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Post by NoOnesShowMonkey on Apr 25, 2011 13:12:37 GMT -5
Unless it chooses to full dodge, then yes.
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Post by ScornMandark on Apr 25, 2011 13:28:22 GMT -5
Well... there is that... I suppose. If you want to get all technical. Aaaand the roller is up again, so here we go! Full Auto, Narrow Spread: Bring on the pain! (13d6.hits(5)=4)Attack is 8 + [net hits] + [9]P, AP-3.
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Post by NoOnesShowMonkey on Apr 25, 2011 15:59:28 GMT -5
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Post by ScornMandark on Apr 25, 2011 16:03:04 GMT -5
Woot! Alright!
For pass 3, I need to get around the worm, or through it. Is there room to dodge around the worm in the road wihtout plowing through the trash and junk on the sides?
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Post by NoOnesShowMonkey on Apr 25, 2011 16:12:36 GMT -5
Going around the worm at speed requires modified a Vehicle Test (4) less the DP penalties for the weather.
Slowing down in time would require a Vehicle Test (3) and then a Vehicle Test (2) to go around.
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Post by ScornMandark on Apr 26, 2011 8:22:16 GMT -5
More? Sheissa. Not in the mood for more acid, considering this one's going to burn for another 4 turns... Not slowing down then, vehicle test to blow past: Vehicle Test. (14d6.hits(5)=6)How long until I get to the drop off?
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Post by NoOnesShowMonkey on Apr 26, 2011 9:22:12 GMT -5
Autonav places you at your drop off in the next 7 to 11 minutes, speed dependent.
The oncoming worms do not have sufficient speed to intercept you before you reach your drop off, though. They are just 'out there', as it were.
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Post by ScornMandark on Apr 26, 2011 10:19:07 GMT -5
Ah, ok. I'll keep the speed up for now and start panicking after the goods are unloaded.
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Post by NoOnesShowMonkey on May 1, 2011 10:31:35 GMT -5
I think that we'll handle the route back out of Hell's Kitchen with an Extended Opposed Vehicle Test. Your target is 12 hits with a maximum of five attempts. A glitch will increase the threshold by 1, a critical glitch will increase the threshold by 3 and have an IC effect. Your opposition is the combined pool of the worms intent on eating you. You roll a Vehicle Test, modified by conditions, and note the hits. The worms roll a Movement test of their own, and then compare hits to you. Any net hits on Screech's part count towards the threshold. If, by the 5th test, Screech has not managed twelve hits, there will be a tactical encounter with the worms. Feel free to bring in contextual details, extra skill checks to support your actions etc. This is as much a chance to problem-solve as it is a mechanical check. First movement test for the worms. (9d6.hits(5)=4)Yikes.
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Post by ScornMandark on May 2, 2011 8:36:27 GMT -5
Yowsa. That's not gonna be fun. Ok then, let's see. Start with a straight vehicle test, then. Vehicle Test. (14d6.hits(5)=5)Net 1! Alright! At this rate, it'll only take another 11 turns to... Whilst I'm dodging around potholes and the like, I'm looking for something I can knock loose, a pile of cars or something that I can shoot or knock loose, create a lot of loud, sustained audio distraction. Since the worms are underground and not generally coming above to periodically visually check where I am, I'm presuming the worms are using sound to track. Hopefully a few audio "flares" or distractions will help throw them off. Perception Test. (15d6.hits(5)=3)Also, any chance for a Maneuvering stunt (a la chase combat)? EDIT - forgot to include the roll, expanded on line of reasoning.
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Post by NoOnesShowMonkey on May 2, 2011 10:31:18 GMT -5
If you want to maneuver, what do you want to do and what do you hope it will accomplish. Explain those two things, and we can set a threshold for a test and go with it. There are plenty of falling down buildings, piles of rubble etc. in Hell's kitchen. You can imagine taking off the support pilings for an awning or something, plowing off the front wall of a precariously standing building or otherwise causing a large structural collapse. As for piles of rubble or cars, most are not high enough to be precarious or grand enough for what you have in mind - you'd just slam into them or drive over them, ya know? 3 hits on your perception check is enough to locate a seemingly empty warehouse or storefront that you could try and smash up. It'll take a Ram vs a Body 12, Barrier 6 target and cause enough hits for a knockdown (ie 12 or more damage). If you can manage that, we'll see how well your plan works out. You are at 1 of 15 hits. Worms continue to chase, 2nd of 5 tests. (9d6.hits(5)=1)
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Post by ScornMandark on May 2, 2011 11:29:22 GMT -5
Makes sense so far. Here's what I want to do then. I figure I'm running at ~80 mpt (about what I hit before getting to the drop off) since I was burning like hell to get outta the Barrens. I'd like to slam through the warehouse to create enough of a ruckus to see if it throws them off a bit. In the ensuing ruckus, I'd like to cut down another street and slow down some, to reduce the road noise from my rig and trailer. The faster I'm going, the louder I'll be. Hopefully by doing so it'll keep the worms focused on the noise of the collapse and not on my van. I'll throw the vehicle test first, then the ram attack, damage soak, and crash test. Afterwards (presuming the warehouse is at least close to as empty as I'm hoping) I'd like to zag down a side street and try to reduce my overall noise by slowing down a bit (as much as I hat the idea). Vehicle Test. (14d6.hits(5)=8)Net Hits = 7, total 8/15 hits. Not too shabby. Hopefully that'll give me a little room to pull this off. Ram Attack. (14d6.hits(5)=4)Net Hits = 4 (presuming the warehouse doesn't get a dodge roll...) Damage = 32 (16x2) + 4 Damage Test (32d6.hits(5)=8)Damge reduced from 16 -> 8. 8 Damage taken. Damage modifiers of -2. Must resist 4S with Will [3] + Biofeedback Filter [6] Biofeedback Test (9d6.hits(5)=5)Damage staged down from 4 -> 0. Phew. Crash test with -2 Damage Modifier. Crash Test. (12d6.hits(5)=5)Ah, thank the gods. Another strip of rubber sacrificed to the Road Gods for my continued praises. That's gonna take some work to buff out, tho.
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Post by ScornMandark on May 2, 2011 11:37:43 GMT -5
If 80 seems too fast and 30-40 seems more appropriate, then the damage dealt gets cut from 36 (16x2 + 4) to 20 (16 + 4) and damage resisted from 16 to 8 (reduced to 0).
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Post by NoOnesShowMonkey on May 2, 2011 12:33:21 GMT -5
The initial work up is just fine. You can just swerve into a building, smash it up, then swerve out. Thank god you have run flats. Your plan will reduce their chase pool by half, but reduce your pool by 2 due to slowing down (ie, you are leaving the target area slower). Still, this leaves you a net gain of +3 dice. Worms chase roll 3 of 5. (4d6.hits(5)=2)The worms glitch. Your test is unmodified by the -2 from earlier.
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Post by ScornMandark on May 2, 2011 13:00:47 GMT -5
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Post by NoOnesShowMonkey on May 2, 2011 13:26:27 GMT -5
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Post by ScornMandark on May 2, 2011 13:37:42 GMT -5
Aiya.... Appropriate, considering the circumstances, I suppose. 2 rounds left, I'll roll for this one and see how it goes (Not well, I'll presume). Vehicle Test (12d6.hits(5)=4)Net Hits = 1, 11/15. Damn. One round to go.
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Post by NoOnesShowMonkey on May 2, 2011 13:45:12 GMT -5
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Post by ScornMandark on May 2, 2011 14:11:44 GMT -5
Oh snap, last round. Come on..... [/mildly_superstitious_dice_ritual] Vehicle Test (12d6.hits(5)=2)Net Hits = 2, total = 13/15. Fuck. 2? really? ugh, against the perfect roll, too. Edge = 0, so no rerolls there. Apparently my dice rolling rituals don't work on internet rollers... Last minute switch back? Powerslide around a corner at the last second? Maybe a sensors check to see if there's a gas line under the street I can miraculously find and lead them through so they hit it and it blows and they catch fire?
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Post by NoOnesShowMonkey on May 2, 2011 14:28:30 GMT -5
Worm Slayer - Refresh 1 Edge.
Use that.
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Post by ScornMandark on May 2, 2011 14:39:22 GMT -5
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Post by ScornMandark on May 2, 2011 14:42:17 GMT -5
LOL the total was originally 12.... Whatever, this whole run has been one epic scene after another so far, total blast
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Post by NoOnesShowMonkey on May 2, 2011 15:34:55 GMT -5
Glad you are enjoying it.
I'll get an IC post up by the end of the evening. The game is going to move towards down time once you get paid etc.
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Post by ScornMandark on May 2, 2011 15:43:36 GMT -5
Sweet. Looking forward to it!
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Post by NoOnesShowMonkey on May 3, 2011 15:54:58 GMT -5
I left the scene as leaving the Barrens. Move is on you.
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Post by ScornMandark on May 4, 2011 8:43:17 GMT -5
Ok. Screech is heading back to his apartment for now, since he's not sure how the Yak plans to pay him. They never really talked about it...
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Post by NoOnesShowMonkey on May 4, 2011 9:14:51 GMT -5
Might want to mention 'costs' or something of the sort when it comes time to get paid.
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Post by ScornMandark on May 4, 2011 9:26:14 GMT -5
Not a bad idea at all. I was trying to decide how much I should push for something like that, considering the flak that came down this 'run.
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Post by NoOnesShowMonkey on May 4, 2011 9:31:03 GMT -5
I am a pretty hard-assed GM. I don't like helping players figure things out and I don't give handouts. Your employer wants to fuck you over. They are cutting in as a middle man, charging the real employer X. They then spend as small a portion of X to deliver those services with a 3rd party - you - and pocket the difference.
If Joe Fixxer starts off with 75,000 nuyen to handle the removal of a scientist from Ye Olde Corporationne, he spends 15k on bribes, 20k on the team, 5k on equipment, 5k on data and then pockets the remaining 30k, wishing he'd have only paid the team 10k.
While I get that there are IC reasons to not push back, I'll point out that this game setup requires no such deference - your PCs can say no to any run, at any time, for any reason. Low pay counts as a reason.
Similarly, you can say 'Well, I'll do it... for twice that amount.' Just make sure you have Negotiations or are friends with someone who has that skill (Sterling!).
I'll get an IC post together for you so we can move this along.
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Post by ScornMandark on May 4, 2011 10:16:46 GMT -5
Duly noted. Screech isn't the pushiest type, but I think he needs to go for a bit more cash. I've got a bit of Negotiation (Bargaining), but I think I'll need to hook up with a face type in the future.
Unrelated question, looking for an opinion - I was looking over the Hotspur (which is a hell of a truck), and it lists the Off-road Suspension as a standard upgrade with Smart Tires and a Handling of 1. Since the Off-road Suspension reduces on-road handling by 1 but increases off-road handling by 1, is the listed handling in the book for the Hotspur the on-road handling, and thus off-road is 3? or is the listed handling the "nominal" handling, making on-road handling 0 and off-road 2?
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