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PraetorGradivus
I'm lost- how am I down to two dice for the climbing test?
Lobo0705
QUOTE (PraetorGradivus @ Mar 3 2015, 11:22 PM) *
I'm lost- how am I down to two dice for the climbing test?


Climbing up the wall is a Strength+Climbing test:
Strength 5, Climbing 1=6 dice
-1 for wounds, and the chart on page 134 gives a -3 dice pool modifier for "Flat" surfaces - i.e. a brick wall - which brings you down to 2 dice.

Teamwork tests could apply, should Jack be willing to help out.

ETA - I'm thinking that -3 is too harsh - I'm going to take it down to -2.

So that would give you 3 dice (which means your current attempt, even if you choose to not spend edge, would not be a critical glitch, it would simply net you 0 hits).
Jack VII
QUOTE (Lobo0705 @ Mar 3 2015, 08:12 PM) *
I don't see a defender running modifier to the attack test - am I missing it somewhere? I only see it as a modifier to the defense test. There is a modifier for attacker running, but as you are not running anymore, you shouldn't take that modifier.

Running Modifiers section on p. 162 & 163. Not sure why they don't reappear in the Ranged Modifiers chart. Then again, the Running Modifiers section doesn't list a bonus to defense, so who knows...

QUOTE (Lobo0705 @ Mar 3 2015, 08:12 PM) *
So, given that Sisco gets 3 less dice, (meaning only 2) - I'm going to give him the option of doing something else, or using Edge before the roll (rather than just nail him with the critical glitch).

Just for clarification... we did decide that Glitches required more than half the dice to come up 1 rather than half, didn't we? I don't think Sisco is in danger of a glitch here.

I'll be more than happy to aid another if I can, but the whole thing does kind of throw a wrench in our plans. I don't have a problem rolling with it, but I feel we may have come up with an alteration to the plan if we had known Sisco was going to have problems getting over the wall on his own (which I think we would have known on the initial crossing). No big deal, honest mistake.
Lobo0705
QUOTE (Jack VII @ Mar 4 2015, 01:26 AM) *
Running Modifiers section on p. 162 & 163. Not sure why they don't reappear in the Ranged Modifiers chart. Then again, the Running Modifiers section doesn't list a bonus to defense, so who knows...


Just for clarification... we did decide that Glitches required more than half the dice to come up 1 rather than half, didn't we? I don't think Sisco is in danger of a glitch here.


Ok - I put up a question on the official forums. I'm not sure which is correct, but for now it does say it, so yes, you would take the -2 modifier.

As for the glitch, yes you are correct, has to be more than half, so it wouldn't be a glitch.


QUOTE (Jack VII @ Mar 4 2015, 01:26 AM) *
I'll be more than happy to aid another if I can, but the whole thing does kind of throw a wrench in our plans. I don't have a problem rolling with it, but I feel we may have come up with an alteration to the plan if we had known Sisco was going to have problems getting over the wall on his own (which I think we would have known on the initial crossing). No big deal, honest mistake.


It was my fault I missed the modifier for the wall on the way over and it may have affected your plan. Don't want to let my mistake get in the way of the game, so we'll still make it the Strength + Climbing test, but I'll remove the negative modifier completely.

This gives Sisco 6 dice normally, and he only needs 2 hits (which would be an average roll for him) - so not something that you guys would have been surprised by.

That said, we can leave the original roll as is - i.e. 5 dice, (6 -1 for wounds), giving him 1 hit, so he is halfway up the wall.

IC post up tomorrow morning - still waiting for Mel's action, but then it is IP 2:

IP 2, CT 3
Snap 12 (including -1 for wounds)
Mr. T 9 - Follow Sisco's Message
Spirit of Man 5 - Await Instructions from Snap
Jack 5
Spirit of Earth 5 - Awaiting Instructions from Snap
Mel 4
Sisco 3 (including -1 for wounds)
Melpomene
Now that Mel's got two marks on the drone, run a Trace Icon on it.
Chrome Head
Snap looks carefully around for threats, both in physical and astral space. She's pretty useless at this point, and will just wait to hear from everyone.
Jack VII
What can I do during this IP? I'd be willing to aid another for Sisco (I guess I could put my back to the wall and Sisco could use my back and shoulders to brace his feet). Can I do anything else, or does that take a Complex Action?
Lobo0705
Ok - to finish up the last IP, Mel's Trace Icon Action:

Comp + Int 11 dice = 4 hits
http://invisiblecastle.com/roller/view/4792978/

Vs DRX2 = 2 hits
http://invisiblecastle.com/roller/view/4792979/

So you are successful, and the drone is hovering over your position about 400 meters in the air.

IP 2, CT 3
Snap 12 (including -1 for wounds) - Perception Test
Mr. T 9 - Follow Sisco's Message
Spirit of Man 5 - Await Instructions from Snap
Jack 5 - Delay and Teamwork test
Spirit of Earth 5 - Awaiting Instructions from Snap
Mel 4
Sisco 3 (including -1 for wounds) - Climb Over Wall

Jack, I believe a Teamwork test is at least the same as the type of action you are attempting to perform. So since Climbing is a Complex action, you attempting to help Sisco would also be a Complex Action.

You could also keep shooting at the Triads instead, or take a Free action in addition to helping Sisco.
Jack VII
OK, I guess I'll delay and teamwork Sisco over the wall. He's more important for getting everyone out of here in the van than Jack is. Hopefully the Triad are not very good shots.
Lobo0705
The Triads go next.

Triad #1 and 3 (who the Invisibility spell does not affect) will shoot at Jack.

Triad 2, who can't see Jack, will make a Perception test to see if he can spot Sisco.

Triad 1, Aim and Fire 3 round burst
Automatics 4, Agility 4, Smartgun 2, Range -3, no Recoil = 7 dice:
http://invisiblecastle.com/roller/view/4792988/ = 5 hits eek.gif

Jack attempts to dodge:
Int + Reaction 7
http://invisiblecastle.com/roller/view/4792990/ = 0 hits?

IC decided to screw you with your pants on frown.gif Edge?

ETA - forgot Flash Pak smile.gif
That reduces his hits from 5 to 2 - much better smile.gif

Do you want to save the Edge then?

ETTA - also had you roll 2 more dice than you should (he fired a 3 round burst) - not that it matters for the number of hits you got, but it does matter for the number of dice you would reroll with Edge.
Jack VII
I believe they were running this CT, correct? That would take another 2 dice from their attack roll. I can't access IC from work so I'm not sure if that would make a difference.

ETA: Either way, I'll probably save the Edge for Damage Soak, if needed.
Lobo0705
Ah - I didn't realize that the running penalty was the whole CT, and not just the IP.

So that drops him another 2 dice, which still leaves him with 1 hit.

Not spending Edge, that means you take base 8P + 1 for net hit, AP -1
You resist with Body 6 + Armor of 15, -1 for AP=20 dice
http://invisiblecastle.com/roller/view/4793008/

Aaaannnd IC decided to swing back in your favor, with TEN hits on the resistance test smile.gif

So no damage.

Triad#3 will do the same, getting the same 1 die: - getting 1 hit.
http://invisiblecastle.com/roller/view/4793011/

You dodge:
7 dice, -1 for 2nd attack, -2 for burst
http://invisiblecastle.com/roller/view/4793012/ = getting 1 hit, so no damage.

Triad#2 makes his Perception test:
Int+Perception of 6, -3 for Spirit, -2 for distance, +3 for specifically looking=4 dice
http://invisiblecastle.com/roller/view/4793013/

He has no idea where Sisco is smile.gif

Jack makes his Climbing Teamwork test - here is your current loadout of skills. Do you want to swap in Gymnastics as a free action? If so, for what skill? I'll assume you do (if not, we can always subtract dice.)
Automatics (4), Mandarin Chinese (1), Running (3), & Sneaking (4)
Strength 7, Gymnastics 2, Delayed action -1 = 8 dice: = 1 hit frown.gif
http://invisiblecastle.com/roller/view/4793015/

Sisco now makes his climb test, 6 dice normally, -1 for wounds, +1 for Jack helping:
http://invisiblecastle.com/roller/view/4793017/ = 3 hits - so he is able to climb over the wall.

Now the Agility plus Climbing to avoid the monowire
Agility 8, Gymnastics 1, -1 for wounds= 8 dice
http://invisiblecastle.com/roller/view/4793020/ = 2 hits.

Sisco - use Edge to avoid the monowire? Or resist 8P damage?
Jack VII
Once you exceed your walking movement, you're considered running for the entire CT (and get all the benefits and penalties that go with it). In fact, you're also supposed to dedicate a Free Action to it in each IP in which you have an action. I don't know if we've been doing that, but food for thought in the future.

Yeah, we might as well swap that Sneaking out for Gymnastics as it really isn't doing me any good at the moment, LOL.

ETA: I also have the Toughness PQ, so I have an extra die to resist damage.
Lobo0705
QUOTE (Jack VII @ Mar 4 2015, 12:12 PM) *
Once you exceed your walking movement, you're considered running for the entire CT (and get all the benefits and penalties that go with it). In fact, you're also supposed to dedicate a Free Action to it in each IP in which you have an action. I don't know if we've been doing that, but food for thought in the future.

Yeah, we might as well swap that Sneaking out for Gymnastics as it really isn't doing me any good at the moment, LOL.


We have not been allocating a Free action - but I think the only thing that might have mattered for is you swapping your firing mode, but I'm not going to worry about it now - as you said, for future smile.gif

New loadout is

Automatics (4), Mandarin Chinese (1), Running (3), & Gymnastics (2)
Melpomene
Okay, if the drone is floating 400m up, Mel is going to assume it's a flyspy or some other recon drone. Let's turn our attention to the Decker.

Matrix Perception...let's see how much info we can gather on the Decker.
Jack VII
I know Snap at least has another action in this CT, but figured I would post my action for CT4, IP1. For CT 4, I am going to spend a point of Edge to Seize the Initiative. I'd like to clear the wall before I get shot at again or get shot at by the sniper. I'm wearing Gecko Tape Gloves, so I believe it's considered Assisted Climbing, but I'm not sure if they would necessarily be on right now and they weren't included in my list of wireless devices. So if I have to spend more than a free action to turn the GTGs on, I'll just climb the wall unassisted.
PraetorGradivus
I believe that edge is the prudent thing to do
Lobo0705
Ok - apologies - the enemy decker goes before Mel - he is going to attempt to put another Mark on Mel.

Hacking +Logic of 11, Hot Sim 2, Noise negated by his programs and Datajack
http://invisiblecastle.com/roller/view/4793045/ =3 hits

Mel resists:
Int + Firewall
http://invisiblecastle.com/roller/view/4793046/ = 2 hits

So he has a Mark on you - up to you if you still want to make the Matrix Perception test, or Erase the Mark, or Attack him.

Jack VII
Mel also has two points of Edge. Might not be a bad deal to spend a point here to re-roll failures. If you win, you get another MARK on dude. It's the defense that gives back.
Lobo0705
QUOTE (PraetorGradivus @ Mar 4 2015, 12:42 PM) *
I believe that edge is the prudent thing to do


Ok - so you reroll 6 dice:
http://invisiblecastle.com/roller/view/4793051/ = 1 hit

You get the hit you need, so you avoid the wire and drop to the other side.


@Jack,

Interesting - here's what it says:
Gecko tape gloves: The outer layer of these gloves is
made of a special dry adhesive that incorporates millions
of fine microscopic hairs that bond to other surfaces. Individually,
these bonding forces are tiny, but combined
they’re strong enough to attach a troll, upside down, to
the ceiling. Gecko tape gloves come as a set that includes
gloves, kneepads, and slip-on-soles. You get to use assisted
climbing (p. 134) when you’re wearing the set.
Gecko tape gloves are useless when they’re wet.
Wireless: The adhesive outer layer can be temporarily
neutralized with a wireless signal, useful for getting the
gloves on and off without getting them stuck to yourself
or each other.

So:

1) I'm assuming you are wearing the kneepads and soles as well, since you can't get the bonus without the set.
2) The way that reads, the adhesive is always on, unless you are running it wirelessly, in which case you can shut it off.

That being said, you would know that, and so if you had them on, you would have been running them wirelessly the whole time - and Mel has enough spots open on her deck that she could have had them slaved to her deck.

Should we assume that:
1) You are wearing the set
2) They have been wireless on the whole time
3) You've had them off the whole time, and now you can activate them as a free action.

I don't have an issue with that.

ETA - updated Sisco's Edge
Ammo wise I haven't been keeping track of what was updated on the sheet - Jack, what have you subtracted?
Jack VII
If you're cool with it, I'm cool with it. I was thinking the gloves could be turned "OFF", but since we're talking about micro materials and safety equipment, it kind of makes sense that the default state of the materials would be sticky. You wouldn't want to risk falling off the side of a building when your gloves glitched during a software update, LOL.

I haven't updated anything since we grabbed Huiquing, but I am pretty sure we're up to date to that point. I know I need to deduct 6 rounds from my ammo for that FA Short Burst at the Triad guy. I need to check to Sisco's ammo usage.
Melpomene
Jack was saying what I was thinking. smile.gif I would like to apply a point of edge to boost Mel's defense of the decker's hack...
Lobo0705
QUOTE (Melpomene @ Mar 4 2015, 01:18 PM) *
Jack was saying what I was thinking. smile.gif I would like to apply a point of edge to boost Mel's defense of the decker's hack...



Ok - so:

http://invisiblecastle.com/roller/view/4793069/= 4 hits - so you put another Mark on him.

I've updated your Edge use.

You still want to do a Matrix Perception, correct? Or do you want to do something else now?
Melpomene
Since he moves before me, let's take advantage...Data Spike him.
Jack VII
I updated the ammo tracker. For the initial contact, Sisco used all of his S&S and 6 rounds of APDS. In total, Jack has used 12 rounds of regular SMG ammo (two 3-round bursts during the initial attack and a 6 round burst against one of the guys running after them).
Lobo0705
QUOTE (Jack VII @ Mar 4 2015, 01:00 PM) *
If you're cool with it, I'm cool with it. I was thinking the gloves could be turned "OFF", but since we're talking about micro materials and safety equipment, it kind of makes sense that the default state of the materials would be sticky. You wouldn't want to risk falling off the side of a building when your gloves glitched during a software update, LOL.

I haven't updated anything since we grabbed Huiquing, but I am pretty sure we're up to date to that point. I know I need to deduct 6 rounds from my ammo for that FA Short Burst at the Triad guy. I need to check to Sisco's ammo usage.


I'm fine with that smile.gif

As far as ammo usage, here's what I show from the beginning of the fight (including the 6 round burst you just fired)

Sisco:

40 rounds S&S
6 rounds APDS

Jack
12 rounds regular

ETA - saw your post - glad we are on the same page smile.gif
Lobo0705
QUOTE (Melpomene @ Mar 4 2015, 01:23 PM) *
Since he moves before me, let's take advantage...Data Spike him.


Ok then smile.gif

Cybercombat and Logic=9 dice, No Noise
http://invisiblecastle.com/roller/view/4793072/=2 hits

He resists:
Int+Firewall of 8
http://invisiblecastle.com/roller/view/4793073/=3 hits

So you would take 1 point of Matrix Damage (bringing your total to 3) - unless you want to spend your last edge to reroll your misses. Up to you.
Melpomene
As much as I'd love to, I think I'll hold onto that last point of Edge for emergencies. My next action will be another Data Spike.
Jack VII
Let's not forget to thank and honor Lobo today, International GM's Day!

ETA: Oh, just for bookkeeping, my RC when using this weapon is 6 rather than 5 (1 Base, +3 STR, +1 Extended Stock, +1 Foregrip)
Lobo0705
QUOTE (Jack VII @ Mar 4 2015, 02:02 PM) *
Let's not forget to thank and honor Lobo today, International GM's Day!

ETA: Oh, just for bookkeeping, my RC when using this weapon is 6 rather than 5 (1 Base, +3 STR, +1 Extended Stock, +1 Foregrip)


Thank you! smile.gif

I'm happy to do it smile.gif

IP 3, CT 3
Snap 2 (including -1 for wounds) - Perception Test
Melpomene
QUOTE (Jack VII @ Mar 4 2015, 02:02 PM) *
Let's not forget to thank and honor Lobo today, International GM's Day!



Yessir, well done! smile.gif
Lobo0705
Thank you smile.gif

Also - wanted to give you a heads up, I will be available tomorrow until around 2:00 or so, after which my son and I will be heading to Cold Wars for the weekend, returning on Sunday.

In the meantime - one more attempt by the decker to get a Mark on Mel in IP 3
http://invisiblecastle.com/roller/view/4793224/ = 1 hit

Wow is this guy inept Lol

Mel resists:
http://invisiblecastle.com/roller/view/4793225/ = 2 hits.

So now Mel has 3 Marks on the enemy decker.

Snap still has one action, but for now let's set up CT 4:

Jack 32 (using Seize the Initiative, I've updated the Edge, he has 2 left)
http://invisiblecastle.com/roller/view/4793228/
Snap 26 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4793229/
Sisco 17 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4793230/
Mel 14
http://invisiblecastle.com/roller/view/4793231/
Spirit of Man 23
http://invisiblecastle.com/roller/view/4793232/
Spirit of Earth 13 (including -2 for wounds)
http://invisiblecastle.com/roller/view/4793233/
Mr.T 16
http://invisiblecastle.com/roller/view/4793234/

IP 1, CT 4

Jack 32 Climb the wall
Snap 26 (including -1 for wounds)
Spirit of Man 23 - Awaiting instructions from Snap
Sisco 17 (including -1 for wounds)
Mr.T 16 - Driving
Mel 14
Spirit of Earth 13 (including -2 for wounds) - Awaiting instructions from Snap

So Snap needs to declare her actions for IP 3 of CT 3 and IP 1 of CT 4, Mel, the decker is going to get to go again before you go in IP 1 of CT 4, but he goes after Jack and Snap.
Chrome Head
Snap doesn't have anything especially useful to do on the other side of the wall this very moment, apart from continuously looking around in physical and astral space, and even pay special attention to AR in case anything comes up. If anything, she's just feeling a bit powerless, cringing each time she hears a gunshot, hoping nothing bad happens to Jack. Even with the spirit, there is little that she can do right now, so she just remains alert and ready.

Oh and happy GM day or whatever wink.gif Thanks for this great game!
PraetorGradivus
On my turn I'll address Huiquing: Zūnjìng de xiānshēng, wǒ yǐjīng jiào chē lái jiē wǒmen. Kàn, tā láile.
Lobo0705
Jack 32 Climb the wall
Snap 26 (including -1 for wounds) Perception Test
Spirit of Man 23 - Awaiting instructions from Snap
Sisco 17 (including -1 for wounds) Speak to Huiquing
Mr.T 16 - Driving
Mel 14
Spirit of Earth 13 (including -2 for wounds) - Awaiting instructions from Snap

Ok - so Jack attempts to climb the wall
St+Gym+Assisted Climbing
http://invisiblecastle.com/roller/view/4793647/= 2 hits - so he gets over it.

Attempts to avoid the wire:
AG+Gym
http://invisiblecastle.com/roller/view/4793648/ = 0 hits frown.gif

I don't think the Gecko tape helps, but even if it did, it would only be 2 hits at best.

He then resists 8P
Body+Armor+Toughness
http://invisiblecastle.com/roller/view/4793650/=2 hits frown.gif

So 6 points of Stun (I'm trying to picture how getting caught in monowire does Stun damage to you. You would think either your armor protects you, or it doesn't.)

Edge? (I've put up the IC post assuming you don't use it, but if you do, I'll reroll and modify the post).

Over to the enemy decker (although I use that term loosely, given how poorly he is doing). With three Marks on him, he is going to use his action to Erase one of them
Comp + Logic + Hot Sim =11 dice
http://invisiblecastle.com/roller/view/4793651/ = 3 hits

Resisted by Mel's
Willpower 4 +Firewall 5
http://invisiblecastle.com/roller/view/4793652/ = 3 hits

So he fails to erase the Mark.

Mr. T pulls to a stop about 3 meters away from you .

It is now Mel's turn, and then we are on to IP 2.
Jack VII
2 hits on 22 dice? FFS... I won't Edge since it's only Stun damage. Hopefully we can rest somewhere soon.

P.S. I think Mel said two posts ago that her next action would be another Data Spike.
Melpomene
That's correct, though is there a Matrix action where I just let him drown in enemy marks? wink.gif
Lobo0705
QUOTE (Melpomene @ Mar 5 2015, 08:11 AM) *
That's correct, though is there a Matrix action where I just let him drown in enemy marks? wink.gif


Lol - at this rate it would be real fast smile.gif

You Data spike
CyberCombat + Logic
http://invisiblecastle.com/roller/view/4793755/ = 3 hits

He resists:
Int+Firewall of 8
http://invisiblecastle.com/roller/view/4793756/ = 3hits

No damage done - so close frown.gif

Assuming no edge, we are on to the next IP

Jack 22
Snap 16 (including -1 for wounds)
Spirit of Man 13 - Awaiting instructions from Snap
Sisco 7 (including -1 for wounds)
Mr.T 6 -
Mel 4
Spirit of Earth 3 (including -2 for wounds) - Awaiting instructions from Snap

The enemy decker will again try to remove a Mark
Comp + Logic + Hot Sim =11 dice = 5 hits
http://invisiblecastle.com/roller/view/4793758/

Resisted by Mel's
Willpower 4 +Firewall 5 = 2 hits
http://invisiblecastle.com/roller/view/4793759/

So he manages to scrub one Mark off of him.

Your actions smile.gif


Jack VII
I think my initiative is down to 20. 6 Stun is a -2 for wounds, right?

Jack is going to message the team and head for the front passenger seat of the van.

<<@Team [JustJack] Let's get the frag out of here! Everyone in the van!>>
Lobo0705
QUOTE (Jack VII @ Mar 5 2015, 09:22 AM) *
I think my initiative is down to 20. 6 Stun is a -2 for wounds, right?


Yes - I hadn't factored that in.

Jack 20 (including -2 for wounds) - Send Message and get into the van.
Snap 16 (including -1 for wounds)
Spirit of Man 13 - Awaiting instructions from Snap
Sisco 7 (including -1 for wounds)
Mr.T 6 - Await Instructions
Mel 4 - Data Spike
Spirit of Earth 3 (including -2 for wounds) - Awaiting instructions from Snap

Ok - Mel Data Spikes again:

You Data spike
CyberCombat + Logic
http://invisiblecastle.com/roller/view/4793774/ = 5 hits!

He resists:
Int+Firewall of 8
http://invisiblecastle.com/roller/view/4793775/ = 3 hits.

So - your Attack is 5, +2 for 2 net hits, +4 for 2 Marks is 11 Matrix Damage
He resists:
Firewall+DR=8 dice
http://invisiblecastle.com/roller/view/4793776/ = 5 hits, so he takes 6 points of Matrix Damage
Chrome Head
Snap goes around to take the back seat behind the driver.

<<@Team [Snap] Huiqing can sit in the middle. Let's go.>>
Lobo0705
And the combat is now over - free roleplay begins smile.gif
Melpomene
Next pass, keep hammering him with Data Spikes.

ETA: If he jacks out, I will as well.
Jack VII
QUOTE (Melpomene @ Mar 5 2015, 10:47 AM) *
Next pass, keep hammering him with Data Spikes.

I think the dude jacked out.
Lobo0705
QUOTE (Jack VII @ Mar 5 2015, 11:54 AM) *
I think the dude jacked out.


Correct - he took a Simple Action to change from VR to AR, and then another Simple Action to Jack out.
Jack VII
QUOTE (Lobo0705 @ Mar 5 2015, 11:16 AM) *
Correct - he took a Simple Action to change from VR to AR, and then another Simple Action to Jack out.

I guess moving from VR to AR didn't reduce his initiative sufficiently to allow Mel to have another action?

Also, she could still brick the drone though, couldn't she? Or hell, maybe bring it back to us and then brick it. Maybe we could sell it if it's something good like an Optic-X.

Overwatch may be getting pretty insane though.
Lobo0705
QUOTE (Jack VII @ Mar 5 2015, 12:22 PM) *
I guess moving from VR to AR didn't reduce his initiative sufficiently to allow Mel to have another action?

Also, she could still brick the drone though, couldn't she? Or hell, maybe bring it back to us and then brick it. Maybe we could sell it if it's something good like an Optic-X.

Overwatch may be getting pretty insane though.


So on the initiative drop, two things.

1) In this case it doesn't matter, since the drop in his initiative still had him ahead of Mel.
2) Although the drop is immediate, I don't think it allows you to interrupt someone's Action Phase does it?

Example, pretend that the decker, we'll call him Steve, has a VR Init of 28. Mel has an AR Init of 14. Steve starts his Action Phase at 28, and as a Simple action switches from VR to AR, dropping his init to 13. Does that mean that Mel then gets to start her Action Phase, in the middle of Steve's? He still has a Simple Action left, after all.

I'm legitimately asking, because it may come up later.

It is true that Mel can attempt to Brick the drone, but "combat" is over for now.

And yes, OS is starting to crank up pretty high right now...
Jack VII
Personally, I've always viewed it as interrupting the Action Phase. Otherwise, I don't really see the reason for specifically calling out that initiative changes happen immediately. It places a real consequence on doing something that changes your initiative. Specifically WRT this situation, if it doesn't interrupt the Action Phase, there's almost no danger of ever jacking out in VR unless you're already link-locked. If it does interrupt the action phase, there's a very real choice of either taking dumpshock and jacking out right now or shifting modes to avoid dumpshock and potentially being exposed to matrix actions longer, since the initiative drop happens before you'd be able to take your Jack Out action.

The only thing I can really find in the book to support my interpretation isn't exactly clear.
QUOTE (SR5)
If a character’s Initiative attribute changes, immediately apply the difference as a positive or negative modifier to the character’s Initiative Score. This new Initiative Score applies to all remaining actions in that Combat Turn.

So, the question is what does "remaining actions" mean? Are they referring to Action Phases or even more discrete units like Simple Actions, Free Actions, etc?
Lobo0705
QUOTE (Jack VII @ Mar 5 2015, 01:08 PM) *
Personally, I've always viewed it as interrupting the Action Phase. Otherwise, I don't really see the reason for specifically calling out that initiative changes happen immediately. It places a real consequence on doing something that changes your initiative. Specifically WRT this situation, if it doesn't interrupt the Action Phase, there's almost no danger of ever jacking out in VR unless you're already link-locked. If it does interrupt the action phase, there's a very real choice of taking dumpshock and jacking out right now or shifting modes to avoid dumpshock and potentially being exposed a little longer, since the initiative drop happens before you'd be able to take your Jack Out action.


Fair enough - I didn't think it did, but I can certainly see what you are saying. Sounds like we play it that way going forward. (Again, in this case, his Init was still higher than Mel's after the change).
Lobo0705
Okay gentleman - I'm leaving for PA, feel free to discuss what your next step is smile.gif

Enjoy your weekend, I'll be back Sunday night.
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