Back in Business (Alpha Run) [Shadowrun 4E]

Game Master CloakedInSmoke

This is the thread for the Alpha Run campaign of Back in Business (Shadowrun, 4th edition).


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"Thanks, I'm broke." Crix says, handling the credstick. "Shall we then?"


"Perhaps we should save out money for once we are down there to hire a less official guide."


Alright, I'm going to move you along now.

The escalators lead down to the Ork Underground's Tourist Highway. On your left is a general store, behind it a security booth with gate arms and signs that say "No Admittance." On your right is a big crowd. There seems to be a two gangs of 10 or so each facing each other. One is a group of orks in grey and brown gang colors on the far side of the street. The other, across from them on your side of the street, is a group of heavily chromed and bodymodded gangers in gold and chrome. You realize that many of the shops have been AR graffiti'd with pornographic images and an AR marquee spits out messages in neon like "Reality Hackers rule!" "Reality is a lie" or "For a good time call Gutter's Mom." You can guess that the orks have come to stop the "Reality Hackers'" bout of vandalism. There is a scared group of tourists beyond them, obviously one of the guided tours the ad talked about in Lordstrung's.

Roll a Knowledge (Seattle Street Gangs)+Intuition Test to see if you can identify the two gangs and anything about them.


If I may use "gang turf"
Kno (gang turf) + INT: 8d6 ⇒ (1, 4, 4, 4, 4, 3, 1, 6) = 27 = 1 hit. Wow. Okay.


Knowledge (Seattle Street Gangs): 9d6 ⇒ (3, 2, 2, 6, 5, 3, 1, 5, 6) = 33 = 4 hits.


Action Figure

whispering to everyone else, "Um did we pick a bad time to go for a tour?"


The ork gangers are clearly the Skraacha, who, as you've heard before, fight to protect their territory, the Ork Underground and its residents, from the threats of the so-called topsiders. As you see carried threateningly by the orks, their preferred melée weapon is an old-fashioned wooden baseball bat with nails hammered through, turning it into a spiked club. The other gang are the Reality Hackers, chromed-up hackers and cyberware enthusiasts. Their preferred melée weapons are implanted cyberblades, especially cyberspurs. Both gangs favor heavy pistols as sidearms. None of the gangers seem to be packing any firearms heavier than those pistols.

They are yelling at each other when someone--you can't be sure who--fires a shot, and what started as a mere shouting match is turning into a street fight.

Jack and Crix, you get a ping from your commlinks indicating someone is trying to hack into them. Each of you, roll Firewall+Response. I'll let you know the results of your rolls.

I don't have time at the moment to post to turn this into a full blown Initiative rolled event right now, so this is considered a surprise round. The Roll20 campaign has been updated with a battlemap, though, should you decide you wish to engage these gangers. We'll roll Initiative later tonight or tomorrow.

GM Stuff:
2d4 ⇒ (3, 1) = 4
RH Hacker 1 Cybercombat+Attack vs. Jack: 9d6 ⇒ (5, 1, 4, 2, 1, 6, 1, 2, 3) = 25 (2 hits)
RH Hacker 1 Cybercombat+Attack vs. Crix: 9d6 ⇒ (5, 1, 6, 5, 1, 3, 2, 6, 1) = 30(4 hits)
[ooc]Cybercombat does program rating (6) + net hits Matrix damage.


Firewall: 6d6 ⇒ (5, 2, 1, 4, 2, 6) = 20 = 2 hits


Init:7(10) IP:1 PDT: 0/10 SDT: 6/10 Composure:6 Judge:7 Memory:7 -1 Wound Modifier

When the first shot rings out, Miyako dives into cover. Comming the others If we're to get involved, our aims would be better served by assisting the orcs.


Shall I assume that they are trying to hack the commlink that is not running a Stealth 6 program? You will see it on my gear list, there are actually two comlinks. One runs hidden mode with Stealth 6 and is the one that maintains my PAN, and the non-hidden one is the one with which I interact with the world.

Firewall+Response: 7d6 ⇒ (1, 2, 4, 6, 3, 1, 1) = 18 = 1 hit.

Jack takes cover when the shooting starts and casts Increase Reflexes: Force 2.

Spellcasting Increased Reflexes 2: 4d6 ⇒ (1, 5, 1, 2) = 9 = 1 hit.
Use 1 Edge to reroll failures: 8d6 ⇒ (4, 2, 3, 1, 1, 5, 1, 3) = 20 = 3 hits.
Drain Resistance (DV: (F/2)+2 = 3): 10d6 ⇒ (2, 3, 4, 6, 5, 6, 6, 5, 6, 4) = 47 = 7 hits. No Drain.


I can't find the roll20 map. :(
Crix ducks for cover with Miyako (if possible) and says, "I think we should side with the orks. I never liked cyber-creeps anyway." while drawing and readying two knives.
I'm assuming my comm has been crashed. Which is fine, since Crix isn't very tech-savvy anyway.


Action Figure

Do any of the other gang have obvious smart-links?

When everyone else dives he follows suit, trying to peek over some obstruction to get a look for possible targets.


Is anyone else having trouble with the Roll20 map? The Link is on the campaign info page.

Crix, your commlink's persona takes 8 boxes of Matrix damage. I'd have to recheck the rulebook, but I think your Matrix condition monitor is 8+ half some value (probably System or Response) so you should just barely not have a crashed comm.

Jack, your obvious commlink's persona takes 7 boxes of Matrix damage.
Not sure what you did there with your spell rolls. Spending a point of Edge after a roll either lets you add your Edge dice to a roll or lets you reroll your failures, not both. In your second roll I only count 1 hit for a total of 2.

The Reality Hackers are wearing goggles, and the orks sunglasses. It would not be unreasonable to assume they are AR enabled, but you have no way of knowing whether or not they are using smartlinks.

Posting from my phone. Once I get home I'll roll initiative for everybody.


I was right, you have a Matrix Condition Monitor of 8+(System/2), and you can resist the Matrix damage with a System+Armor roll. :)

Did you try scrolling horizontally to the right to see more of the map? I'm afraid I wasn't able to get the map to center properly, so that could be the issue. Baby tokens are non-ganger NPCs.

Unfortunately, Jack, since you cannot both add your Edge dice to a roll and reroll failures, and neither option by itself would give you a dice pool of 6 (you did not roll a hit until the sixth d6), you did not roll enough to succeed in your casting of Increase Reflexes and are down 1 Edge point.

Combat Turn 1 Initiative Dice Rolls:

NPCs
Reality Hackers: 8d6 ⇒ (5, 6, 4, 5, 6, 6, 1, 6) = 39 (6 hits) +8=14
Skraacha: 6d6 ⇒ (5, 5, 1, 4, 5, 4) = 24 (3 hits) +6=9
PCs
Droid: 8d6 ⇒ (3, 3, 3, 4, 4, 5, 5, 4) = 31 (2 hits) +8=10 (11 MI/2 MIP)
Jack Be Nimble: 4d6 ⇒ (3, 6, 3, 2) = 14 (1 hit) +4=5 (7 MI/2 MIP///4 AI/3 AIP)
Crix Zelbourne: 11d6 ⇒ (5, 6, 3, 3, 6, 6, 5, 3, 2, 4, 1) = 44 (5 hits) +11=16 (3 IPs)
Miyako: 10d6 ⇒ (5, 5, 2, 3, 4, 5, 2, 2, 5, 6) = 39 (5 hits) +10=15

Initiative Order (players in the same line act in posting order)
Crix, Miyako
Reality Hackers
Droid
Skraacha
Jack

Crix and Miyako, you're up. Let me know if you still have problems with the Roll20 Map.


All I have in Campaign Info is the alpha run roll20 map, which isn't even a map, and would presumably be for alpha run (though I *am* listed as a player). And of course the tourist map and journal entry image.

And do we have partial cover or good cover?

Dmg Resist (System): 3d6 ⇒ (3, 3, 6) = 12 = 1 hit


Did you click on "Launch Campaign? If so, try reloading maybe? I "moved" you all to the next map today, which is the actual battlemap. You probably will have to scroll to the right to find all the tokens, as I said in my latest post. (I just ninja'd you).

And now you ninja'd me. I edited the post with explanations about the cover, but Paizo errored out. All boxes, except those marked as good cover, are partial cover, representing various merchant kiosks, large boxes, etc., in the street. Remember that you suffer a -2 modifier when firing from cover regardless of rating, but facing matters too, so cover only helps (and hinders) in the direction the main part of the box is facing. Hopefully it's pretty obvious when you look at it.


Oh I see. Got the map.

Shadowrun.pdf wrote:

"If the Attacker benefits from Good Cover, or

his cover obscures his view, apply a –2 dice pool modifier to any attacks."

So I assume all cover blocks view here.


Crix spies the hackers hiding just in front of them and decides to defend his comm the meat-world way.
Two simple actions, two knives thrown.
Thrown Knife (close hacker): 13d6 ⇒ (1, 4, 1, 5, 1, 3, 6, 4, 1, 4, 5, 4, 2) = 41 = 3 hits, 11 base dmg
Thrown Knife (far hacker): 13d6 ⇒ (5, 3, 4, 3, 5, 6, 4, 6, 5, 3, 2, 1, 2) = 49 = 5 hits, 11 base dmg


Which page of which edition is that? My 4e rulebook says nothing about the penalty being conditional, it just says you get a -1 (errata'ed to -2) penalty if you're firing from cover. Basically, I see it not so much as blocking sight, but there's a certain amount of distraction in utilizing the cover. If you're going to put something between your opponent and you to make it harder for them to hit you, it follows naturally that you've also made it harder for yourself to hit them.

o_0 Crix is crazy good with knives... and with math. It's all legit :)

RH Hacker 2 (close one) Reaction Test: 5d6 ⇒ (5, 6, 3, 3, 5) = 22 (3 hits; no net hits to Crix; attack misses]
RH Hacker 1 (far one) Reaction Test: 5d6 ⇒ (3, 1, 3, 3, 3) = 13 [ooc](0 hits; 5 net hits to Crix; modified DV of 16P)

RH Hacker 1 Damage Resistance: 12d6 ⇒ (5, 1, 4, 6, 1, 1, 5, 5, 3, 4, 2, 5) = 42 (5 hits; 16-5=11P damage)

Crix throws his first knife, but the motion so close to him is enough warning for RH Hacker 2 to look up from his commlink and dodge the knife. RH Hacker 1, though, is not so lucky. He seems to be utterly absorbed in his work on his commlink, and Crix's knife sinks into RH Hacker 1's neck, piercing his jugular vein. He falls to the floor immediately, a pool of blood blossoming from his neck, his commlink clattering to the floor.

I should take the time right now to point out that, regardless of my naming conventions, all of the gangers are equipped with melée weapons, pistols, and commlinks. They are named for their starting roles, but that doesn't mean they can't or won't switch things up...

Miyako, you're up.


Init:7(10) IP:1 PDT: 0/10 SDT: 6/10 Composure:6 Judge:7 Memory:7 -1 Wound Modifier

When Hacker 2 comes up from his dodge , Miyako fires 2 shots with her Ingram SMG.

Shot 1 Agility+Skill-cover penalty = 5+6-2 = 9 dice 9d6 ⇒ (6, 1, 2, 6, 5, 3, 4, 4, 2) = 33 = 3 hits

Shot 2 Agility+Skill-cover penalty-recoil = 5+6-2-1 = 8 dice 9d6 ⇒ (1, 3, 3, 4, 4, 4, 2, 3, 5) = 29 = 1 hit


Mr. Johnson GM wrote:
Which page of which edition is that? My 4e rulebook says nothing about the penalty being conditional, it just says you get a -1 (errata'ed to -2) penalty if you're firing from cover.

Page 150 (or 152, by PDF reader count). Anniversary edition. I'm fine with all cover doing -2. I just thought I'd mention it.


Mr. Johnson GM wrote:
Unfortunately, Jack, since you cannot both add your Edge dice to a roll and reroll failures, and neither option by itself would give you a dice pool of 6 (you did not roll a hit until the sixth d6), you did not roll enough to succeed in your casting of Increase Reflexes and are down 1 Edge point.

That was formatting error because I was thinking about casting two spells simultaneously. The first 9 rolls, therefore are for one spell, which let me reroll 8 failures to get three successes. Which give me level 2 Increased Reflexes. I simply forgot to adjust dice numbers after I decided not to do multiple spells at once. Which I changed because you have to allocate which dice are for which spell before the rolls.


OK, next time I think it would probably be best to have you reroll your entire spell if things get that wonky again, but I think I've deciphered your dice rolls and explanation enough to see that you do meet Threshold 2 and avoid any Drain. You get +1 Initiative (which doesn't affect action order this Combat Turn) and +1 IP.

Miyako, the Ingram Smartgun submachine gun doesn't have a single-shot mode. It has burst-fire and full auto, so you have the full range of options for 3 bullet bursts (-2 recoil, narrow for +2 DV/wide for -2 defense) or 6 bullet long bursts (-5 recoil, narrow for +5 DV/wide for -5 defense) as Simple Actions or a 10 bullet full burst (-9 recoil, narrow for +9 DV/wide for -9 defense) as a Complex Action.


Do you want my Colt Gov't? It's better. ;)


Init:7(10) IP:1 PDT: 0/10 SDT: 6/10 Composure:6 Judge:7 Memory:7 -1 Wound Modifier

K, misread that section ;) 3 bullet wide bursts


You don't take any recoil modifiers because your gun has a recoil compensation rating of 3, right? It looks like you rolled your full value on both anyway, though, so no worries.

RH Hacker 2 Reaction-1 (prior defense)-2 (wide burst): 2d6 ⇒ (3, 3) = 6 (0 hits, 3 net hits to Miyako)
Modified DV 5P+3 net hits=8P vs. Armor 9=8S
RH Hacker 2 Damage Resistance Body+Armor (Ballistic): 14d6 ⇒ (3, 2, 2, 2, 6, 5, 5, 6, 2, 2, 1, 4, 4, 6) = 50 (5 hits; 8-5=3 Stun damage taken)

RH Hacker 2 Reaction -2 (prior defense)-2 (wide burst): 1d6 ⇒ 2 (0 hits; 1 net hit to Miyako)
Modified DV 5P+1 net hit=6P vs. Armor 9=6S
RH Hacker 2 Damage Resistance Body+Armor (Ballistic): 14d6 ⇒ (5, 5, 2, 1, 2, 3, 6, 4, 4, 6, 5, 6, 4, 1) = 54 (6 hits; 6-6=0 damage taken)

Miyako's submachine gun fire punches RH Hacker 2's chest with bullets, which flatten, embedded in his armor but not penetrating it. He looks winded when the second strike hits, but he seems no worse for it.

Due to the numbers of enemies involved in this fight, I won't be rolling for each strike, instead, I'll make a group attack rolls and defense rolls and let that be representative of the fate that awaits each group that turn in their attacks. Any actions which impact PCs, though, will be rolled as normal of course.

Droid, you're up.
Reality Hackers, 1st IP
RH Hacker 2, not taking kindly to Miyako's submachine gun fire, drops his commlink, which falls from his hands and now hangs from its lanyard around his neck. Then he quickdraws his pistol...

Pistols+Reaction Test (3) to Quick Draw: 10d6 ⇒ (2, 5, 6, 3, 5, 5, 6, 5, 1, 6) = 44 (7 hits; successfully Quick Draws)
Heavy Pistol Fire 1 @Miyako: 7d6 ⇒ (2, 5, 3, 4, 2, 2, 2) = 20 (1 hit)
Heavy Pistol Fire 2 @Miyako: 6d6 ⇒ (6, 3, 1, 3, 6, 6) = 25 (3 hits)
Their heavy pistols, you see, are Colt Manhunters, thus dealing 5P+net hits damage and have AP -1.

The Reality Hackers get some minor shots onto some of the Sk Brawlers, but Brawler 3 seems to take the brunt of it. The orks easily fend off the melée attackers, though.

Group Dice Rolls:

RH Group Gunner Roll vs. Skraacha: 9d6 ⇒ (4, 2, 5, 2, 2, 2, 4, 2, 3) = 26 (1 hit)
Sk Group Defense Roll[/dice: 3d6 ⇒ (1, 1, 2) = 4 (0 hits+glitch=critical glitch)
Sk Group Damage Resistance: 12d6 ⇒ (2, 2, 5, 4, 6, 2, 3, 2, 4, 3, 3, 2) = 38 (2 hits; 6-2=4 damage)

RH Group Melée Roll vs. Skraacha: 9d6 ⇒ (2, 2, 3, 2, 5, 6, 3, 5, 6) = 34 (4 hits)
Sk Group Defense Roll: 9d6 ⇒ (2, 6, 6, 3, 3, 4, 6, 5, 4) = 39 (5 hits; no net hits to RH; no damage)

Droid, you're up.


Init:7(10) IP:1 PDT: 0/10 SDT: 6/10 Composure:6 Judge:7 Memory:7 -1 Wound Modifier

Miyako's body twists through the air as she attempts to avoid the heavy slugs thrown at her by the Hacker's Colt.

Reaction Test 1 6d6 ⇒ (6, 5, 5, 1, 1, 5) = 23 = 3 hits
Reaction Test 2 6d6 ⇒ (1, 6, 6, 2, 6, 5) = 26 = 4 hits


Action Figure

Droid targets the most heavily augmented looking to hack.
Cybercombat: 6d6 ⇒ (3, 6, 6, 4, 3, 4) = 26


The Reality Hackers all look more or less the same in terms of augmentation. They all have mottled metal plates covering much of their skin--dermal plating--and all have retractable spurs implanted in their hands (think Wolverine), but no one stands out as being the most powerful of the bunch.

So, you'll have to pick one target, and hacking isn't going to do much more than possibly lock their spurs on or off, just so you know, unless you just want to hit their commlinks. If you do want to hit their spurs, you'll have to use Matrix Perception to find their nodes and then Hacking+Exploit tests, etc.--those nodes are hidden, not broadcasting like commlinks/PANs.


Action Figure

Lets keep this simple then, I'll just fire a wide three shot burst at the nearest enemy.
attack minus cover: 5d6 ⇒ (4, 5, 6, 4, 6) = 25=3 hits


Thanks for the patience, everyone! My brother's wedding was awesome, and I'm back to my computer once again :)

I assume you mean RH Fighter 4, Droid?
(RH Fighter 4's dice pool (thanks to penalties) has been reduced to 0) (3 hits; 3 net hits to Droid)
5P+3 net hits= 8P modified DV vs. 9 Ballistic Armor => 8S DV
RH Fighter 4 Armor+Body: 14d6 ⇒ (6, 3, 6, 3, 1, 5, 1, 4, 5, 5, 6, 3, 4, 3) = 55 (6 hits; 8-6=2S damage taken)

Droid levels his smartgun at the Reality Hacker and hits him with a three round burst. The bullets ricochet off the dermal plating but leave several painful looking dents in the armor.

Skraacha
The Skraacha do their best to fight this Combat Turn, but are thwarted. Skraacha bullets hit a lot of Reality Hackers, but their bullets can't penetrate the dermal plating covering the Hackers' flesh. In melée, the Skraacha can't seem to land a solid blow on any of the Reality Hackers. Each ferocious swing of the bat is parried by a quick slice of the cyberspur.

Group Rolls:

Sk Group Gunner Roll vs. Reality Hackers: 10d6 ⇒ (5, 5, 5, 5, 6, 3, 5, 4, 6, 1) = 45 (7 hits)
RH Group Ranged Defense Roll: 5d6 ⇒ (4, 4, 5, 4, 2) = 19 (1 hit; 6 net hits to Sk)
RH Group Damage Resistance Roll: 14d6 ⇒ (2, 6, 3, 5, 5, 6, 2, 3, 6, 4, 1, 2, 6, 6) = 57 (7 hits; 0 damage)

Sk Group Melée Roll vs. Reality Hackers: 8d6 ⇒ (6, 1, 1, 5, 6, 1, 2, 4) = 26 (3 hits)
RH Group Melée Defense Roll: 7d6 ⇒ (5, 2, 4, 6, 2, 1, 6) = 26 (3 hits; no net hits to Sk)

Jack, you're up, and then onto Crix in the 2nd IP.


I cannot see the map on roll20 for some reason; all it shows me is a blank grid. So I will rely on Mr.Johnson to adjudicate for me where necessary.

Jack ducks behind the hardest cover he can easily reach and calls to the spirits, attempting to call forth a Force 5 Beast Spirit.

Summoning Force 5 Beast Spirit: 9d6 ⇒ (1, 6, 4, 3, 1, 5, 3, 1, 4) = 28 = 2 hits.
Spirit Opposed Test: 5d6 ⇒ (4, 3, 4, 2, 4) = 17 = no hits.
Net services owed: 2
Drain Resistance: Spirit gained no hits, therefore there is no drain to resist.
Since the spirit is Force 5, it gains one additional power which will be Natural Weapon:(Claw, 5 P, 0 AP)

A primal feline shaped spirit responds to Jack's call with virtually no resistance. Jack speaks to the ghostly cat, and gestures towards the Reality Hackers singling out the one that shot at Miyako, "Destroy the Reality Hackers, starting with that one."

EDIT: MrJohnson, I assume you want me to take care of the rolls and other actions for my spirits? It has Initiative of 12 with 2 IPs. I do not know where that puts it in the initiative lineup.


Jack, you may have to scroll to the right to see the map. The left side is just grid.

Crix pops out from behind cover long enough to draw two knives and throw them with reasonable accuracy.
Quickdraw (threshold 2): 15d6 ⇒ (5, 1, 3, 4, 2, 5, 3, 2, 3, 5, 6, 1, 1, 2, 3) = 46 = 4 hits, success
Knife (gunner 2): 13d6 ⇒ (3, 4, 3, 4, 4, 6, 1, 5, 3, 1, 1, 3, 6) = 44 = 3 hits
Quickdraw (threshold 2): 15d6 ⇒ (4, 4, 1, 4, 5, 4, 5, 4, 6, 6, 4, 5, 1, 4, 4) = 61 = 5 hits, success
Knife (brawler 5): 13d6 ⇒ (5, 4, 1, 3, 3, 6, 3, 6, 1, 6, 2, 1, 2) = 43 = 4 hits


Crix Zelbourne wrote:
Jack, you may have to scroll to the right to see the map. The left side is just grid.

Yep, that did it. Thanks. I moved Jack to the cover I want him behind.


Jack, Init of 12 will put it after the Reality Hackers but before Droid, and 2 IPs mean the spirit can act during the 2nd IP, but not the 3rd. And yes, I'd like you to take care of the rolls and other actions for your spirit. I'll jump in if I feel the spirit wouldn't do something you have it to, but I'm not too worried :)

Combat Turn 1, 2nd IP

Gunner 2 Reaction Test: 5d6 ⇒ (5, 4, 5, 4, 5) = 23 (3 hits; no net hits to Crix; attack misses)
RH Gunner 2 manages to dodge the knife, which clatters to the stone floor, echoing slightly in the tunnel.

Did you mean RH Fighter 3, rather than Sk Brawler 5? Brawler 5 is one of the Skraacha (your teammates are going exclusively for the RH) and quite far away from Gunner 2. You can of course target him, I just wanted to make sure that's what you wanted. I know the nameplates jumble into one another.

Sk Brawler 5 (or any Skraacha you choose to target, really) Dice Rolls:

Brawler 5 Reaction: 3d6 ⇒ (5, 3, 5) = 13 (2 hits; 2 net hits to Crix)
11P DV+2 net hits=13P DV vs. Impact Armor 4; 13P final DV)
Brawler 5 Damage Resistance Test: 10d6 ⇒ (1, 1, 2, 6, 1, 4, 4, 5, 1, 1) = 26 (2 hits; glitch; 13-2=11P damage)
The knife hits the Brawler straight in the heart, causing him to fall over, almost dead before he hits the floor.

RH Fighter 3 (or any RH you choose to target, really) Dice Rolls:

RH Fighter 3 Reaction: 2d6 ⇒ (3, 4) = 7 (0 hits; 4 net hits to Crix)
11P DV+4 net hits=15P DV vs. Impact Armor 7; 15P final DV)
RH Fighter 3 Damage Resistance Test: 12d6 ⇒ (2, 5, 1, 5, 6, 2, 1, 6, 5, 1, 5, 3) = 42 (6 hits; 15-6=9P damage)
Crix's knife cuts a deep gash across the side of RH Fighter 3's neck as it is thrown, and a bleeding wound soon blossoms, but the Reality Hacker is still standing.


Haha! My bad. Yes, Fighter 3.


OK, the results of Crix's second throw...
Crix's knife cuts a deep gash across the side of RH Fighter 3's neck as it is thrown, and a bleeding wound soon blossoms, but the Reality Hacker is still standing.

Reality Hackers, 2IP
The Skraacha easily evade the hackers' spurs, but aren't quite as lucky against the firefight. A few Skraacha Gunners take a few dings in their dermal plating, but otherwise look determined and unfazed.

Group Dice Rolls:

RH Group Gunner Roll vs. Skraacha: 9d6 ⇒ (6, 1, 5, 6, 3, 2, 1, 1, 1) = 26 (3 hits)
Sk Group Ranged Defense Roll: 3d6 ⇒ (5, 3, 5) = 13 (2 hits; 1 net hit to RH: 5+1=6P vs. Armor 6=>6S final DV)
Sk Group Damage Resistance Roll: 12d6 ⇒ (4, 4, 3, 1, 1, 1, 5, 2, 5, 6, 4, 3) = 39 (3 hits; 6S-3=3S damage taken)

RH Group Melée Roll vs. Skraacha: 9d6 ⇒ (4, 2, 6, 1, 1, 1, 5, 5, 4) = 29 (3 hits)
Sk Group Defense Roll: 9d6 ⇒ (5, 1, 6, 2, 5, 5, 4, 1, 5) = 34 (5 hits; no net hits to RH; attacks miss)

RH Hacker 2 Heavy Pistol Shot #1 @Crix: 6d6 ⇒ (1, 2, 4, 2, 3, 5) = 17 (1 hit)
RH Hacker 2 Heavy Pistol Shot #2 @Crix: 5d6 ⇒ (1, 4, 4, 3, 4) = 16 (0 hits)
The Colt Manhunter deals 5P+net hits damage and has -1 AP.

RH Hacker 2 fires his heavy pistol, a Colt Manhunter gleaming in the streetlights, on Crix after seeing his devastating knife toss at Fighter 4. He seems distracted however, the first shot poorly aimed and the second a wide miss of Crix.

Although annoyed at Droid's firing at him, Fighter 4 seems to decide the lumbering ork swinging the bat a meter away is the more pressing threat, and focuses his attention on the ork. Likewise, Fighter 3 seems to decide he can't risk the free shot he'd give the ork on him if he decided to run after Crix.

Jack's Spirit of Beasts, you're up.


Reaction: 7d6 ⇒ (1, 5, 6, 1, 3, 1, 4) = 21 = 2 hits, shot misses.


The ghostly cat shimmers into a more solid form and charges across the space towards Reality Hacker 2, slashing with both of its claws.

Claw Attack (Agility 6 + Unarmed Combat 5 + Charging 2): 13d6 ⇒ (5, 3, 5, 5, 5, 6, 4, 4, 2, 4, 3, 1, 4) = 51 = 5 hits.
Damage Value (Claw): 5P + net hits, 0 AP


RH Hacker 2 Reaction+Dodge: 6d6 ⇒ (2, 2, 4, 4, 6, 3) = 21 (1 hit; 4 net hits to Jack)
5P+4 net hits=9P DV vs. 7 Impact Armor =>9P final DV
RH Hacker 2 Damage Resistance: 12d6 ⇒ (5, 4, 3, 6, 4, 3, 1, 5, 1, 2, 5, 2) = 41 (4 hits; 9-4=5P damage)

Jack's tiger pounces at RH Hacker 2, ranking him in the chest, deep gashes appearing on the hacker's chest, the claws having pierced the dermal plating. The Hacker howls in pain.

OK, sorry, Jack, I forgot that Skraacha don't have a 2nd IP, so thanks to your spell, you are up next, then Crix.


Jack turns his attention to the other gunners and casts a Force 5 Manabolt at RH Gunner 2.

Spellcasting Force 5 Manabolt: 9d6 ⇒ (3, 4, 1, 6, 1, 6, 5, 5, 6) = 37 = 5 hits.

Damage Value: 5S + net hits.

Drain Resistance (Drain Value: 2): 10d6 ⇒ (2, 6, 3, 2, 4, 3, 1, 4, 3, 4) = 32 = 1 hit; 1 stun net drain.


Gunner 2 Spell Resistance Test: 3d6 ⇒ (5, 1, 3) = 9 (1 hit; 4 net hits to Jack; 5P+4 net hits=9P final DV)
From what I can tell, Manabolt deals Physical, not Stun damage as noted in its DV, even though it is a Mana spell. Am I missing something?

Gunner 2 staggers as though struck by a bolt of lightning (which he was, if only you have eyes to look in the astral realm,) though he still remains standing. He is bleeding from various gashes the manabolt has left on him.

Crix, you're up.


Correct, manabolt is P, stunbolt is S.

Crix takes two more quick shots with his knives.
Quickdraw (DC2): 15d6 ⇒ (4, 6, 2, 5, 2, 4, 4, 1, 4, 1, 1, 6, 5, 6, 4) = 55 = 4 hits, success
Knife (RH Fighter 2): 13d6 ⇒ (2, 5, 1, 1, 2, 3, 5, 1, 1, 1, 2, 3, 4) = 31 = 2 hits

Quickdraw (DC2): 15d6 ⇒ (1, 2, 5, 4, 4, 3, 4, 2, 1, 1, 6, 4, 4, 1, 6) = 48 = 3 hits, success
Knife (RH Fighter 3): 13d6 ⇒ (1, 1, 1, 1, 3, 4, 1, 2, 1, 5, 3, 1, 6) = 30 = 2 hits, glitch
So I've noticed the dice hate me...


Oh, I see now. Jack doesn't have the Manabolt spell. I think he meant Stunbolt. Changed the Roll20 map to reflect the damage as Stun. Gunner 2 is no longer bleeding, but does look thunderstruck.

RH Fighter 2 Reaction: 5d6 ⇒ (3, 2, 4, 2, 4) = 15 (0 hits; 2 net hits to Crix)
11P+2 net hits=13P modified DV vs. Armor 7=13P final DV
RH Fighter 2 Damage Resistance: 12d6 ⇒ (2, 5, 6, 3, 6, 4, 2, 5, 6, 2, 3, 1) = 45 (5 hits; 13-5=8P damage taken)

Crix, in one fluid motion, draws a knife from its sheath and throws it. It lands in Fighter 2's belly, and he lets out a bellow of pain.

RH Fighter 3 Reaction: 5d6 ⇒ (4, 2, 6, 3, 5) = 20 (2 hits; 0 net hits to Crix)
Although Crix's quick draw readies his knife fluidly, as he throws the blade, a sudden twitch of his finger causes the blade to make a relatively shallow but painful cut on its way to Fighter 3, who manages to just dodge the thrown knife. Crix, you take 1s damage from your blade.

Reality Hackers, 3rd IP

RH Gunner 2 moves behind the good cover blocking Crix, not wishing another of his knives to land, and returns fire with his Colt.

Pistol Shot #1 @Crix: 3d6 ⇒ (5, 6, 2) = 13 (2 hits)
Pistol Shot #2 @Crix: 2d6 ⇒ (5, 4) = 9 (1 hit)
Colt Manhunters deal 5p+net hits damage and have AP -1.

Gunners 1 and 3 also turn and fire on Crix in revenge for the severe injury of their fellow gunner, who probably called for help via commlink.

Gunner 1 Pistol Shot #1 @Crix: 8d6 ⇒ (2, 2, 6, 1, 2, 5, 5, 1) = 24 (3 hits)
Gunner 1 Pistol Shot #2 @Crix: 7d6 ⇒ (1, 4, 2, 6, 3, 5, 6) = 27 (3 hits)

Gunner 2 Pistol Shot #1 @Crix: 8d6 ⇒ (5, 2, 4, 2, 3, 4, 4, 2) = 26 (1 hit)
Gunner 2 Pistol Shot #2 @Crix: 7d6 ⇒ (1, 2, 4, 2, 1, 5, 1) = 16 (1 hit)
Colt Manhunters deal 5p+net hits damage and have AP -1.

It's a good thing they didn't roll well either. You do get a -1 cumulative modifier for each defense beyond the first since your last action. Remember that going on Full Defense as an Interrupt is always an option; you choose which Full Defense option (Full Dodge, Full Parry, or Gymnastics Dodge) and gain the corresponding defense bonuses until your next action, which you lose due to going on Full Defense.

Group Dice Rolls:

RH Group Melée Roll vs. Skraacha: 9d6 ⇒ (6, 3, 4, 4, 2, 1, 2, 4, 1) = 27 (1 hits)
Sk Group Defense Roll: 9d6 ⇒ (4, 2, 1, 3, 5, 5, 3, 3, 6) = 32 (3 hits; no net hits to RH)

The Reality Hackers don't fare well in their melée assault on the Skraacha, dealing no discernible hits, and fire no shots on the Skraacha, having directed their gunners to attack the runners.

No one has any IPs left (Jack's Spirit can't act in the 3rd IP), so this Combat Turn is over. I'll let Crix resolve all his defenses, and then we'll roll for initiative.


Yeah ... sorry about the confusion. Jack has stunbolt and powerbolt. He is using the stunbolt because he has noticed it generally works better against the shooty/stabby types. Sorry for the nomenclature malfunction.


Reaction: 7d6 ⇒ (5, 3, 4, 5, 2, 6, 5) = 30 = 4 hits, 0 net
Reaction: 6d6 ⇒ (5, 4, 2, 1, 4, 3) = 19 = 1 hits, 0 net
Reaction: 5d6 ⇒ (2, 2, 3, 3, 3) = 13 = 0 hits, 3 net
Reaction: 4d6 ⇒ (6, 1, 4, 2) = 13 = 1 hits, 2 net
Reaction: 3d6 ⇒ (5, 1, 3) = 9 = 1 hits, 0 net
Reaction: 2d6 ⇒ (1, 6) = 7 = 1 hits, 0 net

Damage Resist 1: 13d6 ⇒ (5, 5, 6, 3, 6, 1, 5, 6, 1, 2, 1, 3, 2) = 46 = 6 hits vs 5P+3 = 2S
Damage Resist 2: 13d6 ⇒ (1, 1, 6, 3, 2, 4, 6, 6, 5, 1, 4, 1, 4) = 44 = 4 hits vs 5P+2 = 3S

Thanks to quick reflexes and tough armor, Crix remains standing after being subject to the small volley of Manhunter shots.


So Crix suffers all in all, only 1S from his glitch and 5S from the Colts... impressive.

Initiative Dice Rolls:

NPCs
Reality Hackers: 6d6 ⇒ (1, 6, 4, 2, 5, 5) = 23 (3 hits) +8=11
Skraacha: 6d6 ⇒ (2, 5, 6, 6, 4, 1) = 24 (3 hits) +6=9
PCs
Droid: 8d6 ⇒ (5, 6, 3, 6, 1, 6, 6, 6) = 39 (6 hits) +8=14
Jack Be Nimble: 5d6 ⇒ (4, 5, 2, 4, 6) = 21 (2 hits) +4=6 (2* IPs)
Crix Zelbourne: 9d6 ⇒ (1, 2, 3, 3, 4, 1, 4, 5, 4) = 27 (1 hit) +11=12 (3 IPs)
Miyako: 10d6 ⇒ (5, 4, 1, 1, 1, 1, 4, 3, 5, 6) = 31 (3 hits) +10=13
Force 5 Spirit of Beasts: 15d6 ⇒ (3, 1, 5, 4, 1, 2, 4, 1, 3, 1, 4, 4, 4, 6, 1) = 44 (2 hits) +15=17 (2 IPs)

Jack, your spirit is Force 5, correct, so its initiative is actually Fx3, or 15, not 12 as you said before :)

Combat Turn 2 Initiative Order
Jack's Spirit, Droid, Miyako, Crix,
Reality Hackers, Skraacha
Jack

OK, Jack's Spirit, Droid, Miyako, and Crix, you're all up, resolved in posting order.


Waiting on the others to see if they kill any mostly dead targets before I choose my targets.


The great cat spirit rakes at Reality Hacker 2 again, its snarling cry sounding clearly in the room.

Unarmed Combat: 11d6 ⇒ (4, 5, 3, 6, 5, 3, 1, 5, 1, 3, 1) = 37 = 4 hits.
Damage Value: 5P + net hits.


Action Figure

sorry I didn't see update.

Continuing to shoot RH4 wide burst minus cover: 5d6 ⇒ (4, 1, 1, 5, 2) = 13 1 hit

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