Thomas Chance |
The ships mate looks looks over Ronin, Thomas and Tweeker with half open eyes for about half a minute before turning turning to his crew on deck and shouts out orders in Javanese. Looking back at Thomas and Ronin says "Codes check out, we bring out package".
A minute latter two men wheel out a large sealed gurney pushing it over to Tweekers med-waggon. The form on the gurney is covered with blue-green pustuales and it's transparent flesh is turning to ooze and melting off it's body. "You no crack case and you be ok, crack case everyone die".
"I doubt anyone here would be dumb enough to try to get it out. So, are your people going to help us load it up or are we going to have to do it ourselves?"
I won't be able to post from Friday to possibly Sunday.
NeonSpider |
Mr. Johnson |
Sorry if I have missed this but where are the diff people? are we all in the van or more spread out?
sorry I thought I already posted the map.
Map of the peir and everyones postion.
Neonspider and Grace hear the sounds of motorcycle engines approaching. A few moments' latter 4 ancients, 2 from the west and 2 from the east ride into the meeting with guns blazing.
Neonspider and Grace Guns can take a free action before combat starts.
Everybody give me an INIT roll.
Grace Guns |
Grace kisses her gun lightly and fires just one careful shot at the lead rider in front of her this turn:
Agi Pistol Smartlink (1d6=3, 1d6=2, 1d6=6, 1d6=6, 1d6=3, 1d6=4, 1d6=6, 1d6=1, 1d6=2, 1d6=5, 1d6=6, 1d6=4, 1d6=5) -> 6 hits
Initiative (1d6=4, 1d6=5, 1d6=4, 1d6=3, 1d6=5, 1d6=5, 1d6=2, 1d6=1, 1d6=6, 1d6=2)
NeonSpider |
Neon spider runs down the ally and finds a bit of over, while still keeping view of the area
I will spend my free action to run for some cover
GM
I need to know what kind of action it is to tell the sprite to do something. I cant find it, I know it is complex to complie it but I have done that.
Mr. Johnson |
The impact of Grace's shot knocks the Ancient off his bike sending her and the bike skidding in different directions.
Neonspider finds some cover with a vantage point overlooking the meet.
All hell breaks loose on the pier at the sound of gunfire, the crew helping load the body stop what they are doing and draw weapons. The captain starts shouting orders as an aqua-green energy flows around his body.
An explosion also rocks the interior of the cutter as animate flame swirls around the hatch.
Neonspider:
Initiative:
Neonspider=15
Cutter Capt.=15
Ronin=14
Grace=14
Ancients=14
Cutter crew=13
Thomas=waiting for INIT
Neonspider is up.
Ronin- |
Ronin whips his Predator from it's holster and opens fire at the biker that Grace is not shooting at, using explosive rounds. 1d6=6, 1d6=6, 1d6=5, 1d6=3, 1d6=2, 1d6=3, 1d6=6
NeonSpider |
GM
Neon spider while staying behind cover assists the spirit in assaulting the bike. The spirit moves along the matrix like a green and silver spider composed of numbers it reaches out for the bikes interfaces and unleashes a code of smaller spiders.
Mr. Johnson |
Initiative:
Neonspider=15
Cutter Capt.=15
Ronin=14
Grace=14
Ancients=14
Cutter crew=8
Thomas=waiting for INIT
NeonSpider: You and your sprite glitch one of the oncoming bike locking it's front break launching the biker over the handlebars.
Ronin: You hit the your target forcing himn to lay down his bike to take cover.
The cutter Capt. starts yelling orders, stops mid-sentance turns points at Ronin and Thomas and in a monotone voice orders the near by crewmen to kill them.
Grace is up.
Grace Guns |
I thought I had replied to this one, sorry guys.
Two shots at the captain of the ship.
First Shot (1d6=2, 1d6=4, 1d6=4, 1d6=4, 1d6=1, 1d6=2) **** Buzzzzz ****
Second Shot (1d6=6, 1d6=1, 1d6=4, 1d6=4, 1d6=3, 1d6=5, 1d6=5) 3 hits but...
If this is the second phase of a round I think I lose the last 2 hits due to recoil :(
Mr. Johnson |
Initiative:
Neonspider=15
Cutter Capt.=15
Ronin=14
Grace=14
Ancients=14
Cutter crew=13
Thomas=8
Graces second shots fly wide or harmlessly impact on the bikers armor.
the two mounted bikers fire a burst at Ronin, Thomas and the two crewmen as they drive by, but don't fire at the captain. Both Thomas and Ronin take one hit (-5 to defensive pools because of full auto). One of the crewmen is also hit but dosn't fall.
The two crewman pull out hand guns (Ares Predator 2's) point them at Thomas and Ronin and start to pull the med-capsule back towards the cutter.
Thomas is up.
Thomas Chance |
Confronted by the pistols, Thomas simply disappears.
Casting Improved Invisibility, Spellcasting: 6, 4, 2, 6, 2, 2, 5 3 hits, 2 if I have a wound penalty. Drain: 4, 2, 5, 5, 2, 6, 5, 3 4 hits, no Drain damage.
NeonSpider |
Ronin- |
I don't know how well I'll be able to get on-line and involved for awhile. I've been having problems with my internet connectivity, and the touchpad on my laptop has stopped working about half the time, so even when I can get on-line it's hit or miss on whether I can actually do anything. Please feel free to go on without me if you need to.
Ronin- |
Ronin will open fire as soon as one of the Ancients behind the bikes pops up. 1d6=4, 1d6=3, 1d6=1, 1d6=4, 1d6=4, 1d6=5, 1d6=5, 1d6=2, 1d6=2 Not likely I hit anything with that roll.
Mr. Johnson |
sorry for not posting for a while.
Initiative:
Neonspider=15
Cutter Capt.=15
Ronin=14
Grace=14
Ancients=14
Cutter crew=13
Thomas=8
Thomas and Ronin did you make your resistance rolls for being hit by the SMG spray? (-5 to defence because it was a full-auto shot)
Ronin's second shot misses
Grace needs to post her second for second INIT pass.
The biker thrown over his handle bars by neonspiders 'jinx' painfully gets to his feet a pistol and fires in graces direction but misses.
the other two bikers screech to a stop and unload the SMGs into the cutter crew pulling the Med-capsule back towards the ship. One of the crew goes down under the onslaught but the other survives by ducking down behind the med-capsule which starts emitting an alarm as bullets strike it.
A gout of green flame flashes out of the cutters hold lighting up the dock.
Anyone with a third INIT pass post your actions.
Grace Guns |
"Spider, if you can shut that boat down now it would be a really good time to do it."
Grace takes her time and fires her gun twice at the idiot who just made the fatal mistake of shooting at her.
First Shot (1d6=3, 1d6=4, 1d6=1, 1d6=3, 1d6=2, 1d6=4, 1d6=5, 1d6=5, 1d6=4, 1d6=2, 1d6=1, 1d6=6, 1d6=5) <- 4 hits
Second Shot 3,3,6,5,4,3,1,6,2,1,3,3 <- 3 hits :|
Assuming that was her second action phase Grace takes two shots in the third action phase at the closest elf who using automatic weapons near what she thinks is black death.
First Shot. (1d6=5, 1d6=3, 1d6=4, 1d6=3, 1d6=6, 1d6=6, 1d6=4, 1d6=1, 1d6=5, 1d6=1, 1d6=6, 1d6=1, 1d6=1) <- 5 hits
Second Shot. (1d6=1, 1d6=4, 1d6=3, 1d6=2, 1d6=5, 1d6=4, 1d6=1, 1d6=3, 1d6=4, 1d6=5, 1d6=2, 1d6=4) <- 2 hits :P
I'm feeling stupid again because I keep forgetting the combat rules. From what I understand she gets 2 shots per action phase for firing a semi-auto, she's only firing a single gun so no split pool but the second shot is -1 for recoil. I also lost track of whether it was the second action phase or third (you say both in your post).
Mr. Johnson |
I'm feeling stupid again because I keep forgetting the combat rules. From what I understand she gets 2 shots per action phase for firing a semi-auto, she's only firing a single gun so no split pool but the second shot is -1 for recoil. I also lost track of whether it was the second action phase or third (you say both in your post).
-1 for recoil on second shot.
You get both, second and third pass. 1st shot suprise round. 2nd shot was first INIT pass.
Ubermench |
Primarily due to the complexity of the rules and my inexperience with them I am going to call an end to this game. I thank all of you for your participation in the game it has been great.
I intend to study the rules more and figure a way to run them better in a pbp format. When I feel I can provide a game that has a tighter story and smoother game play I would like to (re)start a game an hope to see some you there when I do.
Thanks once again.
Ubermench.
seekerofshadowlight |
Humm I have been giving this a bit of thought. How would one speed up shadowrun combat for a pbp?
I mean maybe having everyone post then the GM putting it in order? And maybe the init phases done similer with everyone that gets them posting actions?
Sorry just seemed like a good place to ask.