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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Mr. Johnson GM wrote:
You won't reach the bottom of the escalator until the end of the Combat Turn (once everyone has used their IPs). More IPs don't increase your total movement for the Combat Turn. This Combat Turn was for prepping your guns, casting any buffs, etc. We could save this as your first action of the next Combat Round, though.

Oops. I got the turn and the pass mixed up. Nothing else to prep, then.


Alright, 2nd IP. Rick, you're up!


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)

Ok..well I think I will focus on just one of them this time!!

Seeing his first attacks rebuffed by the hackers, Rick decides to focus on just one at a time (the one on his right!)

Attack-Unarmed: 12d6 ⇒ (6, 3, 5, 4, 3, 5, 3, 4, 5, 3, 2, 4) = 47 4 sucesses

Modified damage: 12P

Yet again the dicebot is exacting it's pound of flesh..lol


Hacker 2 Parry: 13d6 ⇒ (4, 3, 3, 1, 4, 4, 4, 5, 1, 1, 6, 3, 2) = 41 (2 hits; 2 net hits to Rick: Rick's DV: 10P)
Hacker 2 Damage Resistance: 13d6 ⇒ (2, 4, 2, 1, 6, 4, 1, 2, 4, 5, 3, 2, 6) = 42 (3 hits; 10-3= 7P damage taken)

Just so you know, you only get your net hits added to DV, so don't add your successes to your DV; just give me your unmodified DV. I'll add your net hits after I roll defense dice. It's easier for me than subtracting the difference later. :)

Rick's focus on one hacker at a time has paid off. Rick kicks the hacker hard in the stomach, crunching through armor jacket and dermal plating with an obviously magical force. The hacker is obviously winded and bruised by the blow and may even have some cracked ribs, but is still standing.

Reality Hackers
The RH's cyberware suite obviously includes Wired Reflexes, and they take advantage of the enhanced timing, getting taking extra shots at the unaugmented Skraacha. A few of the Skraacha brawlers take noticeable hits and one of the gunners get flesh wounds, but everybody is still up and fighting.

The smiles disappear from the two hackers' faces at Rick's casual shrugging off of their blows and Rick's devastating kick, and they resume their kicking their spurs with increased vigor, though the hacker on Rick's right visibly winces with the effort.

Hacker 1 Attack: 14d6 ⇒ (4, 5, 2, 6, 4, 6, 1, 1, 5, 6, 2, 5, 1, 1) = 49 (6 hits)
Hacker 2 Attack: 12d6 ⇒ (2, 2, 4, 1, 6, 5, 2, 6, 4, 3, 3, 1) = 39 (3 hits)
The hackers will deal 5P + net hits damage to Rick each.

Assuming Kat is passing her IP this turn as she did last time, that means it is the third IP and Rick is up again.

GM Stuff:
Hacker 2 Condition Monitor: 4/11P left; -2 wound modifier
Skraacha Brawlers 3 & 4 have 9/11P
Skraacha Gunner 2 has 10/11P


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)

alright then, 2 parries coming up.

Parry Attack#1: 16d6 ⇒ (4, 5, 2, 1, 5, 2, 4, 2, 5, 1, 6, 4, 5, 2, 6, 5) = 59 7 hits
Parry Attack#2: 16d6 ⇒ (3, 4, 2, 5, 1, 5, 6, 3, 1, 2, 1, 6, 3, 3, 5, 5) = 55 6 hits

So I reduced their net successes to 0, and that means no damage...right??

Ok..attack number three. I will strike the same fellow I did last time

Melee Attack: 12d6 ⇒ (5, 2, 3, 4, 6, 6, 1, 1, 6, 5, 2, 2) = 43 5 hits

damage is 8P+ net hits.


Right, as long as the attacker doesn't roll more hits than you roll on your defense, you dodge the attack. A tie means contact without any damage, so it only counts as a hit if it is a touch attack, like Shocking Gloves™. (I can't remember the exact name, but you get the idea).

Hacker 2 Parry: 11d6 ⇒ (5, 4, 5, 1, 3, 6, 2, 4, 3, 1, 5) = 39 (4 hits, 1 net hit to Rick [9P modified DV])
Hacker 2 DR Test: 13d6 ⇒ (3, 2, 2, 5, 2, 1, 1, 2, 2, 6, 4, 3, 5) = 38 (3 hits; 9-3=6P damage taken)

Rick deftly ducks and dives around the Hackers' spurs, and lands a solid punch to one of the hacker's jaw. Blood spurts from his mouth and he falls over, a pool of blood forming. This hacker is down and will bleed out without medical attention.

Reality Hackers

The hacker left standing, fuming, turns on Rick with an almost ork-like savagery, though his anger may have kept him from being quite as effective as he once was.

Hacker 1 Spur attack: 13d6 ⇒ (3, 6, 1, 2, 4, 5, 3, 1, 6, 6, 1, 6, 1) = 45 (5 hits)

Rick, roll your DR test and then we'll go on to the next Combat Turn.

The rest of the Reality Hackers continue their assault on the Skraacha, a few more wounds dealt on the brawlers.

Combat Round 2! Initiative Tests

Initiative Dice Rolls:

Reality Hackers: 8d6 ⇒ (5, 3, 4, 6, 3, 6, 1, 3) = 31 (3 hits)+ 8=11
Skraacha: 6d6 ⇒ (1, 1, 1, 2, 1, 6) = 12 (1 hit; glitch)+ 6=7* (glitch)
Adam: 7d6 ⇒ (3, 4, 3, 4, 4, 2, 6) = 26 (1 hits)+ 7=8
Rick: 9d6 ⇒ (3, 1, 1, 1, 6, 3, 4, 2, 2) = 23 (1 hits)+ 9=10
Kat: 7d6 ⇒ (1, 2, 4, 6, 2, 1, 4) = 20 (1 hits)+ 7=8
Chelsy: 11d6 ⇒ (3, 4, 5, 6, 5, 5, 2, 2, 3, 2, 1) = 38 (4 hits)+ 11=15

Initiative Order
Chelsy (15)
Reality Hackers (11)
Rick (10)
Adam, Kat (8)
Skraacha (7*)

GM Stuff:
Hacker 2 Condition Monitor: -2/11P left; unconscious
Skraacha Brawlers 3 & 4 have 7/11P, -1 wound modifier
Skraacha Gunner 2 has 10/11P


Everyone who isn't Rick, You all come up upon the scene as described before. (Feeling a bit lazy after that monster post). Rick has downed one of the hackers.

Reality Hackers

The hacker Rick has been fighting continues his spur assault on Rick and also must have alerted his gunner friends through datalink text or subvocal mike, because one of them about 5 m away (apparently all they can spare at the moment) turns and fires upon Rick.

Hacker 1 Spur attack: 13d6 ⇒ (5, 2, 4, 4, 1, 1, 6, 2, 2, 5, 5, 5, 1) = 43 (5 hits; deal 5P + net hits damage)

Gunner 1 attack: 15d6 ⇒ (5, 1, 3, 4, 1, 1, 1, 5, 6, 4, 5, 3, 4, 6, 5) = 54 (6 hits, deal 5P+ net hits damage, but see below)
I just read that each defense after the first suffers -1 modifier, the gunner's heavy pistol has -1 AP and because you are engaged in melee, you take a -3 dice pool modifier to your defense for a total of -5 defense dice, which reduces your defense pool (ranged attacks only get Reaction to defense) to one (maybe less including wound modifiers), unless you wish to switch to total defense. Two options against ranged attacks: Total Dodge for Reaction+Dodge or Gymnastics for Reaction+Gymnastics) and/or spend a point of Edge. Note that you can switch to Total Defense as an interrupt action before you roll defense; it will just eat up your next IP's action. You can still parry melee attacks as usual.

The rest of the Reality Hackers continue the brawl, and one Skraacha brawler screams for a split second and then is silenced as a spur hits him in the chest at nearly the same time as a bullet to his back.

GM Stuff:
Hacker 2 Condition Monitor: -2/11P left; unconscious
Skraacha Brawlers 3 & 4 have 7/11P, -1 wound modifier
Skraacha Brawler 5 is down, -4/11P
Skraacha Gunner 2 has 10/11P

Chelsy's action is delayed until we figure out what to do with her. (Post in the Discussion thread).


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)

parry attack: 16d6 ⇒ (6, 1, 3, 1, 4, 5, 2, 2, 5, 1, 3, 4, 1, 6, 6, 2) = 52 5 successes
so no damage..right?

ok...now for latest melee

parry attack: 16d6 ⇒ (4, 2, 1, 5, 5, 5, 3, 6, 2, 2, 6, 2, 2, 4, 2, 4) = 55 5 successes
so again, not a hit that causes damage.

now the firearm...I will dodge (gymnastic)

so..total defense dice 13-5=8

Gymnastic dodge: 8d6 ⇒ (2, 6, 1, 2, 2, 2, 6, 5) = 26 3 successes
ok..so now subtract 6-3=3 hits for a total of 8P damage...thank god for armor!!

damage resistance test: 12d6 ⇒ (5, 1, 6, 5, 4, 5, 3, 6, 6, 4, 3, 4) = 52 6 successes

so that means I take 2 points of physical damage...I think!!


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)

Ok, because I am now at 3 wounds, I have a -1 penalty to all my actions, including initiative


Right, ties go to the defender: if there's a tie, no damage, though like I said, contact only stuff may still "hit" on a tied Opposed Test.

Also, the attack had armor piercing -1 so you take a -1 penalty to armor on your DR test, but we'll let it slide this time since it got stuck in a large wall of text. I'll be sure to note AP with the DV section next time. So 2P sounds right :)

Rick dodges Hacker 1's spurs, though just barely, and, reacting to the gun he finds leveled at him, does a series of acrobatic tumbles which, along with his armor, reduce what could have been a near deadly pistol wound to a minor hit in the flesh of his thigh. The pain Rick had to this point been ignoring now becomes a noticeable irritation. You are correct, you're at -1 wound modifier now.

Adam you're up (since you have a slightly higher Initiative attribute than Kat) and then we'll resolve Kat's illusions.

Enemy Positioning:
Alright, the positions are roughly as follows. About at 5-7 m from the escalators along the near side of the street, you have your three gunners (Gunners 1, 2, & 3, from nearest to the escalators to farthest) from the RH team. About two meters up against the storefronts, Rick and Hacker 1 are fighting in melee, Rick at 10 m away from the escalators, and his opponent 11 m away. (Getting on Rick's left side would take 10 m of movement and get within melee range of Hacker 1).

5 m southwest, you have a group of two Skraacha brawlers (5 & 6) facing one RH fighter (4). 7 m southwest, you have Skraacha Brawler 3 facing RH Fighter 3, and Skraacha Brawler 2 facing RH Fighter 2 a few meters away from the 3's, but with the diagonals it works out to the same distance. 9 m southwest you have Skraacha Brawler 1 vs. RH FIghter 1. The Skraacha gunners are about 15 m south of the RH gunners.

So to recap your options:

Within 5 m of Escalators:
RH Gunner 1
Skraacha Brawlers 5 & 6 vs. RH Fighter 4

6 m:
RH Gunner 2

7 m:
RH Gunner 3
Skraacha Brawler 2 vs. RH Fighter 2
Skraacha Brawler 3 vs. RH Fighter 3

9 m:
Skraacha Brawler 1 vs. RH Fighter 1

10 m:
Hacker 1
*Rick*

15 m:
Skraacha Gunners 1, 2, 3

Sorry it's so confusing. I'm working on a map :) Thanks for your patience with this noob GM :)


Male Human

"Rick, you okay?!"

Adam drops into the best cover possible afforded by the escalator and tunnel walls.

Sighting along the rails, he fires at Reality Hacker 2 with his Predator.

7d6 ⇒ (4, 3, 4, 1, 5, 3, 1) = 21 pistols shot 1 1 hit ; damage 5p, AP-1

6d6 ⇒ (3, 1, 4, 6, 4, 6) = 24 pistols shot 2 2 hits ; damage 5p, AP-1


Introducing my very crude but hopefully useful Back In Business Ork Underground Battle map!

Roll20.net Back in Business Campaign!

Sorry, the map's a bit off center. You'll have to scroll right to find the battle.

Please use the map to adjust your positioning but post all your actions and dice rolls here. For your convenience, your HP (Physical Condition box) is the green heart/green bar, and your initiative (and the enemies') is the blue lightning bolt. Please use the red bar (on the left) to track wound modifiers. :)

There's random bits of cover strewn about, like vendor carts, boxes, etc., that you can use. Everything except the escalator box (marked) is fair game for cover. The gunners' cover (both gangs) is good (-4 modifier to hit) while all other boxes marked are partial cover (-2 modifier to hit).

The baby tokens are innocent NPCs.

Adam, do you mean Hacker 1, Gunner 1 or Fighter 2? Hacker 2 is bleeding out right now. If not, just correct your positioning on the map and let me know. They both have the same defenses, so it's easily remedied.

RH Hacker 1 Total Dodge: 10d6 ⇒ (1, 4, 5, 6, 6, 5, 2, 5, 1, 5) = 40 (7 hits; no net hits to Adam; misses)
RH Hacker 1 Total Dodge: 9d6 ⇒ (1, 5, 3, 1, 1, 6, 5, 1, 3) = 26 (3 hits: no net hits to Adam; misses)
It doesn't matter since you missed anyway, but remember you take a -2 penalty on each shot for firing from behind cover.

Adam's double fire on the Reality Hacker proves ineffective against their wired reflexes.

Trid Phantasm Intuition (3) & Hot Potato Intuition (5) Resistance, Or, Why I Shouldn't Have Bunched the Enemies So Closely Together:

RH Hacker 1 TP: 3d6 ⇒ (5, 3, 6) = 14 (2 hits; BELIEVES)
RH Hacker 1 HP: 3d6 ⇒ (2, 2, 2) = 6 (1 hit; 4 net hits to Kat, -4 dpm)

RH Gunner 1 TP: 3d6 ⇒ (2, 4, 5) = 11 (1 hits; BELIEVES)
RH Gunner 1 HP: 3d6 ⇒ (5, 6, 1) = 12 (1 hit; 4 net hits to Kat, -4 dpm)
RH Gunner 2 TP: 3d6 ⇒ (3, 4, 3) = 10 (2 hits; BELIEVES)
RH Gunner 2 HP: 3d6 ⇒ (1, 3, 2) = 6 (5 net hits to Kat, -5 dpm)
RH Gunner 3 TP: 3d6 ⇒ (3, 1, 1) = 5 (1 hit; BELIEVES)
RH Gunner 3 HP: 3d6 ⇒ (6, 6, 4) = 16 (2 hits; 3 net hits to Kat, -3 dpm)

RH Fighter 1 TP: 3d6 ⇒ (4, 5, 1) = 10 (0 hits; BELIEVES)
RH Fighter 1 HP: 3d6 ⇒ (3, 6, 3) = 12 (5 net hits to Kat, -5 dpm)
RH Fighter 2 TP: 3d6 ⇒ (1, 2, 6) = 9 (2 hits; BELIEVES)
RH Fighter 2 HP: 3d6 ⇒ (5, 1, 1) = 7 (2 hits; 3 net hits to Kat, -3 dpm)
RH Fighter 3 TP: 3d6 ⇒ (5, 2, 6) = 13 (1 hit; BELIEVES)
RH Fighter 3 HP: 3d6 ⇒ (5, 5, 6) = 16 (1 hit; 4 net hits to Kat, -4 dpm)
RH Fighter 4 TP: 3d6 ⇒ (1, 5, 5) = 11 (1 hit; BELIEVES)
RH Fighter 4 HP: 3d6 ⇒ (6, 2, 2) = 10 (2 hits; 3 net hits to Kat, -3 dpm)

Sk Fighter 1 TP: 5d6 ⇒ (2, 5, 6, 1, 2) = 16 (4 hits; disbelieves)
Sk Fighter 1 HP: 3d6 ⇒ (1, 4, 4) = 9 (2 hits; 3 net hits to Kat, -3 dpm)
Sk Fighter 2 TP: 5d6 ⇒ (1, 2, 5, 6, 3) = 17 (2 hits; BELIEVES)
Sk Fighter 2 HP: 3d6 ⇒ (4, 5, 6) = 15 (2 hits; 3 net hits to Kat, -3 dpm)
Sk Fighter 3 TP: 5d6 ⇒ (1, 1, 2, 2, 2) = 8 (2 hits; BELIEVES)
Sk Fighter 3 HP: 3d6 ⇒ (2, 3, 6) = 11 (2 hits; 3 net hits to Kat, -3 dpm)
Sk Fighter 4 TP: 5d6 ⇒ (3, 4, 6, 3, 6) = 22 (2 hits; BELIEVES)
Sk Fighter 4 HP: 3d6 ⇒ (6, 5, 2) = 13 (0 hits; 5 net hits to Kat, -5 dpm)
Sk Fighter 6 TP: 5d6 ⇒ (4, 2, 5, 6, 2) = 19 (1 hit; BELIEVES)
Sk Fighter 6 HP: 3d6 ⇒ (4, 2, 4) = 10 (1 hit; 4 net hits to Kat, -4 dpm)

Bystander 1 TP: 3d6 ⇒ (5, 1, 3) = 9 (3 hits; disbelieves)
Bystander 1 HP: 3d6 ⇒ (6, 4, 4) = 14 (1 hits; 4 net hits to Kat, -4 dpm)
Bystander 2 TP: 3d6 ⇒ (6, 4, 2) = 12 (2 hits; BELIEVES)
Bystander 2 HP: 3d6 ⇒ (4, 1, 4) = 9 (0 hits; 5 net hits to Kat, -5 dpm)

Sk Gunner 1 TP: 3d6 ⇒ (3, 6, 3) = 12 (1 hits; BELIEVES)
Sk Gunner 2 TP: 3d6 ⇒ (3, 5, 5) = 13 (1 hits; BELIEVES)
Sk Gunner 3 TP: 3d6 ⇒ (5, 5, 4) = 14 (1 hits; BELIEVES)

GM Stuff:

RH Gunner 1: 9d6 ⇒ (6, 3, 6, 6, 5, 1, 1, 2, 3) = 33 (4 hits--saw Kat)
Sk Brawler 4: 6d6 ⇒ (4, 4, 2, 1, 4, 2) = 17
Sk Brawler 6: 6d6 ⇒ (2, 1, 4, 3, 2, 3) = 15

Fortunately for Kat, her illusion fools nearly everyone, and the Hot Potato is too strong for any of them to throw off completely. The grinning troll makes wide sweeps with his flamethrower, and the Reality Hackers writhe in agony--after all, most of them have extensive cyberware. Also, as she is surely thrilled with, a few innocent bystanders still trying to make it through the panicking crowd are close enough to get hit with the Hot Potato effect, and they frantically remove piercings, belts, and spectacles before shoving their way through the crowd out.

Skraacha
Unfortunately for Kat, the Skraacha don't appear to be wearing much in the way of metal--none that has direct contact with the skin, anyway. The gunners are out of the hot potato range, and the brawlers are wielding good old fashioned wooden baseball bats with nails pounded through them, at the top far away from the handle.

Nak drazt flag drol! Nak zer tar! Bok tel krompten! Rech il mago! one of the orks yells in Or'zet.

Or'zet:
Don't attack the troll! It's not real! Attack the chromed bastards!

The Skraacha ignore the troll and keep clubbing their now debilitated Reality Hacker victims, dealing some heavy blows to RH Fighters 3 & 4, who now look nearly defenseless in pain.


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)

Not sure, but is it my turn now?? If it is then I will act, if not just hold my action until it is my turn.

Melee Attack RH Hacker 1: 12d6 ⇒ (5, 5, 4, 6, 6, 4, 4, 2, 6, 3, 6, 6) = 57 7 hits
Damage: 8P + Net hits


Mr. Johnson GM wrote:

Introducing my very crude but hopefully useful Back In Business Ork Underground Battle map!

Roll20.net Back in Business Campaign!

Excellent! I've moved myself over onto the whatever-it-is next to the escalator, to indicate ducking behind it. Since it's between the entry point and the crowd, I'll have ducked behind it rather than the escalator - same result, though.

Quote:

Fortunately for Kat, her illusion fools nearly everyone, and the Hot Potato is too strong for any of them to throw off completely. The grinning troll makes wide sweeps with his flamethrower, and the Reality Hackers writhe in agony--after all, most of them have extensive cyberware. Also, as she is surely thrilled with, a few innocent bystanders still trying to make it through the panicking crowd are close enough to get hit with the Hot Potato effect, and they frantically remove piercings, belts, and spectacles before shoving their way through the crowd out.

Skraacha
Unfortunately for Kat, the Skraacha don't appear to be wearing much in the way of metal--none that has direct contact with the skin, anyway. The gunners are out of the hot potato range, and the brawlers are wielding good old fashioned wooden baseball bats with nails pounded through them, at the top far away from the handle.

This is exactly what I was hoping for. The troll's supposed to be "reinforcements" for the Skraacha, although a flamethrower is not a precision weapon, so I use that term very loosely.

I assume that the unnammed icon in the middle is the troll, and the shaded area is the range of the illusion? Looking at it, I realized I screwed up slightly. Radius should have been 5 meters, not 6 - I cast my spells at Force 5, since I only have Magic 5. If you'd like, I could just say I overcast that one to Force 6, and I'll roll an extra die of drain for it (which would be physical damage), or you could adjust the radius. Let me know how you want to handle it, and my apologies. :(

As her illusion takes effect, Kat shoots a glare at the one orc who shouted out. Under her breath, she mutters "Bastard" in Sperethiel. Since her subvocal mike is active, the rest of the team hears it clearly, although it was clearly not intended for them.


Male Human

"If we can get them to surrender, great. If not, try to get the Hackers bunched up and I'll frag the lot of em!"


Sorry, Rick, the Reality Hackers are next. I'll get their actions posted after work tonight. Yesterday was such a monster post I forgot RH were next.


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)

hehe..no problem :-)


That's alright, Kat. I adjusted the radius for you, and you are right, the unnamed troll (I made the name visible) is your illusion and the tinted area is the area of effect. I adjusted the placement to where you would have placed it in the first place at 5 m radius so you are still hitting all the gangers. You are no longer hitting the innocent bystanders though.

Chelsy, delayed action taken
Chelsy moves to cover to watch the escalators.

Reality Hackers, 2nd IP
The Reality Hackers are clearly in agony, but none of the gunners have dropped their weapons--probably under orders--and all the Reality Hackers get quickly away from the troll towards the escalators to find new cover, etc., except Fighter 1, who realizing Hacker 1 is far enough away to avoid the effects of the flames, goes to assist his chummer. You hear sighs of relief as they leave the area of the illusion.

Fighter 4 heads towards cover only to find Kat crouched there. Keeb, get outta my way! he yells, but it appears he has spent his energy this pass defending himself from the Skraacha's bats and getting to cover.

Meanwhile, Chelsy finds herself sharing cover with RH Gunner 1, who likewise seems spent.

Hacker 1, however, seems just as energetic as ever and strikes at Rick.
Hacker 1 Spur Strike: 13d6 ⇒ (6, 6, 3, 3, 2, 1, 5, 5, 1, 1, 5, 4, 6) = 48 (6 hits)
The spurs will deal 5P + net hits damage.

Rick
Rick, go ahead and roll your defenses. Gymnastics Dodge can be applied to melée defense rolls as well as ranged. (The only Full Defense option that isn't applied to both is Full Parry, which gives you double your weapons'/Unarmed skill, but that can only be applied to melée.) Unfortunately, Full Defense is a Complex Action with effects lasting until your next Action Phase, and using it as an Interrupt eats up your Complex Action in the next Action Phase, similar to how an Immediate Action in Pathfinder eats up your next turn's swift action. Therefore, this pass, you lose your action(s) and you are no longer on Total Defense. You can still move or use your Free Action as usual, and will be free to act on the 3rd IP.

Rick, you can move and/or use a Free Action, and then, Adam and Kat, you are up.

Liberty's Edge

Male Historian/Curator

Mr. Johnson:

Sorry I am a bit confused as to what is happening. I was attacked before my 1st IP, so I need to roll my active defense and then armor. Then my attack (as rolled above) will go off and that will end this IP? Do I have to take Total defense? It seems like you have already assumed that I was doing so and applied it, skipping us right down to the 3rd IP. I was just going to do a block (16dice -1 for wounds) and hope my armor would soak up anything that go through (12 dice -1 for wound). Can I still do that, or do I have to take a Full Defense?
Sorry for the confusion..I think I might have used the gmnastic dodge incorrectly last time and that is where I am getting confused.


Sorry, Rick, I got confused and thought you did your Total Defense during this IP. You do get your attack. Sorry for any confusion. You don't have to take Full Defense for this action.

I also just realized that Hacker 1 had taken total defense against Adam's pistol shots, so 1) he doesn't get to make that last attack he made on you Rick and 2) it is just Kat up next, since Adam only has 1 IP and he used it firing on the Hacker.

Now resolving your attack...

Hacker 1 Reaction+Blades (Cyber-Implant)+Dodge: 21d6 ⇒ (5, 5, 6, 5, 3, 5, 1, 3, 4, 5, 1, 2, 6, 1, 1, 4, 1, 2, 5, 5, 3) = 73 (9 hits, no net hits to Rick; misses)

Hacker 1, already on the defensive because of Adam's pistol fires, is able to handily parry and dodge Rick's ferocious punches and kicks.

Kat, you're up.


Rick, for what it's worth, you don't apply wound penalties to armor rolls. You always resist damage with your full dice pool, as modified by the AP of the weapon attacking you. This also applies to spell resistance rolls, drain rolls, and the like. It doesn't apply to dodge rolls or other "avoid" rolls - those are penalized normally. It's only "resist" rolls which aren't affected.

Kat looks innocently up at the ganger. "Keeb? Me? Ha! I'm far worse than that, kibble." As she says "kibble" (which she draws out so that it sounds like "keeble"), Kat's skin begins rippling as she shifts into a tiger! The tiger immediately begins lashing into the Reality Hacker with its claws, leaving large gashes on him.

What appears to be happening, from a metagame perspective: Kat is actually a weretiger (yes, those exist, although they're rare), and just reverted to her natural form (shapeshifters are animals who can become human, not the other way around).

What's actually happening: Kat is triple-casting illusions: Improved Invisiblity, so her real self disappears; Trid Phantasm again, to create the "tiger" and the "gashes"; and Agony, which is a spell that causes illusionary Physical damage - while the spell is in effect, the target takes wound penalties as if he had (net hits) extra boxes of damage, with "death" instead being immobilized by the pain.

Math & Rolls:

I'm currently at -4 to all actions because of the two previous illusion spells I'm sustaining. That applies to each of the three dice pools, mostly counteracting the +6 to illusion spells.
Improved Invisibility, at Force 3, into the last sustaining focus (2 drain): 6d6 ⇒ (2, 3, 3, 2, 4, 6) = 20 -> 1 hit 10d6 ⇒ (1, 4, 6, 5, 3, 5, 2, 1, 2, 1) = 30 -> 3 hits, no drain.
Trid Phantasm @F5, 5 drain: 6d6 ⇒ (5, 1, 3, 6, 3, 6) = 24 -> 3 hits, 10d6 ⇒ (6, 1, 6, 3, 3, 5, 1, 2, 6, 6) = 39 -> 5 hits, no drain.
Agony, @F5, 0 drain (5/2 -2) 5d6 ⇒ (6, 6, 3, 6, 2) = 23 -> 3 hits

Invisibility is resisted with Intuition - one hit is enough to see me, and it's not fooling any devices (cybereyes don't count, since they're part of people). TP is Intuition as well - It's visible to anyone within 5 meters, and 3 hits lets you see that the tiger (and the blood) isn't real. Agony is resisted with Willpower. I am now at -8 to all actions, since I'm sustaining 4 spells without foci.


And... I realized I forgot to increase drain for multi-casting. Three spells means +2 drain. So I take one drain from Invisibility, two from TP, and (10d6 ⇒ (1, 6, 1, 3, 1, 1, 3, 6, 2, 6) = 30 -> 3 hits) no drain from Agony. I now have 3 stun damage, and yet another -1 to everything...

In retrospect, I'm definitely spreading myself too thin to be effective.

Also, I take a step back after all the spellcasting - map adjusted.


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)

WOW..very impressive!! and thanks for the info about armor!


If you wanted to free yourself up a bit, you may as well let go of the Hot Potato spell (see what I did there? ;-). Everyone who was previously affected is now out of range.

Reality Hackers, 3rd IP
Winded from wounds and their running away from Kat's illusions, most of the Reality Hackers can't close in any distance into melée, but Kat has drawn the ire of the Reality Hackers, whether because they know she is a mage or "know" she is a weretiger, many of them draw their pistols and fire at Kat.

I'm spoilering all the attacks due to space concerns, not secrecy, so feel free to look at each others' dice rolls.

3 Attacks on Kat:

RH Fighter 4 Invisibility Resist: 3d6 ⇒ (4, 1, 4) = 9 (0 hits, can't see real Kat)
Trid Phantasm Resist: 3d6 ⇒ (5, 4, 1) = 10 (1 hit, believes your TP)
Agony Resist: 3d6 ⇒ (2, 6, 4) = 12 (1 hits, 2 net hits to Kat)

The fighter, already sustaining heavy injuries courtesy of the Skraacha, appears to be in even greater pain from Kat's illusion.

RH Fighter 4 Quick Draw Test Reaction+Pistols (3): 11d6 ⇒ (3, 1, 2, 3, 1, 6, 1, 1, 5, 5, 5) = 33 (4 hits; draws and fires in one Simple Action)
RH Fighter 4 Pistol Fire: 10d6 ⇒ (2, 6, 1, 3, 2, 2, 6, 1, 5, 2) = 30 (5 hits; AP -1)
RH Fighter 4 Pistol Fire: 9d6 ⇒ (5, 5, 3, 6, 3, 1, 6, 2, 2) = 33 (4 hits; AP -1)
RHs' pistols deal 5P damage + net hits.
RH Fighter 4 reacts to Kat's transformation by quick drawing his pistol and firing twice on Kat.

RH Fighter 2 Invisibility Resist: 3d6 ⇒ (6, 3, 2) = 11 (1 hit; sees Kat under TP)
RH Fighter 2 TP Resist: 3d6 ⇒ (6, 2, 2) = 10 (1 hit; believes TP)
RH Fighter 2 Quick Draw Test Reaction+Pistols (3): 13d6 ⇒ (4, 4, 2, 2, 4, 5, 3, 2, 1, 4, 2, 3, 5) = 41 (1 hits; draws but can't fire during this Simple Action)
RH Fighter 2 Pistol Fire: 12d6 ⇒ (1, 3, 3, 6, 4, 4, 1, 5, 1, 2, 2, 2) = 34 (2 hits; AP -1)
RHs' pistols deal 5P damage + net hits.

RH Fighter 2 fumbles his quick draw and can only fire a single poorly aimed shot at the illusionist, confusion in his face at seeing both Kat and the tiger.

2 Attacks on Adam:
RH Gunner 3 Invisibility Resist: 3d6 ⇒ (5, 3, 2) = 10 (1 hit; sees Kat under TP)
RH Gunner 3 TP Resist: 3d6 ⇒ (3, 6, 5) = 14 (2 hits; believes TP)
RH Gunner 3 Pistol Fire: 12d6 ⇒ (6, 3, 2, 6, 5, 4, 2, 5, 3, 2, 6, 1) = 45 (5 hits; AP -1)
RH Gunner 3 Pistol Fire: 11d6 ⇒ (1, 6, 3, 4, 3, 5, 1, 1, 5, 3, 1) = 33 (3 hits; AP -1)
RHs' pistols deal 5P damage + net hits.

RH Gunner 3, pistol already drawn, fires 2 shots at Adam, apparently deciding that the gunman straight ahead is more of a threat than the melee attacking tiger/elf woman.

Attack on Chelsy (TL;DR She dodges the guns, Matrix style):

RH Gunner 1 Pistol Fire: 12d6 ⇒ (2, 5, 3, 3, 6, 4, 5, 4, 6, 2, 2, 4) = 46 (4 hits; AP -1)
RH Gunner 1 Pistol Fire: 11d6 ⇒ (5, 3, 3, 3, 5, 3, 1, 5, 5, 2, 5) = 40 (5 hits; AP -1)
Chelsy Total Defense Reaction+Dodge: 13d6 ⇒ (1, 6, 2, 5, 5, 4, 3, 1, 2, 6, 4, 3, 3) = 45 (4 hits; first shot misses)
Chelsy Total Defense Reaction+Dodge: 12d6 ⇒ (4, 5, 6, 5, 5, 2, 1, 5, 2, 6, 2, 4) = 47 (6 hits; second shot misses)
RH Gunner 1 fires at Chelsy, but she is on the defensive and dodges both shots.

2 Attacks on Rick:

RH Hacker 1 Spur Attack: 14d6 ⇒ (4, 5, 6, 2, 6, 4, 1, 4, 2, 4, 4, 1, 6, 5) = 54 (5 hits)
RH Fighter 1 Spur Attack: 13d6 ⇒ (5, 3, 4, 5, 5, 5, 2, 4, 4, 4, 6, 4, 6) = 57 (6 hits)
The RH fighters will deal 5P + net hits damage to Rick each.

RH Hacker 1 and Fighter 1 both continue their spurred assault on Rick.

Everyone roll your dodges, and then Rick and Kat, you are up for your 3rd IP.


Male Human

Think I have this right...Gymnastics 1 Rank, Reaction 3, Partial Cover +2, second dodge -1.

6d6 ⇒ (3, 3, 1, 5, 2, 1) = 15 dodge the 1st

5d6 ⇒ (3, 1, 4, 6, 3) = 17 dodge the 2nd

So, 1 hit on attack 1, leaving damage as 9p, AP-1

1 hit on attack 2, leaving damage as 7p, AP-1

Armor Checks
6d6 ⇒ (1, 5, 6, 1, 5, 5) = 23 #1 (4 hits, take 5 damage)
6d6 ⇒ (4, 2, 5, 1, 6, 1) = 19 #2 (2 hits, take 5 damage)

"Argh..." Adam catches one round in the gut and the second in his shoulder, dropping to the ground in a blood soaked heap as his pistol clatters down.

Currently at 10/9 wounds. Adam will bleed out in 4 more rounds without medical care. His DocWagon bracelet should have activated, but who knows how long they'll take.


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)

Ok..this is my 2nd block for unarmed combat this round, correct so -2 to block rolls or -2 on one and -3 on the other?

calculation - 16d6-2d6(previous blocks)-1d6(woound)=13d6

Melee block RH Hacker#1: 13d6 ⇒ (2, 5, 6, 4, 1, 1, 1, 1, 4, 4, 4, 6, 3) = 42 3 hits
Damage Reduction test (7P modified damage): 12d6 ⇒ (1, 1, 5, 1, 5, 1, 4, 6, 4, 3, 6, 4) = 41 4hits
3 points physical damage.

Melee block RH Fighter#1: 13d6 ⇒ (5, 6, 2, 5, 4, 4, 3, 2, 3, 6, 2, 3, 3) = 48 4 hits
Damage Reduction test (9P modified damage): 12d6 ⇒ (6, 2, 1, 4, 6, 6, 3, 5, 4, 2, 3, 6) = 48 5 hits
4 points physical damage

OUCH!!! I am at 10/10 on my physical monitor and -3 to all skills... I think I am down and out as well


Everyone but Adam:
<I'll get to Adam as soon as I can. I brought a medkit. Have to dodge this gunfire first.> you guys receive a text on your AR displays from Chelsy.

Chelsy used Total Defense, eating up next Turn's action, but can move to Adam and attempt stabilizing him the next time she gains an action.

Adam, you don't get cover for this attack because you don't have cover on all sides, just on the left, which was great when the fight was on the left, but not so great now. However, you do have a better option for Total Defense than Gymnastics; namely, Total Dodge, which gets you Reaction+Dodge instead of Reaction+Gymnastics. The end result is that you still roll 6 dice, your Dodge 3 equal the bonus you received from your Gym 1+Cover 2. Just FYI for the future. :)

Just as a reminder, whenever you use Total Defense, you have three options:

  • Total Parry (Reaction+Weapons Skill+Weapons Skill vs. melée attacks only)
  • Total Dodge (Reaction+Dodge vs. ranged attacks and Reaction+Dodge+Dodge vs. melée attacks
  • Gymnastics Dodge (Reaction+Gymnastics vs. ranged attacks and Reaction+Dodge+Gymnastics vs. melée attacks)

Actually Rick, it's -1 for every block past the first, so -1 on the second and -2 on your third. Go ahead and roll 1 more die for each block. May the odds be ever in your favor!


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..it feels like the hunger games!!

1st added roll: 1d6 ⇒ 1
2nd added roll: 1d6 ⇒ 1

You have got to be fricking kidding me!!! Two 1's!! Why do you hate me so, oh dice roller gods!!HAHAHHAA


Does RH4 know where I am? Or did he just shoot through the illusion and hit me behind it? Because I did totally just stand right behind the weretiger like an idiot...
I'm not giving up my next action to total defense, so I only get my Reaction. Mr. Johnson: I don't know if the Cat Mentor spirit's bonus to Gymnastics tests would apply to a gymnastic dodge or not, since it's not strictly a gymnastics test. What would you say?

Reaction roll 1: 3d6 ⇒ (2, 6, 5) = 13 -> 2 hits, so 8P
Reaction roll 2: 2d6 ⇒ (4, 6) = 10 -> 1 hit, so 8P
Reaction roll 3: 1d6 ⇒ 5 -> 1 hit, so 6P
I think I got all of Rick's good dice, but I just don't have enough to throw for it to matter :p

Ballistic armor of 4, +3 magic armor, +2 body, -1 AP = 8 dice to resist
Resist 8P: 8d6 ⇒ (6, 6, 5, 6, 6, 6, 4, 5) = 44 -> 7 hits (!), 1 damage
Resist 8P: 8d6 ⇒ (6, 3, 4, 2, 2, 5, 3, 6) = 31 -> 3 hits, 5 damage
Resist 6P: 8d6 ⇒ (3, 6, 1, 6, 6, 6, 3, 6) = 37 -> 5 hits, 1 damage

Net damage: 6, putting me at 6/9 physical, on top of my 3/10 stun, for a cumulative wound penalty of -3. On the other hand... I'm not toying around any more.


Sorry, I've had a really exhausting week at work. I didn't quite understand what you were trying to do. I now see you were stepping back away from the illusion, not casting it on top of yourself, though I can see that stepping directly behind it wouldn't cause their aim to be THAT off. Tell you what, though, since I didn't give RH4 penalties, the next attack on you from someone who can see you will get the -6 penalty RH4 should have had for firing "blind" as it were. I'll post the next CT tomorrow.


I will rule that you do get your Gymnastics bonus on Gymnastics Dodges too, but that takes a Total Defense action, which you said you didn't want to take, so Reaction only it is. Sorry, I didn't see that question the first time reading it.

Combat Turn 3 Initiative Tests

Initiative Dice Rolls:

Reality Hackers: 6d6 ⇒ (4, 4, 4, 6, 1, 1) = 20 (1 hit) +6=7 (3 IPs)
Skraacha: 5d6 ⇒ (2, 2, 5, 4, 6) = 19 (2 hits) +5=7
Chelsy: 11d6 ⇒ (1, 5, 1, 2, 6, 5, 1, 6, 3, 6, 4) = 40 (5 hits) +11=16
Faed: 8d6 ⇒ (5, 3, 4, 4, 5, 5, 1, 6) = 33 (4 hits) +8=12
Frank: 9d6 ⇒ (5, 1, 6, 6, 2, 1, 3, 4, 4) = 32 (3 hits) +9=12
Kat 4 (Your sustaining modifiers destroy your dice pool, but RAW only wound modifiers affect your Initiative Score, so you still get your Initiative (7) -3 wound modifier as your score.) (3 IPs)
Adam is out; he will roll initiative if/when he recovers
Rick is out; he will roll initiative if/when he recovers

Initiative Order
Chelsy, Faed, Frank
Reality Hackers, Skraacha
Kat
Rick & Adam can roll Initiative if/when they recover

Chelsy
Chelsy, true to her text message, runs over to Adam and crouches, ready to administer first aid on her next action, but is still too winded from dodging gunfire to act quite yet.

Background Info for Faed and Frank:
You both were heading to the Ork Underground, a district below the streets of Seattle (the info on this area is in the Campaign Info tab), where your mark, a BTL and gun smuggler named Jack Turner, is rumored to be working out of. You have been hired off the record by the Seattle Assistant District Attorney, Dana Oaks, to capture Turner and turn him in to Detective Tosh Athack of Knight Errant's Special Crimes Task Force. Since the OU is technically not within Seattle's jurisdiction, the Seattle PD can't go in and arrest him, but the plan is for Athack to claim he found Turner topside, and as long as you stay quiet, you get paid and everybody's happy. (Well, except Turner). Your payment is 3000¥ each for bringing in Turner alive--she says she has nothing for you if he's dead.

Frank will have been warned that the residents of the OU are prejudiced against humans and elves, so it would be prudent of him not to display his Tír Tairngire flag, which could incense the racist residents into avoidable violence.

An Explanation of the Scene for Faed and Frank

You were at the top of the escalators when you heard the unmistakeable sounds of security alarms, fighting and gunfire. What you see at the bottom is a group of chromed up gangers you recognize as the Reality Hackers, firing at a cluster of combatants near the escalators, though the lack of uniform suggests these may be shadowrunners rather than gangers or mercs, and a tiger who just mauled a Reality Hacker, his screams echoing in the underground street. A redhaired woman is crouching by an unconscious man, a pistol near his limp arm. To the left of the escalators you see two RH fighters, looking pleased at themselves, a Russian bleeding at the ground, unconscious.

Off to the side is a cluster of ork gangers that must be the Skraacha, a gang committed to eliminating threats to the OU's residents, especially topsiders. A giant troll with a crude flamethrower is in the center of the ork gang, and a few gunners on the far side of the street.

Frank and Faed

Frank and Faed, roll an Intuition (3) Test, an Intuition (1) Test, then another Intuition (3) Test, and if you make them, you can read the following spoilers. You knew there was a battle downstairs, so by the time you reach the bottom of the escalators, you may have any weapons drawn, smartlinks turned on, etc., and you may respond however you like. Feel free to slide down the escalator rail, guns blazing, if you would like ;-)

1st Intuition (3) Test Success:
The troll with the flamethrower is a clever illusion. Either a trid projector is hidden somewhere, or someone's been flinging mojo to make you think there's a nasty troll.

Intuition (1) Test (Failure):
The token marked Kat on the map is invisible, and your characters do not know she is there.

Intuition (1) Test (Success):
You see a haughty elf woman, bleeding from some wounds and looking like she is concentrating on something. She looks semi-transparent, you can tell she has cast an invisibility spell around her, which your intuition has allowed you to see through.

2nd Intuition (3) Test Success:
The tiger is a clever illusion. Either a trid projector is hidden somewhere, or, more likely due to his screams, someone's been flinging mojo in the room to make you think there's a vicious tiger, and likely, the Reality Hacker has had magical pain inflicted to make him think he is being mauled by the tiger.


intuition (3): 4d6 ⇒ (4, 2, 5, 4) = 15 1 hit (fail)
intuition (1): 4d6 ⇒ (4, 5, 1, 5) = 15 2 hits (success)
intuition (3): 4d6 ⇒ (2, 2, 3, 6) = 13 1 hit (fail)
Guess I'm not very intuitive. Hope Frank does better an can fill me in.

Chelsey and Maeyan see a figure sliding down the railing of the escalator, great-coat billowing behind. As the figure lands in the square between them, the first thing they notice is hair so bright that it has to be artificially colored It isn't ;). The next thing they notice is the assault rifle that seems far to big for the size of the person wielding it. If they get past the hair and rifle, there is a face obscured by goggles and a respirator.

Faed raises her rifle and fires at the RH Fighter standing over Rick.
She's firing two wide bursts. The recoil for the first is compensated for by the rifle, the second burst will net a -1 to the attack
FIRE 1: 10d6 ⇒ (4, 4, 1, 4, 1, 1, 4, 1, 6, 6) = 32... 2 hits
fire 2: 9d6 ⇒ (2, 5, 5, 1, 2, 3, 1, 1, 5) = 25 3 hits
Since they were both wide bursts, the RH Fighter has a -2 to his defense roll. The DV of the rifle is 6P with AP -1


Intuition Rolls
5d6 ⇒ (1, 2, 2, 3, 3) = 11 Zilch
5d6 ⇒ (2, 6, 3, 2, 1) = 14 1 Hit(Success)
5d6 ⇒ (5, 1, 4, 2, 6) = 18 2 Hits(Fail)

I'm going to spend an edge to re-roll that first one, though Faed if you know Frank you shouldn't expect too much in terms of dice rolls!

5d6 ⇒ (6, 4, 5, 6, 1) = 22 3 Hits(Success)

Woohoo! That came out better than expected!

Not nearly as dramatic and full of showmanship as Faed proves to be, Frank takes just long enough to give her a scowl when the sounds of gunfire echo through the station, a look which clearly explains that he's sure that somehow this is her doing.

As he dashes down the escalator and draws his two predators his eyes widen a bit at the view of the battle before him he uses his subvocal mic to send a message over to Faed.

Faed

Spoiler:
They have a tiger. A -Tiger!- That's it. I'm learning how to use a whip. From now on, going out with a whip. He pauses for just a second in his rant to add more seriously. The Flamer is bogus, ignore that target. Ignore all the orks for that matter if we can, they can help us find our target.

Getting down to the bottom of the escalator, Frank dashes across to the closest kiosk to take cover behind it, firing two shots from the Predator he keeps real ammo in at one of the two RH thugs, assuming that they haven't already gone down.

Shot 1 7d6 ⇒ (1, 1, 2, 5, 1, 4, 5) = 19 2 hits
Shot 2 6d6 ⇒ (4, 1, 2, 1, 6, 2) = 16 1 hit

Damage value on the gun is 5P AP -1


Which thug are you targeting, Frank? Each has a nameplate below their token (RH Fighter 1, Sk Brawler 3, etc.). Also, could you move your token to where you want it on the map? There are several options to which you are targeting and which kiosk you want to duck behind. Also keep in mind if you fire from behind cover, you take a -2 penalty to attacks.

RH Fighter 1 laughs for a moment but quickly moves into a defensive stance when he hears the Colt M23 coming after him courtesy of Faed.

RH Fighter 1 taking Total Dodge as an Interrupt Action
Fire 1 Reaction+Dodge-2: 9d6 ⇒ (2, 1, 2, 2, 5, 1, 1, 5, 6) = 25 (2 hits; 0 net hits to Faed; misses)
Fire 2 Reaction+Dodge-2: 8d6 ⇒ (1, 2, 2, 1, 2, 4, 5, 3) = 20 (1 hit; 2 net hits to Faed)
RH Fighter 1 Damage Resistance Test: 13d6 ⇒ (1, 5, 1, 1, 4, 1, 3, 6, 2, 3, 1, 1, 5) = 34 (3 hits; Faed's shot does 3S damage: your modified DV of 8 doesn't exceed the modified Armor of 8, so it inflicts Stun)

(Sorry, guys, I've been forgetting (and I think you have too) that you only take physical damage if the DV+net hits on the attack roll exceeds the Armor-AP rating of your armor, otherwise it is Stun damage. Go back and compare the damage you've taken in each hit to your Armor rating; if their DV doesn't exceed your Armor rating (-armor piercing) you only take Stun damage rather than physical.

Adam's Armor means any shot over 6P modified DV will deal Physical damage (which I think is all of them, given armor piercing, so that doesn't change your situation) but I don't think any hits on Rick have been over 12P modified DV. So, I think Rick, all the damage you've taken is Stun. You're still knocked out, but not bleeding out.

Faed's first wide burst misses RH Fighter 1, but the second one hits him in the chest, and although it doesn't look like it pierced his armor, it has obviously shaken him.

I'll wait to post the enemy actions until Frank has clarified his position and his target.


Well now I feel stupid! I opened Roll20 twice now and didn't see a map and was thinking it was just not posted yet. I was basing my action fully off of description and the more flavorful map. Apparently the roll20 map was just scrolled off the edge of the screen for me. I am now moved into position.

I was being a bit fluff with my description, but for order of the mechanics Frank would have fired and then moved into cover. Since RH 4 is pretty occupied with the tiger and I didn't realize the others were quite as far back as they are, I'll take my shot at RH fighter 2.


If I'm permitted to interject a little yelling after my turn

Spoiler:

Faed is disappointed to hear that the troll is just an illusion, he seemed to be doing so well for their side. She still really wants to know what the hell a tiger is doing down here, but it also seemed to be on their side so she could worry about that later.
<Subvocal to Frank>- You just keep me covered well enough to help get these guys back up the escalator and I'll buy you the best damn whip in the city. With all the bells and whistles

After surveying the situation, Faed thinks the best plan is, as it is know in tactical circles, running like they stole something. She turns to Maeyan and Chelsey.
Yo transperi-elf Maeyan! Do us a favor and start draggin snoozles there Adam up the escalator and into my car!
And red Chelsey! Help my partner cover me so I can grab your other buddy!


Fine by me, Faed.

Chelsy sputters to Faed in an Irish brogue, Are you mad? We can't move him, he's dying! I've gotta get me medkit and stop his bleeding a bit first.

Frank Shot 1: Fighter 2 Reaction: 4d6 ⇒ (3, 5, 5, 3) = 16 (2 hits, no net hits to Frank; misses)
Frank Shot 2: Fighter 2 Reaction: 3d6 ⇒ (3, 6, 2) = 11 (1 hit, no net hits to Frank; misses)

Fighter 2 handily dodges Frank's pistol fire.

Reality Hackers

The Lady or The Tiger Resistance Tests:

RH Hacker 1 TP Tiger Resistance: 3d6 ⇒ (6, 1, 3) = 10 (1 hit; believes TP)
RH Hacker 1 Invisibility Resistance: 3d6 ⇒ (3, 5, 4) = 12 (1 hit; sees Kat)

RH Fighter 1 TP Tiger Resistance Tests: 3d6 ⇒ (3, 5, 4) = 12 (1 hit; believes TP)
RH Fighter 1 Invisibility Resistance: 3d6 ⇒ (4, 1, 6) = 11 (1 hit; sees Kat)

RH Fighter 3 TP Tiger Resistance Tests: 3d6 ⇒ (1, 2, 4) = 7 (0 hits; believes TP)
RH Fighter 3 Invisibility Resistance: 3d6 ⇒ (4, 6, 1) = 11 (1 hit; sees Kat)

RH Gunner 1 TP Tiger Resistance Tests: 3d6 ⇒ (4, 4, 3) = 11 (0 hits; believes TP)
RH Gunner 1 Invisibility Resistance: 3d6 ⇒ (5, 5, 3) = 13 (2 hits; sees Kat)

RH Gunner 2 TP Tiger Resistance Tests: 3d6 ⇒ (3, 2, 3) = 8 (0 hits; believes TP)
RH Gunner 2 Invisibility Resistance: 3d6 ⇒ (5, 3, 5) = 13 (2 hits; sees Kat)

Obviously acting on silently communicated orders, the Reality Hackers all dive behind an overturned merchant kiosk selling kitschy trinkets of all kinds--and begin firing at the Skraacha. Sk Brawlers 4 & 6 drop at the concentrated gunfire from stun damage. RH Hacker 1 and Fighter 1 sprint to Faed, obviously incensed about her shot on him. The sprint and his dodging have winded Fighter 1, but Hacker 1 uses his cyberblades to attack while Gunner 1 pops his cyberspurs and engages False Flag Frank in hand-to-spur combat.

RH Hacker 1 Cyberspur Attack on Faed: 12d6 ⇒ (6, 3, 6, 3, 2, 3, 6, 1, 5, 5, 4, 6) = 50 (6 hits)
Spurs deal 5P+net hits damage, but becomes stun damage if that value can't exceed your Armor rating.

RH Gunner 1 Spur Attack on Frank: 13d6 ⇒ (4, 4, 5, 2, 2, 6, 4, 3, 2, 4, 1, 5, 5) = 47 (4 hits)
Spurs deal 5P+net hits damage, but becomes stun damage if that value can't exceed your Armor rating.

Skraacha
After much yelling in Or'zet, the Skraacha Brawlers abandon the troll and engage RH Fighter 1 and Hacker 1, while Brawler 3 goes after RH Fighter 4. The Skraacha gunmen move to different cover and attack the RH gunners. Unfortunately, none of the Brawlers can get in a blow which does more than a small amount of stun.

RH Fighter 3 moves into a defensive stance but falls unconscious after a series of wounds from all three gunners, though he doesn't seem to be dying.

Kat, you're up.


Rolling my reaction for avoiding the blow. 4 hits is a lot! Its going to hurt.

Reaction 4d6 ⇒ (4, 6, 4, 5) = 19 2 hits

So I'm looking at 7P

Damage Resistance 9d6 ⇒ (5, 5, 2, 5, 3, 6, 3, 6, 4) = 39 5 hits

Thank you high rolls! That puts me down to 2 damage.


The damage you take is converted to Stun because 7P doesn't exceed your Armor rating of 9, so you take 2s damage, correct.


Ack, that is a typo in my char sheet. My armor rating is technically 6/6(I -wish- I had 9/9). The 9/9 is my damage resistance, armor + body or armor + will


Well that worked out. I went back to check my numbers, and discovered I'd actually taken 7 damage, not 6. 1+5+1 = 7. I can do math, really. However, that extra point would have been stun, not physical, because of the stun-conversion rule, so it works out. 4 stun is no worse than 3, penalty wise, and I didn't need to take any more physical.

Start-of-turn status check: -3 from wound penalties, -2 from sustaining the troll, -2 from sustaining Hot Potato, -2 from sustaining Agony, and -2 from sustaining the tiger. Invisibility is sustained by my focus, so I don't need to worry about that one. Net penalty: -11.

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.)

She then makes a flicking gesture towards the RH Hacker next to the escalator, who is suddenly and briefly wreathed in flames. At that same moment, the troll's flame thrower explodes excessively hard, sending bits of troll and his gear go flying away into the corners of the area.

I'm dropping the troll and hot potato illusions. Also Agony, since that target is out of line of sight. That reduces my penalty to -5, and I'm casting Flamethrower at the hacker with what's left of my dice pool.
Force 5 Flamethrower: 6d6 ⇒ (3, 5, 1, 3, 5, 5) = 22 -> 3 hits, 5 Drain: 10d6 ⇒ (4, 6, 1, 4, 4, 5, 4, 1, 2, 4) = 35 -> 2 hits
This spell is treated as a ranged attack, so the target rolls his reaction to dodge it. If it hits, it deals (5 + net hits)P fire damage, resisted with half Impact armor + any fire resist. (Convert to stun with a high armor as with a regular attack.) Also, I take 3 drain, which raises me to 7/10 stun damage and a -4 wound penalty.

Meanwhile, the tiger moves to stand protectively over Adam's body, growling at any gangers who look in that direction.


this is gonna suck so i'm gonna spend an edge

reaction: 6d6 ⇒ (3, 2, 4, 1, 5, 6) = 21 1 reroll: 1d6 ⇒ 3 (2 hits)

So his modified DV is 9.

dmg resistance: 10d6 ⇒ (4, 3, 3, 6, 4, 5, 5, 6, 3, 1) = 40 5 hits which leaves me taking 4 damage...

leaving me with a lovely -1 to everything I do.


The troll with the flamethrower suddenly vanishes, much to the chagrin of the Reality Hackers, who are positioned perfectly to see the troll's unreality exposed.

Reality Hacker 1 Reaction: 5d6 ⇒ (5, 4, 6, 3, 1) = 19 2 hits, 1 net hit to Kat
Damage Resistance: 8d6 ⇒ (2, 1, 2, 2, 4, 4, 4, 6) = 25 (1 hit)
6P (fire)-1=5P (fire) damage taken

The Reality Hacker, so adept at giving and taking blows with Rick, screams as Kat's blast of fire his armor jacket and ignites. I moved the Tiger Illusion for you, Kat, but I added your player to its edit permissions so you should be able to move it just like you can your own token. (You can move your token, right?)

Chelsy, 2nd IP
Chelsy is spending a point of Edge to act in this IP to stabilize Adam. The redhead pulls out a medkit hanging on her belt and begins following the instructions the AutoDoc is giving her through her headset.
Logic+Medkit (2) Test: 10d6 ⇒ (1, 5, 3, 5, 5, 4, 3, 3, 6, 4) = 39 (4 hits; 2 net hits to Chelsy)

You're not dying on me today, Mr. O'Reilly! she orders Adam, pressing a bandage to Adam's bullet wound to staunch the blood flow with one hand while rolling out a syringe of AutoClot™ and jabbing Adam with it with the other hand.
Adam, you are stabilized. First Aid or magic to heal damage may be applied in a subsequent action.

Reality Hackers, 2nd IP
RH Hacker 1 Intuition Test to put out his flames, each hit reduces original fire DV by 1, once that DV is 0, the fire is out: 1d6 ⇒ 6 (1 hit; fire DV is now 5P)
Reality Hacker 1, though screaming, has enough presence of mind to stop, drop, and roll and his efforts do quench the flames slightly. EDIT: Just realized that Reaction would probably be a better attribute for this than Intuition, or maybe both should be used. In any case, I don't want to mess up the dice rolls of everything else, so we'll let him stand with 1 hit this time.

RH Fighter 1 sends another spur attack at Faed, while RH Gunner sends a spur attack at Frank.
RH Fighter 1 Spur Attack @ Faed: 11d6 ⇒ (4, 6, 4, 5, 3, 4, 1, 3, 2, 6, 5) = 43 (4 hits)
RH Gunner 1 Spur Attack @ Frank: 13d6 ⇒ (4, 1, 6, 5, 3, 1, 2, 4, 4, 3, 6, 5, 4) = 48 (4 hits)
Spurs deal 5P+net hits damage, but becomes stun damage if that value can't exceed your Armor rating.

The Reality Hackers split fire, injuring Sk Gunner 1 with some well-placed pistol shots and manage to take down Sk Gunner 2. RH Fighter 2 tries swiping Sk Brawler 3 with his spurs, but the ork grins and steps out away from the poorly aimed jabs.

Kat, you're up again.


reaction: 4d6 ⇒ (4, 1, 3, 6) = 14 (1 hit)
modified DV is 8

resistance: 10d6 ⇒ (4, 4, 4, 1, 4, 4, 6, 4, 1, 1) = 33 (1 hit0)
Faed takes 7 damage

Faed's gonna take a little nap now


We walked into a hell of a firefight! I joked about how I should bring the sniper rifle whenever I go out with Faed, but I really should have! Picking them off from the top of the escalator sounds awfully good right now.

Current status 8/10 Physical, 10/10 Stun, 2/3 Edge

Reaction4d6 ⇒ (4, 6, 6, 6) = 22 3 Hits Thank you dice!

I'm going to add an edge to that roll hoping I can get one more hit and just make it miss.

Edge3d6 ⇒ (6, 4, 3) = 13 1 Hit

Alright, so that one misses Frank but I'm down to one edge. The dice may not work for Frank in shooting, but apparently they work when he's trying to survive. Makes sense.

Breaking his silence as he sees his friend drop and a bullet wiz past his head, Frank yells out Faed, this is no time for a nap! We're getting out of here!


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)

Can I wake up now...this was all a dream..right!! lol


Acting with the superhuman speed that only high-quality cyberware, life-threatening drugs or strong magic can produce, Kat yanks out a small gray patch with a lightning bolt design*, and slaps it on the side of her neck. As the drug begins to take effect, she makes a gesture at the tiger and it suddenly gains a presence that it didn't have before**. Knowing it can easily perceive her despite her invisibility, she simply nods towards the Reality Hackers, and it turns and roars in their general direction.

* Stim patch, Rating 6 - I ignore 6 boxes of stun damage for purposes of wound penalty, which brings me down to a -2 wound penalty. I'm asssuming this is a Simple action, since it's a Complex action (melee attack) to apply it to someone else, and it's less involved than loading a new clip

** Calling my bound Force 5 Beast Spirit as a Simple Action, and having it manifest so that it seems to be merged with the tiger illusion. Manifesting is a Complex action for it, so it can't do anything else this turn. Stats are on page 295 of the core book (302 in SR4A), and it has the Natural Weapon (5P) optional power, as well as Immunity to Normal Weapons, as a Manifested spirit. It only has two IP, though, so it doesn't get to act until the next time we roll initiative.


3rd IP

Chelsy, 3rd IP
Chelsy is once again spending a point of Edge to act in the 3rd IP. (What are PCs turned NPCs for?)

Seeing the newcomer shoot the hacker who downed Rick then fall, Chelsy gives Adam a last look before running over and saying We owe you one, stranger. She takes her medkit and begins a stabilization routine on Faed.

Logic+Medkit (2) Test: 10d6 ⇒ (6, 6, 2, 1, 4, 3, 5, 2, 3, 3) = 35 (3 hits; 1 net hit to Chelsy)
Faed, you're stabilized.

Reality Hackers, 3rd IP
RH Gunner 1 seems to think Frank has had enough punishment and heads to the Sk Brawler 1--or, due to the reluctance in which he moves, you guess he was probably ordered to attack the ork by his superiors. The ork sustains a minor scrape to his chest from the cyberspur.

RH Fighter 2 lands a good blow on Sk Brawler 3, hitting him in the jaw. The ork spits blood onto the ground.

The gunning squad of the Reality Hackers manages to get several bullet wounds on Sk Gunner 1, but the tenacious ork is still standing.

Reality Hacker 1 tries again roll out the flames engulfing him.
RH Hacker 1 Intuition Test: 1d6 ⇒ 5 (1 hit; flame DV down to 4P)

Kat, you're up.


Bursting into movement, Kat moves past the tiger (which appears to be morphing into something a touch less normal) and over to the corner of the kiosk. As she gets there, she makes a flinging gesture with each arm, and two more explosions of flame target the two Reality Hackers in the corner.

Current penalties: -2 wound, and dropping the tiger illusion so I have no spell-sustaining penalties. The spirit is generally tiger shaped, so there's not a great deal of difference, although some details will change and it definitely looks more supernatural.

I'm splitting my dice pool 6/5 to cast two Force 3 Flamethrower spells against RH Fighter 1 and RH Gunner 1. I also just noticed that there's a -3 penalty to defending against ranged attacks for being in melee combat which would apply here. Not sure if that's come up before.

Flamethrower against RH Fighter 1: 4d6 ⇒ (3, 3, 3, 2) = 11 -> 0 hits - It misses and explodes against whatever it ends up hitting (the wall?). Drain 4: 10d6 ⇒ (4, 2, 6, 6, 3, 3, 6, 4, 1, 5) = 40 -> 4 hits, no drain
Flamethrower against RH Gunner 1: 3d6 ⇒ (6, 6, 2) = 14 -> 2 hits. Drain 4: 10d6 ⇒ (1, 5, 2, 2, 1, 5, 4, 2, 2, 1) = 25 -> 2 hits, 2 drain.

I am now at 9/10 stun damage and a -3 wound penalty.


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)

Go Hellcat!!! Burn those chrome drek heads!

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M human

Alright, Beta Runners, welcome to the team!

Your first assignment is to become a team. Discuss (in or out of character) how you all met and became a running team. The campaign starts in Seattle, and most of your backstories revolve around Seattle, but don't feel limited by that. If you all want to meet and start your running in Antarctica, as long as you all end up in Seattle at the same time, I don't care :)


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)

Awesome!! Looking forward to playing. Rick is already in Seattle looking for work, so any call from a fixer of Mr. Johnson will get his attention...he is a bit short on money (down to his last months rent almost!!)


Same here. John is a bit broke, probably, not realizing it, bought some pricey software not thinking about his bills! Toys before bills you know? So he's browsing the matrix for any jobs he could do.


Shadowrun

Salutations!

Chelsy grew up in Seattle's corporate environment until her early teens where she ended up moving to the streets.

I have her background as operating a small time business, RSC&I. This could be a focal point for a team to operate around.


M human

Chelsy which nation or megacorp is your real SIN through?


Male Dwarf

Hey, sorry, but I've got to back out of this. It turns out I'm too busy :-(


M human

Ok, sorry to hear that. I'll reopen recruitment to fill your spot.


M human

Alright, it looks like, barring a complete dropping of the ball, we will have a Face joining our group played by psionichamster tomorrow. :)


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)

So Chelsy would it make sense that, on occasion, you hire outside muscle to complete cases, and perhaps that is how you and Rick have met??


Male Human

Adam's seen a lot during his tenure in the shadows.

A former UCAS intelligence operative, he was burned several years ago during a fairly shady "grey op."

Using his skills and natural charm, he now works for himself, trying to earn enough to settle down and finally get out of the game once and for all.

A minor player in the Seattle scene, Adam knows more people than know him, and can usually put you in touch with the right folks, for a price.

Less than stellar in a straight up fight, he tries to set the odds in his favor whenever possible.


Shadowrun

Sounds doable Adrik.


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)

Just seemed like a very organic way for all of us to know each other...having performed some work from time to time for the agency. That way we can kinda know one another, but still have our various secrets. And gives us a good starting point for the adventure (I hope!)


Male Human

Sounds good, Rick. Makes a lot of sense.


Male Human

Alias is all set.

Adam's ready whenever you are!


Shadowrun

Can we say her SIN with Novatech was converted to Neonet?


M human

As long as Chelsy worked for NeoNET at some point after the collapse of Novatech. :)

Thanks Adam, I'll have the gameplay thread up in a few hours. If everyone's satisfied with the connection between all the runners, that's great, but if not, you can continue to hammer it out while the game starts :)


Would anyone know or need to know a good hacker? Been in seattle for a year or two.


Shadowrun

Well John, do you like getting paid to provide cold revenge? Then you probably worked with Chelsy.


Male Human

Forgot my starting cash:

4d6 + 4d6 ⇒ (4, 1, 6, 3) + (1, 4, 4, 5) = 28 = 2800¥


Doesn't care about cold revenge...But if it pays well and not completely suicide, he'll hack for you. Also, not by books and in the RL shadowrun game we didn't do starting cash...How does one figure out starting cash? Sorry. :-/


M human

Starting Cash is determined by finding your lifestyle on the Starting Money Table in the rulebook and rolling the appropriate number of dice and multiplying it by the multiplier given.

For every 100¥ you had left from BP Gear money, you can add +1 to the result, up to three times your dice pool worth of +1's. So Adam, you would roll 4d6+4, not 8d6.


Male Human

Depends on the lifestyle.

Low : Roll 1d6, multiply by 10
Squatter: 2d6*20
Low: 3d6*50
Middle: 4d6*100
High: 4d6*500
Luxury: 4d6*1000

Any starting cash you had left over: 1d6/100, add to the dice you roll to gain starting cash.


Male Human

4d6 + 4 ⇒ (2, 5, 2, 2) + 4 = 15


Male Human

Anyone around?


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 am....waiting to find out what is happening...christmas might have something to do with the slowdown...


Shadowrun

also already posted for entrance to the club


M human

Digital Dragon? Are you here?

Moving on with the run, in any case.


M human

I posted this on the other thread, since summoning came up, so I thought I'd post it here to just in case. For future reference, let's format spirit summoning like this, so you have all the requisite rolls and such.

Summoning Template:
Summon Force X Spirit of Y
Magic+Summoning [dice roll] vs. Force [dice roll]
Services Owed (net hits from M+S roll: if no net hits, no spirit appears but you still must resist drain)
Drain Resistance Test Magic+Willpower [dice roll] vs. [2x hits (not net hits) from Force roll]
Drain Taken (#, S or P)

You could use something similar to this for spellcasting too. It's just there are a lot of dice rolls involved for both that I need before I can do anything in response.


Male Human

Maybe we want to look for a mage or hacker to recruit?

Two-manning might be a bit...difficult.


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)

You might be right...what happened to everyone???


Male Human

Dunno. Our hacker no-showed, and Chelsy has not been very vocal.


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)

maybe it is just christmas....anyway, I think Rick is going to try and drop down by this gunman and KO him...but have to wait and see what the gm has to say....


Male Human

Cool. I'm all about the KO, actually.

I would have zapped him with my shock glove if I was sure it would take him down in one hit.


M human

I'll open recruitment back up to fill DD's spot, unless he posts ASAP. Sad to lose the only hacker between the two teams.


Male Human

I mentioned to a buddy there may be a spot opening up.

He was playing Sh4m the elf hacker in my aborted game earlier.

Dunno if he will be around or not though.


Hey, I'm here. Sorry! Holidays are killing me.


Male Human

No worries, glad to hear you're around.

Merry Christmas Eve, everyone!


Looking forward to this game. My RL shadowrun game came to an end this weekend. It was an awesome ending. :D


Male Human

<bump>
Hope everyone had a nice New Year's!
I also hope we can get on the run and start tracking this chica down.


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)

Are we still waiting on a new player or two?? Or are we good now that Digital Dragon is back??
Also hope you all had a very merry Christmas and happy New year!!!


Male Human

I am not sure on the waiting aspect.

There are a couple of applicants, one rigger & one mage.

Either one would be a useful asset to the team, I feel.

It's up to CloakedInShadow, of course, though.


M human

I'm going to add one of Bobson's mages to this team, if that's cool with everybody. I'll put a rigger (haven't decided which) into Alpha, so that will bump both teams up to 5, and fill a glaring hole in each team's arsenal :)


M human

I'm going to add one of Bobson's mages to this team, if that's cool with everybody. I'll put a rigger (haven't decided which) into Alpha, so that will bump both teams up to 5, and fill a glaring hole in each team's roster :)


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)

Sounds good to me


Male Human

Yay, mage!


Shadowrun

no worries here


M human

Sorry I've not had a chance to post. I'm on day 2 of essentially 3 days of 12 hour shifts right now. I'll get the next part rolling soon :)

Could you guys vote on which mage you'd rather play with? I can't decide :)

Hellcat, Illusion-based Cat Shaman:

Hellcat appears on first meeting to be a beautiful but haughty elf. While that's true, it masks the fact she's actually a mildly sadistic narcissist, who considers everyone else toys for her to play with. She's learned that she has to play nicely with at least some of her toys (the ones who keep her alive and earning money), but in learning that lesson she also picked up a reputation as dangerous to her own team. That rep has drastically cut into the number of runs she goes on, leaving her desperate for funds.
Still convinced that - between the illusions she spins from raw mana, the illusions she can spin from words, and the illusions she can just implant directly into people's minds - she can alter reality to suit her, Hellcat is looking for a new group which she can talk into taking her on.
Combat Role: Support, with summoning for versatility
Out-of-Combat Role: Face

LeJen, Flying whirlwind of death (aka Melee-based Antagonist Chaos Mage):

LeJen is as strong as a fit human... which makes him pathetically weak for a dwarf. This has haunted him his entire life, and given him a determination to find some way to crush anyone who would try to use their superior strength against him. Inspired by old Japanese manga and anime about unlikely heroes gaining magical power, he set out to research some magic to transform him into someone more powerful.
Somewhere along the way, though, LeJen went a bit off the rails. He has been sustaining self-Levitate spells through his primary focus for so long that he's become addicted to the sensation of flight and the thrill of swooping down on unsuspecting people.
In combat, he's a highly-mobile flying whirlwind of flaming death. He basically lights his body on fire, swoops down into the middle of a clump of opponents, and lashes them with flaming monofilament whips. Once engaged in combat, he's really hard to pull out of it, which will probably be the death of him (if he doesn't burn out from focus addiction first). But until then, he's out to have the time of his life! He's usually in a good humor while fighting - laughing, playfully taunting his foes, and possibly singing drinking songs.
Combat Role: Melee, Astral combat
Out-of-Combat Role: Flying madman


Male Human

I'd prefer the illusionist, personally.

Narcissist & sadist is less than prefered, but ill just think of her as a drow, I guess.


M human

Thanks for your patience, everyone! I am going on what is turning out to be day 4 of 5 days of twelve hour shifts, and I'm exhausted. I got an unexpected hour break from work, though, so I was able to post today! :) Bobson will be joining us with Hellcat, his illusionist mage :)


Male Human

I feel ya on the 12 hr shifts.

I've been doing that about 2 years now, and day 3 always kicks my butt even still.

I recommend high protein snacks, eating every 4 hrs or so, and staying well hydrated.

Avoid sugar, or you will be sad.

Loving the game so far, btw!

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