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

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pistolgrip

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« Reply #1425 on: <05-20-15/1657:06> »
Yep, all makes sense now.

ScytheKnight

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« Reply #1426 on: <05-20-15/1836:40> »
Eurgh, just realized that if I can't locate and take out that jammer I'm going to be in a pretty ordinary position to provide assistance. if I wind up pretty much out of the loop on the Matrix side of things I'll load up the Ares Alpha and join the overwatch team... not ideal, but ATM I'm physically separated from the extraction team and unable to do anything int he Matrix.
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adamu

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« Reply #1427 on: <05-20-15/1843:59> »
okay - invisible castle down AGAIN!

Tried that orokos thing, but (probably because I am hopeless with computers) I couldn't figure out how to register. Darn it - much as I hate all the copying and pasting, I am starting the find manual rolling entry even more tedious.

But that's what we're left with for tonight….
I've laid out some of my assumptions, but of course add/subtract dice as needed...

Perception
Skill + Intuition = 7 dice
5  3  6  1  3  3  5  = 3 hits used at start of current ambush scene
6  1  1  5  5  4  2  = 3 hits  used at start of Turn 3 to spot enemies, esp. Foe 1
5  5  3  1  3  2  5  = 3 hits
2  6  4  5  3  2  2  = 2 hits
4  1  1  4  5  2  2  = 1 hit

Surprise
Intuition + Reaction + 3 for awareness = 14 dice
2  3  2  3  6  3  5  2  3  4  2  4  1  5  = 3 hits used at start of current ambush scene
2  6  5  4  4  3  1  1  1  2  6  3  2  5  =  4 hits
4  2  5  2  2  5  3  4  4  3  3  4  6  5  =  4 hits
6  4  6  5  2  1  1  4  4  4  6  2  1  1  =  4 hits
1  6  2  2  4  5  1  1  1  2  1  4  1  4  =  2 hits
If any roll leaves me surprised, I'll use a point of Edge - please reroll failed dice.

Ranged defense
I stated I'd get into cover as best I could (+4?), but they are shooting from above (so only +2?), and I have -2 if they are using bursts, so cancels out to no mods???
In case I need to go to full-D, I'll add the extra four dice at the end in parentheses.

Intuition + Reaction + Combat sense (+ Willpower) = 15 (19)
1  5  6  5  6  3  5  2  4  1  4  6  6  5  2  (1  3  4  3 ) =  8 (8) hits used to dodge Foe 3 in 1/1
4  5  5  5  6  3  5  4  3  5  3  1  6  4  1  (3  4  6  5 ) =  7 (9) hits
3  6  4  5  3  4  1  6  3  4  6  3  4  3  1  (2  6  3  3)  =  4 (5) hits
6  3  5  6  3  4  1  6  2  1  1  6  3  1  2  (1  5  5  5)  =  5 (8) hits
4  6  4  1  5  3  5  2  3  2  1  6  5  6  6  (2  5  5  1)  =  7 (9) hits
If any roll leaves me soaking damage, I'll use a point of Edge - please re-roll failed dice.

Soak
I'll factor for both my non-conductivity and the Stick'n'Shock's AP value (less dice to roll!!!)
Armor + Body + Non-conduct - S'n'S AP = 16 dice
6  5  4  3  5  2  1  2  3  6  3  2  3  6  6  3  =  6 hits Used to soak flashbang in 2/1 (?). Stripping out SnS AP and non-conduct, adding flashbang AP, but also sound damper and flare comp (per your 3 Nov 2014 ruling to 8-bit) leaves me with 15 dice, so still 6 hits, then re-roll fails with a point of edge:2  5  1  4  5  3  6  6  2  = 10 hits total, no damage.
3  6  5  2  5  1  5  4  6  2  6  6  1  5  1  3  =  8 hits
4  1  6  5  6  5  3  1 1  4  6  4  5  2  6  3  =  7 hits
1  4  4  2  6  6  2  4  5  6  6  2  4  1  1  2  =  5 hits
4  5  1  6  3  3  3  2  5  5  2  3  2  1  5  5  =  6 hits
If any roll leaves me taking damage, will use a point of Edge - please reroll failed dice.

And though not requested, here are some initiative rolls:
11 + 2d6
2  4  =  17 Rnd 1
3  3  =  17 Rnd 2
4  1  =  16
5  4  =  20
2  3  =  16

Per my IC, first available Action will be Simple: Command Spirit and Simple: Fire single shot

Att + skill = 9 dice
4  6  1  3  6  2  2  4  5  =  3 hits
Remington 950 w/ APDS for 12P and -8 AP

Adding another rifle shot (actually third - the second "the lobotomizer" was in separate post, but will put them all here now.
This will happen on 7, I think, and of course only if I can see the grenade launcher dude, or if I can't see him, Foe4 shooting at Isaint.
Aim + Att + Skill + Edge (push limit) = 17 dice
3  5  4  6  4  6  3  1  1  2  2  5  2  4  2  2  5  =  5 hits
then
4  1  = still 5 hits total    12P and -8AP


Shooting guy by the window

Adding one die for aim, one for the dynamic entry bonus, subtracting two dice for simsense vertigo, then using Edge to push the limit + 16 dice
16d6h5: 12 [16d6h5=5, 5, 1, 5, [6, 1], [6, 5], 1, 1, [6, 4], 5, 3, 5, 2, [6, 6, 3], [6, 3], 4]

Shooting guy by window: 16d6h5 12
« Last Edit: <06-05-15/1801:05> by adamu »

saithor

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« Reply #1428 on: <05-20-15/1906:22> »
So wait, what happened to the guard?
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Triskavanski

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« Reply #1429 on: <05-20-15/1951:32> »
If Tobbis gets the info that they're getting attacked, He'll jump into the combat as well.

Its also something to know if I can use collected karma thus far to pick up Resonance Channel or Cleaner? If not, I'm I think I'll tap into the resonance realms.
« Last Edit: <05-20-15/1956:02> by Triskavanski »
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DrZombol

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« Reply #1430 on: <05-20-15/2151:40> »
Ok here goes

Perception (visual enhancement 2, skill 3, int 4)

9d6t5: 3 [9d6t5=4, 4, 6, 4, 1, 2, 5, 6, 3]
9d6t5: 5 [9d6t5=1, 1, 1, 4, 5, 6, 6, 5, 6]
9d6t5: 5 [9d6t5=3, 3, 6, 2, 6, 2, 5, 6, 6]
9d6t5: 3 [9d6t5=6, 5, 4, 6, 4, 1, 3, 4, 4]
9d6t5: 8 [9d6t5=6, 5, 5, 6, 5, 1, 6, 6, 5]

Surprise, Most likely, So daddies gonna spend edge on rolls he fails and hope for the best
 Intuition + reaction

7d6t5: 3 [7d6t5=5, 1, 4, 6, 4, 3, 6]
7d6t5: 3 [7d6t5=6, 1, 6, 1, 2, 3, 6]
7d6t5: 0 [7d6t5=1, 4, 4, 2, 2, 4, 3]
7d6t5: 0 [7d6t5=3, 1, 2, 2, 1, 2, 4] Glitch, ouch
7d6t5: 0 [7d6t5=1, 3, 2, 2, 2, 2, 4] well then, yea . . .

Defense, Dice in () are full D
maybe attackers suffer from blindfire on isaint and daddy?
7d6t5: 3 [7d6t5=2, 5, 1, 2, 1, 6, 5(6, 6, 2, 2)]
7d6t5: 2 [7d6t5=2, 5, 2, 4, 6, 1, 4(1, 1, 6, 2)]
7d6t5: 3 [7d6t5=4, 6, 4, 1, 6, 2, 6(1, 6, 3, 1)]
7d6t5: 3 [7d6t5=5, 3, 3, 5, 4, 6, 3(4, 4, 3, 4)]
7d6t5: 3 [7d6t5=3, 6, 2, 6, 3, 3, 6(3, 2, 3, 3)}

Soak
(adding in Non-conductivity, SnS ap armor =bod)

15d6t5: 3 [15d6t5=1, 2, 5, 2, 1, 1, 6, 6, 2, 4, 1, 1, 1, 2, 1]
15d6t5: 8 [15d6t5=1, 1, 6, 5, 2, 6, 5, 1, 6, 6, 1, 4, 6, 5, 2]
15d6t5: 5 [15d6t5=2, 4, 1, 1, 5, 5, 4, 3, 2, 2, 6, 5, 2, 5, 3]
15d6t5: 4 [15d6t5=6, 5, 1, 4, 2, 2, 2, 4, 4, 4, 5, 3, 1, 6, 2]
15d6t5: 9 [15d6t5=3, 3, 5, 1, 6, 6, 3, 5, 2, 2, 6, 6, 6, 6, 6]

Initiative If needed 7 + 2d6
 8 [2d6=6, 2
 9 [2d6=5, 4]
9 [2d6=4, 5]
3 [2d6=2, 1]
8 [2d6=6, 2]

and hopefully if daddy isn't too messed up first initiative

Dropping Invisibility spells, casting force 3 acid stream, reckless casting, DV 3 Acid
 7 [17d6t5=3, 1, 2, 6, 2, 4, 1, 5, 6, 2, 3, 5, 3, 6, 1, 5, 5]

drain
  4 [10d6t5=5, 5, 2, 3, 2, 5, 6, 4, 2, 3]












« Last Edit: <05-21-15/1003:03> by DrZombol »
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obidancer

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« Reply #1431 on: <05-21-15/0242:25> »
@Gilga, You wrote exactly what I was planning on doing :) all good though, I'll just watch you dance instead :). , sorry for the delay.

@DrZombol Witness My Hatred only work on Direct Spells, Acid stream is an indirect Spell.

@Jake Spade: Are you sure Helmet and Ballistic Mask stack? I was under the impression it was one or the other. May be wrong.

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Jack_Spade

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« Reply #1432 on: <05-21-15/0306:20> »
Wouldn't know why not. I wore a military helmet with a gas mask without any problems during my active time.
talk think matrix

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gilga

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« Reply #1433 on: <05-21-15/0309:23> »
I did not plan to do so... but it sort of felt like nobody is approaching the wife so I said what the heck...  ;)

Aria

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« Reply #1434 on: <05-21-15/0839:02> »
Nope, the long coat is not in play for this.
The armor is composed of:

Wild Hunt Jacket (12)
Gel Packs (2)
Helmet (2)
Balistic Mask (2)
Vitals Kit (1)
Leg Kit (1)
Forearm Guards (1)
Nonconductivity Upgrade (6)

Total=27
+5 Body
=32

Why should Electrochromic not be available? It's a slotless upgrade that raises the availability. It's the little brother of ruthenium polymers without the stealth aspect.
One thing to bear in mind on the helmet/mask combo - it is giving you more armour than a sealed milspec helm and a damn sight more mod slots...?!?  I'm not going to tell you not to, but... and bear in mind that you are currently on -1 agility due to armour encumbrance (p169 SR5) unless of course some of those mods have their own special rules (sorry, haven't got time to dig out Run&Gun at this moment :P): Michelin man :D
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Aria

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« Reply #1435 on: <05-21-15/0845:45> »
Anyone want to volunteer to track initiative for me?  Might be bonus karma in it for ya!!! :D

To all who have given me OP names, I think I've invited you all and created a more or less blank character template for you.  Any NPC contacts can be listed in the wiki - if any become important reoccurring NPCs then we'll upgrade them to the characters section ;D

Any post on OP counts as an IC post for the purposes of working out rewards in 2075 so feel free to go to town!
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Jack_Spade

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« Reply #1436 on: <05-21-15/0857:07> »
@Aria
I should be in the clear: The Gel Packs are a direct modification of the armor and the other gear gives +7 which is exactly one above my strength and therefore won't impact AGI. I just have to worry about knockdown, since the Gel Packs reduce my limit in that regard.

Regarding the helmet slots: Yes, but my helmet doesn't contain anything besides my characters head  ;D (But it is funny, that I could install a complete mechanics kit inside a standard helmet...)

Also yes: That's the full riot gear when stealth is less important than tankyness

I've edited my character in 2075, but the other stuff will take awhile.
talk think matrix

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

DrZombol

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« Reply #1437 on: <05-21-15/1002:02> »
oops, my bad there corrected
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Aria

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« Reply #1438 on: <05-21-15/1233:27> »
Initiative
Doctor
Player: Jack_Spade Character: <<Isaint>> 33
Foe #1: 25 Target: Isaint
Foe #2: 21 Target: Isaint
Player: Adamu Character: <<Al>> 17
Foe #3: 16 Target: Al
Player: DrZombol Character: <<Daddy>> 15
Player: ScytheKnight Character: <<Snow Crash>>
Player: zeththeadeptork Character: Duke
Player: Pistolgrip Character:Jackhammer

Wife [Rachel]
Player: HydroRaven Character: <<Mel>>
Player: Gilga Character: <<Solo>>
Player: Obidancer Character: <<The Frenchman>>

Children [Natasha & William]
Player: Triskavanski Character: <<Tobis>>
Player: Crossbow Character: <<Smiley>>
Player: Saithor Character: <<Night>>

***
@Main Team:
Ok, nobody is surprised this round so it’s normal combat with Isaint well out in the lead!  Well Foe #1 with the AR isn’t far behind (assuming he lives long enough to actually fire…well, miss given Isaint’s rolls…) and Foe #2 is the crossfire… (which unless something drastic happens will be a hit against Isaint resulting in 3 stun and electricity mods!)

Fog of pbp…the enemy mage had dispelled the invisibility around Isaint but as the net game effect is the same as Daddy dropping the spell I won’t make you all change already written IC and we’ll do a timeline fudge…

So Isaint has the chance to shoot one of his foes and Al can probably distract his (again, fudge the timeline so IC remains consistent)…but 3 hits isn’t enough to hit the damsel in the camo suit so it’s edge it or miss for now…?

So who is the spirit going for (the astral mage perhaps?) and where is the acid spell headed…?

Apologies to the other two groups, run out of time today but I will prioritise you lot tomorrow!
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pistolgrip

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« Reply #1439 on: <05-21-15/1307:10> »
I should've rolled this already, sorry.
Initiative: [3d6=5, 4, 4] 25
I hope it's alright to wait until I'm actually attacked to respond with defense/soak? I'm not clear on if Duke & I have even been spotted, much less fired upon. Though I suppose that depends largely on who sees who first (our initiative).

Point of inquiry, do they appear to be firing all stick-n-shock, or any regular/tracer/explosive/ADPS rounds or anything? I guess the ADPS wouldn't be obvious, but the rest ought to be.
« Last Edit: <05-21-15/1334:11> by pistolgrip »

 

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