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[OOC] Missions 2 - Rising Sin

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Kouryuu

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« Reply #195 on: <05-06-12/0742:05> »
Prepare for the worst, hope for the best and expect nothing!
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Sentinemodo

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« Reply #196 on: <05-06-12/0814:48> »
Full dodge again?
Damn :)

But that was close.
Sorry for a small delay ;)

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Kouryuu

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« Reply #197 on: <05-06-12/0833:14> »
Full dodge again?
Damn :)

But that was close.
Soon i will have to spend some edge, soon.
But it will happen when and where  want it to happen :)
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Kouryuu

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« Reply #198 on: <05-07-12/0713:37> »
Dodge
20d6.hits(5) = (6)

We waiting for his or something else Sent.?
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Sentinemodo

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« Reply #199 on: <05-07-12/0722:49> »
I run out of time. Resume as soon as possible.
Sorry for a small delay ;)

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Sichr

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« Reply #200 on: <05-07-12/0730:57> »
You need to stop playing that CivV :)

Sentinemodo

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« Reply #201 on: <05-07-12/0833:56> »
That. Was mean ;)

And I was playing elemental :P
Sorry for a small delay ;)

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Kouryuu

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« Reply #202 on: <05-07-12/0846:41> »
Q from me

Full dodge just to be clear
[Sam IP1 attack][Y IP1 dodge/attack][Sam IP2Full defence][Y attack IP2][Sam IP3 ?]

As far as I understand the rules both attacks are dodged by the full defence from IP2 ?
as the 1st is interrupt from IP1 and both other are from IP2

Am i correct in this assumption?
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Sentinemodo

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« Reply #203 on: <05-07-12/0851:34> »
1st full dodge using delayed action
2nd attack
3rd full dodge using interrupt and consuming IP #3 action

the full defense lasts until your next action.
Sorry for a small delay ;)

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Kouryuu

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« Reply #204 on: <05-07-12/0855:14> »
1st full dodge using delayed action
2nd attack
3rd full dodge using interrupt and consuming IP #3 action

the full defense lasts until your next action.
it was for the CT2 as this time it was [IP1 Attack][IP2 Dodge][?]

So basically will have IP2 [dodge 2] and [dodge 3] with -1 and -2 all from the full Dodge from IP2
« Last Edit: <05-07-12/0905:48> by Kouryuu »
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Sentinemodo

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« Reply #205 on: <05-08-12/1040:48> »
1st full dodge using delayed action
2nd attack
3rd full dodge using interrupt and consuming IP #3 action

the full defense lasts until your next action.
it was for the CT2 as this time it was [IP1 Attack][IP2 Dodge][?]

So basically will have IP2 [dodge 2] and [dodge 3] with -1 and -2 all from the full Dodge from IP2

I see two options:
1. you use IP 3 action as interrupt dodge - resetting the counter of previous dodges
2. you continue your dodges (since you already declared full defence) having the counter starting at -1 (since you have one succesful dodge), but you have IP 3 for you disposal.
Sorry for a small delay ;)

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Kouryuu

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« Reply #206 on: <05-08-12/1750:32> »
Sent can you tell me the surroundings places to take cover so forth,

have a evil idea making this fight a bit more fair :) Would omar like to test his sniper skills form the drone?
sam has some free actions to make and as far as i know this is still while he is driving to his location 15 min after separation Omar went underground 30 after split :)

Sam will be ashamed to ask for help but who had imagined these people where so Legendary athletic, or maybe they are magic Yakuza :)
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Netzgeist

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« Reply #207 on: <05-08-12/2147:25> »
Kour, remember that one of the dobermans were with you (Mouse instructed it to follow orders from Sam or Fractal; or to protect them if they need, and as Fractal and Lips went into the house, there's a good chance he would stick closer to you).

Sentinemodo

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« Reply #208 on: <05-09-12/0117:19> »
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)
« Last Edit: <05-09-12/0121:57> by Sentinemodo »
Sorry for a small delay ;)

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Kouryuu

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« Reply #209 on: <05-09-12/0433:49> »
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.

Quote from: ooc
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 :P
« Last Edit: <05-09-12/0746:31> by Kouryuu »
Prepare for the worst, hope for the best and expect nothing!
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