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[5e OOC] Tabula Rasa

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Poindexter

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« Reply #405 on: <09-21-14/1906:02> »
His init drops to 13, so its now Masked Woman and Soldier 2's turns.

wouldnt it be sams turn again on 19 first?

That's the old SR 3 method of initiative that's optional in 5th. The standard Initiative system is for everyone to go through Pass 1, then drop 10, and everyone goes through pass 2. Soldier 1 didn't have his actual turn, he used an Interrupt action. Same with Ace, and Soldier 2's turn got bumped down because he lost init from an electric attack.

So if Masked Woman isn't spellcasting as her second simple, it's Soldier 1's turn to try and pop Uncle Sam in the mouth again. Roll your defense. You still get your reach bonus.

Then Soldier 2 and Ace wrassle for a bit, and everyone drops 10, Pass 2 starts, and you get to come out swinging.

defense: 10d6t5 5
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Tecumseh

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« Reply #406 on: <09-21-14/1907:59> »
Might be away from the keyboard for a bit so here are my rolls in advance of the 2nd pass:

Mana Bind @ Force 6 = 8 hits! But capped at 6 by Force. I'm not sure if I should have subtracted any dice for vision/environmental modifiers but it's still 6 hits even if I lose five dice.

Soaking 4 Drain = 5 hits, no drain

I said yeah.

Ryo

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« Reply #407 on: <09-21-14/1911:53> »
His init drops to 13, so its now Masked Woman and Soldier 2's turns.

wouldnt it be sams turn again on 19 first?

That's the old SR 3 method of initiative that's optional in 5th. The standard Initiative system is for everyone to go through Pass 1, then drop 10, and everyone goes through pass 2. Soldier 1 didn't have his actual turn, he used an Interrupt action. Same with Ace, and Soldier 2's turn got bumped down because he lost init from an electric attack.

So if Masked Woman isn't spellcasting as her second simple, it's Soldier 1's turn to try and pop Uncle Sam in the mouth again. Roll your defense. You still get your reach bonus.

Then Soldier 2 and Ace wrassle for a bit, and everyone drops 10, Pass 2 starts, and you get to come out swinging.

defense: 10d6t5 5

Well done, you dodged, and you got 2 net hits on your attack roll. That gives you 13S that he resists. He only gets 4 hits on that, so he takes 9 Stun. You crack him in the face and he goes stumbling back and actually gets knocked off his feet. That also gives him a -3 wound penalty, so he loses his turn entirely this pass.

Ryo

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« Reply #408 on: <09-21-14/1913:33> »
Might be away from the keyboard for a bit so here are my rolls in advance of the 2nd pass:

Mana Bind @ Force 6 = 8 hits! But capped at 6 by Force. I'm not sure if I should have subtracted any dice for vision/environmental modifiers but it's still 6 hits even if I lose five dice.

Soaking 4 Drain = 5 hits, no drain

I said yeah.

2 hits on his resistance, so that's 4 net. So after Uncle Sam puts him on his ass, Masked Woman's spell drops his defense pool by 4 and his Agility by 4. He's now taking a total of -7 penalty on defense and attacks from a combination of wounds and Mana Bind.

He is all kinds of screwed. How quickly the tide turns.

Tecumseh

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« Reply #409 on: <09-21-14/1919:23> »
Did I miss Sam's second attack? Did it get PM'd? Great hit and all but it was so fast I didn't see it.

Poindexter

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« Reply #410 on: <09-21-14/1922:23> »
Did I miss Sam's second attack? Did it get PM'd? Great hit and all but it was so fast I didn't see it.
no, i posted the roll for it way earlier, cause i thought it was my turn then. it wasn't, so he just used the roll when it came back up.
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Ryo

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« Reply #411 on: <09-21-14/1929:02> »
So Poindexter gets to post Sam punching this guy out, then Tecumseh posts the Masked Woman's bind spell, and then it'll be Uncle Sam's turn again to deliver the Coup De Grace.

All in all, a well executed combat.

Poindexter

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« Reply #412 on: <09-21-14/1942:40> »
stomp: 12d6t5 2

if i get the +2 for superior position, then

SP extra: 2d6t5 1

intimidate roll, cause i'd like to not kill him if possible.

int+cha+2imposing+2outnumbered+2harm: 10d6t5 4

« Last Edit: <09-21-14/1945:23> by Poindexter »
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Ravensoracle

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« Reply #413 on: <09-21-14/2138:01> »
Wow, I go away from the computer for a few hours and it gets real interesting. The Crumpled Man would drop into VR in the rover to go on overwatch for the group and hunt down the location of the comms.

Crumple's Init:
Initiative: 3d6+10 18

Agent's Init:
Agent's Init: 4d6+12 32
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GrimWulf

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« Reply #414 on: <09-22-14/1305:52> »
Oi, weekends are hard for me to keep up.  Reading over the posts now.

Poindexter

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« Reply #415 on: <09-22-14/1309:05> »
weekends are busy for a lot of people. I feel like i maybe shouldnt have done all that on a sunday.
Like, it kinda wasn't fair to the rest of the group or something...

Should we have a policy in place about this sort of thing?
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Poindexter

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« Reply #416 on: <09-22-14/1315:24> »
hey, just so i can add them to my sheet, what rank are the compensators?

holy crap! just went and re-read what those do and how they work exactly. i have at LEAST rank 5, if you said i was takin no penalties from 7 stun dmg
« Last Edit: <09-22-14/1317:13> by Poindexter »
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Ryo

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« Reply #417 on: <09-22-14/1625:08> »
Uncle Sam has rating 12 Damage Compensators.

I don't mind doing that kind of thing on a weekend, since running off to track down the soldiers didn't necessarily require multiple people. Advancing the plot while no one is around is a different matter, and is the main reason I stopped posting after the fight ended.

Ravensoracle

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« Reply #418 on: <09-22-14/2050:56> »
... is the main reason I stopped posting after the fight ended.

So if combat is over Crumpled would remain in VR looking for the comms and looking toward Tracing their physical Locations:

Crumpled's 4 Matrix Perception Rolls:
Crumpled's Matrix Perception Tests: 4#9d6t5 1 2 3 3

Agent's 4 Matrix Perception Rolls:
Agents Matrix Perception: 4#12d6t5 2 6 4 3


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Ryo

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« Reply #419 on: <09-22-14/2124:01> »
... is the main reason I stopped posting after the fight ended.

So if combat is over Crumpled would remain in VR looking for the comms and looking toward Tracing their physical Locations:

Crumpled's 4 Matrix Perception Rolls:
Crumpled's Matrix Perception Tests: 4#9d6t5 1 2 3 3

Agent's 4 Matrix Perception Rolls:
Agents Matrix Perception: 4#12d6t5 2 6 4 3

You start tracing icons and find a total of 5. One is next to Uncle Sam, one is next to Ace, and there's a cluster of 3 roughly where the helicopter crashed. None of them are the decker's Deck, which you assume he shut off.

 

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