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> OOC: Project Infinity
gobogen
post May 8 2008, 02:03 PM
Post #151


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I believe that you actually get to roll half your dice instead, and not halve the result. In this case, it means that your character gets a 7 and a glitch, which isn't a big deal for initiative rolls anyway.

About the bag throwing though... what bag are you throwing exactly, and to what purpose?

Also because of your character freezing in combat and your bad roll, you actually get to act after the troll anyway, so you might want to change what your action is during your pass, after we resolve what is coming up.

The troll has walked up to you and intends to beat you up with his bare fists, I'll need to know what kind of dodging you want to do in answer to that (and roll).

I'll post up IC after the whole round is completed, leaving the description of your own character's actions to you.

If I've made any mistakes in interpreting the rules, let me know.
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SoyKaf Adict
post May 9 2008, 05:15 PM
Post #152


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Yeah I know I was supposed to roll half the dice, again, it's been awhile since I've used the character so I didn't remember everything. Luckily I remembered while I was looking for grenades.
Well, I was gonna grab the nearest bag, empty it, put a live flashbang in it and chuck it so he could catch it. trying to work with the character here, but I just roll bad with him. So at this point, he'd see what McKinney was planning on doing... So I guess the best thing to do is run and then grab a bag while he's on the move.
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gobogen
post May 10 2008, 02:48 PM
Post #153


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Yeah, although I don't really see the point of going through the trouble of putting the flashbang in a bag.

Either way, like I said the troll acted first. Because he goes first, his movement rate lets him get to you in time to try to punch you as you're about to run away. You need to dodge the blow first, before taking your actions for this initiative pass/combat turn.
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Redjack
post May 12 2008, 03:06 AM
Post #154


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So it's SoyKaf and me?
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gobogen
post May 12 2008, 05:47 PM
Post #155


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QUOTE (Redjack @ May 11 2008, 11:06 PM) *
So it's SoyKaf and me?


Yup. All others were never seen again on these boards as far as I know.
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SoyKaf Adict
post May 12 2008, 07:45 PM
Post #156


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It's the creative side of me, one would think a dumb troll is less like to shield himself from a bag of open krill-filler, than a flashbang... (IMG:style_emoticons/default/smile.gif)

Rolling Reaction(4)+Dodge(2) for Melee Dodge.

3 hits
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gobogen
post May 12 2008, 09:13 PM
Post #157


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As a new GM in shadowrun, I'm not sure what's the best course of action here. Either I can describe the action in IC, or you can. I guess it's best if the GM describes the action from a neutral point of view, and then the player can add in some flavour from the char's perspective?

Anyway, now's the time to finally decide what you're going to do this turn. Considering the 3 second time frame, I'd say that picking up a random bag of chips, opening the bag, putting a live nade in the bag and throwing the nade-bag would all be one simple action each. Thus it would take 2 initiative passes to do this. Alternatively, getting your nade and throwing it would only be 2 simple actions and you could readily do this while trying to get away from the troll.

Choose what you want to do among those actions, or just somehting else entirely, and then roll as appropriate. You just managed to dodge the blow by the way, grats (IMG:style_emoticons/default/smile.gif)
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SoyKaf Adict
post May 13 2008, 06:16 PM
Post #158


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Yeah, boi! One for the EatMe! I guess the course of action that'll work for him is the running and dropping a live nade as he's running away. But I'll wait to do that after you describe the troll whiffing.
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gobogen
post May 13 2008, 07:03 PM
Post #159


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If you just want to drop the grenade at your feet, no need to roll. You should also have time to reach the other end of the aisle, running, in a combat turn. Not sure when the flash-bang would go off then, but I believe it is at the end of the turn (you can check, I don't have my books with me right now). Go ahead and post your action.
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Redjack
post May 19 2008, 02:20 AM
Post #160


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Well finish out this scene and lets move on. (IMG:style_emoticons/default/wink.gif)
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gobogen
post May 22 2008, 01:43 PM
Post #161


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Just so you know, I will not be able to access the boards between Saturday and Wednesday.
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SoyKaf Adict
post May 28 2008, 04:41 PM
Post #162


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Automatics(MP) 5(7) + Agility 5(6) + SmartLink 2 - Called Shot (4) + Aim 1 = 12 Dice.
(Because the head is very vital but very maneuverable, it should be maximum difficulty, maximum DV.)
Gas Vent 2, for no recoil penalty.
Simple Action- Aim, Simple Action- Burst Fire, Free Action- Called Shot.
Narrow Burst +2 to DV. (Does not apply to comparing the DV to armor rating.)

5 Hits
DV +6 Total.
3 bullets spent.








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gobogen
post Jun 6 2008, 08:16 PM
Post #163


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Taking into account partial cover (-2) and attacker firing from cover (-1), you actually made only 2 hits, but it turns out to be enough.
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SoyKaf Adict
post Jun 7 2008, 06:43 PM
Post #164


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What was his head partially covered by? and the reason why I put in the 'side-stepping into behind the end cap at the end was for flavor whether I had enough actions to do it or not, but it was meant to be after I shot...
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gobogen
post Jun 10 2008, 01:58 PM
Post #165


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Hmm, after re-reading you're right on both accounts on the modifiers. For some reason I thought that you had gone off the aisle you were in when getting chased by the troll. But you didn't, you just turned back and fired. And yes, you'd have the possibility to side-step behind something.

So you're up to finish this up and we can move forward.
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SoyKaf Adict
post Jun 11 2008, 05:13 AM
Post #166


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Balls in your court man (IMG:style_emoticons/default/smile.gif)
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SoyKaf Adict
post Jun 11 2008, 06:27 PM
Post #167


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Let me know how many dice I'm rolling for the two bursts with smartlink and gas vent system 2, behind cover. I have to go to work, will reply around 10 or so.
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gobogen
post Jun 11 2008, 07:36 PM
Post #168


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-2 dice for recoil on first burst (cancelled by gas vent, I think), -5 on second burst (reduce by your gas vent rating and by 1 if you have a stock). Both suffer a -1 die for firing from cover.
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SoyKaf Adict
post Jun 12 2008, 05:10 AM
Post #169


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I have the GM Screen in front of me, since it's controlled 3 round burst, -2 for the first, -3 for the second. So -1 dice for first burst from behind cover, and -2 for the second. No aimed shot, but still using smartlink, oh yeah and the gas vent 2 system installed... So -0 on first burst, -1 on second.

Auto(MP) 5(7) + Agility 5(6) + Smartlink 2 - Cover 1 = 14 dice
Auto(MP) 5(7) + Agility 5(6) + Smartlink 2 - Cover 1 - Recoil 1 = 13 dice

First burst/7 hits
Second burst/4 hits

Puts me down 9 bullets total over all. Out of a 35 bullet clip. It does have an integral stock, but McKinney has been spur of the moment so far, and close quarters... The stocks no good to him right now. Damage is still 4P.
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gobogen
post Jun 19 2008, 12:17 AM
Post #170


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Sorry for not answering the part about the jacket and the colors earlier. I'll post the details of what they are in IC. Roll any relevant skill you may have for gang ID, if any.

Also, roll for either etiquette (street, -2) or intimidation (physical, +2) depending how you want to go about the woman and the camera stuff. I'll post the results of the social interactions in IC as well. If you want, you can give more details of you "persuasive arguments" assuming she is at first reluctant to act and to act quickly enough to your taste.

There are no police sirens heard for the first 30 sec.
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SoyKaf Adict
post Jun 19 2008, 01:55 AM
Post #171


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Actions along his lines won't be physical, just verbal... After all he'd just become another bully replacing a bully, but atleast he's not a SINner, he can just bug out if she doesn't comply.

Going for Charisma 2 + Ettiquette(no SP though) 2 = 1 hit
Since she knows this 'RJ', I'm going for a bonus to the polite asking, with information about how RJ will be doing with Intuition 3 + Hospital Routes 2 =1 hit for time she needs to take care of him, and EatMe's original prognosis of RJ's injuries with Logic 2 + First Aid(Combat Wounds) 4(6) = 2 hits if it'll help otherwise forget the rolls.


Intuition 3 + Gangs 3 for ID = 3 hits

That's the way I'm gonna set up my next in character posting, with persuasion and small comments about the hospital arrival and RJ's condition to soften her mood. After investigating the trolls corpse.

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gobogen
post Jun 19 2008, 02:11 PM
Post #172


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Well, I'll let the social interactions go on through IC, which includes the information resulting from your knowledge tests. Do with it as you see fit. I'll use the etiquette test to determine the woman's reactions of course.
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Trigger
post Jun 21 2008, 08:43 AM
Post #173


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Umm.....so, I live again.....question is, does Holden still live?
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gobogen
post Jun 21 2008, 03:23 PM
Post #174


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Ouch mate, you couldn't have had a worse timing. I killed your character yesterday. (IMG:style_emoticons/default/indifferent.gif)

No kidding...

But I'll tell you what. If you think you have the time to play, the team would make good use of one more member, or you could play Amok, the hacker. I know it can be annoying to play someone else's PC though, so feel free to create a new character. There's plenty of room in game for Sonic to put a new runner into the team. Let me know what you wanna do.
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SoyKaf Adict
post Jun 21 2008, 05:59 PM
Post #175


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Adds to the suspense, what's up Trigger? I saw you on last night and thought 'hey he might be up to play-- Aw crap, he's not gonna like what just happened.' Hahaha, welcome back!
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