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> OOC- Shadow's Dawn: Diving into the past
sabs
post Jun 15 2011, 03:34 PM
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QUOTE (pbangarth @ Jun 15 2011, 03:12 PM) *
Yeah! Now we're talkin'! Stick that pig good, big guy! I'm right behindja! Well, behind the door, anyways.


I might edit that depending on what Seth says (IMG:style_emoticons/default/smile.gif)
If he's dead, and i'm surrounded by Dual Natured Cadavermen.. eeek..

OH That reminds me:

Seth - can I label me and Ghost as "friendly" in the magical Tacnet so that the cadavermen will leave us be (IMG:style_emoticons/default/wink.gif)
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pbangarth
post Jun 15 2011, 03:43 PM
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QUOTE (sabs @ Jun 15 2011, 11:34 AM) *
I might edit that depending on what Seth says (IMG:style_emoticons/default/smile.gif)
If he's dead, and i'm surrounded by Dual Natured Cadavermen.. eeek.

You can still run away faster than they can follow. And the instant Mandala knows Spirit Bane is out of the picture, you'd be surprised how brave he will become!
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Edana
post Jun 15 2011, 03:46 PM
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I'm going to assume Ryl doesn't kill the second guard IC (I'm assuming the attack from the agent won't one-shot it), so I'll end up attacking it for my IP 2. I'll go ahead and roll that, but leave the IC post until after I see how Ryl does against the guard's attack, and whether the agent hits.

IP 2: Attack remaining guard, (Oh god is he going to have a bad day) 9 Hits, 11 damage + net hits if he fails to avoid. (Dodge this? (IMG:style_emoticons/default/nyahnyah.gif) )
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Ghost_in_the_Sys...
post Jun 16 2011, 03:26 PM
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Whew, took forever to figure out where that updated map was to find out where the heck running to was an option.

Overcasting F2 improved invisibility Spellcasting (4) + Magic (1) = 0 hits
Using edge to reroll = 1 hit
Resisting 4P drain Willpower (5) + Charisma (7) = 5 hits
Okay, so, sucky cast but at least no drain.
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pbangarth
post Jun 16 2011, 03:29 PM
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Yeah, background count has fun with our dicepools, doesn't it?

Is Spirit Bane still trying to get into room 12, or has he changed behaviour?
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Big Fella
post Jun 17 2011, 06:45 AM
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Ouch. Lots of bullets.

So base damage
Their att (only 10 left by the time they get to shoot): 3, 4, 3, 3, 2, 1, 2, 1 ,2, 2
Dodging: 5, 4, 2, 1, 3, 2, 2, 3, 3, 0
Nett hits: 0, 0, 1, 2, 0, 0, 0, 0, 0,2

Nett damages to soak: 9, 10, 10
Soak: 10, 6, 11
Damage: 0, 4, 0
Soaking: Bjeorn laughs as the little bullets bounce of his body
Looks to me like I take 4 points of damage (-1 due to pain).
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Seth
post Jun 17 2011, 07:00 AM
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@General
Back. Its surprising that you can find a hotel without wifi any more. Still that was reflected in the price. I suspect we can move to IP 3 for everyone.
The following is my getting everyone up to

@Aria
Agent doing good. Black IC nearly as good. I forgot to remove two die for second attack, so 5 successes
Black IC soakiness. Gosh they are tough. Your agent smashes hard into the IC, a few sparks fly, but nothing happens 7 successes on soak
Two miserable attempts!

@Ghost
Sorry the map was hard to find. At the beginning of the OOC thread is summary of summaries. I'll make it so that the map is on there.

Lean'drea goes invisible just before the machine gun nest opens fire on the cadavermen to protect Spirit Bane. This is suppressing fire, so it you need to avoid it too, using Reaction + edge. An unpleasant 6 hits on the unarmoured cadarvermen, and the unarmoured you (Base damage 6 AP irrelevant). All off them are hit by machine gun fire. The bad news for the machine gun nest, is that this mainly just annoys the cadarvermen. The good news for you is that on IP 2 they charge the machine gun nest (taking yet more suppressive fire which is slightly more successful, but not really). You are not affected by the suppressing fire. On IP 3 they arrive and the shredding begins. There are more screams, more moments in which the entrails and gore hits the side of the room as the camera moves away from the horror. On IP 4 the shredding concludes.

Spirit Bane bangs away at the door on IP 1 and 2. He doesn't seem to be the bravest person in the world.

On IP3 a spirit manifests, and starts talks to Spirit Bane (see IC). Can you check that your invisibility still works (background now 6), and make me a masking roll? I suspect that you want to change your IC post, as the Cadarvermen ran toward's the machine gun nest being shot at, and I don't think you want to follow them into the machine gun fire.

@Sabs
Really cool idea labelling the Cadarvermen as friendly. It would be a complex action, and you would have to not be projecting (a free action to stop projecting). The really amusing thing for me of course, is that you arrive just as the other spirit arrives. The even better thing for me is that I didn't plan it: it just happened.
Can you roll surprise (I will give you +6 for ambushing them).
Surprise roll for the spirit (just the first roll of 10)

I forgot that you are holding the dagger. The hooded spirit and the Spirit Bane appear to not see you. Feel free to do whatever you want.

@Edana/Aria
The guard goes down. Very solid hit. Can you put this IC?
You probably want to make some matrix perception checks before moving in. Aria: you have multitasking, so they are free actions for you. I beleive you are on IP 2 Aria, and IP 3 Edana.

@Bjeorn
I overrolled the die that the guard's should have been using when I attacked you, so we are fudging the results a tiny bit, and will assume that the guard's attack once for a slightly better attack (I don't want you to have to go through those calculations again!)
I see there is a point in investing heavily in body...The fewer remaining guard's are shooting at you in IP 2.
They are not very effective, hanging in their by the skin of their teeths:2, critical glitch, 3, 0, 1, 1, 3, 1, 0, 2, 0, 1, 1, 2, 1, 1, 1. I suspect you will dodge/soak them


@General
The major's grenade goes off, and GREMLIN's last doberman in the storeroom is blasted. The damage where the Major is has dropped to about 4P. Everyone involved in that fight ignores it.
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Seth
post Jun 17 2011, 07:33 AM
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Moving into IP 3

Status in basement
Major pain is on his feet, moving first and is very angry at Bjeorn
The Major has no effective guard's left. Fearghas did most of the damage, then Alyena's spirit blasted them loads.

Status outside Angel's room
The spirit has appeared and started to talk. Sabs if you want to attack the hooded spirit or Spirit Bane, feel free to do so (I can change the IC post). Spirit bane and the spirit have completed the round unless interrupted.

Status in Matrix
Ryl still has IP 2 to go. The guard's are down. The nice little doggies have vanished and you can ignore them (just make a System + Firewall roll each please)


Actions on IP 3
The major goes first. Vibro cyberspurs out. Attacking Bjeorn begins. 6 successes Base damage 10

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Alyena
post Jun 17 2011, 07:34 AM
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Alyena and Pet will do more of the same on IP2 I think.

Pet's stunball on remaining minions: 4 successes
Resist drain: 6 successes

Alyena will try manabolting the Major again: 6 successes
To edge or not to edge.... oh what the heck 3 successes
9 in total.

Resist drain 3 successes

My stun now at 4.

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Seth
post Jun 17 2011, 07:38 AM
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@Alyena
The Major is tough
Just as an aside, Alyena is now breaking crockery in the kitchen and sulking.
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Aria
post Jun 17 2011, 07:49 AM
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'Oh crap' is the only thing I can say to that last IC post (IMG:style_emoticons/default/smile.gif) , but then we always kinda knew what we were dealing with here...

Will get my feeble attempts written up today (need higher rated programs & link (IMG:style_emoticons/default/nyahnyah.gif) )

I will spend IP 2 sending feelers into the C&C node to check for data bombs, IC etc...I can do that right?!? I will suggest to Angel that we move in together assuming I 'see' anything...

Matrix Perception 17D = 6 hits and 5 hits (I get 2 frees per go with multi tasking?!?), will delay any actions I have to wait for Angel

System+Firewall 12D = 3 hits (perhaps not so good?!?)
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sabs
post Jun 17 2011, 09:55 AM
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I'm sticking iwth my stabbymcstabby after the Spirits dissapates. I'm really not in the mood to fight a Horror.
http://forums.dumpshock.com/index.php?s=&a...t&p=1078293

for the roll, I got 3 exciting hits.. but I haz surprise (IMG:style_emoticons/default/wink.gif)
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Aria
post Jun 17 2011, 10:50 AM
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Seth, can I see inside the ward pump room on this level through camera feeds? I've a feeling we could do with that backup getting in here sooner rather than later! Specifically I'm wondering if I could 'cook' the blood in the pipes to cause a block?!? Won't work if they are buried deep in concrete of course but it's worth asking...
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pbangarth
post Jun 17 2011, 02:21 PM
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QUOTE (Seth @ Jun 17 2011, 03:22 AM) *
[00:01:19 Jun 2070 -Outside Angel's Room- Aztec Pyramid]
[Background: Tainted 6]
The spirit points a scabby hand at Angel's door and a bolt of magic hits it, destroying it.

"You may use these tools to help you".

With a wave, the spirit calms the Cadarvermen who begin to shamble back toward's Spirit Bane.

"Do not fail me again".

With this the Spirit vanishes

Awww, shit.
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pbangarth
post Jun 17 2011, 02:34 PM
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I'm just assuming that whatever effect that Dagger has to hide Marduk from our enemies large and small also keeps Mandala from seeing him through the now open door.
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Aria
post Jun 17 2011, 02:34 PM
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Are cadarvemen flamable? (IMG:style_emoticons/default/smile.gif)
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sabs
post Jun 17 2011, 03:19 PM
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not any more than people are.

And you should be able to see me, you don't use Aztech Magic.
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Seth
post Jun 17 2011, 05:46 PM
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@Aria
QUOTE
I will spend IP 2 sending feelers into the C&C node to check for data bombs, IC etc...I can do that right?!? I will suggest to Angel that we move in together assuming I 'see' anything...
Matrix Perception 17D = 6 hits and 5 hits (I get 2 frees per go with multi tasking?!?), will delay any actions I have to wait for Angel
System+Firewall 12D = 3 hits (perhaps not so good?!?)


You get two free observes with Multitasking, so you can still do something on IP 2 if you want.
Matrix perception reveals that the man doing the whipping is a Black IC of the same scale as the guard's outside, so you probably have his number. The soldiers lining up and watching are all links to his BotNet: Perhaps 2000 slaves processors that can do his bidding. The System and Firewall is lower in here...a mere 6, instead of the outside 8.

The System+Firewall roll: nothing to worry about, no need to get nervous...oh could you make a System+Analyse roll for no apparent reason on IP 3?

QUOTE
Seth, can I see inside the ward pump room on this level through camera feeds?

Yes you can see them. They don't seem to be connected to the matrix: they are using Victorian engineering it seems. However if you were to get a drone in... Perhaps the evo orderly in Angels room: that has two robot arms.

QUOTE
Are cadarvemen flamable

Stone is flamable if you get it hot enough... That answer didn't help of course. To the best of your knowledge they have no vulnerability to fire, however having seen them through the camera, they seem to be particularly resilient to bullets, and you have no reason to believe that they are as resilient to fire.


@Sabs
Discretion, Valor, best part of . Readjust this words to make a familiar phrase. The horror vanishes on IP4, so I suspect stabbymcstabby happens next round. And yes you have surprise, for some reason Spirit Bane cannot see you

@PBangarth
Good news: Mr Unpleasant Scabby hand has vanished: he seems to be busy.
Bad news: Spirit Bane is likely to come and get angel, and he now has his Cadarvermen back in his control
Good news: The Cadarvermen have gone all shambling again and will take 2 combat rounds to get here.

The dagger is not stopping you seeing Marduk. You have no idea why the Horror didn't blast him instead of the door. Spirit Bane is astrally active, so should see him (as Marduk is not being particularly stealthy) but something seems to be stopping him.
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sabs
post Jun 17 2011, 06:15 PM
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Actualy, can't I hold an action across IP? so I could do nothing on IP3, and stabbymcstab him on IP4?
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Edana
post Jun 17 2011, 06:21 PM
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System+Firewall: 3 Hits

Let me know if you need me to roll anything else, though Technomancers are flat out immune to hacking of their biological node from non-Technomancers. (An IC wouldn't likely know the difference though in its limited scripting.)
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Big Fella
post Jun 17 2011, 07:29 PM
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I think I will go all out defence against the Major's attack, and trust in the hackers and spell casters to deal with him.

All out defence: 10 successes

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Alyena
post Jun 17 2011, 07:41 PM
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Right Plan A to try dealing with the cadarvermen: 3rd task of 4, will get my pet spirit to mob mind them and hopefully get them shredding each other. Also hoping that Spirit Bane will be concentrating on Angel having been told in no uncertain terms 'Get the sacrifice or be one' that he won't notice the spirit popping in and out of the corridor.

Oops. forgot that I haven't Cleansed here yet so only first 6 dice count (IMG:style_emoticons/default/frown.gif) 3 successes

Resist drain: only 1 success

Spirit takes 4 drain, ouch.

Alyena will mana bolt the Major: 5 successes (Think I see more sulking in my future (IMG:style_emoticons/default/wink.gif) )

Will use some more edge (sigh): 4 successes!

Resist drain: 4 successes giving 1 more stun which brings Alyena to 5 in total.
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Seth
post Jun 17 2011, 07:45 PM
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@Sabs
The robed figure is talking all the way to the end of the round, so stabbing time is I think next round.

@Sephiroth
Bizarrely you are left alone in the dream, you can get up, walk around, do stuff... Elapsed time here is not the same as elapsed time in "the real world", so you have several minutes to explore.
  • The box is held in his faintly transparent hands, and if you wanted to you could do some suitable lores...if only Marduk was here. Perhaps I should try and arrange that...
  • The cells are locked, but he left the keys hanging on hooks, so if you wanted you could get Aren "Out". You could try talking to him, but he seems to be in a terrified fetal position.
  • The door opens if you want to check it, into an endless torture chamber with various unpleasant engines of torment, and a number of people being "worked on" by snake headed beings


@Alyena
The Major is not on top form...probably distracted by the dancing bear. 6 successes on soaking. Thats an unpleasant amount of physical damage by my calculations (Force 11 - 4 background + 9 successes - 6 soak - 2 platelet factories / trauma damper) thats still 8 damage...gulp...now I need to check how much damage he has taken.

He's still there, but only just...probably whining about his biomonitor moving into the red.
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sabs
post Jun 17 2011, 07:52 PM
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Okay then I will stabby mcstabby next round (IMG:style_emoticons/default/smile.gif) you mean gm you.
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Ghost_in_the_Sys...
post Jun 18 2011, 05:27 AM
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QUOTE (Seth @ Jun 17 2011, 02:00 AM) *
@Ghost
Sorry the map was hard to find. At the beginning of the OOC thread is summary of summaries. I'll make it so that the map is on there.

Lean'drea goes invisible just before the machine gun nest opens fire on the cadavermen to protect Spirit Bane. This is suppressing fire, so it you need to avoid it too, using Reaction + edge. An unpleasant 6 hits on the unarmoured cadarvermen, and the unarmoured you (Base damage 6 AP irrelevant). All off them are hit by machine gun fire. The bad news for the machine gun nest, is that this mainly just annoys the cadarvermen. The good news for you is that on IP 2 they charge the machine gun nest (taking yet more suppressive fire which is slightly more successful, but not really). You are not affected by the suppressing fire. On IP 3 they arrive and the shredding begins. There are more screams, more moments in which the entrails and gore hits the side of the room as the camera moves away from the horror. On IP 4 the shredding concludes.

Spirit Bane bangs away at the door on IP 1 and 2. He doesn't seem to be the bravest person in the world.

On IP3 a spirit manifests, and starts talks to Spirit Bane (see IC). Can you check that your invisibility still works (background now 6), and make me a masking roll? I suspect that you want to change your IC post, as the Cadarvermen ran toward's the machine gun nest being shot at, and I don't think you want to follow them into the machine gun fire.

My understanding was that we were more or less in the center of the cross shape, with the cadavermen coming from the west. Spirit Bane ran north to the Angel's door, and I followed him as there weren't any machine gun nests in that direction. I was also trying to either duck in one of the western doors of the north corridor or run up the steps if none of them were unlocked. If one of the doors is unlocked, I should be able to get to safety before the nests start firing.

And no, invisibility will be suppressed till the BC goes back down, assuming that the BC increasing by 2 is the same as going from 0 BC to 2 BC.
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