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Slacker
QUOTE (Redjack @ Aug 13 2013, 12:58 PM) *
I'm in the doorway. What about my 2 dice of partial cover... or given the full attack from inside, full cover?

The doorway is a double-wide sliding door that can readily accommodate troll patrons. And you were on your way out of it. If anything, i woud say you would have moved to get cover from inside (exposing yourself to the outside) considering that is where you thought the only threat was.

But I'll tell you what, give me luck roll (your full edge roll). For every hit you get, i'll give you a point of cover.
Redjack
QUOTE (Slacker @ Aug 13 2013, 02:11 PM) *
But I'll tell you what, give me luck roll (your full edge roll). For every hit you get, i'll give you a point of cover.
Fair compromise; Luck(4) [4,5,4,3] = 1 hit

Reaction(8) + Intuition(4) + Wounds(-2) + Powder(-2) + Second Defense(-1) + Short Burst(-2) + Cover(1) [4,2,5,2,5,5,2] = 3 hits
Now to deal with the fact that I have been outflanked.
Slacker
QUOTE (Redjack @ Aug 13 2013, 01:16 PM) *
Fair compromise; Luck(4) [4,5,4,3] = 1 hit

Reaction(cool.gif + Intuition(4) + Wounds(-2) + Powder(-2) + Second Defense(-1) + Short Burst(-2) + Cover(1) [4,2,5,2,5,5,2] = 3 hits

Hehe. Ok. Good job.
Redjack
I'm kinda lost where we are in initiative.
Troll swung and missed. I hit, passing him.
He hit me, I ran for the door. He then took an interrupt and attacked me again... and then threw a shelf at me.

Have I missed some actions? Where are we now? What turn and what pass?
Slacker
QUOTE (Redjack @ Aug 13 2013, 01:23 PM) *
I'm kinda lost where we are in initiative.
Troll swung and missed. I hit, passing him.
He hit me, I ran for the door. He then took an interrupt and attacked me again... and then threw a shelf at me.

Have I missed some actions? Where are we now? What turn and what pass?

Recap for Combat turn 2 Pass 1
Takako decides he's outmatched and tries to run.
Mako tries to stop Takako with a mighty fist but is blocked spraying the both of them with glop that gets in their eyes.
Takako then stumbles away to make it to standing directly in the entrance to the StufferShack with the doors open and moderate rain coming down.

Swims-with-Sharks dashes to behind the counter and waves his hands and magical force at the troll who begins to levitate off the ground a couple meters.

Flailing about in mid-air, Mako grabs a large container of the top shelf of aisle 1 and tosses at Takako because he failed to notice the person casting a spell on him.

Angel mentally stepped into the virtual landscape as her body sagged to the ground behind some cover in the food prep area (still invisible). She try to figure out where the noise/jamming was coming from but couldn't pinpoint it. All she new is that it seemed to be coming from in front of the building.

Bob the supervisor then stepped out of his office with a shotgun to defend Shelly the cashier. He fire on Swims, but only succeeded in nearly killing Shelly.

Flowers then shouted from the back of the store to make the supervisor accept him as leader for the next 5 combat turns.

Following that is when an unknown assailant in the parking lot opened fire on Takako with a submachine gun. Takako barely managed to avoid taking more damage thanks to what little luck he had left in him.

Various non-combatant NPC's also moved around, armed family to behind the refrigerated section, the doctor and amy along the back wall towards the employee section, and the drunkard towards the back wall.

Currently we are waiting on confirmation that Sledge still wants to move towards the front office. Once we have that we are starting up with the second pass of combat turn 2.
Slacker
Oh and the Stuffer Shack Map has been updated with the current position of everybody. I haven't drawn up the parking lot and the guy shooting at you from the cover of a van yet. But he's not that far away from the front entrance, maybe 6m away from Takako.
DireRadiant
QUOTE (Slacker @ Aug 13 2013, 09:24 AM) *
With Agility 7, you could walk to the front of the store in a single combat turn without roll, though you wouldn't get there until the third initiative pass. If you ran (still no roll needed), you could make it to the manager in pass 2 and still have some movement left over.


It's Agility 7 with the cyberarm, Agility 3 otherwise.

So, Movement Run, simple action get med kit from Angel as he gets by her, if she has her medkit on her.
if Flowers gets to Manager simple action to take his shot gun away, otherwise I'll have to think of something else to do.
Free action to tell him to take med kit and get "shelley" and himself safe in cover while Flowers team takes care of things..

Aisle 6 has med supplies if anyone doesn't happen to actually have a medkit on them.
Slacker
QUOTE (DireRadiant @ Aug 13 2013, 02:48 PM) *
It's Agility 7 with the cyberarm, Agility 3 otherwise.

So, Movement Run, simple action get med kit from Angel as he gets by her, if she has her medkit on her.
if Flowers gets to Manager simple action to take his shot gun away, otherwise I'll have to think of something else to do.
Free action to tell him to take med kit and get "shelley" and himself safe in cover while Flowers team takes care of things..

Aisle 6 has med supplies if anyone doesn't happen to actually have a medkit on them.

Doh. Forgot the agility was on your cyberarm. With that your max speed without using up a Complex Action to sprint, you would not reach the manager until the end of this combat turn in pass 3. And that is only if you don't stop to search Angel's body for a medkit as she is currently "unconscious" looking at the VR landscape, as well as being invisible due to the spell Swims cast on her earlier in the combat.
Her initiative is above yours, so she could come out of VR if she wanted to give you a medkit, but she's still invisible. So that hand off might be a little awkward.
Thanee
QUOTE (Slacker @ Aug 13 2013, 09:05 PM) *
For Angel I will say that she notices the active signal she had been feeling/seeing from the security cameras just stopped suddenly at the beginning of this pass. It's definitely not just the jammer. She thinks they've probably been shut down by somebody on the StufferShack host.


I also noticed, that I should roll new initiative... I am a lot faster now. smile.gif

How is that done... roll new and then deduct 10 for every previous IP?

New initiative -> 28 which would mean 18 left now (at the beginning of Turn 2)

Bye
Thanee
Slacker
QUOTE (Thanee @ Aug 13 2013, 03:05 PM) *
I also noticed, that I should roll new initiative... I am a lot faster now. smile.gif

How is that done... roll new and then deduct 10 for every previous IP?

New initiative -> 28 which would mean 18 left now (at the beginning of Turn 2)

Bye
Thanee

You don't reroll the entire initiative, you instead only roll the additional dice. That and any straight bonuses you get to Init are added to whatever you previous Initiative was. So for you jumping to hot-sim VR we would add 4 + 3d6 to your existing init (+15 to your init). That does put you as the first person to go in Pass 2. Though that means you haven't noticed the cameras shutting down yet. That don't get turned off until after you take actions.
Thanee
As for her action... before going anywhere, Angel will get some help. Compiling a Fault Sprite Level 6.

Does noise affect this? I suppose not...

Compiling 4 hits vs Sprite 2 hits -> 2 tasks

Fading -> 3 hits (leaves 1S damage for Angel)

Bye
Thanee
Thanee
Does that jamming / noise interfere with our communication, BTW?

Bye
Thanee
DireRadiant
QUOTE (Slacker @ Aug 13 2013, 03:05 PM) *
Doh. Forgot the agility was on your cyberarm. With that your max speed without using up a Complex Action to sprint, you would not reach the manager until the end of this combat turn in pass 3. And that is only if you don't stop to search Angel's body for a medkit as she is currently "unconscious" looking at the VR landscape, as well as being invisible due to the spell Swims cast on her earlier in the combat.
Her initiative is above yours, so she could come out of VR if she wanted to give you a medkit, but she's still invisible. So that hand off might be a little awkward.


So Flowers can arrive at the Manager if he does not Sprint, but it's at the end of the Combat Turn?
phlapjack77
QUOTE (Slacker @ Aug 14 2013, 02:53 AM) *
Meanwhile, Sledge was moving towards the front in the employee's section of the store. Is he just continuing that movement? He can see the the old supervisor at the opening between the office area and the cash registers, but he'll only be making it about halfway to the front this pass. Any other actions for him?
Sledge sees the supervisor menacing Swims with a shotgun...but I'm not trying to influence Sledge's actions or anything biggrin.gif
Redjack
QUOTE (Slacker @ Aug 13 2013, 02:50 PM) *
Oh and the Stuffer Shack Map has been updated with the current position of everybody. I haven't drawn up the parking lot and the guy shooting at you from the cover of a van yet. But he's not that far away from the front entrance, maybe 6m away from Takako.
6M? So with a running rate of 28m/turn, he can easily make a charging attack on this goon?
Redjack
Time to go big or go home and at least tie this guy up in hand-to-hand...

Agility(7) + Unarmed(6) + Martial Arts(2) + Wounds(-2) + Powder(-2) + Charging(2) [4,6,6,3,6,5,5,4,6,1,5,5,6] = 9 hits 8 hits (due to physical limit of 8)
Bastard
QUOTE (phlapjack77 @ Aug 13 2013, 06:01 PM) *
Sledge sees the supervisor menacing Swims with a shotgun...but I'm not trying to influence Sledge's actions or anything biggrin.gif


Are you sure Sledge sees? It is already proven that he is not too perceptive.


Sledge is moving now quickly toward the manager, APV drawn. His goal is to talk down the manager first, get him to safety. If he has to, he will shoot him, but he would rather disarm him. His goal is to get the manager on their side, rather than having to take out dunderhead civilians and a raging troll.

EDIT - Missed the request for explosives up front. I am on it!

Instead Sledge is moving to the door quickly and quietly, trying to stay where the manager cannot see his approach. He is not sneaking, but using as much stealth as possible, since I realize now that he doesn't possess a throwing skill.

Once close enough, or if spotted, he is giving a nice little underhand toss of the flash-bang.

STEALTH (Agility 6 + Stealth 6) = 5 Successes? [5,4,6,4,2,4,5,4,5,3,2,5]
THROWING (Agility 6 + 0 - 2 Default) = 0 Success! [1,4,3,1]
Can I use Edge to buy a success?
DireRadiant
I am entertained. smile.gif Poor manager is going to get flash banged after he's been handled, meanwhile outside... learning curve. All very understandable! smile.gif

I'm at Gencon the next few days. I have no idea how this will affect my ability to post, not because of access, but because I will be extremely busy. Just FYI and a warning.
Bastard
I wasnt sure if Flowers meant the front area where the troll is, or the register area. So I used my best judgement. Not for tactical reasons, but for comedic.

Hopefully I dont flash bang myself in the attempt!
phlapjack77
QUOTE (Bastard @ Aug 14 2013, 11:13 AM) *
THROWING (Agility 6 + 0 - 2 Default) = 0 Success! [1,4,3,1]
This was almost a crit glitch...would've been interesting smile.gif And I think defaulting is only a -1 penalty


QUOTE (Bastard @ Aug 14 2013, 01:30 PM) *
Hopefully I dont flash bang myself Swims in the attempt!
Fixed it for you nyahnyah.gif

I was going to have Swims vault over the counter and knee-elbow crawl away to safety from the shotgun-wielding maniac anyway, using the counter as cover while continuing to levitate the troll towards the outside. Dunno how that interacts with the initiative order at the moment...
Thanee
QUOTE (phlapjack77 @ Aug 14 2013, 07:53 AM) *
This was almost a crit glitch...


Almost? Did they change the rules for those? Half 1s and no hit... looks pretty critically glitchy to me. biggrin.gif

Bye
Thanee
phlapjack77
Had to look it up before making that last post - it's been changed to "more than half" smile.gif
Thanee
Ah, I see. smile.gif

Bye
Thanee
Redjack
QUOTE (DireRadiant @ Aug 13 2013, 11:43 PM) *
I'm at Gencon the next few days. I have no idea how this will affect my ability to post, not because of access, but because I will be extremely busy. Just FYI and a warning.
I resemble this remark.
Slacker
QUOTE (Thanee @ Aug 13 2013, 04:16 PM) *
As for her action... before going anywhere, Angel will get some help. Compiling a Fault Sprite Level 6.

Does noise affect this? I suppose not...

Compiling 4 hits vs Sprite 2 hits -> 2 tasks

Fading -> 3 hits (leaves 1S damage for Angel)

Bye
Thanee

Well, threading is affected by noise, but I don't see anything at all in the book that discusses Compiling a Sprite in noise conditions. I'm willing to say they are forms of pure Resonance and therefore compiling them is not affected by Noise.
Slacker
QUOTE (Thanee @ Aug 13 2013, 04:21 PM) *
Does that jamming / noise interfere with our communication, BTW?

Bye
Thanee

Technically, yes, the communications should be having difficulties with the jamming. But I've been hand-waving it for this scenario.
Slacker
QUOTE (Bastard @ Aug 13 2013, 10:13 PM) *
Are you sure Sledge sees? It is already proven that he is not too perceptive.


Sledge is moving now quickly toward the manager, APV drawn. His goal is to talk down the manager first, get him to safety. If he has to, he will shoot him, but he would rather disarm him. His goal is to get the manager on their side, rather than having to take out dunderhead civilians and a raging troll.

EDIT - Missed the request for explosives up front. I am on it!

Instead Sledge is moving to the door quickly and quietly, trying to stay where the manager cannot see his approach. He is not sneaking, but using as much stealth as possible, since I realize now that he doesn't possess a throwing skill.

Once close enough, or if spotted, he is giving a nice little underhand toss of the flash-bang.

STEALTH (Agility 6 + Stealth 6) = 5 Successes? [5,4,6,4,2,4,5,4,5,3,2,5]
THROWING (Agility 6 + 0 - 2 Default) = 0 Success! [1,4,3,1]
Can I use Edge to buy a success?

That throwing is a critical glitch. You can use Edge to reroll the failed dice, but being a critical glitch is unaffected by that. Or you can keep the 0 hits and reduce the Critical Glitch to a normal glitch using the "Close Call" option for Edge. Either way this is not looking good.

edit: had to double check and yes they did change it to "more than half the dice you rolled show a one". So you got lucky there.
Slacker
QUOTE (Bastard @ Aug 14 2013, 12:30 AM) *
I wasnt sure if Flowers meant the front area where the troll is, or the register area. So I used my best judgement. Not for tactical reasons, but for comedic.

Hopefully I dont flash bang myself in the attempt!

Well, the manager has accepted Flower as his leader. It's not like you guys are wearing uniforms. So he doesn't know who's part of Flowers' "strike team". Where he to see somebody running up on him through the employee section he would have called out "There's another one in the back!" then opened fire before Flowers could order him not to. nyahnyah.gif
Slacker
QUOTE (Redjack @ Aug 14 2013, 06:34 AM) *
I resemble this remark.

Out of jealousy I'll just kill off both your characters. nyahnyah.gif
Not really, but I am jealous. Hope you guys are having a ton of fun at GenCon.
Slacker
QUOTE (phlapjack77 @ Aug 14 2013, 12:53 AM) *
This was almost a crit glitch...would've been interesting smile.gif And I think defaulting is only a -1 penalty


Fixed it for you nyahnyah.gif

I was going to have Swims vault over the counter and knee-elbow crawl away to safety from the shotgun-wielding maniac anyway, using the counter as cover while continuing to levitate the troll towards the outside. Dunno how that interacts with the initiative order at the moment...

Well, Angel compiled her Sprite for her actions.
Then the cameras got turned off by an unknown person.
And now it is Swims pass. You can make a Gymnastics roll only needing 1 hit to quickly and easily roll over the counter and use it as cover. Are you crawling away from counter or keeping your back to it for as much cover as possible?
Oh and for trying to get the troll out the door, you currently have him roughly 2m off the ground. You can move him 2m closer to the door this pass, but I just want to make sure you realize the doors aren't floor to ceiling doors. you'll have to bring him back down close to the ground before he'll ever make it through the doors.
Slacker
QUOTE (Redjack @ Aug 13 2013, 09:17 PM) *
Time to go big or go home and at least tie this guy up in hand-to-hand...

Agility(7) + Unarmed(6) + Martial Arts(2) + Wounds(-2) + Powder(-2) + Charging(2) [4,6,6,3,6,5,5,4,6,1,5,5,6] = 9 hits 8 hits (due to physical limit of cool.gif

Don't forget that outside you'll be sloshing through some fairly bad rain. Just like the shooter, you'll be suffering a -3 from the rain outside. That cuts your hits down to only 6.

Let's see what he gets for defense. Seeing you charge at him I with obvious skill, he will take the -5 to init so that he can block try his damnedest to survive because he doesn't have enough initiative left to be able to Block. He only managed to get 2 hits.

So, you have 4 net hits.Your base damage is 9, right?

He roll damage resistance against 13S damage (I'm assuming you were still wanting to only do stun damage to targets) and gets 5 this, then he completely wastes a point of group Edge by getting only 1 more hit when he rerolls the 11 failed dice. So he takes a massive blow to the chest that knocks him back against the van hard, taking 7boxes of stun damage.
Slacker
Currently waiting to see if Sledge is going to use a point of Edge to reroll the failed dice on his throw.

In the meantime, Mako the troll is flailing about as he's forcibly levitated towards the door. Unfortunately for the petrified punk, I made a luck roll for Mako and he got 3 hits. Which means the troll gets a chance to grab the punk.

Mako got 4 hits while the punk kid got only 3 hits.

The troll now has dragged the kid kid up into the air with him, though no damage gets done this pass.
phlapjack77
QUOTE (Slacker @ Aug 14 2013, 10:08 PM) *
Don't forget that outside you'll be sloshing through some fairly bad rain. Just like the shooter, you'll be suffering a -3 from the rain outside. That cuts your hits down to only 6.

Would such a heavy rain have washed off the powder, resulting in only a net -1?

QUOTE (Slacker @ Aug 14 2013, 09:50 PM) *
Then the cameras got turned off by an unknown person.
Uh oh, this doesn't bode well...

QUOTE (Slacker @ Aug 14 2013, 09:50 PM) *
And now it is Swims pass. You can make a Gymnastics roll only needing 1 hit to quickly and easily roll over the counter and use it as cover. Are you crawling away from counter or keeping your back to it for as much cover as possible?
Oh and for trying to get the troll out the door, you currently have him roughly 2m off the ground. You can move him 2m closer to the door this pass, but I just want to make sure you realize the doors aren't floor to ceiling doors. you'll have to bring him back down close to the ground before he'll ever make it through the doors.

And now I remember thinking "He'll never use Gymnastics, don't bother buying it..." frown.gif I know what I'm buying with the first karma he earns...
Swims gymnastics vault over the counter: 0 hits
would've crit glitched except for the new rule! nyahnyah.gif

About the levitating troll, that's cool - Swims wants to get him out the doors and away from the rest of his team, although now the troll would be getting coincidentally close to Takako again...
Slacker
Would such a heavy rain have washed off the powder, resulting in only a net -1?
[/quote]
I'd previously mentioned to Redjack the absorbant nature of the substance. It actually expands in the rain and hurts more now (though there's no change in the penalty).
Normally it takes a complex action to clean out, but I've told him I'd let him do it with a Simple Action with the rain making it easier to clean. It will still take some sort of action though.
QUOTE (phlapjack77 @ Aug 14 2013, 09:55 AM) *
Uh oh, this doesn't bode well...


And now I remember thinking "He'll never use Gymnastics, don't bother buying it..." frown.gif I know what I'm buying with the first karma he earns...
Swims gymnastics vault over the counter: 0 hits
would've crit glitched except for the new rule! nyahnyah.gif

Well, you scramble up onto the counter, and I'll even say you make it to the other side, but you are standing up currently and not crouching for cover.

QUOTE (phlapjack77 @ Aug 14 2013, 09:55 AM) *
About the levitating troll, that's cool - Swims wants to get him out the doors and away from the rest of his team, although now the troll would be getting coincidentally close to Takako again...

Well, you still have time to decide on your course of action. With the speed of your levitate spell the troll will still be inside the store at the end of this combat turn. He'll be just in front of the doors at that point.
phlapjack77
QUOTE (Slacker @ Aug 15 2013, 12:05 AM) *
I'd previously mentioned to Redjack the absorbant nature of the substance. It actually expands in the rain and hurts more now (though there's no change in the penalty).
Takako got hit with a bag of cat litter biggrin.gif

QUOTE (Slacker @ Aug 15 2013, 12:05 AM) *
Well, you scramble up onto the counter, and I'll even say you make it to the other side, but you are standing up currently and not crouching for cover.

Well, you still have time to decide on your course of action. With the speed of your levitate spell the troll will still be inside the store at the end of this combat turn. He'll be just in front of the doors at that point.
Cool. I guess for a course of action he'll continue to levitate the troll out the doors, and if possible move himself into a more defensible position vis-a-vis the shotgun supervisor
Bastard
QUOTE (phlapjack77 @ Aug 13 2013, 10:53 PM) *
QUOTE (Bastard @ Aug 13 2013, 10:30 PM) *
Hopefully I dont flash bang myself Swims in the attempt!
Fixed it for you nyahnyah.gif
QUOTE (phlapjack77 @ Aug 14 2013, 03:41 AM) *
Had to look it up before making that last post - it's been changed to "more than half" smile.gif
You saved me. Now I feel bad about flash banging Swims. frown.gif

QUOTE (Slacker @ Aug 14 2013, 06:29 AM) *
That throwing is a critical glitch. You can use Edge to reroll the failed dice, but being a critical glitch is unaffected by that. Or you can keep the 0 hits and reduce the Critical Glitch to a normal glitch using the "Close Call" option for Edge. Either way this is not looking good.

edit: had to double check and yes they did change it to "more than half the dice you rolled show a one". So you got lucky there.
No worries about it. It is just a matter of time before I glitch myself in the ass.

QUOTE (Slacker @ Aug 14 2013, 07:23 AM) *
Currently waiting to see if Sledge is going to use a point of Edge to reroll the failed dice on his throw.
Yes. Definitely, but should I add in the extra die first, rolling 5 instead of 4?

I will roll 1 for that extra, then reroll all the failures, which will be 4 or 5 dice. If I used too many dice or screwed something else up, then you can roll for me.

Rolls:
Extra die for initial attempt (if needed/allowed): Fragged
So that now makes it a glitch, so I can use Edge to change it to a Close Call... but I think the results would be the same, right? If so I wont do that, if it keeps me from killing myself or blinding myself, I will burn that Edge point.



QUOTE (Slacker @ Aug 14 2013, 06:33 AM) *
Well, the manager has accepted Flower as his leader. It's not like you guys are wearing uniforms. So he doesn't know who's part of Flowers' "strike team". Where he to see somebody running up on him through the employee section he would have called out "There's another one in the back!" then opened fire before Flowers could order him not to. nyahnyah.gif


Okay, I missed this in the IC. Is the manager still hostile? If not, I should have stuck with my original plan to con him. However, I probably would have glitched that as well, and insulted his mother.

Slacker
QUOTE (Bastard @ Aug 15 2013, 12:55 AM) *
Fixed it for you nyahnyah.gif You saved me. Now I feel bad about flash banging Swims. frown.gif

No worries about it. It is just a matter of time before I glitch myself in the ass.

Yes. Definitely, but should I add in the extra die first, rolling 5 instead of 4?

I will roll 1 for that extra, then reroll all the failures, which will be 4 or 5 dice. If I used too many dice or screwed something else up, then you can roll for me.

Rolls:
Extra die for initial attempt (if needed/allowed): Fragged
So that now makes it a glitch, so I can use Edge to change it to a Close Call... but I think the results would be the same, right? If so I wont do that, if it keeps me from killing myself or blinding myself, I will burn that Edge point.

Hold on. I just noticed that your character sheet doesn't list your Edge stat on there. I can't remember what you chose as the metatype priority, but being human and mundane, I expect you picked priority D which would give you Edge of 5.

What that means is that spending Edge after you rolled, you could choose to roll dice equal to your total Edge value of 5, not just a single extra die. On those 5 dice, any 6s will explode meaning you get to roll them again for another chance at a hit.

To keep us moving, I've gone ahead and rolled the 4 more additional dice for you, so you have managed to get the 3 hits you needed to be on target.

Now, normal grenades don't detonate until the next combat turn which gives people like Swims the chance to try to get away from it. Or you can say that the grenade is wirelessly linked and you could trigger it immediatedly with your internal commlink. Which did you want to do? Your throwing the grenade happened on Pass 1 of this combat turn so technically Swims hasn't clambered over the countertop and is only two meters from where the grenade has landed at the supervisors feet.

Oh and for reference, you are only allowed to use Edge for one purpose on any one roll. So, if you add Edge to your roll, you can't also use edge to negate a glitch or reroll failures.

QUOTE (Bastard @ Aug 15 2013, 12:55 AM) *
Okay, I missed this in the IC. Is the manager still hostile? If not, I should have stuck with my original plan to con him. However, I probably would have glitched that as well, and insulted his mother.

You are behind a wall and couldn't here more than muffled shouting from where Flowers is. So you have no way of knowing that the supervisor has accepted him as leader. All you know is that straight ahead of you, there is a Stuffershack employee with a shotgun that just fired. And he still looks ready to fire it again.
Come to think of it, when the grenade bounces to a stop at his feet. He'll use a free action to shout out "Frag it. There's another comin' from the back!" as he swings his shotgun to point in Sledge's direction.
Bastard
QUOTE (Slacker @ Aug 15 2013, 07:12 AM) *
Hold on. I just noticed that your character sheet doesn't list your Edge stat on there. I can't remember what you chose as the metatype priority, but being human and mundane, I expect you picked priority D which would give you Edge of 5.
Yep. I will update. Sorry. I hope that doesn't cost me any more Karma. By the way, your hair looks nice...

QUOTE (Slacker @ Aug 15 2013, 07:12 AM) *
Now, normal grenades don't detonate until the next combat turn which gives people like Swims the chance to try to get away from it. Or you can say that the grenade is wirelessly linked and you could trigger it immediatedly with your internal commlink.
I have an internal commlink that can do that? Sweet! Hells yeah I do that!

QUOTE (Slacker @ Aug 15 2013, 07:12 AM) *
You are behind a wall and couldn't here more than muffled shouting from where Flowers is. So you have no way of knowing that the supervisor has accepted him as leader. All you know is that straight ahead of you, there is a Stuffershack employee with a shotgun that just fired. And he still looks ready to fire it again.
Come to think of it, when the grenade bounces to a stop at his feet. He'll use a free action to shout out "Frag it. There's another comin' from the back!" as he swings his shotgun to point in Sledge's direction.
If I cant see him, he cant see me! Sledge covers his eyes! ... Or he will wait for the flash bang to take affect, disarm him, and drag him to safety.


EDIT: So if I rerolled 4 dice, does that use 1 Edge or 4?
phlapjack77
QUOTE (Bastard @ Aug 16 2013, 09:02 AM) *
Yep. I will update. Sorry. I hope that doesn't cost me any more Karma. By the way, your hair looks nice...
Your attempt at flattering Slacker won't work on someone so obviously intelligent and perceptive as he is, not to mention discerning and fair-minded...

QUOTE (Bastard @ Aug 16 2013, 09:02 AM) *
EDIT: So if I rerolled 4 dice, does that use 1 Edge or 4?
Every "use" of Edge only uses 1 Edge, no matter how many dice get rolled depending on how the Edge is used...
Slacker
phlapjack is correct. Each use of Edge only uses up 1 point of your Edge. This is not a permanent loss of Edge. It is temporary and refreshes at a rate of 1 per day (you can also earn 1 Edge back by accepting the consequences of a glitch without using the Close Call option of Edge).
Slacker
Ok, so the flashbang grenade went off immediately when it landed at Bob the Supervisors feet. This means that Swims-With-Sharks had not yet moved yet for his actions in pass 2.

Flashbangs do 10S damage -4AP; -1damage per meter away from the center. Now really, a couple of walls would have held together and reflected the damage for shockwaves that increase the damage people have to resist. But I don't want to make Swims resist 20+ stun damage.

So...I'm rolling without any shockwaves. Bob the supervisor must resist 10S, Swims must resist 8S, Shelly the cashier must resist 7S,Sledge must resist 4S, Mako must resist 4S, and the punk in Mako's grip must resist 4S.

Technically, both Angel and Flowers are also within the 10m blast radius, but I'm going to give them cover from the food prep wall so they don't have to roll at all.

Bob the supervisor gets a single hit. which mean's he's just barely conscious though he did get knock to the ground from so much damage.

Shelly also manages to resist a single box of damage and takes 6 boxes of stun damage (at this point I'm saying the overwhelming pain for the shotgun blast and now this as put her into total shock and she slips into unconsciousness).

Mako just buys 4 hits with his massive body rather than rolling and takes no damage.

The punk in his grip gets 1 hit and so takes 3 boxes of stun damage.

edit:phlapjack correctly points out that I was doing flashbangs wrong. Every single person within the blast must resist the full 10S damage from the light and sound. I'll still be nice and say that Angel and Flowers were protected from the effects. But everybody else in the blast, Swims and Sledge himself include, must resist 10S damage.
Slacker
Stuffershack Map is showing the blast radius of the flashbang Sledge set off at the end of pass 1.
phlapjack77
QUOTE (Slacker @ Aug 16 2013, 09:48 PM) *
Swims must resist 8S

Edge to get exploding dice

Resist the flashbang: 4 hits
(*edit* originally forgot to add orthoskin2 to the roll, but no hits resulted)

Swims takes 4S 6S, more than his physical limit, and is knocked down.

*edit* oh, just looked up flashbangs. It looks like in SR5, they don't decrease their damage at all inside the blast radius. So it's 10S to everything inside the 10m radius?
Slacker
QUOTE (phlapjack77 @ Aug 16 2013, 11:06 AM) *
Edge to get exploding dice

Resist 8S: 4 hits

Swims takes 4S, one more than his physical limit, and is knocked down.

*edit* oh, just looked up flashbangs. It looks like in SR5, they don't decrease their damage at all inside the blast radius. So it's 10S to everything inside the 10m radius?

You know something, I think you're right everybody within that blast radius had to resist the full 10S damage then. Damn are flashbangs powerful. So you actually took 6S damage. frown.gif
And I think that may be enough to break your concentration on the sustained levitate spell. Roll Magic + Willpower(2) to see if you lose the spell when the blast hits Swims.
Does this change what you were doing on your turn in Pass 2?

Shelly took 9S damage (she's just fragged with 9P from the shotgun blast and 9S from the flashbang).

The punk in Mako's grip has fallen unconscious from the blast.

I'll actually have Mako roll his dice and even use Edge for it...getting 8 hits and taking 2 stun (of note, the occumulated stun does seem to finally be having an affect on Mako though his berserker rage doesn't seem to be slowing down)
Slacker
Damn, i just realize that the blast also would have gone off before Takako charged out of the building. So he would have been in the blast too.... I'm not going to retcon his great attack though. So we'll just say he had stepped outside enough that the doors had closed behind him already and sheilded him from the blast effects.
I guess I need to slow down with pushing forward while waiting for other players to finalize their actions.
phlapjack77
QUOTE (Slacker @ Aug 17 2013, 02:24 AM) *
And I think that may be enough to break your concentration on the sustained levitate spell. Roll Magic + Willpower(2) to see if you lose the spell when the blast hits Swims.

This shouldn't be too hard, 10 dice to get 2 hits...
10d6.hits(5) → [2,4,4,4,1,1,6,4,2,4] = (1) hit

Oh boy...

About the blast, Swims is knocked down so I guess he's still behind the counter. He feels himself lose the levitate spell, so he'll probably want to stay behind cover for now smile.gif Maybe his actions will be to groggily trigger his adept power.
Att Boost (Agi): 3 hits, and so lasts for 6 turns
Swims AGI: 3 + 3 = 6

I can't find in the book what kind of Action this is. Would Swims have any other actions left?
Slacker
QUOTE (phlapjack77 @ Aug 16 2013, 12:47 PM) *
This shouldn't be too hard, 10 dice to get 2 hits...
10d6.hits(5) → [2,4,4,4,1,1,6,4,2,4] = (1)

Oh boy...

About the blast, Swims is knocked down so I guess he's still behind the counter. He feels himself lose the levitate spell, so he'll probably want to stay behind the counter for now smile.gif Maybe his actions will be to groggily trigger his adept power.
Att Boost (Agi): 3 hits, and so lasts for 6 turns
Swims AGI: 3 + 3 = 6

I can't find in the book what kind of Action this is. Would Swims have any other actions left?

Attribute Booste is a Simple Action. So you would still have another Simple Action as well as movement. So you could stand up and run away from here in case Sledge decides one grenade wasn't enough. Or something else entirely. It's up to you.
phlapjack77
QUOTE (Slacker @ Aug 17 2013, 02:52 AM) *
Attribute Booste is a Simple Action. So you would still have another Simple Action as well as movement. So you could stand up and run away from here in case Sledge decides one grenade wasn't enough. Or something else entirely. It's up to you.

sleeeeeDDDDGGGGGGGEEEEEEEEEE!!!!!!! <raises fists in the air, shaking them>

Swims will scuttle over and take the shotgun away from the supervisor, while sending a message to the team alerting them that the troll is loose again...
Slacker
QUOTE (phlapjack77 @ Aug 16 2013, 01:04 PM) *
sleeeeeDDDDGGGGGGGEEEEEEEEEE!!!!!!! <raises fists in the air, shaking them>

Swims will scuttle over and take the shotgun away from the supervisor, while sending a message to the team alerting them that the troll is loose again...

The supervisor apparently dropped the shotgun as he fell to the ground. So you have no problems getting it from him.
Umidori
This is why you don't use grenades without a throwing skill.

Or if you do, you use them as boobie-traps, or as an escape tool that you drop (not throw!) while you're running away.

~Umi
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