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#176
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 8-May 08 From: Uk, Leicester Member No.: 15,964 ![]() |
Oh that's just one of the best NIN tracks there is!
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#177
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
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#178
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 8-May 08 From: Uk, Leicester Member No.: 15,964 ![]() |
Well NIN did the music for the original Quake game. In case you didn't know.
So I always think of them in a futuristic fashion, especially as their music has never slotted into any current genre really. They were always radical in their tastes and fit my view of future music, now. Inevitably, this is a perfect choice and very appropriate. |
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#179
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 27-April 08 Member No.: 15,932 ![]() |
Great NIN track.
What should I roll? Intimidate + CHA + Kinesics is my guess. |
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#180
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
yep, that works.
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#181
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 8-May 08 From: Uk, Leicester Member No.: 15,964 ![]() |
EDIT: Talking Crap, ignore me. LOL
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#182
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
OK Hex. You're up. Time to dance.
Also Mack and Padre. Let me know if I miscalculated your Init. I didn't have it on your main char sheets so I calculated it myself but may have left something out. |
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#183
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
A couple of quick questions:
How large is the room? From the rules, it looks like when it is my turn I can use a simple action to ready 3 throwing knives, and a second simple action to throw 1. On second initiative pass I will then be able to throw the next two, potentially at different people? If I want to try to fast-draw the knives, to throw on the first simple action, you have said that I need 5 successes on a Throwing+Reaction roll. While it is unlike (5 hits on 10 dice needed. I just realized that the Boosters will help that roll) is there any drawback to trying other than the risk of a glitch? (21% chance of succeeding, and a 1.5% chance of glitch is why I am asking.) Or is that 12 dice for the fast-draw, with the specialization? (I think it would.) I presume you will roll defense, and damage? Also, how will you handle players deciding if they abort to full defense? When does that have to be declared? (Can gymnastic dodge even be used in the close quarters in here? Yours, Mack / Joel PS: Mack's Initiative looks right 4 effective Reaction plus 3 Intuition gives 7, with two IPs |
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#184
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
I believe some degree of OOC coordination, faster than our actions, is permitted at this point? (As one would get around the gaming table. Presumably in practice mediated by our nice fast commlinks?)
Thanks, Joel |
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#185
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
The room was originally a reception room for the health clinic. The door to the street is to your left and a little bit behind you. Lizard Pete is sitting on a couch directly in front of you and the door that just opened to reveal the gator with the SMG is behind a small reception desk to his right.
The room is approximatly 6 meters long and 4 meters wide with the two doors on the longer walls. The wall behind you has collapsed. I'll draw something up ASAP so you can get a better idea of where things are. If you fail to make the quickdraw roll, it just means that it takes a simple action to get your knives out. If you glitch you'll fumble the knife or something like that. No need to worry about cutting fingers off or anything like that. OOC co-ordination is fine. Again, this is one of those things where I doubt any of us have done any real life CQB training so OOC planning helps. |
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#186
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 8-May 08 From: Uk, Leicester Member No.: 15,964 ![]() |
Oh bugger! Here we go!
Just so you know, in every PNP RPG I have played (1 shadowrun and 3 D&D), I always ending up dying in the first battle. BUT NOT THIS TIME MOTHER FUCKERS! Sweeps is MAD!!!!!!!!! Phew that Jazz is good!! (IMG:style_emoticons/default/nyahnyah.gif) So Hex is up first. Good luck buddy! |
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#187
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 8-May 08 From: Uk, Leicester Member No.: 15,964 ![]() |
Oh and imperialus, did you check your PM's?
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#188
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
bout the gear? Yeah. That's cool.
Oh and as for dodging what I'm going to do is post the gangers attack rolls without calculating damage. You'll have till the next day to decide if you're doing a full dodge or not. Then I'll calculate the damage. and I'm getting the map uploaded as quick as I can. The damn print screen button isn't co-operating with me though. |
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#189
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
It seems to me that the comment from Sybercat is the key. If the mage is any good at all, Hex needs to shoot him, probably twice, ASAP.
If no one takes the SMG before it gets to me, I will try to hit him with one or two knives. If I hit him, he will fall down, which will prevent him from shooting anyone until he can stand up again, as I understand the rules. Joel / Mack |
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#190
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
It seems to me that the comment from Sybercat is the key. Or it's just a street proverb. (IMG:style_emoticons/default/grinbig.gif) and here's the map. I approximated where I think your characters are. [IMG]http://img140.imageshack.us/img140/9585/heavenentrancefe1.th.png[/IMG] |
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#191
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 8-May 08 From: Uk, Leicester Member No.: 15,964 ![]() |
Damn it! I'm right in the middle of everyones line of fire!
Ok Here is my idea, tell me if it's crap! Mack! Try and take out G5 (stops the surrouding of us) and then G3 and G4, I'll go for Pete, and G2, Loki take out Pete and G1, Hex Pete and SMG. EVERYONE: once Pete is out, get that SMG, but try and get the imediate ganger closest to you. |
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#192
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
Damn it! I'm right in the middle of everyones line of fire! Ok Here is my idea, tell me if it's crap! Mack! Try and take out G5 (stops the surrouding of us) and then G3 and G4, I'll go for Pete, and G2, Loki take out Pete and G1, Hex Pete and SMG. EVERYONE: once Pete is out, get that SMG, but try and get the imediate ganger closest to you. I'll assume for now that we do have to worry about getting in each other's way... So, for the first Initiative Pass I would suggest a slight change: 1) Hex shoots at Pete. Probably with both simple actions. (He has to declare that before shooting.) 2) If Pete is not unconcious, he should at least be going after Sweeps. So Sweeps, if Pete is still active, fix that. Otherwise, take your shots at the G2. (As you had suggested.) 3) Loki, if you want to try for the SMG, feel free. Or just go after a ganger. 4) If the SMG is still on his feet when I go, I will throw knives at him. If he has fallen over, I will throw at G5. After that, we will have to see what damage they do to us. And take our second Initiative pass. Joel / Mack |
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#193
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 27-April 08 Member No.: 15,932 ![]() |
I think Loki'll get behind some rubble and shoot for G1. I think we should definitely keep Lizard Pete alive...does anyone have any Stun spells/weapons? Passed out is ideal, as we can remove anything harmful and tie him up.
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#194
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
I think Loki'll get behind some rubble and shoot for G1. I think we should definitely keep Lizard Pete alive...does anyone have any Stun spells/weapons? Passed out is ideal, as we can remove anything harmful and tie him up. I don't think we have any stun weapons. No Mages. But, if we can get him unconscious, but not dead, we can stabilize him after the fight (there is a grade 6 medikit in the van), and probably bring him around to answer questions. As for getting behind cover, note that you can move at walking pace during your actions. That will get folks almost anywhere they want. (Hex and Sweeps get just over 3 meters, 10 feet, per IP. The rest of you get 5 meters per IP. The whole room is only about 15 feet to a side. Heck, even Mack should be able to step into partial cover (although since I don't want the die penalty, it probably is not as much cover.) Yours, Joel / Mack |
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#195
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Moving Target ![]() ![]() Group: Members Posts: 122 Joined: 27-June 06 Member No.: 8,791 ![]() |
Even if Hex does know that Pete's a mage (which I don't think anyone mentioned, though he might guess since he's otherwise unarmed), I think priority goes to the jerk with an automatic weapon charging into the room. As for stun weapons, my silenced pistol under my jacket has Stick 'n Shock loaded in it, but given the threats, he probably isn't going for it.
He's probably also going to use his free action this pass to Run. Basically, shoot ganger, run over couch and past the guy he shoots, out the door the SMG guy just came in from. That way he can shoot into the room with cover, and see what else is in that part of the building. Here's hoping I roll to hit like I rolled on that last etiquette check, heh. |
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#196
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
Even if Hex does know that Pete's a mage (which I don't think anyone mentioned, though he might guess since he's otherwise unarmed), I think priority goes to the jerk with an automatic weapon charging into the room. As for stun weapons, my silenced pistol under my jacket has Stick 'n Shock loaded in it, but given the threats, he probably isn't going for it. He's probably also going to use his free action this pass to Run. Basically, shoot ganger, run over couch and past the guy he shoots, out the door the SMG guy just came in from. That way he can shoot into the room with cover, and see what else is in that part of the building. Here's hoping I roll to hit like I rolled on that last etiquette check, heh. Well, Hex would have gotten the message from Sybercat, and there clearly is only one Mage. There is a reason that the rule of thumb is "geek the mage." Looking at the diagram, I don't think you can run through any door. Just not enough room. Note that if you Run, you lose two dice of attack and gain two dice of defense. Offense is usually the best defense. I am pretty sure that you can take cover (which makes good sesnse to me) by just walking. (I know, we should have to run, but the numbers seem to say that we don't need to.) But, it's your call. Take what shots you want and we will see what happens. |
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#197
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Moving Target ![]() ![]() Group: Members Posts: 122 Joined: 27-June 06 Member No.: 8,791 ![]() |
Fair enough. I'll split my attention, as the -2 penalty for switching targets isn't a huge bother. And you're right, walking can move me far enough that after the first IP I think I can reach the door the ganger came in through.
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#198
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Moving Target ![]() ![]() Group: Members Posts: 267 Joined: 8-May 08 From: Uk, Leicester Member No.: 15,964 ![]() |
Pete needs to be taken out, we still have the trolls to take care of to get information.
As implied in the IC thread he knows nothing other than he's in deep shit. I have stun weapons, but I need to get to him to use them, and if he's a mage, then that's not going to happen. Try my plan and see. |
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#199
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Moving Target ![]() ![]() Group: Members Posts: 656 Joined: 18-January 06 From: Leesburg, Virginia, USA Member No.: 8,177 ![]() |
Pete needs to be taken out, we still have the trolls to take care of to get information. As implied in the IC thread he knows nothing other than he's in deep shit. I have stun weapons, but I need to get to him to use them, and if he's a mage, then that's not going to happen. Try my plan and see. Yeah, I don't see you taking out the Shock baton. I presume you are going to be shooting the Hammerli? (It seems sensible to try to fast-draw the pistol and get to SA shots off.) Yours, JoelHalpern |
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#200
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Moving Target ![]() ![]() Group: Members Posts: 122 Joined: 27-June 06 Member No.: 8,791 ![]() |
Okay, Hex's response is up. I didn't account for any penalties for cover or anything, so, take away hits as needed Imp! (IMG:style_emoticons/default/grinbig.gif)
And also, completely average rolls. 10 successes on 30 dice, total. Edit: Oh yeah, and the gun has normal ammo loaded, so no special craziness if I hit. |
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