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Slacker
post Apr 9 2013, 09:12 PM
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QUOTE (Mach_Ten @ Apr 9 2013, 04:05 PM) *
Wait wait wait !!! How close? Thought they were. Much further away. Change of plan

The body you were running to had smashed against the doors. They were about to walk through the doors to come outside. Yes, they are that close.
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Mach_Ten
post Apr 9 2013, 09:30 PM
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QUOTE (Slacker @ Apr 9 2013, 10:12 PM) *
The body you were running to had smashed against the doors. They were about to walk through the doors to come outside. Yes, they are that close.

In this case, they just made me a door ! THANKS... Shish kabob time.
Slice n dice Agi 9 Blades 5 Charge 2 Stun -2 Ap -2 Reach -1 defense
(14d6.hits(5)=3)

Bah the dice gods hate me
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Severus Snape
post Apr 9 2013, 09:57 PM
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QUOTE (Slacker @ Apr 9 2013, 12:50 PM) *
The doors have been utterly destroyed by the time your turn comes up. You can see the two armored guards beyond, still within Long range for you. You will count as shooting from cover though, so there's another -2 for that due to the back of your seat, people crowding inside the bus, etc.


I'm taking this to mean I can actually fire at someone? Ok.

Pistols 8 + Smartlink 2 - Fire From Cover 2 - Long Range 3 = 5d6

5d6.hits(5) = 3

That would be 6S(e) + net hits from Stick-N-Shock from the Cavalier. AP -half; RC 2
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Kiirnodel
post Apr 9 2013, 11:55 PM
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The Plant Spirit will go down and protect the one who is being shot at. It will materialize next to the gunmen that are firing on him.
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ChromeZephyr
post Apr 10 2013, 12:01 AM
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Pssst, Kiir. Drop the SnS magazine. (IMG:style_emoticons/default/smile.gif) I want to boot some head, too.




Have you learned nothing from the lesson of Ed Gruberman?
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Kiirnodel
post Apr 10 2013, 12:09 AM
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QUOTE (ChromeZephyr @ Apr 9 2013, 08:01 PM) *
Pssst, Kiir. Drop the SnS magazine. (IMG:style_emoticons/default/smile.gif) I want to boot some head, too.
Have you learned nothing from the lesson of Ed Gruberman?


Oh yeah, I do that too. "Heads up TW, your clip's incoming."
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O'Ryan
post Apr 10 2013, 12:39 AM
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Eclipse snatches the clip out of the air and steals ALL THE GLORY AHAHAHAHAHAHA




No.

"Hey uh... where'd Ascon go?" (Retracted if he's in the bus, and replaced with:) "Let's frakkin' gooooo! Gardner!"
Simple action: Draw phone from pocket. Just in case.
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Mach_Ten
post Apr 10 2013, 07:51 AM
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QUOTE (O'Ryan @ Apr 10 2013, 01:39 AM) *
"Hey uh... where'd Ascon go?" (Retracted if he's in the bus, and replaced with:) "Let's frakkin' gooooo! Gardner!"

He's in the bus .. or was last time I let go of his collar .. so it is worth keeping tabs on him incase he does a runner !
QUOTE (O'Ryan @ Apr 10 2013, 01:39 AM) *
Simple action: Draw phone from pocket. Just in case.

and that's a weaponised cyber-phone with built in minigun and cyber-spurs ?? .. right ? ..... right ? (IMG:style_emoticons/default/frown.gif)
QUOTE
Have you learned nothing from the lesson of Ed Gruberman?

That is SO awesome !! .. *Yoink!* .. naming my next villain as Ed Gruberman, or Dr. Demento !
QUOTE ( @ Apr 10 2013, 12:55 AM) *
The Plant Spirit will go down and protect the one who is being shot at. It will materialize next to the gunmen that are firing on him.

I've said it before but, I have a serious Ork-crush on Gardner the dude is a legend ! (IMG:style_emoticons/default/smile.gif)
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Slacker
post Apr 10 2013, 01:29 PM
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QUOTE (Severus Snape @ Apr 9 2013, 04:57 PM) *
I'm taking this to mean I can actually fire at someone? Ok.

Pistols 8 + Smartlink 2 - Fire From Cover 2 - Long Range 3 = 5d6

5d6.hits(5) = 3

That would be 6S(e) + net hits from Stick-N-Shock from the Cavalier. AP -half; RC 2

Nice shot! Amazingly enough though, the armored guard also got 3 hits on his 6 dice of Reaction. So no damage.
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Slacker
post Apr 10 2013, 01:33 PM
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QUOTE (Mach_Ten @ Apr 9 2013, 04:30 PM) *
In this case, they just made me a door ! THANKS... Shish kabob time.
Slice n dice Agi 9 Blades 5 Charge 2 Stun -2 Ap -2 Reach -1 defense
(14d6.hits(5)=3)

Bah the dice gods hate me

I'm assuming you are attacking the same one Needle just shot at so he suffers -1 from previously defending. He still manages to get 3 hits. So no damage.
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Slacker
post Apr 10 2013, 01:34 PM
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QUOTE (Kiirnodel @ Apr 9 2013, 06:55 PM) *
The Plant Spirit will go down and protect the one who is being shot at. It will materialize next to the gunmen that are firing on him.

Ok, you're spirit has materialized and will be able to attack in the next combat turn.
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Slacker
post Apr 10 2013, 01:40 PM
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QUOTE (O'Ryan @ Apr 9 2013, 07:39 PM) *
Eclipse snatches the clip out of the air and steals ALL THE GLORY AHAHAHAHAHAHA




No.

"Hey uh... where'd Ascon go?" (Retracted if he's in the bus, and replaced with:) "Let's frakkin' gooooo! Gardner!"
Simple action: Draw phone from pocket. Just in case.

Acson is in the bus with...well, I was about to say the rest of you, but I believe only half the team is in the bus now with Gardner still on the rope, Silas charging in with his sword, and TundraWolf stepping out to catch the falling clip. Regardless he's sitting in the bus right next to you. He had been pretty out of it only moments before but he is suddenly completely lucid as he looks around in absolute shock and horror at the light coming through the many bullet holes in the bus and people shouting about being out of ammo and such.
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Slacker
post Apr 10 2013, 01:57 PM
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Update: (partially for you guys, but also to get everything clear in my mind too)
IP1 recap:
Plant spirit defeats air elemental and moves down in astral space
Silas charges forward drawing his sword
Eclipse drew his holdout pistol and tossed TundraWolf back his now empty gun
TundraWolf started asking questions and assessing the situation
Two armoured guards shot the shit out of the front doors trying to hit Silas
Gardner succeeded on his climb check and made it down another 20m.
Needle took a shot at one of the armored guards (who was able to react quickly enough to avoid the hit)
Drone5 blows itself up finally.
Mr. White unhooked himself and ran into the bus.
Acson is suddenly lucid now that the air elemental isn't around to sustain the confusion on him. He's likely curling up in the fetal position hugging his old leather bag for comfort as he looks on in horror at all the bad things going on around him.

IP2 recap:
Plant spirit materializes next to the armored guards
Silas charges through the shattered remains of the doors and cuts at one of the guards (who still manages to react quickly enough to avoid the attack)
Eclipse pulls out his phone and shouts at Gardner to hurry up


Next up: TundraWolf needs to post his roll to try and catch the falling clip and reload his gun with a single Simple Action. If he meets the threshold of 3, he will be able to fire in the other Simple Action.
Following that the two armored guards will go.
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ChromeZephyr
post Apr 10 2013, 03:07 PM
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Here we go.

Simple Action: Action-trid catch-reload-in-one-swift-motion: Reaction 6 + Automatics 5 - 1 Stun damage -1 Physical damage = 5 hits. Like a boss.
Simple Action: Long, wide burst at guard that's been the target of everyone's attention already. Agility 7 + Automatics 5 +Smartlink 2 - Physical damage 1 - Stun damage 1 = 3 hits. Shock pad, gas vent, and cyberarm gyromount absorb all recoil. 18 rounds fired from this magazine. Well, hope the -7 to his dodge is enough to make that stick (and shock (IMG:style_emoticons/default/biggrin.gif) ).
Free: On comms "We should be leaving, Silas."
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Slacker
post Apr 10 2013, 03:26 PM
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QUOTE (ChromeZephyr @ Apr 10 2013, 09:07 AM) *
Here we go.

Simple Action: Action-trid catch-reload-in-one-swift-motion: Reaction 6 + Automatics 5 - 1 Stun damage -1 Physical damage = 5 hits. Like a boss.
Simple Action: Long, wide burst at guard that's been the target of everyone's attention already. Agility 7 + Automatics 5 +Smartlink 2 - Physical damage 1 - Stun damage 1 = 3 hits. Shock pad, gas vent, and cyberarm gyromount absorb all recoil. 18 rounds fired from this magazine. Well, hope the -7 to his dodge is enough to make that stick (and shock (IMG:style_emoticons/default/biggrin.gif) ).
Free: On comms "We should be leaving, Silas."

Considering all the modifiers, previously defending, wide burst, and being in melee combat, the guard hasn't a chance in hell to dodge even if he went on full defense. So he simply has to roll damage resistance. He only gets 2 hits to resist damage.. Let's see if he goes unconscious...he squeaks out 3 hits. So, he is still up, but suffering a wound modifier and a -2 from disorientating shocks as well.
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Slacker
post Apr 10 2013, 03:41 PM
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Disoriented as he is, the armored guard doesn't really know who to shoot at....I'll say he forgets that spirit's are so difficult to hit. So he opens up for a long narrow burst on the Plant Spirit that is at point blank range. Ouch, he just barely avoids getting a glitch with his 5 1's. Still he got 2 hits. Base damage is 5P +5 from long burst + net hits should he actually hit.

I'll be nice and say the other guard is a junior guard and just follows the first guards lead. He too opens fires with full auto on the plant spirit. He has not been engaged in melee though and is still in point blank range, not to mentioned uninjured. So he has a few more dice to throw at the spirit. He gets a significant 7 hits. Base damage is 5P +5 from long burst + net hits.

------------------

Following that, I believe Gardner is continuing his descent. No need to roll unless you are trying to increase your speed.

Is Needle doing anything this pass?
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Kiirnodel
post Apr 10 2013, 04:03 PM
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QUOTE (Slacker @ Apr 10 2013, 11:41 AM) *
Disoriented as he is, the armored guard doesn't really know who to shoot at....I'll say he forgets that spirit's are so difficult to hit. So he opens up for a long narrow burst on the Plant Spirit that is at point blank range. Ouch, he just barely avoids getting a glitch with his 5 1's. Still he got 2 hits. Base damage is 5P +5 from long burst + net hits should he actually hit.

I'll be nice and say the other guard is a junior guard and just follows the first guards lead. He too opens fires with full auto on the plant spirit. He has not been engaged in melee though and is still in point blank range, not to mentioned uninjured. So he has a few more dice to throw at the spirit. He gets a significant 7 hits. Base damage is 5P +5 from long burst + net hits.

------------------

Following that, I believe Gardner is continuing his descent. No need to roll unless you are trying to increase your speed.

Is Needle doing anything this pass?


I actually already rolled (back when I made my last climb test), but I only have a die pool of 3 for climbing right now, so I'll save the 2 hits I rolled for my landing I guess?

The Plant Spirit is Force 7, so Immunity to Normal Weapons 14, it attempts to dodge anyway. It got 4 hits, and then 3 to dodge the second. That makes the first attack miss and the other gets four net hits. The total damage is 14, so even if you count the burst damage it doesn't get through the Immunity of the spirit, since it has to exceed the armor to get through.
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Severus Snape
post Apr 10 2013, 04:31 PM
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QUOTE (Slacker @ Apr 10 2013, 08:41 AM) *
Is Needle doing anything this pass?


Since firing a weapon is a simple action...

FREE ACTION: "This bus is moving out in a few seconds. I suggest you all get on it!"
SIMPLE ACTION 1: Fire a shot at the guard who thinks he's cool by dodging my first shot. InvisibleCastle is down right now, so I'm using an app on my phone. 5d6.hits(5) comes up with 3 hits. SnS, 6S(e) + net hits, AP -half
SIMPLE ACTION 2: Fire another shot at the same guard. Again, using Mobile Runner on my phone. 5d6.hits(5) comes up with 1 hit.
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Slacker
post Apr 10 2013, 04:33 PM
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QUOTE (Kiirnodel @ Apr 10 2013, 11:03 AM) *
I actually already rolled (back when I made my last climb test), but I only have a die pool of 3 for climbing right now, so I'll save the 2 hits I rolled for my landing I guess?

The Plant Spirit is Force 7, so Immunity to Normal Weapons 14, it attempts to dodge anyway. It got 4 hits, and then 3 to dodge the second. That makes the first attack miss and the other gets four net hits. The total damage is 14, so even if you count the burst damage it doesn't get through the Immunity of the spirit, since it has to exceed the armor to get through.

Yep. That is what I figured would happen. Thus why I said I was being nice by having them attack the spirit. Technically these guys are professional enough to know they couldn't do much to a spirit, but whatever.
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Slacker
post Apr 10 2013, 04:39 PM
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QUOTE (Severus Snape @ Apr 10 2013, 11:31 AM) *
Since firing a weapon is a simple action...

FREE ACTION: "This bus is moving out in a few seconds. I suggest you all get on it!"
SIMPLE ACTION 1: Fire a shot at the guard who thinks he's cool by dodging my first shot. InvisibleCastle is down right now, so I'm using an app on my phone. 5d6.hits(5) comes up with 3 hits. SnS, 6S(e) + net hits, AP -half
SIMPLE ACTION 2: Fire another shot at the same guard. Again, using Mobile Runner on my phone. 5d6.hits(5) comes up with 1 hit.

The guard is all out of Reaction. So both shots will hit him. InvisibleCastle is down for me as well. So i'm rolling on rolz.org again for now. He got 4 hits on the first damage resistance and makes his save not to fall unconcious. Still up, but just barely.
On the second shot he gets 6 hits to resist damage and failed his save. So either way he slumps down to the ground hard! Good job
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Slacker
post Apr 10 2013, 04:42 PM
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So, we are back up to the top for IP3.

Silas, Eclipse, and TundraWolf can post their actions. There is still one armored guard up (and Silas at least can see that an elevator is about to arrive at the lobby).
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ChromeZephyr
post Apr 10 2013, 05:11 PM
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This just keeps getting more and more screwed up. That Plant Spirit should be able to tie up the remaining guard, I hope.

Free Action: Get back in the van.

I'll hold my remaining actions for interrupt.
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Slacker
post Apr 10 2013, 06:00 PM
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QUOTE (ChromeZephyr @ Apr 10 2013, 12:11 PM) *
This just keeps getting more and more screwed up. That Plant Spirit should be able to tie up the remaining guard, I hope.

Free Action: Get back in the van.

I'll hold my remaining actions for interrupt.

To clarify, the plant spirit can't act anymore this combat turn. The armored guard however does have 3IP. Seeing his boss go down and his weapon doing nothing to the spirit. He will likely change targets to at least get some revenge before he is taken out.
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Mach_Ten
post Apr 10 2013, 07:09 PM
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This is going to be quick and dirty, I need to "Make like a tree... and leaves !!"


Free Action "Sorry Chummer, no time for dancing"

Complex Action : 2-handed over head choppy choppy
AGI 9
Blades 5
grip 1
stun -2

13D6E5 (using Rolz.org) and I tell you I am switching to this site permanently 8 hits (2*1's)

9P (2-handed) + hits AP-2 vs impact


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Slacker
post Apr 10 2013, 07:21 PM
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QUOTE (Mach_Ten @ Apr 10 2013, 02:09 PM) *
This is going to be quick and dirty, I need to "Make like a tree... and leaves !!"


Free Action "Sorry Chummer, no time for dancing"

Complex Action : 2-handed over head choppy choppy
AGI 9
Blades 5
grip 1
stun -2

13D6E5 (using Rolz.org) and I tell you I am switching to this site permanently 8 hits (2*1's)

9P (2-handed) + hits AP-2 vs impact

lol. Well that's the site i was originally using before I started using invisible castle for accountability's sake. The guard did manage to get 11D6E5 => 5 | ones: 1. That means he needs to resist 12P -2AP damage. He rolled 13D6E5 => 4 | ones: 3 and takes a whopping 8 boxes of damage which also force him to fall to the ground in pain.
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