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JxJxA
post Sep 24 2011, 07:50 AM
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Yeah, none of those seem big enough to hold 3 cubic meters of data...
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Aria
post Sep 24 2011, 02:02 PM
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Don't think I've got time for an IC this weekend but I'll try and tie up some questions:

@Dysfunctional Family: Seth, the firewall is about 5 but there is a REALLY powerful reality filter at work here (benchmark 8+?!?) that is overriding the normal ShadowSEA iconography (not sure if that's exactly RAW but it suits my purposes...)

All your questions are good (if a little lacking in tact-to which I promise not to take offense (IMG:style_emoticons/default/smile.gif) ), Doza's addons are not paranoid, yes you've hit the nail on the head so to speak...how did Alice know?!? (IMG:style_emoticons/default/ork.gif)

Also in here, apart from Alice, is a gum shoe icon (Ajax)...

@I'm on a boat: I'll ask Kahlil (what number did you choose in the end - can't remember (IMG:style_emoticons/default/nyahnyah.gif) ?) if the camera and maglock is on the grid. If not I guess Silk will have to hack it (it's not open is it?). The alternative is climb the outside of the superstructure but I have some questions that need to be raised in the main forum first...

@Suicide Kings: Seth, what do you want me to roll to try and get Ember out alive? I'll use Gale to try and fan the flames away from him or do something equally 'magic' to get the hell out...
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Friendbot2000
post Sep 24 2011, 03:11 PM
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@Aria

Oh I didn't realize that I was with them in the chat room. I figured since the meet was twenty minutes in the future Alice would be meeting with me separately. I will modify my post accordingly then...

Edit: Okay, I have modified my post to indicate that I am there with the rest of the group. If anyone wants to address the fact that there is a strange icon hanging back amongst the scenery of the node, feel free.
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JxJxA
post Sep 24 2011, 04:05 PM
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@ Suicide Kings:

Sorry, had work on a Saturday and just got back from hanging out with my brother. I have a few dice to toss at safehouse and shadowrunner hangouts...

Hangouts(Safehouses)-Somewhere out there where we can get out of sight...
Int(3) + Hangouts(Safehouses)(1) = 4d6 for 0 hits.

Hangouts(Shadowrunners)-Place to possibly pick up a hacker...
Int(3) + Hangouts(Shadowrunners)(1) = 4d6 for 1 hit.

Contacting my fixer (Connection 4/Loyalty 4): Rolled a 2, so I guess he's not picking up his phone...
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AppliedCheese
post Sep 24 2011, 04:37 PM
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Hackers with organized crime connections who might help (Int 5 + Org Crime 3)

http://invisiblecastle.com/roller/view/3196411/
0 hits. Way too much heat to talk to any of those guys...

"Old School" vory safehouses (since old school vory will not, for anything, help the authorities)

(Int 5 + Org Crime 3 + Vory Spec 2 - "Called Shot : Old School Vory")

http://invisiblecastle.com/roller/view/3196414/
1 hit. No place he'd risk it in.

I guess that leaves us with whoever copperhead and Ember can find
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LostProxy
post Sep 25 2011, 12:30 AM
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@Aria

I chose 9 and no. The node I have controls what's going on on the Deck. The security node is hard wired into the deck.
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Seth
post Sep 25 2011, 06:25 AM
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@Aria/Dysfunctional Family
Happy with the none RAW. This is Alice's home territory.

Not being desperate I'm not going to try hacking just yet.

@Friendbot/Dysfunctional Family
Noted you are there...I'll wait for Alice to introduce you: it's her tea party after all. I only got 2 successes matrix perceptioning you

@SuicideKings
onlyghostdanceswhiledrunk has indicated that he wants to join us as a Decker. I'll bring him in when he posts his character.
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Seth
post Sep 25 2011, 07:00 AM
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@SuicideKings

OK you are out of this neck of the woods. If you can decide among yourselves where to go:

Destinations include:
  • A carpark in the middle of nowhere (Redmond/Puyallup are traditional)
  • Molly's Panic Room
  • Another abandoned warehouse
  • Just keep on driving in circles: the RV has enough fuel for 10 hours of driving


I am assuming that you are "decontaminating" as well as you can: Demon is driving, Dealer is looking for tracking devices (difficult while the car is moving as many places are underneath the vehicle, or in it's engine), and scanning to see if there are any radio transmissions from the vehicle (Can you make a roll of logic + hardware to operate your radio scanner, and Electronic Warfare + Scan wouldn't go amiss either). Astrally I am assuming that Copperhead is keeping an eye out

Rolls I need:
Dealer: Hardware + Logic to detect any radio transmissions, EW + Scan looking for hidden nodes
Copperhead: Assensing to spot any astral tails

@SuicideKings/Ember
They have left you behind in your burning shell. Currently you think all the ammo that could cook off has cooked off. The rigger coccon is getting very hot. A Fire Elemental with Guard is exactly what you need to get out of here. Gale can have a go (smoke and falling debris are unlikely to affect you).

I'm going to use the following rules to cover you getting out:
The fire is effectively suppressing fire (To avoid being hit you need to roll reaction + edge + bonus from fire elemental)
The Smoke is a chemical toxin (but we probably can ignore those details, as Gale or a Fire Elemental would protect you from those)
Gale will add force /2 round up to all rolls
A Fire Elemental will add it's force to all rolls

Getting out of the rigger cocoon:
It's as hot as hell in here, molten metal dripping down... Suppressing Fire damage 7P(fire), 3 successes

Racing through the warehouse
Navigation roll: Intuition + Perception to spot the best way out
Getting out: 6 - the number of successes on the navigation roll attacks (minimum two), of 5P (fire) vs 3, 4, 3, 1, 5, 6 successes.

When you are out of the warehouse, you can probably see the lights of the Crimson Spikes in the distance, so it's up to you what you do.
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AppliedCheese
post Sep 25 2011, 10:11 AM
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@ SK

-Aria

Whoops. Thought you were going to make it out before we left.

-Seth

(Log 6 + hardware 4 + RF scanner 6) = 16 D6
http://invisiblecastle.com/roller/view/3197388/
7 hits

Extended Node Search (EW 1 + Scan 4)
http://invisiblecastle.com/roller/view/3197389/
4,3,2,2,2,0 = 13

Dealer is not very good at this. Of course, he's still planning on lighting this RV on fire somewhere in the barrens as soon as they have another vehicle.

By the way, start looking for a van to jack
(Per DP 8 + Enh 3 + Active 3)
http://invisiblecastle.com/roller/view/3197393/
4 hits

In a place where jacking might be possible
(Log 6 + Seattle Area 3)
http://invisiblecastle.com/roller/view/3197394/
2 hits

@ I'm on A boat

-General

My understanding is that the two mages are following Silk along her infil route, using Syrhan's concealment powers (-5). This is manifesting as a combination of Someone else's problem field and shadows falling just the right way. I.e. its goes away once it becomes someone's problem. Silk chameleon suit, your camo, etc. does not until they fix a target.

I need:
-3x Infil rolls from Robert (add 0, 1, 1)
-3x Infil rolls from Syrhan (add 0,1,1)

Assuming no one glitches, you'll make it to the base of the superstructure.

-There is a Maglock on the door (tacnet feeds from earlier show that most crew members have a key and its a fairly routine entry) with a camera (hardwired) watching it. The Maglock is a rating 3 device. The camera is a fixed "glass ball" type like you see in hotels. If you can get past the glass ball exterior, you'll have a shot at either disabling it hardware wise or running a physical tap to it with one of your commlinks or other digital receiver-transmitter..

Its hard to tell whats inside as far as quality goes, but between Silk and Syrhan you surmise that is has no external anti-tampering devices - rain, wind, etc would constantly be giving false positives. If you'd like to know more a Hardware+Security Devices(or similar) knowledge roll will help.

-There is a work party messing about with the containers about two rows back, trying to figure out the rotodrone situation. They are cursing.

-There are two new icons, probably agents, on deck net. Its a reasonable bet they're trying to figure out the roto-drone error.

-It is now 3 minutes from the initial tow malfunction. By Kunk's estimate, repairs would take 5.
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JxJxA
post Sep 25 2011, 10:32 AM
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@ Seth:

We left Ember behind? I thought we were waiting until we pulled him out.
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AppliedCheese
post Sep 25 2011, 04:00 PM
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Hrrm..our future actions are slightly decided by which one of the 3 events happened

1) Ember burns to death

2) Ember lives, we're gone

3) Ember lives, and is in the truck
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Friendbot2000
post Sep 25 2011, 04:14 PM
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QUOTE (Seth @ Sep 25 2011, 01:25 AM) *
@Friendbot/Dysfunctional Family
Noted you are there...I'll wait for Alice to introduce you: it's her tea party after all. I only got 2 successes matrix perceptioning you


Well if its any consolation to you my character is pretty sneaky, he doesn't act until he gets a full understanding of what is going on. He is very careful for an alcoholic XD
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Aria
post Sep 26 2011, 08:00 AM
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QUOTE (Seth @ Sep 25 2011, 08:00 AM) *
@SuicideKings/Ember
They have left you behind in your burning shell. Currently you think all the ammo that could cook off has cooked off. The rigger coccon is getting very hot. A Fire Elemental with Guard is exactly what you need to get out of here. Gale can have a go (smoke and falling debris are unlikely to affect you).

I'm going to use the following rules to cover you getting out:
The fire is effectively suppressing fire (To avoid being hit you need to roll reaction + edge + bonus from fire elemental)
The Smoke is a chemical toxin (but we probably can ignore those details, as Gale or a Fire Elemental would protect you from those)
Gale will add force /2 round up to all rolls
A Fire Elemental will add it's force to all rolls

Getting out of the rigger cocoon:
It's as hot as hell in here, molten metal dripping down... Suppressing Fire damage 7P(fire), 3 successes

Racing through the warehouse
Navigation roll: Intuition + Perception to spot the best way out
Getting out: 6 - the number of successes on the navigation roll attacks (minimum two), of 5P (fire) vs 3, 4, 3, 1, 5, 6 successes.

When you are out of the warehouse, you can probably see the lights of the Crimson Spikes in the distance, so it's up to you what you do.

I suspect this is going to hurt! At least I can dismiss Gale (what a waste of services (IMG:style_emoticons/default/nyahnyah.gif) ) and summon a fire spirit (Druids normally can't but my patron is Lugh so I'm assuming nobody minds that I swap beasts for fire in the pantheon as Lugh uses the 'sun' stats...)

Invisible Castle is knackered YET AGAIN!!! so I'll use the 4:1 rule again for now for 2 services from a Fc 4 fire spirit with no drain...

Reaction is 4 at the moment, edge 2, fire elemental 4, 10D, from Experimentum Umbra website roller:
Success Test
Character rolled 8 dice (Using 2 edge), scoring 2 hits
Roll: 1 5 1 1 3 6 (3) 1 3 2 2
Roll Recorded @ 3:52:54 - 26 Sep, 2011

So resist 7P once? Bod 3+Armour 2 (half of the 4 I have I assume)
Success Test
Character rolled 5 dice, scoring 3 hits
Roll: 1 3 5 6 6
Roll Recorded @ 3:54:46 - 26 Sep, 2011

So 4 physical - OUCH!!! (Unless I can add fire spirit D to this?) gives me 1 more hit!

Perception 8D = Success Test
Character rolled 8 dice, scoring 2 hits
Roll: 4 5 1 1 1 6 4 1 (glitch)
Roll Recorded @ 3:56:42 - 26 Sep, 2011

OH BUGGER! And I've got no edge left to reduce glitches as I need to use 2 min! I've run out of time now to roll these (work to do (IMG:style_emoticons/default/frown.gif) ) but how do you want me to use the glitch Seth? I extra round of getting cooked?
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Seth
post Sep 26 2011, 09:40 AM
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Wow miss a weekend and a lot happens...OK reading it all now. I hope that I get all.



@AppliedCheese
  • RF Scanner: You are passing through a quiet residential area. There is a lot of background noise, but most of it signal 2/signal 3 level
  • EW+Scan: you find a load of nodes, but don't find any obvious hidden ones following you.w
  • I didn't understand the comment "In a place where jacking might be possible". Is that saying "do I know a place where I can park the RV and steal another"? If so
  • There is an RV park (for short stay tourists only) in Touristville next to the Red Dragon Casino. This has the value that you could park there, power it up and there are maybe 200 other RVs around, as well as the casino car park, or residents vehicles nearby.
  • There are numerous car parks next to all night shopping Malls: just invent one
  • Molly's panic room has an autodoc: I suspect Ember might need one.


@Ember
The fire spirit adds its rating to all your rolls: perception to get out of the fire, resisting damage and avoiding getting hit. It's not RAW, just a way of dealing with 'a fire elemental with guard should help me get out of fire'.
The fire is pretty grim, but you should be having 4 more die on most rolls. Reaction + edge + 4 to dodge, and Bod + 1/2 armour + 4. I think with the fire elemental there it is effectively adding to 1/2 your impact armor, so the 7P is physical, but the rest are stun.

Ouch on the perception. Don't forget to roll the fire elemental's bonus on perception. I think you have a fire element with the "guard service", and...well...that's what guard does: it negates glitches. On top of which you should have four more die from the help with the fire elemental.

As far as edge went, did you note the place where I commented that edge had been refreshed? If you do have an edge, I would seriously think of rerolling that perception!

You can always "scream for help", and the RV may turn around and engage with the Crimson Spikes, or stealth in, just for you.

I will feel really bad if Ember is burnt to an Ember in here, so please don't die on me: crawling out on your last HitPoint would be very heroic.

@SuicideKings
  • I thought Ember was left behind. I think the posts don't imply anything else, and it would be awkward now to fit his escaping the fire, after you have escaped the area. I thought there was some OOC chat to this effect (one downside of play by forum is that it is really hard to search old chats)
  • If it's OK we will say that you conversed and agreed to get out of dodge. Ember is getting out when the fire dies down, and is using the movement power and perhaps the stolen motorbike to join you later.
  • I am chatting with OnlyGhostDancesWhenDrunk via PM to sort out a decker. If nothing comes of it in the next couple of days, I'll sort out an NPC.


I suspect the best thing to do to close down this "scene" is wait to see how Ember does coming out of the fire. If he gets out conscious we can IC the meeting up. If he falls unconscious you will have to decide how/if you are going to rescue him.

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JxJxA
post Sep 26 2011, 09:45 AM
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@ Seth:

No worries. I remember reading that Notsoevildm was going to see about helping Aria out of the fire, and when you said we could get out scot free, I just figured I'd roll the RV out, wait for the gang to jump in and then GTFO. There is so much going on, that I wouldn't be surprised if this sort of thing happened driving out:

"Ok, so how is Ember doing?"

"Uh...I thought you got him."

"No, I was driving the RV. Did you get him?"

"Nope, I thought you did."

"...well, shit..."
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Seth
post Sep 26 2011, 12:07 PM
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@JxJxA
Lol. I think you need to IC that: it was funny. It was basically a SNAFU
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AppliedCheese
post Sep 26 2011, 12:13 PM
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By the by, I'm considering adding a "Zero to Hero" campaign line to 2072. Would there be any interest? It would start definitively street level, and you could make your way to international runner types.

Something along the lines of 350 BP (200 attribute limit), availability limit of 8, magic capped at 3, edge capped at 3 (4 human)..any advice, input, feedback?
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Aria
post Sep 26 2011, 12:18 PM
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QUOTE (Seth @ Sep 26 2011, 10:40 AM) *
@Ember
The fire spirit adds its rating to all your rolls: perception to get out of the fire, resisting damage and avoiding getting hit. It's not RAW, just a way of dealing with 'a fire elemental with guard should help me get out of fire'.
The fire is pretty grim, but you should be having 4 more die on most rolls. Reaction + edge + 4 to dodge, and Bod + 1/2 armour + 4. I think with the fire elemental there it is effectively adding to 1/2 your impact armor, so the 7P is physical, but the rest are stun.

Ouch on the perception. Don't forget to roll the fire elemental's bonus on perception. I think you have a fire element with the "guard service", and...well...that's what guard does: it negates glitches. On top of which you should have four more die from the help with the fire elemental.

As far as edge went, did you note the place where I commented that edge had been refreshed? If you do have an edge, I would seriously think of rerolling that perception!

You can always "scream for help", and the RV may turn around and engage with the Crimson Spikes, or stealth in, just for you.

I will feel really bad if Ember is burnt to an Ember in here, so please don't die on me: crawling out on your last HitPoint would be very heroic.

Ok, 3 physical getting out of the cocoon...got 1 more hit rolling for the spirit on my perception so that's 3 hits on perception and no glitch due to guard.

Character rolled 4 dice, scoring 1 hits
Roll: 4 4 6 1
Roll Recorded @ 7:50:40 - 26 Sep, 2011

I'll take 1 round of fire damage outside (getting from van to warehouse floor) and then levitate the hell outa here - straight up through the hole that the LAW care from should do it?!?

Escape fire 7D = 2 hits (so that's another 6P damage I guess...)
Resist = 9D = 3 hits so I'm on 6 boxes of physical (IMG:style_emoticons/default/frown.gif)

Levitate Fc 5 6D = 5 hits (IMG:style_emoticons/default/biggrin.gif) 25m / turn is fairly fast, shame I can't spell lock it at that (IMG:style_emoticons/default/nyahnyah.gif)
Drain 9D = 5 hits vs. [2+1+net hits?!?] not sure about that last part...not really cast any spells in 4e, do they only add to combat spells or all spells, seems a tad harsh to me but I want to be out of here fast! So, 3 more stun (I need to get centering!)

Final count 6 stun (ignored for the moment) and 6 physical...

Just in case Seth rules I need another round of fire dodging as I fly out...

Escape fire 6D = 1 hit...oh crap...resisting 8P
9D = 1 hit...and that's the time to hand of god it I expect and I'm a smoking wreck on the warehouse roof...until it caves in that is...so Seth, did I need that last roll?!?
(IMG:style_emoticons/default/indifferent.gif)
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Aria
post Sep 26 2011, 12:22 PM
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QUOTE (AppliedCheese @ Sep 26 2011, 01:13 PM) *
By the by, I'm considering adding a "Zero to Hero" campaign line to 2072. Would there be any interest? It would start definitively street level, and you could make your way to international runner types.

Something along the lines of 350 BP (200 attribute limit), availability limit of 8, magic capped at 3, edge capped at 3 (4 human)..any advice, input, feedback?


Sounds a good idea to me (IMG:style_emoticons/default/smile.gif) Tried something similar in the past and ended up with a lot of magic/TM characters but I think your caps will balance that! I'm sure I can come up with another character concept (IMG:style_emoticons/default/smile.gif) Or re rewrite Scratch as she was meant to be along those lines originally...now just need to find some more hours in the day!!!
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Aria
post Sep 26 2011, 12:33 PM
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QUOTE (AppliedCheese @ Sep 25 2011, 11:11 AM) *
-There is a Maglock on the door (tacnet feeds from earlier show that most crew members have a key and its a fairly routine entry) with a camera (hardwired) watching it. The Maglock is a rating 3 device. The camera is a fixed "glass ball" type like you see in hotels. If you can get past the glass ball exterior, you'll have a shot at either disabling it hardware wise or running a physical tap to it with one of your commlinks or other digital receiver-transmitter..

Its hard to tell whats inside as far as quality goes, but between Silk and Syrhan you surmise that is has no external anti-tampering devices - rain, wind, etc would constantly be giving false positives. If you'd like to know more a Hardware+Security Devices(or similar) knowledge roll will help.

-There is a work party messing about with the containers about two rows back, trying to figure out the rotodrone situation. They are cursing.

-There are two new icons, probably agents, on deck net. Its a reasonable bet they're trying to figure out the roto-drone error.

-It is now 3 minutes from the initial tow malfunction. By Kunk's estimate, repairs would take 5.

Knowledge skill: Logic 5 + Security Systems 3 [Exploits] +1 PuSHed = 11D

Character rolled 11 dice, scoring 3 hits
Roll: 2 1 4 3 3 6 6 2 1 1 6
Roll Recorded @ 8:28:51 - 26 Sep, 2011

We are likely to be pushed for time here...can you tell me if spraying the camera with water is likely to be a suitable deception (to repersent wind blown spray perhaps)? If not I'll have to tinker...

I've got a maglock passkey [4] which should jimmie the lock except rolling 4D vs 3D doesn't actually give very good odds does it?!? It would probably take a couple of minutes to physically hack the lock I guess and we don't have time...any comments anyone?!?

A last resort would be to ambush the crew behind us and take their key but that's hardly a good start to the mission of stealth (IMG:style_emoticons/default/nyahnyah.gif)

From photos on google I suspect the superstructure is anywhere from 3 to 6 stories high so we have plenty of stairs to climb before we get to the bridge and with an alarm going we could be scuppered!!!
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AppliedCheese
post Sep 26 2011, 12:47 PM
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Your knowledge roll reveals that there are two primary ways this camera could be rigged. If it is a scanning camera, it would usually have a break/crush wire in the ball that will send up an alert if the ball is removed and the circuit trips. That can be bypassed by the expedient of cutting away part of the ball.

Attempting this will take about 6 seconds, and a hardware roll with 2 successes.

On the other side of the spectrum, stationary cameras often incorporate a simple laser system that will send an alert if the glass in front of it moves past certain tolerances. These are much harder to disable, since just cutting the glass may result in tripping the alarm if the laser stops reflecting.

A much slower and precise disabling of the camera will take an extended hardware test (6), with any roll less than 2 successes setting it off.

For throwing water on it: Its possible that you can severely distort the image until the water rolls off. This will buy you a one time chance at the lock (Log + hardware + magkey) (3 needed) with the magkey. A second burst will probably buy time to get in if you rush thew door afterward. Any more than that and the crew may wonder what this one particular camera keeps getting smacked. (They'll make INT tests for every "turn" beyond 2 you use this)

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Seth
post Sep 26 2011, 01:54 PM
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@Aria/Burned Ember
QUOTE
Just in case Seth rules I need another round of fire dodging as I fly out...

No as I said earlier the guard power of the fire elemental explicitly eliminated glitches, and in this case that's appropriate. I think you need a suitably dramatic IC through with the entire warehouse collapsing around as you exit in true hollywood style.

I am glad you are not emulating your name... now we just need to get you past the Crimson Spikes.

To be fair you have a minute or so before they arrive, although I suspect you are going to be coughing and spluttering a bit.

Options to get away:
  • Go steal the Yamaha Growler (I'll be kind and assume the keys were left by Copperhead)
  • And /Or Summon a spirit with concealment/movement (always exciting with -4 on the summon (IMG:style_emoticons/default/ork.gif) )
  • Just walk away into the darkness.
  • Go ask Tommy Two Toe nicely if you can borrow a car
  • Go back into the warehouse can drive Pixel's van out.


Some options might be better than others...

If you and the rest can meet up and decide where to part the RV that would be good. Healing spells are popular at times like this (a trauma patch first helps a lot).
OnlyGhostDances is busy making a suitable hacker character.
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Notsoevildm
post Sep 26 2011, 02:03 PM
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Had a busy weekend and just catching up now. Juat assume Copperhead took one look at the big fire and the tiny fire extinguisher in her hand and decided not to get herself killed as well.

Her beast spirit can run distraction on the Crimson Spikes for Ember if he needs it once he gets out. Also, assume she told him where she left the keys.

I'll get an IC post up tonight!
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Aria
post Sep 26 2011, 04:36 PM
Post #924


Dragon
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From: The Citadel
Member No.: 18,267



QUOTE (AppliedCheese @ Sep 26 2011, 01:13 PM) *
By the by, I'm considering adding a "Zero to Hero" campaign line to 2072. Would there be any interest? It would start definitively street level, and you could make your way to international runner types.

Something along the lines of 350 BP (200 attribute limit), availability limit of 8, magic capped at 3, edge capped at 3 (4 human)..any advice, input, feedback?


Further to answer above are you going to cap skills too? Would probably be a good idea to cap them one less than normal?

Got an idea for a TM (ish) character called Jazz who would fit into the story arc that the Dysfunctional Family group are currently skirting (IMG:style_emoticons/default/smile.gif)

@SKs: Not sure yet how Ember will try to get away. Got a water spirit with one service, no commlink, but watchers for communication...
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AppliedCheese
post Sep 26 2011, 04:47 PM
Post #925


Moving Target
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Might cap skills at 2x 4s.
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