Fool - turn 2
going to go do my IC of turn 1 right now.. I dont know if its my connection or dumpshock(im leaning towards dumpshock since other websites seem to work fine, but it takes like 5 minutes for pages to load sometimes on here)
[ Spoiler ]
-no wounds mods
- encumbred
Initiative:
React 4(5) + Intuition 4 - encumbrance 1 = 8 dice
5, 6, 2, 1, 4, 6, 6, 5 = 5 hits
Final Init = 13
IP1:
free:
simple: ready knife
simple: ready flash-pak
Complex:
movement:
Fool goes on full defense after he pulls his toys out
Defense rolls for people who attacked BEFORE his IP:
gun:
Reaction 5 - encumbrance 1 = 4 dice
2, 5, 1, 2 = 1 hit
melee:
Reaction 5 + unarmed 3 - encumbrance 1 = 7 dice
2, 6, 5, 4, 4, 3, 2 = 2 hits
Defense rolls for people who go AFTER his IP:
Full Dodge vs gun
Reaction 5 + Dodge 4 - encumbrance 1 = 9 dice
4, 4, 1, 1, 3, 4, 2, 1, 5 = 1 hits
Full Dodge vs melee's
Reaction 5 + Dodge 4 + dodge 4 - encumbrance 1 = 12 dice
6, 2, 6, 2, 3, 6, 4, 5, 3, 3, 5, 3 = 4 hits
Reaction 5 + Dodge 4 + dodge 4 - encumbrance 1 - succ attack 1 = 11 dice
6, 4, 1, 3, 6, 1, 4, 4, 1, 4, 2 = 2 hits
Reaction 5 + Dodge 4 + dodge 4 - encumbrance 1 - succ attack 2 = 10 dice
1, 2, 2, 2, 6, 5, 1, 1, 4, 4 = 2 hits
Damage soaks:
Ballistic:
Armor 8 + Dermal Plates 1 + Body 3 + toughness 1 = 13 dice
6, 6, 6, 3, 3, 3, 1, 1, 3, 4, 4, 1, 1 = 3 hits
Impact:
Armor 6 + Dermal plates 1 + Body 3 + toughness 1 = 11 dice
3, 6, 6, 3, 5, 4, 3, 6, 1, 6, 2 = 5 hits
2, 4, 5, 6, 5, 6, 1, 4, 4, 2, 4 = 4 hits
5, 1, 6, 4, 4, 2, 3, 1, 5, 2, 6 = 4 hits
IP2:
free:
simple:
simple:
Complex: full defense
movement:
WinterRat1
Feb 7 2008, 08:43 PM
Abbandon - Isn't your Reaction 5, not 6? All your Defense rolls used a Reaction of 6.
If it is supposed to be 5, DO NOT re-roll. Just tell me and I'll chop 1 dice off the end of all rolls where you rolled a Reaction of 6.
If it is a 6 for some reason (e.g. Fool is currently on drugs) let me know why.
Abbandon
Feb 7 2008, 08:55 PM
Yes you are correct. Sorry. I must have been thinking about this new character im working on (thats currently over in the Shadowrun threads) Cherry. I will subtract 1 dice from all my rolls with an edit. I did his Initiative right, dont know why I got it wrong for everything else lol.
Is it to late to totally change my actions for turn 2 ? heh
Finished editing. Only really changed how many hits i got on my full defense vs guns which got reduced to 1 hit.
I know dice rolling on the forums works on honesty and stuff and just to tell you how i roll dice...
I use this place:
http://www.irony.com/igroll.html. I dont remove any dice from the rolls. And when i post them here I dont change the order.
Overall it seems like i miss everything i try to do but am really good at not gitting hit or taking damage. Atleast thats been my experience with the character i've used the most here "cerberus".
Vegas
Feb 7 2008, 09:01 PM
OK y'all... every currently active PC or PC-Controlled NPC now has a Karma/Awards tracking page for you all to fill out.
Have fun. Look at Nevada's if you guys get confused in any way...
Vegas
Feb 7 2008, 11:38 PM
@Voorhees
You sir, are a bad bad man.
*cluches her stomach as she's dying of laughter*
Fresno Bob
Feb 7 2008, 11:50 PM
Ok, nevermind the manuevers on Arnis de Mano, and the skill improvement:
Athletics 1 to 2
Cost:10 karma
Training Time: 30
Improvement Test: 1 + Strength 6 = 7 Dice [4 hits]
30/4 = 7.5 hours.
Vegas
Feb 8 2008, 02:32 AM
@Voorhees
To raise Athletics from 1 to 2 would cost 20 karma I believe.
Active Skill Group
Cost: New Rating x 10 karma
Training Time: Karma cost x 3 hours
Improvement Test: Current Skill Group + Attribute [use lowest attribute if
multi-attribute skill group] (edge as applicable) - Hits divide into training time
Fresno Bob
Feb 8 2008, 02:36 AM
Oh, we're doing it different than the way its done in the book? Curses. Alright, stay cool everyone, I'll figure something out.
WinterRat1
Feb 8 2008, 03:35 AM
Abbandon -
[ Spoiler ]
Combat Turn 2
Initiative Pass 1
13 – Fool
Free:
Simple 1: Ready Knife
Simple 2: Ready Flash Pak
Complex:
Movement: None
10 – Pistol Guy
Free:
Simple 1: Quick Draw – 3 hits, success. Fire Weapon – 0 hits!!! Grr…
Simple 2: Fire Weapon – 3 hits vs. 1 hit = 2 net hits. See Note 1.
Complex:
Movement: Spreading out to surround Fool in triangle
Note 1: Soak – 4P + 2 net hits = 6P < Ballistic, so Stun Damage. 6S – 3 Soak hits = 3S Damage
Note 2: 3S damage equals Fool’s Body, which means the attack automatically knocks him down.
Note 3: Being prone imposes a -2 penalty on the defender. In addition to wound modifiers of -1, this is a net -3 penalty to the next two defenses.
8a – Knife Guy
Free:
Simple 1:
Simple 2:
Complex: Knife Attack on Fool – 5 hits vs. 3 hits = 2 net hits. See Note 1.
Movement: Spreading out to surround Fool in triangle
Note 1: Soak – 3P + 2 net hit = 5P < Impact, so Stun Damage. 5S – 5 Soak hits = 0S Damage.
8b – Chain Guy
Free:
Simple 1:
Simple 2:
Complex: Chain Attack on Fool – 5 hits vs. 2 hits = 3 net hits. See Note 1
Movement: Spreading out to surround Fool in triangle
Note 1: Soak – 3P + 3 net hits = 6P < Impact, so Stun Damage. 6S – 4 Soak hits = 2S Damage.
Combat Turn 2
Initiative Pass 2
13 – Fool
Free:
Simple 1:
Simple 2:
Complex: Full Defense in IP 1
Movement: None
Go ahead and post your actions and rolls for Combat Turn 3.
Fool starts Combat Turn 3 Knocked Down, and you couldn’t get up in IP 2 because you used your Complex Action for Full Defense.
You will need a Body + Willpower (2) test to stand, and wound modifiers (-1) apply to this test. Toughness does not.
You will have a -0, -1, and -2 again to your Defense Rolls, which will take place in Initiative Order (no assigning them to targets).
You will also have wound modifiers of -1 to your Initiative Attribute, Initiative Score, and all actions, (so the penalties above are really -1, -2, and -3 including wounds).
If you attack while prone you suffer no penalty, but your opponents get the ‘Opponent Prone’ bonus of +3.
If you use the Flash Pack you can only affect 1 of them at a time since they’ve spread out in a way that will make it impossible for you to get more than one at once. Be sure to specify which one you’re affecting.
Let me know if you have any questions.
WinterRat1
Feb 8 2008, 03:36 AM
QUOTE (Voorhees @ Feb 7 2008, 08:36 PM)
Oh, we're doing it different than the way its done in the book? Curses. Alright, stay cool everyone, I'll figure something out.
Check the 'Training and Development' section of the wiki.
WinterRat1
Feb 8 2008, 04:24 AM
Everyone - You all should have plenty to do and post right now, let me know if you have any questions.
Meriss - You might want to consider taking Child and the girls and rolling out, Legion might be pissed if he comes back and Ink is just sitting there doing nothing productive. Or at least do something other than just sitting in the base killing time.
You don't have to do anything, the above are simply some suggestions, but there is plenty for Ink to do if you're so inclined.
Abbandon
Feb 8 2008, 10:11 AM
@WR After Fool was shot for 3S i still would not have a wound modifier because i have HPT 2. My first -1 comes at 5 boxes of damage. And I only had 1 box of stun damage prior so...
And what kind of area of effect does a flash-pak have? Can I drop it on the ground and have it affect 360 degree's?
and last question. Why is there a test for me to get up?
wait one more. wounds modifier to my initative attribute? what?
So reaction 4(5) gets reduced to 3(4) and intuition 4 gets reduced to 3
So then REA 3(4) + INT 3 - encumbrance 1 = 6 dice for my initiative
Final init = 6 + net hits??
adamu
Feb 8 2008, 03:35 PM
@pragma - reckon the Pizza Bank is right there on 124 and halfway between where Grack and Thumper started out. So maybe we'll get there at about the same time...if the GM/circumstances do not impede us, then feel free to go ahead and have Grack emerge from the sewers to meet you as you roll up.
@Winter - Casting Detect Enemies Extended at Force 1
Magic + Spellcasting + Mentor Bonus = 4 dice
3 4 4 2 = Grack knows that none dare oppose him.
Drain is 3S.
Charisma + Willpower = 6 dice
2 5 5 4 2 3 = 2 hits = 1S
WinterRat1
Feb 8 2008, 04:25 PM
QUOTE
@WR After Fool was shot for 3S i still would not have a wound modifier because i have HPT 2. My first -1 comes at 5 boxes of damage. And I only had 1 box of stun damage prior so...
ARGH!!! My sincere apologies Abbandon, this is what happens when I try to crank out 5-7 posts for two games in 1.5 hours. Sigh, my bad dude.
Fortunately, it doesn’t affect anything, Knife Guy still didn’t hurt you and Chain Guy didn’t do any more damage than he would have because I didn’t end up knocking off any hits. So there are no changes, but thanks for pointing that out. You are correct.
QUOTE
And what kind of area of effect does a flash-pak have? Can I drop it on the ground and have it affect 360 degree's?
Area of effect is cone shaped, so my off hand ruling is yes you can, but it will be at a reduced penalty, since it’s not shining directly at anyone in particular. It will also have reduced range, since, if they stand far enough back, they’ll be outside the cone. It would also affect you too if you stand within the cone.
QUOTE
and last question. Why is there a test for me to get up?
See pg. 137, SR 4. If you’re wounded and attempting to stand up, you have to succeed at the aforementioned test to do so.
QUOTE
wait one more. wounds modifier to my initative attribute? what?
So reaction 4(5) gets reduced to 3(4) and intuition 4 gets reduced to 3
So then REA 3(4) + INT 3 - encumbrance 1 = 6 dice for my initiative
Final init = 6 + net hits??
No, the wound modifier is to your Initiative
Attribute (and Initiative
Score, which I illustrate below), that is, the sum total of your Reaction and Intuition. It is not a modifier to both your Reaction and Intuition. So your new Initiative Attribute would be Reaction 5 + Intuition 4 – encumbrance 1 – wounds 1 = Initiative Attribute of 7.
Your final Initiative
Score will be 7 + # of hits – wounds 1.
So if you rolled your Initiative Attribute of 7, scored 3 hits, your Initiative Score would be 7 + 3 - 1 = 9.
Make sense?
Hope that covers all your questions, let me know if there’s anything else.
Pragma and Adamu – The GM/circumstances will not interfere with you meeting up, so go ahead and post Thumper and Grack’s rendezvous. And yes Adamu, Grack knows none dare oppose him. As far as he can tell, at least.
Meriss
Feb 8 2008, 05:07 PM
@Winter: Yah man thanks for the tip. Ink was going to wait for Vegas to come back but looks like she's got other things on her mind.
Oh well, IC to follow.
@Vegas: Whoa nelly thats a lot of fun new shit! (the drugs) Party Time!!!!!!
Vegas
Feb 8 2008, 05:13 PM
Meriss - Sorry man, didn't want
Nevada getting pigeon-holed into filling
Marsh's shoes as the gang pimp and constantly being the one schleping the girls over to Slippy's all the time
Not entirely where I wanted to go with her as a character
Vegas
Feb 8 2008, 05:19 PM
All-
Just an FYI the
Contraband page has been updated to reflect the "new" street drugs from Arsenal as well as the current instability of the black market in Kingsgate....
Something to think about when we all need to get our next fix. For some of us that should be coming up soon.
Meriss
Feb 8 2008, 06:54 PM
@Vegas: No big. Not exactly
Ink's cup of tea either and you may have to deal with a slightly miffed trog later.
What he called me an Azzie? No one gets away with that. He's lucky I didn't put two in his head.
@Winter: Do you need a Reaction roll for my little gun stunt? How about an Artisan roll?