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[IC] Road to Redmond -- Finished

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Sludig

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« Reply #315 on: <11-11-10/0910:25> »
((OOC: It's stun, Armor Jacket + FFBA is 12 total armor, with the -1 is 11...thank god for small favors.))

FastJack

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« Reply #316 on: <11-11-10/0934:53> »
[OOC: Wait, FFBA? I missed that on your character sheet... Your Soak Roll should be Body (4) + Armor (12) - AP (1) = 15 dice! Time for a re-roll (or roll four more dice)! My apologies! I was assuming it was just the Armor Jacket. Taking this over to the OOC thread.]

FastJack

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« Reply #317 on: <11-11-10/1346:08> »
Mercedes watches the ork tear into Marcus' body with automatic fire and her eyes go a little cold. Taken a deep breath, she channels her magic into her voice, targeting all three orks "DROP YOU GUNS AND SURRENDER!"

Commanding Voice, opposed by the largest dice pool among the others of Willpower + Leadership + 2 (additional targets) (15d6.hits(5)=6)

[OOC: If successful, either they do as told or are confused (-1 modifer per net hit for all tests). And, just so you know, I'd been playing with the idea that Mercedes has a bit of crush on Woofer... If it's REALLY bad, Pacifism might go out the window.]
OH! And, if I'm close enough to the entrance, I'll take a free action and move inside to gain cover (full cover, if possible).

inca1980

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« Reply #318 on: <11-11-10/2343:36> »
@Woofer:
[OOC: I'll roll those extra 4 dice for you: 4d6.hits(5)=1.  So you bring the incoming 15S down to 10S.  I'm rolling an Edge (1) test to see if you take heavy damage: 3d6.hits(5)=1...lucky human...you get knocked unconsious]

It all happened so fast.  As soon as you see the flash of the muzzle you don't even flinch but instead react.  Just the way you were trained....first rule of a fire fight:  find hardened cover.....but this whole thing got hairy way too fast.  As if watching the world in slow motion you jump and pirouette, trying to put the car between you and that muzzle as fast as possible.  You almost know it's coming before you even feel a thing.  The timing was all off, you knew it the moment your feet left the ground.  Just as you expected, the armor piercing rounds of the assault rifle slam into your torso with sickening thuds.....2, 3...maybe even 4....to quick to tell.  No pain yet, just the thuds, and one screaming thought: "That's it, they got me this time.....for what....some stupid kids?....it's just nuyen after all...isn't it...."  But you know it's not just the nuyen....there's that little sick twisted part of you that always imagined and wanted it to end just like this.  You black out before even hitting the ground right behind the car.  

Initiative Score update: CT 1, IP 1: B.B.-13, Cynthia-12, Guard1-11, Mercedes-10, Guard2-8, Shaman-5, Woofer-unc..


@Mercedes:
[OOC: I don't think you get the bonus for additional targets, it's the defenders who do....So taking away the bonus from you that's 5 hits.  The defense roll is with Shaman's stats: Will 5 + Leadership 2 + Additional targets 2= 9  9d6.hits(5)=3.  I'll roll for B.B. & Mercedes also: Will 4 + Leadership 1 + additional 1=6 6d6.hits(5)=2.]

Almost as if watching a movie, you see the flair of the AK-97, Woofer artfully jump but then crumple up mid-spin and fall out of sight behind his car.  At first all you feel is numbness and the deafening ring of gunfire seems to fade away into the background, as if you were hearing it all under-water.  

Good ol' Woofer would probably pop up any second from behind the vehicle and start unloading his clip into these thugs and it would all be over very soon.  Running the shadows was always different when Marcus was on board.  He was a man of few words, but decisive action.....even though he was always very democratic with his teams, you always knew that behind the scenes he was the one in control making sure the team focused on the mission.  You always felt like someone was watching your back when he was running with you.

In an instant it all snaps back and you are suddenly keenly aware of being in the moment.  Just as quickly the realization sinks in that Woofer wasn't going to stand-up after all.  The way his body went limp could only mean one thing.....man down.  As the rage starts to build and the hate you so rarely feel begins to flow from your gut, you feel a power build in your throat that pushes itself up and out.  

Everybody within earshot is compelled to obey your command and simultanously the two guards, B.B., and Mercedes all drop their guns to the ground and along with the shaman raise their hands in the air.  You quickly run into the entrance and duck behind cover.

[OOC: You now are under full cover and everyone needs to give up a simple action to break free of the spell of the command.
Now it's Guard2's turn: He spends a simple action to shake his head and figure out what happened, then another to pick up his AK, and a free action to run and take full cover behind the trunk putting the car between him, Mercedes and Cynthia.

Shaman's turn: He uses a simple to orient himself again and a free to run back to the same position as the Guard2.
Guard1's delayed free action: Uses it to also run to the same position.  They're all right next to Woofer who's laying on the ground and they're all under full cover for Mercedes and Cynthia position.  If B.B. looks out the back seat window he can see them but they're under good cover.  If you engage any one of them in melee combat, any of the Crushers which you don't attack that action can intercept you with a free action.]


@Cynthia:
[OOC: You're under good cover until your next action phase since you used all your actions and you don't have a free to duck back behind cover.]


« Last Edit: <11-12-10/1519:30> by inca1980 »

FastJack

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« Reply #319 on: <11-12-10/0010:47> »
[OOC: Yeah, the bonus I listed was for the others, I didn't add it in to my roll. And I can choose the targets of the voice, (I know, it's weird that way), so B.B. & Cynthia don't have to resist it. That's the reason they get the extra 2 dice is because I'm targeting three people instead of just one.

Just want to clarify all this before we go further. So, my 15 dice are from Charisma (8 ) + Leadership (4) + Kinestics (3). Against their Willpower (5) + Leadership (2) + 2 Add'l targets = 9 dice. B.B. & Cynthia aren't targets, so they still have their weapons and don't have to use any actions to pick up guns/break free.]

inca1980

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« Reply #320 on: <11-12-10/0042:40> »
2nd IP:
Initiative Score update: CT 1, IP 2: B.B.-13, Cynthia-12, Guard1-11, Mercedes-10, Guard2-8, Shaman-5, Woofer-unc.


[OOC: Whoever's got a 2nd IP can go.  And the team should just ignore the Commanding Voice.]
« Last Edit: <11-12-10/0045:22> by inca1980 »

Kontact

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« Reply #321 on: <11-12-10/0209:29> »
Continuing his action from picking up the gun to opening the door, B.B. pursued the Ork mage around to the rear of the vehicle, coming face to face with all three combatants bundled together over the still body of the former LS detective.  In a blur of bullets, he fires two short, wide bursts at the mage.

[OOC: Funny how you were talking about shooting point blank a moment ago..
Agl 6 + 2 automatics + 2 smartlink + 2 point blank  = 12d6.hits(5) → [2,3,6,6,5,1,6,1,3,5,2,6] = (6)
4P + 1P (ammo) + net
If this visibly drops the mage (like knockdown,) I suppose the 2nd burst would go to the guard with the AK and the stun dart in him.  I just wanted to roll both at once.

Again.  5 pts of RC so no recoil penalties.  12d6.hits(5) → [3,1,3,4,1,1,4,6,1,5,4,2] = (2)
Same damage.  -2 on both defense rolls for wide burst.
« Last Edit: <11-12-10/1044:25> by Kontact »

Walks Through Walls

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« Reply #322 on: <11-12-10/0532:32> »
OOC-  Inca I also don't see where you took out the wound and stun modifiers from the injured guard and shaman's rolls. This isn't a damage resistance test so I would think that they would apply.

"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

inca1980

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« Reply #323 on: <11-12-10/1604:54> »
Initiative Score update: CT 1, IP 2: B.B.-13, Cynthia-12, Guard1-11, Mercedes-10, Guard2-8, Shaman-5, Woofer-unc.
Wounds: Guard2{6S(-2/4CT)}, Shaman{5S(-2/4CT)}, Woofer{10S(unc.)}

@Cynthia:
[OOC: The only roll any of the wounded npc's have made since they got wounded is the roll to resist Comm. Voice and I don't apply wound modifiers to magic resistance tests....if you can find RAW that says that wound modifiers do apply to magic resistance tests then post in OOC thread and i'll start applying them.  I've adjusted their Initiatives accordingly though.]

@B.B.:
[OOC: Since you said that you cracked the door open already, i'll say it takes a free action to run out of the car and follow the shaman.  That means with the two bursts you have no actions left this IP.  Since your movement speed is only 8 for a walking dwarf metavariant, that would mean in 1 IP you could go 2.33 meters but to follow the Shaman around the rear of the vehicle but it'll take more distance than that, so I say you need to run.  That means that you incur a -2 shooting while running modifier, but you also get a +2 defense for running until your next action phase.

Shaman's defense roll: Reaction 4 +Wide short burst -2 =2 2d6.hits(5)=0.  Woops, I forgot wound and shock modifiers, so that's gonna be zero hits regardless.  So taking away the -2 from your roll, that's 5 net hits meaning 11P.  Damage resistance roll: Body 6 + Bal. Armr 8=14 14d6.hits(5)=6, so he takes 5P wound.

Shaman's defense roll on second burst: Reaction 4+Wideshortburst -2 + shocked -2 + wound -2 + already defended attack -1=0.  2 net hits Which is 7P.  Damage resistance: Body 6 + Armor 8 + Degradation -1=13 13d6.hits(5)=7.  He resists it.]


As soon as you see the Shaman and guards whip around to the other side of the car opposite the entrance where Mercedes is peaking out of and Cynthia is out of view, you push the door open a crack more and jump out, deftly whipping around the back of the car and coming face to face with the crushers.  You see them ducked down with their backs flush up against the car and they flinch and cover their heads with their arms, turning their armored backs toward the flurry of incoming bullets.  You see the back of the Shaman's jacket rip open with blood and a few small sparks splattering out.  

Initiative Score update: CT 1, IP 2: B.B.-13, Cynthia-12, Guard1-11, Mercedes-10, Guard2-8, Shaman-4 Woofer-unc.
Wounds: Guard2{6S(-2/4CT)}, Shaman{5S(-2/4CT), 5P(-1 BA)}, Woofer{10S(unc.)}

« Last Edit: <11-12-10/1753:11> by inca1980 »

Walks Through Walls

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« Reply #324 on: <11-12-10/1706:10> »
Since I currently cannot see any of them and they cannot see me and didn't go right down I am casting Increase reflexes on myself.

6d6.hits(5) → [6,4,1,3,6,4] = (2)
BBCode
    6d6.hits(5)=2

This will give me 1 additional IP.

I'll save my free action at this point


Since I don't have a second pass at this time (I'm sorry I got confused when Inca said it was my action I figured no one had multiple passes and we were in the next combat turn.)

OOC at this point do I or don't I have a free action left I am lost in the whole commanding voice thing
« Last Edit: <11-12-10/1936:29> by Walks Through Walls »
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

Kontact

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« Reply #325 on: <11-12-10/1712:27> »
[OOC:
For the burst against Guard2 you forgot -2 for shooting a different opponent and then the -2 running, so that's -4 leaving you with 1 hit.
  I was targeting the shaman with both shots, with the caveat that if he went down with the first shot, I'd switch to the second guard.  Unless that 5P drops him, the 2nd burst should have been directed his way also, not that it matters much.  Anyone else have a 2nd pass, or should I take my 3rd?  Question first.  Can I do a called shot to disarm at -4 with a short burst?  Additionally, by "disarm" I mean that I want to blast his weapon to scrap.
« Last Edit: <11-12-10/1718:14> by Kontact »

inca1980

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« Reply #326 on: <11-12-10/1815:34> »
Initiative Score update: CT 1, IP 2: B.B.-13, Cynthia-12, Guard1-11, Mercedes-10, Guard2-8, Shaman-4, Woofer-unc.
Wounds: Guard2{6S(-2/4CT)}, Shaman{5S(-2/4CT), 5P(-1 BA)}, Woofer{10S(unc.)}

@Cynthia:
[OOC: Roll drain.  And your 2nd IP doesn't get added until next CT.]

@B.B.:
[OOC: I remember you wrote that but I forgot, so since you didn't drop the mage we'll just rewind and you don't shoot at Guard2, you only shoot at the mage, I'll modify my last post to reflect this.....Ok done.  I'll say that if you do a called shot to hit his weapon then he would have to roll a Strength+Reaction test (modifiers apply) to not drop it and it would skitter away so he'd have to use a free+simple to get it back.  The weapon itself i'd say is an Armor 6 Structure 6 barrier and the base damage done to the barrier is 2DV+net hits....burst DV modifier is not included just like with shooting through a barrier or armor...i.e. number of bullets doesn't matter.  

The Shaman has another IP (synaptic booster bioware)]  
 

[OOC: Shaman's Action Phase:He's casting a stun bolt F8 at B.B.: Magic 4 + Spellcasting 4 + Shocked -2 + Wound -1=5.  He's gonna use a point of group edge, so the DP would be 8 with rule of six: 8d6.hitsopen(5,6)=5.  Shoot, forgot 1 more -1 wound modifier, so make that 4 hits on his part.  That means it's 4DV coming in at you + whatever net hits he wants to use.  I use the optional rule with direct combat spells that each net hit you use adds to the drain value, so first roll resistance and then i'll roll drain.  You're not LOS with Cynthia so you don't have Counterspelling.]

@Everyone:
[OOC: don't act until B.B. rolls resist and I've finished the Shaman's actions.]

« Last Edit: <11-12-10/1820:52> by inca1980 »

Kontact

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« Reply #327 on: <11-12-10/1840:34> »
[OOC: Wow, that reroll on the shaman's soak threw me off.  I figured you'd just trim from the soak roll you already did, but whatevs.  That first roll was pretty beefy anyway.  As to counterspelling LoS,  I'm confused as to why you think Cynth can't see me when I'm standing basically two paces from where the shaman was when she shot him. Maybe the car door is in the way now?  Anyway, rolling willpower to resist.  I'll add the counterspelling dice later if you say it's okay.. 6d6.hits(5) → [6,1,1,6,4,6] = (3)  Okay, I'll do an edge reroll for the last hit if I can't get counterspelling from Cynth, but, if I can, and, really, she could easily have moved to keep me in sight.. I'll, ya know, save that tiny bit of edge I have for later.  Here's the roll 3d6.hits(5) → [5,4,3] = (1)  So, 4 net.  Triumph of the Will.  Spell fizzles and he has to soak some Ps.
« Last Edit: <11-12-10/1905:23> by Kontact »

inca1980

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« Reply #328 on: <11-12-10/2035:25> »
@B.B.:
[OOC: It would be easier with a map, but alas we don't have one so we'll have to work through the confusions.  The idea was that the crushers went behind the car to take cover from Mercedes and Cynthia who are in the entrance.  The Wall is about 3m south of the car, and the entrance is about 10 m East South East off the south eastern front headlight of the car.  so if you're close enough to benefit from point-blank, then you're right up in their faces.  When they went to search the car, they were in front of the southern doors of the car, which has the back window rolled down.  To take cover they are along the Northern edge of the car and you had to make your way from the southern edge and around the rear to see them.  

In the future make sure to explicitly say that you're moving to maintain LOS with Mercedes because it's your responsibility to try and stay protected.  Since the edge saved you this time, we'll go ahead and keep the edge roll.  

Shaman's Drain roll to resist F/2-1= 3P drain: Charisma 4+Will 5=9 9d6.hits(5)=0.  He takes 3P damage.]


[OOC: Shaman's Free Action: He starts booking westward down the street.  He's under partial cover from Mercedes and Cynthias position.]

After taking a another shot to the back he whips around, his tusks stained with his own blood which trickles down the side of his mouth.  In desperation he begins to whisper inaudible syllables, his eyes closing with focus.  Purple-ish-white arcs of mana start jumping from his right hand to his left hand as you feel the power of a mighty spell build in the air around him.  With a jolt he unleashes the sum of all the accumulated energy in a chaotic trajectory straight at B.B., the raw burn of unstable mana gyrating his body until his nose starts bleeding profusely.  

Once the last trace of mana in the air dissipates and the Crusher shaman stands slouched against the car panting with exhaustion, his eyes begin to widen with incredulity.  The sight of B.B. standing in front of him, not a hair on his head even out of place and a look of grim determination burned into his face, causes the shaman to break into a stumbling run westward down the street.  

Initiative Score update: CT 1, IP 3: B.B.-13, Cynthia-12, Guard1-11, Mercedes-10, Guard2-8, Shaman-4, Woofer-unc.
Wounds: Guard2{6S(-2/4CT)}, Shaman{5S(-2/4CT), 5P(-1 BA), 3P}, Woofer{10S(unc.)}


[OOC: B.B. is the only one with a 3rd IP, so it's his turn.]
« Last Edit: <11-29-10/1106:22> by inca1980 »

Kontact

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« Reply #329 on: <11-16-10/0244:16> »
Brian was almost as surprised as the shaman at the blood spray from peppering him with bullets.  He had purposely shot in two wide arcs, expecting the bullets to crash against his armor, knocking the wind out of him.  When the shaman had turned and tried to fry him with what must have been a gargantuan amount of mana, he wasn't sure if he should be angry or amused.  What he was sure of, though, was that while all of this was falling to shit, at least he wasn't standing in a puddle of Woofer's blood.
Knowing that was enough to put the fire out on his rage.  There was still time enough for this to end without anyone dead.  The thought itself was only spinning through his mind as he raced back around to the open car door and initiated the vehicle's panic mode through his AR.  Now back inside the vehicle, he heard the door locks clunk shut and saw the windows dim as they turned opaque from the outside.

[OOC:  Spoofing vs. car
BB - 6 skill + 3 prog + 1 PuSHeD = 10d6.hits(5) → [4,5,6,1,5,5,1,1,4,4] = (4)
Car - 3 + 3 = 6d6.hits(5) → [5,5,3,1,1,2] = (2)

Initiative for CT 2  9d6.hits(5) → [1,4,3,6,1,3,3,1,2] = (1)  yikes.  10.
« Last Edit: <11-16-10/0514:24> by Kontact »

 

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