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> OOC: SRM04-00: Back in Business, OOC thread for Back in Business
Slacker
post Nov 23 2012, 09:09 PM
Post #401


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Seeing the effects ofGardner's magical attacks, 3 skraacha will move to attack him. Two will shoot at you twice each.
Attack 1 = 3 hits for 5P -1AP
Attack 2 = 3 hits for 5P -1AP
Attack 3 = 4 hits for 5P -1AP
Attack 4 = 1 hits for 5P -1AP

When rolling defense, remember to reduce your dodge dice by one for each subsequent attack.

The third guy....nah. I think that is enough people attacking you. the Third goes crazy and tries to attack the spirit directly scoring 0 hits on an attack of will. Seeing no hope at all of fighting the thing, he's going to start running next chance he gets.

It seems another Skraacha is in a stalemate with one of the RH, but one of his buddies charges in to help him and ends up doing 4 boxes of damage to him.

Seeing their prey run for cover, the Skraacha attacking the hacking RH members fire off 4 shots. And down goes and RH.

-----

So now there's only Mr. White's turn left in this IP.
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Forces In Motion
post Nov 23 2012, 09:18 PM
Post #402


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Quick question for the next IP...are there any of the Skraacha still going after civilians?
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Slacker
post Nov 23 2012, 09:54 PM
Post #403


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QUOTE (Forces In Motion @ Nov 23 2012, 03:18 PM) *
Quick question for the next IP...are there any of the Skraacha still going after civilians?


Nope, they've all effectively been distracted by other things now. Also, only Hez the skraacha leader gets a second IP. The rest of his gang only has 1 IP.
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Kiirnodel
post Nov 24 2012, 12:29 AM
Post #404


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QUOTE (Slacker @ Nov 23 2012, 04:09 PM) *
Seeing the effects ofGardner's magical attacks, 3 skraacha will move to attack him. Two will shoot at you twice each.
Attack 1 = 3 hits for 5P -1AP
Dodge 1 = 2 hits for 6S -1 AP
Attack 2 = 3 hits for 5P -1AP
Dodge 2 = 1 hit for 7S -1AP
Attack 3 = 4 hits for 5P -1AP
Dodge 3 = 0 hits for 9S -1AP
Attack 4 = 1 hits for 5P -1AP
Dodge 4 = null for 6S -1AP


Damage Resistance 1 - 6 Hits -> 0 damage
Damage Resistance 2 - 4 hits -> 3 Stun
Damage Resistance 3 - 10 hits -> 0 damage
Damage Resistance 4 - 6 hits -> 0 damage

Gardner gets hit by all the shots that come his way, but none of the bullets penetrate and he manages to shake off most of the damage.

I'm going to see what the Reality Hackers do before my next turn, but the Spirit is going to move to a central location among the downed civilians. Now that there are no more immediate threats, it will to see about getting some of them moving to a safer location.
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taeksosin
post Nov 26 2012, 02:35 PM
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So...what all does Mr. Slacker need from us to progress along?
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Dak
post Nov 26 2012, 02:38 PM
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sorry we're waiting on me. Dodge: 5D6E5 => 0
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Slacker
post Nov 26 2012, 03:08 PM
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QUOTE (Dak @ Nov 26 2012, 08:38 AM) *
sorry we're waiting on me. Dodge: 5D6E5 => 0


Ouch...Looks like you need to resist 8P damage with your Impact Armor + Body.

Then you can take your turn.
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Slacker
post Nov 26 2012, 04:13 PM
Post #408


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Guess i'll move forward with posting actions for Neon Mech and Hez that will follow immediately after Mr. White finishes making his damage resistance test followed by the actions for his turn in the first IP.

-------------

Neon Mech is getting attacked on all sides by Tundra Wolf, Legs in the drone, and Gardner.... "I refuse to accept this reality. It is all a lie!" he proclaims as he continues to slug it out with Tundra Wolf. He gets 4 hits with his 7P spurs.

--------------

Hez doesn't believe Gardner's words of not being a traitor when nothing at all happened when he pointed at Neon Mech. So he charges forward to attack with his hand razors. He gets 4 hits on 5P damage.

---------------

Next up would be Gardner's Spirit's turn and he's supposed to be trying to assist wounded tourists towards safety. Correct?

---------------

Then it will be Tundra Wolf's turn followed by Legs.
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ChromeZephyr
post Nov 26 2012, 07:16 PM
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Defending roll (Full Defense): Reaction 6 + Cyberimplant Blades 5 + Cyberimplant Blades 5 - Wound Modifier 1 = 2 hits. How the fuck do you get only 2 hits out of 15? I knew that Perception test earlier was going to haunt me. Using Edge to reroll misses: 13 misses rerolled = 5 hits. 7 total hits, attack parried. Out of edge until refresh. Know which stat I'm using karma on first. (IMG:style_emoticons/default/indifferent.gif)

My IP...well, since I can't defend myself without edge worth a damn and I can attack again, might as well. Agility 7 + Cyberimplant blades 5 - Wound Modifier 1 = 5 hits. Let's hope the dice gods are feeling nice now.
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Kiirnodel
post Nov 26 2012, 07:37 PM
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Gardner attempts to parry the blow with his staff, but the gang leader's skill exceeds the giant's reach. The blow impacts his armor, and Gardner gives an uncomfortable grunt of pain.

Parry -> 2 hits.

Damage Resistance -> 4 hits

Final Damage -> 3 Stun


In the future I will be using my reach (3 with the staff) to reduce my opponent's dice pool rather than increase my own. At least for defensive purposes.


edit: And yes, the Spirit is assisting people, covering their escape or defending where he must. With nobody else attacking the innocents, to follow its orders it stays to defend. It won't actively seek targets that aren't attacking the civilians.
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Slacker
post Nov 26 2012, 08:06 PM
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QUOTE (ChromeZephyr @ Nov 26 2012, 01:16 PM) *
Defending roll (Full Defense): Reaction 6 + Cyberimplant Blades 5 + Cyberimplant Blades 5 - Wound Modifier 1 = 2 hits. How the fuck do you get only 2 hits out of 15? I knew that Perception test earlier was going to haunt me. Using Edge to reroll misses: 13 misses rerolled = 5 hits. 7 total hits, attack parried. Out of edge until refresh. Know which stat I'm using karma on first. (IMG:style_emoticons/default/indifferent.gif)

My IP...well, since I can't defend myself without edge worth a damn and I can attack again, might as well. Agility 7 + Cyberimplant blades 5 - Wound Modifier 1 = 5 hits. Let's hope the dice gods are feeling nice now.


Neon Mech only rolls 4 hits. So you get one net success, which gives your spur 7P damage, right? Well, 7S considering his armor. And....he rolls 7 hits to resist the damage completely.
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Slacker
post Nov 26 2012, 08:10 PM
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QUOTE (Kiirnodel @ Nov 26 2012, 01:37 PM) *
Gardner attempts to parry the blow with his staff, but the gang leader's skill exceeds the giant's reach. The blow impacts his armor, and Gardner gives an uncomfortable grunt of pain.

Parry -> 2 hits.

Damage Resistance -> 4 hits

Final Damage -> 3 Stun


In the future I will be using my reach (3 with the staff) to reduce my opponent's dice pool rather than increase my own. At least for defensive purposes.


edit: And yes, the Spirit is assisting people, covering their escape or defending where he must. With nobody else attacking the innocents, to follow its orders it stays to defend. It won't actively seek targets that aren't attacking the civilians.



Ok, i'll keep that in mind for future attacks. And I'll say that the Spirit is able to assist a couple of injured tourists to some good cover and will continue to give assistance.
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ChromeZephyr
post Nov 26 2012, 08:43 PM
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QUOTE (Slacker @ Nov 26 2012, 01:06 PM) *
Neon Mech only rolls 4 hits. So you get one net success, which gives your spur 7P damage, right? Well, 7S considering his armor. And....he rolls 7 hits to resist the damage completely.


You know it's not nice to taunt people, right? (IMG:style_emoticons/default/nyahnyah.gif)
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Slacker
post Nov 26 2012, 08:50 PM
Post #414


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QUOTE (ChromeZephyr @ Nov 26 2012, 02:43 PM) *
You know it's not nice to taunt people, right? (IMG:style_emoticons/default/nyahnyah.gif)


Oh come on, you felt good there for a second didn't you? Before you read the last sentence?

I'm playing through this combat turn with stats as written, but after this i'm just going to have make some adjustments. This guy being able to through 17 dice at damage resistance tests is BRUTAL! And that's just on Impact armor, he rolls 19 dice on Ballistic armor.
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ChromeZephyr
post Nov 26 2012, 09:11 PM
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He has Body 6, Dermal Plating 2, and is wearing an armor jacket. Add in an apparently amazing Reaction, Agility, and Wired Reflexes 2. And this is supposed to be a street gang lieutentant? Just looking at the stat blocks for NPCs out of SR4, he's the equal (if not better) of a Red Samurai lieutenant. The guy could almost realistically soak a full burst from an LMG, ferchristssake. Unless we've suddenly been scene-shifted to Bogota or Chiba, how did the writer possibly think this was a good idea?

*deep breath*

Sorry, needed to get that out of my system. I'm better now.
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Slacker
post Nov 26 2012, 09:22 PM
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QUOTE (ChromeZephyr @ Nov 26 2012, 03:11 PM) *
He has Body 6, Dermal Plating 2, and is wearing an armor jacket. Add in an apparently amazing Reaction, Agility, and Wired Reflexes 2. And this is supposed to be a street gang lieutentant? Just looking at the stat blocks for NPCs out of SR4, he's the equal (if not better) of a Red Samurai lieutenant. The guy could almost realistically soak a full burst from an LMG, ferchristssake. Unless we've suddenly been scene-shifted to Bogota or Chiba, how did the writer possibly think this was a good idea?

*deep breath*

Sorry, needed to get that out of my system. I'm better now.


His body is 8 actually. There is some plot reasoning for this fight to not be over quickly which is probably why he is stated the way he is. Still, I know this would be frustrating if I ran up against him as a player.

Good thing is that despite how many combatants there are, you guys really have not taken much damage at all.
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Slacker
post Nov 26 2012, 09:40 PM
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Currently we are waiting on damage resistance and actions for the first IP from Mr. White as well as actions for the second IP from Legs.

Then it will be time for the RH to go.

Legs, just for comfirmation, neither you nor your Agent are running an Analyze program, right? That will make it rather difficult to detect anybody that may or may not be trying to hack your drone. That is if they had successfully tracked the hidden node of your drone last turn.
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taeksosin
post Nov 26 2012, 10:34 PM
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So what's the init order look like for this second round anyways? Don't remember seeing it, unless you're using the one from the first.
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Slacker
post Nov 27 2012, 12:07 AM
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QUOTE (taeksosin @ Nov 26 2012, 04:34 PM) *
So what's the init order look like for this second round anyways? Don't remember seeing it, unless you're using the one from the first.

Same one from the first round. Modified by injuries of course.
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Dak
post Nov 27 2012, 12:44 AM
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damage resistance test

7D6E5 => 3
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Slacker
post Nov 27 2012, 01:12 AM
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QUOTE (Dak @ Nov 26 2012, 06:44 PM) *
damage resistance test

7D6E5 => 3

That means you take 5 boxes physical damage. Ouch.

You also need to post your actions for the first initiative pass of the second round.
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Dak
post Nov 27 2012, 01:15 AM
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Retreating to find cover!

5 boxes of Physical damage.
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Slacker
post Nov 27 2012, 01:38 AM
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QUOTE (Dak @ Nov 26 2012, 07:15 PM) *
Retreating to find cover!

5 boxes of Physical damage.

Normally I would say you should just go on full defends rather than give the hanger a free attack to try to stop you from leaving melee but ill say he doesn't want to be fighting two Leopold so he will let you run away to find cover so he can concentrate on Quixote.
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taeksosin
post Nov 27 2012, 03:27 AM
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Obviously, I'm gonna continue trying to dust up the guy I'm duking it out with on my next action. If I get injured or something in the mean time, feel free to stab dice off the roll.

Unarmed (1) + Agility (7) + Touch Attack (2) + Personalized Grip (1) (11d6.hits(5)=6) Damage code is 5S(electric) vs 1/2 impact. Let's hope this guy manages to not do so well, eh?
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Forces In Motion
post Nov 27 2012, 03:30 AM
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QUOTE (Slacker @ Nov 26 2012, 03:40 PM) *
Legs, just for comfirmation, neither you nor your Agent are running an Analyze program, right? That will make it rather difficult to detect anybody that may or may not be trying to hack your drone. That is if they had successfully tracked the hidden node of your drone last turn.


That would be correct.

I'll have Legs' next actions up in the near future.
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