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adamu
Abbandon

Okay, first thing is that DireRadiant has reminded me that wound mods don't apply to damage resistance tests. You dropped one die from each of your last tests. I rolled those two dice and got one hit.
So that means you took 9P, not 10P.

You used your movement after getting shot and shooting back to move deep into your room.

From there, initiative doesn't really matter - but note that they are pouring fully automatic fire through the line formed by their window/your window/your door - suppressive fire to try to keep you pinned in your room.

As for shooting out your wall, quite frankly, I don't understand the math you used. That is mostly because you didn't state how many rounds you are using, which is the key factor.
So I'll tell you what - you empty your clip at the wall - 20-odd rounds - and we'll say you make a big enough hole for your huge-ass self to get through in one complex action (that actually is about right, according to my eyeballing of the rules).

While you leave the building, you can do any actions you want while walking (reload/perception/stealth/whatever). We've been through that. Even running only takes a free action.

BUT - I would ask you not to call Rocky right now for two reasons -
First, he is already six minutes ahead of you in time, so the universe will implode if you break the continuum.
Second, it won't provide a cool distraction anyway, since he has his comm tied to earbuds.

Those are both meta-reasons, but it would make me happy.
But then again, call him if you want, cuz his comm is currently turned off.

Okay, you can IC your way out of your room. Do whatever stealthiness or fluff you want for up to one minute. No cab will arrive in that time. Let me know where you go or what you do. And if you go anywhere near the building that has your enemies in it, stop there.
adamu
JDragon

Okay, going along, looking for your opportunity. Gotcha.

The trick is handling it in a forum game (it's hard in table-top, too).

Here's what you can do.

One possibility is that you can let me know what sort of opportunity you are waiting for, what you are doing to get ready for it, and if you are doing anything to try and create it. I can make a ruling.

And/Or

You can use a similar system to what we did with your chase scene. Between here and getting into their car, you can name three 'strokes of luck' or just 'things you see or that happen along the way' that you think might help you. In this case, each of those things has a 1 in 6 chance of happening/existing. You can roll yourself, and use any successes as support for your pitch in the first thing where you confer with me.

The sum of all this may give you some sort of initiative/surprise/cancel their delay kind of bonus, the degree of which will depend on the strength of your pitch.
Konsaki
QUOTE (adamu)
First, he is already six minutes ahead of you in time, so the universe will implode if you break the continuum.

ROFL rotfl.gif
Mister Juan
QUOTE (Konsaki)
QUOTE (adamu @ Nov 10 2006, 11:37 AM)
First, he is already six minutes ahead of you in time, so the universe will implode if you break the continuum.

ROFL rotfl.gif

That just made my day.
DireRadiant
QUOTE (adamu)
DireRadiant
The downside is that no matter how fast you run, she effortlessly keeps up, attacking all the way.

New combat turn...

Why can't we just get along and leave each other alone ?

Okay, the main question is if I am able to tell if Cal and Deerwalker have left the room yet?

It seems apparent I can't outrun the kitty, so this leaves me the option of fighting it off all the way out, which would be fascinating, but bound to go wrong somewhere. Or taking the risk and attempting to hurt it further at the cost of exposing sledge to more injury.

I'll think about this for a minute and post intentions soon.

Abbandon
Cerberus

Well i didnt mention switching from burst fire mode.

2 bursts into the wall = 6 bullets. 6 bullets = 12 DV and i got a hit on each roll. I guess i screwed that part up it should have been 14 DV vs the walls armor. Emptying my clip into the wall would be over 40+ DV which is way overkill.

I was just looking to see if my stun damage modifier stacked onto my physical damage modifier and i saw something scary. The modifiers are cumulative so if i have 9 woulds thats a -6 modifier. It also reduces my initiative to 5.

I guess it doesnt matter if i empty my clip. I'll dump my gun and crawl through the hole and stumble my way down to the main lobby and call for a taxi. I will try to call Kyle and have him meet me someplace and try to get him to take me to that street doc who fixed me up.

DireRadiant
QUOTE (adamu)
JDragon

Okay, going along, looking for your opportunity. Gotcha.

The trick is handling it in a forum game (it's hard in table-top, too).

Here's what you can do.

One possibility is that you can let me know what sort of opportunity you are waiting for, what you are doing to get ready for it, and if you are doing anything to try and create it. I can make a ruling.

And/Or

You can use a similar system to what we did with your chase scene. Between here and getting into their car, you can name three 'strokes of luck' or just 'things you see or that happen along the way' that you think might help you. In this case, each of those things has a 1 in 6 chance of happening/existing. You can roll yourself, and use any successes as support for your pitch in the first thing where you confer with me.

The sum of all this may give you some sort of initiative/surprise/cancel their delay kind of bonus, the degree of which will depend on the strength of your pitch.

One possibility in the rules is the goons can make a "Judge Intentions" check. Their Int + Cha versus Rocky's Wil + CHa, to see if they "Fall for it". (p 130) Tis could serve as an indicator for if they really think he's accepting his fate or not.

I also could think of several social active skills that could apply to assist in the situation.
DireRadiant
Sledge

Combat Turn
Init
8 - stun 1 - physical 2 = 5 + 1 = 6
1 hit = 6 3 3 2 2

IF Kitty goes first, interrupt action to full parry, then second full parry at one less die (which will be one less hit), then after that the second IP is a melee attack with taser.

If Sledge goes first then its melee attack with taser first IP, then interrupt Action to Full Parry from IP 2, losing one die on second Full Parry.

IP 1
Free action - Run
Complex action - Either Melee attack or Full Parry

Melee attack, Taser, Agility 5 + Clubs 4 - Stun 1 - Physical 2 - 1 reach + Touch Attack 2 (? going by page 154 contact discharge description)= 7
4 hits = 5 4 5 6 3 1 5

Parry, reaction 6 + Hammer 6 - Stun 1 - Physical 2 - off hand 2 = 7
1 hit = 2 4 6 4 4 4 4

Full Parry, Reaction 6 + Hammer 6 + Hammer 6 - Stun 1 - Physical 2 - off hand 2 = 13
6 hits = 5 5 3 1 2 3 5 5 5 4 1 1 5

Body 6 + Armor 6 = 12 (wound penalties do not apply)
5 hits = 5 5 2 2 5 5 3 3 6 3 2 2

IP 2

Complex action - Melee attack

Melee attack, Taser, Agility 5 + Clubs 4 - Stun 1 - Physical 2 - 1 reach + Touch Attack 2 (? going by page 154 contact discharge description)= 7
3 hits = 3 6 5 6 1 1 2

Parry, reaction 6 + Hammer 6 - Stun 1 - Physical 2 - off hand 2 = 7
3 hits = 5 4 5 2 5 2 3

Full Parry, Reaction 6 + Hammer 6 + Hammer 6 - Stun 1 - Physical 2 - off hand 2 = 13
5 hits = 5 5 3 1 2 3 5 5 5 4 1 1 5

Body 6 + Armor 6 = 12 (wound penalties do not apply)
2 hits (yuch) = 2 1 6 2 2 2 2 3 1 3 5 4
Ankle Biter
Electra - First Wave

Heya, just posting to say that I am still trying to figure out how Electrawould spend the month, and Insiration is hard in coming. I imagine that an Elf, adn Satyr together would become that much more easily spotted than the two apart, and I am having trouble figuring how Electra would handle the situation. Post coming as soon as I know, though.
Konsaki
You could always hand wave the small stuff and have Electra do a flashback of the most important stuff.
MK Ultra
QUOTE (DireRadiant)
Sometimes it's okay to let a teammate get eaten.

grinbig.gif

One might ad, in case of a wilderness run - or eat a teammate

QUOTE
Don't bring an assault rifle to a machine gun fight.


But it is a good back-up in case the belt is all used up nyahnyah.gif
JDragon
Rocky

Well the sooner I can do something the better. I think the longer this goes the worse it will get.

So to start with I will be focusing on taking advantage of my size while we are on the stairs. Looking for a chance where only one gun is one me instead of two, preferbly not focused on my head.

So more than likely this would be a chance to shove a guy down the stairs or push one over a railing.

Either both will be behind me as we go down the stairs so they can both watch me or one will be in front of me, which will make it harder for him to keep his weapon focused on me.

I'll also do my best to appear defeated and no longer willing to run/fight - using the pain & discomfort of the withdrawl to fuel this.

JD
adamu
DireRadiant

Cal and Deerwalker running for dear life about 10 meters ahead of your position.

You turn and meet Kitty's next swipe with the business end of your Defiance (or however you want to fluff it IC), and that is all she can take. The taser and the cat are locked in trembling contact for a long. paralyzed moment, and her central nervous system gives out and she collapes in a crumpled heap.

As soon as you IC just that moment, I will come in with another IC post.
adamu
Abbandon

My thinking was that you are an extra-big troll and you would also want enough room to take you gear through.

You didn't HAVE to dump your bag and gun, but it did make for VERY good roleplaying of severe woundedness. I really like when players don't just treat gunshot wounds as a mere -2 modifier but get into it. Thank you.

See IC post.
DireRadiant
If Cal and Deerwalker even think of asking Sledge to carry the kitty out while the building explodes, they got another thing coming.
adamu
Abbandon

Wee bit o railroading there, but the fact is that the cab was never gonna show anyway, plus there is no way Kyle would leave you hanging.

Anyway, I need you to come to a full stop with my last IC post. Hope to catch up with you ASAP.
adamu
JDragon

Okay, they take you down the stairs with the pug-nosed guy in front, the guy(s?) you have never seen in back. You feel the gun behind you brush the back of your head sometimes - he's reaching pretty high or he's pretty tall.

I have made a judge intentions test, giving you a bonus for the withdrawal. I made the test myself because it's no fun if you know how well you did.

If you succeeded, you will have a bonus on the surprise test we will be making when you make your move. If you failed, you will not have a bonus, and maybe a penalty, depending on how well they read you.

As you go down the stairs, your height combined with pug-noses lower position, plus him having to look where he's stepping makes you pretty sure he is not maintaining a delay, to put things bluntly in game terms.
You really have no idea about the people behind you, and of course they have no problem keeping a gun on you as you descend.
Anyone that is maintaining a delay as they walk will get a bonus on their surprise test. But surprised delayers will have to wait until they are not surprised to take their delay.

Sorry to be so complicated - just trying to tell you as much as I can in game terms about what Rocky is seeing as he gauges his chances of turning the tables on these guys.

I will say that if you melee the guy below you you will have superior position bonus, and there are a few sweet spots where if you push over a rail it will be very bad for him.

If you do choose to make your move at one such point, go ahead and roll initiative, surprise, and your attacks/reaction defenses/damage resists for a combat turn.

Feel free to throw in any pitches for things you might do to add a bonus die or something, and if you convince me I'll roll them for you.
DireRadiant
Always remember you can use edge to gofirst if you have edge left.
JDragon
Rocky

Adamu, sounds great thanks for all the info. More info is always better.

Based onwhat you are saying I'll make my move as close to the following conditions as possible to get bonuses or just improve my odds a little.

As we are going down stairs, just as I make a turn, but before the guy behind me turns so as to increase the angle as much as possible. This will also put the guy in front below me, but very close to the top of this flight of stairs, making it a longer fall for him.

IP 1
I'll open with a punch to the back of the guy in front, trying to send him flying down the stairs.

IP 2
Then I'll swing around to deal with the one behind me, attempting to knock him over/through the rail if thats possilbe, other wise just punching him.

IP 3
If there is a third target I'll hit him, if not and #2 is still standing/breathing I'll take another shot at him.

Here are my rolls for the above actions....

Surprise Check
Reaction (6) + Intuition (3) - Withdrawl (2) - Combat Para (3) = 4 Dice
2, 4, 6, 5 = 2 hits

Initiative Check
Reaction (6) + Intuition (3) - Withdrawl (2) =7 / 2 = 3 dice
3, 4, 4 = 0 hits / Init = 7

Attacks
On all attacks I will be using Killing Hands as well as Critical Strike on any Initiative pass that I don't use my free action I will also focus to use Inertia Strike (SM page 177). These are all complex Actions for the attacks, leaving Free Actions for move or Focus for inertia strike.

Attack Rolls
1st Pass
Agility (4) + Unarmed boxing (10) + Reach (1) - Withdrawl (2) = 13 dice
3, 3, 2, 5, 3, 6, 3, 6, 5, 6, 1, 6, 4 = 6 hits

Damage: Str/2 (4) + Critical Strike (4) = 8 + Net Hits = __
Knock Down Check - Str/2 (4)* + Damage __ > Body of Defender - Defender knocked down.**

2nd Pass
Agility (4) + Unarmed boxing (10) + Reach (1) - Withdrawl (2) = 13 dice
4, 5, 2, 4, 3, 5, 2, 1, 1, 3, 2, 1, 5 = 3 hits

Damage: Str/2 (4) + Critical Strike (4) = 8 + Net Hits = __
Knock Down Check - Str/2 (4)* + Damage __ > Body of Defender - Defender knocked down.**

3rd Pass
Agility (4) + Unarmed boxing (10) + Reach (1) - Withdrawl (2) = 13 dice
5, 2, 5, 2, 2, 2, 6, 4, 6, 3, 2, 5, 6 = 6 hits

Damage: Str/2 (4) + Critical Strike (4) = 8 + Net Hits = __
Knock Down Check - Str/2 (4)* + Damage __ > Body of Defender - Defender knocked down.**

* Only add the +4 from strength to damage for Knockdown if I had a free action to focus.

Defense Rolls

Melee Rolls
Block - Reaction (6) + Unarmed Boxing (10) - withdrawl (2) = 14 Dice
3, 5, 4, 2, 2, 5, 5, 5, 5, 4, 5, 6, 4, 5 = 8 Hits

Block - Reaction (6) + Unarmed Boxing (10) - withdrawl (2) = 14 Dice
2, 5, 6, 1, 4, 3, 1, 5, 2, 2, 6, 1, 3, 2 = 4 Hits

Ranged Rolls
Reaction (6) - withdrawl (2) = 4 Dice
4, 5, 6, 1 = 2 hits

Reaction (6) - withdrawl (2) = 4 Dice
6, 3, 6, 1 = 2 hits

Reaction (6) - withdrawl (2) = 4 Dice
2, 5, 6, 6 = 2 hits

Reaction (6) - withdrawl (2) = 4 Dice
3, 3, 2, 3 = 0 hits

Damage Soak Rolls
Ballistic
Body (8) + Auctionioneer Suit (5) + Natural Armor (1) - withdrawl (2) = 12 Dice
3, 5, 2, 2, 5, 4, 4, 4, 5, 2, 2, 6 = 4 hits

Ballistic
Body (8) + Auctionioneer Suit (5) + Natural Armor (1) - withdrawl (2) = 12 Dice
6, 2, 6, 5, 6, 4, 6, 6, 1, 6, 3, 6 = 8 hits

Ballistic
Body (8) + Auctionioneer Suit (5) + Natural Armor (1) - withdrawl (2) = 12 Dice
2, 5, 3, 5, 6, 3, 4, 3, 6, 3, 3, 5 = 5 hits

Ballistic
Body (8) + Auctionioneer Suit (5) + Natural Armor (1) - withdrawl (2) = 12 Dice
1, 5, 2, 3, 6, 5, 2, 6, 2, 2, 6, 5 = 6 hits

Impact
Body (8) + Auctionioneer Suit (3) + Natural Armor (1) - withdrawl (2) = 10 Dice
3, 3, 3, 2, 3, 3, 3, 2, 6, 3 = 1 hit

Impact
Body (8) + Auctionioneer Suit (3) + Natural Armor (1) - withdrawl (2) = 10 Dice
6, 1, 4, 4, 1, 3, 1, 3, 2, 3 = 1 hit

Addiction (when I get hit & take damage)
Body (8) - Addiction (4) - withdrawl (2) = 2 dice
6, 4 = 1 hit / 0 pills

Please let me know if some thing happens that would affect the dice I get on the Addiction roll, so I spend Edge ot something.

That should cover all the rolls, unless something comes up.

JD


DR - I thought about the Edge, but I currently only have 1 point availble so I want to save it if I can.
DireRadiant
Just as long as the voice doesn't call herself Alice.

Adamu, do you want intentions? How long can we post ahead at this point?
adamu
No need for initiative and all that for now. It'll take Smith at least a minute to drag Teru to the door (if he still chooses to do that), and animals don't really want to mess with you - only the monkeys are really out and roaming anyway.
So why don't you both IC (or OOC if you need to) for about one minute of game time, and we'll go from there.
DireRadiant
Can I assume Cal and Deerwalker keep running off in panic and they can't be sure what exactly happened?

OOC Sledge will struggle to get up and establish communications using her own commlink as she will start trying to get an orderly evacuation going during her pursuit of Cal and Deerwalker, and everyone else in the building.

And there is still the little matter of the security response and the explosives.
Abbandon
Cerberus.

Ok what do you need from me? I just wanna get to a street doc and get my bullet holes fixed and get some sleep.
Konsaki
@Abbandon

I think he wants to finish up with Rocky before starting up the next leg of the Adamu Express. biggrin.gif
Maybe he will start up someone else into our little fiasco. smile.gif
Abbandon
Oh. I thought he was talking about me and him catching up and i was like, about what ? lol
BlackHat
Hm, this sucks. biggrin.gif

Remind me, if we somehow get out of this, to punish Cal severely. biggrin.gif
Will get home in an hour or so and post something.

Since apparantly their forces are right outside (not sure if I believe that, but I have no idea how long ago the hacker fucked up), I don't have to be nearly as careful with Teru's body - I'm assuming blowing the place up is comepletely out of the question now...

Question: From SMith's vantage point, can he see any sort of security response outside?

Intuition (4) + Perception (1) + Vision/Audio Enhancement (3) = 8 dice
6,6,3,3,2,5,3,5 = 4 hits
BlackHat
These guys are being way too polite.

Assuming I cannot see anyone (or any-thing) outside, Smith will push his plan forward and make for the van right now (leaving Teru inside the building). Even if ninjas rapell down and arrest him, it seems like it would be in his best interest to be arrested outside rather than in (since there is nothing illegal about being outside of this building, as far as I can tell - although anyone arriving on scene could probably figure out what he's doing there, it might help his case in court should they take him in). The only big change is that once he's in the back of the van, he'll pull the doors shut (to keep, you know, the three-headed guard dogs out) and lay down in the back to go VR hacking (preferably hiding beneith something).

If he manages to get the thing up and running, he probably won't stick around.

Since Adam is offline, I assume he sees no AROs and cannot tell of the rest of the team is going quietly into "safe" rooms, or making a break for the van, but hopefully he gets in contact with Sledge again soon enough to find out before leaving anyone behind.
DireRadiant
You know it's possible the voice is lying?
BlackHat
That's what I was thinking.. .only because there was no IC mention of me seeing police cruisers or guard animals out the window... and because that woudl have been a decently fast response-time (depending on when the hacker actualy got busted) - but its been 35 seconds since the death-metal started... and I assume the hacker wouldn't have openedthe cages and started the music if he had triggered an alarm, seen IC, or seen security hackers... course, we've been in the building aroudn 5 minutes, and if they cought on to us way sooner, then that would have been plenty of time to send some guys over.

In any case, the elevator music reminds Adam of a recording, and the fact that they are being polite about it, and not shooting the shit out of us for "fucking up their buisness", leads me to believe they're hoping to contain the group (volunterily) until real help can arrive on scene... as in, the security hackers probably JUST got rid of our hacker, took back the security node, and saw us all on the cameras and realized it was more than jsut a matrix-attack... it was a real-live attack and their security guard was out-cold and being dragged to the front door.

Just a hunch, but if Smith doesn't see signs of actual danger outside, he's going to cross his fingers and take his chances. Unfortuantly, he has no way to let anyone else know what his plan is for about the next 30 seconds to a minute.
DireRadiant
Sledge will be sending a message to mr smith when I get around to posting IC.
BlackHat
Yeah, good luck with that. When I got beat in the matrix, it took that commlink offline. When I get back online, if I go with the "hack the van" plan, it will be with a different commlink/code... but I intend to message Sledge ASAP too.
adamu
DR & BH

Sledge doesn't really have a problem extracting herself from under Kitty, especially because you can easily fluff yourself out of anything you fluff yourself into.

You won't succeed in reaching Smith. If you are silly enough to try, you won't be able to access the building system.
Elevators will not run. There are lots of AROs directing you toward the nearest 'safe' rooms. You don't have any trouble with exit doors i.e. anything leading out or down to the lobby or to stairs, as they are all fire-doors.

Cal and Deerwalker are indeed running in panic. You will likely run into another bomber-hippie as well, also hightailing it.

BlackHat, you perceive no signs of any activity outside.
adamu
QUOTE (Abbandon)
Cerberus.

Ok what do you need from me? I just wanna get to a street doc and get my bullet holes fixed and get some sleep.

Abbandon

Sorry if there has been any confusion.

I just need you to stop there, in the alley. Please don't do anything else at this time, until we see how some other threads go.
BlackHat
QUOTE (adamu)
BlackHat, you perceive no signs of any activity outside.

Consider my original plan "go" then.

Since I assume Teru's people are on it, I don't mind leaving him where he is (fucker is slowing Smith down.. .one minute to cross a room? dead weight!).

If/when he reaches the van, Adam will get in the back, close the doors, and try to hack/start the thing in VR, from the floor, as I indicated to you before. IIRC there is some step in there where I fire off a message to Sledge to see what's up and give her my new (fake) commcode.

Very carful not to log onto the Idenshitech node here though, and should I start seeing any AROs, that is a bad sign, and I should probably abort (unless I am close).

Crosses fingers.
adamu
BlackHat

Okay, you can succeed with all the stuff you PMed me about - assuming that by "get ready to drive" you mean manually, cuz the van is not set up for remote piloting.

By the time you are in the drivers seat about thirty seconds after dumping Teru, there is still no sign of activity outside, although one of the hippie-bombers is headed out at a high rate of speed.

So in your IC, note any measures you are taking to retain anonymity (head still in coat?), and definitely include your exact post to Sledge, so Dire can respond.
DireRadiant
QUOTE (adamu)
DR & BH

Sledge doesn't really have a problem extracting herself from under Kitty, especially because you can easily fluff yourself out of anything you fluff yourself into.

You won't succeed in reaching Smith. If you are silly enough to try, you won't be able to access the building system.
Elevators will not run. There are lots of AROs directing you toward the nearest 'safe' rooms. You don't have any trouble with exit doors i.e. anything leading out or down to the lobby or to stairs, as they are all fire-doors.

Cal and Deerwalker are indeed running in panic. You will likely run into another bomber-hippie as well, also hightailing it.

BlackHat, you perceive no signs of any activity outside.

Okay, thanks for the clarifications.

Sledge is not connecting to internal nodes, but she can certainly receive and signals being transmitted, and is using the last recording of the building layout for mapping.

Her commlink should have a strong enough signal to link to the entire team and serve as a communications hub if needed.

Sledge's message is simply a trio of countdown timers, one labeled Idenshitech security, one labeled Star, and the other unlabeled at the moment, but set on five minutes.
adamu
JDragon

All right, IC it is hard to say whether they bought your act or not, because their response was pretty sharp - but OOC they bought it and were off delay. You got a bonus and they got a penalty on surprise. But still, there was no surprise by anyone.

Note that in this case I ruled that your combat paralysis did not apply. I reckon that comes from the sudden onset of combat, or, as was in the case when you fought in the ring, just adjusting to the pressure of incoming attacks. In this case, the situation was already well underway, and you were the immediate initiator. So I rolled all those dice you didn't get.

Also not that your withdrawal penalty does not count on damage resistance tests. I rolled those for you as well.

So you got initiative. Pug nose sensed something and turned to defend himself, but he had no real chance against you. You hurt him bad, and then he tumbled to the bottom of the stairs. When you check him later you'll find he'd dead.

The ork mafia guy behind you comes around the corner. You barely dodge his first shot, but he nails you with the second. After your resist, you take 5P.

Then you attack him, but he successfully slipped your punch. But you attack again for IP3 and hurt him + knock him over a railing for a long fall. He's dead.

Just purely OOC - your careful declarations of how you would wait for the stairs, etc combined with your inertia strike made a huge difference - they both would have survived the blows you dealt otherwise, and then you'd've gotten shot a lot more. And here I had been thinking "wow, I'd never buy that lame Inertia Strike - who cares about knockback?"
Thanks for teaching me something.

IC the fight and whatever you do from there up to the time of Cerberus' last timestamp.
JDragon
biggrin.gif biggrin.gif

And the champ comes off the ropes swinging hard and once again will live to fight another day!

Adamu

I'll get an IC post up as soon as I can, some time later tonight.

I'll make sure to keep the withdrawl adjustments in mind.

So now I'm at a -1 on all checks due to damage and an additional -2 on most for withdrawl correct?

Thanks

JD
adamu
QUOTE (JDragon)


So now I'm at a -1 on all checks due to damage and an additional -2 on most for withdrawl correct?

Yeah, that's right.

The only thing wrong before is that almost no penalties apply to damage resist tests.
BlackHat
QUOTE (adamu)
BlackHat

Okay, you can succeed with all the stuff you PMed me about - assuming that by "get ready to drive" you mean manually, cuz the van is not set up for remote piloting.

By the time you are in the drivers seat about thirty seconds after dumping Teru, there is still no sign of activity outside, although one of the hippie-bombers is headed out at a high rate of speed.

So in your IC, note any measures you are taking to retain anonymity (head still in coat?), and definitely include your exact post to Sledge, so Dire can respond.

Will IC once I get to work. (Shh, don't tell my boss). wink.gif
BlackHat
I assume "BOB" is your agent? and that its reasonable that Smith has no idea who that is (the hippie?). biggrin.gif

I wasn't aware that Cal and Deerwalker went offline. was that specified somewhere before that I missed? (Oh well, my messages to them bounce back I guess).

Hmm, weighing locating those guys vs. saving my own ass.... too bad Adam's such a nice guy. wink.gif

Okay, I'm ready to drive off if other vehicles or sec guards pull up... but other than that, I am willing to use AR to try to locate everyone else's signals. I'll definatly ask Hippie-bomb-guy for help since he might know some of their personal numbers and can just call them. Not sure what sort of rolls that is.

Comptuer + Scan? Would that possibly let me filter out which signals are hippies and which are tagged animals/equipment/doors/elevators/etc?
DireRadiant
Actually, Sledge scanned everyone on the way to the facility, so part of the ARO display you get from her and BOB, her software agent, is the commcode for each person and vehicle. So where it says crew1 for example, it's really the commcode Sledge identified and associated with that person on the way in. (Which very well may be the hippie bomber in the van). Probably need some sort of matrix perception test to examine the ARO and notice that.
As for Cal and Deerwalker, the no signal could have many reasons, jsut leaves room for Adamu to have us lose them if needed, I don't expect we would have a real problem reesatablishing contact with the commlinks. Hopefully between Smtih and BOB the commlonks can be found, and everyone tracked out of the building.
BlackHat
Ah, okay. Awesome. Assume they're not doing any spiffy hacker stuff with spoofing new addresses, I'll see if I can reestablish commmunication with any of them then.

I'd rather not leave anyone behind - but if I have to, I hope its a nameless henchman. wink.gif

From the AROs, can I see Sledge's movements through the building (ie, track her progress on making it out?)
DireRadiant
QUOTE (BlackHat @ Nov 13 2006, 11:33 AM)
From the AROs, can I see Sledge's movements through the building (ie, track her progress on making it out?)

BOB is sending mapping data for Sledge to smith2 based on the ARO map we had on entry.

How you make that look is up to you.
DireRadiant
QUOTE (BlackHat)
Ah, okay. Awesome. Assume they're not doing any spiffy hacker stuff with spoofing new addresses, I'll see if I can reestablish commmunication with any of them then.

Not so important to communicate as to actually find them. I bet they end up at 3 different exits... And Sledge is going to have to go in and find the last one to bring out.
adamu
JDragon

The weapon you picked up is, as I mentioned, a Remington Roomsweeper, as per the BBB, no other accessories. Full (8) magazine of buckshot rounds (flechettes).

As with Abbandon and Konsaki, please don't go any further at this time.
adamu
BH & DR

1. You guys have done a freaking outstanding job with this "fubar run" scenario. Well played indeed.

2. BH - I know we actually resolved everything strictly per the book and that what you wrote IC was merely fluff, and I don't need you to edit it or anything. But just to avoid confusing precedents, I have already ruled on this thread with Konsaki that limiting your own signal strength is not by itself an effective shortcut in narrowing Scan hits.

3. You guys are doing a great job right now of RPing the 'leave people behind' issue, and also the general confusion of the situation - and you are handling it excellently in game-terms as well, making very effective use of your resources. It would be fun to play out.

4. But, since you have already figured out that MCT is bluffing about having the place surrounded, what remains is just potentially time-consuming mop-up. Which would be fine except that we've now got four people on hold for the end of your little misadventure, including pragma, all honor be upon him, who has been waiting patiently for, like, a month.

5. Thus, I am inclined to write a big IC post wrapping this thing up, based on what I am sure will happen anyway.

6. The only thing I need to know to do this is a little more about DR's intentions. To wit, are you just interested in getting all the team members out safely? Do I detect some intention of disarming bombs that are now scattered and unmarked all over the building, ticking away for who knows how long on homemade timers? Or were you just going to try to do that in order to ensure the safety of wandering hippies?
DireRadiant
Cal wants the building blown up. He gets a blown up building... he did say once the animals were released they could take care of themselves.

She's making sure everyone is out, and then seeing about getting the explosives to explode after they are out, but before the response teams show up.

Logic 3 + Demolitions 4 - stun 1 - physical 2 = 3
1 hit 4 5 2 (whew)

Hopefully that would be enough to not blow herself up. (one edge left to survive or help with roll if needed)

Sledge will use her knowledge of buildings and construction etc of there's a need to break through doors or walls to help someone get out, but hopefully between our scanning programs we can find everyone eventually.

Cal should have been careful what he wished for....
BlackHat
Yeah, I mostly ment the signal thing for fluff, but I didn't notice that this had already come up with Cattie. Noted for the future when it matters more. wink.gif I swear I saw something about being able to trasmit at a lower signal rating, but now I can't find it - and I assume you already looked long and hard the first time it came up. biggrin.gif

I have no problem with mopping up the job with a big IC post and then also going into waiting while the other four people become ready to run. I definatly feel for pragma. biggrin.gif It seems like there is a good amount of "downtime" stuff that Sledge and I could handle post run (yelling at Cal, going to school, typing up her report on Cal's gang, partying with hippies, communicating with one another occationally - unless we spoof new commcodes, I dunno). In any case, none of those things seem so important as to be worthy more DM attention while others are waiting... but if you do wrap up the run, and think we'd have some downtime before the next big event, it might be fun to get to fluff it up ourselves.

As for our intentions (I know you only asked for Sledge's, but you're getting mine anyways. wink.gif ) Anyone can look, but its big, so I spoiler'd it.
[ Spoiler ]
BlackHat
Also, once we're driving off, Adam will turn his commlink off. Its not helping him drive, and is only going to lead people to him... so, he'll turn it off until later when he can spoof a new commcode elsewhere. He'll also probably take some downtime and switch his commlinks, if possible.

Also, once we have a day or so of downtime, "Adam Lear" doesnt' really need anything better than a metalink for phone calls and simple homework stuff, while "Aaron Smith" keeps finding himself in need of SOTA hacking equipment and communications gear. The only trick would be, like, switching his "phone numbers" so that Franco and his boys still get a hold of Smith on Smith's commlink, Adam's friends still call Adam's commlink, and that Adam isn't running around handing out a new phone number that's been tied to several mafia "incidents". I assume that after a simple hardware test to perminantly modify their commcodes, switching the numbers with the two accounts would be as easy as moving a cell phone number to a new provider (or to a new phone when you upgrade) in RL.

Let me know if there are any other complications to this.
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