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Joose
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Post by Joose »

HereComesPete wrote:reaction 6 + intuition 4 = 10

2+2+2+4+5+3+4+3+2+6 = 2
fix'd. 5's and 6's are hits.
I see it as there were five ghouls, deject blew two up, doggers capped one, roman did a rambo on another so that leaves the ones in the roof and one down on the floor.
Correct, thats where we are at the start of turn 2
I am down to four rounds, I've got more drums in my webbing so that should be a case of impulse the gun to eject the drum and then grab a new one and click it in, how long would that take joose?
Ejecting clips using smartlinks is a free action, and inserting a new one is a simple action. Each phase you get a free action plus either one complex action or two simple actions. So ejecting a clip and putting in a new one would leave you with a simple action. Firing the thing is also a simple action, but you can only do one burst fire per turn.
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Post by deject »

Initiative (6 dice): 3 hits for a total of 9
Last edited by deject on September 28th, 2008, 20:23, edited 1 time in total.
Joose
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Post by Joose »

righto, so the order for turn 2 is:

ork ghoul
adept ghoul
frank
two more ghouls from the ceiling
the one ghoul still upright in the corridor
leland
Al
Chopper

Yes, you did read that right.
First thing that happens is another ghoul drops down from the ceiling. He's a big bugger, clearly originally an ork rather than a human. He comes down running, and halves the distance between you this turn, leaving him approximately 6m away.
Whilst this is happening, theres a tearing/breaking noise from above you, and a ghoul drops into the midst of you with a screech. He's moving so fast he blurs slightly.

Frank, your go :)
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Post by deject »

Frank, you should deal with the Ork, I need to dump this adept fucker out.
Leland wrote:OH FUCK YOU! ARHHHHHHHH!
Leland lets out as loud and mean a scream as he can as he dives at the adept.

I'm bolding the net hits so they're easier to see.
Touch test:
Martial Arts + Agility + Edge (8 dice): 5 hits with three being 6's, so another 3 dice rolled gives me 2 hits with one being a 6, one more roll gives no more hits for a total of 8 hits

Death Touch horse 10 (Drain Value: 3):
Magic + Spellcasting - 1 + Edge (15 dice): 6 hits, three more sixes; 1 more hit, no sixes for a total of 7 hits

Drain Resist (9 dice): 2 hits, 1 point of Physical damage
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Post by HereComesPete »

frank wrote:Well aren't you the big mother fucker! You gonna look even uglier once I'm finished with you!
Short burst at the ork ghoul with my remaining ammo.

Joose I has an extra shell in my mag, rulebook says you apply - mods for less shells than needed but no + mods for extra shells, can I add a +1 for the extra shell? I'll put results in brackets with this +1 on in case.

Also, I want to use the take aim to call a shot with the burst, against the heart/lung area with an increased dv of +3 and a decrease of 3 dice as a result.

agility + longarms = 9

-3 short burst (0 for recoil compensation) -3 for the called shot +2 smartlink +1 take aim = 9 (maybe 10)

2+4+1+2+5+3+5+5+3 (+2) = 4

After firing that burst I'm going to either reload or draw my ultrapower with the explosive shells and shoot the big ork ghoul/other things some more, we'll see if the fucker goes down.
Frank wrote:Fucking get some you ugly bastard!
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Post by Roman Totale »

I'm assuming that the adept ghoul has got the drop on us, so does this mean he's got extra die for a surprise attack? If so do we get to roll for dodging, or was his surprise just the act of dropping down?

Although Leland may have already killed the adept ghoul with fairy magic™, I'll have a pop at him too, just to make sure.

Blades (6) + Blade Specialization (2) + Improved Blades (2) + Agility (5) = 15

6,3,6,5,6,5,6,1,2,2,6,2,1,1,2 = mother werding 7 hits!

If he's not already dead, and assuming this does kill, I'd like to be doing a little bit of ghoul decapitation.
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Post by Dog Pants »

I've no idea what's going on any more, as no results have been given from any of the attacks, and we've all gone in the wrong order. However, I'll probably just shoot the most threatening thing at the time.
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Post by deject »

Dog Pants wrote:I've no idea what's going on any more, as no results have been given from any of the attacks, and we've all gone in the wrong order. However, I'll probably just shoot the most threatening thing at the time.
I don't think us going out of order will be that big a deal. The only ghouls that haven't gone yet are the two in the ceiling and the one that was already in the corridor and got hit once by my Powerball. The Ork and Adept guys already made their move this phase. I'd say Al should either take a shot at the already injured ghoul or the Ork as Frank might not have killed him.
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Post by Joose »

Dog Pants wrote:I've no idea what's going on any more, as no results have been given from any of the attacks, and we've all gone in the wrong order. However, I'll probably just shoot the most threatening thing at the time.
Yeah, technically you shouldn't be declaring your actions till after the people ahead of you have gone, but I've been letting it go because it speeds things up. Or it would do If I replied quicker :lol:

I won't be too much of a GM Nazi about stuff like this, so if you declare that you are going to shoot someone in your turn, and then by the time your turn comes around that someone is already deaded, I'll stop and let you change your mind.

Anyway, on with the actions that can be worked out so far:

Short burst at the ork ghoul with my remaining ammo.
HereComesPete wrote:Joose I has an extra shell in my mag, rulebook says you apply - mods for less shells than needed but no + mods for extra shells, can I add a +1 for the extra shell? I'll put results in brackets with this +1 on in case.
It doesnt give modifiers for using extra shells because firing more shots than a normal short burst isnt a short burst with extras, its a long burst with many less shells. As you told me over xfire that you want to stick with a short burst, I'll use these rolls.
2+4+1+2+5+3+5+5+3 (+2) = 3
fix'd again. 5's and 6's. FIVES AND SIXES!
Anyway, orky ghoul attempts a resist and gets...fucking hell. He rolls 5 hits. Thats a miss for you, im afraid.

After Franks shots whiz past a fucking lucky ork ghoul, two more drop from the ceiling behind him. The one (admittedly injured) survivor from the last round also advances on you. He just about gets up close and personal, but doesn't yet have time to swing at you. For the purposes of trying to shoot him, he's 1 meter away.

Next is Lelands spell-o-pain.

First off, trying to dodge the touch test...nope. Fail. You touch him successfully (perv:P).

Now for the really ouchy part, the spell itself. He resists with willpower, and sticks a bit of edge in there (its not just player characters who have that you know!), but still only gets 6 hits. So 1 net hit. Its not much, but its enough to make the spell stick. Thats 11 points of pure ouch.

The ghoul recoils slightly, and you actually see the shockwave caused by the spell rippling across his body. In several places, his skin splits a little, and he lets out the nastiest screech you have ever heard.

Miraculously, he ain't yet dead. A strong wind will likely pull him apart though.

Doggers, you are up. You are kinda spoilt for targets here: Theres the ghoul thats "all up in yo face", the lucky ork ghoul down the corridor, the two fresh ghouls that popped out of the ceiling this turn, and the near dead sack of battered meat wavering in front of Leland. who you shootin'?

Don't forget that you can make two snap shots per turn, or one aimed one.
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Post by deject »

holy shit, he almost resisted the spell? goddamnit this bastard is fucking tough. I really hope Chopper finishes him off here because I think I need to focus on helping Frank out now...
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Post by Roman Totale »

Depending upon what Doggers does (Dallas?), I'll probably stick with my ghoul axing roll from up there :above:

If not - flash, a-aaaaah!
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Post by Dog Pants »

Well, going with the panic-firing shoot-the-most-dangerous-bastard theme, I'll go with the ghoul that's in my face. Unfortunately I'm at work and don't have my character and dice roller handy. I'll do it at lunch time if I remember.
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Post by Dog Pants »

Skill 3, AGI 2, Laser sight +1 = 6:

1 hit.

I fucking hate these dice rollers. I'm going to find some real dice.


Grumble grumble...
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Post by Joose »

Dog Pants wrote:Skill 3, AGI 2, Laser sight +1 = 6:

1 hit.

I fucking hate these dice rollers. I'm going to find some real dice.


Grumble grumble...
Thats not *that* bad a roll. Don't forget that with a hit being a 5 or 6, that means on average only a third of your dice will be hits. So you only rolled just under average there.

That being said, the ghoul also rolls one hit, so thats 0 net hits. The flechette flys close enough to him to draw a little blood, but it doesn't do any significant damage.

So on to Chopper, swinging at the just about standing ghoul. He uses his last bit of edge to try and counterbalance the *serious* wound modifiers he has a little, and rolls 5 hits, taking you down to 2 net hits. That gives you an adjusted DV of 8P. With the 1 point of AP that your axe gives you....You don't *quite* breach his mystical armour. You still do a hefty whap of stun damage though, making him look *really* dazed. For a fraction of a second. Then, as you went over his stun damage track by *exactly* one point, which takes his physical damage to *exactly* 0 points left, he keels over backwards onto the floor, blood and goo dribbling out from all over. Incredibly, he's still not dead. But he's out of combat, and rapidly heading to deadsville.

I believe thats everything for this combat phase, and as you just took out the only guy who could go in phase 2, that takes us to turn 3!

Gentlemen, roll your initiatives!
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Post by Roman Totale »

Reaction (4) + Intuition (2) = 6

2,2,3,5,1,6 = 8

God my initiative rolls suck :(
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Post by Dog Pants »

Oh. My. Fucking. Word.

Initiative 7 + 0 hits = 7.

Beat that, Roman!
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Post by HereComesPete »

reaction 6 + intuition 4 = 10

4+3+1+4+2+5+5+4+5+1 = 3

(something about 5's and 6's stuck in my mind as I added these up :P )

I'm thinking big ork ghoul with 2 uninjured ghouls about 6-10 metres away and 1 metre away from me is the injured ghoul, more in the roof. Amirite?
Frank wrote:I missed! I fucking missed! I never fucking miss! I am gonna FUCK YOU UP for making me miss!
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Post by Joose »

HereComesPete wrote: I'm thinking big ork ghoul with 2 uninjured ghouls about 6-10 metres away and 1 metre away from me is the injured ghoul, more in the roof. Amirite?
Correct!
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Post by Dog Pants »

Pool of 6 to fire, although I'm probably last: 1 hit.

Whatever I shoot at probably won't be bothered.
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Post by Roman Totale »

I'll wait and see what deej does first. Probably flash them though - I've been itching to see whether it really fucks them up, or makes them go fucking mental.
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