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deject
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Post by deject »

just quickly, when I'm doing an opposed test, if the spell is resisted by, say, Willpower, the target rolls a dice pool equal to their Willpower, then I have to beat that number, right? I think I'm ready to go.

edit: just in case you lot were wondering what the Foreboding spell does, it's on p. 173 of Street Magic. excerpt:
This area spell gives any living being who enter its range feelings of imminent danger, fear, and unease...

... Any character that does not resist the spell who wishes to stay in the area will suffer a -1 dice pool modifier for each net hit scored by the caster, representing their shaking, fear, and nervousness, for as long as the spell is sustained.
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Post by Dog Pants »

Okay guys, I'm going to send in the decoys now. That forboding spell of yours should work a treat in getting them to react to them.
And with that I'll go and do our little pre-recorded bit with the gangers. Once they're on their way I'll loiter nearby the main/garage entrances, gun in hand. I'll stay out of sight and incognito, and wait until I'm needed (and watch the results of the release of my monkeys).

Fly my pretties!
Roman Totale
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Post by Roman Totale »

I'll roll my Initiative now to get it out of the way:

Agility (4) + Reaction (2) = 6

5,5,3,6,5,6,+0

So, does that give me a score of 11?

I'll be waiting for Leland to make his first move anyway. Once his Foreboding and Powerball go off, I'll pick off any visible stragglers with the bow and arrow. Then I'll drop a flashbang in and quickly follow to mop up (unless anything drastic happens between the first couple of actions).

Edit: as Leland will be casting his Powerball at any group that forms, I'll simultaneously pick off anyone that won't be affected by it i.e. I shoot at the same time Leland does, but at different people.

Edit 2: I'll also turn my area jammer on to prevent them from calling for backup.
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Post by deject »

Initiative uses Intuition not Agility.

Intuition [4] + Reaction [2]: 4 hits. Initiative of 10.

I'll be casting Foreboding horse 3 and keeping it on the Focus, so I can concentrate on slinging damage.
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Post by Roman Totale »

Whoops, meant to put Intuition. Value is still the same though, I would've had one more if I'd used Agility.
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Post by Dog Pants »

I don't know if I need to do this when I get involved or at the beginning, so I'll do it now:

Intuition [4] + Reaction [3] = Initiative 7

1,6,3,6,2,5,2

3 hits. Someone give me a nudge when combat starts :roll:

EDIT: Oh wait, that puts me on 10.
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Post by deject »

right, I think we're all set. let's do this<strike> marines</strike>!
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Post by Dog Pants »

I'll be away at the outlaws' for a few days. I'll be hanging around outside with the intent of menacing anybody who looks like they might interfere with our task, or bursting in from one of the outside entrances should it be needed.
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Post by Joose »

Im at the parentals at the moment, and im off to oxford for new years, alas, I dont have the books with me. Expect battle to commence late january 1st/early january 2nd, as I should be back home by then.

Just as an aside, I'll keep you in on the initiative rolls for combat, Pants, just in case stuff spills out on to the streets.
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Post by Joose »

Bit later than I intended, but here goes:

As you guys are clearly ambushing them, im giving you, essentially, a free combat turn where the guards cannot react directly to what you guys do. Essentially, they are skipping their first turn, and doing in it what they would be doing if you guys were not there.

Im taking combat as being from when the distraction kicks off. Also, im going to treat anything you do in the first turn as being fully prepared for, so any shots taken are treated as being aimed the most you can, that sort of thing.

Deject, im going to presume that you are hitting the guards with foreboding at the beginning of combat, as hitting them before hand would make them all wierded out for no reason, potentially tipping them off that something is afoot. Im guessing you probably dont want that.

If theres anything ive presumed or got wrong in any way here, tell me and I'll make adjustments.

Dog Pants has already rolled for his interaction with the three bikers, so I'll dive in with what happens as a result of that. After briefly enthusing on them the idea of causing a bit of mayhem, and briefly showing them a bottle of booze, the bikers eyes light up. The one that was doing most of the talking starts his bike up, revs it a little and does the whole fingers-in-the-mouth whistling thing. From around the corner come approximately a dozen similarly dressed youths on bikes, who, with a hand signal towards the warehouse from the apparent leader, charge the front of the building, whooping and cheering like loons.

They swerve to the side just before they would career into the plate glass that covers the front entrance of the warehouse (much to the alarm of the guy on the reception) and from the middle of the pack comes a young looking elf in bright red leathers, with yellow flame affect up the side. Accompanied by the cheering of the rest of the gang, he raises his hands. Immediately, the glass shatters, as huge gouts of flame shoot from his fingers, licking the front of the building.

From his vantage point at the top of the building, Deject can clearly see that the spell is the work of someone still quite new to magic: Yes, it looks damn good, but its considerably more visual than affective, and the drain from it must be a bitch.

It has the desired effect on the guards though, for you at least. The guard at the reception is now taking cover behind the desk, another previously unseen guard has come from some covered part of the building nearby the reception to join him, the two guards nearest the reception are through the door in a flash and the wandering guard is rapidly making his way to join them.

The two remaining guards (by the door to the big box) are hit full horse by the effects of Dejects spell (ive done the rolls for you for expediency. Congratulations, it worked, and you got no drain!), but remain where they are, albiet whilst glancing nervously at each other and visably sweating.

So, Roman is first up for the first combat round, but is deferring his go till after deject has done his thing. Deject has used his Compex Action to cast foreboding, however, so unless he wants to do a Free Action too, its Romans go.

Phew, that was a lot of typing.
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Post by deject »

just FYI, that foreboding should be horse 3 and using my Sustaining Focus, so I can keep it up until they're down. I hope that doesn't change anything.
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Post by Joose »

deject wrote:just FYI, that foreboding should be horse 3 and using my Sustaining Focus, so I can keep it up until they're down. I hope that doesn't change anything.
Not really. As they have resisted the initial "impact" of it without immediately running about or curling into a ball and gibbering, it just means that they will now stand about mildly shitting it. Gives them negatives on their rolls, and using your focus means it wont stop till you tell it to, basically.
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Post by deject »

right, let's fuck these dudes up. :x
Roman Totale
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Post by Roman Totale »

So there are 4 guards in reception is that right? With another on his way to them?

I'm not entirely sure how Foreboding works, but would I be able to rope down into the warehouse without the two guys by the container seeing me? If not I'll try to pick them off with the bow. Any idea how far away they are? And sorry, but the combat page confuses the hell out of me for ranged attacks - can I have a crayon drawn diagram?

For info the stats I have are:

Attack skill (Archery) 5
Attribute (Agility) 5
Bow rank 4
Strength (don't know if I need this) 4

Rolling the attack skill + attribute gives me:

5,2,3,1,5,6,4,5,4,6, (but I don't know about any modifiers).

Ta
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Post by deject »

Roman Totale wrote:I'm not entirely sure how Foreboding works, but would I be able to rope down into the warehouse without the two guys by the container seeing me? If not I'll try to pick them off with the bow. Any idea how far away they are? And sorry, but the combat page confuses the hell out of me for ranged attacks - can I have a crayon drawn diagram?
It's only been cast on the two guards next to the container, as I can't feasibly cover a big enough area to get the others. It basically gives them negative modifiers equal to the net hits I score on my casting roll if they stay in the area of effect and don't resist the spell's effects. As for how many net hits I got, you'll have to ask Joose as he did the roll.
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Post by Roman Totale »

So then...
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Post by deject »

Roman Totale wrote:So then...
:above: :above:

joose you fuck stop leaving and not doing shit.
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Post by Joose »

Sorry, sorry, I blame a weekend away with the mrs. It...distracted me. Anyway, moving on...
deject wrote:It's only been cast on the two guards next to the container, as I can't feasibly cover a big enough area to get the others. It basically gives them negative modifiers equal to the net hits I score on my casting roll if they stay in the area of effect and don't resist the spell's effects. As for how many net hits I got, you'll have to ask Joose as he did the roll.
Almost correct, but it will affect anyone within the radius of the spell. So if Roman goes down there, it will hit him too.

Because of this, I will presume roman is staying up for the moment and sticking people with arrows:

The table in the combat section goes a bit wrong, ive just noticed. Basically, they are about 7-8 meters below you. Your Strength is 4, so that counts as Medium ranged for you, giving a -1 modifier for the roll. You have had plenty of time to aim, so thats a +2, for a total modifier of +1, and a total dice pool of Archery (5) + Agility (5) +1 = 11. I rolled the extra dice for you and hurrah, it came up a six, so thats another hit, for a total of 6 hits (ouch). The poor gimp you are firing at defends with just his reaction, and scores a piss poor 0 hits, reducing your total not at all.

The damage value of a standard bow is Strength +2 P (P for Physical, as opposed to Stun), so for you its 6P before modifiers. Your 6 hits boosts that to a nasty 12P. He manages to resist 2 points of damage, but still, the end result is:

The arrow flys straight down into his left shoulder, right at the neck, and burys itself deep into him. He makes a faint croaky-bubbly noise, and slumps to the floor, blood dribbling from his mouth and spurting merrily from the arterial wound. Its fair to say that he wont be putting up to much more resistance to your entry.

If anyone wants to add anything, do so now. Otherwise its on to round two, where the guard will at least notice your existence. :lol:
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Post by deject »

in that case, lmfao, I think I'll cast Stunbolt horse 6 at the remaining guy near the container. you want to do the rolls or should I?
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Post by deject »

right, I'll do it since I can:

Initiative [6]: 1 hit, 7 initiative

Magic [6] + Spellcasting [6 +2 for combat spells]: 2 hits (wtf!)
Drain [(6 ÷ 2) - 1=2]: Logic [5] + Willpower [4]: 4 hits, no drain

I hope this dude fucks up his Willpower test. At least I didn't glitch. :(
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