tisoz
Oct 12 2009, 03:59 PM
QUOTE (Xiuhaun @ Oct 12 2009, 12:12 AM)

Draw my shotgun, shoot the bike of the mage using the shotgun (5+1+4 combat pool), and actions permitting, my second shot goes for the mage who is yelling (5+1+4 combat pool).
Really don't see being able to talk my way out of this one, since (even though we didn't kill them and they apparently didn't get arrested) they were combat monsters in our previous encounter.
Initiative:
Troy R8 Rigging
07 03 -
17( R) (don't re-roll 6s) driving closer 7
Terry R6
03 01 -
10 11 melee attack
1 melee attack
Carrie R4 I5
03 -
8 Cast spell
Rocky R6 I6
03 02 01 01 -
33(A) cast spell 23(A)
Several Spirits
Knuckles R8
09 02 -
16 6
Rob R7
05 04 - 16
Prince R6
05 04 - 15
Zany R4
08 02 - 12
Toaster Talker R3
07 - 10
Mage R4
05 01 01 01 -
12 9 Ser Phy
Tinker R10 -1 L Stun
02 02 - 13
Knuckles attack TN 4 -2smlk +4part cov +1rain/drizzle -1target stationary
16 09 07 05 02 02 02 01 01 01 - 3succ
Bike Soak 5M
02 01 - 0succ S damage
Knuckles Attack TN6 +1 recoil = 7
10 09 07 05 05 02 02 01 01 01 - 3succ
Mage Dodge TN4
08 04 01 - 2succ
Mage Soak TN10 -5armor
04 03 03 01 - 0succ
Serious Physical
Knockdown
not enough dice to beat threshold w/all succ - Knocked down.
BobRoberts
Oct 12 2009, 10:40 PM
The gun in question is the predator. Want to get in close enough to be shooting accurately - long range should do it.
On seeing it's a purse snatcher, think Troy will gun it to chase him down - filling the poor buggers back full of lead seems a bit of an overeaction. This is presuming Terry doesn't kick his face off first.
Think someone just had an object lesson in not messing with The Knuckles?
tisoz
Oct 13 2009, 05:39 AM
Zany suppressive fire
04 04 03 02 - 0succ
Xiuhaun
Oct 13 2009, 05:41 AM
Yeah, lucky he wasnt in melee range, thats for sure

The business end of my boomstick still isnt much to laugh at... I think going forward, it will be important to see if others are able to notice me (as he would think he is concealed), and really act defensively hoping they high-tail it out of there. If not, it looks like we may have another pair of bikes and a van to sell
tisoz
Oct 13 2009, 05:52 AM
Initiative:
Troy R8 Rigging
07 03 - 17( R) (don't re-roll 6s) driving closer 7
Terry R6
03 01 - 10 11 melee attack 1 melee attack 0
Carrie R4 I5
03 - 8 Cast spell 0
Rocky R6 I6
03 02 01 01 - 33(A) cast spell 23(A) 13(A)
Several Spirits
Knuckles R8
09 02 - 16 6 0
Rob R7
05 04 - 16 call 6
Prince R6
05 04 - 15 maneuver van 5 0
Zany R4
08 02 - 12 attack 2
Toaster Talker R3
07 - 10 retrieve mage 0
Mage R4
05 01 01 01 - 12 9 hold action Ser Phy 0
Tinker R10 -1 L Stun
02 02 - 13
tisoz
Oct 13 2009, 12:39 PM
QUOTE
She shifts her gaze to the astral to assess the threat level of her target before approaching him.
05 04 03 02 01 - 2succ
Somewhat injured, malnourished, absence of cyberware implants, confused, scared, mundane, unrecognized aura.
Xiuhaun
Oct 14 2009, 05:39 AM
Actions on 6, aim @ Zany, 1 shot at Zany (5+1, no pool left this round) rerolling for successes to make it count.
If its free to move, will reposition to the right, to avoid being in the same spot they are expecting me to be in. If thats not valid, will go prone to avoid further retaliation this round.
tisoz
Oct 14 2009, 06:14 AM
Karma Awards
Green Eyed Monster - Rocky - 1
BobRoberts - Troy Anderson - 1
Xiuhaun - Knuckles - 1 2
Chance359 - Tinker - 1
Dranem - Terry Anderson - 2
Kartijan - Carrie Anderson - 1
Karma (Total Earned) Current
Green Eyed Monster - Rocky - (10)8
BobRoberts - Troy Anderson - 9
Xiuhaun - Knuckles - 9 10
Ears - Rob - 9
Drips - Sphinx - 6
Chance359 - Tinker - (10)2
Dranem - Terry Anderson - 2
Kartijan - Carrie Anderson - 1
tisoz
Oct 14 2009, 07:10 AM
QUOTE (Xiuhaun @ Oct 14 2009, 12:39 AM)

Actions on 6, aim @ Zany, 1 shot at Zany (5+1, no pool left this round) rerolling for successes to make it count.
If its free to move, will reposition to the right, to avoid being in the same spot they are expecting me to be in. If thats not valid, will go prone to avoid further retaliation this round.
Knuckles attack TN6 as before -1aim +1attacker walking = TN6
05 04 03 02 02 02 - 0succ
Reroll
05 04 02 02 01 01 - 0succ
BobRoberts
Oct 14 2009, 09:05 AM
How under control are team 2 feeling with the gang?
Also was wondering how close Troy was to the purse snatcher?
tisoz
Oct 14 2009, 01:45 PM
QUOTE (BobRoberts @ Oct 14 2009, 04:05 AM)

Also was wondering how close Troy was to the purse snatcher?
Me, too. I'll let you use the honor system. If you enlarge the map as much as possible, it shows a 20m length in the upper left. The bison accelerates a max 6m/turn.
Green Eyed Monster
Oct 14 2009, 05:39 PM
I'm going to trail the gang to their lair hangout. Taking the 4 spirits that manifested with me, hopefully no longer manifesting.
Xiuhaun
Oct 14 2009, 07:20 PM
QUOTE (tisoz @ Oct 14 2009, 01:10 AM)

Knuckles attack TN6 as before -1aim +1attacker walking = TN6
05 04 03 02 02 02 - 0succ
Reroll
05 04 02 02 01 01 - 0succ
QUOTE (tisoz)
Knuckles attack TN 4 -2smlk +4part cov +1rain/drizzle -1target stationary
Looks like the TN6 from before included the target being stationary, so the TN should be higher.
If she is moving, though, what is her cover if I might ask? I assumed the bike was the obstruction for the mage. If its darkness, the highest penalty for natrual low light vision would be +2 not +4, correct?Alright, will move forward as is per GEM's request below. Looked like, given the change in modifiers, that this would have resulted in a hit (TN5) instead of a miss (TN6) which seemed important in reducing the number of combatents. I wasnt suggesting changing previous actions that had already been reacted to.
Green Eyed Monster
Oct 14 2009, 07:55 PM
oops
Ok, I probably put the cover mod in motion. Sorry.
Also, IC, I manifested yards away to draw fire away from Knuckles. It does read well though.
This may be just an IC confusion, but all the spirits that were a part of "the plan" are still there and carrying on their part of "the plan". I took the ones who weren't tasked with me.
If I can't find my way to my bod, I'll call a Watcher to me and let it guide me back.
tisoz
Oct 14 2009, 08:26 PM
QUOTE (Xiuhaun @ Oct 14 2009, 03:20 PM)

Looks like the TN6 from before included the target being stationary, so the TN should be higher.
If she is moving, though, what is her cover if I might ask? I assumed the bike was the obstruction for the mage. If its darkness, the highest penalty for natural low light vision would be +2 not +4, correct?
Alright, will move forward as is per GEM's request below. Looked like, given the change in modifiers, that this would have resulted in a hit (TN5) instead of a miss (TN6) which seemed important in reducing the number of combatants. I wasn't suggesting changing previous actions that had already been reacted to.
I went with GEMs cover and when I looked at the modifier table, it did not distinguish between attacker or target cover and I applied it. Reading the actual description does say the targets cover applies and doesn't mention the attacker's cover. I also had a +1 or +2 for the combination of night and drizzle/rain.
[ Spoiler ]
I just deleted a mini-rant related to my laziness and trying to respond quickly, but the gist of it is the following. Everyone is much more familiar with their own PC than I am. It would make things easier for me and help speed things along if when you decide to take an action to list the Skills, Attributes, pertinent modifiers you feel apply [especially if using non-standard ammo, or modified guns which I might miss the mod, or cyberware that I might forget you even have] as well as the number of Pool Dice you may want to add, or if you want to make sure to re-roll failures on a crucial roll. I am far from perfect, but when I get something like I want to search for X, it leaves me going ??? for a little while as I try to figure out how you plan to search, what rolls are involved, what the PC's dice are...
Do we want to apply a 1/2 modifier (in the future) for the attacker's cover? Or no modifier as the rules seem to assume. A modifier makes sense to me, maybe a 1/4 modifier, because if you are around a corner with full cover, how do you get a shot off as though you are not around the corner at all? Ditto, if you are inside a car shooting out a window which provides partial cover. It seems like a +1 or +2 modifier should apply.
Of course, this will apply equally to NPC attacks.
But I do want to proceed, with Rocky gone for the moment, and give others a chance to play.

And thank you, Xiuhaun for going along with the mistake. Have a point of Karma.
Xiuhaun
Oct 14 2009, 09:18 PM
I guess if they are the
A-Team, we are
"Car RamRob"?
And GEM, sorry, I was zipping through it and didnt see the "yards away". Figured if you were in speaking range, that'd be enough to spook the crap out of a mundane, especially one focused on a target (aiming). Seems to have worked out alright
BobRoberts
Oct 15 2009, 09:56 AM
QUOTE (tisoz @ Oct 14 2009, 02:45 PM)

Me, too. I'll let you use the honor system. If you enlarge the map as much as possible, it shows a 20m length in the upper left. The bison accelerates a max 6m/turn.
Hmmm. Slightly embarassingly, think from my stated position I'd still be closing up to the corner and lacking direct LOS to the mugger - only have LOS from the drone. I didn't fully consider scale and acceleration speeds. :o
Think my positioning needs a rethink when we have dealt with this little unpleasantness.
I also need a bigger gun what shoots further...
While I'm here might as well do something useful, will order the Condor to shift focus to the area tinker indicated by the elemental.
Car RamRob - genius! Perhaps we should have gone with the 'special' bear suit disguise to lure the killer out?
Xiuhaun
Oct 15 2009, 04:00 PM
I am sure thats what GEM had in mind when he referred to me as an attractive Orc. "Bear F*(&#r, do you need assistance?"
tisoz
Oct 15 2009, 05:24 PM
Condor Sensor 1 Pilot 1 TN4 -2LOS +1rain =3
04 - 1succ
Biological life form at ground level moving east at a walk
Biological life form 25 meters above ground level on rooftop, stationary
tisoz
Oct 16 2009, 04:37 AM
Terry's Attribute Drain
08 04 03 02 - no drain
05 05 03 01 - no drain
05 02 02 01 - L Stun
11 05 04 03 - 15min
tisoz
Oct 16 2009, 05:35 AM
Cyberspur damage 12M
11 07 05 05 04 04 03 03 03 02 02 01 01 01 - 6 succ
counter default TN8
11 05 05 03 - 1succ
Damage Res 13D -9armor = 4 4B+6CP
15 14 05 05 03 02 02 02 01 01 - 4 succ M
reroll failures
05 05 04 03 02 01 - 3succ L
tisoz
Oct 16 2009, 05:50 AM
Initiative
Rocky R6 I6
10 05 03 02 - (do not reroll 6's) - 42(A) - command spirits 32(A) - command spirit/perception 22(A)
Several Spirits
Troy R8 Rigging
09 05 - 19( R) - driving/observing/relaying info 9( R)
Knuckles R8
23 05 - 19
Rob R7
05 05 - 17
Terry R6
05 01 - 12 - L Stun - 11
Carrie R4 I5
07 - 10
Tinker R10
05 01 - 16 L Phys - 15
BobRoberts
Oct 16 2009, 11:11 AM
Continue to accelerate towards trouble - relay/mark what the drone can see. Switch on its clearsight 2 autosoft.
Dranem
Oct 16 2009, 11:15 AM
Hmm... sorry, I didn't check this last night. So the gang pull their van up to the UB Chapter house? Near my position? I know I'm down the street closer to the elemental now, but that 'feels' rather close, no?
If this is the case, I'm probably more worried about Zany and her buddies than I am about the suspected Ripper.
tisoz
Oct 16 2009, 04:15 PM
QUOTE (BobRoberts @ Oct 16 2009, 06:11 AM)

Continue to accelerate towards trouble - relay/mark what the drone can see. Switch on its clearsight 2 autosoft.
You see the lifeform on the roof shoot twice. The first shot was through the awning, the second when the Ripper stumbled into view. The first shot did have the Ripper's shadow to help guide it.
You also obviously see the van coming into the scene.
I'm also assuming you were already driving toward the other group as things began playing out and can be at the corner of Kirkwood and Grant when the other van pulls up in front of the awning and the Ripper. If you waited to pick up Terry, then you are going to be about a half to 3/4 block further away.
I'm trying to place Terry and Carrie.
tisoz
Oct 16 2009, 04:25 PM
QUOTE (Dranem @ Oct 16 2009, 06:15 AM)

Hmm... sorry, I didn't check this last night. So the gang pull their van up to the UB Chapter house? Near my position? I know I'm down the street closer to the elemental now, but that 'feels' rather close, no?
If this is the case, I'm probably more worried about Zany and her buddies than I am about the suspected Ripper.
I imagined that you went east on 4th St. down to the corner of Lincoln to better be in the Ripper's path. When he turned east on Kirkwood, I would assume you would shadow him a block over. The gang went west on Kirkwood, then south on Washington and stopped on Washington before coming in sight of most of 4th St.. I am assuming the 2 groups are unaware of each other, unless Troy's drone or vehicle sensors picks them up.
Also, you have had no contact with the gang, and only the leader may have seen Troy's RV that night. Everyone else from the gang was already inside and might identify Troy, but Troy is not in sight at the moment.
Where is Carrie?
Green Eyed Monster
Oct 16 2009, 04:51 PM
If the command to the Sylph counts as 2 simples, have the guard go into effect first. No sense in causing an accident. I also phrased it so it includes drones as well as Troy's RV and my car.
Do I notice the sniper? I observe in detail on my second pass, hopefully noting the position of the body, the hole in the awning and the likely path of the first shot, or perhaps just notice the sniper as I travel as the crow flies over the tops of the buildings back from the UB toward my observation point across from the action at the awning.
tisoz
Oct 16 2009, 05:02 PM
Initiative
Rocky R6 I6
10 05 03 02 - (do not reroll 6's) - 42(A) - command spirits 32(A) - perception 22(A)
Several Spirits
Carrie R4 I5
07 - 30(A) Your van - not Troy's RV
Troy R8 Rigging
09 05 - 19( R) - driving/observing/relaying info 9( R)
Knuckles R8
23 05 - 19
Rob R7
05 05 - 17
Terry R6
05 01 - 12 - L Stun - 11
Tinker R10
05 01 - 16 L Phys - 15
Xiuhaun
Oct 16 2009, 09:13 PM
Since we got bobbled around a bit, Tisoz could you tell me where Rob and the car is (since I am in the back of it with a
sack-o-meat)
tisoz
Oct 16 2009, 10:32 PM
QUOTE (Xiuhaun @ Oct 16 2009, 05:13 PM)

Since we got bobbled around a bit, Tisoz could you tell me where Rob and the car is (since I am in the back of it with a
sack-o-meat)
I think you are south of Kirkwood on Grant St., pointed north, as far back as possible while still having a decent view of where the elemental was standing under the awning. Likely looking between the trees and the building.
[ Spoiler ]
I just noticed this satellite image must have been taken during a festival or something like "A Taste of Bloomington". Notice all the tents and awnings/canopies down Grant and 4th street.
tisoz
Oct 16 2009, 10:46 PM
QUOTE (Green Eyed Monster @ Oct 16 2009, 12:51 PM)

If the command to the Sylph counts as 2 simples, have the guard go into effect first. No sense in causing an accident. I also phrased it so it includes drones as well as Troy's RV and my car.
You have 2 other spirits maintaining Guard Power on the groups, so unless you want a third, I'll ignore it.
QUOTE
Do I notice the sniper? I observe in detail on my second pass, hopefully noting the position of the body, the hole in the awning and the likely path of the first shot, or perhaps just notice the sniper as I travel as the crow flies over the tops of the buildings back from the UB toward my observation point across from the action at the awning.
Perception Hear - TN4 +2distance = 6, See - Sniper astrally viewing so no darkness modifier or concealment/invisibility TN4 +2Mist +2partially hidden +4action not obvious = 12 Van as before, but not hidden, action obvious TN2
09 03 03 03 02 02 - You hear the silenced shot, don't see the hole in awning, do not see something on the roof. Easily see noisy van.
tisoz
Oct 16 2009, 10:57 PM
QUOTE (BobRoberts @ Oct 16 2009, 07:11 AM)

Continue to accelerate towards trouble - relay/mark what the drone can see. Switch on its clearsight 2 autosoft.
Clearsight
03 01 01 - What's this static?
Dranem
Oct 17 2009, 03:48 AM
QUOTE (tisoz @ Oct 16 2009, 01:15 PM)

I'm trying to place Terry and Carrie.
Well, I know it was recommended that
Terry move closer to the scene where the suspect was approaching our other bait.. so, I guess, by the time she's attacked, I'm on the other side of the street, just off the corner to be out of sight. That would put me about a block, block and a half away from my previous spot by the UB house, no?
tisoz
Oct 17 2009, 04:57 AM
QUOTE (Dranem @ Oct 16 2009, 11:48 PM)

Well, I know it was recommended that Terry move closer to the scene where the suspect was approaching our other bait.. so, I guess, by the time she's attacked, I'm on the other side of the street, just off the corner to be out of sight. That would put me about a block, block and a half away from my previous spot by the UB house, no?
Ok, I had you at 4th and Lincoln when Ripper was coming down Lincoln. When he turned on Kirkwood, you could have shadowed his movement on 4th, then went up Grant as he approached the elemental, leaving you around Rocky's car where Knuckles and Rob are.
Carrie is tailing you astrally, but where? Beside you at ground level, near you at treetop and rooftop level? Where she can see you and what happened with Ripper? Carrie is up in the initiative pass. It would be nice to place her.
tisoz
Oct 17 2009, 05:01 AM
QUOTE (BobRoberts @ Oct 16 2009, 07:11 AM)

Continue to accelerate towards trouble - relay/mark what the drone can see. Switch on its clearsight 2 autosoft.
Can you let me know what you would say when relaying the drone info? Then I'll edit it into the timeline IC. It kind of matters for someone. Oh, hell, why be all secret and stuff. If you recall, Rocky assigned watchers to everyone to aid in communication. Other than being present to overhear it, he won't hear a commlink broadcast, but can get a relay from the watcher.
tisoz
Oct 17 2009, 11:59 AM
I just realized Troy only drove as fast as Terry walked? Everyone is around the corner on Grant? (Except GEM - near roof by courtyard.)
tisoz
Oct 17 2009, 11:25 PM
Initiative
Rocky R6 I6
10 05 03 02 - (do not re-roll 6's) - 42(A) - 1st pass - command spirits 32(A) - 2nd pass - perception/command spirits 22(A) - 3rd pass - command spirits 12(A)
Several Spirits
Carrie R4 I5
07 - 30(A) Your van - not Troy's RV - 1st pass - moving with Terry - 20(A) - 2nd pass - Cast Spell (L Phys) 9(A)
Troy R8 Rigging
09 05 - 19( R) - 1st pass - driving/observing/relaying info 9( R)
Knuckles R8
23 05 - 19 - (Standing at corner of building) 1st pass ?
Rob R7
05 05 - 17 - 1st pass ?
Terry R6
05 01 - 12 - L Stun - 11 - 1st pass Shift Perception/moving toward Ripper - 1
Tinker R10
05 01 - 16 L Phys - 15 - 1st pass ?
tisoz
Oct 18 2009, 12:03 AM
Karma (Total Earned) Current
Green Eyed Monster - Rocky - (11)9
BobRoberts - Troy Anderson - 10
Xiuhaun - Knuckles - 11
Ears - Rob - 9
Drips - Sphinx - 6
Chance359 - Tinker - (10)2
Dranem - Terry Anderson - 3
Kartijan - Carrie Anderson - 2
Xiuhaun
Oct 18 2009, 02:04 AM
Sounds like Rob and I are about a half-block away, and since you were running Rob, I had waited to see if we were moving towards the site as well (as I was in the back seat).
Looks like I'll have to cover the half-block on foot, so exit the car, keep the shotgun at the ready, and advance as far as I can towards the site when we would be seeing the Ripper attack our bait.
Dranem
Oct 18 2009, 11:46 AM
Carrie would be standing beside Terry. The twins have a series of hand signals to communicate to each other when Carrie's astral - seeing as I can't project. I'm going to make a hand signal to have her turn me invisible - seeing as I'm not concealed, being the 'bait'.
Kartijan
Oct 19 2009, 12:39 AM
/me guffaws at Dra - you knew I was projecting Carrie to Terry's left even though I hadn't actually said yet!
There is so much of me in the character I guess I shouldn't be surprised LOL
*hugs*
Kart
tisoz
Oct 19 2009, 01:41 AM
QUOTE (Xiuhaun @ Oct 17 2009, 10:04 PM)

Sounds like Rob and I are about a half-block away, and since you were running Rob, I had waited to see if we were moving towards the site as well (as I was in the back seat).
Looks like I'll have to cover the half-block on foot, so exit the car, keep the shotgun at the ready, and advance as far as I can towards the site when we would be seeing the Ripper attack our bait.
Got you edited into the post where The Ripper attacks and gets hit.
This was before initiative was rolled.
tisoz
Oct 19 2009, 01:53 AM
QUOTE (Dranem @ Oct 18 2009, 07:46 AM)

Carrie would be standing beside Terry. The twins have a series of hand signals to communicate to each other when Carrie's astral - seeing as I can't project. I'm going to make a hand signal to have her turn me invisible - seeing as I'm not concealed, being the 'bait'.
Ok, saw this post and wasn't being lazy, but was wondering if you wanted any pool dice added to any roll? Kind of got a second request for the casting so ...
Terry needs to astrally perceive or there is no way to cast the spell from the astral to the physical plane.
Sorcery 4, Invisibility 4 (TN4, Drain M [astral casting is Physical]), Willpower 5
10 04 03 02 - 2succ
Drain TN2
05 03 02 01 01 - 3 succ > L Phys Wound
BobRoberts
Oct 19 2009, 09:12 AM
QUOTE (tisoz @ Oct 16 2009, 11:57 PM)

Clearsight
03 01 01 - What's this static?
Hehe! Damn technology...

In terms of what I was broadcasting, I was thinking that the comm channels can carry the video feed from the drone. If not, then Troy would describe what he saw via voice...
Either which way, with that roll, probably spilled coffee on himself and broadcast some cursing.
Yeah, with the vehicle acceleration rates, I guess fast runners will overtake it. Will add van turbocharging to my wishlist of things:
1) An armed drone.
2) A bigger gun.
3) World peace.
tisoz
Oct 19 2009, 02:34 PM
QUOTE (BobRoberts @ Oct 19 2009, 04:12 AM)

In terms of what I was broadcasting, I was thinking that the comm channels can carry the video feed from the drone. If not, then Troy would describe what he saw via voice...
The microtransceivers people are using are subvocal microphones strapped to the throat and earpieces - no video.
That's why I was asking about what you say by voice.
09 05 02 02 02 01 - 2succ Troy remembers there is a watcher to communicate with the mages.
QUOTE
Yeah, with the vehicle acceleration rates, I guess fast runners will overtake it.
The acceleration is cumulative though. Pre-initiative, when you were positioning yourself for The Ripper, assume you were moving at normal speed. This will give you a bit more leeway in terms of where you want to be.
Green Eyed Monster
Oct 19 2009, 03:15 PM
On my 2nd pass, after the Perception check (Simple), I use the last service of the F8 manitou to have it also Confuse everyone currently in the van, any spirits with the same astral signature as the confused City spirit, the dwarf and the girl. (Simple) I'm moving toward the van on the astral.
On the 3rd pass, I tell the bound, free City spirit to possess the shaman in the van (I hope he's there. I assume he is.) I am figuring by this time I got the message from the watcher assigned to Troy about the sniper on the roof, have some idea of where the gunshot sounded like it came, and tell the spirits who are not tasked to attack the rooftop gunman until the gunman is subdued. (This should be the F4 Great Form Gnome, Sylph and Undine that went with me when I tailed the gang's van to the UB.)
Xiuhaun
Oct 20 2009, 05:36 AM
Keep thinking what Knucks would be doing, and since there isnt any open aggression yet, I think it would be best to do a perception test (intel 4), gang ident if applicable (gi 5), and hold my remaining action to see if any of the visible members go hostile.
Currently, they seem to be handled by the spirit, and no sense kicking up a drekstorm for useless combat that may be avoided.
tisoz
Oct 20 2009, 05:54 PM
QUOTE (Xiuhaun @ Oct 20 2009, 12:36 AM)

Keep thinking what Knucks would be doing, and since there isn't any open aggression yet, I think it would be best to do a perception test (intel 4), gang ident if applicable (gi 5), and hold my remaining action to see if any of the visible members go hostile.
Currently, they seem to be handled by the spirit, and no sense kicking up a drekstorm for useless combat that may be avoided.
Knuckles
Perception
03 02 01 01 - You wish those branches would quit whipping you in the face and making so much noise. (?)
Perception (Sight +2rain/fog +2glare[looking past light] +? =TN14+)
13 05 04 02 - You hear the shot that took down Ripper, look in the direction it came, don't see the shooter, but kind of see a gap in the rain/fog.
The people from the van look more like shadowrunners than gang members, something about their equipment, armor, and bearing.
Rob
Perception
10 05 05 03 02 - ditto
Tinker
Perception via cameras
05 04 03 02 02 01 01 - no succ
tisoz
Oct 20 2009, 06:19 PM
Knuckles R8
23 05 - 19 - (Standing at corner of building) 1st pass Perception, perception - 9
Rob R7
05 05 - 17 - Perception, Speak - 7 (unless someone returns)
Terry R6
05 01 - 12 - L Stun - 11 - 1st pass Shift Perception/moving toward Ripper - 1
Tinker R10
05 01 - 16 L Phys - 15 - perception/capture pix of van people - 5 (unless want it changed)
* * * * *
2nd Round
Rocky R6 I6
32(A) - perception/command spirits 22(A)
Carrie R4 I5
20(A) - Cast Spell (L Phys) 9(A)
Troy R8 Rigging
9( R) - ?
Knuckles R8
9 - Holding
Rob R7
7 - ?
Terry R6
(L Stun) - 1 - moving to "Combat Distance"
Tinker R10
5 - running ID on van occupants/searching camera views for roof access (unless want to change)
* * * * *
3rd Round
Rocky R6 I6
22(A) - command spirits 12(A)
Carrie R4 I5
(L Phys) 9(A) - ?
* * * * *
Rocky R6 I6
12(A) - ?
* * * * *
Rocky R6 I6
2(A) - ?
Xiuhaun
Oct 20 2009, 08:28 PM
To keep things moving along, will keep holding my action(s) on 9, since it doesnt look like everyone is in place / power keg has blown yet.
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