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#826
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
To clarify, is the Ork guard shooting Gardner during that second IP? He seems to freak out a bit at the sight of me, so I wouldn't be surprised. Just need to know if I'm dodging some bullets. No. He's still shooting atTundraWolf. He just didn't want to be ina room with two runners and onlya jammed pistol. |
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#827
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
No. He's still shooting atTundraWolf. He just didn't want to be ina room with two runners and onlya jammed pistol. So, he's not an idiot. Shame, that. (IMG:style_emoticons/default/wink.gif) On to the rolls and such: Defense against first shot from ork: Reaction 6 = 2 hits. Bummer. 1 net hit means damage is 6, which even with the -1AP means it'll be stun (TW is wearing an armor jacket). Damage resistance: Body 4 + Armor Jacket (adjusted) 7 = 4 hits. 2 Stun damage, no modifiers yet. Defense against 2nd shot from ork: Reaction 6 - Already defended this turn 1 = 0 hits. Yikes, missed a critical glitch by 1 dice. 3 net hits pushes the damage to 8, meaning this is Physical damage. Damage resistance: Body 4 + Armor Jacket (adjusted) 7 = 4 hits 4 Physical damage, -1 modifier. Defense against melee attack from fire elemental: Reaction 6 + Cyberimplant blades 5 - Already defended twice this turn 2 - Wounded 1 = 6 hits. Seriously?? Well, attack parried. TW's 2nd IP Simple action: Ready the AK again. Free action: Yell at Gardner. "The spirit is yours, comrade." Simple action: Shoot the ork, long narrow burst. Agility 7 + Assault Rifles 7 + Smartlink 2 - In melee 3 - Wounded 1 = 4 hits. Damage is 12, -2 AP before net hits. I'll wait to see if you're changing to ork's 2nd set of shots before rolling defense and doing my 3rd IP. |
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#828
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
So, he's not an idiot. Shame, that. (IMG:style_emoticons/default/wink.gif) On to the rolls and such: Defense against first shot from ork: Reaction 6 = 2 hits. Bummer. 1 net hit means damage is 6, which even with the -1AP means it'll be stun (TW is wearing an armor jacket). Damage resistance: Body 4 + Armor Jacket (adjusted) 7 = 4 hits. 2 Stun damage, no modifiers yet. Defense against 2nd shot from ork: Reaction 6 - Already defended this turn 1 = 0 hits. Yikes, missed a critical glitch by 1 dice. 3 net hits pushes the damage to 8, meaning this is Physical damage. Damage resistance: Body 4 + Armor Jacket (adjusted) 7 = 4 hits 4 Physical damage, -1 modifier. Defense against melee attack from fire elemental: Reaction 6 + Cyberimplant blades 5 - Already defended twice this turn 2 - Wounded 1 = 6 hits. Seriously?? Well, attack parried. TW's 2nd IP Simple action: Ready the AK again. Free action: Yell at Gardner. "The spirit is yours, comrade." Simple action: Shoot the ork, long narrow burst. Agility 7 + Assault Rifles 7 + Smartlink 2 - In melee 3 - Wounded 1 = 4 hits. Damage is 12, -2 AP before net hits. I'll wait to see if you're changing to ork's 2nd set of shots before rolling defense and doing my 3rd IP. He only managed 2 hit on his defense roll. Then he scored 6 hits to soak damage. So he took a whopping 8 boxes of damage. And will be suffering a -2 on rolls going forward. He actually rolled a lot better when i tried rolling his second IP attacks with the fewer dice, but I think I'll just keep to original rolls any. He definitely would be firing back at TundraWolf as he retreated from the room more comepletely. The only thing I'm going to change is his position on the map so that he has better cover if you follow him into the living room. edit: Map has been updated. The ork guard is crouched behind the table and one of it's chairs trying his best not to be seen. https://www.dropbox.com/s/po5klmsqk95liv5/J...ouse_Floor2.png |
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#829
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
Do note, I'm acting a lot slower than I have in previous combats. Enough so, that it is readily obvious to TundraWolf.
OOC: I won't go until after TW acts 2 more times (IP 3 and then 1), and more than likely after everyone else goes one more time as well (Pass 1). So that might affect how you act during your 3rd pass after the ork is out of sight... |
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#830
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Well, hopefully the spirit will be a little more literal-minded and go after you if I leave the room in pursuit of Jack and the now-wounded other ork. Nothing against you, you're just more equipped to handle the damned thing than I am.
Defense against ork's first shot of 2nd IP: Reaction 6 - Wounded 1 - In melee 3 = 1 hit. Shot misses (grazes armor). Defense against ork's second shot of 2nd IP: Reaction 6 - Wounded 1 - In melee 3 - Defended already this turn 1 = 1 hit. Hot damn. Shot misses (grazes armor again). TW's 3rd IP Free action: Go into other room, placing wall between me and the fire elemental (I move 3.33m per Initiative Pass without accumulating penalties, I should get that far per the map). Does the spirit get an free attack against me? I don't know, since it has used all of it's IPs. Simple Action: Shoot the damned ork again, long narrow burst. Agility 7 + Assault Rifles 7 + Smartlink 2 - Wounded 1 = 5 hits. 12 damage, -2AP before net hits. 23 rounds fired from this magazine since we entered the Underground. Simple Action: b)If the ork is not on his feet after the long narrow burst, TW will turn the assault rifle on Jack, and say "Call off your dogs, or I ventilate you." Can I make an Intimidate check, and if so are they any bonuses for having him looking down the smoking barrel of the AK? |
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#831
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Well, hopefully the spirit will be a little more literal-minded and go after you if I leave the room in pursuit of Jack and the now-wounded other ork. Nothing against you, you're just more equipped to handle the damned thing than I am. Defense against ork's first shot of 2nd IP: Reaction 6 - Wounded 1 - In melee 3 = 1 hit. Shot misses (grazes armor). Defense against ork's second shot of 2nd IP: Reaction 6 - Wounded 1 - In melee 3 - Defended already this turn 1 = 1 hit. Hot damn. Shot misses (grazes armor again). TW's 3rd IP Free action: Go into other room, placing wall between me and the fire elemental (I move 3.33m per Initiative Pass without accumulating penalties, I should get that far per the map). Does the spirit get an free attack against me? I don't know, since it has used all of it's IPs. Simple Action: Shoot the damned ork again, long narrow burst. Agility 7 + Assault Rifles 7 + Smartlink 2 - Wounded 1 = 5 hits. 12 damage, -2AP before net hits. 23 rounds fired from this magazine since we entered the Underground. Simple Action: a)If the ork is still on his feet, he gets a short narrow burst. Agility 7 + Assault Rifles 7 + Smartlink 2 - Wounded 1 - Recoil 1 = 7 hits. Oof. 9 Damage, -2AP before net hits. 26 rounds fired from this magazine. b)If the ork is not on his feet after the long narrow burst, TW will turn the assault rifle on Jack, and say "Call off your dogs, or I ventilate you." Can I make an Intimidate check, and if so are they any bonuses for having him looking down the smoking barrel of the AK? Since you are trying to move past the fire spirit when it's engaged you in melee combat, it does get a free attack against you. It scores 4 hits against you at 7P fire damage. If he does hit you, keep in mind this is fire damage so you only get to roll half your impact armor against it. As long as you don't suffer penalties from the fire elementals melee attack. You just killed the ork in your first shot. He only got 2 hits on his defense and then 7 hits on his damage resistance test. For an intimidation check, i'd give you +2 dice for being physically imposing and another +2 for weilding a gun, but you're also suffering a -4 for him being an enemy at this point and a -3 for your desired result being harmful to Jack. |
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#832
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Parrying elemental: Reaction 6 + Cyberimplant blades 5 - Wounded 1 = 6 hits. Wow. Just...wow. Attack parried.
So...hmmm. 2 dice for the Initimidate check. Do I really want to tempt the fates with another stupidly small dice pool roll? No, don't think I do. I'll still deliver the line, it'll just be delivered with a matter-of-fact tone, rather than with any malice behind it. And thus my IPs are through. |
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#833
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Actually, I did say Jack readied his weapon to fire if somebody came through the door. So he responds by firing off his Pulsar at you. He got 2 hits on 6S electric damage. Roll you're defense. If it does hit you, also roll Body + Willpower + half your armor not to go unconscious (you need 3 hits on this test).
Top of the second combat turn, the Fire Spirit will turn it's attention to Gardner. Ouch! It just got 6 hits on 7P fire damage. Roll your defense and then damage resistance with half your impact armor if you don't dodge. Then it's TundraWolf's turn yet again. |
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#834
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Reaction 6 - Wounded 1 - Already defended this turn 1 = 2 hits. The attack misses, though it's a grazing hit according to the book. Do I still need to resist the charge?
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#835
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Reaction 6 - Wounded 1 - Already defended this turn 1 = 2 hits. The attack misses, though it's a grazing hit according to the book. Do I still need to resist the charge? Don't worry about it. You can go ahead and post your actions for the first IP of the second combat turn. |
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#836
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
Actually, I did say Jack readied his weapon to fire if somebody came through the door. So he responds by firing off his Pulsar at you. He got 2 hits on 6S electric damage. Roll you're defense. If it does hit you, also roll Body + Willpower + half your armor not to go unconscious (you need 3 hits on this test). Top of the second combat turn, the Fire Spirit will turn it's attention to Gardner. Ouch! It just got 6 hits on 7P fire damage. Roll your defense and then damage resistance with half your impact armor if you don't dodge. Then it's TundraWolf's turn yet again. Ouch is right. I only got 1 hit on my defense, but luckily I have a fairly high resistance to damage... I had to spend a point of Edge, but I managed to get 8 hits on my resistance test, reducing the total damage to 4. Still a serious blow, but a bit more manageable... That does cause a shout of pain from Gardner, though. |
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#837
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Well, that was dumb of Jack.
What kind of penalty am I looking at to shoot his arm holding the taser? Not the taser, mind you. Maybe a shattered radius and ulna will convince him to stand down. |
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#838
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Well, that was dumb of Jack. What kind of penalty am I looking at to shoot his arm holding the taser? Not the taser, mind you. Maybe a shattered radius and ulna will convince him to stand down. He's ducking down pretty well behind the couch. It's a -4 to knock an object out of the target's grasp. If the modified damage value exceeds the targets Strength, then the target loses his grip on the object. |
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#839
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Well, nothing worth doing is ever easy, right?
Free action: Called shot (arm holding the taser) Simple action: Take Aim Simple action: Short wide burst (don't want to switch out of autofire for when reinforcements arrive, going wide to reduce his dodge pool instead of increasing damage). Agility 7 + Assault Rifles 7 + Smartlink 2 + Aim 1 - Wounded 1 - Called Shot 4 = 5 hits. Damage is 7, AP-2 before net hits. 26 rounds fired out of this magazine. |
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#840
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Well, nothing worth doing is ever easy, right? Free action: Called shot (arm holding the taser) Simple action: Take Aim Simple action: Short wide burst (don't want to switch out of autofire for when reinforcements arrive, going wide to reduce his dodge pool instead of increasing damage). Agility 7 + Assault Rifles 7 + Smartlink 2 + Aim 1 - Wounded 1 - Called Shot 4 = 5 hits. Damage is 7, AP-2 before net hits. 26 rounds fired out of this magazine. Jack screams in agony as the yamaha pulsar flies from his hand in a spray of brilliant red. He breaks down crying.... "No...please don't kill me. What do you want? I'll give you anything. Just don't kill me...." Meanwhile, he hasn't told the Spirit to stop yet. So Gardner is welcome to do something. |
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#841
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
Free Action: speak to the spirit "Submit, your keeper has surrendered"
Complex Action: Cast Increase Reflexes F3 through Sustaining Focus Spellcasting: 4 hits (capped at 3) giving me +2 Initiative and +2 IP's Drain: 2 hits (taking 1 Stun) I contemplated trying to dual-cast my increase reflexes and an attack spell, but I'm already dealing with enough penalties without adding them to each side of a split dice pool. Plus I'm already taking drain without increasing it further... In any case, I will have to risk taking more damage, because I think I'm better off having the additional passes now than risk not dealing enough damage with a single attack spell now. Also, would it have been possible to still have my staff? If I can manage to have my weapon my ability to defend is quite a bit higher... (I'm also still using my reach as a penalty to the enemy dice pool, rather than a bonus to mine. With the staff I have a reach of 3) |
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#842
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Normally, I would say a Spirit is forced to follow its orders and can't be rationalized with, but seeing as how the Spirit just rolled freaking 10 hits on 11 dice (that's including -3 for if you had the staff) I think I'll allow the rationalization this time. Holy HELL that was a lucky roll for it.
------------- We'll just fall out of initiative now. What are you guys doing? You can now hearing some banging on the security door at the top of the stairs as well as muffled ork voices on the other side of it. |
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#843
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
This may be cart-before-the-horse, but I say we grab Fiona, the stone, and Jack, and make for that boat. Let's get the hell outta here.
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#844
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
This may be cart-before-the-horse, but I say we grab Fiona, the stone, and Jack, and make for that boat. Let's get the hell outta here. Well, Gardner can see Fiona tied to the chair in the middle of the room he's in. TundraWolf can see obviously see Jack in the room he's in. There doesn't seem to be a pedestal with a brilliant light shining down on a stone anywhere that anybody has seen. So what's the plan exactly? |
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#845
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Tundra Wolf will move towards the...TV?..by the front of the room, still covering Jack with the AK in case he's bluffing. "Tell the rest of your guards to stand down, immediately. You'll still catch the first burst if they come through that door armed."
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#846
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Tundra Wolf will move towards the...TV?..by the front of the room, still covering Jack with the AK in case he's bluffing. "Tell the rest of your guards to stand down, immediately. You'll still catch the first burst if they come through that door armed." Jack is simpering over his bloody hand that may very well need to be replaced now with cyberware. He gets wide-eyed and even more startled when you start talking about shooting him again. And starts whining "Don't kill me. Don't kill me." He turns his head and shouts "Stand down. Stand down. Stand doooowwwnnn..." breaking into tears at the end. Of course, hearing the pleading tone of their boss's voice sends the orks into even more furious banging and shouting on the door. (remember I said that you could only hear muffled ork on the other side? It's because the heavy steel security door is too thick for distinct sound to make it through. They are at most getting the tone of his voice and not the actual words). |
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#847
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
Once I hear shooting stop, White is heading around the building - out of the way of the thugs and so forth. He'll check in with the team to see where to meet them.
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#848
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Once I hear shooting stop, White is heading around the building - out of the way of the thugs and so forth. He'll check in with the team to see where to meet them. How long do you wait to see that the shooting has actually stopped? Shortly after hearing Jack's pleading voice, the guards from downstairs could be starting to shoot at the door before moving onto other ideas depending on the success of that maneuver. |
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#849
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
To Jack: "Fucking amateur. That won't kill you if you quit poking at it. If there is an intercom system for this building, tell your guards to stand down over that. If not, do they have commlinks?"
To Gardner: "Can you come and get this рёва to stop bleeding everywhere?" When Mr.White's commcall comes in, TW will tell him to lay low, the situation is still hot. |
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#850
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
(Sorry for the delay in posting)
Gardner's first priority when the Spirit doesn't attack is to check on Fiona. He does this while still keeping a wary eye on the spirit in case it tries anything. I'll check Fiona for any wounds, and assense her aura to make sure. Pretty routine stuff. Once I'm sure Fiona is safe and sound, then I'll go to Jack and see about possibly saving his hand (mostly so he'll stop whining). I'll be taking my time, maybe check to see if the ork is possible to save (say a short prayer under my breath if he is already dead). While I'm moving over (so not while I'm next to Jack), I will subvocalize to Tundra Wolf to look for where he might have hid the stone. "No point in letting this entire endeaver go to waste. Look for the stone, we'll deal with the guards if and when they make it through here." I'll see if Jack has a commlink or something, I'm guessing the guards have phones too. While I'm patching him up, I'll grab his comm and hold it up for him to talk into it. "Now, calmly tell them to stand down, don't make my friend here kill more of your men..." |
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