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Author Topic: Shadowrun - Chapter 2 Prologue: A Bit of a Situation  (Read 33266 times)

warhammer651

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #240 on: July 31, 2013, 01:13:23 pm »

((Wait.. Pistols? Why am I using pistols? I thought I had my Assault rifle out?))

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AlleeCat

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #241 on: July 31, 2013, 01:26:41 pm »

((Wait.. Pistols? Why am I using pistols? I thought I had my Assault rifle out?))
You never had your assault rifle out. When you just say,
Shoot them.
You can't really blame me for trying to fill in the blanks myself.
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.
Zako's post is a good example of how you should do your combat turn. I'm not trying to be rude, and I'm not trying to punish you, I just want you to be more specific.

((Wow, Automatics is just NASTY. These things don't stand a chance! Hakron is the muscle of the group for a reason...
Yeah, here's the thing: When I made these things, I made sure they were really nasty melee fighters, but I forgot to make them resistant to bullets. Kind of turned this fight into a joke...
« Last Edit: July 31, 2013, 01:29:49 pm by AlleeCat »
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GreatWyrmGold

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #242 on: July 31, 2013, 01:32:23 pm »

Retreat. Draw my pistol.
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warhammer651

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #243 on: July 31, 2013, 01:35:25 pm »

Considering I had said
pull out assault rifle
i hadn't thought I needed to specify which of my three guns I was using

Amended: Drop Pistol and use the assault rifle on the dog thingys.  move back to cover the general retreat
« Last Edit: August 02, 2013, 02:12:49 pm by warhammer651 »
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Scelly9

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #244 on: July 31, 2013, 04:36:28 pm »

"Oh shutup and pull. And fourth, but who's counting" Be pulled
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Gamerboy4life

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #245 on: August 02, 2013, 12:18:01 pm »

Guinevere pulls Mos back, if need be, applying a medkit instead of healing spell to his injuries because of the spell drain.
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AlleeCat

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #246 on: August 03, 2013, 10:43:21 pm »

Spoiler: Initiative List (click to show/hide)

Combat - Turn 2 - Pass 1

The last coyote lunges at Hakron, the only one between it and the door.
Mutant Coyote(B): Unarmed Combat Test (4)
Spoiler: Hakron: Dodge Test (3) (click to show/hide)
Hakron is knocked prone, and takes no other damage from the coyote's attack.

Meanwhile, Nalmar is still fighting off ICs.
IC(B): Defense Test (1)
IC(B): Damage Resist (2/6)
The IC flinches, doubles over, and disintegrates. The remaining IC fires at you, still shouting as if nothing had happened.
IC(A): Attack Test (0)
The virtual bullets whiz past you, not even coming close.

Guinevere pulls Mos back, if need be, applying a medkit instead of healing spell to his injuries because of the spell drain.

You manage to heal a point of damage, and can do so again next turn without a roll.
Fire a narrow burst then a wide burst at the last coyote, and do the same next pass if it still lives.
You first take a simple action to stand back up, before firing at the creature.
Mutant Coyote(B): Defense Test (2)
Try as you might, you just can't hit it when it's this close. The fact that it's actively trying to run from you doesn't help either.
Retreat. Draw my pistol.
You would retreat if you could, but Hakron and Guinevere are blocking your only route. You draw your pistol anyway.
Amended: Drop Pistol and use the assault rifle on the dog thingys.  move back to cover the general retreat
Spoiler: Tom: Automatics Test (click to show/hide)
Coyote(B): Defense Test (2)
Coyote(B): Damage Resist (3/8)
The creature takes 5 damage, yelping and snarling at you.

Next combat passes coming later.

AlleeCat

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #247 on: August 05, 2013, 12:49:29 pm »

Combat - Turn 2 - Pass 2
IC(A): Defense Test (3)
IC(A): Damage Resist (2/4)

The program only takes 2 damage this time, either it's getting lucky, or your attacks are losing effect.

Mutant Coyote(B): Defense Test (3)
Mutant Coyote(B): Defense Test (2)
Not only do you run out of ammo with this shot, but your gun jams. You'll have to use a Complex Action to un-jam it.

Combat - Turn 2 - Pass 3
IC(A): Defense Test (1)
IC(A): Damage Resist (2/6)

The program takes 4 damage, exploding into little binary fragments which quickly fade away. Looks like his luck ran out.  8) 8) 8) 8)

GreatWyrmGold

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #248 on: August 05, 2013, 07:00:53 pm »

Shoot the varmint! To clarify, the mutant coyote, not (insert name of random teammate).
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Zako

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #249 on: August 05, 2013, 10:20:30 pm »

Drop my gun and attack with the axe for both passes!
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Gamerboy4life

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #250 on: August 05, 2013, 10:47:14 pm »

Guinevere backs away from the door, moving to the right. She keeps an eye down the hallways, trusting that the three inside should be able to finish the job.
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warhammer651

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #251 on: August 06, 2013, 08:37:29 am »

Second verse same as the first, put the buggers down with another burst
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AlleeCat

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #252 on: August 09, 2013, 12:23:47 am »

I'm really sorry I haven't been updating, guys. It's mostly been real life and a little procrastination but I promise I'll do everything in my power to update tomorrow.
In the meantime: Feedback!
Do you guys mind if I start leaving out specifics for rolls? Basically rolls would go from this:


To this:

Nalmar: Defense Test (0)

And maybe a little color to distinguish them from enemy rolls:

Nalmar: Defense Test (0)

Also, would you guys rather have an overarching Big Bad, or more of a villain of the week kind of thing? Because I have ideas for both scenarios but I'm not sure which one you guys would prefer.
« Last Edit: August 09, 2013, 12:26:38 am by AlleeCat »
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Zako

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #253 on: August 09, 2013, 12:54:40 am »

It depends on the kind of jobs we do. If we work a lot for the same group of people, then one big bad would make sense. On the other hand, if we branch out a lot, then villain of the week would be easier.

I think that if you can have villains of the week working for a big bad, then that would also be cool. Difficult, but cool.
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adwarf

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Re: Shadowrun - Chapter 1: Smash and Grab
« Reply #254 on: August 09, 2013, 01:07:34 am »

It depends on the kind of jobs we do. If we work a lot for the same group of people, then one big bad would make sense. On the other hand, if we branch out a lot, then villain of the week would be easier.

I think that if you can have villains of the week working for a big bad, then that would also be cool. Difficult, but cool.
Agreed

Also: If there are no more party crashers plant the virus in the security system and gtfo to the real world.
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