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Aria
QUOTE (Seth @ Jun 9 2011, 07:27 AM) *
I am afraid that it's the sum of the ratings, not the count of the programs. I may be wrong, but that's how I am running it. I agree with your comment about sprites is valid, but that's why its costs BP to start the game with them.

'drop shield', 'thread attack', 'thread shield' sounds like a faff, but as long as you do it before the attack sequence (any exchange of blows) I am happy. Go do IP 5. The Major tried and failed (he's not having a good day)


I'll treat my program options the same? I think it only drops my armour piercing rating from 3 to 2 on my attack and blackout progs...
Seth
QUOTE
I'll treat my program options the same? I think it only drops my armour piercing rating from 3 to 2 on my attack and blackout progs...

Thanks
sabs
Seth, you are quite allowed to run it any way you like smile.gif but the RAW for program options is that the number of options is limited by the rating of the program. The rating of the individual options does not come into play at all. It's a minor change, and given how high Technomancers can get their complex actions.. I can see some merit to it. But do remember that most people only get to 6 rating programs, which would be 3 options.
Seth
Well I guess I am running this RAW as much as possible so I will run with it.

I have to say that I think the software options part of the rules suck. I had the matrix for the pyramid pretty well mapped out, and had a feeling for how any combat would go. I didn't plan (i.e. the Matrix defense designers didn't cater for the area option). As I see it this one option increases your offensive potential (from what I thought it was) somewhere in the region of 3..5 times. I am not sure how to deal with that as the GM. I guess I will just have to redo the other sections in the Matrix






sabs
Well, in Angel's case. She has an area 2 option. This allows her to target 2 people, instead of the normal one. I'm not sure it's a huge giant change? And, it's perfectly viable that Major NotSoImpressive would have options like this installed on his programs. Especially if he's supposed to be some bad-ass matrix dude.
Edana
Actually it's area 3 wink.gif.

But, either way is ok with me, I'll just have to respend a couple BP since I bought Attack with Area 3. If you're worried about area or armor piercing getting out of hand I'd be perfectly fine with limiting them to rating 3 instead of a max of 6 if you'd prefer. (Though I will personally never use armor piercing, 1 damage is worth 3 AP statistically, and since the cost is of 1 AP is the same as 1 damage for a technomancer, it's a strictly inferior option.) Also, keep in mind that getting Area 1 is absolutely worthless, but I still had to spend the BP for it just to get to the higher area attacks.

Just let me know which way you want to go, and I'll be happy to change things to accommodate.
Seth
Area 2 is double your offensive power. Double offensive power is quite a big deal. And for the cost you should just get the maximum you can (there is no downside to a program option, and they are very cheap). Area 4 is four times your offensive power. Four times your offensive power is game changing.

Anyway I have said we are doing RAW so we eat the bad with the good. Thanks both of you for being understanding and offering to change, but we will carry on RAW. I I just have to reconsider the defenses of the matrix.
Seth
Please correct me if you think there are any errors, Please ask me to add extra stuff if I have missed anything significant

Status:
  • It is the start of round 18
  • The time is 00:01:18
  • Everyone has thrown on a flak jacket from the storeroom
  • Red lights are flashing, but there are no audible alarms
  • Aren is unconscious
  • Fearghas and Bjeorn are physically in the basement fighting the Major. Alyena and Marduk are astrally in the basement fighting the Major
  • Ryl and Alyena's bodies are in Snake Head's room
  • Mandala and Angel's body are in Angel's room
  • Marduk's body, Ol' Scratch and Aren's body are in room 27a
  • Lean'drea is no longer magically co-erced and is outside Angel's room with two guards and Spirit Bane
  • Marduk has identified that the codex in Warder's room is a magical tacnet, and worked out how to use it, he has recovered a knife and skull from Warder's room as well


Magical background
  • The background count is zero in the reactor corridor, and most of the store room
  • Near the Major it is tainted 4
  • Up the stairs and on the ground floor it is Aztech 4.
  • In Warder's room it is Aztech 2.
  • In Snake Head's room (above the store room) it is zero
  • In Angel's room it is Golden Beauty 4

Situation in the basement
  • Major Nopaltzin is still knocked over, and is in hand to hand combat with Bjeorn. His biomonitor is moving into the red
  • Around half the troops have been knocked out / defeated, the others have returned to kneeling position but are badly hurt. They are hyped on combat drugs though
  • The enemies Tacnet has been hacked, and is now valueless to them
  • Fearghas has put some shelves between him and the Major, providing cover
  • Alyena has put down one of the large tainted spirits, and has badly damaged a second. As a consequence half the troops are now magically undefended
  • GREMLIN still has 1 doberman left in the store room and 2 outside. The behaviour of the 2 outside will depend on whether there are cadarvermen around


Situation with Spirit Bane
  • Lean'drea is awake and in temporary charge of the two guards
  • GREMLIN has 4 Nissan Hover Drones that are ineffectually blasting two guards with tasers
  • The guard's are on combat drugs and now have 2 combat options
  • Spirit Bane has finished defeating and trapping Sanguine, and is aware that Lean'drea is up and around
  • Mandala is in Angel's room, having finished blocking the door with lots and lots and lots of furniture


Matrix situation
  • Jonathan and Spike are smashing into Major Nopaltzin using cybercombat. They are being very successful and sparks are starting to appear
  • Ryl and Angel have met up and are engaging with the black IC in the Major's public node. They have admin accounts, but the Major and Black IC can see them
  • Ryl has revoked all the accounts in the internal matrix
  • Jonathan has provided access to the other networks: the air defence, the secondary security network (that the incoming forces are using as a tacnet), the external matrix and the temple system
  • There is no reason why you lot cannot communicate via commlink (except Mandala)


Cadarvermen
  • Have been aggravated by a spirit and are moving much faster.
  • I am not sure if they are heading to the basement or Lean'drea/Spirit Bane. Let me know


Mission goals
  • Goal: get to room 27a and stop anyone getting in it. Well you are in the treasure room, with more magical loot than you have seen before. No one is in here yet
  • Goal: kill Warder, to bring down the magical wards and allow the external forces to move in. Well he is dead, but the blood ward surrounding the pyramid is still up and strong.
  • New goal: Bring down the blood ward. Marduk has identified and found chemicals in the store room that when added to the blood stream will be bad for the blood stream
  • New goal: Rescue Jonathan. There is a shadowrunning team extracting his wife, and his body is in the security room
  • New goal: Rescue Angel. Angel is now alive and awake, and assisting you in the matrix. It will need someone with Biotech skills to extract her from the casing she is in.
Seth
@General
If you have any actions left in the last round, please post them quick!
Can everyone roll initiative.
Aria
Matrix Initiative (-1 response for Agent) = 18D 5 hits

= 23!

EDIT: Agent's initiative = 12D 5 hits = 17
Ghost_in_the_System
8 + Init (8d6.hits(5)=3) = 11 Initiative
sabs
Initiative: 6 + 2 hits = 8
3 1 2 3 5 6
pbangarth
Mandala Initiative:

INT 8 + REA 4 = 12 dice ==> 3 HITS

Initiative = 15
Alyena
Alyena initiative

Int 4 and Rea 3 = 7 dice

3 succuesses

Initiative of 10.
Edana
QUOTE (Seth @ Jun 10 2011, 01:38 AM) *
Area 2 is double your offensive power. Double offensive power is quite a big deal. And for the cost you should just get the maximum you can (there is no downside to a program option, and they are very cheap). Area 4 is four times your offensive power. Four times your offensive power is game changing.

Anyway I have said we are doing RAW so we eat the bad with the good. Thanks both of you for being understanding and offering to change, but we will carry on RAW. I I just have to reconsider the defenses of the matrix.

No worries, I know it can be tough balancing around all the various options. (Area 4 is only 4x power when there are 4 or more available targets though. If you're only fighting 1 thing, it's a complete waste of resources. Technomancers have a bit of an advantage in that realm though, as they can use threading to fine tune to fit the situation better.)

Anyhow, IP 5:

Attack all 4 IC (4 Hits), 11 base damage (The attack rolls, they hate me. I could have bought that many successes.)

So, all 4 of the IC get to make separate defense rolls vs 4 hits. If they don't avoid the damage is 11 + net hits.

New initiative rolls:
Angel 17 + 7 Hits = 24
Paladin Sprite 7 + 2 Hits = 9

Notes
[ Spoiler ]
Sephiroth
Dodging IP 3, Full Defense Interrupt: Reaction 2 (6) + Good cover 4 + Running 1 + Blades 4 (6) + Dodge 1 + Levitate surprise 3 - wide burst 14 = 7d6 = 2 hits (ignore last die, I forgot wound modifier) + Combat Sense 3 (oops) = 3 hits total

Going to throw another F7 Sonic Boom at him before Bjeorn gets into melee: taking a Free Action to Center, moving up above the shelves for unobstructed LOS, Magic 6 + Spellcasting 6 + Power Focus 4 - Wound mod 1 = 15d6 = 5 hits (I actually forgot Attacker Running and Attacker Firing from Cover, but luckily the last 4 dice had no hits. Since the 5 hits will be capped to 3 by the 3 Force*, he must resist 3S + net hits, up to 6S. And of course, any guards still within 3 meters of him get knocked down/maybe deafened/screwed all over again (how are they getting back up already? It's only been 3 seconds).

No possible action for IP 4 , because of the Interrupt.

Initiative for next round: Reaction 2 (6) + Intuition 5 (9) - Wound modifier 1 = 14d6 = that's a lot of two's... frown.gif Initiative score 15.





*Not going to argue again for changing this mid-combat, but here's some more food for thought about BGC affecting instant duration spells entering it, which was brought up on the main boards recently: Astral Hazing is supposed to be a negative quality. A common assumption on these forums is that Astral Hazing affects all spellcasting attempts, including spells cast into it from outside. As you may have noticed, this makes Astral Hazing one of the best anti-magic defenses out there. However, if one says that instant duration spells are not affected by entering a background count (easily explained as it being too quick to be affected; credit for that goes to Ghost), then Astral Hazing suddenly becomes much more of the negative quality it's supposed to be. Example: an Astral Hazer in a group can't be buffed easily by the party's mage; affects spirits to such an extent that if he's falling off a building and he asks an air spirit to carry him down safely, the spirit probably won't have enough Strength left to even lift his arm; can't easily communicate with the astrally projecting mage through the mage's watchers, because they die when he gets close; but wagemage security can still hurl lightning bolts and fireballs at him from down the hall without breaking a sweat. Poof, now you have an actual NEGATIVE QUALITY that doesn't act like one of the best positive qualities in existence.
sabs
Sephiroth, you can't use your blade skill to dodge ranged attacks smile.gif

No matter how much you want to.
Sephiroth
@Seth regarding Area: Hey man, who says you have to limit yourself in the Matrix security to cybercombat? The Matrix is the "realm" in SR that requires the most cleverness to use effectively. That needn't involve brute force attacks. Off the top of my head: malware for the win.

EDIT: @sabs: Full dodge, good sir, may be taken as either Dodge + Dodge or Dodge + melee skill. smile.gif
sabs
INCORRECT :)

Full Dodge: Character on full defense may add their Dodge
skill to their dice pool when defending against incoming attacks.
So a character on full defense against a ranged attack rolls Dodge +
Reaction
, whereas a character on full defense against a melee attack
could roll Dodge + Dodge + Reaction, or melee combat skill +
Dodge + Reaction
. Full dodge may be used against both ranged and
melee attacks.


PS
I'm not trying to get you killed, I swear. But, if I don't point it out, Seth probably will later anyways.
Sephiroth
QUOTE (sabs @ Jun 10 2011, 01:44 PM) *
INCORRECT smile.gif

Full Dodge: Character on full defense may add their Dodge
skill to their dice pool when defending against incoming attacks.
So a character on full defense against a ranged attack rolls Dodge +
Reaction
, whereas a character on full defense against a melee attack
could roll Dodge + Dodge + Reaction, or melee combat skill +
Dodge + Reaction
. Full dodge may be used against both ranged and
melee attacks.


PS
I'm not trying to get you killed, I swear. But, if I don't point it out, Seth probably will later anyways.

..I see.

Body 2 + Shelves 2 -AP 1 = 3d6 = 1 hit
Takes 7P damage. And is knocked down.

Seeing as how we're apparently using neither the -14 dice pool modifier imposed on a minigun user's attack roll nor the Simple Action needed for the barrels to reach firing speed first, despite the fact that both are in fact RAW, Fearghas will be dead if he is fired on again (and he will be).
Ghost_in_the_System
Woo, I got props for breaking the astral hazing conundrum. smile.gif

Also, Sabs is right, melee skills can only help you in defending against melee attacks, no mater what the trids may say wink.gif
Ghost_in_the_System
The -14 to attack is from recoil, and the simple action is only for a particular kind of minigun, not all miniguns.
sabs
and Major Pain in the Ass has A gyro mount.

Gyro Mount gives 6 points of Recoil modifiers
Electronic Firing 1
Hip Pad 1
Gas Vent 3
Heavy Barrel 1

Depending on his strength Major PainNZAss gets:
6-9 1 point of RC
10-13 2 points of RC
14-17 3 points of RC
18+ 4 points of RC

Even if we assume only an 8 str (which puts him on part with a mediocre troll) He's got 1 point, putting him at 14. This leaves him with 0 uncompensated recoil

The Vindicator Minigun says: When Activated the Minigun requires 1 simple action to activate.
I will note that said Simple Action happened on IP 1 of Round 17. When He began firing.

Did your initiative beat his? Your additional Knockdown may result in him missing you again. And Is he even shooting at you? I thought he was shooting at Bjoern?

Ghost_in_the_System
Thanks sabs, Haven't caught up on all the IC stuff as it makes it easier to play Song's reactions since she has no idea what is going on, and may accidentally attack (or more likely hinder) allies.
Aria
QUOTE (Sephiroth @ Jun 10 2011, 06:19 PM) *
Fearghas will be dead if he is fired on again (and he will be).

He really does have someone bigger and uglier to shoot at...Bjeorn!!! ...and he may even run out of ammo soon biggrin.gif
Sephiroth
I was under the impression the gyro mount was for the grenade launcher attached to his shoulder.

I just realized Fearghas got shot at the top of those shelves... which are 16 feet high. So whatever, it doesn't matter with the recoil. Looks like I lose anyway.

Resisting 6 damage: Body 2 + Impact armor something/2 = 2d6 = nope.

If it is Physical, Fearghas is dead. 13P is outside his overflow. If it is Stun, he is unconscious and almost dead.
Aria
QUOTE (Sephiroth @ Jun 10 2011, 06:56 PM) *
I was under the impression the gyro mount was for the grenade launcher attached to his shoulder.

I just realized Fearghas got shot at the top of those shelves... which are 16 feet high. So whatever, it doesn't matter with the recoil. Looks like I lose anyway.

Resisting 6 damage: Body 2 + Impact armor something/2 = 2d6 = nope.

If it is Physical, Fearghas is dead. 13P is outside his overflow. If it is Stun, he is unconscious and almost dead.


You could always 'hand of god' it with edge?!?
Sephiroth
QUOTE (sabs @ Jun 10 2011, 02:43 PM) *
The Vindicator Minigun says: When Activated the Minigun requires 1 simple action to activate.
I will note that said Simple Action happened on IP 1 of Round 17. When He began firing.

Did your initiative beat his? Your additional Knockdown may result in him missing you again. And Is he even shooting at you? I thought he was shooting at Bjoern?

I struggle with the concept of being knocked backwards by a sonic explosion without your finger moving off the trigger of a gun you're shooting, yes, it's impossible to knock him down with less than 10 damage, yes, this was in the beginning of the IP when Bjeorn had not yet met him in paw-to-claw combat.
sabs
slow down first off:
Dodging IP 3, Full Defense Interrupt: Reaction 2 (6) + Good cover 4 + Running 2 + Dodge 1 + Levitate surprise 3 - wide burst 14 = 2d6 (do you have edge left, if so I'd spend it) That would give you 5d6 with exploding 6's (not great.. but it's something, you only need 2 hits)

Assuming you can't dodge 2 hits:
It's 6P -1DV give or +2P at the most.

Didn't Fearghas put on armor? That should give you 4 points of balistic armor.
Which sadly still makes the damage physical but.
it's 2body+2shelves+4armor =8d6.


Edited because Running gives you +2, not +1
Sephiroth
QUOTE (Aria @ Jun 10 2011, 02:57 PM) *
You could always 'hand of god' it with edge?!?

Perhaps.
pbangarth
I've been focused on Mandala's imminent lunchification, and didn't follow the battle down below closely, but isn't the Major severely slowed by his damage? Don't both Fearghas and Bjeorn go before the Major shoots? And where did Fearghas' armor go?

What day is it? Who am I? Why am I here?
sabs
QUOTE (Sephiroth @ Jun 10 2011, 07:06 PM) *
I struggle with the concept of being knocked backwards by a sonic explosion without your finger moving off the trigger of a gun you're shooting, yes, it's impossible to knock him down with less than 10 damage, yes, this was in the beginning of the IP when Bjeorn had not yet met him in paw-to-claw combat.


He's using electronic firing(I would imagine). There is no trigger. The trigger, to quote my favorite comedian, is 'In his mind'.



Ghost_in_the_System
QUOTE (pbangarth @ Jun 10 2011, 01:08 PM) *
Why am I here?

Spirit Bane forgot to pack a lunch.
sabs
It's the top of IP3.
Major PainNZAss is kneeling and firing a wideburst at Fearghas. Bjeorn is leaping down the hole and charging towards him. Fearghas is levitated, moving, and behind the shelves. This provides him with many bonuses, but -14 from said wideburst sucks balls.

Fearghas has 2 dice for dodging, but he should really edge that for 5d6 exploding 6's and pray.

If that fails, he should have 8d6 of soak against 7DV. Which should hopefully get it down to 4 damage, tops.

Feaghas, roll again, this time using the right dice, and I would use Edge.
Sephiroth
QUOTE (sabs @ Jun 10 2011, 03:17 PM) *
It's the top of IP3.
Major PainNZAss is kneeling and firing a wideburst at Fearghas. Bjeorn is leaping down the hole and charging towards him. Fearghas is levitated, moving, and behind the shelves. This provides him with many bonuses, but -14 from said wideburst sucks balls.

Fearghas has 2 dice for dodging, but he should really edge that for 5d6 exploding 6's and pray.

If that fails, he should have 8d6 of soak against 7DV. Which should hopefully get it down to 4 damage, tops.

Feaghas, roll again, this time using the right dice, and I would use Edge.

If you say so. Fearghas used his last Edge to try to asplode Major et al (which would have been much more effective if Astral Hazing hadn't affected the spell, and also probably would have made the ceiling and anything ~3 meters above the floor in Snake Head's room above the storeroom door explode for Rule of Cool factor, but oh well), so the following is dependent on whether Seth is nice enough to refresh one of my Edge points as a result of my bravery/recklessness/insanity in engaging Ursa Major alone. If he decides it is better not to do so, I will understand.

2d6 + Edge 3 = 5d6= sigh...how appropriate for Bad Luck

Body 2 + shelves 2 + ballistic 4 - AP 1 = 7d6 = 3 hits EDIT + 4 for the rest of Ballistic armor = 4d6 = 2 hits So 5 hits total. That brings the damage down to 3S. So Fearghas is unconscious with 1P damage and is just floating in the air like unconscious bodies are wont not to do.

Resisting falling: Body 2 + impact/2 2 = 4d6 = really? = http://profile.ak.fbcdn.net/hprofile-ak-sn...0896_5669_n.jpg
sabs
why do you keep doing impact/2?
IS the good Major shooting SnS ammo?
I'm really confused.
Is this some weird rule from Levitate?
Seth
@Fearghas
As far as checking for the legality of the GM actions, I am trying very hard to play as close as I can to RAW. I am publishing the bad guys rolls which keeps me legal, and gives me the opportunity to improve my understanding of the rules. I tried to be very careful in this fight because its utterly deadly (and advertised as such). I'll try and cover off the points that you make. I suspect I have made mistakes, but I have tried very hard not to.
  • Don't forget that there are flak jackets everywhere. I understood (and posted in my summaries) that everyone is wearing one. You don't have to, but I recommend it strongly! The Flak Jackets are the equivalent of armour jackets. 8/6 armor.
  • Don't worry about the falling damage, the levitate spell is quickened, and does not have a duration of concentration. You are hanging in the air.
  • I gave Mandala a point of edge back for being crazy brave with Captain Zeia. I am happy to give you one back as well.
  • Guards standing up: The guards had two actions (got to love combat drugs). I only gave them one suppressing fire, as the their other action was getting back off their asses. I suspect on IP3 they are going down again.
  • As far as the spinning of the barrels go: the major took about 6 rounds to arrive. I don't think there is a requirement not to move with spinning stuff.
  • The major has: +3 recoil comp from strength, +3 from gas recoil, +5 from a gyro mount, +1 from electronic firing, +1 from a hip pad, and 1 for being a cool and deadly cyberzombie. Thats 14 points, of which only 1 was because he is a high tech research establishment.
  • The major is using electronic firing, and doesn't need a finger to pull the trigger, so the barrel keep spinning. Even if he took his finger off, I suspect the moment of innertia of his gun is non trivial, and the gun takes several seconds to spin down. (See Predator for cinematic examples. The only real world Gatling gun I have seen are ship's point defense systems).
  • Comment on astral hazing: this is a cyber zombie. Its a positive feature designed to make cyber zombies hellish to spellcasters. I read the section (several times) and it says nothing either way about instant duration spells. Given that aspected and negative domains are treated the same, I just cannot see instant spells not loosing energy going into a negative domain, and similarly not going all screwy when they go into an aspected domain. If the instant spells were affected, I would have to find some other way to make the Major tough, otherwise he would be fodder for the first mage he saw, and we can't have cyberzombies being wussy.


To summarise:
You have 4 more die for the ballistic armour.
You don't need to roll the falling damage

If you are knocked out, this isn't the end of the game for you. I suspect at most it will be a couple of weeks of quiet time.
Sephiroth
Falling damage resistance tests use Impact/2. The first test was for resisting the damage from getting shot. The second test was for resisting the damage from falling to the floor from 16 feet up.
Big Fella
Initiative 18

I will try and hit the Major on my Go. A glitch...thats a glitch! I'll spend an edge being ineffectual waving my hands at him.
Adept powers I have lost: Critical strike 1, Combat sense 1, Berserk 1, Improved body 0.75, Smashing blow 1
Seth
My understanding of peoples initiatives:
Major Pain 28
Angel 24
Ryl 23
Black IC 20
Bjeorn 18
SPIKE 14
Fearghas 14
GREMLIN 14
Mandala 12
Cadarvermen 12
Lean'drea 11
Spirit Bane 10
Alyena 10
Guards 10
Angel's Paladin 9
Marduk 8

Starting: More Guard's on the floor, all at significant minus's. Major Pain on the floor.

In rough initiative order

The Major's actions for IP 1
Based on that the Major is planning on making Bjeorn's life short and miserable.
Free Action: Commanding his troops to focus their fire on Bjeorn
Complex Action: Pressing the quick release harness to get out of the Gyro mount and drop the mini gun. I see Snicker/Snacker melee action in Bjeorn's future

@Aria, Angel
You two girls can ignore the Black IC and move into the courtyard if you want, or you can toe to toe it. I'll post the Black IC's actions after you have done yours.

@Fearghas
Your second sonic boom, combined with GREMLIN's shooting has taken out just about all the guards in front of the Major. The Major's soak was (just the first roll) 6 successes.

GREMLIN
The two doberman's outside move into position and start shooing the guards with suppresive fire http://invisiblecastle.com/roller/view/3066548/
The guards get hit a lot from one of the dobermans, not so much for the second: http://invisiblecastle.com/roller/view/3066551/ and http://invisiblecastle.com/roller/view/3066553/
The guard's soak rolls: what they lack in skill they make up for in good quality equipment. http://invisiblecastle.com/roller/view/3066554/ Mostly the bullets just spang off the armor.

The one remaining doberman at the front fires supressing fire at the guard's at the front: just take the first. Now we are talking! 7 successes
Guard's dodge roll: http://invisiblecastle.com/roller/view/3066559/
Guard's soak roll: http://invisiblecastle.com/roller/view/3066560/

@Lean'drea
As requested by the others, the Cadarvermen strike. This is just before the guard's act.


Cadarvermen strike: http://invisiblecastle.com/roller/view/3066563/ Its brutal, and they are doing 6P AP -2 with their nice swords. Soak rolls: http://invisiblecastle.com/roller/view/3066565/ The two guard's are going down (they had their back to the Cadarvermen, as they were about to strike Spirit Bane).
I recommend you make some sort of knowledge skill about Cadarvermen, before deciding what to do.

I'll let you decide what to do before I post what Spirit Bane does.


It's late here, so I will post that lot up IC tomorrow morning


sabs
I feel slow smile.gif

Seth, Am I aware of whats' going on in room 27a?
Ghost_in_the_System
There are actually people slower than Lean'drea? That's impressive!

We shall name you The Sloth Squad!
Sephiroth
QUOTE (Seth @ Jun 10 2011, 04:55 PM) *
@Fearghas
As far as checking for the legality of the GM actions, I am trying very hard to play as close as I can to RAW. I am publishing the bad guys rolls which keeps me legal, and gives me the opportunity to improve my understanding of the rules. I tried to be very careful in this fight because its utterly deadly (and advertised as such). I'll try and cover off the points that you make. I suspect I have made mistakes, but I have tried very hard not to.
  • Don't forget that there are flak jackets everywhere. I understood (and posted in my summaries) that everyone is wearing one. You don't have to, but I recommend it strongly! The Flak Jackets are the equivalent of armour jackets. 8/6 armor.
  • Don't worry about the falling damage, the levitate spell is quickened, and does not have a duration of concentration. You are hanging in the air.
  • I gave Mandala a point of edge back for being crazy brave with Captain Zeia. I am happy to give you one back as well.
  • Guards standing up: The guards had two actions (got to love combat drugs). I only gave them one suppressing fire, as the their other action was getting back off their asses. I suspect on IP3 they are going down again.
  • As far as the spinning of the barrels go: the major took about 6 rounds to arrive. I don't think there is a requirement not to move with spinning stuff.
  • The major has: +3 recoil comp from strength, +3 from gas recoil, +5 from a gyro mount, +1 from electronic firing, +1 from a hip pad, and 1 for being a cool and deadly cyberzombie. Thats 14 points, of which only 1 was because he is a high tech research establishment.
  • The major is using electronic firing, and doesn't need a finger to pull the trigger, so the barrel keep spinning. Even if he took his finger off, I suspect the moment of innertia of his gun is non trivial, and the gun takes several seconds to spin down. (See Predator for cinematic examples. The only real world Gatling gun I have seen are ship's point defense systems).
  • Comment on astral hazing: this is a cyber zombie. Its a positive feature designed to make cyber zombies hellish to spellcasters. I read the section (several times) and it says nothing either way about instant duration spells. Given that aspected and negative domains are treated the same, I just cannot see instant spells not loosing energy going into a negative domain, and similarly not going all screwy when they go into an aspected domain. If the instant spells were affected, I would have to find some other way to make the Major tough, otherwise he would be fodder for the first mage he saw, and we can't have cyberzombies being wussy.


To summarise:
You have 4 more die for the ballistic armour.
You don't need to roll the falling damage

If you are knocked out, this isn't the end of the game for you. I suspect at most it will be a couple of weeks of quiet time.

  • My apologies. You did not mention before anywhere about what recoil compensation he had, so that is what I was concerned about. I did not know that you were using recoil comp to deal with the mod.
  • I had searched through the thread looking for where you had first talked about the flak jackets, but couldn't remember where it was, and didn't have any idea what the ratings on the damn things would be. Cool cool.
  • Super awesomesauce. smile.gif
  • My Edge roll was terrible anyway, so it makes zero difference whatsoever.
  • Just seemed like a bit of a reality disconnect that troops with nosebleeds who'd been slammed backwards into the wall would be back up in 3 seconds flat is all. Just seems a little weird IRL.
  • RE spinning: Didn't have a problem with him starting the gun before blasting in. Like I said, I just thought he was using an actual trigger and that the air literally exploding in his face would do a little bit more to make him reflexively let go of the trigger. I don't believe the electronic trigger was mentioned before, so my apologies.
  • Like I said, I thought the gyro mount was for the grenade launcher on his back, but w/e, my bad.
  • Cyberzombie nature of his Astral Hazing is a good point. Him reducing combat spell Force with his Haze just by virtue of cyberzombieism I'm fine with. I hadn't read the CZ section in a while, so I'd forgotten that a CZ domain isn't from a Negative Quality. So I will concede that to you. I still think the point about Astral Hazing as a negative quality still stands, though. I mean, it's supposed to be detrimental to a character, not help turn them into amazing magekillers. That's what Magic Resistance and Arcane Arrester are for.
Seth
QUOTE (sabs @ Jun 11 2011, 09:13 AM) *
I feel slow smile.gif

Seth, Am I aware of whats' going on in room 27a?

Alyena said the same thing!

As it happens you can roll at -6 to be aware of what's going on in 27a. (You are doing wierd Aztech magical tachnet stuff, not proper Astral Projection). Aren and Ol'scratch are in their (although Aren is unconscious.
Ghost_in_the_System
Things happen fast in SR! Don't worry, Lean will rescue you... just as soon as someone comes to rescue her unarmed and armored butt smile.gif
pbangarth
QUOTE (Seth @ Jun 10 2011, 04:09 PM) *
My understanding of peoples initiatives:
Major Pain 28
Angel 24
Ryl 23
Black IC 20
Bjeorn 18
Mandala 15 (see here)
SPIKE 14
Fearghas 14
GREMLIN 14
Mandala 12
Cadarvermen 12
Lean'drea 11
Spirit Bane 10
Alyena 10
Guards 10
Angel's Paladin 9
Marduk 8

pbangarth
Does the weird Azzie astral tacnet let us communicate/sense anything else besides conscious messages? Like, I dunno, Fearghas is unconscious, or something?

When the guards outside Room 12 get nuked by the cadavermen, I assume they disappear from Mandala's DangerNet™, right?
Aria
QUOTE (Seth @ Jun 10 2011, 09:09 PM) *
My understanding of peoples initiatives:
Major Pain 28
Angel 24
Ryl 23
Black IC 20
Bjeorn 18
AGENT on 17 in my editted post
Mandala 15
SPIKE 14
Fearghas 14
GREMLIN 14
Cadarvermen 12
Lean'drea 11
Spirit Bane 10
Alyena 10
Guards 10
Angel's Paladin 9
Marduk 8

@Aria, Angel
You two girls can ignore the Black IC and move into the courtyard if you want, or you can toe to toe it. I'll post the Black IC's actions after you have done yours.


Can you let us know what happened to the IC that Angel blasted in IP5? I'm a little confused as to what the courtyard represents (I suppose I could try a reality filter roll?!?)...it's not the C&C part of the Major is it? I'm guessing we have a few more hoops to jump through yet smile.gif
Seth
@Mandala, Edana
Noted your initiative...thanks

@Edana
The courtyard is another node. You can see about 5 nodes.
1: the entrance you are in
2: the courtyard, in which the Major has his whipping yard. Turns out this is where he keeps the records of the men, and things like that.
3: the barracks off the courtyard where the major has control of his cyberwear etc: you need to be here to really hurt him
4/5: two other nodes off the side doing other stuff. Spend time and I will tell you what they are doing.

The relevance of this is that to crash the Major's physical body you have to get to node 3. Once black IC hit you, they can stop you moving nodes until they are dealt with. They haven't hit you yet. It is a complex action to change node (IIRC).

I have a missing post somewhere: I thought I had responded to your IC attack early, but cannot find the post. Sorry.
The two human guards dodge, the two dogs are hit: http://invisiblecastle.com/roller/view/3067386/. Soak (just first two):http://invisiblecastle.com/roller/view/3067387/
Summary: 2 guards fine, 1 dog a bit hurt, and 1 dog seriously hurt.

@Aria,Edana
The doggies are probably running a trace on you. The doggies go after you, so if you damage them enough the vanishing is you smiting them! The Human guard's will be attacking you, but you two get to act first.

@Mandala
The magical tacnet mostly shows magical threats, so in that part of the battle it shows The Cadarvermen, Lean'drea, Spirit Bane, Mandala. Interestingly you can see Angel's haze, but not herself. As far as I know, the only person using the Tacnet is Marduk. He however can see the situation and IIRC you have a mind link, so he can communicate with a free action on his go the situation.
You can clearly hear the screams of the guards through the door. You can also hear the sounds of Spirit Bane pounding on the door. You will soon be able to hear the sounds of the machine gun nest starting to shoot the Cadarvermen.

@Sabs
Oh great lore master with thousands of die to roll for skills. You don't need to roll a skill to know that the Cadarvermen as undead will be dual natured. And probably shred Lean'drea as easily as they did the guards.

@Bjeorn
TIme to be hit by lots of bullets: There are only 10 guards left. Each is firing two shots in IP 2. Base damage P5 AP -1. http://invisiblecastle.com/roller/view/3067396/

@Alyena
Only one spirit left...and its wounded badly. Just take the first roll of 5 successes


@General
The Major took IP 1 to remove the harness, IP2 to shoot GREMLIN, activate his spurs and stand up.
Ghost_in_the_System
Aww, darn, the Cadavermen just took out my weapons frown.gif

Oh well, there are always more weapons biggrin.gif

Does Lean'drea have any clue what these things are? And more importantly does she know if her commanding voice can work on them? Magically knowledge is fairly lacking, so I'll go with what she has.

Magical History (5d6.hits(5)=2)
I doubt that's enough to tell much about them.

Composure Test (12d6.hits(5)=4)
Woo, no retching!

For IP 1 (Lean'drea's only IP still sadly) she'll be rushing after Spirit Bane and try to 'persuade' him to help her out.

Should I do my IC post already or wait till my turn comes up in the queue?
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