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Aria
I make you on IP3? Complex for long wide burst (am I miss reading that one?) and another simple in IP2 for a burst at the hiding gunman? Not that it matters too much...for simplicity can we say that you are on 3 with Jotamon? Don't worry, you'll have plenty of targets and they aren't shooting back at you until IP1!
Seth
I had to chase this up to: I normally mess around with mages and adepts.

Long burst and short burst simple actions. Full burst (9 bullets) are a complex action. So basically you can shoot 9 bullets in a complex action (short/3 + long/6 or full/9)
Notsoevildm
@Seth
if we have a little time before the 'enemy' arrives, then see if we can get into some sort of cover/out of the lobby.

Perception test if needed: Intuition 3 + Perception 1 + Enhancements 3 = 4 hits
Seth
The lobby looks a little like this (although not quite as nice) ; http://www.google.co.uk/imgres?q=budget+ho...x=111&ty=89

  • The doorway is behind you
  • the pillars have the structural strength of a wet cardboard box, but do provide cover if not much barrier rating
  • You can move anywhere in that picture
  • I should have asked before, but please roll surprise with 6 die bonus (you are surprising the guests in the entrance hall)
Aria
Increased Reflexes: Spellcasting 3 + Magic 5 +2 health spells = 10D – 2 hits [+1int & +1IP]

Drain [Force 3/2+2]: Int+Will = 9D vs 3 – 3 hits [no drain]
galenbd
Jamie Combat Turn 2 Initiative
Initiative 15 with 2 IP

Yokinko Initiative
Initiative 12 with 3 IP

Combat Phase 1
Simple action: Start Windows roll down
Simple action: Command Yokinko
Move: Between Doza and Biker

Combat Phase 2
Shoot biker twice
Yokinko to start intercepting or hacking

Galen
Seth
@Ember, Copperhead, Demon
Well that IC post should be a WTF moment!

Clearly Knight Errant think you are all cop killers, murderers and assassins and have sent a Fire watch team to take you out. At least three of them had very aggressive emotions towards you (only two now), and were going to make sure that you were "shot while trying to escape".

However this innocent little hotel had a meeting in it with some tough people that don't seem to like Knight Errant. It seems that they have external backup which is starting to attack Knight Errant from behind.

So in the confusion you can do what you want! The incoming SWAT troops are fully occupied in that traditional activity of "Geek The Mage". They seem superbly defended against magic...maybe they were expecting to deal with a mage or two... The Snipers seem to be trying to intimidate or shoot John Haviland who has a hostage in the form of the young mother Gracie.

This round the tear gas will not get to you...it takes time to disperse. The door to the rest of the hotel is behind you.
JxJxA
Oops. This is what happens when I start a post, go to sleep, then finish the post before refreshing the IC thread. x_x
Aria
QUOTE (Seth @ Aug 4 2011, 10:53 PM) *
@Ember, Copperhead, Demon
Well that IC post should be a WTF moment!

Clearly Knight Errant think you are all cop killers, murderers and assassins and have sent a Fire watch team to take you out. At least three of them had very aggressive emotions towards you (only two now), and were going to make sure that you were "shot while trying to escape".

However this innocent little hotel had a meeting in it with some tough people that don't seem to like Knight Errant. It seems that they have external backup which is starting to attack Knight Errant from behind.

So in the confusion you can do what you want! The incoming SWAT troops are fully occupied in that traditional activity of "Geek The Mage". They seem superbly defended against magic...maybe they were expecting to deal with a mage or two... The Snipers seem to be trying to intimidate or shoot John Haviland who has a hostage in the form of the young mother Gracie.

This round the tear gas will not get to you...it takes time to disperse. The door to the rest of the hotel is behind you.

WTF!!! indeed nyahnyah.gif

And they sent Firewatch after us? That's not just SWAT that's milspec hard boys! Let's tuck our heads between our legs and kiss our arses goodbye ohplease.gif

Ember isn't a real shadowrunner so I'm not sure how he'll react to this...he certainly isn't equipped to deal with tear gas or flashpaks at the moment. They've got our mug shots <damn that bloody dwarf!!!> so trying to escape in the crowd of civilians is unlikely to work. He knows enough to know that fighting them won't work either (there are always more cops!) so he'll just have to hope they are distracted by the other forces enough for them to escape?!?

Anyone got a cunning plan? I think some cautious astral recon is required...VERY cautious

I'll use Tempest's last service to conceal us all [Force 5]. Don't know if she can keep the gas away as she's an air spirit, will leave that to you.

Seth
QUOTE
And they sent Firewatch after us? That's not just SWAT that's milspec hard boys! Let's tuck our heads between our legs and kiss our arses goodby


I'm not very up on 2072 Swat tactics. They sent in a group designed to take out magical mercenaries who are assassins and cop killers. (Can you say 'I've been framed...its a setup'?). I assumed that they think you would wipe the floor with normal SWAT (which I think you would of). They came in seriously hard...Those boys were anti-magiced to the eyeballs. So they knew that you had powerful mages. And they want you dead. If the fertilizer salesman and his buddies hadn't been there... However the scenes from outside are a serious fire fight, and it's not clear who is winning.

Your assessment is that they probably were watching the building through cameras (no astral: you are all mages), and spotted Copperheads actions, and moved in before they were ready. The Fertilizer salesman and his buddies set up precautions against each other (the black van, and snipers across the street). These triggered when the FireWatch came in.

The helicopter and the drones are the biggest strategic threat to you, but they seem to be occupied...so what do you want to do?

I think it's safe to say that you will make the national news tonight. If you survive, I'll be giving you a free advantage Fame/Global for the duration of the adventure.
JxJxA
I have a flashpak...do you think that will distract them...?

biggrin.gif

Also, if we have the element of surprise going, then...should I start shooting before I'm sucking tear gas penalties?
Seth
lol. Flashpak right now is like the sound from a Chrismas cracker in the middle of a carpet bombing run smile.gif

I think Ember's spirit is going to keep the gas away from you. The Swat team are mildly(?) distracted by lunatics firing Acid Wave attacks, and the hostage holder. They have (had?) sniper support, although by IP 2 the red laser dots on Gracie have vanished.

Lets do a time line to make sure everyone is in sync
  • Copper head noted the enemies, you all had a free combat round to move into cover, and call the police
  • The Fertilized sales people noted your actions and threw done on you a fraction of a second before...
  • The FireWatch team noted that Copperhead had noticed them and charged, obviously responding to the request to send the police
  • At this point we should all roll initiative, and this is the current combat round
  • The Firewatch team entered, announcing that you three were wanted Cop killers and assassins.
  • The Fertilizer team - One commited suicide by attacking the Fire Watch team. Their mage threw an Acid Wave which was spectacularly unsucessful. One of them grabbed a hostage
  • Aria has gone Astral to see what is happening, and on IP 1 and 2 is scouting. Outside is a scene from a bad first person shooter game.
  • Copperhead and Demon can do what they want this round
Aria
QUOTE (Seth @ Aug 5 2011, 09:48 AM) *
The helicopter and the drones are the biggest strategic threat to you, but they seem to be occupied...so what do you want to do?


Panic? Retire?

I think 'run like hell' might be the best option...cop killers are usually shot resisting arrest and I want to have words with a certain dwarf before we allow that to happen!

That's what I'll suggest once I return to my body...

Is there a clear (ish) path out Seth? If they are coming in the front and are being fired upon from behind that should focus their attention away from a handy fire escape? smile.gif
Aria
QUOTE (galenbd @ Aug 4 2011, 04:18 PM) *
@Jamie, Jotamon & Doza
[April 15th, 2072 10:47am; Dearborn, Downtown Seattle]

[Internal PAN=Passive. Id = <Information not available>]

That's the troll Mareno knows! Jamie hits the windows down button. Her perception is hypersensitive due to the redundant nerve systems laid down in her body, so the windows seems like it will take forever to open.

Figuring she will not be able to shoot the biker before he targets the troll, Jamie cranks the wheel around and pulls her car between the biker and the troll. As she ducks down behind door frame anticipating to be targeted, she sends to Yokinko, Find the van's node and hack an account for us to use.

I'm just waiting to see how Doza wants to respond in IP3...whether she launches a stun grenade or does something else?!? and then we'll move this on. If we don't hear anything then I'll assume she's attacking the van and leave the biker to you!

What level of account on the van's node would you like? I'll warn you now that it is rigged and the rigger isn't going to like someone trying to hack in!

Seems like all hell is breaking loose in Seattle today biggrin.gif
Seth
QUOTE
Seems like all hell is breaking loose in Seattle toda

I think their fast response teams might be busy...distracted even...
JxJxA
Awesome, thanks for the rundown, Seth. smile.gif Just out of curiosity, how many SWAT members walked in the door?
Alyena
OK I've just done a place holder, I'll revisit it tonight (shopping / kids / decorating etc are calling).

How does the chunky salsa effect work with grenades ork.gif

Hopefully that will distract the rigger for you Jamie
Aria
QUOTE (Alyena @ Aug 5 2011, 01:32 PM) *
OK I've just done a place holder, I'll revisit it tonight (shopping / kids / decorating etc are calling).

How does the chunky salsa effect work with grenades ork.gif

Hopefully that will distract the rigger for you Jamie


Well the rigger's in a cocoon and as we found out in a previous game there's little chance of a grenade hurting them (20 vehicle armour!) but it will certainly demolish the final gunman in the van (yes there are lots of them...and more on the way!) ork.gif
Seth
Actually if it was a standard grenade, it would probably kill him. 12 + 3 + 3 + 3 + 3 for chunky salsa is way over the hardened armor. But as you point out stun grenades are a whole separate deal.
Seth
@Copperhead
Can you tell me what type of spirit it is, and what level?
JxJxA
I'm going to wait for that to resolve, because if that grenade goes away then I'm going to put a pair of gnome-heads in that contemporary example of chivalry-in-action who is hiding behind a lady and her baby.
Seth
Now here you have the opportunity to display you heroism to Gracie and Little Darling... what kind of cad would refuse to rise to the challenge! Its only a grenade after all.
Notsoevildm
QUOTE (Seth @ Aug 5 2011, 04:09 PM) *
@Copperhead
Can you tell me what type of spirit it is, and what level?

It is the same F3 air spirit I summoned earlier using psychokinesis and possibly accident to get the grenade off the hostage taker and dispose of it safely by tossing it into the melee outside.

Copperhead is slow with only 1 IP at 6 + 2 hits = 8
Seth
Thanks.

Invisible castle was down: som manual rolling
Roll by the spirit (2*rank) = 4...go spirit go
Roll by the chivalrous hostage taker (str + no counterspelling) = 1

I think the results are clear.
JxJxA
I will likely regret this, but this "John" person needs to pay. nyahnyah.gif

First shot (I'm guessing he's within 20 meters of Demon, so the improved range finder knocks off the medium range penalty):
Agility(6) + Firearms(4) + Smartgun(2) = 12d6 for 4 hits.

Second shot
Agility(6) + Firearms(4) + Smartgun(2) = 12d6 for 4 hits.

It's regular ammo (Demon is a bit "underdressed" for this black-ops event), so the damage is 5P and the Guardian's AP -1 if the shots hit. Also, the gun is still silenced, so maybe they won't realize who shot him with all the other stuff going on? Maybe? biggrin.gif

Okay, not my best work, but at least I'm consistent. I hope it frees the mom...

Also, initiative test!
Reaction(4) + Intuition(3) + Wired Reflexes(1) = 8d6 for 2 hits. So his init is 10, with and IP of 2.
Seth
Brave John Haviland dodges the bullets frantically (he has attention coprocessors and stuff, and is tracking your position)
2 and 1 success on doding
He has full cover though, so I'm knocking 4 die off your attacks that makes it 3 and 2

Its safe to say that with one nett success on each bullet they came very close to Gracie...however she is screaming at the moment for a different reason. Little Darling is flyinnnggg through the air...

Soak rolls: 3 and 3
So a deeply wounded "ouch moment".

Its not been a good round for John, his grenade was nicked from him, and he's been shot...twice.

However he is quite happy to shoot back in IP 2
An arm slide deploys an Ares Predator Mk 4 with APDS ammo, and he points it towards Demon, grins evilly and pulls the trigger. Actually I should have knocked another 2 off for Gracies struggles. So
2 and 1 success coming Demon's way

He only has 2 IPs So that is John's actions.

Gracie is trying to break free. I'm treating her as a person dosed with Kamikaze now...her baby has been thrown at a Swat team, and she goes berserk.
Trying to break free: 2 successes
Johns 1 handed attempt to keep her: 2 successes
She mostly breaks free, but he has her held by left hand, his guns in his right, and he doesn't get cover...


Timeline this round: round 1:
  • Gamma IP1 acid wave. IP2: his spirits arrive. IP3: the furniture does its thing. IP4: he gestured toward's Marie and the knife appears in his hand
  • John: Get a hostage. get shot. Shoot. Out of actions
  • Black Van approaches at high speed, will be outside front door next round
  • Firewatch alpha squad (the ones in the hotel) have fired lots of time (ineffectually) at Gamma, and now have a lot of furniture and a screaming baby in the way
  • Gracie: Cower in IP 1. Scream and try and get out of John's grip in IP 2 (yeah ok It should be after Ip3...but its more dramatic this way)
  • Copperhead: command spirit, move. You can still have more goes if you want
  • Demon: Shot John. I don't think you have had a second go
  • Ember. IP 1 and 2 scouting. You can have a go on three if you want. Gamma is now dual natured...he appears possessed by a radiation spirit.


So by my understanding (I often make mistakes here so please correct me if I am wrong) the bad guys have gone. Copperhead you can have a go, or lead the retreat more firmly. Ember you can have 1 go. Demon I think you get one more go. Can you all decide what you want to do, do it, and post initiative for next round?

You realise of course that Knight Errant will think that you are all part of Gamma's (who is a famous believed dead Terrorist) group.. ork.gif . Still at least you aren't dead. And you get your free 20 pt quality "global fame", along with some minor disadvantages in the form of "Enemy: Knight Errant, and the rest of the civilized world". Someone set you up, and you will need to clear your name.



JxJxA
Yeah, that was my first action. Let me just find out whether I'm going to return fire or exit stage left...

Defense Rolls:
Shot 1:
Reaction(5) = 5d6 for 3 hits.
Shot 2:
Reaction(5) - 1 = 4d6 for 3 hits.

Sometimes it pays to be a super-slick assassin rather than a hostage-holding hooligan, so Demon will cluck his tongue and hopefully make John's day even worse by retaliating once more before moving further into the hotel or...can I call a shot on that black obsidian knife? spin.gif
Seth
See: be slick. And the hostage thing is working so well for him...

You can absolutely call a shot on the knife. The IPs don't allow it, but the cool factor does. Its a -4, but the good thing about obsidian is that it is very brittle and if you hit it at all it will just shatter. The knife of course is not affected by his immunity to normal weapons. Attracting the ire of a blood sacrificing, toxic spirit possessed, famous terrorist shaman is not necessarily the smartest move, but it will get you lots of cool points, and may count favorably in your defense should you survive long enough to be arrested!
JxJxA
Awesome, I'm going for the knife. Kinda sorta helped in saving one damsel in distress, hopefully I can save another. As for making a toxic shaman mad...well, this game isn't about making friends, right? grinbig.gif

Calling a shot on the knife:
Agility(6) + Firearms(4) + Smartgun(2) + Aim(1) - 4 = 9d6 for 3 hits.

And with that, exit stage left.

Seth
Next round:

Gamma's initiative: 22
Firewatch: 14
John: 11
Black Van: 12
Gracie: 8.

JxJxA
Oops, forgot to roll init
Reaction(4) + Intuition(3) + Wired Reflexes(1) = 8d6 for 5 hits! Booyakasha! Init 13, IP 2

Even if he dies from this, playing Demon is by far the most fun I've ever had playing Shadowrun. smile.gif
Seth
QUOTE
Even if he dies from this, playing Demon is by far the most fun I've ever had playing Shadowrun

Sniff..wipes away a tear...thanks.

I'll leave you in suspense until Ember and Copperhead complete their actions...
Notsoevildm
@Seth:
Copperhead has only one IP. If commanding the spirit only counts as simple, then based on the fact that Gamma seems rather bullet resistant, about all I can come up with at the moment is grabbing Marie and pulling her down behind the reception desk resulting in a ~200 kilo troll and ~50 kilo receptionist landing on Ember!

If that's doable, I'll write it up.
Seth
@evildm
With a name like yours you might know the answer...I had a assumed its a simple action to command a spirit, but I cannot find reference to it. Its a free action to say some words...and that's the nearest I could find.

In either case a "bundle charge" sounds suitably troll like. Marie is currently held in a str 4, agility 4 psychokinetic effect (and a large amount of terror on her part is contributing to its effectiveness).

Make Str + Unarmed +2 for charging check and try and beat 1 success. If you succeed write it up as you want, if you fail you charge but Marie is snatched to one side for a tasty little sacrificial number and you end up in a pile by the reception desk.
Aria
QUOTE (Seth @ Aug 6 2011, 04:47 PM) *
Sniff..wipes away a tear...thanks.

I'll leave you in suspense until Ember and Copperhead complete their actions...


Don't wait on my account...I'll use IP3 (astral) to return to my body...it's not healthy around here! I'm assuming that my spell lock is still sustaining my imp reflexes spell but I'm a little hazy on that part...
Seth
Yes its still sustaining your improved reflexes spell. OK I will move the action on smile.gif

My belief at the end of the round is:
  • Ember returns from a scene of devastation to a scene of devastation
  • Demon has retreated from the room (I'll put you just on the other side of the doorway
  • Copperhead has bundled Marie Fournier and is in a doggie pile just on the other side of the reception desk
  • John Haviland is grappling Gracie with one hand, and has his Ares Predator with the other
  • Gamma's shield is now down
  • Gammas radiation spirits are attacking the Fire Watch team's ward. It's an offensive ward, so they are in for a bad time
  • Firewatch outside are in disarray.
  • There are a handful of drones left in a giant furball
  • The Black Van approaches
  • Firewatch inside have flipped to stick n shock ammo which they will be laying down on Gamma's ass
  • A small number of other guests have screamed and fled out the door past Demon


Moving to round number 2!
  • Gamma's initiative: 22
  • Firewatch: 14
  • Demon: 13
  • Black Van: 12
  • John: 11
  • Gracie: 8.


Copperhead/Ember still need to roll

As I don't think their actions will impact yours, I'll do all the NPC actions for IP 1

There is some good news and good news.
@Ember / Copperhead...you know how to navigate the Astral. You can choose for your movements to be on the Astral or on the real world. Going to the Astral is probably a Bad Idea TM, as you would need to find an Astral Gateway back, but you wouldn't get lost. Copperhead if you keep hold of Marie, she won't get lost, any way she is in shock right now and not actually moving very much. Leaving her here will probably kill here. You both get 3 IPs in this place as you are both spirits as well as flesh.

Little Darling is dying. A heal or sustain spell (she has taken 6 health boxes, and is in 2 points of overflow...don't look too closely as Shadowrun doesn't do babies properly) would save her. So would a good first aid roll...but I think you are in too much of a hurry. Gracie and Little Darling are extremely likely to get lost like John just has, if you don't rescue her.

@Demon
You are not in the room. Good timing. Radiative Man has fled, and you have escape options.
From where you are, you can see the Kitchen, and in your experience of back doors in Hotels (which is to say quite a lot of experience) there is usually a way out through the kitchen.
Notsoevildm
Grabbing Gracie: Str 5 + Unarmed 2 + charge 2 = Grabbing Gracie (9d6.hits(5)=5)

IP 1, initiative 8 - slow troll is slow!

Methinks time to run. I'll follow Demon, taking Gracie with me. Don't think there's anything I can do for the others beyond covering fire at gamma as I run.

Covering fire: Agi 3 + shotgun 3 + smart 2 - running/dragging Gracie = 8d6.hits(5)=5 - nice roll, too bad most of the successes are going to get knocked off by modifiers.

Seth
@Notsoevil

Edit: I think that we have a name confusion. The receptionist is Marie Fournier, the woman Gracie is a random hotel guest complete with baby. I think your IC post in which you charged Marie was round 1, and that the OOC post you just did is for round 2 in which you are going to grab Gracie. If so the following is relevant, if not just tell me whats happening and I'll run with it.

Gracie is struggling like mad to stay with Little Daring: 1 sucess, even with Berserk strength and spending Edge like confetti (Gracie is the only NPC I have ever used Edge with in dumpshock...) she cannot stop Copperhead from dragging her away 1 handed.

Your suppressing fire works: you are a mage and are able to choose which plane you are on.

The radiation spirits ignore it, I'll work out what happens to the Fire Watch team if it becomes important (I think you are fleeing, and I don't think they are following). Remember that you have 3 IPs in this place (until you leave the lobby)
Notsoevildm
Oops, I meant Marie not Gracie. Copperhead might be brave but she's not stupid. Will update post accordingly.

Sequence of actions for Coppehead are/were:

Back away slowly while commanding spirit
Tackle Marie
Flee the premises while shooting at Gamma
Aria
Damn you Seth... quandary time! nyahnyah.gif

Ember will be torn between running like hell...chasing Gamma (who is an abomination)...or helping the dying sprog...

Is a heal spell likely to be effective in time to save it? I'm a healer first and foremost after all (even without a first aid skill nyahnyah.gif)


Is anyone waiting for me to do something in the other thread...I've lost track a bit over the weekend (sorry) nyahnyah.gif Will reread it today hopefully...
Seth
  • Gamma is an abomination of the first degree. Famous terrorist. Radiation Toxic Shaman. Reward of over 10 million nuyen for him dead, twice that if alive
  • The Heal spell will absolutely work, and Little Darling is almost certain to die without it, even now you can see the flickering of her aura as it fades to dark, and hear the wailing of the mother. The heal spell only takes a complex action, and you don't have to be there to sustain it. The drain code will be 4 (DV -2).
  • You can also see the Fire Watch team starting to dispatch Gamma's spirits: they seem extremely capable at dealing with Mages and their summoned creatures.


As far as the other thread goes. My understanding is
Threats:
  • The black van is still a threat, although the inhabitents (apart from the rigger) are probably unconsious.
  • There is still a Biker that Jamie is sorting out.
  • The Knight Errant Drone is buzzing overhead.


It can be a pain keeping track of the last posts...so here you are:


By the way: thanks for resurrecting this thread: Alyena and I are enjoying both the playing and the GMing immensely

Seth
@Aria:
Just to add to your angst about what to do.

Incoming Commlink call from Dr Bob. I suspect you will take it, if not you'll get this on your answering service. I'll let you include it in the IC stuff

<<Ember. First things first your wife is still alive. >> That's about 3 seconds I suspect...
galenbd
QUOTE (Seth @ Aug 8 2011, 06:44 AM) *
As far as the other thread goes. My understanding is
Threats:
  • The black van is still a threat, although the inhabitents (apart from the rigger) are probably unconsious.
  • There is still a Biker that Jamie is sorting out.
  • The Knight Errant Drone is buzzing overhead.


It can be a pain keeping track of the last posts...so here you are:



It is my understanding that Jamie is in IP 1 of the second round. I'm waiting for IP 2 so I can shoot the biker. I might not be alive by then. Yokinko is supposed to hack the van. I think I forgot to define her actions. I'll try to update with Yokinko's dice rolls. With Doza's grenade that may become unneeded.

Galen
Seth
I suspect you will be OK: shooting at someone from a moving vehicle is hard...if you all out defend you'll be OK I think. Mind you those assault rifles: they are serious military hardware!

Doza and I are trying to get there, but there is a lot of stuff (including the JackRabbit) in the way.
Aria
Ok, I think that's us caught up with IP1...sorry Alyena, I've moved you behind the van so that we are all back on the same timeline again (hope that's ok?)...if you like I'll give you an extra action at the end of the turn to compensate smile.gif

Without ploughing back through the thread I'm not sure what your initiatives are but they are all higher than the unfortunates who have attacked you so post away...

Anything else I've missed (I almost missed Seth's bonfire) then feel free to let me know!
Aria
QUOTE (Seth @ Aug 8 2011, 11:57 AM) *
@Aria:
Just to add to your angst about what to do.

Incoming Commlink call from Dr Bob. I suspect you will take it, if not you'll get this on your answering service. I'll let you include it in the IC stuff

<<Ember. First things first your wife is still alive. >> That's about 3 seconds I suspect...


Will I receive a commlink message? I'm assuming we are in some sort of triggered astral shallow?

I'll assume I have though..ramps up the tension damn you biggrin.gif

Initiative (I've rolled meat because I'm too lazy to work out astral at the moment) 9D+3 hits = 12 (2IPs meat, 3 in shallow)
Seth
@Aria
You are on both the real world and the astral. I think you got back to your body.

Yes it looks like a simultaneous assault on your wife took place as Fire Watch attacked you here. However Dr Bob is the man!

@JxJxA
All the guests are fleeing, It looks like Fire Watch are in disarray, you can head out the back. You see two burning drones as you exit the back door.
There is an an old 2020 white van here which you can boost if you want (Logic + Electronics 2 will get you going). Your car is out the front, and that looks a very dangerous place to be. There is also an entrance to storm drains around here if you want to head underground (what could go wrong). There are three other places immediately visible out the back: The NoTel Motel, a French Camponile Hotel, and a Budget Car Hire place. All of them have people that are coming out to Gawp.

Unless people feel the need, I am moving out of combat rounds and back into a more narrative flow. Just describe what you do leaving the hotel as currently no one is trying to stop you (they are all rather busy).





JxJxA
LOL to the above post, Dr. Bob is INDEED the man. smile.gif

Demon is observing in detail to make sure he finds the kitchen:
Intuition(3) + Perception(3) + Vis Enh(2) = 8d6 for 1 hit. Apparently, Invisible Castle took offense to my pseudo-profanity or something.
Seth
@Jamie
I suspect the biker doesn't know that you are actually a good shot!
galenbd
QUOTE (Aria @ Aug 9 2011, 07:17 AM) *
<<Van node is a locked subscription.


I'm not sure what this means in game terms. Can they prevent Yokinko from creating a user account?

Galen
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