Mission 2b - The Party Explosion Job

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Post Post #7 (isolation #0) » Thu Sep 15, 2016 6:50 pm

Post by PeregrineV »

@mod- do we use combined charisma or just one?

Im on phone but will look at stats tomorrow.

What is our physical combat total? Our stealth total?
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Post Post #10 (isolation #1) » Fri Sep 16, 2016 2:23 am

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Chart Data:

Characters Charisma Combat Demolitions Logic Magical Matrix Medical Perception Stealth Default Access to Posting in Astral PT Can Use Magic/Gain Posting Access to Astral PT Default Access to Matrix PT Can Use Technological Items/Gain Matrix PT Access Drafted By
Elementalist 2 6 6 5 6 2 5 2 2 Yes Yes No No PeregrineV
Explosives Expert 3 5 6 4 5 3 5 5 2 No Yes No Yes Daenerys and Dragons
Ganger 3 6 6 5 2 3 5 5 2 No Yes No Yes Vedith
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Post Post #11 (isolation #2) » Fri Sep 16, 2016 2:24 am

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In post 9, Daenerys and Dragons wrote:House and us have 3 charisma each.
We can go try it?
Let's assume that is removes you from a secondary part of the mission. Who is needed to increase the odds of completing the mission, and who can we afford to leave behind to distract the guard?
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Post Post #12 (isolation #3) » Fri Sep 16, 2016 2:28 am

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Looking at this, and given the scum interference, we are possibly the worst set of three to send on this mission. Our charisma sucks and our stealth sucks, and both impedances are designed to our weakest stats.
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Post Post #13 (isolation #4) » Fri Sep 16, 2016 2:30 am

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In post 9, Daenerys and Dragons wrote:House and us have 3 charisma each.
We can go try it?
Fuck it, go for it.
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Post Post #14 (isolation #5) » Fri Sep 16, 2016 2:31 am

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Although our physical combat scores could mean we take the guard out so fast that he doesn;t have time to raise the alarm. We are almost maxxed at that stat.
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Post Post #16 (isolation #6) » Fri Sep 16, 2016 6:48 am

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In post 15, lilith2013 wrote:do you want to try that then?
No clue. It seems that the whole party thing is meant to prevent the combat.

If one of us does combat, but goes to jail, allowing the other 2 to finish, then I'd be OK with that. If combat causes us all to fail, then rather take the 50/50 chance.

Would also like House to weigh in.
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Post Post #18 (isolation #7) » Fri Sep 16, 2016 6:50 am

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@Schrod- if we choose combat, is that also only one person?
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Post Post #19 (isolation #8) » Fri Sep 16, 2016 6:50 am

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Barebones Structure
Town adventures have 3 challenges to pass in order to win an adventure and get the reward behind it. If town fails three times, then the run fails. A challenge is a task, such as breaking a safe, combat, stealth, matrix hack, etc. Challenges in the Matrix will be simplified as implementing all the ICE rules would be too complex. Combat is also simplified. Stats are changed from Shadowrun as well. Essence is implemented by item restrictions. (For instance, mages can't get cyberware pumped into them).

Passing a challenge
To pass a challenge, a group of runners must get a certain number of "hits" when rolling six sided dice. These dice are rolled in private (but in a mod PT for record keeping) so that any hidden modifiers by scum may be applied. A "hit" is any time a player rolls a 5 or a 6. A "miss" is any time a player rolls a 1, 2, 3, or 4. The challenge will have a predetermined success point.

Failure
A failed challenge may be reattempted with an additional success required to succeed.

Glitch
If at any point a group rolls half or more dice as 1s, a glitch occurs. The challenge will fail (can be reattempted) and some minor penalty will occur. This may include a glitching player being removed from the mission for instance.

Critical Glitch
A critical glitch is the same as a glitch but less likely to occur and has more severe consequences. A critical glitch occurs when more than half or more of the dice rolled are 1s and a player rolls no successes. Failures on a critical glitch can result in automatic mission failure, death of the glitcher, loss of powers, etc, as the narrative and game balance deem fit. Critical glitches are predetermined prior to the start.

Example
Adam, Brian and Clarissa are attempting to lift information from the Matrix. Adam and Brian are standing guard while Clarissa is doing the searching. The longer they stand guard, the more time she has for her search. A Matrix search requires all the players to roll their Matrix stats. Adam, being a Street Samurai, only has two dice for a Matrix check. Brian has 4 dice as a shaman. Clarissa the riggger has 6 dice. Together, the group has 12 dice. They need to roll 3 successes on the mission in order to pass. So that means if they roll 5 or 6 at least 3 times on 12 dice, they pass the mission. The number of successes on each challenge is predetermined.

Notice
While adventures are fun, the game is designed to where winning or losing adventures should be helpful to each side but not mandatory.
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Post Post #20 (isolation #9) » Fri Sep 16, 2016 6:52 am

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In post 17, Bold Vote Scientist wrote:is there a question?

Is the guard a 4th challenge, or one of the three that has been selected by scum?
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Post Post #21 (isolation #10) » Fri Sep 16, 2016 6:53 am

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In post 17, Bold Vote Scientist wrote:is there a question?
Does our stat indicate the number of dice we roll to try to succeed?
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Post Post #25 (isolation #11) » Fri Sep 16, 2016 7:03 am

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In post 23, Bold Vote Scientist wrote:
In post 18, PeregrineV wrote:
@Schrod- if we choose combat, is that also only one person?
Yes for this only.
Can we request layers to our results?

ie,

Daenyrs uses Charisma to get the guard separated from the main gala, then Combat to take him out (wihout alerting the others)
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Post Post #26 (isolation #12) » Fri Sep 16, 2016 7:04 am

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@Schrod-
Does success (for us) vs the guard remove a mission player no matter what?
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Post Post #28 (isolation #13) » Fri Sep 16, 2016 7:49 am

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In post 27, Bold Vote Scientist wrote:No layering.

Success on Charisma would. Not necessarily on Combat.
Given the Gala sabotage, does that mean we need more success rosls to succeed (at the combat option on this guard), or that a glitch is more likely to end us up in prison?

Since the guard is an add-on sabotage, would it be outside of the parameters for the Gala sabotage (physical combat difficult)?
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Post Post #29 (isolation #14) » Fri Sep 16, 2016 7:50 am

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@Mod- can countdown timer be added to OP?
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Post Post #32 (isolation #15) » Fri Sep 16, 2016 8:34 am

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I'll give House a few more hours to weigh in.
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Post Post #36 (isolation #16) » Fri Sep 16, 2016 9:36 am

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In post 33, House wrote:I'd prefer to take the guard out.
The gala is a condition added by scum in which use of physical combat has detrimental effects should it fail (ie not done stealthily)
The scum have triggered that this mission takes place at a gala, meaning that physical acts of violence include a severe risk of going to prison if not done stealthily. The scum also have included an extra guard that must be dealt with before the mission can proceed.
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Post Post #37 (isolation #17) » Fri Sep 16, 2016 9:37 am

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In post 34, House wrote:Idk what gala sabotage is or how that's different from combat, I just believe that charisma is a losing strategy here.
charisma would remove the Guard setback, but apparently cost us a team member.
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Post Post #38 (isolation #18) » Fri Sep 16, 2016 9:41 am

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In post 0, Bold Vote Scientist wrote:Do you have someone spend the mission chatting up the guard thus removing them from the mission
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Post Post #44 (isolation #19) » Fri Sep 16, 2016 2:47 pm

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D&D- preference between fight or charm?
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Post Post #46 (isolation #20) » Fri Sep 16, 2016 6:57 pm

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In post 45, House wrote:
In post 44, PeregrineV wrote:D&D- preference between fight or charm?
PerV, submit the action. We don't have the time to be lounging about on actions with less than two days remaining considering there are 4 actions to submit.
Sorry, didn't mean to lounge around waiting for you to give input.

Consider it fixed.

Leader vote option 2. I'll do it.
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