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[OOC] Hit the Ground Running

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UmaroVI

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« Reply #555 on: <07-22-12/1519:49> »
I'm sure the Legion are perfect gentlemen and will be happy to have a civilized discussion with us that doesn't involve them getting tasered.

Kontact

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« Reply #556 on: <07-22-12/1850:23> »
Anyone else who wants can roll a memory check.  :-*


Kontact

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« Reply #558 on: <07-22-12/2204:29> »
You remember that one of the legion guys got dropped by gel rounds in front of the food stands.  The rest of the legion is getting away scott free with the TK's holding the western door, but that guy is unconscious on the floor, waiting for the cops to come scoop him up.

Kouryuu

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« Reply #559 on: <07-23-12/0205:58> »
Alright, I'm assuming that Ghost's plan to have the spirit harass the cops is still on.  If he wants to shoot powerbolts at the police, he can roll that.

Moving the scene forward, Crimson needs to roll a judge intentions test.


12d6.hits(5) → [5,5,5,5,6,4,6,4,2,1,6,5] = (8)

If i have taken the false attributes just say so, had no time to check if it was Charisma+Intuition or something else for the Judge intention roll, but rolled it how i remembered.
Prepare for the worst, hope for the best and expect nothing!
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Kontact

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« Reply #560 on: <07-23-12/2102:43> »
Wow!  Nice roll!

Crimson gets the distinct impression that when that guy said he'd "fill her in" he didn't mean with information.
The distinct suspicion is that as soon as she passes through that door, she's a goner.

funkytim

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« Reply #561 on: <07-26-12/0233:35> »
Does Ghost realize his imp. invis isn't to effective?  Can I recast?

Kontact

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« Reply #562 on: <07-26-12/2221:54> »
You can recast.

Kouryuu

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« Reply #563 on: <07-29-12/1941:45> »
Crimsons INI - 10d6.hits(5) → [3,2,5,6,1,1,6,6,3,4] = (4) -> 10+4=14 and 2 IP's
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Kontact

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« Reply #564 on: <07-30-12/1942:05> »
Combat turn order goes (14) Crimson (10) Overdrive (10) Legion 2 (8) Legion 1 (8) Legion 3 (7) Legion 4

So, Crimson goes first, so she can interrupt Overdrive as he makes his move.  His move is going to be to push Crimson over to the other 4 guys, so as soon as she feels him tense up, she can make a move of her own.

Kouryuu

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« Reply #565 on: <07-30-12/2029:09> »
Combat turn order goes (14) Crimson (10) Overdrive (10) Legion 2 (8) Legion 1 (8) Legion 3 (7) Legion 4

So, Crimson goes first, so she can interrupt Overdrive as he makes his move.  His move is going to be to push Crimson over to the other 4 guys, so as soon as she feels him tense up, she can make a move of her own.
Gues a full dodge should allow Crimson to avoid the push, if it's more like a throw and he never let's go of her, then i Change the action but for now there is the roll and you can narrate the dodge if i succeed or not .
After making the roll i guess it will not be avoided

Crimson tries to Dodge(2)
« Last Edit: <07-30-12/2044:37> by Kouryuu »
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Kontact

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« Reply #566 on: <07-31-12/0416:36> »
Alright, I'll treat it as a called shot to knock down, but you can still act and then go on full dodge as an interrupt action.  This is an opportunity to act first when you're outnumbered 5:1.  If you want to hold back still, well, here goes.

8d6.hits(5) → [5,4,4,5,6,3,5,5] = (5)  Crimson goes down to the ground at the feet of 4 gangers who now have the advantage of attacking a prone character (+3) in great numbers (+4).

14d6.hits(5) → [4,5,2,6,1,5,6,5,4,3,6,6,3,6] = (8)
14d6.hits(5) → [6,4,3,4,4,5,6,2,1,6,3,3,6,3] = (5)
14d6.hits(5) → [4,5,3,2,3,6,2,3,6,4,1,6,5,6] = (6)
14d6.hits(5) → [1,2,4,2,1,4,3,5,1,5,3,4,2,1] = (2)

Base damage is 2 Stun.
My guess is that Crimson will get stomped into unconsciousness.
« Last Edit: <07-31-12/0418:32> by Kontact »

Kouryuu

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« Reply #567 on: <08-01-12/0746:59> »
Alright, I'll treat it as a called shot to knock down, but you can still act and then go on full dodge as an interrupt action.  This is an opportunity to act first when you're outnumbered 5:1.  If you want to hold back still, well, here goes.

8d6.hits(5) → [5,4,4,5,6,3,5,5] = (5)  Crimson goes down to the ground at the feet of 4 gangers who now have the advantage of attacking a prone character (+3) in great numbers (+4).

14d6.hits(5) → [4,5,2,6,1,5,6,5,4,3,6,6,3,6] = (8)
14d6.hits(5) → [6,4,3,4,4,5,6,2,1,6,3,3,6,3] = (5)
14d6.hits(5) → [4,5,3,2,3,6,2,3,6,4,1,6,5,6] = (6)
14d6.hits(5) → [1,2,4,2,1,4,3,5,1,5,3,4,2,1] = (2)

Base damage is 2 Stun.
My guess is that Crimson will get stomped into unconsciousness.

OK will change it, but It does not feel like the situation to attack first, it's so undiplomatic, but on the other hand it's for survival.

Time for Commanding voice :D
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funkytim

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« Reply #568 on: <08-01-12/1219:40> »
no wonder Steve killed half these guys.

Kontact

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« Reply #569 on: <08-01-12/1924:37> »

OK will change it, but It does not feel like the situation to attack first, it's so undiplomatic, but on the other hand it's for survival.

Time for Commanding voice :D

An excellent choice.  ;)

Roll up a leadership test to see how well they listen and a Con roll to see if everyone falls for the thrown voice.


 

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