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#901
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
OK. After TundraWolf defends against that last attack by the Spirit we'll just say you're spirit keeps it occupied long enough for you to get Fiona out of there. Will you guys be climbing back to the roof or just climbing down the rope? My plan was to climb straight down. I'll take a penalty for climbing one handed if I.need to, but I'm going to be very careful with Fiona getting down. |
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#902
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Ok. You can go ahead and roll for climbing down. No penalties needed. As long as you don't glitch you and Fiona will be fine. Oh and I assume you are cancelling your increased reflex spell before you try passing through the ward, right?
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#903
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
Ok. You can go ahead and roll for climbing down. No penalties needed. As long as you don't glitch you and Fiona will be fine. Oh and I assume you are cancelling your increased reflex spell before you try passing through the ward, right? Yeah, I will if I have to. But with the major destruction to the warehouse, I am wanting to bring up the point that if the anchor for a ward is destroyed, it disrupts the ward. Now, it's possible that the entire building has been marked as the anchor, but that is kind of obvious (it actually has to be marked with arcane markings and such). Is there any chance the ward's anchor was destroyed (or moved) by the blast? It's a long shot, but I wanted to be sure. Free Action, stop sustaining spell. Complex Action, climb down. 3 hits on the Climbing test. |
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#904
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Yeah, I will if I have to. But with the major destruction to the warehouse, I am wanting to bring up the point that if the anchor for a ward is destroyed, it disrupts the ward. Now, it's possible that the entire building has been marked as the anchor, but that is kind of obvious (it actually has to be marked with arcane markings and such). Is there any chance the ward's anchor was destroyed (or moved) by the blast? It's a long shot, but I wanted to be sure. Free Action, stop sustaining spell. Complex Action, climb down. 3 hits on the Climbing test. No such luck. The ward is anchored to an object in a drawer in his bedroom. When you get down to the ground you notice that the orks that had been trying to loot the warehouse across the street along with the various people that had been trying to stop them are now in the street gawking at the smoke coming out of Jack's warehouse and you climbing out of the window with a woman on your back. |
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#905
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Oh and Jack is dashing down the street with a little bit of a limp. Is Mr. White chasing after him or staying to make sure the rest of the team is ok?
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#906
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
White pulls his pistol.
As a free action (not that I'm in initiative order at the moment) he'll yell "Stop right there or I'll put a bullet in you!" If he doesn't stop, I'll try to wing him. I've got 6 dice to roll for pistols, before range modifiers and the like. He's using a Fichetti Executive Action, unmodified. Let me know how many dice I need to roll. |
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#907
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
White pulls his pistol. As a free action (not that I'm in initiative order at the moment) he'll yell "Stop right there or I'll put a bullet in you!" If he doesn't stop, I'll try to wing him. I've got 6 dice to roll for pistols, before range modifiers and the like. He's using a Fichetti Executive Action, unmodified. Let me know how many dice I need to roll. You'll be at -1 die for distance. Are you actually doing a called shot to try to shoot him in the leg or something and slow him down? That would be an additional -2 dice. ------ Also as you call attention to yourself by yelling at Jack at the opening of the alley, you hear one of the drunk orks yell at one of the human's that was defending the warehouse you had them try to ransack. "See... that's the dude who's warehouse you're in. Take it up with him if you don't want to be tossed chummer." |
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#908
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
Gah. so 3 dice or 5 dice. If I use 5 dice, even if I do some damage I doubt he'll stop. So 3 dice is it. Called shot to the lower leg.
Woo! The dice gods smile upon me. 3d6.hits(5) → [4,3,6] = (1) |
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#909
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Gah. so 3 dice or 5 dice. If I use 5 dice, even if I do some damage I doubt he'll stop. So 3 dice is it. Called shot to the lower leg. Woo! The dice gods smile upon me. 3d6.hits(5) → [4,3,6] = (1) The dice gods really smile on Jack, out of 6 dice he just rolled 5 hits. With that, I'm going to say that when he looked back at you're shouting he saw the gun and ducked down a nearby alley. Your bullet buried itself into the corner of the building next to the alley. |
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#910
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
"Give up Jack or you're done"
How about an intimidation check? |
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#911
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
"Give up Jack or you're done" How about an intimidation check? He's out of sight at this point. You'd have to run the 20 meters or so to reach the opening of that alley he dashed down to even have a chance at intimidating him. Are you running that way or waiting for Gardner and TundraWolf{/b] to finish climbing out of Jack's warehouse? Timewise, you just shot at Jack as [b]Gardner started climbing out the window with Fiona. And don't forget the angry owners of that warehouse you sent orks to ransack. You can here the human shouting back at one of the orks you sent. "You drunk bastard. That is a freaking topsider. He don't own jack shit down her." |
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#912
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
He's out of sight at this point. You'd have to run the 20 meters or so to reach the opening of that alley he dashed down to even have a chance at intimidating him. Are you running that way or waiting for Gardner and TundraWolf{/b] to finish climbing out of Jack's warehouse? Timewise, you just shot at Jack as [b]Gardner started climbing out the window with Fiona. And don't forget the angry owners of that warehouse you sent orks to ransack. You can here the human shouting back at one of the orks you sent. "You drunk bastard. That is a freaking topsider. He don't own jack shit down her." Well this went mostly to pot. White will wait for his companions, and then try to get everyone out of the area. Boat, I suppose? |
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#913
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
Nah, I think I can get this.
Now that we're outside, I call up my bound Plant Spirit and tell him to capture Jack, either by surrender or by subduing him. I give him the mental image (I've seen Jack now, so that should suffice for it knowing who I'm wanting it to target), and point in the direction he ran off in. Astrally, it is much faster than Jack, and it shouldn't have much trouble materializing in front of him and then hitting him with an Engulf until he passes out (Plant Spirit's Engulf Power is Stun Damage). This is a decent sized spirit, so it should be able to understand the "more complex" command without much trouble. At the same time, I'll send Tundra Wolf a message asking him if he feels safe enough to look for the stone. If the spirits are distracting each-other, he might be able to look for it... I just wanted to be sure that Fiona got out of there safely, particularly because of her condition. Speaking of which, afterward I will be trying to wake Fiona and get some water into her, since I couldn't take the time to do so earlier. |
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#914
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Nah, I think I can get this. Now that we're outside, I call up my bound Plant Spirit and tell him to capture Jack, either by surrender or by subduing him. I give him the mental image (I've seen Jack now, so that should suffice for it knowing who I'm wanting it to target), and point in the direction he ran off in. Astrally, it is much faster than Jack, and it shouldn't have much trouble materializing in front of him and then hitting him with an Engulf until he passes out (Plant Spirit's Engulf Power is Stun Damage). This is a decent sized spirit, so it should be able to understand the "more complex" command without much trouble. At the same time, I'll send Tundra Wolf a message asking him if he feels safe enough to look for the stone. If the spirits are distracting each-other, he might be able to look for it... I just wanted to be sure that Fiona got out of there safely, particularly because of her condition. Speaking of which, afterward I will be trying to wake Fiona and get some water into her, since I couldn't take the time to do so earlier. If TundraWolf is going to be sticking around in the building to do a search. Then we are going to need to actually roll their combat. I was glossing over it with the assumption that you were both leaving. With Fiona, unless you can heal some Stun damage you aren't going to be waking her up. Also, keep in mind that the angry people from the warehouse across the street might think to connect Mr. White coming from behind Jack's place, the giant explosion in Jack's place, you climbing out of Jack's window with an unconscious woman, and some drunk orks acting as a distraction for it all. |
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#915
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
Also, keep in mind that the angry people from the warehouse across the street might think to connect Mr. White coming from behind Jack's place, the giant explosion in Jack's place, you climbing out of Jack's window with an unconscious woman, and some drunk orks acting as a distraction for it all. The most clever warehouse guards in the world. |
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#916
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
If TundraWolf is going to be sticking around in the building to do a search. Then we are going to need to actually roll their combat. I was glossing over it with the assumption that you were both leaving. I'm ok with that if Zephyr is. But then again, I'm of the opinion that we've gone through enough trouble already, I kind of want to get as many of our objectives as possible. |
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#917
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
We've gone through an entire ass load of trouble - no, wait, TWO entire ass loads of trouble. I want Jack AND that damned stone. In addition to Fiona.
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#918
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
We've gone through an entire ass load of trouble - no, wait, TWO entire ass loads of trouble. I want Jack AND that damned stone. In addition to Fiona. Yeah, which is why I'm sending a spirit to go get him. and seeing if Tundra Wolf can go grab it before he gets out. |
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#919
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Well. Let's at least wait top see what TundraWolf rolls for his defense against that attack from the fire spirit that had 6successes. That may determine if he feels like sticking around to search.
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#920
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Moving Target ![]() ![]() Group: Members Posts: 869 Joined: 8-March 02 Member No.: 2,252 ![]() |
Apologies for the long delay, I worked two 14 hour days Thursday and Friday, and my wife wouldn't let me even near the computer over the weekend.
Anyways, parrying the fire elemental. Reaction 6 + Cyberimplant blades 5 - Wounded 1 = 4 hits. Damage resistance against 9P: Body 4 + Armor Jacket, halved 3 = 2 hits. 7 Physical damage, total of 11 Physical. Tundra Wolf is unconscious and will die in 20 Combat Turns from Overflow. Damn. Well, been nice playing with you guys. |
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#921
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Apologies for the long delay, I worked two 14 hour days Thursday and Friday, and my wife wouldn't let me even near the computer over the weekend. Anyways, parrying the fire elemental. Reaction 6 + Cyberimplant blades 5 - Wounded 1 = 4 hits. Damage resistance against 9P: Body 4 + Armor Jacket, halved 3 = 2 hits. 7 Physical damage, total of 11 Physical. Tundra Wolf is unconscious and will die in 20 Combat Turns from Overflow. Damn. Well, been nice playing with you guys. Ouch! With that in mind, I'm going to say Gardner grabbed TundraWolf too as the two Spirits were fighting. He did well enough on the climb check that I won't make him re-roll at all. Once on the ground I expect Gardner will be healing TundraWolf some. Are you doing that before or after you call up the bound spirit to go chase after Jack? |
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#922
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
Apologies for the long delay, I worked two 14 hour days Thursday and Friday, and my wife wouldn't let me even near the computer over the weekend. Anyways, parrying the fire elemental. Reaction 6 + Cyberimplant blades 5 - Wounded 1 = 4 hits. Damage resistance against 9P: Body 4 + Armor Jacket, halved 3 = 2 hits. 7 Physical damage, total of 11 Physical. Tundra Wolf is unconscious and will die in 20 Combat Turns from Overflow. Damn. Well, been nice playing with you guys. Ouch! With that in mind, I'm going to say Gardner grabbed TundraWolf too as the two Spirits were fighting. He did well enough on the climb check that I won't make him re-roll at all. Once on the ground I expect Gardner will be healing TundraWolf some. Are you doing that before or after you call up the bound spirit to go chase after Jack? Yikes! This is getting confusing... Well, let me see if I can break down what effectively happens in what equates to approximately 1 Combat Turn: (Let me know if any of this seems wrong)
(As far as I can tell, Tundra Wolf performed no appreciable actions here. Wouldn't he have been able to Full Dodge against the Spirit's attack? And presumably since he was placing himself between the attacking spirit and Fiona/Gardner, wouldn't he have been taking a defensive stance? I think Chrome Zephyr forgot to double his Parry Dice to account for a Full Defense. This might change things (slightly). Also if he still goes down, Tundra Wolf could attempt to invoke the "Dead Man's Trigger", assuming he has Edge left and can make the 3 hits on a Body + Willpower test.)
Turn 2 - Jack, running down the street gets shot at by Mr. White and ducks into an alley a few buildings down the street. Gardner calls his bound spirit and sends it after Jack. (That all seem right? Now, to where we left off...) Turn 3 - Gardner will apply First Aid to the bloodied and burned Tundra Wolf. Complex Action - First Aid: Stabilizing Tundra Wolf's Condition. 2 Hits, which will successfully stabilize him. Free Action - Send message to Mr. White (via trode net/commlink): "You might be able to distract/trick the people with a story about a fire going in this warehouse." (Gardner just climbed out a window which has very obvious fire moving around inside [The Fire Spirit], he and Tundra Wolf are both burned, and an explosion did just happen inside.) If it's ok with you, Slacker, I would like to play out the Spirit combat. At the very least, I'm interested in seeing the result. I'm not sure how powerful the enemy spirit is, but my spirit (at least temporarily) has the upper hand with the fact that it doesn't need to materialize to attack, giving it an extra initiative pass, although I believe a Fire Spirit's physical stats are better than it's Astral ones, so it could go either way. On its first try, my Spirit got 5 hits on Astral Combat, it deals 3P as the base damage. *Whew! that is quite a post... I went back and tried to give it a bit of organization, but it has (not so suddenly) gotten kind of late. I need to go to sleep before I get even more rambling and confusing. Let me know if I missed anything, or if anything I said needs clarification... |
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#923
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,420 Joined: 30-October 03 Member No.: 5,776 ![]() |
Yikes! This is getting confusing... Well, let me see if I can break down what effectively happens in what equates to approximately 1 Combat Turn: (Let me know if any of this seems wrong)
(As far as I can tell, Tundra Wolf performed no appreciable actions here. Wouldn't he have been able to Full Dodge against the Spirit's attack? And presumably since he was placing himself between the attacking spirit and Fiona/Gardner, wouldn't he have been taking a defensive stance? I think Chrome Zephyr forgot to double his Parry Dice to account for a Full Defense. This might change things (slightly). Also if he still goes down, Tundra Wolf could attempt to invoke the "Dead Man's Trigger", assuming he has Edge left and can make the 3 hits on a Body + Willpower test.)
Turn 2 - Jack, running down the street gets shot at by Mr. White and ducks into an alley a few buildings down the street. Gardner calls his bound spirit and sends it after Jack. (That all seem right? Now, to where we left off...) Turn 3 - Gardner will apply First Aid to the bloodied and burned Tundra Wolf. Complex Action - First Aid: Stabilizing Tundra Wolf's Condition. 2 Hits, which will successfully stabilize him. Free Action - Send message to Mr. White (via trode net/commlink): "You might be able to distract/trick the people with a story about a fire going in this warehouse." (Gardner just climbed out a window which has very obvious fire moving around inside [The Fire Spirit], he and Tundra Wolf are both burned, and an explosion did just happen inside.) If it's ok with you, Slacker, I would like to play out the Spirit combat. At the very least, I'm interested in seeing the result. I'm not sure how powerful the enemy spirit is, but my spirit (at least temporarily) has the upper hand with the fact that it doesn't need to materialize to attack, giving it an extra initiative pass, although I believe a Fire Spirit's physical stats are better than it's Astral ones, so it could go either way. On its first try, my Spirit got 5 hits on Astral Combat, it deals 3P as the base damage. *Whew! that is quite a post... I went back and tried to give it a bit of organization, but it has (not so suddenly) gotten kind of late. I need to go to sleep before I get even more rambling and confusing. Let me know if I missed anything, or if anything I said needs clarification... TundraWolf could have gone on Full Defense, if he had said he was, but even when he made the rolls for dodge and damage resistance he didn't mention wanting to do that. Perhaps he was hoping for better rolls, I don't know. But it was his choice to make. And yes, he can choose to permanently burn a point of Edge to not die if he so chooses to, but hardly seems required since you will be able to give him first aid. As far as the action sequence goes you're mostly correct, but Jack had actually jumped out the same window you guys had come in through not the one in the Living room where the grenade went off. Also, Gardner's own actions would take a longer than what you were saying. You can't both pickup Fiona and call up the spirit in a single pass. That would be two separate passes. You also would need to tie one or both the bodies of TundraWolf and Fiona to you. Also, don't forget that you had to drop your Improved Initiative before you started climbing out the window. So basically Gardner's actions were, Turn1 IP1 cast stunbolt at Spirit that was resisted, IP2 summon Plant Spirit because the Fire Spirit just hit TundraWolf to the point of dying (the Fire Spirit would have been first in this IP); IP 3 Gardner runs to Fiona and picks her up, I'll even say you can tie her to you in that same turn. Combat Turn 2, Gardner picks up TundraWolf and shuts off his Improved Initiative. Combat Turn 3 , Gardner climbs down from the building. Combat Turn 4, Gardner gives first aid to stabilize TundraWolf. Combat turn 5, [bGardner[/b] either casts healing on TundraWolf or summons up the bound spirit to chase down Jack. ------------ Meanwhile, the warehouse is slowly burning down and Mr. White shot at Jack and lost him down an alley on Combat Turn 2. I believe he was planning to regroup with the rest of the team, but there is also the group of angry warehouse owners and possibly angry orks that were duped into a brawl by him across the street that have spotted him thanks to that gunshot at Jack. So he may want to be doing something different. Over the next couple Combat Turn there will be one or two of Jack's Ork Guards crawling out of the crumbling building. They aren't likely to attack Mr. White, but they certainly wouldn't be above inciting the angry mob outside to do so. ------------- Oh and as far as Spirit combat goes, the Fire Spirit will simply go on full defense because it's acting on Jack's last order to protect him and there is nothing your plant spirit can do to Jack because it is on this side of the ward. He got 6 hits on his dodge test and so was unaffected by the Plant Spirit. If you want we can roll through that combat, for a while, though i expect it will be a prolonged combat with the Fire Spirit on Full Defense. |
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#924
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Moving Target ![]() ![]() Group: Members Posts: 614 Joined: 27-September 12 Member No.: 56,316 ![]() |
TundraWolf could have gone on Full Defense, if he had said he was, but even when he made the rolls for dodge and damage resistance he didn't mention wanting to do that. Perhaps he was hoping for better rolls, I don't know. But it was his choice to make. And yes, he can choose to permanently burn a point of Edge to not die if he so chooses to, but hardly seems required since you will be able to give him first aid. ... Actually, I was referring to the Dead Man's Trigger (SR4A p. 163) which allows you to take one last action before you go down (either unconscious or dead). You are thinking of the Hand of God rule to avoid death, which since Tundra Wolf isn't dead (as you pointed out), he luckily doesn't need to do. The Dead Man's Trigger requires you to have 3 things; 1-A remaining action in the Combat Turn (Tundra Wolf had not yet gone on Pass 2, so check), 2-Spend a point of Edge (not sure if Tundra Wolf had any left), and 3-requires a successful Body+Willpower(3) Test (which in my opinion is the hardest part). In any case, this is assuming TW wants to do this, it is totally not required. Given the need to revise my actions because I forgot to take into account picking up people as an action (silly oversight on my part). Would you mind if I revise the actions as such: Turn 1 - check, getting Fiona secured Turn 2 - get over to Tundra Wolf, perform first aid (as far as I can tell, it only takes the one Complex Action to Stabilize with First Aid) - Pass 1, Grab him - Pass 2, then make sure everyone is safe and secure before dropping the Increase Reflexes - Pass 3. Dropping the spell in the 3rd pass vs. the 1st is the same as far as the next turn's actions go. As soon as I drop it, I lose any further actions during that Combat Turn, but it doesn't prevent me from using my increased speed for any actions before that. Turn 3 - Climb out of building - check. Turn 4 - Send spirit after Jack while moving toward a safer location to aid my two patients (Fiona and TW). I'll be using First Aid first, to try and reduce the drain on any Healing spell I end up casting, and using First Aid to heal actual damage takes several Complex Actions to complete. So assuming TW is stable, I want to make sure all our ducks are in order before I make myself vulnerable to anything happening around me. Mr. White, looks like we'll need to know what you are going to do, what with the angry smugglers/orks across the way... |
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#925
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Moving Target ![]() ![]() Group: Members Posts: 648 Joined: 26-February 02 Member No.: 1,396 ![]() |
I'm going to try to get to the team, and if possible also try to get my face out of sight from the rest of the Underground.
I'm not too worried about warehouse guards across the street. Their job is to guard that warehouse. If some drunk orks come nosing around, I'll either share some bullets with them, or otherwise convince them of the error of their ways. |
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Lo-Fi Version | Time is now: 28th February 2025 - 03:46 PM |
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