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> Greenhorns in Seattle, The Out of Character Thread
Nigel
post May 24 2008, 03:18 AM
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I updated mine with Resistance and Reaction. If I counted wrong, remove from right (but please tell me if I did and where my error was).
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imperialus
post May 24 2008, 05:52 AM
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Just looking at your character sheet here. I'm not sure what you're adding so I'll just give you my take on it.

You have a reaction of 3... Your dodge skill is 3 but you only get to add that if you use the full dodge option and forgo your next action. Not sure how you got it up to 8 dice. If you had used edge, you should have rolled 9 dice and had the sixes explode

If you want to just roll your reaction (and still have the option to shoot) you would have gotten no successes. If you used a full dodge (and given up shooting) you would have gotten 1 success bringing the damage down to 7P, still over your armour which means the damage is physical not stun.

You also have a body of 3 and an armoured vest or longcoat (whichever you are wearing) that gives you 4 points of impact armour which is used for defense in melee. This means it should be a cap of 7 dice not 10.

This means you would have gotten 2 successes on the resistance roll.

I'll let you retcon your action if you want and opt for a full dodge option.

If you use full defense by my math you take 5P damage. If you don't use full defense you take 6P. If you take the 5P that means you suffer a -1 die penalty to all future actions. If you elect to shoot instead and take the extra box of damage you suffer a -2 die penalty to future actions.

Either way, with either Mack or Hex's medkit (I can't remember who has it) they'll be able to heal you up pretty quick once they get you in the back of the van. Check the healing rules on P 242 and 244 of the BBB.

If you choose to not shoot then just edit your post to remove the shooting. Regardless you also might want to say that as part of the dodge you back out of melee range with the guy and get Hex (who seems oddly invulnerable) between you and him.

I'll wait on your decision before continuing. Also, by way of apologizing for forgetting about you if you do elect to shoot at Pete then this attack is unaffected by damage modifiers. He still goes up to 9S.
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Nigel
post May 24 2008, 06:18 AM
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I think I'll go full dodge; I don't exactly remember what I added, but it seemed right at the time. My mistake.

I'll leave the rolls linked as they are, though.
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Dusty Ghost
post May 24 2008, 09:31 AM
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Damn it! My aim is way off here!

Still Petes out from behind the sofa now, so.....
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Dusty Ghost
post May 24 2008, 09:35 AM
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Who's IP is it?
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JoelHalpern
post May 24 2008, 01:03 PM
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I presume it would help if Nigel edited his last IC post to indicate full defense against the Katan, the ffect of getting hit, an that he is moving away?
Than Imperialus can correct Pete's state (still 6S I believe since Loki won't get to shoot him) and decide what the Spirit is doing.

That will make it Padre and my turns.

If I have read this all right, that will be followed by Hex (unless the Spirits actions prevent that) and the top of the second combat turn.

Yours,
Joel
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Dusty Ghost
post May 24 2008, 05:38 PM
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Cool, I can sit tight for a time then. (IMG:style_emoticons/default/nyahnyah.gif)
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imperialus
post May 24 2008, 05:46 PM
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The Initiative order to finish this combat turn is

Padre
Mack
Hack & Slash
(Next (3rd) Pass)
Hex
Sweeps.
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imperialus
post May 24 2008, 06:11 PM
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Ok. I just posted Padre's action Joel, Mack is up.

Give me a minute to upload it and I'll have an updated map.

I'm going to be heading out for the day pretty shortly here. I probably won't get around to posting Hack&Slash's actions till this evening. They are going to make an appearance this pass so try not to jump ahead in initiative if you don't mind.

[IMG]http://img396.imageshack.us/img396/8053/heavenentrance2lx2.th.png[/IMG]
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JoelHalpern
post May 24 2008, 07:13 PM
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Mack has thrown. His second throw misses! I hope that the Spirit rolls badly enough against the first knife (6 successes for Mack) that I can blame that miss on having trashed the spirit the first time (IMG:style_emoticons/default/smile.gif)
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Dusty Ghost
post May 24 2008, 08:29 PM
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Wow! I thought I'd moved further to the left than that. But looking at everyone else, I see we've only moved a small bit. Oh well. Explains why I did not have a clearer shot at Pete.
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imperialus
post May 25 2008, 06:11 AM
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Hey all, sorry I wasn't able to post more. Finance and I had tickets to Rent. Awesome show BTW.

Ok. Did the damage on the spirit and posted Hack&Slashes actions. Hex's up now then Sweeps.

After that I'll roll for initiative again.

Also I realize I'm taking some liberties with interrupt actions here but it's just so you aren't stuck waiting at the curb for the van to get there.
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JoelHalpern
post May 25 2008, 03:25 PM
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One thought:
If I step out the door this coming round, how far away will the Motorcycles be?
(30 mph is about 80 meters per 3 seconds, so they may well be out of range. )

Yours,
Joel
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imperialus
post May 25 2008, 03:52 PM
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If your Str is 9 (which IIRC it is) the max range on your knives would be 45m so yeah, they'd be out of range.
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JoelHalpern
post May 25 2008, 04:00 PM
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QUOTE (imperialus @ May 25 2008, 11:52 AM) *
If your Str is 9 (which IIRC it is) the max range on your knives would be 45m so yeah, they'd be out of range.


PowerThrow increases strength for throwing purposes, rather than merely increasing damage.
So, for knife throwing purposes my strength is 15, giving a max range of 75 meters.
It is clearly a judgment call by you whether I can step out the door and be within 75 meters of them.
(I have the ear-buds, so if you want me to take a roll for me realizing which way they are, it is 9 dice base -2 for distraction, +2 for spatial recognizer.)

Yours,
Joel
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imperialus
post May 25 2008, 04:02 PM
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Yeah... I'll let you do that. It sounds cool. Extreme range though.
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JoelHalpern
post May 25 2008, 04:05 PM
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Okay. When it gets to my turn, that's my plan.
Mack
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JoelHalpern
post May 25 2008, 04:29 PM
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Hex,
You have one more Initiative pass this Combat turn.
May I strongly suggest that you use at least one, if not both, shots on the spirit. You will need to take a called shot. It has hardened Armor 4, so with you AP -1, you need a net DV of 8. A two point called shot, plus at least one net success, should do the job.
I would recommend both shots, because the spirit also rolls a lot of dice to reduce damage (13).

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imperialus
post May 25 2008, 04:51 PM
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QUOTE (JoelHalpern @ May 25 2008, 10:29 AM) *
I would recommend both shots, because the spirit also rolls a lot of dice to reduce damage (13).


yeah, immunity to normal weapons is a bitch. At least it isn't 2nd or 3rd edtion where you rolled your willpower in place of agility.

But Joel has hit on one of the more effective ways to take down a spirit if you're mundane.
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Dusty Ghost
post May 25 2008, 05:11 PM
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Can't remember, but if Pete goes unconscious or dead, does the manifesting end? I don't have my rule book to hand.
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Seraph Kast
post May 25 2008, 05:28 PM
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Either way, I think the spirit is about to be toast. Unless it gets real lucky. Forgot I even had reflex recorders at all, so, yay for an extra die! At this point the fight is going to be over by the next Combat Turn at some point, so we should be okay on following the trolls as long as everyone starts heading for the door.
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Mickle5125
post May 25 2008, 06:05 PM
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I know I said I wouldn't be gone until tuesday, but this weekend has gotten hectic as can be, so I can't promise any more posts until the 7th.

Sorry bout this, mates, and have fun with the car chase!
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imperialus
post May 25 2008, 06:39 PM
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QUOTE (Seraph Kast @ May 25 2008, 11:28 AM) *
Either way, I think the spirit is about to be toast.

which it is.
QUOTE
Unless it gets real lucky.

which it wasn't.

The fight is completely out of the gangers. You can keep shooting at them if you want, but at this point it would be just wasting ammo. Pete was telling the truth when he said he didn't know anything other than that the trolls were involved.
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Mickle5125
post May 25 2008, 06:54 PM
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Until someone tells Padre otherwise, any gangers who come out that door are going to be shot at... do you want initiative or other rolls for that?
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Dusty Ghost
post May 25 2008, 07:34 PM
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Ooooo it's sooooo tempting to try and shoot Pete in head. I agree though, we should all leg it now to get that van, to get those bikes.
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