Author Topic: [5eOoC] 2075/6: Stormy Waters [Persistent World; recruitment always open]  (Read 200579 times)

Csjarrat

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9d6.hits(5)=6 Int 3, Perception 4, hot sim 2
perception test, limit I assume would be the sensor rating I'm perceiving through

I thought you used Electronic Warfare to perceive through sensors?
You're allowed to sub it in for perception if you so wish. the rules do not say you must do so however.
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adamu

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Lots of confusion, but I guess that was intended!!!

Al's combat turn - get two passes based on posted initiative score, but will be on Full Defense, so subtract ten leaving me with one IP this turn - please add four dice to defensive rolls.

Tightened the choke to narrow spread in the IC.

Simple Action - open door.

Free Action - hmm, seems SR5 took away Free Action quick perceptions, but the Simple Action description says I can see what is immediately obvious without an Observe in Detail action - just looking for anyone alive with a weapon.

Simple Action - assuming either Frank or Tyrone or someone else is indeed in there and armed, fire single shot, flechette is loaded, narrow spread, rolls posted.
If no obvious target, then will indeed take an Observe in Detail action, again, rolls posted.

adamu

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You could also pitch in to Looking Glass or Tribes over on Dumpshock...

Second that - if you are looking for what might once have been an interesting run if players hadn't dropped out en masse (hmm, maybe it's NOT that interesting…), then jump into Tribes.

Jayde Moon

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I finished my PC for Looking Glass, but Dumpshock hasn't approved me for actually posting yet... working on the character for this game... should have a character sheet ready for you guys before the end of the night :)
That's just like... your opinion, man.

saithor

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Edit: One question I have though is the Tradition's restriction on tasks each type of spirit can perform. How do you treat that rule?
Not specifically aware of that rule, can you give a page reference so I can look it up? Thanks

Street Grimoire Pg. 43. It essentialy is contrary on what the main what says about traditions, saying that now spirits can only perform the tasks that they are listed under for the tradition you follow. For example, you follow the Christian tradition and summon an air spirit? The only action it can do is Heal, never mind that it can't actually heal as an action. Aztec (Which my character is) and summon a Beast Spirit? The only actions he can take are manipulation ones.
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Jayde Moon

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Betsy "Rodeo" Matthews

Rodeo is a combat mage who has seen one too many spaghetti westerns on the old video boxes.  She specializes in bounty hunting of sorts, but will do just about any work for the right money.

Priorities:
A - Magic
B - Attributes
C - Skills
D - Resources
E - Race

Body  3      Will  5      Edge  3
Agility  3      Logic  2      Magic  6
Reaction  4      Intuition  4      Essence  6
Strength  2      Charisma  5

Initiative8+1d6      Composure  10     Phy Lim  4
M.Initiative8+1d6      Judge Intentions  9     Men Lim  5
A.Initiative8+2d6      Memory  7     Soc Lim  7

Qualities:
Guts (-10) +2 Dice Pool to resist Fear and Intimidation
Mentor Spirit (-5) Wolf: +2 Dice Pool to Tracking.  +2 Dice Pool for Combat Spells, Preperations, and Rituals
Spirit Affinity (-7) Beast Spirits: +1 Service, +1 Dice Pool for Binding
Distinctive Style (+5) Cowboy get-up

Spell  Type  Duration  Range    Drain  Damage
Manaball  M  I  LOS(A)    F  P
Manabolt  M  I  LOS    F-3  P
Stunbolt  M  I  LOS    F-3  S
Stunball  M  I  LOS(A)    F  S
Powerbolt  P  I  LOS    F-3  P
Clout  P  I  LOS    F-3  S
Mana Barrier  M  S  LOS(A)    F-2 
Heal  M  P  T    F-4 
Increased Reflexes  P  S  T    F 
Levitate  P  S  LOS    F-2 
           

SkillRating   SkillRating
Spellcasting  6   Summoning  6
Banishing  6   Alchemy  3
Binding  3   Astral Combat  3
Pistols  2   Leadership  2
Etiquette  2   Negotiation  2
Arcana  1   Running  1
Counterspell  1   Swimming  1
Ritual  1   Animal Handling  1
Assensing  1   Perception  1
Gymnastics  1   Tracking  1
Unarmed Combat  1   Survival  1
Exotic Melee Weapon (BW)  1   L: Spanish  2
L: Lakota  3   S: Sprawl Life  4
S: Security Companies  4   S: Local Gangs  3
A: Magical Theory  2    
      

Connection  Type    Loyalty  Connection
Johnny Two-Feathers  Talismonger       5     4
Biscuit  Fixer       3     3
            

Lifestyle: Squatter x 1 Month - Rodeo is a drifter.  She doesn't stay long in one spot.  She often finds a place to lay low, pays off whatever passes for local protection, and hangs out for a short time before moving on to something else.

Nuyen: 405 Standard Credstick; 0 Standard Credstick; 0 Standard Credstick; 0 Standard Credstick;

Armor: Lined Coat AR 9

Weapons:
Colt Future Frontier:
Acc 5     Dam 8P     AP -1     Mode SS     RC -     Ammo 7(cy)     Notes- Restricted, No License
100 Regular Rounds

Bullwhip (Focus3)
Acc 5     Reach 2     DV 3P     AP +3     Notes - Restricted, No License

Vehicle:
Yamaha Growler
Hand 4/5     Spd 3/4     Accel 1     Bod 5     Armor 5     Pilot 1     Sens 1     Seats 1

Other Gear:
Hermes Ikon Commlink (DR 5)
AR Gloves
Binoculars (Cap 3)
 - Vision Magnicifaction
 - Vision Enhancement Rating 1
 - Thermal Imaging
Contact Lenses (Cap 3)
 - Imagelink
 - Smartlink
 - Flare Compensation
Earbuds (Cap 3)
 - Spatial Recognizer
 - Select Sound Filter Rating 1
Climbing Gear
Survival Kit
Containment Manacles
Plasteel Manacles x3
Biomonitor
Medkit Rating 6
Stim Patch Rating 4 x5
Combat Sense Formulae
Improved Invisibility Formulae
Armor Formulae
Physical Barrier Formulae
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That's just like... your opinion, man.

Aria

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I did mean to get some IC up before the weekend but I needed to resolve some DS stuff first so I'll give you an OoC breakdown of what can be seen and you can IC from that or wait for me as you like...

Car 1: There is a 'clown' in the doorway with a sawn off, second blast will take out the command console as Al is sticking his head in the door...no chance of damaging Al with his uber def... I suspect he won't be long for this world but if you want to roll for him you can use the ganger on p126 of SR5. EDIT: Feel free to buy hits as I'm not around to roll...he's in cover!

Car 13: There are 3 clowns in here (it was going to be less but I don't want to re-write Flicker's IC  :o) with small arms, maybe an SMG, they have at least one joygirl as a hostage, they won't down weapons as the runners enter and will be belligerent and rude...if you want to risk shooting them you'd better be calling shots or the surrounding circus folk are going to suffer.  Buy hits again if you want...

Outside: The RV is steaming up towards the front of land train A...if anyone bothers to ask Oblique will confirm there is are two performers and their kids inside in addition to the 3 clowns

Er, there are 12 clowns in total...so where are the others?!?  :-X  They are now wearing orange bandanas around their arms and have donned a variety of Halloween masks...thank Mr Pink for their inclusion!

That should keep you busy until I'm back on Monday!  Doubt I'll be posting over the weekend as I've got family stuff on...

@Jayde, welcome to the party, please decide where you'd like to be on the convoy, presumably you are hitching a ride back from a job in Portland...
« Last Edit: (14:19:02/10-17-14) by Aria »
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Jayde Moon

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Rodeo starts each day/night cycle by summoning a Force 6 Beast Spirit and setting it to 'guard' her as its first service.  So for today's spirit, the rolls are as follows:

7 Successes vs 3 successes to resist.

Against 6 Drain, Rodeo gets 4 successes.

She took two stun damage.

Since the train has been moving, she's been resting in Car 8 near the kitchen.  Assuming one hour of rest, she recovers fully from that stun damage.

Future dice rolls will go in the dice post I opened.

If any of this wasn't kosher, let me know!


Quote from: Beast Spirit[

This beast spirit bears the mien of a very large timber wolf.  It's eyes glow a dull yellow.  As it walks, it shakes dust off of it's fur, which falls to the ground without a trace.  It is otherwise a clean and healthy appearing creature.

Body   8     Will   6     Magic   6
Agility   7     Logic   6    Essence    6
Reaction   6     Intuition   6     Edge   3
Strength   8     Charisma   6        

Initiative: 12 + 2d6
Astral Initiative: 12 + 3d6

Skills (all 6): Assensing, Astral Combat, Perception, Unarmed Combat

Powers:
Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience

Optional Powers:
Concealment, Natural Weapon (6P, AP —)

5 Services:

Services Rendered:
Conceal Meat Body - Ongoing
Protect Meat Body - Ongoing
Attack Ghoul Pack - Single Service
« Last Edit: (14:18:17/11-14-14) by Jayde Moon »
That's just like... your opinion, man.

Aria

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Ok, you certainly hear the gunfire in 13...
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Lusis

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Doing an IC thread with some depth is going to be rough without an idea of the clowns' goals and motivation.

It'll basically be "called shot on the hostage holder; vitals;  edging it."
« Last Edit: (15:45:02/10-17-14) by Lusis »
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Aria

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Yeah, if you give the impression they're stalling for some reason you'll be on the right track... Sorry I haven't got any IC time myself...
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Lusis

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 I'd rather shoot them in the face...yeah, let's go with that.
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Aria

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 ::)
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Csjarrat

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Yeah I wanna see what happens when the rigger lets loose :-)
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