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Chrome Head
post May 23 2014, 01:14 AM
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I thought it was a few hundred meters away, is it likely to be discovered by the water spirit?
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Lobo0705
post May 23 2014, 10:03 AM
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QUOTE (Chrome Head @ May 22 2014, 08:14 PM) *
I thought it was a few hundred meters away, is it likely to be discovered by the water spirit?


That depends on how big a search radius the water spirit is being sent on.

ETA - I'm not saying it will automatically spot your spirit, but your character doesn't know one way or the other.
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Chrome Head
post May 23 2014, 04:12 PM
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QUOTE (Lobo0705 @ May 23 2014, 06:03 AM) *
That depends on how big a search radius the water spirit is being sent on.

ETA - I'm not saying it will automatically spot your spirit, but your character doesn't know one way or the other.

I made a small edit on my IC post to reflect this.
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Jack VII
post May 23 2014, 05:08 PM
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Right in time for the weekend!

P.S. Overkill only needs to blow one grenade. Those things are expensive, so let's not do both unless they (hilariously) walk into the detonation area of the second one.
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DrZaius
post May 23 2014, 06:10 PM
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QUOTE (Jack VII @ May 23 2014, 01:08 PM) *
Right in time for the weekend!


Yep!

Can we get an update of the map with our locations marked, where the bad guys are parked, etc?

-DrZ
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Chrome Head
post May 23 2014, 06:47 PM
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Fair warning: my posting rate will be slower during memorial day weekend (IMG:style_emoticons/default/smile.gif)
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Lobo0705
post May 23 2014, 08:19 PM
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Ditto (IMG:style_emoticons/default/smile.gif)

However late tonight I will have the new map and the results of the firat IP up
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Lobo0705
post May 24 2014, 04:32 AM
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Ok - so I got all the way through the first IP and then deleted the damn page (IMG:style_emoticons/default/frown.gif) (IMG:style_emoticons/default/frown.gif) (IMG:style_emoticons/default/frown.gif)

All the rolls are in Invisible Castle if you want to look - but I'm not copying and paste them again. (IMG:style_emoticons/default/smile.gif)

Here we go again:

IP 1
Spirit of Air 25
Amy 24
Spirit of Water 21
Overkill 16
Jack 16
Grease 12
Truck 19-10=9 (Spent Edge to retain Defense Pool)
Long Blonde Hair 19-10=9 (Spent Edge to retain Defense Pool)
Dark Hair#1 11-10=1
Dark Hair#2 9-10=0
Short Blonde Hair 9-10=0

Spirit of Air Delays
Amy Delays
Spirit of Water continues on its task

Overkill Detonates Flash Grenade - (you can't fire as well, since that would be two "attack" actions during the same IP)

Dark Hair#1 resists - takes 5 Stun (Knocked Prone)
Short Blonde Hair resists - takes 5 Stun (Knocked Prone)
Truck resists- takes 3 Stun
Victim resists takes 3d6.hits(5)=1 =9 Stun

Spirit of Air Moves and and Materializes

Amy casts Mass Confusion centered on Truck at force 3 with 5 reagents
Spellcasting 6, +2 specialization + 6 Magic, -1 for background count, -1 for delaying action - Lowlight compensates for visibility
12d6.hits(5)=3

Dark Hair#1 resists
8d6.hits(5)=5

Short Blonde Hair resists
8d6.hits(5)=3

Truck Resists
5d6.hits(5)=3

Amy resists 2DV Drain
13d6.hits(5)=5

Jack Shoots at Truck: (Complex Action) Activates Smartlink (Free Action)
Agility 5 Automatics 4 2 Aim actions (+2 dice), Dim light negated by lowlight, range modifier negated by vision mag, 6 points of recoil RC=5 (1 auto, 3 for strength, 1 for shock pad) - total 9 dice (if there is another modifier I'm missing, let me know)
9d6.hits(5)=3

Truck Dodges (He spend Edge to retain his defense pool, but not to add to it)
8, -5 for 6 round burst, -1 for 3 points of stun damage
2d6.hits(5)=1

Truck resists damage
9DV, +2 for successes +1 for EX ammo = AP-3. Resists 12P with 21 dice after AP
21d6.hits(5)=9

Takes 3 points of Physical Damage

Grease Hops into the drone adding 6 to his initiative
3d6-3=6

so on the next pass he will go at 8

Long Blonde Hair 19-10=9 (Spent Edge to retain Defense Pool) - Sprints towards the car
6d6.hits (5)=2
He moves 28 meters

Truck 19-10=9 (Spent Edge to retain Defense Pool) - reduced to 7 after wounds
Moves use the victim as a shield, pulls a throwing knife out of a pocket(Simple Action), Takes Cover (Simple Action), Initiates a Pre-emptive Dodge (Free Action) - reducing his Initiative to 2

Dark Hair#1 11-10=1 - reduced to 0 after wounds - Free Action, start Counterspelling
Dark Hair#2 9-10=0 - Free action - starts Counterspelling
Short Blonde Hair 9-10=0 - reduced to -1 after wounds - Free Action starts Counterspelling
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DrZaius
post May 24 2014, 05:02 AM
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QUOTE (Lobo0705 @ May 23 2014, 11:32 PM) *
Ok - so I got all the way through the first IP and then deleted the damn page (IMG:style_emoticons/default/frown.gif) (IMG:style_emoticons/default/frown.gif) (IMG:style_emoticons/default/frown.gif)
What is Grease up to?

ETA- Map updated and in dropbox


I will jump into the rotodrone using a "jump into rigged vehicle" action. That should take the IP, and put me at VR initiative.

Thanks,
-DrZ
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Jack VII
post May 24 2014, 06:18 AM
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I was going for a 6 round FA simple action burst. Note that as an ork, Jack has natural low-light vision, which he would be using in this situation since it is better than thermographic given the lighting conditions. With recoil and range penalties, I think my final dice pool is an 8, so I imagine I'm going to miss since he is using Edge to get his defense pool. After he has fired, he is using a free action to turn on the wireless on his smartgun so he can use it next IP and then using his final Simple Action to Take Aim again.

Assuming he gets a chance, this plan isn't really turning out all that great. I'm surprised they didn't take more stun damage, to be honest.

ETA: Also, because I am now trying to squeeze every advantage out of the situation that I can find, Dark Hair #1 loses his action this CT since his initiative was reduced to 0 due to the stun damage (assuming he doesn't have some way to ignore stun damage).
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Lobo0705
post May 24 2014, 11:52 AM
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Okey Dokey then.

1) Jack - both of the two cultists rolled really well on their resistance tests, while Truck rolled about average. (I thought the cultists would take more damage as well).

2) I've updated the post above, adding in some stuff - but that should complete the first IP

I can put up the results of the first round, but before I post anything in IC, last time Grease had mentioned having you guys post to avoid me putting up walls of text. How would you guys like to handle the IC part of the combat?

In the meantime, anyone who wants to post what their action will be for IP 2, go ahead, and I'll fill in the list below.

IP 2
Spirit of Air 15
Amy 14
Spirit of Water 11
Grease 8
Overkill 6
Jack 6
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Always Overkill
post May 24 2014, 12:49 PM
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I'll go along with it, but seriously, detonating that grenade, which I could only see someone like Overkill hooking up to a single button in his AR display, wouldn't possibly take an entire action to press.

Did you include the damage for the explosive ammo Jack used on Truck?

But anyways, I will take a FA Simple Action Burst as well at Truck, my Smartlink on of course, taking aim with any extra simple actions I have. Dice pool should be eleven + Aim, (if I even have the simple actions to do so) Can I include a message to Grease to hit that runner?

I don't see the Victim's position on the map, would help to know if I need to go Long Burst next round.

ETA: Uggh, wait, do I have a clear shot at Truck or does he have the girl in the way?
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Lobo0705
post May 24 2014, 01:14 PM
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QUOTE (Always Overkill @ May 24 2014, 08:49 AM) *
I'll go along with it, but seriously, detonating that grenade, which I could only see someone like Overkill hooking up to a single button in his AR display, wouldn't possibly take an entire action to press.

Did you include the damage for the explosive ammo Jack used on Truck?

But anyways, I will take a FA Simple Action Burst as well at Truck, my Smartlink on of course, taking aim with any extra simple actions I have. Dice pool should be eleven + Aim, (if I even have the simple actions to do so) Can I include a message to Grease to hit that runner?

I don't see the Victim's position on the map, would help to know if I need to go Long Burst next round.

ETA: Uggh, wait, do I have a clear shot at Truck or does he have the girl in the way?


It doesn't take an entire IP to press - activating it would be a Free Action.

However, you cannot do two "attack" actions in one IP - so detonating a grenade and firing a gun are not allowed in one IP - the same way you cannot fire twice using two simple actions, or cast an attack spell recklessly and shoot a pistol, etc.

I assumed (although I should have been specific in the writeup) that you would be using your action to Aim twice so that on IP 2 you would get the Aim bonus when shooting at Truck.

Thank you w/ regard to the Explosive ammo - I did miss that - will update the damage on the original chart (I actually looked at his equipment and saw the "Regular" ammo at the end but missed the "EX" at the beginning. (IMG:style_emoticons/default/frown.gif)

Truck is using the victim as cover - he will gain a bonus to his defense test if you shoot at him, a glitch on the attack test will certainly hit her, and a miss or a glancing hit may hit her (since glancing hits against targets in cover hit the target through the cover)
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Jack VII
post May 24 2014, 01:22 PM
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Couple of things:

- Before we move on to the next IP, I just want to confirm the resistance rolls for the Flash Bang grenade. I just want to make sure that the -4 AP was included. As I am calculating it, Dark Hair #1 would have a pre-AP damage resistance pool of 16 dice, Short Blond Hair would be also be at 16, and Truck would be at 23? Those seem kind of high to me (Truck's is probably reasonable if he has max BOD or some adept power) given the descriptions of what they are wearing. (Also, you have Dark Hair #1 getting hit by the stun grenade, but then Dark Hair #2 resisting Amy's spell, shouldn't they be the same general AOE?)

<Deleted Surprise Commentary, I think this is more of a GM call>

-Truck actually gets one more die to dodge my attack. Wound penalies don't kick in until 4 boxes of damage are incurred. He was at 3S when I shot him.

- Thanks, I forgot about the shock pad and vision magnification. Although, with that calculation, I think I should have 10 dice. But since Truck was missing one die above from his dodge dice, I'm good with calling it a wash.
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Lobo0705
post May 24 2014, 01:51 PM
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QUOTE (Jack VII @ May 24 2014, 09:22 AM) *
Couple of things:


No problem - I am as human as the next guy and will make mistakes - happy to go over each part to make sure I'm not missing something (which I do, unfortunately)

QUOTE (Jack VII @ May 24 2014, 09:22 AM) *
- Before we move on to the next IP, I just want to confirm the resistance rolls for the Flash Bang grenade. I just want to make sure that the -4 AP was included. As I am calculating it, Dark Hair #1 would have a pre-AP damage resistance pool of 16 dice, Dark Hair #2 would be at 12, and Truck would be at 23? Those seem kind of high to me given the descriptions of what they are wearing.


Both Short Hair Blonde and Dark Hair#1 have a Body + Armor of 16 (Remember R&G is legal, so they have nice suits)
Truck has a Body+Armor of 23 - he isn't wearing a suit, and he is a tough motherfragger.

Dark Hair #2 didn't actually have to resist Amy's spell, as he wasn't in the spell radius (just like he wasn't in the blast radius of the grenade - that should have read Dark Hair #1 resists her spell.

QUOTE (Jack VII @ May 24 2014, 09:22 AM) *
- I don't think any of the guys with 0 or lower initiative can move or take a free action since they are surprised and never got a chance to act in the IP.


They can do a free action when it is their turn to go -

Page 160
"A character with an Initiative Score of 0 or less can
only take one Free Action during an Initiative Pass. However,
a character with 0 or less Initiative is allowed one
Free Action. She can also respond to attacks by dodging
or defending herself."

So, since they were surprised, they couldn't take the Free Action prior to their first action phase, but they can take it when they go - i.e. after everyone else in the IP. However, you are correct, they probably can't move - will update.


QUOTE (Jack VII @ May 24 2014, 09:22 AM) *
-Truck actually gets one more die to dodge my attack. Would penalies don't kick in until 4 boxes of damage are incurred. He was at 3S when I shot him.

- Thanks, I forgot about the shock pad and vision magnification. Although, with that calculation, I think I should have 10 dice. But since Truck was missing one die above from his dodge dice, I'm good with calling it a wash for now.


Hmm - page 169
"Wound modifiers are accumulated with every third box of damage and
are cumulative between damage tracks and with other
negative modifiers such as spells or adverse conditions."

So - by my reckoning he should be at -1 die (unless I'm missing something?)

As far as your attack, I somehow subtracted 1 from 11 and got 9 (IMG:style_emoticons/default/frown.gif)

Here is your extra die:
1d6.hits(5)=0

So no extra damage.
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Lobo0705
post May 24 2014, 01:53 PM
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QUOTE (Lobo0705 @ May 24 2014, 09:14 AM) *
Truck is using the victim as cover - he will gain a bonus to his defense test if you shoot at him, a glitch on the attack test will certainly hit her, and a miss or a glancing hit may hit her (since glancing hits against targets in cover hit the target through the cover)


BTW - given his size, he is only getting +2 to his defense pool, and I say a glancing hit or miss MAY hit her since he is not just hiding behind her, it is also the cross she is hung on.
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Jack VII
post May 24 2014, 02:09 PM
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QUOTE
Remember R&G is legal, so they have nice suits
(IMG:style_emoticons/default/sarcastic.gif)

As for the surprise stuff, sorry about that, I think I've been thinking of the D&D rules. Surprise seems pretty weak in Shadowrun, particularly with the Edge rules.
QUOTE
Hmm - page 169
"Wound modifiers are accumulated with every third box of damage and
are cumulative between damage tracks and with other
negative modifiers such as spells or adverse conditions.

Wow, I have been reading that wrong. I even checked the character sheet since I thought for sure that the wound modifier didn't start accruing until the second row, but I am apparently misremebering.
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Always Overkill
post May 24 2014, 02:53 PM
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Well I guess I have to switch to a secondary target for my attack; one of the cultists nearby.
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Jack VII
post May 24 2014, 04:38 PM
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QUOTE (Always Overkill @ May 24 2014, 09:53 AM) *
Well I guess I have to switch to a secondary target for my attack; one of the cultists nearby.

The mage controlling the elemental would be a fantastic alternative.
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Lobo0705
post May 24 2014, 06:07 PM
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Btw - I am only not posting the IC resolution of IP 1 because of Grease's comment after the first battle.

Do you guys have an alternative as to how to post the results of the combat?
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Jack VII
post May 24 2014, 06:59 PM
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I don't really have a problem with you doing summaries of the action. I think DrZ was mainly saying allowing us to have some agency between the posts if we wanted to interject things, etc. I could be wrong though.
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Lobo0705
post May 25 2014, 02:01 PM
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Ok then - will wait to hear from Grease before I post the IC description of IP 1

Also, since I keep forgetting (IMG:style_emoticons/default/frown.gif)

Overkill has a mild allergy to wild grass.

That definitely applies to the area of the Arsenal - where the whole area is overgrown.
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Always Overkill
post May 25 2014, 03:02 PM
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QUOTE (Lobo0705 @ May 25 2014, 09:01 AM) *
Ok then - will wait to hear from Grease before I post the IC description of IP 1

Also, since I keep forgetting (IMG:style_emoticons/default/frown.gif)

Overkill has a mild allergy to wild grass.

That definitely applies to the area of the Arsenal - where the whole area is overgrown.


I was going to roleplay that out a bit,(and have him stop at a Stuffer Shack for some Benadryl,) but it seemed to detract from Overkill trying to step into the lead.

However, as he apparently has the luck of Charlie Brown; (Hey, at least we stunned the sacrificial victim with that Flashbang) it would be appropriate.
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Chrome Head
post May 26 2014, 06:54 AM
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Amy will retry to cast Mass Confusion, once again with 5 reagents, and again centered on Truck. If she can dent Truck's (and potentially other hostiles) dice pool a bit, it can really help us out I think.
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Jack VII
post May 26 2014, 01:46 PM
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In the event I don't get to post when my turn comes up: assuming I also don't have a good line on Truck, I'm going to shift targets to the dark haired mage that summoned the spirit. I believe Amy pointed him out to us. My smartgun should be turned on from my free action from last round. I'll take aim again with one SA and fire a 6-round FA burst with my second at the summoner. If I do have a reasonable line on Truck, I'll attempt to hit him instead.

ETA: I'll use my free action after that to switch firing mode from FA to BF. I will have burned through 12 rounds of ammo by that point in time. I have a magazine capacity of 40, but I am hoping that the negatives they're facing from the damage and spells they're taking mean that I can more safely switch to 3 round bursts for better accuracy, possibly more damage.

... and dammit, I totally meant to spend Edge to Blitz on the opening round. I totally forgot to do that...
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