TheRedRightHand
Mar 31 2007, 07:23 AM
I agree. Bump away.
BishopMcQ
Apr 1 2007, 04:08 PM
Bumped.
adamu
Apr 2 2007, 04:07 AM
Damn - can't believe we left Mitch carrying the stash. Obviously one shot of the stuff and we'll have to wait for him to come down all over again (not to mention he'll get more addicted).
So Al's primary objective is to keep him from popping/shooting/sniffing anything else from our own stash.
How it plays out will depend largely, I suppose, on how RedRightHand and the GM want it handled - HOPING not to get into a PVP scuffle and just RP through it, but that's not my call.
Al's first tactic is just to offer to help Mr. Shakesmeister get the box out and open, but as soon as Al gets his hands on it, he'll say he's just going to get a taste for himself - and it'll be a game of keep-away if Mitch grows...impatient.
If Mitch does not go for letting Al help him, next move is ooops, spilled the beer all over the stash and oops knocked the stash on floor and oops stepped on the syringe/capsules and oops pulled the chair out from under Mitch, etc.
That's just what's in Al's mind. I'm sure everyone else has cool ideas too, and Al will welcome the help - it takes a lot more people to restrain someone without hurting them than it does to straight out subdue someone.
TheRedRightHand
Apr 2 2007, 05:43 AM
Yah, I agree role playing it out if fine with me.
Bishop, is there a roll you'd like me to make to control myself or is this beyond Mitch's ability to control?
After I know that I'll roll/post his actions.
thanks
BishopMcQ
Apr 2 2007, 01:55 PM
Red--Right now you need a fix. You can roll Willpower + Willpower to stave off the need for right now. However, the drugs are not effecting your base personality beyond that need.
If you want to work it out between yourselves without rolling dice, then by all means do some RP work. Should you get to the point where you are both contesting over the same thing (like the box) and need me to step in, I'll have you roll dice then.
adamu
Apr 2 2007, 02:12 PM
Cool beans.
Red - how bout you try to resist on your own. If you fail, then we can play out either my plan A (act like I'm helping you and get the pills from you - and not give them back), or plan B (where you turn down Al's "assistance" and instead he spills beer on the stash, drops it all over the floor, etc.)
If we agree on a general course, then we can RP it in IC posts until the problem is solved without needing to get into PVP dice rolling - sorta like pro wrestling, if you take my meaning.
Open to any other thoughts from anyone....
Ophis
Apr 2 2007, 04:39 PM
Sun is enacting her own plan.
Also Sunny!!!?!!! She'll be annoyed if Al actually calls her that.
I'll make rolls shortley when I find my dice.
DireRadiant
Apr 2 2007, 05:01 PM
Ah, I see it now... we need to let him get his fix, and then destroy the rest, so when he comes down, he has to go get more from the dealers! Otherwise we'll be here feeding him the entire box till it's empty.
Ophis
Apr 2 2007, 11:13 PM
Way ahead of you, that's Sun's plan.
adamu
Apr 3 2007, 03:48 AM
Looks like we're all on the same page.
Personally, I not only think that his "dealer detector" abilities depend on him jonesing, I have a suspicion, which could be totally wrong, that he won't detect the dealer, he'll detect the drug - the drug is uniform, the dealers are not, so the mechanism would be a lot easier.
If that's the case, we may have to totally flush our stash to get Mitch on a new scent (or we may have to flush it anyway just to let him calm down and concentrate).
So my plans will totally defer to
A) Mitch resisting the urge on his own and getting control of himself
or
B) Sun's theft working (which it won't if my other theory is correct...).
Only if both those fail will Al jump in with his far less elegant, blunt-force stop-gap measures.
adamu
Apr 3 2007, 03:52 AM
QUOTE (Ophis) |
Also Sunny!!!?!!! She'll be annoyed if Al actually calls her that.
|
OOOPS! He already did in my May 13 IC post.
It's just the way he is. But he's not trying to offend anyone on purpose - if she calls him on it, which she'll likely have to eventually, he'll probably quit. I mean, there's always toots, sweetcheeks, dollface, etc....
As for it slipping into the narrative - as a player I usually IC in 3rd person limited, so a lot of it is filtered through Al's worldview...and in his head, that's her name.
TheRedRightHand
Apr 3 2007, 04:54 AM
Heres my wil+wil roll:
10 dice: [2,1,5,4,6,3,4,6,2,3] = 3 Hits
Link:
http://invisiblecastle.com/rolldice.py?u=n...a=Roll+the+dice
BishopMcQ
Apr 3 2007, 03:38 PM
Can everyone please give me Perception checks please.
Sun--I need the Palming (Pickpocket) roll.
DireRadiant
Apr 3 2007, 04:44 PM
INT 3 + PER 3
1 hit 2 3 4 6 1 4
Oooh, butterflies!
Ophis
Apr 3 2007, 09:25 PM
Okay assuming no modifiers I get...
Agil 4+ Stealth Group 4 = 8 dice
6, 3, 6, 5, 4, 1, 2, 4 = 3 hits
Since we have other plans I'll stick with that.
Perception test
Int 5+ Per 5+ enhanced Per 4 = 14 dice
1, 3, 3, 2, 3, 3, 3, 4, 2, 4, 2, 2, 5, 1 = 1 hit!
Since I'm occupied I'll stick with that.
Hopefully all I'll miss is me picking Mitch's pocket.
amra28
Apr 4 2007, 01:11 AM
Perception check = 4,1,4,1,4,3 =
0 Hits.
Pesto notices nothing.
adamu
Apr 4 2007, 01:35 PM
Intuition + Perception = 6 dice
2 1 2 4 2 6 = 1 hit
adamu
Apr 7 2007, 03:50 AM
Guess I'm not sure if we are supposed to keep IC/role-playing or not, until we find out about the pick-pocketing results and what all the perception tests are about.
BishopMcQ
Apr 7 2007, 06:07 AM
The perceptions were to detect pickpocketing.
adamu
Apr 7 2007, 06:18 AM
That's cool. So I am guessing we did not perceive it, though it did happen, and will RP from there.
adamu
Apr 10 2007, 03:22 AM
GM
[ Spoiler ]
Al is not letting go of those drugs for anything. Even if they go in his pocket, he keeps a hand on them. Anyone tries to take them, he'll use full-D dodge and run away. Anyone threatens him, he'll get shot before he backs down (10 dice total to resist intimidation - and I'll use edge on that if necessary). Naturally if it should come down to a game of keep-away - which I actualy doubt it will - he'll try to make it LOOK casual, but not at the expense of dice.
Okay everyone - I am going to be travelling for the next week. Not sure how often I will be able to check in.
But if I do get online even for a few minutes, this game is my priority.
In any case, I do not want to slow things down - if you don't hear from me within 24 hours of a post, Al will go along with most any plan y'all come up with. If dice need rolled, GM has my sheet.
See ya.
adamu
Apr 12 2007, 05:21 PM
Al will head straight to the gents and waste no time flushing everything. I didn't IC that in case anyone disagrees and wants to stop him, or whatever. But barring interference, that's my action.
TheRedRightHand
Apr 12 2007, 11:28 PM
Hey Bish,
Is my last roll still ok to control myself? Or do i have to make another one now that the pills are going bye-bye?
BishopMcQ
Apr 13 2007, 02:08 AM
Red--You aren't addicted and were able to throw off the hankering need for a fix. See IC for info.
adamu
Apr 14 2007, 11:36 AM
Bishop -
Mitch hasn't shared his "feelings" with us IC yet, but assuming he will and since I am online now, thought I'd make this test to save an OOC post cycle...
Question is: what does Al know about the dockyards to our north? Gangs? Other hazards/criminal presences? Or just generally if there is anything noteworthy in that area?
Intuition + Seattle Dockyards + Criminal Activities spec = 9 dice
5 1 1 3 2 3 4 5 3 = 2 successes (or 1 success if non-criminal-related)
BishopMcQ
Apr 17 2007, 06:27 AM
Can someone summarise for me what the final plan on who was going with Mitch, who was staying and what means you are using to track them is?
Adamu--The Seattle dockyards have strong ties to organized crime and smuggling, particularly the Mafia and Yakuza in the areas you are passing through. A few gangs also skulk around the area, but they are mostly beholden to the larger syndicates. Union Workers have been known to cause problems with (read: Physically Assault) day laborers who haven't paid up their dues.
adamu
Apr 17 2007, 01:19 PM
The plan we had agreed upon (before we found out the drug thing wasn't going to work for a while, and we all hit the bar) was for
Mitch to sniff out the drugs, with Sun's pearl earring tracker thing secreted on his body
Al to accompany him
Sun to use disguise/tradecraft to shadow us
Pesto to operate drone from van (and keep van somewhere relatively close, like, within one kilometer? we didn't discuss this, but seems like a good idea)
Bubbles to stay with Pesto and (A) monitor the tracking signal and (B) guard Pesto in case the ork goes VR.
Whether anyone chooses to deviate from that is totally up to them, but that is the plan we've been going with.
amra28
Apr 17 2007, 04:07 PM
Sounds good to me.
DireRadiant
Apr 17 2007, 06:12 PM
We had a plan?
adamu
Apr 20 2007, 11:38 PM
RedRightHand
I guess it's up to you whether we contact this guy or what, since your "drug sense" will hopefully let you know whether he is a dealer or, as it appears, another customer, or what.
BishopMcQ
Couple quick questions, couple quick tests.
By "end of the alley" do you simply mean the end before it opens onto a street, or are we in a dead end?
Does it appear as though Patchwork Dude has already seen us? Distance?
Perception test to spot "Vanya" or whoever he is talking to - I am guessing that Actively Searching and Partial Light apply, for a net +1, but of course adjust as you see fit...
Intuition + Perception + Estimated Net Mod = 7 dice
3 6 6 2 6 1 6 = 4 successes
Test to see if I know or have heard of this colorful character...
Intuition + Seattle Dockyards (+ Criminal Activities) = 7 (9) dice
6 2 5 3 2 3 3 (6 4) = 2 successes or 3 if he is criminal
EDIT: Hmmm - reread post several times...is Patchwork Dude talking directly to Mitch?
BishopMcQ
Apr 21 2007, 03:31 AM
End of alley, menaing it leads out into the street.
Vanya is no where to be seen, so the best guess is that he is talking to you, Mitch or a hallucination.
He is not a recognizable character from Dockyards knowledge.
adamu
Apr 21 2007, 03:37 AM
Cool, thanks.
All right then, Red, looks like it is up to Mitch and his drug sense to decide how or if we deal with this guy.
TheRedRightHand
Apr 30 2007, 04:52 AM
Well I'm just waiting to see what happens next. To see how the guy will respond to Al's obvious taunting/lying.
adamu
Apr 30 2007, 11:12 AM
Taunting? No.
Lying? Most certainly.
Obvious? Alas, speaking OOC you are sadly correct. But Al thinks he just won an Oscar.
Feel free to tell him otherwise if you want - I don't have the heart to.
adamu
May 10 2007, 03:44 AM
Hmmmm? Drugs themselves are his "hostages"....???
Naturally Al has PLENTY he wants to shoot his mouth off about, but will give it a day or two before I post...
BishopMcQ
May 17 2007, 12:10 AM
I had been waiting to see if anyone else was going to post.
Bump coming momentarily.
adamu
May 17 2007, 04:17 AM
Al pumps the stuff into his internal air tank, but he is not breathing off that, he's just breathing regular - the drug should be compartmentalized.
BishopMcQ
May 20 2007, 09:19 PM
Not a problem.
adamu
May 22 2007, 03:34 PM
Well, I managed to wait 36 hours to post. Pretty good for me. Would have waited longer, but wanted to make the Tuesday bump.
BishopMcQ
May 22 2007, 06:30 PM
Alright, I need everyone to sound off and give me initiative.
Van Team, let me know if you are planning to move to intercept and assist.
Alley Team, general actions?
Stragglers who followed at a distance, are you coming closer or backing off to not get involved directly
Ophis
May 22 2007, 06:33 PM
Sun is hanging back for the moment, combat is not her thing.
DireRadiant
May 22 2007, 06:55 PM
QUOTE (BishopMcQ) |
Van Team, let me know if you are planning to move to intercept and assist. |
Traveling wherever the van actually goes. Bubbles isn't driving it. Yet.
TheRedRightHand
May 22 2007, 11:13 PM
My init roll:
6d6->[1,5,6,1,2,2] = 2 successes so an Init of 8.
http://invisiblecastle.com/rolldice.py?u=n...a=Roll+the+diceMitch will be pulling his knife and be on the defensive until he knows for sure what the guy is going to pull out of his coat.
amra28
May 23 2007, 02:42 AM
Pesto's Initiative:
4,1,3,3,2,2,2,1,3,1 =
0 Hits = 10 initiative
Pesto will leave the drone watching the scene in autopilot. he will then switch to operating the van in VR and rapidly drive to the alley.
adamu
May 23 2007, 12:03 PM
Initiative = 8 dice
1 5 1 2 2 3 5 5 = 3 + 8 = 11 initiative
General action - rush him and unarmed attack for Stun damage (kick in the nuts).
But any time I get shot at I will take a Full Defense Interrupt Action.
Two quick questions -
Where are we on dawn? Alley partial light? Regular light?
From how far did he toss the inhaler (how far is he away from us?)?
adamu
May 24 2007, 02:50 AM
Sorry - one more quick question -
IC post said "You can hear the steady breaths of yourself and the people near you..."
That means just me, Mitch and Rag-guy, right? Any other breathing? Like, maybe from where "imaginary friend" was?
Sorry to be a pest - just gotta check.
BishopMcQ
May 24 2007, 03:02 AM
Partial lighting in the alley, the streets have full lighting.
He tossed the inhaler about 1.5m, conversational distance with someone you don't know well.
As far as you can tell, it is Mitch, Al and "Rag-guy", with Sun lurking a distance back. There is also a fly-drone in the area as well.
adamu
May 24 2007, 03:05 AM
Cool. Thanks.
BishopMcQ
May 26 2007, 01:44 AM
Initiatives:
Al 11
Pesto 10
Ragman 9
Mitch 8
Not acting:
Sun
Bubbles
Adamu--I need the Unarmed test please.
adamu
May 26 2007, 04:05 AM
Cue nervous Beavis and Butthead laugh....
Almost posted this earlier, but not sure how you liked to handle combat, and you had asked just for general intentions.
Anyway -
Attribute + Skill - 2 for partial light = 3 dice
3 5 1 = 1 success
Base 3S damage (if by some miracle I connect)
Let me try to save some post cycles and spoiler you my defensive rolls just in case they become necessary.
[ Spoiler ]
If he melees me -
Dodge but not full D = 10 dice
1 2 3 3 3 6 1 6 4 5 = 3 successes
If he shoots me
Interrupt for Full D = 12 dice
1 2 6 6 1 6 3 2 6 1 2 3 = 4 successes
I didn't try to guess mods, but those are in order rolled, so that any mods you impose can be lopped off the right end.
Let me know if I am doing anything different from how you run combat.
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