NEWS

Origins Mission Review, Dragon Song 4: Ballroom Blitz.

  • 6 Replies
  • 3450 Views

jamesfirecat

  • *
  • Chummer
  • **
  • Posts: 170
« on: <07-20-13/1326:04> »
Mission Mall Room Blitz.

Mission Quote: Hold on Dorothy we're going to Oz!

Meta Quote: So they're going to go at initiative twenty four and start to... “Actually I'm spending edge to go first.  Are any of them?”  “No....”  “Suppressive fire on the front door.... five hits.”  “Well they were about to charge through that door, but now I think they're a lot more concerned about the sudden deep affection they've developed for the floor.”

Plot: All of a sudden we seem to be right back at the end of mission two, on Kane's plane flying to Seattle with the Dragon who I continue to refer to as “Perry” for the ease of spelling.  He is still stuck in human form (so hell if I know exactly what the ritual he did in Berlin did) but he says he's almost back to being a proper dragon again. 

He needs to do just one more thing and that thing is in Seattle.  But it'll take some time to prepare, so we're going to spend a night in some big fancy hotel, and needless to say, he's paying for it.  We take a limo there and after some playing around /joking we fall to sleep.  We wake up to discover that someone evidently cast a major silence spell (at least our mage figures it out) on Perry's room before they blew a whole in it and then dragonapped him. 

It goes without saying, that will teach Perry to want to have a room to himself (he basically even said he'd eat us once he could turn into a dragon again if we went into his room) rather than sleeping with his runners.

There are also Lone Star guys all over the place, but they are here to do actual police work rather than just arrest the first runners they can find.

We start to sneak out to just get out of there before they decide that their mood is going to change, but then we decide to take a major leap of logic and hope like hell that these Lonestar cops in particular are in Perry's pocket and try to talk to them. 

Indeed they are in his pocket, and we get taken to their leader.  He tells us that there’s only one major clue that they have managed to find, which is a small drone.  Our hacker takes some time to examine it and recognizes it that it's unique.  The cop points out that there's only one guy around here who makes unique drones, a runner named Clockwork. 

The cop can't out and out go running with us, but he's willing to make sure that the cops are looking the other way while we go about trying to get Perry back.  So after tracking the drone back to where it came from, we find Clockwork's headquarters a semi abandoned warehouse. 

Our mage says Clockwork (or some mage he has working for him more likely) has two spirits patrolling on the astral.  They're air spirits and we have the troll I'll continue to refer to as Lenny who has spirit bane Air Spirits.  Longshot sets up his Ares Alpha with image magnifier and tripod on the roof of a nearby building (it's my gun and I'll snipe if I want to) while Pixie a troll physical fighter and our mage go to a perfectly ordinary Stuffer Shack a few blocks away for... reasons.

Lenny gets out of the car that the group is driving in, and goes for a walk by of the place, hoping he can enrage the spirits and get them to attack him without drawing agro from the rest of the building.

He enrages the spirits but the rest of Clockwork's security forces decide to attack him also, and to do so at a time when we're down two runners. 

Longshot is glad that he's a building over rather than down in the street since if the rest of his team gets themselves killed for behaving in such a stupid manner he should have enough of a head start to avoid getting killed/captured.

It is at this point that the GM decides to make what is the first of sadly man calls that I find questionable. 

The fact that he was gming on the first day he had the actual book may excuse SOME of them, but not all of them and certainly not this one.  He declares that the spirits materialize, go to combat. 

In effect, he is giving the spirits a surprise round on us to materialize.  This is manifestly unfair and honestly does not make sense in the crunch or the fluff. 

In the crunch spirits get all kinds of great powers that they can use and don't have to worry about drain since they are spell like abilities rather than actual spells.  Runners might also not get their magical resist dice against said abilities (I need to check the actual books to be sure of that or not) and there can be a new one summoned every time you destroy the old one, unless you deal with the mage who summoned them in the first place. 

They act as a major force multiplier since not only does the mage hit you with a spell, but then his/her spirit zaps you with an ability as well.  Even more than that, spirits get to have hilariously high stats (sixes or sevens across the board?  Why thank you!)  Which gives them incredible speed letting them go first a lot of the time. 

This is counteracted by the fact that all they can do is hurl (now much wimpier in 5th edition) manabolts and other astral only attacks unless they spend a complex action materializing.  If they are willing to materialize beforehand, then any runner with a sniper rifle (or an assault rifle and a decent hiding spot) can engage them dispel them via bullet to the face before they are properly alerted while they patrol back and forth. 

On the astral they are 100% immune to regular bullets, but can only fight back with either a hand tied behind their back, materialized they are more powerful but more vulnerable as well, not to mention forced to give up one complex action. 

The GM letting these spirits materialize as a free action/as a surprise action on us makes them much greater threats than they should have been, this mission was hard enough as written (boy there is a phrase you don't see very often) without the GM giving unfair advantages to the opposition. 

It equally makes no sense in the fluff.

Because our mage had scouted this location out, and told us that there were air spirits on the astral.  Longshot was effectively doing over-watch of the general area and Lenny in particular.  Force six spirits are not exactly subtle when they materialize. 

Now if Longshot had not known to expect spirits to be materializing than yeah maybe he would have been overawed by their presence long enough for them to act again, but when he was siting in his gun on the general area waiting for the spirits to show up.... why should Lognshot/the entire team who was present be treated as getting caught completely flat footed? 

In closing, let me paraphrase Linkara “Nope, I don't buy it, even for a minute.”

Anyway the two spirits materialize then combat starts and our elf pistol adept who has incredibly high speed due to enhanced reflexes spell manages to go before them and due to him shoot incredibly well (more likely the spirit doing incredibly poorly to dodge and soak given limits) it goes down in one attack from his Ares Predator V. 

Lenny tries to punch the other spirit and misses.  It then engulfs him and bites off a HUGE chunk of his physical track.

 Longshot goes and shots the spirit with a pre-declared edged long burst that takes it out.

Drones and guys rush out of the building at and start shooting. 

Longshot at this point commits one of the cardinal sins of shadowrunning in the crunch, I refuse to take my hits like a man. 

The GM rolls to attack me and tells me that its a long burst and that the guy only got one hit on me. 

He also tells me that I'm at minus six dice to dodge (this is incorrect no attack gives minus six dice to dodge, fairly certain it should be minus five, which would be very important for what comes next) and because he told me he got one hit (not sure if the GM is supposed to tell you how many hits people shooting at you get before you roll to dodge but I've never heard a distinct ruling on it one way or another), I decide to try and actually dodge it. 

I have reaction four intuition four, and so at a penalty that is minus six dice (oh and given that I have cover from shooting over a roof top ledge I should be rolling extra dice for that, he tells me he took them out of the bad guy's attack pool so it may even out, but it's still not how you play the system) leaving me with only two dice. 

Now I only need to get one hit, and Longshot being a super lucky troll who still has five edge left I can easily “wish away” any mistakes created by this going poorly.  But still, to set a good example for others (and oh boy will this be important) I should have just taken it on the chin. 

Instead I roll, fail that roll (a three and a four so no harm done but no benefit) and soak as best I can.  The bad guys are using ADPS ammo (first time they've done that in any of these missions) and so I only soak about 7 of the 11 hits and decide to spend edge to re-roll and soak it all. 

Lenny gets hit by some of the guys shooting at him but due to his heavy armor only takes stun damage this time around and stays standing.  Our rigger in our vehicle gets into a shoot out with the drones, and manages to destroy one with a full burst.

The GM promptly makes ANOTHER wrong call at this point, though I'm not aware of it till after the fact but on the other hand he's the GM he gets a rule book for free I have to pay quite a fair bit of money to get one, so he shouldn't be expecting us to double check these things.  Anyway, in fourth edition drones/vehicles were flat out immune to recoil penalties.  I (and I'm assuming everyone else at the table) assume since 5th is to a great deal based on 4th with a few nerfs here or there and the initiative system getting changed up, this would stay the same.  IT DOESN'T! 

Granted it was a bit silly when drones the size of motor cycles could be zipping around at max speed shooting off reams of ammo without it ever effecting their aim, but 5th editions rule (that they now get recoil compensation equal to their body and that's it) is equally silly if you consider that this only takes into effect how big/tough a vehicle is and not something like say the A-10 Warthog which is designed so as to use the plane's own momentum to counteract the recoil of firing its gun because the gun is built on the plane's center-line perfectly between the engines.

Anyway, in this case, the drones which are only random little gun drones should actually probably only have around 8 body, and so they would be at -1 die to fire off their first full burst and be at a huge -10 to the second long burst which they will survive long enough to get off.

Anyway the drones get into a fight with the rigger who is the truck and they attack the truck, shooting it up and damaging it while he blows one of them away.

In the -10 run through of the initiative pass the elf mage shoots at one of the mooks who ran out of the building and hurts him some. 

Our mage who had gone astral when we told him about the fight on the first round has now flown over at astral speed uses the “hot potato” spell which apparently based off of that one episode of Star Trek, because it makes people belie anything metal they are holding/wearing is super hot.

I'm really not sure if this is against the rules or legal honestly.  Because the mage is astral, and he's using a non mana spell, should he have to be there in person?  It's something I'd like someone to find out/tell me or it'll have to wait till I eventually have a rulebook of my own to check.

It works on all the normal mooks but not the one guy with a sub-machine gun who is clearly much more badass than the other mooks.  Lenny shoots a grenade at them (and it goes off before the guys who thought their armor was searing their skin had a chance to take it off so they'll survive) and destroys the ground based drones that the came out with the mooks.

The grenades are not at all very clearly explained at this point, and that's going to be problematic.  Because Lenny seems to be based off of a troll in the books for the most part, I'm not sure if he happens to have the necessary DNI implants to explode grenades as a free action the way that he seems to.  He also does not clearly state the fact that he's using wireless grenades, or anything beyond that he's shooting a high explosive grenade from his Ares Alpha and really much like what kind of burst you're using when you fire your gun, you should be declaring what kind of detonation method you're using whenever you shoot/throw a grenade.

We all focus on the guy with the sub-machine gun and eventually he goes down, the truck gets shot up but barely holds together and manages to take out the other flying drone.  After that Clockwork speaks up over the warehouse’s system to tell us that we've done enough damage to his mercs and he's willing to pay us a thousand new yen each and hand over Perry (who indeed he had kidnapped as our mage noticed on his astral flyby) if we let him live.

We take the offer and a Doc Wagon vehicle shows up since Lenny as a free action triggered his Doc Wagon bracelet when he started getting the crap shot and kicked out of him nearly filling up both his tracks.  He goes off with the Doc Wagon guys to get properly patched up and effectively he vanishes from the adventure.

This probably wouldn't be so bad except that all of that was the first fight in this mission and there's still one left.

Next fight in next part.
« Last Edit: <07-20-13/1409:46> by jamesfirecat »

jamesfirecat

  • *
  • Chummer
  • **
  • Posts: 170
« Reply #1 on: <07-20-13/1326:18> »
Perry tells us that things should be ready by now, and so we go over to his bar/club.  He proceeds to call up a bunch of his friends (Bull, Kat, and all the pregens with Kane doing over-watch from the sky in his plane) to get ready for the inevitable last attack that Ghostwalker is likely to release before Perry can turn into a proper dragon again. 

Sure enough Kane gets attacked by another flying dragon (not Ghostwalker, but apparently Ghostwalker is a badass enough dragon that he can have other dragons do his bidding for him) while we get attacked by a bunch of mooks on the ground (like 8 guys plus a mage and a fire spirit) coming at us through the two main entrances to the bar.  (That's two teams of nine people and a spirit just to be clear)

The GM makes us roll a surprise check for this and honestly once again I feel the need to play Monday morning quarterback to how he ran the adventure.  Surprise checks should be for situations where someone is at the risk of being caught flat footed or managing to be fast enough to thoroughly take someone else by advantageous surprise. 

We spent at least 15 min real life time and probably around an hour in shadowrun mission time getting ready for a bunch of people to show up and try to kill us, we should not have to make an unmodified surprise check (seriously we should have gotten a bonus equal to our reaction or maybe intuition score, sort of like with aiming a gun over a long period of time) when those people show up to see if we were paying attention or not. 

Longshot spends his third point of edge because he rolls no hits on the surprise check to get another chance at it and succeeds this time around.  Then the GM counts off and our elf adept goes first, except that Longshot who actually remembers who you play shadowrun for serious spends edge to go first.

Honestly, I'm really REALLY amazed by this, at the four convention missions I took part in, nobody ever spent edge to go first, which is sort of standard procedure for the “big huge fight” segment of any mission when I'm running with my normal team.

Maybe it's because none of the other three missions ever gave us a fight that felt important enough to do it. 

Anyway, since there are no spread bursts or whatever they're called (complex action with an High Velocity gun, fire an extended burst, hit four people close together with each one of them suffering mechanical effects like a short burst)  the only option for a street samurai to AOE with using his gun is suppressive fire. 

On the other hand, Longshot is up in a catwalk with his tripod deployed and a clear field of fire downwards towards the front door of the place, if EVER there was a situation that called for suppressive fire, this is that situation.  He gets five hits on his suppressive fire roll and the bad guys going in the front hit the ground.

Then the elf adept goes but he decides to hold his action to act as reinforcements at whichever door needs his help (it won't be the front obviously) before the bad guys get to go.

They use grenades to destroy the places back door (once again nobody (and in this case it's the GM's fault clearly)) describes what kind of grenade detonation method are being used.

After that one of them attacks Pixie, with a long burst. 

She like Longshot has eight dice to dodge normally, so now she's at two dice. 

She commits the same cardinal skin as Longshot did earlier (if I had set a better example for this kind of thing she might not have made this error since a short while later she made statements that made it clear she did not know what the effects of a critical glitch on a dodge check are (IE no armor, no body, no soak roll, just take it all in the face) but she unlike Longshot chose money over being lucky. 

Guess what luck screws her over both in the crunch and in the fluff.  She promptly rolls a critical glitch and has to use her one point of edge to ignore it.  Having done that she is without any edge left over in order to re-roll when she rolls poorly on the soak roll, which leads to her going down due to taking twelve stun damage knocking her out in one hit. 

It is at this point that I need to pause things to describe a mistake that the GM has made.  He made the same mistake that GMS for the first and second mission did (though the fact that they did not have books makes it more excusable in that case) ruling that all you need to do to clear your recoil compensation is to spend a single simple action (like to aim) to get recoil penalties back down to zero. 

This is incorrect. 

You need to spend an entire go through of the initiative pass (IE two simple actions or one complex action) in order to get things back to normal.  This is VERY important, since it means if you can get five recoil compensation (and given these guys have initiatives in the 20's its clear they've got at least some cyber wear, so base five strength for humans, rating two muscle toner for two more points (strength 7) is worth three coil compensation and then a Ares Alpha (two built in points of recoil compensation) gives you the needed five. 

Then you can simply aim as a simple action, long-burst as a simple, and do it over and over again.  With the CORRECT ruling if you have only five points of recoil compensation (and I have no reason to believe that these guys have tricked out their guns with proper gas vents, even when bad guys use ADPS ammo they NEVER do that) means with their 24 or so initiative they can fire round one, but then need to spend all of round two aiming before shooting again in round three. 

That is quite important distance since it means they can only shoot twice (and they have to send their second go through of the turn order just aiming/standing around not shooting) (or use three short bursts which probably would have let pixie roll at least one success on her dodge check and not use a point of edge to avoid a critical glitch) instead of three times which is quite important since runners can if properly created with properly modified guns get off two long bursts and then a short burst without ever suffering recoil problems.

Anyway, Pixie going down, puts a major damper on our spirits and the elf throws his grenade out the backdoor. 

Once again a description of what sort of grenade it is happens to be completely absent. 

The GM treats it like a wireless grenade with proper DNI implants which is... well silly given that the elf is an adept and I really doubt he pissed away some of his magic on something like that rather than something simpler and smaller like muscle toner/muscle whatever it is that increases agility, and a reflex recorder to make you better at shooting people.

Our mage for his part does... something that isn't really clarified. 

What he does is apparently something like having an air spirit fly out with grenades, trigger them, then is dismissed.  It's really really fluff heavy and really really lacking in proper crunch. 

The GM goes with it however and all of those guy seat a proper grenade overlap burst which destroys all the guys in the back (24 P-2AP will do that for  you) and then more grenades deal with the guys in the front who are pinned down while Longshot maintains suppressive fire. 

The guys attacking the club all die die, Kane gets shot (or clawed) out of the sky but not before he does enough damage to the dragon to force it back off, and so Perry completes the ritual becomes a proper dragon again and thus promptly becomes too capable of defending himself for Ghostwalker to spend even more reinforces trying to kill/recapture him, we get paid, the end.

Commentary to follow...
« Last Edit: <07-20-13/1410:21> by jamesfirecat »

jamesfirecat

  • *
  • Chummer
  • **
  • Posts: 170
« Reply #2 on: <07-20-13/1326:41> »

What I liked:  This mission took the kid gloves off and put on the brass knuckles.

Bad guys were numerous and intelligent enough to use proper armor, and proper ammunition.  More to the point, the idea of bringing in the pregen characters as “good mooks” is a nice and interesting touch.  This mission also its credit finally manages to create a nice “defense mission” something that never came up in all of Season 3, and though the idea was touched up on in Ain't that a Kick In the Head, it turned out to be a horrible horrible way to force the characters to split the party, read my review of it for more information.

I liked that the base pay for this mission was 15K New Yen as its always nice to see especially hard missions come with especially large payouts.  I liked that the mission managed to create a real sense of being under siege as we went through the final battle, up until the point when silly/overpowered/incorrect usage of grenades started to show up.

The Cons/Stuff I didn't like:  One of the guys I regularly shadowrun with has an expression that he used every so often to describe events in Shadowrun Fourth Edition “Magic Tea Party”. 

It basically means that rules have become so complex/vague/unintuitive that the players and GM might as well be just making the rules up as they go along. 

This mission never truly lived up to the promise of its premise due to an overabundance of Magical Tea Party.  The GM making so many mistakes when it comes to the rules is especially egregious when you consider that the guy who ran Neo-Tokyo drift managed to run his mission without any noticeable rules hiccups (I did not like the third mission but I have no quibbles with the third GM he was just dealt a lousy hand with a bad mission and players who could not properly give him their attention).

Also, I really wish that the rest of my normal shadowrunning team had agreed to do these runs along with me, this one particular.  Longshot would have deeply enjoyed having three other runners along with him who would refuse to split the party.

I'm going to go on a bit of a detour for a while so bare with me because it'll make sense eventually. 

I want to talk about the last “major fight” I was part of as a shadowrunner. 

It was not Elevator Ride to Hell, as the fights in that run were either cakewalks or only difficult due to contrived circumstances (the bad guys having all our gear) and bad luck (our mage rolling shockingly poorly on his stunball even with edge to re-roll misses) but Jackknifed. 

The way my team decided to run Jackknifed was that the GM agreed that the Ares corporation would pays us a HUGE (like 80 K New Yen EACH) bounty for this shipment of grain we had acquired if we managed to deliver it to them. 

Trying to do that however would provoke the wrath of Aztechnology (the original owners of the grain) in ways that selling it to Neo-A's (what you are suppose to do in the mission as written) would not.  We considering ourselves extremely bad dudes, went along with this plan even knowing the possible dangers of the situation. 

So what happened, was that we drove into what was basically a crossfire situation with not one but TWO entire other teams of shadowrunners gunning for us.  One of them was the proper team who we were normally suppose to fight, the other was a “cleaner squad” made up of premades... but they were premades who were going to be getting +10 to all of their dice pools. 

That fight started with us actually loosing the great form spirit that we had called up a prime runner to summon and fight with us, who their sniper managed to take down with two shots (because we had decided the risk of something like that happening was worth having the spirit not need to waste an action materializing as it should have had to if it was still on the astral). 

A lot of shooting got done with people on both sides taking hits and then Longshot (Version 2) got out of the truck, adjusted his sunglasses, and decided to empty his entire five point edge pool in one pass.  Having spent one of his points to go first (or at least get an E after his initiative score since some people with even higher initiative scores also spent edge to go first that fight) and proceeds to let loose with an extended narrow burst burst which tagged four of the five members of one of the two shadowrunning teams (everyone but their sniper) with what amounted to a short narrow burst of stick and shock. 

Longshot picks up his 24 dice (6 automatics, 9 agility, 2 specilization, 1 reflex recorder, 2 for smart gun and 4 for tac net) and rolls them four times, once for each person.  Then after recording how many hits he got, he spends each a point of edge to re-roll each of those shots so as to pile as many net hits on as possible.

The enemy team's mage goes down before he can get a spell off, the enemy team's adept goes down before he can do anything, the enemy team's street samurai goes down his cyberwear sparking from the impact of being stuck with so many Stick and Shock Rounds.  The enemy team's hacker is left stuck inside his van which is now completely powered down (meaning he can't use its weapons), while at the same time our technomancer's sprite were already kicking the ass of his sprites (honestly we had like a force 8 sprite kicking the ass of his pair of force 4's)). 

The fight ended up getting wrapped up before Longshot could get another pass, but you know what, Longshot took the hell out of that first pass and managed to take down four other runners, because he was just THAT GOOD.

I felt like that fight in Jackknifed was decided based on the fact that my team had trained harder faster, chosen better wear, and were able to shoot and spell our way out of that incredibly dangerous situation we choose to get into because we love money so much.

The fight in Ballroom Blitz felt like it could have been resolved by a bunch of kids planting Home Alone style traps so long as they were linked to high explosive grenades.  We didn't win because we were better at running than the other guys (optimization), we won because the GM let some of us get away with rules shenanigans (power gaming/cheepness).

The GM needed to know the rules better and honestly it was just a flat out mistake to write a mission like Ballroom Blitz, so early into 5th edition being released. 

It is a hard hard mission, quite possibly too hard for the runners to pull off without significant help from the named NPCS (like say Bull kicking the other guys off of the net, and then being able to focus on fighting and take out some guys with his Panther Assault Cannon) but if you have one bunch of NPS being the key to fighting off another group of NPCS, well obviously the PCS are no longer truly in charge of their own destiny/saving the day which takes most of the fun out of things. 

Sadly because of time constraints and my poor memory for names/faces I never caught up with the GM who rant he event to ask how other teams managed to fair in the final battle because knowing that would be a useful plot point for my thoughts on the mission.  (Also anyone else who played Ballroom Blitz who was not part of Longshot's group please feel free to leave your thoughts/explanations for the final battle went when you played it.)

In closing, I want, WANT to like this mission.  It's just the rules being played so loosey goosey with, the cheapness of how grenades were used (I never read character sheets but I really REALLY doubt our adept or our mage (whose spirit was responsible for dropping grenades keep in mind) had the DNI interfaces to let them use said grenades the way they did) and the fact that honestly the GM needed to use a firmer hand on us. 

We got to the Perry's club at 11:30 PM real life time, and the event has to end at Midnight (well I'm not sure if there were other events scheduled then that the GM needed to take care of but on paper it had to end at midnight) and half an hour is not nearly enough time for a fight that is also based around the runners deciding where to position themselves and half a dozen NPCS for maximum advantage before the big fight itself starts. 

I'm honestly not sure where exactly we pissed away the other three and a half hours, but the GM had clearly read the adventure ahead of time (as he warned us right off the bat that if any mission would kill us it would be this one) he should have realizing that the final fight would be a major time sink and kept hurrying us along /making the first fight easier (there were like two waves of extra goons but that might be my memory playing with me/just make Clockwork give up sooner) to insure we got to the club with a full hour left on the clocks at least. 

It's not like Elevator Ride to Hell where the mission could have been good if it was just written a little differently, this mission could be good and fun as written, but its execution was too badly handled and my teammates kept faffing about at times (DON'T SPLIT THE PARTY) on a mission which wouldve no truck with the runners being anything but completely professional and on the ball for the fun to shine through.

I would have loved to play a 4th Edition version of this mission with my normal group (probably me GMing) since it would give the Brotherhood of Changlings another great chance to show how good they are at running.

KarmaInferno

  • *
  • Ace Runner
  • ****
  • Posts: 1995
  • Armor Stacking Cheese Monkey
« Reply #3 on: <07-20-13/1407:20> »
Arrgh, there's that "Cane" again!

"Kane". Please.

 :)


-k

jamesfirecat

  • *
  • Chummer
  • **
  • Posts: 170
« Reply #4 on: <07-20-13/1410:40> »
Arrgh, there's that "Cane" again!

"Kane". Please.

 :)


-k

Fixed everywhere.  Sorry for your visual displeasure.

KarmaInferno

  • *
  • Ace Runner
  • ****
  • Posts: 1995
  • Armor Stacking Cheese Monkey
« Reply #5 on: <07-20-13/1438:43> »
Heh, honestly I don't know why that little thing bugged me, just that it did.

Thanks for the review!



-k

Crimsondude

  • *
  • Freelancer
  • Prime Runner
  • ***
  • Posts: 3077
« Reply #6 on: <07-20-13/1742:49> »
Meta Quote: So they're going to go at initiative twenty four and start to... “Actually I'm spending edge to go first.  Are any of them?”  “No....”  “Suppressive fire on the front door.... five hits.”  “Well they were about to charge through that door, but now I think they're a lot more concerned about the sudden deep affection they've developed for the floor.”


HAHAHAHA