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

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adamu

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« Reply #675 on: <11-10-14/1820:57> »
Alicia is going to be able to do anything at all until we get to the next round. Then she will probably dispatch her Water Spirit to whereve the group needs it.

Another good way to get into the RV from inside the train. Send in Spirit - they might not even consider that a spirit would be dissuaded from action by threats to human hostages - confusion on the trigger man could buy precious seconds, etc.


All - seriously sorry to be such a backseat driver, but I am a big softy I guess and just the thought, even in a game, of leaving those kids to get slaughtered by psycho clowns has got me a bit emotional!!!

SnowDragon

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« Reply #676 on: <11-10-14/1919:15> »
@ SnowDragon: Indeed!  Always willing to work in new players!

Woohoo! Got my sheet below for ya, freshly converted to SR5.

== Info ==
Street Name: Intervention
Name: Victoria Drews
Movement: 12/24
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf F Age 29
Composure: 10
Judge Intentions: 11
Lift/Carry: 6 (60 kg/40 kg)
Memory: 7
Nuyen: 1705

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: C - 140,000¥

== Attributes ==
BOD: 2
AGI: 6
REA: 5
STR: 4
CHA: 7
INT: 4
LOG: 4
WIL: 3
EDG: 1

== Derived Attributes ==
Essence:                   6
Initiative:                9 + 1d6
Rigger Initiative:         9 + 1d6
Astral Initiative:         
Matrix AR Initiative:      9 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     9
Stun Damage Track:         10

== Limits ==
Physical:                  5
Mental:                    5
Social:                    8
Astral:                    8

== Active Skills ==
Animal Handling            : 0                      Pool: 6
Archery                    : 0                      Pool: 5
Armorer                    : 2                      Pool: 6
Automatics                 : 5                      Pool: 11
Automotive Mechanic        : 1                      Pool: 5
Blades                     : 0                      Pool: 5
Clubs                      : 0                      Pool: 5
Computer                   : 0                      Pool: 3
Con                        : 0                      Pool: 6
Cybercombat                : 0                      Pool: 3
Demolitions                : 0                      Pool: 3
Disguise                   : 0                      Pool: 3
Diving                     : 0                      Pool: 1
Escape Artist              : 2                      Pool: 8
Etiquette                  : 0                      Pool: 6
First Aid                  : 2                      Pool: 6
Forgery                    : 1                      Pool: 5
Free-Fall                  : 0                      Pool: 1
Gunnery                    : 0                      Pool: 5
Gymnastics                 : 4                      Pool: 10
Hacking                    : 2                      Pool: 6
Heavy Weapons              : 0                      Pool: 5
Impersonation              : 0                      Pool: 6
Instruction                : 0                      Pool: 6
Intimidation               : 0                      Pool: 6
Leadership                 : 0                      Pool: 6
Locksmith                  : 2                      Pool: 8
Longarms                   : 5                      Pool: 11
Navigation                 : 0                      Pool: 3
Negotiation                : 3                      Pool: 10
Palming                    : 1                      Pool: 7
Perception                 : 4                      Pool: 8
Performance                : 0                      Pool: 6
Pilot Ground Craft         : 2                      Pool: 7
Pilot Watercraft           : 0                      Pool: 4
Pistols                    : 5                      Pool: 11
Running                    : 4                      Pool: 8
Sneaking                   : 4                      Pool: 12
Software                   : 1                      Pool: 5
Survival                   : 0                      Pool: 2
Swimming                   : 0                      Pool: 3
Throwing Weapons           : 0                      Pool: 5
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 4                      Pool: 10

== Knowledge Skills ==
English                    : N                      Pool: 0
Firearms                   : 2                      Pool: 6
Mafia                      : 3                      Pool: 7
Russian                    : 5                      Pool: 9
Security Design            : 3                      Pool: 7
Sports                     : 2 [MMA]                Pool: 6 (8)

== Contacts ==
Digital Watchman (4, 3)
Mob Agent (3, 2)
Titanium (4, 5)

== Qualities ==
Ambidextrous
Catlike
First Impression
Low-Light Vision
SINner (National) (Victora Drews)

== Lifestyles ==
Safe House Whiskey (Somewhere in the Verge...)  1 months (Low)
Sub Penthouse 93A, La-Lacette Towers, Elven District  1 months (High)

== Armor ==
Clothing                            0
Lined Coat                          9

== Weapons ==
Ares Desert Strike
   +Bipod
   +Imaging Scope
   +Shock Pad
   +Silencer
   +Stock
   Pool: 11   Accuracy: 7   DV: 13P   AP: -4   RC: 5
Ares Light Fire 75
   +Silencer, Ares Light Fire 70
   +Smartgun System, Internal
   Pool: 11   Accuracy: 8   DV: 6P   AP: -   RC: 2
FN HAR
   +Bipod
   +Gas-Vent 3 System
   +Imaging Scope
   +Laser Sight
   +Shock Pad
   +Sound Suppressor
   Pool: 11   Accuracy: 6   DV: 10P   AP: -2   RC: 8
Grapple Gun
   Pool: 0   Accuracy: 3   DV: 7S   AP: -2   RC: 2
Grenade: Smoke
   Pool: 5   Accuracy: 5   DV: (10m Radius)   AP: -   RC: 2
Unarmed Attack
   Pool: 10   Accuracy: 5   DV: 4S   AP: -   RC: 2

== Commlink ==
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
   +Geiger Counter
   +Weapon Watcher Software (Rating 6 hacked)
   +Non Linear Junction Detector (Rating 6)
   +Visual Spotter Software (Rating 6 Hacked)
   +Bug Scanner Rating 6
   +Encryption
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Ammo: Regular Ammo (Light Pistols) x500
Ammo: Regular Ammo (Assault Rifles) x500
Ammo: Regular Ammo (Sniper Rifles) x500
Autopicker Rating 6
Catalyst Stick x2
Climbing Gear
Concealable Holster x2
Fake SIN (Alana Grange) Rating 4
Glasses Rating 4
   +Camera, Micro Rating 1
   +Laser Microphone
Grapple Gun
   +Vision Enhancement Rating 3
   +Vision Magnification
Grenade: Smoke x20
Lockpick Set
Maglock Passkey Rating 4 x2
Medkit Rating 6 x5
Miniwelder x2
Miniwelder Fuel Canister x20
Rapelling Gloves
Sequencer Rating 4
Spare Clip (Ares Desert Strike) x50
Spare Clip (FN HAR) x50
Spare Clip (Ares Light Fire 75) x50
Stealth Rope (100m) x5
Subvocal Mic
Wall-Mounted Housing Rating 1 x5
   +Laser Trip Beam

== Vehicles ==
Hyundai Shin-Hyung (Sport Sedan)
   +Sensor Array Rating 2



8-bit

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« Reply #677 on: <11-10-14/2158:38> »
Question is, now that most of their buddies are down and so is their ride out, are the clowns in the RV going to die for their cause? We might be able to talk them out.

Or we can throw more grenades.

Someone on the train with a grenade launcher could put a flashbang through a window of the RV - clowns down, kids don't die...

*Blinks* Well, damn. That's a good idea. Depending on how far away they are, that could very well work.

Of course, I might be facing so many penalties I don't have any dice. I could also try to snipe the trigger man to cause enough confusion for the spirit and everyone else to go to town.

8-bit

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« Reply #678 on: <11-10-14/2327:57> »
Alicia is going to be able to do anything at all until we get to the next round. Then she will probably dispatch her Water Spirit to whereve the group needs it.

Need these initiatives. If you are summoning a Water Spirit, going to need that Initiative (your Fire Spirit will be sent back to the Astral for a break, as you can only have one Spirit out at a time, as far as I know).

saithor | Alicia - 9 + 1d6
GM/saithor | Fire Spirit - 15 + 2d6

--------------------------------

All right, getting an IC up, I'll try and send a message to coordinate and get a shot off at the clown. Will Edit post shortly.

Edit: Setting up the medkit is a Complex Action, so that's what I'm going with for now. Probably will try to get a shot off next Action Pass.

Action Pass 1 (23)

No Action: Getting back to my perch on top of train 8
Free Action: Send Text
Complex Action: Set up Medkit to perform First Aid (running Wirelessly), it performs First Aid at a dicepool of rating x 2 | 12 dice - Bad Conditions 3 - Essence Loss (4 full points) 2 = 7 dice

Medkit Healing: 7d6t5 3 [5, 2, 6, 6, 3, 4, 3]

Threshold is 2, one box of stun removed. Down to only -1 wound penalty. Add 1 to Initiative to have 24 (-10 for Action Pass). 5 more uses of Medkit available.
« Last Edit: <11-11-14/0111:16> by 8-bit »

Jayde Moon

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« Reply #679 on: <11-11-14/0103:55> »
I believe Alicia's Fire spirit is a Bound Spirit.  You can have one unbound Spirit out at a time, but are limited in Bound Spirits by something something Charisma.
That's just like... your opinion, man.

8-bit

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« Reply #680 on: <11-11-14/0110:57> »
I believe Alicia's Fire spirit is a Bound Spirit.  You can have one unbound Spirit out at a time, but are limited in Bound Spirits by something something Charisma.

I think you're right, still going to need a new initiative for the Water Spirit.

saithor

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« Reply #681 on: <11-11-14/0955:03> »
Initiative
Alicia 1d6+9=13 Link http://orokos.com/roll/231627
Fire Spirit 2d6+15= 20 Link http://orokos.com/roll/231628
Water Spirit 2d6+14= 23 Link http://orokos.com/roll/231629

Also, for the Spirits, that's assuming their's nobody in the RV capable of Astral Perception. Do we know how many clowns are on-board the RV itself?
« Last Edit: <11-11-14/1005:12> by saithor »
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8-bit

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« Reply #682 on: <11-11-14/1127:26> »
Action Pass 1

Initiative Rolls for current situation. Organized.

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

Currently Outside of Combat.

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

---------------------------------------------------

Also, for the Spirits, that's assuming their's nobody in the RV capable of Astral Perception. Do we know how many clowns are on-board the RV itself?

Thank you for the initiative rolls. I believe that there are only 3 clowns on the RV, and no Astral Perception (could be wrong though, we haven't really tested those 3 yet).

saithor

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« Reply #683 on: <11-11-14/1722:41> »
How about we have the new sniper take them down? Just as insurance so that if the grenades and/or spirits fail, she can at least take out the guy holding the gun and get us the time we need. Just a thought.
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8-bit

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« Reply #684 on: <11-11-14/1922:12> »
How about we have the new sniper take them down? Just as insurance so that if the grenades and/or spirits fail, she can at least take out the guy holding the gun and get us the time we need. Just a thought.

Except we have no idea who, or where he is, at the moment. He can probably see the comm chatter, but if he just randomly fires off a shot at the clowns without any heads-up, then one of two things might happen. The first is that Oblique finally got his damn security to help us out. Or the second is that some unknown person just started firing, and he could be another hostile.

No offense, Snow Dragon, just saying that IC, that's how it might look.

SnowDragon

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« Reply #685 on: <11-11-14/2015:03> »
None taken~

We'll see what our lord GM decides what evil plottings in mind for me. But having said that, isn't your helicopter out of the fight already? Could be a back up extraction vehicle?

Aria

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« Reply #686 on: <11-12-14/0834:56> »
None taken~

We'll see what our lord GM decides what evil plottings in mind for me. But having said that, isn't your helicopter out of the fight already? Could be a back up extraction vehicle?
I have something in mind, will post it straight into the IC! Welcome to the party!

Question is, now that most of their buddies are down and so is their ride out, are the clowns in the RV going to die for their cause? We might be able to talk them out.

Or we can throw more grenades.

Someone on the train with a grenade launcher could put a flashbang through a window of the RV - clowns down, kids don't die...

*Blinks* Well, damn. That's a good idea. Depending on how far away they are, that could very well work.

Of course, I might be facing so many penalties I don't have any dice. I could also try to snipe the trigger man to cause enough confusion for the spirit and everyone else to go to town.
Ok, just a word of caution here - SR vehicles almost universally have mirror windows so no sniping through without blindfire mods.  I guess in theory you could do some clever AR triangulation based on the feed coming from the clowns themselves but...

They also have armour glass in them.  I suspect a grenade launcher doesn't offer enough punch to put a grenade through the glass without detonating it on the outside...?  Anyone else got a view?  Shooting through with an AR or rifle would do the trick but would alert the clowns.  Anyone got a shaped charge they can slap on the outside?  8)
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adamu

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« Reply #687 on: <11-12-14/1327:03> »
Ok, just a word of caution here - SR vehicles almost universally have mirror windows so no sniping through without blindfire mods.  I guess in theory you could do some clever AR triangulation based on the feed coming from the clowns themselves but...

They also have armour glass in them.  I suspect a grenade launcher doesn't offer enough punch to put a grenade through the glass without detonating it on the outside...?  Anyone else got a view?  Shooting through with an AR or rifle would do the trick but would alert the clowns.  Anyone got a shaped charge they can slap on the outside?  8)

Okay, so anyone with a gun shoot out a main window, with Ghost on delayed action to put a flash-bang into the vehicle the moment the window breaks.
Fairly simple maneuver for Ghost and Intervention.

Cutter picks up Flicker and jets over on his bike (starts moving now) and they make a dynamic entry. 
Straightforward, and operators basically already in position to execute.

Even if clowns don't all go down, they will unlikely still have weapons right on the heads of the kids. And even then, when faced with an entry, do they think "Wow, I SAID I'd kill the kids if they attacked, so I guess I am honor-bound to do so even if it basically amounts to killing myself," or do they say, "Yikes, the only thing between me and these mercenaries is this kid - better keep him breathing for a bit."

Of course, they are out of their minds on combat drugs, so who really knows what will happen…

Spirit deployment also remains a quick and effective option.

Just throwing out an idea in the spirit of coordinating efforts - other better options may be out there!

8-bit

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« Reply #688 on: <11-12-14/1333:52> »
They also have armour glass in them.  I suspect a grenade launcher doesn't offer enough punch to put a grenade through the glass without detonating it on the outside...?  Anyone else got a view?  Shooting through with an AR or rifle would do the trick but would alert the clowns.  Anyone got a shaped charge they can slap on the outside?  8)

Yeah, I kind of ruled out the launcher. Too many penalties, not enough dice. I mean by sniping using my Sniper Rifle.

@adamu

I think Spirit deployment combined with Sniper shots from Ghost and Intervention, along with an assault by Cutter and Flicker will cause enough confusion to give us time to put them down before any more hostages get hurt. Then again, as you said, they are out of their minds on combat drugs, so who really knows.

saithor

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« Reply #689 on: <11-12-14/1656:28> »
We also have their backup 300M out. Is that the LAV? Also, would talking to the Seer count as my Action? Just wanted to make sure before I post IC. A lot of this is still new to me. But for the RV, yeah, I can send the Water Spirit out, and the Fire spirit if you think we really need it.
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