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> Ties That Bind, OOC Thread
Thanee
post Jan 2 2007, 08:35 AM
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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).

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Thanee
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Trigger
post Jan 2 2007, 08:46 AM
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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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Thanee
post Jan 2 2007, 09:32 AM
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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! :)

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Thanee
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amra28
post Jan 2 2007, 09:38 AM
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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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Trigger
post Jan 2 2007, 10:13 AM
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Thug 2- Dodge Roll- 1 Hit

Resist- Roll- 1 hit

He takes 6S
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Trigger
post Jan 2 2007, 10:32 AM
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Initiative for next round?
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Thanee
post Jan 2 2007, 10:42 AM
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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 ]


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Thanee
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amra28
post Jan 2 2007, 10:16 PM
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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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Trigger
post Jan 2 2007, 11:00 PM
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The music was blaring from their earbud headphones, which they removed during their initial surprise.

Dodge- 0 hits

Resist- 2 hits

The thug takes 7S and passes out due to lack of oxygen and the fact that he is in the belly of an air spirit.
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Digital Heroin
post Jan 3 2007, 05:30 AM
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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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Trigger
post Jan 3 2007, 09:38 AM
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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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Thanee
post Jan 3 2007, 11:02 AM
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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

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Thanee
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Thanee
post Jan 3 2007, 11:07 AM
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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:

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Thanee
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Trigger
post Jan 3 2007, 11:12 AM
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QUOTE (Thanee)
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

: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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MrMiracle
post Jan 3 2007, 03:44 PM
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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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amra28
post Jan 3 2007, 03:52 PM
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See, all you have to do is take a bullet for a girl.
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Trigger
post Jan 3 2007, 11:46 PM
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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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MrMiracle
post Jan 4 2007, 04:18 AM
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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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Trigger
post Jan 4 2007, 05:49 AM
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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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MrMiracle
post Jan 5 2007, 01:28 AM
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Initiative:

[ Spoiler ]


Dawna engages the remaining thug in HtH until he's unconscious, or she gets some kind of backup.
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Trigger
post Jan 5 2007, 01:31 AM
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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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Trigger
post Jan 5 2007, 01:42 AM
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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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Trigger
post Jan 5 2007, 01:43 AM
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Edit: Damn Double Post
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Thanee
post Jan 8 2007, 09:45 PM
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No problems with the Levitate. Roll

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Thanee
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Trigger
post Jan 9 2007, 01:02 AM
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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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