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Okay. So I compile it on my second pass at 17. It rolls at -10, but if it rolls better than 7 it'll wait until I give it a command on my third pass at 7 to begin.

So, with a little luck, I should be able to get it working before the host can start kicking IC off first thing next turn.

Then I can call up the fault sprite and have it ready when the spider logs in with my second simple action on 3rd pass.

Then I'd have 3 turns to get my drek together and execute a very streamlined version of my original plan before the host can launch IC. Hopefully FUTBOL can keep the spider busy that long. :(
 

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Okay. So I compile it on my second pass at 17. It rolls at -10, but if it rolls better than 7 it'll wait until I give it a command on my third pass at 7 to begin.

Compiling

Pass One
Death Otter - 27: Attempts to spoof command

Death Otter's initiative reduced by 10

Pass Two
Death Otter - 17: Uses complex action to compile sprite
Sprite - (has initiative score of [roll result - 10] but acts on Otter's initiative the pass it's summoned): Has not been given an order, so does nothing

Death Otter's initiative reduced by 10
Sprite's initiative reduced by 10

Pass Three
If Otter (now at initiative 7) has a higher initiative than the sprite (now at initiative [result - 20]) she can give it an order and it will obey on its initiative (if it still has initiative left)

If the sprite has a higher initiative it will do nothing because it has not been given an order. Otter gives an order and it will obey it on its next pass (likely the next round)

Death Otter's initiative reduced by 10 (to 0)
Sprite's initiative reduced by 10

Calling Registered

Pass One
Death Otter - 27: Attempts to spoof command

Death Otter's initiative reduced by 10

Pass Two
Death Otter - 17: Uses simple action to call registered sprite. Uses simple action to give task
Registered Sprite - (has initiative score of [roll result - 10] but acts on Otter's initiative the pass it's summoned): Follows orders

Death Otter's initiative reduced by 10
Registered Sprite's initiative reduced by 10




Did that help make things clearer?
 
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Yeah, I think I get it. So the 'little bit of luck' is that the Sprite's 3rd pass init is less than Otter's 3rd pass, but still greater than 0. :)

Otherwise I'm hoping that it's next turn init beats the host's.
 


It might be a good idea to consider letting sprites and spirits act after their initiative, instead of wasting their whole first pass if they roll too well. All it would take is to make the reasonable assumption that the sprite or spirit is automatically "waiting for orders" after being summoned, by delaying its action as described on page 161. What do you think?
 

It might be a good idea to consider letting sprites and spirits act after their initiative, instead of wasting their whole first pass if they roll too well. All it would take is to make the reasonable assumption that the sprite or spirit is automatically "waiting for orders" after being summoned, by delaying its action as described on page 161. What do you think?
Actually, I like this.

Official ruling: When a spirit or sprite arrives if it has a higher initiative score than its summoner it will use Delay Action to take its pass immediately after its summoner's until it has received orders. Note that this means it will take a -1 penalty to any of its actions during that pass (only if it winds up having to delay) but at least it will be able to act sooner. Keep in mind that this still won't allow freshly compiled sprites and summoned spirits to act on the first pass they appear (because it will have taken their summoner a complex action to compile or summon them) but it prevents them from losing an additional pass.
 





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