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Post by mechwarrior5 on Feb 28, 2007 19:58:08 GMT -5
Peaches slings his shotgun back over his shoulder and cinches it tight, drawing the fineblade. "Alright, you heard da man," he says to Shade and Angel. "Let's break glass and kick ass. I'll distract one of dese beasts and you two blast him da way you do. Now let's move!" He hops off the RV and sprints in a leftward arc, trusting that the two elves (or is Shade a human? Can't remember) follow in his wake.
When able, he attacks the nearest elemental, concentrating mostly on staying between it and the spellcasters.
Init: 7+[dice=6][dice=6] = 16
Saving all of the combat pool for body tests, so...
Blades 4: [dice=6][dice=6][dice=6][dice=6][rand=7586641455451729513524490726371394644552081359355648957055337677]
(OOC Wolflet say.. This puts Peaches in the front yard, elly No 2)
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Post by emyaj on Feb 28, 2007 22:04:42 GMT -5
Quick decides that they wanted him also or at least he wanted to go with them so while Peaches, Angle, and Shades begin to go he heads out with them. Drawing his sword he prepares to protect the mages at least long enough for them to do what they do best. Quick will stand his ground next to the big orc and try to look intimidating.
init [dice=6][dice=6][dice=6] +8 = 17
edged weapons 6 [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] foci3 [dice=6][dice=6][dice=6]
(OOC Wolflet say.. Quick is with Peaches, expecting Angel out there too - Shade is in the RV leaning out of a window )[rand=840088337180105816654272240144596843634691602581918087475075528503]
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Post by scawire on Mar 1, 2007 0:35:55 GMT -5
(OOC don't know if you still want me to deal damage to the little Elemental if you do let me know Wolf if not here is my intentions for the opening round)
After dealing with the Little Elemental Micro joins the party with the 3 big elementals. Upon seeing Four Eyes in battle with one of the Elementals he decides to help him out since he is the one in the group he has known the longest.
37 intiative unless you want a reroll from the last time (Page 4.) (OOC If you want a reroll and I lose a pass drop my last one.)
"Well I guess it is the same plan as last time. Fire as many Manabolts my body can handle at this thing." Micro thinks as he lets go 4 bolts one after another keeping out of reach of the thing up in the air. "I hope they look after my meat body well I try to deal with this one."
Sorcery 7 1) 5S [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 2) 5M [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 3) 5M [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 4) 5M [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
Drain 1) 9 dice,3SP 2),3),4) 7 dice, 1SP 1)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 2)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 3)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 4)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
(OOC wolflet say.. not a sausage hits..)
----------------------------------------------------------------------------------- "My bros are down. ME'LL GET YOU." Troll 1 yells as he speeds his bike at Elemental #3 seeing that no one has attacked him yet hoping to land a killer blow on the thing before anyone else gets a shot on the thing.
10 Quickness (physical) +4 int (mental) 14 /2=7 7+1D6 (I think) [dice=6] 11 (2 passes)
Sword skill 4 (Pool another turn not now) [dice=6][dice=6][dice=6][dice=6]
Bike 4 (If need since he is joisting to start) [dice=6][dice=6][dice=6][dice=6]
This is if the thing is above ground if not he will dismount and poke his sword at the ground hoping to hit the Submerged monster --------------------------------------------------------------------------------- Rules of 6 Micro 1) (sorcery) [dice=6]
Troll #1 Sword[dice=6] Bike[dice=6] (too many rolls)
(OOC W says.. the biker stabs a few times at the moving shallow mound , hitting stones only.. the elemental doesnt get a fightback.. as it is engaged in 'staring down' Shade)[rand=049870543402428025052732707199323214719513556726863223063668950193017]
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Post by Crimson D on Mar 1, 2007 1:45:18 GMT -5
"I'm kinda busy!"
Shade settles in for the long banishing session. Conjuring: 5 TN:7 (right?) [dice=6][dice=6][dice=6][dice=6][dice=6] RO6 [dice=6]
1 success
spend (not burn) karma to re-roll failures. [dice=6][dice=6][dice=6][dice=6] (doh!!)
(OOC yup youre right.. its retaliation.. [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] vs your Magic 6
ooch, as you dive in to put the fluence on it, the elemental absorbs youre attempt to control it, it reacts violently - surprising you, forcing your attack back into your own psyche, maintaining the combat too... it is weakened down to F6 you are down to Magic 4.. it is going to try to come down on you like a ton of bricks.)[rand=673797874093208698417926660839220389846706971377441373805672058]
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Angel
Shadowrunner
Branwen
Deny the Impossible
I have made 255 posts
Location:
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Post by Angel on Mar 1, 2007 3:04:31 GMT -5
[Init 6+1d6] [dice=6] +6 = 9 (if this don't work, please roll for me) [rand=4017365779850196142415719303234724860035883801187919772458629227]
(OOC Wollflet say.. If the roller isnt displaying, I look at the last numbers 1 through 6 for the rand= line.. so the last ones for this are 72292685.. etc, giving a 2 for the first useable D6 number init =6+D6 = 6=2 =8 one phase in this turn. Obviously drawing a bead on a specific target.. could be the others go through your line of sight, spoiling your aim.. )
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Post by wolflet59 on Mar 1, 2007 7:40:47 GMT -5
Four-Eyes usually helps out - so will probably go to aid Chuck with No 1 elly - backed up by Micro, leaving Meg to commit - to pair up with Micro...
Thunder will be bringing the RV to a slow and manouver ? while the crew leap out into the fray, trying to stab and bite these crater-makers lurking underground... TN 12 - quite deep too! you get a -1 for each person wrestling the things as well
Micro and Meg are strapped in, Cakes and Illiya are currenty still in the RV Angel can choose
to cut down on stacks of dice, I am giving the ellies the same roll for this opening phase. Just making sure everyone knows how it works, four sometimes five if you are really fast! phases per full round. At the end of the round you refresh your combat and magic pool. I will deal with each complete phase in the turn, otherwise it will get out of kilter. Anyone missing out on phases can beassumed to be aiming or such. I will randomise who they go for each phase - with a couple of added extras thrown in to get revenge. If the Wendigo summoned the ellies then I assume that some of his hatred will have rubbed off. There are six in the front yard and Micro up high
three fights from your point of view... Chuck Four-Eyes Meg on 1 + Micro Peaches and Quick on 2 troll on 3 + Shade
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Post by wolflet59 on Mar 1, 2007 14:22:18 GMT -5
The elementals roll for this round's combat..
[dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6]
You will need to tell me if you have any extra reach as they have a +1 which they will use as a positive to their roll to try to engulf you into a pit
six people two elementals are available to attack..
[dice=6] [dice=6] they both swing in towards Chuck - as he had already attacked one, and Four-Eyes 3 is Meg 4 Quick 5 Peaches 6 Four-Eyes again
As Meg has seen how nasty they can be, she will be using her extra person in combat to reduce the chance of them damaging you, cancls out its +1.. there are three of you, so you have a spare +/-1 available as a (Defensive?) mode.. and you have your own reach weapons.. Chuck is using his offensively - Four -Eyes has a machette so could use it to keep the thing at blade's reach.. still attacking but not all-out
Theres no comeback on the natural or modified 6 yet.. if it is a modified 6 then CHuck has seven 6's to reroll to make 8's and hit the one snapping at his ankles
Four-Eyes has an option.. offense or defence? if you go offense, then you get six hits from the number two elemental coming in at your side.. before you swing in on number 1. hmmmm
Peaches and Quick are closing in on the big number 2 - but it seems to ignore you, turning for Four-Eyes instead... You two can hit it first - but it will get a return attack in if you do peaches would gain one 6 and Quick would gain seven !
the ellies defensive manouver against these (and further hits against it this round..) it is attempting to fight you off eight dice
[dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] three standard hits 455 - but it has a -1 on its attack if Peaches and Quick fight defensivly dropping it to two hits...55 it avoids Peaches hack And Peaches gets a return backhand from it which he has to soak a 12S with one success
Also, if Peaches fights defensivly with a +1weapon, the elly has a +2 on it so would miss, needing a 4+2=6 to contact !
Quick lays in with five potential successes Quick - you need to roll five RO6 to try to get 12 so you need 6s to connect. That is if you all decide to have modified Rule Of 6 rather than natural RO6
As you can see it is hard to juggle a big scrap - if you feel that something is wrong please tell me. I am treating each elemental as a seperate fight, but the elementals will turn from one group to the other - it is the people who have declared they are in combat against them that will count for 'extra freinds'.
elemental 1 currently has a -1 overall on it with the three in Chucks group attacking elly 2 has an overall +/- 0 Peaches an Quick's +1 cancelling out its +1 easy .. see! their individual weapons will make a difference too! elly 3 is engaged in a banishing contest that Shade suddenly feels on the losing end of.. and a troll trying to gouge it out of the ground
Angel can delay until the end of the round near enough as she is slow in her meat... init 8 - in astral it would be 28..
[rand=7776893502212764086304657880619852866163527996926016943074598674]
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Post by Braddoc on Mar 1, 2007 17:43:16 GMT -5
((Four-Eyes' machete have a +1 reach, so 'suppose it'll cancel out the elementals' +1 reach..as for the modified RO6..quite interesting twist to it..play with the limit of rerolling than with the damn TN..which always complicate things..let's try it out I say))
His gun in one hand, his machete in the other, Four-Eyes advance toward the Troll biker, currently busy in melee with an elemental, when one tried to grab him
((I'll go defense.,.(no reason to fall right off the bat right?..so I guess I have a +1 defence bonus..so instead of TN4, it's TN3, right?) Combat Pool ((with the Jazz, the QCK boost gave me an extra combat pool dice for a total of 9..)) [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
((heh..got 2 left...and 2 other turn to go..dammit hell))
(OOC Wolflet say.. elly attacks 34455556 with a general -1 and the machette -1 =one hit.. your defense gains two 6s please roll RO6 you need a 12 to damage it with your reposte.
You can swing at it, and it will defend with 12223455, currently zero successes[rand=7950598284166144915100452143291787240505357605488285587305397842]
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Post by bythtron on Mar 1, 2007 22:11:00 GMT -5
*he was slowling movine in. Hoping he doesn't get caught in the holws* I can try and get close but if i end up in a ditch we won't have much help
Drive 5 Control pool 5
[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
1,2,6,4,3,4,4,4,4,6
*figures parking it near the front yard would be good. Trying to cover the front of the house and the garage if possible. CHeks to see where veryone is heading* Rule of 6 twice [dice=6][dice=6] 1,2
(OOC Wolflet say.. Thunder, with seven successes you can park it on the cabin roof! You drop off the first group , swing round a tree onto a small rise so you have a perfect view of all four buildings and a LOS to the back yard, in time to see the crew and elementals laying into each other.
You can have your weapons prepared - drone rack open and the coffee hot (toast is nearly done) and a drive karma)[rand=01954566590172757257053779943723685008029155085075565334113194355]
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Post by scawire on Mar 1, 2007 23:48:13 GMT -5
Micro sees Four Eyes move towards # 3 so he decides to give that Elemental 4 shots from his Manabolt. "These things are hard to hit well they stay underground. They would be hard to hit even if they weren't underground." Micro thinks as he lets go another volley at # 3
Sorcery 7 TN high 1) 5S [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 2) 5M [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 3) 5M [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 4) 5M [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
Drain same as before 1)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 2)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 3)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] 4)[dice=6][dice=6][dice=6][dice=6][dice=6][dice=6][dice=6]
Rule of 6 2)[dice=6] 11 3)[dice=6][dice=6] 10,10 4)[dice=6] 10 "Take that you lump of clay" Micro yells not knowing if he even did anything to the Earth Elemental but felt the need to let a scream go anyways ------------------------------------------------------------------------------------ Trol will use both reach defencively making it harder to get hit for the time being +1 for troll +1 for sword
(OOC Wollflet say.. whoah! - save this for the next phase otherwise you will get ahead of the others [rand=045451110941217019459611159601835779259338469621343033182676553317]
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Post by scawire on Mar 1, 2007 23:54:37 GMT -5
"This is for me 3 buddys you wiped out when me got here." The troll says as he thrusts his sword into the ground hoping to turn the Elemental back into a pile of dirt.
Int 11, 2 passes
Sword 4 [dice=6][dice=6][dice=6][dice=6]
Sword strike #2 [dice=6][dice=6][dice=6][dice=6]
Rule of 6 Sword Strike #2 [dice=6] 10
"Me want beer DIE!"[rand=864551926117477643196067267637017293828145192523877197154740301697]
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Post by emyaj on Mar 2, 2007 1:44:19 GMT -5
Ro6
[dice=6][dice=6][dice=6][dice=6][dice=6]
(OOC Wolflet say.. the + only adds to the combat skill, not to the TN .. so the blade bolsters the amount of dice you can throw around, not an adjustment to the ease of achieving a hit. Sorry Quick! you still get the length modifiers of +1 so 5s modify to a 6 and get a reroll RO6 so two RO6 only.. still needing 12 TN =miss
k so 2 more Ro6 (i think if i am wrong sorry for the mix up) [dice=6][dice=6]
I think we will have to go with the modified 6 rather than just natural rolled 6 means lots of street punks can still be dangerous )[rand=3477736025896774005371150630553267598092603463441026106974951991012]
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cxtwo
Shadowrunner
I have made 268 posts
Location:
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Post by cxtwo on Mar 2, 2007 6:09:14 GMT -5
OOC Wolf I re rolled those dice on the original post. Last night before I went to work. think the totals were some thing like 16,6,7,13,21,7,6,2,2,3,3,2,2 . Those aren't in the exact order I rolled them . That is from a scrap of paper. They are in my previous post though.
(OOC WOlflet say.. Yup yor +2 advantage gained you seven modified 6s, none of which then got a further natural 6 you needed for a 12TN - close but no cuddly bunny. The further rolls were not needed as you dont keep getting the +2... You could instead put the -2 onto its hits next round)
There certainly is the indication that RO6 should be natural 6 rolled only SR3 p38.. hmmm, I quite like modified 6 = RO6
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meg
Shadowrunner
Meg
shp(o~3000;; b~0;; i~0;; u~0;; s~0;; a~0;; )
I have made 255 posts
Location:
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Post by meg on Mar 2, 2007 9:41:20 GMT -5
Meg will attack too with Four-Eyes and Chuck, she uses karate, and will use the overall +1 to make it harder for it to hit her
Karate [dice=6][dice=6][dice=6][dice=6][dice=6][dice=6] pool [dice=6][dice=6][dice=6][dice=6][dice=6] (4 pool left)
0 hits needing a TN12 astral str 6M she will do the same next phase too
(OOC Wolflet say. missed it is being pummelled by everyone around it, it attempts to counter your attack with 12223455, two successes against your zero. Meg - similar to Peaches, because it is so hard to hit these things, you are likley to miss and it gets an immediate fightback with an eight dice attack.. and it hasnt attacked Four-Eyes yet!
If you can find another plus from somewhere it will miss you
its body soak..for the future.. [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] half pool [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] [dice=6] well it looks like it is made of pudding-mix, so if you do manage to contact, it could easily pop folks!
[rand=30137508173211225755403404790695268667659555687756186111231770915]
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meg
Shadowrunner
Meg
shp(o~3000;; b~0;; i~0;; u~0;; s~0;; a~0;; )
I have made 255 posts
Location:
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Post by meg on Mar 2, 2007 10:23:43 GMT -5
Can I gain hight advantage? or as it isnt attacking me, some sort of rear attack..
These things are Really tough, We wont defeat them while they stay underground, we need to get them out and exposed, else we ar in for a hiding. Shade might be able to do something.
'Jump up onto something Four-Eyes.. out of reach!'
(Wolflet say.. you can avoid its swings at you while you try to get in close from the rear/above for a +1 position..
but you have used up your next turn shouting out an order.
Heres another thought - would they have to manifest in order to punch or retaliate, and therefore be above ground, while underground they can only do an engulf and not attack back.. sounds OK to me as noone has yet been clobbered.
If they are underground, they can only do undergroundish things, but if they manifest to above ground walking entities, then they get fightbacks
This may have made a slight difference to your tactics. but most of you are still alive and kicking !)
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