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mrdrosselmeier
post Jul 1 2012, 06:05 AM
Post #26


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Initiative:Int(5)+Rea(3)=Ini(8) (8d6.hits(5)=3) + 8 = 11
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taeksosin
post Jul 1 2012, 07:20 AM
Post #27


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Rakki: Reaction (5) + Int (4) = (9d6.hits(5)=4)
Willie: Reaction (7) + Int (3) = (10d6.hits(5)=2)
Joku: Reaction (4) + Int (4) = (8d6.hits(5)=4)

Intiative Order:
Rakki: 13
Willie: 12
Joku: 12
Knuckles: 12
Tzebua: 11
MM: 8
Thug 9: 8
Thug Leader: 8
Thug 5: 7
Thug 8: 6
Thug 3: 6
Thug 2: 6
Thug 7: 4
Thug 6: 2

You guys can fight out who's first and what not. It defaults to what, highest initiative pool, then edge, then who cares? (IMG:style_emoticons/default/smile.gif) Also, went ahead and used Shadowrun Squad Manager to roll initiative for the thugs. Much faster than doing it on invisible castle, since there is some variation in their stats, and I'm not a big fan of large clumps of guys all going at once (though, admittedly, that's how it seems to have turned out this go round).

Also, updated the map to reflect updated positions based on posts. Rakki and Willie, figure it's going to take 1 combat turn for you guys to get to the entrance, approx. ending up where Stumbles/the S on the map is.
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pbangarth
post Jul 3 2012, 12:53 AM
Post #28


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I'll wait to post for Willie till Rakki with the higher Initiative goes. As far as the others at 12, my actions won't interfere with them anyway.
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taeksosin
post Jul 3 2012, 01:48 AM
Post #29


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I spoke w/him today, he's typing it up tonight on his Kindle fire.
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Nikoli
post Jul 3 2012, 05:15 AM
Post #30


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Range to "0"?
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Jronski
post Jul 3 2012, 05:37 AM
Post #31


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I hope I did this right...

Infiltration check for blending into the crowd
Infiltration check Infiltration (9)+ Chameleon Suit (2) (11d6.hits(5)=1)
Awe fail!

Observing to fight trying to figure out what to do next
Perception Check
Perception (7) (7d6.hits(5)=5)
Judge Intentions
Judge Intentions (6) (6d6.hits(5)=3)

Composure check to see if he can restrain from rushing in like an idiot
Composure (4) (4d6.hits(5)=2)
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taeksosin
post Jul 3 2012, 07:21 AM
Post #32


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QUOTE (Nikoli @ Jul 2 2012, 10:15 PM) *
Range to "0"?


Don't exactly get what you mean by this.
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Nikoli
post Jul 3 2012, 01:01 PM
Post #33


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distance from Knuckles to the mook labeled "0" since we have no reason to think of him as a leader yet.
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Nikoli
post Jul 3 2012, 11:41 PM
Post #34


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Quickdraw test: 8d6.hits(5)=3
Firing: 9d6.hits(5)=4
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phlapjack77
post Jul 5 2012, 12:25 AM
Post #35


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Posting my action before Tzebua does, hope it's ok - I don't think it will affect anything...
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mrdrosselmeier
post Jul 5 2012, 03:11 PM
Post #36


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I was just waiting for Joku since she was ahead of me and hadn't posted yet.
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taeksosin
post Jul 6 2012, 03:40 AM
Post #37


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Sorry about the delay. Joku's b-day, fourth of July, baby with a fever and my class final tomorrow have been time draining. Knuckles, 0 is 19m away. Warehouse is approx. 100m x 40m, to give a sense of scale.
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Sketchies
post Jul 6 2012, 03:51 AM
Post #38


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Using commanding shout against closest cluster of bikers. (13d6.hits(5)=3)

Commanding Shout vs. Biker cluster. Hopefully something good will happen.
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mrdrosselmeier
post Jul 6 2012, 04:15 AM
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Casting Poltergeist centered on biker gang:

Force 4 Poltergeist (AOE): Spellcasting(4)+ Magic(4)+ Manipulation Specialization(2)+ Power focus(1)=11 (11d6.hits(5)=4)

(Forgot to roll drain to show hits, but I got three so I take two damage; it'll show in the link)
Force(4)/2+3=Drain(5) vs. Int(5)+Wil(5)=Resist(10) (10d6=32)
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pbangarth
post Jul 8 2012, 05:11 AM
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We're still in the first combat round, right? Willie used up the whole round to get to the door with his weapon.
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taeksosin
post Jul 8 2012, 11:18 PM
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Yeah, still the first round, movement to door was it, etc. Post is incoming, done with classes. (IMG:style_emoticons/default/smile.gif)
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Nikoli
post Jul 12 2012, 06:39 PM
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And?
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pbangarth
post Jul 12 2012, 11:26 PM
Post #43


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We did say "once a week" minimum. I think that applies to the GM as well.
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Nikoli
post Jul 13 2012, 03:55 AM
Post #44


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Fair enough ;)
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pbangarth
post Jul 13 2012, 04:47 AM
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Yeah, typically play in these things experiences a swarm of posts at the start that slowly subsides. Keeping an achievable target may keep the game going.
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phlapjack77
post Jul 16 2012, 10:09 AM
Post #46


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Still around taeksosin?
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taeksosin
post Jul 16 2012, 04:06 PM
Post #47


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Sorry about the delay, lil' GM's birthday, folks in town, etc. Everyone take 2 Karma for waiting on me. On to the action!

Dodge Test for Thug Leader vs Knuckles = Reaction (2) (2d6.hits(5)=1)
Damage Soak for Thug Leader vs Knuckles = Body (4) + Armor Vest (6) - AP (2) (8d6.hits(5)=3)
Thug 0 takes 6P and is knocked down.

Resist Test for Commanding Voice = Willpower (2) + Leadership (2) + 2 (Additional Targets) (6d6.hits(5)=1)

Resist Test for Thug 0 vs Poltergeist = Impact (4) (4d6.hits(5)=1) - No Reaction modifier due to being prone
Thug 0 takes 3P.

Resist Test for Thug 9 vs Poltergeist = Reaction (4) + Impact (4) (8d6.hits(5)=3)
Thug 9 takes 1P.

Resist Test for Thug 8 vs Poltergeist = Reaction (3) + Impact (4) (7d6.hits(5)=0)
Thug 8 takes 4P.

Resist Test for Thug 7 vs Poltergeist = Reaction (1) + Impact (4) (5d6.hits(5)=2)
Thug 7 takes 2P.

Melee Attack Test for Thug 9 vs Knuckles = Agility (5) + Clubs (2) + Charging (2) (10d6.hits(5)=3)

Thug Leader/0 stands up and tosses his shotgun down on the ground. He limps out of the poltergeist cloud towards cover behind one of the cars while yelling at his gang to cover him.
Thug 9 tosses his Predator on the ground. He then unwraps a length of chain from around his arm and charges Knuckles swinging his chain.
Thugs 2, 3 and 5 wheel their bikes around and dismount short of the debris. They ready their firearms and move to take cover behind cars in the parking lot.
Thug 8 tosses his Colt on the ground and proceeds to pull a holdout pistol from his vest and tosses it down as well. He then starts moving towards 2's bike.
Thug 7 stumbles out of the poltergeist cloud, gets on his bike, and takes off into the night.
Thug 6 does the same, but without the cloud.

Second IP, same init order. Believe that Rakki, Knuckles, Joku and Willie all have a second IP. However, Rakki and Willie have spent their entire moving to the door and getting weaponed up (Jronski, feel free to edit your post if Rakki would have checked his axe at the door). So, Knuckles and Joku, it's on you.

MM, feel free to toss your sprites hacking roll out for me. Or, when I get back to having computer access today, I'll take care of it. Figure you'll need a Detect Hidden Nodes (Electronic Warfare + Scan, 4), Decryption (Electronic Warfare + Decrypt), Hack on the Fly (Hacking + Exploit). Gonna rule that finding the node and decrypting it will have occurred before the active fight broke out, giving your turn in the first IP the chance to have the Hack on the Fly occur, and the sprites second/third IP the chance for you to do fun stuff with it.
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pbangarth
post Jul 17 2012, 03:34 AM
Post #48


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Hey, taeksosin, the map #3 shows Willie and Rakki still by the bar. Our IC text has us arriving at the door with weapons by the end of the round. Is the map timed at the beginning of the round?
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phlapjack77
post Jul 17 2012, 04:01 AM
Post #49


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QUOTE (taeksosin @ Jul 17 2012, 12:06 AM) *
MM, feel free to toss your sprites hacking roll out for me. Or, when I get back to having computer access today, I'll take care of it. Figure you'll need a Detect Hidden Nodes (Electronic Warfare + Scan, 4), Decryption (Electronic Warfare + Decrypt), Hack on the Fly (Hacking + Exploit). Gonna rule that finding the node and decrypting it will have occurred before the active fight broke out, giving your turn in the first IP the chance to have the Hack on the Fly occur, and the sprites second/third IP the chance for you to do fun stuff with it.

Heh - having never played a Techno before, I'm seeing what people are saying when they complain about Sprites. Only 3 skills, 3 CFs, 3 powers for the Machine sprite...so that means the Hacking + Exploit is a longshot test

Detect Hidden Nodes (Electronic Warfare + Scan, 4) - three tries to get 4 hits
Decryption (Electronic Warfare + Decrypt) : 3 hits

IP 1:Hacking on the Fly: 3d6.hitsopen(5,6) = 1 hit
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taeksosin
post Jul 17 2012, 05:50 AM
Post #50


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Ah, forgot to update your guys position. Since this is the 2nd IP (still first round) I'm gonna go with you're still making your way through the crowd/getting your gun/etc. Since movement works per round, not per IP (well, technically it does, but for the time being this is easier).

RE: Sprites and their skills. That is kind of lame. Lemme do some thinking, might houserule that they have all matrix skills equal to Rating, with a specialization chosen by you for every 2 or 3 Rating.
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