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> OoC Evolution, Out of Character - Epoch, Survival, Revolution Campaigns
SneakyJoeKDB
post Aug 30 2013, 06:24 PM
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They are but the fully auto rules describe how you can burst fire. In the SR3 manual. Says you can declare the amount of bullets and burst size. At least that is how I interpreted it.
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Kliko
post Aug 30 2013, 06:33 PM
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That's correct, the only difference is that full auto is a complex action (burst fire is a simple action). You can 'walk' fir between different targets, so that works effectively the same for multiple targets, just not single targets. The good news is 1x 19D damage is generally better then 3x 13D.
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SneakyJoeKDB
post Aug 30 2013, 08:18 PM
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Well in this case since I rolled multiple times I'll use the first shot on the shaman and the second and third on spitting rats. I'll hit the Shaman with a larger spray on Bubba's next turn.
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ntwi
post Sep 1 2013, 04:47 AM
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Whoops, looks like it's about back to me. Let's try to keep those rat's off of Ludi shall we.

[ Spoiler ]

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Bastard
post Sep 4 2013, 05:05 AM
Post #3755


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I need Kliko and Bubba to roll Intelligence, adjustable by Combat Pool if you want.

I also need Initiative rolls from all. Remember to include any modifiers.







White=PC waiting
Green=PC ready to move
Yellow=Friendly NPC / GM controlled PC
Orange=Enemy NPC
Red=Dead / Neutralized
Bold Italic=Turn complete

INITIATIVE
23 Bubba
22 Duster
21 Starling
20 "Spirit"
20 Felix
18 "Shaman"
17 Ludi
16 V
13 Kliko
11 Rat Group 1
09 Rat Group 2
06 Rat Group 3
-----Round 2-----
13 Bubba
12 Duster
11 Starling
10 "Spirit"
10 Felix
08 "Shaman"
07 Ludi
06 V
03 Kliko
01 Rat Group 1

-----Round 3-----
03 Bubba
02 Duster
01 Starling
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SneakyJoeKDB
post Sep 4 2013, 06:58 PM
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Intelligence + 2 Combat pool
[ Spoiler ]


Round 3
HMG the Shaman - Making sure he's dead
5 rounds + 2 combat pool DMG code 15D
[ Spoiler ]


Initiative
[ Spoiler ]


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ntwi
post Sep 5 2013, 12:28 AM
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Initiative:
[ Spoiler ]
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Bastard
post Sep 6 2013, 12:31 PM
Post #3758


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I guess I am rolling for Kliko still...

5 Intelligence + 2 Combat Pool [5,4,4,3,3,2,1]


INITIATIVE
22 Duster
21 Shaman
19 V
18 Bubba

16 Felix
16 Starling
12 Kliko
09 Rats Group 1
09 Rats Group 2
08 Rats Group 3
00 Ludi
----Round 2----
12 Duster
11 Shaman
09 V
08 Bubba
06 Felix
06 Starling
02 Kliko
----Round 3----
02 Duster
01 Shaman



Bubba, Kliko, Starling and V have all failed resisting a Chaotic World spell - They are hearing, seeing and feeling all kinds of distractions...
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Kliko
post Sep 6 2013, 01:27 PM
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I'm back! (IMG:style_emoticons/default/smile.gif)
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SneakyJoeKDB
post Sep 6 2013, 02:38 PM
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Bubba's double tap occurred at the end of the last round before the new intiative. For his first move of the new intiative phase he will get up on the walk and look for the shaman HMG ready.

@Kilko, nice to have you back!
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Bastard
post Sep 6 2013, 10:42 PM
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QUOTE (SneakyJoeKDB @ Sep 6 2013, 07:38 AM) *
Bubba's double tap occurred at the end of the last round before the new intiative. For his first move of the new intiative phase he will get up on the walk and look for the shaman HMG ready.


Sorry. I forgot that... I really wasnt trying to cheat you out of a turn... honest. (IMG:style_emoticons/default/scatter.gif)

I believe it was, Shaman (Chaotic World), Bubba (double tap), NPCs - New turn - NPCs, Shaman (invisibility), NPCs... Bubba's current turn.

Bubba is suffering from 5 successes on Chaotic World... I have to look up if the modifier is per success, or a constant. The SR3 book Grimore was not clear when I just looked at it. I should have noted it on the character notes. (IMG:style_emoticons/default/newbie.gif)
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ntwi
post Sep 6 2013, 10:54 PM
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With the Spirit gone (for now), and the rats not seeming to be an immediate threat to Ludi, Felix will put all six dice from his spell pool into spell defense for the team, float over to above Ludi and see what's going on up front that has Bubba still sending HMG rounds downrange at cyclic.


For Chaotic World: These spells produce a storm of conflicting sensations and images to confuse the senses. For each success on the Sorcery Test, the subject suffers +1 on all target numbers from the distraction, up to a maximum equal to the Force of the spell. It also affects technological systems and sensing devices.

If I read that right, Bubba has a +5TN to everything he does... which makes just about anything a challenge.
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Kliko
post Sep 6 2013, 11:08 PM
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That's because its in the standard rulebook page 195.

It's a physical version of the mass confusion spell. How many succeses did the shaman get?

Anyhow, in case of doubt, CHARGE!
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Bastard
post Sep 7 2013, 12:02 AM
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QUOTE (ntwi @ Sep 6 2013, 03:54 PM) *
For Chaotic World: These spells produce a storm of conflicting sensations and images to confuse the senses. For each success on the Sorcery Test, the subject suffers +1 on all target numbers from the distraction, up to a maximum equal to the Force of the spell. It also affects technological systems and sensing devices.

If I read that right, Bubba has a +5TN to everything he does... which makes just about anything a challenge.

Thanks. That is how I thought it worked, but could not find the rule to verify. You are correct on Bubba's modifier.



QUOTE (Kliko @ Sep 6 2013, 04:08 PM) *
That's because its in the standard rulebook page 195.

It's a physical version of the mass confusion spell. How many succeses did the shaman get?

Anyhow, in case of doubt, CHARGE!

Target was everyone's Intelligence, so the results vary. My notes are at home, but if I recall correctly, 5 successes vs Kliko and Bubba, 2 vs Star, V and Duster and only one of them resisted completely.
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Kliko
post Sep 7 2013, 08:35 AM
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Anyone of you guys ever played that game of turning 20 times around a cone and run!? (It's great fun, I suggest you try it with the kids)

I figure that's more or less how it works.
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Bastard
post Sep 7 2013, 12:56 PM
Post #3766


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QUOTE (Kliko @ Sep 7 2013, 01:35 AM) *
Anyone of you guys ever played that game of turning 20 times around a cone and run!? (It's great fun, I suggest you try it with the kids)

I figure that's more or less how it works.


While someone flashed a strobe light in your face.
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ntwi
post Sep 7 2013, 04:33 PM
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Felix's turn from above as I think it had gotten lost.

With the Spirit gone (I think), and the rats not seeming to be an immediate threat to Ludi, Felix will put all six dice from his spell pool into spell defense for the team, float over to above Ludi and see what's going on up front that has Bubba still sending HMG rounds downrange at cyclic.
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Bastard
post Sep 7 2013, 07:51 PM
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QUOTE (ntwi @ Sep 7 2013, 09:33 AM) *
Felix's turn from above as I think it had gotten lost.

With the Spirit gone (I think), and the rats not seeming to be an immediate threat to Ludi, Felix will put all six dice from his spell pool into spell defense for the team, float over to above Ludi and see what's going on up front that has Bubba still sending HMG rounds downrange at cyclic.


Yup... catching up now... I dont post much from work anymore because my phone connection continues to worsen daily. I constantly lose my signal completely now.

EDIT

-Felix, can I get a Perception Test, and include modifiers for complete darkness please.
-Kliko still has his action from Round 1, though he cannot do much now
-I am ready for Felix, Bubba, and Kliko to move, the CW spell is sustained.
-The shaman has moved, but I will save his IC for later, as none of the characters playing would see it or be directly affected... only an NPC


INITIATIVE
22 Duster
21 Shaman
19 V
18 Bubba
16 Felix
16 Starling
12 Kliko
09 Rats Group 1
09 Rats Group 2
08 Rats Group 3
00 Ludi
----Round 2----
12 Duster
11 Shaman
09 V

08 Bubba
06 Felix

06 Starling
02 Kliko
----Round 3----
02 Duster
01 Shaman

This post has been edited by Bastard: Sep 7 2013, 08:45 PM
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ntwi
post Sep 8 2013, 03:58 AM
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Cybernetic thermo adds +4TN in total darkness. Intelligence 6 = 1,1,1,5,5,11

Felix will go dual natured on his turn to remove any vision penalties for living things.
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SneakyJoeKDB
post Sep 8 2013, 04:32 AM
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Bubba is looking for the shaman HMG ready if he sees him and can confirm it is him he will fire a 5 round burst. You can roll what ever you need to in the background and IC accordingly.



CHARGE! Why the hell not?
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ntwi
post Sep 14 2013, 07:46 PM
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This is presuming that I still have LOS to the Shaman as he runs away, and presuming that Elemental Spells have a visual effect (which they should) as opposed to the invisible Stunball. Spell Pool is all on Spell Defense currently.

Force 4 L Ball Lightning
Sorcery 6 + Totem 2 = 8
TN = 4
1,1,1,3,4,5,6,6 = 4 hits
4L -> 4S damage (Physical, Electricity)

Drain code: F/2 (Damage + 2) Physical (on the astral plane all drain is physical)
4/2 (L+2) = 2S Physical
Willpower 6 =2,3,3,5,7,11 = 6 hits
2S -> No Drain
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SneakyJoeKDB
post Sep 15 2013, 07:56 PM
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Bubba is going to blast the Shaman as soon as he sees him with everything he has left.

HMG 5 round burst + 4 Combat pool

[ Spoiler ]


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Kliko
post Sep 15 2013, 09:36 PM
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I've been back from vacation for a week and not even time to put a post up (IMG:style_emoticons/default/embarrassed.gif)

Things should relax from tomorrow onward, so hopefully I can get an IC up then.
A new map would help greatly, because I don't have a clue which direction the shaman fled.
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Bastard
post Sep 16 2013, 10:18 PM
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Welcome back Kliko.


Kliko also sees the lighting bolt and where it hit.
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Kliko
post Sep 17 2013, 07:08 PM
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Oh boy, you know I have to? I can't resist this (IMG:style_emoticons/default/grinbig.gif)
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