HydroRaven | Rat (http://forums.shadowruntabletop.com/index.php?topic=12904.msg237865#msg237865) | Ork Melee & B&E, Wheelman |
Farothel | Black Panther (http://forums.shadowruntabletop.com/index.php?topic=12904.msg249772#msg249772) | Elf Hacker |
Chrona | Three Star (http://forums.shadowruntabletop.com/index.php?topic=12904.msg237836#msg237836) | Streetsam/Face |
Yogi | Boomer (http://forums.shadowruntabletop.com/index.php?topic=12904.msg237837#msg237837) | Dwarf Demolition/B&E Cybered Streetsam |
Silence | Spooky (http://forums.shadowruntabletop.com/index.php?topic=12904.msg237849#msg237849) | Drake Detective/Support |
Player | Char Nick | Role |
TheDarkMessiah | Swish | Unarmed Combat/Infiltration Adept |
MaxKojote | Fang | SURGEd Technomancer |
Farothel | The Doctor | Hermetic Mage |
Mithlas | ??? | Mystic Adept Elf Sniper/Overwatch |
RHat | Ayizan | Mystic Adept Face/Investigator |
- Setting/timeline: I'm running SR4, so we're around 2070-2074. I'm not a Shadowrun-Canon-Encyclopedia and stuff I come up with may or may not make sense in the world. The Amazon war probably won't come up, but it's still ongoing. Nanotechnology and genetech are working as written in SR4; not broken, infectious and dangerous like SR5.
- Stick 'n Shock rounds can only be used in Shotguns.
- Called Shots made with a Sniper Rifle in SS or SA only give half the dice pool penalty they normally would (round down).
- Take Aim actions made with a Sniper Rifle fired in SS or SA are limited to your weapon skill instead of only half your weapon skill.
- Take Aim actions made with a Sports Rifle give +2 dice instead of +1. The maximum modifier gained this way can not be higher than your weapon skill.
- Emotisoft/toys are banned with extreme prejudice! Characters attempting to get them at chargen will receive 160BP's worth of negative qualities. Attempts to get or make them in-game get you served as a side-dish to a Great Dragon.
- Softweave armor mod is banned. --It's not generally that bad, but can easily get too cheesy and there's no real reason to have it in game.--
- War!: 'Slow' spell is banned. (It's actually already been errata’d out in the German books.)
- War!: MRSI, works with mortars and artillery, probably also with a well coordinated missile attack. It does NOT work with grenade launchers or bows!
- Software Degradation for Hacked Programs: Instead of the normal Programming(<degradation rating>,1 week), characters can instead choose either Programming(5x<degradation rating>, 1 day) or Programming(10x<degradation rating>, 1 day). The first involves quick (and sometimes sloppy) work which allows bugs or worse to get into the programming on glitches, the slower way involves a lot more checking and doesn't cause such errors on normal glitches (critical glitches may still cause bugs, but their overall effect will be lessened too).
- Mystic Adepts follow the rules as written in SR4A, NOT the stuff mentioned in the SR4 FAQ. (I don't consider this a houserule but I'll mention it regardless.)
- Combat: It is possible to aim for non-lethal attacks with lethal weapons, just try not to glitch ;). Examples are shooting people in their limbs to slow/cripple/incapacitate them or to bust someones nose to intimidate them, with far decreased chances of accidentally ending up killing them. This will usually involve splitting damage between Stun and Physical and/or using Called Shots to lower damage instead of increasing it and not adding net hits to damage. The base damage + net hits etc. still count for the purpose of piercing armor/barriers.
Things like this will be dealt with case by case, please request & describe what you want to accomplish first. Just know that if it's reasonable, it's an option. (Reasonable meaning this like: No, this shouldn’t be tried with Assault Canons, Grenade or Missile Launchers.)
- Combat: Characters doing Unarmed Physical damage (Bone lacing, Hardliner, etc.) can do Stun damage instead by holding their punches, doing -2 Stun damage.
- Extended Tests receive a cumulative -1 dice modifier to each test after the first, unless mentioned otherwise by the GM.
- (Mystic) Adepts can get PP instead of a Metamagic feat when they initiate.
- Advanced Combat Rules in Arsenal (p161) are included too. I’ll admit to sometimes forget/overlook them and am not prepared to lose lots of time looking it up for every attack, just know that shooting at microdrones tends to be tougher than shooting at trucks and that strong people can handle more recoil. Stuff that makes sense, you know.
- Other Optional rules: I'll allow quite a few, ask me for specifics if they come up, I’ll try telling you when they come up too. Springing to mind at the moment:
- Direct Combat Spells get +2 drain.
- Elemental Spells get -1 drain.
- Rules about Notoriety, Public Awareness, etc. have been cut out of the book and thrown out of the window. The concepts still exist but when and how they come into play will be up to the GM.
- Licences:
-- Weapons: One per weapon category (or at least, the R-rated weapons) + one for concealed carry. (For categories, just look at the skills: pistol / automatic / rifle /...)
-- Bio/cyberware: One per restricted item.
-- Other items: One per job/cover/category. What makes a category? Let's say your SIN says you're a wildlife photographer. Then you might get away with putting chameleon gear (so the animals don't see you), shock frills (protection vs. predators), maybe even a laser microphone (find out if something's in that nest), grapple gun (to get to difficult places) and some gas (protection vs. predators) in a single license. You will have a hard time explaining why you need anti-technological or lockpicking items with the same license, though.
-- A drivers licence or stuff like that don't need to be bought, they're part of your (fake) SIN.
Body | Agility | Reaction | Strength |
5 | 5 (7) | 3 (9) | 5 |
Charisma | Intuition | Logic | Willpower |
2 | 5 | 3 | 3 |
Edge | Magic/Resonance | Essence | Initiative |
3 | NA | 1.46 | 14 |
Perception | 5 |
Unarmed Combat | 5 |
Clubs | 4 |
Stealth (Group) | 4 |
Athletics (Group) | 4 |
Tracking | 3 |
Locksmith | 1 |
Pilot Aircraft | 2 |
Hardware | 3 (+2 Maglocks) |
Pilot Ground Craft | 3 |
Pistols | 3 |
Hangouts (Criminal) | 3 |
Hangouts (Safehouses) | 3 |
Seattle Gangs | 3 |
Security Design | 3 |
Security Procedures | 3 |
Design (Vehicles) | 2 |
Politics (Underworld) | 2 |
Sports | 2 |
English | N |
Or’zet | 3 |
Cyberware | Essence | Cost | Notes |
Move-by-Wire System 2 (Alpha) | 2.16 | 170,000¥ | +2 IP, +4 Rea, +2 Dodge, Skillwire |
Skillwire Expert System | 0.09 | 3,000¥ | Can use Edge to reroll for failures on skillwire tests |
Attention Coprocessor 3 | 0.27 | 9,000¥ | +3 Perception |
Muscle Toner 2 | 0.4 | 16,000¥ | +2 Agi |
Ceramic Bone Lacing | 1.08 | 22,500¥ | +2 damage resist, +2 impact, Physical unarmed damage |
Reaction Enhancer 2 | 0.54 | 20,000¥ | +2 Rea |
Sony Emperor (Novatech Navi, Armour Case 2, Hardening 2, Biometric Lock) | 2,500¥ |
Full-Body Form-Fitting Armour | 1,600¥ |
Chameleon Suit (Nonconductivity 2) | 8,400¥ |
Contact Lenses 2 (Image Link, Vision Enhancers 3) | 425¥ |
Earbuds 2 (Audio Enhancement 3, Spatial Recognizer) | 420¥ |
Autopicker 6 | 1,200¥ |
Maglock Sequencer 4 | 800¥ |
Fake SIN 4 | 4,000¥ |
Fake License 2 (X3)(Move-by-wire, Reaction Enhancer, Locksmith licence) | 600¥ |
Plastic Restraints X50 | 5¥ |
Betel X25 | 50¥ |
Maglock Passkey 2 | 4,000¥ |
Defiance EX Shocker(Personalized Grip) | 250¥ |
Taser Darts X50 | 250¥ |
Spare Clip X5 | 25¥ |
Contact | C/L | |
Charley (Fixer) | 2/3 | |
Doc (Street Doc) | 1/2 | |
Zhang Yi (Street Walker) | 2/3 |
, If you allow me my commlink back for a few seconds, I can simple set their reboot timer to a time at which you believe the proceedings will have ended. You may of course monitor my doing this but i am sure you know I am no hacker.I'm not certain if that's an actual option. Couldn't Three Star's DNI just reactivate it? Wouldn't putting 'ware in a reset or diagnostic mode etc not normally require some more physical access and Cybertechnology knowledge?
(http://maxcdn.photoshoplady.com/wp-content/uploads/2009/07/how-to-create-a-post-apocalyptic-city-in-photoshop-l.jpg)
Lots of work at work and after that the joy of an additional 4 hours of unpaid overtime in a meeting.
Sorry, I'm sick, screen hurts my eyes. Be back asap.
I think this is all going very enjoyably.
Everyone who touched the plants, drank something or ate some food, roll Body (+ 'ware or qualities which give additional protection vs poisons).
memory with nanitey goodness (8d6.hits(5)=4)Area knowledge would've been better here
street gangs (7d6.hits(5)=2)
I am thinking he might piece together enough info with the length of the drive from the Lonestar compound, anything he smelled, heard etc, known Feral or Ghoul Territory and Wild Dog/Barghast Danger Zone (do not really have a knowledge skill for this though) crossovers to narrow down where we might be or what might be going on, if it isnt as it appears.. I am aware this is all very "Taken 2" and that i might not have enough knowledge skills for it, so I am relying heavily on the very good memory roll and his Bodyguard qualities perception bonus.
Body | Agility | Reaction | Strength |
3 | 5 | 3 (4) | 2 |
Charisma | Intuition | Logic | Willpower |
6 | 4 | 4 | 4 |
Edge | Magic | Essence | Initiative |
3 | - | 3.25 | 8 |
Electronics Skill Group | 4 |
influence skill group | 3 |
longarms (shotguns +2) | 2 (4) |
pistols (automatics +2) | 3 (5) |
perception | 4 |
gymnastics | 4 |
Pilot aircraft | 2 |
pilot ground craft (car +2) | 3 (5) |
Cybercombat | 4 |
Electronic Warfare | 4 |
Hacking | 6 |
Matrix security procedures | 3 |
Ares R&D procedures | 1 |
Matrix gangs | 3 |
Smuggler groups | 3 |
Data havens | 2 |
gambling card games | 3 |
Elven wines | 2 |
Media sites | 2 |
Classical music | 1 |
English | N |
Salish | 2 |
Sperethiel | 3 |
Cyberware | Essence | Cost | Notes |
implanted commlink | 0.2 | 2000¥ | |
hot sim module | 0.2 | 5000¥ | can go to hot sim VR |
wired reflexes I (alpha) | 1.6 | 22000¥ | +1 reaction, +1IP |
cybereyes (r3) | 0.4 | 8750¥ | low light vision, thermographic vision, flare compensation, smartlink, vision enhancement r2, vision magnification |
cyberears (r2) | 0.3 | 13000¥ | audio enhancer r2, datajack, select sound filter r2, damper, ultrasound sensor |
Skin pocket | 0.1 | 5000¥ | can conceal small objects |
commlink/OS | signal/system | response/firewall |
Hermes Ikon | 4 | 6 |
Novatech Navi | 6 | 6 |
commlink/OS | signal/system | response/firewall |
Sony Emperor | 3 | 3 |
Iris Orb | 3 | 5 |
armoured vest (chemical protection 2) | 1100¥ |
Form-fitting half-body suit (nonconductivity 3, fire resistant 3) | 1800¥ |
Zoé executive suit ensemble (long jacket) | 1950¥ |
actioneer business suit | 1500¥ |
Zoé moonsilver cocktail dress | 5000¥ |
docwagon basic | 5000¥ |
survival knife | 50¥ |
defiance EX shocker | 150¥ |
Ares predator IV (personalised grip, gecko grip, silencer) | 750¥ |
Enfield AS-7 (powered folding stock, foregrip, personalised grip, smartgun system, sling) | 2460¥ |
shotgun ammo (100 rounds regular, 50 rounds stick-n-shock) | 600¥ |
pistol ammo (150 rounds regular) | 300¥ |
taser darts (20 rounds regular) | 100¥ |
spare clips (5 pistol, 3 shotgun) | 40¥ |
2x disposable commlink | 600¥ |
5x datachip | 5¥ |
satellite link | 500¥ |
2x 1m fiber optic cable, wireless adapter, optical tap | 260¥ |
40 RFID tags (20 security, 20 stealth) | 200¥ |
fingernail data storage | 200¥ |
tag eraser | 150¥ |
area jammer rating 4 | 2000¥ |
directional jammer rating 4 | 2000¥ |
fake SIN rating 4 + 3x fake licence rating 4 | 5200¥ |
fake SIN rating 3 + 3x fake licence rating 3 | 3900¥ |
glowand | 60¥ |
5x lael in disposable syringes | 950¥ |
medkit rating 6 | 600¥ |
respirator rating 6 | 600¥ |
survival kit | 100¥ |
hardware + software kit | 1000¥ |
10 plastic restraints | 1¥ |
Asthma medication (3 months) | 600¥ |
Handling | Accel | Speed | Pilot | Body | Armor | Sensor | Availability | Cost |
1 | 2/10 | 10 | 3 | 0 | 0 | 1 | 8 | 1000¥ |
Handling | Accel | Speed | Pilot | Body | Armor | Sensor | Availability | Cost |
1 | 3/15 | 30 | 3 | 1 | 1 | 2 | 8 | 1000¥ |
Handling | Accel | Speed | Pilot | Body | Armor | Sensor | Availability | Cost |
0 | 15/30 | 110 | 2 | 10 | 6 | 1 | - | 24200¥ |
comforts | 3 |
entertainment | 2 |
necessities | 3 |
neighborhood | 2 |
security | 3 |
Contact | C/L | |
Jean-Jacques Leroy (Smuggler) | 4/3 | |
Zeus (blogger specialised corp news) | 3/3 | |
John Smith (mechanic) | 3/2 |
Quotememory with nanitey goodness (8d6.hits(5)=4)Area knowledge would've been better here
street gangs (7d6.hits(5)=2)
I am thinking he might piece together enough info with the length of the drive from the Lonestar compound, anything he smelled, heard etc, known Feral or Ghoul Territory and Wild Dog/Barghast Danger Zone (do not really have a knowledge skill for this though) crossovers to narrow down where we might be or what might be going on, if it isnt as it appears.. I am aware this is all very "Taken 2" and that i might not have enough knowledge skills for it, so I am relying heavily on the very good memory roll and his Bodyguard qualities perception bonus.
The street gang knowledge is enough to know that gangs don't tend include ferals and from what Three Star can see from the dead bodies, if they were faking it, they sure made it look convincing.
Memory roll: Three Star does remember a story he read where things like this were described. It was fantasy and didn't take place in the real world or anything, but there was an area that was quickly abandoned and people left their things and pets behind. The dogs in the neighborhood form new packs. The beginning isn't usually so bad and there's usually food to be found at start. But as they breed and the pack grows, the hunger grows and with it the violence. A few generations later (and this area looks as if it has been abandoned for decades) the dogs are completely wild animals again. They grow up knowing only to fight for food. Couple that with a strong and confident barghest as pack leader...
Sure, it could be set up. And there are probably ways to 'persuade' a pack into going somewhere or attacking something, too. But they might've just been starved animals fighting for the survival of their pack, too.
Chrona, UK passenger side or, you know, like the rest of the world? :p
Assuming Shadowrun default/rest of the world style:
Rat: Left rear
Boomer: Right middle
Three Star: Right middle
Spooky: Right front
Pay attention though, I'm seeing high dicepools on this test. It's far too late (I MUST go to bed asap) to do this myself and only Yogi/Boomer wrote down the breakdown of his dicepool, but make sure you only include enhancement bonuses if you've got them through powers, qualities or implants. You left your equipment at the police station.Yeah that was INT, Perception and Bodyguard with 3 from actively perceiving.
Chrona, UK passenger side or, you know, like the rest of the world? :p
Assuming Shadowrun default/rest of the world style:
Rat: Left rear
Boomer: Right middle
Three Star: Right middle
Spooky: Right front
I think you meant Three Star is left middle as boomer is right middle.
Boomer is sitting right side middle.
Passenger side, middle, so long as it puts me between two other people. (middle between two other people is my preference)
Since Rat is pretty low down the initiative line, I'll post his resistance roll here: Will 3 + Impact Armour 2 + Ceramic Bone Lacing 2 (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4292874/) no glitches. So that's 4S for him.
Correct. That should be 2 extra dice.Since Rat is pretty low down the initiative line, I'll post his resistance roll here: Will 3 + Impact Armour 2 + Ceramic Bone Lacing 2 (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/4292874/) no glitches. So that's 4S for him.Rat should be rolling Body to resist the impact damage if I'm not mistaken.
Don't want to try to string it into an IC post yet as I am not sure what cover there is without a line of sight in both sides attackers directions, so i will just say that it is Full Defense and move towards whatever is hard cover for my second IP, then if I find it start shooting the nearest ork with the heavy pistol i found in my third IP, if I don't find good cover I will just stay on full defense at whatever cover i do get.
Just to make sure we're clear, Dodge + dodge + Reaction is melee defense, not ranged. So you'll be dropping 4 dice if you're being shot at.
My bad
Yogi, didn't comment earlier, but the 2 orks in the building are probably the hardest target for the turret to hit. Turrets tend to be best at covering wide open distances, the building is the opposite, especially with it standing so near. The angle, cover and very limited LOS is much harder to deal with for an immobile turret than a moving person.
@Silence: You're up. Also, at the moment Spooky's right above the sergeant and the fire. The fire's starting to get hot and if he stays in that location for longer than this CT, he'll start taking fire damage.... But if he drops down at this location he'll be falling right on top of the burning sergeant and take fire damage, too.
Only have the one pass.
I am just waiting in case the assailants do anything first.If these guys were quicker than 21 initiative, you'd be in serious trouble.
First shot of the IPs gets free take aim. Unless something happens to use up my free action. (14d6.hits(5)=4, 13d6.hits(5)=7Two shots take down the second ork inside the building (the one that tossed the molotov)
He quickly pulled <turret> back a few feet and aimed it in the direction of the two Orcs behind the flower bed.There's only one left, the other one was killed by Quinten. Could be Rat takes out the second one, he acts before Boomer. Feel free to edit your post if that's the case.
Chrona feel free to narrate killing the ork, after tossing the molotov he's reaching for a sawed-off shotgun in case you want to know.
Hydroraven feel free to post if it's sooner than Chrona, just know the two orks in the building are dead, as is one of the 2 behind the flowerbed.
Boomer already posted his IP1.
Sorry for the low pace... I was kind of waiting for everyone to roll initiative, but if I'm honest with myself I could've probably used JiC's or taken one of several other options to make things move forward.
Truth is, I'm kind of having troubles with motivation at the moment... My activity as GM seems to be directly related to my activity as a player... recently being refused for about half a dozen applications in different games on other forums (Pathfinder PbP's) and not having a game at a RL table going anymore isn't helping much either :(
Also, my arm's killing me. Trying different positions, keyboards, tablets and whatever to reduce the pain, but at the moment typing or moving my mouse is simply painful :(
Will try to get back to more regular posting. Could be shorter posts than usual though... If things are unclear or something needs more explanation, don't hesitate to ask!
Sidearms: Ares Predator IVAnything in specific you were looking for with the perception?
Weapons: 2 x SPAS 22, 5 x AK-97
Also each has a Survival Knife
None of the weapon has accessories or modifications.
Only have the one pass.
Body 5 + Bone Lacing 2 - AP 1 (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/4310593/) no glitches, so that means 5P for Rat.[/spoiler]
We can suspend it if you need to?
That and evidence to show the ancients what happened so the don't thinks we killed their people.
don't kill her off, that's all.Oh...
@HydroRaven : just an FYI, Panther is also an elf. :o
Hey, he didn't mean you dandelion-eater, he meant those dandelion eaters.
Happy birthday! Another birthday is its own reward I say ;)
Left, right and behind, the station is surrounded by 6-story apartment buildings. Looks like they weren't allowed to have balconies at the station's side and windows only at 4th-floor and above, all of them non-opening (though, needless to say, plenty of them are now broken).
He looks at them for a moment. "I guess this is a moment of truth. There's a couple reasons I need this job. The biggest one is so I can disappear, because if my old boss finds out what I've become, I'm more screwed than all of you."Oh, you're screwed no matter what!
If I got this right, I think it was going to be Spooky & Boomer creating the distraction and Rat & Three Star would sneak from the back door (the one that they can actually open). Rat would go in first to make sure the path was clear, open the vault and call Three Star in to help him with the bags. While Rat was working on opening the safe, I would assume Three Star would be the lookout?