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Jack_Spade
Good job.

28 bnc (jumped into James) -- outside at the kitchen window of the appartement (bnc is in the van): Fried the Warhawk of the second Merc.
27 (E3R8) Assault (Assault Shotgun) -- in front of appartement: Shot through wall at Anna
27 (E3) Anna -- in a neighbouring appartement: Tried to levitate Battery
24 (E7) Nova -- in the staircase: Shot at Battery
23 Battery (Ruger Super Warhawk, Riot Shield) -- in front of appartement: Activated Astral Perception and Weapon Focus
22 Aeraziel (Wraith's Spirit) -- in astral space: Using Fear on Battery
17 Sharkboy -- in a neighbouring appartement: Disarms Assault
15 bnc's Rotodrone -- outside at the lving room window of the appartement: No Autosoft loaded, doesn't act
13 Enemy Spirit -- in the astral outside the appartment: Attacks Aeraziel in Astral Combat
13 Wraith -- Downstairs flat:

?? Ritual Mage -- in the appartement (assumed)

Wraith can do something.
Thanee
Yeah, nice move there, Sharkboy! smile.gif

I had been looking into the called shots myself, before posting for Nova, but did not find anything terribly useful there... melee has a few more options, of course.

Bye
Thanee
Volker
Wow.
How on Earth to you get 19 dice on a Called Shot??
SquirrelDude
1 By being good at it
2. I suspect by me reading the rules incorrectly.

So I read this on page 111
QUOTE
Unlike the Called Shots in the Shadowrun, Fifth Edition, not all of these Called Shots have the same –4 dice pool penalty.

Reading through the rules I noticed two things: 1. For large selections of called shots (notably ones that require martial arts training) don't list a modifier. 2. This is unlike the Location,Location,Location and Ammo Whammy Called Shots, which always list the modifier, even when it is also -4. Not noticing that the section on called shots effectively includes the equivalent to SR5e citations (because why would you do that), I make the deduction that by spending karma and money for you character to train a martial art to do a specific action they no longer had a penalty to do that specific action. Who needs standardized formatting,really?

Let's look at that dice roll and remove the last 4 dice.
[19d6t5=3, 6, 5, 2, 5, 5, 4, 3, 6, 5, 1, 2, 2, 6, 3, 2, 5, 5, 6] -_- Of course.

That drops it from 10 hits to 7, which is a good roll on 15 dice, and likely wouldn't have spent edge to either push the limit or reroll the misses in that moment. So with the defenders 8 hits, the disarm attempt fails and he gets a +2 to hit me next action phase.
Jack_Spade
Not so fast.
It is correct that you need to include -4 for the called shot.

But you can make a charge attack for a net +2 to your roll. Also I didn't include your reach in my defense roll, so I'm willing to give you a circumstantial 1 dice bonus.

The only other thing you missed is the closed door for which you either need a simple action to open, or the nimble finger power.

The third option, that I'd recommend to you would be to ignore the door and just charge through.
The door is made of cheap material and only has Structure 2 and Armor 4. I'm pretty sure your melee damage is high enough to just power through.
Gilga
@Jack: if I understand correctly the pistol can be used to this called shot and I don't have to be able to damage the target?

Blast out of Hands: You knock an item out of your
target’s hand, but the target takes no damage. Attacks intended
to disarm suffer the normal –4 dice pool modifier
for Called Shots as well as any other situational modifiers
that apply such as wounds, lighting, or range. The defender
rolls as normal. The item can be sent flying, coming to
a rest (net hits - 1) meters from the defender. The item
should travel in a direction away from the shooter.


Jack_Spade
That is correct cool.gif
SquirrelDude
QUOTE (Jack_Spade @ Oct 14 2018, 03:11 AM) *
Not so fast.
It is correct that you need to include -4 for the called shot.

But you can make a charge attack for a net +2 to your roll. Also I didn't include your reach in my defense roll, so I'm willing to give you a circumstantial 1 dice bonus.
Neat

QUOTE
The only other thing you missed is the closed door for which you either need a simple action to open, or the nimble finger power.

The third option, that I'd recommend to you would be to ignore the door and just charge through.
The door is made of cheap material and only has Structure 2 and Armor 4. I'm pretty sure your melee damage is high enough to just power through.
I don't think I even need to roll. My character's melee DV is more double the door structure and armor, and he'll have 17 dice to roll 1 hit.
Jack_Spade
Yeah, you can just buy your success wink.gif
Volker
Thanks for clarification. As I take another swing at GMing soon, I need to get a better understanding for NPC builds.
Jack_Spade
So we are throught he first phase: bnc is up again

18 bnc (jumped into James) -- outside at the kitchen window of the appartement (bnc is in the van):
17 (E3R8) Assault (unarmed) -- in front of appartement:
17 (E3) Anna -- in corridor:
14 (E7) Nova -- in the staircase:
12 Battery (Sword Riot Shield) -- in front of appartement:
12 Aeraziel (Wraith's Spirit) -- in astral space:
7 Sharkboy -- in front of appartment:
5 bnc's Rotodrone -- outside at the lving room window of the appartement:
3 Enemy Spirit -- in the astral outside the appartment:
3 Wraith -- Downstairs flat:
Thanee
That F10 Ward would also protect anyone inside from the spell, or not? smile.gif

Bye
Thanee
Volker
May I assume that a wall being shot through, a door being run through, flying bullets and screams would provide a suitable cover for breaking a window?

bnc kicks open the window frame if that's possible. Otherwise, she'll just shatter the glass and open it from the inside.
I assume that this will be either one or two Simple Actions. If I have one Simple Action left, it will depend on whether there's someone in the kitchen (then probably shoot at them) and whether the mercenaries react to me (as I can tell from Nova's cam feed) or not.
Jack_Spade
Breaking and entering will be a complex action.
You can make a strealth test at -3 to use the right moment to break in and add your result to the threshold to notice you.
Gilga
I think it is, giving them 10 dice bonus to resist.
Luckace
Whom do you mean by"Them"? Aren't the mercenaries outside of the ward?
Volker
QUOTE (Jack_Spade @ Oct 14 2018, 08:36 PM) *
Breaking and entering will be a complex action.


If they notice me or someone is inside, I will break but not enter. If need be, I will delay my action, but I'd rather first look and see before I jump into a potentially very dangerous room.

QUOTE (Jack_Spade @ Oct 14 2018, 08:36 PM) *
You can make a strealth test at -3 to use the right moment to break in and add your result to the threshold to notice you.


Jumped In I use Intuition rather than Agility for the Sneaking test, right? I get the 2 bonus dice from hot-sim, but do I also get the bonus dice from the Simrig Booster?

Gilga
them as in anyone in the ward. Perhaps a slip from my own language.
Luckace
Ah, ok smile.gif
Thanee
QUOTE (Luckace @ Oct 15 2018, 10:21 AM) *
Whom do you mean by"Them"? Aren't the mercenaries outside of the ward?


Yes, they are. We do not know, however, what is inside. Assumption is: one mage.

Bye
Thanee
Gilga
Whose turn is it?
Jack_Spade
QUOTE (Volker @ Oct 15 2018, 10:43 AM) *
If they notice me or someone is inside, I will break but not enter. If need be, I will delay my action, but I'd rather first look and see before I jump into a potentially very dangerous room.



Jumped In I use Intuition rather than Agility for the Sneaking test, right? I get the 2 bonus dice from hot-sim, but do I also get the bonus dice from the Simrig Booster?


As mentioned before, blackout curtains prevent you from seeing inside. You'll have to break open the window first and then make a perception test - while sneaking (effectively peeking through the curtains)
You use Logic instead of Agility, but in this case it's a piloting test, so it's actually Reaction wink.gif

And yes, the ward also inhibits getting an accurate reading. So far you only have confirmation about the two mercs and the spirit outside the flat.

It's still bnc's turn as long as Volker hasn't posted his action yet.
Volker
Which is exactly what I meant to do.

I hope, I have understood everything correctly:

phase 28:

As you stated, breaking and entering would be a Complex action together, I assume that it's a Simple Action to break and another one to enter.

Simple Action: Shattering the window silently.
I'm a bit confused what you mean by Piloting. According to CRB, 270 it's Stealth + Intuition [Handling]. Thus, it's 4 (Stealth) + 7 (Intuition) + 2 (hot-sim bonus) - 3 (penalty for catching the shattering wall or something) = 10 dice. Sneaking: 10d6t5 4
I assume that it's not an Opposed test, is it? Because the -3 penalty for catching the loud noises to cover my action wouldn't make a lot of sense otherwise, if I understood you correctly.

Free Action: pull away the curtain.
Perception (James): 13d6t5 4

I will make the mentioned piloting test as soon as I actually move. I hope that's right that way.

As soon as you have described to me what I see, I will declare the other Simple Action. Please don't forget about Nova's gun cam feed which I'm observing as well.
Jack_Spade

Perception: 14d6t5 4

Nothing happens yet wink.gif
Volker
So it was an Opposed test?? Why did i then get a penalty for the noise all around me? O.o

I use the other Simple Action to enter the kitchen. Phase 28 is finished.


Do I need any more Piloting or Sneak rolls?

Also, where does the singing come from? The common room (where the mercs are) or the sleeping room?
Gilga
Anna's actions:
1. Simple action command spirit to join combat.
2. Simple action fire gun to disarm the shield. Blast out of hands: 16d6t5 4


Spirit's action:
Initiative: 14+3d6 24 (I assume late in battle so we need to adjust I am posting here to help us resolve.)

Astral combat the shield/axeman priority 1. Spirit priority 2.
astral combat: 12d6t5 6
Jack_Spade
18 bnc (jumped into James) -- outside at the kitchen window of the appartement (bnc is in the van): Breaks and enters flat through kitchen
17 (E3R8) Assault (unarmed) -- in front of appartement: Attacks Sharkboy with spurs
17 (E3) Anna -- in corridor: Shoot at Battery
14 (E7) Nova -- in the staircase:
14 Anna's Spirit -- in corridor: Manifests
12 Battery (Sword, Riot Shield) -- in front of appartement:
12 Aeraziel (Wraith's Spirit) -- in astral space:
7 Sharkboy -- in front of appartment:
5 bnc's Rotodrone -- outside at the lving room window of the appartement:
3 Enemy Spirit -- in the astral outside the appartment:
3 Wraith -- Downstairs flat:


Battery: Defense: 22d6t5 4
No effect

@Volker

The -3 were the penalty for trying to silently break something (I could have made it a bonus to perception, but in the end it's not much difference beyond increasing your glitch chance)
Also I thought you'd just break the cheap frame of the window, not the window pane wink.gif
Also also, the 2 mercs aren't in the flat but outside it in the corridor. You only hear one murmuring voice (it's not singing but the voice sounds nice enough to be that of a singer)
Gilga
Jack Anna's spirit would not manifest it would attack astral targets. (and the right term is materialized). I rolled astral combat for it, and preferably it would charge Battery or the spirit (if he is no longer perceiving). It does not have significant meat space combat capabilities - as you mentioned earlier with the drones.

And the free action goes to spell defense (anyone she can see), including Battery/Assult. (perhaps to counter buffs?)).
Volker
QUOTE (Jack_Spade @ Oct 16 2018, 05:07 AM) *
The -3 were the penalty for trying to silently break something (I could have made it a bonus to perception, but in the end it's not much difference beyond increasing your glitch chance)
Also I thought you'd just break the cheap frame of the window, not the window pane wink.gif
Also also, the 2 mercs aren't in the flat but outside it in the corridor. You only hear one murmuring voice (it's not singing but the voice sounds nice enough to be that of a singer)


Okay, understood! Window frame is okay, too, as described in an earlier post. Since I didn't know what stabile it looks, I just went for the pane in the description but if she can see that the frame is cheap, she'll just kick that one in. Preferably so, indeed, as it's softer and leaves less shards to scratch yourself on.

Okay, good to know. The murmur comes from the living room, right? Not the sleeping chamber. So I could (from all I know so far) try to sneak on it and run a bullet through his head without getting in conflict with the mercenaries, couldn't I?
Jack_Spade
@Volker
Yes, the main living room. And yes, you probably wouldn't get in conflict with the mercenaries.

@gilga
Sorry, I misread that.

18 bnc (jumped into James) -- outside at the kitchen window of the appartment (bnc is in the van): Breaks and enters flat through kitchen
17 (E3R8) Assault (unarmed) -- in front of appartment: Attacks Sharkboy with spurs
17 (E3) Anna -- in corridor: Shoot at Battery
14 (E7) Nova -- in the staircase: Shoots Battery
14 Anna's Spirit -- in corridor: Attacks in Astral Battery
12 Aeraziel (Wraith's Spirit) -- in astral space:
11 Battery (Sword, Riot Shield) -- in front of appartement:
7 Sharkboy -- in front of appartment:
5 bnc's Rotodrone -- outside at the lving room window of the appartement:
3 Enemy Spirit -- in the astral outside the appartment:
3 Wraith -- Downstairs flat:

@Squirreldude
Just for your information, Sharkboy has to make a defense test vs. 5 successes.
SquirrelDude
Sharkboy Defense vs the sword cyber spurs.
Dodge for -5 to initiative +6 to defense

Defense vs Battery: 18d6t5 5 Glancing Hit
Jack_Spade
18 bnc (jumped into James) -- outside at the kitchen window of the appartment (bnc is in the van): Breaks and enters flat through kitchen
17 (E3R8) Assault (unarmed) -- in front of appartment: Attacks Sharkboy with spurs
17 (E3) Anna -- in corridor: Shoot at Battery
14 (E7) Nova -- in the staircase: Shoots Battery
14 Anna's Spirit -- in corridor: Attacks in Astral Battery
12 Aeraziel (Wraith's Spirit) -- in astral space: Attacks in Astral Battery
9 Battery (Sword, Riot Shield) -- in front of appartement: Switches off Astral and throws grenade at Anna and Nova
7 Sharkboy -- in front of appartment:
5 bnc's Rotodrone -- outside at the lving room window of the appartement:
3 Enemy Spirit -- in the astral outside the appartment:
3 Wraith -- Downstairs flat:


SquirrelDude
Sharkboy initiative should be down to 2 after using the dodge interrupt action to avoid the cyber-spurs.
Gilga
Jack if the shieldman attack does it means that the manuver ends and they can be hit?

Also is there a way to use the fling spell to toss the granade back at them? I'll use the run gor your life otherwise... but if I can somewhat 'in your face' I much rather do that.
Thanee
Oops, just realized, I had this posted in the IC.


Can we kick the grenade further into the staircase, ideally having it drop down the stairs?

Bye
Thanee
Volker
I don't like the way you underlined the word "mercenaries" biggrin.gif

Have any of the spirits already materialized?
Luckace
@Jack: is there a way to find out whether a spirit is unbound or bound (and thereby nigh impossible to banish)? Like, can I see a trace of the magician's astral signature on a bound spirit or so?

@Volker: I think up until now they all stayed astral.
Jack_Spade
18 bnc (jumped into James) -- outside at the kitchen window of the appartment (bnc is in the van): Breaks and enters flat through kitchen
17 (E3R8) Assault (unarmed) -- in front of appartment: Attacks Sharkboy with spurs
17 (E3) Anna -- in corridor: Shoot at Battery
14 (E7) Nova -- in the staircase: Shoots Battery
14 Anna's Spirit -- in corridor: Attacks in Astral Battery
12 Aeraziel (Wraith's Spirit) -- in astral space: Attacks in Astral Battery
9 Battery (Sword, Riot Shield) -- in front of appartement: Switches off Astral and throws grenade at Anna and Nova
5 bnc's Rotodrone -- outside at the lving room window of the appartement: Does Nothing
3 Enemy Spirit -- in the astral outside the appartment:
3 Wraith -- Downstairs flat:
2 Sharkboy -- in front of appartment:

@SquirrelDude
Thanks, updated the list.

@gilga and Thanee
Fling is not a spell or effect that can be used as an interrupt action - also throwing back a grenade that might (what am I saying: Is guaranteed to) be motion triggered is a pretty good way to lose a loved appendage.
Expect the grenade to go off on impact.
Also, no, Battery has not moved out of position and still does his job of covering his chummer.

@Volker
No, all spirits in the corridor are still in the astral wink.gif cool.gif

@Luckace
Sure, that can be easily ascertained by spending a simple action to assense the spirit and getting at least three hits to detect the summoner link.


Seems like the enemy spirit is up against two of your spirits:

it uses Fear and the summoner spends Edge for the Spirit to reroll:

Fear: 14d6t5 5
Fear Reroll: 9d6t5 3
Total 8
Volker
Your use of underlining really frightens me, dude ...
I already see my beloved decker in a hand-to-hand fight against a bound force 8 spirit inside a force 10 ward...
Oh, speaking of: How far does the ward extend? Is bnc already inside it?

It's currently the enemy spirit's turn, right?
Jack_Spade
@Volker
There is no way for you to know if you are within the ward, but your knowledge tells you that normally the whole flat would be warded.

And yes, at the end of my last post I posted it's action (using fear on the other spirits)
Volker
I guess I could make a Perception for feeling a shiver or something when I pass through the ward ... but James wouldn't.

Regardless, I have a way of knowing: We spied out the area on the astral, and the mages could see and report the shape of the ward, so I should know, I guess.
Luckace
That's one scary spirit!

@Jack: Would you allow a leadership-test to help my spirit overcome the fear? I dont want to force any loopholes, I just have no idea if normal social tests can be taken on spirits - but then again, they have a telepathic connection, so why not...

Resist Fear: 12d6t5 4
Fleeing for 4 combat turns
Gilga
Jack - I am pretty sure that Fear is a single target spell - so which spirit is targetted? From a meta gaming prespective I prefer it to be Anna's spirit so that LuckAce has someone to play in the fight.

Resist fear: 12d6t5 4- Anna's spirit would also be terrified for 4 combat rounds.
Gilga
Run for your life it is - toward the melee fight to stay in the game, but far enough so that Assault cannot attack without breaking formation.

Luckace
@Gilga: kind of you to give me a pass smile.gif but worry not - Wraith has two other other bound spirits at his disposal, just waiting to be unleashed.

So I think I'll still have someone to play. But thanks, very much appreciated.
Jack_Spade
@gilga

Yeah you are right, I mixed it up with paralyzing howl

Anna1 or Wraith2: 1d2 1

So it actually does hit Anna's spirit
Thanee
@Jack: Nova will take her chances with the grenade and thus no interrupt action.

Bye
Thanee
Thanee
We wait with the Toxin Resistance until the end of the combat round, right?

Bye
Thanee
Gilga
PS: if we toss a grenade back at them they may break formation.
SquirrelDude
Sharkboy is in the middle of them, please don't.
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