own :0
Aria
Jun 13 2011, 04:04 PM
QUOTE (sabs @ Jun 13 2011, 04:40 PM)
Yup
My original drones had autosofts.
Which is why I was letting them blow shit up on their own :0
These ones have the relevant autosofts too...all at 4. I'm thinking at the very least targetting for both weapons, possibly the evasion one and others relevant to a milspec drone (Device Rt 5)
sabs
Jun 13 2011, 04:24 PM
Yeah, just right now Sticks has them in, stupid mode. Hell, he's got the Pilot unloaded. Because he only wants them to do what he says.
Big Fella
Jun 14 2011, 06:55 AM
Hi guys.
Time to put the hurt on Feather.
Initiative: 18.
http://invisiblecastle.com/roller/view/3071199/I will put a couple of arrows in if I can, then I suspect we will be doing some melee!
Arrows:
6 and 8 Base damage 10
mister__joshua
Jun 14 2011, 07:32 AM
Aria
Jun 14 2011, 08:20 AM
QUOTE (mister__joshua @ Jun 14 2011, 08:32 AM)
@Big Fella: I'm not sure you'll have to worry much about melee as Feather's defensive skills rely on brute strength rather than dodging and your arrows hit like a freight train!
First arrow does 8 boxes and the second one finishes him off (or at least takes him out of the fight!) - you have 10 left now!
I will IC this shortly!
Aria
Jun 14 2011, 01:01 PM
Current assumed running order (from nearest the fight to exit)...feel free to disagree!
Roberts & Bryn
Gash
Joshua
Lt Tantilla
Sgt. Andrew Reid
PFc. Jamie West
PFc. John Bradley
PFc. Stuart Davies
Cpl. Laura Archer
Sticks
Anthroform drones
sabs
Jun 14 2011, 01:14 PM
Aria, I saw the 2 guys leap down the stairwell right? Can I toss grenades down after them?
Aria
Jun 14 2011, 01:16 PM
QUOTE (sabs @ Jun 14 2011, 02:14 PM)
Aria, I saw the 2 guys leap down the stairwell right? Can I toss grenades down after them?
There was only 1 guy who leapt down (the troll is dead and the orc is cowering in fear)
If you can see him with a -4 to visual/thermal perception then yes, you can
He is very near lots of sleeping people though, just saying... and taking cover against the side of the walkway...
sabs
Jun 14 2011, 01:17 PM
Oh well, I'm not gonna do a grenade burst against a bunch of sleeping people
never mind.
mister__joshua
Jun 14 2011, 01:34 PM
Crap! I posted hours ago to describe me jumping down after the Wolf Pack member, and it doesn't seem to have saved. Did anyone else see it? I did it straight after my spot check. I'm sure I posted it! Grrr
Seth
Jun 15 2011, 04:04 AM
Firstly: Ouch ... I feel for Feather
Secondly: Nice doggie...ok Not so nice doggie.
I am away for a couple of days, so I thought I would flesh out my next combat round.
Currently I am dual natured. I am going to charge the mage if that's possible.
Initiative: 13IP 1
Clubs:
7 successesDamage base 4 physical
Dodge if needed:
4 successesSoak: (impact I guess):
A mighty 9!I am not unhappy with IP 1!
IP2:
Clubs again:
Another 7Damage base 4 physical again
Dodge:
5 successesSoak:
A less impressive 5I am guessing the mage is going to try and cast a spell on me. The difference between physical and stun resistance for me is 1 die, which makes no difference to the actual roll
Firstly: Arcane arrester so half the force of the spell
Secondly: Countermagic + body: 4 successes
http://invisiblecastle.com/roller/view/3072302/
Aria
Jun 16 2011, 11:45 AM
QUOTE (Seth @ Jun 15 2011, 05:04 AM)
Firstly: Ouch ... I feel for Feather
Secondly: Nice doggie...ok Not so nice doggie.
I am away for a couple of days, so I thought I would flesh out my next combat round.
Currently I am dual natured. I am going to charge the mage if that's possible.
Initiative: 13IP 1
Clubs:
7 successesDamage base 4 physical
Dodge if needed:
4 successesSoak: (impact I guess):
A mighty 9!I am not unhappy with IP 1!
IP2:
Clubs again:
Another 7Damage base 4 physical again
Dodge:
5 successesSoak:
A less impressive 5I am guessing the mage is going to try and cast a spell on me. The difference between physical and stun resistance for me is 1 die, which makes no difference to the actual roll
Firstly: Arcane arrester so half the force of the spell
Secondly: Countermagic + body: 4 successes
http://invisiblecastle.com/roller/view/3072302/Without flight you can't charge the mage as she's in more or less the centre of this bloody big chamber...she's also not casting spells at you though so that's a plus! You've severly wounded the beast spirit and it's going off with its tail between its legs so that I can look up how the fear power works with your arcane arrester
Big Fella, can you let me know if you want to dodge the shotgun blast? There's no way it will penetrate your armour but you might take some stun from it...
sabs
Jun 16 2011, 02:36 PM
Sticks will feed her the conversation he had about the inbound airstrike with his friend. Since it seems she's in his nodes
anyways.
Aria
Jun 16 2011, 03:04 PM
QUOTE (sabs @ Jun 16 2011, 03:36 PM)
Sticks will feed her the conversation he had about the inbound airstrike with his friend. Since it seems she's in his nodes
anyways.
Well I had assumed you were doing an AR projection but anyway...
Big Fella
Jun 17 2011, 05:10 PM
Well if there is a wolf pack member shooting at me, I'd better shoot at him!
Dodging that horrible shotgun
6 successesIn case its needed:
Soaking 7 successesShooting back at the bad man:
6 and 5I have lost track of arrows. I think I had 12, and have shot another 4 since then, but I am not sure.
Seth
Jun 17 2011, 05:20 PM
QUOTE
I can look up how the fear power works with your arcane arrester
It doesn't. I am near maximum willpower for mere mortals, although I guess its Legundo's willpower that we resist with. Fear is a scary (sic?) power.
As I am currently possessed I cannot cast spells at the moment. I guess I will fear it back! So we will see how gets who.
My willpower roll:
A mighty? 4Legundo's roll:
A wussy 2In the next round if its relevant:
Initiative: 13My fear, if I am not cowering in terror: 3 successes
Aria
Jun 20 2011, 07:12 PM
Nearly there people...a few more posts to wrap this one up and we can start fresh and shiny
Would be great to say we've completed a pbp game here on DS!
Seth, stop trying to talk your way out of combat
...it's working though!
Seth
Jun 21 2011, 06:57 AM
QUOTE
Seth, stop trying to talk your way out of combat ...it's working though!
lol. These guys seem to me to be the good guys. As a good soldier will still shoot them into little pieces if that's what's required, but if I can avoid it I will.
Aria
Jun 21 2011, 08:33 AM
QUOTE (Seth @ Jun 21 2011, 07:57 AM)
lol. These guys seem to me to be the good guys. As a good soldier will still shoot them into little pieces if that's what's required, but if I can avoid it I will.
Well 'good guys' is far too black and white a term for anyone in Shadowrun - everyone has some skeletons to conceal! Having said that, they certainly aren't the terrorists you were told they are, whether they pose a threat to the UCAS is a different matter again
I'll leave Blackhat to respond to your query about the air strike
Aria
Jun 27 2011, 04:33 PM
Can we have a 'vote' on whether you want to end in a big combat? At the moment you seem to be avoiding one but there are sufficient players (and I don't mean you lot) that things could still errupt...
Things seem to be slowing up and I don't want to loose out at the end because you've lost interest! I also want to keep momentum on the sequel game as I'd like to get things going before the summer slows us all down (sunshine sometimes being more attractive than typing on DS
)
Lemme know!
sabs
Jun 27 2011, 04:38 PM
AAck, I need to post.
It's up to you.. but if we end in a giant gun fight, are we really going to come abck later and willingly put ourselves into their hands?
Aria
Jun 27 2011, 05:14 PM
Who said any gun fight would be with them
BlackHat
Jun 27 2011, 05:16 PM
Fights tend to slow things down, but a big climactic battle might underline some of the danger you've been describing (and make us fight to keep these guys around). I agree with Sabs that these PCs would be more willing to come back willingly in the sequel if we leave on good terms, but depending on how things play out, we don't necessarily need to be "willingly" in the sequel, either.
I'm up for either, but Roberts is pretty rubbish in combat, I've learned, so I don't think his participation will nudge things one way or the other.
Aria
Jun 27 2011, 05:18 PM
Well at least in the sequel you can respec yourself into a combat monster
BlackHat
Jun 27 2011, 05:21 PM
At the low low cost of leadership potential.
sabs
Jun 27 2011, 06:06 PM
Sticks is a combat monster, when he has drones.
Otherwise, hes' rubish, with no hacker skills.
sabs
Jun 27 2011, 06:07 PM
I'm all for a big climatic battle with Knight Errant
Seth
Jun 27 2011, 06:20 PM
Edit: removed. Wrong thread. <<Deep embaressment>>
BlackHat
Jun 27 2011, 06:26 PM
Wrong thread?
Aria
Jun 28 2011, 09:51 AM
I'll give you a chance to respond with any 'plans' otherwise I'll have an NPC close the tunnel doors and move you on towards Hobbiton...
Seth
Jun 28 2011, 09:14 PM
QUOTE
I'm all for a big climatic battle with Knight Erran
Umm...but...
I am all for a climatic battle between the Wolf Pack and Knight Errant, while we exit stage left. But I am happy to go along with the others. <<Insert rude anti-cop joke>>
Aria
Jun 29 2011, 01:22 PM
Karma time (calculated to post 335):
Sabs 35 karma & 87500¥
Seth 27 karma & 67500¥
Big Fella 11 karma & 27500¥
Black Hat 21 karma & 52500¥
Mr J 15 karma & 37500¥
Retired:
Branmac 1 karma & 2500¥
Klink 8 karma & 20000¥
AStar 7 karma & 17500¥
J. 5 karma & 12500¥
You get to keep all of it (or get bumped to 20) if you carry on with the sequel game. You may or may not want to bother spending it now before the big conclusion. Don't forget to subtract anything you've already spent!
sabs
Jun 29 2011, 02:43 PM
How do you feel if i spent it on hacking skills before the next game?
Aria
Jun 29 2011, 02:44 PM
QUOTE (sabs @ Jun 29 2011, 03:43 PM)
How do you feel if i spent it on hacking skills before the next game?
No problem at all! Since playing a hacker I'm getting at least some grasp of the rules implications (at least I know which questions to ask
)
sabs
Jun 29 2011, 02:46 PM
I love hackers, and I think Sticks is so pissed off about how easily his crap got pwnd, that he's going to crash course some hacking skills.
Aria
Jun 29 2011, 02:47 PM
QUOTE (sabs @ Jun 29 2011, 03:46 PM)
I love hackers, and I think Sticks is so pissed off about how easily his crap got pwnd, that he's going to crash course some hacking skills.
Well most of that was GM fiat because TMs are new and unheard of in 2070 and therefore defenses against them are substantially weaker than a couple of years later!
sabs
Jun 29 2011, 02:49 PM
that's fine
He's still pissed off.. he doesn't know that.
And it wasn't that much GM fiat.. a technomancer with karma is frightening.
Seth
Jun 29 2011, 04:32 PM
Woot Karma
We love it!
Aria
Jul 1 2011, 08:23 AM
Can you let me know which vehicles (and how many) you want to take? There are a range of older APCs (Devil Rats or similar), a couple of Ares Citymasters and even some light tanks (Stikers or similar)...they all need refueling. The newer ones have rigger controls only...although can be VR controlled by any of you once Sticks / Kit hack the codes!
There are 11 DW personnel
23 Children
5 Wolf Pack (who don't look keen on being left behind but you might be able to split them up)
BlackHat
Jul 1 2011, 12:58 PM
Not sure how many fit in a light tank, but APCs and Citymasters can hold quite a few people, each (10-14 according to SR4A). The citymaster would probably look the least-conspicuous once we get away from this immediate area (GL driving a tank through Seattle to get back home without incident).
Do we get the impression that the Wolf Pack is planning to take and look after the kids (in which case, they probably wouldn't want us to) or are they not the babysitting types?
I guess, it seems like DW could take one APC/Citymaster, and the wolf pack could probably split themselves and the children between two others... and we could just part ways, here. DW heading for DW HQ and the Wolf Pack heading off with the kids to like their wounds and build a new base so they can be evil again in part-2. The alternative would be to split the DW personnel and the children between two vehicles (which would allow the wolf pack to exit on their own - maybe in a tank - if they are so inclined) - but I somehow doubt they are willing to intrust the surviving experimental children with DW just so they can get in a big fight with a tank somewhere (although that would be ideal for us - so I'm not going to suggest stopping them if they seem to be planning that).
So, I'm open to other ideas, but I think we will end up taking 3 APCs/Citymasters. DW will claim one. SW survivors will claim the other two.
Aria
Jul 1 2011, 01:02 PM
You're the boss...of the DW lot anyway
We'll do it your way. Feel free to IC fueling the APC of choice (there's a nearby fuel tender) and getting it moving up the ramp. Sabs is away for the weekend I believe so you can wait for him or just order people to fulfill your wishes...
BlackHat
Jul 1 2011, 01:59 PM
I'll get something up this afternoon.
mister__joshua
Jul 4 2011, 12:12 PM
Just posting cos I haven't in a little while. Got distracted with work stuff. I kept reading the IC thread but didn't wanna make lame posts like "I tag along" so until I could think to contribute anything meaningful I just followed the story and assumed my character was following orders and just tagging along.
Aria
Jul 4 2011, 12:20 PM
I'm doing an IC post now to move things on...
The decision required of you lot now is whether to scout the surface (and with who/what) or simply blast out of the tunnel like the Millenium Falcon with flames trailing you all the way
...of course without the scouting you don't know what's waiting for you
Seth
Jul 4 2011, 01:41 PM
I'm having an astral scout ahead:
Assensing:
3 successes (I haven't included any background count.
And we will have a concealment 6 (another service from Legundo: help me scout ahead and see whats there without getting seen).
Aria
Jul 4 2011, 02:58 PM
I've updated the Stillwater map to show where forces are approximately...link is on my website via my sig.
As an aside, I know I'm starting the EoD thread but here's a quick plug for the 2072 thread too (as Sir Psycho's game seems to have foled before it began)...any players or GMs welcome!
Aria
Jul 5 2011, 03:06 PM
QUOTE (Seth @ Jul 5 2011, 03:37 PM)
Gash
[04:33 August 23, 2070 – Stillwater Eco Tower Level -2]
Wow they really carry a chip on their shoulder. They should learn to target their hate at the correct targets. Ah well the impetuousness of youth I suppose
"Where is the laser targeting coming from? I will go deal with it"
After making sure that his old frail body is well strapped into the APC, Gash explodes out of his body heading for the source of the laser.
Well you did just blow up their home and then leave without any hostages
The Wolf Pack are laser targetting you from their APCs...don't worry, they don't have any missiles that you can see...not sure how you intend to 'deal' with them from the astral but I'm sure I'll enjoy finding out
The drone is surveillance only and seems to be unarmed
BlackHat
Jul 5 2011, 03:30 PM
Ah, I thought the lasers were coming from the drone. This is even better, really.
Let's move forward with my plan. Gash can try to mojo up in the other vehicles if he likes, but Sticks should wedge our APC in the tunnel and we can start fighting with the Wolf Pack if they're gonna start some shit.
The drone, who I assume was sent in by KE, will get a nice confusing feed of 3 APCs rolling out and then turning on each other in the tunnel.
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