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I agree too, sorry I dropped off the face of the earth for a couple days, I've had a cold for most of this week and a couple days ago it blew up into something way more lousy and has had me pretty much stuck in bed. I'm just on now to let everyone know I haven't forgotten about them. I'll get a post up for Winston as soon as I'm a bit more coherent, hopefully either tonight or early tomorrow. With any luck we'll see him back soon.
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Winston feels the kick of the bullets strike him, and is starting to look more wounded(took 3p more damage). His SMG bursts again towards the leader, but between the wounds he has suffered and the recoil from all of the bullets he has sent that way its not a very skilled shot. Still, one of the bullets lands true and spins the injured ganger around like a top, dropping him to the ground. Winston ducks around the corner of the building out of sight to keep from taking more bullets until he can line up his next shot.
Rick, Spider and Winston all get one more shot then we are starting fresh again. Leader is now totally down and one of the gangers on the other side is barely hanging on. I'll post again for Winston if I don't hear from him by the time you two post.
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what was the result of spiders actions? I need to know if he got in or not
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Sorry, I am still rather muddled and hadn't realized I hadn't posted your results previously.
Spider
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Ok, I REALLY finish the wounded ork this time! Dammit!
Same mods: 10d6.hits(5)=4
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I'm going to post for Winston again as I haven't heard from him. Spider's actions can be helpful in getting you inside, but its not likely going to alter the combat at the moment, so lets go ahead and get initiatives rolled and start up the next round. Spider you can let me know what you do with your last action when you give your initiative. Sorry things have bogged down a bit there, hopefully we can get things picked back up and moving again and I haven't lost anyone.
Rick's bullet tears into the orc ganger, spinning him around and causing him to drop to the pavement. Winston lets out another burst of fire towards the remaining ganger on his side, but the shots sail wide into the wall and do no damage into the wall. He's looking pretty beat up at the moment and shooting straight, especially after several bursts of fire is getting rough.
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I apologize for my absence. Things have gotten pretty busy for me, and I've found that the pbp's feel more like a chore than fun these days, so I'm going to bow out. Winston was fairly hurt anyhow, so maybe we can just assume he took a nasty head shot, and the rest of the team can carry on without him. Sorry, good luck with this.
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I'm sorry to hear about that Winston, but I do understand that things can get busy in real life and it makes things more difficult here. Hopefulyl all goes well for you and I wish you the best.
I realize that things have slowed down here quite a bit recently for everyone, and I hope you all are still interested in continuing the game. I am waiting for an initiative from everyone, as well as spiders last actions.
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11d6.hits(5)=3
Again, three hits, initiative: 14
Man, I may need to oil the old wired reflexes...
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5, 6, 4 2 hits, for an Init of 9 total. (Including penalty for maintaining mine and Winston's invisibility.)
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Looks good guys, we just need Crusha and Spider now.
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Sorry had a hard drive melt down, will get a post up this evening
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8d6.hits(5)=2
init is 10.
ill take cover against the building while i wait for the grenade to blow. once it does, ill kick the door down, if there still is a door, and charge into the warehouse, semiauto grenade launcher at the ready to lay some heavy fire down onto people.
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Spider pays little mind to the gunplay having found his "in". He finds his mind drifting though screen after screen his hands moving though the ARO's faster them most people would notice, shifting from one to the other. He settle on two things the alarm systems and the security systems . Aim lunches his forms at them looking for an "in " to shut them down
Killing the alarms hacking +exploit 14d6 ⇒ (2, 3, 3, 4, 2, 6, 5, 6, 3, 2, 4, 5, 2, 1) = 48 4 hits
Killing the security system hacking+ exploit 14d6 ⇒ (4, 3, 3, 6, 6, 5, 4, 5, 6, 4, 4, 3, 1, 6) = 60 6 hits
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Rick, looks like even with the wired reflexes needing to be oiled you still are the party speed demon. Here is the initiative below.
Rick 14
Mage 12
Neonspider11
Skullcrusha 10
Thomas 9
Ganger 7
Spider manages to trip the codes for the alarm on the building, feeling the node deactivating even as the rigged explosive starts to ding with a warning that it is about to detonate.
Rick, You're up first. The explosive should go off just before crusha's turn.
Spider
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Can I get an idea of the tactical situation? The ork I was firing on is down for the count, and the leader is using the building corner as cover, right? What are the guards in the building doing, if I can tell?
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The ork and the leader are both down for the count, so you know there is the mage still on your side of the building, but he is hidden back around the corner and staying out of sight at the moment. There is also another ganger at the far corner of the building, where Winston was before. You can't really tell what is happening inside the building, the gunfire and thick walls cover up any sounds from within. The guards in the shack across the steet seems to have ducked down and are currently out of sight.
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In that case, I run to the corner of the building, staying on the wall perpendicular from where the wizbang is hiding, and wait for him to pop out.
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The mage peeks around the corner, but obviously doesn't see Thomas even though he stands out in the open. He moves out further then, leaving himself exposed, though somewhat near the next warehouse over. He focuses for a moment but then nothing happens but for an explosive curse springing from his lips.
Rick, he's out in the open now, so you are up next. Followed by spider, crusha, then thomas.
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Just checking, Winston is dead/gone, right? So no point in me continuing to sustain his invisibility?
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Looks that way, yes. His character was in extremely bad shape as it was, with him dropping, the last bullet he took being too much for him is the smoothest way to keep going.
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This is short range (I assume), so...
13d6.hits(5)=5
Hopefully, that'll do something to the bastard...
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GM
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i vocalize on our comm network to everyone
damn, winston is down! anyone got a medkit on them?
like i said earlier, im waiting for the door to blow then im moving in.
tarlane, want me to roll for damage to the door?
need to let everyone know that for the next 2 weeks or so, ill be hit or miss on this. moving the family from where im stationed back to the home town. ill try my best to get on this, but expect to take over for me starting the 17th.
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The bullet strikes the mage solidly, half spinning him around and dropping him to a knee and causing him to cry out in pain. The single shot seems to have nearly taken him completely out of commission.
Spider manages to shut down the security systems alarm system quite effectively, ensuring that it can't send a message out from the building either to lone star or to its home company without a system reboot, also disabling the audiable alarm within the building as well to keep from alerting the guards within more then the crash of the drone and gunfire already has.
Skullcrusha ducks back a bit, as the explosion takes the door off its hinges completely caving in the large rolldown door. As he ducks inside, several shots ring out from the catwalk above, but they strike wildly against the wall, the smoke from the explosion leaving the guards' aim far off.
The warehouse looks much as it did before when you scouted, with just one guard plainly in sight though he has cover from the catwalk above.
Thomas, you are up.
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After Skullcrusha tells him Winston's down, Thomas drops the Invisibility on him. He heads to the now-open door and looks in, concentrating on the guard.
Moving inside and using Stunbolt on the guard, if possible. Spellcasting: 3, 2, 2, 1, 6, for one total hit. Drain: 1, 1, 2, 5, 3, 2, for one hit, no Drain damage taken. Still have 2 stun hits.
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The guard jolts a bit as the mental assault comes, shaking his head as if to clear it.
The final ganger turns and flees down the alley behind the next warehouse, bolting at full speed away from the rest of the group, seeing most of his fellows dropping.
Spider
Rick and Spider can both get in their second actions now. None of the other enemies are going to get multiple actions, so feel free to post up both your actions since you get three passes.
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The final ganger is the mage?
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No sorry, there was one ganger left on the side that winston was on, and the mage was on the opposite side. You shot the mage up and he is looking pretty critical and fumbled a spell on his turn. This was the last normal gangers turn and he is just bolting.
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Ok, first shot is for the mage:
13d6.hits(5)=4
Second action is for the fleeing ganger:
11d6.hits(5)=3
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But Fleeing Ganger is on the other side of the building and running away from our general direction, how can you even see him?
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Thomas Chance wrote:
But Fleeing Ganger is on the other side of the building and running away from our general direction, how can you even see him?
Good point.
Second shot in the mage as well, just to be sure:
13d6.hits(5)=1
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With the two quick shots the mage is put down flat on his back and goes still.
Go ahead and roll initiative for next round everyone, Spider, if you want to tell me what your last actions are for this round when you put up your initiative total we can keep things moving smoothly.
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Guess the old tech is starting to warm up!
Initiative: 11d6.hits(5)=5: 16
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Initiative: 6, 5, 1 Two hits, for a total Initiative of 9. EDIT: Remembered I had two more dice, nothing changed.
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Gm
Init 5 hits makes it 13
GM
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Alright, so initiative this round stands at:
Rick
Spider
Thomas
Guards
Spider, with everyone moving into the building are you planning on jacking out and joining them, or are you staying out by the van? I know that jacking out can change your init.
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I did not roll as in VR, I just rolled my standard Init, switching out of VR is a free action, so that could be done after loading up the forms. He can always go full vr again if needed and he needs to be inside anyhow
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not sure if im up in the current init, but hers my roll
8d6.hits(5)=3 total of 11.
seeing the guy up on the catwalk i raise the grenade launcher and fire a frag at him.
to hit 13d6.hits(5)=4 4 hits.
18D p damage.
after the grenade goes off, ill drop my grenade launcher (which is on a sling) and use my other partial action to raise up my shotgun launcher. it is loaded with 12 rds of regular ammo. there is an external sleeve on the buttstock that has 4 explosive rounds.
hey guys, this may be my last post until next saturday. having to pack up my shadowrun book today and turning of internet on monday. tuesday i get to wake up at 4am and drive the family to the home state. so tarlane, go ahead and take over my character for me... please dont get him killed...too much.
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Bah, I did jump the gun on Init, I thought I had everyone in there for some reason. Crusha will be going right before Thomas. And thanks for the heads up, Crusha, I'll run you as an NPC until you get back. Don't worry, you shouldn't get too dead, though it does look like you are trying to take down the building.
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Thomas, careful to stay a good distance away from whatever Skullcrusha's aiming at, makes his way towards the target room.
Just moving and staying out of any firing lines this round.
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Can I get a tactical read on what is going on from my position? I am hesitant to just rush into the building.
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Alright, the map should be pretty up to date to give you an idea of the layout.
Updated Map
Initiative order is:
Rick
Spider
Skullcrusha
Thomas
Guards
The door to the warehouse has just blown off and Thomas blasted a guard with stun bolt. There is one visable guard up on the catwalk above the warehouse floor, Spider was able to identify a guard acting as a rigger in one of the back cubicles, and your previous recon tells you that there should be one more guard in here somewhere, but he is not currently visable. The last ganger has been fleeing and is well out of sight, and the guards in the shack across the way are still down out of sight. Crusha has his grenade launcher out and looks like he is going to do some exploding, so you might want to be careful where you put yourself.
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Spider ready s his weapon, gripping it just in case, as the rush of adrenaline kicks in. He moves behind Thomas,and looks past what others see to perceive the matrix
Simple action: ready weapon, free action: move, simple action: matrix perception
Matrix perception7d6 ⇒ (6, 3, 5, 2, 1, 6, 1) = 24 3 hits
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