Thanee
Jan 4 2011, 07:41 PM
Too late. Besides, I wanted to use my cool Sweep maneuver for once.

Attacking to Knockdown with
4 hits.
If my Strength of 3 (currently) + my net hits exceed his Body, he will go to the ground.
He will also suffer damage as for a regular melee attack (7S in this case plus net hits as normal).
If that doesn't knock him out, I can follow-up with a Finishing Move, if the first attack was a hit.

Bye
Thanee
Thanee
Jan 4 2011, 09:40 PM
Nightsky not Westwind.

Bye
Thanee
P.S. Good point on the credsticks, they should have come prepared...
sabs
Jan 4 2011, 10:17 PM
Hey Packer
I want to do a DataSearch to get a pirated copy of:
QUOTE
Pocket Hacker
Programs: Agent (Pilot 3, Browse 3, Exploit 3, Stealth 3)
Released by the notorious Hacker House, this illegal program
package is intended for someone who needs a hacker, but doesn’t
know how to hire one or doesn’t want to use a real person.
Nevermind.. sigh.. extended 1 day test. Don't have that kind of time.
Hey, I had money left over. Would you let me tweak to have gotten a copy of this before play.. it's 5k nuyen, roughly.
So many books to make a char from
Thanee
Jan 4 2011, 10:19 PM
BTW, did Jonny have credsticks or a commlink on him?
Bye
Thanee
sabs
Jan 4 2011, 10:32 PM
On a different note, would I be able to use Jonny's commlink to control the car? Or would that require hacking his commlink too?
J. Packer
Jan 4 2011, 10:35 PM
QUOTE (sabs @ Jan 4 2011, 03:32 PM)

On a different note, would I be able to use Jonny's commlink to control the car? Or would that require hacking his commlink too?
Ghost came up without a commlink, but it would require that you have access to the link - and thus hack it - if that were the case. That said, it might be one of the other Yaks who was doing the driving...
Thanee
Jan 5 2011, 06:31 AM
Best... Roll... Ever!
Drain Resistance (for Attribute Boost, which has ran out by now)
Take a Look! 
Bye
Thanee
Faraday
Jan 5 2011, 11:03 AM
I forgot to roll for how long the Jazz would last, I think.
Here's the roll. 5*10 minutes=50 minutes
EDIT: And a test to improve vehicle speed for a combat turn. Accel=35+5/hit.
1 hit
Thanee
Jan 5 2011, 01:29 PM
New disguise
2 hitsBye
Thanee
sabs
Jan 5 2011, 09:07 PM
Waiting for Warden to post, since he's the guy driving
sabs
Jan 5 2011, 09:36 PM
*cough* Lyle *cough*
Noone knows my name is Rick

Unless you do.. and you just said it, and I have to shoot you in the face to find out why?
Faraday
Jan 5 2011, 09:37 PM
QUOTE (sabs @ Jan 5 2011, 01:36 PM)

*cough* Lyle *cough*
Noone knows my name is Rick

Unless you do.. and you just said it, and I have to shoot you in the face to find out why?
Whoops. >_>
*edits*
J. Packer
Jan 5 2011, 09:38 PM
I'll throw this out here as it's come up in Team 2's OOC - do you guys want me to just handle things like perception and initiative checks on the fly, so that I don't have to wait for the whole team to go round with their rolls?
sabs
Jan 5 2011, 09:39 PM
I would actually, cause I have to work extra hard to find dice rollers I can use from work
sabs
Jan 5 2011, 09:40 PM
Faraday, can you edit stayingi n the driver's seat?
There's no way the two of us are changing seats, in a moving Jackrabbit
Damn thing is the size of a honda civic
And Rick can drive the car from where he is
Faraday
Jan 5 2011, 09:45 PM
I agree. It'd much faster if you did initiative and such tests that don't involve direct action from the players. So like reaction/dodge tests, where the player did not go with full defense, or damage resistance tests. Unexpected perception and initiative are also good.
If J is gonna do this, though, I would highly suggest people set up Dice Pool cheat sheets for common dice pools in their character wikis so that he doesn't have to go through your entire character to get dice pools.
I've already done this for his benefit as well as my own.
Faraday
Jan 5 2011, 09:46 PM
QUOTE (sabs @ Jan 5 2011, 01:40 PM)

Faraday, can you edit stayingi n the driver's seat?
There's no way the two of us are changing seats, in a moving Jackrabbit
Damn thing is the size of a honda civic
And Rick can drive the car from where he is

Too late, and what about when we pick up Peaches? Not like we're gonna move as we're doing that.
J. Packer
Jan 5 2011, 09:49 PM
LOL. I assumed you all came to a stop, unless Peaches was diving into the back seat like a gymnast or something...
Faraday
Jan 5 2011, 09:50 PM
QUOTE (J. Packer @ Jan 5 2011, 01:49 PM)

LOL. I assumed you all came to a stop, unless Peaches was diving into the back seat like a gymnast or something...
That would be amusing, doing a Chinese fire drill at 20 mph.
Thanee
Jan 5 2011, 09:59 PM
Yeah, absolutely. Just roll those for us, if it helps.

Maybe a list of those stats in one place in the wiki would make sense, then, so you can quickly look them up.
NAME
Initiative X+Xd6
Perception Yd6 (+Zd6 visual, ...)
...
...
...
Bye
Thanee
Thanee
Jan 5 2011, 10:06 PM
Checking the credsticks and the two sliverguns (are they smartlinked? gas-vented? stuff like that...).
In case of Smartlink... can you simply use that, or do you need to hack it open first?
Bye
Thanee
J. Packer
Jan 5 2011, 10:09 PM
QUOTE (Thanee @ Jan 5 2011, 03:06 PM)

Checking the credsticks and the two sliverguns (are they smartlinked? gas-vented? stuff like that...).
In case of Smartlink... can you simply use that, or do you need to hack it open first?
Y'know, I don't know how smartlink works in that situation. I would think that, being this far away from Jonny and his PAN, they would just need to be connected to. And yes, both guns are smartlinked, but that's the only aftermarket feature. Built in includes burst fire and an internal sound suppressor.
Doing some quick math in your head, you realize the credsticks contiain about 8500 Y between them all. Quite the haul, really.
Thanee
Jan 5 2011, 10:11 PM
Very nice, indeed!

Adding some extras to those guns would make them pretty useful (esp. some recoil compensation to make those bursts actually feasible).
GasVent-3, Personalized Grip & Skinlink = 550¥. But that can only be done after the run, of course.

BTW, how much ammo is there? One full clip in each of them?
Bye
Thanee
Faraday
Jan 5 2011, 10:30 PM
Gonna do a perception roll to just check stuff out. I have natural low-light vision, so unless it's pitch black, I won't bother going thermo-vision.
5 Hits
J. Packer
Jan 5 2011, 10:46 PM
QUOTE (Thanee @ Jan 5 2011, 03:11 PM)

BTW, how much ammo is there? One full clip in each of them?
That's right. One of them is jammed, however. Take an armory roll nothing fancy (threshold of 2) to clear it.
J. Packer
Jan 5 2011, 10:48 PM
QUOTE (Faraday @ Jan 5 2011, 03:30 PM)

Gonna do a perception roll to just check stuff out. I have natural low-light vision, so unless it's pitch black, I won't bother going thermo-vision.
5 HitsThe walls are concrete, and relatively smooth. Periodically there are bits of left over water treatment and transmission equipment that was too difficult to steal. Graffiti lines the walls, in thick, thick layers. Not much worth noting so far.
Faraday
Jan 5 2011, 10:51 PM
QUOTE (J. Packer @ Jan 5 2011, 02:46 PM)

That's right. One of them is jammed, however. Take an armory roll nothing fancy (threshold of 2) to clear it.
Warden can do that. (After the run's done. Not gonna take time for now.)
I really thought about going with two sliverguns myself, those things are pretty nice. But J convinced me to stick with Jessie.
Isinghar
Jan 6 2011, 02:19 AM
You can roll Initiative, Perceptions, etc. for Cruiser. I added a section of dice pools under "Cruiser Stats" on wiki-page.
Thanee
Jan 6 2011, 06:52 AM
Also added some dice pools at the end of my sheet.

Bye
Thanee
sabs
Jan 6 2011, 12:20 PM
Did you want some flavor posts from us? I think we're kinda waiting to see what happens

I know Rick is basically just mapping this route on his commlink.
J. Packer
Jan 6 2011, 03:41 PM
Yeah, I was giving some time for everyone to have a chance to post, if they wanted to, but not really enforcing it. And then life got in the way last night and I was unable to do much to move the action forward.
Thanks, all, for updating sheets with basic rolls that I might need to make for you.
Faraday
Jan 6 2011, 09:07 PM
Oh dear, that was an unexpected roll to fix a gun.
J. Packer
Jan 6 2011, 09:48 PM
QUOTE (Faraday @ Jan 6 2011, 02:07 PM)

Oh dear, that was an unexpected roll to fix a gun.
One hates to think of those rolls as "wasted" but, in this case... man...
sabs
Jan 6 2011, 09:53 PM
Warden, you probably shoulda stayed in the driver seat
Faraday
Jan 6 2011, 09:58 PM
Oh well. Perception roll:
4 HitsGetting a gist of threat level. Guns out? Armored Bikes? Etc?
J. Packer
Jan 6 2011, 10:02 PM
QUOTE (Faraday @ Jan 6 2011, 02:58 PM)

Oh well. Perception roll:
4 HitsGetting a gist of threat level. Guns out? Armored Bikes? Etc?
Oh, I already rolled perception rolls for everyone. You got seven hits. I was just waiting for specific questions.
Faraday
Jan 6 2011, 10:03 PM
QUOTE (J. Packer @ Jan 6 2011, 02:02 PM)

Oh, I already rolled perception rolls for everyone. You got seven hits. I was just waiting for specific questions.

O___o Holy crap. And yeah, I forgot about you rolling for us.
I guess IC really really likes Warden.
sabs
Jan 6 2011, 10:05 PM
First thing I'm buying is a r3 skillsoft "pilot groundcraft"
God damn
J. Packer
Jan 6 2011, 10:07 PM
This time, IC liked everyone. The lowest result was Ghost, wedged into the back seat and glancing out the heavily sloped back window, and she got three hits.
Faraday
Jan 6 2011, 10:19 PM
QUOTE (sabs @ Jan 6 2011, 02:05 PM)

First thing I'm buying is a r3 skillsoft "pilot groundcraft"
God damn
You know you'll need skillwires for that, right?

I find it kinda funny that warden's got as good a dice pool as he does while high.
J. Packer
Jan 6 2011, 10:27 PM
We'll start the situation at medium range. All gunfire will be at a -4 (1 for range, 3 for being in a moving vehicle).
If you can extend the range to long, you'll have a shot at breaking off contact and losing them. If the range closes to short, you'll either have the option to try to drive one of them off the road, or you will be the object of such an attack.
I'll need a roll from Rick and Cruiser respectively, of Reaction + Vehicle Piloting Skill (or Pilot program, 1 for both the Contrail and the Jackrabbit) + Handling (Jackrabbit = 0, Contrail = +1) to determine, first, if the range is changed. This will be at -8 dice due to the number of pursuers you have currently.
Isinghar
Jan 6 2011, 10:28 PM
OK, I have never done a Car Chase in SR before. What are the main dice pools and modifiers I should be collecting? Are we sure the bikers are coming after us, or are they just passing along?
Faraday
Jan 6 2011, 10:32 PM
QUOTE (J. Packer @ Jan 6 2011, 02:27 PM)

We'll start the situation at medium range. All gunfire will be at a -4 (1 for range, 3 for being in a moving vehicle).
If you can extend the range to long, you'll have a shot at breaking off contact and losing them. If the range closes to short, you'll either have the option to try to drive one of them off the road, or you will be the object of such an attack.
I'll need a roll from Rick and Cruiser respectively, of Reaction + Vehicle Piloting Skill (or Pilot program, 1 for both the Contrail and the Jackrabbit) + Handling (Jackrabbit = 0, Contrail = +1) to determine, first, if the range is changed. This will be at -8 dice due to the number of pursuers you have currently.
I get the feeling that -8 dice pool will reduce everyone's dice pool to 0. :/
BTW: The snuff's worn off at this point. Warden is still up on the Jazz though. (+1 React, +1 IP)
J. Packer
Jan 6 2011, 10:39 PM
Yes, I will be investigating some house rules on car chases if they ever come up in the future. The ones in SR4A are a bit... hinky. With a difference of four pursuers, you'd have to be Eval Fricken Kineval to get away most of the time.
Thankfully, the penalty is only to the roll to change the range - not any other vehicle tests you might have to do.
Isinghar
Jan 6 2011, 10:49 PM
OK thanks. Then my dice pool is: Reaction 5 + Pilot Ground Craft 1 + Handling 1 = 7; with the -8 I have no dice; guess I cannot even try and keep that distance.
To be honest I do not understand why the number of pursuers matter, shouldn't it be somehow related to the max speed of the vehicle or something? Anyway...
klinktastic
Jan 6 2011, 10:51 PM
Yeah, you add or lose dice depending on the difference in speed 10 for 1.
J. Packer
Jan 6 2011, 10:52 PM
There are actually modifiers for the speed differential between the vehicles, but with these guys being prepare to be in pursuit, it wouldn't work out as a net positive for you until you could accelerate for a while. And I'm not sure the jackrabbit would ever be able to outclass the Harleys.
Faraday
Jan 6 2011, 10:58 PM
Well if it had rocket boosters...
sabs
Jan 6 2011, 11:05 PM
QUOTE (Faraday @ Jan 6 2011, 11:19 PM)

You know you'll need skillwires for that, right?

I find it kinda funny that warden's got as good a dice pool as he does while high.
You realize I have skillwires
sabs
Jan 6 2011, 11:08 PM
my dicepool is also a 0.
JP.. How defensive is the "defensive" .. because he'll probably do that with the idea that he'd rather shoot out the window.
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