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Wetwork, Inc. [OOC]

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Irn0rchid

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« Reply #180 on: <05-24-16/1511:05> »
I'm kind of hand-waving the troll lifting the ork, mostly because I can't be bothered to look up the rules. If I'm being wildly abusive here, let me know, but even if carrying a person slows your movement speed (and imagine it would), the hero troll should have enough movement to get into the doorway.

I'm of the opinion that as long as your not spitting in the face of something a player is explicitly trying to do, handwave anything you want that helps your plot or speeds things up. :) If it's not the final scene, the badguy always finds an escape.

Bewilderbeast

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« Reply #181 on: <05-24-16/1521:32> »
Getting full cover from the Troll carrying the Ork only means he'll have 4 more defense dice - which Kynos intends to reduce by firing full auto  ;D
Works for me!

I guess if you missed him by only a couple dice, like due to the cover, you'd probably hit the ork and troll instead? You know, because SR5 rules aren't confusing or granular enough...
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Jack_Spade

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« Reply #182 on: <05-24-16/1524:50> »
Yeah probably, Kynos doesn't mind  (Otherwise he wouldn't shoot full auto into what is essentially a mass of people  ;) )

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Revenant Kynos Isaint Rex

Blueclaws

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« Reply #183 on: <05-27-16/1526:16> »
I am guessing this is the Hispanic Ork Girl that the Johnson mentioned. If not I stand corrected.

F6 Foreboding Centered on the Ork Girl
Dicepool of 14-2 from Sustaining Improved Invis
Foreboding: 12d6t5 5 12d6t5: 5 [12d6t5=1, 4, 5, 5, 2, 2, 2, 6, 4, 6, 2, 5]

Drain DV F-3
No drain.
Drain: 11d6t5 4 11d6t5: 4 [11d6t5=3, 2, 4, 5, 6, 6, 2, 4, 6, 1, 1]

Herr Brackhaus

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« Reply #184 on: <05-27-16/1741:30> »
The female ork is out cold for an hour due to Nerve Strike. The one who came out of the Western Wall is probably someone new.

Blueclaws

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« Reply #185 on: <05-27-16/1809:45> »
There were two mentioned. One was a guard the other a courier an Asian one and a Hispanic one that's why I mentioned it.  ;)

Herr Brackhaus

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« Reply #186 on: <05-27-16/1816:02> »
Ah, my mistake. Carry on! :)

Bewilderbeast

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« Reply #187 on: <05-27-16/1838:48> »
Foreboding Resistance: Logic 1 + Willpower 4: 5d6t5 2

The ork Robin spooked manages to not flee in terror, but still taking -3 to all actions.
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Jack_Spade

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« Reply #188 on: <05-29-16/0550:20> »
I assume the three metas have retreated out of sight and through the cloud of pepperpunch.

Kynos will move towards Fenris position to follow him into the building through climbing

(-3 for old Building)
Climbing: 7d6t5 3 [7d6t5=6, 1, 4, 6, 1, 1, 6] (Almost a glitch)
Climbing 2: 7d6t5 2 [7d6t5=6, 1, 2, 3, 6, 4, 4]
Climbing 2: 7d6t5 4 [7d6t5=3, 1, 6, 2, 6, 5, 6]

4,5 m with unassisted climbing hopefully is enough to get into a window above ground floor.
« Last Edit: <05-29-16/0600:17> by Jack_Spade »
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Bewilderbeast

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« Reply #189 on: <06-02-16/1003:57> »
I'm sorry for the long delay guys, RL is giving me a rough go of it as of late.

I'll get an IC post up soon.
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Jack_Spade

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« Reply #190 on: <06-02-16/1034:12> »
No sweat, RL comes first. :)
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Bewilderbeast

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« Reply #191 on: <06-03-16/0212:14> »
The ganger takes a wild shot at Robin, despite apparently not being able to see him.

Automatics 3  + Specialization 2 + Agility 4 + 1 Edge - 6 Invisibility -3 Foreboding: 1d6t5 0

Yeah, he used his group Edge to take an otherwise impossible shot. Sigh. It was just never meant to be, little grunt. You tried your best.

Also, due to distance from the blast, Kynos is resisting 8P from a hi-explosive grenade.

I'll admit I'm fudging times and distances a bit for dramatic effect, but I figure the time Kynos and Fenris spend climbing and the time Robin spent progressing further into the building earlier kind of cancel each other out. Anyway, the drek has officially hit the rotating whatever.
« Last Edit: <06-03-16/0215:57> by Bewilderbeast »
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Herr Brackhaus

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« Reply #192 on: <06-03-16/0633:15> »
Did the grenade leave a hole in the wall for us to enter, by any chance, or was it mostly a surface detonation?

Also, since the wall is partially missing on the east side, what, if anything, would Fenris have seen when he peeked his head around the corner to look into the structure?

Irn0rchid

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« Reply #193 on: <06-03-16/1023:59> »
So, hopefully I did this right:
Shoot Engine Block AGI 9 + Longarms (Sniper) 8 + Aim 1 - Visibility 1 - Called Shot 4: 13d6t5 4 - Took -1 for visibility from the smoke/debris. Assuming medium range which is countered by aiming through the imaging scope.
Gopher Soak: Body 14 + Armor 10 - AP 3: 21d6t5 7 - Subsonic has no AP, the rifle has 3 base.
12P base on the rifle, -1 for subsonic but +1 for hand load, - 7 soak = 5P. Not sure if net hits apply here since it's a called shot? But there's no cap on the DV for the engine block shot, so 5 (or 9 8?) boxes of damage and the engine should be disabled (without being obvious), I hope. :)

In order to hear and/or localize the shot, it's -7 to the dice pool from subsonic/silencer/electronic firing, threshold 2, plus whatever environment mods apply.

Oh, I missed that subsonic increases range penalty by 1, so she's at -3 instead of -1, so she loses 1 net hit.

And the modified DV needs to exceed the modified armor, so 10 armor -3 AP gives 7 modified armor, and the modified 8 DV beats that, so should be okay?
« Last Edit: <06-03-16/1051:34> by Irn0rchid »

Blueclaws

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« Reply #194 on: <06-03-16/1810:46> »
Ok so Robin is about 30m in front of the guard. His intent is to be at least under 20. So he will move about 10m...

Firing Cavalier Deputy (Regular Ammo) DP 12 +1 Product Loyalty -1 Range = 12
Accuracy 7
Inherent AP -1

Firing Cavalier Deputy (Regular Ammo): 12d6t5 5 12d6t5: 5 [12d6t5=6, 4, 1, 3, 4, 1, 1, 6, 6, 5, 5, 4]

 

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