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Long Kiss Goodbye (OOC)

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Qwikfix

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« Reply #90 on: <10-21-16/1006:35> »
(The following fails to account for injury penalties and fatalities)

COMBAT TURN 1
INITIATIVE PASS 2

Jed:  17   (Action Pending)
Arc: 15    (Seeking sniper,  driving)
Jed spirit 1: 13 (concealment on yelena)
Jed spirit 2: 11
Wendy: 10  (drone concealment)
Blackbird Spirit 1: 8
Yelena: 6
Blackbird Spirit 2: 6
Blackbird Spirit 3 & 4: 5
Razorgirls: 5
Blackbird: 4. (Detect life spell)
Tsina: 4
Sniper: 4
Guards: 3
Lieutenant: 2
Goons: N/A
« Last Edit: <10-22-16/1152:43> by Qwikfix »

SmilinIrish

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« Reply #91 on: <10-21-16/1012:08> »
I still need Smiles to resolve the result of the summoned spirit looking for the mage last turn: 4 hits on assessing. That will likely affect my actions this turn.
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gilga

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« Reply #92 on: <10-21-16/1031:39> »
Wendy - currently concealing Arc's drones
Initiative: 12+2d6 20 Wendy

4 bound spirits looking for sniper
Initiative: 4#8+2d6 18 15 15 16

SmilinIrish

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« Reply #93 on: <10-24-16/1535:25> »
Jed's action for the round will be to cast Mana window again astrally project to locate the mage and shack that his spirit has found.  Smiles clarified that I need to spend an action locating the shack.  That will be next turn.

Bound spirit's action will be to manifest, as he can't affect the mage from the astral.  Hopefully the mage used his last action returning to his body. Smile told me that there was an astral barrier.  Spirit would try to break and disrupt barrier so that he can go after the mage.

Attacking mana barriers is like regular barriers.  Spirit rolls Will + Astral Combat (12 dice) for F damage + net hits.  If total damage is less than Force of barrier (Armor) then damage is stun and ignored.  If damage is more than Force, barrier resists with Fx2. If unresisted damage is more than Force (Structure) barrier is disrupted if a spell.  If it is a permanent barrier, full structure points return at end of combat turn. 

Jed's astral initiative is better than his physical.  Same dice, but Int x2 instead of Rea + Int.  So Jed's initiative goes up by to 32 (so now its 22 in the second pass)

Roll for spirit:  smilinirish:12D6E5 → 4( (6, 6, 3, 4, 2, 2, 4, 4, 5, 5, 2, 4→ 4 successes against 5) ).  Barrier needs to resist 10 damage (Force of Spirit plus net hits).

Gil, anything incorrect here?
« Last Edit: <10-25-16/1911:47> by SmilinIrish »
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ismilealot

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« Reply #94 on: <10-28-16/1246:15> »
I've added to the map and I'll have actions and rolls for my gangers after I get off work tonight.
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SmilinIrish

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« Reply #95 on: <10-28-16/1350:26> »
Smiles, can you re link the map?  Couldn't find it last time I looked.
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gilga

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« Reply #96 on: <10-28-16/1411:27> »
yes seems good to me, Irish.

ismilealot

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« Reply #97 on: <10-29-16/0107:47> »
This is the map. The site I linked you to allows you to draw on it and helps clarify my explanations of the visuals. But, it's so large you will have to shrink it down to see all of it. (The slide bar on the upper right hand corner of the map.)
« Last Edit: <10-29-16/0109:43> by ismilealot »
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Qwikfix

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« Reply #98 on: <10-29-16/1629:38> »
Thanks for all the info smiles.  I understand that the van, and therefore myself, are the focal point of this assault.  I am currently unable to process my defenses and responses effectively, but will endeavor to have such ready in the next 24 hours.

I'll go ahead and throw IP3 into that mix on my post when I make it, but I'll say for the rest of my team: this assault isn't something I'm worried about :)

gilga

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« Reply #99 on: <10-29-16/1804:22> »
Yes, i think that the machine guns do not cause enough damage to penetrate the van's armor. The rocket luncher is low hits so we'll probably dodge it. One of the grenades will hit the spot it is a threshold test rather than dodge. The one that misses may actually hit their own people, depending on where it bounces. (if they are firing SMGs they cannot be very far).

To the one that hits us, there is the 'run for your life' interrupt action that given the speed of the car is bound to bring us outside of the blast radius regardless of direction selection. So overall I agree that we are doing pretty good.

ismilealot

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« Reply #100 on: <10-29-16/2234:47> »
Re-rolled the hits and the success on bullets are 2, 2, 3. Success on grenades are 1, 2, 3. And I crit glitched on the rocket launceher so it's going to hit the building where the mage is.
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SmilinIrish

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« Reply #101 on: <10-29-16/2236:19> »
Well there goes my astral combat
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ismilealot

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« Reply #102 on: <10-29-16/2255:14> »
Lol, nope, it's not nearly enough damage to take down that building.
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Mercy Merchant

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« Reply #103 on: <10-29-16/2323:34> »
The rocket might not kill the people inside.

Was that IP3 and we are going to the next combat turn or was that IP2?
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gilga

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« Reply #104 on: <10-29-16/2355:01> »
I think that Boom and Irish get another action as they are considerably faster than the rest of us. Irish with his improve reflexes and Boom in VR