Kour.
1. I didn't get into that detail previously (I didn't expected you to play with them for so long really
). So I am making things like that car/table on the go. We can put there anything you want as long as this fits the story (a car on the other side of the street, a shop there, that you could run into. a balcony that you could hang on, or the staircase to run in... basicaly whatever, as long as it isn't a dragon ... make an IC ... gimme a chance to approve howevere if you think out something crazy
2. This aren't legendary gimnastic yakuza, and there certainly is nothing magic in them (battery of the comp with their stats has died, and I left the charger at work so I cannot check right away). The point in increased skill comes from TR3 but you can't stop to wonder what a shot of bethamine can do to a common yakuza (common = using triad standard ganger stats).
3. Omar/Mouse are reachable for sure, I'd hate however to mix the threads of time
- you sure you can't do this with a command (again, I don't see the dicepool of the dogbrain)?
Netz.
The doberman was following you, and it was left at the teahouse. Sam can call him to reach his position and protect him, overriding the command to stay by the teahouse, but it will need at least a minute to reach you. (assuming, Sam walked for 15 minutes more or less in circle around the teahouse)
The Doberman is at the tea house, but the Dalmationa with it's sniper rifle is over the Beer garden

command, not a possibility, 2 dice for shooting, i would have to be very lucky not to glitch and you could buy a dodge.
On the Magic gymnastic issue, i just find it interesting them having so high attributes

Natural Attribute of :
3 is an average value according to the book, 4 is above average, 5 is elite, top class athlete or so, 6, man that's Legendary
Sam has only one natural Attribute at 5 and everything else is bellow.
Of course he has been beefed up by Cyber

Reaction the most

, but they did not have cyber, or beta+, Drugs? do not know them so you might be that the beef you up like that, if so you just got yourself even more dangerous Sam on your hands *evil grin*
Just got the feeling we are evenly matched so this could take a while

they are a bit lover in dice pools but they are two, so it makes t for a fun match, but just for moving it forward i wanted to see if there could be a possibility Omar could use the Dalmatian to imposter LS and scare them away
By the way, what modifiers are for in the split dice pool and what are not for dual wielding?For example Smartgun, positioning offhand so on. are there any that count toward both guns?
Edit:
know you you dislike me talking about dice pools, but this is may way to judge the situation, AND Sam is not a min/max character

he might even count toward Jack of all trades
This is a min max character
It was a scene like from some kung-fu flick (though the more knowledgable observers would have recognized Aikido stances) with spectacular kicks, sweeps, blows and shots parried and dodged at the last instance, with bullets flying in all directions as Sam was trying to pin down the thug.
The Yakuza guys seem to know themselves good enough, that on a signal given by the one you're shooting they spread out in two directions drawing their light guns and hiding behind table of the beer garden and a nearby car and shooting from behind them.
CT #2, IP #2
[Sam 17, full defense][Thug #1 15][Thug #2 15]
free action: move
quick draws: Reaction(6) + Pistols(4) + Specialization(2) (treshold 3) 11d6.hits(5)=4, 11d6.hits(5)=7, I've counted the dices wrongly, and should add one more, but it do not matter. Thug #2 scored critical success on that roll giving him +1 dice for the shoot.
9d6.hits(5)=5, 8d6.hits(5)=3, 10d6.hits(5)=2, 8d6.hits(5)=3
Thug #1
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2) -> 9d6 -> 5 hits
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2) - Recoil(1, for second shots) -> 8d6 -> 3 hits
Thug #2
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2) + Critical Quick Draw success(1) -> 10d6 -> 2 hits
Agility(5) + Pistols(4) + Specialization (2) - Firing from good cover(2) - Recoil(1, for second shots) -> 8d6 -> 2 hits
they got you currently in cross fire, you can still see both of them, but if they spread any further - one of them will get behind you, getting a superior position bonus from shooting at your back.
Making the rolls right now, wish me luck as i am phone-doing it. Done
Re-rolling infiltration if i am first in CT3, but not if edge is to be spent, as re-rolling misses is much better in such a case 