Shadow
Apr 9 2004, 05:33 AM
Ooh you fail and fall strait to the ground. Simultaneously the rope breaks! And then the balcony crumbles and falls on top of you!
hehe
Ok, that didn't happen. But it was a cool thought. You make it safely to the ground.
Smed
Apr 9 2004, 11:57 AM
Athletics Roll: 7,4,3,1
TinkerGnome
Apr 9 2004, 12:42 PM
On the bright side, if you've got a handgun in each hand and fire one shot from each (simple actions in turn), you get two shots with no recoil
Not that handgun recoil is usually a problem...
grimshear
Apr 9 2004, 01:26 PM
Not so Gnome: all recoil penalties for firing a weapon in each hand are applied to both weapons.
So to fire a pistol in each hand on Semi-Auto, you'd get a +2 on each for the second shot. Unless you had high strength or both were comped.
TinkerGnome
Apr 9 2004, 01:58 PM
I meant fire gun one as a simple action and fire gun two as a simple action. Not the "fire two guns" action twice. Technically, you might take some off-hand penalties, but I'd ignore those as a GM because of the cool factor.
[edit] I think, at least. Haven't used the rules for two handguns in a long time. Custom grips make it a moot point, anyway. [/edit]
MrSandman666
Apr 9 2004, 05:49 PM
Um... guys? I hate to ask this but... you do have a plan as to how to get our fatty target over that wall once he's on the ground, right?
Grey
Apr 10 2004, 02:09 AM
Yeah, you and the troll are strong, right?
Grey
Apr 10 2004, 02:20 AM
Athletics 10 04 04 03
Shadow
Apr 10 2004, 03:30 AM
Jessie will make it over the wall, no problem.
Leowulf
Apr 11 2004, 01:03 AM
We're going to have to help him over. Once he's on top, if he happens to be able to get over (with our help pushing him), he'll probably take a fall onto the sidewalk, and we'll have to drag him into the van.
MrSandman666
Apr 11 2004, 10:25 AM
Well... ok... So basically I'll climb to the top, Sink will wait on the ground and push him upwards where I will grab him and pull him over the wall or what...? Alright, we can try that. Somehow this feels a bit ridiculous but if it goes wrong at least it'll be a good laugh.
MrSandman666
Apr 11 2004, 10:37 AM
Alright, here are my rolls:
Athletics, to get down from the balcony: 5 3 3 3
Athletics, to get up the wall: 9 4 4 3
Strength, to pull Morgan up: 9 8 4 2 2 1
Athletics, to stay on the wall: 8 5 1 1
Shadow
Apr 12 2004, 07:48 AM
As far as I know Mirage is still in the compound, or did I miss a post?
MrSandman666
Apr 12 2004, 10:49 AM
To my knowledge she's still somewhere in there and warpath, too, as far as I know. However, the intention of my post was to let everyone go first so we could get as much of the team out of the compound as possible before getting Morgan over so that we don't get anybody needlessly endangered.
Leowulf
Apr 12 2004, 11:06 AM
Body Test to get down the rope: 8, 4, 1
Body Test to get over the wall: 5, 5, 10
TinkerGnome
Apr 12 2004, 12:57 PM
Woah, woah. Warpath never went into the compound. He's on the far side of the place from your insertion point up on a tall building
Stealth roll for hiding: 07 03 02 02 02 01
Cloak adds +8 to visual attempts at detection, +10 against thermo, and his signature is 15.
Man, I love being invisible.
grimshear
Apr 12 2004, 01:12 PM
Which way is the door on the Osprey facing?
Leowulf
Apr 12 2004, 03:39 PM
QUOTE (TinkerGnome) |
Man, I love being invisible. |
Yeah, it's great, isn't it?
TinkerGnome
Apr 12 2004, 03:44 PM
QUOTE (Leowulf) |
QUOTE (TinkerGnome @ Apr 12 2004, 08:57 AM) | Man, I love being invisible. |
Yeah, it's great, isn't it? |
It almost makes up for the fact that I can't roll my way out of a paper bag.
Smed
Apr 12 2004, 05:08 PM
Sink's Athletics roll to get up over the wall: 5,2,2,2
TinkerGnome
Apr 12 2004, 05:16 PM
Oh, wait, are we running encrypted comms? Because Warpath wouldn't be quite so blunt over an open channel
Grey
Apr 12 2004, 05:26 PM
Yes.
Shadow
Apr 12 2004, 06:23 PM
QUOTE (grimshear @ Apr 12 2004, 05:12 AM) |
Which way is the door on the Osprey facing? |
The door is facing Warpath, who is directly above the Roadmaster.
Raiko
Apr 12 2004, 08:01 PM
Mirage was covering below the balcony until everybody was down, then heading out.
Any chance I can post IC now to catch up?
Shadow
Apr 12 2004, 08:24 PM
Please do Raiko!
Raiko
Apr 12 2004, 09:39 PM
I've made this post in both Team Effort OOC & Reign of Shadows OOC.
I'll be going on holiday for two weeks this Thurday, I get back on the 29th. If my hotel has net access I'll try to keep posting while I'm away, but I don't think that my wife will be too happy if I spend a lot of time online.
Assuming that I can't post from the hotel, then from Thurday onwards I'm happy for Shadow / Grendel to make decisions for Mirage in their respective runs while I'm away.
TinkerGnome
Apr 12 2004, 10:13 PM
Warpath has a seperate egress, if you'll remember. In theory, his escape route takes him well away from the compound quickly. Under the cover of the team leaving, he will probably go undetected since I kind of doubt that van is high signature.
Shadow
Apr 13 2004, 12:53 AM
@ Grim,
I need some driving tests from you, as well as a stealth test, and a sensor test.
TinkerGnome
Apr 13 2004, 12:55 AM
What's traffic like, Shadow? Warpath'll have to make a decision based on what the Osprey's doing when he hits the ground floor, but if there's some traffic out, he'll merge in with it and vanish. The Osprey shouldn't have any reason to look for him in particular so he should be fine.
Shadow
Apr 13 2004, 01:11 AM
It's Saturday afternoon. Snow is falling so fast it looks like a white sheet. The only traffic is the cars that got stuck in the snow.
TinkerGnome
Apr 13 2004, 01:41 AM
That makes things complicated. Warpath'll hang out for a few minutes and see what the Osprey is doing before heading out. If it lingers in the area, he'll give it a couple of minutes and head on off. If it heads off after the van, he'll cut a path the other (or a perpendicular) direction.
grimshear
Apr 13 2004, 01:37 PM
Alrighty... this is where things get a little bit complicated...
Driver Test for conditions (2 control pool) (Base TN 1+3 for conditions): 3, 4, 4, 5, 5, 7, 8
ECM: 4, 4, 11
E/Warfare complementary: 2, 3, 4, 4, 5, 10
ED: 4, 11
E/Warfare complementary: 1, 1, 5, 5, 5, 8
ECCM: 3, 3, 11
E/Warfare complementary: 1, 4, 4, 5, 8, 13
ECD: 5, 7
E/Warfare complementary: 1, 1, 5, 5, 11, 11
My:
Vehicle Points: 0
Terrain Points (restricted, I'm assuming here): -4
Speed Points: 9
Controll Pool Dice Allocated to driver points: 4
Driver Points: 15
Maneuver Score : 20
Initiative: 4+4+6+10=24
Arden will attempt a Hiding action:
Modifiers (page 144 SR3):
Terrain (Restricted): 0
VCR Implant: -4
Known Modifiers : -4, pending GM calculation of opponents Maneuver Score
Driver Test vs unknown TN for hiding check (Base 4-1 for Vehicle Empathy) (Known TN=-2) (using 3 Control Pool): 2, 3, 4, 4, 5, 5, 5, 9
*wipes brow*
And now a plain jane sensor test: 2, 4, 4, 5, 10
*passes out*
TinkerGnome
Apr 13 2004, 01:52 PM
Another question, are the tubes running? I have a bad feeling that Warpath isn't going to get far on ice, even with a 4x4.
Grey
Apr 13 2004, 03:47 PM
Do you need to roll ED and ECD? I thought that ED just increased the number of successes someone needs to spot you with sensors and ECD countered ED.
IE:
If you have 3 levels of ED, someone trying to find you with sensors needs to roll 4 successes to see you. If they had 2 ECD, then they would only need 2 successes.
Am I wrong on how that works?
grimshear
Apr 13 2004, 03:53 PM
I did ED because I'm trying to hide from them, and ECD in case they try to hide from me and sucker me into thinking they're gone when they're not.
Grey
Apr 13 2004, 04:16 PM
Well yeah, I just didn't think it was a roll, I thought it was something that just worked without any rolling.
grimshear
Apr 13 2004, 05:49 PM
Actually... now that I actually look at my book... it is that.
*hurts brain*
This is what I get for playing with certain house rules for so long...
TinkerGnome
Apr 13 2004, 07:02 PM
If the roads are really bad (ie, require rolls), Warpath is going to muddle a couple of blocks away at 5 mph and then make for a tube-station if there's one in operation right now. No point in getting into a wreck in the snow.
Grey
Apr 13 2004, 07:07 PM
Rating 6 Bug Scanner: 08 05 04 03 03 02
Electronics: 08 07 05 05 05 01
Shadow
Apr 13 2004, 08:28 PM
The scanner doesn't pick up anything.
Grey
Apr 13 2004, 09:26 PM
Ok, the call goes through then.
Leowulf
Apr 15 2004, 02:48 AM
Basically, I'm just going to have Ghost Dragon circle the building and check out the roof too. I'm assuming that his watcher has expired, though the elemental should still be around.
Astral Perception {Intelligence} (outside of building, observe in detail): 16 (I love real dice!), 10 (damn!
), 4, 5, 5
Assuming that nothing odd (biofiber, a ward, other threats) is found, Ghost Dragon will move inside and look around at the people and things in there to determine if there are any threats inside.
Astral Perception: 5, 14, 3, 2, 4
Grey
Apr 15 2004, 04:55 PM
I'm gunna do a walkthrough of the building, checking for any bugs or radio signals that don't belong there.
Rating 6 Bug Scanner: 13 05 03 03 03 02
Electronics: 11 05 04 04 03 01 01
Radio Scanner: 10 08 05 03 03 03
Electronics: 11 04 04 03 02 02 01
TinkerGnome
Apr 16 2004, 12:44 PM
Yeah, Mr. Johnson's making me nervous. Any signs of snipers? If not, any signs of invisible assassins? He's got his ultrasonic vision for a reason
Perception check:
07 05 03 02
#D:4 H#:7
Just because I'm paranoid, surprise check:
07 05 04 04 04 03 03 02 01 01 01
#D:11 TN:4 H#:7 S:5
Shadow
Apr 16 2004, 08:22 PM
Lol, no snipers, not that you can really see to far. The situation looks as normas as that kind of situation can look.
Is anyone going to push Kyle out of the car?
Grey
Apr 16 2004, 08:27 PM
If there is no post for that soon, can we just assume it so we can wrap this up?
Shadow
Apr 16 2004, 09:39 PM
Well ladies and gentlemen that is going to bring Part 1 of Team Effort to a close. Look for Part 2 to start up some time in the fall, maybe late September. I hope everyone had a lot for fun playing in the game, I know I did running. All of you are welcome to play in my games any time. You all are exceptional role players, and excellent players in general. I encourage you all to play these characters on other games on the board as well as mine.
Now for the fun part.
The briefcase held 3 times the agreed upon price. It seems that the early extraction of the asset was a huge boon to your Johnson. Suffice to say he was promoted above his enemy and is now a very happy elf. Jonathan Archer lived, much to Ghost Dragon’s chagrin. He took a hit on his Rep and probably won’t be working for Ares again. Even though he was vastly outnumbered he almost ate you guys for breakfast.
As for the nameless German goons who attacked you in the restaurant … well we will leave that little mystery for another time.
Karma reward:
Jessie: 9
Warpath: 9
Arden: 8
Ohanzee: 8
Danny: 8
Mirage: 9
Sink: 8
Ghost Dragon: 9
Again, I enjoyed myself immensely, I hope you all did to. My only complaint is I feel the ending could have been better. Several people were unfortunately unable to post much in the last few weeks. I apologize for not being able to compensate better. There were also more back stories that I wanted to work in and didn’t get the chance. So I hope I get the chance to play with you all again. See you for Part 2!
Grey
Apr 16 2004, 09:49 PM
Just to verify, that means we get 15,000
?
Shadow
Apr 16 2004, 10:03 PM
The original deal was for 60k total wich worked out to 7.5k a piece. now you get 22.5 each.
Grey
Apr 16 2004, 10:10 PM
Ah, right. Thanks.
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