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[OOC] The Bunraku Breakout

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Ren

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« Reply #210 on: <03-30-13/2249:02> »
As a GM i usually let my players know the initiative order of all participants they know of. It is only fair as the GM already knows all initiative scores and can plan actions based on that.
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Ren

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« Reply #211 on: <03-30-13/2255:01> »
Also, any results on checking what kind of weapons the gangers possess? My perception roll was quite good. I will assume the gangers show hostility and Concrete judged that they won't be able to go on without violence.
Initiative: REA(5) + INT(4) (9d6.hits(5)=2)
Initiative score: 9+2=11, 2 IPs in the round.
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Gustovness

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« Reply #212 on: <03-31-13/2056:29> »
Also, any results on checking what kind of weapons the gangers possess? My perception roll was quite good. I will assume the gangers show hostility and Concrete judged that they won't be able to go on without violence.
Initiative: REA(5) + INT(4) (9d6.hits(5)=2)
Initiative score: 9+2=11, 2 IPs in the round.


Sorry, Ren, I misunderstood what Concrete was rolling for.  Thought he was looking for hidden guys, not weapons.  I'll churn out info IC.
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Gustovness

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« Reply #213 on: <03-31-13/2131:35> »
Also, Concrete, I'm looking over your sheet and I can't see where you get two initiative passes.  I'm sure it's there somewhere but could you point it out to me, please?

IP is as follows:

  • Concrete
  • Trog AND Vest #1
  • Vest #2
  • the remaining ganger

Now, this doesn't take into account Concrete's extra IP.  Just clarify that for me and I'll be able to fit you in =D  Other than that, let's get this started and see how it works out!
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Padawan

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« Reply #214 on: <03-31-13/2246:22> »
REA 7 + INT 2 (9d6.hits(5)=3)
Initiative: 9 + roll of 3 = 12


I've got 3 IP's just as a by the way. (From the Adept power Improved Reflexes)
« Last Edit: <03-31-13/2248:12> by Padawan »
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Ren

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« Reply #215 on: <04-01-13/0832:04> »
Also, Concrete, I'm looking over your sheet and I can't see where you get two initiative passes.  I'm sure it's there somewhere but could you point it out to me, please?
The rating 1 wired reflexes (end of cybewares list) gives me an extra IP.
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Ren

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« Reply #216 on: <04-01-13/0853:32> »
Also, Concrete, I'm looking over your sheet and I can't see where you get two initiative passes.  I'm sure it's there somewhere but could you point it out to me, please?

IP is as follows:

  • Concrete
  • Trog AND Vest #1
  • Vest #2
  • the remaining ganger

Now, this doesn't take into account Concrete's extra IP.  Just clarify that for me and I'll be able to fit you in =D  Other than that, let's get this started and see how it works out!

Seems that Trog goes first so i will just wait for him to post. In the meantime, please tell us what the distance between the gangers and us is and if there is a clear LOS to the jacket ganger or what the cover modifier is, and if i can get a clear LOS with a few steps.
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Padawan

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« Reply #217 on: <04-01-13/0955:24> »
Was just about to ask the same thing about distance haha, looks like I was beat to the punch.
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Gustovness

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« Reply #218 on: <04-01-13/1325:36> »
clear line of sight to everyone except jacket man who is standing behind the rest of his gang, there is no cover, two lawn chairs near where the gangers are that have no tactical consideration as of now.

Lobby is 11m x 3m.  Gangers are lined up and 2m away from the far wall.

Concrete knows exactly where the jacket man is and the lack of true cover doesn't obstruct anyone's vision or overall perception of the lobby, but with the vested man between them, a direct shot at him,by Concrete's judgement, will incur +3 to threshold for the hard shot that he's considering.

If this doesn't answer your questions, please don't feel frustrated.  Just clarify anything else you need to know and I'll try to paint a clearer picture for you!
« Last Edit: <04-01-13/1348:11> by Gustovness »
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Ren

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« Reply #219 on: <04-01-13/1557:12> »
Concrete knows exactly where the jacket man is and the lack of true cover doesn't obstruct anyone's vision or overall perception of the lobby, but with the vested man between them, a direct shot at him,by Concrete's judgement, will incur +3 to threshold for the hard shot that he's considering.
+3 threshold seems a bit harsh. Good cover usually gives +4 dice to defend against the shot (SR4A, p.159, defense modifiers table). +3 threshold is roughly equivalent to -9 dice. (If it is +3 threshold, it is, i just wanted to tell my opinion how extremely hard a shot it seems.)
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Reiper

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« Reply #220 on: <04-01-13/1936:31> »
Quick question, if we get a call for backup, do you want Sable and Siren to roll init too and start heading that way? Although with how fast combat normally goes, it should be over by the time we make it to the room.
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« Reply #221 on: <04-02-13/2252:07> »
Wow Trog, you missed with 12 dice?

I hope you got that out of your system  :P
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Padawan

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« Reply #222 on: <04-02-13/2256:41> »
Haha, so do I Reiper. But don't worry... my next IP will be a crit glitch... that's my luck :P
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« Reply #223 on: <04-02-13/2313:26> »
Haha, so do I Reiper. But don't worry... my next IP will be a crit glitch... that's my luck :P

Haha, you swing, completely miss the person and punch the beam in the wall, shattering your hand in 4 places and opening yourself up to an attack.
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Padawan

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« Reply #224 on: <04-02-13/2321:54> »
Guess it's time o start attacking with my other hand ;)
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