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Post by ScornMandark on Mar 22, 2011 16:17:22 GMT -5
Yeah, they are beasties. Test would be Logic + Mechanic (Automotive), 12 hits in max 5 tests/tire? So 10 hours of work to fix or fuck up, with changing a tire being 4 hits with 5 minute intervals.
Might just shelve the smarts for the time being and use regular runflats from the shop (assuming Joe has some I can beg/borrow). I'll ask him when he replies.
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Post by NoOnesShowMonkey on Mar 23, 2011 12:00:50 GMT -5
I made a Negotiations + Loyalty + Connection check for Joe to see if he would help you. I critically glitched. Joe is pretty steamed at you for asking. Screech might not know that just yet, as this is all text.
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Post by ScornMandark on Mar 23, 2011 12:53:49 GMT -5
Ugh, crit glitch on an email? lol
That sucks, glitch on 11+ dice with no successes? he must be really steamed :-P
Ok, hopefully the offer of buying tires won't be regarded as offensive...
I'm sending a note to Keller, hopefully with less aggravation to him.
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Post by ScornMandark on Mar 23, 2011 13:00:45 GMT -5
should I roll my negotiation+his loyalty+contacts? or is it his negotiation?
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Post by NoOnesShowMonkey on Mar 23, 2011 13:27:07 GMT -5
I have been making more and more rolls privately - especially rolls that have to do with NPCs and how they feel about you, what their intent with you is etc. I will be posting in OOC some guidance about how things are going, but you won't know necessarily how good or bad or the like.
Given social skill roll mods, his dice pool was not a full 11.
Even so, I rolled no hits and a shitload of 1s. Bad luck.
As far as it being an e-mail, there are a lot of reasons why Joe would not be too happy with Screech. All this attention and crazy Japanese guy - hooked up with bad people to boot - clogging up his shop, maybe bringing heat, taking away his apprentice worker, needing to reschedule stuff, and now favors to boot? Much less asking for a hired gun on the fly? He would not have been too pleased to begin with though as a good friend willing to help, but a critical glitch roll just sorta cements it.
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Post by ScornMandark on Mar 23, 2011 13:36:14 GMT -5
oh, I'm certainly not fighting the roll, I was just saying that it sucks since it was a critical glitch. I understand every reason why Joe'd be upset, and lord knows I've been in the periphery when an email chain goes nuclear at work. I was just surprised since I figured it was just a "did you know a guy" kind of a question, less of a "go find me a guy" kind of demand.
I may have phrased it unwell, but a crit glitch is a crit glitch in either case.
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Post by NoOnesShowMonkey on Mar 23, 2011 13:53:41 GMT -5
A crit glitch means that, regardless of how you intended things to go, they go the wrong way.
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Post by ScornMandark on Mar 23, 2011 13:56:32 GMT -5
Right :-) Well, hopefully another night of Neil the Ork Barbarian in the shop will help smooth things over with Joe after the 'Run. Besides, I know Screech puts in way more than his paid 20 hrs/week at that shop for his bud :-P
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Post by NoOnesShowMonkey on Mar 25, 2011 13:47:57 GMT -5
Your move.
The night passes without incident.
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Post by ScornMandark on Mar 25, 2011 14:14:45 GMT -5
Cred 1270->970.
He's going to change out the tires and then head to the trailer pickup.
Do I need to roll for the tire changeout? or can we just play through it?
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Post by NoOnesShowMonkey on Mar 25, 2011 17:51:21 GMT -5
Since time is not of the essence and the test is routine, of course you do not.
The only time you need to make a check is for complex do-it-yourself build checks, complex repairs or when you are racing the clock.
Otherwise, you can just say your character does x, y, or z. If I have a problem with it, I'll ask for a check.
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Post by NoOnesShowMonkey on Mar 25, 2011 20:31:20 GMT -5
Next post is on you.
Unless you care to do anything in particular, Screech is - as far as i know - shitting around the shop till evening.
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Post by ScornMandark on Mar 26, 2011 1:52:46 GMT -5
Ok, I didn't figure I'd need to do a roll for changing the tires in the shop, but I figured I'd check....
I'll spend a bit in the shop talking to Joe, then head to the trailer. After that, he'll probably put in some time at the shop, maybe on his tires for a bit. We'll see.
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Post by ScornMandark on Mar 28, 2011 8:19:33 GMT -5
With the run-flats, the handling on the Roadmaster drops from 3 -> 1. Driving pool drops to 15 (usually capped), unless performing a "stunt," in which Screech gains an extra 2 dice (capped at 16). Due to reduced weight, Max Speed 120 -> 150, Accel 8/24 -> 10/30.
Might hold on to these, actually. Hmm...
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Post by ScornMandark on Mar 28, 2011 11:45:04 GMT -5
Are the materials for fixing the tires available at the shop? or do I need to go get some before starting to work on fixing those rims? I expect he'll be able to fix or frag at least one of the tires before the run, but probably not fix both.
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Post by NoOnesShowMonkey on Mar 28, 2011 18:53:23 GMT -5
Yes. Higashi has plenty of gear to fix stuff like that, even if he doesn't necessarily carry them in stock.
A logic + mechanic's check can be made per the earlier threshold and interval.
Tools in the shop are adequate (no bonus or detriment).
Joe does keep a set of plans (+1 die), though they are not AR (+2 dice). You can try a Data Search to scam some up before you start.
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Post by ScornMandark on Mar 28, 2011 19:29:43 GMT -5
I'll just work with the existing plans, I think. I realize now that I never took any skills in data search, so it would be a defaulty mess. Rolls as follows: Logic (6) + Mechanic (4) + Plans (1) = 11 dice. Threshold: 12 Interval: 1 hr. Special limitations - if glitch or over 5 attempts, tire is unusable. Notes - 150 cred/attempt. Let's start with the first one. Roll #1. Repair Attempt. (11d6.hits(5)=5)7 hits remaining. Roll #2. Repair Attempt. (11d6.hits(5)=1)6 hits remaining. Roll #3. Repair Attempt. (11d6.hits(5)=6)0 hits remaining. He's going to break for lunch here. 450 spent on materials.
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Post by NoOnesShowMonkey on Mar 28, 2011 21:59:25 GMT -5
Nothin goin on till you make the run later tonight. Feel free to advance things to that point at your leisure.
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Post by ScornMandark on Mar 29, 2011 8:14:04 GMT -5
No worries. I figured I'd sandbox for a bit since I had time to kill IC. Plus, I got a tire fixed! I'll transfer the list of materials used to Joe and I'll give him the cred after the run. I'll move it ahead this post.
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Post by ScornMandark on Mar 30, 2011 15:46:54 GMT -5
Shoulda recorded that tire fix and sold it as an AR plan. Hmm, I'll have to keep record of the next one. As he crosses into the Barrens, he's going back on high alert, scanning for trouble as best he can.
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Post by NoOnesShowMonkey on Mar 30, 2011 17:01:39 GMT -5
I'm gonna be a bit behind on this one.
Things on my end of this are going to be a bit... complicated. Stay tuned.
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Post by ScornMandark on Mar 30, 2011 22:44:30 GMT -5
No worries. I await your complications :-P
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Post by NoOnesShowMonkey on Mar 31, 2011 15:04:33 GMT -5
The oncoming scene will be handled in Chase Combat. It will begin with the oncoming vehicles entering Short Range (due to closure) while the chase vehicles are at Long range. Road conditions raise all thresholds by 4. Current visibility is Partial Darkness and Light Rain (each a -2 to normal vision). Each group of contacts rolls for initiative. (7d6.hits(5)=1, 7d6.hits(5)=3)Oncoming vehicles go on 8. Chase vehicles go on 11. Turn Interval will be 1 minute. Vehicles in Short Range move to Tactical Combat. You begin at your Running rate.
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Post by ScornMandark on Mar 31, 2011 15:58:38 GMT -5
Nice Ok, so 4 closing ahead, 4 closing from behind (but further back). Vehicles in short range or close range go to tactical combat? Also, does tactical combat with the oncoming vehicles (since they will be in short range) preclude chase actions with the vehicles further back? Or since a chase round is 1 minute while a tactical round is 3 seconds, will there be 20 rounds of tactical before the next chase round? Just clarifying... Init. (12d6.hits(5)=3)Initiative is 15, 3 passes. Begin combat at 30 mpt (tactical).
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Post by NoOnesShowMonkey on Mar 31, 2011 16:31:59 GMT -5
After giving it some thought, the whole thing is going to be a total mess either way we do it.
Keeping everything in Chase Combat will give you fewer shots with your LMG, but lends a more cinematic feel to events.
Tactical combat is gonna be super crunchy, and you will likely have crashed / been crashed / killed / been killed by the time the rear vehicles can enter combat (ie in 1 to 2 chase turns =>=>=> ~20-40 combat turns).
I am leaning towards just straight Chase Combat for the whole encounter with the limited opportunity for shots representing the fluid, high speed, fast paced, demolition derby nature of the whole thing.
Let me know how you'd prefer to resolve this, as we'll do it that way.
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Post by ScornMandark on Mar 31, 2011 17:36:35 GMT -5
I think I prefer the chase combat approach. I've always been a big fan of cinematic gameplay (LMG crunching not withstanding), so I'd rather go in that route. While the thought of eviscerating vehicles within seconds and gassing off before the rear vehicles have more than a chance to think is inherently amusing, I don't think it would be a) all that realistic or b) cinematically appropriate.
The Mad Max road chase with a few shots from the LMG for good measure is a pretty sweet scene, honestly, so let's run with that.
So, with that in mind, will the vehicle tests at the beginning of each combat turn include the +4 road conditions? Since I'm running on thermographic imagers and radar, does the weather count against me as well?
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Post by NoOnesShowMonkey on Mar 31, 2011 17:47:00 GMT -5
Since everyone is at a +4 threshold, we can do away with it all together as a wash.
Your massive sensor suite can, between all the different sensors, produce 0 mod for any given weather condition... but I don't think anyone could really parse - in real time - the feeds from all of them. And software that could filter noise through all of them at once would be something of a modern miracle.
So let's call it a -2.
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Post by ScornMandark on Mar 31, 2011 18:07:20 GMT -5
Hahahaha Ok, I'd call that fair. So a general -2 dice pool, wash on the terrain. Beginning of the round opposed vehicle test: 15d6 - 2 weather = 13d6 Opposed Test. (13d6.hits(5)=5)I'd like to try to blow through the group coming my way, putting as much distance between us as possible. I'd like to declare as many vehicles as possible at Long Range. I'll declare actions once that's resolved...
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Post by NoOnesShowMonkey on Apr 2, 2011 10:49:16 GMT -5
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Post by NoOnesShowMonkey on Apr 4, 2011 11:49:47 GMT -5
Screech's first complex action is to undertake Evasive Driving, allowing him to add his vehicle skill to any defense dice pools to dodge ranged attacks. Technically, the one performs Chase Stunts during Chase Combat per page 170 SR4A. These stunts include: - Breakoff - increase range by 1 category.
- Cutoff - forces a crash test on a vehicle in Short Range.
- Maneuver - adds net hits to the Opposed Vehicle Chase Test.
- Ram - attempts to ram a vehicle in Short Range.
Only one stunt may be used per turn. From there, I guess you can use standard combat actions? These would include Evasive Driving? Evasive Driving requires the vehicle to currently be under attack and uses a Complex Action, the next available, to dodge. Much like the Full Dodge action. You are currently not under fire (it's still your turn!). I'd pick a different action and go with that. Accelerating, for example, can produce a +1 dice pool bonus for each 10 that your speed exceeds the opponent's. Also, for every vehicle chasing you, your opponent's get +1 DP... So eliminating vehicles is a pretty big help. That mean's LMG, Cut Off or Ram. Lastly, you can control the range on one of the oncoming vehicles... So you may move that vehicle to Medium range if you desire. Let me know so I can get an IC post up.
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