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[5e OOC] It Started at the Belmont

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martinchaen

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« Reply #180 on: <08-18-14/1259:11> »
Finding a miniskirt that I can afford and that she likes:
Judge Intentions: 13d6t5 2
Fuck it, I'll spend an Edge to reroll that... can rest overnight and get it back :)
Judge Intentions (Edge to reroll): 11d6t5 4
Better! 6 hits should be enough to find something she likes.

How much extra for lunch and the skirt? Loki is currently the proud owner of all of 720¥ :)

rednblack

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« Reply #181 on: <08-18-14/1355:28> »
Finding a miniskirt that I can afford and that she likes:
Judge Intentions: 13d6t5 2
Fuck it, I'll spend an Edge to reroll that... can rest overnight and get it back :)
Judge Intentions (Edge to reroll): 11d6t5 4
Better! 6 hits should be enough to find something she likes.

How much extra for lunch and the skirt? Loki is currently the proud owner of all of 720¥ :)

Extra 70¥ for the skirt, but she'll love it.
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martinchaen

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« Reply #182 on: <08-18-14/1418:10> »
Cool
I'll toss in 46¥ for lunch to make it an even 250 :D

rednblack

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« Reply #183 on: <08-18-14/1629:53> »
@martin, cool

@Poindexter, with the traffic in and out of the doors at this time -- early evening -- you guy should be able to slip through pretty easily. So long as reyjinn doesn't glitch and doesn't have I talk to anyone while you wait you should be good to go.

@Horsemen, I'm just going to have Wind chill at the safehouse for the moment, but let us know when you're back, and we'll see if another member of the team feels the need to request your assistance.

I'm trying to keep all PCs on roughly the same time table so I won't be making another IC post until I've heard from Dantes and Breeze
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reyjinn

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« Reply #184 on: <08-19-14/0653:24> »
@Reyjinn, I've got a roll for Poindexter to blend in, but now that you guys are in a dorm, can I get a CHA + Impersonate roll from you as well?

Sorry, last 2 days have been hectic as hell. Worked 23 out of 28 hours before absolutely CRASHING for 13 hours of straight sleep.

I would really like to convince you that Etiquette applies here :) rolling both skills (or lack thereof) so you can decide which you take.
Etiquette, if applicable: 5d6t5 5
after the roll, I would REALLY like it if etiquette applied :D
Impersonation, fitting in on campus: 2d6t5 1
Got a hit anyway, using up my luck it seems.
I'll get up a IC post later today.
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rednblack

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« Reply #185 on: <08-19-14/0813:26> »
@reyjinn, etiquette totally applies.  No worries on my end, man. 
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martinchaen

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« Reply #186 on: <08-19-14/1015:45> »
Quick Judge Intentions on Carla
Judge Intentions: 13d6t5 4

rednblack

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« Reply #187 on: <08-19-14/1025:37> »
Quick Judge Intentions on Carla
Judge Intentions: 13d6t5 4

She seems genuinely worried, maybe even distraught.
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martinchaen

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« Reply #188 on: <08-19-14/1216:33> »
In that case, summoning a F6 Spirit of Man, just in case...
Summoning [6]: Spirits of Man +2, F6 Spirit Resist, Drain Resist: 10d6t5 4 6d6t5 2 13d6t5 6
2 net hits for 2 services, successfully resisted 4 Drain. Optional Powers: Fear, Innate Spell (Lightning Bolt),

I'll just have him wait in the Astral for now, and switch to Astral Perception as we head to the quad.

Assensing the area:
Assensing [9]: Aura Reading +2: 12d6t5 3
Let me know if you want individual rolls for people as we spot whatever is going on; Loki will be very interested in the auras of any potential troublemakers...

Trying a negotiation roll to get the guard to let us by:
Negotiation [9]: Bargaining +2, First Impression +2: 14d6t5 6
Still 6 hits if the "desired result is annoying to NPC" for a -1 dice pool. I'm assuming he is Neutral in terms of attitude.

Trying to resist playing a prank on these guys...
Composure: Raven Mentor Spirit (3): 13d6t5 3
Dammit, I wanted to fail this one :)
Well, I can still choose to. Might just need to Influence one of these guys to fire his weapon in the air, or at someone. With the emotional state they're in, shouldn't be hard...
« Last Edit: <08-19-14/1232:35> by martinchaen »

rednblack

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« Reply #189 on: <08-19-14/1312:42> »
@martin,

I'm still trying to come up with limits of social influence in SR.  For instance, let's say that Loki is walking into a museum to steal the Mona Lisa, and he tells the guard at the front, "Look, I know I'm not on the schedule here, but I need to grab this for safe keeping because we just got intel that there's a group of shadowrunners who are coming to steal it."   Now, the guard might be suspicious (-1) and the results would be disastrous (-4), but we're still looking at a total -5 modifier for the guard to do something that is clearly against any sort of protocol and would get him fired -- or worse, much worse.  But a mook guard is probably rolling 2 (defaulting) or 4 dice to oppose Loki's 11 in this instance.  I can buy those numbers on a loan shark's muscle going back empty-handed, or a checkpoint guard letting the guy he thinks is Bob Waldrup walk on by even though he wasn't wearing his passkey because it got left in his other slacks, but my extreme example above just seems beyond the bounds to me.  On the other hand, Loki is incredibly good at what he does, and he does it so well because he has other deficits which could definitely get him in trouble.  I guess this is just a long-winded way for me to get your impression on these skills and how you handle them in your own games.

I'll also say that I don't think you've pushed the bounds at all in your last IC post.  This is entirely plausible, and a guard is likely to go along, even if it means he might get his ass chewed a little bit later.

As for the retro-futurists, there's a young man with a shock of white in his hair who seems to be in charge.  He's near the front of the group, but he is not the one packing heat at this time from what you can tell.

Also, a prank sounds fun right about now.  hehe
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martinchaen

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« Reply #190 on: <08-19-14/1326:22> »
To be fair, would a mook guard be guarding the Mona Lisa? :D

You're absolutely right that Social skills can get kinda wonky. In my games, I'll give characters the use of Edge occasionally, if I feel the players are trying something RFS (really fucking stupid (TM) ). Additionally, you can include all sorts of fun obstacles.

In your example of the Mona Lisa, the mook guard would probably fail his check. But, I'd roll a composure (1 or 2) check for him and if he succeeded, he'd check with his superiour, who would check the schedule and say "What? There's no such fraggin' thing, TASE THAT BITCH!" or some such :)

Social skills only get you so far, in my opinion; yes, you can try to con your way past the security guard, but they do have procedures to follow and there's a good chance a high-value object will be guarded by people who've received that kind of training.


EDIT
Now, what Loki would do if he was stealing the Mona Lisa (at least in so far as trying to get past a guard in that situation) would be to case out the security personnel and get access to the superior so he could take his place. Between a low-force Physical Mask spell (hard to detect) augmented by Reagents and then rerolled with Edge, he could literally just co-opt the security force to do the crime for him. THAT... is thinking outside the box :D


As for the situation, here was my plan. Once I get a looksie at Felicity, I was thinking of casting Influence on one of the futurists at Force 1 (augmented by reagents, of course) to get him to fire his gun over the head of the crowd. Just before that happened, however, I'd use Fling to throw a dart full of Narcojet at one of the security guards, and then instantly use Magic Fingers to remove the dart once it hit it's mark. This should give the impression that one of these bastards just fired a gun at a guard, causing all sorts of delicious havoc.

But, I do need to make sure that Felicity is safe(ish) first; don't want one of our potential marks (I'm hoping she's the Felicity with access to the lab) dead by accident. :)
« Last Edit: <08-19-14/1329:44> by martinchaen »

rednblack

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« Reply #191 on: <08-19-14/1412:05> »
To be fair, would a mook guard be guarding the Mona Lisa? :D

Well, sure.  the guy with 6 AGI, 6 Pistols (Taser), enough strength and training for subduing combat, and 5 CHA and 5 con is going to be an expensive asset for the museum, and probably not the kind of guy hanging out in every room of the Louvre.  Now my example breaks down should Loki try to get out of there with it, That guy is bound be around somewhere. 

You're absolutely right that Social skills can get kinda wonky. In my games, I'll give characters the use of Edge occasionally, if I feel the players are trying something RFS (really fucking stupid (TM) ). Additionally, you can include all sorts of fun obstacles.

In your example of the Mona Lisa, the mook guard would probably fail his check. But, I'd roll a composure (1 or 2) check for him and if he succeeded, he'd check with his superiour, who would check the schedule and say "What? There's no such fraggin' thing, TASE THAT BITCH!" or some such :)

That makes a lot of sense. 

EDIT
Now, what Loki would do if he was stealing the Mona Lisa (at least in so far as trying to get past a guard in that situation) would be to case out the security personnel and get access to the superior so he could take his place. Between a low-force Physical Mask spell (hard to detect) augmented by Reagents and then rerolled with Edge, he could literally just co-opt the security force to do the crime for him. THAT... is thinking outside the box :D

Hahahaha.  Fun fun.

As for the situation, here was my plan. Once I get a looksie at Felicity, I was thinking of casting Influence on one of the futurists at Force 1 (augmented by reagents, of course) to get him to fire his gun over the head of the crowd. Just before that happened, however, I'd use Fling to throw a dart full of Narcojet at one of the security guards, and then instantly use Magic Fingers to remove the dart once it hit it's mark. This should give the impression that one of these bastards just fired a gun at a guard, causing all sorts of delicious havoc.

But, I do need to make sure that Felicity is safe(ish) first; don't want one of our potential marks (I'm hoping she's the Felicity with access to the lab) dead by accident. :)

Oooo.  This could be fun too.
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rednblack

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« Reply #192 on: <08-19-14/1630:48> »
@Poindexter, where is Hopeless' drone?
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Poindexter

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« Reply #193 on: <08-19-14/1714:19> »
@Poindexter, where is Hopeless' drone?

running silent in the shoulderbag.
"speaking out loud"
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martinchaen

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« Reply #194 on: <08-20-14/1510:19> »
All right, it's agitation time, mental manipulation stylee!

Damn I wish I had masking, but oh well. Perception test with a threshold of 5 and the -2 for being distracted and/or the object/sound being not in the immediate vicinity should hopefully be enough :)

Before anything else happens, Loki will send a quick message to Hopeless to "keep an eye on these two" and tag Carla and Felicity with private ARO in case Loki loses them in the chaos that is (hopefully) about to ensue.

Just rolling Initiative to get a feel for how long these things will take me, what with each combat turn being 3 seconds and what not.
Initiative: 8+1d6 11
Sweet, 2 Action Phases, just what I was hoping for.

Combat Turn 1: Action Phase 1:
Complex Action: Casting Influence at Force 1 (Drain DV: F-1=2 (minimum))
Using 6 Reagents on the armed Retro-Futurist that I know of; at Force 1 it just needs to be sustained for 1 Combat Turn, which will be the end of Combat Turn 2 if it works like toxins (which I think it does).

The victim "may" roll to notice the effect, but Influence is the most subtle of all the mind control spells and doesn't even seem to really be resisted until the target is "confronted with the wrongness of the suggestion". In this case, I'm guessing this guy wants to shoot someone anyway. Page 293 for full details; feel free to let me know if you'd like to discuss.

Suggestion to be implanted:
"I should fire off a round over their heads to scare the living drek outta these fraggin' freaks right now!"
Spellcasting [6]: 16d6t5 3
Spending a point of edge to reroll (1 of 3 previously spent, 1 point left)
Spellcasting [6]: 13d6t5 5
Resisting drain of 2:
Drain Resist (2): 13d6t5 3
6 hits total, no drain. If or when he does get to resist the manipulation, it's done with Logic + Willpower - Force 1. The suggestion fades naturally after (net hits) minutes.

Combat Turn 1: Action Phase 2:
Complex Action: Erase Astral Signature
Nope, apparently the signature of a magical effect lasts for Force hours (* 2 in Loki's case due to Astral Beacon) "after the effect ends". So, I'll be doing pretty much nothing for the 1.5 seconds between casting Influence in Combat Turn 1 and then casting Fling and Magic Fingers and using Magic Fingers in Combat Turn 2...

End of Combat Turn 1: 3 Seconds

Initative for Combat Turn 2:
Initiative: 8+1d6 13
Another 2 Action Phases.

Combat Turn 2: Action Phase 1
Complex Action: Erase Astral Signature (signature of Influence is now completely gone)

Combat Turn 2: Action Phase 1
Simple Action: Recklessly Casting Fling at Force 1 (Drain DV: F-2+3=2)
Using 3 Reagents to set the limit as I just need three hits on an unaware defender to pierce armor (even if it has chemical seal) with injection darts
Spellcasting [3]: 16d6t5 6
Drain Resist (2): 13d6t5 5
Injection Dart hits and penetrates armor, no drain.

Simple Action: Recklessly Casting Magic Fingers at Force 1 (Drain DV: F-2+3=2)
Potentially using Reagents on this one as the number of hits determine the spells effective Strength and Agility
This depends on how difficult you decide to make plucking the dart from the target after it's injected it's Narcojet, rednblack; spell description reads that "simple actions such as picking up a coin may require a test (at the gamemaster's discretion)", so I need to know if I'll need to roll a STR+AGI or AGI*2 or something to pluck the arrow off of the guard before I know where to set the limit. I think it's reasonable that Loki would know the limitations of the spell; after all, one might say he's a "master manipulator" :D
Spellcasting [1]: Magic Fingers; Drain Resist (2): 16d6t5 5
1 hit, no drain. Choosing to go for the non-test needing method;

Combat Turn 2: Action Phase 2
Complex Action: Use the Magic Fingers spell to remove the dart from the guard (if the GM thinks this is enough time for the narcojet to have injected fully; if not, spend this complex action to erase Astral Signature.

End of Combat Turn 2: 6 seconds
These events occur simultaneously:
The Narcojet takes effect, and the guard has to resist 15S with just BOD+WIL
The Influence spell becomes permanent, and "the target carries out this suggestion as if it were his own idea"

Initiative for Combat Turn 3+:
Initiative: 8+1d6 11 8+1d6 11 8+1d6 13 8+1d6 10 8+1d6 9 8+1d6 11

Combat Turn 3: Action Phase 1+
When the Retro-Futurist does decide to fire off a round, Loki will take a Free Action to yell "They're gonna kill us! Get out of here!" at the top of his lungs and forcefully drag Carla and Felicity away, using Leadership on them if need be. He will also take 1 complex action to use his sustained Magic Fingers spell to remove the injection dart, and then 6 more complex actions in the chaos to erase the rest of his (incredibly weak) signatures.

Total time needed for entire maneuver; 7 Combat Turns, or 21 seconds. The Influence and Narcojet both hit after 6 seconds, and Loki'll need to spend the next 15 seconds sticking around in the area to get rid of his signatures, while trying to not get shot... This could get interesting :D


NOTE:
Holding off on rolling the Magic Fingers spell until you comment on the question for the subsequent test (if needed) to get the injection dart off of the guard, rednblack. I don't want to potentially "cheat" on how many reagents I need before I know how many hits I may need to have a chance to succeed if a test is needed to pick off the dart off the guard.

I'm also holding off on the IC post until I know the answer to the above, as that could easily change my course of action.

EDIT:
Had to change around the order of things as I realized how Permanent spells works...
« Last Edit: <08-20-14/1942:19> by martinchaen »