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Kiirnodel
Sorry, accidentally double-posted...
ChromeZephyr
Grab my magazine of Stick n'Shock! That shit's expensive grinbig.gif
O'Ryan
QUOTE (ChromeZephyr @ Mar 15 2013, 03:39 PM) *
Grab my magazine of Stick n'Shock! That shit's expensive grinbig.gif



Is that in your vest, or on the ground? I still need to loot you to reload your ingram. nyahnyah.gif
Slacker
QUOTE (O'Ryan @ Mar 15 2013, 07:02 PM) *
Is that in your vest, or on the ground? I still need to loot you to reload your ingram. nyahnyah.gif

He dropped it on the balcony over by the bar about where the earth elemental is.
O'Ryan
QUOTE (Slacker @ Mar 15 2013, 05:09 PM) *
He dropped it on the balcony over by the bar about where the earth elemental is.


Whoops!


...speaking of which, is it possible to get an updated map for this new combat turn?
Slacker
QUOTE (Kiirnodel @ Mar 15 2013, 06:36 PM) *
The plant spirit will attack again, it gets 5 hits on the Astral Combat test.

It gets 4 hits on the free attack as it flees. The Earth Spirit gets none...

When it gets around to Gardner's action, he will move back over to where the company man fell. He will pick up his staff, and then grab the pistol (it's a revolver, right?) and any ammo n' such he can see. He'll stuff the purloined gear in a pocket and then finish his way over to the rope to help Eclipse with Tundra Wolf.

The way I figure it, I have some time to kill (since the spirit moved away) and I can't really rush things over on the rope. That gun hurt, so I'm grabbing it nyahnyah.gif

The earth spirit, with the Air spirit gone, will use the guard power on Tundra Wolf, myself, and Eclipse.

Still need to know if the earth spirit defended against the air elementals attack.

Also stepping to where your spells and spirits cant hurt it doesn't mean its gone away. It does have ranged attack powers that can pass through the ward without a problem because it has free access through the ward.

Against the plant spirits attack it got 7 hits guess it will use another point of edge to avoid damage. 4 more hits.

Against the free attack it got only 3 hits. guess it will use another point of edge to avoid damage. 4 more hits.

Are you taking the time to frisk the maitre d for more ammo?
Slacker
QUOTE (O'Ryan @ Mar 15 2013, 07:27 PM) *
Whoops!


...speaking of which, is it possible to get an updated map for this new combat turn?

Its not too out of date. Ill try to update it tomorrow. I'm out tonight and not by a computer.
Kiirnodel
QUOTE (Slacker @ Mar 15 2013, 08:28 PM) *
Still need to know if the earth spirit defended against the air elementals attack.

Also stepping to where your spells and spirits cant hurt it doesn't mean its gone away. It doe ranged attack powers that can pass through the ward without a problem because it has free access through the ward.

Against the plant spirits attack it got 7 hits guess it will use another point of edge to avoid damage. 4 more hits.

Against the free attack it got only 3 hits. guess it will use another point of edge to avoid damage. 4 more hits.

Are you taking the time to frisk the maitre d for more ammo?


Oh, sorry, I forgot about the earth spirit's defense. It will also edge the test and get 5 hits to avoid the attack.

I was looking through the rules for mana barriers, and nothing seems to indicate that spells and magic attacks would be able to pass through it freely even if it were created by an attuned creature. According to p. 194 of SR4A, barriers do not affect their creators or those they attune, however it does not say the effects created by them are unaffected. Spells and other magic created have separate (though linked) astral signatures from their creators, and as such would still be blocked or diminished by a ward.

I won't take the time to frisk him, just grabbing loose stuff if I can.
Mach_Ten
QUOTE (Slacker @ Mar 15 2013, 08:58 PM) *
Btw, you do see a large humanoid typhoon of gusting air standing just inside the banquet hall standing next to the one shattered doorway. You may want to keep that in mind as you 'flee for freedom'.


Okay so closing my eyes and saying "I don't believe in magic!" hasn't worked out so far,

Silas :

Free action : the drone explodes .. "Drekk it !" dive for the nearest cover I can see
AGI 9 + Gymanstics 3 + SYNTHA 3 - STUN 1 - DISOR 2
(12d6.hits(5)=7)
-- with this roll I want to have walked on air and vanished into the ceileng cavity .. lol .. typical dice

Simple action
: Holster pistol, I have a feeling it's not going to be any use

Simple action
: Activate Chameleon suit and attempt to "hide hide hide from the angry spirit"
AGI 9 + INFIL 3 - STUN 1 - DISOR 2
(9d6.hits(5)=5)

chameleon suit -4 to perception tests
Slacker
QUOTE (Kiirnodel @ Mar 15 2013, 10:50 PM) *
Oh, sorry, I forgot about the earth spirit's defense. It will also edge the test and get 5 hits to avoid the attack.

I was looking through the rules for mana barriers, and nothing seems to indicate that spells and magic attacks would be able to pass through it freely even if it were created by an attuned creature. According to p. 194 of SR4A, barriers do not affect their creators or those they attune, however it does not say the effects created by them are unaffected. Spells and other magic created have separate (though linked) astral signatures from their creators, and as such would still be blocked or diminished by a ward.

I won't take the time to frisk him, just grabbing loose stuff if I can.

Does not affect means does not effect.

Spells and powers are an extension of the caster. If a mana barrier doesn't affect the caster, it doesn't affect their spells/powers either. Also here's are forum thread discussing it with most everybody agreeing that the line 'mana barriers do not affect their creators' to mean that the creators and thereby their authorized spirits can cast freely through it.

Page 194 also talks about how certain ranged and sustained powers may suffer at the GMs choice. If it's the GMs choice regarding regular critter use of such powers, I would certainly say that an authorized critter can use ranged and sustained powers through the ward.

You don't immediately see any extra ammo on the maitre d' then. Remember he was the head of security disguised as a maitre d'. His holster and anything else on him was concealed.

The pistol is a Super Warhawk. Loaded with APDS rounds. I believe he only got one shot off, right? So it would have 5 bullets left in it.
Slacker
QUOTE (Mach_Ten @ Mar 16 2013, 06:22 AM) *
Okay so closing my eyes and saying "I don't believe in magic!" hasn't worked out so far,

Silas :

Free action : the drone explodes .. "Drekk it !" dive for the nearest cover I can see
AGI 9 + Gymanstics 3 + SYNTHA 3 - STUN 1 - DISOR 2
(12d6.hits(5)=7)
-- with this roll I want to have walked on air and vanished into the ceileng cavity .. lol .. typical dice

Simple action
: Holster pistol, I have a feeling it's not going to be any use

Simple action
: Activate Chameleon suit and attempt to "hide hide hide from the angry spirit"
AGI 9 + INFIL 3 - STUN 1 - DISOR 2
(9d6.hits(5)=5)

chameleon suit -4 to perception tests

You might be better served to just charge one of the other glass doors and smash it with your sword. But if you want to just into the ceiling high above you (this is a banquet hall with the typical vaulted ceilings) I'll allow it.
Mach_Ten
QUOTE (Slacker @ Mar 16 2013, 01:12 PM) *
You might be better served to just charge one of the other glass doors and smash it with your sword. But if you want to just into the ceiling high above you (this is a banquet hall with the typical vaulted ceilings) I'll allow it.


sorry, that was a bit of sarcasm on my part aimed at my dice rolling,

as Eclipse and I both go at the same time, I'm happy to have the movement choice remain this IP as I stated I was charging the drone.

I know I could change it, but it's all for the fun smile.gif so, up I go, with the aim of going over the spirit in subsequent IP's or round it if I can get to the opening.

Right now I'm trying to just stay out of it's field of vision
Kiirnodel
QUOTE (Slacker @ Mar 16 2013, 09:04 AM) *
Does not affect means does not effect.

Spells and powers are an extension of the caster. If a mana barrier doesn't affect the caster, it doesn't affect their spells/powers either. Also here's are forum thread discussing it with most everybody agreeing that the line 'mana barriers do not affect their creators' to mean that the creators and thereby their authorized spirits can cast freely through it.

Page 194 also talks about how certain ranged and sustained powers may suffer at the GMs choice. If it's the GMs choice regarding regular critter use of such powers, I would certainly say that an authorized critter can use ranged and sustained powers through the ward.

You don't immediately see any extra ammo on the maitre d' then. Remember he was the head of security disguised as a maitre d'. His holster and anything else on him was concealed.

The pistol is a Super Warhawk. Loaded with APDS rounds. I believe he only got one shot off, right? So it would have 5 bullets left in it.

QUOTE
"Mana barriers do not affect their creators, who can see through them or pass through them at will and allow others to do so as well. Any attack on a mana barrier or attempt to break through is immediatelyfelt by the creator."

I'll give you that it says the creators of barriers are unaffected, and we'll overlook whether this allows spells to pass through or not as (I'm assuming) the creator of the ward won't be here doing that right now. But I don't see where the line from the book gives the creator the ability to allow others to do more than "see through them or pass through them".

...in any case, where are we in initiative? Beginning of second pass now? Or do we need actions from Mr. White first.
Dak
White and Acson are headed for the opening out onto the balcony.
Slacker
Sorry for the delay. Had a busy weekend and work is overwhelming today as well.
I've updated the map with the latest movement. Technically, Gardner should still be over near the bar since we haven't gotten to his turn yet. But It's ok, nothing is going to prevent him from moving to the maitre d's body to grab the pistol.

About that Gardner I understand that you have an issue with my interpretation of the rules regarding the authorized spirit and the ward. The whole reason I moved him through the ward was with my interpretation in mind. But I don't see it as important enough to argue over at this point. So instead of continuing to attack those of you on the balcony, he will instead just focus on those inside the banquet hall that are trying to get out.

To that end, Mr. White should note the position of the air spirit by the shattered doorway. If you or Parker Acson try to go through it, he will it a free attack as you try to run past him.

--------------------------

Meanwhile, I still need to post actions for the one guard still inside the banquet hall. "You fuckers aren't going to get away with this!"

I don't think this is going to be effective at all, but he's firing blindly up into the whole in the ceiling that Silas jumped into. With the first shot he got 1 hit. and no hits on the second shot.

----------------------------

Following his turn, Gardner moves to the maitre d's body and grabs his gun.

Needle's heart is pumping like it's never done before as she unstably flies through the seattle night sky.

-------------------------------

The phantasm mage invisibly runs further away from the team.

The two new drones high above progress 10 meters towards the balcony.

-------------------------------

Then we are too Mr. White's turn.
Kiirnodel
Mr. White, you have the option of delaying if you want to try to avoid an attack. Since you only have 1 pass, you can delay to any of the other passes.

On the other hand, the Spirit only has one Free Action, if you move past it now, it might get an attack for free, but it can only get one of you. That goes for Silas getting out as well.

I can't really help you make a decision in character, but that's a bit of rules knowledge that not everyone might remember...
Dak
Well poop.

I'm disinclined to have White and Acson run past an air spirit like its a fraternity hazing.

White doesn't have a gun on him though to be able to shoot out another of the balcony windows. Any firearms lying about?
Kiirnodel
Dak, just making sure you noticed my post right before yours, you probably didn't see it before you posted.


Actually, since I'm thinking about it. Looking through the rules for barriers/wards I never found anything about how long it takes (if any). It lists the roll needed to press through a ward, but not if it takes a separate action. So a GM call on pressing through a ward? The way I read it, the roll is made when attempting to go through, no action needed. Failure has different effects depending on the creature and circumstances:
  • Astral creature: Failure means the astral form does not move forward, (possible action to try again?)
  • Dual Natured: Creature fails to move through ward, can (generally) choose to stop? If the creature is being forced through (moving through do to gravity, momentum etc.) then they fall unconscious (Fill Stun boxes). That ruling is in Street Magic I believe, and is one of the basis for why I don't think it is an action to press through. If a creature is being forced through a ward they still get a check even if they aren't pressing through actively.
  • Physical creature (with active magic): Failure causes all spells to be disrupted, foci deactivated, etc. Not sure if one could choose to not move through if you fail...
Dak
Ahh thanks Kiirmodel, I did miss your post.

White is not exactly a tank. Its a tad tempting to try to go ahead and dash by the spirit and hope it just bite the bullet, but that could end badly.

I'm going to have him delay for the time being, and he'll tell Acson, "Hold up a moment.." Hoping that the spirit will move or perhaps be neutralized.
Slacker
QUOTE (Dak @ Mar 18 2013, 12:17 PM) *
Ahh thanks Kiirmodel, I did miss your post.

White is not exactly a tank. Its a tad tempting to try to go ahead and dash by the spirit and hope it just bite the bullet, but that could end badly.

I'm going to have him delay for the time being, and he'll tell Acson, "Hold up a moment.." Hoping that the spirit will move or perhaps be neutralized.

Ok, That's fine. To answer you're earlier question, the dead guards by kitchen doors each had a pistol on them if you were wanting to go for one of those.
Dak
QUOTE (Slacker @ Mar 18 2013, 11:58 AM) *
Ok, That's fine. To answer you're earlier question, the dead guards by kitchen doors each had a pistol on them if you were wanting to go for one of those.


They're not close by, I think, so I'm not going back across the room for a gun.
Slacker
QUOTE (Kiirnodel @ Mar 18 2013, 11:59 AM) *
Actually, since I'm thinking about it. Looking through the rules for barriers/wards I never found anything about how long it takes (if any). It lists the roll needed to press through a ward, but not if it takes a separate action. So a GM call on pressing through a ward? The way I read it, the roll is made when attempting to go through, no action needed. Failure has different effects depending on the creature and circumstances:
  • Astral creature: Failure means the astral form does not move forward, (possible action to try again?)
  • Dual Natured: Creature fails to move through ward, can (generally) choose to stop? If the creature is being forced through (moving through do to gravity, momentum etc.) then they fall unconscious (Fill Stun boxes). That ruling is in Street Magic I believe, and is one of the basis for why I don't think it is an action to press through. If a creature is being forced through a ward they still get a check even if they aren't pressing through actively.
  • Physical creature (with active magic): Failure causes all spells to be disrupted, foci deactivated, etc. Not sure if one could choose to not move through if you fail...

Yeah, I've never seen anything that says pushing through a ward takes an action. For a basic ward failure would mean movement for that pass is halted. You could try again next pass. Keep in mind though, that is the response for a basic ward. There are other types of wards such as the charged ward the team encountered in the last mission which attacks back against anybody that tries to press through it or cast a spell through it; or the trap ward that lets you push through it only long enough for it to solidify around you and trap you inside.
Slacker
QUOTE (Dak @ Mar 18 2013, 12:59 PM) *
They're not close by, I think, so I'm not going back across the room for a gun.

True, the closest of them is about 18m away from you. I was just giving you the info since you were asking.
Slacker
I suppose we can go ahead and move forward with IP2.

Gardner was your Earth Spirit going to do anything in IP1? And what is your Plant Spirit doing now that the air spirit is on the other side of the ward?

Mach_Ten
QUOTE (Slacker @ Mar 18 2013, 04:23 PM) *
Meanwhile, I still need to post actions for the one guard still inside the banquet hall. "You fuckers aren't going to get away with this!"

I don't think this is going to be effective at all, but he's firing blindly up into the whole in the ceiling that Silas jumped into. With the first shot he got 1 hit. and no hits on the second shot.

"You and me, Randy Jones ! .... we are going to have words!"

REA 7 - 2 DISOR -1 STUN
(4d6.hits(5) =2)

yay smile.gif

on my next IP **EDIT**
_______________________________________
Silas will, as I think he is close enough .. seeing as Mr. White and Acson have come to a skidding halt, dive bomb out of the rafters and hopefully smeg me some air spirit.
AGI 9 + BLADES 5 + GRIP 1 + HEIGHT 2 + CHARGE 2 - 2 DISOR -1 STUN
(16d6.hits(5) =4)


I have no idea what the hell it is and if
8P
-2AP
-1 DEFENSE
will do anything to it

which side I land is up to you, it (un / fortunately ?) doesn't get a free attack until I move OUT of combat with it. but I'm there at least, ready to do ... something ... possibly something stupid
Severus Snape
QUOTE (Mach_Ten @ Mar 18 2013, 11:58 AM) *
but I'm there at least, ready to do ... something ... possibly something stupid


Can't be any stupider than having zero skill in parachuting and yet launching yourself off a 30 story building.
Slacker
QUOTE (Mach_Ten @ Mar 18 2013, 01:58 PM) *
"You and me, Randy Jones ! .... we are going to have words!"

REA 7 - 2 DISOR -1 STUN
(4d6.hits(5) =2)

yay smile.gif

on my next IP **EDIT**
_______________________________________
Silas will, as I think he is close enough .. seeing as Mr. White and Acson have come to a skidding halt, dive bomb out of the rafters and hopefully smeg me some air spirit.
AGI 9 + BLADES 5 + GRIP 1 + HEIGHT 2 + CHARGE 2 - 2 DISOR -1 STUN
(16d6.hits(5) =4)


I have no idea what the hell it is and if
8P
-2AP
-1 DEFENSE
will do anything to it

which side I land is up to you, it (un / fortunately ?) doesn't get a free attack until I move OUT of combat with it. but I'm there at least, ready to do ... something ... possibly something stupid

Well, before your turn, the air spirit will simply step towards Mr. White and Acson, blocking the shattered doorway with its presence. "Where do you think you are going?" and then uses it's confusion power on the closest person, Acson. It got 8 hits, Acson got only 3 hits. So he will be a -5 to all actions while the spirit sustains the power.

Considering it has a base Perception of 18, your chameleon suit never had much effect on it. So it is unsurprised by you launching from the ceiling at it.
It chuckles as your vibro-sword meerly cuts through empty air instead of it's magically active air. (It got 7 hits to block)
Mach_Ten
QUOTE (Slacker @ Mar 18 2013, 07:51 PM) *
Well, before your turn, the air spirit will simply step towards Mr. White and Acson, blocking the shattered doorway with its presence. "Where do you think you are going?" and then uses it's confusion power on the closest person, Acson. It got 8 hits, Acson got only 3 hits. So he will be a -5 to all actions while the spirit sustains the power.

Considering it has a base Perception of 18, your chameleon suit never had much effect on it. So it is unsurprised by you launching from the ceiling at it.
It chuckles as your vibro-sword meerly cuts through empty air instead of it's magically active air. (It got 7 hits to block)


So, something stupid it is then biggrin.gif
Slacker
I believe this was going to be the pass Eclipse got TundraWolf= set up on the rappelling rope, right?

If so, it's the lone security guard's turn. The spirit addressing Acson and Mr. White drew his attention and he levels his pistol at them. "Hey you're with them aren't you? He doesn't fire yet, because there is at least a smidgen of doubt in him with both Acson and Mr. White being dressed far better than the rest of the team shooting off guns and what not. But he can't think of any other reason for the two seemingly unarmed people running towards all the gunmen and neither one having an active commlink.

------------

Following that Gardner can post up actions for him and his earth elemental to close out IP2.
Kiirnodel
QUOTE (Slacker @ Mar 18 2013, 02:53 PM) *
I suppose we can go ahead and move forward with IP2.

Gardner was your Earth Spirit going to do anything in IP1? And what is your Plant Spirit doing now that the air spirit is on the other side of the ward?


The earth spirit used the guard power on eclipse, tundra wolf, and gardner. After the air spirit left it felt its part of keeping the enemy from the geoup as they climbed down was over and returned to what it was going to do before.

For the beginning of pass 2, the plant spirit, with no threats out on the balcony, will follow the enemy air spirit through the ward. It go 7 hits on it's test to get in. If it gets through it will attack the air spirit afain this turn. It got 8 hits on the attack.

For Gardner's turn he will drop his astral sight and finish searching the maitre d. This time being a bit more thorough looking for his ammo stash. He'll also call out to the earth spirit to hand him the loose ammo on the ground nearby (tundra wolf's dropped clip). A simple physical action while un-threatened doesn't cost an extra service.

The earth spirit will comply, the simple task of grabbing the object doesn't interfere with its mission to help the team get down the building. It has to wait for the others to get out on the balcony anyway.
O'Ryan
QUOTE (Slacker @ Mar 18 2013, 12:08 PM) *
I believe this was going to be the pass Eclipse got TundraWolf= set up on the rappelling rope, right?


Correct. Eclipse fastens TW to the rope just above him and gets ready to jump. 2nd simple action: Twiddle fingers.
Slacker
QUOTE (Kiirnodel @ Mar 18 2013, 06:31 PM) *
The earth spirit used the guard power on eclipse, tundra wolf, and gardner. After the air spirit left it felt its part of keeping the enemy from the geoup as they climbed down was over and returned to what it was going to do before.

For the beginning of pass 2, the plant spirit, with no threats out on the balcony, will follow the enemy air spirit through the ward. It go 7 hits on it's test to get in. If it gets through it will attack the air spirit afain this turn. It got 8 hits on the attack.

For Gardner's turn he will drop his astral sight and finish searching the maitre d. This time being a bit more thorough looking for his ammo stash. He'll also call out to the earth spirit to hand him the loose ammo on the ground nearby (tundra wolf's dropped clip). A simple physical action while un-threatened doesn't cost an extra service.

The earth spirit will comply, the simple task of grabbing the object doesn't interfere with its mission to help the team get down the building. It has to wait for the others to get out on the balcony anyway.

Ok, the ward only got 4 hits to resist the spirit pushing through it. So the plant spirit pops through.

Then the air elemental got only 6 hits to defend against the astral combat attack from the plant spirit. I think we're all tired of the stalemate. So I'm going to stop using the spirit's ridiculous amounts of Edge. It only gets 2 hits on its damage resistance test.. So you've finally hurt it with 4 boxes of stun damage.

Gardner finds one speedloader with 6 APDS bullets in it. The maitre d' also has a commlink, earbuds, and a concealable hoster (which would take you some time to get off because you'd need to take off the suit coat before you could start taking the holster off).
Slacker
QUOTE (O'Ryan @ Mar 18 2013, 06:01 PM) *
Correct. Eclipse fastens TW to the rope just above him and gets ready to jump. 2nd simple action: Twiddle fingers.

You can start heading down on the next pass if you'd like.
Mach_Ten
QUOTE (Slacker @ Mar 19 2013, 04:17 PM) *
You can start heading down on the next pass if you'd like.


Why is the GM Grinning maniacly ? I can see you grinning !! stop it .. it's evil !
Slacker
For IP2, the lone guard will....well let's first see if he can see Silas with the chameleon suit on...Yep he got 1 hit even with the penalties for the chameleon suit. So he will shout at Mr. White and Parker Acson. "Don't you two move an inch." Then he will turn his focus on Silas and fire a couple more shots (for a light pistol, i'm impressed that they have 30 round clips).
Shot 1 gets 2 hits.
And Shot 2 gets 2 hits.

Remember that you are in melee with the elemental. So, you'll be suffering -3 from that. Though I'll give you the +2 for running as you charged in to offset most of that.
ChromeZephyr
QUOTE (Slacker @ Mar 19 2013, 09:16 AM) *
Gardner finds one speedloader with 6 APDS bullets in it. The maitre d' also has a commlink, earbuds, and a concealable hoster (which would take you some time to get off because you'd need to take off the suit coat before you could start taking the holster off).


At this point you might as well take his pants, too. His superior shows up to find a sniper splattered on the street below, three dead guards, the wreckage of a burning drone on the balcony...and the most capable of them with a flesh wound, some scorch marks, a headache, and no pants. For extra comedy value, he's wearing white boxer shorts with bright red hearts on them.

grinbig.gif rotate.gif wobble.gif twirl.gif spin.gif

Now that that's out of my system, I have a serious question. Anyone got a street doc contact other than me? 'Cause we're gonna need patching up before we meet with this Egyptian-obsessed twat after this furball.
Slacker
QUOTE (Mach_Ten @ Mar 19 2013, 10:22 AM) *
Why is the GM Grinning maniacly ? I can see you grinning !! stop it .. it's evil !

Lol. Actually, I've been looking over the situation, and I think this scene is dragging on a bit too long. Next combat turn the new drones will be arriving at the balcony. I'd really recommend heading down ASAP.

I'm going to go ahead and say that between fighting off the astral attack and Silas's melee attack, the Air Elemental inside the balcony has moved out of the way of the shattered doorway. So Mr. White can step in with his delayed actions and run past if he wants to.
Dak
Getting Acson going, and running to the balcony. Intending to grab a harness and get with the fast-roping.
Slacker
QUOTE (ChromeZephyr @ Mar 19 2013, 10:34 AM) *
At this point you might as well take his pants, too. His superior shows up to find a sniper splattered on the street below, three dead guards, the wreckage of a burning drone on the balcony...and the most capable of them with a flesh wound, some scorch marks, a headache, and no pants. For extra comedy value, he's wearing white boxer shorts with bright red hearts on them.

grinbig.gif rotate.gif wobble.gif twirl.gif spin.gif

Now that that's out of my system, I have a serious question. Anyone got a street doc contact other than me? 'Cause we're gonna need patching up before we meet with this Egyptian-obsessed twat after this furball.

Actually, he has a bit of the deviant in him. He likes to wear women's stockings underneath his armored suit. It makes him feel good even when on the job. nyahnyah.gif
Dak
Shit just got weird.
Slacker
QUOTE (Dak @ Mar 19 2013, 10:38 AM) *
Getting Acson going, and running to the balcony. Intending to grab a harness and get with the fast-roping.

Because you've been delaying you won't get that far this combat turn. You get out of the banquet hall and out onto the balcony, and you'll be able to get to the rope and put on a harness first thing next turn.
Actually, nevermind, I'll let you get there though you are having to hand guide Acson because he is completely out of it due to the confusion power of the air elemental. You going to strap yourself in first or Acson first?
Mach_Ten
well this is a fine pickle !

okay, I need a GM ruling on using Gymnastic dodge please, not done it before and I am hoping I live to do it again smile.gif

I have Synthacardium 3 so is it

REACTION 7 + GYM 3 + SYNTH 3 + GYM 3 + SYNTH 3 + MOVE 2

minus lots of already defended etc.

or what ?
Slacker
QUOTE (Mach_Ten @ Mar 19 2013, 10:49 AM) *
well this is a fine pickle !

okay, I need a GM ruling on using Gymnastic dodge please, not done it before and I am hoping I live to do it again smile.gif

I have Synthacardium 3 so is it

REACTION 7 + GYM 3 + SYNTH 3 + GYM 3 + SYNTH 3 + MOVE 2

minus lots of already defended etc.

or what ?

Gymnastics dodge just adds Gymnastics to your normal defense. So against ranged attacks is just REACTION + GYMNASTICS then you'd add the Synth and running bonuses and minus the penalties. (Against melee attacks it would be REACTION + DODGE + GYMNASTICS)
Mach_Ten
ok, first thing in the new CT
WOOOHOOO I'm not disoriented any more .. bloody SnS crapsticks .. mumble mutter moan !

then I'm sacrificing my first IP to full defense and trying to move around the air spirit and AFTER Mr. White & Co. if they have gone ?

FULL Defence REACTION 7 + GYM 3 + SYNTH 3 + MOVE 2 minus STUN 1 - MELEE 3
(11d6.hits(5)=2)

wow, barely avoid the first bullet
FULL Defence REACTION 7 + GYM 3 + SYNTH 3 + MOVE 2 minus STUN 1 - MELEE 3 - defended once 1
(10d6.hits(5)=2)

OH EM GEE ! too damn close for comfort.

if on my first IP I can move, your nasty spirit thing gets to take a swing ... "Bring it wind bag !"
O'Ryan
QUOTE (ChromeZephyr @ Mar 19 2013, 09:34 AM) *
Now that that's out of my system, I have a serious question. Anyone got a street doc contact other than me? 'Cause we're gonna need patching up before we meet with this Egyptian-obsessed twat after this furball.

I do! ...I also have somewhere in the realm of 8000 (not 9) ranks in first aid and "good ol' fashioned doctorin'," if you can get past the rats in the apartment and a card table as an operating room. wink.gif

QUOTE (Slacker @ Mar 19 2013, 09:17 AM) *
You can start heading down on the next pass if you'd like.

I think I'm actually going to delay initiative until Mr White and Ascon get closer, so I can help strap them in if need be and, hopefully, not give away our plan until we've got the target out of the building.
Severus Snape
QUOTE (ChromeZephyr @ Mar 19 2013, 09:34 AM) *
At this point you might as well take his pants, too. His superior shows up to find a sniper splattered on the street below, three dead guards, the wreckage of a burning drone on the balcony...and the most capable of them with a flesh wound, some scorch marks, a headache, and no pants. For extra comedy value, he's wearing white boxer shorts with bright red hearts on them.

grinbig.gif rotate.gif wobble.gif twirl.gif spin.gif

Now that that's out of my system, I have a serious question. Anyone got a street doc contact other than me? 'Cause we're gonna need patching up before we meet with this Egyptian-obsessed twat after this furball.


Forget the contact portion of that question. Your hacker doubles as a medic with like 16 dice in most medical skills. Not to mention the bus has a large drone rack with 3 Valkyries on it. So yeah, I've got you covered on being patched up.

Now, are we in the next CT or just IP3 of the current CT? If it's the next CT...I get to land! woot!
ChromeZephyr
QUOTE (Slacker @ Mar 19 2013, 09:41 AM) *
Actually, he has a bit of the deviant in him. He likes to wear women's stockings underneath his armored suit. It makes him feel good even when on the job. nyahnyah.gif


Ha! grinbig.gif "They make me feel...pretty."

QUOTE (Dak @ Mar 19 2013, 09:42 AM) *
Shit just got weird.


Just? Man, this whole thing's been Bizarro World since we got to the meet. smile.gif

edit: Oh, right, plus Gardner has healing magic. Sorry, too busy laughing while TW drools and hangs off the side of a skyscraper.
Mach_Ten
at this point then, and in the name of the sacrificial TundraWolf ... I invoke the name of the high and almighty

"MEDDIIIIIIIC !"
O'Ryan
QUOTE (Mach_Ten @ Mar 19 2013, 10:16 AM) *
at this point then, and in the name of the sacrificial TundraWolf ... I invoke the name of the high and almighty

"MEDDIIIIIIIC !"


How hurt are you? ...or rather, how hurt do you appear to be? Silus seems fairly overdramatic and his cry for a medic warrants a second look. nyahnyah.gif
ChromeZephyr
He's just got a damn wedgie from all the jumpin' around. He'll be fine, unless he's wearing a g-string like Mr.Pretty over there in the corner. grinbig.gif
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