SR4 Learner Game Thread (Food Fight)

Shadowrun Learner Games. These games are slowly paced and all of the relevant rules will be spelled out as the game goes on.

The Runners take a trip to their local Stuffer Shack.

Run by the GM Brennor.
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Re: Combat Round 1

Post by Brennor » Fri Jun 13, 2008 8:26 am

Oops... I thought I'd checked for all of the qualities that the characters had. Oh well... Thanks for bringing that up about Slam Witch, DoomulusPrime! :D

The exact wording of the Combat Paralysis Negative Quality is this:
"On the character's first Initiative Test in combat, the character only rolls half his Initiative attribute. On the second and subsequent Initiative Turns, however, the character rolls his normal Initiative."

So you'll still get to roll 3 dice and add. I'll be nice and just take the top 3 dice that were rolled, still leaving you with 1 hit, which gives you an Init of 4.

Correcting the initiative.
1 Hawk/Covert Ops Specialist/Raphun (9 Physical; 10 Stun; 4 Edge)
2 Lazar Novikov/Street Samurai/Nate (10 Physical; 10 Stun; 2 Edge)
3 Mako/Occult Investigator/boggensagg (10 Physical; 10 Stun; 3 Edge)
4 Rick Smash/Enforcer/JohnnyWeird (13 Physical; 10 Stun; 2 Edge)
5 Slam Witch/Street Shaman/DoomulusPrime (11 Physical; 10 Stun; 2 Edge)
6 Spectre/Technomancer/Trogdor (9 Physical; 10 Stun; 2 Edge); Machine Sprite has 4 tasks remaining
7 Titalicious/Combat Mage/TetNak (10 Physical; 10 Stun; 2 Edge)
8 Wadatits/Gunslinger Adept/Shinling (11 Physical; 10 Stun; 4 Edge)

9 Catcher (Guy with the shotgun and big voice)
10 Johnny (gangly, pimpled human stocking shelves)
11 Needles, Louis (loud mouthed kid who wants everything)
12 Needles, Mrs. (obese woman shouting at kid)
13 Nick, Mr. (Dwarf creating NutraSoy display)
14 Scatman, Angie (Female rocker in black leather)
15 Scatman, Jack (Male rocker is white leather)
16 SlicerDicer (Japanese warrior wannabe)
17 Slipshot (cheap street pistol punk)6 Physical Damage
18 Spike (idiot who ran through the glass door with Predator)
19 Static (guy talking to a toaster oven)
20 Thinners, Timmy (scrawny elf in tattered black leathers)
21 Wanda (Elven woman behind counter with large, orange hair spike)
22 Wiley (fringed leather guy with mud and dirt caking hair)
23 Zany (woman in skimpy cut-offs and halter top and long coat)

Players will be blue, NPCs green; known enemies in red. Players are numbered 1-8. Known enemies are bolded.
Wadatits/Gunslinger Adept/Shinling is the first to react to the rapid change in the environment of the Stuffer Shack. He drops the toaster oven at his feet, with a rattling of metal and a shattering of the front door of the small appliance.
Drop toaster oven was a Free Action (Drop Object).
Quick Draw is actually a Simple Action though.
A character may attempt to quick-draw a pistol or pistol-sized weapon and immediately fire it by expending a Quick Draw Simple Action.

To successfully draw the weapon, the player must make a Pistols + Reaction (3) Test. If the pistol is held in a quick-draw holster, the threshold is 2.

If the test is successful, the weapon is drawn and fired as a single Quick Draw Simple Action. If the test fails, the weapon is drawn, but cannot be fired with the same Simple Action. On a glitch, the gun is stuck in the holster or dropped. On a critical glitch, it is flung across the room or misfired while still in the holster.

Only weapons that can be fired with a Simple Action can be quick-drawn.

Two weapons may be quick-drawn and fired simultaneously, but this raises the threshold on the Pistols + Reaction Test to 4. A separate test is required for each pistol. If the pistol is held in a quick-draw holster, the threshold is 3.
Wadatit's Quick Draw Test: Pistols + Reaction (3): 6 + 7: 6 6 5 5 5 4 4 4 3 3 1 1 1 -> 5 hits. Easily cleared threshold.

There are some additional rules while using a second firearm though.
Characters can use two pistol or SMG class weapons at the same time, firing both with a single Simple Action. To do this, the character splits the dice pool between the attacks. If two separate skills are being used (Pistols and Automatics), the smallest dice pool is used.

Split the pool before applying modifiers.

Two-gun attacks also negate any dice pool bonuses from smartlinks or laser sights.

Uncompensated recoil from one weapon also affects the other weapon.
Semi-auto weapons have their first shots compensated. Second shot in the same pass has a -1 penalty.

Wadatits will be splitting his Agility + Pistols (5 + 6) in half. 5 dice for each pool.
A character using their non-dominant hand to fire a weapon receives a -2 pool modifier for the attack.

Unless a character has the Ambidextrous Quality, they have a dominant hand.
Wadatits is Ambidextrous. No penalty.

Attacker test 1st shot: 6 5 5 4 1 -> 3 hits
Attacker test 2nd shot: 5 3 3 1 1 -> 1 hit

Defender test 1st shot: 6 2 1 -> 1 hit
Defender test 2nd shot: 5 4 2 -> 1 hit

1st shot is 2 net hits for Wadatits (increases DV by 2). 2nd shot is 0 net hits, and causes no damage.

Wadatits is firing a Colt Manhunter (w/dmg code of 5P/-1), with explosive ammo (+1/-1).
A Damage Code is split into two portions: Damage Value (DV) and Armor Penetration (AP).

Damage Value is the base damage of the weapon. Each point of Damage Value translates to a box on the Condition Monitor. The base DV is modified by hits in the attack test, the type of ammunition used and various other items.

Armor Penetration is the ability of the weapon to break through armor. The AP modifier is added to the base AP of the armor (ballistic or impact rating). A negative number is good for the attacker, making the armor's effective rating lower.

If the Armor's effective rating is reduced to 0 or less, the Defender gets no armor dice on the damage resistance test.

For those weapons that actually increase the effective rating of the armor, the Defender only gets that bonus if they are wearing armor.
Armor Vest is 6/4 (ballistic/impact).
Armor has different protections against attacks with large amounts of kinetic energy to a small area (ballistic) and those with a much smaller amount of kinetic energy (impact).

If the modified DV of an attack causing Physical damage does not exceed the AP-modified armor rating, the attack causes stun damage instead.
Wadatits modified DV is 8 (5 + 1 + 2) & Slipshot's modified armor rating is 4 (6 - 1 - 1). The hit will cause Physical damage.
Defender rolls Body + modifier Armor Rating. Each hit reduces the DV by 1.

If the DV is reduced to 0 or less, no damage is taken by the defender.

No wound modifiers are applied to this test.
Slipshot's Damage Resistance Test for 1st shot: 6 5 3 3 2 1 1 -> 2 hits

Slipshot modifies the DV by 2, down to 6, and takes 6 boxes of Physical Damage.
A character has two Condition Monitors to track their health; a stun track and a physical track. They represent the amount of damage a character can take before their body can handle no more and they either pass out or begin to die.

The Stun condition monitor is 8 + 1/2 a character's Willpower Attribute (rounded up). The Physical condition monitor is 8 + 1/2 a character's Body Attribute (rounded up).

When all of the boxes in either the Stun or Physical tracks are filled, the character immediately loses consciousness. If there is still DV left to be applied, the Stun track overflows into the Physical track. If the Physical track overflows, the character is near death. If the overflow is more than the Character's Body Attribute, the character is toast.

Once Physical has overflowed, if a character is left untended by medical attention, they will take an additional box of damage every (Body Rating) Combat Turns.

Every 3 boxes filled on either track causes a cumulative -1 wound modifier. Wound modifiers are immediately applied to the character's Initiative Score. If the Initiative Score drops below 0, the character cannot take any actions in this Combat Turn. The wound modifier is also applied as a dice pool penalty to any test the character attempts, other than a Damage Resistance Test of any kind.
Slipshot took 6 boxes of Physical, so he's got a -2 wound modifier to Initiative Score and any other tests he tries (except damage resistance tests).
Characters taking damage from an attack may be knocked over by the force of the attack. If the number of boxes of damage taken from a single attack are greater than or equal to the character's Body Attribute, then they are automatically knocked down.

Characters who take 10 or more boxes of damage from a single attack are always knocked down.

Gel rounds are specifically designed to knock targets down and reduce the Body Attribute of a target by 2 before the Knockdown check.
Slipshot is knocked down by the attack.
Wadatits then tugs both of his Manhunter's out of his quick-draw holsters very rapidly, squeezing the triggers as he does so. He begins to receive data from the weapons as soon as he touches their triggers, but ignores it since he is wielding two weapons.

The weapons both fire. BLAM BLAM echoes down the aisle. The first bullet explodes on impact, tearing through armor and flesh, having hit the target's left arm. It begins to dangle uselessly and spins the target just enough so that the 2nd bullet impacts with the armor, tearing a hole in it, but not doing any more damage to him, though the ganger does fall over from the impact.

Wadatits then fires again, even though the ganger is already down.
Your post doesn't say that you fire twice, however that's what Quick Draw is supposed to let you do, so firing again at the same target.

2nd shot with each gun is at -1, so dice pool is now 4.

1st shot: 4 3 2 1 -> 0 hits
2nd shot: 2 2 2 1 -> 0 hits
Wadatits fires both weapons again, the explosive shells impacting on the floor around Slipshot and probably scaring the crap out of him.

Image
Hawk/Covert Ops Specialist/Raphun: 15
Spectre/Technomancer/Trogdor: 15 (matrix)
Titalicious/Combat Mage/TetNak: 12
Catcher: 11
Lazar Novikov/Street Samurai/Nate: 10
Rick Smash/Enforcer/JohnnyWeird: 10
Nick, Mr.: 10
Static: 9
Mako/Occult Investigator/boggensagg: 8
SlicerDicer: 8 (less edge than Mako, higher Initiative than the others)
Scatman, Jack: 8 (less Edge than SlicerDicer)
Johnny: 7
Thinners, Timmy: 7 (glitch)
Scatman, Angie: 6
Spike: 6
Wanda: 6
Zany: 6
Slipshot: 6
Slam Witch/Street Shaman/DoomulusPrime: 4
Needles, Louis: 4
Needles, Mrs.: 3
Wiley: 5 (critical glitch)

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Re: Combat Round 1

Post by TetNak » Wed Jun 25, 2008 8:19 pm

The combat mage perks up as the elf hears the roar of battle. He immediately jerks up his Yamaha Sakura Fubuki, looking to shoot something. He does not blast the fat lady, instead, moving to the end of the isle cautiously and peeking out.

He spots the guy with the shotgun, yelling, and decides to end his little yelling spree immediately. Instead of shooting, he focuses on his magic, sending a manabolt in Catcher's direction.
I have no idea what I'm doing. But I move to the end of the isle and throw manabolt at Catcher
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Re: Combat Round 1

Post by Raphun » Thu Jun 26, 2008 5:47 pm

The big black man's eyes dart between the crashing glass and the wannabe samurai holding the poor cute elf girl. He decides to go for the samurai holding the girl. He spins ducking for cover and his right hand reaches for the heavy pistol belted to his leg.
He is going to quick draw his pistol, while ducking for cover and try to shoot the exposed portion of the thug.

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Re: Combat Round 1

Post by Trogdor » Wed Jul 02, 2008 7:15 pm

Tucking himself firmly behind one of the SIM machines, Spectre starts scanning the Net for a connection to any of the various weapons the gangers were using. Even most cheapest weapons these days had Net connections. And most gangers weren't clever enough to disable them.
Looking on the Net for connections to their weapons that I can try and hack into. Barring that, see if the Predator is connected.

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Re: Combat Round 1

Post by Nate » Wed Jul 02, 2008 7:34 pm

Lazar not sure what's going on draws his pistols and runs to the end of the aisle where he can see what's going on. Whatever it is it doesn't sound good.
Draw the two Aries Predators and head to the end of aisle 17, and face the front doors.
So are we just all posting what we're doing then, and not going turn by turn?
I like pie.

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Re: Combat Round 1

Post by Brennor » Thu Jul 03, 2008 1:26 am

1 Hawk/Covert Ops Specialist/Raphun (9 Physical; 10 Stun; 4 Edge)
2 Lazar Novikov/Street Samurai/Nate (10 Physical; 10 Stun; 2 Edge)
3 Mako/Occult Investigator/boggensagg (10 Physical; 10 Stun; 3 Edge)
4 Rick Smash/Enforcer/JohnnyWeird (13 Physical; 10 Stun; 2 Edge)
5 Slam Witch/Street Shaman/DoomulusPrime (11 Physical; 10 Stun; 2 Edge)
6 Spectre/Technomancer/Trogdor (9 Physical; 10 Stun; 2 Edge); Machine Sprite has 4 tasks remaining
7 Titalicious/Combat Mage/TetNak (10 Physical; 10 Stun; 2 Edge)
8 Wadatits/Gunslinger Adept/Shinling (11 Physical; 10 Stun; 4 Edge)

9 Catcher (Guy with the shotgun and big voice)
10 Johnny (gangly, pimpled human stocking shelves)
11 Needles, Louis (loud mouthed kid who wants everything)
12 Needles, Mrs. (obese woman shouting at kid)
13 Nick, Mr. (Dwarf creating NutraSoy display)
14 Scatman, Angie (Female rocker in black leather)
15 Scatman, Jack (Male rocker is white leather)
16 SlicerDicer (Japanese warrior wannabe)2 Stun Damage
17 Slipshot (cheap street pistol punk)6 Physical Damage
18 Spike (idiot who ran through the glass door with Predator)
19 Static (guy talking to a toaster oven)
20 Thinners, Timmy (scrawny elf in tattered black leathers)
21 Wanda (Elven woman behind counter with large, orange hair spike)
22 Wiley (fringed leather guy with mud and dirt caking hair)
23 Zany (woman in skimpy cut-offs and halter top and long coat)

Players will be blue, NPCs green; known enemies in red. Players are numbered 1-8.
Hawk/Covert Ops Specialist/Raphun reacts shortly after Wadatits did, spinning and looking for cover. There isn't really any cover where he is, though he could duck underneath the countertop.
Quick Draw (& Fire) Simple Action.
Hawk's Quick Draw Test: Pistols + Reaction (3): 2 + 7: 6 6 5 5 4 4 2 1 1 -> 4 hits. Beat threshold.

Attacker test 1st shot: 6 6 4 4 3 2 1 -> 2 hits
Defender test 1st shot: 5 4 2 1 -> 1 hit

1st shot is 1 net hit for Hawk (increases DV by 1).

Hawk is firing a Hammerli 620S (w/dmg code of 4P), with regular ammo. Armor Jacket is 8/6 (ballistic/impact).
Hawk's modified DV for 1st shot is 5 (4 + 1) & SlicerDicer's modified armor rating is 8 (no modifiers). The hit will cause Stun damage.

SlicerDicer's Damage Resistance Test for 1st shot: 6 6 6 6 5 4 4 4 2 1 1 1 -> 5 hits

SlicerDicer modifies the DV by 5, down to 0, and takes 0 boxes of Stun Damage.
Hawk has a pretty good view of the Samurai wannabe from his current location. He quickly pulls out his Hammereli 620S and fires it twice at the ganger. His weapon seems to be nowhere near as effective as Wadatits' weapon is. The slug just barely appears to impact the armor of the sword wielding freak. In fact the target doesn'e even seem to notice that he's been hit.
Your post doesn't say that you fire twice, however that's what Quick Draw is supposed to let you do, so firing again at the same target.
Fire Weapon Simple Action.

2nd shot with each gun is at -1, so dice pool is now 4.

Attacker test 2nd shot: 6 6 5 5 3 1 -> 4 hits
Defender test 2nd shot: 6 5 4 4 -> 2 hits

2nd shot is 2 net hits for Hawk (increases DV by 2).

Hawk is firing a Hammerli 620S (w/dmg code of 4P), with regular ammo. Armor Jacket is 8/6 (ballistic/impact).
Hawk's modified DV for 2nd shot is 5 (4 + 2) & SlicerDicer's modified armor rating is 8 (no modifiers). The hit will cause Stun damage.

SlicerDicer's Damage Resistance Test for 2nd shot: 6 5 5 5 4 4 3 3 2 2 2 1 -> 4 hits

SlicerDicer modifies the DV by 4, down to 2, and takes 2 boxes of Stun Damage.
Hawk then fires again, even though the first slug didn't seem to affect the target at all, this time catching the wannabe dead center. He apparently feels the impact this time because he turns and looks at the shooter and begins to laugh. "Yer gonna need something bigger than that! Now why don't ya do what he said and put yer stuff in the bag!"
Spectre/Technomancer/Trogdor: 15 (matrix)
Titalicious/Combat Mage/TetNak: 12
Catcher: 11
Lazar Novikov/Street Samurai/Nate: 10
Rick Smash/Enforcer/JohnnyWeird: 10
Nick, Mr.: 10
Static: 9
Mako/Occult Investigator/boggensagg: 8
SlicerDicer: 8 (less edge than Mako, higher Initiative than the others)
Scatman, Jack: 8 (less Edge than SlicerDicer)
Johnny: 7
Thinners, Timmy: 7 (glitch)
Scatman, Angie: 6
Spike: 6
Wanda: 6
Zany: 6
Slipshot: 6
Slam Witch/Street Shaman/DoomulusPrime: 4
Needles, Louis: 4
Needles, Mrs.: 3
Wiley: 5 (critical glitch)
Bah, work kept interrupting me every 5 mins today... blech. still have items left to do.
Last edited by Brennor on Fri Sep 12, 2008 11:24 pm, edited 1 time in total.

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Re: Combat Round 1

Post by DoomulusPrime » Fri Aug 01, 2008 7:12 am

Slam Witch ducks down lower instinctively when she hears the guns start firing. She hopes to Rat that the gangers didn't bring anything that can see invisible creatures, and prays that her buddies serve as a good enough distraction to get to safety...
Dontworryabouddit, Bren ;) Here's some flavor text to make it all better.

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Re: Combat Round 1

Post by Brennor » Sat Sep 13, 2008 1:00 am

1 Hawk/Covert Ops Specialist/Raphun (9 Physical; 10 Stun; 4 Edge)
2 Lazar Novikov/Street Samurai/Nate (10 Physical; 10 Stun; 2 Edge)
3 Mako/Occult Investigator/boggensagg (10 Physical; 10 Stun; 3 Edge)
4 Rick Smash/Enforcer/JohnnyWeird (13 Physical; 10 Stun; 2 Edge)
5 Slam Witch/Street Shaman/DoomulusPrime (11 Physical; 10 Stun; 2 Edge)
6 Spectre/Technomancer/Trogdor (9 Physical; 10 Stun; 2 Edge); Machine Sprite has 4 tasks remaining
7 Titalicious/Combat Mage/TetNak (10 Physical; 10 Stun; 2 Edge)
8 Wadatits/Gunslinger Adept/Shinling (11 Physical; 10 Stun; 4 Edge)

9 Catcher (Guy with the shotgun and big voice)
10 Johnny (gangly, pimpled human stocking shelves)
11 Needles, Louis (loud mouthed kid who wants everything)
12 Needles, Mrs. (obese woman shouting at kid)
13 Nick, Mr. (Dwarf creating NutraSoy display)
14 Scatman, Angie (Female rocker in black leather)
15 Scatman, Jack (Male rocker is white leather)
16 SlicerDicer (Japanese warrior wannabe)2 Stun Damage
17 Slipshot (cheap street pistol punk)6 Physical Damage
18 Spike (idiot who ran through the glass door with Predator)
19 Static (guy talking to a toaster oven)
20 Thinners, Timmy (scrawny elf in tattered black leathers)
21 Wanda (Elven woman behind counter with large, orange hair spike)
22 Wiley (fringed leather guy with mud and dirt caking hair)
23 Zany (woman in skimpy cut-offs and halter top and long coat)

Players will be blue, NPCs green; known enemies in red. Players are numbered 1-8.
Spectre tucks himself down between two of the arcade games and goes to work on trying to crack into the closest target's PAN. He also happens to be the idiot with the Predator.
This is a case of hacking into something without having had a chance to work up your own methods of entry. Hacking on the Fly is a Complex Action and is made with a Hacking + Exploit (Firewall, 1 Initiative Pass) Extended Test. This nets the attacker a personal account. A security level account increases the threshold by 3 and an admin account increases the threshold by 6. Every attempt made to hack in this way allows the system a free Analyze + Firewall (Stealth) Extended Test. If the node detects the attacker an alert is triggered.
The target is carrying a Meta Link commlink, which has a Response of 1 and a Signal of 2. It is running the Vector Vex OS, giving it a Firewall of 1 and a System of 1.

Spectre has Cracking Skill Group of 3 and Exploit of 5. He also has Stealth of 5.

Spectre's Hacking+Exploit(Firewall, 1 init pass): 8(1, 1 init pass): 6 5 4 3 2 1 1 1 -> 2 hits
Target System's Analyze + Firewall (Stealth): 2 (5): 2 1 -> 0 hits
Spectre breaks his way into the ganger's commlink, getting himself normal access, which is enough for him to look around and figure out what devices are connected. He also doesn't think that the system even knows he is here.

Titalicious moves towards the end of the aisle that he's in now and begins to cast a spell.
See this post for the basic spellcasting rules: https://brennor.dyndns.org/rpg/Forums/v ... html#78106

Will just run through the items:
  1. Choose a Spell -- Manabolt
  2. Choose the Force -- 5
  3. Choose the Target(s) -- Catcher
  4. Make Spellcasting Test
  5. Determine Effect
  6. Resist Drain
  7. Ongoing Effects -- None
Spellcasting Test: 5 Magic + 5 Spellcasting: 5 5 4 4 3 3 1 1 1 1 -> 2 hits
Catcher's Resistance: 6 6 5 3 -> 3 hits ... WHOA!

1 net hit for Catcher. Direct combat spells do not take effect unless the caster has a net hit. No damage.

Drain Resistance Test: 6 6 4 4 2 1 1 1 -> 2 hits

Drain for Manabolt is F/2, or 2. Completely resisted drain.
Titalicious sends a big Manabolt at Catcher (only those viewing on the Astral Plane can see it). He feels nothing from the force of his casting, which is fortunate, however, it also appears that Catcher didn't really notice anything either... at least he isn't reeling or anything.

Catcher, the man with the gun and the big voice begins to giggle wildly as he rushes the counter at the front of the store.
Catcher is trying to jump the counter. A relatively easy move, we'll just make an Jumping Test. Agility + Gymnastics Test. Height jumped is the result of the test. Counter is roughly 1.25m tall, so he needs to get more than 1 hit on his test.

Catcher has Agility 4 and Athletics Skill Group 2.
Agility + Gymnastics Test: 5 5 4 3 2 2 -> 2 hits. That's good enough for this test.
He pushes out his hand with the shotgun in it as he takes a running leap. The gunmetal meets the surface of the counter, emiting a scraping sound. It slides, and he flips his feet up and to the side, coming down heavily on the other side of the counter. As he makes his leap, anyone looking at him is able to make out the huge gang symbol on the back of his coat. The same one as all the other gang members are wearing.

He begins giggling again as he grabs Wanda about the throat and hold his shotgun up to her. He begins backing her away from the counter, and the probable PanicButton that is located there.

Image
Lazar Novikov/Street Samurai/Nate: 10
Rick Smash/Enforcer/JohnnyWeird: 10
Nick, Mr.: 10
Static: 9
Mako/Occult Investigator/boggensagg: 8
SlicerDicer: 8 (less edge than Mako, higher Initiative than the others)
Scatman, Jack: 8 (less Edge than SlicerDicer)
Johnny: 7
Thinners, Timmy: 7 (glitch)
Scatman, Angie: 6
Spike: 6
Wanda: 6

Zany: 6
Slipshot: 6
Slam Witch/Street Shaman/DoomulusPrime: 4
Needles, Louis: 4
Needles, Mrs.: 3
Wiley: 5 (critical glitch)
Lazar is next. He's already posted, but not said exactly what he is doing. I'll wait until Monday or so and then just assume that he is aiming at the first ganger he sees at the doors and firing.

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Re: Combat Round 1

Post by Brennor » Sat Jan 10, 2009 6:47 am

Lazar Novikov hears a commotion at the front of the store and moves to investigate what is going on. He reaches the end of the aisle and barely has time to peek around the corner. He sees what appear to be gangers at the front of the store and gives the command to switch on his Wired Reflexes. His movements begin to blur slightly as he has now become faster than the average person. He then begins to draw a bead on the closest person that seems to be a threat, which happens to be the guy at the counter.
Lazar's Wired Reflexes weren't previously on, activating them. Will get the benefit of them next Combat Turn. Also aiming at a ganger.

Will give JohnnyWeird a couple of days to post for Rick Smash before moving onwards.

No new combat map yet. Just move 2 to end of the aisle.
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Re: Combat Round 1

Post by Brennor » Sun Jan 18, 2009 6:30 am

Rick Smash hasn't quite figured out what is going on yet in the Stuffer Shack yet, though he does know that he has two hands, and currently both are filled with filling nutri-meat.

Rather than waste this tasty goodness, he stuffs the one in his right hand into his mouth, whole. Beginning to chew, he pulls his Predator IV out with his now free hand and begins to move closer to the action. He also starts aiming at the currently known enemy.
NPCs up to Make will be acting early next week. Don't have time to do more than this right now though, sorry.

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