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[5eOoC] 2075/6: Stormy Waters [Persistent World; recruitment always open]

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8-bit

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« Reply #855 on: <12-30-14/2204:04> »
Quote from: 8-bit; Initiative Setup
Action Pass 1

Initiative Rolls for current situation. Organized.

Ericen | Flicker - Initiative: 11+4d6 27
All4BigGuns | Cutter - 3d6+11=27 [4,6,6,11] = (27)
8-bit | Ghost - Initiative (1): 15+3d6 25 [4, 3, 3] - 1 for Wound Modifiers = 24
GM/saithor | Water Spirit - 2d6+14= 23 Link
JackVII | Harrier - 9+4d6 → [9,2,1,5,5] = (22)
Csjarrat | Morgan - Hot sim initiative: 9 + 4d6 (4d6=12) = 21
GM/saithor | Fire Spirit - 2d6+15= 20 Link
Jayde Moon | Betsy - 1d6+9: 18 [1d6=3] | Four hits on the test on Increase Reflexes (+4 Reaction, + a pair of ones)
saithor | Alicia - 1d6+9=13 Link
SnowDragon | Intervention - 9 + 1d6 (1d6=3) = 12
Lusis | Luz - 8+1d6: 10 [1d6=2] http://orokos.com/roll/220362

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)



Action Pass 2

Initiative Rolls for current situation. Organized.

Ericen | Flicker - 17
All4BigGuns | Cutter - 17
8-bit | Ghost - 14
GM/saithor | Water Spirit - 13
JackVII | Harrier - Crashed? Dead?
Csjarrat | Morgan - 11
GM/saithor | Fire Spirit - 10
Jayde Moon | Betsy - 8
Scawire | Spector - 5
saithor | Alicia - 3
SnowDragon | Intervention - 2

Out of Passes (roleplay at will with GM approval; one Free Action per pass still allowed)

Lusis | Luz - 0

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)



Action Pass 3

Initiative Rolls for current situation. Organized.

Ericen | Flicker - 7
All4BigGuns | Cutter - 7
8-bit | Ghost - 4
GM/saithor | Water Spirit - 3
JackVII | Harrier - Crashed? Dead?
Csjarrat | Morgan - 1

Out of Passes (roleplay at will with GM approval; one Free Action per pass still allowed)

GM/saithor | Fire Spirit - 0
Jayde Moon | Betsy - -2
Scawire | Spector - -5
saithor | Alicia - -7
SnowDragon | Intervention - -8
Lusis | Luz - -10

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)

Quote from: 8-bit; Current Actions Left for Participants; Roleplay at-will with GM Approval
Ericen | Flicker - Pass 2 and 3 Actions Left; as far as I can tell
All4BigGuns | Cutter - No Actions for any Passes Left
8-bit | Ghost - No Actions for any Passes Left
GM/saithor | Water Spirit - No Actions for any Passes Left?? Not sure if it's even acted or been summoned yet.
JackVII | Harrier - Dead/MIA
Csjarrat | Morgan - No Actions for any Passes Left | I think; not sure, but he's been doing a lot of Matrix mojo, which would eat up Passes quickly.
GM/saithor | Fire Spirit  - No Actions for any Passes Left
Jayde Moon | Betsy - No Actions for any Passes Left
Scawire | Spector - No Actions for any Passes Left
saithor | Alicia - No Actions for any Passes Left
SnowDragon | Intervention - No Actions for any Passes Left
Lusis | Luz - No Actions for any Passes Left

Scawire is currently on the next Combat Turn; although he is split off of everyone else and fighting a separate group of enemies.

Quote from: Scawire
Initiative - 10 + 2d6 2d6=5 | Initiative = 15

So, I think that's about it. I might be off a little on the whole how many Actions left, but I think it's safe to say that the Combat Turn passed and not many have actions left. Thus, we should be getting around to rolling Initiative again; please don't make any rolls while I gather who has premade and who doesn't. I'll compile it shortly; this post will be edited.

Quote from: 8-bit; Current Initiative for next Combat Turn
Action Pass 1

Initiative Rolls for current situation. Organized.

Csjarrat | Morgan - Hot sim initiative: 9 + 4d6 (4d6=20) 29
8-bit | Ghost - Initiative (2): 15+3d6 27 [6, 2, 4] | -1 for Wound Modifiers = 26
GM/saithor | Water Spirit - 14+2d6= 24 Link http://orokos.com/roll/241863
Ericen | Flicker - Initiative: 11+4d6 23
All4BigGuns | Cutter - [3, 4, 3] + 11 = 21
GM/saithor | Fire Spirit - 15+2d6= 20 Link http://orokos.com/roll/241862
Scawire | Spector - Initiative - 10 + 2d6 2d6=5 | Initiative = 15
saithor | Alicia - 9+1d6= 13 Link http://orokos.com/roll/241861
Lusis | Luz - 8+1d6: 9 [1d6=1] http://orokos.com/roll/220361

SnowDragon | Intervention

Out of Passes (roleplay at will with GM approval; one Free Action per pass still allowed)

Currently Outside of Combat.

adamu | Al - (Using prerolled result) 2d6 + 11 → [6,6,11] = (23) | Engaged in combat before everyone else, so is at a fresh roll (not currently engaged in combat, thus outside of Initiative)

All right, I need these rolls.

Rolls Needed
SnowDragon | Intervention 9 + 1d6
« Last Edit: <12-31-14/1339:58> by 8-bit »

All4BigGuns

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« Reply #856 on: <12-30-14/2308:33> »
The site I have come to trust (still have zero trust for any others) happens to be down at present. So, either someone will need to make the roll for me, or trust will need to be placed in me to use real dice and type in the results.
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8-bit

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« Reply #857 on: <12-31-14/0347:37> »
The site I have come to trust (still have zero trust for any others) happens to be down at present. So, either someone will need to make the roll for me, or trust will need to be placed in me to use real dice and type in the results.

That's fine, no rush.

@adamu

I never did get a ruling on this. While I wouldn't bother with this on a human, for trying to take down an LAV, for example, it might be useful.

Now that the clowns are down, Ghost can probably help. I've completely lost track of initiative with all the work I've had for the holidays, but here's what I would do next. I need a GM confirmation.

Bull's Eye/Double Tap w/ Ares Desert Strike.

Base AP: -4; APDS AP: -4

Run & Gun Errata:

Quote from: Run & Gun Errata; page 3
“The attack results in an AP increase equal to the base weapon AP multiplied by the number of bullets in the burst with a maximum modifier of x3.”

Using a Semi-Auto Burst would take 3 bullets, so it's AP times 3. That means it would be Base AP: -12. Now, it says it's an increase to the base weapon AP, does that mean that it's total -16 (replacing Base AP, but keeping APDS AP) or -20 (keeping Base AP, keeping APDS AP, and adding the bonus equal to Base AP times 3)? Or is it just -12?

As for movement, assuming we aren't yet into the next Combat Turn, I'm using up the rest of my movement. Which, as an estimate, is somewhere around 12 meters.

All4BigGuns

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« Reply #858 on: <12-31-14/1217:13> »
Initiative rolls: [3, 4, 3] + 11 = 21
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saithor

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« Reply #859 on: <12-31-14/1313:59> »
Initiateive
Alicia 9+1d6= 13 Link http://orokos.com/roll/241861
Water spirit 14+2d6= 24 Link http://orokos.com/roll/241863
Fire Spirit 15+2d6= 20 Link http://orokos.com/roll/241862
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8-bit

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« Reply #860 on: <12-31-14/1340:16> »
Added you guys in, thanks for the rolls!

adamu

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« Reply #861 on: <12-31-14/1625:38> »

2) There's the LAV...a double tap would be at -12AP I think, APDS is a prerequisite of the ability so is already counted.  Anything more than -12 is also insane for a small arm, no matter how good the skill!  At least that's my take on it.  Yes, shooting out a thruster is probably a good answer to the mechanical problem!


@8-bit - Aria did rule on your double-tap question, and he's the uber-GM here, so we go with that. Hope it is helpful.

@All4BigGuns
I see you have overcome your dice issues.
Also, based on you making the roll I'll assume Cutter is still with us, which makes me happy personally and IC-wise!

And, for the record, I seriously don't care how you roll your dice - on a table or on a computer.
All I ask is that if you do it on a table, that you roll them one at a time and record them in the order rolled left to right, as I will take dice off for modifiers from the right (and of course add any bonus dice from the right as well).

@8-bit
Thanks for updating the initiative.
As I have stated before, I very much value this for when individual PCs are toe-to-toe with bad guys. At that point, who goes before them, or has more or less actions then them, will be critical.

But, again, please don't hold back acting/posting based on other players' initiatives - that bogs PbP down too much.
I will let you know if you need to hold off to wait for the opposition's actions - otherwise, you can never post too much.

As for those at the RV running to catch up with the stopped trains, when I post IC in a bit, I'll have you arriving. Yeah, it's a few hundred meters, but right now we are in a spot of time where the enemy (as Alicia is keeping everyone well apprised of) is making their own tactical approach. Breaking that and your turn-by-turn running down into 3-second combat actions….yikes.

So you will get there…and they will get there…

And in the meantime, I need to deal with decking fun!

8-bit

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« Reply #862 on: <12-31-14/1636:54> »
Ah, oops. Missed that one. Works for me.

No problem on updating the initiative; I hope it doesn't bog anyone down at all.

adamu

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« Reply #863 on: <12-31-14/1656:10> »
right, ready to get some dice rolled. I want to assess the damage and try and get the link to the zep back up and running.
Where you want me to start?

Okay, you'll be the first IC today, but let me lay it out here a bit, as I know Morgan spent time earlier in the run familiarizing himself with the network. Between that and what the friendly decker will say, you know:

- After you nailed the t-bird's VCR, their decker went straight after you. When you rebooted, he went for the host. He was pretty badass and dumped the first sec decker Biofeedback, taking him out.
- Just as the zep was bailing, trying to go offline, the decker bricked its comms and navigationals. So it is dead in the air (currently no danger of coming down).
- They still have comms with the zep through the pilot's commlink.
- Key system's on the train (cabs, Oblique's commlink and most others, some security doors [there aren't really that many], etc. are on this host's WAN. At this time, none of the runners are on the WAN.
- Friendly decker is clearly stressed because he is outclassed and doesn't know what the other decker is up to...

So not much to roll for you at this point, at least for the two things you said you wanted to do.
The main damage is to the other friendly decker's brain - he needs a medic - and to the zep's hardware - which you can't fix without being up there with a tool kit.
But comms with the zep are currently working, and you can talk to them if you want.

As always, if I've missed something with the matrix rules, just shout out!

adamu

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« Reply #864 on: <12-31-14/1750:12> »
Okay, everyone can act at this point.

Though we may soon get to the point where I tell certain people to hold off for enemy actions, we are not there yet, so post away.

Just so we are clear (as possible without graphics), the lead train is on the "road", which as this point is hard on the tree line to the right (east). The cab is on its side, and the remaining trains are kind of crunched together, so that there is climbing and wriggling to get into cars at their entrances, which are on the ends between cars.
The lead train has lots of slightly injured and very panicked people from the crash.

Train two stopped off the road just to the west of the first train.

So cars 7 - 9 "overlap" cars 4 - 6.

I purposely did not state at what point on the train's length Cutter and Ghost arrived - up to you guys and not necessarily together.

Alicia in Car 3 with the seer. Luz on top of Car 3.  Morgan in cabin in Car 4.

Alicia saw two baddies, one each heading for north and south ends of Car 3.
Her spirit, by the way, is keeping track of the baddies as best it can and sending its impressions to her, but it is lot to watch at once.
Neither of the two approaching people are the mage.
And it has not noticed the source of any grenade launches.

All4BigGuns

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« Reply #865 on: <12-31-14/1905:01> »
@All4BigGuns
I see you have overcome your dice issues.
Also, based on you making the roll I'll assume Cutter is still with us, which makes me happy personally and IC-wise!

And, for the record, I seriously don't care how you roll your dice - on a table or on a computer.
All I ask is that if you do it on a table, that you roll them one at a time and record them in the order rolled left to right, as I will take dice off for modifiers from the right (and of course add any bonus dice from the right as well).

I rolled 'em on my desk, but it looks like I should've checked that site first since it apparently came up in the meantime.

What I do when I roll real dice for these is this: I roll all of them and just kind of randomize the order so that the failures and successes are jumbled up (opposite of how I arrange at a real table where I group successes together and set failures aside while I tally in a "Hall of Shame" situation).


As to Cutter, for now I'll leave him in, but mainly because I can't really think of anything else to use at the moment. None I have made now seem right, and I'm not feeling going through creation right now.
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adamu

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« Reply #866 on: <12-31-14/2139:51> »

What I do when I roll real dice for these is this: I roll all of them and just kind of randomize the order so that the failures and successes are jumbled up (opposite of how I arrange at a real table where I group successes together and set failures aside while I tally in a "Hall of Shame" situation).

All good!

And glad you and Cutter are still with us!

8-bit

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« Reply #867 on: <01-03-15/1320:46> »
I sort of lost track of what/who is in the third car of the train. Would you mind giving me a refresher on anything relevant to Ghost? I can look through myself, but I figured you might know.

For all I know, it's just a big explosion. Which is bad.

adamu

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« Reply #868 on: <01-03-15/1352:36> »
I sort of lost track of what/who is in the third car of the train. Would you mind giving me a refresher on anything relevant to Ghost? I can look through myself, but I figured you might know.

For all I know, it's just a big explosion. Which is bad.

sure - about three posts up you'll find my summary of the current configuration of the two trains, as well as a listing of where all the active PCs are.

In about the second or third post on page one of the thread, you'll find a link to Aria's post detailing all the cars of the two trains - very handy.

I am keenly conscious of the fact that things being clear in the GM's head does not equal things being clear in everyone else's heads - so do ask any and as many questions as you like!!!

Key for Ghost and Cutter right now - and they would know this much - is that they have just arrived somewhere (your choice) on the west side of the train.
The bad guys are just at this same moment coming out of the tree line a mere five meters from the east side of the train.
In other words, if the train weren't there, you could spit on each other. If you got on the ground and looked, you might see their feet.
If you are in the vicinity of car 3, you might easily see their two point men start to climb up in their attempts to gain entry to the north and south ends of that car.

It is also quite clear that someone is pinned down under LAV machine gun and (from somewhere) grenade launcher fire on the roof of car three (and that roof must be getting weak in places right now).

Any other info you need, just let me know!!!!

If it is something you think might not be readily available, don't hesitate to make Perception tests (as will I if I think I need to to answer a question).

8-bit

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« Reply #869 on: <01-03-15/1356:49> »
Ah ... 3 posts up. That's embarrassing  :-[

Thank you for the summary. I think my IC post is all right for now; nothing contradictory in it.