Homebrew Shadowrun.DnD5 'DNA/DOA' - Page 25
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  1. #241
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    Sep 2015
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    Burien/West Seattle WA
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    GM: Sorry I wanted to make sure if NTensity was going to use healing on Davos this round or not. It is NOT an action for him to drop a spell. I might have to go back and update all the spells to note this as in Shadowrun no spell last long then the magic user concentrating on it and they can drop concentration at any time.

  2. #242
    Join Date
    Jan 2016
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    Hollister, CA
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    Davos takes a shot at the guard in the middle of the room, but misses.
    attack - (1d20+7)[9]
    damage - (2d8+4)[13] ballistic

  3. #243
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    Sep 2015
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    Juno raced around the security desk and waited on NTensity command and who himself was delaying until Sovereign. In astral space Bessy knocked the spirit down and dealt it damage. Davos got to his feet quickly, vaulted over the barricade and out the door. Diggs, no were near as gracefully, crawled over the wall and ordered Fluffy out of cover to provide him some. Drones were easier to repair the body parts after all. Then NTensity dropped the barrier and raised another to cut off most of the guards, allowing Juno to blasted one of the guards with a deadly double tap from her Predator. Fluffy caught the same one with a blast of its shotgun but the man’s armor stopped most of the impact of the flechette shards. Davos and Sovereign also shot at the guard but missed him!

    The pair of guards the team could see stepped up behind the barrier, the wounded one taking full cover behind it while the second guard knelt down to unloaded an automatic burst into Fluffy the drone. Luckily the drone had reinforced armor plating and it was able to absorb the damage fairly effectively. NTensity felt the newly erected barrier shutter as the unseen security team must have unleashed multiple attacks against it. It was not going to last long…

    GM: Initiative
    20 – Juno
    13 - NTensity, Davos, Diggs and Sovereign
    12- Azechatecha Guards, the Spirit and Samuel Silver
    Rolls and Results
    Juno moves behind the security desk and then uses a Readying until Sovereign goes.
    NTensity is delaying until Sovereign goes…
    Bessy tries to knock other Spirit prone, its resistant vs. DC 12 is Athletics check: 1D20+2 = [7]+2 = 9. So Bessy attack is at advantage so a 12 and a 22, the 22 hits for 10 (halved as it has all spirits have resistance in astral space to all damage) for 5 damage.
    Davos takes his Second Wind for +12 hit points and the Acrobatics over the barrier for no movement and then moves outside the door. He then Readies his action.
    Diggs takes a ½ move to get over the barrier and then moves another 10ft and then another 20ft as a Dash action to get to be near the security desk. Fluffy comes out to provide him either ½ or ¾ cover from the security personal.
    Fluffy moves out to provide cover for Diggs. It then Readies to attack when the barrier is down
    Then NTensity, Juno, Fluffy and Davos use their Reactions to go…
    NTensity drops the Barrier spell and re-up it to trap most of the guards behind another one.
    Juno hits the guard twice. She deals 19-7 =12 damage and 14-7 =7 damage for a total of 19, bringing guard #2 down to 9 hit points.
    Fluffy fires at guard #2, Ranged weapon attack roll (autofire), damage if it hits: 1D20+6 = [16]+6 = 22; 2D10+2 = [2, 1]+2 = 5, hits laser sight lets him re-roll 1’s, reroll: 1D10 = [5] = 5, 9-7=2 damage bringing him down to 7 hit points.
    Davos shot once and missed
    Sovereign uses his Bonus action to Aim so shots at guard #2 (to benefit from Care Aim feat), Ranged weapon attack roll, damage if he hits: 1D20+5 = [6]+5 = 11; 2D6+3 = [3, 6]+3 = 12, but his missed.

    Security guard #2 and #3 move up to the barrier and one takes his second wind Second wind: 1D8+3 = [2]+3 = 5 bringing him back up to 12 hit points and crouches down to get Full cover this round. He uses half his movement to replace his almost empty clip with a new one. Guard 3 uses a Autofire to concentrate on Fluffy, Ranged weapon attack roll (autofire), damage if he hits: 1D20+3 = [15]+3 = 18; 4D8+4 = [2, 7, 6, 3]+4 = 22, hits for 22-11 =11 damage, bringing the drone down to 39 hit points. He then uses half his movement to drop back to ¾ cover (+5 AC).
    EDIT The other guards and Samuel move to their barrier and then attack the magical Barrier again; autofire vs. barrier (attack rolls below): 4D8+4 = [8, 5, 2, 3]+4 = 22; 4D8+4 = [5, 8, 7, 6]+4 = 30; 4D8+4 = [4, 1, 6, 2]+4 = 17, for 22-6= 16, 30-6 = 24, and 17-6 =11, a total of 52 damage and Samuel shots it with his pistol Double Tap (missed). Security attack rolls vs. the barrier Ranged weapon attack roll (-5 due to Autofire): 1D20+3 = [14]+3 = 17; 1D20+3 = [11]+3 = 14; 1D20+3 = [7]+3 = 10, all hit. Samuel Ranged weapon attack roll (-1 due to Double Tab): 1D20+4 = [1]+4 = 5. The barrier has 23 hit points remaining.
    Also these guards and Samuel have ½ cover (+2 AC) next round if the Physical Barrier falls.
    The Fire Elemental then tries to escape grapple, Bessy last attack roll was a 7, so its roll Athletics check: 1D20+2 = [2]+2 = 4, it uses its second action to attempt to escape, Athletics check: 1D20+2 = [1]+2 = 3, wow that was some impressive die rolling. So long as Bessy does not get a 1 on its check it has advantage on its attacks next round. Edit this round Bessy missed and then hit the spirit for 2 additional points of damage bring it down to 19 hit points
    Conditions
    Juno HP 17/29
    Davos HP 13/29
    Diggs HP 47/47
    Fluffy HP 39/50
    NTensity HP 30/30 (+2 temp hp)
    Bessy HP 26/26
    Sovereign HP 35/35

    Security Guard #1 HP 0 Incapacitated
    Security Guard #2 HP 12/28
    Security Guard #3 HP 28/28
    Security Guard #4 HP 28/28
    Samuel Silver HP 32/32
    Fire Spirit HP 19/26
    Big Mutant 0 Incapacitated
    Samuel Silver
    Medium metahuman (Human), Mage (Street) “Hermetic” Magic User 4
    Strength: 10 (+0), Dexterity: 14 (+2), Constitution: 12 (+1), Intelligence: 18 (+4), Wisdom: 11 (+0), Charisma: 13 (+1)
    Combat: Colt Manhuner* – attack +5, damage 2d8+2 ballistic
    Combat Knife – attack +4, damage 1d6+2 piercing or slashing
    Mana bolt spell – attack +7, damage base 1d8 psychic damage
    *laser sight, re-roll 1s on damage.
    Armor Class: 14 (base 12 +dex; Hardness 1/+1)
    Initiative: +2; Karma: 4
    Hit Points: 32 (HD 4d6); Second Wind: 1d6+5
    Base Speed: 30ft
    Wound Damage Threshold: 18 (+3)
    Saving Throws: Constitution +3, Intelligence +6, Wisdom +2
    Senses: passive Perception 12 (10).
    Proficiencies: Light Firearms, Simple Weapons.
    Skills: Arcane (+6), Deception (+3), History (+6), Perception (+2), Persuasion (+3), Stealth (+4), Survival (+2). Tools: Vehicle (Bike; +4)
    Talents: Astral Projection & Perception (see and project into astral space; Astral Strength 18, attack +6, damage 1d6+4), Caster Focus (Mana Bolt spell, advantage on attack rolls or disadvantage on the save; 4/rest), Spell-casting (cast spells), Spell Shielding (bonus action gain +2 magical DR and +2 vs. magical saves; 1MP aid up to 4 allies), Summoning (summon spirits)
    Feats: Combat Caster (advantage on Con save in combat), Determined (Con saves), New Spell (extra spell), Outwit and Outthink (+4 for attack rolls instead of Dex or Str bonus; up to 4/rest), Quick Refresh (with action and either Karma or Exhaustion regain 4d6 Magic Points)
    Magnitude: 3; Magic Points: 30 (4d6/8d4 recovery); Magical Attack Bonus: +6 (+7 with focus); Saving Throw DC: 14; Conjuring: +3
    Spells: Combat Sense (Time 1 action, Magnitude 2, Range Self, Duration up to 1 minute Concentration), Mana Bolt (Time 1 action, Magnitude base 1d8 psychic damage plus 1d8 per +2 magnitude, Range 120ft), Healing Touch (Time 1 action, Magnitude 1 per 1d8 healed, Range Touch), Web (Time 1 round, Magnitude 2, Range 60ft, Duration up to 1 hour Concentration)
    Gear: Armored Clothing (Wt. 8 lbs), Magical Focus (1lb), Colt Manhunter (Wt. 4lbs, range 50/250, DT, heavy, reload/18m), one extra full clips of ammo (Wt. ½lb), Combat Knife (Wt.), Street Cloths (1lb), Comlink (broadcast 1, firewall 20, Wt. ½lb), Gas Mask (advantage and +4 vs. inhaled toxins, -2 to Passive Perception).

    Updated Map
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    Actions and Rolls?
    Last edited by GreenKarl; Friday, 9th November, 2018 at 05:33 PM.

  4. #244
    Join Date
    Apr 2008
    Location
    Eastern Canada
    Posts
    3,815
    Quote Originally Posted by Shayuri View Post
    "What's the deal with all these reinforcements?" she muttered. "This level looked abandoned."
    "High-threat sons of bitches squirreled inthe core!" shout-posits the troll around the gunfire.

    (When the wall temporarily dropped he'd had just enough time to see three other guards in that half. Three Aztecho security guards AND a strangely dressed human male. Wide-brimmed hat, fur-trimmed duster, gold medallion 'round his neck and a V-neck down to his belly-button... That's the friendly little hermetic butting into their quiet little mutant apocalypse right there, sure as sure!

    Should have opened-up *that* section first and blown a hole though *him*!)

    "Grenades, chummers," the troll reminds them, hopefully not loud enough for the others to hear.

    Meanwhile his left hand, pressed to Davos' side, starts to glow blue, little sparking feathers drifting down from the wound yet never quite hitting the ground!

    NTensity's actions
    Standard=Healing Touch 3 on Davos for Wind beneath my wings: 3D8 = [7, 1, 3] = 11 HPs
    Move = Fish out the rest of his grenades, ready for action (or if Davos wants to pick one off the ground to use this round, that works too; choice of Concussion, Smoke, Flash-Bang, Fragmentation and Tangler)
    Free = Look left and right to make sure nothing *else* sneaks up on them (or the big mutant was pregnant or something...)

    In the Astral Bessy knocks the elemental clean off its astral feet, climbing on top trying to - and partially succeeding! - squeeze him into unexistence!

    Bessy's actions

  5. #245
    Join Date
    Jan 2016
    Location
    Hollister, CA
    Posts
    1,211
    Davos pops out and takes two shots at the guard, before pulling back behind cover.
    Attack - (1d20+7)[18]
    Damage - (2d8+4)[13] Ballistic
    Attack - (1d20+7)[24]
    Damage - (2d8+4)[15] Ballistic

    Status
    HP 13/29
    Current clip: 11/14

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