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> Wasteland Blues (OOC)
Mulcarn
post Nov 9 2017, 01:20 AM
Post #76


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Damage Resistance: 11d6t5 4

The first guard is caught unaware of your attack and goes down in one hit.

Time to roll initiative.

Control Tower Guard #2 - Initiative: 7+1d6 12
Control Tower Mage - Initiative: 6+1d6 10
Lesser Air Spirit - Astral Initiative: 6+3d6 16
Lesser Fire Spirit - Astral Initiative: 6+3d6 19
Lesser Man Spirit - Astral Initiative: 6+3d6 17
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Gilga
post Nov 14 2017, 03:46 PM
Post #77


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Initiative: 12+1d6 18
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Mulcarn
post Nov 26 2017, 06:49 PM
Post #78


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Initiative Order

Harbinger - 25: Stunball Barrage
Karmakaze - 20: Action Pending
Lesser Fire Spirit - 19: Materialize behind Jaws
Jaws - 18: Sniper Shot
Lesser Man Spirit - 17: Uses Fear power on Harbinger
Lesser Air Spirit - 16: Materialize behind Karmakaze
Control Tower Guard - 12: Action Pending Unconscious and bleeding out
Control Tower Mage - 10: Action Pending

I still need an initiative roll from Karmakaze and maybe Titan. (If he shows up that is)

Out of curiosity, why is Harbinger's initiative so high? Did he take some drugs earlier? Increase Reflexes? Also don't forget that there's a BGC of 2 going on as well.
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Jack_Spade
post Nov 26 2017, 07:30 PM
Post #79


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He still has the F3 Increase Reflexes going with 6 successes and 6 reagents, since the limit is not force dependent the BGC didn't diminish its effect (maintained with Focused concentration)
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Mulcarn
post Nov 26 2017, 07:39 PM
Post #80


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Did you remember to add the -4 penalty to your stunball dice pool? (-2 from BGC and -2 from Astral Perception)
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Jack_Spade
post Nov 26 2017, 08:56 PM
Post #81


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Aren't the -2 only for mundane actions? casting an astral spell on the astral shouldn't be penalized.
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Mulcarn
post Nov 26 2017, 09:58 PM
Post #82


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Astrally perceiving while trying to accomplish mundane tasks is very distracting; you take a –2 dice pool penalty to actions on the physical plane. While spellcasting and it's like may not be a 'mundane' task you are still suffering from sensory overload from being dual-natured regardless.

Mana spells: When using mana spells, the magician can only affect living things with auras or astrally active entities (such as spirits or foci) even in the physical world. Mana spells can affect targets on either the physical or astral planes, but only if you’re on the same plane as your target(s).

My ruling - Since you're physically casting a spell on a astral target(s) you incur the astral perception penalty.
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Jack_Spade
post Nov 26 2017, 10:04 PM
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Alright, in that case I'm losing one dice on the last throw (since I already removed three instead of two dice to make the throwing easier) (I'm abusing the rule that special modifiers like specialization and mentor bonus are added after the split instead of before)
[7d6t5=6, 4, 2, 4, 2, 4, 1] 2 [7d6t5=6, 4, 2, 6, 2, 3, 4] 4 [6d6t5=2, 5, 6, 5, 1, 6, 2]
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Mulcarn
post Nov 26 2017, 11:17 PM
Post #84


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The guard tower is about 100 meters away from where you all parked. You'll have to get much closer if you want to handle the remaining guards. The spirits are going to bum rush you from the astral and start taking you guys out. Their statblocks will be listed below.

[ Spoiler ]
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Jack_Spade
post Nov 27 2017, 10:32 AM
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Are the spirits manifested yet? And is the mage visible from the tower, or (what's probably best for his health) in the tower and out of combat.
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Mulcarn
post Nov 27 2017, 12:37 PM
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No, they still need to spend an action to materialize or to do something else. The mage isn't visible at all and is inside the tower. The other guard is visible and has taken cover.
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Jack_Spade
post Nov 27 2017, 01:01 PM
Post #87


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Alright, I'll hold of with my actions until the others have had their chance to do something.
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Gilga
post Nov 27 2017, 01:03 PM
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Being himself and probably unaware of any spirits - David will just swear that the second guard took cover and would fire at him nevertheless.

Fire second guard: 17d6t5 5

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Mulcarn
post Nov 27 2017, 01:56 PM
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Control Tower Guard
Full Defense Dodge: 12d6t5 4
Damage Resistance: 11d6t5 3

Guard #2 goes down with 12 boxes of physical damage.
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Titan
post Nov 30 2017, 06:18 PM
Post #90


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Looks like it is only Jaws and Harbinger, since I have seen Bastard post in other threads but not Wasteland Blues.

Perhaps if you guys tried to work with the other players, this game wouldn't have ended up like this.
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Gilga
post Nov 30 2017, 06:20 PM
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Oh please... (IMG:style_emoticons/default/wink.gif)
We could just take on more in the car - I even suggested it.
it is you that wish to take things to absurd... just saying.
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Titan
post Nov 30 2017, 06:27 PM
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I'm not the one who left the needed character behind, and never even tried to contact him.

Just saying. After all you have a very bad rep Gilga. (IMG:style_emoticons/default/wink.gif)
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Gilga
post Nov 30 2017, 07:07 PM
Post #93


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QUOTE (Gilga @ Oct 14 2017, 04:49 PM) *
David said "Great Karma... There are two 'seats' the gunner seats with an assault rifle connected, and there is one next to the driver."

To the rest, he said "Meet you all in the first installation point?


for once - you know exactly 'where we are going'.
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Gilga
post Nov 30 2017, 07:08 PM
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QUOTE (Gilga @ Oct 15 2017, 09:17 AM) *
Can we just have Titan seating on the lap of someone ? Exceed capacity from 3 to 4? I doubt you can just take a taxi to CZ.



and here is a suggestion to just take you with us.
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Mulcarn
post Nov 30 2017, 07:13 PM
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The first node is located at Chicago's Midway Airport, about three kilometers inside the CZ. - Can be found on Page 3.

To be perfectly honest and square, I'm not really sure what the problem is. QP told everyone where the nodes are and which one is first and which is second. Her getting up and leaving mid-conversation was a scripted event on my end. She was meant to do that. And she was going to explain at the end of the mission why she did. Most of the fun from Shadowrun comes from the mystery and the not knowing of what's happening or why it's happening for that matter. And as shadowrunners you're expected to roll with the punches and solve the mystery. Like detectives. Like heavily-armed criminal mercenary detectives.

It'd be insanely, stupidly boring if I showed my GM notes before, after and during every mission. I even went out of my way to make sure that this is the most basic and non-challenging shadowrun to exist. (Or one of them anyway (IMG:style_emoticons/default/nyahnyah.gif) ) Again, whats the problem?
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Mulcarn
post Dec 2 2017, 03:53 PM
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@Bastard - Can I get an initiative roll from you please.
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Bastard
post Dec 4 2017, 07:35 AM
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Initiative: 20
[ Spoiler ]
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Mulcarn
post Dec 5 2017, 06:03 PM
Post #98


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The fire spirit will materialize directly behind Jaws. The air spirit will do the same but for Karmakaze.

The spirit of man will use it's fear power from astral on Harbinger. Defend with Logic + Willpower.

Fear: 6d6t5 2

@Bastard - You can delay your first action while 2 out of the 3 spirits spend their actions to materialize or you can take cover somewhere.
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Gilga
post Dec 5 2017, 06:35 PM
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Which combat turn are we in?
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Mulcarn
post Dec 5 2017, 06:40 PM
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First turn, first initiative pass.
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