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Posted: January 11th, 2008, 0:28
by Joose
You didnt roll initiative for the second round of combat. Naughty boy.
Well, you have now, and you got a total of 7. So did the guard, but you get to go first anyway. Roman, Dog Pants, whats your initiative roll get you?
Posted: January 11th, 2008, 16:38
by Dog Pants
Initiative 7; rolls 1,1,5,5,5,3,5 = 11
Posted: January 11th, 2008, 16:42
by deject
Dog Pants wrote:Initiative 7; rolls 1,1,5,5,5,3,5 = 11
you need that high initiative to stand around trying to look nonchalant?

Posted: January 11th, 2008, 17:06
by Dog Pants
deject wrote:you need that high initiative to stand around trying to look nonchalant?

Fuck yeah, I can stand about like a motherfucker. I'm also 'using up my good rolls' so that I can be completely ineffective when I do have to do something.
Posted: January 11th, 2008, 18:37
by Roman Totale
Initiative 6:
3,6,3,6,4,6, = 9
Posted: January 11th, 2008, 19:30
by Joose
Good god, you nimble lot
Out front, Dog pants can see the guards in reception blindfiring their smg's over the top of the desk at the gangers, missing totally (much to the amusement of the gang, who seem to be finding potential death amusing. Drugs may be involved). The gang is mostly jumping about and whooping, but you can see one of them holding out some sort of bottle with a rag, which their mage is lighting with his fingers.
As for the rest of combat, this turn is going Roman, Deject, Unlucky Guard. We know what Deject is up to, what about you Mr Roman?
Posted: January 11th, 2008, 23:15
by Roman Totale
As discussed with Joose earlier, I'm now going to jump directly into the warehouse and attempt to put my axe into the face of the guard.
I'll do a Gymnastics roll for the jump/drop:
Gymnastics (4) + Agility (5) = 9 rolls
2,2,1,5,3,1,5,5,5, = 4 hits
And for the chopping [edit: see post a bit further down]:
Blades (6) + Improved Blades (2) + Strength (4) = 12 rolls
1,5,1,6,4,1,5,5,1,2,5,5, = 6 hits
Do I need anything else?
Posted: January 12th, 2008, 2:25
by deject
Just in case Joose didn't tell you, my foreboding will affect you too, though you can make a Willpower test though I don't know what you'll need to pass it as Joose did the roll for me.
Posted: January 12th, 2008, 10:27
by Roman Totale
urgh, I thought you'd stopped it?
Well I've got Willpower of 2 and Spell Resistance of 1. I also have the Guts quality which gives me a +2 dice pool "on tests made to resist fear and intimidation, including magically induced fear from spells".
Dice pool of 5:
5,5,6,1,4, = 2 hits
Posted: January 12th, 2008, 13:06
by Roman Totale
Balls, I did my attack roll wrong - should've used agility rather than strength. Therefore:
Blades (6) + Improved Blades (2) + Agility (5) = 13 rolls
1,3,2,6,4,6,6,2,4,5,4,1,5, = 5 hits
bah, should have kept my mouth shut

Posted: January 12th, 2008, 19:48
by Joose
Roman has informed me he is going to be doing his actuon after Deject, so here goes:
Deject just about gets the spell off, and the resultant bolt of horse slaps the unsuspecting guard full in the face, leaving him visably stunned. The guy looks like he's on the edge of consiousness, and is only still standing as gravity hasnt caught up yet.
Ok, Roman next: because you are dropping into it and spanging the guy on the way down, I'll make you resist the foreboding spell *after* the hit. I'll also be giving you a +2 on damage due to the extra momentum the axe will be getting. Basically, im treating it as a charge.
You make the drop fine, and easily land the hit on the heavily dazed guards skull. Damage for your axe is strength/2 + 4P as standard, which makes 8P. 8 + 2 (for the momentum) + 5 for the hits (yeah, he didnt resist any of it) makes 15P. The well aimed hit from above means its going in his unprotected head, so thats 15 unresisted damage. To a guy with only 10 hit points. His head splits open like a gory piñata.
As far as initiative rolls are concerned, combat end tiem. The gangers and the distracted guards are still at it out front though. Whats the plan now?
Posted: January 12th, 2008, 20:04
by Dog Pants
I do believe Leyland is going to cut the lock off with his blowtorch, but I'll let him tell you that.
Posted: January 12th, 2008, 20:46
by deject
can I still drop the Foreboding spell then since it's a free action?
Posted: January 12th, 2008, 23:06
by Joose
deject wrote:can I still drop the Foreboding spell then since it's a free action?
sure. Also, you are out of combat now anyway, so you dont need to worry about actions and such.
Posted: January 12th, 2008, 23:46
by Roman Totale
Chopper wrote:Right, that's two down - how about we take out the rest. I could sneak up to that reception room, chuck a stun grenade through the door and cleave some more skulls!
You never know, we may even find a key for the lock, some cash or something else.
Posted: January 13th, 2008, 2:53
by deject
Yeah I'll drop the Foreboding forthwith.
Leland wrote:Right, I think I'll join you down there man. Just give me a second.
Since I'm not as Gymnastically talented as Chopper, I'll be floating down with
Magic©.
Levitate horse 2:
Magic + Spellcasting: 4 hits
Drain (2 to resist) Logic + Willpower: 3 hits
Posted: January 13th, 2008, 9:46
by Dog Pants
Cool your jets Chopper, lets just grab the box and get out of here. The longer we hang about the more chance something will go wrong.
Posted: January 13th, 2008, 13:32
by Joose
Leyland successfully floats down to join Chopper, and the two can now see the door more clearly. Its standard sized, made of some sort of metal. Theres no windows in or anything like that, so you cant tell how thick it is from here. The maglock is a fairly standard looking job; a regular electronic locking mechanism with a little plastic plate on the front, that you would wave the keycard in front of to open. Other than the lock and a little red light, the only other thing on the door is another of the strange markings that are all around the box. They look like some kind of roughly painted glyphs of probably magical use. The odd red look of them looks suspiciously similar to the ever increasing puddles around the dead guards.
Leyland, you recognise this as possibly some form of Blood Magic. Blood Magic is Bad™, meaning most sane people avoid it, so you dont know *that* much about it, and dont recognise the spells purpose. Due to the nature of Blood Magic (it leaves a serious mess in astral space, and has been suggested to be the cause of all manner of badness, including Toxic Spirits, spontaneous outbreaks of HMHVV (the vampire disease), insect spirits, crazy people, gun culture, rising tax rates and anything else people can think of), its also majorly illegal. Even by Shadowrunner standards.
Posted: January 13th, 2008, 17:35
by Roman Totale
Chopper wrote:Right then, whilst you two are stood about looking pretty, I'll see if these guys have any useful info.
Chopper proceeds to rifle through the pockets of the recently deceased guards.
Posted: January 13th, 2008, 17:48
by deject
First, HIS NAME IS NOT LEILAND OR LEYLAND IT'S JUST LELAND. STOP ADDING IN LETTERS YOU CUNTS.
moving on...
While the thought that this might be blood magic gives Leland the creeps, everything he knows about magic tells him that it's chaotic and uncertain, and the money and knowledge behind the door is worth the risk.
Leland wrote:Oh boy, this looks like some bad shit guys, but well, we've come to this point already, we might as well look inside. Shall we get started?
Would a Security Design roll help determine where would be the best place to try and get through or no?