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Seth
@NotSoEvil
Np with invisible castle. It's a pain when it's down.

@General/SuicideKings
Is the IC enough for a sitrep? If not please ask questions!
JxJxA
@ Seth:
Looks good to me. smile.gif
Aria
@Seth, Ember will summon a Fc4 air spirit [optional power Fear ork.gif]

Given that Inv Castle is still buggered I'll use the 4:1 rule if that's ok (for now, I'll roll as and when it comes back)...nets me 1 service with no drain

I've taken a Stim [6] which is overkill but means it lasts for an hour and I'm on no stun modifiers
AppliedCheese
A few infil rolls for the approach, once the guards have started their loop elsewhere and Pixel has done whatever she needs to with the cameras. Any skylights on the roof, by the by? If not, the back door/fire exit (unguarded) is the goal. If so, hit the wets wall, then up and over.

(AGI 9 + Infil 5 + Urban Spec 2 + Catlike 1 - 1 Stun + Tacnet is Off until Pixel clears no transmission tracking on site) = 16D6

http://www.brockjones.com/dieroller/dice.htm

4 * ( 16d6 )
Rolling 16d6
( 4 + 6 + 1 + 5 + 6 + 1 + 3 + 2 + 6 + 4 + 1 + 3 + 3 + 1 + 6 + 5 ) = 57
Rolling 16d6
( 3 + 1 + 5 + 3 + 6 + 1 + 5 + 4 + 5 + 6 + 3 + 3 + 4 + 6 + 2 + 4 ) = 61
Rolling 16d6
( 5 + 2 + 3 + 6 + 6 + 1 + 3 + 4 + 1 + 1 + 1 + 5 + 6 + 1 + 5 + 2 ) = 52
Rolling 16d6
( 5 + 6 + 6 + 5 + 3 + 1 + 3 + 4 + 1 + 4 + 1 + 5 + 6 + 3 + 2 + 5 ) = 60

6, 6, 6, 7 hits respectively. Dealer will burn down to 5 hits remaining to assist in pulling along less stealthy followers if needed.

Enemies at
Visible mods (-4 Chameleon -6 pure dark) = -10
Thermal (-6 Damping, -3 pure dark) = -9
Audio - GM discretion for heavy rain


For the inevitable clip through the fence - identifying any other security arrangements on it for roll # 1, actual clipping, roll #2.

(LOG 6 + Hardware 4 - 1 Stun) = 9
2 * ( 9d6 )
Rolling 9d6
( 5 + 6 + 6 + 5 + 2 + 3 + 1 + 6 + 6 ) = 40
Rolling 9d6
( 6 + 2 + 1 + 5 + 3 + 2 + 3 + 3 + 5 ) = 30

Detection: 5 hits
Clip: 3 hits

For bypassing the door if need (Log 6 + Hardware 4 + Maglock Spec 2 + Passkey 4 - 1 stun) = 15 D6

Rolling 15d6
( 5 + 2 + 3 + 3 + 4 + 2 + 1 + 2 + 4 + 4 + 6 + 1 + 6 + 4 + 1 ) = 48

3 hits. If insufficient:

Rolling 15d6
( 5 + 2 + 3 + 3 + 3 + 5 + 1 + 5 + 6 + 2 + 3 + 6 + 5 + 1 + 1 ) = 51

4 hits
Seth
@Aria
If Invisible Castle is down, just roll normal die.

@AppliedCheese
Without climbing it's difficult to see if there is are skylights. You suspect there are.

You snip though the wire without any problems. I've just noticed that you rolled very well there: you find a place where the fence has been cut by someone else. The wire has been repaired with glue. This could have been anytime in the last year or it could have been today. (without a chemical analysis of the glue it's difficult to tell).

If you want to you can climb the wall (2 successes to scrabble, 3 to be able to use infiltration skill).

The backdoor appears to be alarmed with a simple magnetic detector: you can bypass the alarm by placing a permanent magnet near the detector. The cost of the alarm system is probably 100 nuyen at your local hardware store.

@General
Just to get a sense of paranoia going:
  • Can you all make perception checks, and tell me if you have any special sensors or anything.
  • If you are a mage and doing anything astral please tell me.
  • If you want to check for any electronic stuff, please tell me.
Aria
PLANS, PLANS, PLANS!!!

@I’m on a boat:
Can we have an OoC discussion about what exactly our plan is? Given the nature of the bridge we will probably have to storm it at some stage and then speed will be our only option but until then I’m assuming stealth stealth stealth is the name of the game?!? Avoid everyone until we’re close and take out anyone we come across as silently (and non-lethally) as possible?

@Khalil: I think Silk probably has all the programs she needs for now (thanks to pirated software costs!). She’s happy to give everyone a copy of her firewall, encryption and tacnet programs. Does everyone have enough ‘channels’ (4!) to use the net? I’m assuming your links are all capable of running the lvl 2 program?

@Suicide Kings:
Dealer and Demon are going inside? Pixel is clearly in the van. I suggest I wait here with her and come in astrally – Ember’s strength is in his spirits after all…that leaves me able to react to events outside as well should the gangers decide to arrive? Copperhead is our last line of defence or are you going inside too? From a PC point of view we don’t want anyone hanging around doing nothing even if that makes the best plan…pbp is soooo much slower but I’m sure Seth will keep us suitably busy wherever we are nyahnyah.gif




AppliedCheese
@ Aria

Your climbing and infil rolls please. Extended climb test, 4 successes. Each time you roll on climb requires a roll on infil.


@ Seth

Well, if that's all it takes to slip the door, I'll assume the ubiquitous "B&E gear" has a magnet in it, especially as Magnetic devices are a fairly common obstacle. Quick endoscope check on the inside, Then in we go to find the jackpoint.


Perception rolls ( INT 5 + PER 3 + ENH 3)


Pre-site survey (Thermographic via sights/thermo endoscope, + 3 for actively looking)
Rolling 13d6
( 5 + 6 + 1 + 2 + 2 + 3 + 3 + 4 + 5 + 5 + 5 + 1 + 1 ) = 43
5 hits
4 if total darkness

GM Request, during infil - Low Light
Rolling 11d6
( 4 + 3 + 6 + 1 + 6 + 1 + 3 + 5 + 2 + 2 + 4 ) = 37
3 Hits
If Total Darkness, 2 hits.

Endoscope under the door prior to entry - active looking, thermals
Rolling 13d6
( 4 + 6 + 6 + 1 + 4 + 3 + 2 + 6 + 4 + 2 + 3 + 1 + 4 ) = 46
3 hits

I have an RF scanner running in passive, and am literally broadcasting nothing except skin link. For the RF scanner

(INT 5 + Hardware 4 + Rating 6 )

Rolling 14d6
( 4 + 1 + 2 + 1 + 5 + 1 + 2 + 5 + 2 + 2 + 1 + 1 + 5 + 1 ) = 33

3 hits.
Notsoevildm
Assuming Ember and Pixie are safe in the van, Copper will go in as backup (she will trail a little behind as her stealth sucks). Her spirit will provide astral overwatch (to warn her of watchers/spirits and their relative strengths, 6 dice for assensing) and well as providing movement to Copper (movement x1.5).

I'll put a post up along with some perception, etc. rolls later.
Seth
@OnTheBoat
I think it's stealth/stealth/stealth until we hit a problem.
We should have a nice loud diversion that attracts lots of attention away from where we are (doh: I should have bought demolitions....ah well).

When we get to the captain (assuming he is on the bridge with other officers):
  • We disable the captain and the others asap, and throw him over our shoulder and leg it out of there.
  • Hopefully our awesome hacker will stop the alarm being raised!


Steps towards this plan:
  • We should be thinking of triggering the fire alarms in multiple places now: that will distract the crew nicely. Perhaps a thermal smoke + real grenade dropped down a funnel into the engines?
  • Our hacker probably needs admin access to the main system: might as well put that off for a while, as that by itself may raise an alarm


Our capabilities:
  • I note that we have two melee specialists: myself and JxJxA, and both of us are good at knocking out without killing, and both of us are strong enough to carry the captain out.
  • We have a good hacker
  • We have Aria and Zaranthan who both are good at infiltration
  • Zaranthan or I could sort out a distraction using spirits to deliver grenades


The decisions we have to make I think are:
  • Do we start a distraction now: (I vote yes)
  • Do we all go for the captain, or do some of us cause distractions elsewhere? (I vote we split: JxJxA and I head for the captain, Aria, Zaranthan cause distractions elsewhere (once we are close to the captain), and our hacker stays in the boat.


@AppliedCheese
Do we have a map or mapsoft of the ship? If not can we guess where the bridge is?
AppliedCheese
@ I'm on a boat.

You have a mapsoft of the ship, provided by the same good folks who arranged for the tow cable to jam up.

The bridge is in the super structure at the stern of the ship, looking very similiar to a modern day superfreighter.
Seth
@SuicideKings
Please don't go IC further than opening the door.
Positions:
  • I believe Ember and Pixel are in the van in the warehouse to the East
  • Dealer has probably gone ahead to the door, and is messing with it
  • Demon and Copperhead are about 20 foot back lurking in cover (there is no cover near the door), but with good visibility of the door


@AppliedCheese
Your skill in hardware is enough to realise that you are broadcasting small amounts: every time an electronic component changes state, there is an RF pulse, although it is very small. The RF scanner is particularly problematic in this area (think how TV scanners work: the TV is not deliberately broadcasting). Even your skin link stuff is broadcasting a very little. In practice you think it won't matter: we are talking needing 5+ successes to detect that sort of broadcast.

Your RF scan tells you:
  • There is little electronic equipment in the warehouse. This means that the "background level" is low, so you detect smaller signals that usual. With a little tuning you can find the major concentrations
  • The guard at the main entrance is watching porn on his PAN
  • There is a second source close to the center of the warehouse that is currently very active.
  • There is a very small source on the roof of the warehouse, probably a repeater or something


Your look with thermal stuff shows you that there is a camera watching the door from the inside (your 3 successes on RF didn't pick it up, so it is either not wireless, or it is using a directional antennae). The camera is expensive and stuck to the wall with a gecko clamp.

Notsoevildm
Perception tests: Int 3 + Per 2 + Enh 3 - stun 2 = 6 5 6 4 3 6 - 4 hits, wow!
Deduct any hits for dark, rain, etc. but note the goggles give her low-light and she has natural thermo.

Infiltration test: Agi 3 + Inf 2 - stun 2 = 5 5 1 - 2 hits, also wow!
Camo suit gives a -2 mod to spot her. Unfortunately, beast spirit doesn't have Concealment power.

Assensing test for spirit: 5 5 1 4 2 3 = 2 hits
Zaranthan
@ I'm On A Boat
I'm in favor of the delayed distraction. We have a chance to get IN unnoticed, but not OUT. Maybe we could summon up some spirits of Earth and push a few of those containers into the Sound.
Seth
@NotSoEvil
You are at one with the night! Don't forget that like Ember you can use trauma patches to remove the stun modifiers: there were plenty in the panic room.
LostProxy
1)I can run the tacnet

2) As for a plan I can send all the data from their tacnet to ours which will allow you to see every subscribed person or drone on the deck of the ship. Don't know if the captain is logged in but if he is I'll be able to find him. If he isn't on deck and you need to find him I could use your comlink jacked into the ship to get into their security which would give me a birds eye view of the ship.

3) Castle seems to be working

Roll for crashing Analyze on the node

http://invisiblecastle.com/roller/view/3186892/
JxJxA
@ Seth:

Here are my infiltration rolls. I'll make 4 as with Dealer, but I'll let you know I'm not so great with infiltration. I was mainly thinking of using it to hide about 150 meters away and shoot the bad guys from afar. nyahnyah.gif

Health-wise, I'm currently at 3 stun so I'm sucking a -1 modifier.

Infiltration x4:
Agility(6) + Stealth(1) - Stun(1) = 1-6d6 for 3 hits, 2-6d6 for 1 hit, 3-6d6 for 3 hits, 4-6d6 for 3 hits.

Modifiers for opposing rolls: (going off of AppliedCheese's values)
Visible: Chameleon Suit(4) + Pure Dark(6) = -10 to dice pool
Thermal: Thermal Dampening(4) + Pure Dark(3) = -7 to dice pool
Audio: Your call, boss nyahnyah.gif

Perception stuff: Demon has regular vision, low light vision, thermographic vision, spatial recognizers and ultrasound(passive) going right now. I'll wait on active ultrasound until someone pops hot smoke in my face or I pick up a similar ultrasound signal and can't locate the broadcaster. smile.gif

Visual Perception:
Intuition(3) + Perc(3) + Vis Enh(2) - Stun(1) = 7d6 for 1 and a glitch. Hey, there's a sweet lookin' broad over there...

Audio Perception:
Intuition(3) + Perc(3) + Aud Enh(3) - Stun(1) = 8d6 for 4 hits.
JxJxA
I just read the IC post. LOL! Demon feels special that he was picked first. XD
Seth
@JxJxA
You can put Demon anywhere: just let me know. The roof of the warehouse your van is parked in perhaps? Note that like others you can use Trauma patches to get rid of the stun modifier.
JxJxA
Yeah, if I can hop up on top of a warehouse roof and look down towards the entryway, that'll probably be the best use of my abilities (much like our nameless, legendary sniperess ;-p)
Seth
@JxJxA
I'm now assuming you are moving onto the roof of the warehouse that the van is in.

Can you make an other perception roll when in position. This might be a good time to spend a point of edge.

@General
I am flying back from Germany, so I'll not be posting until Sunday.
JxJxA
@ Seth:

Sounds good:

Visual Perception:
Intuition(3) + Perc(3) + Vis Enh(2) - Stun(1) = 7d6 for 1 hit + 3 on edge reroll for 4 total

Aural Perception:
Intuition(3) + Perc(3) + Aud Enh(3) - Stun(1) = 8d6 for 3 hits. Plus, I have ultrasound on passive. If someone else is using it, I should be able to tell. smile.gif

I'm down to 1 point of edge, so I'll probably hold onto that just in case. nyahnyah.gif
AppliedCheese
For generally heading up the fire escape and perceiving - 8d6

http://invisiblecastle.com/roller/view/3187555/
3 hits

For being sneaky about it : 17d6

http://invisiblecastle.com/roller/view/3187559/
7 hits

If its still quiet (I.e, Demon dead by silenced rifle, no reports, no fire exchanged, etc...) Dealer pops an endoscope over the lip of the roof to see whats up there. (DP 11 + Active 3 - (thermal in complete dark) conditions 3) = 11d6

http://invisiblecastle.com/roller/view/3187565/
3 hits (all the hits are in the first 5 dice if anyone up there is all chamo/thermal damped up)
JxJxA
That's assuming you are still alive. I'm like Dwight Shrute. If I'm dead, then you've probably been dead weeks ago.

/Rainn Wilson'd
AppliedCheese
Meh. Dealer wasn't the one who went to the dying ground. (Aka a roof). Dealer will have at least a dawning moment of realization when Demon doesn't report in before he gets mowed down. wink.gif


I could google it, but who's dwight shrute, and who's rainn wilson?


From a more meta perspective, if Demon does get schwacked. Dealer and Copperhead are going to have a nasty fight on their hands...assuming the current timeline still stands? A reasonably good question, because if Demon has been covering the approach the whole time, and he does get identified/engaged, there's a whole slew of time that either he would be: a) getting extra PER checks because the enemy isn't shooting, or the team inside would be tipped off.

If he went up roughly at "fiddling with door point", he probably knows that a roof is suicide once there's someone out there hunting.


Xarin
I'm going to have to bow out. I just picked up a 2nd job and just don't have the time to pbp right now. frown.gif

You can NPC Pixel or move her to a support role if you like. Do what ya gotta do. And if you nail Teague to the wall, you can add a pixie hacker to your contacts list (assuming we live) smile.gif
JxJxA
Sorry to see you go, Xarin. Good luck with work! smile.gif
Seth
@Xarin
Best of luck!
AppliedCheese
@Xarin,

Enjoy the real world. Good luck.

@ I'm on a boat

- Khalil
In game terms, you crashed the Analyze program just as it broke your stealth rating.

-Others
Still pending climb/infil rolls for when you begin the ascent. Extended climb test, target 4. Every climb roll requires an infiltrate roll.

@ Suicide Kings

-How would one go about jacking in to the repeater on the roof and pulling in all the data its sending out?
Seth
@General
let's call this round 1 shall we.

Initial positions:
  • Dealer half up to Allanby's roof
  • Demon in position on Allanby's roof and has line of sight on the shooter (that was what the perception was for)
  • Copperhead. 10 yard's away from the east door into Allanby's warehouse
  • Ember. Ember is in the van.
  • Pixel. Pixel is in the van too



Damage to all people in the van: 16P AP -6. Good news for Ember is that there is a rigger cocoon for mages. The body of van gives you 16 soak. The rigger cocoon gives you another 20. Pixel was inside another rigger cocoon, but sadly failed her soak roll. There are raging fires emitting horrible toxic and cancer causing smoke from all the burning electronics: so getting out of the cocoon might be exciting.

Known bad guys:
  • Guards + Doggie: North end of warehouse
  • Shooter: vertically above the fireball that was the van.



Surprise rolls please.
AppliedCheese
Wait...i though Demon was on the sports warehouse roof covering our entry? Gah, I'm confused...Did the AT rocket/stachle charge/molotov cocktail/ "god knows what" come from Allanby's warehouse or the sports warehouse?

Right now I'm tracking the following locales:

Allanby's Warehouse - target, western most site. Has a repeater on top.

Dealer is here, heading towards the roof

The guards and doggy are at the north side of here.

Dying ground west: West of the fence, sparse cover

Copperhead is here, behind some crates.

Not-so-dying ground east: - East of the fence, probably a little more cover

No one here that we know about.

Sports warehouse: Eastern most locale, was the base of operations that we kicked off from.

The burning rigger van with Ember inside is here. So is a splattered pixie body.

The van killer is here?

And I have no clue which warehouse Demon is on. From the IC it could be either...


Anyhow, for surprise test, I went with the base 13 DP - subject to whatever GM modifiers may be appropriate.

http://invisiblecastle.com/roller/view/3188392/
6 hits

Assuming no surprise, that's Init 19, 3x IPs.
Seth
@General
I've just discovered that the IC that I spend half an hour crafting didn't get posted. Sorry. I hope that it will answer those questions. I'm rewriting it now.
Seth
OK the IC is up.

@JxJxA
You can be either warehouse. I was assuming you were covering the team from the Sport's warehouse, but you can be anywhere.

@AppliedCheese
I can see the confusion without the IC post. I hope this covers it.

@General
Initiatives:
  • Dealer: 19 with surprise 6
  • LAW shooter: 18
  • Demon:
  • Copperhead:
  • Ember:
  • Pixel: Crispy and not in need of initiative.
  • Guards and doggies are seriously surprised!
  • Two Toe Tommy's guards: 10 with 2 successes
  • Guard on the front desk: 6 and seriously surprised: can you say critical glitch?


@Aria
You are without a hacker, and that is probably a very bad thingTM. When the fight is over I suggest you ask for help from Stillwater. I have an NPC ready, if we don't get a player.
JxJxA
@ Seth:
Where you put me is fine. You have a better idea of the layout than I do, so I'll defer to your judgment. smile.gif

Surprise: (I think I'll start using the trauma patches, so I'll deduct the cost of 5 from my funds with Molly's 120% write-up smile.gif )
Ref(4) + Int(3) + Wir Ref(1) = 8d6 for 3 hits.

Demon:
Surprise: 3 hits
Init: 11
IP: 2

AppliedCheese
@ Seth

I'm going to use 10 karma to buy "Cracking Group 1", under the guise that one Pixel's last actions in the living world was to send that "how to jack in to a node" tutorsoft, With the rating 6 programs from Molly's house, and whats actually a fairly nice link, Dealer can be a script kiddie. Not a true blue hacker, but hey. Unless you disagree.
Notsoevildm
QUOTE (AppliedCheese @ Sep 18 2011, 10:03 AM) *
@ Suicide Kings
How would one go about jacking in to the repeater on the roof and pulling in all the data its sending out?

You need to be logged onto the node and then use Sniffer to listen in on the transmission. If the data is encrypted will need Decrypt to work out what it is, but that can be done later.


Rolls for Copperhead:

Surprise: Rea 3 + Int 3 + cram 1 + combat sense 1 - stun 2 = 5d6.hits(5)=3 + 1d6.hits(5)=1 - total 4, forgot the cram!
Initiative: 7 + (Rea 3 + Int 3 + cram 1 - Stun 2) = 5d6.hits(5)=3) = 10, 2 IP - holy moley!

First IP phase, she slaps a stim patch (as cash is abstract I'll deduct cost for a few at 150% to cover picking them up at Molly's). I'll figure out the rest after Dealer and Demon post their actions.
Notsoevildm
QUOTE (AppliedCheese @ Sep 18 2011, 01:00 PM) *
Sometime later, the fact that his custom "sports" rifle, submachinegun, quite a bit of ammo, his actioneer business clothes, and innumerable odds and ends were now scrap metal inside the van

Ouch, add to that list a bunch of Copperhead's gear including old shotgun, long coat, shades and backup commlink. I even flagged up what she was carrying on her sheet frown.gif
Seth
QUOTE
I'm going to use 10 karma to buy "Cracking Group 1"

A very good idea. I suggest you still get a party hacker (PC or I'll provide one), but with that (for example) you would be perfectly capable of hacking this warehouse. Don't go against EMM386 though: Pixel could probably have dealt with him (60/40 I think) but a script kiddie will get Pwned.


QUOTE
Sometime later, the fact that his custom "sports" rifle, submachinegun, quite a bit of ammo, his actioneer business clothes, and innumerable odds and ends were now scrap metal inside the van

Ouch.

Ah well: one more thing to blame Mr Teague for!

Initiatives:
  • Dealer: 19 with surprise 6
  • LAW shooter: 18 with surprise 5
  • Demon: 11 with surprise 3
  • Copperhead: 10 with surprise 2
  • Ember:
  • Pixel: Crispy and not in need of initiative.
  • Guards and doggies are seriously surprised!
  • Two Toe Tommy's guards: 10 with 2 successes
  • Guard on the front desk: 6 and seriously surprised: can you say critical glitch?



Dealer on IP 19 you can just see the explosion, with your line of sight you cannot see the shooter.
Demon: The shooter stood up on 18. It is now impossible to see with the shooter thermal, but you got a good look at her(?). She is full cover -4, visibility -2 for smoke and stuff but other than that you can have a shot. The penalty for shooting from cover is -2 (you have full cover where you are: see the image in the IC post).

Shooter perception roll: -2 for visibility, -2 for not taking a full action: 1 success.
JxJxA
I'm suddenly incredibly happy I grabbed my smartpack with all of my gear out of that van...

Taking two shots on the LAW shooter, will have an IC post up in a bit.

Arc d'Morte sniper rifle
Short Range: 0-165m (I think I'm within it)
AP: Base(3) + APDS(4)=7
DV: 7P
RC: 1
Silenced

Shot 1:
Agility(6) + Firearms(4) + Smartgun(2) - Cover(4) - Vis(2) - Firing from Cover(2) = 4d6 for 0 hits.

Shot 2:
Agility(6) + Firearms(4) + Smartgun(2) - Cover(4) - Vis(2) - Firing from Cover(2) = 4d6 for 3 hits.

I know that first shot went wide, but I'm kind of hoping the second one makes it...
Seth
@JxJxA
Double tapping is where it is at.

The second bullet hits right in the chest, and drops the shooter into the gully. Any shots now will be -6 for blind fire. It looked to you like a very nasty shot, but the armor was good, and the shooter isn't out.

I was about to be very nasty to you: then I noted that your gun is silenced.


JxJxA
@ Seth:
Lol, yeah. What kind of assassin would I be if I didn't have my sniper rifle silenced? ;-p
AppliedCheese
IP 1:

Storm the roof while anyone up there is reeling! (I can't see the JPG, but I assume its an old school semi-arched roof with uniform "peaks" in the roofing material base don your prior descriptions...this is still a suicidal place to be, but the fire escape might be one of the WORSE places to be if there's anyone up there.)

Run

Deliberately observe the roof (DP 8 + Enh 3 + Active 3 - visibility conditions 3 = 11d6)
http://invisiblecastle.com/roller/view/3188506/
8 hits. Wow.

Engage any visible targets on the roof with a long narrow burst (DP 16 + Smartgun 2 - conditions 3 - Recoil 2 = 13d6)
http://invisiblecastle.com/roller/view/3188509/
3 hits. Not so wow, but at least there's no way they can dodge (well, unless they're running at surprise 6+)

Dam = 6P/-5, + 3 hits, +5 DV after armor.

If targets still up, drop down behind the lip on the fire escape

Climb the lip to cover on the roof otherwise and go to cover.
(Dealer has STrR 4 + Climb 4 + Freehand 2 and gecko gloves that aren't on at the moment...don't know if this requires a roll or not, but if it does, up to threshold 2 he can buy easily.)

For the cover and hiding
(Infil DP 17 - Running/climbing this IP 3 = 14d6)
http://invisiblecastle.com/roller/view/3188516/
2 hits. Invisible castle is paying back for that observation roll.
Seth
@AppliedCheese
Another go at the image: http://upload.wikimedia.org/wikipedia/en/b...ehouse_Roof.jpg
All the warehouses around here are the same general construction
It actually looks like a really safe place to be compared to say a car park.

Just to make sure we are on the same hymn sheet:
  • You are climbing Allanby's warehouse
  • Demon is on the Sport's warehouse where your van was hiding
  • The Shooter is also on the Sport's warehouse roof, although rather hard to see, especially given that she is now prone
  • You will not be on the top of the roof until half way through this round (each IP is about 1 second, and it takes a couple of seconds to get from half way up the fire escape to the roof).
  • If you want to get to the top quickly there won't be any infiltration rolls: that would take 10..20 seconds to get up cautiously.


There is a person underneath a Gillie about to shoot you as you come up. They have a held action and "taka taka taka". Fortunately for you, only one person is shooting at you. Well that was a good time for a really good perception check as it means you get to react! As well as the person shooting at you, you can just make out a figure also under a gillie observing Tommy Two Toe's men.

[ Spoiler ]


So my understanding of time is:I
  • P 1 & 2: You super-heroically and cybernetically enhanced tumble / leap climb / up about 10 feet to get to the roof.
  • IP 3: You spot the shooter as you come over the edge, and have used one simple action to do that. They have a held action and shoot at you


If you want you can abort to a full defence. If you do that I'll ignore the shooting roll you made. If you get hit at all by shot number one, I suspect that knockback will drop you over the edge (it's about a 20 foot drop).

@JxJxA
This is what I was going to do to you, but I rolled their perception, and in the rain etc they just didn't see you.
AppliedCheese
Hmm. Thought the fire escape was closer and I had less distance to cover/climb to try for a "over the edge while they're still blinking from the blast" effect." Oh well, it was still a very risk tactical move, so I'll pay for the stupid even if it looked slightly different in my head.

From a purely professional point of view, that roof is still dead man's land from the sides and the top. Plus you still need to either skyline to shoot over the crest (and probably lose a lot more of your angle of vision anyhow), or leave yourself exposed on the front slope. Still bad juju compared to a convenient backed out position through a window where you can keyhole the target, or somewhere with good backdrop. But not as bad juju.

Reaction 8:
http://invisiblecastle.com/roller/view/3188554/
5 hits. Burst 1 swings harmlessly through the air where his head used to be.

And for number two...sometimes...the odds, they say: use Edge. (8 React - 3 + 2 Edge, 7d6 open)
http://invisiblecastle.com/roller/view/3188559/
3 hits.


And since we're in do or die mode this close, lets put a little insurance into that long narrow burst. Re-roll misses:
http://invisiblecastle.com/roller/view/3188560/
5 more hits. Shooting now =

6P/-5, 8 hits, +5 DV after armor
Seth
@AppliedCheese
Wow you were lucky avoiding that first shot: I thought you would be into edge territory.

Sounds tough for the shooter: The armor is protecting her a little, but overall she looks either a kill or a combat kill.

[ Spoiler ]


You had a really good perception roll so:
The person shooting you was looking into a fibre optic widget. The fibre goes down a hole into warehouse.

The person who was keeping an eye on Two Toe Tommy's outfit will be doing something unpleasant next round

Round1:
  • Dealer: 19 with surprise 6. <--------- Gone.
  • LAW shooter: 18 with surprise 5. <--- Nastly shot by Demon, prone and out of sight
  • Assault rifle shooter <---- Dead or a combat kill on top of Allanby's warehouse
  • Demon: 11 with surprise 3 <------- I think you have gone...let me know if you have another action
  • Copperhead: 10 with surprise 2 <---- IP 1 using a trauma patch, can still do stuff. No targets in sight.
  • Ember: <--------- See this. Needs to soak a lot of damage.
  • Pixel: Crispy and not in need of initiative.
  • Guards and doggies are seriously surprised! <----- Still at the north end
  • Two Toe Tommy's guards: 10 with 2 successes <----------- starting to make WTF noises
  • Guard on the front desk: 6 and seriously surprised: can you say critical glitch? <---- lost in Hot Sim VR / porn world
AppliedCheese
Round 2:

Init 13 + 7 hits = Init 20, 3 IPs

http://invisiblecastle.com/roller/view/3188656/

Hopefully that is faster than the other ghillie. Faster than them being unpleasant.

Out of question - where are Two Toe's guards in relationship to all this? I'm tracking Hound Security with their doggie, and the Hound man lost in porn at the desk.
Seth
Two Toe Tommy's guards are not exactly fast...they are at the warehouse to the west. Even at full run they would 2 or 3 rounds. A sniper from their roof could be a problem...
AppliedCheese
Well, at least the roofs aren't flat. Maybe kill the ghillie and drop in the valley there...plus, hey, the wire to the camera might be useful?
Notsoevildm
Actions for Copperhead:

IP1: command spirit to attack bad dudes on roof. 1 service, leaves 2.
IP2: holding action in case guards turn up. Primary target is Hellhound: 8d6.hits(5)=2, 8d6.hits(5)=3, Enfield does 7P, AP-1 (adjust for weather/dark, although she will wait till she has a clear shot. Didn't take cover into account, so assume she is not in good cover).

If my timing is off due to time it takes Dealer to get to roof, then actions still hold but might not happen this turn.

Edge 1/2
Physical dmg 0/11
Stun damage (4)/11 - negated by stim patch

Beast spirit (F3)
B5 A4 R5 S5 C3 I3 L3 W3 Edg3 Ess3 M3 Init8 IP2
Astral INIT/IP: 6/3
Movement: 10/45
Skills: Assensing, Astral Combat, Dodge, Perception, Unarmed Combat
Powers: Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience
Optional Powers: Venom

Initiative this round: 6 + 6d6.hits(5)=1 = 7, 3 IP (move to roof, manifest, bite)
Bite attack: Agi 4 + Unarmed 3 + edge 3 = 10d6.hits(5)=3 - if no edge then 2 successes, unarmed attack is 3S, venom does base 6P dmg, with an onset time of 1 combat round.
Seth
@NotSoEvil
I think the "It might or might not be dead" on the assault rifle shooter are now "its dead".

I'll leave you with a held action at the end of the round (the guard's haven't appeared) so when they come around the corner at the start of the next round, you will be ready to shoot them.

Thanks for putting in the beast spirit stats.

I'll wait until end of play monday to see if Aria is around before moving into round 2.
AppliedCheese
This module is like a giant repeating "when are you going to learn to do legwork and recon, you dumb fraggers?" lesson. Sigh. I've let us get into two freaking ambushes out of speed and stupidity. But! Good (re)learning points.

-Meets: Disguises. Use them
-Places: Recon them. Really. This is twice now. 3 times if you count the lucy.
-Overwatch: Set it first, for the love of god.

@Copperhead

I think Dealer will be both revolted and thrilled to see that wee beasty crash into the other ghillie.
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