So, lets begin

__Scene 1__

PC tries to climb atop the wall. When playing I allowed her to automatically climb and cut the wiring, but now, seeing the corebook again I can see that there is, indeed, the need for a roll. More precisely, she needs to roll her Agility+Climbing, and she needs 3 successes to get to the top without hurting herself. She has Agility 6, but now I see that I forgot to put her Climbing skill of 1 on the list... I will edit, but anyway, she has 1 in Climbing, so she will be rolling 7 dice, hoping for at least 3 successes, not that easy, right? She rolls (5,2,6,1,6,4,1) - 3 successes, just enough!

So she climbs the wall without hurting herself on the concertina wire, and, using her wireclippers, she cuts a path through it.

She will then try to silently jumps to the ground, and run towards the wall, nearby the window that she intends to use to enter the building.

She has 11 dice for sneaking, and rolls (5,4,1,2,6,4,1,2,2,3,1) - 2s. As the soldiers are not actively waiting for intruders, only 1 success was needed, so she got it.

Unfortunately, before she can open the window wide enough for her to enter, the decker tells her that the patrolling guard is almost at the corner of the building, and will get to her at any moment.

She don’t like needlessly killing people, but this is a high stakes mission, and she can’t afford to be detected, so she draws her silenced Ares Predator V (her heavy pistol) and aims at about head level on the corner of the building. As soon as she levels her gun, the unlucky soldier enters her field of vision, and so she shoots!

The poor soldier has no chance of knowing what was waiting for him, left alone trying to dodge, so this is an unresisted roll. PC has 10 dice for pistol (plus 2 for smartlink), there is no penalty for darkness, and the soldier appears 4 meters from her, so there is no range penalty also. She rolls her full pool.

She gets (2,1,4,1,5,5,6,4,6,1,5,6) - 6s. In Shadowrun, successes go directly to damage, so she is doing her weapon base damage of 8 plus her number of successes. Actually, it is a little more complicated than that, as almost every roll has a “limit” on the number of successes, her pistol has a limit of 5, so she would not enjoy the full 6 points of extra damage, but her smartlink cyber increases its limit to 7. Long term short, she does 8+6 = 14 points of damage to the soldier, and it is his turn to resist this damage.

Resisting is done by rolling a pool equals to his Body (4) plus his armor (12,+3 for his helmet), minus the pistol AP (Armor Piercing) value of -1, for a total of 18 dice. He rolls (3,3,5,3,2,4,5,6,5,4,6,3,2,3,2,6,3,1) - 6 successes, and thus takes 8 points of damage. Since he is just a minion, and not a nemesis or other important NPC, he dies on the spot!

Now, since Shadowrun is about “action movie reality”, silencers really lowers the sound of a shot a lot, but it still can be heard, so we rolled to see if the other soldiers (inside the room and on guard in the front of the building) heard anything.

There is a table that tells us that noticing a silenced shot is Threshold 2 (you need two successes on a Notice test), and that, since the soldiers are all distracted, they roll at -2, with a further -2 because of the walls of the building. Each soldier has Notice 7, so each rolls only 3 dice because of the penalties, and none gets 2 successes.

Well, none of them heard anything, but, unfortunatelly, the same can’t be said about a guard dog that was hidden sleeping in a dog house 8 meters from PC! With a growl it lurched towards PC!

(Yes, I did it because I knew of PC fondness of animals, every time one characteristic of a character actually hampers him/her, I give the player 1 point of edge [luck, in Shadowrun], so the players generally like when things like this happens).

Without thinking, PC drops her pistol, and draws her stun baton, she would never shoot a dog, even when it is intending to bite her hands off! She receives back 1 point of edge because of the complication.

Now we will start a proper combat. The dog is 8 meters from her, and none of the sides are surprised, so they both roll for initiative - the dog rolls its initiative of 8+1d6, while PC rolls 10+2d6.

The results are: PC - (5,1) + 10 = 16. Dog - (4) + 8 = 12. PC is first, but not by much. She readies her baton and delays her initiative to act just before the dog attacks her, on Initiative 12.

The dog then charges at her, flaring its teeth, just as it is about to bite, she acts, striking it with her stun baton. She has 10 dice for Clubs, lowered to 9, because delaying your action penalizes you with -1 to your pool. She gets +1 because the dog is charging and there is no further modifiers.

She rolls (3,4,1,1,6,2,6,2,1,1) - 4 successes, she is hitting it, time for defense - the dog rolls its Intuition + Reaction, or 8 dice, getting (2,6,2,3,6,2,1,5) - 3s, it was hit.

The attack does a base 9 (stun) +1 from the remaining success, for 10 points of damage, which the dog resists by rolling its Body, or 4 dice. It rolls (6,5,2,1) - 2 successes, resists 2 points of damage, taking a total of 8. It is at -2 for all actions, plus -1 because of the electricity damage; those same modifiers are applied to its initiative, lowering it to 9. Still, it attacks!

It has 8 dice for unarmed attack, +2 because of the charge, -3 for all the other modifiers, or 7 dice - it rolls (5,6,2,4,3,3,5) - 3s.

PC can defend herself as a free action, using her Reaction + Intuition of 10 dice, or Parry to add her Baton skill, for a total of 14 dice, but at the cost of -5 initiative, which would cost her her last action. She chooses to use the base defense, and rolls - (1,5,1,2,6,3,4,3,2,1) - 2s, and was bitten…

The dog does a base 5 points of damage, plus 1 for the remaining success, for a total of 6 points, which she resists with her Body (4) plus her Armor (9), or 13 dice. She rolls (3,3,5,4,1,2,1,6,2,1,5,5,2) - 4 successes only, and thus takes 2 points of damage. Not enough to impose any penalty for her, but it hurts nevertheless, as the dog grabs her arm and thrashes it around.

At Initiative count 2 she can act again, and attacks at the dog one more time, rolling 10 dice (her base skill, no modifier this time). She gets (6,5,6,2,2,1,1,3,1,5) - 4 successes again, and the dog must defend itself with 5 dice this time, because of the penalties (yes, being hit in combat kind of puts you on a death spiral…).

The dogs rolls (6,1,6,6,1) for defense, getting 3 hits, and thus getting hit again for another 10 points of damage. As the rolls 4 dice to absorb the damage, it is safe to say that it was knocked out!

As soon as she knocks the dog down, she can hear the other soldiers noticing that something is wrong; even worse - there is sound coming from inside the building, through the window – there is more soldiers inside!

With it, we end Scene 1

__End of Scene 1__

Well, with the end of the first scene (there are 4!), we end this post. Is it legible? Is it an entertaining read? Would anybody like to add any comment or suggestion? Maybe some posters will notice that it is not the first time that I post this scenes, it started on the EABA RPG forum, because I'm trying to convert Shadowrun to this system, but now I have some more time to test them with another systems!