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Ophis
Okay, to everyone checking(if anyone other than felice is sticking there head up) the way forward seems clear. Time to decide on a new route. I assume reggie is going to try a think of smuggling route cross the border, dranem a knowledge roll if you pleasde smile.gif
Thanee
Yaknow, that spirit (if it was a spirit) might have not been from 'them'... could be completely unrelated.

Bye
Thanee
Dranem
Next knowledge check for a smuggling route.
CODE
Smuggling Routes (3) + Intuition (4) = 7 dice
[6] [6] 3 3 [5] [6] 3 Hits:4

Ophis
Dranem
[ Spoiler ]
Ophis
Just waiting on Dranem. I want to make sure everyone is keeping up so that the next bit runs smoother.
Ankle Biter
Ophis
[ Spoiler ]
Dranem
Sorry for not posting Sunday.. anyway, I'm back up to speed, I'm going to have the drone check the atmosphere sensors (cursing myself that I hadn't taken the time to mount a better sensor suite on this thing), just to make sure this isn't an illusion...

While I'm at it, I'm going to have the drone scan for any kind of radio signals that could be present among them or around tunnel.

CODE
Pilot (3) + Atmosphere Sensor (3) = 6 dice
3 [6] [6] 1 [6] 3 Hits:3
Pilot (3) + Radio Scanner (6) = 9 dice
2 [5] [5] 4 [6] [6] 2 [5] [6] Hits:6

Ophis
Dranem, atmospheric sensor suggests they're real not illusion. No radio transmissions from any of them.
Ophis
Okay everyone roll Initiative. reminders of spirits would be nice here.
Ankle biter, your early warning about the astral means Shiver can start physical, percieving or projecting your choice.
Mister Juan
Sander's initiative
CODE
Rolls: 3 [6] 4 [5] 4 [6] 1 4 [5]
Hits: 4
Initiative Score: 13
IP: 2


Dranem
CODE
Reg's Initiative = 8 dice
3 [5] 3 [5] [5] [6] 2 [5]  Hits: 5


Total Initiative: 13
Mister Juan
After a small debate with Dranem, here are Sander's actions.

Since he's riding on the back of Reggie's bike, Sander will reach under Reggie's jacket to get a hold of his revolver. Since Reggie has already handed him the weapon before, he should know where it is. Althought Sander could try to quick draw it, he'll use a simple action to ready the weapon, and will use his second simple action to take a shot at the nearest ghoul. Since Sander

Shooting Reggie's Ruger at the closest Ghoul
[ Spoiler ]

Tattered~Seraphim
Alastor's Initiative:

Rolling 11 dice
Rolls: 6, 6, 5, 5, 4, 4, 3, 2, 2, 2 = 5 hits
Initiative = 16
Dranem
Just in case Ophis doesn't have the sheet handy, the weapon is packing:
[ Spoiler ]
Thanee
Felice's Initiative: 20 = 13 + 7 hits

Yeah, why not waste a good roll on Initiative. biggrin.gif

Bye
Thanee
Ankle Biter
I am going full astral, what is the initiative on that?
Thanee
Felice will stop the bike as far away from the ghouls as possible, but gentle enough so that Shiver is not sent flying. wink.gif

What kind of action is this? Simple?

She will then jump off the bike (probably delaying some so that Shiver can get off, too) and quickdraw her pistol and shoot the closest ghoul (if possible in the 1st IP also).

Bye
Thanee
Tattered~Seraphim
Ankle Biter- AoEing?

Tattered~Seraphim
Right, Alastor's going to also start shooting in wake of Felice opening fire. Will be shooting at two targets, therefore split dice pool.

Ag 9 + Pistols 5 + Spec heav pistols 2 = 16 dice
Split dice pool = 8 dice per ghoul

Ghoul 1:
Rolls: 6, 6, 5, 5, 5, 4, 3, 1 = 5 hits

Ghoul 2:
Rolls: 6, 5, 5, 5, 5, 4, 4, 2 = 5 hits

Damage: 7p from each pred, ammo is ex exp.
Ankle Biter
AoE = Area of Effect.

Initiative = intuition *2 =10, 3 passes.

Rolling initiative...

astral Initiative (10d6=34) 2 hits,

That puts me on 12, right?
first pass I give my Force five Spirit of Man 2 orders as simple actions,

"Protect my meat body, and "disable those ghouls."
Ankle Biter
Spirit's astral initiative
F*2, 3

astral Initiative for f5 spirit of man (10d6=30) 2 hits, 12 also. Handy.
Dranem
Seeing as Reg is driving while Sander's firing, here's my driving test, I'm using Edge to boost my successes to make sure that I can drive while he shoots, while not getting into Alastor's line of fire.

CODE
Pilot Bike (4) + Reaction (4) + Edge (2) = 10 dice
[6] 3 2 [5] [5] 4 [5] 1 [5] 2 [6] 1 Hits:6
Rerolling succeses (2) = 2 dice
3 [5] Hits:1


Total of 7 hits on my driving test.



Tattered~Seraphim
Just thought. Do I add anything for having skinlink on my preds Ophis, or has that already been factored in?
Dranem
Skinlink? If you have a smartlink system, then you would add +2 dice for the smartlink to your roll. Will also help you not hit Reg and Sander as they drive-by shoot the ghouls wink.gif

[edit]
Query: Are you firing both together, or 1 per action?
If they are together, then you cannot use your smartlink as bonus dice (don't know why, just reading the rules)
if you fire them in succession, you can use your smartlink, but you do suffer -2 for your off-hand - unless you're ambidextrious, and a -2 if your targeting more than one ghoul.
Tattered~Seraphim
Alastor's ambidextrous, with skinlink, imagelink and smartlink on his contacts. He's firing them in quick succession, literally, fire one, first second, as fast as you can say 'one, two'. Plus he doesn't get any recoil from his preds.
Ankle Biter
Well, I've done my first pass, as usual I am leaving spirit actions up to Ophis, cos I don't micro manage my spirits unless they start playing the twist -your-words game.

2nd pass is somewhat dependant on the ghoul's actions, but I will probably be throwing a mob mind.

ophis
[ Spoiler ]
Ophis
Right would people stop declaring actions before I start the combat! I asked for initiative.
As it stands I still need to work out the order of things.

To some questions that have come up.

Smartlinks do nothing to your pool while duel weidling.

Edge come back at end of adventure not after set time so A-B its still gone.

Also at A-B spirits can only follow one order at a time. New orders superseed previous ones. Clever wording can get round this.

Tattered~Seraphim yopu get two shots with each pred when duel weilding or two shots total with the full dicepool if you prefer.

Thanee stopping abike is a vehicle control test so a complex. You can use your move to dismount, but no shooting.

AoE will be area affecting.
Ankle Biter
Sorry, didn't know about orders superceding each other. I suppose it makes sense, though, or spirits woud be a bit broken, In that case, I am just going to give the "disable those guys" order. The other simple action is to manifest myself. Come my initiative, of course.
Ophis
Okay on with combat. Lets sort out resolution before we describe actions guys.

Order of actions
Felice 20
Alastor 16
Ghouls 14
Sander 13
Reggie 13
Shiver 12 (astral, so no physical movement dude)
Eury 10 (I rolled for him)
Tattered~Seraphim
Right, I think that I'm going to do 2 shots total with the full dice pools. Will those happen in the same action that way? If not, take these as the second set of rolls.

Ghoul 1:
Rolls: 6, 6, 5, 5, 3, 3, 3, 1 = 4 hits
(So 9 hits total)

Ghoul 2:
Rolls: 6, 5, 5, 5, 2, 2, 2, 2 = 4 hits
(So 9 hits total)

Just to check for future shots, how does called shot affect your dicepool for guns?
(Gawds, you can tell I'm not used to using guns in SR! wink.gif Is it -2 dice from dicepool? )
Ophis
Okay T~S hold up. You have modifiers to apply. You have two simple actions each pass, basically you get your full pool on each action as it stands you can take four shots in a pass (a good option given the ghouls have no armour). I'd recommend two shots each on two ghouls. Call shots work as in melee take up to -4 for same increase in damage. Ghouls are just humans, no special targetting required.

Okay first pass actions. In order. Range is about 15 metres. So unless you close -1 to shots.

Felice - stops bike can extend kick stand when doing this, dismounts leaving the projecting Shiver on the bike slumped. Quick draws and possibly shoots a ghoul.

Alastor - guns already out, shooting two ghouls once or twice his choice -2 mod on the shots for the second ghoul. Can close some distance at no penelty. -1 to shots because of range (total mods -1 first ghoul, -3 second ghoul apply after splitting pools).

Ghouls - realing from the shots if applicable, those still standing charging toward the front markers, Felice and Alastor.

Reggie - bring bike up close then away, the ghouls won't get to jump you due to speed, control test please.

Sander - Draw gun and shoot ghoul. 6S electrical with five net successes cool shot.

Shiver - Ordering spirit, if you wanted to start physical your action is going astral.

Eury - Ordering spirits to combat.

Spirits will stay astral and engage on summoner Init in pass 2.

Okay can people make required rolls with above mods.
Tattered~Seraphim
Right, I'll split pools for each ghoul, shoot twice, and standing bit closer so no pen. Damn, so will have to re-roll for the 2nd ghoul then?

Sorry Ophis....... frown.gif
Tattered~Seraphim
New rolls for 2nd ghoul:

Rolling: 8 dice -2 = 6 dice

Shot 1: 6, 5, 5, 4, 2, 2 = 3 hits

Shot 2: 6, 6, 6, 5, 2, 2 = 4 hits

(Eeep! Alastor's doing a Midnight from one of our first runs!)
Ophis
No worries, just lets keep things calm OOC, rather than jumping in in the IC thread before everything is sorted. I would have rolled init for the ghouls this morning but Metatron(the ds person, my other half) was sleeping and I didn't want to wake her.
As it stands you can't close enough range this round to reduce penelties with out gaining move penelties (damned if you, damned if you don't) Your pools should be

shooting each ghoul twice
G1 7 and 7
G2 5 and 5


shooting each ghoul once
G1 17
G2 15
Ophis
T~S stick with rolls i'll modify the ghouls dodge to compensate. And have done so.

As soon As I have what Moonwolf is doing I'll post the first pass IC. If it helps hime two ghouls out for count due to Alastor, one on it's but due to Sander.
Good shooting guys.
Ankle Biter
Won't be back till 17.15, Started combt astral, Will be manifesting and ordering spirit to attack when time comes, unless one of the ghouls goes for my slumped body, in which case, I will be ordering spirit to protect that instead. Note I am standing astral in front of my body, it will have to come through me to get to it.
Tattered~Seraphim
I'm sorry for being such a pain in the arse Ophis! I like using the guns but they're weird compared to xbows and blades! frown.gif
Moonwolf
Ordering force 5 spirit then the two watchers for this turn. I'll move to near Shiver if I can. Damn my lack of passes frown.gif.
Thanee
QUOTE (Ophis @ May 3 2006, 04:17 PM)
Felice - stops bike can extend kick stand when doing this, dismounts leaving the projecting Shiver on the bike slumped.


Yep, that's what Felice will do then, so no shooting until 2nd IP.

Bye
Thanee
Thanee
QUOTE
Once Felice had started opening fire, Alastor quickly follows suit and fires at two ghouls, different to the one that Felice had shot at.


That wouldn't be correct then, since Felice starts firing at the 2nd IP only. smile.gif

Also, a question about order... and when initiative kicks in:

QUOTE
Alastor brings his bike to a stop and dismounts, readying himself to do battle. Looks like I have no choice but for this, he thinks to himself, and pulls out both of his preds. He allows himself to trigger, his extending claws curling around his grip on his preds.


Wouldn't all that happen inside combat? Like how I have been declaring Felice's actions (stopping the bike and dismounting on first IP)?

I was under the impression, that initiative was rolled right after realizing, that they are ghouls; at this point everyone is still on their bikes and driving, no?

I'm fine either way, just would be cool, if we were on the same level here concerning initiative, because we currently aren't. biggrin.gif

Bye
Thanee
Tattered~Seraphim
Alastor brought his bike to a stop as soon as he saw the figures appear. Only reason why I posted IC was cuz I thought Felice had kicked things off IC *shrugs*. Ah well, I'm editting my post anyway, as soon as Ophis posts to finalize things.
Ophis
Yep tattered~seraphim was stopping before it becam obvious it was a fight, from my reading on the timing. Actually, since the timings been all over the shop, I'll let felice take the stopping as a simple having thought about it (I'm in a nice mood). Thanee take your shot and once thats up and I've read it/rolled my bits, I'll post the results.
I've editted the action post for correctness.
Thanee
All the posts came after the call for initiative, that's why I was wondering.

@T~S: I wasn't saying, that you did something wrong. I was just saying, that we basically did the same thing (dismount right after the ghouls were identified), and it makes little sense to resolve them differently. smile.gif

Anyways... dismounting and getting ready for the fight comes right before the initiative then. That's cool.

Here's the roll for stopping the bike: 3 hits


Ok, Actions.

For the first IP, Felice will shoot the closest ghoul.

Free Action: Call a Shot (Head Shot +4 DV).
Simple Action: Fire Weapon.
Simple Action: Fire Weapon (w/o called shot, I think it applies to one shot only, right?).

First Shot: DV 9P/-1AP + 2 hits
Second Shot: DV 5P/-1AP + 4 hits

If there are any penalties, just remove dice from the back, as they are listed in order.
With a -1 penalty for range, the hits remain the same.

Bye
Thanee
Ophis
Never been sure on that one thanee...
Lets go with the idea of Felice taking a careful head shot followed by a snapped off second shot into the body.
Now to roll for the ghouls...
Ophis
Pass one up!

let the second pass declare fest begin!
Thanee
How many ghouls are left? Two (plus one fleeing)? Well, that will be over quick, it seems. smile.gif

Felice aims for the ghoul, that is coming in her direction, moving a few steps backwards, as she fires another pair of bullets from her Manhunter.

Same procedure.

Free Action: Call a Shot (Head Shot +4 DV).
Simple Action: Fire Weapon.
Simple Action: Fire Weapon (w/o called shot).

First Shot: DV 9P/-1AP + 4 hits
Second Shot: DV 5P/-1AP + 4 hits

If there are any penalties still, just remove dice from the back, as they are listed in order.

Bye
Thanee
Ophis
Alastor and Felice will still be at -1 for range unless they move slightly forward.
One ghoul charging each of you with the third trying to pick himself back up to run(major penelty from Tasing... damn SnS). Ghouls will reach Alastor on their action this pass(they held and just moved last one) ans Felice on pass three. Lke they're going to survive that long. Sander will be at -1 for range as he and Reggie pull away. Spirits act on their summoners action and have actions this pass and next pass.
Mister Juan
Sander will aim and shoot at the ghoul he just hit.

CODE
Simple action:
Taking Aim (+1)


CODE
Simple action:
Firing Ruger
Dice Pool: Agility (6) + Pistols (5) + Smartlink (2) + Attacker in a moving vehicle (-3) + Distance (-1) + Aiming (1) = 10 dices
Rolls: 3 2 [6] 3 1 2 [6] 1 4 [5]
Hits: 3
Thanee
Having a Ruger loaded with SnS is kinda hilarious. biggrin.gif

Bye
Thanee
Ankle Biter
F 5 Control thoughts on the least injured target

Control thoughts on least injured ghoul, 5 magic + 4 spellcast + 2 mentor (11d6=39) 4 hits.

Drain later my taxi hjust turned up....
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