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

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adamu

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« Reply #2880 on: <09-17-15/0908:33> »
Looks basically good to me.

I hadn't yet declared second pass actions, but yeah, aiming and shooting Below 3 sounds fine.
Haven't rolled it yet - will get that up tonight.
If the family is immobilized, then I'm not leaving their side, anyway.
(Thank goodness those chem attacks were 'one-shots'!)

As for Spike, he also can keep acting without penalty on his second pass for turn 1.
Since Isaint has apparently shot the same guy that Spike was mauling (Below 1), on his second pass Spike will attack the next available hostile (Below 6?).
I'll get that roll up this evening as well.

Also, so when you say in 1/3 Isaint shoots Below 2, with 'yeah, you guessed it' does that mean Below 2 didn't go down from Al's shot?
No complaint - just confirming.

obidancer

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« Reply #2881 on: <09-17-15/0939:38> »
In my last post I announced pass 2:
Shoot Below 10 (4 hits)
Rick Deckard - Circles of Fate
Kachina - Shaking the Shadows

Aria

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« Reply #2882 on: <09-17-15/1238:57> »
Argh!!! Ok, will modify it so that Al and Isaint aren't shooting the same guy (you are one shotting these poor slubs with ease!)...did I get a roll for the Frenchman's first attack then?  I thought the one you posted last was for that rather than pass 2...?
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Jack_Spade

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« Reply #2883 on: <09-17-15/1243:03> »
Also don't forget that Isaint now has 4 passes thanks to Adrenaline Kick (and all are dedicated to erradicate  ;) )
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

obidancer

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« Reply #2884 on: <09-17-15/1322:46> »
did I get a roll for the Frenchman's first attack then?  I thought the one you posted last was for that rather than pass 2...?

Yes that was p.190 OOC:

Quote
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
Rick Deckard - Circles of Fate
Kachina - Shaking the Shadows

adamu

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« Reply #2885 on: <09-17-15/1639:04> »
Argh!!! Ok, will modify it so that Al and Isaint aren't shooting the same guy (you are one shotting these poor slubs with ease!)...

Great - so I think that shifts Isaint all the way down to Below 7 on his third pass? (That would hopefully leave only Below 8 [his 4th pass?], and then we could shift to fighting on a single front - sorry, just fantasizing!)

Here are Al's Second Pass attack on Below 3 and Spike's on Below 6.

Al - aim plus shoot
skill + att + specialization + aim = 12 dice
shooting Below: 12d6t5 6
Limit is 4
11P base with -5 AP

Spike - melee
skill + att = 10 dice
Spike attacks Below 6: 10d6t5 5
DV is 7P with -1 AP
« Last Edit: <09-17-15/1835:25> by adamu »

Aria

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« Reply #2886 on: <09-18-15/1225:17> »
Sorry folks...wanted to get some more CoP up but work is giving me a kicking...might have to come in over the weekend so might be able to dash out the next round of actions for the foe...no promises though  ::)
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Aria

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« Reply #2887 on: <09-21-15/0806:49> »
Updated, more or less…

Pre Combat: Alchemy barrier, Below 1-8 on leading edge of barrier, Below 9-13 on rear side of barrier

1/1
Below 1: Pepper attack
Below 2: Aisa attack
Below 3: Dopadrine attack
Below 4-8: ???
Below 9: 2 ‘CS’ gas attack
Isaint: shoots Below 9
Al: shoots Below 2
Spike: bites Below 1
The Frenchman: shoots Below 10
Jackhammer: punches the barrier out of existence
Tobbis: ???
Frisk / Tabor: Turning back to the fray, kill Below 4 & 5
Family [Richard, Rachel, Natasha, William]: gawp, then puke, claw at eyes etc…
Below 12-13 ???
Below 12 runs
Below 13 throws smoke grenade

1/2
Isaint: shoots (kills dead) Below 1
Al: shoots Below 3
Frenchman: shoots Below 11
Spike: mauls Below 8

1/3
Isaint shoots Below 6 (toast!)

1/4
Isaint shoots Below 7 (toast!)

Pepper / CS/ Dopadrine kick in!  Likely min –1D to physical actions, possibly disorientation (-2D), possibly nausea (you’re screwed!), don’t forget the stun damage from pepper & CS

2/1

2/2

2/3

3/1

3/2

3/3

Aisa kicks in -2D due to disorientation, hallucinations etc…

...so in less than three seconds you've already killed ~11 people between you...I clearly need to adjust your opposition (and giving them some cover might be a good idea lol... of course, it ain't over yet!
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adamu

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« Reply #2888 on: <09-21-15/0834:02> »
... of course, it ain't over yet!

Indeed, I fear not!

Going into the second combat turn, we've got four family members plus spike incapacitated for the next three turns, and we're all now visually impaired due to hot smoke.
And we don't know who or where further attackers might be.

On the plus side, at this particular moment there seem to be no more obvious attackers..;..

Off the top of my head I think we can either
(A) circle wagons, delay actions, take constructive actions to prep as best we can for their second wave
OR
(B) just keep moving right this second. That would at least take us out of the hot smoke. Trouble is, we have like three "strong" dudes - French, Jackhammer, Isaint - that could maybe haul a family member each, maybe with penalties. 3-strength Al could maybe drag Spike along. Leaving two mimes to carry last family member????

So neither super appealing - what do y'all think?

Jack_Spade

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« Reply #2889 on: <09-21-15/0847:32> »
Moving is definitely the important part. Isaint can go astral or ultrasound, but getting out of the smoke would be preferable.
We have to get the family away from the poisonous zone.
Jackhammer should be able to carry the two kids. With his armor he is in the clear against any more chemical attacks.
The parents need a hand to hold to get them out.

We might have to switch to one handed weapons. I really miss the drones right now.

Ini round 2: 16+4d6 34
I'll again activate Adrenaline Boost for 36, so there is a possible interrupt action with -5
I don't have wound mali - yet. But -1 to all actions.

@Aria
Can I use astral vision to identify those auras that want to do us harm?
Assensing: 7d6t5 1 [7d6t5=1, 2, 1, 6, 3, 2, 1]
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

adamu

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« Reply #2890 on: <09-21-15/1125:21> »
Yeah - holy moley Jackhammer's strength is 11. That is macho indeed.

So if Isaint and French (each 6 strength) take the other family members, Al can drag Spike out.

Haven't heard from Trisk - hopefully he's not incapacitated. If so, pulling him out will be an obvious priority, but there are still the two mimes...

I think if we can just get clear of the smoke so that we are not fish in a barrel for enemies outside it, we can stop carrying bodies - the incapacitation lasts, what, nine seconds of game time? Once they can sort of walk, we can be more mobile.

Will get declarations up tonight!

adamu

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« Reply #2891 on: <09-21-15/1210:51> »
@Tribes

Guys - are these things even predatory? Don't they eat rocks or something?

@Aria - other than its frightening appearance, does its movement appear menacing?
is it possibly trying to eat our drone/fuel cell?
Is there any chance of our drone falling into a bottomless pit?

I'll roll Zoology just to see what Al knows about these things...
Skill + Att = 7 dice
Zoology knowledge on Rock Worms: 7d6t5 1
Well, better than zero!

Aria

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« Reply #2892 on: <09-21-15/1236:15> »
From Running Wild:

Rockworm
Lumbricus saxi
Habitat: Mountains, hills, and urban areas
Range: Northern half of North America
Frequency: Uncommon
Identification: These 2-meter-long giant earthworms appear to
be an Awakened variant of a common nightcrawler (Lubricus
terrestris). They share the same segmentation as these ground
worms along with the “collar” located about a third of the
body length down from the head. Unlike mundane worms, the
rockworm’s body is encrusted with silica deposits, giving it a nearcomplete
exoskeleton. The rockworm’s “head” terminates in a
tripartite mouth. When opened, the teeth resemble the grinding
surfaces of a drill-bit used for well drilling.
Habits: Rockworms burrow through the earth at depths of up to
50 meters. Using their drill-like mouth structure and powerful
jaws, they can grind solid bedrock into dust. The ground-up rock is
mixed with their acidic saliva and digested before the indigestible
portions are defecated. The rockworm’s nutritional requirements
are unique and a bit of a mystery. The animal has a clear need for
a diet that is high in silicon, but other physiological processes also
exploit a variety of unusual minerals.
These animals are hermaphroditic but incapable of selffertilization.
In the course of their tunneling, they often form
larger caverns, over 25 meters in height in some instances, which serve
as dens and breeding grounds. As worms continue to enter and exit
these caverns, the bedrock surrounding them can become increasingly
unstable. In a number of cases, this instability has led to a sudden sinkhole
forming with severe consequences for surface structures.
In order to bring air into their tunnels, rockworms regularly
dig holes to the surface. In some instances, these air vents can enter
the foundation and walls of buildings or bridges. This can lead
to architectural instability, and some municipalities have placed
bounties on rockworms.

This one is MUCH bigger than 2m long!  2m has just emerged under the mule and there's more underground...despite the lack of facial features you get the idea that it is pissed (and I don't mean drunk!)  ::)
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Jack_Spade

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« Reply #2893 on: <09-21-15/1335:06> »
Well...
I really have to hand it to you Aria, you know how to make a story interesting  ;D

So, let's see: Poor Self Control (Thrill Seeker)
Composure: 7d6t5 4

Nope, I'm not going to attack that thing with my fists.


@Aria
I'd also need to know if that Friend-Foe-Neutral identification works, as my reaction depends on it.
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Aria

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« Reply #2894 on: <09-21-15/1440:26> »
The astral thing? You can tell emotional state and make your own mind up, abject fear or burning hatred could both be precursors to an attack, but a professional might be calm... You need a detect enemies spell for more precise results I think...
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