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ChromeZephyr
Back into the heavily wooded area then, and hope the Thermal Dampening on my jacket messes with their target acquisition enough to keep me breathing.

Okay, situation is this: the sams are outgunned and pinned by opposition. The mage is dithering and in a vehicle trying to outrun a pursuer rapidly gaining on them along with the face and the dipshit that hired us client. I guess we'll find out in the next couple seconds whether the people in the chopper are either KE running dark or are willing to attract the Knight's attention with autofire on a Downtown park.

We have one hour until Moreau shows up to collect, and if this place is a warzone he'll most likely call that off.

How exactly did this go sideways this badly again?
Slacker
QUOTE (ChromeZephyr @ Jun 24 2013, 10:51 AM) *
Back into the heavily wooded area then, and hope the Thermal Dampening on my jacket messes with their target acquisition enough to keep me breathing.

Okay, situation is this: the sams are outgunned and pinned by opposition. The mage is dithering and in a vehicle trying to outrun a pursuer rapidly gaining on them along with the face and the dipshit that hired us client. I guess we'll find out in the next couple seconds whether the people in the chopper are either KE running dark or are willing to attract the Knight's attention with autofire on a Downtown park.

We have one hour until Moreau shows up to collect, and if this place is a warzone he'll most likely call that off.

How exactly did this go sideways this badly again?

Consider yourself under good cover. If you were to continue you heading east through the woods you would run into the barrier wall separating the park from I-5 in about 60m. If you were to head north from where you are you could stay in the tree line to Washington St which deadends into the park about 40m north of you. Or you could continue on north to reach Yesler Way, which is a major enough road that it crosses over the interstate.
Mach_Ten
the shack, it looks like an old pre-war anti aircraft emplacement ... right ? wink.gif

more sprinting
(14d6.hits(5)=3)
Slacker
QUOTE (Mach_Ten @ Jun 24 2013, 12:22 PM) *
the shack, it looks like an old pre-war anti aircraft emplacement ... right ? wink.gif

more sprinting
(14d6.hits(5)=3)

No. It looks like a tool shed used by the community gardeners. You don't quite reach it this pass, but I'll say that the position of the helicopter creates a cone of shadow reaching out from one corner of the shack and you are in that shadow currently.
Mach_Ten
I meant to add my other actions are as stated, hailing Gardner on the Comm again ..

praying that he's got a few of the whirly spirit things up his sleeves !"
Slacker
I'm not sure if Gardner currently has his improved reflexes spell up or not. I think it's safe to assume he would have cast it in the first IP if he didn't have it on. So, I think it's time for his second IP. I don't want him to miss out on this scene. So, lets give him another day to post something up.

Who knows, maybe he will have a brilliant plan on how to escape this situation.

Following that, Needle will push the van a little bit faster, again only getting 1 hit, unless one of you can think of something more clever for her to try.
Kiirnodel
Sorry, I haven't gotten on to my computer in a while... meant to post something but forgot.

I was thinking I had my increase reflexes spell up, but thinking about some of our meets, I probably had to drop it... so I guess that is what I did for my first pass, yeah...

Second pass I am callling up my summoned plant spirit and my bound earth spirit from standby. No commands yet since I'm having trouble thinking of what to do, but this way on the next pass I can command them both and they can go full swing after that...
Slacker
QUOTE (Kiirnodel @ Jun 24 2013, 08:54 PM) *
Sorry, I haven't gotten on to my computer in a while... meant to post something but forgot.

I was thinking I had my increase reflexes spell up, but thinking about some of our meets, I probably had to drop it... so I guess that is what I did for my first pass, yeah...

Second pass I am callling up my summoned plant spirit and my bound earth spirit from standby. No commands yet since I'm having trouble thinking of what to do, but this way on the next pass I can command them both and they can go full swing after that...

Sounds good. I'll have you roll initiative for them whenever you first give them a command.

Following Gardner's turn, I already mentioned that Needle pushed a little more juice out of the clown van's engines (those inside are feeling it shake from the stress of its damage and the high speeds). The clown van is currently 25m in front of the Toyota Gopher and for the moment you are going faster than the Gopher. It's just that the acceleration and top speed of the Gopher is far better than the damage clown van. For reference, it's about 82m to the next turn that will start taking Needle back in the direction of the runners in Kobe Park. When that comes up, the hairpin turn Needle would have to make to it without slowing down has a threshold of 4. Considering her dice pool of 5 dice.....that may not be advisable. Just something for you guys to think about.

Following her acceleration, the helicopter moves around the shack so that Silas is again exposed by the spotlight. It seems to have have stopped it's decent about 80m up in the air, but Silas can hear the sound of the LMG being primed to fire.

And now we are back up at the top of initiative for the third pass. None of the bad guys have a third pass. So Silas, TundraWolf, and Gardner can post up their actions. For now Needle will just be accelerating to try and get away. She narrowly avoids getting a glitch with her roll of 2,1,1,6,2. Still she gets enough to get a little more speed out of the van, it's now going at a rate of 70m/combat turn.
Slacker
And really, Silas can go ahead and post his actions for the first pass of the second combat turn too.
Mach_Ten
"Aaaany time now big guy ! don't let me pressure you or anyfink"


TW, go for the weapons if you can, I seem to have his attention so will keep moving, how far to the apartments you mentioned Slacker ?
Slacker
QUOTE (Mach_Ten @ Jun 25 2013, 07:39 AM) *
"Aaaany time now big guy ! don't let me pressure you or anyfink"


TW, go for the weapons if you can, I seem to have his attention so will keep moving, how far to the apartments you mentioned Slacker ?

You are currently a few meters shy of the shack, so call the closest wall of the apartment 18m away, though the actual front entrance is around the otherside an additional 20m. Or I did mention you could try breaking into one of the ground level apartments that faces the park.
Mach_Ten
QUOTE (Slacker @ Jun 25 2013, 02:46 PM) *
You are currently a few meters shy of the shack, so call the closest wall of the apartment 18m away, though the actual front entrance is around the otherside an additional 20m. Or I did mention you could try breaking into one of the ground level apartments that faces the park.

I was going fer a window... to be fair smile.gif
Slacker
QUOTE (Mach_Ten @ Jun 25 2013, 09:27 AM) *
I was going fer a window... to be fair smile.gif

You going to try shooting out a window? Just dive through one and hope it isn't reinforced material despite being on the ground floor in an area none for high security? Or run up and try to jimmy it open with the hope that it's not locked?
Mach_Ten
QUOTE (Slacker @ Jun 25 2013, 03:35 PM) *
You going to try shooting out a window? Just dive through one and hope it isn't reinforced material despite being on the ground floor in an area none for high security? Or run up and try to jimmy it open with the hope that it's not locked?

I have my handy door window opening device in my hand ... Rubber bullets are not useful .. this I have learnt
Slacker
QUOTE (Mach_Ten @ Jun 25 2013, 09:38 AM) *
I have my handy door window opening device in my hand ... Rubber bullets are not useful .. this I have learnt

Ok. I'll say you'll make it to a window the first IP of the second combat turn. You can roll an attack against the window with +2 for charging.
ChromeZephyr
Would TW have any idea where the van would come back towards the park from? And if so, could he get there without attracting attention from the chopper?
Slacker
QUOTE (ChromeZephyr @ Jun 25 2013, 11:59 AM) *
Would TW have any idea where the van would come back towards the park from? And if so, could he get there without attracting attention from the chopper?

The clown van with the Toyota in hot pursuit turned south down 6th Ave. As such, you might guess that Needle would mostly come back somewhere along Main St. that runs along the southern edge of Kobe Park. The closest intersection would be Maynard Ave and Main St which is about 50m from your current position.

There is a narrow alley about another 30m beyond that intersection, but it doesn't look like it's wide enough for the bulky van, at least not with how Needle is driving.

Keep in mind, it's going to take her until combat turn 4 or 5 to actually get to that point, assuming she can make the two 90 degree turns that circling the block will require.
[edit]:Scratch that. I'm going to shorten the distance she has to travel. Although it's perfect reasonable in real world layout, it kind of sucks for a combat situation like this. I'm going to say that she will be making the first IP1 of CT2; second turn will be IP3, CT2; and arrival at the corner of Main and Maynard will be at IP3, CT3...assuming she makes the turns.

Speaking of which, do you guys want me to have her risk crashing by not slowing down for the turns? Or risk getting rammed by slowing down?
ChromeZephyr
Well, there's not a damned thing I can do with a heavy pistol to a chopper armed with (and apparently willing to use) an LMG, so I'm trying to get to my "real gun". The only thing that's going to help Needle is Gardner and his spirits at this point.

Also, would I still be under tree coverage as I go towards the south end of the park? This will inform my usage of my 3rd IP of this turn and 1st of the second.

Edit: Just saw your edit, Slacker. If Gardner can sic one of his spirits on the Gopher, maybe she can slow down and have a better shot at not crashing again. Will the Gopher hit her again before Gardner gets his first IP?

Edit the second: Are we hearing any sirens or anything yet?
Slacker
QUOTE (ChromeZephyr @ Jun 25 2013, 12:27 PM) *
Well, there's not a damned thing I can do with a heavy pistol to a chopper armed with (and apparently willing to use) an LMG, so I'm trying to get to my "real gun". The only thing that's going to help Needle is Gardner and his spirits at this point.

Also, would I still be under tree coverage as I go towards the south end of the park? This will inform my usage of my 3rd IP of this turn and 1st of the second.

Edit: Just saw your edit, Slacker. If Gardner can sic one of his spirits on the Gopher, maybe she can slow down and have a better shot at not crashing again. Will the Gopher hit her again before Gardner gets his first IP?

Edit the second: Are we hearing any sirens or anything yet?

Looks like you could manage to dash from cover to cover up until you get to Main St. There's no cover beyond that point. To get to the alley I mentioned would require you to run across the open street and a parking lot.

As far as the spirit(s) go, remember it takes them a complex action to materialize and once they are materialized, they don't move at driving speeds.

And no sirens yet, but it's only been 3 seconds since the initial car crash.
ChromeZephyr
So, bad choices and worse choices. Okay, then. Let's try and make this shit sandwich into filet mignon, shall we? I would suggest Needle slows a bit for the 1st turn, everything fails if she can't make that turn anyways. If she makes it and the Gopher doesn't kill them then the second turn should be at full speed.

IP3, CT1
Simple Action 1 - Ready weapon. I draw the Predator and rack the slide through the smartlink. May not do anything to the chopper, but there might be other people that need some high-speed lead poisoning. Also, if Needle and the rest of them aren't wrecked maybe I can shoot out the tires of the pursuing truck or something.

Simple Action 2 - Ready weapon. Other hand takes the thermal smoke grenade off the belt.

Free action - Continue running.

IP1, CT2
Simple Action 1 - Sprint to reach intersection. Strength 6 - Defaulting 1 = 1 hit. Makes sense that he'd slow up a bit after arming himself.

Simple Action 2 and Free Action: Held for interrupt use.
Slacker
QUOTE (ChromeZephyr @ Jun 25 2013, 01:02 PM) *
So, bad choices and worse choices. Okay, then. Let's try and make this shit sandwich into filet mignon, shall we? I would suggest Needle slows a bit for the 1st turn, everything fails if she can't make that turn anyways. If she makes it and the Gopher doesn't kill them then the second turn should be at full speed.

IP3, CT1
Simple Action 1 - Ready weapon. I draw the Predator and rack the slide through the smartlink. May not do anything to the chopper, but there might be other people that need some high-speed lead poisoning. Also, if Needle and the rest of them aren't wrecked maybe I can shoot out the tires of the pursuing truck or something.

Simple Action 2 - Ready weapon. Other hand takes the thermal smoke grenade off the belt.

Free action - Continue running.

IP1, CT2
Simple Action 1 - Sprint to reach intersection. Strength 6 - Defaulting 1 = 1 hit. Makes sense that he'd slow up a bit after arming himself.

Simple Action 2 and Free Action: Held for interrupt use.


Sounds good...Hmmm, i wonder if Needle has any Edge left after the first fight. Need to go back and check that.
Slacker
Ok. Right now we are waiting for Gardner to post up actions for IP3 of CT1.

Silas is running in the opposite direction from the van/TW and reaches an apartment window IP1/CT2. He needs to post up his attack roll with a +2 from charging.]

TundraWolf gets about halfway to the intersection of Main St and Maynard Ave on IP1/CT2 and has his pistol and a thermal smoke grenade at the ready.

I'm holding off on posting the Gopher's actions to see if Gardner can come up with anything to do on IP3/CT1 to stop it or at least slow it down.
Slacker
QUOTE (Mach_Ten @ Jun 25 2013, 01:47 PM) *

Your sword bounces off the super reinforced window..... just kidding. You smash through the window hearing the screams of a woman and the bass of a male voice shouting "What the fuck!?!" coming from the room on the other side.
Mach_Ten
QUOTE (Slacker @ Jun 25 2013, 08:53 PM) *
Your sword bounces off the super reinforced window..... just kidding. You smash through the window hearing the screams of a woman and the bass of a male voice shouting "What the fuck!?!" coming from the room on the other side.


"HEEEEEERE'S. REMY !!"

(Real name)
Kiirnodel
QUOTE (Slacker @ Jun 19 2013, 11:47 AM) *
To resist the 14 rammage damage, Needle gets 5 hits. So it's Handling is now down to -6 instead of the original -3.


I noticed this awhile ago but forgot... I followed the link you have here and I'm pretty sure it says you got 9 hits, not 5. So our van doesn't have that much damage.
Slacker
QUOTE (Kiirnodel @ Jun 25 2013, 03:49 PM) *
I noticed this awhile ago but forgot... I followed the link you have here and I'm pretty sure it says you got 9 hits, not 5. So our van doesn't have that much damage.

Um...wow....I swear that it said only 5 hits out of 24 when I originally looked at it. But I can't argue with the link I myself posted. So the van only has 5 damage. I've rolled the extra two dice on each acceleration test and Needle got 2 more hits. So the van is 10m further away from the truck than I previously posted. Looks like she'll have enough time to slow the van down enough that I'll give her a threshold of 2 for the first turn without risking being hit right then.

I still need to know what Gardner is going to do on IP3 of CT1.
Mach_Ten
QUOTE (Slacker @ Jun 26 2013, 02:02 PM) *
Um...wow....I swear that it said only 5 hits

your bit of the roll says (hits.5) confuses me sometimes too
ChromeZephyr
Well, that's some good news. Good catch, Kiir.
Slacker
Currently waiting on actions for Gardner for IP3 of CT1.

Thought I would go ahead and mention that I've looked back through the posts and Needle does have 1 point out of her 2 Edge left to spend on this scene if she needs to. Woohoo.
Slacker
Still trying to keep the game moving. For now we'll continue on while waiting for Gardner to be able to post up actions.

We've already established that on IP1 of CT2, Silas runs up and smashes a window with his sword.
His turn is followed by the Toyota Gopher pushing out some more speed. This time around the gopher only got 2 hits, bringing it's speed up to 80m per combat turn (same speed as the van is going before Needle hits the brakes to make the turn).

TundraWolf is making his way through cover towards Main St. this pass.

Gardner needs to post up any actions for IP1 of CT2 too.

Then Needle slams on the breaks and takes the turn with style, easily avoiding a car that was driving down Jackson St. and about to cross the intersection (she managed 3 hits on her roll). She could feel the virtual pressure of hot pursuit as the van's sensors warned the unmarked truck was now only 10m behind her. She just as quickly hit the figurative pedal to the metal and shot forward in the new direction gaining a few more meters on the truck. She's not sure how much more she can push this van. But with the truck being that close, she knows she won't be able to slow down at all for the next turn that will take her back towards Kobe Park....

Over at the apartment building, the helicopter finally opens up on Silas firing a long wide burst He sadly only managed to get 1 hit, but you are at -5 to your defense from it. If he manages to hit, it is 6P and -5AP

Mr. White can post up any actions he wants to take on IP1 of CT2.

Then Silas can post up actions for IP2 of CT2.

Kiirnodel
Been really busy recently. Started at a bew job that is longer/more hours along with not having any access to a computer while workibg now...

I should have time to make an actual post tomorrow evening.
Slacker
QUOTE (Kiirnodel @ Jun 27 2013, 09:16 PM) *
Been really busy recently. Started at a bew job that is longer/more hours along with not having any access to a computer while workibg now...

I should have time to make an actual post tomorrow evening.

Could you at least give me an idea of what you would be doing? I understand if you don't have that much time to figure out all your rolls and such, but it would be nice not to have something to work with.
Kiirnodel
Actually, that's more of my problem. I'm not sure what to do in this situation and I'm having trouble thinking of what I can do.

Can I see the car that rammed us? I was kind of under the assumption that the van we're using is a windowless panel-van or something similar...
Slacker
QUOTE (Kiirnodel @ Jun 30 2013, 02:46 PM) *
Actually, that's more of my problem. I'm not sure what to do in this situation and I'm having trouble thinking of what I can do.

Can I see the car that rammed us? I was kind of under the assumption that the van we're using is a windowless panel-van or something similar...

Eh....my vision of what the van looks like has changed based on whims of the moment. But there would certainly be windows out the back of it where there are double doors.
If you're that indecisive, it might be better to just roll with that as Gardner being indecisive and holding his actions until something comes up that gives him an idea.
Mach_Ten
Gardner, there's an angry buzzing sound coming from your COMM !

I think Silas may have attratcted some unwanted attention and is calling for an artillery strike or aerial carpet bombing run on an airborne menace that is following him..

just sayin', ya know .. if yer lost fer summat to do biggrin.gif
Kiirnodel
The problem with magic is that seeing is believing. Would I be able to command a spirit to go help Silas and TW even though I can't see them any longer?

If I can, since I'm indecisive about how to deal with the car, I suppose I could summon my bound Air spirit to go help them (my other two spirits would be next to useless against it with their earth-bound nature. Not sure how effective the air spirit will be though either.
Slacker
QUOTE (Kiirnodel @ Jul 2 2013, 09:57 AM) *
The problem with magic is that seeing is believing. Would I be able to command a spirit to go help Silas and TW even though I can't see them any longer?

If I can, since I'm indecisive about how to deal with the car, I suppose I could summon my bound Air spirit to go help them (my other two spirits would be next to useless against it with their earth-bound nature. Not sure how effective the air spirit will be though either.

You could summon up the Air Spirit, and send it in the direction you believe him to be along with a mental image of him for the spirit to know who to protect. Kind of like how when you send a spirit to use its search power you give it a mental image of the person or object. As long as, Silas doesn't dramatically shift his position or go through a ward or something where the spirit wouldn't be able to see him, I'll allow the spirit to be able to find him.
Kiirnodel
Alright, I'll do that. The spirit, on its first available materialized action will use the accident power on anything trying to attack Silas and Tundra Wolf.
Slacker
QUOTE (Kiirnodel @ Jul 2 2013, 11:33 AM) *
Alright, I'll do that. The spirit, on its first available materialized action will use the accident power on anything trying to attack Silas and Tundra Wolf.

What Force is your Air Spirit. Also, keep in mind that Silas and TundraWolf ran in opposite directions when the helicopter showed up. They are at least 80m apart with lots of plant life in between. So, the spirit won't be able to see them both at the same time. Currently, Silas is the one yelling for backup. So I'll assume that he's the one you're directing the spirit too first.
ChromeZephyr
*imagines a chopper firing it's LMG suddenly crashing into the building it's shooting at*

I think our team (should we survive and decide to continue working together) is going to end up with the nickname "The Urban Renewers". Start growing those hawks, guys. Maybe Needle can get us a bulk discount on pink dye, too.

biggrin.gif
Slacker
Ok. So Gardners actions thus for have been IP1, cast improved reflexes; IP2: call up bound Plant and Earth Spirits; IP3 call up bound air spirit and command it to go towards Silas/TundraWolf to use it's Accident power on anybody attacking them.

I need to know the Force of said Air Spirit so I know it's dice pool for Initiative and the Accident power. It will follow orders and fly through Astral, then manifest near the helicopter in IP1 of CT2. If it's Initiative roll puts it before the helicopter pilot, then it would have seen the attack on Silas in IP1 of CT2. If not, it hasn't seen any attack yet.
Slacker
Other than that, I believe Mr. White is just doing more cursing in the back of the van considering he's not that great a shot (Dak also just started a new job this week and likely isn't going to be posting much right now).

Silas needs to post up his actions for IP2 of CT2, along with rolling a Reaction test at -5 to try avoiding being shot by the helicopter pilot. I'm assuming he'll be jumping through the smashed window, but I'll let him actually post that. smile.gif

Following Silas' turn, the driver of the Gopher taps his breaks to make the turn right behind Needle. He only manages 2 hits, despite having nearly double the dice as Needle. So the van pulls a little bit further away from the Gopher, but it's still not far behind.

TundraWolf....honestly, I've kind of lost track of the distances you're supposed to be running to get to the intersection of Main St. and Maynard. So, I'll just say you make it there on IP2 of CT2 without encounter any opposition (you startled some punks that were cowering in some bushes, but they looked like they were just necking in the woods before loud gunfire made them hide in some bushes). When you get there, roll me a Perception check.
Mach_Ten
QUOTE (Slacker @ Jul 2 2013, 07:46 PM) *
Silas needs to post up his actions for IP2 of CT2, along with rolling a Reaction test at -5 to try avoiding being shot by the helicopter pilot. I'm assuming he'll be jumping through the smashed window, but I'll let him actually post that. smile.gif

What the actual Frag ! is that a massive wide burst or what ? smile.gif
dodge full aut-oh this'll hurt!
(2d6.hits(5)=0)

no glitch, whew
forgot to add bonus for running the frag away
added 2 for running
(2d6.hits(5)=1)


what damage are ya doing to me ?
Damage resist : gorram helicopter gunship
(18d6.hits(5)=3)


wow, I think Gardner can use the next service of the plant spirit to scrape me up from someones front room floor biggrin.gif
(out of Edge)

Kiirnodel
The Air spirit is force 5.

As a note, I'm commanding it to defend the two of them, the accident power is its best power to use on non-living enemies... all of its other attacks are stun damage...
Slacker
QUOTE (Mach_Ten @ Jul 2 2013, 01:02 PM) *
What the actual Frag ! is that a massive wide burst or what ? smile.gif
dodge full aut-oh this'll hurt!
(2d6.hits(5)=0)

no glitch, whew
forgot to add bonus for running the frag away
added 2 for running
(2d6.hits(5)=1)


what damage are ya doing to me ?
Damage resist : gorram helicopter gunship
(18d6.hits(5)=3)


wow, I think Gardner can use the next service of the plant spirit to scrape me up from someones front room floor biggrin.gif
(out of Edge)

The helicopter pilot only got 1 hit on you. And ties go to the defender. So you took no damage. There are massive bullet holes all around you on the plasticrete wall of the apartment building (with even more screaming inside). I guess we are roleplaying that you were still in the middle of your mad dash for the window. That way you can make a running jump for the smashed window as a Free Action instead of being stuck out here for another pass since you used up your next Complex Action on Full Defense.
Slacker
QUOTE (Kiirnodel @ Jul 2 2013, 01:34 PM) *
The Air spirit is force 5.

As a note, I'm commanding it to defend the two of them, the accident power is its best power to use on non-living enemies... all of its other attacks are stun damage...

Well, there is a pilot in the helicopter. It's not a drone. For now, I'll roll with it using the accident power against the helicopter itself which causes the pilot to make a Crash Test.

First though, the Air Spirit rolled an initiative of 17. So It did see the attack and will be able to use Accident against the helicopter at the beginning of IP2 CT2.

I was going to say pilot made the crash test with his 3 hits
, but then I remembered that he should have suffered a -5 penalty due to the force of the Air Spirit. So the last 5 dice don't count and he didn't get enough. Somehow the recoil compensators were off and the pilot loses control of the chopper temporarily. The Helicopter wasn't moving all that fast though considering it didn't have to maneuver all that much...Still, I guess I'll say it has to resist as if it were at least matching Silas's speed..... Ouch it only manages to resist 3 out of 10 damage. The helicopter looks to be in pretty bad shape as the pilot struggles to regain control over it.

ChromeZephyr
Intuition 4 + Perception 3 + Vision Enhancement 3 + Observe in Detail 3 = 7 hits.

Not only can I see what I'm looking for, I can see that the dude in the upstairs window has his pants unzipped, the lady down the block is wearing a wig, and there's a couple of flies getting busy on someone's salad in the diner across the street.
Slacker
QUOTE (ChromeZephyr @ Jul 2 2013, 04:26 PM) *
Intuition 4 + Perception 3 + Vision Enhancement 3 + Observe in Detail 3 = 7 hits.

Not only can I see what I'm looking for, I can see that the dude in the upstairs window has his pants unzipped, the lady down the block is wearing a wig, and there's a couple of flies getting busy on someone's salad in the diner across the street.


Actually what you see is a Knight Errant patrol car sitting in a shadowed area beneath a tree....but something seems very wrong about it. It just takes your brain a moment to come to terms with what you are seeing. Is that a tail sticking out the window? And do you see the pink ruffled edge of a french maid outfit. This can't be real could it. Not with the Hello Kitty 2099 theme song playing on the winds....

But yes, what you are seeing is really there and you haven't been dosed with some kind of new hallucinogenic. Inside the patrol car, you see somebody dressed in an authentic looking Godzilla costume, wearing a pink french maid outfit, and their head in the lap of the man behind the wheel. The driver has a very intense look of concentration on his face.

Neither occupant has noticed you yet.

(And just for the record, no I did not come up with this. This really is in the Mission book)
Slacker
So, right now. We're waiting on Silas to make a jump check to get in through the shattered window.

Following that, the Spirit hits the helicopter with accident and the pilot loses control momentarily as he let it dip too low the tail got caught in some trees and he had to crash land it in a patch of the urban garden.

TundraWolf has arrived at the street and sees the KE patrol with its occupants too busy to notice the automatic gunfire.

Gardner can post any actions he can think of for this pass.

Needle will try to accelerate again to get away from the truck, getting 2 hits.. She's gotten it back up to speed handily and is close to the 90m/turn max speed of the van.

The pilot gets frustrated with the helicopter and seeing his quarry escape into the building (assuming Silas makes the jump check), and will spend his turn getting out of it in his chemically sealed full body armor that looks very familiar from earlier in the night's activities, though this armor lacks the Horizon insignia from the HTR guards you encountered at the entrance to the Splendor building.
He looks to be armed with an Ingram Smartgun X.

Following that we are back up at the top of Initiative. for IP3 of CT2. Silas, TundraWolf, and Gardner can post actions for IP3.

For Needle, do you guys want her to risk breaking for the next turn or just go for it full speed and then use her last point of Edge if she needs to?
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