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Author Topic: Shadowrun - Chapter 2 Prologue: A Bit of a Situation  (Read 33116 times)

GreatWyrmGold

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #225 on: July 23, 2013, 06:31:18 am »

Shoot the nearest of the creatures once the door is breached.
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warhammer651

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #226 on: July 23, 2013, 10:40:39 am »

"Right then, Flash and clear"
Breach Door, toss in flashbang then start shooting critters
« Last Edit: July 23, 2013, 01:08:05 pm by warhammer651 »
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Scelly9

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #227 on: July 23, 2013, 12:02:50 pm »

Pull the pin on my thermal smoke grenade, toss it on the floor. Climb up a floor or two.
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AlleeCat

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #228 on: July 28, 2013, 08:19:41 pm »

Breach the door and fire narrow bursts at the closest hostile creatures.
Shoot the nearest of the creatures once the door is breached.
Breach Door, toss in flashbang then start shooting critters
Mutant Coyote(A): Initiative Test (3)
Mutant Coyote(B): Initiative Test (2)
Mutant Coyote(C): Initiative Test (3)



Spoiler: Map Key (click to show/hide)
You kick open the door, hoping to catch the creatures by surprise, but they're fast, and on you in a heartbeat. They rush to attack Mos, seemingly aggravated by the other magical presence in the room.

Fight the person trying to get into the security controls off, if that starts to fail then wipe the system of everything and make it unusable before making my escape to the real world erasing any traces of my being there as I go.
Spoiler: Initiative Rolls (click to show/hide)

Combat - Round 1 - Pass 1
Mutant Coyote(A): Unarmed Combat Test (5)
Spoiler: Mos: Dodge Test (2/5) (click to show/hide)
Spoiler: Mos: Damage Resist (2) (click to show/hide)
Mutant Coyote(C): Unarmed Combat Test (5)
Spoiler: Mos: Dodge Test (2/5) (click to show/hide)
Spoiler: Mos: Damage Resist (1) (click to show/hide)
Mos takes a total of 7 damage, leaving him with several wounds and 2 health left. If he hadn't managed to shrug of what little he did, he would be down and out right now.
I'm going to let you change your combat turn since you got so unlucky in this round. Mos will be at a disadvantage if he tries to shoot at the coyotes, as he is in melee combat with them, adding on to the penalties for his wounds.

Meanwhile, in cyberspace:
Two icons burst into the room, they look like FBI agents you would see in an old trid from the early 2000s. A quick scan reals that they're only ICs, so this shouldn't take long.
IC(A): Defense Test (0)
IC(A): Damage Resist (2)

The IC takes 5 damage from Nalmar's attack, flickering and staggering back before resetting to an idle animation.

Spoiler: New Initiative (click to show/hide)

Pull the pin on my thermal smoke grenade, toss it on the floor. Climb up a floor or two.
You throw your thermal smoke grenade on the floor, creating a cloud of hot smoke around you as you climb back up onto the roof.
Try as you might, you just can't get back up. The Gecko Tape Gloves aren't even helping anymore.

GreatWyrmGold

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #229 on: July 28, 2013, 08:22:30 pm »

I had imagined I was in the back.

Retreat behind the less-wounded. If possible, cast Stunball at force...oh...4, let's say. Hit both coyotes.
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adwarf

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #230 on: July 28, 2013, 08:33:54 pm »

Attack the other IC
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Zako

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #231 on: July 28, 2013, 11:02:41 pm »

Is Hakon counted as being in melee combat with the coyote's right now?
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AlleeCat

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #232 on: July 29, 2013, 11:14:10 am »

Is Hakon counted as being in melee combat with the coyote's right now?
Technically no. Neither party has attempted a melee attack against the other, so Hakron is just at point blank range.

Scelly9

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #233 on: July 29, 2013, 12:42:00 pm »

Oh fuck me. Try again.
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Zako

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #234 on: July 29, 2013, 01:44:21 pm »

Fire 2 narrow bursts against coyote c. If it's still alive, hit it with a wide burst and then fire another wide burst at coyote a. If it's dead, fire two wide bursts at coyote a instead.
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warhammer651

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #235 on: July 29, 2013, 02:03:14 pm »

Step away from the monsters then Shoot them. if that doesn't work shoot them some more
"Jesus Christ these things are fast"
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Dwarmin

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #236 on: July 31, 2013, 05:40:05 am »

((Just bumping, I'm on the waiting list :P ))
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AlleeCat

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #237 on: July 31, 2013, 11:40:42 am »

Spoiler: Initiative List (click to show/hide)

Combat - Round 1 - Pass 1 (cont.)

IC(A): Attack Test (2)
IC(B): Attack Test (0)
The ICs send bullets flying through and around your icon. You feel nothing. You don't even flinch.

Fire 2 narrow bursts against coyote c. If it's still alive, hit it with a wide burst and then fire another wide burst at coyote a. If it's dead, fire two wide bursts at coyote a instead.
Mutant Coyote(C): Defense Test (2)
Mutant Coyote(C): Damage Resist (1/11)
Mutant Coyote(C): Defense Test (3)
Mutant Coyote(C): Damage Resist (I don't even need to roll this, it's just dead/10)
The creature's head explodes in a mist of pink and bright crimson. Its limp body falls to the floor with a flop.
Retreat behind the less-wounded. If possible, cast Stunball at force...oh...4, let's say. Hit both coyotes.
Unfortunately with your wounds and the mana drain, you won't be able to hit anything even if you miraculously got all 6s. (You'd be trying to hit a threshold of 6 with 4 dice.) Death Touch might have been a better spell to use anyway.
Step away from the monsters then Shoot them. if that doesn't work shoot them some more
Spoiler: Tom: Pistols Test (3) (click to show/hide)
Mutant Coyote(A): Defense Test (0)
Mutant Coyote(A): Damage Resist (5/7)
Spoiler: Tom: Pistols Test (1) (click to show/hide)
Mutant Coyote(A): Defense Test (2)
The creature flinches as it takes a bullet and 2 damage to the flank. It turns and snarls at you as the second shot whizzes past.

Combat - Round 1 - Pass 2
Attack the other IC
IC(B): Defense Test (1)
IC(B): Damage Resist (1/6)

Another 5 damage is inflicted to the other IC. It shouts something garbled at you, possibly telling you to freeze or to get down on the ground.

Mutant Coyote(A): Defense Test (0)
Mutant Coyote(A): Damage Resist (1/8)
Mutant Coyote(A): Defense Test (2)
Mutant Coyote(A): Damage Resist (2/9)
Another creature falls, blood pooling underneath its stiffened body. One remains.

Combat - Round 1 - Pass 3
IC(B): Defense Test (1)
IC(B): Damage Resist (2/5)

The IC takes 3 damage, this time unmoving as it flickers.

Try again.
As you struggle to climb, the smoke starts to get in your lungs. You cough violently and fall off the wall again, taking 1 stun damage.
You hear the fire door open again, and frantically grasp around, blind. You grab and tug on some sort of bar, and to your surprise, it pulls back. In fact, it starts to pull you up and out of the hole, while a familiar voice shouts down at you.
"Hey buddy! Thought you might need my help again! You gotta stop pulling this drek; what's this, the third time I've saved your ass?"

GreatWyrmGold

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #238 on: July 31, 2013, 12:35:03 pm »

...Okay, I need to stop thinking spells work like they did in 2nd edition.
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Zako

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #239 on: July 31, 2013, 01:05:19 pm »

((Wow, Automatics is just NASTY. These things don't stand a chance! Hakron is the muscle of the group for a reason...

Someone had better heal our mage too...))

Fire a narrow burst then a wide burst at the last coyote, and do the same next pass if it still lives.
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