Page 7 of 9

Posted: Sat Jul 24, 2004 7:12 pm
by Serious Paul
I will be giving this the attnetion it desrves tonight or tommorrow. I apologize for the delay.

Posted: Sun Jul 25, 2004 2:21 am
by Speed
4 + 1d6 (4) : 8

Posted: Sun Jul 25, 2004 4:37 am
by Serious Paul
Anguirel wrote:First up, a Perception Check to justify seeing the guys slipping in behind Deke. Sorry, I'd usually have waited for you to roll, Paul, but I didn't think it would be important enough to really matter. If you want me to edit that post, I can, particularly as I was using a possibly old map on which to base the idea.

[05:54] <Anguirel> !c 6d6
[05:54] <Winternight> Anguirel: 3 3 15 5 2 3 (3 3 15 5 2 3) - *15*

I have no idea if Toyman even had an action or what, here, but it seemed semi-resonable, given the amount of action. I'll wait until next round to do anything major. Speaking of next round...

[05:58] <Anguirel> !i 2d6+5
[05:58] <Winternight> Anguirel: 3 4 (3 4) - Initiative: 12
Yeah you did just fine sir.

Posted: Sun Jul 25, 2004 4:45 am
by Serious Paul
Okay Initiative so far:

Ares: 16
Speed: 8
Deke: 7
Hock: 10
Amber: 11
Toyman: 12
UG: 5

Buzzed need yours,Nash as well, and you too Bishop.

In the mean time the initial combat round is over. This is now officially round two.

Ares may post immediately. Followed by Toyman. And Amber. After that a bad guy gets a post.

Posted: Mon Jul 26, 2004 3:00 pm
by Bishop
Init = 1d6+5= 9

Posted: Mon Jul 26, 2004 8:23 pm
by Buzzed
initiative:

1d6 (3) + 4 = 7

Next plan of action: get to the first bookcase and topple it to create the domino effect to seal the ramp entry. Then pull out my Chainsaw and start hunting for "book worms" (buried gangers under books)

Posted: Thu Jul 29, 2004 7:49 pm
by Serious Paul
I am currently suffering under the attack of some sort of virus of adware program that makes my posting a chore at the least, at worst its driving me insane. My machine crashes repeatedly.

3278 has stated he is attempting to have my "new" machine finished by this next week. Until then he and I will share the GM duties for this game.

Toyman I believe you are on deck. Is there anything you need prior to posting?

Posted: Thu Jul 29, 2004 8:27 pm
by Anguirel
Serious Paul wrote:Toyman I believe you are on deck. Is there anything you need prior to posting?
Assuming someone else doesn't roll higher, yeah, I think he is. I could probably use a basic description of what Deke crawled out over/through (his post mentions pulling the doors open enough to barely fit through, but then, he's pretty big) and I'd assume those doors were barricaded in some fashion. Current plan is to lob a grenade to land somewhere in the vicinity of those doors to take out the two guys who looked like they were sneaking in behind Deke on the map. If grenades will go off at Initiative 0 (I think that's the normal rule), I'll probably use first action for sensors and car positioning to make sure the shot will explode where those guys end up at the end of the round rather than shooting at where they are now.

Posted: Mon Aug 02, 2004 3:22 am
by Serious Paul
As discussed in the Devils Playground thread, these doors are likely barricaded with junked out cars filled with rubble, and the similar materials.

Deke was able to squeeze his way through this and ontot he street.

Whereas at UG's end they used bikes with chains to remove the debris and enter the building. There are currently no intruders left at UG's end-they ran after he killed Octane.

At Sticks end of the building, Sticks is seriously wounded, but not dead yet. The gangers there simply used their hands to pick through the rubble. Speeds grenade shifted the rubble a little but not much. Tiger is there, still covering the door.

Chopper and Amber have several gangers who are trying to gain entry to your gangs "Main Entrance" which is the old service ramp and entrance. At least 3 to 6 (More if you look at the map, but this just reflects what they know for sure) gangers, of which one is magically active (Only Chopper has guessed this) are attempting to go down the stairs next to the ramp.

So we need your post up, but assuming you use a grenade, somewhre, i think we can safely allow Amber a post.

Posted: Mon Aug 02, 2004 4:40 am
by Anguirel
Serious Paul wrote:So we need your post up, but assuming you use a grenade, somewhre, i think we can safely allow Amber a post.
I don't think I could legally get the grenade off in the first set of actions, but seeing as Toyman gets two, I combined everything up to the point of pulling the trigger on it. Feel free to resolve the grenade placement based on the ganger's motion during their action and finish Toyman's actions off for this round when appropriate. He has 2 Gunnery, so I'll drop an additional 2 Pool dice (Rigger or Combat, I'm never sure which one applies to these tests, but either will have plenty of dice available). Optimal placement in toyman's mind would be on the inside of the car-barricade, so the blast ends up unlikely to damage the doors, but he needs it more-or-less centered between the two gangers slipping in - hitting the target obviously takes precedence. ;) If they head for the car, Toyman will move it south, towards UG's location, and away from Sticks and Tiger.

Posted: Mon Aug 02, 2004 5:09 am
by Serious Paul
Scamp sorry I didn't answer this earlier.

The bad guys at your door beat a strategic retreat. You of course have the option of following them, and continuing the melee. They are all slightly faster than you, so eventually they will break contact. You can however make a post to reflect any attacks you'll make.

My apologies for the delay.

Posted: Mon Aug 02, 2004 5:28 am
by Serious Paul
Not that it matters for the first ganger, but you didn't mention what sort of grenade you were using? (Not having character sheet handy at the moment I don't even know if you have more than one type off the top of my head, but I figured I'd ask...)

Regardless the first ganger is pretty much out of commission, even you just shot him with a potatoe with a firecracker in the center. He totally oopsed his dice bot roll. Fuckers!

Posted: Mon Aug 02, 2004 4:33 pm
by Anguirel
Serious Paul wrote:Not that it matters for the first ganger, but you didn't mention what sort of grenade you were using? (Not having character sheet handy at the moment I don't even know if you have more than one type off the top of my head, but I figured I'd ask...)
Baby Thunder only has HE Offensive Mini-grenades.

Posted: Mon Aug 02, 2004 8:55 pm
by TheScamp
Paul, would it require a Combat Monster roll for me to not try and chase those guys down, or does them running like hell qualify as all foes defeated/disabled?

Posted: Mon Aug 02, 2004 10:09 pm
by Serious Paul
Scamp: Yes. In the intrest of fairness I think you should do that.

Ang:Copy.

Posted: Mon Aug 02, 2004 10:43 pm
by Serious Paul
For my own ease of reference.

Ares: 16
Toyman: 12
Amber: 11
Hock: 10
Bishop: 9
Speed: 8
Deke: 7
Buzzed: 7
UG: 5

Nash? I know love is timeless and all that Jazz...:D

I will have some posts up later tonight.

Posted: Mon Aug 02, 2004 11:17 pm
by Cain
Did I take any drain from that fireball?

Posted: Tue Aug 03, 2004 12:21 am
by Serious Paul
I'm sorry I assumed you would roll that up, and deal with it. I can if you'd like?

Posted: Tue Aug 03, 2004 2:31 am
by Cain
No, I can do that.

For the Fireball: 6S, 5 sorcery dice plus 2 totem dice plus 1 spell pool, -3 dice withheld to increase area: 3 successes against TN 4

Drain: Willpower 5 + 4 spell pool against 4D drain: Wowza, 9 successes, no drain.

That should do the trick, though. Especially with exposed gasoline :evil

Posted: Tue Aug 03, 2004 3:32 am
by Serious Paul
Okay.

Amber took light physical damage. (1 point only.)

Chopper your bike took 2 points of damage.

You both have one ganger inside your area of control. Amber did manage to succesfully seal the entry way. It will take, by hand, several hours of digging to clear it.

Deke you have taken three points of stun damage, and one point of physical damage so far.

Cain thank you. You're up. Your fireball and gasoline trick did not succeed in damaging the ghouls heavily, but some did take some fire damage, and secondar elemental effects. They appear to be to be retreating-well not just them the entire gang seems to be pulling back to just beyond small arms range.

After Cain posts Tiger/Bishop you may post immediately. Followed by Speed.

Any questions?

Posted: Tue Aug 03, 2004 4:42 am
by Cain
Question: How long will it take for Hock to spot Sticks and Amber? Assuming that he's going full-tilt towards them, from his vantage on the rooftop?

Posted: Tue Aug 03, 2004 5:23 am
by TheScamp
Well, looks like UG's got 2 more rounds of Chasey Chasey with the runners.

Posted: Tue Aug 03, 2004 11:32 am
by 3278
Which phase[s] did Deke's opposition act in? I want to make sure I sync their actions up with ours in my post. How many of them are there? Deke doesn't know [yet], but I'll need to.

I'll post as soon as Bishop does, or, if he takes too long, before, since our actions shouldn't conflict or anything.

Posted: Tue Aug 03, 2004 3:33 pm
by Serious Paul
32: They all acted in the following order:

Ares: 16
Bad Guy: 14 (Attacks Deke with a sharpened tire iron)
Toyman: 12
Bad Guy: 12 (Attacks Deke with a baseball bat.)
Amber: 11
Bad Guy: 11 (Attacks Amber and Chopper's bike, at a big huge + to his Target #)
Bad Guy: 10 (Attacks Deke with a lead pipe)
Bad Guy: 10 (Attacks Deke with a "Mace")
Hock: 10
Bad Guy: 9 (Attacks Deke with a lead pipe)
Bishop: 9
Speed: 9 (Acted on my orders.)
Bad Guy: 8 (Attacks Deke by spitting on him and kicking him.)
Deke or Buzzed: 7

Does that help? Let me know if you need more.

Cain: as soon as I read the IC post I will edit this post to let you know. Just so you know Sticks is on the ground floor, and Amber is in subbasement #1. I assume you meant Speed.

Scamp: :lol

Posted: Tue Aug 03, 2004 3:40 pm
by Serious Paul
I lie. You will be able to spot Sticks and Speed as soon as you reach the bottom of the stairs. Assuming your moving at your maximum movement rate that means (And I am adjusting for story telling liscense here) on your next action, which will be in the next combat turn.

Since the bad guys are pulling a strategic withdrawal for now, you guys wil start transitioning out of Combat rounds here pretty soon. I think we should end up with Maybe Deke, UG and Amber/Chopper in a combat round. Probably Toyman. But eventually we should break free from the structured combat turn and into free form for a bit.

That is until the Ancients roll in......

Posted: Tue Aug 03, 2004 5:34 pm
by Ares
(Edit. Blank)

Posted: Tue Aug 03, 2004 9:39 pm
by Bishop
Are they still trying to get through where I'm posted? Can I see who shot Sticks, at all?

Posted: Tue Aug 03, 2004 9:59 pm
by Serious Paul
Okay Bishop: yes they are still trying to get through at that point. But not for long. yes you can see the guy who shot Sticks. He is a Dwarf, male, appears young, with a mohawk and a semiautomatic in his hands.

Ares/Frakkle: We of course covered your questions via MSN.

Posted: Wed Aug 04, 2004 4:12 am
by Cain
Will we need to roll init for next turn soon?

Posted: Wed Aug 04, 2004 9:21 am
by Bishop
Alright, I'll post when I get out of work tonight, around 5 or so.

Posted: Wed Aug 04, 2004 5:31 pm
by Serious Paul
I will have people who are actually still involved in combat roll inititiative, possiblely. Just as soon as we see how this round turns out...

Posted: Wed Aug 04, 2004 11:28 pm
by Serious Paul
Okay cool Bishop, looking forward to yuor post. Speed has already posted-I got the bad guys all done. So Buzzed and 3278 can alos basically post now-I don't forsee Tigers action interfering with their area of control as of right now.

Lets get to it!

Posted: Fri Aug 06, 2004 6:33 am
by 3278
I'm still not sure what Deke's going to do; that's my pause here. Buzzed, feel free to go, as it might take me another day or so to figure out how Deke would deal with this. If I don't do it right, by the rules I'm probably dead starting next turn. Deke and I would both rather that not happen.

Posted: Sat Aug 07, 2004 4:06 pm
by Buzzed
Attacking the orc with 6 combat pool dice with my chainsaw. I never used an intimidation skill, I don't even know if it affects combat, but I tried to be as intimidating as possible. :D

Posted: Sun Aug 08, 2004 11:54 pm
by 3278
Paul, I'm going to do this one opponent at a time, but one attack won't be my entire turn, as you might have guessed. I'll attack the weakest one first; Deke would like to separate the wheat from the chaff before his meal starts. Figuratively.

Here's my first attack:

<b>Deke - <i>Base target number 4</i></b>
+4 Opponent has friends in melee
+1 Damage Modifier [1 point physical damage, 3 points mental damage, 3 levels Pain Resistance edge]
-2 Reach modifier
-1 Home Ground edge
-1 Proficiency [Edged Weapons]
<b>Adjusted target number: 5</b>
Edged Weapons/Combat Axe: 5/7
Combat Pool dice: 2

<b>Opponent 1 - <i>Base target number 4</i></b>
-4 Character has friends in melee
<b>Adjusted target number: 2</b>

Posted: Tue Aug 10, 2004 7:40 am
by Serious Paul
Okay:

Buzzed:

Chopper's base target number 4

Character has friends in the melee -1
Light Mist from the Elemental Secondary effects +2
Reach Modifier -1

Adjusted Target number 4

Edged Weapons 6
Combat Pool: 6

Code: Select all

1&#58; 4 ... Success
 2&#58; 2
 3&#58; 5 ... Success
 4&#58; 3
 5&#58; 6 + 5 = 11. ... Success
 6&#58; 6 + 5 = 11. ... Success
 7&#58; 5 ... Success
 8&#58; 6 + 3 = 9. ... Success
 9&#58; 4 ... Success
10&#58; 6 + 3 = 9. ... Success
11&#58; 3
12&#58; 2
Opponent:base target number 4

Multiple Opponents +1
Inferior reach +1
Visibilty modifier: +2

Adjusted target number: 8

Clubs 6
Combat Pool 8

Code: Select all

1&#58; 2
 2&#58; 1
 3&#58; 3
 4&#58; 6 + 6 + 6 + 3 = 21. ... Success
 5&#58; 1
 6&#58; 6 + 3 = 9. ... Success
 7&#58; 5
 8&#58; 5
 9&#58; 1
10&#58; 1
11&#58; 6 + 3 = 9. ... Success
12&#58; 1
13&#58; 6 + 3 = 9. ... Success
14&#58; 6 + 3 = 9. ... Success
That gives you three net success.

3278: I have posted the die results for you.

Deke's:

Code: Select all

1&#58; 2
 2&#58; 3
 3&#58; 2
 4&#58; 6 + 5 = 11. ... Success
 5&#58; 5 ... Success
 6&#58; 5 ... Success
 7&#58; 6 + 5 = 11. ... Success
 8&#58; 5 ... Success
 9&#58; 6 + 3 = 9. ... Success
Bad Guy #1

Code: Select all

1&#58; 3 ... Success
 2&#58; 6 + 3 = 9. ... Success
 3&#58; 5 ... Success
 4&#58; 5 ... Success
You therefore have two net successes.


Scamp I believe you can post now-their posts shouldn't interfere with yours I think. After Scamp posts, and 3278 and Buzzed post Ares is up for the second pass.

Questions? Comments? Complaints?

Posted: Tue Aug 10, 2004 9:37 am
by crone
Doesn't Chopper have 3 net successes?

Posted: Tue Aug 10, 2004 9:44 am
by Serious Paul
Whoops. What she said! Thanks!

Posted: Tue Aug 10, 2004 10:02 am
by 3278
Sweet. Second attack:

<b>Deke - <i>Base target number 4</i></b>
+3 Opponent has friends in melee
+1 Damage Modifier [1 point physical damage, 3 points mental damage, 3 levels Pain Resistance edge]
+2 Second target attacked in melee round
-2 Reach modifier
-1 Home Ground edge
-1 Proficiency [Edged Weapons]
<b>Adjusted target number: 6</b>
Edged Weapons/Combat Axe: 5/7
Combat Pool dice: 4

<b>Opponent 1 - <i>Base target number 4</i></b>
-3 Character has friends in melee
<b>Adjusted target number: 2</b>

Posted: Tue Aug 10, 2004 1:53 pm
by Buzzed
Clubs 6
Combat Pool 8
I thought the maximum combat pool dice allowed in an attack is no more then the skill level.

[edit]
nm, i forgot that he is a defender in melee.
[/edit]

Posted: Mon Aug 16, 2004 6:52 am
by Serious Paul
Okay 3278 sorry for the delay:

Code: Select all

You asked for 11 rolls and your target is 6 ... here are the results&#58; 


 1&#58; 1
 2&#58; 2
 3&#58; 6 + 2 = 8. ... Success
 4&#58; 5
 5&#58; 3
 6&#58; 1
 7&#58; 5
 8&#58; 1
 9&#58; 4
10&#58; 3
11&#58; 4

1 success
Unfucking real neh?

(Un)Lucky for you homeboy also only rolled one success:

Code: Select all

You asked for 2 rolls and your target is 3 ... here are the results&#58; 


 1&#58; 4 ... Success
 2&#58; 1

1 success
Buzzed you can post your results or I can. Crone Amber can also attack now, as you guys are officially out of everybody elses combat turn.

The groupings:

Buzzed and Crone

Bishop, Ancient istory, MissTeja,Cain and Billy

3278

Scamp

Anguriel

Frakkle

Jet: Whats your status in all this? Everyone else lets get this moving. Or tell me what I need to do get this moving.

Posted: Mon Aug 16, 2004 11:39 am
by crone
Coupla questions, Paul.

Did Amber use all her combat pool trying to slide away from the knife? (I sort of hope so)

I think she still has her pistol in hand, is that OK?

Are you going to post a result for Chopper's attack before Amber goes?

Posted: Mon Aug 16, 2004 3:57 pm
by 3278
Oops. Messed up Deke's post; had to double-check that ties went to the attacker in melee.

Presuming neither opponent rolls two successes of [12 - Impact Armor], that means the first takes deadly, the second takes serious. I'm also guessing Opponent 2 isn't going to get the 4 12s he'd need on his knockdown test, putting him on his butt; Opponent 1 automatically is knocked down, since he's "unconscious, possibly dead."

I'll edit my post now.

Posted: Tue Aug 17, 2004 6:50 pm
by Salvation122
Err, not to side-seat, but don't you apply any given modifier only once? That would negate the enemy's "Friends in Melee" bonus, not that it makes any particular difference in this case.

Posted: Tue Aug 17, 2004 9:49 pm
by 3278
I thought that, too. Like the Reach modifier, I thought "Friends in Melee" should only apply once. Then I read the rules, and they don't seem to say that. Could anyone correct me? Doesn't matter that much right this instant, but I don't doubt Deke's going to be in melee with more than one person again before this is over. ;)

Posted: Tue Aug 17, 2004 10:14 pm
by Cain
Friends in Melee affect both sides. Reach only affects one of your choosing. You can choose to raise your opponent's TN or lower your own with reach. You do both with Friends in Melee. I'd rather suggest that Deke get closer to Ug; it'll make things somewhat easier for the both of you.

Posted: Tue Aug 17, 2004 11:18 pm
by crone
I read it the same as Cain, because the table on p.123 specifically says to apply the reach bonus once, but it doesn't say that for the friends in melee bonus. Seems really harsh, but martial-artsy types tell me that multiple opponents are bad news.

Posted: Tue Aug 17, 2004 11:27 pm
by 3278
Cain wrote:I'd rather suggest that Deke get closer to Ug; it'll make things somewhat easier for the both of you.
If it were up to me, he'd still be standing on the rooftop with his shotguns, but Deke just has a mind of his own.

Posted: Wed Aug 18, 2004 2:06 am
by Cain
Crone: Thanks. I forgot to mention that on p122, it specifically mentions that the bonus/penalty is applied to both sides.

Posted: Wed Aug 18, 2004 2:26 am
by Serious Paul
crone wrote:Coupla questions, Paul.

Did Amber use all her combat pool trying to slide away from the knife? (I sort of hope so)

I think she still has her pistol in hand, is that OK?

Are you going to post a result for Chopper's attack before Amber goes?
I actually didn't think to use any combat pool dice-sorry thats my bag. On the plus side it means you have them all available, unless you'd like me to reroll that. Pistol is A OK.

I had hopped Buzzed would post the results of his attack. If I don't hear from him soon I can or you can. Which ever is easier.