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Mach_Ten
QUOTE (O'Ryan @ Mar 19 2013, 05:19 PM) *
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


Oh, ooooow .... it Chafes !!

I was invoking for TW not for Silas .. I'm on 3 Stun boxes
O'Ryan
Ha! TW should be in good hands. With my 18 dice in combat wounds, Needle's 16, and then healing magic? We're looking at like 13 boxes back today. TW shall live! It won't even cost an arm or a leg. Just an appendix or kidney.
Kiirnodel
QUOTE (Slacker @ Mar 19 2013, 12:16 PM) *
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).


I'll grab the ammo and the commlink (plus TW's SnS) and put the ammo in my pocket. The Comm I'm holding on to (so I can ditch it if need be), and I'll see if our downed corp stooge is still in the loop, listening in on his commlink.

That was the second pass, right? Now we just need to finish up the third?

For my action of the third pass, I'm probably going to hate myself later, but I'll call up my Air spirit and command him to catch anything falling off the building and land it safely next to the van on the street. I didn't really want to use up a service to save that sniper, but damn it, that's what my character would do... But hey, with this operation going so wonky, I'm going to try and get as much out of it as possible. And if that means stealing these guys' guns and ammo, so be it. I'm assuming since the sniper fell off, his gun did too. This service will also help should anything happen while we are heading down.

EDIT: Oh, and the Plant Spirit gets another action this pass too. It is going to Materialize this pass, give the guard and the Air Spirit something more substantial to distract them from Silas (and others) making their escape.
Slacker
QUOTE (Mach_Ten @ Mar 19 2013, 11:08 AM) *
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 !"

I was actually going to let you go without him attacking you until you said "Bring it wind bag." He gets 5 hits on his free attack against you.
Slacker
QUOTE (Kiirnodel @ Mar 19 2013, 11:52 AM) *
I'll grab the ammo and the commlink (plus TW's SnS) and put the ammo in my pocket. The Comm I'm holding on to (so I can ditch it if need be), and I'll see if our downed corp stooge is still in the loop, listening in on his commlink.

That was the second pass, right? Now we just need to finish up the third?

For my action of the third pass, I'm probably going to hate myself later, but I'll call up my Air spirit and command him to catch anything falling off the building and land it safely next to the van on the street. I didn't really want to use up a service to save that sniper, but damn it, that's what my character would do... But hey, with this operation going so wonky, I'm going to try and get as much out of it as possible. And if that means stealing these guys' guns and ammo, so be it. I'm assuming since the sniper fell off, his gun did too. This service will also help should anything happen while we are heading down.

EDIT: Oh, and the Plant Spirit gets another action this pass too. It is going to Materialize this pass, give the guard and the Air Spirit something more substantial to distract them from Silas (and others) making their escape.

You can't search the body and pick up all 3 items in one pass. It was at least a simple action to Search the body. And it's a simple action to pick up an item. So you can only pick up one item in IP2. And you could pick up the other two items in IP3 if you want to.
Slacker
QUOTE (Severus Snape @ Mar 19 2013, 11:13 AM) *
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!

I believe you jumped IP3 of CT2. So you will get to land IP3 CT4 which is where we are at now.

You can go ahead and make your landing roll.
Slacker
Eclipse can make his climbing roll if he's going to start heading down. Remember the -2 penalty for bringing TundraWolf down with you.
Slacker
QUOTE (O'Ryan @ Mar 19 2013, 11:26 AM) *
Ha! TW should be in good hands. With my 18 dice in combat wounds, Needle's 16, and then healing magic? We're looking at like 13 boxes back today. TW shall live! It won't even cost an arm or a leg. Just an appendix or kidney.

Keep in mind that you can only use First Aid on a set of wounds once. It's not like both you and Needle can use First Aid on the same person.
Severus Snape
QUOTE (Slacker @ Mar 19 2013, 11:25 AM) *
I believe you jumped IP3 of CT2. So you will get to land IP3 CT4 which is where we are at now.

You can go ahead and make your landing roll.


Wait. When I asked earlier, you stated this was the last CT before I landed. Now it's another whole CT on top of that?
Slacker
QUOTE (Severus Snape @ Mar 19 2013, 01:52 PM) *
Wait. When I asked earlier, you stated this was the last CT before I landed. Now it's another whole CT on top of that?


Right now we are at CT4 IP3. There is no more waiting. You can roll to land right now. Once, Eclipse makes his roll to start rappelling down, it will be your time to land on the ground.

Then Gardner will be either picking up the other two items he wanted or calling up his air spirit depending on which he chooses to do.

Then we will be starting up Combat Turn 5
Severus Snape
QUOTE (Slacker @ Mar 19 2013, 11:56 AM) *
Right now we are at CT4 IP3. There is no more waiting. You can roll to land right now. Once, Eclipse makes his roll to start rappelling down, it will be your time to land on the ground.

Then Gardner will be either picking up the other two items he wanted or calling up his air spirit depending on which he chooses to do.

Then we will be starting up Combat Turn 5


My bad for misreading!

What do I roll for the landing? Same thing I rolled for the jump? Should I fail, what should I roll for the damage resistance? I'm guessing BOD + Impact armor, resisting 4S?
Mach_Ten
QUOTE (Slacker @ Mar 19 2013, 06:12 PM) *
I was actually going to let you go without him attacking you until you said "Bring it wind bag." He gets 5 hits on his free attack against you.


me and my big .... Damnnit

FULL Defence REACTION 7 + DODGE 1 + GYM 3 + SYNTH 3 + MOVE 2
minus STUN 1 - DEFENDED 2
(13d6.hits(5)=4)


and this is a new pass so I need 2 more dice as I haven't already defended WOO !
FULL Defence DEFENDED 2 last pass
(2d6.hits(5)=1)


but damn ! 5 total, this is getting too damn close

Silas has used IP 1 of this CT to dodge and weave ... it's everyone else.
Slacker
QUOTE (Severus Snape @ Mar 19 2013, 01:11 PM) *
My bad for misreading!

What do I roll for the landing? Same thing I rolled for the jump? Should I fail, what should I roll for the damage resistance? I'm guessing BOD + Impact armor, resisting 4S?

No problem on misreading. I wasn't clear enough.

Yeah, make the same roll as before and if you fail you resist 4S damage with BOD+Impact.
Slacker
QUOTE (Mach_Ten @ Mar 19 2013, 02:12 PM) *
me and my big .... Damnnit

FULL Defence REACTION 7 + DODGE 1 + GYM 3 + SYNTH 3 + MOVE 2
minus STUN 1 - DEFENDED 2
(13d6.hits(5)=4)


and this is a new pass so I need 2 more dice as I haven't already defended WOO !
FULL Defence DEFENDED 2 last pass
(2d6.hits(5)=1)


but damn ! 5 total, this is getting too damn close

Silas has used IP 1 of this CT to dodge and weave ... it's everyone else.

You were moving away from the air elemental. Did you head out the door and onto the balcony? If so, you could make it most of the way to the ropes and you can strap yourself in and start heading down the next time you have actions.
Slacker
Just to clear up because the last page or so has been a jumble of actions.

We are currently resolving the actions for IP3 of Combat Turn 4.

Thus far:
Gardner's plant spirit materialized

Silas made a break for the balcony and had to use up his actions for the first pass of next combat turn to avoid the air elemental's attempt at stoppnig him.

I am currently waiting on Eclipse to roll rappeling if he is starting down the rope. Or he needs to tell me what else he is going to do instead if he doesn't want to start going down.

I am also waiting on Needle's roll to land from her crazy flight in the wingsuit.

Gardner has mentioned trying to grab 3 items from the maitre d', but only had enough actions in IP2 to grab one of them. He can either grab the other two this pass or can call up his bound air elemental as he also mentioned wanting to do.

Mr. White who had been holding his actions has pushed Acson (who is still under the spirit's confusion power) out onto the balcony. He can either strap himself into a rappelling harness this turn or strap Acson into one. I need to know which he's doing.

Following his turn, the two new drones will be dropping 10m closer (IP2 of next combat turn they will have arrived and start shooting people still on the balcony)
Dak
Strapping Acson in first, then himself.
Severus Snape
QUOTE (Slacker @ Mar 19 2013, 01:41 PM) *
No problem on misreading. I wasn't clear enough.

Yeah, make the same roll as before and if you fail you resist 4S damage with BOD+Impact.


Ok, here goes nothing!

6d6.hits(5) = 4

Holy shit! I think I might spend Needle's eventual Karma rewards on B&E skills and/or extreme sports! Landed perfectly, somewhere near the bus (GM's call) without killing myself!

Woot! IC Post coming as soon as the GM lets me know where I landed.

So Needle, who has zero skill in parachuting and really doesn't do the whole extreme sports thing, just launched herself off a 30 story building, flew through the night sky, and managed a perfect 10 point landing on the city streets. Not a single 1 rolled; not a single point of Edge spent. Holy crap is she one lucky bitch!
Slacker
QUOTE (Severus Snape @ Mar 19 2013, 04:05 PM) *
Ok, here goes nothing!

6d6.hits(5) = 4

Holy shit! I think I might spend Needle's eventual Karma rewards on B&E skills and/or extreme sports! Landed perfectly, somewhere near the bus (GM's call) without killing myself!

Woot! IC Post coming as soon as the GM lets me know where I landed.

So Needle, who has zero skill in parachuting and really doesn't do the whole extreme sports thing, just launched herself off a 30 story building, flew through the night sky, and managed a perfect 10 point landing on the city streets. Not a single 1 rolled; not a single point of Edge spent. Holy crap is she one lucky bitch!

SWEET!

Great job. Give me a Luck roll of your Edge to see how close you landed to your vehicle. You'll defintely be able to get to it in this upcoming combat turn, but it may take you a pass or two to reach it.
Slacker
QUOTE (Dak @ Mar 19 2013, 04:00 PM) *
Strapping Acson in first, then himself.

You'll have to strap yourself in on your turn in the next combat turn then. You don't have enough actions to strap you both in this turn.
Dak
Can he flip Acson's comlink on? He's still got it in his pocket. I'm betting those drones start shooting before White can get himself strapped in, and that sounds like it'll end badly for him..... unless the drones don't shoot at him.
Severus Snape
QUOTE (Slacker @ Mar 19 2013, 02:13 PM) *
SWEET!

Great job. Give me a Luck roll of your Edge to see how close you landed to your vehicle. You'll defintely be able to get to it in this upcoming combat turn, but it may take you a pass or two to reach it.


She's only got 2 Edge when at full (yeah, I should spend some Karma there too).

2d.6hits(5) = 1

Again, no 1s rolled. So I'll just post she landed near the bus, and you let me know when she gets to it.

I should mention that in 1 CT my commlink will have rebooted fully. Or, on IP 1 of the next CT.
Slacker
QUOTE (Severus Snape @ Mar 19 2013, 04:19 PM) *
She's only got 2 Edge when at full (yeah, I should spend some Karma there too).

2d.6hits(5) = 1

Again, no 1s rolled. So I'll just post she landed near the bus, and you let me know when she gets to it.

I should mention that in 1 CT my commlink will have rebooted fully. Or, on IP 1 of the next CT.


With one hit on the Luck roll I'll say it only takes you the first IP of CT 5 to run to the bus.

QUOTE (Severus Snape @ Mar 12 2013, 04:41 PM) *
I'm gonna roll System + Response to see how long it's going to take my commlink to come back online.

System + Response 1: 9d6.hits(5) = 5
System + Response 2: 9d6.hits(5) = 3
System + Response 3: 9d6.hits(5) = 4

3 full CTs, or 9 seconds, where my commlink (and by extension, my digital persona) is offline.

That should be pass 3 in this CT for me. Let me know when it's my action in the next CT.

You rolled that it would take 3 combat turns and it started booting up on IP2 of CT2. So your commlink won't be back on until IP2 of the new combat turn.
Slacker
QUOTE (Dak @ Mar 19 2013, 03:17 PM) *
Can he flip Acson's comlink on? He's still got it in his pocket. I'm betting those drones start shooting before White can get himself strapped in, and that sounds like it'll end badly for him..... unless the drones don't shoot at him.

As Needle has been doing with her own commlink, it takes multiple combat turns for a commlink to come back online. It's not an instant thing.
Technically, you only switched yours to Hidden mode. You could switch it back to Active mode as a simple action to start broadcasting the authorized ticket you had though.
Kiirnodel
Sorry, you're right about the gear taking longer... on the first action I grab the commlink so I can start listening in on thsir chatter. I'll call the spirit on the third pass and unless something keeps me, I'll get the ammo on the first pass of the next turn.

The new spirit will materialize at the end of the turn and acts on initiative 11 (though I doubt it will matter)

For the new combat turn:

My plant spirit will use noxious breath if it can catch both enemies with it (now that silas is out.

The air spirit will catch the falling sniper, and his gun.

Gardner grabs speedloader and tw's SnS clip

The Earth spirit uses guard on Silas, Acson, and White.
Severus Snape
QUOTE (Slacker)
With one hit on the Luck roll I'll say it only takes you the first IP of CT 5 to run to the bus.


You rolled that it would take 3 combat turns and it started booting up on IP2 of CT2. So your commlink won't be back on until IP2 of the new combat turn.


Yep! Just wanted to make sure this didn't get lost.
Mach_Ten
QUOTE (Slacker @ Mar 19 2013, 08:46 PM) *
You were moving away from the air elemental. Did you head out the door and onto the balcony? If so, you could make it most of the way to the ropes and you can strap yourself in and start heading down the next time you have actions.


already wearing the combat harness, and yes racing to the ropes,

if it helps I have an emergency harness I crafted earlier to clip onto Acson, it's rudimentary but faster than the alternative,

leaving Mr. White to sort himself and get going, I can assist with Acson once White is secured

Only though if we have some form of defense from the spirits behind us, is Gardner still here ?

Slacker
Gardner, what is the Force of your bound air spirit? You can only carry STR x 10kg without a test and the average human is around 70kg. So unless it's a pretty high force it's not going to be able to do more than slow the snipers fall down. And the gun fell out of the sniper's hands. The spirit would need to choose to either catch the gun or slow the snipers fall.

As far as the Plant spirit's noxious breath, I'm not sure spirits actually breath, but I'll allow it to effect the air spirit if you are targeting him. The guard is more than 16m away from the air spirit and you only have a range of (Body)meters. So you can either move to target the guard or you can target the air spirit. You can't do both.

As far as your actions go, did you ever grab the earbud which is a separate item from the commlink? Last pass you spent one simple action to search the body and the other to grab the commlink.
Slacker
QUOTE (Mach_Ten @ Mar 20 2013, 03:32 AM) *
already wearing the combat harness, and yes racing to the ropes,

if it helps I have an emergency harness I crafted earlier to clip onto Acson, it's rudimentary but faster than the alternative,

leaving Mr. White to sort himself and get going, I can assist with Acson once White is secured

Only though if we have some form of defense from the spirits behind us, is Gardner still here ?

Gardner is busy looting apparently. So he hasn't even started heading towards the ropes. Seems like he will be the last one on the balcony as the two drones arrive momentarily.

Mr. White has already strapped Acson onto the rappelling line, though Acson might as well be unconscious thanks to the -5 he's suffering to all actions thanks to the air spirit's confusion power. Basically consider yourself at a -2 on your own climb check once you can start climbing down next pass.
Kiirnodel
QUOTE (Slacker @ Mar 20 2013, 10:19 AM) *
Gardner, what is the Force of your bound air spirit? You can only carry STR x 10kg without a test and the average human is around 70kg. So unless it's a pretty high force it's not going to be able to do more than slow the snipers fall down. And the gun fell out of the sniper's hands. The spirit would need to choose to either catch the gun or slow the snipers fall.

As far as the Plant spirit's noxious breath, I'm not sure spirits actually breath, but I'll allow it to effect the air spirit if you are targeting him. The guard is more than 16m away from the air spirit and you only have a range of (Body)meters. So you can either move to target the guard or you can target the air spirit. You can't do both.

As far as your actions go, did you ever grab the earbud which is a separate item from the commlink? Last pass you spent one simple action to search the body and the other to grab the commlink.


I really have to take a separate action to grab the earbuds that are attached to the commlink? jeeze... it's not like I'm trying to free-fall off a building without a proper parachute or something.

I'll have the Earth Spirit help me grab stuff if I need to, it's goal is to help our group get down safely, so it isn't doing a whole lot...

I'm not expecting the Air spirit to be able to stop the guy entirely, but it might be able to prevent him from dying by guiding him to the balcony instead of the street, and slow his fall. It can grab the rifle (Simple Action) and then get to him, and slow his fall (Simple Action to grab, ?Extended Test? to slow him down?). You said yourself it is going to take him several turns to fall so the spirit has at least a little time to figure it out... I'm trying, I didn't say I knew if it would work...

EDIT: The Plant Spirit will target just the Air Spirit, I wasn't sure the logistics of the power and locations, so it was worth asking...

EDIT 2: For moving down, I figured we couldn't have several of us hooking up at once, and I know I wanted Acson and TW to get down ahead of me, so I figured I would have to wait anyway.
Slacker
QUOTE (Kiirnodel @ Mar 20 2013, 09:23 AM) *
I really have to take a separate action to grab the earbuds that are attached to the commlink? jeeze... it's not like I'm trying to free-fall off a building without a proper parachute or something.

I'll have the Earth Spirit help me grab stuff if I need to, it's goal is to help our group get down safely, so it isn't doing a whole lot...

I'm not expecting the Air spirit to be able to stop the guy entirely, but it might be able to prevent him from dying by guiding him to the balcony instead of the street, and slow his fall. It can grab the rifle (Simple Action) and then get to him, and slow his fall (Simple Action to grab, ?Extended Test? to slow him down?). You said yourself it is going to take him several turns to fall so the spirit has at least a little time to figure it out... I'm trying, I didn't say I knew if it would work...

Earbuds are a wireless item. They are not attached to the commlink. So, yes, you do have to take a separate action to pick them out of his ears and put them in your own if you are trying to do that.

Air Elemental is fine to slow the sniper's descent and guide him to land on the balcony. Will be done bringing him to land on the balcony at the beginning of CT6.
Mach_Ten
QUOTE (Kiirnodel @ Mar 20 2013, 03:23 PM) *
EDIT 2: For moving down, I figured we couldn't have several of us hooking up at once, and I know I wanted Acson and TW to get down ahead of me, so I figured I would have to wait anyway.


Had the same thought,

I am willing to use a complex action or two to drop another rope for you and me if it warrants it .. and if you ask ... and if you have a cookie !! biggrin.gif
Slacker
QUOTE (Kiirnodel @ Mar 20 2013, 09:23 AM) *
EDIT: The Plant Spirit will target just the Air Spirit, I wasn't sure the logistics of the power and locations, so it was worth asking...

Ok, no problem. What was the Magic rating of your Plant Spirit again? That's the power of the noxious breath and what it has to resist. The plant spirit got 3 hits to resist..
Following that, the air spirit will use its Fear power on the plant spirit. It got 6 hits that you use the plant spirit's Willpower to resist.

QUOTE (Kiirnodel @ Mar 20 2013, 09:23 AM) *
EDIT 2: For moving down, I figured we couldn't have several of us hooking up at once, and I know I wanted Acson and TW to get down ahead of me, so I figured I would have to wait anyway.

You can all hook in a once, i just need to know the order so that if somebody fails that could impact who is directly below them.

Currently, Eclipse is on the bottom with TundraWolf directly above him as he tries to help the unconscious runner down. Mr. White has connected Acson to the line, though I believeSilas plans to go down ahead of Acson to be able to give assistance. Mr. White is planning to connect himself to the line this combat turn and head down I believe. And you are the only one that has not started moving towards the ropes at all.
Kiirnodel
QUOTE (Slacker @ Mar 20 2013, 11:31 AM) *
Earbuds are a wireless item. They are not attached to the commlink. So, yes, you do have to take a separate action to pick them out of his ears and put them in your own if you are trying to do that.

Air Elemental is fine to slow the sniper's descent and guide him to land on the balcony. Will be done bringing him to land on the balcony at the beginning of CT6.


Not getting the earbuds then. I grab the last of the items and then start moving as my action of the first pass then.

The plant spirit is force 7, so the air spirit will take another 4 stun at the end of the combat turn. The plant spirit edges the roll ahead of time and gets 7 hits to resist the fear.



QUOTE (Mach_Ten @ Mar 20 2013, 11:31 AM) *
Had the same thought,

I am willing to use a complex action or two to drop another rope for you and me if it warrants it .. and if you ask ... and if you have a cookie !! biggrin.gif


I think that might be safest... I weigh as much as the rest of you combined.
O'Ryan
Sorry for the delay! Once it looks like Mr White and Ascon are going to make it to the rope alive, Eclipse jumps back. Wheeee!
9d6.hits(5)=1 (Climbing 2 + Synthacardium 3 + Str 4 + 2 climbing kit - 2 carrying TW)

So... ouch! You said 5S, right? Under that assumption, rolling to soak:

Impact Armor 2 + Bod 4 6d6.hits(5)=2 would be taking 3S, if I'm understanding everything correctly
Slacker
QUOTE (O'Ryan @ Mar 20 2013, 12:10 PM) *
Sorry for the delay! Once it looks like Mr White and Ascon are going to make it to the rope alive, Eclipse jumps back. Wheeee!
9d6.hits(5)=1 (Climbing 2 + Synthacardium 3 + Str 4 + 2 climbing kit - 2 carrying TW)

So... ouch! You said 5S, right? Under that assumption, rolling to soak:

Impact Armor 2 + Bod 4 6d6.hits(5)=2 would be taking 3S, if I'm understanding everything correctly

It was only 4S, so you take 2 boxes of stun as you slip and slam into side of the building as you loose your grip and start falling down the line. Next pass you can make a new attempt to regain control. Speaking of which we've already moved everybody forward enough that you can go ahead and make that roll now.

Because you're also carrying TundraWolf down with you, he should probably roll to resist some damage too. But I think I'll waive it for now.
O'Ryan
9d6.hits(5)=4 to regain control, with the same modifiers as before. Phew! Much better.
Slacker
QUOTE (O'Ryan @ Mar 20 2013, 12:25 PM) *
9d6.hits(5)=4 to regain control, with the same modifiers as before. Phew! Much better.

Good job. smile.gif
Slacker
Following Eclipse's turn, the guard inside is calling for additional magical support as he rushes towards one of the unbroken balcony's doors (delaying his actions until he can get there).

Then it will be the pass that Gardner picked up the maitre d's spare speedloader and TundraWolf's dropped clip from earlier.

And I believe Needle is running to the bus. She arrives at it this pass.

Oh and then the two drones are dropping further, one appears to be pointing its gun towards Gardner and the other is pointing towards Silas. They will be opening fire next pass.

Now it's Mr. White's turn. He's pulling on a harness and clipping into the line going down, right? Or is he going to wait for Silas to setup a new line?
Dak
If White even had a gun on him, I'd consider having him stay on the balcony and wait. But all he can do is gawk and perhaps make pleasant small talk.

He's heading down.
Slacker
QUOTE (Dak @ Mar 20 2013, 01:02 PM) *
If White even had a gun on him, I'd consider having him stay on the balcony and wait. But all he can do is gawk and perhaps make pleasant small talk.

He's heading down.

Ok, then you've strapped yourself in and climbing down. Give me a climbing roll with a +2 for the gear.
Slacker
With Mr. White going over the edge that closes out IP1 CT5, except.....high overhead there is the sound of two more drones being launched.

And so we are at the top of Init for IP2.

Gardner's Plant Spirit is doing what?
Dak
QUOTE (Slacker @ Mar 20 2013, 01:08 PM) *
With Mr. White going over the edge that closes out IP1 CT5, except.....high overhead there is the sound of two more drones being launched.

And so we are at the top of Init for IP2.

Gardner's Plant Spirit is doing what?



2d6.hits(5) → [4,1] = (0)

Man it stinks to spend Edge on a roll like this, but....

2d6.hits(5) → [2,4] = (0)

Nice. Still no hits.
Dak
Slacker has reminded me that I can roll my Edge pool instead of failures.

With an edge of 6, I'll just roll another 4 dice to add to those two I already rolled.


4d6.hits(5) → [1,6,4,3] = (1)

That's something, at least.
Slacker
QUOTE (Dak @ Mar 20 2013, 01:21 PM) *
2d6.hits(5) → [4,1] = (0)

Man it stinks to spend Edge on a roll like this, but....

2d6.hits(5) → [2,4] = (0)

Nice. Still no hits.

Ugh. Climbing is going to be disasterous for you. You can always just straight up add your Edge dice instead of rerolling failed dice.

Considering that you have to get 2 hits to succeed in rappelling, you may just want to start off with rolling Edge. I'll let you reroll with that in mind this one time.
Mach_Ten
QUOTE (Dak @ Mar 20 2013, 07:21 PM) *
2d6.hits(5) → [4,1] = (0)

Man it stinks to spend Edge on a roll like this, but....

2d6.hits(5) → [2,4] = (0)

Nice. Still no hits.


can I grab Acson or White if I see them struggling at the top of the rope ? I'll strap one of them to my rig and take the penalties I think, bit stronger than Talky man smile.gif
Dak
QUOTE (Slacker @ Mar 20 2013, 01:28 PM) *
Ugh. Climbing is going to be disasterous for you. You can always just straight up add your Edge dice instead of rerolling failed dice.

Considering that you have to get 2 hits to succeed in rappelling, you may just want to start off with rolling Edge. I'll let you reroll with that in mind this one time.



I appreciate it, but that hardly seems fair.

Let's see what happens with his 1 success.
Slacker
QUOTE (Dak @ Mar 20 2013, 01:29 PM) *
I appreciate it, but that hardly seems fair.

Let's see what happens with his 1 success.

Ok then. You need to resist 4S damage.

Slacker
QUOTE (Mach_Ten @ Mar 20 2013, 01:29 PM) *
can I grab Acson or White if I see them struggling at the top of the rope ? I'll strap one of them to my rig and take the penalties I think, bit stronger than Talky man smile.gif

Yeah, I think you grabbing Acson is the best plan.
Dak
QUOTE (Slacker @ Mar 20 2013, 01:30 PM) *
Ok then. You need to resist 4S damage.


Impact armor 3 + body 4. 7d6.hits(5) → [1,3,6,3,6,6,4] = (3)

So I take... 1S?
Dak
QUOTE (Dak @ Mar 20 2013, 01:26 PM) *
Slacker has reminded me that I can roll my Edge pool instead of failures.

With an edge of 6, I'll just roll another 4 dice to add to those two I already rolled.


4d6.hits(5) → [1,6,4,3] = (1)

That's something, at least.


After I rolled 2 dice and failed, I spent Edge and rolled 2 dice (reroll fails). But you reminded me about using it to roll my edge pool, which is 6. Since I'd already rolled two dice, I just rolled 4 more to make it 6 dice.
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