Bastard
Jul 13 2005, 08:17 AM
I got that I cant act on them, but that is not my question, which has been avoided so far, so forget it. Ill just go from here.
Slacker
Jul 13 2005, 01:15 PM
I'm not exactly sure what question you're referring to, maybe that you should have reacted before them?
If so, I have to appologize. It was my impatience to shoot the guards that started this. Your first initiative pass was before Wormwood, but since you couldn't do anything to the guards I posted my actions before you had the chance post anything.
Your first initiative pass would have happened after the guard opened the door, but before Wormwood shot him.
Since Frosty can't do anything on his first pass either, it should now be time for your second initiative pass.
Aku
Jul 13 2005, 04:40 PM
nd it was partially my fault; i had assumed that you were planning to stand there waiting for them to come in to whack them with the magic stick, instead of acticely entering the hallway, i'm sorry if that had been your plans...
Aku
Jul 16 2005, 01:33 AM
so top of the initiative count, i think thats you again bastard...
FrostyNSO
Jul 18 2005, 12:52 AM
...that's right, you bastard.
Bastard
Jul 18 2005, 02:16 AM
I did go
Slacker
Jul 18 2005, 03:16 AM
I thought that post was supposed to be your actions on the first initiative pass.
Now Aku is saying it's time for you actions on the second initiative pass.
Aku
Jul 21 2005, 04:48 PM
Hello out there..... ya gonna make you're next move Bastard?
Bastard
Jul 22 2005, 07:40 AM
No...there isnt anything I can do, so I will pass. You already said I cant see, Im not gonna jump out into the hallway if I cant see.
Slacker
Jul 22 2005, 12:01 PM
You can see, you just have some modifiers from the bright light and the disorienting strobe effect.
And those effects should go away once you get past the flashpak. Or you could move to knock down the flashpak.
Or you could delay your actions, in case somebody else does something to the flashpak.
Guess it's my turn if you don't do anything. I'll give you a bit more time in case you change your mind, but i'll be posting my actions later today.
Slacker
Jul 23 2005, 02:41 PM
Ok, I guess I waited long enough. Time for Wormwood's actions.
Wormwood is going to leap/vault/slide over the desk he was behind (whichever seems most appropriate).
Athletics Test:
[ Spoiler ]
19, 03, 03, 03, 01, 01 (i'd say with a 19 i'd have absolutely no problem with that
As he steps out of the office, he glances both ways to see if either guard is in the hallway.
Perception Test:
[ Spoiler ]
09, 03, 03 01, 01 (hmm..well hopefully with my flare comp I wasn't suffering too much of a modifier and could spot them)
He will then head straight for the flashpak and use a Simple Action to pick it up with his left hand and have it face away from him. Don't think that requires any particular roll, but if you think I would need something because of the disorienting strobe effect, just tell me.
If Wormwood was able to spot both guards, he will turn the flashpak towards the injured one and fire a shot at him.
If he only sees one guard, he will turn the flashpak towards that guard and fire.
If he sees neither guard he will turn towards the direction he saw the injured guard head and finish out his movement (6m) in that direction, with the flashpak point in that direction.
Pistols/Ares Viper Slivergun Test(if needed) (hell, i'll just go ahead and use all 6 of my combat pool on this shot, hopefully they don't get another action) :
[ Spoiler ]
16, 10, 08, 05, 04, 03, 03, 03, 03, 02, 02, 02, 01, 01 (Base TN 4 +4 for me running,, +2 for enemy running, -2 for Smartlink should give me a TN 8, since i am now holding the flashpak it doesn't effect me and the light negates all vision modifiers...dammit, you would think i could get more than 3 successes on 14 dice, even with that TN)
If Wormwood is actually able to drop a guard with that shot, he will turn and finish out his movement in the other direction, heading for the remaining guard.
FrostyNSO
Jul 23 2005, 10:58 PM
So, uh...is it my turn?
Slacker
Jul 23 2005, 11:22 PM
Well, Aku needs to post what happened during my turn, and Boo actually was 1 point higher in initiative than you I believe.
But since all you would be able to do this initiative pass is move, i don't see why you shouldn't just say what movement you do. (remember: your initiative was only high enough to have actions on the first pass, during which you were unfortunately surprised)
FrostyNSO
Jul 23 2005, 11:24 PM
Shit...Well then on my turn, I'm sticking close to Wormwood for now....as backup (if I get better initiative next time

)
Slacker
Aug 1 2005, 01:53 PM
Come on Aku, it's been over a week and still no post. I know things have been going on with you, but you've had plenty of time to post something.
Don't forget when you started the recruitment thread you said:
QUOTE |
I plan on being able to post multiple times a day, and i'd Appreciate atleast 2 a day if possible from my players |
Sure we players haven't been posting that much either, but I wouldn't think 1 post per week would be too much to ask.
FrostyNSO
Aug 2 2005, 12:22 AM
Aku's dead, man! Let's get the f- outta here!!!
Slacker
Aug 2 2005, 01:30 AM
lol. I know he's alive, I talk to him on aim every couple of days. Its just he's got things going on, including a possible move in the somewhat near future.
But I still think one post a week isn't too much to ask.
SORRY guys! substantial info coming soon, yes, i'm still alive, just have had some, ahem, lady problems over the past few weeks... but i've cleared them up with a resounding epiphany.... THEY ALL HATE ME! More at 11...
as wormwood pointed out to me, you guys can now see past the flashak, as wormwood threw it towards the wounded guard...
Slacker
Aug 2 2005, 03:37 PM
Actually Wormwood just picked it up and pointed the flashing part towards his opponent, the wounded guard. But that isn't all that important.
Now its time for the guards, Boo, and Mason to do movement only for this pass, since they didn't have high enough initiative to have actual actions. Then on to the thrid and final initiative pass, in which Hooter is the only one to have any actions other than movement. Right?
FrostyNSO
Aug 2 2005, 05:15 PM
Mason is going to stick close to WW, and watch out in the opposite direction (so we don't get flanked)
perception
[ Spoiler ]
05 05 04 02
Bastard
Aug 2 2005, 09:29 PM
i follow as well
Boo stays in the room, still somewhat dazed from ripping himself out of the wall.... the wounded guardis approxomiately 3 meters from the corner, while the unwounded one turn to the left, getting around the corner.
Slacker
Aug 3 2005, 04:16 PM
Oh really, the wounded guy is still in view? Cool.
Time for new initiative rolls:
Initiative= 7 +2d6:
[ Spoiler ]
04, 03
So,
Wormwood's initiative = 14 this go round.
Bastard
Aug 4 2005, 07:54 AM
Int 3+4d6
[ Spoiler ]
5,4,3,2 +3=17
FrostyNSO
Aug 4 2005, 08:37 AM
Initiative 4+1d6
[ Spoiler ]
01
5...
Slacker
Aug 4 2005, 01:58 PM
QUOTE (FrostyNSO) |
Initiative 4+1d6
[ Spoiler ] 01
5... |
Ouch...even worse than last time, but at least you still have a chance at beating the one guard in initiative because of his wounds.
Too bad it won't matter because I don't see that guard living through either Bastards actions for Hooter, or my actions for Wormwood.
guards are 7 and 8.... boo is 5, ouch (but since he's still in the room, meh..)
so that leaves us at:
Hooter (17)
wormwood (14)
Guard (7)
Boo, Frosty, and almost dead guard, (5)
Bastard
Aug 4 2005, 06:50 PM
do I have someone I can target?
How far away are they?
Slacker
Aug 4 2005, 06:56 PM
Well, Aku's post about the guards' movement said there is at least one (the wounded one) still in the hallway, only 3m from getting to a corner. Unless he's really fast, i'd guess that guard is less than 10m away from us at this point.
I am not sure about the other guard, but i think Aku was saying he got around a corner, or maybe is at the corner now.
Bastard
Aug 4 2005, 06:57 PM
I can finish off the one, so on your turn you can chase the other. Sound like a plan?
Yeam one guard is almost to the corner, about 3 meters from the corner, and...about 9ish from you, the other JUST barely slipped around the corner.
FrostyNSO
Aug 4 2005, 07:28 PM
Hey Aku, Ican't find my sheet. My reaction is a 4 right? I guessed last night.
Slacker
Aug 4 2005, 07:40 PM
Sounds like a good plan to me Bastard. It's what I was going to suggest.
FrostyNSO
Aug 4 2005, 11:28 PM
damn!
Bastard
Aug 5 2005, 04:35 PM
mana bolt 6
sorcery 6 + 3 spell pool
[ Spoiler ]
5,5,4,3,3,2,1,1,1
drain resist, willpower 6 +3 spell pool
[ Spoiler ]
17,11,9,7,5,4,2,1,1
Slacker
Aug 5 2005, 05:00 PM
QUOTE (Bastard) |
mana bolt 6 |
You forgot to mention what damage level you're casting it at.
QUOTE (Slacker) |
QUOTE (Bastard @ Aug 5 2005, 11:35 AM) | mana bolt 6 |
You forgot to mention what damage level you're casting it at.
|
GM fiat! I get to decide, i get to decide!!!
DEADLY Damage level! muhahahahahahaha!
j/k, i would hope you wouldnt be dumb enough to cast a deadly spell at someone that was already almost there...
FrostyNSO
Aug 5 2005, 10:35 PM
Well, if he's still up somehow, I'm going to spray 12 rounds with Wormwood's SMG into the three metre area around him (4 rnds/metre). If there is another guard visable...then he will get the spray(No sense in risking drain the way I've been rolling...hope you understand)
Default to Pistols (3)
[ Spoiler ]
05 02 01
I'll add some fluff in the IC section if that ends up being what I do. Just knocking out the rolls.
Slacker
Aug 5 2005, 10:38 PM
HAhahahahah....talk about some overkill, but then again, that's what you gotta do when you don't have much skill.
Slacker
Aug 5 2005, 10:59 PM
When it's [b]Wormwood[b]'s turn, he will dash down the hall to the corner the other guard went around.
In this initiative pass he can run 9m. Hopefully that gets him to where he can at least see around the corner.
If he makes it to where he can see around the corner:
Perception Test (to see the guard):
[ Spoiler ]
23, 05, 05, 03, 01 (that should spot anybody in the hallway

)
If he does see the guard, he will fire two shots at the guy:
PistolsPistols/Ares Viper Slivergun + 3 combat pull(First shot should be TN around 8-- Base TN 4 - 2 for Smartlink - + 4 for me running + 2 for target running)
[ Spoiler ]
15, 10, 09, 08, 05, 04, 03, 03, 02, 02, 01
Pistols/Ares Viper Slivergun and i'll use up my remaining 3 combat pool(Second burst should be TN 9--same as first shot, but with +1 for the uncompensated shot)
[ Spoiler ]
10, 07, 05, 05, 05, 04, 04, 03, 02, 02, 01
That should be one shot with 3 successes, and one shot with only 1 success. Base damage on the pistol is 9S (f). Guess i didn't take him down this pass.
-------
If Wormwood would not make it to the corner with his 9m of running this turn, he would instead use a Complex Action (Running) vs TN of 4 to increase his effective by 1 per success.
Athletics Test
[ Spoiler ]
07 05 04 02 01 01
That would make his movement for this initiative pass 13.5m.
Bastard
Aug 7 2005, 08:55 AM
serious is good enough
Slacker
Aug 7 2005, 03:12 PM
QUOTE (Bastard) |
serious is good enough |
That is more than enough. If I am not mistaken, manabolting him at light damage would have finished him off, especially since you either missed him or got enough successes to stage the Damage Level up to Medium.
Slacker
Aug 8 2005, 04:42 PM
QUOTE (FrostyNSO) |
Well, if he's still up somehow, I'm going to spray 12 rounds with Wormwood's SMG into the three metre area around him (4 rnds/metre). If there is another guard visable...then he will get the spray(No sense in risking drain the way I've been rolling...hope you understand)
Default to Pistols (3)
[ Spoiler ] 05 02 01
I'll add some fluff in the IC section if that ends up being what I do. Just knocking out the rolls. |
Hey Frosty, before Aku gets around to typing up what happens because of your actions, I'd thought I'd ask this.
Are you trying to use the suppressive fire rules or the searching fire rules, both of which are in the Cannon Companion?
Suppressive fire is used to force enemies to keep their head down. It forces anybody in its area to succeed a dodge test vs TN 4 and threshold equal to the number of bullets in a given 1m square. i.e. with the way you are firing the guard would need 4 successes or be hit.
Searching fire is spraying the target with a mass of bullets. Every three bullets fired gives you an additional die on the Attack roll.
FrostyNSO
Aug 8 2005, 04:52 PM
I was doing suppressive.
Slacker
Aug 8 2005, 04:56 PM
Thought so, just wanted to verify because Aku is trying to come up with something to post right now.
Frosty, you're turn, since the guard you were going to spray is dead, you might wanna do something else though...
FrostyNSO
Aug 8 2005, 06:10 PM
What about the guy that just shot at wormwood?
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