Getting the band back together.

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Synthalus
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Re: Getting the band back together.

#41 Post by Synthalus »

JOHN SMITH

John Smith rolls over onto his back with his wing tip shoed feet face the counter in the direction of the would be Casey Jones and fires through the counter base at him.


rolls 6d6 and gets 1,5,3,1,4,4.
rolls 6d6 and gets 4,3,3,1,4,6. / 6 = additional roll 1d6 and gets 4 = 10
rolls 6d6 and gets 5,4,2,6,1,1. / 6 = additional roll 1d6 and gets 5 = 11
rolls 6d6 and gets 4,2,2,2,5,6. / 6 = additional roll 1d6 and gets 3 = 9


With any luck big tall and ugly was still were I last saw him, screaming this much lead into the dark unknown wasn't my style but when your back is against the wall you do crazy things.
"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

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crazy ski 1701
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Re: Getting the band back together.

#42 Post by crazy ski 1701 »

( smoke PMed me instructions on his actions, and to post for him. )

"who's the ass hole whos scratcing up my new threads!" thinks Section. >"yea, this is corinthian leather!"< one of the other voices in his head chimes in.

"some people have no class..." he grumbles to the double image of the human broot barreling down on him.
enny meeny minny ... MO! he decides which image to shoot at, squints down the long barrel, and fires, the hand cannon going to slide lock as the last of the rounds are depleted.

TN5, rolls 5d6 and gets 3,6,6,1,2. = 2 (1 combat pool)
Static CP Dodge TN6 rolls 4d6 and gets 6,6,4,6. = 3, dodge.

the big human slides out of the line of fire, either by combat skill, or the fact that hes sliding across the floor as he crushes tacos and burritos under foot.

with his short sword already in his hand...
>haha.. the GM said you had your short sword in your hand!<
>shut up.. focus on the game, you know the crazy oaf trying to smash our brains in!<
>oh yea.....<
can i finish? ... thank you....
with weapon at the ready, Section pivots into a fighting stance and slashes across his attackers chest.

TN8, (4 base +2 wound, +2 difficult terrain) (3CP) rolls 8d6 and gets 1,2,3,2,4,5,2,6. / rolls 1d6 and gets 1. = 0
Static TN6, rolls 8d6 and gets 5,2,1,1,6,1,2,4. =1

Section slashes across Statics chest, but the blade is deflected by the stock of the shotgun, before the butt is brought down in a counter move, to the bridge of Sections nose.
Section body +4 CP, TN6, rolls 10d6 and gets 6,4,3,2,5,5,5,6,5,1. =2 light stun on top of moderate, +3 difficulty now.

finishing up on his movement and original plan, Static brings the stock of the shot gun up to jam it into Sections gut.
TN6, rolls 6d6 and gets 2,3,2,5,6,3. =1
Section, TN9 rolls 5d6 and gets 3,4,6,1,5. rolls 1d6 and gets 5. =1 (attacker wins in melee tie)
Section Body TN7 rolls 6d6 and gets 4,1,3,4,5,6. =1 moderate stun on top of light. +4 difficulty, and loose his last turn. 2-2=0

With his back to the wall, and feet pointed at the ganger, Smith shoots blind through the counter, not realising that the ganger and Section were locked into hand to hand combat.
TN12 (4bace+2wound+4partial cover+2into melee combat)
rolls 6d6 and gets 1,5,3,1,4,4. /0
rolls 6d6 and gets 4,3,3,1,4,6. / 6 = additional roll 1d6 and gets 4 = 10 /0
rolls 6d6 and gets 5,4,2,6,1,1. / 6 = additional roll 1d6 and gets 5 = 11 /0
rolls 6d6 and gets 4,2,2,2,5,6. / 6 = additional roll 1d6 and gets 3 = 9 /0
one half chance to strike Section.
rolls 4d2 and gets 2,1,1,1. =1
Section TN5 rolls 6d6 and gets 1,1,5,3,1,1. =1 Moderate wound. 2nd M wound= serious wound, +3, +5 total.

Smith shoots wild and half blind though the counter, all his rounds missing the mark, but one catching Section on the back of the thigh, making him stumble from the hammer blow to the soft muscle.

off in the corner, forgotten, little Spike rises up to peek over the counter, holding his Aries Predator in both hands. he takes aim at the Dwarf with his back turned to him, looking for the bright laser sight dot being beamed from the heavy guns handel. both rounds bark out of the gun, catching Briggs square in the back.
TN3, and 4.
6d6 and gets 3,4,1,2,2,6. = 3
rolls 6d6 and gets 1,5,4,3,1,5. = 3
TN3 rolls 10d6 and gets 3,3,5,1,5,3,2,3,1,3. = 7 (7-3 successes, -4 for reducing moderate pistol damage to 0)
TN3 rolls 11d6 and gets 3,5,3,1,2,4,5,4,3,2,2. = 7
the tough dwarf takes both rounds to the back, like a house made of stone, barely a notice.

( next pass, rolling initiative! )
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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Re: Getting the band back together.

#43 Post by crazy ski 1701 »

New Initiative pass. Combat pool is refreshed.

16/6 Section (moderate stun + Serious wound) , 6+3d6, rolls 3d6 and gets 4,5,1.
8 Brigs, 7+1d6, rolls 1d6 and gets 1.
9 Smith (moderate wound), 6+1d6, rolls 1d6 and gets 3.
5 Spike, 4+1d6, rolls 1d6 and gets 1.
6 Willie, 4+1d6, rolls 1d6 and gets 2.
7 Static, 3+1d6, rolls 1d6 and gets 4

anyone want to re-roll, shoot me a PM
ok, everyone, write up your actions.
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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Re: Getting the band back together.

#44 Post by crazy ski 1701 »

"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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Rhal
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Re: Getting the band back together.

#45 Post by Rhal »

Realizing that he is just standing out in the open, Brigs ducks behind some cover and aims at the same individual [or the closest one he can see] and shoots if he can.


***********************************************

Not sure if I can shot or not, so I will roll it just in case. Will use 2 from my combat pool (if I can).

[1d6] = 3, [1d6] = 3, [1d6] = 4, [1d6] = 3, [1d6] = 6, [1d6] = 3, [1d6] = 3

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Re: Getting the band back together.

#46 Post by Synthalus »

JOHN SMITH

John reloads his pistols as quickly as he can.

Image
"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

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Re: Getting the band back together.

#47 Post by crazy ski 1701 »

GM NOTE
sorry to everyone that i haven't got a chance to post and continue this RP. ill be fixing that tonight and tomorrow. (sunday)

the problem was a lack of time, from helping a friend move, to school work, mixed with my bi-annual EMO week, where i just don't give a shit about anyone or anything...

again sorry.. you all get a free, "gotcha card" to play on me in the game. so if you wanna get a cool piece of kit right off the bat, or do something really silly in the game... lay it on me.
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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Re: Getting the band back together.

#48 Post by Synthalus »

JOHN SMITH

John smith stands up and unloads both clips into the last gang members head.

His head looked like a paper machete Donkey that needed to be smashed, so I unloaed both clips into it in order to watch it burst open spiliing candy and bits of grey matter all over the stuffer shack floor.

Synthalus rolls 6d6 and gets 2,6,5,6,4,1.
Synthalus rolls 2d6 and gets 2,2.


fuck me! hope Deadpool has a helmet?
"that is not dead which can eternal lie and with strange aeons death may die"

-H.P. Lovecraft

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Re: Getting the band back together.

#49 Post by crazy ski 1701 »

PM post from Section ..

After taking a mental vote with from his three competing personalities, Section decides that standing toe to toe with this bruser, while being shot in the back by his team mates, is a bad idea. so with a hand spring to jump back, he gets out of close contact and swinging range of the shotgun stock, while drawing his backup pistol.

TN9 (4+5)
crazy_ski_1701 rolls 8d6 and gets 3,6,3,5,2,2,1,2.
crazy_ski_1701 rolls 1d6 and gets 5. =1 success.

shot-TN7 (4-2+5) / 4 Combat Pool of 10.
crazy_ski_1701 rolls 8d6 and gets 3,2,2,2,2,5,6,3. =1
Static/ Combat pool 2 of 6, TN4
crazy_ski_1701 rolls 2d6 and gets 3,1. = 0
Static/ body 9 TN4 (9M pistol -5 Armor)
crazy_ski_1701 rolls 9d6 and gets 6,3,3,1,2,6,3,4,1. = 3, Light wound.
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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Re: Getting the band back together.

#50 Post by crazy ski 1701 »

seeing (or may be not) Section handspring away from the man that is the Tower of Babbling; Smith does what he does best, Pours more hot lead onto his target with double nickle plated brownings!

TN 10 (4+2 wound+4 blind)
crazy_ski_1701 rolls 6d6 and gets 2,1,2,4,2,5. = 0
crazy_ski_1701 rolls 6d6 and gets 2,5,2,4,4,5. = 0
crazy_ski_1701 rolls 6d6 and gets 3,1,2,3,3,2. = 0
crazy_ski_1701 rolls 6d6 and gets 3,2,3,1,5,6. / crazy_ski_1701 rolls 1d6 and gets 4 = 1 success.

Static, CP 2 of 4, TN5.
crazy_ski_1701 rolls 2d6 and gets 3,1 = 0
Static Body, TN5 (9M-4)
crazy_ski_1701 rolls 9d6 and gets 1,3,5,4,5,6,5,1,2. = 5, no damage.
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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Re: Getting the band back together.

#51 Post by crazy ski 1701 »

Being Late to the party as it were, Darkman as he crosses the street to the stuffer shack parking lot, he hears the report of a shotgun from inside, followed by now familiar Browning high powers, a Panther hand cannon, and a pair of SMG's.

unholstering his Colt Double Duty, he runs up to the front door to witness the carnage.

( at Initiative 19 ) moves into partial cover, then complex action to actively look.

to his left, a boy in gang leathers hunkers down behind the edge of the counter, his back to Darkman. at the far end of the counter, he sees brings in cover, SMG in hand, squaring off with the boy.
(john smith is too low behind the counter to be seen)

to the center, lays the ruins of the counter proper, the scattered litter and destruction of the convenience store, complete with fallen ceiling debris, bullet holes, smashed/scattered food items, and topped off with two dead gangers laying in rapidly expanding pools of blood.

Section 8, looks like hes taken most of the return fire, as hes holding a blood drenched sword, his Back-Up pistol, and seems to be bleeding from the face, chest, and leg.
Facing off with Section, and with his back to Darkman, is a mountain of a human, who is swinging a pump shot gun like a club. the handle of which, is covered in blood, probably Sections.

( at 9 )

seeing the biggest threat, is the bruiser in the middle with the shotgun, Darkman aims and fires.
Pistol 6, CP 4 of 8. TN3 (4, -1 aim)
crazy_ski_1701 rolls 10d6 and gets 1,2,3,1,5,2,4,2,2,2. = 3
Static Body 9 +2 of 2CP, TN7 (11S +1 wound, -5 armor) *can not dodge, as he is being surprised from behind*
crazy_ski_1701 rolls 11d6 and gets 3,2,2,6,6,5,2,5,4,4,2. = 2, Moderate wound +1

Zero, if you wanted to do something else, PM me and ill change.
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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Re: Getting the band back together.

#52 Post by crazy ski 1701 »

Feeling the solid impact of the slugs on his back, Brigs ducks behind the solid edge of the counter, and looks for his attacker, seeing the last Ganger, a young man with pimples in his face, sighting down a heavy pistol with a laser sight. a weapon, in any ones hands is deadly; and this kid, just proved to be a lethal threat. only because of his armor had Brigs escaped injury, and both knew it.

( OOC, You are at the top edge of the counter on the map, parallel with isle 9. Spike is at the opposite edge, between Area B and the doors.

you said shoot once, but not how or how many. you can fire 2 bursts, or once in full auto. since you only have 3 points of recoil on your HK SMG, i say you best bet is Aim/shoot. if you fired two bursts, the 2nd would be +3 from recoil. if you go 1 full auto shot, minimum rounds fired is 3 like a burst, and max of 10, with +1 for ever shot after 3. things can be done to improve your guns recoil control in between missions.

This is your 1st, and only action, you can use all of your Combat Pool, as it refreshes every time we roll initiative. thou keeping some in reserve in case you take fire is a safe play. )

TN5 (4, -2Slink, -1 aim, +4 partial cover)
[1d6] = 3, [1d6] = 3, [1d6] = 4, [1d6] = 3, [1d6] = 6, [1d6] = 3, [1d6] = 3 / 1 success.
Spike Combat Pool 3 of 7. TN4
crazy_ski_1701 rolls 3d6 and gets 3,1,2. = 0.
Spike Body 5 +4 of 4 CP. TN4S (7M+2 burst, -5 armor)
crazy_ski_1701 rolls 9d6 and gets 1,4,4,5,5,4,3,2,3. = 5 / Light wound.
"shoot straight, conserve ammo, watch your buddy's back, and NEVER, cut a deal, with a Dragon." Shadowrunner's words of wisdom.

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