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> Nothing's Free in the Free Zone (OOC), Adventure 2: A Dish Best Served Cold
Jack VII
post Oct 21 2015, 02:09 PM
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I think there was an implication that they may be getting spell resistance from somewhere, which would mean a mage must be within line of sight to them. Maybe the other mook in the SUV is a mage?
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Lobo0705
post Oct 21 2015, 02:44 PM
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Work is crazy busy today - I'll try and post tonight.

One quick note - I put that post in IC about the "magic resistance" of the driver - but it was just me trying to have a little fun with the fact that I've rolled 8 dice for the driver like four times and have yet to roll under 4 hits with him yet.

No real indication that there is magic resistance - sorry to have misled anyone (IMG:style_emoticons/default/smile.gif)
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Jack VII
post Oct 21 2015, 04:46 PM
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Well, it's not like we'd know one way or the other. I don't think you can tell if someone is being protected by counterspelling dice.

Cool on the slowness, I'm busy too.
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Lobo0705
post Oct 22 2015, 03:54 PM
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Snap - 18 Move Illusion
Sisco - 17 - Hit gate so it closes (Control Test)
Jack - 15 - Take Aim, Fire 3 round burst
Mel - 15 - Data Spike SUV

Ok - back to business (IMG:style_emoticons/default/smile.gif)

Snap moves the illusion, and Sisco makes his Control Test.

Threshold is 4, -2 for Control Rig, +2 for Restricted Terrain (having to get through the gate) =4 hits necessary.

You Roll Reaction 6+Pilot 6 + Specialization + VR Bonus =16 dice, -1 for your wound modifier, -2 for Mr. T's damage = 13 dice
IC is still down, but you got 4 hits (and 5 ones, but fortunately not enough to glitch)

Your movement now puts you on the street, and you've got the gate closed behind you.

Jack fires at the bad guys:
11 dice, -6 for passenger and movement, -1 for range (Now that Sisco has moved you are pretty far away)=4 dice
0 hits (but no 1s)

Bad guys go, the driver attempts to bust through the closed gate:

Control Test, -1 for damage to vehicle=7 dice:
2 hits, enough to keep him from crashing, although it does slow him down.

Mel goes - 9 dice
3 hits

It resists 8 dice
2 hits

It has to resist 7DV Matrix Damage, 8 dice
0 hits and is thoroughly bricked.

IC post up in a little while - with both vehicles wrecked and no means to pursue, we can I think we can exit combat (IMG:style_emoticons/default/smile.gif)

Just some tallies:

Mr. T - 6 boxes of non-structural damage
Sisco - 5 boxes of Stun
Snap - 2 boxes of Stun
Jack - I believe you are down to like 7 bullets left for your SMG.

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Jack VII
post Oct 22 2015, 07:09 PM
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Regular ammo, yeah. I still should have mostly full magazines of gel and, I think, APDS. Will double check when I get a chance.
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Melpomene
post Oct 23 2015, 11:49 PM
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Lobo, I know that Mel found and destroyed the bug, but did she notice where in the real world the bug was located?
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Lobo0705
post Oct 27 2015, 01:00 PM
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QUOTE (Melpomene @ Oct 23 2015, 07:49 PM) *
Lobo, I know that Mel found and destroyed the bug, but did she notice where in the real world the bug was located?


No - you only know that it was within 100 meters. You didn't Trace it.

Sorry for the long delay - was out of town this weekend visiting friends in Baltimore - just got in last night. Back to work today - ugh.
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Chrome Head
post Oct 27 2015, 02:17 PM
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I'm not sure I understand what she's asking. Is she telling Snap to ask Jack and Mel to point guns at her own bodyguards while she interrogates them?
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Lobo0705
post Oct 27 2015, 02:34 PM
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QUOTE (Chrome Head @ Oct 27 2015, 10:17 AM) *
I'm not sure I understand what she's asking. Is she telling Snap to ask Jack and Mel to point guns at her own bodyguards while she interrogates them?


Basically yes - she's not dumb, and she realizes that it is possible that some of the men she brought with them may have been plants.

She doesn't want to cast a spell and have Jack shoot her out of hand, and, assuming that one of her men IS compromised, she wants to make sure if he tries something, she has backup.
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Jack VII
post Oct 27 2015, 03:53 PM
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If Snap texts us to do so, assume Jack will redirect his SMG at one of the bodyguards that came along.
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Melpomene
post Oct 27 2015, 05:19 PM
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Same with Mel.
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PraetorGradivus
post Oct 27 2015, 07:20 PM
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QUOTE (Lobo0705 @ Oct 27 2015, 09:34 AM) *
Basically yes - she's not dumb, and she realizes that it is possible that some of the men she brought with them may have been plants.

She doesn't want to cast a spell and have Jack shoot her out of hand, and, assuming that one of her men IS compromised, she wants to make sure if he tries something, she has backup.


Is there no trust among thieves? What is the world coming to.
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Chrome Head
post Oct 28 2015, 04:35 AM
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Snap will cast a F4 Analyze Truth spell. She also makes sure to extend counterspelling to her whole team. She'll also assense Amber and the two bodyguards in turn in the astral, looking for a clue.
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Lobo0705
post Oct 28 2015, 01:25 PM
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QUOTE (Chrome Head @ Oct 27 2015, 11:35 PM) *
Snap will cast a F4 Analyze Truth spell. She also makes sure to extend counterspelling to her whole team. She'll also assense Amber and the two bodyguards in turn in the astral, looking for a clue.


Casting Analyze Truth:
12 dice - 5 hits, reduced to 4 by Force

Resist Drain
13 dice - 6 hits - no drain.

Assensing Amber and Bodyguards 1 and 2:
Amber - no new information about her w/regards to her magical ability - mood-wise she is alert with a hint of excitement
Bodyguard 1 - Mundane, exhilaration and relief
Bodyguard 2 - Mundane, nervousness and fear



ETA - Sisco - where are you driving right now?
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Lobo0705
post Oct 28 2015, 01:46 PM
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Ok - so:

1) Snap does not get any flags from her Analyze Truth spell that he is lying (although she is not sure what exactly he is saying, since she doesn't speak Chinese)
2) The Bodyguard's aura spikes bright shades of red.
3) The other bodyguard's aura begins to fluctuate into the deeper spectrums of indigo and black

I'll give some time for IC posts.
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Chrome Head
post Oct 28 2015, 02:32 PM
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Nothing to add for now.
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Lobo0705
post Oct 28 2015, 06:36 PM
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Ok,

None of you are surprised, since you have been watching for something like this. It appears that his intention is to turn and use his weapon.

I'm going to give Jack the first action since he is nearest, then Snap, then Mel here's my logic:

1) Jack is primed and watching the guy
2) Snap is Astrally Perceiving and watching Amber, leaving the mundane stuff to her team - but you are still leaps and bounds faster than Mel.
3) Mel is reacting to Jack's lead.

Jack - you are going for a lethal strike with the handblade?
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Jack VII
post Oct 28 2015, 08:13 PM
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I think I'm going to need to, don't think I can afford to lose the dice for a called shot to split the damage. Too many valuable assets in the van to allow the guy to get a shot off.

Remember that I take the off-hand penalty since I haven't developed ambidexterity yet.
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PraetorGradivus
post Oct 28 2015, 10:41 PM
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I assume we are in normal chase mode for vehicle combat.... I need to know the range between me and the SUV that's still active.
If the range is short, I'll attempt a cut-off.
If the range is longer I'll look for a side street or off ramp that I can make a tight turn into (Stunt) to try and lose the SUV.
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Lobo0705
post Oct 29 2015, 01:34 PM
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Ok, so:

PG - There is currently no pursuit - the two SUVs have both been bricked by Mel. I'm just asking is there a direction you are driving in, or are you just driving in random directions in case there is pursuit you can't see?

Jack:
Agility 5 + Skill 4, -2 for Off Hand Penalty, I'm going to actually give you +2 for Superior Position to help reflect the cramped quarters and the advantage of the handblade in such an environment, along with him being distracted by Amber.
9 dice =2 hits (IC is still down)

He dodges:
Int + Reaction = 8
1 hit

He resists 9DV P, AP -2 base, so with the 1 net hit it becomes 10DV, He is wearing an armor jacket, so 10 Armor - since modified DV is not less than the modified armor, it is physical damage.

He rolls 14 dice to resist damage:
5 hits - so he takes 5 boxes of physical damage - a solid shot straight to the body, although not enough to incapacitate him.

Snap? Mel?
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Chrome Head
post Oct 29 2015, 03:15 PM
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Snap casts Clout F6 to try to prevent any attack from him, or at least wear him down some (since it'll go on his Stun track). She rolls only 10 dice since she's sustaining the Analyze Truth spell. 13 dice to resist 3DV drain.
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PraetorGradivus
post Oct 29 2015, 04:21 PM
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Since there is no longer a chase, Sisco will get out of VR to ask were to go.
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Lobo0705
post Oct 29 2015, 04:23 PM
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QUOTE (Chrome Head @ Oct 29 2015, 10:15 AM) *
Snap casts Clout F6 to try to prevent any attack from him, or at least wear him down some (since it'll go on his Stun track). She rolls only 10 dice since she's sustaining the Analyze Truth spell. 13 dice to resist 3DV drain.


Ok - casting the spell, 10 dice = 2 hits
Resisting Drain 13 dice = 5 hits

He Dodges 8 dice, -1 for damage, -1 for 2nd attack dodged = 6 dice = 1 hit

He resists damage: 7DV Stun, 6 AP
He resists with 4 body + 6 armor = 0 hits, but only 3 ones, so no glitch - so in addition to his 5 boxes of physical damage, he now has 7 boxes of Stun

Your punch knocks him to the ground.



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Melpomene
post Oct 29 2015, 11:47 PM
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Does Mel have a clear shot? If so, she'll take it when he hits the ground. Otherwise, she'll wait for an opportunity.
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Lobo0705
post Oct 30 2015, 02:10 PM
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QUOTE (Melpomene @ Oct 29 2015, 06:47 PM) *
Does Mel have a clear shot? If so, she'll take it when he hits the ground. Otherwise, she'll wait for an opportunity.


You can take the shot.

Ag 4 + Pistols 3 + SM 2, I'm going to give you a -2 penalty for the close quarters and the fact that the van is moving around = 7 dice = 2 hits

He attempts to dodge - 8 dice base, -2 for him being prone, -3 for wounds = 3 dice, he actually critically glitches - lets see if he is still concious:

He resists 7P base, +2 for net hits = 9 DV of Stun, 16 dice = ouch 3 hits, so 6 points of Stun, which combined with the 7 points of stun from the Clout, knocks him out.

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