BishopMcQ
May 26 2007, 05:52 AM
Adamu--The spoilers and dice pre-rolling are fine for me, they speed up the combat and allow for me to move things along without waiting if your action comes up while you are AFK.
BishopMcQ
May 26 2007, 06:21 AM
Amra--I'm presuming you're taking a Simple to Command the Drone and a Simple to jump into the Van?
RedRight--What's Mitch up to?
amra28
May 26 2007, 03:39 PM
yes
BishopMcQ
May 26 2007, 03:50 PM
Amra--What commands are you giving the Drone?
amra28
May 26 2007, 04:11 PM
Keep the ragman in sight while trying to maintain the current distance. Do not try to enter any buildings. If the target goes inside a building let me know and wait for further instructions.
Pesto will make sure everyone is getting a feed from the drone's sensors sent to their comms.
TheRedRightHand
May 26 2007, 06:13 PM
Mitch will try and subdue Ragman when it is my turn to act.
Roll will be= Agility(4) + Unarmed combat(4) -2 for lighting + 1 for friend in melee = 7 dice.
the roll: 7d6 -> [2,5,4,3,5,2,6] = 3 hits.
I have a Strength of 4. If I succeed in getting a hold on him I will just try and maintain it until we can tie him up or restrain him some other way.
adamu
May 27 2007, 11:36 PM
Naturally IF Mitch gets a hold on Ragman, and IF I am not shot at and forced to take a Full D interrupt in the meantime, Al will use his second pass to jump in and assist in the subdual.
EDIT - might as well give you the roll for that, just in case it comes to it. Always eager to save post cycles.
[ Spoiler ]
Made this roll with strictly base dice, since I can think of a half dozen mods that might or might not apply depending on how Mitch's action goes. Just cut negative mods off the right end, and if there are positive mods, just roll them for me, please.
Attribute + Skill = 5 dice
6 3 5 1 3 = 2 hits
BishopMcQ
May 31 2007, 05:19 AM
Sorry about the delays folks, will be posting the resolution to Mitch's action and moving into the second pass.
Second Pass
Al 11
Pesto 10**
Ragman 9
Mitch 8
Amra--Actions?
amra28
May 31 2007, 04:06 PM
Just continuing to drive to the alley.
TheRedRightHand
May 31 2007, 07:19 PM
Mitch doesn't have a second action. So he will just keep holding the dealer down until the next turn.
Ophis
May 31 2007, 07:52 PM
Sun, will keep her position for the mo, but will power up her shock gloves in case mister dealer gets clear so she can engineer a chance to touch him.
adamu
Jun 1 2007, 03:08 AM
Well, as we all know, Al has already had his Second Pass resolved.
Not sure where that leaves us - no second pass for Mitch. Sun and Pesto taken care of.
Bubbles?
Second pass for Ragman?
Also not sure if we have him held down well enough to go off bullet time, or if we will be starting a new combat turn.
All that is just to say, here is my initiative for just in case a new one is needed, just to save a post cycle.
1 1 4 4 1 5 1 4 = 1 success, plus a Glitch
Initiative 8 + 1 = 9????
DireRadiant
Jun 1 2007, 02:08 PM
Bubbles will be spazzing out in the van as it is being moved.
BishopMcQ
Jun 6 2007, 04:26 AM
Dropping out of combat at this point. Presume that the van is arriving within a few seconds.
adamu
Jun 6 2007, 10:14 AM
Well, first I was happy I conned him with the drug test, but then I screwed that up. Then I was happy we got him on the ground, but then he self-destructed.
Typical day in the life of Al.
At least I didn't have to suffer from the initiative glitch.
Anyway, even if his heart's stopped, there might be a chance to drag him back to life -
So, people, do we do it here in the alley, or scoop him up in the van and roll?
In any case, here is my roll. I'll have my medkit either way. I'll obviously leave it to the GM to lop off dice depending on how he reads the modifiers, but if anyone else has first aid and can help, that'll add back a die per person.
The roll is for either first aid or stabilization, depending on how bad off he is. Dice are the same either way.
Attribute + Skill + Autodoc = 12 dice
6 4 2 5 2 2 4 3 1 4 6 4 = 3 successes (maybe)
DireRadiant
Jun 6 2007, 01:48 PM
Death is only the beginning.... of something far nastier!
adamu
Jun 6 2007, 02:27 PM
Always with the optimism.
DireRadiant
Jun 6 2007, 02:32 PM
QUOTE (adamu) |
Always with the optimism. |
You've trained me well.
adamu
Jun 6 2007, 03:00 PM
And now the student has become the master.
BishopMcQ
Jun 9 2007, 03:06 AM
Taking 2 dice off the right side for being in the street, but he is stabilized.
adamu
Jun 9 2007, 03:08 AM
SwEET SMELL OF SUCCESS.
adamu
Jun 9 2007, 03:20 AM
@BishopMcQ
So, is this cellular level damage continuing to spread and I'm just delaying it? Or have the nanites arrested the destruction.
Either way, I will try to force him into consciousness, and I won't be worrying about his long-term well-being.
First Aid test -
Attribute + Skill + Medkit - 2 for street = 10 dice
6 6 5 6 2 6 2 1 5 4 = 6 successes
BishopMcQ
Jun 9 2007, 03:45 AM
The initial damage has been dealt. It will depend on the nanites as to whether or not the internal damage will continue. Currently he is cognizant, though not for long.
adamu
Jun 9 2007, 11:59 AM
Good enough.
That puts the ball squarely in your court, Ophis.
And sorry about Al calling your character Sunny. I TOLD him not to do that, but he got it into his head that that's really her name...
BishopMcQ
Jun 10 2007, 04:38 PM
Amra-Sensor roll please.
amra28
Jun 10 2007, 11:28 PM
Sensor check:
Sensor(2 Dice) + Perception(2 Dice) + Hot Sim VR(2 Dice)
2,4,1,3,2,2 =
0 Hits
Ophis
Jun 11 2007, 11:06 AM
Adamu, no probs.
McQ what do you wan t me to roll for interrogation?
adamu
Jun 11 2007, 12:00 PM
If we even get a chance! That sensor roll is giving me the heebie-jeebies!
BishopMcQ
Jun 11 2007, 01:44 PM
Ophis--That depends on how you are going to play it. Charisma + Social skill. Tell me which social skill you are using and I will modify based on the circumstance.
amra28
Jun 11 2007, 04:33 PM
Oh yea I forgot to mention that I suck at dice rolls.
BishopMcQ
Jun 15 2007, 07:51 PM
Waiting on Ophis for the bump. If I dont' see anything by Tuesday, i will move things along.
Ophis
Jun 17 2007, 02:30 PM
Apologies, I've had a busy week. My mind hasn't been putting forward a sensible approach. Will Try to kick it a bit.
Ophis
Jun 19 2007, 07:39 PM
Okay sorry for delay...
Sun shifts to her short red haired look, out of the dealer Los
Then she does as the IC shows...
Trying it as a Con+Cha roll
7 Cha+ 5 Ing SG + Kinesics 3 + Tailorer Pheromone 3 + 2 First Imp
http://invisiblecastle.com/rolldice.py?u=n...a=Roll+the+diceOkay I count 11 hits...
hmm I'll edge that
9 dice
http://invisiblecastle.com/rolldice.py?u=n...a=Roll+the+dice2 more hits
13 hits, that should help...
BishopMcQ
Jun 19 2007, 08:13 PM
Ophis--If you link the "Roll the dice page" it changes each time the page is loaded. At the bottom of the page, it gives you a link to the actual dice roll that you had seen. Or you can just cut and paste the info into DSF. I generally trust my players to not lie to me about their dice rolls.
Ophis
Jun 19 2007, 09:38 PM
D'oh.
Apologies not used to using Dice roller.
adamu
Jun 20 2007, 10:29 AM
Bishop - do we hear sirens? If so, how close?
Perception test if you need it -
Attribute + Skill = 6 dice
4 3 3 3 1 1 = Hope they're loud sirens....
Also, all will look around and see if it looks like there is any chance of picking up this guy's trail, maybe backtrack him to his car or something (any mud, snow, precipitation, tracked garbage/dog poop, whatever?).
Attribute + Tracking = 8 dice
5 3 5 5 6 6 1 3 = 5 successes
DireRadiant
Jun 20 2007, 09:17 PM
BishopMcQ
[ Spoiler ]
EW 3 + Scan 5 = 8 Scan the dead guy jacket for nodes
Turn 1
3 hits 1 5 2 1 5 3 2 6
Turn 2
4 hits 6 4 6 2 1 6 5 1
Turn 3
2 hits 3 4 1 6 6 2 2 4
BishopMcQ
Jun 21 2007, 01:48 AM
Adamu--No sirens yet, or they're quiet ones...his tracks lead out into the street and down a distance. There are no obvious vehicles nearby.
Dire--No nodes detected on the coat, though there are other signals in the area.
adamu
Jun 21 2007, 03:51 AM
Besides whatever is obvious, perception test for anything hidden in/on the coat -
Att + Skill = 6 dice
6 1 2 2 1 2 = 1 success
adamu
Jun 21 2007, 04:08 AM
Wow - you can always tell a vividly detailed game when there are more possible leads floating around than you can find time to follow up on.
Thought maybe a bit of OOC organization was maybe in order here.
We've got:
* Rag Dude's entire stash, including whatever he sucked on right before his lungs started eating him.
* "other signals in the area"
* a matchbook - cliched but classic clue???
* a fresh incision - bug? cutter suppository? How they knew he was compromised??? How they tried to kill him????
* A trail Al can try and backtrack
* And whatever I am missing.
We also do NOT have:
* Sirens
* A doc wagon bracelet
Thoughts on how to proceed. Tempting to follow the trail on foot, with team staying in area in van. But hesitant to grab spotlight when other players all have great contributions to make.
Split the leads and follow up in teams?
Get the drugs analyzed? Personally, doesn't sound fun or discreet, unless maybe Bubbles can do it....
Eager to hear thoughts....
amra28
Jun 21 2007, 03:40 PM
I say find out what is behind the incision.
Ophis
Jun 22 2007, 01:18 AM
QUOTE (amra28) |
I say find out what is behind the incision. |
I concurr (as does Sun) but she as no cutting tools.
adamu
Jun 23 2007, 01:50 AM
Bishop -
Before we rush off on our next adventure, wondering if Sun's examination of the matchbook turned up anything.
Everyone -
List of possible things to do -
* Bubbles could examine the bug thing - find out whether it can hear, track, whatever. Is it RECEIVING any sort of signal, something we might be able to intercept? And find out if this bug is the extent of the "other signals in the area" Bishop mentioned.
* Al could follow the guy's tracks.
* We could make a more thorough examination of the various drugs the guy has - there could be clues on the packaging, we might identify various varieties of drugs
* We could look into the question "Where is this drug dealer's cash?" Maybe a more thorough search of the coat?
* Did the guy have a keeper - maybe someone even he didn't know about? We could take a few minutes to spread out and check the area, see if we can run someone down....
* With professional help, we could get the drugs analyzed, or even have this guy cut open and find out how he got killed. Personally, seems like a lot of trouble for something not likely to be directly helpful, but I could be wrong.
* We could go back to square one, hitting up contacts in the traditional way and/or sucking down some more of the magic drug, but something tells me that we have enough to go on with what we got out of this guy....Just not sure what.
* And of course, I am sure you guys have got ideas spinning around in your heads as well....
Next move, anyone?
BishopMcQ
Jun 23 2007, 02:36 AM
Adamu--Thanks for catching me, I had missed the post.
adamu
Jun 23 2007, 02:38 AM
And darn glad I did!
Okay everyone - please add "go to the Bar Krutenau" to the top of my brainstorming list. (Anyone speak German?)
Eager for thoughts....
DireRadiant
Jun 25 2007, 01:04 PM
Logic 6 + Hardware 4 = 10 Can Bubbles tell what kind of device it is? Or if it can "hear".
5 6 6 5 3 3 2 5 4 6 3
Wait, this is a standard security tag?
BishopMcQ
Jun 25 2007, 10:07 PM
Standard security tag. You can recognize that it has had a Radio Signal Scanner added to it to use the capacity.
adamu
Jun 26 2007, 03:25 AM
So, basically, it CAN'T hear us, but it CAN pick up our comm chatter?
BishopMcQ
Jun 26 2007, 07:07 AM
It's like having a Police scanner, without anyone turning the dial, you just get white noise. (IE, there are Electronic Warfare tests that have to happen to get anything)
adamu
Jun 26 2007, 02:51 PM
Well, it's probably nothing, but hate to leave a stone unturned, and it shouldn't delay our departure for the bar by much.
So Al will try to see how far he can backtrack this guy. Hoping I can use the sweet roll from earlier - it was five successes and I didn't really do anything with it yet.
But in case you want another roll, or just one for once I get a bit downrange....
2 4 4 6 3 6 5 5 = 4 successes
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