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Ghost_in_the_System
QUOTE (Sephiroth @ Jun 1 2011, 10:58 PM) *
What is on the shelves around Fearghas, other than some boxes of grenades?

Do you really need anything besides that? devil.gif

Also, even at such a slow speed, the fork lift would have 76 times more force than a normal bullet (7.6 times as much force as a .220 swift).... Just throwing that out there biggrin.gif Of course it is also much larger, so there is that.

Also, suppose I'll announce that I'm ready to join the game whenever I can be found.

Edit: Aww, defused grenades frown.gif
Seth
@Sephiroth
Angel originally started as a sub plot within the pyramid story (there had to be a way that the horror wouldn't just win, and it had to be because he was messing with things that he didn't fully understand).

I'm going to work a bit on the back story, before posting where you have seen her before. Suffice to say that you have seen that aura before: once, and it was just before the Ritual of Hiding and Protection that was performed at the end of the last mana cycle. This is the ritual that hid the elves ears...and similar stuff.

Most forklift's I have worked with have been over 4 tonnes. I point you to the site http://answers.ask.com/Business/Other/how_..._forklift_weigh. Thats mostly so that they don't fall over when they carry heavy weights. This forklift weighs 4 tonnes.

On the shelves are most things that you can think about militarily, and engineering spares, and loads of food. All the military stuff has been packed for safe storage: so all the explosives have the fuses removed, although the fuses are usually in the same box. There are boxes full of knives (sharp and unpleasant). There are lots of bits of metal around. I know you don't have long now, but a minute would give you all the explosive equipment you could ask for.


@Pbangarth
I am AFB so I cannot remember what 4 gives you. I think you cannot see that she is a technomancer with 4, and I suspect that deltaware doesn't show up (but you can check). So she looks like a teenager, actually reasonably healthy, locked into a BTL trance (you have seen that quite a lot with teenagers), and she is projecting the golden aura.

@Ghost
See PM for where you are. At the end of this round I will include your location in the summary

@General
On a side note we (Alyena, Me and BigFella) are travelling at the moment (until Monday), and will find posting challenging.
sabs
Well,since the Spirits are playing with Alyena. I'm going to maintain my Mental Barrage on Major Pain

Force 9 Manabolt

Magic(6)+Spellcasting(4)+Focus(2)+BC(2)=14d6 4 1 5 2 6 6 1 3 4 4 3 5 4 5 (5) hits

Drain: 15d6 6 1 6 1 2 1 6 4 2 2 3 3 5 6 3 (5) hits

so long as I don't get too many net hits smile.gif should be fine.
Aria
Seth, slight detour: having a free moment I've been looking at working out Ryl's stats in the past, and something that will apply to all of us - how do you want us to deal with resources? Skills, powers etc are fairly easy to rearrange but I've put 50pts into resources, most of which won't even have been invented 10 years in the past! It is likely that I won't need much in the way of past equipment so should i plough the points into skills?!?

Oh, and I'm going to keep my completed characters under the link in my sig as they are easier to find that way...so that supersedes the one in this thread (there are only minor changes...)
pbangarth
Another question for you, Seth:

In Street Magic, page 118, under the discussion of the game mechanics of Background Count, it talks about the effects on Drain Resistance Tests. It says the BC is added to Force when calculating Drain. In the next section, under Aspect, the text gives a more general description of positively aspected BC, saying it affects all Drain Tests.

What is your position on the effect of the Golden Beauty BC on Spirit Bane's Banishment ability? Mandala is holed up in the Golden Beauty domain as it is the only place in the pyramid he knows of that will negatively affect the Azzies' magic capabilities. Spirit Bane's Magic Attribute will drop for sure, but will his Drain from a Banishing attempt be affected?

Mandala's is counting on Spirit Bane's arrogance. His plan is to survive the Banishment and nuke Spirit Bane with the Drain so he can't/won't try it a second time. I suspect Mandala would know if BC negatively affects Drain for Banishment attempts as well as spells.

As an aside, how many Services does Mandala owe Alachia? Knowing this is kinda important, too.
Ghost_in_the_System
Well, it says it gives a bonus to tall drain tests if domain and tradition match, it doesn't say it gives a penalty for them not matching. However in the previous section it does mention being applied to 'any magical drain' but it says it adds to the force, which would only be relevant in the case of casting a spell... it is indeed a bit of a quandary. Perhaps it should give half the BC as extra drain whenever there is drain (since that would be the equivalent of adding BC to force for spells)?
sabs
So, is Mandala's force currently at -6?
If so that's ugly..
it's going to be summonig+magic-6 vs Mandala's force of what 3?
pbangarth
QUOTE (sabs @ Jun 2 2011, 11:59 AM) *
So, is Mandala's force currently at -6?
If so that's ugly..
it's going to be summoning+magic-6 vs Mandala's force of what 3?

Nope. The BC is Golden Beauty 4 in this room, and Mandala has the Free Spirit Power Ignore Background Count (1) that Seth created. So the effect on him is -3.

It will be Summoning + Magic (+ a focus?) -4 vs. Mandala 's Force of 6 bumped by his last Edge of 6 (alas limited by his Force). This is what he saved his last point of Edge for. The Drain, if bumped by the BC will be nasty even for Spirit Bane.

It was clearly pointed out to us that these guys are arrogant to the max, so Mandala is counting on Spirit Bane not using Edge but using his skill alone. And I'm hoping Mandala's new-found blood spirit buddy will do a little damage, first.

Of course, it wouldn't be the first time a PC of mine was nuked because I figured wrong.
Sephiroth
QUOTE (pbangarth @ Jun 2 2011, 10:33 PM) *
Nope. The BC is Golden Beauty 4 in this room, and Mandala has the Free Spirit Power Ignore Background Count (1) that Seth created. So the effect on him is -3.

It will be Summoning + Magic (+ a focus?) -4 vs. Mandala 's Force of 6 bumped by his last Edge of 6 (alas limited by his Force). This is what he saved his last point of Edge for. The Drain, if bumped by the BC will be nasty even for Spirit Bane.

It was clearly pointed out to us that these guys are arrogant to the max, so Mandala is counting on Spirit Bane not using Edge but using his skill alone. And I'm hoping Mandala's new-found blood spirit buddy will do a little damage, first.

Of course, it wouldn't be the first time a PC of mine was nuked because I figured wrong.

Ahh, I see how it works now. From what I can see in SM and SR4A pg 188, you would first increase your Force by 1 for the purposes of the banishment resistance roll only (this is taking into account your Ignore BGC power. Without it, you would add the value of the Golden Beauty domain (you might want to find out what exactly the Golden Beauty aspect is, since it's not necessarily a tradition aspect) to your Force, essentially negating the domain's effect on your Force). Spirit Bane would then roll (Magic-4) + Banishing (not Summoning) + (a Foci-4), and you would roll your Force of 10 + your summoner/binder's Magic (Alachia, oh god dead.gif ) + your last Edge point. Then poor Spirit Bane suffers drain equal to twice your hits. That'd be the way that BGC would add to Force for banishment drain tests, it looks like.

Make sense?
sabs
Holy Crap I forgot about Alachia's Magic being part of the resistance test. Damn boy smile.gif Spirit Bane is in for a bad day. Especially if you edge that thing.

Aria
Except he'll have lots of blood magic to resist the drain...and perhaps a handy sacrifice or two...prisoners ork.gif
Ghost_in_the_System
QUOTE (Aria @ Jun 3 2011, 10:14 AM) *
Except he'll have lots of blood magic to resist the drain...and perhaps a handy sacrifice or two...prisoners ork.gif

Shhhh!
pbangarth
QUOTE (sabs @ Jun 3 2011, 09:49 AM) *
Holy Crap I forgot about Alachia's Magic being part of the resistance test. Damn boy smile.gif Spirit Bane is in for a bad day. Especially if you edge that thing.

Holy Crap! I forgot about her, too! *rubs hands together* Now it's at least a fair fight! Mandala may still get squashed, but he'll wipe that grin off the bastard's face.

Thanks for reminding us, Sephiroth. I have a beer for you should we ever meet.

The Golden Beauty background count affects Mandala doubly, through a reduction of his Force by 3 (4-1 for his Power) [so says Seth] and his Edge which is limited by his Force.
Sephiroth
QUOTE (pbangarth @ Jun 3 2011, 10:09 AM) *
Holy Crap! I forgot about her, too! *rubs hands together* Now it's at least a fair fight! Mandala may still get squashed, but he'll wipe that grin off the bastard's face.

Thanks for reminding us, Sephiroth. I have a beer for you should we ever meet.

The Golden Beauty background count affects Mandala doubly, through a reduction of his Force by 3 (4-1 for his Power) [so says Seth] and his Edge which is limited by his Force.

Happy to help. notworthy.gif Don't forget though, in the specific case of Banishment the Golden Beauty domain only affects you once (by limiting your Edge to your actual Force). Your effective Force is unaffected by the BGC for this roll only, because of the way background count affects Drain (even better, I think it actually gives you an extra die, hence why I put your Force at 10 above, unless Ignore Background Count affects that too).
pbangarth
My understanding from Seth is that this BC like all the others in the pyramid reduces Mandala's Force, the way it does all spirits.
Sephiroth
Yes, I know. I'm not arguing that; I guess I'm not explaining myself well.
QUOTE (Street Magic @ Background Count and Magic, pg 118)
Additionally, the process of gathering and shaping mana is more difficult in areas with background count, so the absolute value of the background count is also added to the Force whenever a character resists magical Drain.

You guys seem to be operating on the principle that Drain is only dependent on Force in the case of spells, but I am trying to point out that this is not the case; Drain also depends on Force for Summoning and Banishing, but in a different and more indirect manner.

QUOTE (SR4A @ Banishing, pg 188)
Banishing is the process of severing the tie between a spirit and summoner - in a way, it is the opposite of summoning/binding. ... The banisher rolls Banishing + Magic. The target spirit rolls Force if unbound or Force + summoner's Magic if bound.
...
Banishing causes Drain equal to twice the hits (not net hits) scored by the spirit on the Opposed Test (minimum 2 DV).

I'm saying that Banishing Drain is still dependent on Force, not because Banishing has a specific drain value for any given spirit Force, which it doesn't (unlike spellcasting), but because Drain is dependent on your hits for banishment and your Force affects how many hits you can get by determining how many dice you roll in the first place. I.e. banishing a Force 14 spirit will probably cause more drain than banishing a Force 5 spirit, because the first has 9 more dice to roll hits on than the second spirit.

So, in the case of background count, you would still add its rating to the Force for the purposes of drain resistance. This is what I am saying when I say you would roll a Force of 10 + Alachia's Magic:

-You start out as a Force 9 spirit (your natural Force). The Golden Beauty 4 domain reduces your Force by it's rating, bringing it down to 5.
-Spirit Bane tries to Banish you 'cuz he thinks he's super awesome. He rolls stuff.
-You add the absolute value of the domain to your Force. This is where I'm saying that your Force is unaffected for the roll. Force 5 + domain 4 = 9. It's as if the background count isn't even there, but please note that your ACTUAL FORCE is still 5, not 9.
-But wait! You have the Ignore Background Count Spirit Power. This makes your ACTUAL FORCE 6, not 5. So Force 6 + domain 4 = 10 (I'm assuming that the power wouldn't work in Spirit Bane's favor by making it domain 3, since unaspected BGC is supposed to cripple you, not help you).
-End result: You roll your Force dice as if you were a Force 10 spirit, even though your ACTUAL FORCE is still 6 (and your Edge is still limited to 6 as such). Add binder's Magic as normal.

I hope that gave more clarity to what I was saying above.
Ghost_in_the_System
Oooo, I see what your saying. There should however be a distinction between hits obtained normally, and hits obtained due to the 'bonus drain force' because the latter hits shouldn't affect the degree of success or failure of the banishment itself, only the amount of drain sustained for attempting it.

This also falls roughly in line with the F/2 ratio of spells, in that each 1 BC is an extra half point of drain, since to buy hits it costs four dice, and each hit is 2 drain, that also comes out to 1 BC equaling an extra half point of drain (slightly more on average with rolls netting one hit per 3 dice, not 4).
Seth
Hi guys. As I posted in my previous post, I am travelling, and find it hard to get to the internet. Sorry for not responding sooner. I'll be back on Monday

Couple of thoughts for you:
1: Spirit Bane is so called for a reason. In the brief it says that he can kill spirits by looking at then. That doesn't sound like banishing.
2: Alachia isn't all bad. There is a reason that she summoned and bound Mandala, and that was to provide substantial protection from banishing. Her magic is 15. From memory she left you with 10 services unfulfilled.

I'm kind of saying that this is a high risk strategy that you are playing, but then again you are in a high risk situation. You are almost certainly better doing this in the Golden Beauty (by the way although its a character disadvantage, the Golden Beauty is a plot device and thus can break rules. This Golden Beauty domain is treated as a standard aspected domain), than in the Aztech background (-4 which affects his foci as well is far better than +4).

Sadly real life trumps game play, and I have to log. So I will sort out the end of this round of combat, and get to Spirit Bane opening the door at some point this weekend.

Ghost_in_the_System
QUOTE (Seth @ Jun 4 2011, 03:31 AM) *
and get to Spirit Bane opening the door at some point this weekend.

Now I have a vision of all the PCs and NPCs and stuff just kind of loitering around the pyramid, Spirit Bane standing on one side of the door while everyone waits for him, kind of like you see just before a scene starts in a play.... except he just keeps not opening that door...

Actually, more I think about it, more I see the scene with cut away walls exactly like a play nyahnyah.gif
pbangarth
QUOTE (Seth @ Jun 4 2011, 02:31 AM) *
Couple of thoughts for you:
1: Spirit Bane is so called for a reason. In the brief it says that he can kill spirits by looking at then. That doesn't sound like banishing.
2: Alachia isn't all bad. There is a reason that she summoned and bound Mandala, and that was to provide substantial protection from banishing. Her magic is 15. From memory she left you with 10 services unfulfilled.

I'm kind of saying that this is a high risk strategy that you are playing, but then again you are in a high risk situation. You are almost certainly better doing this in the Golden Beauty (by the way although its a character disadvantage, the Golden Beauty is a plot device and thus can break rules. This Golden Beauty domain is treated as a standard aspected domain), than in the Aztech background (-4 which affects his foci as well is far better than +4).

Sadly real life trumps game play, and I have to log. So I will sort out the end of this round of combat, and get to Spirit Bane opening the door at some point this weekend.

Yeah, I can imagine a few other abilities, like simply Attack of Will, that are harder to counter, but the current reality is that only Mandala is in the room with Angel, and thus is the only thing standing between her and sacrifice. Mandala has gotten the idea in his head from hints from the others that she is somehow important, and now that he has actually seen her, well, he ain't running away.
Aria
Hopefully when Bjorn gets back from travelling we can have him finish the scout and then bash a hole through to you without using the corridors...of course I don't know how much concrete is between us...who had the tunnelling ring again?!?
pbangarth
Survived my daughter's wedding. Should be getting more active here in the next day.
Ghost_in_the_System
QUOTE (pbangarth @ Jun 5 2011, 06:43 PM) *
Survived my daughter's wedding. Should be getting more active here in the next day.

So she's a widow now? Or is the deathmatch between husband and father after the wedding just a local thing?
pbangarth
Nope. Husband received the father seal of approval: he loves her, he's good looking, smart, got a good career and comes from a wealthy family. I taught my little girl well. grinbig.gif

Two nights of drinking, eating, dancing and general revelry has taken its toll, however. That was the survival test. dead.gif
Seth
@General
OK Travelling over for a while. Thank you for putting up with my lack of posting.

@Aria
Resources in the past: Transfers into wealth, power, troops, land and really cool armour. As an example a garniture armour would cost a kings ransom. Even a chainmail huaberk would take a winter to make for an expert.

@Pbangarth
Drain in BC. BC adds to all drain I think. (I hadn't noticed the subtlety that it might not: thanks for pointing it out). I understand it adds to the force, but just add it to the "number" of what ever you are doing: e.g. power of the spirit...
Congratulations on passing the survival test!

@Sabs:
Mental barrage on Major Pain:
Major IsActuallyFeelingPrettyToughAtTheMoment gets 7 successes http://invisiblecastle.com/roller/view/3059855/ as the manabolt richochet's off his magical defences and magnificently cybered body.

@General
I've just read the IC posts, and realised that we haven't included the cut and running stealth adept. I'll just post a summary of it


Seth
Combat results:

Spirit Bane (Correctly named I feel) ranged battle of wills (5 successes) against Sanguine
Sanguine's reactions: 2 successes http://invisiblecastle.com/roller/view/3059880/
Base damage 9 + 3 successes = 12 damage. Goodbye Sanguine, who has now been sucked into a spirit prison

Major Nopaltzin's minigun on IP2
5 successes . He has extra minus's because of his poor impulse control

@Sephiroth
can you roll dodge, and if necessary soak?

@Alyena
The two spirit's soak rolls: 8 successes and 4 successes. One of them sneer's at you feeding off the pain, the other collapses. Normally the disrupted spirit would vanish, but unusually the essence of this one is still around. As a nethermancer, you feel quite confident in grabbing this spirit and binding it to your will (this would take a complex action). When it recovers if you wish it will be your bound minion, as though you had bound it.

Aria
QUOTE (Seth @ Jun 6 2011, 08:54 AM) *
@General
OK Travelling over for a while. Thank you for putting up with my lack of posting.

@Aria
Resources in the past: Transfers into wealth, power, troops, land and really cool armour. As an example a garniture armour would cost a kings ransom. Even a chainmail huaberk would take a winter to make for an expert.


Cool! I'm assuming in most of the past stuff I'll be unable to drake shift so armour might be useful...although I still see myself as more of the spy than the warrior...hopefully 50pts buys me lots of wealth and power though biggrin.gif

Any news on my matirx endevours...can I fillet the Major from the inside?!? smile.gif
Alyena
Well.... you go away for a few days and the world moves on. In this case very quickly!

@ Ghost and Edana

Welcome smile.gif

@ Pbangarth

Congratulations to both daughter and new husband. I wish them health, wealth and above all happiness.

Right were was I? Ah yes, being chewed on by 2 nasty spirits!

A second Slaughter Spirit is needed I feel.

6 successes

Resist drain

4 successes

Once again only 1 pt stun, so down 2 in total (so far, so good)

My pet spirit will Stunball the master sergeant and hopefully take him down before he gets into icky Aztec background.

5 successes. Go spirit!
Alyena
QUOTE
@Alyena
The two spirit's soak rolls: 8 successes and 4 successes. One of them sneer's at you feeding off the pain, the other collapses


Curses!

The problem with being in the same room as the GM is that sometimes he knows what you're doing before you do!
Ah well the happy glow of a spell well cast lasted all of a few seconds! I see more parrying in my future smile.gif
Seth
@Aria
Just posting the Matrix stuff now. This is happening on IP 2. go do your stuff. The Major is not attacking back as he is engaged in physical combat, and has already acted.

Jonathan's opening Salvo: 7 successes
The cyberzombie cannot defend himself, but he has (relatively weak but very very lucky) automated defensive systems (cyber zombies get some perks). 8 successes

@everyone
I hope I have caught up with everyone. If you are still waiting for me to post something / answer something, please ask again!
Aria
QUOTE (Seth @ Jun 6 2011, 09:49 AM) *
@Aria
Just posting the Matrix stuff now. This is happening on IP 2. go do your stuff. The Major is not attacking back as he is engaged in physical combat, and has already acted.

Jonathan's opening Salvo: 7 successes
The cyberzombie cannot defend himself, but he has (relatively weak but very very lucky) automated defensive systems (cyber zombies get some perks). 8 successes


Ok, I get in in IP 3 (after all the buggering around with edge/no edge nyahnyah.gif)

Can I use some of those analyze rolls to see if I can find wifi links to any of the Major's cyber? His eyes/gun would be good! Failing that can I tell if he's got SIM running (so I can use Blackout?!?). I was going to load my agent but Jonathan seems to have that side of things covered...

...is Spike controlling the drones or is he here too?
Seth
@Aria/Edana
The major has slaved all of his stuff to his commlink. As I understand it that means in order to get anything you have to hack him. You have a couple of options now: engage in cybercombat or Hack on the fly. Other people might suggest other things.

I'm happy for you two to start on IP2. I'd roll matrix initiative anyway, as later in the round its going to get .... interesting.

Hacking on the fly will get you in, and with a security or admin account you would get to do his eyes...although he also has sonar, radar, ladar and feeds from other computers. A very amusing option would be to reboot him...

He has System 7, Firewall 7.


@Aria
Can you run spike for me? He's a level 8 Paladin sprite, pretty basic. His plan is to go and engage the major in cybercombat. He'll start on IP just after Jonathan's rather regrettably weak attack.
Aria
QUOTE (Seth @ Jun 6 2011, 10:07 AM) *
@Aria/Edana
The major has slaved all of his stuff to his commlink. As I understand it that means in order to get anything you have to hack him. You have a couple of options now: engage in cybercombat or Hack on the fly. Other people might suggest other things.

I'm happy for you two to start on IP2. I'd roll matrix initiative anyway, as later in the round its going to get .... interesting.

Hacking on the fly will get you in, and with a security or admin account you would get to do his eyes...although he also has sonar, radar, ladar and feeds from other computers. A very amusing option would be to reboot him...

He has System 7, Firewall 7.


@Aria
Can you run spike for me? He's a level 8 Paladin sprite, pretty basic. His plan is to go and engage the major in cybercombat. He'll start on IP just after Jonathan's rather regrettably weak attack.


I've rolled hack-on-the-fly, but it's a few posts back now...I did PM you with the reference...in short I get an admin account on IP 3 and I will start to initialise a reboot (assuming that roll wasn't for the tacnet which I thought I had the access code for?!?). Hopefully that will give the meat lot a window in which to pummel him into paste!

Analyze and stealth rolls were in the same post...

Will IC this bit once I get the go ahead...

I'm assuming Spike has the Attack complex form otherwise he's a bit crap in combat nyahnyah.gif

16D (3 attacks) = 3 hits, 1 hit, 7 hits (so hopefully IP3 is the charm...)

EDIT: Post 592 on p24 was my roll (can't seem to link it nyahnyah.gif)
sabs
Well, IP 3 wil be more of the same!
Stupid Major Gettingfriskywithhisluck

Manabolt: 14d6 14d6.hits(5)=8 Holy crap
Drain:
15d6.hits(5)=5

Suck on that Major PainNZass
Aria
Holy crap - matrix initiative 19D = 9 hits (hot SIM)

Initiative 28 ork.gif
Ghost_in_the_System
Woo, IP, I finally get to do something. And by do something, I mean resist a spell smile.gif

Initiative (7d6.hits(5)=3) so initiative 10. Yeah, Song's other nicknames aren't Lightning for a reason nyahnyah.gif

Willpower (5) + Counterspelling (6) + Shielding Metamagic (5) = Resisting Spell (16d6.hits(5)=6)

Assuming I don't have my foci on me.

Edit: Will wait for my init to come up before posting.

Oh, and even if I did have my foci, they'd all be killed by the BC here, so no worries smile.gif
Seth
Goodbye Mr Spell! That is on IP2. If you could post something to that effect. You now are in the happy position of being in the middle of 3 people, all facing outwards. Spirit Bane is busy turning Sanguine the blood spirit into a packed lunch, the two guards are using their AK97s to blast into the Nisan Hoverdrones.

If you could roll me:
  • Surprise (no +6 as you are just as surprised as the people you are with)
  • Perception (visual)
  • And any other die rolls associated with what you want to do.
Ghost_in_the_System
This should be interesting given my general lack of combat abilities. Are my hands bound in such a way that I can remove my gag? If so, then we're cooking with nuclear radiation devil.gif
Ghost_in_the_System
BC effect on magic: 2 points lost from adept and from magician giving 4/1. Powers lost - Improved ability (Negotiation) 2, Improved Ability (Gymnastics) 1, Sustenance, Attribute Boost (Bod) 1, Linguistics, Voice Control

Surprise! (7d6.hits(5)=1) Fairly sure I surprised myself there nyahnyah.gif
Perception (2) + Visual spec (2) + Intuition (3) = Perception (7d6.hits(5)=2) So now that I've shown that Song is fast and perceptive... got to wait and see about the gag.
Seth
@Aria

QUOTE
I'm assuming Spike has the Attack complex form otherwise he's a bit crap in combat 16D (3 attacks) = 3 hits, 1 hit, 7 hits (so hopefully IP3 is the charm...)

Yes he absolutely does! The Major can defend but not attack. (He is hot sim-ing you will be pleased to hear, but I forgot the 2 extra die bad luck for the Major). Success's 8, 6, and 5 So in round 3, the Major's icon get smashed for a mighty 10 damage. Soak (just the first one) 4 successes
Nett effect of Spike's attacks: spark's fly from the Major's icon, and the bleeding knife bleeds a little more.

QUOTE
I've rolled hack-on-the-fly, but it's a few posts back now...I did PM you with the reference...in short I get an admin account on IP 3 and I will start to initialise a reboot (assuming that roll wasn't for the tacnet which I thought I had the access code for?!?). Hopefully that will give the meat lot a window in which to pummel him into paste!

OK thanks. I had totally missed it. Your post for easy reference

The Major's system's observation roll on you: http://invisiblecastle.com/roller/view/3060490/ Consider yourself observed, and the system on alert after the first attempt. This means (minor reality alteration) that the Major is aware of you in IP 2. However he is really busy that IP and doesn't seem to react. The Firewall has gone up by 4, but you are good enough that this doesn't matter. However the system is on alert, and the black IC in the Major's node is ready to greet you ork.gif

When you get in, I think it's the end of your go this combat round, but for your edification this is what you see.

The Major's node is a military base, with two guards with guard dogs at the gate. Inside the base are 18th Century soldiers, a flogging frame, and ranks of soldiers watching the Sergeant at Arms slowly flogging a disobedient Soldier (looks just like Fearghas), with drum beats slowly sounding in time with the whip. The command and control center is through the soldier's and into a room on the other side.

The guard's and the dog's are very perceptive (what else do you expect hacking a cyberzombie) and on IP 3, get 6,8,4,4 (one of the guard's see's you, but that's enough), so next round it's you and Spike vs the two guards and the two dogs.

As I understand the system, you have to get to the command and control center to reboot the Major. THe obstacles in your way, and the guards/dogs/sergeant at arms, and whatever is in the command and control center. You can move between nodes with a complex action: (one action would get you into the courtyard, one action would get you into the command and control node). Of course the black IC will be trying to stop you, although Spike will be doing his bit!

Seth
Lol. Love the surprise and perception rolls. Sadly the guards and Spirit Bane are not surprised by you.

QUOTE
This should be interesting given my general lack of combat abilities. Are my hands bound in such a way that I can remove my gag? If so, then we're cooking with nuclear radiation

You will be pleased to know that unless you have taken a geas, you can cast spells without words or gestures.

The Yoke had three holes: one for the head, and two for the hands. As it is falling your hands are now free. You are wearing a white cotton shift, as is traditional for a human sacrifice. I think that is the limit of your mundane resources.
Edana
Paladin sprites are typically fairly bad at actual cybercombat, with a really low initiative and no offensive CF's unless they take one as an optional. Their real utility is in defense. Incidentally, I forgot to mention my optional CF's on the Paladin that Angel compiled (Attack + Expert Defense). Also, keep in mind that the worst an Attack program can do to a VR user is crash their icon, it can't do real damage other than the dumpshock from the crash.

I believe we have to hack into his link regardless, before we can engage in combat, since we're not sharing any nodes with him yet.

Also, rebooting the Major's commlink probably won't do anything meaningfully useful, and would actually prevent us from being able to do anything to him that way for the duration of the reboot. It wouldn't do anything to the cyberware other than sever the slave connection. (If the Major is somehow running VR and fighting in meat space at the same time though, he'd suffer dumpshock with the reboot, and that would certainly be bad for him. But if he's in VR, hitting him with Blackout or Black Hammer would probably hurt him more than dumpshock.)

Anyhow, going to assume I should use the Matrix initiative I posted a little bit ago. Let me know if I should roll a new one.

A bunch of average to below-average rolling (That second hacking roll makes me very very sad. Missed getting in on it by 1, but doesn't really seem worth using edge for.):

Thread Exploit: 4 Hits
Edge reroll failures: 4 more hits
Fading 8P: 4 Hits
Edge reroll: 7 Hits (Sigh) - Net effect is no damage

IP 2 Hacking: 8 Hits + 1 Hit (Forgot resonance well in initial roll)
IP 3 Hacking: 4 Hits + 0 Hits (Forgot resonance well in initial roll)
IP 4 Hacking: 5 Hits **
IP 5: Issue Command (Cancel all alerts) - Because, let's face it, there's going to be alerts on both Ryl and I with hacking taking 3 passes, since System 7 means he also likely has Analyze 7, so on average he'd beat a stealth program of 14, and he could flat out buy the successes to beat a 9. Since we both have Mute on our Exploit though, it will mean the alert isn't in effect yet. So I'll cancel it before it can do anything wink.gif.
IP 4 Pending
IP 5 Pending

**Also, threading Shield CF to 9 as soon as I log on in IP 3. (16 [-2 dice for sustaining, +2 Resonance well], buy 4 successes), no fading as I have 20 dice to resist which buys me 4 at 4:1.

With us both taking 3 passes to get into the system, I think we should be acting on the same timeframes. (Correct me if Ryl actually started hacking on IP 1, he'd then be a pass ahead, but it shouldn't matter? I'm assuming he'd spend his IP 4 canceling alerts on him, and I'd still have to spend my IP 5 to cancel the one on me.)

Notes
[ Spoiler ]
Ghost_in_the_System
Yeah, but my overcast force 2 spells aren't likely to do much, Song's main weapon is (believe it or not) linked to her voice, so the gag is actually about the single best thing it is possible to do to render her powerless.

Oh, and that reminds me, the infusion metamagic says it allows you to push a power beyond its normal range. Do you take that to mean it can be pushed beyond normal rank limits, either imposed by magic or the rules? For instance could Kinesics be taken beyond 3 with it? Also what about improved ability? Would that be allowed to give a bonus beyond half your rank in that skill?
Ghost_in_the_System
Leadership (4) + Charisma (7) + Kinesics (3) + Improved Ability (2) + Tailored Pheromones (3) = Commanding Voice (19d6.hits(5)=6)

Opposed by willpower + leadership + 1 of the two guards smile.gif Lets see how Spirit Bane likes getting a couple full auto bursts in his back.

If removing the gag isn't a free action (Have nimble fingers, so figure it should be fairly quick) or the gag can't be easily removed, I'll change my post.
Seth
@Edana
QUOTE
Paladin sprites are typically fairly bad at actual cybercombat, with a really low initiative and no offensive CF's unless they take one as an optional. Their real utility is in defense. Incidentally, I forgot to mention my optional CF's on the Paladin that Angel compiled (Attack + Expert Defense). Also, keep in mind that the worst an Attack program can do to a VR user is crash their icon, it can't do real damage other than the dumpshock from the crash.

Nice hacking. Just so that you know, you are sitting in a resonance 2 zone.

I'm trying to address the points in your post, let me know if I miss anything:
  • I agree with your comment about defence (hence the reason that he is castelling Ryl)
  • Thanks for telling me the optional stuff on the Paladin
  • Rebooting the major's commlink will be very bad for him, as he is basically a cyborg, and the commlink is how he controls his body. He is a superbly (I think) defended in cyberspace, but if you take him down there its very bad for him in the real world. One advantage of the cybercombat with him, is that if his icon reboots he cannot reinforce his IC personally. Another as you point out is dumpshock.
  • All the indications are the Major is in hot sim
  • Both of you get in with your go on IP3


I don't think mute is relevant: Mute only stops hacking actions from causing an alert (such as when they roll against your stealth as you hack on the fly), this alert was caused by the Major, and the Black IC seeing Ryl (and perhaps yourself: can I get a stealth roll?) Cancelling the alerts will have zero effect: its a free action for the hacker to press the "alert button", and the Major has 5 matrix actions, although only 4 meat actions.

@Ghost
Aha I see: yes you can move the gag with your now free hands. Its a complex action to remove it (its tied on with a knot behind your head).

As far as I know infusion cannot push a power beyond its normal rank limits: if I'm wrong, can one of you rules gurus let me know. The drain for it is crippling, so I would be careful using it.
Ghost_in_the_System
Darn, guess I'll be spending the turn removing my gag then. I so wanted those guards to shoot him in the back, but the commanding voice also takes a complex action.
Edana
Ah, if the alert is already going to be in effect, then yeah, there's no sense cancelling it. Getting in on IP 3 means I have 2 matrix IP's remaining this turn? (I'll alter my IP 5 for sure, possibly IP4 if this is correct.)

By Resonance Zone, do you mean Rasonance Well (p 172 Unwired)? Or something else? I don't see any directly equivalent thing to background count for resonance.

Stealth (This is going to be bad, Angel is not being subtle nyahnyah.gif): 2 Hits
pbangarth
Well, fuuuck. Just .... fuuuuuuuuuck. I've started thinking about my next PC.

Just to be sure, Lean'drea is outside Room 12 with Spirit Bane et al, and Angel is inside the room with Mandala. Right?

Sephiroth
QUOTE (Seth @ Jun 6 2011, 02:56 AM) *
Major Nopaltzin's minigun on IP2
5 successes . He has extra minus's because of his poor impulse control

@Sephiroth
can you roll dodge, and if necessary soak?

Uhhhhhhh...... I can haz the RAW -14 dice pool modifier for miniguns as listed on AR pg 30? That would be appreciated. dead.gif Especially since, because miniguns only fire FA, Fearghas will either have no dice to dodge the base damage + net hits or will have to avoid being hit by a ~20 DV attack. It sounds from the IC thread that you're doing a narrow burst, which makes me a little less nervous, but in any case I am extremely unlikely to survive if you manage to hit Fearghas with that thing. This is very much an all or nothing moment, and believe me Seth, I know Fearghas's audacity has put him in a very dangerous and potentially lethal situation right now... maybe we shouldn't make it twice as lethal as it already is by RAW? eek.gif

For now, though, I got very lucky: 7 hits to dodge. The -1 Wound modifier that I forgot doesn't make a difference.

So, for IP 2, Fearghas dives for cover and summons a F6 Guardian spirit with Concealment and Throwing Weapons. IP 3, he's dodging the Major's barrel of DoomTM, taking a Simple to order the spirit to Conceal him and re-fuse/throw some gas and smoke grenades at the Major, and taking another Simple to tell his Agent to get control of the forklift. I don't know what he's doing on IP 4 yet.

Summoning: 4 hits spirit3 hits only 1 service :'( drain 6 5 hits 1S taken =(


Two things:
1) Did you forget about the Cadavermen? If you recall, Fearghas sent Ambrose's spirit to go injure them so as to drive them berserk. That was like 1 or 2 combat turns ago, and you haven't mentioned anything about that since then.
2) Minor nitpick: Nopaltzin can't actually attack Fearghas until IP 3, because firing FA is a Complex Action and he had to spend a Simple to get up from the ground first. On the bright side, you get an extra simple action for him on IP 2 to do with as you please.


@pbangarth: As I just mentioned above, the effects of a tactical move I made earlier to try to alleviate the situation currently seem to be missing from the situation. If for whatever reason Ambrose's spirit got disrupted before completing its service, I would recommend that you materialize as Spirit Bane and make those Cadavermen go berserk yourself. From what I understand from looking at the ED compendium I posted somewhere in this thread, I think they would go from 1 to 4 IP's per turn and ignore all wound modifiers in their berserk state.
Ghost_in_the_System
QUOTE (pbangarth @ Jun 6 2011, 10:40 PM) *
Just to be sure, Lean'drea is outside Room 12 with Spirit Bane et al, and Angel is inside the room with Mandala. Right?

Yes, standing between Spirit Bane and the two guards with (as far as I can tell) the guards looking back, and Spirit Bane looking forward.
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