• COMING SOON! -- The Awfully Cheerful Engine on Kickstarter! An action comedy RPG inspired by cheerful tabletop games of the 80s! With a foreword by Sandy 'Ghostbusters' Petersen, and VTT support!
log in or register to remove this ad

 

Shadowrun using DnD5 [OOC]

Binder Fred

3 rings to bind them all!
So should we roll for Fluffy, Diggs and Sovereign's attacks? (Sovereign in particular has Precise Shot). I think those come before the mutant since it used its action to move to the port-hole? (Not entirely clear on initiative order right now)
 
Last edited:

log in or register to remove this ad



Shayuri

First Post
I am back! Finally! For real!

I'm going to be catching up on the main thread, but could I get a quicky summary so I can hit the ground running?
 

GreenKarl

First Post
Davos and Sovereign scouted down one hall, found another half eaten body and a damage door. The room beyond appeared to be a repression room with two open elevator doors.
NTensity astral project past it and saw a huge, troll size mutant beyond. He lured it to the elevator room and Juno shot him a couple times. It ran away down another hallway
NTensity followed it and saw two more smaller sized mutants with it. He lured these mutants towards the door. Juno shot one of them twice but did not kill. Even at disadvantage it stabbed Juno twice for good damage. Davos slashed it also but it was still alive. The next round Juno shot it twice and killed it. She then retreated back when the second mutant stabbed at her. NTensity, now back in his body, grabbed the arm and Davos slashed it once.

That is where we are now. NTensity needs a Strength test to hold the mutants arm so the rest of the group can attack it
 




Shayuri

First Post
I got a little medieval on them by the end. I gave the old company chance after chance, but at the end when they offered to send a technician out, I told them not to bother. Boom.

Now I just wish I'd done it a week earlier...but there we go.
 



Binder Fred

3 rings to bind them all!
Time for another vote, me thinks?

Which way should we (try to) go?

1. Through the north "airlock" door?

2. South after Sov's electric ghosts?

3. Something else?
 

GreenKarl

First Post
Sorry I might not have explained it correctly... the door has a bio-component within it that blocks astral projection, as does the wall 20ft to the right and left of the door and 10ft above the door. Everything else (including the floor of the room you are presently in) is rock beyond it. You could assume that a lot of the area around here not made up of the lab is probably Earth, although it could be landfill or maybe concrete. If it was poured after the Awakening a lot of people would mix in natural earth to block astral projection (as spirits can't easily pass through the Earth, etc.)
 

Shayuri

First Post
Hey guys

Checking in. Sorry for the vanishing act again. A lot of spare time going to getting settled, and further job development. I think I'm gonna have to cut back on active gaming a bit. Not entirely, but I'm just in too many games now, and it's getting to the point where I'm avoiding the site altogether sometimes because I know if I come on, I'll have hours and hours of posts to make, and no creative energy to make them.

:(
 

GreenKarl

First Post
Hey guys

Checking in. Sorry for the vanishing act again. A lot of spare time going to getting settled, and further job development. I think I'm gonna have to cut back on active gaming a bit. Not entirely, but I'm just in too many games now, and it's getting to the point where I'm avoiding the site altogether sometimes because I know if I come on, I'll have hours and hours of posts to make, and no creative energy to make them.

:(

Sorry to hear that BUT I totally get it... take care
 

Binder Fred

3 rings to bind them all!
I get like that with exercise :)

My solution right now is little bits at a time, 10 minutes here, 15 there. Not as good as a real workout but ways better than nothing at all
 

GreenKarl

First Post
Cast Physical Wall, then dodge to the side. Check the side and south as well, see that nothing's moving there, please.

Wall: Do the doors open inwards, GK? If so, put the wall two lines behind the X, from E wall to W wall, in the middle of the doors so they can't be opened :devil:

If not - drat! -, put the wall one line behind the X so as to block off the re-enforcements from their side of the room, at least temporarely.

Question: How customizable is the wall? Could he, say, create it one foot shorter than the ceiling? Or close-off each door individually (basically straight across each door and along the backwall in between)?

The doors open inward and are already open. My "they are opening as NTensity looks in" was mostly for dramatics. As for how customizable, without extra Magnitude the only thing is that as the ceiling is not quite 20ft the wall would simply end at the ceiling. It would not go higher or get thicker or add any extra length, etc. You should have enough space to do something like this...

Wall.jpg
 

Binder Fred

3 rings to bind them all!
Hm... NTensity was hoping to leave a 1 foot gap between the wall and the ceiling, not to make the wall double, but so they could toss things on the other side... Possible?

By the by, is the 75hp for each wall section (10 feet?), or does the wall disappear if it takes 75 anywhere along its length?
 

GreenKarl

First Post
No unless you increased the Magnitude the height and length can't normally be modified (shortened or lengthened). A wall or ceiling can end it prematurely. And yes it takes 75 HP of damage to destroy each 10ft section.
 

Binder Fred

3 rings to bind them all!
Those two together might lead to problems, though? Imagine a 10' corridor where NTensity could zig-zag the wall across 5 or 6 times, making it extra annoying to try to get through

I'd suggest either:
  • 75hp per section, only in a straight line (or circle arc centered on caster) OR
  • XXXhp total and a total 180 degrees of turn, min 45 degrees per corner
or variations thereof
 

An Advertisement

Advertisement4

Top