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Lobo0705
Triad Member
Longarms+Agility+Smartlink=10, -1 for delayed action, -1 for range= 8 = 4 hits
http://invisiblecastle.com/roller/view/4788563/

Spirit of Earth
Dodge
Int + Reaction=7 dice = 3 hits
http://invisiblecastle.com/roller/view/4788565/

Spirit of Earth
Resist 13DV, AP-4
Body 8 + Armor of 4 (8-AP)= 4 hits, +2 auto successes from Invulnerability= 6 hits
http://invisiblecastle.com/roller/view/4788567/

Spirit takes 7 boxes of physical damage


Lobo0705
Ok - Snap has the opportunity to take an action (the one delayed from 17) and Mel still has her action at 10.

After that, we have:

IP 2, CT 1
Bound Spirit of Man 11 - Awaiting Instructions from Snap
Sisco 10 (including -1 for wounds) -
Snap 7 (including -1 for wounds) -
Spirit of Earth 2 (Reduced from 4 by wounds) - Carry Snap over the wall-
Jack - No action, but gains +3 dice to all defense tests
Jack VII
I'm going to sprint again. I assume at least two of the three are going to be pretty well behind now since they don't seem to be running and shooting at the same time?

ETA: With that said, if I was getting shot at (even if they were out of range), I would have probably gone on full defense when I still had the initiative to spend and forgo another sprint action this IP.
Lobo0705
QUOTE (Jack VII @ Feb 27 2015, 10:17 AM) *
I'm going to sprint again. I assume at least two of the three are going to be pretty well behind now since they don't seem to be running and shooting at the same time?

ETA: With that said, if I was getting shot at (even if they were out of range), I would have probably gone on full defense when I still had the initiative to spend and forgo another sprint action this IP.


One of the pursuers kept running and fired, the other two sprinted. However, you not only have a higher agility than they do, but you also got more hits on your Running test, and so you are still outdistancing them.

I'll modify the IP chart to not you having full defense.
Jack VII
Thanks, I just didn't see a negative dice pool modifier for running on the shot against the spirit. Also, I think only one of them can fire (the guy who was just running) as sprinting takes a Complex Action. With that said, I don't know where they fall in initiative, so I guess it could have happened over different IPs?
Lobo0705
QUOTE (Jack VII @ Feb 27 2015, 11:05 AM) *
Thanks, I just didn't see a negative dice pool modifier for running on the shot against the spirit. Also, I think only one of them can fire (the guy who was just running) as sprinting takes a Complex Action. With that said, I don't know where they fall in initiative, so I guess it could have happened over different IPs?


The shot that hit the spirit didn't come from any of the three men pursuing you. All are armed with smgs - and the spirit is as yet out of range. You are also correct that only one could fire since the other two sprinted.

I'm glad you asked the question - I guess my IC post wasn't as clear as I had hoped. I'm happy to clarify though 😎
Jack VII
Oh thanks! Yeah, I was under the impression that one of the dudes had the high-powered rifle.

Awesome! Well, I guess snipers it is then...
PraetorGradivus
While we wait for Snap and Mel's action, how far exactly are the three men from Sisco now?
Lobo0705
QUOTE (PraetorGradivus @ Feb 27 2015, 01:21 PM) *
While we wait for Snap and Mel's action, how far exactly are the three men from Sisco now?


They were 200 meters away. The one who fired is now 188 meters, the other two are 184 and 182 meters respectively.
Melpomene
Okay, Mel is going to do a Matrix Perception to see if there are any drones in the area...just in case the Rigger got his sh*t together.
Lobo0705
QUOTE (Melpomene @ Feb 27 2015, 02:42 PM) *
Okay, Mel is going to do a Matrix Perception to see if there are any drones in the area...just in case the Rigger got his sh*t together.


Ok so:

Int 5 + Computer 6 + Codeslinger 2 Noise negated by Signal Scrub and Datajack.
http://invisiblecastle.com/roller/view/4788805/

Resisted by Logic + Sleaze. Which in this case is DR and nothing (DR since the Rigger was dumped).
http://invisiblecastle.com/roller/view/4788807/ = 2 hits

So you are able to spot the drone's icon. (remember that you don't know where the drone is physically, you have to get 2 marks and perform a trace icon action for that.)
Melpomene
Okay, next IP, put a MARK on the drone.
Chrome Head
No choice but to dismiss the spirit, else she'll risk falling down if the spirit is shut down in mid air. She also wants to keep the spirit safe, they don't like to be destroyed even if they don't "die".

She doesn't have anything worthwhile to do with the other action, other than to message Sisco and Jack to hurry up and climb out of here. (how far is the vehicle from the other side of the wall? Can it come pick us up?

Second IP, she'll summon a brand new Earth Spirit, force 3, with Concealment. In the hope of getting at least 2 services and no net drain, one for concealing both of them, and one for getting over the wall.
Lobo0705
Ok so as her action at the end of IP 1, Snap uses a Simple action to dismiss the spirit, and then a free action to send a message to the team.

Then IP2 is:

IP 2, CT 1
Bound Spirit of Man 11 - Awaiting Instructions from Snap
Sisco 10 (including -1 for wounds) -
Snap 7 (including -1 for wounds) - Summon Force 3 Spirit of Earth
Jack - No action, but gains +3 dice to all defense tests

Sisco -continue to Aim for 2 more actions? Or something else?

Snap's summoning test:
12 dice normally, -1 for wounds: 6 hits, reduced to 3 by limit
http://invisiblecastle.com/roller/view/4789494/

Spirit Resists: 0 hits
http://invisiblecastle.com/roller/view/4789495/

Resist Drain of 2DV = 5 hits, no drain
13 dice http://invisiblecastle.com/roller/view/4789496/

Force 3 Spirit of Earth with Concealment and 3 services.

To answer your question, I believe the van is parked about 50 meters away from where you are. (you would have parked somewhere inconspicuous, and there isn't any reason why you wouldn't have put an ARO at the spot on the wall where you crossed, which would have been the closest point to the van.)

As for can the van pick you up, sure - Sisco can send it a message.
Lobo0705
After Sisco takes his last action, I'll put up the next IC post. (including the bad guy's actions.)

In the meantime, here's so you can think about CT 2

Snap 25 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4789598/
Sisco 19 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4789599/
Jack 13
http://invisiblecastle.com/roller/view/4789600/
Mel 11
http://invisiblecastle.com/roller/view/4789601/
Spirit of Earth 17
http://invisiblecastle.com/roller/view/4789602/
Spirit of Man 20
http://invisiblecastle.com/roller/view/4789603/

IP 1, CT 2
Snap 25
Spirit of Man 20 - Awaiting Instructions from Snap
Sisco 19
Spirit of Earth 17 - Awaiting Instructions from Snap
Jack 13
Mel 11
Chrome Head
I need to figure out if Snap would wait for Jack and help cover their escape, or if she just leaves him and Sisco behind as per the original plan. Jack runs faster than the triads, but they're getting within range of their automatic weapons, so I'm not sure what to think.

I guess she'll wait just a little bit, because she feels she has a duty to protect him. Meanwhile she can ask the spirit to conceal itself and herself. Can she also command it to conceal Jack, or is he being watched too closely for that? I'm thinking maybe under the cover of darkness, it would make sense that concealment would work, at least to make his position difficult to make out with certainty. So she'll command the spirit to conceal all three of them, and we'll see what happens.

PraetorGradivus
I'm at my maximum bonus already for aim but I'll keep aiming to maintain it.
Lobo0705
QUOTE (Chrome Head @ Feb 28 2015, 02:08 PM) *
I need to figure out if Snap would wait for Jack and help cover their escape, or if she just leaves him and Sisco behind as per the original plan. Jack runs faster than the triads, but they're getting within range of their automatic weapons, so I'm not sure what to think.

I guess she'll wait just a little bit, because she feels she has a duty to protect him. Meanwhile she can ask the spirit to conceal itself and herself. Can she also command it to conceal Jack, or is he being watched too closely for that? I'm thinking maybe under the cover of darkness, it would make sense that concealment would work, at least to make his position difficult to make out with certainty. So she'll command the spirit to conceal all three of them, and we'll see what happens.


Here's my understanding of how the power works. It gives a modifier to any Perception tests and lasts until you are spotted. I think that given that the Triads are looking right at Jack, and one is actually in the process of shooting at him, the concealment power isn't going to work. Assuming they haven't spotted Sisco or Snap, the Concealment power would work on them. If they've already seen them, I don't think it works, since it doesn't actually make you invisible, it makes you harder to spot if you haven't already been spotted.

So, if you can break LOS, for instance, and then use the Concealment power, that would require a Perception test for them to reacquire you. If, however, they are looking right at you, I don't believe it makes you vanish from their LOS.

All that being said, remember that the Spirit will have to manifest 1st before it can use its power. Do you want to have the spirit Conceal you, Sisco, and itself instead?

IP 1, CT 2
Snap 25 - Command Spirit
Spirit of Man 20 - Awaiting Instructions from Snap
Sisco 19 - Take Aim
Spirit of Earth 17 - Manifest
Jack 13
Mel 11 - Hack on the Fly

ETA - I've added Sisco's action from IP 1, along with the Triad's actions from IP 1. I put in Snap's action from IP2.

Sisco, are you going to continue to Aim in IP 2? The closes triads right now are 184, 182, and 178 meters away respectively. Which one are you aiming at?
PraetorGradivus
I was aiming at the one closest to us.
I'll continue aiming.
Chrome Head
QUOTE (Lobo0705 @ Feb 28 2015, 05:18 PM) *
All that being said, remember that the Spirit will have to manifest 1st before it can use its power. Do you want to have the spirit Conceal you, Sisco, and itself instead?

Yes, that's fine, of course.
Lobo0705
IP 1, CT 2
Snap 25 - Command Spirit
Spirit of Man 20 - Awaiting Instructions from Snap
Sisco 19 - Take Aim
Spirit of Earth 17 - Manifest
Jack 13
Mel 11 - Hack on the Fly

Ok, so - Jack is currently 22 meters from the wall.

The Triad who is at 178 meters from the wall (and 156 meters from Jack) runs, and lets fly with a shot. He is now 166 meters from the wall and 144 meters from Jack.

Ag 4 + Automatics 4 + SM link 2 = 10 dice. (take aim action to reduce range), 6 round burst.
-2 from running, -3 from range, -2 from recoil. = 0 hits
http://invisiblecastle.com/roller/view/4790290/

Jack Dodges
Int 3 + Reaction 4 + running 2, -5 for full auto=4 dice = 1 hit (just needed to make sure you didn't glitch)
http://invisiblecastle.com/roller/view/4790293/

Now it is Jack's turn
Jack VII
I think my running imposes an additional -2 to his attack rather than a bonus to my dodge. Actually, RAW, I think it applies a -2 to my dodge test as well. Which is pretty hilarious since it means I can't dodge at all (0 dice), but then I also can't glitch since I can't make the test, so I'm sort of even safer. Shadowrun is so poorly modeled.

Looks like I have to sprint to get to the wall, so I'll go ahead and do that.

Also, I can't remember what we decided, but could I have taken a Full Defense on that test? I knew we said you couldn't take an Interrupt until you took your first action, but shouldn't that only apply in the first CT?
PraetorGradivus
QUOTE (Jack VII @ Mar 1 2015, 04:52 PM) *
Also, I can't remember what we decided, but could I have taken a Full Defense on that test? I knew we said you couldn't take an Interrupt until you took your first action, but shouldn't that only apply in the first CT?


When a character uses an Interrupt
Action, such as Full Defense, he takes an action out
of turn, but only if he has enough Initiative Score left
in the Combat Turn to pay the price for the action. Interrupt
Actions occur outside the normal course of the
Combat Turn and do not cost the character their Action
Phase (unless they reduce their Initiative Score below 0
with their actions). The Initiative Score reduction occurs
at the time of the Interrupt Action. A character may only
take an Interrupt Action prior to their first Action Phase if
they are not surprised
(see Surprise, p. 192).


Did you houserule a change to this Lobo?
Jack VII
Just re-read Lobo's earlier clarification. We're operating under RAW for that, I was confused and recalled incorrectly.
PraetorGradivus
Since I believe we'll be able to get into Mr T shortly and it may become pertinent:

SR5 p. 452 "Control Rig" the book state:
When you’re jumped into a vehicle or drone, the control rig provides its Rating as a dice pool bonus on all Vehicle skill tests. Additionally, the rating of your control rig is added to the Handling and Speed of any vehicle you are jumped into. As if that was not enough, your Vehicle Test thresholds are reduced by the rating of your control rig (to a minimum of 1), again when you’re jumped in.

...while on SR5 p. 266 "Rigging and Limits" the book state:
When you’re jumped into a vehicle, drone, or other device, the limits of that device are increased by the rating of your control rig. This includes vehicle and drone Sensor, Speed, and Handling, and the Accuracy of mounted weapons when used by the rigger. The control rig also connects more smoothly through an RCC when operating in VR.


This has been argued on several threads so wanted to know ahead of time how we'll play it...
Is the control rig adding to actual speed, to speed as a limit or to both?

Personally, adding to speed seems overpowered because vehicular speeds in this system are exponential and not incremental.
Jack VII
I think we decided just limits for the same reasons. The Rigged Motorcycle Imploding the Earth thread was linked some time in the past.
PraetorGradivus
I can see the control rig adding maybe 5%/level to the speed, but doubling, tripling or quadrupling the way the chart works now is just insane.
Lobo0705
QUOTE (Jack VII @ Mar 1 2015, 03:52 PM) *
I think my running imposes an additional -2 to his attack rather than a bonus to my dodge. Actually, RAW, I think it applies a -2 to my dodge test as well. Which is pretty hilarious since it means I can't dodge at all (0 dice), but then I also can't glitch since I can't make the test, so I'm sort of even safer. Shadowrun is so poorly modeled.


Page 189 - Defender running is a +2 modifier to your defense test smile.gif


QUOTE (Jack VII @ Mar 1 2015, 03:52 PM) *
Looks like I have to sprint to get to the wall, so I'll go ahead and do that.


Ok - so Strength+Running= 10 dice= 4 hits, which means you actually cover 28 meters, which is plenty to reach the wall 22 meters away.
http://invisiblecastle.com/roller/view/4791217/

QUOTE (Jack VII @ Mar 1 2015, 03:52 PM) *
Also, I can't remember what we decided, but could I have taken a Full Defense on that test? I knew we said you couldn't take an Interrupt until you took your first action, but shouldn't that only apply in the first CT?


I see that below you saw how we are handling this.


QUOTE (PraetorGradivus @ Mar 2 2015, 12:50 AM) *
This has been argued on several threads so wanted to know ahead of time how we'll play it...
Is the control rig adding to actual speed, to speed as a limit or to both?

Personally, adding to speed seems overpowered because vehicular speeds in this system are exponential and not incremental.


It just adds to speed as a limit - at least that is how we are playing it.

The other two Triad members continue to close, running another 14 and 16 meters respectively.

Mel then attempts to Hack on the Fly a Mark on the drone:
Logic + Hacking=12 dice, no modifiers for Noise
http://invisiblecastle.com/roller/view/4791218/

It resists with DR*2 basically = 2 hits
http://invisiblecastle.com/roller/view/4791219/

So Mel now has a Mark on it.

IP 2, CT 2
Snap 15 -
Spirit of Man 10 - Awaiting Instructions from Snap
Sisco 9 -
Spirit of Earth 7 - Use Conceal Power
Jack 3
Mel 1
Jack VII
QUOTE (Lobo0705 @ Mar 2 2015, 05:55 AM) *
Page 189 - Defender running is a +2 modifier to your defense test smile.gif

Jesus these rules are awful.
QUOTE (SRD @ 162)
Characters who are running take a –2 dice pool modifier to all actions performed while running (except for Sprinting)

Whatever, I'll take it.
Lobo0705
Unfortunately there is no way to tell whether or not either:

1) The guy who wrote that didn't consider a Dodge Test to be an action.

2) It was a modifier that should have been taken out.

I'm leaning toward #1 for now - or at least that's how I've been playing it so far.

PraetorGradivus
When its my turn I'l mark an ARO approximately 10 meters beyond the wall from where Mel got carried over.
I'll then command the auto pilot in Mr T to drive to that ARO.
Lobo0705
IP 2, CT 2
Snap 15 -
Spirit of Man 10 - Awaiting Instructions from Snap
Sisco 9 - Mark spot with ARO, Send Message Action
Spirit of Earth 7 - Use Conceal Power
Jack 3
Mel 1
Jack VII
Jack will stop at the wall.

Free Action: Activate Wireless Flash-Pak clipped to the front of his jacket. It is facing their opponents.
Free Action: Send Message <<@Team [JustJack] Get over the wall. I'll cover you.>>
Simple Action: Take Aim at closest Triad member.
Melpomene
My next IP, go for a second MARK on the drone.
Lobo0705
IP 2, CT 2
Snap 15 - Cast Invisibility
Spirit of Man 10 - Awaiting Instructions from Snap
Sisco 9 - Mark spot with ARO, Send Message Action
Spirit of Earth 7 - Use Conceal Power
Jack 3 - Activate FlashPak, Send Message, Take Aim
Mel 1 - Put 2nd Mark on Drone
Chrome Head
Snap is unsure of what to do next, but she knows she wants to help Jack however she can. So she casts a F4 Invisibility spell on him, hoping that it may help.

Given Jack's message, on the 3rd IP, Snap will command the earth spirit to take her over the wall while maintaining the Concealment power. She'll also send a short reply to Jack.

<<@Team [Snap] I've asked the spirit to take me over the wall. Any time now. >>
Lobo0705
Ok, so now the rolls for IP2 smile.gif

Snap casts F4 Invisibility on Jack:
Spellcasting + Specialization +Magic=14 dice, -1 for wounds=13
http://invisiblecastle.com/roller/view/4792024/ = 6 hits, reduced to 4 by limit.

Resistance from the three goons - from closest to furthest:
http://invisiblecastle.com/roller/view/4792025/

And now your drain resistance
13 dice against 2DV
http://invisiblecastle.com/roller/view/4792026/ = 3 hits

So, Snap casts the spell, takes no drain. The spell affects the triad member in the middle, but the closest and the farthest are unaffected.

ETA - Sisco also would have to resist:
http://invisiblecastle.com/roller/view/4792043/ = 1 hit

So he has no idea where Jack is either smile.gif

Sisco does his thing, no roll needed

Spirit of Earth - I forgot it immediately loses initiative when it manifests, it loses D6+1 in this case:
http://invisiblecastle.com/roller/view/4792032/

So it actually does its action at 3, but it doesn't affect the outcome - again no roll needed.

The three men move closer, putting them at 166, 164, and 160 from the wall

Jack does his thing, no roll necessary:

ETA - he should have had to resist 1 box of Stun damage from the 2 sprints:
http://invisiblecastle.com/roller/view/4792045/ = 4 hits, he is just fine smile.gif

Mel attempts to put a 2nd Mark
http://invisiblecastle.com/roller/view/4792027/ = 4 hits

Drone Resists:
http://invisiblecastle.com/roller/view/4792028/ = 3 hits

So Mel gets a 2nd Mark

IP3, CT 2
Snap 5 - Command Spirit and Send Message

IC post up shortly, and in the meantime:


Snap 22 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4792029/
Spirit of Man 15
http://invisiblecastle.com/roller/view/4792035/
Jack 15
http://invisiblecastle.com/roller/view/4792031/
Spirit of Earth 15
http://invisiblecastle.com/roller/view/4792034/
Mel 14
http://invisiblecastle.com/roller/view/4792033/
Sisco 13 (including -1 for wounds)
http://invisiblecastle.com/roller/view/4792030/
Mr. T 19
http://invisiblecastle.com/roller/view/4792036/

For now - here is the next CT

IP 1, CT 3
Snap 22 (including -1 for wounds)
Mr. T 19 - Follow Sisco's Message
Spirit of Man 15 - Await Instructions from Snap
Jack 15
Spirit of Earth 15 - Carry Snap over the wall
Mel 14
Sisco 13 (including -1 for wounds)
Lobo0705
A heads up - before any of you can go, Mel, you feel someone attempt to hack you, but it fails, and you receive a Mark on another Persona.
Jack VII
If I go before they do, I'll go ahead and Delay until they get within 150 meters. I assume my improved rangefinder would let me know when that happens. Hmm... I'm considering pulling a Cyril Figus on them, but are they close enough together where I could catch two in one suppressing area? If not, it might be a better idea to just start shooting them. Since I Took Aim, I think I should probably go with the latter option to take advantage of the bonus and try to take out whichever one is furthest from the others.
Lobo0705
QUOTE (Jack VII @ Mar 3 2015, 11:33 AM) *
If I go before they do, I'll go ahead and Delay until they get within 150 meters. I assume my improved rangefinder would let me know when that happens. Hmm... I'm considering pulling a Cyril Figus on them, but are they close enough together where I could catch two in one suppressing area? If not, it might be a better idea to just start shooting them. Since I Took Aim, I think I should probably go with the latter option to take advantage of the bonus and try to take out whichever one is furthest from the others.



Suppressing Fire!

They are not close enough for that. While they aren't commandos by any stretch of the imagination, they are smart enough not to bunch up, especially in an area that is as wide open as this is (i.e. the terrain doesn't force them together).
PraetorGradivus
Against my better judgement, I'll do as Jack as and climb over the wall.
Chrome Head
Snap figures that she might as well help provide cover for now, while waiting for the spirit to pick her up.

She'll cast a Clout F5 on the closest pursuer. The -2 penalty for sustaining brings down her the spellcasting dice pool to 9 on this roll.

Worried about Jack's safely, Snap uses her free action when the spirit finally picks her up: <<@Team [Snap] Let us know if something goes wrong on your side.>>
Lobo0705
QUOTE (PraetorGradivus @ Mar 3 2015, 05:45 PM) *
Against my better judgement, I'll do as Jack as and climb over the wall.


IP 1, CT 3
Snap 22 (including -1 for wounds)
Mr. T 19 - Follow Sisco's Message
Spirit of Man 15 - Await Instructions from Snap
Jack 15 - Delay Action, Take Aim and fire at closest
Spirit of Earth 15 - Carry Snap over the wall
Mel 14
Sisco 13 (including -1 for wounds) - Climb over Wall
Lobo0705
Jack, 3 round or 6 round burst?
Jack VII
Do you remember if I ever changed the setting? I don't think I announced that I was doing it, although I probably would have done it once we started running away since suppressing fire is definitely something that would be on top of his list of actions given he was taking up an overwatch position.

So, up to you. I'd prefer a 6-round burst but won't bother me if it's only a 3-round burst.
Lobo0705
QUOTE (Jack VII @ Mar 3 2015, 07:01 PM) *
Do you remember if I ever changed the setting? I don't think I announced that I was doing it, although I probably would have done it once we started running away since suppressing fire is definitely something that would be on top of his list of actions given he was taking up an overwatch position.

So, up to you. I'd prefer a 6-round burst but won't bother me if it's only a 3-round burst.


Ok - you sprinted for IPs, both of those would allow you to have switched modes. As an aside, maybe I've been doing it wrong all along - but did you switch your smartlink to Wireless on? Originally you only had the skilljack and the commlink wireless, I'm curious if you switched the smartlink on later.

For right now I'm going to say you have it on, if it turns out you didn't, we can always subtract the 2 dice.

Jack VII
I was actually thinking I would have switched the gun's firing mode before we were sprinting, basically while we were just moving out at a quick pace before the three goons showed up. I turned my Smartgun wireless on in post 777. Remember that only the smartgun has to be wireless on, not the smartlink in my head, at least per RAW.
Lobo0705
Ok, so Snap starts out with Clout:
9 dice
http://invisiblecastle.com/roller/view/4792450/

Triad Dodges
Int +React 7 dice, +2 for Running = 3 hits
http://invisiblecastle.com/roller/view/4792451/

Snap Resists 2DV drain
http://invisiblecastle.com/roller/view/4792453 = 6 hits, no drain

Next up is Mr. T, who starts his engine and begins to move

Next is Jack, who acts before all the Triads, and has to wait.

The Triads then go, moving to 148, 150, and 148 respectively.

Jack opens up at the closest:
Automatics 4, Agility 5, Take Aim 2, Smartlink 2, Delayed Action -1, Range -3(Extreme reduced to Long by rangefinder), 6 round burst means -1 die for recoil (gun has 1 point, 1 normal, 3 for strength) =8 dice
http://invisiblecastle.com/roller/view/4792493/ = 2 hits

Triad dodges
7 dice normally +2 for running, -5 for burst, -1 for 2nd attack=3 dice
http://invisiblecastle.com/roller/view/4792494/ = 2 hits, so glancing hit, you were last loaded with Regular Ammo I believe (Post 284 in the IC thread), so no effect.

Triads 1 and 2 had to Sprint, so they have no further Action. Triad 3 only ran, so he can attack.

He's going to make a Perception test to try and see through the Conceal Power:
Int + Perception of 6, -3 for force of the Spirit:
http://invisiblecastle.com/roller/view/4792498/ = 0 hits (no glitch)

So he doesn't see anyone but Jack, and given the modifiers (Running, Range, Flashpak) he is going to simply Take Aim at Jack.

The Spirit of Earth picks up Snap and carries her over the wall.

Once the spirit crests the wall, the sniper attempts to fire again:
Perception + Int of 8, +2 for Vision Enhancement 2, +3 for Specifically Looking for it, -3 Target is Far away, -3 for Spirit=7 dice
http://invisiblecastle.com/roller/view/4792505/ = 2 hits which is enough to spot the spirit and Snap.

He now fires
Longarms 4 + Agility 4 + SM 2, -1 for delayed action, -3 for range (he couldn't look down his scope cause he had to do the Perception test)= 6 dice
http://invisiblecastle.com/roller/view/4792508/ = 2 hits
Spirit attempts to Dodge
http://invisiblecastle.com/roller/view/4792509/ = 1 hit

So, base damage is 11, +1 for net hit, -3 AP
Spirit Resists:
7 Body, 6 Armor (reduced to 3) = 10 dice:
http://invisiblecastle.com/roller/view/4792511/ = 3 hits, +2 automatic from armor= 5 hits, so the spirit takes 7 damage.

Mel is up next, and then Sisco

However, might as well do Sisco's action:

Climbing test:
Gymnastics 1, Agility 8, you have to climb the wall, which is flat (-3 dice pool modifier), -1 for wounds = 5 dice
http://invisiblecastle.com/roller/view/4792513/ = 1 hit.

According to the table on page 134, Unassisted Climbing gives you 1 meter for every 2 hits, you only need 2 hits to get over it given how tall you already are.

Once you get that second hit, you'll need to see if you avoid damage from the Monowire.
Jack VII
Just two quick points:

I think I have 2 less dice since the defender running both applies a -2 to the attacker's test and a +2 to the defender's test.

Also, climbing a wall is a STR test, getting through the wires is an AGI test. (Although given that fact, I'm not sure how Sisco got over the wall coming in if it is flat on the other side).
Lobo0705
QUOTE (Jack VII @ Mar 3 2015, 07:50 PM) *
Just two quick points:

I think I have 2 less dice since the defender running both applies a -2 to the attacker's test and a +2 to the defender's test.

Also, climbing a wall is a STR test, getting through the wires is an AGI test. (Although given that fact, I'm not sure how Sisco got over the wall coming in if it is flat on the other side).


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.

Good catch on the Climbing being Strength instead of Agility - that's my bad.

Short answer on how Sisco got over the wall - I screwed up and didn't make you guys make the climbing test to get up the wall, I only had you make the test to avoid the wire, while you should have done both. After-the-fact justification: you weren't really in a rush, and even if you fell (barring a critical glitch) there is no real danger to you, since the drop isn't that far.

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).

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