Body | Agility | Reaction | Strength |
4 | 4 | 3 | 3 |
Charisma | Intuition | Logic | Willpower |
4 | 3 | 4 | 4 |
Edge | Magic | Essence | Initiative |
2 | 5 | 6 | 6 |
assensing | 3 |
etiquette (media +2) | 1 (3) |
blades (swords +2) | 2 (4) |
con (acting +2) | 2 (4) |
pistols | 1 |
perception | 2 |
disguise (cosmetic +2) | 1 (3) |
banishing | 3 |
summoning | 3 |
spellcraft | 6 |
Magic Trids | 2 |
Magic Theory | 2 |
Celebrity Gossip | 3 |
gambling card games | 2 |
Horizon media | 2 |
gambling card games | 2 |
wines | 2 |
acting | 2 |
Seattle high society | 1 |
English | N |
Spanish | 3 |
Or’zet | 2 |
Spell | drain |
Stunbolt | (F/2)-1 |
fireball | (F/2)+5 |
Heal | DmgDV-2 |
Increase Reflexes | (F/2)+2 |
Improved Invisibility | (F/2)+1 |
Stealth | (F/2)+1 |
Trid Phantasm | (F/2)+3 |
Physical Mask | (F/2)+1 |
Makeover | (F/2) |
commlink/OS | signal/system | response/firewall |
Hermes Ikon | 3 | 4 |
Novatech Navi | 4 | 3 |
commlink/OS | signal/system | response/firewall |
Sony Emperor | 3 | 2 |
Iris Orb | 3 | 3 |
armored vest (2x) | 1200¥ |
Form-fitting half-body suit (nonconductivity 3, fire resistant 3) | 1800¥ |
Zoé executive suit ensemble (long jacket) | 1950¥ |
Zoé moonsilver evening gown + scarf + handbag | 8500¥ |
docwagon basic | 5000¥ |
survival knife | 50¥ |
defiance EX shocker | 150¥ |
Ares predator IV (personalised grip, gecko grip) | 550¥ |
Katana (personalised grip, gecko grip) | 1200¥ |
pistol ammo (90 rounds regular, 30 rounds stick-n-shock) | 420¥ |
taser darts (20 rounds regular) | 100¥ |
spare clips (5 pistol) | 25¥ |
commlink accessories: AR gloves, nanopaste trodes (3), satlink, subvocal microphone, sim module | 1200¥ |
Earbuds r3 (audio enhancement 2, select sound filter 1) | 430¥ |
Goggles r5 (image link, flare compensation, smartlink, vision magnification, vision enhancement 2) | 1125¥ |
tool kit (disguise) | 500¥ |
white noise generator r4 | 200¥ |
fake SIN rating 4 + 3x fake licence rating 4 | 5200¥ |
fake SIN rating 3 + 3x fake licence rating 3 | 3900¥ |
magical lodge materials r6 | 3000¥ |
respirator rating 6 | 600¥ |
survival kit | 100¥ |
medkit rating 6 + supplies (2) | 700¥ |
flashlight | 25¥ |
sustaining foci (illusion r3, health r2) | 50000¥ |
asthma medication (2 months) | 600¥ |
suit (security) | 50¥ |
fake SIN rating 4 + 3x fake licence rating 4 | 5200¥ |
fake SIN rating 5 + 3x fake licence rating 5 | 6500¥ |
Contact | C/L | |
James Dermott (Talistmonger) | 4/3 | |
Melissa Firebird (trid mage) | 3/4 | |
Jenny Starflinger (ex-agent) | 5/3 | |
Jesus (elven rigger) | 3/3 | |
Liam (media junkie) | 1/2 | |
Matthew (Ork mechanic) | 1/3 |
Body | Agility | Reaction | Strength |
5 | 5 (7) | 5 (7) | 3 |
Charisma | Intuition | Logic | Willpower |
2 | 4 | 3 | 3 |
Edge | Magic | Essence | Initiative |
3 | N/A | 4.2 | 9 (11) |
Close Combat Skill Group | 4 |
Firearms Skill Group | 4 |
Athletics Skill Group | 2 |
Heavy Weapons | 2 |
Perception | 3 (5)(+2 Audio, +3 Visual) |
Pilot Ground Craft | 1 |
Yakuza Underworld | 4 |
Security Design | 4 |
Law-Enforcement Procedures | 4 |
Japanese Literature | 3 |
Firearms | 2 |
Japanese | N |
English | 4 |
Cyberware | Essence | Cost | Notes |
Muscle Toner (2) | 0.4 | 16,000¥ | +2 to Agility |
Synaptic Booster (2) | 1.0 | 160,000¥ | +2 to both Reaction and IP |
Reception Enhancer (2) | 0.4 | 40,000¥ | +2 to Perception |
Katana (Personalized grip) | 1,100 |
Ruger Super Warhawk | 250 |
AZ-150 Stun Baton | 800 |
Colt Cobra TZ-110 (Personalized Grip, Sound Suppressor) | 1,200 |
Colt Government 2066 (Personalized Grip, Silencer) | 1,000 |
Vashon Island Steampunk Overcoat | 1,000 |
Form-Fitting Full-Body Suit | 1,600 |
Stick-n-Shock ammo X125 (half caseless) | 1,000 |
Regular ammo X200 (half caseless) | 400 |
Spare Clips X10 | 50 |
Flash-Bang Grenades X10 | 300 |
Commlink (Fairlight Caliban, Novatech Navi, Hardening 6) | 9,600 |
Fake SIN (4)(Fumiko Eckhart, UCAS) | 4,000\ |
Contact Lenses (3)(Flare Compensation, Image Link, Vision Enhancement 3) | 525\ |
Earbuds (2)(Audio Enhancement 3, Spatial Recognizer) | 420\ |
Metal Restraints (Mechanical with key) | 20 |
Plasteel Restraints X10 | 500 |
Subvocal Microphone | 50 |
Vashon Island Steampunk Corset | 600 |
Vashon Island Steampunk Slacks | 400 |
Vashon Island Steampunk Blouse | 250 |
Commlink (Meta Link) | 100 |
Handling | Accel | Speed | Pilot | Body | Armour | Sensor | Availability | Cost |
+2 | 20/50 | 200 | 1 | 6 | 4 | 1 | - | 6,500¥ |
Contacts
|
Street Name: | Sam Torley |
Race: | Human |
Sex: | Male |
Nationality: | UCAS |
Money: | ¥53,293 |
Lifestyle: | ¥10,000 (2 months paid) |
Karma: | 8 (0 spent) |
Physical Description: | While very engaging in direct communication, he is nonetheless extremely average, and his exact appearance easily forgotten. Nothing about him stands out--unless he's talking to you. |
Personality/background: | It's amazing how easy life can be when everyone wants to help you out. Because of his innate charisma and his adept powers, almost everyone he meets ends up agreeing with him and doing what he asks them to. His parents doted on him, perhaps a bit more than is typical in a loving family; certainly, he tended to get whatever he asked for, even though the family's finances couldn't keep up with his requests. Eventually, he decided that his parents simply didn't make enough, and that he could get what he needed directly; he moved out and never looked back. Relying on the kindness of strangers worked surprisingly well, and he became adept at moving in and out of social circles. Naturally, this constant generosity became somewhat boring, so he decided to start Running to bring some excitement into his life. Sam recently joined the Club, a secretive magic group, after being convinced that he has some magical abilities. |
Body | Agility | Reaction | Strength |
3 | 3 (5) | 2 | 2 |
Charisma | Intuition | Logic | Willpower |
6 | 5 | 2 | 2 |
Edge | Magic | Essence | Initiative |
4 | 5 | 6 | 7 |
Skill | Rank | Pool |
Influence Skill Group | 4 | |
Stealth Skill Group | 3 | |
Clubs | 2 | 7 |
Con | 4 | 13 |
Disguise | 3 | 8 |
Dodge | 3 | 5 |
Etiquette | 4 | 13 |
Infiltration | 3 | 8 |
Leadership | 4 | 15 |
Negotiation | 4 | 15 |
Palming | 3 | 8 |
Perception | 5 (Visual) | 10 (12) |
Pilot Ground Craft | 1 | 3 |
Pistols | 1 | 6 |
Shadowing | 3 | 8 |
Unarmed Combat | 1 | 6 |
Skill | Rank | Pool |
Alcohol | 2 | 7 |
Art | 2 | 4 |
Bars and Clubs | 4 | 9 |
Gangs | 3 | 8 |
Mafia | 2 | 7 |
Politics | 3 | 5 |
Yakuza | 1 | 6 |
Skill | Rank | Pool |
English | N | 0 |
German | 2 | 7 |
Japanese | 1 | 6 |
Russian | 1 | 6 |
Spanish | 2 | 7 |
Sperethiel | 3 | 8 |
Power | Rating | Points |
Commanding Voice | 0.25 | |
Improved Ability (Non-Combat) (Leadership) | 2 | 0.50 |
Improved Ability (Non-Combat) (Negotiation) | 2 | 0.50 |
Improved Physical Attribute (AGI) | 2 | 1.50 |
Kinesics | 3 | 1.50 |
Linguistics | 0.25 | |
Voice Control | 0.50 |
Fichetti Tiffani Self-Defender | ¥350 |
Remington Roomsweeper | ¥0* |
Telescopic Staff (Personalized Grip) | ¥200 |
Form-Fitting Half-Body Suit | ¥900 |
Mortimer of London: Berwick Dinner Jacket (Ensemble) | ¥3,100 |
Vashon Island: Synergist Short Jacket (Ensemble) | ¥1,200 |
Armor Vest | ¥600 |
Security Outfit x2 | ¥100 |
Commlink (Novatech Airware, Mangadyne Deva, Suite: Basic User, Subvocal Microphone) | ¥2,400 |
Ammo: Regular Ammo (Holdouts) x46 | ¥92 |
Ammo: Regular Ammo (Heavy Pistols) x15 | ¥0* |
Ammo: Regular Ammo (Heavy Pistols, shot) x50 | ¥115 |
Ammo: Regular Ammo (Heavy Pistols, slug) x50 | ¥115 |
Contact Lenses Rating 1 (Thermographic) | ¥150 |
DocWagon Contract: Basic | ¥5,000 |
Earbuds Rating 1 (Audio Enhancement Rating 3) | ¥310 |
Fake License (Fichetti Tiffani Self-Defender) Rating 4 | ¥400 |
Fake License (Remington Roomsweeper) Rating 4 | ¥460 |
Fake SIN (Samuel Torley (UCAS)) Rating 4 | ¥4,000 |
Scent-masking Cigarette x5 | ¥50 |
Spare Clip (Fichetti Tiffani Self-Defender) x3 | ¥15 |
Spare Clip (Remington Roomsweeper) x3 | ¥17 |
Handling | Accel | Speed | Pilot | Body | Armour | Sensor | Availability | Cost |
+2 | 15/55 | 180 | 2 | 10 | 6 | 1 | - | ¥46,00 |
Contacts
|
Body | Agility | Reaction | Strength |
4 | 5 | 5 [8] | 3 |
Charisma | Intuition | Logic | Willpower |
2 | 3 | 3 | 3 |
Edge | Magic | Essence | Initiative |
3 | 5 | 6 | 8 [11] |
Firearms Group | 4 |
Close Combat Group | 3 |
Athletics Group | 2 |
. | |
Dodge(Ranged +2) | 7 |
Perception (Visual +2) | 3 |
Armorer (Firearms +2) | 1 |
Intimidation (Physical +2) | 1 |
Redmond Barrens Area | 4 |
Redmond Barrens Street Gang Turfs | 4 |
Firearm History | 3 |
Firearm Design (Automatics +2) | 3 |
Action Movies | 3 |
English | N |
Power | Cost | Notes |
Improved Ability (Dodge) | 1 | Rank: 2 |
Improved Reflexes | 4 | Rank: 3 |
Lifestyle |
Low (Pine SIN) - 1 month |
. |
Weapons |
Cavalier Scout x2 |
w/ Personalized Grip |
w/ Skinlink |
w/ Smartgun System |
. |
Fichetti Security 600 x2 |
(w/ Laser Sight) |
w/ Barrel Extension |
w/ Custom Look Level 2 |
w/ Melee Hardening |
w/ Personalized Grip |
w/ Skinlink |
w/ Smartgun System |
- Spare Clips x2 |
. |
Ares Crusader x2 |
(w/ Extended Clip) |
(w/ Gas-Vent 2 System) |
w/ Fire Select Change (FA) |
w/ Underbarrel Weight |
w/ Personalized Grip |
w/ Skinlink |
w/ Smartgun System |
- Spare Clips x2 |
. |
Colt M23 |
w/ Sling |
w/ Foregrip |
w/ Gas-Vent 3 System |
w/ Personalized Grip |
w/ Skinlink |
w/ Smartgun System |
- Imaging Scope (Magnification) |
-Flashlight |
-Space Clips x2 |
. |
Ruger 100 |
Ruger Super Warhawk |
. |
Explosive Rounds (Holdouts) x70 |
Explosive Rounds (Light Pistols) x294 |
Explosive Rounds (Machine Pistols) x382 |
Explosive Rounds (Assault Rifles) x353 |
Stick-n-Shock Rounds (Light Pistols) x30 |
Regular Rounds (Light Pistols) x8 |
Regular Rounds (Sports Rifles) x8 |
Regular Rounds (Heavy Pistols) x4 |
. |
Survival Knife |
Concealable Holster x2 |
Hidden Gun arm Slide x2 |
Quick-Draw Holster x2 |
. |
Armor |
Armor Jacket (festooned with chains and spikes) |
-Fire Resistance R6 |
-Insulation R6 |
. |
Armor Jacket (double breasted, oversized lapels) |
. |
Armor Vest |
. |
Identification and Licenses |
Fake SIN (Mitchell Danvers) R4 |
Fake License (Driver's) R4 |
Fake License (Bodyguard) R4 |
Fake License (Conceal Carry) R4 |
Fake License (Cavalier Scout) R4 x2 |
Fake License (FS 600) R4 x2 |
Fake License (Ares Crusader) R4 x2 |
Fake License (Colt M23) R4 |
. |
Fake SIN (Daniel Pine) R4 |
Fake License (Driver's) R4 |
. |
Commlink |
Hermes Ikon |
Iris Orb |
-Sim Module |
-Skinlink |
. |
Commlink Accessories |
Trodes |
AR Gloves |
Printer |
. |
Programs |
Basic+ Suite |
(Analyze R3, Browse R3, Command R1, Edit R3) |
Encrypt R3 |
. |
Visual Sensors |
Contact Lenses R3 |
-Flare Compensation |
-Image Link |
Skinlink |
Smartlink |
. |
Miscellaneous |
Tag Eraser |
Firearm Repair Kit |
Survival Kit |
Medkit R6 |
Stimulant Patch R3 x2 |
Zen x6 |
Clothing (Off-the-Rack Suit) |
Handling | Accel | Speed | Pilot | Body | Armor | Sensor | Availability | Cost |
+1 | 10/20 | 80 | 1 | 8 | 6 | 1 | - | 10,000¥ |
Contacts
Weaponsmith C: 3 L: 5 Darrel “Tinkerer” Hillbourne, Dwarf Male, 20, has always had a love of guns and a passion for taking them apart and making them better. Had he been born with a SIN, Hillbourne could’ve become a premier weaponsmith for an corporation. Having been born SINless in the Barrens, however, Hillbourne has to eke out a living by arming the gangs and other criminal elements in Redmond. Hillbourne and O’Connor have been close friends since childhood, and their six year separation did little to diminish their bond. Drug Dealer C: 2 L: 1 Enrique Ortega, Orc Male, 20, is a two bit drug dealer that deals mainly in Zen. O’Connor, from time to time, needs to get away from his shitty life, and when he does he calls Ortega for a few hits of Zen. Ortega is as one dimensional as they come. Every single stereotype there is of drug dealers has been distilled to their purest form in Ortega. He’s as sleazy and shifty as the most caricatured media character. Arms Dealer C: 4 L: 1 O'Connor was given an introduction to Staff Sergeant Ulrich as part of his payment for one hell of a run. |
Body | Agility | Reaction | Strength |
3 | 3 | 3 | 2 |
Charisma | Intuition | Logic | Willpower |
7 | 5 | 4 | 3 |
Edge | Resonance | Essence | Initiative |
3 | 5 | 6 | 8 |
Cracking Skill Group | 4 |
Electronics Skill Group | 1 |
Compiling | 6 |
Dodge | 1 |
Etiquette | 1 |
Longarms (Shotguns +2) | 1 |
Registering | 4 |
Magical Theory | 3 |
Matrix Phenomena (Emerged +2) | 5 |
Matrix Security | 3 |
Mythology (Celtic +2) | 5 |
Tír na nÓg | 2 |
English | N |
Gaelic (Irish +2) | 3 |
Sperethiel (Irish +2) | 2 |
Complex Form | Rating |
Shield | 5 |
Smartlink | 1 |
Analyze | 1 |
Armour | 3 |
Attack | 3 |
Blackout | 4 |
Exploit | 4 |
Stealth | 5 |
Lined Coat | 700 ¥ |
Securetech Arm Casings | 175 ¥ |
Securetech Forearm Guards | 200 ¥ |
Franchi SPAS-22 w/ Underbarrel Weight, Sling | 1285 ¥ |
20 Shotgun Ammo: Stick-n-Shock | 160 ¥ |
Meta Link w/ Vector Xim | 300 ¥ |
Fake SIN R3 (Gordon O'Connor) | 3000 ¥ |
Fake License R1 (Ammo) | 100 ¥ |
Fake License R2 (Shotgun) | 200 ¥ |
Glasses R3 w/ Flare Comp, Vision Enhancement R3, Vision Magnification | 525 ¥ |
Wireless Adapter | 150 ¥ |
Fiberoptic Cable | 5 ¥ |
Nanomemory*2 | 400 ¥ |
Contact | C/L | |
Agrona | 3/1 | |
Jimmy Abramovich | 1/3 | |
Creidhne | 2/4 |
15d6.hits(5) = 4 (http://invisiblecastle.com/roller/view/4497384/)
Is there any chance Clem's new gun will be ready in time for the run?
Okay, I'll start off with remembering what I can about Pandora, Big Ben and Pathfinder. Since my magical trids, horizon media and acting knowledge skills (which all can be applicable depending) are at the same level, I'll just run the dice and don't worry about what the skill said. They're interchangable.
Pandora:
logic 4 + horizon media 2 =6 intuition 3 + celebrity gossip 3 =6 (6d6.hits(5)=2, 6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4507327/)
Big Ben:
logic 4 + horizon media 2 =6 intuition 3 + celebrity gossip 3 =6 (6d6.hits(5)=1, 6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4507360/)
Pathfinder:
logic 4 + horizon media 2 =6 intuition 3 + celebrity gossip 3 =6 (6d6.hits(5)=2, 6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4507362/)
Rolling to see if those names ring any bells.
Big Ben
Action Movies 3 + Intuition 3 = Pool 6
6d6.hits(5) → [2,6,6,5,4,2] = (3) (http://invisiblecastle.com/roller/view/4507417/)
Pathfinder
Action Movies 3 + Intuition 3 = Pool 6
6d6.hits(5) → [6,3,1,4,4,1] = (1) (http://invisiblecastle.com/roller/view/4507794/)
Pandora
Action Movies 3 + Intuition 3 = Pool 6
6d6.hits(5) → [1,5,4,1,1,5] = (2) (http://invisiblecastle.com/roller/view/4507795/)
Glitch
To be honest, I think Clem's Steampunk attire should be more than appropriate for the job. Granted it's not something anyone would wear at the governor's ball, it should be fashionable enough for her not to be mistaken for O'Connor's date.
Just so you as a group know, I had no idea and what a razor clam was either, and I am not a great eater of seafood anyway. Googling the dish didn't help much, but I think I figured out that it was a mollusk that is not eaten in the shell. I have been imagining it as something like calamari over pasta if that helps. I won't be trying it anytime soon, the only oyster I have ever eaten tasted like warm, spicy rubberized snot, how is that an aphrodisiac?
By the way Rhat, since Fionn is specialized in Shotguns and the 'sweeper is similarly used weapon, I will negate the defaulting penalty, it is still just an attribute test though.
By the way Rhat, since Fionn is specialized in Shotguns and the 'sweeper is similarly used weapon, I will negate the defaulting penalty, it is still just an attribute test though.
3 dice is still less than exciting, though if we can get a Smartlink from Darryl (Fionn will pay, extra if need be)... Guessing that dispensation only applies to shot rounds, though?
What's the interval for the extended tests on gun mods? If its short enough, O'Connor could do the work himself, for a hefty markup, of course.
You could do it, but you would be expecting a lot from your contact who you would be taking business from.
By the way Rhat, since Fionn is specialized in Shotguns and the 'sweeper is similarly used weapon, I will negate the defaulting penalty, it is still just an attribute test though.
3 dice is still less than exciting, though if we can get a Smartlink from Darryl (Fionn will pay, extra if need be)... Guessing that dispensation only applies to shot rounds, though?
He can't, possibly won't, fit in a mod tonight, but if O'Connor puts in a good word for Fionn, and you sweeten the pot sufficiently, he might get it done tomorrow.
You guess correctly.
I'm curious to see how O'Connor doing a favour for Fionn would play out.Profitably or hilariously, for O'Connor at least.
Okay, so that should settle the matter, please post what your final purchase will be, if any, and modify your sheet to reflect it. Is O'Connor buying two set of clothes and paying for the gun, or three sets? if not, who is?
You could do it, but you would be expecting a lot from your contact who you would be taking business from.
For a smartlink, O'Connor would have to use Darrell's equipment, so he'd get a sizable cut anyway. O'Connor doing the work just guarantees it gets done.
So that's clothing for Sam and of course O'Connoll, a quick swap of the gun for Fion and we're good to go, right?
And O'Connor is only going to 'take things up a notch' if this is a whole group thing. If its basically just everyone trying to browbeat him to get all this, he's gonna tell everyone to piss off.
I need base Perception rolls from every one and a listing of potential Mods to the roll, but DO NOT add them into the pool. I also need Piloting rolls from Clem and Torley, the van uses the stats for an unmodified Bulldog Stepvan. If anyone has a bright idea about trying to fight traffic, make relevant rolls.
To make a vehicle test, the character rolls Reaction + the appropriate vehicle skill +/– the vehicle’s Handling.
Make surprise checks, van occupants receive a -2 modifier to the check and and Initiative for the first round.
Make surprise checks, van occupants receive a -2 modifier to the check and and Initiative for the first round.
Yeah, this'll work out well...
Surprise (2 REA, 5 INT, -3 CP): 4d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4538239/) :o
...if I'm reading the description correctly, Sam also gets the +3 bonus for being alerted: 3d6.hits(5)=2 (http://invisiblecastle.com/roller/view/4538243/), total of 5.
Initiative: 4d6.hits(5)=1 (http://invisiblecastle.com/roller/view/4538263/), for an initiative score of 8.
Did they open the doors or are the guns being pointed through the windows?
From your description, it kinda sounds like O'Connor has the Fallout Bloody Mess perk.
Just to make sure I'm interpreting this right. The crew attacking the van was originally seven strong. Two were on the left of the vehicle; one was covering Clem, and the other was at the side door cutting cargo straps. One was on the right of the vehicle to cover O'Connor. Four were at the back of the van, three were grabbing the goods and one was covering Sammy. That correct?
(OOC: Rhat hasn't been on for a bit now, we will resolve the Matrix when he returns. The opposition has no extra passes, so feel free to complete your actions.)
Yeah, I have to apologize for my absence - I could go into why, but at a certain point I'm sure it just seems like making excuses.
So, Fionn's gonna drop into VR right away (but won't get his extra passes until next turn), and compile a Paladin sprite to make with the fighting (though to get one that can both do that and actually find the bastard, I'll be eating Physical Fading - their complex form list has always struck me as a bit weird). A quick rules question I haven't been able to resolve on my own - does the compiled sprite start into Initiative right away, including on the same pass?
I thought Sammy had some kind of reflex trick going, but you are otherwise correct.
okay we got a little confusion. Sammy was surprised and couldn't respond to anyone attacking the van in her first initiative pass. I am going to assume at this point to keep the confusion to a minimum that a spell was cast at that point to give her more passes and that needs to be dealt with BEFORE the stun bolt is resolved. Then I will tell the gun bunnies about their bloodshed.
Did she interupt my spirit summoning? It wasn't clear to me. If so, I'll make a small adaptation to my post. :)
Then I have summoned my spirit in the dance room (where the armour are) with orders to guard the armour. I'm then in the connecting part so I can keep an eye on the armours as well as on the proceedings in the Puget Sound Room and stay behind the camera.
Then I have summoned my spirit in the dance room (where the armour are) with orders to guard the armour. I'm then in the connecting part so I can keep an eye on the armours as well as on the proceedings in the Puget Sound Room and stay behind the camera.
You will no be behind the camera in that area. Behind the camera is between the Seattle and Puget rooms.
Then I have summoned my spirit in the dance room (where the armour are) with orders to guard the armour. I'm then in the connecting part so I can keep an eye on the armours as well as on the proceedings in the Puget Sound Room and stay behind the camera.
You will no be behind the camera in that area. Behind the camera is between the Seattle and Puget rooms.
I'll put myself so that I'm behind the cameras, I can keep an eye on the armours and I can keep an eye on the action being filmed.
Actually, you notice enough. Both of you can see that the crowd coming out of the elevator and rushing towards the set are not acting normally, as if in the grip of some magical effect.
Additionally you will note when you go to contact them that there is something interfering with using the comms all of a sudden.
From the corner of hi his eye, Sam also notes three individuals dressed similarly to the mob, but coming from the hall behind him and not from the elevator.
Crossbow--does this mean that my earlier posting for Sam's action (approaching the trio) doesn't happen? If so, I'll go ahead and delete it.
My second IP will be spend trying to get out of the group, so I can have a closer look in the astral without being overrun. I don't know what I have to roll to get out, so as soon as you let me know, I'll roll it and post something.
Sam's done for this round--don't we have more passes to go through?
Sam's done for this round--don't we have more passes to go through?
Nope, Sammy was the only one with additional passes this time. The next one is going to be silly though, O'Connor has 4, Clem and Fionn both have three now that Fionn is working in the Matrix. After you do your action, (which I am guess will be another full defense) you could probably take the family on a cruise :) j/k
Strictly speaking, I hadn't declared Fionn going into VR because I hadn't clarified whether or not he was in a spot where it was safe to do so... Is he?
Strictly speaking, I hadn't declared Fionn going into VR because I hadn't clarified whether or not he was in a spot where it was safe to do so... Is he?
Strictly speaking you are correct, I assumed that with the gravitas with which Fionn addresses his sprites, that he does so 'in person'. But yes, the spot you tucked yourself into is as safe and unmolested as you can get.
On my pass I want to try and kneecap the swede. What would the penalty be, and would there be an additional penalty if I go for the other kneecap in the same round?
New plan then. Would the physical specialization for Intimidation require O'Connor to accost the Swede, or is threatening harm while holding a weapon enough?On my pass I want to try and kneecap the swede. What would the penalty be, and would there be an additional penalty if I go for the other kneecap in the same round?I am loathe to give you an exact number on the dice pool penalty, though it is significant, and the second shot will suffer the same penalty. I assume by you trying to 'kneecap' him you are trying to limit his mobility and movement? That is a called shot, and there will be an additional penalty for the crowd.
Strictly speaking you are correct, I assumed that with the gravitas with which Fionn addresses his sprites, that he does so 'in person'. But yes, the spot you tucked yourself into is as safe and unmolested as you can get.
New plan then. Would the physical specialization for Intimidation require O'Connor to accost the Swede, or is threatening harm while holding a weapon enough?
Clem will probably just shoot anyone that comes close to the armours.
That's an additional 4, bringing me to 16...
Torley's action will naturally depend on what the guy with the stun baton does, as I expect he's got a better initiative score.
That's where rep comes in, notably O'Connor's 6 notoriety. Or was there no actual reasoning for him and the swede recognizing one another?New plan then. Would the physical specialization for Intimidation require O'Connor to accost the Swede, or is threatening harm while holding a weapon enough?You would need a physical component, but not an actual attack. Not to rain on your parade, but an intimidation in a combat situation, especially with no contact yet, is a limited effect situation.
That's where rep comes in, notably O'Connor's 6 notoriety. Or was there no actual reasoning for him and the swede recognizing one another?New plan then. Would the physical specialization for Intimidation require O'Connor to accost the Swede, or is threatening harm while holding a weapon enough?You would need a physical component, but not an actual attack. Not to rain on your parade, but an intimidation in a combat situation, especially with no contact yet, is a limited effect situation.
Don't worry, I have a spirit for that. ;)
Clem will probably just shoot anyone that comes close to the armours.
So it is understood, the armor is on the stuntmen now, give or take a random pad or glove or helmet. So that means you are holding your action then?
That's an additional 4, bringing me to 16...
That puts you equal to the fastest, go ahead and tell me what you are trying.
Dodge Roll for the Attack
[spoiler]
Reaction 8 + Dodge 7 + Improved Ability Dodge 2 = Pool 17
17d6.hits(5) → [2,4,1,1,3,5,1,2,4,6,4,2,2,2,3,4,6] = (3) (http://invisiblecastle.com/roller/view/4595219/)
[/spoiler]
You are correct sir, my bad. A disarm is a -4 to your pool, the only reason I am telling you that is that it is RAW, and because in the process of looking it up I realized the stun b get an extra die for reach.
You are correct sir, my bad. A disarm is a -4 to your pool, the only reason I am telling you that is that it is RAW, and because in the process of looking it up I realized the stun b get an extra die for reach.
Why are you continually reticent on informing your players on the penalties to any given roll? To me at least, it gives the impression that you're trying to set us up. You're the GM, of course you're trying to set us up, but still it gives an ominous tinge to it all.
My bad, but I am still gonna be sneaky and GMish, so don't think we are be skipping through the daisies and holding hands, okay?
Sine your house rule is that point blank requires physical contact, will I have to roll anything to make that happen on my next pass?
Okay, cool. Given that we're locked in melee, what further penalties do I face for aiming for the kneecap specifically? Called Shot is for trading in dice for damage, I don't care about extra damage. I just want to hit his kneecap. The explosive round will most likely take care of severing the limb on its own without any extra help, if two generally aimed rounds chunky salsa a guy. Hell, I'm willing to do less damage in trade for localization. Also, given that the shot would be aimed downward, how reduced is the chance of civilian injury barring (critical) glitch?Sine your house rule is that point blank requires physical contact, will I have to roll anything to make that happen on my next pass?
No, shooting a gun at a target you are in melee combat with (except in corner cases like fighting a guy using a polearm or spear) is point blank, but it is offset by the attacker in melee penalty, like the book says, for a cumulative -1 to the pool.
The idea is that the non-offset point blank bonus is for extraordinary cases where you have the drop on someone so bad that you shouldn't miss.
Okay, cool. Given that we're locked in melee, what further penalties do I face for aiming for the kneecap specifically? Called Shot is for trading in dice for damage, I don't care about extra damage. I just want to hit his kneecap. The explosive round will most likely take care of severing the limb on its own without any extra help, if two generally aimed rounds chunky salsa a guy. Hell, I'm willing to do less damage in trade for localization. Also, given that the shot would be aimed downward, how reduced is the chance of civilian injury barring (critical) glitch?Sine your house rule is that point blank requires physical contact, will I have to roll anything to make that happen on my next pass?
No, shooting a gun at a target you are in melee combat with (except in corner cases like fighting a guy using a polearm or spear) is point blank, but it is offset by the attacker in melee penalty, like the book says, for a cumulative -1 to the pool.
The idea is that the non-offset point blank bonus is for extraordinary cases where you have the drop on someone so bad that you shouldn't miss.
It was also meant to be a BIG GLARING SIGN to your teammates that you are not much for the stealth kill. :)
Ok, as I was considering my options, I realized that Sam had used full defense in the previous round, which should have prevented him from using the commanding voice power (since he should have given up his next complex action). Oops. Since I don't think we want to retcon the stuff that's happened since, I'm just going to do a normal dodge:
Dodge: 5d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4603550/)
Damage Resistance (body 3, Armor Vest 4; no other armor): 7d6.hits(5)=3 (http://invisiblecastle.com/roller/view/4603558/)
I'm back and I'm a bit confused (and tired, and still a bit hungover, which probably won't help much). do I need to roll something and who's turn is it?
O'Connor gave the iBall an affronted look after it messed up his shot, and he retaliated with a swift kick.
[spoiler]
Agility 5 + Unarmed 3 = Pool 8
8d6.hits(5) → [2,2,1,4,1,1,5,6] = (2) (http://invisiblecastle.com/roller/view/4623993/)
[/spoiler]
Okay Rhat hasn't been on the forums in a week, we will push on.
Hey, you're alive. Welcome back.Okay Rhat hasn't been on the forums in a week, we will push on.Sorry for my absence, been having some computer issues - been long overdue for a replacement, running on a new machine now. In the process of getting my files from the old computer; once I've got my rule books back, I'll get my actions going again.
Sammy's attacker is behind the bar with her, but if you want to look for a panic button, give me a perception roll
Sorry for my absence, been having some computer issues - been long overdue for a replacement, running on a new machine now. In the process of getting my files from the old computer; once I've got my rule books back, I'll get my actions going again.
It was annoying that he got 4 hits on his willpower roll against my stunbolt. If I don't see a panick button (and if I'm still standing when it's my turn, as my attacker is first), I'll simply try to stunbolt him again, hoping to get him this time.
Clem, disoriented from the fall, tries to move away from her attacker but is electrocuted from a direct hit to the side of her ribcage. The ork groans from the shock of the damage, but quickly tries to shrug off the pain and the numbness she feels from the attack.
[spoiler]Body 5 + Willpower 3 + 1/2 Impact Armour 6 (11d6.hits(5)=6) (http://invisiblecastle.com/roller/view/4630681/) no glitches. Finally a good roll![/spoiler]
In spite of his odd position, O'Connor ALMOST slips away. He finds himself in an oddly inverted half-crab arm bar, with the pulpy ruined mass of Swede's former knee weeping fluids onto his face as he is pinned down. (Subdued)
Sorry for my absence, been having some computer issues - been long overdue for a replacement, running on a new machine now. In the process of getting my files from the old computer; once I've got my rule books back, I'll get my actions going again.
Welcome back, now hurry up and get caught up. :) Roll some initiative and stuff.
If you nd yourself pressed for processor(SR4A, 246)
space, another form of electronic counter-countermeasures is to disable the jamming device. is can be done physically by destroying or
damaging the jammer, or virtually by hacking or spoo ng the device
...and a crowd of magically crazed fans are about to start doing unspeakable things to a young starlet.
I hope that as soon as the mage is down, that magical effect will disappear as well (as I'd rather not drop a fireball in the middle of that group). so the mage is the prime target now, and if needed, I can hold of the scarred man.
The scarred man took 2 shots at Clem, with the first one connecting and the second one grazing her. Shrugging off the sting from the first hit, she decided, against her instincts, to let this cheap shot slide and go after the mage instead, running towards him and trying to strike him down with her baton. While she was running towards her target, she yelled "Con's down" to Sammy, attempting to let her know what the situation was on their side of the battlefield.
Let me get a general post from about what Torley and Clem are doing, then I will give you a blurb about results and aftermath. I may even let O'Connor wake up eventually. ;)
So, just to make sure I'm clear on this: Mohawk fled, the mage disappeared, the mob is dissipating, O'Connor's kneecap friend is...actually, I forget what happened to him?...Clem, O'Connor, and Sam and his band of stuntmen are in a room whose main exit is blocked by tear gas. Half of the armor we're supposed to be protecting is on Sam's army; the other half is currently unaccounted for, last seen on three hapless stuntmen. Luck would have them hiding somewhere else, though an evil GM probably would have had the bad guys somehow capture them in the chaos. Oh, and Sammy's about to have an encounter with a topless starlet behind the bar. ;)
Is that about right? Did I miss anything?
I also went through the IC thread. It looks like you're mostly out of the fight, but I think I missed the reason why a group of particularly aggressive fans chasing their idol turned into a full fledge firefight.
Finally, if I get in, we need to figure out how Angel fits in the picture, since I'm not a big fan of retconning characters in. I guess that's Crossbow's problem though...
I forgot to add: I never managed to register on Invisible Castle, some issue with confirmation e-mails, so I use Orokos for my dice rolling instead. I hope it's not a problem.I had the same problem when I first joined. It took me three primaries and two spam catchers to finally get a confirmation email from InvisibleCastle.
I forgot to add: I never managed to register on Invisible Castle, some issue with confirmation e-mails, so I use Orokos for my dice rolling instead. I hope it's not a problem.I had the same when I first joined. It took me three primaries and two spam catchers to finally get a confirmation email from InvisibleCastle.
I forgot to add: I never managed to register on Invisible Castle, some issue with confirmation e-mails, so I use Orokos for my dice rolling instead. I hope it's not a problem.I had the same when I first joined. It took me three primaries and two spam catchers to finally get a confirmation email from InvisibleCastle.
I figured I just had to provide you with the proper incentive, like letting Thvor do your rolling. :)
And just why wouldn't she want me doing the rolling? I haven't had any critical glitches (yet)...unlike some others. :)That wan't a critical glitch that was karmatic justice. Karmatic. Justice.
Fionn probably gave you a contact (most likely Torley or Sammy), or even a way to go on the group channel. As hacker if you have the code it should be easy. :)
@Crossbow: what's my C-rating? My guess it will be about 4 (I have my agent and I know a VP, the father of one of my other contacts)
@Crossbow: what's my C-rating? My guess it will be about 4 (I have my agent and I know a VP, the father of one of my other contacts)
Your "real" id has a pretty high rating still, but your false ID you are working under hasn't been rated yet.
Ok, just for record keeping--how much did we just get paid?
How big is the case Fermin's providing for the teams illicit materials?
He quickly drew up a crude map of the Needle, using his finger since he lost his comm's stylus a while ago, and marked his and Clem's position during the fight with circles. He also placed two xs for the Swede and Mohawk along with movement lines to indicate where they'd come from. He sent the map to the others to mark where they were.
He quickly drew up a crude map of the Needle, using his finger since he lost his comm's stylus a while ago, and marked his and Clem's position during the fight with circles. He also placed two xs for the Swede and Mohawk along with movement lines to indicate where they'd come from. He sent the map to the others to mark where they were.
Is this something you want me to fill in for you Necrogigas?
Necro, if you want, I can give you a con roll to see if Sam's persuasive enough, but with a dice pool of 13, I think he can soothe any ruffled feathers. And I don't really like rolling dice for player-player interactions; feels kind of stilted.]
Item Stick-n-Shock Rounds (L. Pistols) x60 Stick-n-Shock Rounds (Machine Pistols) x 80 Stick-n-Shock Rounds (Assault Rifles) x40 Armored Jacket x1 Total | Base Cost 480¥ 640¥ 320¥ 900¥ 2340¥ |
That was the character from Csjarrat right? I think I saw that pass by in the looking for game topic. Strange, as I've played with him before and I didn't have problems. In fact, he's online right now. Did he say he couldn't join?
No, not at all Crossbow, just being cautious. This IS shadowrun after all ;)
If you like RPing MM, I think you'll be well served in the group. I just have to give you a heads-up though: Ophelia's style does clash with Clem, so she will be cold with her, at least until she proves herself :)
Ophjelia has absolutely heard of you. She is a big fan. And I know it is early days yet, but do not let the exterior fool you. She is all business inside. Sam Torley is a former "client" of hers and she rarely forgets a face, even if he has reasons to deny it. She is pretty good at both of her jobs. As for Sammy's movies, the list did not say if you had won the Oscar or not.
Yes, good luck on the finals. I am so glad that I had my last one years ago, back then we used charcoal on rocks. Say, what are Sammy and Clem wearing for the plane ride? Are either of you interested in fashion small talk IC or is it all business? I do not want to set a bad tone, but I really want to try this character out and this group seems hot for RP.
Does O'Connor have any tats from his prison time? If so, are they visible?He does, across his chest are the words C-Block Crashers, so no they're not visible.
O'Connor smirked, "About three weeks back, eight of us woke up one morning completely naked and in various states of bondage. We didn't know who everyone else was, or why we were all out there. In the end we found out that we pulled a job in the Tir, and that getting captured and dosed with laes was part of the plan. So fair warning, utter humiliation and defeat counts as success for this team."
Ooooops. I guess I did not look close enough to see that he had been a technomancer. My fault. I was blissfully thinking he was a hacker. I am sorry for the mistake on my part. I really hope that I am getting the hacker thing right as this is my first time doing one. Anyone should feel to chime in with some OOC comments that might help me.
Always remember that GMs don't level with exp, they level with the tears of their players. Crossbow also happens to be up there in levels.
Okay, Snow will get a text back about Vory contacts in LA. Simply put, there aren't any. What little presence they had in the area was wiped out by unlucky geography (it's under water now), there are a few long haul smugglers that are based here that also work the ports in Vladivostok, and a few ethnic Russian who know to pay lip service, but no real presence. Instead of getting contacts, she is going to be tasked by the higher ups to be making some. There is also a collection or two to be made or at least a word of reminder made.
Did anyone else have any contact business to take care of? I looked for Sammy touching base with it just seemed like pleasantries.
Have a safe trip Farothel!
Body | Agility | Reaction | Strength | ||||
2 | 5 | 3(5) | 1 | ||||
Charisma | Intuition | Logic | Willpower | ||||
6 | 4 | 4 | 3 | ||||
Edge | Magic/Resonance | Essence | Initiative | ||||
3 | NA | 4.55 | 7(9) |
Electronics Skill Group | 3 |
Influence Skill Group | 2 |
Hacking | 4 |
Medicine | 4 |
First Aid | 5 |
Perception | 2 |
Dodge | 3 |
Pistols | 4 |
Pilot Ground Craft | 1 |
Criminal (Vory) | 5 |
Gambling | 2 |
Fashion | 2 |
Nightlife | 2 |
High Society | 2 |
Sex Techniques | 4 |
Russian | N |
English | 4 |
Sperethiel | 1 |
Japanese | 1 |
Cantonese | 1 |
Cyberware | Essence | Cost | Notes |
Implanted Commlink | .2 | 2000¥ | Transys Avalon |
Sim Module | .2 | 2000¥ | |
Hot Sim Module | .2 | 5000¥ | |
Datajack | .1 | 500¥ | |
Smartlink | .1 | 1000¥ | |
Synaptic Booster (level 1) | .5 (BIO) | 80000¥ | +1 to Reaction and IP |
Image Link | .1 | 500¥ | |
Reaction Enhancer (level 1) | .3 | 10000¥ | +1 Reaction |
Model/Operating Systems | Cost | Accessories |
Transys Avalon/Novatech Navi | 6600¥ | Skinlink Subdermal Mic |
Renraku Sensi/Renraku Ichi | 1600¥ | none |
Renraku Sensi/Renraku Ichi | 1600¥ | none |
Common (All Rating 4) |
Analyze |
Browse |
Command |
Edit |
Encrypt |
Purge |
Reality Filter |
Scan |
Hacking (All Rating 4) |
Armor |
Attack |
Decrypt |
Exploit |
Medic |
Spoof |
Stealth |
Track |
Medkit 6 | 600¥ |
Medkit Supplies x 5 | 50¥ |
Armor Clothing 4/0 | 500¥ |
Executive Suite Blouse/Skirt/Jacket 5/2 | 1700¥ |
Moonsilver Cocktail Dress 3/1 | 5000¥ |
Moonsilver Evening Gown 4/1 | 7500¥ |
Moonsilver Shawl +1/0 | 500¥ |
Ares Predator IV w/ Internal Smartgun System | 350¥ |
Defiance Protector | 300¥ |
Custom Ceramic Light Pistol | 1500¥ |
Taser Darts x25 | 125¥ |
Regular Ammunition x80 | 150¥ |
Concealable Holster (Taser) | 75¥ |
Concealable Holster (Heavy Pistol) | 75¥ |
IDs and Licenses (All Rating 4) | 8800¥ |
Contact | Description | C/L | ||
LuAnn (Pixie) Geller | Escort | 3/3 | ||
Morris Baker | Gambler | 3/1 | ||
Nickel | Hacker | 1/2 | ||
Phil | Cab Driver | 2/2 | ||
Robert Parsons | EVO Corporate Fixer | 2/2 | ||
Sasha (Vlady) Kosigin | Pimp | 3/2 | ||
Vory Group | Organized Crime Syndicate | 8/4 |
Sammy rolled her eyes as Snow put the moves on the techie, but then she turned to her own search in this Liam Starcross. She had heard the name before, but there were so many names in LA, many quickly forgotten.
[spoiler]
same for me. Invisible castle still down, but trying to remember the name. If it's celebrity gossip, horizon media or magic trids, my dice pool is 6 for all. GM can roll.
[/spoiler]
Can I go back and edit a post saying O'Connor's recording the tech's reaction with his commlink to post it on Pito later?
Can I go back and edit a post saying O'Connor's recording the tech's reaction with his commlink to post it on Pito later?
You can, but I thought the idea was you were going to change your look a bit before you start posting anything.
Edited this post. (http://forums.shadowruntabletop.com/index.php?topic=16293.msg343250#msg343250)The video would show Crenshaw only, whom O'Connor is sure is far too cowed to connect the video to him if he even cared too. He'd also have Snow alter his voice before posting.Can I go back and edit a post saying O'Connor's recording the tech's reaction with his commlink to post it on Pito later?You can, but I thought the idea was you were going to change your look a bit before you start posting anything.
But I do have an option of clubbing with the techies. That could yield us some good tech information and contacts. I could go there instead. Depends on what the group wants, but it could be a link to better software.
There is zero reason to keep the team attached at the hip. This isn't D&D, where splitting the party can screw you. This is Shadowrun, we're screwed no matter what.
After the others go eat, Snow sits down against the wall and watches Clem. After a couple of minutes she says, "Hey, Boss. Is there something besides my screw up this morning on the plane that is eating you about me? If so, I would like to clear the air so that I can work on it."[/color]
"First and foremost, your timing" says Clem after a short period of reflection. The ork was not comfortable at all talking in the middle of the job like this, on location, especially with the P2 feature recording and broadcasting everything.
Sam couldn't resist himself from trying to make Con's evening a little more interesting.
It won't, but Torley's gotta know how very poorly that could play out. Is he not thinking, or is he setting Crenshaw up?
Why do I get the feeling that O'Connor's going to wake up missing a kidney?
No need to remove the posts, just don't add anymore.
O'Connor is up first, what is your action, and because it is relevant at this point, what is your movement mode?
No, Clem will keep away from that situation and stay where she is, advising O'Connor and Sammy to stay in position.
I was under the impression that Sam had hid feed on because I was using it to examine the guys. Let me know if that was not the case and Snow will have to wait until Sam says something.
Okay, waiting for Thvor to post IC, in the meantime, I think I have figured out where the disconnect is for me and what you guys think you can do.
All of you have a commlink, as written a commlink has a camera/camcorder (Snow's implanted commlink doesn't several external devices, but she has other links for those), all of you (except Torley) also have an image link, a device that is not a camera, but one that allows you to see images that you cam is seeing. There is a certain logic to keeping an internal comm channel open, and to be able to talk with each other at will when you are in close contact, but sharing image links in real time is a bit much. Pito is essentially a social network with easy uploading.
You guys have been playing as if you have is a TacNet which includes a sensor link, and you don't.
Does this make sense?
It also is telling that in the chase before with O'Connor, he was essentially trying to run with his phone out, filming himself.
If the character is attempting to influence a group of NPCs who have no designated leader, the Opposed Test applies to the whole group—use the highest dice pool available among the members of the group, then add +1 for each extra person (max +5). Groups tend to react as a whole, with reluctant members drawn along by enthusiastic ones. Alternatively, the gamemaster may appoint a leader or a “ringer in the crowd” and base the success or failure of the endeavor on that character’s reaction to the player character.Which makes me think that Sam's roll (all 15 dice) should be opposed by the bartender's pool plus one1 for the bouncer. But ultimately, I'm willing to let the GM decide.
Sammy said, "Also the room numbers don't seem to fit to what we have gotten.
Sammy
The forms are approximately in rooms 1, 12 and 5, none have any mods. Rooms are numbered clockwise from the office which is room #1.
Reminder: Target room is #8
Just going on this. You said that the target room was 8 and the people are in 1, 5 and 12, so they are not in the target room, right?
Yeah, looks like whomever is inside is not responding to the equipment being taken offline, so I think Clem and Snow will just have to get down and go inside.
Also, Mercy--that looks like a 5E initiative roll. We're still running 4E for this campaign.
Initiative (http://orokos.com/roll/285227): 1d6+9 12
That is a bit frustrating. The sheet I have does not seem to indicate that I need a certain access level to crash the system.
As for moving too fast, I cannot seem to win. Either too slow or too fast. I am sorry for the slight vent, but I am having a hard time understanding what is happening and when to roll ahead or not.
I will defend against the attack by going full defense. From what I read of the situation, if the IC gets a hit I cannot log off the system. Using the full defense means that I give up my next action, which would be to log off. it seems a real catch 22 here. I will continue to do this until the IC rolls crappy enough that I might be able to just use regular defense. Please let me know if I am interpreting this correctly.
Ok. The defense did not go well. The IC has 1 net hit. What do I take in damage? And I am still in hot sim, as I recall.
Here's mine. A bit delayed, but I couldn't get the diceroller to work at work (stupid firewalls).
Sammy:6D6E5 → 2( 2; 6; 3; 4; 2; 5;=> 2 successes against 5 ) (https://rolz.org/info?X1394817)
So that's initiative 8 in total, 1IP as I don't have any spells up yet.
Sammy's gonna have to. O'Connor's motto is there is no "spectator" in "putting your life on the line for money."
Can Clem act on that information, Crossbow?
Crossbow: I'm currently checking and writing from my phone, so Rolling dice is not possible at the moment. If you need a rol from me, can you please do it, or else want until saturday evening (Europeanen time) when I'm back home.
With all the hold actions, are we basically at the top of round 1, ip 1?
I don't see any modifiers to casting while astrally perceiving, and when you start to run up the guy will stand up far enough to see you coming, so you will have LOS., go ahead and roll your spell.
Quick question: can I still see the guy I dropped the stunbolt on? If yes, I'll do it again, otherwise I'll duck behind a car and look for another target I can see.
Quick question: can I still see the guy I dropped the stunbolt on? If yes, I'll do it again, otherwise I'll duck behind a car and look for another target I can see.
Yes, you can, be sure to add the running mod to your spellcasting if you are move more than walking distance. Also, because this matter to Sammy and Torley, you guys, because of the angle, can use the chainlink fence for cover from the side door attackers.
Sammy's defense of the bullets.
Did I miss anything?
@HydroRaven: Storm the door, so that she and O'Connor can pincer attack the interior
More asking the other players than declaring any intentions: should Clem throw in another flash bang inside or just try and storm the door so they don't lock us out? Or maybe even drop next to the door, throw her grenade in and block the door from closing? Obviously that would require a few rolls.
How open are the side doors, can O'Connor see in?
If O'Connor has stopped firing, Clem will make her way down next to the door, chuck her grenade in and keep her foot in the door's arc so that the occupants can't easily close the door.
Acrobatic Landing 〜 Agility 7 + Athletics Group 2 - Difficulty 2 (http://orokos.com/roll/300002): 7d6t5 1 close call but no glitches. So I'll edge reroll misses. Edge Reroll (http://orokos.com/roll/300003): 6d6t5 2 So that's 3 hits altogether.
How would I deal with shooting at the points on the hatch I have seen?
Necro hasn't stated whether 1 action worth of suppressive fire is all he will do.That kind of depends on how you handle suppressive fire for multi-IP characters. Every GM I've known has had their own house rules on the matter. If it's RAW, I'm going to only use it for the first IP, and hold O'Connor's actions until after Clem goes.
...we are waiting for Snow as the last action of the round last action of the round.Wait after Snow, are we at Round 3 IP 1? Or is this Round 2 IP 3?
...we are waiting for Snow as the last action of the round last action of the round.Wait after Snow, are we at Round 3 IP 1? Or is this Round 2 IP 3?
@Hydro: Has Clem communicated in anyway to the team that she's about toss a grenade into the room?
Does Snow need some sort of roll for this?
You can, You aren't doing anything about the screaming? Anyone else acting on it?
Do we need to act in initiative order?
You can, You aren't doing anything about the screaming? Anyone else acting on it?
As soon it's my turn in the init order, I'll go there and see what I can do.
...O'Connor was getting his instructions, so we need to address that part of what is going on...I need to know what's on the other side of the curtain to give a post longer than, "O'Connor stepped through the curtain."
Not ahead of me they don't, I've got initiative 15 this round. Hydro and Mercy are the ones that have posted out of turn.
This is IP4 of last round (http://forums.shadowruntabletop.com/index.php?topic=16293.msg386636#msg386636)
This is IP1 of current round (http://forums.shadowruntabletop.com/index.php?topic=16293.msg386990#msg386990)
Who've we stalled out on?
Who've we stalled out on?
farothel, first pass in the new round
So I guess now Clem's goon is out of cover?
Did Snow's shot have any effect?
No rolls, once everything has calmed down, you are the only one who needs to wear your shame. :)
Do I have to roll a search check?
How many bullets did O'Connor gather from the guns?Do I have to roll a search check?
Nope, the goons don't really have anything of real value beyond the obvious. Cheap jewelery, some media chips, funky sunglasses, other crap.
Crossbow emailed some of us to inform the group that he is having issues with the site, and thats why things are currently stalled.
How many bullets did O'Connor gather from the guns?
Yep, that is what happened to me, I am back now though. Glad to know it wasn't just me :)
Future reference, I have an offsite email for Hydro, Thvor and Necro, but not forothel or Mercy. If we something happens with the site again, I don't want to lose this group, so please send some contact info to my permanent email crossbowrc@aol.com or facebook.com/crossbowrc
Predator IV 15 round clip x 8 goons = 120 Heavy Pistol roundsHow many bullets did O'Connor gather from the guns?If you are really going to get that picky about about scavenging I am going to tell you they had no spare clips and tell you to count the bullets yourself, otherwise, call it, all told, one spare clip for a Predator, your choice :)
Predator IV 15 round clip x 8 goons = 120 Heavy Pistol roundsHow many bullets did O'Connor gather from the guns?If you are really going to get that picky about about scavenging I am going to tell you they had no spare clips and tell you to count the bullets yourself, otherwise, call it, all told, one spare clip for a Predator, your choice :)
120 rounds - 40 fired = 80 rounds remaining
Remaining: 5 full clips + 5 bullets in change
Among the sounds coming his way, O'Connor hears a noise he immediately recognizes. The sound of a Predator IV misfeeding and the slide attempting to shear the round off in the chamber. Pure money to a guy who fixes guns.
Okay Mercy, back up. Matrix perception does not work that way, this is going to be weird to try and explain, especially since I am on a tablet, and trying to rack out. Pull that IC post for now and I will go into detail when the sun rises for me.
Snow nods. "We are probably looking for cables that seem to disappear into the roof. The larger ones seem to be a bit older and I do not think that they are what we need. Look for something smaller. I am going to try and concentrate to see if I can find the hole in the matrix that could be where the separate node is."
With that, Snow sits down on the roof and blanks out into hot sim VR. The Snow Queen is moving through the matrix on the roof and the floors below, looking for any suggestion as to where the hidden node might be. She is looking more where the matrix webs are not rather than where they are.
The roof of The Derma is nothing special. There is an access hatch, locked from the inside, most likely, AC unit and not much else outside of the signal receivers you already knew were here. Now that you are up here you can see that the Cinderblock setup is not unique. There are several more receivers placed every few feet along the roof, and there are a few transmitters you can see on building that have line of sight of the roof.
The most unusual thing is the coaxial cable that runs to all of the receivers. It is spider-webbed all over the roof then gathered into a central hub that disappears into the building.
I'm not sure if spirits can do that. I'll have to look in my books to see what's possible.
As to the intimidation issue: play good cop, bad cop. That shouldn't be too difficult to do. :)
EDIT: @Crossbow: can we pinpoint the exact location inside the building where the cable comes through the roof (I assume it's in the office somewhere, but that's the obvious answer).
Spirits cannot follow a cable, which actually goes into the ceiling over the hallway.Well, damn. Can Snow use those drones we picked up without a rigger interface?
Okay moving chairs is going to take some effort, especially since NONE of you have higher than an average human strength, wow, just noticed that.Sound like its a good thing we got a bunch of meat head goons to order around
You might want to get some fresh eyes upstairs, especially since they are the best eyes on the team.
If we're looking for a chip in a whole box of them, why can't we just take the whole box and sort them out somewhere else? Or am I missing something?
Okay, this will take a logic+computer roll to teach the other two to operate the equipment, (4, 5 minutes)
Then Intuition+Perception (20, 15 minutes) for the group to find the chip
(BTW tic, tic, tic...)
I posted the rolls. Sometimes it just does not pay to roll the dice.Well its roll, or we fail the run. So there isn't much choice in the matter.
When you realize how few you have actually churned through you wonder if it might be worth the risk of using Torley, he seems to have a sharp eye for details.The GM is baiting us, do not fall for it.
6d6.hits(5)=2 (http://invisiblecastle.com/roller/view/4844605/)
Edge miss re-roll Pool 4 (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4844607/)
Total of 3 hits for first rollLook for chip (http://orokos.com/roll/315253): 6d6t5 1intuition 3 + perception 2 =5 (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4845174/)
Here's a block of rolls for the extended test.
[spoiler=Perception Rolls]
Intuition 3 + Perception 3 = Pool 6
6d6.hits(5)=2
6d6.hits(5)=2
6d6.hits(5)=2
6d6.hits(5)=5
(http://invisiblecastle.com/roller/view/4844605/)
Using edge to re-roll misses for first roll.
Edge miss re-roll Pool 4 (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4844607/)
Total of 3 hits for first roll
[/spoiler]
Mercy, faro; you two need to roll way better than I did.
Snow keeps looking, but realizes that Sam may be helpful in this. >>Sam? Could you come up and help look through this drek? I am starting to naked bodies everywhere and you might be able to use fresh eyes and find it.<<
I'd still put you on par with Donald Rumsfeld.
I'm not sure if it might help, but I know a lot of people in LA (at least their faces). So I've rolled that knowledge check as well to recognise people.
intuition 3 + celebrity gossip 3 =6 (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/4845175/)
Okay, to be clear, while you have kinda dug yourself a hole, it is not unheard of to have a legitimate SIN that has not been updated to a current job, especially with a move involved, though there is probably a ticket or a fine involved. That said, this activity will certainly compromise any fake ID you give him, so it should be abandoned after its use in this scenario.
So it is time to bail from this place?
Given that we have the video, if we contact Guiles and give him an update, wouldn't our time pressure disappear? If we're no longer pressed for time, a half-kilometer walk is doable.
I assume it is the bare one with just the DL attached to it.
I assume it is the bare one with just the DL attached to it.
Yes, maybe? I don't really remember which one I gave.
Clem 5200
Sammy 15,210
Torley 2520 + 1560*Rating (How high do you want to go?)
O'Conner 11360
If you want to negotiate or rush, that can change
Not sure if you need a license to carry a baton or a sword.
Not sure if you need a license to carry a baton or a sword.
Alright, even better. So I guess it would be 2 licences then.
Alright Thvor, let's see a good spiel to go with that nice roll.
"I can't believe you two're actually talking about doing this. Not only is this trivial--a sandwich? Really?--but she's just told us that it'd be a violation of her contract, and that runners get paid to fake drek like this. Not to mention that we just went through a rather unpleasant night trying to help her deal with the last time she did something she didn't want publicly known." Sam shook his head. "Look, I'm all in favor of having a steady stream of jobs, but if those jobs are a result of the Johnson--or someone close to him--being an idiot, count me out."
Looks like we need to track that goat-guy after all ;)
Looks like we need to track that goat-guy after all ;)I was 50/50 on using the day off to track the guy down and kill him for fun. Now I'm glad I didn't.
Fermin said he would double our retainer. How much was that again and when will that be paid? there are so many posts now that it's starting to become difficult to find back certain things.
Are we still getting that interference?
The specific interference I mentioned earlier seems to have subsided when you and Sammy switch to your back-up links, Clem and O'Conner have not yet mentioned their difficulties to anyone as far as I know, and as I said, it can be a hazard of the Matrix age for the minorly hacking illiterate like them to have to deal with these issues like these.
The specific interference I mentioned earlier seems to have subsided when you and Sammy switch to your back-up links, Clem and O'Conner have not yet mentioned their difficulties to anyone as far as I know, and as I said, it can be a hazard of the Matrix age for the minorly hacking illiterate like them to have to deal with these issues like these.
I don't think it's minor hacking. I have a firewall 4 and analyse 6 which is constantly scanning everything on my commlink (I've given it the ergonomic option to avoid it using up too many resources). That should be more than enough to keep out script kiddies and things like that. I think I've put the script I used in the OOC at one time, but I'm not sure anymore (and not to mention where in that already insane amount of posts it will be :) ).
And while Sammy is not a hacker, she is aware enough of matrix security to keep her commlink secure. That has been drilled into her during her time in the spotlights in this city and contrary to most people, she actually listened to it.
What I have as active scanning on my commlink is like the script in Unwired p69, but it doesn't have to track, only warn me if there's an intruder.
So saying, he turned and left the room, scanning the various stars, starlets, and techs as he strolled around the set, looking for anyone who didn't seem to be reacting to the news in a usual manner, idly scanning conversations as he passed for anything that might point him in the right direction.
<shrug> I doubt he even noticed Bacchus's Pito update, so he probably doesn't even know that the goaty scum has come up for air.
<shrug> I doubt he even noticed Bacchus's Pito update, so he probably doesn't even know that the goaty scum has come up for air.
I missed that post as well. It might be something Sammy does see. I'll look it up tomorrow.
So Crossbow: I guess that's also a no on my question about my agent?
I missed that post as well. It might be something Sammy does see. I'll look it up tomorrow.
So Crossbow: I guess that's also a no on my question about my agent?
Sorry about that, I was getting to it I swear. No, Jenny doesn't have anything to do with music acts, the forms of entertainment do not have a great deal of carryover, which is why Sam is not going to get much.
On the way back she notes a blip on her commlink, Bacchus finally posted while she was dozing:
Diabo Verde is da bomb!
10:12 a.m.: Just ate bacon/egg flavored krill breakfast burrito. It’s a good start to the day for only four nuyen. The burritos are very spicy—wakes up the sinuses! Wish he sold beer. Here’s a link to Verde’s roach coach. Anyone else like Verde’s? Message me. If not, fuck off!!
Anyone still monitoring Bacchus' me-feed will get the post I showed Hydro, but surprisingly, nothing more. Through the day you will discover the whys of this. Bacchus' Pito show ""L.A. Gang Life" has been cancelled, he has also been released from the performer's contract with Horizon and finally, he got his Pito account cancelled.
Can I roll memory too? Going after the roach coach seems like a huge waste of time.
LOG 3 + WIL 3 = Pool 6Can I roll memory too? Going after the roach coach seems like a huge waste of time.It isn't a waste, but you are welcome to make the memory roll. Sammy trying to check out the crime scenes is another things entirely though. Posting in a second.
Okay, so the thing I am going to give you on the memory roll is this, the A-Kidz. Stands to reason if Bacchus lot his ass on this deal flying solo, he might go crawling back to them, or someone they know.So you're not putting this into play Hydro and make us waste time on this frycook?
You're the one that got a 4.
For money, if I recall correctly that's in a bank or on a credstick and with the commlink you just transfer it (a bit like a mobile banking app on your smartphone today, only much faster). So that means you just need the app, your credentials (fake or real ID) and you can transfer from any commlink.
Are there any gaps in the bouncer barricade that O'Connor could try to slip through?
Quick question for Crossbow: how many emergency exits are there and do I manage to put cameras covering them (these are those microsensor packages I've bought so they should be all but invisible and I'm probably also not the only one using them in LA).
Quick question for Crossbow: how many emergency exits are there and do I manage to put cameras covering them (these are those microsensor packages I've bought so they should be all but invisible and I'm probably also not the only one using them in LA).
The exit is in the front, under the K. Unless you are invisible or sneaky about it, you will be seen.
O'Connor's no powerbouse, so are there any sufficently scrawny guys near that I could shove into the bouncers to create an opening?
But in a second or two, can I get past them? I don't care if they're trying to fight me or not, I just want them to not be in between me and Leo.O'Connor's no powerbouse, so are there any sufficently scrawny guys near that I could shove into the bouncers to create an opening?None that will keep them sufficiently busy that they won't still beat you into a bloody paste after a second or two.
But in a second or two, can I get past them? I don't care if they're trying to fight me or not, I just want them to not be in between me and Leo.O'Connor's no powerbouse, so are there any sufficently scrawny guys near that I could shove into the bouncers to create an opening?None that will keep them sufficiently busy that they won't still beat you into a bloody paste after a second or two.
Speak plainly, pm me if you must, what is it you are trying to do?I am speaking plainly, I don't know where you're getting confused. So lets break this down and take it step by step, so I can find where your confusion is.
None that will keep them sufficiently busy that they won't still beat you into a bloody paste after a second or two.What I need is for you to speak plainly and give clarification.
I tried REALLY hard not to let you get your character into this.Then you should've made O'Connor wait in the car. I feel I clearly telegraphed that this would probably happen.
The only thing I will ask is will he go lethal with knives or guns or keep it hand to hand?O'Connor will keep it nonlethal for the time being.
Yes, to O'Conner he is ridiculous, but that is what works here, and he will not do anything more than look down on him until he is worth talking to.O'Connor gives zero shits whatsoever. He has no respect for Leo, the A-kidz, or any of these LA poser gangs. O'Connor's bringing a bit of the Barrens to these ass clowns.
I tried REALLY hard not to let you get your character into this.Then you should've made O'Connor wait in the car. I feel I clearly telegraphed that this would probably happen.
Yes, to O'Conner he is ridiculous, but that is what works here, and he will not do anything more than look down on him until he is worth talking to.O'Connor gives zero shits whatsoever. He has no respect for Leo, the A-kidz, or any of these LA poser gangs. O'Connor's bringing a bit of the Barrens to these ass clowns.
There's a world of difference between the two situations. Besides, considering how much of his rather loose understanding of the world outside of the Barrens is (mis)informed by movies and tv, he thinks Secret Service guys are all machine gun wielding super ninjas or some shit.I can't make O'Conner, or any of the other PCs, do anything that I can't reasonably justify. You said your character was going in to try and talk to Leo. If you are in DC you might decide O'Conner wants to give the President a few ideas, but I would hope a show of force by the Secret Service might dissuade him from leaving the tour group. 8)I tried REALLY hard not to let you get your character into this.Then you should've made O'Connor wait in the car. I feel I clearly telegraphed that this would probably happen.
Opposed Vehicle Test
At the beginning of the first Chase Combat Turn, each driver makes a Vehicle Test. For every vehicle still in play on the driver’s side during the Chase combat add a +2 modifier to the test. For every vehicle on the opposing side apply a –2 modifier. Then compare the Speed values of all vehicles on each side. Whichever side has the greater Speed value adds a +1 modifier for every 10 points (rounded down) that their Speed exceeds their opponents. The drivers with the most hits on either side are compared in an Opposed Vehicle Test. Ties are broken first by Edge, then Reaction, then Handling.
The rules for glitches and critical glitches on Vehicle Tests apply here.
The winning driver may change the Engagement Range for the vehicles on his side by one step with regards to all vehicles on the opposing side(s).
At the beginning of each subsequent Chase Combat Turn, if no one has succeeded to Break Off (below), each driver makes a new Vehicle Test.
p193 base book (accident power, last paragraph):
If a critter uses Accident against a vehicle, it can force
the driver to make a Crash Test. The critter’s Magic attribute
serves as a negative dice pool modifier to the test.
I have no idea. As long as I can see the other car it's okay. I plan on sending over a spirit to hit the car with its accident power. He's bound to go into the guardrail at one point and then we can peel him out of the car. :)Or go flying over the side into the ocean.Quotep193 base book (accident power, last paragraph):
If a critter uses Accident against a vehicle, it can force
the driver to make a Crash Test. The critter’s Magic attribute
serves as a negative dice pool modifier to the test.
O'Connor grabbed his rifle out of the SUV's storage area. He rolled down the window and leaned out, up to his waist. He voice mostly lost to the wind, "Time to say hello."
[spoiler=OOC]
I assume that would take a complex action.
[/spoiler]
So if I'm understanding this correctly, now we have all the passes to go through before Clem can make another attempt at gaining on Bacchus, correct
And if I'm not mistaken, one chase turn is divided into passes, so O'Connor should be able to get himself set up for the next chase turn after 4 passes, correct?
OK. Have we finished the turn or does someone still need to act before new initiatives are rolled?
3d6 = 3 hits
Agility 5 + Automatics 4 + Take Aim 2 - Long Range 3 = Pool 8 - 2 Partial Light - 3 Firing from a moving vehicle= 3
Automatics (http://orokos.com/roll/334905): 8d6t5 7
Damage 4 + Explosive 1 + Hits 7 - Defense = Total 12 - Defense
Wide Burst: -2 to Defense Pool
3d6 = 1 hit
Agility 5 + Automatics 4 + Take Aim 2 - Long Range 3 = Pool 8 - 2 Partial Light - 3 Firing from a moving vehicle= 3
Automatics (http://orokos.com/roll/334906): 8d6t5 2
Damage 4 + Explosive 1 + Hits 2 - Defense = Total 7 - Defense
Wide Burst: -2 to Defense Pool
Agility 5 + Automatics 4 + Take Aim 2 - Long Range 3 = Pool 8 - 2 Partial Light - 3 Firing from a moving vehicle= 3
Automatics (http://orokos.com/roll/334912): 8d6t5 2
Damage 4 + Explosive 1 + Hits 2 - Defense = Total 7 - Defense
Wide Burst: -2 to Defense Pool
"Please go in that car," she said, indicating the shadow of the car in the astral, "and use your psychokinesis power to push the brakes and keep them pushed down."
Logic roll for F5 Spirit to understand what 'brakes' are: F5 spirit (http://orokos.com/roll/336963): 5d6t5 2 just missed a glitch
Logic roll for F5 Spirit to understand what 'brakes' are: F5 spirit (http://orokos.com/roll/336963): 5d6t5 2 just missed a glitch
That's why you take a higher force spirit, so it understands what you are talking about. The spirit is actually smarter than I am, so if it doesn't understand, it should be smart enough to ask. I should have been a bit more elaborate with it, but I didn't have much time so I shortened it.
That makes 15, 2IP as it has to materialise to affect the car.
@Crossbow: Those were cyberlegs right? Or is he a changeling or have biomods?
Yes, O'Connor isn't big on foresight. So to be true to character I make assumptions, roll the dice and then confirm.@Crossbow: Those were cyberlegs right? Or is he a changeling or have biomods?You are verifying that NOW? ??? :D
Anything unique about the Warhawk I got off Bacchus? Rich poser boy seems like the type to bling out anything and everything.
But it is still ugly, Snow suffers an 8S and the others suffer a 10S resisted with HALF Impact armor, because neither driver was surprised there is no follow up crash, but both vehicles do stop.
IC post description is coming soon, but feel free to roll resistance.
AFB at the moment, but I will let you know about the cars. I would like to give you the recovery, but I can't. You guys only got maybe 10 minutes of driving before the barrier.
SAFETY SYSTEMS AND CRASHING
Commercially sold vehicles are required by law to feature seat belts and air bags for forward-compartment passengers (and sometimes also for side compartments as well); many jurisdictions also require travelers to wear safety belts or risk heavy fines. Putting on a seatbelt takes a Complex Action, removing one is a Simple Action.
Air bags automatically go off when a vehicle suffers a serious jolt or crash (gamemaster’s discretion). For this reason, shadowrunners often disable such systems, to avoid having them go off in the middle of a chase or fight. Disabling an air bag system requires a Logic + Automotive Mechanic (4, 5 minutes) Extended Test. When an airbag is activated, the protected character is pinned for a full Combat Turn; the airbag also obstructs line of sight.
According to the standard SR4 vehicle combat rules, passengers are not injured if their vehicle crashes or is destroyed. This assumes the proper use of safety features and other mitigating factors. If the characters are not wearing seatbelts and/or have disabled the airbag systems, gamemasters should feel free to inflict Physical damage on characters during vehicle crashes equal to the damage taken by the vehicle, resisted with Body and half Impact armor (round down).
What positions are the cars in? Straight with the lanes or did they turn from the crash?
What's the terrain like? There any overpasses? Is the median just a barrier or is there foliage?
Okay, this fight is supposed to be tough, give you guys a taste of getting ambushed, and heightening the tension, but not a TPK or even a Partial TPK.
That's probably something for Sam Torley to do, as he will probably have the highest willpower and charisma.
That's probably something for Sam Torley to do, as he will probably have the highest willpower and charisma.
Charisma, yes, but unfortunately his Willpower isn't very high, so he'd have to use edge just to have a chance at hitting. :(
Shock Resistance part 2 ~ Impact 9/2 - Shocked 2 - Wounds 1
Note that wound modifiers (see p. 163) do not apply to damage
resistance tests.
It does strike me that the shooters are trying to show their mastery of us and will take us in
Reminded the spirit had a master not far from their position, Clem turned around and looked for the provenance of the latest attack.[/i]
I will assume that is enough to spot the caster, which Clem will shoot at.
Alright, will do. She will instead miss her attack against the dragonfly ;)
Physical Damage Overflow
Characters who exceed their Physical Condition Monitor and enter into overflow damage (see Exceeding the Condition Monitor, p. 163) are at risk of dying if they do not receive prompt medical attention.
Stabilization
If the character’s condition is not stabilized, she will take an additional box of damage every (Body) Combat Turns for blood loss, shock, and other things that affect a body on the brink of death.
In order to stabilize a wounded character, a First Aid + Logic (2) Test or Medicine + Logic (2) Test must be made (situational modifiers apply). Medkits and autodocs may be used to stabilize a character as well. If successful, the wounded patient stabilizes and no longer takes automatic additional damage.
If the stabilization fails, the character continues to take damage until she dies. Additional stabilization tests may be made, at a cumulative –2 dice pool modifier per test.
The Stabilize spell (p. 208) may also be used to stabilize a character.
Once a character has been stabilized, First Aid, Medicine and/or magical healing may be applied as normally.
Healing
Stun and Physical damage both heal naturally, though at different rates. Medical attention can help hasten the process. In both cases, healing is handled as an Extended Test.
Stun Damage
Make a Body + Willpower (1 hour) Extended Test. The character must rest for the entire hour for it to count (forced naps and unconsciousness also count). Each hit heals 1 box of Stun damage.
Physical Damage
Make a Body x 2 (1 day) Extended Test. The character must rest for the entire day for it to count (forced naps and unconsciousness also count). Each hit heals 1 box of Physical damage. Physical damage cannot be healed through rest if the character has Stun damage; the Stun damage must be healed first.
Glitches and Healing
A glitch on a healing test (Stun or Physical) doubles the resting time (the damage is still healed—it just takes longer). A critical glitch increases the damage by 1D3 (1D6 ÷ 2) boxes in addition to doubling the resting time.
Using First Aid
Characters with the First Aid skill may immediately help reduce the trauma of wounds (Stun or Physical). First Aid may only be applied within 12 hours of when the damage was taken. Roll a First Aid + Logic (2) Test, applying appropriate situational modifiers. (Characters using First Aid on themselves must apply their wound modifiers to the test.) Using the First Aid skill is a Complex Action, and takes a number of Combat Turns equal to the amount of damage the character is attempting to heal. Each net hit over the threshold reduces 1 box of damage. A critical glitch on a First Aid Test increases the damage by 1D3 boxes; time is increased accordingly.
The maximum damage healable with the First Aid skill is equal to the skill’s rating. First Aid may only be applied to a character once (for that set of wounds), and it may not be applied if the character has been magically healed.
First Aid may also be used to simply diagnose a character’s health, the extent of wounds taken, or the effect of other ailments. The gamemaster sets the threshold as appropriate to the character’s health or affliction, and awards information appropriate to the net hits scored.
Remember that is only 5 boxes of damage, Hydroraven.
farothel, go ahead and give me a perception check so I can fill in Sammy if the team doesn't.
Snow does First AId on herself: First Aid (http://orokos.com/roll/352620): 10d6t5 6 Another good roll. That should leave her with 2 stun and 3 body, improving my rolls by 2d6.
I suspect I know the answer to this, but just to confirm: is it possible for us to reach the island?
Sammy can track the magician to the hilltop island he was working from, if you are looking to memorize the signature I will need Assensing [3] check, but you can easily track it to it's real world location if you are so inclined.
checking the barrier for the signature of the mage who made it.
astral perception (2 wound penalty) (http://orokos.com/roll/352812): 4d6t5 3
I guess I will definitely recognise the signature again and if I've already seen it, I might recognise it now.
checking if and where the other group has gone.
astral perception (2 wound penalty) (http://orokos.com/roll/352813): 4d6t5 1
OK. Please help me. I am a bit confused at the undesirable tag. Is this something that says that we are undesirable or that the signal from our links is undesirable?
Is the IC locked for a reason?
Thefts? I do not understand.
How are we looking? Does it seem we can take them in? Clem is standing at 1S since the last recovery rolls (unless Crossbow wants to play that recovery glitch), so she could probably take them on.
One or two rounds in the burst hit the drone, but seems to ricochet off its armor.
((OOC: Am I going to to completely waste this entire turn? Why, yes! That is exactly what's going to happen!))
Ha ha ha. Bite me.Quote from: Necrogigas((OOC: Am I going to to completely waste this entire turn? Why, yes! That is exactly what's going to happen!))
Well, as long as you seem to have a goal?
O'Connor gave up on the aerial drone and targeted the drone on the ground.
Simple Action: Wide Long Burst
Wide: - 5 to Defense
[/spoiler]
Need to make sure you understand the consequences of your character's actions Necro.
O'Connor gave up on the aerial drone and targeted the drone on the ground.
Simple Action: Wide Long Burst
Wide: - 5 to Defense
[/spoiler]
You are doing a 'spray and pray' on the street, yes, people are hiding, but they have not cleared the field of fire. It isn't a case of if, but how many civilians you will hit.
- The first attack may or may not have qualified for the "Defender unaware of attack" modifier (SR4a, p.159), but with Sammy's spirit cloaking us, it seems like it easily could have.
Ambusher does indeed get the bonus, and the rigger could respond.
- Con wasn't surprised by the drone, which implies that he scored more than the drone on the surprise check. But then the drone shouldn't have been able to fire a smoke grenade back at Con in the first pass. The ambushing modifier would give the drone +6 on the test, but since we were approaching hidden, it's hard to justify that it (or its operator) would have been "aware of the movement and actions" of our group, so it would still have had to go through the surprise test.
For the first and second shots, range was -1. He also specified firing from cover, which is an additional -2, technically since he declared his movement as running for the turn after pass 2 for the entire turn that should have applied as well, but it wasn't relevant.
- Range shouldn't be much of an issue, since your average city street block is less than 200 meters. I'm not sure what rifle Con's shooting, but that's a -1 DP at most.
Jumped in rigger uses his skills and gets a bonus for full VR
- Drones dodge with pilot + handling; for the MCT-Nissan Roto-drone from the book, that's a total of 3 dice, which would diminish each time Con attacks it. A -5 DP to that should result in a nearly automatic hit. Going through the listings in Arsenal, I don't see any drones at all with a pilot+handling greater than 5.
- If it's on full defense, it gets to add its defense auto-soft if it even has one, but it can't be using full defense for more initiative passes than it gets (and it took an action on the first pass, so it clearly wasn't on full defense then).
I wish my character had her shotgun...
I feel that the opposition is very strong. I don't know if that's like this in the books (if I recall correctly, this is a pre-written campaign) or if you have toughened them up. But in most fights, I feel we get our asses kicked.
Maybe they are written like that, but it gets frustrating from time to time.
He also specified firing from cover, which is an additional -2As you saw I did not take the -2 in my calculations because I wasn't taking cover I was just using artistic license in my descriptions.
He also specified firing from cover, which is an additional -2As you saw I did not take the -2 in my calculations because I wasn't taking cover I was just using artistic license in my descriptions.
.
.
.
See how bullshit that sounds?
Problem with that plan, all of you turned off your comms, and Snow is still under Sammy's concealment, the only one besides the mage at this point.
Anyway, you jumped the gun a bit farothel, the spirit and O'Conner have actions before your second action, but because of the bad news in the IC post I will not worry about it.
The spirit seems confused and somehow miffed that O'Conner is ignoring it. The air temperature all over the area drops 10 degrees Celsius as the being draws freezing air into an elemental strike on the gun man.
Spirit bolt attack on O'Conner (http://orokos.com/roll/376347): 13d6t5 5
Okay, it was a ranged attack by the spirit, and Mercy, it was virus induced PSA, though you may not be wrong about the HRT.
I guess I am off kilter on passes, O'Conner should be the only one left with actions.
Initiative and Damage
When making the Initiative Test, wound modifiers from damage affect the Initiative Score.
Sam's initiative: REA(2)+INT(5) (http://orokos.com/roll/376942): 7d6t5+7 9
Which I believe sets us up with:
Con - 15 (4 IP)
Clem - 14 (3 IP)
Snow - 12 (2 IP)
Sammy - 11 (2 IP)
Sam - 9 (1 IP)
InitiativeReaction 8 + Intuition 3 - CM 2 - Nausea 2 = Pool 7
Reaction 8 + Intuition 3 - CM 2 = Pool 9
Initiative (http://orokos.com/roll/376891): 9d6t5 6
Initiative 15, 4 IP
Does Snow have an automatic she can suppress the sniper with? Looks like Clem can take the mage on, but if she's getting hit by the sniper, it might make things more complicated.
Or, is the mage in the sniper's line of sight? Or Can Clem shoot the mage without being in the sniper's LOS?
I think that moving into the room and looking people there is my 2IP.
Thvor, give me the perception roll.
No glitch this time! ;D
I don't think I'll have to roll something to drag him off to safety. if yes, please let me know.
He turned his tag off
I don't think I'll have to roll something to drag him off to safety. if yes, please let me know.
Nope, you should be fine. Snow and Clem are up.
I am not sure whether to feel bad for you or hopeful faro, so I will just do both. Good luck. :-\
With only three hits on the Heal spell, that means O'Conner is stabilized but not getting up again, he won't even wake up for several hours.
Crossbow--am I correct in assuming that the fire escapes are on the other side of the building, and so, if Sam wants to give chase that way, he'd need to go through one of the rooms? Are there any obvious open doors nearby?
...or, following up on Sam's thrill seeker quality...what sort of test would he have to pass to climb over the rail next to him & swing down to the next floor? (I'm guessing gymnastics, which he'd have to use Edge on...)
I think Farothel lives in Belgium, correct? I hope your family and friends are ok and in good health...
So the layout doesn't make any sense and there is no way for her to come from behind the sniper? Sounds like she will have to throw in a flash bang hrenade before storming the front. Hopefully the sniper isn't prepared for that. Is there any way Clem could have seen the layout of the room where the sniper is hunkered down? Either through Sam's visual feed (if he has one), structural plans Snow could have pulled up from the matrix, etc.
faro, you are actually probably in this round, but let's just assume you are taking a round to safely put O'Conner somewhere safe until he wakes up.
Clem's initiative:
Initiative ~ Intuition 4 + Reacrion 7 (http://orokos.com/roll/389704): 11d6t5+11 16 No glitches.
So Crossbow, does your last post mean the sniper's last shot missed Clem (whatever cover she had maybe negated the hits?) or do you want me to roll defence?
Can I assume Clem has good cover hidden beyond the doorway?
LOL I hope he was just affected by running and an awkward shot as I was because he got five hits on that one.
Full Defense against that shot: Full Defense (http://orokos.com/roll/393372): 8d6t5 2 2 Hits
Use Edge to reroll misses: Edge for defense (http://orokos.com/roll/393373): 6d6t5 2 2 Hits
So I still took one net hit. What damage would I be rolling against and would it be advisable or possible to take a second Edge to try to get that last hit?
I thought I would be the entire turn with dragging O'Connor and looking around both regular and astral?
BTW: How is the fight between the spirits going?
One issue with min/max'ed characters is that a good GM will start throwing min/max'ed enemies at them to make the battles closer--such as this sniper, whose attack seems to be designed specifically so he has a chance of hitting Con. A "normal" enemy (such as you're likely to find in most pre-fab adventures) is designed for more balanced characters, and simply wouldn't have a chance against our gunman.To give numbers to Thvor's example, O'Connor is a dodge tank, so he was able to weave through a couple dozen shots from the goons at the strip joint. On the other hand, the sniper hit (an injured) O'Connor on the third try.
Sammy is healing again.