QUOTE (Kiirnodel @ Nov 21 2012, 02:41 AM)
I was originally thinking about throwing off another Stunbolt, but I decided I wanted to try and get something into the center, helping to protect the civilians. The best way I could think of to do that was to call in some reinforcements. Before I stick my neck out too far waling up, how many people are we talking about? I know I'm not taking the time to carefully look at everything, but I'm wondering how many enemies I would be wading into if I tried to walk over to try and help the people who aren't able to get out of harms way themselves.
Free Action: Yell "Leave the gaijin alone, chipheads!"
Simple Action: Call bound Plant Spirit
Simple Action: Command Spirit "Protect the innocents and injured."
Plant spirits are my health spirits, so I'm conjuring my bound spirit to try and keep the people safe. In particular I am projecting the image of the tourists and other unarmed civilians that have been caught in the middle of this fray. But I'm not against the spirit keeping the gangers from killing each other too (like keeping one of them from finishing off someone who's been shot down and bleeding...)
The spirits action this turn (assuming it gets one) is going to be to Materialize (a Complex Action)
To give you guys an idea, the plant spirit has a Body 8, Strength 9, so I imagine it's pretty darn big.
So I'm going to probably use my original action to throw the stunbolt on the first initiative pass of the next turn. Technically, I rolled this first then thought up the idea to bring in the spirit, so if you want to reverse the order, that's cool (just being up front about it). It shouldn't make too much of a difference in the long run.
I'm going to target a Reality Hacker this time. I'm trying to send a message, not get a gang slotted off at me. I'll still pick one that seems to be trying to target innocents or did so earlier.
Initiative: DP 7 + 3 hits -> 10 Score
Complex Action: Another Force 7 Stunbolt
Spellcasting: 3 hits.
Drain (2P): 3 hits.
The spirit gets 3 hits on its own Initiative getting a score of 13.
As I mentioned before, I had most of this post written out using an original action of a Stunbolt. Then I thought of bringing in my spirit, so I've done some copy-paste work to try and keep most of what I had but make it fit with the new action. But it's getting pretty late, so I apologize if I've rambled and if anything is confusing. Just point out things that need clarification and I'll clear it up tomorrow.
Just to be clear, it is not the Reality Hackers that are currently attacking tourists. In the opening of the fight they injured 3 or 4 tourists, but they are all now involved in either fighting you runners or the ork Skraacha gangers. And only the Skraacha gangers who are attacking tourists.
As far as how many people we are talking about, there are a couple dozen civilians scattered about, 8 or 9 of which have become injured in the vacinity of the red dot marking the "End of Fire Zone" on the map I had linked. The are still about 7 gangers in close proximity (mixed RH and Skraacha).
I've got no problem with you summoning the spirit in this Initiative Pass and sending it to protect the civilians.
Just want to make sure who you are targeting with your next action since you're calling out the chipheads and saying you want to attack the RH, but they aren't the ones harming the innocent any more.