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

Game Master CloakedInSmoke

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


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Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

If you can pull our bacon out of this fire(fight), then we will get along famously!!!


Alright guys, I'm here and I'm sorry I took so long getting started, as I mentioned in the recruitment thread last night I had to spend a little doc-wagon time over the weekend and it really threw me off.

I'm totally down with being buddy-buddy with our gunslinger, it could be a fun thing to play off of with how different our personalities are. Plus I'm sure I could see a lot of advantages of having someone who basically is on the inside who can keep an eye out for things, though I will be a good reminder for her to pack her helmet, keep her shirt-tails out and don't leave fingerprints.

I'm looking forward to getting in with you guys!

Roll for starting cash- 4d6 + 12 ⇒ (5, 3, 5, 4) + 12 = 29

2900 is not too bad!


Putting up this post to whip up a description, but the more I read of Faed the more I feel like I'm going to be carrying more of my crazy survival gear with me more often that I would expect. I can see him getting ready to leave the house, realizing who he's going to meet, and slinging his sniper rifle over his shoulder so he can be part of the inevitable firefight from as far away as possible.

Description(based on how we are starting)

Spoiler:
Frank strikes an odd and rather eclectic appearance. He is dressed in a loose fitting multi-hued jumpsuit colored pale blue with neon green and pink stripes running diagonally across it in places. A prominently placed Tir-Tangire flag sits across his chest, generated and often changed to those of different countries to represent his nickname.

Franks face rarely doesn't have a midnight shadow, his obviously cybered eyes are always looking around and his shaved head is crowned with a cowboy hat complete with a cord running around his chin to keep it in place. A backpack is slung over one of his shoulders, a holster with a pistol is draped beneath the other and the mouthpiece of a re-breather sticks up from the collar of his shirt where he can grab it with his mouth if he needs it.


I forgot to roll for starting funds. See Frank, we're already playin the parts. I'm runnin out the door about to dive into a gunfight and you behind me yelling that I can't pay for bullets if I don't remember my wallet :).
3d6 + 3 ⇒ (2, 6, 6) + 3 = 17 x50
850 nuyen to my name... but that new rifle was just soooo... shiney.


Thanks for your patience! You are rewarded with a Gameplay Post! :) Frank and Faed, you can jump in at this post. Happy playing!


Would sliding down the escalator be a free action or a simple action?


Free Action, though, however you get down the escalator, it is covered in "last round's" actions: you are assumed to be at the bottom of the tunnel at the beginning of this Combat Turn. I just wanted to give you the freedom to choose your method of entrance :)


Outstanding sir!


Thank you for noticing that, DM! He was going to look a bit flashy if going into the underground, but I more or less just chose a flag at random rather than properly processing how it would be viewed by the orks. I think a Berlin Freestate flag would be better. He doesn't want to fly one that he's actually affiliated with, but not looking to start trouble with it either.

I also shuffled around my gear in the char to sort of label what I would have with me vs what would be left at home and just spaced things out a bit more to make it more readable. None of the gear actually changed.


Male Human

HA!

"Snoozles"!

I like it!


I feel like it makes sense that I'm letting Faed doing the talking for the two of us, but damn its also terrifying too.


I'd originally written up a much more over-the-top post, but when I got down to the dice pools, I realized that it would be completely ineffective and decided to scrap it.

I'm posting it here just to share. This is actually the second revision - the first involved blast waves and the tiger being entirely on fire, but I didn't think to save that one...

What didn't happen:
Kat, bleeding from numerous gunshot wounds, drags herself to her feet with far less flair than usual. She narrows her eyes at the nearest Reality Hacker and says, "Alright, if you freaks prefer to play like that..." (If you didn't see through the invisibility, her voice is coming from right next to the tiger, and could be confused as it's voice in the chaos of combat, but there's no special effects to encourage that.) The tiger turns towards the RH Hacker next to the escalator, and its eyes begin glowing a fiery red.

She then claps, once, slowly.

At that moment, the troll's flame thrower explodes, and the crouching tiger springs forward, and it's front paws burst into flame as it does. The "equipment malfunction" seems far more excessive than there'd be any reasonable right to expect, as bits of troll and his gear go flying away into the corners of the area. (Dropping the troll and hot potato illusions. Also Agony, since that target is out of line of sight.) As soon as the targeted chromed ganger is in reach, the tiger lashes out with one flaming paw, leaving claw marks on yet another of the Reality Hackers, these ones smelling of burnt flesh.

I'm splitting my 11-die spellcasting dice pool between Flamethrower and another casting of Agony. I'm down to a -5 penalty after dropping three of the four spells, which each spell takes. Also, +6 to the illusion spell for being an illusion. So 9 dice -> 4 dice for Flamethrower, and 2 dice -> 3 dice for Agony.


So... it would seem that I got my ass kicked. Admittedly, I'm not as proficient in Shadowrun as I am in Pathfinder, so I'm open to notes as to how to make a character that doesn't get put down after 1 turn.


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

I would love to tell you, but I got taken out in 2 turns...and Rick was build for combat....bad rolls can never be anticipated!!


Male Human

Adam went down just like you did...unfortunately.

think I may have spread him a little thin, trying to cover a bit of everything.


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

Well we are not out of it yet...and it is sometimes a good thing to get a bloody nose...teaches you to be a little more sneaky...and imaginative!!


Points in Dodge are a great idea. Immediately bolster your melee defense and give an option to improve defenses against ranged attacks as well :)


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

Guess what I am investing in ...if I live lol its is so different when making the character than when you play them....I am finding out a lot about Rick, and what he can (and should) do, and what he should just stay away from...


Male Human

Yeah...stealth, subterfuge, and chemical weapons are going to be a good idea.

If we make it, that is.


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

stealth and deception is what I was thinking..we kinda ran head on into this situation....


Dodge is great, but it doesn't work against ranged attacks so the type of enemies you face makes a big difference on whether its something you need or not.

Generally, my experience in Shadowrun seems to be that the best way to survive is just not to get in a prolonged battle. Anyone can go down pretty quickly if the other side gets to open up on them, so a bit of run and gunning(moving back from cover to cover and picking off the enemy when they leave cover to follow) or laying ambushes or the like is the way to go.

With a bit of planning the mage can have an idea of whose around astrally and I can scan for broadcasts so we have a better idea of what is coming up and walk into things better prepared. There was a line in the moving Ronin where he says that he never goes anywhere he doesn't know how to get out of which is a pretty great rule in this game.

I didn't want more Meta-knowledge so I didn't read all the things that came before us stumbling into this, but with the firefight in process and people already down so its tough to stay mobile so at this point we definitely are backed a bit in a corner, and having the bad guys wired so they are getting extra IPs is going to be brutal.

I was going to say that I'll see what we can do to save your bacon, but Faed' is unconscious so I'm going to take full credit if we walk away from this.


Male Human

Good news: Adam's stable, so DocWagon can get him and nit just his meat.

:)


I was rolling around in my head tripping the doc wagon tag and hopefully they'd be able to pull us out of this one since we aren't on corp territory and I'd just have to be paying for a resuscitation I don't actually need. I don't think we'd be lasting long enough for them to get there without a better plan though. The fight will be over one way or the other before that.

For Adrik's joke on the other thread, I'm with you! I think we're all just hooked up to trodes in Frank's basement being run through every paranoid scenario he can come up with before he'll go on an actual run with you. If the start of next mission is us going for a meet in a park and having a para-bear come charging out of nowhere you know its true.


Shadowrun combat is dangerous. There's ways to mitigate it (I once built an 800-BP character who was effectively immune to anything less than a battleship-mounted laser cannon that did 15P (AP: half impact -8), and a 400-BP version who could take one or two shots from a rocket launcher and keep coming), but the best defense is not getting hit. High reaction, taking the first initiative pass to dodge, cover, running, smoke bombs, thermal smoke bombs... The idea is to make the shooters take wide bursts to lower your defense, instead of narrow bursts to boost damage, and have enough mitigation to keep it down to a point or two of damage per shot. In melee, Dodge can count double, so it's really hard to hit a evasive character who's trying to evade. (This is where Kat's pre-damage strategy falls)
The second best defense is killing them faster than they kill you and just healing up afterwards. (This is where Kat is after getting hurt, and a big reason why extra initiative passes are so important)
The third best defense is soaking most of the damage with high armor values and/or Body. (This is where the characters I mentioned at the start fall)
The fourth best defense is to be dead.
The fifth best defense is to keep combat from starting in the first place. (And it's only so low because anyone can start shooting you at any time, if they think they have reason to.)

On the other hand, the gangers we're fighting are really good for street-level gangers. An average street gang member might have 5-8 dice to attack. 2-3 in their weapon and 3-5 in Agility (depending on race). Their leaders might have another point or two, and a specialization in their favorite weapon. CorpSec, on the other hand, will probably start out there and go up. A single Red Samurai could probably take us all on, especially if he had choice of terrain. So these gangers seem to be on the high end of what you'd expect from a gang, or the low-to-mid levels of Corporate Security.

Plus, they're rolling well. That always helps.


I think I owe you all an apology... I just realized I misread my Campaign Guide. I just realized that it was giving me the gangers' Dice Pools, not skill ratings. I've been adding their linked attributes to the dice pool (thinking they were skills), so they were double dipping on their attributes.That would explain why these thugs are so powerful :P I'll nerf them back to their intended stats and hopefully that will help things out. :P

So again, I'm very sorry. Thankfully none of you have died :) You have been doing pretty darn well considering. Extra Karma will be coming! :)


Male Human

HA!

Super gangers take the ex-CIA agent down, causing him to react with swift and righteous justice.

[Pulp Fiction voice]...great and furious anger, shall be visited upon him...[/Pulp Fiction voice]


Mr. Johnson GM wrote:
I think I owe you all an apology... I just realized I misread my Campaign Guide. I just realized that it was giving me the gangers' Dice Pools, not skill ratings. I've been adding their linked attributes to the dice pool (thinking they were skills), so they were double dipping on their attributes.That would explain why these thugs are so powerful :P I'll nerf them back to their intended stats and hopefully that will help things out. :P

Bad GM! Bad! Kat thwaps Mr. Johnson with a rolled up newspaper.


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

LOL...thats OK GM...it has been a very instructional battle, and I for one will now take time and "look before I leap" into a fight!! Never hurts to look your characters mortality in the face!!

Liberty's Edge

No worries, DM. Pain will bond us and make us a cohesive unit.


Male Human

And cause us to stock up on chemical weapons. ..


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

and first aid kits and stims!!!


Male Human

FYI: I am out of town til tomorrow. Happy St. Patrick's Day everyone!

Dmpc as needed please.


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

I was not able to find anything else about Initiatives and damage modifiers. Anyone else have any luck??


What I'm wondering is whether wound modifiers apply not only to your dice pool but also to your Initiative Score, like if you have an Initiative attribute of 7, and a wound modifier of 2, which of these is it?

  • Deducted from your dice pool, so 5d6+7
  • Deducted from your attribute, so 7d6+5
  • or both, so 5d6+5?


It's definitely unclear as to how it happens in subsequent rounds, but it's pretty clear that your Initiative Score drops the moment you take a wound penalty.

I think that you just subtract from the score in subsequent rounds too, since they're applied to the Score and not the dice pool or the roll. But that's unclear.


My brother is getting married on Saturday and I will be out of town until Monday, so this weekend will be quite busy. I'll get posts in when I can. (It helps that we are out of combat.)


Male Human

Grats, GMs bro!

Enjoy!


Sorry. Thought I would be able to post today, but I couldn't. I'm going to be out of touch until Thursday.


Male Human

FYI: I seem to have come down with bronchitis, so posting may be a bit sporadic for a while. Sorry.


Since Kat is out of touch until Thursday and Adam has bronchitis (sorry, dude, I've had that before so I feel your pain :P ), I'll wait until Thursday to advance the story. If the rest of you wish to keep RPing conversation while your characters are waiting for the KE questioning, feel free :)


While I care deeply about being healed and getting a pay bump, I have a much more important question. Did they confiscate any of my babies... I mean guns?


Nope, you haven't been searched even. They just wanted you to stick around for questioning. I wouldn't have let them take any weapons from you without giving you the chance to resist.


So I'm still rockin 5 damage. I vote for a brief period of r&r before we once more head into the breach.


Does Rick need a proper med visit or will a few hours rest and pancakes be sufficient? We could split up for a bit if a meat shop visit is in order.


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

Being a magic person he cannot use the same drugs and such. He will have to wait to have another heal spell thrown on him, but his fatigue should all go away in a few hours..


Being Awakened only gives a -2 penalty to First Aid or Medicine tests used to heal you; it doesn't preclude you from receiving medicine.


Also, you can only get a heal spell tossed on you once for any given set of wounds, so I think we are going to be dealing with more conventional healing at this point.


Human Physical Adapt | Condition Monitors (P 11/11 | S 10/10) | Limits (P 7|M 5|S 5 |A 5) | Perception 6 | Armor Rating 12 | Unarmed Strike -13[7], DV 5P | Yamaha Pulsar - Taser, Acc 5, DV 7S(e), AP -5, SA, 4 (m)

very true...and I do not think i will benefit from first aid or medicine at this point...will have to go in as I am


Male Human

Heading out for Aruba for the week. Will try to post as I can but I will be in the tropics, so...

Feel free to bot me if needed.


M human

Sorry guys. The internet at my house is down, and my phone is not a good platform for posting. I'll resume posting within a day or so when I can get it fixed.

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