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ALL THE BRICKS - Prologue: What Rough Beast
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<blockquote data-quote="TillForPie" data-source="post: 6865612" data-attributes="member: 6762758"><p><strong><u>Initiative: Round One, Pass One</u></strong></p><p>Death Otter - 27 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=121891" target="_blank">link</a>[/sup]</p><p>Faust - 25 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=121888" target="_blank">link</a>[/sup]</p><p>Lum's MCT-Nissan Roto-Drone - 21 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=121887" target="_blank">link</a>[/sup]</p><p>Lum the Mad - 16 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=121884" target="_blank">link</a>[/sup]</p><p>Lunchmeat - 16</p><p>Balaclava - 14</p><p>Herald - 11 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=121889" target="_blank">link</a>[/sup]</p><p>Cyberarms - 11</p><p>Pig mask - 9</p><p></p><p>[sblock=Combat Rules Refresher]See the combat chapter of the SR5 rulebook beginning on page 158 for a more complete explanation of combat.</p><p></p><p>The basic rundown is that you get two simple actions OR one complex action per turn. You can see a list of actions beginning on page 163.</p><p></p><p>Each character has an amount of movement that they can use per round (<em>not</em> per turn), spread out however they choose among their passes (a <em>pass</em> is a cycle in which each character has a chance to take a turn). So a character with a walking movement rate of 8 meters and 2 passes can split those 8 meters among his passes however he chooses. For all the PCs walking speed is equal to [Agility x 2], with a running speed of [Agility x 4], and a sprinting speed of [+2 meters per hit on a sprint check]. Running and sprinting can give you penalties to certain actions - see the combat chapter for more details.</p><p></p><p>At the end of each pass everyone's initiative is dropped by 10. Whoever has any initiative left gets to participate in the next pass. There are interrupt actions you can perform, mostly defensive in nature, which will further drop your initiative. See the section on interrupt actions, beginning on page 167, for a list of them. For the most part I won't be checking after each enemy's turn to see if anyone plans on using an interrupt - if you'd like to interrupt you'll have to let me know that you're planning to do so during your turn.[/sblock]</p></blockquote><p></p>
[QUOTE="TillForPie, post: 6865612, member: 6762758"] [b][u]Initiative: Round One, Pass One[/u][/b] Death Otter - 27 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=121891]link[/url][/sup] Faust - 25 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=121888]link[/url][/sup] Lum's MCT-Nissan Roto-Drone - 21 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=121887]link[/url][/sup] Lum the Mad - 16 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=121884]link[/url][/sup] Lunchmeat - 16 Balaclava - 14 Herald - 11 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=121889]link[/url][/sup] Cyberarms - 11 Pig mask - 9 [sblock=Combat Rules Refresher]See the combat chapter of the SR5 rulebook beginning on page 158 for a more complete explanation of combat. The basic rundown is that you get two simple actions OR one complex action per turn. You can see a list of actions beginning on page 163. Each character has an amount of movement that they can use per round ([i]not[/i] per turn), spread out however they choose among their passes (a [i]pass[/i] is a cycle in which each character has a chance to take a turn). So a character with a walking movement rate of 8 meters and 2 passes can split those 8 meters among his passes however he chooses. For all the PCs walking speed is equal to [Agility x 2], with a running speed of [Agility x 4], and a sprinting speed of [+2 meters per hit on a sprint check]. Running and sprinting can give you penalties to certain actions - see the combat chapter for more details. At the end of each pass everyone's initiative is dropped by 10. Whoever has any initiative left gets to participate in the next pass. There are interrupt actions you can perform, mostly defensive in nature, which will further drop your initiative. See the section on interrupt actions, beginning on page 167, for a list of them. For the most part I won't be checking after each enemy's turn to see if anyone plans on using an interrupt - if you'd like to interrupt you'll have to let me know that you're planning to do so during your turn.[/sblock] [/QUOTE]
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