Slacker
Jun 26 2005, 04:32 PM
QUOTE (Aku Mar 28 2005 @ 03:02 PM) |
by upper floors, i ment those occupied by the hunt's facility, remember, there are other things on the lower levels, total buidling has 24 floors. |
Like i said it's no big deal. If you do want to say 25 now, i would like to know what the Johnson said was the break down of hunts floors is.
Originally you said the 21 floor was a reception/public face level, the next two floors are labs, and the 24th (top) floor is housing.
Slacker
Jun 27 2005, 02:54 PM
Perception Test:
[ Spoiler ]
16, 05, 02, 02, 01
Stealth (Sneaking) Test (to do this quietly):
[ Spoiler ]
17, 10, 05, 05, 05, 03, 03, 02
I am assuming that the lights are still out at the elevator entrance, since I had taken care of them before I headed to the roof.
As an aside, just thought I would mention to the rest of the group that Aku has taken over running Boo.
Slacker
Jun 27 2005, 04:10 PM
Stealth(Sneaking) Test (to cross the open area):
[ Spoiler ]
10, 05, 03, 03, 03, 02, 02, 01
Perception Test (to detect anything in the hallway
Wormwood is crouching in):
[ Spoiler ]
05, 04, 03, 02, 01
Perception Test (to detect anything in the other side hallway):
[ Spoiler ]
08, 03, 02, 01, 01
Wormwood will be prepared to fire at anybody that comes into view from the hallway the voices are down, at least until the others have made out of the elevator (i.e. he is in ambush position while the others are moving).
FrostyNSO
Jun 28 2005, 02:23 PM
Stealth
[ Spoiler ]
08 02 01
Perception
[ Spoiler ]
09 08 07 04
Got pulled away at work and forgot to add my rolls later.
Slacker
Jun 28 2005, 02:27 PM
No big deal, Aku started a new job last night and probably still hasn't noticed your IC post.
Aku
Jun 28 2005, 05:56 PM
yea, what he said, so don't expect much posting from me until about noon, 2 pm any more, until training is over
Slacker
Jun 28 2005, 06:47 PM
Once we're in a closed office i figure it will be safe to talk quietly.
Do you think we should try taking out the guards before searching this floor or just try to avoid them as much as possible?
The only way I could see us being able to avoid them completely would be to have Boo deck into the secure system again and watch them on the cameras for us. The problem with that is that he would have to stay in one location while the rest of us search the floor.
FrostyNSO
Jun 28 2005, 08:10 PM
I'd like to avoid taking them out. We could make a disturbance on one of the other floors if things get too hot for Boo?
Slacker
Jun 28 2005, 05:00 PM
I just thought of something, maybe these guys are like the guards during the day that weren't actually checking inside the offices. If that is the case Boo would be pretty safe as long as he locked the door and stayed quiet.
And that is something he can look for before we leave him alone to do his thing.
Slacker
Jul 1 2005, 05:48 PM
It took you over 2 days to come up with one line of text? I thought I was the slacker here.
Anyways, I believe you mentioned earlier that the doors use maglocks, though I could be confusing this game for another one I play in and I am too lazy to search the thread to find out for sure. Here are my rolls:
Electronics B/R (to open the maglock casing) - TN=Barrier Rating of the casing:
[ Spoiler ]
08, 05, 05, 04, 02
Electronics/Maglocks (to get the door unlocked) - TN=System Rating:
[ Spoiler ]
11, 07, 05, 04, 03, 01
Base time is 60 seconds for each test. I wouldn't think that regular office doors would have even a rating 4 maglock on it, so I think I probably got at least 4 successes on each test meaning it would take me 30 seconds or less to get the casing off and the door unlocked.
Bastard
Jul 1 2005, 08:04 PM
Its....ALIVE!!! From the ashes of despair, my computer rises again, in a fury of fire, like the reborn pheonix, to post once again upon the forums of dumpshock!
Slacker
Jul 1 2005, 08:55 PM
LOL. Good to have you back with us Bastard.
Slacker
Jul 2 2005, 05:50 AM
I prefer to use my pistol but if you don't have any skill with smg's or its low, I will let Mason use it.
If you do end up using it, the pistol is the Ares Viper Slivergun loaded with standard flechette ammo.
FrostyNSO
Jul 2 2005, 09:29 AM
I can always stick with the ol' manabolt if you wanna keep your pistol. It's wierd, you know you have magic at your disposal, but without a good gun or "magic stick" you just feel naked.
I've got like a 3 in pistols so it's not like I'll be some awesome force. No skill in SMG though, but I'm more than happy to give it a try.
Slacker
Jul 2 2005, 02:24 PM
In that case, I think I would prefer to keep the pistol. Especially since I am leading the way as we sneak around, I prefer having my pistol which is automatically silenced. The smg will be too loud if I need to use it.
Just use the smg for covering fire if you need to use it.
Slacker
Jul 2 2005, 07:32 PM
While Boo decks into the secure system, Wormwood looks through some of the papers only mildly curious about what they are.
FrostyNSO
Jul 2 2005, 09:43 PM
Mason is gonna astrally perceive...just to take a look around.
Perception
[ Spoiler ]
08 07 03 03
Slacker
Jul 2 2005, 09:49 PM
Good idea.
FrostyNSO
Jul 5 2005, 06:09 PM
Aku, does it look like the floor were on is warded, or the just the floor above us?
the floor above you, as it's only the ceiling that is warded from what you can see.
also, everyone make stealth tests...
Slacker
Jul 5 2005, 06:19 PM
Stealth (Sneaking):
[ Spoiler ]
10, 07, 05, 05, 04, 04, 02, 01
Bastard
Jul 5 2005, 07:05 PM
Stealth-4
[ Spoiler ]
3,2,2,1
Slacker
Jul 5 2005, 07:36 PM
lol, that must have been some paperclip.
FrostyNSO
Jul 5 2005, 08:05 PM
Ok, I think we should be going up to the next floor then.
Oh yeah, Stealth
[ Spoiler ]
28 16 04
Slacker
Jul 5 2005, 08:10 PM
Nice Stealth roll.
Bastard
Jul 5 2005, 08:26 PM
Mine or Frosty's?
Slacker
Jul 5 2005, 08:29 PM
Well both were interesting in there own way, but I was more referring to Mason's stealth roll.
Don't worry too much about your Hooter's stealth roll though. Let's just say if we were playing this game tabletop style we all would have heard Aku gasp of excitement as he kept rolling one d6 several times. It's a bad sign when you're chatting with the GM online and suddenly he interjects out of the blue "oh my, thats bad, thats very very bad... ahhh, maybe i should wait..."(for the other players to respond).
Bastard
Jul 6 2005, 12:03 AM
Stealth 4 for hiding behind the door
[ Spoiler ]
15,2,1,1
Slacker
Jul 6 2005, 02:23 PM
Because I am bored at work and feel we are about to be heading into combat, I thought I would go ahead and post surprise and initiative checks, especially since I don't think we can hide a troll, an ork, and two humans in a one small office.
Reaction Test for Surprise (Base TN is 4,
Wormwood might get the -2 TN modifier for being set up for an ambush since that is what I said he was doing while kneeling behind the desk):
[ Spoiler ]
05, 04, 03, 03, 02, 02, 01 (that is a pretty bad roll, guess it's a good thing the TN is so low)
Initiative Roll (Reaction 7 + 2D6):
[ Spoiler ]
6, 6 (damn, too bad the rule of 6 doesn't apply to initiative dice. the actual rolls came out 14, 14)
So,
Wormwood has at least 2 successes on the surprise test, though he possibly has 6 successes on that. And his Initiative is 19.
init.post.now!

and surprise
FrostyNSO
Jul 6 2005, 07:07 PM
reaction (for suprise)
[ Spoiler ]
04 02 02 02
initiative (4+1d6)
[ Spoiler ]
01 yay I got a 5!
Bastard
Jul 7 2005, 06:39 AM
Go Frosty! You need to slow down Turbo.
Suprise! Reaction-3
[ Spoiler ]
9,3,1
Initiative: 3+1d6 (+4d6)
[ Spoiler ]
6,5,4,3
18+3=21
FrostyNSO
Jul 7 2005, 06:49 AM
Erg...Me and that dice roller program...it's a love-hate relationship.
alright wormwood has suprised both of the guards, while it was a tie for bastard and the guards, so no actions againist each other there, while the guards got the jump on frosty and boo.
initative order looks like this: bastard(21),Wormwood(19), guards (

,Boo(7), frosty(5).
the door is still partially closed as the lead guard is poking his head in...
Slacker
Jul 7 2005, 11:52 PM
Ok, since I am the first one that can do anything against the guards I'll post my actions.
First shot into the guard that is poking his head into the room TN=6 (Base 4 -2 for smartlink +4 for partial cover):
[ Spoiler ]
14, 09, 05, 05, 04, 03, 03, 02(that is going to be 2 successes)
Second shot into the same guard TN=7 (same as first shot but +1 for second shot during this round)
[ Spoiler ]
11, 11, 05, 05, 03, 03, 02, 01 (that is going to be another 2 successes)
Weapon being used is the Ares Viper Slivergun, 9S (f) damage.
FrostyNSO
Jul 9 2005, 07:30 AM
I'm waiting to see what happens before i decide on Mason's actions.
FrostyNSO
Jul 9 2005, 11:00 PM
I have a feeling that whoever goes out the door first is going to get "tenderized". Can i astrally project and level some spells at them from the astral?
Yes I know I'll take physical drain if I fail my resistance, but I'm gonna go easy on the force.
Aku
Jul 10 2005, 02:53 AM
as i read it, if you project, you can only hit astral beings, you could perceive and do it, but im not seeing the modifiers for doing it....
FrostyNSO
Jul 10 2005, 04:14 AM
Eh?
Oh hell i think it's coming back to me now. Funny that you can perceive and target somebody by their aura, but if you project (presumably seeing the same thing) you can't. Wasn't that a FAQ ruling?
Bastard
Jul 10 2005, 05:52 AM
If I go before the guards, how do they run away? I want to smack him on the head! Wouldnt I go before he can drop what ever that triangular patch was? What is the patch? An insignia, or locater?
Perception-3
[ Spoiler ]
11,3,2
Aku
Jul 10 2005, 01:12 PM
Frosty, i'll check the faq, but the way the BBB read to me, was if you're perceiving, you're targetting people on the meat plane by targetting their body, but you can also target things on the astral.
Bastard- you and the guards tied for surprise, so neither of you could act directly againist each other. The bright, flashy light doesn't tell you what the small object is? heh, it's a flashpak... your eyes hurt as you stare at it trying to figure out what it is...
Bastard
Jul 11 2005, 06:55 AM
well then how do they move all the way down the hall if we tied for suprise and I got the higher initiative? I didnt realize that I had to stare at it to perceive it, since you stated I seen it fall. If my character is going to be that dumb, not to realize its a flash pack in a second...he might as well eat it.
Aku
Jul 11 2005, 06:26 PM
you just can't do snything directly againist either of them, and they couldnt do anything directly againist anyone that they could see, and well, having his shoulder blown to bits kinda scared the guy, but all you can really do is give chase, and thats fine.
as for the flash pak, it was a sort of off the cuff joke, but it's not doing anything to affect the game;i'm not even gonna charge you the simple action of observing it, i had hoped i descriped what it was doing well enough that i didnt have to say that it was a flash pak, so no game effect for realizing thats what it is. But, like i said, whatever you do can easily be fitted in there, since you can't really directly affect either of them.
Sorry, years of playing real time are catching up to me, but if i have to do some editing to make things work, notta problem.
Slacker
Jul 11 2005, 06:52 PM
Think of it this way Bastard, you were still recovering from tripping over the paperclip when the guard peeked in from the door. By the time you had recovered enough take note of them, Wormwood had already shot one twice in the shoulder and they fled.
The two guards weren't even reacting to Wormwood because, he had surprise on them. Instead, they were reacting to Boo and Mason who they did spot. They're SOP is probably something along the lines of if they encounter an equal or greater force of intruders, withdrawl and call for backup.
Since Boo and Mason are worse of than you, because they were completely surprised and have no clue what just happened.
In conclusion, on the first Initiative pass, you could do whatever you wanted (and still can) as long as it doesn't affect the guards who you weren't aware of.
Wormwood was able to surprise the guards, so he could do anything to them, but they couldn't do anything to him.
The guards reacted to finding intruders, Boo and Mason, within the room. Finding equal numbers and also being attack by an unseen force, they made a tactical retreat, leaving a flashpak in the hall to slow/disorient pursuit.
Boo and Mason were completely surprised, and had no clue what was going on.
Now on the second initiative pass, you can do whatever you want.
FrostyNSO
Jul 11 2005, 10:22 PM
I barely have any idea what's going on ooc. Heh, when i read the thing, I thought he dropped a charge with a blinking timer on it

I was like whoa! These guys are serious!
But yeah. Just let me know when Mason figures out what's up.
Slacker
Jul 12 2005, 01:00 AM
Well as it stands right now, it looks like you will have to wait for the next initiative roll Frosty. Since you were surprised on your first and only initiative pass this time.
Right now it looks like it will be Bastard controlling Hooter, then me controlling Wormwood, then the guards again if they have more than one pass, then Bastard again.
Then it will be time to roll initiative again.
Aku
Jul 12 2005, 01:50 AM
guards only rolled an 8 for init, so no more turns for them.
Bastard
Jul 12 2005, 06:26 AM
but if there was no surprise on me or the guards, shouldnt i react before they do? Or do I not notice that they got shot? That is my question. Otherwise first intitive was pointless...on my characters behalf.
But now they have pissed me off, by running like little sallies, therfor, they shall be destroyed via manabolt 6. Good luck fuckers.
Slacker
Jul 12 2005, 12:33 PM
If you look at the rules for surprise, any time you get equal or fewer successes than an oppenent, you are surprised by that opponent. Since you tied the guards on the surprise test, you and the guards surprised each other. So you couldn't react to them and they couldn't react to you.
On the first initiative pass you could have cast improved atribute or increase reflexes or any other buff type spell on yourself or the other members of the group, you just couldn't do anything to affect the guards.
On your second pass, you are more than welcome to give chase and manabolt one of them (note: they ran in different directions so you couldn't get them with a single manaball).
Aku
Jul 12 2005, 06:04 PM
heck, i'll even let you give chase, since thats, not even really acting againist them, and even though you wouldn't have known they would be moving...
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.