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> OOC: SRM04-02 Extraction, Artifact Rush, Part 1
Dak
post Mar 5 2013, 08:11 PM
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sigh.
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Severus Snape
post Mar 5 2013, 08:14 PM
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QUOTE (Slacker @ Mar 5 2013, 12:04 PM) *
The maitre d's commlink was one you had seen before. His and the blue dragon's were the two commlinks you had detected on the balcony. There are no new nodes appearing.

Cool. My actions this round don't change - I'm scanning for new nodes. Let me know when it's initiative time again.
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Slacker
post Mar 5 2013, 08:30 PM
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QUOTE (ChromeZephyr @ Mar 5 2013, 02:08 PM) *
A .44 Magnum shooting APDS. That is hard core.

What kind of doors are these, Slacker? Glass, plasteel, etc?

They look like glass doors. Though, you can assume that they are made of something stronger than regular glass from a security standpoint.
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Slacker
post Mar 5 2013, 08:32 PM
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Btw, how many Initiative passes does everybody have?
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Mach_Ten
post Mar 5 2013, 08:38 PM
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Hoping to have the drop on the Maitre D,

Silas raises the savalette guardian and puts a round at point blank from behind him across the bar

Called shot, let me know the modifiers please chap
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Slacker
post Mar 5 2013, 08:51 PM
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QUOTE (Mach_Ten @ Mar 5 2013, 02:38 PM) *
Hoping to have the drop on the Maitre D,

Silas raises the savalette guardian and puts a round at point blank from behind him across the bar

Called shot, let me know the modifiers please chap

What are you trying to do with your called shot? Avoid his armor (-12 for his ballistic armor)? Increase the damage(-1 to -4 depending on how much you want to increase the damage)? Knock the gun out of his hand (-4 and it's only knocked out of his hand if the damage beats his strength)?
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Slacker
post Mar 5 2013, 08:54 PM
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Oh and for clarification, he will get to defend against your shot.
QUOTE
SR4A: pg159
Defender Unaware of Attack
If the defender is unaware of an incoming attack (he does not see the
attacker, the attacker is behind him, or he is surprised), then no defense
is possible. Treat the attack as a Success Test instead. This does not
apply to defenders who are already engaged in combat
.
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Severus Snape
post Mar 5 2013, 08:55 PM
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QUOTE (Slacker @ Mar 5 2013, 12:32 PM) *
Btw, how many Initiative passes does everybody have?

3, both in and out of the matrix
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Mach_Ten
post Mar 5 2013, 08:56 PM
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QUOTE (Slacker @ Mar 5 2013, 08:51 PM) *
What are you trying to do with your called shot? Avoid his armor (-12 for his ballistic armor)? Increase the damage(-1 to -4 depending on how much you want to increase the damage)? Knock the gun out of his hand (-4 and it's only knocked out of his hand if the damage beats his strength)?


Sorry, headshot boom, presume unarmored so increase damage,
if that is how it works ...
If armor is considered whole body then ill reduce it. .. Make sense ?

Edit clarification... Gel rounds
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Slacker
post Mar 5 2013, 08:59 PM
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QUOTE (Mach_Ten @ Mar 5 2013, 02:56 PM) *
Sorry, headshot boom, presume unarmored so increase damage,
if that is how it works ...
If armor is considered whole body then ill reduce it. .. Make sense ?

Headshot would be the -12 to avoid his armor.
QUOTE (SR4A page 161)
Target an area not protected by armor. The attacking character receives
a negative dice pool modifier equal to the target’s armor (better
armor is more difficult to bypass). If the attack hits, the target’s armor
is ignored for the damage resistance test; the target rolls only Body.
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O'Ryan
post Mar 5 2013, 09:07 PM
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QUOTE (Slacker @ Mar 5 2013, 12:02 PM) *
Edge is one of the special attributes. Everybody starts with at least one point (humans start with 2). You can use it for adding dice to your roll, rerolling failed dice, avoiding the penalties of a glitch, etc. You can also permanently burn a point to save yourself in the case you'd actually die otherwise.


I was being facetious!

As for the "headshot" thing, the other option is -4 to hit to add +4 damage... the "Aiming for critical areas" IIRC
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Slacker
post Mar 5 2013, 09:10 PM
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Here is the exact text on all of the options for a called shot.
QUOTE (SR4A Page 161)
• Target an area not protected by armor. The attacking character receives
a negative dice pool modifier equal to the target’s armor (better
armor is more difficult to bypass). If the attack hits, the target’s armor
is ignored for the damage resistance test; the target rolls only Body.
• Target a vital area in order to increase damage. The attacking character
can choose to increase the DV of his attack by +1 to +4, but
receives an equivalent negative dice pool modifier to the attack.
So a character that opts to increase his attack by the maximum +4
DV suffers a –4 dice pool modifier on the attack.
• Knock something out of the target’s grasp. The attacking character
receives a –4 dice pool modifier on the attack. If the modified
Damage Value of the attack exceeds the target’s Strength, the target
loses his grip on the object. The gamemaster determines whether
or not the object is damaged and how far away it is knocked.
• The gamemaster may also allow other specific effects for called
shots if he chooses. For example, you could use called shots to
knock an opponent over a ledge, shoot out a tire, temporarily
blind an opponent, etc.
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Mach_Ten
post Mar 5 2013, 09:12 PM
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QUOTE (Slacker @ Mar 5 2013, 08:59 PM) *
Headshot would be the -12 to avoid his armor.


Okay only have 12 dice so its 4 more damage if he doesn't avoid,

Called shot to maitre D, add 4 to damage Ap -1 (8d6.hits(5)=2)

"Tables for one plizz mon sewer!"

Second simple action (8d6.hits(5)=3)
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O'Ryan
post Mar 5 2013, 09:13 PM
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QUOTE (Slacker @ Mar 5 2013, 12:32 PM) *
Btw, how many Initiative passes does everybody have?


Missed this post! 3 IP, all while looking like a Val-U Mart Shopper in his "cool kid" costume waving around a ceramic pistol the size of a credit card.
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Slacker
post Mar 5 2013, 09:21 PM
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QUOTE (Mach_Ten @ Mar 5 2013, 03:12 PM) *
Okay only have 12 dice so its 4 more damage if he doesn't avoid,

Called shot to maitre D, add 4 to damage Ap -1 (8d6.hits(5)=2)

"Tables for one plizz mon sewer!"

Second simple action (8d6.hits(5)=3)

He rolled 2 hits to dodge the first shot (and barely avoided a glitch). So, no damage from the first shot.
And he rolled 4 hits to dodge the second shot despite the -1 from already defending one attack.
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Slacker
post Mar 5 2013, 09:22 PM
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QUOTE (O'Ryan @ Mar 5 2013, 03:13 PM) *
Missed this post! 3 IP, all while looking like a Val-U Mart Shopper in his "cool kid" costume waving around a ceramic pistol the size of a credit card.

You doing anything other than waiving it around on your turn?
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O'Ryan
post Mar 5 2013, 09:25 PM
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Seeing Silus open up, Eclipse follows suit while ducking down behind a table for cover. Pew pew!

11d6.hits(5)=2

For the second shot he refines his aim a little, timing the shot with recoil to try and put one through his heart.

6d6.hits(5)=2 +4 damage


4P, AP -
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Slacker
post Mar 5 2013, 09:34 PM
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QUOTE (O'Ryan @ Mar 5 2013, 03:25 PM) *
Seeing Silus open up, Eclipse follows suit while ducking down behind a table for cover. Pew pew!

11d6.hits(5)=2

For the second shot he refines his aim a little, timing the shot with recoil to try and put one through his heart.

6d6.hits(5)=2 +4 damage


4P, AP -

Keep in mind firing from cover actually gives you a -2 penalty. So you would be rolling fewer dice, but I'll keep the rolls as is if you're cool with not being behind cover from him until the start of your next pass.

He rolled 3 hits to dodge the first shot and then 0 to dodge the second shot. So, he has to resist 8P damage. He got 6 hits. So you did 2 boxes of damage to him.
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O'Ryan
post Mar 5 2013, 09:36 PM
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Good point! He thought about cover then, but decided it was more important to drop the guy with the massive revolver.
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ChromeZephyr
post Mar 5 2013, 09:48 PM
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3 IPs.

Since we're all going at the same time, Mr. Company Man is getting some Stick 'n Shock for his troubles from TW.

Simple Action: Long narrow burst - Agility 7 + Automatics 5 + Smartlink 2 = 3 hits. 9P(s) damage before net hits, if any. 5 recoil absorbed by the gas vent and stock of the SMG and the cyberarm gyromount in his cyberarm. 6 rounds expended from this magazine.

Simple Action: Short narrow burst - Agility 7 + Automatics 5 + Smartlink 2 - Recoil 2 = 4 hits. 10P(s) damage before net hits, if any. 6 of the 8 recoil absorbed, as above. 9 rounds expended from this magazine.
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Kiirnodel
post Mar 5 2013, 10:32 PM
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QUOTE (Dak @ Mar 5 2013, 03:11 PM) *
sigh.

It's not my fault, I swear!

Spirit's Initiative: 14 + 8 hits = 22
to bad it delays until it has a reason to do something (like a command).

Dodge: 1 hit.
DV: 7P, -6 AP
Damage Resistance: 5 hits
Final Damage: 2 Physical.

When my action comes up: I drop down, moving up to the guy with the Ruger, threatening him with my staff. I also give my summoned spirit a mental command to defend our group from attack.

The spirit, stops delaying and materializes. On the next Pass it will move up to the nearest threat (most likely that guy with the Ruger) and attempt to Engulf him.
4 hits.

Oh, and I have 3 IP's, and the spirit has 2 while materialized.

Did I miss anything?
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Slacker
post Mar 5 2013, 11:34 PM
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QUOTE (ChromeZephyr @ Mar 5 2013, 03:48 PM) *
3 IPs.

Since we're all going at the same time, Mr. Company Man is getting some Stick 'n Shock for his troubles from TW.

Simple Action: Long narrow burst - Agility 7 + Automatics 5 + Smartlink 2 = 3 hits. 9P(s) damage before net hits, if any. 5 recoil absorbed by the gas vent and stock of the SMG and the cyberarm gyromount in his cyberarm. 6 rounds expended from this magazine.

Simple Action: Short narrow burst - Agility 7 + Automatics 5 + Smartlink 2 - Recoil 2 = 4 hits. 10P(s) damage before net hits, if any. 6 of the 8 recoil absorbed, as above. 9 rounds expended from this magazine.

Considering how many attacks this guy is defending against, he finally gets smart and goes on full defense. Against the long burst he gets 4 hits and it misses. Against the short burst though he only gets 3 hits and has to resist 7S(e) damage with Body + 1/2 Impact armor. Wow. That sucked for him. He rolled 11 dice and got 2 hits, used a point of edge to reroll failed dice and only got 1 more hit out of 9.
Anyway, that means he takes 4 boxes of damage and has to make a Body + Willpower (3) Test not to be incapacitated completely....There are all his hits! He got 7 hits on that roll. So he doesn't get incapacitated, but he will be suffering -2 to all actions.
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Slacker
post Mar 5 2013, 11:48 PM
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QUOTE (Kiirnodel @ Mar 5 2013, 04:32 PM) *
It's not my fault, I swear!

Spirit's Initiative: 14 + 8 hits = 22
to bad it delays until it has a reason to do something (like a command).

Dodge: 1 hit.
DV: 7P, -6 AP
Damage Resistance: 5 hits
Final Damage: 2 Physical.

When my action comes up: I drop down, moving up to the guy with the Ruger, threatening him with my staff. I also give my summoned spirit a mental command to defend our group from attack.

The spirit, stops delaying and materializes. On the next Pass it will move up to the nearest threat (most likely that guy with the Ruger) and attempt to Engulf him.
4 hits.

Oh, and I have 3 IP's, and the spirit has 2 while materialized.

Did I miss anything?

Looks like you got everything. And we'll take care of your actions in just a moment,

-----------

Inside the banquet hall, the guns shots on the balcony were partially muffled, but they were still loud enough to attract the attention of the security guards at the balcony doors as well as nearby guests, a couple of which screamed halting the proceedings on stage.
"Ok everybody were are going to have to ask that you all proceed this way. There appears to be an incident outside and we need to make sure you are all safe," calls the commanding voice of one of the suited guards. All four suited guards have drawn their pistols and are trying to guide the attendees toward the exits. The two that had been stationed by the balcony doors have their weapons pointed in that direction as they back away to provide cover for the guests.

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

Next up are Needle and Gardner.

Gardner drops down and moves around the bar to stand next to Jansen and threaten him with his staff. And gives the command to his spirit.
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Severus Snape
post Mar 6 2013, 12:01 AM
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QUOTE (Slacker @ Mar 5 2013, 03:48 PM) *
Looks like you got everything. And we'll take care of your actions in just a moment,

-----------

Inside the banquet hall, the guns shots on the balcony were partially muffled, but they were still loud enough to attract the attention of the security guards at the balcony doors as well as nearby guests, a couple of which screamed halting the proceedings on stage.
"Ok everybody were are going to have to ask that you all proceed this way. There appears to be an incident outside and we need to make sure you are all safe," calls the commanding voice of one of the suited guards. All four suited guards have drawn their pistols and are trying to guide the attendees toward the exits. The two that had been stationed by the balcony doors have their weapons pointed in that direction as they back away to provide cover for the guests.

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

Next up are Needle and Gardner.

Gardner drops down and moves around the bar to stand next to Jansen and threaten him with his staff. And gives the command to his spirit.

Is Needle aware that the action has started, other than knowing it's zero hour?
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ChromeZephyr
post Mar 6 2013, 12:17 AM
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Even if you can't hear it (it's gunfire, that's should still be likely at 50m) you should be able to see the muzzle flashes (especially from that hand cannon our opposition is firing and the sustained firing from TW's submachine gun)...


edit: However, I'm not the GM so I should probably quit trying to hijack his game. Sorry, Slacker.
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