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TinkerGnome
Fink was seperated from the group during this post scouting inside. The hearth spirit can be concealing him, though. I'll go ahead and post the next bit.
Grey
Oh, I thought we'd be taking cover in the same building. What building did the two kids run out of? Would it be possible for the group to get back together?
TinkerGnome
Basicly, the group was covering the outside of a building while Fink was scouting around inside magicly concealed. When they take cover, they all end up in the same building.

[edit] The kids came out of the same buiding, as well.[/edit]
Grey
In which case, the spirit can Conceal them as well, right? They are in the same building as me and I would wait for everyone to get inside before I bring the Conceal down.
Grey
Um, would I have had a chance to stop the kids from running outside? If I'm too late, its cool. I thought they just came out of a closet or something. My mistake.
TinkerGnome
They did, and ran past. All in all, it works better if they get outside. And yes, the spirit can conceal the rest of the team if you want.
Grey
How far away is the Helicopter? What are my visibility modifiers to target the pilot with a Manabolt?
Shadow
Pistol Shot 1: 4 combat pool

14 08 05 04 03 03 03 01

Pistol Shot 2: 4 combat pool

17 13 09 05 02 01 01 01

Ammo: ExEx
Mods: Laser Sight
DMG: 11m
Glyph
Stun bolt cast at 6S, with 2 Spell Pool dice added to casting and the other 3 used to help resist Drain.

Spell: 7 5 3 3 3 2 2 1
Drain: 14 5 3 3 3 2 2 1 1 (completely resisted Drain).
Grey
Throwing a Force 6 Manabolt, D damage, at the pilot.

Sorcery: 13 11 08 05 04 04 04 03 02 01
Drain: 14 10 10 05 04 04 04 03 02 02 (no drain)
TinkerGnome
A side note. Vehicles in SR always have one way tinting on the windows. The sniper was a valid target because he exposed himself, but pilots and drivers usually aren't (unless the window gets broken out or opened for some reason).

The helicopter appears to be retreating, for now, at least.
Grey
This is gunna hurt... summoning a force 6 Wind spirit.

Conjuring: 19 11 07 04 03 01 #D:6 TN:6 H#:19 S:3 (booyah!)
Drain: 05 05 04 02 #D:4 TN:6 H#:5 S:0 (ouch, M drain)

First task: Go into the helicopter and confuse the pilot.
Second: Use Accedent on the helicopter.
Third: Attack the pilot and anyone else in the craft.
TinkerGnome
Negotiations is the most appropriate skill here, followed by etiquette (street) and then straight charisma. Other suggestions are possible, as well.
Shadow
Negotiations

04 04 04 01
Grey
Fink ain't much of a talker, so I'll default to Etiquette

05 03 02
TinkerGnome
Roll call time. I've seen recent posts from Fink and Az and semi-recent posts from Skooter and Kyle. Anyone else lurking and still intending to play? Anyone lurking but not in the game? Post and we'll see what happens next.

[edit] If we're running with 4 people, I think it may be time to fish for another applicant or two. Depending on what you guys thing. [/edit]
Kagetenshi
I'm still here.

~J
Grey
*raises hand*
Grey
Biotech, defaulting to Intel: 10 05 05 04 03 02

All I really want to know is if he is still alive. If he is, I'll try a Heal on him to see if that helps out. I'll assume he has 6 essance and you can adjust from there.

Sorcery: 10 09 08 07 05 05 05 04 02 02 #D:10 TN:4 H#:10 S:8 (that should Heal a Deadly)
Drain(3D Stun): 11 05 05 04 04 03 02 01 01 01 #D:10 TN:3 H#:11 S:6 (light drain)
Shadow
Aye.
TinkerGnome
He's been tranquied or poisoned. Fink'd probably know that heal isn't very useful against non-lethal chemtech and likely wouldn't cast a spell at it.
Grey
K, I just threw rolls out just in case, I'll edit my IC post.
Grey
Hahaha, I forgot I had a Medkit (rating 6). I'll use that on him to see what I can do.
Kagetenshi
*Thwap thwap thwap*

First aid before magic!

Oh, and don't kill the kid.

~J
Grey
QUOTE (Kagetenshi)
*Thwap thwap thwap*

First aid before magic!

I *always* forget that part.
TinkerGnome
So. Where are you guys going?
TinkerGnome
The most likely goals for you guys are:

1) Get away from the helicopter
2) Find a safe place to rest

I take it from Skooter's statement that he at least intentds to head a bit farther toward the center of downtown in order to find a place which accomplishes this.

How far do you guys want to range?
What are you looking for?
Any precautions being taken?
Kagetenshi
Kyle is at this point completely out of his depth and just wandering around after the others until trouble starts.

~J
Shadow
We should definitely head downtown. It will be very hard for the pilot to navigate the concrete corridor of downtown.
Grey
Good point. But thats where most of the gun shots we heard were coming from too, so we'd have to be very careful.
Shadow
If you guys would just let me kill a few people with my sword we wouldn't have to worry about it. Beheading a trog has a tendency to make others run in fear wink.gif
TinkerGnome
Heh. Any specifics in what you guys are looking for? Or is it just a "stumble around and see what we find" kind of operation?
Grey
Pretty much. Though I send out my Watcher into buildings to let me know if they are empty or not. So that should help.
Shadow
Az is going to scout around, see if he can't find a truck or somethign to block the garage. He is also going to look for some food and a hardware store.
Grey
Fink sets the Watcher to keep track of the building and let him know anytime someone enters.
TinkerGnome
Finding a truck is no problem, there is a wrecked GMC bulldog (crunched fender, still drivable) about half a block down. Someone appears to have siphoned all of the fuel from it, though, making it problematic to move, at best)
Kagetenshi
The Watcher? Where? Where? *Hides*

~J
TinkerGnome
I'm going to move things ahead on Monday afternoon. Please post by then or be passed over for this segment.
Shadow
Any chance we could throw it in neutral and push it?
TinkerGnome
It's heavy and the street is less than clear... but yes. You could probably move it across the street with some help, given the strength of some members of the group.
TinkerGnome
Just for the sake of pointing out the obvious, I did state that the only damage was a crunched fender and a lack of fuel. Finding fuel would be a less taxing (though possibly slower) way to move it.
Shadow
Great say that after I post nyahnyah.gif
Grey
Summoning a Force 4 Wind Spirit

Conjuring: 05 05 04 04 02 01 #D:6 TN:4 H#:5 S:4
Drain: 09 05 04 03 03 03 #D:6 TN:4 H#:9 S:3 (light drain)

I'll have it use its Movement power to help us get the truck where we need it.
TinkerGnome
QUOTE (Shadow)
Great say that after I post nyahnyah.gif

I said that before you posted, too. wink.gif

Oh, and I'm fishing for new characters, too.
TinkerGnome
Karma earned have risen to 6 for everyone active (Fink, Skooter, Az, Kyle). Fink gets a bonus karma for discovering some of his power and can spend points on a "power skill" (which he is allowed to name) that governs his ability to read emotions. Right now, he's having to default for that. I'm not doing training times or rolls, just try to be in theme and character.

Everyone else gets something similar when they figure out what they can do.

On a side note, there is an obscenely easy way to handle moving the truck, but there's no way you guys could figure it out at this point.

As of right now, I'm looking for someone to play the boy and the girl and up to two additional characters later on. I intend to formalize our pace, as well, so we don't end up waiting on people.
Shadow
I resent not knowing everything that is going on TKG wink.gif

We have powers? I thought the emotion thing was just his mage abilities or something. How are we supposed to figure out our powers?
TinkerGnome
Well, Az's friggin' arms and legs are made of solid metal. You'd think that was a hint that something odd is going on wink.gif Oh, you'll remember the initiative boosts from earlier, as well wink.gif

And if Daemon's player doesn't post by Monday, I'll be using him as an NPC for a while (since it's become important).
Shadow
Well yeah I remember that, I just figured they were responsible for the stat increases, I didn't realize there are more. Now that I know, I will be looking for more smile.gif
TinkerGnome
As a hint, the only one who's done anything to require the "power" skill roll is Fink with his empathy. Everyone else will have a chance to buy a skill, as well wink.gif

The NPCs who are becoming PCs have those skills, too, actually.
Glyph
Stealth roll: 7, 5, 5, 5, 4, 4.

Perception check: 8, 5, 4, 3, 2.

He will probably check out the astral at some point: 11, 5, 3, 3, 1 (4 successes).


By the way, the group has pretty much solidly been on the move for awhile. When they finally settle down for the night at their new digs, Skooter will check out his forearms, trying to see if these extra bones or whatever they are inhibit his manual dexterity or seem like anything else that could be a problem for him later down the road. He has Biotech/First Aid.

If just Biotech: 4, 3, 1.

If First Aid, add: 7, 5.
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