Challenge rating. IIRC a CR of X is moderately challenging for a party of 5 characters with level X. Typically truly epic stuff starts around level 20, depending on the edition.

14th level means they have access to 7th level spells - that's planar traveling, limited wish and enough firepower to level a small city.
Or, in the Joe's case, stupid levels of durability, high-tech weaponry that'll blow anyone in anything short of epic-level gear/hit dice to gibs in 2 hits at most, utterly bullshit reaction times, and SUPER AIMBOT POWERS.
 
Or, in the Joe's case, stupid levels of durability, high-tech weaponry that'll blow anyone in anything short of epic-level gear/hit dice to gibs in 2 hits at most, utterly bullshit reaction times, and SUPER AIMBOT POWERS.
Does equipment factor into CR? Because what someone can do when fully equipped, and when they got no equipment, are usually very different.

@I just write you never answered my question. How visible is our teleporting? Is it a really noticeable beam of light from the sky, or is it only really noticeable at the actual destination, so if we aim for a alleyway we should be fine?
Also, can we fairly easily attach the part of Ghost armor that allows them to go invisible to Joes? I'd think we can, since there is even a grenade that grants very temporary invisibility (1 turn) to people caught in blast.

And now a additional question, could a Joe survive re-entry on their own? How banged up would they be if they did?
 
Does equipment factor into CR? Because what someone can do when fully equipped, and when they got no equipment, are usually very different.

@I just write you never answered my question. How visible is our teleporting? Is it a really noticeable beam of light from the sky, or is it only really noticeable at the actual destination, so if we aim for a alleyway we should be fine?
Also, can we fairly easily attach the part of Ghost armor that allows them to go invisible to Joes? I'd think we can, since there is even a grenade that grants very temporary invisibility (1 turn) to people caught in blast.

And now a additional question, could a Joe survive re-entry on their own? How banged up would they be if they did?
1: There's a noticeable light streak within 200 meters of the arrival/departure pooint.

2: The ghost system isn't a 'module'. It's a fully enclosed smart camo sheath backed with metamaterials.

3: Yes they'd survive re-entry with minimal issues. When they hit however, the shock would likely cause some amount of damage to their internal systems.
 
1: There's a noticeable light streak within 200 meters of the arrival/departure pooint.

2: The ghost system isn't a 'module'. It's a fully enclosed smart camo sheath backed with metamaterials.

3: Yes they'd survive re-entry with minimal issues. When they hit however, the shock would likely cause some amount of damage to their internal systems.
1) Hmm, that's a tad annoying, but not that big a draw-back. Simply just have to land them a while more away than that. Maybe a Kilometer away, and have them jog on over. Should only take about 6 minutes if they move at 10 km/h, a decent but still very human pace.

2) If it's Metamaterial based, then why does it use energy, and require a heat-sink? Plus, how does that grenade work then? For it doesn't just obscure the people inside the radius while they are in it, it covers them after leaving as well.

3) The landing is usually considered part of re-entry. Would the shock be enough to severely hinder them from doing basic things, like moving?
 
Does equipment factor into CR? Because what someone can do when fully equipped, and when they got no equipment, are usually very different.

In D&D it's no that much, especially for magic users. But most opponents kind of come with their equipment integrated into their stats. But if you are building an character to be an opponent, there is an appropriate amount of gold for his level that you should spend on equipment.

Or, in the Joe's case, stupid levels of durability, high-tech weaponry that'll blow anyone in anything short of epic-level gear/hit dice to gibs in 2 hits at most, utterly bullshit reaction times, and SUPER AIMBOT POWERS.

Yes, but I meant that if they went for a CR 14 encounter, that's the scope of their possible high-level magical abilities. Difficult to say for non-magicians, no idea how their abilities translate into real world. Super-reflexes, ultra-durability and absurdly sharp weapons?
 
In D&D it's no that much, especially for magic users. But most opponents kind of come with their equipment integrated into their stats. But if you are building an character to be an opponent, there is an appropriate amount of gold for his level that you should spend on equipment.
Really? I thought at least part of what made high level people so bad-ass was all the bad-ass loot they collected by then. Magic swords, Magic Armor, Magic Spell Books, lots and lots of magic. Oh sure, high level people could kick ass with just garbage grade loot, but I thought they would at least be greatly hindered by it.

Edit: Don't Wizards require their spell books to prepare their spells? If so, then snatching their book would limit them to the spells they currently have prepared and that's it
 
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[X] Get some spy satellites watching the suspect houses, and tap into any nearby street-cams that we can.
-[X] Send in 12 Joes in Civilian Mode into different alleys and other vacant areas about a kilometer away, and they will casually jog their way towards the target houses, 3 per house.
--[X] When they arrive, they are to do a few scans of the houses, trying to determine how many occupants there are, locations within the house, etc. After scanning, one Joe is to sneak in for further analysis, while the other two watch the outside.
--[X] Prioritize remaining inconspicuous, don't take unnecessary risks.
-[X] Have several fully armed and armored squads on stand-by for teleporting in if things go south. Use our ability to instantly mobilize into almost any location to our advantage, cutting off retreat routes by teleporting right in their way, teleporting on top of buildings for better view, etc
--[X] Armed with laser weaponry set to stun, we want them alive if possible.
-[X] Have Gio buff our squads as he thinks would be best. Prioritize buffs on the first 12 Joes
 
Really? I thought at least part of what made high level people so bad-ass was all the bad-ass loot they collected by then. Magic swords, Magic Armor, Magic Spell Books, lots and lots of magic. Oh sure, high level people could kick ass with just garbage grade loot, but I thought they would at least be greatly hindered by it.

Edit: Don't Wizards require their spell books to prepare their spells? If so, then snatching their book would limit them to the spells they currently have prepared and that's it
The wizards need their spellbook only to prepare their spells in the morning, not to cast them. So he still might have some nasty shit like Caustic Eruption or Elemental Body IV.

About gear - well, spells are mostly bought in form of scrolls, so once he has it memorized you can't exactly take it from him. Good gear might give you an important edge if you are fighting something close to your level, but it's more about covering your weaknesses and expanding your repertoire. The things that you are good at will get more bonuses from level progression than from gear.

[X] Trondason
 
Should I do a vote count or wait a bit more? Be advised that I won't be available to actually write the update until about 2:45 today though.
 
[X] Get some spy satellites watching the suspect houses, and tap into any nearby street-cams that we can.
-[X] Send in 12 Joes in Civilian Mode into different alleys and other vacant areas about a kilometer away, and they will casually jog their way towards the target houses, 3 per house.
--[X] When they arrive, they are to do a few scans of the houses, trying to determine how many occupants there are, locations within the house, etc. After scanning, one Joe is to sneak in for further analysis, while the other two watch the outside.
--[X] Prioritize remaining inconspicuous, don't take unnecessary risks.
-[X] Have several fully armed and armored squads on stand-by for teleporting in if things go south. Use our ability to instantly mobilize into almost any location to our advantage, cutting off retreat routes by teleporting right in their way, teleporting on top of buildings for better view, etc
--[X] Armed with laser weaponry set to stun, we want them alive if possible.
-[X] Have Gio buff our squads as he thinks would be best. Prioritize buffs on the first 12 Joes

Yes. Using only Joes when there may be technomancers, I don't know if our laser weapons can be set to 'stun'., and we want those adventurers drugged to hell.
 
Yes. Using only Joes when there may be technomancers,
The Joes are only the fore front, because they can go in looking completely normal without being completely vulnerable. Even unarmed, they can pack a big punch. And we would be sending in more people if things actually go into a fight, hence the "have several squads ready" bit.
Though I don't know why you think sending Joes would be super bad against Technomancers, it wouldn't be any worse than sending humans against a Torturer. Both instances can end in the Mage getting people they can get Madness off of, and really, a Technomancer would be REALLY hard pressed to figure out our tech good enough to actually get the normal advantage of Technomancy (the ability to cause madness at the press of a button).
I don't know if our laser weapons can be set to 'stun'.,
They automatically optimize the rate of micropulses in the beam and its wavelength/color to burn through whatever you point it at with maximum efficiency, and have a feature that neither plasma nor gauss can claim: a stun setting, which works as an electrolaser.
That's one of their main advantages.
and we want those adventurers drugged to hell.
Don't see why. For one, we got 15 minutes between resistance rolls, which should be plenty of time to wrap up this little op. Two, the people controlling the adventurers are about to be indisposed, and can't really keep doing their thing. Three, only the Mage can really go anywhere, and he'd be leaving behind his buddies, since he doesn't really know where they are.
 
@Trondason
Since you helpfully volunteered to count the votes last time, I'm volunteering you to do it this time.
[whine]But we aren't dooone! [/whine]
But if you insist
Vote Tally : The SPECIFIC Gamer quest | Page 59 | Sufficient Velocity
##### NetTally 1.1.17

[X] Teleport some basic spy drones in, followed by some troops (really fast)
-[X] Also bring flashbang grenades.
No. of Votes: 3

[X] Get some spy satellites watching the suspect houses, and tap into any nearby street-cams that we can.
-[X] Send in 12 Joes in Civilian Mode into different alleys and other vacant areas about a kilometer away, and they will casually jog their way towards the target houses, 3 per house.
--[X] When they arrive, they are to do a few scans of the houses, trying to determine how many occupants there are, locations within the house, etc. After scanning, one Joe is to sneak in for further analysis, while the other two watch the outside.
--[X] Prioritize remaining inconspicuous, don't take unnecessary risks.
-[X] Have several fully armed and armored squads on stand-by for teleporting in if things go south. Use our ability to instantly mobilize into almost any location to our advantage, cutting off retreat routes by teleporting right in their way, teleporting on top of buildings for better view, etc
--[X] Armed with laser weaponry set to stun, we want them alive if possible.
-[X] Have Gio buff our squads as he thinks would be best. Prioritize buffs on the first 12 Joes
No. of Votes: 2


Total No. of Voters: 5
If I can get Gunman to go with my vote (or @Erehwon or @Unelemental , but usually it's just Gunman who engages in debates on the best vote, so he's the one I'm most likely able to do that with) then it would be in lead, since it's close currently.
 
Actually, @I just write I got a question, could a Torturer get Madness from a machine just as easily as from a human, and vice-versa for a Technomancer, or does the source of the madness matter beyond how you create it to extract it?
 
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Actually, @I just write I got a question, could a Torturer get Madness from a machine just as easily as from a human, and vice-versa for a Technomancer, or does the source of the madness matter beyond how you create it to extract it?
Not really. Aside from the Wrong Context Magic that is Savants, the rest of the casting styles are pretty much just preferences for how one actually goes about getting madness to cast with.
 
Alright, then I guess the vote locks as
[X] Get some spy satellites watching the suspect houses, and tap into any nearby street-cams that we can.
-[X] Send in 12 Joes in Civilian Mode into different alleys and other vacant areas about a kilometer away, and they will casually jog their way towards the target houses, 3 per house.
--[X] When they arrive, they are to do a few scans of the houses, trying to determine how many occupants there are, locations within the house, etc. After scanning, one Joe is to sneak in for further analysis, while the other two watch the outside.
--[X] Prioritize remaining inconspicuous, don't take unnecessary risks.
-[X] Have several fully armed and armored squads on stand-by for teleporting in if things go south. Use our ability to instantly mobilize into almost any location to our advantage, cutting off retreat routes by teleporting right in their way, teleporting on top of buildings for better view, etc
--[X] Armed with laser weaponry set to stun, we want them alive if possible.
-[X] Have Gio buff our squads as he thinks would be best. Prioritize buffs on the first 12 Joes
 
Challenge rating. IIRC a CR of X is moderately challenging for a party of 5 characters with level X. Typically truly epic stuff starts around level 20, depending on the edition.

14th level means they have access to 7th level spells - that's planar traveling, limited wish and enough firepower to level a small city.


Sounds about right for X-COM with Megaman and Starcraft thrown in for flavor.
 
Sounds about right for X-COM with Megaman and Starcraft thrown in for flavor.
It's only going to go up. They don't got Time-Stop, or Force Fields, or Personal Teleportation, or Thermo-kinesis, or Electro-kinesis, or Weather Manipulation, or Invisibility, or Warp Travel, or Black-hole Guns, or Flight, or Time Travel, or Hard-light Creation, or Portal Creation, or gravity manipulation

Suffice to say, we got a lot more tech we can add to them. And that's just all tech we got access to via one of our sources, not even getting into us making new tech.
 
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