Shadowrun
Shadowrun Play => Play-by-Post => Topic started by: Tecumseh on <07-28-15/0120:26>
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First IC post is up here: http://forums.shadowruntabletop.com/index.php?topic=21556.0
This is a one-shot solo campaign for LordGrizzle. Observers are welcome but we are not recruiting.
I'll do my best to keep house rules to a minimum. A couple that might be relevant:
1) Movement rates will generally be HALF of what's listed in the core rule book. Agility = meters per turn walking, Agility * 2 = meters per turn running. This is a little slow at the lower Agility ratings, but it prevents Agility 10 characters such as yourself from "running" at 48 kph without having to sprint. You'll still be able to run at 24 kph without sprinting, which is pretty preposterous, but such is the future.
2) The effectiveness of flash-bang grenades and Indirect Area spells (like Fireball) will decrease with range as per a normal grenade (-1 DV per meter).
Posting
Weekdays, ideally, even if it's just to check in with a couple quick lines.
I have the most opportunities to post while at work. I have a regular 9 to 5 with ample access to the Internet. Seattle proper, GMT -8.
I use the following:
Speech Thought Matrix/Text Astral
Shadow Dash's sheet: https://docs.google.com/document/d/1pQI20IcAqgkl5_7NokWqqVbxoQRO0S2_Eg6whDmozhY/edit
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Hmmm... room for people to post as random bystanders? ;D
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First IC post is up here: http://forums.shadowruntabletop.com/index.php?topic=21556.0
This is a one-shot solo campaign for LordGrizzle. Observers are welcome but we are not recruiting.
I'll do my best to keep house rules to a minimum. A couple that might be relevant:
1) Movement rates will generally be HALF of what's listed in the core rule book. Agility = meters per turn walking, Agility * 2 = meters per turn running. This is a little slow at the lower Agility ratings, but it prevents Agility 10 characters such as yourself from "running" at 48 kph without having to sprint. You'll still be able to run at 24 kph without sprinting, which is pretty preposterous, but such is the future.
2) The effectiveness of flash-bang grenades and Indirect Area spells (like Fireball) will decrease with range as per a normal grenade (-1 DV per meter).
Posting
Weekdays, ideally, even if it's just to check in with a couple quick lines.
I have the most opportunities to post while at work. I have a regular 9 to 5 with ample access to the Internet. Seattle proper, GMT -8.
I use the following:
Speech Thought Matrix/Text Astral
Shadow Dash's sheet: https://docs.google.com/document/d/1pQI20IcAqgkl5_7NokWqqVbxoQRO0S2_Eg6whDmozhY/edit
I'll check in at least daily but probably more often. GMT-8 9 to 5 is actually pretty good for me, I should have time to post multiple times during that timeslot each day.
Halving my movement speed seems fair :-), cuz it's still pretty insane
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@ScytheKnight
I don't have any real objections to IC posting as random bystanders/shoppers. I would ask them to cower or run when the drek hits the fan, rather than getting involved in the action, but if you want to RP shopping in a Stuffer Shack then that works for me.
@LordGrizzle
What's your time zone?
My posting will be work-dependent, but I should be mostly available this week. I'll get one up before long.
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Next post is up. LordGrizzle, go ahead and post ICly again.
OOCly, per your Combat Sense adept power, please give me a Surprise roll. Don't forget to add your Combat Sense dice.
When using Orokos, please use these values when rolling:
Character: Shadow [Dash]
Campaign: Food Fight
Description: Attribute # + Skill # + Modifiers #
Dice: #d6t5
When you have the results, please click the small "bbcode" link, then copy and paste that result into the OOC forum. It should look like this:
Intuition 3 + Perception 4 + Keen-Eared 1 (http://orokos.com/roll/312253): 8d6t5 3 hits
I manually add the word "hits" after the result, which is personal preference but not necessary.
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@LordGrizzle
What's your time zone?
My timezone is GMT+1 and I also don't sleep much, so I should get multiple opportunities during night and evening (which is your worktime in your timezone) to post.
Next post is up. LordGrizzle, go ahead and post ICly again.
OOCly, per your Combat Sense adept power, please give me a Surprise roll. Don't forget to add your Combat Sense dice.
When using Orokos, please use these values when rolling:
Character: Shadow [Dash]
Campaign: Food Fight
Description: Attribute # + Skill # + Modifiers #
Dice: #d6t5
When you have the results, please click the small "bbcode" link, then copy and paste that result into the OOC forum. It should look like this:
Intuition 3 + Perception 4 + Keen-Eared 1 (http://orokos.com/roll/312253): 8d6t5 3 hits
I manually add the word "hits" after the result, which is personal preference but not necessary.
Got it, just one question, how do you want me to mark a glitch/critical glitch? :-)
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I usually tack on something at the end, like:
Intuition 3 + Perception 4 + Keen-Eared 1 (http://orokos.com/roll/312253): 8d6t5 1 hit, glitch!
or
Agility 10 + Performance 1 + Specialization (Stripping) 2 (http://orokos.com/roll/312253): 13d6t5 0 hits, critical glitch!!! o noes!
I will leave it up to you whether you want glitches to trigger at 50% of the dice (SR4 rules) or 51% of the dice (SR5 rules). I generally default to 50% because it means more glitches, which - to a GM - are interesting, but I find most players prefer the 51% threshold.
I was guessing you were GMTish due to the time of your posts.
Given that it's just the two of us, I would generally say that it's not necessary to quote my posts back to me, as I can simply scroll up if I need them for reference. In large games with multiple conversations, quotes can be helpful, but here I think they're just going to take up space.
Go ahead and make the Surprise roll whenever you can.
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Yeah, I was just quoting because I wanted to make it clear that I was not replying to ScytheKnight, will refrain from that from now on.
Surprise!
Reaction 9 + Intuition 3 + Combat Sense 2 (http://orokos.com/roll/312273): 14d6t5 5 hits
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Congratulations, you are not surprised.
We will be using this map for reference:
(http://lpix.org/1793262/img001.jpg)
Shadow is currently at position A, behind the counter. She does not have LOS on either of the goons.
Shadow has her commlink, her armor jacket, plus her Ares Predator with two (2) clips of your choice of ammo (same or mix-and-match). She does not have her Ares Alpha nor her PPP armor.
The ball is in your court. We are not in Initiative so you don't have to confine yourself to action/initiative passes yet.
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We'll be dropping into initiative.
Goon #1 initiative: Initiative (http://orokos.com/roll/312557): 3d6+6 21
Goon #2 initiative: Initiative (http://orokos.com/roll/312558): 3d6+8 19
There is a huge hole in the wall between Aisles 1 and 2.
Goon #1 is standing in the wreckage of Aisle 7, having just ordered the punk rockers to move toward the freezer aisle. (On the right, labeled "K" on the map.) He is a Short range shot for a Heavy Pistol.
Goon #2 is standing in the wreckage of Aisle 8. He is a Medium range shot (-1) for a Heavy Pistol.
They look jittery, alarmed, and like they're not going to stand down. If Shadow wins the initiative race, you can declare your actions and roll accordingly.
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Initiative: Initiative (http://orokos.com/roll/312581): 4d6+12 26 (Initiative won)
Shadow will use her first Simple Action to perform a semi-automatic burst at the closer ganger (SB uses up three rounds and incurs a -2 penalty towards the defender's dice pool.
She accumulates 3 points of recoil. Her natural recoil compensation is 1 + Strength / 3 = 2
Pistols 17 + Smartlink 2 - Recoil 1 (http://orokos.com/roll/312582): 18d6t5 8 hits (limited to 7 by weapon accuracy)
Shadow, realising that her oposition is a bit more than expected uses her second simple action to take cover behind the counter.
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Semi-automatic bursts are Complex actions, not Simple. However, you can Drop Prone as a Free Action (either to a knee or flat on the floor), which accomplishes the same thing.
Standing, Shadow has Partial Cover due to the counter. Kneeling, she has Good Cover. Flat on the floor, should would have Full Cover (i.e. they would be blind firing at her).
Acknowledging that this is a turn-based game, we will be blending in elements of real-time. The goons will still be able to shoot at Shadow this round, given the small fractions of a second between her actions and theirs. This also helps prevent the "I pop out and shoot and then fall back" combo which results in long standoffs where nobody can shoot anything for lack of a target.
Goon #1 dodge: Reaction + Intuition (http://orokos.com/roll/312597): 6d6t5 1 hit. I forgot to subtract the -2 for the semi-automatic burst but the last two dice aren't hits so we'll keep the result.
Shadow connects with 6 net hits. Ouch! Base damage is 8P + 6 net hits = 14P, -1 AP.
Goon #1 soaking: Body + Armor - AP (http://orokos.com/roll/312599): 16d6t5 5 hits
Goon #1 takes 9P. Improbably, this does not exceed his Physical limit so he does not suffer knockdown. He does, however, have a major major injury. Using the Damage Progression rules from Bullets & Bandages, the damage will continue to progress, adding 1 box every (Body) combat turns in a manner similar to Overflow until he's dead or he is stabilized by medical care.
Goon #1's initiative order drops to 18 due to his wound. Goon #2 acts next @ 19 Seeing blood spurting from his partner, he hammers on the trigger and lays down full auto fire.
Goon #2 shooting: Agility + Automatics + Laser Sight - Recoil (http://orokos.com/roll/312605): 6d6t5 1 hit
Shadow needs to dodge 1 hit. She has a -9 dodge penalty but she can take +4 from Good Cover. Don't forget Combat Sense.
Goon #1 will be trying a 6-round long burst.
Goon #1 shooting: Agility + Automatics + Laser Sight - Recoil - Wound (http://orokos.com/roll/312607): 4d6t5 2 hits, glitch! His gun will jam.
Shadow needs to dodge 2 hits. She has a -5 modifier from the burst and a -1 modifier from dodging a second attack. She can use the +4 Good Cover modifier again.
If either shot hits, Shadow is looking at 11P (0 AP) + net hits.
Next
IC post from Tecumseh
CT1 IP2
Shadow @ 16
Goon #2 @ 9
Goon #1 @ 8
?? @ ??
?? @ ??
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FIRE SEMI-AUTO, SINGLE-SHOT, BURST FIRE OR FULL-AUTO
A character may fire a readied firearm in Semi-Auto- matic, Single-Shot, Burst-Fire, or Fully-Auto mode via a Simple Action (see Firearms, p. 424) but may not take any other attack actions in the same Action Phase.
I was going by this rule from the corebook but I'll either ruling we can also stick to them being complex actions.
First evasion: Reaction 9 + Intuition 3 + Cover 4 - Penalties 9 (http://orokos.com/roll/312614): 7d6t5 3 hits (Success) (forgot Combat Sense x-d)
Second evasion: Reaction 9 + Intuition 3 + Combat Sense 2 + Cover 4 - Burst 5 - Consecutive Defenses 1 (http://orokos.com/roll/312615): 12d6t5 7 hits (Success)
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That passage is correct but misleading. The gun can be fired with a Simple Action under any of those modes, but not every firing action is a Simple. This passage is more relevant:
SEMI_AUTOMATIC BURST
Semi-Automatic Burst mode is three semi-automatic shots taken in quick succession. Semi-Automatic weapons can fire a burst of three rounds with a Complex Action.
You're rolling exceptionally well so far. 23 hits on 51 dice = 45% successes. Combat goes fast with rolling like that.
We're in the second pass. Declare your actions and roll.
CT1 IP2
Shadow @ 16
Goon #2 @ 9
Goon #1 @ 8
?? @ ??
?? @ ??
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Seriously... Been playing 5th ed. for 6 months but with you I learn something new within the first combat round. Thank you for that alone :-).
Ok, I am going to simply fire a single shot at the heavily injured one and I am going to take a standing position, ignoring the fact that that might be dangerous.
Progressive Recoil 4 - 2 Recoil Compensation = 2
Pistols 17 + Smartlink 2 - Recoil 2 (http://orokos.com/roll/312625): 17d6t5 6 hits
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Goon #1 tries going on Full Defense. Goon #1 dodge: Reaction + Intuition + Full Defense - Wound (http://orokos.com/roll/312836): 6d6t5 0 hits, waa waa
Same story as before, 14P, -1 AP.
Goon #1 soaking: Body + Armor - AP (http://orokos.com/roll/312837): 16d6t5 7 hits
Net damage is 7P. Added to the previous 9P, the total is now 16P. The ork is down and is bleeding out on the pet food.
Goon #2 composure check: Willpower + Charisma (http://orokos.com/roll/312838): 7d6t5 3 hits
Goon #2 keeps his cool after seeing his buddy get dropped. He takes aim to reset his recoil and then fires a 6-round burst.
Goon #2 burst: Agility + Automatics + Aim + Laser Sight - Recoil (http://orokos.com/roll/312839): 11d6t5 5 hits
Shadow needs to dodge 5 hits with a -5 modifier. She gets +4 from cover.
Goon #3 has entered the game! Shadow is getting manabolted.
Goon #3 mana bolt: Magic + Spellcasting (http://orokos.com/roll/312840): 9d6t5 5 hits
Goon #3 drain soak: Drain soak (http://orokos.com/roll/312841): 10d6t5 8 hits, dang burned all my hits on a drain soak where I only needed 2. There's about 1 chance in 300 of rolling that well. Oh well.
Shadow needs to soak 5P with Body.
CT1 IP3
Shadow @ 6
?? @ ??
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Avoiding the AK: Reaction 9 + Intuition 3 + Combat Sense 2 + Cover 2 - Burst 5 (http://orokos.com/roll/312850): 11d6t5 5 hits (grazing shot, no damage)
Resisting the Manabolt: Body 3 (http://orokos.com/roll/312851): 3d6t5 1 hit Shadow is now at 4P damage (-1 wound penalty, new initiative 5)
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Shadow will take aim once and then shoot a single shot at the AK wielding work followed by dropping prone in the hopes to break LOS with wherever that magic is coming from.
Progressive Recoil now at -3.
Shot at ork: Pistols 17 + Smartlink 2 + Take aim 1 - Recoil 3 - Range 1 (http://orokos.com/roll/312860): 16d6t5 4 hits
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Per the errata, taking aim (a Simple action) resets recoil. Personally I don't care for it - I think it would make it more strategic to require someone stop shooting for a whole pass - but I just used it for Goon #2 on his last shot.
You didn't subtract your wound penalty but you took more recoil dice than you needed to.
Adding dice: Recoil Dice (http://orokos.com/roll/312863): 3d6t5 0 hits, so we stay at 4 hits
Goon #2 dodge: Reaction + Intuition (http://orokos.com/roll/312864): 8d6t5 2 hits
Base is 8P, staged up to 10P -1AP with net hits.
Goon #2 soak: Body + Armor - AP (http://orokos.com/roll/312865): 19d6t5 5 hits
The damage does not exceed his Armor so he takes 5S.
Go ahead and post ICly, then roll for CT2 initiative.
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Initiative: Initiative 12 - Wound Penalty 1 (http://orokos.com/roll/312925): 4d6+11 29
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Goon #1: KO'd
Goon #2: Initiative (http://orokos.com/roll/313098): 3d6+7 15
Goon #3: Initiative (http://orokos.com/roll/313099): 3d6+9 15
??: ??
Unsurprisingly, Shadow is up first.
She's behind cover and does not have LOS on either target. Go ahead and declare your actions (and roll if necessary).
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I'll crawl around the counter and try to peak around the corner to get a line of sight to the goon. Is a simple action enough for that or do I need a complex action to get there/more than one turn?
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Hmm, crawling. Not defined by the book. For the sake of symmetry, we'll say that your crawling rate is half of your walking rate. In this case, that's five meters. That should be enough to get you to the corner of the counter.
Crawling is fairly involved, using both arms and legs, so we'll call it a Complex action. Shadow can still take a Free action if she likes.
Goon #2 is going to blind-fire through the counter.
Goon #2 shooting: Agility + Automatics + Take Aim + Laser Sight - Blind Fire - Wound (http://orokos.com/roll/313158): 5d6t5 2
BUT, I forgot recoil, which costs him a die. The last die of his roll was a hit, which brings him down to 1 hit.
The rules for Blind Fire / Shooting Through Barriers are not terribly well-developed. As best I can tell, there's no benefit to blindly shooting one round versus ten rounds, given that the target is assumed to be "unaware" and therefore can't dodge (and thus modifiers to dodge, like burst fire, don't matter).
In this case it's six rounds. I'm going to say that the wide burst lets him attack Shadow, even though she's moved and isn't in her original location. I'm also going to say that although Shadow is unaware (per the rules), she can roll her two Combat Sense dice to avoid the hit. (You don't have to subtract a die for your wound modifier.)
If Shadow doesn't get a hit, the counter will soak some of the damage.
Counter soak: Structure 4 + Armor 6 (http://orokos.com/roll/313159): 10d6t5 1 hit + +2 dice for AP that I forgot (http://orokos.com/roll/313160): 2d6t5 1 hit = 2 hits
The counter soaks 2 hits and passes 9S (0 AP) on to Shadow to soak, if she doesn't dodge.
Goon #3: Unknown, Action Hidden
Goon #4 is trying to hack your commlink. It must be a Brute Force attack because Shadow immediately receives notice of the attack from her commlink regardless of whether it succeeds or not.
Goon #4: Logic + Cybercombat (http://orokos.com/roll/313162): 9d6t5 3 hits
Defend with Willpower + Firewall, which should be 9 dice. I don't believe wound modifiers apply to this roll.
Next
Dodge 1 hit (with Combat Sense dice and/or Edge)
If not dodged, soak 9S
Roll 9 against 3 hits to defend your commlink
IC post for crawling, plus the results of the above
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Shadow will dodge by spending 1 point of Edge for extra dice and rule of six: Combat Sense 2 + Edge 2 (http://orokos.com/roll/313332): 4d6t5 0 hits (Critical Glitch) Shadow has one Edge remaining.
Shadow has to soak some damage: Body 3 + Armor Jacket 12 (http://orokos.com/roll/313333): 15d6t5 7 hits Shadow is now at 2 Stun damage.
Shadow resists getting hacked: Willpower 3 + Firewall 6 (http://orokos.com/roll/313334): 9d6t5 3 hits
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We'll ignore the critical glitch because it was on a bonus roll (a dodge roll that normally you wouldn't have), so I'm not going to penalize you for having it.
Shadow's high-end commlink fights off the hacker. Thank you, Transys Avalon. Since it is a tie (with no net hits) the attacker does not take any damage from rejected code.
CT2 IP2
Shadow @ 19
Goon #4 @ 11
Goon #2 @ 5
Goon #3 @ 5
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Well it took me a while until I learned that quick reply was still able to post. What's up with the forums currently?
Ok, here goes with just a question: Can I shoot at goon #2 from where I am currently, or do I have to stand up/crawl further to do so?
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Sorry to intrude - but if you block java script you get almost all functionality back. This is what's wrong with the forum one of the scripts is faulty.
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You are not intruding at all, I have not been following the thread that discusses this problem, I just read a couple hours ago that quick reply works. Thanks for the info. Now to figure out how to turn JavaScript off in Microsoft Edge...
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@gilga
Thank you, that was actually quite helpful.
@LordGrizzle
Yes, Shadow can shoot at Goon #2 from where she is currently. It's still a Medium range (-1) shot. I though there was a penalty for firing from cover but this appears to be a 4E penalty that didn't make the transition to 5E.
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no problem was happy to help.
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So I am going to shoot around the corner with a semi-burst: Pistols 17 + Smartlink 2 - Recoil 1 - Wound Penalties 1 - Range 1 (http://orokos.com/roll/313599): 16d6t5 4 hits (not as good anymore) ;-)
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Goon #2 dodge: Reaction + Intuition - Wound (http://orokos.com/roll/313620): 7d6t5 2 hits
Base damage is 8P -1AP, staged up to 10P with net hits.
Goon #2 soak: Body + Armor - AP (http://orokos.com/roll/313621): 19d6t5 5 hits
The damage does not exceed the armor value and so is downgraded to Stun. Goon #2 take 5S. He was already at 5S so he is now at 10S. His condition monitor is now full; he falls unconscious.
Goon #4 Brute Force: Logic + Cybercombat (http://orokos.com/roll/313623): 9d6t5 4 hits
Roll Willpower + Firewall against 4 hits.
Goon #3 Mana Bolt: Magic + Spellcasting (http://orokos.com/roll/313624): 9d6t5 1 hit, almost a glitch but not quite
Goon #3 Drain: Drain soak (http://orokos.com/roll/313625): 10d6t5 3 hits
Roll Body against 1P.
CT2 IP3
Shadow @ 9
Goon #4 @ 1
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Defend against Brute Force: Willpower 3 + Firewall 6 (http://orokos.com/roll/313695): 9d6t5 1 hit (Failure)
Resisting Mana Bolt:mBody 3 (http://orokos.com/roll/313696): 3d6t5 0 hits (Now at 5P damage)
Simple Action:
Shadow will try to stand up from being prone: Body 3 + Willpower 3 - Wound Penalties 2 (http://orokos.com/roll/313697): 4d6t5 2 hits (Success)
Can Shadow see one or more gangers who are probably the source of the mojo / code?
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She would need to use an Observe in Detail simple action. If that's what you would like to do, roll Perception.
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Observe in detail: Perception 7 - Wound Penalties 1 (http://orokos.com/roll/313735): 6d6t5 2 hits
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You successfully stand and see the presumed spellcaster but not the hacker. He's by the front door, which was largely destroyed in the explosion. I'll write that up in an IC post.
The hacker has a mark on your Ares Predator. He's trying to eject the clip. It's unclear whether this should be a Control Device action or Spoof, but in this case the dice pools are the same either way.
Goon #4 eject clip: Electronic Warfare + Intuition (http://orokos.com/roll/313790): 9d6t5 4 hits
Roll Intuition + Firewall against 4 hits or have your clip ejected. Don't apply wound modifiers.
Then we're on to Initiative again.
Goon #3: Initiative (http://orokos.com/roll/313791): 3d6+9 17
Goon #4: Initiative (http://orokos.com/roll/313793): 3d6+7 17 (mislabeled as Goon #3 but roll is correct)
There is a 98.84% chance that Shadow will beat those scores. Go ahead and roll to make it official, then declare your actions and roll them out if necessary.
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Resist Eject Clip: Intuition 3 + Firewall 6 (http://orokos.com/roll/313805): 9d6t5 4 hits (ties go towards the defender, resisted)
Shadow's initiative: Initiative 12 - Wound Penalty 1 (http://orokos.com/roll/313806): 4d6+11 24 (goes first)
Semi-Auto-Burst at the supposed mage (7 Bullets Left, Complex Action, if he is standing by the door I presume he also should have -1 range modifier cause the distance is also a bit further, kind of like Aisle 8)
Pistols 17 + Smartlink 2 - Recoil 1 - Wound Penalties 1 - Range 1 (http://orokos.com/roll/313809): 16d6t5 5 hits (Now 4 Bullets Left)
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Goon #3 dodge: Reaction + Intuition + Cover - Burst (http://orokos.com/roll/313816): 11d6t5 5 hits, glancing blow, no damage
Goon #3 manabolt: Magic + Spellcasting (http://orokos.com/roll/313817): 9d6t5 3 hits
Goon #3 drain resist: Drain resist (http://orokos.com/roll/313819): 10d6t5 3 hits
Shadow needs to soak 3P with Body.
Shadow, having resisted the Control Device attack, gets a MARK on the hacker. The MARK indicates that the hacker is in a car in the parking lot.
Goon #4 eject clip: Electronic Warfare + Intuition (http://orokos.com/roll/313818): 9d6t5 1 hit
Resist Eject Clip with 9 dice. If you resist, you'll get another MARK, much good may it do you.
CT3 IP2
Shadow @ 12
Goon #3 @ 7
Goon #4 @ 7
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Resist Manabolt: Body 3 (http://orokos.com/roll/313821): 3d6t5 1 hit (2 damage, now at 7P and -2 Wound Penalties also dropping to 11 initiative) (I hate magic)
Resist Eject Clip: Intuition 3 + Firewall 6 (http://orokos.com/roll/313822): 9d6t5 3 hits (Resist)
Take Aim at Mage (Simple Action)
Single Shot at Mage (Simple Action, Adding Edge beforehand): Pistols 17 + Smartlink 2 - Wound Penalties 2 - Range 1 + Take Aim 1 + Edge 2 (http://orokos.com/roll/313826): 19d6t5 6 hits (1 six)
Rule of six: Six 1 (http://orokos.com/roll/313827): 1d6t5 0 hits (total of 6)
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Goon #3 dodge: Reaction + Intuition + Cover (http://orokos.com/roll/313836): 13d6t5 4 hits
Base damage is 8P -1AP, staged up to 10P with net hits.
Goon #3 soak: Body + Armor - AP (http://orokos.com/roll/313837): 11d6t5 5 hits
Damage exceeds modified armor value, making it Physical. Goon #3 takes 5P. This exceeds his Physical limit so he suffers immediate Knockdown. He needs to pass a Composure check.
Goon #3 composure: Willpower + Charisma - Wounds (http://orokos.com/roll/313838): 5d6t5 1 hit, he's alarmed and frightened but is holding it together
Goon #3's initiative drops to 6.
Goon #4 eject clip: Intuition + Electronic Warfare (http://orokos.com/roll/313839): 9d6t5 4 hits
Goon #3 crawls behind cover. Shadow no longer has LOS on him. She can still hear him though.
Next
Shadow @ 2
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Resisting Eject Clip: Intuition 3 + Firewall 6 (http://orokos.com/roll/313851): 9d6t5 4 hits (Resist)
Free Action: Use Shadow's full run rate to move towards the door until she comes round the aisles and gets a visual on the mage again, is that possible?
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Shadow's commlink rejects the code once again. She now has three MARKs on the hacker.
Shadow is behind the counter. The most direct route between Shadow and the mage would require jumping over the counter. The total distance to the mage would be about 9 meters. Hurdling the counter would require a Gymnastics test, which Shadow is quite good at.
Running around the counter would add a couple meters, so let's say 11 meters total.
Shadow's running rate is 20 meters per Combat Turn. Given an average of 3 IPs per CT, she can run about 7 meters per IP without having to sprint.
If Shadow were to sprint, she'd need to get 3 hits on a Running test to make it to the magician's last known location during this IP. (This would involve hurdling the counter.) Running around the counter would require 6 hits on a running test to get to the mage this turn. Otherwise, she would have to wait until CT4.
Sprinting and gymnastics are Complex actions so she wouldn't be able to do anything else this pass except her Free Action. If she just runs regularly (not Sprinting, so just using a Free Action) then she would probably still act first in CT4, allowing her to get around the corner and pummel the mage.
Go ahead and roll for CT4 initiative once you decide what you want to do in CT3 IP3.
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Shadow's gonna try and hurdle the counter and get as far as she can with her remaining free action: Gymnastics 17 - Wound Penalty 2 (http://orokos.com/roll/313860): 15d6t5 2 hits (not all that good)
CT4 Initiative: Initiative 12 - Wound Penalty 2 (http://orokos.com/roll/313861): 4d6+10 19
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Each hit gets you half a meter of vertical height, so Shadow (barely) clears the 1-meter counter. Close call though. You might want to RP her foot dragging across the top.
Goon #3: Initiative (http://orokos.com/roll/313863): 3d6+6 13
Goon #4: Initiative (http://orokos.com/roll/313862): 3d6+9 21
CT4 IP1
Goon #3 @ 13 (using Seize the Initiative)
Goon #4 @ 21
Shadow @ 19
Goon #3 casting Ice Sheet: Magic + Spellcasting - Wounds (http://orokos.com/roll/313866): 6d6t5 1 hit
Goon #3 soaking drain: Soaking drain (http://orokos.com/roll/313867): 9d6t5 3 hits
An ice sheet with a 3-meter radius appears in the doorway. Shadow will have to cross it if she wants LOS on the magician. Doing so is a simple Agility + Reaction test with a low threshold (1 hit) due to a lack of hits by the spellcaster. More like a "frost sheet" than an ice sheet, so to speak.
Goon #4 eject clip: Intuition + Electronic Warfare (http://orokos.com/roll/313871): 9d6t5 2 hits
Defend against 2 hits.
Next
IC post for Shadow running and jumping over the counter
Shadow @ 19
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Resist eject clip: Intuition 3 + Firewall 6 (http://orokos.com/roll/314130): 9d6t5 5 hits (Resisted)
Shadow will cross the ice sheath
Resisting the ice sheath: Agility 10 + Reaction 9 - Wound Penalties 2 (http://orokos.com/roll/314129): 17d6t5 3 hits (Success)
After crossing it Shadow should have LOS, right? Any Range penalties or can she just take a shot this turn?
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She will have LOS and there won't be any range penalties. There will be a -2 penalty for shooting while running. She can take a shot this turn.
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Take Aim + Single Shot (3 Bullets left): Pistols 17 + Smartlink 2 - Running 2 - Wound Penatlies 2 + Take Aim 1 (http://orokos.com/roll/314147): 16d6t5 5 hits
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Goon #3 dodge: Reaction + Intuition - Wound - Prone (http://orokos.com/roll/314179): 6d6t5 1 hit
Base damage is 8P -1AP, staged up to 13P with net hits.
Goon #3 soak: Body + Armor - AP (http://orokos.com/roll/314181): 11d6t5 3 hits
Goon takes 10P. In addition to his previous 5P, he is now at 15P. Goon #3 is now very dead.
CT4 IP2
Goon #4 @ 11
Shadow @ 9
Goon #4 is going to surrender.
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Shadow's Perception roll: Intuition + Perception + Specifically Looking - Wounds (http://orokos.com/roll/314806): 8d6t5 5 hits
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Wherever Shadow is going, roll Sneaking if she wants to get away undetected. Don't forget your wound modifiers.
Shadow's apartment is nearby. You could also go somewhere else completely. Up to you.
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Let's just get home
Sneaking: Sneaking 12 + Specialization (Urban) 2 - Wound Penalties 2 (http://orokos.com/roll/315907): 12d6t5 7 hits (Limited to 6; Boy, Shadow is making that name an honor)
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Emergency Responders: Perception (http://orokos.com/roll/315927): 9d6t5 3 hits
Go ahead and write an IC post with Shadow masterfully maneuvering the woman (Brandeen) and her son (Cody) to Shadow's apartment.
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We've reached a reasonable stopping point. It's not impossible to push it further but Shadow is fairly banged up and probably needs to call in sick for her Saturday-night shift. Let me know what you're thinking.
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Yes I think it's a decent stopping point as Shadow needs some serious downtime, at least for a few days, but too long to reasonable chase these two down I'd guess.
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Go ahead and do a final IC post. After that we'll put a bow on it and call it good.
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Cool, that's a wrap. Now onto karma:
2 - Character survived
1 - Brandeen and Cody survived
1 - Overall adventure challenge
2 - Good feelings run
Overall award is 6 karma, should you ever be able to play Shadow at another table.