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Aria
post Aug 4 2011, 12:03 PM
Post #201


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I make you on IP3? Complex for long wide burst (am I miss reading that one?) and another simple in IP2 for a burst at the hiding gunman? Not that it matters too much...for simplicity can we say that you are on 3 with Jotamon? Don't worry, you'll have plenty of targets and they aren't shooting back at you until IP1!
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Seth
post Aug 4 2011, 12:18 PM
Post #202


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I had to chase this up to: I normally mess around with mages and adepts.

Long burst and short burst simple actions. Full burst (9 bullets) are a complex action. So basically you can shoot 9 bullets in a complex action (short/3 + long/6 or full/9)
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Notsoevildm
post Aug 4 2011, 12:39 PM
Post #203


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@Seth
if we have a little time before the 'enemy' arrives, then see if we can get into some sort of cover/out of the lobby.

Perception test if needed: Intuition 3 + Perception 1 + Enhancements 3 = 4 hits
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Seth
post Aug 4 2011, 12:52 PM
Post #204


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The lobby looks a little like this (although not quite as nice) ; http://www.google.co.uk/imgres?q=budget+ho...x=111&ty=89

  • The doorway is behind you
  • the pillars have the structural strength of a wet cardboard box, but do provide cover if not much barrier rating
  • You can move anywhere in that picture
  • I should have asked before, but please roll surprise with 6 die bonus (you are surprising the guests in the entrance hall)
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Aria
post Aug 4 2011, 01:00 PM
Post #205


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Increased Reflexes: Spellcasting 3 + Magic 5 +2 health spells = 10D – 2 hits [+1int & +1IP]

Drain [Force 3/2+2]: Int+Will = 9D vs 3 – 3 hits [no drain]
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galenbd
post Aug 4 2011, 03:17 PM
Post #206


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Jamie Combat Turn 2 Initiative
Initiative 15 with 2 IP

Yokinko Initiative
Initiative 12 with 3 IP

Combat Phase 1
Simple action: Start Windows roll down
Simple action: Command Yokinko
Move: Between Doza and Biker

Combat Phase 2
Shoot biker twice
Yokinko to start intercepting or hacking

Galen
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Seth
post Aug 4 2011, 09:53 PM
Post #207


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@Ember, Copperhead, Demon
Well that IC post should be a WTF moment!

Clearly Knight Errant think you are all cop killers, murderers and assassins and have sent a Fire watch team to take you out. At least three of them had very aggressive emotions towards you (only two now), and were going to make sure that you were "shot while trying to escape".

However this innocent little hotel had a meeting in it with some tough people that don't seem to like Knight Errant. It seems that they have external backup which is starting to attack Knight Errant from behind.

So in the confusion you can do what you want! The incoming SWAT troops are fully occupied in that traditional activity of "Geek The Mage". They seem superbly defended against magic...maybe they were expecting to deal with a mage or two... The Snipers seem to be trying to intimidate or shoot John Haviland who has a hostage in the form of the young mother Gracie.

This round the tear gas will not get to you...it takes time to disperse. The door to the rest of the hotel is behind you.
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JxJxA
post Aug 5 2011, 07:12 AM
Post #208


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Oops. This is what happens when I start a post, go to sleep, then finish the post before refreshing the IC thread. x_x
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Aria
post Aug 5 2011, 07:47 AM
Post #209


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QUOTE (Seth @ Aug 4 2011, 10:53 PM) *
@Ember, Copperhead, Demon
Well that IC post should be a WTF moment!

Clearly Knight Errant think you are all cop killers, murderers and assassins and have sent a Fire watch team to take you out. At least three of them had very aggressive emotions towards you (only two now), and were going to make sure that you were "shot while trying to escape".

However this innocent little hotel had a meeting in it with some tough people that don't seem to like Knight Errant. It seems that they have external backup which is starting to attack Knight Errant from behind.

So in the confusion you can do what you want! The incoming SWAT troops are fully occupied in that traditional activity of "Geek The Mage". They seem superbly defended against magic...maybe they were expecting to deal with a mage or two... The Snipers seem to be trying to intimidate or shoot John Haviland who has a hostage in the form of the young mother Gracie.

This round the tear gas will not get to you...it takes time to disperse. The door to the rest of the hotel is behind you.

WTF!!! indeed (IMG:style_emoticons/default/nyahnyah.gif)

And they sent Firewatch after us? That's not just SWAT that's milspec hard boys! Let's tuck our heads between our legs and kiss our arses goodbye (IMG:style_emoticons/default/ohplease.gif)

Ember isn't a real shadowrunner so I'm not sure how he'll react to this...he certainly isn't equipped to deal with tear gas or flashpaks at the moment. They've got our mug shots <damn that bloody dwarf!!!> so trying to escape in the crowd of civilians is unlikely to work. He knows enough to know that fighting them won't work either (there are always more cops!) so he'll just have to hope they are distracted by the other forces enough for them to escape?!?

Anyone got a cunning plan? I think some cautious astral recon is required...VERY cautious

I'll use Tempest's last service to conceal us all [Force 5]. Don't know if she can keep the gas away as she's an air spirit, will leave that to you.

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Seth
post Aug 5 2011, 08:48 AM
Post #210


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QUOTE
And they sent Firewatch after us? That's not just SWAT that's milspec hard boys! Let's tuck our heads between our legs and kiss our arses goodby


I'm not very up on 2072 Swat tactics. They sent in a group designed to take out magical mercenaries who are assassins and cop killers. (Can you say 'I've been framed...its a setup'?). I assumed that they think you would wipe the floor with normal SWAT (which I think you would of). They came in seriously hard...Those boys were anti-magiced to the eyeballs. So they knew that you had powerful mages. And they want you dead. If the fertilizer salesman and his buddies hadn't been there... However the scenes from outside are a serious fire fight, and it's not clear who is winning.

Your assessment is that they probably were watching the building through cameras (no astral: you are all mages), and spotted Copperheads actions, and moved in before they were ready. The Fertilizer salesman and his buddies set up precautions against each other (the black van, and snipers across the street). These triggered when the FireWatch came in.

The helicopter and the drones are the biggest strategic threat to you, but they seem to be occupied...so what do you want to do?

I think it's safe to say that you will make the national news tonight. If you survive, I'll be giving you a free advantage Fame/Global for the duration of the adventure.
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JxJxA
post Aug 5 2011, 10:31 AM
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I have a flashpak...do you think that will distract them...?

(IMG:style_emoticons/default/biggrin.gif)

Also, if we have the element of surprise going, then...should I start shooting before I'm sucking tear gas penalties?
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Seth
post Aug 5 2011, 10:48 AM
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lol. Flashpak right now is like the sound from a Chrismas cracker in the middle of a carpet bombing run (IMG:style_emoticons/default/smile.gif)

I think Ember's spirit is going to keep the gas away from you. The Swat team are mildly(?) distracted by lunatics firing Acid Wave attacks, and the hostage holder. They have (had?) sniper support, although by IP 2 the red laser dots on Gracie have vanished.

Lets do a time line to make sure everyone is in sync
  • Copper head noted the enemies, you all had a free combat round to move into cover, and call the police
  • The Fertilized sales people noted your actions and threw done on you a fraction of a second before...
  • The FireWatch team noted that Copperhead had noticed them and charged, obviously responding to the request to send the police
  • At this point we should all roll initiative, and this is the current combat round
  • The Firewatch team entered, announcing that you three were wanted Cop killers and assassins.
  • The Fertilizer team - One commited suicide by attacking the Fire Watch team. Their mage threw an Acid Wave which was spectacularly unsucessful. One of them grabbed a hostage
  • Aria has gone Astral to see what is happening, and on IP 1 and 2 is scouting. Outside is a scene from a bad first person shooter game.
  • Copperhead and Demon can do what they want this round
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Aria
post Aug 5 2011, 11:49 AM
Post #213


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QUOTE (Seth @ Aug 5 2011, 09:48 AM) *
The helicopter and the drones are the biggest strategic threat to you, but they seem to be occupied...so what do you want to do?


Panic? Retire?

I think 'run like hell' might be the best option...cop killers are usually shot resisting arrest and I want to have words with a certain dwarf before we allow that to happen!

That's what I'll suggest once I return to my body...

Is there a clear (ish) path out Seth? If they are coming in the front and are being fired upon from behind that should focus their attention away from a handy fire escape? (IMG:style_emoticons/default/smile.gif)
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Aria
post Aug 5 2011, 11:54 AM
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QUOTE (galenbd @ Aug 4 2011, 04:18 PM) *
@Jamie, Jotamon & Doza
[April 15th, 2072 10:47am; Dearborn, Downtown Seattle]

[Internal PAN=Passive. Id = <Information not available>]

That's the troll Mareno knows! Jamie hits the windows down button. Her perception is hypersensitive due to the redundant nerve systems laid down in her body, so the windows seems like it will take forever to open.

Figuring she will not be able to shoot the biker before he targets the troll, Jamie cranks the wheel around and pulls her car between the biker and the troll. As she ducks down behind door frame anticipating to be targeted, she sends to Yokinko, Find the van's node and hack an account for us to use.

I'm just waiting to see how Doza wants to respond in IP3...whether she launches a stun grenade or does something else?!? and then we'll move this on. If we don't hear anything then I'll assume she's attacking the van and leave the biker to you!

What level of account on the van's node would you like? I'll warn you now that it is rigged and the rigger isn't going to like someone trying to hack in!

Seems like all hell is breaking loose in Seattle today (IMG:style_emoticons/default/biggrin.gif)
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Seth
post Aug 5 2011, 12:22 PM
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QUOTE
Seems like all hell is breaking loose in Seattle toda

I think their fast response teams might be busy...distracted even...
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JxJxA
post Aug 5 2011, 12:29 PM
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Awesome, thanks for the rundown, Seth. (IMG:style_emoticons/default/smile.gif) Just out of curiosity, how many SWAT members walked in the door?
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Alyena
post Aug 5 2011, 12:32 PM
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OK I've just done a place holder, I'll revisit it tonight (shopping / kids / decorating etc are calling).

How does the chunky salsa effect work with grenades (IMG:style_emoticons/default/ork.gif)

Hopefully that will distract the rigger for you Jamie
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Aria
post Aug 5 2011, 12:35 PM
Post #218


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QUOTE (Alyena @ Aug 5 2011, 01:32 PM) *
OK I've just done a place holder, I'll revisit it tonight (shopping / kids / decorating etc are calling).

How does the chunky salsa effect work with grenades (IMG:style_emoticons/default/ork.gif)

Hopefully that will distract the rigger for you Jamie


Well the rigger's in a cocoon and as we found out in a previous game there's little chance of a grenade hurting them (20 vehicle armour!) but it will certainly demolish the final gunman in the van (yes there are lots of them...and more on the way!) (IMG:style_emoticons/default/ork.gif)
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Seth
post Aug 5 2011, 01:08 PM
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Actually if it was a standard grenade, it would probably kill him. 12 + 3 + 3 + 3 + 3 for chunky salsa is way over the hardened armor. But as you point out stun grenades are a whole separate deal.
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Seth
post Aug 5 2011, 02:09 PM
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@Copperhead
Can you tell me what type of spirit it is, and what level?
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JxJxA
post Aug 5 2011, 02:12 PM
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I'm going to wait for that to resolve, because if that grenade goes away then I'm going to put a pair of gnome-heads in that contemporary example of chivalry-in-action who is hiding behind a lady and her baby.
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Seth
post Aug 5 2011, 02:19 PM
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Now here you have the opportunity to display you heroism to Gracie and Little Darling... what kind of cad would refuse to rise to the challenge! Its only a grenade after all.
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Notsoevildm
post Aug 5 2011, 02:31 PM
Post #223


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QUOTE (Seth @ Aug 5 2011, 04:09 PM) *
@Copperhead
Can you tell me what type of spirit it is, and what level?

It is the same F3 air spirit I summoned earlier using psychokinesis and possibly accident to get the grenade off the hostage taker and dispose of it safely by tossing it into the melee outside.

Copperhead is slow with only 1 IP at 6 + 2 hits = 8
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Seth
post Aug 5 2011, 03:50 PM
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Thanks.

Invisible castle was down: som manual rolling
Roll by the spirit (2*rank) = 4...go spirit go
Roll by the chivalrous hostage taker (str + no counterspelling) = 1

I think the results are clear.
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JxJxA
post Aug 5 2011, 08:40 PM
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I will likely regret this, but this "John" person needs to pay. (IMG:style_emoticons/default/nyahnyah.gif)

First shot (I'm guessing he's within 20 meters of Demon, so the improved range finder knocks off the medium range penalty):
Agility(6) + Firearms(4) + Smartgun(2) = 12d6 for 4 hits.

Second shot
Agility(6) + Firearms(4) + Smartgun(2) = 12d6 for 4 hits.

It's regular ammo (Demon is a bit "underdressed" for this black-ops event), so the damage is 5P and the Guardian's AP -1 if the shots hit. Also, the gun is still silenced, so maybe they won't realize who shot him with all the other stuff going on? Maybe? (IMG:style_emoticons/default/biggrin.gif)

Okay, not my best work, but at least I'm consistent. I hope it frees the mom...

Also, initiative test!
Reaction(4) + Intuition(3) + Wired Reflexes(1) = 8d6 for 2 hits. So his init is 10, with and IP of 2.
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