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> 2075: Stormy Waters, [SR5] Persistent World OoC Multi-threaded pbp[Recruitment Always Open]
mister__joshua
post Dec 6 2016, 10:20 AM
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QUOTE (adamu @ Dec 5 2016, 09:31 PM) *
Personally, I don't believe there are overpowered characters - in a world with Great Dragons and vampires and coporate armies etc etc a GM can always come up with deadly challenges.

To be fair, though, Jack didn't say John was overpowered, but that he was overpowered relative to this group - which may be true. But hey, don't apologize for coming up with a great build!!!


Oh, I totally agree. What I was saying (thought admittedly it doesn't read like that) is that I think John is an interesting character and it'd be a shame if he retired. I would enjoy seeing him get beat up thought. Terminator concepts don't retire, they get destroyed in the field piece by piece... (IMG:style_emoticons/default/nyahnyah.gif)


QUOTE (adamu @ Dec 5 2016, 09:48 PM) *
Thanks for assuming it's dangerous (since silly rules say no damage at less than three meters). This is not three meters, but yeah, you can get hurt jumping from a fast-moving truck.

Only been moving for three seconds, but those silly riggers with Edge can do "magical" things with their rides, so you're moving right along.

With no particular RAW, let's make it a Gymnastics (Jumping) test with a threshold of two successes, but -4 dice if you want to ensure the kid does not get hurt.

Failure means 5P damage, armor applicable.


Cool

Jump and roll from truck: 8d6t5 4

We're ok then (IMG:style_emoticons/default/biggrin.gif)

I couldn't remember/weren't sure if jumping was agility or strength based. As it seemed more appropriate (controlled drop rather than long jump) I used agility, but I still get 3 hits if it's strength so it doesn't make a difference (IMG:style_emoticons/default/smile.gif)


Edit: IC post up. And my dice rolling seems to be on fire today. Initiative for the next round Initiative: 11+2d6 21
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Raiderj
post Dec 6 2016, 01:57 PM
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Im changing my action to moving up to where John is to assist.
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Jack_Spade
post Dec 6 2016, 03:10 PM
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@adamu
I'm not apologizing for the concept, but a) I'm to much GM myself to disregard team structure and participation and John Henry just isn't the best team player b) I've got a whole bunch of other concepts that I want to try out in play (Dead Fox and Rex the mage in dogform for example)

That said: I don't want John to end as road kill either. Wiping out the Koreans will have consequences anyway, so as a final FU to the Seoulpa he intends to set the other slaves free as well.
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mister__joshua
post Dec 6 2016, 03:48 PM
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QUOTE (Jack_Spade @ Dec 6 2016, 03:10 PM) *
@adamu
I'm not apologizing for the concept, but a) I'm to much GM myself to disregard team structure and participation and John Henry just isn't the best team player b) I've got a whole bunch of other concepts that I want to try out in play (Dead Fox and Rex the mage in dogform for example)

That said: I don't want John to end as road kill either. Wiping out the Koreans will have consequences anyway, so as a final FU to the Seoulpa he intends to set the other slaves free as well.


Maybe he can join Jan in exterminating all orientals in Seattle? (IMG:style_emoticons/default/nyahnyah.gif)

Now I say it out loud it does sound a bit genocide hate crimey...
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Jack_Spade
post Dec 6 2016, 03:59 PM
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It's not racism if you hate everybody...
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Raiderj
post Dec 6 2016, 04:46 PM
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QUOTE (Jack_Spade @ Dec 6 2016, 03:59 PM) *
It's not racism if you hate everybody...

I think I found my Sig Quote.
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adamu
post Dec 6 2016, 09:25 PM
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QUOTE (Raiderj @ Dec 6 2016, 01:57 PM) *
Im changing my action to moving up to where John is to assist.


Say twelve meters along the length of the container to the roof of the tractor cab.

You could climb along the side, but that would be pretty slow.

You could go on foot on top of the container and jump onto the roof of the cab.
The distance is a Walk for you, but you won't arrive until the end of the combat turn.

You'll make it in half that time (so for you, after your second IP of the turn) if you Run.

Moving along the top and jumping onto the cab is let's say Agility + Reaction for three successes - if you run then you take the -2 dice running modifier. If you fall it will be like a car crash, unprotected - hopefully we won't have to get into those rules.

That's the basic test - if that Rigger gets a chance to crazy-drive while you are still on the vehicle exterior, then you'll also have to do the opposed test with her to avoid the same fate.

So choose your poison - and of course if you have another way to get there, that's cool too.
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adamu
post Dec 6 2016, 09:28 PM
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QUOTE (Jack_Spade @ Dec 6 2016, 03:10 PM) *
@adamu
I'm not apologizing for the concept, but a) I'm to much GM myself to disregard team structure and participation and John Henry just isn't the best team player b) I've got a whole bunch of other concepts that I want to try out in play (Dead Fox and Rex the mage in dogform for example)

That said: I don't want John to end as road kill either. Wiping out the Koreans will have consequences anyway, so as a final FU to the Seoulpa he intends to set the other slaves free as well.


Well, John Henry is a cool and interesting character. The other concepts sound fun too!

Either way, I doubt he'll end up as road kill.
Yeah, they're not giving up yet (would you?). But you've got that Edge point back and I think all of your GM's find you maddeningly hard to really challenge!!!

Interesting you're all about freeing all the kids, now - took John for more in the Jan mercenary school, rather than the Vexboy do-gooder school!

All good!

I'll put up an IC and then come back with numbers for you....
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adamu
post Dec 6 2016, 09:41 PM
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@Jack - you'll need a mere two successes to dodge.

In case you get the worst roll in the world, the DV is 10P, 0 AP.
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Raiderj
post Dec 6 2016, 09:45 PM
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QUOTE (adamu @ Dec 6 2016, 09:25 PM) *
Say twelve meters along the length of the container to the roof of the tractor cab.

You could climb along the side, but that would be pretty slow.

You could go on foot on top of the container and jump onto the roof of the cab.
The distance is a Walk for you, but you won't arrive until the end of the combat turn.

You'll make it in half that time (so for you, after your second IP of the turn) if you Run.

Moving along the top and jumping onto the cab is let's say Agility + Reaction for three successes - if you run then you take the -2 dice running modifier. If you fall it will be like a car crash, unprotected - hopefully we won't have to get into those rules.

That's the basic test - if that Rigger gets a chance to crazy-drive while you are still on the vehicle exterior, then you'll also have to do the opposed test with her to avoid the same fate.

So choose your poison - and of course if you have another way to get there, that's cool too.

Ok i will walk. And at then after walking I activate my Hang Time Foci to stick my feet to the car. I gotta get 3 hits? Here goes nothing!!!

Sucidial Running Test: 12d6t5 5

HELL YES!
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Jack_Spade
post Dec 7 2016, 07:39 AM
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Defense: 14d6t5 5

Ah, good old combat drugs. Kamikaze or Blood of Kali?

In any case, time to remove a few organs to stop this silliness (IMG:style_emoticons/default/wink.gif)

Claw Attack (Vitals)
AGI 8, Skill 6, Superhuman Psychosis 1, The Greatest Cyberlimb Mod 1, Control Rig 3, Vitals -4
Claw Attack: 15d6t5 4 [15d6t5=1, 2, 1, 3, 5, 3, 1, 6, 3, 2, 1, 6, 4, 6, 2]

DV 11 AP-3 +net successes
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mister__joshua
post Dec 7 2016, 08:44 AM
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@adamu: Aww, if that's what was going to happen you should totally have let John sit on his knee (IMG:style_emoticons/default/nyahnyah.gif)
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Aria
post Dec 7 2016, 12:59 PM
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QUOTE (adamu @ Dec 6 2016, 09:28 PM) *
...But you've got that Edge point back and I think all of your GM's find you maddeningly hard to really challenge!!!...

Amen to that! It's why I'm trying for social situations in CoF for a bit (IMG:style_emoticons/default/biggrin.gif)
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Jack_Spade
post Dec 7 2016, 01:46 PM
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Thank god you are going for social, for a moment I thought you wanted me to be mentally challenged (IMG:style_emoticons/default/rotfl.gif)

(And don't believe for a minute you lot aren't challenging me enough. You wouldn't believe how much time I spend between posts with planing and searching for solutions)
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mister__joshua
post Dec 7 2016, 02:30 PM
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QUOTE (Jack_Spade @ Dec 7 2016, 01:46 PM) *
Thank god you are going for social, for a moment I thought you wanted me to be mentally challenged (IMG:style_emoticons/default/rotfl.gif)

(And don't believe for a minute you lot aren't challenging me enough. You wouldn't believe how much time I spend between posts with planing and searching for solutions)


I just do the first thing that comes into my head (IMG:style_emoticons/default/nyahnyah.gif)
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Jack_Spade
post Dec 7 2016, 03:49 PM
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Which reminds me: When this is over John wants his micro welder back (IMG:style_emoticons/default/wink.gif) (IMG:style_emoticons/default/biggrin.gif)
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mister__joshua
post Dec 7 2016, 04:57 PM
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QUOTE (Jack_Spade @ Dec 7 2016, 03:49 PM) *
Which reminds me: When this is over John wants his micro welder back (IMG:style_emoticons/default/wink.gif) (IMG:style_emoticons/default/biggrin.gif)


Haha. You'll have to catch me first.... ....ahh, crap.
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Raiderj
post Dec 7 2016, 04:58 PM
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What can Vexboy see from where he is?
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adamu
post Dec 7 2016, 08:33 PM
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QUOTE (Raiderj @ Dec 7 2016, 04:58 PM) *
What can Vexboy see from where he is?


You chose to walk, so you get to the cab at end of combat turn, which is really just now starting.

Since I assume you're looking forward, I think you see ten meters of container and ahead of that lots of cars trying, with varying degrees of succes, to get out of the way.

Note that your walking is only movement, and the test I required is incidental, so you have actions if there are any you want to perform from where you are (Perception? since you want to know what you see - that will get you more than the obvious, depending on your roll), or just hold them...


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adamu
post Dec 7 2016, 09:27 PM
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@Raider - the rigger has six successes to throw you off. You need to beat that to stay on. You can choose Strength + Agility or a Climbing test. Seven you are fine, six and you lose your next action holding on, five or less and I have to crack open those horrible crash rules....

@Jack - per the IC, troll avoided your attack. His attack has three successes this time, and since he's activated his shock hand, ties are bad for you....
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adamu
post Dec 7 2016, 09:30 PM
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QUOTE (Jack_Spade @ Dec 7 2016, 01:46 PM) *
Thank god you are going for social, for a moment I thought you wanted me to be mentally challenged (IMG:style_emoticons/default/rotfl.gif)

(And don't believe for a minute you lot aren't challenging me enough. You wouldn't believe how much time I spend between posts with planing and searching for solutions)


Well, I've never doubted you're a hard-working player!
Shadowrun's a game where you can get a lot of mileage out of doing your homework...a lesson I should learn!
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adamu
post Dec 7 2016, 09:32 PM
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QUOTE (mister__joshua @ Dec 7 2016, 08:44 AM) *
@adamu: Aww, if that's what was going to happen you should totally have let John sit on his knee (IMG:style_emoticons/default/nyahnyah.gif)


I actually thought about that - a grapple attack with a substantial dice pool bonus - the "target sitting on lap" bonus.

But by then John would have already been in reach of the rigger, and the troll's job is to prevent that, so he went for the attack on the way in.
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Jack_Spade
post Dec 7 2016, 09:54 PM
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A tricky customer that troll
Defense: 14d6t5 5
Luckily this is still a series of blocks and counterstrikes.

Ini 22
Slash (Vitals): 15d6t5 4
Same procedure as before: Apply claws to throat (DV 11P AP-3 + Net successes)
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Raiderj
post Dec 8 2016, 12:20 AM
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I activated Hang Time though. It adheres me to the surface. I have the foci necessary.
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adamu
post Dec 8 2016, 12:21 AM
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@Jack - IC is pretty clear.

@Vexboy - John slashing the troll's throat happens after your not-falling-off test, so will still need that...
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