The First Forumised Shadowrun Adventure™
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
I think you roll a number of D6 equivalent to your skill and the amount over a certain number make the amount of hits. I can't remember any more than that.
I don't know how useful I'm going to be on the ground in there, but that sounds like a good plan. That guy in there isn't going to be bothered about us when he's being zapped by spells. When it all kicks off I'll be at ground level outside, seeing as I don't think these gangers will be hanging about once I get them going - I encountered Ultrasonics when I was a kid and they're pretty hyperactive. I might be able to get into the security and cause more chaos while they're doing their thing, but I think if you want me down in the warehouse I'll be slowing you down.
I don't know how useful I'm going to be on the ground in there, but that sounds like a good plan. That guy in there isn't going to be bothered about us when he's being zapped by spells. When it all kicks off I'll be at ground level outside, seeing as I don't think these gangers will be hanging about once I get them going - I encountered Ultrasonics when I was a kid and they're pretty hyperactive. I might be able to get into the security and cause more chaos while they're doing their thing, but I think if you want me down in the warehouse I'll be slowing you down.
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Joose
- Turret

- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
Basically, it goes like this:Roman Totale wrote: Can someone remind me how I make die rolls - I seem to have misplaced the rulebook.
you take the most appropriate skill, add the charicteristic that the skill is related to, and thats the basic "dice pool". Modifiers, such as being drunk, or it being dark, alter the dice pool accordingly. You roll that number of dice, and any that are a 5 or 6 are a hit. Some tests need a specific number of hits to work (like, for example, lifting a box with magic) some will work better the more hits you get.
the two exceptions to this are glitches and edge.
glitches are when more than half the dice come up 1's. It basically means you dont just fail, you fail badly. If they all come up 1's, its a critical glitch and something extra bad happens (guns exploding in your hands, spells backfiring on to you, etc)
edge is something you can spend to get extra dice in a test. 1 edge = 1 extra dice. Edge spent like this is then used up till the end of the current run, at which point you get all your edge back. The other thing with edge is if you spend edge on a test, any dice that come up 6 means you get to roll an extra dice. Essentially, this means that a test that is normally impossible (like deject lifting the big box) can, theoretically, still be done. Of course, in that example deject would have to roll about 30 6's in a row, and then resist major magical whiplash, but still, its possible.
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Joose
- Turret

- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
its about 20 meters from the container guards (theres two of them) to the guards at the main door (two of them too), and theres the big metal box between them. The wandering guards comes right past both sets of guards, but he's meandering about, stopping to check things, so a full loop takes him about 10 mins to accomplish.deject wrote: 1) Is it more than say 3 or 4 meters from the container guard to any of the other guards?
You are at a bit of a high angle, so you cant make out details, but by the look of the rest of the stuff you would imagine at least a maglock of some kind.2) Can we see what kind of locks are on the container? If so what kind are they?
Nicely cast, but the spell only detects people who have hostile intentions towards you. As the guards dont even know you exist yet, you pick up nothing, not even the guards you know about. And no, thats not a clueAlso, I think I'll cast Detect Enemies horse 5 just to make see if there's anything unexpected.
Detect Enemies 5: Spellcasting + Magic = 5 hits
Drain Resist: Logic + Willpower = 3 hits so no drain (DV: (F/2) + 1)
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deject
- Berk

- Posts: 10353
- Joined: December 7th, 2004, 17:02
- Location: Oklahoma City, OK, USA
- Contact:
That's what I figured you were going to say, but I figured it was worth the risk in case of any setups or ambushes we were about to walk into.Joose wrote:
Nicely cast, but the spell only detects people who have hostile intentions towards you. As the guards dont even know you exist yet, you pick up nothing, not even the guards you know about. And no, thats not a clue
I'm guessing the lock isn't something I can deal with short of using my flamethrower spell on it.
Well since there's 2 guards at the container, I suppose I could cast Powerball instead of stunbolt, as that's an AOE spell instead of a single target. It's got some nasty drain though (F/2 + 3), so I won't be able to take either one out with it right away. It might also help with the lock too, as it's a physical spell and not a mana spell.
I think we're going to have to play it by ear with the guards. If the distraction doesn't work we might just have to take them down one by one, you with your stun spell and Chopper with his bow. Should remain relatively quiet. As for the lock, we're probably going to have to blow that off. I don't think any of us know anything about lock picking or hacking, so we're pretty much tied on that.
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
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deject
- Berk

- Posts: 10353
- Joined: December 7th, 2004, 17:02
- Location: Oklahoma City, OK, USA
- Contact:
Probably uses the Locksmith skill on pg. 125. I just remembered I have an autopicker rank 3 and a miniwelder, so if we have to we can use those.Roman Totale wrote:I suppose we could just use brute strength to get the lock off. Found the rulebook again, but I can't see a lock picking skill in there.
Should I make another Security Design knowledge roll?
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Joose
- Turret

- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
You cant see enough of the door or security design to help: it could be a mechanical lock, but its probably a maglock. Autopicker wont help against a maglock, but the miniwelder may be able to cut the lock out of the door.deject wrote:
Probably uses the Locksmith skill on pg. 125. I just remembered I have an autopicker rank 3 and a miniwelder, so if we have to we can use those.
Should I make another Security Design knowledge roll?
Cutting the lock off sounds like a better solution. It means we'll have to deal with the guards though because it'll probably take a while. I think the subtle approach is pretty much out on this occasion.
I did read up on lockpicking and there's a skill, plus different hardware to use. Plus a techy skill called hardware to even get into some of them. We really need a tech character.
I did read up on lockpicking and there's a skill, plus different hardware to use. Plus a techy skill called hardware to even get into some of them. We really need a tech character.
Ah wait, I've just read up on the skills and lockpicking again; lockpicking is for mechanical locks. A maglock is about hardware, which is covered by my electronics group. So I have the skills but not the gear. I might be able to get the gear, but that'd mean a delay and we'd probably lose our distraction.
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deject
- Berk

- Posts: 10353
- Joined: December 7th, 2004, 17:02
- Location: Oklahoma City, OK, USA
- Contact:
How much time has passed in-game then?
Leland wrote:Right then guys, I say we stick to the plan we have so far: get a distraction and disable the guards near the container. Since we don't know much about the lock or locks on it, let's just get on with this and deal with the lock when we get there. If nothing else we should be able to bust the shit out of it.
Joose, I've got some AR glasses and a (IIRC) half decent commlink, as well as the electronic group. I'll read up on it tomorrow when I'm not nackered, but basically is there anything I can do in terms of hacking the security system?Yeah, what the hell. There doesn't look to be too many guards, we can always blast our way out if it goes wrong.
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Joose
- Turret

- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
nah, you would need some specific hacking skills to do that. Electronics covers things like wiring, and (in this case) the hardware of a maglock. What you would need for that is the Hacking skill, and the right software. Without those, you would do more harm than good.Dog Pants wrote:Joose, I've got some AR glasses and a (IIRC) half decent commlink, as well as the electronic group. I'll read up on it tomorrow when I'm not nackered, but basically is there anything I can do in terms of hacking the security system?Yeah, what the hell. There doesn't look to be too many guards, we can always blast our way out if it goes wrong.
We really need a tech character.
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
Once we've got a satisfactory plan I'll hop to it. I'm not going near them until we know what we're doing though - they're highly strung and won't wait. I do have a bunch of liquor with which to bribe them though. We're doing this your way Chopper, so what do you want people doing? I'm not so hot at climbing and fighting, but I can shoot a gun. Where do you want me once I light the fuse?
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
As you can see, I thought I'd go a slightly different direction than Dirk...Chopper wrote:Distraction at the front door. Any of the guards that group together get Leland's Powerball(s) whilst I picj off any stragglers with the bow. Stun grenade gets dropped in to deal with anyone still standing and looking in our direction, then me and Leland jump/rope into the building to mop up any survivors. We'll keep in radio contact and tell you when to run in and start on that lock. With any luck you'll be able to run straight in while all the aggro is focused on us.
Forgot to mention but I've also got an area jammer - it will stop them calling for help. As long as we keep our radios on this frequency it won't stop us.
Cool?
