Chapter 1 SNAFU - Situation Normal All Fragged Up

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Mar 4, 2018 9:45 pm
Wyvern's fingers fly as she sets up her programs:

\run Draconis
\run Armor
\run Babymonitor

Rolls

initiative - (1d6+5)

(1) + 5 = 6

the other die - (1d6)

(6) = 6

Mar 5, 2018 12:23 am
OOC:
Let's wait one day to see if Ikanage shows up.
Mar 5, 2018 10:42 am
Greer jumps a little as the colonels announces that the group is under attack, but he wrestles himself back into control almost immediately.

Looking sideways nonchalantly, Greer reaches into his jacket to place his hand on a pistol as he says to the Johnson, "Inbound hostiles. We're about to be hit."
OOC:

Greer readies an action to draw and fire at the first hostile target that presents itself.

Rolls

Initiative - (2d6+10)

(52) + 10 = 17

Mar 5, 2018 11:52 am
aaronschmidt says:
OOC:
Alright everyone roll initiative.

Recoil: Ares Alpha has RC 2. To figure out your recoil penalty, start with the amount of recoil compensation you have. You get 1
free point anytime you start firing, then you add your Strength/3 (rounded up) and the recoil compensation of
any guns you are prepared to shoot. So 1+2+2=5 recoil comp -3 round burst. So no recoil penalties.

Range: The target is at long range but Frank's cyber eyes have vision magnification so they offset the range.

Smartlink: A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence. Is Frank running wirelessly?

The Colonel, hesitates only a moment, letting his breath flow all the way out. His lungs empty, he pulls the trigger.

He sends three quick rounds downrange at the bullheaded target.

Time seems to slow as the rounds leave the chamber and travel to the target, neons lights of the adjacent building illuminate one side of Frank's grimacing face as the barrel flashes light the other. His flare compensation kicks in as he watches the target, looking for bullet hits.
OOC:
Ok so I think the attack roll is:

Agility (5) + Skill (Firearms Group (6) Automatics (2) + Assault Rifles (4)) + Modifiers.

For the modifiers I am adding the following:

RC = +1 for shockpad and then 5 for three bursts. So 6-3 = 3 so still no RC penalty?

Smartlink = +2 as its in my cyber eyes so wireless I think?

+1 to dice pool for Take Aim

So that's all a dice pool of 20d6?

So where does accuracy come into it?

...man I'm so confused...

Rolls

Ares Alpha 3-burst on bullhead - (20d6)

(41536465313462463313) = 73

Mar 5, 2018 8:40 pm
OOC:

Ok, to break down the attack roll:

PART 1: ATTRIBUTE + SKILLS
The "base" of your attack roll is AGILITY + FIREARMS, which is 5 + 6 = 11.

PART 2: SPECIALIZATIONS
You get an additional +2 from specializations, I don't believe they stack though. 11 + 2 = 13.

PART 3: ITEM BONUS/RECOIL
This is a doozy, since there's so many different ways to use to add/reduce bonuses. In this case, you have a Smartlink + Cybereyes, so you get a +2 bonus.
13 + 2 = 15

Since this is the first shot, recoil isn't factored in. Recoil increases when you take iterative shots without resetting it (moving/taking aim/any other simple action). So if you stand still and keep burst firing for 20 rounds, your recoil penalty will continue to increase. The more bullets you fire continuously, the higher the recoil bonus becomes until you "reset" it.

PART 4: ACTION BONUS
The actions you take before/while you shoot can impact your dice or the opponent's defense roll. Take aim is +1 in this case:
15 + 1 = 16

I'm not sure which version of 3 round burst you used, but it can either result in doing more damage or making the shot more difficult to dodge.

PART 5: ACCURACY
Accuracy for any weapon is the MAX number of hits possible for that weapon.

For example, if you have a gun with 5 accuracy and you roll 10 hits, only 5 of those hits will count.
If you have 5 accuracy on a gun and you only roll 3 hits, then nothing changes - you still have 3 hits.


In the end, you should be rolling 16d6 dice on the enemy.

Mar 6, 2018 2:16 am
OOC:
Thanks Ikanage!

Initiative order.
Creepy Decker 30
Nemo 22

Greer 17
The Bull 16
Wyvern 12
The Colonel 12
The Hostess 11
The Johnson 10
The Creepy Decker, frustrated from disappointment, takes an action to load a program. His small scalpels disappear and the decker's mouth grows extremely large with scalpel like teeth.

Nemo hearing Wyvern's warning takes a scared but curious position behind Wyvern. "That guy looks real bad." He says as he points to the decker.

Meanwhile the Bull continues to barrel down the street. According to Frank's calculations he will arrive at the restaurant next turn.
OOC:
I used the Bull's action already because he isn't attacking this round. He is too far away.
So all of you can all take your actions.
Mar 6, 2018 6:56 am
OOC:
Thanks for taking the time to explain it all.

I am confused about the poibt if specializing in assault rifles though if the benefits dont stack.

Either way 16d6 roll is below

Assume this is part of RP from my previous post

Rolls

Burst Fire on Bullhead - (16d6)

(3532342551663346) = 61

Mar 6, 2018 9:29 pm
Taking advantage of the general mayhem the gunfire causes, Greer flips a table onto the side and drags the Johnson into cover behind him.

Knowing exactly where Bullhead will be coming from, Greer takes a knee, discreetly pulls out his taser and holds it tightly against his chest as he leans against against the cold metal of the table in an attempt to hide from the Bullhead.

"There's a lone hostile coming in on bike. My team has eyes on him, just wait here and don't draw any attention," mutters Greer to the Johnson as they're hunched over behind the table.

Eyeing the hostess, Greer yells as if panicked, "Don't you hear that? Get DOWN!"
OOC:

Greer wants to blend in with the sheep in the crowd so that the Bullhead doesn't know who he's looking for. Greer is also wearing the disguise from Huginn's place - so he doesn't look the same as when he last engaged Bullhead.

Should I roll Stealth or Disguise in this case?
Mar 7, 2018 12:45 am
Wyvern heads for the lady's room, where she locks herself into a stall and jumps into VR.
OOC:
If I still have an action, Full Defense.
Mar 7, 2018 1:39 am
The Bull seems to know that an attack is coming, but driving a racing bike at full speed and keeping track of AROs is not easy for his bovine brain to parse properly. He swerves but not fast enough. The shot hits the Bulls upper left shoulder piercing the thick armor. The bulls lets go of the left handle of the motorcycle but stays steady with the right.
OOC:
Ares Alpha is 11p -2AP plus two net successes.

Rolls

Bull Full Defense (Pre-edge) - (12d6)

(414366333451) = 43

reroll 2 sixes - (2d6)

(23) = 5

Bull Resist Damage +3 for being in a moving vehicle - (25d6)

(6441435111452461154556631) = 88

Mar 7, 2018 8:03 am
The Johnson blinks as if coming out of a dream. He falls to the ground behind the table. "What the frag!? Shit did they follow me?
I knew I saw someone tailing me this morning. FRAG! FRAG! FRAG!"
He doesn't seem armed but he pulls out a small deck. He plugs the deck into a jack behind the ear. He goes limp.

In the Matrix a new persona pops onto the scene. A large golden lion with a crown. It roars a loud ROARRRRR!!!!
https://i.imgur.com/U880E5l.jpg

The hostess pulls out her gun and aims it at the Johnson. "Lone hostile? Oh dear you are soooo mistaken." The Johnson, limp as a wet rag in a bucket doesn't dodge.
OOC:
"Well the dice roller hates me. So Ikanage. How did Greer save the Johnson from the hostess' shot? Purely narrative of course.

Rolls

Hostess at Johnson Light Pistol - (12d4)

(241243121221) = 25

Johnson resists damage - (10d6)

(1536436365) = 42

Mar 7, 2018 8:09 am
OOC:
Initiative Second pass
Creepy Decker 30 20
Nemo 22 12
The Johnson 10 10
Greer 17 7
The Colonel 12 2
The Hostess 11 1
The Bull 16 full defense -10 so 0
Wyvern 12 full defense -10 so 0

Rolls

Johnson Hot Sim - (4d6)

(1153) = 10

Mar 7, 2018 8:14 am
Creepy Decker reaches out with his blades to and swipes at Franks cyber eyes. A red light on his comm blinks and buzzes in his ear. "Intrusive software alert. Engaging defenses.

Nemo scared but brave flies over to the AR sign of the shop, grabs it and tries to throw it at the Creepy Decker. The Creepy Decker easily jumps out of the way. "There's still time for you little thing. You are the prize."

The Lion sees Nemo attacking and yells out in a growl "NO! Nemo. This is not your fight. Listen to the woman. Find a place to hide. He then belts out a sonic roar. The roar blows a gust of pixels from the decker's persona revealing an empty core inside. However the decker just smiles.
OOC:
Creepy Decker tries once again to brick Frank's cyber eyes. Looking at the damage resistance again, I got it wrong last time, Frank gets comm device rating of 7 plus 3 for his cyber eyes rating plus his intuition of 4. So 14d6 in his resistance dice pool. He is resisting 7 damage.

Rolls

Data spike to Frank's Cybereyes - (10d6)

(5225145332) = 32

Nemo attack - (3d6)

(642) = 12

Lion data spike - (12d6)

(455512355654) = 50

Creepy Decker resist - (12d6)

(645416446211) = 44

Mar 7, 2018 8:28 am
OOC:

Still second pass
Greer 7
The Colonel 2
The Hostess 1
Mar 7, 2018 10:54 am
OOC:
Will wait on Greer to complete turn but do I have line of sight on hostess through the window?
Mar 7, 2018 11:02 am
OOC:
Yes you have line of sight. Also dont forget

Creepy Decker tries once again to brick Frank's cyber eyes. Looking at the damage resistance again, I got it wrong last time, Frank gets comm device rating of 7 plus 3 for his cyber eyes rating plus his intuition of 4. So 14d6 in his resistance dice pool. He is resisting 7 damage.



Mar 7, 2018 11:14 am
OOC:
I'll do the resist roll now while I wait on Greer

Rolls

Cybereye Attack Resist - (14d6)

(33354613264524) = 51

Mar 7, 2018 12:19 pm
Time seems to slow as the hostess pulls her pistol to aim at the Johnson. As the hostess hoists up her pistol to lock onto the Johnson, she grins as she is expecting no resistance. Putting pressure on the trigger on her firearm, a cup full of soycaf seems to materialize seemingly out of nowhere from the edge the hostess' vision and splatters all over her face. She misses her shot.

Face painted with surprise, the hostess glances takes a quick look and her eyes lock with Greer, who has a sly grin on his face. As she looks closer, the hostess realizes that Greer has a weapon in his hands and it's pointed right at her.

Greer fires.
OOC:

Narratively, the hostess missed because Greer threw a cup at her.

On his turn, he takes aim and fires his taser (9S(e) - 5dmg)


I'm going to post-edge this roll too. (2 of 3 Edge remaining)

TOTAL HITS, 6. Only 5 are counted due to accuracy on the taser.


Would this count as a surprise attack if the hostess wasn't expecting an attack from Greer? If so, she doesn't get to roll her dodge! :D

Last edited March 7, 2018 12:23 pm

Rolls

Greer's Shooting Roll - (11d6)

(16245132431) = 32

Greer's Shooting Roll, Post-Edge - (9d6)

(526224356) = 35

Mar 7, 2018 10:29 pm
The darts hit the womans exposed neck covered in hot soycaf . Her colorful hair exudes a burnt hair smell and a small waft of smoke as the electricity humanely runs through her. She staggers and almost drops her gun, her head droops a bit and her eyes are black. But she is still standing.

Rolls

Resist 12 electrical stun - (10d6)

(4415624335) = 37

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