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> OOC:SR5 Introduction/Milk Run, Out of Character Talk
Redjack
post Aug 18 2013, 11:47 AM
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Wow. I leave for a little convention and BOOM!
Who is up?
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Thanee
post Aug 18 2013, 02:30 PM
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"little convention" (IMG:style_emoticons/default/biggrin.gif)

Bye
Thanee
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phlapjack77
post Aug 18 2013, 03:05 PM
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QUOTE (Redjack @ Aug 18 2013, 07:47 PM) *
Wow. I leave for a little convention and BOOM!
hehe - "boom" indeed (IMG:style_emoticons/default/smile.gif)

I think it's Takako/Mako and Angel up next
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Slacker
post Aug 18 2013, 07:30 PM
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I'm wanting to have all the damage from the fleabag that actually went off in pass 1 resolved before we move forward with any more actionsfor pass 2.
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Thanee
post Aug 18 2013, 07:33 PM
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I think I have done Pass 2 already (compiling the Sprite).

Bye
Thanee
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Bastard
post Aug 18 2013, 09:57 PM
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Sorry... sorry.

[diverting blame elsewhere]Who's idea was it for me to toss a flash bang anyways?[/diverting blame elsewhere]

What do you roll vs flashbang? Body plus armor?
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Umidori
post Aug 18 2013, 10:11 PM
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Flash-Bangs are standard Stun damage, so your normal Body + Armor - AP.

~Umi
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Bastard
post Aug 18 2013, 10:56 PM
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QUOTE (Umidori @ Aug 18 2013, 03:11 PM) *
Flash-Bangs are standard Stun damage, so your normal Body + Armor - AP.


Thanks. No minus to the armor rating like in SR3 for Stun Damage?
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phlapjack77
post Aug 19 2013, 09:21 AM
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QUOTE (Bastard @ Aug 19 2013, 06:56 AM) *
Thanks. No minus to the armor rating like in SR3 for Stun Damage?

Armor only has a single rating now, it applies equally for all types of damage. The flashbang has a -4 armor effect (-4 AP)
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Bastard
post Aug 19 2013, 10:08 AM
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QUOTE (phlapjack77 @ Aug 19 2013, 02:21 AM) *
Armor only has a single rating now, it applies equally for all types of damage. The flashbang has a -4 armor effect (-4 AP)


Thanks... I was looking through my SR5 for quite a while for the armor difference between ballistic and impact. (IMG:style_emoticons/default/wobble.gif)


Reduce Flash Bang [Body 3 + Armor 12 - AP 4 = 11]: 3 Successes! [2,5,1,1,1,2,3,3,3,6,5]

So if my numbers are correct, how do I reduce that 10S?
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phlapjack77
post Aug 19 2013, 10:15 AM
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QUOTE (Bastard @ Aug 19 2013, 06:08 PM) *
Thanks... I was looking through my SR5 for quite a while for the armor difference between ballistic and impact. (IMG:style_emoticons/default/wobble.gif)


Reduce Flash Bang [Body 3 + Armor 12 - AP 4 = 11]: 3 Successes! [2,5,1,1,1,2,3,3,3,6,5]

So if my numbers are correct, how do I reduce that 10S?

10S - 3 hits = 7S

SR4 and SR5 moved to straight damage, there's no longer a L/M/S/D like in SR1-3
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Umidori
post Aug 19 2013, 10:22 AM
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And this, children, is why grenades are not to be used without extreme caution.

~Umi
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Slacker
post Aug 19 2013, 01:53 PM
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QUOTE (phlapjack77 @ Aug 19 2013, 05:15 AM) *
10S - 3 hits = 7S

SR4 and SR5 moved to straight damage, there's no longer a L/M/S/D like in SR1-3

Yep. You just took 7 boxes of stun damage, which is more than your natural physical limit so you also fall to the ground. And your sufferring a -2 on all actions including initiative because of your wounds. This means Sledge will not get any actions in pass 2 since the -2 takes affect immediately and reduces his original init below 10.

Thanks, phlapjack77, for helping while i was dealing with a hellish weekend (involved in a hit and run accident in my car, various meltdowns with kids, having to replace 3 tires on my wife's car, and more).
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Slacker
post Aug 19 2013, 01:56 PM
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Bob the supervisor also lost his second initiative pass due to wounds.

So, it is now Flowers' turn for pass 2. Followed by various NPC's.
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phlapjack77
post Aug 19 2013, 03:01 PM
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QUOTE (Umidori @ Aug 19 2013, 06:22 PM) *
And this, children, is why grenades are not to be used without extreme caution.
Yeah, looking so much more dangerous with the higher damage codes...I'm rethinking my character choices and the relative lack of durability...


QUOTE (Slacker @ Aug 19 2013, 09:53 PM) *
Thanks, phlapjack77, for helping while i was dealing with a hellish weekend (involved in a hit and run accident in my car, various meltdowns with kids, having to replace 3 tires on my wife's car, and more).

Holy crap! Good luck man, wish you all the best with all that!
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DireRadiant
post Aug 19 2013, 04:26 PM
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Flowers is NOT going to say he wanted the grenades and cover to be put outside the stuffer shack so that the people outside shooting in would not find it easy to shoot us.... he'll chalk it up to one of those accidents that just happen...

Well, give me a few minutes.
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DireRadiant
post Aug 19 2013, 04:36 PM
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Flowers continues to counter, where there is the precious precious shotgun.

Simple Action Perceive in Detail to spot who is in parking lot shooting inside at us.
Flowers Perception in Detail Int 5 Perception 3 (8d6.hits(5)=1)

Simple Action, take aim at troll with cybershotgun arm

And I hope we've learned to throw the grenades outside of the room we are going to be in when it goes off.

This is fun!
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Slacker
post Aug 19 2013, 04:47 PM
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QUOTE (DireRadiant @ Aug 19 2013, 10:36 AM) *
Flowers continues to counter, where there is the precious precious shotgun.

Simple Action Perceive in Detail to spot who is in parking lot shooting inside at us.
Flowers Perception in Detail Int 5 Perception 3 (8d6.hits(5)=1)

Simple Action, take aim at troll with cybershotgun arm

And I hope we've learned to throw the grenades outside of the room we are going to be in when it goes off.

This is fun!

You would be suffering penalties for the rain outside that eliminate the one hit you got on that Perception roll. So you don't see who is/was out there. You saw Takako charge out into the rain, but he basically fades into the relative darkness of the outside compared to the bright interior of the Stuffer Shack.

You don't quite make it to the register this pass (about 2m from Swims-With-Sharks who now has the supervisor's shotgun in his hands).
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Slacker
post Aug 19 2013, 04:51 PM
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Following Flowers's pass, the Doctor and woman he called Amy continue their run, bursting through the doors marked 'employees only'. They are making a bee line for the emergency exit, but don't make it there yet.
Also, the armed family that was hiding back there finally decides the loud noise and flashes of light from the flashbang was too much, and are moving towards the emergency exit as well.
And the wine-o stealing tir wine from the store is stumbling his way towards the back.
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Slacker
post Aug 19 2013, 04:57 PM
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Ok, it looks like because of wounds and everything, the only people that have a pass 3 are Angel and an off screen NPC.
So, Thanee can post up actions for Angel.

And everybody can roll up new initiatives (remember to subtract and wound modifiers from your total init score).
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Redjack
post Aug 19 2013, 05:49 PM
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Takako: Initiative(12) + 4d6 [2,6,4,4](16) - Wounds(2) - Irritant(2) = 24
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Bastard
post Aug 19 2013, 06:56 PM
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Sledge Initiative [2d+8 - 2 Stun] = 10 [1,3,8]

QUOTE (Umidori @ Aug 19 2013, 03:22 AM) *
And this, children, is why grenades are not to be used without extreme caution.

~Umi
Yeah, the flash-bang is a bit more powerful than I remember. (IMG:style_emoticons/default/indifferent.gif)

Also I missed a few important skills on my first go around.
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Slacker
post Aug 19 2013, 07:05 PM
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QUOTE (Bastard @ Aug 19 2013, 12:56 PM) *
Sledge Initiative [2d+8 - 2 Stun] = 10 [1,3,8]

Yeah, the flash-bang is a bit more powerful than I remember. (IMG:style_emoticons/default/indifferent.gif)

Also I missed a few important skills on my first go around.

Well, keep in mind, this initial scenario is more meant for an introduction to the system. After we are done with this, i will allow for some tweaking of characters before we move into the real meat of the story line.
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DireRadiant
post Aug 19 2013, 08:20 PM
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Blitz Initiative for Flowers Int 5 + Rea 5 + BLITZ 5D6 (5d6 + 10=33)

It's time to get drastic. 3 out of 4 edge used now...
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Slacker
post Aug 19 2013, 08:21 PM
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QUOTE (DireRadiant @ Aug 19 2013, 02:20 PM) *
Blitz Initiative for Flowers Int 5 + Rea 5 + BLITZ 5D6 (5d6 + 10=33)

It's time to get drastic. 2 out of 4 edge or is it 3 used?

I believe its only your second edge used. Great init.
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