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> OOC- Shadow's Dawn: Diving into the past
sabs
post May 21 2011, 11:15 AM
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oops, i'll fix and we don't know who's controlling the drones yet
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Seth
post May 23 2011, 07:27 PM
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OK I'm going to have the good major arrive in 2 combat rounds. I would appreciate it if you could confirm where you are and what you are doing (IMG:style_emoticons/default/ork.gif)

Only sabs has posted in response to the last brief so I'll wait a couple of days for the rest of you to catch up
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Aria
post May 23 2011, 08:34 PM
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QUOTE (Seth @ May 23 2011, 08:27 PM) *
OK I'm going to have the good major arrive in 2 combat rounds. I would appreciate it if you could confirm where you are and what you are doing (IMG:style_emoticons/default/ork.gif)

Only sabs has posted in response to the last brief so I'll wait a couple of days for the rest of you to catch up


Sticking our heads between our legs and...I'll let you complete the sentence (IMG:style_emoticons/default/nyahnyah.gif)

I presume I can track the good Major on the camera feeds...apart from the drones and our meat is there anything else around that we can throw his way before he miniguns us to shreds?

Seth, any chance you can link the map again? I'm feeling lazy and haven't looked past pg 1 of this thread (IMG:style_emoticons/default/nyahnyah.gif)
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sabs
post May 23 2011, 09:04 PM
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chemistry test:
logic(8)+chemistry(4)+college education(1)+PuSHeD(1)=14d6: 4 5 3 4 2 5 4 5 2 3 6 4 2 3 (4) hits
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pbangarth
post May 24 2011, 04:11 AM
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Having popped in and out of astral, Mandala is not in radio contact with the others, as he is not wearing his commlink. I should probably get in the habit of specifically saying Mandala puts his commlink back on. Till I do that, it could be a point of humour/irritation among the party that he still fails to do so despite decades now of this technology's ubiquitous presence.

So, he doesn't know the drones are controlled by an ally, and he doesn't know anything about Angel.
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pbangarth
post May 24 2011, 04:13 AM
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Mandala casting Psychokinesis 16 dice => 4 HITS
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Aria
post May 24 2011, 06:35 PM
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QUOTE (pbangarth @ May 24 2011, 05:11 AM) *
Having popped in and out of astral, Mandala is not in radio contact with the others, as he is not wearing his commlink. I should probably get in the habit of specifically saying Mandala puts his commlink back on. Till I do that, it could be a point of humour/irritation among the party that he still fails to do so despite decades now of this technology's ubiquitous presence.

So, he doesn't know the drones are controlled by an ally, and he doesn't know anything about Angel.


He does now, sorta...I am guessing that dragon speech will work with spirits given that it's a magical affect?!?
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Seth
post May 25 2011, 08:17 AM
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Dragon speech works on any sapient.

GREMLIN has only been mentioned by ZERO. You could always ask him...

@Pbangarth
I know you will have thought of this...but probably you need someone to carry your voice link...or do you have it in a tough unobtrusive box? Skin link/trodes won't work for you, but you can easily have a microphone and can read electronic ink.

Chemistry is good. You want to mix household cleaners together. If you mix the (wrong??) cleaners together you get phosgene (we had an incident at work where some cleaners did this and ended up in hospital for weeks). The cleaners themselves will not be very good for the blood, probably causing it to denature. If you were to put cleaner A in pump A and cleaner B in pump B, then the chemical reaction would occur in the pipes...that might be very bad for the pipes and rupture phosgene.

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pbangarth
post May 25 2011, 06:02 PM
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Mandala casts detect Enemies Extended Force 5: Range 450 metres.

Magic 9 + Spellcasting(detection) 5 = 14 dice ==> 6 HITS

Drain is 5S

resist Drain WIL 7 + INT 8 = 15 dice ==> 7 HITS

no Drain
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Seth
post May 25 2011, 06:34 PM
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Very wise move that detect enemies. I am assuming you are manifest while casting it, as you want to detect enemies on the physical plane.

There is an enemy behind the third shelf at the back of the store. The enemy shows very weakly, they are quite well masked from it (5 hits in avoiding you...curses...). That shelf has lots of different flavours of grenades on it in boxes. The magic is not penetrating the concrete very well yet, so you are not yet detecting the incoming horde.

Can you roll me a composure test not to immediately turn and look in the direction of the enemy (IMG:style_emoticons/default/ork.gif) 1 success's stops you spinning on the spot and starting, two mean that you casually glance that way and three allow you to do whatever you want.
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Alyena
post May 25 2011, 07:55 PM
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Ok, lots happening!

Think we're going to be too busy one way or another for Alyena to spend the 4 or 5 combat rounds necessary to get to grips with the magical tacnet (IMG:style_emoticons/default/frown.gif) will just have to rely on relayed info.

Johnathan doesn't seem to think we can survive contact with the Major and I think I agree. As their tacnet is down and he seems unaware of the cadavers can we spread some chaos there? Maybe with illusions or confusion spell to get them attacking each other? Other than that can I suggest we use Bjorn's newly created back door and leave the Major to the drones?

We can leave some people as a rear guard inside 27a with the door closed, hopefully looking like we've all headed up the hole in the roof.

The lurker in the store room may well scupper these plans, how best to negate him?

QUOTE
They keep their 'special' sacrifices their. Some serious mojo is about to happen.

I think we need to consider stopping the priest from getting to Angel as (yet another!) priority. To my mind no good can come of these people
performing any sort of sacrifice let alone a 'special' one.
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pbangarth
post May 26 2011, 03:56 AM
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Yes, manifest as the reactor tech.

Mandala Composure Test:

WIL 7 + CHA 8 - sustaining spell 2 = 13 dice ==> 5 HITS

James Bond would seem frazzled compared to Mandala!

Having just armoured himself, Mandala will now appear to be arming himself as well. He needs the room to be empty of his friends for his still-forming plan to work.

I don't know whether I have gotten ahead of the rest of the team in actions. Mandala will speak once more and then I will wait till you give me the go-ahead to act again, Seth. I don't want to muck up the order of actions.

Is the shelf free standing? How much space behind it if it is? Hmmm... if it isn't, how is the enemy hiding there? Is it open at the back or does it have a back panel?
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Seth
post May 26 2011, 06:58 AM
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@Mandala / James Bond
I'll post the end of the current two rounds tonight: Most people have acted

You casually study the area (one value of astral perception is its 360 degrees) can you give me an assensing roll. If you are using sight can you make a perception roll? With your casual inspection you cannot see anyone hiding there.

The shelves are all free standing, but they have many tons of material on them, and a large base (they are large shelve - 16' high 30' wide 6' wide...bring a ladder). None of the shelves have backs, and they can be accessed from both sides. There is a fork lift in the corner, and its clear that that is used occasionally.

Toppling them might be possible, but it would be a heroic feat, and probably require magic.

If you are thinking of using the grenades can you give me a suitable knowledge skill roll? If not logic
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Aria
post May 26 2011, 02:07 PM
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Seth, for the terminally dense (it's been a long day already and it's only 3pm) can you sum up what is going on in words of 1 sylable? I have to confess Ryl is at a bit of a loss as to what to do next...anyone want to throw an order suggestion my way that would be great!

I considered trying to hack the Major but if he's better than Jonathan I'll probably get my arse handed to me on a plate!

Is there any other matrix jiggery pokery that anyone can think of? If not I'll go through the hole to help rescue Angel
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pbangarth
post May 26 2011, 02:09 PM
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Thanks for the dimensions. The storeroom is bigger than I thought. The fork lift is cool! And Mandala has Pilot Groundcraft Skill!

Mandala is dual natured, so the astral perception is on all the time. Unless he is specifically studying the aura of the individual, his assensing pool is the same as his physical perception pool (10 dice). I believe the Detect Enemies spell locates the enemy exactly, even if Mandala can't see the enemy directly.

If Mandala can't see the enemy directly, it is reasonable to assume the enemy likely can't see him directly.

*****
Just stream-of-consciousness ideas at the moment:
So, if he were to, say, drop a grenade over the other side of a shelf he could drop it quite close to the enemy even if he can't see him. Within the confines of two heavy shelves. Or in a box of grenades. Or, push a box of grenades over the other side, one of which has a pin pulled. Mandala has two actions in a round, so the first of which could be drop a grenade or two (one on each side of the shelf), the second of which would be to dematerialize to avoid chunky salsa effect from an explosion that would come at the end of the combat turn.
*****

Mandala has no Thrown weapon Skill, so dropping a grenade at ground zero (at his feet, over the edge of the shelf, in the box of grenades) is the best he can do. He has various construction-related Knowledge Skills that might help him figure out wall/shelf/materials strength. All of those are at rank 2.

Astral Perception Test : (might as well go for the full around view)

INT 8 + Astral Perception 2 - sustaining a spell 2 +/- unknown for knowing where the enemy is due to the spell = 8 dice
==> 4 HITS
Whoa!

Knowledge Skill Test from Mandala's construction/acoustics experience to judge the acoustic/blast characteristics of the room:

LOG 4 + plethora of Skills all at 2 = 6 dice ==> 3 HITS
Holy cow! I've discovered the power of positive thinking!
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sabs
post May 26 2011, 02:54 PM
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Aria:

What's your electronic warfare skill, and the signal rating of your commlink.
If you remember Sticks doing this:
Jamming on the Fly.
EW+Signal Rating vs EW+signal rating+ECCM. So this might be a good time to spend some edge.

If you manage to jam them, then your connection would work, but theirs would not. They would lose access to the TacNet. (and that's 4 dice less) And they would be cut off from calling reinforcements, etc.
If you're feeling meaner and freakier, you can try and hack the commlinks of the guys WITH the Major (but not the Major). If you screw up their TacNet info, and change their Friend or Foe Recognition software, they might accidentally shoot their friends. If they have grenades on their persons, grenades come with Airlink technology, allowing people to detonate them in mid flight. You might be able to hack your way into the guy's PAN and explode all the grenades on his person.

You can also engage the Major in Matrix Combat. (in Cold Sim I recommend, unless you have a really good Biofeedback program) He'll have to choose, deal with you in the matrix, or not. If he decides to deal with you in AR, then he'll be seriously dissadvantaged, if he goes VR to face you, then he's at -6 to everything he does in the world, and his body is 'slack'.

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Seth
post May 26 2011, 06:39 PM
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Please correct me if you think there are any errors, Please ask me to add extra stuff if I have missed anything significant

Mission goals
  • Warder has been slain...unfortunately while this brought down all the internal wards, it did not affect the external blood ward
  • The door to 27a has been opened, and you just have to hold it against attackers until the external forces arrive...which might not happen now the blood ward has not been removed

Current situation:
  • It is the start of rounds 17&18
  • The time is 00:01:10
  • Everyone has thrown on a flak jacket from the storeroom
  • The background count is zero in the reactor corridor, up the stairs and on the ground floor it is Aztech 4. In Warder's room it is Aztech 2
  • Aren is being NPCed. His condition has stabilized, although he is still unconscious
  • Ryl, Fearghas, Bjeorn, Alyena, Mandala are in the storeroom in the basement
  • Marduk has identified that the codex in Warder's room is a magical tacnet, and worked out how to use it, he has recovered a knife and skull from Warder's room as well
  • Ol'Scratch is being NPCed, and has finished performing the ritual to open door 27a.
  • Marduk, Ol'Scratch and Aren are about to enter room 27a
  • Bjeorn has spent the last two rounds tunneling a hole through to the priests quarters above. The smoke and debris are impressive
  • Red lights are flashing, but there are no audible alarms
  • ZERO has announced that GREMLIN is in charge of some drones: 5 hoverdrones have shot off at maximum 60mph velocity, 3 dobermans are facing the door of the storeroom, and 2 dobermans are at the end of the basement corridor facing stairs


Dealing with the blood ward
  • Mandala has had a chat with Sanguine a recently freed blood spirit (ex bound to Warder) who is currently munching the blood in the second floor blood pump
  • Marduk has identified and found chemicals in the store room that when added to the blood stream will be bad for the blood stream
  • There are three blood pumps, you have half immobilised one of them. You think that it is likely that you have to immobilise two of them for the ward to be significantly weakened


Immediate threats
  • Jonathan is relaying images from the pyramid.
  • Some cadaver men are approaching, they will be here in three rounds
  • Major Nopaltzin has finished his motivational speeches and is on the count down 5,4... you think 1 will be reached at the start of round 18.
  • The forces Major Nopaltzin have with him are 20 clamshell troops with assault rifles and grenades. The major has a mini gun.
  • Camaxtli Cenyaotl aka Spirit bane has 2 guards with him, and is moving to collect Angel and some other "special prisoners"
  • Mandala has found an enemy lurking in the storeroom


Matrix
  • Ryl has revoked all the accounts in the internal matrix
  • There are no Aztechs visible in the matrix (having been kicked out) apart from maybe Jonathan
  • Jonathan has provided access to the other networks: the air defence, the secondary security network (that the incoming forces are using as a tacnet), the external matrix and the temple system
  • There is no reason why you lot cannot communicate via commlink (except Mandala)


External
  • Jonathan's wife is being rescued as we speak by a shadowrunning team hired by ZERO


Click here for map
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Seth
post May 26 2011, 06:48 PM
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@Mandala
Fork lift fully covered by pilot groundcraft.

You are correct about detect enemies...you know where he is (I treat this a bit like the minimap in most MMORPGs). So on your minimap you have a red dot, and you know where that is. With 4 hits you cannot see him. However you have been around the block a few times and you know that thief adepts, or way of invisibility adepts could easily be standing in the middle of the room, and you might not see them. A mage being invisible would not do it, as you would see them astrally.

There will be no signficant chunky salsa effects in this room: its open, and the shelves are open. However thats not true in the corridor...it would be bad if grenades went off then.

You can Psychokinesis grenades quite nicely, taking one combat round to put it exactly where you want it.

Your knowledge skill (3 hits) reminded you that the military store grenades with the fuseremoved to avoid sympathetic detonations (otherwise they would be in a magazine not a store room). You suspect that those grenades will not be fully armed, but the fuse will be stored with the grenades, so a couple of combat rounds would be enough to arm one. (See here ).

Its two new rounds, so feel free to act
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Seth
post May 26 2011, 06:57 PM
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@Aria
I hope I summarized what is happening enough.

Ideas for you:
  • Get in touch with the external forces...Jonathan has a link to the outside matrix.
  • Hack the tacnet of the Major's troops.
  • Hack the air defences, and allow the incoming troops to bomb the pyramid...scary but brave.
  • Attack the Major with cybercombat, or try hacking him, just as he arrives: the major may be talented...but is he hacking or shooting?? its hard to do both.
  • Ask ZERO for help with some of the above, or for details about what else he(?) has planned.


However going through the hole isn't a bad idea either...its going to get very messy down here in one round
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Seth
post May 26 2011, 07:18 PM
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@Sabs

You are opening the door to 27a. The background here is weird. It reads Christian 6, there are other effects (Aztech 4, Tainted 4, Chaos 4) but they are swamped by the overwhelming peace and serenity. As you walk in you feel accepted, perhaps even welcomed. A faint sound of birdsong goes through your head and you gain the effects of a +2 background for you. Your astral senses are blinded (-6 die) by the auras from the magic items: you have never seen so many before. Almost everything in here is intensely magical or a foci.

The floor is carpeted. There is a table with four chairs in the middle of the room. There are yellowing documents open on the table using a gold bird cage (sans bird) as a paperweight.

There are shelves on the wall.On the left shelves are interesting pieces of art work (vases, small paintings), and many beautiful intricate boxes on the shelves: some lacquered, some woodcarved, some inlaid with precious metals. At the back of the room are two large chests, both wooden, bound with iron and multiple padlocks. On the right shelves are books. Lots of books, of different sizes and great antiquity. You note that one of them is written in lizard speech.

Next to the door are weapon racks: old weapons. You see some blood crystal swords, a crystal shield that you haven't seen for thousands of years. Some roman gear: A pilum, some plubata and spatha's. Some more recent late medieval gear: arming swords, large bastard swords (not the D&D ones). Renaissance: small swords, rapiers. Every one is a foci.

If you were players of the game that gives you cancer you would regard this as a treasure chamber. You have no idea of how many zero's you have to stick after the initial 1 to estimate the value of the items in the room. Having a fight in here would be...exciting ... financially speaking.

Can you post your arrival in the IC thread?

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Sephiroth
post May 26 2011, 07:26 PM
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We need some spirit support from Alyena and Ambrose, please.

Combat Tactics: Log 3[4] + Combat Tactics 6 (Magic +2) = 12d6 = 4 hits

http://invisiblecastle.com/roller/view/3043210/ (url insert boxes aren't working for me right now)

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Seth
post May 26 2011, 07:44 PM
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Ambrose is being NPCed which means he is far more useless than usual. However he can summon a force 6 guardian spirit that will try and possess one of the incoming troops. The guardian spirit will have automatics and natural weapon.

Summon: 2 http://invisiblecastle.com/roller/view/3043256/
Resist: 1 http://invisiblecastle.com/roller/view/3043257/
4:1 rule removes drain

Ambrose gives it the orders to "do whatever Fearghas says" (you have 1 service) and wanders into room 27a with a glazed look in his eye, lots of oo..and ahh..and more oo. He is out of the fight for a couple of rounds at least

In your response to the tactics roll...

The major has spirit support and will be moving here at around 60 mph...effectively he will teleport in. The spirit support will almost certainly blunt any spells you cast at his troops. He has a forward scout (Mandala's detected enemy) that is probably giving him a live feed about where everyone is. ZERO and GREMLIN are laying a simple ambush that would work without the forward observer. He would arrive, see two targets, attack them, and while he is attacking them, the dobermans would flank him...that almost certainly won't work now...the major will be coming through that door, and will know where everyone is. He has a mini-gun that will kill everything he aims it at...His troops will be laying down suppressing fire, and focusing on named individuals one at a time (you know this because of Jonathan's feed). His troops are in hard armour with decent weapons and a working tacnet. This situation is not good.

You have a few second to work. The biggest problem is that he has intelligence of what you are doing and where you are.

One option:
  • deal with the forward observer, leave through the hole, and drop grenades....tricky in 3 seconds with so many people
  • flee...not a bad plan...the drones will hold him up for at least a combat round
  • get some really good cover (move behind the shelves) and blast with spellls
  • prepare an ambush (again the forward observer and time are not good...and that mini gun kills things dead very quickly
  • You are not sure what would happen if the Major tried to get into the door to 27a, but unless he knows the secret it will probably go bad for him
  • Something else


I'll remind you that all the NPCs that you have spoken to (Jonathan and Zero) have told you that you cannot survive an encounter with the Major. They may be wrong as they don't actually know how hard you are. At the moment he has overwhelming advantages over you: firepower, armour, magical supression, speed, and most important information of where you are.





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sabs
post May 26 2011, 08:19 PM
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If Alyena doesn't have time to figure out the Codex, I'd take it with me. Hopefully I can use it from inside the room, and possibly do some force projecting from in here.

What should I roll to figure out what those documents are?
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Seth
post May 26 2011, 08:35 PM
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The documents are the ritual that hitler was trying to teach you: you recognise them.

The books in the room are a library and would require about a year at least of reading time
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sabs
post May 26 2011, 08:39 PM
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1) Put the Skull, and Codex down on the table.
2) Pick up a Crystal Sword
3) with Crystal sword in main hand, and Dagger of Nasty in the other, connect with the Codex, and check how the wards are doing, where people are, etc, also.. try and use the Codex to mark the Major as 'hostile'.
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