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Ears
QUOTE (tisoz @ Sep 15 2009, 07:47 PM) *
Is everyone subscribed to the threads?


Not me. But I check the threads far more often than my mail anyway. As for editing one post vs. firing many: I don't care either way.
Xiuhaun
I havent subscribed either. I check it if I can while at work, and every night when I get home from school. I work 7 am til 4 pm, drive an hour to school, do school from 6 to 11 pm (which often gets out early), then check the threads before going to bed.

I havent been rushing to finish off my actions, as I am not in an actionable position currently and it looks like there were turns in front of me (as I now go on 1 next).
tisoz
New page (if you have posts/page set to 100.)

Green Eyed Monster - John Stone - R6(7) -1 L Stun 2 boxes - 10 05 04 04 - 26 - 15 - 5
BobRoberts/Chance359 - Troy Anderson - R6 - 08 08 02 - 20 - 10 done
Xiuhaun - Knuckles - R6(8) -2 M Phys - 04 01 - 11 - 1 done
Ears - Rob - R5(7) - 03 01 - 11 - 1 done
Drips - Sphinx - R4 -2 M Stun 5 boxes - 11 - 8 done
F4 Undine F+9 - 18 - 8 - done
F8 Sylph F+20+1D6A - 07 - 34A - 14 - 4 - done
Gnome F+8 - 15 -1 L Phys 2 boxes - 14 - 4 - done
Chance359 - Tinker - R8(10) - down

GEM is it.
Ears
QUOTE (tisoz @ Sep 15 2009, 08:50 PM) *
Ears, since you are here a bunch, want to declare?


Sure, I'm just a bit unsure where everybody is and if there actually is still a visible and conscious person in plain sight from where Rob is (just to the left of aisle 3).

edit:

'not in position to do much either' - I guess that means no.

How about two perception (5 dice) checks then?

yet another edit:

And I might as well let him walk a bit more. Just about to the left of aisle 5.
tisoz
QUOTE (Ears @ Sep 15 2009, 02:02 PM) *
Sure, I'm just a bit unsure where everybody is and if there actually is still a visible and conscious person in plain sight from where Rob is (just to the left of aisle 3).

OK, I'll try listing again.
The howling man is in front of the doors, visible and visibly down and hurt.
Wanda is visible and screaming pretty close to you, but behind the counter.
"Prince" is not visible, down behind the counter.
Knuckles may not be visible to you as he is taking cover behind a counter in Area E/F, he is also concealed by F4 along with Troy Anderson the F4Sylph and the manitou. That group are visible to each other and John Stone.
Zany is not visible to you down in Knuckles area.
Troy Anderson is likely visible to you in Area E/outside Aisle 13 (See Knuckles about concealment.)
You can see a body at Troy Anderson's feet.
As a dwarf, you probably are not seeing much over the tops of shelves.
You can hear the woman and her son (asking if the man is a Shadowrunner), in Aisle 5.
You could hear the earlier shots from in Front of the Frozen Food case (K), and the shot from around Aisle 8, and likely saw Tinker's body before you started moving, so have knowledge of what may have occurred, where it likely came from, and could circle around the back.
The spirits have disappeared from sight.
Mr. Nick and Johnny are out of sight in the back room.
There is a teenager hunkered down in Area D you have no idea is there as he is blocked by the checkout counter and relatively quiet in his fetal position.
There are people in Aisle 7 who are not visible to you. You might hear them sliding bags to form shelter or sounds of the shelves popping/buckling as they climb onto the bottom one for cover.

Also, got Green Eyed Monster's sheet revised, got Stone sustaining foci for the spells he was sustaining while summoning and I'll pretend he was using them at the time. The only person it really hurts, is Green Eyed Monster's PC by raising the TNs, and maybe Tinker by having to drop spells from the PC's list that had not come into play to cover the bonding cost.
Chance359
I'm gonna have Troy roll to make a leap to Aisle 13, (Athletics: 5, +5 dice for the hydraulic jacks).
Ears
Well, in that case I'll do nothing game-mechanics-wise.
Ah, what the heck: full defense. wink.gif
tisoz
QUOTE (Ears @ Sep 15 2009, 02:02 PM) *
Sure, I'm just a bit unsure where everybody is and if there actually is still a visible and conscious person in plain sight from where Rob is (just to the left of aisle 3).

edit:

'not in position to do much either' - I guess that means no.

How about two perception (5 dice) checks then?

yet another edit:

And I might as well let him walk a bit more. Just about to the left of aisle 5.

How about a perception check as you walk to the end of Aisle 5? (And not out of actions and in someone's sights.)
Perception
10 05 04 03 02 (enough to overcome the concealment)
You see an ork from Area E bolt down Aisle 13.
You see the other ork from Area E/F taking cover behind the counter. (I am assuming Knuckles left his head out where he can see what is going on.)
You hear someone saying to quit screaming and hand over their fragging credstick from around the corner in Aisle 5.
Depending on how close you are to the shelves and the angle, you might be able to see a glowing translucent force field back in the area you left the Wakyambi in the magazine section.
...and all the obviously visible things in the previous post.
The spirits are not visible, nor the teenager in the fetal position, and you can't see into the back room.

Chance359, I am assuming you are running down Aisle 13 to... 14...12...the end of 14 at the Frozen Food cases (K)?
tisoz
QUOTE (Chance359 @ Sep 15 2009, 02:31 PM) *
I'm gonna have Troy roll to make a leap to Aisle 13, (Athletics: 5, +5 dice for the hydraulic jacks).

???

On top of the shelves? between Aisle 13 and...15...11?
Ears
QUOTE (tisoz @ Sep 15 2009, 09:33 PM) *
How about a perception check as you walk to the end of Aisle 5? (And not out of actions and in someone's sights.)
Perception
10 05 04 03 02
You see an ork from Area E bolt down Aisle 13.

You hear someone saying to quit screaming and hand over their fragging credstick from around the corner in Aisle 5.

So that I might shoot him with the second simple action once I get around that corner this turn? Gee and I was afraid we'd run out of live targets. wink.gif
tisoz
QUOTE (Ears @ Sep 15 2009, 02:44 PM) *
So that I might shoot him with the second simple once I get around that corner this turn? Gee and I was afraid we'd run out of live targets. wink.gif

Here's what I had before you deleted your IC post (I don't know if that was fair):
QUOTE
I tried...

Spike TN4 +1walking =5
05 05 05 04 03 01 - 3 succ

I'll accept the edit because we're moving kind of quick and maybe not reading what got posted as the other person posted.
Chance359
I thought I was over by Area E with Knuckles. I was trying to move to better position on the gunman behind the counter that just got shot.
tisoz
Surprise Test
Rob TN2
10 08 05 02 01 01 01 - 4 succ
Spike TN4 Held action
20 05 03 01 - 2 succ

Rob may take a Surprise Action
Ears
Sorry, it seems I wrote that IC post at the same time as you posted the result of the perception test and once I saw your post I just thought "scratch that, I'm not gonna stand there if that robber is right next to me. I'll just post something new."

I'm just as fine with Rob only walking to the shelves between aisles 3 and 5 and waiting there for the next combat round.
tisoz
QUOTE (Ears @ Sep 15 2009, 02:58 PM) *
Sorry, it seems I wrote that IC post at the same time as you posted the result of the perception test and once I saw your post I just thought "scratch that, I'm not gonna stand there if that robber is right next to me. I'll just post something new."

I'm just as fine with Rob only walking to the shelves between aisles 3 and 5 and waiting there for the next combat round.

Nope go ahead, I said I understood we were going quickly, so edits are permissable.
Ears
Well then I'll shoot the sucker - skill (6) + combat pool (2), smartlink II, 7M stun
tisoz
QUOTE (Ears @ Sep 15 2009, 03:07 PM) *
Well then I'll shoot the sucker - skill (6) + combat pool (2), smartlink II, 7M stun

TN4 -2smlk +1walking +1diff ground -1target stationary = 3
10 08 07 05 04 03 02 01 - 6succ
Spike soak (can't use Dodge or combat pool) TN7 -3Imp = 5 4
05 04 04 03 01 - 3succ
Spike takes S Stun wound
Knockdown
was 1 Succ? Knocked back into woman and kid.

Spikes held Action, moves off woman and kid.
TN4 +1walking +3wound = 8
11 05 04 01 01 01 - 1succ
Rob's soak TN9M -3bal armour(lol, I typed in the u) = 6M
14 14 10 05 05 02 01 - 3 succ (nice roll, but not nice enough) L Physical

Hopefully, I have this right - finally.
Ears
QUOTE (tisoz @ Sep 15 2009, 10:17 PM) *
Knockdown
09 05 04 03 01 - 3succ, no effect

I thought the knockdown TN when hit by gel rounds was the full power?
Not that it matters he'll stay on his feet anyway.

QUOTE (tisoz @ Sep 15 2009, 10:17 PM) *
Dodge?


Nope. Nothing left to dodge with.
I'll just have to hope that armor (3 bal / 2 imp) and body 6(7) lessen the blow a bit.
tisoz
QUOTE (Ears @ Sep 15 2009, 03:24 PM) *
I thought the knockdown TN when hit by gel rounds was the full power?
Not that it matters he'll stay on his feet anyway.

Nope. Nothing left to dodge with.
I'll just have to hope that armor (3 bal / 2 imp) and body 6(7) lessen the blow a bit.

I have to go back, I forgot gel, used bal not imp, etc.

I'll edit that in, and your soak and Spike's action.

Looks like you still have a Simple action.
Ears
QUOTE (tisoz @ Sep 15 2009, 10:27 PM) *
I have to go back, I forgot gel, used bal not imp, etc.

I'll edit that in, and your soak so much for Spike.

Looks like you still have all your actions.


I'll add which ammo I'm using in the future. Especially as holiday's over and I've got access to the cannon companion again. There really are some fun rounds for shotguns Rob'll be ordering asap once this 'run' is over.

And by my count Rob's got no actions left.
1st simple action; perception
2nd simple action: the surprise attack on Spike
And that was his second and last phase this round.

edit: I think Spike is still around. A power of 7 minus 3 imp armour gives a TN of 4 which he managed 3 times -> only S damage. -> he gets his shot.
tisoz
QUOTE (Ears @ Sep 15 2009, 03:39 PM) *
I'll add which ammo I'm using in the future. Especially as holiday's over and I've got access to the cannon companion again. There really are some fun rounds for shotguns Rob'll be ordering asap once this 'run' is over.

And by my count Rob's got no actions left.
1st simple action; perception
2nd simple action: the surprise attack on Spike
And that was his second and last phase this round.

I took it Surprise was special, by the part, "Resolve surprise before any actions in a Combat Phase."
Xiuhaun
If Troy is going on 10, I'll follow on 1
Ears
QUOTE (tisoz @ Sep 15 2009, 10:44 PM) *
I took it Surprise was special, by the part, "Resolve surprise before any actions in a Combat Phase."

Well, I'm used to it using up normal actions if it happens in the middle of an already ongoing combat but if that means Rob gets another action after getting shot by Spike (see below), I won't complain. wink.gif

I think Spike is still around. A power of 7 minus 3 imp armour gives a TN of 4 which he managed 3 times -> only S damage. -> he gets his shot.
QUOTE (tisoz @ Sep 15 2009, 10:17 PM) *
Spike soak (can't use Dodge or combat pool) TN7 -3Imp = 5 4
05 04 04 03 01 - 1succ 3 succ

tisoz
QUOTE (Xiuhaun @ Sep 15 2009, 03:44 PM) *
If Troy is going on 10, I'll follow on 1

Troy is using his jacks to jump to Aisle 13. (???)
Jump roll 5+5 TN4 +2difficult ground = 6
10 08 07 05 05 05 04 04 03 03 - 3succ

I take it this means you will go down Aisle 13 behind Troy. Doesn't sound like a roll is needed.
tisoz
QUOTE (Ears @ Sep 15 2009, 03:48 PM) *
Well, I'm used to it using up normal actions if it happens in the middle of an already ongoing combat but if that means Rob gets another action after getting shot by Spike (see my edit above), I won't complain. wink.gif

After you corrected me, I got the right TNs and Spike took S Stun, knocked back, returned fire. Rob staged down to L.

As that was Surprise (and it seems those actions are in addition to the normal Combat Phase), I think you have a simple Action left. This is something everyone can decide how they want it played in the future/or convince me I'm wrong. I have no preference which way it plays - uses available actions - or gives an additional action. I'm just going by how the rules seem to say it works.
Ears
edit:

Arrgh, I'm too dumb to read, it seems.

One more shot at Spike then.
skill (6), smartlink II, RC 1, 7M stun thanks to gel

And I vote to use your interpretation of the rules in the future.
tisoz
QUOTE (Ears @ Sep 15 2009, 04:00 PM) *
Ok, Rob'll pick up Spike's gun then. Bullets don't come for free after all.

As for future situations: I vote for your interpretation of the rules.

I did not have the right TN (You pointed out). Re-edited posts.

You have been hit for L Phys and did not pick up gun (or even think about it.) Still have a Simple Action. I assume you shoot again. (unless out of ammo:))

Rob's shot TN4 +1recoil (I am carrying this over from Surprise as it is still the same pass) +2walking diff ground -2smlk = 5
10 05 04 03 03 02 - 2succ
Spike's Soak (not trying to Dodge with S wound) TN7M Stun -3Imp = TN4M Stun
05 05 04 04 04 03 02 02 01 - 5succ
Takes L Stun - at S Stun +1 box (7boxes total)
Knockdown TN7 +3wound = TN10
04 04 02 01 01 - 0succ (has woman and kid and cart behind and liquid soap to knock off shelves, looks like a tangle)
tisoz
Which way toaster talker goes: 1,2 - toward glowing barrier; 3,4 - away from glowing barrier; 5,6 - back down Aisle 8.
09 -
[ Spoiler ]
Green Eyed Monster
If I get in LOS of the toaster talker (through the midway break in the aisles) and see he is a member of the gang by his colors or symbol, I'll attack him with Stun Bolt at F5 Deadly Damage, Sorcery 6, 1 Spell Pool die (I think I have 1 left), Center vs penalties, Centering 6, Latin 7. Should still be concealed, and if perceived with 2 guns drawn, hopefully it won't be geek the mage time.
Chance359
Tisoz, if possible could you edit the map so we can see where everyone is?
tisoz
QUOTE (Chance359 @ Sep 15 2009, 08:32 PM) *
Tisoz, if possible could you edit the map so we can see where everyone is?

Where were you jumping? I'll try editing the map at the end of the round.
tisoz
QUOTE (Green Eyed Monster @ Sep 15 2009, 08:31 PM) *
If I get in LOS of the toaster talker (through the midway break in the aisles) and see he is a member of the gang by his colors or symbol, I'll attack him with Stun Bolt at F5 Deadly Damage, Sorcery 6, 1 Spell Pool die (I think I have 1 left), Center vs penalties, Centering 6, Latin 7. Should still be concealed, and if perceived with 2 guns drawn, hopefully it won't be geek the mage time.

Centering TN4 +1 wound +1walking +1background count (death and magic and fear is making it rise) -3Initiate grade =TN4
11 09 09 05 01 01 - 4succ -2penalty offset
Stun Bolt TN4 +3 penalty -2centering = TN5
09 09 07 04 01 01 01 - 3succ
Soak TN5 D Stun
08 03 02 01 - 1succ Toaster talker takes D Stun
Drain TN (5/2)-1 -1wound lev = 2-1 -1D = 2S Stun
05 04 03 03 02 02 01 - 6 succ 0 Drain
Green Eyed Monster
QUOTE (tisoz @ Sep 15 2009, 04:54 PM) *
This is something everyone can decide how they want it played in the future/or convince me I'm wrong. I have no preference which way it plays - uses available actions - or gives an additional action. I'm just going by how the rules seem to say it works.

Either way is ok with me. I'll just take consistency.
tisoz
Updated Map

H - Howling man
R - Rob
S in 5 - Spike, Littler S is Screaming woman
L - Luis
W - Wanda
P - Prince
Y - Young man
X - in C is Mr. Nick and Johnny
X - in D is teenager in fetal position
Z - Zany
K - Knuckles
A - Troy Anderson
J - John Stone
X - in 7 is couple in Aisle 7
TT - toaster talker
T - Tinker
S - Sphinx
Blue line is barrier

The following groups are visible to each other:
John Stone, Mr. Nick, Johnny, and Wanda;
The woman and Louis, as well as the kid by the checkout stand and Tinker;
The couple in the pet food aisle, Sphinx and Rob;
Knuckles, Troy Anderson, the F4 sylph and manitou;
All are visible to John Stone and he to them.

Green Eyed Monster - John Stone - R6(7) -1 L Stun 2 boxes - 10 05 02 02 - 21
Xiuhaun - Knuckles - R6(8) M Stun -2 - 08 04 - 16
Ears - Rob - R5(7) - L Phy -1 - 05 05 - 16
BobRoberts/Chance359 - Troy Anderson - R6 - 04 04 02 - 16
Sylph F+20 - 15 - 34A - 14
Undine F+20 - 11 - 30A - 10
Gnome F+20 -1 L Phys 2 boxes - 16 - 29A - 9
Drips - Sphinx - R4 -2 M Stun +2 boxes - 03 - 5
Chance359 - Tinker - R8(10) - down
don't reroll 6s, ties go in order of R
drips
QUOTE (tisoz @ Sep 15 2009, 07:29 PM) *
Drips - Sphinx - R4 -1 L Stun 2 boxes - 03 - 6


QUOTE (tisoz @ Sep 10 2009, 08:13 PM) *
3 more boxes of Stun for 5 total and standing at Moderately +2


Shouldn't it be -2 M Stun, making it 4 initiative?... Not that it really matters, most likely going last.

Woah... Just got struck with a bit of déjà vu.
tisoz
QUOTE (drips @ Sep 15 2009, 09:34 PM) *
Shouldn't it be -2 M Stun, making it 4 initiative?... Not that it really matters, most likely going last.

Woah... Just got struck with a bit of déjà vu.

I keep missing that second one, don't I?

Close on Initiative, but I already subtracted one, so only subtract one more.
R4 +1D6(03) = 7
7-2M = 5
Green Eyed Monster
I go through the gap in the Aisles toward Aisles 5/6, probably not get there until next pass. So while I am walking (Q8, 6 +2from Channeled spirit), if I can see outside over the shelves and through windows (actually upon checking the map, there are no shelves to look over and a window directly ahead of me), I will summon another spirit, a F4 Great Form undine, weather still permitting. Center vs penalties, Centering 6, Charisma 8, Conjuring 6, Willpower 7.
tisoz
QUOTE (Green Eyed Monster @ Sep 15 2009, 10:29 PM) *
I go through the gap in the Aisles toward Aisles 5/6, probably not get there until next pass. So while I am walking (Q8, 6 +2from Channeled spirit), if I can see outside over the shelves and through windows (actually upon checking the map, there are no shelves to look over and a window directly ahead of me), I will summon another spirit, a F4 Great Form undine, weather still permitting. Center vs penalties, Centering 6, Charisma 8, Conjuring 6, Willpower 7.

Centering TN4 (F) +1background count +1wound -3Init = 4 (can't go below base TN)
05 04 03 03 03 02 - 2 succ > -1TN
Conjuring Test - TN4 +2 -1centering = 5
10 07 05 04 04 02 - 3succ > 3serv
Drain is max L which Trauma Damper would dissipate
Invoking test - TN(4*2)-3 = 5
05 05 05 04 01 01 - 3succ only need 1
Drain if any would be handled by TD

Initiative
Undine F+20+05=29A - held action
Sylph F+20 - 15 - 34A - 14
Undine F+20 - 11 - 30A - 10
Gnome F+20 -1 L Phys 2 boxes - 16 - 29A - 9
Green Eyed Monster - John Stone - R6(7) -1 L Stun 2 boxes - 10 05 02 02 - 21 - 11
Xiuhaun - Knuckles - R6(8) M Stun -2 - 08 04 - 16
Ears - Rob - R5(7) - L Phy -1 - 05 05 - 16 - 6
BobRoberts/Chance359 - Troy Anderson - R6 - 04 04 02 - 16
Drips - Sphinx - R4 -2 M Stun +2 boxes - 03 - 5
Chance359 - Tinker - R8(10) - down
don't reroll 6s, ties go in order of R
Green Eyed Monster
Anyone wondering what I am saying (and I don't know Latin), I'm getting the phrases here.
Ears
Rob'll try to intimidate (skill's 5) the ganger into surrendering (see IC).

If he decides to shoot instead, I'll take four dice from the combat pool to dodge.
tisoz
QUOTE (Ears @ Sep 16 2009, 01:42 AM) *
Rob'll try to intimidate (skill's 5) the ganger into surrendering (see IC).

If he decides to shoot instead, I'll take four dice from the combat pool to dodge.

Profesional Rating 3, he was ready to give in without a Skill check.

What is going to be tragic is when the spirits keep attacking, as they have not been called off and a conscious/living gang member is still a valid target to them.

Really, I guess it doesn't matter to them and they would keep attacking even dead gang members based on the command.
Green Eyed Monster
QUOTE (tisoz @ Sep 16 2009, 02:05 AM) *
What is going to be tragic is when the spirits keep attacking, as they have not been called off and a conscious/living gang member is still a valid target to them.

Really, I guess it doesn't matter to them and they would keep attacking even dead gang members based on the command.

Well it seemed like a good command when I gave it. Can it be amended to "...until they are all dead or unconscious"?
Ears
Ah, well can't save everyone.
tisoz
QUOTE (Green Eyed Monster @ Sep 16 2009, 02:15 AM) *
Well it seemed like a good command when I gave it. Can it be amended to "...until they are all dead or unconscious"?

And miss the cartoonish moment of a pile of rocks materializing from astral space and dropping on his head? Surely, you jest.

If you want to, it is fine with me. Saves me having to post some more IC.

QUOTE (Ears @ Sep 16 2009, 02:15 AM) *
Ah, well can't save everyone.

See, even the pacifist understands.
Green Eyed Monster
Edited posts to amend command to, ...until subdued. Couldn't think of a better way to phrase it, so I hope it helps the poor surrendering guy (and all the others that are down, for that matter.)
tisoz
QUOTE (Green Eyed Monster @ Sep 16 2009, 02:20 AM) *
Edited posts to amend command to, ...until subdued. Couldn't think of a better way to phrase it, so I hope it helps the poor surrendering guy (and all the others that are down, for that matter.)

I was just amending the initiative countdown and it looks like the F8 that is using Psychokinesis will act before you. The worst that should happen there is Stun Damage, with some overflow to Physical, but it shouldn't kill him. Then you can command them to quit attacking, before they can materialize.

Initiative
Undine F+20+05=29A - held action
Sylph F+20 - 15 - 34A - 14
Green Eyed Monster - John Stone - R6(7) -1 L Stun 2 boxes - 10 05 02 02 - 21 - 11
Undine F+20 - 11 - 30A - 10
Gnome F+20 -1 L Phys 2 boxes - 16 - 29A - 9
Xiuhaun - Knuckles - R6(8) M Phy -2 - 08 04 - 16
Ears - Rob - R5(7) - L Phy -1 - 05 05 - 16 - 6
BobRoberts/Chance359 - Troy Anderson - R6 - 04 04 02 - 16
Drips - Sphinx - R4 -2 M Stun +2 boxes - 03 - 5
Chance359 - Tinker - R8(10) - down
[ Spoiler ]
Next, Xiuhaun, Troy, Drips, TOP
Chance359
Sorry for not posting, I'm not really sure what to be doing next. I know what my post-combat actions will be, but not what I'm doing for my next turn.
tisoz
Perception checks: (if you want one)
Knuckles - 07 05 02 02 - not going to see concealed person
Troy Anderson - 05 05 03 02 02 01 - w/oblivious, barely see the shelves you are walking between

I listed the perception checks for you two because I am guessing you are searching through the store to see if the fight is over, or for targets.

Or we could say you guys survived and wrap things up, but I would kind of like to keep telling the story to see what happens with Tinker, and for you guys' PCs' to get to meet.
drips
Sphinx will spend the turn thoroughly scoping out the store (2 perception tests, 2 simple actions) then shout the results the rest of the store.

I agree with you tisoz, I'd kind of like to RP it out instead of just saying we all survived and met up and blah blah blah.
Chance359
Well after combat has ended, Troy is going to go in the managers office and remove any security footage of his killing the gang member on the floor. If need be, I can use the auto pilot to send my Bison home while driving Tinker's Bulldog and take him to my street doc contact. I'll also offer pace in my vehicle or Tinkers for transport of the unconcious gang members (organ leggers, or meat puppet theater anyone?)
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