@Aria,
Oyl:
With the mage in a cocoon, charge is as you say probably not appropriate, but I do like the benefit of keeping outside mundane interference out
Also like your idea that escaping is more problem while inside the cocoon. Double jeopardy. Can not move while engulfed. Can not move (much) while in the cocoon. Even if he breaks the engulf, he is still going to be prone and nearly immobile for the following attack(s).
Oyl is maybe not acting as fast as I was thinking, although that does not affect the spirits once summoned. With astral perception, but not projection, can she even get to the astral initiative passes that Chummer is showing me? If not, I need to go edit a post, and it at least means she can somewhat keep up on what is happening in C&C while focusing the majority of her attention on the spirits. Looks like the multi-tasking adept power might be in her future, if SR5 has that, since it is in Street Magic now.
Handle how you want, but here is a collection of the pieces that I based the sustain on.
QUOTE (SR4A292 Powers)
Powers are special abilities that critters possess as part of their physiology. Some powers are natural in nature, such as claws or armor. Others, such as Concealment or Engulf, are magical.
QUOTE (SR4A294 Engulf)
The Engulf power gives a critter the ability to draw victims into itself or the terrain it controls, thus smothering the victim.
..snip..
Every time the critter’s Action Phase comes up, the critter automatically inflicts damage with a base DV equal to its Magic attribute. Net hits on the melee attack increase the DV of this damage.
..snip..
QUOTE (SM100 Engulf)
The Engulf power is just as usable by a spirit joined to a vessel as it is by a spirit materializing a body of its own. Spirits need not drag their victims inside their body, as engulfing materials can appear next to the spirit. As Engulf is a sustained power, a spirit is capable of leaving the vicinity or even line of sight of the victim while the Engulf continues.
..snip..
Plant: The victim is entwined in vines, branches, or thorns, suffering Stun damage.
All of which combined gets me to think that the power does not need to be 'used again' each IP. Once engulfed (with appropriate materials), it is just sustained, and the spirit can continue with other actions. No extra engulf rolls are needed. The net hits from the initial melee attack continue to affect the continuing damage each action phase. Something like some diseases and poisons, until cured or neutralized.
With those assumptions, the first IP will be 2 hits from the melee attack (last 2 dice ignored from all pools for the charge), with resulting DV of Magic(2)+Net hits(2) = 4S, reduced to 2 by the damage resistance. The second IP will be an additional 2S damage for the continued engulf, plus unarmed attack with STR(6)/2+Net Hits(2)-damage resistance(2)=3S extra. Total of 7 stun in 2 IP (1 combat turn). Enough to get wounds(-2) for actions, like breaking the engulf. I did say the force 2 spirit might be more effective than you expected. Even if the mage does break the engulf on the first IP of the next combat turn, he is still looking at another 7S, resisted to 5 from the (simultaneous) unarmed combat attack. Will 14S take him out?
If the plant spirit ends its service when the mage goes unconscious, but the air spirit is still active (as seen by the watcher spirits), Oyl will need to summon the next plant spirit to finish the job.
I had not previously given a full description of Oyl's Plant spirit. I did mention the first time summoning one, that she was envisioning the potted cactus plant at her lodge
Unfortunately, those will have to be blunt spines, to help with the grip, since the damage is stun. Strangulation, not knives.
Sprogget:
Co-opt other combat drones?? But why? Sprogget wants that CityMaster!!! Built in rigger cocoon(s). Perfect 'salvage' for Sprogget's new 'office'
Not the discrete wheels he was lamenting for the trip to pick up LeFey, but would look good on a patrol around the Mechanicals territory
Probably that would eventually bring too much of the wrong attention, but parking it inside of disguised building/garage, to bring out for special occasions, is very tempting. With extra precautions, so intrepid thieves would find it to be physically disabled until needed. The threat that it represents could help Oyl with the negotiations needed trying to get a 'coalition' to support the neutrality of the hospital.
Can I get C&C feeding update information to Sprogget? Knowing a bit more about the magical resources deployed could help. At least with the nerves
More options later, if the mage gets dealt with, and Oyl can report to C&C a bit of what she saw through the spirits, combined with what Sprogget will get from the matrix nodes.
Sprogget has a bit of a problem here. He managed to use up all of his edge. 1 to cut the fading from calling a contrary sprite, one to counter the edge used by the dissonant rigger, and one on the initial failed attempt to locate the hidden nodes. Plus 6 stun and 1 physical, currently countered by a stim(4) patch. He is getting seriously close to his limits for the day.
If Oyl and Sprogget are about in time sync now, Oly and Spindle might finish with the mage before Sprogget has to get serious about the matrix nodes. I am meta game guessing that Spindle is done with direct action for now. Summoning the spirit, plus the astral combat is going to take him out of the action for now. Oyl though might be able to do some more hands on work, when she has enough information to make it effective.
It will take a few turns for Sprogget to look at and identify those nodes. Simple action, Analyze Icon/Node SR4A229, 2 actions per IP, 3IP.
Poor LeO. He gave it his all. After the planned actions, he was going to be nearly out of ammo anyway. 20 round suppressive fire with 3 IP uses ammo fast. Technically, I think suppressive fire should be 20 rounds for the whole combat turn, just like movement rate just gets divided by the number of IP for how far you can move in one IP. Extra matrix IP does not let the physical rifle shoot any faster, but the area is still suppressed for all of the IP that it is active.
What happened to the second radar source 'above', or was that the missile?
DR has active radar engaged to try to find it Not after clarification.
Threading: Software(2)+Resonance(4)+Analytical Mind(2)
buy 2 hits to boost Analyze(3) to Analyze(5), buy 2 hits to resist the fading. Reduce dice pools below by 1, if do not want to allow buying hits for physical fading. Actually, right now, physical fading might be better than stun.
Matrix Perception: Computer(2)+Analyze(5)+TM Bonus(2)+Hot Sim Bonus(2)+Actively Looking(3), either success test, or opposed by Firewall+Stealth (since these are all nodes)
For each node:
what 'type' is it? (since this level is analyze 'node', Commlink, drone/vehicle, device, PAN (if separate from commlink), other)
what response rating?
presence of resonance (signature)?
what firewall rating?
is the node encrypted?
is it slaved to another node?
is it being rigged?
node alert status?
what system rating?
what signal rating?
Matrix perception: Analyze Node, detected nodes at citymaster
14d6.hits(5) → [3,2,5,1,2,4,1,2,3,3,4,3,1,1] = (1)
14d6.hits(5) → [3,2,2,1,2,3,1,6,6,6,5,4,5,2] = (5)
14d6.hits(5) → [4,5,3,5,1,6,1,6,4,3,3,2,6,4] = (5)
14d6.hits(5) → [6,6,4,1,4,6,5,5,6,2,4,2,3,2] = (6)
14d6.hits(5) → [1,3,3,6,3,6,5,4,4,1,1,1,2,5] = (4)
14d6.hits(5) → [6,4,5,5,3,5,1,1,1,6,1,1,2,3] = (5)
14d6.hits(5) → [5,6,6,4,6,3,2,6,2,5,4,1,4,1] = (6)
14d6.hits(5) → [3,5,5,3,5,3,3,5,6,5,4,5,4,3] = (7)
14d6.hits(5) → [4,4,2,2,5,1,6,5,6,2,6,2,2,3] = (5)
14d6.hits(5) → [6,3,2,3,3,3,3,4,2,3,1,5,5,6] = (4)
Other than the first roll, the dice were generous
A bionode might show as a unique type, or it could masquerade as a commlink, depending on the abilities of the TM. Jumped in, the rigger probably does not show as a separate node. He is 'in' the citymaster. At least that is the way SR5 points. SR4 looks like the commlink would be separate, but easy enough treat as slaved when jumped in, to bring back to effectively a single node again.
After the initial pass, any that show no/little information (at least the firewall rating) are worth a second look, as well as filling in any additional information from 'interesting' items from the first look. That would likely be citymaster, rigger if separate, bionode if identified. Another item that could be interesting, is the number of commlinks seen, as an indication of the number of people inside. If the commlinks seem mostly all the same, that will probably indicate to Sprogget that they are part of the milspec group, part of the 'standard equipment'. Weaker, and more variation, points to gangers and more diverse runner style groups. Probably will not fill the complete question list on anything, even the ones given a second look. That is probably as far as it is safe to 'script' the actions, until have some of the initial information.