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[5E OOC] The Further Adventures of James and Illeana

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Tecumseh

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« on: <01-16-16/1742:08> »
Magic
Spells that create a barrier, such as Physical Barrier or [Element] Wall, create a barrier with a Structure equal to the Force of the spell, and an Armor equal to Force+hits. This is to prevent hilariously flimsy barriers and make these spells actually useful. A magical Barrier is still a Barrier, and is subject to the Penetration Weapons rule; only barriers of sufficiently high Armor will actually stop bullets.

Instead of Alchemy being opposed by Force of the preparation, it is opposed by Force - Alchemist's Skill. Therefore, an Alchemist with an Alchemy skill of 6 casting at Force 6 or lower would roll Magic + Alchemy [Force] unopposed, but if he were to overcast to Force 12, he would be opposed by 6 dice. This makes it easier to create preparations with decent Potency.

Preparations will no longer be nested rolls. The caster will declare the Force and soak drain appropriately when the preparation is created. When it is triggered, the caster will roll Magic + Alchemy (Force) to determine the spell result.

A preparation taking a single box of Physical damage will not make it lose its magic. This would render Disjoining obsolete, as you could disarm preparations without risking Drain just by smacking them. Instead, a sufficiently damaged preparation is immediately triggered.

Damage to a Preparation does not release the magic unless it is completely destroyed/ruined/scraped off the object. Alchemists shouldn't be at a constant risk of self destructing simply from putting their preparations in the same pocket as their car keys.

Flesh Form merges from Inhabitation have half their Force added to the Physical Attributes of the host.

When possessing a living vessel, the enhancement to Physical Attributes is limited by Augmented Maximum. This limitation does not apply to Inhabitation spirits.

Fake magical items made through Artificing stand up to Assensing in addition to Perception tests, using the same thresholds.

Vehicles
In Handling Environments, Catch Up/Break Away is a threshold test based on the complexity of the obstacles as normal. In Speed Environments, Catch Up/Break Away is instead an opposed Vehicle Test, pitting the speed of both drivers against each other.

When crashing, a vehicle is treated as if it rammed itself, resisting with Body+Armor as normal. Half of the unresisted damage is applied to the passengers of the vehicle, resisted with Body+Armor -6 AP. If a passenger is not properly secured (wearing a safety belt/harness), then they must resist the full initial damage of the crash instead, and may be hurled from the vehicle (gamemaster discretion). This may result in further damage from impact with the terrain or other vehicles.

So long as a Vehicle is moving, the driver defends against attacks with Reaction + Intuition. They can choose to use Full Defense, adding their Willpower for the remainder of the Combat Turn, and losing 10 initiative. They can also choose to use Evasive Driving, the equivalent of Gymnastics Dodge, and add their Pilot skill to the defense test. Doing this adds the Handling of the vehicle as a limit to the test.

A vehicle that is not moving does not get to defend against attacks.

Sensors
The signature table is nonsense. The signature of a given target is dependent on the type of sensor attempting to perceive it; Cameras are subject to vision penalties, Thermographic sensors lock on with heat, MAD sensors lock onto ferrous metal, Radio Signal Sensors lock on to Matrix Icons, etc. etc.

The Sensor Housings table should instead read Sensor Array Housings table. Single Sensors do not have their Ratings limited by the size of the Housing.

Area of Effect attacks
Grenades and area spells can either be aimed at an area (Simple (3) test) or aimed at a specific target (attack roll vs. defense roll.) If you aim at the area, all the targets in the blast radius can (and probably will) use the Run for Your Life interrupt action to escape the blast. If you aim at a specific target, they cannot use this interrupt action; they get their defense roll instead.

The effectiveness of flash-bang grenades and Indirect Area spells (like Fireball) will decrease with range as per a normal grenade (-1 DV per meter). This is to avoid "can't miss" attacks due to the area of effect being larger than the possible distance of the scatter.

Technomancers
All technomancers have an innate ability to establish a Direct Connection to any device they touch. Technomancers can also form PANs.

Resonance abilities do not render properly in the Matrix and can often go undetected. If something does not qualify as an Attack or Sleaze action, the victim would have to make a Matrix Perception check to notice they were the target of something. This includes Resonance Spike. A persona forced to perform an action with Puppeteer is obviously aware it performed an action, but a Device that is Puppeteer'd does not notify its owner.

Movement
Base movement rates will generally be HALF of what's listed in the core rule book on p. 162.
Agility = meters per turn walking
Agility * 2 = meters per turn running
Hits on a sprinting test still add 1m/hit for Dwarves and Trolls and 2m/hit for other metatypes.
« Last Edit: <01-23-16/0000:01> by Tecumseh »

rednblack

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« Reply #1 on: <01-18-16/1337:16> »
Name: James Case
Alias: James Anderson (Rating 6), Josh Adams (CAS Rating 5), Arthur VanBrandt (Aztechnology Rating 4), Jonathan Sykes (UCAS Rating 4)
Race: human
Sex: male
Nationality: UCAS
Ancestry: Caucasian
Lifestyle: Traveler
Money: 259,823¥
Karma: 7 All Purpose
Karma Spent:
Physical Description: The man in the van looks just like your average sprawl-dweller. About 180 cm (5'11") tall, weighing appr. 80 kg (175 lbs), his light brown hair is fashionably short, and with his recent time in the woods, he's grown a full beard.  It looks surprisingly natural on him, but so do any number of his outfits and disguises.
Personality/background ?


Attributes

BodyAgilityReactionStrength
56(11)4(7)6(8)
CharismaIntuitionLogicWillpower
55(9)45(7)
EdgeMagic/ResonanceEssenceInitiative
5-1.019(16) + 1d6(4d6)
ComposureJudge IntentionsLiftMemory
121413 120/8011
Physical l.Mental l.Social l.Astral l.
1086 (8)-
Physical boxStun boxOverflowReputation
10/1011/120/5?

Positive Qualities
NameKarmaNotes
Ambidexterous4- no penalty for using "off" hand
Agile Defender3- Use Agility in place of WIL for Full Defense
Biocompatibility (Cyberware)5- Essence costs reduced by 10%
Cyber Singularity Seeker12- + 2 WIL
Exceptional Attribute14- AGI
Juryrigger10- +2 dice on juryrigging tests
Redliner10- +2 AGI and STR
Perfect Time10- Extra Free Action each IP
Negative Qualities
NameKarmaNotes
Cyber-snob-12- Betaware and better only
Social Stress-8- Ares Employees

Active Skills
Firearms Group8
Athletics Group6
Close Combat Group7
Stealth Group6
Armorer4
Computer (Matrix Perception)4(6)
Con (Fast Talk)6
Cybertechnology4
Demolitions4
Disguise (Camouflage)6(8)
Diving (Military)4(6)
Electronic Warfare4
Escape Artist3
Etiquette (Corp)4(6)
Exotic Ranged Weapon (Laser)(Rifle)9(11)
Exotic Melee Weapon (Monofilament Garrote)2
First Aid4
Free-Fall (Halo)4(6)
Gunnery4
Hardware3
Heavy Weapons (Grenade Launchers)4(6)
Instruction4
Intimidation6
Leadership (Rally)6(8)
Locksmith4
Navigation4
Negotiation5
Palming6
Perception (Visual)6(8)
Pilot Aircraft2
Pilot Ground Craft4
Pilot Water Craft2
Survival4
Throwing Weapons (Aerodynamic)4(6)
Tracking (Urban)2 (4)
Unarmed Combat (Cyber Implants)7(9)

Knowledge Skills
Alcohol                    : 3 [Whiskey - Tequila - Wine - Beer] Pool: 8 (10)
Architecture               : 2 [Blueprints]         Pool: 6 (8)
Area Knowledge: Atlanta    : 2                      Pool: 6
Area Knowledge: Denver     : 1                      Pool: 6
Area Knowledge: Manhattan  : 3 [Midtown]            Pool: 8 (10)
Area Knowledge: Seattle    : 2 [Downtown]           Pool: 7 (9)
Area Knowledge: Sekondi    : 1                      Pool: 5
Area Knowledge: Boston    : 3                      Pool: 12
Area Knowledge: Frankfurt    : 1                      Pool: 10
Area Knowledge: Prague    : 1                      Pool: 10
Biology                    : 4 [Anatomy]            Pool: 8 (10)
Business                   : 5 [Megacorp - Finance]           Pool: 9 (11)
Chemistry                  : 1 [Industrial]         Pool: 5 (7)
Chess                      : 3 [Openings - Tactics ] Pool: 7 (9)
Datahavens               : 2                      Pool: 7
Economics                  : 3 [UCAS - NAN]         Pool: 7 (9)
Fashion                    : 2 [New York Scene]                     Pool: 7 (9)
Firearms                   : 3                      Pool: 7
Fencing                    : 2 [Olympic]                     Pool: 11 (13)
History                    : 3 [N. America - Military] Pool: 7 (9)
Law                        : 2                      Pool: 6
Literature                 : 2 [Poetry - Crime Fiction] Pool: 6 (8)
Magic Traditions           : 3 [Wicca]              Pool: 6 (8)
Magical Theory             : 1                      Pool: 5
Magical Threats            : 3 [Blood Magic - Insect Spirits] Pool: 7 (9)
Military                   : 4 [Special Forces - Corporate] Pool: 9 (11)
Parabiology                : 3 [HMHVV]              Pool: 7 (9)
Parazoology                : 4 [N. America]         Pool: 8 (10)
Security Design            : 5 [Corporate]          Pool: 10 (12)
Security Tactics           : 5 [Corporate - Rapid Response] Pool: 9 (11)
Shadow Community: Boston  : 2 [Personalities]                    Pool: 11 (13)
Small Unit Tactics         : 5 [Urban]              Pool: 10 (12)
Sprawl Life                : 3                      Pool: 8
Street Drugs               : 1                      Pool: 6
Underworld                 : 2 [Financial Crime]    Pool: 7 (9)
Wildlife                   : 4 [Signs - ID]         Pool: 9 (11)
Language Skills
EnglishN
Spanish (Speaking)2(4)
Russian1
Japanese (Speaking)2(4)
Brahmin (Speaking)2(4)

Cyber/Bioware
WareEssenceNotes
Betaware Synthetic Left Arm.6- STR 6, AGI 6(9), Armor 1
Integrated Weapon System: Cyber Spur?- ?
Betaware Synthetic Right Arm.6- STR 6, AGI 6(9), Armor 1
Integrated Weapon System: Shock Hand?- ?
Betawarer Synthetic left Leg.6- STR 6, AGI 6(9), Armor 1
Hydraulic Jacks?- Rating 6
Betaware Synthetic Right Leg.6- STR 6, AGI 6(9), Armor 1
Hydraulic Jacks?- Rating 6
Betaware Synthetic Torso.9- ?
Internal Air Tank?- Rating 3
Smuggling Compartment?- ?
Cyber Eyes.24- Rating 3: Smartlink, Flare Compensation, Thermographic Vision, Vision Magnification, Low-light vision, Vision Enhancement (Rating2)
Synaptic Boosters1.05- Rating 3
Tailored Pheromones.28- Rating 2
Implanted Leviathan Technical Tempest.12- Rating 7, Stealth Dongle 4

Gear
Weapons
Defiance EX Shocker- smartlink; acc6, 9S(e), -5AP, SS, RC0, ammo4(m); 10 taser darts
Ares Light Fire 70- smartlink; acc9, 6P, -0AP, SA, RC0, ammo16(c); 16 gel rounds, 10 tracker rounds
Ares Crusader II- smartlink, Gas Vent II, Concealed Quick-Draw Holster; acc7, 7P, -0AP, SA/BF, RC2, ammo 40(c); 70 regular rounds, 40 (APDS), 40 (EX-Explosive)
Ares Lancer MP Laser- smartlink (External), sling; acc, 7P, -10AP, SA, RC0, ammo 2X10(c); 40 Power Pack charges
Ares Light Fire 70- smartlink; acc9, 6P, -0AP, SA, RC0, ammo16(c); 16 gel rounds
Ares Alpha- smartlink, sling, Gas Vent III, Sound Suppressor, Personalized Grip, Shock Pad, 2 spare mags; acc8, 11P, -2AP, SA/BF/FA, RC1(4), ammo42(c); 172 (APDS), 50 (Gel), 90(EX-Explosive), 20 (Capsule: DMSO, Narcojet), 6 Mini-grenades (Flash-Bang), 12 Mini-grenades (High Explosive), 5 Mini-grenades (Gas: DMSO, Narcojet), 5 Mini-grenades (Thermal Smoke)
Ares Alpha- smartlink; acc8, 11P, -2AP, SA/BF/FA, RC1(4), ammo42(c); 20 (Explosive), 6 Mini-grenades (High Explosive)
Ares Light Fire 75- smartlink, Personalized grip, silencer, Spare mag; acc9, 6P, -0AP, SA, RC0, ammo16(c); 16 gel rounds, 20 Capsule rounds (Narcojet, DMSO)
Ares Predator V- smartlink, Personalized grip, Concealed Quick-draw holster, Spare mag; acc8, 8P, -1AP, SA, RC0, ammo15(c); 30 regular rounds, 30 gel rounds,
Ares Desert Strike- smartlink (External), Shock Pad, Personalized Grip, Imaging Scope, Bipod, Sound Suppressor, 2 Spare mags; acc10, 13P, -4AP, SA, RC0, ammo14(c); 30 (Ex-Explosive), 80 (APDS), 10 (Tracker)
Monofilament Garrote- acc5, 14P, -8AP

Armor
Ares Armored Survivalist- Armor 8, Insulation 4
Ballistic Mask- Armor +2, Select Sound Filter 1, Spatial Recognizer, Audio Enhancement 2
Ares Globetrotter Jacket- Armor 12, Insulation 2, Fire Protection 2, Auto Injector, Pulse Weave 4, Nonconductivity 3, Chemical Protection 2, Holster
Ares Victory: Rapid Transit- Armor 9
Ghillie Suit (Snow)- Armor 4, Restrictive, Insulation 2, Thermal Damping 2
Ghillie Suit (Urban)- Armor 4, Restrictive, Chemical Protection 2, Thermal Damping 2
Ghillie Suit (Woods)- Armor 4, Restrictive, Thermal Damping 4
Chameleon Suit- Armor 9, Ruthenium Polymer Coating 4,Auto Injector, Pulse Weave 4

== Martial Arts ==
Firefight
   +Clinch
   +Close Quarter Defense Against Firearms
   +Close Quarter Firearms (Pistols)
   +Multiple Opponent Defense (Friends in Melee)
   +Neijia
   +Oaken Stance (Defense Against Being Charged)
   +Oaken Stance (Defense Against Being Knocked Down)
   +Strike the Darkness

Wrestling (Sport)
   +Throw

==CFD Powers==
1) Attribute boost: Simple Action. Roll 6 dice. Each hit allows you to raise one Physical attribute by 1 point. The effect lasts for [Hits] Combat Turns. After than, you soak [Hits] drain. The soak test isn't in the rules but I don't see why this should be worse than what an adept goes through, so we'll say BOD+WIL to resist. That's 12 dice, which should result in mostly drain-free boosting. James' Agility is maxed out but he has some room for gains on his other physical attributes.
2) Toxin Resistance: James gets bonus dice to resist toxins, should he encounter them.
3) Adrenal Control: James can continue operating for a short while if his Stun or Physical condition monitors are filled.

Explosives
?- ?

Electronics
Hermes Ikon- DR5
Metalink- DR1
Metalink- DR1
Renraku Sensei- DR3
Leviathan Cyclone- DR5
White Noise Generator- Rating 6
Area Jammer- Rating 4

Sensors
?- ?

IDs
James Anderson- 6
Josh Adams- 5
Joseph Shimko- 4, Pueblo Corporate Council, Concealed Carry Permit, Restricted Cyberware License
[/s]
Jonathan Aarons (Presumed Burned)- 3 United Canadian and American States
Comodoro Dario Liso- 2 Aztlan
Jonathan Sykes- 4, UCAS, Concealed Carry Permit, Restricted Cyberware License
Arthur VanBrandt- 4, Aztechnology, Concealed Carry Permit, Restricted Cyberware License

Other
Concealed quick-draw holster- under jacket, -1 Concealability, quick-draw threshold is 2; wireless: -1 Concealability
Concealed holster- ankle, -1 Concealability; wireless: -1 Concealability
Hidden arm slide- right arm, -1 Concealability, quick-draw threshold is 2; wireless: Ready Weapon is Free

Datachip x10
Stealth Tags x10
Barrens Dweller Kicks
Doctor's Kicks
Maintenance Worker Jumpsuit
Nova Hot Clubbing Kicks
Rural-type kicks
Urban Anonymous Wage-slave Kicks
Endoscope
Gecko Tape Gloves
Lockpick Set
Medkit Rating 3 x2
Medkit Rating 6
Restraint, Metal x2
Restraint, Plastic x10
Slap Patch, Stim Patch Rating 6 x4
Slap Patch, Trauma Patch x2
Survival Kit
Tool Kit (Cyberware)
Tool Kit (Firearms)
White Noise Generator Rating 6
RFID tag X10
Miniwelder
Microwire (200 meters)

== Vehicles ==
Hyundai Shin-Hyung (Sport Sedan)
   +Morphing License Plate
   +Smuggling Compartment (Troll)
   +Spoof Chips
   +Sensor Array Rating 2
      +Ultrasound Rating 2
      +Motion Sensor Rating 2
      +Camera Rating 2
      +Omni-directional Microphone Rating 2

Contacts
ContactC/L
Rhodes?
Uncle Sam1/5
Chino1/5
Doc1/5
Ohanzee2/5
Casper2/1
Nicole Dougherty (Doctor)3/1
Ray Demeco (Arms Dealer3/1

In Frankfurt
Berwick Suit- Armor 9, Non-Conductivity 5
Ballistic Mask- Armor +2, Gas Mask, Low-light flashlight, Motion Sensor (5), Ultrasound (5)
Ares Globetrotter Jacket- Armor 12, Non-Conductivity 4
Ares Predator V- Smartlink, Concealed Quick-draw holster; acc8, 8P, -1AP, SA, RC0, ammo15(c); 50 SnS
Ares Alpha- smartlink, sling, Gas Vent III, Sound Suppressor, Personalized Grip, Shock Pad, 2 spare mags; acc8, 11P, -2AP, SA/BF/FA, RC1(4), ammo42(c); 50 APDS, 50 SnS
Defiance EX Shocker- smartlink, Hidden Arm-slide; acc6, 9S(e), -5AP, SS, RC0, ammo4(m); 50 taser darts
Ares Crusader II- smartlink, Gas Vent II, Concealed Quick-Draw Holster, Personalized Grip; acc8, 7P, -0AP, SA/BF, RC2, ammo 40(c); 50 APDS 50 Narcojet/DMSO
Ares Light Fire 75- smartlink; Hidden Arm-slide, Spare mag; acc9, 6P, -0AP, SA, RC0, ammo16(c); 50 APDS, 50 Narcojet/DMSO
Medkit (6)
Lockpick Set
Mini-welder
Stealth Tags
Mage Hood.
Mage Cuffs
Subvocal Mic
Micro-transceiver
2 Hidden Arm-slides
5 HE minigrenades
5 Flash-bang minigrenades
BMW X-89

Default Settings for gear, ware, and Wireless:
[spoiler]
Polite Society
No Cyber runs with Wireless On, with the exception of the following, all of which is slaved to the active Commlink:
Hydraulic Jacks
Internal Air Tank
Side Arm(s)
Concealable Holster
Quick-draw Holster
Armor and Clothing
Biomonitor

Going Hot
No Cyber runs with Wireless On, with the exception of the following, all of which is slaved to the Leviathan Technical Tempest:
Hydraulic Jacks
Internal Air Tank
Cyber Eyes
Concealable Holster
Quick-draw Holster
Biomonitor
Autoinjector
--Trauma Patch
All firearms, including Smartgun systems
--Exception: the Ares Redline never runs Wireless On.
Chameleon Suit, if worn
Ares Globetrotter Jacket, if worn
Ballistic Mask
Medkit
Trauma Patch

Going Sneaky
All Wireless functionality is turned off.  The Going Hot setup is the default for turning Wireless On.
[/spoiler]

Current Load Out
[spoiler]
Arthur VanBrandt SIN (Aztechnology)+
Berwick Suit +
Leviathan Cyclone +
Defiance EX-Shocker +
Arm Slide for same+
Predator V
Concealed Quick-draw holster for same
Rating 6 Stimpatch
Trauma Patch

All gear with a "+" is running either Wireless On, or publicly broadcast and linked to the Leviathan Cyclone.  All Cyberware is slaved to the implanted Leviathan Tempest, and is running Wireless Off. 
[/spoiler]

Edge remaining: 2/5
Edge Burned: 0
« Last Edit: <02-17-17/1815:19> by rednblack »
Speech
Thought
Matrix/Comm
Astral
Subvocal

Tecumseh

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« Reply #2 on: <01-18-16/1929:49> »
Name: Illeana Anghelescu
Alias: Katsina, Ivana, The Masked Woman
Race: Human
Sex: Female
Nationality: Saeder-Kruppian?
Ancestry: Romanian
Lifestyle: Traveler, permanent
Money: ¥0 (all invested, but regular expenses come out of lifestyle)
Karma Spent: 75 karma + 0 knowledge karma
Current Karma: 12 karma + 43 knowledge karma
Physical Description:Varies. By default, she is 1.75m and 55kg. Her long, dark hair pools on her shoulders, and frames her ballistic mask that has a Wiccan pentagram carved ornately on its face. She wears a lined coat over a black jumpsuit, boots, and gloves. She's completely covered, with no skin or other physical features visible.
Personality/background Helpful. As a follower of Hecate, Katsina must render aid to those who truly ask for it. She also tends to render aid to those that don't ask for it. This is balanced by her need for blood to survive, although she tends to downplay this as much as possible. She seems to regret what she is, rather than flaunting it like some vampires do.

Attributes
BodyAgilityReactionStrength
5644 (8)
LogicIntuitionWillpowerCharisma
56 (10)65
EdgeMagicEssenceInitiative
58 (6 ED)44d6 + 18
Physical l.Mental l.Social l.Astral l.
6 (9)8 (9)10 @ 12 Ess.8 (9)
Physical boxStun boxOverflow
0/110/110

Positive Qualities
NameNotes
Astral Chameleon-2 to read her astral signatures
Focus Concentration VI     can sustain F6 spell with no penalty
Guts+2 to resist fear and intimidation
Mentor SpiritFire-Bringer. +2 Alchemy, +2 Manipulation
Perceptive II+2 Perception and Assensing
Perfect TimeExtra Free Action, always knows the time to the minute
CarromelegCounterstrike, Iaijutsu, Imposing Stone, Riposte, Shadow Block, Stagger

Negative Qualities
NameNotes
Amenesiadoesn't remember much before February 1, 2075
Emotional Attachment (Mask)     -1 if not using this gear
Infertile Infectednot Infectious
Faceless-2 on Social tests unless disguised or concealed
Records on FileSaeder-Krupp
WantedBlack Lodge offering ¥75,000

Active Skills
Skill GroupRating          Notes
Enchanting Skill Group8+2 Alchemy focus, +2 Mentor Spirit
Sorcery Skill Group7+2 Manipulation from Mentor Spirit
Stealth Skill Group6Traceless Walk, Vampire Stealth spell
Conjuring Skill Group4
Athletics Skill Group3Celerity, Hang Time, lack of buoyancy
...
Skill (Spec)Rating          Notes
A.ssensing (Aura Reading)8 (10)+2 Perceptive II
Astral Combat (sword focus)     7 (9)+2 weapon focus
Blades (Swords)7 (9)+2 weapon focus
Arcana (Foci, Initiation)6 (8)
Throwing Weapons (Blades)6 (8)
Intimidation6+2 limit from mask
Artisan (Carving, Cooking)5 (7)
Perception (Hearing, Smell)5 (7)+3 Vision from Mask, +2 Perceptive II, the "specializations" are vampire enhanced senses
Tracking4
Armorer (Blades)3 (5)
Unarmed Combat (Bite)3 (5)
Con3
Etiquette3
Instruction3
Animal Handling (farm animals)2 (4)
Computer2
Navigation (celestial)1 (3)
First Aid1
Negotiation1

Knowledge Skills
Area KnowledgeRating          Notes
Area Knowledge: Romania     6
Area Knowledge: Czech Republic (Prague)     4 (6)
Area Knowledge: Allied German States     4
Area Knowledge: NAN (PCC)     3 (5)
Area Knowledge: UCAS     3
MagicalRating          Notes
Magical Theory6
Magical Traditions (Wicca)4 (6)
Magical Societies4
Magical Threats4
All OthersRating          Notes
Finance (Personal Investing)6 (8)
The Infected (Vampires)6 (8)
History (Medieval, Post-Awakening)4 (6)
Pre-Modern Peasant Life (European)4 (6)
Recipes (Romanian)3 (5)
Economics3
Politics3
Religion3
Fashion (Women's)2 (4)
Hematology (Metahuman)2 (4)
Literature (European)2 (4)
Music (Baroque)2 (4)
Underworld (Street Docs)2 (4)
Art (Gothic)1 (3)

Language Skills
English6
Sperethiel6
Romanian6
Czech5
German4
Hopi2
Zuñi1
Spanish1
Japanese1

Adept Powers
NameCost     Notes
Adrenaline Boost II0.50+4 Initiative (free action), soak 2 drain
Cloak II0.50+2 to oppose Detection spells
Critical Strike (Blades, Unarmed)1.00+1 DV
Enhanced Accuracy (Blades)0.25+1 Accuracy
Precision Throwing III0.75+6 Strength when determining range
Hang Time0.25+1 climbing, can adhere to walls for 5 minutes
Linguistics0.25Intuition+Logic vs. Threshold (6 hours)
Missile Mastery1.00+1 die, +1 DV, can throw non-weapons for (Str)DV, Acc 3
Nimble Fingers0.25+1 Palming, some Simple Actions now Free
Sustenance0.25Only needs one meal per day
Traceless Walk1.00-4 Perception checks to detect with hearing

Spells and Preparations
Spell NameCategoryRangeTypeDamageDurationDrainDefaultSourceNotes
PowerbladeCombatSpecialMPSF - 2F6 / D4HT, p. 192Damage = Force, Accuracy = Force, Range = 1
Analyze TruthDetectionTMN/ASF - 2F6 / D4SR5, p. 286General knowledge > major details > minor details > detailed information
Astral ClairvoyanceDetectionTMN/ASF - 3F6 / D3SG, p. 106Range = Force * Magic
Detect Enemies (Extended)DetectionTMN/ASFF3 / D3SR5, p. 286Range = Force * Magic * 10
Alleviate Allergy (Sunlight)HealthTMN/ASF - 6F6 / D2SG, p. 109Every net hit reduces the allergy level by one
Alleviate Allergy (wood)HealthTPN/ASF - 6F6 / D2SG, p. 109Every net hit reduces the allergy level by one
OxygenateHealthTPN/ASF - 5 F7 / D2SR5, p. 288breathe underwater, hits = extra dice to resist suffocation, strangulation, etc.
StabilizeHealthTMN/APF - 4F6 / D2SR5, p. 289Force must equal or exceed the overflow damage already taken
Vampiric SpeedHealthS(A)PN/ASF - 2F6 / D4SSP, p. 20+1 meter per hit walking/running rate, +1 Initiative per hit
Vampiric StealthHealthSMN/ASF - 3F6 / D3SSP, p. 20+1 Sneaking per hit (max 5)
DreamIllusionLOSMN/ASF - 3F6 / D3SG, p. 111Craft a dream sequence (including visuals, sounds, emotions, etc.)
ForebodingIllusionLOS (A)MN/ASF - 3F6 / D3SG, p. 112–1 modifier per net hit, >WIL incapacitated
Physical MaskIllusionTPN/ASF - 1F4 / D3SR5, p.291change physical characteristics
CatchManipulationLOSPN/AIF - 2 F6 / D4HT, p. 191Force = kilos, Range = Magic
Control EmotionsManipulationLOSMN/ASF - 1F4 / D3SS, p. 21"conducting actions opposed to the emotion invoke a –2 dice pool penalty"
FashionManipulationT(A)PN/APF - 1F5 / D4SG, p. 115tailors and repairs clothing
FlingManipulationLOSPN/AIF - 2 F6 / D4SR5, p. 293(Force) kilograms, Spellcasting = to hit test, Strength = Magic, standard grenade ranges
IgniteManipulationLOSPPF - 1F5 / D4SR5, p. 293vs. Object Resistance, or vs. Body+Reaction (if living)
InfluenceManipulationLOSMN/APF - 1F4 / D3SR5, p. 293"a powerful post-hypnotic command"
LevitateManipulationLOSPN/ASF - 2F6 / D4SR5, p. 293Hits * 200kg, Force = meters per Combat Turn
Mana BindManipulationLOSMN/ASF - 2F5 / D3SG, p. 114Every net hit reduces target's Agility by 1
Magic FingersManipulationLOSMN/ASF - 2F5 / D3SR5, p. 294Hits = STR and AGI
...
Preparation NameCategoryRangeTypeDamageDurationDrainDefaultSourceNotes
Destroy Groundcraft / Aircraft (preparations)CombatLOSPPIF - 3F6 / D3+2SG, p. 103Use Command trigger
Fireball (preparation)CombatLOS (A)PPIF - 1F4 / D3+2SR5, p. 284Use Command trigger so you don't KO yourself
Knockout (preparation)CombatTMSIF - 6F6 / D2+2SR5, p. 284Use Command trigger so you don't KO yourself
Combat Sense (preparation)DetectionT (preparation)MN/A(Potency) minutesF + triggerF3 / D3+1SR5, p. 305Hits = +1 Reaction on Surprise tests, +1 Defense (melee or ranged)
Heal (preparation)HealthT (preparation)MN/APF - 4 + 2F5 / D1+2SR5, p. 288Hits = boxes healed
Increase Intuition (Preparation)HealthTPN/A(Potency) minutesF - 3F6 / D3+2SR5, p. 288
Increase Reflexes (preparation)HealthT (preparation)PN/A(Potency) minutesF + 2F3 / D3+2SR5, p. 288Each hit adds +1 to the target’s Initiative, and every two hits adds one Initiative Die
Increase Strength (preparation)HealthT (preparation)PN/A(Potency) minutesF - 3 + 2F4 / D1+2SR5, p. 288Force must equal or exceed base value. Hits = bonus
Euphoria (preparation)IllusionLOSMN/A(Potency) minutesF - 3F6 / D3+1SG, p. 111
Physical Camouflage (preparation)IllusionLOSPN/A(Potency) minutesFF4 / D4+1SG, p. 111
Catfall (preparation)ManipulationLOSPN/A(Potency) minutesF - 3F6 / D3+1SG, p. 114
Physical Barrier (preparation)     Manipulation     LOS (A) (preparation)     P     N/A     (Potency) minutes     F - 1 + trigger     F4 / D3+1     SR5, p. 294     Structure = Force, Armor = Force+hits, Light Fog, Structure regenerates each Combat Turn

Metamagics, Initiate Level 7
Masking (+2 Masking focus)
Extended Masking
Flexible Signature
Centering (+4 Centering focus, usually used only for alchemical preparations)
Shielding
Greater Ritual
Quickening

Quickened Spells
Herself: Increase Strength (F6, 4 hits), Increase Reflexes (F6, 4 hits), Physical Mask (F6, 6 hits), Detect Enemies Extended (F6, 4 hits), Combat Sense (F6, 4 hits), Alleviate Allergy [Sunlight] (F6, 4 hits), Increase Intuition (F6, 4 hits)
Others: Combat Sense on Ace (F6, 4 hits), Increase Intuition (F6, 4 hits)

Spirits
Combat: Fire
Detection: Water
Health: Plant
Illusion: Air
Manipulation: Earth

Contacts
Contact     Profession     C/L     
DariaWiccan?/?

Gear
Lined Coat (armor 9)
     - Insulation 2
     - Non-Conductivity 2
     - Concealed Quick Draw sheath [4]
     - Gear Access (concealed pockets) [1]

Form Fitting Body Armor (8)
     - Features: Custom Fit, Concealability
     - Insulation 3 (for Cold Weather) or Non-Conductivity 3 (for Regular Use)

Argentum Coat (12 / +4)
     - Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability
     - Wireless Bonus: +1 dice pool bonus to Social Tests
     - Concealed Quick Draw sheath [4]
     - Gear Access [1]
     - Non-Conductivity 4
     - Fire Resistant 3
     - Chemical Protection 2
     - Masking Focus 2

Ballistic Mask - +2 Armor, +2 Social Limit to Intimidation [8]
     - Enchanting Focus 2: "with a Wiccan pentagram ornately carved into its face"
     - Fairlight Caliban (rating 7) [2]
     - trodes [1] = DNI
     - Vision Enhancement [3]
     - Internal Air Tank [1]
     - Cyberware Scanner (Rating 8) [1]
     - Maglock (Rating 6)

12 throwing knives (one has Structure -1 from RV crash damage)
     - Acc 6 (9), 5P (9P), AP -1
     - Ranges: 14 / 28 / 42 / 70 (due to Precision Throwing III)

Highland Forge Claymore weapon focus
     - Force 2
     - Acc 7, Reach 2, 9P (13P), AP -5
     - Personalized Grip
     - Concealability +6 (+2 while sheathed in Lined Coat)

Victorinox Memory Blade: Dagger
     - Acc 5, Reach 0, 5P (9P), AP -2
     - –4 in order to detect the weapon as a bracelet
     - Complex Action to harden and/or become flexible

Victorinox Memory Blade: Sword
     - Acc 5, Reach 1, 6P (10P), AP -2
     - –4 in order to detect the weapon as a belt
     - Complex Action to harden and/or become flexible

Fake SIN (R1 or R2)
     - Ivana Kutchukokoph
     - Aztechnology Corporate Limited SIN
     - Japanese Elf, Age 18
     - bogus licenses (Registered Awakened, Concealed Carry, Anonymity, to Kill)

Fake SIN (R6)
     - Illeana Anghelescu
     - Saeder-Krupp Limited SIN
     - Caucasian Human, Age 23
     - Registered Awakened (Spellcaster and Enchanter)
     - Talismonger License (An international license permitting you to operate as a Talismonger)
     - Weapon Focus License (Claymore)
     - Enchanting Focus License (Mask)
     - Masking Focus License (Coat)
     - Centering Focus License (Carving knife)

0 Reagents

Team Inventory
7 high explosive grenades
2 smoke grenades (regular, not thermal)
2 flash-bang grenades
1 chemical grenade (tear gas)
1 stim patch (Rating 6)
1 trauma patch
1 alchemy kit
1 gecko tape gloves
1 binoculars (optical)
1 Rating 6 medkit
« Last Edit: <01-16-17/0107:42> by Tecumseh »

rednblack

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« Reply #3 on: <01-20-16/1257:41> »
I've spent the rest of Ace's Karma on upping Tracking from 1 to 2.  I also added some mods to the Ballistic Mask, and have corrected the nuyen total.
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Tecumseh

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« Reply #4 on: <01-20-16/1727:03> »
I'm still working on Illeana's sheet. It's getting close although she has a lot more spells coming. It's going to take me a while to update the table with all of them.

She will be calling James by his given name in private and will prefer to be called Illeana privately. Katsina and/or Mask will be her runner's aliases. "Kat" might be a pet name between her and James.

Given the fact that the two of them are living together, they will have a very good understanding of the other person's capabilities. James might not have memorized the full list of the spells she knows, but he'll have a good sense of what she can and can't do.

I really liked the original Sioux Nation location book and read it twice. I just finished both Cheyenne and Butte and thought they were busts. I actually liked Starving the Masses better, although that's an adventure that takes place in the Sioux Nation; it's not a location book.

I'm going to get the first IC post up this afternoon. There's not a 100% perfect way to kick this off, so we'll just kind of jam our way through the initial steps. A montage would be great but, frankly, is too much of a commitment to write all at once. I think we'll pick it up about 3 months down the line, then hopscotch our way forward a month or two at a time as necessary.
« Last Edit: <01-20-16/1846:27> by Tecumseh »

Tecumseh

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« Reply #5 on: <01-20-16/1845:50> »
First post is up:

http://forums.shadowruntabletop.com/index.php?topic=23178.0

I'm still debating whether to use third person or second person voices, since the only person I'll be addressing is you. I've started off third-person but may switch going forward.

You're on a cockatrice hunt. Or, more specifically, you're trying to avoid being hunted by cockatrices.

You can either roll Parazoology (8 dice in this case) to figure out what James knows about cockatrices, or you can buy 2 hits with your dice pool.

I haven't told you yet but Illeana now knows Increase Intuition. She has cast it and quickened it on both herself and James. It is F6 with 4 hits (via buying dice). Congratulations, your Intuition is now 5 (9). Your Initiative adjusts accordingly as well.

Illeana needs... Magic 6 + Enchanting 8 + Focus 2 + Mentor Spirit 2: 18d6t5 5 hits, d'oh, two hours to collect the necessary materials. (One more hit would have made it one hour.)

Give me a roll for Perception (visual). No wireless bonuses are currently available because you're in a static zone (rural area) and there's too much Noise. You can still comm Illeana directly via micro-transceivers.

Let me know what your load-out is for weapons and armor.

rednblack

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« Reply #6 on: <01-21-16/1308:09> »
Parazoology: 8d6t5 2

For Perception I have: INT (9) + Perception (6) + Visual Spec (2) + Specifically Looking (3) = 20 dice.
Perception + Specifically Looking + Visual: 20d6t5 7
Thoroughly average, but only one more success would hit the Limit.

Ace is going to try to be sneaky, so let's see how that goes.  I have: AGI (11) + Sneaking (6) = 17 dice.
Sneaking: 17d6t5 5
Potential observers are at a -6 to Perception tests assuming mundane sight.

Load Out:
Chameleon Suit
Ballistic Mask
Defiance EX Shocker in Arm-slide
Ares Crusader II in Concealed Quick-draw Holster, loaded with regular ammo
Ares Alpha on sling with sound suppressor, loaded with APDS, 1 spare clip loaded with Ex-Explosive.  Grenade Launcher is loaded with High Explosive minis.
Monofilament Garrote in side pocket (Ace has been dying to try this out in the field, though I doubt a cockatrice is the best target.)
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Tecumseh

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« Reply #7 on: <01-21-16/1630:44> »
Sneaking: ???

Good perception roll. You spot a handful of cockatrices, but they're over a hundred meters out (to the north). They're hunkered near the ground, so you don't have much of a shot.

Perception: ???

As you get closer, something tips them off and they start running through the grass. They seem to be circling rather than retreating. Roll Tracking to follow.

I'll IC post up to this point. The IC post is going to include a few flashbacks to what's been going on the last three months.

Some themes we'll be touching on in the near future (not an exhaustive list):
  • Retirement
  • Illeana's immunity to age
  • Illeana's passion for magic and James' inability to participate
  • James' augmentations and the associated qualities, like Redliner and Cyber Singularity Seeker
  • plus lots more


This is my working assumption of how Illeana looks in her unaltered state:




rednblack

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« Reply #8 on: <01-22-16/1020:44> »
So, here's a question as to how the GM sees the world.  I've considered wild spaces to be very dangerous, but given their traveling nature and Jame's recent familiarity with the outdoors, what would seem like an average load out for a hike?  Sidearm and jacket?

James thinks it's a little odd that the cockatrices would see him from 90+ meters out, so he'll keep his eyes peeled for anything else that may be lurking around.

For tracking I have: INT (9) + Tracking (2) = 11 dice.
Tracking: 11d6t5 4
Nice roll. 

I'm also going to roll Wildlife (signs) to see if there are any signs of animals besides the cockatrices.  I'd also like to know if James has any indication of whether he's better off following the tracks or trying to head them off based on patterns, etc.  Let me know if this isn't the right thing to be rolling.  I have LOG (4) + Wildlife (4) + Signs Spec (2) = 10 dice. 
Wildlife (signs): 10d6t5 2
Less good.  Probably not much to go on there.

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Tecumseh

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« Reply #9 on: <01-22-16/1644:55> »
There's no right answer to the question of load outs; it's all a matter of risk tolerance. Wearing a chameleon suit and carrying an assault rifle are completely reasonable choices for someone who doesn't want to take any risks. Illeana is laughing because she's quite confident in James' ability to take care of himself. (Agility 11, Reaction 7, Strength 8, Intuition 9, Combat Sense 4, average Initiative 30, etc. etc.) If he had asked, she would have said the Crusader and the Globetrotter jacket, but at the same time she doesn't know much about firearms and their effective ranges (namely that machine pistols aren't great at distance), and perhaps her own feelings of invulnerability are coloring her thinking. Again, a possible contrast between the two of them there.

James feels a slight vibration in the ground that's very subtle. It could be the weight of the cockatrices running nearby, but he's not sure. He has no problem tracking the cockatrices. I'll post the results ICly, including the resulting situation.

It's not going to take long before you track them down, or vice versa. Go ahead and roll a Reaction 7 + Intuition 9 + Combat Sense 4 + Alert 3 = 23 dice Surprise test. Your threshold is 3, which should be a formality.

Go ahead and roll initiative, mostly to determine how many passes you'll get. You'll act first, since your base initiative score is higher than their maximum possible score. Then declare actions and roll accordingly.

Tecumseh

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« Reply #10 on: <01-22-16/1649:59> »
Oh, and unless you say otherwise I'm going to assume that James always has the Ares Redline in his smuggling compartment.

rednblack

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« Reply #11 on: <01-22-16/1747:57> »
Oh, and unless you say otherwise I'm going to assume that James always has the Ares Redline in his smuggling compartment.

That is correct.  Always Wireless off and always there.  It's his when shtf "Ace" in the hole.

Surprise Test: 23d6t5 8
Not surprised that he's not surprised.

Initiative: 16+4d6 31

When James gets close enough, or sees that the cockatrices have gotten close enough to him, he'll make a Charge, and split his dice pool between two targets, popping one with his Shock Hand and the other with his Cyber Spur.  I have: AGI (11) + Unarmed Combat (7) + Cyber Implants Spec (2) + Charge Attack (2) = 22/2 = 11 dice per attack.  We'll call the Cyber Spur as the first attack.
Melee Attack, Split pool: 2#11d6t5 2 3
Each of those are pretty uninspiring.  I guess the only way to Edge those tests is to pre-edge, right?  James won't use Edge in this case, but it'd be good to know.

Base damage is Cyber Spur: 11P -2AP and Shock Hand: 9S(e) -5AP
Shock Hand is at 9/10 charges.

If an attack comes James' way, he'll go Full Defense, lowering his Initiative to 21.

ETA: Looking at the IC, it doesn't appear as though James can attack two birds at once.  If he can, the roll stands.  If not, he'll opt for the Cyber Spur.  Combining the rolls would mean 5 hits. 

ETA2: He might also lose his Charge bonus: -Charge: 2d6t5 0 No change.

Also, I've had Jurassic Park in my head for this whole scenario.  Nicely played.
« Last Edit: <01-22-16/1753:10> by rednblack »
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Tecumseh

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« Reply #12 on: <01-22-16/1914:46> »
James has super-human reflexes. He can time it so that when two of them have almost converged he can sprint into the gap between them, swinging the right arm at one and the left arm at the other.

Generally speaking, let's break out our actions in Free + Simple/Complex. So in this case:

Free: Run
Free: Multiple attacks (the second Free action being acceptable since it doesn't conflict with running)
Complex: Melee Attack

In theory, readying the cyberspur should be another action, but the rules don't mention it. It sounds like something James would have done during his previous IC post - given his train of thought - so we'll say he did it then. In the future, we'll call it a Free action, similar to wireless-enabled Forearm Snapblades.

Cockatrice dodging: Reaction + Intuition + Running: 2#?d6t5 2 hits 4 hits

You called cyberspur as the first attack, although it might have been better if it were the shock hand since that only needs to tie to discharge. So the first attack with the spur is a glancing blow - you chop off some feathers. The second attack might be a miss, but you actually get an extra die because it's a touch-only attack. (Usually 2 dice, but divided in half for the split attack.) Let's see if that makes a difference:

Extra touch-only die: Touch-only attack: 1d6t5 1 hit! So the second roll ties and the shock hand discharges. That's 9S(e) -5AP.

Cockatrice soak: Soaking 9S(e): ?d6t5 0 hits, waa waa. The giant chicken shakes and bakes like you dropped it in the fryer.

As for Edge, the book does say, "Edge spent on this test adds into the pool before it is divided." Personally, I don't have any issue with Edge being used post-roll if you only reroll one pool (not both). That's still halving the effectiveness of the Edge, so I don't see any problem with it.

CT1 IP1
James: 31
Cockatrice #1: 12
Cockatrice #2: fried
Cockatrice #3: 9
Cockatrice #4: 9
Cockatrice #5: 9

The remaining cockatrices will be slicing and pecking. Going Full Defense is a good idea.

Cockatrice attacks! Agility + Unarmed + Charging + Friends in Melee Combat: 4#15d6t5 3 hits 4 hits 6 hits 6 hits

You're at Reaction 7 + Intuition 9 + Combat Sense 4 + Full Defense 11 = 31 dice, gracious. Don't forget to subtract one extra die for each attack. (You can roll all four at once and just drop 1 dice from the second roll, 2 from the third, and 3 from the fourth.)

Given your dodge pool, you have an 84% chance of dodging all four attacks. Base damage is 4P -1 AP plus net hits.

CT1 IP2
James: 11
Cockatrice #1: 2

Go ahead and IC your attack and dodging, plus any counterattacking you do in IP2. You're in the middle of a big pile of flapping yellow feathers and blue tails. We've done Jurassic Park so now it's time for an Angry Birds joke.
« Last Edit: <01-22-16/2309:36> by Tecumseh »

rednblack

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« Reply #13 on: <01-23-16/1122:20> »
Ok, let's look at defense:
Melee Defense X 4: 4#31d6t5 6 9 12 13
No problems there.

About the Shock Hand, I've done some searching around on this, and it looks like the general consensus is that you can either take the +2 for Touch Only attack, and gain the attacker hits on a tie bonus, or you can stage up damage through Net Hits, but you can't have both.  One of the discussions about that can be found here.  I'm happy to play it however, but let me know how you see the rules.

For CT 1 IP2, we're going to try something new.
Free: Comm Illeana "Ground tremors?"
Simple: Clinch
Simple: Throw

The idea is to grab and toss one of the cockatrices at another one of the cockatrices to knock them both prone.  This should severely reduce the number of attacks he's going to suffer on their next round of actions, buying him some time to lay out the other two birds.

For Clinch I have: AGI (11) + Gymnastics (6) = 17 dice.
Clinch: 17d6t5 9
That's a roll.

Throwing is a regular attack action.  I have: AGI (11) + Unarmed Combat (7) + Superior Position (2) = 20 dice.
Angry Birds: 20d6t5 4
If Net Hits + STR exceeds the cockatrice's Physical Limit, he goes flying for 8 - Body meters.  He only takes damage equal to Net Hits and will be prone.  Actually, I'm going to Edge the throw, as I really want to get this guy flying, and I'm sure Net Hits will come into play when determining if the other cockatrice goes prone as well.
Edge Re-roll: 16d6t5 5
9 hits total.  That's almost the Physical Limit.

For the throw, I can also see that Ace may need to target the other cockatrice. Let's see, maybe Thrown Weapon, with a Limit of 3, given the ammunition?  I have AGI (11) + Throwing Weapons (4) = 15 dice.
Lobbing an Angry Bird: 15d6t5 2
Meh.  Given the range, maybe Ace won't need to aim really. Or maybe the Scatter rules will come into play.

So, uh, I did my best for Angry Birds  ;)  I'll try to get an IC up today, but I really should probably get out of bed and start being productive for a little bit.
« Last Edit: <01-23-16/1712:20> by rednblack »
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« Reply #14 on: <01-23-16/1812:36> »
I've gone back and forth on the electrical attack rules over the years. I've played each interpretation at least once and was never completely satisfied. There's a part of me that suspects that maybe electrical damage shouldn't get staged up, since part of me doubts where you get tazed matters much. (Some research this morning suggests that any major muscle group will suffice.) After all, shock weapons are usually meant to immobilize someone (which 9S(e) would do to most unarmored metahumans), not render them unconscious (which staging the damage up would do). So, I'm split. What does your GM gut say?

---

Your clinch hits exceed the defender's dice pool, so you have successfully wrangled yourself a cockatrice. If only your mother could see you now.

Complication: Throw Person requires Martial Arts training. Specifically, Aikido, Jujitsu, or Wresting (Sport or Sumo). If you wish to continue down this path, you'll need to backtrack some of your karma spending to free up 7 karma to purchase a new Martial Arts style.

The cockatrice gets to defend against the Throw attempt. Reaction + Intution: ?d6t5 3 hits. It's Physical limit is 6, which is decidedly less than the 17 it needs, so said cockatrice is thrown. Angry bird indeed.

Random roll to figure out which cockatrice is grabbed: Random: 1d4 #3 is the lucky bird. Next random roll to determine the target: Random: 1d3 #1

#1 gets to dodge: Reaction + Intuition: ?d6t5 1 hit, and fails to do so

Cockatrice #2 needs to soak 6S (net hits on the throw). Cockatrice #1 needs to soak 4S (the Body of #2).

#1 soak: Body + Armor: ?d6t5 2 hits, takes 2S
#3 soak: Body + Armor: ?d6t5 0 hits, takes 6S and is now prone

CT1 IP2
James: 11
Cockatrice #1: 2 - 2S
Cockatrice #2: fried
Cockatrice #3: 0 - 6S, now prone
Cockatrice #4: 0
Cockatrice #5: 0

Cockatrice #1 is annoyed and will attempt to use Paralyze Touch. This is a weird test because it's Magic + Agility (so, half Magic, half physical) against the target’s Intuition + Willpower (all mental). I'm going to say that Combat Sense still applies, but that James needs to use his Willpower for his Full Defense instead of Agility. Making up rules on the fly.

Paralyzing Touch: Magic + Agility + Touch-Only: ?d6t5 3 hits. You have, uh, 27 dice to dodge. Tee hee.

CT1 IP3
James: 1