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#51
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,422 Joined: 26-February 02 Member No.: 463 ![]() |
Is there anything to roll for the spirit?
As I understand it, it just inflicts 5S automatically now (base damage + net hits from the melee attack). Bye Thanee |
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#52
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
You're right there, so Thug 1 has to resist 5S on the Spirit's second IP.
Resistance- Roll- Critical Glitch...he struggles too much, exhausting himself along with the damage caused by the spirit's attck, raising the damage to 7S. He now has 10S total and he passes out from the Engulf. |
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#53
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,422 Joined: 26-February 02 Member No.: 463 ![]() |
Not sure, if the spirit can do anything else this round, so I suppose it cannot for now.
I have opened a thread in the Shadowrun 4 forum to ask how this works exactly with the actions while using Engulf. Kerrigan has only 1 IP physically (since I forgot to have her Increase Reflexes up beforehand), so has to wait until next round. ;) Go, Halfpast! :) Bye Thanee |
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#54
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Moving Target ![]() ![]() Group: Members Posts: 417 Joined: 10-January 06 From: Fords, NJ Member No.: 8,146 ![]() |
Halfpast's first reaction roll = 1 Hit
Halfpast's first damage resistance roll = 6 Hits, no damage Halfpast's second reaction roll = 1 Hit Halfpast's second damage resistance roll = 7 Hits, 1 Box of Physical damage. On his second pass Halfpast will hit the guy with his shock glove. 5S(e) 1/2 impact armor Glove Attack = 3 Hits |
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#55
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
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#56
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
Initiative for next round?
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#57
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,422 Joined: 26-February 02 Member No.: 463 ![]() |
Sure. Roll
Kerrigan: 6+1=7 (1 IP) Spirit of Air: 12+2=14 (2 IPs) And the action for the Spirit of Air: [ Spoiler ] Bye Thanee |
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#58
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Moving Target ![]() ![]() Group: Members Posts: 417 Joined: 10-January 06 From: Fords, NJ Member No.: 8,146 ![]() |
Quick question: Is the music still blaring out of the comms for the guys in the car? If so would they then be able to hear the gunshots?
Halfpast's Initiative = 10 Seeing the spirit attack the thug befor him Halfpast will only act if the thug is still standing after the spirit's attack. If he is then Halfpast will hit him with the shock glove again. Shock glove attack = 3 Hits |
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#59
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
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#60
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Neophyte Runner ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,458 Joined: 22-March 03 From: I am a figment of my own imagination. Member No.: 4,302 ![]() |
Security Hack
Figuring the other two actions are simple, as he's got admin access, the last should be the only one needing a roll, but that'd just be the first to an extended test. |
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#61
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
MrMiracle, roll a surprise initiative test (reaction + intuition + 6 for the ambush), and if you beat 1 hit, then the thugs are surprised you and cannot react to you during the first IP of the round. Also roll your Initiative per normal for the actual initiative score for the round.
The Thugs move on 8, though they don't have a second IP, so if you get the surprise then they won't be able to do anything in the first combat round. |
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#62
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,422 Joined: 26-February 02 Member No.: 463 ![]() |
Oh yeah, before I forget it again...
Kerrigan casts Increase Reflexes (F3) for her Sustaining Focus. Roll 2 hits, almost a Glitch ;), very much no Drain. And once more with feeling... Roll Much better. 3 hits (well, 4, but capped at 3), no Drain. That should help with the quick-packing of her bags. :D Bye Thanee |
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#63
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,422 Joined: 26-February 02 Member No.: 463 ![]() |
Kerrigan will also bring forth her medkit and treat Halfpast's wound with one ridiculously good roll (not that that was needed for the 1 box of damage). Roll :eek:
Bye Thanee |
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#64
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
:rotfl: :rotfl: :rotfl: Halfpast feels even better than he did when he walked into the room, hell even better than when he woke up this morning. That kind of medical attention feels good like his last orgasm good. Too bad you wasted the near-perfect roll on 1 box of damage... :P |
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#65
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Target ![]() Group: Members Posts: 83 Joined: 15-January 06 Member No.: 8,164 ![]() |
Two shots to the first russkie with the Colt Manhunter.
[ Spoiler ] Should I roll initiative or is it pretty clear that Dawna has the surprise? |
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#66
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Moving Target ![]() ![]() Group: Members Posts: 417 Joined: 10-January 06 From: Fords, NJ Member No.: 8,146 ![]() |
See, all you have to do is take a bullet for a girl.
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#67
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
Thug 1's resistance tests
First Shot- 5 hits.....he takes 3P Second Shot- 0 hits...he takes another 7P and crumples to the floor. You also can roll combat for your second IP, versus the other thug in the sedan if you want, since you have a clear shot at him through the open doors of the car. He will get a reaction roll though to get out of the way, since the surprise does not carry into the second IP. |
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#68
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Target ![]() Group: Members Posts: 83 Joined: 15-January 06 Member No.: 8,164 ![]() |
Dawna's next course of action is to disarm the remaining Russian and try to knock him unconscious.
For her next pass, Dawna cycles Unarmed Combat in place of Pistols and sneaks into position near the defender. For the remaining passes, she's involved in whatever is needed to disarm him and knock him out. The first roll for the disarm will use edge, I've also added some subsequent rolls, since this exchange might take more than one pass. [ Spoiler ]
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#69
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
I have applied various modifiers to your roll and randomly redone it...
You scored 6 hits, which is higher than the thugs strength, thus knocking the AK out of his hands and into the back seat of the car. This combat round is over and you need to reroll initiative for the next round. The remaining thugs initiative for the next round is-10 |
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#70
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Target ![]() Group: Members Posts: 83 Joined: 15-January 06 Member No.: 8,164 ![]() |
Initiative:
[ Spoiler ] Dawna engages the remaining thug in HtH until he's unconscious, or she gets some kind of backup. |
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#71
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
Amra- The thugs guns are Fichetti Security 600, and each of them have an extra clip in their coats. They don't have very much in their pockets, the thug by the door has a pack of gum and a condom while the one near the back wall has a credstick with 420 nuyen on it and a small plastic bag filled with some sort of white granular substance. They also each have their commlinks on them.
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#72
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
Again, I have applied a modifier to your roll, a +2 for better positioning and have randomly rerolled your unarmed combat: 4 hits
Dodge: 1 hit Your base DV is (Str/2)S which is 2S + 3 net hits, 5S Resistance: 2 hits He takes 3S On his turn he retaliates with a punch back:3 hits Roll dodge or block and resistance as needed...his base DV is 2S |
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#73
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
Edit: Damn Double Post
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#74
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jacked in ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 9,422 Joined: 26-February 02 Member No.: 463 ![]() |
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#75
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,468 Joined: 5-December 06 From: Somewhere in the Flooding, CalFree Member No.: 10,215 ![]() |
Edit: Alright, this post was a waste....but I will make it slavageable. If anyone doesn't post to a request for a dice roll within a suitable time frame then I will roll the dice in your place. I assume that two days is a suitable time frame. I cannot have one person's absence affect the speed of the game so I will keep it moving. Also, I would prefer you guys to use Invisible castle, but if you decide not to, then please the dice results as they come up, so I can apply modifers as needed without having to reroll the whole thing.
Thanks in advance. :) |
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Lo-Fi Version | Time is now: 27th February 2025 - 11:49 PM |
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