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[OOC] Missions 2 - Rising Sin

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Sentinemodo

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« Reply #180 on: <05-05-12/1749:07> »
it's good to be on drugs :D
Sorry for a small delay ;)

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Sichr

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« Reply #181 on: <05-05-12/1808:16> »
indeed  8)

Kouryuu

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« Reply #182 on: <05-05-12/2124:06> »
did not put in Tactsoft as we are missing Omar and mouse, but if it's still operational you can add it :)
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Netzgeist

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« Reply #183 on: <05-05-12/2256:34> »
By a realisyic perspective, I wouldn't think so... Even if we were all in mutual range and providing our sense information to the TacNet, it really makes no sense that receiving information from other guys that had no tactical value to the situation should provide any bonus.

Sentinemodo

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« Reply #184 on: <05-06-12/0354:49> »
Tactnet isn't providign you bonus - central software is still behind the wifi inhibiting walls and there is nothing except a drone that could provide you with tactical information.

Got another issue though.
Now you are in melee range with that yakuza, so I'd rule that he can use parry to defend against that shot. But if there is a general consensus he can't I'll go with range defense. Need some voice on that not explosions.

EDIT: There is a rule that full parry may not be used against ranged attacks, though I don't think it applied to melee situation where you parry arm keeping gun, just a generic statement that you can't parry bullets that have been shot at you.
« Last Edit: <05-06-12/0400:40> by Sentinemodo »
Sorry for a small delay ;)

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concluded 01 02 03 04 05 10 09 11
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Kouryuu

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« Reply #185 on: <05-06-12/0419:25> »
Got another issue though.
Now you are in melee range with that yakuza, so I'd rule that he can use parry to defend against that shot. But if there is a general consensus he can't I'll go with range defense. Need some voice on that not explosions.

EDIT: There is a rule that full parry may not be used against ranged attacks, though I don't think it applied to melee situation where you parry arm keeping gun, just a generic statement that you can't parry bullets that have been shot at you.
Not sure myself.
Just for consideration:
The way melee attacks work and ranged work is different, puling a trigger and taking a swing is not the same, one needs space and power, time, the other precision and timing.
Sam could easily hold his pistol out of reach of the man and still be able to fire it. For example his side

Looking at it mathematically
you gain a lot instead of simple R+Dodge you get additional (Unarmed Attack(4) + Specialization(2)) extra 6 dice but that would still be the case even if i used a melee attack so I only lose 3 for being in melee range
Total +9 dice to your dicepool change in case of melee
You hate me when i get into the numbers, I know ::)

Not voicing opinion just representing the other side.
As Always GM has the final word :)
« Last Edit: <05-06-12/0435:03> by Kouryuu »
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Sentinemodo

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« Reply #186 on: <05-06-12/0441:02> »
I try not to hate people ;)
I am leaning toward your version though ...
If you were able to pull up that gun in time, that's it. There is modifier for being in melee.

any other voices?
Sorry for a small delay ;)

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Sichr

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« Reply #187 on: <05-06-12/0510:51> »
IMO I saw the example somewhere in rules...

EDIT: Hmm..looks like I haven`t :)
« Last Edit: <05-06-12/0523:23> by Sichr »

Kouryuu

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« Reply #188 on: <05-06-12/0513:46> »
Full defense Buying 5 its, so you are up again Sent.
that is if they do not have touch weapons :)
« Last Edit: <05-06-12/0517:07> by Kouryuu »
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Sentinemodo

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« Reply #189 on: <05-06-12/0547:45> »
they are not using touch weapons.

make a dodge roll please, with that amount of dodge dices, it seems they can beat you senseless only if you make a dice roll blunder, so let's have a chance on that :)

and make an init roll by the way. CT #1, has just ended
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
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runners: Caretaker Jerry

Kouryuu

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« Reply #190 on: <05-06-12/0623:06> »
they are not using touch weapons.

make a dodge roll please, with that amount of dodge dices, it seems they can beat you senseless only if you make a dice roll blunder, so let's have a chance on that :)

and make an init roll by the way. CT #1, has just ended
Dodge
20d6.hits(5) = (6)
INI
12d6.hits(5) = (5)
Final INI =17

attack on the second thug if i am first again :)
15d6.hits(5) = (5)
9d6.hits(5) = (3)
re-rolled the last attack 3 times (-6 modifier) to get above 2 hits, dice do not love me this weekend :(

And yes, i have started to reroll dice as Sent is aiming for my Edge again :D
« Last Edit: <05-06-12/0634:33> by Kouryuu »
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Netzgeist

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« Reply #191 on: <05-06-12/0649:20> »
Fractal will answer Lips questions as soon as the different in character time coordinate again.

On the parry ranged on meele thing; really, no idea.

Sentinemodo

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« Reply #192 on: <05-06-12/0653:11> »
The tryign again rule is for trying again, meaning that the attempt is spent. there is a cooldown period between retries.
It's not allowed to reroll immediatelly with stacking modifiers, unless you sepnd edge.

this means, that the second shot is on 2 hits.
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
running 13
runners: Caretaker Jerry

Kouryuu

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« Reply #193 on: <05-06-12/0655:00> »
The tryign again rule is for trying again, meaning that the attempt is spent. there is a cooldown period between retries.
It's not allowed to reroll immediatelly with stacking modifiers, unless you sepnd edge.

this means, that the second shot is on 2 hits.
OK fair enough :)
good that the difference is not that big  and that this is not that important  :)
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Sentinemodo

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« Reply #194 on: <05-06-12/0710:12> »
The tryign again rule is for trying again, meaning that the attempt is spent. there is a cooldown period between retries.
It's not allowed to reroll immediatelly with stacking modifiers, unless you sepnd edge.

this means, that the second shot is on 2 hits.
OK fair enough :)
good that the difference is not that big  and that this is not that important  :)

would have dodged anyway, and we got one more rule straightened.
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
running 13
runners: Caretaker Jerry

 

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