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!
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.
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.
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.
Drop toaster oven was a Free Action (Drop Object).
Quick Draw is actually a Simple Action though.
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.
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.
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).
Armor Vest is 6/4 (ballistic/impact).
Wadatits modified DV is 8 (5 + 1 + 2) & Slipshot's modified armor rating is 4 (6 - 1 - 1). The hit will cause Physical damage.
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.
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).
Slipshot is knocked down by the attack.
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.
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.
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.
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.
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.
Unless a character has the Ambidextrous Quality, they have a dominant hand.
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.
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 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.
If the modified DV of an attack causing Physical damage does not exceed the AP-modified armor rating, the attack causes stun damage instead.
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.
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 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.
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.
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.
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.
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
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
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)
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)