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Post by NoOnesShowMonkey on Aug 15, 2010 12:48:05 GMT -5
Out of Character posts for Droid Rage!
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Post by NoOnesShowMonkey on Aug 15, 2010 12:48:29 GMT -5
Please note here the gear your PC will be taking to the meet in Tacoma, their method of transport and any sundry bits of prep they intend on making.
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Post by drzaius on Aug 15, 2010 12:53:08 GMT -5
Clint is going to drive his cruiser to the meet, and park an appropriate distance away (pretty standard protocol). He'll be wearing his armor vest under his leather jacket, and have all his firearms (Ares Predator in quick draw holster on his hip, fichetti security in a concealable holster in the small of his back, taser also in a concealable holster (under the arm?) )
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Post by segwaycop on Aug 15, 2010 19:53:13 GMT -5
Butts hops in his Chrysler-Nissan Patrol and parks a few blocks from the meet. He leaves his Ares Predator in the car, but brings his stun baton (in a quick-draw holster) and an Eichiro Hatamoto (on a hidden gun arm slide). He is wearing his favorite duster over top of his armored jacket.
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Post by drzaius on Aug 16, 2010 12:27:47 GMT -5
Perception Check for Clint: 3 Perception + Intuition 4 = 7 dice. 7d6.hits(5) → [5,3,2,3,4,5,6] = (3) hits. invisiblecastle.com/roller/view/2651865/Initiative: Reaction 9 + Intuition 4 = 13 dice. 13d6.hits(5) → [1,2,1,3,6,4,3,5,4,3,2,4,2] = (2) hits. Clint goes on 15. invisiblecastle.com/roller/view/2651869/
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Post by NoOnesShowMonkey on Aug 16, 2010 12:56:56 GMT -5
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Post by NoOnesShowMonkey on Aug 16, 2010 13:58:13 GMT -5
The two Spike ganger's are ready for anything - no surprise checks. Initiative for the two gangers: Rolls 1 and 2 for Spike ganger initiative. (5d6.hits(5)=1, 5d6.hits(5)=1)Both gangers go on 6. Their modified Choppers have 15/40 acceleration and a top speed of 170. Traffic on the I-5 is very heavy and you are near a breakdown (the ganger's last victim). All thresholds are at +2. The driving rain further complicates matters, adding an additional +1. Total mods are +3. Both parties have a present speed of 90.
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Post by phatgdog69 on Aug 16, 2010 15:04:53 GMT -5
Don is heading out from Downtown after some quick shopping. He's rolling in a rented Honda Spirit, standard clothing and an armored vest, all of which he picked up during the trip (-620¥, -1 day car rental); His trusty Ares Predator in a holster to his side. Sorry about the huge delay, everyone. Perception Check for Don: Intuition 5 + Perception 3 = 8 dice. 8d6 → [2,3,6,1,1,3,3,6] = (2) hits invisiblecastle.com/roller/view/2651986/Initiative: Reaction 4 + Intuition 5 = 9 dice. 9d6 → [6,1,5,3,6,6,1,3,4] = (4) hits. Don goes on 13. invisiblecastle.com/roller/view/2651983/
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Post by NoOnesShowMonkey on Aug 16, 2010 16:53:29 GMT -5
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Post by segwaycop on Aug 16, 2010 22:49:44 GMT -5
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Post by NoOnesShowMonkey on Aug 16, 2010 23:19:02 GMT -5
Butts will notice every little detail about the incoming trolls. He gains a +2 dice competence bonus to his Gang Knowledge checks. Butts makes a Gang Knowledge check to determine who he is dealing with in Tacoma. (8d6.hits(5)=2)These are the Spikes - an all Troll street gang known for hating on elves and being absurdly violent. During your time with LoneStar they were in the running for the most cop injuries and fatalities. Butts notices that both trolls are wearing Armor Jackets (8/6) sporting their gang symbol. One of the two has a sawed off two barrel shotgun shoved in the waistband of his pants and the other has a Ruger Super Warhawk sticking out under his jacket. One of the trolls is obviously cybered - he is twitching and moving in unnaturally jerky movements. A classic sign of some kind of reflexes enhancement.
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Post by drzaius on Aug 17, 2010 8:49:11 GMT -5
Clint rolls his Vehicle check for the chase turn. Car 4 + Reaction 9 + Handling 3 = 16 dice 16d6.hits(5) → [5,5,1,3,1,5,2,4,3,5,2,3,6,6,1,2] = (6) hits. invisiblecastle.com/roller/view/2652832/
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Post by NoOnesShowMonkey on Aug 17, 2010 9:55:15 GMT -5
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Post by drzaius on Aug 17, 2010 10:45:04 GMT -5
On 15, Clint sends a mental command to roll down his window, and quick draws his pistol. Reaction 9 + Pistols 6 = 15 dice vs. Threshold 3 (-1 for quick draw holster, +2 for conditions, total Threshold: 4) 15d6.hits(5) → [6,6,1,6,1,4,3,5,4,3,5,3,2,1,1] = (5) hits. Clint pulls his gun and fires. invisiblecastle.com/roller/view/2652884/Clint attacks one of the Gangers (not his vehicle) with his Ares Predator. Agility 7 + Pistols 6 + Smartlink 2 - Conditional Modifiers 4 = 11 dice. 11d6.hits(5) → [5,3,5,2,4,2,5,3,4,6,2] = (4) hits. invisiblecastle.com/roller/view/2652891/Defender has good Cover (+4), -2 to his Dodge (In a Vehicle), and may add his vehicles handling to his Reaction test.
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Post by NoOnesShowMonkey on Aug 17, 2010 11:03:46 GMT -5
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Post by milkrun on Aug 17, 2010 12:09:54 GMT -5
Arc is driving his Comet to the meet. He is also bringing both his fake license (cyber arm) and his fake sim. He also has his machine pistol in the cyber holster. He is also wearing his armored jacket under his lined coat, which is now thrown in the back seat. He takes the 405 to the 5. He stops by Red's on the way there.
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Post by NoOnesShowMonkey on Aug 17, 2010 12:37:43 GMT -5
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Post by NoOnesShowMonkey on Aug 17, 2010 13:37:29 GMT -5
@ PhatGDog69 / Sterling
Sterling will arrive at the meet late. Traffic is bad. He can make a vehicle check to push ahead through traffic, though.
Total threshold mods are +3 (2 from traffic, 1 weather) for a Threshold of 4.
The closer he gets to this, the less late he is.
Being late will inflict a dice pool penalty on social skills dependent on the opinion of the Jonson.
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Post by phatgdog69 on Aug 17, 2010 13:51:18 GMT -5
Reaction 4 + ground craft 1 + specialty: wheeled (2) = 7 7d6 → [5,6,4,5,6,6,2] = (5) hits invisiblecastle.com/roller/view/2653148/Sterling makes the rent-a-cage dive through traffic like a commuting pro.
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Post by NoOnesShowMonkey on Aug 17, 2010 13:58:10 GMT -5
Due to house ruling limiting max hits by (skill x 2)with extra hits counting at 2:1, Sterling gets 2 hits with the remaining 3 counting for an additional 1. With 3 hits, Sterling will be slightly late, but will likely be able to charm his way out. Sterling is at a -1 Dice Pool penalty until successfully charming his way out of looking like a bushleague white-collar-criminal wannabe.
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Post by NoOnesShowMonkey on Aug 17, 2010 14:59:14 GMT -5
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Post by drzaius on Aug 17, 2010 15:27:56 GMT -5
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Post by NoOnesShowMonkey on Aug 17, 2010 15:53:27 GMT -5
Spikes Gangers & Clint on the I-5 Turn 1, pass 2, initiative 15
13d6.hits(5) → [3,6,2,5,3,4,3,6,6,4,4,6,3] = (5) The Spikes ganger on Clint's driver side attempts to keep from being rammed.
5 hits vs 8 total hits. Ganger's chopper must resist 10 + 3 = 13 damage.
12d6.hits(5) → [5,2,3,5,1,2,6,3,1,1,5,2] = (4) Driverside Spike's chopper just got rammed. 8 body + 4 armor = 12 dice vs 13p damage.
His chopper takes 9 damage and is at a -3 wound penalty. Vehicle must make a crash test against Knockdown.
Having been rammed, the ganger must take a second crash test at a -3.
12d6.hits(5) → [1,4,6,1,4,1,1,6,6,2,1,5] = (4)
The Spikes ganger makes a Vehicle (3 base + 2 traffic + 1 rain = 7) check to avoid crashing. 5 reaction + 5 skill + 3 handling + 2 home turf -3 vehicle damage = 12 dice.
He fails by 3 hits.
Crash damage is equal to the bike's Body (8)
8 Body + 4 armor vs 8 damage
12d6.hits(5) → [5,6,3,4,3,5,6,4,2,5,2,2] = (5) The spikes ganger crashes as a result of being rammed and his bike must resist Body (8) damage.
8 - 5 = 3 damage bringing his damage total up to 12. The vehicle's total threshold is 12. His bike is destroyed.
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Post by drzaius on Aug 17, 2010 16:06:50 GMT -5
Clint's car is resisting damage from ramming the Spike's bike. Body 10 + Armor 10 +2 (Bonus) = 22 dice, vs. 6P 22d6.hits(5) → [5,4,1,2,4,1,3,2,2,3,1,4,3,1,4,2,2,3,4,2,1,3] = (1) hit. invisiblecastle.com/roller/view/2653307/Clint's car takes 5P damage, and is at a -1 to all further actions. Clint must make a vehicle test to avoid crashing as a result of the ram, threshold 2 (+4 for conditions). He will use edge (1/3 remaining). Car 2 (+2) + Reaction 9 + Handling 3 + Edge 3 - Damage 1 = 18 dice, rerolling 6s. 18d6.hits(5) → [1,1,1,4,4,4,3,5,5,3,1,3,4,1,6,6,2,3] = (4) hits. invisiblecastle.com/roller/view/2653310/Rerolling 6s. 2d6.hits(5) → [6,3] = (1) invisiblecastle.com/roller/view/2653311/Rerolling 6s. 1d6.hits(5) → [5] = (1) invisiblecastle.com/roller/view/2653313/Total hits: 6. (bwahahahaha).
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Post by NoOnesShowMonkey on Aug 17, 2010 17:38:06 GMT -5
Spikes Gangers & Clint on the I-5 Turn 1, pass 2, initiative 9
Simply Action 1 - The ganger will fire a wide burst into Clint's passenger side front tire.
4 agility + 2 smartlink + 4 skill - 0 (thermo) - 4 (called shot vs tire) - 3 (in a vehicle) = 3 dice
3d6.hits(5) → [1,2,5] = (1) Spikes ganger fires a wide burst into Clint's tires.
One net hit.
Clint defends with Reaction + Handling - 2 (rain).
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Post by drzaius on Aug 17, 2010 18:19:21 GMT -5
Clint defends against the ranged attack. Reaction 9 + Handling 3 - car wound 1 - modifiers 2 = 9 dice 9d6.hits(5) → [4,3,6,1,5,4,5,5,1] = (4) invisiblecastle.com/roller/view/2653817/ hits. Clint successfully defends.
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Post by segwaycop on Aug 17, 2010 19:01:47 GMT -5
Butts will notice every little detail about the incoming trolls. I want to try to con these suckas. Maybe convince them that it is within their interest to let me keep my car there/not fuck w/ it, maybe convince them they owe me a favor or should give me a break ;D Butts has enthralling performance (con). What is my test? Cha + Con + Enthralling Con? Also, FYI I'm @ work again w/o a core book at my fingertips.
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Post by drzaius on Aug 17, 2010 19:03:09 GMT -5
Initiative Round 1, Pass 3 On 15, Clint attempts to increase his speed. Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice, threshold 3 test. 15d6.hits(5) → [6,6,5,4,1,5,4,5,3,4,6,3,1,4,4] = (6) hits. 3 net hits. invisiblecastle.com/roller/view/2653845/Clint increases the speed of his car from 90 meters/turn to 105 meters/turn.
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Post by NoOnesShowMonkey on Aug 17, 2010 22:56:33 GMT -5
I want to try to con these suckas. Maybe convince them that it is within their interest to let me keep my car there/not fuck w/ it, maybe convince them they owe me a favor or should give me a break ;D Butts has enthralling performance (con). What is my test? Cha + Con + Enthralling Con? Con checks are made with Charisma + Con with any appropriate mods for specialization or situation. Your targets are prejudiced against you (-2) and depending on what you want from them, you will get a +1 (if you what you propose benefits them) to -4 (if it is directly harmful). If you can provide supporting evidence to your con's plan, you can get a +1 or +2. Enthralling performance works with specifically performance related skills - gymnastics a la Circe do Soleil, any art such as singing etc. The result is to hypnotize the affected targets rather than to convince them of anything.
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Post by NoOnesShowMonkey on Aug 17, 2010 22:59:18 GMT -5
Spikes Gangers & Clint on the I-5Initiative Round 1, Pass 3 On 15, Clint attempts to increase his speed. Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice, threshold 3 test. 15d6.hits(5) → [6,6,5,4,1,5,4,5,3,4,6,3,1,4,4] = (6) hits. 3 net hits. invisiblecastle.com/roller/view/2653845/Clint increases the speed of his car from 30 meters/turn to 45 meters/turn. This will bring us to Round 2, pass 1, initiative 15 which is still Clint. Both parties must make their vehicle tests and the Gangers are down to one vehicle. You are moving 10 meters per turn faster and gain +1 to your check. 13d6.hits(5) → [4,1,1,4,2,3,5,1,3,3,3,3,1] = (1) The remaining Spikes ganger attempts to maintain his chase distance with Clint. One hit.
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