last_of_the_great_mikeys
Jul 27 2004, 12:54 AM
Okay, looking for those who resist authority so Terry can deal with 'em.
Astral Perception: 1,3,4,5,8
Empathic Sense: 1,1,1,3,5 (Supplementing Astral Perception)
Psychology: 2,3,3,5,11 (Supplementing Astral Perception)
For appointing a leader...
Leadership: 1,3,5,15
Psychology: 3,4,4,13,14. (Supplementing Leadership)
Well, I sure know my leadership, don't I?
FXcalibur
Jul 27 2004, 03:10 AM
Which of the door did Kyle and Slash run through, may I ask?
kevyn668
Jul 27 2004, 03:24 AM
Good question...Pgeist?
PBTHHHHT
Jul 27 2004, 04:40 AM
Roland is going into the elevator car, is there an access panel at the top of the car into the shaft? I'll remove the light fixtures if I have to, to get to the panel.
FXcalibur
Jul 27 2004, 05:05 AM
The elevator car is fully functional. These are three levels and the interface panel says that its' currently parked down at Basement 3 (Maintenance Shafts). Basement 2 is marked as being Additional Storage and Basement 1 is marked as a maintenance power supply terminal. And then there's ground floor.
FXcalibur
Jul 28 2004, 02:36 AM
Pretty slow tonight. Before anything does happen does anyone want me to clarify anything while I'm here?
kevyn668
Jul 28 2004, 04:32 PM
Since PGeist isn't around can we assume that we went trough whichever door will take us to meet up w/ Axe and Burn?
FXcalibur
Jul 28 2004, 04:39 PM
I'll go with the assumption that it's the door to the right then.
Time to do some rolling.
FXcalibur
Jul 28 2004, 05:11 PM
There are four targets in the room, not counting the one Axe and Slash met. Three of them (target 1,2 and 3) are standing at the back of the theatre (about 40 metres from the door). Another one is hiding behind some chairs of the theatre, and was aiming at the other door with his AR. She (target 4) is about 10 metres from the door and considered behind cover. The guy on the floor (target 5) with an LMG is about 15 metres from you, had a delayed action ready, and sprays the door as soon as he sees movement.
All of them appear humanoid and are dressed in either full suit urban camo or camo jackets. All are either carrying ARs or have one strapped on their backs. Target 2 has is holding an AR but also has a rocket launcher of some kind strapped to his back. The three in the back are considered to be in low light conditions. The main light is coming from the stagelights above the actual stage.
Initiative
- Slash -27
- Kyle -21
- target no1 -12
- target no2 -11
- target no3 -10
- target no4 -10
- target no5 -9
Goon 5's supressive fire action: 10 bullets in the 1-metre space of the door. Kyle and Slash need to either dodge that or soak. Supposing you don't roll 10 successes on your dodge test, here's the goon's roll. Supressive fire rules, CC page 107, just in case you need it

[ Spoiler ]
Base Damage: 9S
Goon got no successes, so damage to resist with body is 9S if you can't dodge it all, which, realistically speaking, is rather impossible with 10 rounds. Once the both of you roll, the combat turn shown above begins.
TinkerGnome
Jul 28 2004, 07:45 PM
Rolls:
[ Spoiler ]
Init 17
Spellcasting (bind, f5, target Quickness, drain 4M):
Attack: 13 11 08 07 05 05 04 04 04 04 03 02 02 02 02 02 02 01 01
Resist drain: 07 07 05 04 03 01 01 #D:7 TN:4 H#:7 S:4
kevyn668
Jul 28 2004, 08:09 PM
Wait! I meant the door on the left!
PBTHHHHT
Jul 28 2004, 08:47 PM
And I'll be out of town on August 3rd till the 17th. Probably some internet connection if I manage to find an internet cafe in Hong Kong.
Roland's glance at the elf girl in figuring out how long before she's mobile....
biotech roll I guess:
1: 1
2: 2
3: 1
4: 1
5: 1
6: 4
7: 3
'Hmmmm.... Sundancer, I have bad news, your friend is dead.'
'But she's standing and talking!'
'I was afraid of that.... drekking shedim....' Roland reaches back for his shotgun....
FXcalibur
Jul 28 2004, 09:59 PM
Swiss will be mobile in roughly 15 minutes, though that's mainly due to sundancer propping her up. Swiss probably won't be able to fight or move on her own for a good while, at least several long hours.
EDIT: She's at deadly stun, by the by. First aid isn't going to help with stun.
Panzergeist
Jul 28 2004, 10:05 PM
Er, we need to dodge 10 bullets each? He shot 20 bullets? Also, if we use combat pool for this, will it refresh at the start of the first combat turn, or will it not refresh until turn 2?
FXcalibur
Jul 28 2004, 10:16 PM
Going by suppressive fire rules, anyone who walks into the zone of fire during the time suppressive fire takes effect has to dodge against the full number of rounds flying through the air at the time. Strange, but that seems to be the way it works. You can chalk it up to overpenetration if you wish, since that's an LMG he's firing at you there.
Also, combat pool refreshes at the start of the first turn, which means throwing all your pool against this might very well be a Good Thing™.
Beast of Revolutions
Jul 28 2004, 10:46 PM
Here's my initiative: 22
kevyn668
Jul 28 2004, 10:52 PM
Two things:
1)Unless there's an errata I don't know (entirely possible since I don't check them), by the rules the attacker still has to get at least one sucess on his attack test to affect people in the "suppressed area"
QUOTE |
CC, p107 ...If the defender fails to achieve enough successes, he didn't dodge well enough. The suppressing character makes a standard ranged combat Attack Test against the defender. Apply modifiers only for the attacker's wounds, the target's cover (if any) and the +2 for suppressive fire. The attacker may not use Combat Pool. If the attack succeeds, the defender takes damage equal to the weapon's base code staged by..." bla, bla, bla |
2) Since we were in the area, we
have to make a dodge test. So, your Combat Pool is going to be at least one less than normal when you resist the damage.
That being said, I don't mean to debate the rules with you. Just pointing stuff out to the overworked underpaid PbP GM
I can assume that the guard either got at least one success on his Attack Test or that since he practically fired point blank at us, a little realism has krept in
Dodge Test TN 7: 2 (miss)
Resist 9S-(Full Camo Suit+FFBA+Helmet)= 2S :1, 3, 3, 4, 7, 7
Combat Pool: 2, 2, 4, 5, 5, 5, 9, 22
No damage.

[ Spoiler ]
Didn't you hear me?! I said I
meant the door on the
left!!

Panzergeist
Jul 28 2004, 11:34 PM
What would we do if we had no combat pool anyway?
Dodge: 4
Damage resistance 3S: 1 2 2 2 3 3 3 3 3 4 4 5 5 9
No damage.
For my first action, I quickdraw an offensive HE non-aerodynamic grenade, pull the pin, and throw it. I'm aiming for a spot where it will be close to both target 4 and target 5, and get around target 4s cover. Range of 10-15 meters, so TN of 4. (My strength is 7) I have Throwing weapons 3, and am putting 2 combat pool dice into this: 1 1 4 4 5 Three successes. Scatter distance roll: 3. No scatter.
For my move action, I step back through the door and take 8 points of cover behind it.
FXcalibur
Jul 29 2004, 12:28 AM
QUOTE |
Goon got no successes |
Change to:
QUOTE |
Goon got no successes with which to stage damage. |
He got a single success, and he can't stage up. Sorry, it was 5.30 in the morning when I typed that. Cutting down on details is bad

I believe you don't
have to make a dodge test, since if you had no CP you couldn't dodge anyway if you walked into supressive fire.
[ Spoiler ]
Didn't you hear me?! I said I meant the door on the left!!The smileys throw me off! I never know what to expect with the smileys

I really can't tell who's serious or not with smileys
kevyn668
Jul 29 2004, 12:38 AM
Cool. I'll change

to (kidding) in the future

Fluff Action: "Fffu-!"
Simple Action: get the frag outta there.
Simple Action: Toss IPE Concussion/Flash Dual Charge Grenade--his greandes are default set to detonate on impact--at the machinegunner. (You might say he has Kyle's attention)
Throwing/Defaulting to Strength (6), TN 4/8: 1, 2, 4, 4, 9, 10
Combat Pool: 1, 4, 9
If we're rolling our own Scatter:
Direction: 2
Distance: 3
Scatter is 1m
Beast of Revolutions
Jul 29 2004, 01:27 AM
What about me, what do I see coming out of the vent?
kevyn668
Jul 29 2004, 01:47 AM
An explosion.
FXcalibur
Jul 29 2004, 01:57 AM
There's nobody else in that vent-stairway area, and you can hear - but not see - the grenade;s eventual explosion outside.
kevyn668
Jul 29 2004, 02:00 AM
(kidding)
FXcalibur
Jul 29 2004, 02:03 AM
Don't worry about it

I guess I can tell apart the jokes.
kevyn668
Jul 29 2004, 02:04 AM
Cool. Just trying to lighten the mood.
Beast of Revolutions
Jul 29 2004, 02:27 AM
You mean no one else besides the guy in Axe's bind spell, right?
FXcalibur
Jul 29 2004, 02:40 AM
Yep.
Beast of Revolutions
Jul 29 2004, 03:00 AM
Okay, I slaughter him with my sword, then I call all clear to Axe and activate my improved invisibility sustaining focus.
Casting Improved Invisibility, TN 4: 1 1 1 1 2 2 2 2 3 3 3 5 11 11 Three successes
2M drain: 1 2 2 3 3 4 4 4 No drain
I then start walking towards to sound of the fight.
last_of_the_great_mikeys
Jul 29 2004, 04:01 AM
Sorry it took so long to get here. Worked overnight last night (and for the next 2 nights).
So, does Terry hear what's going on?
Perception:1,1,2,4,4. Crap! Not counting on it.
FXcalibur
Jul 29 2004, 04:05 AM
I don't think a perception roll is needed - Those two just ran out a door connected to the backstage area you're in. Gunshots are pretty loud.
Panzergeist
Jul 29 2004, 04:23 AM
Okay, Kyle and Slash have acted, it's the terrorist's turn now.
FXcalibur
Jul 29 2004, 04:28 AM
I'll reply when I get back home. Can't do much dice rolling here in school
Panzergeist
Jul 29 2004, 04:56 AM
School? Night classes, or are you outside North America?
FXcalibur
Jul 29 2004, 05:10 AM
Outside north america, which is why my posting schedule doesn't usually synch with you guys, unless I'm up early or late...which happens rather frequently with my schedule anyway
FXcalibur
Jul 29 2004, 10:37 AM
Goon 5 suffers the brunt of the flashbang, taking M Stun and flash effects (+3 to TNs). The rest of the goons manage to evade any ill effects. Target 4 dives for Slash's grenade and gets very lucky, scooping it up and tossing it back at the door. Thankfully she didn't get any successes on the throwback roll, and the grenade doesn't go into the door. The grenade explodes next to the door, causing structural damage but none to Kyle and Slash.
You can't see exactly what targets 1, 2,3 are doing, but there's quite a bit of noise coming from their direction. Terry, Axe and Burn can join in next round.
Next Initiative Pass
- Slash -17
- Kyle -11
- target no1 -2
- target no2 -1
- target no3 -0
- target no4 -0
- target no5 -0 (M Stun)
Panzergeist
Jul 29 2004, 10:21 PM
Offensive AP non-aerodynamic grenade. Long range and 8 points of cover, for a TN of 12. 4 4 5 No successes. Scatter distance 4 Scatter direction 4 The grenade falls 4 meters short.
Kevyn, 20 nuyen says they are readying the rocket launcher. We need to take out the guys in the back fast.
FXcalibur
Jul 29 2004, 10:25 PM
Targets 1 and 3 have moved out of range. Target 2 blows some combat pool and soaks the grenade's blast for no damage.
Beast of Revolutions
Jul 29 2004, 10:45 PM
I rolled a 22 on initiative, so I am at 12 now, which makes me next. Who can I see as I enter the room?
FXcalibur
Jul 30 2004, 12:30 AM
You can see target 4 (the lady with the AR who threw back the grenade) as well as target 2. You can't see 5 (knocked out and dazed, block from sight behind some row of seats). You also can't see 1, but 2 is readying a rocket launcher and 3 has run out the door at the back of the theatre.
last_of_the_great_mikeys
Jul 30 2004, 12:51 AM
Allright, Terry'll cautiously come running. He'll stay behind the wall and poke his head through the door to see what's happening with his gun in hand. Once targets are aquired he'll shoot them. If he notices multiple targets he'll split his fire.
Beast of Revolutions
Jul 30 2004, 02:17 AM
Alright, I manabolt the guy with the rocket launcher.
Force 6 serious damage manabolt, casting: 1 2 2 3 4 4 4 5 5 5
3S drain resistance: 1 1 2 2 3 3 3 5 5 Light drain, reduced by trauma damper to no drain. I'll post this IC once you tell me the result.
TinkerGnome
Jul 30 2004, 02:48 AM
These guys in the camo. They're not wearing special forces insignias of any sort, are they? Axe'll check out the one he took down with the bind spell.
FXcalibur
Jul 30 2004, 09:55 AM
Beast: Deadly damage. He's gone.
Terry: I need to include you in the initiative queue. I rolled a 22, which is reduced to 12 since we're in the second pass.
Init again
* Slash -17
* Burn -12
* Terry -12
* Kyle -11
* target no1 -2
* target no2 -1
* target no3 -0
* target no4 -0
* target no5 -0 (M Stun)
I'm not too sure where Axe stands in the queue. Tinker, fill me in or do you want to wait it out to the next round?
Also, the guys do not have any insignias or such as far as you can see.
Rule Clarifications: Seems like we forgot some stuff, so here it is:
Grenades
Use successes to eliminate scatter first. Extra successes stage damage. grenade can be dodged and soaked as normal.
Searching Fire
No recoil modifiers.
...And team B? Whas going on? Some people seem to be missing. I'll just post what happens when you reach the individual floors soon.
TinkerGnome
Jul 30 2004, 02:31 PM
Axe'll take a turn to inspect the guy he took down with the bind and Burn killed. Then he'll head for the balcony where the downed man was going to see if it offers a view of the room.
So, he's pretty much not involved in the combat this round unless it really presses into the stairwell.
FXcalibur
Jul 30 2004, 02:49 PM
Alright. He's an european looking chap with crew cut brown hair and a full suit of urban camo. He's also got a fully loaded FN HAR with him and a browning HP on his belt with some spare ammo. His urban camo looks utterly generic and holds absolutely no insignias or even branding and marks of a manufacturer. The rest of the balconies seem to be in pitch darkness, same as yours.
Since you see on the astral, two of the balconies on the opposite side of the room are in effect occupied. One of them (1st to the left of the room, third storey houses another human aiming down at the theatre with a scoped sniper rifle in hand. The other occupied balcony (2nd on the left side, 2nd floor) has a female human with a magical aura and some kind of spirit floating behind her on the astral.
Sniper will be henceforth designated as Target 6. Female mage target 7 and spirit as...uh...spirit. Only Axe can see them since he's looking on the astral.
You head up to the 2nd floor balcony on the right side of the room. You do get a nice view of the room - you can see targets 2, 4 and 5. And at such an angle they do not have any cover from you.
FXcalibur
Jul 30 2004, 03:10 PM
Aw shit! I totally forgot to reply to Reaper's post, throwing Team B off track. Damn, bad GM! Hopefully now that I've replied you guys are free to move on.
TinkerGnome
Jul 30 2004, 06:50 PM
Yes, tasty. What's the range to the targets below and the mage? My spells are rather... large.
last_of_the_great_mikeys
Jul 31 2004, 02:12 AM
Ah...allright. Well, since Mr. Rocket Launcher is the most dangerous at the moment... add 2 combat pool to my attacks.
Shot # 1: 1,1,1,2,3,5,5. That sucked. Karma pool to reroll failures! I'm assuming the 5's are successes. 1,4,3,8,8. Add two 5's to that and it's 9D. If the 5's did not hit, then the karma pool could not be spent.
Shot # 2: 2,3,8,1,1,4,12 That's good for 9S I hope.
I have vision magnification 3 and a laser sight.
FXcalibur
Jul 31 2004, 02:27 AM
Mr rocket launcher's already been fried by Burn, sorry
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