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

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ScytheKnight

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« Reply #2835 on: <09-11-15/1722:27> »
Remember that any attack that penitrates a barrier only deals one point of damage to it.
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adamu

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« Reply #2836 on: <09-11-15/1757:03> »
If you'd accept, I can support you with a modest leadership test.
Leadership: Direct: 5d6t5 1 [5d6t5=1, 4, 3, 5, 3]

I leave general modifiers out of that since Al being friendly towards Isaint would give me another +2, the desired result is Advantageous to Al +1 and Isaint has as of late a street rep of +9 ;)
(Yeah, those rules are kinda messed up)


Generally we probably have poor conditions (Street, or wilderness) (-2)

Thanks, Jack! Of course Al will accept Isaint's Leadership help.
From Aria's IC, looks like he's granted Natasha a couple of stun boxes back - not exactly dancing down the tunnel, but at least one of us isn't having to carry her.

And yeah, the street cred rules are messed up - main entry says it just adds to limit, but chart says it adds dice.

I have yet to try a social test and try to tell Al gets a +44 dice/limit boost from his street cred!!!

adamu

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« Reply #2837 on: <09-11-15/1827:13> »

The barrier is a force 4 alchemical spell, it fills the tunnel, if you are near a book please feel free to look up rules for breaking it down, I can’t at the moment… party order is based on a rough guess based on what you’ve said before, can change it if I really have to!
 
The two harlequins are in the lead (some 10m ahead), Isaint, Al, Rachel and William are on the leading edge of the barrier, there are 8 potential hostiles this side (three have thrown something), no thorn tattoos!  There are 5 potential hostiles on the far side of the barrier (only one person threw something this side)
 
The attacks are chemical based in powder or liquid form (and I’m not telling you what yet <insert evil grin> ), I’ll get you to make some resistance rolls when I’m back near my books!  If you can point me at old rolls then fine, otherwise can I get initiative from you all?  Some chem resistance rolls, other useful rolls as you see fit, and no doubt declarations of horrible pain to be inflicted on your assailants!

Okay - Barrier is a hassle, but I think Al and Spike can come up with plenty to do on our side!
Though - as usual - Jack seems to be very much on top of those rules!!!

The IC has three and five hostiles, but here in the OOC I see eight and five. Again, academic since Al and Spike will only attack one each this first pass.

Will put up initiative, attacks, and some standard combat defense rolls.
Was thinking about putting up "chem resistance rolls," but just couldn't figure out what that would be - too many different vectors and too many different possible effects hitting different attributes.

Al's very first simple action will be to switch to Internal Air.
He would be walking with his shotgun in hand, so next action will be to fire a shot.
Free action will be to give Spike an attack command.

Spike's Complex action will be to maul somebody throwing things at us.

Al
Initiative
11+2d6 - rolled a five and four for total of 20

Firing Remington 990 at a "thrower" on our side of the barrier - if any are obviously wearing armor, will go for that one - and of course not shoot the one Spike rushes.
skill + att + specialization = 11 dice
Shooting (armored?) thrower on our side: 11d6t5 4
Base damage is 11P with -5 AP.

Basic defense rolls x4
Int + React + Combat Sense = 15 dice
Basic defense rolls: 4#15d6t5 8 4 6 3
If something gets past this, will probably spend a point of Edge to reroll fails.

Basic damage soak rolls x4
Body + Armor = 15 dice
Basic damage soak: 4#15d6t5 3 1 5 2
If it still comes down to using one of these crap rolls, will reroll fails on anything that will render me unconscious.

Again, sorry for no chem rolls - let me know what to roll, or else just roll for me based on my sheet - don't want to hold things up.

Spike
Initiative
9 +2d6 - rolled six and four for total of 19

Attack "thrower" closest to family.
Att + skill = 10 dice
Rushing a "thrower": 10d6t5 5
DV is 7P with -1 AP

Basic defense rolls x4
React + int = 9 dice
Basic defense rolls: 4#9d6t5 4 2 3 2
Anything hits him, he'll use Edge to reroll fails.

Basic damage soak x4
Basic damage soak: 4#6d6t5 4 3 2 0
Anything that takes him down with Physical damage he'll use Edge to reroll fails.





saithor

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« Reply #2838 on: <09-11-15/1857:10> »
Harlequins?! Everything in this univers always leads back to that elf, doesn't it?
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obidancer

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« Reply #2839 on: <09-11-15/2310:18> »
Let's start with the initiative:
Initiative: 14+2d6 20

Seems like Al and the Frenchman are doing the same thing at the same time. The difference is instead of commanding the dog, he commands the family on this side of the barrier.

First simple action: Activate Internal Tank
Second action: Shoot at closest target's brain.
Pistol Called Shot: Vitals (20-2): 18d6t5 7

DV10+net hits  AP-5 (APDS)


Ranged defense (Free, if needed)
Ranged Defense: 13d6t5 3

Resistance Test (Body+Armor )
Resistance (Body + Armor): 27d6t5 8
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adamu

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« Reply #2840 on: <09-12-15/0232:42> »
Harlequins?! Everything in this univers always leads back to that elf, doesn't it?

Somehow, I don't think we'll be running into anyone by that name out in the ash wastes of Hell's Kitchen!

(Knock on wood!)

Jack_Spade

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« Reply #2841 on: <09-12-15/0428:34> »
Remember that any attack that penitrates a barrier only deals one point of damage to it.

Yeah, but it's a physical barrier spell, so I would argue that it gets disrupted for the round instead of pierced with a small hole.
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Csjarrat

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« Reply #2842 on: <09-12-15/1712:10> »
Think the escort team is ready to be moved aboard GM
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Aria

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« Reply #2843 on: <09-12-15/1819:16> »
Think the escort team is ready to be moved aboard GM
Yeah, sorry, hell of a week! Will prioritise this game on Monday! CoPers can continue to stew in their chem juices for a bit longer!
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Jack_Spade

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« Reply #2844 on: <09-14-15/0715:54> »
@Aria
The CoPers are still waiting for Triskavanski and pistolgrip to declare their actions, so no haste
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adamu

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« Reply #2845 on: <09-14-15/0726:27> »
@Aria
The CoPers are still waiting for Triskavanski and pistolgrip to declare their actions, so no haste

Yeah, and with Pistol on holiday for a couple of weeks...

Aria

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« Reply #2846 on: <09-14-15/0825:04> »
@TB:  I'm happy to give you all some leeway to describe the scene around you without needing everything to be described by me!  It's always good to get player input into the scenery, especially if it makes my life easier  ::)

@Tech Fetch, feel free to describe the handover of the cell, the fun will be later...!  Hot food is available in the canteen, those looking in from the outside can just imagine it wistfully  ;D

@Escort, equally feel free to describe the interior of the sub...it's set up as a long term community, coffin bunks for the crew/inhabitants, big hydroponics bays (currently on the fritz) in the cargo hold.  They even have a stowed helicopter on the upper cargo level.  There are three mages in one bay near the hatch you came in working on the silence ritual... might not be exactly a silence spell as that would be a big gaping hole to active sonar... let's chalk it up to magic shit that makes the sub seriously hard to detect!  ...feel free to ask for more details OoC.  For those brave enough, Stillwater has been an ongoing feature in lots of my pbp games (this is just the latest iteration of it)...you could do some background reading in the various IC and OoC, mainly on Dumpshock.  Will see if I can find a link to the main description of this transhumanist urban tribe ...
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pistolgrip

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« Reply #2847 on: <09-14-15/0937:11> »
Darn that pistol, always on holiday.

Say Aria, what should I do while in Paris? I have about 2 days there. It will be tough to leave Bastia and Corsica behind.

@all - I have about an hour before I have to catch a boat. Might could catch up on Tribal... hm...
Any players join/leave either game?

adamu

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« Reply #2848 on: <09-14-15/0954:30> »
Pistol - Dude, for me personally, the Tuileries Garden around sunrise was the coolest. All these people doing Tai Chi among the trees, the cafes along the adjoining streets - it just felt like a great scene.

But I'm into gardens and stuff - maybe not for everyone...

pistolgrip

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« Reply #2849 on: <09-14-15/0958:58> »
I'll check it out. I have literally no other plans for those two days.

@CoP - Say, did ISaint do a called shot on a barrier? That doesn't make 100% sense to me. Also, it looks like you can't disrupt a Physical Barrier spell for a round, you either disrupt it or you don't (but if you don't, it gets back all of its structure rating next round if sustained). I could see going either way on the bullet disrupting the barrier, as shooting magic is a bit different than shooting sheet metal. But I would say if it disrupts the barrier, the continuing shot would lose that much damage. If it doesn't, the continuing shot of course only loses 1 damage, as normal for bullets and barriers. That's just how it reads to me, but maybe I'm missing an errata or something?

This is all important to establish before I take my turn.
« Last Edit: <09-14-15/1016:09> by pistolgrip »