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J. Packer
post Jan 5 2011, 10:48 PM
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QUOTE (Faraday @ Jan 5 2011, 03:30 PM) *
Gonna do a perception roll to just check stuff out. I have natural low-light vision, so unless it's pitch black, I won't bother going thermo-vision. 5 Hits

The walls are concrete, and relatively smooth. Periodically there are bits of left over water treatment and transmission equipment that was too difficult to steal. Graffiti lines the walls, in thick, thick layers. Not much worth noting so far.
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Faraday
post Jan 5 2011, 10:51 PM
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QUOTE (J. Packer @ Jan 5 2011, 02:46 PM) *
That's right. One of them is jammed, however. Take an armory roll nothing fancy (threshold of 2) to clear it.

Warden can do that. (After the run's done. Not gonna take time for now.)

I really thought about going with two sliverguns myself, those things are pretty nice. But J convinced me to stick with Jessie. (IMG:style_emoticons/default/biggrin.gif)
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Isinghar
post Jan 6 2011, 02:19 AM
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You can roll Initiative, Perceptions, etc. for Cruiser. I added a section of dice pools under "Cruiser Stats" on wiki-page.
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Thanee
post Jan 6 2011, 06:52 AM
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Also added some dice pools at the end of my sheet. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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sabs
post Jan 6 2011, 12:20 PM
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Did you want some flavor posts from us? I think we're kinda waiting to see what happens (IMG:style_emoticons/default/smile.gif)

I know Rick is basically just mapping this route on his commlink.

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J. Packer
post Jan 6 2011, 03:41 PM
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Yeah, I was giving some time for everyone to have a chance to post, if they wanted to, but not really enforcing it. And then life got in the way last night and I was unable to do much to move the action forward.

Thanks, all, for updating sheets with basic rolls that I might need to make for you.
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Faraday
post Jan 6 2011, 09:07 PM
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Oh dear, that was an unexpected roll to fix a gun.
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J. Packer
post Jan 6 2011, 09:48 PM
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QUOTE (Faraday @ Jan 6 2011, 02:07 PM) *
Oh dear, that was an unexpected roll to fix a gun.

One hates to think of those rolls as "wasted" but, in this case... man...
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sabs
post Jan 6 2011, 09:53 PM
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Warden, you probably shoulda stayed in the driver seat (IMG:style_emoticons/default/wink.gif)

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Faraday
post Jan 6 2011, 09:58 PM
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Oh well. Perception roll: 4 Hits

Getting a gist of threat level. Guns out? Armored Bikes? Etc?
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J. Packer
post Jan 6 2011, 10:02 PM
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QUOTE (Faraday @ Jan 6 2011, 02:58 PM) *
Oh well. Perception roll: 4 Hits

Getting a gist of threat level. Guns out? Armored Bikes? Etc?

Oh, I already rolled perception rolls for everyone. You got seven hits. I was just waiting for specific questions. (IMG:style_emoticons/default/smile.gif)

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Faraday
post Jan 6 2011, 10:03 PM
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QUOTE (J. Packer @ Jan 6 2011, 02:02 PM) *
Oh, I already rolled perception rolls for everyone. You got seven hits. I was just waiting for specific questions. (IMG:style_emoticons/default/smile.gif)

O___o Holy crap. And yeah, I forgot about you rolling for us.

I guess IC really really likes Warden.
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sabs
post Jan 6 2011, 10:05 PM
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First thing I'm buying is a r3 skillsoft "pilot groundcraft"

God damn
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J. Packer
post Jan 6 2011, 10:07 PM
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This time, IC liked everyone. The lowest result was Ghost, wedged into the back seat and glancing out the heavily sloped back window, and she got three hits.
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Faraday
post Jan 6 2011, 10:19 PM
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QUOTE (sabs @ Jan 6 2011, 02:05 PM) *
First thing I'm buying is a r3 skillsoft "pilot groundcraft"

God damn

You know you'll need skillwires for that, right? (IMG:style_emoticons/default/nyahnyah.gif)

I find it kinda funny that warden's got as good a dice pool as he does while high.
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J. Packer
post Jan 6 2011, 10:27 PM
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We'll start the situation at medium range. All gunfire will be at a -4 (1 for range, 3 for being in a moving vehicle).

If you can extend the range to long, you'll have a shot at breaking off contact and losing them. If the range closes to short, you'll either have the option to try to drive one of them off the road, or you will be the object of such an attack.

I'll need a roll from Rick and Cruiser respectively, of Reaction + Vehicle Piloting Skill (or Pilot program, 1 for both the Contrail and the Jackrabbit) + Handling (Jackrabbit = 0, Contrail = +1) to determine, first, if the range is changed. This will be at -8 dice due to the number of pursuers you have currently.
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Isinghar
post Jan 6 2011, 10:28 PM
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OK, I have never done a Car Chase in SR before. What are the main dice pools and modifiers I should be collecting? Are we sure the bikers are coming after us, or are they just passing along?
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Faraday
post Jan 6 2011, 10:32 PM
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QUOTE (J. Packer @ Jan 6 2011, 02:27 PM) *
We'll start the situation at medium range. All gunfire will be at a -4 (1 for range, 3 for being in a moving vehicle).

If you can extend the range to long, you'll have a shot at breaking off contact and losing them. If the range closes to short, you'll either have the option to try to drive one of them off the road, or you will be the object of such an attack.

I'll need a roll from Rick and Cruiser respectively, of Reaction + Vehicle Piloting Skill (or Pilot program, 1 for both the Contrail and the Jackrabbit) + Handling (Jackrabbit = 0, Contrail = +1) to determine, first, if the range is changed. This will be at -8 dice due to the number of pursuers you have currently.

I get the feeling that -8 dice pool will reduce everyone's dice pool to 0. :/

BTW: The snuff's worn off at this point. Warden is still up on the Jazz though. (+1 React, +1 IP)
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J. Packer
post Jan 6 2011, 10:39 PM
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Yes, I will be investigating some house rules on car chases if they ever come up in the future. The ones in SR4A are a bit... hinky. With a difference of four pursuers, you'd have to be Eval Fricken Kineval to get away most of the time.

Thankfully, the penalty is only to the roll to change the range - not any other vehicle tests you might have to do.
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Isinghar
post Jan 6 2011, 10:49 PM
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OK thanks. Then my dice pool is: Reaction 5 + Pilot Ground Craft 1 + Handling 1 = 7; with the -8 I have no dice; guess I cannot even try and keep that distance.

To be honest I do not understand why the number of pursuers matter, shouldn't it be somehow related to the max speed of the vehicle or something? Anyway...
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klinktastic
post Jan 6 2011, 10:51 PM
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Yeah, you add or lose dice depending on the difference in speed 10 for 1.
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J. Packer
post Jan 6 2011, 10:52 PM
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There are actually modifiers for the speed differential between the vehicles, but with these guys being prepare to be in pursuit, it wouldn't work out as a net positive for you until you could accelerate for a while. And I'm not sure the jackrabbit would ever be able to outclass the Harleys.
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Faraday
post Jan 6 2011, 10:58 PM
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Well if it had rocket boosters...
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sabs
post Jan 6 2011, 11:05 PM
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QUOTE (Faraday @ Jan 6 2011, 11:19 PM) *
You know you'll need skillwires for that, right? (IMG:style_emoticons/default/nyahnyah.gif)

I find it kinda funny that warden's got as good a dice pool as he does while high.


You realize I have skillwires (IMG:style_emoticons/default/wink.gif)
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sabs
post Jan 6 2011, 11:08 PM
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my dicepool is also a 0.
JP.. How defensive is the "defensive" .. because he'll probably do that with the idea that he'd rather shoot out the window.
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