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[5E OOC] Trial by fire

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Zweiblumen

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« Reply #315 on: <08-15-16/1300:24> »
Yeah, originally I thought the bridge was wider than that, and the "kids" were going to be distracting fodder, morally or otherwise.  Getting 90% of the deader than dead in an ambushed ball lightning kinda takes the wind outta their sails.  Also, WK and ?? really should have rolled better in this situation.  Would have created more of the ebb and flow :/  However, entropy had other ideas for us (if you want to assign a consciousness to random forces :P ).  Such is the story we are telling.

I've an IC to put up then it's RnB's IC, still waiting on Expo's actions from BN.
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badneighbor

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« Reply #316 on: <08-16-16/0003:24> »
Hey guys, just popping in to say I'm still here and I've been following along. The action picked back up in a hurry so I've had to get back into the habit of keeping on top of this. I will absolutely post my combat turn before noon tomorrow, I promise.

Zweiblumen

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« Reply #317 on: <08-16-16/0222:30> »
Thanks for the update :)  And sorry for the jarring speed.  We'll get this thing sorted soon.  I'd expect this combat to be done by the end of the week if we can keep up the posts.
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badneighbor

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« Reply #318 on: <08-16-16/0846:26> »
sorry for the jarring speed.

Haha no no, don't mistake that for a complaint. I was very happy to see the activity start up again, it's just that most of it happened while I was trapped at a wedding.

Anyway, this is the part where I admit that I haven't done combat in Shadowrun since 3rd edition. Feel free to correct me at any point if I'm doing something incorrectly. Luckily, Expo isn't exactly a combat monster so his actions should all be pretty simple. I say "actions" plural as though there's going to be a second combat turn, hahaha.

Case in point, Expo's gonna take a simple action to Take Aim, then fire a semi-auto burst at WK with his Predator V: Pistols 2 + Agility 4 + Aim 1: 7d6t5 2

Lemme know if that looks alright and I'll get an IC up ASAP.

rednblack

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« Reply #319 on: <08-16-16/1057:34> »
Expo needs to take a Simple Action to turn his link on.  That will get the Chulos down for "backup."
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Zweiblumen

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« Reply #320 on: <08-16-16/1152:48> »
Expo needs to take a Simple Action to turn his link on.  That will get the Chulos down for "backup."

Or not.  There could be pros and/or cons to not having the Chulos as "backup."  You could also wait until the next CT.

Dodgy Dodge: ?d6t5 5  Even laying on the ground WK easily dodges Expos in-expert shoots.  I forgot he looses another die for electricity and then 2 more for multiple dodges, which brings him down to 3 hits, and still dodging though less gracefully.

BN: go ahead and get your IC up, if you want to describe WK dodging you, that fine otherwise I'll post after you.

Which puts us back to the top of the order:

Knucks 22
#11 3
#12 0
Spirit 5
Uffington 4
Expo 0
#1 -12


Action to Knucks!
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Tecumseh

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« Reply #321 on: <08-16-16/1232:22> »
Expo is good with his fists if he wants to wade into the fray. If he's content to sit back then the Predator works, or he could spend Complex actions using his Leadership skill.

Knucks will see WizKid dodging knives and bullets and reason that Knucks needs to get up close and personal to finish him off.

Knucks should be at initiative 12, not 22.

Knucks CT1, IP2
Free: Run/Charge
Complex: Melee Attack
Special: Finishing Move martial art technique

Knucks' Agility is 9. That means he can walk 18 meters in a combat turn or run 36 meters. Given that we have 3 IPs (or at least Knucks does), that's 12 meters of running per IP. That should put WizKid (previously calculated to be 8.5 meters away) within charging distance.

I'd like to declare the Finishing Move martial art technique. It basically means that Knucks is taking his 2nd and 3rd passes at once.

FINISHING MOVE
(CLOSE COMBAT ONLY)
Special Complex Action
(–10 to Initiative Score, spend 1 Edge)
A finishing move is that way-cool trid final attack maneuver
the hero makes to defeat the bad guy. The character
must declare that he is performing a Finishing Move
combination. The character makes an attack. If the character
successfully damages an opponent with the melee
attack, the character can then make an immediate extra
strike against the same opponent with a +2 dice pool
modifier. A gratuitous Free Action to taunt the opponent
can also be applied, especially if the attacker is holding
the target’s spine and skull in his hands at the time. This
action can only be performed once per Combat Turn. Note
that use of this action requires Martial Art training.


Now I guess I'd better actually connect on the first attack.

Straight right: Agility 9 + Unarmed Combat 6 + Specialization 2 + Charging 2: 19d6t5 8 hits, ka-pow

Knucks' Physical limit is 9 so he keeps all the hits. If WizKid is actually prone, Knucks would get 1 extra die. Zweiblumen can add or subtract as necessary. Base damage is Strength (8) + Bone Density (2) + Striking Callouses (1) = 11P + net hits.

Second attack, if applicable. I will subtract out the Charging dice but replace them with the Finishing Move bonus dice. Again, there's the potential for an extra die or two if the first attack put WizKid on his bum. WizKid probably loses a die for defending against another attack too.

Uppercut left: Agility 9 + Unarmed Combat 6 + Specialization 2 + Finishing Move 2: 19d6t5 7 hits

Knucks has 4 of 5 Edge remaining. WizKid has 2 of 32 teeth remaining.

Zweiblumen

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« Reply #322 on: <08-16-16/1315:55> »
Okay, a things here.  I forgot that Semi-Auto on the Predator is a Complex action.  So, he gets two of those missing dice back.  It's an academic point, but one that should be reflected in the IC.

Then, on to Knucks murderizing the poor defenseless (okay not so much) decker.  I think this is about to get messy.
Knucks Extra die: 2#1d6t5 1 0
So, on the first attack he gets an extra hit which takes him up to 9.  It's *possible* for the kid to dodge, but he's gotta hit on all of his dice:
Dodgy Dodge: ?d6t5 4  Yeah, that didn't happen.  This just got pretty f'n messy.  Staged damage is 16P which exceeds Armor kid is in a world of hurt.  He lost two more dodge dice due to wounds, which gets reflected above again so he re-lost those dice again (wow, how bad am I at this?).  That said, pulling the last two dice doesn't effect his fail.  End of the day he needs to soak 16P, and he can't soak enough to even keep him in overflow.  And that's before your second attack.  He's at -9 to dodge the Uppercut, so at *best* he's bringing it down to needing to soak another 15P or so which just isn't happening let alone making a difference.  I'm just going to rule that you can not uppercut an opponent on the ground.  However, if you change your first attack to a kick/punt to lift him then I'll allow the uppercut.  Either way he's missing more than 30 teeth.  I think he grew new teeth just now special to have them knocked out.  IC as you will.

I'll get ??'s actions posted after the two ICs go up.
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Zweiblumen

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« Reply #323 on: <08-16-16/1624:07> »
Okay, not patient enough :P  Also, Tec might want to wrap some of this into his IC.

Tec, gimme a Willpower roll (just willpower).  You're getting Manabolt'ed.

??'s actions:
CT1 IP1
Free: Shout "You fools!  Do you know the investment you've just destroyed?!?!"  (GM's prerogative to throw in some extra words at you guys because he's so angry.)
Complex: Force 8 Manabolt at Knucks (the only target he's spotted through the illusion, also currently holding the corpse of his apparently rather large investment)

Force 8 Waggly Fingers (? Spell Casting + ? Magic + ?? + ?? - Wounds 2  = ??): ?d6t5 4  He's spending a point of group edge to re-roll misses, they've been rolling below average the entire fight.
re-rolling misses: 12d6t5 4  There we go, that reaches the Force of the spell.  So, this will sting a bit (not enough to take you out of the fight, though that was his intent).

Soaking Drain: ?d6t5 7  The mysterious man appears unfazed by his powerful spell casting.

Knucks 12
#11 3

Spirit 5
Uffington 4
Expo 0
#1 -12


Action to Uff and his spirit.  I'm not 100% on how held actions work.  The Spirit held it's last action, and would again here, that takes it to -5, but would it get to actions after everyone else did or is the Spirit basically just twiddling its thumbs?
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Tecumseh

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« Reply #324 on: <08-16-16/1802:14> »
I said "straight right" and "uppercut left" more for color and flavor rather than precise techniques. Knucks does have Plasteel Toe Boots so his DV is the same with either fists or feet. I suppose it's always possible that Knucks would knock down WizKid then follow him to the concrete for a little ground-and-pound.

Held actions are a bit goofy by RAW so I often tweak things. If someone has enough initiative for two IPs but the combat turn has three IPs then I often let someone act in IP2 and IP3 instead of forcing them to act in IP1 and IP2. By RAW this isn't allowed but to me it seems unnecessary (and sometimes counter-intuitive) to force people to act sooner than later.

In this case, I would say the spirit is chilling out until Uffington tells it to do something on his IP. Once the spirit has instructions, it can act at the same initiative point as Uffington. (Per the rules, at -1 die due to acting on a held action.)

Knucks is getting microwaved. Let's spend another point of Edge and see if I can figure out how to roll an open test on Orokos. My success rate is 0% so far.

Willpower 5 + Edge 5: 10d6o5 52, damnit, I still don't have the right syntax

Bah, I'll do it manually:

First roll: Willpower 5 + Edge 5: 10d6t5 2 hits, only one of which is a 6
Six reroll: Edge reroll: 1d6t5 0 hits

2 hits against 8, so 6P to Knucks. He is covered in NoPaint so his wound modifier is -1 instead of -2.

Knucks is at 6P and 3 of 5 Edge.

Imladir

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« Reply #325 on: <08-16-16/1807:16> »
It's 10d6h5 if you want your sixes to explode.
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rednblack

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« Reply #326 on: <08-16-16/2127:38> »
Are Knucks and ?? effectively in melee at this point?  I was thinking of directing the Spirit to use Noxious Breath on ??, but I'd hate to catch Knucks in the blast.  We'll just go with commanding a generic attack.

CT1 IP2
Simple: Command Spirit: point at ?? and say "Sic him."
Simple: Take Aim with Crossbow
Free: short phrase.

IC will have to wait until tomorrow.
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Tecumseh

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« Reply #327 on: <08-17-16/0035:26> »
This is how I imagine Knucks right now, minus the baseball bats but including the mask. This is the first appearance of Casey Jones back in the 1980s' original version of TMNT:




Zweiblumen

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« Reply #328 on: <08-17-16/0932:50> »
Wow, poopy rolling there.  But, NoPaint helps.

?? And Knucks are not in melee yet.

@RnB want me to roll for the spirit?  I'm good either way.  I seem to think we've had this discussion before, but I'm on my mobile.  Too much of a pita to search from here.

TMNT!!!!  And yes, that's exactly what I had in my head for Knucks!  Just with boots and no bats. The mullet is even what I imagined!
« Last Edit: <08-17-16/0934:29> by Zweiblumen »
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rednblack

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« Reply #329 on: <08-17-16/1307:16> »
I'm happy to roll.  Wolfie has: AGI (7) + Unarmed Combat (6) + Charge Attack (2) = 15 dice.
Charge Attack: 15d6t5 5
Thoroughly average.  Base damage is 8S 0AP

Uffington has used 2 of 3 services.  A question: fighting an entire combat is a single service, but commanding a Spirit to use one of its Powers is also a Service.  If Uffington commands the Spirit to use one of its Powers next turn, will the Spirit depart after doing so, or will it stick around until combat is over?

IC forthcoming.
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